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Insurrection

Insurrection Rulebook

Table of Contents

Table of Contents

  • Objective
  • Components
  • Detail of Cards
  • Game Setup
  • Game End
  • Gameplay
    • Round Overview
      • 1 — Advance Toward Kristin's Keep
      • 2 — Prepare the Turn
      • 3 — Player Turn
    • Round Overview Example
  • End of the Game and Scoring
    • Scoring Example
  • Clarifications
  • People
  • Leaders

Objective

In Insurrection, you play a Rebel Leader who rises against the tyrannical Queen Kristin. On the path to Kristin's Keep, you will recruit troops to build the best possible army from your hand of cards. Each of these cards will earn you points at the end of the game. How the game ends depends on the players. Either the Rebels manage to overthrow Kristin, or Kristin retains her throne if she manages to gather 10 Corruption marks.

Components

  • 70 People cards
  • 14 Leader cards
  • 1 Rebel Fortress card
  • 1 Kristin's Keep card
  • 12 Land cards (Basic/Advanced)
  • 1 Rebels token
  • 6 Game aid cards
  • 1 Score-pad

Detail of Cards

Leader cards and People cards work the same way.

  • Initiative: the number in the top-left corner.
  • Name: the card's name.
  • Icon type (Soldier, Animal, Pretender, Minion): shown next to the name.
  • Effect in game: the card's ability, printed below its name.
  • Corruption Mark: shown on the card when it carries one.
  • Scoring at the end of the game: the card's base score.
  • Score at the end if Good side wins: an alternate score that only applies if the Good side wins.
  • Score at the end only if the Evil side wins: an alternate score that only applies if the Evil side wins.
  • Card occurrences in the deck: dots at the bottom-right of the card showing how many copies of it exist in the deck.
  • A Leader card is marked with a star.

Each Land card shows the number of People cards added to the play area when the Rebels token arrives there, the number of cards each player draws at the start of the turn, whether the Land is Base or Advanced, and — on Advanced Lands — a Land Effect naming which player it applies to (for example, the player with the highest Initiative).

Game Setup

1/ FORM THE PATH by placing the Rebel Fortress card followed by 4 randomly drawn Land cards and ending the path with the Kristin's Keep card. Then place the Rebels token to the left of the Rebel Fortress card.

During your first few games, we recommend playing with the Basic Lands. Take two A Lands and two B Lands and place them randomly.

NOTE: The Rebel Fortress and Kristin's Keep cards work like normal Land cards.

2/ DEAL 3 People cards to each player, then form a draw pile with the remaining People cards.

3/ DEAL 2 Leader cards to each player. Players choose one and put the other back in the Leaders deck. (This deck will only be used on certain Advanced Land effects. If you are playing with the Basic Lands, you can put them back in the box.)

4/ DEAL, to each player, a Game aid card if necessary.

The last player to have bullied someone or something is designated the first player. If you are all angels, designate the first player at random.

Game End

There are two conditions for ending the game:

  • THE GOOD SIDE WINS, if the game lasts until the end of the 6th Round. Kristin is overthrown and a new Regent takes her place!
  • THE EVIL SIDE WINS, if, during a Corruption check, there are 10 or more face-up Corruption marks in the play area. Kristin retains her throne and appoints a new first lieutenant to her side...

NOTE: In both cases, regardless of how the game ends, the player with the most points wins the game.

Gameplay

A game lasts a maximum of 6 Rounds, but may end earlier if evil side wins.

Round Overview

Each of the 6 Rounds takes place as follows:

1 — Advance Toward Kristin's Keep

  • (A) Move the Rebels token to the right on the next card of the Path.

NOTE: If you are playing on Advanced Lands, remember to read the effect of the Land at that time, as it may change the standard rules.

  • (B) Place face-up, in the play area, as many People cards from the deck as the value at the top of the Land card where the Rebels token has just arrived.

Corruption Check: If there are 10 or more Corruption marks face-up in the play area, the Evil side wins, the game ends and players move to the endgame phase and score points immediately. Otherwise, the game continues.

Advice: place your cards in two separate rows. Above, place all cards with at least one Corruption mark. Below, place cards without Corruption.

2 — Prepare the Turn

  • Each player draws a new People card and adds it to their hand (this is indicated on each Land card).
  • Then, simultaneously, each player chooses one of the cards in their hand and places it face-down in front of them. (It's allowed to play your Leader card as any People card.)
  • Players reveal the card they played simultaneously.
  • Starting with the highest initiative, then in descending order of initiative, players take their turns.

3 — Player Turn

Each player, in order of initiative, performs the following actions:

  • (Optional) If you are playing with Advanced Lands, the player can benefit from the Land's effect. If you are playing with Base Lands or the Land does not grant an effect to the player, skip this step.
  • (Optional) If the revealed card has a Remove and/or Look icon, apply the effect(s) in any order you choose (see below).

Remove: Choose a face-up card in the play area and place it in the graveyard (area next to the draw pile).

Look: Secretly look at the top card of the People deck. Return it to the bottom of the deck or add it face-up to the play area (you may pick up this card in the next step).

  • The player selects a card face-up from the play area and adds it to their hand. (They can't pick their own card played this turn.)
  • Finally, the player places the card they played face-up in the play area, making it available to the next players.

Advice: remember to always organize the cards into two rows, separating those with Corruption from those without.

Corruption Check: If, at the end of a player's turn, after they have taken a card back into their hand, there are 10 or more Corruption marks face-up in the play area, the Evil side wins. However, the game will only end when ALL players have completed their turns.

If the Evil side wins during a player's turn: all remaining players take their turns as normal, but players must leave at least 10 Corruption marks face-up in the play area.

