eternal fantasy digest rules

28
Version 1.04 ~ Wrien By ~ Mahew Whitehouse Tom Sweo Emily Fontana Copyright © 2012-2015 by On The Lamb Games All rights reserved. No part of the contents of this book may be reproduced or transmied in any form or by any means, including recording or by any information storage and retrieval without wrien permission from the author. ~ Featuring Art by ~ Heath Foley Noah Page Santiago Díaz González Ekoi Panot Ivan Geiry (order #8733614)

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Simple start up rules for Eternal: Fantasy Tactics game. Looks good, and I've enjoyed it so far.

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Page 1: Eternal Fantasy Digest rules

Version 1.04

~ Written By ~Matthew Whitehouse

Tom SweoEmily Fontana

Copyright © 2012-2015 by On The Lamb GamesAll rights reserved. No part of the contents of this book may be reproduced or transmitted in any form or by any means, including recording or by any information storage and retrieval without written permission from the author.

~ Featuring Art by ~Heath FoleyNoah Page

Santiago Díaz GonzálezEkoi Panot

Ivan Geiry (order #8733614)

Page 2: Eternal Fantasy Digest rules

Page 2.

The

Num

ber

of C

ryst

als

a M

odel

co

sts

to ta

ke in

you

r Par

ty.

Atta

ck(A

TK) T

he n

umbe

r of d

ice

you

roll

for a

bas

ic a

ttack

, or

a co

mm

and

calli

ng fo

r an

ATK

roll.

Def

ense

(DEF

) The

num

ber

of d

ice

you

roll

to d

efen

d ag

ains

t an

ATK

roll.

Mag

ic(M

AG

) The

num

ber

of d

ice

you

roll

to a

ttack

or

defe

nd

agai

nst a

com

man

d ca

lling

for a

MA

G ro

ll.M

ove(

MO

V) T

he n

umbe

r of

squ

ares

this

Mod

el c

an m

ove

in

the

Mov

e Ph

ase.

Jum

p(JM

P) T

he n

umbe

r of

hei

ght l

evel

s a

Mod

el m

ay a

scen

d du

ring

the

Mov

e Ph

ase.

Item

(ITM

) Th

e to

tal

valu

e of

Ite

m c

ards

thi

s M

odel

can

be

equi

pped

with

.

Hea

lth P

oint

s(H

P) T

he a

mou

nt o

f dam

age

from

atta

cks

that

a

Mod

el c

an s

uffer

bef

ore

dyin

g/be

ing

rem

oved

from

the

tabl

e.M

agic

Poi

nts(

MP)

Som

e C

omm

ands

hav

e an

MP

cost

whi

ch

is d

educ

ted

from

the

Mod

el’s

tot

al w

hen

it pe

rfor

ms

thes

e sp

ecia

l act

ions

.C

ore

Abi

lity

Each

Mod

el h

as a

spe

cial

abi

lity

whi

ch is

list

ed

here

. Thi

s m

ay b

e a

pass

ive

abili

ty th

at a

ffect

s its

bas

ic a

ttack

, or

an

alte

rnat

e ac

tion

it ca

n pe

rfor

m to

a n

orm

al T

urn.

Ivan Geiry (order #8733614)

Page 3: Eternal Fantasy Digest rules

On

the

back

of

a M

odel

’s c

ard

are

the

spec

ial

com

man

ds i

t m

ay p

erfo

rm i

n pl

ace

of a

bas

ic

attac

k, o

r pa

ssiv

e be

nefit

s it

may

rec

eive

. For

1

Cry

stal

and

2 C

ryst

al M

odel

s, a

lim

ited

num

ber

of th

ese

are

sele

cted

, rat

her t

han

rece

ivin

g al

l the

lis

ted

abili

ties.

The

Back

grou

nd C

olor

repr

esen

ts w

hat t

ype

of

card

it is

. Blu

e is

for C

lass

es, G

reen

for M

onst

ers,

Re

d fo

r U

niqu

e C

hara

cter

s, P

urpl

e fo

r U

niqu

e Bo

sses

, and

Gre

y fo

r Ite

ms.

Som

e un

its h

ave

vari

ant

Mod

els/

card

s; A

s lo

ng

as y

our

oppo

nent

kno

ws

whi

chs

card

you

are

us

ing,

the

art d

oesn

’t ha

ve to

mat

ch th

e M

odel

!

Ivan Geiry (order #8733614)

Page 4: Eternal Fantasy Digest rules

Page 4.

Game SetupEndless is a Tactical Miniatures

game that recreates the playstyle and feel of classic 90’s console RPGs on your table top. To get ready for a match of Endless, you will need to follow these steps:

1. Create a Party - Select which Models you want to bring in your adventuring party. 2. Select Commands - 1 and 2 Crystal Models may only take a limited number of the Commands listed on the back of their card. 3. Select Items - From your deck of item cards, select which items are carried by which Models. 4. Play! - The following sections will walk you through how to play Endless. If you’re ready to try new scenarios or campaign play, jump to page 123.

A normal play area is between 8”x8” and 16” x 16” with a square grid. You can easily find RPG game mats at gaming stores or build your own boards with 1” squares. Tactical RPGs have multilevel battlefields, where the elevation of certain squares can change a battle. If you are designing your own map, make sure to include changes in elevation. Using a dry erase/wet erase marker on a square, you can mark the height of the square if you are unable to build a three dimensional battlefield.

Creating a PartyThe basic Party size is determined

by the scenario being played. If two players simply wish to have a skirmish, they can agree upon a Crystal Limit to play a game. In such situations the standard Limit is either 5 Crystals or 10 Crystals. The Crystal cost for a Model is often shortened to

‘C’ as in 1C for a Squire, or 3C for Lyra Cosine.

