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House Rules

The document provides rules for a card game set in the realm of Ka'a. Players build decks containing creatures, artifacts, spells and warlords from different factions to do battle. The game involves phases for summoning cards, dueling to determine turn order, and battling where creatures fight each other to reduce opponents' life points.

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0% found this document useful (0 votes)
56 views10 pages

House Rules

The document provides rules for a card game set in the realm of Ka'a. Players build decks containing creatures, artifacts, spells and warlords from different factions to do battle. The game involves phases for summoning cards, dueling to determine turn order, and battling where creatures fight each other to reduce opponents' life points.

Uploaded by

dvd.hay12
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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House Rules Version

Contents:

Introduction
Basic Info
Deck-Building
Card Examples and Explanations
Starting The Game
The Duel Phase
The Summon Phase
The Battle Phase
Discard Phase
Abilities Explained
Special Rules

Introduction
Welcome to the realm of Ka'a!! You are the wielder of an entire army of creatures,
powerful spells, and magical artifacts at your disposal to defeat the would-be opponent's of this
realm. Do you have what it takes to become the Master Warlord? Make a deck, play, and find
out!! Game is intended for 2 or more players 5 years and up. This card game was originally
inspired by the show The Big Bang Theory, and FaceBook; made real by fans like you!!

Basic Info
There are 5 main card types, and 1 other optional subtypes which are: Summon Counter
Cards within the game. The main card types and their explanations are as follows:

• Creatures: These are typically the creatures that live within the Ka'a realm; in which
once summoned do battle against your opponents and their creatures in an effort to help you win
the game. Some of them have unique abilities or effects to help gain the advantage during their
battles throughout the game.

• Artifacts: Places, items, and objects found in the realm of Ka'a. Your Creatures “equip”
these special cards to enhance them, gain additional abilities, or effects in an effort to gain the
advantage during your creatures battles. Because of how strong certain cards are, you are limited
to 1 artifact per creature (if applicable).

• Spells: Powerful magic cast by the magical beings who live in the realm of Ka'a. These
cards have many abilities or effects to help gain additional advantages during the game.

• Warlords: These are typically the generals chosen to lead your army. They are very
powerful creatures and are easily identified by a colored ribbon on the right and left faced front
side of the card. These are also used to give you special deck-building bonuses which are
explained below

• Creature Tokens: These essentially are summoned by the ability or effect of a spell,
creature, or artifact during the game.

Subtype card that may not be included in your set/game but are available:
Summon Level Cards: These cards are used to track the current level of the duel.

*Additional Game Play Pieces: It is also highly recommended that each player have a
full set of polyhedreal dice, including one each of D4, D6, D8, D10x2 (a seperate D10 to be used
as the summon counter if applicable), a D12, and a D20. Lastly, it is also recommended that
each player have some set of counters or some other method of tracking damage dealt to their
creatures during combat, life points, ect.

Deck-Building
Before starting the game, each player should have a deck containing a minimum of 3
squads. The squads can have Warlord Leaders from any faction they choose but however, the
creatures, artifacts, and spells in each squad must all be from the same faction; unless it is a
faction-less card (as described below). A deck must contain each of the following cards in each
squad:
Squad 1: 1 Thief Warlord, with 5 Creatures (not Warlords) , 3 Artifacts, and 1 Spell.
Squad 2: 1 Wizard Warlord, with 5 Creatures (not Warlords) , 1 Artifact, and 3 Spells.
Squad 3: 1 Fighter Warlord, with 7 Creatures (not Warlords) , 1 artifact, and 1 Spell.
Note: (Warlord cards are identified by a checkered pattern on the front face of the card).

The total cards minimum should be 30 cards based on this but, you may also if you so
choose, include 1 additiona1 Warlord to be the lead squad. Based on this choice, the chosen
“Leader Warlord” comes with it's own unique deck-building ability to greatly modify your
playing style. Please also note that you may choose Warlords of the same faction or even have
duplicate Warlords, but you may only have up to 3 duplicate named cards in any deck at anytime.
You may also chose to replace any card within your squads with an Unaligned (No Faction) card
(these are explained below). Note: These powerful cards are limited to 1 named copy per deck
and are limited to up to 1 card replacement per squad. If you choose to have a colorless card in
each squad then the max amount you can have in your entire deck is 4.

