Rune Age Rules Summary v1 1

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RUNE AGE RULES, SUMMARY, AND REFERENCE CARDS (VERSION 1.1) CREATED BY NERSI e following rules, summary of play, and reference cards are meant to be used with Rune Age’s base game and provide easy reference for players. Included is a large two- sided complete set of rules and summary of play, as well as a two-sided half-sheet brief reference card (meant to assist players during the game). PRINTING INSTRUCTIONS: Pages 2 and 3 should be printed back-to-back and trimmed down to the edges to create a single two-sided reference card. Page 4 should have the cards on the le and right placed back-to-back. is may be done in one of two ways: 1. Print page 4 twice on both sides of a sheet. en cut out the individual halves to form two two-sided reference cards. 2. Print page 4 and cut around the edges, folding in the middle and gluing the two halves together to form a single two-sided reference card. Enjoy! Please note: e rights to Rune Age and the artwork contained herein are retained by Fantasy Flight Games.

Transcript of Rune Age Rules Summary v1 1

Page 1: Rune Age Rules Summary v1 1

RUNE AGE RULES, SUMMARY, AND REFERENCE CARDS (VERSION 1.1)CREATED BY NERSI

!e following rules, summary of play, and reference cards are meant to be used with Rune Age’s base game and provide easy reference for players. Included is a large two-sided complete set of rules and summary of play, as well as a two-sided half-sheet brief reference card (meant to assist players during the game).

PRINTING INSTRUCTIONS:

Pages 2 and 3 should be printed back-to-back and trimmed down to the edges to create a single two-sided reference card.

Page 4 should have the cards on the le" and right placed back-to-back. !is may be done in one of two ways:

1. Print page 4 twice on both sides of a sheet. !en cut out the individual halves to form two two-sided reference cards.

2. Print page 4 and cut around the edges, folding in the middle and gluing the two halves together to form a single two-sided reference card.

Enjoy!

Please note: !e rights to Rune Age and the artwork contained herein are retained by Fantasy Flight Games.

Page 2: Rune Age Rules Summary v1 1

RULES AND SUMMARY OF PLAY

SETUP

1. The players agree on a scenario. Place the scenario’s objective card face up (with the victory conditions visible) in the Central Play Area. Remove the other scenarios and their Event cards from play.

2.�6KXIÀH�WKH�6WDJH���(YHQW�FDUGV�IRU�WKH�VFHQDULR��GHQRWHG�E\�two blue gems on the bottom of the card) and place them face GRZQ���6KXIÀH�WKH�6WDJH���(YHQW�FDUGV��RQH�EOXH�JHP��DQG�SODFH�them on top. (For “The Cataclysm” scneario, start with Stage 3, WKHQ�6WDJH����WKHQ�6WDJH����HDFK�RQ�WRS�RI�WKH�SUHYLRXV��

3. Refer to the three wax seals on the back of the scenario objective card. Take the three matching types of Neutral cards (each one bearing one of the three wax seals) and, referring to the table below, place the appropriate number of the Neutral cards in three stacks (one for each type of card) in the Central Play Area. Remove the remaining Neutral cards from play.

4. Each player chooses a race. The player then takes the cards for that race (all of the four different Unit cards, the three Strongholds, and the Home Realm).

5. Each player places his Home Realm in front of him.

6. Each player creates a Barracks by placing all of the four types of Unit cards into four piles (one for each type) next to his Home Realm. The three Strongholds are also placed to the side and may be obtained (either with gold or in a battle) during the game.

7. Using the table below, select the number of Gold cards appropriate for the number of players and place them in three stacks (one for each value) in the Central Play Area. Remove the remainder from play.

8. Using the table below, randomly select the number of Cities appropriate for the number of players. Place them separately in the Central Play Area (do not stack them). Remove the remainder from play.

