Multiverse: Cosmic Conquest Trading Card Game. Rulebook

Size: px
Start display at page:

Download "Multiverse: Cosmic Conquest Trading Card Game. Rulebook"

Transcription

1 Multiverse: Cosmic Conquest Trading Card Game Rulebook Copyright TokArts Limited All rights reserved

2 Contents CONTENTS THE BASICS SIX FLAVORS OF CONQUEST PARTS OF A CARD CARD TYPES Arsenal cards Galaxy cards GAME ZONES THE BUILDING BLOCKS RESOURCE PLAYING A CARD MOVING AND EXPLORING ENTERING AND EXITING STRUCTURES BATTLING CONTROL, CONQUERING AND CAPTURING ABILITIES Static Abilities Triggered Abilities Keywords BUILDING YOUR OWN DECK THE GOLDEN RULE PLAYING A GAME GET AN ARSENAL AND A GALAXY DECK GET A FRIEND START A GAME TURN ORDER WINNING THE GAME DIFFERENT WAYS TO PLAY LIMITED FORMATS Sealed Deck (any number of players) Booster Draft (4 to 8 players) MULTIPLAYER VARIANTS Battle Royals Team Games CUSTOMIZE YOUR GALAXY GLOSSARY

3 1. The Basics Multiverse: Cosmic Conquest is a strategy card game for two or more players, each of whom has a customized deck of Multiverse: Cosmic Conquest cards. Over the course of the game, each player will take turns playing units, structures and actions, engage in battles, explore and conquer planets in the galaxy and much more. Each player starts the game on their home planet. When you conquer your opponent s home planet or 10 or more spaces in the galaxy, you win the game! 1.1 Six Flavors of Conquest In Multiverse: Cosmic Conquest there are six types of resources, each represented by a color: red, orange, yellow, green, blue, and violet. The colors symbolize different styles of conquest, different philosophies, and approaches to playing the game. Resources are usually produced by planets. Resources are used to play your cards. (R) Red is the color of military conquest. It builds effective warships and machines, focuses on industrial production and efficiency of its personnel. Red has a straight forward approach to war: it prefers to jump straight into the action and destroy their opponents outright. It relies on its cutting edge military equipment to accomplish its tasks. (O) Orange is the color of solidarity and physical strength. It has the strongest and best-abled units that focus on raw manpower, honor and the strong wills of their people. Orange attacks its enemies one-on-one, by boarding and capturing enemy bases. It relies on its units to build impressive structures and uses them to accomplish its tasks. (Y) Yellow is the color of economic development. It exploits its citizens to gain resource and focuses on expanding its area of influence. Yellow avoids direct confrontations and holds fire until the chances of victory are very high. It bides time to later overwhelm its enemies with expensive equipment. It relies on gathering as much wealth as possible and uses it to accomplish its tasks. (G) Green is the color of expansion and growth. It discovers planets and populates them with life, multiplies its sources of resource to be able to play overwhelming amount of units. Green is a pacifist color; it tends to turn enemies into allies rather than fighting them. Green relies on its numerous units and plentiful resource to accomplish its tasks. (B) Blue is the color of science and knowledge. It thinks its actions through, focuses on outsmarting its enemies rather than jumping head-first into battle. Blue upgrades its equipment to match its needs; it protects it and attacks only when it s strategically required. It relies on its hi-tech equipment and vast intelligence to accomplish its tasks. (V) Violet is the color of power and dominion. It has little to no morals and uses famine, disease, deception and corruption as weapons. It doesn t care about the well-being of its own units, it will pollute its planets just to produce Resource, and exploit its own units for its needs. It will do anything it takes to achieve its tasks. 2

4 1.2 Parts of a Card Part of Description the Card 1. Name This is the name of the card. This is how it's referred to during the game. 2. Type Line This tells the card s card type: Unit, Structure, Action, or Galaxy. If the card has one or more subtypes, they are also listed here. For example Unit Human Pilot, Galaxy Planet, or Instant Action 3. Resource Cost This tells you how much resource you need to pay in order to play this card. For example: if the card has RR1 on it, then you must pay 2xR resources and 1 resource of any color. More on how to play cards in Playing a card on page Text Box This is where a card s effects and abilities appear. You may also find flavor text printed in italics (like this) that tells you something about the worlds of Multiverse: Cosmic Conquest. Flavor text has no effect on gameplay. 5. Stats Many cards have stats that tell you how they behave in the game. There are three stats in total: speed, power, and health. Not every card has all three stats Speed A card can move from one space to another if it has speed. The speed value tells you the distance the card can cover in one move Power A card can deal damage during battles if it has power. The power value tells you how much damage it deals during battles Health A card can be attacked and be damaged if it has health. The health stat tells you how much damage must be dealt to the card during the course of the game for it to be destroyed. 6. Expansion This symbol tells you which Multiverse: Cosmic Conquest expansion set the card is from. Symbol 7. Rarity A number of stars at the bottom-right corner of a card tells you the rarity of the card: * is common, ** is uncommon, *** is rare. 8. Collector Number The collector number makes it easier to organize your cards. For example: 120/225 means that the card is the 120 th of 225 cards in its set. 3

5 1.3 Card Types All Multiverse: Cosmic Conquest cards are divided into two main groups: Arsenal cards and Galaxy cards Arsenal cards Arsenal cards form your arsenal (your draw pile). You draw them from your arsenal into your hand during the game and play them from your hand onto the galaxy on your turn during your main phase. Arsenal cards are divided into two types: objects and actions. Arsenal Card Type Action Object Instant Action Unit Structure Description Action cards have a single one-off effect in other words, you follow the instructions on the card then you put it into your junkyard, which is the game term for your discard pile. There is one variation of Action cards called Instant Actions. Instant Actions can be played on other player s turns in certain situations. You can play Instant Actions in response to an opponent attacking an object you control, or in response to an opponent gaining control of a space you control. All Instant Actions are Actions, so you can also play them on your turn during your main phase, just like any normal action card. Objects stay in the galaxy until they're destroyed. They can be either Units or Structures: Units can battle other objects on the same space. They can enter and exit structures, move from one space to another if they have the speed stat, and conquer spaces in the galaxy. Examples of units are humans, robots etc. Structures can't battle other objects or move from one space to another unless they have one or more units inside them, even if they have the appropriate stats to do so. Examples of structures are buildings, ships etc Galaxy cards Galaxy cards form your galaxy deck, which is used to create the galaxy before the start of the game. They aren t part of your arsenal. There is one main subtype of galaxy cards: planets. 1.4 Game Zones Arsenal Hand Galaxy The arsenal is composed of arsenal cards and is shuffled at the beginning of the game. It s kept face down throughout the game. At the beginning of each of your turns, during your Draw Step, you draw a card from your arsenal. No one can look at the cards in your arsenal, but you can know how many cards are in each player s arsenal. Each player has their own arsenal. When you draw cards, they go to your hand, just as in most other card games. No one except you can look at the cards in your hand. You start the game with 5 cards in your hand. Each player has their own hand. The game board where you play your arsenal cards, battle your opponent, explore and conquer spaces, and do most of your other actions, is called the galaxy.. A regular twoplayer galaxy is divided into 19 hexagons, called spaces. The galaxy is shared by all players. 4

6 Junkyard Void Your junkyard is your discard pile. Your actions go to your junkyard after you play them. Your objects go to your junkyard if an ability causes them to be discarded, destroyed, or sacrificed. Your objects go to your junkyard if the number of damage counters on them is equal to or greater than their health value. Cards in your junkyard are always face up and anyone can look at them at any time. Each player has his or her own junkyard. If a card becomes removed from the game, that card is put in a game area that s set apart from the rest of the game. This is called the void. These cards are normally face up. This zone is shared by both players. 2. The Building Blocks This section describes the actions you ll take during a game. You ll learn how to use resource to play arsenal cards, as well as how to move and battle with your units and structures. You ll learn what kinds of abilities there are in the game and how they work. The section finishes with a brief description of how to build your first deck and an explanation of the game s Golden Rule. 2.1 Resource To do just about anything in the game, you first need to be able to produce resource. Each resource is either one of the six colors or it s colorless. When a cost requires resource of a certain color, you ll see these symbols: (R) for red, (O) for orange, (Y) for yellow, (G) for green, (B) for blue, (V) for violet, and a number for colorless. Where does resource come from? Planets produce resource during their controller s turn. If a planet is under nobody s control, it doesn t produce any resource. Resource can be represented by tokens or dice put onto the planet. Other cards may also produce resource, for example: Limus Explorer has the ability: When Limus Explorer explores a planet, add (G ).Resource is added to the space the card with such an ability is on. Resource can be transported from one space to another on ships with the cargo ability. Resource can only exist on a planet or on a ship with cargo ability. 2.2 Playing a card To play a card, you need to pay its resource cost first. All the resource needed to play a card has to be in the same space. When you play the card, the resource needed to play it is taken from that space and removed from the game. If the card you play is an object, you put it onto the space you took the resource from. If it s an action card, choose what it will target if that's needed. After the action card had its effect it s put into the junkyard. Play cards only during your main phase, unless they re instant actions. You can only play cards on planets you control, or on structures with the Cargo ability. 2.3 Moving and Exploring One of the main things you ll be doing during the game is exploring the galaxy. If an object you control has the speed stat, you can move it from one space to another during your main phase (structures need to have units inside of them to be able to move). You can move an object only once per turn. The speed value on a card tells you the distance (the maximum number of spaces) it can travel in one move. To move an object, you take it with all cards inside of it and counters attached to it and transport it directly to the new space. At the beginning of the game, the only explored spaces in the galaxy are the player s home planets. All other 5