Select Commands1C and 2C Models have Command

Lists on the back of their cards. These lists include checkboxes that can be marked off, while the card is in a protective sleeve, using dry erase markers. Alternatively, you can use scratch paper. The commands you mark off are the only ones the Model can use in battle. 1C Models select 2 Commands, and 2C Models select 4 Commands. 3C+ Models have a fixed Command List, but placing them in card sleeves will still help with tracking HP and MP.

Party RestrictionsModels on Red or Purple backed

cards are considered Unique. All Unique Models may only be taken once per Party. As they are Unique, with their own histories and personalities, their Command List is fixed, and they have all of their available commands.

Item SelectionEach Starter pack comes with a

variety of Item cards. These can be equipped to individual Models but only up to the ITM limit on the Model. Some items cost more than 1 point of ITM, so make sure to count them up correctly. Some items are also labeled unique, this means that only one can be taken in your party. “Consume” and “Break” Items do not need to be shown to your opponent until you use them. Place these cards face down under the Model they are equipped to. “Equip” Items are shown face up as their effects are always in play.

Ivan Geiry (order #8733614)

Page 5: Eternal Fantasy Digest rules

Item TypesThere are three basic item types that

a Model can bring into battle.

Consume Items

These items are used during the Act Phase, with the Use Item Action, on the Turn of the Model that possesses the item. Once the Item provides its benefits, the Item is discarded and cannot be used again. These items can be used on adjacent Models, or on the Model holding the item. You are not required to show your Consume Items until they are used. Keep the items face down under the Model’s stat card until it is used. Consume Items are dropped when a Model dies.

Break ItemsThese items may be used at any

time, even during another Model’s turn. Break Items can only be used on the Model holding it. Like Consume items, after applying their effect, Break Items are discarded. Break Items are not required to be shown until they are used. Keep the items face down under the Model’s stat card until it is used. Break Items are dropped when a Model dies.Timing - For Break items to provide their effect to a roll, the Breaking of the item must be declared before the roll is made. This includes bonuses to rolls, or healing HP before damage is dealt that would kill a Model.

Equip ItemsThese items are always in play, and

provide a passive benefit to the Model they are held by. These items are never discarded unless a Command causes it to be removed from the Model holding the item. Such items must always be shown. Place the item under the Model’s stat card, face up, with the title of the item peaking out from below the stat card. Equip Items remain with the Model when it dies.

DeploymentPlayers will pick opposite edges of

the table to be their Deployment area in a basic game. One player should roll a die (4+, their team) to determine which side deploys first. Each player has a deployment zone which they may place their Models within. In a standard game, the deployment zones must be At least half the table must separate deployment zones. The Deployment of Models is alternating. Each player will place a Model, starting with the roll winner. Going back and forth deploying a single Model, players will continue until every Model has been deployed. If one player has additional Models, they may continue to deploy after the other player has finished. The deployment rules may be different for specific scenarios, refer to scenario’s rules for any changes.

Designer Note: “Unless Stated Otherwise”, This

should be your mantra as you read through the rules of Endless: Fantasy Tactics. Many mechanics may be stated that are contradicted by the special abilities of Models. These special abilities will override any core

rules.

Ivan Geiry (order #8733614)

Page 6: Eternal Fantasy Digest rules

Page 6.

Game RoundFirst Round Initiative

After deploying, one player rolls a die. On a result of 4 or higher, the roller places the cards for their party, from left to right, in the order they wish to play them. The opposing player will then do the same. If the result on the die is a 1-3, the opposing player places cards first.

Both players will roll a number of dice equal to the MOV value of the first card (including any modifiers). Each player receives a ‘success’ for each die that has a 4, 5, or 6 (written in the rest of these rules as “4+”) The player that has more successes has the initiative and plays first. In the case of a tie, reroll until one player has more successes.

The player will then take a turn with the Model corresponding to the first card in their Initiative Order, and then, the opposing player will do the same. The first player will then take a turn with their second card, and so on. If one player should have more Models than the other, once their opponent has played their last card, the player may continue with their excess Models, until they too, have played their last card. After every Model has taken a turn, a new game round begins.

Subsequent Initiatives /Order Shift

After the first round, at the Initiative phase, each player may move a single card forward or backward a single place in their initiative order. The players will now roll initiative again based on the MOV of the first card in their order (including any modifiers). This “Order Shift” can be made once during each initiative, before rolling for turn order.

Multiple Players /Teams

Sometimes you may want to play with more than two participants. When organized into teams, players will combine their initiative orders with their teammates, and one player from each team will roll initiative. If you are playing a multiplayer free-for-all, the player that wins will go first, and then play will continue clockwise from that player, around the table.

Model TurnDuring a Model’s Turn, the player progresses through three Phases before handing play over to their opponent. These phases must be performed in order. The Move and Act phases may be ‘passed’ performing no action, but the Status Phase must always be performed.

Turn Phases1. Move Phase - The Model is

moved across the battlefield and decides on a facing.

2. Act Phase - The Model performs an attack or uses an item.

3. Status Phase - The duration of status and beneficial effects on the Model reduce by one.

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Page 7: Eternal Fantasy Digest rules

Move PhaseIn the Move Phase, the Model may

move up to its MOV value in squares. The Model may not move diagonally, but may otherwise move in any direction. Models may move through allies but may not end their movement in the same square.

Jumping UpWhich squares a Model can move

to are determined by the JMP value. A Model may move from one square to another above it, if the difference in their height values is equal to or less than the Model’s JMP value. This determination is only made on a square-to-square basis, not based on the starting and ending squares.

Ex. - A Model has a JMP of 3 and is standing on a square with height 2. From this square, they may move onto an adjacent square with a height of 5 or lower. Moving onto a height 5 square, the Model may now move onto a height 8 or lower square.

