CardWeaver
CardWeaver Rulebook
Table of Contents
Table of Contents
Objective
CardWeaver is a Deck-Building Card Game that focuses on player interaction in a one versus all setting. Each player will have their own unique Dreamscape that they can buy character-specific cards from as the game progresses. In addition to buying cards, players can gain Experience to unlock special Skills, and fight each other until only one side remains.
Set Up
This box contains 4 Animus cards, 4 Nemesis cards, 8 Health Dials, 8 Experience Dials, Damage Tokens, Experience Tokens, Countdown Tokens and 11 individually packed decks. Do not shuffle the decks together.
Choosing a Character
Each player chooses a Character card. One player, and only one player, must choose a Nemesis while the rest of the players choose an Animus. If this is your first time playing a Nemesis character, you may refer to the back of this rulebook for strategies and tips on playing that character.
It is recommended that in a 4 player game, the Animus players choose and reveal their Characters followed by the Nemesis player choosing theirs. In a 1, 2, or 3 player game, reverse this order.
Animus/Nemesis Decks
Each Animus has a designated 30-card Animus Deck. The Nemesis player has a 22-card Base Nemesis Deck which is modified down to 20 cards depending on the situation, addressed below under "Modifying the Base Nemesis Deck." In addition, each Nemesis character has a 20-card Nemesis Deck that will be shuffled into the Base Nemesis Deck.
Once each player has chosen and shuffled their deck, they put it in their Animus/Nemesis Deck Zone.
Each card is labeled at the bottom with its specific character or deck. The Base Nemesis Deck and the Nemesis-specific Deck (in this case the Undead Warlord Deck) are shuffled together to create the Nemesis Deck.
Modifying The Nemesis Deck
Included in the Base Nemesis Deck are two (2) copies of a card called "Peaceful Night." These are meant to assist in scaling the game in favor of the Animus players. The Nemesis player should remove them from the game if:
- The Nemesis is playing against 3 Animus players.
- -or- It is the Nemesis player's first time playing as the Nemesis character.
Otherwise, keep them in the Nemesis Deck. If you DO keep them, you should remove one (1) copy of the Silence card and one (1) copy of the Fear card. The total number of cards in the Base Nemesis Deck before beginning should be twenty (20) cards.
Example: Jesse is an old pro at CardWeaver, and has chosen to play the Undead Warlord. Since there are only two Animus players, Jesse removes one (1) Silence and one (1) Fear card, and keeps the two (2) Peaceful Night cards in the Base Nemesis Deck. Jesse will shuffle the 20-card Undead Warlord Deck into the Base Nemesis Deck, creating his 40-card Nemesis Deck.
Starting Dreamscape
During setup, each player draws five (5) cards from their Animus/Nemesis Deck and places them face up in front of them. This is the player's Dreamscape, the field from which new cards may be purchased as the game progresses.
If any Nightmare or Peaceful Night cards appear in the Nemesis' Dreamscape during setup, set it off to the side and continue filling the Dreamscape until five (5) cards are showing.
Each player may choose to place all five (5) of their cards off to the side and draw a new Dreamscape. They can only do this once before the game starts. Shuffle any cards set aside during setup back into their respective decks before starting the game.
Starter Deck
In addition to Animus/Nemesis Decks, there is the Starter Deck. Each player begins the game with four (4) Conviction cards, three (3) Assault cards, and three (3) Guard cards. Put any remaining Starter Deck cards back in the box. Each player shuffles the ten (10) cards they just received and places them in their Player Deck Zone. They then draw five (5) cards for their starting hand.
Universal Decks
Place the Adaptability and Dreamcatcher decks face up on the table where everyone can reach.
Starting Health Points
Each Character Card displays a maximum Health Point (HP) value above a heart icon. Nemesis players will multiply this max HP value by the number of Animus players in the game. This is now their max HP. At the start of the game, each player takes the Health Dial assigned to their character and sets it to their maximum HP value. No player can exceed their character's max HP value.
Starting Experience Points
Each Player gains an Experience Dial, which is set to 0.
Turn Order
Turn order starts with the player sitting to the left of the Nemesis and then continues clockwise from there. This should have the Nemesis player going last.
Card Overview
- Card Type: A card's type is indicated by the symbol in the upper left hand corner, the border color, and the type name listed on the lower border.
- Card Symbols: These Symbols modify how and when a card can be played.
- Card Name: The name of the card.
