Terres de Destinées
Terres de Destinées Rulebook
Table of Contents
Table of Contents
Components
The game comes with 3 decks of cards:
- The largest deck of 44 cards must be opened from your first games; it contains the main game components.
- The small deck of 50 mini cards must also be opened; it contains the 14 Destiny mini cards and the 36 Token mini cards you will need from your first games.
- The last deck, marked with the [starburst] symbol, contains 12 additional cards to be discovered only after you have played a few games with the other cards.
56 game cards*
The cards represent both your life points and your currency. They have no power when they are in your hand.
They are placed in play in front of you when they are acquired during auctions. Most cards in play have a power indicated below the illustration.
Each card belongs to a family (Kingdom [Royaume], Commerce, Necromancy or Magic) and some also have an additional type that is involved in certain powers or victory conditions (Fighter [Combattant], Terrain or Book [Livre]).
*Note: the game consists of only 44 cards before the [starburst] deck is opened.
14 Destiny mini cards
Destiny cards are the objectives to achieve in order to win the game. Common Destiny cards are available to all players, whereas Secret Destiny cards are known to only one player.
36 Token mini cards
Token cards are collected after the use of certain card powers. A player cannot own several identical Token cards. Each Token card has an effect.
Game Principle
Each player has cards in hand that represent both their life points and their currency.
The first player to achieve an objective (whether secret or common to all players) wins the game. But beware: you are eliminated if you have no more cards in hand.
Acquiring cards put up for auction will let you benefit from powers that make it easier to reach your objectives.
Setup
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Sort the 3 types of cards and shuffle them separately to form 3 face-down draw piles:
- The Common Destiny mini cards
- The Secret Destiny mini cards
- The game cards
If you are discovering the game or playing with new players, we invite you to first remove the 12 cards marked with the [starburst] icon, which make the game experience more complex.
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Reveal 2 Common Destiny cards in the centre of the play area; these are the objectives that all players can achieve.
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Each player receives 1 Secret Destiny; this is the objective that only that player knows and can achieve.
Put the unused Destiny cards back in the box without revealing them; you will not need them for the game.
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Each player receives 6 game cards in hand.
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The Token cards are gathered in the centre of the play area.
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Choose the first player (to the left of the youngest participant); the game can begin.
(Setup diagram labels: 2 Common Destiny, Token, Common Destiny, Secret Destiny, Draw pile, 1 Secret Destiny, 6 cards in hand.)
Course of the Game
Starting with the first player, each player plays in turn, clockwise.
A player's turn is composed as follows:
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Start of turn: The player draws 1 card and readies all their cards in play (except the [single activation] cards).
Note: If the draw pile is empty, shuffle all the discarded cards and re-form the draw pile.
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Auction: The player chooses a card from their hand and reveals it to put it up for auction (see the Auctions box below).
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Effects: Once the auction is resolved, the player may activate the powers of their [activation], [single activation] and [mandatory activation] cards in play.
Warning: [Mandatory activation] powers are compulsory; they must be activated.
Reminder: A player cannot own several identical Token cards.
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End of turn: The player to the left of the first player becomes first player in turn and begins a new game turn.
End of the Game
Victory
A player wins the game as soon as they fulfil the objective of a Destiny card, or if all the other players are eliminated.
Note: If several players achieve an objective at the same time, the player whose turn it is wins; otherwise they win together.
Defeat
A player is eliminated and leaves the game when they have no more cards in hand.
Note: Paying for an auction with your last card in hand would eliminate you, so this is forbidden.
Auctions
Clockwise, players may bid to win the card put up for auction.
The first bid must be at least 1 card, and a player cannot bid with all the cards in their hand.
When a full round has passed without anyone raising the bid, the card is sold and the player who won the auction may place it in play in front of them.
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If nobody has bid, the seller may put the card in play in front of them for free, or discard it if they do not want it.
Example: Nobody bids for the Juge card; the seller may then acquire the card for free or discard it if they do not want it.
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If the seller bought their own card, they distribute, one by one, to the other players as many cards from their hand as the price set (starting with the player to their left).
Example: By buying their own Espionne card for "3", the seller distributes 3 cards from their hand, starting with the player to their left.
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If another player bought the card, that player gives the seller as many cards from their hand as the price set.
Example: By buying the Voyante card put up for auction for "2", the buyer gives 2 cards from their hand to the seller.
2-Player Variant
The setup remains identical to the normal game mode.
The main difference is that during each turn the 2 players each put 1 card up for auction at the same time. The player who loses the auction obtains the card left by the winner but places it in a new play area (see below).
