Disney Gargoyles: Awakening
Disney Gargoyles: Awakening Rulebook
Table of Contents
Table of Contents
1. Introduction
A game for 2–5 players, ages 10+, 45–60 minutes.
2. Contents
- 1 game board
- 3 city buildings
- 1 police building
- 1 Eyrie building
- 6 hero shields
- 6 hero miniatures
- 60 hero cards (10 cards per hero)
- 18 minion tiles
- 10 skill tokens
- 3 data disk tiles
- 1 Grimorum Arcanorum tile
- 1 Eye of Odin tile
- 5 dice
- 1 villain life track
- 8 life track clips
- 2 villain markers
- 40 villain cards
- 4 scenario overviews
- 1 rulebook
3. Setting Up the Board
- Unfold the game board.
- Assemble the city buildings and attach them to the game board so that they match the illustrations on the board. (See Putting the buildings together, below.)
- Choose a scenario. (Reawakening is recommended for beginning players.) Complete the setup according to the scenario overview, which shows the starting locations for all villains, minions and items. Minion tiles must be placed on the board with side A face up. Unused scenario specific minion tiles must be set aside in a stack next to the board.
- Shuffle the villain cards that belong to the chosen scenario and place them as a face down stack next to the game board.
- Place the chosen scenario overview next to the game board so it is visible to all players.
- Place the villain life track next to the scenario overview and put the villains' life track clips on the value shown on the scenario overview.
- Each player chooses a hero shield and a life track clip, and places the clip on the maximum life level indicated for their hero.
- Each player takes the miniature and the matching cards of their chosen hero, and places their miniature on any empty space on the police building. Two players may not take the same space on the game board.
- Each player shuffles their hero cards, places them face down in front of them as a draw deck, and draws three cards.
- The player who most recently watched a cartoon goes first.
4. Playing Gargoyles: Awakening
Gargoyles: Awakening contains four possible scenarios, each with unique victory requirements. The game can be played cooperatively or competitively. Although most scenarios are fully cooperative, Battle with the Steel Clan is a one-against-many game.
In your turn
The player whose turn it is is the active player. Each turn has three phases, in this order:
1. HERO PHASE — Perform as many actions as your hero shield allows. In addition, every player may use their skill by spending a skill token. Each action performed costs 1 action point unless stated otherwise. See HERO PHASE below.
2. VILLAIN PHASE — First check whether it is Day (see Day and night). If it is night, draw 1 villain card from the villain draw deck and carry out the instructions on the card in order. See VILLAIN PHASE below. Otherwise continue with the DAY EFFECTS.
3. RECOVERY PHASE — If the active player has fewer than 3 cards in hand, they draw cards from their hero draw deck until they have three cards in hand. If the hero draw deck is empty, they draw no more cards. Both heroes and villains shuffle their discard pile back into their draw deck when it is Day.
Once all phases are finished, the next player clockwise begins with the Hero Phase.
Hero Phase
Hero shields
ACTION POINTS: Each turn the heroes perform as many actions as their hero shield allows. Every hero has two standard actions (Move and Attack), each of which costs 1 action point. Playing hero cards also uses the number of action points printed on the card.
LIFE: As soon as a hero has 0 life points left, the hero is defeated and the game is over. When you are healed, your life points may not rise above your maximum number of life points.
SPECIAL SKILLS: Every hero has a unique special skill.
SKILLS: To use these skills you must spend a skill token. Skills cost no action points and can be used during other players' Hero Phases.
Actions
Perform the number of actions shown on your hero shield. You may choose to perform fewer actions. The same basic action may be performed several times, in any order. The possible actions are:
BASIC ACTIONS — these actions are always available.
MOVE: It costs 1 action point to move your hero the number of spaces shown on their shield. Your hero may move to any adjacent space (diagonals included). You may move past heroes, villains and minions during your turn, but you may not end your turn on an occupied space.
GLIDE: You may only perform this action when you are on a building. It lets you move further than with a normal move.
ATTACK: Choose a target within your Range and roll as many dice as your Strength. See HERO ATTACKS.
If you move a hero to a higher space on a building, that always costs 2 action points, no matter how many levels higher it is. Moving to a lower space costs no extra action points.
PLAY A CARD: Every hero has a set of cards that emphasises their unique abilities. Players may choose to play a hero card from their hand for the number of action points on the card. Follow the instructions on the card, then put the card on your discard pile. Reaction cards may be played in response to specific events in the game; see REACTION CARDS.
Hero cards
Each hero deck contains cards with unique abilities and effects that emphasise the special skills of each character.
