You are an adventurer; holding the power and knowledge of the Gods through mystical Shards of unknown origins. These abilities allow you to propel arcane fire from your hand, hurl axes at lightning speed, shoot arrows that pin your foes down with a rain of energy, and heal the wounds of companions by simply snapping your fingers.
This power is divine.
This power is ethereal.
This power gives you the ability to become superhuman.
This power gives you the strength of the Gods.
You set off on a quest with your companions to complete missions and tasks for the inhabitants of Dun-I. You will grow stronger and fight the forces that are aiming to take over the world and enslave its inhabitants.
By Gods and Kings is unique in that it can be played solo or with a group of friends. The ideal setup though is to have a party of 4 to 6 characters (you may have more or less; there is no limit).
In essence, By God and Kings can be played by 1 person controlling a party of 4-6 characters. It can also be played by multiple people. The party size is what's more important. Just remember, you will need to add a deck of cards per 2 characters. Thus, if you have 6 characters, you will need 3 standard decks of cards.
Depending on how many players there are, the rules can change. If there is more than 1 player, you will need to designate an administrator. This person is still a player, but will read the stories and enforce the rules (NOTE: There is no game master in By Gods and Kings or any SINS game).
Next, you will need to determine how many decks of cards you will need. This is based off of the number of characters in the game, not the number of players. If there are 1-2 characters, use (1) deck of 52 cards. If there are 3-4 characters, use (2) decks of 52 cards.If there are 5-6 characters, use (3) decks of 52 cards. Remove the Jokers and shuffle the decks thoroughly.
Each character will draw 5 cards to place in their hand. Take 1 of the cards and place it on the Field immediately. This will leave the character with 4 cards in the hand. The Hand is placed face-up in front of you so that your allies can see what you are holding. You are encouraged to discuss your moves and strategy with your allies assuming more than one person is playing.
The characters' turn order is based their Speed (SPD). The first character to start will be the one with the highest SPD, followed by the second highest, then the third highest. And so on. Take note however, that turn order also involves the enemy's speed, so they will be integrated in.
Engage in battles using standard decks of playing cards. Each card number represents your attack power. Jack, Queen, King are 10 points. Aces are wild, but only count for 1 point. An Ace can be used to complete a Straight, Flush, or Three of a Kind.
Turn order is decided by Player and Enemy Speed. Whoever has the higher Speed goes first. If there is a tie between Players and Enemies, Players always go first. If there is a tie between Players, the players can choose, on a round by round basis, who goes first.
The battle begins when a player with the highest SPD draws 1 card. The player will place 1 card they are Holding face up onto the Field. This will deal damage to a targeted enemy. Only 1 card can be played at a time. Damage is calculated as the amount of the card played into the field plus either physical or magical bonus, depending on the weapon equipped. If the player has a sword, spear, axe, or greatsword equipped, the player will use physical bonus for basic attacks. If the player has a runeblade, scythe, club, or staff equipped, the player will use magical bonus for basic attacks. If the player has either a bow or a dagger equipped, they can use either physical or magical bonus for their basic attacks. Upon playing a card into the field, if a certain hand is achieved (Flush, Straight, 3 of a Kind), an ability is deployed instead of the basic attack.
Up to 3 cards can be available on the Field. If a player has 5 cards held, they will forego drawing a card and continue their turn with their current hand.
The goal is to have players drop the Hit Points (HP) for each enemy to zero before moving on in the scenario. Damage is calculated by the number on the card plus all player bonuses;Weapon Damage and Equipment stats. Players are to use moves based off of the cards that they have active in the Field.
Cards held by the player and on the Field will transfer over to the next battle.
Abilities can be classified in the following manner:
Equip: Abilities and effects are automatically added upon the equipping of a Shard.
Discard: Discard a card from your hand. This will trigger a specific Shard ability. These abilities can be deployed at any moment, not just during your turn.
Sacrifice: Sacrificing a card from the Field. Will trigger a specific Shard ability. These abilities can be deployed at any moment, not just during your turn.
Flush: Three cards on the Field of the same suit. Will trigger a specific Shard ability. These abilities can only be deployed during your turn.
Straight: Three cards on the Field that are sequential order of any suit. Will trigger a specific Shard ability. These abilities can only be deployed during your turn.
Three of a Kind: Three cards on the Field that all share the same value. Will trigger a specific job ability. These abilities can only be deployed during your turn.
If your field will allow you to activate multiple abilities, whether you've managed to get a Straight and a Flush or Three of a Kind and a Flush, both moves will activate. The player will have to choose in which order the abilities activate.
