Requirements:
- A tape measure
- 8 of your own Skylanders with their cards
- 8 of opponents own Skylanders with their cards
- Both players may also bring to the game Magic Items and Location Pieces (from Adventure Packs) with their corresponding cards.
Your side will consist of 8 Skylanders, one from each element (if players don't own one of each element, then both players may come to an agreement of how many Skylanders to use). Your side may NOT contain more than two Giant Skylanders (as indicated by the Giants symbol on the lower right corner on stat cards), this keeps things fair.
Setup: It is recommended that you play on a large surface (i.e dining table or coffee table). Players sit opposite each other.
Decide who goes first (by flipping a coin, rolling a dice, youngest player etc.). The first player places their first Skylander on the table, then the second player places a Skylander and so on until all Skylanders have been placed. Your skylanders may NOT be placed within 30 inches of an opponent's Skylander. Set aside a space to place your cards so both players can clearly see them. All your cards need to be face up, facing you.
Turns consist of 3 different phases:
1. Magic
2. Movement
3. Attack
1. Magic
If players bring Magic Items to the game, during setup, set Items aside, shuffle the Magic Item Cards and place them face down (Skylanders logo facing upwards) within reach of both players. Both players can bring as many magic items as they like, but they may only own one of each item; so players can both bring a max total of 8 items making a complete set totalling of 16 Magic Items (x2 bought from each player).
During the Magic Phase, you may choose to use a Magic Item. Draw the top card of the Magic Item Deck and reveal to both players. You may take that Magic Item and use it on one of your Skylanders. Place the item next to your chosen Skylander. That item may only be used with the chosen Skylander and NOT any other Skylander unless specified in that Magic Items rules.
Item rules are as follows:
- Winged Boots: you may double the Movement of your Skylander this turn (you may NOT add Luck to your Skylander's Movement).
- Ghost Swords: if your Attack is successful this turn, it counts as a Critical Hit, regardless of Value.
- Hidden Treasure: You may keep the Hidden Treasure on your Skylander until you choose to use it instead of discarding it at the end of your turn. At any time, you may discard Hidden Treasure to reveal the top two Magic Item cards from the Magic Item Deck and choose one to use on that Skylander. Return the other card and reshuffle the deck.
- Sparx the Dragonfly: Your Skylander may make an additional attack (Attack =40) this turn and Luck may be applied if it hasn't been used already.
- Sky-Iron Shield: Your Defense Value is increased by 40 this turn. You may extend the Sky-Iron Shield to any of your Skylanders within 8 Inches.
- Anvil Rain: All your Skylanders are Attack +10 this turn, all opponent's Skylanders are Defence -10 this turn.
- Healing Elixr: Rotate your Skylander's Stat Card anti-clockwise by 180° (in effect, healing him/her).
- Time Twist Hourglass: Move all Skylanders (both yours and opponents) backwards using their maximum movement.
At the end of your turn, return Magic Items and Magic Item Cards (except Hidden Treasure if it hasn't been used yet) and reshuffle the Deck and place it face down.
Location Pieces
Also, at the start of the game, shuffle all Location Cards together and place face down (Skylanders Logo facing upwards).
During the Magic Phase, you may reveal the top Card of the Location Card Deck. Place the matching Location Piece on the table. While the Location Piece is in play, Skylanders on both sides of the listed (see below) element get +20 Attack and +20 Defense. At the end of each turn, return the Location Piece and reshuffle the Location Card back into the Location Card Deck.
- Darklight Crypt: Undead and Magic
- Empire of Ice: Water and Life
- Pirate Seas: Earth and Tech
- Dragons Peak: Fire and Air
During the Magic Phase, you may choose to use a Magic Item. Draw the top card of the Magic Item Deck and reveal to both players. You may take that Magic Item and use it on one of your Skylanders. Place the item next to your chosen Skylander. That item may only be used with the chosen Skylander and NOT any other Skylander unless specified in that Magic Items rules.
Item rules are as follows:
- Winged Boots: you may double the Movement of your Skylander this turn (you may NOT add Luck to your Skylander's Movement).
- Ghost Swords: if your Attack is successful this turn, it counts as a Critical Hit, regardless of Value.
