HOW TO PLAY

General Overview

L.E.T.A.L. TCG is a 2 or 4 player strategy and deck building game.

 

Each game lasts in between 30 and 60 minutes.

 

To play, each player must provide 2 Heroes with their respective decks. Each deck must contain in between 30 and 35 cards with up to 2 copies of each card.

 

You will need a 6×6 squares grid and some tokens.

 

This game is not intended for children under the age of 13.

OPEN RULES IN .PDF FORMAT

 

LEARN HOW TO PLAY WITH OUR YOUTUBE VIDEOS:

 

  • Players sit around the table, so that 2 allies are not next to each other.
  • Each team must have heroes with different names.
  • Each team chooses a side and place all its Heroes figurines in the first 2 rows of that side. For an official game, the distribution of the Heroes must be determined before the start of the game.
  • Each player may then modify their Hero decks as long as they still have 30 or more cards. Changes can only be made to the original decks submitted.
  • Once each Hero’s deck has been submitted, shuffle each deck and place it next to that Hero.
  • Each player rolls one die. The highest one determines which player will play first. Then the other players take their turns, rotating clockwise.
  • Each player draws 2 different hands, 1 for each Hero. The number of cards drawn for each Hero is the number to the left over the ‘book’ icon. You cannot mix your Heroes’ hands, but you can look at these cards at any time.
  • If any hero has a “Beginning of game” ability, use it now.
  • The player who is going first can now take its turn.
  • Then the other players take their turn, rotating clockwise.

Playing your turn

RE-ENABLE YOUR HEROES
  • If your Hero was disabled, turn it back up. Your hero will be able to act again.
BEGINNING OF TURN
  • You play all the triggers that happen at the beginning of the turn; if multiple instances happen, you resolve one, then another, and so on. You choose the order, no matter where it comes from.
DRAW
  • Draw one card for each Hero.
  • The first player skips his draws on its first turn.
MAIN TURN
  • Each Hero may play one Action – either an Action card or an Action skill – or one Aura card.
  • If the Action or Aura you played has the keyword “Refresh”, it means you can play another card after it.
  • You can play cards from any of your Heroes, in any order.
  • Whenever a card says “Deal”, it is an Attack card. Whenever you play an attack card, you activate the attack phase as soon as you reach the keyword “Deal”.
  • Play each line of text one at a time. Each player can play tricks between each line.
  • When moving, each move is a different execution line, and tricks can be played in between each one.
   ATTACK PHASE (WHEN APPLIES)
  • When entering an attack phase, declare the total damage to be dealt.
  • Each player may play Tricks before Defense phase .
  • Then, defending player may use his “Defense” innate skill to prevent 2 physical damage per card hided.    Once the defender has finished defending, he cannot choose to defend with any more cards later on.
  • Once the defenses are complete, each player may play other tricks.
  • Then, if the amount of damage dealt is higher than the amount of damage prevented by defenses and tricks, the defender loses that many Endurance.
  • If a Hero as 0 or less Endurance, that hero dies and is removed from the game.
END OF TURN
  • When all of your Heroes can no longer play any cards or abilities, or whenever you decide, start the End of Turn.
  • If a trigger would happen at the end of the turn, do it now.
  • If there are multiple triggers, resolve one, then another, and so on. You choose the order, no matter where it comes from.
  • Before you pass the turn to the next player, each player has a chance to play tricks.
NEXT PLAYER’S TURN

The next player takes over and plays its turn.

 

SPECIAL NOTES
  • When a Hero is disabled, it cannot perform any actions or tricks, even if it would otherwise be able to.
  • If you would lose Endurance and end up at 0 or less, your Hero dies and nothing else happens.
  • If you would get more than one Refresh on a card, they do not add up.
  • If you or an opponent loses Endurance, it cannot be prevented nor defended.

END OF ROUND

  • Each player starts its round at the beginning of its turn.
  • Whenever a card says “this round”, it means from the beginning of your turn to the beginning of your next turn.

END OF THE GAME

  • A game ends when one team has lost all its Heroes.
  • If you are playing a timed game, when the timer runs out, you complete the current round and then play a final round. The current round ends when you return to the player who played first. Each player then plays a final turn. At the end of this round, the team with the most Heroes wins. If there’s a tie, the team with the highest Endurance total wins.

    In addition to their respective abilities, all Heroes have the same Innate Skills:

     

    COMPREHENSIVE RULES

    CARDS TYPE

    Action Cards

    • Action cards can only be played during your turn. Whenever you play an Action card, perform each line of text, then that card goes into your discard pile.
    • You can only play one action per Hero during your turn, unless it has the keyword “Refresh”.

