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  • 8/2/2019 Flash Duel DELUXE Rules1-9 Smaller

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    FlashDuel:DELUXEsimulates asparringmatchbetweentwo Fantasy-Strike characterswho are practicingforanupcomingtournament. Scoringjustonehitagainsttheopponent wins theround.Agame is best 3outof5rounds.

    Setup1) Choose one of the ten characters. If either player prefersto choose characters using a double-blind method, do so. In thatcase, each player secretly chooses a character, then both playerssimultaneously reveal their character choice. Mirror matches areallowed (same character vs. same character) if youown two copies of the game. After you pick yourcharacter, put your characters three ability cardsface-up on the table.

    2) Shuffle the 25 community cards, putthem face-down on a pile on the table,

    then each player draws 5 cards. The 25cards have 5 copies of each number from 1 to 5.

    3) Put your pawn on your Start space of the track.

    4) Flip a coin to determine who goes first. On later rounds,before players draw cards, the loser of the previous round chooseswho goes first.

    5) Set aside the 5 win tokens for now. Take a win tokeneach time you win a round. The first player to win 3 roundswins the game.

    Special AbilitiesTo get the hang of the game, you might first try it without usingspecial abilities.

    Each character has three special ability cards. Each ability cardlists its timing trigger in the wood-panel area of the card and itseffect in the larger canvas area below. The timing trigger tells youwhen that ability card is lit up and able to be played. Manyabilities have the timing trigger pre-combat which means youcan play them on your turn before you make your combat move.

    When an abilitys timing trigger happens, that means you can

    choose to play the ability--it doesnt happen automatically. If youchoose to play the ability, turn the card face down to get the effectit states. You can only play one ability per turn. (You can play anability on your turn, then a different one on the opponentsfollowing turn if you like.) Remember that at the start of each newround (not the start of each turn!), you turn your three abilitycards face up to replenish them.

    Time-OverWhen the last card is drawn, time has run out and no moreabilities can be played (except for Argagargs Pacifism). Bothplayers reveal their hands and see if either or both have any cardsthat would allow an attack (not a dashing strike). If one player hasmore of these cards, he wins. Otherwise, the winner is the playerwho advanced the farthest on the board. If both players advancedthe same distance, the round is a draw.

    Public InformationThe discard pile is public information and either player can lookthrough it at any time. The number of cards left in the draw pile isalso public information, and players can count how many cardsremain any time. Both players special ability cards are publicinformation and either player canread the others ability cards whetherthey are face up or face down.

    This game was inspired by Reiner Knizias game En Garde.

    a)Move. Play any card from your handto move your character that many spacesforward or backward. If you would moveback off the edge of the board, insteadmove to the last space. If you wouldmove forward past the opponent, insteadmove up to the opponent then stop.

    b)Push. If you are in an adjacentspace to the opponent, your moveforward becomes apush. Push youropponent back the number of spaces onyour card, but dont move yourself. Forexample, if you push with a 3, there willbe 3 empty spaces between thecharacters afterward.

    c)Attack. To attack, play a card from

    your hand whose number is the exactnumber of spaces to the opponent. Youcan strengthen your attack by playing apair or three-of-a-kind if you like.Attacking does not move your characteron the board.

    d)Dashing Strike. To dashing strike,first play a card to move forward (notbackward), then immediately playanother card as your strike. The strikemust be the same number as the distanceto the opponent after the dash. You canstrengthen your dashing strike with a

    pair or 3-of-a-kind if you like.

    TurnStructure

    Doone ofthese: move, push,attack,

    rdashingstrike.

    ) Ifyoudid anattackor dashing strike,

    ouropponent mustrespondor he loses

    he round.

    ) Drawuntil you have5cards, thenyour

    urnends.Youropponent takes his turn.

    Even ifyou skipyour turn (becauseyou

    etreated or an abilitysaid to),youstill

    et todraw backto upto 5 cards, but

    ou canttakeanyotheractions.

    If you attacked, your opponent must block orlose the round. If you did a dashing strike,your opponent must either block or retreat orhe loses the round.

