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Clash of Clans: The Epic Raid

Clash of Clans: The Epic Raid Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Game Set Up
  • Player Set Up
  • Gameplay
  • Collect Phase
  • Builder Action Phase
    • Build a Tile
    • Take First Player
    • Upgrade Town Hall
    • Defenses
    • Epic Raid / Raid
  • Score Village Phase
  • Remove Phase
  • Discount & Refill Phase
  • Check for the End of the Game
  • Field Guide of Units

Overview

Alright, listen up! We've got walls to build, troops to train, and raids to plan! In The Epic Raid, it's all hands on deck. No time for naps - only hammers, strategy, and a whole lotta boom! So grab your gear, Chief... it's time to build, battle, and outsmart those pesky foes!

Lead your Clan to victory by earning stars through upgrading your Town Hall, building decorations, and setting your opponent's village on fire. The game ends at the end of a round after a player earns their 40th star.

Components

  • Center Board (x1)
  • Player Board (x4)
  • Score Marker (4 - x1 per player color)
  • Builder (12 - x3 per player color)
  • Master Builder (4 - x1 per player color)
  • Town Hall tile (x4)
  • Gold Collector tile (x14)
  • Elixir Collector tile (x14)
  • Town Hall Level 1 (4 - x1 per player)
  • Town Hall Upgrades (16 - x4 per player)
  • Main Deck tiles back
  • Building tiles (x22)
  • Unit tiles (x15)
  • Units: Balloon (x3), Barbarian (x6), Archer (x6), Wizard (x2), Giant (x2), Dragon (x1), Barbarian King (x1), Archer Queen (x1), P.E.K.K.A (x2)
  • Cannon (x10), Archer Tower (x6), Wizard Tower (x8), Wall (x45)
  • Gold (x20)
  • Elixir (x20)
  • Gems (x10)
  • Discount token (x12)
  • First Player token (x1)
  • Fire token (x30)
  • Attack Dice (x5)
  • Defense Dice (x2)

Component count and type may vary.

Game Set Up

  1. Place the center board in reach of all players.
  2. Place all figures to the side.
  3. Place the Gold Collector and Elixir Collector tiles on their matching spaces on the center board.
  4. Shuffle the main tile deck and set it to the right of the board.
  5. Fill the build area of the board with tiles from the main deck. Only fill spaces marked for your player count.
  6. Put all of the gems, elixir, gold and discount tokens on their matching areas to form the bank.
  7. Set the 5 attacking and 2 defense dice near the board.
  8. Place all fire tokens next to the board.
  9. Give the first player token to the youngest player.
  10. Place defense batteries (Cannon, Archer Tower, and Wizard Tower) and Walls near the defenses area.

Player Set Up

  1. Each player chooses a color and takes these items: player board, 3 Builders, Master Builder, and score marker in their player's color.
  2. Each player places a Town Hall Upgrade on Levels 2-5 plus Master Builder on Level 4 of their player board.
  3. Each player sets up their Home Village (Gold Collector, Town Hall, and Elixir Collector tiles) in a line. Place a Level 1 Town Hall tile.
  4. Each player takes 1 Barbarian and 1 Archer figure and places them on the matching unit tile spaces on their player board.
  5. Each player takes one gem.
  6. Each player places their score marker on the star with a "0" on the center board.

Printed callouts in the set-up art: a "3/4" icon marked "Use in 3 and 4 player games", and a "4" icon marked "Use in 4 player games". The beta page does not say further which pieces these refer to.

Gameplay

Clash of Clans: the Epic Raid is played in rounds. Each round has several phases played in order: Collect, Builder Action, Score Village, Remove, Discounts, and Reset.

The game continues until the end of a score phase in which a player has 40 or more stars. At that point whoever has the most stars wins the game.

Collect Phase

During the collect phase players collect resources based on the resource collectors, storages and mines in their village simultaneously. There are three resources:

  • Gold: Used to buy new buildings.
  • Elixir: Used to buy units and to upgrade your Town Hall.
  • Gems: Can be spent as either gold or elixir.

Everyone starts the game with an Elixir Collector and Gold Collector allowing them to collect 1 elixir and 1 gold.

Builder Action Phase

Starting with the player with the first player marker, players take turns using one of their builders to take actions by placing them on the center board in the space next to the action they want to take.

