IMMORTAL - GAME-O-GAMI...5 Chapter 3: Tokens and Markers In addition to the cards and modular board...

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Transcript of IMMORTAL - GAME-O-GAMI...5 Chapter 3: Tokens and Markers In addition to the cards and modular board...

Page 1: IMMORTAL - GAME-O-GAMI...5 Chapter 3: Tokens and Markers In addition to the cards and modular board fragments, Immortal is played with a variety of tokens and markers. There is no
Page 2: IMMORTAL - GAME-O-GAMI...5 Chapter 3: Tokens and Markers In addition to the cards and modular board fragments, Immortal is played with a variety of tokens and markers. There is no

IMMORTALRule Book - Beta v4.0

This document, and all contents of this game, are copyright 2012-2015 by GAME-O-GAMI. Immortal is a trademark of GAME-O-GAMI.

Contents

Introduction 1

SectionI: The Game Components

Chapter 1: The Character Cards 2

Chapter 2: The Boards 3

Chapter 3: Tokens and Markers 5

Chapter 4: Decks, Hands, and the Underworld 5

SectionII: The Rules

Chapter 5: How to Play 6

Chapter6:Abilities 13

Chapter 7: Dominions 19

Chapter 8: Pantheons 20

SectionIII:CustomizationandVariants

Chapter 9: Custom Decks 22

Chapter10:GameVariants 22

Quick Guide to Immortal 26

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IMMORTALA Strategy Game of Warring Mythologies by David Luis Sanhueza

IntroductionThe war of the gods has begun... Born from the dreams and nightmares of mankind, legendary beings are gathering forces to crush their enemies. They have put their fate in the hands of mere mortalslikeyourself,grantingyouthepowertoleadthemtovictory.Captureyouropponents’forces, turn their powers against them, and forge your own legend!

In Immortal,ancientgods,heroes,andmonstersbattleforcontrolovermythicrealms.2to4players assume command of powerful pantheons summoned from various world mythologies - Master Set OnefeaturestheNorse,Greek,Japanese,Celtic,Egyptian,andNativeAmericanpantheons.Eachpantheonofcharactercardsoffersuniqueabilitiesandstrategiestobemastered.Thisconflicttakesplaceonabattlefieldofmodularboards,representingthenexusofmythicalrealms.Thegoalofthegameistocontrolthemostcardsonthebattlefieldbycapturingyouropponents’cardsanddefendingyourown.

Duringthegame,playerstaketurnsplacingtheircharactercardsonthespacesofthebattlefield.Eachcardhasadistinctcombinationofbattlestrengths,representedbynumbersonitsfouredges.Whenacardisplacedonaspaceadjacenttothenorth,south,east,orwestedgeofanopponent’scard,anattackbeginsandthestrengthsonthecards’touchingedgesarecompared.Iftheattacker’sstrengthisgreater,thenthedefendingcardissuccessfullycaptured,givingtheattackingplayermorecontrolonthebattlefield.Specialabilitiescaninfluencetheresultsofanattack,andsetthebattlefieldupforfuturecombosbystrengtheningallies,weakeningenemies,andbendingthe normal rules of the game.

Afterthefirstbattle,playersupgradetheirpantheondeckswithmorepowerfulcards,andexpandthebattlefieldwithadditionalmodularboards.Victorygoestotheplayerwhocontrolsthemostcardsattheendoftwobattles.Gamevariantsallowplayerstoformteams,changetherulesofengagement, or play faster matches. Once players have mastered the basic strategies of the game, theycanmixandmatchcharactersfromdifferentpantheonstobuildtheirowncustomdecks.

As Immortalevolves,morepantheonswillbeaddedfromthemythsandlegendsofdistinctcultures.Theseexpansionswillintroducenewabilitiesandplayingstylestothegame.Withanexpandinglistoflegendarycharactersandmodularboardstochoosefrom,anendlessvarietyofstrategiesandcombinationswillemerge...limitedonlybyyourimagination!

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Section I: The Game Components

Game Contents108 Character Cards (6 complete pantheons, 18 cards per pantheon) 9 double-sided Board Fragments 4 sets of Control Tokens Bonus / Penalty Markers Ability MarkersMimic Markers Dominion Markers 4 Player Reference Sheets Rule Book

Chapter 1: The Character CardsEach card in Immortalrepresentsadifferentmythologicalbeing.Somearegodsofcreation,othersaremastersofdestruction.Someareterrifyingmonsters,othersarelegendaryheroes.Allofthesebeingsareyourstocommandinbattle.Everycharactercardhasthefollowingsetofattributes,representedbynumbers and symbols:

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North Strength–Whenresolvinganattack,thisstrengthiscomparedtotheSouthStrengthoftheadjacent card to the north.

East Strength – Whenresolvinganattack,thisstrengthiscomparedtotheWestStrengthoftheadjacentcard to the east.

South Strength – Whenresolvinganattack,thisstrengthiscomparedtotheNorthStrengthoftheadjacent card to the south.

West Strength – Whenresolvinganattack,thisstrengthiscomparedtotheEastStrengthoftheadjacentcard to the west.

Ability –Mostcardshaveoneofmanyspecialabilities.Acard’sabilityisdepictedasanicon,sometimesaccompaniedbyarrowswhichrepresenttheability’sareaofeffect.(seeChapter 6: Abilities)

Pantheon – Cards belong to one of several pantheons. In this Master Set, the pantheons are Greek, Norse, American,Japanese,Celtic,andEgyptian.Eachpantheonhasatendencytowardsdifferentabilitiesandstrengths.Atthebeginningofthegame,eachplayerchoosesapantheondecktoleadintobattle.(seeChapter 8: Pantheons)

Dominion – Cards belong to one of three dominions: Earth, Sea, or Sky. Each has a tendency towards differentabilitiesandstrengths,andacard’sdominionmayaffectitsinteractionwithsomeabilitiesandboard spaces. (see Chapter 7: Dominions)

Level –Acard’slevelisanindicationofitspowerrelativetoothercards,anditdeterminesduringwhichactof the game that the card will enter into play. There are three levels, with I being the weakest, and III being the most powerful.

Name –Acard’snameisfoundnearthebottom.Eachcharactercardisunique,andadeckmaynotcontainmultiplecopiesofanycard.

Chapter 2: The BoardsImmortal is played on a grid of spaces, onto which the character cards are placed. Players create this grid by combining modular board fragments.Oncecombined,thevariousboardfragmentsarecollectivelyreferredto as “the battlefield.”

Thebattlefieldhasnorth,south,east,andwestdirections,justasthecardsdo.The“north”directionforamatchischosenbytheplayerwhogoesfirst,whenheplayshisfirstcard.

Everyboardfragmentisdouble-sided,andeachsidehasauniquenamewhichrepresentsadifferentmythicalrealm.Eachoneiscomposedofsixspacesarrangedindifferentshapes.Duringthegame,aspacethat does not have a card on it is considered an “open space”, while a space with a card on it is called an “occupied space.”

Sacred SpacesEach side of a board fragment has two “sacred spaces”, marked with symbols and colored borders. Sacred spacesaffectthecardsthatareplacedonthem.Therearetwotypesofsacredspaces:“abilityspaces”and“dominion spaces”.

Ability spaces have black-colored borders, and an ability symbol depicted on them. When a card is placed

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onanabilityspace,itgainstheabilityfromthatspace,inadditiontowhicheverabilitythecardalreadyhas.

Dominion spaces have one of three dominion symbols (Earth, Sea, or Sky) depicted on them, and a correspondingcoloredborder(red,blue,oryellow,respectively.)Whenacardisplacedonadominionspacethatmatchesitsdominionsymbol,thecardgainsa+1bonustoallstrengths.Ifthecard’sdominiondoes not match the dominion symbol on the space, it gets a -1 penalty to all strengths.

See Chapter 6: Abilitiesformoreinformationonsacredspaces.

