How to play Pixel Tactics Official Rules

By: Dennis B. B. Taylor

The Rules of the Pixel Tactics Game

Welcome to the world of Pixel Tactics! I’m here to guide you through the rules of this exciting game and help you become a master strategist. Let’s dive in!

A Brief Overview

The Pixel Tactics game is all about commanding a team of pixelated warriors and defeating your opponent’s leader. Each player takes turns activating their units and making calculated moves. The game is played on a 3×3 grid, where positioning and strategy are key.

The Setup

Before we start the game, let’s set up the battlefield. Place your leader card in the center of your side of the grid. Then, place three unit cards face down on each side of your leader card. These will be your reserves.

Each player starts with a deck of 25 unit cards and four leader cards. Shuffle your deck and draw five cards into your hand. The player who goes first is determined by flipping a coin or through mutual agreement.

The Turn Sequence

Now let’s take a closer look at how a turn is played:

  1. Draw: Begin your turn by drawing a card from your deck.
  2. Battle: Next, you have the option to activate one of your units or your leader. Activate a unit by flipping it face up and placing it on the battlefield. Each unit has unique abilities and can only be activated once per game.
  3. Resupply: After battling, you may take one card from your reserves and add it to your hand. This will replenish your options and keep your strategies evolving.
  4. Ended/Support: Finally, you can choose to end your turn or play a support card from your hand. Support cards offer additional actions or bonuses that can give you the edge in battle. Use them wisely!

The Goal

Your ultimate goal in Pixel Tactics is to defeat your opponent’s leader. Take advantage of your unit’s abilities, position them carefully on the battlefield, and use your support cards strategically.

The Strategy

As you play and gain experience, you’ll discover unique strategies and synergies between your cards. Experiment with different combinations, anticipate your opponent’s moves, and always adapt your strategy to the ever-changing battlefield.

Remember, victory will not come easily. It requires cunning, quick thinking, and a deep understanding of your cards. But with each game, you’ll improve and get closer to victory!

So, grab your deck, assemble your pixels, and embark on an epic tactical journey. I wish you the best of luck in your battles!

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Hey there! Are you ready for some tactical action? Well, welcome to Pixel Tactics – the ultimate head-to-head battle game for two cunning players like you and me. In this game, we get to create our very own battle team called a unit. This unit is made up of a fearless leader and up to eight amazing heroes. Once we have our units ready, the real fun begins as we march onto the battlefield.

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What You Need

  • To play the game, you will need two decks, each containing 25 cards.
  • You will also need some life counters to keep track of your health.

How the Game Works

The game is made up of matches, with each match consisting of multiple rounds. Each round is divided into three waves.

Now, let’s talk about the cards. Each card can be used in three different ways:

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Let’s talk about the different roles in a game called “Leader.” There are three types of cards: Leader, Order, and Hero. Each card has its own unique benefits and uses during gameplay.

First, let’s look at the Leader card. This card is played at the start of the game and provides bonuses to the entire team throughout the match. It’s like having a secret weapon that helps you without any effort on your part.

Next, we have the Order card. These cards are played from your hand and have a one-time effect. Orders are powerful, but once they’re used, they’re gone. So, it’s important to think strategically and save them for the right moment when they can make the most impact.

Finally, we have the Hero card. Heroes are played during combat using the recruit action. They have different abilities depending on where they stand in relation to the Leader.

Vanguard Heroes are positioned in front of the Leader. They often have defensive or offensive abilities that can protect the team or deal damage to opponents.

Flank Heroes are positioned on either side of the Leader. They focus on providing improvements to their allies or have tactical abilities that can help the team in different situations.

Rear Heroes are positioned behind the Leader. They offer support abilities and usually have ranged attacks, allowing them to provide backup from a safe distance.

Now that you know about the different types of cards and their roles in the game, you can strategize and plan your moves accordingly. Remember, choosing the right card at the right time can be the key to victory. Good luck and have fun in your Leader matches!

When we begin a game of Pixel Tactics, you and I each take our decks and mix them up. Then, we draw five cards to create our opening hand. We turn these cards upside down, so we can see the leader side, and choose a card to be our unit’s leader.