- Card Effect: Describes what happens when the card is played.
- Stat Modifiers: Provides the listed bonus or penalty to the Attack or Defense of the target of the card.
- Conviction Cost: How much Conviction it costs to purchase this card from the Dreamscape.
- Deck Name: What Deck the card belongs to.
- Victory Points: How many Victory Points the card is worth.
Card Types
- Nemesis/Animus Character Cards: The character you are playing. This card lists your max HP, skills, and stats.
- Reaver Cards: Unique to the Nemesis player. Reavers can receive Experience, but cannot Attack or Defend themselves, they only add to the Nemesis' Attack Power and Defense.
- Ally Cards: Unique to Animus player and follows the same rules as a Reaver except they do not have Skills nor can they receive Experience.
- Magic Cards: Magical abilities that specific Character can perform.
- Ability Cards: Physical abilities that specific Character can perform.
- Artifact Cards: Different equipment and consumable items that Characters can use.
- Nightmare Cards: Unique to the Nemesis player. When they enter the Nemesis's Dreamscape, they are sent to the Discard Pile of the Nemesis's choice, unless specified otherwise.
- Peaceful Night: Unique to the Nemesis player. When this card enters the Nemesis' Dreamscape, it is immediately destroyed. Continue to refill the Dreamscape until five (5) cards are showing. This card's effect does not stack. Two Peaceful Nights drawn on the same turn will result in only one (1) lost turn. The second Peaceful Night card is also destroyed immediately and the Dreamscape is refilled.
Gameplay
On a player's turn, they may play any number of cards from their hand. The player uses Attack Power to make an attack once per turn and Conviction to buy cards in their Dreamscape. They can do any of these things in any combination.
Any unused cards may stay in the player's hand at the end of their turn. During their turn they may choose to discard up to two (2) unwanted cards to gain +1 Conviction for each card. Additional cards discarded during a player's turn are not redeemed for Conviction.
Special note: Nightmare cards cannot be discarded.
Players end their turn by discarding all cards used, gained, or purchased and drawing until they have five (5) cards in their hand once more.
The number of cards in a player's hand is not limited, but players will not draw to refill their hand unless they are holding less than five (5) cards at the end of their turn. If at any point there are no cards left in the Player Deck Zone to draw from, shuffle the Discard Pile. This is now the Player Deck. Draw the remaining number of cards needed. Do not shuffle your Discard Pile until you have to draw or reveal the top card of your Player Deck when there are no cards available.
Example: The player has three (3) Conviction to spend when purchasing cards. They can play one (1) or two (2) Assault cards when making an Attack, or discard them for +1 (or +2!) Conviction.
Playing Cards
Most cards can only be played during a player's turn and then are discarded at the end of the turn after use. However, certain cards may have unique Symbols that alter how they are played.
- Unique: The player cannot have more than one copy of this card in play.
- Quick Cast: These cards can be played at any point during the game regardless of whose turn it is. If a player uses Quick Cast cards on another player's turn, they do not draw to refill their hand. Quick Cast cards that are played on another player's turn are discarded at the end of that turn.
- Permanent: These cards remain on the field after they are played.
Purchasing Cards
Each card has a Conviction Cost listed on top of a Conviction Symbol. The player adds up all the Conviction they accumulated on their turn and may spend it to purchase cards. Conviction gained during a player's turn must be spent before the end of their turn, or it is lost. All purchased/gained cards, whether from the Dreamscape or the Dreamcatcher/Adaptability Decks, are placed off to the side. Gaining a card is the same as purchasing it for 0 Conviction.
When that player's turn is over, these cards are sent to the Discard Pile along with any cards in play that are not Permanent. Cards gained outside the player's turn are immediately sent to the player's Discard Pile.
When the player's turn ends, they refill their Dreamscape by taking the top card of their Animus/Nemesis Deck and placing it in the empty space. If cards in a player's Dreamscape are purchased, gained, or destroyed outside of their turn, then the Dreamscape does not refill until the end of that player's turn unless specified otherwise.
If there are no cards left in the Animus/Nemesis Deck to fully refill a player's Dreamscape, the game ends immediately.
Attacking
On a player's turn, they can perform one Attack. Attacks can only target a Nemesis, Reaver, Animus, or Ally. On a players' turn, they may play cards to add to their Attack Power. Players do not need to play a card in order to make an Attack.
