108 Outlaws
108 Outlaws Rulebook
Table of Contents
Table of Contents
Components
A. 72 Earthly Fiends cards B. 36 Heavenly Spirits cards C. 18 Minor Campaign cards D. 8 Major Campaign cards E. 1 Starting Player card
Game Setup
- Shuffle the 72 Earthly Fiends cards (Earth cards) together to form a deck. Deal 5 cards face-down to each player, then place the Earth deck in the middle of the playing area and flip 5 cards face-up to the right of the deck to form the Earth display.
- Shuffle the 36 Heavenly Spirits cards (Heaven cards) together to form a deck. Deal 2 cards face-down to each player, then place the Heaven deck to the top of the Earth deck and flip 5 cards face-up to the right of the deck to form the Heaven display.
- Shuffle the 18 Minor Campaign cards and flip 2 cards each per player to the top of the Heaven row (e.g. flip 6 Minor Campaigns in a 3 player game). Return unused Minor Campaign cards to the box.
- Shuffle the 8 Major Campaign cards and flip 1 card each per player to the top of the Minor Campaign row (e.g. flip 3 Major Campaigns in a 3 player game). Return unused Major Campaign cards to the box.
- Determine a starting player by any means, preferably the player who last committed a legally questionable act. Give this player the Starting Player card.
3-Player Game Setup
The 3-player setup diagram shows the Minor Campaign row (6 cards) above the Heaven row, the Major Campaign row (3 cards) at the top, the Heaven deck and display, and the Earth deck and display, with the following note:
- Playing area for each player: room for 12 cards (e.g. 2 rows of 6 cards each).
- All players should look at their 7 Outlaw cards (Heaven and Earth cards) to start planning out their strategy.
Flow of the Game
Over the course of the game, players will take turns to draw cards or to play cards. The game ends in the round when one player has 12 or more Outlaw cards in their playing area.
Flow of a Turn
On a player's turn, they choose from 2 possible actions:
- Draw cards OR
- Play 1 card
1. Draw Cards
A player choosing the Draw cards action has 2 draw points to take cards from the display.
Earth cards cost 1 draw point and Heaven cards cost 2 draw points. Thus, a player may draw 2 Earth cards or 1 Heaven card each turn. They may choose either face-up cards from the display or face-down cards from the top of the deck. The face-up display will only be refreshed upon the end of the player's turn.
There is no hand limit for the multiplayer version.
2. Play 1 Card
The player may choose 1 card from their hand to play to their playing area. A unique feature of this game is that all 108 cards have a different game effect. These can be distinguished into two major types: 72 green Earth cards and 36 yellow Heaven cards. The effects of the cards will be explained in detail in the following pages.
The card anatomy is labelled as follows:
- Number of character (also their number in the story)
- Name of character
- Character nickname (for flavour only)
- Character specialty (for flavour only)
- Card effect (for details see pg.11)
- Active icons
- Active icons (if the card is played upside down)
- Cost to play Heaven card
Earth Cards
Earthly Fiends provide a single active icon and a one-time effect stated on the card that takes place upon playing. Effects are optional and players may choose not to execute the effect(s). If the effect of the card is not triggered when it is played, it will not have any effect for the rest of the game. Understanding the card effects will require an understanding of the game iconography. Use the list of icons on pgs 11-12 to understand the effects of the cards!
Heaven Cards
Before playing a Heaven card, you will need to pay a cost by EXHAUSTING an Outlaw with the corresponding icon (the cost to play Heaven card, shown as callout 8 on the card; turn the Outlaw to the right sideways). You may exhaust additional icons, but they will have no effect.
Each Heavenly Spirit has two active icons and different scoring effects that are only scored at the end of the game, the only exception being the RUAN BROTHERS (see pg.13). You may score the sets multiple times as long as you have icons. The Heaven Outlaw's own icons count towards their scoring. Each Heaven Outlaw will be scored individually.
Example (printed on pg.7): No. 3 Wu Yong will score 8 points for your 5 Support icons at the end of the game (don't forget that Wu Yong also has one Support icon). After scoring for Wu Yong, you can use the same Support icons to score points for No. 35 Xie Bao.
Active and Exhausted Outlaws
Active Outlaws provide active icons for playing Earth effects which also can be EXHAUSTED to play Heaven cards and go on campaigns. You may only revive Outlaws with some Earth effects. At the end of the game, all Outlaws in your playing area will be revived so your Heaven cards can be scored.
(The panel shows an Outlaw with the Active icons, which becomes EXHAUSTED when turned sideways; an exhausted Outlaw has icons that are not active until revived.)
Free Action: Embark on a Campaign
Before or after your action on your turn, you may go on one Campaign as a free action. To embark on a Campaign, EXHAUST the required active icons stated on the Campaign card. You may exhaust additional icons, but they will have no effect.
You will receive the stated points at the end of the game. In addition, Minor Campaigns will give you a bonus action that you have to execute immediately upon embarking on the Campaign.
