ARMS AND TACTICS EDITION RULES  

"That's against the rules!" - Duncan MacLeod


Credits

Highlander: TCGTM and the SwordMasterTM System Created By:

Mike Sager

Arms and Tactics Lead Designer:

Sam Orlando

The Four Horsemen Lead Designer:

Sean Cordero

Art Direction, Visual Design, and Layout

Matt Widmann

Arms and Tactics Edition Rules

Sam Orlando, Sean Cordero

TCGames Web Page: http://www.tcgames.com

Prodipto Roy, Shane Stafford, Sam Orlando

E-mail "Discussion" List Server highlander@monotreme.com

Laurajean Neafsey and Vincent J. Murphy

HTML Adaptation

Stealth Dave

Playtesters
Jeff Barnes, Nathan Byers, Steve Crow, Hank Driskill, Jim Duncan, Scott Hadsall, Jonathan Halperyn, Charles Lehrman, Bruce Loebrich, Allen McCarley, Kevin Murray, Alan Murrel, Alex Pagle, Steve Rice, Prodipto Roy, Jerry Schattenburg, Paul Senft, Shane Stafford and Mike Swailes.

Special Thanks
Bill Panzer, Peter Davis, Gillian Horvath, Donna Lettow, Lonko Miyazaki, Xclusive Imaging, Greystone Graphics, Wendell Kline, and MaryJo Spellerburg.

Thunder Castle Games
P.O. Box 11529
Kansas City, MO  64138
(816)363-9363
E-mail: TCGames@AOL.com
Web: www.tcgames.com

(c) 1996 Thunder Castle Games.  The NexusTM, The NexusTM logo, SwordMasterTM, and the SwordMasterTM logo are Trademarks of Thunder Castle Games.  All Rights Reserved.  Highlander (c) Davis-Panzer Productions.  Printed in the United States by Greystone Graphics.


Contents

Introduction
Getting Started

Playing The Game

Advanced Rules

Deck Construction

Glossary
Example Of Play
The Gathering: Multiplayer Rules

Introduction

Welcome to the incredible world of the Immortals, the world of HighlanderTM!

Based on the immensely popular motion pictures and television series of the same name, Highlander: The Card GameTM is a collectible trading card game of swashbuckling swordplay and dark intrigue.

The first Highlander movie was released in 1986, and became a cult classic. The movie starred Christopher Lambert as the hero, Connor MacLeod; Sean Connery played his friend and mentor Ramirez; and Clancy Brown assumed the role of The Kurgan, Connor's most deadly enemy. Two sequels were produced, followed by a television series starring Adrian Paul as Connor's dashing cousin, Duncan MacLeod.

In Highlander: The Card GameTM, players assume the roles of Immortals like Connor, Ramirez, The Kurgan, and Duncan. These Immortals are mysterious wanderers who can only die if their heads are severed from their bodies. Immortals spend eternity honing their sword-fighting skills, trying to reach the time of The Gathering, when they will battle to the last. To the victor goes The Prize, an enigmatic goal of legendary proportions that no one really understands. It is simply known among them that he who wields its power will command the destiny of the entire world. Quite a prize indeed.

To attain this goal some Immortals will stop at nothing, while others follow a stricter code of honor and decency in their quest. In the end, for better or worse...

There can be only one.


GETTING STARTED

CARD ANATOMY

Open up your deck of Highlander cards, flip through them and look at the different types of cards. Let's examine the way the cards are designed:

Card type icon: In the upper left hand corner of the card, there will be an icon (a small picture) denoting the card type. We'll cover these icons in more detail below.

Title: Across the top of the card is the title bar. The title of the card will appear here, in large letters. Your deck may not contain more than 6 cards of the same title.

Immortal name: Unless the card is "generic," you'll find the Immortal's name just beneath the title, in slightly smaller letters. Most of the special maneuvers are borrowed from the fighting styles of the Immortals whose names appear on the cards. Though an Immortal's name may appear in the title box, it is not considered part of the title when determinig card effects and restrictions.  If a card has an Immortal's name in the title bar, it is known as Immortal Specific.

Weapon Name: If a card has the name of a Weapon of Choice in smaller letters beneath the title, then it is considered a Weapon Specific cardand can only be included in your deck if you are using the proper Weapon of Choice.

Reserved symbol: If the card is Reserved, it will have a sword in the title bar, over to the right hand side. These cards represent the truly specialized knowledge of a particular Immortal, a certain trick that only he can perform. Only the Immortal named on the card can use the Reserved card.

Signature Symbol: If the card is a Signature card, it will have a sword with an "S" attached to it, on the right side of the title bar. These cards are similar to the Reserved card above, however only the Immortal named on the card can include the Signature card in his deck and play that card during the game. Under no circumstance may another Persona include a Signature card from another Persona in his deck. Due to the unique nature of Signature cards, their Restriction number (see below) cannot be altered by any means.

Hand Icon: If the card has a small white icon in the shape of a Hand on the far right side, it depicts something that requires a hand to be used. A card with a Hand Icon cannot be played if you already have two Hand Icons in play. You can never have more than two Hand Icons among any of the cards you have in play. If you have only one or fewer Hand Icons in play, you are considered to have a "Free Hand."

Restriction number: If there is a number to the far right hand side of the title bar, that card is Restricted. Your deck may not contain more of that card than the Restriction number.

Text: At the bottom of the card you will find the card text, where you will find any special instructions about that card. You may also find a sub-title to a card here. It will most likely be found following the type of card on the first line of text.

WHAT ARE ALL THESE CARDS?

The cards come in several varieties, but are easily distinguished by the small icon in the upper left hand corner of the card:

Attacks: The attacks have a red grid (like a tic-tac-toe board) in the corner. If you look at the grid, you'll notice that one or more of the squares in the grid is filled with a red square. Those red square shows where the attack is aimed. For example, if there is a square in the lower right corner of the grid, that attack is aimed at the lower right side of your opponent. Some attacks have a gold grid instead of a red one. These are known as Special Atatcks and are explained later.
Special Attacks: Special attacks have a gold grid. Special attacks are like basic attacks, but are marked with a different color because they require some special preparation or skill from the attacker.

