Rules and description of the free turn-based game Berserk Online. Calculation of impact force, appointment of a defender in battle. Berserk VS. Berserk. Heroes


100. General provisions.

    These rules describe the process of playing between two players. While most of these rules apply to games played with three or more players, the complete rules for such games are not described here. For more information, please visit (link to Rules, where it says rules for more players are in development).

    For the game process you will need: a playing field measuring 5x6 cells, a cube and a number of small objects to display wounds, chips, permanent and temporary effects.

    1. Also, for the game process, each player must have a deck of real Berserk TCG cards of 30 cards (or more) in size to play constructed, or 20 cards (or more) in size to play draft or sealed.

      If you play Constructed, the number of copies of a card with the same name is limited to three copies.

    The maximum number of cards in a deck is limited to fifty cards.

    Most Berserk TCG tournaments have specific rules that may prohibit the use of certain cards, as well as have a certain list of publications allowed for play. For more details see Tournament Rules.

101. Start of the game.

    Before the start of the game, players receive initial game crystals: 23 gold and 22 silver.

    They then shuffle their decks so that the cards are in a random order. Any player can then shuffle their opponent's deck. Raising your opponent's deck is a shuffle.

    The second player receives 1 additional silver crystal after determining which player goes second. If the turn order changes, then this crystal also goes to the other player.

102. Victory and Defeat.

    The game ends immediately if one of the players loses or wins, or if the game ends in a draw.

    There are several ways to win the game.

    1. The player who controls creatures wins the game if their opponent loses the game.

      Performing certain effects can result in the player winning.

    There are several ways to lose the game.

    1. If a player does not control creatures on the battlefield and in the additional zone and the stack is empty, then he loses the game if any player gains priority (this is a Basic Effect, see paragraph 421). This player's opponent wins in this case.

      Any player can surrender at any time during the game. In this case, he immediately loses.

      If a player loses and wins the game at the same time, then he loses.

      Performing some effects may cause the player to lose.

    If both players lose or win the game at the same time, then the game ends in a draw.

    Players can conclude a draw by mutual consent at any time during the game.

103. Golden rules of the TCG “Berserk”.

    If the text of any card directly contradicts any rule, then the text of the card bypasses the text of the rules. This rule is always valid, except in cases concerning the verbal completion of the game (see paragraphs 102.3b and 102.6).

    A direct contradiction of the rules implies a direct indication of circumventing a rule. An example to describe such a contradiction is the feature of the Mirage card - “You can take 2 different terrains into your squad, while the second terrain costs 1 crystal less.” This is a direct indication of circumvention of Rule 212.3.

    Inhibitory features and effects take precedence over similar permissive features and effects.

    Example: Jilla's text states that enemy creatures can accumulate tokens. An opponent's Joker whose text says he cannot hoard chips will not be able to hoard chips.

    If performing a feature or effect requires doing something impossible, those features or effects are canceled without charge.

    If an endless chain of effects occurs as a result of applying features or effects, then the first effect that exactly replicates the effect that preceded it in this chain is blocked and all subsequent effects in this chain are blocked.

    Example: The player's Charon accumulated a token, the opponent's Cursed Mage received a token for Charon, the player's Cursed Mage received a token for the opponent's Cursed Mage, the opponent's Cursed Mage must re-gain a token (for the player's Cursed Mage). In this chain of triggered features, he has already received a chip, but for Charon, so the chain will not be interrupted. The player's Cursed Mage must re-gain a token for the opponent's Cursed Mage, but he has already received a token for it, so the chain will be broken. As a result, Charon and the player's Cursed Mage received one token each, and the opponent's Cursed Mage received two tokens.

    If both players must declare a play or make a choice at the same time, the active player declares the play first and then the inactive player (see rule 200.4 for the definition of the Active player).

    The card cannot claim or perform game actions if it does not have the resources to pay for these game actions. .

    Example: The Elven Scout declared to “intercept” a creature. Until he pays for the “interception”, he can no longer declare game actions that require closure.

    If the property of a feature that is not an attack has a numerical value of zero, then that feature cannot be claimed or executed.

    1. You cannot declare a feature that requires 0 chips in payment.

      An attack that deals 0 wounds does not cause any wounds.

104.Numbers and symbols.

    The Berserk TCG uses only integers. If a feature or effect is obtained as a result fractional number, then the text of the card, the source of the feature or effect, will indicate: round this number up or down.

    In the Berserk TCG, only positive numbers and zero are used, except in special cases. If an effect, feature, or property lowers a numerical value below zero, it is replaced by zero for all references to that value except those that change that value, and except for calculating the difference in die rolls when two creatures fight.

    Example: The effect of healing from the Guardian of the Tree gives Oompi a -2 modifier to hit. Oompi's Initial Strike is 1-1-1. If Oompie hits, his power will be 0, however, Ingri's +2 to hit trait will treat Oompie's simple hit as (-1)-(-1)-(-1).

    Example: The Cursed Stone Golem, attacking an opponent's Zendar, rolled a 1 on the die. After applying modifiers, the result of the roll became equal to (-1) and it is this number that is compared with the result of Zendar's roll.

    1. Die roll values ​​less than 1 and greater than 6 in any situation other than the result of a battle between two face-up creatures are replaced by the nearest number in the range from 1 to 6.

      Example: If a cursed Rock Golem attacks a hidden creature and rolls a 1 on the die, the roll result will be replaced by a 1 even after all modifiers have been applied.

      If any trait or effect requires you to determine or indicate the strength of any of the card's attacks, then that strength is determined without modifiers.

      The Great Anvil gives the chosen dwarf a throwing force equal to that of his weaker basic strike. Tugarin Zmeevich in the same squad gives +1 to a simple weak blow, but throwing will be used without this modifier.

    The close symbol () written on a feature charge indicates that the card must be closed in order to use that feature. Closed cards cannot declare features that contain a close symbol. They also cannot be declared by cards that have already declared that trait while objects of that trait are on the stack (see rule 103.6)

    The chip symbol () before the colon indicates that the card must spend a chip as payment for the game action indicated after the colon. A symbol like X indicates the need to spend X chips, where X is greater than 0.

    The surprise action symbol () indicates that such an action can be requested at any time when the player controlling the card with that action has priority.

    Feature symbols are shorthand for various features, and are designed to save space in map text. They respectively mean: - Protection from Spells; - Protection from Sudden Actions; - Protection from Poison; - Protection from Shots; - Protection from Magic; - Uniqueness; - Strike Through the Row; - Directed Impact; - Regeneration, - Protection from Discharges.

    The element of the card is determined only by the color of the background image, so this designation is equivalent to symbols.

2. Gameplay components

200. General provisions

    Game action is the smallest unit of game time. Effects consist of game actions.

    1. Executing a Game Action is any change that occurs in any game area or stack. A pass is the execution of a play action.

    When a rule or text on a card mentions a "card", it is referring to the original Berserk TCG card with the corresponding front and back. Any effects and features of cells displayed by cards are not cards.

    1. The owner of a card is the player who started the game with that card in their deck.

      The player controlling a card is the player in whose unit that card is located. at the moment. This also applies to the recruitment, distribution, graveyard, and deck areas.

    The exact text of the cards with all corrections and errata can be found in the Berserk Card Catalog at.

    The player is one of two people participating in the game. The active player is the one whose turn is currently underway. The active player's opponent is the inactive player.

    A trait is either a triggered or playable trait on the stack, or card text that explains the game mechanics of the card.

    1. The Controlling Player of a trait is the Player who put that trait on the stack. When changing the controller of a card, the source of the trait on the stack, the trait itself does not change the controller.

    A marker is a mark on the card that displays the state of the card. There are markers for named effects, such as Poison, Curse, Blessing, etc. Markers also display wounds on the map. Chips are Markers.

    The information provided by the card is divided into non-game and game information. Non-game information includes illustration, artistic text, rarity symbol, symbol of the set in which the card was released, the first and last name and/or nickname of the artist of the illustration. Game information is the name of the card, the element of the card, the cost of the card in crystals, the elite level of the card, the movement reserve, the flight icon, the symbiote icon, the initial number of lives of the card, the strength of a simple blow according to the scheme weak-medium-strong, the inscription “equipment”, the inscription “terrain” ", the inscription "artifact", as well as the text of the map features.

    1. All game information provided by the card, other than feature text, are properties of the card.

201.Name.

    The card title is printed in the center of the card just below the illustration.

    If a card test includes the name of that card, then this text implies that card. Any other cards with the same name are not affected unless taken into a squad.

    1. If a card's feature gives another card a feature that includes the Name of the first card, then that feature implies that first card. Any other cards with the same name are not affected.

      Example: Ifrit gives the player's creatures a trait that allows them to give tokens to that particular Ifrit, but not to the enemy's Ifrit.

    Two cards with the same name may be completely different in other card properties.

    Talgata from the Will of the Temple set and Talgata from the Gates of the Worlds set have the same name, but most of the other properties of these cards are different.

202. Cost, Eliteness and Element of the card.

    The cost of a card is indicated by a number next to the crystal symbol under the card's name near its left edge.

    The eliteness of the card is indicated by the color of the crystal symbol. A gold crystal indicates an elite card, a silver crystal an ordinary one.

    The concept of card value includes the concept of card eliteness. Thus, if the cost of a card is known, then the eliteness of the card is always known.

    1. Cards with the same numerical value, but with different eliteness, are cards of different values.

      If the text of a feature indicates only the numerical value of the cost, this means that this feature is applicable to cards of any elite level.

      If you need to determine cards of lower or higher value, then the eliteness of the cards is not taken into account.

    On some cards the cost is indicated as X or N+X, where N is a known number that varies from card to card, and X is not explicitly stated. In this case, X is determined by the player independently and is announced when such a card is revealed.

    1. Cards with a cost of type X or N+X are revealed earlier than others during the preliminary phase.

    On some cards the cost is indicated as (X). In this case, the method of payment for this cost is indicated in the text of the card. This payment method is a property of the card.

    Some cards have a feature that allows you to recruit them into a squad for an alternative cost. If this feature is used when placing them in a Set, then such cards are revealed earlier than others during the Preliminary Phase.

    The element of the card is not separately indicated on the card, except for the style of execution of the frame of the front side of the card. See paragraph 104.8 to view the execution style of the elemental frame.

    There are 5 elements in total. These are the Steppes, Forest, Mountains, Swamps and Darkness.

    A card cannot have multiple elements, but it can also have no element, in which case the card is called Neutral.

203. Motion Reserve and Movement

204. Life Reserve.

205. Battle. Attack Power. Simple Strike.

    Attack power is the numerical value of that attack, namely how many wounds it can potentially cause.

    1. If an attack has been carried out, then the strength of this attack is calculated with all relevant modifiers for it. If you need to determine the attack power as a feature or property of the card, then this number is taken without modifiers.

    Attacking with a simple blow is a property of the card. A simple hit is an attack. Simple Strike values ​​are also a card property.

    1. A simple strike attack can only be used on your turn when the stack is empty, the player controlling the card has priority, and is the active player.

    From an attack a defender can be appointed by a simple blow. Designating a defender redirects the attack to the creature acting as the defender.

    1. Any open creature that is simultaneously standing next to the source of the attack and the target of the attack can act as a defender.

      The appointment of a defender is a sudden action.

      Only an inactive player can designate a defender.

    To determine the strength of an attack, including a simple blow to a face-down card, a die is rolled. If the result of the roll with all modifiers is equal to three or less, then the attack is weak, if it is equal to four or five, then the attack is medium, and if it is equal to six, then the attack is strong.

    A battle is a certain moment in time, starting with the roll of a card die to determine the strength of an attack and ending with the infliction of wounds on cards from attacks (see paragraphs 216.5, 216.9 for more details).

    1. The battle is carried out even if one creature is fighting, regardless of what phase of the battle or turn is currently underway and regardless of the type and type of attack.

      If a card does not fight, this means that it cannot roll dice to determine the strength of the attack and, as a result, all simple attacks that target this card regard it as face down.

      Some Artifacts, Equipment and Terrains can attack - in this case they can roll to determine the strength of the attack, despite the fact that by default they do not fight.

    To determine the strength of a simple blow when fighting two open creatures, the following table is used:

    Beat Table
    The difference on the dice is in favor of the attacker The striker strikes Reflective applies
    1 weak blow Miss
    2 Medium Impact weak blow
    3 Medium Impact Miss
    4 Swipe weak blow
    5 or more Swipe Miss
    Dice difference in favor of reflective The striker strikes Reflective applies
    1 weak blow Miss
    2 Miss Miss
    3 Miss weak blow
    4 weak blow Medium Impact
    5 or more Miss Medium Impact
    Dice difference 0 The striker strikes Reflective applies
    both players rolled 4 or less weak blow Miss
    both players roll 5 or more Miss weak blow
  1. Numeric X-Y-Z value is substituted for the attack strength according to the following scheme: X - weak attack, Y - medium attack, Z - strong attack.

    1. If the numerical value of an attack is "attack on X", then it is also represented as an attack on X-X-X.

      The X-Y-Z numeric value is also substituted for any features that are not attacks in the manner described in paragraphs 205.5 and 205.7, except that they have no “force.”

206. Zones.

    Playing zones are the locations where the cards are located during the game. All playing areas participate in the game.

    There are six types of game zones: Deck, Deal, Set, Graveyard, Battlefield and Additional zone. There is a separate concept of “in a squad”, used to combine the Battlefield and Additional Zone zones.

    Deck, Deal, Set and Graveyard are personal zones. This means that each player owns one such playing area. Thus, Player A's Deck, Set and Graveyard and Player B's Deck, Set and Graveyard are highlighted.

    1. A personal zone can only contain cards that belong to the player who owns the same personal zone. If a trait or rule causes a card to go into another player's personal zone, then that card goes into the card's owner's zone of the same name instead.

    The Battlefield and Additional Zone are common zones. Such zones can contain cards from both players and such zones do not belong to either player.

    The deck is a closed area. This means that no player can look at the cards in the Deck unless specifically instructed to do so by the trait text.

