Instructions

 

Victory Condition: Kill both heroes on the opponent's team by reducing both of their health values down to 0. The first team to do this, wins the game. 

To start, players select 2 HEROES for their team. HEROES are playable characters that have different movement speed (MS), special attacks, health point (HP) values, and personalities. Some HEROES take up more spaces than others. Once selected, the player will place one HERO on the left corner, one hero on the right corner of their side of the board. The opponent will do the same.

The first player then chooses an Environmental HAZARD to place on the board. The second player chooses theirs and places it afterwards. These cannot be placed in the rows where the player will start.

Players have 2 ACTIONS per character on their turn, out of the 3 options they have to use. They can MOVE (Use their Movement Speed), use SPECIAL ATTACK 1, or use SPECIAL ATTACK 2. The player cannot, for example, Move and then use both Special Attack options. The order in which you perform these actions is up to the player. The player can also move 2 spaces, use a Special Attack, then use their remaining MS to move one more space.

Players have a certain amount of MOVEMENT SPEED (MS) to spend per character if they select a Move Action. MS is spent on moving the character. The direction they can move and amount of spaces they can move in a turn is denoted on their respective character cards.

If an enemy is within a Hero’s attack range, the player can attack that enemy. Heroes have different abilities that they can use to attack enemies. The amount of damage their attack does to an enemy is listed on their character card.

Each SPECIAL ATTACK can only be used once a turn, per character. (Players cannot use the same Special Attack twice.)

RELIC Cards: At the beginning of each turn, the player draws one RELIC card. Some cards can be used when the player chooses, some are instant, some take place next turn, some take place next round. These are typically positive effects for the player who pulled it, or damaging against their opponent. There is no Action cost on cards and they can be played at any time on their turn. Players can only have 3 cards at a time, they can’t draw a card until they have less than 3 cards. All 3 cards can be spent in one turn, if that is the player’s desire. They can use these cards once a turn, but once they are all used, they will not draw anymore cards until their next turn. Players can discard as many unwanted cards as they'd like, but only at the END of their turn. 

On Turn 1, Player 1 gets to draw 2 cards. After that, Player 1 draws 1 card each turn unless their team loses one hero, where they will be able to draw 2 cards a turn again.

When characters have used up their 2 Actions (i.e. cannot move, cannot use any more attacks,) and do not want to use any cards, their turn is up.

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ARTIFACT Cards: Before the game begins, players can select 1 ARTIFACT per character on their team. ARTIFACTS are powerful items that players can use independent of an Action. Team 1 selects 1 ARTIFACT, Team 2 selects 1 ARTIFACT, Team 1 selects their 2nd ARTIFACT, and Team 2 selects their 2nd ARTIFACT. Each ARTIFACT has unique cooldowns (number of turns until they can use the cards again), so after the player uses an ARTIFACT, there is a time period where these cannot be used. Once that time is up, the relics can be used again. Once a character is killed, their ARTIFACT dies with them and cannot be used. If they are revived (say from an OP card) their cooldown continues from where it was when they died.

Cooldowns are tracked from the turn they are used. Once an ARTIFACT is used, place a token over the cooldown tracker on the back of the ARTIFACT card. Then next turn, move the tracker to the next cooldown marker until all rounds have passed when the card can be used again.

DEATH OF A HERO

Once a Hero is attacked enough times to reduce their HP to 0, they are killed and removed from the board. Players can track their HP using the health tracker dial included with the game.

When a teammate has been killed, the surviving character will be able to draw 2 RELIC Cards from the deck. They can still only have 3 cards, so it is encouraged to spend cards to be able to continue to draw more cards.

Once all enemy heroes are removed from the board, the surviving player wins the game.

General Note: Players cannot occupy or use Movement to pass through the same space as another player on the board. (Unless they have an ability that allows this to transpire.)

Knockback Rules

What is Knockback? When a player uses a Special Attack that has a Knockback, they are moving the attacked player off their current space.

Player who is knocked back: Knocked Back player is moved to an open space opposite of the direction they were hit from their current space.

Player is knocked into other players: If a player affected by a knock back is pushed into a player occupied space, that displaced player will also be knocked back. No damage is caused unless denoted on the character card or Relic card. If the displaced player cannot move to the space opposite of the direction they are pushed, they must go to another open space decided upon by the affected player.

Player is in a corner and knocked back: If the attacked player has nowhere to be displaced, they will stay in the corner. If attacker jumps on them and there is nowhere for them to be knocked back, the attacker will occupy an open space (from the direction they attacked) next to the attacked player.

Player is knocked into an Environmental Hazard: If a player is knocked into Spikes, they will take 1 damage. Player cannot occupy the same space as the spike, so they will stay next to the spikes once they have been knocked into the spikes. If the space they formally occupied is now taken by the attacking Champion, they will be moved to the closest open space that is touching the spikes.

