RulesPal
Chat
Rulebook
Tale of Carrot: Rise of Hero thumbnail

Tale of Carrot: Rise of Hero

Tale of Carrot: Rise of Hero Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Turn Sequence
    • 1. Invasion
    • 2. Adventure
    • 3. Revelation
    • Competitive Variant
    • 4. Every Carrot for Itself!
      • Rabbit Card
  • Fallen Village
    • Fallen Village Turn
  • Hero Cards
  • Supreme Abilities
  • Village Boards
  • Ability Tokens
  • Support Cards
  • Legend

Components

  • 40 Rabbit cards (or "Rabbits")
  • 17 Hero cards (or "Heroes")
  • 6 Village boards (or "Villages")
  • 30 Adventure cards
  • 40 Ability tokens
  • 6 Health Point (HP) markers
  • 6 Summary sheets (double-sided)
  • Support cards:
    • 1 Thief's Bag (Borsa del Ladro)
    • 1 Knight's Cloak (Mantello del Cavaliere)
    • 1 Holy Grail (Sacro Graal)
    • 10 Dimensional Golemiglio (Golemiglio Dimensionale)
    • 6 "Pizza" Adventure cards

Setup

  1. Give each player 1 Village board, placed with the "Village" side face up.
  2. Give each player 1 HP marker of the same colour as their Village board, set to 10. Every HP marker must always be clearly visible to all players.
  3. Prepare the Hero deck by removing the Support cards. Each player then draws 2 Hero cards and keeps 1, placing it face down to keep the Hero secret from the other players. Then return the unchosen cards to the Hero deck without showing them.
  4. Give each player 1 Summary sheet.
  5. Shuffle the Rabbit deck and the Adventure deck together, then place both in the centre of the table, leaving space for their respective discard piles.
  6. Place the Ability tokens and any Support cards within reach of all players.
  7. Choose the first player: it may be the last person who ate a carrot or cuddled a rabbit!

First game? If this is your first game, it is advisable to build the Hero deck using only the cards indicated on the Summary Sheet for the First Game.

Turn Sequence

The game is played in turns. Starting with the first player and proceeding clockwise, each player takes a turn as the active player, following these 4 phases in order:

  1. Invasion
  2. Adventure
  3. Revelation
  4. Every Carrot for Itself!

1. Invasion

The active player draws 1 Rabbit card from the deck and plays it face up in a Zone within any Village (including their own). If the chosen Zone is already occupied by a Rabbit card, the active player may discard that card and replace it with the Rabbit card just played.

For more information on Villages, see page 10.

2. Adventure

The active player may choose to do one, both, or neither of the following options, in any order:

  • Draw 1 Adventure card (once per turn) from the deck and play it, resolving its effect immediately. Multiple effects are resolved from top to bottom. Then discard the card.
  • Use one or more Ability tokens, respecting the limits shown on your Hero card. During their turn, the active player may use both tokens with a red border and tokens with a white border.

For more information on Ability tokens, see page 10.

During this phase, the other players may use their tokens with a red border to activate their Abilities.

Effects of Adventure cards are resolved from top to bottom; see the legend on page 11. Adventure cards may help you, but they can also bring misfortune.

3. Revelation

3.1 If it meets the requirements to do so, during this phase the active player may declare aloud: "I want to activate my Supreme Ability!" Likewise, the other players may in turn declare the activation of their own Supreme Ability (or "Supreme") during the same turn of the active player. Once declared, the activation of a Supreme cannot be cancelled.

3.2 Before proceeding with the actual activation of the declared Supremes, any player may use one or more tokens with a red border, within the limits of their Hero's Ability set.

3.3 Starting from the active player and proceeding clockwise, whoever declared a Supreme activates it by revealing their Hero card to the other players. The other players wait for the resolution of the previous Supreme before the next one is activated.

To declare a Supreme, a player must have a number of Health Points (PS, shown here as HP) remaining equal to or lower than the number shown at the top left of their Hero card. The skull icon is equivalent to 0 HP. More information on page 8.

