- 90 Basic Attack Cards
- 30 Fire Basic Attack Cards
- 30 Earth Basic Attack Cards
- 30 Water Basic Attack Cards
- 36 Spell Cards
- 12 Fire Spell Cards
- 12 Earth Spell Cards
- 12 Water Spell Cards
- 26 Monster Cards
- 36 Auction Cards
- 9 Player 1 Auction Cards
- 9 Player 2 Auction Cards
- 9 Player 3 Auction Cards
- 9 Player 4 Auction Cards
- 1 Tiebreaker Staff Card
- 4 Tooltip Cards
- 12 White Cubes - Combo Point Counters
- 12 Red Cubes - 1 HP Counters
- 7 Red Hearts - 5 HP Counters
Pixel Glory plays in two phases. First is the town phase where players will be creating their own decks of cards by drafting spells and basic attacks via an auction mechanic.
Players will then use their decks in the dungeon phase, where they will work together to defeat all the monsters in the dungeon. However, in reality, players are not working together as only the player that deals the fatal damage to the monster gets the fame for it. The player with the most fame at the end of the game wins. The amount of fame you get by defeating a monster is located on the bottom right of the monster card.
Town Phase Setup
- Assign each player auction cards by color. Each player will have 9 auction cards ranked 1 through 9.
- Separate the basic attack cards into three separate piles. Sort them by element: one for fire, one for earth, and one for water.
- Shuffle the spell cards together and place the deck face-down.
- In a two or three-player game, reveal 3 spell cards. In a four-player game, reveal 4 spell cards.
- Separate the Dungeon Lord and Dungeon Keeper from the other monsters. These will be used later in the dungeon phase.
- Shuffle the remaining monsters. In a two or three-player game, draw and set aside 11 monsters face-down. In a four-player game, draw and set aside 15 monsters face-down. This becomes our dungeon deck for this game. Remove the remaining monsters while keeping their identity hidden, they will not be used in the game.
- In a two-player game, reveal all 11 monsters that were set aside. In a three or four-player game, reveal just 3 monsters from the monsters set aside.
- Randomly assign the Tiebreaker Staff card to a player.
Town Phase Setup - Diagram
Each player starts with a set of auction cards ranked 1 through 9, 1 being the lowest value, and 9 being the highest. 3 to 4 spells will be revealed depending on the number of players. Each player will then select an auction card from his or her hand, and place it face down. Once each player has placed an auction card face down, players reveal them. Players then take turns selecting spell cards in descending order, based on the value of their bid. If there is a tie, the player holding the Tiebreaker Staff, or closest to the left of the staff wins.
When a player drafts a spell, it goes into their personal deck. In addition to the spell, the player will also gain an amount of basic attack cards as determined by the number of elemental symbols shown on the bottom of the spell.
The auction cards that have been played this round are removed. In a two-player game, the unselected spell is removed. The Tiebreaker staff is then assigned to the player who drafted the last spell. New spell cards are revealed, as well as an additional monster from the dungeon deck. In a two-player game, all monsters are revealed at the start, so there are no additional monsters to reveal.
This drafting process continues until players run out of auction cards. By the end, each player should have 9 spells, and a ranging number of basic attacks.
Town Phase FAQ
Why do some spells have two text boxes? What is the significance of Synergy Points (SP)?
Certain spells have an alternate ability. These alternate abilities can be activated if you meet the synergy point requirement. If you choose to activate the alternate ability, you will be activating it instead of the main ability. You may only choose one to activate.
How do I meet the Synergy Point requirement?
By playing spells and basic attacks of that element. For example, if an earth spell has an alternate ability with SP 2, and you play 2 other earth spells/earth basic attacks, you can use the alternate ability. You could also play 2 earth basic attacks, 2 earth spells, or 1 earth basic attack and 1 earth spell to meet the requirement.
Dungeon Phase - Setup
Remove all undrafted spells and basic attack cards from the game.
Add the Dungeon Keeper to the dungeon deck (11/15 monsters) and shuffle. Place the deck face-down. Place the Dungeon Lord at the bottom of this deck.
Reveal 3 monsters from the dungeon deck and place HP counters on each of them to represent their health.
Place the Combo Point counters in reach of all players.
To start the dungeon phase, each player shuffles their spells and basic attacks together. Everyone then draws 4 cards. The player who ended the Town Phase with the Tiebreaker Staff takes the first turn, and play continues clockwise.
On your turn, you must play all the cards in your hand, one at a time. When a card is played, its effect comes into play immediately. To clarify, even if you do not want to deal damage with a card, you must, otherwise the other wizards will notice and not allow it!
Once a card is played, it goes into your discard pile.
However, there is an exception to the rule that you have to play all the cards in your hand. You have a reserve that can hold one spell or basic attack at a time. You may place a card into your reserve at anytime during your turn. You may also use the card in your reserve at anytime during your turn. The card in your reserve does not count as a card in your hand.
This card is to be kept face-down.
During your turn, your spells will allow you to target monsters and deal damage to them. When a monster is defeated, it is immediately replaced by revealing the next monster in the dungeon deck. If you defeat a monster on your turn, you may shuffle all of your cards back together at the end of your turn. The player that defeats the monster holds onto it until the end of the game.
If you do not kill a monster on your turn, you gain a combo point. You may redeem 3 combo points to instantly kill an elemental monster or to draw 4 cards.
At the end of your turn, you should have no cards in your hand (any cards in your reserve are not considered to be in your hand.) It is now the next player’s turn. Draw 4 cards to be used for your next turn.
Play continues until the Dungeon Lord is defeated.
The player with the most fame wins.
Dungeon Phase - FAQ
Why do the elements matter outside of the Synergy Point requirement?
The elements of your spells matter because you are fighting elemental monsters that have elemental weaknesses. Fire is strong against earth, earth is strong against water, and water is strong against fire. Your spell or basic attack would deal an additional 1 damage if it is elementally strong against your target monster. For example: If you played a fire basic attack against a water or fire monster, you would deal 1 damage. However, if played against an earth monster, you would deal 2 damage.
Why do certain cards, like Meteor, say Deal Damage multiple times?
Because you get to deal damage multiple times and/or to different targets. This is especially significant if you are dealing the damage to a monster that is elementally weak against it. For example, Meteor would traditionally deal 1 damage three times, but if you decided to deal the 1 damage three separate times to an Earth monster, you would deal 2 damage each time for a total of 6 damage.
You may also deal damage to multiple targets. For example, you can use Meteor to deal at least 1 damage to all three monsters that are currently revealed.
The Dungeon Keeper has a defeat bonus, and some monsters have special effects, how does that work?
The Dungeon Keeper: When this monster is defeated, it’s effect is triggered; all players will immediately draw a card and gain a combo point.
Magmadon, Dracoliche, Gargantula, Spirit of the Woods, etc...
If you deal 7 or more damage to these monsters on your turn without defeating the monster, you gain a combo point. To clarify, if you did not kill any monster on your turn, and you dealt 7 or more damage to one of these monsters, you will gain a total of 2 combo points on your turn.
What happens when a player draws the last card from their deck?
They immediately shuffle their discard pile together to make a new deck.
Is a player's hand secret?
Is a player's reserved card secret?
Why would I want to remove cards or discard cards?
The key to success is knowing when to maximize and when to minimize the damage that you deal to the monsters. Since you are required to play all your spells in your hand, discarding or removing cards will allow you to prevent helping the other wizards when possible.
Do monsters that are defeated go into a player's deck?
No, they are kept on the side.