Learn to Play: Flesh and Blood

Welcome! Let’s dive in!

Flesh and Blood is an in person only game designed by Legend Story Studios to do as it name says, bring us together in flesh and blood. Before we get into what we can’t do, lets learn the basics of what we can.

To start you will need 3 things.
1) A Hero
2) Equipment
3) A deck.

There are many ways to begin playing, but one of the easiest is by use of the popular preconstructed Blitz Decks at $11.99 USD these are a solid start point. These come with a ready to play 40 card deck along with a hero and a set of equipment that you can build and expand off of as you gain experience and cards. The games in this format also last 15-30 minutes.

For a quick game and turn break down, click here.

To begin the game you will reveal your hero. I have chosen for this example, Lexi, Livewire. She’s an elemental Ranger Hero, who controls ice and lightning to keep her opponents slowed and bring them down like lightning. All cards in a given deck must relate to their hero. With Lexi, I can use Ice, Lightning, Elemental, and Ranger cards. Generic cards can be utilized by all heroes.

Lexi Livewire Elemental Ranger Hero of Flesh and Blood

For step two you will use a randomized fashion to determine who goes first. Doesn’t matter if it’s a roll of a dice, a flip of a coin, or an intense game of Rock, Paper, Scissors, Lizzard, Spock.

Now we need to equip our hero. Equipment have a variety of abilities and defenses. Make sure to take care to remember these, as they can be utilized during the game to save you or create opportunities. There are “six” equipment slots available. Helmet, Chest, Legs, Gloves, and each Hand for your weapons.

Some weapons such as bows, require two hands to wield.
Shiver Elemental Ranger Weapon Bow (2H)

The rest of the equipment all have specialized effects and abilities, or can be simply used as a blocking source for damage.

As mentioned before, the Honing Hood can be used by any “Ranger” hero, the Mark of Lightning can be used by any “Lightning” hero and Deep Blue and Ironrot Legs are both “Generic” meaning any hero can utilize these two pieces of equipment.

Let’s play! As many are familiar with, each player shuffles their decks and then the opponent is given the opportunity to “split”, or shuffle, the deck to ensure the match starts fair. Then we will begin by drawing up to our hero’s intellect, which is represented at the bottom left of our hero card. In the case of Lexi and most heroes, this number is 4.

Each card is broken down as follows.

Now, lets set up our board. As you will note, the bow is (2h) so I don’t have anything in my second weapon slot.

To begin the first turn both players draw up to their intellect. In most cases this is 4 cards. This is my hand.

As you will notice, these cards have the same name, but some differences. In Flesh and Blood, there are 3 versions of most cards, with a pitch value of one (Red Line), two (Yellow Line), and three (blue line). As the “value” of the card increases, the “power” generally decreases. This is to balance it’s effects.

This is an example of how the turn might play out. I will break down the order and why this order.

1st Use Honing Hood in order to Arsenal the Electrify.

2nd Play place Electrify in your Arsenal. As the card states if it is played from your arsenal, you draw an extra card.

3rd Play pitch a card for resources, as mentioned previously, this is the red sphere’s indicated on the top left of the card.

4th Play your first Action card. Electrify is played from the arsenal and has go again. You now draw and may play a second Action. This will use your first available resource from your earlier Pitch.

4th Play continued, we draw our card. Snap Shot could be used this turn, but we still have one floating resource, so it’s best to hold this and place it in our arsenal at the end of turn to utilize later.

5th Play we now can play our second Action after go again. This time we will play an Attack Action, Heaven’s Claws, for up to 5 damage. This will use your last remaining resource available from your earlier Pitch.

5th Play continued, our opponent can now defend. They choose to block with 5 total “defense” to optimize their card usage. Defending doesn’t cost resources unless it is a specified “Defense” card. This prevents the 5 damage, and also in turn will prevent the 3 extra damage from Electrify that we played earlier. They could have blocked with more, but didn’t think they needed to.

5th Play. After your declared Attack Action, the opponent gets to declare his Defense as just seen, then if you have an Attack Reaction, at this point you still have an Instant card in your hand to Play. Play Lightning Press.  This gives your opponent his Defense Reaction opportunity. Now you move to Resolve Damage.

6th Play continued, now we need to finish to resolving damage. You attacked for 5 damage. Your opponent defended with 5 in return. Then you reacted and boosted your damage by +3. This gives you 3 damage to the opposing Hero since they could not Defense React. Now, because of the attack pushing through, the damage from Electrify again takes effect. This brings us to the 6 damage you’ve now dealt to your opponent. Off to a great start!

Let’s keep it going.

 

7th play, arsenal your remaining card and end your turn. You might do this for many reasons.
The first reason for this, is it sets you up better for next turn.
The second reason for this, is it allows you to draw 4 cards instead of 3 if you weren’t to arsenal.
The third reason, in this case, Arrow cards can only be used from the Arsenal Slot.

End Turn.
Now that you have completed your turn, you will draw up to your intellect in cards, in Lexi’s case, 4.
At the end of the first turn only, the defender draws up to their Hero’s intellect. This balances first turn advantage.

Now you will be on the defensive, but remember, any cards played to defend means less cards to play on the offensive of your next turn. This is because you only draw on the end of your turn to attack except first turn.

 

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