Jumping DownA Model may always move to

a square on a lower height value, ignoring the JMP value. No penalty occurs unless the movement is Involuntary (See ‘Push Back’ page 13).

FacingOnce a Model has completed its

movement, the player must decide on a facing for the Model. Facing determines which squares count as the Front, Side, or Rear Arcs for the Model. A Model may only target squares in their Front Arc, during the Act Phase. Once the player has moved onto the Act Phase, they may not change their facing.

Determining Facing - The front of the Model generally indicates their Front Arc and Facing. For clarity with Models in dynamic posing, players may want to paint the front of the Model’s base a different color to reduce any confusion or debate.

Phase CommandsSome Models have abilities that

use the phrase “In place of its Move or Act Phase...” These abilities may be performed instead of the Model’s Move Phase or instead of the Act Phase. If taken in place of the Move Phase, the Model may select a Facing once before performing the ability, but not again before the Act Phase.

Ivan Geiry (order #8733614)

Page 8: Eternal Fantasy Digest rules

Page 8.

Act PhaseAfter completing the Move Phase,

a Model may perform one of three actions: Basic Attack, Use Item, or Special Command. To use any of these, a Model must be facing their target, or must target themselves. Commands with the Around tag do not require the Model to be facing any target.

Basic Attack - The integral attack option of all Models. Basic Attack is considered to have a profile of ATK, RNG 1. Many passives that a Model has or the Core Command on the front of their card may adjust this profile. Passives selected on the back of a Model’s card overwrite the Core Command if they conflict.

Ex. A Gunsmith begins play with the Runegun Core Command, which makes its basic attack RNG 4. The Blastgun Passive on the back of the card makes its basic attacks Cone 2, Push Back 1. The Cone 2 overrides the RNG 4.

Use Item - This option allows a Model to use a Consume Item on themselves or an adjacent Model. Unless stated otherwise, once this item has been used, it is discarded. Break Items may be used at any time and are not required to be used during this phase. Equip Items apply passive effects and are never ‘used’.

Special Command - Listed on the back of a Model’s stat card, these Commands are your choice of special abilities to use instead of a basic attack, or consume item. Only the ones selected on a 1C or 2C Model may be used. A 3C+ Model may use any of their commands.

Refer to the Basic Rolling Mechanics and Terms sections to understand what each Command Profile means in game terms.

Status PhaseIn the last stage of a Model’s Turn,

the player reduces the duration of the Status Effect and Beneficial Effect currently attached to the Model. When the Effect’s duration is reduced to zero, it is removed from the Model.

The duration is always reduced by one during this phase unless the Effect was applied during this Model’s Turn. If the Effect was just applied, its duration remains the same.

Effects, such as Burn or Poison that cause damage, occur when the duration is reduced. Roll/Apply damage even on the Phase that the Effect’s duration is reduced to zero and removed.

The Status Phase still occurs at the end of a Model’s Turn even if an ability calls for a Model to use its entire turn to perform the ability.

Ivan Geiry (order #8733614)

Page 9: Eternal Fantasy Digest rules

End of Game Round

Ending a Game

After every Model has taken their Turn, you will return to the Initiative Phase. In some scenarios or battlefields, special effects may occur or are rolled for, at the end of the Game Round. If you are playing a scenario, make sure to follow any instructions for it now.

In a basic skirmish game, at the end of Round 7, one player should roll a die. Play continues for another Round if the die result is 2+. After Round 8, play continues for another Round if the die result is 3+. Each turn, increase the required roll by 1. If a roll is failed, or the players finish Round 12, the game ends.

After the final Round is over, each player totals the Crystal Cost of enemy Models they killed. The player that slew more Crystals wins the match.

Basic Rolling Mechanics

This setup describes the Skirmish Scenario. To play with different objectives, refer to the Scenarios section for alternative rules. Many changes can occur in Scenarios: different objectives, special Terrain or Scenario Effects, varied Party restrictions, or a different number of Game Rounds.

Each command that a Model can use has a short profile indicating how it works. These profiles explain what dice to roll, the range of the command, and any additional effects.

Ex. The Adept’s Ray Arrow command has this profile: MAG, RNG 4, Holy Element. This means that you roll a number of dice equal to the Adept’s MAG, may target a Model up to 4 squares away, and it deals double damage against a Dark Blood Model or heals a Holy Blood Model.

The basic rolling mechanics are listed below, followed by the terms section, which explains any additional effects a command may have.

Attack - ATKWhen making a Basic Attack or

any Command that calls for using ATK, roll the number of dice listed next to ATK on the attacking Model’s stat card. Each roll of a 4, 5, or 6 (shortened to 4+) is a ‘success’. Count up your total number of successes.

Defend - DEFAfter the attacker has rolled, the

defending player now rolls a number of dice listed next to DEF on the defending Model’s stat card. Each roll of 5 or 6 (shortened to 5+) is a ‘success’. Subtract this number from the Attacker’s successes. In Command Profiles these are referred to as ‘defensive rolls’.

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Page 10: Eternal Fantasy Digest rules

Page 10.

DamageIf the number of attack successes

remaining after subtracting defense successes is still a positive number, subtract this amount from the defending Model’s HP. Excess defense successes do not cause ‘negative damage’.

Magic - MAGSome commands may call for a

MAG roll instead of an ATK roll. In such cases, roll the number of dice listed next to MAG on the attacking Model’s stat card, looking for 4+. The defender will use their MAG to Defend, looking for 5+.

Game TermsThis sections describes any

additional game mechanics or vocabulary that are used throughout the rules. The first time you play, you may wish to ignore these terms and simply use the Basic Rolling Mechanics to get an idea of how to play the game. Once you have a grasp of the basics, you should begin using the rest of the rules found on the following pages.

