Fate of Akalon: Tribes 2-4 players 30 minutes Ages 13+ Rules Version 4.09 From the journal of Erini Moonwatch, Sylvan attendant It has been 14 years since the Great Storm. The hot winds still scour Akalon and the wasteland grows every year. I was a mere babe when my family fled north with our people, but in my dreams I remember. I remember our shining city. I remember our fields. I remember the songs, the plays, the hanging gardens. Now the farmers are warriors, the artists now dabblers in wild magic. At least I have my trees…for now. Introduction In Fate of Akalon: Tribes, players fight in a series of battles using cards to overpower and outlast their opponents. Synergistic card effects provide subtle, complex strategies and almost endless replayability. The surprising depth of play is belied by its simple mechanics. Each faction sports a different theme. Orcs focus on offense while Dwarves on defense. Elves are the masters of deck and hand manipulation while the Undead manipulate the cemetery. Which faction will survive? You decide! The basic rules are for the 2-player game followed by rule changes for 3-player and 4-player game at the end. 2-Player Rules Starting the Game We were not the only ones driven from our homes. Men, Orcs, Goblins, Trolls, and other creatures, fair and foul, were forced to uproot by the fury of the Great Storm. All became nomads as the hot winds devoured villages and towns, hunting grounds and fisheries, forests and swamps, and, with them, hope and future. We thought the mountains would save us, but the dwarves turned their backs to us. They locked themselves away, determined that they at least would survive. Now, even their venerable mountains are slowly being eaten by the wasteland. Here, north of the mountains, the tribes of Akalon try to survive. There is not enough land, food, world for all of us to live. Now, we fight to hold what we have, so we can go on. To live, we must take life. We had forgotten how to kill long ago. We have remembered. I remember our shining city………. Skirmish The first fight is called a skirmish and determines who plays first. Each player flips over the top card from their deck and places it on their battlefield. Text effects on cards are ignored for the skirmish. The player with the highest combat value wins the skirmish. If there is a tie for the highest combat value, then discard the cards and skirmish again. The winning player puts their card in their discard. The losing player puts their card in their cemetery and chooses a player to be the attacker for the first battle. The other, unchosen player is the defender. Each player then draws 5 cards from their deck. The skirmish step is performed only once per game. Battles Contents • • Each player chooses a faction deck, shuffles it and forms a face down deck. Do not draw any cards yet. Most of the game is spent in a series of battles where cards are played to the battlefield and totaled to determine the battle outcome. To play a card means to place it on the battlefield and follow the card text effects. Almost every card has text that affects the game. Some card effects allow a player to play from another area such as the discard or cemetery. Some allow a player to play more than one card either immediately or later in the battle. Unless Rulebook 4 Faction Decks Elf 28 cards Dwarf 28 cards Orc 28 cards Undead 28 cards 1 2 otherwise stated on the card, the effect only occurs when the card is played to the battlefield and any choices must be made immediately. The battle steps are described below. 1. Attacker Plays In each battle, the attacker plays first by playing one card from their hand to the battlefield and then following the text effect on that card. If a player has no cards in hand, they do not play any card to the battlefield. 2. Defender Plays The defender then plays one card from their hand to the battlefield and follows the text effect on that card. If a player has no cards in hand, they do not play any card to the battlefield. 5. Check for End of Game The total combat value (generally ignoring card text effects) of all cards in a player’s cemetery is called their cemetery value. At this step, if either player has 30 or more cemetery value, then the game is ended. The player with the least cemetery value is the winner. If this is a tie, then the game is a tie. 6. Reinforcement At this step, if a player has no cards in hand, then that player reinforces by drawing five new cards from their deck. If a player’s deck is empty, immediately shuffle the discard to form a new deck and continue the reinforcement. So each successive battle will be played with one fewer card in hand until that player is allowed to reinforce. Keep on battling until the game ends! 3. Resolve Battle After all cards are played, add combat values for all cards for each player on the battlefield including card text effects. This is called the battlefield value. The total combat value for an individual card cannot be reduced to a value less than zero. Card Areas Cards can be in six areas, which are described below. Each player has their own set of card areas and their cards cannot go to card areas belonging to other players unless card text effects say otherwise. The player with the highest battlefield value wins the battle and their battlefield cards are victorious. The other player loses the battle and their battlefield cards are defeated. If there is a tie for the highest battlefield value, both players lose the battle and all of the battlefield cards are defeated. If a player has no cards on the battlefield, then that player loses the battle. Victorious battlefield cards are placed in the discard. Defeated battlefield cards are placed in the cemetery. 4. Determine Next Attacker If the attacker wins the battle or if no one wins the battle, then the attacker remains the next attacker. Otherwise, the defender becomes the next attacker. 