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Note: Labyrinth Legends offers a Tutorial ingame. Both completing the tutorial and reading the rules for the first time gives you a small reward in the game. If you came here through the browser version, you got 125 points.
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How to play Labyrinth Legends
Labyrinth Legends
is a turn-based card game for two players (at the moment). In a game of
Labyrinth Legends, both players try to bring their opponents health to 0. To do
this, both players can summon minions to move through a labyrinth and
to attack their opponent. To support their minions, both players can
use cards to cast spells or create equipment for their minions. In
addition to this, the players can conquer parts of the labyrinth and
place traps, create buildings or even transform the conquered parts
with special labyrinth cards to grant unique boni to some creatures.
Conquering fields will also grant additional energy to the player,
which is needed to play cards. When two opposing minions meet, they can
fight with each other, while a minion can attack a player directly when
it reaches his or her starting point.
Players
Each
player
starts the game with 100 health points and 50 energy. The energy is
required to play cards and will be generated at the end of each players
turn. Old energy is never lost, so it is possible to save energy for
later turns. The energy gained equals 5 per starting point (normally 3
per player) + 1 for each field conquered. At the beginning of each
game, both players draw 6 cards and one additional card at the
beginning of each turn. A deck contains 30 to 40 cards (the test deck
has exactly 30 cards) and when a player has drawn his entire deck, they
can't draw for 5 turns before his entire discard pile is shuffled back
into his deck. There are several different types of cards that will be
explained later: Minions, Evolutions, Fusions, Spells, Permanents,
Equipments, Traps, Stealths, Labyrinth Legendss and Abilities.
The field
The
field
is a labyrinth with three entrances on each side (starting points), on
which the players can summon their minions on and from which they can
move them. Every neutral (white) field that is entered by a creature
will be conquered by its owner and take on his color. Normally any
conquered field will belong to its player for the rest of the game;
however, there is a way to conquer fields from an opponent: When a
player has a minion in both halves of the labyrinth while his opponent
doesn't have a minion in the players side, that player is dominating
(his name will be underlined). The dominating player can conquer
opposing fields in his own side of the labyrinth by stepping on them,
while it is normally impossible to conquer fields in a players own half
of the labyrinth.
Creatures
Creatures
are the most basic cards, mainly constisting of: energy cost (upper
left corner), attack and health (in the middle) and speed (upper right
corner). The energy cost has to be paid in order to summon the minion,
which causes the card to vanish, while the attack value equals the
damage the minion will deal to another minion or to your opponents
health. Any damage minions suffer is permanent and when a minions
health is re-duced to 0, it will be removed from the labyrinth and its
card will be discarded. The speed shows, how many fields the minion can
maximally move per turn. Also, each minion has a level from 1 to 5, for
which the following rules are applied (these rules are also applied to
the higher levels, e.g. the level 3 rule is applied to level 4 and 5 as
well):
Level 3:
Immune to effects that instantly destroy.
Level 4:
Unique. Each player can only have one copy of this minion out at once.
Can't be brought into the labyrinth except by normal ways (if
possible), its own effect or effects that specifically target this card.
Level 5:
Immune to effects that remove the minion or its card from the labyrinth
without destroying them first. Each player can only have one level 5
minion out at once.
Abilities
In addition to that, some minions have abilities that grant them some
powers. These abilities are:
Flying:
If this card can
still move this turn, it can forgo all those moves to fly one field in
any direction, ignoring walls.
Momentum:
When defeating a minion, this card can still move and even attack with
the leftover damage (When attacking a 15 health minion with 20 attack,
the momentom-card will have 5 leftover damage and can move and deal
them to the next target).
Counter:
When this card is attacked, the attacker also takes damage. The damage
is listed on the icon.
Range:
This card can attack minions who are further away. Unless stated
otherwise, this does not mean this card can attack minions behind
walls.
Equip:
This card can turn into equipment and equip other minions by being near
them.
Invisible:
Your opponent can't see this card. However, they can still attack it or
target it for an effect if possible. Once it deals or takes damage, it
becomes visible..
Burrow:
This card can burrow itself in the ground, becoming invisible and
untargetable for attacks and effects, but unable to move or attack. It
can also unborrow again.
Building:
This is less of an ability and more of a classification. A building can't be placed on a players starting position, but can instead be
set on any field its owner has conquered. Buildings don't have levels, but are treated as if they were level 3.
Linear:
This card can only move into one direction per turn.
Other effects are stated in the cards text.
Evolving and Fusing
Evolutions
don't work as normal cards once they are in your hand. Instead, they
vanish and you will learn them. Once an evolution is learned, its owner
can evolve the base-minion listed in the cards text by paying 10
energy. The card itself is not lost and you still have the ability to
evolve. If an evolved minion is discarded or leaves the labyrinth in
another way, it will revert to its base-form before leaving a card.
Fusions
work similar to Evolutions. However, they need two or more minions to
work, which are also listed in the cards text. To unite minions, they
need to touch each other without any walls between them. When fusing
three or more minions, note that only the minion in the middle, that is
touching every other material, is able to unite with the others.
Spells, Permanents and Equipment
Spells
are supports for minions or players. Their only value is energy cost,
and after that is payed, the card is discarded and its effect is
applied.
Permanents
work the same way as spells, however their effects keeps working until
they are discarded (often through their own effects after a certain
time or when not meeting a certain condition). Permanents dont stack
with themselves, so having the same permanent twice gives the same
result as having it once.
Equipment Cards
grant a certain effect on a single minion. They are bond to that minion
after being played and are discarded with that minion. When the
equiment leaves an artifact, it is dropped instead. That means its
owner can pick up the equipment with any other minion that walks over
it so it can grant its effect to that new minion instead.
Traps, Stealths and Ability Cards
Traps
are invisible objects that are placed on a field the owner has
conquered and that are triggered when an opponents card walks over
them. Until triggered, the opponent neither sees that a card was
played, nor that energy was paid. Traps are discarded when triggered.
Stealth Cards
are similar to traps as they also stay hidden for the opponent after
being activated. A Stealth Card has a certain triggering event that causes
the cards effect to activate automatically (regardless of which players turn it
is), after which the Stealth is revealed and discarded.
Abilities
work just like spells, however they are learned when drawn just like
evolutions or fusions. That means their effects can be activated
without discarding the card (they still have costs).
Labyrinth Legends Cards
Labyrinth Legendss
are special cards that transform every field under their owners
control. That means they have effects that normally affect all minions
or other object on these fields. In addition to the effect stated in
their text, labyrinths also have colors and grant all minions in them
with matching colors special protection:
Red:
Red minions are immune to damage from other red minions, as well as fire damage from spells.
Blue:
Blue Minions can't be frozen.
Green:
Green Minions can't be moved by effects.
Brown:
Brown Minions can't have their attack or maximum health lowered by effects
(they still take damage from damaging effects).
Bright:
Bright Minions can't have their effects or abilities suppressed.
Dark:
Dark Minions can't be poisoned.
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