To play a hero card, you must have enough action points available to pay the action point cost shown on the card. Reveal the hero card from your hand, do what the card says, then place it face up next to your hero draw deck.
Sometimes a hero card has other special effects. These happen after all other parts of the card have been carried out, unless the hero card states otherwise.
Once the hero card is finished, place it face up on your discard pile.
Hero cards can contain values for Move and Attack. If they do: move first, then attack.
Sometimes a hero card creates a special effect during an attack. See HERO ATTACKS.
REACTION CARDS are special hero cards that can be played for no cost in response to events in the game. There are for example cards you can play when you are attacked, when another hero is attacked, or when a hero attacks a villain or minion. Watch for these events and make sure you play your reaction card immediately!
Hero attacks
Attacks have Strength and Range.
STRENGTH: the number of dice rolled for the attack.
RANGE: the number of spaces a target may be away from you when you attack. Unless stated otherwise, attacks have a range of 1.
For example, Range 1 means you can attack a target next to you. With Range 3 you can attack a target that is 3 spaces away from you or closer. Buildings and other characters do not block your ability to attack a target.
The active player chooses the target of their attack before rolling the dice. Other players may help by activating their skills or playing reaction cards. See REACTION CARDS.
STUN ATTACKS — with some attacks you can stun a minion. If a minion is stunned, turn its tile 90 degrees. When it is activated the next time, turn it back 90 degrees. It is not activated this turn. (Note: keeping the minion tiles consistently "upright", aligned with the letters and numbers on the game board, makes it easier to see when a minion is stunned.)
NOTE! XANATOS AND DEMONA ARE IMMUNE TO STUN EFFECTS.
Life and Damage
Every hero and villain has a number of life points. The number of life of the heroes equals the starting value shown on the life track of their hero shield. The number of life of the villains differs per scenario and is kept on the villain life track. When a hero or villain has 0 life points left, they are defeated. If a hero is defeated, the game is lost!
Roll the indicated number of dice and work out the damage as follows. The die faces are: blank (no damage); hit (1 damage); a face that lets you activate a special skill once, if available.
Steel Clan and Biker Gang minions have 2 life points. Turn the minion tile over to show 1 damage. Remove them from the game board when they have reached 0 life points.
HEALING — Day and other effects can cause heroes and villains to heal. When a hero or villain heals, move their life track clip up by as many life points as the amount of healing they receive.
Special Skills
Some heroes have access to special skills, which can be activated by a special dice roll. Hero cards can also provide special skills. If a hero has access to more than one special skill, they may only activate one special skill per hit rolled. Each special skill may only be activated once per attack.
Skill Tokens
Players can gain skill tokens over the course of the game. Every hero has a unique skill that can be activated by spending a skill token during any player's Hero Phase. Players do not need to spend action points to activate skills.
Strategy tip: work together and discuss how and when you activate your unique skills to reach your scenario goals more easily.
Example Hero Phase
Hudson is on turn; his hero shield shows that he has 3 action points. After some discussion with the other players, he decides to do the following:
Hudson is currently on building F4.
Hudson plays AIR LUNGE, a card from his hand, for one action point. Hudson moves two spaces and is now able to attack a Steel Clan tile. Because AIR LUNGE was played while Hudson was on a building, the effect on the card applies and the original Strength is increased from 2 to 4.
Hudson rolls four dice, with the result two hits, 1 blank and 1 special skill face.
The Steel Clan has 2 life. Hudson's attack reduces it to 0. The tile is removed from the board and added to the Steel Clan tile stack.
Because Hudson rolled a special skill face, he activates his special skill and nominates Goliath to draw a card. This costs Hudson no action point.
Hudson uses a standard action to go from G2 to H1 on the Eyrie building. He then uses his remaining action point to move from H1 to I1. No other players want to activate their skill tokens, so Hudson now continues with the Villain Phase.
Villain Phase
First check how much time has passed in the game by counting the number of moon-sickle symbols visible on the night track. If four moon-sickle symbols are visible, it is now Day. Skip the rest of the Villain Phase. Instead, resolve the Day effects of the scenario for the villains, as described on the scenario overview. Then resolve the Day effects of each hero in player order.
If it is not Day, draw a card from the top of the villain draw deck. Carry out the actions on the card from top to bottom.
MOVEMENT — some cards make villains move to specific locations (see the coordinates given below).
ATTACK — if indicated, watch for any special skills the villain card may grant to the attack.
