D6 Studios  |   Daemornia RPG  |   Fallen Worlds
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Community Rating:

A members Community Rating shows their level of interaction within our little part of the internet and is based upon the number and type of completed games, their forum posts, marketplace transactions, votes and store purchases within a 30 day window. The higher your Community Rating the more access you will gain to certain features of the site: higher level bots and custom games for example, even, dare I say it early access to the expansions sets!

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                Fallen Worlds is all about the community, you that is! We want more players, more games, more interaction and ultimately more enjoyment for all involved. So dive right in and have some fun!

                Game Terms

                LIBRARY: This is your deck of cards for playing Fallen Worlds. Before each game the deck is shuffled and laid face down in view of all players. During the game new cards are drawn from the top of the library, but not disclosed to your opponents. Each player may have no more than five of each card in their library and there is no limit to the size of your Library (minimum or maximum)

                GRAVEYARD: Whenever a card is destroyed or killed during the game it is stored away in a growing pile of cards known as the Graveyard. Cards cannot be drawn from the Graveyard during the game unless allowed by other cards in play.

                DICE: We use a six-sided die for playing Fallen Worlds; commonly referred to as a D6. The Fallen Worlds online version of the game randomly generates such rolls for you.

                HAND: This term refers to the collection of cards held in your hand during game play, typically of no more than seven cards.

                CAPITAL: Each player begins with 20 Capital points, representing the overall strength and economy of their capital base. If their Capital is reduced to zero the economy collapses, their supporters flee and their enemies take over. Simply, they have lost.

                RESOURCES: This represents the facilities and stock at the disposal of the player. They are spent in exchange for deploying cards and/or using card abilities.

                PvP GAMES:
                One member will create a game, while another will join. The game is typically played using the members own decks and the winner of the game is awarded Community points and possibly coins, so long as at least four turns have passed.

                BATTLE BOTS:
                A game against the computer controller bots with which to test your skills. As with PvP games the winner will be rewarded with Community points and possibly coins.

                WARNING! If you start a new game whilst already engaged in a PvP game, that game will be forfeited.

                Card Types

                Chaos%20Bringer CREATURES
                (Red Border)
                These are the fighters of your army. They will go into battle in your name and defend your scenarios to their last breath. Each creature is given a logo in the top right of the card that defines their nature.
                Chaos%20Bringer EVENTS
                (Blue Border)
                Unlike other cards, Event cards only remain in play for the instance it is played. They enable a player to manipulate the game through various effects and events, such as a bad weather, firestorm or even a plague.
                Chaos%20Bringer SCENARIOS
                (Brown Border)
                Scenario cards are situations or locations available to your forces. They can be anything from medical supplies, a local tavern, a steel mill or even a Daemornia Gate! These cards are especially important to protect for losing them can easily swing the game in your opponents favour.
                Kaeno%20Warfork ATTACHMENTS
                (Gray Border)
                Attachment cards have six sub-types that represent Spells, Psionics, Skills, Armour, Weapons and Artefacts. When deployed they are given to a creature under your control, but each creature can have no more than one of each sub-type. Attachments cards may provide unique abilities or stats modifiers that are applied to the creature card.
                D`Kara SPECIALS
                (Gold Border)
                The gold bordered cards represent extremely rare and unique versions of the aforementioned card types. They can be special devices, legendary weapons or even heroes such as D'Kara or Marcko Volans.

                Factions

                Fallens Worlds is divided into seven known Factions each with their individual strengths and weaknesses; the Daemons, Felidites, Night Stalkers, Reptilians, Draga, Keebo and the United Earth Alliance, or UEA.

                FactionDaemon Daemons: Strong and powerful, but few unique skills.

                FactionFelidite Felidites: Many have Frenzy and they utilise numerous spirits that can Regenerate

                FactionNightStalker Night Stalkers: Good attacking creatures with many Beasts, but Night Stalkers tend to have low defensive capabilities.

                FactionReptilian Reptilians Excellent combat ability but considerably weaker than other factions

                FactionDraga Draga: Typically very strong, but Draga tend to be poor defenders

                FactionKeebo Keebo: Very resilient faction but they are not very strong.

                FactionUEA UEA: Good all-rounders with no noticable strength or weakness.

                Card Stats

                ResourceLarge RESOURCES:
                This is the number of Resources required when deploying the card or using an ability and is explained later.

                ResourceLarge DAMAGE:
                This is the amount of damage dealt by the card

                ResourceLarge ATTACK:
                This value indicates the cards attacking ability. Cards with a zero (0) value cannot attack

                ResourceLarge DEFENSE:
                This value indicates the cards defending ability.

                ResourceLarge HEALTH:
                This shows the amount of damage that can be suffered by the card before it is defeated or destroyed. This is directly reduced by the damage of opposing cards.

                Order of Play

                Starting Game: The game will wait for both players to be active and once so, it will pass the first turn to a random player (In bot games the players always starts first).

                Draw Hand: Each player draws the top five cards from their Library at the beginning of the game.