Can be blocked by

Can be dodged by

Blocks: Blocks have a blue grid. If you have a block that covers the same area where you are attacked, you can play that block to stop the attack.
Dodges: Dodges have a green grid. Dodges are defenses, like blocks, and if your dodge covers the same area as the attack, you move out of the way of the attack and escape harm.
  Special Cards: There are several types of cards which fall under this broad category. Events, Situaitons, Locations, and Objects are all considered Special cards. You are normally allowed to play one defense for each attack that is played against you.
Events: Events have a lightning bolt in the upper left hand corner. You can use Events to quickly change the course of the battle in your favor.
Situations: Situations have a silhouette of an Immortal in the corner. Unlike Events, which come and go, Situations remain in play and change the conditions of the battle over many turns.
Locations: Locations have a ruin in the corner. They are like Situations in that they change the conditions of the duel while in play. However, they are more likely to affect both players.
Objects: Objects are marked with a sword in the upper left hand corner, and include such things as extra weapons or armor.
Edge: Edge cards are marked with an outstretched hand. Edge cards do very little on their own, but used in conjunction with other cards they can become very powerful, giving you the edge you need in battle.
  Pre-Game Cards: Another set of cards you may find that are easily distinguishable from the rest as they will typically not have the standard Highlander logo on the back of the card. Pre-Game cards are cards that are put into play before the game begins. Pre-Game cards do not count toward the number of cards in your deck. However, you cannot use more than 6 total Pre-Game cards. Such Pre-Game cards include Personas, Weapons of Choice, Watchers, and Premium cards.
Persona cards: Your starter deck may include a Persona card. Persona cards have a picture of an Immortal on the front, and biographical information about that Immortal on the back. You can use Persona cards to play as your favorite Immortal, such as Connor MacLeod or The Kurgan. But don't worry if you don't get a Persona card; you can still play the game without one.
Weapons of Choice: You may also find something similar to a Persona card which depicts a weapon. Weapon of Choice cards are just that, they are the weapon your Immortal prefers when doing combat. Each Weapon of Choice has powers like a Persona, but are more inclined to also include a drawback.
  Watcher Pre-Game Cards: These cards look very much like Persona cards, however instead of depicting an Immortal you can play, these cards depict members of the secret society known as The Watchers. You can use these cards to assign a Watcher to your Persona or Generic Immortal. These Watcher cards will have the biographical information of the Watcher along with a special power which the Watcher card conveys to you during the game.
  Premium Cards: These cards are a special gold foil or plastic lamanent card which are extremely rare. If you meet all requirements on teh card, then you may use the Premium card, which are Pre-Game cards. Follow the instructions on the card to gain further benefits during the game. Premium cards are an extension of your Persona and as such cannot be removed from the game by effects which normally remove Pre-Game cards from the game.

BUILDING YOUR DECK

Before you can begin playing, you should sort through your cards. You'll probably be able to play with your starter deck right out of the box, but there are a couple of things to look for first:

Persona cards: If you were lucky enough to get a Persona card in your starter deck, you may play as that Immortal. But for now, we're going to show you how to play as a Generic Immortal. Set any Persona cards aside for now.

Weapon of Choice: Just as rare as a Persona, a Weapon of Choice can be used even if you do not play with a Persona. Be sure to check if you have any Weapon Specific cards for any Weapons of Choice you have and include them in your deck as well.

Reserved cards: These cards are easily identified because they will have a sword on the title bar, over on the right hand side. If a card is Reserved, it means it can only be used by the Immortal whose name appears just below the title of the card. Remove any Reserved cards from your deck and set them aside for now.

Signature Cards: These cards will have the symbol of a sword with an "S" attached to it, on the right hand side of the title bar. Much like the Reserved cards, only the Immortal named on the card may include the card in his deck. However, under no circumstance can any other Immortal include this card in their deck. This is important because there are some Persona powers and card effects which will allow you to include cards in your deck that you are not normally allowed to; meaning you can use Reserved cards from other Personas, but not Signature cards. Also, if a Signature card has a Restriction number, the Restriction cannot be altered in anyway. Set any Signature cards you find aside for now.

Immortal specific cards: Many cards have the name of an Immortal in the title bar. Even if you don't have the Persona card for the Immortal whose name appears there, you can use these cards. As a "Generic Immortal" you can use cards from all the Immortals. But you can only use one of any card from the same Immortal. You could use one of Connor's Power Blow cards, for example, and one of Connor's Back Away cards, but you couldn't use two of Connor's Power Blow or two of his Back Away cards.

Weapon Specific cards: Just like a Signature card, you must be using the appropriate Weapon of Choice to include these cards and to play them during the game.

Restricted cards: Remember that some cards are Restricted, with a number printed on the far right hand side of the title bar. Your deck can't have more of that card than the number printed there. For example, if the Restriction number printed on the card is 3, you could use up to 3 of that card, but no more. Set any extras aside for now.

Basic Attacks: You are required to have at least one of every basic attack. They are: Upper Left Attack, Upper Middle Attack, Upper Right Attack, Middle Left Attack, Thrust, Middle Right Attack, Lower Left Attack, Lower Center Attack, and Lower Right Attack.

Basic Defenses: You are also required to have to have at least one of all of the basic defenses. All of the basic defenses are blocks. They are: Upper Left Block, Upper Center Block, Upper Right Block, Lower Left Block, Lower Center Block, and Lower Right Block.

WHAT YOU NEED TO PLAY

Once you've got your deck sorted, you're almost ready to play. But first you'll need a couple of other items: At least one six-sided die (such as can be found in most board games); something to keep score like paper and pencil, counters, or dice; and an opponent. Your opponent also has to have his own deck of HighlanderTM cards to pit against you.


PLAYING THE GAME

THE CONCEPT

Highlander: The Card GameTM is designed to simulate a duel between two Immortals. You represent one of these Immortals and your opponent represents the other. During the course of play, both players will play attacks and defenses, as if they were fighting with swords. You may also play Special cards to simulate the scheming and plotting you do to win. It may help if you think of the game as a series of encounters with your opponent, rather than a single brief duel.

How does it work?

Both players have a deck of cards. This deck of cards is your Endurance. As the game progresses, you'll draw more and more cards from your Endurance, and when it is gone, you are Exhausted. Exhausting intails a Loss of Ability, but not necessarily means the end of the game. So, it may be said that a player with more cards in his deck has a greater Endurance than his opponent.

Both players can take a certain amount of damage before losing. This amount is known as your Ability. Both players start with the same amount of Ability (15 points). During the game, if you take damage, make a note and reduce your Ability by the amount of damage. You can think of your Ability as your score, if you like; whichever player has the higher Ability can be said to be winning.

Your Ability also represents your skill, luck, and knowledge. The higher your Ability, the better you will fare in a duel. For this reason, you cannot hold more cards in your hand than you have Ability. As your Ability goes down, you will find yourself with fewer cards in your hand, and thus fewer options to attack and defend.

What's the goal of the game?

To win, of course! To achieve this you must reduce your opponent to zero Ability or play a successful Head Shot.

In any turn which a player begins his Attack Phase at zero Ability, his opponent wins the game.

A successful Head Shot will do the trick usually much quicker. The Head Shot card is a Special card known as an Event. It is played in conjunction with an upper attack. If your opponent cannot defend against the attack or avoid it, then the Head Shot is successful and the game ends immediately.

Of course, you could be mean and combine both requirements to win the game. If you bring your opponent down to zero Ability, he doesn't lose the game until he begins an Attack Phase at zero Ability. So, if he's at zero Ability he normally would have no cards in his hand to defend. This is an excellent time for a Head Shot. His only option would be to make an Exertion to search for a defense, which we'll explain later. This can prove to be quite a dramatic moment.

GETTING STARTED QUICKLY

These basic rules will give you a very simple look at how you attack and defend. Granted, we know that Highlander: The Card GameTM is about a lot more than just sword fighting: there are alliances to be made, plots to hatch, and all sorts of daring or dastardly ways to work your way to The Prize - but we'll cover these later. For now, let's take a quick look at the turn sequence of the basic rules. These rules will give you enough information to get started.

Set-Up

Both players shuffle their deck and offer to let their opponent cut. Then set your deck of cards face down in front of you, a little to one side. Both players draw 15 cards: one card for every point of Ability. Roll a die to decide who goes first. The players then alternate turns through the rest of the turn sequence. The first player goes through his Sweep, Defense, Attack, Ability Adjustment, and Draw/Discard Phases; then the next player begins his turn with his Sweep Phase and continues through to his Draw/Discard Phase. The players alternate taking turns until one player is defeated.

