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Deck Types ~ Qualification ~ Tournament Types ~ Game Overview etc.

Deck Types

 
Type 1 -Two Player: By far the most popular Type in Redemption history, 
this Type allows players to expand their card collections and strategies by 
encouraging them to tailor their decks to their own desires by focusing on 
a favorite brigade, theme, etc. Although there are slight restrictions to what 
a player can include in this Type, it still remains the easiest means of creating 
a deck to fit a personal style and playing competitively.
 
Type 1 - Multiplayer: The Redemption CCG expands the game even further 
by adding yet another dimension: multi-player. Played by at the very least of 3 
players, players take turns in a clockwise rotation attempting to rescue Lost Souls 
from other opponents. By forming alliances or going solo, multi-player opens up 
even more options towards creating new strategies and increased fun. 
Type 2 -Two Player: Those looking to utilize their massive Redemption collection 
or cut the 'luck' factor of the game may feel right at home here. Games are played 
with at least 100 card decks, and some restrictions common to Type 1 are lifted, 
offering more flexible play. Catching fire quickly in the Redemption community, 
Type 2 is best accommodated to those wishing for a heightened sense of the game. 
 
Type 2 - Multiplayer: Very similar to Type 1-Multiplayer, games are played utilizing 
Type 2 rules but with at least three players. With more players capable of playing 
numerous copies of the same card, strategies and combos are seemingly endless, 
presenting a playing field rich of careful management and player interaction. Those 
patient enough to sit through every exciting turn are encouraged to play.
 
Sealed: Deemed by many a Redemption player as the epitome of fairness, Sealed 
Type levels the playing field considerably by giving all players an equal and opportune 
chance at playing the game effectively. All players are supplied with a random starter 
deck and three booster packs of their choice (containing random cards) and are given 
15 minutes to construct a deck conforming to Type 1 rules. Each player has the exact 
same chance at constructing a tournament winning deck as the next, so players of all 
levels are certainly encouraged to participate.
 
Draft: Draft plays much like Sealed, but with few variances. Starter Decks are dropped 
in favor of additional booster packs, which brings the total for each player to seven. In 
preparation, one player opens his first pack, selects one card, and passes the pack to 
the next player. That player then selects one card and passes the rest to the next player. 
This routine is continued until all boosters are gone, which leaves each player with 
approximately 65 cards and 15 minutes to construct a deck to use in the tournament, 
which is played in Type 1-Multiplayer format.
 
Deck Qualification
 
Type 1 Qualification:
 
  • 50 card minimum 
  • 7 lost soul minimum.
  • 1 additional lost soul per 6 cards after 56.
  • Only ONE of each Dominant allowed per deck (example: Son of God, Christian Martyr, etc.)
  • Only ONE of each Multi-colored Hero, Evil Character, or Enhancement per deck (example: Torment, Saul/Paul, etc.)
  • 1 per 50 of the same card with the same special ability (text over picture).
  • 3 per 100 of the same card without special ability (no text over picture).
  • The number of Sites (example: Desolate City, Dragon Raid, etc.) CANNOT exceed the number of Lost Souls in a deck.
  •  No maximum limit to the number of cards to a deck.
 
Type 2 Qualification:
 
  • 100 card minimum
  • 14 Lost Soul minimum.
  • 1 additional lost soul per 6 cards after 105.
  • Only ONE of each Dominant allowed per deck (example: Son of God, Christian Martyr, etc.)
  • Only ONE of each Multi-colored enhancement, Hero, or Evil Character allowed per deck (example: Torment, Saul/Paul, etc.).
  • 1 per 20 of the same Hero, Evil Character, or Enhancement card with the same special ability text on the card.
  • 1 per 50 of the same Lost Soul or Site with the same special ability text on the card.
  • Maximum of three per deck (no matter how large) of each Artifact, Covenant, or Fortress with the same special ability text on the card.
  • No limit to single-colored Heroes, Evil Characters, or Enhancements that do not have a special ability per deck.
  • The number of Sites (example: Desolate City, Dragon Raid, etc.) CANNOT exceed the number of Lost Souls in a deck.
  • No maximum to the number of cards to a deck.
  • The number of good cards MUST be equal to the number of EVIL cards in a deck. Good cards: Crosses, Bible Icons, Lamb Icons, 
  • Light Fortresses. Evil cards: Dragons, Skull Icons, Grim Reapers, Dark Fortresses. Neutral cards: Lost Souls, Artifacts, Sites.
 
Sealed / Draft Qualification:  Game play conforms to all Type 1 rules.

 

Lost Soul Requirement

 

Your deck must contain at least 7 Lost Souls to begin.  After that, one Lost Soul must accompany every six cards.  