Upon playing a card into the field, you have a decision to make. If the card will activate one of your abilities, you have the choice of not deploying it, and instead, using the card as a basic attack. Maybe you want to use those cards for sacrifice moves? Maybe there is a combination maneuver or elemental synchronization that you wish to deploy with another player on his or her turn?
No matter the circumstance, you are not bound to activate an ability just because the cards dictate.
Gilbert holds his sword in his hand firmly, looking forward at the kobold as he seethes in anger. Though Gilbert is ready to strike, he waits. Out of the corner of his eye, he notices Pierre to his right, preparing to strike at him with his bow. If the two attacks hit at the same time, the damage will be three-fold. Pierre fires the arrow at the kobold, who turns to face the oncoming projectile. Gilbert, seeing his opportunity, lunges in and slices the now prone kobold across his torso.
Throughout By Gods and Kings, you will find yourself in a situation where Shards will combine with one another to provide beneficial effects.
Many of these can be found in Equip Bonuses, where if another player has a certain Shard Equipped, and you meet the other requirement, a stat will be increased. An example of this is the Shard of the Maji.
The other version of combinations are done through Elemental Synchronization.
Scenarios are the backbone for story and character progression in By Gods and Kings. All scenarios have a single objective. Each scenario is broken into a multitude of areas that the players can decide to enter, review, or engage. Upon entering a scenario, combat will begin. Once an area is completed, players will be given an option of which area to proceed into next.
Players are given a brief moment after combat concludes to use sacrifice and discard moves, change Shards, or swap equipment. The next portion of combat will begin once all players are ready.
Loot will drop upon the completion of designated battles. Items are to be divided among the players before the next encounter. Items not claimed will be lost.
If a player’s HP is reduced to 0 during an encounter, that player will no longer be able to perform any actions for the remainder of the battle. After the battle, the player with 0 HP will be revived at 1 HP with all cards wiped off the Field. A player with 0 HP may be revived if another player has an appropriate shard ability available. The revived player maintains their cards on the Field in this instance.
If all players HP is reduced to zero, the encounter ends. All loot acquired will be lost and the players will start over at the beginning of the scenario.
Hit Points (HP): Your character’s health. If this reaches 0, you will no longer be able to perform any actions.
Defense (DEF): Helps reduce damage from enemies. The higher the stat, the less damage you take.
Magical Damage (Magic): The amount of damage you can do with magic. Best used for mage characters.
Physical Damage (Physical): The amount of damage you can do with a weapon. Best used for rogues and warriors.
Speed (SPD): This stat determines the order in which players move. Players with higher SPD move before players with slower SPD. The same applies for enemies. Enemies with higher SPD will move faster than players with slower SPD.
Weapons and Armor increase player statistics by enhancing damage, healing, and shielding. The following weapons are available in the game:
Axe: The strongest physical weapon. Cannot equip shield. Slowest weapon. All damage is physical.
Greatsword: The second strongest physical weapon that also possesses a hint of magical power. Cannot equip shield. Slow weapon. All damage is physical.
Bow: A weaker two-handed weapon, but one that is highly versatile. Cannot equip shield. Moderately quick weapon. Damage is both physical or magical.
Club: An adequately powered magical weapon. Can equip shield. Moderately quick weapon. All damage is magical. Can be dual-wielded.
Staff: A stronger, two-handed, magical weapon. Very slow weapon. All damage is magical.
Dagger: The weakest weapon. Can equip shield. The fastest weapon. Damage can be either physical or magical. Can be dual-wielded.
Sword: An average weapon. Can equip shield. Average speed. All damage is physical. Can be dual-wielded.
Spear: The strongest one-handed weapon. Can equip shield but has below average speed. All damage is physical. Can be dual-wielded.
Runeblade: A versatile magical weapon. All damage is magical. Adequately quick and can be dual-wielded.
Scythe: A powerful magical weapon with a brief hint of physical power. Quite slow and requires two-hands to use. All damage is magical.
Every player can equip two pieces of armor: a body piece and a headpiece. Players can equip a shield if they are using a one-handed weapon. Armor does not have to match (players using a light helmet do not have to use a light body. Players can customize).
Armor can improve hit points, defense, speed, and magical damage.
Off-hand equipment requires a one-handed weapon to be equipped as the primary weapon, as well as a shard that allows for multi-weapon use. Physical Damage, Magical Damage, Defense, and Hit Points will be increased when an off-hand item is equipped. Off-hand equipment does not affect a player’s SPD.
When dual-wielding, all stats on the off-hand weapon are halved and rounded down to the next whole number. Also, when dual-wielding, only the weapon in the main-hand is used when deciding which bonus to add to basic attacks.
