In a distant Elemental Continent, the imbalance of the five elements has sparked clan wars. You are a neutral Sage of Territories, summoning five elemental attackers (Wind, Fire, Water, Earth, Thunder) through combat, arcane cards, and events to restore harmony. The game emphasizes strategic combos (skills + cards), positional warfare, and cooperative turnarounds.
Play 2 for deep strategy, 4 for chaotic fun. Setup takes 5 minutes, teaching 10 minutes, and each game lasts 15-25 minutes.
Suitable for 2-4 players. Each player is a clan leader commanding 5 arcane attackers (Wind/blue, Fire/red, Water/blue, Earth/brown, Thunder/yellow), representing the five elements. All players are rivals, but the narrative encourages cooperation through events. Battlefield size adjusts by player count: 2 players 60x60cm; 3 players 75x75cm; 4 players 90x90cm.
Arcane Attackers: 5 small models or tokens per player (Wind/blue, Fire/red, Water/blue, Earth/brown, Thunder/yellow; 3D printed or paper-cut).Card Deck: A shared deck of 40 cards (Attack/Block/Anti-Block 8 each/20%, Revive/Double Attack/Double Move/Pause/Swap 4 each/10%; 4 Event cards/10% mixed in). Shuffle at start, draw from top, discard to bottom (shuffle when under 10 cards).Action Ruler: A 10cm small ruler or finger estimate, attack/move range limited to 2 grids (10cm per grid).Battlefield: Tabletop (size by players). Each player adds a "Clan Camp" paper marker (A4 cardstock circle, 10cm diameter, labeled "My Camp" + player name).Other: Rock Paper Scissors for order/double hit; dice or app for 40% double hit (optional); timer (optional).Detailed Example:
2 players: Print 40 cards, shuffle in center; paint 5 3D attackers (blue Wind, etc.), place near left camp (labeled "P1 Camp"). P2 right camp. Ruler aside, estimate 2 grids (20cm).
4 players: Four camps (P1 top-left, P2 top-right, P3 bottom-left, P4 bottom-right), deck in center. P1 places blue Wind 1 grid from camp, shuffles to confirm events mixed (e.g., Attack on top, fusion event at bottom).
Each player places 5 attackers near their Clan Camp (at least 1 grid apart from other players' attackers to avoid early chaos). Starting positions free, but must be within 1 grid of camp (measure with action ruler).Detailed Example:
2 players: Your camp top-left, place blue Wind/red Fire frontline (0.5 grid from camp, 2 grids from P2 camp), blue Water/brown Earth/yellow Thunder rear (1 grid from camp). P2 bottom-right, same. Total 1 grid apart (10cm ruler), no instant hits.
4 players: P1 top-left places 3 front 2 rear (Wind/Fire/Water front, Earth/Thunder rear); P4 bottom-right sets defensive line (all rear camp). Center 5 grids open for battlefield. Post-placement, Rock Paper Scissors sets order.
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 2-grid range (use action ruler).
Add Events: Every 4 rounds, draw 1 event card from deck top, all use (discard to bottom after). If drawn personally in Rounds 1-3: ignore to bottom, or force trigger (end your turn). In 4-player games, if multiple event cards drawn, resolve one at a time in turn order. If top card is not event, use as normal card (e.g., Attack card = attack). Discard to bottom.
Underdog Boost: Every 5 rounds (Round 5, 10, 15...), give last 2 in turn order (underdog players) free revive 1 knocked attacker (to camp 1 grid). 2 players only P2; 4 players last 2 get it.Detailed Example:
2 players order: Round 1 Rock Paper Scissors, you rock P2 scissors, you go first: move 1 blue Wind 2 grids toward P2 camp (1-move limit), end turn. P2 next: attacks your blue Water (2 grids, knocks out).
4 players events + boost: Round 4 event draw "Elemental Fusion," all 4 swap 1 card (you P1 swap Block with P3, team up to block P2 attack). Round 5 underdog boost: P4 last, free revives yellow Thunder to camp, counters P1 red Fire (knocks out). Round 2 you draw event personally, ignore to bottom (avoid early chaos).
Action limit example: Your turn, move 1 red Fire 2 grids toward enemy (1-move limit), can’t move yellow Thunder; switch to attack (use Attack card on P3 Earth, 2 grids hit).Tip: Laugh if you lose Rock Paper Scissors, 4 players count clockwise with fingers (left hand circle). Force events only for advanced, newbies ignore. Time each action 45 seconds to prevent delays.
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 2-grid range applies to Attack only.)
Attack: Must hold Attack card, use only 1 per round (declare before round). Choose 1 enemy attacker within 2 grids to attack! One hit knocks out (remove from battlefield, wait for revive).Detailed Example:
Move example: 2 players, your blue Wind at grid 1, to grid 3 with P2 red Fire obstacle—curve left avoid (L-path, total 1 grid 10cm), to grid 2. Use Wind magic for half-grid boost, total 1.5 grids near enemy camp. Move ends, no attack.
Attack example: 4 players, hold Attack card, declare “I use red Fire to attack P3 blue Water” (2 grids), pre-round use card, hit knocks out P3 blue Water (remove, await revive). With Fire magic, Rock Paper Scissors win = double hit, select P3 brown Earth for second knockout!Tip: Obstacles only attackers/props, curved move total by ruler (estimate ok). Newbies move straight first, 4 players move to center for battles. Declare “Add Wind Boost!” before action.