Example (printed on pg.8): To embark on this Campaign, you have to exhaust 2 Leadership, 2 Infantry and 2 Scout. Turn these cards sideways and place the Campaign card in front of you.
Card Effect Types
List of Active Icons
The active icons are: Leadership, Navy, Infantry, Cavalry, Scout, Support and Campaign.
Costs
- Stated active icon(s): You must have these active icons in your playing area (not exhausted). Do not exhaust these icons.
- Discard a card icon: You must discard a card from your hand that has an active icon of the stated type.
- Exhaust icon: You must exhaust active icons of the stated type.
Immediate Effects
- Campaign icon : struck-out icon: If you go on a Campaign this turn, you may automatically fulfil one of the listed icons without needing to exhaust that icon.
- Play-a-card icon: You may immediately play a card that has one of the specified active icons. You still need to pay the cost, if any.
- Revive icon with draw points: You may revive any 1 Outlaw (rotate left from exhausted to active) and gain the stated draw points.
- Revive specified icon: You may revive an Outlaw that has one of the specified active icons. This Outlaw rotates leftwards from exhausted to active.
- "X" draw points icon: You have X number of draw points to take cards from the display (follow the rules from the Draw cards action).
- Upside-down icon: You may play this card upside down into your playing area. Treat this card as having extra active icons throughout the game, including during end game scoring.
Special Outlaws
Strategists (No. 37, 46, 47 and 53). Their tactical minds are represented by having two different icons, which allows players to deploy them for different uses, including during end game scoring! Note that this card is only considered to be either ONE icon at any one time.
No.37 Zhu Wu: This card can be used as either a Navy or Support icon.
The Ruan Brothers (No. 27, 29 and 31). These Outlaws allow you to treat Navy icons you own as the icon on the right, including its own two Navy icons. You may also use this ability for end game scoring, like the Strategists. Note that like the Strategists, you may only consider each single icon as either icon type and not both.
No. 27 Ruan Xiao Er: You may treat Navy icons as though they were Cavalry icons for the rest of the game.
Outlaw Examples
- No.38 Huang Xin: If you discard a card from hand with an Infantry icon, you may revive 1 exhausted Outlaw and draw 1 Earth card.
- No.43 Peng Qi: If you have a Leadership icon in your playing area, you may play any card that has a Navy as an active icon.
- No.44 Shan Ting Gui: If you have Infantry and Scout in your playing area, you may play this card upside down, adding a Navy to the Cavalry icon.
- No.56 An Dao Quan: You may revive an Outlaw with an Infantry OR Support icon upon playing this Outlaw.
- No.92 Zhu Gui: Exhaust an Outlaw with an Infantry to gain 3 draw points.
- No.97 Li Yun: You may treat a Cavalry, Navy or Scout icon as fulfilled on a Campaign this turn.
End of the Game and Scoring
The game ends when 1 or more players have 12 or more Outlaw cards in their playing area (do not count Campaign cards). Continue playing until all players have had an equal number of turns (use the Starting Player card to remember who started the game).
Once the game is over, revive all Outlaws in your playing area and tally up your points from your Heaven cards as well as your Campaign cards. The player with the most points is the uniter of Heaven and Earth and the winner of the game. In the case of a tie, the player who has fewer Outlaws wins the game (they did the same with less!). If this is still tied, then the player who went later in turn order wins.
During the End of the Game Scoring, compare your score to the following table:
| Score | Rank |
|---|---|
| 30 or less | Study the classics and rise up again to the challenge, like Li Kui. |
| 31-40 | A worthy competitor, but you still need some practice. Or maybe you are just suffering from bad luck, like Yang Zhi? |
| 41-50 | Courageous and strong, but you still have challenges ahead, like Wu Song. |
| 51-60 | You are a skilled strategist, like Lu Junyi. |
| 61-70 | You are a Three-Eyed Scholar, like Zhu Wu. |
| 71-80 | You have the respect and loyalty of all the outlaws, like Song Jiang. |
| 81-107 | Are you a modern reincarnation of Wu Yong? |
| 108+ | This is impossible. Or is it Gongsun Sheng's sorcery? |
Solo Mode
For the Solo Mode, set up a game for 3 players (3 Major Campaigns and 6 Minor Campaigns). All the rules for the game are the same except for the following:
- The player has a hand limit of 8 cards. They may never draw a 9th card. If they have 8 cards at the start of their turn, they must choose to play a card.
- At the end of the turn in which the player has played 4 Outlaws, look at the top left icon of the leftmost Earth card. Remove all Minor and Major Campaigns matching this icon. If there are no Campaigns matching this icon, go to the next icon below, then to the top left icon of the card on the right until an icon matches at least one Campaign. If no icons match in the Earth row, go through the Heaven row in the same manner. If no Campaigns match in both rows, then do not remove any Campaigns. Then, discard all cards in the Earth and Heaven rows and flip over 5 new face-up cards to refill each row. Do this again when the player has played 8 Outlaws. The game ends when the player has 12 or more Outlaws in their playing area.