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Prototype: Battle for Reatha
Game Components
● 1 22x25 Square Grid Game Mat
● 8 Red glass counters representing The Crimson numbered 1 through
8
● 8 Green glass counters representing The Legion numbered 1 through
8
● 2 coins (penny, quarter, dime, etc.), one for each crystal for the
“Capture the Crystal” game mode.
● 40 Crystal Shard cards currency (can be anything from a deck of
playing cards to note cards)
● 18 hero Unit Cards, 34 Normal Unit description cards 4 for each
individual unit and 2 for the Cleric unit
● 2 Special Attack worksheets, one for each player
● D20 used for evasion mechanic
● 16 paper clips used to track health on top of the unit card
● D8 for determining Terrain type and weather type for the map.
● 4 weather cards
● 102 equipment cards and 108 miscellaneous item cards
● Illustration guide for the Field types
● Colored Markers: Green, Red, Brown (or black), Blue, Yellow, Purple
Print-outs for the Game
Item cards need to be cut out in a certain way. They need to be cut like the
diagram below. The horizontal cut should be right beneath the stat on the
right side of the card. The vertical cut should start at the bottom and meet
the horizontal cut just to the left of the stat.
2
Prototype: Battle for Reatha
Unit Info Cards Crimson Hero Unit Cards Legion Hero Unit Cards
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Soldier Profession: Atk: 9 Weapon Slot: Def: 4 Armor Slot: Eva: 6 Helmet Slot: Atk Rng: 2 Misc. Slot: Move Rng: 7
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Soldier Profession: Atk: 9 Weapon Slot: Def: 4 Armor Slot: Eva: 6 Helmet Slot: Atk Rng: 2 Misc. Slot: Move Rng: 7
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Calvary Profession: Atk: 8 Weapon Slot: Def: 4 Armor Slot: Eva: 7 Helmet Slot: Atk Rng: 2 Misc. Slot: Move Rng: 9
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Calvary Profession: Atk: 8 Weapon Slot: Def: 4 Armor Slot: Eva: 7 Helmet Slot: Atk Rng: 2 Misc. Slot: Move Rng: 9
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Knight Profession: Atk: 7 Weapon Slot: Def: 5 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 2 Misc. Slot: Move Rng: 6
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Knight Profession: Atk: 7 Weapon Slot: Def: 5 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 2 Misc. Slot: Move Rng: 6
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Archer Profession: Atk: 7 Weapon Slot: Def: 3 Armor Slot: Eva: 7 Helmet Slot: Atk Rng: 5 Misc. Slot: Move Rng: 7
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Archer Profession: Atk: 7 Weapon Slot: Def: 3 Armor Slot: Eva: 7 Helmet Slot: Atk Rng: 5 Misc. Slot: Move Rng: 7
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Sniper Profession: Atk: 9 Weapon Slot: Def: 3 Armor Slot: Eva: 7 Helmet Slot: Atk Rng: 5 Misc. Slot: Move Rng: 7
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Sniper Profession: Atk: 9 Weapon Slot: Def: 3 Armor Slot: Eva: 7 Helmet Slot: Atk Rng: 5 Misc. Slot: Move Rng: 7
3
Prototype: Battle for Reatha
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Assassin Profession: Atk: 8 Weapon Slot: Def: 4 Armor Slot: Eva: 6 Helmet Slot: Atk Rng: 2 Misc. Slot: Move Rng: 8
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Assassin Profession: Atk: 8 Weapon Slot: Def: 4 Armor Slot: Eva: 6 Helmet Slot: Atk Rng: 2 Misc. Slot: Move Rng: 8