Each player starts with 4 drawn cards, maintain 4-card hand.
Per round, use any cards in hand, max 2 (insufficient? Skip or discard all as action, draw new 4 from top).Draw/Discard Mechanic: Draw from top, discard to bottom (all players share deck, shuffle when under 10 cards).Detailed Example:
2 players draw hand: Start with 4 (top Attack + Block + Swap + Double Move). You use 2: pre-round declare “Use Attack on P2 yellow Thunder” + “Use Swap to take P2’s bad card,” execute hit knockout + swap for Revive card.
4 players discard all: Round 6, your hand weak (3 Blocks 1 Pause), discard all as action, draw new 4 from top (get Double Attack + Revive + event ignore), end turn. Discard to bottom, P3 next won’t repeat. Shuffle under 10 cards.Tip: Lay hand face-up, 4 players keep deck center for grabs. Newbies use 1 card first, discard all only with bad hands. Print uniform card backs for easy side check.
Each round limit use 1 time (triggered with basic action: move or attack for free bonus). Skills belong to corresponding attacker, declare “I use Fire attacker to attack, add Flame!” to trigger.
Note: Only 1 skill per round, not per attacker.
Steps:
1. Select move or attack, use Wind attacker.
2. Move: Extra half-grid (total 1.5 grids). Attack: Dodge one enemy counter (enemy blocks you, you take no damage).Example: Move Wind closer, add half-grid to 2 grids. Attack Earth, dodge counter, no damage! In 4-player brawl, avoid Bear team, hit Dragon team.
Steps:
1. Select attack, use Fire attacker (requires Attack card).
2. Normal hit (knocks out enemy).
3. Play Rock Paper Scissors (you vs. target enemy): Win = double hit (select another enemy); Lose/Tie = end (40% chance, tie replay, effective ~50%).Example: Hit enemy Water, win Rock Paper Scissors—double hit incinerates Thunder, knocks out second! In 4-player, burn Wolf then double-hit Bear team!
Steps:
1. Select attack or use Block, use Water attacker.
2. Attack: Block then counter (enemy attacks you, you hit back). Or revive knocked attacker, add one free attack (revive then attack one enemy).Example: Enemy attacks Water, you Block and counter knockout! Or revive Earth, add attack on Fire. In 4-player, revive Wolf then counter Dragon!
Steps:
1. Select attack or use Block, use Earth attacker.
2. Block: Block and push enemy 1 grid away (enemy action fails).
3. Counter heavy hit (if hits, knock out enemy + push another).Example: Enemy moves near Earth, you Block push 1 grid away, counter heavy hit knocks it out! In 4-player, push Bear team to aid Wolf team.
Steps:
1. Select attack, use Thunder attacker (requires Attack card).
2. Before attack, choose: Pause one enemy (select one, skips next turn) or Peek card (view enemy 1 hand card).
3. Normal hit (knocks out selected enemy).
4. Successful Pause/Peek steals 1 enemy card to your hand.Example: Before attack, Pause enemy Wind (skips next turn), hit Earth knockout! Steal enemy Swap card. In 4-player, Pause Dragon, steal Bear card!
All cards used before round (declare then execute). Max 2/round, no card = normal move/attack (no boost). Total 40 cards:Attack Card (8 cards/20%): Hit 2 grids 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 (8 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 (8 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 (4 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 (4 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 (4 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 (4 cards/10%): 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 (4 cards/10%): 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.Detailed Explanation: Card proportions high attack/defense (60%), others control/aux (40%), balances offense. Max 2/round prevents abuse, pre-declare avoids disputes. Why shared? Reduces luck, all draw same deck.
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 (Rock Paper Scissors for ties).Detailed Example:
Full elim: 4 players, Round 15, you knock out P2/P3/P4’s 5 each (you have 3 left), you win!
Deck empty: 2 players, Round 20 deck empty, you have 4 left P2 has 2, you win; tie 3:3, Rock Paper Scissors you win.Tip: Winning player reads story ending: “The Sage fuses elements, peace returns!” Add triumph. 4-player full elim rare, track knockout points for bonus.
There are 4 event cards, mixed into the 40-card deck (10%), drawn from the top every 4 rounds. All players use the event simultaneously (discard to bottom after). If the top card is not an event, use as normal card (e.g., Attack card = attack). Discard to bottom. Details are as follows:Elemental Fusion: The five elements resonate, sharing power!
Effect: All players swap 1 hand card (choose target).
Example: On Round 4, swap with P2; in 4-player, P1 with P3, P2 with P4. Note: Skip if hand < 1 card.Storm Surge: Wild winds ravage, disrupting the battlefield!
Effect: All players move 1 grid (choose direction).
Example: On Round 8, move Wind left; in 4-player, chaos shifts strategy. Note: Stay if no grid available.Earthquake Revival: The earth quakes, awakening war spirits!
Effect: All revive 1 knocked-out attacker to camp 1 grid.
Example: On Round 12, revive Fire; in 4-player, all revive for chaos. Note: Skip if none knocked out.Thunder Judgment: Heavenly thunder strikes, punishing the strongest!
Effect: Most attackers’ player loses 1 randomly (tie resolves with Rock Paper Scissors).
Example: On Round 16, with 4 attackers, lose 1 Wind; in 4-player tie, P1 wins, P2 loses. Note: No effect if all equal.
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