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INTRODUCTION SIGNATURES VERSUS SETUP

In a land beyond God’s reckonin’ is a place called the Forgotten Unlike elements, signature spells are all unique, meaning the ones you choose to use
West. A cursed land of sorts in the American frontier, housing will be yours exclusively. Signature spells do not have a weakness banner, but do have an
the damned, the mysterious, the unfortunate. You ended up there, energy cost indicator in the bottom right corner.
God knows why, and you sure ain’t leavin’ anytime soon. The Anatomy of a Signature Spell
Iron Witch, a downright mysterious bein’, has turned you into a 1. Title Banner: The name of the signature spell. 1
Grimslinger, a powerful witch imbued with metal, machine and
2. FX Section: These are the special effects that
fancy elemental powers. Now yer maker’s requirin’ all his newly DISCARDED DEACTIVATED
can happen when playing this card. If a spell’s
sired to duel each other so that he can make y’all into witches CARD PILE CARD PILE
FX are ever mentioned, it is referring to what is (FACE UP) (FACE DOWN)
proper for his own purposes.
written here.
 3. Resolution Number: When cards are 2

revealed, this number is referenced to


Grimlingers: Advanced Duels features two game modes: a 1v1 versus duel, and a solo/ Figure 06
determine in what order they are resolved. The 3 4 5
co-op challenge against a simulation of the Witch King. It is recommended that players 1. SELECT A GRIMSLINGER AND ANIMA
six element spells all have an RN of 9, but other
complete one versus duel to learn the basics of the game before facing the Witch King.
spells will have numbers 1-10. Figure 03 • Players may freely pick the Grimslinger or Anima cards they wish to use.
Advanced Duels is an introduction to life as a Grimslinger - to uncover more secrets of the
Forgotten West, check out the core game and The Northern Territory expansion at 4. Target: This states who this card targets. It is • Give each player an HP and EP tracker.

www.greenbriergames.com/grimslingers.
either Self, Team, All, All Foes or Single Target. Unless otherwise stated in the card’s 2. SET UP YOUR CHARACTER SPACE
FX, if a card targets Team, it also targets Self. • Players should arrange their character space as shown above.
Note: This sheet features an abridged version of the full rules, to be used for the
5. Energy Cost Indicator: Only signature spells have these. It shows how many • Set your HP and EP: Each player sets their Grimslinger to 8 HP and their Anima
Grimslingers: Advanced Duels micro game only. The rule booklet found in the Northern
energy points (EP) this card costs to use. to 8 EP. During the course of the duel, players may go up to a max of 10 HP/EP.
Territory expansion supersedes this sheet on all accounts.
For Grimslingers: Advanced Duels, each player will have two signature spells in versus 3. BUILD YOUR HAND
IMPORTANT ABBREVIATIONS / TERMINOLOGY mode, and three signature spells each when facing the solo/co-op challenge against the
Witch King. Once taken, signature spells are kept in a player’s hand and may be played • Element Spells: Deal each player their set of six element spells
THERE ARE A FEW ABBREVIATIONS THAT YOU SHOULD LEARN (FIRE, WATER, WIND, EARTH, LIGHTNING, and ICE).
instead of a normal element spell during the Draw phase.
IN ORDER TO BETTER UNDERSTAND WHAT IS WRITTEN IN THIS • Signature Spells: Shuffle the signature spell deck and deal three cards face
RULE SHEET AND ON THE CARDS WITHIN THIS GAME. DISCARD VS DEACTIVATE down to each player. Players then select two of the three to add to their hand,
The most commonly used are: and return the remaining card to the box without showing their opponents.
AFTER A SPELL IS USED, IT WILL GENERALLY END UP IN ONE OF TWO PILES
−− Active: Cards that are in your hand are considered active cards - ready to be played −− There is no limit to a player’s hand size for Grimslingers: Advanced Duels.
or discarded. Discard (Face up): Unless otherwise stated in the FX, spells are discarded after use,
−− DMG (Damage): DMG dealt reduces HP by the same amount. Note: Unless a card into your personal discard pile. The most common way to get discarded spells back is to VERSUS DUEL
states that it does DMG, its FX are not considered to be damage. For example, use your Anima’s Reload ability.
