Guide page 4.5

Monster Movement and Battles


During your turn, you may perform several actions. Crests will be used as payment for these actions.


You may choose to:


-Move


-Use a Special Ability


-Attack


Those are your main three options.


Players must move their monsters and defeat enemy monsters in order to get to and attack the enemy Die Master. (Unless of course your opponent leaves his/her Die Master open to attack and you can by pass their monsters.) Monsters can move on/through either player's dungeon, as long as the path is connected. (Players can not move on the blank spots of the grid.) Also, items are NOT able to be moved.



Menu Window Commands Used



End Turn



End's a player's turn and moves to the opponent's turn.



File-> Exit



Surrenders and stops a game in the middle of play. Quitting a game will count as a loss.



Movement



Players use Movement Crests to move their monster.


-One Crest must be used to move a monster one square.


*Two Crests are necessary to move flying monsters one square.


-Monsters can move one square horizontally or vertically for each Crest used. (Monsters may NOT be moved diagonally)


-Most monsters cannot pass over other monsters when moving.


*Flying monsters and tunneling monsters can pass over or under other monsters on the Field.


-Monsters can be moved both before and after battle.


-Monsters can move as many spaces as allowed by given effects and/or based on the number of Movement Crests available for use.


-Items can NOT be moved.



How to Move



Moving is very simple. In order to move, you must have the required amount of Movement Crests saved in your dice pool at that given time. You may move any time during your turn. (Meaning anytime before the monster attacks, and then you may move again afterwards, as long as you have enough Movement Crests to do so.)



1. Simply right click on the number next to 'Movement' in your Crest Pool, and subtract the appropriate amount of crests. You may choose either option as your selection: Subtract 1, Subtract 5, Subtract 10, or Subtract X. 'Subtract X' allows you to type in a specific number. When a monster is moved, the number of Movement Crests consumed, and the number that remains will be displayed in the chat window. Also, the current number of Movement Crests noted will correspond with the number displayed in your Crest Pool.



2. Left click on the monster you wish to move, and drag and drop it onto the appropriate square of your choosing.



Battle



Players attack an enemy monster or defend against an enemy in battle. A monster is removed from the field when its HP reaches 0. Defeated monsters cannot return to the game (except under special circumstances).



Normal Attack



By using Attack Crests, players can attack enemy monsters.


-A monster can attack an enemy monster once in a player's turn.


-More than one ally monster may attack the same opposing monster, if possible.


-One Attack Crest is necessary to attack. (Unless a monster has an ability, in which case more than one Attack Crest will be consumed.)


-Players can only attack monsters in horizontally or vertically adjacent squares.



Attacking



Attacking requires one Attack Crest (unless specifically stated otherwise, or if a Special Ability is available for use when the monster attacks then follow that instead).



Attack



This command allows you to attack an adjacent enemy monster.



1. Right click on the number next to 'Attack' in your Crest Pool, and subtract one Attack Crest. When a monster attacks, the number of Attack Crests consumed, and the number that remains will be displayed in the chat window. Also, the current number of Attack Crests noted will correspond with the number displayed in your Crest Pool.



2. Inform your opponent that your monster is attacking and the target of the monster's attack. The possible attack range is one square to the left, right, front, or back (only under special circumstances does this change). If your monster has an attack effect, it is at this point you activate it.



Ability



This command can only be used for monsters with special abilities. If you have sufficient crests, select the appropriate ability and tell your opponent you are going to activate it. Some monsters may have more than one ability, but only one can be activated per turn. Make sure you make your Crest payment to use the ability.


*Note:If you use any Special Abilities during battle, you must pay their activation costs in addition to the ATTACK Crest paid for the Normal Attack.*


3. Your opponent will react to your attack, choosing either to wait, guard (defend), or use an ability if it applies. The battle will then begin. (This holds true unless you are attacking the enemy Die Master, in which case your opponent has no choice but to be attacked and lose 1 LP per attack. Note: You may not attack your own Die Master.)


4. See 'Damage Assessment' for further instruction.



Normal Defense



By using Defense Crests, players can defend against enemy monster attacks.


