Avatar the legend of aang card game
This is part of the playing mat showing a Chamber Card in the rightmost card spot of the green zone and a deck in the rightmost of the yellow zone. A player begins from here by flipping a card from the deck into the "Flip Here" area of the green zone. Unlike the vast majority of trading card games, the QuickStrike system of gameplay, which as mentioned earlier is the system used for the Avatar TCG, does not have the players hold a hand of cards from which they choose what to put into play.
Instead, the players flip cards from the tops of their decks. Since the deck of cards is presented in a face-down position, the player does not know what cards he or she will flip over onto the playing mat. The areas onto which the player flips the cards are marked "Flip Here".
Both players should be able to see any flipped card — there is no concealment from the opposite player in concern to cards that have been flipped. Once a card has been flipped onto the green "Flip Here" area of the mat, the player should take care to examine which card he or she has flipped.
It may be a strike card. A strike card consists of two vital-to-understand values: an intercept number and a force number.
The intercept number is a measure of the defensive strength of the card. A high intercept number means strong defense against an enemy attack, and a low number means a weak and possibly vulnerable defense stat. Oftentimes a lower intercept number is balanced by a higher force number, which is a measure of the offensive strength of the card. A force number works in the same way that an Intercept number does: high means strong offense, low means weak offense.
As mentioned above and visible in the first image of this subsection, the play mat has three colored zones. Each zone represents a chance for the player to put a stop to an opponent's strike card, otherwise known as an opponent's strike , and the zone's color represents the level of danger: an opponent's attack into the green zone is not extremely troublesome or unsafe for the player being attacked; an opponent's attack into the yellow zone is a bit more risky, and an attack into the red zone is very unsafe and dangerous for the player being attacked.
All of this is because the green zone is each player's first line of defense, the yellow zone is the second, and the red zone is the last.
If any player runs out of zones has each zone attacked without being able to stop any of the strikes, the opposite player scores one point.
With a lower intercept than Knuckle Sandwich's force, Skewer will not stand against the opposing strike.
In order to stop an opponent's strike, the player being attacked must flip one card with a higher intercept number than the attacking card's force number.
If the card that has been flipped does not have a higher intercept value than the attacking Force value, the attacking player strikes down the card, which was in the green zone, bringing the defeated player into the yellow zone. If this happens in the yellow and red zones as well, the opponent has broken the player's defenses and scored a point.
If either player earns three points, the game is won by he or she who earned the three points. Found in the rules text of some cards, payment powers are capable of supplying additional "perks" to a card that may make the game turn in the favor of the player who chooses to enact them. A payment power must always be paid for with whatever is listed as the cost. Unless otherwise noted on the card, a payment power may be paid for and the effect may thus be reused as many times as the player chooses.
In the case of a strike card, the cost of the payment power must be covered before the overall sidebar cost of the strike is bought see below for further details on payment.
There are certain stipulations for using payment powers in the cases of some cards with unusual payment powers. For example, sometimes a payment power's cost is not paid for in energies, but in the intercept value of the card. One must be careful when considering the use of this such payment power: if this power is paid for enough so that the intercept of the card is not high enough to withstand the force of an opponent card's attack, then that strike becomes unable to counterattack.
Furthermore, a strike's intercept is not allowed to be lowered beyond zero through payment of the cost of payment powers. The highlighted portions of the zones should have three face-down cards per portion.
Any game of the Avatar TCG begins with each player placing starting energy on his or her side of the mat. A starting energy is represented by whatever amount of face-down cards are on the right-hand side of a respective player's zones.
At the beginning of the game, before either player flips cards into the "Flip Here" areas and begins to use strike attacks, one should take nine cards from the top of one's deck without looking at what they are and place them in the designated starting energy areas see illustration to the right.
Each card is considered to be one starting energy. Energies in the green zone are called "green energies", energies in the yellow zone "yellow energies", and energies in the red zone "red energies". After the starting energies have been placed, it is time to determine who will make the first move in the game.
Each player draws four cards from the top of his or her deck and puts them onto the "Discard Area" of his or her playing mat, henceforth known as the discard pile. Unlike with the energies, cards in the discard are placed face-up. The players add up the force values from those four cards, and whichever player has the higher force value total goes first.
