OBJECTIVE Each player starts the game by drawing 7 cards. Then draws up to 7 cards at the start of his/her own turn. Each player has 50 cards and must try reduce the opponent(s) HP to 0 by using warriors, spells, equipments and ambush cards.
A player needs: a Deck of 50 cards, a 12 sided dice, a 4 sided dice. a 6 sided dice.
OFFICIAL RULES TO PLAY FLAME COMMANDER:
Each player rolls a 12 sided dice, highest roll starts the game.
Each player start the game with 30 Hp.
Then each player draw seven cards.
The starting player has two roll of dice, and can choose to play warrior cards face up or Spell, Equipment or Ambush cards(either face down for later or activated immediately). Look at the top right corner of the card, if your roll of dice is one of the numbers or inbetween them, the card can be played. If it is a warrior card, it can only be played face up. All other cards can be played face down. These cards can be activated in your own turn, or you can activate "Ambush" cards in you opponents turn.
The opponent can activate Ambush cards throughout the entirety of the turn.
He/She then proceeds to declare which warriors that are attacking and what opponent creature they target. Then compare the attack points of the attacking warrior to the defense points of the targeted warrior.
Then damage happens, and players write down calculated health point damage.
Then the starting player discards the chosen number of cards from their hand ends his/her turn until seven cards remain.
Flame Commander steps pr. Turn:
Step One: Draw cards from your deck until you have seven cards in hand.
Step Two: Roll your first dice, play a card.
Step Three: Roll your second dice, play a card.
Step Four: Declare your attackers and what warrior card it is attacking.
Step Five: Damage step, all damage happens simultaneously.
Step Six: Discard at least one card from your hand to the balefire.
Step Seven: make sure you have a maximum of seven cards in your hand and end your turn.
IN DEPTH RULES OF FLAME COMMANDER
ZONES:
A player can have five cards activated in each zone, however, you can choose to activate cards directly from your hand as well. Warrior cards can only be played face up, but any other card-type can be placed face down in its zone. You can choose to activate a card immediately (face up), or place it face down in the zone. If a card is placed on the field face down, as long as it is your turn, it can be activated at all times. If it isn’t your turn, you can only activate Ambush cards that are in your Spell or Ambush zone, face down.
Warriors only attack health points direct if there are no warriors on the opposition side of the table, otherwise warriors only attack warriors. Warriors can’t attack the same round they are summoned, unless they have rush. Rush allows the warrior to attack in the same round it was summoned, unless it is the first turn of each player of the game.
When a player attacks an opponent, the difference between ATK and DEF is equal to the amount of damage taken. Lets say a warrior with 4/2 attacks a warrior with 2/1. In this situation the warrior with the lowest DEF is destroyed and is placed in the balefire. The player being attacked loses 3 HP, given that this is the difference between the attacking warriors power and the targeted warriors defence.
Each player must have exactly 50 cards in their deck and draws up to 7 cards at the start of their own turn.
Once per turn, a card from your hand must be placed in the balefire.
If a player forgets to place a card in the balefire throughout his/her turn, he/she will take 3 points of damage.
A player can also chose to discard any number of cards at the beginning of their turn and then draw up to seven cards. However, when you draw the last card in your deck you will lose the game.
Each player starts their turn by having two roll of dice.
A warrior summoned last turn by roll of dice, placed in your warrior-gamezone can attack each turn if able. It does not cost roll of dice to attack.
Spells: magical cards only used in your own turn and requires the roll of dice shown in the top right corner to either activate or place in the zone for later use. If a spell says “destroys target warrior”, only the warrior is placed in the balefire. The equipments return to the equip-zone, face up.
Ambush: Similar to spell cards, however, may be activated in an opponents turn. A player can only activate an ambush card when it is placed in the gamezone face down. Not from the hand. This requires that the player, in their own turn, has rolled the amount of die necessary to play the card and placed it face down ready to be activated.
Equip cards: A very important part of winning the game. These cards can both be used to strengthen your own warriors or weaken your opponents. Each warrior can be equipped with three Equipment-cards. All equips attached to a warrior destroyed by battle, are also destroyed. If a warrior with equips is destroyed by a spell or ambush that states "target warrior is destroyed", the equips are moved back to the Equip-Zone face up. These equips can be re-activated by paying its dice-cost again. There is a maximum of 5 slots in each players Equip-card zone, if there is no more room in this zone, choose and discard the amount of equips necessary until there are only 5 left.
In FlameCommander, a player’s magical power comes from the flames of the balefire, which is why a player must keep the fire going by sacrificing at least one card each turn. The sacrificed card will then ”burn” and eventualy become ash, when 10 cards have been placed on top of it. When the card becomes ash, it is no longer able to return to battle. A player can only use the top 10 cards of their balefire. If a player choses to play a spell, granting them the opportunity to fetch a card in the balefire, only the top 10 cards are available. If a player should choose to take a card from an opponents balefire, the flames of the fire will give the player retrieving the card 3 damage to their healthpoints. If a player forgets or choses not to sacrifice to the flames, they will take 3 points of damage to their HP. If an attack is declared and an opponent casts an ambush card that makes the attacking warrior weaker than the defending warrior, the attacking warrior is destroyed but there will be no loss of HP. If a warrior is destroyed but the equips stay, they return to the equip zone face up and can only be re-equipped by paying its dice-cost again.
A 50 card deck can be built in many different ways, but you are only allowed 2 cards with the same name in a deck. The rest is up to you, and what type of player you are.
Component | Quantity | Photo |
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Poker Deck | 1 deck of 18 cards | ![]() |
Poker Booster Pack | 1 | ![]() |
Average Rating | 0 reviews |
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Publish Date | August 23, 2023 |
Edition | First |
Department | Games |
More Info | FLAME COMMANDER© web site |