The extra “leader” Warlord Deck-building bonuses are as follows, and are only if you so
choose to have a 4th squad in your deck.
Fighter - 2 Additiona1 Creatures
Thief - 2 Additiona1 Artifacts
Wizard - 2 Additional Spells

The Current Factions are as follows:

The Tempest Masters: These are identified by an orange text-box with a “horse” icon.
The Twilight Elves: These are identified by a purple text-box and a “sword” icon.
Foxlings: These are identified by a green text-box and a “leaf” icon.
The Sun-lords: These are identified by a red text-box and a “sun” icon.
The Wind-Riders: These are identified by a blue text-box and a “wing” icon.
No Factions/Colorless: These are identified by a gray text-box and an “atom” symbol.

Card Example and Explanations

Summon Level/Rank – Basically how long it will take to summon that particular card onto the
field. The higher the number, the more potentially dangerous the creature could be.
Card Name – These come with different names and when you play a card, read it out-loud (you
are summoning these cards after all).
Rune Level – (There are 5 total) all are Roman Numerals located just below the Rank on the top
left and are as follows: I, II, III, IV and V. This is explained further in the Dueling section.
Card Type – There are 3: Creatures, Spells, and Artifacts. Creature cards will have a sub-type or
class depending upon the card.
Attack – How much damage the card can do in battle, or how much it adds.
Defense/Health – How much attack damage it takes to destroy the card. Also additional attack
points if applicable.
Abilities/Effects – These bring additional strategies to the game and are explained breifly in the
abilities section of the rule book.
Rarity - how often the card can be found in "Booster packs" in the game.

Starting The Game


When you and your opponent start the game, you and your opponent shuffle each-others
deck well and place the decks face-down into their respective Deck areas. To begin, you and
your opponent first agree on a beginning set of life points; 20 for a short game, 40 for a longer
game. The starting player should also be decided via dice roll, coin toss, (or even a game of rock,
paper, scissors, lizard, Spock). Then each player draws 5 cards from their respective decks and
begins the Duel Phase.

Example of your playing area

The Duel Phase

After drawing 5 cards each player take turns and pull what they think is their best card
from their hand and place it face-up into their Duel Zone (this is called a summoning duel
showdown). As you summon your cards, read out-loud the card's name, and add some “campy
humor” if you wish, as you place the card face up in the respective Duel Zone. Then the next
person takes their turn and tries to beat it by “trumping” what is put down.
Note: The rank can only be “trumped” in 2 ways;
• by a higher summon level and/or
• by the next level rune (i.e II beats I, III beats II, IV beats III, V beats IV, and finally I
beats V in order).
This continues until a player cannot “trump” the opponent's last card. (If you both happen
to run out of cards and you have a tie; continue to draw from 1 card your deck until you can no
longer “trump” at this point the person holding the least cards is declared the winner, and gets to
summon first during the battle phase. The person holding the most cards at the end of this duel
takes damage equal to the total cards in their respective hand. (That damage calculation is 1x
damage each per card.) After the “showdown” the Duel Phase is completed and all damage is
calculated the turn then moves to the Summon Phase.
Note: If there is ever a draw during the duel in which the rune and summoning levels
match each other on the card exactly, each player just plays the next card in their hand. If there
are no cards in their hand then, the player draws a card from the top of their deck to determine
the winner, this continues until the deck is either depleted, or a winner is declared. If by
coincidence that either deck is depleted before a winner is achieved then both decks are
reshuffled and the process repeats and continues on until a winner is named.
The Summon Phase

After the Duel Phase is completed you and your opponent pick up the cards placed in the
respective Duel Areas and place them face down on top of your deck draw the first 5 cards
placed this turn (if there were any remaining cards place them on the top of your deck and then
shuffle.) Starting with who won the duel phase: Any Creature that can be summoned this phase
can be chosen to join the Battle Line starting with the farthest left area and working towards the
right based on their current summoning level (or lower) of the current turn (in which the game
starts at 3). When summoning your cards it is important to know that you only have 5 areas to
summon creatures, 5 areas to have artifacts, and an area for active spells.
You and your opponent each take turns summoning creatures, equipping the creatures
with an artifact, and casting spells during this phase, then you move on to the battle phase.

