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Jakub Wędrowycz: Dziki Samogon thumbnail

Jakub Wędrowycz: Dziki Samogon

Jakub Wędrowycz: Dziki Samogon Rulebook

Table of Contents

Table of Contents

  • Components
  • How to Read the Cards
    • Item card
    • Minion card
    • Leader card
  • Game Setup - Basic Rules
  • Goal of the Game
  • Basic Concepts
  • Round Structure
    • 1. Player Turns
    • 2. Leader Attack
    • 3. Minion Summoning
  • Player Turn
  • Item Card Description
    • Offensive Actions
      • 1. Attack
      • 2. Piercing
      • 3. Disorientation
    • Defensive Actions
      • 4. Brewing
      • 5. Drawing cards
      • 6. Healing
    • Exorcism Action
      • 7. Exorcism
  • Flasks of Wild Moonshine
  • Characters' Special Abilities
  • Leader Attack
  • Minion Summoning
  • Next Round
  • Quick Reference (back page)
    • Round sequence
    • Range of offensive actions
    • Available actions
    • Flasks of Wild Moonshine

Components

  • 5 Character cards
  • 60 Item cards (12 for each Character)
  • 2 Leader cards (Drakula and the Devil)
  • 11 Attack cards (5 Drakula cards and 6 Devil cards)
  • 30 Minion cards
  • 1 Location card (Forest of Crosses)
  • 1 Shelter card (Fire Station)
  • 1 Leader counter
  • 35 Life tokens
  • 15 Flask tokens
  • 13 Haunting tokens
  • 5 Disorientation tokens
  • 25 Armor tokens
  • 1 First Player token

Note: The number of tokens is unlimited. If you run out, use any substitutes.

Before the first game, assemble the Leader counter so that it looks as shown in the rulebook.

The Forest of Crosses Location card (side A) reads: "AT THE END OF THE ROUND: Resolve Minion Summoning (in turn for each Character, last for the Forest of Crosses). Then each Character receives 2 Haunting."

The Shelter card (Fire Station) reads: "AFTER DEFEATING A MINION: Lower the Leader's Dark Armor by 1."

How to Read the Cards

Item card

The card shows: the top Action, the bottom Action, the top Support, the bottom Support, the Character (portrait in the lower left corner) and the card name.

Minion card

The card shows: the Armor value, the Life value, the Minion name, the Minion type, the Attack, and the Reaction.

Leader card

The card shows: the Dark Armor value (multiplied by the number of players), the Life value (multiplied by the number of players), the Leader name, the Leader symbol (crown) and the Leader effect (for example "Draw and resolve 1 card from the Attack deck.").

Game Setup - Basic Rules

  1. Place all tokens in a place accessible to all players, forming the General Supply.

  2. Each player chooses their Character and places its card in front of them. On each Character place Life tokens of the total value shown on the card.

  3. Choose or draw the First Player. They receive the First Player token.

  4. Take the 12 Item cards assigned to each Character taking part in the game (marked with those Characters' portraits in the lower left corner of the card). Shuffle all Item cards of the chosen Characters together and place them in one face-down pile in the middle of the play area, forming the Item deck. Leave room next to the deck for the Item discard pile.

    Example: Jakub and Father Markowski take part in the game, so the Item deck will consist of 24 cards marked with their portraits.

  5. Choose a Leader card, then set on the Leader counter the number of Dark Armor points and Life points indicated for the number of players in the game.

    Example: In a 2-player game Drakula has 20 Life and 6 Dark Armor.

  6. Create the Attack deck. Shuffle all Attack cards with the chosen Leader on the back and place them in a face-down pile next to the Leader card.

  7. Create the Minion deck. Shuffle the Minion cards of the types shown on the back of the Leader card and place them in a face-down pile above the Leader card.

    Example: In a game with Drakula, shuffle all the Skeleton, Vampire, Undead and Zombie cards. Leave the Cultist cards in the box.

