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Soulgivers

Soulgivers Rulebook

Table of Contents

Table of Contents

  • Game Content
    • Tiles (25)
    • Soulgiver Cards (20)
    • Summary Cards (4)
    • Anomaly Deck (20)
    • Population Ability (2)
    • Soulgivers (20)
    • Souls (20)
    • Fragment (1)
    • Barrier (1)
    • Modifiers (20)
    • Portals (4)
    • Tribute Essence (6)
    • First Player Coin (1)
    • Decay Dice (6)
  • Goal of the Game
  • Setup
  • Turn Sequence
    • 4.1 Preparation Phase
    • 4.2 Actions
      • 1. Free Actions
      • 2. Tribute Actions
      • 3. Special Actions
    • 4.3 End of the Turn Phase and Decay
  • Portals
  • Modifiers
  • End of the Game
    • Victory by Conquest
    • Other Conditions of Victory
    • Defeat by Decay
  • Example of a Game Turn
  • 2vs2
    • 2vs2 Set Up
    • General Rules
    • Special Actions
    • Modifiers
  • The Soulgivers
    • Shells
    • Specters
    • The Runner
    • The Protector
    • The Architect
    • The Volomancer
    • The Spacewalker
    • The Holemaker
    • The Patcher
    • The Confuser
    • The Blower
    • The Ghost
  • Summary of the Main Rules
  • Glossary

Game Content

Tiles (25)

The Soulgivers game board consists of 25 tiles arranged in a 5x5 grid. Each tile is divided into 4 cells. There are various types of tiles:

  • Basic Tile (1) — The Basic Tile has all 4 cells free from any printed element. When the Basic Tile is placed at the center of the board at the beginning of the game, it is called Mother Tile: it is the Fragment starting point. The Barrier is placed on the Mother Tile.
  • Interference Tile (2) — An Interference Tile contains a special cell with a circle on it.
  • Other tiles (22) — The remaining tiles of this set have cells with Walls or Black Holes printed on them.

Soulgiver Cards (20)

The Soulgiver cards are divided into two decks of 10 characters each, representing the first two populations fighting for the Fragment: Shells and Specters.

A Soulgiver card shows:

  1. Name of the Soulgiver
  2. Icon of the Soulgiver
  3. Illustration
  4. Movement (maximum range and type of Movement)
  5. Fragment Collection Icon
  6. Attack: Destruction Icon (if present)
  7. Passing the Fragment Icon
  8. Dropping the Fragment Icon
  9. Soulgiver's Ability (one or more)
  10. Soulgiver's Passive Aura (if present)

Summary Cards (4)

Each player has a "Player's Actions" card, which summarizes all the actions the player can take during their turn and the opponent's turn. Moreover, each player also has a "Soulgivers' Abilities" card, which summarizes the main characteristics of the 10 characters of this first core set.

Anomaly Deck (20)

The Anomaly deck is shared between the players. There are 10 different types of Anomalies. An Anomaly card shows:

  1. Name of the Anomaly
  2. Description
  3. Flavor text

Population Ability (2)

Each population has a unique, special Ability. A Population Ability card shows:

  1. Name of the Population Ability
  2. Description

Soulgivers (20)

The Soulgiver game pieces represent the characters from the two fighting populations. There are 10 Soulgivers for each team. A Soulgiver piece shows:

  1. The name of the Soulgiver
  2. The color of their population
  3. The Soulgiver's icon
  4. The Soulgiver's Shields

Souls (20)

A Soul is a special game piece in the color of one of the two populations. The Soul shows:

  1. The name of the Soulgiver
  2. The color of their population
  3. The Soulgiver's icon

Fragment (1)

The Fragment is the element both factions are fighting for. It is placed in the dedicated space in the middle of the tile. The Fragment is magnetic, and it magnetizes on top of the Soulgivers.

Barrier (1)

The Barrier is an energy field that protects the Fragment.

Modifiers (20)

Modifiers change the game board and have different colors and icons printed on them depending on their type.

  1. Shell Modifier (6) — created by the Shell Ability
  2. Specter Modifier (4) — created by the Specter Ability
  3. Black Hole Modifier (6) — placed by "The Holemaker" Soulgiver
  4. Patch Modifier (4) — placed by "The Patcher" Soulgiver

Portals (4)

The Portal is the Soulgivers' entry point and where you need to deliver the Fragment in order to win.

Tribute Essence (6)

Tribute Essences are the price you have to pay to take some Tribute Actions.

First Player Coin (1)

Coin you toss to decide who goes first.

Decay Dice (6)

Decay Dice represent the passing of time for the Soulgiver in the game. Each Decay Die has 6 faces.

Goal of the Game

Capture the Fragment and deliver it to one of your Portals to win the game. Strategically combine the Abilities of your Soulgivers and absorb the Souls of your defeated heroes to boost those who are still alive.

Don't forget to draw new Anomalies: special Actions that can turn the tide of battle. Whatever your strategy is, you must make your mind up quickly; the Decay will consume your characters more and more each turn, until it destroys them!

