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WHAT IS END GAME IN HIGHLANDER THE CARD GAME?

In Highlander: The Card Game, matches are timed for 35-40 minutes. If no winner has been determined when that time expires—either by a player losing all of their Ability or losing their Head—the match automatically enters what is known as End Game.


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You might be thinking, Endgame is one word, but in a nod to Chess, HTCG uses End Game. Where the “end game” is the final and most intense phase of play. Much like in chess, End Game in Highlander compresses the match into a high-pressure environment where every decision matters, and players are forced to act with speed, precision, and urgency. Once the clock for regular play expires, End Game begins—no exceptions. However, players and tournament organizers can choose from three End Game formats, depending on how quickly they want the game to resolve. Each format has its own unique rules.


Before a casual game begins, make sure both players know which version of End Game will be used. In tournament play, the tournament director may choose which End Game format will be used for the tournament. This must be announced well before the tournament takes place and cannot change during the tournament.

End Game Classic

End Game Classic typically allows for a longer game. If you have enough time, this is a good option to keep the game flowing while still expediting the end. When time is called, the current player finishes their turn as normal, and then End Game begins.


If time is called during the turn of the player who did not go first, they do not lose Ability from End Game that turn.


The first player to lose Ability due to End Game is always the player who went first, if time is called on their turn.


During End Game Classic:

  • Loses 2 Ability during their Ability Adjustment Phase on each of their turns.

  • Any card or effect that would allow a player to gain Ability or “Heal” is nullified.


End Game Standard

End Game Standard allows for a faster conclusion to the Game than End Game Classic.


When time is called, play is halted immediately. All players lose 3 Ability and immediately discard down to their Maximum Hand Size. Once this is done, play resumes from where it left off when time was called. Starting with the player who went first, each player then loses 3 Ability during their Ability Adjustment Phase on each of their turns during End Game. If time is called during the turn of the player who went second, that player does not lose 3 Ability during their Ability Adjustment Phase until their next turn in End Game. They still lose 3 Ability when play is initially halted.


During End Game Standard:

1.) Any card or effect that would allow any player to gain Ability or “Heal” is nullified.

2.) No player may use any retrieval effects to Retrieve defense cards from their Discard Pile.

3.) The text on any Pre-Game Rip cards are nullified while in End Game.


End Game Enhanced

End Game Enhanced allows for the fastest conclusion to the Game.

If time is called during the turn of the player who did not go first, they do not lose Ability from End Game that turn.


The first player to lose Ability due to End Game is always the player who went first, if time is called on their turn.

During End Game Enhanced:

1.) Any card or effect that would allow a player to gain Ability or “heal” is nullified.

2.) Each player loses 4 Ability during their Ability Adjustment Phase.

3.) If you play a Basic Attack during your turn and you do not play or put into play a Special Card that turn, you may choose once per turn to make that Attack a Power Blow without an Exertion. If the Basic Attack is an Upper Attack, you may choose to make that Attack a Head Shot. You must still follow the normal rule of only being able to make one Power Blow per turn.


 
 
 

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