New! - Download Iconica Rules Version 2.0 - This version includes updates and clarifications as well as rules for Team Games. Yup, you heard right - Team Games. It's like I always say, if you can't beat em', team up with em'.
Old - I'm including a link to Iconica Rules Version 1.0 just in case you'd like to compare versions.
Iconica Rules for 2-Player and Team Based Games
Unlike our Earth, Rynaga had always been a peaceful planet.
Then, an alien race known as the Sarion settled on Rynaga. Secluded from the rest of Rynaga’s inhabitants, they quietly grew their small colony into an empire. Now, as these strangers seek to expand their borders, they threaten to destroy the balance of nature on Rynaga forever.
Years of Sarion research into radioactive energies called Radia, has produced terrifying results. By exposing certain insect species to a harmful form of Radia, the Sarion have created Athid – fell creatures with increased aggression, heightened senses, and limitless hunger. Referring to this agenda as Project Legion, the Sarion wait for the right time to unleash these beasts upon those who stand in the way of their conquest of Veratar, a land of rich resources and desirable wealth.
Sensing the growing threat posed by the Sarion, the native races of Rynaga unite across the land of Veratar. Lead by the noble Sidrani people, they form the Protectorate, a coalition of city states intent on resisting Sarion tyranny. Using their extensive knowledge of Rynaga’s natural resources and legendary creatures, the Protectorate plans for an epic confrontation with the forces of the Sarion.
The Independent city states of Veratar, made up of powerful self-sustaining guilds, noble orders, and merchant clans, observe the unrest between the Sarion and the Protectorate. The influence of these Independents may be the key to deciding who has the advantage in the coming conflict.
It’s up to you to decide who will control the future of Rynaga. No matter which side you choose, never underestimate your opponent. Even the most unlikely hero is capable of powerful acts.
Contents of this 2-Player Iconica Set
- Six Iconica Character Cards
- Two standard 6-sided dice, one white and one black
- Six each of: black, orange, green, purple, blue and white markers
- One Iconica Quick Reference card
The object of Iconica is to eliminate your opponent’s characters from play. Players (or teams) take turns dealing damage points to each character’s Health Meter. When a character has no remaining health, it is eliminated from play. The player (or team) with a character(s) still in play at the end of the game is the winner.
Starting the Game
Selecting Your Party Members
The character cards you choose to play with are your party members. Your party may be formed using a combination of characters with the following restrictions:
- You may not have Legion and Protectorate characters in the same party. (Independent characters may be mixed with either Faction or played on their own.)
- You may not have duplicate characters in the same party.
- You may have only one Legend or Special character in your party.
- Players should not use the same Legend or Special character as any other player.
To start, roll a single die. The player (or team) who rolls the lowest number will choose a character card first, placing it face up on the playing surface. Take turns selecting characters until each player has chosen three character cards. Once your characters have been chosen, place a black damage marker on the Start Tile of each character card
Character Class and Type
Character Faction (referenced above), Character Class, and Character Type are important card elements to consider when forming your party.
There are five main Classes. (1) Offensive specializes in dealing damage. (2) Defensive specializes in damage avoidance and absorption. (3) Disruptive specializes in dealing status effects and placing conditions upon opponents. (4) Supportive specializes in healing, status removal, and protective actions. (4) Adaptive maintains a balanced range of performance.
There are five character card Types. (1) Common characters are frequently found within their faction. (2) Uncommon characters are harder to find within their faction. (3) Rare characters make up a limited group within their faction. (4) Legend characters are based on the fictional heroes of Rynaga. They are exceptional within their faction. (5) Special characters are, well... let’s just say when you see a Special character available, get it fast!
Taking Your Action Roll
The player (or team) who rolls the lowest number during party member selection begins play by taking their first turn. To begin, roll both dice. Rolling both dice is considered your Action Roll.
Your Character Action Number
The White Die determines which Character Action Number is available for your turn. For example, If the white die number is 3, you may use any character’s number 3 action for that turn. Read the action aloud and follow its directions.
Your Action Break Number
The Black Die determines which Action Break Number is available for your turn. Character cards may have a pointer highlighting a specific action number. This is a character’s Action Break Number. The Action Break is a bonus that provides healing and removes negative status effects. (This is always applied before you take action against your opponent.)
Two Ways to Use Action Breaks
Standard Action Break Rules
When you roll doubles during your Action Roll, and both numbers match the Action Break Number of one or more of your characters, you may heal one of them of 20 damage and remove any negative status effects it may have. After this, you must use the action of that character for your turn. If you do not roll doubles during your Action Roll, ignore the black die during that turn.
Note: This version of Action Breaks allows for faster paced games and puts more of your focus on the action choices you make. However, you will be less likely to benefit from Action Breaks throughout the game.
Advanced Action Break Rules
In this version, you do not need to roll doubles for the black die to be in play. You simply need the number on the black die to match an Action Break Number on one of your characters. Then, you have a choice: (1) You may use any character action that matches the number on the white die and end your turn, or (2) Choose a character with an Action Break Number that matches the number on the black die. You may heal that character of 20 damage and remove any negative status effects it may have. After this, your turn ends.
However, if you roll doubles and both numbers match a character’s Action Break Number, you may remove any status effects it may have, heal it of 20 damage, and take the specified action of that character; just as you would in Standard Action Break Rules.
Note: This advanced version of Action Breaks results in increased opportunities to benefit from healing and status removal. In addition, Advanced Action Breaks allow players to enjoy more strategy, tactics, and coordinated gameplay between party members and teammates.
Actions may call for things such as damage, status effects, or healing. Some types of actions are Melee, Ranged, Status, Stance, Support, and Healing. Always adhere to what a character’s action calls for, even if it seems to conflict with the game rules. If you cannot do what an action calls for, consider the action unsuccessful. (This may result in your turn ending.)
