Genesis: Champions of Battle is played by two or more players. Yes,
that's right - you can play with 3, 4, or 5! You can play in teams
or a free-for-all. Everyone needs a champion and a deck. Also, you
need one arena.
If you don't have an arena you can create your own. No need to
buy one. Or, you can download a printable arena from Haunted
Castle's website. Either way is good. You only need
one play mat for a game.
Besides the arena, you will need at least two players (you can
play with more.) And each player must have a deck, called a
timeline. You also need ways to track Health and Aura. Aura is
spent in casting spells and beckoning monsters.
Timelines are 50 cards. You build decks much like you would
build an army for a miniatures games. You get a certain
number of points that you spend in buying any cards you
want. Like in miniatures, if you want an Mongol army of
nothing but cavalry, then buy all cavalry. But, remember,
the Mongol army needed Chingis Khan to be successful.
Building a Genesis timeline around a single card is NOT
recommended.
You will also need a way to track health and aura. Health
can increase or decrease. When your health reaches zero, you lose
the game. Aura also needs to be tracked. When you run
out of aura, you can't cast any more spells or beckon
summons. Different champions start with different levels of
health and aura.
Players take turns within a round. A round gives every
champion and every summon a turn. If there are two champions
and two summons in the arena, then there will be four turns, well
unless of course a champion beckons more summons. The same player
starts each round taking a turn, which can the player's champion
or a summon. As each completes a turn, that champion or
summon is marked with an exert token. Exert tokens can be
anything - a penny, a plastic gem, or whatever.
Taking a turn means moving and playing cards. You can move, turn
90 degrees or both. If you choose not to move or move/turn
only once, you can play cards of either action or swift speed. If
you move/turn twice, you can only play swift speed. Besides
moving you can play cards and use abilities. Several cards
and abilities cost "Exert", meaning that those actions will end
your turn - stop taking actions and mark your summon or champion
with an Exert token. Many cards and abilities do not cost
Exert.
May seem simple at first, but it can get complicated because the
non-turn player gets to interrupt what the turn player is
doing. Everything, except movement, gives the opponent(s) a
chance to play a swift ability. And, of course, when an
opponent plays a swift ability, everyone else can play a swift
ability on top of the previous swift ability. In other words, the
players are stacking abilities one on top of the other. Once both
players are done, the top ability takes effect, then the next one
down, and so on. However, when an ability takes effect, everyone
gets another chance to add to the stack. Think of a stack of
cards getting taller, shorter, taller, shorter, and eventually
falls all the way down. This makes the game interesting.
But that's not the best part.
The best part is the arena.
Think of the game of 3d figures in the Episode IV of Star Wars
that Chewbacca and R2D2 played. Summons moving around
attacking each other, champions in the middle of the fight, and
players controlling what is happening. Maneuver is important
in this game. You may be wondering how this happens.
The game uses a mechanic called Awareness. Not every card,
but most, have a 3x3 grid at the top of the card. A white
arrow represents where you are standing and facing on the
grid. Red dots represent which spaces in the arena that you
can effect. For example, if you're throwing a punch, you
probably can only effect the space directly in front of you.
Therefore, a card like Power Punch has one white arrow and one red
dot in the space where the white arrow is pointing - directly in
front. Another card, called Landslide, effects 6 spaces in
front of the caster. It's called an Area of Effect
spell. Awareness is very important. You may have a hand of
great cards, but all of them play to the front. And if an enemy
manages to find its way to your side (or flank), you're in
trouble.
That's pretty much all you need to know to get
started.