Flesh and Blood - Comprehensive Rules
Flesh and Blood Comprehensive Rules
28 November 2022 v2.3.0
Legend Story Studios
ii
Preface
Flesh and BloodTM is a competitive Trading Card Game where two heroes face off in a fight to the death. Each player starts the game with their hero, weapon, and equipment set in play. The battle is fought through the strategic use of resources, knowing when to defend, and when to go in for the kill.
"Our mission is to bring people together in the flesh and blood through the common language of playing great games."
The rules in this document apply to any game of Flesh and Blood and supersede any previous version of the rules document for the game. The version of this document is in the form "[MAJOR].[MINOR].[PATCH]". MAJOR revisions include complete renumbering, restructuring, and rewrites that are not compatible with previous versions of the comprehensive rules. MINOR revisions include additions and rewording that are compatible with most references to the previous version but may also contain renumbering, restructuring, and rewrites to specific rules or sections. PATCH revisions include formatting, style, and rewording that is completely compatible with the previous version, as well as logical corrections that may not be compatible. The rules are presented in the form "[Chapter].[Section].[Rule]" and are referenced as such when referring to a particular rule in the current version. If referencing a previous version of this document, ensure that you include the version as well as the rule reference.
iii
Table of Contents
Preface
iii
1 Game Concepts
1
1.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 Players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.3 Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.4 Tokens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.5 Macros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.6 Layers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
1.7 Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
1.8 Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
1.9 Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
1.10 Game State . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
1.11 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
1.12 Numbers and Symbols . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
1.13 Assets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
1.14 Costs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
1.15 Counters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2 Object Properties
27
2.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
2.1 Color Strip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
2.2 Cost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
2.3 Defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
2.4 Intellect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
2.5 Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
2.6 Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
2.7 Pitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
2.8 Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
2.9 Subtypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
2.10 Supertypes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
2.11 Text Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
2.12 Type Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
2.13 Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
3 Zones
37
3.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
3.1 Arms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
3.2 Arsenal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
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TABLE OF CONTENTS
3.3 Banished . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 3.4 Chest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 3.5 Combat Chain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 3.6 Deck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 3.7 Graveyard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 3.8 Hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 3.9 Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 3.10 Hero . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 3.11 Legs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 3.12 Permanent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 3.13 Pitch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 3.14 Stack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 3.15 Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
4 Game Structure
49
4.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
4.1 Starting a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
4.2 Start Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
4.3 Action Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
4.4 End Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
4.5 Ending a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
5 Layers, Cards, & Abilities
55
5.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
5.1 Playing Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
5.2 Activated Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
5.3 Resolution Abilities & Resolving Layers . . . . . . . . . . . . . . . . . . 59
5.4 Static Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
6 Effects
65
6.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
6.1 Discrete Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
6.2 Continuous Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
6.3 Continuous Effect Interactions . . . . . . . . . . . . . . . . . . . . . . . . 67
6.4 Replacement Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
6.5 Replacement Effect Interactions . . . . . . . . . . . . . . . . . . . . . . . 74
6.6 Triggered Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
7 Combat
79
7.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
7.1 Layer Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
7.2 Attack Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
7.3 Defend Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
7.4 Reaction Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
7.5 Damage Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
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TABLE OF CONTENTS
7.6 Resolution Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 7.7 Link Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 7.8 Close Step . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
8 Keywords
89
8.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
8.1 Type Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
8.2 Subtype Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
8.3 Ability Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
8.4 Label Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
8.5 Effect Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
8.6 Token Keywords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
9 Additional Rules
117
9.0 General . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
9.1 Double-Faced Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Glossary
119
Credits
143
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1. Game Concepts
1.0. General
1.0.1. The rules in this document apply to any game of Flesh and Blood.
1.0.1a If an effect directly contradicts a rule contained in this document, the effect supersedes that rule.
1.0.1b If a tournament rule contradicts a rule contained in this document or an effect, the tournament rule supersedes that rule or that effect.
1.0.2. A rule or effect that states something can not happen takes precedence over any rule and/or effect that states that something can happen, subject to Rule 1.0.1a. Example: If one effect reads "You can't play cards from your banished zone." and another effect reads "You may play cards from your banished zone.", the former effect takes precedence and the player can not play cards from their banished zone.
1.0.2a A rule or effect that states that "only" something can happen, is functionally equivalent to a rule or effect that states everything else can not happen.
Example: Three of a Kind has the text "[...] you may only play cards from arsenal.", which is equivalent to "you can not play cards from anywhere other than arsenal.". Even if an effect would allow you to play a card from your banished zone, you would not be able to play that card from the banished zone because of the effect generated by Three of a Kind.
1.1. Players
1.1.1. A player is a person participating in the game.
1.1.1a To participate, a person must have a hero, a deck, a way to represent any tokens and counters that could be created by effects in their deck, a play-space, and a method to record life totals.
1.1.2. A player's hero is a hero card.
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CHAPTER 1. GAME CONCEPTS
1.1.2a This document distinguishes the player as the person participating in the game and the hero as the hero card of a player.
1.1.2b A player plays the game as their hero. Card text makes no distinction between the player and their hero, identifying both identically; the term "you" refers to the player's hero and the term "opponent" refers to the player's opponent's hero.
1.1.3. A player's deck is a collection of non-hero cards. A card can only be included in a player's deck if the card's supertypes are a subset of their hero's supertypes. (See Section 2.10 - Supertypes)
Example: If the hero card is Boltyn (supertypes of "Light" and "Warrior"), the deck can only include cards with the supertypes of "Light Warrior", "Light", "Warrior", and cards with no supertypes ("Generic").
1.1.3a If an effect allows a player to start the game with one or more cards with supertypes that are not a subset of their hero's supertypes, those cards may be included in their deck as long as they start the game as specified by the effect.
1.1.3b A player's inventory is a collection of equipment and weapon cards in the player's deck.
1.1.4. A player's play-space is an area for designated zones owned by (and shared with) the player. (See Chapter 3 - Zones)
1.1.5. In a game, a player's opponents include all other players.
1.1.6. Clockwise order is the order of players starting from the given player and progressing clockwise among the players when viewed from above. The next player in clockwise order is the player to the left of the given player.
1.2. Objects
1.2.1. An object is a card, token, macro, or layer in the game.
1.2.2. A permanent is a card or token in the arena that is designated as a permanent by a rule or effect.
1.2.2a A permanent remains a permanent until it leaves the arena.
1.2.3. Objects have one or more properties. (See Chapter 2 - Object Properties)
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