Competitive Variant

This party game is designed for light, fun entertainment, and it can ruin any friendship. If your group is particularly combative and looks for loopholes in the rules (or for ways to bend them), you may find this rulebook a little too light. Here are some suggestions for regulating the flow of the game more closely:

  • Use of tokens during the Adventure phase: when the active player declares whether they wish to go on an adventure, players may use Ability tokens. To do so, proceed clockwise starting from the active player, continuing around the table until all players have declared that they do not wish to use one or more Ability tokens. Only the active player may use tokens with a white border. Repeat this step after the active player has played an Adventure card, if they did.
  • Declaration and use of Supreme Abilities: when the active player declares that they will activate their Supreme, players proceed clockwise to declare, or to pass on, the activation of their own Supreme. Likewise, if several Supremes are activated during the same phase, players resolve them clockwise starting from the active player.
  • Use of tokens after declaring a Supreme: after one or more players have declared that they wish to activate their Supreme, proceed clockwise from the active player, continuing around the table until all players have declared that they do not wish to use any further tokens with a red border.

4. Every Carrot for Itself!

In this phase, each Rabbit card in the active player's Village deals a total amount of damage to players equal to the values shown on the card. Depending on where the card is placed (see the example below), each card may damage the active player, the Village on their left and/or the Village on their right. When a player suffers damage, subtract from their HP a number equal to the damage suffered.

If two Rabbit cards are present in the same Village during this phase, simply add up the damage dealt in each direction.

After dealing damage, Rabbit cards are not moved and not discarded.

Rabbit Card

  • Card name
  • Danger level (Grado di pericolo), shown as a Roman numeral
  • Damage to the Village on the left
  • Damage to the Village on the right
  • Damage to the active player's Village

The Rabbits attack at the same moment!

Some Rabbits are marked with green numbers preceded by a + symbol. These allow the player to recover HP in the direction of the green number, instead of losing it.

Example: adding up the numbers that point in the same direction:

  • The Village on the left takes 2 damage.
  • The Village on the right takes 3 + 2 = 5 damage.
  • The active player's Village takes 2 + 2 = 4 damage.

Fallen Village

When a player's HP reaches the skull icon (0 HP), their Village falls and the player is declared defeated. Supremes (see page 8) that are activated when health reaches the skull icon can prevent a player from being defeated. When a player is defeated, carry out the following steps:

  1. Reveal your Hero card (if you have not already done so), without activating your Supreme.
  2. Discard all Rabbit cards from your Village.
  3. Return all Ability tokens in your possession to the supply (you can no longer use them!).
  4. Turn your Village board over to the "Fallen Village" side.
  5. If it is the active player who has been defeated, their turn ends immediately.

A Fallen Village counts as a Village: it is still possible to play Rabbit cards there. Damage dealt by Rabbit cards does not "jump over" a Fallen Village, so it does not reach the Villages to the right or left of the defeated player.

Unless the defeat has ended the game, a defeated player may continue to play, trying to take revenge on the other Villages, following the sequence described below.

Fallen Village Turn

  1. Invasion. The defeated active player carries out this phase as usual but, unlike players who are not yet defeated, may play Rabbit cards only in Villages that have not yet fallen (see 1. Invasion).
  2. Adventure. The defeated active player can no longer carry out this phase, but the other players may still use their tokens with a red border (see 2. Adventure).
  3. Revelation. The defeated active player can no longer declare their Supreme, but players who have not been defeated may still declare and activate their own Supreme during this phase (see 3. Revelation).
  4. Every Carrot for Itself! All Rabbit cards in the Fallen Village deal damage as if they were in a normal Village (see 4. Every Carrot for Itself!).

Hero Cards

Each Hero is marked by a Supreme and a set of 3 Abilities. After drawing the Hero card, each player must keep it face down to hide it from the others. The card is revealed later, when the player declares their Supreme (or is defeated). It is not possible to activate the same Supreme more than once per game.

