Epic PVP Rulebooks (Kickstarter)
Epic PVP Rulebooks (Kickstarter)
Epic PVP Rulebooks (Kickstarter)
Each
player builds a character by shuffling 2 decks of cards
together a race deck and a class deck. Players then
take these character decks and battle until only one
player is left standing. The game can be played
head-to-head, as a 3-player free-for-all or as a
2-on-2 team battle.
If you want to skip all this reading, just go
to www.funto11.com and check out the
Learn-to-Play video!
Rules
7 Class Decks (20 cards and 1 Class
Board for each; Samurai, Druid, Rogue,
Paladin, Barbarian, Ranger, Monk)
6 Race Decks (20 cards and 1 Race Board
for each; High Elf, Human, Dwarf, Goblin,
Dark Elf, Orc)
17 Random Class/Race Character
Creation Counters
45 Game Counters (9 +1 Attack, 9 +1
Block, 3 +1 Damage, 3 Insight/Human,
3 Wolf/Barbarian, 2 Samurai/Mastery,
5 Deceit/Dark Elf, 5 Rage/Barbarian, 3
Lunchies/Halfling, 3 Pacify/Cleric)
3 Sheets of stickers
(Starting with the 2-player game is by far the best way to learn).
SET-UP
Each player chooses a race and a class for themselves. They then collect the corresponding boards and
decks. The boards go on the table in front of the player, and the two decks are shuffled face down together
to form a draw deck.
Race Name
Initiative
Class Name
Life
Initiative:
Your characters
initiative is the
total of both of
your race and
class boards
initiatives.
Each player then takes a number of cards off the top of their
deck equal to their characters life stat (on the race board), and
puts them face down in a pile to their left. This is called the life
pile. A player loses when they have no cards left in their life pile.
Place the remaining cards in the draw deck face down on the
players right. Players should leave room for a discard pile as
well as leaving room in front of their race and class boards for
their aggression pile which will be built during the game.
Next, each player draws a starting hand of 5 cards. The
player with the highest total initiative goes first (to find
your characters initiative, add the initiative numbers on
your race and class boards together). In the case of a tie,
the player with the lowest life goes first. If that is also
tied, both players discard the top card of their deck and
compare the cost of the cards; highest cost goes first
(skill cards have 0 cost).
You are
ready
to play!
Life Pile
Race Board
Class Board
Deck
Cost
Defense
Card
Name
Card
Name
Deck
Indicator
Attack
Card Ability
Deck
Indicator
5. Block: This is when all the defenses that you assigned to attacks
actually block (Some card abilities happen during this step).
6. Take Damage: If there are any remaining unblocked enemy attacks
in the field, you take 1 damage from each attack (each attack just
does 1 damage if unblocked, NOT damage equal to the attack stat).
For each damage you take, reveal the top card of your life pile cards
and add it to your discard pile (which is always face up).
7. End Phase: Spin your moves around so the attack stat is now pointed
towards your enemy. Any abilities that says End Phase go off
here as well. Then, your enemy discards all move cards they have
in the field (the ones that were blocked and the ones that did damage).
At this point you should be the only player with move cards in
the field.
Thats it. Just keep going back and forth playing turns until one
of you is out of life. OK, Thats not all of it
Skill Cards
Skill cards dont have a cost,
attack, or defense stat. Skill
cards are played differently
than move cards. Just play
them whenever they say to
(the bold part at the top of the
text box) by revealing it to
your enemy. Then do
whatever the cards says.
After playing a skill card,
put it in your
discard pile
unless the card
says to do
something else
with it.
Permanents:
Some cards can be put into play as a permanent. Each
card indicates when and how it becomes a permanent.
When this happens, place the card next to your class
and race boards and leave it there so you can see its
ability and use it for the rest of the game (or at least until
you have to discard it for some reason).
If a move card becomes a permanent, it no
longer acts as a move.
10
11
TURNS
Team members take their turn at the same time
going through each phase together. Each player has
their own aggression pile. When its time to play
moves, the team member with the highest initiative
plays first (if initiatives are tied, the team decides at
the start of the game who will have to play first for the
whole game).
1) Assigning Blocks: Any player on a team can
assign moves to block any incoming attack
during their turn.
2) Damage: When a team takes damage, and the card
in the life pile is revealed, it goes into the discard
pile of the player whose deck the life card came from.
3) Sharing Information: Players may talk all they
want, but they may NOT show their cards to
each other and all talking must be public.
Matts enemy
is over here
Joans enemy
is over here
Joan and
Matts
Life Pile
Deck
Race Board
Class Board
Race Board
Class Board
Deck
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13
14
Human
Human: You are probably familiar with these. Humans are smart
with an uncanny ability to do well at finding what they need when
they need it.
Goblin: Small and sneaky, Gobins are like 8-year-olds with knives
and youve just turned off their favorite TV show and told them to
clean their room. Dangerous little buggers who draw cards like crazy.
Goblin
15
Dwarf: Dwarves are short like Goblins, but its best if you dont
mention that fact to them as they drink a lot of beer. Unlike
Goblins though, Dwarves are some of the toughest of beings, and
hurting them just seems to make them tougher. Thats probably
the beer too.
High
Elf
Dwarf
Orc (expansion 1): Slow to start, but easy to anger, Orcs have
fewer letters in their name than any other race in Epic PvP:
Fantasy. Their fierce war paint and terrifying demeanor makes
them very tough to beat.
Orc
Dark Elf
Dark Elf (expansion 1): Evil cousins of the High Elves, Dark
Elves are some of the most deceitful and nasty fighters, with
the ability to recycle their favorite moves over and over again.
They are also surprisingly snappy dressers.
Halfling (expansion 2): Like that tiny bug that seems to be
impossible to squash, when you invite a Halfling over, you
should hide the valuables as they tend to steal things when
you least expect it including your favorite moves in the arena.
Halfling
Catfolk
16
Rogue
Druid
Rogue: Rogues have a bad rep because they steal things and stab people
with dirty knives. Which, now that I think about it, is a good reason for
a bad rep. They can take your best move at the worst time, furthering
their non-popularity.
Druid: Druids are the most likely Epic PvP: Fantasy class to be gluten
free vegans. Which seems to work for them as they have an uncanny
ability to shake off damage by covering themselves with magical
gluten-free tree bark.
Ranger
17
Monk (expansion 1): When you take this deck from my hand, you can
play the Monk class (or just choose it when no one is looking). The Monk
is good at rapid-fire, multiple attacks at the same time.
Paladin
Monk
Barbarian
Dark Knight (expansion 2): The Paladins evil twin, the Dark
Knight is full of helpful suggestions to create a better world
full of more Dark Knights. A very dangerous enemy, the Dark
Knight is very aggressive and has the ability to curse their
enemies creatively.
Dark Knight
Cleric
Cleric (expansion 2): Here, let me help you with that woundwith
my massive mace! Clerics can just as easily heal as they can harm,
and when they harm, its some pretty bad medicine (cue Bon Jovi).
Samurai: We added Samurai thanks to our partnership with AEG,
and obviously because Samurai are awesome. They are all about
Focusing and getting done what needs to get done. Bam!
Samurai
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