7 spaces are unexplored and have the galaxy card on them face down. When you move a card onto an unexplored space, you explore it. To explore a space turn the galaxy cards on it face up. It remains face-up throughout the rest of the game. You can also explore spaces when and where a card tells you to do so. Most cards with the speed stat are ships, so to start exploring the galaxy, you ll need both a ship, and a unit to put inside of it. 2.4 Entering and exiting structures Units can be outside or inside of structures. Units you control can enter a structure you control, as well as an empty structure you don t control, in which case you capture and gain control of that structure. A unit you control cannot normally enter a structure your opponent controls with units inside of it unless you use the boarding ability. Find out about boarding ability in chapter Keywords.To put a unit into a structure, put the unit card underneath the structure card. While a unit is inside of a structure, it can t attack or be attacked by objects outside of the structure it s in. A unit can enter a structure if both cards are on the same space. Units can enter or exit structures during your main phase. Structures can only battle or move if they have units inside of them. Units can move from one structure into another if the two structures are on the same space in the galaxy. Units can t both enter and exit the same structure on the same turn. When a structure is destroyed, all units inside of it are also destroyed. 2.5 Battling One of the things that gets you closer to victory during the game is to battle using your units or structures. A unit with power or a structure with power and a unit inside of it can attack. To declare an attack, choose the object you control that s going to attack and your opponent s object you want to attack. The two battling objects have to be on the same space unless the attacking object has the range ability, see chapter Keywords. An object can attack only once per turn, but the objects being attacked, defend against every attack. The attacking and defending cards deal damage at the same time. The amount of damage is equal to the power value of the card. When an object is dealt damage, put damage counters on that card equal to the amount of damage it has been dealt. If a unit or structure has damage counters equal to or higher than its health value, that card and all cards inside of it are destroyed and put into the junkyard. 2.6 Control, Conquering and Capturing Cards you play from your hand are in your control. This doesn t refer to the cards in your hand, arsenal, junkyard, or cards in the void. Resource on the planets you control or attached to the structures you control with the Cargo ability, is under your control. You can only pay resource costs using the resource you control. You gain control of a space when you are the only player to have units on it. It remains in your control until your opponent becomes the only player to have units on it. An exception to this rule is your home planet, it is in your control from the beginning of the game, when you still don t have any units on it. If a planet is in nobody s control it doesn t produce any resource. Gaining control of a space previously controlled by your opponent is called conquering it. Gaining control of a structure previously controlled by your opponent is called capturing it. When you conquer a space, you also gain control of, or capture all empty structures on it. 6

8 You also capture a structure if it happens to have only units you control inside of it. This may happen as a result of boarding. 2.7 Abilities As you start to accumulate cards and explore the galaxy, the game will evolve. Many cards have text on them that affects the gameplay. This text tells you a card s abilities. There are 2 different kinds of abilities a card can have: static abilities and triggered abilities Static Abilities A static ability is always true (mandatory) while the card is in the galaxy. For example, Geocor Guard has the ability: Units on this space get Shields Triggered Abilities A triggered ability is an effect that occurs when a specific event happens in the game. Each triggered ability starts with the word when, whenever, at, or during your production step. This kind of ability automatically triggers whenever a specific event happens. For example, Pacera Minister has the triggered ability: At the end of your turn, draw a card for each other Diplomat you control. You can only choose to ignore a triggered ability if it has the words you may on it. However, if the ability targets something or someone but you can t choose a target for it, the ability won t do anything. If multiple triggered abilities trigger at the same time, the player whose turn it is decides in which order they are resolved. The abilities that trigger during a player s production step are resolved automatically at the same time and don t require the player whose turn it is to order them Keywords Some cards have abilities that are shortened to a single word or phrase (a keyword). Additionally, many cards also have reminder text that gives you a brief description of the ability s effect. Some keywords are very important and significantly change how the game is played. The most important keywords are: Cargo X Cargo can appear on objects. During your main phase, you may attach or detach to/from an object with the cargo ability a certain amount of resource that exists on the same space. The object can t carry more than X resource on it at one time. When this object moves, the attached resource moves with it. You can pay the resource attached this way to play any arsenal card like you would on a planet you control. Boarding Boarding can appear on structures. Units inside of a structure with boarding can exit it and then enter any other structure on the same space. This includes structures controlled by your opponent. When a unit you control enters a structure your opponent controls, that structure is considered as boarded. When a structure is boarded, units inside of it can battle as if they weren t inside of a structure. The structure may be captured as a result of boarding. Range X Range can appear on all arsenal cards. An action card with range can target cards X spaces away. An object card with range can attack and deal damage during battles to objects X spaces away, while an object without range can only attack and deal damage to objects on the same space it is on. (Range 1 covers adjacent spaces).the word range can also be used in context in the description of an effect or ability, as in All ships you control in range 1 gain +2 power in which case the word range refers to the distance of influence of that effect. 7

9 Other keywords include Shields X, Quick Shot, Pierce, and Spread Shot X. Detailed explanations of all of the keywords can be found in the glossary at the end of this rulebook. 2.8 Building Your Own Deck You play a Multiverse: Cosmic Conquest game with customized Arsenal and Galaxy decks. You build your decks yourself using whichever Multiverse: Cosmic Conquest cards you want. There are only a few rules: 1. Your Arsenal must contain at least 40 Arsenal (structures, units, action and/or instant action) cards. 2. You can t have more than four copies of the same card in your Arsenal 3. Your galaxy deck has to contain at least one planet card to be chosen as your home planet during the game 4. The number of cards in your Galaxy deck is determined by the number of players and size of the galaxy you re playing on. In a standard 2-player 19-space galaxy, your galaxy deck consists of 10 cards. 2.9 The Golden Rule The most important rule in Multiverse: Cosmic Conquest is that if the text on a card contradicts the rulebook, the rule on the card is the one to follow. 3. Playing a Game Now that you know the elements of the game and how to perform the main actions, it s time to walk you through a turn. This section describes what happens in each part of the turn. An actual Multiverse: Cosmic Conquest game is pretty easy to follow, despite how complex it may seem. 3.1 Get an Arsenal and a Galaxy Deck You ll need your Arsenal and Galaxy deck. You ll also need a way to keep track of the amount of resource your planets produce, as well as the damage counters on your cards. You can use dice, glass beads or pen and paper. When you re first getting started, you may want to pick up a ready-to-play deck, such as a basic starter deck. 3.2 Get a Friend To play a game, you ll need an opponent! Your opponent will play against you using his or her own arsenal and galaxy deck. 3.3 Start a Game Before starting a game, decide which player will go first. If you ve just played with the same opponent, the loser of the last game goes first. You can roll a die, flip a coin or decide amongst yourselves who goes first. Each player chooses a planet from their Galaxy deck and puts it face down on his or her starting space. This planet will be called your home planet during the game. The rest of the galaxy cards are shuffled together and distributed onto the galaxy face down, one on each space. Then each player shuffles their arsenal and draws a hand of five cards. If you don t like your opening hand, you can mulligan. If you decide to do so, shuffle your hand back into your 8

10 deck and draw a new hand of five cards. You can keep taking mulligans, however, on the second and the following mulligans, you will be drawing one less card each time. When all players have decided to keep their hand of cards, the game begins. 3.4 Turn order Below are the parts of the turn. Each turn proceeds in the same sequence. Whenever you enter a new step or phase, any triggered abilities that happen during that step or phase trigger first. 1. Beginning phase 1.1. The beginning of your turn step: All cards in play with abilities that have a trigger saying at the beginning of your turn have their effect in this step Production step: All cards that produce resource do so automatically and simultaneously during this step 1.3. Draw step: You draw a card from your arsenal into your hand. (The player who plays first doesn t draw on his or her first turn to make up for the advantage of going first). You can t choose not to draw a card during your draw step. 2. Main Phase: You can play any number of units, structures, and actions from your hand; you can move objects, explore and conquer spaces. If you gain control of your opponent s spaces, your opponent can play Instant Actions in response. You can also declare the attacks, which trigger the battle phases, one for each attack. 3. Battle Phase: 3.1. The player controlling the object that s being attacked can play Instant Actions in response to the attack. 3.2 Each battling object deals damage to the object it s battling with equal to their power values. All battle damage is dealt at the same time. Once all the battle damage is dealt; the battle phase ends, and the main phase resumes. 4. End Phase: All until end of turn and this turn effects end. The turn passes to your opponent and follows the same sequence. You keep passing turns to each other until the game ends. 3.5 Winning the game You win the game when any of the following things happens: You gain control of or conquer your opponent s home planet. You control ten or more spaces on the galaxy. Your opponent has to draw a card from an empty arsenal. A card or ability says that you win the game or your opponent loses the game. Your opponent concedes. 9

11 4. Different Ways to Play Now you know how to play a standard 2-player constructed format game of Multiverse: Cosmic Conquest when you prepare your decks in advance as you wish, following some basic rules described in chapter 2.8 Building Your Own Deck. However, there are many different ways to play the game. You can play on galaxies of different sizes, with many players at the same time by yourself or in teams of 2 or 3 players. You can even decide to build your decks out of brand new cards, instead of constructing your decks in advance. 4.1 Limited Formats In Limited formats, unlike Constructed formats, in which you construct your decks beforehand, each player builds his or her own arsenal on the spot out of a set number of booster packs. In other words, your arsenal is made from a limited card pool. You can only use cards opened in those packs to build your arsenal. In these types of games, the minimum size of your arsenal is 30 cards, instead of the usual 40. You also build your galaxy deck on the spot, but you can choose any galaxy cards to put in your galaxy deck Sealed Deck (any number of players) In this format, you build a deck out of brand-new booster packs. Each player opens a set number of 15-card boosters and builds a 30-card Arsenal deck using the cards from his or her packs and a Galaxy deck from the galaxy cards provided Booster Draft (4 to 8 players) In this Limited format, instead of just opening your cards and building an arsenal, you and the other players at the table select (draft) the cards for your arsenals. Each player at the table starts with four unopened 15-card booster packs. At the start of a booster draft, each player opens a pack and picks the card he or she wants from it. (You can t see the cards that the other players draft.) Then each player passes the rest of the pack to his or her left. You pick up the pack that was passed to you, select a card, and pass the remaining cards to your left. This process continues until all the cards have been drafted. Next, each player opens the second pack, but this time, you pass the pack to your right. After all those cards are drafted, you open the third and fourth pack and continue switching the direction the cards are passed to. Use your picks to build your 30-card deck. 4.2 Multiplayer Variants You can play a Multiverse: Cosmic Conquest game with more than two players. There are many different ways to do so Battle Royals Battle royales are multiplayer games in which many players battle against each other, and in which there is only one winner. Each player has his or her own arsenal and galaxy decks, hand, junkyard, and starting space. To start the game, each player chooses a planet from their galaxy deck and puts it onto their starting space. The rest of the galaxy cards are shuffled together with the other player s galaxy decks and distributed onto the galaxy. A number of cards in a player s galaxy deck depends on the number of players and the size and shape of the galaxy. In battle royals, the player who goes first doesn t skip their first draw step. You win a battle royal when any of the following things happens: You have conquered all of your opponents home planets All other players have lost the game 10