Setup

Set up phase:

  1. Place the Mother Tile at the center of the board.
  2. Place the 2 Interference Tiles as shown in the image.
  3. Shuffle and arrange the remaining 22 tiles facedown to form a 5x5 grid. Then, flip them.
  4. Shuffle and place the Anomaly deck facedown near the game board.
  5. Place the Fragment at the center of the Mother tile.
  6. Place the Barrier on the Mother tile.
  7. Each player chooses a population and takes the corresponding Soulgivers deck.
  8. Place the Portals of your population on the board as shown in the image.
  9. Each player places in their area: 1 Population Ability card, 3 Tribute Essences, 3 Decay Dice, 1 Player's Action card, 1 Soulgivers' Abilities card, 4 Black Hole Modifiers, 2 Patch Modifiers, 6 Shell Modifiers or 4 Specter Modifiers.
  10. The first player to start is the one who can draw better. In case of a tie, flip the First Player coin.
  11. In turns, the players can switch one single tile next to one of their Portals with another tile on the map. The tile can't be switched with a tile next to yours or your opponent's Portals, with an Interference Tile, and with the Mother Tile. The chosen tiles can be rotated as desired.
  12. Choose your initial roster of 3 characters from your Soulgivers deck without showing them to your opponent. Then, shuffle the deck.
  13. In turns, place the 3 Soulgivers corresponding to the 3 chosen cards on your Portals all at once. You can place them on both Portals or on only one, according to your strategy. Each Portal is to be considered as a single large cell.
  14. Assign a Decay Die to each of your 3 Soulgivers in the game and showing 1.
  15. The player who goes second draws 1 Anomaly card from the deck and places it in their play area facing down.

The Decay Era Begins.

Turn Sequence

On your turn, you can take both Free Actions and Tribute Actions with all your Soulgivers currently in the game. You must declare which Soulgiver you intend to Activate before taking actions with it, this means declaring which character you want to use.

You can only Activate each Soulgiver once during your turn. You cannot take actions with a Soulgiver until you declare it Active, which deactivates the previous Active Soulgiver. Once deactivated, you can't activate that Soulgiver again during that same turn.

You cannot repeat the same action with the same Active Soulgiver. For example, you cannot move twice or attack twice, or activate an Ability twice with the same Active Soulgiver. Even Soulgivers with more than one Ability can activate only one Ability per turn.

When you switch from an Active Soulgiver to another, you cannot take other actions or move the previous piece.

4.1 Preparation Phase

Place your Tribute Essences in front of you.

Draw a new Soulgiver, if necessary, assign them a Decay Die showing 1, and place them on one of your Portals.

4.2 Actions

Actions include:

  1. Free Actions — types of actions: Soulgiver's Movement and Shield Rotation, Absorbing a Soul.
  2. Tribute Actions — types of actions: Collecting the Fragment, Passing the Fragment, Dropping the Fragment, Soulgivers' Abilities, Attack: Destruction.
  3. Special Actions — types of actions: Drawing an Anomaly card, Playing an Anomaly card, Population Ability.

(4.3 Ending the Turn and Decay: The Decay of all your Soulgivers in the game increases by +1. Moreover, the Soulgivers who used one (or more) Tribute Essence increase their Decay of an additional +1. See the full rules below.)

During your turn, you can take all the types of Actions you desire, both free and Tribute Actions, in whatever order you desire, as long as you declare which Soulgiver you want to Activate each time and as long as the requirement of each Action is fulfilled.

1. Free Actions

Types of actions:

  • Soulgiver's Movement and Shield Rotation
  • Absorbing a Soul

Soulgiver's Movement

The Soulgiver's Movement is indicated on the Soulgivers card by an icon if the Movement is linear or by a different icon if it is perpendicular.

Linear: the Soulgiver can only move following a straight horizontal or vertical line, they can never move following a diagonal line. The only change of direction allowed is back and forth on the same line.

Perpendicular: the Soulgiver can turn one or more times during their Movement, but they can never turn diagonally.

In this game, you'll never play diagonally, always perpendicularly.

You can pause the Movement of your Active Soulgiver to take other Actions with that character (Tribute, Free, or Special Actions) and then you can continue your Movement. However, you cannot Activate other Soulgivers in the meantime.

The Range is expressed in numbers and it always indicates the maximum number of cells that the Soulgiver can move each turn, NOT the distance they must cover.

Shield Rotation

At the end of an Active Soulgiver's Movement, you can rotate the Shields as desired.

The Shield is indicated by one or more lines on top of the Soulgiver in the color of the population of the Soulgiver. It is the only protection a Soulgiver has against an Attack: Destruction. The Fragment also has Shields.

A shield must be rotated in the direction the Attack: Destruction comes from to stop the attack!

Movement: Five Fundamental Rules

Note: some characters might break the following rules. The cards always trump the rules.

  1. A Soulgiver who steps on a Black Hole cell or Modifier is destroyed.
  2. A Soulgiver cannot go through or stop on a Wall or a Wall Modifier.
  3. A Soulgiver cannot go through or stop on a cell occupied by another Soulgiver.
  4. A Soulgiver can go through or stop on a cell on which there is an allied or opposing Soul. The Soul is not automatically absorbed.
  5. A Soulgiver can go through or stop on an Interference cell.