    Surrender and Recruitment are semi-closed areas. This means that only the player whose Deal or Set contains these cards can view cards in a Deal or Set.

    The Graveyard, Battlefield and Extra Zone are open zones. Any player can view any cards located in these zones at any time.

    If a card changes the playing area, unless the card is in or out of a Set or in or out of a Deal, then this card is shown to all players and they can read it completely.

    No player may change the order of cards in Graveyards or Player Decks unless otherwise specified by rules or features.

    After each manipulation with the Deck, such as: getting a card into the Deck from another playing area, removing a card from the Deck into another playing area, viewing the Deck, presenting a card from the Deck, this Deck is shuffled.

    Decks, Graveyards, Deals, Player Sets, and Extra Zones are unstructured play areas: nothing more than verbal agreement between the players is used to define them.

207. Battlefield.

    The Battlefield is the only structured area in the game. The structural unit of the Battlefield is a cell - a rectangle into which both an open and a closed card can freely fit. All cells of the Battlefield are the same size.

    The Battlefield consists of six horizontal rows, each of which consists of five cells. The rows are arranged in such a way that the corresponding cells are located exactly above each other. Thus, the Battlefield is a rectangle.

    There are two halves of the Battlefield. You can get them by dividing the Battlefield with a conditional line, drawing it along the border of the third and fourth rows. Thus, each half of the Battlefield is a rectangle consisting of three horizontal rows, each of which consists of five cells.

    1. Each half of the Battlefield determines the initial placement of each player. Therefore, the terms are often used: half of the first player's Battlefield and half of the second player's Battlefield.

      Each row on the player's half of the Battlefield has its own number. The row closest to the opponent's half of the Battlefield is called the first row. The row furthest from the opponent's half of the Battlefield is called the third row. The remaining row is called the second.

    This player's arrangement is called a certain number of cells of the Battlefield, on which the player must place his cards first in the arrangement step.

    1. The first player's deployment area consists of all the cells of the first player's half of the Battlefield, except for the leftmost and rightmost cells in each row. The second player's deployment area consists of all the cells of his first row and all the cells of the second and third rows, except the far left and far right.

    The Battlefield cells have symbols. If the first player's half of the Battlefield is located next to him, then the squares of the rows of the first player's half of the Battlefield are numbered 1, 2 and 3, respectively, for the first, second and third rows. The cells of the opponent's half of the Battlefield are numbered 1", 2" and 3" respectively for the first, second and third rows. Within a row, the cells are designated by letters - from left to right the cells are assigned the letters A, B, C, D and E for all five cells respectively.

    1. The correct designation for a cell would be in the form of “letter then number”, such as A2, B3, D1” (pronounced “dah one stroke”).

      3" A3" B3" C3" D3" E3"
      2" A2" B2" C2" D2" E2"
      1" A1" B1" C1" D1" E1"
      1 A1 B1 C1 D1 E1
      2 A2 B2 C2 D2 E2
      3 A3 B3 C3 D3 E3
      A B C D E
  1. The concepts of horizontal, vertical and diagonal are distinguished. Cells of the same vertical are cells that have the same letter designation. Cells of the same horizontal line are cells that have the same digital value, including the stroke, in other words, cells of the same row. Cells of the same diagonal are cells that touch only the corner point, differing from each other sequentially by one number and one letter. For example - C3, D2 and E1 are all cells of the same diagonal.

    1. Line is a term that combines the concepts of vertical, horizontal and diagonal. When a rule or feature text mentions a line, it mentions all the concepts that the line includes. If a feature requires choosing one of these concepts, the player controlling the feature makes the choice.

      Often found text: “on the same vertical / horizontal / diagonal with [map].” This means that the desired target is located on the same vertical, horizontal or diagonal with the cell on which the card is located. It is worth noting that most of the cells of the Battlefield belong to two diagonals, such as, for example, cell B2 belongs to the diagonal A1-B2-C3 and the diagonal A3-B2-C1-D1"-E2".

  2. A cell adjacent to the original cell is a cell that differs by only one letter or number, including the stroke, from the original cell. The adjacent cell is in line with the original cell. Thus, for cell D2' the neighboring cells will be cells D1', E1', E2', E3', D3', C3', C2' and C1', and for cell A1 the neighboring cells will be cells A1', B1', B1, B2 , A2.

    1. An adjacent card is a card located on an adjacent square.

    The cell opposite a card is located on an adjacent cell, on the same vertical line as this card. Which square it is depends solely on the player controlling that card. For the first player, the cell opposite A1 will be cell A1", and for the second player, this cell will be cell A2.

    The direction of a melee attack or movement is a line defined by two adjacent cells, the first of which contains the source, and the second the target. It is impossible to determine the direction of a melee attack or movement unless the target and source are on adjacent squares.

    1. The term "In the direction of..." of a melee attack or movement defines a square that is in line with the source and target of such an attack or movement, in addition to being adjacent to the target and not on the same square as the source. Thus, if the source is on square B1" and the target is on square C1, then the square in the direction of the melee attack or movement will be square D2.

208. Types of cards and Class.

    There are four types of cards: creature, terrain, artifact, and equipment.

    1. A card with the "creature" type may not have subtypes.

  1. Cards of different types and subtypes differ in their set of properties and rules for playing these cards.

    A card can change its type during the game. In this case, the card gains or loses everything necessary properties. Also, for a card that has changed type, rules are used that describe the game with the new type of card.

    A card cannot have multiple card types or subtypes.

    A map class is a feature of a map. The card class itself does not give anything to the card, but it is decisive for many other features of the cards.

    1. A card of any type or subtype can have a class or several classes.

      At the time of the release of these rules, the game contains the following classes:

      • Archaalite

      • Guardian of the Forest

        Akkenian

        River Maiden

        Inquisitor

      • Spawn

      • Overlord

      • Child of Krong

        Jordling

      • Hero Warrior

        Hero Mage

209. Creature.

    Creature is the main type of cards. This section covers the rules for playing this type without a subtype.

    The creature has the following properties: name, cost, eliteness, movement reserve, life reserve, strength of a simple blow to X-Y-Z pattern, movement, attacking with a simple blow, acting as a defender, closing to attack flying creatures, fighting an open enemy creature.

    Movement, attacking with a simple blow, acting as a defender, closing on an attack against flying creatures, and fighting an open enemy creature can only be used by an open creature.

    During the placement step, the creature is placed on a Battlefield square.

    Symbiotes have all the properties of ordinary creatures, except movement.

    During the placement step, the Symbiote is placed on a battlefield square. At the reveal step, the owner of the Symbiote nominates a creature in his squad that will be the owner of the Symbiote. After this, the Symbiote is placed on the same cell with the owner.

    The symbiote can only be assigned to a creature on the Battlefield that does not have subtypes. If during the game the owner of the Symbiote receives a subtype or ceases to be a creature, then his Symbiote dies.

    Only one Symbiote can be assigned to one creature.

    Only an incorporeal Symbiote can be assigned to an incorporeal creature. If the owner of the Symbiote becomes incorporeal during the game, then his non-corporeal Symbiote dies.

    If the host receives a destruction effect, then its symbiote receives the same destruction effect. After this destruction effect is resolved, the symbiote is sent to the cemetery along with the host in the following order: first the host, then the symbiote. If the destruction effect is canceled, then both the host and the symbiote remain in the squad.

    If the owner of the Symbiote changes the playing area, then his Symbiote receives a destruction effect that cannot be canceled or blocked. This is the basic effect.

    If the owner moves across the Battlefield, then the Symbiote moves with him. The symbiote is not considered to be using movement, even if the host is using movement.

    The symbiote is considered to be next to all cards next to the owner, and vice versa.

    1. The symbiote is considered to be standing next to the owner, and the owner is considered to be standing next to its Symbiote.

    You cannot use finishing moves on the Symbiote.

    The symbiote cannot be moved separately from the host, except in paragraph 210.11a. All features that move the symbiote, except for moving the host, are blocked. The symbiote and its host move onto the cell at the same time.

    1. There are features that change the host of the Symbiote. Such features move the Symbiote without a host and do not cause the destruction effect.

    If the owner of the symbiote comes under the control of the enemy, then the Symbiote remains under the same control.

211. Flying Creatures.

    Flying creatures have all the properties of ordinary creatures, except for movement and closing to attack flying creatures.

    Flying creatures are placed on the Battlefield as usual, but during the reveal step they are transferred to the Additional Zone. This is not movement, but is a basic effect.

    1. Flying creatures also enter the Extra Zone if they were hidden and revealed, were summoned to a square, were revived to a square, used Incarnation, or were taken into a squad in any other way. This is also a basic effect. Any features and effects belonging to such a cell do not work on flying creatures.

    Traits that move cards to flying creatures cannot be declared.

    Flying creatures are not adjacent to any card in any unit.

    Flying creatures can attack any card on the Battlefield or in the Additional Zone with a simple blow.

    A flying creature can act as a protector for another flying creature. A flying creature can act as a defender of the map on the battlefield from the attack of another flying creature, but cannot act as a defender from the attack of a non-flying creature. A flightless creature standing next to the target of an attack can act as a defender against an attack from a flying creature.

    The maximum number of crystals that can be spent on a set of flying creatures is limited to fifteen, excluding eliteness.

    Flightless creatures cannot attack flying creatures with a simple blow, except as described in paragraph 211.9.

    If there are no non-flying creatures in the enemy squad, then your non-flying creatures gain the ability to close on their turn in order to be able to attack a flying creature once with a simple blow on their next turn. This property is called “closing to hit flying” and is a slow action.

212. Terrain.

    The area has two properties: cost and eliteness.

    The terrain cannot be attacked and all attacks on the terrain become illegal.

    A player can take no more than one location into a squad.

    During the placement step, the terrain is placed on a Battlefield square. During the reveal step, the terrain is placed in the Additional Zone.

213. Artifact.

    The artifact has three properties: cost, eliteness and life reserve.

    During the placement step, the Artifact is placed on a cell of the Battlefield.

    The artifact does not fight.

    All attacks against an artifact are calculated as against a face-down card.

214. Equipment.

    Equipment has three properties: class, cost and eliteness.

    Equipment always has at least one of four classes: Weapon, Armor, Shield or Potion. Equipment can have several such classes.

    1. Equipment classes other than Weapon, Shield, Armor, or Potion are Equipment features.

    Equipment cannot be attacked and all attacks on equipment become illegal.

    During the placement step, the Equipment is placed on the Battlefield square. At the reveal step, the owner of the equipment nominates a creature in his squad that will be the owner of the equipment. The owner of the equipment wears this equipment. After this, the Equipment is placed on the same square as the owner.

    1. Only a creature with at least one class can be appointed as the owner of the equipment.

      If the creature wearing the equipment loses its class, it remains the owner of the equipment.

    A creature can only wear one piece of equipment of one class. Also, a creature cannot be designated as the owner of equipment if it is already wearing equipment of the same class.

    If the owner receives a destruction effect, then his equipment receives the same destruction effect. After this destruction effect resolves, the equipment is sent to the graveyard along with its owner in the following order: first the owner, then the equipment. If the destruction effect has been canceled, then both the owner and the equipment remain in the squad.

    Equipment moves with the owner and cannot be moved separately from the owner. All features that move equipment, except for moving the owner, are blocked. The equipment and owner move onto the square at the same time.

    1. Equipment is not considered to have used movement, even if its owner uses movement.

    Equipment is considered to be next to all cards that are next to its owner, and vice versa.

    1. The equipment is considered to be standing next to the owner, and the owner is considered to be standing next to his equipment.

    Equipment cannot be placed on an enemy creature unless specified in the Equipment text.

215. Stack, Priority and Pass.

    The stack is analogous to the playing area, but it is not one because no cards can be placed on the stack.

    The stack contains playable and triggered features at the time of their application, as well as the properties of cards that can be declared, also at the time of their application.

    A stack object is a conditional part of a property or feature whose execution results in effects.

    1. If the stack does not contain any objects, then the stack is called empty.

      Each stack object has a “height” parameter - the number of objects placed on the stack before this object. No two stack objects can have the same "height".

      The stack object that has the maximum "height" is called the top one on the stack.

      Immediately after an object is pushed onto the stack, that object is at the top of the stack.

      Features and properties enter the stack in the form of a chain of objects, that is, objects placed on the stack in a strictly defined way.

      Each stack object belongs to a chain of objects corresponding to a particular feature or property, and only one.

    If several chains of objects must be placed on the stack at the same time, then all such chains of the active player are added first, and then all such chains of the inactive player. The order in which several of these chains are placed on the stack is determined by the player who controls them.

    Players can only claim features and properties when the rules allow it.

    The rules use a priority system, special law declare features, properties and declare a pass - transfer of priority to the enemy.

    1. A pass is a play action and does not use the stack, meaning it is executed immediately.

    Only one player can have priority at a time.

    After both players pass, the top object on the stack is executed and then leaves the stack. If the stack goes empty and both players then pass, the current step or phase ends and the next step or phase begins.

    After claiming or executing any Stack Object, at the beginning of any Phase or Step, and at the End of any Phase or Step, the Active Player receives priority.

216. Stack Objects and Stack Object Chains.

    The chain consists of the following stack objects:

    • Application object

      Target object

      Throw object

      Result object

      Calculation object

      Object of protection

      Object of wounds

      Payment object

      Termination object

      Stack objects within a chain go on the stack in exactly the opposite order to the order in which they are listed in paragraph 216.1.

      If a feature or property does not involve dice rolls, then the feature or property is placed on the stack as a simplified chain of objects - a chain that excludes the Roll Object, Result Object, and Calculation Object.

    The claim object itself does not bring any effects into play, but its appearance at the top of the stack for the first time for any given chain is the trigger point for triggered features with the "before [attack/action]" keyword.

    When a Target Object is top of the stack, players can declare a playable block or redirect of the trait or ability that the object is chained to, including assigning a defender to the card attacked by a simple hit. You can only claim a redirect if the feature or property has not already been redirected.

    Executing a Target Object produces the following effects in the following order:

    • The end goal of the feature or property is determined

      The ultimate goal of a feature or property is revealed if it was hidden

      If a card is attacked, the source becomes the attacking card and the target becomes the reflecting card.