“Reduce target’s HP to 1” is not damage. Note: You only need to have the top card of your discard pile showing, but it must A versus duel is made up of turns that repeat until someone emerges victorious. Each
−− EP (Energy Points): Both player and creature EP are tracked using an Energy always be your most recent spell played. In a Versus Duel, this puts the onus on your turn consists of three phases: The Standoff, The Draw, and The Aftermath. At the end of
Tracker, and are spent or reduced as a result of a Grimslinger spells, creature skills, or opponents to keep track of what spells you have already played. each Aftermath phase, if a player’s HP reaches zero and they cannot immediately restore
Anima abilities. Deactivate (Face Down): Deactivated cards are similar to discarded cards, but are it with a card or ability, they are defeated and removed from the duel. A player wins
−− FX (Effects): The FX of a card includes any text written in its FX section. Unless when all other players have been defeated!
kept in a separate pile. These cards cannot be used, and must be kept face down. During
otherwise stated on the card, all of the FX listed on a card occur in the order they are
written. the Standoff phase, you may use a Standoff action to reactivate deactivated cards;
−− HP (Health Points): Player and creature HP are tracked using a Health Tracker, and deduct 3 EP and return six cards of your choice from your deactivated pile. Spells can
are reduced by taking DMG and occasionally other FX. be deactivated as the result of many different things, some of which are a card’s FX, the
−− Resolve: This refers to applying a card’s FX to its target(s). Anima Surge ability, or due to certain FX from the Witch King’s skills. STARTING A DUEL
Also important, but less common:
−− Deactivate: Deactivated cards are essentially discarded, but must be kept in a HP/EP TRACKERS AND ANIMAS Randomly determine which player will begin the game with the first player card. The
first player card will be used to determine the order in which players take their actions
different, face down pile, and regained separately from your discarded cards. 1 3 within the Standoff phase, and the order in which cards with the same RN will resolve
−− Unresolved: Any card that has been played and turned face up (revealed) in the
Aftermath phase, but has not been resolved. during the Aftermath phase.
−− NV (Numerical Value): NV is any number written as a numeral / typographically, Play starts with the first player and then proceeds to the second player. During the
as opposed to written out as a word. For example, “3” is considered an NV, but Draw phase, players will make their choices simultaneously. After each turn of the duel
“three” is not. ends, pass the first player card to the next player and continue with the duel.
Example 1: If you play a card with an FX that states, “2 DMG to any two foes of your
choosing” along with a combine card that says, “+1 to the NV of the FX of any spell this
card is played with,” it would result in dealing 3 DMG to any two foes of your choosing,
not dealing 3 DMG to any three foes of your choosing. If it were written as “2 DMG to any
2 foes of your choosing” it would then be changed to dealing 3 DMG to any 3 foes of your
Figure 07
choosing.

SPELL CARDS HOW TO DUEL


THE FOLLOWING IS THE ORDER OF OPERATION FOR RESOLVING
Although there are many different kinds of cards available to a Grimslinger in the full
A SINGLE TURN IN GRIMSLINGERS: ADVANCED DUELS.
game, for now you are only concerned with the two types of spells: Elements and
signature spells. Note: When using the Grimslingers core game or The Northern Territory expansion,
2 4
Figure 04 players will have more options during the Standoff and Draw phases than what is listed
ELEMENTS here.
Players will use their Grimslinger portrait card to track their health points (HP) by placing
There are six elements: FIRE, WATER, EARTH, WIND, ICE AND LIGHTNING. Element their portrait card (1) on top of a health tracker card (2). When a player takes damage The Standoff Phase
spells are the only cards that contain a weakness (DMG) or gains health, they will adjust their HP by sliding their portrait card up, or down, A player may take up to two Standoff actions during each Standoff phase. The
banner, which shows what elements have an on the health tracker. Likewise, players will use their Anima card to track their energy player with the first player card takes their two Standoff actions first, declaring them out
advantage over one another. 1
points (EP) by placing the Anima card (3) on top of an energy tracker card (4). loud. Players then proceed taking their Standoff actions, one at a time, in clockwise order
Anatomy of an Element Spell from the first player. Below is a list of options players can do for their Standoff actions. It
2 Grimslingers start with 8 HP and 8 EP, but may go up to a max of 10 HP or EP is not necessary to use all your Standoff actions each phase.