Each player has 2 play areas in front of them:
- The acquisition area, where cards won at auction are placed. They count for objectives and their powers are active (as in the normal game mode).
- The support area, where cards received following lost auctions are placed. They do not count for objectives, but their powers are active.
(Illustration: Acquisition area: 2 cards won at auction. Support area: 3 cards received following lost auctions.)
The game turns are composed as follows:
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Start of turn: The 2 players draw 2 cards and the first player readies all their cards in play (except the [single activation] cards).
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Auction: The 2 players put 1 card up for auction at the same time (see the Auctions box below).
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Effects: Once the auction is resolved, the first player may activate the powers of their [activation], [single activation] and [mandatory activation] cards in play.
Warning: [Mandatory activation] powers are compulsory; they must be activated.
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End of turn: The other player becomes first player and a new game turn begins.
Auctions (2 players)
In turn, starting with the player who is not the first player, the players may bid as in the normal mode.
The first bid must be at least 1 card, and a player cannot bid with all the cards in their hand.
The auction ends when a player decides to pass without raising the bid.
If nobody bids, the first player wins the auction.
(Illustration: "I bid '3' cards." / "Then, I pass.")
The auction winner chooses the card they win (from the 2) and places it in front of them in their acquisition area. They discard the cards used to win the auction (they are not given to the opponent).
The auction loser takes back into their hand the cards they used for the auction and places the remaining card in their support area.
(Illustration: "I win the auction and take La Reine into my acquisition area." / "I place Immortel in my support area.")
F.A.Q.
Maître Nécromancien / Maître Marchand / Le Roi / Archimage / Fou du Roi / Enchanteresse: These powers allow you to activate the [activation] power of a card even if that card is already exhausted. You do not exhaust the targeted card by using its power.
Druide / Collecteur d'impôts: If a player has the DRUIDE in play and puts up for sale a face-down card that is not [Kingdom], then they must give a card to the player who has the COLLECTEUR D'IMPÔTS.
La Reine / Cimetière: When you activate a card's power a second time, you may aim at a different target.
Vampire / Apprenti: These powers contribute to the success of the RENTIER Destiny.
Espionne / Voyante: You must not show the Secret Destiny card to the other players, but you may talk to them about it.
Anneau de valeur / Comptable: The card is then placed with the other acquired cards of the other player.
Liche: This power applies only if you have not activated other powers during your turn. This power lets you activate the [activation] effects of all of another player's cards as well as your [Necromancy] cards, but prevents you from activating the powers of your other cards.
Mage de Feu: Adjacent players are those who are not yet eliminated and who play one after the other. If only 2 players remain, then you must target yourself.
Alchimiste: You may exchange one of your cards or one of another player's cards. The ALCHIMISTE can be targeted by its own power.
Immortel: Exhausting the IMMORTEL lets you avoid being eliminated when you discard your last card in hand. The IMMORTEL is readied at the start of your turn with the other exhausted cards.
Bourgmestre: If the targeted player cannot put up the requested card for auction, they may then sell the card of their choice. If several players have targeted you with the BOURGMESTRE, then you choose the card put up for auction from among those requested.
Ange gardien (Destiny): This objective is achieved even if you are yourself the cause of the elimination of the player who was to be eliminated. This Destiny can counter the ASSASSIN Destiny.
Assassin (Destiny): This objective fails if the player who was to be eliminated is saved by the effect of a card or a Token.
Golden Rules
- During the game, players may look at their Secret Destiny card, the cards in the discard pile and each player's acquired cards. Players may not look at the cards in the draw pile or at the other players' Secret Destiny cards.
- When you activate the [activation] or [mandatory activation] effect of another player's card, that card is exhausted and you benefit from the indicated power.
- If a card's power contradicts the rules, the card's power takes priority over the rule.
- If several Token effects are activated at the same time, the powers apply according to the Token number (from lowest to highest).
- Good faith is essential; we count on you when resolving cards such as BOURGMESTRE or APPRENTI.
Player Aid
Card power icons:
- [Permanent]: The power applies throughout the whole game.
- [Activation]: The power applies when you exhaust the card during your turn. The card is readied at the start of your turn.
- [Mandatory activation]: The power must be applied during your turn by exhausting the card; you cannot end your turn without having applied it. The card is readied at the start of your turn.
- [Single activation]: The power applies when you exhaust the card during your turn. The card is not readied at the start of your turn; this power will normally only apply once in the game.