After placing your Builder at an action space, immediately take that action. Once you complete your action, it becomes the player to your left turn to take an action if they have a Builder. Continue taking action in turn order until no one has any Builders left to take actions with.

A space is available if there is not another builder there, and it does not show a player count higher than the number of players in the game.

Once a player has unlocked their Master Builder (unlocks at Town Hall upgrade level 4) they may use it to go to any space, even if it's been occupied by another Builder or Master Builder.

The following are the different Builder actions you may choose from:

  1. Build a Tile (unit or building)
  2. Upgrade Town Hall
  3. Take First Player token
  4. Build Defenses
  5. Epic Raid / Raid

Build a Tile

Build by placing your Builder on a builder action space above the tile you want to build and pay its gold or elixir cost.

There are two types of tiles that you can build, buildings and units.

  • Buildings: When you build a building, add its tile to your town by placing it adjacent to a building already in your town. Building will either help you produce more resources or score stars.
  • Units: When you build a unit, add its tile to your player board and collect the figure of the unit you built and place it on the Unit's tile. Units are used to raid your opponents' villages.

Take First Player

Collect 1 gem and take the first player marker. The First Player marker allows you to take the first turn during the next round's builder phase. Master Builders may not be used on this action.

Upgrade Town Hall

Place your Builder at the Upgrade Town Hall space and pay the amount of elixir needed for the next level of your Town Hall. The elixir price for each level is shown on your playerboard.

Take a Town Hall Upgrade and attach it to your Town Hall to show its new level.

Upgrading your Town Hall permanently increases its defense and the amount of stars it earns during the score phase.

In addition each level will give you a reward to collect immediately. Rewards are usually of stars or defenses, but upgrading your Town Hall to level 4 rewards you with your Master Builder. Each level's reward is shown on the player board for easy reference.

Transcription note: the per-level reward icons printed on the player board (Levels 2-5) are too small to read reliably in this beta PDF, so they are not transcribed here. Check the final-edition player board.

Defenses

Send your Builder here to build your choice of 1 defense battery and 2 walls. There are 3 types of defense batteries that you can build, in addition to walls:

  • Cannon: No gold cost. Can target land units.
  • Archer Tower: Cost 1 gold, can attack land units and flying units.
  • Wizard Tower: Cost 2 gold. Each (die icon) counts as 2 damage.
  • Walls: Always collect 2 walls when building a defense weapon.

All defenses have 1 (shield). Walls and defense batteries help defend your village from raids. Walls must be destroyed by your enemies to enter a building tile from the edge they were placed on. Defense batteries attack invaders giving you a chance to defeat them before they can carry out their raid.

If there are no more models of a defense available, it can no longer be built.

Epic Raid / Raid

Send your Builder to these spaces to raid on another Clan's village.

If you use an Epic Raid collect 1 elixir or 1 gold before you raid.

When raiding you will deploy your units to exposed buildings or walls in your opponents village and attempt to burn them to gain victory points and stop buildings from scoring at the end of the round. To burn a building you must deal damage to it equal to its defense.

To raid, first choose which player you want to raid. Each raid action can only target one player for the entire raid.

Then start your raid by choosing which type of unit you want to deploy and where you want to deploy them to in your opponent's village.

Example - Deploy (printed example): The walls stop units from attacking Gold Statue. The Elixir Collector is on fire and units can move freely through it to attack the level 2 Town Hall.

You can deploy a unit to any building tile or wall that has an open edge. An edge is open if it does not have a building tile or wall next to it, or the building tile or wall next to it is on fire. Deploy your unit's figure on the building tile, or in front of the wall you are raiding.

If you have multiple of the same type of unit, you may choose to deploy as many of them at once as you wish.

Once you have deployed your unit(s), your opponent's defense batteries get a chance to defeat your attacking units.

The defender rolls 1 die per defense weapon they have that is touching the building tile or wall you have deployed to.

Defense dice (black dice) and unit dice (red dice) each have two symbols on them.

  • (sword icon): Deal 1 damage per sword icon.
  • (extra-die icon): Roll an additional die, adding its result to this attack.

Some sides have multiple symbols if these are rolled count both symbols, for example (die face) / (die face) counts as 1 damage and allows you to roll an additional die.

If the defense batteries deal damage equal to a unit's defense the unit is defeated and laid down where it was deployed.