      Chain blocking features are used, text that provides blocking until the dice are rolled.

      Triggered features with the keyword “on attack” are placed on the stack.

    Performing a Roll Object produces the following effect: The source card enters combat and rolls the die. If there is a battle between two face-up creatures, both of those creatures enter the battle and roll a die, with the attacking creature rolling the die first. After that, all triggered features that trigger on a die roll are placed on the stack, regardless of modifiers. After this, all triggered features that have the word “fighting” are placed on the stack.

    Executing a Result Object causes all modifiers to be applied to the dice rolls, resulting in the final result of the dice roll. After that, all triggered features are placed on the stack, which are triggered by the die roll, taking into account modifiers.

    The appearance of the Counting Object at the top of the stack for the first time for each chain in the case of a battle between two open creatures allows the player who rolled the higher number on the tradeable die to play a Weakening on the Strike Table one point up. This means that such a player can bring the result of the throw up one line.

    Executing the Calculation Object leads to the following effects in the given order:

    • The strength of a feature or property is determined, if necessary, by gradation of weak-medium-strong.

      If the trait or ability is an attack, then the card that deals the attack becomes the attacking card, and the target of the attack becomes the attacked card.

      Modifiers are applied to the numerical value of a trait or property.

    While the Defense Object is at the top of the stack, players can use playable traits that block the Defense Object's trait or chain property, as well as reducing the attack to a certain type(weak-medium-strong).

    Performing a Protection Object checks whether the target card has protections from the trait or ability applied to it, or whether it can be blocked by permanent traits.

    Performing an Object of Wounds causes the following effects to occur in the order given:

    • If the chain is not an attack, then the text of the chain is executed. If the text instructs to perform several effects, then they are performed in turn, in the order listed in the text.

      If the chain is an attack, then the wounds from that attack are applied to the target card.

      Triggered features with the keyword “on spell/impact/attack (hit, shot, etc.)” are placed on the stack.

      The source card and, if possible, the target card leave the battle.

    Execution of the Payment Object results in payment by the card for the feature or property declared by it. Within the framework of this Object, if necessary, the card is closed, the card loses chips, loses movement units, loses features with the keywords “once per turn/battle.” After this, triggered features with the keyword “after” are added to the stack.

    1. Executing the defender's assignment Pay Object does not close the source card, but adds the closure of that card to the attacking card's Pay Object.

    Completing an Ending Object causes cards to lose their attacker, attacked, attacker, reflector, source, and target status.

217. Taking control.

    Some card features allow you to take control of an opponent's card. These traits draw a card into your squad from your opponent's squad.

    1. Taking control does not move the card unless otherwise noted.

    A card taken under control receives a “control” marker and remains in the card owner’s enemy unit until it loses that marker.

    Under what conditions the marker is lost is described in the text of the feature that takes control of the card.

    Returning a card to its owner's unit after losing a marker does not constitute taking control.

218. Chips.

219. Opening and closing cards.

    Some features close cards not as payment for an action.

    It is illegal to claim features that require you to open a face-up card or close a face-up card, except for the features described in paragraph 219.3.

    Some features communicate two or more effects, one of which requires opening or closing a card. Such features can be declared on respectively open or closed cards. In this case, the effect requiring the card to be opened or closed accordingly is not performed.

    If a card was revealed during a player's turn, it fully restores its movement reserve and can act during that turn, if possible.

    1. If a card has a trait of the form “can act X times per turn,” then after it is revealed during a turn, it can again act X times per turn.

3. Structure of Combat and Turn.

300. General provisions.

    The battle consists of a Preliminary Phase and an unlimited number of player turns. The battle begins with a preliminary phase, its end leads to the beginning of the first player's turn. The players take turns making moves; the first player's move is always followed by the second player's move and vice versa.

    A turn consists of three Phases: Initial Phase, Main Phase and Final Phase. Each of these Phases occurs every turn in the order given above, even if nothing happens during the Phase. Some Phases are divided into Steps, which also take place every turn in the order described in the description of each phase.

    Current Turns, Phases and Steps are completed when the stack is empty and both players have passed. No event can occur in the game between Turns, Phases or Steps. Completing a Step, Phase or Turn automatically begins the next Step, Phase or Turn.

    Features that trigger on the start of a Turn, Phase, or Step are automatically added to the stack when the corresponding Turn, Phase, or Step begins.

    Features triggered at the beginning of a Battle are performed according to special rules in the Combat Start Step.

    When a player's Turn, Phase, or Step occurs, that player receives priority, with the exception of the Preliminary Phase and the Steps it includes.

301. Preliminary Phase.

    The Preliminary Phase consists of seven Steps - the Surrender Step, the Recruitment Preparation Step, the Squad Recruitment Step, the Arrangement Step, the Reveal Step, the Combat Step and the Vanguard Step.

    1. The steps of the Preliminary Phase are listed in paragraph 301.1 in the order in which they are completed.

    A special rule for the preliminary phase is that there is no stack in this Phase. All triggered features in this phase are executed immediately after the request and cannot be declared at the same time. Performing a trigger feature or a player's pass transfers priority to the opponent.

    Players may not claim actions or playable features during the Preliminary Phase other than the Set Preparation Step.

302. Step of Surrender.

    At the beginning of the Deal Step, each player automatically receives the number of cards determined by the game format and Tournament Rules from the top of their deck into the Deal area. Each player also receives 23 gold and 22 silver crystals.

    Players then decide their turn order. To do this, they roll the dice, and the player who rolls the highest number chooses which player goes first. If a match consists of several games, then the player who won the last game chooses which player goes first. If the previous game in such a match ended in a draw, then the players roll the dice again to determine the order of the move. The player who goes first is designated as the first player, and his opponent is designated as the second player.

    A player who is dissatisfied with the cards he received can take a mulligan for the loss of one gold crystal. To do this, he shuffles the received cards back into the deck and receives the same number of cards again. Players can take a mulligan as many times as they want, losing one gold crystal each time, until their number is reduced to zero. If the player is satisfied with the cards he received, then he saves them in the Deal zone, which he announces to the opponent.

    1. The first player takes all mulligans first. After he has indicated that he has kept his cards in the Deal zone, mulligans can be taken by the second player.

      By informing about saving his cards in the Deal zone, the player automatically refuses the opportunity to take mulligans in this game.

    No feature or ability can be played during the Surrender Step.

303. Kit Preparation Step.

    The First Player receives priority for claiming Playable Features “before the squad is drawn” of cards from the Deal.

    If a player passes during the Recruitment Preparation Step, then he is deprived of the opportunity to declare features “before recruiting a unit.”

304. Squad Recruitment Step.

    Players begin placing cards from the Deal into the Set, spending the appropriate crystals to do so.

    No player receives priority during this Step.

    Cards are placed into the Set one at a time and affect other cards placed in the Set.

    Cards placed in a Set receive features with the keywords “starts combat with...” at the moment the cards are placed in the Set. Thus, the card is in the Deal without such a feature, but ends up in the Set with it.

    A player cannot place more than 15 cards in a Set.

    The player loses one gold crystal for each element in the Set over two. If the Set contains cards of only one element, then the player receives an additional gold crystal. Neutral cards do not count towards an element.

    1. The player loses the crystal before the card is directly placed in the set, thus, having cards of two elements in the set and, for example, 6 gold crystals, it is impossible to recruit a card of the third element worth 6 gold crystals into the squad.

    The player announces his decision to complete the Squad Recruitment Step. When both players announce this, the remaining Cards from the Deal are mixed into the Deck. After this, the game moves to the next Step.

305. Arrangement Step.

    The First Player gets priority to place all cards from the Set in his deployment area. After he passes, Player Two gets priority to place all of his cards from the Set in his deployment area.

    Cards are placed hidden in the placement area. No more than one card can be placed on one cell of the Battlefield.

    As soon as a player has filled all the cells of his deployment zone, the outermost cells of his second and third rows are added to this zone.

    As soon as the First player has filled all the cells of his deployment zone for the second time, the outermost cells of his first row are added to this zone.

306. Opening Step.

    At the beginning of the Reveal Step, the First Player may claim features with the keyword "before Reveal." After his pass, the Second Player can declare the same features.

    After the Second Player passes, all cards that have a cost of type X, N+X, or that used an alternative cost are revealed. The value of X and the use of opportunity cost are specified.

    1. All other cards on the Battlefield are revealed. The First Player reveals the cards first. Player Two may keep any cards from his third row, except symbiotes and equipment, hidden (face down) until the end of Player One's first turn.

    The First Player places all terrains, flying creatures, and cards with the “located in the Additional Zone” property into the Extra Zone. Then the Second player repeats the same for his cards.

    The First Player assigns owners to all of his equipment. Player Two then assigns hosts for their equipment.

    Player One assigns hosts to all of his symbiotes. Player Two then assigns hosts for their symbiotes.

    The Showdown step is completed once the owners of all possible cards have been assigned.

307. Start of Battle Step.

    Players, starting with the First, declare triggered features “at the beginning of the battle” by general rules Preliminary phase.

    If a player passes during the Combat Step, he will no longer be able to claim any special features for the rest of that Step.

    After both players have passed, the Combat Step ends.

308. Step of the Vanguard.

    Players, starting with the First Player, declare the “Vanguard” feature of their cards according to the general rules of the Preliminary Phase.

    If a player passes during a Vanguard Step, he will no longer be able to claim any features until the end of that Step.

    After both players have passed, the Vanguard Step and then the Preliminary Phase are completed.

309. Initial Phase.

    The Initial Phase consists of two Steps: the Preparatory Move Step and the Start of Move Step.

310. Move Preparation Step.

    Neither player receives priority during this Step.

    At the beginning of the Turn Preparation Step, all decisions that a player can make "before the player's turn begins" are made, as well as whether cards that have a chance of not being revealed will be revealed. First, such decisions are made by the active player, then by the inactive player.

    All “start of turn” features associated with opening cards are triggered and executed, with the exception of Poison, Regeneration and Extinction.

311. Start of Move Step.

    All of the Active Player's face-down cards, except cards that cannot be revealed or are selected not to be revealed, are revealed.

    All active player cards lose all movement markers.

    Effects end “before the start of the turn.”

    All “at the beginning of the turn” features not related to opening cards are triggered, as well as Regeneration, Poisoning and Extinction. The Active Player gets priority.

    If during this phase a feature is declared that will trigger a “start of turn” feature, including a delayed feature, then that feature will trigger when the next Start of Turn Step occurs.

312. Main Phase.

    The Main Phase contains no Steps and is the main phase of the game.

    During the Main Phase, the Active Player with an empty stack can declare any of his actions, playable features or properties, except for those whose claim is limited in the rules or card features to a certain moment during the turn. Such game actions should be declared strictly at the designated moment.

313. Final Phase.

    All features “at the end of the turn” are triggered.

    1. If during this phase a trait is declared that will trigger an "end of turn" trait, including a delayed trait, then that trait will trigger when the next Final Phase occurs.

    After a mutual pass between players with an empty stack in this Phase, the effects “until the end of the turn” expire, then at the same time the Active player becomes Inactive, and the Inactive player becomes Active.

4. Features, Properties, Effects and Modifiers.

400. General Provisions.

    The source of the game action is the card that reported it, performed it, or declared it.

    1. Once determined, the source of game action will never change regardless of the occurrence of other game actions.

    The goal of the game action is the card to which it is directed. Game action can have several goals.

    1. The initial target of a feature or property is the purpose of that feature or property before the target object of that feature or feature is executed.

    To declare a feature or property means to put on the stack a chain of stack objects corresponding to this feature or property.

    In order to declare a feature or property, it is necessary to indicate exactly what feature or property is being claimed, its purpose and source.

401. Types and Types of Features.

    There are two types of features - attack and non-attack.

    There are two types of features - magical and non-magical.

    Attacks can be close or ranged.

    A short-range magical attack is a magical strike, a long-range magical attack is a discharge, and a non-magical attack is a spell.

    Melee non-magical attacks are simple strike and special strike, ranged non-magical attacks are shot and thrown, non-magical non-attack is impact.

    If the text of a feature does not indicate the type and type of feature, then such a feature is by default an impact - a non-magical, non-attack.

402. Properties. Destruction Effect.

    A card's property is an integral game parameter of a card that all cards of the same type have. Properties also include a special way of describing or calculating other properties of the card.

    Some properties are possible to apply, for example, movement or attack with a simple blow.

    The destruction effect is the card's only triggered ability. If, as a result of a game action, the number of current lives of a card drops to zero or lower, then the card receives the Destroy Effect. The card can also receive the Destroy Effect as a result of performing certain features.

    1. The destruction effect goes on the stack in the same way as triggered features. The result of performing a Destroy Effect is that the card is placed in the Graveyard.

      The card receives a second Destroy Effect if its current hit points are less than 0 and the attack does not cause wounds to the card.

      If by the time the Destruction Effect caused by wounds on the card is performed, the number of the card's current lives has become greater than zero, then the Destruction Effect becomes illegal and is canceled.

403. Features.

    A feature is a description of what a card can do in the game. Features are individual for each card and, unlike properties, do not belong to all cards of the same type and do not describe the parameters of the card.

    Map text is a feature of the map.

    A card can have several features. As a rule, the description of a feature fits into one sentence, and the period serves as a delimiter between two different features.

    Features come in three classes - Playable, Triggered and Permanent.

404. Playable Features.

405. Triggered Features.

    The triggering feature usually begins with the keywords “at,” “before,” “after,” “if,” or “when.” The text of such a feature contains a condition that describes the trigger point.

    Once triggered, the feature must be claimed by the player as soon as he receives priority.

    The keyword "may" in the text of a triggered feature indicates the player's ability not to declare such a feature if the trigger conditions are met.

    Once declared, a triggered feature will be executed regardless of what play area the source is in at the time the feature is executed.

    Some Effects create delayed triggering features. This means that the target of such an Effect receives an acquired triggered trait, which disappears after it is declared or in the event that it is impossible to declare such a trait at the moment of triggering.

