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Emergents: Genesis – The Deckbuilding Game

Emergents: Genesis – The Deckbuilding Game Rulebook

Table of Contents

Table of Contents

  • Quick Start Rules
    • Game Setup
    • Playing the Game
    • Winning the Game
  • The Cards of Emergents: Genesis
    • Emergent Avatars
      • Class Types
    • Action Cards
    • Gear Cards
  • Setting Up the Game
    • Starter Deck
    • The Panel
    • The Book, the Cards, and The Page, OH MY!!!
    • The Gutter and YOU!!
    • Game Setup
    • Player Setup
  • Playing the Game
    • Taking a Turn
    • Playing Cards
    • Acquiring Cards
    • Using Abilities
    • Ending A Turn
  • Combat
    • Attacking
    • Using A Tactic - DEFEND
    • Using A Tactic - COUNTER
    • Spread Damage
  • Glossary
  • FAQ

Quick Start Rules

Game Setup

Before the game starts, each player receives:

  • A starting deck of cards comprised of: nine Focus cards and three Punch cards
  • An Emergent Avatar card (Players can select one or it can be determined randomly)
  • An HP Tracker ("Health Point" Tracker)

Setting up the Game:

  • Set up The Panel by separating the panel cards (Can't Stop; Clear Mind; Oust; Tackle) into their four respective piles in the center where it's within reach and visible to all players.
  • Set up The Book by shuffling up all of the non-Starter, non-Panel, non-Emergent Avatar cards. Then place The Book in the center of the game area where it's within reach and visible to all players.
  • Lay out The Page by taking the top six cards of The Book and putting them face up in the center where it's within reach and visible to all players.

(Note: whenever a card is acquired or Erased from The Page, replace it with the top card of The Book)

Figure out who goes first! (Good methods include a coin toss, die roll or rock, paper, scissor.)

Note: The player that goes first starts with three fewer Health Points (-3 HP).

Playing the Game

The game takes course over several turns and as an Emergent you'll take actions based on the cards in your hand and starting deck. Your deck is used to generate Skill and Attack.

Generating Skill allows you to acquire cards from The Page and The Panel in order to build your deck against the opposition. When you generate Attack, you'll get to pick and choose who you want to try to deal damage to.

Winning the Game

If at any point your Emergent's Health Points ("HP") would be reduced to zero, you're knocked out and eliminated from the game. The game ends when there is only one Emergent left standing and all other combatants are eliminated.

The Cards of Emergents: Genesis

There are three types of cards in the game: Emergent Avatars, Actions, and Gear.

Emergent Avatars

All Emergent Avatars have:

  • Health Points ("HP")
  • Avatar Ability (or Abilities)
  • Class Type

Each Emergent has its own ability (or abilities) that reflects the nature of its class.

Emergent Avatars are classified under four different classes: Acolyte, Non-Stop, Sculptor, and StrongHarm.

Your Avatar begins the game in play.

Class Types

  • Acolyte: Manipulation, trickery, and countermeasures are the hallmarks of the Acolyte class.
  • Non-Stop: Do you like drawing cards? Velocity is the key to the game for Non-Stops.
  • Sculptor: Craft your way to victory. Forging powerful effects from unwanted cards is what Sculptors do best.
  • StrongHarm: Wear your opponents down. Hitting hard is what the StrongHarms do best.

Action Cards

Action cards have:

  • Skill Cost (to purchase)
  • Base Text
  • Class Type

Some Action cards have:

  • Tactic Text
  • Flavor Text

These are the cards that you play to take your turns. When you play an Action you put it in front of you and resolve the effect of the first text box, which is called the base text.

Some Actions will also have another text box. That is an Action's Tactic, which you can use on another player's turn when you (or any other player) are attacked. Tactics can either Defend, which prevents damage, or Counter, which not only prevents damage, but also attacks that player back.

At the end of your turn, your Actions go to the discard pile. You'll draw them again soon!