There are 2 types of Supreme:

  • Single use (1). The Supreme has an effect and resolves as soon as it is activated.
  • Continuous effect (∞). The Supreme continues to have effect after it has been activated.

Minimum health to declare the Supreme: the number shown at the top left of the Hero card. A player may declare their Supreme only if their remaining HP is equal to or lower than this number.

Set of 3 Abilities: each icon on the Hero card corresponds to an Ability token, which the same player may use only once per game. Some sets include identical Ability tokens; in this case the player may use as many identical tokens as there are icons on the Hero card, placing them as usual in the Village slots.

On Hero cards where a skull icon appears in place of a number, the Supreme activates on reaching 0 HP.

Supreme Abilities

Assassin (declared at 0 HP; single use) — When you are defeated, instead set your HP to 3 and choose a player: they suffer the last amount of damage you suffered before being defeated.

Jester (declared at 0 HP; single use) — If you are the second player to be defeated, the game ends and you are declared the winner. If you are defeated at the same time as another player, and before you one single player had already been defeated, you also win.

Paladin (declared at 0 HP; single use) — When you are defeated, instead set your HP to 1 and discard from any Village each Rabbit that can deal damage in your direction. Then, recover 1 HP for each Rabbit discarded in this way.

Gunslinger (declared at 3 HP; single use) — Set the HP of all other players with 4 or more HP to your current value. Then, deal 1 damage to all other players.

Archer (declared at 4 HP; single use) — When all Zones of all other Villages (including Fallen Villages) are occupied by Rabbits, immediately deal 15 damage to all other players.

Huntress (declared at 4 HP; single use) — Choose 1 Rabbit in any player's Village (including your own). That Rabbit doubles its damage value and attacks immediately (any healing effects are not activated in this way).

Necromancer (declared at 4 HP; single use) — Choose any number of Rabbits from the discard pile and play them in the Villages of any player. You cannot choose Rabbits discarded as a result of this effect.

Each Supreme is listed with a badge showing the health value required to declare it (the same number as the top-left number on that Hero card). A skull badge means 0 HP. Adventurer (declared at 5 HP; single use) — Draw 5 Adventure cards and resolve their effects, one at a time. You cannot suffer damage from cards drawn in this way.

Berserker (declared at 5 HP; continuous effect) — After revealing this card, each time you suffer damage you may draw 1 Rabbit and show it to the other players. If it has danger level II, you suffer no damage; if it has a danger level other than II, you suffer damage normally. Then discard the drawn Rabbit.

Evoker (declared at 5 HP; single use) — Replace each Rabbit in the Village of every other player with a Dimensional Golemiglio (Support card). The Dimensional Golemiglio have all the effects of all Rabbits, so they can be replaced or discarded like any other Rabbit. The Mage cannot swap them.

Guardian (declared at 5 HP; continuous effect) — After revealing this card, you can no longer suffer damage from Rabbits with danger level II.

Mage (declared at 6 HP; continuous effect) — Draw 1 Rabbit and keep it in hand. Each time the active player plays a Rabbit during the Invasion phase, you may swap any one Rabbit in the active player's Village with the card in your hand. The swapped Rabbit is then added to your hand and can be used in the same way.

Pizza Maker (declared at 6 HP; continuous effect) — Add 6 Pizza cards to the Adventure deck and shuffle it. Whoever draws a Pizza card must place it in front of the Pizza Maker (it counts as an Adventure card). If you gather 4 Pizza cards, you win the game. When the Pizza Maker is defeated, any Pizza cards remaining stay in the Adventure deck until the end of the game.

Champion (declared at 6 HP; continuous effect) — After revealing this card, place it face up in any Zone of any Village (if it was occupied by a Rabbit, replace that Rabbit). The Champion cannot be replaced or discarded in the normal way. Discard this card immediately when you are defeated or when the Village in which it is located falls. During the Every Carrot for Itself! phase, the Champion deals 2/0/2 damage following the normal Rabbit rules.