SETUP TABLE

Players 1 2 3 4

1 Gold 9 14 19 24

2 Gold 8 10 12 14

3 Gold 4 6 8 10

Each Neutral 2 3 4 5

Cities 2 3 4 5

9.�(DFK�SOD\HU�GUDZV�¿YH�³�´�*ROG�FDUGV��IURP�WKH�&HQWUDO�3OD\�Area) and three of the Units from his Barracks with a value of ³�´��LQ�WKH�ORZHU�ULJKW�FRUQHU��DQG�VKXIÀHV�WKHP�DV�KLV�GHFN��+H�

WKHQ�GUDZV�¿YH�DV�KLV�VWDUWLQJ�KDQG�

10. 7KH�\RXQJHVW�SOD\HU�EHJLQV�SOD\�DQG�LV�WKH�¿UVW�SOD\HU���3OD\�EHJLQV�ZLWK�WKH�SOD\HUV�DOO�WDNLQJ�WKHLU�WXUQ�EHIRUH�WKH�¿UVW�SOD\HU�UHYHDOV�DQG�FRPSOHWHV�WKH�¿UVW�(YHQW�FDUG�

PLAY ORDER

The game is played in a series of rounds. A round consists of DOO�SOD\HUV�WDNLQJ�WKHLU�WXUQV��VWDUWLQJ�ZLWK�WKH�¿UVW�SOD\HU�DQG�SURFHHGLQJ�FORFNZLVH���7KH�URXQG�HQGV�ZLWK�WKH�¿UVW�SOD\HU�drawing and resolving the top card of the Event deck during the Event Phase. The next round then begins.

PLAYER TURNS

During their turns, the active player may take the following actions:

1. Refresh: Turn upright all Cities, Strongholds, and Rewards.

2. Action: Take any of the following for actions, in any order and as frequently as desired and able. (Note: the cost of cards LV�OLVWHG�LQ�WKH�ORZHU�ULJKW�FRUQHU��WKH�EHQH¿W�RU�UHVRXUFH�JDLQHG�in the upper left).

SPEND GOLDThe player may spend Gold by discarding Gold cards from his hand to buy Units from his Barracks, one of his race’s Strongholds, or a Special card (such as a Monument, if included in the scenario). He may split the played Gold among different units or discard multiple Gold cards to buy a single card (or any combination he can afford). Any fraction of Gold left on the discarded cards at the end of the action, however, is lost and cannot be carried over to another action later in the turn. (Note that a Stronghold may be bought for 4 Gold or�DFTXLUHG�LQ�EDWWOH�ZLWK�D�VWUHQJWK�RI����

SPEND INFLUENCE7KH�SOD\HU�PD\�VSHQG�,QÀXHQFH�E\�exhausting�,QÀXHQFH�FDUGV��FDUGV�ZLWK�WKH�,QÀXHQFH�LFRQ�LQ�WKH�XSSHU�OHIW�KDQG�corner) in his play area to buy cards in the Common Play $UHD���+H�PD\�VSOLW�WKH�SOD\HG�,QÀXHQFH�DPRQJ�GLIIHUHQW�XQLWV�RU�H[KDXVW�PXOWLSOH�,QÀXHQFH�FDUGV�WR�EX\�D�VLQJOH�card (or any combination he can afford). Any fraction of ,QÀXHQFH�OHIW�RQ�WKH�H[KDXVWHG�FDUGV�DW�WKH�HQG�RI�WKH�DFWLRQ��however, is lost and cannot be carried over to another action later in the turn.

PLAY CARD ACTIONThe player may play cards from his hand that contain the word Action by discarding the cards and performing the steps listed on the cards. Note: Cards with the Action ability cannot use their ability in combat; this is the only time the ability may be used.

COMBATThe player may initiate combat with a non-player card (e.g., a city, stronghold, or event enemy); this is called a battle. The player may also choose to attack another player’s Home Realm or city card; this is called a siege. Combat is explained below. Note: a player may attack as many targets as he desires or is able, but he may not attack the same target more than once per round.

