Liquid Servant

Transcription

Liquid Servant
2 - 4 PLAYERS / 30MIN / AGES 7+
Board game of Magic and Tactical Combat
Quiatessunt et, sinus perum quaectiation nonsecum quiam,
quam quo conecat es doloreperum dolor aut undant acium
eicaborum sapicil min rescit, as quam repti doluptat intotas sim
et rem rerum eosam et derum namus eos asperum hil idi iunt aut
velique vero ommolor istorehentur.
The Cabals
Bearclaw Brotherhood
Shamans of the north, unleashing the
forces of arctic nature and the hatred of
the dead. Command over human minds
and the realms of the spirits will bring all
opposition to its knees.
Cabals: Magic & Battle Cards is an exciting, fresh take on card games. Its
gameboard adds a whole new tactical dimension to the genre, and two distinct
winning conditions ensure that no two matches play alike. The game is for two
players.
Danann Covenant
Aristocratic witches about to release the
vengeful faerie people of old into the 20th
century. Under the ancient burial mounds
an inhuman army is biding its time.
Overview
In Cabals: Magic and Battle Cards Board Game the players control powerful
wizards, magic users and witches aiming to conquer the opponent’s stronghold or
build up magical dominance. Arcane creatures and esoteric individuals help the
heroes in their goal. Four separate Cabals thrive for superiority.
Vril Society
Combining ancient Hyperborean
energies of the underworld with brutal
modern technology. Their ruthless will to
power is fueled by total readiness for selfsacrifice.
Course of the Game
The game is divided in turns. On a player’s turn he or she gains Resources
which are used to play cards from hand. These may be summoned units or spells.
The units on the board are used to conquer locations vital for progress. After
the active player has finished his or her turn, the other player become the active
player.
Order of Zahir
Men learned in esoteric lore and trained
in scientific rigor in quest for eternal life.
Will they succeed in the Great Work of
Alchemy and attain total mastery over
matter?
Winning Conditions
The game ends immediately when either of these conditions is met:
- a player wins when he or she conquers the opponent’s Stronghold
- a player wins when he or she gains fifth Victory Point
Table of CONTENTS
Game Components
4 heroes
30 card deck for each hero
2 big boards pieces
4 small board pieces
x tokens
x Resource crystals
2
4
8
10
12
14
1
Components and Setup
Course of the Game
Combat
Glossary
Advanced Game
Story
Components and Setup
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min rescit, as quam repti doluptat intotas sim et rem rerum eosam et derum namus eos asperum hil idi iunt aut velique vero ommolor
istorehentur. re id esenim rendus sersped ut optatur, sequati oribusdam faccullesse venecescium, tem verum incimodis eatempo remodi
officiatius dolum quo omniendae. Bisitemquaes re suntia nobitatenimo id quundan daerece ssequi at veliqui delias dit, solupta turiorum
corat explabora poruptis ullorepudant plaut in cuptatu sdaero verum quia volo odi coremosae adis dion conetur, odipsaepere lab ipiciist, cus
Your first game
3. Setup the board
Your first game will be a learning experience. It is best to take out the
components and familiarize yourself with them as you go.
For your first game it is recommended to ignore Hero abilities and
Victory Points.
Take the board pieces and place
them as shown on the opposite page.
Setting up the game
4. Setup the tokens
Take the following tokens and place them as shown in example.
1. Choose heroes
4.1. Place tokens in common pool.
Both players choose a hero
and place it in front of him or her.
These tokens are related to Units. There are smaller and larger
versions of these tokens with different values. Place these tokens as shown.
FIRST GAME
It is recommended
to use the Hero only for reference
and ignore their abilities.
Damage
Defense
Health
Changed
4.2. Place tokens in common pool.
2. Prepare
p deck
These tokens are used in general gameplay in order to make your
way to the victory. Place these tokens as shown in the example.
FIRST GAME
Do not shuffle the cards!
Both players will take pre-built deck with cards’ color matching to the chosen
hero’s color.
5
5
4
Victory Point
4
4
4
Boost
Power
Liquid Se
rvant
(W
1
pay the hen dep
cost): loyed, you
Draw
1 car may
d.
”The
ousia
active
of
state Aristotle
of bec
transl
the ess oming, of ates into
We
ence.”
dyn
-Martin amic ma sen as an
Heideg intainin
g of
ger
Boost
Liquid Se
rvant
(W
1
pay the hen dep
cost): loyed, you
Draw
1 car may
Resource
4.3. Deal three Relics
d.