Priestess (declared at 6 HP; single use) — Receive the Holy Grail (Support card) and play it face up in the Village next to yours. Then take 4 Ability tokens and place them on the Holy Grail to form your personal reserve (not available to other players). Each time you use one of these tokens, return it to the common supply.

Gondolier (declared at 7 HP; continuous effect) — At the end of the Invasion phase, the active player may give up 1 HP (reducing their own HP by 1 and increasing yours by 1) to move 1 Rabbit from their Village to a free Zone of another Village. This effect may be used several times, as long as HP can be given up. Giving up HP is not considered damage. You cannot do this to yourself.

Princess (declared at 7 HP; continuous effect) — After revealing this card, if at least 3 players have not yet been defeated, choose 1 of them. That player receives the Knight's Cloak (Support card) and plays it face up next to their Village. If defeated, the player with the Knight's Cloak is also defeated. This effect ends if only the player holding the Knight's Cloak remains in play.

Shaman (declared at 7 HP; continuous effect) — After revealing this card, each time a Rabbit in the active player's Village (other than yours) is replaced, that player suffers 2 damage.

Thief (declared at 8 HP; single use) — Receive the Thief's Bag (Support card) and play it face up next to your Village. Choose 2 Ability tokens of any kind, 1 with a white border and 1 with a red border, and place them on the Thief's Bag to form your personal reserve (not available to other players). Each time you use one of these tokens, return it to the common supply.

Village Boards

Village boards have two sides: "Village" and "Fallen Village".

  • Village side: each player starts the game with the Village board on this side. It shows:
    • 3 slots for used Ability tokens
    • 2 Zones for Rabbit cards
    • a summary of the turn sequence
  • Fallen Village side: when a player's HP reaches the skull icon, that player is defeated and turns their board over to this side. It shows:
    • 2 Zones for Rabbit cards
    • a summary of the turn sequence

Ability Tokens

Ability tokens can be used during the Adventure phase, or in the Revelation phase before Supremes are activated. To use one, the player takes the desired token from the common supply and immediately resolves its effect. The player then places the token in one of the slots of their Village.

A player may use a token only if there are still tokens available in the common supply and the corresponding Ability is in their Hero's set, respecting the quantity limits shown by the icons.

There are 6 types of Ability tokens:

  • White border: can be used only during the Adventure phase of the turn in which you are the active player.
  • Red border: can be used during the Adventure phase of any player's turn, or before revealing Hero cards during the Revelation phase.

The six tokens are:

  1. Choose 1 player (including yourself) and deal them 1 damage.
  2. Draw 1 Rabbit from the deck and play it in a Zone of any Village.
  3. Draw 1 Adventure card from the deck and immediately resolve its effects.
  4. Choose 1 player (including yourself) and make them recover 2 HP.
  5. Discard 1 Rabbit from a Zone of any Village.
  6. Choose 1 player (including yourself). Until the end of the turn in which this token is played, that player cannot suffer any damage.

Support Cards

Some Supremes may require playing one or more Support cards. When a player activates one of these Supremes, they must search the Support card deck for the cards named in the description of the activated Supreme and play them as indicated.

Support cardHero
Dimensional GolemiglioEvoker
PizzaPizza Maker
Holy GrailPriestess
Knight's CloakPrincess
Thief's BagThief

Legend

The icons used on cards and in the rules have the following meanings:

  • Recover 1/2 HP (heart icons: one large heart for 1 HP, two small hearts for 2 HP)
  • Lose 1/2 HP (same icons, with the minus sign)
  • Rabbit card
  • Draw 1 Rabbit and play it in any Village
  • Discard 2 Rabbits from your Village
  • Choose 1 player (including yourself) and make them recover 2 HP
  • Defeated (HP = 0) (skull icon)
  • Hero card (carrot icon)
  • Adventure card (torch icon)
  • Discard 1 Rabbit from any Village
  • Choose 1 player (including yourself): they suffer 1 damage
  • Choose 1 player (including yourself): they suffer 2 damage