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Shuffle Heroes

Shuffle Heroes Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Aim of the Game
  • Components
  • Game Setup
  • Game Play
  • Play a Card
  • Hero Action
  • Game Zones
  • Damage
  • Persistent
  • Winning the Game
  • Golden Rule
  • Rules Clarification
    • General
    • Garmor
    • Thaddeus
    • Kald'het
    • Casquiel
    • Fiera
    • Alsira
    • Ramplpanker

Introduction

Shuffle Heroes is a fast-paced card game for 2 players that takes about 25 minutes to play. It's set in a dark fantasy world filled with steampunk inventions and Lovecraftian horror.

Aim of the Game

Each player takes control of 2 heroes and their goal is to either defeat both of their opponent's heroes or wear them into submission by destroying the cards in their deck. If a hero loses all his hit points (HP), he is defeated. If any player has 15 or more cards in the void, then his heroes are too tired to go on and he is defeated.

Layout: each player has Heroes (with HP hit point counters), an Aid card, Shield counters, Played cards, a Hand, a Draw deck, a Discard pile and a Void.

Components

  • 1x Rules
  • 92x Cards: 7x Hero cards, 70x Play cards, 7x Full-art hero cards, 6x Story cards, 2x Aid cards
  • 6x Shield counters
  • 22x HP counters
  • 6x 10/5 HP counters
  • 1x Game box

Game Setup

Draw 5 random heroes. Randomly choose who will be the first player. He chooses one hero, then the second player chooses two and then the starting player chooses one again. Return the remaining hero to the box. Put both of your heroes in front of yourself. Take their cards and shuffle them together - this forms your draw deck. Put the appropriate amount of hit point counters (HP) next to each hero.

The first player draws 4 cards from his draw deck, the second player draws 6 cards.

The first player starts his turn.

For the first game, we recommend one player playing Garmor and Thaddeus and the other player playing Kald'het and Casquiel.

Game Play

You and your opponent take turns. At the start of your turn, you Clean Up and then take one of these actions:

  • Play a card from your hand.
  • Hero actions.
  • Replenish your hand - discard any number of cards and then draw up to 6 cards. You can choose this action only if you have 4 cards or less in your hand.

If the effect of your action (played card or hero action) states Onward!, continue with another action, otherwise your turn ends.

When you have to Clean Up, discard all cards you played last turn except cards with the keyword PERSISTENT. Also, discard all shield counters you have.

Keyword Onward! means you can continue your turn. However multiple Onward! from a single action don't accumulate.

Play a Card

When you play a card, put it in front of yourself and follow the instructions (effects) from top to bottom. You may still play a card even if you are unable to do everything the card tells you to do. Nevertheless, you must do as much as you can.

Some card effects have two parts separated by ":". Resolve the first part (cost). If you were able to do everything it says, proceed with the next part.

Played cards stay in play until the start of your next turn (Clean Up). In the meantime, they are vulnerable to your opponent's attacks.

Card parts: Name, Hero Icon, Game Text.

If a card states: You and your opponent discard 1 card. - If you do not have a card, but your opponent does, then he discards one and you do nothing.

If a card states: Discard 4 cards: deal 2 damage. - Discard 4 cards. If you have less than 4 cards, discard all of them. If you have discarded 4 cards, deal 2 damage. If you discarded less, deal no damage.

Hero Action

Each hero has a passive ability and a hero action. The hero action of each hero can be used only once per turn. When you use your hero action, follow the instructions from top to bottom. You can't use your hero action if you can't pay its cost. You don't have to activate your hero to use his passive ability.

Hero card parts: Name, HP (Hit Points), Passive Ability, Hero Action, Hero Icon.

For example, you can't choose to use Garmor's ability to discard shields when your opponents doesn't have any.

Game Zones

During the game, cards move between different zones. Usually from the draw deck to your hand, then to play and finally to the discard pile.

Cards can be destroyed - voided. They are placed in the void and usually don't interact with the game anymore. Each player has separate zones for his cards (Void, Played cards, Hand, Discard pile, Draw deck).

Anytime you should draw a card, you take the top card from your draw deck to your hand. When you have to draw and you have no cards in your draw deck, shuffle your discard pile and place it onto your draw deck, then continue drawing.

Anytime you should discard a card, you place it face up on your discard pile. Every player has his own discard pile and it's visible at all times.

Damage

When you deal X damage, you have to choose only one target. It can be any enemy hero or card. If it's not said otherwise, you can't target your heroes or cards.

If your opponent has shields, first discard 1 shield counter for each damage, then deal the remaining damage to the target - remove the appropriate number of HP counters.

All cards have 1 HP. If a card gets damaged, it is voided - immediately placed into the void.

If the target has less HP than you deal damage, the remaining damage is forfeit.

Shields protect both your heroes and cards, but they are discarded at the start of your turn. If you damage your own hero or card, shields don't protect you.

If your opponent has 2 shields and you deal 4 damage to a card, first 2 shields are discarded. Then the card is put into the void. The remaining 1 damage has no effect.

