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Wizbits Elemenstor Battle Rules

Page history last edited by PBworks 16 years, 11 months ago

Back to Wizbits Elemenstor Battle


Gameplay

The following are basic rules for play. For the officially sanctioned tournament ruleset and exact formatting guidelines, see Rules Text Formats.

 

Welcome

Welcome to the world of Wizbits! I hope you enjoy your stay in Battal. My name is Skip, and I'll be showing you around the rules to this game. You'd better keep up, this gets important! This is the Official Comprehensive Rulebook for the Fly: Step Forward expansion set. It's got a lot of great cards in it, so if you want to get playing, you should definitely go out and buy some cards.

 

To Play

To play this game, you need a few things. First, you need a deck of sixty cards or more. You can build this yourself by buying cards from the Fly: Step Forward expansion set; it's got a lot of great cards in it, so you should definitely go out and buy some cards. Once you have this, you need an opponent to play against. That opponent also needs a deck of sixty cards or more; I would recommend using cards from the Fly: Step Forward expansion set, it's got a lot of great cards in it, so he should definitely go out and buy some cards. Each player will also need dice to perform certain actions in the game; you can do this all with a twenty-sided die if you want, but it'd definitely be better if you got a Wizbits brand Dice Set, which has 4, 6, 8, 10, 12, and 20 sided dice; these are really nice ones designed especially to go with the game, so you should really go out and buy some dice.

 

Categories of Cards

Each card you can buy is in two categories; these are known as Superlevel Categories. The two categories are Characters and Variants. Characters represent those people, monsters, furniliars, familiars, and whatever other talking and fun character you can imagine. These Characters often have their own action figure, which is really cool; you should go check out if there's an action figure for your favorite character. Variants are everything else, the cards representing magic, equipment, items, or thoughts. Variants are divided into two main categories as well; these are known as Level Categories. The two categories are Elements and Non-Elements. Elements usually represent thoughts or magical spells, things that you can't really draw a picture of. Non-Elements are items and other physical things; many of the most powerful Non-Element cards are based off of toys or other merchandise that you can buy now! Each of the three categories we've talked about this far are broken up into different Sublevel Categories, but you don't need to know about that just yet.

 

Parts of a Card

Every card has several different neat abilities. The most important section is the name; this tells you what card you're playing, and what name to remember if you like a card; if it's a character, you can probably get an action figure version of it. Each card also has an art section so you can see what you're playing. Keep this in mind if you're wondering which action figure to buy: if you like a card, you'll know which one is best! To play the game, each card also has five other sections: the cost, the attributes, the main points, the abilities gametext, and the flip abilities. Cost tells you how much you need to pay to play a card, and the rest tell you what a card can do.

 

Elements

The frame of a card tells you what Element best represents a card. Often, this is obvious (for instance, gears or spells that use an Element will almost always be that element), but sometimes, it's more subtle. This is a very interesting process. To understand better how to define the element of a character, you can buy lots of cards for Wizbits Elemenstor Battle, especially from the Fly: Step Forward expansion set, and compare what they are.

 

Paying Costs

To pay a cost for a card, you need to spend Secession points equal to the cost. Secession points can be gained by three different ways: the most common is to discard a card from the top of your deck; this gives you one Secession point. You can also Secede a card you control that's in play; this gives you two Secession points. Finally, some cards have abilities that give you Secession points to spend. These are pretty good cards and you should try and get them by buying Wizbits Elemenstor Battle cards, especially from the Fly: Step Forward expansion set.

 

Secession

When you Secede a card, you flip that card over; it remains the same as it used to, except that it may not participate in Conflict (if it is a character) and its normal Abilities phase out of play, being replaced by its Flip abilities. At the end of the turn a card is Seceded, it is discarded. Some of the most important strategy of a card occurs when it is seceded, especially really cool cards from the Fly: Step Forward expansion set.

 

Attributes

Attributes are small symbols. These symbols represent the most important and widely-used abilities in the game, or an ability which is too complex and requires too much wording to be put on multiple cards efficiently. This means that there are even more cards for you to choose from when purchasing Wizbits Elemenstor Battle cards! For the purposes of the game, attributes function exactly as static abilities.

