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Steven Universe y las Gemas de Cristal

Steven Universe y las Gemas de Cristal Rulebook

Table of Contents

Table of Contents

  • Components
  • Character Cards
  • Fusion Cards
  • Zone Cards
  • Fusion Gem Cards
  • Symbols
  • Character Abilities (Key Terms)
  • Game Setup
  • Game Summary
  • Actions and Costs
  • Turn Structure
  • Character Abilities
    • Rules for abilities
    • Ruby
  • Ability Summary
  • Example of Round
  • End of the Game
  • Transcriber Notes

Components

  • 58 Character cards
  • 12 Fusion cards
  • 4 Memories cards
  • 4 Beach City cards
  • 4 Universe cards
  • 4 Help summary cards

Total: 86 cards.

Character Cards

These are the hand cards and have a blue back. Every card shows an illustration of a character, its name, its star cost and its victory points. Some also have an ability and a special gem.

Card layout diagram: character name, character illustration, ability text, special gem, star cost and victory points. (The diagram itself is not reproduced in the text layer.)

Fusion Cards

Fusion cards are special character cards that are obtained during the game. They grant additional victory points if the fusion has been completed.

Some cards have their name in the fusion requirement box, meaning that card is a required component for a fusion.

Fusion card layout diagram: fusion name, fusion requirements and victory points. (The individual fusion names and requirements are printed on the card art and are not present in the text layer, so they are not listed here; see the transcriber notes.)

Zone Cards

Zone cards represent the three places where character cards can be placed. These cards stay in front of each player for the whole game. Each one has short summaries of the play areas, turn phases and symbols. The icons at the bottom of the card show how cards are placed on it.

The zone arrangement is as follows:

  • Beach City has the Universe card to its right.
  • Universe has Beach City to its right and Memories to its left.
  • Memories has Universe to its left.

Zone layout diagram: Beach City (left), Universe (centre), Memories (right), player hand, fusion cards and character cards. (The diagram is not reproduced in the text layer.)

Fusion Gem Cards

These cards are a summary of the fusions that can happen during the game, how they are formed, and their victory point value (VP). A more detailed table follows.

Symbols

  • Victory points (VP): the points each card is worth at the end of the game.
  • Stars (Star of Steven): the value in actions it costs to play the card.

Character Abilities (Key Terms)

  • "Stop": cancels the ability of a character that has just entered play.
  • "Carry to..." (Llevar a ...): moves one or more cards between locations or to a player's hand.
  • "Exchange for..." (Intercambiar por...): exchanges one or more cards between locations or between players' hands.
  • "Order cards": orders the top cards of one of the decks as each case indicates.

Game Setup

  • Shuffle the character deck and the fusion deck separately, and make two face-down decks in the centre of the table.
  • Each player prepares their play area: a Universe card placed centred in front of them, a Beach City card placed to their left, and a Memories card placed to their right.
  • Deal 3 character cards and 1 fusion card to each player.
  • Fusion cards stay in the player's area, apart from the zone cards.

Setup example for 4 players: diagram, not reproduced in the text layer.

Game Summary

The game is played over several rounds, in clockwise order. When a player draws the last card of the character deck, the end of the game is triggered; see "End of the Game" below.

During the game a player may acquire as many fusion cards as they wish. When completing fusions, the same character card may be used for more than one fusion.

Some fusions also serve to generate new fusions.

Example: A player holds the fusion cards for Garnet, Mega Ruby and the cards that make up these fusions. They could add the victory points of these fusions. In this example, 3 Ruby cards, 1 Sapphire card and 1 Pearl card would be enough.

Actions and Costs

On their turn, each player has up to 3 Stars of actions to spend. They may spend as many Stars as they like, as long as they do not exceed 3. On each turn the player should try to spend all of their Stars, and must spend at least 1 Star, up to the maximum possible.

The actions a player may take, and what they cost, are:

  • Draw a card from the character deck: costs 1 Star.
  • Draw a fusion card: costs 2 Stars.
  • Play a card from hand: each card has its own Star cost, shown by the icon on the card. A played card is always placed in the Universe zone.