1. Title Banner: The name of the element.
throughout the course of the duel. • SACRIFICE HEALTH: Sacrifice HP for EP at a 1:1 ratio.
2. Weakness Banner: This describes which
elements this card does and does not beat. ANIMA ABILITIES • ANIMA ABILITY: Use either Reload, Purge or Surge. Can only use one per turn.
3
3. FX Section: These are the special effects that Your Anima has three abilities that can be used during the Standoff phase of a duel. • ACTION CARD: Some cards designate that they are used in the Standoff phase, at
can happen when playing this card. If a spell’s Each of these abilities costs one Standoff action. Although you have two Standoff actions the cost of one Standoff action. In Grimslingers: Advanced Duels, the only Standoff
4 5
FX are ever mentioned, it is referring to what is during the Standoff phase - you can only use one Anima ability per turn. For example, card is the signature spell Recall.
written here. you cannot Surge and then Reload in the same turn.
Figure 01 • REACTIVATE: Deduct 3 EP to return up to 6 deactivated cards to your hand.
4. Resolution Number: When cards are 1 2 When all players have finished their Standoff actions, the Standoff phase ends and the
revealed, this number is referenced to determine in what order they are resolved. Draw phase begins.
Element spells all have an RN of 9, but other spells will have a variation.
The Draw Phase
5. Target: This states who this card targets. It is either Self, Team, All, All Foes, or Step One (Skip if playing a 1v1 duel)
Single Target. Unless otherwise stated on the card, if a card targets Team, it also
• Starting with the first player and then going clockwise in turn order, each player
targets Self.
now chooses a spell and places it face down.
Element spells have special interactions with each other. The easiest way to • If you must, or want to pass, do not play a spell on your turn. Instead declare you are
understand these relationships is to think of the elements as two variations of Rock, passing and gain 2 EP.
Paper, Scissors. • Once everyone has chosen a spell (or passed), all players shout “Draw!” Then players
will reveal their cards at the same time. This marks the end of the Draw phase,
continue on to the Aftermath phase.
The Aftermath Phase
1. CHECK RN: Players must first check every card’s RN (resolution number). The card
with the lowest RN will resolve first, followed by the card with the next highest RN and
so on.
Figure 05
• DO YOU HAVE THE SAME RN AS SOMEONE ELSE?: If two or more cards have the
Reload: Pay three EP to take four spells of your choice back from your discard pile. This
same RN, they will be resolved clockwise from the first player card.
is the main way to get spells back into your hand if they’ve been discarded.
Purge: Discard up to two spells and gain one EP per spell discarded. • RESOLVE YOUR CARD: When it is time for you to resolve your card, follow these
steps below. Note that at the time your card resolves, all other cards that have not
Figure 02 Surge: Deactivate three spell cards and flip your Anima card over to surge. While
yet resolved are considered “unresolved.”
surged, the next spell you play that turn will gain +1 NV to its FX.
WEAK: If your element is weak to your target’s unresolved element, your element will Note: Your Anima’s Surge ability mentions a “face-off,” this is a feature of the Versus • DOES YOUR CARD HAVE RESOURCE COSTS?: When resolving your card(s) you must
be discarded without doing any DMG or other FX. duel that existed in the first and second edition of Grimslingers, but has been removed. first pay any EP cost it has before resolving its FX. If you do not have enough EP to
NEUTRAL: If your element is neutral towards your target’s element, both elements Don’t worry, surge is still very useful! cover the card’s costs, you must deduct what you do have and then deactivate the
will resolve normally. card you played.
STRONG: If your element is strong against your target’s unresolved element, their • APPLY YOUR CARD’S FX: Apply the effects listed on your card to whomever your
element will be discarded without doing any DMG or other FX. card targets (Self, Team, All, All Foes, Single Target).