Absorbing a Soul

All Soulgivers can absorb a Soul, but only if the Soul belongs to their same population.

To absorb a Soul, the player must simply enter the tile with a Soulgiver where an allied Soul is on and activate the Absorbing a Soul Ability. You do not need to stop on the exact cell the Soul is on. You can absorb a Soul only if that Soulgiver does not have a Double Soul already.

The Soul clips under the Soulgiver. The card of the Soul goes underneath. Leave all the Abilities and Auras visible.

Stack it under your Active Soulgiver. Place the Soulgivers card of the fallen hero underneath the Active character card, leaving the Abilities of both characters visible. From this moment on, this character has a Double Soul. Move the Decay Die back to 1.

Double Soul

When a Soulgiver absorbs a Soul from the game board, it is called a Double Soul piece.

The Double Soul Soulgiver gains:

  • All the Abilities of the fallen Soulgiver the Soul belonged to;
  • The Aura of the fallen Soulgiver the Soul belonged to.

Example: the Volomancer has two Abilities; if the Spacewalker absorbs the Volomancer's Soul, they cannot activate Teleport, Mind Control, and Acquiescence by paying only 1 Tribute Essence, but they can only activate Teleport and Mind Control or Teleport and Acquiescence.

Detailed Rules: Double Soul

  • A Double Soul piece can take 1 Ability for the Soulgiver and 1 for the Soul in the order you desire, by paying only 1 Tribute Essence. If an Ability requires the payment in Decay, pay the normal price in Decay.
  • If a Soulgiver absorbs a Soul after using an Ability by paying 1 Tribute Essence, it is not possible to activate the Ability of the newly absorbed Soul for that turn. The Aura is active immediately.
  • When a Double Soul Soulgiver is hit by an Attack: Destruction, they lose the absorbed Soul, but they remain in the game.
  • You cannot move twice or attack twice with a Double Soul Soulgiver.
  • A Soulgiver cannot absorb more than one Soul at a time or remove a Soul that has already been absorbed.
  • If a Soulgiver has a Double Soul and goes on a Black Hole, they are immediately declared Destroyed. The absorbed Soul is removed from the game, while the Soulgiver's original Soul is laid on the board according to the normal Soul rules. Note: Black Holes do not destroy a Soulgiver that has absorbed the Spacewalker's or the Holemaker's Soul.
  • If an Aura contradicts another, the Aura of the live Soulgiver prevails over the Aura of the absorbed Soul.

2. Tribute Actions

On your turn, you cannot take Actions of the same type with the same Soulgiver. For example: you cannot activate Attack: Destruction twice with the same Soulgiver.

Types of actions:

  • Collecting the Fragment (-1 Movement)
  • Passing the Fragment (3 exact linear cells)
  • Dropping the Fragment
  • Soulgivers' Ability
  • Attack: Destruction

Most of the actions are paid with Tribute Essences. Each player has 3 Tribute Essences per turn at their disposal. Reset your 3 Tribute Essences at the beginning of your turn.

However, some Tribute Actions might require a payment in Decay. In that case, you only need to increase the Decay Die by the required amount without spending a Tribute Essence.

Every time you use a Tribute Action, remember to pay its price by placing a Tribute Essence on the icon on the card corresponding to the Action.

Collecting the Fragment

An Active Soulgiver can collect the Fragment if it's on the same tile as the Fragment.

Then, place the Fragment in the dedicated insert on top of the Soulgiver. The Fragment moves with the Soulgiver carrying it.

The Soulgiver carrying the Fragment loses their Shields and acquires the Fragment's Shields.

Carrying Malus: the Soulgiver carrying the Fragment moves by -1 in respect to their normal Movement.

Remember: the Fragment is always placed at the center of a tile and can be collected by a Soulgiver on any of the 4 surrounding cells. The Fragment is magnetic and it easily sticks on top of the game piece that collects it.

Passing the Fragment

The Soulgiver carrying the Fragment can pass it to another Soulgiver by paying 1 Tribute Essence. The two Soulgivers must be at 3 exact linear cells and the line of sight must be clear. After passing the Fragment, it is immediately considered carried by the receiving Soulgiver, without paying any additional Tribute Essences. After passing, rotate the Fragment's Shields as desired. Only an Active Soulgiver that is already carrying the Fragment can pass it to another Soulgiver.

Dropping the Fragment

The Soulgiver carrying the Fragment can drop it by paying 1 Tribute Essence. Remove the Fragment from that Soulgiver and place it at the center of that tile.

Guide to Passing the Fragment

  • The Fragment can be passed in a straight line only to a Soulgiver exactly three cells away.
  • When passing, the Fragment can go over Black Holes and Souls.
  • The Fragment cannot go through Walls, Wall Modifiers, or Soulgivers.

Soulgivers' Abilities

The name, the range, and the description of the Ability are written in white on the individual Soulgivers cards. The range can be of cells, tiles or everywhere on the board and it can be linear or perpendicular.

You can activate an Ability only on your turn by paying 1 Tribute Essence or by increasing a Soulgiver's Decay if specified by the Ability. They are effective immediately after their activation, according to the text on the Soulgivers card.