After the total Attack Power is calculated and a target is chosen for the attack, subtract that number from the target's current HP. If an Animus/Nemesis has any Defense, represented by a number above a shield, subtract that number from the Attack Power before applying it to the target's HP. If the target's HP reaches 0, then they are defeated.
Damage dealt to Reavers and Allies is cumulative, tracked with the Damage Tokens applied to their card. If a Reaver or Ally card is defeated, they are immediately sent to their owner's Discard Pile and the attacker gains the Reward listed on the bottom of that card.
If a Nemesis defeats a Reaver, or if an Animus defeats an Ally, they do not receive the Reward for that defeat. If an Animus player is defeated, they flip their Character Card to the Anima side.
Anima Characters
When an Animus player is defeated, they flip their Character Card over to the Anima side. The Anima player will take all the cards they gained or purchased throughout the game and set them off to the side. This is now their Player Deck. Then they will take all remaining cards in their Dreamscape and Animus Deck, and return them to the box.
Anima Characters can no longer be targeted by the Nemesis. However, on their turn they may use the Ability listed on the Anima side of the card. Their Player Deck is no longer targetable by anyone, including fellow Animus players. All of their cards are considered removed from the game until the game ends, unless specified otherwise by their Anima Ability. This player's Victory Points still count at the end of the game.
Experience
All Character cards have different Skills that can be reached by gaining Experience. The first time an Animus player deals any damage, either through an Attack or with Direct Damage cards, to the Nemesis player on their turn, they receive +1 Experience. This works similarly for the Nemesis player for their first Attack against an Animus. Experience cannot be gained this way if Damage is done outside of the player's turn. The Nemesis only gains Experience for the first Animus they deal damage to. Experience may also be a Reward for defeating Reaver or Ally cards.
The Animus players may give the Experience they receive to their fellow Animus players instead of gaining it themselves. This exchange occurs the moment Experience is gained, not after the fact. The Nemesis may give gained Experience to Reavers instead of gaining it themselves, but if that Reaver is defeated, that Experience is lost.
Players track Experience with the Experience Dial. Reavers track Experience with the Experience Tokens. As a player or Reaver gains Experience, they will unlock Skills. Once a Skill is unlocked, the player has access to it as long as they have more than or equal to that amount of Experience. As they gain more Experience, they will still have access to their lesser Skills. Characters cannot have more Experience than their last Skill requires, but may still give any gained Experience to their fellow Animus players.
For example, if a player unlocks their first Skill by gaining one (1) Experience and their next ability requires three (3) Experience, they only need to gain an additional 2 Experience to unlock it. Their first Skill remains unlocked as well.
The Nemesis player gains +1 Experience at the start of their turn automatically.
Nightmare Cards
When a Nightmare card enters the Nemesis' Dreamscape, it is immediately sent to the Discard Pile of the Nemesis' choice, unless specified otherwise. The Nemesis player continues refilling their Dreamscape until all five (5) card slots are full.
Nightmare cards cannot be discarded. They must be played or destroyed to remove them from a player's hand, deck, or in play.
Dream Catcher & Adaptability
Only one (1) Dream Catcher and one (1) Adaptability can be purchased per player turn.
Destroy vs Discard
On the opposite side of the Dreamscape from a player's Animus/Nemesis Deck is the player's Dead Zone. If at any point a card is destroyed, the owner of that card puts it into their Dead Zone. If a player is told to discard a card, it goes into the Discard Pile next to their Player Deck.
If an Adaptability or Dream Catcher card is destroyed, return it to the top of the appropriate deck. Starter Deck cards that are destroyed are placed back in the box.
Attack Power vs Direct Damage
As covered in the Attacking rules, Attack Power is used to attack a single target once per turn. However, certain cards may say "deal [X] Direct Damage to a target." Those types of cards do not count as an Attack. Direct Damage also ignores the target's Defense number.
There may be a time where a card or ability states to reduce or ignore Direct Damage. Damage from Attacks or bonuses to Attack Power are not affected by these cards and abilities. It is specifically targeting cards that are dealing Direct Damage.
Once per round vs Once per turn
A 'turn' ends when an individual player discards their cards and refills their Dreamscape.
A 'round' ends when the Nemesis player completes their turn.
In some cases, a card or skill may state it may be used once per round or once per turn. Once per round means that it can be used once at any time during the round. Once per turn, is only able to be used once during that player's turn.
Stat Modifiers
Healing cards, +/- Attack, or +/- Defense cards can only target Characters. Reaver and Ally cards cannot be healed or modified.
