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Life & Legend

Life & Legend Rulebook

Table of Contents

Table of Contents

  • Introduction
    • Object of the Game
    • Components
  • Standard Setup
  • The Card Decks
  • Limits: The Rule of Four
    • Discard Piles
  • Card Effects
    • Other Effect Types
  • The Dice
  • The Golden Rules
  • Terminology
  • Part 2: Turns and Phases
    • Playing the Cards
    • Empty World Spaces
    • Acquiring Legends
    • Victory
  • Phases
  • Phase Details
    • Phase 1: Contemplation
    • Phase 2: World
    • Phase 3: Life
    • Phase 4: Resolution
  • Part 3: Cards In Detail
    • Life Cards
    • Legend Cards
    • Adventures
    • Backgrounds and Life Words
  • Part 4: Game Modes and Rules Variants
    • Farwander Mode
    • Eternal Mode
    • Solitaire Modes
      • The Solitaire Challenge Modes
      • The Solitaire Collector Modes
  • AI Opponents
  • Miscellany
  • Errata
  • Turn Sequence

Introduction

Standard Mode is the base game. A unique story emerges here each time the game is played. The environment is always slightly different, creating new opportunities and giving each game its own feel. The greatest opponent is the World, and tactical adjustments must be made which cause some options to become better than others.

Along with the story, Standard Mode gives a great tour of the game concepts, which is useful for Players unfamiliar with the game.

Farwander Mode and Eternal Mode add a greater degree of strategic depth to multiplayer games. Players familiar with complex rulesets, and long, intricate games will be comfortable with these modes. Players are encouraged to give them a try if Standard Mode isn't drawing them in.

Object of the Game

1 - 4 Players vie to acquire Legends by exploring the world and facing Challenges. The Player with the most Legends at the end of the game wins.

Components

  • Legend Deck (73 cards)
  • Life Deck (35 cards)
  • Background Deck (36 cards)
  • 3 Background Reference cards
  • 1 Rules Reference card
  • 4 AI Opponent cards
  • 1 Custom six-sided die
  • 1 Rulebook

Standard Setup

  1. Shuffle: Shuffle the Life and Legend Decks. Set the decks aside covered (or facedown).
  2. Prepare World: Draw four Legend cards keeping them covered. Organize them into two rows of two cards. This is the World.
  3. Prepare Decks: Place all decks near the World, covered. Each Deck will have a separate discard pile. Cards are discarded uncovered (or faceup). Players may look through the Background Deck and any discard pile, at any time.
  4. 1st Player: The Player furthest from their birthplace goes 1st, moving clockwise.
  5. Deal Hands: Deal four covered Legend cards to each Player. Players cannot trade cards from their Hands.
  6. Play Relics: Players may bring Relics into play now if they choose.
  7. Prepare Play and Legend Areas: Each Player must have their own locations.
  8. Begin: The 1st Player begins their turn.

The Card Decks

  • Life Deck: Trait-Cards, Exceptional Trait-Cards, and Traumas. Life Cards hold Life Words and enable Players to complete Challenges.
  • Legend Deck: Relics, Events, and Adventures. Legend Cards can also hold Life Words and are the primary way Players interact with the game.
  • Background Deck: Life Stories, Life Paths, and Life Achievements. They grant powerful abilities.

Limits: The Rule of Four

All Player card limits start out at 4. This may go up and down during a game. The exceptions are Traumas and Completed Adventures, which have no limit.

  • Hand Size: 4 until end of Phase 4
  • Relic Slots: 4
  • Trait Cards: 4, including 1 Exceptional Trait.
  • Completed Wanders: 4, cannot Wander when the limit is reached.

Discard Piles

Do not change the order of cards in the Life or Legend discard pile unless it's to draw cards from the pile at random, or to reshuffle the Life discard pile back into the Life Deck. The Background discard pile order is not important.

Card Effects

An Effect is any ability a card has that can impact play. Some have special icons to further distinguish them from each other.

  • Interfere: Normally, Effects can only be used by the Player on their turn. Interfere Effects can be used on any Player's turn.
  • Foolproof: This Effect cannot be Disrupted or Disregarded.
  • Ambient: This Effect is continuous and affects all Players. Ambients can sometimes be Disregarded.

