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Arkon

Arkon Rulebook

Table of Contents

Table of Contents

  • Contents
  • Overview
  • Winning the Game
  • Parts of a Card
  • Getting Started
    • Phase 1: First Action Phase
    • Phase 2: Bidding Phase
    • Phase 3: Second Action Phase
    • Phase 4: Universal Draw Phase
  • Card Basics
    • Different ways a card may be played on your turn
    • When it is not your turn, you can play
  • Sample Play
  • General Rules
  • Card Texts
  • Promotional Cards (optional, Kickstarter exclusive)
    • Standard Gold Bordered Cards
    • Standard Silver Bordered Cards
    • Role Cards
  • FAQ
    • General
    • Shifting Allegiances
    • Conquest
    • Sabotage
    • Peace
    • Tactical Reversal
    • Arcane Insight
    • Change of Fate
    • Negotiations
    • Desolate
    • Reinforcements
    • Savin, The Endless
    • Nara, Master of Arms

Contents

52 Game Cards: 16 Clan Cards, 8 Response Cards, 28 Action Cards.

Overview

Arkon is a 2-4 player strategy card game where players seek to bring four different clan cards, or four of the same clan card, into play to win. Each turn, players must decide whether they use their cards as actions, to further their board position, as counters or responses, to defend themselves, or as influence to win bids to move them closer to winning the game.

Winning the Game

To win, a player must get one of each type of clan (human, orc, dwarf and elf) into play, or get four of any one type of clan into play.

Parts of a Card

  • Card name
  • Influence value (top right)
  • Card effect
  • Card type

Getting Started

To begin the game, each player starts by drawing 5 cards from a central draw pile.

Randomly determine which player goes first. Turn order proceeds clockwise.

Each player may perform each of the following phases on his or her turn.

Phase 1: First Action Phase

Player has the option to play any cards from their hand with the word "Action" on them at the bottom. Play these cards for the written effect on the card. There is no limit on the number of action cards that can be played. You can play only one card as an action at a time. You may only play cards as actions on your turn.

Phase 2: Bidding Phase

Player has the option to enter a Clan card from their hand into the center for bidding (see below). They may repeat this process any number of times during this phase. You may not enter more than one clan up at a time for bid.

Player may not play cards as actions during the bidding phase.

Bidding: During a player's turn they may attempt to gain control of a clan by placing it in the middle and starting a bidding round. Starting with the player who began the bidding round and moving clockwise, each player may place any number of cards face down as their bid. The player that starts the bid will add 2 influence to their total as this is the value of the Clan (in addition to their face down bids). After all bids have been placed all players reveal their cards.

Whichever player has the highest influence total wins the bid. If there is a tie the player who placed their bid first wins. This player gains control of the clan and puts it into play in front of them. Then they must discard all cards committed for bid. Players who lose the bid return all bid cards to their hand.

Phase 3: Second Action Phase

Players have the option to play any action cards from their hand. There is no limit on the number of action cards that can be played.

Phase 4: Universal Draw Phase

At the end of your turn, if you put at least one clan up for bid, draw a card. Then, all players draw 1 card starting with the player whose turn it is and proceeding clockwise.

Card Basics

In Arkon, cards can be played in multiple different ways and the cards will indicate how they can be played at the bottom of the card.

Different ways a card may be played on your turn

Action - When playing a card as an action, you will play the card for the effect written on the card.

Influence - To win a clan you will place it up for bid in a bidding phase. Cards influence values will indicate how much they are worth when you bid them. All cards have an influence value from 0-8 and it is located in the top right.

Clan - Clans are cards that you play in the bidding phase to move you towards winning the game. Clans are worth two influence themselves when bid and are worth 1 passive influence after you win them in the bid for future bids.

When it is not your turn, you can play

Counter - When a player plays a card as an action, you may play a card with the same name from your hand as a counter to negate the effect.

The player to the immediate left of the player who played the action card has the first opportunity to play either a counter card or response card (but not both), then the player to that player's left, and so on around the table. This continues until a player either plays a response or counter or it returns to the player who played the action. If a player plays a response or counter card, a player later in the turn order cannot play a response or counter card.

Response - There are three cards that can be played as responses, Tactical Reversal, Peace and Sabotage. These cards are played in response to either an action (in the case of Tactical Reversal or Peace) or the conclusion of a bid (in the case of Sabotage). When playing a response, you will play the card for the effect written on the card.

Tactical Reversal and Peace can be played in response to an action any time you would be able to play a counter card. Sabotage is played when a player wins a bid. The player to the left of the player who won the bid has the first opportunity to play the card sabotage, and so on until every play has had an opportunity other than the player who won the bid or until the first sabotage card is played.

Sample Play

Player One Starts:

  1. He begins by playing Action cards in his first action phase. He plays an Arcane Insight to draw 2 cards (now he has 6). Nobody counters or plays a response card. He then proceeds to play a Thievery choosing Brian (player 2). Brian has a Peace, which can counter any action card, so Brian plays it and the effect is negated.