12 You control a certain number of spaces, depending on the size of the galaxy the game is played on. A card or ability says that you win the game or your opponent loses the game. You lose a battle royal when any of the following things happens: Your home planet has been conquered You are forced to draw a card from an empty arsenal Another player has won the game In a battle royal, when you conquer an opponent s home planet, you also gain control of all spaces, objects, and resource that player previously controlled. That player s arsenal, hand, and junkyard are removed from the game, and that player loses. Their home planet stops being considered a home planet. The game then continues, unless you are the only player still in the game player battle royal In a 3-way game of Multiverse: Cosmic Conquest, the game is played on a triangular 21-space galaxy with each player s galaxy deck consisting of only 7 cards. A player wins the game when he or she controls 11 spaces in the galaxy player battle royal In a 4-way game of Multiverse: Cosmic Conquest, the game is played on a hexagonal 37-space galaxy with each player s galaxy deck consisting of 10 cards. A player wins the game when he or she controls 19 spaces in the galaxy player battle royal In a 5-way game of Multiverse: Cosmic Conquest, the game is played on a hexagonal 37-space galaxy with each player s galaxy deck consisting of 8 cards. A player wins the game when he or she controls 19 spaces in the galaxy player battle royal In a 5-way game of Multiverse: Cosmic Conquest, the game is played on a hexagonal 61-space galaxy with each player s galaxy deck consisting of 11 cards. A player wins the game when he or she controls 31 spaces in the galaxy Team Games You can play multiplayer games in which two or more players play together as a team against one or more other teams. In a team game, you and your team-mate(s) each have your own arsenal and galaxy decks, hands, junkyards, starting spaces, and home planets. The main difference between team games and battle royals is that players in a team share control of all spaces and resource. This means that all spaces in your control are also in your team-mate s control and vice versa. Any player that s part of a team can play cards and pay for costs using resource controlled by the team. In a team game with more than two teams playing, only one team can win the game. Your team wins when any of the following things happens: All other teams have lost the game Your team controls a certain number of spaces, depending on the size of the galaxy the game is played on A card or ability says that you win the game or your opponent loses the game. 11

13 Your team loses when any of the following things happens: Your home planet has been conquered Your team-mate s home planet has been conquered You are forced to draw a card from an empty arsenal Your team-mate is forced to draw a card from an empty arsenal Another team has won the game When there is only one team left playing, that team is declared the winner. In team games with more than two teams playing, when a team an opponent s home planet, they also gain control of all spaces, objects, and resource players of that team previously controlled. Those player s arsenals, hands, and junkyards are removed from the game, and that team loses. Their home planets stop being considered the home planets. The game then continues, unless there s only one team still in the game player 2v2 team game In a 4-player 2v2 game, the game is played on a hexagonal 37-space galaxy with each player s galaxy deck consisting of 10 cards. A team wins the game when they control 19 spaces in the galaxy player 3v3 team game In a 6-player 3v3 game, the game is played on a hexagonal 61-space galaxy with each player s galaxy deck consisting of 11 cards. A team wins the game when they control 31 spaces in the galaxy player 2v2v2 team game In a 6-player 3v3 game, the game is played on a hexagonal 61-space galaxy with each player s galaxy deck consisting of 11 cards. A team wins the game when they control 31 spaces in the galaxy. 4.3 Customize your Galaxy You and your friends can decide to play Multiverse: Cosmic Conquest on a bigger or smaller galaxy than the ones recommended above, or you can even choose to play on a galaxy with whatever shape and configuration of spaces you like. You can also choose different spots for the player s starting spaces before the game starts. Keep in mind, that the further apart the player s starting spaces are between each other, the longer it will take a player to conquer their opponent s home planet, and the larger the number of spaces in the galaxy the longer it will take for a player to conquer the necessary amount of spaces to win. Simply put: the bigger the galaxy, the longer the game will last. Once you ve decided what galaxy you d like to play on, you ll have to figure out how many cards will have to go in each player s galaxy deck. To determine how many cards go into each player s galaxy deck, take the total number of spaces contained in the galaxy and divide it (rounding up) by the total number of players. So, for example, in a game with 4 players and a custom 49-space galaxy, each player s galaxy deck will contain 13 cards (49/4=12.25, rounded up to 13) giving you a total of 52 galaxy cards to distribute, leaving 3 extra, which are removed from the game. Normally, in a 19-space galaxy, when a player conquers 10 or more spaces in the galaxy, he or she would win the game. In a custom galaxy, that number is equal to half (rounded up) of the total number of spaces in the galaxy. 12

14 In the previous example, with a 49-space galaxy, a player would have to conquer 25 spaces in the galaxy to win the game. There is no upper limit to the number of spaces you can have in a galaxy, so the possibilities are endless. By changing the number of players in the game, customizing the size, shape and location of the starting spaces in the galaxy, and by trying out different limited formats, you can choose to play Multiverse: Cosmic Conquest in any way you like. 5. Glossary Term (1), (2), (3), (X), (Y) (R) (Red resource) (O) (Orange resource) (Y) (Yellow resource) Description One of these generic resource symbols in a cost means this many of any type of resource. For example, (2) in a cost means you can pay two resource of any type, such as (R) and (G), or (B) and (B), or (R) and one generic resource, and so on. (If (X) is in a cost, you get to choose what number the X stands for.) One red resource. Lava Planets produce (R). A card with a (R) in its resource cost is red. One orange resource. Rock Planets produce (O). A card with a (O) in its cost is orange. One yellow resource. Harvest Planets produce (Y). A card with (Y) in its resource cost is yellow. (G) (Green One green resource. Forest Planets produce (G). A card with (G) in its resource cost is green. resource) (B) (Blue (B) (Blue resource) resource) One blue resource. Ocean Planets produce (B). A card with (B) in its resource cost is blue. (V) (Violet One violet resource. Gas Planets produce (V). A card with (V) in its resource cost is violet. resource) * Instead of numbers, some objects will have stars for their speed, power or health. This means the card s stats are set by an ability it has, rather than by fixed numbers. Ability Any text in the text box of a card (except reminder text and flavor text) tells you the card s abilities. There are two kinds of abilities a card can have: static abilities and triggered abilities. Action A card type. See Card Types chapter. Additional Some cards say they have an additional cost. To play that card, you must pay both the cost resource cost and the additional cost. Arsenal A game zone. See Game Zones chapter. Arsenal card See Card Types chapter. Attack How your objects deal damage to other objects. During your main phase, you may declare an attack. If you do, you trigger a battle phase. You decide which object will be attacking, and which object will be attacked. See Battling chapter. Attacking An object that s attacking. An object is attacking from the time it s declared as an attacking object object until the battle phase ends. There s no such thing as an attacking object outside of the battle phase. 13

15 Battle Battle Damage Battle phase Boarding Boarded Booster, booster pack Booster Draft Capture Cargo X Color Colorless Concede Constructed Control Controller In general, battle means attacking, dealing damage, defending, and all the stuff that happens during a battle phase. See Battling chapter Damage dealt by objects due to an attack. An object deals battle damage equal to its power. This damage is dealt during the battle damage step. Any other damage doesn t count as battle damage, even if it s dealt as the result of a card s ability during battle. See Turn Order chapter. Boarding is an ability that can appear on structures. Units inside of a structure with boarding can exit it and enter any other structure on the same space. This includes structures controlled by your opponent. When a unit you control enters a structure your opponent controls, that structure is considered as boarded. When a structure is boarded, units inside of it can battle as if they weren t inside of a structure. A structure is considered boarded when it has units inside of it controlled by multiple players. An exception to this is teammates. A pack of randomly assorted Multiverse: Cosmic Conquest cards. When you want to add more cards to your collection, this is what you ll get. Most 15-card booster packs contain a rare arsenal card, three uncommon arsenal cards, ten common arsenal cards, and one galaxy card. See Limited formats chapter. To gain control of a structure previously controlled by your opponent. When you conquer a space, you also capture all empty structures on it, if there are any. You also capture a structure if it happens to have only units you control inside of it. This may happen as a result of boarding. Cargo is an ability that can appear on objects. During your main phase, you may attach or detach to/from an object with the cargo ability a certain amount of resource that exists on the same space. The object can t carry more than X resource on it at one time. When this object moves, the attached resource moves with it. You can pay the resource attached this way to play any arsenal card like you would on a planet you control. The six colors of Multiverse: Cosmic Conquest are Red, Orange, Yellow, Green, Blue, and Violet. Colorless is not a color. If a card or ability tells you to choose a color, you must choose one of those six. A card s color is determined by its resource cost. For example, a card that costs (1)(G) is green and a card that costs (R)(B) is both red and blue. Cards with no colored resource in their resource cost are colorless. Galaxy cards are also colorless. Some effects can change a card s color. For example, a unit of your choice becomes red until end of turn. The new color replaces the previous colors unless the ability says otherwise. Cards with no colored resource in their resource cost are colorless. Use resource of any color to play them. Galaxy cards are also colorless. Colorless is not a color. If something tells you to choose a color, you can t choose colorless. To stop playing a game and give your opponent the victory. You can concede a game at any time (usually if you realize you won t be able to avoid losing). When you concede, you lose the game. A group of play formats that use decks you build in advance. A Constructed arsenal deck must have at least 40 cards, and it can t have more than four copies of any single card. You control cards you play, your home planet, spaces that you gained control of or conquered, resource on planets or objects you control. For more on control, see Control chapter. A card s controller is the player who played it or who gained control of it. 14

