Rules and Variants of Legends of AZ
Characters: Includes a variety of figures with different abilities and roles. Each character has characteristics such as Health Points (HP), Strength (STR), Defense (DEF) and Magic (MP). They can be aligned as good, evil, or neutral. From these each player can choose his main character.
Spells: Cards that represent spells or magical actions. They can be used to attack, defend or modify game conditions.
Potions: Items that players can use to achieve immediate or long-term effects, such as healing or buffing.
Special Equipment: Items that can be assigned to characters to increase their stats or grant special abilities. These items remain with the character throughout the game.
Enchantgineering: A new category of cards that includes enchanted engineering artifacts. These special objects, the result of a clever mix of enchantment and engineering, can be used to build defensive structures such as city walls and towers, or to create powerful war machines such as catapults and ballistae. Each artifact in this category possesses unique magical powers and engineering features that can significantly influence gameplay dynamics. the effect applies to all characters on a side, for example against all enemies or all allies. it can increase ability scores or protect against spells or affect card drawing or discarding. It has construction phases that equate to how many hits it can take and how many turns/character it takes to destroy or build it.
Common (C): Basic cards that form the backbone of any deck. They are the easiest to find and offer standard skills.
Rare (R): Cards with unique or powerful abilities that can change the game. Their rarity makes them a precious stroke of luck.
Legendary (L): The rarest and most powerful cards available. Their abilities are nearly unbeatable, and stories are often told about their power and origin.
Mythic (M): These cards are extremely rare, sometimes unique. Their presence in a deck is a game factor that may never happen again.
Tribute (T): These are very rare cards because they were created in a very limited edition and not for sale, generated in particular for VIPs or special occasions.
Over time, new series will be published that will complete the gaming panorama and special editions. It will be specified on the official website www.LegendsOfAZ.com whether or not these can be used in official tournaments.
Main character selection for each player. Each player can choose a main character they will use or alternatively they can be randomly drawn. They can also be drawn randomly as part of the game strategy.
Automatic Boss: it is a variant of the game that allows you to play with just one person alone or you can use it when no one wants to impersonate an evil person but you still want to play Good vs Evil. in this case the Boss follows fixed game rules and can be chosen by the player(s).
It is played with a single common deck. Each player can add any type of card to the common deck of cards as he wishes and as many as he wants.
The common deck is shuffled by one player and “cut” by another. So as to ensure the randomness of the playing cards.
Common Deck: Includes all categories such as: Characters, Spells, Potions, Special Equipment and Enchantgineering.
Line-ups: At the start of the game you decide whether you will play in Good vs. Bad, all-against-all or team mode and then the sides.
Attack Order: Attack order follows agility, calculated as the player's 100-age. The younger, and therefore more agile, players attack first. If the Bad Guys are in automatic version, i.e. not controlled by an active player but by various players as happens in solitaire, they preferably target older players.
A player's main character can only be attacked or subjected to spells or other cards after all characters on his or her team protecting him or her have been eliminated.
Elimination: A player is eliminated when their main character drops to 0 life points or less
End of Game: The game ends when there is only one player or one team left.
Campaign Mode: In this mode one or more players face different sides with different bosses, led by a player or by an Automatic Boss, one after the other usually at increasing levels. The sequence can be chosen by the group or by the individual player. This can be the basis of an evolving story to typical role-playing game campaigns and objectives. stimulating the creation of real stories and epic deeds. in this case players can bring up to 5 cards (characters or other) from the previous game in addition to their main player. Obviously they must be cards of characters who survived the previous game or potion spells not used in the previous game. however, these will reduce the number of cards that are assigned at the start of the game. Equipment cards will remain assigned to the same character as in the previous game. Enchantgineering cards will need to be rebuilt but can be brought.
Initial Setup:
Choose the main characters
Determine the factions in play
Each player can add any type of card to the common deck of cards as he wishes and as many as he wants.
The common deck is shuffled by one player and cut by another. So as to ensure the randomness of the playing cards.
