本帖最后由 psychokiller 于 2011-3-7 09:04 编辑
The rules and description of Berserk-Online
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The rules of Berserk OnlineBerserk Trading Card Game
Berserk Rules
Berserk CCG is a battle between creatures, depicted on trading cards.
• Trading Cards:
Type of card (if it is not a creature)
• Card’s Realm
Design of the card defines which realm this card belongs to:
Neutral
Swamp
Plains
Forest
Mountains
Dark Forces
Attack: light – medium – strong (the number means damage points).
Movement.
Life.
Cost: in gold or silver crystals.
Card’s abilities.
Card’s rarity: common, rare, ultra-rare.
Symbol of the edition and card’s number.
• Counters.
In Berserk the following counters are used (they are provided on a card in the starter set):
- Damage counters.
- Time counters.
- Negative action counters.
• Decks.
A starter deck consists of 30 cards. Players can improve starter decks by combining different cards from starter sets and booster packs. Booster packs are sold separately and each of them contains 7 random cards. A player’s deck cannot contain more than 3 copies of the same card. There can be a maximum of 50 cards and a minimum of 30 cards in a deck.
• Realms.
There are 5 realms in Berserk (swamp, forest, mountains, plains, and dark forces) and neutral cards, which do not belong to any realm.
• Types of cards.
There are three types of cards in Berserk: creatures, lands, and artifacts. Creature cards have all characteristics, on the illustration 1 above. Terrain only has the cost characteristic. Artifacts have cost and life characteristics.
Playing Berserk set by step.
1. Players must agree on the number of rune crystals.
According to the legend of Berserk, you become a wandering mage-“Ungar” and gain the ability to control creatures, artifacts, and terrains. You do this using rune crystals – gold and silver. By default, you have 23 gold crystals and 22 silver.
2. Determine who goes first.
Players roll dice. Whoever rolls the higher number goes first and the loosing player goes second (Player One and Player Two). Player two gets one extra silver crystal to pick his army.
3. Choosing your army.
Each player shuffles his deck and deals himself 15 cards from the top. Cards, remaining in the deck, are set aside. Players look at their cards. If a player does not like his hand, he can put his cads back into the deck, shuffle and deal again; however, each of those re-deals costs 1 gold crystal. From the 15 cards in their hands players pick creatures, artifacts and terrains for their army, according to the number of crystals they have. All cards in Berserk are divided into elite and regular cards. Elite cards can only be purchased for gold crystals. Regular cards can be purchased either for gold or for silver crystals. Cost of a particular card is shown as follows: 3. When choosing your army it makes sense to pick elite cards first because they play a key role in battle. If some gold crystals are left over after choosing elite cards, you may use these gold crystals to pick regular cards. The remaining cards (from the 15) that were not picked, must be shuffled back into the deck. Players cannot use more than 15 crystals on flying creatures (see below).
How different realms affect your army.
If a player has more than 2 realms in his army (remember that neural cards does not belong to any realm), he has to pay 1 gold crystal for each realm over 2. To the contrary, a player who has only one realm in his army gets a bonus: +1 gold crystal. Neutral cards do not affect the number of crystals in any way. A player, who’s army consists only from neutral cards, will have 24 gold and 22 silver crystals.
4. Placing your army on the battlefield.
The battlefield is an imaginary rectangle, 6 squares in height and 5 squares in width. Players’ armies are placed next to each other and facing each other. Each army uses its own half of the battlefield. In the beginning, cards are placed face down so that the opponent does not see your battle formation. If a player has symbiotic cards (see below), those cards are placed face down on top of the cards, on their hosts. Player One (attacking player) uses the central area of his part of the battlefield (3x3 squares) to deploy his army. Player Two (defending player) can use 5 squares of his first row for placement of his army.
Rows.
During army deployment, each player places his cards in three rows. Usually, powerful warriors and blockers are placed in the first row – they do not let the opponent break through your ranks. In the second row stand relatively weak archers and creatures with long weapons. The third row contains magic-users and powerful archers.