16 Conquer Cost Counter Damage Deck Defend Destroy Discard from Draw a card Draw step Draw the game Effect Empty Ending phase Enter Exit Expansion symbol Explore Flavor text To gain control of a space previously controlled by your opponent. When you conquer a space, you also gain control of, or capture, all empty structures on it. When a player s home planet is conquered that player loses the game. A cost is something you have to pay to make certain actions. To play a card, you have to pay its resource cost, as well as any additional costs it may require. Some abilities require you to pay a cost before or after they have their effect. You can t pay a cost unless you can pay all of it.. Counters mark a change to a card that lasts for an indeterminate period of time. When a card with counters on it leaves the galaxy, remove all counters on it from the game.counters are used to represent units of resource on planets and objects with cargo, as well as damage dealt to objects during the game. You can use anything you want as counters glass beads, dice, or whatever. This is what destroys objects. Battling objects deal damage to each other during battle equal to their power. Some effects and abilities can also deal damage. If an object is dealt damage throughout the game equal to or greater than its health value, that object is destroyed. Can refer to either your arsenal or galaxy deck. See Card Types chapter. When an object is being attacked, it defends itself in battle. An object shall defend every time it s attacked, even if it s multiple times during one turn. See Battling chapter. To move a card from the galaxy to its owner s junkyard. Objects are destroyed when they ve taken damage equal to or greater than their health value. Also, some effects and abilities can destroy objects (without dealing damage to them). Sometimes cards are put into the junkyard without being destroyed. If an object is sacrificed, it is destroyed and put into its owner s junkyard. The same is true if a unit s or structure s health is reduced to 0 or less. To take a card from a specific game zone and put it into your junkyard. You can discard cards from your hand or the top of your deck. If a card or ability makes you discard cards from your hand, you get to choose which cards to discard unless the card or ability says another player chooses the cards or you have to discard at random. To take the top card of your arsenal and put it into your hand. You draw one card during each of your turns, during your draw step. You can t choose not to draw a card during your draw step. You also draw cards if an effect or ability lets you; this doesn t affect your normal draw for the turn. If a card or ability lets you put a card into your hand from your arsenal but doesn t use the word draw, it doesn t count as drawing a card. See Turn order chapter. The other meaning of draw is a game that ends with no winner. What a card or ability does when it's played. Empty refers to a structure with no units inside of it. See Turn order chapter. Units can enter structures, see Entering and exiting structures chapter. Units can exit structures, see Entering and exiting structures chapter. See Parts of a Card chapter. To turn the galaxy card an unexplored space face up. When you explore a space, you don t always automatically gain control of it. See Moving and Exploring chapter. Italic text (italic text looks like this) in a card s text box that s just for fun. Flavor text sets a tone or describes part of the world of the card. If the text is in parentheses, it s there to remind you about a rule it s not flavor text. Flavor text has no effect on how the card is 15

17 Galaxy Galaxy card Galaxy deck Hand Health Home Planet Instant Action Junkyard Leaves the galaxy Limited Lose the game Main phase Match Move Mulligan Multiplayer game Name Non- Object Opponent played. A game zone. See Game Zones chapter. See Card Types chapter. A player s galaxy deck that is made up of galaxy cards. The galaxy deck is used to create the galaxy before the start of the game. In a 2-player 19-space galaxy, a player s galaxy deck consists of 10 galaxy cards. See Start a Game chapter. A game zone. See Game Zones chapter. A stat on all objects. If an object is dealt damage equal to or greater than its health, it s destroyed and sent to its owner s junkyard. If an object's health is reduced to 0 or less, it s destroyed put into its owner s junkyard. See Parts of a card chapter. The planet located on your starting space. You control your home planet from the beginning of the game. If you conquer your opponent s home planet, you win the game. You maintain control of your home planet even if there are no units on it. A variation of actions. Instant actions count as actions. You can play Instant Actions in response to an opponent attacking an object you control, or in response to an opponent gaining control of a space you control. When something refers to an action, it applies to instant actions as well. See Card Types chapter. A game zone. See Game Zones chapter. A card leaves the galaxy when it moves from the galaxy to any other zone. It might return to a player s hand from the galaxy, go to a junkyard, an arsenal, or the void.. If a card leaves the galaxy and later returns to the galaxy, it s like a brand-new card. It doesn t remember anything from the last time it was in the galaxy. A group of play formats using cards from booster packs you open just before you play. See Limited Formats chapter. See Winning the game chapter. If both players would lose the game at the same time, the game is a draw nobody wins. Different multiplayer variants have different conditions for losing the game. See Multiplayer variants chapter. See Turn order chapter. A series of games against the same opponent. Most matches are best two out of three, so the first player to win two games wins the match. The loser of the first game decides who goes first in the second game, and so on. To transport an object from one space to another. See Moving and Exploring chapter. At the beginning of a Multiverse: Cosmic Conquest game, you draw the top five cards from your arsenal. If you don t like that hand of cards for any reason, you can mulligan. If you decide to do so, shuffle your hand back into your deck and draw a new hand of five cards. You can keep taking mulligans, however, on the second and the following mulligans, you will be drawing one less card each time. When both players like their opening hands, the game begins. A Multiverse: Cosmic Conquest game that starts with more than two players in it. See Multiplayer Variants chapter. See Parts of a Card chapter. When the name of the card appears in its own text box, that card is referring to itself, not to any other cards with the same name. When a card s or ability s text refers to a nonbuilding or a nonblue unit, and so on, it means a card that s not a building, a unit that s not blue, and so on. Units and structures are objects. See Card Types chapter. A person you re playing against. If a card says an opponent, it means one of its controller s opponents. 16

18 Owner Phase Play Pierce Planet Player Power Production step Put into play Quick Shot Range X Rarity Reminder text Resource Resource Cost Reveal Sacrifice The person who started the game with the card in his or her deck. Even if your opponent has control of one of your cards, you re still its owner. (If you loaned your friend a deck, he or she will be the owner of all the cards in it during the game.) One of the main sections of a turn. There are four: beginning phase, main phase, battle phase, and end phase. You may have many main and battle phases during your turn, depending on how many times you decide to attack. Some phases are divided into steps. See Turn order chapter. You play a card by paying its resource cost and putting it into the galaxy from your hand. All the resource needed to play the card has to be on the same space in the galaxy. If the card is an object, it comes into play onto that space. You can play a card only during your main phase. Pierce is an ability that can appear on objects. An object with pierce deals battle damage to objects with shields as if they didn t have shields. A type of card. See Galaxy cards chapter. In a two-player game, either you or your opponent. If a card or ability lets you choose a player, you can choose yourself. You can t choose yourself if it says opponent. If you re playing a multiplayer game (a game with more than two players), everyone in the game is a player, including your teammates. A stat on objects. An object deals battle damage equal to its power. Objects without a power stat cannot deal damage during battles. See Parts of a card chapter. Part of the turn. See Turn order chapter. To move a card into the galaxy. When an effector ability tells you to put something into play onto a space, that s not the same as playing it. You just put it onto that space without paying its costs. Quick shot is an ability that can appear on all objects. A card with quick shot deals damage first during battles. When two or more objects with quick shot battle, their battle damage is dealt at the same time. Range is an ability that can appear on all arsenal cards. An action card with range can target cards X spaces away. An object card with range can attack and deal damage during battles to objects X spaces away. (Range 1 covers adjacent spaces) The word range can also be used in context in the description of an effect or ability, as in All ships you control in range 1 gain +2 power in which case the word range refers to the distance of influence of that effect. How likely it is you ll get a particular arsenal card. There are three levels of rarity for Multiverse: Cosmic Conquest cards: common, uncommon, and rare. Each 15-card booster pack typically has ten common cards, three uncommon cards, one rare card, and one galaxy card. All galaxy cards in an expansion set are equally likely to appear in a booster pack. See booster packs in the Glossary. Italic text in parentheses (like this) in the text box that reminds you of a rule or keyword ability. Reminder text isn t meant to tell you all the rules for an ability. It just reminds you of how the card works. Resource is produced by planets and used to play arsenal cards, see Resource chapter. See Parts of a Card chapter. When you reveal a card, it s shown to all the players in the game. To choose one of your objects in the galaxy and put it into its owner s junkyard. You can sacrifice only objects you control. You can sacrifice an object only if a card or ability tells you 17

