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Regnum Angelica

Regnum Angelica Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Components
  • Familiarizing Yourself with the Components
    • Cards
      • Angel card (Arch Angel card shown; the diagram also applies to the Fallen Angel cards)
      • Angelic Script card (Fallen Angelic Script card shown; the diagram also applies to the Arch Angelic Script cards)
      • Pillar cards / Meeples
    • Power Stones
    • Movement Cubes
    • Angelic Battlefield
  • Setting the Stage for an Angelic War
  • Game Turn Sequence
  • The Turn Sequence in Detail
    • 1. Draw movement cubes equal to your current power meter. (minimum 1)
    • 2. You may play 1 angel face down (inactive).
    • 3. You may activate 1 face down angel from a previous turn; note the angelic ability when activating.
    • 4. Place and spend movement cubes to move your angels on the board.
      • Moving Into Combat
      • Gabriel & Beelzebub
      • Attacking an Inactive Angel
      • Pillars In Combat
    • 5. Burn Script cards or Pillars for additional power. (optional)
    • 6. Draw cards to bring your hand size to a minimum of four.
  • Playing Angelic Script Cards
  • Combat Timing
  • Scoring & Resetting Your Power Meter
  • Game End
  • Tournament Rules and Guidelines
    • Rankings & Tournament Play
  • Variants

Object of the Game

Be the first player to score 35 points. This is done by infiltrating your opponent's realm with your army of Angels. The ranks of your angels who reach your opponent's realm are the point values scored. For example, if you have two angels who have reached your opponent's realm, and the ranks of those angels are 7 and 5, then you currently have 12 points.

If either player has run out of cards to draw from his draw pile, and neither player has scored 35 points, then the player with the highest point total is declared the winner. In the case of a tie, the player who drew first blood wins.

Components

  • (1) 54 card deck of Arch Angels
  • (1) 54 card deck of Fallen Angels
  • (1) 20 x 28" game board
  • (2) colored power stones
  • (15) 8mm movement cubes
  • (2) white & (2) black angel wing scoring meeples
  • (4) earth (4) fire (4) water pillar meeples
  • (2) player aids

Familiarizing Yourself with the Components

Cards

There are three different types of cards in each Regnum Angelica deck:

  • Angels
  • Angelic Scripts
  • Pillars

Angel cards are your primary combat units of the game. They are needed to score victory points, build power by visiting Earth, and defend your realm from your opponent.

Angelic Script cards offer special abilities, conditions, or bonuses, and they may be played at any time provided you have the power to activate that script (see playing scripts, pg 17).

Angel card (Arch Angel card shown; the diagram also applies to the Fallen Angel cards)

  • A) Angelic rank. Rank determines the number of points you score when you reach your opponent's kingdom (see scoring, pg 13), as well as when settling ties in combat (see combat, pg 10).
  • B) Movement allowance. This determines the maximum number of spaces an angel may move during his turn (see movement, pg 10).
  • C) Angelic ability. Some angels will have a specific ability or bonus applied when they are activated on the board (see angel abilities, pg 9).
  • D) This is the Angel's name and description.
  • E) This is the same as Figure A, just turned upside down for the opposite player to easily view.
  • F) Attack orientation compass. This is used to resolve combat between two angels (see combat, pg 10).

Angelic Script card (Fallen Angelic Script card shown; the diagram also applies to the Arch Angelic Script cards)

  • A) This is the name of the Angelic Script card.
  • B) This is the ability, or effect, of the script card.
  • C) This is the cost in power that must be deducted from your power meter in order to play the Angelic Script card. This is also the amount of power you would gain should you decide to "burn" the Angelic Script during the Burn Script phase. (see Burn Script cards, pg 12)

Pillar cards / Meeples

Pillar cards / Meeples may be played to equip your active or inactive Angels with additional protection.

  • A) Angelic rank. Rank determines the number of points you score when you reach your opponent's kingdom, as well as when settling ties in combat (see pillars in combat, pg 12).
  • B) This is the cost in power to play the pillar. This is also the amount you would gain in power should you decide to "burn" the Pillar.

Power Stones

These stones are used during the game to keep track of the amount of angelic power you have remaining in your power meter.