  8. Each player draws from the Minion deck as many cards as indicated in the table below and places them face up to the right of their Character card. Then on each Minion place Life and Armor tokens of the total values indicated on that card.

    Number of players

Goal of the Game

The players win immediately when the Leader's Life points fall to 0.

The players lose immediately when any of the following conditions occurs:

  • Any Character is defeated - discards all Life tokens from their Character card.
  • Any Character cannot perform an action - at the start of their turn they have no Item cards in hand.
  • Time runs out - the players must draw an Attack card, and the deck has been exhausted.

Basic Concepts

  • The player taking their turn is the Active player.
  • Allies are the other Characters.
  • An Opponent is any Minion or Leader.
  • Minions in melee with a given Character are the Minions located next to that Character's card.

Example: Minions in melee with Jakub... (Jakub with a Zjawa and a Szkielet łucznik) ...and with Semen (Semen with a Topielica).

(The page also reproduces the Jakub Wędrowycz and Semen Korczaszko Character cards and the Zjawa, Szkielet łucznik and Topielica Minion cards as illustrations; their small card text is not transcribed here.)

Round Structure

The game proceeds in a series of rounds. Each is divided into the following steps:

1. Player Turns

Starting with the player with the First Player token and continuing clockwise, each player takes their turn. When every player has taken 1 turn, the following happens:

2. Leader Attack

The players draw an Attack card and resolve its effect. If an Attack card cannot be drawn because the Attack deck is empty, the game immediately ends in the players' defeat. After the Attack is resolved, the following begins:

3. Minion Summoning

The players draw Minion cards according to the text of the Location card. If the Minion deck runs out, shuffle the Minion discard pile to create a new Minion deck.

After these 3 steps the next Round follows - the First Player takes their turn, and so on.

Note: the First Player token is not passed between Rounds!

Player Turn

In their turn the Active PLAYER:

  1. Must play 1 Item card to perform the actions shown on it (top and bottom).

    • a. One of the other players may strengthen the Item played by the Active player by playing 1 card from their hand as Support. The Support values of the strengthening Item must be added to the corresponding (matching by colour) action values of the played Item. If none of the other players decides to Support, the Active player performs the actions alone.

      Note: Regardless of the number of players, the Active player can be supported by only 1 other player and only with 1 card.

      (Example: the played card and the Support card together set the total value of the top action to 5 and of the bottom action to 4 - Taca Ofiarna.)

    • b. If the Supporting Player has at least 1 Minion in melee with their Character, they must resolve the Reaction (the effect marked at the bottom of the Minion card) of one of them.

      Note: If the chosen Minion has a Disorientation token on it, discard that token instead of resolving the Reaction.

    • c. The Active player resolves both actions of the Item according to the values obtained, in an order of their choice (the description of the actions is on the following pages).

  2. May play a second Item card, according to the rules described above, and any of the other players can also Support it.

  3. Draws as many Item cards as needed to have 5 in hand. During the game a player may end up with more than 5 cards in hand - excess cards are not discarded.

    Note: If the Item deck runs out, shuffle the Item discard pile to create a new Item deck.

  4. Resolves, in any order, all Attacks of the Minions in melee with them.

Item Card Description

Each Item card has 2 actions that can be performed.

There are 3 kinds of actions in the game:

  • Offensive: concerning Opponents (Minions and the Leader),
  • Defensive: concerning the players' Characters,
  • Exorcisms: concerning Haunting tokens.

Each Character has a unique set of cards, thanks to which the Characters' abilities can complement each other, and the team will have its strengths and weaknesses!

Offensive Actions

The following actions concern Opponents - Minions and the Leader. Actions can target specific Opponents, depending on their range:

  • Close range: Affects any Minion in melee with the Active player, or the Leader.
  • Ranged: Affects any Minion in melee with any player, or the Leader.
  • Area range: Affects all Minions in melee with any one player, or the Leader.

1. Attack

The player deals the Opponent in range (see the section on the previous page) Damage equal to the value of this action, reduced by the Armor value of that Opponent.