Void Spaces“Voidspaces”arenotactualspacesonthebattlefield.Instead,theyareimaginaryspacescreatedbythegaps between, and open areas surrounding, the real board spaces. Cards cannot normally be placed on void spaces,unlessanabilitystatesotherwise.Someabilitiescanextendacrossvoidspacegaps,iftheirareaofeffectcoverstwoormorespacesawayfromtheircard’sspace.(seeChapter 6: Abilities)

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Chapter 3: Tokens and MarkersInadditiontothecardsandmodularboardfragments,Immortal is played with a variety of tokens and markers.Thereisnolimittothenumberoftokensandmarkersthatcanbeinplayatonetime.Ifforsomereason,thequantityoftokensormarkersprovidedwiththisgameisinsufficient,youshoulduseasuitablesubstituteforthesecomponents.Tokensfromothergameswillworknicely,aswillcoins.

Control Tokens –Everyplayerisprovidedwithasetofcontroltokens,withdifferentcolorsdistinguishingoneplayerfromanother.Controltokensareusedtomarkwhichcardseachplayercontrolsonthebattlefield.Whenaplayerplacesacardontothebattlefield,heputsoneofhiscontrol tokens on it. If that card gets captured, the control token is replaced with one belonging to theplayerwhocapturedit.Ifthecardisremovedfromthebattlefield,removethecontroltoken.

Bonus Markers – These markers are used to show when a card has a permanent strength bonus gained from an ability. For each of these markers on the card, all of its strengths (North, South, East, andWest)areincreasedby1.Whenthecardisremovedfromthebattlefield,removethemarker.

Penalty Markers – These markers are used to show when a card has a permanent strength penalty imposed by an ability. For each of these markers on the card, all of its strengths (North, South, East, andWest)aredecreasedby1.Whenthecardisremovedfromthebattlefield,removethemarker.

Conditional Bonus / Penalty Markers – These markers are used to show when a card has a conditionalstrengthbonusorpenalty,duetotheeffectsofanabilityoradominionspace.Ifabonusbecomesapenalty(orviceversa),flipthemarkerovertoshowthischange.Whenthecardnolongerhasthebonusorpenalty,orisremovedfromthebattlefield,removethemarker.

Ability Markers – These markers are used to show when a card has gained an vigilant ability fromasacredspace,orduetothecard’sownMimicability.Placeanabilitymarkeronthecardcorresponding to the ability that was gained. When the card no longer has the ability, or is removed fromthebattlefield,removethemarker.

Mimic Markers–ThesemarkersareusedtoshowwhencardshavebeenaffectedbyaMimicability.PlaceamimicmarkeronthetargetoftheMimicability,tosignifythatthecard’sabilityhasbeenstolen.Ifthecardisremovedfromthebattlefield,removethemarker.

Dominion Markers–ThesemarkersareusedtoshowwhencardshavebeenaffectedbyaTricksterability.Thedominionoftheaffectedcardpermanentlychangestothedominion(Earth,Sea,orSky)ofthemarkerplacedonit.Whentheaffectedcardisremovedfromthebattlefield,orbecomesaffectedbyanotherTricksterability,removethemarker.

Chapter 4: Decks, Hands, and the UnderworldEach player chooses a pantheonconsistingof18charactercards.Atthestartofthegame,eachplayer’spantheon is divided into two small decks based on the levels of the cards: level I cards are sorted into a deck for play during Act One of the game, while level II and level III cards are set aside as a deck for play duringActTwo.Decksareshuffledatthebeginningoftheactduringwhichtheyareplayed,andkeptfacedown.

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During the game, players draw cards from the tops of their decks to their hands, choosing cards to play fromtheirhandstothebattlefield.Thecontentsofaplayer’sdeckandhandarealwayshiddenfromhisopponents.

The Underworld is where cards are sent when they have been removed from the game. The Underworld isasinglepileofftothesideoftheplayspace,awayfromtheplayers’decksandthebattlefield.AcardintheUnderworldremainsthereuntiltheendofthegame,unlessanabilitystatesotherwise.CardsintheUnderworldarekeptfaceupatalltimes.

Section II: The Rules

How To PlayBelow are the rules for the Standard game of Immortal. For more ways to play, see Chapter 10: Game Variants.

Chapter 5: Standard GameIn the Standard game, 2 to 4 players lead their chosen pantheons into battleagainsteachother. Play is divided into two rounds, called “acts.” The goal of the game is to control the most cards on the battlefield at the end of Act Two. A typical game lasts 20 minutes per player.

Setting UpAtthestartofamatch,sortthecharactercardsintodistinctpilesbasedontheirpantheonsymbols.Eachcomplete pantheon consists of 18 cards: 9 level I cards, 6 level II cards, and 3 level III cards. One complete pantheon is needed per player in the match.

Eachplayerisassignedadistinctcolorfortheircontroltokens.Choosetheboardfragmentsyouwishtoplaywith,orsimplygatherarandomselection.Twoboardfragmentsareneededperplayerinthematch.

Determinewhogoesfirst.Youcandothisusinganyrandommethod,orbylettinganexperiencedplayergofirst.Theturnorderbeginswiththisplayer,andthencontinuesgoingclockwise.

Going in turn order, each player chooses a pantheon to play, taking all 18 cards from that set. (If the players havemorethanonecopyofthecharactercardsavailabletothem,multipleplayersarepermittedtoselectthe same pantheon. When opponents play the same pantheons against each other, it is called a “mirror match.”)Afterallplayershaveselectedtheirpantheons,anyremainingpantheonsaresetaside.

All players sort the 9 level I cards from their chosen pantheons into their Act One decks, and set the remainingcardsasidefortheirActTwodecks.Whenallplayershavefinishedsortingtheirdecks,ActOnebegins.

ACT ONE: Genesis

Board PhaseGoing in turn order, each player selects one board fragment and lays it down to create the combined battlefield.Thefirstplayerplaceshisboardfragmentdowninwhicheverorientationhechooses.Subsequentplayersplacetheirboardfragmentswheretheywish,sothatatleasttwospaceedgesontheirboardfragmenttouchtheedgesofspacesalreadypartofthebattlefield.Whenaplayerplacesaboard

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fragment, he chooses which side to lay face up.

When a new board fragment is placed, it may be rotated 180 degrees as the player desires, but may not be rotated 90 degrees. In other words, the short edges of spaces cannot be placed against the long edges of other spaces. Long edges must touch long edges, and short edges must touch short edges. See the Board Placement Diagramforavisualdepictionofhowtheboardfragmentsareplacedtogether.Whenallplayershavefinishedplacingtheirboardfragments,theBattlePhasebegins.

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Battle PhaseDuringtheBattlePhase,playersplacetheircardsonopenbattlefieldspacesandattempttocapturetheiropponents’cards.Anycardscontrolledbythesameplayerare“allied” to each other. Any cards which are not controlled by the same player are “enemy” cards.

AllplayersshuffletheirActOnedecks,thendraw5cardsfromthetopsoftheirdeckstotheirhands.AtthebeginningofActOne’sbattle,thefirstplayerplays1cardfromhishand,facedownontoanyspaceonthebattlefield.Afterplacinghiscard,theplayerputsoneofhiscontroltokensonit,signifyingthathecontrolsit. He then draws 1 card from the top of his deck to his hand.

Thebattlefieldhasnorth,south,east,andwestdirections,justasthecardsdo.Whenplacinghiscard,thefirstplayerdecideswhichdirectiononthebattlefieldis“north.”Hedoesthisbyhowheorientshiscard:thedirectionwhichthenorthstrength(topedge)ofhiscardisfacingbecomesnorthontheboard.Fortheremainderofthegame,allcardsmustbeplacedaccordingtothatorientation,withthenorthstrengthofacardalwaysfacingnorthonthebattlefield(onthebackofacard,theImmortallogo’sfeatheredwingpointstowards north.)

Goinginturnorder,theotherplayerseachplay1cardfromtheirhandsontothebattlefield,facedown,placing their control tokens on the cards they played. They may play their cards onto any open space, with oneimportantexception:acardthatisplayedfacedowncannotbeplayedadjacenttoanotherfacedowncard. “Adjacent” means on any of the spaces that touch the north, south, east or west edges of the card, whichwouldnormallytriggeranattack.Eachplayer,afterplayinghiscard,draws1cardfromthetopofhisdeck to his hand.