Other Effect Types

The following things are also considered Effects and are explained in later sections:

  • Play Immediately
  • Reward
  • Penalty
  • Defeat
  • Spark
  • Discard
  • Remove
  • Disrupt
  • Disregard
  • Spark Effect

The Dice

  • Regular Die: This die is used to determine random results.
  • Adventure Die: This die is used to complete Adventure Challenges.

The same die can be used for both kinds.

The Golden Rules

When a card and the rules seem to contradict, go with what the card says first, and always be respectful of other Players.

Terminology

  • Cover/Uncover: Cover means to turn a card facedown, or keep a card facedown, so the back is showing. Uncover means to turn a card face-up. Facedown cards are covered, face-up cards are uncovered.
  • Reveal: Uncover a card so all Players see the face, then cover it and return it to where it was.
  • Examine: Uncover a card so only that Player can see it, then cover it and return it to where it was.
  • Possess: The card is in a Player's Play Area, or Legend Area.
  • Discard: The Player places the card on its discard pile. The Player must possess a card to discard it.
  • Remove: The Player takes the card and places it on its discard pile. Players do not need to possess a card to remove it.
  • Disrupt: The Effect doesn't take place. Play continues as normal.
  • Disregard: The Effect is ignored by the Players in question.
  • Depart: When a card is placed on the discard pile.

Part 2: Turns and Phases

Life & Legend is played over a series of turns. Each turn is divided into 4 parts called Phases. Phases must be progressed through in order.

Playing the Cards

During all Phases, the Player may play Events from their hand, or use Effects on cards in their Play Area. On other Players' turns, the Player may only play Interfere Effects. A Play Immediately Effect must be resolved before the end of the Phase it was drawn.

Empty World Spaces

When a Player takes a card from the World, it leaves an empty space. That Player must decide what to place in any empty World Spaces:

  • Covered Legend Deck Card: The Player may place the top Legend Deck card in the space, covered.
  • Adventure Card: The Player may place an Adventure from their Hand in the space, uncovered.
  • Event: The Player may place certain Event cards (called Atmospheres) from their Hand in the space, uncovered.

Empty spaces must be filled before the current Phase ends and can be filled in any order.

"Time is limited. Judge wisely between your options. There is little wisdom in doing something solely because you can." - Arbiter

Acquiring Legends

  • Wandering: When a Player successfully Wanders, they take a covered Legend card from the World and place it in their Legend Area. Completed Wanders are worth 1 Legend each and grant draws from the Life Deck.
  • Adventures: Adventures will have at least one Challenge. When a Player successfully completes an Adventure Challenge, they place the Adventure in their Legend Area and add its Legend value to their total.
  • Relics: Relics can be brought into play to add their Legend value to the Player's total.
  • Card Effects: Some cards grant Legends in unusual ways. These ways will be clearly explained on those cards.

Victory

The Game is over at the end of the turn when the Legend Deck becomes empty. Determine the winner by highest Legends. Ties result in a stalemate between tied Players.

"The World is in constant flux, but there are many roads to victory. The path seldom taken may be the path best to take." - Ranger

Phases

Phase 1: Contemplation. The Player may bring Relics from hand into play.

Phase 2: World. The Player must choose one of the following options:

  • Draw the top Legend Deck Card
  • Uncover a World Card
  • Wander
  • Adventure

Phase 3: Life. The Player may activate a Background.

Phase 4: Resolution. The Player discards down to their maximum hand size.

Phase Details

Phase 1: Contemplation

During this Phase, the Player may bring Relics from their hand into play. They must also resolve any Effects that take place during this Phase.

Move to Phase 2: World.

Phase 2: World

During this Phase, the Player must attempt one of the following World Actions:

  • Draw the top Legend Deck Card
  • Uncover a World Card
  • Wander
  • Adventure

Draw The Top Legend Deck Card: The Player must draw the top Legend Deck card if no other World Action is taken.

Uncover A World Card: The Player chooses a covered World card and uncovers it. The card uncovered determines what happens.

  • Relic: This goes to the Player's hand and is treated as though it were just drawn from the Deck.
  • Event: Use the World Effect.
  • Adventure: This stays in the World until it's resolved. Some Adventures affect play while they are in the World.

