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Escape from the Silken Web

Escape from the Silken Web Rulebook

Table of Contents

Table of Contents

  • Components
  • Objective
  • Silence Rule
  • Game Setup
  • Level Setup
    • Level Setup Progressive Reveal
    • Revealing from the Threat Deck
  • Threat Cards
  • Equipment Cards
  • Player Turn
    • Option 1: Play Cards
  • Resolving Threats
  • Committed Cards
  • Relics
    • How to Claim a Relic in the Threat Row?
    • How to Use a Relic?
  • Option 2: Rest
  • Blessings
  • Option 3: Activate Character's Action Ability
  • Clearing a Level
  • Spider Spirit Cards
  • End of the Game & Reputation
  • Notes on Character Abilities
    • Tang Sanzang
    • Wujing
  • Character Sheets

Components

  • 5 Character Sheets
  • 45 Threat Cards (including 10 Relic Cards)
  • 40 Equipment Cards
  • 7 Level Cards
  • 5 Rest Cards
  • 2 Blessing Tokens
  • 2 Segment Break Tokens
  • 1 Start Marker
  • 1 Tang Sanzang Marker

Objective

Work together to escape all 7 levels in the Silken Web Cavern. The team wins by completing level 7. The team's final score is the total number of Relics in all player areas when they escape.

Silence Rule

The Silken Web trembles at the slightest sound. Once players begin revealing the Threat Row for the current level, all verbal communication stops. Players may not discuss what cards they have, which cards they intend to play, or what action other players should take.

Discussion is allowed only before that moment. Players may communicate indirectly only through legal game actions, visible cards, revealed discards, character sheets, Tang Sanzang marker, and other open information. The moment a new Threat Row is revealed, silence falls again until the level is cleared.

Game Setup

  1. Each player chooses one character and takes that Character Sheet, 8 matching Equipment Cards, and a Rest Card. The Tang Sanzang player also takes his marker. Place the character sheet (Front) side face-up.
  2. Each player shuffles their Equipment Cards (randomizing both order and orientation), then places them face down as their Equipment Deck.
  3. Shuffle the 45 Threat Cards to form the Reserve Stack.
  4. Place the 7 Level Cards in order from level 1 to level 7 (instruction side face-up).
  5. Set the team's starting Blessings according to player count:
    • 2 players: 2 Blessing tokens
    • 3 players: 1 Blessing token
    • 4 players: 1 Blessing token
    • 5 players: no Blessing tokens
  6. Place the Segment Break tokens within easy reach of all players.
  7. The start player is determined by seniority: Tang Sanzang first, then Wukong, then Bajie, then Wujing. Play then proceeds clockwise.

Level Setup

At the start of each level, complete the following steps in order.

  1. Draw Threat Cards from the Reserve Stack equal to the level number multiplied by player count to form the Threat Deck.
  2. Place the Start marker on the leftmost side of the table. Then reveal threat cards from left to right from the Threat Deck to form the Threat Row, following the Level Setup Progressive Reveal rule in P7.
  3. Each player draws Equipment Cards per the current Level Card, and decides the orientation of their entire hand.
  4. Each player chooses the required number of cards to discard face down, as shown on the current Level Card. Once all players have chosen, simultaneously reveal all discarded cards (they become open information) and place them in their own Discard Piles unless a character ability says otherwise.
  5. On Levels 5-7: Flip the Level Card to reveal its Spider Spirit Card and place it near the Threat Row. Players must defeat this Spider Spirit in this level.

Transcriber note: the Level Card values used in steps 8, 10 and 11 are shown on the printed Level 1 card as icon values: a person icon with "x1" (step 8 multiplier), a card-draw icon with "3" (step 10), and a discard icon with "-2" (step 11). The printed text of this preview does not legibly show the values for Levels 2-7, which are not transcribed.

Setup diagram (P6) labels: Threat Deck - unrevealed Threat Cards for the current level, placed face down after a locking threat stops the reveal. Threat Row - the visible row of Threat Cards revealed for the current level. The diagram also labels a Resolved Threats area.

Level Setup Progressive Reveal

Reveal Threat Cards from the Threat Deck one at a time, moving right from the Start marker to form the Threat Row. Reveal at least 3 cards, if possible.

  • After the third card is revealed, stop revealing if any visible card in the Threat Row is a locking threat (the crossed-bars icon). Set aside all remaining unrevealed cards for that level face down as the Threat Deck for that level.
  • If no visible card is a locking threat after the third card is revealed, continue revealing cards one at a time until a locking threat appears, or until no cards for the level remain.
  • Relics count as visible cards for this minimum.
  • The 3-card minimum applies only in level setup.