The Battle Phase


Each creature then battles the one across from it one at a time and takes damage accordingly. As
they do, their abilities, effects or gained effects take place if applicable. You may play a spell
from your hand if you so choose before or after each creature battles providing you can play it
(based on the summoning level (or lower) of the current phase), then the battle continues to the
next creature and so on. If there is no creature blocking directly in front at any time during this
phase, that creature does its attack damage to your opponent's life points (see example below).
Once a creature is finished battling, the battle damage is calculated and continues each turn until
the creature or opponent is defeated. Note: All other abilities and effects like Fade, and
Regenerate take effect after the entire battle phase is over. If a creature has the ability to strike
more than once it may do so providing that the creature is not defeated before the second attack.
Also the second strike can do damage to the opponent's life points if there is no creature to block
the second attack. Once all creatures are finished battling, they are then moved all the way to the
left side of the Battle Line filling any empty spaces.

Battle line example


Dealing with random effects: This is best decided with a D6 in which 1-5 are the respective
areas and 6 is either a re-roll, holding area, or directly to the opponent's life points when dealing
effects.
Hold Zones Explained: These zones are for the cards that can be summoned during this
Summoning Level from your hand. You can place them there face-down if you do not have a
current target, or simply want to play them at a later point in a phase or during any other turn, but
they can only be placed if the current summoning level is equal to or less than the current turn
phase. Note: you can only place 1 spell or 1 artifact in these zones and can be the target of
random effects during the game (ie 6 on a dice roll etc.)

Discard Phase
After moving all the cards to the left and damage calculations are made, you and your
opponent can choose to discard any amount of cards from your hand to the respective Discard
Piles; also any defeated Creatures, Artifacts attached to them, or Spells used during this phase are
also put into the Discard Pile. If you or your opponent run out of cards during any of the Draw
Phases that person takes the Discard Pile, has the opponent shuffle them, then places them face
down into its respective Draw Area, and this comprises the new Draw Pile.
The main turn phases are as follows:
• Draw
• Showdown/Duel Phase
• Summoning Phase
• Attack Phase
• Discard Phase
• Repeat Phases
This continues until either a player concedes, or when the player's life points reach 0.
When either occurs, the game is over, and the winner is declared: Master Warlord; Ruler of
Ka'a!

Abilities Defined

Ambush – When a card bearing this ability comes to play it deals its Ambush value in damage to
the last creature on the opponent's battle line. If the opponent has no creatures on their battle line
then Ambush has no effect.

Armor – Blocks damage equal to the Armor value. For example, if a creature has Armor 2 then
it is dealt 2 less damage during the combat phase. If a creature's armor value is higher than its
attacker's attack value, it receives no damage.

Ascend – Heals 2 life at the end of each turn.

Assassin – Gains its assassin value in attack when dealing damage to an opposing player.
Bastion – Can only take damage once each per turn.

Beastmaster – Gains +1 attack and +1 armor for each beast ally on the battle line.

Berserk – Gains +1 attack for each damage it takes.

Bolt – At the beginning of each turn deal 2 damage to a random enemy creature or opponent.

Breakthrough – When a creature with Breakthrough attacks it deals its Breakthrough Value in
damage to the opponent, regardless of whether there is an opposing enemy creature. If there is no
opposing enemy creature, it deals its Breakthrough damage in addition to its normal damage to
the opponent. If a creature with Breakthrough also has Fury, it deals its Breakthrough damage
twice.

Burst – When a card bearing this ability comes to play it deals its Burst value in damage to every
creature on the opponent's battle line. If the opponent has no creatures on their battle line the
Burst has no effect.

