"A tournament of champions, a test of magic, power and strategy, teams from all across the skies meet in the arena, but only one can emerge victorious"
Skybound: Arena is a two-player card game where each player takes control of a team of 5 heroes and competes to be the first player to score 30 points by utilizing their hero's unique abilities.
The first player to score 30 points will win the game, this will be done by deploying your heroes onto the field, using them to get points, then retreating them to safety to score those points.
While this may seem simple, you will have contest with your opponent whom while getting points of their own, will be looking to attack and defeat your heroes to claim their points before you have a chance to score them. What strategies will you use to overcome your competition, and who will ultimately emerge as the victor of the Arena?
At the start of the game, the player going first draws 5 cards, the player going second draws 6 cards. If you are playing with more than 2 players, each player draws 5 cards plus one for each player before them in turn order.
Each turn you may mobilize once for free. You may discard 2 cards to perform an additional mobilize.
To mobilize, either deploy a ready retreated hero, or, exhaust a ready deployed hero and retreat them.
At the end of your turn, discard down to 10 cards then, draw a card for each hero on your bench, then shuffle the discard of each retreated hero.
At the end of your turn, each hero on your field gets [1] point.
When one of your heroes is defeated, draw a card and put a stun on that hero.
You may play cards to have your hero perform an action on that card, or use an action or instant on that hero without playing a card.
Actions may be used on your turn, by exhausting the hero that will perform the action.
Instants may be used on either players turn, by exhausting the hero that will perform the instant.
Instants can interrupt other actions & instants, and will resolve before whatever they interrupt. When using an instant, the other player gets a chance to interrupt your instant before you play another.
Discards may be used on either player's turn, by discarding the card ONLY IF the hero is ready. discards can interrupt other actions & instants but cannot be interrupted and resolve right away. When you play a discard you get the first opportunity to perform an action or instant before your opponent gets a chance to play a card, but those actions or instants can be interrupted.
In a two player game, the first player to score 30 points wins the game.
In a three player game, the first player to score 30 points wins the game.
In a two versus two player game, the first player team to score 50 points wins the game.
Players on the same team should take alternating turns.
A player's team (5 heroes) may only have ONE of any class (colour) of hero included in it.
Note: Similar colours are OK. they are different classes.
Numbers in square brackets [4] can be increased by modifiers. Numbers NOT in square brackets, are not affected by modifiers.
When starting out, it is recommended to use the 'basic heroes' until you are familiar with the character classes, once you feel you have a grasp on the basics of the game, try out the 'hero teams'. Once you have a grasp on each hero, you can start drafting heroes instead.
This setup section assumes you're starting out and using the 'basic heroes'
Decide which player will pick the first hero deck, then take turns selecting hero's until both players have 5 heroes. You're limited to one hero of each colour. Place each of the hero cards into your 'retreated / bench' zone, then combine and shuffle the action cards into your 'deck' and put that in the deck zone.
The player that selected second, then chooses if they want to go first or second.
The first player draws 5 cards, the second player draws 6 cards.
The game will be played with players taking alternating turns, each of which progresses in a number of phases:
This phase indicates the start of your turn, nothing needs to happen here, but some cards may refer to this phase for an action to occur
Ready all your characters (heroes and summons)
Each action phase, you get 1 free mobilization
You may discard two cards to perform additional mobilizations, as long as you have cards. you may only mobilize ready heroes
During the action phase, each of your ready and deployed characters may perform actions.
To perform a hero action, first exhaust your hero, then preform the action on the hero.
Ready on Bench: Shuffle Discards & Heal Bench
First, discard down to 10 cards, then draw 1 card for each character on your bench.
This phase indicates the end of your turn, when you end your turn each of your deployed heroes will get 1 point
Each hero card has a HP, which is their life, if a character takes damage equal to their HP they are defeated. when they are defeated the hero that defeated them gets any points on them then they are exhausted, stunned and retreated.
Each hero has a unique passive.
The colour of a hero card determines that card's class, this gives them an action they may use while deployed
Additionally, all heroes may get 2 points as an action while deployed.
Each hero comes with a deck of 5 action cards that will be shuffled to form each player's deck.
