The living rulebook
- INTROBasics
Sacred Wars - Tactics Arena is a mythology inspired board game that fuses the deep strategy of tactics games with the thrill of countless unique game states offered by deck-building card games. The object of the game is to defeat your opponent by strategically building and utilizing your deck of cards consisting of Units, Items, and Spells. It can be played both in a physical square-tiled board (requiring 20-sided dice, tokens, tiles, and coins), or using our Companion app requiring only the cards and a mobile device. The Unit cards played are represented as Tokens on the field, the Spell cards affect the field represented as element Tiles, and the Item cards are stacked below the Unit cards modifying the Unit's stats/abilities
- MATERIALSBasics
Required for each Player in Physical Form: • A Deck of Unit, Item, and Spell cards, including a Command card that will represent the Player • A Field on which to play • 5 x Tokens to represent the Units on the field • A set of Tiles for each of the 12 Elements • A 20-sided die to enact battles and other game functions Recommended: • Counters to keep track of Lifepoints, Coins and Unit's Stats Required using our Companion App: • A Deck of Unit, Item, and Spell cards, including a Command card for each Player • A single mobile device with our Companion App downloaded
- SETUPBasics
There are four different Game Zones: 1) The Grave & Commander Zone (Left) - Dead Units go at the bottom of any cards in this Zone, and the Commander can be placed faced down on top 2) Units Zone (Middle) - Up to 5 Units allowed 3) Deck Zone (Right) - The Deck size should be equal to the amount of turns of the game 4) Battle Field Zone (Center) - Physical square tiled Board, or Companion App digital Board - Base: Located one position away from the Deploy Zone outside of the Field. If attacked, the Player loses Lifepoints equal to the Unit's Attack points - Deploy Zone: First row closest to the Player's Base - Sacred Tiles: Tiles on the field containing a Star and Number of Coins to be gained at the start of the turn Initial Configuration: • Game Mode: Choose the victory condition - War Match, Death Match, Conquest, or Fate • Income: Set Base Income amount of Coins received at the beginning of each turn • Timer: Set the amount of time allowed per turn • Turns: Set the max number of turns to end the game. (Fast game 5-10 mins, long game 45min-1hr)
- GAME MODESBasics
The Game Mode will dictate the Victory Conditions: • War Match: Reduce your opponent's Lifepoints to 0. If the match reaches the final turn, then the player with the most Lifepoints wins • Death Match: Must outscore your opponent by having a higher total Kill Count by the end of the match, or conversely having less Units in your Grave • Conquest: Must outscore your opponent by gathering the most Coins by the end of the match • Fate: The Commander Unit must reach the opponents Deploy Zone
- INCOMEBasics
At the beginning of each turn the player gets Coin equal to the Base Income decided (1, 2, or 3 Coins Max). If the player has any Units on top of Sacred Tiles, they will also receive Coins equal to the Sacred Tile amount.
- TIMERBasics
The Timer defines how long each turn will take. This sets the pace of the game. • For a 10 min game: Set Timer to 60 for 10 Turns. • For a 20 min game: Set Timer to 60 for 20 Turns. • For a 30 min game: Set Timer to 60 for 30 Turns.
- TURNSBasics
The number of turns defines the duration of the game and the number of cards for each Player's Deck. For many Game Modes the game is decided on the last turn.
- TURN PHASESBasics
Turn Phases: For all Game Modes the Phases of the turn are the following: • Income Phase • Draw Phase • Deploy Phase • Move Phase • Action Phase: Rest, Battle, or Activate Item/Spell/Ability
- BATTLE SYSTEMBasics
Once a Unit initiates a Battle: • Both Players have time to activate any effects or Quick Spells that can be applied. • Both Players must declare they are ready to battle • Both Players roll their Battle Die, then apply the results of their roll • The Defending unit Rolls for a Dodge; if the result is equal or lower than their SPD, the attack is dodged and the battle is canceled. • The Attacking unit Rolls for a Critical hit; if the result is equal or lower than their CRT, the attack is critical and the defending unit's DEF is reduced to 0. • If both Players Roll the same number, both Players must re-roll their Battle Die. • Once the results of the Battle Roll are applied, DMG is dealt and the battle is ended.