 

Abilities

Abilities are hierarchical in nature, and fall into four types. The way to tell these types apart varies based on the Rules Text Format (RTF) used when the card was printed. The four are known as Trigger, Trigger-Continue, Continue, and Income abilities. Trigger abilities have two sections, a cost and an effect. To use this ability, you must pay the cost, then the effect is placed on the Pillar. Trigger-Continue abilities have a Trigger and an effect. Once the Trigger happens at any point in the game, the effect is placed on the Pillar. Continue abilities are constantly affecting the game environment, and as such do not have to be resolved (See: Pillar Resolution). In most tournament formats, Continue Abilities are considered to be under the Foundation of the Pillar and thus have a Height of -1 for gameplay purposes. Some tournament formats (notably all variants of Limited, including Extended-Limited, Expanded-Limited, Standard-Limited, Block-Limited, Constructed-Limited, and Original-Limited) do not have Continue abilities on the Pillar at all; they simply effect the gameplay without ever being resolved. The final form of abilities are Income abilities. These abilities trigger when the card is resolved, and are immediately resolved on that card's Reverse Pillar.

 

Flip Abilities

Some abilities are known as Flip Abilities. These abilities function exactly as normal Abilities, but are only in play when the card is Seceded. Their Income abilities take effect not when a card is played, but when it is Seceded.

 

Main Points

Every character also has four Main Points. These are crucial to the game, especially for your Main Character, so you should be sure and get cards with good Main Points, especially the really great cards from the Fly: Step Forward expansion set. The Main Points are hierarchical and divided into two groups: Main Points and the Special Check Number. The three Main Points are Strength, Will, and Magic; these represent a character's physical, mental, and Elemenstational or otherwise magical ability, respectively. They are used at various points in the game for abilities, and the Strength Main Point is used in conflicts. The Special Check number is used more often than any of the other three, and is important for just about every phase of the game. Your main character's Special Check Number is of even higher importance because if your Main Character fails a Special Check Break Global Check, you lose the game.

 

Checks

Checks are a huge part of the game. Checks are what decide just about everything you do. To perform a check, you use a die with sides equal to the Die Level of the ability you are checking. To understand what Die Level you are checking, you must first know the Standard Die Levels; these are 1, 2, 3, 4, 5, 6, 8, 10, 12, and 20. For a Die Level 1, you roll a d1; for a Die Level 2, you roll a d2; for a Die Level 3, you roll a d3; for a Die Level 4, you roll a d4; and so on through the Standard Die Levels. If the ability you are checking has a non-Standard Die Level (for instance, 13), you round down to the nearest Standard Die Level (for the previous instance, 12). A Check always gives a number with it; for you to succeed at that Check, you must roll higher than that number. If you roll equal to or less than that number, you fail the Check. A Check will be designated as such: “__Ability__ Check __Number__” (for instance, Will Check 8; in this instance, you must roll a die equal to the Die Level of the targeted character's Will, and if you roll higher than an 8, you succeed). If a Check has the word “Break” after it (such as “Will Check Break” or “Special Check Break”), it means that it must target your Main Character (for instance, for a “Strength Check Break 4”, you would need to roll a die equal to the Die Level of your Main Character, and if you roll higher than a 4, you succeed). A Check designated as Global is a Check of all three Main Points; you must make a Strength Check, a Will Check, and Magic Check, then add together the three totals. If it is higher than the Check Number, you succeed. A Special Check always uses the targeted Character's Special Check number as the number you check; for instance, a “Special Magic Check” would require you to roll a die equal to the Die Level of the targeted character's Magic, and if you roll higher than that character's Special Check number, you succeed. A Special Check Break Global Check is the most important Check in the game; if at any point in the game you fail a Special Check Break Global Check, you lose the game. If a character fails a Special Check Global Check, they are Seceded for no Secession Points. You must roll a Special Check Break Global Check at the beginning and end of each of your turns, in the Test Phases.

 

The Pillar

To truly become an expert player, you must understand the Pillar. The Pillar is the most fundamental part of the game, as it decides how everything happens. When you play a card, it does not simply “appear”; instead, it is placed on the Pillar. At the start of every turn, there is a Base Foundation to the Pillar; this is the footprint of where the Pillar will be built. The Turn Base Foundation, as it is known, has no abilities, and exists solely to show where a Pillar is built. Some tournament formats allow Continue Abilities to be below the Turn Base Foundation. These Abilities are in play at the start of the turn as well. The Pillar is built by Units-these Units can be any of a number of different types, but are usually Cards and Abilities. Only the Player who has Priority can add Units. At the start of a player's turn, that player has Priority. Whenever a Unit is played, it is placed upon the Current Foundation (this is the Turn Base Foundation at the start of the turn). If the Unit played was a Card, then that Unit becomes the new Current Foundation. Any other Unit that is played is put onto the Current Foundation, but does not become the Current Foundation-instead, it forms a Subpillar (or a Spire, if you are playing under certain Rules Text Formats). These Subpillars cause a new Secondary Foundation to be created. Units that are played while a Subpillar is in play must declare which Foundation (Current or Secondary) it is being built on, and in turn becomes the Current Foundation for that Pillar or Subpillar.

