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Ethos Manual v 3.0 A PDF version of the rules, along with a complete Mechanics list, can be downloaded here .
A game by Steven Vensel for Ethos Design and
Development by Steven Vensel
Object of the Game: Defeat all opposing Emperors by reducing their Vitality to zero Items Needed:
Locations: The playing field is broken into several locations that units can travel into. Each player’s section of the field is known as their Empire, and they are all connected to the Battleground. Units have a Movement Action that they can use to travel to another location, but cannot pass into an opposing empire if that empire’s player has any Rested units in the battleground. Garrisoned units are those in the player’s own empire Skirmishing units are those in the battleground Raiding units are those in opposing empires Units in a location other than an empire or the battleground are Exploring Card Positions:
Vigor, Vitality, and Verve Most cards have one or more colored gemstones on them, with a number in front of it. These are the card’s attributes. Vigor, Vitality, and Verve are often represented in this form: 1 / 2 / 3 with the 1 being vigor, the 2 being vitality, and the 3 being verve Vigor (Red Gemstone) represents the card’s physical power Vitality (Blue Gemstone) represents the card’s health Verve (Green Gemstone) represents the card’s energy or magical power Card Types: Resource Cards are drawn from the Empire Index and played from the hand. In most cases, the resources they produce are required to play other cards. Most cards will have the resource icon with a number in front of it to show how much of a specific resource is required to purchase it. Only one resource card can be played each turn. Unit Cards are generally represented as tokens, produced from a player’s structures. Special Hero units are drawn from the Empire Index and played from the hand, typically replacing a unit card in play as named by the Hero’s “Destiny” mechanic. The Vigor of a unit is their Standard Attack damage, the Vitality of a unit is their health, and the Verve is their energy to activate their Special Abilities. Units are also attributed to an elements (Fire, Light, Nature, Shadow, Water, or Metal). Emperor Cards are special units with a set of Ruler Levels that they gain throughout the game. When the requirements are completed, the emperor immediately levels up. The requirements are cumulative, and do not reset when a new ruler level is gained. Structure Cards are drawn from the Empire Index and played from the hand. The Vitality of a structure is its health. Temple Cards are played from the Architecture Deck. Players may look through their Architecture Deck and play any temple card they wish. The second resource cost of a temple can be used instead of the normal resource cost if a structure is also destroyed. The destroyed structure cannot be the temple’s requirement, or have less than full Vitality. Most temples can house units inside of them, making them untargetable by opposing units. Emperors can only house inside Throne Temples, and do not count towards the temple’s maximum capacity. Once a certain number of units are housed inside, the temple provides a bonus to the units of its culture. Scroll Cards are drawn from the Empire Index and played from the hand. They are attached to a unit and are discarded when they are used by the unit. Enhancement Cards are drawn from the Empire Index and played from the hand. They are attached to whichever card they say they are for, and stay in play until the card their attached to leaves play. Armor Cards are drawn from the Empire Index and played from the hand. Some armor cards are tokens purchased from structures. Armor is equipped to a unit when it comes into play and covers a certain part of the unit’s body (e.g. Chest, Shoulders, etc.). Each part of the unit’s body can be covered with only one piece of armor at a time. Armor can be sold in the player’s own Empire for half its purchase cost. The Vigor of armor is the amount of Physical damage it can prevent, the Vitality of armor is the number of times it can prevent damage before it is discarded, and the Verve of armor is the amount of Magical damage it can prevent. Weapon Cards are drawn from the Empire Index and played from the hand. Some weapon cards are tokens purchased from structures. A weapon is equipped to a unit when it comes into play, and only one weapon can be equipped by a unit at a time. Weapons can be sold in the player’s own Empire for half its purchase cost. The Vigor of a weapon is its damage increase to Physical attacks, the Vitality of a weapon is how much damage it can deal regardless of opposing damage prevention, and the Verve of a weapon is its damage increase to Magical attacks. Startup: Players begin the game by shuffling their Empire Indexes and drawing 8 cards off the top of it, and begin the game with their Emperors and a Tier 1 temple in play. Turn Phases:
Mechanics: All special abilities utilize specific keywords that represent actions, or modifications to actions. Refer to the complete Mechanics List for more details on the website, www.underfiremedia.com. Culture-specific mechanics can also be found on the mechanics insert in the basic deck. Deck Building: To play Ethos, a player MUST have an emperor card, a 45+ card Empire Index, and an Architecture Deck of up to 10 cards. The starter Culture Decks contain one emperor, 45 Empire Index cards, and 7 Architecture cards. The number of copies of a card in the Empire Index are restricted by its rarity, shown by the color of the glowing orb on the card: Black - Common: 5 copy limit (except for resources, which have no limit) Yellow - Uncommon: 4 copy limit Green - Unique: 3 copy limit Purple - Rare: 2 copy limit Red - Legendary: 1 copy limit White - Expendable: These are Tokens, and are not placed in the Empire Index, but exist outside of the game until an effect puts them into play. The Architecture Deck can have temples from any culture in it, with any number of copies of a temple in it, as long as the total number of cards in this deck does not exceed 10. Players can choose to remain with a single culture for their deck’s theme to maximize the bonuses from their emperor and temples’ housing bonuses, or can choose classes from several cultures for a variety of class options. Game Modes: Conquest is the standard kill-the-emperor, last-one-standing match. Can be played in the standard one-on-one match, or multiplayer. Point Match uses the point values of each card, found in the lower right-hand corner, and an agreed upon victory total. Each time a player destroys a card, they receive the card’s point value. First person to reach the victory total wins. Can be played in the standard one-on-one match, or multiplayer. Cease Fire forces players to skip their combat phases, and prevents travel to other locations, for an agreed upon number of turns. House Rules: Ethos offers plenty of room for player customizations to its game modes. It is recommended to not change any of the core rules, only add to them. For example, allow players to start with some resources for the first turn.
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