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Whack & Slaughter - Hic est Draco

First draft of the rules (very much work in progress)..

Additional components needed:
Six sided dice!
30 for the Dragon player, 20 for the player of the Slayers.
(You might want to use different colours, so you can tell them apart: 1 colour for the dragon and one colour for each Slayer should work best!)
A measuring tape with inches.

Crafting:
Craft the cards as well as the tokens as given.
Craft the paper miniatures (as seen on the cover: the 4 Slayers as well as the Dragon) as instructed in the according PDFs. (If you want to, go for the other miniatures as well, but only the five miniatures stated are required for this game).
Print the trees.pdf 4 times.
Cut out the trees and glue back to front with cutting the slot into the top respectively the bottom where marked, so you can stick a tree-top into a tree-bottom to create one tree.
(Recommendation: Glue everything onto some cardboard to make more durable components.
If you happen to have a gaming mat, 60cm x 60cm (that's 24" x 24"), you can use that mat as your playing area. 
If you don't have such a mat, print out the trees.pdf 2 more times for 6 more trees (you'll only need 4 of them, though) or go to our shop to order a CatZmat of your choice, such as this one!





Setup:

Without using a properly sized gaming mat, use 4 trees to mark the corners of a 60cm x 60cm area.
One player gets to play the Dragon (and will be referred to as "Dragon") while the other player will play the Slayers (and will be referred to as "Slayer").
The Slayers try to defeat the Dragon, the Dragon tries to defeat the Slayers.

The Dragon gets to place his dragon miniature in the centre of the area. It doesn't have to be the exact centre - a rough estimate will do.
The Slayer places his four miniatures within one corner of the area.

Then both players take 6 trees each and take turns placing 1 tree wih the Dragon placing the first tree.

The Slayer picks the 4 character cards (the ones with the die faces on them) and places them in front of him.
To each card he assigns 5 dice. Those dice are called a Slayer's "Dicepool". The Dicepool may de- or increase during the game. 
Then he picks the 4 initiative cards (the ones without die faces) shuffles them and places them next to the area, face up. This is the initiative pile.

The Dragon picks the 5 dragon cards (also the one with the die faces on them) and places them in a row in front of him.
Under each of those cards he places the initiative card with the according icon.
Also, the card to the left is assigned the 1, the card next to it is assigned the 2 and so on up to 5 for the right most card.
These assignments are needed, when one of the cards has to be selected randomly: Roll a die and compare your result to the row. On a roll of six, the Dragon instead chooses any one of the cards.
(If this is your very first game and you don't know which card to choose, go for one of the cards with a claw on it.)
The Dragon now selects an initiative card randomly and shuffles it into the initiative pile.
The initiative pile remains face up.
The according Dragon card is placed face down.
Next to each card except for the face down card, he places 1 die with the 5-face up. 
The remaining 26 dice are the Dragon's Dicepool.


That's it, you're ready to go!

Start the first turn by determining who goes first. 
To do so, simply look at the top most card of the initiative deck: whoever is depicted on that card is the active character.

The turn of an active character starts with an upkeep phase. 
Start the upkeep phase by removing the active character's card from the initiative pile and by placing it next to the initative pile (thus creating the discard pile on the first turn).

Now check for any counters a character has. (During the very first turn chances are there won't be any, but as soon as combat is taking place, there will be!)
Reduce each stack of counters by 1 counter if the description of the skill that caused the counter to be there in the first place does not say otherwise! 

If the character forfeited his actions the previous turn and his card still lies face down, you may now turn his card face up again and add 2 dice to the character's dicepool up to his allowed maximum!
(Initially this maximum is 5 dice. See below for details.)

The upkeep phase is over, the action phase begins. 

The Slayers' action phase as well as the actions are a bit different from the Dragon's:
While each Slayer gets 2 actions on his turn, the Dragon only gets 1.
However, the Dragon gets 1 action each time a card on top of the initiative deck announces her turn. 
As more Dragon cards are shuffeled into the initiative deck during the game, the dragon will get to act more often than a slayer!

For 1 action, a character may:
- Move 
- Attack 
- Use a skill 
- Recover (Slayers only!)



Move 

When a Slayer wants to move, count the dice remaining in his dicepool:
He may move up to that many inches and may change direction as often as desired during movement. 
While he may not move through the base of the Dragon or through a side of a tree, he may move around a tree of course!
The Dragon may always move 5 inches. She, too, may not move through the sides of a tree or through the base of a Slayer.

If during his movement a character moves his base within 1 inch to the base of an opposing character and the opposing character is not already in base to base contact to another character, the opponent may decide to move immediately in base to base contact to the moving character thus ending his movement action.

A character in base to base contact to an opposing character must spend an entire action to move away 1 inch from the opposing character. Also, the opponent may immediately perform 1 regular attack acction against the character moving away.