19 Sealed Deck Shields X Shuffle Space Speed Spread Shot X Starting Space Static ability Stats Structure Structure type Subtype Text Box Triggered ability Type line Unit Unit type Void Win the game X You Zone to, or if it s part of a cost. See Limited Formats chapter. Shields is an ability that can appear on objects. Prevent the first X damage dealt to a card with shields each turn. To randomize the order of the cards in your arsenal. At the beginning of every Multiverse: Cosmic Conquest game, your arsenal is shuffled. The galaxy cards of all players are also shuffled before the start of the game and distributed onto the galaxy face down, one on each space. Some cards will tell you to shuffle your arsenal as part of their effect (usually because the effect lets you look through your arsenal). Part of the galaxy, see Game Zones chapter. A stat on objects, see Parts of a Card chapter. Spread Shot can appear on objects. When a card with Spread Shot attacks, it may attack up to X objects at once. If you do, divide the battle damage it deals equally between all the objects rounded down each time. The space where your home planet is located. One of the types of abilities an object can have. See Static Abilities chapter. See Parts of a Card chapter. A card type. See Card Types chapter. This tells you what kind of structure that structure is, for example, Ship, Building or Station. You find structure types after Structure on a card. If a structure has more than one word after the dash, the structure has all of those structure types. Some effects and abilities affect multiple structures with a certain structure type. All types of cards can have subtypes. Subtypes come after the long dash on the type line. Subtypes of units are also called unit types, subtypes of structures are called structure types, and so on. A card can have multiple subtypes or none at all. For example, a Unit Human Pilot has the subtypes Human and Pilot, but a card with just Action on its type line doesn t have a subtype. A few subtypes have special rules, like Planets. Some effects can change a card s subtype. For example, Any one unit becomes a robot until end of turn. The new subtype replaces the previous subtypes of the appropriate kind, unless the ability says otherwise. See Parts of a Card chapter. One of the types of abilities a card can have. See Triggered Abilities chapter. See Parts of a Card chapter. A card type. See Card Types chapter. This tells you what kind of unit that unit is, such as Human, Pilot, or Warrior. You find unit types in the middle of the card after Unit. If a unit has more than one word after the dash, the unit has all of those unit types. Some effects and abilities affect multiple units with a certain unit type. A game zone. See Card Types chapter. See Winning the Game chapter. Different multiplayer variants may modify the conditions for winning the game. When you see X in a resource cost, you get to choose the number that X stands for. The word you on a card or ability refers to the current controller of that card or ability. An area of play in a Multiverse: Cosmic Conquest game. See Game Zones chapter. Contact us at 18

Comprehensive Rules Document v1.1

Comprehensive Rules Document v1.1 Comprehensive Rules Document v1.1 Contents 1. Game Concepts 100. General 101. The Golden Rule 102. Players 103. Starting the Game 104. Ending The Game 105. Kairu 106. Cards 107. Characters 108. Abilities

More information

OFFICIAL RULEBOOK Version 8.0

OFFICIAL RULEBOOK Version 8.0 OFFICIAL RULEBOOK Version 8.0 Table of Contents Table of Contents About the Game 1 1 2 Getting Started Things you need to Duel 2 The Game Mat 4 Monster Cards 6 Effect Monsters 9 Xyz Monsters 12 Synchro

More information

OFFICIAL RULEBOOK Version 7.2

OFFICIAL RULEBOOK Version 7.2 ENGLISH EDITION OFFICIAL RULEBOOK Version 7.2 Table of Contents About the Game...1 1 2 3 Getting Started Things you need to Duel...2 The Game Mat...4 Game Cards Monster Cards...6 Effect Monsters....9 Synchro

More information

Lightseekers Trading Card Game Rules

Lightseekers Trading Card Game Rules Lightseekers Trading Card Game Rules 1: Objective of the Game 3 1.1: Winning the Game 3 1.1.1: One on One 3 1.1.2: Multiplayer 3 2: Game Concepts 3 2.1: Equipment Needed 3 2.1.1: Constructed Deck Format

More information

Lightseekers Trading Card Game Rules

Lightseekers Trading Card Game Rules Lightseekers Trading Card Game Rules Effective 7th of August, 2018. 1: Objective of the Game 4 1.1: Winning the Game 4 1.1.1: One on One 4 1.1.2: Multiplayer 4 2: Game Concepts 4 2.1: Equipment Needed

More information

Dragon Canyon. Solo / 2-player Variant with AI Revision

Dragon Canyon. Solo / 2-player Variant with AI Revision Dragon Canyon Solo / 2-player Variant with AI Revision 1.10.4 Setup For solo: Set up as if for a 2-player game. For 2-players: Set up as if for a 3-player game. For the AI: Give the AI a deck of Force

More information

Magic: The Gathering Comprehensive Rules

Magic: The Gathering Comprehensive Rules Magic: The Gathering Comprehensive Rules These rules are current as of February 1, 2009. Introduction This document is designed for people who ve moved beyond the basics of the Magic: The Gathering game.

More information

4.4.11a Tweaked rule to bring it in line with c (overassigning damage is legal, breakthrough damage is not mandatory)

4.4.11a Tweaked rule to bring it in line with c (overassigning damage is legal, breakthrough damage is not mandatory) EPIC COMPLETE RULES Revised August 29th 2016 White Wizard Games LLC REVISIONS Various typo fixes 4.4.11a Tweaked rule to bring it in line with 4.4.11c (overassigning damage is legal, breakthrough damage

More information

Card Racer. By Brad Bachelor and Mike Nicholson

Card Racer. By Brad Bachelor and Mike Nicholson 2-4 Players 30-50 Minutes Ages 10+ Card Racer By Brad Bachelor and Mike Nicholson It s 2066, and you race the barren desert of Indianapolis. The crowd s attention span isn t what it used to be, however.

More information

For 2 to 6 players / Ages 10 to adult

For 2 to 6 players / Ages 10 to adult For 2 to 6 players / Ages 10 to adult Rules 1959,1963,1975,1980,1990,1993 Parker Brothers, Division of Tonka Corporation, Beverly, MA 01915. Printed in U.S.A TABLE OF CONTENTS Introduction & Strategy Hints...

More information

8 Weapon Cards (2 Sets of 4 Weapons)

8 Weapon Cards (2 Sets of 4 Weapons) A Game by Pedro P. Mendoza (Note: Art, graphics and rules are not final) The way of the warrior is known as Bushido. It is a code that guides the life of a warrior and promotes values of sincerity, frugality,

More information

Battle. Table of Contents. James W. Gray Introduction

Battle. Table of Contents. James W. Gray Introduction Battle James W. Gray 2013 Table of Contents Introduction...1 Basic Rules...2 Starting a game...2 Win condition...2 Game zones...2 Taking turns...2 Turn order...3 Card types...3 Soldiers...3 Combat skill...3

More information

CONTENTS TABLE OF BOX CONTENT SECTION SECTION SECTION SECTION SECTION SECTION SECTION

CONTENTS TABLE OF BOX CONTENT SECTION SECTION SECTION SECTION SECTION SECTION SECTION BOX CONTENT 300 CARDS *20 Starter Cards [Grey Border] 4 Evasive Maneuvers 4 Tricorder 4 Phasers 4 Diagnostic Check 4 Starfleet Academy *54 Basic Characters [Yellow Border] 24 Ensign 16 Lieutenant 14 Commander

More information

The Caster Chronicles Comprehensive Rules ver. 1.0 Last Update:October 20 th, 2017 Effective:October 20 th, 2017

The Caster Chronicles Comprehensive Rules ver. 1.0 Last Update:October 20 th, 2017 Effective:October 20 th, 2017 The Caster Chronicles Comprehensive Rules ver. 1.0 Last Update:October 20 th, 2017 Effective:October 20 th, 2017 100. Game Overview... 2 101. Overview... 2 102. Number of Players... 2 103. Win Conditions...

More information

GLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS

GLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS TM TM USING THIS REFERENCE This document is intended as a reference for all rules queries. It is recommended that players begin playing Star Wars: Rebellion by reading the Learn to Play booklet in its

More information

Changes and additions new to the 4/6/17 version are highlighted throughout the document.

Changes and additions new to the 4/6/17 version are highlighted throughout the document. EPIC COMPLETE RULES Last Updated: April 6th 2017 White Wizard Games LLC IMPORTANT CHANGES 1.8.4 The player who goes second now mulligans first. 4.1.2 "Making a play" is defined and used throughout the

More information

My Little Pony CCG Comprehensive Rules

My Little Pony CCG Comprehensive Rules Table of Contents 1. Fundamentals 101. Deckbuilding 102. Starting a Game 103. Winning and Losing 104. Contradictions 105. Numeric Values 106. Players 2. Parts of a Card 201. Name 202. Power 203. Color

More information

Force of Will Comprehensive Rules ver. 6.4 Last Update: June 5 th, 2017 Effective: June 16 th, 2017

Force of Will Comprehensive Rules ver. 6.4 Last Update: June 5 th, 2017 Effective: June 16 th, 2017 Force of Will Comprehensive Rules ver. 6.4 Last Update: June 5 th, 2017 Effective: June 16 th, 2017 100. Overview... 3 101. General... 3 102. Number of players... 3 103. How to win... 3 104. Golden rules

More information

Tarot Combat. Table of Contents. James W. Gray Introduction

Tarot Combat. Table of Contents. James W. Gray Introduction Tarot Combat James W. Gray 2013 Table of Contents 1. Introduction...1 2. Basic Rules...2 Starting a game...2 Win condition...2 Game zones...3 3. Taking turns...3 Turn order...3 Attacking...3 4. Card types...4

More information

Underleague Game Rules

Underleague Game Rules Underleague Game Rules Players: 2-5 Game Time: Approx. 45 minutes (+15 minutes per extra player above 2) Helgarten, a once quiet port town, has become the industrial hub of a vast empire. Ramshackle towers

More information

Getting Started Mulligan rule Winning and Losing

Getting Started Mulligan rule Winning and Losing The first war of the gods tore the world apart. Each god continually remaking reality was more than the universe could withstand The great nothingness returned, leaving the gods to bicker in the void.