All modifiers stay on the player until the end of the turn the card was played on. If played as a Quick Cast on another player's turn, the modifiers last until the start of the player's next turn.
Note that cards that modify a character's stats will only affect the player who controls the card, unless specified otherwise in the card text.
Facedown
There are certain cards that will flip an Ally or Reaver card Facedown. Facedown cards are temporarily removed from play. When it reenters play, Tokens that were on the card prior to it being removed from play are returned as they were to mark its status.
Multiple Targets
Many Nemesis cards say they affect "All Animus players" or "Each Animus player". Those cards are to be treated as if they are individually targeting each Animus and each player may react as if they are the only one being acted upon.
Ignore
When a card specifies that it ignores a specific card, this means that the ignored card cannot be used against that player in any way.
Victory Points
The bottom of each card lists a number in a purple diamond. This number is that card's Victory Points. Victory Points do not perform any function during gameplay, and are only used for scoring at the end of the game.
Ending the Game
The game ends when any of the following conditions occur.
- All Animus have been defeated.
- The Nemesis has been defeated.
- A player can't refill their Dreamscape.
If the Animus defeat the Nemesis, they win the game.
If all the Animus were defeated by the Nemesis, then the Nemesis wins the game.
In the event the game ends due to someone being unable to refill their Dreamscape, then each player adds up the total Victory Points (VP) in their Player Decks. The Animus then combine their totals and compare their combined score to the Nemesis' total VP, multiplied by the number of Animus players, to determine the winner(s) of the game.
First Time Players
It is good to mention that playing the Nemesis is very difficult against multiple Animus players. To help with this, below are some brief descriptions on each Nemesis strategy.
- Undead Warlord: This Character gets very powerful with more Reavers in play. If the Undead General, Animate, or Skeleton card is in the starting Dreamscape, it should be kept. If there are no Reavers at all in the Dreamscape that is not good. Getting to your second Skill is very important. Other than that, just focus on hitting the Animus as hard as you can every turn and stalling out until the fourth Skill is reached.
- Cyber Assassin: Attack every turn if able with this Nemesis. This Character should be focused on getting to the fourth Skill if the Cybercop is in play. The main card to keep an eye out for is the Glitch Blades.
- Blood Drinker: This Character revolves around its Magic cards; Exsanguination, Bloodbath, and Hypnotic Gaze. The sooner these cards are purchased and the more often they can be played will increase this Nemesis's chance of winning. Utilize the second Skill to thin out the Player Deck so that when the fourth Skill is gained, the damage potential increases.
- Doppelganger: Purchasing cards as fast as possible is the name of the game for this Character. The Doppelganger does exceptionally well against the Songstress or Cybercop. Also, once the third Skill is reached, it is best to be careful as to what cards to purchase. Remember the goal is to buy the Nemesis Deck as soon as possible.
Two Player Mode
To play one versus one, remove the following cards from the Nemesis Decks. All other rules for gameplay remain the same.
- Base Nemesis Deck: Fear x1, Silence x1, Evil Plan x2, Reaving x2, Dark Orb x2
- Undead Warlord Deck: Shaken x2, Undead General x2
- Blood Drinker Deck: Lingering Kiss x2, Bloodbath x2
- Cyber Assassin Deck: Paralytic Poison x2, Retractable Claws x2
- Doppelganger Deck: Suffering x2, Reform x2
Then add the following cards into the Base Nemesis Deck.
- Peaceful Night x2
NPC Mode
CardWeaver may be played solo or purely cooperatively, with the Nemesis being controlled by the players.
To play this mode, use the NPC side of the Nemesis card. This mode can be played with one to three (1-3) Animus players.
During setup, do not use the Base Nemesis Deck. Also, remove the following cards from the chosen character-specific Nemesis Deck.
- Undead Warlord Deck: Control x2, Shaken x2
- Blood Drinker Deck: Thrall x2, Lingering Kiss x2
- Cyber Assassin Deck: Retractable Blades x2, Paralytic Poison x2
- Doppelganger Deck: Reform x2, Suffering x2
The Nemesis still gets a starter deck, but when drawing their hand, place five (5) cards face down in front of the Nemesis card. Add one (1) card to the Nemesis' Dreamscape, from the Nemesis Deck. This is the Dreamscape's current max size. Place Countdown Tokens on top of the card in the Dreamscape equal to its Conviction Cost.
