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HeroCard: Rise of the Shogun

HeroCard: Rise of the Shogun Rulebook

Table of Contents

Table of Contents

  • Quick Start
    • Game Overview
    • Getting Started
    • Playing
    • Four Phases
    • Attacking
    • Blocking
  • Board Game
    • Components
    • Overview
    • Goal
    • Game Pieces and Cards
    • Setup
      • Choose a Hero
      • Place Castles
      • Place Shrines
      • Choose Starting Castles
      • Arrange Cards
    • Playing the Game
    • Taking a Turn
  • Core Rules
    • HeroCard Core Rules
      • Introduction: Game Overview
      • Game Materials
      • Game Setup
      • Dueling Overview
    • Taking a Turn
      • The Four Phases
      • Discarding
      • Drawing
      • Clearing
      • Taking Actions
      • Refreshing your Hand
  • HeroCard Glossary
  • Rise of the Shogun Quick Guide
    • On Your Turn
    • Scoring

Quick Start

Game Overview

In HeroCard, each player takes on the identity of a Hero and uses his or her Action Deck to battle against other Heroes. Each HeroCard deck includes three Attribute cards, which represent the capabilities of your Hero, and a deck of Action Cards, which you use to duel your opponent.

Your goal is to launch successful attacks against your opponent while defending against his or her attacks. You attack and defend by playing Action Cards.

Getting Started

Select your Hero, and familiarize yourself with your Attribute and Action Cards. Then, set up your play area: the Attribute cards (Body, Mind, Attribute X) in a column, with your Action Deck and Discard Stack to the left and the Attribute Stacks to the right of the Attribute cards.

Note: Your Attribute Stacks are empty at the beginning of game play, since you have not played any cards yet.

Card anatomy: an Attribute Card shows a Type Icon, the Attribute Score and the Hero Points. An Action Card shows its Action Cost, Action Type and Text Area.

Playing

Attributes/Action Cost. Each Character's Body, Mind and Attribute X Cards list his or her Attribute scores. These limit the cards you can play. Each Action Card has an associated Action Cost in B, M or X. The combined Action Cost of all the cards you have in play must be equal to or less than your Character's corresponding Attribute score. These Attribute points remain expended until you clear some or all of your in-play cards.

Example: the Ninja player has spent 4 Attribute points, leaving 4 available.

Action Type. Each Action Card lists an Action Type, which determines when you can play the card.

The Action Types are:

  • Fast: Play as many as you have free Attribute points for on any player's Action Phase.
  • Restricted: Play as many as you have free Attribute points for on your own Action Phase only.
  • Exclusive: You can play only one Exclusive action per turn (even if you have enough Attribute points to play more), only on your own turn during your Action Phase.

Sets. You can play your Action Cards one at a time, or you can play certain cards together as a set. Whether you play cards singly or in a set, you must let your opponent respond before playing more cards.

Four Phases

There are four phases to every turn. Complete them in the following order: Discard, Draw, Clear, Action.

  • Discard: Discard as many cards as you wish, placing them face up on your discard stack.

  • Draw: Draw up to three cards from the top of your Action Deck. Do not exceed seven cards in your hand. If your Action Deck runs out of cards, shuffle your discard stack, place it face down and continue drawing Action Cards from the top.

  • Clear: Remove up to three cards from your Attribute Stacks and place them in your discard stack (see Action, below, on placing cards into your Attribute Stacks). This frees up the Attribute points those cards cost to play. If you have more than three cards in your Attribute Stacks, the Attribute points for any uncleared cards remain spent, but the cards have no further effect on the game. Always clear the top card from a given Attribute Stack (i.e., the most recently-played card) first.

    Some cards allow you to clear outside of your clear phase. Reduce the current attack or block value by the appropriate amount, if applicable. Other immediate effects remain.

  • Action: Attack, block, and play other Action Cards. Observe the rules for attacking and blocking below, as well as the Action Type rules and any restrictions listed on the card.

Refreshing your Hand: Forego your Action Phase to refresh your hand. Discard all of the cards in your hand and draw the same number. When you refresh, you can not play any cards or take any other Actions of any kind.

Attacking

On your turn, you can attack during your Action Phase. You can play Base Attacks, Attack Modifiers (Mods), and Special Attacks.

  • Base Attacks (generally Exclusive): Play only one Base Attack on your Action Phase. Each Base Attack card shows a number representing the strength of the attack.
  • Attack Mods (Fast): Play as many Attack Mods as your available Attribute points allow. Attack Mods increase the value of a Base Attack, so you must play a Base Attack either before or in a set with your Attack Mod(s). You can play multiple Attack Mods provided you have played a single Base Attack in the current Attack Sequence. Each Attack Mod shows a number representing the points it adds to a Base Attack.
  • Special Attacks (Fast or Restricted): Play as many Special Attacks as your available Attribute points allow.

Attack Sequence: An Attack Sequence begins when you play a Base Attack, and includes all attack, block and other Action Cards you and your opponent(s) play in the course of resolving that attack. A card played during the course of an attack sequence is considered "Active" until the end of that Attack Sequence. Normally there is only one Attack Sequence per Action Phase, but there are card that allow you to play more than one Base Attack per Action Phase. Attack and block cards apply only to the Attack Sequence in which they are played.

To attack, select your Base Attack and any Attack Mods. The total Action Cost of the cards may not exceed your Hero's Attribute scores. Place the cards face up to the right of their corresponding Attribute Card, with the Action Cost of each card visible, and with the most recently played card on top. Announce the total value of your attack. Allow your opponent to play blocking cards. You can continue your attack with more Action Cards up to your Attribute limits. The Attack Sequence ends when all players pass. At the end of the Attack Sequence, if your total attack value exceeds your opponent's total block value, your attack succeeds.

Blocking

On your opponent's turn, defend against his or her attacks. You can play Base Blocks, Block Modifiers (Mods), and Special Blocks.

  • Base Blocks (Fast): When your opponent attacks, play as many Base Blocks as your available Attribute points allow. Each Base Block card shows a number representing the strength of the block. If you play more than one Base Block, add the block values together.
  • Block Mods (Fast): Play as many Block Mods as your available Attribute points allow. Block Mods increase the value of a Base Block, so you must play a Base Block either before or in a set with your Block Mod(s). You can play multiple Block Mods provided you have played at least one Base Block in the current Attack Sequence. Each Block Mod card shows a number representing the points it adds to a Base Block.
  • Special Blocks (Fast): Play as many Special Blocks as your available Attribute points allow.