  2. Player One then moves to the Bidding Phase and places out an Orc for bid. He places 2 cards face down as his bid. He is the one who started the bid so he bids first. Brian (player two) plays 2 cards face down and Sarah (player 3) plays 1 card face down.

    Player One bid a Desolate (3), a Shifting Allegiance (3) and his Orc is worth (2) because he put it up for bid. His total is 8 influence.

    Brian bid a Thievery (2) and a Tactical Reversal (2) so his total influence is 4.

    Sarah bid a Negotiations (8) so her total influence is 8.

    Ties go to the first player in the turn order so Player One wins. He puts Desolate and Shifting Allegiances into the discard pile and gains the Orc in play in front of him. Brian and Sarah get their bids back.

  3. Player One has a clan card left in his hand, a thievery and a Tactical Reversal but decides not to put another Clan up for bid, knowing Sarah has a Negotiations and can easily win.

  4. Player One is now in his second action phase. He plays a Thievery choosing Sarah (player 3). Brian (Player 2) has a Tactical Reversal, which he plays, taking Player One's thievery card after it resolves. Even though Sarah has the cards Peace and thievery in her hand, she cannot use them as Brian has already played a response card.

  5. Player One passes his turn. Because he put a Clan up for bid, he draws an extra card in Phase 4. Note, that if he did not win the Clan or if he put another Clan up for bid he would still draw only 1 extra card for turn. After this, all players draw 1 card for turn.

General Rules

A player may not have a hand size greater than 8 cards. If an effect would cause a player to draw or gain more than 8 cards, instead that player may only take/draw up to 8 cards. If a card's effect would cause a player to give up more cards than they have, they must give up to the amount they are able to give instead.

Card Texts

Arcane Insight: Draw 2 cards.

Change of Fate: Discard up to two cards, then draw cards equal to the amount of cards discarded plus one.

Clan Cards: Add (1 influence icon) to your bid if you control this clan.

Conquest: Gain control of target clan in play. Give that clan's controller one card at random from your hand.

Desolate: Choose target clan in play and put it into the discard pile.

Negotiations: Add (8 influence icon) to your bid.

Peace: Play in response to any action card. Counter that card.

Sabotage: Play in response to a player winning a bid. That player must pay exactly three influence or you gain control of that clan and that player still discards their bid cards.

Shifting Allegiances: Choose target opponent. Exchange all your clans in play with that player's clans. Each player must give cards at random from their current hand equal to the number of clans taken from their opponents.

Thievery: Choose target opponent. Look at that player's hand and take one card.

Tactical Reversal: Play in response to an opponent's action card. When that card would be placed in the discard pile, instead place it in your hand.

Promotional Cards (optional, Kickstarter exclusive)

The cards listed below are promotional cards and are designated as such by having a gold or silver border. Golden bordered cards are new playable cards and can be used with the standard deck. Silver bordered cards are alternative art cards and should be swapped out with the existing bronze bordered cards in the original deck.

Standard Gold Bordered Cards

Add and shuffle these cards in with your standard deck.

Reinforcements: When Reinforcements is revealed as part of a bid, discard it, and add the top two cards from the deck to your bid.

[Designer Tier Only] Savin, The Endless: Savin, The Endless is any one clan type. You may change the clan type at any time. Add [1] passive influence to your bids.

Standard Silver Bordered Cards

These cards are alternative art versions of standard cards in the base game. If you choose to use them, remove 2 copies of the Elf Clan Card and 2 copies of Sabotage from the base game, and replace them with these silver bordered copies.

Role Cards

Keep these cards separate from the starting deck. Each player is to be given one role card at random to start the game.

Iverion, Keeper of Secrets: As an action you may discard two cards that share a name and look at the top three cards of the deck. Put one card on the bottom of the deck and the rest into your hand.

Kala, Speaker of Beasts: During the bidding phase on your turn, after the bid cards are revealed, you may add one card to the bid.

Nara, Master of Arms: Whenever you gain control of a clan on your turn through a bid, you may choose a matching clan card in play and put it into the discard pile.

Vale, The Chosen: Whenever you counter or respond to an action, you may discard a card. If you do, draw a card.

FAQ

General

What is the advantage of putting a clan up for bid on my turn? The player who puts a clan up for bid will receive the influence value of the clan, 2, added to their bid. Then, once the clan is won, they will receive 1 passive influence on all future bids.

If the deck runs out of cards, what do we do? Shuffle the discard pile into a new deck and proceed to draw from that new pile.

If I play a card with a target, do I have to declare the target before or after people have the chance to counter? Before. You must declare a target at the time you play the card.

Can I bid more than one clan at a time? No. While you can bid more than one clan in a turn, you may only put one clan up for bid at a time.

Shifting Allegiances

When shifting allegiances is played, are the cards from the player's hands exchanged simultaneously or one at a time? Both are exchanged at the same time.

