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 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. 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 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. 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 Toughness Tou TTo oouug When Whe W Wh hheen cco conquers: o +2 “Thus thee ego, driven dririv iv by the id, confined by the eepulsed bby reality, struggles in bringing super-ego, re repulsed utt harmony...” harmon onn -Sigmund Freud about 3 ”My name is Alberich. The clang of your church bells and the boom of your firesticks do not impress me.” .”” 3 2 Toug Tou TTo oouugghness . “Th T supe u r 2 G 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 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. Quam repti doluptat intotas sim et rem rerum eosam et derum namus eos asperum hil idi iunt aut velique vero ommolor istorehentur. 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. Quam repti doluptat intotas sim et rem rerum eosam et derum namus eos asperum hil idi iunt aut velique vero ommolor istorehentur. Rasputin Karl Maria Viligut Repti doluptat intotas sim et rem rerum eosam et derum namus eos asperum hil idi iunt aut velique vero ommolor istorehentur. Repti doluptat intotas sim et rem rerum eosam et derum namus eos asperum hil idi iunt aut velique vero ommolor istorehentur. Baba Yaga Tarnhari Repti doluptat intotas sim et rem rerum eosam et derum namus eos asperum hil idi iunt aut velique vero ommolor istorehentur. Repti doluptat intotas sim et rem rerum eosam et derum namus eos asperum hil idi iunt aut velique vero ommolor istorehentur. 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 Repti doluptat intotas sim et rem rerum eosam et derum namus eos asperum hil idi iunt aut velique vero ommolor istorehentur. Repti doluptat intotas sim et rem rerum eosam et derum namus eos asperum hil idi iunt aut velique vero ommolor istorehentur. Queen Mab Fulcanelli Repti doluptat intotas sim et rem rerum eosam et derum namus eos asperum hil idi iunt aut velique vero ommolor istorehentur. Repti doluptat intotas sim et rem rerum eosam et derum namus eos asperum hil idi iunt aut velique vero ommolor istorehentur. 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 16