”The
ousia
active
of
state Aristotle
of bec
transl
the ess oming, of ates into
We
ence.”
dyn
-Martin amic ma sen as an
Heideg intainin
g of
ger
Players take the set of three Relics depending on the Relic color in
the player’s Stronghold. Place these tokens in Reliquary on your Relic card.
Relics are powerful items which allow the
heroes to extend their power further.
2.1. Take a Relic card belonging to your Cabal.
This card is the last card on your deck. Relic card is used to organise
your ready to use Relics and those returning from the board.
5. Start the game
Vril Society
Bearclaw Brotherhood
The player who played last the digital version of Cabals starts.
En Route
Reliquary
En Route
Reliquary
2
Player B’s zone
w
cr
cr
er
the
, Sa
, Sa me the
1
gh ho
Gen
me
:
e
e+
enou nd the
ade
mad d
erat
the
it.
well
yo
he m ired
ethe e Wire
cliff
et un .
: Gen
Goet the W
know rth, be che
that g
of Go rd th
rd
targ om card
g of
– we e No etzs
low
ha
ing
the
adin -Eckha
troy
Gorin
. Be
cliff
eans nd th ich Ni se read .” -Eck
.”
Des a rand
se re
land nz Von
rbor Beyo riedr
that g
s clo at I am
s clo at I am
my
rd
low
Hype ace is. h...” -F
ror
th
th
are .” -Hei
orou
orou
. Be n Gorin
pl
are
Disca
at
empe h a
uffs
ws
”Rig scientist
”Rig scientist
Vo
”We ote our nd de
may
y land
the
ny bl ly flo
eps ll unleas arn.e” m .” -Heinz
you
rem ice, beyo
se sto gent
ed, .
n sle
uffstio flows
”The Danube
rd
ntai ing wi ny
ploy
iliblza
ly
n de w 1 ca
r mou awaken setesto
rn civ gent
be
es
s
äuse
(Whe ): Dra
e Whe Danu
st
Kyffh ossa. Hi er th”T
t1
the
e co
ar an ry ov
ide Baenrbas
Boos pay th
”Ins erick
es
icngfuof
ed to W utaionni
teFrs in ofaiTent
nsla wamveic m r
le tra dyna idegge
of
istot
He
of Ar ming, artin
ousia beco ” -M
”The state of essence.
e
the
activ
ening
Awak
nt
Serva
Liquid
4
4
1 arbarossa avarian
B
B
5
1
4
2
1
2
Cou1nt
.
u8nt
an Co
Bavari ate +1
8
9
ifice
.
Reliquary
RReliqua
eliqua
eli
liq
li
iq a
ary
ry
ry
Vril Society
ifice
1
a 1
st
st
erbore
.
hysici +3
hysici
f Hyp
ian P 1 +3 ian P
pion o1
Faust it: Generate Faust it: Generate
Cham
un
un
this
this
2
En Route
.
2
Rasputin’s starting hand:
Aryan Runemaster, Faustian Physicist, Initiate of Wodan,
Bavarian Count, Mechanic, Undead Veterans, Vril-ya Novice
Board elements
Board piece
4.
Common token pool
Tile
VICTORY
POINT
TOKENS
Location
RESOURCE
TOKENS
Board piece code
DAMAGE
TOKENS
Location types
Resource location
POWER
TOKENS
Deployment location
DEFENSE
TOKENS
Stronghold
HEALTH
TOKENS
Symbols
CHANGED
TOKENS
Gain +1 resource
Draw 1 card
Deployment
Relic
3.
Player A’s zone
Rasputin’s starting hand:
DISCARD PILE
Bear Spirit, Bog Candle, Ancestral Spirit, Devoted Bureaucrat,
Novgorodian Nobleman, Swarming Lice, Vasilisa’s Doll
7
8
Jewe
Golem
this
1
Void
Living ive:
s
an
sts fe but
the
he wahemolindeou nature -Ihsan
from
i.”
rved when e”TLu
or
ck (r
is ca Lurdcifer zab th dark
vacu
Atta
k! It n ofwo
-A
Slow
s.”
”Loo crow
cret
e e se avseen.”
th
e th inheca
ht m Just
taug tion.
ue
ea
Prag eir cr
is of do th nelli
un Fulca
rabb
”The which to
with
ve
esol
r
Beg1ga
iring
Consp
5
4
4
r
nt
nt
Begga
Serva
Serva
may
may
irin4g
Liquid de4ployed, yocardu . Liquid deployed, yocardu .
