Kingdom Rush: Elemental Uprising
Kingdom Rush: Elemental Uprising Rulebook
Table of Contents
Table of Contents
- Game Components
- Goal of the Game
- How to Win and Lose
- Game Setup
- Player Setup
- Gameplay
- Phase 1: Spawn New Hordes
- Phase 2: Play Tower and Activate Heroes
- Attacking and Defeating Hordes
- Damage Types
- Attack Range
- B. Pass a Tower Card
- C. Activate Your Hero
- Phase 3: Destroy Horde Trays
- Phase 4: Advance Horde Trays
- Phase 5: Pick Up Tower and Hero Cards
- Phase 6: Buy Towers and Mods
- Tower Mods
- Solo Mode Changes
- Difficulty Levels
- Before You Start the Game...
- How to Prepare the Map for Each Player Count
- Credits
Game Components
- 15 Map tiles in various shapes
- 5 Hero boards
- 5 Hero miniatures
- 20 Hero Special Ability tiles
- 5 Hero cards
- 116 Horde cards
- 18 Boss Special cards
- 10 Tower Mods
- 2 Falconer Mods
- 44 Tower cards: 11 Archer Towers, 11 Mage Towers, 11 Artillery Towers, 11 Soldier Towers
- 2 Boss miniatures
- 4 Tentacle miniatures
- 18 Building Site cards
- 12 Soldiers
- 2 Alric's Sand Warriors
- 12 Horde trays
- 12 Level Reference cards
- 4 Champion Reference cards
- 15 Elemental Rift cards
- 2 Totem tokens
- 2 Protection tokens
- 6 Event tokens
- 10 Environment Feature tokens
- 196 Damage tiles in various shapes
- 12 Crystal tokens
- 4 Spawn tokens
- 5 Blossom types
- 12 Gold tokens
- 4 Helper cards
- 2 Exit tiles
- 1 Rulebook, Glossary and Crossover guide
- 4 Player color markers
- 9 Heart tokens
- 1 Sticker holder
- 1 set of Kingdom map stickers
- 1 Kingdom map
Goal of the Game
In Kingdom Rush: Elemental Uprising, players cooperate to defend a kingdom that is being invaded by Hordes of enemies. The game's campaign consists of 12 Scenarios, each with its own unique goals and challenges, but the main goal is always to defend the kingdom by destroying the incoming Hordes!
Each Scenario should take 60-90 minutes and can be played by 1-4 players. This is a fully cooperative game, so all players must work together to win!
How to Win and Lose
While the main goal may always be to destroy the incoming Hordes, the setup instructions for each scenario will tell you the conditions to win that specific scenario. Pay attention, as these conditions can change from scenario to scenario.
While there is usually only one way to win a scenario, there are several ways to lose! All players immediately lose a scenario if:
A All of the Kingdom's Health is removed
or
B If all Spawn stacks are empty at the beginning of a Round
also,
C Each Scenario may have a unique added way to lose that Scenario!
Game Setup
Choose a Scenario to play from the Scenario booklet. We recommend going through them in order (starting with the "Prologue" Scenario, which teaches you many rules while playing, or "1. Blooming Threats"). The Scenario's setup will show how to align Map tiles and how to distribute Towers, Hordes, etc.
According to your chosen Scenario, do all of the following in order:
1 According to the player count, set up the Map as shown, using the indicated Map tiles, Exit tile(s), Building Sites, Spawn tokens, plus any additional components shown in the scenario setup.
2 Place the indicated number of Heart tokens near the Exit tile.
3 Gather the indicated Horde cards (return the rest to the box).
4 Place the indicated Horde cards face up on the path.
5 Create Spawn stacks as shown, then place each Spawn stack face down next to its Spawn token.
6 Prepare the Tower display: Organize all Towers by type and level as shown.
7 Prepare the general supply: place all Gold, Crystals, and all other indicated components near the game area.
CRYSTALS AND GOLD: Crystals and Gold are shared by all players in one collective player supply that can be used by any player.
Player Setup
8 Each player chooses a Hero to use. According to a player's Hero, each player takes the corresponding:
A Hero board
B Activation card
C Damage tiles
D Hero miniature and
E Special Ability tiles
F Heart token
9 Distribute the 'Starting Towers' between players, as agreed to by all players. (Each player may have a different number of Towers, even none, in their starting hand).