Carrot Seeker – When a creature with the Carrot Seeker ability is in play, the Vegetable Artifact
(The Carrot of Power) can be put into play only on the Carrot Seeker, regardless of where it is on
the battle line. (See > Special Rules > The Omega Rabbit).

Charge – When a creature with Charge comes to play it moves to the front of the battle line and
all other allied creatures are shifted down by one slot.

Cleansing Fire – When a creature with Cleansing Fire is summoned it deals damage to the front
enemy on the opponent's Battle Line.

Curse – When a creature with Curse is in play it deals damage to the strongest enemy each turn.

Cross Over – When an allied creature is destroyed, a creature with Cross Over deals damage to
the enemy that is opposite to it.

Dodge – When a creature with dodge is in play it cannot be damaged by enemy creatures that
have an attack value of 5 or more.

Dominate – A creature with the Dominate ability gains its Dominate value in armor against
wounded enemies.

Fade – When a creature bearing Fade is in play it moves to the back of the battle line at the end
of each turn. If more than one creature on the battle line has Fade the abilities are processed in
the order of the battle line.

Fury – A creature with the fury ability attacks twice each turn. Its first attack is processed
normally during the Battle Phase. Once all creatures have attacked during the Battle Phase, any
creatures with Fury that are still on the battle line must attack a second time.

Gatekeeper – When 3 Gatekeepers allies are in play, they are immediately removed and
replaced with the Endless Serpent. (See 4.2 Special Rules > The Endless Serpent)

Heal – When a creature bears the Heal ability it will heal the allied creature that is most damaged
for the amount of its Heal value at the end of turn on the Battle Line. If there are multiple
creatures that are equally damaged, it heals the one closest to the beginning of the battle line. If
the creature bearing the Heal ability dies during combat it is immediately discarded and no
healing takes place.

Incite – This ability grants +2 attack to allied creatures immediately adjacent to the creature
bearing the incite ability.

Inspire – When a creature with Inspire is in play it grants +2 attack to the ally at the front of the
Battle Line.

Invulnerability – A creature with Invulnerability can't be damaged. This is typically a temporary


effect granted by a spell.

Loremaster – This ability grants +2 attack and +2 life to all allied creatures equipped with
artifacts.

Machinist – When a creature with Machinist is equipped with an artifact it gains its Machinist
value as + attack and + life.

Mindless – A creature with the Mindless ability cannot equip artifacts.

Plague Bearer – Enemies attacked by a creature with Plague Bearer gain Pestilence, which
destroys them on the next turn.

Reanimate – When a creature with Reanimate is destroyed the first time after being played, it
returns to the end of its controller's Battle Line at the end of the turn.

Reaper – When a creature bearing the Reaper ability attacks it deals damage equal to its Reaper
value to the creatures adjacent to the battle line slot it is attacking, in addition to dealing its
normal attack damage to either the opposing creature or player.

Refresh – When a creature with Refresh is summoned, heal all damage on the most damaged
allied creature. If more than one creature is equally damaged, heal the one closest to the
beginning of the battle line.

Regen – Heals the regen value at the end of each turn.

Regen Aura – All allies of a creature with Regen Aura heal 1 at the end of each turn.

Rider's Might – When another Rider ally is summoned a creature with Rider's Might gains +1
life.

Sabotage - When a creature with Sabotage is in play, destroy a random enemy artifact at the end
of each turn. If the enemy has no artifacts, Sabotage has no effect.

Shield - A creature with Shield is invulnerable during the turn it is summoned. Any damage dealt
to it is reduced to zero.

Skirmish - When a creature with Skirmish attacks it gains its Skirmish value in attack when
attacking an enemy Creature or Warlord.

Soothsay - Each turn the strongest enemy creature loses its next attack. If there is more than one
enemy creature with the same attack value, the one closest to the start of the Battle Line loses its
attack.

Soul Drain- When a creature bearing Soul Drain is in play it heals its Soul Drain value
whenever another enemy or ally is destroyed. This effect occurs immediately when the enemy or
ally is destroyed.