More information

Mage Tower Rulebook Ver 0.1

Mage Tower Rulebook Ver 0.1 Mage Tower Rulebook Ver 0.1 This is a very early version of the rulebook, and is one of the last things being worked on while the Kickstarter is happening. All the text to play the game is here, but the

More information

Runikend 1st edition Schneider Lab Ltd E. Hampden Ave Unit C-113 Denver CO,

Runikend 1st edition Schneider Lab Ltd E. Hampden Ave Unit C-113 Denver CO, OFFICIAL RULEBOOK TABLE OF CONTENTS INTRO... 1 OBJECTIVE... 1 WARNING!... 1 SETUP... 2 GAME LAYOUT... 3 CARD LAYOUT... 4 TURN... 5 BUY... 6 TRADE... 6 BUILD... 7 COMBAT... 8 SELL (Advanced Rule)... 10

More information

GAME COMPONENTS. Your ORIGINZ box contains:

GAME COMPONENTS. Your ORIGINZ box contains: GAME COMPONENTS This 20-page Rule Book 12 dividers Your ORIGINZ box contains: 264 cards (252 white-bordered and 12 black-bordered) divided into 12 pre-constructed, ready-to-play, Origin decks. Each Origin

More information

MONUMENTAL RULES. COMPONENTS Cards AIM OF THE GAME SETUP Funforge. Matthew Dunstan. 1 4 players l min l Ages 14+ Tokens

MONUMENTAL RULES. COMPONENTS Cards AIM OF THE GAME SETUP Funforge. Matthew Dunstan. 1 4 players l min l Ages 14+ Tokens Matthew Dunstan MONUMENTAL 1 4 players l 90-120 min l Ages 14+ RULES In Monumental, each player leads a unique civilization. How will you shape your destiny, and how will history remember you? Dare you

More information

URGE CARD GAME. Game Rules Alpha Edition. For updates, news and more information. Visit: All Content Subject To Change

URGE CARD GAME. Game Rules Alpha Edition. For updates, news and more information. Visit:   All Content Subject To Change URGE CARD GAME Game Rules Alpha Edition All Content Subject To Change For updates, news and more information. Visit: http://urgegame.wordpress.com 1.0 URGE CARD GAME Welcome to Urge! A card game that takes

More information

NEW TO DUELING? LP

NEW TO DUELING? LP BEGINNER S GUIDE 1 2 3 4 5 6 NEW TO DUELING? This Deck and Beginner s Guide are the perfect place to start! It is ready to play; all you need to do is grab a friend! Each of you will need your own Deck.

More information

OFFICIAL RULEBOOK Version 10

OFFICIAL RULEBOOK Version 10 OFFICIAL RULEBOOK Version 10 Table of Contents About the Game... 1 1 Getting Started Things you need to Duel... 2 The Game Mat... 4 2 Game Cards Monster Cards... 6 Effect Monsters... 9 Link Monsters...

More information

Overview 1. Table of Contents 2. Setup 3. Beginner Walkthrough 5. Parts of a Card 7. Playing Cards 8. Card Effects 10. Reclaiming 11.

Overview 1. Table of Contents 2. Setup 3. Beginner Walkthrough 5. Parts of a Card 7. Playing Cards 8. Card Effects 10. Reclaiming 11. Overview As foretold, the living-god Hopesong has passed from the lands of Lyriad after a millennium of reign. His divine spark has fractured, scattering his essence across the land, granting power to

More information

Force of Will Comprehensive Rules ver. 8.1 Last Update: January 11th, 2018 Effective: January 18th, 2019

Force of Will Comprehensive Rules ver. 8.1 Last Update: January 11th, 2018 Effective: January 18th, 2019 Force of Will Comprehensive Rules ver. 8.1 Last Update: January 11th, 2018 Effective: January 18th, 2019 100. Overview... 3 101. General... 3 102. Number of players... 3 103. How to win... 3 104. Golden

More information

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring Of Dungeons Deep! Table of Contents (1) Components (2) Setup (3) Goal (4) Game Play (5) The Dungeon (6) Ending & Scoring (1) Components 32 Hero Cards 16 Henchmen Cards 28 Dungeon Cards 7 Six Sided Dice

More information

Empires at War. 2. Win conditions Your main objective is destroy all unit cards of the opposing player. You can recognize unit

Empires at War. 2. Win conditions Your main objective is destroy all unit cards of the opposing player. You can recognize unit Empires at War 1. About game Empires at War is a competitive card game set during I World War. Players create unique decks and take control over armies of conflicted nations. To win, you have to break

More information

2 Players Grand Slam. Teams. Credits. During the setup, each player chooses two Titans.

2 Players Grand Slam. Teams. Credits. During the setup, each player chooses two Titans. VARIANTS During the setup, each player chooses two Titans. Players Grand Slam Take turns playing your Titans: Player A s first Titan, then Player B s first Titan, then Player A s second Titan, and finally,

More information

RU L E S REFERENCE USING THIS RULES REFERENCE

RU L E S REFERENCE USING THIS RULES REFERENCE TM TM RU L E S REFERENCE USING THIS RULES REFERENCE This document is a reference for all Star Wars: Armada rules queries. Unlike the Learn to Play booklet, the Rules Reference booklet does not teach players

More information

General Rules. 1. Game Outline DRAGON BALL SUPER CARD GAME OFFICIAL RULE When all players simultaneously fulfill loss conditions, the MANUAL

General Rules. 1. Game Outline DRAGON BALL SUPER CARD GAME OFFICIAL RULE When all players simultaneously fulfill loss conditions, the MANUAL DRAGON BALL SUPER CARD GAME OFFICIAL RULE MANUAL ver.1.071 Last update: 11/15/2018 1-2-3. When all players simultaneously fulfill loss conditions, the game is a draw. 1-2-4. Either player may surrender

More information

General Rules. 1. Game Outline DRAGON BALL SUPER CARD GAME OFFICIAL RULE. conditions. MANUAL

General Rules. 1. Game Outline DRAGON BALL SUPER CARD GAME OFFICIAL RULE. conditions. MANUAL DRAGON BALL SUPER CARD GAME OFFICIAL RULE MANUAL ver.1.062 Last update: 4/13/2018 conditions. 1-2-3. When all players simultaneously fulfill loss conditions, the game is a draw. 1-2-4. Either player may

More information

Dungeon Cards. The Catacombs by Jamie Woodhead

Dungeon Cards. The Catacombs by Jamie Woodhead Dungeon Cards The Catacombs by Jamie Woodhead A game of chance and exploration for 2-6 players, ages 12 and up where the turn of a card could bring fortune or failure! Game Overview In this game, players

More information

Play with good sportsmanship and have fun!

Play with good sportsmanship and have fun! Rules of the High Seas Here are some game concepts important to the Pirates Constructible Strategy Game (CSG) rules: Six-sided dice are abbreviated d6. Ability text (found on the fronts of cards) overrules

More information

A.1.2 If a player's opponent is unable to cycle their deck (see E.2.2), that player wins the game.

A.1.2 If a player's opponent is unable to cycle their deck (see E.2.2), that player wins the game. UFS Living Game Rules Last Updated: January 25th, 2019 This document describes the complete rules for playing a game of the Universal Fighting System (UFS). It is not intended for players wishing to learn

More information

30-45 Mins Ages Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK

30-45 Mins Ages Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK 30-45 Mins Ages 14+ 2-4 Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK In the far future, robots have been designed to fight for the enjoyment of humanity. Bullets, lasers, bombs, drills, and various

More information

Cardfight!! Vanguard Comprehensive Rules ver Last Updated: March 8, 2017

Cardfight!! Vanguard Comprehensive Rules ver Last Updated: March 8, 2017 Cardfight!! Vanguard Comprehensive Rules ver. 1.45.2 Last Updated: March 8, 2017 Rules Section 1. Outline of the game 1.1. Number of players 1.1.1. This game is played by two players. These comprehensive

More information

Mythic Battles: Pantheon. Beta Rules. v2.5

Mythic Battles: Pantheon. Beta Rules. v2.5 Mythic Battles: Pantheon Beta Rules v2.5 Notes: Anything with green highlighting is layout notes, and is NOT FOR PRINT. Anything with yellow highlighting is not yet finished. 1 Game Terms & General Rules

More information

The game of intriguing dice, tactical card play, powerful heroes, & unique abilities! Welcome to. Rules, glossary, and example game Version 0.9.

The game of intriguing dice, tactical card play, powerful heroes, & unique abilities! Welcome to. Rules, glossary, and example game Version 0.9. The game of intriguing dice, tactical card play, powerful heroes, & unique abilities! Welcome to Rules, glossary, and example game Version 0.9.4 Object of the Game! Reduce your opponent's life to zero

More information

TABLE OF CONTENTS INTRO RULES... 3 FAQ CARD CLARIFICATIONS CREDITS INDEX PART 1. CARD TYPES & COLORS... 3

TABLE OF CONTENTS INTRO RULES... 3 FAQ CARD CLARIFICATIONS CREDITS INDEX PART 1. CARD TYPES & COLORS... 3 VERSION 1.0 TABLE OF CONTENTS RULES... 3 The complete rules for Star Wars: Destiny. PART 1. CARD TYPES & COLORS... 3 The various elements of each card, explained. INTRO This document contains the complete

More information

Neon Genesis Evangelion The Card Game. Official Rule Book - Version 2.0 English Edition

Neon Genesis Evangelion The Card Game. Official Rule Book - Version 2.0 English Edition Neon Genesis Evangelion The Card Game Official Rule Book - Version 2.0 English Edition Introduction The Carddass Masters G Neon Genesis Evangelion Card Game is a trading card game set in the world of the

More information

Cardfight!! Vanguard Comprehensive Rules ver Last Updated: June 19, Rules

Cardfight!! Vanguard Comprehensive Rules ver Last Updated: June 19, Rules Cardfight!! Vanguard Comprehensive Rules ver. 1.37 Last Updated: June 19, 2015 Rules Section 1. Outline of the game 1.1. Number of players 1.1.1. This game is played by two players. These comprehensive

More information

OVERVIEW + CONTENTS. 12 Network Boosters (3 per player color) 12 Virus tokens (3 per player color) 16 Informants (4 per player color)

OVERVIEW + CONTENTS. 12 Network Boosters (3 per player color) 12 Virus tokens (3 per player color) 16 Informants (4 per player color) The tech-future which mankind has been working towards is finally upon us! Sadly, the tech-future is not all we thought it was cracked up to be; technology couldn t save us from ourselves and there are

More information

Cardfight!! Vanguard Comprehensive Rules ver Last Updated: December 7, Rules

Cardfight!! Vanguard Comprehensive Rules ver Last Updated: December 7, Rules Cardfight!! Vanguard Comprehensive Rules ver. 1.47.1 Last Updated: December 7, 2017 Rules Section 1. Outline of the game 1.1. Number of players 1.1.1. This game is played by two players. These comprehensive

More information

Component List. Game Overview. How to Use This Rulebook. This Rulebook. 1 Quick-Start Rules Booklet. 3 Painted Plastic Ships.

