StoneFire
StoneFire Rulebook
Table of Contents
Table of Contents
Contents
- 53 Tribal cards
- 35 Wilderness cards
- 20 Egg cards
- 4 Turn Sequence cards
- 35 Rage tokens
- 2 Start Player tokens
Components
- Tribal deck
- Wilderness deck
- Egg deck
- Turn Sequence cards
- Rage tokens
- Start Player tokens
Setup
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Remove the four Clan cards (Ranknok, Tutonka, Ugnok, and Yulonk) from the Tribal Deck, shuffle them, and give each player one at random. Players each place their Clan card face up in front of themselves. Remove any remaining Clan cards from play.
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Give each player a Turn Sequence card.
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Shuffle the Tribal Deck and deal five cards to each player. Players may look at their own cards but should keep them hidden from others. Place the remaining cards into a face down Tribal draw deck near the middle of play where all players can reach, with room for a discard pile next to it.
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From the Wilderness Deck, remove three cards: the Allosaurus, the Clearing Location, and one of the five remaining Locations, chosen at random (the Canyon, the Cliff, the Lake, the Shore, or the Thick). Place these to the side for a moment.
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Shuffle the remaining Wilderness cards and place them in a face down deck directly below the Tribal deck, forming a draw pile.
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Place the Clearing Location directly below the Wilderness deck. Place the Allosaurus card next to the Clearing. Follow the Allosaurus card instructions: place three Rage tokens on top of it, plus one additional Rage token per player. The Clearing also instructs you to add an additional card from the Wilderness deck. Draw cards from the Wilderness deck until you draw a dinosaur, then add it to this location. Shuffle any Locations or Quests you draw back into the Wilderness deck. Place the new dinosaur card next to the Clearing, making sure to read its text for any special instructions.
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Place the other Location that was drawn in Step 4 directly below the Clearing. Follow the instructions on the Location card. As with all Locations, you will be asked to draw and add cards or Rage tokens to it.
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Shuffle the Egg deck and place it face down next to the Tribal deck.
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Draw two Wilderness cards and place one on each the left and the right of the deck. If another Location card is drawn, place it directly below the lowest Location card and follow the card's instructions. If a Quest card is drawn (Quest cards say quest in the spearhead icon in the top left corner), place it next to the Egg deck where all players can see it. Keep drawing until there is at least one card on either side of the Wilderness deck.
You are now ready to play!
Card Breakdown
The callouts on the card diagrams read as follows.
Wilderness card (Triceratops example):
- The card's strength and the value you must match or exceed to successfully hunt.
- (If present) The value you must match or exceed to successfully tame.
- Victory points.
- Card's special power.
- Beads indicate the rarity of the card. The more beads the rarer the card.
- If hunted or tamed you gain an egg card equal to the eggs shown here.
Location card (The Cliff example):
- Location card's setup and requirements.
- Static power you gain when you successfully gain the location.
- If this location is gained, you gain egg cards equal to the egg icons shown here.
Quest card (Construct a Cairn example):
- Indicates this is a quest card.
- Total value required to complete this quest card.
- Victory points.
- Quest requirements.
- The number of egg icons shown indicate the number of egg cards gained if the player successfully completes the quest.
Tribal card (Huntress example):
- Tribal card's strength.
- Color blind icon. Each card color/type has a unique icon to aid players that are color blind.
- Feather icon indicates this card is a leader.
- Special power.
- Card rarity.
Gameplay
StoneFire is played over several rounds. A round consists of one turn taken by each player. Players will perform the following four phases on their turns.
1) Hunt or Search
The first thing the player must do on their turn is decide to Hunt, or to Search.
Hunt
The player may only Hunt once per turn. Before the player can Hunt, they must form a Hunting party using any number of cards from their hand and/or village, but they must follow these two simple rules:
- The player may use only ONE Tribal card from each of the four types (colors: Pink, Orange, Green, and Blue) to form their party. Note: Some powers will allow the player to play additional cards of the same type.
- The player may use any number of companions (brown cards) in their Hunting party.
