The Campaign
The Campaign Rulebook
Table of Contents
Table of Contents
Objective
The objective of the game is to defeat the rival armies.
To be the winner of La Campaña you must:
- Win 2 battles in games of 2 or 3 players in Individual Mode, or win 2 battles in a game of 4 players in Alliance Mode.
- Win a single battle in games of 4 or 5 players in Individual Mode.
There are two ways to win a battle:
- Be the only army or alliance left standing (when all the warriors in the enemy battlefields have been eliminated).
- Be the first army or alliance to finish building its Castle (with a minimum of 25 gold in Individual Mode, and 30 gold in Alliance Mode).
Game Components
La Campaña is a card game. The deck is made up of Warrior, Weapon and Gold cards, plus some special cards:
- 15 Warrior cards (5 Mages, 5 Knights, 5 Archers).
- 27 Weapon cards (9 Potions, 9 Swords, 9 Arrows; numbered 1 to 9).
- 11 Gold cards (numbered 1 to 9, with the 5 and the 7 repeated).
- 7 Special Cards (3 Powers, 1 Dragon, 1 Siege, 1 Thief, 1 Spy).
- 4 Reference cards.
- This rulebook.
Card Descriptions
Warriors
Each player must Recruit Warriors to form their army and Attack their rivals with them. Each Warrior has 10 life points. There are 3 types, each with its own type of Weapon and one particular advantage.
- MAGES: Their Weapon is the Potions. They have an advantage over the Knights.
- KNIGHTS: Their Weapon is the Swords. They have an advantage over the Archers.
- ARCHERS: Their Weapon is the Arrows. They have an advantage over the Mages.
How to Recruit Warriors, and their advantages when attacking, is explained later.
Weapons
Warriors use Weapons to Attack rivals, but Weapons also serve for Trading, and Weapons of value 1 can be used as Relics to Build the Castle. There are 3 types of Weapon, each corresponding to one type of Warrior.
- POTIONS: The Weapon used by Mages to Attack. The Potion of value 1 can be used as a Weapon or as a Relic.
- SWORDS: The Weapon used by Knights to Attack. The Sword of value 1 can be used as a Weapon or as a Relic.
- ARROWS: The Weapon used by Archers to Attack. The Arrow of value 1 can be used as a Weapon or as a Relic.
Later on, the use of Weapons in their various functions will be explained.
Gold
Gold can be used both to Trade and to Build the Castle. The Gold of value 1 has the special property of being the only card that, when used as a Relic, adds its value to the Castle being built, as will be explained later.
Special Cards
Special Cards are unique cards that give you advantages over your rivals. Used strategically, they can make you win battles!
- POWERS: Give a Power to one of the Warriors you have on your battlefield. Each Power card activates the ability corresponding to the type of Warrior it is played on: Healing for the Mages, Shield for the Knights, and Sure Shot for the Archers. This card cannot be used by the Dragon.
- SIEGE, DRAGON, THIEF and SPY each have a particular function, which is explained later.
Setup
- Place the 4 Reference cards on the table so that all players have one in view to consult if needed.
- Form a deck with the 15 Warriors, and another resource deck with the remaining 45 cards (Weapons, Gold and Special Cards).
- For a 2-player game, during setup, discard 1 Warrior of each type, leaving 12 Warriors available in total.
- Shuffle the two decks separately, and deal each player 3 Warriors and 4 cards from the resource deck.
- When each player has their 7 cards, the remaining Warriors and resource cards are shuffled together, forming a single deck. It is shuffled well and placed in the middle of the table, within everyone's reach. This will be the central deck. On one of its sides a space must be left for the discard pile, and on the other side a space that serves as the Graveyard; the empty box may be used for this purpose.
- In 4-player games, the game may be played in Alliance Mode: two pairs are formed, whose members are allies. Each ally has their own battlefield, with their own army, but they build a single Castle together, and both may cooperate during battles. The members of an alliance must sit alternating with the rival alliance.
Preparation in Alliance Mode (diagram in the source): players J1 and J3 form Alliance 1, players J2 and J4 form Alliance 2, and the members of each alliance sit apart from each other. Each player has their own battlefield, and the central deck, discard pile and Graveyard are placed in the middle of the table.