SEQUENCE OF PLAY

1. Sweep Phase

1a. 'Must Do' Effects
1b. 'May Do' Effects

2. Defense Phase

3. Attack Phase

4. Ability Adjustment Phase

5. Draw/Discard Phase

1. Sweep Phase

When you play cards during your turn, you leave them in play as a reminder during your opponent's turn of what you played. At the beginning of your next turn, you use your Sweep Phase to discard any of these cards still in play that normally do not remain in play.

Card awaiting your next Sweep Phase are considered to be 'in play'. This is important for other effects which can target cards 'in play' or even their effects.

'Discard to Use' cards, explained later, immediately go to your discard pile when they are used. Cards that are discarded from your hand, removed from play (discarded), or from the game are done so immediately. Also, cards drawn from your Endurance when making an Exertion will immediately go to your discard pile if not used. If you are forced by your opponent or your own actions to discard certain cards directly from your hand, these go immediately to your discard pile and do not wait for your next Sweep Phase.

If you are the player going first in the game, then you will have no cards in play that need to be discarded so move on to the next phase.

2. Defense Phase

The next action you will take in your turn is to play your defenses. If there is not an attack coming, you cannot play a defense. However, you may discard a defense from your hand if your opponent did not play an attack during his last turn. If you've just won the die roll and are taking the very first turn of the game, you won't have to play any defenses, because your opponent has not yet had a turn to attack you.

During your Defense Phase, you may play a defense against each attack that your opponent played in his turn. (Remember that attacks are any card with a red or gold grid in the upper left hand corner.) Now look at an attack card next to a defense card. Notice that in the grid on the attack card, one (or more) of the squares in the grid is marked with a colored box. That box shows you where the attack is aimed. Next, look at your defense card. A block will have blue boxes over the areas that it defends, while a dodge will have green boxes. If any of the colored boxes on the defense card you play cover all of the boxes covered on the attack card, the defense is successful, and you take no damage from the attack. If you do not play a defense against an attack then the attack will do 2 damage to you, but do not change your Ability just yet. We'll get to that in your Ability Adjustment Phase.

Now is the time to play a Special card if you have one you wish to play. Or you can wait until your Attack Phase, which is next. In either case, you do not have to play a Special card during your turn, but if you do, you may only play one Special card during your turn.

3. Attack Phase

You may normally play only one attack during your turn. To make an attack, simply play the attack card face up on the table.

There are restrictions on the kinds of attacks you may play. During the game, you must imagine that you are moving around, dodging and blocking with your sword, moving in and out of range of your opponent. It is very important that you take note of the last defense you played in your Defense Phase.

If the last defense you played during a turn was a block, you may not attack to any area covered by that block. The basic idea is that you may not move your sword to an area to block, then immediately strike out to the same area to attack.

If the last defense you played during your turn was a dodge, you'll probably be out of position to attack. Read the dodge card you played. There may be text at the bottom which will explain how your attacks will be affected by that defense. For example, Dodge says that you lose an attack. Because you Dodged, you have to spend your time getting back into striking distance with your opponent, rather than attacking.

You may also find the dodge you played did not have any text. In this case, you may attack normally during your turn without any penalties or restrictions because of the dodge.

Also, if you haven't played on in your Defense Phase, you may play a Special card during your Attack Phase. Just remember that you can play only one Special card per turn.

4. Ability Adjustment

No cards may be played once you start this phase. Resolve any outstanding damage or other adjustments to your Ability, as follows:

An attack that you do not defend will normally do 2 points of damage, thus reducing your Ability by 2. Certain other cards may also do damage to you; resolve them at this time. If a card lowers your Ability, make the adjustment now. If you played a card that increases your Ability, make that adjustment at this time, too.

5. Draw/Discard

At the end of your turn, you must balance out your hand. At this time, if you have more cards in your hand than your Ability, you MUST discard down to your Ability. These discarded cards go straight to your discard pile; they will not wait for your next Sweep Phase.

If you have fewer cards in your hand than your Ability, you MAY draw up to your Ability. If you can and do decide to draw up to your Ability you do not have to draw all the way up. You may draw one card at a time stopping at any point as long as you do not exceed your current Ability. You may normally only draw cards during your Draw/Discard Phase.

If you forget to draw during your Draw/Discard Phase, you cannot stop and go back. You will just have to wait till your next Draw/Discard Phase.


ADVANCED RULES

In the advanced rules section, we'll show you how to liven up your sword battles with Power Blows, how to use your Special cards for interesting card combinations, and how to go about fine-tuning your HighlanderTM deck. You may want to tackle these rules one section at a time. Each one you master will add another dimension to your sword battles - and put you that much closer to the Prize.

PLAYING YOUR HAND

During your turn, you must either a) Play a card other than an Edge card or b) Make an Exertion (see below).

There are rules of etiquette to follow when you play your cards. When you play a card that affects your opponent, especially attacks and defenses, turn it toward your opponent so that it can be read and so the grid is easily visible in the corner. This helps you quickly see the attacks and defenses you need to play.

Remember to leave any cards you play during your turn in play until the Sweep Phase of your next turn. This way you and your opponent can easily see what cards were played during your turn and how they may effect your opponent's next turn. Also, you can quickly see how many cards you played each turn, and you won't have to keep counting the cards in your hand when you draw up at the end of your turn.

'MUST DO' AND 'MAY DO' EFFECTS

A golden rule you must remember is that you may not do anything if it is not your turn. Of course, being a card game, there are exceptions to the rules such as Discard-to-Use cards which I'll explain later. This rule not only keeps you from effecting your opponent during his turn, but it also means that nothing can happen to you until your turn. If you opponent plays a card, or there is a card in play, which informs you to do a certain action, you must wait until the beginning of your turn to perform that action. These effects fall into two categories; 'Must Do' and 'May Do' effects baefore you can continue with your turn.

First you begin with any 'Must Do' effects. These effects are identifiable by the text of their instructions. The instructions will most likely have the word 'must' in the description of the action you must take.

It may occur that you have multiple 'Must Do' effects during your turn. If this is the case, you may take care of them in any order you wish as long as you take care of all 'Must Do' effects before you continue with your turn.

After you've taken care of any 'Must Do' effects, you then process any 'May Do' effets. 'May Do' effects are identified as simply as 'Must Do' effects as the text describing the action will most likely have the word 'may' in it. Unlike 'Must Do' effects, you may opt not to do 'May Do' effects at all.

It may also occur that you have multiple 'May Do' effects during your turn. Again, you may do these in any order. Be sure all 'May Do' effects are resolved before you continue with your turn.

Now, essentially, you have yet to start you Defense Phase which is the first phase in which you may play a Special card. However, if you have an Edge card which will counter or effect any 'Must Do' or 'May Do' effects directly, then you may play them while resolving these effects.

If your opponent plays a card, or uses an effect in play, which removes a card from play, then this is done immediately and doesn't wait until your turn to resolve.

GUARDS AND OTHER STANDING DEFENSES

Think of Standing Defenses as a fighting stance. They come in many different types, but by far the most common Standing Defenses are Guards. A Guard allows you to block several areas at once, and unlike a normal block or dodge, you do not discard a Guard after you use it. You can leave it in play and block with it again next turn!

