Rules

   Legends of Signum is a unique combination of a miniatures wargame and a collectible card game. Here, squads of creatures fight under the leadership of Heroes. At the same time you construct your own City, recruit characters, take advantage of spells and relics, and use cunning tactics.

   In Legends of Signum you forge your own path to victory by creating your card deck and a collection of miniatures. Thanks to a team of excellent artists and sculptors every miniature in the game has an original look and its own character.

BATTLEFIELD

A game zone 60 by 60 cm for both participants, where the battle takes place

The game lasts until one player defeats the opponent’s hero or accumulates 51 Prosperity points

Turns priority is decided by rolling a die. The player who rolled higher decides who goes first. The turn order remains unchanged after that.

 

The first player sets his hero miniature on the Battlefield with the edge of its base against his field side. After that the second player also sets the hero miniature adjacent to his side of the field.

 




HERO CARD

Card type — Hero 

Hero personal abilities

Flavor text

Faction, also indicated with the card background color

Hero’s name and main attributes

Types of relics worn by the hero

A Hero is a key miniature on the Battlefield. If your hero dies, you lose the game.



BATTLE DECK

    The Battle Deck consists of character, spell, relic and tactics cards. Players select the cards they need according to their own strategy for victory. While composing your Battle  Deck you can only use cards affiliated to the Hero faction, as well as mercenary cards. Your battle deck cannot contain two identical character cards or more than two support cards with the same name.

 Players compose their battle decks themselves, each deck can contain from 30 to 40 cards, as you wish

 At the start of the battle the players draw four top cards from their Battle Decks each — that is their starting Hand. Each participant can discard up to four cards to his Battle Deck and  replace them with the equal number of cards once before the start of the game.

 HAND

PLAYER’S CITY

Building cards

Building symbol

Name

Effects

Faction icon

Card symbol — building

Cost

There are nine main building types in the Legends of Signum:

Barracks

Tavern

School of Magic

Shooting Range

Library

Smithy

Arena

Temple

City Hall

Unique Building

In addition, each faction has its unique buildings. For example, Mint for the Free city of Vallor faction or Monastery for the Grypharim Empire. If a unique building is destroyed, it cannot be built again.

Terrain cards


Terrain cards are required to place respective terrain elements on the Battlefield. A terrain is reflected with a special template on the Battlefield. Each terrain card can only correspond to one such template on the Battlefield.

Building and terrain cards are not included to the Battle deck. The players determine which cards they might need during the game themselves. Building cards can be played in any order, paying their cost in Prosperity. The played cards are placed at the Player’s city zone. One building card in the Construction phase and one terrain card in the activation phase can be played during a turn. Terrain cards are played by the rules of Battle deck cards.


CHARACTER CARDS

Characters cards are used to summon characters onto the Battlefield. Each card of this type has a corresponding miniature in the Legends of Signum game. The character strength value indicates how many dice they can use in melee combat.

Movement indicates the maximum distance that the character can traverse across the Battlefield.

Health indicates the number of wounds the character can take before their card would be discarded to the Graveyard.

Mercenary characters can be included to Battle decks of any heroes, but their number should not exceed the number of the hero faction characters. Character cards should constitute at least half of the total number of cards in the deck.

SUPPORT CARDS

Tactics cards

Тactics cards allow using tactical maneuvers that take effect during a game event indicated on the card. Only cards of this type can be activated during your opponent’s turn.

A played tactics card is placed face-down and should not be showed to the opponent.

Unlike spells, tactics do not take effect immediately, but after a certain condition (indicated on the card) is met. When that happens, the tactics card is activated, the effect indicated on it is applied and the tactics card is discarded to the Graveyard. A tactic can take effect both during the owning player’s turn and during his opponent’s turn. The player playing the tactic must reveal it as soon as the condition indicated on the card is met. If that was not done (the player forgot or decided to wait for a better opportunity), the effect is considered null and the card is discarded to the Graveyard.