If the player attacked a Minion, remove from its card Life tokens equal to the Damage dealt. If no Life token remains on the Minion, discard its card onto the Minion discard pile and return all tokens that were on it to the General Supply. Then resolve the effect of Defeating a Minion (described on the Shelter card - Fire Station).

If the player attacked the Leader, reduce the value of its Life points on the Leader counter by the value of the Damage dealt. If the Leader's Life points drop to zero, it is defeated. The game immediately ends in the players' victory.

Example: The player plays the card Taca Ofiarna and resolves a Close Attack action of value 4. They attack the Zjawa in melee with them, which has Armor of value 1. They therefore deal it 3 Damage. Only 3 Life remained on the Zjawa, so this attack defeats it. The player discards the Zjawa card onto the Minion discard pile, then lowers the Leader's Dark Armor value by 1 (according to the effect of the Shelter card).

2. Piercing

Used to lower the Armor value of Minions. As a result, Armor tokens of the value of this action are removed from the Minion cards. The Armor value cannot fall below 0.

Note: The Piercing action does not work on the Leader. The Leader has a special Dark Armor, which can only be lowered by the effect of the Shelter card!

Example: The player plays Denaturat and resolves a Piercing Area action of value 2. They choose an Ally in melee with whom there are two Zjawas. Each of them has Armor of value 1. They therefore remove the tokens from their cards, ignoring the remaining value of the action.

3. Disorientation

The player places on a Minion as many Disorientation tokens as the value of the action. Each such token allows ignoring the Attack or Reaction of the Minion. Each time the Minion would perform an Attack, or its Reaction would have to be resolved, and a Disorientation token is on it, discard one such token instead of resolving that Attack or Reaction.

Example: The player plays the card Skrzyniec Pereł and resolves a Ranged Disorientation action of value 2. They choose an Ally in melee with whom there is a Zjawa and place 2 Disorientation tokens on it.

Defensive Actions

Each of the following Defensive actions can be played on any Character / player (including the player resolving the action):

4. Brewing

The chosen Character receives from the General Supply as many Flasks of Wild Moonshine as the value of this action. They are used to strengthen Character cards or activate Character abilities (more on the next page).

Example: The player plays the card Napierśnik Improwizowany and resolves its Brewing action for their Character, so they receive 1 Flask.

5. Drawing cards

The chosen player draws as many Item cards as the value of this action.

Note: A player may have more than 5 cards in hand, but at the end of the turn they draw only up to 5.

Example: The player plays Opony od Stara and resolves its Drawing cards action (2). The chosen player draws 2 Item cards.

6. Healing

The chosen Character receives Life tokens of the value of the action and places them on their Character card.

Note: Characters cannot have on their Character card Life tokens of a total value higher than their starting Life value.

Example: The player plays Samogon z Przegryzką and resolves its Healing action (3). They choose Jakub, who has lost 2 Life tokens. Jakub regains the lost tokens, but does not gain 1 extra.

Exorcism Action

7. Exorcism

The player removes Haunting tokens from a single Location or Character. Remove from the chosen target Haunting tokens of a value equal to the value of the action and return them to the General Supply.

Example: The player plays the card Grabie z odzysku with Support and resolves an Exorcism action of value 5 on the Location. There are 6 Haunting on it; the player returns 5 of them to the General Supply. The Haunting of that Location therefore falls to 1.

Flasks of Wild Moonshine

A player can obtain Flasks thanks to their Character's Special ability, or thanks to the Brewing action. Flasks can be spent to:

  1. as the Active player - strengthen the played Item card with their Character's portrait. Each Flask spent raises the value of any action by 1;

    Example: Jakub has 3 Flasks and plays an Item card with his portrait. He decides to strengthen the bottom action with 1 Flask, and the top action with 2 Flasks.