- Hidden Treasure: You may keep the Hidden Treasure on your Skylander until you choose to use it instead of discarding it at the end of your turn. At any time, you may discard Hidden Treasure to reveal the top two Magic Item cards from the Magic Item Deck and choose one to use on that Skylander. Return the other card and reshuffle the deck.
- Sparx the Dragonfly: Your Skylander may make an additional attack (Attack =40) this turn and Luck may be applied if it hasn't been used already.
- Sky-Iron Shield: Your Defense Value is increased by 40 this turn. You may extend the Sky-Iron Shield to any of your Skylanders within 8 Inches.
- Anvil Rain: All your Skylanders are Attack +10 this turn, all opponent's Skylanders are Defence -10 this turn.
- Healing Elixr: Rotate your Skylander's Stat Card anti-clockwise by 180° (in effect, healing him/her).
- Time Twist Hourglass: Move all Skylanders (both yours and opponents) backwards using their maximum movement.
At the end of your turn, return Magic Items and Magic Item Cards (except Hidden Treasure if it hasn't been used yet) and reshuffle the Deck and place it face down.
Location Pieces
Also, at the start of the game, shuffle all Location Cards together and place face down (Skylanders Logo facing upwards).
During the Magic Phase, you may reveal the top Card of the Location Card Deck. Place the matching Location Piece on the table. While the Location Piece is in play, Skylanders on both sides of the listed (see below) element get +20 Attack and +20 Defense. At the end of each turn, return the Location Piece and reshuffle the Location Card back into the Location Card Deck.
- Darklight Crypt: Undead and Magic
- Empire of Ice: Water and Life
- Pirate Seas: Earth and Tech
- Dragons Peak: Fire and Air
2. Movement
Agility = Movement: move in tenths of inches (i.e Spyro's Agility is 90 so he can move 9 inches, Drobots Agility is 45 so he can move 4.5 inches)
You may move each Skylander once during your Movement Phase. You do not have to use all your movement, but remember once that Skylander has moved it may not move again.
You may add your Luck to your movement, but only if it hasn't been used already this turn (see Special Rules for Luck below).
3. Attack:
When your skylander is within 4 inches of your opponent's skylander, during the Attack Phase, you may Attack.
Compare your Attack value with opponent's Defense. If the Attack value is higher than your opponents Defense value, then your attack is successful. Rotate opponent's chracters card 90° clockwise (then 180°, then 270° respectivley). If a card rotates a full 360° then that Skylander is K.O (Knocked Out, removed from game). Each Skylander may only attack once per turn.
Critical Hit:
If your Skylanders total Attack value is more than double opponents Defense value, you score a Critical Hit. Rotate opponent's Skylander 90° twice.
Combined Attack:
If you have more than one Skylander (limit of two Skylanders) within 4 inches of your opponents Skylander, they may combine their Attacks. Add their Attack values together (plus any Luck, Location or Magic Item bonuses) when attacking.
Ranged Attack:
If your Skylander is within 12 inches of an opponents Skylander, it may make a Ranged Attack. A Ranged Attack works exactly like a normal Attack except you use Agility (Movement) value instead of Attack value and you may not combine attacks. The Ghost Swords and Sparx the Dragonfly Magic Items may not be used for Ranged Attacks and cannot be used for a Critical Hit.
Skylanders may only Attack once per turn. If it has already Attacked this turn then it may not be used as part of a Combined Attack.
Special Rules:
Luck: Once during yours or your opponents turns, you may add your Skylanders Luck to one of the following values:
Movement (your turn) OR
Attack (your turn) OR
Defense (opponents turn)
Luck may only be used once per Skylander per your turn or opponents turn, so if you use Luck for Movement, it cannot be used for Attack or Defense and vice versa.
Also, at the end of your turn, if you haven't already used your Luck, you may use it to make an additional Movement (using your Luck value instead of Movement value).This will ultimately cancel you from adding your Luck to your Defense during your opponents turn.
Any unused Luck values cannot be carried forth to your next turn.
Element Power: When defending against a Skylander of the same Element, you may subtract 20 from opponent's Attack value.
Critical Hit: If your total Attack Value is more than double opponent's Defence then that Skylander is Criitically Hit. Rotate that Skylander 180° instead of the usual 90°.
The winner is the first to eliminate all of their opponents Skylanders.
Rules version 0.63 Beta revision 210513
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