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Power Well - Knight vs Beasthunter Demo

Power Well - How to Use This Webpage

Power Well - Demo Rules

Power Well Knight vs Beasthunter
Welcome to the Knight vs Beasthunter demo of Power Well.
In order to play this demo you will need this webpage and the demo deck of Power Well that you may have received at a convention.
Quick Links:

Page 2: Table Setup

Page 3: How to Use This Webpage

Page 9: Demo Rules

Page 18: Icons and Terminology

Copyright © 2024 Red Planet Games Co. All Rights Reserved.
Power Well Knight vs Beasthunter
Load this webpage on your phone or tablet, and layout the game as pictured.

NOTE: You can install this page as a web app onto the homescreen on your device. This will make the digital Power Well use the full screen.

Press Share and select Add to Home Screen

Power Well Knight vs Beasthunter
Tap on marbles to select them.
Tap the "Draw Selected Marbles" button to play them.
Power Well Knight vs Beasthunter
Tap on your Hero icon or your health stats to open your control panel.
Power Well Knight vs Beasthunter
Tap the corresponding / to adjust your Health or Wishing Coins.
Power Well Knight vs Beasthunter
Tap your tokens to enter token placement mode.
Power Well Knight vs Beasthunter
In token placement mode you can tap one of the spinning circles to place your token.
Power Well Knight vs Beasthunter
Tap on an existing token to remove it.

Starting the Game

Flip a coin to determine who will take the first turn. If you do not have a coin, the youngest player will go first.
The player that is going 2nd gets to remove UP TO 3 marbles from the middle column and their foe's column before the game begins.

Ability Activation Primer

Figure 1. Example showing Knight's playable columns.

In order to activate your abilities, you may only play marbles from the column closest to you and the middle column.
You can remove marbles from ANYWHERE (including your foe's column) if your ability says to "Remove" marbles.

Ability Boards

Each Hero has 3 Ability Boards that match the 3 colors of marbles in the Power Well.
Each Ability Board has 3 abilities with an associated marble activation cost.

1. Activation Cost

On your turn, you may activate one ability. This field indicates how many and of which color marbles you must play to use this ability.

2. Ability Name

3. Ability Description

The effects that will occur, in order from top to bottom, if you activate this ability.

4. Power Flow Cost

If you started your turn with enough Power Flow Points, you may spend them to activate the Empowerment Effect.

5. Empowerment Effect

If the Empowerment Effect is activated, you will perform the full ability as written, then apply the Empowerment Effect at the end.
NOTE: You can only use the attached Empowerment Effect with its associated ability above it.

Class Board

Each Hero has a Class Board that describes their unique mechanics and how they affect the game.
You will find each of your Hero's token definitions on this sheet. Reference it throughout play as you see the associated icons on your Ability Boards.
Most Heroes have one or more status tokens tied to their Class Board mechanics. The status tokens are usually placed on one of the rails on the outside of the Power Well.
These tokens may indicate a modification to the marbles on the row or column they are placed, they may be used as a counter based on the row number they are placed on, they may indicate a healing status for the Hero, or a variety of other indications.

Health / Power Flow

Each Hero starts the game with 0 Power Flow Points, 10 Health on each Healthbar, and 4 Wishing Coins.

1. Power Flow Meter

Tracks the amount of Power Flow Points you have available to spend on Empowerment Effects. Starts at 0 and raises as high as 5.
If your ability says to Power Up X, increase the Power Flow Meter by X points.
At the end of your turn, if you DID NOT spend any Power Flow Points, gain 1 Power Flow Point.

2. Health Bars

Each hero has 3 Health Bars that start at 10 points each. If one of your Health Bars is reduced to 0, flip your matching colored Ability Board over. It is now Exhausted.

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Wishing Coins

Each Hero starts the game with 0 Power Flow Points, 10 Health on each Healthbar, and 4 Wishing Coins.

3. Wishing Coins

Each hero has 4 Wishing Coins.
(a*) When an Ability Board becomes Exhausted you must toss 1 Wishing Coin into the Power Well and wish away death.
(b**) If an Ability Board becomes Exhausted while you already have another Exhausted Ability Board, you must toss 2 Wishing Coins into the Power Well to wish for more time.
If all three of your Ability Boards are Exhausted at the same time, you do not have the strength to toss a coin and you have lost the fight.
If you cannot afford to make a life-saving wish upon Exhaustion of an Ability Board, you have lost the fight.

Note: If two Ability Boards become Exhausted on the same turn, you must treat them as being Exhausted one at a time.

