The Legend of Zelda Epic Duels Game
Complete Rules
Contents:
         i. Types of Actions
    1. The Clock Icon (Duration)
  1. Attack Position (Bow & Arrow and Sword icons)
    1. Melee Attacks
    2. Ranged Attacks & Line-of-Sight
  2. Maps – Obstacles and Optional Rules

Objective: Eliminate your opponent’s characters.

Characters: Each player controls 2-3 characters on a team.  Character teams are:

Link

Navi

Princess Zelda

Impa

King Darunia

2 Goron Warriors

Princess Ruto

2 Zora Wizards

Nabooru

2 Gerudo Thieves

Ganon

2 Wizrobes

Iron Knuckle

Stalfos Knight

Dark Link

Poe

Skull Kid

2 Moblin

The Witch Sisters, Kotake & Komune

Gameplay: The game starts with each team on opposite sides of the map.  There is no convention for placement of characters, other than the “lead” character of each team must be on the last column of his/her side of the board, with his partner(s) in any adjacent space.  If playing Good vs. Evil, the good team should start on the right side of any map.  If using Kotake & Komune, both Witch Sisters must start on the last column of their side of the map. Roll the die to determine who goes first.  An ‘all’ result is higher than a non-‘all’ result of the same number (i.e. 3-All beats 3, but not 4). A Container Heart is the highest possible roll.  Play proceeds clockwise from the 1st player.  Before play begins, each player shuffles their deck and draws 4 cards.  Each player’s turn proceeds as follows.

On Your Turn:
  1. Roll the Die.  A number (also called “green”) result means you can move one character up to the number rolled.  An ‘all’ (also called red) result means you can move all of your characters up to the number rolled.  You do not need to move any of your characters, if you don’t want to.  Obstacles and Opponents block movement, but allies do not, however, two characters cannot occupy the same space.  If you roll a Container Heart, heal all your characters still in play 1 point.  There is no maximum to the number of Container Hearts you can roll in a game, but only once per turn can you heal from a Container Heart roll.
  2. Perform 2 Actions. There are several types of actions:
    1. Play A Card.  Each card contains instructions on when to play.  See Types of Cards for more information on playing cards.
    2. Draw A Card.  Draw a card from your draw pile.  You can hold no more than 10 cards at a time.  If you have 10 cards, and want to draw another, you must discard one first, then draw a card.  If the game lasts long enough that you empty your draw pile, reshuffle your discards to form a new draw pile.
    3. Heal a character.  You can heal a character only if their partner(s) are eliminated.  To heal, discard one card of the eliminated partner to heal the surviving partner one point.

You can perform any combination of actions, two of the same or two different, but you are limited to 2 actions.  Some cards have an added effect of “Playing this card does not count as an action.”  When these cards are played, they do not count toward your 2 action per turn limit.

Types of Cards:  There are 3 types of cards: Basic Cards, Power Combat Cards, and Special Cards.  These are the cards used when you Play a Card as one (or both) of your actions.  See the FAQ for specific card questions.

Basic Combat Cards: These are the core of the deck.  They contain a picture and the name of the character(s) that can play them, attack (red) and defend (blue) values, and sword and/or bow & arrow icons.         The bow & arrow icon indicates the card can be played as a ranged attack (see Attack Position).  The sword icon indicates that the card must be played as a melee attack.  When both icons appear, the card may be used as either ranged or melee, but is automatically a melee attack if the attacker is adjacent to the target. 
To attack with a Basic Combat card, name the character that is attacking, and the enemy character being attacked.  Then play a Basic Combat card face down on the table.  Remember you must announce which character is attacking, and that character must be in attack position (see Attack Position).

Your opponent then has the option of defending.  To defend, play a Basic Combat or Power Combat card for the character being attacked face up on the table.  The player controlling the defending character does not have to play a defense card, even if they have defense cards for the targeted character in their hand.  The attacking player then reveals his card, and the attack value is compared to the defense value.  If the attack value exceeds the defense value, the defender must take damage equal to the difference.  If the defense value is greater than the attack value, the defender has successfully blocked the attack, and no damage is done.  Both characters then discard their respective cards, faceup, to their discard piles.

Power Combat Cards: also called Power Attack or Power Defense cards.  A Power Attack and Power Defense cards will have the name and picture of the character they are for and an attack (red) value or a defense (blue) value just as Basic Combat cards do.

Power Attack cards will also have a bow & arrow and/or sword icon, just as Basic Combat cards do.  These cards function just like Basic cards – for attack and defense – but also have added abilities. However, after the attack is resolved (the attack and defense values are compared, and damage – if any – is dealt) there are added effects that come into play.  Extra effects from an attacker’s card take place before the defender’s card.

Some Power Combat cards have both an Attack and Defend value.  Those that do will usually have different effects depending on how they are played; the effect on top (red) is the effect that happens when the card is played as an attack, the effect on bottom (blue) is the effect that happens when a card is played as a defense.
Some Power Defense cards have a sunburst as a value, these card’s defense value is infinite, meaning they fully block the attack value.