Note: A card’s FX are applied in the order they are written. If the FX of a card
would cause the user’s HP to drop to 0, do not resolve the remainder of the FX.
However, if a card’s target is defeated in the middle of a card’s FX, the remainder of
the FX will still apply.
• DID YOU PLAY AN ELEMENT SPELL?: Element spells have additional rules to follow CREATURE SPACE SETUP The Aftermath Phase
when resolving them, which are: 1. CHECK RN: Players must first check every card’s RN. The card with the lowest RN will
1. Place portrait card: Take the creature portrait card, the card that depicts the resolve first, followed by the card with the next highest RN and so on.
• ELEMENT WEAKNESSES: If your target also played an element spell, and that
creature itself, and place it, in the middle of the game area.
element beats yours, your spell will do nothing and be immediately discarded. It • DO YOU HAVE THE SAME RN AS SOMEONE ELSE?: If any cards have the same RN,
does not matter who your target is targeting for this effect to occur. 2. Place and Set HP and EP Trackers: Set its HP and EP to the amounts listed for the resolve them clockwise from the creature.
appropriate player count on the back of the creature portrait card, and place them
• ELEMENT NEUTRALITY: If your target played an element spell that doesn’t RESOLVES THIRD
as shown. For example, if playing with two players, set the creature to 20 HP and 20 (RN 10)
beat the element spell you played, nor is beaten by yours, your spell will resolve
EP. Creature HP and EP tracker cards are rotated and/or flipped over to the correct
normally. RESOLVES SECOND RESOLVES FIRST
number as the duel progresses. The front of the trackers are for numbers 1-20, while (RN 4) (RN 4)
• ELEMENT STRENGTHS: If your element is strong against your target’s the back of the trackers are for numbers 21-40. Note that you will need enough
unresolved element, their element will be immediately discarded without space around the trackers to rotate them.
resolving any of its FX. It does not matter who your target is targeting in order
3. Shuffle and place the creature skill deck: Shuffle the creature skill deck and
to gain this bonus.
place it face down as shown. Cards in this deck are considered active and the
• DISCARD/DEACTIVATE: Discard your spell card(s) once they have been resolved. creature’s hand.
Skip this step if your card(s) have already been discarded/deactivated by the FX of
4. Played creature card: During the Draw phase of a creature duel, creature skill
another player’s card.
cards will be placed here.
• WERE YOU DEFEATED BEFORE YOUR CARD RESOLVED?: If your HP reaches
5. Discard and deactivate piles: Discarded and deactivated creature skill cards will
0 before it is your card’s turn to resolve, that card will be deactivated instead of
be placed in the positions shown. Typically creature skills are discarded after use.
resolving.
2. DID YOU SURGE?: If you used your Anima’s Surge ability, flip your Anima card back DIFFICULTY SETTINGS
over now. The back of the Witch King’s portrait card features several difficulty settings of increasing
End Of Turn challenge. It is recommended that even players with delusions of grandeur begin
The turn ends when all players have finished resolving their cards. If victory conditions with the easiest setting before working up to the harder challenges. Players with The
have not been met, pass the first player card clockwise, beginning the next turn. Northern Territory expansion are encouraged to use the full rules and repertoire of Figure 11

skills, spells, and items to attempt victory on the impossible difficulty setting. Though
Grimslingers: Advanced Duels is for two players, you are free to face the Witch King 2. RESOLVE YOUR CARD: Follow these steps.
ELEMENT RESOLUTION EXAMPLE simulation with up to four players, on any difficulty setting you choose. • DOES YOUR CARD HAVE COSTS?: When resolving your card(s) you must first pay
Zach (1) is ready to go all in to defeat his opponent, Julie (2). During the Standoff phase, any EP cost it has before resolving its FX. If you do not have enough EP to cover the
Zach uses his Anima’s Surge ability (3), deactivating three cards in order to empower the
RESOLVING A CREATURE DUEL
card’s costs, you must deduct what you do have and then deactivate the card you
LIGHTNING spell (4) he is going to play that turn. Julie, anticipating that Zach is going for Important notes to review before you begin: played.
