In
Realm Builder you battle with other players on a tabletop using cards
and miniatures. The aim of the game is to restore your power to it's
former glory, which is represented by playing cards from your deck on
to the map.
The
land of Albenset is a place where magic and the elements are an
everyday part of life. Albenset is also your homeland as a
protagonist in Realm Builder. It is your birthright as someone born
in Albenset to harness the power of the cards. Cards in Albenset are
not just physical objects, they are magical artifacts which can
absorb things in to them, effectively trapping something within.
Albenset
is a desolate land rife with poverty, the peasants there are only
payed 1 booster pack a month. The redeeming quality of this place is
the convenience that comes from card magic. You and other inhabitants
have struck up a living through the sacred tradition of deck
construction, with some techniques being passed down generation to
generation. Some clans fill their decks with monsters and weapons
while others focus on spells.
Sadly
not all nations are adept at using card magic like Albenset. Your
homeland is often the target for raids and attacks of extreme
prejudice because of it's misunderstood nature. Outsiders will
typically know little or nothing about the ways of an Albensetian
other than to watch out for what they do with their cards. Despite
the continuous raiding, Albenset is well defended on the account of
the populace being able to summon some monster or tool to aid in
various situations. Albensetians often build a deck to be able to
deal with whatever life throws at them.
Even
non-spellcasters use cards to store weapons, armour and other goods.
Because of the usefulness of this ability, trading posts are common
here. Albenset is an anarchistic nation where the people generally
agree to not absorb other people in to cards against their will. A
stone sculpture of a house of cards was erected to commemorate the
generally agreed upon rule after several territories banded together
against Albenset, condemning their magical atrocities. The spell for
absorbing people has been forbidden ever since.
The
kinds of magic people focus on in Albenset are conjuring and creating
to summon something near them. Some people use effects from their
cards to change an object in to something else, and these people are
called transmuters. Whether a person has more talent for conjuring or
transmuting can determine their profession, while most card users
research how to use elements to cast spells. You have the ability to
absorb things in to a card, such as elemental energy, wealth and
food. Residents of Albenset adapted by gaining this absorb ability to
add cards to their decks, having a tactical advantage by increasing
chances of drawing a particular card.
Rules
The
cost of a card is indicated by the numerical values written on it.
There may even be additional costs involved in playing the playing of
card, such as using your action. The values are wealth and elements.
Your elements replenish at the start of your turn.
You
as a character have a physical representation in the game world such
as a miniature and a card you choose to be your self that you select
to play as before the game starts. You can be any unit card except
one that costs more than 7 combined wealth and elements (unless
players agree to forego this rule to be dragons or whatever.) When
you play a card the effect originates from your miniature on the map.
The amount of cards you can hold in your hand is 7, discarding down
to this amount at the end of your turn. Deck size is only limited to
how many cards you can physically shuffle. Your starting hit points
is 9 plus your card's hit points (each point of Size gives you 1 hit
point). When you summon a unit or an object it appears in a square
next to you.
Decide
who goes first randomly. Place 1 Earth, 1 Air, 1 Water and 1 Fire
beacon on to the map. These beacons have 2 hit points and are a
source of their respective elemental type. Start game with 7 cards in
hand. Mulligan or begin game. To mulligan: set aside any amount of
cards from your hand and draw that many from the deck. Then
mulliganing again costs 1 more card each time. After turn start draw
1 card per turn, yet do not draw if you go first. You lose when the
miniature representing your self is destroyed or if you go to draw a
card and your card representing yourself is not on the map. If you
have zero cards in the deck and must draw, the card representing
yourself is drawn to the hand, taking you off the map and discarding
all cards attached to you. If you must draw a card while you are not
on the map, you lose the game.
You
may only have 4 copies of non-basic cards in the deck.
You
can use 1 action per turn and move once per turn. Speed stat = how
many squares you can move per turn. Possible actions:
Attack
to do unarmed damage equal to your Agility stat
Absorb
to put 1 element or 1 food in to a card, which is then shuffled in
to the deck. Absorb an element from a source of that elemental type
such as an Earth beacon.
Party
Casting: another unit in your party may use your elements this turn.
Research:
pay 1 wealth to go up in a research tree
Trade:
you can give objects to adjacent units this turn
Units
in your party can absorb cards to the deck for you. You can have
units in your party play cards from your hand if they have the
qualifications.
Food
heals you when consumed. You can put on or take off 1 item from an
inventory slot of feet, chest, legs, head, amulet, bracelet and
accessory once per turn.
When
you go to play a card and it is no longer possible to play that card
because conditions have changed, it is sent directly to the
graveyard.
Map
Objectives: When placing
terrain on the map before game start you may place a card from the
top of your deck face down on top of terrain, making it into an
objective. Contest objective by ending turn on it. Be the only player
holding objective for 4 turns to add card to hand.
Map
objective may include a house, a fountain, a hill, e.t.c.
Treasure
chests can also be placed at an objective. Open chest for 10 Wealth.
Open
chest by force: Get 6 or higher by rolling 1 for each 1 Guts you have
Open
chest by smarts: Get 6 or higher by rolling 1 for each 1 Intuition
you have
There
is no maximum to placed objectives.
Connection
Rule: When you summon something, if you cannot put it in a
square next to you, summon it as close as possible and adjacent to a
unit in your party if possible.