To block, select your Base Block(s) and any Block Mods. The total Action Cost of the cards may not exceed your Hero's Attribute scores. Your current block value must equal or exceed your opponent's current attack value, or the attack is successful. Place the cards face up to the right of their corresponding Attribute card, with the Action Cost of each card visible, and with the most recently played card on top. Announce the total value of your block. Your opponent may increase the attack by playing additional attack cards. The Attack Sequences ends when all players pass. At the end of the Attack Sequence, if your total block value equals or exceeds your opponent's total attack value, the attack fails.

Board Game

Players: 2-4. Age: 12 and up. Time to Play: 60-90 minutes.

Components

  • 1 Map
  • 2 Hero Pawns
  • 2 Action Decks
  • 60 Peasant Pawns
  • 8 Castles
  • 4 Shrine Tokens
  • 6 Mission Cards
  • 13 Treasure Cards

Overview

Rise of the Shogun is a strategy game in which players compete to collect the most influence and proclaim themselves Shogun of Japan.

Each player controls a dynastic family in feudal Japan. You move your family Hero across the map, forging alliances with the lords of Castles and performing Missions to win them to your cause, or visiting Shrines to uncover treasures or retain monsters to aid you in your quest. The lords allied to your cause recruit Peasants, who enable you to exert control over areas of Japan.

Becoming the ruling lord of Japan is not an easy task, and a would-be Shogun needs all the help they can get. Fortunately, your family can draw upon their connections at Court to perform actions to help your Hero, such as recruiting Peasants and converting enemy Peasants to your cause.

The game ends when one player acquires enough influence to declare themselves the first Shogun of Japan.

Attribute X. The X statistic in Rise of the Shogun stands for ki, the internal energy that flows through all living things. Different characters use it in different ways, harnessing their ki to perform miraculous feats of strength, cunning, or swordplay.

Goal

Gain the number of Victory Points required to become Shogun and win the game:

  • 2 Player Game: 24 Victory Points
  • 3 Player Game: 22 Victory Points
  • 4 Player Game: 20 Victory Point

To gain Victory Points, you can claim Castles, establish chains of controlled provinces, take prisoners, or control the Heir. See below for more information on scoring.

Game Pieces and Cards

  • Hero Pawns mark the locations of the Heroes as they're moved around the map.
  • Action Decks represent the Heroes' abilities. You use your Action Deck to resolve combat and conflicts, using the HeroCard dueling system.
  • Peasant Pawns represent vassals under your control and claim provinces or castles in your name. They also serve to mark tentative alliances with Castles that you are Courting.
  • Castles are the seats of powerful lords. When your Hero reaches a Castle, you can perform a Mission to bring that Castle under your control.
  • Mission Cards give you a task you must perform to convince the lord of a Castle to join your cause.
  • Shrine Tokens mark the location of Shrines. You can search Shrines for treasure, gaining Treasure Cards.
  • Treasure Cards are either items or monsters. Monsters are special attack cards. Items give you special actions or advantages. You discover a Treasure when you reach a Shrine.

Each player gets one Hero Pawn, one Action Deck, and 15 Peasant Pawns.

Setup

To battle opponents in Rise of the Shogun, you use the HeroCard dueling system. Before playing, please read the HeroCard Core Rules (enclosed) and play a practice duel. These rules assume that you know how to play a HeroCard duel.

Choose a Hero

Each player chooses a Hero. Every Hero serves the interests of one of the dynastic families struggling to win ultimate power in Japan. It is through your Hero that you secure alliances with the ruling families of Japan, attack your enemies' Peasants, and search for treasure to help you in your bid for power.

Rise of the Shogun comes with two Heroes: the Samurai and the Ninja. Two additional Heroes, the Prince and the Miko, are available in expansion packs.

  • The Samurai (Included): Physically powerful and spiritually strong, The Samurai leads his family towards greatness by his unwavering devotion and his unstoppable swordsman's skills. The Samurai is the most basic deck in "Rise of the Shogun," and he uses a combination of strong attacks and blocks to defeat his opponents.
  • The Ninja (Included): The Ninja must use cunning, guile, and stealth rather than brute force to defeat his enemies. The Ninja is trickier than the Samurai, with cards that both force an opponent to discard and allow the Ninja to draw cards.
  • The Miko (Expansion Deck): Headstrong and devoted, The Miko leads her family towards greatness based on the strength of her will and the depth of her faith. The Miko has several very powerful cards, both attacks and defenses, but she truly shines when she calls upon her divine powers to reverse time and bring down the wrath of the gods upon her foes.
  • The Prince (Expansion Deck): Brilliantly cunning, The Prince and his faction have nearly unlimited wealth, and all the influence that goes with it. The Prince's deck is advanced. His attacks and blocks aren't strong, but he makes up for it with devastating combos which allow him to deny his opponent cards while at the same time bolstering his own attacks and defenses.

You can also use Action decks from other HeroCard games or a custom HeroCard deck. Familiarize yourself with the cards in your Hero's Action Deck.

Place Castles

Randomly determine which player goes first. Then take turns placing Castle tokens on the board, starting with the first player and proceeding clockwise (the order of play). Castles are all initially unaligned with any faction.

  • For a 2 player game, use 6 Castles.
  • For a 3 player game, use 7 Castles.
  • For a 4 player game, use 8 Castles.

You must place the Castles according to the following rules:

  • There must be at least 2 empty spaces between each Castle.
  • There must be at least 2 empty spaces between any Castle and Heian. A dotted line on the map encloses the spaces in which you cannot place Castles.
  • Castles cannot share a space with any other game piece, except when you place Peasants on Castles to court or claim them during game play.
  • The lake next to Heian is not a valid play space.

Place Shrines

After placing Castles, continue to take turns placing Shrines. Place the Shrine Tokens according to the following rules:

  • There must be at least 1 empty space between each Shrine and any other Shrine, Castle, or Heian.
  • In a 3 player game, the first player places 3 Shrines, while the second and third players place 2 Shrines each.
  • Shrines cannot share a space with any other game piece.
  • The lake next to Heian is not a valid play space.

Choose Starting Castles

After placing Shrines, players take turns claiming a starting castle. The choosing order is reversed: the last player to place Castles and Shrines chooses their starting castle first, and then other players choose their starting Castles in counterclockwise order.

Place a Peasant token on top of one Castle to claim it as your home castle, then place your Hero pawn on any adjacent space.

Arrange Cards

Shuffle the Treasure and Mission decks and place them next to the game board.

Set up your Action Deck as you would for a HeroCard duel: shuffle the deck, draw seven cards, and place the rest face down in your Action Deck.

