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Z-G Advanced Rules

The Z-G Advanced Rules outline the character creation process, allowing players to build unique characters using zGear cards and credits. Players can utilize Mode cards to define their character's strengths and weaknesses, interact with Arena cards, and employ various powerups during gameplay. The document also details the turn order and mechanics for drawing and playing cards, including advanced powerups that enhance basic abilities.

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0% found this document useful (0 votes)
16 views6 pages

Z-G Advanced Rules

The Z-G Advanced Rules outline the character creation process, allowing players to build unique characters using zGear cards and credits. Players can utilize Mode cards to define their character's strengths and weaknesses, interact with Arena cards, and employ various powerups during gameplay. The document also details the turn order and mechanics for drawing and playing cards, including advanced powerups that enhance basic abilities.

Uploaded by

jskylarjuarez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Z-G ADVANCED RULES

CHARACTER CREATION
You can create a unique character with any combination of parts and cards you like.
By trading zGear cards or buying booster packs, build a 100% UNIQUE CHARACTER.
If the parts fit, it’s legal. Check out Atomoton.com for 1st-iteration ZGXL™ rules.

JOIN THE LEAGUE!!

Z-G characters are built on a certain number of credits. Each Z-G card has a cost in
credits; this cost is found on the lower left corner of the card. For example, the
Spacewing Backgear has a cost of 50 credits (¢50). A beginning Z-G interaction
figure is composed of cards totaling 300 credits.

• STANDARD ZGXL™ CHARACTER: 600 credits, no character card, full Mode


deck.

MODE CARDS

Mode cards represent you, the character, the person wearing the Ulster. They
describe your strengths and weaknesses, affiliations, training, and even the tricks of
the game you’ve picked up along the way. However, while you may be a tactical
genius, in any single moment the mind can hold only so much.

MODE DECK: Purchase as many Mode cards as you like, shuffle them together, and
place the deck face down on the table. Note: If you have a character card, you can’t
have a Mode deck.

CONTROL PANEL: The control panel represents your current state of mind, your
concentration on the events at hand, and the techniques and tricks you can bring to
bear on the fight. The whole point of Mode cards is to get them from your Mode deck
to your control panel. To draw Mode cards, you must "get in the mode" and be
stimulated by or do interesting things. You start the game with one Mode card
(typically a Drive card) face up in your control panel; after that you must find ways
to draw them from your Mode deck.

DRAWING MODE CARDS:

• INTERACT WITH ARENA CARD: If you interact with an Arena card in a way
you haven’t already interacted with it in the current game, draw a Mode card.
(You scan it, you touch it, you blast it, or you get damaged by it.) E.g: You
jump on a box with an electrical field and get shocked.
• USE A NEW TACTIC: If you employ a Tactic you haven’t already used this
game (or have it used on you!), draw a Mode card. (You are startled by the
experience and it triggers something in you.) E.g: You are knocked down by
your foe, or you knock them down.
• SLAG A zGEAR CARD: If a foe slags 1 or more of your zGear cards, or you
slag 1 or more of your foe’s zGear cards, draw a Mode card. (You reorient
your mind to new possibilities.)

CONTROL SLOTS: You may have only 3 control slots in your control panel at any
time, but any number of Mode cards can be stacked in a slot. Only the top Drive or
Syndic card can be active in each slot at one time, and only the top Maneuver card in
each slot can be used. However, you can slag 1 of your own Mode cards at any time
to free a slot. At the end of each player’s turn, you may move a top Mode card from
1 slot to the top of another slot. You can look at all your Mode cards at any time, but
you can’t reshuffle them.

PLAYING MODE CARDS: Each player can play a maximum of 3 maneuver cards per
pulse and can play them only against a foe they are in direct conflict or interaction
with. Take turns playing one Mode card each; either player can play first.

TYPES OF MODE CARDS

SYNDICS: Syndic cards describe your affiliations and connections. Each has a unique
power that lets your break the basic rules. You may also discard a syndic card to
make a retest.

DRIVES: Drive cards define the most important feature of your personality. Each
card has a unique power. Drive cards can be discarded to save a zGear card — "It
never happened" — but each zGear card (including Ulsters) can be saved in this
manner only once per game.