ATK+MAGSome powerful commands will call

for ATK+MAG. With these commands, the attacker will roll a number of dice equal to the total of ATK and MAG. The defender will roll the higher of DEF or MAG.

x2 (Times Two)Some commands have a multiplier

that doubles the final result of the dice rolls. For ATK and MAG attack rolls, double the number of successes AFTER the subtraction of defense rolls. For DEF and MAG defense rolls, double the number of successes BEFORE applying to attack rolls. If more than one effect would cause x2 to a roll, each additional x2 instead adds +2 Dice.

ATK x2 Example:A 5 ATK roll results in 3 Successes

on a command that calls for ATK x2 and the defender gets one success. The attacker deals 4 damage.

DEF x2 ExampleAn attacker gets 3 successes against

a defender that will get DEF x2. With 3 DEF, the defender gets 1 success. The attacker deals 1 damage.

FlankingATK and MAG attack rolls succeed

on a 3+, when attacking from the target’s rear arc.

Death & Item DropWhen a Model’s HP is reduced to

0, it has died and is removed from play. Its stat card is removed from the Initiative Order and Status/Beneficial Effects expire. Any unused Consume Items are revealed and a token is placed where the Model died. Any Model that moves onto the square removes the token and may add any or all of the leftover items to their inventory, if they have unused ITM capacity. Remember to return your opponent’s item cards after the game is over!

Ivan Geiry (order #8733614)

Page 11: Eternal Fantasy Digest rules

VantageThe opponent’s DEF and MAG

defensive rolls only succeed on a 6 when attacking from at least 2 Height higher than your opponent or 4 Height higher than a Large Model.

Both Flanking and Vantage stack with each other, and any other benefits/penalties that affect what is a success on a die roll. (eg. an Attack Command that succeeds on a 5+ that is made in the rear arc succeeds on a 4+ instead.)

Flanking/Vantage ImmunitySome abilities make a Model

‘immune’ to Flanking or Vantage. This means that Models attacking this Model do not get the benefit of Flanking, or this Model does not suffer the penalty of Vantage.

Large - Large Models are on 50mm

Bases and take up 4 squares. When on uneven height levels, they are considered to be on the highest height level and cannot move through areas of higher height, if their JMP would not allow it. Additionally, some of their multi-target commands have different areas that they affect. These differences are noted in the Multi-Target Tag section. Large Models have a height profile of 4 for determining Line of Sight. The basic attack of a Large Model is Line 1 instead of RNG 1.

Large Models and Terrain - Remember that Large Models always count as the height level of the highest square of terrain they stand on, and a Large Model is no longer affected by terrain types under his base unless they are on that highest square. Additionally, any effects that occur due to movement, such as Lava, do not double/quadruple effect a Large Model due to their base size.

As Targets of Multi-Target Commands - Multi-Target Commands make attacks against each square that they cover, not just each target. A Large Model suffers an attack for each square of their base that is covered by a Multi-Target command.

Passive - Commands with this icon are

considered Passive. They are not required to be used in the Act phase, their effects are simply ‘on’ when you need them.

Basic AttackSome Commands refer to basic

attack as part of a command. This is informing you that any other passive commands that modify a basic attack, also affect this command. If a command does not refer to a basic attack, those passives do not apply.

Mana Points - MP This value allows the use of

commands with an MP cost listed. When a command with MP cost listed is used, mark off the used MP with tokens or in some other fashion. If you have less MP than required by a command, you cannot use it. Using Card sleeves helps protect the card from damage, and allows the use of dry erase markers.

Hit Points - HP This value indicates the amount of

damage a Model can take before being killed and removed from play. Using Card sleeves helps protect the card from damage, and allows the use of dry erase markers.

Ivan Geiry (order #8733614)

Page 12: Eternal Fantasy Digest rules

Page 12.

ALL MPCommands that use ALL MP use all

of your current MP. These commands cannot be used unless you currently have ½ MP + 1 of your starting MP. Regardless of your current MP, it is all used up by the Command.

Ex A Knight with 4 MP must have 3 MP left to use Heroic Beam. Whether it has 3 MP or 4 MP, the Knight is reduced to 0 MP by using the command.

Round DownWhenever a command, or other

game mechanic calls for halving a number, always round down.

Range - RNGThe distance at which a Model

can use the Command. A RNG of 1 is assumed for any Command that does not have a RNG tag. Range is calculated by counting the squares between you and your target along the shortest path. Diagonals are treated as 2 Squares away.

Height LevelBattlefields in EFT are Three

Dimensional, and each square of the battlefield has a height value. This is an abstract concept, and the increase from one height value to another is not a fixed value in real world measurements. Your battlefields should use a standard measurement for height values. We suggest a value of ¼ inches or ½ inches per height level. In either case, game mechanics will not refer to the actual measurement, only the abstract.

Ex. If one height value is equivalent to ¼ inches, a Model on height level 5 is 1¼ inches above the tabletop. The game rules only use the height level 5, not 1¼ inches.

Height ProfilesEvery regular Model has a height

profile of 2. Large Models on the larger bases have a height value of 4. This concept is connected to Line of Sight and range of attacks vertically.

Vertical RangeEvery command has a maximum

vertical range in addition to the horizontal range. A Command may target a square that is no more than RNG + the height profile of the acting Model ABOVE the acting Model(+2 for regular Models or +4 for large Models). A Command may target a square that is no more than RNG + the height profile of the target Model BELOW the acting Model.

Above Example - A Large Model (height 4), using a command with RNG 3, may target a square no more than 7 levels above it.

Below Example - A Model, using a command with RNG 3, may target a regular Model (height 2) no more than 5 squares below it.

HealCommands or Items with this tag

restore HP instead of reducing it. These effects can either require a dice roll or heal a fixed amount. Models do not make defensive rolls for Commands or Items with Heal and Heal rolls are not affected by Flanking.

