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Kanzume Goddess

Kanzume Goddess Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Overview
  • Team Match
    • 1. Win Condition
    • 2. Setup
    • 3. Phase Details
    • 4. End of the Game
  • Individual Match
    • 1. Win Conditions
    • 2. Setup
    • 3. Phase Details
    • 4. End of the Game
  • Card Abilities
    • Act Abilities
    • React Abilities
    • Color Restraint
  • Glossary

Components

  • 1 Manual
  • 198 Cards
    • 12 God cards
    • 90 Warrior cards (18 kinds, 5 of each)
    • 90 Disciple cards (18 Sacred Guardians, 48 Priestesses, 24 Bishops)
  • 6 Energy Mats

Game Overview

In this game, you will be one of the Gods of mythology. You will call ancient Warriors and Disciples from the Can, gather them, and defeat all of your opponents.

The game can be played as a Team Match if you play with 4 or 6 players.

The game can also be played as an Individual Match if you play with 2 to 6 players. Special rules for Individual Match play are described below.

Team Match

A Team Match is played by 4 or 6 players.

Separate players into 2 even teams. Each team chooses 1 player to be the Main God. All other players on the team will be Support Gods.

Players sit around the Public Area such that no two players on the same team are seated next to one another.

1. Win Condition

In a Team Match there is only 1 win condition — reduce the opposing team's Main God to 0 Energy.

2. Setup

2-1. Separate the God Cards by mythology. (Greek Gods are numbered X1001 – X1006. Norse Gods are numbered B1001 – B1006.)

Each team randomly receives one of the piles. Each player chooses one God from the pile their team was given and set aside the rest.

Once everyone has selected their God Card, reveal them at the same time.

The Player's Area holds the Player's Deck, God Card (placed on the Energy Mat), Player's Hand, Discard Pile, and the Netherworld. The Public Area holds the Warrior Card piles and the Disciple Card piles.

2-2. Each player receives an Energy Mat and places their God Card on it. The Energy Mat is a life counter, so the God Card should be placed just beside the starting Energy value.

The starting Energy value for the Main God is 20. Support Gods start at 10 Energy.

2-3. Each player receives 8 Priestess cards and 2 Sacred Guardian cards. Shuffle them well; these will be the starting Decks. After that, each player draws 5 cards from their deck as their starting hand.

2-4. Shuffle all Warrior cards together. After that, form 6 even piles of the shuffled cards. Set the piles in the Public Area, and reveal the top card of each pile.

Each type of Disciple card is its own pile. Set them in the Public Area.

2-5. Randomly choose which team will play first. The game starts with the Main God of the chosen team.

Each player may play any number of Warrior cards, Disciple cards, and God's Abilities during their turn as dictated by either the game rules or the card itself. Also, the current player may attack other Gods if they play Warrior cards which have the Attack ability.

Once the current player has finished their turn, the player sitting to the left of the current player starts their turn. Play continues clockwise around the table.

3. Phase Details

The turn will proceed according to the following 5 steps.

3-1. Starting Phase: You may activate some of the Gods' Abilities during this phase.

Often, nothing will happen during the Starting Phase. Frequently, this phase will end immediately and you will move onto the next phase.

3-2. Play Phase: You may activate some of the Gods' Abilities during this phase.

The current player may play Warrior and/or Disciple cards from their hand during this phase.

When you play a Disciple card, you gain Faith Points equal to the amount stated in the card's text area. You may use Faith Points to Recruit new cards for your Deck during the Recruit Phase.

You may play Disciple cards anytime during the Play Phase.

When you play a Warrior card, completely resolve any Act ability you activate before playing any other cards.

3-3. Recruit Phase: During the Recruit Phase, you may spend Faith Points you gained during the Play Phase to add new cards to your Deck.

You may only use Faith Points during the same turn you gained them. Once your turn ends, all remaining Faith Points will disappear.

The number in the top-right corner on each Warrior card and Disciple card indicates the Faith Point cost for the card. You may Recruit the card by paying that amount of Faith Points.

Example: The cost to Recruit a card showing 3 in its Faith Points corner would be 3 Faith Points.

You may Recruit as many cards as you wish if you have enough Faith Points. There is no limit per turn.

Example: Dave gained 6 Faith Points during his Play Phase. Dave may Recruit one Warrior card that costs 6, or Recruit any combination of cards to a total of 6 Faith.

