Basics of the GameEdit
Starting off you should have 2 piles a Draw Pile and a Location Pile ( 3 Piles if you count the Discard Pile). The Goal of the game is to find The Philosopher's Stone, you do this by going to various locations with your search party, facing off with your enemy, winning the loaction and gaining clue points, 9 clue points mean you win and find the stone. Its pretty simple, but can look taunting at first glance. Each turn is broken up into 6 Phases, which in turn can be broken into sub-pahses.
Setting up to PlayEdit
Setting up to play is fairly easy, to start your leader will need to be out on the field, Leaders, what they do and how they are used can be found here. Using your leaders command number, go through your deck and recurit allies, after this is done, shuffle both your draw pile and location pile. To start draw 4 cards as your first hand, after this we go into the 6 phases of a turn.
The Six Phases of a TurnEdit
- Draw Phase
- Power Up Phase
- Recruit Phase
- Main Phase
- Search Phase
- Clean Up Phase
Phases One, Two and Six are done at the same time, while Three, Four, and Five start off with the Active Player (The Player with the Highest Wits.)
The Draw PhaseEdit
This is the simpliest phase of the game, you draw two cards and add them to your hand, there is no limit to how many cards can be in your hand at any given time. You also determine the location used during this turn, both players reveal the top location card, the location card with the lowest clue value is played in the search area.
The Power Up PhaseEdit
Your leader will gain experience during the course of the game, at the start of this phase put the top card of your draw pile under your leader face down, perpendicular to him. Once the leader has more experince then his level, he advances to the next level becoming more powerful.
In this phase you recruit allies for your team, much in the same way you did during the set up. The same rule apply as well. You can't have more allies than your leaders command and you can't recruit if you don't have the command points. Command points lower as you recurit more. (Ex. If your Leader has Command Points 7 and an allie has a cost of 6, after he his recruited your Leader has 1 Command Point left for this turn.) You can't recurit villains if you have a hero leader and vice versa, you also can not play an ally with the same name as your leader. You can recurit allies with the same or no faction with no penalty, allies with a different faction cost one more Command Point.
You can't have more than one ally with the same name (Except with mobs). You amy replace an ally with a different version, but it still costs you command points, and if the older version was set or defeated during the replacement the newer version will also be set or defeated.
You may volntarily discard allies from your field to make room for more, you do that during this phase. Just put them in your discard pile and you're done.
During this phase you can
- Add Attachments to Characters
- Play a Event or Ability Card
- Do Nothing
In this phase you assgin your allies to go out and look for the stone, at the location in the search zone. Take note on the combat that will take place, It could be Alchemy, Wits, Strength, or a combination of the three. This phase is broken up into three steps.
Starting with the player that has the lowest overall wits, they assign any where from zero allies to all of them to go out in a search party. This is your only chance (unless stated in an ability) to get players from home to a search party.
The player with the highest overall wits starts out this step, the player has three options:
- Play a Search event/ability
- Do Nothing
After both sides pass back to back the step is over.
To win a location you need to meet its goal, the goal is printed on the location card, the attribute laid out has to be that much greater then the other players (Ex. The Goal is Alchemy +3. Player 1 has 6 Alchemy and Player 2 has 3 Alchemy. Player 1 wins for having +3 Alchemy. If Player 2 had 4 Alchemy, no winner would be delcared.) Once a winner has been decided they get the clue points for that location. (Remeber it takes 9 Clue points to win the game)
The Clean up phases has a few parts to it. They are as follows:
- All players take the allies from their search party and send them home
- If either player has any abilities that can be used this turn, determine the active player and use them now.
- Recover Allies, this is done by replacing allies who have been defeated with allies with the same name in your hand (subtitles do not matter). You get to recover one ally for free, then your leader is recovered, also for free.
Continuing the GameEdit
Those are the basics on how to play the Full Metal Alchemist Trading Card Game, repeat all the phases of the turn until a player gets the nine clue points required to win.