Card of Gods
"Подобно прочим эфирным проводникам Ангельна, Магистры десятилетиями собирают крупицы знаний прошлого, соединяя их в единую картину мира. Когда же им открываются видения истины, они покидают свои башни и присоединяются к отрядам искателей, преследуя и свои собственные интересы."
Gods Intervention
The Gods of Torn are not silent observers of the deeds of their followers, they intervene in the affairs of mortals everywhere, like puppeteers they pull the strings and move the fates of their heroes like pieces on a game board. In the Epicenters of the Ether, the intervention of the gods is felt more strongly, and the terrible miracles they perform often change the outcome of the battle.
In the game, the intervention of Torn's higher powers is reflected through the Cards of the Gods.Before the game, players make up a Deck of Gods, after which they play the Cards of the Gods during the game, spending the accumulated Faith tokens on this.
Tokens of Faith
Faith Tokens are the main resource for paying for the playing of God Cards.There are four types of Tokens
Faiths, each of which reflects devotion to one of the four Domains and has its own simbol:
Token of Faith "Creation"
Token of Faith "Destruction"
Token of Faith "Life"
Token of Faith "Death"
Players mark their Faith by placing crystal tokens next to them. Receiving or spending Faith is displayed on the cards in the form of pictographs of Faith Tokens.
Tokens of Faith in four Domains: Creation, Destruction, Life and Death.
Devotion
Players receive Tokens of Faith from their Miniatures. The Miniature's ability to receive Tokens of Faith is called "Devotion." Faith icon on her Card indicates the Miniature's Devotion to one of the Four Domains and to receive the Faith Tokens when the moment of "Getting Faith" arrives. If the Miniature has more than one color in the "Devotion" icon, then the player chooses which of the available Faith Tokens he will receive at the time of "Getting Faith".
Gaining Faith
Moment of "Gaining Faith" is a game situation where a player receives a Faith Token from a Miniature he controls. When does this happen?
Player receives a Faith Tokens each time he receives a Critical Success on a die roll:
When performing any Action with Miniature
When rolling dece for Defense
When a Miniature property or ability is triggered
When passing the Panic Test
If any effect or property needs the Miniature to roll a dice/p>
Examples
1.
Gaining Tokens of Faith when performing any Action. Player received two Critical Successes

when rolling to perform the Sword Strike Action.

He receives two Tokens of the Faith of "Creation"
, because the Devotion of the Miniature who performed the Action is "Creation", which is indicated on her card.
2. Getting Faith Tokens when making Defense Roll.

Player got a
Critical Success when rolling to make a Defense. He gets one Token of Faith..
3. Getting Faith Tokens when the Miniature ability is triggered. Player has rolled a Critical Success on a roll by Zombie's ability. He gets one Token of Faith.
4.
The player receives two Critical Roll Successes