You are now ready to play!

Playing the Game

In Rise of the Shogun, you take turns using your Hero and Court connections to gain influence and power. You can perform missions to cement alliances with lords and claim Castles, recruit Peasants to increase your dominion and control provinces, or search Shrines for treasure to strengthen your power. You can also become the Emperor and control the court at Heian, attack enemy Castles and Peasants to convert them to your faction or take them prisoner, and battle opposing Heroes to seize their Treasure and defeat their purpose. When your faction gains enough Victory Points to seize control of Japan, you become the new Shogun and win the game.

Taking a Turn

Each turn has 6 phases. The first three phases are identical to the first three phases of a normal HeroCard duel. The last three phases correspond to the Action phase of a HeroCard duel. Complete the phases in the following order:

  1. Discard: Discard unwanted cards from your hand.

  2. Draw: Draw up to three cards.

  3. Clear: Remove up to three cards from your attribute stack.

  4. Move: Move your Hero pawn up to 3 spaces.

  5. Hero Phase: Perform any of the following actions:

    • Claim a Mission (Exclusive Action)
    • Search a Shrine (Exclusive Action)
    • Attack a Hero (Exclusive Action)*
    • Attack a Peasant (Exclusive Action)*
    • Attack an Alliance (Exclusive Action)*
    • Summon a Monster (Exclusive Action)
    • Use an Item (Restricted Action)
    • Exchange prisoners (Restricted Action)
    • Abandon a Mission (Restricted Action)

    *Unless using a Base Attack that plays as a Restricted Action.

  6. Court Phase: Perform one of the following actions:

    • Recruit Peasants
    • Move your Hero an additional 3 spaces

Note: If you use a Move action on your Court phase to move your Hero adjacent to a Shrine, you cannot search the Shrine and take a Treasure Card until your next turn, as searching a Shrine is a Hero Phase action.

Note: You can use a Convert action in your Court phase even if you already attacked on your Hero Phase.

If you don't remember what to do during the Discard, Draw, or Clear phases, please refer to the HeroCard Core Rules in this booklet. The Hero and Court phases together both count as your Action Phase in the HeroCard Core Rules. See below for more information on Move, Hero, and Court phase actions.

Moving

You can move your Hero pawn three spaces (provinces) during your Move Phase. You can also choose to move an additional three spaces on your Court Phase. The following rules apply to Hero movement:

  • Your Hero pawn cannot share a space with any other piece. To interact with another game piece (such as attacking a Peasant or forming an alliance with a Castle), move adjacent to that piece. The one exception is that you must land on a Shrine space to search a Shrine, but in that case you immediately remove the Shrine marker.
  • You can travel through spaces containing your own Peasants for free, but you cannot occupy the same space as a Peasant.

Recruiting Peasants

You use Peasants to control Provinces (board spaces). You can add two new Peasants to the board when you use your Court phase to recruit Peasants. You can only recruit Peasants in spaces adjacent to spaces already containing Peasants of your color. Peasants must always connect, either directly or through a chain of adjacent Peasants, to a Castle you control. Any Peasant that becomes cut off from a Castle is no longer in a valid space, and you must remove it from the board.

You can form Chains of Peasants between Castles you control. A Chain is the shortest unbroken line of Peasants between any two castles you control. Chains earn you one Victory Point for each Peasant in the Chain. For more information on scoring Chains, see below.

Note: You cannot recruit Peasants into a space that already has another game piece, such as a Shrine or Hero pawn, on it.

(Diagram: Valid Peasant Growth and Invalid Peasant Growth.)

Claiming Missions and Castles

When you move adjacent to an unclaimed Castle, you can attempt to form an alliance with the lord of that Castle and bring the Castle under your control. Castles are the holdings of various powerful nobles of the Japanese court. You can perform missions for these nobles to gain their trust and aid, bringing them into your faction as followers.

To claim a Castle:

  1. Move your Hero into a space adjacent to the Castle.
  2. Place a Peasant in the Courtyard of the Castle, announcing your intent to form an alliance.
  3. Draw a Mission card. You can look at the mission on the card, but keep it face down and do not show it to other players.
  4. Attempt to fulfill the mission on the card as your turns progress.

When you fulfill the terms of the Mission Card, the lord of the Castle joins your faction. Move your Peasant to the top of the Castle, creating a Claimed Castle. If you do not have a Peasant in reserve, you can take a Peasant you control from the board and place it in the Courtyard of the Castle when you begin Courting. The Peasant you use to claim the Castle becomes a Lord. You cannot move this Peasant piece from the Castle or use it to attack adjacent opposing Peasants. You can only Convert Lords, never attack them with Monsters or Heroes as you can other Peasants.

You can take as long to fulfill a Mission as you want, but you can only have one open Mission at a time. You can abandon an alliance at any time, giving up on a Mission. Simply move to another unaligned Castle, move your Peasant to the new Castle, and discard your old Mission card to the bottom of the Mission deck.

Once you Claim a Castle, you can recruit peasants from it and count it towards your Victory Point total.

Searching Shrines

Shrines dot the Japanese landscape. You can search a Shrine for treasure to help you in your quest for power. You might find an item with powers that can assist you, or you might bind a monster which you can summon later to attack your enemies.

To search a Shrine:

  1. Move your Hero into a space with a Shrine marker.
  2. Remove the Shrine Token from the board and give it to the player on your right, who must then place it on any legal space on the board. (Remember that there must be at least one empty space between a Shrine and any other game piece or Heian.)
  3. Draw two Treasure cards from the deck.
  4. Look at both Treasure cards, then return one to the bottom of the Treasure deck.

Keep your Treasure cards face down in front of you. They do not count against your hand limit of seven cards. You can have up to three Treasure cards at any time. You can discard a Treasure Card to the bottom of the Treasure deck as a Restricted action.

Treasure Cards can be Items or Monsters. For more information, see below.

Attacking

Your Hero can attack a Peasant, an opposing Hero, or an opponent's courted Castle. In all cases, you must move your Hero adjacent to the target before you can attack, unless you have a Treasure card that specifically allows you to attack at range. Declare your intent to attack, then resolve the battle through a HeroCard duel. The results of a successful attack vary depending on the target:

Defeating a Peasant: When you win a duel against an opposing Peasant, you capture the Peasant, and it becomes your Prisoner. You also capture any Peasants which your attack cut off from a Castle and thus are now no longer in legal board positions.

Prisoners are worth 1 Victory Point, and you keep the Peasant Tokens representing Prisoners. For information on trading Prisoners, see below.