No DamageA command that includes this term

does not reduce the target’s HP, but only applies other effects. The Acting Model must still roll enough successes and exceed defensive rolls to apply any other effects.

No RollSome Commands do not call for an ATK or MAG roll. These Commands apply their effects automatically.

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Page 13: Eternal Fantasy Digest rules

PiercingThis command ignores the first

successful defensive roll, either DEF or MAG.

Push BackThe target Model makes an

involuntary movement the indicated number of squares away. The direction the Model moves is based on its position in the facing arcs of the Model that caused Push Back. Targets in the side arcs are moved directly away from the Model. Targets in the Front or Rear Arc are moved directly away from the line formed by that Arc and the Side Arcs.

Stop ShortIf involuntary movement, such

as that from Push Back, causes a Model to move onto another Model or onto higher terrain, they stop in the square immediately before the Model or higher terrain. The Pushed Model and the Model that stopped them, suffer 1 ATK which they cannot defend against. Multiple Models that are subjected to a Push Back all move simultaneously, they do not stop short or take damage because of each other.

Edge of the BattlefieldA Model may not move past the

edge of the battlefield. If a Model is pushed to the edge of the battlefield, they stop short and take damage as if higher terrain stopped their movement. Some Scenarios may state other effects that occur instead/in addition to these rules.

FallingIf an effect such as Push Back

causes a Model to involuntarily drop down more than their JMP value, they suffer 1 ATK for each level beyond their JMP value, which they cannot defend against.

RerollRoll a die again under

circumstances dictated in the special rule that contains the phrase ‘reroll’. Rerolls can never occur more than once per die. Regardless of the second result, the player must accept the reroll result.

WeakThis command can never deal more

than 1 point of damage to the target, regardless of the number of successes rolled.

ResurrectSome special items or Commands

may restore a Model to life and will usually place the dead Model back on the field at a certain amount of health, adjacent to the Model that resurrected the dead Model. Place the resurrected Model’s stat card at the end of the initiative order. Equip items remain with the Model when they are resurrected. If no specifics are stated, a Resurrected Model returns with full HP and MP.

SummonSome Commands call for a new

Model to be placed on the battlefield, adjacent to the Model that summoned it. Unlike Resurrect, place the Model’s initiative card anywhere in the turn order, but you cannot use a summoned Model on the same round it was summoned. Turn the card sideways, flip it over, or mark it in some fashion as a reminder. If no specifics are stated, a Summoned Model enters play with full HP and MP. Summoned Models cannot be given items.

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Page 14: Eternal Fantasy Digest rules

Page 14.

Multi-Target Tags

Occupied SquaresWhen an ability calls for

Follow Through, Resurrecting, or Summoning a Model, but the available squares are occupied, place the Model in the next nearest square, even if this would exceed the normal Range of the Command.

Self TargetingBasic Attacks, Items, and any

command can be used by a Model to target itself. The only exceptions are Line, Cone, and Around Multi-Target Commands. The Model makes defensive rolls as normal.

Some Commands may be able to hit more than one Model, applying damage or an effect to all of them. Commands with Multi-Target tags do not have to directly target a Model and may be aimed at an empty square. Multi-Target Commands cannot tell the difference between friend and foe, a Fireball will damage a friendly Model just as much as an enemy. When rolling dice for a Multi-Target command, the Acting Model rolls its dice once per target and each defender rolls their defense dice to compare to the attacker’s result. Large Models can be attacked multiple times, once for each square of their base under a Multi-Target command.

Targeting Empty SquaresMulti-Target Commands can target empty squares with their center/first

square. This allows you to maximize the number of Models affected by a command, or avoid hitting one of your own Models.

AoE

The Area of Effect of a command. Indicates how many squares out from the target the command affects. An AoE tag of 1 indicates that the AoE is a basic 5 target AoE (The target and the adjacent squares). AoE Commands will also have a RNG value, indicating the maximum distance that the center square of the AoE effect may be targeted. The size of AoE Commands are not changed when used by Large Models.

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Cone

Cone affects an area out from the front square of the Acting Model that widens the further it goes. The value after the Cone indicates the number of squares that the Cone goes out from the first square, and the width from the center line that the cone widens to.

Line

A Line Command affects an area out from the front square of the Acting Model in a straight line. The value after the Line indicates the number of squares that the Line goes out to.

Follow ThroughThis tag is sometimes added on to a Command with the Line Tag. After

resolving this Command, place the Acting Model in the next empty square, beyond the targeted squares. If no squares are available, leave the Model in it’s starting square.

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Around

Including Diagonals, Around Tags affect every Model, out to the listed value, away from the acting Model. Unlike other Multi-Target commands, Around has no specific target. As such, it does not require Line of Sight to affect Models.

Wide

A Wide Command affects a square, and the two squares adjacent to it that are parallel to the Front Arc of the attacking Model. A Wide command can also have a RNG value. The center square of the Command must fall within this range, and the affected squares must remain parallel to the Front Arc.

SafeThis tag indicates that the Multi-Target Command does not apply healing to

enemy Models or damage to friendly Models.

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Status and Beneficial EffectsStatus Effects

Status effects are penalties that apply to a Model for a number of rounds. Only one Status Effect can be on a Model at a time. The most recent one removes the previous status effect. Commands that require an ATK or MAG roll do not apply their Status Effect unless you roll more successes than the defender. Commands that do not call for an ATK or MAG roll automatically apply their Status Effect.

[#] - A number in square brackets is how you easily identify a Status Effect. The number indicates how many Model Turns the effect lasts on that Model. The duration of an effect always ticks down when the Model takes a turn, even if it goes right after the Model that caused the effect.