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Mage Profession: Atk: 9 Weapon Slot: Def: 3 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 4 Misc. Slot: Move Rng: 6
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Mage Profession: Atk: 9 Weapon Slot: Def: 3 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 4 Misc. Slot: Move Rng: 6
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Shadow Mage Profession: Atk: 8 Weapon Slot: Def: 3 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 4 Misc. Slot: Move Rng: 6
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Shadow Mage Profession: Atk: 8 Weapon Slot: Def: 3 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 4 Misc. Slot: Move Rng: 6
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Cleric Profession: Atk: 7 Weapon Slot: Def: 4 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 4 Misc. Slot: Move Rng: 7
0 1 2 3 4 5 6 7 8 9 10 11 12 Hero Class: Cleric Profession: Atk: 7 Weapon Slot: Def: 4 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 4 Misc. Slot: Move Rng: 7
4
Prototype: Battle for Reatha
Crimson Unit Cards Legion Unit Cards
0 1 2 3 4 5 6 7 8 9 10 Class: Soldier Atk: 7 Weapon Slot: Def: 2 Armor Slot: Eva: 4 Helmet Slot: Atk Rng: 2 Misc. Slot: Move Rng: 5
0 1 2 3 4 5 6 7 8 9 10 Class: Soldier Atk: 7 Weapon Slot: Def: 2 Armor Slot: Eva: 4 Helmet Slot: Atk Rng: 2 Misc. Slot: Move Rng: 5
0 1 2 3 4 5 6 7 8 9 10 Class: Soldier Atk: 7 Weapon Slot: Def: 2 Armor Slot: Eva: 4 Helmet Slot: Atk Rng: 2 Misc. Slot: Move Rng: 5
0 1 2 3 4 5 6 7 8 9 10 Class: Soldier Atk: 7 Weapon Slot: Def: 2 Armor Slot: Eva: 4 Helmet Slot: Atk Rng: 2 Misc. Slot: Move Rng: 5
0 1 2 3 4 5 6 7 8 9 10 Class: Calvary Atk: 6 Weapon Slot: Def: 2 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 2 Misc. Item Slot: Move Rng: 7
0 1 2 3 4 5 6 7 8 9 10 Class: Calvary Atk: 6 Weapon Slot: Def: 2 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 2 Misc. Item Slot: Move Rng: 7
0 1 2 3 4 5 6 7 8 9 10 Class: Calvary Atk: 6 Weapon Slot: Def: 2 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 2 Misc. Item Slot: Move Rng: 7
0 1 2 3 4 5 6 7 8 9 10 Class: Calvary Atk: 6 Weapon Slot: Def: 2 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 2 Misc. Item Slot: Move Rng: 7
0 1 2 3 4 5 6 7 8 9 10 Class: Knight Atk: 5 Weapon Slot: Def: 3 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 2 Misc. Item Slot: Move Rng: 4
0 1 2 3 4 5 6 7 8 9 10 Class: Knight Atk: 5 Weapon Slot: Def: 3 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 2 Misc. Item Slot: Move Rng: 4
0 1 2 3 4 5 6 7 8 9 10 Class: Knight Atk: 5 Weapon Slot: Def: 3 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 2 Misc. Item Slot: Move Rng: 4
0 1 2 3 4 5 6 7 8 9 10 Class: Knight Atk: 5 Weapon Slot: Def: 3 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 2 Misc. Item Slot: Move Rng: 4
5
Prototype: Battle for Reatha
0 1 2 3 4 5 6 7 8 9 10 Class: Archer Atk: 5 Weapon Slot: Def: 1 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 5 Misc. Item Slot: Move Rng: 5
0 1 2 3 4 5 6 7 8 9 10 Class: Archer Atk: 5 Weapon Slot: Def: 1 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 5 Misc. Item Slot: Move Rng: 5
0 1 2 3 4 5 6 7 8 9 10 Class: Archer Atk: 5 Weapon Slot: Def: 1 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 5 Misc. Item Slot: Move Rng: 5
0 1 2 3 4 5 6 7 8 9 10 Class: Archer Atk: 5 Weapon Slot: Def: 1 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 5 Misc. Item Slot: Move Rng: 5
0 1 2 3 4 5 6 7 8 9 10 Class: Sniper Atk: 7 Weapon Slot: Def: 1 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 7 Misc. Item Slot: Move Rng: 5