                ResourceLarge CARD LOCKING:
                Whenever a creature is declared as an Attacker the creature and all its attached cards (the stack) is locked. This indicates that the cards in the stack cannot be used against until they are unlocked. Some abilities may also force the stack to be locked when they are used. Abilities that lock cannot be used by a creature or scenario that is already locked.
                PHASE 1 - RESOURCES & UNLOCKING
                Res1 Res2 Res3Resources (Res) represent the facilities and stock at the disposal of the player. They are spent in exchange for deploying cards and/or using card abilities. For example, deploying a small creature card may two (2) Res, but a larger creature may cost considerably more. At the beginning of each turn a players Resource pool is first emptied and they must roll two D6 dice (2D6), each generating a possible result of 1, 1, 1, 2, 2 or 3, for resources gathered this turn. The highest individual roll of these dice is added to the Resources available. During this phase all cards are also Unlocked.

                PHASE 2 - HEALING
                Any injured or damaged card deployed by the player will heal one Hp. There are some cards that will also provide additional healing, such as those with the Heal ability, and those cards can only be used during this phase.

                PHASE 3 - DRAW
                The player now draws a new card from their Library into their hand. At the end of the complete turn the player can hold no more than seven cards and must discard all cards over this limit. If the player cannot draw a card (their deck is empty) they will lose one Capital point.

                PHASE 4 - DEPLOY
                The player may now put as many cards from their hand into play as they wish, paying the Res of each card before it can be deployed. If the player does not have enough Res available the card cannot be deployed. Each card displays their Res requirement on a black orb in the upper left corner. Only one Scenario can be deployed each turn.

                PHASE 5 - COMBAT
                The player may declare any number of their creatures as attackers, although creatures deployed in the same turn cannot attack, unless otherwise allowed. The opposing player must then declare which of their creatures will be defending. The defending creature cards are lined up against the attacking creatures at any ratio the player wishes. There is no limit to how many defending creatures can line up against a single attacker. Although, a defender cannot line up against more than one attacker, unless otherwise allowed.
                EVENT CARDS:
                These cards can be played during any phase of either players turn, unless restricted on the card description. When an Event card is played the game will pause for 15 seconds to allow time for countering cards and effects.


                Card Effects: Some cards have additional effects that only occur when extra Resources are paid. This value is given in the cards description alongside the effect. These effects can be played during any phase of either players turn but can only be used once per turn, unless otherwise explained on the card.

                Unchallenged Creatures: The attacking player may reposition any of their unchallenged creatures to aid their allies or give them one of two new objectives; Raid or Scenario. On a Raid the creature breaks through the opponents defences into their capital and the opponent loses an amount of Capital equal to the damage of the raiding creature. If a creature attacks a Scenario instead of Raiding the combat will occur in the same way as against a creature. If a scenario is reduced to zero Health it is destroyed and placed in the opponents graveyard.

                Rolling Outcome: Once all attackers and defenders are declared it is time to determine the outcome of the battle. For each set of creatures both players must subtract their AttackSmall rating from their opponent's DefenceSmall rating. This number is then added to a value of 4 to give the minimum number required on a D6 to successfully hit. For example, a creature with an Attack value of 3 attacking an opponent with a Defence of 4 would require a 5+ on the D6 to successfully hit - The 3 is subtracted from the 4 giving a +1 modifier. This is then added to the base roll of 4, therefore raising the roll required to 5. If the attacker had an Attack rating of 6 the minimum roll required to hit would be 2 or more. A roll of a 6 is always a hit and a roll of a 1 is always a miss regardless of the combat capabilities of the opponents. Creatures/Scenarios with an Attack rating of zero (0) cannot attack at all.

                Creatures that successfully hit inflict an amount of damage equal to their DamageSmall after applying any modifiers from other cards. The HealthSmall of the opponent is then reduced by this amount. An example chart showing the minimum required to hit is given below.
                Attacker AttackSmall
                Defender DefenceSmall 1 2 3 4 5 6 7 8 9 10
                1 4 3 2 2 2 2 2 2 2 2
                2 5 4 3 2 2 2 2 2 2 2
                3 6 5 4 3 2 2 2 2 2 2
                4 6 6 5 4 3 2 2 2 2 2
                5 6 6 6 5 4 3 2 2 2 2
                6 6 6 6 6 5 4 3 2 2 2
                7 6 6 6 6 6 5 4 3 2 2
                8 6 6 6 6 6 6 5 4 3 2
                9 6 6 6 6 6 6 6 5 4 3
                10 6 6 6 6 6 6 6 6 5 4


                PHASE 6 - RESOLUTION
                All damage determined in combat is now applied to the creatures and the results of any Raids are applied. Any card reduced to zero or less Hp at the end of this phase is removed from play. As both creatures typically attack each other simultaneously it is possible for both to be defeated. All temporary attribute modifications are also removed at the end of this phase prior to the start of the next turn.

                Discard: If a player has eight or more cards in their hand at this phase they must discard enough cards to reduce their hand to seven before they can continue.

                TIMEOUT:
                Each player only has a limited amount of time to play each phase (Resources, Deploy etc), which is no more than 3 minutes. After 2 minutes have passed the player will receive a warning and after a further minute they will forfeit the game. If the game has been played for at least four turns the opponent will be awarded the win. The player forfeiting the game will alway receive a negative point.