Can I still play a shifting allegiance if I can't give the number of cards that would be required (ex: The player I am exchanging clans with has 3 clans but I have only 1 card in my hand)? Yes. You give cards up to the amount you are able. So you would give the player your one remaining card.

Conquest

If I play Conquest and my opponent has two human clans in play, do I get both of a clan type or just one of them? Conquest targets a single clan card, so you would be able to target just one of the two humans.

What does "Take control" mean? During your turn, on one of your action phases, you can play conquest and take a clan that is on your opponents board (they have control of it in play) and add it to your board instead. The player gaining the clan has to give the player losing a clan a card at random.

Sabotage

If I am the player who put a clan up for bid, but another player wins the bid, can I play sabotage on that clan card? Yes! Everyone has a chance to respond to the "winning the bid" event.

Can I play a second Sabotage if they pay the cost for the first one? No. There exists only one phase where sabotage can be played and once the first cost is paid or not paid, that phase has passed.

Can I pay more than the 3 cost for a sabotage, with for instance two 2 influence cards? No. The cost must be 3 influence exactly, and can be paid with any combination of cards that would add to exactly 3.

If I bid a sabotage, do I get it back if another player wins and then am I able to play it? Yes. The phase in which sabotage can be played is after a player has "won" the bid, thus all players either return their cards or spend them if that player is the winner player, but before the player has gained "control" of the clan.

When I play sabotage, does "in response to a player winning a bid" mean after that player has spent their cards to win the clan? Yes. After a player has won their bid, they immediately place all cards used for their winning bid in the discard pile. A player may then use Sabotage.

I just won my fourth clan in a bid and now a player is trying to play sabotage, haven't I already won the game? No. There exists a phase between when a player "wins" a clan, which signifies costs must be paid for the clan, and when you gain "control" of the clan. Sabotage can be played after a player has won the clan but before they gain "control" and would be able to trigger their win condition.

Peace

Can I play a Peace on a Sabotage or Tactical Reversal? No. Peace can only respond to a card being played as an action.

Tactical Reversal

In a three player game, if player A plays Thievery on Player C, and I, Player B, play Tactical Reversal on it, can Player C respond or counter? No, they can not. Starting the player to the left, any action card gives each player the chance to respond or counter. Once they do so, this ends the phase. This order is irrespective of targets.

Arcane Insight

If I play Arcane Insight and I had a hand of 8 cards before I played it, do I get to choose what to keep or discard when I draw two? No. You would be able to draw one card, essentially replacing the Arcane Insight, and then would no longer be able to draw as you would be at max hand size.

Change of Fate

When I play Change of Fate, do I have to declare how many cards I am discarding before players have a chance to counter or respond? No, you do not have to declare. You play Change of Fate, and if it resolves, you would then proceed to use the effect.

Negotiations

Negotiations has no text? What does that mean? Negotiations can only be played as influence. As such, it is used during your bidding phase and is worth 8 influence.

Desolate

Does Desolate take ALL clan cards of a race (I.e three orcs), or just 1 of the three? Desolate just targets one clan (not all of a type).

Reinforcements

If I use reinforcements and lose the bid, do I get those extra cards back in my hand? Yes. Reinforcements, once it is flipped and gives you two cards for your bid, is treated just like any of your other bid cards.

If two players reveal reinforcements, in what order do the effects resolve? Resolution would start with the active player's turn and continue clockwise.

If a player reveals a reinforcements, and another player has the Kala role card, do the new cards from the top of the deck get added before or after Kala's affect allowing 1 additional card to be added? The Kala role card affect would take place after the new cards are revealed from reinforcements.

Savin, The Endless

Does Savin, The Endless add 1 passive influence or 2 because it adds one but is also a clan type? Savin, The Endless adds 1 passive influence to your bid.

Nara, Master of Arms

If I am the Nara, Master of Arms role card, and I have Savin, The Endless in play and I win a clan, can I destroy any clan? No. While Savin, The Endless can serve as any clan, it is still Savin, The Endless and thus not a matching clan to trigger Nara.

How does Nara, Master of Arm's ability work with Sabotage? Say it's my turn, I lose the bid but then play sabotage and gain control of the clan, would that trigger the ability? No, it would not. In this case, you did not acquire the clan through bidding.

Iverion, Keeper of Secrets

Can I use Iverion, Keeper of Secret's ability to discard clan cards that are in play? No. This ability requires you to discard 2 matching cards from your hand.

Can Iverion, Keeper of Secret's ability be countered by peace since it is an action? No. Peace counters an action card and while Iverion's ability is played as an action, it is not an action card.

Can I use Iverion, Keeper of Secrets ability as many times as I want? And can I use the new cards I draw to trigger it again. No, this ability takes place at the end of a phase, and can only be used once per turn.

Kala, Speaker of Beasts

Can I use Kala, Speaker of Beast's ability as many times as I want during my bid phase if I put up multiple clans? Yes. Each separate bidding phase this ability can be used a single time.

  • Iverion, Keeper of Secrets
  • Kala, Speaker of Beasts