HECATOMB RULES PDF

When Hecatomb enters the battlefield, sacrifice Hecatomb unless you sacrifice Tap an untapped Swamp you control: Hecatomb deals 1 damage to any target. Contents Overview 3 Object of the Game 3 Play of the Game 3 Parts of a Card 4 Card Types, Mana Cards, and Abominations 7 Zones 8 Deck Rules and. Hecatomb is an out-of-print collectible card game created by Wizards of the Coast. The base set of cards was released on August 18, at the annual .

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Search the history of over billion web pages on the Internet. The bulwarks of reality falter and fail, and sinister gods of primeval malice loom, ready to consume the earth.

In the end, only one unholy mastermind hecatomv stand triumphant amid the falling ashes of existence. They might be crazed servants of insane gods, masters of forbidden science, or sorcerers of unspeakable knowledge. What they have in common is their goal— to end the world. To wage their battle hecqtomb each other, endbringers merge natural and unnatural creatures into mighty hybrids called abominations, which reap souls for their masters.

Endbringers also use their knowledge and power to cast unholy spells, activate arcane relics, and even summon evil gods. The endbringer who amasses enough souls first wins— and the whole world loses. Object of the Game Gain 20 souls or more to destroy the world and win the game. Play of the Game Two or more players play using their own decks and a number of soul counters. You can also use fates, relics, and unholy gods to defeat your enemies.

Players gain a soul on each of their hecaromb, so the end of the world is inevitable. Hecatomv only question is which player will end it. Collector Number and strength: Fate, relic, and god cards each have one text box. A hecatlmb card has two: Sometimes the text box contains flavor text.

It just reminds you of how effects work. The four card types are minion, fate, relic, and god. Minion and fate cards also have subtypes. Some effects apply only to cards that have certain subtypes. Combat minions and combat fates are cards you can play during combat. Each card has a cost— the number of mana cards you need to tap to play it. Each card belongs to one of four dooms: Triggers are triangular, colored areas in four of the corners around the name and art of a minion card.

Triggers activate conditional abilities.

The expansion symbol is a way to identify which set or expansion a card is from. The expansion symbol for the base set is I. There are three rarities: The Four Dooms The dooms are the fundamental forces of evil. Every sort of evil in the world is some expression or combination of these dooms. Each doom has its own style and minions.

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Corruption Corruption is the power of madness, deformity, and knowledge not meant for mortals to know.

Hecatomb (card game)

Corruption minions include mutants and ancient, evil Mesoamerican entities called aztecals. Deceit Deceit is the power of lies, trickery, and shadow. Its minions include shapeshifters, ru,es, and haunted objects called animates. The primary enemy of deceit is destruction.

Among destruction minions are beasts and aztecals. Greed Greed is the power of wealth, temporal power, and unholy desire. Greed minions include undead and animates. A mana card is a hecatlmb of any type in the mana zone. An abomination is a minion or stack of minions in play. Minions You play a minion rulss as a new abomination or on an existing abomination.

Minions stay in play until destroyed. Combat minions are minions you can play during combat, though you can play them outside of combat as normal minions, too.

Fates Fates include invocations, curses, tactics, and mishaps— either something an endbringer does or something that just happens. When you play a fate, its effect happens, and then it goes to your graveyard. Combat fates are the only fates you can play during combat, though you can play them outside of combat, too. Relics Relics are magical or technological devices that can help you or hurt your enemies. When you play one, it stays in play and affects the game until destroyed.

Gods Gods are baleful deities endbringers summon to help them destroy the world.

Full text of “Hecatomb CCG Rulebook”

When you play a god, it usually has a one-time effect within these marks: It stays in play until destroyed. If you play another god, sacrifice the old one. Mana Cards You can play any card into your mana zone, where it becomes a mana card.

You can then tap it to pay for other cards. Abominations An abomination is a single unit composed of minions that can attack your enemies to reap souls. It can becatomb block attackers. Zones There are 6 zones: You can have no more than three copies of a card in your deck. Shuffle your deck and put it face down at the start of the game. If you run out of cards, keep playing.

Hand Each player starts with a four-card hand. You draw two at start of your turn, except the first player draws rulrs on their first turn. Mana Zone I Hecatomg turn, you may put one card from your hand into your mana zone, where it becomes a mana card. You tap mana cards to pay costs. Play Zone You may play cards from your hand into the play zone by tapping mana cards to pay for them. See page 11 for card-playing rules. Cards count as minions, relics, and gods only while in the play zone.

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Graveyard Your graveyard is a face-up pile near your deck. Cards go there when destroyed or discarded. Set such cards aside or put them where directed.

Deck Rules and Strategy Your deck must have at least forty cards, with no more than three copies hefatomb any card. A deck usually includes cards of two dooms, with minions whose conditional abilities match those dooms. With only one doom in a deck, you always have mana cards of the doom you need, but you have few conditional abilities and fewer cards in general to choose from.

Setup and Start Players shuffle their decks and put them face down. Rles the soul counters where everyone can get to them. Each player takes 5 souls. Decide who takes the first turn. Each player draws four cards. Turn Sequence Ready Phase in order Gain 1 soul.

Main Phase any order Add one mana card once per turn. Play cards repeat as you like. Hdcatomb repeat as you like. End of Turn Ready Phase Follow these steps in order at the rhles of your turn. Gain 1 Soul Add 1 soul to your pile. If you have 20 souls, you win. Untap Untap your tapped cards. An untapped mana card is face up but inverted, so the name of the card is at the bottom.

Draw Two Draw two cards.

Main Phase Do these steps in any order. Add One Mana Card You may put a card from your hand into your mana zone, where it counts as a mana card. Place it face up and inverted. Later in the game, use low-cost cards for mana cards. Play Cards You may play one or more cards from your hand if you can tap enough of the right kind of mana cards. At least one of those mana cards must be the same doom as the card played. For example, to play a corruption card that costs 3, tap one corruption card and two cards of Play mana cards inverted, like this.

Put a minion into the play zone either on its own as a new abomination or on top of an existing abomination. When you play a minion on an abomination, the strength and main text box of each bottom minion must show through one of the four clear sides of the top one.