The Masquerade Rules Overview |
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The player with the highest VP (victory points) at the end of the game is the winner. |
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| [Card Type] | ||||||||||||
| 1. Mask Represents you as super-powered entity. It has hidden victory bonus. |
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2. Dancer Heroes in this world. Each has its special power and act as a main character of the game. |
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| 3. Emblem Cards with VP. The player with special condition gets this, and can be move to the player later in the game. |
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4. Order Decide when the player acts. They have various effects. |
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| 5. Stage The places that hero goes. They have various effects. |
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6. Guardian/Treasure Guardian is the monster living in TOWER. You can get the Treasure back on the Guardian when you defeat it. Treasure have VP and various effects. |
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| 7. Event The thing happens if a Dancer goes to CHAPEL. |
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8. Spell Spells help Dancer. They can keep in players' hands and have various effects. |
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| [Setup] | ||||||||||||
1. Shuffle all Spell cards and put it face down as Spell deck. 2. Stack Guardian/Treasure cards up in order of the number written on Guardian with the Guardian side up. 3. Put all Event cards face up as Event deck. 4. Lay down all Emblems. 5. Lay down all Stages. 6. Deal one Mask randomly to each player, face down. They keep secret to each other. Masks not dealt are put aside, face down. 7. Deal one Order randomly to each player, face up. 8. In the reverse order of Order (bigger to smaller), each player choose Dancer. Dancers not chosen are set aside. |
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| [Game Procedure] | ||||||||||||
Until end of the game, the game goes on, repeating turns. A turn has 5 phases.
1. Order Phase On first turn, deal one Order card to each player randomly, face up. On second turn and lator, each player choose Order for this turn, in the reverse order of Order in last turn. You cannot choose same Order in last turn. Each player is affected by the text written on the Order. Ignore it on first turn. 2. Stage Phase In the order of Order, each player chooses a Stage that his or her Dancer goes. Each player is affected by the text written on the Stage. After choosing Stage, that player resolve all effects happens in Stage phase. 3. Spell Phase In the order of Order, each player may play Spells written as "Your Spell Phase" in his or her hand. When you play Spells, you have to discard the number of other Spells in your hand equal to the Spell level you want to play as a cost. They all goes to Spell tomb. Each player can have up to 5 Spells in his or her hand. If you have 5 Spells already, you cannot draw Spells. If the Spell deck runs out, shuffle Spell tomb and put them face down as a new Spell deck. 4. Challenge Phase In the order of Order, each player enable to challenge do so. If the Dancer is in TOWER, the Dancer have to challenge to the Guardian. At first, challenging player plays any number of "Challenging or being challenged" spell (and Mask, if wants to). Then discard one card at the top of Spell deck and add the level written on it to Guardian's power. Bigger power wins the challenge. If the Dancer won, that player gets the Tresure on the back of that Guardian and draw one Spell. If the Dancer lost, lose 1 life. If the Dancer is in ARENA, the Dancer may challenge to the other Dancer. At first, challenging player plays any number of "Challenging or being challenged" spell (and Mask, if wants to). Then the challenged dancer plays any number of "Challenging or being challenged" spell (and Mask, if wants to). Bigger power wins the challenge. Winning player draw one Spell, then may put one of the player's Spell as a VP counter. Lost Dancer lose 1 life. < Life of Dancer > Each Dancer begins the game with 2 life. It never goes above 2 and below 0. If a Dancer's life down to 0, that Dancer cannot challenge (can be challenged, though). Also the Dancer's power down to 0 while the Dancer's life is 0. 5. Event Phase The Dancer in CHAPEL choose an Event from Event deck and that Event happens. After resolving, that Event goes to Event tomb. At the end of a turn, if no game ending conditions happens, each player take back his or her Dancer and goes to next turn. |
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| [Ending the Game] | ||||||||||||
When one of three conditions met in the game, the game ends at end of that turn. * Guardian deck runs out. * Event deck runs out. * Spell deck runs out number of times equal to the number of players. At the end of the game, add up all VP each player has, and the biggest VP player is the winner. |
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| Masquerade Top |