Immediately after defeating a Peasant, a Hero can move one space into the adjacent space vacated by the defeated Peasant. This is a free move that does not count towards the Hero's total movement for the turn. The Hero can only move into the space vacated by the specific Peasant he attacked, and not into any spaces vacated by additional defeated peasants.

Defeating a Hero: When you win a duel against an opposing Hero, you can take one Treasure card at random from the player whose Hero you defeated. You can also move the defeated Hero to any space adjacent to a Castle controlled by the defeated player. If no space is available, place the Hero in the nearest adjacent empty space to the castle.

Stealing a Mission: You can attack a castle that an opponent is currently courting, but has not successfully claimed yet. If the attack succeeds, replace the opponent's peasant with your own and take the Mission Card from the deposed player. The deposed player keeps the peasant; you do not capture it as a prisoner. You can now try to fulfill the Mission yourself and claim the Castle.

Note: A Hero cannot attack a Claimed Castle or its Lord (claiming Peasant). Heian does not count as a Castle. You can attack a Peasant in Heian exactly like any other Peasant on the board.

(Diagram: Unconnected Peasants Captured after a Successful Attack.)

Summoning a Monster

If you have a monster Treasure Card, you can summon a Monster to assist you against your foes. Summoning a Monster initiates an attack.

Monsters function as Base Attacks, except that they have no Action Cost. Unless the card specifically states otherwise, you must move adjacent to your target to attack with a Monster. You can play Attack Mods to increase the Monster's base attack, as with a normal Base Attack. Your opponent can also block, ignore, or purge the Monster like any other Base Attack.

When you kill Peasants with a Monster, the owner of the Peasants removes them from the board. You do not capture the Peasants.

After playing a Monster, return it to the bottom of the Treasure deck.

Note: You cannot attack a Lord (a Peasant claiming a Castle) with a Monster. Some cards may target Castles, but the attack does not kill the Lord or convert the Castle. It only affects Peasants adjacent to the Castle.

Using an Item

Items are a type of Treasure Card. Most Items count as Restricted Actions, and you can use them at any time during your action phase. Items take effect immediately when you play them. After playing an Item, return it to the bottom of the Treasure deck.

Note: Some Items do not take effect until the end of the game, and you cannot play them until then.

Exchanging Prisoners

When your Hero defeats Peasants in battle, you take the Peasants as prisoners. Prisoners are worth 1 Victory Point.

Any player can force an exchange of Prisoners on their turn. You exchange prisoners one for one, and can only trade for your own Peasants. However, when you initiate an exchange, you can trade multiple players' Peasants to one opponent to get your own Peasants back.

For example, if the green player forces an exchange with the red player, the green player can trade 2 blue Prisoners and 1 red Prisoner to the red player to regain 3 green Prisoners from the red player.

Converting Peasants or Castles

You can use your Court turn to order one of your Peasants to attack an adjacent Peasant or Claimed Castle of another color. If the attack succeeds, replace the peasant you attacked with one of your own color. Also replace every like-colored peasant adjacent to the peasant you attacked, including Lords, with your own. The attacking player returns the converted Peasants to their owner. If you do not have enough Peasants to convert all your opponents', you may only convert as many opponents as you have Peasants in reserve. You cannot convert adjacent Peasants of a different color than the one you attacked.

(Diagram: Converting Peasant, Adjacent Peasants Convert from Blue to Purple; Unconnected Peasant Dies.)

You play a HeroCard duel to resolve a conversion attempt. You can also convert Claimed Castles. Conversion treats the Lords of Claimed Castles exactly like other Peasants.

If any Peasants become cut off from a Castle but not converted during a conversion, the owner of those Peasants must remove them from the board. They are not captured as prisoners

Reorganizing Peasants

You can use your Court turn to reorganize three of your Peasants into a different, legal configuration. The Peasants must remain connected directly or by a Chain to a Castle you control. You cannot remove a Lord (Peasant claiming a Castle) from the Castle it claims. You can move Peasants from one Castle chain to another, even if there is no chain connecting the two Castles.

Note: You cannot reorganize Peasants into a space that already has another game piece, such as a Shrine or Hero pawn, on it.

Becoming the Emperor

Heian is still the power center of Japan, but at this late date the power of the emperor and his court is less and less important. Nonetheless, control of Heian still grants significant power.

If you control a Peasant in Heian, you become the Emperor. When opposing players take their turns, you can decide which Court action each player takes during their Court phase. At the Court Phase of each player's turn, you issue an Imperial Decree stating which of the four basic Court actions they must take (recruit, move, reorg, or convert). It is up to the player how exactly they take that action and fulfill the Decree. They can even choose to pass rather than taking the action which the Emperor dictates. If you command an impossible or invalid action, the player must pass.

Players can feel free to negotiate with the Emperor, attempting to bargain, bribe, or cajole them to get to take the action they want. They cannot trade game pieces, however, such as Treasure or Mission cards, Peasants, or control of Castles.

There is one way to circumvent the Imperial Decree: bribe the Court. You can discard a Treasure Card at the beginning of your Court Phase to bribe the Court. You can then disregard the Imperial Decree and take any Court action you wish.

Note: Heian is not a Castle. It functions like any other space on the board, with the sole exception that the player controlling it becomes the Emperor. You can attack a Peasant in Heian as you would attack any other Peasant.

Ending the Game

The game ends when one player gains enough Victory Points to win the game and become the Shogun.

Count your Victory Points as follows:

  • 4 points for each Claimed Castle you control
  • 1 point for each Peasant in a Chain (see below for more information)
  • 1 point per Prisoner you hold
  • 5 points if you hold the Treasure Card "An Heir"

To win the game, you need 24 points in a 2 player game, 22 points in a 3 player game, or 20 points in a 4 player game.

Scoring Peasant Chains

When counting points for Chains of Peasants between Castles, use the following rules:

  • Only count the shortest unbroken chain between Castles.
  • If there are multiple Chains between the same two Castles, count the shorter one.
  • If there are multiple Chains of the same length between Castles, you may choose which one to count.
  • Spurs or branches off of Chains do not count towards your point total. Only the shortest line of Peasants counts.
  • You cannot count any one Peasant more than once, even if the Peasant is in more than one Chain.
  • Lords of Castles (Peasants on Claimed Castles) do not count towards a Chain. They only count as Claimed Castles.

(Diagram example: 4 points for each of two Castles plus 3 points for the Chain = 11 points total.)

