HIGHLANDER:
THE MASTER FORMAT
THE ATTRIBUTES
This new format for
Highlander: The Card Game focuses more on a player's deck construction skills.
The Master Format includes attributes which all Immortals have; Strength,
Toughness, Agility, Intelligence, and Spirit.
Strength is a measure
of their overall body muscle and power. Toughness is not only how much an
Immortal can endure, but how well he can defend himself. Agility encompasses an
Immortal's manual dexterity and body movement. Intelligence covers the
practical knowledge the Immortal has accumulated over time or through training.
Spirit reflects the attractiveness and manner of the Immortal and how well he
can call upon the help of others.
Below are the
attributes for the current 31 existing Immortals in Highlander: The Card Game.
PERSONA STR TOU AGI INT SPI
Amanda 2 2 8 4 6
Annie
Devlin 5 4 8 3 2
Caspian 4 4 6 3 5
Cassandra 1 1 4 7 9
Ceirdwyn 5 2 5 3 7
Connor
MacLeod 3 2 6 3 8
Corda and
Duncan
MacLeod 5 1 5 5 6
General
Katana 3 1 5 8 5
Hugh
Fitzcairn 1 3 7 2 9
Iman Fasil 4 2 9 4 3
Kalas 3 2 5 9 3
Kane 4 1 3 6 8
Kanis 2 1 5 5 9
Kanwulf 2 2 9 2 7
Kastagir 4 5 6 1 6
Kern 6 3 3 5 5
Khabul Khan 5 1 7 7 2
Kronos 3 2 7 9 1
Luther 4 5 6 3 4
Martin
Hyde 2 4 8 5 3
Methos 2 1 5 9 5
Nefertiri 8 1 5 1 7
Paul
Kinman 1 2 8 6 5
Ricjie Ryan 7 2 4 5 4
Silas 5 2 6 4 5
Slan Quince 9 2 3 3 5
The
The
Sorceror Nakano 2 2 6 3 9
Xavier
St.Cloud 3 1 4 9 5
Yung
Dol Kim 8 2 9 2 1
A Generic Immortal is
more diverse than those above because he represents any number of unknown
Immortals in The Game. You can play a Generic Immortal by assigning your own
statistics to Strength, Toughness, Agility, Intelligence, and Spirit. However,
an attribute cannot be lower than one ( I ) or higher
than nine (9) and the sum of all his attributes should add up to 22.
ATTRIBUTE POINTS
Now that you have an
idea of which Immortal you wish to play and the
attributes for that Immortal, you use the attributes for that Immortal to
determine which cards are available to you for deck construction.
Multiple each of your
Immortal's attributes by three (3) to determine how many points in each
attribute for which you can purchase cards to include in your deck. For
instance, Richie Ryan has an Agility of 4, so this gives him (4 x 3) 12 points
to purchase Agility cards to include in his deck.
So what do you do
with these points? Well, each card in Highlander: The Card Game has been
assigned one to three icons depending on the cards effects and use in the game.
Each icon represents a cost which a Persona must spend in Attribute Points to
include the card in his deck.
For instance, Richie's Back Away has one Agility Icon on it. This means
to include one Back Away Richie must spend I of his 12
points in Agility. If he decides to include four Back Aways,
then he will spend 4 of his Agility points, leaving him with 8 Agility points
to purchase other cards with Agility Icons. Use The Master Format Icon List to
help build a deck for your Immortal.
Other restrictions
still apply when building your deck; Title Restriction of no more than 6 of any
card with the same title, no more of one card than it's individual Card
Restriction; and you must build a deck of at least 50 cards.
BASIC ATTACKS AND
DEFENSES
As in Standard Deck
Construction, you must include at least one each of the Basic Attacks and
Blocks in your deck. However, you do not have to spend Attribute Points on this
first set of Basic Attacks and Blocks. Each one you have beyond the first
though, you must purchase with Attribute Points.
PRE-GAME CARDS
Pre-Game cards do not
cost Attribute Points to use and you can still use up to 6 PreGame
cards as normal.
OPTIONAL
MASTER FORMAT ADVANCED RULES
Along with the normal
rules for Highlander game play, here are some additional rules for use with the
Master Format. These are optional and you should find out from the event
coordinator whether these option advanced rules are being used.