Afterallplayershaveplayedtheirfacedowncards,flipthosecardsoversothattheyarefaceup,maintainingthesameorientationtowardsnorthastheywereplaced.Theabilitiesofthosecardsarethenapplied,alongwiththeabilitiesofanysacredspacesonwhichtheywereplaced.Someabilitiesdonottakeeffectifthecardthattheyoriginatefromwasplayedfacedown:allSkinwalker,Voidwalker,RangedAttack,ComboAttack,Sandstorm,Fanatic,andSwiftabilitiesarenegatedwhentheircardisplayedfacedown.Cardsthatareplayedfacedowndonotattackeachother.

Cards are only played face down at the beginning of Act One. For the remainder of the match, all cards will beplayedfaceup,includingthefirstcardsplayedinActTwo.

TurnsFortheremainderofthebattle,playerstaketurnsplayingtheircardstothebattlefield.Everyturnhasthefollowing steps, performed in this order:

1) Play a Card

2)Pre-AttackAbilities

3)ResolveAttacks

4)Post-AttackAbilities

5)ReactionAbilities

6) Draw a Card

Step 1) Play a Card-Theplayerplaysacardfromhishandtoanopenspaceonthebattlefield.An“openspace”isaspacewhichdoesnothaveacardonit.Allcardsmustorientinthesamedirection,towardsnorthonthebattlefield.Whenplayingacard,theplayerplacesacontroltokenonittomarkthathecontrols it.

Step 2) Pre-Attack Abilities-AnyPre-Attackabilitiesbelongingtothecardthatwasplayedtakeeffect.Ifthecardthatwasplayedtriggersanyothercards’vigilantPre-Attackabilities,thenthoseabilitiesalsotakeeffect.Theeffectsofalloftheseabilitiesareappliedsimultaneously.

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Step 3) Resolve Attacks-Thecardplayedonthisturnwillattackallenemycardsthatarewithinits“attackrange.”Acard’sattackrangeconsistsofthefourspacesadjacenttoit:north,south,east,andwest.IfacardhastheRangedAttackability,itsattackrangewillincludeadditionalspaces.

Whenanattackoccurs,comparethevaluesofthestrengthsonthetouchingedgesoftheattackinganddefendingcards.Forexample,iftheattackiscomingfromthenorth,thentheattacker’ssouthstrengthwillbecomparedtothedefender’snorthstrength.Iftheattackiscomingfromthewest,thentheattacker’seaststrengthwillbecomparedtothedefender’sweststrength,etc…

Iftheattacker’sstrengthisgreaterthanthedefender’sstrength,thentheattackissuccessfulandthedefendingcardiscaptured.Theattackerplaceshiscontroltokenonthenewlycapturedcard,replacingthepreviouscontroltoken.Ifthedefender’sstrengthisgreaterthanorequaltotheattacker’sstrength,thentheattackfailsandthedefendingplayermaintainscontrolofthedefendingcard.

Attackinganenemycardwithinattackrangeisautomatic–playerscannotchoosetonotattackenemycards.Ifmultipleenemycardsarewithintheattackingcard’sattackrange,thenallofthosecardsareattackedsimultaneously.Defendingcardsdonotnormallycounter-attack,thereforeonlythecardplayedonthe current turn can capture other cards.

Step 4) Post-Attack Abilities-Afterattacksareresolved,anyPost-Attackabilitiesbelongingtothecardthatwasplayedtakeeffect.Ifthecardthatwasplayedtriggersanyothercards’vigilantPost-Attackabilities,thoseabilitiesalsotakeeffect.Theeffectsofalloftheseabilitiesareappliedsimultaneously.

Step 5) Reaction Abilities-AllReactionabilitiestriggeredbytheeventsofthisturnhavetheireffectsappliedduringthisstep.Theseeffectsareappliedinreverseorder,beginningwiththemostrecentlyplayedcard,andendingwiththecardthathasbeenonthebattlefieldthelongest.

Step 6) Draw a Card - The player draws 1 card from the top of his deck to his hand. His turn ends, and the nextplayerinclockwiseorderbeginshisturn.

Battle’s EndTheBattlePhaseendswheneithertherearenomoreopenspacesonthebattlefield,orwhenanyplayerhas no cards remaining in his hand at the start of his turn.

End of Act OneThewinnerofthisactistheplayerwiththemostcontroltokensonthebattlefield.Inthecaseofatie,seeResolving Ties.Allcardsonthebattlefieldremainthereforthenextact,withtheirvigilantabilitiesstillineffect,andplayersstillincontrolofcardswiththeircontroltokensonthem.Anycardsremaininginplayers’hands are discarded to the Underworld.

ACT TWO: RagnarokActTwobeginswiththewinnerofActOnegoingfirst,andtheturnordercontinuingclockwisefromhim.

Board PhaseDuringActTwo’sBoardPhase,theplayerswilladdmoreboardfragmentstotheexistingbattlefield.Goinginthenewturnorder,eachplayerselectsaboardfragmentandconnectsittothebattlefield.ThesamerulesapplyasduringActOneforconnectingboardfragments.Whenallplayershavefinishedconnectingtheirnewboardfragmentstothebattlefield,theBattlePhasebegins.

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Battle PhaseAtthestartofthebattle,allplayerstakethecardswhichweresetasidefortheirActTwodecks.Eachplayershuffleshis3levelIIIcards,andplacesthemfacedown.Eachplayerthenshuffleshis6levelIIcards,andplacesthemfacedownontopofhislevelIIIcards.Thisistheplayer’sdeckforActTwo.Allplayersdraw5cards from the tops of their decks to their hands.

Anotherbattleproceedsasdescribedpreviously,butwiththefollowingchanges:

InActTwo,allcardswillbeplayedfaceup,includingthefirstcardsplayedbyeachplayer.

ThefirstplayertoplayacardduringthisActdoesnotchooseanewdirectionfor“north”onthebattlefield.ThenorthorientationremainsthesameasitwasduringActOne.

CardsonthebattlefieldthatwereplayedduringActOnehavetheirvigilantabilitiesstillineffect,andcanbecapturedbytheattacksofnewly-playedcards.Thebattleendswheneithertherearenomoreopenspacesonthebattlefield,orwhenanyplayerhasnocardsremaininginhishandatthestartofhisturn.

End of Act TwoTheendofActTwoistheendofthematch.Anycardsremaininginplayers’handsarediscardedtotheUnderworld.Theplayerwiththemostcontroltokensonthebattlefieldwinsthegame.Inthecaseofatie,see Resolving Ties to determine the winner.

Resolving TiesAtiehappenswhenmorethanoneplayerhasthehighestnumberofcontroltokensonthebattlefieldattheendofabattle.Todeterminethewinnerwhenthishappens,eachplayerinthetieaddsupthetotallevels(I, II, and III)ofthecardshecontrolsonthebattlefield.Thetiedplayerwiththehighestlevelcountwinsthatbattle.

Ifthelevelcountalsoresultsinatie,thenitisa“completetie.”Allplayersinthecompletetieareconsideredtohavewonthebattle.IfacompletetieoccursattheendofActOne,thentheplayerinthetiewhoisfurthest(inclockwiseorder)fromtheplayerwhowentfirst,willgofirstduringthenextact.Ifacompletetieoccursattheendofamatch,thenallplayerstiedforthelevelcountwinthematch.

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Chapter 6: AbilitiesMostcardshaveoneofmanyspecialabilities.Theseabilitiesprovidestrategicadvantages,suchasimprovingacard’schancesofcapturingenemies,strengtheningallies,ortwistingthenormalrulesofthegame.Someabilitiesaremorepowerfulthanothers,butthatpowercomeswithaprice–cardswithpowerfulabilitieshavelowerstrengthvalues.Somecardshavenoabilityatall,thereforetheirstrengthvalues are higher to compensate.

Abilitiesaredepictedasiconsinthelower-centerofthecards.ThePlayerReferenceSheetslistthevariousabilitieswiththeirassociatedicons,andprovideabriefdescriptionofhoweachabilityworks.Amorethoroughdescriptionoftheseabilities,includingspecialsituations,isincludedbelow.

Wheneveranability’sdescriptionrefersto“you”,itreferstotheplayerwhocontrolsthecardwiththatability.Ifanability’sdescriptionusestheword“may”,thentheplayerwhocontrolsthatcardhasthechoiceofwhetherornottoapplythoseeffects.Otherwise,theabilitytakeseffectautomatically.