Core Rules

HeroCard Core Rules

Introduction: Game Overview

In HeroCard, each player takes on the identity of a character, called a Hero, and uses his or her Action Deck to battle against other Heroes. Heroes come from a variety of genres: you might play a Japanese samurai, a starship commander, a cyberspace hacker, or one of many other Heroes. Each Hero and associated Action Deck is unique – and you can even mix and match cards to further customize your own Hero and deck!

HeroCard takes only a few minutes to learn and is easy to play. Your HeroCard Action Deck contains everything you need to face other Heroes in battle.

Game Materials

Your HeroCard deck contains three Attribute Cards, which represent the capabilities of the Hero you are playing. In addition, your deck has a variety of Action Cards, which you use to attack, block, and strategize as your Hero. Each card describes how you can use it, so game play proceeds smoothly and quickly.

Game Setup

Each player picks a Hero. A Hero includes three Attribute Cards, which correspond to that Hero's strengths and weaknesses, and a twenty- to thirty-card Action Deck representing what that Hero can do in battle.

To set up your play area, lay out your cards as shown in the play-area diagram: Place your three Attribute Cards in a column, with the Body (B) card at the top, the Mind (M) card in the middle, and the Attribute X (X) card at the bottom. (Don't worry, we'll explain the B, M and X Attributes and how to use them below.)

As you play your Action Cards, you'll place them face up to the right of the Attribute Cards in piles called Attribute Stacks. When you start the game, this area is empty, since you have not yet played any Action Cards.

Place your Action Deck to the left of your play area. When you discard cards during game play, put them in a face-up Discard Stack near your Action Deck.

Dueling Overview

As your Hero, your goal is to attack your opponent in duels and overcome his or her defenses. You must also defend yourself your opponent(s)' attacks.

Your attacks and defenses are limited by your Attributes. Each Hero has Body (B), Mind (M) and Attribute X (X) Attribute scores. What is the Attribute X? It's an Attribute that changes depending on the genre of your Hero. If you're playing a Cyberspace hacker, it represents Gene X; if you're taking on the Galaxy as a starship commander, it stands for Xenoscience. Check your rules to see which Attribute X your Hero has.

You attack and defend by playing Action Cards. Each Action Card has an associated Action Cost in Body, Mind or Attribute X. The combined Action Cost of the cards you play must be equal to or less than your Hero's corresponding Attribute score. Once you "spend" Attributes in this way, they remain expended until it's your turn again. You must use strategy and creativity to launch successful attacks while still leaving yourself enough free Attributes to defend when it's your opponent's turn!

You win a duel by mounting an attack that is stronger than the defenses your opponent can muster.

Taking a Turn

The Four Phases

There are four phases to every turn. Complete the phases in the following order:

  1. Discard: Discard unwanted cards from your hand.
  2. Draw: Draw up to three cards.
  3. Clear: Remove up to three cards from your Attribute Stacks.
  4. Action: Attack, and otherwise affect the game by playing Action Cards.

Discarding

Begin your turn by discarding as many cards from your hand as you wish. Place your Discarded cards face up on your Discard Stack.

Drawing

Next, draw up to three cards from the top of your Action Deck, adding them to your hand. You may never hold more than seven cards in your hand at any time.

Note: If your Action Deck runs out of cards, shuffle your Discard Stack, place it face down in your draw area, and continue drawing Action Cards from the top.

Clearing

As you play Action Cards, you place them next to your Attribute Cards in Attribute Stacks. You'll place each Action Card to the right of the Attribute Card with which it corresponds, on top of any cards you previously played using that Attribute and arranged so that the Action Cost of each card remains visible. For example, if an Action Card costs 5 Body to play, you'll place it to the right of your Body (B) Attribute Card, on top of any previously-played cards that cost Body.

During your Clear phase, you may remove up to three cards from your Attribute Stacks and place them in your Discard Stack. When clearing cards from a given stack, you must always begin with the top (i.e., most recently-played) card in that stack.

Note: If you take the first turn in the game, you won't need to clear, since you haven't played any cards yet.

If you have more than three cards in your Attribute Stacks, you won't be able to clear them all. The Attribute points for any uncleared cards remain spent, but the cards themselves have no further effect on the game. They simply tie up your Attribute points until you're able to clear them.

Some Action Cards allow you to clear cards at times other than during your clear phase. If the cleared card is part of a current attack or block, the attack or block value is reduced by the appropriate amount. If the cleared card has an immediate effect, the effect remains even though the card is removed from play (unless otherwise specified by the clearing card).

Taking Actions

Now you can play Action Cards. When playing Action Cards, observe the following rules:

Action Cost: Each Action Card has an associated Action Cost in Body (B), Mind (M) or Attribute X (X). The combined Action Cost of all the cards you have in play must be equal to or less than your Hero's corresponding Attribute score. These Attribute points remain expended until you clear some or all of your in-play cards on your next turn.

Action Type: Each Action Card has an Action Type listed on it, which determines when you can play the card. There are three Action Types: Fast, Restricted, and Exclusive.

  • Fast: You can play as many Fast actions as you have free Attribute points for on any player's turn, during the Action Phase.
  • Restricted: You can play as many Restricted actions as you have free Attribute points for, but only on your own turn during your Action Phase.
  • Exclusive: You can play only one Exclusive action per turn (even if you have enough Attribute points to play more), only on your own turn during your Action Phase.

Playing Sets: You can play your Action Cards one at a time, but you can also play cards simultaneously, as a set. Once you have played a card or card set, you must allow your opponent to respond (he or she may play cards or pass) before playing more cards. Either approach can be the best choice, depending on the situation: playing a set prevents your opponent from interfering with your action (for example, he or she might play a card that forces you to discard cards in your hand), but playing cards singly allows you to conserve cards. For details on which cards can be played together as sets, see the "Attacking" and "Blocking" sections, below.

Refreshing your Hand

Instead of taking an Action Phase, you can refresh your hand. To refresh, discard all of the cards in your hand and draw the same number of cards from your Action Deck. When you refresh, you forego your Action Phase completely: you can not play any cards or take any other Actions of any kind.

Attacking

On your turn, you attempt to mount a successful attack against your opponent. You can play Base Attacks, Attack Modifiers (Attack Mods) and Special Attacks. Of course, you can also play other cards on your turn provided you follow any limits imposed by the Action Type and otherwise specified by the card, and provided you have the available Attribute points.

Base Attacks: On your Action Phase, you can play one Base Attack. A Base Attack is generally an Exclusive action, so you can only play one Base Attack per turn, and only on your own turn (note that there are some cards that allow you to play more than one Base Attack per turn). You must also have enough available Attribute points to play the card. Each Base Attack card shows a numeric value representing the strength of the attack.