Movement Cubes

These cubes are spent in order move your angels across the battlefield. One movement cube allows you to move any of your angels one space on the battlefield, as long as this movement does not exceed the angel's maximum movement allowance.

Angelic Battlefield

  • A) The Gates To The Kingdoms - The gate nearest to you is the one to defend; the gate on the opposite side is your opponent's to defend. This is also your target destination.
  • B) The Zone Of Earth - Power may be added or additional cards may be drawn, depending on which space you land on, for any angel who ends his turn on one of these spaces.
  • C) The Starting Location - When you play an angel card from your hand, you will place it facedown as an inactive angel on any empty space in the zone of your realm.
  • D) Power Meter - This area is used with the power stones to keep track of your available power. Your power meter must be reset to zero every time you score. (More on this later.)
  • E) The Score Meter - The leftmost row is your score in multiples of tens, and your rightmost row is your score in multiples of ones. Use the white and black cubes for this tracker. For example, if you currently have 27 points, then your leftmost row should have a cube in the "2," and your rightmost row should have a cube in the "7."

Setting the Stage for an Angelic War

STEP 1: Place the fallen black power stone on the fire power meter at 0. Place the white power stone on the comet power meter also at 0. Also place your Scoring Wings on 0.

STEP 2: Place the 15 red movement cubes to the side of the board where they can easily be reached by both players. Each player should place his two white or black scoring cubes on the two "0" locations of his scoring meter.

STEP 3: Each player shuffles his deck, then places his deck on the DRAW section of the game board.

STEP 4: Draw 7 cards. This is your starting hand. *Note - in the rare instance that you draw ALL angels or ALL scripts, you may declare a mulligan by showing your opponent your hand. The player may then repeat Step 3.

You are now ready to begin an angelic war. Play begins with the Fallen angels acting first.

Game Turn Sequence

  1. Draw movement cubes equal to your current Power Meter. (minimum 1)
  2. You may play 1 angel face down (inactive).
  3. You may activate 1 face down angel from a previous turn; note the angelic ability when activating.
  4. Place and spend movement cubes to move your angels on the board.
  5. Burn Script cards or Pillars for additional power. (optional)
  6. Draw cards to bring your hand size to a minimum of 4 cards. If you have 4 or more cards in your hand, then only draw 1 card.

The Turn Sequence in Detail

1. Draw movement cubes equal to your current power meter. (minimum 1)

At the start of your turn, you will receive 1 movement cube for each point currently on your power meter. You will always receive a minimum of 1 cube even if your power meter is at 0. For example, a 0 power meter would gain 1 cube, a 1 would gain 1 cube, 2 would gain 2 cubes, etc..

2. You may play 1 angel face down (inactive).

If you have any angel cards in your hand, you may play 1 angel face down (inactive) in the Starting Location of your realm. In addition, if you have any pillars in your hand, you may pay 1 power from your power meter for each pillar to attach to current active or inactive angel(s). Note: you are not required to play an Angel even if you have one in your hand.

A few notes on placing angels and pillars:

  • You may never have more than 5 angel cards on the board at any given time (active and inactive).
  • An angel may only have one Pillar on his card at any time. Stacking Pillars is not allowed.
  • Your angels may never be placed in your realm (your opponent's scoring area); they must be initially placed on your first row.
  • Inactive angels may not spend movement cubes during the movement phase; however, they may be targeted during combat or from the use of an Angelic Script card.
  • Angels can only be placed in an empty space on your first row. Two angels can never occupy the same space.

3. You may activate 1 face down angel from a previous turn; note the angelic ability when activating.

If you currently have a face down angel on the board that was placed on a previous turn, you may now turn that angel face up (activate). When you activate an angel at any time and through any means, his special ability immediately comes into play. Note that some abilities are one time (only happen upon activation) and other abilities remain in effect for as long as that angel is in play. Angels who have scored are considered not in play.

Abilities that state "when activated" are only triggered once the angel becomes active; it does not trigger every turn. For example, the ability of the angel below states "Add 1 to your power meter when activated." This means the power increase only happens at the time of activation and not each turn after activation.