Uncovering World cards or Wandering creates empty World Spaces so cards such as Adventures can be brought into play.

Wander: The Player chooses a covered World card and one of the options below.

  • Roll a 4, 5, or 6 on a Regular Die.

  • or Discard 1 Event card from Hand.

  • Success: The Player places the card in their Legend Area without uncovering it. It is a Completed Wander.

  • Failure: If the roll fails, the Player continues with the Phase.

Using Completed Wanders:

  • Legend Value: Completed Wanders are worth 1 Legend each.
  • Life Deck draws: The Player may discard a Completed Wander and draw a card from the Life Deck.
  • Uncovering: If a Completed Wander is uncovered by an Effect, treat it as if it were just drawn by the Player possessing it. It is no longer a Completed Wander.

If there are no covered cards in the World, the Player may Wander on the top Legend Deck card.

Adventure: The Player selects one Challenge on an uncovered Adventure card in the World and tries to best its requirements. These requirements will either be Traits, Adventure die rolls, or Life Word combinations. (See Adventures, Part 3.)

  • Success: The Player resolves the Adventure's Reward and places the Completed Adventure into their Legend Area (if applicable).
  • Failure: The Player resolves the Adventure's Penalty and continues with the Phase.

Move to Phase 3: Life.

Phase 3: Life

During this Phase, the Player may activate a Background. (See Backgrounds, Part 3.)

Move to Phase 4: Resolution.

Phase 4: Resolution

During this Phase, the Player must discard down to their maximum hand size.

Move to next Player.

"The card you wait for might never appear. Use what's available. Constraints breed creativity." - Invoker

Part 3: Cards In Detail

Life & Legend is made up of 3 main kinds of cards: Life cards, Legend cards, and Background cards. Each kind has several types, such as Relics and Life Stories. This section explains these cards, and how to use them, in detail.

Life Cards

Life Cards are in the Life Deck. They must be discarded or played immediately when drawn. Traumas may not be automatically discarded.

Trait-Cards: These cards contain Bravery, Charisma, or Inspiration. They are requirements for Challenges.

Trait Icons:

  • B: Bravery
  • C: Charisma
  • I: Inspiration
  • Any Trait (blank icon)

"Any Trait": Some Adventures require "Any Trait". This simply means the affected Player decides what Trait is needed. For example, if an Adventure Challenge required two Inspiration and one Any Trait, the Player would need two Inspiration and one Trait of any kind. If the Player had two Inspiration and one Charisma, for instance, they would meet the requirement.

Exceptional Trait-Cards: An Exceptional Trait is a special characteristic. A Player may only have 1 Exceptional Trait card in play (this counts toward the 4 Trait-Card limit). Exceptional Traits grant Effects. Exceptional Traits also count as "Any Trait" on Challenges.

Traumas: A Trauma is the result of a negative experience. They are difficult to get rid of and impose penalties. Traumas are attached to the Player and can only be removed by specific Effects. Players can have any number of Traumas attached to them.

Attached Cards: Attached cards are connected to each other, usually by having one card partially covering another. If a card is attached to a Player, it remains in their Play Area until it is removed by an Effect.

How To Draw From The Life Deck: The most straightforward way to draw from the Life Deck is to turn in Completed Wanders. Certain Effects may cause Players to draw from the Life Deck as well.

When The Life Deck Becomes Empty: Shuffle the Life discard pile back into the Life Deck and proceed with play.

Legend Cards

Legend Cards are in the Legend Deck. They are the most versatile cards in the game. They are found in the World, Play Areas, Legend Areas, and in Players' hands. They have a variety of Effects and requirements depending on where they are found and how they are used.

Relics: These are iconic treasures and intangible concepts acquired during life. Relics can add Life Words, Legends, or grant Effects to the Player (or all of the above). Most Relics must be in play to be in effect.

Relic card anatomy: Slots, Legends, Effect/Effect Type, and Life Word.

Relic Slot Requirement: Relics require slots when in play. If an Effect lowers a Player's slots, they must discard down to the appropriate number of Relics immediately.

Relic Legends: Any Legends on a Relic are added to the Player's total while the Relic is in play. Relics are not placed in the Legend Area, but remain in play.

Relic Trading: Players may trade or offer to give away Relics in play if they wish.