FLAWS: Character weaknesses. You GAIN credits for taking a Flaw card. When a
Flaw is drawn from the Mode deck, read its name and power out loud, then place it
near your control panel, facing your foes. Foes can activate its power against you at
any time. Flaw cards can’t be removed or covered by other Mode cards, and their
effects supersede any opposing effects.

LODES: Lode cards are "broken-in" computer chips you can place in zGear with Lode
slots (the yellow crosses). These Lode cards are assumed to replace the G1 Lode
that operates basic functions in all zGear. A Lode card opens a new slot in your
control panel, upon which other Mode cards can be stacked and deployed as they
would be in any other basic control slot. If you lose the zGear card to which the Lode
is connected, you also lose the Lode card.

MANEUVERS: Special tricks and techniques you have practiced and can perform
during a match. You may purchase a maneuver card for your Mode deck only if you
have the requisite skill (i.e., you have that skill listed on a Syndic or Expert card in
your Mode deck). After you use a Manuever card, it’s immediately discarded; put it
in your slag heap. Mode cards can be played only on the turn number indicated on
the card (see the Turn Order chart). There are 4 types of Manuever cards, each with
its own basic power: o Bolster: +1 armor; play before test. o Augment: +1 armor
piercing; play before test. o Speed: +1 Impulse or Move on any action. o Psychout:
Play this card against any manuever card after it has been played; if you match, the
card’s effect is negated and it is slagged.
Each maneuver card also has a specific power listed on it, which you can play instead
of the basic power. For example, the Martial-Z maneuver Legsweep allows you to
either play the card as an Augment OR use it to trip your foe.

ARENA CARDS

These cards define and describe terrain you place in the arena, such as mats, boxes,
and entire play sets. Arena cards have special effects that occur when triggered
(typically by touch). Place these cards on any terrain, as long as the terrain can be
clearly defined ("this mat, this box"). As your only action, you may use a zGear card
with Scan to PROBE an Arena card (flip it over and read it). If you placed an Arena
card, it is your responsibility to "operate" its functions. When terrain with an Arena
card is attacked, use its Arena card to as the target card for that terrain.

USE THEM IN PLAY: Use Arena cards to create Danger Rooms. o Have each player
draw 3 to place face down under appropriate terrain. o If players are not evenly
matched, give the weaker player that number of points in Arena cards and the
opportunity to place them on terrain. o Have one player be the zMarshal and create a
scenario with a powerful Villain (& minions) for a team of Exiles to combat.

• Character: The deck of cards and zGear parts that defines your unique
character. "Give ‘em a name."
• Mode Deck: All the Mode cards your character has that are not yet in the
control panel.
• Control Panel: The active Mode cards that are face up in front of you.

POWERUPS

Powerups allow you to bend or break rules. Powerup rules supersede the basic rules
of play. You choose when and how to use your powerups.

AIM: Replaces card’s normal attack. As your action, draw 1 target card per strike.
Your next attack counts as a sneak attack, and you may choose to attack any 1 of
the target cards drawn.

CHARGE: When using this powerup, your whole move with this card must be in a
straight line. If you move at least 3 cards before you strike your foe, your attack
gets +1 armor piercing. Bonus: A charge works like a zone attack, striking all targets
along your path.

GRAPPLE: Replaces the card’s normal attack. If you score even 1 match, the foe may
not move. Grapple is broken if you move, are knocked back, use your Grapple card,
use a Shock Pulse powerup, or any of your cards is s lagged.
DODGE: Immediately after an attack on you is declared, play the Dodge card and, as
its full and only action, move 1 card. If you are no longer in range (or out of the
zone), your foe forfeits their attack. Bonus: You may hold back a Dodge or Parry
card in your hand until the end of the round to use that powerup only.

KNOCKBACK: For each match you score, you may elect to knock back your foe 1
card directly away from you — anywhere forward of the line drawn by your
shoulders. Both of your foe’s feet must touch the last card. A figure can be knocked
back over any barrier lower than its knee. Bonus: See Knockdown.

