THERE CAN BE ONLY ONE






INTRODUCTION
Card Game for 2 Players. 
Based on the Highlander Movies and TV shows. 
The game depicts two immortals engaging in a duel. 

DISCLAIMER
Highlander is a protected copyrighted property. 
This is merely a fan site. 

IMMORTALS
Each player picks a premade Immortal or makes one. 

IMMORTAL LIFE POINTS
Each Immortal starts with a number of Life Points = 15 + Endurance 

KILLING AN IMMORTAL
To kill an Immortal you must first reduce his Life points to zero. 
Next, you must do extra damage to him with a decapitation card. 

IMMORTAL STATS
Each Immortal has 12 basic stats:
Wits, Will, Courage, Strength, Skill, Reflexes, Agility, Endurance, 
Initiative, Experience, Judgement, and Size. 
The average Immortal will have a score in each between 4 and 9. 

SWORDS
Like Immortals, each player picks 1 Sword. 

SWORD STATS
Swords have stats too. Each has 5 stats: 
Sharpness, Impact, Speed, Guard, and Length.
These also have scores between 4 and 9. 

THE DECK
Players share a common deck. 
The deck has 5 cards types:
A = Attack
D = Defense
B = Both (Can be used for either Attack or Defense)
S = State
X = Early Event Card
Z = Late Event Card

COMBAT CARDS
Attack, Defense, and Both cards are collectively referred to as Combat cards. 

FORCE
Combat cards generate the indicated amount of Force. 
This will usually be a number between 2 and 9. 
Some combat cards list their Force as a Stat (Immortal or Sword). 
In this case use your Immortals or swords stat value as that of the combat card. 

LOCATION
Before combat players must chose a location. 
They can agree on one or choose randomly. 
A list of Locations is at the end of the rules. 
Most locations will have special rules that modify the combat. 

DICE
A six sided die is needed. 

SETUP
Shuffle the deck. 
Each player is dealt 5 cards.

TURN SEQUENCE
Each turn has 7 Phases:
Draw Phase
Initiative Phase
Early Event Phase
First Combat Phase
Last Combat Phase
Late Event Phase
End Phase

DRAW PHASE
Each player fills their hand to 5 cards. 
If one Immortal has more Experience than his opponent, he fills his hand to 6 cards. 

INITIATIVE PHASE
Players roll one die each and add their Initiative Stat. 
The higher total wins the Initiative. 
If tied, roll again. 

EARLY EVENT PHASE
Players take turns playing Early Event cards and State cards in this Phase. 
The initiative winner chooses whether to go first or last. 

FIRST COMBAT PHASE
The Initiative winner (current attacker) may play an Attack card. 
(Or use a Both card as an attack card)
The other player (current defender) may play a Defense (or Both) card. 
If the Force of the Attack card is higher the defender takes damage equal to the difference. 

LAST COMBAT PHASE
The Initiative loser (current attacker) may play an Attack card. 
(Or use a Both card as an attack card)
The other player (current defender) may play a Defense (or Both) card. 
If the Force of the Attack card is higher the defender takes damage equal to the difference. 

LATE EVENT PHASE
Players take turns playing Late Event cards in this Phase. 
The initiative winner chooses whether to go first or last. 

END PHASE
Players may discard down to 2 cards. 
The player with the higher Judgement score may discard down to 1 card. 

STATE CARDS
State cards represent a mental condition affecting the immortal. 
It remains in play until replaced by a different State card. 
You may play a State card on your Opponent. 