Once setup is complete, the first battle begins. For the following battles the same setup rules must be followed.
How to Play
Starting the Battle
To begin a battle, each player simultaneously selects from their hand one or more Warriors to Recruit, placing them face down, in front of themselves, on their battlefield (that is, on the table in front of them). It is mandatory to begin with at least one Warrior on the battlefield.
Then, at any moment of the turn, more Warriors may be Recruited to strengthen the armies, but there may be at most 5 Warriors on one battlefield at the same time.
Each turn, each of the 5 actions below may be taken once, always in the following order:
- i - Draw a card.
- ii - Attack (with Weapons / with Siege) / Use Powers.
- iii - Sabotage (Steal / Spy).
- iv - Trade (with Gold / by Barter).
- v - Build.
In addition, at any moment and once per turn, a player may Recruit (bring a Warrior from their hand to their battlefield), or Send a Reinforcement (bring a Warrior from their hand to the battlefield of an ally).
A player may NEVER exceed 5 Warriors at the same time on their battlefield.
This may be done before or after any other of the 5 possible actions, within the player's turn.
Important! If during a turn you want to Attack with a Warrior who is not yet on the battlefield but is in the player's hand, that Warrior must be Recruited before reaching action ii.
The Dragon is Recruited like any other Warrior, although when attacking or being attacked it works differently (see action ii).
Once Recruited, a Warrior can never change army or return to a player's hand. There is no limit on the number of Warriors that may be sent as reinforcements to an ally during a battle, always respecting the maximum of 5 Warriors per player on the battlefield at the same time, and a single shipment of reinforcements per turn.
Once all players have Recruited their initial Warrior or Warriors, they reveal them simultaneously. Then the youngest player takes the first turn, starting the first battle. Once their turn is finished, the player seated to their right does the same, continuing the game in a round, in counter-clockwise order, with each player taking one turn until the battle has a winner.
Subsequent battles, if any, are started by the player to the right of whoever started the previous battle, and play always continues in a round in counter-clockwise order.
Turn Structure
In each turn, each of the following may be done once, always in this order:
- i - Draw a card.
- ii - Attack (with Weapons / with Siege) / Use Powers.
- iii - Sabotage (Steal / Spy).
- iv - Trade (with Gold / by Barter).
- v - Build.
Explanation of Actions
I - Draw a Card
Take the first card from the central deck.
This action may be taken whenever the player has fewer than 7 cards in hand, regardless of how many cards they have on their battlefield. If the player has 7 cards in hand and wishes to draw a new one, they may discard one of the cards in their hand, placing it on the discard pile, and then take another card from the central deck.
If during the battle the central deck runs out, shuffle all the cards of the discard pile (NOT those in the Graveyard) and form a new central deck with them.
Attention: throughout the whole game the hand limit is 7 cards.
II - Attack / Use Powers
With this action you may Attack with Weapons (against a rival Warrior), Attack with Siege (against a rival Castle), or use Powers. Only one of these 3 options may be taken per turn.
Attacking with Weapons
To attack with Weapons, you must have the Weapon corresponding to one of the Warriors you have on your battlefield. You always attack with a single card. Place the selected Weapon and choose the target, which may be any Warrior on an enemy battlefield.
Each Warrior attacks using the Weapon that corresponds to it. It may attack one single rival Warrior per turn.
The damage it causes depends on the advantages between types of Warriors, shown in the following diagram: Mage has an advantage over Knight, Knight has an advantage over Archer, and Archer has an advantage over Mage.
Optional rule for 5-player games: a player may only Attack with Weapons against one of the two players seated next to them (to their left or to their right). The Attack with Siege may always be used against any player.
Example: if a Mage attacks a Knight, it deals Pure Damage. If it attacks with a Potion of value 7, it deals 7 points of damage, and this must be indicated as follows:
(Diagram in the source, "Ataque Puro": the attacker is a Mage attacking with a Potion of value 7; the target is a Knight with 3 life points. The Potion is placed on top of the attacked Warrior, perpendicular to it. The label reads: "Hits a Knight for Pure Damage (7 damage). Indicated with the Weapon on top of the attacked Warrior, perpendicular to it.")
Remember that, to distinguish Pure Damage from Impure Damage, the cards are laid on top of the attacked Warrior when the damage is Pure, and underneath when it is Impure.