Some Soulgivers have more than one Ability on their card: in that case, you can only choose one per turn.

Examples of Range:

  • 0-3: Range from 0 to 3 linear cells
  • 0-3: Range from 0 to 3 perpendicular tiles
  • 1-4: Range from 1 to 4 perpendicular tiles
  • Illimited distance

Watch out: "0" indicates the cell or tile the Soulgiver using the Ability is on.

Aura

The Aura is a passive characteristic some Soulgivers have, and it is displayed on the Soulgivers card in the color of the population they belong to. The Aura provides a character with a permanent bonus that lasts for the entire game.

It does not have any activation costs and it cannot be disabled. The Aura is passed down when in Double Soul.

Attack: Destruction

Attack: Destruction is indicated by an icon on the Soulgivers card. Not all Soulgivers can use Attack: Destruction.

Attack: Destruction can be activated only when the target is perpendicularly next to your Soulgiver and by paying 1 Tribute Essence. The target can be one of the opponent's Soulgivers or the Barrier.

Attack: Destruction doesn't go through Shields on the side it comes from; Attack: Destruction goes through on any other side.

Attack: Destruction allows the player to eliminate one of the opponent's Soulgivers from the game, but it is only possible if the Soulgiver does not have a Shield that protects the side from which the Attack comes from. Shields cannot be destroyed.

Destruction of a Soulgiver

When a Soulgiver undergoes an Attack: Destruction, goes on a Black Hole, or is simply the target of a circumstance that Destroys it, the piece is removed from the game and their Soul is placed in the same spot on the tile.

Watch out: When a Soulgiver steps onto or ends on a Black Hole, they undergo Destruction and their Soul is placed on that same tile according to normal rules of Destruction. If the Soulgiver has a Double Soul, both the Soulgiver and the Soul are destroyed: the absorbed Soul is removed from the game while the Soulgiver leaves its Soul.

When a Soulgiver is destroyed:

  1. Remove them from the game.
  2. Place their Soul on the exact same cell the destroyed Soulgiver was on.
  3. Place the card of the destroyed Soulgiver upside down near the Soulgivers cards in the game.
  4. If the Destroyed Soulgiver was carrying the Fragment, place it at the center of the tile.
  5. At the beginning of your next turn, draw 2 cards from your Soulgivers deck. Choose one and put the other one back without showing it. Place your new Soulgivers card in front of you. Then, shuffle the deck.
  6. Place the new Soulgiver on one of your Portals. The new Soulgiver must enter the board before your turn ends or the new Soulgiver is destroyed instantly, and both the Soulgiver and their Soul are removed from the game.

Destroying the Barrier

At the beginning of the game, the Barrier blocks all access to the Fragment. It can be destroyed by a Soulgiver next to it through Attack: Destruction. Then, it is removed from the game.

Destruction in Double Soul

When a Soulgiver has a Double Soul, they have two life points. When they are targeted with an Attack: Destruction, the absorbed Soul is destroyed and removed from the game, but the Soulgiver remains in the game. That Soulgiver will have to undergo another Attack: Destruction to be destroyed and leave their Soul on the board.

Destruction of a Soul

A Soul can be destroyed only when it affected by an Ability or an Action which explicitly entail its Destruction. It is not possible to target a Soul with an Attack: Destruction. Then, it is removed from the game.

3. Special Actions

  • Drawing an Anomaly Card
  • Playing an Anomaly Card
  • Population Ability

Drawing an Anomaly Card

You can draw 1 Anomaly card from the shared deck, by paying 1 Tribute Essence, as long as the Interference cell is free from any of the opponent's Soulgivers. Do not show this card to the opponent.

You can draw 1 Anomaly card per turn and can hold up to 3 Anomalies at the same time. You can decide to draw one card even if you are holding 3 already, but you will have to put one back in the deck and shuffle it. If there are no more cards in the Anomaly deck, use the discarded cards to form a new deck.

Playing an Anomaly Card

You can play an Anomaly card during your opponent's turn when they activate one of their Soulgivers, as long as no Interference cell is occupied by an opposing Soulgiver. You can only use one Anomaly per turn.

On your opponent's turn: you can play an Anomaly card only after the opponent has declared which Soulgiver they activate, but before they declare their move. Waiting for your enemy to declare their move first and then play the Anomaly card is not allowed.

Interference cells and Anomalies: Interference cells are special cells with a white circle on them. You can move and stop a Soulgiver on an Interference cell in order to prevent your opponent from drawing or playing their Anomaly cards.

Watch out: When a Soulgiver is on a Portal, they are not considered in the game and cannot be the direct target of an Anomaly, but their activation can be used to play an Anomaly card. The Anomaly card takes effect before any other action by your opponent.

Example of how to play an Anomaly: Pietro starts his turn > Pietro declares that he activates his Volomancer > Valentina intervenes by playing the Anomaly card "Decay" and chooses Pietro's Volomancer as the target > According to the Anomaly, Pietro has to increase the Decay Die of his character by 2, who, being at 4 already, would reach 6 > Pietro's Volomancer is Destroyed and drops their Soul > Since Pietro does not have the Volomancer anymore, he continues his turn declaring which Soulgiver he wants to activate second.

