Twin Stars: Adventure Series II
Twin Stars: Adventure Series II Rulebook
Table of Contents
Table of Contents
Components
Provided:
- 1 Scenario Card
- 2 Character Cards
Not provided:
- 2 Character Dice
- 2 Skill Check Dice
- 2 Coins/Tokens to track each character's health
- Additional Coins/Tokens for specific scenarios
Setup
Choose a scenario and two characters. Choose a scenario, and set up the card with tokens as described. Choose any two characters to play with, and place them in front of you. The character on the left is the PRIMARY character, and the other is SECONDARY. Some scenarios will make use of this designation.
How to Play
Read the scenario for scenario specific rules and win condition. Each scenario card has a list of icon combos. To advance in a scenario, you must form these combos using the dice and icons on each of your characters.
Roll Dice
At the start of the game and at any point that one or both Character Dice are not placed on characters, you must roll all unplaced Character Dice and place them each on a character. The order that you place them will matter.
Place Dice
Place Character Dice on characters one at a time. When you place the first die, Instants or Effects may activate based on the die roll. Resolve them immediately.
- INSTANT: Instants are abilities that occur as a single die is placed. Instants are optional.
- EFFECT: Effects are abilities that occur as a single die is placed. Effects are required.
When you place your second Character Die, Instants, Effects AND Combos may occur. Resolve Instants and Effects before Combos, unless stated otherwise.
Check for Combos
When both Character Dice have been placed and all Instants and Effects have been resolved, you check to see if you have a Combo.
Combos are the result of a combination of icons shown once both Character Dice are placed. They are defined on the Scenario Card. Combos are required, unless stated otherwise.
If a Combo occurs: (EXAMPLE: two stars) Take the action shown on the Scenario Card. Then take both Character Dice back to your hand and start over at ROLL DICE.
If a Combo does not occur: Take either Character Die back to your hand and reduce the die that is remaining on a character by one. Instants are NOT activated by this reduction. Effects may apply.
NOTE: If you have to reduce a die below 1 (due to an Instant, Effect, Combo or to take a die back to your hand), you must take the double-warning-icon combo action for this scenario. Then take both dice back to your hand.
Repeat
Continue rolling, placing and reducing Character Dice until you meet the win condition, lose condition, or until one of your characters is reduced to zero health.
Additional Rules
Special Actions
Each character has a special action that only they can use. Special actions can be activated by paying the listed cost, most commonly energy (lightning bolt icon). There is also a basic Special Action that can be used by any character.
Basic Special Action: (1 energy) Re-roll one die.
Each scenario has a set amount of energy that is provided for an Easy, Medium or Hard version.
Skill Checks
Skill Checks are die rolls to see if a character takes a negative effect. They will occur when stated in each scenario.
When prompted you will roll the two Skill Check dice and see if each die can fit within each of the character's Skill Check ranges.
If both dice fit you have succeeded. (Example: Character A has a range of 4-6, and Character B has a range of 1-2, and you roll a 5 and 1)
If both dice do not fit, you have failed. (If in the above example you roll a 3 and 3).
The result of the failure will be listed as follows:
- [SKILL, broken heart] = reduce the health of a character of your choice by 1.
- [SKILL, crossed-out circle] = the action immediately following this Skill Check doesn't occur.
There will be additional types of failure results.
Quick Reference
- Roll dice
- Place dice
- Resolve Instants (optional)
- Resolve Effects (required)
- Check for combos
- If combo: activate, then start over.
- If no combo: reduce one die and roll and place the other.
Icons:
- Heart: gain 1 health
- Broken heart: lose 1 health
- Lightning bolt: 1 energy
- [SKILL, broken heart]: perform a Skill Check. If fail: resolve the icon shown in the brackets.