CARD LIST NOTATION
A = Attack
D = Defense
B = Both (Can be used for either Attack or Defense)
S = State
X = Early Event Card
Z = Late Event Card
NT = You get this Modifier on your next Attack or Defense
ONT = Opponent gets this Modifier on his next Attack or Defense
Decap = This is a Decapitation card
OD1C = Opponent must immediately discard 1 card

COMMON DECK CARD LIST
Card:			Type	Force		Notes: 
Feint			A	2		ONT -3A and NT +3A
Slash			A	Speed		Decap
Thrust			A	7		-
Cut			A	Sharp		Decap
Lunge			A	8		-
Hunter			A	5		Interference
Punch			A	4		-
Kick			A	5		-
Cleave			A	8		Decap
Overhead Smash		A	Impact		-
Sever			A	9		Decap
Impale			A	9		-
Disarm			A	2		ONT -7A
Wild Swing		A	5		Decap
Trip			A	3		ONT -5A
Swipe			A	5		-
Counterattack		A	6		OD1C
Break			A	3		Negate Penalties
Body Slam		A	Size		-
Slice			A	7		Decap
Hack			A	6		Decap
Block			D	7		-
Parry			D	6		-
Bystander		D	9		Interference
Witness			D	5		Interference
Withdraw		D	8		-
Retreat			D	9		-
Jump			D	6		-
Duck			D	7		-
Dodge			D	7		-
Sidestep		D	6		-
Riposte			D	6		NT +3A
Locked Blades		D	7		ONT -1A
Recover			D	4		Negate Penalties
Catch			D	Guard		-
Sparks Fly		D	6		OD1C
Keep at Bay		D	Length		-
Animal Reflexes		B	Reflexes	-
Speed of the Stag	B	6		-
Sword Master		B	Skill		-
Shoving Match		B	4		ONT -1D
Watcher			B	4		Interference
Trick			B	Wit		-
Force of Will		B	Will		-
Desperate Gambit	B	Courage 	-
Outmaneuver		B	Agility		-
Overpower		B	Strength	-
Improvised Weapon	B	5		-
Taunt			X	-		ONT -1A and -3D
En Garde		X	-		Draw 2 Cards
Read Opponent		X	-		Look at Opponent’s Hand
Inspired		X	-		Draw 1 card and NT +2B
Rapid Healing		Z	-		Heal 4 Damage
Ignore Wounds		Z	-		Heal 3 Damage 
Quickening Energy	Z	-		NT +2B
Enraged			S	-		+4A and -3D
Fearful			S	-		-4A and +2D
Cautious		S	-		-1A and +2D
Aggressive		S	-		+2A and -1D
Confident		S	-		+1B


PREMADE IMMORTALS

CONNER MACLEOD
Wits = 8
Will = 9
Courage = 9
Strength = 8
Skill = 8
Reflexes = 9
Agility = 9
Endurance = 8 
Initiative = 7
Experience = 7
Judgement = 8
Size = 8 

THE KURGAN
Wits = 6
Will = 8
Courage = 8
Strength = 9
Skill = 8
Reflexes = 8
Agility = 8
Endurance = 9 
Initiative = 7
Experience = 8
Judgement = 6
Size = 9

RAMIREZ
Wits = 9
Will = 8
Courage = 9
Strength = 6
Skill = 9
Reflexes = 7
Agility = 7
Endurance = 5 
Initiative = 7
Experience = 9
Judgement = 8
Size = 7

RULES FOR MAKING YOUR OWN IMMORTALS
Simply roll 1D6 +3 for each Stat.
Or Assign 39+1D6 points to all 12 Stats.

SWORDS
Sword:		Sharp	Impact	Speed	Guard	Length
Great Sword	4	9	4	6	9
Claymore	4	8	4	6	8
Broadsword	5	7	5	7	7
Long Sword	6	6	6	7	7
Rapier		8	4	9	8	7
Saber		7	4	7	9	6
Scimitar	7	5	6	6	5
Tulwar		6	6	5	6	5
Katana		9	5	8	5	6

LOCATIONS
Locale:			Notes:
Alleyway		All Defenses get Force -1
Rooftop			All Attacks get Force +1
Parking Garage		All Attacks get Force -1
Warehouse		All Defenses get Force +1
Clock Tower		Hand Size -1
Battlefield		Interference cards get Force +2
Garden			Hand Size +1
Castle Ruins		Remove Interference cards from Deck

LINK: CARDSET AVAILABLE
Cardset	Click here













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