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OBJECTIVE OF THE GAME

The objective of the game is to gain 20 Victory Points, VP, to be ale to cast
Aelita's effect "Deativate the Tower" and then Jeremy's "Return to the Past." The
first player to "Return to the Past" with Jeremy and stop X.A.N.A.'S attack wins.
You may gain passed 20 VP and attempt other victory conditions but Jeremy's is the
main goal of the game. "Deactivate the Tower" only needs to be activated once by
anyone to be able to then play “Return to the Past." You have a limited number of 2
moves every turn, unless stated otherwise by a card effect, so use your moves
strategically to gain VP the fastest! The first turn plauer starts with 1 move.

1. Victory Points (VP)

You start the game with zero Victory Points (VP) and you gain as the game
progresses. Overcoming dangers, activating effects, defeating XANA's henchmen ...
are all ways to move towards victory. VP is very important because it allows you to
play more and more powerful cards and perform very effective actions like
Deactivate the Tower with Aelita and Return to the Past with Jeremy.

Each card or action indicates the minimum number of VP needed to play it in the
upper left hand corner.

A player can never have less than zero VP.

You can count your VP by moving your pawn piece on the score line of your play mat.

Players will attempt to gain enough VP with the help of the Lyoko Warriors from the
show. The 5 heroes start in the middle of the board and are common to all players.
All players can perform actions with these cards if they are available to be used.

All heroes start straightened in their Real World form. This is Rnown as "Alert
Mode." When they are straight in Alert Mode you can use a hero of your choice to
perform an action. When an action has been used with that hero they are now at rest
in "Rest Mode." Rotate the card sideways to indicate they have been used to cast an
action and cannot be used to cast another one until Recovery Phase accurs, or a
card effect lets them. Actions can be the abilities the Heroes have printed on
their card or you can use an Action card. You must meet the minimum required VP,
and character requirement if any, to cast an action.

RECOVERY PHASE
When all heroes have acted and are all sidwaus, recovery phases happens. All cards
at rest recover to Alert Mode. This includes Extras and Lieus. They can now act
again. The Recovery Phase can happen in between a player's moves ina turn.

VIRTUALIZATION
Each hero is double sided. On the other side is their Lyoko form, excepy Jeremy,
who is Real on both sides. Flip a hero to Virtualize them and gain access to their
Lyoko form's effects. You may Materialize a hero as well by flipping them back to
their Real World form. Flipping a hero card takes up 1 move.

TRAITS
At the bottom left of every character card is their Traits. These traits determine
their strengths and weaknesses in confrontations against virtual and
real dangers. From top to bottom the traits are: Strength, Agility, and
Intelligence.

Cards

I. THE TYPES OF CARDS


There are 8 different types of cards. A deck can only have 3 copies of one card. A
deck can only have 50 cards. The Heroes do not count towards the 50 limit.

THE 8 DIFFERENT TYPES OF CARDS:


Hero, Event, Extra, Obstacle, Equipment, Danger, Location, Surprise, Action.

EXTRA
These represent the secondary characters of the series. They can perform actions
like heroes but can only be used by the player who controls them (usually the one
who put them into play). They have only one side and can not go from realto virtual
like heroes.

LIEU
Lieu cards are locations cards. When played they remain on the field and have
passive effects, or effects that trigger when a condition is met, depending on the
card.

EQUIPMENT
The equipment is associated with a character and gives them more abilities. For
example, Kiwi gives Odd the following ability:
"rest a real character of your choice. Gain 1 move". To use it, it is necessary to
rest Odd. When you play a piece of equipment, you have to put it next to a
character while respecting the restrictions of the card (for example, the Ouerbike
can only be associated with Ulrich in virtual mode) © Real equipment can only be
played on a real a character. If the equipped hero becomes virtual, the equipment
is inactive until the hero becomes real again. It's the same thing for virtual
equipment. In contrast, mixed equipment is still active.

* Only the controller of the equipment can use the capabilities it provides to its
wearer and enjoy the bonuses it gives them.
* If an Extra equipped is destroyed, all its equipment is destroyed as well.
* You can play equipment on any character, even controlled by an opponent.

ACTION
You must always use a character to play an action. If the action succeeds, it has
an immediate effect and the card is put in your discard pile.