0 1 2 3 4 5 6 7 8 9 10 Class: Sniper Atk: 7 Weapon Slot: Def: 1 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 7 Misc. Item Slot: Move Rng: 5
0 1 2 3 4 5 6 7 8 9 10 Class: Sniper Atk: 7 Weapon Slot: Def: 1 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 7 Misc. Item Slot: Move Rng: 5
0 1 2 3 4 5 6 7 8 9 10 Class: Sniper Atk: 7 Weapon Slot: Def: 1 Armor Slot: Eva: 5 Helmet Slot: Atk Rng: 7 Misc. Item Slot: Move Rng: 5
0 1 2 3 4 5 6 7 8 9 10 Class: Assassin Atk: 6 Weapon Slot: Def: 2 Armor Slot: Eva: 4 Helmet Slot: Atk Rng: 2 Misc. Item Slot: Move Rng: 6
0 1 2 3 4 5 6 7 8 9 10 Class: Assassin Atk: 6 Weapon Slot: Def: 2 Armor Slot: Eva: 4 Helmet Slot: Atk Rng: 2 Misc. Item Slot: Move Rng: 6
6
Prototype: Battle for Reatha
0 1 2 3 4 5 6 7 8 9 10 Class: Assassin Atk: 6 Weapon Slot: Def: 2 Armor Slot: Eva: 4 Helmet Slot: Atk Rng: 2 Misc. Item Slot: Move Rng: 6
0 1 2 3 4 5 6 7 8 9 10 Class: Assassin Atk: 6 Weapon Slot: Def: 2 Armor Slot: Eva: 4 Helmet Slot: Atk Rng: 2 Misc. Item Slot: Move Rng: 6
0 1 2 3 4 5 6 7 8 9 10 Class: Mage Atk: 7 Weapon Slot: Def: 1 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 4 Misc. Item Slot: Move Rng: 4
0 1 2 3 4 5 6 7 8 9 10 Class: Mage Atk: 7 Weapon Slot: Def: 1 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 4 Misc. Item Slot: Move Rng: 4
0 1 2 3 4 5 6 7 8 9 10 Class: Mage Atk: 7 Weapon Slot: Def: 1 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 4 Misc. Item Slot: Move Rng: 4
0 1 2 3 4 5 6 7 8 9 10 Class: Mage Atk: 7 Weapon Slot: Def: 1 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 4 Misc. Item Slot: Move Rng: 4
0 1 2 3 4 5 6 7 8 9 10 Class: Shadow Mage Atk: 6 Weapon Slot: Def: 1 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 4 Misc. Item Slot: Move Rng: 4
0 1 2 3 4 5 6 7 8 9 10 Class: Shadow Mage Atk: 6 Weapon Slot: Def: 1 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 4 Misc. Item Slot: Move Rng: 4
0 1 2 3 4 5 6 7 8 9 10 Class: Shadow Mage Atk: 6 Weapon Slot: Def: 1 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 4 Misc. Item Slot: Move Rng: 4
0 1 2 3 4 5 6 7 8 9 10 Class: Shadow Mage Atk: 6 Weapon Slot: Def: 1 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 4 Misc. Item Slot: Move Rng: 4
0 1 2 3 4 5 6 7 8 9 10 Class: Cleric Atk: 5 Weapon Slot: Def: 2 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 4 Misc. Item Slot: Move Rng: 5
0 1 2 3 4 5 6 7 8 9 10 Class: Cleric Atk: 5 Weapon Slot: Def: 2 Armor Slot: Eva: 3 Helmet Slot: Atk Rng: 4 Misc. Item Slot: Move Rng: 5
7
Prototype: Battle for Reatha
Profession Cards General
General This profession grants all melee units in your team
a +1 Atk bonus.
General General
This profession grants all melee units in your team a +1 Atk bonus.
Arch Mage Arch Mage
This profession grants all magic units in your team a +1 Atk bonus.
Arch Mage Arch Mage
This profession grants all magic units in your team a +1 Atk bonus.
Marksman Marksman
This profession grants all ranged units in your team a +1 Atk bonus.
Marksman Marksman
This profession grants all ranged units in your team a +1 Atk bonus.
Item Cards
8
Prototype: Battle for Reatha
Soldier Iron Axe +1 Atk
+1 Atk
Bronze
Soldier Steel Axe +2 Atk
+2 Atk Silver
Soldier Crystal Axe +3 Atk
+3 Atk
Crystal
Calvary Iron Lance +1 Atk
+1 Atk
Bronze
Calvary Steel Lance +2 Atk
+2 Atk
Silver
Calvary Crystal Lance +3 Atk
+3 Atk
Crystal
Knight Iron Sword +1 Atk
+1 Atk
Bronze
Knight Steel Sword +2 Atk
+2 Atk