Someabilitiesgrantbonusesorpenaltiestoacard’sstrengths.Thereisnolimittotheamountbywhichstrengthscanbeincreasedordecreasedduetoabilityeffects.Itispossibleforpenaltiestoreduceastrength’svaluebelow0,intonegativenumbers.Insuchcases,thegreaternumberstillwinswhenresolvingattacks(Example:a-1northstrengthwinsversusa-2southstrength.)

Areas of EffectSomeabilitieshavean“areaofeffect”,whichisdepictedonthecardsasoneormorearrowsnexttotheabilityicon.Thesearrowspointtospacesonthebattlefieldinrelationtothecard’sposition,andanycardsonthosespacesarewithintheability’sareaofeffect.Cardswithinanability’sareaofeffectcanbeaffectedbythatability,iftheyfitthecriteriaoftheability’sdescription(suchasaffectingonlyalliedorenemycards.)

Forexample,anabilitywithonearrowpointingnorthandonearrowpointingsouthhasanareaofeffectofonespacenorthandonespacesouthofthatcard.Anabilitywithfourarrowspointingeasthasanareaofeffectoffourspaceseastofthatcard.Gapsinthebattlefield(voidspaces)donotalteranareaofeffect,thereforeabilitiescanextendacrossgapsiftheirareaofeffectcoverstwoormorespacesawayfromtheircard’sspace.

TargetingSomeabilitiesare“self-targeting”,meaningthattheyonlyaffectthecardwhichtheybelongto.Otherabilities“target”cardswithintheirareaofeffect,sometimesdependingonwhetherornotthosecardsare controlled by opponents. Any cards controlled by the same player are “allied” to each other. Any cards which are not controlled by the same player are “enemy” cards. Abilites which “target enemy cards” will affectenemycards.Abilitieswhich“targetalliedcards”willaffectalliedcards.Abilitieswhich“targetalliedandenemycards”mayhavevariableeffectsdependingonwhetherthetargetedcardsarealliesorenemies.

Instant and Vigilant Abilities“Instant”abilitiestakeeffectonlyonce,ontheturnthattheircardisplayed.“Vigilant”abilitiesmaytakeeffectmultipletimesduringthegame,dependingontheactionsandattributesofothercardsplayedoneachturn.Forexample,anabilitywhichtakeseffecteverytimeitscardisattacked,orwheneveracardwithcertainattributesisplayedadjacenttoitscard,isavigilantability.Aniconwithagoldenframearounditsignifiesavigilantability,whileaniconwithoutthegoldenframesignifiesaninstantability.

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Permanent and Conditional EffectsSomeabilitiesgrantbonusesorpenaltieswhichlastaslongastheaffectedcardisonthebattlefield.Theeffectsoftheseabilitiesarecalled“Permanent.”Otherabilitiesgrantbonusesorpenaltiesthatmayincreaseordecreasedependingontheactionsandattributesofcardsplayedoneachturn.Theseeffectsarecalled“Conditional,”becausetheychangebasedontheconditionsaroundthemonthebattlefield.Forexample,theConditionalbonusgrantedtoacardbyaSkyChampionabilitywillincreaseifadditionalSky-dominioncards are played adjacent to that card, and will decrease if any adjacent Sky-dominion cards are removed fromthebattlefieldormovedtonon-adjacentspaces.

Ifacardisremovedfromthebattlefield,allabilityeffectsonthatcardareremovedfromit,alongwithanymarkers and control tokens.

Ability Descriptions

Attack Bonus –Thiscardhas+2toallstrengthsforattackingcardswhosedominionmatchesthedominion symbol linked to this ability.

AttackBonustargetsenemycards,andisavigilantabilitywhichtakeseffectduringtheResolveAttacksstep(Step3.)

Defense Bonus – This card has +2 to all strengths for defending against cards whose dominion matches the dominion symbol linked to this ability.

DefenseBonustargetsenemycards,andisavigilantabilitywhichtakeseffectduringtheResolveAttacksstep(Step3.)

Attack / Defense Bonus –Thiscardhas+1toallstrengthsforattackinganddefendingagainstcards whose dominion matches the dominion symbol linked to this ability.

Attack/DefenseBonustargetsenemycards,andisavigilantabilitywhichtakeseffectduringtheResolveAttacksstep(Step3.)

Champion–Foreachadjacentcardmatchingthiscard’sChampiontype,thiscardgainsa+1bonustoallstrengths.Thiscard’s“Championtype”isdeterminedbythedominionorpantheonsymbol that is linked to its Champion icon. If a dominion symbol is linked to this ability, then the dominion of adjacent cards is checked to see if any bonuses are gained by this card. If a pantheon symbol is linked to this ability, then the pantheon of adjacent cards is checked to see if any bonuses are gained by this card.

Bonuses may be gained from both allied and enemy cards. The bonus gained by this ability is conditional:whenadjacentmatchingcardsareremovedfromthebattlefield,aremovedtospacesnot adjacent to this card, or if their dominion changes, then the bonus decreases accordingly. When matching cards are played or moved onto spaces adjacent to this card, or the dominion of adjacent cards changes to match the Champion type, the bonus increases accordingly. Place conditionalbonusmarkersonthiscard,asneeded,tomarktheeffectsofthisability.

Championisself-targeting,andisavigilantabilitywhichtakeseffectduringthePre-Attackstep(Step2)andPost-Attackstep(Step4.)

Changeling – If you control this card at the beginning of your turn, you may play your card on top ofthisone.Ifyoudo,thecardwithChangelingisremovedfromthebattlefieldandplacedintheUnderworld.Placeanothercontroltokenonthiscard(totalof2).Thisextratokeniscountedforcontrolofthebattlefield.

AnypermanenteffectsaretransferedfromthecardwithChangelingtothenewcardplayedon

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top of it. If the new card gets captured, both control tokens on the card are replaced with an equalnumberofcontroltokensbytheplayerwhocapturedit.

A card with Changeling cannot be placed on top of another card with the Changeling ability. Changeling negates the Skinwalker ability, so a card with Changeling is removed to the UnderworldwhenacardwithSkinwalkerisplacedontopofit.Changelingisself-targeting,andisavigilantabilitywhichtakeseffectduringthePlayaCardstep(Step1.)

Combo Attack–Afterthiscard’sattacksareresolved,youmaytargetonealliedcardwithinthisability’sareaofeffect.Thatcardwillthenattackenemycardswithinitsattackrange,duringtheReactionstep.Thetargetedcard’sinstantabilitiesdonottakeeffect.

AnewseriesofResolveAttacks,Post-Attack,andReactionstepsoccursfromthisnewattack.Thisabilityisnegatedifthiscardwasplayedfacedown.ComboAttacktargetsalliedcards,andisaninstantabilitywhichtakeseffectduringtheReactionstep(Step5.)

Counter-Attack–Whenanattackagainstthiscardfailstocaptureit,thecardwhichattackeditisautomaticallycapturedbythiscard.Thecounter-attackattackoccursaftertheinitialattacksareresolved,duringtheReactionstep.

Counter-AttackhasnoeffectoncardswiththeShamanability.Counter-AttackhasnoeffectonacardwithIndomitable,ifthecardwithCounter-AttackhasanystrengthequaltoorlessthanthenumberlinkedtothatIndomitableability.Counter-Attackisnotanormalattack,andwillnotactivateattack-triggeredabilitieslikeMirageandScar.

AfteracardiscapturedbyCounter-Attack,anotherPost-AttackstepandReactionstepwilloccur.Counter-Attacktargetsenemycards,andisavigilantabilitywhichtakeseffectduringtheReactionstep (Step 5.)

Dominate–Thiscardautomaticallycapturescardsitattackswhichhaveanystrengthequaltoorlessthanthenumberlinkedtothisability.Thisincludesanyofthedefendingcard’sfourstrengths(north, south, east, and west edges), not just the strength on the defending edge.

DominatehasnoeffectoncardswiththeIndomitableorShamanabilities.Dominatetargetsenemycards,andisaninstantabilitywhichtakeseffectduringtheResolveAttacksstep(Step3.)