Consp
n
n
w1
w1
(Whe ): Dra
(Whe ): Dra
e
st
t1
t 1 ane cost
e co rs of
id ar
as an
Boos payesthand ea laces
Boosesenpaasy th of
of
ng Vo ep.
esen
of
ey
z
ketp
Pass ith Livi troy St
to W aining
to W aining
real d mar de Cádi
an
ears s
tes in aint
tes in aint
the
ce
and
an orio
d by rd. bat w t Des
ive:
nsla mic m r
nsla mic m r
from eets
eyes ketpla z
Pass controlle w 1 ca in com e Comba
le tra dyna idegge
le tra dyna idegge
the
real d mar de Cádi noticed the str -José Os
ot
ot
e
of
th
it
Dra units
Arist ing, of tin He
Arist ing, of tin He
m th ts an orio
s un tch of ies.”
fear
the , horror
ed fro the stree osé Os ng passe ing wa sian cit
r a un royed: All royed at from
sia of becom ” -Mar
sia of becom ” -Mar
t
).
tic
ve
st
ou
ou
no
lu
-J
ep
ity
st
no
hi
la
dest at fell the kind is of vacu
s un tch of cities.”
ckne
”The state of essence.
”The state of essence.
”Not nelli, ke or Anda
is de
Wtahe
e
e
e
e
lca e maj
d th out of of man dread derer hing passeeping wa lusian
tiv
tiv
th
th
’s at ponent
al
Fu
it
ac
ac
un
ar
all th
op
Wan ”Not lli, ke Anda
emer cast
the
4 ol
led Id
3
8
5
1
1
4
3
1
1
5
4
ne
ajor
Fulca l the m
in al
Bearclaw Brotherhood
in
En Route
HAND
RELIC CARD
2.
DECK
1.
HERO CARD
3
RReliquary
elliq
iiq
quuua
q
a
ary
ar
rry
y
Course of the Game
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min rescit, as quam repti doluptat intotas sim et rem rerum eosam et derum namus eos asperum hil idi iunt aut velique vero ommolor
istorehentur. re id esenim rendus sersped ut optatur, sequati oribusdam faccullesse venecescium, tem verum incimodis eatempo remodi
officiatius dolum quo omniendae. Bisitemquaes re suntia nobitatenimo id quundan daerece ssequi at veliqui delias dit, solupta turiorum
corat explabora poruptis ullorepudant plaut in cuptatu sdaero verum quia volo odi coremosae adis dion conetur, odipsaepere lab ipiciist, cus
Turn Sequence
1. Upkeep Phase
The active player plays all the phases and when his or her turn ends, the
opponent becomes the active player and starts his or her turn from the Upkeep
Phase. The players play one turn at the time until one of them reaches a winning
condition.
During the Upkeep Phase you will make preparations for your turn. The steps
must be taken in shown order.
1.1. DRAW CARDS
Conquer opponent’s Stronghold
Draw one card for each Card symbol
STEP
you control.
Reach five Victory Points
The first player skips this step on the first turn.
The turn consists of the following phases:
If you already have the maximum of eight cards in hand skip drawing the
card.
1. Upkeep Phase
1.1. Draw Cards
1.2. Gain Resources
1.3. Gain Victory Points
1.4. Ready Relics
1.5. Ready Units
Deck running out
If you are supposed to draw a card during ‘Draw Cards’ step, but cannot
because the deck has ran out, the Opposing player gains immediately one Victory
Point. The victory condition for the opponent will be checked during his or her
turn. Any other effect which forces you to draw a card will not yield Victory points
for the opponent.
2. Main Phase
• Actions in any amount and in any order
After these phases your turn ends and the opponent becomes the active player.
References: Maximum hand size, pg X.
4
COURSE OF THE GAME - UPKEEP PHASE
1.3.1. Check for Victory Point win
1.2. GAIN RESOURCES
If you have five or more Victory Points, you immediately win the game.
STEP
Gain two Resources from your Stronghold.
Gain one Resource for each additional Resource symbol
Only the active player is allowed to gain Victory Points during Victory Point
step or reach the victory with them.
you control.
Even if the opponent reaches five Victory Points (for example dur to active
player’s empty deck) he or she must wait until his or her own Victory Point step to
announce the victory.
