Roham TCG Raid Mode Rules Raid Mode is a solo and team format where players battle a powerful Raid Boss using normal Roham decks, playmats, counters, one six-sided die, and a free Raid Lore Sheet. WHAT YOU NEED - 1 normal Roham deck per player - 1 Roham playmat per player - Tokens or counters - 1 six-sided die - 1 Raid Lore Sheet PLAYER HEALTH AND DEFEAT - Each player starts with 30 Health. - Legendary Raids are designed for two players. - In a solo Legendary Raid, the player may start with 35 Health. - A solo player loses when their Summoner/Core reaches 0 Health. - In a team Raid, each player has their own Health. - A player at 0 Health is defeated, but surviving teammates may continue. - The team loses when all players are defeated. OPTIONAL TEAM RULE: RALLY REVIVE Once per Raid, a player may skip their Combat Phase to revive a defeated teammate. The revived player returns with: - 10 Health - Their discard pile unchanged - Their battlefield cleared - A new hand of 5 cards RAID BOSS RULES - A Raid Boss has no deck, hand, discard pile, Altars, or Summoner card. - A Raid Boss cannot be destroyed, captured, banished, returned to hand, moved to another zone, controlled by a player, or forced to make normal opponent choices. - Use the stats, attacks, phases, rules, and victory condition printed on the Raid Lore Sheet. - When a normal card effect cannot work against a Raid Boss, use the conversions below. RAID ROUND STRUCTURE 1. Weak Lane Roll: Roll one d6 to determine the boss weak lane. 2. Player Turn: Each player takes one normal Roham turn. 3. Raid Boss Turn: Roll for target player, target lane, and boss action. 4. Check Boss Phase: Apply phase rules when the boss reaches a phase threshold. WEAK LANE ROLL 1-2: Left lane 3-4: Center lane 5-6: Right lane Creature attacks through the weak lane ignore boss Armor. Creature attacks through other lanes are reduced by boss Armor. DAMAGE EFFECTS - Damage to a creature, lane, or opposing Summoner/Core deals that much Raid damage to the boss. - Damage to all enemy creatures damages the boss once. - Drain deals Raid damage and heals the player's Summoner/Core by the same amount. - Burn, poison, bleed, or damage over time deals 1 Raid damage at the start of the player's next 2 turns. REMOVAL EFFECTS - Destroy target creature: Deal 3 Raid damage and add 1 Stagger. - Destroy all enemy creatures: Deal 3 Raid damage and add 1 Stagger once. - Capture, banish, return, shuffle, or remove a creature: Deal 2 Raid damage and add 1 Stagger. CONTROL AND DISABLE EFFECTS - Immobilize, stun, confuse, disable, prevent an action, move, or swap an enemy: Add 1 Stagger. - An effect causing enemies to enter without attack abilities makes the boss deal -1 damage on its next attack. ATTACK REDUCTION - Enemy gets -1 attack: Boss deals -1 damage on its next attack. - Enemy gets -2 or more attack: Boss deals -2 damage on its next attack. - Set enemy attack to 0: Boss deals -3 damage on its next attack. - Boss attacks cannot be reduced below 1 damage unless damage is prevented completely. ARMOR AND DEFENSE REDUCTION - Reduce defense by 1: Boss loses 1 Armor until the end of the next player turn. - Reduce defense by 2 or more: Boss loses 2 Armor until the end of the next player turn. - Remove Armor or Shield: Boss loses 1 Armor until the end of the next player turn. - Ignore defense or Armor: That damage ignores boss Armor. - Set defense to 0: Boss loses all Armor until the end of the next player turn. - Boss Armor cannot go below 0. PLAYER DEFENSE, HEALING, AND BUFFS - Shields, damage prevention, damage reduction, and legal redirection work normally. - Healing and friendly revival work normally. - Players cannot heal above starting Health unless a card specifically allows it. - Friendly attack bonuses, keywords, and creature improvements work normally. POSITION AND LANE EFFECTS - Moving or swapping friendly creatures works normally when legal. - Moving or swapping an enemy adds 1 Stagger. - An effect aimed at an enemy lane applies to the boss only if it targets or occupies that lane during the Raid Round. - A lane hazard deals 1 Raid damage if the boss attacks through that lane during the Raid Turn. - A locked or weakened lane makes the boss deal -1 damage when attacking through it that Raid Turn. DRAW, SEARCH, HAND, AND DECK EFFECTS - Player draw, search, deck inspection, discard recovery, shuffling, and extra-card effects work normally. - Opponent discards 1 card: Deal 1 Raid damage. - Opponent discards 2 or more cards: Deal 2 Raid damage. - Opponent mills 1 card: Deal 1 Raid damage. - Opponent mills 2-4 cards: Deal 2 Raid damage. - Opponent mills 5 or more cards: Deal 3 Raid damage and add 1 Stagger. - Look at or reveal an opponent's hand: Add 1 Stagger. - Opponent cannot draw: Add 1 Stagger. - Banish an opponent's discard pile: Deal 2 Raid damage. RELIC EFFECTS - Destroy an opposing Relic: Deal 2 Raid damage. - Disable an opposing Relic: Add 1 Stagger. - Friendly Relic effects work normally. - The boss has no Relics unless its Lore Sheet says otherwise. PERMANENT SPELLS AND ATTACHMENTS - Attachments on friendly creatures work normally. - Attachments targeting the boss use the closest matching Raid conversion. - Permanent effects that buff friendly creatures work normally. - Permanent effects that weaken enemies use attack reduction, Stagger, or Armor reduction. - Permanent effects that damage enemies deal that damage to the boss once per trigger. - A Permanent Spell can trigger against the boss only once per player turn unless the Lore Sheet says otherwise. BOSS ARMOR Boss Armor reduces only creature combat damage from non-weak lanes. Boss Armor does not reduce: - Spell damage - Raid Conversion damage - Stagger effects - Direct Summoner/Core damage converted into Raid damage - Damage through the weak lane - Damage that ignores Armor REGION WEAKNESS When a card from the boss's weakness region deals damage to the boss, it deals +1 Raid damage. If the boss has Weakness: None, no region gains bonus damage. Weak-lane attacks still ignore Armor. STAGGER AND BROKEN BOSSES Each boss has a Stagger value on its Lore Sheet. When the boss reaches that value, it becomes Broken: - Remove all Stagger counters. - The boss skips its next Boss Action Roll. - The boss takes +2 damage from player attacks and card effects until the end of the next player turn. - A boss can become Broken only once per Raid Round. TEAM RAID Each player uses their own deck, hand, Altars, discard pile, battlefield, and Summoner/Core Health. The Raid Boss has one shared Health total. Boss attacks affect only the targeted player's field unless the Lore Sheet says all players or each player. DIFFICULTY LEVELS Training: Boss has -25% HP, does not use Phase 3, and the first Signature Attack is ignored. Standard: Use the Lore Sheet as printed. Heroic: Boss gains +10 HP, Signature Attack triggers on 5-6 during Phase 2, and the boss gains +1 damage while below half HP. Mythic: Boss gains +20 HP, has +1 Armor, starts in Phase 2, and rolls twice for its action using the higher result.