  2. as the Supporting player - strengthen a Support card with their Character's portrait. Each Flask spent raises the value of any action by 1;

    Example: Semen plays a Support card with his portrait. He decides to strengthen the top action with 2 Flasks he has, and the bottom with 1 Flask.

  3. during their turn - use their Character's Special ability.

Characters' Special Abilities

Each Character has 2 special Abilities. The first gives the player Flasks of Wild Moonshine after playing an Item card with a specific action. The second allows the use of a special effect at the cost of Flasks. The Special abilities can be used only when being the Active player.

Leader Attack

After all players have taken their turns, draw a Leader Attack card. The players must immediately resolve the effect of the drawn card. If an Attack card cannot be drawn because the Leader Attack deck is empty, the game immediately ends in the players' defeat.

Some Attack cards concern specific Characters (e.g. the one with the most Haunting). In case of a tie, the players jointly choose which of the tied Characters must resolve the effect of the Attack card.

Minion Summoning

A) Each Character that has at least 1 Haunting performs the following steps:

  1. The player draws a Minion card. Then they check its Armor value. If the Character has at least as many Haunting, it enters melee with that Minion and discards as many Haunting as that Minion's Armor value. If the Armor of the drawn Minion is greater than the number of Haunting the Character has, the Minion card is discarded, and Minion Summoning for that Character ends.
  2. If the Character entered melee with a Minion and still has at least 1 Haunting, return to step 1.

B) After all Characters have resolved Minion Summoning, resolve it analogously for the Haunting on the Location, with the difference that the Character or Characters chosen freely by the players enter melee with the drawn Minions.

Next Round

After Minion Summoning is resolved, begin the next round.

Quick Reference (back page)

Round sequence

PLAYER TURNS: Starting with the player with the First Player token and continuing clockwise, each player takes their turn. In their turn the Active player:

  1. Plays 1 Item card.
    • a. One other player may support the played Item by playing their 1 Item as Support. If they do, they immediately resolve one effect of a Minion they are in melee with.
    • b. The Active player resolves both actions from their Item card in any order.
  2. May play a second Item in the same way.
  3. Draws up to 5 Item cards. If they already have 5 or more - they neither draw nor discard the excess.
  4. Resolves all Attacks of the Minions they are in melee with.

LEADER ATTACK: Draw and resolve an Attack card.

MINION SUMMONING.

THEN THE NEXT ROUND BEGINS.

Range of offensive actions

  • Close: hits only a Minion in melee with the Active player's Character, or the Leader.
  • Ranged: hits any Minion or the Leader.
  • Area: hits all Minions in melee with any one Character, or the Leader.

Available actions

  • Attack: deals Damage (taking Armor into account).
  • Piercing: lowers the Armor value of a Minion (but not the Leader).
  • Disorientation: places Disorientation tokens that allow ignoring the Attack or Reaction of Minions.
  • Exorcism: removes the indicated number of Haunting from the Location or a Character.
  • Drawing cards: the chosen player draws the indicated number of Item cards. There is no limit on cards in hand!
  • Healing: the chosen player regains the indicated number of Life points.
  • Brewing: the chosen player receives the indicated number of Flasks of Wild Moonshine.

Flasks of Wild Moonshine

Each player may use any number of their Flasks to, for each of them:

  1. Strengthen by 1 any action when, as the Active player, they play a card.
  2. Increase by 1 the Support of their supporting Item card with their Character's portrait.

In addition, the Active player may pay with Flasks to use the Special ability of their Character.

2
3
4
Number of Minions1First Player: 2, other players: 12

Note: Minions next to a Character card are "in melee" with that Character.

  • Lay out the Shelter card and the Location card (that is, the Fire Station and the Forest of Crosses) with the chosen side face up.

    Note: Side A is easier and recommended for a 2-player game.

  • On each player's Character card and on the Forest of Crosses Location place 2 Haunting tokens.

  • Each player draws 5 cards from the Item deck.

  • Note: If a Minion card has a Disorientation token on it, instead of resolving the Attack, the player discards 1 Disorientation token from it.