Storm- When a creature bearing the storm ability comes into play it immediately deals its attack
value in damage to any opposing creature on the opponent's Battle Line. If there is no creature
opposing the creature being summoned, it deals its value in damage to the opponent.

Swarm – When a creature bearing the ability is in play it gains its value in attack for each
adjacent ally creature. If an adjacent creature(s) are killed, it immediately loses the Swarm bonus
provided by that creature and its attack is reduced accordingly.

Techlord – This grants + 2 attack to the attack to the creature bearing the ability for each artifact
attached to allied creatures.

Templar's Wrath – Each turn deal 1 damage to the enemy opposite the creature with Templar's
Wrath for each other Templar ally on the Battle Line.

Undead Hunger – A creature with Undead Hunger gains +1 attack for each undead ally in play
on the Battle Line.

Vengeance – When a creature is killed it deals its value in damage to the opposing creature
before it is discarded. If the opposing creature is also being discarded, Vengeance has no effect.

Warrior's Oath – When a creature with Warrior's Oath is in play, all other allied creatures of the
Warrior type gain +1 attack.

Special Rules

The Endless Serpent – The Endless Serpent comes into play when 3 allied creatures with the
Gatekeeper ability are on a player's Battle Line or all 3 pieces are in the players hand. When the
3rd creature with Gatekeeper enters play, the 3 allies and any attached artifacts are discarded and
all cards are shifted down the Battle Line to make room in the first 3 slots. Those 3 slots are
filled with the Endless Serpent's head, body, and second head, respectively. Any damage dealt to
any section of the Endless Serpent is counted against the body section's total health. The Endless
Serpent is Mindless and artifacts can not be played on it. When the Endless Serpent's life reaches
zero, it is not shuffled into the discard pile, but instead set aside in case of another summoning. If
you summon them from hand you also must have the empty spaces to do so. Note: Each section
has 6 hp for a total of 18 hp.

Ice Block – At the end of each turn create a Wall of Ice in the first empty space on the Battle
Line. The Wall of Ice ability prevents creatures from shifting up in the battle line beyond that
space at the end of the combat round. Before the combat section of the next Battle Phase begins,
remove the Wall of Ice and leave the empty slot in the Battle Line.

Melt – This ability is only used by Wall of Ice. Before the combat phase of the next battle
begins, remove the Wall of Ice from the Battle Line, leaving the empty slot.

The Omega Rabbit – When an Enchanted Bunny is on the Battle Line, is the only target eligible
for the Carrot of Power artifact. If there is more than one Enchanted Bunny in play on a player's
Battle Line the first Enchanted Bunny in the line must be the target of The Carrot of Power.
When the Carrot of Power is played on the Enchanted Bunny, the target Enchanted Bunny card is
removed from the field and replaced by the Omega Rabbit. The Omega Rabbit will keep the
Carrot of Power attached and gain the benefits from it. If the Omega Rabbit is destroyed, it is
sent to the Discard pile with the Carrot of Power and can be Re-summoned as the Omega Rabbit
in subsequent rounds. The only limit of Omega Rabbits a player may have in their deck is the
number of Enchanted Bunnies they can transform.

Terrify – This ability is only used by Surly The Scarecrow, When a creature with Terrify is in
play, one random opponent creature loses its ability to attack at the beginning of each battle
round. This creature deals no damage to its opponents but may still receive damage.

Tournament Notes: If more than 2 people are willing to play, then the winner of each
game faces the next player. In doubles (groups of 4 or more) 2 Vs 2 then the winners vs winners
and losers vs losers face off respectively

A HUGE thank you goes out to all who made this possible, whom without your love and support
would have been lost to anyone who were even remotely interested in this game.

Credits: Paul Dose, NightCafe studio, Photo shop cs5, Busheasy.com, unsplash, deviant art and
its artists, Starryai, Wonder, Dall-E, Facebook, Dire Wolf Digital, WB, The Big Bang Theory,
and a few mis-named artists

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