Identifying the game board
Here you will learn how to identify the different locations on the game board.
To begin: each section of the board is divided into two halves - your half and the opponent's half.
There are 5 main slots in the front row and 5 slots in the back row. The slots in the front row are for Character cards. These are called Character Slots.
The 5 slots directly below them are called Item and Event slots. You may place only item and event cards in these slots.
These 2 rows combined make up the game area.
In the lower right-hand corner of the game board is your Deck. This is where you draw cards to play against your opponent.
When a card you play leaves the game area, it goes in your Graveyard. The Graveyard is located directly above the Deck Slot.
To your lower left we have the Void slot. We will go into this later. and directly above the Void slot is the Realm card slot.
We will talk more about the Void and Realm slots in the Advanced game mechanics area.
Now you should have a basic understanding of the game area.
SECTION 2 - IDENTFYING THE CARDS
There are three main types of cards; Character cards, Item cards, and Event cards.
Event cards are split into two catagories, Magical and Non-magical.
If an Event card is non-magical, it will only say "Event." These cards are green.
If an Event card is magical, it will say "Event-Spell." These cards are purple.
Item cards can be anything from keys, treasure chests, potions and equipment. Item cards are white.
There are special item cards, called Relics, that require the use of treasure chests to open. These cards are bronze and have relic in the title box.
Item cards will always say "Item" and the type of item it is. Such as "Item-Sword" or "Item-key."
Lastly, there are Character cards.
Character cards are divided into 2 categories, Heroes and Minions.
Minions are lesser creatures, some with effects and some without. These cards are red.
Heroes are the more powerful cards and require a lot of strategy to use. These cards have a unique space background.
Hero cards have 5 levels, we will discuss more about leveling up later.
There are special Minions called Void creatures. These cards are still Minions, however, these cards are black.
We will discuss more about Heroes and Void characters in the Game Mechanics section.
SECTION 3 - IDENTIFYING THE CARDS
Legacy cards have information you may already be familiar with, such as the text box and the title box. But we will go through each piece of information so that you will have a full understanding of the cards.
At the very top we have the 3 Arrows system. Please note that only character cards will have these arrows at the top.
These arrows symbolize attack direction. The two arrows on the corners are Ranged attack and the arrow in the middle is a Melee attack.
Your Hero may only have 1 arrow or two, if not all three. These arrows simply refer to the direction in which that Hero can attack.
As you might expect, an Archer would shoot an arrow. Thus his character can attack diagonally. However if only the middle arrow is on your Hero card, that character may only attack what is directly in front of him with a Melee attack.
Thus, placement is KEY to winning your game! Think carefully before you place your characters on the board because once you place them down, you cannot move them again until your next turn.
Below the arrows you have the Title Box.
This is where the name of the card is, for example, a Hero might say "Sire the Zodiac Sage, Hero Lvl 1." From this you can plainly see the name, the level of the character, and that it is a Hero.
Directly below the title box is the Image art.
Class, Race etc.
In the middle of the card, between the image and the text box, we have a lot of information for different types of cards.
Starting with the Hero card, this will be where you will find the Class, Race, Sub-Race, Clan, Element and Accessories of the characters.
For example, Sire the Zodiac Sage is a Human Sage and we can tell by the information on the card that he belongs to no clan, and has the element of space.
There are 8 Elements in Legacy. Earth, Wind, Water, Fire, Light, Dark, Time and Space.
Looking further to the right are the Accessory icons. These icons explain which types of equip cards can be used by this character.
We can see from this example that level 1 Sire may only use a sword and a shield. However, he may gain additional icons as he levels up.
For Item cards, this area will simply say Item and then its type. If an item is an axe it will say "Item-Axe."
It is important to note, that only Heroes have limitations on Item-equip cards. minions do not have these limitations.
Event and Attribute
For Event cards, this area will either say Event, meaning non-magical event, or Event-Spell, obviously indicating that it is a spell card and thus magical.
Another thing unique to only Icon and Equip cards, are Attribute icons.
There are FOUR attributes in the game, Quickcast, Equip, Continual and Realm. We will talk about these in the next section.
There are attributes in the game specific to Item and Event cards.
These are Quickcast, Equip, Realm and Continual.
If a card has Quickcast, it means it can be played as an instantanous ability. This means you can play this card at any time no matter who's turn it is.
for example, if my opponent summons a character and I have a card that says to destroy one character on the field, and it is a quickcast, I can immediately play my card to destroy that character.
If a card has Equip on it, this means that it can be placed onto a Hero or Minion character.
If I have an axe with Equip on it, I can target one character on the field and attach my axe to it.
If you are equipping to a Hero, make sure that the Hero you choose has the correct icon allowing him to equip it.
Continual cards mean once they are played, they do not go away and their effect lasts until a condition is met, or until that card is destroyed.
An example might be that a card grants both players 100 life points every turn during their draw phase. The only way to get rid of this card would be to play another card that destroys it.