3. Discard: The player discards all remaining cards into the GLVFDUG�SLOH�RU�H[KDXVW�RQH�,QÀXHQFH�SHU�FDUG�WR�NHHS�DQ\�FDUG�in his hand.

4. Draw: Every player (not just the active player) draws back XS�WR�¿YH�FDUGV�LI�QHFHVVDU\��,I�WKHUH�DUH�QRW�HQRXJK�FDUGV�LQ�WKH�player’s draw deck, the player should draw the available cards, UHVKXIÀH�WKH�GLVFDUG�GHFN��DQG�WKHQ�GUDZ�WKH�UHPDLQGHU�

COMBAT

BATTLEA battle is combat between a player and a non-player card (City, Stronghold, Enemy from the Event deck). (Note that a Stronghold may be bought for 4 Gold or acquired in battle with D�VWUHQJWK�RI������%DWWOHV�SURFHHG�LQ�WKLV�RUGHU�

1. The player declares the target card of his assault.

2. The player commits Units from his hand, one at a time, to his army. The army is comprised of all the Units, called “participating units,” committed to this battle. The player may commit as many Units as he wishes or is able. If the Unit has a When Played ability, the player may (but is not obligated to) use that ability. However, he may only do so at the moment the card is played and before the next Unit, if any, is played. Action abilities may not be used, though the card may still be added to the army for its strength.

3. The player then rolls the Attrition Die if the target card (usually an Enemy) has the Attrition Die icon on it. For every skull on the rolled side, the player must destroy one Unit (return the card to the pile from which it was originally obtained). Destroyed Units will not participate in the outcome of the battle. The player may choose which card to destroy but must destroy the indicated number of Units if able. If unable, then he destroys as many as he can (which may be none).

4. The player then resolves the Resolution abilities on his army’s Units in any order.

5. The player then calculates the total strength of his army.

VICTORYIf this player’s army’s strength is equal to or exceeds the target’s strength (in the lower right hand corner), the player claims victory:

If the card is a City, Stronghold, or an Enemy that states it can be claimed as a Reward, the player adds that card to his play area above his Home Realm.

If the card is an Enemy without the Reward ability, it is placed in the Event discard pile.

DEFEATIf the player’s army’s strength is less than the target’s strength, the player has failed, and the target card remains where it is. The player may attack the target on a later turn.

6. Any Unit’s End of Combat ability is resolved. Any wounded Units are then destroyed. The remaining Units are placed into the player’s discard pile, regardless of whether the combat was successful.

SIEGEA siege is combat between two players. Sieges proceed in this order:

1. The attacking player declares the target player and card (City or Home Realm) of his assault. Strongholds may never be attacked.

2. The two player take turns commiting Units to their army from their hands, one at a time, beginning with the attacking player.

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The army is comprised of all the Units, called “participating units,” committed to this siege. As each player plays a Unit, he announces the new total strength of all the participating Units in his army. The player may commit as many Units as he wishes or is able. If the Unit has a When Played ability, the player may (but is not obligated to) use that ability. However, he may only do so at the moment the card is played and before the next Unit, if any, is played. Action abilities may not be used, though the card may still be added to the army for its strength. Players continue to alternate playing units but may pass at any time. Once a player passes, he may not play any further Units in this siege. When both players pass, proceed to the next step.

3. The attacking player resolves the Resolution abilities of all his army’s Units in any order. The defending player then does the same.

4. The players then calculates the total strength of each of their armies. If the target is a City, then the defending player DGGV�WKDW�FLW\¶V�DXWR�GHIHQVH�ERQXV��ORFDWHG�XQGHU�LWV�,QÀXHQFH�value) to his strength.

ATTACKER VICTORYIf the attacking player’s army’s strength exceeds the defender’s army’s strength, then the attacker is victorious.

