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

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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 Selling Rolled Resource Dice (Advanced Rule)... 10 Selling Rolled Supply Dice (Advanced Rule)... 11 OTHER IMPORTANT INFORMATION... 12 OPTIONAL RULE... 13 EXAMPLE TURN (BUILD)... 13 EXAMPLE TURN (ATTACK)... 14 Runikend 1st edition Schneider Lab Ltd. 6300 E. Hampden Ave Unit C-113 Denver CO, 80222 colonist@runikend.com

INTRO: You were once explorers and pioneers who discovered this new land called Runikend. You have now also become new colonists who want to tame the landscape and make it your new home. Each colonizer works to create their settlement town and grow its prestige by adding to it. Colonists build new parts of their small town and expand it into a large city, to build their reputation as being the greatest pioneer of the land. You must build your town into a glorious city before others colonize the new land first and become its new king. Be wary of other pioneers though, for they want to become the new king of Runikend too. The colonizers will attack other pioneer villages before they are built into big cities, and raze their new buildings to the ground. The pioneer king-to-be must conquer their enemies before they are attacked and defeated by them. OBJECTIVE: Grow the reputation of your settlement to attract more inhabitants and grow a village into a large city to become the new King of Runikend. Reputation is earned by adding prominent structures and other notable parts to your settlement that have prestige value. You win the game and become the King of Runikend if you have built a large city (earning 30 prestige points or more) at any point during the game. Settlement Prestige Points Population (people) Ordinary Buildings Village 0-9 20 to 1,000 4 to 200 Town 10-19 1,001 to 8,000 201 to 1600 City 20-29 8,001 to 12,000 1601 to 2400 Large City 30 or more More than 12,000 More than 2400 WARNING! This game contains small parts not suitable for little children as the small pieces can be a choking hazard. Use caution! Keep away from small children. PAGE 1 OF 16

SETUP: To setup the game, 2-6 players must gather together in the same area to play the game. Refer to the game layout and card layout sections of the rulebook, and do the following to get started: 1. Have the 12 Runikend dice (4, 4, and 4 ) ready and available in the bank supply area. 2. Have the Runikend coins and prestige counters ready and available in the bank supply area. 3. Shuffle the light green [A], dark green [B], red [C], and black [D] sets of cards separately. 4. Put the sets of cards together (face down) to create the draw pile in the following order: A LIGHT GREEN BORDER (Top) B DARK GREEN BORDER C RED BORDER D BLACK BORDER (Bottom) 5. Deal out 1 card off the top of the deck to each player. These are the players hands. 6. Take 4 cards off the top of the deck and place them in the center of the play area face up in a row so everyone can see and reach them. These are the 4 build card piles. 7. Place the deck face down in the center of the play area. This is the draw pile. 8. Determine who has the starting turn by having each player roll 4 dice and whichever player rolls the most trees is the one who gets to go first (re-roll any ties for first place). 9. Turns continue clockwise. First Game? If this is your first game, do not use the advanced or optional rules for gameplay. Once you are familiar with the game, add in the advanced rules for added fun. Use the optional rules at your discretion once you have learned the basics. PAGE 2 OF 16

GAME LAYOUT: This is the play area and layout used during game play by the players - (face down) (face up) (face up) (face up) (face up) (face up) (In the center of the play area in the reach of all players) (face up) (face up) Hand Cards (face down) (face up) (face up) (face up) PAGE 3 OF 16

CARD LAYOUT: Build requirements boxes Building title Building category Flavor Text Prestige value Action, Battle Action, and/or or Attribute text Army force value Card set Defense requirements boxes Card Layout Details: There are up to 4 build requirements boxes will be on a card. There are up to 4 defense requirements boxes will be on a card. A player s prestige is calculated by adding all their built cards prestige values together. Printed actions can be used by the player who owns the card during their turn (once per turn unless otherwise printed) and cannot be used on the same turn the card was built in. Printed attributes on cards are not actions. Attributes are always in effect ( always on ) regardless of who s turn it is. Printed battle actions can only be used by the player who owns the card (once per turn unless otherwise printed) and only during combat. PAGE 4 OF 16