 

Pillar Resolution

These Pillars continue to be built until the player who has been building on them declares that they are finished, at which point Priority shifts to the opponent. That player can then add any Units they wish to the existing Pillar, at which point they declare themselves finished, and Priority once again shifts to the other player. This back-and-forth action continues until both players consecutively pass Priority without adding a Unit to the Pillar. Then, the Pillar is Resolved. The Unit (or Units) at the greatest Height resolves (if more than one Unit is resolved at once, both resolve simultaneously; these abilities do not affect each other; if this would cause a contradiction of abilities, the Unit on the Pillar with the greatest Individual Pillar Height (IPH) takes priority. Once those Units are played, the Units at the greatest Height are removed from the Pillar and the process is repeated indefinitely until only the Turn Base Foundation (and, in certain tournament formats, Continue Abilities) remains.

 

Reverse Pillars

Individual Units with multiple abilities resolve using what is known as a Reverse Pillar. These are known as such because it can be conceptualized that within each Unit lies a chandelier-like Subpillar of its own, going down instead of up. The ability which has the fastest speed is at the top of this Reverse Pillar, and the next ability “hangs” from that ability, and so on. While a unit is resolved, the unit with the fastest speed (the greatest height) is resolved, then the next, and so on.

 

Height

Height is simple to determine. The Turn Base Foundation has a Height of 0. In some tournament formats, Continue Abilities are statically placed below the Turn Base Foundation, with a Height of -1. Each Unit played has a Height of one plus the Height of the Current Foundation that it is built on. If a Subpillar is formed, it retains the Height it would normally have but gains a new Individual Pillar Height, assuming the Current Foundation when the Subpillar is formed has a Height of 0 for the Individual Pillar Height and working identically otherwise to normal Height rules.

 

Damage Pillars

Damage Pillars are resolved exactly the same as normal Pillars, but Damage from Conflict is a Unit on the Pillar, and the Base Foundation, instead of being a Turn Base Foundation, is a Damage Base Foundation and resolves as a Special Check Global Check for each character involved in the Conflict. This Special Check Global Check counts as a Special Check Break Global Check if a Main Character is involved in Conflict, and if the Main Character fails a Special Check Break Global Check, that Character's owner loses the game. Only cards with Conflict Speed may be played on a Damage Pillar.

 

Turn Structure

The game is divided into turns. Each Turn is broken up into a specific series of strictly defined phases. Although not required by rules, it is unofficially accepted as required by the player culture to do the signifying "ear tug" at the end of each phase, and then officially ending ones turn with the pointer finger touching the top of your forehead.

 

Reconcile (Up) Phase

At the start of your turn, draw or discard cards to or from your hand until you have exactly seven cards in your hand.

 

Test Phase

At the start of your turn, your Main Character makes a Special Check Break Global Check. If you fail, you lose the game.

 

Elements Phase

During this phase, you have Priority and begin a new Pillar; the only Cards that may be played are Elements. Basic Pillar rules apply. Resolve the Pillar and move to the Non-Elements Phase.

 

Non-Elements Phase

During this phase, you have Priority and begin a new Pillar; the only Cards that may be played are Non-Elements. Basic Pillar rules apply. Resolve the Pillar and move to the Elements Phase. This cycling of Elements and Non-Elements Phases continues until both players consecutively pass both the Elements and Non-Elements Phases, and the cycle is known as a Play Phase.

 

Characters Phase

During this phase, you have Priority and begin a new Pillar; the only Cards that may be played are Characters. Basic Pillar rules apply. Resolve the Pillar and begin a new Play Phase.