Referenced below is a brief example outline:

 

Deck Total            Lost Souls Required                          Deck Total            Lost Souls Required

 

                   50-56                               7                                                  78-84                                 11

                   57-63                               8                                                  85-91                                 12

   64-70                               9                                                  92-98                                 13

   71-77                            10                                                99-105                                14

 
 
Tournament Types  (See official Redemption Rulebook for more information) 
 

Local

                        Time Frame: approx 6 hours, usually on a Saturday 12pm-6pm

                        Attendance: approx 15-25 locally

                        Misc: Excellent chance for new players to play in an official sanctioned tournament

 

            District

                        Time Frame: 2 day event; usually 5-9pm Friday, 9-6pm Saturday

                        Attendance: approx 25-35 (will pull from surrounding metro cities as far as 2 hrs away)

Misc: Bigger turnout; experienced players will attend; sealed/draft attracts newer players

(levels the playing field) sealed/draft (mandatory for play); larger prize output;

 

            State

                        Time Frame: 2 day event; usually 10am-6pm Friday, 9am-6pm Saturday

                        Attendance: approx 35-50 (will pull from ENTIRE state and surrounding states like Kansas,

Nebraska and Iowa)  Maybe even Arkansas and Oklahoma etc...

Misc: Bid required.  Even larger turnout larger prize output; 

 

Regional

                        Time Frame: 2 day event; usually 9am-6pm Friday, 9am-8pm Saturday

                        Attendance: approx 50-100 (will pull from several states: Kansas, Missouri, Nebraska,

Minnesota, North Dakota, South Dakota, Iowa, Arkansas, Oklahoma etc...

                        Misc: Bid required.  Even larger turnout larger prize output;
 

National  

                        Time Frame: 3 day event; usually 9am-6pm Thursday, 9am-8pm Friday, 9am-4pm Sat

                        Attendance: approx 100-250 (will pull from ENTIRE Country; USA)

                        Misc: Bid required. Even larger turnout larger prize output; The ultimate experience!
 
 
Game Overview

Rescues: Your Hero (cross icon card) rescues a Lost Soul if the Hero crosses the Field of Battle to reach the Lost Soul in your opponent’s Land of Bondage. Sometimes a Hero is unopposed, but usually your Hero must defeat an opposing Evil Character (dragon icon card) in the Field of Battle. The Evil Character is defeated if one of these happens:

 

  • Your Hero’s strength (*/) is greater than or equal to the blocking Evil Character’s toughness (/*), or
  • Your Hero ignores the blocking Evil Character, or
  • The blocking Evil Character is removed from battle (by being converted, discarded, removed from the game, captured, returned to territory, etc.)

Your Hero is made stronger with good enhancements (Bible icon cards). Your opponent’s Evil Character is made stronger with evil enhancements (skull icon cards).The brigade color of the enhancement must match the brigade color of the character using the enhancement. When the Evil Character(s) in battle is defeated, your opponent must surrender a Lost Soul from his Land of Bondage. Then that Lost Soul goes to your Land of Redemption. The rescue attempt is successful, and the Lost Soul is now called a Redeemed Soul. However, if you do not defeat the blocking Evil Character(s), your rescue attempt fails. You are permitted a maximum of one rescue attempt per turn unless a card states otherwise.

 

Winning: You keep score by the number of Redeemed Souls found in your Land of Redemption. The player with the most Redeemed Souls wins. A game usually ends when one player has rescued five (5) Lost Souls.

 

New Players

 

The two decks included with each starter deck set are ready to play. One player should use one Deck (ie G) and the other player should use other Deck (ie H). We strongly recommend that you play a few games with these basic decks before adding cards. This rulebook introduces many card titles, game terms and definitions. Game terms are italicized throughout the rulebook. They can be found in the GLOSSARY OF TERMS. Card titles are in italicized and bold font. Once you have learned how to play the game, you can begin to build your own decks. Additional game cards can be found in the booster packs. Rules for deck construction follow the GLOSSARY OF TERMS. Some rules and definitions are needed only if you are using certain cards from booster packs. These are highlighted in gray throughout this rulebook. If you are new to Redemption, skip over the rules in gray until you are comfortable with the starter deck cards and have added cards from booster packs.

Beginning a Game

 

Begin by thoroughly shuffling your deck. Your opponent(s) may also shuffle your deck. After completing your shuffle, cut your opponent’s deck by leaving at least five (5) cards in the smaller pile. When more than two people are playing, each player will cut the deck of the player to his left. Each player draws eight (8) cards to form a starting hand. Rules for drawing cards:

 

  • Cards are always drawn from the top of the player’s own draw pile and placed in the player’s hand.
  • Each time you draw a Lost Soul at any time in the game, it is immediately placed in your Land of Bondage and replaced by drawing another card.
  • You may not look at cards in any draw pile or discard pile (other than the top card of the discard pile) unless a special ability on a card allows a player to search a deckThe deck is always reshuffled when this occurs unless a card states otherwise.

 

The player who draws the most Lost Soul cards decides who will take the first turn. If two or more players draw the same number of Lost Soul cards, roll a die (or use some other random method) to determine who will choose the player to take the first turn. The player selected to go first will begin his first turn. (See DIAGRAM OF A TURN). The person to the player’s left takes the next turn. A round is completed when each player finishes one turn.

