Guardians Overview and Sample Combat

Subject: Re: Guardians
From: locjlb@telerama.lm.com (Joe Babinsack Jr.)
Date: 1995/06/22

Here's a Game summary for Guardians--I ran the playtesting in Pittsburgh and became involved in writing\presenting the rules.

Guardians is set up between two players. each has a Guardian, three stronghold cards, and three empty spaces in front of them. the six empty spaces are called the Disputed Lands and match up with each other.

Players will introduce new Creatures every turn, taken from a Draw from their deck. Each Guardian has a specific draw number, which is altered by such things as more/less territory controlled, types of terrain, and the Up-card.

Creatures are put out on the Stronghold with the basic limitation of 30 'Vitality' worth of Creatures per space, stronghold, or whatever the Creature is on--Creatures must be under a Shield to be able to move. Keep in mind there is no cost--just a limit. You can place 15 two point Creatures or two 15 point Creatures under a Shield or on a space(provided you have them) the benefits lie in combat.

Movement phase begins with the Up-card,the top card of the deck, revealed, with the highest number going first(the lower number provides for an extra card in the draw.) Every Shield in play has to take a movement option(pass, move, reinforce) Players alternate, moving one Shield at a time. Combat occurs when a Shield encounters another Shield or Stronghold--Shields also stop when entering open territory. Shields move two spaces in any direction.

Combat is a series of matchups between the Creatures in Combat. high number wins the matchup, lots of bonuses and variables involved. When all Creatures from a player under his Shield have been used, the other Player may use any remaining Creatures to try to kill surviving Creatures of the opponent. (this makes having more Creatures a benefit)

The winner of a Combat is the player with the most 'Vitality' remaining.

There are three ways to win:

1) capture all six Disputed Lands

2) destroy five of the opponent's Shields by killing all the Creatures under it during combat.

3) kill the Guardian(must move to and through the Stronghold cards first)

After all the movement has taken place, Terrain must be placed. Terrain cards claim a space for a player, making it easier to move and allowing a Shield to move off the space without losing it. If a Terrain is not played, the Shield loses a Creature.

a player wins if he controls a six Disputed Lands at the end of Terrain Settlement. all other conditions happen immediately.

Whew! this is oversimplified a bit(esp Combat), but gives the jist of it...

Variables in the Creatures and Combat are great, but not confusing. In this aspect, and the basic 30 V limitation, no two games will be the same--a Combat itself can be determined, with the same Creatures, in many ways!!!

Let me know if things need clarified.

Subject: Re: Guardians
From: Keith Wilhite
Date: 1995/06/22

stoehr@glue.umd.edu (Stoehr Ekachack Sukachevin) wrote: Which magazines will contain reviews? Actually, how about posting a review of the game in this news group? : )

I've seen a short blurb in Scrye #7, the May/June issue, and the June Previews has some info.

The art on this game really looks great! I can't comment favorably enough on what I've seen so far. They say Keith Parkinson for knights and dragons, Brom for demons and undead, Don Maitz for pirates and wizards, Mike Ploog for faeries, gnomes and giants, and James Warhola for a little of everything. What would I like to see added? How about the addition of Clyde Caldwell for babes?

Joe, in addition to a review of the game, is it possible to post the latest version of the rules as well? Can you tell us who prints the cards for FPG? Also, I've already pre-ordered some cards, but can you also give the latest projected release date?

Subject: Re: Guardians
From: locjlb@telerama.lm.com
Date: 1995/06/23

From what I understand, expansions will allow FPG to use thier other artists to the best of their abilities and talents--so keep an eye out!!!

Keith:

Champs in Cleveland will be printing the cards.
(btw--the promo cards are on the wrong, a lighter, stock!!!)
latest release date is early August--a few days before GenCon.

I've posted a summary of the rules. I don't have complete access to the final rules, though I was involved in some of the writing. I've talked to the director of publishing to get some more information posted. stay tuned.

Subject: Re: Guardians

From: Keith Wilhite

Date: 1995/06/25

Thanx, Joe, for the rules post!

So, Joe, does your opponent know what you have under your Shield before combat?

Can you expand on the combat info, maybe give an example of 6 5 'Vitality' Point creatures facing 3 10pt creatures with the actions and results? Feel free to give examples of "lots of bonuses and variables involved".

Does the use of Shields over creatures mean that we won't be able to look at all that great art throughout the game? :(

Subject: Guardians Info
From: spyle@vms.cis.pitt.edu
Date: 1995/06/26

Just wanted to let anyone intersted know that I was involved in the playtesting for the Guardians CCG, and the rules of play are as sound as the artwork. We spent a lot of time discussing what makes a good, dynamic card game, and Joe Babbinsack (lead playtester) put in A LOT of hours and hard work with the game's developers to produce a rule that is both coherent and logical, with lots of examples of play to help beginners.

