Rules#1651

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Rules
The Rules Introduction
All of "The Rules" of URealms should be seen more as guidelines for your Game Master to interpret. Regardless of how other people play, a Game Master, can and should change the rules if they feel it will be better for their campaign. It is best to keep arguing about rules to a minimum as whatever your Game Master says is final, is final in your campaign.
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Rules#1652

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Rules
Game Master
The Game Master (or GM) is the player running the game. It is up to them to read and interpret what the rolls mean. Players should try not to argue with the GM over what the dice mean as every GM will control the game in different ways, but it also up to the GM to insure that the game goes smoothly and that ultimately all the players have fun.
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Rules#1653

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Rules
Welcome
URealms is a Tabletop Cardgame similar to D&D and Pathfinder. This game is currently in on-going production as it is primarily made for a video series called URealms Live. For more information about the show and world these cards are building, visit live.urealms.com
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Rules#1654

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Rules
Character Creation
Each Player creates one character by choosing a Race, then Subrace, then Class, then 3 Class Abilities. After all the players have done this, each player is given the gold listed on their cards and can shop from the Treasures and Items the Game Master makes available to them. Once shopping is done, the players should name and come up with small backstories of their characters before the campaign.
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Rules#1655

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Rules
Rolling
Anytime an Ability is used, an Action other than moving is performed, or an event is triggers it a player may be forced to roll a D20 and it will then be up to the Game Master to determine what happens. In general, a 5 or higher is a pass, however the current situation of the game may make it easier, harder, or even borderline impossible for a player. The GM at the time has final ruling on all rolls.
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Rules#1656

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Rules
Critical Success/Hits
Anytime a 20 is rolled on the die, this is called a Critical Success (or a Critical Hit). Critical Successes double all damage dealt, but in addition should call for a massive success at the action currently being performed and can be rewarded in any way a GM feels is appropriate. A Critical Success should generally be considered the "Best Possible Outcome" in any situation when the GM describes the result.
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Rules#1657

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Rules
Critical Failure/Fails
Anytime a 1 is rolled on the die, this is called a Critical Failure (or a Critical Fail). Critical Failures cause the player to massively fail at the action they are performing and can be greatly punished in any way a GM feels is appropriate. A Critical Failure should generally be considered the "Worst Possible Outcome" in any situation when the GM describes the result.
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Rules#1658

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Rules
Stamina
Stamina is both a player's health in combat and a resource to spend using Abilities. When a player reaches zero Stamina from using abilities, they may choose to keep fighting or go Unconscious. If a player is attacked and reduced to zero Stamina, they go Unconscious. If a player is Critical Hit and reduced to zero Stamina, they are killed. The minimum amount of Stamina a player can have is 20. You can see cards that grant stamina or reduce your maximum stamina on the right of cards.
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Rules#1659

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Rules
Spending Stamina
Class Ability Cards use Stamina every time they are used. While there are cards that will remove these costs, the GM must remember to drain stamina every time a player uses one of these abilities. You can see Stamina costs on the right of cards that use it. This card for example would use 3 Stamina with each use. If you are at zero Stamina, you can use Abilities for Free.
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Rules#1660

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Rules
Shield
Shield is bonus temporary Stamina. It is used up before Stamina for both taking damage and using abilities. It's main difference is that Criticals Hits you take, cause you to lose all current Shield you have making it unreliable against lethal attacks. At the start of combat, all Allies gain Shield equal to the number on the Shield Icon's Badge. This card for example would grant 10 Shield.
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Rules#1661

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Rules
Double Damage
Many Items and Abilities will talk about doubling the damage of Basic Attack and their are a few things to keep in mind with these abilities. Items and Abilities that double your damage only double Basic Attacks. They do not work with abilities unless that ability makes you perform a Basic Attack. You also can't double a double. Only one effect that doubles (or sometimes triples) the damage of a Basic Attack can be in effect at any time. Critical Hits will however stack to double the damage a second time.
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Rules#1662