by Regeneration ability - Level 2. He receives two Faith Tokens.
If game situation makes the player to reset the Critical Success value, and as a result of reroll he gets a different value, the player does not receive a Faith Token.
Making Deck
Before starting the game, both players must make their own Decks of God Cards. When making a Deck, players must meet three conditions:
Ten Cards
Deck must consist of exactly ten God Cards.
Rarety
Number of copies of same cards in the deck must not more the value of the Rarety of the Card.
Matching
All Cards must be match with the Expedition Leader.
Ten Cards
Deck must consist of exactly ten God Cards. If a player has more or less than ten cards in the deck, it cannot be using.
Rarety
Each God Card has a Rarety icon. No more copies of Cards with the same name can be added to the deck than its Rarety value allows.
Icon of Rarety on the Card
Types of Rarety Of the Cards of the Gods:
Common
A deck can contain up to three copies of Cards of "Common" rarety.
Uncommon
A deck can contain up to two copies of Cards of "Uncommon" rarety.
Rare
Each card of "Rare" rarety can only be added to the Deck in one copy.
Matching
Miniatures of Expedition Leaders has icon of matching with Gods Cards. It's determines which color Cards a player can add to the deck when choosing this Miniature as the Expedition Leader.
Color of the Card
The color of the card is determined by the type of Faith Tokens that must be paid for to be played. There are four colors of Cards
God Cards: yellow
,
red
, green
and black
.
If a God Card has several types of Faith Tokens in its payment, then it belong to both colors.
If a God Card has two or more colors, then it can be added to the deck only if all these colors are mathied with the Expedition Leader.
Example: Richard is only mathed with the yellow Cards of the Gods, as shown by the icon at the bottom of his Miniature Card.
Example: Gottfried is mathed with the black, yellow and red Cards of the Gods, as shown by the icon at the bottom of his Miniature Card.
If the God Card has the name of a faction in its Keyword list, then only Expedition Leaders who have the same faction in their Keyword list can add them to their decks.
Factions that currently exist: Engeln, Castilla, Abyss, Keld, Priory of Hope, Brumgar’s Horde and Kriegmark.
Example: "Plant A Seed" card has The Keyword "Keld". A card can be added to the deck (subject to other conditions) only if the Expedition Leader has "Keld" in the list of his Keywords on his card.
Kellantra has the keyword "Keld" and can add God Cards with the same keyword to the deck (subject to other conditions).
Order of Playing and Resolving the Cards
Sometimes at a single moment in game time, both players decide to intervene in a game situation using their God Cards. In this case, the players use the "Order of Playing and Resolving the Cards" described below.
At any time during the game, when the God Card or just Card can be played, the Active Player can declare the Card to be played, for this he move to Step 1. If the Active Player does not declare the Card to be played, then his opponent can declare the Card to be played and move to Step 1.
Step 1: Playing the Card
• The player declares that he is playing a Card and shows it to his opponent.
• The player chooses a legal target for the Card that meets all the conditions described in it.
• The player pays the price of playing the card by removing the amount of Faith tokens indicated in the Card's price from his stock.
• The card is sent to the "Waiting Activation" zone. If there are already Cards in this zone, then it is placed on top of the stack of "Waiting" cards.
• Players moving to Step 2.
Step 2: Adding Cards
• An active player can declare a new Card to be played, in which case the player goes through Step 1.
• If the Active Player does not declare a Card to be played, then his opponent can declare a Card to be played, in which case he goes through Step 1.
• If no one of the players declares a Card to be played, then the players move to Step 3.
Step 3: Resolving Of Effect
• Top Card in the "Waiting Activation" stack plays the effect described in the card. After that, the card is sent to out.
• Players moving to Step 2.
When all the Cards from the "Waiting Activation" zone are played, and none of the players declares a Card play, the players return to the gameplay until one of them decides to play Gods Card again. The "Order of Playing and Resolving Cards" need for situations involving more than one Card of the Gods. Usually playing of Cards takes place in a much simpler order: the player declares that play the Card, after which he plays its effect.
Активный игрок
Игрок, который активирует свою Миниатюру. Как только очередь активировать Миниатюру приходит к игроку, он считается Активным игроком. Он считается Активным вплоть до окончания Активации своей Миниатюры.
Example
Player of Rouna decides to activate his Miniature Dryadint Warrior, which has one wound unit left.
Rowna decides to heal her Miniature and declare the playing of the Healing God Card, which can healing all lost wounds.
After Rouna has choose a target for her Card and paid the cost, the Healing Card is sent to the Waiting area./p>
Her opponent, Noctis, decides to obstruct and play her Card. He declares a "Despire", choosing the same Miniature as the target of the Card.
After paying the cost of the Card, it is sent to the "Waiting Activation" zone. This card is placed on top of the stack of "Waiting" cards and appears above the previously placed Healing card.
Then both players do not declare the playing of new Cards, and the game moves to the "Resolving Of The Effect" step.
Now the top card in the "Waiting Activation" stack resolves its effect.
The effect of the Despair card is to make an attack on the Miniature of the Dryadint. As a result of the card's effect, the Miniature's wounds is reduced to zero, and the Dryadint Warrior is removed from the battlefield.
Next, it's the turn for the Healing card to play its effect. The target choosen when playing the card is no longer on the battlefield. Healing cannot find its legal target and is sent to discard without applying its effect.
Легальная цель Карты
При розыгрыше Карты игрок должен выбрать все цели, указанные в тексте Карты. Все цели должны удовлетворять условиям, описанным в Карте. Цель, удовлетворяющая условиям Карты, считается легальной.
Нелегальная Цель
Когда настает момент срабатывания эффекта Карты, ее изначально выбранная Цель может перестать быть легальной. Если все Цели Карты, на момент срабатывания эффекта, оказались нелегальными, то Карта отправляется в сборс, не применяя свои эффекты.
Discard
The area where the Cards fall after resolving is called a "Discard". It's stack of played cards that remain in it until the end of the game. Each player has his own Discard, and players can look at cards in any Discard at any time of the game.
Attacking Cards
Text of some Cards need make an Attack. In this case, both players perform the same actions as when playing the Attack from the Miniature. Target of the card, which has become the target of the Attack, rolls the Defense Dice in the same way as if it had become the target of an Attack from a Miniature.
Source of the Card effect
If the Card has an icon of the source of the effect, then any "immunity" abilities to this type of source make the Target illegal for this Card.
Card cannot target a Miniature with "immunity" to the source it belongs to. If the target has received "immunity" after it has been choosen as a target, then the Card is discard without applying the effect.
Choosing a target for the Card
Important! The text in block "Conditions for playing a card" indicates only the moment in time when this card can be played, but does not speak in any way to the target for the Card.
Условие разыгрывания карты
Описание в какой момент игрового процесса карта может быть разыграна и возможные дополнительные условия.
Example
Noctis decides to activate his Footssoldier with a Mace. At "Step 3: Beginning of Activation," his opponent, Torgvar, plays Card "Lightning" and choose the enemy Death Bringer as its target.
Condition for playing the Lightning card is Beginning of Enemy Activation..
You cannot choose an allied miniature as the target of God Cards that deal damage, impose negative effects, or make an attack. But an allied miniature may be affected by the card's effect without being the original target of the card.
Miniatures that are not on the battlefield (for example, those with the "Ambush" ability or those in reserves) cannot be targeted by the God Cards and are not affected by their effects.
Duration of effects from Card
Cards that give any continuous effects to Miniatures usually last until the end of Activation.
Important! If the effect of the card active "until the end of Activation", it means the end of Activation of the Miniature at the time of Activation of which the Card was played.
If a Card effect mentions an trigger, it implies an trigger that happens during the activation in which the Card was played.
For example: "Fiery Earth" or "Punishment" cards.