Indomitable–Thiscardcannotbecapturedbycardswhichhaveanystrengthequaltoorlessthanthenumberlinkedtothisability.Thisincludesanyoftheattackingcard’sfourstrengths(north,south,east,andwestedges),notjustthestrengthontheattackingedge.

IndomitablehasnoeffectoncardswiththeShamanability.TheDominateabilityhasnoeffectoncardswithIndomitable.Counter-AttackhasnoeffectonacardwithIndomitable,ifthecardwithCounter-AttackhasanystrengthequaltoorlessthanthenumberlinkedtotheIndomitableability.Indomitabletargetsenemycards,andisavigilantabilitywhichtakeseffectduringtheResolveAttacksstep(Step3.)

Fanatic–Afterthiscard’sattacksareresolved,youmaydiscardthiscardfromthebattlefield,placingitintheUnderworld.Ifyoudo,takeanotherturnimmediatelyafterthisturnends.

Thisabilityisnegatedifthiscardwasplayedfacedown.IfyouuseFanatictotakeanotherturn,youcannotuseanotherFanaticabilityonthatsecondturn.Fanaticisself-targeting,andisaninstantabilitywhichtakeseffectduringtheReactionstep(Step5.)

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Maelstrom–Whenthiscardisplayed,youmayrotateanycardswithinthisability’sareaofeffect180degrees,sothattheirnorthedgenoworientstowardssouthonthebattlefield.

Maelstromtargetsalliedandenemycards,andisaninstantabilitywhichtakeseffectduringthePre-Attackstep(Step2.)

Mimic–Whenthiscardisplayed,youmaytargetonecardwithinthisability’sareaofeffect.Thetargetedcardpermanentlylosesallabilitiesithas,andthiscardpermanentlygainsthem.Thisincludesanyabilitiesgrantedtothecardbyabilityspaces,butdoesnotincludetheeffectsofdominion spaces.

Placeamimicmarkeronthetargetofthisability,tosignifythatthetarget’sabilitieshavebeenstolen.Ifoneormorevigilantabilitiesarebeingmimicked,placecorrespondingabilitymarkersonthiscard.Mimicstealsvigilantabilitiesfromtheircardsbeforetheycantakeeffect.AnabilitygainedfromMimicwilltakeeffectforthiscardduringthestepintheability’sdescription.

IfthetargetofthisMimicabilityisremovedfromthebattlefield,thiscardretainsanyabilitieswhichweremimicked.Ifthiscardisremovedfromthebattlefield,thetargetdoesnotregainanyabilitieswhichwerestolen.AcardcannotbetargetedbymorethanoneMimicability.CardswiththeShamanorMimicabilitiescannotbetargetedbyMimic.Mimictargetsalliedandenemycards,andisaninstantabilitywhichtakeseffectduringthePre-Attackstep(Step2.)

Mirage–Whenacardisplayedonaspaceadjacenttothiscard,youmayswapthepositionofthis card with any one card adjacent to it, including the card which was just played.

AcardwithMiragecannotswappositionswithacardwhichhastheShamanability.IfacardismovedbytheSwiftabilitytoaspaceadjacenttoacardwithMirage,theMirageabilityistriggered.IfmultipleMirageabilitiesaretriggeredatthesametime,theireffectsareresolvedbytheplayerswhocontrolthosecards,inclockwiseturnorder,beginningwiththecurrentturn’splayer.

Miragetargetsalliedandenemycards,andisavigilantabilitywhichtakeseffectduringthePre-Attackstep(Step2.)

Phalanx–Whenthiscardisplayed,allalliedcardswithinthisability’sareaofeffectgainapermanent+1bonustoallstrengths.Allenemycardswithintheareaofeffectgetapermanent-1penaltytoallstrengths.Allopenspaceswithintheareaofeffectgetapermanent-1penaltymarker,whichistransferedtothefirstcardplacedormovedontothatspace.

Placepermanentbonusorpenaltymarkersonanyaffectedcardsandopenspacestomarktheeffectsofthisability.Phalanxtargetsalliedandenemycards,andisaninstantabilitywhichtakeseffectduringthePre-Attackstep(Step2.)

Ranged Attack–Thespaceswithinthisability’sareaofeffectareaddedtothiscard’sattackrange.Whenresolvinganattack,comparethestrengthsbasedonthedirectionoftheattack,justasiftheattackinganddefendingcardswereadjacenttoeachother.

Thisabilityisnegatedifthiscardwasplayedfacedown.RangedAttacktargetsenemycards,andisaninstantabilitywhichtakeseffectduringtheResolveAttacksstep(Step3.)

Resurrection – When this card captures other cards, for each card that was captured, you may take one card of your choice from the Underworld and place it into your hand.

Resurrectionisself-targeting,andisaninstantabilitywhichtakeseffectduringthePost-Attackstep (Step 4.)

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Sandstorm–Whenthiscardisplayed,youmayswapthepositionsofanycardswithinthisability’sareaofeffect,ormovethemtoopenspaceswithintheareaofeffect.

Thisabilityisnegatedifthiscardisplayedfacedown.CardswithVoidwalkercannotbemovedtovoidspacesbytheSandstormability.CardsaffectedbySandstormmaybemovedtoopenvoidspaceswhichareadjacenttoalliedcardswithVoidlink.Sandstormtargetsalliedandenemycards,andisaninstantabilitywhichtakeseffectduringthePre-Attackstep(Step2.)

Scar –Whenthiscardisattacked,thecardwhichattackeditgetsapermanent-2penaltytoallstrengths,afterattacksareresolved.

Scartargetsenemycards,butwillalsoaffectanalliedcard,ifthatalliedcardwastheonewhichattackedandcapturedthiscardonthisturn.Placepermanentpenaltymarkersonanyaffectedcardtomarktheeffectsofthisability.ThisisavigilantabilitywhichtakeseffectduringthePost-Attackstep(Step4.)

Shaman–Thiscardisimmunetotheeffectsofallabilitieswhichtargetit,includingabilitiesfrombothenemyandalliedcards.Someabilitieswhichtargetthiscardhavetheireffectsreflectedbackatthecardswhichthoseabilitiesoriginatedfrom.AbilitieswhicharereflectedbackatanoriginatingcardbytheShamanabilityare:Maelstrom,Sandstorm,Phalanx,Trickster,Scar,andSlayer.

Areflectedability’sareaofeffectdoesnotchange,andothercardstargetedbythatabilityareaffectedbyitasnormal.Ifthereisanychoiceofhoworifthereflectedabilityeffectsareapplied,the player who controls the card with Shaman makes that choice.

CardswiththeShamanabilityareunaffectedbyanysacredspacestheyareon,andthereforedonotgainabilities,bonuses,orpenaltiesfromthem.CardswithShamanareimmunetoRangedAttacksfromnon-adjacentcards,andareunaffectedbytheCounter-Attackability.CardswithShamancannotbeplayedonvoidspacesadjacenttoalliedcardswithVoidlink.However,cardswith Shaman can be replaced by allied cards with Skinwalker, and can be played on top of allied cards with Changeling.

Shamanisself-targeting,andisavigilantabilitywhichtakeseffectduringthePlayaCardstep(Step 1.)

Skinwalker – This card may be played on top of an allied card, replacing it. The card being replacedgoestothetopofyourdeck.Anypermanenteffectsaretransferedfromtheoriginalcard to the card with Skinwalker.

This ability is negated if this card was played face down. A card with Skinwalker cannot be played ontopofanothercardwhichhastheSkinwalkerability.Skinwalkerisself-targeting,andisaninstantabilitywhichtakeseffectduringthePlayaCardstep(Step1.)

Slayer – When this card captures other cards, the captured cards are removed from the battlefieldandplacedintheUnderworld.

Slayer negates the Traitor ability, sending captured cards with Traitor to the Underworld. If a card with Slayer captures a card with the Shaman ability, the card with Slayer is removed to the Underworld, but not the card with Shaman. Slayer targets enemy cards, and is an instant ability whichtakeseffectduringthePost-Attackstep(Step4.)

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Swift–Ontheturnthatthiscardisplayed,duringtheReactionstep,youmaymoveittoanopenspacewithinthisability’sareaofeffect.Afterthecardismoved,theturn’sstepsbeginalloveragainwiththePre-Attackstep,includingnewattacksbythiscardagainstenemycardswithinitsattackrange.