Other game sectors in Berserk.
Additional zone . This is the sector, where flying creatures and terrains are placed (see below). During the army placement phase, terrains are placed in the additional sector, but the flying creatures are placed directly on the battlefield. All cards are placed face down. However, when players turn their armies face up – flying creatures must also be placed in the additional sector.
Deck. Player’s deck consists of all cards that were not dealt and the cards that were not taken to serve in the army.
Cemetery. Cemetery contains all cards and artifacts that were killed in battle.
Beginning the battle.
After both armies are placed, players turn their cards face up. At this stage, players can take a moment to study opponent’s cards before battle begins. Note, that Player One must turn all of his cards face up; however, Player Two can leave cards in his third row face down until the beginning of his first turn. This allows Player Two to keep his strong archers and magicians hidden from attacks of the first player. Player One can attack those hidden cards only “blindly”. Player Two must turn the hidden card face up after such “blind” attack.
5. Player One moves and acts with his cards.
Movement. Movement points represent how many squares can a certain creature move during its turn. Creatures can move onto an empty square forward, backward, left or right. Creatures cannot move diagonally or trade places with each other. After a creature has moved, it can act. A creature can also act without moving. The illustration shows one of the most common moves during the first turn of Player One. If a creature has “0” movement points, that means that it cannot move, but it can gain movement points (with help of spells or effects). If an “x” appears after the movement pictogram this means that a creature cannot move at all.
Flight. Flying creatures do not have any movement points – they are located in the additional sector. A flying creature can attack any land creature on the battlefield or any other flying creature. Flying creatures cannot serve as protectors to land creatures (see below about protectors). Any land creature that is standing next to the target of the attack of a flying creature can serve as a protector against the attacking flying creature. Land creatures can attack flying creatures only with ranged attacks. Regardless of the distance of ranged attack, any shooter will be able to reach any flying creature with his ranged weapon. Any flying creature can attack any other flying creature.
Action. An action means an attack or using a certain card’s ability. After a card acts it is turned 90° clockwise and it is considered a closed card. A closed card can no longer move or act during this turn. If a number is placed before the action symbol, e.g. 2
, this means that this action requires two time counters (this card must close twice, gaining one time counter each turn). The creature will be able to use this action only after closing when it has two time counters. As a general rule, the time counters are removed when using this action.
Open card Closed card
Action
Magical
Non-magical
Close-range (melee) attacks
Magical Strike
Basic Strike
Special Strike
Ranged attacks
Discharge
Shot
Throw
Long Weapon Strike
Other actions, which are not attacks.
Spell
Effect
Table of actions. In the table above you will see all types of actions in Berserk. Close-range attacks are dealt only against cards, standing next to the attacker. Ranged attacks are dealt at a certain range and cannot be executed against an adjacentcard. Most range attacks have a range parameter. Type and range of a spell is described in the text of the card that has this spell ability.
Life. Any successful attack deals damage to the opponent’s card. Damage is represented by damage counters, which are placed directly on the damaged card. A card dies (and is removed to the cemetery) when the number of damage counters on this card reaches the number of lives that this card has.
Basic strike. Basic strike is a close-range, non-magical attack. Each creature in Berserkpossesses the basic strike ability. Basic strike can have modifiers (see below) or supplementary actions (see below). When your creature attacks an opponent with a basic actions, the opponent has several choices: engage in combat, or declare a protector, or use a sudden ability.
Engage in combat (if both attacking and defending cards are open).
Both players roll dice. Then a lesser number rolled is subtracted from the greater number and combat results are determined according to the table below. The attacker is closed after the attack. The defender does not close.
