The game is played over a number of rounds until 1 of the following occurs: * A player reaches the top of all 3 mission tracks. * A player is the last remaining player, with all others eliminated. * A player plays 4 atium on the "CONFRONTATION" card and wins immediately.
Metals, in terms of the tokens and on cards, can be used in a variety of ways in the game.
To exceed the "+1 metal" icon limit (above), you can "flare" a metal.
Refreshing is the method of flipping a flared metal back to its usable side.
Symbol | Metal | Description | Power |
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Tin | Tin cards focus on mission points and coins, often providing different effects based on your position on the mission tracks. | Sense: Stops other players from advancing on the mission track, affecting the whole turn. |
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Pewter | Pewter cards provide both combat and healing. | Defender: Both pewter allies are defenders, which means that damage cannot target your non-defender allies while they are in play. |
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Bronze | Bronze cards give you mission points and allow you to use abilities in the market. | Seek: Seek allows you to use the top effect of any action card (not ally) in the market up to the listed cost. |
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Copper | Copper cards provide a variety of effects, including healing and blocking damage. | Cloud: This either prevents damage to a player or their allies (depending on the card). If player damage is reduced to zero for the targeted player, they cannot pass the target. |
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Zinc | Zinc cards provide mainly coins and a way to use allies without burning metals. | Riot: Allows you to activate any ally's top effect, if it hasn't been used yet, without burning metals. You may not activate this effect again this turn, even by burning a metal. |
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Brass | Brass cards provide mission points and coins, as well as the ability to eliminate cards. | Soothe: Allows you to eliminate any of your cards from your hand, discard, or in play. If you eliminate a cards in play, you still get its effect. |
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Iron | Iron cards are combat focused and allow you to prepare for future turns | Pull: Allows you to move cards from your discard pile to the top of your deck. |
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Steel | Steel cards provide combat, coins, and ways to affect the market, and even ways to gain eliminated cards. | Push: Allows you to eliminate any card from the market. Replace eliminated cards immediately. |
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Atium | Atium cards provide powerful mission points and combat points, but need atium to play them. Atium cards can also be used to power any other card or to refresh any flared metal token (when discarded). |
There are 2 kinds of cards in the market deck: Actions and allies. Action cards are vertically oriented while ally cards are always horizontal.
They have various abilities (I, II, III) that are unlocked from moving up the training track.
Each game has 3 random missions.
One of the ways to win is to be the last character standing.
The game ends when 1 of the following happens:
Icon | Description |
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Train: Advance to the right on the training track. |
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Combat (deal damage to an ally or player character) |
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Mission points (move up any mission track) |
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Heal (restore your character's health) |
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Coin (gain coins to buy cards and/or boxings) |
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Burn an extra metal token (you can burn a number of tokens equal to the number of these icons unlocked on the training track) |
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Draw a card from your deck |
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Refresh a metal (flip over a flared metal) |
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Eliminate a card |
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Dominance up (Advance the Lord Ruler's dominance card 1 row) |
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Player count indicator |
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Slash between icons (choose 1 of the icons, not both or all) |
The goal is destroy the LR in co-op mode. Players will not attack each other's allies or characters.
The game ends in 1 of 4 ways:
Credit: | Jay Deiman |
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Version: | 1.1 |