Population Ability

You can use this card starting from your second turn. It is a special power you can only use once per game.

You can play this card on your turn or on the opponent's turn for free, but only right after a Soulgiver is activated.

The Interference cell does not block the Population Ability.

The Population Ability cannot be covered or removed by any Abilities, Anomalies, Modifiers, or other Population Abilities.

If you want to play the Population Ability on your turn, the opponent can respond with an Anomaly card. The Anomaly always takes effect before the Population Ability.

Example of "Event Horizon" in play: It is Giulia's turn > Giulia plays the Specter Ability and places the corresponding 4 Specter Black Hole Modifiers on 4 Black Hole cells and/or Black Hole Modifiers > All the Soulgivers pieces of her opponent Riccardo that are perpendicularly next to the Modifiers are attracted and Destroyed, and their Souls are positioned on the board > Giulia's turn continues. The 4 Specter Black Hole Modifiers will stay placed and Active until the beginning of her next turn and will attract all the opposing Soulgivers that pass next to them.

4.3 End of the Turn Phase and Decay

How to Use the Decay Dice

The Decay Dice represent the spreading of the disease on all the Soulgivers in the game. When you place a new Soulgiver on a Portal, place a Decay Die on their card showing 1.

At the end of each of your turns, increase the Decay Dice of all your characters by +1, even the Soulgivers you did not activate. In addition, all Soulgivers that have one or more Tribute Essences on their card must pay an additional +1 in Decay.

Then, all Soulgivers whose Decay Die has reached number 6 are immediately Destroyed and leave their Souls on the board. At the beginning of your next turn, you will draw new Soulgivers according to the rules in this rulebook.

Watch out: When a Soulgiver absorbs an allied Soul, move their Decay Die back to 1.

Watch out: If one of the Soulgivers whose Decay Die has reached number 6 has a Double Soul, remove the absorbed Soul from the game and place the Soul of the Soulgiver onto the board.

Portals

The Portals are the Soulgivers' entry point into the game and where you need to deliver the Fragment to in order to win.

Place a Soulgiver on any spot on your Portal. In order for them to be considered in the game, the first action you need to take is the Movement action. Entering the board or the Portal counts as 1 Movement point. A Soulgiver on a Portal must enter the board as soon as possible. If you finish your turn with a Soulgiver still on a Portal, that Soulgiver is destroyed and does not leave their Soul.

A Soulgiver can enter only the Portals belonging to their population and only if carrying the Fragment.

A Soulgiver on a Portal cannot use their Abilities or their Aura. Moreover, a Soulgiver on a Portal cannot be the target of Abilities and Anomalies.

Modifiers

Modifiers are a very important part of the game. When placed on the board, they temporarily cancel the properties of the cells or Modifiers underneath them and replace them with their own properties.

Distribution of the Modifiers at the beginning of the game according to the players:

  • Shells player: 2 Patch Modifiers, 6 Shell Modifiers, 4 Black Hole Modifiers
  • Specters player: 2 Patch Modifiers, 4 Specter Modifiers, 4 Black Hole Modifiers

Modifiers Rule

When a game action or an Ability places or removes a Modifier on the board, there are a few simple rules to follow:

  • You can place a Modifier only on a cell or Modifier free from Soulgivers and only if it is not an Interference cell.
  • Except for Shell and Specter Modifiers, all Modifiers on the map are considered owned by both players and can be put back in your game area according to the rules of the Abilities that allow it, as long as the player has already placed a Modifier of that same type on the board.

Priority of Placement and Removal of a Modifier

Modifiers placed on the board can be put back in your game area or replaced on the board only from the top down of the pile. The Modifier on top of the pile is removed first. A covered Modifier is therefore not active. A cell free from Soulgivers is required to place one.

Black Hole Modifiers

They belong to the Holemaker. They are not obstacles. They turn the cell into a Black Hole. They do not cancel the Walls printed on the board. They cancel any Modifier underneath them. They cover Patches.

Patch Modifiers

They belong to the Patcher. They are not obstacles. They turn the cell into an empty cell. They cancel the printed Walls if they border on them. They cancel any Modifier underneath them. They cover Black Holes.

Shell Modifiers – Wall Modifiers

They cannot be covered by other Modifiers. They hinder any replacement of the tiles they are placed on. They do not cancel the Walls printed on the board. They turn the cell into a special Wall. They cover anything that is underneath them. They affect only the opponent Soulgivers.

Specter Modifiers – Black Hole Amplifying Modifiers

They cannot be covered by other Modifiers. They hinder any replacement of the tiles they are placed on. They do not cancel the Walls printed on the board. They turn the cell into a Black Hole Amplifier. They cover anything that is underneath them. They affect only the opponent Soulgivers.

End of the Game

Soulgivers, the time is up. Did you manage to conquer the Fragment and create a new First Ring in the image and likeness of your people? Or did you let the Decay run its course and devour you and your enemies, erasing forever all forms of life that had ever existed in the entire Multiverse?

Victory by Conquest

The game ends when one player positions the Fragment on one of their Portals, winning by Conquest.

Only a Faction that still has one or both Portals can win by Conquest.