Gear Cards

Gear cards have:

  • Skill Cost (to purchase)
  • Gear Ability
  • Class Type

Gear represents the equipment and weapons that Emergents use to fight other Emergents. Gear cards stay in play under your control after you've played them. Gear has an ability that players may use throughout the course of the game. Gear can be activated and used as long as you fulfill its cost and meet the Gear's criteria. Unless it says otherwise, Gear may only be used once during your turn.

Unlike Actions, Gear do not go to the discard pile at the end of a player's turn.

Setting Up the Game

Starter Deck

Each player starts the game with a starter deck of cards that consists of 12 cards, which is made up of nine Focus and three Punch cards.

  • Punch generates +1 Attack until the end of your turn.
  • Focus generates +1 Skill until the end of your turn.

The Panel

The Panel consists of four different types of cards that players can acquire throughout the game as long as they are in stock. Each class has its own card in The Panel, but any Emergent (regardless of class) may acquire them on their turn, as long as they have the available Skill to do so.

The Panel is made up of the following cards:

  • 14 Can't Stop cards
  • 14 Clear Mind cards
  • 14 Oust cards
  • 14 Tackle cards

The Book, the Cards, and The Page, OH MY!!!

The Book is comprised of cards - Action and Gear - that Emergents can acquire throughout the course of the game. Cards from The Book are placed on The Page for Emergents to acquire. At the start of the game, The Page is made up of the top six cards of The Book.

Whenever a card is moved from The Page, the top card of The Book is added to The Page in place of the previous card, immediately.

The Gutter and YOU!!

During the course of a game you may be given the opportunity to Erase a card. This means that the Erased card(s) is placed into The Gutter. If you Erase a card simply put that card into The Gutter along with the rest of the Erased cards. When the game begins, there are no cards in The Gutter.

Game Setup

  1. Each player is given one Avatar, HP tracker, and a starting deck comprised of 12 cards (nine Focus cards and three Punch cards).
  2. Take all of the cards in The Panel and place them into their four respective piles: Can't Stop, Clear Mind, Oust, and Tackle.
  3. Set aside all other non-Starter, non-Panel cards, and non-Emergent Avatars. Shuffle up the rest of the cards and place them in the center. This is The Book.
  4. Take the top six cards of The Book and place them in the center. These cards are The Page.

Player Setup

After you have received your Emergent Avatar, HP Tracker, and starting deck (consisting of nine Focus cards and three Punch cards), players can decide among themselves who gets to go first however they want. Roll a die, youngest goes first, whoever lost the last game, fight to the death, etc.

Note: The player that goes first starts with three fewer Health Points (-3 HP).

Playing the Game

Taking a Turn

  • Play cards to:
    • Generate Attack
      • Attack opposing Emergents
    • Generate Skill
    • Put a Gear into play
  • Acquire cards from The Page and / or The Panel
  • Use Abilities
    • Abilities from Gear
    • Abilities from their Avatar

Playing Cards

When you play a card, place it in front of you and resolve the effect immediately:

  • If you play a card with an attack value, choose a player to attack and resolve combat. (See Combat for details.)
  • If you play a card with another effect, immediately resolve the effect:
    • Add any Skill value to your skill pool for the turn.
    • Proceed to acquire Actions or Gear from The Page and/or The Panel.

Acquiring Cards

During your turn if you have generated Skill, at any point during your turn you have the option to spend that Skill in order to acquire cards from The Page or The Panel.

To acquire a card simply announce that you are acquiring it and spend the Skill needed to acquire that card. After you've acquired it put that card into your discard pile and continue your turn.

Using Abilities

During your turn you may choose to use any abilities whether it's from a Gear or your Avatar. Simply announce that you're using the ability and resolve the effect properly by fulfilling its costs or criteria.

Ending A Turn

After you have played your cards and used your abilities, you resolve your turn by:

  • Losing any remaining Skill. (Skill does not carry over between turns.)
  • Discarding the rest of your hand. (You can't save cards in your hand between turns.)
  • Placing all cards you've played that turn into your discard pile. (Unlike most things, you do keep your Gear between turns.)
  • Drawing a new hand of six cards from your deck.