Persistent

Cards with the keyword PERSISTENT are not discarded during Clean Up. They usually have a recurring effect at the start of your turn. This effect is not considered an action.

(Example card: "At the start of each of your turns, gain 1 shield." PERSISTENT)

Winning the Game

There are two ways how to win the game, either through damaging enemy heroes or voiding enemy cards.

If a hero loses all his HP, he is defeated. A defeated hero can't come back or use his ability, but his cards can still be played. If you defeat all enemy heroes, you win the game.

The other way is to focus on voiding enemy cards. If your opponent has 15 or more cards in the void, you win the game.

Golden Rule

Rules can be altered by card or hero text. Some keywords alter gameplay as long as you fulfill their condition.

For example, the keyword Enraged makes Garmor's cards stronger as long as he has 9 HP or less.

Rules Clarification

General

  • The Onward! effect looks similar to "+1 action" in games like Dominion, however it is different, because it does not accumulate in any way. Normally you have only one action and Onward! enables you to continue your turn. If as part of the first action you play Onward! effect you can perform a second action. And this can continue. If as part of this second action you play the Onward! effect you can perform a third action. If you played two Onward! effects in the first action it only gives you one extra action, not two. If during this second action you play no Onward! effect, your turn ends.
  • It doesn't matter when you receive Onward! during an action. For example, when you play another action and the played card has Onward! you can continue.
  • When more than one effect should happen at once, the player on turn can decide their order. This happens, for example, when you have multiple persistent cards in play at the start of a turn.
  • If, due to some effect, you get a card of your opponent into your deck, consider it same as other cards in your deck.
  • Anytime during the game, you can look through any void or discard pile. Cards in all draw decks and cards in your opponent's hand are hidden.
  • During your turn, you have to choose an action. If you have more than 4 cards, you can't replenish your hand. Playing a card is always a viable option.
  • Damage cannot be split into more targets, unless the card says otherwise.
  • Damage to a card is reduced by shields but voiding a card ignores shields completely.
  • Enemy damage is damage made by opponent's cards or heroes.

Garmor

Enraged effects are resolved additionally to the normal ones. When Garmor dies you no longer have Enraged.

When you play Sweep, you can also choose the order of the effects.

If Taunt is in play and your opponent plays an effect that cannot target Garmor, he chooses his target as normal. This occurs with effects such as: "Deal 1 damage to a card in play". Also, when Garmor is defeated, Taunt only gives Onward!.

Thaddeus

Sphere of Protection does nothing if you have 1 or more shields.

Inspire cannot use a hero action that has already been used this turn.

If your opponent just discarded some of your shields and not dealt actual damage, then Smite doesn't have Onward!.

Meditation first returns up to two cards from your discard pile to your hand and afterwards you decide if you want to void it to go Onward!.

Kald'het

His passive ability can't be triggered more than once per turn. It is triggered even if you void your own cards.

With his hero action or card Not Dead Yet you can play any card from the void, even from your opponent's one. The card is considered played the same as from hand and at the start of your next turn, it goes into your discard pile. It no longer counts as a card in your opponent's void for the purposes of victory. Effects at the start or end of any turn are not considered actions.

Casquiel

When you play the third or subsequent card you have to use the card's Shadow effect, it's mandatory. It doesn't matter what hero icon the cards have. Cards played through some effect count for the purpose of Shadow. Even if one of the played cards is placed somewhere else from play, it still counts towards the three played cards for purposes of shadow. When Casquiel dies, her cards lose Shadow and have only the normal effect.

Fiera

Her passive ability is mandatory. Anytime during your turn when you have more than 6 cards, finish resolving the effect that caused it and then resolve her passive ability.

Played Magic Missiles don't count as a card on your hand for their effect.

If you copy a card with Portal Mastery, you have to return it to the opponent's hand.

When you copy a card you copy all its game text, but you don't copy its card type like PERSISTENT.

Alsira

You can use her hero action only if both you and your opponent each have at least one card in your hands. The card you receive from the exchange now counts as yours, if it gets destroyed later, it goes into your void.

Dance of Lust cannot use a hero action that has been already used this turn.

After you copy card effects with the Call of the Elder Ones, you have to return the copied cards into your opponent's hand.

Ramplpanker

So long as they are in play, augmented card and augment card are considered to be one card and they leave play together. However, when they are in other zones (Hand, Discard, Void...) they are again separated into two cards. If the augmented card gets copied, it is copied with the Augment effect.

Missile Contraption deals its damage in addition to the original damage. So if the original damage was dealt to a hero, he receives it again. It deals damage to all heroes even yours.

When you augment a card, slide it under the one just played so only the Augment effect is visible.

More information available at: shuffleheroes.czechboardgames.com

  • When you copy a card, you copy all its game text, but you don't copy its card type (e.g. PERSISTENT).
  • Hero icons serve only for sorting the cards and setting up the game. During the game itself, they don't matter.