Game setup requires the following steps:
Players | Rounds |
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3 | 7 |
4 | 6 |
5 | 5 |
Each player does the following:
A card draft will take place to determine where armies are placed, as well as their deck for the remainder of the game. Each round of the draft consists of all players simultanenously selecting a card, acting upon it in player order, then passing their hand to the left. On each pass, a new card is drawn from the deck and added to their hand. This continues until each player has placed all their army groups.
Each player receives 5 cards from one of the two conflict decks. The first player receives 5 from the dark deck, the second player receives 5 from the light deck. This continues to alternate until each player has 5 cards.
Each player selects one card from their hand.
In player order, each player acts upon their revealed cards:
If the selected region is occupied (due to other cards played this round):
If the selected region is empty:
Round cleanup happens as follows:
If all army groups for all players have been placed on the board, the card draft phase ends.
Otherwise, we continue to the next round of drafting:
Once card draft is completed, the cube tower is seeded, and everyone prepares for the first round of the main game.
Each round of the game now consists of the following four phases:
Once all rounds are complete, a winner is declared!
Here, two things happen:
Each player board has 8 army card spaces and 2 magic card spaces. During action planning, all players place cards face down on the their player board to represent actions they intend to take. The cards could be blanks, which can be used to bluff people.
In player order, each player may reveal a card or pass.
If they reveal a card and take the action by:
Reveal the card and forfeit the action by (a blank card is a forfeit)
If the player passes, they
This continues until all players have passed. Note that, once a player passes, they continue to receive resources each time play returns to them.
Scores are awarded as follows:
Each playerboard has some variability in costs and actions available to them. Army actions consist of the central 8 spaces on the board.
Gain Gold from the supply as shown on the card.
Gain Energy from the supply as shown on the card.
Move 3 armies from limbo to the region played.
The player may build one building or portal in the region played.
The player conducts an attack from a region they occupy, to an adjacent region.
The player moves any number of armies from the played region into another region they occupy.
Each playerboard has 2 magic spaces and each player has the same 4 magic cards. The magic spaces do not correlate directly to the light and dark realms. Actions take there can affect either realm.
Move 5 armies from one of the dark/light limbos to any occupied region in the same realm.
Do one of the following:
Do one of the following:
Do one of the following:
All battles are fought in the cube tower. Once an attack has been initiated the following occurs:
The results of the battle depend on the if a region was previously occupied, and for whom the inhabitants fought. The region card played to initiate the attack determines this:
In any battle, we compare the number of attackers in the tray vs the number of defenders.
If the attacker wins the battle. They claim the matching region card if they don't already own it. That region card could be sitting on another player's board waiting to take an action. It is removed.
If the defender wins the battle. The region card stays with its current owner.
If there is a tie, the region becomes unoccupied. If the region card belonged to either the attacker or defender, it is placed in the supply.
A few important concepts:
Useful Links:
Credit: | Cory Osborn (https://boardgamegeek.com/user/GamePimp) |
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Version: | 1.0 |