Other Conditions of Victory

  • If you have destroyed all of your opponent's Portals: you must bring the Fragment onto your Portal within your next turn.
  • If your opponent has no more Soulgivers: you must bring the Fragment onto your Portal within your next turn. Your opponent can draw an Anomaly card and use it during your last turn according to the normal Anomaly rules.

Defeat by Decay

If the Fragment has not been conquered by neither of the two populations according to the conditions listed above, the Decay has won.

Example of a Game Turn

It's Greta's turn > Greta Activates the Patcher. The Patcher moves by 1 cell, then uses their "Patch" Ability by paying 1 Tribute Essence to cancel a Wall, and then continues the Movement. Then, she deactivates the Patcher.

She Activates the Spacewalker, who enters a Black Hole using 1 point of Movement and uses their "Wormhole" Aura, emerging from another Black Hole on the map to reach the tile the Fragment is on. The Spacewalker collects the Fragment by paying 1 Tribute Essence and passes it to the Patcher who is exactly 3 linear cells away by paying another Tribute Essence.

Finally, she Activates the Confuser, who moves by 3 cells reaching the tile the Volomancer's Soul is on and they absorb it by using the "Absorbing a Soul" free action. Greta brings the Confuser's Decay Die back to 1.

Since the Confuser has no Movement left and Greta does not have any Tribute Essences left, she ends her turn and increases the Decay of her Soulgivers: +2 to the Patcher since they used 1 Tribute Essence; +2 to the Spacewalker since they used 2 Tribute Essences; +1 to the Confuser since they didn't use any Tribute Essences.

2vs2

Fight for the Fragment Together or Die Trying!

The 2vs2 Soulgivers mode is played by two teams of two players who fight for the Fragment. Join forces and play synergistically to surprise and react to the opposing team, one turn after the other.

2vs2 Set Up

  1. Place the Mother Tile at the center of the board.
  2. Place the 2 Interference Tiles as shown in the image on the sides of the Mother Tile.
  3. Shuffle and arrange the remaining 22 tiles facedown to form a 5x5 grid. Then, flip them.
  4. Place the Fragment at the center of the Mother tile.
  5. Place the Barrier on the Mother Tile.
  6. Form two teams and choose a population, then take the corresponding Soulgivers decks.
  7. Place the Portals of your population on the board as in the 1vs1 mode.
  8. Each team places in their area: 1 Population Ability card, 1 Player's Action card, 1 Soulgivers' Abilities, 1 Tribute Essence, 1 The Soulgivers deck, 4 Black Hole Modifiers, 2 Patch Modifiers, 6 Shell Modifiers or 4 Specter Modifiers.
  9. Each player places in their area: 2 Tribute Essences and 2 Decay Dice.
  10. Flip the First Player coin to decide which team goes first. Within the teams, decide who is player 1 and who is player 2. Example of the order of priority: Specter player 1, Specter player 2, Shell player 1, Shell player 2.
  11. In order of priority, the two teams can switch one single tile next to one of their Portals with another tile on the map. The tile can't be switched with a tile next to yours or the other team's Portals, with an Interference Tile, and with the Mother Tile. The chosen tiles can be rotated as desired.
  12. Each player chooses their initial roster of 2 characters from the shared Soulgivers deck without showing them to the opposing team. Then, shuffle the deck.
  13. In turns, place on your Portals the 2 Soulgivers corresponding to the 2 chosen cards as desired all at once. You can place them on both Portals or only one, according to your strategy. Each Portal is to be considered as a single large cell.
  14. Assign a Decay Die to each of your 2 Soulgivers in the game, showing 1.

The Anomaly deck won't be used in this game mode.

General Rules

  • The two populations play in turns, called population turns. During the population turn, player 1 will play first, followed by player 2 of the same team. When both players of that team have finished their turn, it will be the other population's turn.
  • The team strategy can be discussed and decided only before the game starts. Then, each player has to think and implement their strategy individually. Are you and your teammate on the same wavelength?
  • The Barrier cannot be destroyed and always protects the tile the Fragment is on. It can be raised by placing a Soulgiver on an Interference cell. If there are no Soulgivers on either Interference cells, the Barrier is placed again on the tile the Fragment is on at that moment. When the Barrier is active, Soulgivers cannot enter or exit that tile using their movement.
  • Each player has 2 Tribute Essences to implement their strategy. Moreover, the players of the same population have a third shared Tribute Essence at their disposal, which can be used by one of the two players once per turn.
  • Each player can enter and bring the Fragment onto either one of the Portals belonging to their population.
  • The Fragment can be passed between Soulgivers belonging to different players, whether they are teammates or not.
  • The player must always increase the Decay at the end of their individual turn, not at the end of their population turn.
  • When a Soulgiver dies, the player places the Soul of that Soulgiver on the board immediately and they will draw a new Soulgiver from the shared Soulgivers deck at the beginning of their turn according to the normal rules.

Special Actions

  • The Population Ability is shared between the two teammates. It can be played only once per game by one of the two teammates according to normal population Ability rules.
  • At the beginning of your population turn, you or your teammate can request a 2-minute time-out by paying with your shared Tribute Essence. The team can take up to 2 time-outs per game. During the time-out, the two teammates can discuss and tweak their strategy privately.