If, at the end of the last player's turn in the initiative order, Evil side has not won, and it is not the end of the 6th Round (at Kristin's Keep), start a new Round.

In the very rare case where the only way to leave 10 Corruption marks forces the player to take back their own card, the player must take back the card they played.

Round Overview Example

Jeanne plays first, she played "Chaos". On her turn, she takes back a "Tamer" and adds "Chaos" face-up to the play area. The number of Corruption marks is now 11. The Evil side wins but the game isn't over yet.

Grégory plays after Jeanne and takes back "Tore" and place his "Skeleton" face-up. He leaves at least 10 Corruption marks face-up in the play area.

It's Benjamin's turn, who played a "Gnoll". He can't apply the Eliminate effect of his card because if he kills a card, there won't be 10 Corruption marks left at the end of his turn. Furthermore, he can only take back one card with 1 Corruption mark, leaving 10 at the end of his turn. He therefore takes the "Skeleton" previously left by Grégory and places his "Gnoll" in the center of the table. The game ends.

End of the Game and Scoring

At the end of the 6th Round, or if the Evil side won, the game is over.

At this point, players reveal their hand and count their points. You can use the score pad to help you by counting each card separately.

If any cards have an "End of Game" effect, apply them now in order of initiative from highest to lowest (you may consult other players' hands to apply these effects).

NOTE:

  • All references to icons refer to the icons on the cards in the player's hand.
  • However, some cards, such as the Dwarf, have the words "Face-Up" written on them. This means that for this condition, only the cards face-up in the play area are looked at, not the cards in your hand.
  • Some cards (such as the Goblin) have their points change depending on the outcome of the game. If the Good side wins, the Goblin scores 3 points, but if the Evil side wins, it scores 9 points. This effect is always indicated by the Corruption-check icon.
  • Some cards have fixed points and points that depend on the type of icons you have in your hand. For example, the Occultist scores 2 points + 1 point per Soldier icon and 1 point per Minion icon in your hand.

The player with the most points wins the game. In case of a tie, the player with the Leader with the lowest initiative wins the game.

Scoring Example

Jeanne has the following cards: Dragon, Tamer, War Bear x5, Prophet, Gnoll, and Yel, the Druid.

  • The Good side won, so her Dragon earns her 7 points.
  • Her Tamer earns her 16 points (2 + 2x7pts).
  • She has the most War Bears, so each one earns her 7 points (5 x 7pts = 35pts).
  • Unfortunately, another player has a Prophet, so it only scores 4 points.
  • The Good side won, so her Gnoll only earns her 4 points.
  • Yel, the Druid, earns her 9 points (3 points x 3 pairs of Animal and Corruption icons).

Jeanne has a total of 75 points.

Clarifications

  • Evil side cannot win in the middle of a player's turn.
  • Land effects apply before cards effects (Remove and Look).
  • A player may no longer have a Leader or may have multiple Leaders in their hand.
  • Only cards removed using the Remove effect are placed in the graveyard. The rest of the cards, when discarded, are returned to the bottom of the deck.
  • If there are not enough cards in the deck to prepare the turn or apply a Look effect, don't reshuffle the graveyard. Instead, skip these steps.

People

  • Necromancer: The Necromancer always scores 4 points but will only score bonus points based on the number of cards in the graveyard if the Evil side wins.
  • Shadow: Shadow scores 0 points if the Good side wins, 7 points if Evil side wins, but 15 points if the Evil side wins while the Rebels token is on "Kristin's Keep" location.
  • Bard: The Bard scores 6 points per pair of Soldiers in your hand if the Good side wins, but scores -2 points if the Evil side wins (if you have 4 Soldiers, it earns you 12 pts).
  • Musketeer: The Musketeer scores points based on how many you have.
    • 1 Musketeer: 3 pts
    • 2 Musketeers: each -1pt (-2pts total)
    • 3 Musketeers: each 9 pts (27pts total)
    • If you have more than 3 Musketeers, you start a new collection.
  • War Bear: A strict majority is required. In the event of a tie between players, no one has the most Bears.
  • Prophet: A Prophet face-up in the play area isn't considered to be in a player's hand.
  • Princess: The Princess's score may be negative if there are more than 18 face-up Minion and/or Corruption marks in the play area.

Leaders

  • Qhia: May have a negative score if there are 8 or more face-up Minion in the play area.
  • Azel: Azel scores 3 points for each pair of face-up Corruption marks in the play area, and 0 points if Evil wins. Thus, his maximum score is 12 points (if there are 8 or 9 Corruption marks).
  • Liohra: When you exchange your card at the end of the game, you can retrieve or discard a Prophet or a War Bear to vary the score of the other players or yourself. You can also, if the Evil side won, take a card with Corruption marks, even if this causes the number of Corruption marks to fall below 10 (but this does not change the outcome of the game). Do not apply the Remove or Look effects of the card you are exchanging.
  • Talin: Talin is used to help the Evil side win before other players can react since Talin has a high Initiative and 2 Corruption marks. At the end of the game, he will earn you 0 points.
  • Draxen: Draxen only counts the other cards in your hand that you have one copy of. So, if you don't have any duplicate cards at the end of the 6 Rounds, he will earn you 9x2pts-5pts = 13pts.
  • Fenriz: Fenriz loses 1 point for each other card in your hand, except for those with a Minion icon.
  • Tarak: Each other card in your hand reduces Tarak's points by 3. So from the start of the game, Tarak is only worth 24 points (which is normal).
  • Nhia: If there is a face-up Animal card in the play area, the player may add it to their hand as an additional card.