Syntax
of You:
Cards
saying “you” refer to caster or unit card is on. A plot device
card you put on a unit could read +1 Speed, +1 Agility, which would
provide the bonus to the unit it is on. If another unit in your party
casts a spell from your hand “you” means caster instead of you.
Stat
System
Size:
Gives 1 hit point for each 1 Size
Speed:
Can move 1 square on your turn for each 1 Speed
Guts:
Stat for defending against magic. Also gain +5 kilograms carrying
capacity for each 1 Guts.
Agility:
Represents physical strength and alacrity. Add Agility to your melee
attacks. Unarmed does Crush type damage equal to your Agility.
Wit:
Add Wit stat to ranged attacks.
Intuition:
The measure of your magical ability. Read books more efficiently and
have your spells be more powerful.
You
can carry 30 kilograms before you are encumbered, which halves your
Speed, rounded up.
Card
Types
Unit:
a monster you summon from the hand
Wealth:
10 wealth is
free to play from the hand. 22 wealth costs 10 wealth to play, 34
wealth costs 20, 46 wealth costs 30, and 58 wealth costs 40.
Wealth is used to
summon monsters or play other cards such as objects.
Elements:
the 4 basic
elements are Earth, Air, Fire and Water. Light, Dark, Ice and Metal
energy can be gained as elements as well. Play element token card
from the hand to permanently go up 1 of that type. Regain your spent
elements at start of turn.
Spell
Speed: play
a spell anytime, even in response to another card. Action, Whole
Turn, and Telegraphed type spells can only be played on your turn.
The most recently played card resolves first if multiple cards are
about to resolve.
Spell
Casting Speed: Action requires your action as an additional cost.
Spell
Casting Speed: Whole Turn requires your action and that you do not
move as an additional cost.
Spell
Casting Speed: Telegraphed requires you start casting at the start of
your turn, your action, that you do not move, and finishes casting at
the start of your next turn.
Plot
Device: a
type of card that stays on a unit, object, or location.
Buildings:
structures
that summon on to the map. Buildings take 1 less damage from Crush,
Cut, and Slash damage types.
Plant:
Cannot move.
Gain action: photosynthesis. If damaged, you can photosynthesize to
take in light. Put a heal token on plant, then if there are 3 tokens
remove them all and heal 1 hit point.
Carnivores
and Herbivores: carnivores
can only eat meat and meals, herbivores can only eat plant food.
Object
Type Units: a
mechanical being such as a robot. Can not eat food to heal, yet can
regain hit points from the Repair card.
Basic:
has no rarity
symbol (triangle, star, or circle) and a deck can contain any amount
of a single basic card.
Protagonist:
a unit
designed to be a character you play as or a key figure in your deck.
Animal:
Cannot use
weapons or shields
Aquatic:
Can move in deep water, but not on land
Amphibian:
Can move in deep water
Game
Formats:
Check
Yourself:
Wealth
limit of the unit you play as is 30 Wealth, past this players must
agree
1v1,
2v2, 3v3
V.I.P
mode: one very important
person on your team must be kept alive or your team loses
Serial
Killer: the player with the
most player kills wins
Campaign:
Each player has points to buy cards that start the game on the map.
Players agree on a set amount of wealth and element tokens to buy
cards with and can be played without cards.
Chaos
Realm: classic free for all. Everyone draws from a single deck.
Shared elemental beacons, deployed at random. Including Light and
Dark beacons. Design deck based on multiplayer fun.
Terrain:
Players take turns deploying scenery, models and structures on the
map starting with the player who goes first.
Tournament
Bracket: Players go against each other to be champion of the
tournament in an elimination style bracket or “round robin” style
where the losers can face each other to increase ranking
World
Armour:
Some objects have hit points in the form of armour. Armour is
deducted from your hit points before health can be damaged. Wearing
an object that gives armour in the feet, chest, legs and head slots
causes you to take 1 less damage from Crush/Cut/Slash types of
damage. Opponent chooses what to remove armour from first.
Fire:
if you start or end your turn in a square with fire in it you take 1
point of fire damage. Can be placed in occupied squares. Remove fire
from game at end of turn if it if it did no damage this turn or last
turn.
Even
though structures take 1 less damage from all types, fire damage is
able to deal 1 damage if it damages that square at start of and end
of turn, and if fire damages a structure, it creates a fire in an
adjacent square of that structure chosen at random at end of turn if
that fire is still present.
Every
1 square of water removes 1 square of fire, taking both out of the
game.
Water:
You can move in water 1 square deep if it is to a square without
water. A square of water always moves down to the lowest square
possible, going in to an adjacent square if it is lower at the end of
each turn. If you are in a square of water that moves you can try to
stay in current square by rolling 1d6 for each 1 Guts you have. If
you roll higher than the amount of squares of water in that body of
water you can stay, other wise you must go with the flow. You may
also choose to go with moving water. At the start of each of your
turns if you are underwater: place a breath token on your self, then
take 1 water damage for each breath token you have more than your
Guts stat.
Fly:
the ability to soar or levitate up, even diagonally. A unit that
falls more than 3 squares takes 1 crush type damage for every square
beyond the 3rd.
Stacks:
Multiple of an object or unit can occupy a square, as indicated on
the card by Arrows x10 meaning there are 10 arrows in 1 card, and so
on. To stack things yourself spend 1 Speed on your turn to divide or
add to your stack in any denomination. A unit may leave a stack to
move to an adjacent square by using 1 Speed.