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Chronicles of Waral

Chronicles of Waral Rulebook

Table of Contents

Table of Contents

  • Game Material
  • Game Setup
    • Choosing Your Band of Characters
  • Game Play
    • 1. Looting
    • 2. Taking Control
    • 3. Trick Cards
    • End of the Round
    • Beginning of a New Round
  • End of the Game
  • Card Reference
    • District Card
    • Types of Districts
    • Symbols

Game Material

  • 60 "district" cards
  • 30 "trick" cards
  • 16 "character" cards
  • 16 "character" tokens
  • 30 gold coins
  • 30 silver coins
  • 30 copper coins

Game Setup

Shuffle the "district" card deck then place the cards face up evenly on two lines in the middle of the table to set up the area of confrontation (for 2 players: 8 cards, for 3 or 4 players: 10 cards). Put the rest of the pile on the side next to the revealed cards.

Shuffle the "trick" cards and place the deck on the side. Place the coins within easy reach of the players.

Choosing Your Band of Characters

Deal four "character" cards to each player. The players will choose their characters so that they each have 3, as follows:

Each player chooses a character, which they will place face down in front of them, before revealing it at the same time as the other players. They will then hand their remaining cards to the player on their left. Players repeat this operation until having 3 characters in front of them. Spare cards are placed in the box.

The players may then immediately take the "character" tokens corresponding to their selected cards.

Game Play

The youngest player begins the first round.

On their turn, each player uses only one of their characters to carry out either one of the following actions.

Each character may only be played once per round. Apply the effects of characters' abilities as written on their card. A player may not place two of their characters on a same district.

1. Looting

Place the character on a district and benefit from the looting effects.

2. Taking Control

Place the character on a district and pay the cost to take control of it.

Remove the district from the area of confrontation and place it before you. All other characters present on the district are given back to their players. Some districts have special effects in addition to the coins provided from the looting phase. They are only to be applied when taking control of the district.

3. Trick Cards

Play a "trick" card requiring the use of a character. Used "trick" cards are discarded face up on the side.

A player can also use other "trick" cards at any given time, if respecting the prerequisites of the card.

When the player's turn is over, it is up to the player on their left to play, and so on until the players have no characters left to play.

End of the Round

Once all players have used their three characters, the round is over. Wrecked districts, i.e. where two characters or more belonging to different players have been placed, are discarded under the "district" card pile. New "district" cards are hence drawn to complete the area of confrontation. Players take their character tokens back.

Beginning of a New Round

If none of the players have reached the winning requirements at the end of the round, a new round begins. The players collect what the districts under their control provide. The first player of the round is the one left from the first player of the previous round.

End of the Game

For 2 players, when a player has a total of 15 power points with their district cards, the game ends at the end of the round. For 3 players, 13 points. For 4 players, 11 points.

The players may then reveal their "trick" cards winning them additional power points or count in all abilities awarding them power.

The player with the most power wins. There may be one or several ties.

Card Reference

District Card

  • Looting: Use one of your characters to loot the district.
  • Cost: Use one of your characters and pay the indicated cost to take control of the district. Remove the district from the area of confrontation and place it before you. All other characters present on the district are given back to their players.
  • Effect: Apply the district's effect when you take control of it (only once).
  • Collecting: At the beginning of a new round, collect what the districts under your control provide.
  • Power: Add up the power from the districts under your control to reach the end-of-the-game requirements.
  • Wrecking: Remove the district from the area of confrontation and place it at the bottom of the deck. Draw a new district to replace it.

Types of Districts

Military district, Merchant district, Cultural district, Strategic district.

Symbols

  • Destroy a district controlled by an opponent.
  • Destroy a district under your control.
  • Wreck a district.
  • Draw a trick card.
  • Use one of your characters.
  • Choose a rival character which has not been played this round. This character's turn will be skipped for the round.
  • Choose a district controlled by an opponent. They will not be able to collect resources provided by this district for the round.
  • Exchange one of the districts under your control with one of your opponents.
  • You may secretly look at the next district cards and replace them in the order of your choosing. You may place some or all of the cards at the bottom of the deck.
  • Steal from another player.
  • Coin of your choosing.