Example: The Action Card "Attack from Above" lists Attack 4. This is a 4-point attack.

Attack Mods: On your Action Phase, you can play as many Attack Mods as your available Attribute points allow. Attack Mods add points to the strength of a Base Attack, and they can only be played in conjunction with a Base Attack. Each Attack Mod card shows a numeric value representing the number of points it adds to a Base Attack.

Example: The Action Card "Stone Falls through Water" lists Attack Mod +5. Played in conjunction with "Attack from Above", this card adds 5 points to value of the attack, for a total of 9 points.

Special Attacks: On your Action Phase, you can also play Special Attacks. Special Attacks may allow you to take actions, force your opponent to take actions, or otherwise affect game play. You may play Special Attacks as your available Attribute points allow. You must also obey any limits imposed by the Action Type and otherwise specified by the card.

Example: The Action Card "Forfeiture" states, "Target discards one block card." The opponent on whom you play this must discard one block card (any kind of block card, whether Base Block, Block Mod or Special Block) from their hand.

The Attack Sequence: When you play a Base Attack, you begin what's called an Attack Sequence. An Attack Sequence includes your Base Attack and any other attack cards, block cards, and other cards you and your opponent play in the course of resolving the attack. A card played during the course of an attack sequence is considered "Active" until the end of that Attack Sequence. Normally, you can only play one Base Attack per Action Phase, so there is only one Attack Sequence per Action Phase. However, there are cards that allow you to play more than one Base Attack per Action Phase. Playing a new Base Attack starts a new Attack Sequence. It is important to note that Base Attacks and Attack Mods only apply to the Attack Sequence in which they are played. Once an Attack Sequence has ended, these cards have no further effect on the game (remember that until cleared, these cards do continue to tie up the Attribute points they cost to play).

Playing Sets: You can play your Base Attack first and then play Attack Mods separately, waiting for your opponent to respond to each action you play. Or, you can play your Base Attack and one or more Attack Mods simultaneously, as a set. You can only play a Base Attack and Attack Mods in a set of attacks; you cannot include Special Attacks or any other Action Cards in a set. Also remember that you must always play an Attack Mod at the same time as, or after, a Base Attack during a given Attack Sequence. An Attack Mod cannot stand alone.

To Attack

Select the Base Attack and any Attack Mods you wish to play. Compare the total Action Cost of the cards to your Hero's Attribute scores, to be sure you can play the cards. Place the Action Cards to the right of the corresponding Attribute Card, on top of any cards you previously played using that Attribute. Arrange these Attribute Stacks so that the Action Cost of each card remains visible, and the most recently played card is on top. This begins the Attack Sequence.

Announce to your opponent the total value of the attack you are making.

Your opponent may choose to defend by playing Base Blocks and Block Modifiers. He or she will attempt to block a number of points equal to or more than the value of your attack. Your opponent may also use other Action Cards as appropriate to prevent your attack from succeeding.

After your opponent plays Blocks, Block Mods or other Special Blocks, you can continue your attack by playing more Action Cards, up to your Attribute limits. Your opponent can continue to defend, and other players can play appropriate Action Cards as well. The Attack Sequence continues until all players pass.

If your total attack value is higher than your opponent's total block value, your attack succeeds! If your opponent's block value equals or exceeds your attack value, your attack fails.

Spent Attributes: The combined Action Costs of the cards you played during this duel are "spent". They remain spent until you can clear some or all of them on your next turn.

Blocking

On your opponent's turn, he or she can attempt to mount an attack against you, as above. You can defend by playing Base Blocks, Block Modifiers (Block Mods) and Special Blocks. Of course, you can also play other cards on your turn provided you follow any limits imposed by the Action Type and otherwise specified by the card, and provided you have the available Attribute points.

Base Blocks: On your opponent's Action Phase, he or she can attack you with a Base Attack plus Attack Mods. You can respond by playing one or more Base Blocks. Unlike Base Attacks, you can play as many Base Blocks as your available Attribute points allow, adding the value of the Base Blocks together. Each Base Block card shows a numeric value representing the strength of the block.

Example 1: The Action Card "Unbroken Defense" lists Block 9. This is a 9-point block.

Example 2: The Action Card "Efficient Block" lists Block 4. This is a 4-point block. Provided you have available Attribute points, you can play this card in conjunction with "Unbroken Defense." Together, these two Base Blocks equal a 13-point block.

Block Mods: In response to your opponent's attacks, you can also play as many Block Mods as your available Attribute points allow. Similar to Attack Mods, Block Mods add points to the value of a Base Block, and can only be played in conjunction with one or more Base Blocks. Each Block Mod card shows a numeric value representing the number of points of it adds to the Base Block.

Example 1: The Action Card "Cross Block" lists Block Mod +5. Played in conjunction with "Unbroken Defense", this card adds 5 points to value of the block, for a total of 14 points.

Example 2: "Cross Block" (5-point Block Mod) played in conjunction with "Unbroken Defense" (9-point Base Block) and "Efficient Block" (4-point Base Block), equals total block value of 18 points.

Special Blocks: In response to your opponent's attacks, you can also play Special Blocks. Special Blocks may allow you to take actions, force your opponent to take actions, or otherwise affect game play. You may play as many Special Blocks as your available Attribute points allow. You must also obey any limits imposed by the Action Type and otherwise specified by the card. (Note that Special Blocks are generally Fast Action Types, so you aren't limited to playing them only in response to an attack – you can play them at other times too.)

Example: The Action Card "Distracting Smile" states, "Target discards two attack cards from their hand." The opponent on whom you play this card must discard two attack cards (any kind of attack card, whether Base Attack, Attack Mod or Special Attack) from their hand.

The Attack Sequence: When your opponent plays a Base Attack against you, an Attack Sequence begins. The Attack Sequence includes the Base Attack and any other attack cards, block cards, and other cards you and opponent play in the course of resolving the attack. A card played during the course of an attack sequence is considered "Active" until the end of that Attack Sequence. Remember that Base Blocks and Block Mods only apply to the Attack Sequence in which they are played. If your opponent uses a special card to play a new Base Attack during the same Action Phase, a new Attack Sequence begins. Any Base Blocks and Block mods you previously played have no further effect on the game (remember that until cleared, these cards do continue to tie up the Attribute points they cost to play). You must play new Base Blocks and Block Mods to defend against the attack.

