There Can Be Only One
2016
Designed by Lloyd Krassner
Published by Warp Spawn Games
A card game for 2 players based on the Highlander Movies and TV shows. The game depicts two Immortals engaging in a duel. Each player picks a pre-made Immortal (from a choice of three) or makes their own by rolling dice for stats. Each Immortal has 12 basic stats: Wits, Will, Courage, Strength, Skill, Reflexes, Agility, Endurance, Initiative, Experience, Judgement and Size. The average Immortal will have a score in each between 4 and 9. Each Immortal starts with a number of Life Points = 15 + Endurance. Immortals are armed with swords, and players can select from a choice of 9 different types. Each sword has 5 stats: Sharpness, Impact, Speed, Guard and Length. These also have scores between 4 and 9. Players share a common deck formed from 5 different cards types: Attack, Defence, Both (can be used for either Attack or Defence), State, Early Event Card and Late Event Card. Combat cards (Attack, Defence or Both) generate the indicated amount of Force - this will usually be a number between 2 and 9. Some combat cards list their Force as a Stat (Immortal or Sword). In this case use your Immortal s or sword s stat value as that of the combat card. Before combat players must chose a location (from a choice of 8). They can agree on one or choose randomly. Most locations will have special rules that modify the combat. Each turn has 7 Phases: 1. Draw Phase - Each player fills their hand to 5 cards. If one Immortal has more Experience than his opponent, he fills his hand to 6 cards. 2. Initiative Phase - Players roll one die each and add their Initiative Stat. The higher total wins the Initiative. If tied, roll again. 3. Early Event Phase - Players take turns playing Early Event cards and State cards. The initiative winner chooses whether to go first or last. 4. First Combat Phase - The Initiative winner may play an Attack card (or use a Both card as an attack card). The other player may play a Defence (or Both) card. If the Force of the Attack card is higher the defender takes damage equal to the difference. 5. Last Combat Phase - The Initiative loser may play an Attack card (or use a Both card as an attack card). The other player may play a Defence (or Both) card. If the Force of the Attack card is higher the defender takes damage equal to the difference. 6. Late Event Phase - Players take turns playing Late Event cards. The initiative winner chooses whether to go first or last. 7. End Phase - Players may discard down to 2 cards. The player with the higher Judgement score may discard down to 1 card. The winner is the player that kills his opponent s Immortal. To do this you must first reduce his Life points to zero. Next, you must do extra damage to him with a decapitation card.
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Game data sourced from BoardGameGeek, used under their API terms.
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