the kill, uses one of her Standoff actions to activate her Anima’s Reload ability, and gets • VICTORY CONDITION: Reduce the HP or EP of the creature to 0. • APPLY YOUR CARD’S FX: Apply the effects listed on your card to whomever your
EARTH back from her discard pile. During the Draw phase, Zach plays Lightning and Julie
• FIRST PLAYER CARD: The creature is always considered to be the first player where card targets (Self, Team, All, All Foes, Single Target). Note that unless otherwise
plays EARTH (5), both face down. Then, they both shout, “Draw!” and reveal the cards they
resolution order and other tie-breakers are needed. Likewise, the creature will take stated, all of a card’s FX are applied in the order they are written. If your target is
played.
its Standoff phase before the players. defeated before your card finishes resolving, the rest of the FX still take place.
In the Aftermath phase, the first thing they check is the RN of their cards (6). Both spells
have an RN of 9. Because Zach has the first player card, his spell will resolve first. Then • CREATURE ACTIONS: If a card requires the creature to perform an action, such as • DISCARD/DEACTIVATE: Discard your card(s) once they have been resolved. Skip this
they look for elemental strength/weakness (7). Zach played an element that is weak to his discarding an active card, or playing a card from their hand during the Draw phase, a step if your card(s) have already been discarded/deactivated by the FX of another
target’s element, so LIGHTNING is discarded instead of resolving, and doesn’t apply its FX. player (any player) must do this on the creature’s behalf. card.
With LIGHTNING out of the way, EARTH is the only card left to resolve, dealing 2 DMG to Zach −− Resolved creature cards must be put into the creature’s discard pile, unless the
and healing Julie for 2 HP. card was discarded/deactivated before it could resolve.
• WERE YOU DEFEATED BEFORE YOUR CARD RESOLVED?: If your HP reaches
3 4 5
0 before it is your card’s turn to resolve, that card will be deactivated instead of
resolving.
7 7
3. DID YOU SURGE?: If you surged, flip the Anima card back over.
End of Turn
The turn ends when all players and the creature have finished resolving their action
Figure 10 cards.
Aftermath phase example: Becca and Erin are in their first turn against The 1. CHECK VICTORY/LOSS CONDITIONS: If the creature’s HP or EP were reduced to 0
6 6 Witch King. Not knowing what they ‘re in for, the duo decides to use Paralyze to this turn, the creature is defeated and you are victorious. If a player’s HP reaches 0,
avoid the first creature skill, and FIRE to deal a little damage and learn about another they are defeated and removed from the game, unless they can immediately restore
card by discarding it. In the Aftermath phase, they reveal the Witch King’s Mirrorer their HP with a card’s FX (such as the Specter spell). If all players are defeated, it is
skill card. First they compare RN - the Witch King has an RN of 5, meaning his skill game over.
will resolve after Paralyze (RN 4) but before FIRE (RN 5). Paralyze resolves first,
2. START A NEW TURN: If neither the players nor the creature have been defeated,
causing Mirrorer to be discarded before it resolves. With Mirrorer out of the way, FIRE
start a new turn.
hits the Witch King, reducing it’s HP to 18, and forcing it to discard 1 random active
1 2
card. To do this, Erin will take all of the creature’s active cards, shuffle them and then
Figure 08 randomly choose one active cards on the creature’s behalf. After Erin has put the THE WITCH KING'S SKILLS
random card face up into the creature’s discard pile, she will put the remaining cards Taking down Icarus’ simulation of the Witch King is a bit different than fighting the real
SOLO/COOPERATIVE CHALLENGE back into the creature’s active card pile.
CREATURE DUEL TURN
deal. Aside from having a few different powers at his disposal, the simulation telegraphs
it’s abilities in a more obvious way, allowing the Grimslingers to practice syngergizing
Wake up Grimslinger. It’s about time you made their strategies.
yourself useful to me. First off, you need to learn THE FOLLOWING IS THE ORDER OF PHASES IN WHICH A CREATURE DUEL TURN
RESOLVES. FOLLOW THESE STEPS WHEN YOU ARE READY TO BEGIN A DUEL. Unlike the creatures you’ll face in the main campaign, the simulated Witch King’s skill
a thing or two before I send you out into the fray.
