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Claim: Reinforcements – Frost

Expansion for Claim

Claim: Reinforcements – Frost Rulebook

Table of Contents

Table of Contents

  • Components
  • Set up: faction rules
  • Artifact Rules
  • Game overview
  • Phase One: recruit followers
    • Reveal one card
    • Play cards
    • Collect cards
  • Phase Two: Gather supporters
    • Play cards
    • Collect cards
  • End of the game & Scoring
  • Faction's special powers
    • Ice Kings
    • Ice Queens
    • Yeti's
    • Frostbeasts
  • Artifacts
    • Flail of Dawn
    • Hunting Cloak
    • King's Dagger
    • Prowler's Torch
    • Whishing Lamp
    • Gambler's Book
    • Spyglass
    • Magic Wand
    • Endless Rope
    • Bottomless Bottle
    • Flask of Tears
    • Mask of Darkness
    • Gambler's Dice

Components

58 cards

  • 11 Ice Kings, numbered 0-10
  • 11 Ice Queens, numbered 0-10
  • 10 Yeti's, numbered 0-9
  • 10 Frostbeasts, numbered 0-9
  • 16 Artifacts
  • 2 overview cards

Set up: faction rules

  • The Ice Kings/Ice Queens factions replace a faction combination of 22 cards (f.e. the Elf/Orc, the Goblin/Knight or the Gnome/Giants combination).
  • Yeti's or Frostbeasts can be used to replace a faction with 10 cards.

Artifact Rules

The Artifacts can be added to the Artifact deck of Claim Reinforcements: Magic.

At the beginning of the game, shuffle the deck of Artifact cards. Deal each player 3 Artifact cards face-down. Set the rest of them aside as they will not be used during the game. During the game, players can play their Artifact cards during the game. The rules will detail when and how the cards can be played. Each of these cards will have a special power associated with them, and through clever play can put the player at a good advantage! The Artifact cards do not go in your hand.

A player can reference their Artifact cards at any time. Once an Artifact card is played then it is discarded.

The powers of Artifacts trump the powers of Heroes, Factions and Locations, if there is a conflict.

Game overview

The game is played in two distinct phases. In Phase One, each player gets a hand of cards that they will use to recruit followers. In Phase Two, they will use the followers they gained in Phase One to compete and win over the five factions of the realms. At the end of the game the player who has the majority of followers of a faction wins that faction's vote. The player who wins the vote of at least three factions wins the game!

Phase One: recruit followers

This phase consists of thirteen tricks, one for each card in each player's hand. The Leader for each trick is the player who won the last trick. The first Leader of the game is the youngest player. Each trick is played by following these three steps:

Reveal one card

Flip the top card from the deck in the middle of the table and place it between both players. The players will be competing for this card.

Play cards

  1. The Leader plays any single card from his hand. Note: He can choose a card of any faction, this doesn't have to be a card of the faction the players are competing for.
  2. Then the other player plays any single card from their hand. Important: If able, the other player must follow faction. Which means, if this player has a card in their hand of the faction of the card just played then it must be played. In other words, a player can only play a card of a different faction if no card in their hand matches the faction of the one played by the Leader.

Collect cards

  1. The player that played the highest valued card of the faction played by the Leader wins the card in the middle. In case of a tie, the Leader wins the trick. Note: If the second player played a card of another faction than the Leader automatically wins the trick.
  2. The winner places their won card face-down in their Follower deck. The loser takes a card from the top of the deck in the middle and places it face-down in their Follower deck. This player may look at the card, but is not allowed to show it to the other player. Note: Cards in your Follower deck will be your hand for Phase Two.
  3. Discard all (remaining) cards played. Important: Be sure to keep your Score pile face-up and your Follower deck face-down to keep them separated.

Continue until the deck is depleted and the players are out of cards in their hand.

Now the game moves onto Phase Two.

