INTRODUCTION

T

here are five races in the universe that have begun a primordial battle among different worlds to defend or annihilate some dark beings that have appeared recently: the so-called Bosses. These have corrupted and distort the minds of many beings, and you are on the side that has not succumbed to its influence and wants to get rid of the oppression they make on all worlds. This card game is like a "board game" without artificial intelligence; so if you cheat, you are cheating yourself. Have fun and let the fight towards freedom begin!

THE GAME BOARD

THE BOARD ELEMENTS

ENEMY CARD: Fighter in the upper position.
PLAYER CARD (YOU): Fighter in the lower position.
DICE d8 / d12 / d20: 8, 12 or 20-sided black die for combat attack and event resistance.
DIE d6: White die for initiative in combat and for Capsules power.
VITALITY COUNTER: The total Vitality of the card is annotated and decreases if it is damaged.
DEFEATS COUNTER: When an enemy or player card is defeated, it is noted here.
BUTTON OF CAPSULE USE: Indicates whether a Capsule can be used (in green) or not (in red).
EVENTS PENTAGON: Different events that occur in the middle of the battle.
CAPSULES AND SKILLS: Instructions of these to have them in sight.
MUSIC AND BUTTONS: Music player to encourage the combat with MSX melodies and buttons (mainly for computer) to play full screen.

THE CARDS AND ITS ELEMENTS

YELLOWS
Games
in cassette
GREENS
Utils and
hardware
BROWNS
RPG
games
BLUES
Shoot 'em up
games
REDS
Action and skill
games

ATTACK (A): Attack power in combat. The more value, the better.
DEFENSE (D): Defense power in combat. The less value, the better.
VITALITY (V): Total Vitality. The more value, the better
PENTAGON: Resistance to events in the Pentagon (to more colored area more resistance), the depth to which it goes into it to see what event occurs and it is also a benefit to the initiative in combat.
SKILL: The ability of the card written at the bottom. It is used throughout the fight (except for Surprise Attack), at the beginning of each turn or when its use is coherent. The instructions are on the game board.
CAPSULES: It is a specific power of each race explained later and on the game board.

THE FIGHT AGAINST OTHER CARDS

The combat is divided into turns. One turn means that one fighter acts and then the other, that is, two actions. First, the white d6 is rolled to determine the initiative between the two opponents. Whoever gets more value will attack first throughout all the fight (when a new rival appears, the d6 is rolled again to see who attacks first during that new fight). The character with the most Resistance in his Pentagon will have +1 initiative (if it is the same there is no bonus). The attacker rolls the black attack die and adds his Attack value, then the Defense of the opponent is subtracted. If a positive value remains, that is the damage caused and it is subtracted from the Vitality of the adversary. If the value is zero, there has been no injury. Then, the opponent attacks (it may be the case that two equal opponents fight).

Example: MAD MIX GAME is the attacker and rolls a 12, +4 of Attack = 16, -6 of VALIS Defense = 10 of Damage to VALIS that is subtracted from her Vitality Counter.

When a card reaches zero Vitality, it is defeated. When defeated, click on it so that another fighter appears (up to three) and click on the Defeats Counter to score a defeated soldier (in the combat area of that defeated rival). Another battle begins against the new opponent (the winning cards are not discarded until their Vitality reaches zero). If the player reaches three victories (kills three enemies) he can move on from World and fight the Boss. If the enemy kills the player three times in any World, or a Boss eliminates him, the game is over and he starts again choosing Mission.

THE CAPSULES

Capsules are the innate powers of each race. The green and red Button next to the card indicates in green if the soldier can use a Capsule, or in red if he has already used it. Just when it is decided to use the power of a Capsule, the red Button is already pressed since its effect is underway (the effects of the Capsules are described below the Events Pentagon on the game board). A fighter can only use the power of one of his Capsules once in battle, and always before attacking. When the player (you) uses a Capsule, then the enemy automatically does (the enemy can only do so if the player uses it before and if he has the Button of Capsule Use in green). The player can choose which Capsule he uses, and the enemy does it by rolling the d6 (the result is counted from left to right, and if it falls into an empty space it is rolled again). If a Capsule comes out that makes no sense to use it for the enemy, he will have lost its power.

When a Capsule is used, its effect usually lasts one turn (your action and that of the enemy). That is, when the player (you) first uses it, you use its power and then attack; then the effect continues throughout the enemy's action. As then the enemy will also use his Capsule (if he can), its effect will last another turn (the enemy's action and until you finish your next attack). Note: SHIELD lasts two whole turns (four actions in total, and against the Boss two turns of the player defending), CONT. lasts throughout all the battle, and when Vitality is altered it is permanent. Example of Capsule that lasts one turn:

PLAYER - uses Capsule, the effect arises and then attacks.
ENEMY -
the player's Capsule effect continues, and the enemy uses his Capsule and attacks.
PLAYER -
the enemy's Capsule effect continues and player attacks.