Silver
Knight Crystal Sword +3 Atk
+3 Atk
Crystal
Archer Iron Bow +1 Atk
+1 Atk
Bronze
Archer Steel Bow +2
+2 Atk
Silver
Archer Crystal Bow +3 Atk
+3 Atk
Crystal
Sniper Iron Crossbow +1 Atk
+1 Atk
Bronze
Sniper Steel Crossbow +2 Atk
+2 Atk
Silver
Sniper Crystal Crossbow +3 Atk
+3 Atk
Crystal
Assassin Iron Dagger +1 Atk
+1 Atk
Bronze
Assassin Steel Dagger +2 Atk
+2 Atk
Silver
Assassin Crystal Dagger +3 Atk
+3 Atk
Crystal
9
Prototype: Battle for Reatha
Mage Pine Staff +1 Atk
+1 Atk
Bronze
Mage Oak Staff +2 Atk
+2 Atk
Silver
Mage Crystal Staff +3 Atk
+3 Atk
Crystal
Shadow Mage Dusty Tome +1 Atk
+1 Atk
Bronze
Shadow Mage Shadow Tome +2 Atk
+2 Atk
Silver
Shadow Mage Crystal Tome +3 Atk
+3 Atk
Crystal
Cleric Rusty Talisman +1 Atk
+1 Atk
Bronze
Cleric Silver Talisman +2 Atk
+2 Atk
Silver
Cleric Crystal Talisman +3 Atk
+3 Atk
Crystal
10
Prototype: Battle for Reatha
Armor Cards
Soldier Iron Armor +1 Def
+1 Def
Bronze
Soldier Steel Armor +2 Def
+2 Def
Silver
Soldier Crystal Armor +3 Def
+3 Def
Crystal
Calvary Jouster’s Armor +1 Def
+1 Def
Bronze
Calvary Gilded Armor +2 Def
+2 Def
Silver
Calvary Crystal Riding Armor +3 Def
+3 Def
Crystal
Knight Plate Armor +1 Def
+1 Def
Bronze
Knight Riveted Armor +2 Def
+2 Def
Silver
Knight Crystal Plate Armor +3 Def
+3 Def
Crystal
11
Prototype: Battle for Reatha
Archer Cloth Armor +1 Def
+1 Def
Bronze
Archer Thick Cloth Armor +2
+2 Def
Silver
Archer Crystal Fabric Armor +3 Def
+3 Def
Crystal
Sniper Rugged Leather Armor +1 Def
+1 Def
Bronze
Sniper Chain Mail Armor +2 Def
+2 Def
Silver
Sniper Rough Crystal Armor +3 Def
+3 Def
Crystal
Assassin Leather Armor +1 Def
+1 Def
Bronze
Assassin Hardened Leather Armor +2 Def
+2 Def
Silver
Assassin Silent Crystal Armor +3 Def
+3 Def
Crystal
Mage Red Robe +1 Def
+1 Def
Bronze
Mage Scarlet Robe +2 Def
+2 Def
Silver
Mage Wise Crystal Robe +3 Def
+3 Atk
Crystal
Shadow Mage Black Robe +1 Def
+1 Def
Bronze
Shadow Mage Obsidian Robe +2 Def
+2 Def
Silver
Shadow Mage Shadow Crystal Robe +3 Def
+3 Def
Crystal
Cleric White Robe +1 Def
+1 Def
Bronze
Cleric Silver Robe +2 Def
+2 Def
Silver
Cleric Pure Crystal Robe +3 Def
+3 Def
Crystal
12
Prototype: Battle for Reatha
Helmet Items
Soldier Iron Helm +1 Eva
+1 Eva
Bronze
Soldier Steel Helm +2 Eva
+2 Eva
Silver
Soldier Crystal Helm +3 Eva
+3 Eva
Crystal
Calvary Jouster’s Helm +1 Eva
+1 Eva
Bronze
Calvary Gilded Helm +2 Eva
+2 Eva
Silver
Calvary Crystal Riding Helm +3 Eva
+3 Eva
Crystal
Knight Plate Helm +1 Eva
+1 Eva
Bronze
Knight Riveted Helm +2 Eva
+2 Eva
Silver
Knight Crystal Plate Helm +3 Eva
+3 Eva
Crystal Archer
Cloth Helm +1 Eva
+1 Eva
Bronze
Archer Thick Cloth Helm +2 Eva
+2 Eva
Silver
Archer Crystal Fabric Helm +3 Eva
+3 Eva
Crystal
Sniper Rugged Leather Helm +1 Eva
+1 Eva
Bronze
Sniper Chain Mail Helm +2 Eva
+2 Eva
Silver
Sniper Rough Crystal Helm +3 Eva
+3 Eva
Crystal
Assassin Leather Helm +1 Eva
+1 Eva
Bronze
Assassin Hardened Leather Helm +2 Eva
+2 Eva
Silver
Assassin Crystal Cowl +3 Eva
+3 Eva
Crystal
13
Prototype: Battle for Reatha
Mage Red Hood +1 Eva
+1 Eva
Bronze
Mage Scarlet Hood +2 Eva
+2 Eva
Silver
Mage Wise Crystal Hood
+3 Eva
Crystal
Shadow Mage Black Hood +1 Eva
+1 Eva
Bronze
Shadow Mage Shadow Hood +2 Eva
+2 Eva
Silver
Shadow Mage Shadow Crystal Hood +3 Eva
+3 Eva
Crystal
Cleric White Hood +1 Eva
+1 Eva
Bronze
Cleric Silver Hood +2 Eva
+2 Eva
Silver
Cleric Pure Crystal Hood +3 Eva
+3 Eva
Crystal
14
Prototype: Battle for Reatha
Misc. Items
HP Potion Cost: 3 Crystal Shards
Effect: Restore 3 HP to a single unit.