    To block an attack or dashing strike, theopponent must match your attack cards (or the

    strike part of your dashing strike) with the exactsame cards of his own. For example, if youattack with a 3, he must play a 3 to block. Ifyou attack with two 1s, he must play two 1s toblock. If he blocks on your turn, hell start histurn with fewer than 5 cards because playersonly draw at the end of their own turns.

    To retreatfrom a dashing strike, youropponent can play any card from his hand tomove backward. If hes already at the edge ofthe board, he cant retreat.

    Whenever you retreat, skip your next turn, but still draw

    up to 5 cards when you would have taken your turn.

    Surviving an attack

    or dashing strike

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    General

    Can I attack with a 3 then strengthen it with a pair

    of 4s?No. When you strengthen an attack (or the strike of a dashingstrike), you must play more copies of that attack (or strike). Forexample, if you attack with a 3, you can only strengthen it withmore 3s. If you dashing strike with a 2 as the strike, you can onlystrengthen that with more 2s.

    Is a "dashing strike" an "attack"?No, a dashing strike is a dashing strike and an attack is an attack. Ifsomething triggers on one of those, it doesn't trigger on the other.

    Can I dashing strike when Im one space away

    from the opponent (adjacent to him)? No.

    What does my combat move or combat action

    mean?It means your choice of move / push / attack / dashing strike forthat turn. Pre-combat abilities happen before that choice.

    If Im 3 spaces away from the opponent, can I

    dashing strike with a 5 as the dash, then a 1 tostrike?Yes. If you would dash past the opponent, instead you stop in thespace adjacent to him. You can then strike with a 1. This meansthat 1s are pretty valuable because there are several different waysto dashing strike the opponent with a 1 as the strike.

    Can I move less than the number on my card if I

    want?Mostly no. If, for example, you're farther than 5 spaces from theopponent, moving forward with a 5 means you move exactly 5spaces forward, not "up to 5" spaces. The only times you'd movefewer than 5 is if the opponent is exactly 5 away (in which case

    you'd be attacking and not moving); if the opponent is 2, 3, or 4spaces away (you'd move up next to him); if the opponent isadjacent (you'd push him 5 away but not move yourself); or if youwere moving backward and the Start space is fewer than 5 spacesaway (youd move to the Start space).

    If Im on the Start space, can I move back from

    there?You can move back but youll end up in the same place, still onthe Start space. You cannot retreat from the Start space though.

    Character-Specific

    Grave's ReversalTo "counter" an ability means to negate it. When an opponentannounces they will use an ability, Grave can use Reversal inresponse and prevent the enemy's ability from ever happening.The opponent still turns their ability card face down.

    Midori's Dragon FormIf an opponent is adjacent to you and "pushes" you back, thatdoes not end Dragon Form. Similarly, DeGrey's Spectral Pushdoes not end Dragon Form, either.

    Midoris Master of TwosYou can only play the virtual 2 anytime you could have played anactual 2 from your hand.

    Setsukis Speed of the FoxThis allows you to do a dashing strike on the opponents turn,which you cant normally do otherwise. The opponent can retreator block (also unusual because its his turn). After he retreats orblocks, his turn ends. It should be your turn, but you must skip itbecause you retreated (remember that you get to draw back to 5

    cards still). Then the opponent takes a normal turn if he blocked,or skips his turn if he retreated (he also can draw back up to 5cards).

    DeGrey's PilebunkerAfter you retreat, you have to be exactly 4 spaces away to attackwith the 4s.

    DeGrey's Spectral PushDeGrey doesn't need to be adjacent to the opponent to use thisability. He can Spectral Push from any distance.

    Valeries EpiphaniesIf you use Green Eyes Epiphany to treat a 3 in your hand as a 4,you can attack an opponent who is 4 spaces away with it. You canpower it up with another 4, but not with another 3.

    Argagarg's PacifismWhen the round ends, compare final hands to see if there is a lasthit. If there isn't, Argagarg wins (or tiesagainst another Argagarg who playedPacifism). If there is a last hit, theplayer who lands that last hit winsthe round.

    FAQHerearesomefrequentlyaskedquestions,incaseyougetstuckonsomething.