Once you Recruit a card, put it on the top of your Deck, face down. If you Recruited the card from a Warrior card stack, reveal the next card in that stack.

3-4. Discard Phase: Once you have finished your Recruit Phase, put all cards you played this turn into your Discard Pile and discard all cards remaining in your hand.

You may activate some of the God's Abilities during this phase.

3-5. End Phase: Draw cards from your Deck to refill your hand to 5.

If your Deck is out of cards, reshuffle your entire Discard Pile and make it your new Deck.

You may activate some of the God's Abilities during this phase.

4. End of the Game

Once any Main God's Energy decreases to zero, the game ends and that team loses.

The game will not end when a Support God's Energy decreases to zero; but that God will be under the Sealed Condition.

Check the Glossary for details about the Sealed Condition.

Individual Match

You may play an Individual Match with 2 to 6 players. In an Individual Match, all other players will be your opponents.

1. Win Conditions

In an Individual Match, there are 2 win conditions

If your God reaches 25 Energy, you win.

If all your opponents' Gods have 0 Energy, you win.

2. Setup

In an Individual Match, the starting Energy is 15.

Each player receives 2 God cards at random. They will choose one to play as and set aside the other.

Besides these special rules, the setup is same as Team Match.

3. Phase Details

Same as the Team Match. See Manual [Team Match] 3.

4. End of the Game

There is no "Sealed Condition" in an Individual Match.

Once any God's Energy decreases to zero, the player is removed from the game. The game still continues with any remaining players.

Anytime a player succeeds in reaching a win condition, the game will end immediately.

Card Abilities

Every Warrior and Disciple card in Kanzume Goddess has one or more unique abilities.

There are 2 different types of card abilities - "Act" and "React." They indicate when you are able to play the card. The ability type is listed to the left of the card's ability.

If there are 2 or more abilities on a card, you choose which to activate when you play the card. All other abilities of that card are ignored.

Act Abilities

When you play a card on your turn, you may use one of that card's Act abilities. If a card has multiple Act abilities, choose one to use when you play the card and ignore the rest. All cards with a color symbol played after the first must conform to the Color Restraint.

Special Ruling: Disciple Cards do not have a color. You may play Disciple Cards any time during your Play Phase without checking Color Restraint.

See Attack in the glossary for a detailed explanation of the Act Attack ability.

React Abilities

You may play a React ability only when the ability itself allows you to do so. The playable timing is written in each of the React abilities.

Cards played using their React abilities are not subject to Color Restraint.

Color Restraint

Each Warrior card has a color symbol in the top left corner of the card. This symbol indicates the color of the card. There are also smaller color symbols to the side of the main symbol. These are called follow-up color symbols. Generally, you may only play one Warrior card during your Play Phase. But if you have a card that matches the color of one of the follow-up color symbols you played, you may then play that card. That new card will now give you new follow-up color symbols which you can play other cards off of. This can continue until you run out of cards or simply have no cards of the correct colors to play.

Play Example: Dave plays "Aries" from his hand. The color of "Aries" is red.

The follow-up color symbols on "Aries" are green and silver. Dave has this Color Restraint at this point. Dave first resolves the Attack ability on "Aries" and then decides to play the silver card "Libra." Upon playing "Libra," Dave's Color Restraint will be red and red. After resolving the ability on "Libra," Dave may play another card, but only if it is red.

In the end, Dave played cards in this order: "Aries," then "Libra," then a red card.

Special Ruling: The Color Restraint will not reset even if you play a Disciple Card after any Warrior Card. After you play a Disciple Card, you still have the same Color Restraint that you had before you played the card.

Play Example: Eric plays "Aries," resolves the Act ability and then plays two Priestess cards.

At this point, silver and green, the follow-up colors on "Aries," are the only color cards Eric may play.

Glossary

Act: Act is a type of ability on Warrior and Disciple cards.

You may play a Warrior and Disciple cards from your hand during your Play Phase and use their Act abilities. If the card has two or more Act abilities, you must choose one of them when you play the card. All other abilities of that card are ignored.

Adjudication: Adjudication is a type of action.

When any ability requires Adjudication reveal the top card of your Deck. Put the revealed card in your Discard Pile after resolving the Adjudication.

Attack: Attack is a type of Act ability.

When you declare an Attack, choose a God controlled by an opponent. The God takes damage equal to the Attacking Value, minus any Defense and/or Protect cards played.