406. Permanent Features.

    Permanent features always influence the game. The presence of a permanent trait on a card is checked every time a player receives priority.

    Persistent features are not targeted by cards because they are not declared. This is why features communicated by permanent features do not reveal hidden cards (see paragraph 415.6).

407. Gaining and Losing Features.

    Cards can communicate or take away features from each other. Features imparted to a card by other cards are called acquired features.

    If the text of the card that communicated the feature does not indicate the duration of the message of the feature, then such a feature is reported until the end of the battle.

    If the text of the card that deprived the feature does not indicate the duration of deprivation of the feature, then the card will lose the feature until the end of the battle.

    If a trait's text instructs the card to be stripped of all its traits, the card loses all traits except its acquired traits.

    If a trait's text instructs a card to be stripped of a specific (usually named) trait, the card loses both unacquired and acquired traits.

    Example: Gurr Shaman uses Void Gaze on Hirdman in formation. Hirdman does not have his own defenses, but when in formation he receives protection from magic. Gurr Shaman's trait takes away Hirdman's magic defense and makes it impossible for him to gain it in the future, regardless of whether it comes from his own formation or from other cards.

408. Ignoring Features.

    Card features may be ignored. The conditions under which a card ignores the features of another card are always specified in the text of the ignoring card. These conditions are called Ignore Conditions.

    All unacquired features of the card, as well as any individual feature, including an acquired (usually named) feature, can be ignored.

    If the ignore conditions are met, then all stack objects whose source is the ignoring card receive the additional text: "Ignores the [feature\specific feature] target of this object." This means that the effects generated by the execution of this object treat the object's purpose as being featureless/specific.

    1. If the text of an ignoring card does not specify conditions for ignoring, then all stack objects whose source is such a card receive additional text: “Ignores the [features \ specific feature] of the targets of this object.” This means that the effects generated by the execution of this object treat the object's purpose as being featureless/specific.

    Triggered card features that target an ignoring object do not count effects generated by the ignoring object as a trigger point.

    Playable card features that ignore an object can be played as normal.

    If a card ignores Cache, it can declare an attack against a card with Cache despite the fact that Cache's text prohibits this.

409. Cancellation of Features and Properties.

    Undoing a feature or property is removing from the stack all stack objects that relate to that feature or property or to features generated by that feature or property, including the pay object.

    Cancellation of a feature or property occurs if the feature or property becomes illegal during execution.

    A canceled feature or property is considered unclaimed, the card that used it is not canceled and is not considered to have used this feature or property.

410. Blocking.

    Blocking is the removal of a feature or property from the stack in its entirety, except for the feature's payable.

    You can block one feature or property only with the help of another feature, which is called a blocking feature. A property or feature that is blocked is called blockable.

    1. The blocking feature can be playable, triggered, or permanent.

    A playable blocking feature can only be declared when the target object of the blocking feature is top of the stack.

    Trigger points for triggered blocking features are described in their source texts.

    Persistent blocking features, instead of gaining the effect of the blocked feature, remove that feature from the stack without gaining any effects from it. This is the Substitution Effect.

411. Defenses.

    Protection is a special type of blocking. A card that is protected from a trait or ability does not receive the effects of that trait or ability, however, triggered features caused by hitting a trait that protects from it are put on the stack and can cause the effect of other cards, but cannot cause the effect of that card with protection.

    Protection is a permanent feature and is written on the card as "protected from [text]", where [text] indicates what exactly the card is protected from. Protections against various types of attacks, some named features, as well as properties are common.

    Protection is a specific feature.

    Protection against any type of singularity includes protection against all particular singularities belonging to the more general type.

    Example: Protection from Magic Features, better known as Protection from Magic, has the following incomplete but sufficient text: “Protection from discharges. Protection from Magic Strikes. Protection from Spells."

    1. If any feature ignores or deprives a card of protection from a particular type of feature, then this also applies to a card that has a more general type of protection.

      Example: A card that ignores defense against shocks, when attacking with a discharge, ignores the target's Magic Defense component.

412. Defining the Purpose of Features. Redirection.

    The original purpose of a feature must be stated when the feature is submitted. It is impossible to claim a feature without stating its original purpose or purposes.

    After a feature's target object executes, the original target of that feature becomes the target of the feature unless the feature was redirected.

    You can redirect a feature only when the target object of that feature is at the top of the stack. The exception is described in paragraph 412.7.

    Redirection is a feature of its own kind, having only 2 stack objects: a wound object and a pay object. This is why the redirect cannot be redirected or blocked. However, it is possible to make it illegal by forcing the card, the source of the redirect, to spend the necessary resources.

    Performing a redirect wound object changes the original target of the trait or ability to another card and makes it the target of that trait. If a feature or property no longer has a purpose, then the redirection becomes illegal. This is why you cannot redirect a redirected feature or property.

    A card that declares a redirect cannot declare it again while the first redirect's objects are on the stack.

    Some features related to redirection are permanent. Such features do not go on the stack and are always executed as part of the redirected feature.

413. Combined features.

    A combined feature is a feature that has characteristics of features of two classes - playable and triggered at the same time.

    Combined features usually have a condition and a trigger point, but also a structure of the form [payment]: [text].

    All rules for triggered and playable features apply to combined features, with the exception of their application - they are declared according to the rules for triggered features.

414. Nominal Features.

    A nominal feature is a feature that has a name. The name of a named feature is the abbreviated text of that feature. Full list Nominal features and their full text are given in these rules in the “Dictionary” section.

    Named traits can be permanent, playable, or triggered.

    Nominal features may have an X after their name. Either the value of X is specified initially, or the method for determining it is specified in the text of the card. X determines the quantitative value of the feature, as indicated in its text.

    If a card has multiple triggered or permanent named features with the same name, then only one of them triggers or has an effect on the game each time, with highest value X.

    If a card has multiple triggered or permanent traits with the same name and the same value X (or without X), then the one that is triggered or affects the game is the one that the card received earlier than the others during the game.

    If a card has multiple playable named traits, it can use any of them.

415. Hidden cards.

    A hidden card is a card turned face up. Until the showdown step, all cards are hidden.

    A hidden card is revealed as soon as it becomes the target of an ability or trait, if it declares a sudden ability, including a sudden action, if one of its triggered traits goes off, and if its permanent traits begin to affect the game. This showdown does not use the stack and is a basic effect.

    Example: The hidden Elenyamen in the third row of the second player is immediately revealed if there are forest guards in the second player's squad.

    1. A hidden card whose text states that a certain type of trait or property can be used only on it is considered to have a permanent trait that affects the game, and is immediately revealed if hidden.

      Example: The Hidden Reed Idol in the second player's third row is immediately revealed.

      All cards are revealed during the Reveal Step, except for cards in the third row of the second player and cards with the Stealth feature.

    The hidden card is a legal target for any possible playable or triggered feature. Any conditions specified in the text of the trait are considered to be met if the target of the trait is a hidden card.

    Example: Acolyte Dzara, who can only blast creatures, can blast any hidden cards, even if they aren't creatures.

    Example: The Jester can declare his feint by choosing any creature for X crystals and a hidden card, because the condition “costs X crystals” is considered fulfilled for the hidden card.

    1. If a card is required to select all cards that satisfy some condition, then that card automatically selects all possible hidden cards.

      Example: Tarna, after damaging all enemy creatures of the chosen cost with her spell, must target all of the enemy's hidden cards as her target, regardless of the chosen cost.

    Features and properties that become illegal after the card they target is revealed are blocked. This blocking does not use the stack and is a basic effect.

    The player cannot reveal his card by at will, except in separately specified cases, for example, if the card has the Stealth feature.

    Giving a hidden card a special trait using a permanent trait does not reveal the hidden card.

416. Effects.

    An effect is the result of executing a feature. Persistent traits generate Continuous Effects, other traits generate both one-time and ongoing Effects. Basic Effects are not generated by features, but are part of the rules of the game.

    If an Effect must accomplish something impossible, then it must accomplish as many as possible.

    EXAMPLE: A heal of 2 will cure one wound if there is only one on the creature.

    Markers are Effects.

    Effects belong to the players who controlled the cards that created those Effects at the time they were created.

    Effects do not use Stack.

    Effects are game actions.

417. One-time Effects.

    One-time Effects are applied once and after that have no effect on the game and have no duration. Examples would be: inflicting wounds, moving cards, destroying creatures.

    Some One-Time Effects prompt the player to perform some in-game action later in the game (usually at a specific time). Such effects temporarily give the card, the source of the effect, a new triggered trait, which waits for the moment specified in the effect. Once such a feature is declared, the card loses it.

418. Lasting Effects.

    Lasting effects affect the game for a period of time, usually described in the feature - the source of the Effect.

    If the duration of the Effect is not specified, then the effect lasts by default until the end of the battle.

419. Substitution Effects.

    Substitution effects are long-lasting effects that wait for some game action and replace it completely or partially before performing such game action.

    1. Effects that use the verbal construction “instead” are Substitution Effects.

      Effects using the verbal construction "Not [text]" are Substitution Effects, except for the construction "Can't [text]", which determines the illegality of doing [text].

      Effects that use the verbal construction "Starts Combat" are Substitution Effects.

    The use of Replacement Effects is not limited in time and they can be used at any time during the game.

    Substitution effects can only be applied if they occur before the execution of the game action that they can replace. Replacement effects do not affect game actions that have already been completed.

    If the game action was replaced, then it never happened. A game action modified by the Substitution Effect is performed instead of the original game action and may entail completely different triggered features and effects, including illegal ones.

    The same Substitution Effect does not apply multiple times to the same game action and cannot replace itself.

    Once one of the effects replaces a game action, no other can replace it anymore.

    1. If the same player controls all of the Substitution Effects applied to a particular game action, then he determines which one is applied.

      If different players control Substitution Effects applied to a game action, then the player who owns the game action chooses which Substitution Effect will be applied.

    A Substitution Effect can be applied to a game action that results from another Substitution Effect.

420. Prevention Effects.

    Prevention Effects are a special case of Replacement Effects, but apply only to wounds inflicted, replacing their quantitative value.

    Prevention effects that do not have a quantitative value replace the number of wounds with 0 automatically.

    Prevention effects that have a quantitative value are applied in order of priority and can all be applied if the number of wounds inflicted allows it.

    1. Multiple Prevention Effects under the control of one player will be applied to a target in an order determined by the player controlling the target card.

      If the Prevention Effects of different players are applied to the same card, the Prevention Effects under the control of the player controlling that card are applied first.

    If a Prevention Effect cannot prevent a card from being hit, it is considered unused and can then be used again if possible.

    Prevention effects are applied after all modifiers that affect the number of wounds inflicted have been applied.

    The timing of Prevent Effects is usually indicated in the traits that announce them. If the application time is not specified, then such Prevention Effect lasts until it is applied, or until the end of the game.

    If a card that is the source of a Prevention Effect leaves the play area, that card's Prevention Effect does not apply.

421. Basic Effects.

    Basic Effects are effects generated by the rules of the game. Such effects have no source, but do have a target, and do not use the stack. Basic Effects are checked every time one of the players receives priority.

    A player losing a game due to no creatures under his control and an empty stack is a basic effect.

    Checking an unused movement on a creature is a Basic Effect.

422. Modifiers.

    Modifiers are effects or features that change the numerical values ​​of other features, properties, or other effects.

    Modifiers are long-lasting effects or permanent features.

    Playable features that provide modifiers to the result of a die roll can only be played while the Result Object is top of the stack.

    If several modifiers are reported to one feature, then they are reported in the following order:

    • modifiers received from cards from the trait's source unit, other than the source itself

      modifiers obtained from the trait's source

      modifiers received from cards from the target's unit

      modifiers obtained from the trait's target

      game rules modifier

      modifiers that reduce the numerical value of a feature to a specific number

      Modifiers within one application group from paragraph 422.4 are applied in the sequence determined by the player who controls the sources of modifiers.

      A modifier for the rules of the game is to reduce the result of the die roll to 6 if it is greater than 6, and to 1 if it is less than 1. This modifier is applied always, except for dice rolls when fighting two face-up creatures.

      Modifiers that reduce the numerical value of a trait or ability to a specific number are always applied last, regardless of which unit the card that declared it is in. If there are several such Modifiers, then the player who controls the card that is the target of the feature chooses which of these modifiers will be applied. Other modifiers of this type do not apply.

    Persistent features that are modifiers are applied only when such modifiers are valid, when the corresponding stack object is executed.

423. Illegal Gaming Activities.

    If, when performing a game action, it turns out that it is illegal, then such game action is cancelled. Such gaming activity is not paid for and is not considered declared. Not a single feature is triggered by such gameplay and not a single effect is applied as a result of such gameplay.

    1. If the execution of a game action has already generated Effects or triggered features, then such game action must be paid for, even if it is illegal.

    After the cancellation of an illegal gaming activity, the player, the owner of such gaming activity, receives priority. He can take any actions allowed by the rules of the game, including declaring it again, if this is legal and possible according to the rules of the game.

    If only part of the game action turns out to be illegal, then this part of the game action is not applied, as if it were completely absent. Otherwise, the game is performed as usual and is paid in full.

Dictionary.

This section lists in alphabetical order the named features of the Berserk TCG and the rules for these features.

Glossary.

This section describes keywords and phrases. Descriptions of some aspects of the game are provided.

Vanguard

    Vanguard has the following full text: “At the start of Vanguard Step, this creature can declare an attack by simply hitting an adjacent enemy card. This strike is dealt as if the creature had the Unrequited Strike feature.

    Vanguard is a triggered trait whose trigger point is the onset of Vanguard's Step.

    Like any other trait triggered during the pre-phase, Vanguard is applied immediately after triggering.

    Vanguard is an optional trait, meaning the player can choose not to perform it.

Unanswered Strike

    Unrequited Strike is a trait that includes the Directed Strike trait. Thus, a card that has this trait also has the Directional Strike trait.

    Unrequited Strike has the following full text: “Directed Strike. A card attacked by a simple or special attack does not fight that card."

    Unrequited Strike is a permanent feature.

Incorporeality

    Incorporeality is a permanent feature.