If at ANY point a player has no cards in their deck (even during a turn), that player shuffles their discard pile and places it as their deck. That player then proceeds with their Actions. (For instance: resolving Actions and abilities, resolving the end of their turn, etc.)

Combat

Attacking

During your turn, you may play any number of cards in your hand. Play your cards one at a time in order to resolve their abilities. When you play a card from your hand, you are using its Base text.

If you attack another player, that player takes damage equal to that Attack's power.

Example: Player A plays a card that says Attack 2. Player A chooses to attack Player B for two damage, and Player B's Emergent takes two damage. Player B's Emergent's HP decreases by 2.

Using A Tactic - DEFEND

If you are attacked you have the option to use a Tactic from one of your cards. To do so, simply reveal the card from your hand with Tactic text. After revealing the card, discard that card from your hand into your discard pile and resolve the Tactic.

NOTE: Using a Tactic does not count as 'playing' a card.

Example: Player A plays a card that says Attack 2. Player A chooses to attack Player B for two damage. Player B has a Tactic in his/her hand that says Defend 1. Player B reveals that card from his/her hand to trigger the Tactic, and chooses to Defend 1. Player B prevents one damage from the attack, reducing the total damage he/she takes to one. Player B discards the revealed card from his/her hand.

Using A Tactic - COUNTER

If your Tactic says Counter X, up to X damage is prevented. Then you attack the other player equal to X. To use a Tactic that Counters, you reveal the Tactic then discard it. (Again, this does not count as 'playing' the card.)

Example: Player A plays a card that says Attack 1, and chooses to attack Player B for one damage. Player B has a Tactic in his/her hand that says Counter 2. Player B may reveal the card from his/her hand to trigger the Tactic and Counter 2. Player B prevents two damage from the attack, reducing the total damage that he/she would take to zero damage. Player B then discards that card and ATTACKS Player A for two damage. Player A then has the option to play a Tactic in his/her hand. If he/she does not choose to play a card with a Tactic, then he/she takes two damage.

Notes:

  • Players may only use one Tactic each time they are attacked — players cannot play multiple Tactics for a single attack. They can, however, play multiple Tactics in a turn if they are attacked multiple times in a turn, one Tactic per one attack.
  • A player may also use Tactic text if they are the target of a Counter.
  • Players may use a Tactic on behalf of other players.

Spread Damage

Some Actions will have their attack values classified as Spread X. If you play a card or activate an ability that says Spread X, you attack each other player for X, one at a time in clockwise order. Resolve the damage and their Tactic effects clockwise, starting with the player to your left.

Glossary

  • Action: Cards that a player plays to use an effect.
  • Attack X: Attack a player for X damage.
  • Base Text: The text on an Action or Gear that is triggered as the card is played.
  • Break: Target Gear is 'destroyed' from play to its owner's discard pile.
  • Charge: The next attack you perform this turn gains this effect or value.
  • Counter X: Prevent X damage, then Attack X back at the player who attacked you.
  • Defend X: Prevent X damage (note that using a card to Defend or Counter does not count towards Flurry, since the card wasn't played).
  • Discard Pile: The pile that players put their cards after they've been used for the turn. Players also place cards that they've just purchased in their discard pile.
  • Emergent: A player's character that they start the game with.
  • Erase: Move target card from a zone to The Gutter.
  • Flurry: Copy the Flurry text of this card for each different costed card you've played this turn, including the card with the Flurry text (example: if a player plays cards that costs 1, 2, 3, 4 and 5, they would trigger Flurry text five times). (Note that using a card to Defend or Counter does not count towards Flurry, since the card wasn't played.)

FAQ

Q: When do I draw my opening hand? A: As you end your turn you discard the remaining cards in your hand and send all played actions to their discard pile. Then draw a new hand of six cards.