Events: Events are occurrences in the adventurers' lives and in the World at large. They have two categories.

  • World Effect: Events uncovered in the World use the World Effect.
  • Hand Effect: Events played from a hand use the Hand Effect and are discarded afterward.

Event card anatomy: World Effect, Hand Effect, and Event Type.

Atmosphere Events: There can only be one Atmosphere card in the World. Uncovered Atmosphere Events remove current ones. They may be placed into an Empty World Space or over current Atmospheres (the old Atmosphere is removed).

"Refrain from playing your hand too quickly. The unknown card is the most threatening, and many powers are most powerful at the last minute." - Illusionist

Adventures

Adventures hold the life-changing experiences one must overcome to win the day. Adventures have Challenge requirements and Legend values. Some have additional rewards and penalties for success and failure. Adventures remain in the World until resolved.

Adventure card anatomy: Legends, Adventure Challenges, Reward & Penalty, and Effect and Effect Type.

Challenges: Adventure cards have Challenges (marked with I, II, or III). A Challenge must be successfully resolved to complete an Adventure. In the case of multiple Challenges, only one Challenge must be completed.

  • Trait Challenge (I): Some victories are a matter of character. The Player must have the appropriate Traits to complete this Challenge. It will usually include a single Adventure Die requirement.
  • Life Challenge (II): Some victories are a matter of insight. The Player must have the appropriate Life Words to complete this Challenge.
  • Fate Challenge (III): Some victories are a matter of destiny. Fate Challenges are made solely of rolling Adventure Dice. They are very challenging and matters of last resort (or supreme confidence).

Requirements can be completed in any order. If they require a die roll, the Player need not specify which roll they are attempting first. The Player must equal or exceed the roll requirement.

"Gambling with the die is very risky. Seek ways to lessen the likelihood of bad rolls. Sometimes, this means setting the die aside." - Warrior

Rewards and Penalties: These must be resolved before a Player can place the Adventure into their Legend Area. In some cases, rewards are random, and might keep the Player from obtaining the Adventure. Some rewards have negative consequences.

Defeat: When the Player faces Defeat, they must discard one of the following cards in this order:

  1. Background: Life Achievements are exempt, but can be discarded in place of another card type.
  2. Trait-Card or Exceptional Trait Card
  3. Relic in play
  4. Any card from hand

Perpetual Adventures: These stay in the World until they're removed by an Effect. If a Player successfully completes a Perpetual Adventure, they get any rewards for completing the Adventure, but the card remains in the World. This makes it possible to complete the Adventure (and gain the rewards) multiple times.

Removing Perpetual Adventures: At any time during the Player's turn, they may discard a card to remove a Perpetual Adventure from the World. Any number of Perpetual Adventures can be removed this way per turn and the Effect is foolproof.

Empty Legend Deck: Game is over at the end of the turn when the Legend Deck becomes empty.

"Much risk leads to failure, but too much caution is the greatest risk of all." - Shepherd

Backgrounds and Life Words

Every adventurer has a story and a road to take in life. These are Backgrounds and are created using Life Words.

Life Words: These are the building-blocks of a life. Alone, they lie dormant, but when combined they awaken into powerful abilities.

  • I: The most common Life Word. Found on Trait-Cards. The key component for Life Stories.
  • You: Used primarily in creating Life Paths. It is found on Trait-Cards.
  • And: Used for Life Achievements. It is found on Trait-Cards.
  • Hide, Seek, Lost, Found: These are found on Relics and are crucial in creating all types of Backgrounds.
  • Truth, Power, Justice: The most powerful Life Words. They are found on Relics.

"No Relic should be given up lightly, but especially precious are those holding Life Words. Try to keep the ones you have, or keep your opponents away from them." - Bard

Creation and Activation: If the Player has the appropriate Life Words, they may take a Life Story, Life Path, or Life Achievement card from the Background Deck and bring it into play, "activating" it.

The Player may only activate one Background per turn and may only have one Background of each type in play at a time.

Life Achievement: These versatile cards can be used in two ways. First, they grant a powerful single-use Effect. Second, they are exempt from defeat, discard, and remove Effects, but can be discarded in the place of any other card, making them valuable when facing defeat or other troublesome Effects. Life Achievements go to the Player's Hand and remain revealed to the other Players. Life Achievements count against Hand limits.