There must be an unbroken path of open spaces in order to move this card more than one space awayfromitsoriginalposition,iftheability’sareaofeffectallowsit.Ifthiscardmovestoasacredspace,itisaffectedbythatspaceasifithadbeenplayedonit.

WhenacardismovedbySwift,itcantriggerotherabilitiesasifithadbeenplayedonthenewspace.AcardmovedbySwifttoaspaceadjacenttoacardwiththeMirageabilitytriggersthatability.AcardwithSwiftmaybemovedontopofanalliedcardwithChangeling,ortoavoidspaceadjacenttoanalliedcardwithVoidlink,triggeringthoseabilities.

IfacardwithSwiftalsohastheSkinwalkerability,itmaybemovedontopofanalliedcard,triggeringtheSkinwalkerability.IfacardwithSwiftalsohastheVoidwalkerability,itmaybemovedtoavoidspace,triggeringtheVoidwalkerability.

IfacardhastwoSwiftabilities(havinggainedonefromasacredspaceitison),theneachoftheseabilitiesmaybeused,causingthecardtomoveandattackagainasecondtimeinthesameturn.Inthiscase,ifthecard’soriginalSwiftabilityhasnotyetbeenused,thentheSwiftabilitygainedfromthesacredspacemustbeusedfirst,ifatall.

Thisabilityisnegatedifthiscardwasplayedfacedown.Swiftisself-targeting,andisaninstantabilitywhichtakeseffectduringtheReactionstep(Step5.)

Traitor–Whenthiscardgetscaptured,itisremovedfromthebattlefieldandgoesintothehandof the player who captured it.

The Slayer ability negates Traitor, sending captured cards with Traitor to the Underworld. Traitor is self-targeting,andisavigilantabilitywhichtakeseffectduringthePost-Attackstep(Step4.)

Trickster – When this card is played, you may permanently change the dominions of up to four cardsofyourchoicewithinthisability’sareaofeffect.Placepermanentdominionmarkersonanycardsaffectedbythisability,tomarkwhattheirdominionshavechangedto:Earth,Sea,orSky.

Thechangeofdominionmaybedifferentforeachaffectedcard.Trickstertargetsalliedandenemycards,andisaninstantabilitywhichtakeseffectduringthePre-Attackstep(Step2.)

Venom – When this card gets captured, both it and the card which captured it are removed from thebattlefieldandplacedintheUnderworld.

Venomtargetsenemycards,andisavigilantabilitywhichtakeseffectduringthePost-Attackstep(Step 4.)

Voidlink – If you control this card at the beginning of your turn, you may play your card on any open void space adjacent to this card. Cards played on void spaces in this manner remain as iftheywereplayedonrealspaces,evenifthecardwithVoidlinkismovedtoanotherspace,removedfromthebattlefield,orlosestheVoidlinkability.

CardswithShamancannotbeplayedonvoidspacesinthismanner.IfacardwithVoidwalkerisplayedonavoidspaceadjacenttoanalliedcardwithVoidlink,theVoidwalkerabilityisnottriggered, and that card will not be removed to the Underworld.

Whentherearenomorerealspacesopenonthebattlefield,thebattleendsasnormal,evenifthereareopenvoidspacesadjacenttocardswithVoidlink.Voidlinktargetsalliedcards,andisavigilantabilitywhichtakeseffectduringthePlayaCardstep(Step1.)

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Voidwalker – This card may be played on any void space that is adjacent to at least one real spaceonthebattlefield.Ifthiscardisplayedormovedontoavoidspace,removeitfromthebattlefieldandplaceitintheUnderworldduringthePost-Attackstep.

Thisabilityisnegatedifthiscardwasplayedfacedown.Voidwalkerisself-targeting,andisaninstantabilitywhichtakeseffectduringthePlayaCardstep(Step1.)

Sacred Spaces Sacredspacesonthebattlefieldwillaffectthecardsthatareplacedonthem.Therearetwotypesofsacredspaces: ability spaces and dominion spaces.

When a card is placed on an ability space,itgainstheabilitydepictedonthatspace,inadditionto whichever ability the card already has. If a vigilant ability is gained from an ability space, place a corresponding ability marker on the card.

Theabilitygainedfromthespacewilltakeeffectduringthestepinitsdescription(seeAbility Descriptions above.)Iftheabilitygainedfromaspacehasanareaofeffectdepicted,thatareaofeffectdoesnotapplytoanyotherabilitiesthatthecardmayhave.Theareaofeffectofanyotherabilitybelongingtothecardalsodoes not apply to the ability gained from the space.

When a card is placed on a dominion space that matches its dominion symbol, that card gains a +1 bonus to allstrengths.Ifthecard’sdominiondoesnotmatchthedominionsymbolonthespace,itgetsa-1penaltyto all strengths.

Example #1: a Sky card is placed on a Sky dominion space. That card gains a +1 bonus to all strengths.

Example #2: an Earth card is placed on a Sky dominion space. That card gets a -1 penalty to all strengths.

Thisbonusorpenaltyisconditional,andwillchangeifthecard’sdominionchanges,orifthecardismovedtoanotherspaceonthebattlefield.Placeconditionalbonusorpenaltymarkersonthecard,asneeded,tomarktheeffectsofthedominionspace.Becausetheyareconditional,dominionspacesaretreatedasvigilantabilitieswhichtakeeffectduringthePre-AttackandPost-Attackstepsofaturn.

Ifacardisplayedfacedownonasacredspace,thentheeffectsofthespaceonthecardareappliedwhenthecardisflippedover.Ifacardonasacredspaceismovedtoanotherspace,itlosesanyvigilantabilitiesorconditionaleffectsitgainedfromthesacredspace.Ifacardonasacredspaceisremovedfromthebattlefieldormovedtoanotherspace,thenanyothercardplacedonthatsacredspaceafterwardswillbeaffectedbyit.

Chapter 7: DominionsAllcardsaredividedamongstthreedominions:Earth,Sea,andSky.Adominionsignifiestheforcesofnatureoverwhichalegendarycharacterholdssway.Themiddleofthethreesymbolsinthelower-leftisacard’sdominion symbol, represented by a colored jewel.

Cardshavedifferenttendenciestowardsabilitiesandstrengths,dependingontheirdominion.Payingattentiontothesetendenciescanhelpyoubuildyourstrategyforplayingthem.Someabilitiesmakeacardmoreorlesseffectivedependingonthedominionsofadjacentcards.

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Earthcardstendtowardsaggression.Mostoftheirabilitiesfocusonweakeningothercards,orutterlydestroyingthem.Theirstrengthstendtowardshavinghighernumbersinthenorth.Thestrength frames of Earth cards, and the borders of Earth dominion spaces, are colored red.

Seacardsfocusontricksandstrategy.Theirabilitiesallowthemtocovermoreground,launchsurpriseattacks,andplaycardsinotherunorthodoxways.Theirstrengthstendtowardshavinghigher numbers in the east or west, or both. The strength frames of Sea cards, and the borders of Sea dominion spaces, are colored blue.

Skycardsexcelinsupportandprotection.Manyoftheirabilitiesfocusonstrengtheningalliedcards,anddefendingagainstenemyattacks.Theirstrengthstendtowardshavinghighernumbers in the south. The strength frames of Sky cards, and the borders of Sky dominion spaces, are colored yellow.

Chapter 8: PantheonsEachcardbelongstooneofseveralpantheons.Acard’spantheonsignifieswhichgroupofmythologiesthecharacteroriginatesfrom.Thetop-mostofthethreesymbolsinthelower-leftisacard’spantheonsymbol,represented by a shield.

Apantheonconsistsof18cards,6fromeachdominion.Eachpantheontendstowardsdifferentabilitiesandstrengths,andunderstandingthesetraitsisthekeytoplayingthemeffectively.InthisMaster Set, there are 6pantheons:Greek,Norse,American,Japanese,Celtic,andEgyptian.AsImmortal evolves, more pantheons willbeaddedfromthemythsandlegendsofdistinctcultures.Theseexpansionswillintroducenewabilitiesand playing styles to the game.