10 Choose a difficulty level, then take the indicated number of Crystals and Gold from the general supply and add it to the players' supply. Each scenario shows how many gold and crystal tokens to take on the standard difficulty level.
SPECIAL FOR BRUXA: Take 3 Skull tokens. There are 4 tokens in the box, but the 4th is only available with a certain ability.
SPECIAL FOR ALRIC: Take 2 Sand Warrior meeples.
Gameplay
A game takes place over a variable number of rounds. Each round consists of the following phases:
1 Spawn new Hordes (page 9).
Place a new Horde from the top of each spawn stack onto the adjacent Path space.
2 Play Tower and Hero cards (page 10).
Play Tower and Hero cards to cover Hordes with miniatures and Damage tiles.
3 Destroy Horde trays (page 16).
Remove each Horde that has all its enemies covered and players receive rewards.
4 Advance Horde trays (page 17).
Each (remaining) Horde card on the Path moves once toward the Exit.
5 Pick up Tower and Hero cards (page 18).
Each player takes all of their played and incoming cards into their hand.
6 Buy Towers and Mods (page 18).
Players collectively spend Crystals and Gold to gain new Towers and Mods, and upgrade Towers.
QUICK NOTE ABOUT ADJACENCY: Adjacency includes diagonal adjacency unless otherwise stated.
Phase 1: Spawn New Hordes
NOTE: Skip this phase during the first round.
In numerical order, one at a time, starting with Spawn stack "1", perform the following steps for each Spawn stack:
I. Take the top Horde card from the Horde stack and place it face up into a Horde Tray.
II. Place the Horde Tray onto the Path space closest to its spawn point that doesn't already contain a Horde Tray.
IMPORTANT: If there are no empty spaces between the Spawn Point and the Exit, all players lose at once!
Example: The top Horde from stack 1 must be placed on Path A. Then the top Horde 2 must be placed on Path B.
Hordes must always be placed and moved in the same orientation, with their colorful stripes always toward the 'bottom' of the map.
In the below example, the left Horde is oriented incorrectly as its stripes are not facing the bottom of the map. The Horde on the right is oriented correctly.
Phase 2: Play Tower and Activate Heroes
Players perform actions, one at a time, in any order. Each action must be fully resolved before another action is performed. The same player may perform multiple actions in a row.
As an action, choose one of the following options:
A. Play a Tower card (next section), or
B. Pass a Tower card (page 13), or
C. Activate your Hero (page 14).
Tower Card Anatomy
A Tower name
B Tower level
C Damage type (physical, magical, or true)
D Number and shape of Damage tiles
E Range arrows
F Additional slot for tower mod
A. Play a Tower Card
Each Building Site can have at most 1 Soldier Tower and 1 non-Soldier Tower built on it. If any miniatures (Hero, Sand Warriors, Tentacles, etc.) are on a Building Site, you cannot build there. You cannot build on a space containing an Environment Feature, unless it is a Blossom (see box).
ENVIRONMENT FEATURES: Shown here is a Magic Blossom from scenario 1. You may build on a building site that has a Blossom (but never any other Environment feature type). A Blossom that is built on is not removed; but while covered with a Tower, it can not be activated.
To play a Tower card, perform the following steps in order:
I. Choose a Tower card from your hand; place it face up on one of your-colored Building Sites (respecting the rules stated above).
II. Attack with this placed Tower by placing Damage tiles/Soldiers as shown by its Range (page 11).
Attacking and Defeating Hordes
You can cover Enemy (and non-Enemy) squares with Damage tiles by attacking with Towers and Heroes. Additionally, moving a Hero miniature (page 14) physically on top of Enemy (and non-Enemy) squares also covers those squares!
When all Enemy squares on a Horde are covered, the Horde (the entire card) will be Defeated during phase 3: Destroy Horde Trays (page 16). Leave Hordes on the Path until then. Only Enemies need to be covered, but any number of non-Enemy squares on a Horde can be left uncovered.
PLACING DAMAGE TILES — this element works differently from Kingdom Rush: Rift in Time!
When placing a Damage tile, you may:
- Cover Enemies and/or empty small square.
- Rotate and/or flip it any way.
Damage tiles can never:
- Cover other Damage tiles or anything else physically on the Horde.
- Extend outside a Horde.
- Be moved. (Once placed, damage stays.)