Gain Resources from passive card effects.
The second player gains one extra Resource on the first turn.
Take the Resource tokens from the common pool and add them to your own
pool of Resources.
1.4. READY RELICS
STEP
Skip this step on the first round.
5
4
4
Move your Relics from ‘En Route’ to Reliquary.
Liquid Servant
Boost 1 (When deployed, you may
pay the cost): Draw 1 card.
”The ousia of Aristotle translates into Wesen as an
active state of becoming, of dynamic maintaining of
the essence.” -Martin Heidegger
Take all your Relics in ‘En Route’ square and place them in your Reliquary.
These tokens are now available for use. Relics may not be taken directly from the
board. For this you will have to use a Unit during the Main Phase.
Bearclaw Brotherhood
Example: ‘Player A’ gains 2 Resources from the Stronghold and
1 extra from the Resource tile he controls.
References: Controlling a Tile, pg. X
En Route
1.3. VICTORY POINT
Reliquary
STEP
FIRST GAME
For your first game it is recommended to ignore Victory
Point step and winning with Victory Points.
Skip this step on the first round.
1.5. READY UNITS
Count your Relics on board.
STEP
Skip this step on the first round.
If they exceed the amount of the Opposing player’s Relics on
board, you gain one Victory Point.
Player A
Unexhaust all of your Units by turning them back in upright position.
Player B
5
5
4
4
Liquid Servant
Boost 1 (When deployed, you may
pay the cost): Draw 1 card.
”The ousia of Aristotle translates into Wesen as an
active state of becoming, of dynamic maintaining of
the essence.” -Martin Heidegger
4
4
Liquid Servant
Boost 1 (When deployed, you may
pay the cost): Draw 1 card.
”The ousia of Aristotle translates into Wesen as an
active state of becoming, of dynamic maintaining of
the essence.” -Martin Heidegger
Example: On Player A’s turn neither of the players would gain
a Victory Point. On Player B’s turn he would gain one Victory
Point.
Exhausted
5
Unexhausted
COURSE OF THE GAME - MAIN PHASE
2. Main Phase
MOVE
Most of the play takes place during the Main Phase. You have several options
to choose from. Following actions may be done in any order and as many
times as possible. An action must be fully resolved before making another.
Exhaust a Unit to move it
UNIT
.
Move the Unit in orthogonally adjacent empty tile.
Note that many actions will exhaust Units and they are not allowed to be used
for another action which would require exhausting.
Destroy any enemy Relics in destination. If that happens the Unit is
considered to conquer that tile.
Deploy a Unit
Move a Unit
Attack with a Unit
Use a Unit Ability
Cast a Spell
Use Hero Ability
DEPLOY
A
If the Unit moves to the opponent’s Stronghold you win the game.
A
UNIT
5
4
Liquid Servant
Boost 1 (When deployed, you may
pay the cost): Draw 1 card.
Place it on board in a Deployment location
4
”The ousia of Aristotle translates into Wesen as an
active state of becoming, of dynamic maintaining of
the essence.” -Martin Heidegger
Pay the cost of the Unit.
you control.
You can deploy a Unit on the board by playing the card your hand. You must
spend equal amount of Resources as the card’s cost. After that place the Unit in an
empty Deployment location you control. Player’s own Stronghold always counts
as a Deployment location. Units enter play unexhausted and may move, use
abilities or attack on the turn they were deployed.
Example: ‘Player A’ exhaust his newly summoned Novgorodian
Nobleman and moves it to the adjacent tile. All the possible tiles
are marked with green. The tiles in which the Unit cannot move
are marked with red.
References: Adjacency, pg. X; Controlling a Tile, pg. X
Cost
2
ATTACK
WITH A
UNIT
Choose an adjacent tile which is occupied by an enemy Unit.
Exhaust a Unit to start the combat
5
4
.
4
Liquid Servant
Boost 1 (When deployed, you may
pay the cost): Draw 1 card.
Resolve the combat immediately (See rules: Combat).
”The ousia of Aristotle translates into Wesen as an
active state of becoming, of dynamic maintaining of
the essence.” -Martin Heidegger
If the defender is destroyed and your Unit moves in that tile:
Your Unit is considered to have conquered that tile.
Enemy Relic is destroyed.
If that tile is the opponent’s Stronghold you win the game.
