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Blade: The main part of every sword. Each has a unique name.
Grip: Part. The handle. Adds modifiers to base blade stats.
Guard: Part. Placed on each side of the grip. Adds modifiers to base blade stats.
Shield: Orange corner. Provides defense from enemy attacks.
Gadget: Purple corner. Tool to add modifiers or perform special actions during gameplay.
Attack: Base attack. Added to any attack.
Defense: Base defense. Attacks must exceed this to hurt the player.
Forge Req: The Forge Level (current attack die) required to use this card.
Forge: The play area in front of each player. Contains blade, attached parts, and shield.
Armory (Draw Pile): Deck containing all cards for play at the beginning of the game.
Salvage (Discard Pile): Contains all played gadgets, Reforged parts, and broken shields.
Free For All Ruleset
Each player starts with The Adventurer Blade and a Wooden (0/0) Grip (extras of these cards are set aside).
Shuffle the Armory.
Deal 6 cards from the Armory to each player.
Each player starts with a d4 attack die.
Each player starts with a health counter set to 20. You can use a d20 if you wish.
A starting player is chosen (we suggest rolling a d20. Highest goes first and rotate clockwise).
Draw a card from the Armory (draw pile).
Place a part or replace a part or blade once per turn (old part goes to salvage).
Play Gadget cards at any time during your turn (no limit).
Recycle at any time during your turn: discard 2 cards to draw 1 card from the Armory (no limit).
Place a shield at any time during your turn (each player may have one in play).
Reforge at any time during your turn (if you Reforge, you cannot attack or draw to end your turn). See Section 3 for more details.
If you did not Reforge during your turn, attack or draw a card to end your turn.
Players may Reforge their blade during their turn if the blade is complete (blade, grip, two guards). This upgrades the Forge Level allowing the player to use more powerful blades and shields.
Reforging allows the player to upgrade their attack die (d4 -> d6 -> d8 -> d10 -> d12).
Discard all parts (grip and guards) attached to blade into the Salvage. Blade can be replaced as well during a Reforge. This does not count as a part placed for that turn.
If no parts were placed this turn, the player can place a part after Reforging.
Players cannot attack on a turn that they Reforge.
Players may still play gadgets, shields, and place or replace a part after a Reforge.
Select a target player.
Does the target have a shield? If so, see Section 6. If not, continue.
Roll the attack die.
Add the roll to attack values on all cards in your Forge and modifiers from gadgets, if applicable.
Subtract target player’s total defense plus modifiers from gadgets.
If the target player does not choose to block, deal that damage to target player.
If the target player does choose to block, see Section 5.
After being attacked, a player may attempt to block an attack that would deal damage if they have at least one part attached to their blade.
To block, the defending player and attacking player both roll their current attack die (blade and part stats are ignored).
If the defending player rolls higher, they take no damage.
If the attacking player rolls equal to or higher than the defender, the defending player takes the damage they would have and loses a part of their choice from their Forge into the Salvage.
Shield stability is displayed in the top left of the card.
The shield will absorb all damage from a single attack, even if the damage exceeds the shield stability.
If the damage dealt is equal to or greater than the stability of the shield, the shield is destroyed and discarded into the salvage and the defending player takes no damage.
If the damage dealt is less than the stability of the shield, the shield remains and no damage is dealt.
Shield stability does not decrease between attacks from damage dealt to it.
If a player’s health goes to zero, the player that dealt the killing damage (can be from attack damage, gadgets, or a Trip Mine that was stolen) is given all cards that were in the defeated player’s hand and Forge.
If the player is defeated by a Trip Mine drawn face up from the Armory, the defeated player discards all cards in their hand and Forge into the Salvage (they cannot be looted).
If a turn starts and there are no cards left to be drawn from the Armory, the Salvage is shuffled into a new Armory deck.
If the Trip Mine gadget is drawn face up when a Looking Glass gadget is used to draw from the Armory, the Drawing player will take the effect of the Trip Mine, keep the Trip Mine, and continue drawing until they find a blade.
If the Thief’s Glove gadget is used and the user does not have any cards to trade, the user simply does not give any cards to the target player.