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GOSU

GOSU Rulebook

Table of Contents

Table of Contents

  • Game Material
  • Goal of the Game
  • Game Preparation
  • Game Rounds
  • How to Bring Goblins Into Play?
    • How to Play a Hero (Level 2 Goblin)?
    • And What About the Ōzekis (Level 3)?
  • How Does Mutation Work?
  • Activation Tokens? What Are They For?
  • End of a Game Round: Time for the Great Battle!
  • End of a Game Round? Que Passa?
  • How Does the Advantage Token Work?
  • FREE Cards
  • Trapped Cards
  • Zombie Mutation
  • "X" Values
  • Important Details About the Cards
  • Team Play

Game Material

  • 100 goblin cards
  • 8 activation tokens
  • 9 victory points
  • 1 advantage token
  • This rulebook

"Hi, my name is Kamakor, wise among the wise and herald of the Ancient Goban Clan. I'm going to teach you how to play GOSU, a shrewd and subtle game, full of goblin humour."

GOSU includes 100 cards, each one depicting a specific goblin. This deck is evenly divided into 5 goblin clans (5 colours) of 3 different types. These 3 types correspond to the different goblin levels, ranging from 1 to 3.

"Level 1" goblins are footsoldiers, also known as Bakutos. There are 50 of them in the game (25 different, all duplicated).

"Level 2" goblins are veterans and are called Heroes. There are 35 of them in the game (each one being unique).

"Level 3" goblins are the Ōzekis, or generals. There are 15 of them in the game (each one being unique too).

The goblin's level is indicated on the top left corner of the card, just below its clan icon.

The 5 goblin clans are the Ancient Gobans (White), the Alpha Goblins (Green), the Dark Goblins (Black), the Meka Goblins (Blue) and the Fire Goblins (Red).

Goal of the Game

In GOSU, each player portrays a warlord recruiting goblins to build his army. Each Game Round ends in a Great Battle during which the player with the strongest army scores a victory point. The first player to earn three victory points wins the game. You may also win by fulfilling alternate victory conditions given on the generals' cards (the Ōzekis).

Game Preparation

The 100 cards are shuffled and set face down in a single pile in the middle of the table. It will be the common draw pile for all the players. The common discard pile will be placed next to it. Each player then chooses a colour, takes the two corresponding Activation Tokens and draws 7 cards. Choose randomly the first player to take the Advantage Token and start the first round.

Usually, goblins decide who earns the Advantage Token by playing Rock, Paper, Scissors. Feel free however to use whatever method suits you best.

If a player has no Bakuto (Level 1) in his hand at the start of the game, he may discard his complete hand and draw a new hand of 7 cards. He may keep on doing so until he gets at least 1 Bakuto.

Game Rounds

During a Round, players play in turns, clockwise, until they pass. When every player has passed, the Round ends. When a player passes, he cannot play again during the on-going Round. The other players keep playing until the last one has passed. If there is only one player left, he may keep playing as long as he so desires. A player may pass because he cannot play or because he does not wish to play anymore (thus proving himself to be a hardened warlord by holding back good cards for the next Round).

There is no limit to the number of turns a player can play during a Round but each player can only act once per turn.

What are the possible actions during your turn then?

The first possible action during your turn is to play a card from your hand in front of you to build your army. Your goblin army is represented by cards set in three lines of five columns. "Level 1" goblins (Bakutos) form the first line. "Level 2" goblins (Heroes) form the second one while the "Level 3" goblins (Ōzekis) occupy the third and last row. You cannot have more than five goblins per line, so your army cannot exceed 15 goblins.

Level 3   [ ][ ][ ][ ][ ]
Level 2   [ ][ ][ ][ ][ ]
Level 1   [ ][ ][ ][ ][ ]

How to Bring Goblins Into Play?

The first goblin enrolled must be a Bakuto (Level 1). It is the corner stone of your army. You place it face up on the left-hand side of the first line of your army. Whatever its clan (or its colour if you prefer) the first goblin is played for free, costing nothing to enter the game. If there is an applicable effect written on the card when it enters play, you apply it before saying "next, please" (remember you can only act once during your turn).

From now on, starting with your next turn, you will be able to play a Hero (Level 2) or more Bakutos (Level 1).

Whatever his level, a goblin enters the game from left to right.