Turn Structure

Each player's turn always proceeds in this order:

  1. As the first action of the turn, the player must move all characters in their Universe zone to Beach City.
  2. The player then spends their 3 Stars, in any order.
  3. Once all their Stars have been spent, the player discards their hand down to a maximum of 3. Cards discarded this way go to their Memories zone.
  4. The turn ends and the next player's turn begins.

It is recommended that players count their Stars out loud to avoid mistakes.

Example: A player starts their turn by drawing a card from the character deck, which costs 1 Star. They then decide to play a card from hand costing 1 Star, placing it in their Universe zone. To use their third Star, they draw another card from the character deck.

The same player could also take their turn this way: first play a card from hand with a cost of 0 Stars. Then draw a new fusion card, which costs 2 Stars, and place it on the table with their other fusion cards. As the last action, draw 1 character card.

Example: Player A plays Foxman in their Universe zone. Foxman's ability lets them take a card from the hand of any player (without looking at it) and put it in the hand of any other player. Player A declares player B as the target, and declares themselves as the receiver.

Character Abilities

Some characters have abilities. These trigger only when the character enters play, that is, when it is played from hand into a play zone on the turn of the player who holds it. Abilities always name their targets aloud before they are resolved. A target may be the card itself, the player who plays it, or any other card or player, as the card specifies.

Example (continued): Player B wants to cancel that ability and plays a Ruby card from hand. Player A also plays a Ruby card to cancel Player B's Ruby. Player B's Ruby is therefore cancelled, so Foxman's ability is carried out. Player A takes the Slinker card from Player B's hand, which gives negative points. Bad luck!

Rules for abilities

  • When a card's ability asks to take a card at random from another player's hand, or from a deck, and place it in the hand or zone of any player, the source and the destination must be declared before any action is taken. The random card may not be looked at before the targets are declared.
  • When, through a card's ability, a player takes one or more cards from another player's hand, from another player's play zones, or from a deck, and places them in any play zone, the abilities of those cards do not trigger.
  • When abilities move cards from one zone to another, this may be done between any zones of any players, always respecting what the card says. For example, Player C may take cards from Player A's Universe zone and carry them to Player B's Beach City if they play a card with this ability.

Ruby

There is one special card, Ruby, which is the only card that may be played outside the turn of the active player. This card is played to cancel the ability of a character card that has just been played. The active player may, in response, play another Ruby card. Any player could join in.

To determine which cards are cancelled, once no player wishes to play any more Ruby cards, they are resolved in order, from the last one played to the first.

Ability Summary

Copies are the number of copies of each character card in the deck (as printed in the "COPIAS" column). Star costs and victory point numbers are not reliably recoverable from the text layer and are omitted; see the transcriber notes.

CopiesCharactersAbility
X2Steven, Rose QuartzMove all character cards of one Universe to a Beach City of your choice.
X2Pearl, AmethystExchange a character card from a Memories zone with another card from any Beach City.
X2Amethyst (Purple Puma), GarnetMove the first card at random from the Character Deck to a Beach City of your choice.
X2Jasper, BismuthMove a character card from a Memories zone to a player's hand.
X1Lapis LazuliMove all character cards of one Universe to a Memories zone.
X2Lion, Plug RobonoidsRecover a character card from a Memories zone and place it in a Universe.
X1+1 ConnieDraw a Fusion card.

Example of Round

Text-layer note: the two-column example is interleaved in the source text, so the order and ownership of several of its actions cannot be reliably recovered. The parts below are the ones that can be attributed with confidence. Verify against the printed example before relying on it.

Mateo, Alex, Laura and Mónica have just started a game of Steven Universe. They set up the game and choose Mateo as the starting player.

Round 1

Mateo:

  • Star 1: draws from the Character Deck.
  • Stars 2 and 3: plays Carnelian (Ability: draw an extra character card). Draws the card.
  • With 4 cards in hand, discards one, as they are not interested in it initially, and places it in their Memories zone.
  • Ends turn.

