Objective: Reduce the opponent's Health (HP) to 0.
Initiative: At the start, both players roll a d10. The winner goes first. The loser starts with the Focus status.
Turns: Players take turns performing actions. At the start of your turn, you gain 4 Action Points (AP).
Movement: Select your token to see available movement squares. Moving costs 0 AP, unless you are within the opponent's strike range, in which case it costs 1 AP.
Actions & Costs
Strike (2 AP): Make a basic attack. Roll a d6. On a 4, 5, or 6, you deal bonus damage equal to the amount you rolled over 3 (i.e., 1, 2, or 3 damage).
Falter (3 AP): Gain the Falter status. If an opponent attacks you and rolls a 1 on their d6, their attack fails and their turn ends immediately.
Class Abilities
Swordsman
Stats: 10 HP / 10 Armor
Passive: Strike range is 2 squares (instead of 1). Bonus damage from Strike is doubled.
Steel Edge (3 Spell Slots): For your next 3 turns, your attacks ignore armor. This effect is removed if you take damage.
Focus Ability: When attacked, completely negate all damage from that one attack. The Focus is then consumed.
Dimwit
Stats: 15 HP / 10 Armor
Passive: Standard abilities.
Focus Ability: On your turn, you can convert your Focus and 4 Spell Slots into 1 Action Point.
Skills
Skills offer an ability that usually isn’t on your chosen Class.
Taking a Skill will permanently decrease your maximum Spell Slots and may affect other stats.
Evasion! (3 AP): Any incoming attack will miss you. Consumes the status. Costs: 3 Spell Slots, 5 Armor.
Impact! (1 AP): A cheap attack. Roll a d6; a 4 or higher hits for a fixed 2 damage. Costs: 2 Spell Slots.
Dense!: A passive skill that grants +6 Armor. Costs: 3 Spell Slots.
Recompose!: A passive skill. Every time an enemy player misses an attack against you, heal 1 HP. Costs: 2 Spell Slots.
Cold Touch!: A passive skill. If you roll a 6 on your Strike attack, your next turn is free (you get to go again). Costs: 3 Spell Slots.