Magic Cloak Cost: 5 Crystal Shards
Effect: Allows a single unit to pass through terrain and enemy
units for 2 turns.
Attack Elixir Cost: 3 Crystal Shards
Effect: Permanently increases the Atk of the equipping unit by
1 point. +1 Atk
Defense Elixir Cost: 3 Crystal Shards
Effect: Permanently increases the Def of the equipping unit by
1 point. +1 Def
Evasion Elixir Cost: 3 Crystal Shards
Effect: Permanently increases the Eva of the equipping unit by
1 point. +1 Eva
Movement Elixir Cost: 3 Crystal Shards
Effect: Permanently increases the Move Rng of the equipping
unit by 1 point. +1 Move Rng
HP Potion Cost: 3 Crystal Shards
Effect: Restore 3 HP to a single unit.
Magic Cloak Cost: 5 Crystal Shards
Effect: Allows a single unit to pass through terrain and enemy
units for 2 turns.
Attack Elixir Cost: 3 Crystal Shards
Effect: Permanently increases the Atk of the equipping unit by
1 point. +1 Atk
Defense Elixir Cost: 3 Crystal Shards
Effect: Permanently increases the Def of the equipping unit by
1 point. +1 Def
Evasion Elixir Cost: 3 Crystal Shards
Effect: Permanently increases the Eva of the equipping unit by
1 point. +1 Eva
Movement Elixir Cost: 3 Crystal Shards
Effect: Permanently increases the Move Rng of the equipping
unit by 1 point. +1 Move Rng
HP Potion Cost: 3 Crystal Shards
Effect: Restore 3 HP to a single unit.
Magic Cloak Cost: 5 Crystal Shards
Effect: Allows a single unit to pass through terrain and enemy
units for 2 turns.
Attack Elixir Cost: 3 Crystal Shards
Effect: Permanently increases the Atk of the equipping unit by
1 point. +1 Atk
Defense Elixir Cost: 3 Crystal Shards
Effect: Permanently increases the Def of the equipping unit by
1 point. +1 Def
Evasion Elixir Cost: 3 Crystal Shards
Effect: Permanently increases the Eva of the equipping unit by
1 point. +1 Eva
Movement Elixir Cost: 3 Crystal Shards
Effect: Permanently increases the Move Rng of the equipping
unit by 1 point. +1 Move Rng
15
Prototype: Battle for Reatha
Special Attack Worksheet
Unit Class Special Attack
Soldier (Melee Unit)
Cleave - Unit strikes all targets within 3 spaces in one direction from the unit for 2 damage.
Calvary (Melee Unit)
Charge - Used before moving, this unit can charge an enemy unit in its “Move Range”, moving to that units location and dealing 2 damage.
Knight (Melee Unit)
Stab - Unit attacks 1 enemy within its “Atk Range” for 3 damag
Archer (Ranged Unit)
Volley - Unit can attack over terrain and enemy units that obstruct its “Atk Range” for 3 damage.
Sniper (Ranged Unit)
Snipe - Can shoot one target for 4 damage. The target has to be in a in a straight line up to 9 spaces away.
Assassin (Melee Unit)
Shuriken - Unit throws a shuriken up to four spaces away dealing 2 damage.
Mage (Magic Unit)
Fire Bomb - Unit launches a fireball that within its “Atk Range” that deals 2 damage in a 3x3 square.
Shadow Mage (Magic Unit)
Mind Control - Unit can take control of an enemy unit that is in “Atk Range” for 1 turn and cause it to attack with a normal attack. Controlled units cannot be moved.
Cleric (Magic Unit)
Saving Grace - Heal a friendly unit within the units attack range for 3 HP. Cannot heal self with this ability.
Weather Cards
Thunderstorm Melee Atk -1 Range Atk - 1 Magic Atk +1
Blizzard Melee Atk -1 Range Atk +1 Magic Atk -1
Windstorm Melee Atk +1 Range Atk -1 Magic Atk - 1
Clear Weather No effect to units
16
Prototype: Battle for Reatha
Story:
Reatha was ravaged by war. Kingdoms butted heads at every
border, until a man arrived who could control the crystals that
enriched the continent’s soil. Rickard Galvenstalk used this power to
unite the kingdoms, pushing for peace before every throne until an
era of serenity began, and the kingdoms formed one great nation: the
Crimson.
On his deathbed, Rickard granted his twin sons his last
reprieve: they would split his genetic power between them and
maintain peace in the lands—but when he died, his banner burned
with him. Bonds and pacts unravelled like yarn, and the twins met at
an impasse. Carter, the eldest twin, wished to implement their father's
non-violent diplomacy, while Nikolaus believed peace came through
armed intervention. Nikolaus split from his brother and formed the
Legion, taking with him those fed up with passive leadership, and the
factions made war. Only one brother can claim the throne. Let the
Battle for Reatha begin!
