The game's rules

The decks

Destinies

Destiny represents the main cards you have. The first edition of The First Spine has 4 destinies, namely the Conjurer, the Summoner, the Sorcerer and the Hunter.

Conjurer

The Conjurer can bring up great artifacts just by thought to generate steadfast defenses.

Summoner

Summoner can materialize creatures straight out of their opponents' nightmares.

Sorcerer

Neither Summoner nor Conjurer, the Sorcerer has powerful spells to thwart the strategies of his opponents.

Chasseur

The Hunter has everything to hunt down the different wizards of Exodia. Using his opponents' weapons is his specialty.

Origins

The origin represents where your player comes from, and the cards that will complete your starting deck. The origin must remain secret and complete your deck with 6 additional cards. Remember: if you play a card of your origin, expect to reveal your strategy.

Healer

The healer has a healing spell and a whole range of defenses.

Architect

The architect can modify the playing field as he pleases.

Priest

The Priest knows the pangs of pain and uses it for his own ends.

Blacksmith

The Blacksmith can increase the defense of his cards and use a deadly hammer.


The essentials

Objective of the game

The First Spine is a board and card game, in the sense that players draw cards, and can put them down and play them on a game board.

Choose a destiny and an origin for your character, and reduce to 0 the hit points of your opponents by placing the cards on the game board.

Content of the game

The game board

4 destinies decks of 36 cards each

4 origins decks of 24 cards each

36 special cards (12 “water” cards, 12 “lava” cards, 12 “pit” cards)

Double-sided statistics tokens

Installation

1 Choose a destiny

Each player chooses a destiny and takes the respective destiny and origin decks. They place the sorcerer card in front of them in the center of the end of the game board which is closest to them..

2 Choose an origin

Each player chooses and draws the six original cards from the origins deck, marked with the same letter in the lower right on a silver background. The remaining cards must be put offside.

3 Start-up

Players shuffle their cards and draw 6 cards to form their starting hand.


The cards

Card types

Artifacts are cards that you must place on the game board. Artifacts cannot initiate confrontations with other cards placed on the game board. Artifacts cannot move.

Creatures

Creatures are cards that you must put on the game board. Creatures must initiate confrontations with other opposing cards and sorcerers on the game board. Creatures can move.

The Spells

Spells must not be placed on the game board. Once played, a spell card must be discarded.

Stats & capacities

3 & 1 - Represents strength (in red) and defense (in blue) on the side of the card.

- The symbol here represents the capacity on the side of the card. This capacity only affects the side on which it is marked.

1 - The black number in the center represents the life of the card. If the life of the card drops to 0, it is considered destroyed.

- This symbol - and all other symbols there - represents the capacity of the card.

Special cards

Les squares

The First Spine game board may contain special squares that each have a different effect. These squares can be added at the start of the game, or during the game.

Wizards

Each player is represented by a sorcerer. The number in the center represents his hit points. When these drop to 0, the player has lost. The sorcerers place themselves on the boxes located in the center of the ends of the board. In 1 against 1, they are placed in front of each other.

Wizards cannot move, and cannot initiate confrontations with other cards.


Game play

Start-up

Each part is broken down into turns going in a clockwise order. Each turn contains 3 phases of games to be played in order: discard / draw, actions and finally confrontations.

Before playing

The player who starts is the one who lost a previous game. If no game has been played before, the one who got up the earliest starts.

Before the turj

Before starting your turn, effects that happen “before your turn” resolve before the discard / draw phase.

Discard & Draw

You can discard a card, i.e. put it in your discard pile. You can discard additional cards, for one hit point per card.

Then, you have to draw cards to have a hand of six cards.

This phase must be played at the start of each round and is mandatory.

If you cannot draw enough cards at the start of your turn to make up your hand, your wizard loses 1 life for each card you cannot draw.

Actions

Place a card

You can place a creature or artifact on the game board in front of you.

A card can only be placed on an empty square and adjacent to a square you control. You control a square if one of your cards is on the square, including the sorcerer who represents you.

Play a spell

You can play a spell card you have in hand.

Move a creature

You can move a creature from one space on the game board to another free space. Diagonals are not allowed.

Confrontations

Procedure

If a creature or artifact with the Threat (see abilities at the end of the rules) you control is placed next to another card controlled by an opponent, or next to an opposing wizard, they must enter into confrontation . If one of your cards must confront several cards, you choose the card with which it enters into confrontation.

During a confrontation, you must calculate the hit points lost by each card. To do this, you must take the attack (in red) on the side of the confronting cards and subtract the defense (in blue) from their opposite card. The result obtained must be deducted from the hit points of the cards..

The confrontation phase must close the player's turn.

Example

 

In the example above, The Paladin belongs to the active player and enters into confrontation with the Barbed Wire.

The Paladin inflicts 3 - 0 life points to the Barbed Wire, so 3 hit points in total. The Barbed Wire inflicts 4 - 2 hit points, so 2 hit points in total.

The Barbed wire is therefore destroyed and goes to the owner's discard pile. The Paladin stays in play with 2 hit points.


The capacities

Card capacities

Death

If the card loses at least one life point, it is destroyed. If the card is destroyed by a creature or artifact, that creature or artifact is destroyed.

Treason

If the card is destroyed by an opponent, it must be returned to the board in the same place and checked by the opponent who destroyed it. The card loses this ability once it has been returned to the game. If the card must go to a discard pile, it must be put in the discard of its original owner.

Run

At the start of your turn (before the draw phase), you can move one of the cards that has this ability.

Burden earth

If the card is destroyed by another card, the space occupied by this card can only be used from your next turn.

Growth

The card wins 1 each owner's turn for 5 turns.

Side capacities

Threat

The card confronts with other cards placed on the side of the ability.

Aura

The card placed on the side of the ability wins 2 for all sides as long as it is controlled by the same player.


Cas particuliersSpecial cases

Here are some rules that will help you if conflicts arise during the game:

Capacities vs. Effects

Capacities (symbols on cards) take priority over effects (text on cards).

Multiple abilities and effects at the same time

If multiple abilities are to be played at the same time, they resolve in the order of the abilities presented in this rule. An effect composed of several sentences is considered to be a series of effects. If several effects must be played at the same time, the active player has priority over these effects.

Card vs rule

If a card contradicts the rules, the card wins.

Card vs card

If two cards contradict each other, the one saying you can't do anything wins out over the one saying you can do it.