Patrol card back design
|Release date||March 2017|
|Type||Strategy Card Game, Coloring Card game|
Patrol is a collectible card game with with detailed, yet easy to learn rules. You should probably know the rules before you play.
- 1 Beginning and ending the game
- 2 Types of Cards
- 3 Phases of a round
- 4 Color Families and Abilities
- 5 Counters
Beginning and ending the game
Each player uses their own deck to play the game. A full deck of Patrol is currently 90 cards.Each player receive the same base deck of 90 cards. Players are then able to customize their decks to their play styles with 12 colors and abilities for 1080 different combinations. Players are allowed multiple copies of cards but the cards must be different colors, allowing for 12 cards of each color/abilities. Cards are also limited in the deck depending on the card's level. Cards can be played without coloring or assigning abilities.
At the beginning of the game, each player shuffles their deck. Players decide who will be the first attacker through an arbitrary method such as rock,paper,scissors or flipping a coin. The player who wins will be the attacker in the first round. The attacker in a round will initiate each phase of a round. Each player will draw 5 cards. Players will form patrols and assigned them to each other according to the phases of the round. Players then take alternating turns attacking each other. The round ends when there are no more moves yet or both players Stay consecutively. At the end of the round, each soldier card that is revealed and alive will gain one level. Players then gain a point for each level gained this way. In the next round, the defender will become the attacker and initiate each phase.
Players can play to different goals depending on the time available.
- In Normal Play, players continue until one player reaches 20 points.
- In Quick Play, Players continue until one player reaches 10 points.
- Players can set a designated amount of rounds to play and the player with the most points at the end wins the game. Rounds should be an equal number to allow both players an equal amount of attacker rounds.
- In Hardcore Lore Mode, players continue to keep track of points forever and never reset to zero. This mode is most like the comic lore.
Players are able to replace cards in their deck but are limited to the following combination of cards.
Full 90 Decks consist of:
- 2 Level 0 Cards
- 30 Level 1 Cards
- 20 Level 2 Cards
- 20 Level 3 Cards
- 14 Level 4 Cards
- 4 Level 5 Cards
Types of Cards
Each soldier card has a Name, Ability Name, Ability Type, Ability Description, Quote, Level, and Ability Bubble.
A soldier card has a base attack and health equal to their level.A soldier with a starting level of 4 would have a base attack and health equal to 4a/4h. When a soldier gains a level, the base attack and health also increases. Any modifiers or abilities are added to the base attack and health.
There are currently three types of cards.
Reveal abilities can only be used on your turn as your one action. To use the card's ability the card must be face down.
The card will have a "R" next to the ability name to indicate a reveal ability.
Passive abilities are abilities that become active as soon as the card is turned face up. Passive abilities come in to affect before attack damage is applied.
The card will have a "P" next to the ability name to indicate a passive ability.
Defense abilities can only be used on your opponent's turn in response to their action. To use the card's ability the card must be face down and be attacked by you opponent.
The card will have a "D" next to the ability name to indicate a defense ability.
Abilities with Range
Like attacking, most abilities can only target within their assigned patrol.
A few cards can target other patrols. These cards will have a unique elemental spellball next to the ability name in the next printing.
Currently the following cards can target other units in other patrols:
Cards will also specify Patrolmates or Teammates. Patrolmates are friendly units in the same patrol. Teammates are all friendly units.
Phases of a round
For a quick video of playing a round check out this youtube video. How to play a round
Setting up Patrols
At the beginning of the round, both players draw until they have five cards. The player who is the attacker will designate Patrols first. The attacker separates the five cards in to groups called Patrols and places them face down on the table. The attacker can separates the 5 cards into any combination of groups that can be made from 5 cards. A player may have one Patrol of five cards, five Patrols of one card, a two patrols of three and two cards, or any combination in between.
After the attacker has designated their Patrols, the defender then will designate their patrols. The Defender has a strategic advantage when setting up patrols.
Once chosen, players can not combine or separate patrols for the rest of the round(with exception of the Mobility Ability).
After the Patrols have been designated, the attacker will assign one of their Patrols to a defender patrol. The defender will then assign one of the defending Patrols to an attacking patrol. Players alternate assigning patrols until there are no more patrols to assign. If one player has more patrols than the other, there will be Patrols that are not assigned to an opponent's patrol.
Cards are only able to attack or use abilities against the Patrol they are assigned to, unless otherwise noted by the card. Examples include cards that have range, abilities that have range, or cards with the Range ability.
The attacker begins the Battle Phase.
In the battle phase, each player alternates taking turns to perform one action.
The four actions are Attack, Use an Ability, Stay, and Run.