MOON-SICKLE — some villain cards show a moon-sickle symbol. After you have carried out these cards, place them on the night track on the next empty space.
When there is a tie over where a character will move to, or whom they will attack, the active player makes the final decision.
SPECIAL — some cards show special text that does not apply to their attack. Carry this out after the attack.
Minion and villain activation
Villain cards sometimes cause a villain or a group of minions to be activated. When a villain is activated, they will move, attack and perform special effects based on the villain card drawn. When minions are activated, they all perform the Move and Attack shown on their minion tile.
Villain and minion movement
Movement is specified by either a move number or a specific location.
A move number states the number of spaces a villain or minion may move. Villains and minions can move in any direction. The scenario overview states the direction in which the villains and minions move. When they head towards a specific character or item, villains and minions always choose the shortest possible route. Once next to a hero, villains and minions stop moving, even if they still have moves left.
A specified location states on which space the villain must be placed, regardless of distance. If that space is occupied, the active player chooses one of the nearest unoccupied spaces at that location (adjacent if possible) and places the villain there.
Villains and minions may move over a space occupied by a character, but may not stop on a space where another character stands.
If a character is moved by an effect coming from a hero (from a hero card, attack or special skill), the hero who causes the effect chooses where that character is moved.
Villain attacks
Some cards make a villain attack. Just like a hero's attacks, attacks by villains and minions have Strength and Range. See HERO ATTACKS. When this happens, perform the move action and use the Strength value on the card to attack one hero within the attack range. If there is no hero within range, you skip the attack.
PLACING A NEW TILE — whenever an effect tells you to place a new tile on a space, take that tile from the stack of tiles next to the board. If there are no tiles left next to the board, you skip this step. Whenever a minion is defeated, you put its tile back on the stack.
Roll as many dice as the Strength of the villain or minion attack (on its tile) and work out the damage by adding up the number of hits rolled. If the villain or minion has a skill and one is rolled, carry out the effects on the villain card.
The target of the attack slides their life track clip down 1 for each damage dealt by the villain or minion.
Special text
If the villain card contains special text that was not part of their attack, carry out the special text on the villain card. The text states when during your turn you must carry it out. Then place the card face up next to the villain draw deck.
Example Villain Phase
Hudson begins the Villain Phase of their turn. One moon-sickle card is visible on the night track.
Since it is not Day, Hudson draws the top card of the villain draw deck.
Hudson draws STEEL CLAN STRIKE.
The special text reads "All Steel Clan Activate".
There are two Steel Clan tiles on the card. Each Steel Clan tile has 3 Moves and an attack with Strength 2.
Goliath and Hudson are both three spaces away from one of the Steel Clan tiles. Because Hudson is on turn, Hudson chooses to move the Steel Clan three spaces towards Goliath. Now that it is next to Goliath, the Steel Clan tile attacks. Hudson rolls two dice for the attack, with the result one hit and one BLANK. Goliath takes 1 damage and slides their life track clip one space down.
The other Steel Clan tile is closest to Hudson and moves two spaces to stand next to Hudson. Hudson rolls two dice for the attack, both with the result BLANK. Hudson takes no damage.
The villain card is placed on the villain discard pile next to the villain draw deck.
Recovery Phase
If the active player has fewer than three cards in hand after the Villain Phase, they keep drawing cards until they have three in their hand. Then the next player clockwise takes their turn.
Some effects allow players to draw cards. There is no limit to the number of cards a player may have in hand. During the Day, players may discard any number of cards from their hand and draw from the draw deck until they have at most three cards in hand.
Items
Some scenarios contain special items that are important for the progress of tasks and for reaching the scenario goals. Characters and items may occupy the same space at the same time.
You may pick up an item on the same space as your hero or a space next to your hero by spending 1 action point.
If a hero takes damage from an attack, the item they were carrying is dropped on their current location.
The Scenarios
The following contains information specific to each scenario, including how you can win, when the game is lost, and any special powers that apply to the scenario.
Reawakening
TO WIN, defeat Demona and Xanatos and flip Coldstone to its blue side up.
PLAYERS LOSE when a hero is defeated.
COMPONENTS: 1 Xanatos marker, 1 Demona marker, Reawakening villain cards, Coldstone tile.
VILLAIN LIFE: Xanatos: 15. Demona: 10.
DAY EFFECTS
- Xanatos: Move 3. Attack 4.
- Demona: Heal 4.
- Coldstone (Red): is activated.
- Coldstone (Blue): turns to its red side.
- Shuffle the villain discard pile back into the villain draw deck.
