Saint Seiya: Deckbuilding – Asgard Expansion
Saint Seiya: Deckbuilding – Asgard Expansion Rulebook
Table of Contents
Table of Contents
Components
- 1 rulebook
- 50 cards (35 Characters, 13 Armors, 2 Relics)
- 25 Freeze tokens
- 5 Player boards
- 15 Energy tokens
- 1 Odin Statue
- 7 Odin Sapphires
- 1 Hilda board with its wheel
- 1 Hilda marker
- 1 die
The cards of this expansion are identified by the [Asgard symbol] at the bottom of the cards.
Setup
Player
In addition to the usual setup, each player takes the Player board matching the Hero they are playing, as well as 3 Energy tokens, which they place near their board (1).
The board shows the Techniques (2) you will use during the game, as well as the locations of the draw pile (3), the discard pile (4) and the equipped Armor (5).
The new Hero cards [blue diamond] and the new Bronze Armor card are set aside, away from the play area (together with the 5 Hero cards [red triangle] of the base box).
Play Area
In addition to the usual setup:
- Shuffle the 35 remaining cards into the Reserve of the base box.
- Place the Odin Statue near the play mat and place the 7 Odin Sapphires beside it.
- Place the Freeze tokens near the play mat.
New Content
Player Board
Each time a player draws the last card of their draw pile, they place 1 of their Energy tokens on their board (the +1 icon below the draw pile serves as a reminder).
Note: a player has only 3 Energy tokens and cannot gain more. It is strongly recommended to use them as described below.
During their main phase, a player may use 1 Technique from their board (only one per turn) by paying the cost shown. This cost generally requires spending Energy tokens (removed from their board), but some Techniques require other actions.
Examples:
- To use the Technique Circle of Ice, the player must spend 2 Energy tokens and discard an Armor.
- The first Technique of each board does not cost an Energy token, but it requires an equipped Bronze Armor.
Example Techniques:
- Circle of Ice. Cost: 2 Energy, discard an Armor. Effect: return all your frozen Hyoga to your hand.
- Swan Knight. Cost: discard a card from your hand. Effect: use the effect of your Swan Armor, destroying only one Hyoga [green icon] instead of two.
Transcriber note: the small icon after Hyoga on the Swan Knight example is blurred in the printed rulebook; it is transcribed as a green icon.
New Keywords
The cards of this expansion add new keywords, such as:
- Exit: This effect triggers only once, at the moment the card joins the field discard pile.
- Freeze: This effect is optional and can only trigger once. If the player decides to apply the effect, the card becomes frozen (see Frozen Card below). All cards can be frozen, including Armors and Relics.
- Marked: This mandatory effect triggers in reaction to another effect. The Marked effect applies at the moment the card receives a Wound token or a Freeze token. Some effects target marked cards, that is, all cards in play with at least one Wound token or one Freeze token on them.
Frozen Card
A frozen card is placed in play, face up, in front of its owner, with 1 Freeze token placed on it, on side 2.
A frozen card can be healed by using 2 [heart]. The first [heart] used turns the token over to side 1; the second [heart] used removes the token.
Reminder: a healed card means removing all the tokens from a card and placing it in its discard pile.
New Armor: Bronze Armor
The new Bronze Armor card (set aside during setup) joins your game as follows:
When a Gold Knight (base box) is acquired by a player, every player who has their Bronze Armor (base box) equipped or in hand may exchange that Armor for the new one.
In that case, the Bronze Armor from the base box is removed from the game.
Relics
The cards Ring of the Nibelungen and Balmung are Relics, a new type of card.
Relics stay in play from one turn to the next. They do not occupy the Armor slot, so a player can have an Armor and Relics in play in front of them at the same time.
Double Rank
Some cards have 2 Ranks (a card border showing two colours). A card with 2 Ranks is affected by any effect that targets either of its 2 Ranks.
Example: when Syd of Mizar leaves the field, its Exit effect targeting Characters [yellow star] also affects Divine Warriors, since they are both [yellow star] and [blue diamond].
Odin Sapphires and the Robe of Odin
The Odin Sapphire is shown on the cards of Divine Warriors (in the same place as the Gold Knights' Flames in the base box).
When a Divine Warrior leaves the play area, place 1 Odin Sapphire on a free space of the Odin Statue.
Once all 7 Odin Sapphires are placed, turn the statue over to unlock access to the Robe of Odin.
The Robe of Odin has 2 effects:
- For the rest of the game, Exit effects are applied 2 times.
- On their turn, and only once per turn, a player may discard their equipped Armor so that a Hero in play gains +2 Strength and +2 Cosmos.
1 Player Mode
This mode asks you to face Hilda in a duel (represented by the Hilda board). During the game, Hilda acquires cards, triggers effects and accumulates victory points.