TURN: Beginning with the player with the starting turn and continuing clockwise (to the left) each player has a turn in a round. A round happens after every player has had a turn and then the next round begins with the starting player again. This continues until the game ends and a winner has been determined (see objective). Do the following during the player s (your) turn: 1. Draw a card from the draw pile to and add it to your hand. 2. Select 6 out of the 12 Runikend dice to roll. 3. Roll the selected dice. 4. Select one action to perform: a. Build by using 1 rolled die or 1 coin (see build rules). b. Attack another player by using 1 rolled die or 1 coin (see combat rules). c. Trade in 1 coin showing on 1 rolled die for 1 coin from the coin (see trade rules). d. Sell (advanced rule) by using 1 or more dice (see sell rules). e. Buy by using 1 coin or more see (see buy rules). f. Perform a printed action on a card owned and in play in front of you (the active player). Actions cannot be used on cards put into play (built) this turn. g. Remove 1 die from the selected dice and place it into the bank. 5. Re-roll the remaining selected dice, if any, then go back to step 4 or proceed to step 6. 6. If you (the player) have more than 3 cards in your hand, discard down to 3 cards. See the example turn at the end of the rulebook for more details. PAGE 5 OF 16

BUY: A player (buyer) may use coins from the coins they have collected to perform 1 buy actions listed in this section. Coins used to buy something are taken (paid) from the buyer s coins and placed into the coin as payment. The buy options below are available to all player s during their turn: Buy a resource or supply: Pay 1 coin to buy 1 resource or 1 supply requirements box (place the coin in the requirement box) when building. Buy prestige: Pay 1 coin to buy 1 bonus prestige point that may be added to one card that the active player owns and has been built ( upgrading it). All bonus prestige points on cards that enter the discard pile are removed and placed back into the bank prestige counter supply. Buy into combat: To pay for combat requirements (see combat rules), choose one of the following options - Pay 1 coin to buy 1 bow and arrow or 1 sword defense requirement box (place the coin in the requirement box). Pay 2 coins to buy 1 defense requirement box showing 2 swords (place the coins in a stack on the requirement box). Buy an attack point: Pay 1 coin to buy 1 attack point when attacking (see combat rules). The attacker may do this buy action multiple times during combat. Buy a defense point: Pay 1 coin to buy 1 defense point when defending (see combat rules). Buying a defense point is a special buy action that a defender can do when it s not their turn if the defender has coins to pay with. The defender may do this buy action multiple times during combat. TRADE: During the players turn, the player may trade an die that was rolled and is showing a coin symbol for 1 coin from the bank coin supply. Traded dice are placed into the bank dice pool and cannot be rolled again or used again by the player during the turn the dice were traded in. Trades are performed using the dice that have been just rolled and have not been used (i.e. cannot trade used dice that have been placed onto a card being built or attacked, etc.). Other types trades can also happen by using printed actions on cards in play and owned by the active player. PAGE 6 OF 16

BUILD: During a turn, after the dice are rolled, the player (builder) may do the following to use to build cards to add to the builder s city: 1. Select a card to build from one of the center build cards, a card from your hand, or a card you successfully attacked earlier during the turn (see combat rules). 2. If a card from your hand is selected, place it face-up in the play area. 3. Use 1 rolled die by placing it on to 1 open build requirements boxes on the selected card with a symbol that matches the symbol of the rolled die being used. See buy rules and trade rules for more ways to fill build requirements boxes. 4. If all the build requirement boxes on the selected card have been filled by a used die with matching symbol, a used coin, or from using an action printed on another card in play owned by the player, then it is built and is placed in front of the player face up in the players built card area. 5. Cards that are built from 1 of the 4 build cards in the center of the play area must be immediately replaced with another face-up card from the top of the draw pile. Successfully attacked cards or cards from your hand that are built do not get immediately replaced from the draw pile. 6. Dice and coins that are used are placed into the appropriate bank supply. 7. If a card from your hand was selected and placed face-up but its requirements boxes were not all filled (i.e. not all requirements were fulfilled to build the card) by the end of the turn, then the card is placed into the discard pile. PAGE 7 OF 16