Setup
17
Prototype: Battle for Reatha
● Players can agree on what game mode to play. If there is not an
agreement the first player to declare a “deadlock” will toss a coin.
Heads is “Capture the Crystal”, Tails is “Attrition”.
● Players can agree on a terrain and weather type to use.
○ Players draw the map they chose on the game board by using
the illustration guide below.
○ If no agreement can be reached either player can declare a
“deadlock”. The player who calls the deadlock will roll a D8 die
to determine the terrain type. The other player will roll a D8 die
to determine a weather type.
○ Terrain Die Values
■ 1 and 3 are Plains
■ 2 and 4 are Desert
■ 5 and 7 are Mountains
18
Prototype: Battle for Reatha
■ 6 and 8 are Marshlands
○ Weather Die Values
■ 1 and 7 are Clear Weather
■ 2 and 4 are Thunderstorms
■ 3 and 5 are Windstorms
■ 6 and 8 are Blizzards
● The youngest player calls which side they want Crimson or Legion.
● Each player will select a class, then a profession for the Hero Unit.
○ Each player can have the same hero unit class and profession.
● Next they will simultaneously pick 7 normal units for their side of the
game board.
● Place units on the field in the Green 9x4 starting area grid
○ The units will be numbered 1 through 8. 1 will always be the
Hero unit.
○ The unit info cards will be placed under the starting area in two
horizontal rows of 4. The top left card will be 1(the hero unit)
and the bottom right will be 8.
○ The numbered spot the unit card is in is what unit piece
represents that unit on the game board.
● Draw 8 crystal shard cards from the Crystal Shard Stockpile
● The first player to finish placing their units and drawing their crystal
shard cards will get to toss a coin to determine who moves first. The
other player will get to call heads or tails. The winner of the toss
makes the first move.
● Start Game
19
Prototype: Battle for Reatha
Illustration guide Down below are the guides on how to draw the maps for Battle for Reatha
and the rules for each Terrain type.
Terrain Legend
20
Prototype: Battle for Reatha
Plains- This map is a good place for beginners to start playing to learn the
basics of the game.
● No special modifiers on this map type
21
Prototype: Battle for Reatha
Desert
● Soft Sand - The brown patches of soft sand on the map will reduce
the move range of units that cross them. Moving across soft sand
cost 2 movement points per tile. (i.e. A soldier with 5 move range
moves across the soft sand tile, because it costs 2 move range the
easiest way to calculate the move range would be dividing by 2, if the
number is not an even number round upwards. Allowing the soldier to
move a total of 3 spaces in the soft sand. Magic Cloak will be
effective in soft sand ignoring terrain penalties.)
22
Prototype: Battle for Reatha
Mountains
● Mist- When one unit is inside the purple mist tiles they receive + 2 to
their evasion stat. When two units are inside of the mist and they both
fight each other no evasion is gained.
● The only units that can travel over mountains(impassable terrain), or
stay on them are units with the Magic Cloak card.
23
Prototype: Battle for Reatha
Marshlands
● Haze is indicated by the tan tiles on the map.
○ Makes it so players cannot attack each other if they are on
opposite sides of the haze,
○ When players are inside the haze they can attack each other.
○ If one unit is in the haze and another is outside the haze, then
they still can’t attack each other.
24
Prototype: Battle for Reatha
How to play Battle for Reatha:
Pick your game mode:
Attrition: The goal in this gametype is to wipe out all of the opposing
player’s forces, or kill their Hero unit, whichever comes first.
Capture the Crystal: The goal of this game mode is for players to
capture the Crystal located in the enemy starting area and bring it back to
their own Crystal spawn point. In order to pick up the Crystal a unit needs
to be in an adjacent tile. Picking up the Crystal will be the last action that
unit can perform for that turn. Once the unit picks up the Crystal the player
will place a coin under that unit piece on the board. To score the player
needs to bring the enemy Crystal back to their Crystal spawn point. If a unit
dies it will be placed on the respawn point and if more than one unit dies
the units will be placed on the side of the board in the order that they died.
Every turn the player will respawn one unit in the order they died in as long
as the respawn point is clear. The player cannot pass the Crystal from unit
to unit. Once the carrying unit dies the Crystal is dropped where the unit
died. If the player gets their own Crystal and returns it to their Crystal
spawn point they will be awarded 1 Crystal Shard. It is possible to score
even when the players own Crystal is not at their Crystal spawn point.
