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Pixel Glory: Light & Shadow

Pixel Glory: Light & Shadow Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • Getting Started
  • Town Phase Setup
    • Standard FFA (Free For All) Mode
  • Town Phase
    • What is SP?
  • Dungeon Phase Setup
    • Starting Player HP
  • Dungeon Phase
    • Playing Spells
    • Reserve
    • Defeating Monsters
    • Receiving Damage
    • Combo Points
    • Turn End
    • Winning
  • More About Spells
    • Strong Against
  • Alternate Game Modes
    • Solo/Cooperative Mode
    • 2v2
    • Expanded
  • Extended FAQ

Game Contents

The game contains:

  • 36 Spell Cards: 7 Fire, 7 Earth, 7 Water, 7 Light, 7 Shadow, 1 Neutral
  • 75 Basic Attack Spell Cards: 15 Fire, 15 Earth, 15 Water, 15 Light, 15 Shadow
  • 26 Monster Cards: 25 elemental monster cards, 1 "Dungeon Lord" boss monster card
  • 36 Auction Cards: 9 auction cards per player
  • 4 Wizard Tooltip Cards
  • 1 Game Mode Tooltip Card
  • 1 Tiebreaker Staff Card
  • 4 Wizard HP (Health Point) Trackers
  • 15 Red Cubes (1 HP Tokens)
  • 10 Red Hearts (5 HP Tokens)
  • 2 Version Exclusive Secret Card Packs

Getting Started

Pixel Glory plays in two phases; first, the Town Phase, then the Dungeon Phase.

In the Town Phase, players create their own deck of cards by drafting spells and basic attack spells via an auction mechanic.

Players will then use their deck of spells in the second phase of the game where they will "work together" to defeat all the monsters in the dungeon; however, in reality, players are not working together as only the player that deals fatal damage to a monster gets the fame for it.

The player with the most fame at the end of the game, dead or alive, wins.

Town Phase Setup

  1. Assign each player one set of auction cards; each player will have nine auction cards valued 1 through 9.
  2. Separate the basic attack spell cards into five separate piles. Sort them by element: one for fire, one for earth, one for water, one for light, and one for shadow.
  3. Shuffle the other spell cards together, and place the deck face-down.
  4. In a two or three-player game, reveal three spell cards from the deck; in a four-player game, reveal four spells.
  5. Assign the Tiebreaker Staff to the player most likely to get their kills stolen (or randomly assign it.)

Layout (diagram): the five Basic Attack Spell piles; the Spell Deck; the Spells for Auction; each player's auction cards (Player 1 to Player 4); the Tiebreaker Staff.

Standard FFA (Free For All) Mode

  • 2/3 Players: 3 Spells Revealed
  • 4 Players: 4 Spells Revealed

Town Phase

The Town Phase is when players use auction cards to determine the order they get to pick spells that will go into their deck. Players will use these spells later in the Dungeon Phase.

Each player starts with a set of auction cards numbered 1 through 9, 1 being the lowest value and 9 being the highest. Three to four spells are revealed depending on the number of players.

Each player will select an auction card from his or her hand, and place it face-down.

Once each player has placed an auction card face-down, players reveal them; players take turns selecting spell cards in descending order, based on the value of their bid. For example, if the revealed auction cards are: 9, 7, 3, and 2, then the player that played the 9 will get first selection. Players who played the 7, 3, and 2 will follow respectively. If there is a tie, the player holding the Tiebreaker Staff, or closest to the left of the staff, wins.

When a player drafts a spell, it goes into their personal deck; in addition to the spell, the player will also gain an amount of basic attack spell cards as determined by the number of elemental symbols shown on the bottom of the spell.

The auction cards that have been played this round are removed. In a two-player game, the unselected spell is removed. The Tiebreaker Staff is then moved to the player who drafted the last spell, and then three to four new spell cards are revealed.

This drafting process continues until players run out of auction cards. After nine rounds of drafting, each player should have nine non-basic spells, and a varying amount of basic attack spells.

What is SP?

Example card (Flood, water spell): first effect "Deal 3 damage."; Alternate Effect (SP 2) "Deal 3 damage to each monster."; bottom of card "2 x [water symbol]" labelled "# of Basic Attack Spells".

Why do some spells have two effect text boxes? What is the significance of Synergy Points (SP)? Certain spells have an alternate effect; these alternate effects can be activated if you meet the synergy point requirement. If you choose to activate the alternate effect, only the alternate effect happens; the first effect does not.

How do you meet the Synergy Point requirement? By playing spells and basic attack spells of that element. For example, if a water spell has an alternate effect with SP 2, and you played any combination of two other water spells/basic attacks spells prior, you can use the alternate effect.

Dungeon Phase Setup

  1. Each player takes one Wizard HP Tracker. Set the combo point values to 0 and the health point (HP) values to the starting HP, which is determined by the amount of players and the desired difficulty. (see below)
  2. Remove all undrafted spells and basic attack spell cards from the game.
  3. Take 14 random monsters, shuffle them together, and place the deck face-down. Place the Dungeon Lord at the bottom of this deck with the [FFA] side of the Dungeon Lord facing up.
  4. Reveal three monsters, and place HP tokens to represent the monsters' health.