    Incorporeality is a creature trait; no other card type can gain it.

    Creatures with incorporeality are also referred to as “incorporeal beings.”

    Incorporeal creatures can announce movement to an occupied square.

    An incorporeal creature can only be a host to an incorporeal symbiote.

    An incorporeal creature often has an incorporeality-related trait of the form "Incorporeal: [Text]", where [Text] is the incorporeality-related trait.

    There may be several features associated with incorporeality, in which case they look like “Incorporeal: [Text1, text2]”.

    The incorporeal trait can be playable, triggered, or permanent.

    If a creature loses incorporeality, it also loses all features associated with incorporeality.

    If any stack object ignores incorporeality, then it also ignores all features associated with incorporeality.

    Incorporeal beings cannot be healed.

Blessing

    The blessing has the following full text: "+1 to all die rolls."

    Blessing is a permanent feature.

    Blessing is a modifier.

    The trait that bestows Blessing on a card is indicated by the short word “bless.” Thus, "bless the chosen card" means: "the chosen card receives a blessing."

    A card with a Blessing is called a blessed card.

Armor X

    Armor X has the following full text: "During each player's turn, prevent the first X wounds from nonmagical attacks on this card."

    Armor X is a permanent feature.

    X is listed separately for each individual feature of Armor X.

    If a card loses Armor X and then gains Armor X, then the Armor X gained is considered new feature. The resulting X Armor can again prevent your own X wounds.

Vampirism

    Vampirism has the following text: "When this card deals X wounds with a simple strike to a non-corporeal creature, it is healed by X. If this card has less than X wounds, then it gains a number of additional life equal to the difference between X and the number of wounds, but not more than maximum lives."

    Lifesteal is a triggered trait.

Renaissance

    Revival can be a playable or triggered trait.

    In the card text, the ability to cast Revive on another card is indicated by the keyword "revive".

    Legal targets for revival are listed after the "revive" keyword in the trait's text.

    A legal target for revival is a card in the player's graveyard who cast revival, or, if specified, a card in his opponent's graveyard.

    The effect of casting Rebirth on a card is that card is taken to the unit of the player who cast Rebirth, next to the card that cast Rebirth, unless otherwise stated, face up, unless otherwise stated.

    The square on which the revive target will be placed is also the target of the feature that revives the card, and must be chosen when declaring the revive.

    If before the wound object is completed, the space on which the card will be placed, the target of Revival, becomes occupied, then Revival is canceled without paying.

    If Rebirth is a triggered feature that requires the source card to be returned to the deck, then Rebirth is legal and can be claimed.

Call

    The challenge can be a playable or triggered feature.

    In the text of the card, the ability to apply a challenge is indicated by the keyword “summon”.

    The result of performing a Challenge is that the player who used the Challenge takes into the squad a card from the deck next to the card that used the Challenge, unless otherwise stated, face up, unless otherwise stated.

    The call is made from one's own deck, or, if specified separately, from the opponent's deck.

    The square on which the summoned card will be placed is the target of the summoning.

    The conditions that must be met by cards that can be taken into a squad using a summon are listed in the trait text after the “summon” keyword.

    The challenge does not target the card it takes into the squad.

    When the Wound Object resolves, the player in control of the challenge pre-selects one of the cards in their deck that meets the conditions of the challenge, and then executes the challenge.

    If, before the wound object is completed, the square on which the summoned card will be placed becomes occupied, then the Summoning is canceled without payment.

    If the player does not have cards in the deck that meet the conditions of the Challenge, then the Challenge is canceled, but paid for.

    A player may not summon any cards when using a summon. In this case, the call is paid.

    If the Challenge is a triggered feature that requires the source card to be returned to the deck, then the Challenge is considered legal and can be declared.

Shot

    The shot is a type of ranged attack.

    The shot is a non-magical attack.

    The shot can be a playable or triggered feature.

Anger

    Anger is a constant feature.

    Wrath has the following full text: “This card has the modifier “+1 to just hit cards that took wounds from attacks this turn.”

Range X

    Range X is the targeting modifier for a card feature or ability.

    A legal target for a trait or ability with Range X can only be a card or square to which X or fewer squares can be counted vertically, horizontally, or diagonally, in any combination, from the source of the trait.

    Cards in the extra zone cannot be targeted by features with Range X other than ranged attacks, unless otherwise noted.

    Cards in the additional zone cannot have a modifier such as Range X.

    If a card with Range X enters an additional zone, it loses this modifier.

Gift of Life X

    Gift of Life X is a triggered trait.

    Gift of Life X has the following full text: "When this card dies, a chosen creature in your unit of the same element as this card gains X additional life, up to its maximum life."

Finishing on X

    Finishing on X can be a playable or triggered feature.

    The finishing touch on X has the following full text: “Destroy a nearby non-corporeal creature with X or less current lives.”

soul catcher

    Soulcatcher X is a triggered trait.

    Soulcatcher X has the following full text: “When a creature dies, this card gets a token, up to X.”

    Soul Trapper X goes on the stack, so if creatures (for example, a symbiote and its host) die at the same time, a card with this feature can play a sudden action between receiving the first and second token.

Unity X

    Unite X is a triggered trait.

    Unity X is a feature of the creature. No other card type can gain this feature.

    Unity X has the following full text: “When attacked by this creature, you can find in your deck exactly X different creatures with Unity X, less cost than this creature and present them to your opponent. This creature, before performing the wound object of such an attack, gains all the features of the presented creatures, which are of the form "On [attack type]...", where [attack type] is the same as the attack type this card attacks with."

Thirst X

    Thirst X is a triggered trait.

    Flying creatures cannot gain Thirst X. If a creature with Thirst X gains flight, it loses Thirst X.

    Thirst for X has the following full text: "If this creature is locked, it can wound an adjacent non-corporeal creature on X before the start of your turn. This creature does not reveal at the start of your turn unless it wounds an adjacent creature on X before the start of your turn."

Protection from [text]

    Protection against [text] is a permanent feature.

    Protection from [text] has the following full text: "Traits and properties of type [text] do not cause any effects to this card."

    If a feature of the type [text] is applied to a card with Protection from [text], then the triggered features generated by such a feature also do not cause any effects to this card.

Heal (on X)

    Heal (on X) can be a triggered or playable trait.

    The purpose of the cure (on X) is indicated separately in the text of the feature that includes the cure (on X).

    If the target of healing on X is a card - the source of healing (on X), then the feature is written in the form “Heal (on X)”.

    If the target of a heal (on X) can be a card that is not the source of the heal (on X), then this is indicated by the keyword “Heal (on X)”.

    A cure (by X) may not have a numerical value, then it is denoted by the keywords “completely heal” or “completely heal.”

    Heal on X has the following full text: “If the non-incorporeal target has X wounds or less than X wounds, then remove all wounds from the target. If the non-corporeal target has more than X wounds, then remove X wounds from the target."

    A cure that has no numerical value has the following full text: "Remove all wounds from a non-corporeal target."

Incarnation X

    Incarnation X is a mixed feature.

    Incarnate X only triggers if a card with that trait is in the graveyard.

    The first part of Incarnation X is a triggered feature, the second is a permanent one.

    Incarnation X has the following full text: “At the start of your turn, place a token on this card. If the number of chips on this card is equal to or exceeds X, then remove all chips from this card, give it an incarnation marker and take it to the squad on any unoccupied square of your third row in a closed form. If this card with an incarnation marker ends up in the graveyard, then strip it of Incarnation X.”

    If there are no unoccupied cells in your third row, then the X incarnation will work as soon as such a cell appears.

    Flying creatures after incarnation are immediately placed in an additional zone.

    Incarnation X is not a rebirth.

    Cards that have the trait “Can use Incarnation an unlimited number of times per battle” do not lose Incarnation X when put into a graveyard with an Incarnation marker.

    Cards that have the trait “Can use Incarnation Y once per battle” do not lose Incarnation X and an incarnation marker when put into a graveyard with less than Y incarnation markers.

Concentration

    Concentration is a triggered trait.

    Concentration has the following full text: "At the end of the opponent's turn, if this card took no wounds during that turn, then this card gains a token."

    If, after a card's Concentration triggered but failed, that card received wounds, it will not receive a token.

Dexterity

    Agility is a triggered trait.

    Agility has the following full text: "When this card receives wounds, it can move to an adjacent square, once per turn."

    Agility can be used both on your turn and on your opponent's turn.

    Agility triggers on wounds received from own cards.

Magic Strike

    Magic Strike is a type of melee attack.

    Magic Strike is a magical attack.

    Magic Strike is Unrequited.

    Magic Strike can be a playable or triggered trait.

Maneuver

    The maneuver is a playable feature.

    The maneuver is not a sudden feature.

    The maneuver is a feature of a creature without subtypes; cards of other types or those with a subtype cannot gain this feature.

    If a card with Maneuver changes its type or gains a subtype, it can't use Maneuver until it becomes a creature without subtypes again.

    The maneuver has the following full text: “If this creature is open, did not spend any movement units on its turn, and did not act, then it can switch places with an adjacent, but not diagonally standing, creature of yours without subtypes, spending all movement units.”

    Using a Maneuver is a movement.

Disguise

    Camouflage is a permanent feature.

    Disguise has the following full text: "If this card is facedown, it takes no wounds from the first attack against itself during the turn."

    Which attack the card receives per turn is marked, if necessary, on the card itself.

    The disguise prevents the card from receiving wounds, but the attack passes through it and all possible features are triggered.

    Disguise prevents the card from receiving wounds even from an attack from its own card.

    The disguise works even if the first attack on the card should not cause wounds for any other reason.

Meditation

    Meditation is a permanent feature.

    Meditation has the following full text: "This card can pay for its playable features with tokens from other cards of the same element in your squad."

    Neutral cards do not belong to any of the elements and cannot use Meditation.

Throwing

    Throwing is a type of long-range attack.

    Throwing is a non-magical attack.

    Throwing can be a triggered or playable feature.

Directed Strike

    Directional Strike is a permanent feature.

    Directed Strike has the following full text: "This card's Basic or Special Strike cannot assign a Defender."

Clumsiness (X)

    Clumsiness (X) is a permanent feature.

    Clumsiness (X) is a creature trait. Other types of cards cannot receive this feature.

    Clumsiness (X) is a modifier.

    Clumsiness (X) has the following full text: "-X to the die roll when this card attacks with a simple blow or deflects a melee attack."

Attack Experience (X)

    Experience in Attack (X) is a permanent feature.

    If X is not specified, then it is assumed to be equal to one.

    Experience in Attack (X) is a modifier.

    Attack Experience (X) has the following full text: "+X to your die roll when this card attacks with a simple blow."

Experience in Defense (X)

    Expertise in Defense (X) is a permanent feature.

    If X is not specified, then it is assumed to be equal to one.

    Defense Experience (X) is a modifier.

    Defense Experience (X) has the following full text: “+X to your die roll when this card reflects a melee attack.”

Experience in Shooting (X)

    Expertise in Marksmanship (X) is a permanent feature.

    If X is not specified, then it is assumed to be equal to one.

    Marksmanship experience (X) is a modifier.

    Marksmanship Experience (X) has the following full text: “+X to your die roll when this card attacks with a shot.”

Experience in Throwing (X)

    Expertise in Throwing (X) is a permanent feature.

    If X is not specified, then it is assumed to be equal to one.

    Throwing Experience (X) is a modifier

    Throwing Experience (X) has the following full text: “+X to your die roll when this card makes a throwing attack.”

Experience in Rank (X)

    Experience in Rank (X) is a permanent feature.

    If X is not specified, then it is assumed to be equal to one.

    Experience in Rank (X) is a modifier.

    Experience in Discharge (X) has the following full text: "+X to your die roll when this card attacks with Discharge."

Horde

    The Horde is a permanent feature.

    Horde has the following full text: "The maximum number of copies of this card in your deck before the start of the game is limited to five copies."

Special Strike

    Special Strike is a type of melee attack.

    Special Strike is a non-magical attack.

    The Special Strike is Unrequited unless otherwise stated in the card text.

    Special Strike can be a playable or triggered trait.

Poisoning on X

    Poison on X is a triggered trait.

    Poison on X is a creature trait. No other card type can gain this feature.

    If a creature with Poison changes its type, that card loses Poison.

    The feature that communicates Poison on X is indicated by the keywords "poison on X".

    A creature that has the Poison trait at X is called a "poisoned creature."

    An incorporeal creature is an illegal target for Poison on X.

    If a poisoned creature becomes incorporeal, it immediately loses Poison by X. This is a basic effect.

    If a poisoned creature gains Protection from Poison, it immediately loses Poison by X. This is a basic effect.

    Poison on X has the following full text: "At the start of your turn, if this creature was revealed this turn or was revealed before the start of this turn, then that creature suffers wound on X."

    If X is not specified, then it is assumed to be equal to one.

Redistribution (on X)

    Redistribution (on X) can be a triggered or playable feature.

    Redistribution (by X) is written as “Redistribute (X wounds)” on cards.

    If X is not specified, then the numerical value of the Redistribution (on X) is described in the text of the feature.

    Redistribution heals one creature of X wounds, and wounds a total of that many wounds. Which creature has wounds and exactly how many wounds is determined by the player who controls the card that is the source of the Redistribution.

    Legal targets for redistribution wounds are always listed on the card with Redistribution (on X).

    It is legal to inflict more wounds on a creature by Redistribution (by X) than its current hit points.

Flight

    Flight is a property of the creature. No other card type can gain this property.

    Flight is inextricably linked with the subtype of the creature - the flying creature. All flying creatures have flight, and all creatures with flight are flying creatures.

    If a flying creature changes type or subtype, it loses flight, and if a creature loses flight, it changes its type or subtype.

    Unless specifically stated, a flying creature that has lost flight or a flying creature that has lost its subtype becomes a creature, gains a “Move Pool 1” and is placed on the battlefield in an empty space of the choice of the player controlling that card. If there are no free cells, then this card dies.

    Unless otherwise specified, a flying creature that changes its type to “Artifact” is placed on the battlefield in an empty space of the choice of the player who controls that card. If there are no free cells, then this card dies.