Some special rules apply to Guards. First, Guards are considered blocks, so attacks that cannot be blocked cannot be stopped with a Guard, either. You can also play multiple Guards in your turn if there are several attacks coming at you. Second, any Guard in play which is made a Power Block is only a Power Block for that turn. Finally, you cannot attack to any areas covered by a Guard you have in play. However, you can discard a Guard at will in order to play a better defense or to play attacks to those areas. Remember, though, that if the Guard was the last defense to block an attack, you cannot attack to any of the areas covered by the Guard that turn, even if you drop the Guard.

SUCCESSFUL ATTACKS

There are two factors in determining whether an attack is successful or not; if your opponent did not play a defense or use an effect which will block or avoid the attack, or if the attack does at least one damage.

Now that you know how to determine a successful attack, you need to know when an attack becomes successful. If an attack meets the above criteria, then it is considered successful at the end of the Defense Phase of the player having to defend against those attacks. However, the defending player may declare the attack successful and not play a defense against the attack. This is important as the defending player may have some other effects which will aid in preventing or avoiding the damage from successful attacks which he can use in his Defense Phase instead of waiting till his Attack Phase to use.

Some attacks or other cards will cause an effect if the tatack is successful. These effects will occur at the time the attack is declared successful.

PLAYING AND RESOLVING MULTIPLE ATTACKS

Normally you may only play one attack during the Attack Phase of your turn. Consider this your one 'opportunity' in which to play one attack card, whether it is from your hand or if you make an Exertion to search for an attack.

It is quite possible, due to a Persona power or cards in play, that a player is able to play more than one attack during his turn. These cards or powers determine the number of 'opportunities' in which to play an attack or give you additional 'opportunities' on top of any others you may already have.

For each 'opportunity' you have you may play one attack from your hand, play a card which is played 'in place of' an attack (i.e. Disarm), or you may make an Exertion to search for an attack. Remember, however, that after making an Exertion you are no longer able to play cards from your hand for the remainder of that phase. So be sure to play any attacks you wish to from your hand that you are able, then make any Exertions; whether they are to search for an attack, make one of the attacks you played a Power Blow, or for some other effect pertaining to your Persona's power or a card in play.

The sequence of your attacks is important. The first attack you played is considered the first attack your opponent must defend against during his turn, the second attack you play is the next attack he must defend, etc. This is important to determine if any of the defenses your opponent will block or avoid more than one attack (see Playing and Resolving Multiple Defenses).

The one exception to this is if you make an Exertion to search for an attack. If after playing several attacks you still have an 'opportunity' to play an attack, you may make an Exertion to search for an attack to play. This attack can be placed anwhere along the sequence of attacks you have already played.

PLAYING AND RESOLVING MULTIPLE DEFENSES

During your Defense Phase you may normally play one defense for each attack played against you. Your opponent will have played his attacks in a specific sequence which is important to how you will play your defenses against them.

Any defenses you play can block or avoid more than one attack along the sequence of attacks if they cover the same areas as those attacks. As soon as you play another defense, previously played defenses will no longer block or avoid further attacks.

The only time you can play a defense out of sequence is if you make an Exertion to search for a defense. After making the Exertion you can pull one defense from thta Exertion and play it anywhere along the sequence of attacks. Be careful, though, for this may change how your other defenses block or avoid more than one attack.

EXERTIONS AND POWER BLOWS

Dueling is more than just polite parry and thrust. Digging deep down into their reserves, the combatants try to overpower their enemy. Discard the top five cards from the top of your deck - just turn them straight over into your discard pile - to make what is called an Exertion. There are many things you can do with an Exertion. The four most common are: Make a Power Blow, Block a Power Blow, Search for an attack, or Search for a defense. Though it's not obvious at first, you may find yourself wanting to Exert for no reason, in which case you would declare you are making an Exertion for nothing. These five types of Exertions are known as Standard Exertions.

Other than some cards which require Exertions for their effects, there are still others which modify Exetions. Some increase or decrease the number of cards you may discard from your Endurance, while still others may be used instead of making an Exertion.

You must always declare what an Exertion is being used for and the number of cards in an Exertion before making the Exertion.

Exertion Caveat

You may make only ONE Exertion per turn. If you Exert to find a defense, you cannot make an Exertion that same turn to find an attack, and so on. Furthermore, when you make an Exertion, you cannot play any further cards from your hand for the rest of the current phase. For this reason, it is important to remember to play all defenses or attacks from your hand first, then make any Exertions you need to modify the cards you played.

1. Making a Power Blow

You may only make one Power Blow per turn. Play your attack as normal, then turn the top 5 cards of your Endurance over into your discard pile. Power Blows do more damage (4 points instead of 2) and are harder to block (see table). If you make a Power Blow, your opponent has the right to make his next attack Hidden (see below). Exertions made to make an attack a Power Blow must be made during your Attack Phase.

You may not make an attack a Power Blow if it is already a Power Blow.

2. Making a Power Block

You can also make a Power Block when playing a block against a Power Blow. Play the block as normal, then make an Exertion by turning the top 5 cards of your Endurance over into your discard pile. You can play a block against a Power Blow without making an Exertion, but you still take 2 damage. You can also play a dodge to avoid the attack, thereby taking no damage; this requires no Exertion. Exertions made to make a block a Power Block must be made during your Defense Phase and only against Power Blows.

You may not make a block a Power Block if it is already a Power Block.

Damage from Power Blows

 Attack Defense Damage
Power Blow No Defense 4 damage
Power Blow Blocked 2 damage
Power Blow Power Blocked 0 damage
Power Blow Dodged 0 damage

3. Searching for an attack

If you find yourself in need of an attack, you can make an Exertion to find one. This may happen if you want to attack your opponent but have no attacks in your hand or would prefer an attack other than ones in your hand. Tell your opponent you are searching for an attack, then turn over the top five cards of your deck. If, within those cards, there is an attack you can use, pull it out and play it. The other cards go to the discard pile. Exertions made to search for an attack must be made during your Attack Phase.

There are many cards which require you to play them in conjunction with an attack. You may play these cards then make an Exertion to saerch for an attack to play with such cards.

4. Searching for a defense

You can use an Exertion to search for a defense exactly as you would an attack. You may find that you do not have a defense which will block or dodge an attack your opponent has played or would prefer a defense other than ones in your hand. To make an Exertion to search for a defense tell your opponent you are searching for a defense, then turn over the top five cards of your Endurance. If, within those cards, there is a defense you can use against an attack your opponent has played, pull it out and play it. The other cards to to the discard pile. Exertions made to search for a defense must be made during your Defense Phase.

You may find yourself defending against multiple attacks played by your opponent. In this case you can play any proper defense against the attacks played and if you find there are still attacks you haven't played defenses for, you may then make an Exertion to search for a defense. This can be tricky as after playing all your defense, they will resolve in order. Remember that blocks can block multiple attacks as can dodges, but if you Exert for a defense and play one, then you may be interrupting your chain of defense.

5. Other uses for Exertions

During the game many card effects may require or allow you to make an Exertion to perform various functions. These effects will explain what you should do with the cards from an Exetion, but if they do not you will simply discard them all. All Exertions involve discarding the top 5 cards of your Endurance, but there may be other effects in play which may alter the size of Exertions you may make. These effects will also inform you when to make these Exertions, which may be in a certain phase of your turn or even anytime during your turn.

HIDDEN ATTACKS

In certain circumstances you may have the opportunity to make Hidden Attacks. There are cards that specifically allow you to do this, though you may decline the benefit, and you may make a Hidden attack on an opponent who has just made a Power Blow (see Power Blows, above).