Component List. Game Overview. How to Use This Rulebook. This Rulebook. 1 Quick-Start Rules Booklet. 3 Painted Plastic Ships. Game Overview Welcome to X-Wing, an exciting, fast-paced dogfighting game set in the Star Wars universe. In X-Wing, two players take control of X-wings, TIE fighters, and other ships from the Star Wars

More information

Special Notice. Rules. Weiß Schwarz (English Edition) Comprehensive Rules ver. 2.01b Last updated: June 12, Outline of the Game

Special Notice. Rules. Weiß Schwarz (English Edition) Comprehensive Rules ver. 2.01b Last updated: June 12, Outline of the Game Weiß Schwarz (English Edition) Comprehensive Rules ver. 2.01b Last updated: June 12, 2018 Contents Page 1. Outline of the Game... 1 2. Characteristics of a Card... 2 3. Zones of the Game... 4 4. Basic

More information

Contents. Goal. Jump Point

Contents. Goal. Jump Point Game Rules W elcome to the height of technology and comfort, the Space Station Atlantis! All the comfort of a five star hotel, mixed with the adventure of space travel. The station is filled with staff,

More information

Bible Battles Trading Card Game OFFICIAL RULES. Copyright 2009 Bible Battles Trading Card Game

Bible Battles Trading Card Game OFFICIAL RULES. Copyright 2009 Bible Battles Trading Card Game Bible Battles Trading Card Game OFFICIAL RULES 1 RULES OF PLAY The most important rule of this game is to have fun. Hopefully, you will also learn about some of the people, places and events that happened

More information

NIGHTMARE FOREST Dead Run

NIGHTMARE FOREST Dead Run NIGHTMARE FOREST Dead Run You were out enjoying a night camping with your friends in the woods near The City. Settled around a warm and cozy campfire a good time was being had by everyone. That was when

More information

Special Notice. Rules. Weiss Schwarz Comprehensive Rules ver Last updated: September 3, Outline of the Game

Special Notice. Rules. Weiss Schwarz Comprehensive Rules ver Last updated: September 3, Outline of the Game Weiss Schwarz Comprehensive Rules ver. 1.66 Last updated: September 3, 2015 Contents Page 1. Outline of the Game. 1 2. Characteristics of a Card. 2 3. Zones of the Game... 4 4. Basic Concept... 6 5. Setting

More information

1 My Little Pony Collectible Card Game

1 My Little Pony Collectible Card Game My Little Pony Collectible Card Game is a fun and exciting game based on the world of My Little Pony : Friendship is Magic. In this game, players take on the roles of heroic ponies confronting challenges

More information

Buck Rogers Battle For The 25 th Century 1. 4 Turn Phases Complete each phase in order Definitions

Buck Rogers Battle For The 25 th Century 1. 4 Turn Phases Complete each phase in order Definitions Buck Rogers Battle For The 25 th Century 1 OBJECT 1) Control 15 Territorial Zones at the end of any turn 2) Control the last Leader on the board at any time 3) Convince everyone else to surrender 4) Control

More information

Supervillain Rules of Play

Supervillain Rules of Play Supervillain Rules of Play Legal Disclaimers & Remarks Trademark & Copyright 2017, Lucky Cat Games, LLC. All rights reserved. Any resemblance of characters to persons living or dead is coincidental, although

More information

These rules are intended to cover all game elements from the following sets. Pirates of the Spanish Main

These rules are intended to cover all game elements from the following sets. Pirates of the Spanish Main These rules are intended to cover all game elements from the following sets. Pirates of the Spanish Main Pirates of the Mysterious Islands Pirates of the Crimson Coast Pirates of the Frozen North Pirates

More information

Dune Express Alliances Dune express variant Originally Designed by FNH Game

Dune Express Alliances Dune express variant Originally Designed by FNH Game Dune Express Alliances Dune express variant Originally Designed by FNH Game Variant designed by Eric Pietrocupo Version 1.0.0 March 15 th 2010 Since there are so many variants out there, I needed to give

More information

OFFICIAL RULEBOOK. Version 6.0

OFFICIAL RULEBOOK. Version 6.0 ENGLISH EDITION OFFICIAL RULEBOOK Version 6.0 Table of Contents Table of Contents About the Game...................................... 1 1 2 Getting Started You Need These Things To Duel..........................

More information

zogar s gaze Objective

zogar s gaze Objective Objective zogar s gaze Be the first player to collect all the necessary cards to meet your win conditions and you will win the game. These win conditions are determined by your starting race and class.

More information

Sample Game Instructions and Rule Book

Sample Game Instructions and Rule Book Card Game Sample Game Instructions and Rule Book Game Design by Mike Fitzgerald Sample Game by Bob Morss Artwork by Peter Pracownik Publisher U.S. GAMES SYSTEMS, INC. 179 Ludlow Street, Stamford, CT 06902

More information

Mythic Battles: Pantheon. Beta Rules. v2.8

Mythic Battles: Pantheon. Beta Rules. v2.8 Mythic Battles: Pantheon Beta Rules v2.8 Notes: Anything with green highlighting is layout notes, and is NOT FOR PRINT. Anything with yellow highlighting is not yet finished. 1 Appearance There are many

More information

WARHAMMER LEGENDARY BATTLES

WARHAMMER LEGENDARY BATTLES WARHAMMER LEGENDARY BATTLES Welcome Most games of Warhammer are two player games between armies with equal points values of anywhere from 500 to 3000 points. However, while games like these are great fun,

More information

Solitaire Rules Deck construction Setup Terrain Enemy Forces Friendly Troops

Solitaire Rules Deck construction Setup Terrain Enemy Forces Friendly Troops Solitaire Rules Deck construction In the solitaire game, you take on the role of the commander of one side and battle against the enemy s forces. Construct a deck, both for yourself and the opposing side,

More information

LORE WAR A Fantasy War Game

LORE WAR A Fantasy War Game LORE WAR A Fantasy War Game TABLE OF CONTENTS: OVERVIEW....3 SUPPLIES......3 SETUP........3 RULES OF PLAY......3 WINNING CONDITIONS. 5 THE LORE BOOK....5 https://loregamescom.wordpress.com/ 2 OVERVIEW:

More information

Preparing the Warband for Battle

Preparing the Warband for Battle Preparing the Warband for Battle Deployment: Dividing the Warband Each player should divide his warriors into three Battle Groups, and three Detachments as follows: (Battle groups consist of 0-4 models

More information

Magic: The Gathering Comprehensive Rules

Magic: The Gathering Comprehensive Rules Magic: The Gathering Comprehensive Rules These rules are effective as of June 1, 2012. Introduction This document is designed for people who ve moved beyond the basics of the Magic: The Gathering game.

More information

Made by Bla Map War 2 Manual Version 6 ( ) Page 1. Map War 2 Manual

Made by Bla Map War 2 Manual Version 6 ( ) Page 1. Map War 2 Manual Made by Bla Map War 2 Manual Version 6 (201209231931) Page 1 Map War 2 Manual Made by Bla Map War 2 Manual Version 6 (201209231931) Page 2 Content Map War 2 Manual... 1 Content... 2 Intro... 3 Initial

More information

2012 CORE RULEBOOK WELCOME TO HEROCLIX!

2012 CORE RULEBOOK WELCOME TO HEROCLIX! 2012 CORE RULEBOOK WELCOME TO HEROCLIX!... 1 WHAT YOU NEED TO PLAY... 1 WHAT S IN THIS RULE BOOK?... 1 Part 1: THE BASICS... 2 SETTING UP THE MAP... 2 CHARACTERS... 2 TURNS AND ACTIONS... 3 WINNING THE

More information

Notes about the Kickstarter Print and Play: Components List (Core Game)

Notes about the Kickstarter Print and Play: Components List (Core Game) Introduction Terminator : The Board Game is an asymmetrical strategy game played across two boards: one in 1984 and one in 2029. One player takes control of all of Skynet s forces: Hunter-Killer machines,

More information

Battling Grammar Rule book Version 3.1

Battling Grammar Rule book Version 3.1 Battling Grammar Rule book Version 3.1 Introduction This is a game designed to be used in the classroom to help children to develop and practise their knowledge of grammatical terminology. This is primarily

More information

(3 to 6 players) Lie, cheat steal and backstab your way to victory on your quest to become the next President of the United States.