Spell cards


The spell effect takes place immediately after its card has been played. The spell card is discarded to the Graveyard immediately after being played.

 

Relic cards

These cards are used to boost your heroes or give them extra abilities. Relics can be used only by your hero.

 

Melee weapon

Ranged weapon

Shield/banner

Armour/cloak

Helmet

Treasure

Your hero can have access to relics of different types. A played relic card is placed near the hero card and considered to be active or “in use”. A hero can carry as many relics of one type as many symbols of that relic type are indicated on their card. You cannot simply remove an active relic from your hero during the game, however it can be replaced by a new one of the same type. In this case the old relic is immediately discarded to the Graveyard.

 

GRAVEYARD

The Graveyard is the zone for played spell cards and characters that have fallen, destroyed relics and activated tactics. This is an open area and players can look at the cards they both have in the Graveyard at any moment.

1

TURN START PHASE

In this phase the active player untaps all the tapped cards in his City zone. All creatures get an opportunity to be activated again. The active player takes one card from the Battle Deck into his Hand and receives one point of Prosperity. He cannot have more than ten cards in his Hand. If there are already 10 cards in his Hand, he must discard a random card to the Graveyard before drawing another one.

2

CONSTRUCTION PHASE

In the Construction phase the player can construct a building. In order to construct a building one should pay its cost in Prosperity points and place it in his City zone. If the player decides to skip the construction phase, he receives two additional points of Prosperity. You cannot construct more than one building per phase. A building constructed in the current turn can be used.

 

Buildings constructed in your City can be used for: — playing Battle Deck cards from your Hand or terrain cards; — using effects indicated on the building card.

 

Untapped and tapped building

The maximum number of buildings in your City is 12. You cannot remove constructed buildings from the City zone at will.

 

3

PLAYING TERRAIN

You can only play one terrain card per turn. For that you will require any buildings already constructed in the City. When playing a terrain card the player must place the respective card in his City zone and place a template corresponding to the terrain type on the Battlefield. This template should be placed at a vacant place, not in base contact with creatures, not less than S distance (8 cm) away from the player’s side of the field and other terrain elements and not less than M distance (10 cm) away from the opponent’s side.

Opponent’s side of the Battlefield

Your side of the Battlefield

Unique terrain types having their own names can be played by each player only once a game.

4

ACTIVATION PHASE

During this phase the player can: – play character, spell, relic or tactics cards from his Hand; – activate creatures summoned to the Battlefield; – play one terrain card. The player can carry out these actions in any order he wishes.

The played character card is placed next to the hero card, and the character’s miniature is placed on the Battlefield, so that the edge of its base touches the player’s side of the field. When a character is summoned to the Battlefield, it cannot be positioned closer than an S distance (8 cm) to any of the opponent’s creatures. A character that has just been summoned to the Battlefield is considered activated. The creature card and its miniature on the Battlefield remain in play until the creature is eliminated. A player can have no more than 7 characters on the Battlefield at the same time. The next character can begin its turn only after the previous one has completed all actions. You cannot begin the turn of one character, then move to a second one, then finish the first character’s turn. As soon as the active player completed all his actions, the End of his turn takes place and the next player’s turn starts

5

MINIATURE ACTIONS

Every creature in the Legends of Signum can choose to perform the following actions during its turn: – move up to or less than the movement distance indicated on its card or use the Run rule; – move up to or less than its movement distance and enter melee combat; – enter melee combat if the creature is already in contact with an opponent’s miniature; – use an ability indicated on its card. Movement distance is indicated on the character card and is marked by a one letter abbreviation against a blue background.

 

Run

Movement

If at any point of its movement your miniature touches the base of an opponent’s miniature, it must stop immediately. Your miniature is considered to have entered contact with the opponent.

Run rule. Before a miniature moves, its owning player can declare that it will use Run in the current turn. In this case its movement distance is increased to the next value, that is S increases to M, M to L, and L to XL. Any miniature that has a movement distance of XL cannot use Run. Should a creature use Run, its turn is over immediately after the movement is complete. No abilities can be used after running, including melee combat. If your miniature enters contact with an opponent’s miniature as a result of running, it must stop immediately and receive Backstab from the enemy in accordance with the Backstab rule. If a miniature starts its movement in contact with one or more opponent’s miniatures, it cannot use the Run rule.