There is an easy rule if you want to play other Bakutos (from left to right and up to 5 per line). Note that it only applies to Bakutos. If the goblin you are playing comes from a different clan than the Bakutos already in your army, you must discard 2 cards from your hand in order to pay for its enrolment. If there's already a Bakuto from the same clan in your army, you may enrol it for free, without discarding any card from your hand.

Thus, you may play 5 Bakutos from the same clan for free. But if you want to play 5 Bakutos from 5 different clans, you'll have to discard 8 cards from your hand. You will notice later that having different Bakutos clans may prove an asset and offer more options for your Heroes and Ōzekis (Level 2 and 3 goblins).

If the very first Bakuto you played is destroyed and if there's no other card left, the next Bakuto you will play shall be regarded as being the first from your army and thus, will be free.

How to Play a Hero (Level 2 Goblin)?

Two rules govern the play of Heroes. First, you cannot have more Heroes than Bakutos (e.g. you cannot have two Heroes above a sole Bakuto). Second, you can only play a Hero if its clan appears on the first level of your army. A Bakuto from the same clan doesn't need to be right below the Hero but has to be present on the first line. If the first level of your army shows three Bakutos from three different clans, then you can play these clans at Level 2. You may also play three Heroes from the same clan as long as the clan appears on the first line.

Example 1 and Example 2 in the rulebook each show a completed army — a first line of five Bakutos across the five clans (Ancient Goban, Fire Goblin, Alpha Goblin, Ancient Goban, Alpha Goblin) with a matching second line of five Heroes built above them, illustrating that a Hero may be played above any Bakuto of its own clan on the first line.

And What About the Ōzekis (Level 3)?

The rules governing the play of Ōzekis are very similar to the one governing the play of Heroes.

First, you cannot have more Ōzekis than Heroes (it sounds familiar, isn't it?).

Second, you can only play an Ōzeki if its clan appears at both Level 1 and Level 2 in your army. The order of play remains from left to right with a maximum of 5 cards.

Example 1 and Example 2 again show full three-line armies — five Bakutos, five Heroes and, where a clan is represented at both lower levels, Ōzekis stacked above them — demonstrating a complete 15-card army built up level by level.

Note: during the game, if a Bakuto being the unique representant of its clan, disappears, Heroes and Ōzekis from the said clan present in the army are not destroyed. The rules governing the placement of goblin are only applicable at the time of enrolment. The goblins live their own (mostly short but full of astounding feats) life afterwards.

You just learned of the first way for your goblins to enter play. But there is another one: Mutation.

How Does Mutation Work?

"As a Warlord, you have incredible powers, one of them being to mutate a goblin into another goblin… Beware! Don't try this at home, GOSU's goblins are trained professionals."

You'll see a mutation cost in the middle left of some goblin cards meaning it can mutate into another goblin. If no cost appears, the goblin just cannot mutate.

Let's say you want to get rid of an already well used goblin. It is indeed good to bring in some fresh blood sometimes! If that well-worn goblin shows a mutation cost, your dreams may come true! You only have to discard as many cards from your hand as indicated by the mutation cost and substitute the new goblin (also taken from your hand) to the "old" one. The "replacement" must be of the same level but not necessarily from the same clan.

Herrr, I think I saw your great warlord eyes sparkle and I will anticipate your question! Can you mutate a Hero into another Hero from your hand even if they do not belong to the same clan? For sure, yes! It is in fact a clever way to play a Hero from a clan whithout a Level 1 representative in play. But think twice: you will not be able to play an Ōzeki from that clan, although a Hero has just come into play, as you still have no Bakuto of this clan!

Mutation knows only one limit: a card may never mutate into an identical version of itself or a vortex opens and demons appear. Then, you have to paint some figures, buy Codex, and so on. To make a long story short it would be Chaos… so, no, it's forbidden. No goblin will ever mutate in another goblin identical to itself.

A mutated card is not considered destroyed. It does go to the common discard pile but never sets off effects linked to a destruction.

Example — Kokoshomushu: "If Kokoshomushu comes into play as the result of a mutation, discard your whole hand then draw 5 cards. [Activation icon]: The player of your choice must discard 2 cards from his hand."

There … Now you know every conceivable mean to put goblins into play for your army. So, let's talk about the Activation Tokens!

Activation Tokens? What Are They For?

During your turns, there are three types of actions open to you via the use of your Activation Tokens. First, you can spend one to draw a card. Second, you can spend both of your Activation Tokens to draw three cards. Third, you can play an Activation Token on a card to activate its power. Some cards have an activation symbol indeed (the same than the one on the Activation Tokens. Convenient isn't it?). It means that if you play an Activation Token on the card, you will be able to activate its power! Mouahahaha, fear my might!

