Xtellis

Xtellis



Xtellis is now available on the App Store! We would like to thank everybody who contributed to making this possible! You can finally order your copy of Xtellis and experience this epic space western story with elements of fantasy! There is a single player campaign, unlimited local matches against AI and/or with friends (hot seat) as well as network gameplay - also against AI, friends or both. Battery usage is low, entertainment is high, grab Xtellis now! 😁

Download on App Store

General Rules

Xtellis is a turn-based card game modelled roughly after a famous collectible card game. Xtellis has been simplified in order to ease the learning curve and offer an enjoyable fast-paced gameplay experience on mobile devices, such as iOS and Android-powered smartphones and tablets.

Each player starts with 6 cards, except for the first player who starts with 5 cards to account for the advantage he gains by playing first.

At the beginning of each round, the so called "initiative" player draws a card from his library. If there are no more cards left in his library to draw from, that player instantly dies. The game ends when there is only one or no players left alive. The latter is called a draw, otherwise the remaining player is called the Winner.

Each round consists of 4 phases: Upkeep, Main_1, Battle and Main_2. The Upkeep phase serves mostly to assess the situation at the beginning of a new round. At the point when player can take action during Upkeep he has drawn a card if he has the inititiative and the cards he used in the previous round have been untapped. Normally the only action that can be taken during Upkeep is a Pass.

The Main_1 phase allows to summon Terrain and Creature cards, as well as launch different sorts of Attacks, Enhancements, Protections and other cards modifying the game behavior.

In the Battle phase, the Initiative Player can choose to attack one or more enemy players with some of his Creatures on the Table. Each Creature can attack only one player. Other players can choose to use their creatures to defend against such an attack. Only one creature can defend against one attack. If more than one player designates a creature to defend against the same attack, the last one determines the Defender Creature.

The Main_2 phase is identical to the Main_1 phase with the only difference being that it happens after the Battle. If due to different Actions and Creature Attacks a player's Defense drops to zero, that player dies.

After all 4 phases are finished, the game passes to a next round. The next player becomes the Initiative Player in a circular fashion.

The Initiative Player is always the first one to become the Active Player in each phase of that round. After all players call a Pass in the given phase, the Stack containing all Actions is evaluated and the next phase (and/or round) begins.

Mana

There are four types of Mana - ● red, ● green, ● blue and ● white. An empty circle ○ symbolizes mana of any color. It is not used in Mana Supply display (on the list of all players in the leftmost part of the screen) but rather in Mana Demand specification for a given card/action.

An action can cost for example 2 ○ 1 meaning that it requires two points of green mana and one point of any mana whatsoever (including one more point of green if that's what you have/want).

Terrains are the primary source of mana. You obtain mana by "tapping" a Terrain card. A Tapped card cannot be used again until it is untapped in the Upkeep phase of a round when you are the Initiative Player.

It is important to strategically use Mana in order to have enough resources to counter Actions taken by other players.

You can tap Terrains for mana manually or select another action and let the harvest happen automatically. The auto-harvest algorithm is pretty naive and in some rare complex situations it might be better to tap Terrains manually. For most situations auto-harvest is perfect. You can select any other action and if there is not enough mana obtained manually the game will propose an auto-harvest.

Zones

There are five distinct zones in the game. Four of them can be interpreted as per-player zones (Hand, Table, Library, Graveyard) and one is a shared zone (Stack). Furthermore there is a special zone called the Attached Zone which groups cards that are attached to another card. For satisfying placement constraints such attached cards can be referenced either by presence in the Attached zone or more precisely by specifying the characteristics of the card they are attached to.

The Hand zone contains cards that player would normally be physically holding in his hand. Most cards require first to be placed in the Hand zone so that they can be either activated or summoned to the Table. Rare, specialty cards can act from any zone whatsoever. The Hand zone is visible only to the owner of the cards. The principal way of populating the Hand zone is by drawing cards from the Library zone every round when given player has the Initiative.