Modifiers

  • You cannot place any Modifiers on the tile the Barrier is on and active.
  • The Modifiers on the tile the Barrier is on and active cannot be removed.

The Soulgivers

Shells

Shells are creatures rooted in tradition who live on a planet covered with deserts. Their Souls have their characteristic orange color and the consistency of a dense bright liquid, scorching hot to the touch like lava. Their bodies are made up of many layers of skin and hard membranes, forming odd, anthropomorphic shells, with geometric shapes and balance that go beyond our comprehension. Despite their apparent fragility, the Shell Soulgivers have the ability to erect indestructible walls with the husks of their body in order to defend themselves.

Specters

Specters are dark creatures who are dedicated to science and the study of life. They have unstable Souls which can change density, sometimes even appearing as an intangible fog. The Specters' bodies are made of a glass-like material and are hidden under cloaks of organic fabrics of unknown origin. Their common people are inanimate crystal creatures. Specters live in a universe in which the only sun emanates feeble, cold light. They are the first people to reach the First Ring in quest of the Fragment.

The Runner

Leap — The Runner can jump over Soulgivers, Black Holes, non-Wall and non-Patch Modifiers. With Leap, they can jump over multiple elements in a line if there is no free cell between them. Once landed, they continue in the direction of the jump.

Superluminal Speed — They suffer the effects of Abilities and Anomalies that target an area or the tile they are on in that moment.

The Protector

Charge — The distance covered by the Protector when using Charge does not count as part of their Movement. Shields do not protect the targeted Soulgiver from the recoil. An obstacle behind the target stops the recoil.

Sacred Ground — The Protector does not benefit from the immunity their Aura grants and suffers Attack: Destruction according to normal rules.

The Architect

Mold — You cannot use Mold to undo what the opponent's Architect did with Mold on the previous turn.

The Volomancer

Mind Control — You cannot rotate the Soulgiver, you can only move them.

Acquiescence — You can only target a Soulgiver that is already carrying the Fragment. When you pass the Fragment to a chosen Soulgiver, that Soulgiver carries it immediately without any additional cost. Regular Passing of the Fragment rules apply.

The Spacewalker

Teleport — The Spacewalker cannot use Teleport with an ally still on a Portal.

Wormhole — The Spacewalker can use Wormhole only when they move from a non-Black Hole cell to a Black Hole. They can only exit a Black Hole that is free from obstacles. It is always the player the Spacewalker belongs to that choses which Black Hole they exit.

Entering on a Black Hole costs 1 Movement point, then the Spacewalker is placed on a free cell next to the exiting Black Hole for free. If there are no free cells next to a Black Hole, that Black Hole cannot be chosen as an exit.

The Holemaker

Black Void — The Holemaker can only position one Black Hole Modifier per turn. You do not need to have a clear line of sight. Modifiers Rule: you can place a Modifier only if the cell or the Modifier underneath is free from Soulgivers and if it is not an Interference cell.

Tear — You can reposition a Black Hole Modifier that belonged to your opponent as well. Modifiers Rule: you can place a Modifier only if the cell or the Modifier underneath is free from Soulgivers and if it is not an Interference cell.

Antigravitonic — The Holemaker can step or stop on a Black Hole without being destroyed. By stepping onto a Black Hole, they block the entrance and exit.

The Patcher

Patch — For the Soulgivers, the Patch is an empty cell, free from obstacles. Modifiers Rule: you can place a Modifier only if the cell or the Modifier underneath is free from Soulgivers and if it is not an Interference cell.

Update — You can reposition a Patch that belonged to your opponent as well. Modifiers Rule: you can place a Modifier only if the cell or the Modifier underneath is free from Soulgivers and if it is not an Interference cell.

Hush — Affects all the opposing Soulgivers that are already present on the same tile of the Patcher and that haven't been activated yet. This Aura does not affect an Active opposing Soulgiver that enters the tile the Patcher is on.

The Confuser

Chaos — All the components in the game on top of the two chosen tiles move with them, including Soulgivers. The chosen tiles can be rotated in any direction.

Vertigo — There are no limits on the rotation of the opposing Soulgivers.

The Blower

Tornado — The Blower blows out in the four cardinal points at the same time and hits all opposing Soulgivers on the tiles next to the one the Blower is on. The Soulgivers on the same tile as the Blower are unaffected by Tornado. If a Soulgiver hits a Black Hole when blown away, they are immediately destroyed.

The Ghost

Eradicate — When they absorb an opposing Soulgiver, do not reset their Decay Die. You do not need a clear line of sight. The Soul can be absorbed through obstacles.

Incorporeal — The obstacles that the Ghost can go through in this core set are: Walls, Soulgivers, and the Shell Modifiers. The Ghost cannot go through the Barrier.

Summary of the Main Rules

At the beginning of your turn:

  • Reset the 3 Tribute Essences.
  • If you have less than 3 Soulgivers in the game, draw and place on the Portals the new Soulgivers.

