1v1

This is the basis of the Gruff gameplay experience.

## Herd Building Rules

1. Choose a Shepherd and three Gruffs.
2. Each Gruff has a deck of 15 cards. Choose eight cards from each Gruff (for a total of 24 cards).
3. The deck cannot contain more Ultimate cards than the Shepherd's Breaking Point.

## Setup

1. Shuffle your deck.
2. Place sliders on circled starting values of character stats.
3. Choose player 1 randomly.
	* **Suggestion:** Cut your deck. Highest costed card starts. If the costs are the same compare the last card of the deck. In case of a draw, reshuffle and repeat.
4. Player 1 arranges his Gruffs on the board.
5. Player 2 arranges his Gruffs on the board.
6. Each player draws 5 cards.

## Turn Order

1. **Resolution Phase:** *Skip if starting player's first turn.* This Phase is always relative to you. Resolve in order:
	1. **Resolve:** If your Gruff took an Attack action last turn, resolve combat (see *Combat* below for details).
	2. **Remove:** Any Condition cards in play Fade and are placed in your discard pile.
	3. **Refresh:** If all of your living gruffs are exhausted, refresh them.
2. **Draw Phase:** *Skip if starting player's first turn.* Draw one card from your deck.
	* **Stun Rule:** If you have no cards to draw, reshuffle your discard into a new draw pile. Do not perform a Tactical Action this turn.
3. **Activation Phase:** If all your Gruffs are dead at the beginning of this Phase you lose the game. Choose one of your unexhausted Gruffs and exhaust it. This is the active Gruff for the turn. **If your active Gruff dies your turn ends immediately.** Resolve in order:
	1. If the gruff has a "when activated" or "when exhausted" ability it is triggered and resolved.
	2. The shepherd gains Crazy equal to the Gruff's current Weird.
4. **Play Cards Phase:** Play any number of cards up to the Shepherd's current Crazy total. Played cards do not have to match the active Gruff, unless the card states otherwise.
5. **Tactical Action Phase:** After playing all the cards you want, the active gruff will perform one of four Tactical Actions:
	* **Attack:** The Attack will resolve during your next Resolution Phase. See *Combat* below for details.
	* **Shift:** The active Gruff swaps places with an adjacent allied Gruff. A Gruff may swap places with a dead Gruff. "Move", "Swap" and "Shift" are all interchangeable words and have the same effect mechanically. More specifically: "Swap" is any lane change, "Shift" is the name of the tactical action which causes a swap.
	* **Grow:** Choose one of the active Gruff's stats and increase it by one, up to the stats' maximum value.
	* **Resurrect:** Return any dead Gruff back to life. Flip its card over in the unexhausted state. The dead Gruff need not be adjacent to the active Gruff.
6. **End Phase:** After performing a Tactical Action check your hand size (discard down to 7) and end your turn.

## Combat

### Declaring an Attack

* Initiate an attack by moving the active Gruff forward.
* Attacks are made to a position opposite the attacking Gruff's position. No diagonal attacks are allowed.
	+ You may declare an attack on a position which currently has an attacking Gruff. Attacks are resolved in order. If an attacking Gruff is killed before its attack is resolved, the attack is cancelled.
	+ Declaring an attack against a opposing dead Gruff deals the entire Damage to the opposing shepherd.
* The Attack is resolved in the attacking Gruff's following Resolution Phase, after the opponent takes their full turn.

### Resolving an Attack

1. Determine Damage: Attacking gruff's Mean plus bonus Damage from Conditions, Mutations and special abilities.
2. Determine Defense: Defending gruff's Fat plus bonus Defense from Conditions, Mutations and special abilities.
3. Compare Damage against Defense:
	* If Damage is less than Defense: The defending gruff **Fully Blocks** the attack. The Damage dealt remains in effect until the end of the turn.
	* If Damage is equal to Defense: The defending gruff blocks the attack but dies (this is not considered a **Full Block**).
	* If Damage is greater than Defense: The defending gruff dies and any excess Damage is removed from the shepherd's Life.