Life Story: These stay in play until discarded or an Effect removes them. Life Stories can be discarded for powerful, single-use Effects. Life Stories also grant Sparks.

Life Path: These stay in play until discarded or an Effect removes them. Life Paths grant Effects. Life Paths also contain Spark Effects.

Sparks and Spark Effects: These are the heart of the Background system. By combining a Life Story's Spark with a Life Path's Spark Effect, the Player creates a powerful new Effect. There are 144 possible combinations.

For example, if the Player is The Philosopher Noble, the Life Story (The Philosopher) has the Spark "Once per turn, reveal a Hand of at least 2 Events, you may:", and the Life Path (Noble) has the Spark Effect "Draw a Legend Card." Together, the Player could reveal a Hand of two Events to draw an additional Legend Card once per turn.

The Noble Life Path's Effect is "Once per turn, you may draw a Legend card. Discard a card." The Philosopher Life Story's Effect is "Discard: Draw and discard Life cards until you draw a Trait Card with a Life Word."

Part 4: Game Modes and Rules Variants

Life & Legend has additional rules for solitaire, multiplayer and even co-op play.

Farwander Mode

This mode focuses on the competitive aspects of Life & Legend. The ruleset is more complex than Standard Mode.

Farwander Mode adds three elements to the base game (as printed; the list that follows contains four): die-roll bonuses, a "Take that!" Effect, easier background creation, and new ways to use Completed Wanders.

Completed Wanders: Completed Wanders have these additional Effects and tweaks.

  • Completed Wanders are not worth any Legends.
  • Each Completed Wander possessed may add +1 to one Adventure die-roll.
  • Discard 2 Completed Wanders to remove a Trauma.
  • Discard 2 Completed Wanders to have Hide, Seek, Lost, or Found available during Phase 3.
  • Discard 3 Completed Wanders to have Truth, Power, or Justice available during Phase 3.
  • Discard 4 Completed Wanders to purchase any one Life Story from the Background Deck.

Farwandering: Farwandering can be used to reduce opponents' Completed Wanders at the risk of strengthening them in other ways. On Phase 2, a Player may Farwander in place of Wandering.

  1. The Farwanderer selects a Completed Wander in an opponent's Legend area. It becomes contested and is no longer a Completed Wander.
  2. The Farwanderer attempts to Wander on it as normal.
    • Failure: The card reverts back to normal. It is no longer contested. Continue with the Phase.
    • Success: The Farwanderer draws 1 Life card and attaches it to the contested card, both remain covered.
  3. The opponent must choose either contest or no contest.
    • Contest: Both the Completed Wander and the Life Card are discarded.
    • No Contest: The Farwanderer places the Completed Wander in their Legend Area. The opponent uncovers the Life Card. The opponent may keep, discard, or give the Life Card to the Farwanderer, who must treat it as though it were just drawn from the Life Deck.

Continue with the Phase.

Eternal Mode

In this mode, victory is more difficult to achieve, but there is time to develop and recover from problems. Play is very thoughtful and strategic.

Games can last 1 - 2 hours.

Completed Wanders: Completed Wanders are worth 1 Legend each as in Standard Mode. All the other Farwander Mode Effects apply to Completed Wanders.

Farwandering: Farwandering works the same in Eternal Mode as in Farwander Mode.

Completed Adventure Limit: Once this limit of Completed Adventures is reached, that Player can only attempt Perpetual Adventures.

  • 2 Player Game: 6 Adventures
  • 3 Player Game: 5 Adventures
  • 4 Player Game: 4 Adventures

Victory Conditions: These additional Victory Conditions must be met.

  • Legends Total: 2 Player Game: 20 Legends. 3 Player Game: 16 Legends. 4 Player Game: 12 Legends.
  • Background Total: 1 Life Story, 1 Life Path.
  • Trait Total: 1 Exceptional Trait.

"Trading Relics can afford all manner of tactical advantage. Do not overlook that option." - Rogue

Solitaire Modes

These modes are played using the Standard ruleset. The Player takes turns and moves through Phases as normal. Cards have no added effects unless noted.

Players will discover some cards are not as valuable in the Solitaire Modes as in the Multiplayer Modes.