Phase Two: Gather supporters

Both players take the 13 Follower cards they gained during Phase One into their hand. Now, players will play another 13 tricks. However, instead of competing for particular cards in the middle, this time players compete for both cards played each trick. Each trick is played by following these two steps:

Play cards

  1. The leader plays any single card from their hand.
  2. Then the other player plays any single card from their hand. Important: The rules regarding following faction are still in effect!

Collect cards

  1. Determine the winner like in Phase One.
  2. The winner of the trick places both played cards face-up in their Score pile, unless a faction power (Frostbeasts) is in effect.

After all players have played all cards from their hand, all factions are scored.

End of the game & Scoring

The players count how many cards of each faction they have in their Score pile. Whoever has the most cards of a faction wins that faction's vote. If there is a tie, whoever has the highest numbered card of that faction wins the vote. If a tie still exists check who has the second highest numbered card of that faction, and so on. The player who wins the vote of the most factions wins the game. In case of a tie for the most factions the player with the most cards of factions which voted for him, wins the game.

Faction's special powers

Each faction has a special power that effects play. They are as follows:

Ice Kings

At the end of the game, each matching value of Ice Queen and Ice King in your score pile are discarded. They get married and run away! This is done before the majority of each faction is decided.

Ice Queens

At the end of the game, each matching value of Ice Queen and Ice King in your score pile are discarded. They get married and run away! This is done before the majority of each faction is decided.

Yeti's

You do not lead the next trick, even if you won the trick.

Frostbeasts

In Phase 2, if you win a trick with this card, the other card is discarded and is not collected in your Score pile.

Artifacts

The artifacts can be added to the same artifact deck from the Claim Reinforcements: Magic.

Flail of Dawn

Play at the start of Phase 2. Your opponent must place a card from their hand (face down) underneath this card. This must be the card they play in the final trick.

Hunting Cloak

Play after you lead a trick. You select a card (randomly) from the player's hand, and that is the card that they play.

King's Dagger

If an opponent plays a card with a value of 5, you may play this card to take it into your Score pile immediately. The other player may play another card instead.

Prowler's Torch

Play during Phase 1. During the next 2 tricks in Phase 1, the player who takes a card off the top of the deck must reveal it to the other player.

Whishing Lamp

In Phase 2, if you are leading a trick you may play this card and declare which card you want your opponent to play – the faction and the number. If they have the card you declared, they must play it – even if it's not following faction. If they do not have the card you announced, they may play any card and automatically win the trick.

Note: the card is printed as "Whishing Lamp" in the rules sheet; transcribed as printed.

Gambler's Book

Play at the end of Phase 1. Discard a card from your hand randomly, and take a card from the discard pile of your choice.

Spyglass

Play during Phase 2 after you win a trick. Discard a card that would normally go into your score pile, and retrieve a card of your choice from the discard pile and add that to your score pile.

Magic Wand

Play after you play a card. You may adjust the value up or down by 2.

Endless Rope

Play in Phase 2. Take a card from your Score pile and add it to your hand.

Bottomless Bottle

Play when you lead a trick. The lowest valued card wins the trick.

Flask of Tears

Play if you lose 3 cards in a row, your next card is +9.

Mask of Darkness

For the next two hands, the lead player plays their card facedown. After the other player(s) plays their card, it is flipped over and revealed.

Gambler's Dice

Play before the lead player plays their card. Both players must shuffle their hand and randomly play a card.

Mirror of Lies

Use after you play a card. If the card is less than or equal to 5, add 5 to it. If the card is greater than 5, subtract 5 from its value.

Book of Memories

In Phase 2, play this card before you lead a trick. Play a card from your score pile instead of your hand.

Ice Sword

Play after both players have played their cards, but before the cards have been resolved. Both cards stay frozen on the table and their special abilities are ignored. The same lead player leads the next hand. Add each player frozen card's value to the next card played. The winner gets all cards.

  • Mirror of Lies
  • Book of Memories
  • Ice Sword