Q: Where does a card go after a play it? A: When you play a card for your turn it goes in front of you until the end of your turn. When you end your turn, all played actions are placed in your discard pile (but Gear remain!).

Q: What is the second box on my actions? A: The second box contains an action 'Tactic'. Tactics may be used on opposing players' turns to defend or counter their attacks.

Q: Where do cards go after I acquire them? A: After you acquire a card, it is placed in your discard pile, unless an effect states otherwise.

Q: When can I play a Tactic? A: You may play a Tactic if you are attacked by another player (including on your turn!), or as a Tactic when another player is being attacked.

Q: Can I play a Tactic for other people? A: Yes! However, only one Tactic can be played per attack, so multiple players can't play a Tactic for the same attack. If there's multiple players that want to play a Tactic for the same attack, the player closest to the defending player (in clockwise order, starting with the defending player) gets to play the Tactic.

Q: What happens when I run out of cards in my deck? A: When you run out of cards in your deck, shuffle up the cards in your discard pile, which becomes your new deck.

Q: How many times can I activate a Gear in a turn? A: You may only activate a Gear once per turn, unless it or another effect states otherwise.

Q: How many times a turn can I use my Avatar's ability? A: Once per turn, unless it or another effect states otherwise

Q: What does Erase mean? A: When you Erase a card it ceases to exist during the course of the game.

Q: What is The Gutter? A: The Gutter is where you place cards that are erased.

Q: What is Spread? A: When an attack has Spread, that means it's dealing damage to all opposing players as you play it.

Q: If I play a card with Charge, then another card with Spread, what happens? A: Your Spread gains the Charge effect, which then passes on to each opponent you attack. For example, if you Charge +2 Attack, then play a card that says Spread 2, you would Spread 4, i.e., Attack 4 each opponent.

Q: Regarding Professor Helios, what's a Construct Pile? A: Helios is a special Emergent that starts the game with a Construct Pile - a pile of five cards that can help him win the game. The pile consists of all five Constructs in the game - Sword of Helios (H14), Wall of Helios (H15), Steed of Helios (H16), Gauntlet of Helios (H17), and Shield of Helios (H18).

Q: Regarding Equalize, Making the Rounds, and Feel the Burn - how many times can I trigger their abilities? If I deal two damage to my first opponent, and two damage to my second opponent, do I trigger the ability twice? A: You can only trigger them once each time they are played - once you deal two or more damage to one of your opponents, then you will get the benefit of the card. In the above example, you would trigger the ability after dealing two damage to your first opponent.

  • Forge: If a card was erased this turn, as you trigger an effect from this card, ignore all other text and only trigger the Forge text.
  • Gear: A card that stays in play (in front of you) and that does not go to the discard pile during the cleanup phase. Gears can only be activated once during your turn unless stated otherwise.
  • Hand: The cards a player has drawn from his/her deck; players play cards from their hand.
  • Heal X: Regain X HP for your Avatar. Note: An Avatar cannot gain HP above their max HP.
  • Health Points (HP): An Avatar card's total amount of health; the amount of damage a player can take before that player loses the game.
  • Pay: The cost of an ability that a player may activate as many times as they wish, provided they can afford the cost.
  • Skill X: Gain X skill for the turn.
  • Spread X: Attack X each opponent (note that players both take damage and choose whether or not they would like to trigger Tactics text clockwise).
  • Starting Deck: A player's starting deck that they buy cards for and draw cards from.
  • The Book: A pile of Action and Gear cards that are placed in The Page as you play.
  • The Gutter: The stack of cards that's comprised of the cards that were erased from the game.
  • The Panel: Cards that are separated from the Book at the start of the game that any player can buy during the course of the game. Comprised of Can't Stop; Clear Mind; Oust; Tackle.
  • The Page: The area where Actions and Gears are placed from the Book as you play.
  • Tactic (Text): The secondary text on an Action or Gear that is triggered when a card or ability is used to attack a player.