Attacker rolled a higher number Defender rolled a higher number
Dice Difference Attacker’s strike
Defender’s strike
Dice Difference
Attacker’s strike
Defender’s strike
1
Light
None
1
Light
None
2
Medium
Light
2
None
None
3
Medium
None
3
None
Light
4
Strong
Light
4
Light
Medium
5 or more
Strong
None
5 or more
None
Medium
If both players rolled the same number: 1, 2, 3, 4 (or less, considering modifiers) attacker deals a light strike, defender – none. If 5, 6 (or more, considering modifiers) defender deals a light strike, attacker – none.
Please note: in the table there are situations when creature exchange hits (both attacker and defender receive damage). In this case, the player, who rolled a greater number may “move up” to a previous line in the table to avoid receiving damage. For instance, the attacker has rolled 5, and the defender has rolled 1. Attacker has rolled a greater number and the difference is 4. According to the table, attacker’s creature deals a strong strike, but it also receives a light strike in return. In this case attacker may move to a previous line in the table (as if the difference was 3), so that his creature would deal a medium strike and not get hit in return.
Engage in combat (if the defending creature is closed).
In this case the attacking player rolls dice. If the result is 1, 2, 3 (or less, considering modifiers) – his creature deals a light strike. If it is 4 or 5, it deals a medium strike. If it is 6 (or more, considering modifiers), it deals a strong strike. In all of these cases the attacking creature does not get hit in return because its opponent’s card is closed.
Declare a protector.
To avoid damage to your key card (particularly if it is closed and cannot fight back) you may declare a protector. Any open card, standing next to the attacker and the target of the attack, can serve as a protector (see illustration). A protector engages in combat with the attacker just like a defending card (see table) and then the protector closes. I.e. declaring a protector is also an action. The illustration below shows the most common ways of declaring a protector.
Attack is represented by a red arrow. Protector is marked with a letter “P”.
Please note: as you see from the description above, an attack is always successful against a closed card, while an open card has a chance of blocking the attack or even fighting back. Your decision who will attack and which creatures to leave as protectors against opponent’s attacks is the key strategic decision in Berserk.
Using a sudden ability. Sometimes the defending player can block (or otherwise effect the attack) by using a sudden ability, which is an ability that certain cards have. Sudden abilities are used at any time during a player’s turn. If a player did not act with a card that has a sudden ability, he can use it at any time during opponent’s turn. If both Player One and Player Two has cards with sudden abilities, then a sudden ability used by one player can be interrupted by a sudden ability used by the other player.
Special strike. A special strike is a close-range, non-magical attack. Its parameters are described in the text of the card. Protection from basic strikes does not save from special strikes. If it not specified that a special strike is an aimed strike or unretaliated strike, a protector can be declared against the special strike.
Long weapon strike is a ranged, non-magical attack. Its parameters are listed in the text of the card. It is executed only over a blank space or over another card in your army vertically or horizontally. You cannot strike over an opponent’s card. You cannot strike diagonally. Long weapon strike always deals 1 damage, unless otherwise specified in the text of the card.
Shot X is a ranged, non-magical attack that deals X damage. Some cards have the following text: shot: 2-3-4. In this case, strength of the shot is determined by a dice roll: 1,2,3 – a light shot; 4,5 – a medium shot; 6 – a strong shot.
Thow X is a ranged, non-magical attack that deals X damage. Damage from a throw is determined in the same way as a shot. Protection from shots does not protect against throws.
Discharge X is a ranged, magical attack that deals X damage. Damage from a discharge is determined in the same way as a shot.
Magical strike is a close-range, magical attack. Magical strike is always dealt as if the defending card is closed (even when it is open). A protector cannot be declared from a magical strike.
Spell is a magical action that is not an attack.
Effect is a non-magical action that is not an attack.
After words spell, effect, throw, special strike, sometimes names of those actions appear in quotes: e.g. “throw of a net,” “freeze,” or “hypnosis.” These are merely names of those abilities that do not explain how this ability should be used.
Please note: you can move and act randomly in Berserk. You can move all your cards and then begin acting. You can move one of your cards, than act with this card and only then move another card. You can even move one card, then a second, then a third, and only then act with the first card. The sequence depends on your strategic decision.
