"Last Stand" Card Game Tutorial

*\*Some extra cards may be included. These are called tokens, because you can't include them in a deck, but are instead usable if you generate them from another card.*

#### Getting Started

1. Place the Game Board in the center of the playing area, and in between both players. Each player should be facing their side of the battlefield, where spaces are numbered 1-5.
2. Players agree on which team they wish to play on: Insurgence or Guardians.
3. Players pick one of three heroes on their team to be.
	1. Intrarebellion Team Members:
		1. Lyfos, Scindor, Numana
	2. Guardians Team Members:
		1. Jordan, Veragonda, Irilla
4. Players pick exactly 20 cards to have in their deck. They can only choose from cards that belong to their respective team and hero.
	1. For example, if I am playing Scindor, I may only choose cards from Scindor's hero cards and Intrarebellion's team cards.
5. Each player shuffles their deck and then sets it to the right side of them away from the Game Board. Each player gets their hero's life total card and on-going power card and sets in next to the Game Board, also on the right side.

### Starting the Game

1. At the start of the game, players roll a die to see who will go first. The player who goes first draws 3 cards off the top of the deck and looks at them. This is referred to as the player's hand. The player who goes second draws 4 cards off the top of the deck and also looks at them. Both players can choose to keep their hand the same, or shuffle X number of cards back into their deck and redraw from the top until they have their maximum amount. This is called the mulligan stage. You can do this process once, and must shuffle all mulligan-ed cards into your deck and redraw at the same time.
2. Once both players have completed the mulligan stage, play officially begins. At the start of each player's turn, that player will gain 1 energy bar, symbolized by placing an energy bar on their large energy board. This will happen until that player reaches 5 energy bars total. Also at the start of each player's turn, that player draws 1 card. Players take turns until the game ends.

### Gameplay

#### Energy

* All cards have an energy cost, resembled by the number in the blue gem in the top left hand corner of it. For example, a card with a number "3" located in that spot costs (3) energy to play.
* You can not play a card that costs more energy than you have.
* You can never have more than (5) energy bars, unless you are playing Irilla, in which you are capped at (10) energy bars.
* At the start of your turn, your energy bars refresh. All unused energy bars from last turn are put to waste, and do not carry over to the following turn.

#### Cards

* You can play as many cards per turn as you want, as long as you have enough energy bars to do so.
* Cards only cost energy if you play them from your hand. If a card gets "summoned" from your deck, it does not cost energy.
* You can only have 8 cards in your hand at a time. If you have 8 cards in your hand, and try to draw another, that card drawn gets discarded immediately. This is called "burning" a card.

#### Minions

* Minions are the most common type of card. When you play a minion, you can place it in any numbered space on your side of the battlefield. Keep in mind you can't move it after you originally place it!
* Minions can't challenge the turn they are summoned. Challenges will be explained soon!
* Minions have an attack. The strength of a minion's attack is labeled as a number on the bottom left of the card.
* Minions also have an health. The strength of a minion's health is labeled as a number on the bottom right of the card.
* When a minion is destroyed, it is placed in that player's Graveyard, a facedown pile next to the Game Board.

#### Spells

* Spells are another type of card. They do not have an attack and health, but do have an energy cost.
* Spells alter the landscape of the game in unique ways.
* After a spell is played, it is placed in a separate, facedown pile to the left of the Game Board, called the Spell Discard Pile.

#### Challenges

On your turn, you can always choose to initiate a challenge on your opponent so long as you control a minion and it is able to challenge that turn. Each minion can challenge once per turn, win or lose, and must wait a turn after they are summoned before they can challenge.

1. Choose which friendly minion you want to challenge with.
2. Choose which enemy minion you want to challenge against. This can be ANY minion, even if they themselves can't challenge yet!
3. Both minions are placed in the center of the Game Board to challenge one another. Whoever owns the minion with a higher attack rolls 2 dice, while the owner of the minion with less attack only rolls one. If the attack numbers are the exact same, both players roll one die.
4. Whoever wins the dice roll wins the challenge. If the owner of the challenging minion wins, the enemy minion is struck, and takes 1 damage, reducing their health by 1. If that would destroy the minion, it is then placed in that player's Graveyard.
5. If the owner of the challenged minion wins, then the challenging minion is struck and takes 1 damage.

Note: A minion with 0 attack can not attack!

### Objective

The objective of Last Stand is to reduce your opponent's hero's life total to 0. In order to do so, your minions must challenge the enemy hero. This can only be accomplished if your opponent does not control any minions. When your minion challenges the enemy hero, you always roll 2 dice while your opponent rolls 1. If your minion wins, remove 1 life from the enemy hero. If it loses, nothing happens.

### Other Gameplay Notes

#### On-Going Powers

When you choose which hero you want to play, you also get their on-going power for the entirety of the game.

* On-going powers are placed to the right side of the Game Board, underneath your main hero card.
* On-going powers have an energy cost. They cost that much to be used.
* On-going powers can be used at any time during your turn, once per turn.

#### Card Text

Every card does its own thing! When you first start playing Last Stand, familiarize yourself with the cards by reading what each of them do before putting them into your deck. If a card doesn't make sense to you, check out the Card Help blog.

#### Keywords

Keywords are used in card text to simplify them and create continuity amongst cards. A keyword is bolded in card text. The following keywords are currently in use on cards:

* **Play**
	+ The following effect occurs once you play this minion.
* **Last Rite**
	+ The following effect occurs once this minion is destroyed.
* **Initiate**
	+ The following effect occurs once this minion challenges another card.
* **Strike**
	+ Deal 1 damage / reduce the health of a card by 1.
* **Silence**
	+ Remove all card text and enchantments from a card.
* **Freeze**
	+ A minion loses its next challenge.
* **Graveyard**
	+ Deck of minions that have been destroyed this game. Each player owns their own Graveyard.
* **Secret**
	+ When a Secret spell is cast, it is placed face down to the side of the player who cast it. It is revealed once your opponent triggers its effect.
* **On-going power**
	+ Available to each player on their turn, once per turn.
* **Hidden**
	+ Can't be targeted in any way until it itself challenges.
* **Shroud**
	+ Can't be targeted in any way.
* **Ambush**
	+ Can challenge the turn it is summoned.

#### Minion Tribes

Some minions have a tribe, represented by a title at the bottom of the card. Tribes are typically used to create synergy between alike tribes. The following tribes are currently in use on minions:

* **Demon**
* **Beast**
* **Skeleton**
* **Dragon**
* **Elemental**
* **Mech**
* **Human**
* **God**
* **Artifact**
* **Ethereal**

#### Fatigue

When a player has no cards left in their deck, and the game is still being played, that player has entered Fatigue. Whenever a player that is in fatigue has to draw a card, their life total is instead reduced by 1. Fatigue can kill your hero if you're not prepared enough for late game!