Player Turn Sequence
1. Start Turn
2. Shopping Phase - Player buys equipment, items, and change
weather during this phase.
3. Equipping Phase - Player will equip gear to units and use any items
bought during the Shopping Phase.
4. Movement / Combat Phase - Player commences their movement and
attacks during this phase.
5. Collection Phase - The player will gather crystals from controlled
wells during this phase as well as loot items from fallen enemy units.
Players receive one Crystal Shard for every unit that died.
6. End Turn
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Prototype: Battle for Reatha
General Gameplay:
How to Start your Turn:
Shopping Phase
The player will have the choice of spending their Crystal Shards for
equipment, items, and changing the weather. Players are only permitted to
buy equipment, items, and weather before they start their Movement /
Combat phase. To purchase these things the player must have the
appropriate amount of crystal shards. The player will then declare what
they intend to buy and show the other player that they have the right
amount of crystal shards for the purchase. They will then place the Crystal
Shard cards and place them back in the Crystal Stockpile, and then take
the item(s) they wanted. This phase is also when the player will apply any
effects from weather they may have purchased.
Equipment, Misc Items, and Weather Cost
● All bronze tier equipment will cost 1 Crystal Shard
● All Silver tier equipment will cost 2 Crystal Shards
● All Crystal tier equipment will cost 3 Crystal Shards
● HP potion, attack, defense, evasion, and movement elixirs all cost 3
Crystal Shards
● Magic Cloak cost 5 Crystal Shards
● Changing the weather cost 5 Crystal Shards
Equipping Phase
This phase begins once the player starts to equip their units with the gear
they purchased in the Shopping Phase. The player will announce what unit
is getting what gear and/or effect from a miscellaneous item. Once the
player finishes equipping gear and items the phase is over.
How to use Equipment, Item and weather cards.
All equipment cards as well as the elixir items are to be placed under the
unit info card. they need to be placed in a certain order in order to maintain
readability. On the hero unit these cards will be placed underneath the
profession card. The order below is the proper order for cards to be
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Prototype: Battle for Reatha
stacked, 1 being on top 4 being on bottom.
1. Weapon
2. Armor
3. Helmet
4. Misc. Item
Cards such as “Magic Cloak” and “HP Potion” will be placed on top of the
unit info card that is using the item. The card will remain there until the
items duration ends.
Weather cards will be placed on the right side of the game board and will
remain there until the weather is changed by a player. The weather card
that is showing is the active weather and when it is switched simply place
the desired weather on the top of the previous weather card.
Movement / Combat Phase
This phase begins once a player starts moving or attacking with a unit.
Once the phase begins players are not permitted to go back to a previous
phase. During this phase the player may choose to move and/or attack with
all of their units. They may also end their turn by declaring “End turn”, once
a player says this they are not allowed to change their mind.
Rules for Movement
Units are able to move in four directions, up, down, left, and right. There is
no diagonal movement in this game. Units are allowed to move in multiple
directions during their movement. For example, a unit with the soldier class
has a Move Range stat or “Move Rng” of 5, the player can move the unit 3
up, 1 left, and 1 up. The “Move Rng” stat determines how many tiles a unit
can move. In the above example the Soldier class has a “Move Rng” of 5
allowing it to move a maximum of 5 tiles.
Units are not able to move over impassable terrain unless they are under
the effect of the “Magic Cloak” item. Units are also not able to attack and
then move, movement can only occur before a unit attacks. Units cannot
exist on the same tile for any reason. However, units may move through
friendly units but they may not move through enemy units.
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Prototype: Battle for Reatha
Rules for Combat
A unit can move then attack or it can just attack, attacking is the final action
a unit can perform. There are two conditions that need to be met in order
for a unit to attack. First the target unit needs to be in the attacking unit’s
attack range. Second the target needs to be in the attacking unit’s line of
sight.
Attack range is determined by the “Atk Rng” stat. If a unit has an “Atk Rng”
of 5 they can attack a unit that is up to 5 tiles away. Diagonal attacks are
not possible, attacks follow the same rule that movement does in being four
directional. For example, the Sniper class has an “Atk Rng” of 7 meaning it
can hit a unit that is 4 tiles right, 2 tiles up, and 1 tile right, for a total of 7
tiles.
Line of sight is determined by a non-numerical method. The player must
draw an imaginary line to their target unit. If this line crosses any
impassable terrain, enemy units that are not the intended target, or haze on
the marshlands map the target is not in the attacking unit’s line of sight.