- COMMAND CARDSBasics
Each Player chooses 1 Command Card for their Deck, which can be a Human Lord or a Dragon Lord Unit. The back of the Command Cards list any Boons or special abilities.
- DECKBasics
A Player's Deck size should be equal to the amount of turns of a game.
- TOKENSBasics
Each Player can have up to 5 Units in the Units Zone in which to play cards, each Unit will be represented on the field as a token. • Unit Cards: All unit cards can become a Token. • Item Cards: Only Construct Item cards can become Tokens. • Spell Cards: Only Summon Spell cards can become Tokens.
- ACTIONSBasics
Each turn a Token can move 1 tile then perform 1 action. Actions include: • Rest: A unit can do nothing • Battle: Target another unit in Range and initiate a Battle • Activate a Spell: A Unit can spend Energy to activate a Spell Card and apply its Effect • Activate an Item: The Player can Spend Coin to apply an Item to a Unit • Activate an Ability: A unit can activate an Effect that requires an Action
- FIELDBasics
Each game of Sacred Wars can be played on different Fields and sizes, adding different enviroments in which to wage war. • Small: 5x5 • Medium: 5x7 • Large: 5x9
- FACTIONUnits
A Unit's Faction denotes the Land from which they originate Ancient: Especialize in All Weapons and classic tactics. Akhemet: Especialize in Sickle Weapons and grave tactics. Beluruk: Especialize in Rod Weapons and mystic tactics. Daenica: Especialize in Blade Weapons and noble tactics. Freelands: Especialize in Spear Weapons and asymmetric tactics. Gaerra: Especialize in Shield Weapons and stalwart tactics. Oshinkai: Especialize in Disc Weapons and covert tactics. Rhoddina: Especialize in Lash Weapons and scare tactics. Teotlan: Especialize in Sling Weapons and capture tactics. Vrahmarat: Especialize in Bow Weapons and calculative tactics. Waiiki: Especialize in Club Weapons and naval tactics. Xiandao: Especialize in Gun Weapons and artful tactics. Yggdral: Especialize in Axe Weapons and rush tactics.
- ELEMENTUnits
A Unit's Element denotes the Power they embody the most Might DMG: Counters no units. Ice DMG: Counters Air,Fire,Plant Units. Air DMG: Counters Earth,Thunder,Water Units. Plant DMG: Counters Water,Earth,Light Units. Light DMG: Counters Ice,Dark,Thunder Units. Fire DMG: Counters Plant,Air,Ice Units. Thunder DMG: Counters Dark,Water,Air Units. Dark DMG: Counters Light,Plant,Dark Units. Earth DMG: Counters Thunder,Light,Fire Units. Water DMG: Counters Fire,Ice,Earth Units. Order DMG: Counters Chaos, Might Units. Chaos DMG: Counters Order, Might Units.
- LEVELUnits
A unit's Level represents how strong a unit is and how much Coin is needed to deploy it. • Level 1 Units: Cost 1 Coin to deploy, have 10 Attribute Points and 3 Power Points. • Level 2 Units: Cost 2 Coin to deploy, have 20 Attribute Points and 6 Power Points. • Level 3 Units: Cost 3 Coin to deploy, have 30 Attribute Points and 9 Power Points. • Level 4 Units: Cost 4 Coin to deploy, have 40 Attribute Points and 12 Power Points. • Level 5 Units: Cost 5 Coin to deploy, have 50 Attribute Points and 15 Power Points. • Level 6 Units: Cost 6 Coin to deploy, have 60 Attribute Points and 18 Power Points. • Level 7 Units: Cost 7 Coin to deploy, have 70 Attribute Points and 21 Power Points. • Level 8 Units: Cost 8 Coin to deploy, have 80 Attribute Points and 24 Power Points. • Level 9 Units: Cost 9 Coin to deploy, have 90 Attribute Points and 27 Power Points. • Level 10 Units: Cost 10 Coin to deploy, have 100 Attribute Points and 30 Power Points. • Level 11 Units: Cost 11 Coin to deploy, have 110 Attribute Points and 33 Power Points. • Level 12 Units: Cost 12 Coin to deploy, have 120 Attribute Points and 36 Power Points.
