RULES OF SEIZE: GUILDED TREASURES
View The Official Rule Document Here: docs.google.com/document/d/1oDbUTZyZ49bSzyiT6xFeNGSBEcb-epT5Yr50ImJ3upQ/edit
If your Vault total reaches 0, you lose the game. Vault represents your “life” total in SGT.
Set Up:
A single player’s play area consists of 4 sub-areas; the Warchest, Battlefield, Deck, and Discard. The simplest way to represent this is with the official playmat with all sub-areas marked, as shown below. The layout of your play area is as follows:
-One vertical section where loot will be stored, this is your Warchest
-A 3 card tall by 4 card wide grid which represents your side of the Battlefield. The lower 4 of these represent your Guild Hall, where you will play Mercenaries.
-Your deck.
-Your discard pile.
Pre-Game Procedure:
To start a game of SGT, each player must:
-Shuffle their deck and present their deck to their opponent to approve that it is sufficiently randomized (For example, cutting or reshuffling your opponents deck)
-Determine who goes first, usually determined by each player rolling a d6, with who ever rolls the highest choosing who goes first.
-Once this is complete, each player will draw their hand of 7 cards. Each player may choose to shuffle their hand into their deck and redraw a new hand of 7 cards (This is referred to as a Mulligan)
Deck Construction:
40 CardsDeck
4 Star Legendary Rule
(Cannot have more than 1 of each tupe of 4 star Card in your deck)
Formats:
Standard 1v1 & 2v2:
Requirements:
1 Fullsize Playmat or 4 Player Play Mat
Dice and Counters
40 card structured deck
30 Loot in Vault
Rounds:
Best of 1
50 mins
(Casual Play no timer)
Goal of the Game:
Defeat the opposing player by reducing their Loot Total to 0
(other win condition is they run out of cards in their deck)
Draft:
Requirements:
1 Fullsize Playmat
4 Booster Packs
Dice and Counters
30 Card Constructed Deck from Packs
20 Loot in Vault
Rounds:
Best of 1
40 min
Goal of the Game:
Defeat the opposing player by reducing their Loot Total to 0
(other win condition is they run out of cards in their deck)
Mechanical Difference:
20 Loot, 15 Minute Deck Building prior
Arena 1v1 & 2v2:
Requirements:
4 Player Play Mat
Dice and Counters
30 Card Single Class Structured Deck 1 Card being your Champion (31 Cards in Total)
Rounds:
Best of 3
40 Mins
(Casual Play no timer)
Goal of the Game:
With your teammate it is your job to elimenate the opposing mercenaries
Mechanical Differences:
Before setting up both players or teams must decided where to place 4 pillars you high roll for first decision and exchange placement till all pillars tiles are decided
(Pillars are objects that block off the tile from being accessed)
No Entering or Exiting, No Plundering, No Bounty Cost, Teammates share a turn.
Guild Master:
Requirements:
4 Player Play Mat
Dice and Counters
60 Card Structured Deck 1 Rare or Legendary Mercenary Card being your Guild Master
40 Loot in Vault
(61 Cards in total)
Rounds:
(Casual Play no timer)
Goal of the Game:
Defeating opposing players by either reducing opposing players Loot to 0 or Defeating their Guild Master
(other win condition is they run out of cards in their deck)
Mechanical Differences:
Guildmasters are placed outside of the Game in the Guild Quarters
Player may choose to put this Mercenary in play (still restricted to 3 max mercenaries in play)
Once a Guildmaster is out in play they may not exit.
TYPES OF CARDS:
Mercenaries:
A: Class Symbol
B: Card Name
C: Base Health - Mercs are destroyed when their Health is reduced to 0
D: 1st Edition Symbol
E: Rarity - Notates rarity from 1-4 Star, with 1 being common, 2 being uncommon, 3 being rare, and 4 being legendary.
F: Innate Ability Text - All card specific abilities. Mercenary abilities are divided into two types, active and passive:
Active - Active abilities are reusable abilities that a mercenary may use at instant speed.
Passives - Passive abilities are in effect as long as the mercenary is on the battlefield.
G: Melee Attack Stat - Represents the amount of damage a Merc can deal in melee combat as well as what direction the attack targets. Melee attacks deal physical damage.
H: Secondary Stat - Represents a Merc’s additional stat, either Ranged Attack (Crossbow or Staff) or Defense (Shield)
Ranged Attack - Represents the amount and type of damage, with a crossbow being Physical damage and a staff being Magical damage, a Merc can deal in ranged combat as well as what direction the attack targets. Ranged attacks start with a target Distance 1.
Defense - A single use Damage Reduction
I: Bounty Stat - A Mercs Bounty stat determines the amount of Loot a player loses when it is destroyed as well as how much Loot it takes when Plundering.