Other angels may state ability is triggered "while angel is active" or "when active." This means the angel's ability remains in play until the angel is removed from the field of play. The angel below, for example, states, "Scoring while this angel is active does not deplete your power." This means that this ability stays in play as long as the angel is on the board and active. As soon as this angel is removed from the board, the ability will no longer affect the board.

4. Place and spend movement cubes to move your angels on the board.

One movement cube may be spent for every 1 space moved, and angels may move in any direction on the board. Movement cubes are not accumulative. In other words, if a player receives 4 movement cubes at the start of his turn, but only elects to use 3, the last cube would not "roll over" to his next turn. Instead, that 1 cube would be returned to the side of the board at the end of the player's movement phase. Each angel has a maximum movement allowance indicated on his card.

For example: An Angel may have maximum movement allowance of 2. The player may elect to not to move him at all, or to move him one or two spaces, provided that the player has enough movement cubes to pay for these moves.

If a player elects to end an angel's movement on one of the Earth Zone spaces, the angel would immediately gain the benefit of that space. An angel must stop on an Earth Zone space to gain a benefit. Benefits are not collected for angels who "pass over Earth." A player who ends his angel's movement on the "II" space, will increase his Power Meter by 2. If he ends his angel's movement on the "I" space, the Power Meter will increase by 1. Lastly, when a player ends his angel's movement on the center Earth Zone space, he will draw another card to add to his hand. Keep in mind, the Power Meter cannot exceed 5.

Earth Zone spaces: Increase Power Pool by 2 / Increase Power Pool by 1 / Draw 1 card to your hand.

Note: An angel gains one benefit of Earth per visit to the board. For example, if an angel gains a benefit of Earth, but is later removed from the field of play (either through combat or some other effect), that angel would be eligible for another benefit of Earth if he somehow returns to the field of play.

Moving Into Combat

Angels may not pass through spaces occupied by angels nor share a space with angels on their side. When an angel enters a space on the field of play that is occupied by an enemy angel, then combat is declared and the attacking angel's movement is ended as soon as combat is resolved. To engage in combat an angel must use his movement cubes to move into the space that the enemy occupies and at the same time, not exceed his maximum movement allowance.

All angels have an attack orientation compass listed on their card, each with three symbols in various directions representing the elements of Fire, Water, and Earth. Each element can defeat one of the two opposing elements; each element can also be defeated by one of the two opposing elements.

  • Fire beats Earth
  • Earth beats Water
  • Water beats Fire
  • Fire loses to Water
  • Earth loses to Fire
  • Water loses to Earth
  • Infinity beats all elements (Gabriel & Beelzebub only)

If two of the same elements are paired, the higher ranking angel wins. If angels are paired with the same element and rank, both angels are destroyed in combat.

When a player attacks with his angel, the element used for combat is decided by looking at the element on the attack orientation compass that is in the direction of where the enemy sits in relation to the player's position. See example below:

In this situation, the attacking angel is attacking in the NW direction, using the element of Fire. The defending angel is defending in the NW direction, using the element of Earth. The attacking angel will smite down the defending angel as Fire beats Earth.

* Again, when an angel attacks, his movement ends, even if the angel still has not used the maximum movement allowance indicated on his card.

Gabriel & Beelzebub

Both the Arch and the Fallen have leaders with abilities unlike any of their fellow angels. The leaders Gabriel & Beelzebub have an infinity symbol on their attack orientation compasses. The Infinity symbol will beat any other element. It can only be destroyed by the use of Angelic Script cards, or if the two meet in battle. When either Gabriel or Beelzebub is active on the battlefield, the player's Power Meter can never charge past 4 until the leader is removed from the board. When one of the leaders is activated on the board, the player that owns that leader must reduce his Power Meter to 4 if he currently sits at 5. Ignore this stone movement if the power meter rests on 4 or lower. A player cannot charge past 4 until his leader scores, or his leader is removed from the board.

Attacking an Inactive Angel

During a player's movement turn, that player may elect to attack an opponent's inactive angel. When this happens, the opponent's inactive angel is immediately actived and that angel's abilities must be taken into account prior to combat. Be careful when attacking an inactive angel! A player has no idea what element he is pairing his angel up with and what ability the inactive angel might carry!