Damage Types
As you play through the campaign you'll encounter increasingly powerful enemies with special rules. Some of them may block you from placing certain types of Damage tiles on them. Soldiers and Damage tiles always have a type associated with them: Physical, Magical, or True.
| Icons | Attack Type |
|---|---|
| Sword icon / red Range arrows | PHYSICAL: Soldiers are usually Physical Damage, unless the Tower or Hero ability specifically states otherwise. Physical Damage cannot be placed on Physical resistant Enemies. |
| Blue magic icon / blue Range arrows | MAGICAL: Magical Damage cannot be placed on Magical resistant Enemies. |
| Purple sword icon / purple Range arrows | TRUE: True Damage ignores Physical and Magical resistance (it can be placed on both Physical and Magical resistant Enemies). |
A Hero miniature can always move directly onto Physical or Magical resistant Enemies, causing True Damage. But when a Hero attacks, the Damage tile type depends on the Hero and is typically not True Damage.
Enemies with physical or magical resistance will appear in the later scenarios!
Attack Range
Each Attack has Range. Range determines the direction and distance you can place Damage tiles. The direction a Tower or Hero miniature is facing (its orientation) affects its possible targets. When placing or moving a Tower or Hero miniature, you may change its orientation. You cannot change the orientation any other time, especially not during an Attack.
| Icons | Attack Type |
|---|---|
| Fist | MELEE: Damage tiles must be placed on the same Horde this Hero's miniature is on. Example: Alric A may attack Horde 2 with melee damage. |
| Single straight arrow | Damage tiles/Soldiers must be placed on the adjacent pointed-to Horde. Example: Adept Tower B may attack Horde 3. It can't attack any other Horde. |
| Multi-arrow (blue, branching) | If there is more than one Damage tile associated with one of these 'multi-arrow' Ranges, you may place each Damage tile/Soldier on the same or different Hordes. Example: Bruxa C may attack either Horde 3 or Horde 4 with her basic attack. Wizard Tower D may attack Hordes 1 and 2, putting all Damage tiles on one of them or splitting them. |
| Multi-arrow (orange, four-way burst) | Damage tiles/Soldiers are placed on each adjacent pointed-to Horde. Example: Dwarven Bombard E may attack Hordes 2 and 3, putting one 1x1 tile on each of them. |
| Multi-arrow (red, four-way burst) | Damage tile/Soldiers are placed as desired among any adjacent spaces. Example: Knights Barracks F may put two soldiers either on Horde 2 or 3 or 4 (or put one soldier each on two different Hordes). |
| Green burst | PERFECT RANGE: Damage tiles/Soldiers may be placed on any one Horde, anywhere on the board. Example: Sharpshooter tower G may attack Horde 2 with two 2x1 tiles or it may instead deal two 1x1 Damage tiles to any one visible Horde: 1, 2, 3 or 4. |
| Two card icons linked by "+" | Tiles placed by archer towers (with "+" between tiles) have to be placed on one Horde. Example: Sharpshooter tower G can't attack two different Hordes. |
| Soldier with spear arrow | SPLASH DAMAGE: Place Soldiers as normal (according to the Tower's Range); for each Soldier, also place 1 'Spear' Damage tile on a different Horde adjacent to the Horde on which the Soldier was just placed. Soldiers and their 'Spear' Damage tiles share the same Damage type. Example: The Knights Barracks F places one Soldier on Horde 3 and one Soldier on Horde 4. Then the soldier from Horde 3 may attack Horde 1, 2 or 4 with a 1x1 Damage tile. The soldier from Horde 4 may attack Horde 2 or 3 with a 1x1 Damage tile. |
B. Pass a Tower Card
Choose a Tower from your hand to place into any other player's Incoming Towers slot. Optionally, upgrade the passed card by returning it to the supply and taking a Tower from the supply of the same type, but 1 level higher (it still goes into their Incoming Towers slot).
Passing (and Upgrading) is the only way to gain level 3 and 4 Towers. You don't have to Upgrade a Tower to pass it, but generally you want to when you can.
C. Activate Your Hero
When you activate your Hero, place your Hero card on Hero board and perform these steps in order:
1. Optional: You may MOVE and/or rotate your Hero miniature
2. Mandatory: Perform one of the following three actions:
- BASIC ATTACK
- SPECIAL ABILITY
- REST
You cannot move your Hero miniature after performing an action. You can only activate your Hero once per round.