SPECIAL RULES
- If Coldstone lies red side up, they will move towards the nearest hero and attack them.
- If Coldstone lies blue side up, they will move towards Xanatos or Demona, whichever is closest, and attack them.
- Xanatos and Coldstone fly. Ignore the extra cost for moving to a higher space.
- Coldstone ignores all damage dealt to them. If a special skill face is rolled during an attack on them, flip Coldstone to its blue side.
Temptation and Magic
TO WIN, seize control of the Grimorum Arcanorum, rescue the Enslaved, and defeat Demona.
PLAYERS LOSE when a hero is defeated.
COMPONENTS: Demona marker, Temptation and Magic villain cards, 8 Biker tiles, Grimorum Arcanorum tile, 1 Enslaved tile.
VILLAIN LIFE: Demona: 10.
ITEM: GRIMORUM ARCANORUM — the Grimorum Arcanorum is a book of magic spells that is crucial to rescuing the Enslaved from Demona. The hero who has the Grimorum Arcanorum in their possession may draw new cards during the Recovery Phase until they have four cards in hand.
SPECIAL RULES
- Demona starts with the Grimorum Arcanorum on the scenario overview. She drops the Grimorum Arcanorum on her space if she is attacked and a hit is rolled.
- Demona moves to specific locations. When Demona attacks, she attacks the nearest hero.
- When a spell is revealed from the villain draw deck, place it on the scenario overview and carry out its effect based on the number of spells that have been revealed.
- When Bikers are activated, they head towards the nearest hero and attack them if possible.
- Bikers may not stand on buildings and must navigate around the buildings on the game board.
ENSLAVED — while the Enslaved is in play, Demona takes no damage. When a hero has the Grimorum Arcanorum, every hero who attacks the Enslaved gains: add a skill token to the Enslaved. If the Enslaved has three skill tokens, free the Enslaved and remove them and the Grimorum Arcanorum from the game. When the Enslaved is activated, they will move towards the hero who is closest to Demona and attack them.
DAY EFFECTS
- Demona: Steals the Grimorum Arcanorum (place it on the scenario overview).
- Demona: Heals 5.
- Shuffle the villain discard pile into the villain draw deck.
SPELLS
- Spell #1: Enslaved is activated. Then Demona attacks.
- Spell #2: Enslaved is activated. Then Demona attacks. Demona gains: deals +2 damage.
- Spell #3: Enslaved is activated. Then Demona attacks. Demona gains: deals +1 damage to each hero.
- Spell #4: Enslaved is activated. Then Demona attacks. Demona gains: deals 2 damage to each hero directly next to Demona. Shuffle all spell cards back into the villain draw deck.
Information Warfare
TO WIN, all three data disk tiles must be on the police building.
PLAYERS LOSE if a hero is defeated or if all three data disks are on the Eyrie building.
COMPONENTS: 1 Xanatos marker, Information Warfare villain cards, 8 Steel Clan tiles, 3 data disk tiles.
VILLAIN LIFE: Xanatos: 5.
ITEM: DATA DISK — data disks contain information that is essential to Xanatos's plans. Heroes cannot pick up data disks. Instead, if heroes are on or next to a data disk, they can spend 1 action point to move the data disk to an adjacent space of their choice.
DAY EFFECTS
- Xanatos: Move four spaces to the nearest data disk. If Xanatos ends up on a data disk, he stops and moves the data disk two spaces towards the Eyrie building.
- Place three new Steel Clan tiles on the Eyrie building.
- Shuffle the villain discard pile back into the villain draw deck.
SPECIAL RULES
- Every hero gains a basic action: move a data disk. Moving a data disk costs 1 action point. Move a data disk you are on or that is adjacent 1 space further (in any direction).
- If Xanatos is defeated, place him on the Eyrie building and heal him to five health. The Villain Phase is skipped this turn.
- Xanatos and the Steel can fly. (Ignore the extra cost for moving to a higher space.)
- When Xanatos or the Steel Clan are activated, they move to the nearest hero and attack them.
Battle with the Steel Clan
Battle with the Steel Clan is a unique mission in which one player controls Xanatos and his robot-like Steel Clan army.
THE GARGOYLES WIN when they have defeated Xanatos.
XANATOS WINS when he defeats a hero or destroys the police building.
COMPONENTS: 1 Xanatos marker, Battle with the Steel Clan villain cards, 8 Steel Clan tiles.
VILLAIN LIFE: Xanatos: 20.