 

Conflict Phase

The Conflict Phase is the first phase in the Battle Cycle of phases, a pair of two sections: the first being the Conflict Phase and the second being a series of Battle Phases. In the Conflict Phase, the first step is for you to declare which of your Characters are attacking. You can choose any number of them (even zero), unless a card in play says otherwise. Your opponent then chooses which of your Characters he wants to Battle. He chooses which of his Characters battle which of yours. Sides can have unequal numbers of combatants. After he has chosen how he wishes to block, you may assign any remaining attacking Characters as you wish to other Characters of his, or choose for them not to attack. Each individual Conflict gets its own Battle Phase cycle, as follows.

 

Battle (Respond) Phase

A new Pillar is built with any Conflict Speed Units. Resolve the Pillar and move to the Damage Phase.

 

Battle (Damage) Phase

Each side combines the total Strength of their Characters, then divides that total Strength as they wish among the characters on the other side, converting it to Damage. Begin a Damage Pillar with the damage dealt resolving simultaneously. For each point of Damage given to a character, that character's Special Check Number goes up by one. At the end of a Damage Pillar, each character involved in the Battle makes a Special Check Global Check, and if they fail, they are destroyed.

 

Play Phase

A Play Phase begins after all Battles have been resolved. Once it is done, move on to the Second Test Phase

 

Second Test Phase

Your Main Character makes a Special Check Break Global Check.

 

Reconcile (Down) Phase

To end your turn, your hand must have a maximum of seven cards in it. If you have eight or more cards in your hand, discard cards until you reach seven.

 

The turn ends. Your opponent begins his turn.

 

Winning the Game

You win the game when your opponent's Main Character fails a Special Check Break Global Check. If at any point your opponent has no deck and they attempt to draw a card, they lose the game.

 

Tables

 

List of Moon Phases
ImageMoon PhaseDay/Night?
Yellow Full SunMiddayDay
Yellow Half-SunMorningDay
Red Full SunAfternoonDay
Red Half-SunEveningDay
Crescent moon facing leftWaxing CrescentNight
Crescent moon facing rightWaning CrescentNight
Moon, greater than half, less than full, facing leftWaxing GibbousNight
Moon, greater than half, less than full, facing rightWaning GibbousNight
Full MoonFull MoonNight
No MoonNew MoonNight

 

If none of these is on a card's art, it must be assumed from a card's tone. If the tone is cyan, yellow, white, or green, it is a day card with no Moon Phase. If the tone is red, hazel, black, or blue, it is a night card with no Moon Phase. It is sometimes difficult to distinguish a New Moon (an image with no moon) from a card art with no Moon phase. One has only no moon, with an absence of a sun, while the other has neither a moon nor a sun. The exact method can be found in the "Tone and Affiliation II" Handbook addendum.

 