-One Defense Crest is necessary to defend.


-As long as a player has Defense Crests he/she can defend (guard) each time he/she is attacked.



Defending



This action is for when a player receives an attack from an enemy monster during his/her opponent's turn. Choose a command to use in response to the opponent's attack.



Wait



This is used to take no action against an attack. Players' monsters receive the enemy monster attack directly.


If you do not want to defend, or cannot, tell your opponent you will 'Wait' on the attack. See 'Damage Assessment- When not Defending' for damage calculations.



Defend (Guard)



This is used to defend against enemy attacks. Defense Crests are necessary in order to defend. One Defense Crest is the standard payment in order to guard against an opponent's attack. You may defend against how ever many attacks your opponent launches, as long as you can pay the cost to defend.


1. Right click on the number next to 'Defense' in your Crest Pool, and subtract one Defense Crest. When a monster defends, the number of Defense Crests consumed, and the number that remains will be displayed in the chat window. Also, the current number of Defense Crests noted will correspond with the number displayed in your Crest Pool.



2. Inform your opponent that your monster is defending against the monster's attack. If your monster has an defense effect, it is at this point you then activate it.



Ability



This command can only be used for monsters with special abilities. If you have sufficient crests, select the appropriate ability and tell your opponent you are going to activate it. Some monsters may have more than one ability, but only one can be activated per turn. Make sure you make your Crest payment to use the ability.


3. See 'Damage Assessment' for further instruction.



Attacking/Defending With Special Abilities



If attacking and defending activates special abilities, only Crests consumed for special abilities will be used.



Damage Assessment



Battle damage differs according to whether a player is normally defending against the attack or not defending at all.
 



DamageAssesmentRules.jpg
Monsters remain on the Field as long as they have HP remaining. A monster's lost HP cannot be restored unless a healing special ability or item is used. Monsters that receive damage equal to or above their HP are destroyed and removed from the Field.


*Note: There is NO damage inflicted to the attacker even if the defender's rating is higher*


Since monsters each have LP, they can under go increase and decrease from abilities, items, and attacks. If ever there are any changes to be made, right click on the monster, choose 'Lp' and then 'Add X' or 'Subtract X' depending on the situation. You will only ever be able to add LP to a monster due to special effects. Type in the proper increase or decrease value when prompt with the message "How many LifePoints do you wish to add?"


Make a mental note that there is a typo in the game when you go to 'Subtract X'; it still says 'wish to add', but whatever damage number you type in will be decreased. Also, lets say a monster only has 20Lp, and you decrease its LP by that much after that amount of damage is done, the monster will be removed from the field automatically.


If you know your monster won't survive an attack, just remove the destroyed monster from the field. To do this, left click on the proper monster and chose 'Remove'. The monster will be sent to the Graveyard. Under most circumstances it will remain there for the rest of the game, unless brought back by a special ability.



-About Your Graveyard



You can access your Graveyard at any time during play by clicking:


'Game' ->'Graveyard'


OR


Press and hold Ctrl+G


Your Graveyard can only be used if your monster has a special effect that involves removed monsters. If the effect meets the requirement of reviving monsters, then do the following to bring it back.


-State you are using your monster's effect and pay the proper amount of Crests needed to activate the special ability.


-Access your Graveyard.


-Select and highlight the monster you wish to bring back from the possible list of already removed creatures.


-The details of the chosen die will be displayed on the left hand side if you need to check it.


-Click 'Return to Deck' to bring back the die to your Dice pool for further use.


-Click ‘Cancel’ at any point to close the window.



-Ending Your Turn



To end your turn, simply click on the tab entitled 'End Turn' that is located along the main menu bar. It will then be your opponent's turn. You will know it is your turn again when it says in the chat window ">> (Opponent's User Name) ended their turn. (Your User Name)'s turn."


If you have not summoned a monster in that turn, you may be prompt with a question asking "Are you sure you want to end your turn without taking your main phase?" Choose 'Yes' or 'No' depending on the situation.