Guardians plays a bit like a wargame, with the dynamic of troop movement adding to its unique feel. You assemble armies face-down under a shield, and contest opponents for uncontrolled terroties in the play area. There are three ways to win the game, which will lend itself to numerous deck and play styles. You can win by: 1) Elimanating a certain number of an opponent's shields, 2)controlling a certain number of territories, and 3)destroying an opponent's Guardian (not an easy task!). There is at leats one or two other ways to win, but these more advanced strategies are developed as you get further into the game.

And who are the Guardians themselves? They are mythical, god-like beings of immense power who are capable of funneling their power to certain minions, and creating other game effects. In game terms they are rares, and I believe there will be twelve of them available in the initial set (don't hold me on any numbers at this point, Joe and the FPG guys are always the last word on this stuff). You will get one Guardian in each starter, along with enough Shields and Strongholds (these cards form your base of operations) to begin playing immediately. Other Guardians will be available in booster packs. The art needs no embellishment; if you have seen any of the promos, you know what I mean.

As a CCG in the fantasy genre, Guardians is excellent, with fast play and lots of strategy. Give it a try.

Scott

Subject: Guardians Combat Example
From: locjlb@telerama.lm.com (Joe Babinsack Jr.)
Date: 1995/06/28

I had some queries about a combat example for the Guardians game. I'll give one from the rulebook, which was one of my contributions...

BTW, the Guardians game will have the cards face down for the most part, which I can see as disappointing. But from my perspective, not seeing all the cards all the time will help keep the game fresh and will allow players to seek out those cards unseen but heard about. I hope I'm not sounding too much like a salesman, but Guardians truly should be a game that can be collected to be played and collected for collecting's sake.

On with the example!

Player 1, lets call her Lorraina, has the following under a Shield:
2 Whispering Spirits, each with 3 Vitality
3 Old Mold(s), each with 3 Vitality
1 Trumpeter, with 3 Vitality
4 Blackwaite Jumper(s), each with 1 Vitality
3 Bony Ridge Goblins, each with 2 Vitality

Player 2, lets call him John, has the following under his Shield:
Kikijub, with 14 Vitality
Mud Elemental, with 8 Vitality
Yard Rats, with 5 Vitality

John is defending on a Swamp Terrain Card

In match up one, Lorraina sets out a Bony Ridge Goblins card, John sets out Kikijub.

Kikijub wins 14 Vitality to 2 Vitality.

In match up two, Lorraina places Old Mold, John places a Yard Rat. The result is 5 V (Yard Rat) to 5 V (3 V from the Old Mold, 1 V bonus from the Swamp, and 1 V bonus from Off-color). The result is a push, and neither Creature dies due to the match-up.

In match up Three, Lorraina uses another Old Mold, while John uses the Mud Elemental. The result is 4 V( 3V Old Mold + 1V + 1V as above) to 12 V (8 V Mud Elemental + 4 V Swamp).

But Lorraina has ten Secondary Attackers

Targetting Kikijub, she places, one at a time(John could bribe each card as it is played), the following Creatures. [edited for space]

Whispering Spirit: 14 Kikijub against 7V (2V(BRG) + 5 V(WS( 3V + 2V Swamp))
Trumpeter: 14 Kikijub against 7V (BRG + WS + Trumpeter)
Bony Ridge Goblins: 14 Kikijun against 9V (BRG + WS + T + BRG)
Blackwaited Jumper: 14 Kikijub against 11V(previous Secondary Attackers + 2V(BJ + secondary attacker bonus)
Whispering Spirit: 14 Kikijub against 15V( previous + 5V(Whispering Spirit + 2V swamp bonus)
Kikijub dies at the hands of five secondary attackers.

Yard Rat is also killed by an Old Mold added to the previous Old Mold, for a total of 5V against 7V( 3V Old Mold + 4V (Old Mold + 1V offcolor)

thus the smaller Creatures gang up and win the battle.

Some important points: all bonuses are removed when another Creature is placed to attack as a Secondary Attacker.

this battle would be different if John had some sort of Area of Effect Attack, which would kill all Creatures of the attack number or lower.

John would retreat from the Swamp Terrain with the Mud Elemental. Lorraina would replace the Swamp Terrain if she continues to hold it during the Terrain Settlement Phase.

Subject: Re: Guardians Combat Example
From: khayman@earthlink.net
Date: 1995/06/29

If the cards are face down, doesn't that create a problem where one player doesn't trust that the cards can actually move or do what the player is claiming? That is, don't you end up with several challenges being issued resulting in the need to "check" piles?