MARTIAL ATTACKS AND
BLOCKS
When playing a Basic
Attack, you may declare that the attack is a Martial Attack. A Martial Attack
can be dodged or can be blocked with a Basic Block (Martial Block).
If a Martial Attack
you play becomes successful, your opponent must discard cards from the top of
his Endurance equal to your Strength Attribute when the Martial Attack was
played.
Martial Attacks
represent various street fighting techniques like simply elbowing your opponent
across the nose when he gets inside your swords reach or maybe just a good
swift kick in the pants.
STANDARD EXERTIONS
VERSUS TESTS
Another use of the
attributes to diversify how the various Immortals are played is to convert
Standard Exertions into a Test. When making a Test, there are two things-you
need to know; what attribute is used in the Test and what you need to succeed
in the Test. Each Test is based on one of the attributes of an Immortal. Such
Tests are named by that attribute. For instance, a Test made using the Strength
attribute is known as a Strength Test.
When making a Test
you draw cards from your Endurance equal to the attribute of your Immortal for
which the Test is being made. For example, if Richie Ryan is called upon to
make a Strength Test, then he would draw up to 7 cards from his Endurance. When
making a Test you draw the cards one at a time until you succeed or until you
have drawn a number of cards equal to the attribute for the Test.
To succeed in a Test,
you must find among the cards you draw for the Test a certain number of Icons
for the attribute which the Test is being made. When asked to make a Test, the
number you need to succeed will follow the attribute for which the Test is
being made: Strength (2). When Richie begins his Strength (2) Test he draws the
first card which has an Agility Icon, he draws the second card which has a
Strength Icon, he draws the third card which has an Intelligence Icon, he draws the fourth card which has a Strength Icon. Richie
stops drawing for he has achieved the two successes
needed to make the Test successful.
If a Test shows a '#'
instead of an actual value for the number of successes you must achieve for the
Test, this means that as long as you achieve one success the Test succeeds.
However, the more successes you achieve the better results you will get from
the Test.
POWER BLOWS VERSUS
PRIMAL ATTACKS
Instead of making an
Exertion to make an attack a Power Blow, you can make Primal Attacks by making
a Strength (#) Test. For each success you achieve in the Test the attack does
an additional point of Primal Damage if successful. However, the attack can do
no more than two additional points of Primal Damage.
Remember that you can
stop drawing cards when making a Test if you succeed. Since a Primal Attack
uses a variable Strength Test, once you get a single success, you can end the
Test and the attack will do one additional point of Primal Damage. Or you can
continue the Test in an attempt to get two additional points of Primal Damage.
Whether you fail or
succeed, you opponent's next attack during his next turn can be played Hidden
if you make a Primal Attack.
POWER BLOCKS VERSUS
PRIMAL BLOCKS
Just like Primal
Attacks above, you can make blocks you
play Primal Blocks by making a Toughness (#) Test when defending against a
Primal Attack For each success you achieve you prevent a point of Primal Damage
from a Primal Attack.
Again you can stop
the Test after achieving one success or you may continue until you have
prevented all the Primal Damage from a Primal Attack or have drawn an amount of
cards equal to your Toughness.
Instead of making an
Exertion to make an attack a Power Blow, make a Strength Test. Draw a number of
cards from your ~endurance equal to your Strength Attribute one at a time until
you have drawn 2 Strength Icons. In some cases, this may occur after just
drawing the first card if that card has two Strength Icons on it.
EXERTING FOR AN
ATTACK VERSUS URGENT ATTACKS
When you would
normally make an Exertion to search for and play an attack, instead make a
Strength Test. Instead of looking for successes (Strength Icons), you need to
find an attack you can play and play that attack.
Just as with any
Test, you can draw the cards one at a time and stop when you find an attack you
can play and you play that attack.
EXERTING FOR A
DEFENSE VERSUS URGENT DEFENSES
Just like Urgent
Attacks, you would make a Test to search for defenses. In this case you would
make a Toughness Test. Instead of looking for successes (Toughness Icons), you
need to find a defense (block or dodge) which you can play against an attack
your opponent has played against you.
Again, as with any
Test, you can draw the cards one at a time and stop when you find a defense you
can play and you play that defense.