You’ll likely die regardless, but at least this way you’ll
cards feature a piece of flavor text on the back of each card. There are four categories of
The Standoff flavor text, indicating which type of ability the Witch King will use next. As you become
have a small chance to not be totally useless.
1. Creature Actions: Creatures, of course, do not make choices during the Standoff more familiar with the game and the Witch King’s cards, these telegraphs will be vital for
phase. However, they will attempt to reactivate their cards if certain criteria are met. defeating the simulation’s harder difficulty settings.

• RELOAD: When a creature has run out of active cards, it must spend EP to reload
Icarus, your master and mentor, has a laundry list of dangerous tasks for you to discarded cards, at the cost of 1 EP per card. A creature will not reduce its own EP
accomplish out in the Forgotten West. Among the many death sentences is a quest to below 1, therefore it will reload as many cards as it can until it has reloaded all
defeat the self-proclaimed Witch King. To prepare you for the challenge, the Iron Witch discarded cards or until it has only 1 EP left. When a creature reloads discarded cards,
has created a simulation based on rumors of the Witch King’s abilities, and a few others it also reactivates all deactivated cards for free (meaning the deactivated cards cost
thrown in for good measure, in order to better train you in the ways of magic. no EP to get back). When discarded cards are reloaded, they are chosen at random,
and then shuffled before placing them back in the creature’s active pile.
CREATURE DUEL
• PASS: If all of a creature’s cards are deactivated, and it has no active or discarded
A creature duel is made up of turns that repeat until either the players, or a creature, cards, it must pass this turn. If a creature cannot afford to reactivate any discarded
emerge victorious. A creature is defeated when either its HP or its EP reach 0. Just like the skill cards, it will also pass this turn.
versus duel, each turn of the duel consists of three phases: The Standoff, The Draw, and
2. Player Actions: Each player is allowed to perform two actions during this phase,
The Aftermath.
after the creature has performed theirs (if any). The order in which players resolve
their actions is up to the players. It is recommended that players coordinate their
actions and tell their teammates what they are doing. Below is a list of options Figure 12
players have for their two Standoff actions:
• SACRIFICE HEALTH: Sacrifice HP for EP at a 1:1 ratio.
• ANIMA ABILITY: Use either Reload, Purge or Surge. Can only use one Anima ability CREDITS
per turn.
−− Stephen Gibson: Game Design, Illustration, Graphic Design, Writing, Videography
• ACTION CARD: Some cards designate that they are used in the Standoff phase, at −− Zachary Parkes: Graphic Design, File Management
the cost of one Standoff action. In Grimslingers: Advanced Duels, the only Standoff −− Walter Barber: Product Development
card is the signature spell Recall. −− Jeff Gracia: Production
PLAYED DISCARDED DEACTIVATED • REACTIVATE: Deduct 3 EP to return up to six deactivated cards to your hand. −− Julie Ahern, Darren Atherton: Proofreading
CREATURE CARD PILE CARD PILE −− Special Thanks to our Kickstarter
SKILL CARD (FACE UP) (FACE DOWN)
The Draw backers!
Follow this sequence of events: −− ©2017 Greenbrier Games.
GNEGS07 - 1st Edition
−− PO Box #330
1. Creature Action: A player must take the top card from the creature skill deck and
Figure 09 −− 20 Florence St.
place it face down in the “played creature skill card” position of the creature space. −− Marlborough, MA 01752
•If a creature must pass, because they have no active skill cards, they will
immediately gain 2 EP and reactivate all deactivated cards. They do not get
discarded cards back this way.
2. Player Action: Each player may now choose and play an spell card face up.
•If you must pass, do not play an action card, but instead declare you are passing
and immediately gain 2 EP.
3. Reveal: Once all players and the creature have either passed or played card(s), Don’t forget to visit
reveal the creature card and continue to the next phase. www.greenbriergames.com/grimslingers
where you’ll find video tutorials, errata,
and other great products!

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