Backstab rule. Backstab is declared when a miniature moves out of contact with its opponent, from each miniature it was in contact with. For each such strike the opponent rolls 1 die notwithstanding the miniature strength. The success of the roll is determined according to the general rules of melee attack. A miniature can not defend itself against such attacks.

RANGED ATTACKS

The miniature must not move before a ranged attack unless it has special abilities, such as Quick Shooter. Before performing a shot, you must be able to draw a line of sight (LoS) between the shooter and the target.

LoS is a straight line that goes from the base of your miniature to the base of the target and is not blocked by anything. It does not matter if you “see” only a small part of the miniature base or its half, if you can draw a LoS to any point on that base, you can perform a ranged attack. If there is no LoS available, the attack cannot be performed even if the target is within range.

 

Ranged attacks cannot be declared if the shooter is in contact with an opponent’s miniature.

LoS can be blocked by: – your miniatures; – opponent’s miniatures; – terrain template with the effect “Blocks line of sight”

 

MELEE COMBAT

If your miniature enters contact with an opponent’s miniature during its movement (models are considered in contact if their bases touch), or starts its turn already in contact, it can enter melee combat. If the active player’s miniature is in contact with several opposing miniatures, the player chooses one of them to fight in melee that turn. If a miniature enters combat with several opponent’s miniatures during his turn, then after the first attack it must assign all of its strength dice to defense.

 Melee combat between miniatures happens in the following manner. The miniature’s strength parameter shows how many dice it has available for melee. These dice can be used both for attack and for defense. Each attack die can deal 1 point of damage to the opponent’s miniature, and a defense die allows your miniature to block 1 successful attack die of the opponent. During the melee combat creatures strike each other simultaneously, and wounds are taken also simultaneously.

The player whose miniature is attacked must be the first to assign the strength dice to attack and/or defense and declare it. After that the active player whose miniature attacked also declares his decision to assign dice. Players can choose to assign all dice to attack or defense if they wish.

ATTACK

After both players have assigned their strength dice to attack or defense, they roll the attack dice at the same time. If the miniature has no wound markers, it will hit the target on Axe and Shield/Axe results. If while determining the attack success in melee combat the results are Bullseye or, in the case of wounded miniatures, Bullseye or Axe, that means the attack is unsuccessful and there is no damage dealt.

 DEFENSE

After the miniatures exchanged strikes, the players roll the dice assigned for defense. To block a successful attack from the opponent in melee combat, the defender must roll a Shield/Axe. This value remains unchanged even if the defending miniature is wounded. Every Shield/Axe result decreases the number of successful hits by one. If all of the opponent’s attacks are a failure, and the defending miniature still has defense dice set aside, no defense rolls are performed, and the dice are put away.

If a miniature is wounded, it is considered weakened and can only deal damage if the dice result is a Shield/Axe. Miniatures with the Stalwart ability are an exception from this rule and always deal damage on Axe and Shield/Axe whether they have wound markers or not.

SUFFERING DAMAGE

The damage taken is indicated by wound markers on the miniature card. If it has any armour tokens, one armour token absorbs one point of damage. When there are no more armour tokens left, wound markers are placed. If the number of wound markers becomes equal to its health stat, the creature is eliminated. Its miniature is immediately taken from the Battlefield and the card is discarded to the owner’s Graveyard.

VICTORY CONDITIONS

Victory in the standard mode of Legends of Signum game can be attained in two ways.
The first way is by eliminating the Hero. If the number of wound markers becomes equal to the health stat of one of the heroes, the game is considered over. The player whose Hero survives becomes the winner. The second way to win the game is through Prosperity. A player can win by not defeating the opponent’s hero, but by accumulating 51 points of Prosperity.

 

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