If the target is a City, then the player acquires it and places it upright (even if it was exhausted) above his Home Realm.

If the target is a Home Realm, then the attacker subtracts the defender’s army’s strength from his own army’s strength. The number of damage tokens equal to the difference is placed on the defending player’s Home Realm.

DEFENDER VICTORYIf the defending player’s army’s strength is equal to or exceeds the attacker’s army strength, then the attack is successfully repelled. No changes are made to the target card’s status (e.g., if it was exhausted before the siege, it remains exhausted).

5. Any unit’s End of Combat ability is resolved. Any wounded Units are then destroyed. The remaining Units are placed into their players’ respective discard piles, regardless of whether the player won the combat.

EVENT PHASE

'XULQJ�WKH�(YHQW�3KDVH��WKH�¿UVW�SOD\HU�UHYHDOV�WKH�WRS�FDUG�RI�the Event Deck and resolves it based on the type of Event card.

ENEMYAn Enemy card is placed next to the objective card. A player may then engage the Enemy in battle on his turn in the same way he may engage a City or Stronghold. He must defeat the Enemy based on the strength in the lower right corner of the Enemy card. If a player does not defeat the Enemy in battle, the Enemy card remains and may be engaged on another turn.

If the card’s text states it can be claimed as a Reward by being defeated, then the player who defeats it in a battle places it in his play area. That player may then use the Reward’s ability DV�GHVFULEHG���,I�WKH�5HZDUG�KDV�*ROG�RU�,QÀXHQFH�LQ�WKH�XSSHU�left corner, it may be exhausted to be used during the spending phase of that players turn (Gold used from a Reward in this way LV�H[KDXVWHG�OLNH�,QÀXHQFH��QRW�GLVFDUGHG��

If the card does not state it can be claimed as a Reward, it is placed in the Event discard pile once defeated.

If the Enemy has an ability that states, “Start of the Event Phase,” this ability takes place starting the next Event Phase (and subsequent Event Phases if applicable).

INSTANTAn Instant Event card has its effect (as listed on the card) resolved immediately. Once the Event has been fully resolved, it is placed in the discard pile (unless stated otherwise).

If the Instant Event attacks a player’s Home Realm, play proceeds as with a battle with the player as the defender.

1. The player commits Units from his hand, one at a time, to his army. The army is comprised of all the Units, called “participating units,” committed to this battle. The player may commit as many Units as he wishes or is able. If the Unit has a When Played ability, the player may (but is not obligated to) choose to use that ability but only the moment the card is played and before the next Unit, if any, is played. Action abilities may not be used, though the card may still be added to the army for its strength.

2. The player then rolls the Attrition Die if the Event card has Attrition Die icon, destroying one Unit for every skull on the rolled face.

3. The player then resolves the Resolution abilities on his army’s units in any order.

4. The player then calculates the total strength of his army.

VICTORYIf the player’s army’s strength is equal to or exceeds the Event’s strength (in the lower right hand corner), the player successfully repels the attack.

DEFEATIf the player’s army’s strength is less than the Event’s strength, then the player subtracts his army’s strength from the Event’s strength. The number of damage tokens equal to the difference is placed on the player’s Home Realm.

5. Any unit’s End of Combat ability is resolved. Any wounded Units are then destroyed. The remaining Units are placed into the player’s discard pile, regardless of whether the combat was successful.

If an Event card affects mutiple players, then it starts with the ¿UVW�SOD\HU�DQG�SURFHHGV�FORFNZLVH�

,I�WKHUH�DUH�QR�PRUH�(YHQWV�LQ�WKH�(YHQW�GHFN��VKXIÀH�WKH�6WDJH���(YHQW�FDUGV�LQ�WKH�GLVFDUG�SLOH�WR�FUHDWH�D�QHZ�(YHQW�GHFN���6WDJH���FDUGV�DUH�QRW�VKXIÀHG�EDFN�LQ�DQG�UHPDLQ�LQ�WKH�discard pile.