COMBAT: Combat happens when a player chooses to attack another player s city by using their, coins, or other actions to start filling in the defense requirements boxes that are on another player s built cards. Battle begins when all defense requirements boxes are filled on the attacked card. Successfully attacked cards may be selected to be rebuilt by the attacker. The attacker is the player attacking another player s built card. The defender is the player who owns the card being attacked. The army strength of a player is the sum of the player s attack or defense points rolled and paid for, and the hidden army force value on the cards placed facedown that add to the attack or defense points during battle. Combat Details - After the active player rolls the dice on their turn, they may do the following to begin to attack another player s city: 1. Select a built card (in play and face up) that is owned by another player as the target for the attack. If the defender has any fortification cards built and in front of them, then the attacker must select one of the defender s fortifications. 2. Fill a defense requirement box on the target card by doing 1 of the following: a. Use a die that was just rolled by placing it on 1 of the selected card's open defense requirements boxes showing a symbol that matches the symbol shown on the rolled die to fulfill it. A die showing 2 swords may be used to cover two 1 sword defense requirements boxes on the targeted card (place the die in the middle of the boxes). b. Use 1 or 2 coins to buy into combat by placing it (or them) on any 1 defense requirements box (see buy rules). c. Use a printed battle action on 1 card in play and owned by the attacker. 3. When all the defense requirement boxes on a defender s card are filled by dice that matched their symbols, a coin, or from a card action, the battle immediately begins. Battle - During the battle, attack and defense points are used to determine the winner. Do the following: 1. The defender rolls 2 dice; count and note the defense and attack points that were rolled on the dice: a. Every die showing 1 sword on it counts as 1 attack point. b. Every die showing 2 swords on it counts as 2 attack points. c. Every die showing a bow and arrow on it counts as 1 attack point. PAGE 8 OF 16

d. Every die showing a shield on it counts as 2 defense points. e. Every die showing a coin on it counts as 1 defense point. 2. The defender may use one printed battle action on built cards they own. 3. The attacker may use one printed battle action on built cards they own. 4. The defender may use the defender s coins to buy additional defense points. The defender may use multiple coins to buy multiple defense points. Each coin used by the defender as payment counts as 1 defense point each (see buy rules). 5. The attacker may use the attacker s coins to buy additional attack points. The attacker may use multiple coins to buy multiple attack points. Each coin used by the attacker as payment counts as 1 attack point each (see buy rules). 6. The defender may choose to use a card from the defender s hand to add defense points by placing it face down in the play area. Do not reveal the army force value on the card now. Facedown cards used by the defender (placed face down in combat) count as the amount of the army force value printed on the card (see card layout section). 7. The attacker may choose to use a card from the attacker s hand by placing it face down in the play area. Facedown cards used (placed face down) count as the amount of the army force value printed on the card (see card layout section). 8. Each player then reveals any face down cards they used by turning them face up. 9. Determine the attacker s army strength by adding up the total attack points. 10. Determine the defender s army strength by adding up the total defense points. 11. If the attacker s army strength is less than or equal to the defender s army strength, then the attack fails and combat ends. Used coins and dice are put into the bank supply. 12. If the attacker s army strength is greater than the defender s army strength then the attack was successful, and the following happens: a. The attacked card is set in the middle of the table play area (along with any counters on it). b. The attacked card is no longer owned by the defender (or anyone else) and the card is no longer in play. c. The attacked card may be selected to be built by the attacker (see build rules). 13. The attacker continues with their turn. 14. If the successfully attacked card is not built by the attacker by the end of the attackers turn, the successfully attacked card is placed face up in the discard pile. See the example turn at the end of the rulebook for added details. PAGE 9 OF 16

SELL (Advanced Rule): Once you have mastered the basic rules of the game, add in the SELL advanced rule to make the game more fun. A player may, during their turn, sell sets of and/or dice that they have rolled. Sold dice are placed into the bank dice pool (cannot be rolled again this turn). Selling Rolled Resource Dice (Advanced Rule) - Sell sets of dice that are rolled as shown in the table below once per roll as an action: ROLLED SETS OF DICE THAT CAN BE SOLD: 2 trees showing on 2 2 stone blocks showing on 2 2 animal showing on 2 2 metal bars showing on 2 3 trees showing on 3 3 stone blocks showing on 3 3 animals showing on 3 3 metal bars showing on 3 4 trees showing on 4 4 stone blocks showing on 4 4 animals showing on 4 4 metal bars showing on 4 COINS RECEIVED: 1 coin from the coin 1 coin from the coin 2 coins from the coin 2 coins from the coin 2 coins from the coin 2 coins from the coin 3 coins from the coin 3 coins from the coin 6 coins from the coin 6 coins from the coin 9 coins from the coin 9 coins from the coin PAGE 10 OF 16

Selling Rolled Supply Dice (Advanced Rule) - Sell sets of dice rolled as shown in the table below once per roll as an action: ROLLED SETS OF DICE THAT CAN BE SOLD: 2 grain showing on 2 2 water showing on 2 2 meat showing on 2 2 fruit and vegetable showing on 2 3 grain showing on 3 3 water showing on 3 3 meat showing on 3 3 fruit and vegetable showing on 3 4 grain showing on 4 4 water showing on 4 4 meat showing on 4 4 fruit and vegetable showing on 4 COINS RECEIVED: 1 coin from the coin 1 coin from the coin 2 coins from the coin 2 coins from the coin 2 coins from the coin 2 coins from the coin 3 coins from the coin 3 coins from the coin 6 coins from the coin 6 coins from the coin 9 coins from the coin 9 coins from the coin See the example turn at the end of the rulebook for added details. PAGE 11 OF 16