The Solitaire Challenge Modes

These modes have difficult requirements to meet for victory.

War

An endless war rages across the land, fueled by powerful forces you cannot withstand for long. Can you find the wisdom to end the conflict before all life comes to an end?

  • Setup: The Event, War is placed uncovered somewhere in the World.
  • Special Rule ~ Endless War: War is always in the World and can never be removed.
  • Special Victory: The Player must run out the Legend Deck before the end of the turn when the Life Deck becomes empty.

Lore

You are on a journey to uncover the truth about a figure from the distant past. Retrace their steps and discover who they really were before time sweeps all memory of them away.

  • Setup: Randomly draw 1 Life Story, 1 Life Path, and 1 Life Achievement and set them aside. Remove the Trauma, Apathy from the game.
  • Special Victory: The Player must acquire all three of the randomly drawn Backgrounds before the end of the turn when the Legend Deck becomes empty.

Alternately, Players may choose the Backgrounds instead of randomly drawing them.

"Life Achievements, even the lesser of them, grant a shield against defeat in addition to their other powers. The struggle to obtain one is worth it." - Knight

The Arbiter

Who knows what horror lurks in the hearts of mankind? The Arbiter knows....

  • Special Victory: The Player must acquire the Life Path, Arbiter, and all 8 Traumas before the end of the turn when the Life or Legend Deck becomes empty.

The Solitaire Collector Modes

These modes require getting high Legend totals in difficult ways.

The Treasury

  • Special Rule ~ Relics Only: Only Relic Legends apply to your Legend Total.
  • Special Victory: Have 10 Legends total before the end of the turn when the Legend Deck becomes empty.

The Campaign

  • Special Rule ~ Adventures Only: Only Adventure Legends apply to your Legend Total.
  • Special Victory: Have 35+ Legends total before the end of the turn when the Legend Deck becomes empty.

The Legacy

  • Special Victory: Have 40+ Legends total before the end of the turn when the Legend Deck becomes empty.

AI Opponents

Test your wits against these four AI Opponents in solo, multiplayer, and co-op games. The instructions for using them are on the four oversized AI cards included with the game.

  • Matathias The Jongleur: A famous traveling musician, peerless in the craft of song and verse. He desires to remain aloof, but at times gets caught up in adventures. Matathias focuses on Wandering and avoids conflict, but will easily win if underestimated.
  • Golden Horse The Brave: A champion who roams the land aiding those in need. Eschewing personal glory, Golden Horse charges headlong into peril for the sake of others. Golden Horse focuses on Adventuring, often harassing his opponents.
  • Geoffrey The Scholar: A great thinker, exploring vast stretches of esoteric knowledge. He seeks to uncover wisdom above all else, and is fearless in his pursuits. Geoffrey focuses on card drawing and effects that greatly impact the World.
  • The Emptiness: The most fearsome of opponents, The Emptiness devours the World and leaves naught but devastation in its wake. Only the most enlightened of souls can hope to prevail against it. The Emptiness can be played in solo, competitive multiplayer, and co-op modes.

"All cards can be treasure. A draw from the deck is usually better than a failed die-roll." - Noble

Miscellany

  • Effects on cards in a Legend Area are disregarded.
  • If cards are to be removed or replaced in the World, the Player whose turn it is decides on the order.
  • If all Players must draw or discard cards on the same turn, the Player whose turn it is draws or discards first, going clockwise.

Errata

  • Life Challenges on Adventures are completed by having the proper Life Words in play, not by using the Life Path purchased with those Life Words.

Turn Sequence

Phase 1, Contemplation: You may bring Relics into play from your hand during this phase only. You may use any effects on cards in your play area, and play any events from your hand during any phase of your turn.

Phase 2, World: You may choose to either Wander, Uncover a World card, draw a Legend card, or Attempt a Challenge you qualify for on one Adventure during this phase only. You must draw a Legend Card if you take no other action this phase.

Phase 3, Life: You may activate a Background during this phase only.

Phase 4, Resolution: Discard down to maximum hand size. You can have any number of cards in your hand during the other phases of your turn, or on opponents' turns.

Opponents' Turn: You may only use interfere effects on cards in your play area, or play events from your hand with interfere effects.