Beneficial EffectsThese function much like Status

Effects except they are good effects applied to a Model. Just like Status Effects, one Beneficial Effect can be on a Model at a time. The most recent one removes the previous effect.

{#} - Beneficial Effects are marked with their durations in a curved bracket. These do not remove or replace regular status effects but occur concurrently. Beneficial Effects are usually Elemental Bloods, or Status bonuses such as +2 DEF. Beneficial effects do not elicit a defensive roll to apply.

Stacked EffectsSometimes a Status or Beneficial

Effect will apply more than one effect at the same time. They are treated as a single effect for the purposes of duration and applying another effect, but both effects apply to the Model.

Stat Modifiers - Status Effects such as -2 DEF or -1 ATK temporarily reduce the number of dice you roll for that stat. These status effects can never reduce the stat below zero.

Common Status EffectsAll Status Effects can be removed

by certain items, spells, or by having their duration reach zero.

Blind - Target Model cannot draw Line of Sight beyond 2 Squares and has -1 ATK.

Burn - Target Model takes ATK 1 with no defensive roll in the Status Phase. Burn is removed early if the Model ends their Movement Phase on Water Terrain.

Fear - The first success of any rolls that Target Model makes are ignored. This stacks with any commands that ignore successful rolls, such as Piercing, ignoring two successes.

Poison - Target Model takes 1 Damage in the Status Phase. If the Target Model ever has only 1 HP remaining, Poison is removed automatically without dealing the additional damage.

Silence - Target Model cannot use Commands that cost MP.

Sleep - Target Model automatically passes on the Move and Act phases. Sleep is removed early if the Model takes damage.

Stop - Target Model cannot Move during the Move Phase but may change Facing. Movement may still occur during the Act Phase or as involuntary movement.

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Arcs and SquaresEach Model has a facing, denoted

by the direction the front of their body is facing. If it is not clear, paint one side of the Model’s square base so as to denote the front facing. Every Square in front of this facing is considered to be in the Model’s Front Arc. The squares in a line to the sides of the Model are the Side Arcs. Every square behind the Model is in its Rear Arc.

Some Commands are attuned to a type of damage or ‘element’ such as fire, air, dark, or holy. Each of these can have a bonus effect on Models attuned to those elements. A Model that is attuned to an element has a ‘blood’.

Models attuned to an Element will have the element’s icon appear under their statline. Commands attuned attuned to an Element will have it noted in the format: Fire Element. If a Command applies an Element to a Model as a status effect it will be noted in the format: Fire Blood [2]; This does not mean that the Command has an element of its own.

The ways that Elements and Bloods interact are listed in the next column:

Fire ElementATK/MAG +2 against Water Blood. ATK/MAG -2 against Fire Blood.

Water ElementATK/MAG +2 against Fire Blood. ATK/MAG -2 against Water Blood.

Air ElementATK/MAG +2 against Earth Blood. ATK/MAG -2 against Air Blood.

Earth ElementATK/MAG +2 against Air Blood. ATK/MAG -2 against Earth Blood.

Holy ElementATK/MAG x2 against Dark Blood. Damage heals Holy Blood.

Dark ElementATK/MAG x2 against Holy Blood. Damage heals Dark Blood.

Elements and Bloods

Facing

Additionally, the squares immediately adjacent to the Model in the Front/Side/Rear Arc are known as the Front/Side/Rear Squares.

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Line of SightAttacks require Line of Sight to a Model or square, to be able to target it. Line

of Sight is determined two ways, Horizontally and Vertically.

Horizontal Line of Sight

Models that occupy squares along the direct path to your target block Line of Sight. The direct path can be determined by using a stat/item card, or another straight edge, lining up the center of the attacker and target’s squares. Large Models, taking up 4 squares, measure Line of Sight from the center of any of their squares to determine Line of Sight. In either case, the vertical Line of Sight must also be checked to determine if a Model blocks Line of Sight.

Line of Sight

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Vertical Line of Sight

Regular Models have a height profile of 2, and large Models have a height profile of 4. If, along the horizontal Line of Sight path, terrain rises 2 or more height levels above both the acting Model and the target, Line of Sight is blocked. If either Model is Large, only terrain 4 or more height levels above blocks Line of Sight. The same effect applies not just for terrain but Models on the field. Models along the horizontal Line of Sight add their height profile to the terrain they are standing on to determine if they block line of sight.

Example: A Normal Model on height 5 Terrain blocks line of sight, as if the square was height 7; a Large Model on height 1 Terrain blocks line of sight, as if the square was height 5.

Multi-Target Line of SightMulti-Target Commands require Line of Sight to the center square, or

starting square, to target that location. All other squares within the area are hit, regardless of Line of Sight, or height variation.

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Terrain TypesGenerally the squares of a

battlefield have no extra effect on play. They are simply grass, desert, or cobbled road tiles. Sometimes, you want to add some interesting effects to the game, and below are listed a number of terrain types you can label a square, or group of squares.

WaterMovement across each square of

Water Terrain counts as 2 squares of movement. So a Model with MOV 4 could move across 2 Water squares. The cost of 2 squares is for moving into a water square, not out of. A Model may not move into a water square if they only have 1 point of movement left, they must end their Move Phase early.

Suggested Placement - Water terrain should usually be at height 0 on a board, like a lake or sea, or flow from high to low height levels in a line, like a river.

LavaModels that move across these

tiles suffer Burn for one round per square they move across. Models that begin their turn on a Lava square immediately take 1 point of damage.

Placement - Lava should be placed like Water terrain, in floes or lakes.

IceslickModels that move onto Iceslick

terrain must continue moving in a straight line until they move their full movement, or are no longer on Iceslick terrain. Iceslick can cause damage from falling.

Suggested Placement - Iceslick should be placed in large shapes, near cliff edges will provide more interesting results.

