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Paradise Fallen: The Card Game

Paradise Fallen: The Card Game Rulebook

Table of Contents

Table of Contents

  • Details
  • How to Win
  • How to Play
    • Setup
    • Turn Order
      • Play Phase
      • End Phase
  • Exploration
  • Movement
  • Aptitude Cards
  • Aberration Cards
  • Ration Cards
  • Game-Play Examples
    • Modification of Movement Cost
    • Aberrations Between Islands
  • Island Power Explanations

Details

  • 2-4 Players
  • 15-30 Minutes
  • 14 and up

How to Win

2-Player Game – Explore Eight Islands

3-Player Game – Explore Seven Islands

4-Player Game – Explore Six Islands

The end game is triggered when a player discovers the winning amount of cards but all other players receive one more turn after the end game has been triggered by a player. If there is a tie the player with the most unused Kanaloa Token is the winner. If still tied players share their victory.

How to Play

Setup

  1. Form The Islands by placing the nine Islands randomly, face up, in a 3x3 Island grid accessible to all the players.
  2. Each player places their Canoe on the center island.
  3. Shuffle the main deck and deal five cards to each player.
  4. The last player to have visited an island will be the first player or the owner of the game.

Turn Order

Starting with the first player, each player does the following, and play then passes to the next player to the left.

Play Phase

In any order, and as many times as you would like:

  • Play cards from your hand.
  • Move your canoe around The Islands.

End Phase

  1. Discard any unwanted cards from your hand.
  2. If you have fewer than five cards in your hand, draw until you have five, otherwise end your turn.

If at any point the deck is empty, immediately shuffle the discard pile to form a new draw deck.

Exploration

Playing an Island card from your hand that matches the Island your Canoe is on is how you explore that Island on the grid. Each player can only explore each Island on the grid once per game. One player exploring a Island on the grid does not prevent the other player(s) from exploring it as well.

When you explore an Island on the grid, remove the matching Island card from your hand and place it in front of you on the table. Place a Kanaloa Token on the discovered Island Card in front of you. You now have the option of using the Discovery Bonus from the Hawaiian God, Kanaloa indicated on the Island card. You may use any one Kanaloa Token but ONLY per turn.

You do not discard Island cards once played; keep them in front of you, face up, so both you and your opponents know which Islands you have explored.

Movement

Standard movement is orthogonal (horizontal and vertical). More than one player can be on the same Island on the grid.

Every Island on the grid has a number on it that represents its ration cost, or the cost to enter or pass through the Island.

Once you have determined where you would like to move to add the total movement cost of all the locations you will have to enter to get there including aberrations, discard enough Ration Cards to provide at least that much Rations. After that, you may move your canoe to the new Island on the grid.

Here is an example of a trip that would cost 5 Rations (1+2+2).

After making a trip, any extra Rations you may have left over from discarding Ration cards is lost when you stop. Playing an Island, Aptitude, or Aberration card can only be done when stopped, so either before or after movement.

Certain cards can modify the movement cost of an Island on the grid up or down. There is no limit to how high the movement cost can be raised, but it can never be reduced below zero. If an Island on the grid has its movement cost reduced to zero, it is then possible to move to it from an adjacent Island without discarding any Ration Cards essentially creating a free move for just that island.

Aptitude Cards

Aptitude Cards allow you to do things outside of the normal game parameters. Aptitude Cards give players additional options when moving around the Islands in addition to special game actions.

Aptitude Cards can only be played at the start of a player's turn but their special ability can be used anytime during that players turn. Multiple Aptitude Cards can be active at the same time.

Special actions from Aptitude Cards take effect immediately after they are played.

After being used Aptitude Cards are discarded from play.

Aberration Cards

Aberration Cards affect how all players move through the islands. They can only be played when a player is stopped. They are played by placing them on or between two Islands, anywhere in the Islands. If a card has the Island symbol changing the ration cost onto or away from an island it is placed onto the island. If the card has the just the rations symbol or a card symbol on it is placed between island locations.

When more than one Aberration is placed in the same position, their effects are cumulative. There is no limit to how many Aberration Cards can be placed on the same spot.

When swapping aberration cards a player may only swap "like locations" meaning a card between islands may only be swapped with another aberration card between islands and an aberration card on an island may only be swapped with an aberration card on another island.

Ration Cards

Ration Cards are played to provide energy for a tribe's movement, the amount of energy provided is indicated by the number in the upper right hand corner.

When calculating your total ration cost for a turn it is very important to add all costs including your destination. Players are not able to divide their turn and divide their rations spent on one "trip"; it must be one continuous "trip" with the player paying the total cost. Players may make more than one "trip" each turn.

After providing energy for their tribe, Ration Cards are discarded.

Note that Island cards can also be played as (1) Ration instead of using them to explore.

Game-Play Examples

Modification of Movement Cost

Player 1 is on an Island that has the Green Mist Aberration on it. (This increases the cost to enter the Island by 2, but reduces the cost to leave by 2.) This means that the cost to move from his current location to the nearby Island of Kahoolawe is reduced to two, and he can move his Canoe there for two Rations on his turn. If he wants to move to the Island of Hawaii from his current location the total cost will be 1 Ration, and he will have to pay for it by playing any combination of Ration Cards.

Aberrations Between Islands

Later in that same game, Player 2 decides to move from the Island of Maui to the Island of Hawaii, but there is now a Raiding Tribe Aberration between them. (This Aberration causes you to lose a random card of an opponent's choice as you pass over it.) Player 2 plays a (3) Rations Card, and moves her Canoe to the Island of Hawaii. The player to her left then takes a card at random out of her hand and discards it. Thankfully, the discarded card was not the Hawaii Island Card she had, so Player 2 plays it and uses its Discovery Bonus.

Island Power Explanations

Hawaii (pron. ha-why-ee) – Draw One card immediately and replenish to 6 at the end of your turn.

Kauai (pron. ka-why-ee) – Change the location of two aberrations in play.

Lanai (pron. la-nigh) – Draw Cards equal to the number of players and decide which to give to each player including yourself.

Molokai (pron. mo-low-kai) – Play an Exploration card for an adjacent island from your hand. No Kanaloa Power Token are earned from the new explored island.

Maui (pron. mow-ee) – Immediately draw 2 cards.

Oahu (pron. oh-wah-hu) – Move immediately to any island you've already discovered for no ration cost.

Kahoolawe (pron. kah-ho-oh-lah-wee) – Swap all the aberrations on a location with all the aberrations on another island even if either one has none.

Niihau (pron. nee-how) – Return all Ration cards to your hand you played this turn instead of discarding them.

Nihoa (pron. nee-ho-uh) – Discard and number of card from your hand and draw an equal number of cards to replace them.