J: Move Stat - Represents the number of spaces a Merc can move as well as what direction it moves
K: Set Release and Set Number
L: Artist Credit
Actions:
Actions are options that you may use with a mercenary
Attack - You may declare an attack on your Attack Phase as long as you meet the distance requirements. The Mercenary then exhausts after
attack declared.
Movement - You may use your movement during your Movement Phases, you don't have to expend all movement
during your turn.
Plunder - If a Mercenary is in the opponents Guild Hall tiles, A player can have that mercenary declare this Action. A Player may
only declare this Action once per turn.
Treasures:
Treasures serve a dual purpose, representing both the resources used to pay ability costs, and the items you equip to your Mercenaries. You may play one Treasure per turn to your warchest.
A: Card Name
B: Treasure Type
C: Edition Symbol
D: Rarity - Notates rarity from 1-4 Star, with 1 being common, 2 being uncommon, 3 being rare, and 4 being legendary.
E: Ability Text - All card specific abilities
F: Set Release and Set Number
G: Artist Credit
Abilities:
Ability cards represent many things, ranging from magic spells, deadly traps, and powerful attacks. Each ability type has different play restrictions listed below.
A: Class Symbol
B: Card Name
C: Treasure Cost
D: Edition Symbol
E: Rarity - Notates rarity from 1-4 Star, with 1 being common, 2 being uncommon, 3 being rare, and 4 being legendary.
F: Ability Text - All card specific abilities
G: Set Release and Set Number
H: Artist Credit
Ability Types:
Instant:
Instant Ability cards can be played anytime you have priority (explained below) and only if you have a mercenary of the marked class (none if generic). Resource costs must be paid as the card is played.
Attack:
Attack Ability cards can be played as in addition to a Mercenary's normal attack and only if the mercenary is of the marked class. You
may only play attack ability cards on your Attack Phase.
Attack ability cards still follow LOS (see LOS in Glossary section)
Event:
Event Ability cards can only be played during the Rally Phase. Events add passive effects to your Mercenaries or the Battlefield. Class specific events are destroyed when you control no Mercenary of the marked class. Events may only be played during the Rally or Movement phases
You may play multiple copies of an event as long as it follows the Legendary rule.
Action Priority:
Anatomy of a Turn (Phases):
A single player's turn in S:GT is split up into X phases as follows.
Beginning Phase:
The Beginning Phase is where any “start of turn” effects resolve. Instant speed abilities may also be activated during this phase.
Draw Phase:
At the start of the Draw Phase, the turn player draws a card for turn from their library. Afterwards instant speed abilities may be activated.
Acquire:
During the Acquire Phase, the turn player may draw up to 4 additional cards for turn. For each card drawn the turn player’s Vault will be reduced by 1. No abilities may be played during this phase.
Rally Phase:
The Rally Phase is the phase in which a turn player may play any card type. A player may only play one Treasure into their Warchest per turn. Mercenaries must be played in the back 8 tiles on your side of the Battlefield. If played to a fort space, the mercenary can be played along with one treasure from hand equipped. A mercenary can be played face down as if it were a treasure. This uses your one treasure to warchest per turn.
Special actions in Rally Phase:
Upstage is the action of pushing a mercenary back one unoccupied space directly away from your fort. This is done when the turn player plays a new mercenary on a space that is currently occupied by an enemy mercenary. This action can not be used when the pace directly behind the trump target is occupied.
Exiting may be performed by any allied mercenary in that player's Guild Hall. A retreating mercenary is discarded from play along with its equipped treasures.
Equipping may be performed by any allied mercenary in that player’s Guild Hall. A mercenary may equip only one treasure per turn. To equip, an unexhausted treasure is moved from the warchest to be equipped to the mercenary performing the action.
Unequipping is performed after all equipping has been done. A mercenary may unequip as many equipment as chosen. To unequip, an equipped treasure is moved from the equipped mercenary to the warchest unexhausted.
First Movement Phase:
During the Movement Phase, the turn player may move any number of Mercenaries. Mercenaries may move up to their movement stat in their marked directions.
Attack Phase:
During the Attack phase the turn player may declare attacks with each Mercenary they control, once each. A mercenary may declare a standard attack using any of their attack stats, or by using an Attack Ability card or effect. When a mercenary attacks, they become exhausted and can no longer move, attack, or activate abilities until their next turn. Mercenaries may also Plunder instead of declaring an attack. To plunder Instant speed abilities may also be activated during this phase.
Second Movement Phase:
During the Second movement phase, the turn player may move their mercenaries up the the amount of movement said unit did not spend during the first movement phase.
End Phase:
The End Phase is when any “End of turn” effects resolve. Instant speed abilities may also be activated during this phase. During this phase, the turn player must discard cards in their hand until they have a maximum of 9 cards in hand.