Lastly, there are Realm cards. These cards effect everything on the entire field.
For example, it might say all Dragons gain +20 attack, or each member of a certain clan may gain 50 defense.
Each player may only have 1 Realm card in play. If you play another Realm card, your previous Realm card is destroyed.
Text Box, Void
The text box is where all the most important information can be seen. The text box is the main source of information.
Below the text box you have several sets of numbers.
To the lower LEFT you have your Void points number. This number tells you how much Void points you get when you sacrifice this card. A regular character card has void points at a maximum of 3.
Inside the Void, powerful creatures exist. Many of them have Void numbers as high as 25.
The number on cards inside the Void is the cost required to bring the card into play.
For example: if in play, you sacrifice Sire the Zodiac Sage, you get 3 points in your Void pool.
However, if Sire gets removed from play into the Void, that number becomes a cost, and in order to bring Sire out of the Void, you must pay 3 Void points.
Attack / Defense
In the lower RIGHT corner you have 2 numbers. These numbers are your Attack and Defense power.
The first number, going from left to right, is always Attack, and the second number, after the dash, is the defense.
The way attack and defense work is when the card is in an upright, vertical position, this is Attack mode. Thus the attack points are what are used for any attacking or survivability.
When the card is turned to the side, this is called Defense mode.
If your character is in attack position and a character with a greater attack power than yours attacks and kills your character, you take the difference in battle damage.
For example, if you have a character with 50 attack, and a character with 100 attack points kills your character, then your character would die and 50 damage would be delt to you.
The benefit of defense position is, if your character is defending, even if your character is killed, no damage will be done to you.
So it is important to know when to attack and when to defend.
SECTION 4 - GAME BASICS
Starting a game.
In order to start playing a game of Legacy, first you will need a Deck.
A standard, legal deck for Legacy is 50 cards minimum and a maximum of 70 cards.
You will also need a way to keep track of your life points if playing offline.
Next you and your opponent will decide who goes first. A coin toss or Rock, Paper, Scissors will do.
The winner and player who goes first, decides on the sun and moon cycle. If you are playing this online, then the cycle is automatic.
If you are playing it offline you will need a Sun and Moon card. The winner decides if the game begins on day time or night.
The game shifts from day to night every 2 turns.
Note that the sun and moon are completely optional and should only be used if one of the players requests it.
Once the game is started. You and your opponent will each draw 5 cards and the person who goes first will draw a card during their draw phase. We will talk more about Phases in the next section.
Winning and Losing
In order to win a game of Legacy, you must bring your opponent's life points to 0.
Or, if there are no more cards in your opponent's deck left to draw during their draw phase, you win. This is known as Decking out.
If your opponent runs out of time, you win.
If two players manage to tie the game with both players reaching 0 hit points 3 times, then sudden death occurs.
The first player to gain life or deal damage wins.
Summoning is when you bring a character onto the game area by playing it directly from your hand or from another source such as the deck, Graveyard or Void.
There are two types of Summons, Primary summon and Special summon.
Primary summon is when you play a character card from your hand without an effect telling you to do so. Only 1 primary summon is permitted per turn.
A special summon is when an effect allows you to bring a creature from somewhere such as your graveyard, the void, or even your deck or hand, to the field.
For example, if you play an event card that tells you to get a creature from the graveyard and add it to the field. This is a special summon.
You may special summon an unlimited number of times per turn.
There are 5 Phases of gameplay. Draw phase, Preparation phase, Battle phase, Preparation phase 2 and End phase.
Draw phase: During the Draw phase, the player whose turn it is draws a card. Once the card is in your hand, the Draw phase immediately moves to the Preparation phase.
Preparation Phase 1: This is where you can place cards on the field in preparation for battle.
Once you place a card on the field it cannot be removed and you may not change its battle position or change its slot position until your next turn, so think carefully before you act.
You may also sacrifice cards during your preparation phase to gain Void points.
Battle Phase: This is the phase where you decide which of your characters may attack. Your characters may only attack other opponent's characters if the arrows at the top of the cards are pointing in their direction.
It is important to note that in order to deal damage to a player's life points you must either deal damage greater than the opponent's attack of an opposing character, or attack them unopposed with a Melee attack.
Diagonal, or "Ranged" attacks, will not deal damage to the opponent's hit points unless you are attacking an enemy monster.
Preparation Phase 2: Once again you may play event or item cards and summon charcaters, sacrifice, or move the position of one of your creatures if they have not been summoned this turn.
End Phase: After you have done everything you intend to do for this turn you go to your end phase. This is the phase just before your opponent's draw phase. This is the last step of your turn.
Day and Night Phases: If you are playing the computer version of this game, there are Day and Night phases built in to the game operations. Every 2 turns the Sun and Moon switch from day to night. This is an automatic process players do not have to think about.
If you are playing with physical cards, you will need to keep track of the day and night phases yourselves. The person who goes first decides if the game starts out in day or night.
The sun/moon phase is completely optional and should only be used if one of the players requests it at the beginning of the game.