During your turn:

  • You can use all your Soulgivers in the game in the order you desire.
  • Declare to your opponent which Soulgiver you activate, use them, then move on to the next one. Remember: Once you deactivate a Soulgiver, that Soulgiver cannot be activated again on that turn.

Actions:

  • For each Soulgiver you activate, you can take different actions in the order you desire.
  • You can pause the Movement to take an action and then continue it. Remember: you cannot repeat actions of the same type (e.g. Movement, attack, ability...) with the same Soulgiver on the same turn.

Free Actions — type of actions: Movement (+ Shield rotation), Absorbing a Soul.

Tribute Actions — type of actions: Collecting the Fragment (Fragment's Shields, -1 Movement), Passing the Fragment (at exactly 3 linear cells), Dropping the Fragment, Soulgivers' Abilities, Attack: Destruction.

Special Actions — type of actions: Population Ability (only once per game), Drawing an Anomaly Card (1 Tribute Essence), Playing an Anomaly Card (only on the opponent's turn, max 1 per turn).

End of your turn:

  • All your Soulgivers increase their Decay by 1.
  • In addition, all Soulgivers that used Tribute Essences increase their die of an additional +1. When the die reaches 6, the Soulgiver is immediately destroyed. You will draw your new Soulgiver only at the beginning of your next turn.

Remember:

  • The cards always trump the rules.
  • A Double Soul piece can carry out up to 2 Abilities (one for each of the two characters) by paying only 1 Tribute Essence. If an Ability requires payment in Decay, pay the normal price in Decay.
  • On your turn, you cannot take an action of the same type twice with the same character. The Action types are: Movement, Absorbing a Soul, Soulgiver's Ability, Collecting the Fragment, and so on.
  • Souls are not considered obstacles. Soulgivers and Modifiers can be placed on a cell where a Soul lays.
  • Soulgivers and Walls (and for Specters, Wall-type Shell Modifiers too) are considered obstacles and block the line of sight.
  • You can play an Anomaly only after the other player declared which Soulgiver they intend to activate, but before they make their move.
  • When you need to play a new Soulgiver, always draw 2 cards from the Soulgivers deck and choose one and put the other one back. Then shuffle the deck.
  • Modifiers can only be removed in order of priority: from the top down.

Glossary

On this page, you will find a collection of the main terms used in this game set. For clarifications, updates, and more details, we invite you to visit our official webpage: soulgiversgame.com

Population Ability: It can be used only once per game; it allows the player to place Shell or Specter Modifiers.

The Border (Shell Ability) creates Wall Modifiers that enemies cannot go through. All Shells and the opposing Ghost, thanks to their "Incorporeal" Aura, can go through The Border with a simple Movement, but they cannot stop on a Border Modifier. The Border blocks the enemies' line of sight.

Event Horizon (Specter Ability) creates Black Hole Amplifying Modifiers that attract all opposing Soulgivers. If a Shell Holemaker or Spacewalker is attracted by them, they do not get harmed, but they cannot move off of the Specter Modifier and they block the passage through that Black Hole for a Specter Spacewalker.

Soul: Souls are NOT obstacles and even if they are placed on a cell, they do not concretely occupy that cell.

Black Hole: Whether it is printed on the board or placed as a Modifier, a Black Hole is not an obstacle and does not obstruct the line of sight. Soulgivers can deliberately go on it with different consequences according to the character (usually, the Soulgiver is destroyed). The Runner can Leap over it with their Ability.

Free Cell: A cell on which there are no obstacles (a Soulgiver, for example) placed by a player. It can also be found as "Cell free from..." followed by the elements it excludes or includes according to the situation.

Free Tile: A tile on which there are no obstacles (a Soulgiver, for example) placed by a player. It can also be found as "Tile free from..." followed by the elements it excludes or includes according to the situation.

Line of Sight: The line of sight is an imaginary straight line that divides the Soulgiver from their target. A "clear line of sight" is when there are no Walls or other Soulgivers in between the Soulgiver and the target.

Modifier: Modifiers cover an element underneath them (generally, a free cell or another Modifier), but they do not erase it. The Modifiers must be removed from the top down. A Modifier on top must be removed before a Modifier beneath it can be removed. When a Modifier is removed, the Modifier underneath (or the cell itself) becomes effective again. There are many types of Modifiers, their type defines whether they are obstacles or not. In this game set, Wall Modifiers are the only Modifiers considered obstacles. Shell and Specter Modifiers cannot be covered. A Modifier cannot be positioned on a cell when there is a Soulgiver on it.

Obstacle: An obstacle is an element on the board that blocks the Movement or obstructs the line of sight. In this game set, Soulgivers, printed Walls, and Shell Modifiers are obstacles.

Soulgiver: A Soulgiver is the character's game piece on the board. It is an obstacle and occupies a cell. It blocks other Soulgivers' Movement and obstructs the line of sight.

Fragment: It is not considered an Obstacle and never occupies a cell; it is always placed at the center of a tile instead.

Barrier: It is not considered an obstacle. In the 1vs1, it must be destroyed with an Attack: Destruction in order to access the tile the Fragment is on. In the 2vs2, it raises and lowers on the tile the Fragment is on according to particular conditions and it cannot be destroyed.