HIGHLANDER:
THE ICONS
SERIES
EDITION
Basic Attacks and Blocks
Upper
Left Attack Strength
Upper
Right Attack Toughness
Middle
Left Attack Agility
Thrust Spirit
Lower
Left Attack Intelligence
Lower
Center Attack Toughness
Lower
Right Attack Agility
Upper
Left Block Strength
Upper
Center Block Spirit
Upper
Right Block Toughness
Lower
Lei t Block Intelligence
Lower
Center Block Spirit
Lower
Right Block Agility
Generic Cards
Alan
Baines Spirit
Angry
Mob Spirit
Avery
Hoskins Spirit
Carl Spirit
Caught
in the Act Intelligence
Challenge Intelligence
Charlie Spirit
Counterfeit Intelligence
Counterfeit Intelligence
Counterfeit Intelligence
Darius Spirit
Darkness Intelligence
Darkness Intelligence
Darkness Intelligence
Elizabeth
Vaughn Spirit
Extra
Weapon Intelligence
Feint Intelligence
Fortune
Teller Spirit
Gypsy Spirit
Gypsy
Lover Spirit
Head
Shot Strength Agility
Heroic
Deed Spirit
Holy
Ground Spirit
Holy
Ground Spirit
Interference Intelligence
Investigation Intelligence
Left
Guard Toughness
Linda
Plager Spirit
Master Intelligence
Maurice Spirit
Misfortune Intelligence
Mugging Spirit
Narrow
Escape Agility
Nemesis Intelligence
Nemesis Intelligence
Nemesis Intelligence
Nemesis Intelligence
Nemesis Intelligence
Nemesis Intelligence
Nemesis Intelligence
Nemesis Intelligence
Pedestrian Spirit
Pedestrian Spirit
Police Spirit
Police Spirit
Quality
Blade Intelligence
Recover
Weapon Agility
Renee
Delaney Spirit
Reporter Spirit
Right
Guard Toughness
Scorn Spirit
Sea
Witch Intelligence
Sea
Witch Intelligence
Sea
Witch Intelligence
Segur Spirit
Stamina Toughness
Street
Punk Spirit
Tessa Spirit
Underworld
Contact Intelligence
Unexpected
Assistance Spirit
Unholy
Alliance Intelligence
Unholy
Alliance Intelligence
Unholy
Alliance Intelligence
Watcher Spirit
Watcher Spirit
Watcher:
Counter Intelligence
Watcher Spirit
Watcher Spirit
Watchers Spirit
AMANDA
Back
Away Agility
Continuity Toughness
Distract Agility Spirit
Jump Agility Agility
Left
Side Step Agility
Masters
Advice Intelligence Spirit
Masters
Attack Intelligence Strength
Right
Side Step Agility
Seduce Spirit Spirit Spirit
Steal Intelligence
Surprise
Attack Spirit
CONNOR
MACLEOD
Back
Away Agility
Combination Strength
Continuity Toughness
Disarm Agility
Dodge Agility
Extra
shot Strength
Power
Blow Strength
DUNCAN
MACLEOD
Back
Away Agility
Battle
Rage Strength
Combination Strength
Continuity Toughness
Disarm Agility
Dodge Agility
Extra
shot Strength
Flashback Intelligence
Inspiration Spirit
Jump Agility Agility
Master's
Advice Intelligence Spirit
Master's
Attack Intelligence Strength
Master's
Dodge Intelligence Agility
Power
Blow Strength
Trip Agility
LUTHER
Back
Away Agility
Combination Strength
Continuity Toughness
Disappear Agility Spirit
Disarm Agility
Dodge Agility
Intimidate Intelligence
Power
Blow Strength
Taunt Spirit
Trip Agility
NEFERTIRI
Back
Away Agility
Battle
Rage Strength Strength
Combination Strength
Continuity Toughness
Desperation Spirit
Disarm Agility
Dodge Agility
Extra
shot Strength
Power
Blow Strength
Seduce Spirit
Trip Agility
RICHIE
RYAN
Back
Away Agility
Battle
Rage Strength Strength
Combination Strength
Continuity Toughness
Dodge Agility
Extra
shot Strength
Luck Spirit Spirit
Master's
Advice Intelligence Spirit
Master's
Block Intelligence Toughness
Power
Blow Strength
Trip Agility
SLAN
QUINCE
Back
Away Agility
Berserk Strength Strength Strength
Intimidate Spirit
Run
Through Toughness Strength
Shooting
Blade Agility Intelligence Spirit
XAVIER
ST. CLOUD
Alliance Spirit
Back
Away Agility
Disarm Agility
Dodge Agility
Forethought Intelligence
Hook Strength
Plan
Ahead Intelligence
Poison
Gas Intelligence Spirit
Power
Blow Strength
Stalk Strength Intelligence Spirit
Trip Agility
THE
WATCHER CHRONICLES
Generic Cards
Advance
Warning Spirit Intelligence
Cat
and Mouse: Attacks Strength
Cat
and Mouse: Draw Spirit
Circular
Parry Agility
Circular
Parry Agility
Circular
Parry Agility
Circular
Parry Agility
Code
Red Intelligence
Dojo Intelligence Spirit
Donna
Ondrejka Spirit Spirit
Dr.