Playing Sets: You can play your Base Block(s) first and then play Block Mods separately, waiting for your opponent to respond to each action you play. Or, you can play your Base Block(s) and one or more Block Mods simultaneously, as a set. You can only play Base Blocks and Block Mods in a set of blocks; you cannot include Special Blocks or any other Action Cards in a set. Like an Attack Mod, you must always play a Block Mod at the same time as, or after, a Base Block during a given Attack Sequence. A Block Mod cannot stand alone.

To Block

You opponent begins the Attack Sequence by playing a Base Attack and any Attack Mods. To block, select the Base Block(s) and any Block Mods you wish to play. Compare the total Action Cost of the cards to your Hero's Attribute scores, to be sure you can play the cards. Also make sure the total value of the block equals or exceeds your opponent's attack value – otherwise the attack succeeds and your opponent earns a Victory Point. Place the Action Cards to the right of the corresponding Attribute Card, on top of any cards you previously played using that Attribute. Arrange these Attribute Stacks so that the Action Cost of each card remains visible, and the most recently played card is on top.

Announce to your opponent the total value of the block you are making.

Your opponent may then choose to increase the attack by playing additional Attack Mods, Special Attacks, or other Action Cards as appropriate. You can continue to defend by playing Action Cards, up to your Attribute limits. Other players can play appropriate Action Cards as well. The Attack Sequence continues until all players pass.

If your total block value equals or exceeds your opponent's total attack value, the attack fails. However, if your opponent's attack value is greater than your block value, the attack succeeds.

Spent Attributes: The combined Action Costs of the cards you played during this duel are "spent". They remain spent until you can clear some or all of them on your next turn.

Finishing a Turn

An Attack Sequence is finished when the player whose turn it is confirms that all players pass and opponents determine the success or failure of the attack. Play then proceeds to the left.

In some cases, the attacker may launch multiple Attack Sequences in the same Action Phase (remember that some special cards allow more than one Base Attack per Action Phase). A given Attack Sequence must complete as above before a new one is launched. Each new Attack Sequence proceeds and completes as above. When all Attack Sequences are complete, play proceeds to the left.

Contradictory Rules

If the text on a card contradicts the game rules in this booklet, the card text overrules the game rules.

Creating Your Own Decks: Building Customized Heroes

Each HeroCard deck represents a full Hero, ready to be pitted in duels against other Heroes. Each includes three Attribute Cards and about thirty corresponding Action Cards. You can create your own Heroes and Action Decks as well. Here's how:

  1. Combine different Attribute Cards from different Heroes. Your custom Hero must always have three Attribute Cards: one Body (B), one Mind (M) and one Attribute X (X) card.
  2. Combine different Action Cards from different Action Decks. Your custom Action Deck must always have at least 20 Action Cards, and may contain no more than six copies of the same card.

Balancing Customized Heroes

Each Attribute Card shows a hero point number in the bottom left corner of the card. When creating a custom Hero, add up the hero points on your three Attribute Cards. This is your hero point total. In general, the higher the hero point total, the more powerful the Hero.

For dueling to be fun for all players, Heroes must be similar in power. When using customized Heroes, all players in the game must agree to a maximum hero point total. No player may use a Hero that exceeds this limit. The standard limit for HeroCard Heroes is 30 points.

Playing Head-to-Head Duels

HeroCard Action Decks are designed for use with TableStar Games Board Games such as Galaxy, Cyberspace and many others. However, you can play head-to-head duels with your friends using just your HeroCard Action Decks. In head-to-head HeroCard, your goal is to win by earning the required number of Victory Points. You must earn three Victory Points in a two-player game, five in a three-player game, and seven in a four-player game.

Each time you successfully attack your opponent, you earn a Victory Point. A successful attack gains you only one Victory Point, so you must launch separate, successful attacks on separate turns to earn the required number of Victory Points. No matter how much the attack value exceeds the block value, a successful attack always gains only one Victory Point.

To play direct duels, randomly determine who starts. Shuffle your decks and draw seven cards. Begin play, with turns proceeding in a clockwise direction. On your turn, launch attacks against your opponent. On your opponent's turn, he or she does the same. Proceed through turns exactly as described above. Whoever earns the required Victory Points first, wins!

HeroCard Glossary

  • Action Card: A card you play from your Hero's Action Deck.
  • Action Cost: The number of Attribute points you must spend to play an Action Card.
  • Action Deck: The collection of Action Cards you may play as a particular Hero. An Action Deck may not contain fewer than 20 cards, nor more than 6 of the same card.
  • Action Type: The rule that governs when you can play an Action Card. There are three Action Types: Fast, Restricted and Exclusive.
  • Action Phase: Fourth phase of a turn, in which you may play Action Cards.
  • Active Card: A card played during the current Attack Sequence.
  • Active Player: The player whose turn it currently is.
  • Attack Card: Any Base Attack card, Attack Mod card, or Special Attack card.
  • Attack Mod: An attack card that increases the value of a Base Attack by a constant or variable amount.
  • Attack Sequence: An Attack Sequence begins when the active player plays a Base Attack and includes all attack cards, block cards, and other cards opponents play in the course of resolving the attack. The attack sequence ends when all players involved have passed.
  • Attack Value: A numerical value, shown on the face of each attack card, that represents the force of the attack. If you play multiple attack cards (e.g., a Base Attack plus one or more Attack Mods) within a single Attack Sequence, add their individual attack values to find the total current attack value.

Rise of the Shogun Quick Guide

  1. Every player takes 15 peasants, and one Hero figure (of the same color.) Each player also takes a HeroCard deck and draws a hand of seven cards.
  2. Determine who will go first at random.
  3. Divide the Castles between the players. In a 3 player game, the first player gets the extra castle.
  4. Divide the Shrines between the players. In a 3 player game, the 2nd player gets the extra shrine.
  5. Players begin placing Castles. The first player places first, and players continue in order of play (clockwise.) Castles must be placed at least two spaces away from Heian, and can not be less than two spaces away from each other.
  6. When all Castles are placed, players place Shrines, again in a clockwise order. Shrines must be at least one space away from any other piece, and can not be placed on Heian.
  7. When all Castles and all Shrines have been placed, the LAST player chooses a Castle, claims it, and places their Hero in an adjacent province. Players chose castles in this way in a COUNTERCLOCKWISE order.
  8. The last player to chose a castle is the first player to play.
  9. Begin the game!