3 4 Battlefield Cards are played to the battlefield and affect the battle outcome. Playing a card means to place it on the battlefield and follow the card text effects. The total combat value (including card text effects) of all cards on a player’s battlefield is called their battlefield value. Cemetery Defeated cards are placed here face up. Order does not matter. The total combat value (generally ignoring card text effects) of all cards in a player’s cemetery is called their cemetery value. It is convenient to arrange the cemetery in piles of 10 value for easy cemetery value counting. Deck Cards for reinforcement and some other text effects are drawn from the deck. Drawing a card means taking from the top of the deck and placing it into the hand without revealing it. If, at any time, a player’s deck is empty, immediately shuffle the discard to form a new deck. Discard Cards in winning battles are placed here face up after the battle resolved. The order cannot be rearranged, but, when multiple cards are discarded at the same time, the player chooses the order which they are discarded. Hand The hand holds cards playable on that player’s turn or when another effect allows a card to be played. There is no hand limit. Out-of-Play Some card text effects cause cards to be removed from the game. This area is face down so keep it away from the deck to avoid mixing them up. Although cards in hand are secret from other players and cards in the deck are hidden from all players, the card counts in these areas are public to all players. For the other areas, cards including card counts are public to all players. Card Text Effects Normally, the card text effect is followed immediately when the card is played on the battlefield and remains in effect until that card leaves the battlefield. Some effects actually happen later in the battle though. Some cards have conditional text effects and are signified with a bold condition. Any text after the bold condition keyword is followed only if the condition is met. Some conditional effects apply only when the card is in a certain game area such as the cemetery or discard. Other conditional effects apply when the card is played on attack or defense. Some cards have attributes in the lower left of the text box which help determine how other cards may affect them. Battlefield Cemetery Discard Hand Attack Defense When this card is in your battlefield area When this card is in your cemetery area When this card is in your discard area When this card is in your hand When this card is played while the player is attacking When this card is played while the player is defending If a player chooses to or is forced to draw, discard, reveal, look at or play from any area that has no cards, then nothing happens. But if a player’s deck is ever empty, immediately shuffle the discard to form a new deck. 5 6 Since only one card can be played this battle, both cards are revealed and then discarded. Simultaneous Card Text Effects Many cards have the phrase “After all cards are played...” or “If defeated...” etc. in their text so it is possible to have simultaneously triggered card effects. If more than one card is triggered at the same time, use the following process to resolve the ordered of effects. Resolve simultaneous card text effects starting with the attacking player. Repeat for the defending player. If any player has multiple simultaneous card text effects, that player chooses the order in which they occur. It is possible for more cards to be played in this step if the battle has not resolved yet. If this happens and more simultaneous effects occur, simply repeat same the process until no more effects are pending. A single card’s effects cannot be triggered more than once per battle. Rules Exceptions The basic rules are presented above but the real strategy hinges on well-timed playing of cards with text. There are many circumstances where the card effects will conflict with game rules or other cards. This is part of the game design and promotes deeper strategic play. If the text on a card conflicts with the basic game rules, then the card text is followed instead. If the text on a card directly conflicts with other played cards, then the text on the card and only on the card whose effect happens last is followed. A Few Card Ruling Examples Orc Goblin/Hobgoblin then Dwarf Tactician Goblin allows a player to play a Hobgoblin, giving them two cards on the battlefield. If this is followed by a Tactician, then the Hobgoblin still remains in play because the cards were already played, though the Goblin and Hobgoblin no longer get their attack bonuses because their text is ignored. Any card played after the Tactician is treated as if it had no text effects. 3-Player Rules 3-player is essentially a free-for-all game and is played as 2-player, except there is one attacker and two defenders. Each player totals their own battlefield individually. The player with the highest individual battlefield value is the winner of the battle and the other two players lose the battle. When skirmishing, if there is a tie for the highest combat value, the tying players, and only those players, discard their cards and skirmish again. Since the skirmish for three players will have two losing players, the player to the left of the winner of the skirmish chooses a player to be the attacker for the first battle. The other two unchosen players are defenders. When determining the next attacker, if there is a tie for the highest battlefield value between the defenders, then the player to the left of the attacker becomes the next attacker. When checking for end of game, if only one player’s cemetery value exceeds 30, then the game continues for the remaining two players using the 2-player rules. The process for resolving simultaneous card effects is the same as the 2-player rules, except effects are resolved in order going clockwise from the attacker. 4-Player Team Rules Fate of Akalon: Tribes can also be played using teams. The 4-player team game is played using two teams of two players where teammates sit across from each other. Each player still has their own card areas. Teams do not share card areas. Undead Ghoul then Elf Master Summoner When skirmishing, each player still flips a card from their deck but the skirmish value is the total combat value for each team. Otherwise, the skirmish outcome is determined as in the 2-player game. The team losing the skirmish then decides which individual player is the lead attacker and starts the attack for the first battle. The Ghoul says each opponent can play only one card in this battle. This is stricter than the game rule of playing one card. The Master Summoner says to reveal two cards from the deck and play one and discard the ones not played. If a player or their teammate leads the attack, then they are both considered to be attacking. Otherwise, they are both considered to be defending. The lead attacker will start the attack each battle until the attacking team changes. 7 8 When a team loses the attack, the lead attacker becomes the player to the left of the current lead attacker. Although each player still has a separate cemetery, when a team has 60 or more combined cemetery value, the game ends. The team with the least combined cemetery value wins the game. If this is a tie, then the game is a tie. The process for resolving simultaneous card effects is the same as in the 3player rules. More Information See our website, www.FoursightGames.com, for more information including announcements, rules clarifications, card errata, and upcoming expansions! Credits Lead Game Designer: Robert Nicaise Game Designers: Jeff Baker Jeff Hale Jamie Kelly Graphic Design: Maria Fronckowiak Aaron Fowler Artwork: Mosh Yong Le Rastislav Kim Van Deun 9
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