IMPORTANT: You may only activate your Hero if he or she isn't knocked out. A knocked-out Hero cannot activate; instead, the Hero regenerates all their life points (but not special abilities) and then waits for the next round.
Movement
Move your Hero a number of adjacent spaces up to the number of 'winged boots' on your Hero board. Your Hero may move through any spaces on the map, but you can't finish movement on a space with a Tower.
Example, Bruxa can move up to 3 spaces.
If your Hero miniature is on your Hero board, it is considered to be adjacent to any Exit.
Placing and Moving Hero Miniatures
You can:
- Move through Towers and Hordes.
- End movement on Hordes and building sites with no tower present.
- Cover enemies and/or empty small squares. Remember, Heroes deal True Damage so can cover both Physical and Magical Resistant enemies.
- Rotate to face another direction ensuring that the miniature is flat on its base. You don't have to move to a new space to rotate.
You can never:
- End its movement on a Tower.
- Cover Damage tiles, miniatures, or any component that is physically placed on a Horde.
- Extend its base over the edge of a Horde.
- Change direction during an attack. You can only change direction as part of a move.
Triggering Blossoms and Other Environment Features
When a Hero moves on or through any Blossom, after you end that Hero's movement, you may activate and exhaust each of those Blossoms (flipping the token to its withered side). Perform the effect for the Blossom (as described in the scenario setup or on the Blossom Reference card.)
In the later scenarios there will also appear other Blossoms and different environment features. Their rules are in the scenario description and the glossary.
Basic Attack
Each Hero may perform a basic attack just like Towers. Each Hero's basic attack is specified in the upper left corner of the Hero board.
Special Abilities
Each Hero may perform a special ability instead of a basic attack. Each Hero may have up to 2 special abilities (depending on the number of players). Available abilities are listed in the scenario description.
When a Hero uses a special ability, flip this ability tile to the other side. You can't use it again until the Hero rests.
Special abilities marked with this icon are "passive abilities" that work constantly. You can't trigger a passive ability as a Hero action; it is always active.
Rest
Instead of performing a basic attack or triggering a special ability, a Hero may rest to regain all life points and refresh their special abilities.
Remember: whenever your Hero is knocked out, he or she skips their next activation and regains all life points. This is not Rest: special abilities are not refreshed.
IMPORTANT: All Heroes also have unique abilities on their Hero boards. Read them carefully before playing – they will allow you to perform additional actions during Hero activation!
Anatomy of a Hero Board
A Hero Basic Attack
B Two slots for Hero special abilities
C Slot for Hero card
D Hero Name
E Hero Health Points
F Hero Move Points
G Slot for incoming towers
H Turn sequence
I Special Icons and Hero Skills
Phase 3: Destroy Horde Trays
Destroy each Horde (in any order) that has all of its Enemies covered (non-Enemy squares do not need to be covered).
To destroy a Horde, perform the following steps in order (one destroyed Horde at a time):
- Deal 1 Damage to each Hero and Soldier on it.
- Return all Damage tiles on it to their respective supplies.
- Remove and discard the Horde card and tray from the Path, but leave any remaining Hero miniatures on that same Path space (from which the Horde was removed).
- Gain the reward shown on the back of the discarded Horde card (if any). A 'slash' means OR.
Example: When this Horde is Destroyed, gain 1 Gold or 1 Crystal.
Hero and Soldier Health
SOLDIERS: Soldiers have 1 Health. When they are dealt 1 or more Damage, immediately return them to the supply.
HEROES: When a Hero receives Damage, reduce their Health tracker on their Hero board. If a Hero is reduced to 0 Health, they are Knocked Out, and the Hero's miniature is immediately placed on their Hero board.
PROTECTION – A Hero with Protection ignores damage until the end of the round (they do not lose any health, so a Hero with Protection cannot be Knocked Out).
Phase 4: Advance Horde Trays
Each Horde on the Path attempts to move toward the Exit once, following this procedure in order.
-
Each Horde along the Path connecting the 1st Spawn point and Exit attempts to move. Hordes closest to the Exit attempt to move first.
-
Each Horde along the path connecting the 2nd Spawn point and Exit attempts to move. Hordes closest to the Exit attempt to move first, but do not move any Hordes that already moved this phase. (Repeat for the 3rd Spawn point, etc.)