    A flying creature that changes its type to “Terrain” remains in the additional zone.

Damn

    The curse is a permanent feature.

    Curse is a modifier.

    The trait that imparts a curse is indicated by the keyword "curse".

    A card with a curse is called a cursed card.

    The curse has the following full text: "-1 to all die rolls."

Bounce

    Jump is the default playable feature, but can also be triggered.

    If Jump is a triggered feature, then it is simply a move to any unoccupied square. All subsequent points are specified for the Jump being played.

    The jump is not a sudden feature.

    Jump is a feature of a creature without subtypes; cards of other types or those with a subtype cannot gain this feature.

    If a card with jump changes its type or gains a subtype, it can't use jump until it becomes a creature without subtypes again.

    The jump has the following full text: "If this creature is open, did not spend any movement units on its turn, and did not act on its turn, then this creature moves to any unoccupied square, spending all movement units."

    Using Jump is a movement.

Discharge

    Discharge is a type of ranged attack.

    The discharge is a magical attack.

    Discharge can be a triggered or playable feature.

Regeneration X

    Regeneration X is a triggered trait.

    Regeneration X is a creature feature. No other card type can gain this feature.

    Regeneration X has the following full text: "At the start of your turn, if this creature is revealed this turn or was open at the start of this turn, then heal that creature for X."

Stealth

    Stealth is a constant feature.

    Stealth has the following full text: “This card may not be revealed during the Reveal Step. The player who controls this card may reveal this card if he has priority."

    Revealing a card with Stealth is a playable feature and does not use the stack.

Durability

    Durability is a permanent feature.

    Fortitude has the following full text: "This card does not suffer wounds from effects if those wounds are dealt by an opponent's card."

Fear X

    Fear X is a triggered trait.

    Fear X has the following full text: "When attacking this card, the attacker is wounded by X unless he has Fear X."

Build

    The formation is a constant feature.

    Formation is a creature trait with no subtypes - no other card type can gain this trait.

    The tuning often takes the form: "Stroy: [text]", where [text] is a feature associated with the tuning.

    A creature with an Order does not have features related to the order, except in special cases.

    The formation has the following full text: "This creature gains all features associated with the formation while another of your creatures with the formation is on a square adjacent to this creature, but not diagonally."

    A creature that has received formation-related traits is called a “formed creature.”

    The feature associated with the System is acquired for the creature.

    The System operates in terms - it breaks the System and forms the System.

    If a Creature breaks the formation, this means that the creature was in formation, then declared a movement, after which it ceased to be in formation.

    If a Creature forms a Formation, this means that the creature was not in formation, then declared a movement, after which it found itself in formation.

Cache

    The cache is a permanent feature.

    The cache has the following full text: "This card cannot be the initial target of any flying creature's attack."

Teleportation

    Teleportation is a playable feature.

    Teleportation is not a sudden feature.

    Teleportation is a creature feature without subtypes; cards of other types or those with a subtype cannot gain this feature.

    If a card with Teleportation changes its type or gains a subtype, it can't use Teleportation until it becomes a creature without subtypes again.

    Teleportation has the following full text: "If this creature is open, did not spend any movement units on its turn, and did not act on its turn, then this creature moves to any unoccupied square, spending all movement units."

    Even though Jump and Teleport have identical text, they are different traits.

    Using Teleportation is a movement.

Thick skin

    Thick skin is a permanent feature.

    Thick Skin has the following full text: "Defense against the on-attack, on-attack, and after-attack traits of cards that attack this card."

Accuracy

    Accuracy is a constant feature.

    Precision adds the following text to all properties and features spawned by this card: "This property/This feature cannot be redirected."

    Cards with this trait ignore traits that require them to attack.

    Cards with this trait may not choose to target their traits and properties on cards that oblige them to do so.

Corpse-eating

    Carrion Eating is a triggered trait.

    Corpse-eating is a feature of the creature. No other card type can gain this feature.

    Corpse Eater has the following full text: “If this creature destroys a nearby non-corporeal enemy creature with any of its properties or features other than a ranged attack, then this creature is completely healed and loses the poison.”

    A flying creature can use corpse eating on any enemy creature.

    Any creature can use corpse-eating on an enemy flying creature.

Fade X

    Fade X is a triggered feature.

    Fade X has the following full text: "At the start of your turn, if this card was revealed this turn or was revealed before the start of this turn, then this card wounds to X."

Kick Through Row

    Row Strike is a type of ranged attack.

    Row Strike is a non-magical attack.

    Strike Through Row can be a triggered or playable feature.

    A legal target for a Row Strike can only be a card that is on the same horizontal or vertical line as the source if there is one unoccupied square or one square occupied by your card between it and the source.

    Strike Through Row, despite being a ranged attack, is also a strike, although it is not a melee strike.

Uniqueness

    Uniqueness is a constant feature.

    A card with a uniqueness cannot be taken into a squad if there is already a card with the same name in this squad.

Vulnerability

    Vulnerability is a permanent feature.

    The vulnerability has the following full text: "All attacks on this card have a +1 modifier to their numerical value."

Vulnerability from [text]

    The [text] vulnerability is a permanent feature.

    The vulnerability from [text] has the following full text: "Any trait or ability of type [text] that deals wounds to this card has a +1 modifier to its numerical value."

Plague

    Plague is a triggered trait.

    Plague is a creature trait. No other card type can receive this feature.

    Plague has the following full text: “When this creature melee hits, the attacked creature gains Plague. If this creature rolls an odd number on the die without taking into account modifiers, then it suffers X, where X is the number rolled without taking into account modifiers.”

Shield of Arhaal

    The Arhaal X Shield is a permanent feature.

    Shield of Arhaal X has the following full text: "This card has -1 against nonmagical attacks for each poisoned creature near it (maximum -X)."

    Arhaal's shield X counts as X poisoned creatures in both units.

    The value of X is checked whenever necessary for the modifier message.

Fury

    Fury X is a mixed trait.

    Fury of X has the following full text: “At the end of your turn, if this card did not attack this turn, it gains a token (maximum X); on your turn, if this card is face down, it can lose a token and still be revealed.”

    The first part of Fury X is triggered, the second is playable.

    It is impossible to lose a non-existent chip.

    A token from Fury X received at the end of your turn can be immediately used to reveal this card. However, since the end of turn phase is already underway, this card will not be able to declare movement or non-surprise actions.

    It is impossible to open an already open card.

Dice Roll

    A dice roll is a number from 1 to 6 that a player rolls on the dice.

    The die roll is determined without modifiers.

    The dice roll after applying all modifiers is called the Die Roll Result.

In the play area

    Key phrase meaning "on the battlefield or in an additional zone"

At the beginning of the battle

    Key phrase, trigger point.

Take to the squad

    Summon, revive, incarnate, take control, or recruit a card to a squad.

Returns to deck

    Placed in the deck, removed in the deck.

Selected card

    The card that is the goal of this game action.

Selected attack

    An attack (a chain of stack objects) that is the goal of a given game action.

Execute [game action]

    Produce all the effects that this game action generates.

Death

    Placing a card into the graveyard by performing a destroy effect. The card can go to the graveyard without the help of the destruction effect.

Card action

    A feature or property of a card that requires the card to be closed as payment.

    Cards cannot move or take other actions once they have taken effect during a turn.

Act X times per turn

    Ability to declare actions X times per turn.

Until the end of the battle

    Until this game ends.

Before recruiting a squad

    In the Set Preparation step.

Occupied cell

    A square that cannot be occupied by a non-corporeal being is called occupied.

Use Game Action

    Declare and subsequently perform the game action.

The card cannot be taken into a squad with [text]

    The card cannot be recruited into a unit, revived, summoned, controlled, or incarnated if the unit has [text].

    [Text] cannot be recruited to a squad if such a card has already been recruited to it.

Copy

    Cards with the same names are Copies.

Starts the battle with [text]

    This card receives [text] during the Arrangement Step. This feature does not reveal the card.

Without closing

    Denotes the ability to declare actions and move after performing this feature.

Does not take damage from [text]

    Features or abilities of the [text] type do not cause wounds to this card, but can target it as a legal target.

Doesn't fight

    Does not attack or reflect blows. All attacks on this card are as if they were face-down.

Announce

    The same as declaring - putting the corresponding chain of objects on the stack.

Oblige to attack

    Force the opponent's card to declare an attack.

Squad

    Cards under the player's control on the battlefield and in the additional zone are called the Player's unit.

Reversed card

    Outdated. Hidden card.

Swap

    Simultaneously move two cards so that each of them moves to the square on which the other stood.

Place a card on a square

    Move or take a card to the squad on the selected square.

Upon death

    Key phrase. Trigger point. Indicates that a Trait is triggered when a card with that Trait enters the Graveyard.

    A dying card loses all markers only after all the “on death” features that triggered the death of that card are resolved.

Upon death [text]

    Key Phrase. Trigger point. Indicates that a Trait is triggered when [text] or a card with [text] enters the graveyard.

    If a card with this trait also matches the description [text], then this trait is triggered when this card enters the graveyard.

Get hurt

    Keyword. Indicates that the card inflicts wounds on itself. Fortitude does not protect against wounds received from traits with that keyword.

Reducing the attack to X

    The numerical value of the attack is equal to X if it was greater than X. This is a Substitution Effect.

Reducing the attack to [type]

    The attack power is taken as [type].

    Unless specifically stated, features triggered by attack power that have [type] as a prerequisite do not trigger in case of reduction.

    For such features to work, the feature must be of the form: "reducing the attack to [type] with all the features."

Your own card

    The map is under your control.

Trigger point

    A certain moment, a change in the game situation that arose as a result of applying an effect.

Destroy

    Report Destruction Effect.

Condition of legality

    Checking the legality of using a feature or property. Checked for each stack object before it is executed, and for each feature or property before it is applied.

Trigger condition

    Checking for the presence of conditions necessary for triggering features - markers, wounds, cells, and so on.

The Berserk Online game is a battle between squads of creatures. There are two different starting decks of cards in the game: a deck of mountain and forest creatures, as well as a deck of swamp and steppe creatures (you will receive one of your choice for free immediately after registering and logging into the game). It's easier to play with the "Swamps-Steppe" set, but the "Mountains-Forests" set provides more room for strategic maneuver.

The starting deck consists of 30 cards. You can expand your army by purchasing new cards at the Market (subroom of the "Trading Rows"), or by purchasing a booster (a set of 7 cards, one of which is rare or ultra-rare) or a display (a set of 48 boosters with 2 guaranteed ultra-rare cards) at "Trading rows". The created deck can contain no more than three identical cards. There can be a maximum of 50 cards in a deck. Minimum - 30 cards.

Determining the number of magic crystals

According to the legend of the game, you become a wandering Ungar and gain the ability to “subjugate” creatures to yourself. You do this with the help of magic crystals - gold and silver. To recruit your combat squad, you have 23 gold and 22 silver crystals, which are spent according to the cost of creature cards. There are also fights involving a non-standard number of crystals. Tables with non-standard match conditions are displayed darkened. The number of crystals and time for selecting a deck, a squad, and arranging cards on the field are set when creating a challenge.

Choosing the first move

After creating a battle, the server determines the players' turn order. If you go first, it is more profitable for you to take archers and magicians, who immediately accumulate chips and on the second turn can already attack and use their features to their full potential, but if you go second, it is better to take warriors. If you go second, it is advantageous for you to take creatures that have the ability of sudden action - after all, it can be used by you during the enemy’s turn, i.e. a creature with a sudden action gets an extra turn. The player who goes second receives an additional +1 silver crystal when recruiting a combat unit.

Formation of combat units

After determining the turn order, the server distributes 15 cards from the deck to the players. The remaining cards go back into the deck. All creatures in the deck are divided into “ elite" And " privates”. “Elite” creatures are more resistant to being subdued and can only be subdued using gold crystals. “ Privates” can be subdued with both gold and silver crystals. The cost of the card is displayed on its picture. The player can mulligan his cards if he doesn’t like the deal that came, each such mulligan will cost him 1 gold crystal.

When creating a squad, it is first advisable to select “elite” creatures, which usually play a key role in the battle. If after selecting “elite” creatures there are extra gold crystals left, then they can be used when recruiting “ordinary” creatures. The main goal of each player at this stage of the game is to create a balanced army of creatures with a sufficient number of warriors, archers, magicians and flyers to carry out the battle.

Note that each of the starting decks only uses creatures from two different elements (as well as neutral creatures). Let's assume, however, that by combining additional cards, you decide to create a deck that uses 4 different elements. When recruiting a detachment, even such a powerful Ungar as you will find it difficult to keep such a motley army under control. Therefore, in this case, you receive a penalty - minus one gold crystal for each additional element in your squad over two. On the contrary, the player whose combat squad consists of only one element receives an advantage: +1 gold crystal.

The neutral element does not affect the number of gold crystals in any way. When recruiting a squad only from creatures of a neutral element, you do not receive any additional bonuses besides those specified above, i.e. You will have 24 gold and 22 silver crystals at your disposal.

Zones in the game Berserk

The game has the following play areas:
1. Battlefield - this is where the main battle takes place.
2. Deck - from where some creatures can be summoned to the battlefield already during the battle. The deck consists of those cards that did not come to you during the distribution and those that you did not take into your squad.
3. Additional zone - flying creatures and terrain are located here.
4. Cemetery - where all cards killed in battle are placed. Some creatures can be summoned from the graveyard back to the battlefield during battle.

Battlefield and map placement

The general battlefield is a conventional space measuring 6 cells high and 5 cells wide. It serves for the initial placement of cards and the battle. The opposing armies are located close to each other. Each occupies his own half of the battlefield. When placing a combat unit, each player places his cards in three rows:

The first row is usually made up of warriors who do not allow the enemy into the rear of their army.

The second row contains weak archers and creatures with a cross-row attack.

In the third row, magicians and long-range archers are hiding behind the warriors.

The cards are placed face down so that the enemy does not see the battle formation before the battle begins.

First player, who attacks, can only use the central zone of his half of the battlefield to place his cards: 3x3 cells and move to the sides only on your turn.