When Player One has finished his turn the Second Player’s turn begins, during which the first player cannot move his cards or act with them.
6. The Second Player’s turn.
The Second Player begins his turn by opening all of his cards. Then Player Two moves and acts with his cards. The game continues in this fashion: players take turns, opening all of their cards in the beginning of each turn.
7. Winning the game.
The battle continues until one of the players looses all of his creatures. When all player’s creatures are eliminated, he loses, even if he still has some creatures and artifacts. If a player has only flying creatures left, the other player’s creatures gain the ability to attack opponent’s flying creatures with a basic strike. To perform such a strike the attacking player must close his attacking card one extra time “to attack a flyer” (without dealing any damage). Next turn his creature will be able to attack the flyer as if it is standing next to his attacking creature. Any flying creature can be declared as a protector from this attack.
Glossary
Avant-garde. After players turn their cards face-up in the beginning of battle, creature with this ability can deal one unretaliated basic strike (once only). When it does so, the creature does not close and can move and act during this turn like any other creature. Avant-garde cannot be interrupted by sudden abilities.
Artifact. Artifacts are placed on the battlefield. Artifacts cannot attack, engage in combat, or serve as protectors. Artifacts cannot gain lives through healing or regeneration and cannot gain additional lives. Poison, scavenger, coup-de-grace, and vampirism do not work against artifacts.
Unretaliated (strike). Unretaliated is a strike’s modifier. A protector cannot be declared against an unretaliated strike and such strike is always dealt as if the defending card was closed (even when it is open). Unretaliated strike is always aimed (this protection from aimed strikes works against unretaliated strikes).
Incorporeal creature. Incorporeal creatures cannot restore lives through healing or regeneration but can gain additional lives. Poison, scavenger, coup-de-grace, and vampirism do not work against incorporeal creatures. Symbiotic creatures cannot be placed on incorporeal creatures (except for incorporeal symbiotes). If an incorporeal creature has several movement points it may pass through another creature (normal or incorporeal), yours or opponent’s. To the contrary, normal creatures (yours or opponents) who have several movement points cannot pass through incorporeal creatures.
Vampirism. Is an effect, which normally is supplementary to a basic strike or a special strike. This means that a creature with vampirism gains as many lives (up to maximum) as it deals damage.
Distance X. Distance is a parameter that accompanies shots, throws, discharges, or jumps. Distance is the radius of a ranged attack in squares of the battlefield (the square where attacker stands is not counted). If distance is not specified on the card, it is unlimited. A creature cannot attack with a ranged attack a creature that is adjacent (standing next) to it.
Coup-de-grace X. Effect - destruction of an adjacent card, which has X lives remaining. It does not work against artifacts, incorporeal creatures, and symbiotes.
Protection from shots. A creature with this ability blocks all shots (including supplementary effects, e.g. poison).
Protection from ranged attacks. A creature with this ability blocks shots, throws, discharges, and long weapon strikes.
Protection from spells. A creature with this ability blocks spells (however,it does not block discharges or magical strikes). A player also cannot target with spells protected creatures in his own army.
Protection from magic. A creature with this ability blocks spells, discharges, and magical strikes. A player also cannot target with spells protected creatures in his own army.
Protection from non-magical attacks. A creature with this ability blocks basic strikes, special strikes, long weapon strikes, shots, and throws. Note, that it does not block effects because effects are not attacks.
Protection from poison. A creature with this ability blocks poison.
Healing X. A creature with this ability can heal itself from X damage points (remove X damage counters), or, depending on card text, can heal another creature from X damage points.
Terrain. During battle each player may have only one terrain card. Terrains cannot attack, engage in combat, or serve as protectors.
Aimed (strike). Modifier. A protector cannot be declared from an aimed strike.
Clumsy Modifier. During basic strike clumsy creatures always get -1 from their dice roll.