List of Attributes

Attribute NameAttribute ImageAttribute Ability
FlyingA glowing birdAllows this character to attack any character they wish
ArcherA quiverAllows this character to attack and block any character they wish; Characters with Archer can block characters with Flying, nullifying the Flying effect.
ShieldA shield with eight circlesPrevents all damage to this character from other characters. Spells still damage it.
ShieldgainA hand, five fingers outspreadPrevents all damage from archers, and half damage from other characters; Prevents all abilities of characters with Shieldstrength targeted at this character.
ShieldbreakA hand, two fingers spread, the other two and the thumb turned inwards Prevents all abilities of characters with Shieldgain targeted at this character, and nullifies damage prevention from the Shield Attribute
ShieldstrengthA closed fistPrevents all abilities of Shieldbreak targeted at this character.
BirdeyesThe head of a bird with green eyesYour opponent plays with his hand revealed as long as this card is in play.
TrolleyesThe head of a troll with grey eyesNullifies attributes of any card with Birdeyes.
Instantaneous SpeedTwo lightning bolts crossing each otherThis card may be played during any phase, on any pillar.
Instantaneous Non-Conflict SpeedTwo lightning bolts straight downwardsThis card may be played during any non-conflict phase, on any pillar.
Instantaneous Self-SpeedOne lightning bolt diagonalThis card may be played during any phase on your turn, on any pillar.
Instantaneous Self-Non-Conflict SpeedOne lightning bolt straight downwardsThis card may be played during any non-conflict phase on your turn, on any pillar.
Instantaneous Conflict SpeedThree lightning boltsThis card may be played during any conflict phase, on any pillar.
Primary StrikeAn eight-pointed starThis character's conflict damage must be resolved before others.
Secondary StrikeA five-pointed starThis character's conflict damage must be resolved before others (except Primary Strike).
Tertiary StrikeA four-pointed starThis character's conflict damage must be resolved before others (except Primary Strike and Secondary Strike).
HideA man in the fetal positionThis character may not be assigned to block.
SeekA searchlightThis character can be blocked by creatures with hide.
Seek IIA glowing searchlightThis character must be blocked by any creatures with hide, if any.
Ability Instantaneous SpeedTwo lightning bolts crossing each other in a circleThis card contains one or more abilities preceded by this symbol. Those abilities may be used during any phase, on any pillar.
Ability Instantaneous Non-Conflict SpeedTwo lightning bolts straight downwards in a circle.This card contains one or more abilities preceded by this symbol. Those abilities may be used during any non-conflict phase, on any pillar.
Ability Instantaneous Self-SpeedOne lightning bolt diagonal in a circle.This card contains one or more abilities preceded by this symbol. Those abilities may be used during any phase on your turn, on any pillar.
Ability Instantaneous Self-Non-Conflict SpeedOne lightning bolt straight downwards in a circleThis card contains one or more abilities preceded by this symbol. Those abilities may be used during any non-conflict phase on your turn, on any pillar.
Ability Instantaneous Conflict SpeedThree lightning bolts in a circleThis card contains one or more abilities preceded by this symbol. Those abilities may be used during any conflict phase, on any pillar.
RangerA face with a walking stick over one eyeThis character is a Ranger.
HunterA face with a crosshairs over one eyeThis character is a Hunter.
GamblerA face with a 6-sided die over one eyeThis character is a Gambler.
FighterA face with a sword over one eyeThis character is a Fighter.
JokerA face with a star painted on one eyeThis character is a Joker.
SmokerA face with a pipe over one eyeThis character is a Smoker.
Midnight TokerA face with a moon over one eyeThis character is a werewolf. Werewolves double their main points during any Night Moon Phase.
PaladinA face with one eye glowingThis character is a Paladin.
DruidA face with a tree over one eyeThis character is a Druid.
SorcererA face with a staff over one eye facing leftThis character is a Sorcerer.
WizardA face with a staff over one eye facing rightThis character is a Wizard.
EmokidA face with a teardrop coming from one eyeThis character is an Emokid.
ClownA face with a large yellow noseThis character is a Clown.
DJA face with headphonesThis character is the DJ. It can't be attacked except by Carry cards.
PunkA face with several piercingsThis character is a Punk.
HungerforceA red face with fried potatoes for dreadlocks and a blond goateeThis character is a member of the Hungerforce.
Cannon FodderA face with a fake arrow on the headThis character is cannon fodder. Whenever a card says "Destroy target character card", this card is destroyed and nothing else.
ElemenstorEight circles, each with a tail, circling each othe, forming a ring.This character is an elemenstor (inside each ring is a main symbol; this shows what type of Elemenstor discipline this character focuses on; this need not be the same as the character's main Element.
EsteemA crownOnly one copy of this card may be in play at any time.
Esteem IIA glowing crownOnly one copy of this card may be played each game.
Esteem IIIA glowing crown with an inset centerpiece gem.Only one copy of this card may be in a deck.
Esteem IVA burning crownOnly one copy of this card may be in a tournament.
Esteem VA burning crown with an inset skull.This card may never be played, we mean it!
SilverA silver circleThis card only takes priority over the game rules during a Night moon phase.
CopperA copper circleThis card only takes priority over the game rules during a Day moon phase.
Overturned JewelAn upside-down jewel, pointed on the bottom (shown as the top)This card's flip abilities do not take priority over the game rules.
FollowerThree portaits in a lineThis character cannot be your starting character.
LeaderA portraitThis character must be your starting character.
HeavyA black cylinder with the letter "H" on itThis card resolves immediately on the pillar.
TallA black square with the letter "T" on itNo other units may be resolved after this one. The Pillar is dissolved.
Motionlessa tree with roots visible in the groundIf this card is seceded, instead it's abilities may not be used for the rest of the turn and it may not attack or block. It stays in play
FurnilliarA three-legged stoolThis card is a Furniliar. Damage from Carry Element cards does double that damge to this card.
StrikedownA sword with a yellow polygon at the endThis character ignores characters with Flying, and is immune to abilites or spells that directly target Flying.
AngerA mouth, yellingYour opponent may not use abilities during Respond Phases involving this card.
Generic SpellA horizontal lightning boltThis card is a spell.
Spell of ___A horizontal lightning bolt protruding from a handThis card is a spell specifically written by ____. If __ is in play, this card costs 3 less to play.
Power WordA horizontal lightning bolt protruding from a mouthAs long as this card has Power Word, every card that comes into play gains the text on this card. Else, only the next card to be played gains this text.
ProposalA piece of paper, rolled at the endsWhen this card is played, both players must agree on a number to use for the gametext.
InvulnerableA black circleListed invulnerability at top of card text. This card does not take damage from cards of the invulnerability type and cannot be targeted by units of the invulnerability type.