To make a Hidden attack, play an attack card as normal but play it FACE DOWN. Your opponent attempts to defend against the Hidden attack on his turn by guessing which defense he'll need to play. After he's played the defense, reveal the attack card and see if he got lucky. This is one of the few exceptions where a player may play an "inappropriate" defense. Because you do not know where the attack is aimed, you may play any defense, even if it turns out that the defense is not even close!

If your defense does not stop the attack, you may make an Exertion to search for a better defense, but you may not play another defense from your hand.

If faced with a Hidden Attack, a player may opt not to play a defense from his hand. The attacker then reveals the Hidden Attack and the defender may still make an Exertion to search for a defense.

SPECIAL ATTACKS

Special attacks require some knowledge or preparation on the part of the attacker. They are marked with a gold grid instead of a red grid, and they will also have the words "Special Attack" at the top of the text box. Special Attacks are governed by these additional rules: they may not be Power Blows (or Head Shots), they may not be Hidden, and they may not be pulled from an Exertion.

RANGED ATTACKS

Ranged Attacks are a specific kind of Special Attack. Ranged Attacks include such things as guns, throwing knives, or even improvised weapons like rocks or bottles - anything you can shoot or throw at your opponent as an attack. Ranged Attacks follow all of the rules of Special Attacks. In addition, you cannot play a Ranged Attack unless you have a "Free Hand" (les than two Hand Icons in play) and blocks cannot be played against Ranged Attacks, though Ranged Attacks are not considered to be 'unblockable'. You can identify a Ranged Attack by the lable 'Ranged Attack' at the top of the text box.

ROLLING DICE

Some cards will require you to roll dice to resolve their effects. The card will list your chance of success, and you must roll the die to see if you succeed. For example, if the card says you have a 1 in 6 chance, you will succeed only on a roll of 1 on a normal six-sided die.

You may notice that some cards require a die roll, but do not associate it with a 'chance of success'. Such die rolls cannot be modified by cards which increase or decrease a 'chance of success'.

RUNNING OUT OF CARDS (EXHAUSTION)

When you draw the last card in your deck, you are Exhausted. You lose 5 Ability during your next Ability Adjustment Phase. Shuffle the cards in your discard pile back into a deck, offer your opponent a cut, and continue playing.

If you draw the last card from your Endurance during your Draw/Discard phase, you are not required to discard down at that time. Because you never both draw and discard in your Draw/Discard phase, you may hold all of the cards you drew until the end of your next turn, at which time you must adjust your Ability and discard as normal.

HEAD SHOTS

One key concept to the HighlanderTM game is the Head Shot. With one mighty swing and the familiar refrain, "There can be only one!" you strike the one blow that ends an Immortal's life. You must play the Head Shot card with an Upper attack. That attack instantly becomes a Power Blow, and if your opponent cannot defend against the attack, and it is a successful attack, then you immediately win the game. If your opponent blocks, dodges, or otherwise avoids the attack, the Head Shot fails and play continues. Note, however, that even though your opponent doesn't lose his head by playing a block; since the Head Shot is considered a Power Blow, if he does not make the block a Power block he will still take 2 damage.

There are other ways to make attacks Head Shots without the use of the Head Shot card and in some instances attacks themselves can be considered Head Shots. In all cases, attacks that are considered Head Shots follow all of the above rules.

DISARMING AND BREAKING WEAPONS

There are Special cards that can disarm your opponent - even some cards that can break your opponent's weapon. If you have no weapon (because you were disarmed or your weapon was broken or lost) you may not play attacks, and you may not play blocks, but you may still play dodges.

At the beginning of any turn when you do not have your weapon, you may roll a die. On a roll of 1, you recover your weapon and may fight again as normal. You do NOT get to roll each turn if your weapon was broken.

While you are disarmed you may not play any card with the word blade in the title and any card you have in play with the word blade in the title, is turned face down and has no effect on game play.

You cannot attempt to Disarm or break a player's weapon that is already Disarmed.

EDGE CARDS

Edge cards are not Special cards. You may play as many Edge cards during your turn as you wish, in the appropriate manner. However, if the only cards you play during your turn are Edge cards, then you must make an Exertion for not playing a card other than an Edge card (see Playing Your Hand on page 23).

If an Edge card is played in conjunction with a Special card and the Special card is countered in some way, so are all the Edge cards played with that Special card.

SPECIAL CARDS

You may play a Special card during either the attack or defense phase, but YOU MAY ONLY PLAY ONE SPECIAL CARD PER TURN. Special cards include Events, Situations, Objects, and Locations.

Events

Event cards allow you to briefly affect the battle to favor you or hinder your opponent. Events "happen" as soon as they are played, but depending on the kind of Event they may not actually resolve until later in your turn, or even in your opponent's turn:

Objects

Extra weapons, quality blades, armor - these are all Objects. Once put into play, Objects remain in play. You may have more than one Object in play at a time.

Although most Objects take effect as soon as you put them into play, some require you to discard them from play in order to trigger their effects. These are known as 'Discard to Use' effects. To use these cards, you must play them ahead of time. When you need them, simply place them in your discard pile in order to gain the benefit of the Object. You cannot discard an Object on the turn it is played; you must wait at least until the beginning of your opponent's turn, after he plays his first card.

Situations

Like Objects, Situations remain in play, but there are cards that will remove your Situations from play, and some even remove themselves after a period of time. In any case, the effects of a Situation cease as soon as it leaves play.

You may have more than one Situation in play at a time - you may even have multiples of the same Situation out at once.

In most cases, the effects of a Situation begin as soon as it is played. However, some Situations must be discarded in order to take effect.  Once again these are 'Discard to Use' effects. Once you play these Situations, they should remain on the table until such time as you wish to use them. Then, discard the Situation in order to trigger its effects.

You cannot discard a Situation in this way on the turn it is played, but you may use it on your opponent's turn, after he plays his first card.

Plots

A Plot card is a specific subcategory of card. Typically, Plot cards must be played in a particular sequence, in conjunction with other, similar Plot cards. When they are successfully played in the correct sequence, they have a particular effect on yourself or on your opponent. This effect may be short-term, resolving on your opponent's next turn, or have a longer impact.

Even if your opponent completes the plot, you may be able to escape some or all of the resulting effects. If you can neutralize the Plot while it is still affecting you, you suffer no further effects from that Plot. Some cards, or your Persona Power, may give you immunity to the effects of Particular completed Plots.

There are some Plot cards that have no requirements for play and do not need to be played in a certain sequence. Most of these Plots are single cards which have immediate effects on the game.

Locations

Once a Location is played, it remains in play. But there can only be one Location in play at a time; if you play a Location, remove any previous Location from play and discard it.

WEAPONS OF CHOICE

Weapons of Choice are Pre-Game cards which determine the most likely weapon used by your Persona or Generic Immortal during the game. Each Weapon of Choice has specific advantages and drawbacks during game play which may affect the way you attack or defend against your opponent.

Like all Pre-Game cards, Weapons of Choice are put into play before the game begins. Normally you may have only one Weapon of Choice in play. The Weapon of Choice is considered an extension of your Persona or Generic Immortal so it cannot be discarded from the game by any means (Ex: Divine Intervention). However it can be disarmed (see below).