Pure Attack
Happens when a Warrior attacks another over which it HAS advantage (Mage to Knight, Knight to Archer, or Archer to Mage), and causes Pure Damage: equal to the value of the Weapon used to attack. To indicate the damage caused, the Weapon used is placed on top of the attacked Warrior, perpendicular to it.
Impure Attack
Happens when a Warrior attacks another over which it does NOT have advantage (Mage to Archer or to Mage, Knight to Mage or to Knight, or Archer to Knight or to Archer), and causes Impure Damage: equal to half the value of the Weapon used to attack (exact half, not rounded). To indicate the damage caused, the Weapon used is placed underneath the attacked Warrior, perpendicular to it.
Example: if an Archer attacks a Knight or another Archer, it deals Impure Damage. If it attacks with an Arrow of value 9, it deals 4.5 points of damage, and this must be indicated as follows:
(Diagram in the source, "Ataque Impuro": the attacker is an Archer attacking with an Arrow of value 9; the target is a Knight with 5.5 life points. The Arrow is placed underneath the attacked Warrior, perpendicular to it. The label reads: "Hits a Knight for Impure Damage (4.5 damage). Indicated with the Weapon underneath the attacked Warrior, perpendicular to it.")
Important: the Dragon always receives Impure Damage (see the Dragon section below).
Attacking with Siege
Playing the Siege card allows you to attack a rival Castle, partially destroying it. The attacked Castle loses one of its Gold cards, but never the Relic. The attacked player takes all the Gold cards that make up their Castle, except the Relic, shuffles them, and offers them to the attacker, who takes one of them without looking. The Gold taken, together with the Siege card, go to the discard pile. In this way the Siege may be used again during the same battle.
Powers
When a Power card is played, the effect that may be activated depends on the Warriors you have on your battlefield. Each power always affects a single Warrior. The possible effects are:
- HEALING (Mage's Power): To activate it, you must have a Mage on your own battlefield. The Healing may be applied to that Mage or to any other Warrior on your own battlefield or on an ally's. Healing cures all the damage the Warrior it is applied to has. It may also be used to cure the damage of a Warrior protected by a Shield, although it does not cure the damage the Shield itself had. All the Weapons that were affecting the cured Warrior go to the discard pile, together with the Power card used.
- SHIELD (Knight's Power): To activate it, you must have a Knight on your own battlefield. The Shield may protect that Knight or any other Warrior on your own battlefield or an ally's. The Shield gives 5 extra life points to the Warrior it is used on, regardless of whether that Warrior is damaged or not. The Power card must be placed in front of the Warrior to be protected, perpendicular to it. A Warrior may never have more than one Shield. To attack a protected Warrior, the Shield must first be destroyed, by attacking it in the same way as any Warrior. Attacking the Shield always causes Impure Damage, regardless of who attacks or with which Weapon. When an attack destroys a Shield (by having accumulated 5 or more damage), any excess damage is lost without affecting the Warrior protected by the Shield. The destroyed Shield goes to the discard pile.
- SURE SHOT (Archer's Power): To activate it, you must have an Archer on your own battlefield. The Sure Shot immediately eliminates any rival Warrior, regardless of its type and whether it is damaged or not, except for the Dragon, which only takes 5 points of damage from it. If the Sure Shot is used on a Warrior protected by a Shield, the Shield is eliminated without affecting the protected Warrior.
Note: any Warrior that enters play after the Attack action (ii) must wait for a next turn before it can attack, whether with Weapons or using a Power.
III - Sabotage (Steal / Spy)
You need the Thief to Steal and the Spy to Spy. Only one of these two options may be taken per turn. Once played, both the Thief and the Spy go to the discard pile.
- Steal: When the Thief is played, choose a rival and steal 1 card from their hand at random. Once this card is used, it goes to the discard pile, so it may become available again during the battle.
- Spy: When the Spy is played, you may look at the first 5 cards of the central deck, or look at the cards in the hand of a rival of your choice, without showing them to anyone else. If you choose to look at the cards of the central deck, they must be looked at and returned in the same order in which they were. Once this card is used, it goes to the discard pile, so it may become available again during the battle.
IV - Trade
You may buy cards from the central deck with Gold or by Barter. Only one of the two alternatives may be used per turn.