Comments (7)

Anonymous said

at 6:04 pm on Dec 12, 2005

Archive 1

Without wishing to sound condescending these rules look like they are a retranslation of the very loosely translated Swedish edition of the game. As it was released as a big box non-collectable game containing a rather eclectic mix of cards from only the first three expansions this explains why the rules here are incomplete and in many cases simply wrong. For a beginner, reading these Pillar rules will cause total confusion when using any cards from recent expansions

When I reprinted the rules here for the wiki, I used the official revised rulebook from the Repent: The Exotic set. I chose that one because it was the last under the original republisher, and was the most comprehensive of any rulebook at that point. Granted, it doesn't include the vast simplifications and changes to the rules made starting in Melodies and Rhapsody, but anyone wanting to play with older cards will need to know at least the basics of Pillar Resolution that I added here. ~kertrats

Anonymous said

at 6:04 pm on Dec 12, 2005

Archive 2
Ah, that explains it! I really should have spotted it. You've reproduced verbatim the rulebook with the famous Three Critical Errors. It's true that the only update to this rulebook fixing the errors was posted on recDOTgamesDOTcardDOTelemenstor which, of course, was erased from all news servers 3 days later and so does not make it into the Google archives. While I appreciate your effort I think this wiki would benefit from striving for accuracy, especially when it comes to reverse-sub-damage-pillar resolution in the response phase with a upturned jewel, which of course is made a complete mockery of by the Three Critical Errors

Subpillar juggling is a gross metagaming completely out of the spirit of good sportsmanship. For a casual player, the Three Critical Errors really aren't that critical.

Anonymous said

at 6:05 pm on Dec 12, 2005

Archive 3
It is this kind of attitude amongst players that lead to the farce that was the Non-Resolution system. Elemenstor Battles is a game of infinite subtlety and fine distinctions and the constant efforts by many to dumb down the resolution system is an insult to the spirit of the game. If subpillar juggling, or to give it its proper name "Semi Mechanincal Pillar Re-Resolution" (or SMPRR), is 'gross metagaming' why was it explicitly introduced and given examples of in the revised Seven Staves rule book? Without having a full understanding of SMPRR (or 'Simper' as my local tornament scene calls it) beginners won't be able to learn anything by watching even mid level players engage in a duel as the use and understanding of Simper dramatically changes the tempo of the game from the third turn onwards. Furthermore most players use Simper even if they don't realise it.

Anonymous said

at 6:05 pm on Dec 12, 2005

Archive 4
By your desires the, exceedingly basic combo Elemenstor on High, Summon Furnilliar, Over Charge would be pointless (not to say illegal) to play without the basic elements of Simper being legal!

This page needs a better explanation of the Special Check Break Global Check in the Test Phase, I've been playing without knowing exactly what I'm supposed to check (and have thusly been unable to finish a game, all of my decks are trapped in infinite matches that will never end); and is the Special Check Break Global Test in the Second Test Phase a different variable or just an inconsistency in the wiki?

Sorry, that was a mistake on my part. I intend to write in exact text from the Fly: Step Forward Comprehensive rulebook, in order to get a complete and exact rules listing, but I don't have the book and I need to find a Fly:SF starter deck on eBay so I can get a copy of it. Once I do, I'll get on it. ~kertrats

Anonymous said

at 9:29 am on Dec 17, 2005

Completely rewrote the rules.

Anonymous said

at 3:21 pm on Dec 18, 2005

Good job with the pillar rules, the make a lot more sense than previously. Just thinking, do you have a copy of the Seven Staves rulebook so that you ould copy out some of the enlightening "Advanced Play" examples? When I read about Unit moving across damage sub-pillars it completely transformed my game. I'd post myself but my rulebook got soaked in coffee nd the pages are totally stuck together.

Anonymous said

at 10:26 pm on Dec 18, 2005

I'll see if I can dig mine out.

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