SECTION 5 - GAME MECHANICS
Attacking Life Points Directly
As brought out in the last section, you may only attack your opponent's life points by either attacking unopposed by a creature with a Melee attack, OR attacking another creature either diagonally or melee while that creature is in attack position, and your attack power is greater than his attack power.
Team attacking can be done any time you have more than 1 character on your side of the field, and your opponent has at least 1 character.
Your characters must be able to both target the character they are attacking with either ranged or melee.
During your battle phase. select an attacker, then select another attacker who may also legally attack your intended target. Both characters attack the target simultaneously for a combined total of their attack power.
But be careful, attacking in this way allows your opponent to decide which of your characters to deal damage to.
He may decide to kill off one of your stronger characters, and if his attack power is greater you both will receive damage.
Team attacking is a desperate move to get powerful characters off of the game area quickly at all costs. Also if your opponent plays a quickplay card that destroys attacking targets, they could all be destroyed. Use this move wisely!
Defending in Legacy is simple; if your character is turned to the side, this is defense position. You cannot take any damage while defending an attack from a stronger character in this position.
When both players start the game they will have 5 cards. The person who's turn it is first draws a 6th turn during their draw phase.
If a player has more than 7 cards during their end phase, they must discard cards until they have 7 cards in their hand.
Discarding is the act of taking cards from your hand and putting them directly into the graveyard.
Sacrificing can be done during your preparation phases. The number at the lower left hand corner of your character cards dictates 2 things. The number of Void points you will receive from sacrificing this card, and the number of Void points it costs to get that card out of the void, should that card be put there by an effect.
Once the sacrifice has been made, the card you sacrificed goes directly to the graveyard, and you gain Void points based on the number in the lower left.
The more intelligent the character, the higher the Void points given.
Void creatures may not be sacrificed.
Realm cards effect the entire game board and each player may have only one, making a total of two on the field at any given time. If both players have a realm card stating that all characters gain +20 attack, then the effect is doubled, giving all characters +40 attack.
However, some realm cards might end in a stalemate. For example if I play a realm card giving dragons + 20 attack, and my opponent plays a card saying all dragons lose 20 attack power, its like nothing happened and the game continues like normal.
Realm cards are event cards, and can be destroyed by anything that destroys an event card.
If an active realm card exists on your side of the field, and you play another realm card, the previous realm card is destroyed.
Void cards are Minion cards, however, they are usually much more powerful than normal Character cards.
These cards are black and have the word Void in the title box. The Void is home to all the legendary items and creatures that are too powerful to exist in the normal world.
As such, you must sacrifice cards to gain Void points and purchase these items or characters from the Void.
Void cards return to the Void 2 turns after entering play.
You may not sacrifice Void creatures.
Hero cards are the more powerful Character cards.
Heroes generally have 5 levels, and most have 2 abilities per level.
Hero cards can Level up during gameplay. In order to level up a Hero first you must have the various levels of that hero in your deck.
The Hero starts off in the game at level 1.
There are two ways to level up a Hero.
First is by playing a "level up" card, which allows you to go through your deck and bring the next level of that Hero on to the game area.
Second, is completing a hidden requirement, such as killing 2 Minions with that Hero, or doing a successful team attack. The requirement is hidden so it will be up to you to experiment which combinations level up your Hero.
When a level up has been established, go through your deck and replace the level 1 hero, with the level 2 version of that Hero.
You may only have 1 of each level for a particular Hero in your deck.
Replay is when you are attacking your opponent and a creature either leaves the field, or appears on the field during the attack. This alters the course of the battle so a Replay is permitted.
During a replay you can decide not to attack after all.
Changing Slots and Positions
You may only Change battle positions and slot positions once per turn.
If you placed a card down in battle position, you may not change it to defense position until your next preparation phase of the next turn.
The same can be said for defense position.
During a special summon, you must choose if that character enters play in attack or defense position, and in which slot they are to be placed.
That character can not switch battle positions or move from that slot until the first preparation phase of the next turn.
If you choose not to move character slots in preparation phase 1, you may move them in preparation phase 2 if that charcter was not summoned the same turn.
When a spell or event card is played, or when a character uses an ability, these effects are placed on what is often called the Chain.
What this means is that any series of spells, events, and/or abilities must resolve for gameplay to continue.
The general rule is that the last card or ability to be played occurs first.
For example: if one player plays an event card that says deal 200 damage to the target Hero's attack and targets a Hero with a 150/200 attack/defense score, but that Hero also has an ability that whenever an event card is played, gain 100 attack, then that hero would gain 100 attack before the event card's ability takes place and so the hero would not be destroyed.
A common acronym used for this phenomenon is FILO, first in last out.
The Damage Step
During The Battle phase, after you select your attacker and your target, if your opponent does not respond, you enter what is called the Damage step.
The damage step is when an attack is allowed and Damage is assigned. Once the damage is assigned it cannot be chained. This damage is final.