You must notice that a goblin can only have one Activation Token on it at any given time, not because the token is too heavy for him to carry but because this is how it works. Yes, sometimes life is so unfair! Good news is that many cards allow you to take back an Activation Token in your hand, enabling you to use the power of your goblin again. Who's your daddy?

The beginning of each round sees you retrieve all of your Activation Tokens spent during the previous one (Round, not turn!). In other words: only after the Great Battle and everything that follows. So use them wisely!

To sum up, during each of your turns, you may:

  • Play a goblin,
  • Mutate a goblin,
  • Spend an Activation Token to draw a card from the draw pile,
  • Spend two Activation Tokens to draw three cards from the draw pile,
  • Play an Activation Token on a goblin to activate its power,
  • Pass (it's sometimes clever, even if it does mean that the round is over for you)

End of a Game Round: Time for the Great Battle!

When all the players have passed, the Great Battle takes place. Take out the kegs, get the terrace out, the show is on! How do you define the winner of a Great Battle at the end of a game round? You only have to add up the military value of all your goblins (written at the middle-right of each card) with the exception of the trapped ones. The owner of the most powerful army wins the Great Battle and scores a victory point. If he gets his third, he simply wins the game!!!

In case of a tie during the Great Battle, the player with the Advantage Token wins. Otherwise, each tied player scores a victory point. If two players receive their third victory points at the same time, they both win the game turn (very rare).

Trick: Bakutos (Level 1) are worth 2 points, Heroes (Level 2) are worth 3 points and Ōzekis (Level 3) are worth 5 points. Thus, a complete column is 10 points, half a column is 5 points and a goblin standing alone is only 2 points. All in all, the maximum value of an army is 50 points!

Example — Copycat: "[Activation icon]: Copy the [Activation icon] ability from any card in one of your opponents' army."

End of a Game Round? Que Passa?

When a game round is over, all armies stay put and the players keep their hand of cards. The player with the Advantage Token retains it too. And yeah, it does not automatically change hand at the end of each round!

If no player wins the game, a new round begins.

A new round? Woooooow, even more goblins!

At the beginning of a new round, applicable effects are resolved in the following order:

  • Each player takes his Activation Token(s) back.
  • All the trapped cards are released and repositioned face up.
  • Special victory conditions from the Ōzekis are checked.
  • Then, the player holding the Advantage Token gets to play first.

You are not mistaken; you do not draw at the beginning of a game round. You must do with your army and your cards, that's all… So more often than not, managing the cards in your hand will be the key to victory. Only by using the Activation Tokens or through the use of your goblins' powers will you be able to draw new cards (the later, handed properly, getting you numerous and highly valuable cards, there's no denying that!).

How Does the Advantage Token Work?

At the beginning of the game, you randomly choose someone who will start with the Advantage Token.

The player with the Advantage Token gets to play first at the beginning of each round. Only the power of some cards allows you to get a hold of the token. When you control the Advantage Token, some cards have a secondary power. In case of a tie during a Great Battle or for the special victory conditions of the Ōzekis, the token bearer has the advantage and wins. All in all, the Advantage Token is a precious ally!

The rules are almost over. Let's now take a look at the tiny details which make all the difference.

FREE Cards

Ōzekis have powers affecting all the players. These powers can change the rules as some may define alternate victory conditions. On the said cards, these powers are preceded by the note "Overall Effect:"

You will often be offered the possibility to destroy a FREE card. First advice: choose it in your most feared opponent's army, not in yours! Second advice: use the many cards that allow you to destroy a FREE card, to jeopardize your opponents' combos. But remember, in GOSU, you can only destroy FREE cards.

So, what is a FREE card? A FREE card is a card that has no card above nor on its right.

Examples 1, 2 and 3 in the rulebook each show a complete three-line army with arrows labelled "Free" pointing to the rightmost, topmost card of each line — the cards with nothing above them and nothing to their right — to illustrate which cards in a given army currently qualify as FREE.

Some cards show a bonus written between brackets. This bonus only applies if at least one of your opponents has more victory points than you do. So it usually happens after the first round.

Trapped Cards

As a conclusion, let me tell you about two powers of the Dark Goblins clan.

Trapped! Certain cards allow you to trap one of more cards. Once again, it is more efficient to do it on your opponents' army than on yours. However, with goblins' military strategists you never know… When you trap a card, you turn it over (face down).