Now that the player has chosen to Hunt and has formed a Hunting party, it is now time to choose the target. They have two possible options:
A) The Wilderness - The player may choose to Hunt a card from either side of the Wilderness deck, but they must choose from the card(s) that are farthest from the Wilderness deck (each turn new cards will be drawn from this deck and will push older, already-revealed cards farther away from the deck). The player may choose to Hunt the card(s) on the right side or the left side. Note: If the player uses a card in their Hunting party that has the ranged skill, they may attack any card(s) in the Wilderness.
When Hunting in the Wilderness, the player is only Hunting a single revealed card. The exception is if one or more other cards have been attached to that card via a special ability, in which case you must combine all the cards' strengths together.
B) Location - The player may instead choose to Hunt at one of the Locations revealed below the Wilderness Deck. However, you may not Hunt in the Clearing until all other active Locations have been resolved. When Hunting in a Location, the player must Hunt all cards in play there at the same time and must take note of any special requirements listed on the Location card.
With the target chosen, the Hunt Begins!
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The combined strength value of all the cards in the player's Hunting Party must meet or exceed the combined value of the card(s) the player is Hunting; add up all the values of the Wilderness cards being Hunted and add 1 extra for each rage token in play.
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If the combined strength value of the Hunting party fails to meet or beat the value of the Wilderness card(s), the player must select a new target to hunt or take all their cards back and take the Search action instead.
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If the player DOES have enough strength, they resolve the combat by discarding all Tribal cards and taking any defeated Wilderness cards, placing them in a Victory Pile in front of them face down. Any card with an egg icon below the text allows the player to draw one card from the Egg deck. Further, if the player defeats a Location, they take that Location card and place it face-up in front of them. Locations grant the player an ongoing power listed in red text, plus an Egg card as indicated by the egg icon. Note: Some Tribal cards allow the player to place a card used during the Hunt back into their village.
Above is an example of a Hunting Party. Typically you would only be able to use one card of a particular color, but because there is a goat in the hand the player may use two cards of the same color. The total strength of this Hunting Party is seven plus any other abilities that may written on the text.
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Taming - Some creatures found within the Wilderness deck may be tamed by the player. These cards depict two values instead of one: the upper value is the value the player must meet or beat if they simply want to Hunt the creature, while the number below is the value the player must meet or beat in order to tame the creature. Tamed creatures are placed in the player's village as a companion and may be used in a future Hunting party. The player may immediately draw an Egg card if the egg icon is depicted on the card. Note: After being used in a subsequent Hunt, the tamed creature is placed in the player's Victory Pile for end game scoring.
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Quests - The player may also choose to accept a Quest if one has been revealed from the Wilderness deck. If they do, they will take the revealed Quest card and place it face-up in their village. They may then place exactly one card from either their hand or village atop the Quest. Each subsequent turn, before choosing to Hunt or Search, that player may add one additional card to their Quest. Once the combined strength value of the cards that have been placed on the Quest meets or exceeds the strength of the Quest, and all other listed requirements have been met, the player succeeds and discards all Tribal cards used, gaining the rewards indicated on the Quest card. The Quest is then placed in the player's Victory Pile for end game scoring. But there is a catch! If another Quest card is drawn from the Wilderness deck while another Quest is underway, the active Quest is immediately cancelled, and all cards are discarded. The Quest was a failure!
Note: Taking a Quest is a free action, meaning the player may also Hunt or Search on the same turn they took the Quest and all subsequent turns.
Search
If the player does not want to hunt (for instance, if there are no viable targets to Hunt), they may instead choose to Search on their turn. The Searching player simply draws one Egg card. Searching also allows the player to add an additional card to their village in the next phase. Note: The player may also take on an available Quest or add a card to an active Quest they are working on if they choose the Search action.
2) Village
The player may add a single card from their hand into their village if they Hunted, or up to two cards if they chose to Search. The village is a row of face-up cards in the player's area. It is made up of cards that have been added during this phase, tamed cards from the Wilderness, or cards added via special powers previously activated. Cards in the player's village may be used during the Hunting phase or for Quests, so building up a strong village will be key to overcoming more powerful creatures or Locations.
