Fields of Eleria Basic Rules
Fields of Eleria, an Expandable Card Game where Multiplayer Online Battle Arenas (MOBAs) meets strategic deck building and tactical card play. This is League meets Magic, a high fantasy world with a touch of sci-fi, where you’ll develop and grow your strategy, build your deck, manage your heroes, and power through three lanes of combat to siege your opponent’s Core!
The goal of each player is to destroy their opponent’s Core base, reducing its Health down to 0. This is usually done through damage dealt by Heroes and Minions that a player controls.
Each player will need to build a deck of 50 cards to comprise their draw Deck, 3 Field cards to represent their forward bases, and a Core base card. Additional components such as dice or markers to keep track of resources and damage taken will be helpful, too.
Arrange each of your fields spread out in front of you in a horizontal line near the middle of the table and your Core closer towards you in the center. Place your Deck to your right.Now randomly decide which player will go first, maybe through a dice roll or a coin flip.
Whoever goes first now drafts their first Hero from their deck and places it behind their Core. Whoever plays second now drafts their first Hero card and places it behind their Core. The first player then drafts another Hero and the second player drafts a second hero. For the third Hero the player going second drafts first and the player going first drafts after them. Finally the player going first drafts a non-Hero card with a cost of 2 or less, placing it in their hand. The player going second does the same.
Hero Card Layout
Starting The Game
Both players draw a hand of 6 cards. Each player may then select any number of cards, set those aside, and draw that many from their Deck. The players then shuffle the cards they set aside into their Deck. This comprises their starting hand.
The player going first skips their Ready and Draw Phases and proceeds to their Resource Phase where they add 1 Shard to their resource pool; every subsequent turn onward will have players adding Shards equal to their current turn up until 5, from then on they add 5 Shards every Resource Phase.
Cards that were Exerted (turned sideways to denote activation or use) are readied and rotated back into their starting positions.
Draw a card from the top of your Deck.
Add Shards equal to what turn it is, up to a maximum of 5.
The player now moves to their Main Phase. During this phase they may play cards and any Swift Abilities. Swift Abilities are any ability that has a cost but does not have a notation as to when it can be played, i.e. [Command].
Heroes, Minions, and Gear are played to your Core, Fortifications may be played to any Field or Core that has a slot open and is under your control. Wards are usually played attached to Hero or Minion cards, there are no limits to the number of Wards that can be attached to another card.
Ability and Action cards may also be played. Ability cards may be attached to a Hero that meets the criteria to learn the ability (i.e. “Mage” abilities may be attached to a character with the Mage class), this turns it into a Command ability that may be repeatedly played throughout the game.
Once the active player plays all of the Main Cards that they wish to they move on to the Minion Phase. The active player may now control and move any minions they wish which do not have Phase Fatigue (When a character enters the game it may not be Commanded or use any abilities that require it to exert until it has started the turn under your control.). Each minion is able to move up to one location.
Once the active player plays all of the Main Cards that they wish to they move on to the Command Phase. During the Command Phase a player may issue up to 3 commands, taking subsequent control of up to 3 cards in play and may call for a Skirmish Phase at any point during the Command Phase. If no Skirmish was called before a player goes through all of their commands then it occurs at the end of the Command Phase.
Once a player takes command of a card they may execute a variety of actions but must perform all actions for that card before completing their command and moving on to the next one. Heroes and Minions may be commanded to move, use abilities with the [Command] trait, and Heroes may also wield Gear cards that are nearby.
Couriers may move to other Fields, drop off and pick up gear.
Actions : The number of actions a card may take when commanded. This includes using its own [Command] abilities, moving to another Field, and wielding a nearby Gear card.
Armor : Armor reduces the first instance of damage received each turn by whatever its value is.
Cloak: Unless it is exerted, a character with Cloak cannot be skirmished against, players may not play abilities or actions on it, and it takes no Ranged damage. When it exerts or takes any damage it loses Cloak.
Drain : At the end of a skirmish, characters that have Drain deal damage equal to their Drain value to the character they’re skirmishing against and heal that much Health.
Eternal: Whenever a card with Eternal would go to the graveyard from anywhere shuffle it into your deck, instead. Heroes with Eternal do not go to the Staging Area when they die and are instead shuffled into their owner’s deck.
Flying : Characters with Flying have +2 Attack and +2 Armor when skirmishing against characters without Flying.
Fortification : An upgrade card playable only to a Field or Core. Fields and Cores have a limit to how many Fortifications may be attached to them at any time.
Guardian : During a skirmish, if an opposing character has the Guardian ability then it must be attacked first.
Influence : Influence refers to a Field that you either control or have a Hero present at that location.
Master Hero : Master Heroes are very powerful characters that need to have certain requirements met in order to be played. They cannot be a part of your initial Hero draft.
Quickstrike : Characters with Quickstrike deal their skirmish damage before regular skirmish damage resolves.
Swift : Cards, abilities, and characters with the Swift trait may be played whenever a player has priority.
Taunt : If a character has Taunt then opposing characters may not move out of the area as long as that character remains.
Ward : An upgrade card playable to another card in play. There are no limits to how many Wards may be on a particular card at a time. Some Wards hinder rather than help.
Wield : The number of gear and ability slots a Hero has. Various Gear and Ability cards have different Wield values, so make sure you manage your inventory slots.
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