References: Controlling a Tile, pg. X
The combat consists of the following steps:
1. Hit step
2. Defense step
3. Wound step
4. Destroy step
5. Cleanup step
See pg. X for full Combat rules.
References: Adjacency, pg X.
6
COURSE OF THE GAME - MAIN PHASE
USE
A
Anatomy of a Card
UNIT ABILITY
Pay the cost of the Unit’s ability.
Cost
Resolve the effects.
Loyalty
5
Active Abilities
You may use a Unit’s ability by paying its cost, most often by spending
Resources or by exhausting the Unit. All abilities with a cost are
considered as Active abilities. Cost is always separated from the effect with colon.
Ability cost
4
Power
Ability effect
Health
Liquid Servant
4
Liquid Servant
Boos
Bo
o t 1 (Wh
When
en dep
eplo
loye
yed,
d, you may
pay th
pa
thee cost
coost
st):
t)):: Draaw 1 ca
card
rd..
rd
Card name
Boost 1 (When deployed, you may
pay the cost): Draw 1 card.
Ability or
card text
Passive Abilities
Some Units have Passive abilities, which are in effect as long as the Unit is
on the board. These abilities do not require additional cost and instead of using
them as an action, they often have a specific step or effect when the Passive
ability is triggered. Ability step reminder help you and your opponent to quickly
note if there are any important Passive abilities on the board.
”The ousia of Aristotle translates into Wesen as an
active state of becoming, of dynamic maintaining of
the essence.” -Martin Heidegger
Flavor text
Passive ability
BBog
og CCandle
andle
RELIC ACTION
Pass
Pa
ssiv
ive:
e:
Adja
Ad
jace
ceentt ene
nemy
my uni
nits
ts can
anno
n t mo
no
move
ve or at
atta
tack
ck..
Place one of your Relics from your Reliquary in a tile with your Unit in it.
- OR -
”Li ht
”Li
”L
dl
CAST
A
l
th ltlt
bf
Take one of your Relics from a tile with your Unit in it and put in in the “En
Route” square on your Relic card.
th
Enn RRo
Route
ute
t
te
SPELL
Rel
Reliq
eliq
liq
iquary
uar
ary
ry
Pay the cost of the Spell.
Resolve the card text.
From board to ‘En route’
From ‘Reliquary’ to board
Place the Spell card on your discard pile.
You may cast a Spell by playing the card from your hand. You must spend
equal amount of Resources as the Spell’s cost. After that resolve the Spell’s
effect and place the card on top of your discard pile.
Relics taken from the board will be moved to Reliquary and are usable after
your next Ready Relics step.
Important
Units with rule “Does not conquer” may not be used for a Relic action.
USE
THE
HERO ABILITY
Pay the cost of the Hero ability and flip the card face down.
Resolve the Hero ability text.
Each Hero has a special ability which can be used once per game.
7
8
9
Combat Starts
The Combat starts immediately when a player takes ‘Attack with a Unit’ action
during his or her turn. The combat must be fully resolved before taking another
action.
Example A: Player A exhausts his Gnome Hero to attack Player
B’s Guided Therapist in adjacent tile.
3
2
2
Guided Therapist
Toughness
“Thus the ego, driven by the id, confined by the
super-ego, repulsed by reality, struggles in bringing
about harmony...” -Sigmund Freud
3
1
3
Gnome Hero
When conquers: +2
.
”My name is Alberich. The clang of your church bells
and the boom of your firesticks do not impress me.”
Combat
1. Hit step
2. Defense step
Both Units will simultaneously hit the enemy Unit dealing damage (
to current Power value .
) equal
If the Unit has Toughness
Example A: Player A’s Gnome Hero attacks Player B’s Guided
Therapist. The Gnome Hero has two Power tokens. It hits the
Guided Therapist with Power 3 dealing 3 . Guided Therapist
hits back with Power 2 dealing 2 to the Gnome Hero.
3
3
1
2
3
2
2
3
1
3
3
Gnome Hero
When conquers: +2
1
3
2
”My name is Alberich. The clang of your church bells
and the boom of your firesticks do not impress me.”
3
2
1
2
2
3
2
Gnome Hero
Guided Therapist
.
) it is dealt.
Example A: Player A’s Gnome Hero receives 3 damage from
Player B’s Cutthroat. Gnome Hero’s does not have Toughness
and it is dealt full damage of 2 . The Guided Therapist instead
has Toughness
which automatically subtracts one damage: he
will be dealt only 2 .