EXAMPLE: If you are currently using a Rusty Sword in your main hand and you choose to equip a second Rusty Sword in your off-hand, the second Rusty-Sword's stats are halved and rounded down. The Rusty Sword has 4 PHY and 1 MAG. When dual-wielding, the off-handed weapon provides 2 PHY and 0 MAG as both have been halved and rounded down.
Shards are pieces of knowledge from the old Gods, those who created life on Dun-I. When combined, the Shards create the Ul’mann. This stone housed all of the knowledge of the eleven Gods who forged Dun-I from the void. After the War of the Gods, the creators of the shards were banished from the world. As punishment to those that fought against the Gods, Vesya, Goddess of Law, decreed that all of the knowledge possessed by the Gods would be housed in this stone.
However Latros, the God of Chaos and son of Maloris, under the guise of an invasion, entered Dun-I and was placed inside the Ul’mann. This stone is the prison for Latros. If all of the shards are brought together, Latros will be released from his prison and will be free to roam the plain of Dun-I.
The mystery of the shards have fascinated Dun-I for centuries. What other secrets could they hold?
Shards are unique. There can only be 1 shard of a given name in the game at a time. For example, there is only 1 Shard of Cunning. Another of Shard of Cunning cannot exist.
A player can equip a maximum of 3 shards. The Ul’mann is a culmination of the knowledge of the Gods. Any mortal who attempts to wield more than 3 Shards will be crushed beneath the weight of knowledge and will immediately perish.
Players can hold an unlimited amount of unequipped Shards. Players can equip Shards in between battles during a scenario. Shards cannot be equipped during an encounter.
Equipped shards gain experience upon the completion of scenarios. Only shards that are equipped at the conclusion of the scenario count for experience. All shards that are possessed but not equipped will not receive any experience points.
Saves are what happens when, in the narrative, something happens outside of battle that can harm you. There will be times when you will be required to make a save, else you will suffer damage or some other penalty. In SINS, when making a save, you will sacrifice a card in the field and add it to the stat that is required for the save. The player is not required to sacrifice a card. If they feel their stat is high enough to take the attack, then they can choose to take it. The two most common types of Saves are Agility Saves and Defensive Saves. In some games, where magic is quite prominent, you will also find the third save, the Magical Save.
An Agility Save uses the players Speed (SPD) to determine if they avoided an object or a trap. If the players are walking through a dungeon and they activate a trap, an Agility Save is then used to see if they are affected by the trap.
Gilbert and his band of miscreants travel into a dark temple, filled with a mystical energy and a wonderful stale odor. While traversing through, the young adventurer finds, what appears to be, a large statue with two levers on it positioned against a wall that leads nowhere. With the two levers in front of him, Gilbert pulls the one on the left. Upon releasing the lever, Gilbert hears the sound of gears cranking beneath his feet with the floor that he is standing on starting to quake. Gilbert’s Speed (SPD) is 11 and to avoid whatever peril is beneath him, he must create an Agility Save of 18. In his field, he has a 7 of Clubs. He sacrifices it to accommodate the Agility Save and avoids the trap door that opened up where he was standing. Had he not produced a card high enough to complete the save, Gilbert would’ve fallen through to the bottom and taken damage, though also opening up another path for his party.
Defensive Saves are when players are hit with something that would cause them some form of anguish, either physical or magical/special. With this save, the characters Defense (DEF) comes into play. If their Defense is high enough, the player will not be affected by the debuff.
Gilbert and his crew of miscreants have come across hard times. While venturing through a jungle, Pierre was bitten by a venomous viper. His leg is starting to swell as the poison begins to course through his veins. Though trying to remain calm, he can’t. Pierre panics and screams like a small child with both Helga and Wilma laughing at him hysterically. Pierre must make a Defensive Save to avoid taking sustained damage from the poison. With a Defense of only 7, Pierre will need a Defensive Save of 18 to prevent taking 15 damage a turn for 3 turns. However, Pierre does not have any cards in the field. He cannot make that save and will take the damage. What a chump.
The penalty for failing saves is not always to take damage. Penalties can range from the following debuffs:
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Bleed/Poison: Damage is taken over time and specific to each ability.
Burn: Defense is Reduced (ability specific as to the duration and the amount)
Petrify: Physical is Reduced (ability specific as to the duration and the amount)
Freeze: Speed is Reduced (ability specific as to the duration and the amount).
Choke: Magical/Special is Reduced (ability specific as to the duration and the amount).
Stun: Player is unable to draw a card, but can still play a card into the field (ability specific as to the duration) *Note: NPCs and Enemies cannot be affected by Stun.
Paralyze: Player is unable to play a card into the field, but can still draw a card. Sacrifice and Discard abilities can still be used (ability specific as to the duration). *Note: NPCs and Enemies cannot be affected by Paralyze.
