Arcwolde epic fate (adapted 1st ed epic duel)
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Arcwolde epic fate
These rules are fan made and can be used if all players agree. The following rules are inspired by the epic duel rules from the first edition.
At the start of the game, all players draw a card from the Arcdeck for each round the game is set to last.
At the start of each turn, after the roll for priority, each player play one card. Going in priority order, each players lay one card face up next to the character who will be affected. The effect last for that turn only.
If a character with a fate card is within 6” of another character with a fate card, one of the effects might get cancelled, depending on the suit of the cards involved.
Quill (heart) will cancel swords (club)
Fork (spade) will cancel quill (heart)
Coin (diamond) will cancel fork (spade)
Swords (club) will cancel coin (diamond)
Effects:
2: the twin - the character is filled with energy, almost as if they are fighting with the power of two. The model gains +2 AP.
3: the mage - arcenergy flows through the character, deflecting blows from their enemy. The model get +1 armour that can not be broken or neglected.
4: the fortress - their armour glistens with an unnatural shine, and hits glance off its surface. The model gains +1 armour.
5: the jewel - out of the corner of their eye the character glimpses something half buried - a precious crystal of arcanite! The model gains +1 arcanite token, this can be saved for later turns.
6: the beast - the character is consumed by a primal rage, and cannot wait to get their hands on the enemy! The model gains the agile trait and +1 AP if it leg it into combat this turn.
7: the gambler - the fates are fickle… anything could happen in just the flip of a coin. Roll a dice, on a success discard your hand, draw five new cards and play one of them. If the roll was unsuccessful nothing more happens.
8: the hourglass - if they could turn back time, would things be different for the character? Now, they can be. The model may have one dice re-rolled, rolled by anyone within 6”, either friend or foe.
9: the griffling - the character moves with a greater swiftness than before, as the ground moves rapidly underneath them. The model may make one additional free move action.
10: the potato - with a blinding flash of light, the character finds themself holding a potato. Eh? Northing happens.
J: the knave - the character is filled with a cocky bravery, full of gallant pluckiness and daring-do. The model is immune to fear and will automatically passes cowardice tests.
Q: the lady - the character feels their wounds healing, and they are filled with a peace and serenity. The model may sacrifice AP to recover HP, for every AP spent, two HP are restored.
K: the lord - with a mighty roar, the character fights with great majesty and strength. The model may perform a single attack for free.
A: the crown - fate smiles upon the character, looks like their luck is beginning to change! The model may change a single dice roll, they rolled this round into a 6, which can count as a critical hit.
Joker: the trickster - Mwahahaha! You take any card played by an opponent this turn. This is now in play for you, leaving your opponent powerless. Boo-hoo.