Welcome to the Guardians CCG Page

This is a site dedicated to the Guardians collectible card game released by FPG in the mid '90s. This was a great game featuring beautiful artwork and a complex battle system. The game is now out of print and some cards are extremely difficult to find.

Here you will find alternate rules and game mods (including solo play), homebrew cards, and links to other Guardians sites.

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Thursday, November 5, 2009

Solo Adventures 2nd Edition tweaks

I've made a couple of changes to the 2nd Edition rules:

EDIT: One huge change I considered and forgot to incorporate was giving your Guardian 3 times its normal amount of Power Stones. It is impossible to beat 3 cooperative Guardians, their Champions, and all their creatures, while trying to return your only Shield home every now and then, with your normal amount of Stones. Unless you add about 15 Make Juice in your deck -and how much fun would that really be? Your increased level of Power Stones is also the reason the other Guardians are working against you - you have become far too powerful. This is what has led them to team up and marshal all their forces against the threat you represent to them individually. This has now been incorporated.

Opposing ranged attackers do not count towards control of the space (but Command Cards that are creatures do).

Tes Let and K'Hutek have been replaced with Sikura and Thak.

Shadow Strike and Summon Loghammer's Sapper were added to the Spell Deck. Voodoo Hat was moved from the Spell Deck to the Stronghold Deck.

An entire new section has been written to address how to play opposing Guardian channeling & special abilities, and opposing Spells (you'll find this section right before the Draw and Organize Phase rules).

You may remove any 3 movement die to move onto a space with Terrain that you chose for the game with a -1 modifier to your encounter roll. This was done because I was finding that winning a space and replacing the existing Terrain with one from the Terrain deck actual penalizes you by limiting your movement options. By the time you place 3 or 4 Terrain cards, if you don't roll that Terrain type you've really screwed yourself. So this option has been added to make sure you benefit from placing Terrain that is favorable to you, with only a very slight encounter penalty (-1), while avoiding getting hammered by the Doom Counter for not being able to move.

You may remove any 1 movement die for each opposing Stronghold space that you move onto.

I will soon be adding a Channel Deck for the higher difficulty levels that will allow opposing Guardians to place and use channelers under their Strongholds when the Doom Counter changes.

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