Legends of the Chains Disc Golf Card Game Instructions

September 12, 2024
LEGENDS OF THE CHAINS

Legends of the Chains Disc Golf Card Game

Specifications:

  • Starter deck includes: 25 Character Cards, 12 Casual Power Cards, and 12 Unchained Power Cards
  • Character Cards: 1 double-sided card per player, listing casual and unchained powers
  • Casual Power Cards: Players start with 3 cards to track remaining casual powers
  • Unchained Power Cards: 3 types held by Chain Warden until earned by players

Product Usage Instructions

Playing Cards:

Each player receives a double-sided Character Card, 3 Casual Power Cards, and may earn Unchained Power Cards during the game.

Playing the Game:

  1. Appoint a Chain Warden: Choose a player to manage power cards.
  2. Select Characters: Players choose or draw a Character Card and receive 3 Casual Power Cards.
  3. Begin Your Battle: Start the round and use powers strategically on each hole.
  4. Use Your Powers: Declare intent, read terms aloud, and return corresponding power card.
  5. Obey the Power Commandments: Follow rules for fair gameplay.

Power Commandments:

  1. Powers cannot be used when another player is throwing.
  2. No using the same power twice.
  3. In case of dispute, follow the group consensus.

FAQ

  • Q: How do players earn Unchained Power Cards?
    • A: Players must complete challenges defined by the card’s icon to earn Unchained Power Cards.
  • Q: Can Casual Power Cards be used at any time?
    • A: Casual powers can only be used at certain times as defined by their icons.
  • Q: What happens if a player violates the Power Commandments?
    • A: Players should adhere to the rules for fair and fun gameplay. Violations may result in penalties or disqualification.

PRODUCT Information

YOU HAVE ENTERED A REALM WHERE DISC GOLF IS NO GAME— IT’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 1 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 1 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 “Unchained Powers” page for more details

PLAYING THE GAME

  • STEP 1) APPOINT A CHAIN WARDEN
    Choose 1 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 1 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 other’s 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 COMMANDMENTS

  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 or move lies with or toward 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

The player with the lowest total strokes at the end of the round is the winner and shall be declared by all as 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 times on any hole as indicated by their icons (see below)

CASUAL ICON DEFINITIONS

  • TEE-OFF POWER
    Can only be used at the beginning of a new hole (i.e., at its designated tee area).

  • 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.)

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

  • PHOENIX POWER
    Can only be used after a player has scored below par on a single hole during the round.

  • TRIFECTA POWER
    Can only be used after a player has achieved 3 birdies or better during the round (i.e., scoring under par on 3 different holes).

  • 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). Metallurgy is earned even if the basket is hit on a rethrow or if the throw is redone.

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. When a player’s disc lands OB, a +1 penalty stroke is assigned to them.
  • 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/glossary

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