ITEM: EYE OF ODIN — the Eye of Odin is a magical artefact that grants strength and insight to its holder. The hero holding the Eye of Odin gains 1 extra action point per turn. Xanatos may not pick up the Eye of Odin.
DAY EFFECTS
- Add a Steel Clan tile on the Eyrie building for each hero in the game.
- Xanatos: Heals 3.
- Shuffle the villain discard pile into the villain draw deck.
SPECIAL RULES
- In Battle with the Steel Clan, the player who controls Xanatos and the Steel Clan may make all decisions during the Villain Phase. Instead of always attacking the nearest hero, they may choose their own path, making the game more unexpected for everyone!
- To start the game, the player who plays the villain takes two cards from the shuffled villain draw deck. During each player's Villain Phase, the player acting as Xanatos may first check whether it is Day. If it is not Day, they may choose one of the villain cards in their hand to play. Each villain card states whether Xanatos or the Steel Clan is activated, and the player acting as the villain decides how Xanatos and each Steel Clan tile moves and attacks. Xanatos and the Steel Clan may keep moving even when adjacent to a hero, and may choose any route or space, including buildings to move onto.
- The player who plays the villain then draws a card from the villain draw deck and places it in their hand. Otherwise, players follow the usual Villain Phase rules. (See VILLAIN PHASE.)
- Xanatos and the Steel Clan can fly. (Ignore the extra cost for moving to a higher space.)
- When Xanatos or the Steel Clan attack, they can target any hero within range. If Xanatos and a Steel Clan, or two Steel Clans, are on the police building, the police building is destroyed and the heroes lose!
Putting the Buildings Together
SORT THE COMPONENTS BY COLOUR AND FOLLOW THE INSTRUCTIONS TO ASSEMBLE EACH BUILDING.
STUDIO BUILDING (GREEN) — Fold #1 along the fold lines and insert it into the board using the bottom tabs. Slide #2 into the slots of #1. Make sure the letters on the slots match. Place #3 (roof) on top.
MULTILEVEL BUILDING (PURPLE) — Fold #1 along the fold lines and insert it into the board using the bottom tabs. Slide #2 into the slots of #1. Place #3 on top to complete the first floor. Fold #4 along the fold line and insert it into the slots of #3 using the bottom tabs. Place #5 on top.
L-SHAPED BUILDING (BLUE) — Fold #1 along the fold lines and insert it into the board using the bottom tabs. Fold #2 along the fold lines and insert it into the slots of #1. Make sure the letters match the letters on the slots. Place #3 (roof) on top of the first level and #4 on top of the second level.
EYRIE BUILDING (YELLOW) — First place the bottom tabs of #1 in the board. Slide #2 into the slots of #1 and #3, placing the bottom tab of #3 in the board. Slide #4 into the slots of #1 and #3. Place #5 on top to complete the first floor. Fold #6 along the fold line and insert the bottom tabs into #5. Attach the hooks to #1 (castle front). Place #7 on top.
POLICE BUILDING (RED) — Fold #1 along the fold lines and insert it into the board using the bottom tabs. Slide #2 into the slots of #1. Place #3 on top to complete the first floor. Then fold #4 along the fold lines. Place the bottom tabs in #3 and the slots in #2. Place #5 (roof) on top.
Reference Guide
HERO PHASE
- During your turn, perform as many actions as your shield allows. In addition, every player may use their skill by spending a skill token.
- Each action performed costs 1 action point unless stated otherwise.
VILLAIN PHASE
- First check whether it is Day (Day is triggered when four villain cards with moon-sickle symbols lie on the night track.) If it is night, draw 1 villain card from the villain draw deck and carry out the instructions on the card in order.
- If it is Day, continue with the Day effects of the villains, and then of the heroes.
REFRESH PHASE — if you have fewer than 3 cards in hand, draw new cards from your draw deck until you have three in your hand.
MOVE – Move your hero to an adjacent space. Moving to a higher space costs 1 extra action point.
GLIDE – You may only perform this action when you are on a building. It allows you to move further than with a normal move.
ATTACK – Choose a target within your Range and roll as many dice as your Strength value. Blank (no damage).
SKILL – Skills can be activated by spending a skill token. Skills can be used during any Hero Phase.
ITEMS – Use 1 action to pick up an item that a hero is on or next to. The hero loses the item if the hero takes damage.
EYE OF ODIN — this gives you 1 extra action during each turn.
GRIMORUM ARCANORUM — draw cards during the Recovery Phase until you have four cards in hand.
DICE — blank (no damage); hit (1 damage); a face that lets you activate a special skill once, if available.