EVENT (EVENEMENT)
Event cards have an immediate effect and are put in the discard pile. You do not
need to use a character to play them.

OBSTACLE
When a character tries an action, a problem can get in their way. In the virtual
world, it can be a monster, the digital sea, a blow of the spell ... In the real
world, it can be an intervention of Jim, a virus, @ spectre, ... Obstacles can be
chained to declared actions. The characters must then confront these obstacles.

DANGER
These cards can be put into play on the field without a characeter. Typically,
these have passive effects or a Trigger effect that triggers under certain
conditions. A player can then choose to confront the Danger in an attempt to
destroy it. Confronting a Danger costs 1 move. These have special effects depending
on if you succeed in defeating them [Thumbs up] or if you fail [Thumbs down]. If
your character succeeds in defeating a Danger or Obstacle EVERYTHING AFTER THE
SEMI-COLON THUMBS UP APPLIES TO YOU. If your character fails EVERYTHING AFTER THE
SEMI-COLON THUMBS DOWN APPLIES TO YOU.

SURPRISE
These cards can be chained during confrontations to reverse a situation. They can
help the characters to overcome certain obstacles or, on the contrary,
reinforce the danger. These have special effects depending on if you succeed in
defeating them [Thumbs up] or if you fail [Thumbs down].

II. CARD CHARACTERISTICS


SUB TYPE
Some cards have a sub type (XANA, Monstre, Spectre, ...) indicated next to the
type. It is only useful for some cards that refer to it.

UNIQUE
Some cards will have "Unique" next to their tupe. This means only 1 copy of this
card can be in play at a time. If you were to play another; the first copy is
destroued.

REALITY
Towards the middle left of the card is an indicator for if a card is Virtual or
Real. When playing a card with a Hero, you must make sure these match. A mixed card
can be played with both Virtual or Real cards.

CHARACTER REQUIREMENT
Some cards require they be used with a specific character. This will be indicated
by a picture of the character underneath the VP cost.

PUSRUIT
Some cards will have the text "Pursuit." These card return to your hand after their
effect resoules instead of going to the discard pile. If a Pursuit card were to
fail because of an obstacle, it goes to the Discard Pile.

STRUCTURE OF A TYPICAL GAME


1. BEGINNING OF THE GAME

Choose at random who goes first. If playing with more than 2 players, proceed
clockwise. Shuffle your deck and draw your starting hand of 5 cards. You can
mulligan and shuffle these cards back into your deck to draw a new hand, once. The
first player starts their turn with only 1 move. Every turn after all players have
2 moues per turn.

III. MOVES
In a turn, you have 2 moves where you can do a select number of actions. Those
actions are:
* Play an Action or Event card
* Put into play a Lieu, Danger, Extra, or Equipment card.
* A Special Move - Draw 1 card, flip a Hero, or confront a Danger.

Once you have used up all moves available on your turn, your turn ends.

IV. RECOVERY PHASE


Recovery phase happens when all 5 Heroes have been used and are all at rest. This
can happen in between the 2 moves of a player's turn.

Confrontations
I. PLAYING AN OBSTACLE CARD
When someone performs an action, an opponent can play an obstacle card. If he does
not, the next opponent has the opportunity and so on until someone plays an
obstacle or all opponents have finished.

If you play an obstacle, you solve its punctual effect immediately, then the
character who acts confronts your obstacle in the Trait of your choice. The
original action is resolved after the confrontation.

II. DANGER
The player that confronts the Danger after it is played decides the Trait they want
to confront with.

III. PLAY A SURPRISE


If a Character, Obstacle, or Danger you control is involved in a confrontation, you
can use a "Surprise" card or ability. Surprise cards do not count towards your
Moves for the turn, but do require VP. You can play as many as you can in a
confrontation. The effect is immediate and the card is put in the discard pile. If
a Surprise card has Pursuit you can play it as many times as you wish in that
chain.

IV. RESOLUTION
Once all Surprise cards have been played we compare the Traits of the Characters
and the confronted Danger or Obstacle. If the character is stronger, the player who
controls it solues the entire effect after the [THUMBS UP]. If the character is
weaker, the player who controls it solues the entire effect after the [THUMBS
DOWN]. IN THE CASE OF A TIE, NO EFFECT IS RESOLVED.

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