Distribute 5 cards to each player and to the Boss if playing with Automatic Boss, discarding the irrelevant ones, such as the good ones with the evil ones and vice versa.
Battle Formations:
Players place their main characters on the game table, then they can choose which and how many characters to place on the game table.
In case of Automatic Boss a player places his characters for him by placing all the characters as soon as possible on the game table and as soon as possible also uses all the spells and other power-up cards to demonstrate the aggressiveness of the villains.
Use of Cards: Human players, unlike the Automatic Boss, can keep Spells, Potions etc in their hands and use them strategically during their attack or defense turn.
Start of turn and drawing cards: At the beginning of their turn, each player draws a card from the common deck.
Card draw management:
If a good player draws a card from an Evil character, he passes it to the bad guy with fewer characters.
If the Boss or a Villain draws a card from a good character, it is discarded.
Players who choose a neutral as their main character can play with all cards
Neutral cards can be used by both good and bad guys.
Turn Actions: The player can choose to attack or draw additional cards. He can attack with one or more characters and then support them with spells and potions during the attack. The defense is activated in the attack phase of another player. Only characters who have not attacked during the current round of turns can play defense. A character used to defend can instead attack within the same turn. If a character gives up attacking, he can draw an additional card and manage it according to the card drawing management rules.
Assignment of equipment at the beginning of the defense or attack turn: what is assigned remains with the character until his death, after which the card is discarded. Equipment cannot be moved between characters. You can equip a character with a maximum of 1 equipment card.
Enchantgineering Construction: All Enchantgineering has construction phases that equate to how many hits it can take and how many turns/character it takes to destroy or build it. so an Enchantgineering with 5 phases can be built by one character in 5 turns or by 5 characters together in 1 turn. The characters they build are as if they have been attacked and therefore cannot defend themselves, becoming extremely vulnerable and for this reason they must be protected by the other team members. The Enchantgineerings can be destroyed if there are no more characters to defend and require as many hits as the construction phases if at the end of the turn the Enchantgineerings have not been destroyed and are completely repaired. They must then be completely destroyed within one turn. Enchantgineering can only be built if you have at least 2 characters, one with strength greater than 50 and one with magic greater than 50
Use of Spells: spells can only be cast if you have at least one character with magic greater than 50. They can be used in any attack or defense phase of the entire turn on your own characters or those of other players
Use of potions: They can be used in any attack or defense phase of the entire round of turns on your own characters or those of other players
Use of equipment: They can only be assigned at the beginning of the attack or defense turn of the entire round of turns on your own characters or those of other players
Use of Enchantgineering: Can only be built during the attack phase. the characters they build behave as if on offense and can only be intended for this.
Management of the character's defense during an attack. the attacker chooses which character(s) to attack. the character attacked and therefore in defense must defend himself therefore without supporting other characters but can be supported by spells and potions and equipment and by Enchantgineering. However, the characters that were not used in the attack must be attacked first. When there are no characters actively defending then any character or Enchantgineering can be attacked except the main character. If a character not in active defense is hit with any strength or magic value and is therefore extremely vulnerable. An example: if a character used to attack during the current turn or asleep perhaps due to a spell or in the process of building an Enchantgineering with 300 life points and defense 90 can be attacked and killed by three opposing characters with strength 20.
The player with the greatest agility starts the game. Agility is inversely proportional to the age of the player: younger players have greater agility. The game round continues with the players in decreasing order of agility.
Attacker Selection: A player can use one or more characters or monsters to attack an opposing character.
Choice of Attack Skill: During the attack, the player evaluates which parameter between strength or magic is higher in the attacking character or monster, choosing the preferable one. For example, if a character has 50 strength and 10 magic, you will choose magic to attack.
Hit Evaluation: If the score of the chosen skill exceeds defense or magic (depending on what the attacked player chooses), the hit will hit and affect the opponent's life total. If the value is less than or equal, the shot will be blocked.
Joint Attacks: If a character cannot overcome the opponent's defense/magic, the player can add the strength/magic of a second character to strengthen the attack.