Example: Dave plays Valiant Star and uses the Act ability Attack: Attacking Value 4 against Eric. Eric Reacts by playing one Sacred Guardian, which has Defense: Defending Value 2. Eric reduces his god's Energy by 2, which is the difference between the Attack value and the Defense card(s) value played. Dave may now play another Warrior card from his hand if its color matches a Follow-Up color on Valiant Star.

Bond: Bond is an ability which will always occur as long as all of its conditions are satisfied. Bond abilities can be negated.

Color Symbol & Follow-up Color Symbol: Each Warrior card has a color symbol in the top left corner of the card. This symbol indicates the color of the card. There are also smaller color symbols to the side of the main symbol. These are called follow-up color symbols. Generally, you may only play one card during your Play Phase. But if you have a card that matches the color of one of the follow-up color symbols you played, you may then play that card. That new card will now have new follow-up color symbols which you can play other cards off of. This can continue until you run out of cards or simply have no cards of the correct colors to play.

Deck: Each player has a Deck that contains their Warrior and Disciple cards. Once your Deck is out of cards, reshuffle your entire Discard Pile and make it your new Deck.

(Additional rule): You do not reshuffle your Discard Pile until you must draw a card and your Deck is empty. If you have zero cards left in your Deck, do not shuffle your Discard Pile until you are required to draw a card.

Defense: Defense is a type of React ability.

When your God is attacked, you may play a Defense card from your hand to reduce the damage. At the end of the Attack, the defender's Defending Value is subtracted from the attack's Attacking Value. The difference is taken as Energy damage to the defending God.

All Defense cards you play are put into your Discard Pile during the Discard Phase.

Discard Pile: During your Discard Phase, you must place all cards you played this turn in your Discard Pile and discard all cards remaining in your hand.

(Additional rule): The Discard Pile is open information. You may look at any player's Discard Pile at any time.

Disciple: Disciple is a special card type.

Disciple cards may have some abilities, such as producing a Faith Point or protecting your God in some way.

Energy: Energy is the life force of a God. If your God runs out of Energy in an Individual Match you are immediately eliminated from the game. In a Team Match, you are put into Sealed Condition when your God runs out of Energy. Certain God's Abilities require you to pay Energy to activate them.

Faith: Faith is what you use to Recruit new Warriors and Disciples during the Recruit Phase.

Usually, Faith points are produced by Disciple cards but sometimes Warrior cards produce Faith points as well.

God: A God is the avatar of a player.

God's Ability: Every God has unique abilities. You may only activate these abilities when it is allowed by the ability itself.

You may activate a God's Ability as many times as you can pay the cost of the ability, unless stated otherwise.

Netherworld: The Netherworld is the name of the pile of cards to the side of the Public Area. No cards will begin the game in the Netherworld.

Cards in the Netherworld cannot be Recruited with Faith Points. Once a card has been put into the Netherworld, it will remain there for the rest of the game unless another card's ability states otherwise.

Protect: Protect is a type of React ability.

Use this ability only when another God (such as your teammate) is attacked, it works the same as Defense. Players may not use a Protect ability on themselves.

All Protect cards you play are put into your Discard Pile during the Discard Phase.

Public Area: The Public Area is the name of the card pile area at the center of the table.

There are piles of Disciple and Warrior cards in the Public Area.

React: React is a type of ability on Warrior, Disciple, and God cards.

You may use a card that has a React ability anytime the card ability indicates, even if it's your opponent's turn.

If a React ability would negate another card's ability, all costs (Energy, discard, etc.) are still paid and the effect does not resolve.

Seal: In Team Play, if you control a Support God, once your Energy decreases to zero you will be in the Sealed Condition.

Once you are afflicted with the Sealed Condition, shuffle together all cards you have in play, all cards your Discard Pile and all cards in your hand. This will be your Deck if you manage to return to the game.

Sealed Condition: A player in the Sealed Condition may not be attacked or chosen as the target of any abilities.

When it is your turn and you are in the Sealed Condition, you gain 1 Energy during your Starting Phase and skip the rest of your turn if you are still below 5 Energy. If you reach 5 Energy by this effect, you recover from Sealed Condition and come back to the game as normal. Draw up to your hand limit (generally 5 cards) and begin your turn.

Warrior: Warriors are a type of card in the game. There are 6 piles of Warrior cards in the Public Area at the start of the game. The players may Recruit Warriors during their Recruit Phase.

You may play Warrior cards during your Play Phase to use their Act abilities.