After the Event is resolved, DOO�SOD\HUV�GUDZ�EDFN�XS�WR�¿YH�cards. $�QHZ�URXQG�EHJLQV�ZLWK�WKH�¿UVW�SOD\HU¶V�WXUQ�

WINNING AND LOSING

The player(s) win upon completion of the conditions described in the scenario objective card.

,I�D�SOD\HU�WDNHV����GDPDJH�WR�KLV�+RPH�5HDOP��KH�LV�eliminated from the game. His Cities, Gold, and Neutral cards are returned to the Central Play Area and may be acquired by other players. The players’s units, Strongholds, and Rewards are removed from play.

GLOSSARY OF TERMS

Action: Units with the Action ability may only use the ability if played outside of combat. This ability has no effect during combat.

Army: All the participating units a player has played in a single combat action.

Auto-Defense Bonus: The number on a City’s card under its ,QÀXHQFH�YDOXH��VXFK�DV�³��´����7KLV�VWUHQJWK�LV�DXWRPDWLFDOO\�added to the defending player’s army’s strength if this City is attacked in a siege.

Battle: Combat between a player and a non-player card (City, Stronghold, or Enemy).

Barracks: The portion of the player’s play area that has XQERXJKW�XQLWV�VSHFL¿F�WR�KLV�UDFH�

City: Cards that may be conquered through a battle action to SURYLGH�WKH�YLFWRULRXV�SOD\HU�ZLWK�,QÀXHQFH�

Destroy: Lose possession of that card and place the card in the pile from which it was originally bought (the Common Play Area or the player’s Barracks).

Discard: Put the card face-up in the player’s own discard pile.Exhaust: Turn a card sidways to show it has been used. In

the case of Cities, Strongholds, or Rewards, it means that its resource has been used and cannot be reused until refreshed.

End of Combat: The last phase of combat. Units with the End of Combat ability use this ability after combat has been decided but before the wounded Units are destroyed and the other Units are discarded.

Home Realm: 7KH�SOD\HU¶V�UDFH�VSHFL¿F�UHDOP��SODFHG�LQ�IURQW�RI�KLV�SOD\�DUHD���,I�LW�WDNHV����GDPDJH��WKH�SOD\HU�LV�eliminated from the game.

Neutral Card: Cards with symbols that match the objective FDUG¶V�ZD[�VHDOV���7KH\�PD\�EH�SXUFKDVHG�ZLWK�,QÀXHQFH�

Refresh: Turn exhausted cards upright to show their resources may be used again. Done at the beginning of a player’s turn.

Resolution: The stage of combat when the army strength is calculated and the winner is decided. Cards with the Resolution ability use this ability before the winner is decided, starting with the attacking player.

Reward: A card that a player acquires that notes it is a Reward. *ROG�RU�,QÀXHQFH�IURP�D�5HZDUG�FDUG�DUH�H[KDXVWHG�ZKHQ�used, not discarded.

Siege: Combat between two players in which one is the attacker and the other is the defender.

Strength: Represents a card’s contribution to army strength in battle, denoted by a shield icon. If it is in the lower right corner, it is the strength that the player’s army needs to meet or exceed to acquire the card. If it is in the upper left corner, it is the strength that the unit contributes to the player’s army when played in combat.

Stronghold:�5DFH�VSHFL¿F�VWUXFWXUHV�WKDW�PD\�EH�FRQTXHUHG�E\�WKH�SOD\HU�RI�WKDW�UDFH�WR�JDLQ�,QÀXHQFH���7KH\�PD\�QRW�EH�acquired or attacked by other players.