The Table contains cards which were placed there by the Summon action from the Hand zone or any other action changing a card's zone to Table. Creature cards placed on the Table can participate in the Battle phase of each round. Creatures of Initiative Player can Attack whereas all the other Creatures have the possibility to Defend. The Table is visible to everyone.

When a card is used up (e.g. a one-time action) or a Creature is dead their cards are moved to the Graveyard. In principle, the cards in the Graveyard do not participate in the game, unless they can be targetted by an action which makes them act from the Graveyard or return to another regular zone (e.g. Hand, Table). Some cards may as well be designed to act specifically from the Graveyard. Graveyard is publicly visible.

The Library contains all the cards which are not yet in the game but will become available to their owner due to draws every round. When a player cannot draw from Library because there are no more cards, he suffers immediate death. Library is not visible to any player.

The Stack zone is special in that it contains action representations (Avatars) rather than the original cards the players start with. Avatars on the Stack can still be targetted by actions, e.g. to counter their effect. Once all players Pass without taking an action, the Stack is "evaluated", meaning that all actions on the Stack are executed in the reverse order of their placement.

Phases

Each round consists of 4 phases: Upkeep, Main_1, Battle and Main_2. The Upkeep phase serves mostly to assess the situation at the beginning of a new round. At the point when player can take action during Upkeep he has drawn a card if he has the inititiative and the cards he used in the previous round have been untapped. Normally the only action that can be taken during Upkeep is a Pass.

The Main_1 phase allows to summon Terrain and Creature cards, as well as launch different sorts of Attacks, Enhancements, Protections and other cards modifying the game behavior.

In the Battle phase, the Initiative Player can choose to attack one or more enemy players with some of his Creatures on the Table. Each Creature can attack only one player. Other players can choose to use their creatures to defend against such an attack. Only one creature can defend against one attack. If more than one player designates a creature to defend against the same attack, the last one determines the Defender Creature.

The Main_2 phase is identical to the Main_1 phase with the only difference being that it happens after the Battle. If due to different Actions and Creature Attacks a player's Defense drops to zero, that player dies.

After all 4 phases are finished, the game passes to a next round. The next player becomes the Initiative Player in a circular fashion.

The Initiative Player is always the first one to become the Active Player in each phase of that round. After all players call a Pass in the given phase, the Stack containing all Actions is evaluated and the next phase (and/or round) begins.

Targets

Targetting is an important element of the game. Each action can specify zero, one or more groups of targets differing by the target requirements and the type of effect the action will evoke in each given group.

Typical use cases for zero target groups include acting on an entire class of cards (e.g. all enemy creatures) or a special card (e.g. the Player card).

One target group usually designates a type of card eligible for either being enhanced or receiving some sort of damage or permanent detrimental effect.

Two target groups can be used for the sacrifice-benefit pattern, e.g. having to sacrifice one of your creatures to double the Attack power of another.

Target groups are characterized by the following parameters: Maximum Number of Points Per Target, Maximum Number of Targets, Maximum Number of Points Total, Required Target Tags, Valid Target Zones, Required/Suggested Target Alliance.

Maximum Number of Points Per Target (PT) defines how many points can be attributed to a single target card. Depending on the action these points may signify damage, bonus or something completely action-specific.

Maximum Number of Targets (NT) defines across how many targets the points can be distributed.

Maximum Number of Points Total (TOT) defines the limit of the sum of points assigned across all picked target cards. If set to -1 the limit will be determined by the product of PT and NT.

Required Target Tags, Valid Zones and Target Alliance specification server as an eligibility filter for target cards. Tags can include for example Creature, Warrior or Vessel. They can also specify the state of the card such as Tapped. Valid Zones specify in which zones the card must be placed in order to be eligible. Finally, the Allegiance specifies whether the target card must be an enemy or a friend.

Target groups can be interdependent. For example the amount of creatures you decide to sacrifice can influence the amount of points you will have at your disposal for the second target group which gives bonus to your creatures or kills off enemies. Similarly, the type of creatures you choose to sacrifice can influence the type of creatures you will be able to pick as your victims. Such details are always specified in the card and action descriptions.




Copyright © The Xtellis Team, 2018. All Rights Reserved.