(For an example of this rule see the figure below)
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Prototype: Battle for Reatha
Once both of these conditions are satisfied the player has the choice to
attack. If the player chooses to attack they can choose from a normal
attack or they can use their units special attack. A normal attack deals
damage by following the formula (Attack - Defense = Damage to HP). For
example A soldier unit attacks an archer unit. The soldier has an “Atk” of 7
and the archer has a “Def” of 1, the soldier will deal 6 damage to the
archer’s HP. The “Atk” stat can be increased or decreased by equipment,
misc. items, and weather effects.
Special Attacks work in a different manner. When being attacked by a
special attack the damage is a fixed amount but it bypasses the defending
units defense. For example, a knight unit uses its special attack Stab which
on an enemy knight. The enemy knight would take 2 points of damage
directly to its HP.
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Prototype: Battle for Reatha
Evasion and Retaliation
When a unit is being attacked they have a chance to dodge the attack or
special attack. The player will roll a D20 when their opponent declares an
attack. If the roll is less than or equal to the defending units evasion stat,
which is their “Eva”, they will dodge the attack. If the roll is greater than the
“Eva” stat the unit will take damage. There is a hard limit cap of 10 on the
“Eva” stat. No unit can exceed this number for any reason and any
bonuses that a unit receives that would put this number above 10 are
ignored.
Regardless of whether a unit takes damage or dodges the attack they can
retaliate against the attacker. Retaliations are only allowed to be normal
attacks and can only be executed if the attacker is in range and line of
sight. When a unit retaliates against its attacker the attacking unit is able to
try and evade the retaliation. If the evasion is successful the attacker will
take no damage and combat will end between the units, however if the
attacker fails to dodge it will take damage following the standard attack
formula (Atk - Def = HP Lost).
If a unit attacks multiple enemies at once then the defending player will roll
the D20 once and that roll will be applied to all units being attacked. Also
retaliation can only be conducted by the closet unit that is able to reach the
attacker. For example, a mage unit uses it’s Fire Bomb special attack and
hits 3 units with it. The center unit is a soldier, the one above that is a
sniper, and the one below the soldier is a mage. The soldier is two spaces
to the right of the attacking mage. The defending player rolls a D20 and
rolls a 4. The soldier has an “Eva” of 4, the sniper has an “Eva” of 5, and
the mage has an “Eva” of 3. The soldier and sniper both dodge the attack
but the mage takes damage. Even though all three units are in range to
retaliate the soldier is the closest unit and will be the only unit to retaliate.
Losing Units
When the HP of a player’s unit falls to 0, that unit is defeated. When a unit
is defeated it will be removed from the game board as well as all its
equipment and items, excluding anything looted by the opposing player. Do
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Prototype: Battle for Reatha
not discard equipment or items until your opponent has completed their
turn. When a player loses a unit, they are given a Crystal Shard
immediately after the unit is removed from the game board. This applies to
each unit a player loses.
Keeping Track of Unit Actions
Once a unit has completed all of its actions the player will rotate the
numbered glass counter clockwise 90 degrees. At the start of the player’s
next turn the player will rotate all of their units back to their original position.
Collection Phase
After the player completes their Movement / Combat phase they need to
gather all of their earned rewards and resources.
Crystal Wells
For each uncontested Crystal Well a player controls they will be awarded 1
Crystal Shard. A well is contested when units from both teams are in the
well. If a well is contested neither player will get a shard from that well.
Looting Defeated Enemies
For every unit that a player defeats in their Movement / Combat phase they
are allowed to take 1 item from each fallen unit. They can take an item or
equipment from their opponent’s fallen unit and give it to one of their own
units as long as it is for the appropriate class.
FAQ
Do equipment cards stack from previous tiers?
● No, equipment cannot stack from previous tiers.
How many miscellaneous items can a unit have at one time?
● A Unit may only use one permanent stat boosting item per game.
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Prototype: Battle for Reatha
Where do I place my units after they have been defeated in “Capture the
Crystal”?
● Once a unit has been defeated, they are placed on the side of the
game board in the corresponding sequence that they were defeated.
This allows players to easily remember which units back into play.
If I have two units of the same type on the field, how do I distinguish the
difference between the two of them?
● Each unit on the field will be numbered, that number will correspond
to a number on your Unit info card.
Can I pass the Crystal to another unit in “Capture the Crystal”?
● No you may not, once a unit has the crystal they will have it until they
die or it is brought back to their home base.
Can I have two units land on the same tile?
● No you may not, only one unit is allowed on the tile. There will not be
any tiles where two units can land on at the same time.
Can I move my units through my friendly units?
● Yes you may, player’s units will be able to move through friendly
units, but not enemy units.
Can I move my units diagonally to use only one movement range?
● No you may not, player’s units can only move horizontal or vertical.