The GreekPantheon’sbestdefenseisagoodoffense!Theirabilitiesoftenhavealongerrangethanmostothers,allowingthemtohugtheedgesandcornersofthebattlefieldandstillcovermuchground.TheRangedAttackabilityallowstheGreekstocaptureenemycardsatrange.Phalanxenhancesallieswhileweakeningenemiesatthesametime.Mimicallowsthemtostealabilitiesfromothercards,eventheirown.SlayerbanishesenemiestotheUnderworld-whichisoftenacostlymove,butcansometimesworkintheirfavor.Greekcardsoftenhaveanadvantagewhenattackingordefendingtothesouth.Thispantheon’ssymbolisatemple.

The NorsePantheonpreferstoholdthecenterofthebattlefieldandsay,“comeandgetme!”Theirabilitiestendtobepassive-aggressive,punishingthosefoolishenoughtoattackthem.SomeabilitiesgrantAttackorDefenseBonusesagainstcardsofaparticulardominion.Scargivesapermanentpenaltytoanyenemieswhichattackit,regardlessofwhetherornotthatattacksucceeds.Counter-AttackallowsNorseplayerstotakecontrolofweakercardsplayedaroundthem. Cards with the Traitor ability are powerful, but also very dangerous if enemies succeed inturningthosecardsagainsttheirformermasters.Norsecardsoftenhaveanadvantagewhenattackingordefendingtothenorth.Thispantheon’ssymbolisthehammerofThor.

The AmericanPantheonencouragescreativityandfinesse.Theirabilitiesmakethemtrickytodealwith,unravelingtheplansoftheirfoes.Thoughtheymayappearweakatfirst,manyAmerican cards have the Champion ability, allowing them to gain strength from the dominions ofothercardsaroundthem.Shamanprotectstheircardsfromabilitieswhichtargetthem,reflectingthoseeffectsbackattheiroriginators.Tricksterchangesthedominionofothercards,whichcanbeusefulwhencoordinatedwithotherabilities.Skinwalkerscantaketheplaceof

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othercards,allowingthemtolaunchsurpriseattacksinareasofthebattlefieldwhichseemedsecurelydefended.Americancardsoftenhaveanadvantagewhenattackingordefendingtothewest.Thispantheon’ssymbolisathunderbird.

The Japanese Pantheon embodies agility and adaptability. Their stealthy powers make them well-equippedtocapturemultiplecardsinasingleturn.TheMaelstromabilityrotatesadjacentcards,openingupweakedgestoattack.Swiftcanmoveacardafterithasbeenplaced,enablingittoattacktwiceonasingleturn.TheirenemiesarenevertrulysafefromtheVoidwalkers,whichcanlaunchattacksfromvoidspacesaroundthebattlefield.Theseabilitiescanoftenbeapplieddefensivelyaswell,makingtheJapaneseaversatilepantheon!AttackandDefenseBonusesagainstcardsofparticulardominionsroundouttheiroptions.Japanesecardsoftenhaveanadvantagewhenattackingordefendingtotheeast.Thispantheon’ssymbolisamitsudomoe swirl.

The CelticPantheonexcelsatsettingupcomboswithearlycardsthatlater-playedcardscantakeadvantageof.Theirabilitiesfocusonpreparationandteamwork.TheVoidlinkabilitycreates a bridge onto void spaces, allowing allied cards to be played there. Changeling allows alliedcardstoreplaceit,gainingmorecontroloverthebattlefieldintheprocess.DomitableandIndomitablegivetheircardstheadvantageinattackinganddefendingagainstenemieswithanyweakedge,meaningonlywell-roundedcardscandefeatthem.Alliedcardscanattackasecondtime,withthehelpoftheComboAttackability.Celticcardshaveawell-roundedmixofstrengthsonallfouredges.Thispantheon’ssymbolisatriskelion.

The EgyptianPantheonrepresentsaneclecticandversatilemixofstrategies,includingmanipulationandzone-controlabilities.WhatmakestheEgyptianstrulyuniqueistheirabilitytobringbackcardsfromtheUnderworld,usingtheResurrectionability.CardswithVenomsacrificethemselveswhencaptured,takingtheirattackerstotheUnderworldalongwiththem.ThiscanbeespeciallypotentwhencombinedwithMirage,whichcausescardstoexchangeplaces.Fanaticsalsosacrificethemselves,inordertogainanextraturn.Finally,Sandstormrearrangestheplacementofentirerowsofcards,causingthebattlefieldtoshiftastheydesire.Egyptiancardshaveawell-roundedmixofstrengthsonallfouredges.Thispantheon’ssymbolisthe eye of Ra.

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Section III: Customization and Variants ExperiencedplayerscanfindnewandexcitingwaystoplayImmortal, by applying these rules for customized decks and game variants.

Chapter 9: Custom DecksPlayersmaycreatetheirowncustomdecksofhybridpantheons.Bymixingcardsfrom2differentpantheons,playerscandiscoverfunandclevercardcombinationstofittheirpersonalstrategiesandplayingstyles. Custom decks are allowed in the Standard game, and in game variants.

Custom decks must conform to the following rules:

Theymustconsistof18cards:exactly9 level I cards, 6 level II cards, and 3 level III cards.

Thesecardsmaybeselectedfromupto2differentpantheons.

A custom deck must have a minimum of 3 cards of each dominion.

Everycardinacustomdeckmustbeunique,noduplicates.

Anycombinationofcardswhichfitwithintheaboverulesispermitted,withnorestrictiononhowthedifferentpantheonsanddominionsaredividedamongtherequirednumberofcardsperlevel.

Example #1:Aplayercreatesacustomdeck,selecting8cardsfromtheNorsepantheonand10cards from the American pantheon. 7 of these cards are Sky dominion cards, 6 are Sea cards, and 5 are Earth cards.

Example #2:Anotherplayercreatesacustomdeck,selecting12cardsfromtheGreekpantheonand6 cards from the Japanese pantheon. 3 of these cards are Sky dominion cards, 3 are Sea cards, and 12 are Earth cards.

Whenplayersbuildtheircustomdecks,theyarenotrequiredtorevealanyofthecardstheyselecttotheiropponents. They may even have their decks prepared well in advance of the match, to pit against their opponents’ownpre-builtdecks.Iftheplayershavemorethanonecopyofthecharactercardsavailabletothem,theyarepermittedtohavesomeorallofthesamecardsintheirdecksastheiropponentsorallieshave.

Promo CardsPromo Cards are special character cards, separate from this Master Set. They do not belong to any pantheon, and instead have an “X” pantheon symbol. Any number of Promo Cards may be included among acustomdeck’s18cards,asiftheybelongedtoeitherofthedeck’stwochosenpantheons.Theusualrestrictionsonlevels,dominions,andduplicatesinacustomdeckstillapplytothePromoCards.

Chapter 10: Game VariantsImmortalhasmultiplevariantswhichchangehowthegameisplayed.TeamBattleisa2-vs-2game,inwhichteammatesallytheirforcesforbattlefieldcontrol.TheChaosvariantbreakstheruleofalwaysorientingcards towards North, allowing players more freedom in how they play their cards. The Skirmish variant is fastandfurious,puttingplayers’pre-customizedmini-deckstothetestduringasinglebattle.

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Variant #1: Team BattleTeamBattleisavariantoftheStandardgame,for4playerscompetinginteamsof2.Teammatesallytheircardsandcombinecontroltokens.Theteamwiththemostcontrolonthebattlefieldwhenthegameends,wins.

InadditiontobeingavariantoftheStandardgame,theTeamBattlerulescanalsobeappliedtotheSkirmish variant.

Setting UpSettingupaTeamBattlematchissimilartotheStandardgame,yetisdifferentinthefollowingways:

One complete 18-card pantheon or custom deck is needed per player, for a total of 4. Two board fragments are needed per player, for a total of 8. Each team is assigned two colors for its control tokens.

Decide the members of each team. Teammates must sit diagonally across from each other, so that the teamswilltakealternatingturnsinclockwiseorder.Forexample,duringthegame,Player1(TeamA)willtake his turn, followed by Player 2 (Team B), then Player 3 (Team A), and then Player 4 (Team B). Players take turnschoosingandsortingtheirdecksasusual.