Revealing from the Threat Deck

During the level, when the last visible locking threat in the Threat Row is resolved, reveal cards from the Threat Deck one at a time. Add each revealed card to the right end of the Threat Row. Stop as soon as a locking threat is revealed, or when the Threat Deck is empty.

The 3-card minimum does not apply during Threat Deck reveals.

Threat Cards

The Threat Card diagram marks the following icons: Combat, Combat x2, Web, Door, Fire, and Locking Threat (crossed bars over the icon).

  1. Combat: A threat that requires a Combat icon. Ranged Combat also satisfies Combat requirements.
  2. Combat x2: A Combat threat that requires two Combat icons or one Combat x2 icon.
  3. Web: A threat that requires a Web icon.
  4. Door: A threat that requires a Door icon. During setup or threat deck reveal, a locking Door threat stops further reveal.
  5. Fire: A threat that requires a Fire icon. During setup or threat deck reveal, a locking Fire threat stops further reveal.
  6. Flexible Threat: A threat that requires either of its listed icons.
  7. Locking Threat: A threat that requires a Door icon or a Fire icon. The visible threat row continues to be revealed only after this threat is resolved.
  8. Relic: A scoring card. It occupies a Threat Card slot but is not resolved like other threats.

Equipment Cards

Each Equipment Card is annotated as follows:

  • Current threat this card can resolve.
  • Another threat this card can resolve when rotated.
  • Name of the Character who owns the card.

Ranged Combat: A Combat icon that can target any visible Combat threat, even if it is not the next threat in line. A locking threat (crossed bars) does not block Ranged Combat.

Player Turn

On your turn, choose one of the following options: Play Cards, Rest, or Activate Character's Action Ability.

Option 1: Play Cards

Play one or more Equipment Cards from your hand to resolve threat(s). Then, your turn ends.

  • Normally, players must resolve Threat Cards in the Threat Row from left to right.
  • Ranged Combat Cards may target any visible Combat threat, regardless of position. Door and Fire do not block Ranged Combat against visible threats.
  • Cards in the Threat Deck are not visible and cannot be targeted.
  • During Levels 5-7, a player may target an unresolved Spider Spirit Segment instead of the next Threat Card.
  • A level is cleared only when all Threat Cards from the Threat Deck for the level have been resolved or claimed, and all Spider Spirit Segments have been resolved.

Resolving Threats

To resolve a threat, play Equipment Card(s) that match its required icon(s). After the threat is resolved, flip that threat card face down and set it aside. Then, place all played Equipment Cards into their own Discard Piles.

  • A single-icon threat requires one matching icon.
  • A flexible threat may be resolved by any one of its listed icons.
  • A Combat x2 threat requires either one Combat x2 equipment card or two Combat equipment cards.
  • A Combat x2 equipment card may resolve one Combat x2 threat or two consecutive single Combat threats. It cannot resolve non-consecutive Combat threats or split its effect between non-consecutive threats.
  • Ranged Combat counts as Combat for all Combat requirements.

Committed Cards

If a target requires multiple icons and equipment cards you played do not fully resolve it, leave those cards on that target as committed cards. This is still part of the Play Cards option; not a separate action.

  • Other players may add matching cards to the same target on their turns.
  • Once committed cards meet all required icons, resolve the target immediately. Then place all committed cards into their own Discard Piles.
  • Expiration Rule: If the turn returns to a player with committed card(s) on an unresolved target, that player discards all the committed card(s) from that target. The target remains unresolved.
  • This expiration rule also applies to Committed cards on Spider Spirit Segments.

The Committed Cards diagram labels the steps: (1) Resolve, (2) Discard, and (2) Flip.

Relics

Relics are special treasures and are not resolved by matching icons.

How to Claim a Relic in the Threat Row?

  • If no Threat Card is to its left, take the Relic on your turn.
  • If a Threat Card is to its left, resolve that threat first, then take the Relic immediately after.
  • For consecutive Relics, players take turns claiming them one at a time, from left to right.

In any case, claiming a Relic counts as a play-card action and ends your turn. Then place it face down into your Discard Pile.

Note: A Relic flips when moved to your Discard Pile. Its sides reverse: Relic face becomes the back side of an Equipment Card, and vice versa. It will serve as a wild Equipment Card in future levels.

How to Use a Relic?

  • A Relic in your hand may be used to resolve one Threat Card or one Spider Spirit Segment.
  • When used, place the Relic in the Resolved Threats Pile. It may reappear in a later level after the Reserve Stack is shuffled.
  • Any Relics still held by players at the end of the game count as the final score.

The Relic diagrams show the steps "Claim Consecutive Relics" (13 Flip & Claim, 14 Flip & Claim) and "Play Relic from Hand" (15 Resolve, 16 Discard, 16 Flip) in sequence.

