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Claim: Reinforcements – Magic

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Claim: Reinforcements – Magic Rulebook

Table of Contents

Table of Contents

  • Components
  • Set Up
    • Artifact Rules
  • Game Overview
  • Phase One: Recruit Followers
    • Reveal one card
    • Play cards
    • Collect cards
  • Phase Two: Gather Supporters
    • Play cards
    • Collect cards
  • End of the Game & Scoring
  • Faction's Special Powers
    • Wizards
    • Druids
    • Shapeshifters
  • Artifacts
    • Crown of Light
    • Serpent Sword
    • Horn of Silence
    • Spear of Vengeance
    • Crystal Ball
    • The Fool's Crystal
    • The Magician's Horse
    • Flying Boots
    • Forgotten Runestone
    • Eternal Lantern
    • Staff of Order
    • Frost Necklace

Components

58 cards

  • 18 Artifacts
  • 10 Wizards, numbered 0-9
  • 10 Potions, (x2, +6, +5, +4, +3, +2, +1, -2, -3, -5)
  • 10 Druids, numbered 0-9
  • 10 Shapeshifters, nubered 0-9 (sic, as printed)
  • 2 overview cards

Set Up

Shuffle all cards and place them in a face-down deck in the middle of the table.

Deal each player 13 cards. Each player takes their cards into their hand without showing these to the other player.

When using Wizards, you use the 10 wizard cards to replace another 10 card faction. Then, shuffle the other 10 potion cards and set them aside face-down to be used during the game. Druids and Shapeshifters can be used to replace normal 10 card factions.

Artifact Rules

At the beginning of the game, shuffle the deck of Artifact cards. Deal each player 3 Artifact cards face-down. Set the rest of them aside as they will not be used during the game. During the game, players can play their Artifact cards during the game. The rules will detail when and how the cards can be played. Each of these cards will have a special power associated with them, and through clever play can put the player at a good advantage! The Artifact cards do not go in your hand.

A player can reference their Artifact cards at any time. Once an Artifact card is played it is discarded.

The powers of Artifacts trump the powers of Heroes, Factions and Locations, if there is a conflict.

Game Overview

The game is played in two distinct phases. In Phase One, each player gets a hand of cards that they will use to recruit followers. In Phase Two, they will use the followers they gained in Phase One to compete and win over the five factions of the realms. At the end of the game the player who has the majority of followers of a faction wins that faction's vote. The player who wins the vote of at least three factions wins the game!

Phase One: Recruit Followers

This phase consists of thirteen tricks, one for each card in each player's hand. The Leader for each trick is the player who won the last trick (exception: Dragons). The first Leader of the game is the youngest player. Each trick is played by following these three steps:

Reveal one card

Flip the top card from the deck in the middle of the table and place it between both players. The players will be competing for this card.

Play cards

  1. The Leader plays any single card from his hand.
    • Note: He can choose a card of any faction, this doesn't have to be a card of the faction the players are competing for.
  2. Then the other player plays any single card from their hand.
    • Important: If able, the other player must follow faction. Which means, if this player has a card in their hand of the faction of the card just played it must be played. In other words, a player can only play a card of a different faction if no card in their hand matches the faction of the one played by the Leader.

Collect cards

  1. The player that played the highest valued card (0 is the lowest, 9 the highest) of the faction played by the Leader wins the card in the middle. In case of a tie, the Leader wins the trick.
    • Note: If the second player played a card of another faction than the Leader automatically wins the trick.
  2. The winner places their won card face-down in their Follower deck (exception: Seer). The loser takes a card from the top of the deck in the middle and places it face-down in their Follower deck. This player may look at the card, but is not allowed to show it to the other player.
    • Note: Cards in your Follower deck will be your hand for Phase Two.
  3. Discard all (remaining) cards played.
    • Important: Be sure to keep your Score pile face-up and your Follower deck face-down to keep them separated.

Continue until the deck is depleted and the players are out of cards in their hand.

Now the game moves onto Phase Two.

