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Sleeping Gods: Tides of Ruin

Expansion for Sleeping Gods

Sleeping Gods: Tides of Ruin Rulebook

Table of Contents

Table of Contents

  • Arcade Mode
    • Setup
    • New Concepts
      • Reward Cards
      • Reward Examples
      • Mastery
      • References to Campaign Elements
    • Turn Sequence
    • Final Battle
    • End of the Game
    • Final Scoring

Arcade Mode

Setup

Follow the base game setup instructions (pp. 4-5) but only carry out these steps: 3, 4, 5, 7*, 8, 11**, 12.

Note: you do not need the atlas, the Boat board, the Event cards, the Search tokens, the adventure book, etc. to play Arcade Mode.

* Starting Adventure cards: take all 4 on Easy, choose only 2 on Intermediate, and 1 on Hard. You may choose them after looking at your starting Skill cards.

** Give each player 4 Order markers and 2 Skill cards.

Choose your difficulty level (Easy, Intermediate, Hard) and the approximate length of the game:

  • Short (about 1 hour): 4 Challenge encounters, 2 Combat encounters
  • Medium (about 2 hours): 8 Challenge encounters, 4 Combat encounters
  • Long (about 3 hours): 12 Challenge encounters, 6 Combat encounters
  • Epic (about 4 hours): 16 Challenge encounters, 8 Combat encounters
  • Ultimate (about 5 hours): all 20 Challenge encounters and all 10 Combat encounters

Then prepare the Arcade deck. Take out all the Arcade cards (marked "ARCADE MODE" on the back) and follow these instructions:

  1. Take the number of Challenge and Combat encounter cards corresponding to the length chosen for this game. Return the unused cards to the box without looking at them.
  2. Take 1 Reward card at random for every 3 encounter cards used. For example, in a Short game you use only 2 Reward cards. Return the unused Reward cards to the box without looking at them.
  3. Stack the selected cards in face-down piles as follows: 1 Combat encounter at the bottom, 2 Challenge encounters in the middle, and 1 Reward card on top. Repeat with all the selected cards, then stack the piles together to form a single deck, the Arcade deck.
  4. Place the Boss card, face up, beneath the deck. It is the final battle of your game.

You are ready to play!

New Concepts

Reward Cards

You collect Reward cards during the game. They are shared resources. At the start of each turn, before revealing the encounter card, the active player may use as many Reward cards as they wish, all at once.

When you use a Reward card, you gain the rewards printed on the card according to the difficulty level chosen:

  • On Easy, gain all the rewards.
  • On Intermediate, gain 5 of the 6 rewards.
  • On Hard, gain 4 of the 6 rewards.

Take the selected rewards in the order of your choice, then discard the Reward card.

The active player may consult the other players before deciding how to resolve each Reward card. You may spend Order markers between the effects of a Reward card. For example, you may gain Order markers from a reward, spend them to activate or play a card, and then remove them immediately with another reward.

Some Reward cards show a Port action in their lower-right corner. Others show a Market action in their lower-right corner.

Reward Examples

The active player uses the "7 Order markers" reward. They choose how to split the 7 Order markers among the players. They do not have to be split equally.

The active player uses the "Draw 4 Skill cards" reward. They choose how to split the 4 Skill cards among the players, before anyone looks at them. If a player goes over the limit of 3 cards in hand, they must discard immediately, as usual.

Mastery

At the bottom of the Challenge cards is a Mastery entry.

If you succeed at the challenge by a margin equal to the Mastery Value, you gain the additional rewards indicated. If you do not reach the Mastery Value, you do not gain the additional rewards, but there is no other consequence.

The Mastery Value depends on the difficulty level chosen:

  • Easy = Mastery 0
  • Intermediate = Mastery 2
  • Hard = Mastery 4

Example: for a KNOWLEDGE 6 challenge, if you reach a total of 8, you win the Mastery rewards on Easy or Intermediate (you need to reach 6+0=6 and 6+2=8 respectively), but not on Hard (you need to reach 6+4=10).

If you reach the Mastery Value on this challenge, you gain 1 XP and heal 1 wound.

References to Campaign Elements

Many campaign elements are absent from Arcade Mode. So if an effect refers to an element that is absent in Arcade Mode, ignore it (for example references to the boat, the rooms of the boat, exploration, etc.).

Turn Sequence

  1. If the first card of the Arcade deck is a Reward card, take it and add it to your shared resources. Every 3 turns, starting from the first, you gain a Reward card. Note: this Reward card does not count as the encounter card of the turn.
  2. Before revealing the turn's encounter card, the players may equip their crew members with Skill cards, exchange weapons, cook recipes, and use Reward cards, as many times as they wish and in any order.
  3. Reveal and resolve the first card of the Encounter deck (challenge or combat). Only one encounter card is revealed per turn.
  4. Pass the Captain token to the player on your left. They are the new active player.

Final Battle

When you reveal the last Combat encounter card of the game, use the Boss card to modify the fight. Depending on the difficulty level of your game, draw Destiny to learn which improvements your enemies receive:

  • Easy = draw Destiny 1 time
  • Intermediate = draw Destiny 2 times
  • Hard = draw Destiny 3 times

If you draw a Destiny value that has already been applied, ignore it and draw a new card. "+1 damage" bonuses stack. End-of-round abilities (Frightened, Poison) apply for each enemy.

If you draw 2 and 3 on Destiny, all enemies deal 1 extra damage each time they deal damage to you, and 2 extra damage in total each time they counterattack (in this case the bonuses stack).

To be able to calculate your score at the end of the game, place the encounter cards you resolved successfully face up in the discard pile, and place the cards that led to a failure face down.

End of the Game

The game stops either when all crew members are at 0 health, or at the end of the turn in which the Arcade deck runs out.

Final Scoring

After the Final Battle, the players may once more spend Order markers and use cards (such as recipes) to maximize their score.

Add:

  • +10 for each encounter resolved successfully.
  • -1 for each wound, status token, or Fatigue on each crew member.
  • +1 for each XP point you gained.
  • +50 if you survived until the end of the Arcade deck.
  • +100 if you played on Intermediate difficulty.
  • +200 if you played on Hard difficulty.