Each Large 'multi-squared' Enemy – with any number of its squares visible – removes 4 Hearts from the Kingdom (instead of 1) if it escapes.
When a Horde with any Heroes or Soldiers on it tries to move, the Horde does not move. Instead, deal 1 damage to each Hero and Soldier on the Horde.
A Horde with no Heroes or Soldiers will move to the next path space closer to the exit that has no Horde. A moving Horde can move through one or more Hordes to reach this next empty space, so be careful!
If a Horde moves onto a path space with any Hero miniatures, each of those Heroes must retreat to an adjacent space without a Horde or Tower. Retreating never triggers Blossom or other Environment Features!
If there are no more empty spaces between the moving Horde and the Exit, it escapes. Remove one Heart from the Kingdom for each uncovered Enemy on the Escaping Horde, then remove the Escaping Horde from the game. If the Kingdom loses all hearts, all players immediately lose the game!
Phase 5: Pick Up Tower and Hero Cards
Each player takes their Hero card and all of their Tower cards into their hands (from their Incoming Towers and Building Sites).
Phase 6: Buy Towers and Mods
All Gold and Crystals are shared by all players. Any player – in any order, and as agreed to by the team – can spend Gold and Crystals to buy new Towers and Tower Mods from the supply. Spend the required Crystals and Gold, returning it to the supply; then give each new Tower to any player, and put each new Mod onto any eligible Tower owned by any player. You can make any number of purchases.
Buying New Towers
Spend 2 Crystals to buy any Level 1 Tower; or spend 3 Crystals to buy any Level 2 Tower.
You can only buy Level 1 and 2 Towers (higher level towers can be gained by passing towers during Phase 2 (page 13). Towers are limited; if they run out, you can't buy that type. A Tower in the supply that already has Mods attached to it is bought as usual.
Buying New Mods
Spend 2 Gold to buy a tower mod and apply it to any eligible tower. Keep in mind that:
- Each mod may be applied once per scenario and can't be moved to another tower.
- You may always buy any of 6 basic tower mods (described on page 19).
Advanced mods will be available in later scenarios.
Tower Mods
Soldier Towers may not have Mods applied to them. This icon on the Tower reminds you of this.
Mage Towers (of levels 1, 2, and 3 only) can have up to 2 Mods applied to them. This icon on the Tower reminds you of this.
Your game comes with 2 copies of each mod: the 2nd copy is just a backup in case one copy is lost or destroyed. The Mods available to use during a game (1 of each) are stored in a sticker holder "book" – only mods remaining there are available for use during a game.
2x1 ARTILLERY DAMAGE TILE: When this Tower Attacks, place an additional physical 2x1 Damage tile on the adjacent pointed-to Horde.
1x1 DAMAGE TILE: When this tower attacks, place an additional 1x1 physical damage tile on any Horde.
TRUE DAMAGE: All Damage tiles placed by this Tower are considered to be True Damage.
PERFECT RANGE: All Damage tiles shown on this Tower have Perfect Range (instead of the shown range).
ADDITIONAL SOLDIER: When this Tower Attacks, place an additional Soldier on any one of the pointed-to adjacent Hordes.
ADDITIONAL BUILDING SITE: At the Building Site where this Tower is built, you may build one extra non-Soldier Tower (so 2 non-Soldier Towers and 1 Soldier Tower can be built there).
Solo Mode Changes
You use one 'main' Hero, two Bench Heroes, and three Building Site colors.
BENCH HEROES: Determine which ones to use before the Scenario begins, and have their miniatures and Hero cards nearby (return their Hero boards to the box).
Once per round, during the 2) Play Tower and Hero Cards phase; in addition to playing your 'main' Hero card (before or after), you may activate 1 Bench Hero, as follows:
-
Place the Bench Hero's miniature on any Horde or space (following placement rules).
-
Activate the effects on the 'Bench Hero' side of their card (shown left).
-
Remove the Bench Hero's miniature and card from the game at the end of the round it was used (unless the effect says to do otherwise). Each bench hero may be used only once per game.
When you Upgrade and Pass a Tower, do everything as normal; except, place the Tower in your 'Incoming Towers' slot.
At the beginning of each round, you must choose one Building Site color to block, meaning that you cannot place any Towers on Building Sites of this color the entire Round (you can use the other two Building Site colors as usual).