(3 to 6 players) Lie, cheat steal and backstab your way to victory on your quest to become the next President of the United States. (3 to 6 players) Lie, cheat steal and backstab your way to victory on your quest to become the next President of the United States. Object of the Game Accrue the most electoral points to win the General

More information

Background. After the Virus

Background. After the Virus After the Virus Background The zombie apocalypse is here! The world has been hit by a virus killing 90% of the population. Most of the survivors have turned into zombies, while the rest are left weak and

More information

Wildlife 2-6 players, age 10 up, minutes By Wolfgang Kramer,

Wildlife 2-6 players, age 10 up, minutes By Wolfgang Kramer, Wildlife 2-6 players, age 10 up, 60-120 minutes By Wolfgang Kramer, The wheel of history has been turned back approximately 2.5 Million years. The first humans fight mammoths, bears, crocodiles, eagles,

More information

Artwork by Javier Bolado 2015 Fun to 11

Artwork by Javier Bolado 2015 Fun to 11 The concept of Epic PvP is simple; build a character by choosing and shuffling two small decks of cards a Race deck and a Class deck into a larger deck. Take this deck and battle with your friends. The

More information

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17 T FULL RULEBOOK his book includes the complete rules for the game, followed by the Scenario section on page 17. This rulebook is not intended as a method for learning the game, and especially not as a

More information

Interstellar Conquest

Interstellar Conquest Interstellar Conquest based on Cosmic Encounter by Eon, realeased by Eon, Westend Games, Games Workshop, Mayfair Games, and Hasbro. By Ken Leyhe Ver 2.0 Revised 07/02 A game for 2-8 players using Icehouse

More information

200 CARDS (63X88) 1 VICTORY POINT BOARD 4 VICTORY POINT MARKERS 1 FIRST PLAYER TOKEN 4 FACTION BOARDS ST STATE BASE CARDS 12 CONNECTION CARDS

200 CARDS (63X88) 1 VICTORY POINT BOARD 4 VICTORY POINT MARKERS 1 FIRST PLAYER TOKEN 4 FACTION BOARDS ST STATE BASE CARDS 12 CONNECTION CARDS GOAL OF THE GAME Your goal is to build a new State in this post-apocalyptic world. Whether you command merciless Mutants or brave New Yorkers, your aim is always simple and clear conquer new lands, incorporate

More information

Let us now look at a situation a few rounds into the game, from the perspective of player 2.

Let us now look at a situation a few rounds into the game, from the perspective of player 2. Example of gameplay Thermal Showdown Updated to version 1.35 Do you want to know how to play Thermal Showdown? Or just find out what it s really about? There is no better way than to watch an example of

More information

Mythic Battles: Pantheon. Beta Rules. v2.4

Mythic Battles: Pantheon. Beta Rules. v2.4 Mythic Battles: Pantheon Beta Rules v2.4 Notes: Anything with green highlighting is layout notes, and is NOT FOR PRINT. Anything with yellow highlighting is not yet finished. 1 Game Terms & General Rules

More information

TUMULT NOVEMBEr 2017 X-WINg DOUBLES TOUrNAMENT. Lists need to be submitted by 14 November 2017 V 1.1. Sponsored by

TUMULT NOVEMBEr 2017 X-WINg DOUBLES TOUrNAMENT. Lists need to be submitted by 14 November 2017 V 1.1. Sponsored by TUMULT 2017 18 NOVEMBEr 2017 X-WINg DOUBLES TOUrNAMENT players pack Lists need to be submitted by 14 November 2017 V 1.1 Sponsored by 1 GENErAL INFOrMATION WHEN: Saturday 18 November 2017. Check in is

More information

Robot Factory Rulebook

Robot Factory Rulebook Robot Factory Rulebook Sam Hopkins The Vrinski Accord gave each of the mining cartels their own chunk of the great beyond... so why is Titus 316 reporting unidentified robotic activity? No time for questions

More information

Overview & Objective

Overview & Objective Rulebook Overview & Objective Poets, Minstrels and Troubadours throughout Tessandor meet in Noonshade Keep for the annual Battle of the Bards competition to spin tales of the glorious battles and adventures

More information

Game Overview 2 Setting 3 Story 3 Main Objective 3. Game Components 3. Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9

Game Overview 2 Setting 3 Story 3 Main Objective 3. Game Components 3. Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9 P a g e 1 Game Overview 2 Setting 3 Story 3 Main Objective 3 Game Components 3 Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9 FAQ 10 Credits 10 Game Piece Appendix 11 Resource

More information

Print and Play Instructions: 1. Print Swamped Print and Play.pdf on 6 pages front and back. Cut all odd-numbered pages.

Print and Play Instructions: 1. Print Swamped Print and Play.pdf on 6 pages front and back. Cut all odd-numbered pages. SWAMPED Print and Play Rules Game Design by Ben Gerber Development by Bellwether Games LLC & Lumné You ve only just met your team a motley assemblage of characters from different parts of the world. Each

More information

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24)

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24) GAME OVERVIEW Modern Land Battles is a fast-paced card game depicting ground combat. You will command a force on a modern battlefield from the 1970 s to the modern day. The unique combat system ensures

More information

VERSION CHANGE LOG. Added Errata Clarified Symbol - 8. Clarified Indirect Damage - 9. Updated Clarifications - 24, 26, 27

VERSION CHANGE LOG. Added Errata Clarified Symbol - 8. Clarified Indirect Damage - 9. Updated Clarifications - 24, 26, 27 Clarified Symbol - 8 Clarified Indirect Damage - 9 Clarified Playing a Card from Hand, Resolve Dice - 14 VERSION 1.7 - CHANGE LOG Added Errata - 23 Updated Clarifications - 24, 26, 27 Updated FAQ - 30

More information

Bouncy Dice Explosion

Bouncy Dice Explosion Bouncy Dice Explosion The Big Idea This week you re going to toss bouncy rubber dice to see what numbers you roll. You ll also play War to see who s the high roller. Finally, you ll move onto a giant human

More information

HISTORIA. Contents. The winner will be the player having the most impact on the history of mankind. 1 Gameboard. 2 Timeline markers

HISTORIA. Contents. The winner will be the player having the most impact on the history of mankind. 1 Gameboard. 2 Timeline markers 1.13 HISTORIA Recreate the last 12,000 years of history. From the dawn of Civilization, through agriculture and navigation, nuclear energy and then into the future! In Historia, each player controls a

More information

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS i The 1 st Brigade would be hard pressed to hold another attack, the S-3 informed Bannon in a workman like manner. Intelligence indicates that the Soviet forces in front of 1 st Brigade had lost heavily

More information

SPACE EMPIRES Scenario Book SCENARIO BOOK. GMT Games, LLC. P.O. Box 1308 Hanford, CA GMT Games, LLC

SPACE EMPIRES Scenario Book SCENARIO BOOK. GMT Games, LLC. P.O. Box 1308 Hanford, CA GMT Games, LLC SPACE EMPIRES Scenario Book 1 SCENARIO BOOK GMT Games, LLC P.O. Box 1308 Hanford, CA 93232 1308 www.gmtgames.com 2 SPACE EMPIRES Scenario Book TABLE OF CONTENTS Introduction to Scenarios... 2 2 Player

More information

Recon 1 Air Power Counter Attack Counter Attack Recon 1 Air Power Recon 1 Recon 1 Air Strike Air Power Air Power Air Strike Memoir 44 FAQ

Recon 1 Air Power Counter Attack Counter Attack Recon 1 Air Power Recon 1 Recon 1 Air Strike Air Power Air Power Air Strike Memoir 44 FAQ VIII. COMMAND FAQ Q. If someone can use a Recon 1 card as an Air Power, can the other player Counter Attack the effect or just the card? A. The rule is that a Counter Attack is only allowed to counter

More information

Contents. 4 cards Research 54 cards Zombie 3 cards Horde. 4 cards Place 51 cards Rage 1 card Barricade. 1 counter. 8 cards Captured Zombie

Contents. 4 cards Research 54 cards Zombie 3 cards Horde. 4 cards Place 51 cards Rage 1 card Barricade. 1 counter. 8 cards Captured Zombie Rules of play 8 Military scientists found a way to enhance the human strength and aggressiveness, making them insensible to pain without altering their cognitive skills. Unfortunately, this discovery got

More information

P a g e Realms v1.2 Copyright 2010 Ignazio Corrao

P a g e Realms v1.2 Copyright 2010 Ignazio Corrao P a g e 1 P a g e 2 Siegfried, Snow White, D Artagnan, Red Riding Hood, and the other 12 Realms heroes are being reunited for one last great adventure. The Dark Lords have joined forces to completely conquer

More information

Privateer Press Designed by Will Schoonover. Revised Rulebook by Justin Alexander

Privateer Press Designed by Will Schoonover. Revised Rulebook by Justin Alexander Privateer Press Designed by Will Schoonover Revised Rulebook by Justin Alexander http://www.thealexandrian.net CHARACTERS Each player will take on the role of a specific character. CHARACTER SHEET: Your

More information

FOR THE CROWN Sample Play

FOR THE CROWN Sample Play FOR THE CROWN Sample Play v1.0 1 Turn 1 Yellow player FOR THE CROWN Sample Play To begin the game, Yellow player Draws 2 Peons and 3 Guards into his Hand. Order Phase: For his first Order Phase, he cannot

More information

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager

Caesar Augustus. Introduction. Caesar Augustus Copyright Edward Seager A board game by Edward Seager Caesar Augustus A board game by Edward Seager Introduction Caesar Augustus is a historical game of strategy set in the Roman Civil War period for 2-5 players. You will take the role of a Roman general,

More information

Galaxy of D 1/ About the Components: the Map The war takes place in Galaxy of D (the hexes are called sectors).

Galaxy of D 1/ About the Components: the Map The war takes place in Galaxy of D (the hexes are called sectors). 3.1. About the Components: the Map The war takes place in Galay of D (the hees are called sectors). A TWO Players he & counter space combat game Fast, brutal and diceless combat! 1. INTRODUCTION Once again,

More information

The game consists of 3 rounds where you will build a castle in 30 seconds then place catapults and steal wall pieces from your neighbors.

The game consists of 3 rounds where you will build a castle in 30 seconds then place catapults and steal wall pieces from your neighbors. Story The king is dead Ok we ve all heard that one, there really isn t a story here. Just build a castle, fill it with as many walls and catapults as you can. Let s just have some fun with friends! Introduction

More information