Introduction
You are a sage. A powerful being who draws power from sorcery and ancient relics of the past. You alone will decide the fate of Nathakra. Will you save the realm and bring back order and justice? Or will you succumb to darkness and plunge Nathakra into the depths of the Underworld forever?
The fate of Nathakra lies in the balance.
Make your choice!
The World of Nathakra TCG is a new type of card game. It introduces even more strategy, risk and chance into this type of game than ever before. It does so by introducing dice into the card game. The Dice of Fate allows for different odds of success based on the color of difficulty.
- RED has a 50% success rate
- GREEN has a 83% success rate
- BLUE has a 66% success rate
- YELLOW has a 33% success rate
- BLACK dice has a very low 16% success rate
Each player has a custom-made deck of cards which adhere to the standard rules of card games; this is explained further on the pages following this one.
Each player begins the game with 25 life and 5 Relic Power points (RP) which are represented by 5 counters that each players receives. Each player shuffles their deck and then draws 7 cards from the top of their own deck. The game then proceeds with players casting spells, summoning creatures etc. They do this by using a combination of RP and rolling the Dice of Fate until there is only one left standing, the Nathakra Relic Master. A player loses either by having his or her life reduced to 0 or has no more cards to draw from his or her own deck.
The Rules
Each phase brings with it certain rules that apply at all times throughout the game. Those specific rules are broken down for you below.
GENRAL RULES
- The rules outlined below are law and will be followed throughout the entireity of the game. However, should a rule on a card contradict the rules in this guide, the card will take precedence.
- A player draws 7 cards at the beginning of the game from the top of his or her deck
- A player may never hold more than 7 cards at one time.
- A player and all his or her active cards are removed from the game should his or her life reach 0
- A player and all his or her active cards are removed from the game if she or he is not able to draw any more cards.
- A player’s life begins at 20 but may never exceed 30.
- A player’s RP begins at 5 and may never exceed 10 (unless a card allows such a thing)
- A player may chance fate only twice per turn
- A player may play any number of RP cards per turn provided you have enough RP to pay for each one played.
- A player may play 1 item card per turn.
- A player may only ever have 3 relic cards active at any given time.
- Equipment cards cannot be summoned into battle if there is no creature to “attach” it to.
- When a creature is sent to the Underworld, its equipped item goes with it.
- A summoned creature may never have more than 1 equipment card “attached” to it at one time.
- When attacking, the attacker targets the defending player and the defending player decides which of his own creatures will attempt to defend.
- A player may never have more than (4) of the same card in a deck.
- A player may not have more then (1) “Mythical” card in his or her deck.
- A player may not have more then (1) “Unique” card active at any time.
- A deck may contain no less than 45 cards and no more then 100
- A deck may contain cards from only the side of Light or the side of Darkness
- Newly summoned creatures are affected by The Shifting until the beginning of the next turn.
TAPPING
Every action in Nathakra, whether it is from a summoned creature, a special weapon’s ability or the power of your relics, requires that the object in question “tap” into its power. When doing this, the creature or object in question becomes struck with fatigue and thus “tapped”, preventing that object or creature from performing any other actions until its power has been restored.
At the start of every turn is the opportunity to un-tap said creature or object. Should one forget to un-tap at the correct time, it must be left tapped until his or her next turn comes around.
SUMMONING
Summoning is performed during the main phase. This is a player’s chance to summon anything from wild and exciting creatures, spells and healing or even ancient equipment. When a creature is summoned however, it is affected by The Shifting. This means that the creature cannot use any of its abilities right away and neither can it attack, however it still has the capacity to defend, should the next player decide to attack.
COUNTERS (aka tokens)
Counters are simply the visual representation of what is occurring in the World of Nathakra. They can depict how much damage a creature has taken, how many RP a player has left to use or how long a creature has to live. There is really no limit as to what counters can represent and it’s up to the imagination of the player to decide.
RELIC POWER
As a Sage in the World of Nathakra, you draw power from ancient relics of power. This power is not unlimited however and it takes time to build up your power after using it. Relic Power (RP) is represented by another set of counters which a player draws each turn. Each player starts the game with 5 RP and gains 2 RP each turn to a maximum of 10. Special cards in the game may allow you to increase the amount you gain each turn, increase your limit or hinder your opponent.