Each action card belongs to a hero, and may be played by exhausting that hero while they are deployed. (Note: Discard cards do not exhaust the hero when performing the discard effect)
Action cards can only be played for the hero they are linked to, unless otherwise specified.
An action card has:
A Main Action, which is unique per card.
A Class action, which is shared across heroes of the same class
The ability to be played to attack for 3 damage
The first player to score 30 points wins the game.
To score points, a hero must first get points, then retreat with their points.
If a hero with points is defeated, the hero that defeated them gets their points.
Every hero may use their action while deployed to get 2 points, additionally a deployed hero will get 1 point at the end of each of their turns.
In this example it is this player's turn, they ave scored 10 points and have 10 cards in hand
Their opponent has enough points to win the game, if they retreat Arkuma next turn (Blue score is worth 10 points, green is 3 and yellow is 1)
They start of by using the 'Discard' effect of "Holy Power", an SP cost is discarded by discarding additional of that hero's cards, now their other hero's have +2 power this turn. (increasing the values of bracketed numbers)
Next they use the enchanter Skill of Benidia to give +1 power to Yaesia
They then use a card from Lunara and Seras to attack Arkuma and Stageo each for 3 damage. ((This should've done 4, I forgot the power bonus from benedia)
This triggers Stageo's passive, allowing her to get 3 more points
They play Witchlight Flare's discard effect and target Arkuma
They then play Shadowflame Wave, because they have +2 Power this card deals 3 damage and steals 3 poitns from each hero
Because of Yaesia's Passive, Arkuma can be dealt 6 damage, and from the effect of witchlight flare, 6 points will also be stolen
If this resolved as is, Arkuma and Stageo would be defeated, but the woods player activates an instant card from Dyra.
Playing this card prevents Arkuma from dying, meaning only 6 of her points are stolen, but she is still at 1 hp.
From this action Yaesia got a total of 18 points.
Stageo is defeated and sent back to the bench with a stun on her, she can't be deployed next turn.
The player uses the Mystic Instant of Supportive Action re-ready Yaesia
They then discard 2 cards, to retreat Yaesia and score all the points on her bringing them to 28 points
Then, at their end of turn, Seras's passive activates bringing their score total to 29 points, one off winning.
Perhaps if they had used her hero skill rather than attacking, they could've won that turn. . .
Hero: A Hero Card
Summon: An action card that has been played with a 'summon' effect. If the summon's health is reduced to 0, the summon is discarded. If the character that the summon card belongs to is defeated or retreated, the summon is discarded.
Character: A Hero OR Summon.
Actor: The character's whose effect is resolving.
Target: the Character targeted by an effect.
Owner: Refers to the hero that an equip, enchant or summon originated from. The character listed on the card.
Ally: a Character on your team, including the Actor.
Teammate: a Character on the same team as Actor or Target, but excluding them.
Block: Reduce damage dealt to a target by the number OR reduce amount stolen by a target by the number
Reflect: Reduce damage dealt to a target by the number, then deal that much damage to the actor for the damage
Steal: Take points from a target and place it on actor
Power +1: Having power +1 increases number values in square brackets by 1, E.G. Deal [3] Damage becomes Deal [4] Damage.
Enchant: Place this card in the 'retreated' zone of the targeted hero, enchant cards are discarded when the enchanted hero retreats (including defeated) OR the enchant's owner retreats
Equip: Place this card in the 'retreated' zone of the targeted hero, when an equip hero is retreated, return the equip to the hand of the player who 'owns' it. Equip cards can be discarded from their hero while that hero is ready for their discard effect, it does not occur when the equipment is otherwise discarded.
Disarm: Discard an Equipment, do not trigger it's discard effect.
Summon: Place this card to the side of the field, it is played ready, if the health of this card is reduced to 0, discard it. This card is also discarded if the owner of the summon is retreated
Rest: Shuffle the hero's discarded cards back into the deck and restore them to full health.
Before a hero is defeated occurs when a hero is reduced to 0 health, prior to them being stunned, retreated and their points looted
After a hero is defeated occurs after the points have been looted
Modifiers on a hero, also effect their summons.
Always round down. Half means "1 for every 2"
Enchantments & Equipment are written in the first person from what they attach to, but are owned by the character they came from