3
3
, subtract 1 from the damage (
When conquers: +2
Toughness
Guided Therapist
.
”My name is Alberich. The clang of your church bells
and the boom of your firesticks do not impress
ss me.”
“Thus the ego, driven by the id, confined by the
super-ego, repulsed by reality, struggles in bringing
about harmony...” -Sigmund Freud
3
10
Toughness
Toughness
“Thus the ego, driven by the id, confined by the
super-ego, repulsed by reality, struggles in bringing
about harmony...” -Sigmund Freud
5. Cleanup step
If the defending Unit was destroyed, the attacking Unit will be moved into
its tile. The attacking Unit is considered to conquer the tile and it destroys any
opposing Relics in that tile.
If the attacking Unit was destroyed, the defending Unit stays in its tile and
retains its earlier exhausted or unexhausted status.
If both Units are destroyed combat ends without any other effects.
If both Units survive, the attacker returns to the tile it was before the combat.
Example A: The Guided Therapist was destroyed and the Gnome
Hero moves to the tile it attacked. Gnome Hero also conquers the tile
and gains two more Power tokens from its own ability.
1
3
GGnome
Gn
Gno
nnooommmee HHero
Heerroo
When co
conquers:
onquer
onquers:
nqqquueerrrs
rs:
ss:: +
+22
.
3. Wound step
3
”My name is Alberich. The clang of your church bells
and the boom of your firesticks do not impress me.”
steps
4. Destroy step
All of the damage
Damage tokens on it.
which was not prevented by Toughness is placed as
If any Unit has damage tokens equal to or more than its Health value
it is destroyed. Destroyed Units are placed on top of their owners’ discard piles.
If the Unit has any Health tokens on it, those will be removed
instead of placing Damage tokens, one point of Health per one
point of Damage.
Resolve any ‘When destroyed...’ or ‘When this Unit destroys...’ effects.
Example A: The Gnome Hero has still one Health left, but the
Guided Therapist received enough damage to destroy it.
Example A: The Gnome Hero receives two Damage tokens and
the Guided Therapist receives two Damage tokens.
3
3
3
1
2
1
3
2
3
GGuided
uided Therapist
Gnn Hero
GGnome
When
Whe
Wh
W
hen conquers: +2
.
”My name is Alberich. The clang of your church bells
and the boom of your firesticks do not impress me.”
3
3
2
2
Guided Th
Therapist
i
GGnome
n Hero
1
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11
Glossary
Enhancements
Controlling a Tile
A player controls a tile when one of the following applies. The player
automatically uses all the the tile’s abilities and may use it for any other action
which refers to a tile he or she owns.
Player has his or her Unit in the tile.
Note that Units with “Does not conquer” cannot control a Tile.
Player has his or her Relic in the tile
Power tokens
These tokens are a permanent enhancement for the Unit’s Power
value. Whenever it deals damage in combat, add the value of tokens
to its printed Power.
Defense tokens
Controlling a Unit
This is a permanent enhancement for the Unit’s defense value.
Each time it takes a hit, subtract its printed defense and value of
defense tokens from the incoming damage.
A player automatically controls all Units he or she plays. If an effect grants a
player the control of other player’s Unit, he or she is considered to control that
Unit as long as the effect stands.
Health tokens
Destroy
These tokens will be removed instead of taking damage. For each
point of incoming damage, one point of Health will be removed from
the tokens on the Unit, thus preventing the damage.
If a Unit has damage when it is about to receive Health tokens, remove equal
amount of damage instead.
A Unit may never have damage and Health tokens at the same time.
Whenever a Unit enters the discard pile from the play (not from hand or deck)
it is considered to be destroyed.
A Unit is has damage equal to or more than its Health
An effect destroys the Unit directly
Sacrificing a Unit
Changed tokens
Cards have often passive abilities which trigger if the Unit itself is destroyed,
it destroys another Unit or even if friendly or enemy Units are destroyed on the
board. The card text clearly states when it is triggered.
A Unit with this token has changed somehow from its normal
(printed) condition. The card effect clearly states when this token
should be used. Changed is counted as Enhancement even if the Unit was actually
weakened by the effect.
Discarding
Basic discard: When a player is forced to discard a card, he or she chooses
one in card in his or her hand and places it on top of the discard pile.
Discard a random card: If an effect forces player to discard a random card,
it is chosen by the opponent without looking at the faces of the cards.