    Attack Cards*

    • Attack cards are a subtype of Action cards. An Action card that contains the keyword “Deal” is considered an Attack card in addition to an Action card.
    • *There are no actual cards with the subtype Attack Card.

    Aura Cards

    • Aura cards remain in play. These cards are usually associated with your Hero and provide bonuses or specific triggers.
    • Playing an Aura card doesn’t trigger its ability when you play it.
    • Aura cards can only be played during your turn.
    • Like Action cards, you can no longer play once you’ve played that card unless it has the keyword “Refresh”.

    Trick Cards

    • Unlike Action and Aura cards, Trick cards can be played at any time, as long as the conditions are met.
    • Playing a trick card, even during your turn does not prevent you from playing another card.
    • Execute each line of text then that card goes into your discard pile.

    MOVEMENTS

    • You can move a Hero whenever that hero plays an Action or Trick that asks it to move. Another Hero’s Action or Trick can force you to move, but it must be specified.
    • Unless otherwise specified, you can always choose where to move. You can also choose not to move if you have the option to move.
    • If you must move, you must complete the entire move.
    • You cannot move to another occupied square.
    • You can only move in 4 directions (up, down, left or right). Diagonal moves are not allowed.

     

    • Whenever a trigger refers to pulling or pushing, the effect always applies to both heroes involved in the movement.
    • Pull means that the hero being pulled must get closer to the other hero in a straight line. If it cannot move in a straight line, ignore this effect.
    • Push means that the hero being pushed must move away from the other hero in straight line. If it cannot move in a straight line, ignore this effect.

    POSITIONING SPECIFICATIONS

    Adjacent

    • Whenever an ability or card refers to adjacent, it refers to the 4 cases next to your position, which are Up, Down, Left or Right.
    • Anything that is not in one of those 4 cases is not adjacent.
    • If an ability has Reach, it means that you extend the number of cases in each of those 4 directions that are considered adjacent by that number. Reach doesn’t allow you to hit non-linear cases.
    • The red squares are adjacent to the blue location:

     

    Range

    • Whenever an effect uses the “Range X” keyword, it means that it can affect any case in any of the 4 directions. The selected square  must be equal to or less than the X value of the range.
    • When applying a range effect, you cannot select a non-linear square.
    • From the blue location, you can select any of the red squares with a Range 2:

    Radius

    • Whenever an effect uses the keyword “Radius X”, it means that it can affect any case within a distance of X cases.
    • Unlike Range and Reach, the Radius effect allows you to change direction when selecting your target.
    • From the blue location, you can select any of the red squares with a Radius 2:

    HAND SIZE AND DRAW RESTRICTIONS

    • When an effect asks you to draw a card, draw the top card of that Hero’s Deck. Only that Hero can play that card.
    • If you would draw a card while at maximum hand size, skip that draw instead.
    • You can never have more cards in hand than your maximum hand size.
    • Your maximum hand size is the second number over the Book symbol on your hero card.
    • If you would draw a card when you have no cards left in your deck, skip that draw.

    DISCARD AND REMOVE FROM THE GAME

    • Whenever you play an Action or Trick card, that card goes into your discard pile.
    • Whenever an Aura is destroyed, place it in your discard pile.
    • Whenever you remove a card from the game, it no longer exists for that game. Make a separate pile for these cards.
    • Tokens and Markers cease to exist when no longer usables. They don’t go into the discard pile nor are “removed from the game”.
    • Make sure you identify your discard pile and your ‘removed from play’ pile correctly.

    GLOSSARY

    (Main terms only)

    Hide: Whenever an effect or ability asks you to hide a card, you select a card from your hand and put it on the bottom of your deck. You don’t reveal it. You can’t use an ability that requires you to hide a card if you don’t have any cards in your hand.

    Disable: Whenever an effect or ability forces you to disable a Hero, rotate that Hero 90 degrees. That Hero will not be able to use any abilities or trick cards while disabled. Triggered effects and on-going effects still happen.

    Defend: Whenever an effect or ability refers to “Defend”, it refers to the ability to hide a card to prevent damages during a combat. Prevention effects are not considered as “Defenses”.

    Block: Whenever an effect or ability refers to “block”, it checks for any damage reduction effect, whether from Defense or a Prevent effect. Even if the effect doesn’t prevent all damage, it still counts as blocking. Whenever you say “fully blocked“, it means that the amount of damage prevented is equal to or greater than the amount of damage that would be dealt.