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1 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.

Game Components 1 22x25 Square Grid Game Mat€¦ · 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

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Page 1: Game Components 1 22x25 Square Grid Game Mat€¦ · 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

1

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.

Page 2: Game Components 1 22x25 Square Grid Game Mat€¦ · 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

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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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.)

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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.

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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.

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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.