 

ADVANCED GAMES: Begin Redemption with a legal deck. (See DECK BUILDING RULES). Counters will also be necessary (coins, chips, dice, etc.). You will use counters for numbering, marking a card’s ability or signaling changes throughout the game.

 

Diagram of a Turn

 

1. Draw Phase: You draw three (3) cards and add them to your hand.

 

2. Upkeep Phase: You must change counters if needed.

 

3. Preparation Phase: You may perform any number of these actions in any

    order. Actions may be repeated unless a limit is stipulated:

 

a) Place a character (cross or dragon icon) into your territory.

b) Place an artifact face down in your artifact pile.

c) Activate an artifact by placing an artifact face up on your artifact pile (limit

    once per turn).

d) Place a site into your territory.

e) Place a Lost Soul into a site.

f ) Set aside a character.

g) Return a character from your set-aside area and place it back into your

    territory.

h) Place a weapon-class enhancement on a warrior-class character in your

   territory.

i) Place a fortress on the table as described on the fortress. At this time its

   special ability becomes active.

j) Place or remove a card in a fortress as described on the fortress.

 

4. Battle Phase:  Follow these steps in order:

 

a) You may begin a rescue attempt or battle challenge by placing a Hero into

    the Field of Battle. If you make a rescue attempt or battle challenge, go to

    step b. Otherwise, skip to the Discard Phase.

b) Your opponent may block your Hero by placing an Evil Character into the

    Field of Battle.

c) Check for initiative. The player with initiative may play an enhancement (or

    pass if allowed). Repeat this step as necessary.

d) Resolve the rescue attempt or battle challenge.

 

5. Discard Phase: You may perform any number of these actions in any order.

    Actions may be repeated:

 

a) Place a character (cross or dragon icon) into your territory.

b) Place an artifact face down in your artifact pile.

c) Place a site into your territory.

d) Set aside a character.

e) Place a weapon-class enhancement on a warrior-class character in your

    territory.

f ) Place a fortress on the table. At this time its special ability becomes active.

 

When you have performed all of these actions that you wish, you must decrease your hand to eight (8) cards or less. Discard cards from your hand if necessary. This ends your turn.

 

Winning the Game

 

When one player has rescued 5 Lost Souls and has placed these Redeemed Souls into his Land of Redemption, that player wins the game. NOTE: When the 5th Lost Soul is rescued, any Lost Souls that are rescued simultaneously using the New Jerusalem dominant or the Lost Souls card are included in the score. Also, players can play to additional rescues if they choose. For example, in Type II Tournament Rules a game is won by 7 rescues.

 

Optional Advanced Rules

 

These rules may or may not be used at the discretion of the players. However, everyone must agree prior to play which optional rules, if any, are to be used.

 

1) Name-on-Name Bonus: If an enhancement is played on a character, and the title of the enhancement contains the name of that character,  then the enhancement is worth double its abilities (*/*) value. Only the abilities (*/*) in the icon box of the enhancement double. The special ability of the enhancement remains the same. For example, a player making a rescue attempt with Ruth (a 6/4 character) could play Devotion of Ruth (a 2/1 enhancement) to strengthen Ruth and increase her abilities to 10/6 instead of 8/5.  NOTE: The Name-on-Name Bonus rule is used in most official Redemption Fellowship Tournaments.

 

2) Experience Credit: Each time a character successfully rescues a Lost Soul or successfully blocks, the character receives a 1/1 counter. In this way a character grows stronger with experience. NOTE: Type II Tournament Rules are always played under the Experience Credit rule.

 

3) Rescuer’s Choice: Before a player begins a rescue attempt, he must announce which Lost Soul he is trying to rescue. That is the only Lost Soul he is eligible to rescue. If that particular Lost Soul is taken out of play prior to the end of the battle (by Burial, Son of God or New Jerusalem), then the rescuer will not rescue a Lost Soul even if his forces win the battle.  NOTE: Type II Tournament Rules are always played under the Rescuer’s Choice rule.

 

Resolving Special Ability Combinations

 

When cards are added from the booster packs, some card combinations can be complex. The following description of special abilities should be used to determine the outcome of difficult situations.

 

  • Scissors - Special abilities that cannot be negated are scissors. These include abilities that read, "cannot be negated (and/or interrupted, prevented)" and abilities gained in set-aside (or on a previous turn).
  •  Paper - Special abilities that negate special abilities are paper. These read "negate,”  prevent,” or “interrupt and prevent."
  •  Rock - Special abilities that limit targets of special abilities are rock. These read "ignore," “repel,” "immune," "have no effect," "protect," “may not be (captured, converted, etc.),” or "cannot be (captured, converted, etc.)."
  •  Other - Other special abilities (such as band, capture, convert, discard, search) can be negated or have their potential targets limited.

 


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