Unit: A card bought from the player’s Barracks or a Neutral Card that may be used in the player’s army. There are four W\SHV�RI�%DUUDFNV�XQLWV��YDOXHG�DW����������DQG���*ROG���DQG�WKH\�DUH�UDFH�VSHFL¿F��RQO\�WKDW�SOD\HU�PD\�XVH�WKHP�

When Played: Units with this ability use this ability only when WKH\�DUH�¿UVW�SOD\HG�LQ�FRPEDW��DV�WKH�FDUG�LV�SOD\HG����8VLQJ�this ability is always optional.

Wound: Exhaust a Unit card as the target of the ability. That unit still contributes strength to the player’s army but then is destroyed at the end of combat. A unit may only be wounded once in any given combat.

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PLAYING ROUND SUMMARY

PLAYER TURN

1. Active player refreshes all cards (Cities, Strongholds, Rewards)

2. Player performs Actions (in any order and any number of times):

Spend Gold to buy Units, Strongholds, or Special Cards

Spend In!uence to buy Gold or Neutral Cards

Play a Unit’s “Action” AbilityCombat Action against another player (City or Home Realm) or a non-player card (City, Stronghold, or Enemy)

3. Player discards all remaining cards in his hand or spends one In#uence per card to keep in hand.

4. All�SOD\HUV�GUDZ�EDFN�XS�WR�¿YH�FDUGV���,I�QHFHVVDU\��UHVKXIÀH�WKH�discard deck.

5. The next player takes his turn (proceeding clockwise) until all players have had a turn.

EVENT PHASE

First player draws and resolves Event card.

Enemy cards are placed next to the objective and may be attacked by players on their turns. They may be claimed if the player wins combat only if listed as a Reward.

Instant cards resolve immediately. If it attacks the player’s Home Realm, proceed to battle with the player as the defender.

,I�DQ�(YHQW�DIIHFWV�PXOWLSOH�SOD\HUV��VWDUW�ZLWK�¿UVW�SOD\HU�DQG�SURFHHG�clockwise. If the Event reads, “Start of the Event Phase,” it begins the next Event Phase. Discard the Event unless it states otherwise.

,I�WKH�(YHQW�GHFN�LV�HPSW\��VKXIÀH�WKH�6WDJH���FDUGV�WR�IRUP�D�QHZ�GHFN�

Once the Event Phase is over, all�SOD\HUV�GUDZ�EDFN�XS�WR�¿YH�FDUGV��7KHQ�SURFHHG�WR�WKH�¿UVW�SOD\HU¶V�WXUQ�

COMBAT REFERENCE

BATTLE "PLAYER VS. NON#PLAYER CARD$

1. Player declares target (if attacking): non-player City, Stronghold, or Enemy.

2. Player commits Units one at a time and optionally resolves any When Played ability when the card is played.

3. Player rolls Attrition Die (if indicated on Event) and destroys one card per skull.

4. Player resolves any Resolution ability on Units.

5. Player calculates his army’s strength and compares it to the opposing card’s strength.

If equal or greater, player wins (acquires card or defends against attack)

If lower, player loses (does not acquire card or, if defending, must take the difference as damage to Home Realm)

6. Any End of Combat abilities are resolved. Wounded Units are destroyed. The rest are discarded.

SIEGE "PLAYER VS. PLAYER$

1. The attacking player declares target (City or Home Realm, not Stronghold).

2. Each player (starting with attacker) alternates and commits Units one at a time and optionally resolves any When Played ability when the cad is played. Each player announces his army’s total strength each time a Unit is played. Playing Units continues until both players pass; once a player passes, he may not play any more cards.

3 The attacking player resolves any Resolution ability on his Units. The defending player then does the same.

4. The attacking player calculates his army’s strength and compares it to the defending player’s army’s strength (including a City’s auto-defense bonus).

If the attacking player’s total is higher, the attacking player wins (acquires the City refreshed or, if attacking the Home Realm, applies the difference in damage to the defender’s Home Realm).

If the defending player’s total is equal or higher, the attack is repelled (no further actions taken).

5. Any End of Combat abilities are resolved. Wounded Units are destroyed. The rest are discarded.