A player can attack with a card as their action. A player will choose a card to attack with and then choose an opponents card to attack. If the cards are not already revealed, both cards will be revealed in the process. Both cards do damage. If a card's health is equal or lower than the opponent's attack, the card will die and be placed in the discard pile. Cards that are revealed are able to attack.
Sacrifice: Players may designate an attacking unit and then sacrifice additional units to add their attack damage to the turn. This is helpful when trying to take out high level enemies.
- Use an Ability
A player can use a Reveal Ability of a card as their action. A player will select a card and announce they are using an ability. They will then select one or more cards, depending on the ability, to use the ability on. Abilities can only be used by cards that face down.
A player may make no actions on a turn and Stay.
A player may return a card to the base as their action. Cards in the base are safe from attack and abilities but do not gain a level at the end of the round. A card may be face down or revealed to run. Face down cards that run remain face down.
End of the Round
Players continue to take turns until there are no more actions left or both players Stay consecutively. At the end of the round, all cards that are face up gain a level. Players gain a point for each level gained this way. All Temporary levels are removed from the cards. The remaining cards are turned face down and returned to base. The cards keep permanent level counters into the next round. The defender of a round becomes the attacker in the next round.
Color Families and Abilities
There are six color families with each family having two abilities. Players are able to add one ability to each card. The card's ability is written in the ability bubble located below the card's level. The ability bubble creates clarification so players can use multiple colors when coloring the artwork in, do not need to color their cards to use abilities, can color their decks all one color, and to accommodate players with color blindness. The Colors and abilities are based on the Vyspyrs of the Adamtheimpaler's Adam-verse.
- RANGE: Range Ability
If Hidden, Reveal a card with the Range Ability to attack a unit in another patrol. Write "Range" in the ability bubble.
Range is consider a reveal ability.
- DAMAGE: +1 Attack
Cards with the damage ability gain extra attack power. Add +1 attack to the base attack. Write the new attack/health in the ability bubble.
- POWER: +2 Attack / -1 Health
Cards with the Power ability gain extra damage at the cost of health. Add +2 attack to the base attack and substract -1 health from the base health. Write the new attack/health in the ability bubble. Level 1 cards are reduced to 1 health.
- WISDOM: Wisdom Ability
Reveal cards with the Wisdom ability to give a patrolmate a temporary level counter. Write "Wisdom" in the ability bubble.
Wisdom is consider a reveal ability.
- MOBILITY: Mobility Ability
Cards with the Mobility ability are able to change Patrols instead of attacking. Write "Mobility" in the ability bubble.
Mobility is consider a passive ability.
- SNEAK: Sneak Ability
When attacking, deal cards with the Sneak ability damage before the enemy card. If the enemy unit dies, the Sneak card takes no damage. Write "Sneak" in the ability bubble.
Sneak is consider a passive ability.
- HIDE: Hide Ability
Cards with the Hide ability are able to turn face down instead of attacking. Write "Hide" in the ability bubble.
Hide is considered a reveal ability.
- COUNTER: Counter Ability
Reveal a card with the Counter ability to negate an enemy spell. Write "Counter" in the ability bubble.
Counter is a defensive ability.
- HEALTH: +1 Health
Cards with the damage ability gain extra health. Add +1 health to the base health. Write the new attack/health in the ability bubble.
- POISON: Poison Ability
Reveal a card with the Poison ability to place a Poison counter on an enemy card. Cards with a poison counter die at the end of the round before leveling. Write "Poison" in the ability bubble.
Poison is a reveal ability.
- SHIELD: Shield Ability
Reveal a card with the Shield ability to negate the damage when attacked. Neither unit does any damage. Write "Shield" in the ability bubble.
Shield is a defensive ability.
- GOLEM: -1 Attack / +2 Health
Cards with the Golem ability gain extra health at the cost of attack power. Add +2 health to the base health and subtract -1 attack from the base attack. Write the new attack/health in the ability bubble. Level 1 cards are reduced to 1 attack.
I am working on creating new Level Counters that can be printed. Cardstock is recommend. We generally use coins to signify different counters. Players can also use dice.
Different kinds of counters include:
- Permanent Level Counter. This card gains a permanent level.
- Temporary Level Counter. This card gains a temporary level that is removed at the end of the round.
- Poison counter. Cards with a poison counter are discarded before they would gain a level at the end of the round. Cards that are given a poison counter are not automatically revealed.
- +1 Attack counter. Card gains +1 attack.
- +1 Health counter Card gains +1 health.
- Beast Mode Counter. Cards gains +1 level and enemy units in the same patrol must attack the card with Beast Mode. Beast Mode counter is removed at the end of the round.
- Wizard Counter. A wizard counter represents a unit created by a wizard card.