Nemesis Turn
During the Nemesis' turn, perform these actions in the following order: Countdown, Play, Skills, Attack, Discard, Refill.
1) Countdown: Every card in the Nemesis Dreamscape has Countdown Tokens on it. In this phase, remove one token from each of those cards. Whenever the last Token is removed, that card immediately goes into play. The players follow the rules as if it were played from the Nemesis' "Hand".
2) Play: Pick a card from the Nemesis' "Hand" and flip it face up. A few things happen once this is done.
- If it is a modifier, such as "Attack" and "Defense" it applies until the start of the Nemesis' next turn.
- If it adds to Conviction, remove Countdown Tokens equal to that amount from each card in the Nemesis' Dreamscape.
- If a card would be discarded or destroyed from their hand, the players pick one of the facedown "Hand" cards. If there are none, then use the top card of the Nemesis' Player Deck instead.
- If a Unique card would come into play while a copy of it already is in play, destroy it and remove a Countdown Token from each card in the Nemesis' Dreamscape.
- If a card would require a Nemesis player to make a choice, such as to destroy a card in a player's Dreamscape, the players discuss amongst themselves and choose for the Nemesis.
- All cards that say, "you may..." now read "the Nemesis must..."
3) Skills: Apply and perform each of the Nemesis' and Reavers' unlocked Skills in the order they were unlocked. Each Skill can only be used once per turn.
4) Attack: The Nemesis Attacks each turn. The players must choose an Animus as the target. Who they choose is up to their own discretion. If a Nemesis can Attack more than once per turn, you may have their additional Attacks target an Ally card.
5) Discard: Discard any cards played this turn that are not Permanents.
6) Refill: Refill the Nemesis' "Hand" up to five (5) cards. Refill the Dreamscape to its current maximum size. Place Countdown Tokens on any new cards that have entered the Dreamscape.
On the Nemesis' second turn, increase the Dreamscape size to two (2) cards and then three (3) cards on the Nemesis' third turn. Three (3) is the maximum number of cards allowed for a Nemesis Dreamscape in this mode.
Experience (NPC Mode)
All Experience goes to the Nemesis first. When they reach their last Skill, then all further Experience is placed on a Reaver until it reaches its last Skill. This continues until the Nemesis and all Reavers are maxed out. The Nemesis still gains +1 Experience at the start of its turn just like normal gameplay. Experience gained after the Nemesis and all Reavers in play have unlocked their last Skill is lost.
Animus player turn and game ending conditions remain the same as in the normal game.
Frequently Asked Questions
Can I play a Guard card and have it apply to another player? No. Modifier cards apply to the player that control them unless otherwise specified by the text on the card.
Can I give another player a Dream Catcher if I gained it as a Reward? No.
What's the "proper" way to pluralize Animus/Nemesis? We have chosen to use Animus and Nemesis as both plural and singular. That said, there is no consensus "correct" way to do this.
Can you play with more than three (3) Animus players versus one (1) Nemesis or NPC Nemesis? We recommend restricting games to three (3) or fewer Animus players at a time, due to the scaling of Nemesis HP.
What happens if two (2) Peaceful Nights enter the Dreamscape in a row? If two (2) Peaceful Night cards are drawn in the same turn, they are both destroyed immediately and the Nemesis' Dreamscape is refilled until five (5) cards are showing. The Nemesis loses only one (1) turn.
What's the order of operations for my turn? Playing cards from your hand, purchasing new cards, attacking, and discarding cards from your hand can be done in any order. Skills unlocked during your turn can be activated immediately or at any time during your turn. Your turn ends when you refill your hand and your Dreamscape, and cards purchased or in play are discarded or destroyed.
If I Attack a Reaver or Ally, do I gain Experience? No.
Do I need to spend Experience to unlock a Skill? No. As long as the number on your Experience Dial is equal to or higher than the amount of Experience needed for the Skill, then you can use it as directed on the card.
Glossary of Symbols
- Unique: The player cannot have more than one copy of that card in play.
- Quick Cast: These cards can be played at any point during the game regardless of whose turn it is.
- Permanent: These cards remain on the field after they are played.
- Attack Power: Used to attack a single target once per turn.
- Direct Damage: Cards that deal Direct Damage do not count as an Attack.
- Defense: Subtracted from Attack Power when determining the damage of an Attack.
- HP: How much Health a character, Ally, or Reaver has.
- Experience: Used to unlocked character and Reaver Skills.
- Conviction: Used to purchase cards.