Each Weapon of Choice has one or more Hand Icons on it showing how many hands it takes to wield the weapon. If the Weapon of Choice has one Hand Icon, it is considered a one-handed weapon. If it has two Hand Icons, it is a two-handed weapon. You can never have more than two Hand Icons among all cards you have in play during a game. If you already have two Hand Icons among the cards you have in play, you cannot play a card with a Hand Icon on it. Any player not using a Weapon of Choice is still considered to be using a one-handed weapon (1 Hand Icon).

Hand Icons

As stated above, some cards will have a Hand Icon on them other than just Weapons of Choice. In any case, you cannot play any cards with Hand Icons on them if, after playing that card, you would have more than two Hand Icons in play. You must have a "Free Hand" to play such cards (less than two Hand Icons in play).

Though Ranged Attacks do not have Hand Icons on them, the rules for Ranged Attacks require that you have a "Free Hand" to play them.

Weapon Specific Cards

Weapons of Choice have several cards known as Weapon Specific cards which you can include in your deck; much like Immortal Specific cards. You can only include and play a Weapon Specific card if you are actually using the proper Weapon of Choice. Each Weapon Specific card is like any other card you might find in the Highlnader: The Card Game; whether it be an attack, defense, Event, Situation, etc.

Disarming a Weapon of Choice

If your opponent manages to successfully Disarm you, turn the Weapon of Choice you are using face-down as a reminder. If you happen to be using more than one Weapon of Choice, then your opponent chooses which one has been disarmed. While your Weapon of Choice is disarmed, it no longer has any effect on the game and you are unable to play any Weapon Specific cards for that Weapon of Choice. Also, a Weapon of Choice that is disarmed may bring the number of Hand Icons in your Pre-Game cards below 2; in which case you may now play cards with Hand Icons as long as you don't exceed more than two Hand Icons in play.

Whiile you have a Weapon of Choice that is disarmed, you may roll to regain that Weapon of Choice like you would normally. If you have another Weapon of Choice in play, youmay continue to use it as if you are not disarmed. If all of your Weapon of Choice cards are disarmed (or you are not using a Weapon of Choice and are disarmed), then follow all the normal rules for being disarmed. If you manage to recover a disarmed weapon and you have more than on Weapon of Choice in play, you may choose which one is recovered.

Anytime you recover your weapon after being disarmed, gain an Extra Weapon, or even steal your opponent's weapon (i.e. Connor MacLeod's or Nakano's Master's Disarm) you are considered to have recovered you Weapon of Choice.

PRONE

During the game it is possible that a player may become Prone; in other words, knocked on his Immortal butt. While a player is considered Prone, he must discard a card from his hand with the same Icon as a card he is playing. For instance he must discard an Event to play an Event, a Location to play a Location, an attack to play an attack, and so on.

At the beginning of each of his turns, a player that is considered Prone may roll a die. He has a 1 in 6 chance of 'regaining his feet'; no longer being considered prone. He may also increase his chances at 'regaining his feet' by making an Exertion. This increases his chance to regain his feet to 3 in 6.

IGNORING OR NULLIFYING A CARD AND IT'S EFFECTS

Some cards may give you the option or intruct you to ignore, nullify, or neutralize a card in play or it's effects. The only effects which can be ignored are those effects which directly affect you; be it an instruction for you to perform some action, a restriction preventing you from performing some action, or even an effect that does damage or Ability Loss. However, any other effects that instruct your opponent to do something or affect cards in play or being played cannot be ignored as they do not directly affect you.

Here's an example: Player A has Master's Sanctuary in play. Master's Sanctuary instructs Player A that he must ignore the effects of any Location he has in play. Player A then plays the Factory Location. Factory says, "No player may draw cards during his Draw/Discard Phase while Factory is in play. If any player's hand drops below 5 cards, remove Factory from play.: The first sentence is an instruction that all players are restricted in drawing cards. This part directly affects you so it can be ignored. The second sentence is a condition of Factory and doesn't intruct you to perform an action or restrict you from performing an action. So it cannot be ignored. If any player's hand falls below 5 cards, Factory will be removed.

DAMAGE AND LOSS OF ABILITY

Some cards do damage, other cards lower Ability. Cards that read, "...loses Ability" may not be countered with cards that prevent damage.

DISCARD TO USE CARDS AND COUNTERING CARDS

There are some Special cards which must be discarded after being put into play for their effects to occur. These type of cards are commonly known as Discard To Use cards. These cards are most likely Situations and Objects.

You can never discard a Discard To Use card the turn you put it into play. It can be used (discarded) during any of your opponent's turns, but only after he has played his first card during that turn. This gives your oppoennt the opportunity to attempt to avoid or counter the effects of the card before you discard it.

Some Discard To Use cards counter other cards as they are played. When you counter another card, it has no effect on game play and is immediately discarded; it does not wait for the next Sweep Phase. However, the card played is still considered to have been played. Since, as we discussed earlier, you must play a card or make an Exertion during your turn; if your opponent counters a card as you play it, you are still considered to have played a card during your turn and do not have to make an Exertion if you do not play any further cards during that turn. This is also important if the card countered was a Special card. Since you can only play one Special card per turn, a countered Special is still counted as a Special card and you normally cannot play any more Special cards that turn.

REMOVING CARDS FROM THE GAME

There are some cards and effects which cause some cards to be removed from the game. Such cards are set aside outside of the game playing area and cannot be returned to your deck until the current game ends. In some case a card my be removed which allowed you to add cards to your deck Such cards leaving the game may force you to remove these added cards. You should search your discard pile first, then your Endurance, then your Hand, and finally look to see if the card needed to be removed is in play. When you find the card which was added to your deck, remove it from the game as well.


DECK CONSTRUCTION

MINIMUM DECK SIZE

You must use a minimum of 50 cards. You are also required to use one of every basic attack and defense.

It may occur during your game that a card or cards are removed from the game reducing the size of your deck below 50 cards. This is fine, as long as you begin the game with at least 50 cards.

Pre-game cards do not count toward the number of cards in your deck.

Basic Attacks:

Basic Defenses:

GENERIC IMMORTALS

If you do not use a Persona you are considered to be a Generic Immortal. A Generic Immortal may use one of each card belonging to each Persona. They may not normally use Reserved or Signature cards. You must still abide by the normal restriction on cards - no more than six of any one card, even if different Persona names appear in the title bar - Connor's Back Away and Kurgan's Back Away both count against your 6-card limit of Back Away cards.

RESTRICTED CARDS

Your deck may not contain more than 6 of any one card title. If a number appears on the right hand side of the title bar, that indicates the maximum number of that specific card that may be included in your deck. Several cards may have the same title but different pictures; each card with a different picture can be considered a specific and unique card under that title.

SIGNATURE CARDS

Much like the Reserved cards, only the Immortal named on the card may include Signature cards in his deck. However, under no curcumstance can any other Immortal include this card in their deck This is important because there are some Persona powers and card effects which will allow you to include cards in your deck that you are not normally allowed to; meaning you can use Reserved cards from other Personas, but not Signature cards. Also, if a Signature card has a Restriction number, the Restriction cannot be altered in anyway.

PERSONA CARDS

These are cards that allow you to play as your favorite Immortal. When you play a specific Persona, you may not use cards with any other Persona's name in the title bar. If you want to play The Kurgan, for example, you may not use cards with Connor's name on them. Persona Cards are "pre-game" cards; you do not shuffle them into your deck with the rest of your cards. Instead, put them on the table before play begins.

PREMIUM CARDS

These are extremely rare cards which are played in conjunction with a Persona and confer some other ability to you during a game.