Attack

Slayer attacking Dragon:

Start by rolling the Slayer's Dicepool. Pick any one die and compare the result against your card: 
Cathryn and Daeldric each have daggers on their cards. The daggers represent the necessity to stand in base to base contact to the Dragon as well as their Attack Value (AV) for the picked result: Each dagger symbol adds 1 to the AV. So 4 daggers equal an AV of 4 - as simple as that.

Braron has bows on his card. While each bow adds 1 to the AV, he can not attack Eryam, if Eryam's base is within 1 inch to Braron's base!
Also, Braron can attack the Dragon from up to 10 inches away, as long as he can draw an unobstructed line on the ground from his base to the Dragon's base.

Amalica neither has a dagger nor a bow. She has got a magic symbol instead! Amalica cannot attack directly! All she can do is using skill actions to unleash her powerful magic on friend and foe alike. (See below for details.)

Once the AV has been determined, the Dragon gets to roll her Dicepool.
She, too, picks any one die and compares it to any one of her cards counting the shields next to the result.
This is his Defense Value (DV).

AV minus DV equals the damage, the Dragon receives. 
Each time the Dragon receives damage do the following:
Reduce the Dragon's Dicepool by the amount of damage received.
As soon as the last die of the Dragon's Dicepool is removed, the Dragon is defeated and the Slayers win!
The Slayer randomly selects one of the Dragon's face up cards. When a face down card is selected randomly, the Slayer may choose one of the face up cards instead. On a roll of six, the Dragon chooses a face up card.
Reduce the die assigned to that card by the amount of damage recieved. 
If this reduces the die to 0 (or below), remove the die and set aside the initiative card. The next time, the initiative pile gets shuffled, shuffle the card set aside into the pile, too.


Dragon attacking Slayers:
Usually, the Dragon must be in base to base contact to a Slayer in order to attack him. 
When using her "Acid Breath", however, she may be up to 5 inches away. Similar to Braron, she does have to be able to draw an unobstructed line on the ground from her base to the base of a Slayer!
The Dragon rolls her Dicepool and compares the result of any one die to any one of her cards still face up. The number of daggers shown equals her AV.

If the attacked Slayer's card lies face down, he now turns it face up again!
Then the Slayer rolls his Dicepool and compares any one die to his card. The number of shields shown equals his DV.
AV minus DV equals the amount of damage, a Slayer receives.
For each point of damage a Slayer receives, he removes 1 die from his dicepool.
If this reduces the dicepool of a slayer to 0 (ignore everything below 0), place the Slayer prone. For the moment he is considered dead (but may be resurrected by Amalica!)
As soon as all Slayers are dead, the Dragon has won!
If a dead Slayer's initiative card is in the discard pile, remove it from there and place it next to the Slayer's character card. If it is still in the initiative pile, remove it from there once it shows up and place it next to the Slayer's character card.



Use a skill 

Slayer using a skill:

On his turn for one action a Slayer may perform any one of his skills.
Some skills allow you to perform additional actions. On those skill cards is written "perform an attack action" or "perform a movement action". The Slayer may perform that action additionally to everything else the skill allows.
Upon performing the skill, roll the Slayer's current Dicepool. 
When you perform a skill allowing you to perform an attack action, you roll the Dicepool only once and apply the skill's effect additionally to the result of your attack.
Upon performing a skill allowing you to perform a movement action, you roll the Dicepool but you do not get to use the result for an attack!
To trigger a skill's effect, you need to roll at least one 6!
Take a look at a Slayer's card: Next to the result at the 6 there is a sun symbol: as opposed to attack rolls, you can make every dice having rolled the sun result count!
Now look at the card of the skill you wish to perform: Your skill's power increases for each sun rolled!

Malica's Spells are technically skills, too. Casting a spell, however, requires her to stand still and to concentrate, so she cannot perform any other action while casting a spell.
Then again, opposed to the other Slayers, she does not need to see her target (read: she does not need to be able to draw an unobstructed line from base to base).
(Being a priestess of the spider queen, Malica has got spider senses telling her, where her teammates as well as her prey are.)

Dragon using a skill:

At the beginning of the game, the Dragon is only able to use one of her skills. Later, when more of her cards have been shuffled into the initiative pile, she gets access to more skills.
When it is her turn, the Dragon may only use the skill belonging to the card that got moved to the discard pile during Upkeep!
As opposed to the Slayers, the Dragon does not count sun symbols! Instead she performs an attack action and adds the effect described on the skill card. One exception to this is "Thickening Scales" which is a one time skill that keeps its effect until the end of the game once activated.



Recover 

Only a Slayer may use this action!
Upon recovering, a Slayer forfeits both of his actions. He places his character card face down and goes directly to "End of turn".
If the Slayer does not receive damage until his next Upkeep, during Upkeep he can add 2 dice to his dicepool up to his allowed maximum - see above!



End of Turn

After having performed all of his allowed actions, the current character's turn is over. Begin with the Upkeep of the next character whose card is on top of the initiative pile.



Initiative Pile Depleted

If the initiative pile is depleted, take all cards from the discard pile and shuffle them along with all cards waiting to come into the new initiative pile.

(to be continued ..)