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Rules
Unconscious
An Unconscious player cannot do anything. At the end of combat, all Unconscious players wake up. If an Unconscious player is attacked and takes damage, they must perform a Death Roll.
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Rules#1663

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Rules
Death Roll
Death rolls are dangerous rolls a GM can make a player roll. A player who is hit by a powerful attack or ability, attacked while unconscious, or triggers a deadly trap may have to roll to see if their character lives or dies. During a Death Roll 1 to 4 means certain Death while any other number means you live however sometimes a GM may increase these odds to make the roll more deadly.
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Rules#1664

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Rules
Actions
Every round of a combat a player can do three things. Use a Move Action, use a Regular Action, and use an Anytime Action. Some cards will grant players more Actions each round or change which types of actions they have. In general an action should be anything that is considered "doing something" other than very small movements or talking in character.
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Rules#1665

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Rules
Move Action
Move Actions are basic movements around the battlefield. Anytime you use a Move Action you may move your character, your companion, and your minions up to 5 spaces. Sometimes a character might want to focus on moving and sprint somewhere, in which case they can move up to 8 spaces, but must also roll to move meaning they could fail. Move Actions are represented by this green badge, but rarely appear on cards as a requirement.
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Rules#1666

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Rules
Regular Action
Regular actions are abilities that have this blue badge, Basic Attacks, or Roleplay Actions. Blue Actions can only be used during the players turn each round of combat and most things a player can do are considered regular actions.
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Rules#1667

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Rules
Basic Attacks
A Basic Attack is an attack that anyone can make using a Regular Action. It can be done with or without using as a weapon and deals 3 Damage by default. Some items can give you benefits anytime you use a Basic Attack, increase the range, or even increase the damage you deal with all Basic Attacks.
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Rules#1668

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Rules
Roleplay Actions
Roleplay Actions are actions that players use when they want to think outside of a box. They involve describing something they think that their character could possibly do and then asking permission from the GM to attempt. This could involve jumping over a gorge, throwing a item causing a chandelier to fall, attempting to end combat with diplomacy or anything else a player can imagine.
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Rules#1669

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Rules
Limited Actions
Limited Actions are abilities that can only be used once per combat per player. Keep in mind that this restriction is per player not per character. They are generally very expensive to use, but powerful when used properly. Limited Actions are represented by the white badge.
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Rules#1670

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Rules
Immediate Bonus Action
An Immediate Bonus Action is an Action a player must use immediately that generally comes from abilities and treasures. No other player, or even the Game Master, may use a Regular, Move, or even Anytime Action until this Bonus Action is resolved. Unless otherwise specified, a Bonus Action can be used to perform anything that counts as a Regular Action.
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Rules#1671

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Rules
Dual Action
A half red, half blue, Dual Action Badge on a card means that this Ability can be used as either a Regular Action or Anytime action which makes it much more flexiable to use in battle.
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Rules#1672

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Rules
Anytime Actions
Anytime Actions are abilities that can be used at anytime, even during the Game Masters turn. They allow players to interrupt events to change the outcomes of the battle. Anytime Actions are represented by this red badge.
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Rules#1673

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Rules
Chaos Actions
Chaos Actions are Actions that can be used in almost any way. They can be used as a Move Action, Regular Action, Anytime Action, and even be granted to Allies to use in any of the previously stated ways. Chaos Actions must be used before the end of the round or they are wasted. Chaos Actions are represented by a rainbow badge, but rarely appear on cards as a requirement.
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Rules#1674

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Rules
Difficult Terrain
Difficult Terrain are special spaces created from Abilities, Treasure, or by the Game Master that are typically used for things are hard to move through like rocky terrain or dense fogs. Targets must stop moving when they enter a Difficult Terrain space. Basic attacks and abilities are also much more difficult to use both through and on these spaces.
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