Attack skill. Modifier. During basic strike creature gets +1 to its dice roll when attacking another creature. If card text reads “attack skill +X”, creature gets +X to its dice roll.
Defense skill. Modifier. When an open creature is attacked it gets +1 to its dice roll. If card text reads “defense skill +X”, creature gets +X to its dice roll.
Horde. You may have up to 5 copies of the same card with this ability in your deck.
Card’s abilities. Everything that is written on the card, except for basic parameters: cost, lives, movement, and basic strike. Special mechanism of moving or executing basic strike is not a card’s ability.
Strike’s abilities. Are all strikes modifiers, and supplementary effects or spells (e.g. poison, vampirism, scavenger, etc.).
Poison X. Is an effect, during which a poisoned creature loses X lives when it opens in the beginning of a player’s turn. If a creature is already open in the beginning of a player’s turn, poison also works. If a creature could not open in the beginning of a player’s turn(due to some effect or spell, cast by the opponent) poison does not work.
Parasite. Parasite is a symbiote, whose host is a creature from the first row of the opponent after the armies are turned face up. If there are no cards in the opponent’s first row, the parasite dies.
Cursed. Modifier A cursed creature gets -1 from all of its dice rolls.
Regeneration X. A creature with regeneration heals itself for X damage counters when it opens in the beginning of a player’s turn. If a creature is already open in the beginning of a player’s turn, regeneration also works. If a creature could not open in the beginning of a player’s turn(due to some effect or spell, cast by the opponent) regeneration does not work.
Symbiote. Is a creature that is placed on top of another creature in your army – it literary “sits” on its host. Only one symbiote may sit on another creature. When the host dies, symbiote dies as well. Any creature that can serve as protector to the symbiote’s host can serve as a protector to the symbiote. A symbiote or a parasite cannot serve as a host to another symbiot. Flying creatures cannot have symbiotes. An incorporeal creature can only have an incorporeal symbiot. Symbiote can serve as protector to any creature, which its host can protect. Symbiotes posess protection from coup-de-grace (see above).
Rank. Two creatures possessing this ability and that are standing next to each other vertically or horizontally (but not diagonally), activate their abilities associated with rank. If the rank is broken (one creature moved away or died), rank-associated abilities are lost.
Shelter. A creature with this ability blocks all attacks of flying creatures. However, if a creature with shelter serves as a protector from a flying creature’s attack, it can be dealt damage. If at the end of battle a flying creature and a creature with shelter are left on the battlefield, the creature with shelter will be able to attack the flying creature, but the flying creature would not be able to attack.
Teleportation. Movement (instead of regular movement) to any empty square on the battlefield.
A teleporting creature does not close after teleportation; however, it can no longer move.
Scavenger. Is an effect, whereby when a creature kills an opponents creature with any close-range action it completely heals (even if the scavenger is destroyed by retaliating strike). Scavenger ability does not work against incorporeal creatures and artifacts.
Unique. Means that there can be only one copy of this particular card in your army. Note: there can be several such cards in your deck. There also can be several different cards with this symbol in your army.
Destroy. Place an opponent’s creature to his cemetery without dealing damage to this creature.
Vulnerability: the creature with vulnerability gets 1 more damage.
Endurance: Ability. A card with this ability does not receive damage from the effects of the opponent's cards and card controlled by the opponent, but receives damage from own cards effect. Endurance doesn't protect from the effect itself, but only from damage.
Armor: automatic ability. A card with armor doesn't get the first X damages from non magical attack during the turn of each players. Effects and features of the attack works as a normal attack. Damages don't sustained through Armor X are not treaded as inflicted damage.
Standby: automatic ability. At the start of a round, after all active player's cards untap, the effect is activated. Untapped cards at the beginning of the round get X damage. If a card doesn't untap at the beginning of the round, standby effect doesn't activate.
Block: a creature that suffer a block of an action (actions are the options in the lower right corner menu) is tapped at the end of the block and the blocked action is treated as done.