DesertseaAt the beginning of a battle,

roll a die, denoting 1-4 as one of 4 table edges, rerolling on a 5 or 6. All Desertsea squares ‘flow’ in the direction determined by the die roll. At the end of a round, roll a die, every Model on a Desertsea square moves that many squares towards the table edge. Desertsea can cause damage from falling.

Optional - On a 5 or 6, the Desertsea is running deep, and costs 2 squares of movement to move through, like Water.

Suggested Placement - Desertsea should be placed in large lakes or occupy the majority of the board with ‘islands’ of higher terrain.

LadderModels that begin their turn on

a ladder square may spend their entire movement phase to move into an adjacent square ignoring the height difference between the two. Each ladder square only allows this movement into one specific adjacent square. Large Models do not require ‘double wide’ ladders to make this movement. Large Models are also moved two squares to completely leave the Ladder Square.

Suggested Placement - Ladder squares should be placed individually next to buildings or cliffs.

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Terrain Pieces are objects placed on a battlefield before play begins. Some may be dictated by Scenarios, or placed randomly before playing a regular game. Terrain can be used to break up open areas, creating interesting dynamics for play.

Line of Sight and Terrain Pieces

Like Models and the terrain height itself, Terrain Pieces can block Line of Sight. Scenarios with Terrain Pieces will indicate the height value of the object to help you determine Line of Sight. In regular games, players should agree upon a height value of the terrain piece.

Special Effects and Terrain Pieces

Some Terrain Pieces may have unique effects. Under most circumstances you will simply treat them as terrain with a unique design: Houses with flat roofs are just terrain standing higher than the rest, Columns in an open air ruin can be stood upon like any other terrain if a Model has the JMP to get up there. These sorts of ‘terrain pieces’ can just as easily be treated like normal terrain, but some may require other rules notes. Each player should be made aware of what each terrain piece does before play begins.

Obstruction - Models may not move onto or through this terrain piece. Push Back that would end on Obstruction Terrain stops short as if it was on a higher height value.

Ex. Trees, Columns supporting the ‘roof’ of the battle area, Crystal Shards, Any objects with little to no flat surface area.

Unstable - Models may move through this terrain piece but may not end their movement on it. Push Back that ends on an Unstable Terrain continues moving until it is not on Unstable Terrain. If this would result in being placed off the board, the Model instead stops short.

Ex. Slanted Roofs on buildings, Supply Stacks, Altars, Any objects that are not flat enough for Models to rest upon safely without falling off.

The specific rules for a Terrain Piece are decided upon by the players involved, or the scenario description. Some Examples are listed here for quick decisions.

Basic ExamplesTree - Height 6, Obstruction

Column - Height 8 (Obstruction if the Battlefield is ‘inside’)

Crystal Shard - Height 3, Obstruction

Flat Roof - Height 4

Slanted Roof - Height 3, Unstable

Supply Stack - Height 2, Unstable

Altar - Height 2, Unstable

Terrain Pieces

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Before the Scenarios, we’ve listed what On The Lamb considers the dimensions of a ‘Standard’ Game of Endless. When Scenarios refer to Standard Deployment, or Standard Party Restrictions, they are referring to the following limits. If no specifics about these are listed, it is to be assumed that the Standard restrictions apply.

Party Size and Restrictions

Though a normal game is played at 10 Crystals, players can choose to play at larger or smaller sizes of their own volition. Each Unique Character and Item may be included once per party.

Defender and AttackerIn some scenarios one player is

deemed the Defender, and one is deemed the Attacker. One player should roll a die. On a 4+ this player is the Defender. Otherwise, their opponent is the Defender.

Board SizeThe game should always be played

on a grid of 1”/25mm squares, as the bases included with the miniatures are designed to fit within those squares. The basic board size is 8 squares long by 8 squares wide with a variety of height levels. The exact variance of the heights is left to the players, to design their own battlefield.

DeploymentIn a basic game, each player picks

an opposite edge of the table as a Deployment area. Each player has a deployment zone in which to place their Models. In a standard game, at least half the table must separate deployment zones. One player should

roll a die to determine which side deploys first. On a 4+, the die roller deploys first. Players take turns when placing their Models within their deployment zone. Starting with the roll winner and going back and forth, deploy a single Model, until every Model has been deployed. If one player has additional Models, they may continue to deploy after the other player has finished.

End Game RollsEndless is usually played for about

7 Game Rounds. At the end of Round 7, one player should roll a die. If the result is 2+, play an additional Round. At the end of the next Round, roll again. A result of 3+ indicates you should play another Round. Continue in this manner, adding 1 to the value needed to continue until the end of Round 12 when the game ends automatically. If any of these rolls is failed, the game ends. A Game may also end early if a Player has all their models killed and removed from play. Check the Battle End entry of a Scenario to see if any other causes might lead a match to end early.

Experience PointsAt the end of each Scenario,

players tally EXP they have earned from following the special rules of the Scenario. When playing in a campaign, EXP is used to level up or recruit new Models at the Soldier’s Guild. When a Scenario calls for comparing EXP to determine a victor, do not include EXP banked from previous battles.

Scenarios

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Rule VariationsGame Size - If you’re playing at larger or smaller Party Sizes, consider

playing on larger or smaller tables. This keeps the game from feeling crowded or empty.

More Uniques - If you ignore the Unique restriction on Characters or Items, consider making them cost an additional 1C or 1 ITM.

End Control - To End a Game, players can also roll Initiative and the winner can decide if play continues or ends.

SkirmishA chance encounter proves to be fatal

as two parties face off for glory, justice, or the thrill of the fight.

Party Size - Standard.

Setup - Standard Board Size and Deployment.

Rules - No Special Rules.

Battle End - Make Rolls starting at the end of round 7.