Using Potions, Equipment and Magic: While attacking, you can use potions, equipment and magic to enhance your strength or magic. Similarly, the defender can use spells, potions, and equipment to increase his defense or magic. However, he cannot receive help from other characters.
After the attack, the characters who attacked become vulnerable and cannot defend themselves until their next turn. Character cards not used in the attack can protect vulnerable characters. The post-attack vulnerability for players following the first attack lasts until the player's turn returns. For example: the third and last player attacks with all his characters at the end of the round and will remain vulnerable until he starts his turn again on the next round.
The defending player can attack again at the end of the turn. Before he can attack vulnerable characters, he must focus on the character cards not turned over and not used by the first player.
Depending on the game mode chosen between classic, epic or simplified mode, damage and life points are managed differently:
Classic Version:
Damage in Stacks of 100: Once a hit hits, regardless of the minimum difference between attack and defense/magic, the target takes damage in stacks of 100 life points. This means that even a minor defense or magic overrun can generate a significant 100 life points of damage.
Life Point Regeneration: Life points regenerate at the end of the round of turns. To finally defeat a target with a lot of life points, further attacks from other characters will be necessary during the same turn, until the target's life total is exceeded.
Epic Version:
Damage is recorded taking into account the minimum difference between attack and defense/magic, the target suffers an amount of damage equal to the difference between attack and defense. This means that even a minimal defense or magic overrun can only generate minimal damage to life points. Example: 80 attack against 20 defense generates a loss of 60 life points.
Regeneration of Life Points: Damage is recorded by keeping note of the points lost in the various turns and therefore there is no regeneration at the end of the round of turns but the damage suffered and the related life points from the previous turn remain and therefore gradually reduce. To finally defeat a target with a lot of life points, it may take several turns with cumulative damage.
Intervention at Any Time: Spells and potions can be used at any time of the turn, even at the last moment. This allows players to save a creature or character in danger, providing even a few life points or blocking the last of the attacks, thus saving the character from defeat.
Impact on Game Strategy: This rule introduces an element of uncertainty and strategy, allowing players to influence the course of battle with quick decisions and intelligent tactics and team play.
"Legends of AZ" is a game full of possibilities and variations that adapt to different situations and player preferences. This chapter explores the different game modes available, showing how the game can be customized and adapted to always offer new and challenging experiences.
"Legends of AZ" Epic Mode follows the standard rules described in previous chapters. It is ideal for balanced and traditional games, where strategy and individual skill are fundamental. Please note that these are long games with complex calculations for the points to be counted.
For players who prefer solo challenges, the Auto Boss mode offers a unique experience. In this variant, a player faces a Boss managed by the game itself, following fixed and predefined rules, ideal for honing individual strategies and skills.
Games can also be played in teams, where players team up to face common opponents. This mode emphasizes team play, collective strategy and collaboration.
For more chaotic and unpredictable gameplay, Free-For-All mode allows each player to take on others independently. This variant requires quick thinking and the ability to quickly adapt to ever-changing scenarios.
In this variant, each turn is limited by a timer, adding an element of pressure and speed to the game. This mode is perfect for those looking for a dynamic and fast-paced game.
This innovative mode takes players on a progressive adventure and narrative gameplay. In "Campaign Mode", participants face a series of escalating challenges, where each battle is connected to the next, creating a coherent and engaging narrative thread. Players can choose to face different bosses and sides, led both by other players and by the Automatic Boss, with the possibility of carrying up to 5 cards (characters or other) from the previous game - as long as they are survived or unused. This strategic aspect introduces a unique continuity, where choices made in one game directly influence future challenges. Equipment cards remain tied to the previous character, while Enchantgineering cards, although transportable, require new construction in each game. This mode not only encourages the creation of epic stories and exploits, but also allows you to develop long-term strategies, further enriching the "Legends of AZ" experience.
