MONSTER DECK
# - Number in Deck
M- Monster
T-Trap
D- Dungeon
W-Wilderness
CARD NAME # TYPE POWER / NOTES
GOBLINS 4 M 2
DWARF 4 M 2
SKELETON 4 M 2
ELF 4 M 3
ZOMBIE 4 M 3
GHOUL 4 M 3
WRAITH 4 M 4
WEREWOLF 2 M 5
OGRE 2 M 5
TROLL 2 M 6
WYVERN 2 M 6
COCKATRICE 2 M 6
GIANT 2 M 7
CHIMERA 2 M 7
BASILISK 2 M 7
DRAGON 1 M 8
TRAP 4 T 1 HIT
HIGH WALL 1 D -1 EXCEPT FOR GIANTS AND FLYING CREATURES
LOW WALL 1 D -1 ELF, GOBLIN AND DWARF
HUT 1 D +1 WEREWOLF
MAUSOLEUM 1 D +1 UNDEAD
QUAGMIRE 1 D -1 ALL CREATURES
STAKE BARRIER 1 D -2 ALL CREATURES
BRIARS 1 W -1 EXCEPT ELF AND FLYING CREATURES
HEDGE ROW 1 W -1 DWARF AND GOBLIN
HILL 1 W +1 DWARF
FOREST 1 W +1 ELF
VICTORY DECK
For each single combat you win, you may draw one card from the victory deck.
The Experience Points (ep) are collected as one party. They are required
for certain skill prerequisites, but they are not used to purchase skills
(example, if the group has 30 ep, they may attach to the appropriate group
member skills with a prerequisite of 30 ep). Skill Cards and blessed arms and
armor cards are attached to one character and remains with him (providing he
makes the prerequisites) until he may be defeated in combat.
# - number of cards in the deck
Pr - Prerequisite
#ep - This is the number of experience points the group must currently have
to use this card
K, S, M, P - This card is applied to this character: Knight, Scout, Minister,
or Prophet respectfully
Notes - What the card imbues to the character it is attached to
CARD NAME # Pr Notes
2 Experience Points 40 - -
Blessed Arms and Armor +1 2 K, S +1 Power
Blessed Arms and Armor +2 2 K, S +2 Power
Blessed Arms and Armor +3 2 K, S +3 Power
Blessed Arms and Armor +4 2 K, S +4 Power
Blessed Arms and Armor +5 1 K, S +5 Power
Healing Draught 10 K, S Removes 1 hit
Light Skill 1 10 ep M Blinds 1 opponent: -4 Power
Sneak Attack Skill 1 20 ep S Instantly kills 1 creature*
Advanced Healing Skill 1 20 ep M Heals 2 hits
Call Down Fire Skill 1 20 ep P Inflicts 1 hit on all opponents in battle
Deadly Hail Skill 1 40 ep P Inflicts 2 hits to all opponents in battle
Word of Authority Skill 1 40 ep M Causes 1 creature to surrender
Advanced Combat 1 20 ep K Power: 5
Weapons Master 1 40 ep K Power: 6
Raise Dead 1 60 ep M Raises 1 Character from the Dead
Pronounce Death 1 60 ep P If Successful, 1 opponent is instantly defeated
* = can only be used on the 1st turn of combat
WINNING
LONG GAME: When the group acquires 80 ep they win
SHORT GAME - EP: Set a ep amount of a lower value
SHORT GAME - SLAY THE DRAGON:
When the Dragon is dead the game is won.
CAMPAIGN –
Play like an on going chess game: when you have to break, try to
leave the cards in the position they were at, so you can return to it later.
This is ideal if you use the THOTH PROGRAM, which has a save function.
Card Images are available at: this page
HERCULES & XENA INTRODUCTION
Card game for 2+ players.
Score points for creating adventures featuring your
Favorite TV Heroes.
DISCLAIMER
Xena & Hercules are copyrighted, licensed, trademarked properties.
This is merely a fan site.
THE DECKS
There are 2 decks: The Hero Deck & the Foe Deck.
The respective card types are called Hero cards & Foe cards.
Note that all cards have a Point value.
HANDS
Each player keeps 2 Hands: A Foe Hand & a Hero Hand.
END OF THE GAME
The game ends the turn after either deck runs out.
VICTORY
The player with the most Adventure points at the end of the game wins.
SETUP
Each player is dealt 3 cards from both decks.
The most Heroic player goes first.
TURN SEQUENCE
Players take turns.
Each turn has 5 Phases:
Fate Phase
Destiny Phase
Adventure Phase
Boon Phase
End Phase
FATE PHASE
Draw 1 card from each deck.
DESTINY PHASE
You may discard 1 card & draw a replacement card (from 1 deck only).
ADVENTURE PHASE
You may make a Meld if you are able.
A Meld must consist of:
* 1 or more Plot cards (Foe card)
* 1–3 Men or Monster cards (Foe card)
* 1 Legend card (Hero Card)
* 1 or more Cheese cards (Hero cards)
* Any number of Aid cards (Hero cards)
Meld cards are played face up to the table.
For a Meld to be legal, the point value total (PVT) of the Hero cards must
be equal to or greater than the PVT of the Foe cards.
BOON PHASE
Score Adventure points if you made a Meld last phase.
Adventure points earned = PVT of the Foe cards played.
Discard all melded cards.
END PHASE
If you made a Meld this turn draw 1 card from both decks.
Max hand size is 5 cards (5 Hero cards & 5 Foe cards).
Discard excess cards.
CARD TYPE NOTATION
L = Legend
A = Aid Card
C = Cheese Card
P = Plot Card
M = Men & Monsters
# = Number of copies of that card in the deck
HEROES DECK
Card Name: # Type Points Notes:
Hercules 8 L 8 Son of Zeus
Xena 8 L 7 Warrior Princess
Iolaus 4** A 6 Warrior; Archer
Gabrielle 4* A 5 Bard
Salmoneus 1 A 3 Entrepreneur
Autolycus 1 A 4 King of Thieves
Joxer 1* A 2 Inept Warrior
Chakram 1* A 3 Throwing Disk
The Pinch 1 A 3 Special Fighting Moves
Charm 1 A 3 Personality
Whoop Ass 1 A 3
Quick Thinking 1 A 3 Wit
Bravery 1 A 3 Courage & Sacrifice
Great Strength 1** A 3
Fighter for Justice 1 A 3
Trickery 1 A 3 Silver Tongue
Flying Kick 1 A 3 or Kick to the Groin
Special Effects 1 C 1
Tender Moment 1 C 1
Sexual Tension 1 C 1
Lesbian Overtones 1* C 1
Biting Sarcasm 1 C 1
Bad Puns 1 C 1
Glaring Anachronism 1 C 1
Out of Character 1 C 1
Song & Dance Number 1 C 1
Witty Repartee 1 C 1
Melodrama 1 C 1
Titillation & Innuendo 1 C 1
Modern Sensibilities 1 C 1
Insipid Dialogue 1 C 1
Break SOD 1 C 1 Suspension of Disbelief
* = Xena must be in play to use
** = Hercules must be in play to use
Note: Only 1 copy of Gabby or Iolaus can be used in a meld.
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