Since the Capsules last a certain time, they can completely alter the power of some Skills such as "Alteration of Attack or Defense of player / enemy". Example: a blue fighter has a Skill that says "the Defense of the greens is -2", but his green rival uses one of his Capsules called GOTO that indicates that in that turn "his Defense stays in -12". As the Capsule has a specific time use (one turn), it cancels the Skill and during a turn the green fighter will have Defense -12. But it also happens that there are Capsules that complement the power of some Skills, such as "Increased Damage", "Reduced Damage", "Canceled Attack", "Half Attack" and "Capsule Brake" (that is, both powers are used). Example: a fighter has the "Increased Damage +5" Skill and causes total damage (with that +5) of 14 to his enemy; but his enemy had used the MSX2 Capsule that grants -8 damage. Thus, the final damage inflicted is 6. This may seem complicated, but once it is played, you will see that it is common sense.

THE EVENTS PENTAGON

During the battle, events may occur in the World where the fight takes place. When the event message appears, something happens and the fight stops immediately (even if there was a die rolling, or if a Capsule was being used and its effect was not over; but if the Vitality Counter was being used, must be finished its use). The rival with less Vitality "goes" (imaginary) to the Pentagon (if there is a tie, it is the player who always goes), and "is positioned" according to its last Capsule; then goes deeper into the Pentagon according to the Resistance of the opponent (so the result is always random). If he fall in a row where there is a negative event (black symbols) affects the two fighters who are fighting, and if he falls into a positive event (white symbols) it affects only the character who has gone to the Pentagon. Symbols affect all quadrants of their row, not just the quadrant where they are.

Example: MAD MIX GAME has gone to the Pentagon, and imaginably positions himself in it coinciding with its Capsules. His enemy VALIS has in her Pentagon the largest illuminated area, so MAD MIX GAME goes into that area (the first level) from his last Capsule (LEFT) and he arrives at a light yellow quadrant and there he collects some Medicines. As the pentagon with all race colors indicates, being yellow adds +7 to its Vitality (if he had fallen into a dark quadrant at that level the value would be double +14).

Negative events can be overcome with a Resistance roll: the Pentagon of the fighter is compared with the corresponding black Pentagon of the event; the attack die is rolled and if it is equal or more than the indicated value, the event causes no damage; if not, the damage indicated in the color pentagon is subtracted according to the fighters race color (Scorching Sun causes -4 damage to a red fighter and -5 to a brown one). Remember that fall on a dark quadrant, the damage (or positive event benefit) is twice that scored. It may happen that the black combat die is only 8 faces and the fighters with little Resistance are automatically damaged. If Capsules (of player or enemy) were being used before the event, their use and power are definitively canceled (of the fighter who was using it since he has the Button in red) for the disturbance caused by the event in the fight. After an event, initiative is always determined again.

THE FIGTH AGAINST BOSSES

The fight against the Boss occurs in a dark region of the World where you fight. There do not happen Events. The Boss has Attack and Defense Attributes (no total Vitality) and in the combat the Defeats Counter is not used and the Turns Counter is used. The Skill of the player and his Capsules work against the Boss if they make sense, since in addition here a turn means only one action (of the player or Boss).

The d6 is rolled to see during the entire combat who attacks first. The combat is sequential, going through the Boss turns (T1 to T8) and the eight must be overcome to defeat him. The player has only one soldier for the fight; his Vitality is recorded on his Counter and the fight begins.

Suppose the Boss initiative wins (the Boss white values will then be used). In T1 the Boss attacks by rolling the attack die and adding his Attack value; the player Defense is subtracted and if it causes damage, it is subtracted from his Vitality. Now the T2 happens and the player attacks the Boss by rolling the die and adding his Attack value; the Boss Defense of that T2 is subtracted and if the player causes damage, he can move on to the next turn. If in a turn (T) he does not cause damage to the Boss (a final result of zero is not damage) or the Vitality of the player reaches zero, he loses the battle against the Boss. But if the player reaches the T8 and overcomes it, he definitely eliminates the Boss and can pass from World. Suppose now that at the beginning of the fight, the combat initiative is won by the player; the gray values of the Boss will come into play. That is, in T1 you attack the Boss and he defends with his gray Defense value. In T2 the Boss attacks you with the gray value of his Attack, etc.

EXTRA / BONUS

The Extra and Bonus screens serve to give more Vitality to your next fighter. There is one Extra screen after beating every Boss in a World, and two Bonus screens before fighting two Bosses where the attack die is d20 and the fight becomes complicated. So, roll the die that appears and follow the text instructions at the bottom.

HOW TO WIN THE GAME

Complete your Mission! Remember that every three enemies defeated in one World, you can move on to the next. Luck in the fight!