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Official Rules Print
Congratulations!

You have been chosen to train for the most elite fighting force ever created. Combining your already impressive fighting skills with ancient transformational magic, you will learn to harness the powers of all the creatures in nature, scaled to your own human size.

You will train against other elite fighters in the Nature Dome—a top-secret arena designed to simulate the full range of natural environmental elements. Amidst the earth, rocks, trees, water and sky of the Nature Dome you will master the use of all the strengths and abilities of nature’s creatures in order to one day battle evil wherever it may rear its ugly head.

Set Up

Shuffle the Power Cards.

Give each player a Health Meter and a Health Point Marker. To begin the game, each player places their Health Point Marker on 1000.

Determine which player will be Player 1 and which will be Player 2.

Each player draws three Power Cards, with Player 1 drawing first.

Duel

Player 1 attacks by playing the Power Card of their choice. The force of their attack is determined by the Attack Point Value on the Power Card.

Player 2 either defends or escapes by playing the Power Card of their choice. The force of their defense or escape is determined by the Defend or Escape Point Value on the Power Card.

When being attacked, a player can either defend or escape with a Power Card, but they cannot do both with any one card.

If the Attack Points are higher than the Defend or Escape Points, then the defender must subtract the difference in points from their Health Meter (i.e. Attack = 500, Defend = 400, defender subtracts 100 points from Health Meter).

If the Attack Points are less than or equal to the Defend or Escape Points, then no Health Points are lost.

Only the player attempting to defend or escape can lose points. Points cannot be regained once they are lost.

Played cards are then removed.

Alternate the attack and defend/escape cycle until one player loses all their Health Points and is Knocked Out.

When either player runs out of cards, they immediately draw three new Power Cards. If both players use there last cards in any one turn, the first player to lay down their card (the attacking player) draws their three new cards first.

If all Power Cards are drawn before a player is Knocked Out, reshuffle the played Power Cards and continue play until a winner is determined.

Attack Boost Cards

When playing an Attack Boost Card, a player lays the Attack Boost down first, then adds another attack card or another Attack Boost card from their hand.

If an Attack Boost is the last card in an attacking player’s hand, the player draws three new Power Cards and combines one with the Attack Boost. 

If an Attack Boost is the last card in a defending player’s hand, the player’s defend or escape points equal 0.

The Health Meter

When a player’s Health Points drop into the yellow zone, they must subtract 100 points from every card played, including Attack Boost cards. When their Health Points drop into the red zone, they must subtract 200 points from every card played, including Attack Boost cards. However, no attack, defense or escape can have a value of less than 0.

The Winner

The player who knocks out their opponent wins the round. The winner of the Nature Dome duel is the player who wins two out of three rounds. 

 

 
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