But here’s the twist: we choose our leaders in secret. We keep our choice hidden until we’re both ready, and then we reveal them at the same time. The leader you pick becomes the central figure of your unit. It stands in the middle of eight slots, which could be filled with heroes later on.

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It’s like watching a thrilling clash between two armies. Two units, poised for battle, stand tall, their leaders commanding them from the center.

But what’s the purpose of this epic showdown? It’s simple: to bring down the enemy leader. The game only ends when one or both leaders are defeated, their strength depleted and life totals shattered. The key to victory lies in taking down your opponent’s leader before they can do the same to you.

Prepare yourself for an intense battle, where strategy and skill will determine your fate. Will you emerge as the triumphant leader, or will your opponent seize the glory? The choice is yours, so gather your forces, stand at the forefront, and let the fight begin.

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How to Play the Game

Let’s dive into the exciting world of the game! First, we need to determine who will start the game. We do this randomly, leaving it to chance. The lucky player gets to take the first turn and begins what we call the Vanguard Wave. During this wave, the first player gets to take two actions, and then it’s the second player’s turn to take two actions as well.

Once both players have completed an action each, we move on to the Flank Wave. And just like before, both players get to take two actions each during this wave. But wait, there’s more! After the Flank Wave comes the Rear Wave. Players once again complete two actions each in this wave before we move on.

When the Rear Wave is finally complete, the round ends, and the first player switches sides with the second player. It’s like a dance, a never-ending cycle of excitement! A new round begins with a fresh Vanguard Wave, and the game continues in this manner, wave after wave, until one of the leaders falls.

The Different Waves

So, what exactly happens in each wave? Let’s find out!

Actions You Can Take

During each wave, you get to choose and take two actions. Here are the different types of actions you can take:

1. Draw A Card

2. Recruit A Hero

3. Attack with a Hero/Leader

4. Play An Order

5. Clear A Corpse

These are your options. Be wise in choosing what actions you want to take during each wave. Remember, victory awaits the one who strategizes best and thinks on their feet!

When heroes are defeated in battle, they leave behind lifeless bodies on the battlefield. These bodies can be revived later on, but if you don’t plan on reviving a hero (or if you’re worried that your opponent might revive it and use it against you), then you can dispose of the body. Simply move the corpse into your discard pile. Since heroes can only be played in empty spaces on the battlefield, you’ll need to get rid of corpses eventually in longer battles.

Restructure

Attacking

When you choose to attack, you’ll need to select a hero from your current wave to make the attack, as well as a target on the opposing side.

There are three main types of attacks:

Melee Attacks

When it comes to close combat, I always aim for the hero or leader standing closest to me. You can see how it works in the example on the right. When I make a melee attack, I inflict damage based on my own power. It doesn’t matter if I’m a hero or a leader, we all have the ability to make these close-range attacks. However, I have to be careful not to use a melee attack if one of my friendly heroes or leaders is in front of the target. It’s like a rule we follow to make sure we don’t harm our own team.

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Example: When you’re playing as Shekhtur, you’ll notice that she only has a melee attack, just like most leaders. This means she can only attack the hero that is closest to her in a column. So, in this situation, Shekhtur could target Seth (the opposing leader), his Illusionist, or his Overlord. However, she wouldn’t be able to hit the Mystic because they are protected by the vanguard-row Illusionist.

Round 1 Ceasefire

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No matter what, heroes and leaders have to wait until the second round of play before they can start attacking each other. During the first round, they need to strategize and prepare for battle.

When it comes to melee attacks, only the card in the front of each column can initiate them. Look for the cards marked with O’s in this example. They are the only ones positioned to make melee attacks. The cards with X’s are unable to engage in melee combat because of their position.

Now, let’s talk about ranged attacks. Unlike melee attacks, ranged attacks can target any hero or leader, regardless of their position in the column. Cards with ranged attacks have the advantage of being able to fire over their friendly allies.

However, not all heroes have the ability to make ranged attacks. Only those with the ‘Ranged Attack’ ability can do so. Just like melee attacks, ranged attacks also inflict damage equal to the attacker’s power.

But here’s an interesting twist – there’s a way to intercept ranged attacks. This means that even if you’re the target, you have a chance to defend yourself. It adds an extra layer of strategy and excitement to the game.