You will toss 1 Wishing Coin for the first Exhaustion (a*), then you will toss 2 additional Wishing Coins for the second Exhaustion (b**), for a total of 3 Wishing Coins.

How to Activate Abilities

In Power Well, the primary resolution mechanic is the Power Well itself. On your turn, you will draw marbles in matching sets of 1, 2, or 4 of the same color from the 2 columns closest to you.
When activating abilities, you must play marbles that are...
1. The same color
2. adjacent, or touching on one side
Note: Diagonals are NOT a valid play.
If you can draw a line through the marbles without crossing over itself, it is a valid play.

Healing and Dealing

In Power Well, healing Health Bars and dealing damage is assigned by the player whose turn is underway.
If my ability says to Deal 3, I will choose which of my foe’s Health Bars I harm. If I were to place a status token on a row that says 'Deal 3 if marble on this row is played', and my foe uses that row on their turn, my foe gets to choose which of their Health Bars I harm.
When targeting a Health Bar with an ability that says 'Deal X', all X points of damage must target one Health Bar.
If an ability says 'Deal +X', it will add damage to the existing attack. This means that damage must target the same Health Bar as the rest of the attack.
Exhausted Ability Boards can never be targeted by Heal X nor Deal X.

Exhausted Ability Boards

If you suffer an Exhausted Ability Board you will…
- No longer be able to use abilities of that color
- No longer be able to heal that Health Bar via Heal X abilities
- No longer be targetable on that Health Bar by your foe
However, an Exhausted Ability Board means you are no longer bound to that source of power, and you may now use the Exhausted color for Fusion.

Fusion

(Recovering Exhausted Ability Boards)

Fusion allows you to play through marbles that match the color of your Exhausted Ability Board(s) when activating your abilities. For each marble that you fuse through you will Heal 2 on the matching Exhausted Health Bar.

1. Cyan is Exhausted

This is a valid Fusion to activate the 4-marble Magenta ability while Fusing through 2 Cyan marbles. This will Heal 4 to the Cyan Health Bar.

2. Cyan and Yellow are Exhausted

This is a valid Fusion to activate the 2-marble Magenta ability while Fusing through 5 Yellow marbles and 3 Cyan marbles. This will Heal 6 to the Cyan Health Bar, and Heal 10 to the Yellow Health Bar which will fully recover the Yellow Ability Board, bringing it back into play instantly.

1. Yellow is Exhausted

This is NOT a valid Fusion. Fusion follows the same rules as ability activations, and diagonals are not allowed.

Wishing for Help

At the start of your turn, if you find that the Power Well is not playing to your favor you may toss a Wishing Coin into the Well and wish for a reset of the Field.
Lose one of your Wishing Coins then remove all 15 marbles from the Field.
After you have reset the Field, your foe may remove 1 marble from anywhere before your turn continues.

Icons and Terminology

Before Marble Played You may apply this effect before you physically draw the marbles to activate your ability.
First or Last If this icon is present, typically on Empowerments, it allows you to choose whether this effect will occur first in the ability effects, or last.
Deal X Choose any of your foe's Active Health Bars and reduce it by X.
Heal X Choose any of your own Active Health Bars and increase it by X.
Drain X Reduce your foe's Power Flow Meter by X.
Power Up X Increase your Power Flow Meter by X. This does not stop you from gaining normal Power Flow at the end of this turn.
Marble / Any This symbol usually follows the keyword "Remove" and it means you can target any color of marble.

Continued on Next Page...

Icons and Terminology Continued

Column Left,Middle,Right One of the 3 vertical groupings of 5 marbles on The Field.
Empower / Empowerment The bonus effect that is added to an ability if you spend points from your Power Flow Meter.
Fuse / Fusion When an Ability Board is Exhausted, the marbles that match the color of that Ability Board may be jumped to connect you to other marbles. This will heal the Exhausted Health Bar for 2 per matching marble fused.
May If an ability says that you "may" do an action, the action is completely optional. Otherwise, all actions must be performed. (Example: Remove 3 - You must Remove 3 marbles. May Remove 3 - You can either Remove 3 marbles, or skip this action completely)
Remove (X) If your ability says to "Remove X" you may choose any marble from anywhere on The Field, including your foe's column, pull it from The Field and immediately place it into The Well. This is typically used as a form of control to keep your foe from lining up a particular ability.
Up To If an ability says that you can perform it "up to" a certain number, then you have the option to stop below that number. (Example: Remove 3 - You must Remove 3 marbles. Remove Up To 3 - You can either Remove 0, 1, 2, or 3 marbles)
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