A trapped card has no military value, powers nor clan (but still counts as a card for the 5 per line limit).

Thus you can prevent an opponent from playing certain cards by trapping the key clan representative. Only at the beginning of the next game round will a trapped card be released (repositioned face up). You do not have to trap a FREE card; you may trap any card you wish from your opponent's army. So, why not targeting that so very well hidden card over there that allows him to draw three cards? Hahahaha I am so evil, I cry bear traps!

A trapped card can be destroyed if it is FREE. A trapped card cannot mutate. You can still play a goblin in the row above a trapped card because it is still part of the army.

Example — Dark Goblin Avenger: "When the Dark Goblin Avenger mutates, trap 2 'Level 1' or 'Level 2' cards. Zombie Mutation." Example — Dark Goblin Medic: "[Activation icon]: Trap 1(+1) 'Level 1' card."

Zombie Mutation

Finally, the second special power of the Dark Goblins is the Zombie Mutation. The Zombie Mutation works as the standard mutation except that when you replace the goblin, you may use a goblin of the same level from your hand or from the discard pile! Yes, I know, it's all you can eat at the power-buffet, especially in the middle of the game when the said pile is crammed! On the other hand, when the draw pile is empty, the discard pile is shuffled back into a new draw pile, spelling tragedy for the Zombie Mutation (at least temporarily)!

Example — Dark Goblin Necromancer: "When the Dark Goblin Necromancer comes into play, trap 1(+1) 'Level 1' or 'Level 2' card. Zombie Mutation." Example — Trsck: "When Trsck comes into play, choose a FREE card and destroy it. Then draw a number of cards equal to the Level of the destroyed card. Zombie Mutation."

There's no limit to the number of cards you may hold in hand. You could have as many as 15 if it so pleases you, but it is at your own risks!

Each and every discarded, destroyed or mutated card goes face up onto the common discard pile. Any player may check through the discard pile at will.

When several effects happen at the same time the acting player chooses the release order if need be. In any case, every effect must be applied. The release order cannot cancel an effect whatsoever.

"X" Values

When an "X" value appears on a card, determine "X" when the effect goes off. If there's more than one "X" on the card, every "X" rates the same. The "X" value is not set and you may change it at each use.

Example — Alikan: "[Activation icon]: Discard X cards from your hand, then draw X cards." Example — Fire Goblin Ak-52: "[Activation icon]: Discard X cards from your hand then choose a level X FREE card and destroy it."

If a player earns his third victory point during a turn, he immediately wins the game. Kameo wields this power for instance.

Example — Kameo: "When Kameo comes into play, take the Advantage Token. When Kameo mutates, you immediately gain 1 victory point and each of your opponents draws 3 cards."

Whenever you have to draw a card and the draw pile is empty, shuffle the discard pile back into a new draw pile.

Important Details About the Cards

When [card name] comes into play. This effect goes off as soon as you play the card, be it by putting it down or by mutating from your hand or from the discard pile (zombie mutation).

Example — Dark Goblin Thief: "When the Dark Goblin Thief comes into play, choose an opponent. He must reveal the next 3 cards from the draw pile and take one. You take the remaining two cards. Zombie Mutation."

When [card name] comes into play and when he mutates. This effect goes off as soon as you play the card, as already explained in the previous entry, but also when this card mutates, right before being discarded.

Example — Moonlight: "When Moonlight comes into play and when he mutates, return to your hand an Activation Token played this round."

When [card name] comes into play, the player(s) with the lowest number of victory points draw(s) 2 cards. If all players have the same number of victory points, then all players draw two cards.

Example — Kork: "When Kork comes into play, the player(s) with the lowest number of victory points draw(s) 2 cards."

Invert 2 cards of the same level in the army of your choice. You may use it either on yourself or on an opponent. Thus you can protect a card by putting it at the beginning of the line instead of the end where it's FREE. On the contrary, you may render especially vulnerable an opposing card.

Example — Dom: "[Activation icon]: Invert 2 cards of the same Level in the army of your choice. If you have the Advantage Token, also choose 1 FREE card then destroy it."

Team Play

Wanna play in team? 2 vs 2? Download the rules at http://www.moonstergames.com

This rulebook covers the base 2–4 player game. Moonster Games also published a separate supplementary rules document covering official 2-vs-2 team play, tournament/advanced rules, and a FAQ, distributed for free from the publisher's website.