Second player when placing warriors in the first row, he can immediately use 5 cells of your first row.

If there are more than 9 cards in the squad, then when placing them you can use the free side cells of your half of the field. In this case, filling the cells begins from the second or third row, and the side cells of the first row are filled last.

Start of the battle

Once both units are deployed, players turn the cards face down. In this case, players get the opportunity to study each other’s cards before the start of the battle. Please note that the first player must turn over all of his cards, and the second player can leave the cards in the third row face down until his turn. This allows him to temporarily hide his sorcerers and archers from the ranged attacks of the first player, who can only attack these cards blindly. In this case, the second player must turn over the attacked card. If this card is protected from this attack, the attack is wasted.

First player's turn

Player's turn: In Berserk, players take turns, and a player's turn refers to the phase of the game where he can move and act with his cards.

Movement: Each card indicates how many cells it can move within the conditional battlefield. You can move forward, backward, right or left, only to free space. You cannot move diagonally or change places with other cards. Once the card has moved, it can act. The card can operate without moving.

If there is a "0" after the icon, this means that the card has no move. If there is an "X", this means that such a card, in principle, cannot be played.

Flight:cards with this feature are placed along with other cards on the conditional battlefield before the cards are revealed. After opening the cards, they move to an additional zone. They don't move, but they attack anyone. Those who fly cannot be protectors of creatures on the ground. The defender against the flyer can be the one who stands next to the reflector, or another flyer (accordingly, the flyer can become a defender against the flyer). Regardless of the range of the attack, the shooter will always finish off the flying one. The flying one can hit the flying one.

Action: Involves Attacking or Using the Traits of creatures with the icon. Once a card is acted, it is “closed” and cannot move or act that turn.

Feature usage: This is any action with a card. When using features, as well as when attacking, the map must close.

Attack: This is an action of a card in which it can inflict wounds on an enemy creature that does not have any defenses (or even on its own creature).

Lives: A card dies when its life total becomes equal to or less than zero. After which she is removed from the battlefield to the cemetery.

Second player's move

It starts with him turning over the hidden cards in the third row and “revealing” all his cards. Now, the second player moves and acts with his cards. The game continues according to the same principle, the opponents take turns, and at the beginning of their turn, each of them “reveals” all of their cards. The battle ends when all of one player's creatures have died. In rare cases, a game may end in a draw.

Attacks

When your creature attacks an enemy creature with a simple melee strike, the enemy can:

    take a hit;

    appoint a defender;

    use sudden action

Take the hit

If the blow hits an open card, both players roll the die. Depending on the difference in the number on the die, the server calculates the damage from the attack. The attacker “closes” after the blow. Reflective - remains “open”.

Beat Table

The difference on the dice is in favor of the attacker The striker strikes Reflective applies
1 Weak Miss
2 Average Weak
3 Average Miss
4 Strong Weak
5 or more Strong Miss
Dice difference in favor of reflective The striker strikes Reflective applies
1 Weak Miss
2 Miss Miss
3 Miss Weak
4 Weak Average
5 or more Miss Average
The difference on the dice is 0 and The striker strikes Reflective applies
both players rolled 4 or less Weak Miss
both players roll 5 or more Miss Weak

Appoint a defender

To avoid hitting a valuable card, especially if it is covered and cannot be fought back, the attacker can assign a defender to it. The defender can be any open card that is on the field next to both the attacking and the attacked card. The defender reflects the blow as an open card (according to the table) and then closes. B. Use sudden action.

In rare cases, the attacker can stop the attack with a sudden action that is a feature of one of his cards.

The features of the card may indicate the features of simple strikes.

1. Focus. A defender cannot be assigned against a directed strike.
2. Unresponsiveness. You cannot assign a defender to an unanswered blow; it is always dealt as if it were a face-down card, even when the attacked card is open.
3. Vampirism. A feature of a simple blow, which means that, having inflicted X damage, the creature “sucks” X life from the victim (i.e., the creature that dealt the damage is cured of X wounds). Does not work against incorporeal creatures.
4. + X to hit. Feature of a simple strike. +X to the damage caused by this blow.

Also, the features of a simple strike may include spells and effects accompanying the strike: (for example, poisoning, stunning, etc.)

Special Strike: Melee attack. Its meaning is usually indicated in the card features. Protection from simple blows does not protect against special blows. They don’t fight off a special blow.

Shot: ( Usually the card says Shot on X). A shot at X is a ranged attack that deals X wounds. Some cards say, for example, the shot: 2-3-4. In this case, the damage caused by the shot is determined by rolling the dice. You cannot assign a defender from a shot. A shot, like a simple blow, can have its own properties (for example, accompanying poisoning, range).

Throwing:(Usually the card says Throwing X). A special long-range attack in which the damage dealt is determined as if it were fired. Protection from shots and discharges does not protect against throwing.

Hit across a row: This is a ranged attack. Apply through your warrior or an empty cell vertically or horizontally. You can't hit diagonally. You also cannot hit through the enemy's card. A hit through a row is usually a 1 unless its value is specifically stated on the card.

Impact: The impact can be either a universal attack or the use of a card feature. A description of the effect is printed on the card.

Finishing on X: Impact - destruction of a nearby card that has X lives left. Does not work against incorporeal creatures and symbiotes.

Poisoning on X: An effect in which, upon revealing itself on its turn, the poisoned creature loses X lives. Poison has no effect on incorporeal creatures. If the creature is not revealed at the beginning of its turn, as a result of any influence or spell cast during the enemy's turn, the poisoning has no effect.

Magic Strike: melee magic attack. A magic strike is always dealt as if it were a face-down card, even when the attacked card is face-up. You cannot assign a defender against a magical strike.

Discharge:(Usually the card says Discharge by X). A magical ranged attack in which the damage dealt is determined as if it were fired. If the card does not indicate the strength of the discharge, then the initial discharge is 0.

Spell: the spell can be either a universal magic attack or use of a card feature. The spell's description is printed on the card.

Chips: To use some features, the map must be closed (an action icon followed by a description of the feature on the map). If the action icon is preceded by, for example, the number 2 and an icon, this means that to use this feature, the creature must accumulate 2 tokens (close within 2 turns, accumulating 1 token per turn). And the creature itself can only use the feature by “closing” when there are already 2 counters on it.

A fantastic world inhabited by creepy creatures eager to destroy everyone they meet has been exciting the minds of writers, artists and... developers for several decades now. board games. The air is saturated with magic, the incredible abilities of the characters, the endless possibilities for creating cult heroes - add to this hundreds of spectacular illustrations and you get a collectible card game that will have an army of loyal fans. Today on the Pink Sofa is the deck-building board game “Berserk. Heroes."

The new version of the famous game “,” which I reviewed about a year ago, lost the field, which significantly reduced the space on the gaming table and made it possible to reduce everything needed for a fight to a stack of cards and a scattering of markers. The rules have also been reworked to make it easier for beginners, making Berserk. Heroes" accessible to "mere mortals". Actually, learning the intricacies of combat will take about 15 minutes, and by the end of the first game you will be completely comfortable in this fantasy world. So, what does the publisher offer us?

Let me start with the fact that in addition to starter boxes, boosters containing random, sometimes very rare, cards are available for sale. In my case, in each issue with the hero there was a shiny, sparkling envelope. Please note that the picture on the booster is not associated with a specific set - it is an arbitrary picture, from which it is impossible to guess the contents of the set.

The cover of each box depicts one of the five heroes - here, unlike boosters, the appearance matches the contents. Let's start our acquaintance with Hrothgar, representing the element of the mountains.

The box is small, containing all the cards dressed in protective protectors. The rules of the game for all editions are absolutely the same, the contents of the booster packs are always different.

One box – one fighter. The set does not imply a full-fledged fight between rivals, so for a duel you will need at least one more set. However, a training mode is provided: in the deck you will find an additional character of the sixth, neutral element, with his own army. Enough for a short battle...

The photo shows the contents of the booster from this box. The set includes 15 cards that will be useful for all heroes. A time-tested marketing ploy that smoothly “pushes” the buyer to the store for the next release. Or you can exchange unnecessary cards with friends...

Ilariel leads a forest army hidden behind dark green foliage. We've sorted out the sets, it's time to look at the structure of the Berserk cards. Heroes."

In the upper right corner, on a colored background corresponding to the element, the type of card is indicated: hero, spell, event, equipment, creature. In the upper left corner is the cost of playing this card, a red heart will indicate the number of lives of your ward, a green circle with a white number will indicate the strength of the blow. The text block contains special properties that are activated under certain conditions.

The picture of the booster matches the set from the previous set, but the contents are completely different. As you can see, many surprises await you after opening the envelope.

The fearsome Ravencar rules the darkness and his color is purple. According to tradition, the box contains both the hero himself and a training Golem.

By the way, the training sets are the same, which cannot be said about the basic decks of the hero armies. There are no repetitions or overlaps with the army of another element, so the player can build tactics based on the strengths of his kit.

Let's focus on the special icons shown in the upper right corner. Equipment (left card) is represented by weapons, armor and amulets, which are placed near the hero and help him in battle. The creatures are the commander's striking force. They stand up for their leader, attack the enemy and give their lives for the sake of their comrades in arms.

Spells are cast once and are discarded after use. The events announced by the bell affect all participants in the battle.

The ferocious Cutter leads the hardy and bloodthirsty steppe people to victory. It is easy to determine whether cards belong to a particular element both by the color of the icon in the upper right corner of the hero and by the design style of the deck.

Clouds of yellow dust rise above the army of steppes, with which all the illustrations are saturated.

In the fourth booster pack, half of the cards are dedicated to neutral elements. " What's the point?" - you ask, - " Why do I need so many training cards?“It’s simple - according to the rules, you are allowed to equip your deck with warriors from a neutral camp.

Tisha led troops from the swamps whose weapons were poisoned by the poisons of the magical world. Insidious and unpredictable, it hides behind a light green veil of vapors.

Before you choose your favorite hero and build a battle deck, I strongly recommend looking at the properties of all five elements. And don't forget about neutral allies, who will also cause a lot of trouble for the enemy.

The final booster contained... a gold crystal. To be honest, it is absolutely unnecessary, and how this item got into the set is unclear.

So, five heroes, five elements, five irreconcilable rivals. But only two need to be chosen for the duel...

The coolness of the forest and the heat of the steppe, tall trees and yellowed grass - Ilariel will resist the Fierce Cutter.

Before you start the battle, you need to stock up on either tokens or cubes. The fact is that opponents will receive injuries during the fight, and no markers are provided in the set. For such purposes I have five rubles lying around. Or rather, five hundred kopecks, washed and polished. Cheap and cheerful - these are the cheapest markers of all...

In preparation for the battle, opponents create individual decks consisting of the hero and at least 40 of his charges. As you remember, color determines elemental affiliation, and neutral mercenaries can be accepted into the army.

Opponents start the fight “without gold in their pocket”, and place their heroes opposite each other openly - the commanders are the main target of the enemy.

During the first turn, you must draw four cards from the deck and also receive one gold. At the beginning of each subsequent round, opponents will receive 1 gold (but not more than 10 in total), and will also replenish their hand with one new card. Please note that if you fail to replenish your hand three times, you will immediately lose.

Next, you can play a card from your hand: place a fighter (spell, event, equipment) in front of you, paying their cost in gold. At the same time, the gold card turns, and the new warrior will be able to attack and use his abilities only in the next turn.

If the player has previously laid out creatures, then he is allowed to carry out an attack. In this case, the attacked has the right to protect the target with a stronger (or not particularly necessary) warrior, redirecting the attack to him. Damage is dealt according to the indicators, the dead are sent to the cemetery. You can only attack and be attacked once per round, so the corresponding cards are rotated 90 degrees.

Special abilities also activate once per turn and allow you to both deal damage to enemy units and heal wounds.

The hero, along with his army, also takes part in the battle and the better equipped he is, the more chances he has to survive to victory. After all, it is the leader of the army who must be killed - the army without its hero immediately surrenders.

Some cards have a curved "arrow" icon - after use, they must be turned and left alone until the start of the next turn.

At the beginning of the next turn, in addition to receiving money and cards, all cards rotated 90 degrees return to their original position and can again take part in the battle. As I indicated earlier, the depletion of the hero's vitality and his death brings victory to the opposing camp.

That's all the simple principles of conducting combat operations in a fantasy world. Of course, there are many text blocks on the cards that affect the basic rules. In this case, we listen to the text of the cards and strictly adhere to their instructions.

In my opinion, it is best to combine all five sets into one set - this will be much more practical for fans of "", since it makes sense to have all the heroes on hand to develop a winning strategy. And boosters will work out their price only if all the cards are in demand. On the other hand, the cost of single sets is quite humane and affordable - you can purchase a set gradually...

The game itself will appeal to fans of TCG, although at the same time “Berserk. Heroes" are quite "simplified" and accessible to everyone. I can say that I played the game with my youngest daughter without difficulty, and there were no problems learning the rules. Unfortunately, in the new interpretation there is no field that allows you to build a strategy based on the location of the enemy’s cards. Although, this can be considered a plus, as it reduces thinking time and makes the gameplay more unpredictable. In a word, who likes what...

The quality of cards and printing is at a high level, there are no complaints about cutting and color. For fans of the original "" and not only...

Our attention was drawn to the striking similarity with computer game. See for yourself:


It’s strange to accuse someone of borrowing from her - she herself will copy whatever you want. I don't believe that pioneers have the right to rest on their laurels for life. If their idea blossoms in the wrong hands, it’s better for us, the players! Another thing is trying to make a “clone” without really understanding the original.

However, the process is very different, and not better side, because many important details are missed. Thus, the blocking system, instead of daring “exchanges,” encourages sitting in the rear; most useful abilities do not work automatically, but require turning, which prevents half of the creatures from fully participating in the game. Finally, modest opportunities to replenish the hand force half the party to sit without cards.