OTHER IMPORTANT INFORMATION: 1. Exhausted draw pile - when/if the draw pile is empty, shuffle of the cards in the discard pile together, turn the new pile face-down, and use this as the new draw pile (repeat as necessary). 2. Actions and Battle Actions on cards may not be performed on the same turn that the card is built in. 3. All bonus prestige points on cards that enter the discard pile are removed and placed back into the bank prestige counter supply. 4. If all the coins or prestige counters from the bank supply are exhausted/used, you may use something else as counters or coins (i.e. pennies, pieces of paper, twigs, small rocks, etc ). This is a Runikend prestige counter. (30 are supplied) This is a Runikend coin. (30 are supplied) 5. Dice and coins are used when they are sold, traded, put onto a card, required as a part of another action (not a re-roll), and/or placed into the bank supply during a turn. 6. Dice and coins that are used are placed into the appropriate bank supply (dice or coin) and cannot be used again during the same turn that they were used in. 7. Re- are not considered to be used. The re- remain unused along with all the other selected dice until they are used in another action. 8. Runikend dice are the 12 dice that are supplied with this game: a. Four six-sided orange dice i. 2 sides showing grain ii. 2 sides showing water iii. 1 side showing meat iv. 1 side showing fruit and vegetable b. Four six-sided blue dice i. 2 sides showing trees (wood) ii. 2 sides showing stone blocks iii. 1 side showing a metal bar iv. 1 side showing an animal c. Four six-sided red dice i. 2 sides showing shields ii. 1 sides showing one sword iii. 1 side showing two swords iv. 1 side showing a bow and arrow v. 1 side showing a coin PAGE 12 OF 16

OPTIONAL RULE: Ignore the card border/card set order (setup steps 3 & 4) and shuffle all the cards together instead before starting the game. EXAMPLE TURN (BUILD): Karen and John are in the middle of playing a game and its John s turn. John has decided to build this turn and has his eye on Wooden Wall build card from the center of the play area on the table (its 1 of the 4 build cards available) because it is a fortification and he wants to help protect his pig farm that has 2 prestige counters on it (adding up to 4 of prestige points) from being attacked. 1. John begins his turn deciding to select 4 blue dice and 2 red dice to increase his chances to rolling enough trees to build it and to also potentially roll some coins so he can get coins from the bank coin supply to add to his 2 coins he already has in his own coin supply. 2. John s first roll is 1 tree, 1 stone, 1 metal bar, 1 animal, 1 shield, and 1 sword. 3. John places the tree he rolled onto 1 of the open tree build requirements boxes on the available Wooden Wall build card in the center of the play area. 4. John rolls the remaining 5 dice from those he selected and gets 1 tree, another tree, 1 stone, 1 sword, and 1 shield. 5. John places a tree he rolled onto another of the open tree build requirements boxes on the Wooden Wall build card (now 2 tree build requirements boxes are filled, and 1 remains open on the card). 6. John rolls the remaining 4 dice and gets 1 stone, 1 animal, 1 coin, and 1 sword. 7. John decides to trade in the coin he rolled; he puts the die he rolled the coin on into the bank dice pool in the center of the play area and collects 1 coin from the bank coin supply and adds it to his coin supply (he now has 3 coins). 8. John rolls the remaining 3 dice and gets 1 tree, 1 stone, and 1 shield. 9. John places the tree he rolled onto the last remaining open tree build requirements box on the Wooden Wall build card; this completes his building of the Wooden Wall and so he puts the 3 dice on the card into the PAGE 13 OF 16 Above picture: The Wooden Wall fortification card after all the tree build requirements boxes on it are filled (its build is complete) during step 9.