Example - Defense (printed example): Cannon rolls 1 sword. The attacking Barbarian has 1 shield, and is defeated.

If any deployed units have not been defeated they now get to attack. Roll a number of red dice equal to all attacks of the unit(s) you deployed. If you deployed multiple of the same unit, roll all of their attacks at the same time.

If the raiding unit rolls damage equal to the defense of the building or 1 damage for a wall or defense weapon, the raid is successful the building is burned. Show this by placing a flame token on what was burned.

Successfully burning a building or defense gains you 1 star.

If you burned a collector, also gain the resource that it generates.

You can then choose to continue raiding by deploying another of your unit(s). Continue raiding until you deploy all of your units, or you choose to stop.

Example - Attack (printed example, four steps): 1 Barbarian attacks the wall and rolls a sword, setting it on fire and scoring 1 star. A P.E.K.K.A moves onto the Gold Statue; the Archer Tower rolls 1 sword plus an extra-die icon, rolls a second die and gets another sword. Because the P.E.K.K.A has 3 shield, she survives. The P.E.K.K.A rolls 2 swords and sets the Gold Statue on fire and scores 1 star. The P.E.K.K.A's ability allows her to attack twice. She moves onto the level 2 Town Hall. The Cannon and Archer Tower roll two dice, unlucky. The P.E.K.K.A rolls 3 swords and sets the level 2 Town Hall on fire and scores 1 star.

Score Village Phase

During the score phase, all players gain stars based on the buildings in their village that are not burned. There are two types of buildings that score stars.

  • Town Halls: Gain 1 star for each of its levels. Town Halls start the game at level 1. Only Town Halls that are not on fire award stars.
  • Score Buildings: Each scoring building scores in a unique way described on the building tile. Only score buildings that are not on fire award stars.

Example - Score Village (printed example): During a raid, this village sustained heavy damage. They score 0 stars. If their Gold Statue was not on fire, they would have scored 3 stars. If their level 2 Town Hall was not on fire, they would have scored an additional 2 stars.

Remove Phase

During the remove step, players remove all of the fire tokens from their buildings, Builders from the center board, and units from enemy villages.

Discount & Refill Phase

Place 1 discount token on each building or unit in the build area (not the collectors). Each discount token reduces that buildings or units cost by 1.

After placing discount tokens refill the build area with new tiles from the deck. Only place tiles on spaces that open for your player count.

Example - Discount & Refill (printed example): Nobody built the Giant, Workshop, or Wizard this round, so each gets 1 discount token. On the next round if any of those tiles are still available, they would get another discount token. Because the Workshop has 2 discount tokens, it now costs 2 gold less.

Check for the End of the Game

If a player has 40 or more stars the game ends at the end of that round, and whoever has the most stars is the winner. Otherwise start the next round of the game by starting a new collection phase.

Example - End of Game (printed example): When one player gets 40 or more stars, it triggers the end of the game. If a player ends up with more than 40 stars, they can place their score marker on the 1 and continue scoring.

Field Guide of Units

Each unit card on the field guide lists its elixir cost (pink), attack (red dice), and defense (shield). The printed ability text follows each unit.

  • Archer (elixir 2, attack 2, defense 2): Can attack defenses.
  • Archer Queen (elixir 6, attack 3, defense 2): Each of your Archers attack an extra time.
  • Balloon (elixir 3, attack 3, defense 1): Flying (can move over Walls).
  • Barbarian (elixir 1, attack 2, defense 1): Basic Barbarian.
  • Barbarian King (elixir 6, attack 3, defense 2): Each of your Barbarians get +1 attack die (red die).
  • Dragon (elixir 8, attack 3, defense 2): Flying (can move over Walls). Each sword rolled hits all Buildings in a line.
  • Giant (elixir 5, attack 3, defense 2): Can attack ALL neighboring defenses (walls and defense batteries).
  • P.E.K.K.A (elixir 6, attack 3, defense 3): Attacks twice, as long as it isn't killed by defense batteries.
  • Wizard (elixir 4, attack 3, defense 2): +1 attack die (red die) per Wizard Tower.

The field guide is printed with flavor text placeholders ("Add some flavor text.") in this beta; flavor text is not transcribed.

Work in Progress - not final components or text (printed beta banner).