Overview
Guardians is a fantasy-themed collectible card game (CCG) published by Friedlander Publishing Group (FPG) in 1995. Players take the role of powerful Guardians competing to control disputed lands on a rectangular battlefield. Unlike most CCGs, Guardians features a spatial grid where creatures battle under Shields that move across the board. Victory comes from controlling all six disputed lands, destroying five opponent Shields, or defeating the opponent’s Guardian.
Components
- Draw deck of at least 55 cards per player
- 8 card types: Guardians, Strongholds, Shields/Standard Bearers, Terrain/Shield-Terrain, Creatures, Spells, Magic Items, Bribery
- Battlefield layout (4x3 grid between players)
Setup
2-Player Setup
- Each player places three Stronghold cards in the row closest to them on the 4x3 grid.
- The two rows between the players are the “disputed territories” (six empty land spaces).
- Each player positions their Guardian card and draw pile.
- Each player draws 12 cards as their initial hand.
- Establish discard piles.
Turn Structure
Each turn consists of three phases:
Phase I: Draw and Organize
- Draw cards from your deck.
- Place creatures under your Shields (maximum 30 total vitality per space).
- Place Shields on Stronghold spaces.
- Reduce hand to 7 cards if needed.
Phase II: Movement and Combat
- Higher up-card determines who acts first.
- Players alternate moving Shields up to 2 spaces.
- Combat occurs when a Shield enters a space occupied by an opponent’s creatures.
Phase III: Terrain Settlement
- Players place terrain cards on disputed lands they control.
Actions
Movement
- Shields may move up to 2 spaces per turn on the battlefield grid.
- Creatures travel under Shields and move with them.
Combat Sequence
- Preparation: Create a combat hand from creatures stored under your Shield.
- Command Cards: Optional declaration of special abilities.
- Primary Attacks: Creatures match up based on vitality values.
- Secondary Attacks: Remaining creatures attack unbeaten opponents.
- Control: Side with the highest surviving vitality wins. Loser retreats.
Bribery
- Some creatures have weaknesses to Babes, Beer, or Gold.
- Playing the matching Bribery card removes that creature from combat entirely.
Channeling
- A Guardian may sacrifice power stones to boost a creature’s vitality during combat.
Ranged Attacks
- Creatures with ranged attack capability add their attack value to their melee vitality.
Scoring / Victory Conditions
A player wins by achieving any one of these conditions:
- Land Control: Control all six disputed land spaces at the end of Phase III.
- Shield Destruction: Destroy five of the opponent’s Shields.
- Guardian Defeat: Defeat the opponent’s Guardian.
Special Rules & Edge Cases
- Off-Color Bonus: Creatures gain +10 vitality against certain types: Mortals (+10 vs Elementals), Elementals (+10 vs Externals), Externals (+10 vs Mortals). This rock-paper-scissors system is critical to combat strategy.
- Vitality cap: Each Shield space can hold creatures with a maximum combined vitality of 30.
- Hand limit: Players must reduce to 7 cards at the end of Phase I.
- Immunity: Some creatures have immunity to specific damage types and effects.
- Terrain control: Placing terrain on disputed lands helps establish control and can provide bonuses.
- Shield-Terrain: Special terrain cards that attach to Shields rather than lands.
- Guardian vulnerability: Guardians can be directly attacked if exposed, making protecting them essential.
Player Reference
Victory conditions (any one):
- Control all 6 disputed lands
- Destroy 5 opponent Shields
- Defeat opponent’s Guardian
Minimum deck size: 55 cards
Phase sequence: Draw & Organize > Movement & Combat > Terrain Settlement
Vitality per space: Maximum 30
Off-Color Bonuses: Mortal > Elemental > External > Mortal (+10 each)
Bribery types: Babes, Beer, Gold
Shield movement: Up to 2 spaces per turn