4 Player Mode

  • Two players on one team battle two players on the opposite team. Each player picks a HERO.
  • All rules apply above, EXCEPT each player controls 1 character instead of 2.
  • Each team can decide which player goes first for their turn, then the other player goes second for their team’s turn.
  • Each team draws one card for their team’s turn.
  • Players can mix moves within their turn. For example one player can move two spaces, then their teammate can use a SPECIAL ATTACK, then the player can use their SPECIAL ATTACK then finish their move.

 

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Hero Types

Heroes are characters that the player can take with them in their fight against rivals. Each Hero is different and has varied movement and attack types. Combining Heroes allows players to create interesting ways to defeat their opponents. Each Hero also has their own background and personality. 
They are also in different classifications:

Tank: Has a larger amount of HP, usually occupies more than one space, has no healing, less damage than other heroes, and reduced movement. If tanks stand in between an attack and their teammate, the tank will absorb the damage and the teammate will not take the damage. If opponents attempt to jump over the tank (if their special abilities allow), they cannot vault over the Tank and land in front of them. Leaping onto a tank is also allowed, but it moves back the attacker, not the Tank. (This is normally the opposite.)

Damage: These Mercs can cause larger amounts of damage, have higher mobility, but have no healing and lower amounts of HP.

Utility: These mercs often change the battlefield or affect other positions or abilities to move. They create walls, poison clouds, traps, or move in unique ways.

  ENVIRONMENTAL HAZARDS   At the beginning of the game, each team can place ONE Environmental HAZARD. Each hazard has its own functionality and threat to players. These can be placed anywhere on the board EXCEPT the player starting rows (The top row and bottom row). These will stay on the board unless they are removed by a RELIC CARD. Each hero can only use a HAZARD once per turn, meaning a hero cannot knock someone into one specific hazard multiple times in a turn, but both Heroes on their team can use it on a specific HAZARD per turn. Here are the HAZARDS, their rules, functionality, and damage:      Spiked Pillars : A spiked pillar with jagged, rusted, and blood stained blades pointing in every direction. If a player (or one of the player's squares) is knocked into this HAZARD, they will stop at the Spiked Wall and take 1 extra damage. This is a line of sight blocker as well, so if player heroes have an attack that reaches through 3 spaces and the Spiked wall is in that path, it will stop at the Spiked Wall and not affect the player behind it. If the player jumps/lands on top it, it will KNOCK BACK the player from the direction they were traveling from by 1 space. Players with jumping SPECIAL ABILITIES (The Assassin or Demon King for example) can jump over this and not receive any damage.    Hidden Trap Pikes : A presence sensitive trap, if a Hero steps on this HAZARD, sharped wooden pikes rip up from the muck and impale them in place for 1 damage. This is not a line of sight blocker, so if a Hero uses a SPECIAL ABILITY to pull an opponent over this trap, it will not hinder their attack range. However if an enemy is pulled through this trap, they will stop on this trap, and not continue to be pulled. Jumping Heroes cannot jump over this trap, as the pikes rip into the air and pull them down to the ground. If a Hero is on this trap and does not move off it on their turn, they will take another 1 damage, as the pikes are impaled through their torso.    Relentless Flames : An unquenchable raging oil fire that cannot be suppressed unless Saint Relics or Artifacts are used on them, the Relentless Flames cause 1 damage to Heroes that pass through them.  If a Hero is on this engulfed HAZARD and does not move off it on their turn, they will take another 1 damage, as their flesh is being melted from their bones. This is not a line of sight blocker, so hero abilities can travel through them to pull opponents through the flames, or push rivals into them. Players with jumping abilities can jump over them and not be damaged by the flames.   Limestone Wall Ruins:  The ruins of a once great fortress, this limestone wall doesn't do damage, but it does stop ground movement into that space. This is a line of sight blocker as well, so if player heroes have an attack that reaches through 3 spaces and the Limestone Wall Ruin is in that path, it will stop at the Limestone Wall Ruin and not affect the player behind it. Players can jump over the Limestone Wall Ruins, as well.    Catapult : Walk onto the catapult and a Hero can spend 1 Movement Speed to be launched up to 3 spaces in a direction of their choosing. They can go backward, forward, left, right 3 spaces or 2 diagonal directional spaces. If the Hero is knocked into the catapult by an opponent, their opponent will choose the direction they are launched. If a Hero willing jumps into the Catapult and lands on an enemy, the enemy will take 1 damage and be knocked back in opposite direction they are hit. If an enemy Hero is knocked into the catapult, and hits their teammate, both enemies will take 1 damage. Heroes that willingly jump into the Catapult HAZARD and land on a teammate will not take damage, but will knockback the player that was hit by the launched Hero by 1 space in the opposite direction they were hit.   

