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Claim: Reinforcements – Sea

Expansion for Claim

Claim: Reinforcements – Sea Rulebook

Table of Contents

Table of Contents

  • Components
  • Set Up
  • 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
    • Pirates
    • Royal Navy
    • Sea Monsters
    • Fish People
    • Octipi

Components

58 cards:

  • 11 Pirates, numbered 0-10
  • 11 Royal Navy, numbered 0-10
  • 10 Sea Monsters, numbered 0-9
  • 10 Octipi, numbered 0-9
  • 10 Fish People, numbered 0-9
  • 6 Tridents

2 overview cards

Set Up

  • The Pirates/Royal Navy factions replace a faction combination of 22 cards (Elf/Orc, Goblin/Knight or Gnome/Giant combination). [Source text as printed: "22 cards".]
  • Sea Monsters and Octipi can be used to replace normal 10 card factions.
  • The Fish People replace a normal 10 cards faction. Shuffle the Tridents and place the cards in a face-up draw pile on the table. The Trident cards are limited.

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. 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 then 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. 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 is in effect.

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:

Pirates

At the end of the game, if a player has a Pirate and a Royal Navy of the same value, the Pirate is arrested. The Pirate counts as a Royal Navy cards towards faction majority. It does not count as a Pirate.

Royal Navy

At the end of the game, if a player has a Pirate and a Royal Navy of the same value, the Pirate is arrested and counts towards the Royal Navy.

Sea Monsters

In Phase 1, if a Sea Monster is revealed as the center card, players must exchange one card from their hand. Exchange the cards face-down. Take the new card in hand.

Fish People

In Phase 1 and 2, if you lose a trick where you played a Fish, take a Trident card from the draw pile or from another player if all trident cards from the draw pile are taken. The value of all Fish People cards increases with 1 for each trident card you own.

Octipi

Any faction card valued 8 or higher from another faction wins against an Octopus of any number. [Source text as printed: "Octopus" (the card is named Octipi).]