ZARM

Official Rulebook — v0.3

Contents

Team Setup

  1. Only one Leader per team.
  2. Only two Unit cards per team.

Turn Order

  1. Play always goes clockwise.
  2. You cannot use the same figure back-to-back. After using a figure, that figure must sit out your next turn.
  3. Leader activation: before taking a turn with your Leader, you may first take a turn with another one of your cards — but it cannot be the card you used on your immediately previous turn. If no other card is eligible (for example, the Leader is the last figure standing), you may activate the Leader directly.
  4. Leaders cannot extract from the board as long as any of your other cards/figures are still in play.

Movement

Figures can only move in linear directions: forward, backward, left, or right.

Diagonal movement is never allowed.

Combat

Attack Directions

You can only attack in linear directions: forward, backward, left, or right. Never diagonal.

Special Attacks

Before using a special attack, roll a D20:

Defending — Evasion Roll

When attacked, roll a D20 to attempt to evade:

Combat System

  1. The attacker rolls first.
  2. Both players roll their dice: the attacker rolls their attack dice, the defender rolls their defense dice.
  3. If the attacker lands more successful hits than the defender lands blocks, apply damage and resolve any card abilities triggered by the attack.
  4. If none of the attacker's dice land, none of that card's additional effects apply either.

Range Attacks

Range rules apply only to attacks with "Range" in the attack's name. They do not apply to every attack universally.

Note: Water terrain still limits ranged attacks to one water terrain space. See Water Terrain.

Disengagement

When a figure tries to leave a space adjacent to an enemy, disengagement combat is triggered.

Height Advantage

When a figure attacks from a higher elevation than its target, the attacker gains +1 attack die (there is no struggle for the position).

Flying units: Flying does not grant the height bonus while attacking, but flying units do gain the height bonus while defending.

Terrain

Flying & Levitation

Water Terrain

Water Terrain includes pools, rivers, waterfalls, and rainfall zones.

Fire Terrain

Earth Terrain

Leveling System

Starting Bonus Points

Earning Level-Up Points

Spending Points

Each point can be spent to raise any stat by 1, chosen by the card's owner.

Reborn

Some cards have the ability to return to play after being killed. When a card is reborn:

Reborn Leaders

A Leader can be reborn if you have no other cards left on the board. They return to play as 1 figure.

A Chance with the Devil

When any character would die, before removing them from the board, roll a D20:

Clarification: On a 17–20 death, only unspent progress toward the next level-up is stripped. Levels already earned and spent on stats remain.

Pity Points

Once the game is over, all losing players roll a D20. Whoever rolls the lowest number may level up 1 character card for their next game.

Stats

All stats start at 1, except Movement, which starts at 2.

Leaders start with 3 Movement and do not level up.

Stat List


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Zarm Rulebook v0.3 — living document, subject to revision.