Anne Lindsey Spirit
Flashing
Blade Agility
Flurry
Strike Strength
Flurry
Strike Strength
Flurry
Strike Strength
Hideo
Koto Spirit
Immortal
Wound Toughness
Impressive
Move Spirit
James
Horton Spirit
Joe
Dawson Spirit
Light
House Agility
Lunge Agility Strength
Master
Swordsman Strength Intelligence Toughness
Nemesis Intelligence
Nemesis Intelligence
Nemesis Intelligence
Nemesis Intelligence
Plot
Twist Intelligence
Signorina
Arianna Spirit
Watcher:
involvement Intelligence Spirit
Watcher Intelligence
Watcher Intelligence
Watcher
Tribunal Intelligence Spirit
Watcher
Database Intelligence
Watcher
Regional HQ Intelligence
Watcher's
Chronicle Intelligence
Watchers
Oath Spirit
AMANDA
Acrobat Agility Agility
Master
Thief Intelligence Agility
ANNIE
DEVLIN
Back
Away Agility
Battle
Rage Strength
Combination Agility
Continuity Toughness
Duck Agility
Escape Intelligence
Evade Agility
Evade Agility
Extra
Shot Agility
Flashback Spirit
Master's
Attack Intelligence Strength
Run
Through Toughness Toughness
Trip Agility
DUNCAN
MACLEOD
Duck Agility
Masters
Block Intelligence Toughness
Slash Strength Agility
Slash Strength Agility
HUGH
FITZCAIRN
Sack
Away Agility
Charm Spirit Intelligence
Combination Agility
Continuity Toughness
Evade Agility
Evade Agility
Fast
Talk Spirt Spirit Spirit
Flashback Spirit
Master's
Block Intelligence Toughness
Seduce Spirit Spirit
Trip Agility
KALAS
Back
Away Agility
Combination Agility
Continuity Toughness
Extra
Shot Agility
Flashback Spirit
Forgery Intelligence
Intimidate Intelligence Spirit
Master's
Advice Intelligence Spirt
Power
Blow Strength
Song
of the Executioner Intelligence
Song
of the Executioner Intelligence
Song
of the Executioner Intelligence
Stalk Strength Agility
Trip Agility
KERN
Back
Away Agility
Bowie
Knife Toughness
Flashback Spirit
Hogg Toughness Intelligence
Spent
Power
Blow Strength
Rage Strength Strength
Trip Agility
LUTHER
Endure
Pain Toughness Toughness
NEFERTIRI
Temptress Spirit Intelligence
Vengeance Strength Spirit
RICHIE
RYAN
Quick
Learner Intelligence
SLAN
QUINCE
The
Cat Strength Intelligence
XAVIER
ST. CLOUD
Hidden
Explosives Intelligence Intelligence Intelligence
ARMS
AND TACTICS
Basic Attacks and Blocks
Upper
Left Attack 1 Strength
Upper
Left Attack 2 Strength
Upper
Left Attack 3 Strength
Upper
Center Attack 1 Toughness
Upper
Center Attack 2 Toughness
Upper
Center Attack 3 Toughness
Upper
Right Attack 1 Agility
Upper
Right Attack 2 Agility
Upper
Right Attack 3 Agility