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 Reno 3          1          7          6          5

 

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 Kurgan                    8          3          6          2          3

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 Center Attack            Intelligence

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