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Highlander: The Card Game

Highlander: The Card Game Rulebook

Table of Contents

Table of Contents

  • Deck and Card Information
    • Deck Composition
    • Basic Attack
    • Basic Defenses
    • Restricted Cards
    • Immortal-Specific Cards
    • Reserved Cards
    • Persona Cards
    • Generic Immortal
    • Master's Cards
    • Special Cards
  • Making your Deck
  • Pre-Game Setup
  • Turn Sequence
  • Actions
    • Attacks and Defenses
    • Exertion
    • Power Blow
  • Other Terms and Concepts
    • Hidden Attacks
    • Wounds
    • Drawing the Last Card in Your Endurance
    • Variable Chance
    • Recovering a Weapon
    • Winning - There Can Be Only One

Deck and Card Information

Deck Composition

When constructing a deck, you must use a minimum of 50 cards. At least 1 of every basic Attack and Defense is required. Up to 6 of any card may be used unless a card is Restricted (see below).

Basic Attack

Attacks are played into one of nine areas: Upper Left, Upper Center, Upper Right, Middle Left, Thrust (the center), Middle Right, Lower Left, Lower Center and Lower Right.

Basic Defenses

Defenses are played into one of the same nine areas as Blocks: Upper Left Block, Upper Block, Upper Right Block, Lower Left Block, Lower Block and Lower Right Block.

Restricted Cards

If a number appears in the upper right hand corner of a card then that card is Restricted. The number indicates how many of that card you may use in your deck.

Immortal-Specific Cards

Most cards may be used by any player during the regular course of the game. However, some cards are Immortal-Specific. These can be identified by a Persona name at the top. No other Persona may use these cards.

Reserved Cards

If a sword appears in the upper right hand corner of the card then that card is Reserved to the Immortal whose name appears on it. Generic Immortals may not use these cards.

Persona Cards

Before the game begins, you may play a Persona Card representing a specific Immortal. When playing a Persona, you gain the abilities and restrictions listed on the Persona card and can use any of the cards Reserved for your character. You may not use another Immortal's cards.

Generic Immortal

A Generic Immortal is a deck that does not utilize a Persona card. A Generic Immortal can use up to one of any Immortal-Specific card except those that are Reserved, of which none can be used.

Master's Cards

Master's Cards are any cards with the word "Master" in their title. You are restricted to how many Master's cards you are allowed to have in your deck. This is stated on the Persona card. Generic Immortals may not use Master's cards.

Special Cards

Any card that is neither an Attack nor a Defense is considered Special. This includes Situations, Events, and Objects. Situations and Objects remain in play, while Events happen immediately. You may only play one Special card per turn.

  • Lightning symbol = Events
  • Silhouette symbol = Situations
  • Sword symbol = Objects

Making your Deck

You must have at least 50 cards and include the 15 basic Attacks and Blocks. You may not have more than 6 of any card. Your deck is your Endurance. The bigger the deck the greater your Endurance. However, the less the chance of you getting any particular card.

For example: If an Upper Left Attack and a Middle Left Attack are played, the defender may use one Upper Left Block to counter both Attacks. If the Attacks were Upper Left, Lower Right, Middle Left, then the Upper Left Block could counter the first and last Attacks if the defender doesn't Block the second Attack, else three Blocks or a Dodge would be needed in order to take no damage.

Pre-Game Setup

Play any pre-game cards (Personas, Quickenings, etc.). Randomly decide who goes first. Draw 15 cards; this is your Ability. It will be reduce as you tire and as you take damage.

Turn Sequence

  • You may only play one Special card per turn.
  • You may only make one Exertion per turn.
  • You must play a card or make an Exertion during your turn.
  1. Defense Phase: You may play a Defense, a Special card, or both in any order.
  2. Attack Phase: You may play an Attack, a Special card, or both in any order.
  3. Draw Phase: You may draw back up to your Ability or you must discard down to your Ability, whichever applies. You may not play cards during your Draw Phase. This phase ends your turn.

Repeat: Turn Sequence repeats until only one player is left.

Actions

Attacks and Defenses

Attacks and Defenses are the mainstay of the game. Their area of effect is denoted by a colored dot in the Combat Grid at the top left corner of the card and by the border around the card.

Attacks are divided into the nine basic areas listed under Sequence of Play. Attacks are played after the Defense Phase. Your first attack cannot be to the same area that you last defended during this turn. Successful Attacks do 2 points of damage. Attacks are represented by a red Combat Grid.

Defenses are divided into Blocks and Dodges.

  • Block: A Block is a Defense which uses a sword to prevent a blow from landing. Blocks are represented by a blue Combat Grid.
  • Dodge: A Dodge is an acrobatic maneuver which avoids a blow or ranged attack. Dodges can be performed without the use of a weapon. Dodges are represented by a green Combat Grid.

Blocking/Dodging multiple attacks in the same turn is possible. The same Block/Dodge is able to defend against consecutive Attacks in its area of effect as long as a new Defense isn't played and all Attacks occur in the same turn. Unlike Guards, regular Blocks do not remain in play after the turn ends.

Exertion

An Exertion may be made when you do not have a proper Defense card, do not have an attack, or want to make or block a Power Blow (see below). An extra effort is put forth and you draw 5 cards from your Endurance. One of those cards may be used, if appropriate, while the others are discarded. Only Attacks and Defenses may be chosen. Once an Exertion is made, that phase is over.

For example: You choose to make an Exertion to block your opponent's Attack but no useful cards appeared. You cannot return to your hand to play a Dodge because your Defense Phase is over.

Power Blow

This is a very powerful that does extra damage. You announce that your attack is going to be a Power Blow and make an Exertion. A Power Blow does 4 damage. If your opponent blocks the blow he takes 2 damage. If he also makes an Exertion he takes no damage.

Because you have to overextend yourself to make such a powerful blow, your opponent's next Attack is Hidden.

Other Terms and Concepts

Hidden Attacks

Hidden attacks are played face down. You do not reveal them until after your opponent chooses a Defense. If the Defense fails to block the Attack your opponent may attempt an Exertion, but the Defense is spent.

Wounds

If you take damage, either in combat or from a Special card, you are wounded and your Ability is affected. For each point of damage you take, your Ability is reduced by one card. This takes effect during the Draw Phase.

For example: Amanda has an Ability of 15 and takes 2 damage. She must end her Draw Phase with 13 or fewer cards.

Drawing the Last Card in Your Endurance

If you draw the last card in your Endurance, you immediately lose 5 from your Ability. This represents exhaustion. If your Ability was 15, it is now 10, your second wind licks in and all cards in discard are then reshuffled. You may go through your Endurance as many times as you like as long as your Ability is not reduced to zero.

Variable Chance

Some cards have a variable chance to succeed, such as the Disarm card. When a card with a variable chance comes into play, simply use a die to resolve the chance.

For example: Disarm has a 1 in 6 chance of success. Simply roll a six-sided die. If a 1 is rolled, then the Disarm was successful, otherwise it failed.

Recovering a Weapon

You may lose your weapon due to a Disarm or other twist of fate. If you have no weapon at the beginning of your turn, you have a 1 in 6 chance of recovering it.

Winning - There Can Be Only One

If you start your Attack Phase with an Ability of zero or you lose your head, the game is over and you lose.