In the exciting world of heroes, there are a few extraordinary ones who possess a special ability called ‘Intercept.’ This remarkable power enables them to prevent enemy ranged attacks from reaching their intended targets. It’s like having a shield protecting your rear and flank heroes, as well as your all-important leader.

Now, let’s talk about attack powers. Some heroes, particularly those positioned at the rear, have unique abilities that can be used instead of a regular attack. For instance, a hero might have an attack power that says, ‘Attack: the opponent discards a card.’ These alternate attacks are optional, providing a fresh strategy to the game.

However, keep in mind that you can only use these attack powers once per turn. In other words, you can’t spam them repeatedly. Also, it’s important to note that a hero can’t utilize both their attack power and a melee or ranged attack at the same time. It’s one or the other. It’s worth noting that attack powers do not cause damage, unless specified otherwise.

Now, let’s shift our attention to the casualties. When battles are fought, losses are inevitable. If a hero is defeated, they become a casualty of war. Remember, even the mightiest warriors can fall in the heat of battle. So, cherish your heroes, fight wisely, and emerge victorious.

When I, a hero or leader, get hit with an attack, I take damage. But don’t worry, it’s not game over for me just yet. At the end of each wave, we check how badly I’ve been hurt. If the damage I’ve taken equals or exceeds my total health, then I’m considered defeated.

Now, here’s where things get interesting. Even if I have lethal damage on me, I can still keep fighting, acting, and even get healed. Yep, I’m like a resilient warrior who refuses to give up! Only when the wave ends do we determine casualties.

However, if I do end up being defeated, don’t worry too much. All the damage I took magically disappears and I’m flipped face-down, turning into a lifeless corpse. As a corpse, I can’t attack, I don’t have the strength to block any melee attacks, and no new heroes can join the battle on top of me. To make space for a new hero, someone needs to come along and clear my corpse out of the way.

Now, listen closely because this is where strategy comes into play. There are some special effects that can revive corpses, and believe it or not, there’s even a leader who can use corpses to launch attacks! So, it’s not always necessary to clear every fallen hero. In fact, sometimes it’s actually advantageous to keep them around. Trust me, there’s a lot to consider in this game!

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Let me break it down for you. The Gunner has a special power – he can attack from a distance, shooting over other heroes and leaders. For example, he could hit the Witch in the rear right side by shooting over Seth’s Knight or hit the Overlord by shooting over Seth himself. However, Seth’s Illusionist has the ‘Intercept’ ability, so even the Gunner can’t shoot over it.

Now, let’s talk about what happens when a leader takes too much damage. If a leader has more damage than their maximum health at the end of a wave, then the entire unit is routed, and the game ends. The player who still has a leader standing is the winner of the match.

Here’s what the winner gets to do. They can claim the defeated leader and their own leader, and put these two cards aside in a face-down stack to create a trophy. These cards won’t be shuffled back into the deck for future matches of this game.

Lastly, what happens in a tie? Well, when two players have leaders with the same amount of damage at the end of a wave, it’s considered a tie. In this case, the game continues with no winner declared.

If both leaders fall during the same wave, the army with the most remaining heroes wins. If both armies have an equal number of heroes, it’s a tie.

If there’s a tie, it’s considered a win for both players. Each player keeps their own leader as a trophy.

However, you can’t win the game with a tie. Let’s say you already have two trophies in a best-of-5 game. Even if there’s a tie and your opponent can still claim a trophy, you can’t claim your third trophy from the tie.

What Happens Next?

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When playing a game, we usually aim to win a certain number of trophies. This number is agreed upon by the players, and it can be either three or five. The first player to collect two trophies in a best-of-three game or three trophies in a best-of-five game is declared the winner.

But what if no player has won the game after claiming trophies? In that case, we move on to the next match. However, there’s a twist. Both players’ decks will now be one card smaller. Additionally, for each trophy your opponent has, you get to draw an extra card at the start of the game, before selecting leaders.

This small card advantage will give you more control over choosing your leader and provide you with a head start in building your army. It can make a big difference in the game.

Lastly, the player who won the previous match always gets the advantage of being the first player at the start of the next game. This gives them a strategic edge and a chance to set the tone for the match.

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