koth game rules - 5.7.16

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STORY

You are playing as either Ames or Sina the two attendants of the God of War Koth. You play against each other to determine the outcome of the battle.

 

Check the LORE section to learn more about the backstory.

DECK

The deck contains 52 cards. All of these cards represent units in the battlefield. These are called unit cards.

 

Unit cards are the main elements of the deck. Players use them to attack their opponent and dominate the battle. There are twenty different unit cards in a deck –with various number of copies of each.

 

card descriptors

 

Each unit card has a name, a class, an attack and a defense value, race and sometimes a unit ability. Though not separately displayed, each unit card has also a cost which is equal to its attack.

 

NAME: Simply gives the title of the unit.


CLASS: provides the class of that unit. (NOBLE, WARRIOR, COMMONER or SLAVE)


ATTACK: The amount of damage a unit can inflict to a unit. It also serves as the cost of the unit.


DEFENSE: This is the defensive strength of the unit, used when holding a COLUMN.


RACE: There are two races in Koth; ORCS and HUMANS.

 

ABILITY: There are various unit abilities in Koth that affect the way units played and/or interact. These abilities are, BAND, FLANK, RALLY, RAGE and SUPPORT.


 

All unit cards are color-coded. Red indicates orcs, whereas blue indicates humans.

 

There are twenty different types of units in KOTH. Ten of them are Orc units, while the remaining ten are Human units.

ABILITIES

In Koth, some of the units have specific abilities which give them some advantages. These abilities are, BAND, FLANK, RALLY, RAGE and SUPPORT.

 

abilities

 

BAND: Units which have this ability can be stacked-up to be commanded into the battle as a single unit to dominate a column.

This ability can only be used while entering the battlefield. Units which are already on the battlefield cannot band.

This ability can only be used while entering the battlefield and only the top unit card holds the line. (You can choose whichever card you want to leave on top.)

 

FLANK: Units which has this abilitiy can move to the either side. Using this ability costs Command Points (CP) equal to the amount of unit's attack.

When you FLANK to one of the next columns, the column you originally hold is left empty (the top card on the dead units pile on that column is turned over to indicate that the column is empty.)

 

When a unit with flank leaves a column by attacking or moving to an adjacent column, it leaves the original column empty. (i.e. when you use this ability, turn the top card over on the pile you just moved from.)

Battlefield is not cyclical; meaning one unit can only move to its neighbouring columns and a unit on the first column cannot move to the fifth column.

 

RALLY: When a unit with this ability enters the battlefield the player who commanded the card draws a card from the deck.

 

RAGE: Units with this ability can be empowered by spending extra Command Points when being commanded into the battlefield. The extra spent CP is added to the unit's attack only while it is entering the battlefield.

 

SUPPORT: Units which have this ability act as an extra source of Command Points when they are commanded into the battlefield. This only applies on the turn the card entered the battle.

 

Remember that this ability only provides the face value of the unit -meaning, if a unit with both SUPPORT and RAGE is boosted through the latter talent, the extra CP does not provide support.

SETUP

Below you can see the various sections of the game setup. The middle section called BATTLEFIELD. It is where the cards are played onto and where the real clash happens.

 

game setup

 

Battlefield is divided into five COLUMNS and all cards must be played onto one of those columns.

Before starting a game:

 

1. Shuffle the deck.

2. Deal three cards to each player.
3. Mulligan phase is applied if desired.

mechanics

After the initial setup, the first player draws one (1) card from the deck and plays as many cards as he desires as long as it is within his command points limit.

 

Each player has ten (10) Command Points. This is renewed every round.

 

Whenever a player plays a card onto an empty column he holds it.

 

The first player may also choose not to play any cards. In such a case the turn passes to second player. Then the second player first draws one (1) card from the deck. She can either dominate an empty column or attack one of the columns currently held by the first player.

 

To dominate a column:

1. Play a unit which has an equal or stronger attack than the defense of the card currently holding the column.
2. Use BAND, FLANK or RAGE ability -if available.


After the second player plays her cards, the round ends and the turn is now back at the first player. He draws one (1) card.

WINNING CONDITIONS

Game ends when either one of the players holds all of the five columns or when there is no card in the unit deck and when neither of the players has any playable cards in their hands. In such a condition, whoever holds the most columns, wins.

 

In the unlikely case of holding equal number of columns, whoever holds them with greater strength, wins. In the even more unlikely case of holding equal number of columns with equal strength, whoever holds them with the same race wins.

 

To win a battle, one player must win two consecutive games.