Ability Stack:
Mercenaries, abilities and actions are put on top of the stack (a temporary area for interactions) as the first step of being played, and are removed from it as the last step of resolving.
Any ability or action that uses the stack can be "responded to" by all players, meaning players have a chance to play abilities with it still on the stack. Since the stack resolves in order from top to bottom, those abilities and actions will resolve before the spell they were played "in response" to ("last in, first out"). Mercenaries, abilities, and actions on the stack resolve one at a time, with a chance for each player to play abilities in between each resolution.
Most actions in S:GT are placed onto the stack, this includes attacking, movement (each step in the move action can be reacted to, but are put on the stack all at once when declared), and plundering. Drawing and Acquiring are not put on the stack, but each phase has an interaction window afterwards.
Glossary:
Line of sight (LOS): Allied or opposing mercenaries can obscure vision for an attack if they are in a diagonal or directly in front of another Mercenary.
Range:
Melee: Adjacent
Distance 1: 2 Tiles away
Distance 2: 3 Tiles away
Distance 3: 4 Tiles away
Different Types of Damage:
1. Physical Damage
Physical Damage is one of the main types of damage that is dealt by most of the classes in the game.
This damage can be reduced by Armor and Defense.
2. Magic Damage
Magic Damage is dealt by some types of classes or abilities in the game
This damage can be reduced by Magic Armor or Defense
4. True Damage
True Damage ignores armor.
5. Pure damage
Pure Damage is can only be reduced by defense
6. Lethal Damage
Lethal Damage is dealt when a mercenary is half health or less and is destroyed as a result. It ignores any damage alterations as long as the target is half health or less.
Types of Damage Reduction:
1. Armor
Armor reduces damage from all physical damage. This type of armor is gained from Treasures or Abilities or effects on Mercenaries.
2. Magic Armor
Magic Armor reduces damage from all Magic damage. This type of armor is gained from Treasures or abilities or effects on Mercenaries.
3. Defense
Defense is a built-in effect on Mercenaries. Defense grants a one-time damage reduction from most forms of damage. Defense can be reapplied by abilities or effects.
Mend:
When a mercenary is mended remove one or all physical status effects
Cleanse:
When a mercenary is cleansed remove one or all magical status effects
Physical Statuses
Exhaust:
Mercenaries who are exhausted cannot move, declare attacks or plunder.
When exhausted, place an exhaust counter on the exhausted mercenary. At the start of its controller’s beginning step, remove one exhaust counter from that mercenary.
Bleed:
During each End Phase a bleeding mercenary takes damage equal to the number of bleed counters on it. Bleed can stack up to 5 and then only increases in multiples of 5.
Blind:
When a mercenary that is blinded declares an Attack Action, Attack Ability, or Plunder Action its controller must flip a coin. If the player wins the flip, the Action is successful, on loss the attack fails. This status ends during the players next End Phase
Poison:
When a poisoned mercenary is dealt damage, that damage is increased by the number of poison counters on it. Poison stacks up to 3 and then only increases in multiples of 3.
Magical Statuses:
Fog:
A mercenary standing on a fogged tile is blinded. Fog is removed during the next End Phase after it is placed.
Frost:
When a Mercenary with frost counters on it has the following effects determined by the number of counters on it:
1 Counter : Mercenaries movement is reduced by 1
2 Counters : Mercenaries movement is reduced by 2
3 Counters: Mercenary cannot move or attack
Frost counters are removed at the end of the first Movement Phase
Burn:
When a Mercenary with frost counters on it has the following effects during its controller's next turn, determined by the number of counters on it:
1 Counter: Mercenary is dealt one True Damage during the next attack phase.
2 Counters: Mercenary is dealt two True Damage during the next attack phase
3 Counters: Deal Four pure damage during the attack phase, mercenary loses all treasures equipped
Burn counters are removed at the end of the Attack Phase
Silence:
A silenced mercenary can not be used to activate ability cards. This effect lasts until the next end phase
Stealth:
Mercenaries that are stealthed are untargetable. When the stealthed mercenary attacks or uses an ability they lose stealth.
The next damage a stealthed mercenary would deal is dealt as true damage
An opposing mercenary may spend 1 movement to remove the stealth of an adjacent stealthed mercenary
Beneficial Statuses:
Regen X:
A mercenary with regen heals health equal to x during the rally phase.
Fortify X:
Mercenaries who are fortified gain health determined by the level they are fortified:
1 Fortify: +1 Health
2 Fortify: +3 Health
3 Fortify: +6 Health
4 Fortify: +9 Health
Leech:
Damage dealt by the leeching mercenary heals that mercenary for the same amount.
View The Official Rule Document Here: docs.google.com/document/d/1oDbUTZyZ49bSzyiT6xFeNGSBEcb-epT5Yr50ImJ3upQ/edit?usp=sharing
Edited By Alexander King