All these changes ruin the dynamics at the root and make “Berserk. Heroes" similar not to creation, but to their common ancestor - Magic: The Gathering. True, even in comparison with it there are plenty of shortcomings. It seems that the game is aimed at beginners, but the effects of the cards are overloaded with little things that need to be kept in mind. In particular, you will regularly endow your and enemy fighters with different properties, and it is simply impossible to play without a handful of multi-colored coins - there is nothing to note the effect. Even the permanent effect of the spell is for some reason implemented using instant spells: the card is immediately sent to the discard pile, and how to record the consequences is your problem. Or, for example, armor that allows you to ignore the first wound every turn. Will you be able to remember which of your five dwarves has already been wounded this turn and which has not? What if some of them are poisoned and receive damage automatically?

The main advantage is unexpected care for newcomers. In each starter set, in addition to a full deck of one of the heroes, there is a kind of “bot” on which you can practice and learn the rules, and then disassemble them into spare parts for your deck. But fights with real opponents are fraught with problems: in the basic sets, balance did not last the night.

The archaic nature of the rules and general sloppiness are amazing: something similar could have appeared 15 years ago, when the shelves were not yet filled with CCGs and “board games” in all their diversity. Perhaps, in those days when Magic: The Gathering was not translated into Russian, Berserk. Heroes" and would have found its fans. But it is not clear who will like the game today: for beginners it is too cumbersome, and for veterans it is too old-fashioned and primitive.

« Where is my axe, where is my meat? Oh no, it's poisoned...»

I had a period on the blog where I wrote a series of reviews of collectibles card games. There was also a popular MtG, and my favorite LegendoftheFiveRings, and smaller representatives of card games. I was also planning another review of a Russian card game, but the stars didn’t align in the sky, I got tired of writing about CCGs and switched to regular board games. But after looking through the telescope this evening, I realized that the stars had finally aligned, and I simply had to write a review of the game Berserk.

One article is definitely not enough to cover the entire game with its rich history, so I will limit myself to the latest special issue entitled “ Elemental Storm».

What is Berserk?

Once upon a time, around the time when dinosaurs were still running around the Earth, Ivan Popov and Maxim Istomin got acquainted with the game Magic:theGathering(I can't keep silent about this game). And they liked the “hoe” so much that they decided to make their own game. With beautiful cards, a field and its own unique world. That's pretty much how the game came about Berserk.

It is a strategy trading card game where creatures fight each other on the battlefield. The one who manages to defeat the opposing army wins.

As in any typical CCG in Berserker Each player has his own deck of cards. Cards range in rarity from common to legendary. In this regard B(Berserker) doesn't have any special differences. But the gameplay is unique, especially if we talk about this within the Russian gaming industry.

Gameplay

All cards in Berserker– these are creatures, areas, artifacts and equipment. A starting deck is made up of at least 30 cards and no more than 50. Cards are taken from special sets - starters and boosters. There are 6 elements in the game (once there were 5), into which the cards are divided - steppes, forests, mountains, swamps, darkness and fire.

Out of 30 cards, each player deals himself 15. Yes, this is the main catch - you will not be able to play all the cards, no matter how much you want to. After which the formation of detachments occurs. Each card has a value in the upper left corner, displayed in gold or silver crystals. Depending on the number of elements to which the cards in your deck belong, and the turn order (you go first or second), you recruit a squad for a certain number of crystals. For example, for a two-element squad, the player who goes first is given 23 gold crystals and 22 silver crystals. And if the second player has one element, then he has 25 gold and 23 silver. Accordingly, the fewer elements, the more crystals you will have.

After recruiting a squad, each player begins to place cards on the field.

The point is that Berserk A bit atypical CCG. It's more of a wargame. Players fight on a 5x6 field. The formation takes place in their own half of the field according to special rules, which I will not dwell on. And as soon as you lay out the cards on the field, the game turns into chess. Each card has a health level, movement points, a unique property, and attack indicators.

And yet the English text is here for a reason...

At the beginning of the game, you lay out cards in the available three lines. Tanks are logically placed in front, then followed by magicians, archers and other ranged warriors. The deployment of troops should be taken seriously, as this is one of the keys to victory.

On their turn, players can move and take actions. Moreover, this can be done with all cards at once, and not one card at a time, passing the move to the opponent.

Revealed creatures (i.e. untapped) can move a certain number of squares on the field. On a free cell on the right, left, above or below, but not diagonally (unless the card has such a unique property).

A revealed creature can take one of three types of action:

- attack with a simple blow;

- act as a defender from a simple blow;

- use card abilities per turn.

After using an action, the card must rotate 90°, which means it can no longer move or act. This system is well known to experienced kish players.

Now I’ll briefly go over the types of actions.

Simple Strike Attack. Each card has magic numbers like 1-2-2 or 3-4-5, etc. - it's a simple blow. The first number is a weak blow, the second is medium, the third is strong. A simple blow can only attack a nearby card. If the attacked creature is exposed, it fights the attacking creature. Each player rolls the dice. First, it becomes clear who threw away more. Then the difference in throws is calculated. For example, the attacker rolled 4, the defender – 1. The difference is 3. We look at the special table to see what happened in the end. Striker throws more + difference 3 = striker hits an average hit that deflects a miss.

From this table you can also find out that it is possible for the attacker to receive damage from the defender if he throws more and with a big difference. So in this game you can easily step on a rake.

Only if the defender is turned, he will not be able to strike back. The attacker deals a weak hit on a die roll of 1-3, a medium hit on a 4-5, and a strong hit on a 6+.

Appointment of a defender. You can assign any face-up creature card that is adjacent to both the defending and attacking creatures at the same time as a defender. In this case, the defender says - I'm sorry, you're not attacking this creature, but me. This is good in cases where you need to save an important card. Defenders are very important in Berserker.

Using the turn feature. Some cards have such properties - they are indicated by a special rotation icon. As a rule, this is some kind of special blow. Only in this case the creature cannot receive a retaliatory blow.

If a creature has wounds equal to or more hit points, it is destroyed. The game ends when one side is completely eliminated.

Elemental Storm

This is a special set in which you will find everything you need to thoroughly get acquainted with the game. Namely:

- rules;

— 6 decks of different elements;

— a deck of neutral cards;

— 2 playing fields (for each player);

- cubes;

- all the necessary chips.

The rules are bright and colorful. Everything you need for the entry level is described there. But I still recommend that after studying this book of rules, download the extended rules from the official website. There are a lot of pages in small print, but all the nuances are described in detail. But you will still have questions sooner or later.

As I already mentioned, in Berserker there are 6 elements. IN Storm of Elements all these elements are represented by full-fledged decks consisting of 30 cards. You can build your own decks from any number of elements, you can add neutral cards, or you can play with mono-decks, which I recommend doing if you are unfamiliar with the game.

Double sided comic

Let's talk about each of the elements, because they differ not only in emblems and card colors.

Akkenians (steppe element). Good warriors who have both strong healthy tanks and small weak warriors who have the skill of throwing and shooting. They often have the “avant-garde” property, which allows them to carry out one unanswered attack with a simple blow to the nearest opponent before the start of the battle. They often know how to “give” opponent’s creatures the “vulnerability” property, which allows Akkenians to inflict more wounds when attacking.

Archaalites (swamp element). These comrades are masters of poisoning. They have little health, their attacks are very weak, but they have the ability to poison and deal additional damage to poisoned creatures. In addition, when a poisoned creature turns around, it loses health equal to the level of poisoning. Thus, the archaalites simply try not to die before their opponent dies from poisoning. They can also throw and use the Arhaal shield ( are you poisoned? Then I have protection from your non-magical attacks!), and some creatures can also heal if a poisoned creature dies. One of my favorite elements.

Linungi (mountain element). Very interesting guys who master magic. The main mechanics of this element are meditation (allows you to use chips from other cards), spells, discharges and accumulate chips. For discarding counters, the creature can do something super-duper cool. For example, deal 4 damage to all cards in the selected vertical row. It's powerful, believe me. They have protection from ranged attacks and armor. Dedicated to magic lovers.

Guardians of the forest (forest element). Secretive warriors of the forest who, in addition to excellent shooting skills, can gain extra lives. And if you don’t pay attention to some especially well-regenerating creatures, then out of the 4 initial lives they can easily have 15 additional ones.

Slua (element of darkness). The main feature of the darkness cards in this set is vampirism. Extremely dangerous creatures, because when they strike, they are healed for the same number of lives. In addition, the Atalle card can also fly. Difficult opponents.

Draconids (fire element). A completely new element for me. It turned out to be an interesting element. They know how to throw, shoot, can be strong dragons, burn both strangers and their own, have the skills of jumping over cells, and also have the property of scales - they receive damage only from simple blows while they have 5 or more wounds.

I don’t want to focus too much on neutrals. Except that the Priest of Cthulhu card smiled (once again they remembered Lovecraft).

I was very pleased with the presence of fields. Nice, cardboard ones, with lovely art. Of course, you can’t really bring them to the club with you, but if you take the game for home gatherings, then they are very much in the theme.

There are only 2 cubes, and you don’t need more. Each player gets a dice.

Tokens are offered in bulk on all topics - wounds, poisoning, vulnerabilities, negative effects, extra lives - everything is there.

In general about the game

In this part of the review I will express my thoughts about the game. Berserk. You never know when someone hears about it for the first time and wonders whether it’s worth buying it at all.

Many people compare any collectible card game to Magic for similarities. So here it is Berserk doesn't look like Magic. There is no concept of mana, cards move across the field, all selected cards are available at once, there is no random set of cards every turn. This is practically a wargame, but instead of figures there are cards. We immediately have a powerful full-fledged army, which will become weaker with each move. The idea of ​​the game is more reminiscent of chess than Magic: the Gathering.

My opinion about Berserker It's always been like this: a good game for beginner CCG players. This is when you don’t really feel sorry for the money spent, because you’ll learn how to assemble decks, the boosters in the game are inexpensive, and the tournament support is excellent, and if you suddenly get bored, you always have the opportunity to jump to Magic. To be honest, I never wanted to get newbies hooked on expensive games right away.

I have always seen a lot of children in clubs who actively play Bers. Moreover, they only have decks of any kind, at best rarki and promki from free Friday beginner tournaments. And they have fun, they play with pleasure. Older players are looking for ultras in boosters, even buying entire displays for this. But the fact remains that Berserker a deck without super rare cards can beat an expensive deck.

Players often complain about this, because sometimes the cube starts to become very harmful and ruins the whole game. And the seemingly weak enemy army continually delivers strong blows.

Another weak side of the game is that out of your entire deck, only 15 cards will play at most. And who knows what cards they will be. Maybe the ones you're counting on, or maybe the cheap junk you used to plug holes in your deck. On the other hand, other CCGs also have the concept of a starting hand and subsequent drawing of cards every turn. There, too, the cards you may receive are completely different from what you were hoping for. Those. V Berserker your own version of random. Some people like it, some don't.

Another ambiguous option is that all cards are open. There is no surprise from the hand. When you play with a hidden hand, your opponent has no idea whether you are sitting with strong cards or nonsense.

Berserk offers no surprises in this regard. Just like in chess, which I constantly think about today. Everyone clearly knows how the rook moves, the only question is which way it will go. I know for sure that that card over there makes a shot at 2, the only question is who the shot will go to.

Now there are many similar games - SummonerWars, MageWars, For example. There are also fields and its own army, which is laid out on the field, moves along it and inflicts damage on the opponent.

It is very important to try to study the properties of the cards in the deck in advance. Otherwise, the first games have the potential to be boring and tedious.

“I shoot this creature at yours.

- No, brother, he has protection from shots.

- Then that one.

- And he also has protection.

- Who can I use?

- This one, but his defensive reaction will work, and he will respond with a return shot.

- Hm…»

Although there is nothing wrong with this, since all card games require studying the cards. IN Berserker a sea of ​​special terms, so at first the rule book will be very popular with you. What is a blessing? Armor? Vampirism? Shot? Anger? Ranged attack without range indication? Soul catcher? And so on. Be prepared.

35 pages

And the glossary starts from the 15th

For me, this is a relaxing game, a chance to think about who to hit, and enjoy leaving the dice.

About the new release

Either last year or the year before the publishing house Hobby World wanted to launch B abroad, but in the form of LCD, not CCI. And then they added that this version of the game will be intended only for foreigners, and we will remain with the good old collectible format. And I felt sad.

Managed to pick up extra lives

Well, I don’t like CCG, I’m tired of it. A race with legalities, searching for the right cards, opening dozens, or even hundreds of booster packs... no, I definitely don’t want to. I would love to play a free format game where everything is legal and new standard sets are released periodically.

What about that English version? B So still nothing is known. But at the end of last year, a special gift set was released, which I am talking about today.

All sorts of things have already come out before duel sets for two players. There you could find tokens, rules and 2 decks of different elements. In the gift set we receive 6 elements at once, which is good news.

Honestly, I'll say that the set Elemental Storm made me happy. Everything a beginning player needs is in this box. Even if you doubt which elements to play, then Elemental Storm corrects this misunderstanding and allows you to replay with all the elements.

This set can be played quietly at home with family or friends. But with deck building, it probably won’t quite work out. Because it takes time. I can’t imagine such a situation that friends who are unfamiliar with the game come to me, I give them a box of cards and say - you choose something for the deck... Most likely I’ll have to collect something for them myself or just play with decks with one element.

It’s even easier when each player has such a set - then you won’t have to argue about who will take the good card. Yes, and it will be possible to play mirror - like a swamp on a swamp.

I looked at the draconians with pleasure, played with vampires, which I had not played before (I’m closer to demons and soul catchers with reapers). Once again I was convinced that I love playing in the swamp =)

In general, I felt a wave of nostalgia. For some, this set will be the first step in understanding the world of Laar, followed by tournaments, purchases of boosters, etc. And this set is enough for me to sometimes play with my friends.

I still hope that such sets will still be released, and maybe the CCG format will turn into something else, more interesting to me. Although I recently spoke with my friend, the head of a board games club, and he said the following: “ If they (Hobby World) change the format, they will bury the game, definitely" So who cares what.

I like this set. For those who wanted to get acquainted with the game, this is the best option. Game cost – 1140 Russian rubles, which is inexpensive.