Due to popular demand I’ve made an abridged rule book, This is a very basic version and is really meant as a quick guide to the basics for anyone who would want to jump in a play a game to learn it. you will need a copy of the glossary and an understanding of other card games like Magic: The Gathering or Wildstorms.
below is the entire text for those of you who read online, but here is a PDF link for the Abridged version. Rule Book abridged.
Epic – For Dummies
Object of the Game
In Epic, you play a Beyonder, a being of such immense power that superheroes and villains are considered pieces of a game that you and other Beyonders play on a rainy day.
There are four types of Epic cards. Footholds provide the energy to play other cards. Characters are the pieces you use to attack other characters and the main way a player gets points. Incident cards are events that can give characters powers or take them away and may alter almost every aspect of the game. Items are tools that allow characters to become more powerful or to gain access to other types of attacks.
The Playing Field
The table you play on is divided into imaginary sections to help you organize your cards. Your hand refers to the cards you hold in your hand. The battlefield is the main section of the table where cards are played. Discards are where cards go when they don`t work anymore like broken items and used incidents. The Graveyard is where characters go if they get killed. The Holding Area is a section that a player treated like a medical center during the game. A player pays to move their character there but other attached cards move for free there is a limit of 30 points allowed in the holding area however. Characters can return to play from the holding area at any time for free. Resource pile is your deck of cards.
To put a card into play you have to pay for it. You don`t pay with money, you pay with energy. Energy is generated by tapping a foothold card (turning it sideways). Each foothold generates 1 unit of energy unless otherwise specified. The bottom right hand side of each card (except footholds) has a number and a symbol. The number represents the amount of energy needed to bring a card into play. the number is encased in a color specific to that energy, there are three colors (blue, black and red) blue foothold make blue energy and can be used to pay for blue characters; you can`t use a red foothold to pay for a blue character. Some cards use colorless energy (white) and can be paid for with any other color, there is also a colorless foothold that can make colorless energy that can pay for any colored card. The symbol on the bottom right of a card is its origin symbol, rather than pay for cards by color they allow you to pay for cards by type. You can put 1 foothold down on the table each turn, If a card costs 5 energy you tap 5 footholds to pay for it and then you can put it down on the table. If a card isn`t on the table you can`t do anything with it.
To tap a card is to turn it sideways. You do this when you use a foothold to make energy, when you attack with a character, or when you activate an ability that says a card need to be tapped to activate the ability.
Once you are able to generate energy you can put cards into play. The main type of card you will put into play is the character card, the character card has a C and D stat representing the combat and defensive capabilities of a character.
To attack another character you compare you character’s C to a character’s D, if you character’s C is higher you can attack and wound an opponent’s character. If the opponent character’s D is higher it can’t be wounded by your character. Often a character will also have various powers that grant them other modes of attack like Magic Blast or Firearms, these effectively replace C when attacking. Characters sometimes have abilities that allow them to interact in other way, preventing attacks or changing the way the game is played, common abilities are described in the glossary. When a character is attacked they become wounded, to indicate a character has been wounded we place a marker on the character’s card, if a character is wounded twice the player that wounded the character earns points towards winning the game. A character that has been attacked and wounded twice is disabled and can no longer attack, a third wound will kill the character, but not all characters can kill and there is virtually no advantage to this.
Players decide how many points are needed to win the game, when a player earns enough points they win the game it ends. A character on the same team as another may block an attack, this character may or may not become wounded in the process. Any Hero character may perform a heroic act and take a wound in place of another character.
Parts of the Turn
Each turn is separated into five phases during each phase there are certain thigs that can be done that can’t be done at other times. During the Beginning Phase you untap all your cards, fulfill any requirements on active cards that say “at the beginning of your turn” or “during upkeep” and draw enough cards to fill your hand to seven. In the Pre-Combat Phase you put a Foothold into play if you have one in your hand, trigger special abilities on characters by tapping them (optional because you can also do this during the next phase) and play incident cards you want to take effect during combat. Then comes the Combat Phase during which you tell your opponent which of your characters are attacking which of his, then the opponent decides if he will let his characters fend for themselves or if he will use any characters to block attacks. Incidents can be played by either character to change the tides of the battle and finally both players determine what the results are; some characters can be injured disabled, killed or other effects may have taken effect. If any character accumulates enough points to end the game congratulate them and if you want play again. If nobody wins players enter the Post Combat Phase during this step you can play or move a limited number of characters and items. Your limiting factor is the number of footholds in play. To put a character or item into play tap enough footholds to pay your card’s energy requirements and place the card into play. To move characters to the holding area from play you do the same but you pay half their cost (round up) and move them to your holding area, while there they are healed completely but you can’t move dead characters. Characters may move from the holding area into play for free as well, items and incidents remain attached to a character during all movement to and from the holding area. Any abilities or plot twist you want to take effect by the end of your turn or before the start of your opponent’s turn can not be played. Only an untapped character can perform an action once a character is tapped that character must wait until their next turn to do something, this includes blocking during your opponents turn so plan ahead. The final part of your turn is the End Phase any incidents that say to be played “at the end of a turn” are played and finally if you have more than seven cards in your hand you discard down to seven cards. Now your opponent has his turn and you repeat until somebody wins or your mom calls and says you need to go home.
For more detailed information read the standard rule book…