Furthermore, since Premium cards are considered an extension to the Persona you are playing, even if you are playing a Generic Immortal, they may not be removed from the game by effects which can normally do so (i.e. Divine Intervention - promotional card).

QUICKENING CARDS

Quickening cards may only be acquired if the player is a NEXUS League member and wins a tournmaent sanctioned by the NEXUS World League. Quickening cards are Pre-Game cards which allow you to use the power of other Immortals along with your own. Of course, if you already own one or more of these cards you don't really need to be reading these rules; do you?

WATCHER PRE-GAME CARDS

Watcher pre-game cards are cards that allow you to assign a member of the Watcher Society to your Immortal. While being your Watcher, he will confer some sort of power to you during the game.

Watcher pre-game cards are not protected like Premium cards are and are not protected like the Premium cards are and are usually considered to be Allies as they will have the name of the Watcher as their title.

WATCHER CARDS

Watcher cards are any cards you would include in your Endurance (not pre-game cards) that have the word 'Watcher' in the title of the card.

MASTER CARDS

A Master card is any card with the word "Master" in any form in the title. On the back of your Persona card, you will find the number of Master cards that you are permitted to include in your Endurance. If you do not use a Persona card, you may not include Master cards in your deck.

ALLIES

Some cards are considered to be Allies. An Ally is any card which depicts a person or persons from the television series or movies and has their name(s) as the title of the card.


GLOSSARY

Ability

Your health, your score, your ability to attack and defend yourself. You may not have more cards in your hand than your Ability. If you begin your Attack Phase with a 0 Ability, you lose the game.

Ally

An Ally is any card with a proper name of a person or persons.

Attack

This category includes all of the basic attacks, all Special attacks, and any other card with a red or gold grid in the upper left hand corner.

Basic Attacks

The Basic Attacks are Upper Left, Upper Center, Upper Right, Middle Left, Thrust, Middle Right, Lower Left, Lower Center, and Lower Right.

Basic Defenses

The Basic Defenses are all blocks. They are Upper Left, Upper Center, Upper Right, Lower Left, Lower Center, and Lower Right

Block

Any card with a blue grid in the upper left hand corner is a block. This includes Guards.

Clan MacLeod

Any Persona having the name MacLeod may use cards specific to the Clan MacLeod

Deck

All the cards you use during a game.

Disarm

If you are Disarmed, you have no weapon. You may not attack or block, although you may still dodge. You may roll at the start of your turn to recover your weapon, unless it was broken.

Discard

If you are forced to discard by a card played by your opponent, you must do so at the end of your Sweep Phase, before you play any cards. You may play a card before you discard if the card you play can stop or alter the discard effect.

Discard To Use

Some cards require that they be discarded from play to be used. You cannot discard to use these cards the turn they come into play. You must wait until your opponent's turn, after he has played his first card.

Dodge

A card with a green grid in the upper left corner is a dodge.

Edge

Denoted with a hand in the upper left hand corner. You may play as many Edge cards during your turn as you wish and if Edge cards are the only cards you play during your turn, then you must make an Exertion.

Endurance

All non-Pre-Game cards you use during a game. Drawing the last card of your Endurance causes Exaustion.

Event

One kind of Special card, marked with a lightning bolt in the upper left hand corner.

Exertion

You make an Exertion by turning over 5 cards from the top of your Endurance and placing them in the discard pile. You may use an Exertion to make a Power Blow, block a Power Blow, or search for an attack, search for a defense, or as payment for an effect which requires an Exertion.

Exhaustion

When you draw the last card in your Endurance, you are Exhausted. You lose 5 Ability; this Ability loss is adjusted in your next Ability Adjustment phase.

Generic

Any card that is not Immortal Specific is considered a Generic card.

Generic Immortal

Any deck made without the use of a Persona. With the exception that there is a Persona titled Generic Immortal.

Guard

One kind of Standing Defense. Guards are blocks that you do not discard after use; they may remain in play from turn to turn, although they will greatly hinder your ability to attack.

Hand Icon

You can never have more than two Hand Icons among all of the cards you have in play. You cannot play a card with a Hand Icon if you already have two Hand Icons in play.

Hidden

If an attack is Hidden, it is played face down. The defender must play his defense by "guessing" where the attack is aimed. After a defense is played, reveal the Hidden attack. If he "guessed" wrong, the defender can now make an Exertion for a defense.

Immortal Specific

An Immortal specific card is any card with an Persona name in the title bar (just under the actual title of the card).

In Conjunction

When a card requires you to play it 'in conjunction' with another card, both (or all) cards are played simultaneously.

In Play

Some cards affect only cards 'in play'. Cards 'in play' are any cards in the current game that are not in your Endurance, hand, discard pile, or that have been removed from the game.

Location

One type of Special card, marked with a ruin in the upper left hand corner. Locations remain in play unless removed by another card. Any time a Location is played, it removes any previous Location from play.

Master Card

Any card with the word Master in the title.

May Do Effect

This is an effect caused by your opponent or a card in play. You may choose not to do 'May Do' effects at all. You must resolve any 'May Do' effects before starting your Defense Phase.

Must Do Effect

This is an effect caused by your opponent or a card in play. They must be resolved at the end of your Sweep Phase before doing any 'May Do' effects and your Defense Phase.

Non-Ranged Attacks

This includes any attacks that are not subtitled as Ranged Attacks

Non-Special Attacks

A non-Special Attack can easily be determined by the grid in the upper left hand corner. All non-Special Attacks are attacks with a red grid. This includes the Basic Attacks.

Persona

Persona cards are Pre-game cards, played during the set-up of the game. If you have a Persona card, you may play as a specific Immortal from the movies or series. You may not use cards from any other Immortal if you choose to use a Persona card.

Plot

Plots are Special cards that begin with one or more Situations and usually end with an Event. Because they take several turns to get into play, Plots are difficult to pull off, but their powerful effects are worth it if you can complete them.

Power Block

You can turn a block into a Power Block by making an Exertion. Power Blocks are used to completely block the damage from a Power Blow.

Power Blow

Some attacks may be turned into Power Blows, which do more damage and are harder to block. You may only make one Power Blow per turn.

Pre-Game Cards

Pre-Game Cards are easily recognizable by the fact that they do not have the Highlander logo on the back of the card. These cards are never shuffled into your Endurance. Instead, play them before the game begins. Such Pre-Game Cards include Personas, Watchers, and Premium cards.

Prone

If you are Prone, you must discard a card of the same type as any card you play. You have a 1 in 6 chance to regain your feet at the beginning of each of your turns. You may make an Exertion to increase this chance to 3 in 6.

Ranged Attack

A specific kind of Special Attack. Ranged Attacks follow all the rules of Special Attacks. In addition, Ranged Attacks cannot be blocked.

Removed

If a card is "Removed from the game", do not place it in any discard pile. It must be set aside, and cannot be shuffled back into your deck until the current game is over.

Reserved

Reserved cards are marked with a sword on the right hand side of the title bar. Only the Immortal named on the card may use a Reserved card.

Restricted

You may never have more than 6 of any card title in your deck. If a card is Restricted, there will be a number on the right hand side of the title bar. Your deck may not contain more of that specific card (not that title) than the Restriction number.

Signature

Signature cards are marked with an 'S' behind a sword symbol in the right hand side of the title bar. You may only inlude in your deck and play a Signature card if you are using the Persona named in the title of the Signature card.