Mónica:

  • Star 1: plays Northern Beast (Ability: moves a character from a Universe to a Memories zone), targeting Alex's Garnet.
  • Alex responds with a Ruby (Ability: cancels the target's ability) in their Universe, to cancel Northern Beast's ability.
  • Mónica responds with another Ruby (Ability: cancels the target's ability) in their Universe. [The rest of this exchange is not recoverable from the text layer.]
  • Ends turn.

Laura:

  • Star 1: plays Lonely Blade (Ability: exchange a character from one Universe with one from another Universe). Targets herself and Mateo's Carnelian, since it will give her more victory points.
  • Mateo responds with a Ruby (Ability: cancels the target's ability) in his Universe, to cancel Lonely Blade's ability. The exchange does NOT take place.
  • Stars 2 and 3: draws a card from the Fusion Deck and places it on the table next to the one obtained at the start of the game.
  • Ends turn.

Alex:

  • Star 1: plays Dogcopter Girl (Ability: orders 3 cards of the Character Deck), leaving Ice Monster on top (-2 victory points).
  • Ends turn.

[The text layer then describes a further Star 2 draw from the Character Deck and a Star 3 play of Sapphire, followed by a successful second play of Carnelian. The owner of each of these actions cannot be determined from the text layer, so they are not transcribed here.]

End of the Game

The game ends when a player draws the last card of the character deck. [Text-layer gap: the words between "y después de que todos los jugadores" and the start of the next turn are missing from the source text. Verify against the printed rules.]

Then all players take their turns until play returns to that player. Each player then moves the characters in their Universe zone to their Beach City zone. Players count the victory points of the cards in Beach City and the victory points of the Fusion cards that have been completed.

Remember that the same character card may be used to complete more than one Fusion card.

The player with the most victory points is the winner. In case of a tie, the tied players share the victory.

Transcriber Notes

  • Source and provenance: this file is transcribed from a Scribd copy of the Spanish rules, uploaded by a third party. No publisher PDF was available. The BGG file this copy matches has not been byte-checked.
  • Text-layer problems: the source text was scrambled by a multi-column layout. Card names, zone labels and the example of round were merged in the extraction, and the card and fusion diagrams were not recoverable.
  • Not transcribed (not in the text layer): the 12 Fusion card names and requirements, the star-cost and victory-point numbers on the character cards, the copy counts for character cards without abilities, and the setup, zone and card diagrams.
  • Not transcribed (credits): the designer, editor, rules and playtester credits, and the acknowledgements.
X3Ringo, Hoppy, Lonely BladeExchange a character card from one Universe with another card from any Universe.
X2Sapphire, Mystery GirlMove a character card from a Universe to a player's hand.
X1Baby MelonExchange all cards of one Universe with another Universe.
X3Peridot, Northern Beast, Centipeetle MotherMove a character card from a Universe to a Memories zone.
X2Blue Pearl, GregMove a character card (at random, unless it is your own) from a player's hand to any Beach City zone.
X2Giant Robot, Evil Samurai, PresidentMove a character card from a Beach City to any Universe.
X2Yellow Pearl, Yellow DiamondMove a character card from a Beach City to a player's hand.
X2Onion, DogcopterLook at the first 3 cards of the Fusion Deck and return them in any order, always to the top of the deck.
X1Pink DiamondExchange a Fusion card with another Fusion card on the table.
X2Dogcopter Girl, FrymanactLook at the first 3 cards of the Character Deck and return them in any order, always to the top of the deck.
X2Dashing Danny Doober, Handsome HankMove a character card (at random, unless it is your own) from a player's hand to a Memories zone.
X2Foxman, Blue DiamondMove a character card (at random, unless it is your own) from a player's hand to another player's hand.
X2Carnelian, Holly Blue, +1 AgateDraw the first card of the Character Deck.
X8RubyCancels a character's ability. If it targets another character card with the same ability (Stop), the second one is resolved first, cancelling the first.