The Sage of Territories
Game Rules

Simple Version

This is a beginner version. You are a Sage of Territories, leading attackers to restore the Elemental Continent. No complex skills, just move, attack, and draw cards. Fun for new players.
2-4 players (2 for duel, 4 for brawl). Setup 5 minutes, teaching 10 minutes, playtime 10-15 minutes.

1. Number of Players and Basic Concepts

2-4 players. Each player owns 5 identical arcane attackers (no elemental difference, use animal character icons for teams). All players are rivals.
Battlefield size adjusts by player count: 2 players 60x60cm; 3 players 75x75cm; 4 players 90x90cm.

2. Setup Items

Arcane Attackers: 5 small models or tokens per player (use animal character icons for teams).Card Deck: A shared deck of 30 cards (Attack/Block/Anti-Block 6 each/20%, Revive/Double Attack/Double Move/Pause/Swap 3 each/10%; no event cards). Shuffle at start, draw from top, discard to bottom (shuffle when under 5 cards).Action Ruler: A 10cm small ruler, attack/move range limited to 1 grid (10cm per grid).Battlefield: Table (size by players). Each player adds a "Clan Camp" paper marker.Other: Rock Paper Scissors for order.Example: 2 players setup: Your left camp, place 5 attackers nearby; opponent right. Deck in center. 4 players: Camps in four corners, ruler measures central battles.

3. Placing Attackers

Each player places 5 attackers near their Clan Camp (at least 1 grid apart from other players' attackers to avoid immediate chaos). Starting positions free, but must be within 1 grid of camp (measure with action ruler).Example: 2 players, your camp top-left, place 3 front (near enemy), 2 rear. Opponent bottom-right, same. 4 players: Four corners, leave center empty battlefield.Tip: Beginners use triangular formation (3 front 2 rear) for easy defense. Try it!

4. How to Play Each Round

Determine Order: At round start, all players simultaneously play Rock Paper Scissors, winner acts first, others clockwise (fully random, no carryover to next round).Action Limits: Each round, do only one thing (move attacker, attack attacker, or discard and draw new). Limit 1 attacker move per round (other actions like attack/discard unlimited, but triggered by cards). All actions within 1-grid range.Underdog Boost: Every 5 rounds, last in turn order (underdog player) free revive 1 knocked attacker (to camp 1 grid). 2 players only P2; 4 players last 1 gets it.

5. Attacker Actions

Move: Choose one attacker, move 1 grid (straight or curved, total 10cm max, avoid obstacles like other attackers). Cannot attack after move. (Limit 1 move per round, all actions within 1-grid range applies to Attack only.)Example: Your attacker at grid 1, to grid 2 with enemy in middle—curve left avoid, to grid 2.Attack: Must hold Attack card, use only 1 per round (declare before round). Choose 1 enemy attacker within 1 grid to attack! One hit knocks out (remove from battlefield, wait for revive).Example: Hold Attack card, enemy in 1 grid, hit removes it (knocked out).Tip: Avoid obstacles only other attackers, curved total not over 1 grid. Use ruler to estimate, good for 4-player battles.

6. Card Actions

Each player starts with 3 drawn cards, maintain 3-card hand.Per round, use any cards in hand, max 1 (insufficient? Skip or discard all as action, draw new 3 from top).Draw/Discard Mechanic: Draw from top, discard to bottom (all players share deck).

7. Attacker Skills

Simple version has no elemental skills, all attackers equal strength. Use animal character icons for teams only, no boosts.

8. What Are the Cards?

All cards used before round (declare then execute). Max 1/round, no card = normal move/attack (no boost). Below each detailed (total 30 cards):Attack Card (6 cards/20%): Hit 1 grid in one enemy, knock out. Only 1/round.
Steps:
1. Pre-round declare "Use Attack card on P2".
2. Execute hit removes knocked out.
Block Card (6 cards/20%): Stop 1 enemy move/attack this round. Can't block double hit or revive, needs Anti-Block to undo.
Steps:
1. Pre-round declare "Use Block card on P1".
2. Enemy action fails.
Anti-Block Card (6 cards/20%): Undo 1 block, allow action. Enemy can re-block.
Steps:
1. Pre-round declare "Use Anti-Block on P3".
2. Action succeeds.
Revive Card (3 cards/10%): Bring back 1 knocked attacker to camp 1 grid. Max 1/round.
Steps:
1. Pre-round declare "Use Revive card on P3".
2. Place in camp.
Double Attack Card (3 cards/10%): Hit 2 enemies in 1 grid. Use 2 cards.
Steps:
1. Pre-round declare "Use 2 Double Attack cards on P2 + P4".
2. Execute two hits.
Double Move Card (3 cards/10%): Move 1 attacker 2 grids. Use 1 card.
Steps:
1. Pre-round declare "Use Double Move card on team".
2. Move 2 grids.
Pause Card (2 cards/6.7%): Pause 1 enemy next round. Use 1 card.
Steps:
1. Pre-round declare "Use Pause card on P3".
2. P3 skips next turn.
Swap Card (1 card/3.3%): Swap 1 enemy card or swap 2 live attackers' spots. Use 1 card.
Steps:
1. Pre-round declare "Use Swap card on P1 hand 1 card".
2. Swap happens.

9. How to Win?

Full Elimination Victory: Knock out all enemy attackers, win immediately!
Deck Empty Victory: When no new cards can be drawn, player with most attackers left wins (RPS for ties).

Sign Up for Our Miniature Crafter Newsletter!

Join our community for the latest updates, exclusive offers, and exciting news about our miniatures. Don’t miss out—sign up today and start your adventure!


Copyright © 2025 for Miniature Crafter.