Phase Two: Gather Supporters

Both players take the 13 Follower cards they gained during Phase One into their hand. Now, players will play another 13 tricks. However, instead of competing for particular cards in the middle, this time players compete for both cards played each trick. Each trick is played by following these two steps:

Play cards

  1. The leader plays any single card from their hand.
  2. Then the other player plays any single card from their hand.
    • Important: The rules regarding following faction are still in effect!

Collect cards

  1. Determine the winner like in Phase One.
  2. The winner of the trick places both played cards face-up in their Score pile, unless a faction power (Trolls, Gnomes) is in effect.
  3. If either player has played a Giant card, the player winning the trick may discard one opponent's won Gnome card for each Giant in this trick with the same value.

After all players have played all cards from their hand, all factions are scored.

End of the Game & Scoring

The players count how many cards of each faction they have in their Score pile. Whoever has the most cards of a faction wins that faction's vote. If there is a tie, whoever has the highest numbered card of that faction wins the vote. If a tie still exists check who has the second highest numbered card of that faction, and so on. The player who wins the vote of the most factions wins the game. In case of a tie for the most factions the player with the most cards of factions which voted for him, wins the game.

Faction's Special Powers

Each faction has a special power that effects play. They are as follows:

Wizards

When you win a trick by playing a Wizard, draw a Potions card, but do not look at it! Set it face-down in front of you. During another trick, when you play a card you may flip over the Potion. The Potion will more than likely help that card by increasing its value, but it may decrease it as well. The Potion card is then discarded afterwards.

Druids

If you lose a trick after playing a Druid in Phase One, keep the card in front of you and rotate it around. The Druid has now become a Bear! Your next card played will now have a +3 value. That card is then discarded afterwards.

Shapeshifters

When played in Phase One, switch with the card in the middle of the table. The card in the middle is now the card you've played, and you are competing for the Shapeshifter card.

Artifacts

Crown of Light

Play at the end of the game. Add this to any one of your factions. It counts as a '5' card of that faction.

Serpent Sword

Play this card as you play another card. Add +3 to that card.

Horn of Silence

Play in Phase Two after each player has played a card. Each player instantly takes the card that they played into their Score pile, regardless of the hand's results. The player that would have won leads the next hand.

Spear of Vengeance

Play when you lose a trick in Phase Two. Discard one of the cards from the middle of the table from the game before players collect played cards.

Crystal Ball

Play in Phase One when you are picking a card from the top of the deck. Instead, draw 3 cards, select which one you want, and return the others to the deck and shuffle.

The Fool's Crystal

Play in Phase Two as you take a card into your Score pile. Exchange a card from your hand with the card you are placing into your Score pile.

The Magician's Horse

Play after both players have played a card. Swap the card that you played with one from your hand. Then the hand's winners and losers are decided as normal.

Flying Boots

Play at any time. The next two cards that you play have a +2 value.

Forgotten Runestone

Play when you are collecting a card for your Score pile in Phase Two. Instead, discard that card and then place this card underneath another faction card already collected. The Forgotten Runestone card counts as an extra card of that faction.

Eternal Lantern

Play after you win a hand in Phase Two. Draw 3 cards from your opponent's hand, look at them, and then hand them back. They must have at least 5 cards left in their hand to play this.

Staff of Order

Play this card after you've lost a hand. You take the lead on the next hand.

Frost Necklace

Play in Phase Two after both players have played their cards. Set those cards aside and play another hand. The same person will lead again as the first time. The winner of this second hand will determine who gets the cards from both hands.

Divine Hourglass

Play this card after both players have played their cards. Then, both players take their cards back into their hand and the hand is replaced.

Shield of the Veil

Play this card as your opponent plays a card. Subtract 3 from that card.

Stein of Kings

Play this when you play a card from your hand. That card changes to a faction of your choice.

Axe of the Clouds

Play at any time. The next two cards your opponent plays are at -2.

Lover's Bow

Play when you have to lead a trick. Both players must play two cards instead of one. The first card you play is still the lead faction, and the second card must follow the faction if you are able to.

Night Ring

Play this card when you play the second card. You do not have to follow the faction, and you don't need to have the same faction to win, only the higher number.

  • Divine Hourglass
  • Shield of the Veil
  • Stein of Kings
  • Axe of the Clouds
  • Lover's Bow
  • Night Ring