bank dice pool and then puts the Wooden Wall card into his player area (as a built card) in front of his pig farm since it is a fortification building (see game layout). 10. John rolls the remaining 2 dice and gets 1 stone, and 1 shield. 11. John doesn t like what he rolled (he was hoping to roll another coin) and so he decides this is a good time to use the action printed on his Pig Farm card that allows him to upgrade it once per turn by taking a prestige counter from the bank prestige counter supply and placing it onto his pig farm (now it has 3 and its prestige value is 5). 12. John rolls the remaining 2 dice again and this time he gets 1 animal, and 1 shield. 13. John wants to save the 3 coins in his coin supply to help defend from a potential attack when its Karen s turn and so he does not have the ability (resources and supplies) to build another card this turn, nor does he have any other built cards with actions on them that he can use, so he decides to remove the remaining die from the remaining dice and places it into the bank dice pool. 14. John roll s his last die (the die), hoping to get another coin, but instead he rolls a shield. There is nothing John can do (or wants to do) with this, so he removes his last die (putting it into the bank dice pool) and declares that his turn is over (since he is not going to use his coins to attack or build and has no other actions to perform). EXAMPLE TURN (ATTACK): Karen and John are in the middle of playing a game and its Karen s turn. Karen has decided that she needs to attack John s town. 1. Karen begins her turn deciding to select 4 red dice and 2 blue dice from the bank dice pool to increase her chances to start combat. 2. Karen s first roll is 1 sword, 1 shield, 1 bow and arrow, another shield, 1 tree, and 1 stone. 3. Karen places the sword she rolled on John s Wooden Wall built card over an open sword defense requirements box because she must choose his fortification for the target of the Above picture: John's built cards in his play area (a wooden wall fortification building and a pig farm agriculture building) when combat begins at step 7 in the example attack turn. PAGE 14 OF 16

attack (she cannot attack the pig farm; see combat rules regarding fortifications). 4. Karen rolls the the remaining 5 dice from those she selected and gets 1 sword, another sword, 1 bow and arrow, 1 metal bar, and 1 tree. 5. Karen places 1 of the swords she rolled on John s Wooden Wall built card over another open sword defense requirements box. 6. Karen rolls the remaining 4 dice and gets 1 sword, 1 shield, 1 tree, and 1 stone. 7. Karen places the sword she rolled on John s Wooden Wall built card over the last open sword defense requirements box. This fills all the defense requirements boxes on this card. Combat begins now. 8. John rolls 2 dice (it does not matter which of the 4 dice are rolled even if they are on his Wooden Wall built card; just keep track of the fact that Karen has 1 remaining die in her selected dice for the turn). John rolls a shield and a double sword (2 swords). This counts as 2 defense points and 2 attack points. 9. John does not have any cards with a battle action on them in play, so he cannot perform a battle action. 10. Karen has a Leatherworker Shop card built in her play area which has a battle action that allows her to add an attack point, so she uses this battle action which now gives her 1 point more (3 attack points vs. 2 defense points). 11. John has 3 coins and he decides to use all of them to buy 3 additional defense points (now its 3 attack points vs. 5 defense points). 12. Karen has 1 coin and she decides to use it to buy 1 additional attack point (now its 4 attack points vs. 5 defense points). 13. John has 2 face down cards in his hand and chooses to use one that has an army force value of 3 to secretly add 3 more defense points to his army strength (note that Karen does not know this value at this point) and he places it face down in the middle of the table. John knows that he now has 8 defense points (8 army strength). Karen knows that John could have 6, 7, 8, 9, or 10 defense points (cards will have 1 to 5 army strength points). 14. Karen has only 1 face down card in her hand with an army strength value of 5 and decides to use it by placing it in the middle of the table. She now has 9 attack points (9 army strength). 15. Both Karen and John reveal the face down cards they used and add up the attack and defense points and see that Karen has 9 army strength vs. John s 8 army strength. Karen wins the battle/combat and John puts the PAGE 15 OF 16

successfully attacked Wooden Wall card the center of the play area on the table (Karen can continue her turn and may select to build this card). 16. The coins that Karen and John used during the battle are put back into the bank coin supply and the face down cards used are also put into the discard pile. The 3 dice that were on the card go into the dice pool. 17. Karen continues her turn, rolling the remaining 3 dice (1 die, and 2 dice) and gets a sword, 1 metal bar, and another metal bar. Karen can now choose to attack John again, sell the 2 metal bars she rolled (since they are using the advanced rules), try to rebuild the successfully attacked card, or build a card from the center of the table play area. 18. Karen decides to sell the 2 metal bars for 2 coins. She puts the 2 metal bars into the bank dice pool and collects 2 coins from the bank coin supply to add it to her coin supply. 19. Karen rolls the remaining die and gets a coin. Karen decides to trade in the coin she rolled on the die for another coin from the bank coin supply by putting the die she rolled a coin on into the bank supply dice pool and then collecting a coin from the bank coin supply. 20. Karen decides to save the coins she earned during her turn to help defend against a counter-attack from John and ends her turn. The Wooden Wall card now goes into the discard pile because Karen did not build it. PAGE 16 OF 16