Glossary
Adjacency
Does not conquer
Any tile which is orthogonally adjacent to the current tile is considered to be
adjacent. Diagonal tiles are not adjacent tiles.
A Unit with this special rule cannot be used for Relic Actions. It does not count
for controlling a Location, and it does not destroy enemy Relics. In addition it can
not win the game by moving into enemy Stronghold.
Drawing a card
If an effect requires a player to draw a card he may do this if his or her hand
is not at the maximum size. If maximum hand size is met in the middle of an
effect allowing the player to draw multiple cards, the rest of the card draws are
ignored.
5
4
4
Liquid Servant
Enhancement
Boost 1 (When deployed, you may
pay the cost): Draw 1 card.
”The ousia of Aristotle translates into Wesen as an
active state of becoming, of dynamic maintaining of
the essence.” -Martin Heidegger
Power, Defense, Health and Changed tokens are considered as Enhancements.
Even in a case where a Changed token actually makes the Unit worse, it is
counted as a Enhancement.
Boost
Entering play
This is an Active ability which may be played only when the card itself is being
played. Unit is deployed on the board before resolving the boost effect. Boost
cost is payed immediately after the card has entered play and boost effect will be
resolved immediately after that.
A Unit enters play when it is placed on the board, no matter where it came
from (played from hand, returned from a discard pile, deployed by an effect).
Fast Attack
Conquering
A Unit with Fast Attack will deal a hit first, and resolves Combat
steps 1 - 4 for it before the opponent can hit back. If the opponent
survives the combat it will resolve its hit against the Fast Attack Unit
similarly. Finally the Cleanup step will be resolved.
A Unit is considered to conquer when one of the following applies, and it does
not have the rule “Does not conquer”:
The Unit destroys an opposing Unit while attacking and moves to the
location it was before.
The Unit destroys an opposing Relic.
Friendly
All Units and spells played by you or a player on the same side as you are
12
Timing
considered friendly.
- esim. kaasu, joka tappaa läjällisen, hyötyykö jeweled idol tai etenkin aryan
runemaster, jos on itse kuolemassa?
- toisen vuorolla ei toimita
Leaving play
A Unit leaves play when it is removed from the board, no matter where it will
be placed (discard pile, hand, top of deck, or removed from the game).
Upgrade
Maximum hand size
A Unit with an Upgrade ability may use it as an Unit Ability Action. Upgrading
is limited only to Units which do not have any enhancements already (Power,
Defense, Health and Changed tokens). Damage tokens do not affect the ability to
Upgrade.
Maximum amount of cards in player’s hand is eight. Draw Cards step is
skipped if he or she already has eight cards in hand. All effects which would allow
the player to draw a card are also skipped. Whenever an effect would cause a
player to take a card from play to his or her hand with maximum size, the card is
placed on top of the deck instead.
Opposing player
Some abilities affect the opposing player. In basic two-player game this is your
opponent, but when playing a four-player game the ability only affects the player
who is declared as your opposing player. See four-player game rules for more
information.
Ability (Hero - Unit) Passive Ability - Active Ability
Action
Effect - Trigger
? Exhaust - Unexhaust - Ready
+ Gain - Generate
? Location
Non-Stronghold
- Tile
Relic - Reliquary, En Route / Transit (Magic Source)
Resource pool - Common Resource pool, Player’s Resource pool
Spell
Token
When attacking - When deployed
Opponent - Enemy
Any player you are playing against is considered as an opponent. All cards and
Units your opponents control are considered as enemy.
Owning
A player is considered to own cards which was in his or her deck when the
game started.
Resources
Gaining Resources
The active player automatically gains Resources during his or her Gain
Resources step during Upkeep Phase. Stronghold, controlled Resource locations
and passive Unit abilities affect the total amount of Resources.
Generating Resources
Generating Resources is not automatical. Some Units have an Active ability
which generates Resources, usually the cost is to exhaust the Unit.
Sacrificing
Units with a Sacrifice rule are destroyed as a part of the cost for the ability.
Some spells allow you to sacrifice a Unit of your choice, which will be destroyed as
an effect for the spell.
Sacrificing a Unit counts as Destroy
Secrecy
Players are allowed to look at both discard piles. Order of the cards in the
discard pile may not be changed.
Players are not allowed to look at the opponent hand cards.
Players are not allowed to look cards on the decks.