The term "talent cards" refers to both power combat and special cards.

Special Cards: Special Cards have a sliver “Special” plaque along the left side of the card, along with the name and picture of the character(s) they are for, but Special Cards are not used in Combat.  Any damage a Special Card may inflict cannot be defended against.  Special Cards have abilities – usually more powerful than Power Combat Cards – that can achieve a wide variety of effects.

Special Cards have a line, just under the name of the card, telling you when to play the card.  Most cards say “Play On Your Turn.”  This means you can play them on your turn – usually as an action – after you have rolled the die and moved your characters.  Often, Special Cards will have two (possibly more) effects. When this is the case, the effects must happen in the order they are listed on the card. After playing a Special Card, it is discarded into your discard pile.

The term "talent cards" refers to both power combat and special cards.

The Triforce:  Some cards have a Triforce icon.  The ability associated with the Triforce icon can only be used once per game.  If the card only has a Triforce ability, it is removed from play after it is played, other wise it is discarded into the discard pile.  If the card has a condition that must be met before the Triforce ability can be used, the first time the card is played when the condition is met, the Triforce ability is activated.

Health Increase: A few cards say “increase” health, rather than heal.  To increase a character’s health, their current health score goes up by that amount, and the character’s maximum health score goes up by that amount.

For Example: You are controlling Link and your current health score is 9.  You play Time Warp.  Your health score increases to 14, and your maximum health score, which was 15, is now 20.

The Clock:  Some cards have a Clock icon.  The number in the Clock icon indicates the duration of that card’s effects.  Play Clock cards on the table, and leave them face up until the duration up.  The duration is counted by the number of times your turn begins (usually, your turn begins when you roll the die for movement).  When the duration is reached (when you begin the turn for that number) that is the last turn that card’s effects are in play.  After you take your 2nd action on that last turn, the card with the duration is placed in the discard pile.

For example: You are controlling Princess Zelda.  The following chart details how a person might use “Hidden Identity,” a card with a duration of 3.
Turn 1: Roll The Die, Move.
Action 1: Play “Hidden Identity.” Princess Zelda’s attack & defend values are set to 5.
Action 2: Draw a Card. (this could be any action).
Turn 2: Roll the Die, Move.  This is count 1 of the duration.
Perform Two actions.
Turn 3: Roll the Die, Move.  This is count 2 of the duration.
Perform Two actions.
Turn 4: Roll the Die, Move.  This is count 3 of the duration. Princess Zelda’s attack and defend values are still set to 5. Perform Two actions.  After these two actions, “Hidden Identity” is discarded, and Princess Zelda’s attack and defend values return to their normal values.

Attack Position: The bow & arrow and sword icons indicate which kind of attack the card can be played as, melee or ranged.  Cards with both icons are ranged attacks unless the attacker is adjacent to the target, in which case the card is a melee attack. 

Melee Attacks: Melee attacks can only be made when the target is adjacent to the attacking character.  Adjacent means any square that shares a border or corner with the square the attacking character is in. 

Ranged Attacks: Ranged attacks can only be made in a straight horizontal or vertical line, or a straight (45 degree) diagonal line.  There is no limit to the number of squares a ranged attack can reach.  This is the same method for determining a character’s Line-of-Sight, as though they could be targeted by a Ranged attack.  Both Ranged attacks and Line-of-Sight are blocked by characters (allies and opponents) and obstacles on the map.  See Maps for a detailed description of which map obstacles block Line-of-Sight and Ranged attacks.

Winning the Game: A player wins the game when all his opponent’s characters have been eliminated.

Maps: There are four maps: The Triforce Chamber, The Lost Woods, The Fairy Fountain, and The Leever Desert.  Each map has obstacles.  Some obstacles block line-of-sight and ranged attacks, but all obstacles prevent movement through those squares.

Triforce Chamber: This map’s obstacles are the pillars and fire basins.  The fire basins do not block line-of-sight or ranged attacks.
Optional: any Triforce ability played on this map is placed in the discard pile, not removed from the game, and can be used more than once.

The Lost Woods: This map’s obstacles are the stump and log, bushes, and creek/pond.  None of these obstacles block line-of-sight or ranged attacks.

Optional: Princess Ruto and Zora Wizards can move through the creek as though they were legal spaces.
Optional: Skull Kid and Moblins can use the stump and log to “hide” – line-of-sight and ranged attacks of opponents are blocked by the stump and log for Skull Kid and Moblins.

The Fairy Fountain: This map’s obstacles are the pillars and fire basins.

Optional: If you roll a Container Heart on this map, heal any character in the same square as a fairy 2 points instead of 1.
The Leever Desert: This map’s obstacles are the big rock, and the various leevers.  The Leevers do not block line-of-sight or ranged attacks.

Optional: A character may move through a Leever by taking 2 points of damage.  With this option, characters that can move opponent characters (through the use of a card) may move their opponents through a Leever and force them to take 2 points of damage.