When applying damage, move your damage marker down the Health Meter towards the Skull Tile. When applying healing, remove damage by moving your damage marker up the Health Meter away from the Skull Tile.
Apply actions in the order in which they read. For example, if an action reads “Deal Poison and 30 damage...”, apply Poison first, considering any Nullifier Tiles your damage marker may be on, then apply the damage. If an action reads “Deal 30 damage and Poison...”, apply the damage first, then apply Poison. Consider any Nullifier Tiles your damage marker may land on after taking the damage. In this example, if your damage marker lands on an Antidote Nullifier Tile after taking the damage, you would prevent Poison.
Major Status Effects – (May last for more than one turn)
Fear – When inflicted with Fear place a purple marker on the right side of the affected card(s). At the start of your turn, before your Action Roll, roll one die. If it’s an odd number Fear ends. If it’s an even number, your character may not take an action for that turn and Fear remains. Fear does not prevent you from taking your turn. You may still take your Action Roll.
Poison – When inflicted with Poison place a green marker on the right side of the affected card(s). At the start of your turn, before your Action Roll, roll one die. If it’s an odd number your character is no longer Poisoned. If it’s an even number your character loses 10 health and Poison remains.
Note: When one or more characters are under the effects of Fear and Poison, proceed from left to right, rolling first for Fear then for Poison.
Restoration – When a character receives Restoration, place a blue marker on the right side of the card. At the start of your turn, before your Action Roll, roll one die. If it’s an odd number your character is healed of 10 damage and Restoration remains. If it’s an even number, Restoration ends. Restoration is always rolled for after any negative status’ such as Poison and Fear.
Minor Status Effects – (Last for one turn)
Confusion – When inflicted with Confusion place an orange marker above the card. During your turn, if you attempt to use an action of a character that is Confused, roll one die. If it’s an odd number Confusion ends and you may proceed with your action. If it’s an even number either: (1) Apply 10 damage to one of your party members ignoring Parry and Reaction Tiles, or (2) Your opponent may choose to heal one character of 10 damage. Confusion ends after one turn.
Blind – When inflicted with Blind place an orange marker on the Character Portrait. During your turn, if you attempt to use the action of a character that is Blind, roll one die. If it’s an odd number Blind ends and you may proceed with your action. If it’s an even number the action fails. Blind ends after one turn.
Note: If you take an action with a character that is under the effects of Blind and Confusion, roll the die for Blind first, then Confusion.
Stun – When inflicted with Stun place an orange marker on the affected card(s), within the Character Action Box area. Stun prevents a character from performing an action for one turn. Like Fear, Stun does not prevent you from taking your turn. You must still roll a die in an attempt to end status’ such as Poison or Fear, or apply healing through Restoration. You may also take your Action Roll. Stun ends after one turn.
Note: Instances of the same status effect do not stack. For example, if a character is already under the effect of Poison, and a new action causes it to be Poisoned again, the new instance is applied and the old one is erased.
Some characters have tiles on their Health Meter marked with an “R” followed by numbers such as 10 or 20. (R-#) These are Reaction Tiles. If you land on a Reaction Tile at the end of taking damage, immediately deal damage back to the attacking character in the amount specified on the tile. Important: Reaction Tiles may not be used after applying health or damage caused by Poison, Final Acts, etc.
Nullifier Tiles provide your characters with benefits while your damage marker rests on them. While these tiles prevent new status’, they do not remove existing ones. Watch for the types of tiles listed below when moving your damage marker along the Health Meter.
- Antidote – Prevents Poison. (If damage marker is on this tile when applied.)
- Courage – Prevents Fear. (If damage marker is on this tile when applied.)
- Evasion – Prevents Stun. (If damage marker is on this tile when applied.)
- Focus – Prevents Confusion. (If damage marker is on this tile when applied.)
- Clarity – Prevents Blind. (If damage marker is on this tile when applied.)
- Parry – Prevents Damage. If you land on a Parry Tile at the end of taking damage you may move your damage marker up one tile preventing 10 damage. Important: Parry applies only to damage taken from your opponent. Parry Tiles may not be used after healing actions or when damage is caused such as by Poison, Confusion, or Final Acts.
Most characters possess a Strength Bonus against other character archetypes. Strengths may call for extra damage or status effects to be dealt to a specific character archetype when using specific actions. Apply any strength bonus after taking the specified action.
Note: You may notice that not all Character Strengths are available. This is because certain cards have not been released yet. Paying close attention to the cards your opponent chooses during the Character Selection phase will help you leverage exisiting Character Strengths.
Final Acts are special actions that can significantly change the outcome of a game. When a character’s damage marker reaches the Skull Tile, it becomes eligible to attempt a Final Act. When your opponent “Skulls” one of your characters, you may attempt your Final Act at the end of their turn, before you take your next turn. If multiple characters are eligible to attempt a Final Act, roll for each card from left to right.
Afterward, turn your card over to indicate that your character has been eliminated from play, unless otherwise indicated by the Final Act. (The effects of Final Acts cannot be prevented or avoided, such as by Nullifiers.)
Note: If one of your characters is Skulled during your turn, for example due to damage caused by Poison, Reaction, or Confusion, you may attempt your Final Act(s) at the end of your turn.
Your opponent – Any person or team playing against you.
Opposing characters – Characters under the control of your opponent.
Your characters (or party members) – Characters under your direct control.
Friendly/allied characters – Characters under the control of you and your teammate(s).
“Skulled” – A catchphrase meaning your character has lost all of its health.
Thanks for playing Iconica!
The World of Rynaga – Iconica
© 2008 - 2010 Specimen Design
© 2008 - 2010 Specimen Design