On Your Turn

  1. Discard Any Number of Cards.
  2. Draw up to 3 Cards (up to 7 in Hand.)
  3. Clear up to 3 Cards.
  4. Move Hero up to 3 Provinces.
  5. Hero Phase (You may do 1 of the following actions with your Hero,)
    • a. Search a Shrine.
    • b. Court a Castle (draw 1 card from the Mission Deck.)
    • c. Attack an Adjacent Hero, Peasant, or Alliance.
    • d. Summon a Monster (reveal and discard the Monster Card.)
  6. Court Phase (You may take 1 of the following Court Actions per turn.)
    • a. Recruit 2 Peasants (play adjacent to Castles or Peasants you control.)
    • b. Reorganize 3 Peasants (All of your peasants must be in legal locations at the end of the turn)
    • c. Move your Hero 3 Provinces
    • d. Convert all enemy Peasants or Castles (of a single color) adjacent to one of your Peasants. (Duel the player who controls those Peasants or Castles. If you succeed in the duel, you may replace all Peasants of the color of the defeated player with Peasants of your color, including Peasants who control Castles.)

Scoring

  • 4 Points for each Claimed Castle you control
  • 1 Point for each Peasant in a Chain
  • 1 Point for each Prisoner you Control
  • 5 Points if you control "An Heir."

(Diagram example: 4 points for each of two Castles plus 3 points for the Chain = 11 points total.)

  • Moving
  • Recruiting Peasants
  • Claiming Missions and Castles
  • Searching Shrines
  • Attacking
  • Summoning a Monster
  • Using an Item
  • Exchanging Prisoners
  • Converting Peasants or Castles
  • Reorganizing Peasants
  • Becoming the Emperor
  • Ending the Game
  • Scoring Peasant Chains
  • Attacking
  • Blocking
  • Finishing a Turn
  • Contradictory Rules
  • Creating Your Own Decks: Building Customized Heroes
    • Balancing Customized Heroes
  • Playing Head-to-Head Duels
  • Convert Peasants or Castles
  • Reorganize your Peasants
  • You can also negotiate with the Emperor if there currently is one. You can skip the Court Phase if you do not want to take a Court action on a given turn.

  • Attribute Score: A numerical value, shown on the face of each Attribute Card, that represents the capabilities of the Hero you are playing. The three Attributes, Body (B), Mind (M) and X Attribute (X), correspond to that Hero's relative strengths and weaknesses in those areas.
  • Attribute Card: A card that shows a Hero's Attribute score in Body, Mind, or X Attribute. Each Hero has three Attribute Cards.
  • Attribute Stack: The cards you currently have in play that expend a given Attribute, placed to the right of that Attribute Card. The total Action Cost of the cards in a given Attribute Stack indicates how much of that Attribute is currently expended.
  • Base Attack: An attack card that initiates an attack sequence and has a constant or variable attack value.
  • Base Block: A block card that counteracts a constant or variable amount of attack value.
  • Block Card: Any Base Block card, Block Mod card, or Special Block card. Block cards counteract attack cards.
  • Block Mod: A block card that increases the value of a Base Bock by a constant or variable amount.
  • Block Value: A numerical value, shown on the face of each block card, that represents the force of the block. If you play multiple block cards (e.g., one or more Base Blocks plus Block Mods) within a single Block Sequence, add their individual block values to find the total current block value.
  • Clear Phase: Third phase of a turn, in which you may clear up to three in-play cards.
  • Clear: To place a card from your Attribute Stack into your discard stack. Usually, you clear during the clear phase of your turn. However, there are cards that allow you to clear during your action phase. Clearing a card in this way does not usually cancel the effect of the cleared card. However, clearing a card that affects the attack or block value of the current attack sequence does cancel the effect of the cleared card. There are cards that contradict these rules; this is noted in the text of the card.
  • Constant Value: A numerical value that does not change with the current state of the game. A card with a constant value has a number written on it, for example, "Attack 5" or "Block Mod +5."
  • Convert: To alter the effect of a card to a different effect, as if the text on the card had been changed.
  • Deploy: To place a card face-down onto the appropriate Attribute Stack. A deployed card immediately expends Attribute points, but does not take effect until you play it at a later time.
  • Discard Phase: First phase of a turn, in which you may discard as many cards as you like.
  • Discard Stack: The pile of cards onto which you place discarded cards face-up.
  • Discard: To place a card from your hand face up onto your discard stack.
  • Draw Phase: Second phase of a turn, in which you may draw up to three cards.
  • Draw: To take one card from the top of your Action Deck and place in your hand.
  • Exclusive Action: You may play only one Exclusive action per turn, only during your own Action Phase.
  • Fast Action: You may play as many Fast actions as you have free Attribute points for, during any player's Action Phase.
  • Hero: Your incarnation in the world of HeroCard, comprised of three Attribute Cards, a deck of 30 or more Action Cards, and in most games, one or more figurines.
  • In-Play Card: A card that you have played by placing it to the right of the appropriate Attribute.
  • Purge: To completely negate the effect of a card, as if it had never been played. You may only purge the last card played in the current Attack Sequence. If you purge an Exclusive action, it doesn't count as the target's Exclusive action for that turn.
  • Play: To place a card face-up on the top of its appropriate Attribute Stack; the card takes effect immediately.
  • Range: The distance between Heroes in a game. You must be in range of an opponent to target him or her with cards. In a basic HeroCard duel, all Heroes are in range of each other at all times. Other games have rules that govern whether a target is in range; these are described in the game's rule booklet.
  • Restricted Action: You may play as many Restricted actions as you have free Attribute points for, only during your own Action Phase.
  • Set: Multiple attack or block cards you play simultaneously. A set is either an attack set or a block set. An attack set may contain a base attack and/or attack mods. A block set may contain any combination of base blocks and/or block mods. Sets may only contain bases and mods. Special attacks and blocks, and cards that are neither attacks nor blocks, must always be played singly.
  • Special Attack: A card that assists an attack, but does not contribute directly to the numerical attack value.
  • Special Block: A card that assists a block, but does not contribute directly to the numerical block value.
  • Successful Attack: An attack whose total value exceeds the total block value played against it.
  • Twist: To turn a card sideways to indicate it's under a long-term effect. Long-term effects vary; the effect is described by the text of the twisting card.
  • Unwind: To turn a twisted card back to its normal orientation, indicating the removal of a long-term effect. The conditions required to unwind a twisted card are described by the twisting card.
  • Variable Value: A numerical value that changes with the current state of the game. The text of a card with a variable value describes the conditions that determine its value, for example, "Attack 0, plus the cost of all cards of selected Attribute in play by target."
  • Waste: To force an opponent to play a card that then has no effect on the game. The player places the card onto the appropriate Attribute Stack. The wasted card expends Attribute points, but has no other effect on the game. If player does not have enough Attribute points to play the card, her or she discards it instead.