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Trading with Gold: Only one Gold card may be used per purchase, obtaining as many cards from the central deck as half the value of the Gold played, rounded down, and losing the remainder if the value of the Gold is odd (for example, if you pay with a Gold of value 7 you obtain 3 cards from the central deck, and the remaining Gold is lost). It is always possible to choose to buy fewer cards than the Gold paid allows. The Gold used for Trading goes to the discard pile.
Two gold coins are the value of one card from the central deck.
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Trading by Barter: For each card from the central deck you want to buy, you must pay 3 cards of any type, of any value and in any combination. A maximum of 2 cards per turn may be bought through Barter. The cards used for the purchase go to the discard pile.
Remember that before Trading you must always respect the limit of 7 cards in hand. You may discard as many cards as you wish before buying new ones, so as not to exceed this limit.
V - Build
To begin building the Castle, you must always play a Relic (any card of value 1) face up on your own battlefield, or on an ally's. To continue building, Gold cards are played on top of it, one by one. Only one card per turn may be added to the Castle, whether a Relic or Gold. Cards must be played one over another, in such a way that their value remains visible.
- In Alliance Mode, each alliance has a single Castle. The members of an Alliance therefore play their Gold on the same Relic, located on the battlefield of any of its members.
- The Castle is complete when it contains at least 25 Gold in Individual Mode, or 30 Gold in Alliance Mode, and it makes its owner(s) the winner(s) of the battle immediately.
Note on the Gold of value 1: it is the only card that, when used as a Relic, adds its value to the Castle being built.
The Dragon
The Dragon is the only Super Warrior in the game. It has 10 life points, like any Warrior, but it can Attack with any Weapon, gaining the advantage of the type of Warrior corresponding to the Weapon used. For example, if a Dragon attacks with Arrows it gains the Archer's advantage, so it deals Pure Damage if it attacks a Mage, and Impure Damage if it attacks an Archer or a Knight.
No Warrior has an advantage over the Dragon, so when attacked the Dragon always receives Impure Damage, regardless of the type of Warrior that attacks it or the Weapon used to do so.
The Dragon cannot use any Power, and it cannot be healed or protected. If the Dragon receives a Sure Shot (see below), it only takes 5 points of damage.
If the Dragon dies, it goes to the Graveyard, so it only enters play once per battle.
Casualties
If a Warrior accumulates 10 or more points of damage, it is eliminated immediately. All the Weapons with which it was attacked go to the discard pile, face up, and the defeated Warrior goes to the Graveyard, face down.
If a Warrior is attacked in such a way that the value of the attack exceeds the life it has left, the excess value is lost. It is very important to manage your Weapons correctly!
Any card that goes to the Graveyard does not return to play during the whole battle, whether it is a Warrior or the Dragon.
Elimination of Players
If a player is left without Warriors on their battlefield, at any moment of the game, they are eliminated immediately and, after handing their War Spoils to the player who eliminated them, must discard all the cards in their hand. If the eliminated player was building a Castle, all the cards that made it up also go to the discard pile.
In Alliance Mode, if the eliminated player has the Castle, the Castle also goes to the discard pile. The game continues without them, following the usual turn order.
Whenever a player is left without Warriors on their battlefield, they are eliminated from the game, regardless of how many cards they may have in hand.
War Spoils: When a rival is eliminated, the player who eliminated them takes one card, at random, from the hand of the eliminated player as War Spoils. In Alliance Mode, then, their ally may obtain 2 War Spoils, at random, from the hand of the eliminated player, as long as that player still has cards, and as long as the hand limit of the ally allows it (remember that if you have 7 cards in hand you must choose to keep them, or discard 1 or 2 in order to obtain the War Spoils).
General Clarifications for Battles
- If at any moment of the game the central deck runs out, take the discard pile, shuffle it and place it as the new central deck.
- If a player or Alliance considers a battle lost, they may surrender to speed up the game, and move on to the next battle, if there is one.
- If at any moment a player exceeds the limit of 7 cards in hand, their penalty is the loss, at random, of half of their cards (if the number is odd, it is rounded down). The cards they lose are taken by an opponent, without looking at them, and go to the discard pile. This is applied at the moment the excess card is taken, or as soon as it is noticed.