Rewards - Each player earns 1 Exp per Crystal of opposing models killed. Summoned Models are worth 0 EXP, and Resurrected Models only contribute EXP the first time they are killed.

King of the HillA tower in the woods, a hidden cave

in a mountain, wherever you are, a great base of operations has just revealed itself. Too bad someone else has spotted it as well. Time to stake your claim and send them running.

PParty Size - Standard

Setup - Standard Board Size and Deployment; Place a 50mm Obstructing Terrain Objective in the center of the board.

Rules - Objective Control: At the end of each Game Round, the player that has more Crystals adjacent to the Objective is considered to control the objective.

Battle End - Roll after Round 5

Rewards - If a player controls the objective at the end of the Game Round, they earn 1 EXP. They earn an additional 1 EXP if no enemy models are adjacent to the objective. At the end of the final Round, the controller gains an extra 1 EXP.

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Bandit RaidYour party is overloaded with items.

One of your group has gone off to get a cart so you can get your haul back to town to sell for sweet, sweet GP. But wait! A group of highwaymen have stumbled upon your camp and are eyeing your rewards.

Party Size - The Defender plays with 2C less than their opponent, but each Defender model may take +1 ITM.

Setup - Standard Board Size and Deployment; Place 5 25mm Objectives in the Defender’s Deployment Zone in the nearest row to the center of the board.

Precious Loot - Defender models

that end a voluntary Move adjacent to an Objective may move it 1 Square in any direction, before performing their next phase. This can trigger from movement in the Move or Act Phase.

Ill Gotten Gains - Attacker models that end a voluntary Move on an Objective may pick up the objective like an item of 0 ITM. A model carrying an objective suffers -1 MOV. If an Attacker ends their Turn in their Deployment Zone, while carrying an objective, the objective is removed from play. If an Attacker is killed while carrying an Objective, it is placed in the square where they died like the rest of their items.

Battle End - Roll after Round 7

Rewards - The Attacker earns 1 EXP when an objective is removed from play. The Defender earns 1 EXP for each objective remaining in play, either on the field or held by an Attacker at the end of the Game. This Scenario is best played twice, swapping Attacker/Defender roles to determine a victor.

Hero’s StandThis is it, the moment when legends are

born. If you can survive your unceasing foes until help arrives, you will have changed the course of the war. Here they come, prepare yourselves!

Party Size - The Defender has standard restrictions. The Attacker makes a 15C party of only 1C Models.

Setup - Standard Board Size; The Defender deploys at least a quarter of the way from any board edge (On an 8x8, leave at least 2 empty rows around the entire board.) The Attacker places only 4 models, 1 adjacent to each Board Edge, leaving the rest of their party off the table and out of initiative.

Rules - Unending Assault - At the end of each Game Round, the Attacker resurrects any slain models adjacent to any Board Edge, along with 1 additional Model. This new model’s stat card can be placed anywhere in initiative order.

Battle End - Roll after Round 7 ; Play does not end early if the Attacker loses all models in play.

Rewards - The Attacker earns 1 EXP per Crystal of Defender models killed. The Defender earns 1 EXP per Crystal of Defender models alive at the end of the Game. This Scenario is best played twice, swapping Attacker/Defender roles to determine a victor.

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Glass CannonYou have wandered into a region with

two massive crystal shards. The magical energy that bathes the area is doing something to your party. The far crystal...you feel it must be destroyed.

Party Size - Standard

Setup - Standard Board Size and Deployment; Each player places a 50mm Obstructing Objective in the rows of their deployment zone closest to the center of the board.

Rules - Humming Shards - Each Objective is a Crystal Shard with the profile listed below.

Battle End - Roll after Round 7 ; Play ends early if all but one Crystal Shard has been destroyed.

Crystal ShardHP - 6Shatter Proof - The Crystal Shard blocks the first 2 successes of a

ATK attack and 1 success from a MAG or ATK+MAG attack. It can take no more than 1 point of damage from any attack. The Crystal Shard cannot suffer from push back, status effects or beneficial effects, nor can it be healed.

Magical Resonance - Each time the Shard is dealt damage, reroll its Aura effect and replace its effect with the new result.

Aura - At the beginning of each Game Round, roll a D6 and refer to the list of Effects below. The Crystal applies the Effect to all Models within 4 Squares. When the Effect changes, the previous Effect is removed. These Effects supercede Effects applied by Commands.

1 - Dark Blood2 - Stop3 - Blind4 - Fear5 - Silence6 - Holy Blood

Rewards - Players earn 1 EXP for each point of HP dealt to to the enemy’s Crystal Shard. If a player destroys an enemy Crystal Shard, they earn an additional 1 EXP.

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Message For You, Sir!

This is madness! War has torn our two peoples, and the world, apart. Take this letter and ensure it arrives safely in the enemy camp. Their general must hear our plea. Our land cannot stand any more bloodshed.

Party Size - Standard; Must include at least one 1C Model.

Setup - Standard Board Size and Deployment; Each player nominates one of their Models as Leader and a 1C Model as Messenger.

Rules - Expecting a Letter - Leader Models cannot leave the deployment zone either by moving or as part of an Action such as Jump. Leader Models cannot deal damage or cause status effects to Messengers. Special Delivery - Messenger Models that end their turn adjacent to an opposing Leader model deliver their message and lose their Messenger state. Each player may only have a single Messenger at at time. If at any time a Player does not have a messenger, a 1C Model in their deployment zone may be given the Messenger State at the start of their Turn. Messengers cannot deal damage or cause status effects to Leaders.

Battle End - Roll after Round 7; Play Ends early if only one Player has a Leader Remaining.

Rewards - Each Messenger that delivers a message earns their Player 1 EXP. If a Player kills a Leader, they lose 2 EXP.

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More Scenarios, More Units, Endless Gameplay...

www.On-The-Lamb.com

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