© 2023 by Playground. Proudly created with Wix.com

Social

Visit

Broken World

SUBSCRIBE RIGHT NOW!

Broken World Rules of Play

Gameplay Flow can be read about here

Heroes: Every game starts with your Hero or Villain on the board.

Your goal is to defeat your opponent's hero by bringing the hero's health points down to 0. 

Your hero can act the same way a minion can, but it has an extra 

benefit that minions do not have. Heroes can equip armor. They 

can attack just like a minion, but they must have attack points to do

so. A hero can only get attack points through equipment or a spell

that grants them attack points. You cannot switch heroes during the 

game, but you can swap heroes with your partner at the beginning of your turn. This strategic move can be beneficial. All pieces of equipment, statuses, and health points stay the same when they are swapped.

Minions: Minions are your main line of defense against your opponent. During your turn minions can attack or use an alternate action. Some minions have bonuses that do not require using an action. When a minion attacks or defends, it cannot perform another action until the beginning of your next turn.

Minions cannot equip gear, and they can only equip enhancements specifically for minions. For example, only heroes or villains can equip a hero enhancement.

The number over the bars of gold at the bottom right of their portrait is how much gold it costs to summon the minion. Gold acquisition per turn is covered in the next section.

Minions recover any hit points they lost at the beginning of their owner's turn, unless modified by a spell or ability.

Adjacency will be covered in more depth later, but when a minion is right next to another minion on the left or right, they are adjacent to that minion.

Gold: Gold is used to purchase everything in the game. There are no currency cards for the gold so that booster packs will not be stuffed with useless currency.

You and your hero receive 4 gold at the beginning of your turn unless a spell or ability indicates otherwise. Any gold that is not used by the end of your turn rolls over into your next turn. So if I start a game with 4 gold and only use 2 gold, I will have 6 gold at the beginning of my next turn.

A player can have a maximum of 11 gold. If you end a turn with 10 gold, you will still only have 11 gold at the beginning of your next turn. Use it or lose it! Also you can share your gold with a teammate when outside of combat.

The gold on the cards pretty much looks like this

Adjacency: In the example below, Telekinetic Sniper Dog provides an adjacency bonus. Unless otherwise specified, adjacency bonuses only affect the first minions to the right, left, back, and front of the minion providing the bonus. It can only affect 2 minions at one time. In the example below the minions outlined in red receive the adjacency bonus, but the paratrooper does not receive it since he is outside the range of Telekinetic Sniper Dog's Adjacency Range.

In the event that a minion is in between minions that all give adjacency bonuses, then all of those bonuses are combined.

Minions can only move and attack forward, backward, left, and right, but they can defend diagonally. If a defending minion is defeated, then any remaining damage spills over to the next minion. Minions do double damage to heroes and villains after accounting for mitigation.

Mitigation: When a hero or minion has mitigation, they take less damage from any source, unless otherwise specified. For example, when Blind Mystic is wearing Kevlar Armor, she receives 3 points of mitigation. If a minion or hero with 5 damage successfully attacks Blind Mystic, then Blind Mystic takes 2 damage.

When a hero is attacked while wearing armor, that mitigation blocks the damage that is taken over the course of that turn. In the event that a hero has 10 mitigation and is attacked by 3 minions with 5 attack points each, totaling 15, then that hero would take 5 damage. Any damage a hero takes from a minion that penetrates mitigation  is doubled though, so they would take a total of 10 damage.

Equipment: Only heroes can equip equipment, unless otherwise specified, but a hero can pass equipment to an adjacent minion. Equipment has health points just like a minion. Minions and heroes can attack equipment directly rather than attacking a hero or minion.

Equipment does not benefit from mitigation. Only the hero benefits from the equipment they are wearing, unless otherwise specified. For example, if minions attack Kevlar Armor, and the hero is also wearing gloves and a helmet, those pieces of equipment do not mitigate the damage that Kevlar armor takes, but it does mitigate the damage to itself.

Movement and Combat

  • Minions can move 1 space per turn, unless otherwise specified.

  • Minions can move and attack in the same turn, but they cannot move a space and then attack a minion in a different space. Executioner's assistant would not be able to attack and minion this turn.

  • Minions can defend forward, backward, left, right and even diagonally.

    • Minions can even defend against another when they are being attacked​. In this example, Attack Dog and Ex Convict are being attacked. Ex convict can defend for Attack Dog, but it will take damage from both Battle Mage and Business Barbarian. Ex Convict would only do damage to Business Barbarian.

    • Also in this example, they may want to let business Barbarian destroy Attack Dog since defeating Business Barbarian would allow Executioner's Assistant do 3 damage to a target minion. Allowing Business Barbarian through would allow it to attack Blind Mystic on its next turn, and minions do DOUBLE damage to heroes and villains after accounting for mitigation.