You cannot choose the same Building Site color to block two rounds in a row.
If there is a white building site in a scenario, it is always available in solo mode.
TO DECREASE THE DIFFICULTY... You may use 1 or 2 additional Bench Heroes (for a total of 3 or 4).
Difficulty Levels
EASY: Start with 2 Gold and 1 Crystal more than shown in the scenario setup. Additionally, upgrade up to 3 different starting towers by 1 level.
STANDARD: Start with the amount of Gold and Crystals shown in the scenario setup.
HARD: Start with 2 Gold and 2 Crystals fewer than shown in the scenario setup.
IRON CHALLENGE: Start with 1 Gold and 1 Crystal fewer than shown in the scenario setup. Additionally, each scenario has a unique Iron Challenge Rule in its setup.
HEROIC CHALLENGE: Start with 3 Crystals fewer than shown in the scenario setup. Additionally, return 1 starting Tower to the Tower display. The scenario has an additional lose condition: If any Hero loses all of their health, all players immediately lose the scenario.
Before You Start the Game...
Kingdom Rush: Elemental Uprising is a campaign game. We recommend playing scenarios in the right order because each scenario introduces new gameplay elements, and together they tell a continuing story.
To learn the game, we strongly suggest playing the optional prologue scenario – "Foes on the horizon" (in the separate booklet). It will guide you step by step through all of the game phases. You may skip it, though, and start with scenario 1 – "Blossom threats".
Each scenario gives you the following information:
- Which HERO abilities are available
- Which TOWERS and mods are available
- How many gold and crystal you should take on standard difficulty level
- How many heart tokens you should place near the exit
- Which towers you start with (distribute them as you like among the players)
- How to prepare the HORDES
Hordes
Gather together the following Horde cards from the indicated wave groups:
| Wave 0 | Wave 1 | Wave 2 | |
|---|---|---|---|
| Green | 1x | 2x | 2x |
| Yellow | 2x | 2x | 1x |
| Red | 1x |
Spawn Stacks
Place the gathered Horde cards face down into Spawn stacks as shown. In this example, stack 1 has a green card on the bottom and a red card on top.
You'll place each Spawn stack next to the map as shown below.
How to Prepare the Map for Each Player Count
The following symbols appear in map setup illustrations:
- Building Site icon (colored square): Place a Building Site of the indicated color on this space.
- Spawn token icon (numbered skull): Place the numbered Spawn token adjacent to the indicated path space.
- Horde card icon: Place a random face-up Horde card of the indicated level and color on this space (in a Horde tray, and taken from those gathered).
- Exit tile icon: Place the Exit tile adjacent to the indicated path space.
- Magic Blossom icon: Place a face-up Magic Blossom on this space. If there is a Building Site already on this space, place the Blossom on top.
Example, 2 Players: 2x Archer Tower, 1x Mage Guild, 1x Militia Barracks.
Credits
Game design: Alara Cameron, Helana Hope, Sen-Foong Lim
Lead development: Grzegorz Szczepański
Additional development: Filip Miłuński, Łukasz Zep
Project Manager: Hubert Czerski, Dominika Kijuć
Crowdfunding Manager: Az Drummond
Playtesting Manager: Tomasz Napierała
Art Direction: Mateusz Komada
Graphic design and illustrations: Aga Jakimiec, Łukasz Kempiński, Mateusz Komada, Katarzyna Kosobucka, Dawid Wosiek
Sculpts: Medusa Project, Heriberto, Miguel Garcia
Production Manager: Przemek Dołęgowski, Radosław Milewski
Producer: Vincent Vergonjeanne
Rulebook Editing: Jonathan Bobal
Additional Writing: Adrian Dulnik
Proofreading: Russ Williams
Playtesters: Daniel Brzost, Nazareno Castagno, Neringa Chmelevskyte, Paweł Czarnopyś, Patryk Dziekan, Katie Egan, María Elisa "Eli" Gonzalez, Kennyuc, Maciej Kosiarz, Kamil "kamilox007" Krzywoń, Dominik Lisowski, Jan "soamazinglybad" Mikołajczak, Quaternion, Sara Przybylak, Michał Romańczuk, Beata Sikora, Bartek Szopka, Bartosz Tafelski, Wenceslas "wensfr", Mariusz "Monku" Zawadzki