- TYPEUnits
A Unit's Type represents how a Unit behaves. Human: Espcialze in regular tiles, all armed Weapon types, rely on equipment and promotion to Undead: Especialize in Dark and Ice tiles, Eye and Fang Weapons. Fairy: Especialize in Light and Air tiles, Wing and Eye Weapons. Fiend: Especialize in Dark and Fire tiles, Horn and Eye Weapons. Beast: Especialize in Ice and Earth tiles, Hoof and Claw Weapons. Bird: Especialize in Air and Thunder tiles, Beak and Wing Weapons. Reptile: Espcialize in Light and Plant tiles, Claw and Fang Weapons. Fish: Epecialize in Water and Ice tiles, Fin and Fang Weapons. Bug: Especialize in Plant and Earth tiles, Pincer and Tendril Weapons. Mollusk: Especialize in Thunder and Water tiles, Tendril and Beak Weapons. Amphibian: Especialize in Plant and Water tiles, Quill and Tendril Weapons. Dragon: Especialize in Fire and Thunder tiles, Fang and Wing Weapons.
- RANGEUnits
An enemy unit must be in a Range tile for a unit to start a Battle.
- CLASSUnits
A unit's Class defines how it deals Damage whern it battles and what type of Weapon items can be equipped to it. There are 24 Weapon Types: Shield: Blade: Axe: Spear: Sickle: Club: Lash: Disc: Sling: Bow: Gun: Rod: Fist: Claw: Fang: Horn: Hoof: Wing: Beak: Fin: Pincer: Tendril: Quill: Eye:
- COUNTERSUnits
a unit's default form of attack, it is classified by a Weapon Type and an Element • Might DMG: Counters no units. • Ice DMG: Counters Air,Fire,Plant Units. • Air DMG: Counters Earth,Thunder,Water Units. • Plant DMG: Counters Water,Earth,Light Units. • Light DMG: Counters Ice,Dark,Thunder Units. • Fire DMG: Counters Plant,Air,Ice Units. • Thunder DMG: Counters Dark,Water,Air Units. • Dark DMG: Counters Light,Plant,Dark Units. • Earth DMG: Counters Thunder,Light,Fire Units. • Water DMG: Counters Fire,Ice,Earth Units. • Order DMG: Counters Chaos, MIght Units. • Chaos DMG: Counters Order, Might Units.
- EFFECTUnits
Each unit has a special effect. • Abilities: Active Effects that require an Action to activate • Trait: Passive Effects that are always active if applicable • Condition: Conditional Effects that activate when conditions are met
- POWERUnits
which Spells a unit can activate. A unit must have an equal or higher Element Power as
- ATTRIBUTESUnits
The SACRED Attributes: • Speed: the chance that an attack will be dodged. • Attack: how much DMG a unit deals when attacking. • Critical: the chance that an attack will be a critical hit. • Resistance: how much DMG a unit can take before it is destroyed. • Energy: spent to activate Spells • Defense: how much Damage is reduced when attacked.
- FACTIONItems
An item's Faction represents
- TYPEItems
An item's Class represents how it functions as a card. • Weapon Item: • Outfit Item: • Support Item: • Construct Item: • Hidden Item: • Body Item:
- LEVELItems
Items can be purchased from your hand by spending Coin equal to their Level
- RANGEItems
Which units on the board are affected by an Item.
- EFFECTItems
Items that are equipped will add their effect to the equipped unit. Support Items have a 1 time use effect. Construct items have an effect that describes how they behave on the Field.
- SUBTYPESItems
Subtypes denote other classifications that an item belongs to.
- ATTRIBUTESItems
Items can add or subtract a unit's attributes.
- ELEMENTSpells
A Spell's Element represents what kind of Damage it deals. • Might DMG: Counters no units. • Ice DMG: Counters Air,Fire,Plant Units. • Air DMG: Counters Earth,Thunder,Water Units. • Plant DMG: Counters Water,Earth,Light Units. • Light DMG: Counters Ice,Dark,Thunder Units. • Fire DMG: Counters Plant,Air,Ice Units. • Thunder DMG: Counters Dark,Water,Air Units. • Dark DMG: Counters Light,Plant,Dark Units. • Earth DMG: Counters Thunder,Light,Fire Units. • Water DMG: Counters Fire,Ice,Earth Units. • Order DMG: Counters Chaos, MIght Units. • Chaos DMG: Counters Order, Might Units.
- LEVELSpells
How much energy it takes to cast a Spell.