Ally and advantage cards, which will be detailed later, are worth zero and add nothing to the player's force total. As consolation for losing the chance at giving the opening attack, he or she who must defend against it converts the top card from his or her discard pile into a green energy, hence the fourth energy in the green zone.
The player who goes first shall be known from now on as Player 1, who shall be male. For the purposes of this outline, Player 1 has earned the opening attack, forcing his opponent Player 2, female to defend. The opening attack always has a force number of 4 and executes its offense just as a normal strike would, except the opening attack is not represented on a card like all other strikes will be.
Before Player 1 can execute an opening attack, however, Player 2 should add another energy to the green zone that is, add a green energy as consolation for having to defend against the opening attack. Aside from the energies that are added at the beginning of the game, all further energies come from the discard pile.
Therefore, a player who is to defend against an opening attack will take whatever card is on top of his or her discard pile and bring it to the green zone, where he or she will place the card face-down. Doing so adds one more energy to the green zone, which can aid the player in his or her defense.
With the above accomplished, Player 2 flips one card from her deck into the green zone's "Flip Here" area. Whatever is on the front of this card must have a higher intercept number than the opening attack's force number which is 4 , lest it be struck down and defeated. For example, if Player 2 draws a card with a value 7 intercept, it is strong enough to hold off the opening strike of value 4 Force. There is a catch to this, however: in order to use the flipped card, one must pay for it with the energies in one's zones.
The numbers and colors in the sidebar cost represent how many energies the card costs and from what zone the energies must be taken. The cost of using a flipped card can be seen on the side of the card see illustration to the right and is termed the sidebar cost. Using the above example, if the card with a value 7 intercept has a 2 in the red color and a 1 in the yellow color, the player must take the appropriate number of cards from the respective energy zones and place them in the discard pile face-up.
By "paying" for the card with the energies, it becomes officially in-play. After being paid for, a flipped strike card gets turned sideways placed horizontally with the top side of the card pointing to the left side of the mat and the bottom side pointing to the right to illustrate its counterattack stance, meaning that it is now the opponent who must defend against the value 7 Intercept card.
We will say that Player 2 flips the value 7 Intercept card and pays for it, thereby performing a counterattack on Player 1 and forcing Player 1 to go on the defensive. The card in the offensive stance is notably differentiated from the rest of the cards. Having flipped a card with more intercept than her opponent's opening attack force, Player 2 gets to perform a counterattack.
A counterattack is the result of an attacking player's card being too weak to strike down the defending player's card. When this occurs, the player who was on the defensive switches his or her card to an offensive stance, as explained at the end of the above subsection, and the opposite player must defend his or her zone. Before flipping a card into the green zone, Player 1, who is now defending his green zone just as Player 2 had done for hers, must replenish his energy.
To replenish means to collect energies from the discard pile and place them into the colored zones. In which zones the energies are placed depends on the zone that the now attacking player in this case, Player 2 defended in the last turn.
To use the previous example, since Player 2 flipped the value 7 intercept card into the green zone, she was defending her green zone.
Therefore, the now defending player in this case, Player 1 replenishes his energy by taking one card from the discard pile and placing it into the green zone face-down as an energy. If Player 2 had made the counterattack from her yellow zone, Player 1 would add one energy to the green zone and one to the yellow zone.
If Player 2 had been defending her red zone, Player 1 would add one energy to the green zone, one to the yellow, and one to the red.
There is an energy in the green zone. This was once a flipped strike card, but because its intercept was too low to defend against an opposing card's force, it was struck down and focused into an energy.
Once Player 1 has replenished his energy, it is time for him to flip a card into his green zone. If Player 1's flipped card has a higher intercept than the counterattacking card's force, Player 1's card takes on the stance of a counterattack and Player 2 must replenish energy, flip a card, and so on.
However, if Player 1's flipped card has less intercept than the opposing card's force, Player 1 may either discard the flipped card or focus it into the green zone. Focusing is the act of converting a flipped card into an energy. They are back and ready to conquer northern lands. Face multiple creatures on your way and inhabitants of those lands. Dodge all troubles and complete the journey!
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