This is the quickest and most simplified version of the game suitable for little ones and those who don't want to worry and want a very quick game. The common deck is divided into 2 or more equal parts based on the number of players after shuffling and having the opponent cut the deck. Each player takes his own pack and begins to turn over one card each without being able to see the order and the cards covered. The card with the highest life points wins and takes the other. So the second round starts again and so on. If the points are equal we proceed with a new round of battle and whoever wins also takes the cards from the previous round. If a magic card comes out, the person who pulled the magic card can decide whether to leave the current reference number as a reference or change the reference on the magic points. Same thing, if an equipment card comes out the player will be able to decide whether to leave the current reference number or change on the strength points and so if a potion card comes out he will be able to change the current reference number on the life points and if an Enchantgineering card comes out he will be able to change the current reference number on defense points. At this point the game continues in the same way but only by changing the reference number from life points to magic points or strength points or defense points. The game ends when only one player remains with all the cards because the opponents have gradually lost all the cards.
Players are encouraged to create their own game variations, adapting the rules to suit specific preferences or to experiment with new gameplay dynamics. This flexibility makes "Legends of AZ" an always different and customizable game.
"Legends of AZ" also lends itself to tournaments and competitions, where players can test their skills in a more structured and competitive context. Tournaments can follow different structures, from single elimination to points championships.
Over time, new series will be published that will complete the gaming panorama and special editions. It will be specified on the official website www.LegendsOfAZ.com , gradually whether these can be used or not in official tournaments.
In "Legends of AZ", the variety of game modes ensures that the game is always fresh, challenging and suitable for all types of players. In the next chapter, we will explore how "Legends of AZ" eliminates the economic factor as the first lever to win, creating a more fair and accessible gaming experience for all.
Life Points (HP): from 1 to 999
Strength Points (STR): from 1 to 100
Magic Points (MP): 0 to 100 (some characters may have a value of 0 if they have no magical abilities)
Defense Points (DEF): from 1 to 100
Damage (for spells, potions, etc.): 1 to 1000
Good aligned players can only play with Good or Neutral alignments while Evil aligned players can only play with Evil or Neutral alignments.
Legal Good
- Pure: An honorable knight who defends the weak and strictly adheres to the code of chivalry. The paladin typically fits here.
- Compassionate: A priest or healer who follows the laws of his faith, but is guided above all by compassion towards others.
Good Humanitarian
- Altruist: An anonymous hero who performs good deeds without seeking reward or recognition.
- Pacifist: A diplomat or mediator who always seeks peace and harmony without favoring rigid order or chaos.
Chaotic Good
- Rebel: A revolutionary who fights for justice and freedom, even if it means breaking the law. The ranger could fit here if he focuses on individual freedom and social justice.
- Free Spirit: An adventurer or explorer who follows his own rules and helps others out of goodness of heart, without adhering to any authority.
Legal Neutral
- Traditionalist: A wise elder or archivist who maintains and protects ancient traditions and knowledge without judging the moral content of these.
- Judge: A magistrate or inquisitor who applies the law impartially, regardless of personal circumstances.
Pure Neutral
- Balanced: A monk who follows a path of inner balance and harmony with the world around him, leaning neither towards light nor darkness.
- Independent: A merchant or craftsman who works for his own well-being and that of his community, without becoming involved in moral conflicts.
Chaotic Neutral
- Individualist: An eccentric artist or inventor who follows his or her own inspirations and desires, regardless of society's expectations.
- Unpredictable: A bard or jester who acts on momentary impulses and desires, often in an enigmatic and surprising way.
Lawful Evil
- Ruler: A tyrant or warlord who imposes his will through the force of law and military order.
- Machinator: A royal advisor or aristocrat who manipulates politics to increase his own power and influence ruthlessly.
Subversive Evil
- Selfish: A thief or assassin for hire who serves whoever pays the most, without any loyalty or moral code.
- Cynic: A dark wizard or alchemist who pursues forbidden knowledge and personal power at the expense of others.
Chaotic Evil
- Anarchist: A destroyer or cultist who wants to tear down institutions and spread chaos.
- Sadist: A demon or malevolent entity that delights in inflicting pain and terror, living in turmoil and destruction.