- TYPESpells
A Spell's Type defines how it behaves when you activate it. • Ritual Spell: takes up your action to activate. • Battle Spell: take up an action to activate and deal damage and/or place element tiles on the field. • Quick Spell: can be activated whenever a unit sufficient ENR and its condition is met. • Enchant Spell: takes up an action to activate and is equipped to the caster of the spell. • Curse Spell: takes up an action to activate and is equipped to the target of the spell. • Summon Spell: takes up an action to activate and this spell becomes a Token.
- RANGESpells
Which units on the board are affected by a Spell.
- EFFECTSpells
A Spell's Effect is a description of how it interacts with the Field.
- POWERSpells
A spell can only be activated by a unit with the correct amount of Power in each Power Node. A Spell's Level is equal to the sum of their Power Nodes.
- COUNTERSSpells
This denotes which Elements this Spell is strong against. When a Unit is countered, that unit's DEF is reduced to 0 and DMG is dealt directly to RES.
- TILESSpells
This denotes how many Element tiles a Spell will place on the Field.
- DEPLOYMENTField
Each player can deploy units on any tile of the first row of their side of the field.
- SACRED TILESField
These tiles reward a player for controlling them. At the beginning of their turn a player gets Coin equal to the number on the Sacred tile, if they control a Token on that tile.
- RANGE FORMATIONSField
A Range is classified by one of the 24 Greek Letters • None: --- • Alpha: ALP • Beta: BTA • Gamma: GMM • Delta: DLT • Epsilon: EPS • Zeta: ZTA • Eta: ETA • Theta: THT • Iota: ITA • Kappa: KPP • Lambda: LMB • Mu: MUU • Nu: NUU • Xi: XII • Omicron: OMC • Pi: PII • Rho: RHO • Sigma: SGM • Tau: TAU • Upsilon: UPS • Phi: PHI • Chi: CHI • Psi: PSI • Omega: OMG
- ELEMENT TILESField
Some spells will affect how the field behaves by placing Element tiles on top of it. Each Element tile has a special rule and behaves differently depending on the Element of the unit that rests on it. Might tiles specialize in removing Element tiles from the Field.
- ICE TILEField
Ice Units: +5 ATK when on an Ice tile. Non-Ice Units: -1 SPD at the end of each turn when on an Ice tile. (Doubled against Air,Fire,Plant Units.)
- AIR TILEField
Air Units: +5 ATK when on an Air tile Non-Air Units: -1 DEF at the end of each turn when on an Air tile. (Doubled against Earth,Thunder,Water Units.)
- PLANT TILEField
Plant Units: +5 ATK when on a Plant tile Non-Plant Units: -1 RES at the end of each turn when on a Plant tile. (Doubled against Water,Earth,Light Units.)
- LIGHT TILEField
Light Units: +5 ATK when on a Light tile Non-Light Units: -1 CRT at the end of each turn when on a Light tile. (Doubled against Ice,Dark,Thunder Units.)
- FIRE TILEField
Fire Units: +5 ATK when on a Fire tile Non-Fire Units: Dealt 5 Fire DMG at the end of each turn when on a Fire tile. (Doubled against Plant,Air,Ice Units.)
- THUNDER TILEField
Thunder Units: +5 ATK when on a Thunder tile Non-Thunder Units: -1 ATK at the end of each turn when on a Thunder tile. (Doubled against Dark,Water,Air Units.)
- DARK TILEField
Dark Units: +5 ATK when on a Dark tile Non-Dark Units: -1 ENR at the end of each turn when on a Dark tile. (Doubled against Light,Plant,Dark Units.)
- EARTH TILEField
Earth Units: +5 ATK when on an Earth tile Non-Earth Units: Dealt 5 Earth DMG at the end of each turn when on an Earth tile. (Doubled against Thunder,Light,Fire Units.)
- WATER TILEField
Water Units: +5 ATK when on a Water tile Non-Water Units: Dealt 5 Water DMG at the end of each turn when on a Water tile. (Doubled against Fire,Ice,Earth Units.)
- ORDER TILEField
Order Units: +5 ATK when on an Order tile Non-Order Units: Cannot activate Spells when on an Order tile.
- CHAOS TILEField
Chaos Units: +5 ATK when on a Chaos tile Non-Chaos Units: Canot activate Items when on a Chaos tile.