LAUNCH: May move up to double the card’s normal Move, but you can’t attack with
this card this round.

MAGNABEAM: Replaces card’s normal attack. For each match, you may move your
foe 1 card in any direction (unlike Knockback). You may lift your foe in the air and
drop them (see Falling).

PARRY: After an attack is announced, but before your target card is spun, you can
play this card from your hand to replace the target card (as its only action). You
choose which end of the card to play. If your card survives, you may take its full
move immediately. You can’t parry zone attacks. Bonus: If the attacker gets 0
matches, you may counterstrike and attack that card with your parry card (if you can
touch your foe’s figure with your Parry item).

REFLEX: Before declaring Impulse, announce you’re using Reflex.. As this card’s only
action, you may double its normal Impulse for this round. Bonus: After you use
Reflex, your first attack may target a foe’s hand.

SCAN: You may examine the target card before choosing an end. The target card
end is still played randomly. You may elect to attack this card with your next action
card instead of this one.

STUN: If you score at least 1 match with your attack, your foe may not retest, aim,
or parry for the remainder of this round.

SHOCK PULSE: When foe is grappled, draw 3 target cards and attack all 3. This
action breaks the grapple.

Z-G: You can move up or down — up to your full movement rating — without paying
additional movement cost. Bonus: Take your move before or after your attack, chase
a dodge (if you haven’t already moved) to negate its effects, and, if in hand, negate
a fall.

ZONE: Some attacks can hit multiple foes. Simply lay out cards, per the diagram on
the card, in front of your figure (the triangle). All figures caught in the zone,
including allies, must draw a target card to defend against this attack. The zone is
assumed to be 1 card high. Bonus: Zone attacks can’t be parried.

ADVANCED POWERUPS
These are descriptions of the level 2 and 3 versions of the basic powerups, which are
found in booster-pack cards. An advanced powerup includes the basic powerup effect
as well.

Aim2: You automatically draw 1 card from your foe’s deck, plus 1 card per match,
then may choose 1 as your next target card.

Charge2: +1 armor piercing for every full 3 Move you take in straight line before you
strike your foe.

Charge3: You may also veer once (change direction) during your charge and keep
your bonus.

Dodge2: May move 2 to avoid attack. Dodge3: May move 3 to avoid attack.

Grapple 2: You may attack normally with this card at the same time you attempt a
grapple.

Grapple 3: Grappler can move, dragging victim with him.

Knockback2: You automatically knock back foe 1 card, plus 1 card per match.

Knockback3: You automatically knock back foe 2 cards, plus 1 card per match.

Parry2: You may make an immediate counterattack if parry card survives the attack.

Parry3: May continue to parry all attacks made by 1 foe this turn, so long as each
parry attempt succeeds.

Reflex2: You may use Reflex and still move, dodge, or parry with this card this turn.

Scan2: You may draw a second card from foe’s deck to target if you choose not to
target the first card you drew.

Stun2: Foe may not use Syndic cards while stunned

Stun3: Foe may not use maneuver cards while stunned.

Z-G2: May make an attack at any point along move trajectory; may save Move
points to chase a dodge.

Zone2: Last card in zone may be rearranged, so long as it remains adjacent to at


least one other zone card.

Zone3: Last 3 cards in zone may be rearranged, so long as all are adjacent to at
least 1 other zone card.

GAME TIME
• Pulse: The complete play of 1 action card (move-attack).
• Turn: 1 player taking all their actions.
• Round: All the players taking all their actions.

TURN ORDER

1 Select Action Card


2 Move
3 Announce Attack Name
4 Announce Defense (Parry or Dodge)
5 Select Target Card
6 Test (match up cards)
7 Resolve Strikes

TURN #s
Some cards have a Turn # listed on them. This number indicates at what point in the
turn order a powerup may be played. You may play such a powerup only after the
action of its Turn # has taken place but before the next Turn # has taken place. If
the card has a Ø Turn #, it may be played at any time. Each maneuver card has a
timing number printed on it. You may play a maneuver card only after the action of
its timing number has taken place but before the next phase has taken place. If the
card has a Ø timing number, it may be played at any time.

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