If the player chooses to add to their village, then they MUST discard any remaining cards from their hand to the Tribal discard pile.
3) Draw
The player draws back up to five cards from the Tribal deck. If at any point the Tribal deck is exhausted, shuffle the Tribal discard pile into a new deck.
4) Rest
Now, the player will prepare the Wilderness for the next player's turn. The player must draw the top card from the Wilderness deck and place it on the side of the Wilderness deck with the fewest cards.
- If both sides have an equal number of cards, the player may choose which side to add the new card.
- If both sides are empty, add a new card to both sides.
- If the last Wilderness card is drawn, the Final Round is triggered.
If a Quest or Location is drawn, resolve them as during Step 9 of setup, and immediately draw another Wilderness card. Repeat as necessary.
Final Round
The final round of the game is triggered when one of the two following conditions are met:
- The last card is drawn from the Wilderness deck.
- The Clearing location is defeated.
When the final round is activated, complete the round, ensuring that all players have had an equal number of turns. This means the final turn will be taken by the player to the right of the person with the Start Player token.
Winning the Game
To determine the winner of the game, all players add up all the points indicated on the cards in their Victory Pile and then add the values from all Egg cards they have acquired during the game. Whoever has the highest point total is the winner! If there is a tie, the player with the most Egg cards wins. If the tie persists, the player with the most cards in their Victory Pile wins. If the tie persists again, the player with the least number of cards in their village wins.
Egg card values (as shown on the card art): gold egg, 3 VP each; the four eggs of green, cream, pink and blue, 1 VP each, with a 3 VP bonus for a set of all 4.
Reminders
Clan Cards - Each Clan Card grants a player two unique special powers. To activate one of these powers, the player must discard any Egg card in their possession. The player may only use one of these powers per turn.
Egg Cards - Egg cards are gained by defeating cards in the Wilderness deck, from completing Quests, or from defeating Location cards. Players gain Egg cards equal to the number of egg icons depicted on any resolved cards in the Wilderness deck. Egg cards are kept secret during play from other players. In this way, players' scores are secret until the end. Egg cards may also be spent once per turn to activate a power on the player's Clan Card.
Collect a set of all four eggs shown above and gain a 3-victory-point bonus! Gold eggs are simply worth 3 victory points and rotten eggs are worth zero victory points, but can still be spent to activate a special power on a Clan Card.
Rage Tokens - Rage tokens each add 1 to the strength of a dinosaur or Location. So a creature with the strength of 3 that also has 4 Rage Tokens on it has an actual strength of 7.
Hard Mode
You may easily adjust the difficulty of your game to hard mode by simply removing a few Wilderness Cards at random during setup. Refer to the list below to see how many Wilderness Cards to remove.
- 2 Player - Remove 6 cards
- 3 Player - Remove 4 cards
- 4 Player - Remove 2 cards
Solo Play
Setup and Gameplay for solo play is exactly the same as a multi-player game with these two exceptions:
- During Setup draw 8 Egg cards, keeping them secret, and place them in a row face-down. This is your timer. Each round discard 1 Egg card. This gives you 8 rounds to defeat the Clearing.
- If you defeat the clearing in less than 8 rounds, you gain any remaining Egg cards for final scoring.
Total up your points and see how well you did below.
- 0-9 - Dino Scat
- 10-19 - Giant Mosquito
- 20-29 - Ankylosaurus
- 30-39 - Stegosaurus
- 40+ - Tyrannosaurus Rex
Iconography
Some cards in the Tribal deck have special powers that are displayed as icons in the text sections. Below is a look at each of these icons.
- Heal - When used during a Hunt, this power allows the player to take one of the cards used in the Hunting party and place it into their village instead of discarding it.
- Leader - Leader cards are unique cards that are a bit more powerful than most Tribal cards. Only 1 leader card may be in a given Hunting party.
- Rage - This icon indicates the player may remove ALL Rage tokens in play during a Hunt.
- Ranged - Some Wilderness cards require there to be a character in the Hunting party with the ranged skill in order to be Hunted. Also, this skill allows the player to Hunt any card or set of cards in the Wilderness -- not just the ones farthest away from the Wilderness deck.