LEGENDS OF THE CHAINS LoTC Disc Golf Card Game Instructions

July 23, 2024
LEGENDS OF THE CHAINS

LEGENDS OF THE CHAINS LoTC Disc Golf Card Game

Product Information

Specifications

  • Product Name: Disc Golf Power Cards

  • Types of Powers: Upshot Power, Circle One Power, Universal
    Power, Phoenix Power, Trifecta Power, Metallurgy Power

  • Usage Restrictions: Varies based on the type of power

Product Usage Instructions

Upshot Power

Can only be used after everyone has thrown from the tee of a hole, but NOT on any player whose lie is within circle one (C1).

Circle One Power

Can only be used on a player whose lie is within circle one (i.e., any area within 10 meters or 32.8 ft. of a designated basket).

Universal Power

Can be used on any player at any time (at the tee, on the fairway, inside C1, etc.)

Phoenix Power

Can only be used after a player has achieved their first birdie of the round.

Trifecta Power

Can only be used after a player has achieved 3 birdies in a single round.

Metallurgy Power

Can only be used after a player strikes the basket with their disc from the tee (e.g. hitting top band, bottom pole, chains or cage, and includes aces).

INTRODUCTION

YOU HAVE ENTERED A REALM WHERE DISC GOLF IS NO GAME­IT’S THE ULTIMATE BATTLE!

Combatants from across the universe have been recruited by the almighty Disc Gods to compete in a legendary tournament for glory and untold prizes.
Each character comes to the battlecourse armed with unique motives and special abilities.

Who will you play as?
Pick a character and maximize your powers.
In this unruly epoch, every hole is an adventure and every decision critical.
History will show many took up the disc for a chance at fame or fortune, but only a select few were destined to become

LEGENDS OF THE CHAINS

PLAYING CARDS

This starter deck comes with 25 Character Cards,
12 Casual Power Cards and 12 Unchained Power Cards.

CHARACTER CARDS
Each player receives l double-sided Character Card at game start. This card lists the casual and unchained powers they will possess during the round. Players will keep their Character Card with them until the end of the game.

CASUAL POWER CARDS
Each player receives 3 Casual Power Cards at game start, which track how many casual powers they have remaining. Casual powers can be used immediately, but only at certain times as defined by their icons. Upon using a casual power, the player returns l Casual Power Card to the dealer (aka Chain Warden}.
Read “Casual Powers” page for more details.

UNCHAINED POWER CARDS
There are 3 types of Unchained Power Cards, which are held by the Chain Warden until earned by players. To earn these cards and the ability to use their associated powers, players must first complete the challenge defined by its icon (e.g., making your first birdie).
Read the “Unchained Powers” page for more details.

PLAYING THE GAME

  • STEP 1) APPOINT A CHAIN WARDEN
    Choose l player to act as Chain Warden, who will manage power cards and ensure proper gameplay throughout the round.

  • STEP 2) SELECT CHARACTERS
    Each player selects or randomly draws l Character Card, which determines what powers they can use during the game. The Chain Warden then gives everyone 3 Casual Power Cards. Unchained Power Cards are held by the Chain Warden until earned by each player. At any time, players may read each others’ Character Cards to review the other powers in play.

  • STEP 3) BEGIN YOUR BATTLE
    Step up to the tee and begin your round. On any hole, a player may use their powers (in accordance with each icon) to gain an advantage over their opponents. For example, a power may allow you to redo a throw or move someone’s lie to a better/ worse position.

  • STEP 4) USE YOUR POWERS
    To use a power, declare your intent by calling out its name and reading its terms aloud. Then return 1 corresponding power card to the Chain Warden. If a player uses a power to block someone else’s, the blocked power can be saved for another hole or used on a different player.

  • STEP 5) OBEY THE POWER COMMANDMENTS
    These governing principles ensure fairness and fun for all.
    Read “Power Commandments” section for details.

POWER COMMANDMEN TS

  1. Powers can NOT be announced or used when another player is in the act of throwing.
  2. No using the same power twice.
  3. If a power dispute arises, players must adhere to the majority consensus reached by the group.
  4. Powers can NOT be used to switch lies with someone on a different stroke.
  5. Powers can only be applied to a player’s current throw or last throw taken (unless noted otherwise).

WINNING

Whoever has the lowest stroke total at the end of the round is the winner and shall be declared by all to be a Legend of the Chains
If 2 or more players are tied at the end of the game, a Sudden Death round is initiated. Players keep their Character Cards, but all powers are reset with each player receiving 3 new Casual Power Cards. Unchained Power Cards cannot be used during Sudden Death and should be returned to the Chain Warden.

CASUAL POWERS

  • Available to each player from the start
  • Can only be used once per round each
  • Can only be used at certain on any hole as indicated by their icons (see below)

CASUAL ICON DEFINITIONS

UNCHAINED POWERS

  • Can only be used once per round each
  • Can NOT be used until they are earned and given to each player by the Chain Warden
  • Can only be earned by completing the challenge defined by its icon (see below)

UNCHAINED ICON DEFINITIONS

GLOSSARY

  • BEST DISC After redoing a throw or taking multiple attempts, the player can choose the most favorable disc as their next lie.
  • BIRDIE Achieving 1 stroke under par on a hole.
  • BOGEY Taking 1 stroke over par on a hole.
  • C1 (CIRCLE ONE) Any area within 10 meters or 32.8 feet of a hole’s designated basket.
  • CTP (closest to pin) The disc that lands closest to the basket from the tee.
  • DRIVE A throw from the designated tee area of a new hole.
  • FAIRWAY The area between the teepad and C1 that is inbounds and not in the rough (bushes, ditch, etc.).
  • LIE Where you take your next throw from.
  • MANDO A designated tree or pole that a disc must pass on the correct side as indicated by an arrow.
  • OB Out of bounds.
  • PACE A player’s normal walking step. A pace should be roughly 2.5 feet in length for an adult.
  • ROUGH An area that is off the main path and full of obstacles like bushes and trees.
  • STYLE OF THROW The way someone throws their disc (e.g., backhand, forehand, tomahawk, roller, etc.)
  • STRADDLE PUTT A type of putt where both feet are placed side by side (not staggered).
  • TEE-OFF The first throw taken on a new hole from its designated tee area.
  • UPSHOT Any approach shot or throw taken after tee-off that is outside of circle one.

For more definitions, visit LegendsoftheChains.com

A CARD GAME FOR THE DISC GOLF COURSE

Frequently Asked Questions

Q: How do I know when to use each power card?

A: Refer to the specific instructions for each power type mentioned above. Each power card has specific conditions for usage.

Q: Can I use multiple power cards in a single round?

A: Yes, as long as you meet the conditions for each respective power card, you can use multiple power cards during a round.

Q: Are the power cards reusable?

A: Yes, the power cards are designed for multiple uses as long as the conditions for usage are met.

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