Sleep: Player skips his turn.
Blind: Player will flip the top card over on the deck. If it’s a 9 through a King, his next basic attack or ability misses.
Numb: Player cannot deploy any abilities.
Finally, you will come across Magical Saves. This would use the players Magical/Special stat as the save.
Helga looks forward as the lich stares at her. His eyes glow a faint yellow before flashing. She can feel his presence starting to invade her mind. To fight back his magical prowess, she must make a Magical Save. Her Magical is 14 and the save only requires an 11. Though she feels the effect coming, her magical prowess is stronger than his and she is able to fight him back without sacrificing a card.
By Gods and Kings does not have roles that requires players to conform. However, each shard matches a certain class type to help players develop a cohesive team.
Shielding Abilities: These are abilities that are used by a front line player for defense. They specialize in absorbing damage and drawing enemies to attack them in order to protect the party.
Restorative Abilities: These are abilities that are used to regain, remove status effects, revive fallen players, and mitigate damage.
Manipulation Abilities: These are abilities that are used to alter the dynamics of all of the Fields and player hands.
Damaging Abilities: These are abilities that deal damage to lower an enemy’s hit points and/or cause status effects that will inhibit an enemy’s performance.
Elemental Abilities: Elemental abilities are unique, in that they can combine with other elemental abilities to create powerful maneuvers. For more information, feel free to visit the Elemental Synchronization page.
An ideal party will contain a mixture of all of these abilities. Group balance is a key feature for success in By Gods and Kings. Overloading on a single ability type or overlooking another can be detrimental to progression.
NPCs, or Non-Playable Characters, operate similarly to Playable Characters.
First, they have their own hand and their own field. The Party will treat the NPC as if they are there with them. Players will choose the NPCs target and will play cards from the NPCs hand into the NPCs field during their turn.
NPCs will not try to make hands that the players make or have discard/sacrifice moves. Instead, they will only try to achieve hands of a certain number. The goal of an NPC is to reach a number high enough to deploy an ability.
Enemies fall under four categories.
Minions: Have a relatively low amount of Hit Points and are not very powerful. They possess one unique ability that is deployed once reaching a certain number.
Mini Bosses: Have a moderate amount of Hit Points and slightly weaker than player characters. They possess up to two unique abilities.
Bosses: These enemies have more Hit Points than rivals. They are comparable to players and possess up to three unique moves.
Mega Boss: Have a far greater amount of Hit Points than players and are quite powerful. They possess three or more unique moves.
Enemies act randomly and do not possess a hand to choose from. They do still have a field.
Prior to an enemy taking their turn, the players will need to divide up the numbers 1 through 13 as evenly as possible. During an enemy's turn, draw a card from the top of the deck. This first card is choosing the enemy's target. Depending on the number, with Jack being 11, Queen being 12, or King being 13, that player is the single target. If the enemy is being taunted, you may skip this step.
Following the selection of a target, draw another card from the top of the deck and place it directly into the enemy's field. This card will do 1 of 2 things. If the total number in the field is greater than one of the enemy's abilities, deploy the ability and discard the field. If the total amount of the field does not equal the amount to deploy an ability, the enemy will perform a basic attack consisting of their physical damage and the single card played into the field to the single target.
Example: It is the Kobold's turn to attack. He has a 6 already in his field. You draw the top card from the deck and it is a 3, meaning that he is targeting the player who is assigned that value. You draw the next card and place it in the field. It's a King. The Kobold now has 16 in the field and will deploy an ability.
Enemy mechanics being random is the primary reason why By Gods and Kings does not require a dedicated Game Master. Drawing cards for enemies will require some organization, but it will allow everyone at the table to experience the game together.
Once the primary objective is completed, the scenario will end. Players will be transported out of the scenario and can not return to previous rooms. In-between scenarios, players can update their equipment, swap Shards, or assist in completing in additional tasks.
Each scenario can take as little as fifteen minutes to complete or as long as two hours. There are several Scenarios that span hours to complete while others can take mere minutes. The choice is up to the players which one they choose to do. It’s recommended to take breaks between scenarios...or you can continue and smite thine enemies to your heart's content!
By Gods and Kings is an open-ended game, and concludes when the party is ready to stop.
During your turn, you'll be playing cards from your hand into your field. Typically, this is done for some type of benefit or effect. The objective is to deploy an ability that would used a Straight (three consecutive cards of any suit), a Flush (three cards of the same suit), a Straight-Flush (three consecutive cards of the same suit), or three of a kind.
However, if you're field is full with three cards in it and you cannot deploy an ability that would remove the cards from your field, you may sacrifice a card from your field for no effect. You may also opt to not deploy a card into the field. You may also opt to hold an ability.