Setup
- Follow the same setup as the classic mode, except that the Clock is not used, and the Relic, Hilda and Pope cards are removed from the Reserve.
- Set up Hilda's play area by placing within your reach the die (1), the Hilda marker (2) and the Hilda board with the wheel showing turn 1 (3).
Objective
The game ends at the end of the 24th turn (shown by the turn counter). You then finish the turn and compare your victory points (VP) with Hilda's to see whether you defeated her.
VP are calculated in the same way as in the classic mode, except that Hilda loses 1 VP for each of her Marked characters at the end of the game.
Turn Sequence
Hilda and you play in the same turn, which is made up as follows:
- Hilda acquires a card from the field (page 10). Roll the die. Hilda acquires the card in the slot indicated by the number. At this step, Hilda ignores field effects.
- Hilda applies the effect of the die (page 11). Hilda activates the effect shown by the icon on the face of the die.
- You play your main phase. Play your turn normally without refilling the field. You may play effects targeting Hilda (your opponent).
- You play your upkeep phase. Resolve this phase normally (you are the active player). During this phase, the last card of the field is removed (even if it is not in the 6th slot). The turn counter advances by 1 (turn the wheel clockwise).
Specificities
- Hilda never applies the game effects of her cards (Destroy, Wound, Freeze, Arrival, Marked).
- Only you suffer Exit effects (Hilda is not affected).
- When a Divine Warrior leaves the field, instead of joining the field discard pile, Hilda acquires the card. The Exit effect is still applied (for you only).
- When Hilda must Destroy, Wound or Freeze one of her cards, she first chooses the card that gives the fewest VP (treat cards marked * as giving no VP). If there is a tie, Hilda chooses the card with the lowest combined Strength and Cosmos values. If the tie persists, you choose.
- When Hilda must Discard one of her cards, she first chooses the card with the lowest combined Strength and Cosmos values. If there is a tie, you choose the discarded card.
Hilda Play Area
- Hilda's hand. This is an area where the cards acquired by Hilda are kept face up, in the order of their acquisition, from left to right. Hilda cannot have more than 5 cards in hand at a time. If Hilda acquires a 6th card, she immediately discards the card in her hand furthest to the left.
- The equipped Armor. When Hilda acquires an Armor, she equips it immediately. If an Armor was already equipped, Hilda discards it to equip the new one.
- Hilda's discard pile. This is a pile of cards discarded by Hilda, kept face up. Cards join the discard pile in the order in which they are discarded (this order must be kept). If several cards are discarded at the same time, the Armor is discarded first, then the cards from her hand from left to right.
- Cards set aside by Hilda. When Hilda uses the die effect to Draw (see Die Effects below), the cards set aside from play are placed in a face-down pile on the Hilda board.
- Cards destroyed by Hilda. When Hilda destroys a card, it is placed under the Hilda marker.
- The Hilda board. In addition to the discard pile, the board shows:
- the turn counter, to be turned clockwise at the end of each turn;
- a reminder of the die effects.
Die Effects
Discard. You discard 1 card at random from your hand.
Draw.
- Hilda takes into her hand the top card of her discard pile.
- The other cards of her discard pile are set aside (placed face down on the Hilda board). The cards thus set aside are no longer considered in play, but they will give her VP at the end of the game.
Purify.
- Remove all the cards from the field, then refill the field.
- Hilda gains 1 Heal and adds together all the Heal values of her cards (Armor included).
- Hilda uses all the accumulated Heal to heal her marked cards*.
- The healed cards are placed in her discard pile.
* When Hilda heals cards, she first chooses those that give the most VP (treat cards marked * as giving no VP). If there is a tie, Hilda chooses the card with the highest combined Strength and Cosmos values. If the tie persists, you choose.
Freeze. You freeze 1 card of your choice from your hand.
Strength. Hilda discards all her cards (Armor included) that have a Strength value, then uses all the accumulated Strength to acquire cards from the field**.
Cosmos. Hilda discards all her cards (Armor included) that have a Cosmos value, then uses all the accumulated Cosmos to acquire cards from the field**.
** When Hilda acquires cards, she first chooses those that give the most VP, among those whose cost she can pay (treat cards marked * as giving no VP). If there is a tie, Hilda chooses the card with the highest combined Strength and Cosmos values. If the tie persists, she chooses the card closest to the 6th slot of the field.
Note: all field effects are taken into account when cards are acquired with Strength or Cosmos.
Variant
To get more out of the experience of this expansion, we suggest adopting one of the new 1 Player rules: during the upkeep phase, the last card of the field is removed (even if it is not in the 6th slot). This variant speeds up the game and makes the use of Exit effects more tactical.
Example: with the 6th slot of the field empty, Siegfried of Dubhe leaves the field during the upkeep phase. Its Exit effect applies, and an Odin Sapphire is placed on the Odin Statue.