ENVIRONMENTAL HAZARDS

At the beginning of the game, each team can place ONE Environmental HAZARD.
Each hazard has its own functionality and threat to players. These can be placed anywhere on the board EXCEPT the player starting rows (The top row and bottom row). These will stay on the board unless they are removed by a RELIC CARD. Each hero can only use a HAZARD once per turn, meaning a hero cannot knock someone into one specific hazard multiple times in a turn, but both Heroes on their team can use it on a specific HAZARD per turn. Here are the HAZARDS, their rules, functionality, and damage:

 

Spiked Pillars: A spiked pillar with jagged, rusted, and blood stained blades pointing in every direction. If a player (or one of the player's squares) is knocked into this HAZARD, they will stop at the Spiked Wall and take 1 extra damage. This is a line of sight blocker as well, so if player heroes have an attack that reaches through 3 spaces and the Spiked wall is in that path, it will stop at the Spiked Wall and not affect the player behind it. If the player jumps/lands on top it, it will KNOCK BACK the player from the direction they were traveling from by 1 space. Players with jumping SPECIAL ABILITIES (The Assassin or Demon King for example) can jump over this and not receive any damage. 

Hidden Trap Pikes: A presence sensitive trap, if a Hero steps on this HAZARD, sharped wooden pikes rip up from the muck and impale them in place for 1 damage. This is not a line of sight blocker, so if a Hero uses a SPECIAL ABILITY to pull an opponent over this trap, it will not hinder their attack range. However if an enemy is pulled through this trap, they will stop on this trap, and not continue to be pulled. Jumping Heroes cannot jump over this trap, as the pikes rip into the air and pull them down to the ground. If a Hero is on this trap and does not move off it on their turn, they will take another 1 damage, as the pikes are impaled through their torso. 

Relentless Flames: An unquenchable raging oil fire that cannot be suppressed unless Saint Relics or Artifacts are used on them, the Relentless Flames cause 1 damage to Heroes that pass through them.  If a Hero is on this engulfed HAZARD and does not move off it on their turn, they will take another 1 damage, as their flesh is being melted from their bones. This is not a line of sight blocker, so hero abilities can travel through them to pull opponents through the flames, or push rivals into them. Players with jumping abilities can jump over them and not be damaged by the flames.

Limestone Wall Ruins: The ruins of a once great fortress, this limestone wall doesn't do damage, but it does stop ground movement into that space. This is a line of sight blocker as well, so if player heroes have an attack that reaches through 3 spaces and the Limestone Wall Ruin is in that path, it will stop at the Limestone Wall Ruin and not affect the player behind it. Players can jump over the Limestone Wall Ruins, as well. 

Catapult: Walk onto the catapult and a Hero can spend 1 Movement Speed to be launched up to 3 spaces in a direction of their choosing. They can go backward, forward, left, right 3 spaces or 2 diagonal directional spaces. If the Hero is knocked into the catapult by an opponent, their opponent will choose the direction they are launched. If a Hero willing jumps into the Catapult and lands on an enemy, the enemy will take 1 damage and be knocked back in opposite direction they are hit. If an enemy Hero is knocked into the catapult, and hits their teammate, both enemies will take 1 damage. Heroes that willingly jump into the Catapult HAZARD and land on a teammate will not take damage, but will knockback the player that was hit by the launched Hero by 1 space in the opposite direction they were hit.

 

BRUTALITY ALTERNATE RULE SET: CONTROLLED CHAOS

ontrolled Chaos is effectively the same ruleset as the first version of the game, but the way players draw RELIC cards is through a draft system before the game starts. Players will select 4 of each type of RELIC Card in the game, giving them a total of 16 cards in a deck and have their own deck to draw from.

There are four types of RELIC cards in Brutality: Saint’s Blessings, Saint’s Curse, Utility, and OP Cards. Divide then stack the RELIC Cards by each type. RELIC Cards will be face down, and the team selecting will be able to peruse through the first stack of RELIC Cards and choose which card they’d desire. Team 1 will select 1 Saint’s Blessing Relic Card, then put the rest of the Saint’s Blessing Relic Cards face down, then Team 2 will look through the stack and select 1 Saint’s Blessing Relic Card. This will repeat until each team has 4 Saint’s Blessings cards each.

Again, with RELIC Cards facing down, the team selecting will be able to peruse through the second stack of cards and choose which card they’d desire. Team 1 will select 1 Saint’s Curse RELIC Card, then put the rest of the Saint’s Curse Cards face down, and Team 2 will select 1 Saint’s Curse RELIC Card. This will repeat until each team has 4 Saint’s Curse cards each.

This process will be repeated with Utility Relic Cards, and OP Relic Cards as well. Both teams must now shuffle their RELIC deck and should have 16 RELIC Cards when the game begins.

Players will draw from their own deck made of RELIC Cards they’ve selected and play the rest of the game with the other ruleset. The cards that were not selected can be set aside until next game.  

If players have played all of their RELIC Cards but the game is not yet over, they must now reshuffle their deck, and continue to pull from their own deck.  

If the player uses a RELIC Card that steals an opponent’s RELIC Card (like Master Thief), once the card is played by the player, it must be returned to the opponent’s pile of “used” RELIC Cards.

A word of advice: Think about which cards will benefit your selected Heroes, which would devastate your enemy Heroes, and what cards would be good to keep out of your opponent’s deck.

 

 

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