Situation

One kind of Special card, marked with a silhouette in the upper left hand corner. Situations remain in play until they are removed by some other means.

Special card

Special cards include Events, Situations, Objects, and Location. You may play only one Special card per turn.

Special Attack

Special Attacks have a gold grid. Special Attacks may not be Power Blows (or Head Shots), they may not be Hidden, and they may not be pulled from an Exertion.

Standard Exertion

Any Exertion made to make a Power Blow, to make a Power Block, to search for a defense, or to search for an attack.

Standing Defense

Standing Defenses are defensive fighting stances. They include, but are not limited to, Guards. While Standing Defenses can be very helpful on defense, they often hinder your ability to attack.

Successful Attack

Any attack that isn't avoided by playing a proper defense against it or a card which will avoid the attack; or an attack that does damage.

Weapon of Choice

These Pre-Game cards depict the preferred weapon of your Immortal. You may normally only use one Weapon of Choice.

Weapon Specific Cards

Cards you may only include in your deck and play during the game if you have the appropriate Weapon of Choice in play.


EXAMPLE OF PLAY

In this example, Bob is a Generic Immortal and a cocky one at that. He has run into Duncan MacLeod and decides to test his own mettle against one of the best.

TURN 1 (Bob)

Sweep: Being the first turn, Bob has nothing to Sweep.

Bob reveals his long sword to Duncan as it flashes in the sunlight beaming down into the alley. It's quality is beyond compare.

Defense: Bob plays the Object, Quality Blade, which gives him +1 Ability; which also increases his Maximum Ability.

With a flourish of his shiny blade, Bob cleaves a line to Duncan's midsection.

Attack: Bob plays a Middle Left Attack.

Ability Adjustment: Bob adds 1 to his Ability and Maximum Ability and he now has 16 Ability.

Draw/Discard: Bob has 13 cards in his hand and decides to draw 3 cards to bring his hand to 16 (his current Ability).

TURN 2 (Duncan)

Sweep: Duncan hasn't had a turn yet so he has nothing to Sweep yet either.

As Bob displays his blade, Duncan rolls his eyes and brings his katana from behind him in time to block Bob's attack.

Defense: Duncan plays an Upper Left Block which cover the Middle Left Attack

Duncan then flings Bob's blade aside and spins on his heel, bringing his other foot up to meet Bob's gut.

Attack: Duncan plays Dirty Trick: Kick. Normally you cannot play an attack to the same area that you played, but Duncan has the power to attack where he last blocked, so he can ignore this basic rule.

Ability Adjustment: Duncan hasn't taken any damage and remains at 15 Ability.

Draw/Discard: Duncan has played two card and decides to draw 2 to bring his hand to 15.

TURN 3 (Bob)

Sweep: Bob discards the Middle Left Attack he played last turn, but the Quality Blade stays in play since it is an Object.

Bob grunts as the force of Duncan's kick sends him flying back down the alley. The darker end seems fore-boding and its back wall leaves little escape.

Defense: Bob decides not to play a defense against the Dirty Trick as it will only prevent him from playing an attack this turn and doesn't this turn and doesn't do any damage. Besides, Dirty Tricks cannot be blocked and Bob doesn't want to waste one of his few dodges on it. He then plays the Dead End Alley Location which prevents any player frmo playing the Back Away dodge.

Attack: Since he's already played his Special card for his turn and he cannot play attacks, Bob finishes up his turn.

Ability Adjustment: No change; still at 16 Ability.

Draw/Discard: Bob has played only one card so he draws one to bring his hand to 16.

TURN 3 (Duncan)

Sweep: Duncan discards the Upper Left Block and Dirty Trick.

Defense: Duncan decides to do nothing during his Defense Phase since Bob was not able to attack.

Duncan follows Bob into the darkness and lunges for his chest with a grunt.

Attack: Duncan plays a Thrust as well as the Lunge Edge card which prevents Bob from playing a dodge against the attack unless it comes from an Exertion. He also plays the Power Blow Event which makes the attack a Power Blow without Duncan having to make an Exertion.

Ability Adjustment Phase: No change; still at 15 Ability.

Draw/Discard Phase: Duncan played 3 cards so he draws 3 to bring his hand up to 15 cards.

TURN 4 (Bob)

Sweep: Bob has nothing to discard since the Dead End Alley remains in play.

Bob's eyes grow wide as Duncan's attack takes him by surprise. He brings his sword across and manages to deflect the attack to one side.

Defense: Bob knows he can't play any of the dodges he's been saving, so he plays a Lower Left Block. Since the Thrust is a Power Blow, Bob is still going to take 2 (3 since a Thrust does one additional damage is successful) so he decides to make an Exetion to make the Lower Left Block a Power Block. He takes 5 cards from the top of his Endurance and discards them.

Bob wheels around with his blade and aims for Duncan's knee. In the distance the sounds of a helicopter booms in the sky above.

Attack: Bob plays a Lower Right Attack and plays the first part of the Unholy Alliance Plot.

Ability Adjustment: No change; still at 16.

Draw/Discard: Bob draws 3 cards to bring his hand to 16.

TURN 5 (Duncan)

Sweep: Duncan discards the Thrust, Lunge, and Power Blow cards.

Duncan quickly brings his blade across and blocks Bob's blade.

Defense: Duncan plays a Right Guard.

With a quick and strong twist of the wrist, Duncan's blade clangs harshly against Bob's. The sting and vibration of the blade forces Bob to drop it. Duncan quickly recovers back to his stance.

Attack: Duncan plays the Disarm card as well as two Iron Will Edge cards. This gives him a 3 in 6 chance to disarm his opponent. He rolls the die and gets a 2. Bob is now disarmed.

Ability Adjustment:No change; still at 15.

Draw/Discard: Dunan draws 4 cards to bring his hand to 15.

TURN 6 (Bob)

Sweep: Bob discards the Lower Left Block and the Lower Right Attack, but the Unholy Alliance Plot card remains in play since it's a Situation. Bob then rolls a die in an attempt to regain his weapon. He has a 1 in 6 chance, but rolls a 5.

Bob quickly grabs for his sword, but Duncan kicks it from his reach. The distant sound of a helicopter's blades comes much closer. Bob looks to the sky with a sly grin.

Defense: Luckily, Duncan hasn't been able to attack yet so Duncan doesn't have to worry about playing a defense. Especially since he's disarmed, which means he can't play blocks or attacks; he can only dodge.

Attack: Bob plays the second part of the Unholy Alliance Plot.

Ability Adjustment: No change; still at 16.

Draw/Discard: Bob draws 1 card to bring his hand to 16.

TURN 7 (Duncan)

Sweep: Duncan discards the Disarm and two Iron Wills, but he keeps the Right Guard in play since he doesn't have to discard it until he plays another defense.

"I don't think your friends are going to make it," Duncan quips as he raises his katana over his head and slashes for Bob's head.

Defense: Nothing to do here.

Attack: Duncan takes down the Right Guard since it restricts him from playing the Upper Right Attack he wants to play. He then plays the Upper Right Attack as well as the Head Shot Event.

Ability Adjustment: No change; still at 15.

Draw/Discard: Duncan draws 2 cards to bring his hand to 15.

Will Bob manage to awoind Duncan's duel ending strike, and will his friends arrive in time to help? Play HighlanderTM: The Card Game, and you decide.

THE GATHERING: MULTI-PLAYER RULES

Coming soon!