Pillars In Combat

Pillars are defensive augmentations that are attached to angels at any time during a player's turn sequence. When attaching a Pillar to an Angel, simply place the corresposding Element Meeple on top of the Angel, and set the Pillar card aside until the Pillar is destroyed or the Angel scores. When an angel who has a pillar of protection on him is attacked, the element of that pillar is used to resolve combat. To put it simply, if your angel has a Pillar, your opponent must attack and destroy the pillar first before attempting to attack the defending angel.

For example, in the illustration below, the attacking angel is attacking with Water, and the defending element is the Pillar of Fire. Since Water beats Fire, the Pillar of Fire is destroyed and moves to the Void. The attacking angel still remains in his space since the space he attacked on the board is still occupied. The attacking angel's turn ends since attacking ends his turn. In short, the player used his turn to rid the opposing angel of his defensive pillar.

(Illustration: the Pillar of Fire is destroyed and moved to the Void. The angel underneath remains.)

Aside from the defensive protection that Pillars offer, Pillars are also worth 1 victory point when they are attached to an angel who scores. Additionally, a Pillar increases the rank of the angel by 1 rank when resolving similar element skirmishes.

For example, in the picture below, both angels are in combat using their element of Fire, and both angels have a rank of 1. However, since the Pillar of Earth is attached to one of the angels, his rank is increased by 1 (to rank 2), thereby winning the similar element skirmish.

(Illustration: the defending angel is destroyed and moved to the Void. The attacking angel + the Pillar of Earth makes this angel a Rank 2. (R1 + R1 = R2))

5. Burn Script cards or Pillars for additional power. (optional)

During this phase a player may decide to trade ("burn") one or more of his Angelic Script or Pillar cards in order to increase his power meter. To do this, a player must announce that he is burning a card and then state which card(s) he is burning. After announcing the burn, the player then places the card face up in the Void and increases his Power Meter by the power cost associated with that Angelic Script or Pillar.

6. Draw cards to bring your hand size to a minimum of four.

During this phase the player draws cards so that he has a minimum of 4 cards. However, if the player has 4 or more cards currently in his hand, then he would only draw 1 card. There is no maximum hand size.

Playing Angelic Script Cards

At any time during either player's turn, a player may play an Angelic Script card for the cost indicated on the card. For example, an Angelic Script card can be played while attacking, defending, or simply to counter an opponent's Angelic Script card. To play an Angelic Script card, a player reduces his power meter by the cost indicated on the card followed by reading aloud the effect of the script. The effect of the Angelic Script card goes into play immediately. However, your opponent is allowed to counter the Angelic Script with one of his own. If Angelic Scripts are countered, then they are paid for at announcement, but resolved in the reverse order in which they were played.

Example 1:

Player A pays a cost of 1 and announces his intent to play Blur (gaining 3 movement cubes).

Player B pays a cost of 2 and plays Annul (cancelling the effect of Player A's Blur).

Player B resolves his card first by reading the effect of the Annul. Since Player A's Blur has been cancelled, he will not gain the 3 movement cubes. Player A still loses the 1 power in cost for the Blur script since the cost must be paid when announcing the intent to play.

Example 2:

Player A plays Pi and elects to increase his power pool by 3 for no cost.

Player B pays a cost of 2 and announces his intent to play Annul (cancelling the last Angelic Script played by Player A)

Player A pays a cost of 1 and announces his intent to play Mimic (duplicating the effect of the last Angelic Script played).

The Angelic Scripts will resolve in reverse order, starting with Mimic, played by Player A. Mimic duplicates the effect of the last Angelic Script played which is Annul. Player B's Annul is cancelled by Player A's Mimic, so the Annul would not go into effect. Now, Player A is allowed to increase his power meter by 3 since he elected to take the 3 power for no cost according to the Pi Script options.

Although Angelic Scripts may be played at any time, they may not be played to interrupt another player's current process. For example, if a player is midway through activating an angel, an Angelic Script may not be played while the angel is being activated. Instead, it must be played before the angel is flipped over or after. Similarly, if a player spends 3 movement cubes to move one angel 3 spaces, the Angelic Script must be played either before or after the move is complete (not during the actual moving of the 3 spaces.)