Starting Player HP

PlayersCasualStandardHardcore
1-314 HP12 HP8 HP
415 HP13 HP9 HP

Layout (diagram): 1 HP Counter and 5 HP Counter; Dungeon Deck; Revealed Monsters; Player Hand.

Dungeon Phase

The Dungeon Phase is when players use their spells, and try to last hit the most monsters to obtain the most fame!

To start the Dungeon Phase, each player shuffles their spells and basic attack spells together to create their own deck; everyone then draws 4 cards. The player who ended the Town Phase with the Tiebreaker Staff takes the first turn, and play continues clockwise.

Playing Spells

On your turn, you must play all the cards in your hand. Perform the actions stated in the effect box (see page 3) in the order that they are read. Unless an effect says "may", you must complete the effect of a card (even if it's not beneficial to you!).

If an effect deals damage, choose one of the revealed monsters and damage it by removing the appropriate HP counters from it.

Reserve

Each player is allowed to save one card by placing it into their reserve. You may place a card into your reserve and play a card from your reserve at any time during your turn. You do not have to play the card in your reserve, and may save it for another turn. You may swap cards from your reserve and your hand on your turn throughout the game.

Defeating Monsters

When you defeat a monster by reducing it to 0 HP, you immediately replace it by revealing the next monster from the dungeon deck. Hold on to the defeated monster until the end of the game - the player with the most fame from their defeated monsters wins.

If you kill two or more monsters on your turn, you heal 1 HP on your Wizard HP Tracker. This heal happens immediately.

For example, if a player with 2 HP defeats a monster on their turn, and then defeats "Hot Potato", who deals 2 damage to a player when defeated, the player would first heal to 3 HP, then take 2 damage.

Receiving Damage

If you do not kill a monster when you end your turn, two things happen.

  1. Players get damaged from the monsters! You as the active player lose 2 HP. All other players lose 1 HP.
  2. You receive 1 combo point which is tracked on your Wizard HP Tracker.

Combo Points

You may spend 3 combo points to instantly kill an elemental monster, or to draw 4 cards. When you gain a combo point by ending your turn, it cannot be spent until your next turn.

Turn End

At the end of your turn, you should have no cards in your hand (excluding a card in your reserve.) All your played spells then get moved to your discard, and you draw 4 cards to be used for your next turn. It is now the next player's turn.

Winning

If a player reaches 0 HP, they are out of the game and their turns are skipped; however, they can still win as fame outlasts life, and you're so fame obsessed that dying is worth it.

Play continues until the Dungeon Lord is defeated, or all players have 0 HP. When play ends, the player with the most fame, dead or alive, wins! If there is a tie, the player with the Tiebreaker Staff, or closest to the left of it, wins.

More About Spells

Strong Against

ElementStrong against
FireEarth
EarthWater
WaterFire
LightShadow
ShadowLight

Why do the elements matter outside of Synergy Point requirements? Because elemental monsters have elemental weaknesses! When dealing damage with a spell from an element that is strong against the target monster's element, the effect will deal an additional 1 damage. For example, if I played a fire spell on an earth monster that deals 2 damage, it would deal 3 damage instead of just 2. Basic attack spells that normally deal 1 would deal a total of 2.

Why do certain cards, like Wave, say "deal damage" multiple times? Because you get to deal damage multiple times, potentially to different targets. You will deal 1 additional damage for each time an effect damages the elementally weak monster. To clarify, if you played Wave and chose to damage a fire monster with all three "Deal 1 damage" effects, each "Deal 1 damage" does an additional 1 damage, so it instead of 3 total damage, it would be a total of 6 damage.

What happens if an effect tells me to draw, but I no longer have cards in my deck? Shuffle all the cards in your discard to replenish your deck, and draw from there. Cards that are played during your turn do not enter your discard until the end of your turn, so these cards would not be shuffled back in as they are still in play.

Alternate Game Modes

  • Cooperative - Work together, seriously, to defeat the entire dungeon!
  • Solo - Work together, with your brain, to defeat the entire dungeon!
  • 2v2 - Work together, with your homie, to get the most combined fame!
  • Expanded - You can combine the spells and monsters from the original Pixel Glory to create a bigger pool of spells and monsters!

Solo/Cooperative Mode

Instead of simply trying to get the most fame, you are (sincerely) trying to save the village from the evil Dungeon Lord!

Town Phase

  1. Auction cards are no longer used.
  2. Players are randomly dealt three spells from the spell deck (instead of picking them.)
  3. Select the rest of your spells by drafting:
    • In Solo: Two spells are revealed at a time; you select one, and the unselected spell is removed. Repeat until you have a total of nine spells.
    • In Cooperative: Players take turns clockwise picking a spell first from the revealed pool until each player has a total of nine spells.

Dungeon Phase

  1. Use the [Co-op] side of the Dungeon Lord.
  2. Players will be fighting all the monsters found in the game, not 15.

2v2

Sit across from your teammate, and try have the most fame by the end of the game!

Expanded

Discover crazy spell combinations between Pixel Glory and Pixel Glory: Light & Shadow!

We recommend playing the standard FFA mode when combining with Pixel Glory. Use the Dungeon Lord found in this game. Reveal all 15 monsters in the dungeon before drafting in the Town Phase.

Extended FAQ

To view the extended FAQ, visit: http://www.zaftygames.com/faq