Iftheplayershavemorethanonecopyofthecharactercardsavailabletothem,theyarepermittedtoselectthe same pantheon decks as other players, including their allies. If playing with custom decks, they may also havecardsintheirdeckswhichareduplicatesofcardsinotherplayers’decks.Therefore,itispossiblethatduringagame,twocopiesofthesamecardmaybeplayedtothebattlefieldbydifferentmembersofthesame team. If appearing in the decks of opposing teams, then it is even possible for up to four copies of the samecardtobeonthebattlefieldduringagame.

Board PhaseAsusual,theplayerstaketurnsselectingandplacingdowntheirboardfragmentstocreatethecombinedbattlefield.

Battle PhaseIntheTeamBattlevariant,therulesofbattlechangeinthefollowingways:

Teammatessharecontroltokensandcontrolofcardsonthebattlefield.Allcardswithaparticularteam’scontrol tokens on them are considered allied, regardless of which teammate played them or captured them. Alliedcardsdonotattackeachother.

During the match, teammates can communicate their plans publicly, but cannot physically reveal their hands to each other.

End of Act OneThewinnerofthisactistheteamwiththemostcontroltokensonthebattlefieldattheendofthebattle.TheteamwhichwonthisactchooseswhichteammatewillgofirstduringActTwo,withtheturnordercontinuingclockwisefromhim.

Inthecaseofatie,seeResolving Ties.Inthecaseofacompletetie,neitherteamwinsthisact.TheplayersittingtotherightoftheplayerwhowentfirstduringActOnewillgofirstduringthenextact.

Act TwoActTwocontinuesasusual,witheachteamaddingnewboardfragmentstothebattlefieldandbattlingforcontrolofthemostcards.TheteamwiththemostcontroltokensonthebattlefieldattheendofActTwowinsthematch.Inthecaseofatie,seeResolving Ties to determine the winner. In the case of a complete tie,thematchisadraw.

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Variant #2: ChaosThe rules of the Chaos variant can be applied to the Standard game, and to other game variants.

When using Chaos variant rules, players may choose to orient their cards towards north or south when they placethemonthebattlefield.Inotherwords,insteadofalwaysrequiringacard’snorthstrength(topedge)tofacenorthonthebattlefield,theplayerchooseswhetheritfacesnorthorsouthwhenheplaysit.Thisorientationcanvaryfromonecardtothenext,meaningthatanycardmayberotated180degreeswhenitisplayedtothebattlefield.

Theareaofeffectofanycardabilitieswillorienttothecardtheybelongto,tomatchthevisualindicationofwhichspacestheareaofeffectarrowsarepointingtowards.Inotherwords,ifacardisrotated180degreestoorienttowardssouth,thentheareaofeffectalsorotates180degrees.Ifacardgainsanabilitywithanareaofeffectfromasacredspace,thatability’sareaofeffectdoesnotchange,evenifthecardisrotated.Theareaofeffectofasacredspaceabilityalwaysmatchestheareaofeffectarrowsdepictedonthatspace.

Variant #3: SkirmishTheSkirmishvariantisaquickgame,inwhich2to4playersmixcardsintocustommini-decks,fightingforsupremacyoverthecourseofonebattle.ASkirmishgamewillusuallylastbetween15and30minutes.MultipleSkirmishgamescanbeplayedback-to-backin“bestofthree”or“bestoffive”contests,toprovewho has built and played the superior card combos.

Setting UpEachplayerisassignedadistinctcolorfortheircontroltokens.Choosetheboardfragmentsyouwishtoplaywith,orjustgatherarandomselection.Thereneedstobeatleastoneboardfragmentperplayerinthematch.

Determinewhogoesfirst.Theturnorderbeginswiththisplayer,andthencontinuesinclockwiseorder.

Building Your Deck In the Skirmish variant, each player begins by building a custom mini-deck of 6 cards. Players are free to add anycombinationofcardsfromupto2pantheonstotheirdecks,withanadditionallimitation:aSkirmishdeck must consist of 3 level I cards, 2 level II cards, and 1 level IIIcard.ThereisnorestrictiononhowmanyorhowfewcardsfromeachdominionarepermittedinaSkirmishdeck.PromoCardsmayalsobeincludedin a Skirmish deck.

Skirmish decks may be built at the beginning of a game, or prepared well in advance. When all players have finishedbuildingtheirdecks,theremainingcardsaresetaside,andtheBoardPhasebegins.

Board PhaseGoing in turn order, each player selects one board fragment and lays it down to create the combined battlefield.ThebattlefieldiscreatedinthesamemannerasintheStandardgame.SeetheBoard Placement Diagramforavisualdepictionofhowtheboardfragmentsareplacedtogether.Whenallplayershavefinishedplacingtheirboardfragments,theBattlePhasebegins.

Battle PhaseAtthestartofthebattle,playersdrawall6cardsfromtheirdeckstotheirhands.TheremainderoftheBattlePhaseisplayedthesameasintheStandardgame.Playersmayplayanycardfromtheirhandtothebattlefieldontheirturn,regardlessofthelevelofthatcard.

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Becauseplayershavetheirentiredeckinhandfromthebeginningofthegame,theyusuallywillnotdrawnewcards.However,ifacardendsupinaplayer’sdeckforanyreason(suchasduetotheeffectsoftheSkinwalker ability), then that player will draw the top-most card from his deck to his hand during the Draw a Card step of his turn.

Thebattleendswheneithernomoreopenspacesremainonthebattlefield,orwhenanyplayerhasnocards remaining in his hand at the start of his turn.

End of the MatchThewinnerofthematchistheplayerwiththemostcontroltokensonthebattlefieldwhentheBattlePhaseends.Inthecaseofatie,seeResolving Ties to determine the winner.

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Quick Guide to ImmortalAquickoverviewofhowtoplayImmortal:

Setup -Determinewhogoesfirst.Turnordercontinuesclockwisefromthatplayer.

- Each player chooses an 18-card pantheon deck, and control token color.

-EachplayershufflesthelevelIcardsofhischosenpantheon,settingthemdownashisActOnedeck.Eachplayer then sets aside the level II and level III cards for his Act Two deck.

Act One-Eachplayeraddsaboardfragmentofhischoicetothebattlefield.

- Each player draws 5 cards from the top of his Act One deck.

-Playerstaketurnsplayingcardsfromtheirhandstothebattlefield,facedown,placingtheircontroltokensontheircards.Aftereachplayerhasplayedhisfirstcard,thosecardsareflippedoverandtheirabilityeffectsareapplied.

-Playerscontinuetakingturns.Onhisturn,inthisorder,aplayer:

1)Playsacardfromhishandtothebattlefield,faceup,andplacesacontroltokenonthatcard.

2)Appliestheeffectsofpre-attackabilities.Dependingontheability,theeffectmaytargetitself,adjacentcards,orcardswithinthedepictedareaofeffect.

3)Resolvesattacks.Thecardplayedonthisturnistheattackingcard.Theattackingcard’sstrengthsarecomparedagainstthestrengthsofadjacentenemycards.Ifanattackingcard’sstrengthisgreaterthanadefendingcard’sstrength,thenthedefendingcardiscaptured.

4)Appliestheeffectsofpost-attackabilities.

5)Appliestheeffectsofreactionabilities.

6) Draws a card from the top of his deck to his hand.

- Wheneithernomoreopenspacesremainonthebattlefield,orwhenanyplayerhasnocardsremainingin his hand at the start of his turn, Act One ends. The winner of this act is the player with the most control tokensonthebattlefield.

Act Two-Eachplayeraddsanewboardfragmentofhischoicetothebattlefield.

-EachplayershuffleshislevelIII cards, then their level II cards, placing the level II cards on top of the level III cards for his Act Two deck. Each player then draws 5 cards from the top of his Act Two deck.

-Playerstaketurnsplayingcardsfromtheirhandstothebattlefield,asinActOne.Allcardsareplayedfaceup during this act.

- Wheneithernomoreopenspacesremainonthebattlefield,orwhenanyplayerhasnocardsremaininginhis hand at the start of his turn, the game ends. The winner of the game is the player with the most control tokensonthebattlefield.