Combat Timing

  1. Combat is announced.
  2. If an angel is inactive, shrouded, or a placeholder then the angel must activate and the angel ability resolved. (If an angel cannot be substituted with a Placeholder, the Placeholder Script is destroyed.)
  3. The defending player may play an Angelic Script.
  4. The attacking player may play an Angelic Script.
  5. Angelic Scripts may continue to be played in alternating fashion (starting again with the defending player) until no more scripts are announced.
  6. Angelic Scripts are resolved in reverse order.
  7. Combat is resolved.

Scoring & Resetting Your Power Meter

Angels may only score from 1 of the 3 spaces in front of the opponent's realm, as shown in the illustration (the three spaces directly in front of the opponent's gate).

When an angel scores, the player who scored must reset his power meter to 0.

When an angel scores, it is immediately removed from play and can no longer be targeted with the use of Angelic Scripts or other effects. In addition, angels that have abilities which trigger upon scoring, are immediate and cannot be targeted with Angelic Scripts either.

Game End

The game ends as soon as one player scores 35 points or when either player is unable to draw a card when necessary.

Tournament Rules and Guidelines

Rankings & Tournament Play

Through tournament play, players may achieve Kingdom Ranks to gauge how they stack up against other players. Ranks are achieved (or lost) by gaining Quality Points (QP) in structured competitions. Below is the initial ranking chart. More Ranks will be released in future expansion packs of Kingdom.

TitleQuality Points
1st Sphere0
2nd Sphere25
3rd Sphere50
4th Sphere100
5th Sphere150
6th Sphere200
7th Sphere400
7th Sphere of the 3rd Throne600
7th Sphere of the 2rd Throne800
7th Sphere of the 1st Throne1000

Every match within a tournament gains or loses points based on two factors: the difference in rank between the 2 players and the difference in the final score between the two players. After these differences are determined, the chart below is consulted to determine a player's change in quality points.

Difference in LevelsHigher Rated: WonHigher Rated: LostLower Rated: WonLower Rated: Lost
0x1-0.25x1-0.25 (None if lost to Rank 1)
1x.5-0.25x1.25-0.5
2-3x.25-0.5x1.5-0.25
4-5x.125-1x2-0.125
6x.0625-2x4-0.0625

For example, a Rank 6 player beats a Rank 3 player with a score of 35-15. First, determine the quality point change by figuring the difference in rank between the opponents (Rank 6 minus Rank 3). The quality point change is 3. Next, determine the difference in score (35 minus 15, or 20 points). Then figure the change in quality points for each player. A 3 rank difference and a 20 point win for the higher rated player would gain him 5 quality points. A player ranked 2 or 3 ranks higher than his opponent gains a x0.25 multiplier gain in quality points. The multiplier is used with the difference in score to determine the ranking change (20 point difference X .25 = 5 QP). The Lower rated player, using the same formula but consulting the lower rated player side of the chart on the lost column, has a -0.25 modifier, so he would lose 5 quality points (20 point difference X -0.25 = -5 QP).

Notice that if the lower rated player would have won the match by the same score (35-15) then he would have gained 30 QP's! (3 rank difference for the lower rated player under the win column is a x1.5 multiplier. 20 X 1.5= 30 QP) and the higher rated losing player would have lost 10 QP (3 rank difference for the higher rated player under the lost column is a -0.5 modifier. 20 point difference X -0.5 = -10 QP)

The Tournament Facilitator (TF) should make every effort to leverage a Swiss Pairing System to determine the tournament winner. A Swiss Pairing System uses two basic rules:

  1. Attempt to match players by current tournament results (wins - losses)
  2. Attempt to pair players by similar ranking level

For the first round of a tournament, the TF should try to match players by rank since no results have been determined yet. For example, a small 8 man tournament may consist of the following:

  • 1 rank 6 player
  • 1 rank 5 player
  • 4 rank 3 players
  • 1 rank 2 player
  • 1 rank 1 player

The suggested pairings would be:

  • R6 vs R5
  • R3 vs R3
  • R3 vs R3
  • R2 vs R1

For the second and each round thereafter, the TF should first match players by tournament results and then by rank until a clear winner is determined. For example, using the same 8 players from above, let's assume the results of round 1 are as follows:

  • R6 1-0
  • R3A 1-0
  • R3C 1-0
  • R1 1-0
  • R5 0-1
  • R3B 0-1
  • R3D 0-1
  • R2 0-1

The suggested second round pairings should be:

  • R6 1-0 VS R3A 1-0
  • R3C 1-0 VS R1 1-0
  • R5 0-1 VS R3B 0-1
  • R3D 0-1 VS R2 0-1

In some smaller structured tournaments there will be some mismatches. Larger tournaments with greater numbers of players will greatly reduce the variance between player levels. The rules shown should be applied in determining the pairings for each round until a clear winner can be determined. All players should be granted the opportunity to play in each round regardless of their individual tournament results. Even large tournaments with 256 players can be resolved in 8 rounds using this method.

Players who finish in the top tier of a tournament will also earn bonus QP based on the number of overall participants and their final finish in the standings. See below:

Participants1st2nd3rd4th5th
up to 8 playersx.75----
up to 16 playersx.75x.5---
up to 32 playersx.75x.5x.25--
up to 64 playersx.75x.5x.25x.125-
up to 100 players

To determine the number of QP added to a player's Rank, multiply the number of participants by the modifier for his finish. For example, a player who finishes 1st in an 8 man tournament would gain 6 QP (8 players x .75 for 1st place). A player who finishes 4th in a 62 man tournament would gain 7.75 QP (62 players x .125).

Variants

No Burn Variant - this variant is fantastic for players that like thought provoking positional play. In this style no player may "burn" scripts for power.

Kingdom Wall Variant - this variant has a MtG feel. Instead of using your score tracker to keep track of points you have scored, you would instead use your tracker to keep track of your Kingdom "hit points". Start each tracker at 50 hit points. When you score with an angel your opponent must reduce their Kingdom "hit points" by the amount of the scoring angel's rank. In addition, when an angel scores, you would discharge your power meter into your opponents Kingdom for additional damage. For example, if you score with a rank 5 angel and your power meter currently sits at 5 your opponent would reduce his Kingdom hit points by 10 (5 for the ranking angel and 5 for the power blast discharge within your Kingdom walls!

Fast Five Variant - styled for fast and furious play with a multitude of angelic exchanges. This scenario keeps both power meters at 5 during the entire game! No need to burn scripts, or reduce your power meter when using a script or scoring as your power meter stays at 5 for the duration of the game.

Handicapped Variant - Introducing a new player to the game or playing against a lesser skilled opponent? Allow the player of lesser skill level to keep their power meter to a minimum of 2 for the duration of the game! Similar to the rules of the variant above.

Oracle Variant - Spike your deck! That is right you heard me! Set your entire deck in the order you wish to draw them from the first card to the very last card. Play rules as in the regular version of Kingdom but with the added ability to customize your draw. Set up combos in advance to go on a full assault from the start, or smother your opponent with a clever counter defense.

Max Move Variant - as the name implies each angel automatically can move their maximum movement values regardless of your power meter setting or movement cubes. Still draw movement cubes however as you will need them if you use a Liberate script!

First Strike Variant - First to score wins. Remove Enigma, Switch, Portal, and Liberate from both decks.

Pay to Play Variant - With this variation angels that have a rank higher than 2 must pay to activate their ability. Angel ranks 2-4 pay 1 power to activate ability. Ranks 5-6 pay 2. Ranks 7-9 pay 3. Cost may be paid at any time to activate the ability (like an angelic script). Place a coin, token, movement cube, or something similar on active angels that have "paid to play".

Pocket Variant - Pick any one script from your opponent's deck and have your opponent select one of your scripts as well. Now, place both of your respective scripts in front of you face up on the table. Shuffle up and deal as in a regular game. Play as usual however the script that is in front of you "your pocket" can be used at any time as long as you can pay the cost of your script. This script stays in your pocket so it can be used multiple times as long as you have the power to pay for the script. When you score with an angel remove the script in your pocket from play (do not place in the void) and have your opponent select another script from your void as your new pocket script and repeat this step each time you score.

The Damned Variant - in this style of play the angels have been stripped of their abilities for waging war on their brethren. Play as usual but without the use of any angelic abilities.

x.75
x.5
x.25
x.125
x.0625
101 or morex1x.75x.5x.25x.125