Or, is thene no difference in movement, etc.?

Subject: Guardians
From: locjlb@telerama.lm.com (Joe Babinsack Jr.)
Date: 1995/07/06

Great to see some interest in the game. I realize, without it being out yet(orders come in to FPG tomorrow), its difficult to get the conversation rolling...

Those concerned with the feel of the game and the rules should rest assured. This game has been playtested quite a bit. My involvement came during the winter, where I coordinated a great amount of playtesting around Pittsburgh, away from those working on the game itself. My inputs, as a gamer, a retail clerk who has sold tons of Magic and Magic singles, and as a person experienced with teaching and playing lots and lots of games, all contributed to making the people designing and developing Guardians aware of all the aspects of a trading card game.

To those looking at rarity, FPG has been involved with trading cards for the past five years. Believe me, they are well aware that people will buy this game to collect, and they have no desire to annoy their regular customer base.

I've been involved in playing this game without looking at the great art. I'm not concerned with the art, and all I've been doing is complaining and debating and continually pressing the issues which I feel are important from the gaming aspect. One aspect I pushed was making small numbered Creatures more rare. Look out for the Idiot, a zero point Creature--its rare!!! (think about that one for a while...)

Oh, well. Its late. I'll post some more examples over the weekend. (just got off working at the comic book store...thanks, Marvel, for mucking up the life of comics retailers everywher. Marvelution, one step backwards for the entire industry!!!)

Subject: Guardians--simple combat examples
From: locjlb@telerama.lm.com
Date: 1995/07/11

The example I gave last week was taken from the rules, and was rather long--going into the Secondary Attacker advantages. Now I'd like to show a simple demonstration of the randomness involved with combat, focusing on how combat can have different results depending on what is played when, and what it is matched against...

Combat normally involves two Shields. In this case, we have a Shield with 17 points(called Vitality) worth of Creatures. The other Shield has 18 Vitality worth of Creatures. Remember that no Shield can have more than 30 Vitality total(a limitation that makes the balance in the game itself).

Shield #1 (call it the red Shield)

Shield #2 (call it Blue)


(Note-- the descriptions are much simpler and obvious on the cards, don't be discouraged by complexity, its merely a matter of checking bonuses...)

Combat works by having each of the two players in battle select one Creature at a time, reveal those Creatures simultaneous, then place the winning Creature on top of the losing. The steps are repeated until all Creatures have been so matched up. If a player has extra Creatures, they can be played to kill off the opponents Creatures, using the base Vitality of previously matched up Creatures against the target, if applicable.

This combat is being fought over a generic terrain card(you may note that many of the Creatures involved get bonuses in specific terrain, which could alter the combat situations significantly)

In match-up one, Blue reveals the Grilbus card, and Red reveals the Iron Crag Boggler. Immediately, Blue would lose any items in the combat hand due to the special power of the I.C.B. The match up adds up as follows: Grilbus has 6 Vitality. I.C.B. has 5 Vitality, plus a 2 Vitality off color bonus against the white bordered Grilbus. I.C.B. wins 7 to 6.

In match-up two, Blue plays the Speckled Clamjack against the Angel of Red. The Speckled Clamjack has 6 Vitality plus one Vitality off color, to 7 of the Angel. The result is a tie, called a push in game terms. Neither Creature wins and they are placed head to head.

In match-up three, Blue plays the Hair-de-Hobbins against Red's Sleeping Spirits. This is also a push, 6 Vitality against 5 Vitality plus 1 Vitality off-color.

In this Combat, Red wins17 to 12 Vitality; Grilbus is the only casualty to the discard pile.

But!!!

This combat could have been different.

Imagine match up one with Iron Crag Boggler against Hair -de-Hobbins. result is Hair-de-Hobbins winning 6 Vitality to 5. I.C.B will die at the end of combat.
Match-up 2 has Grilbus against the Angel. Because of Grilbus' off-color bonus, it wins 8 Vitality against 7. The Angel will die at the end of Combat.
Match-up 3 has the Speckled Clamjack against the Sleeping Spirits. The Clamjack wins, 7 Vitality to 5. The Sleeping Spirit will die at the end of combat.

In this case, the final tally is 18 to 0, in favor of Blue.

In yet another twist, if the match ups were:

Angel and Hair-de-Hobbins, Angel wins.
Iron Crag Bogglers and Grilbus, I.C.B wins
Sleeping Spirit and Speckled Clamjack, Clamjack wins.
the result is a Blue win, 12 Vitality to 6 Vitality

And this is not considering Channeling, different Terrain, special powers of the Guardians, or items being used.

Questions????
hope this helps.

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