Option 2: Rest

When you rest, you may rotate your entire hand (you may not rotate only some cards). Then, your turn ends.

You can place the Rest Card on top of your discard pile for a reminder. Take it back immediately when a subsequent player plays any number of cards or activates an action ability.

Blessings

This is a team safety buffer. If all players play their Rest Card consecutively, which means no player Plays Cards or Activates a Character's Action Ability during an entire round, the team loses 1 Blessing.

In return, remove the next visible Threat Card from the Threat Row. Then all players take their Rest Card back. If the team must lose a Blessing but has none, the players lose the game immediately.

Option 3: Activate Character's Action Ability

Each character has a once-per-game ability. To activate it, perform the instruction described on your Character Sheet, then flip the sheet to the side without the front symbol to show the ability has been used.

Activating an action ability breaks a consecutive Rest chain.

Note: When a player draws a card outside the level setup phase (such as via a character ability), they choose which orientation the card enters their hand, unless a rule specifies otherwise.

Then, the next player can start their turn.

Clearing a Level

A level is cleared when all Threat Cards for that level have been resolved or claimed. For Levels 5-7, all Spider Spirit Segments must also be resolved. Then, prepare the next level.

  • The player who resolves the final Threat Card or Spider Spirit Segment, or claims the final Relic, takes the Start marker and starts the next level.
  • Shuffle all Threat Cards used in the level (including any used Relics) back into the Reserve Stack for future levels.
  • Each player shuffles their Discard Pile and remaining Equipment Cards back into their Equipment Deck, randomizing both card order and orientation. Then proceed to the next level.

Spider Spirit Cards

Levels 5, 6, and 7 each include a Spider Spirit Card on the back of the Level Card. After level setup, flip the Level Card to reveal the Spider Spirit side and place it near the Threat Row. It is now visible and can be targeted during the level.

  • Not a Threat Card.
  • Each consists of one or more Spider Spirit Segments.
  • Resolve the segments from left to right, one at a time.
  • Effects that resolve a threat card (e.g., Relic, Wukong's ability) resolve only one spider spirit segment.
  • Place a Segment Break Token on a segment to mark completion when it is resolved.
  • Players may target a spider spirit segment before all threat cards are cleared.
  • Defeating the Spider Spirit alone does not clear the level. The level is cleared only when players have resolved or claimed all threat cards and resolved all spider spirit segments.
  • Any cards committed to spider spirit segments expire as normal.

Spider Spirit Card diagram: a special level card back used only in Levels 5-7. This is not a Threat Card. Spider Spirit Segment: icon(s) required to defeat the card. Each icon corresponds to a segment. Resolve each segment separately using its matching icons.

End of the Game & Reputation

If the team clears Level 7, the pilgrims successfully escape the Silken Web Cavern. Then, count every Relic card remaining in players' hands, Equipment Decks, and Discard Piles. That total becomes the team's final score. If the team fails, the game ends immediately. You may reset and replay the game as you wish.

Relics HeldReputation
0Barely escaped the web
1-2Lucky pilgrims
3-4Web-cutting survivors
5-6Relic guardians
7-8Heroes of the Silken Web
9-10Legends worthy of scripture

Notes on Character Abilities

Tang Sanzang

  • For action ability: Your action ability breaks a consecutive Rest chain, but once activated, the marker is removed for the rest of the game, and you can no longer use it.
  • For passive ability: You cannot force other players to follow your signal, though you may discuss its meaning before starting to reveal the Threat Row.

Example: Place the Tang Sanzang marker onto a fire icon on Wukong character sheet if you want Wukong to handle a visible fire threat this round; or place the marker on a visible threat card that you plan to handle yourself.

Wujing

You may also play card(s) from your storage area on your turn, just like other players.

Once any stored card is played, flip your Character Sheet over. Then move all the stored cards (both played and unplayed) to your discard pile. For the rest of the game, you store no more cards.

Character Sheets

The character sheets in this preview are printed as small mockups; the ability text of some characters is covered by overlapping sheets and cannot be read on the printed page. The legible character ability text is:

  • Bajie - Action: Discard one card from your hand. Then, another player of your choice draws one card from their Equipment Deck and adds it to their hand in either orientation.
  • Tang Sanzang - see Notes on Character Abilities above.

Transcriber note: the printed preview does not legibly show the ability text for Wukong, Bailoong Horse, or the level-setup storage rule for Wujing; those rules are not transcribed here. Likewise, a text-layer bullet reading "When a spider spirit card is fully resolved, remove it from the game" does not appear on the printed page and is not transcribed.