Slow Attack
A Unit with Slow Attack will receive the opponent’s hit first, and
resolves Combat steps 1 - 4 for it before it can hit back. If the Slow
Attack Unit survives the combat it will resolve its hit against the
opponent similarly. Finally the Cleanup step will be resolved.
Stronghold
The player always owns the Stronghold without having a Unit or Relic token in
it. The Stronghold can be conquered and the player who does this immediately
wins the game. The Stronghold also yields following:
Two Resources during Gain Resources step.
One card during Draw Cards step.
13
Advanced RULES
Level A
The First Rule
When the written rules conflict with the rules printed on the cards, the cards
always override these rules.
Game Setup
When you are familiar with the game you can start using these rules for setup.
1. Decks and Heroes
Players have their decks and heroes prepared for the game.
See pg. X for deck building rules.
2. Build the game board
A) Predefined board layouts
B) Players build their own board
C) Draft the board
2.1. Place Resource Tile tokens
Level B
3. Prepare tokens
3.1. Resource crystals
3.2. Relics
Board Setup
A) Predefined board layouts
Use any of these examples to build official board layouts.
B) Use your own imagination
Players may build any kind of board with the available pieces as long as both
players agree.
C) Drafting a board
- Both players get a Stronghold board piece (3x2 piece) but do not place it yet.
- Randomise which player starts building the board.
- The first player takes one of the available basic board pieces (3x1 tiles) and
places it in the center of the table.
- The second player places his or her Stronghold board piece next to the center
piece. The player can choose which side he or she wants to use and places the tile
accordingly.
- The first player places his or her Stronghold board piece next to the center
piece. He or she can choose which side to use. It does not have to be the same
which the second player chose.
- Second player chooses and places one of the available board pieces adjacent
to any piece on the board.
- First player chooses the last board piece to be put on the board and places it
adjacent to any piece.
Level C
- After the board is ready, randomise which player gets to choose his or her
side.
14
Deck building and the collection
Deck building
The player may build a deck with following rules:
- Cards must be from the Cabal of the player’s hero.
- Minimum deck size is 30 cards.
- Maximum of three copies of a single card.
- The deck may contain allied Cabal cards with the maximum combined loyalty
of 10. See allies chart below.
Allies Chart:
Bearclaw Brotherhood - Danann Covenant
Vril Society - Order of Zahir
Osiris - Dragon
Cabals Game Collection
Basic Starter Set
Easy to approach starter for casual
players.
Nether Deluxe Expansion
Two new factions Dragon Enclave and
Sons of Osiris.
15
Story
Bearclaw Brotherhood
Vril Society
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Rasputin
Karl Maria Viligut
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Baba Yaga
Tarnhari
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Danann Covenant
Order of Zahir
Mystical, inscrutable, unknowable, the Danann Covenant is a whimsical
coalition of witches and faeries. This eldritch coven is headed by the powerful
sorceress Morgana le Fay and the ruler of faeries, Queen Mab. The Danann draws
on ancient fey magic, summoning mythical creatures like spriggans, changelings,
and nature spirits to wreak havoc upon those who oppose their ideals. Make
them angry, and the witches will ruin your day—possibly, your epoch.
The Order of Zahir is a secret conclave that delves deep into the esoteric
discipline of alchemy and the mastery over both mind and matter. The Order is
headed by the French alchemist, Fulcanelli, and the con artist Franz Tausend,
the “Gold Maker”. This faction employs underhanded stratagems and tactics to
outmaneuver their enemies. They strike at those who oppose them with lethal
alchemical poisons and man-made creations like homunculi and golems.
Morgana LeFay
Franz Tausend
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Queen Mab
Fulcanelli
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Credits
Game Concept
Original Game Design
Board Game Design
Additional Development
Editing
Artwork
Graphic Design
Producing
Translation
Proofreading
Playtesting Coordinator
Playtesters
x
x
x
x
x
x
x
x
x
x
x
x
Thanks:
x
www.cabalsgame.com
www.facebook.com/cabalsgame
CABALS: MAGIC AND BATTLE CARDS - BOARD GAME
© Cabals Oy 2015. Not suitable for children under 36 months due to small
parts. Actual components may vary from those shown. Made in Germany. This
product is not a toy. Not intended for use by persons 12 years of age or younger.
“Cabals: Magic and Battle Cards”, Cabals: Magic and Battle Cards - Board
Game, Cabals logo, artwork, symbols, “Kyy Games”, Kyy Games logo © Kyy
Games Oy
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