RulesPal
Chat
Rulebook
All-Star Draft thumbnail

All-Star Draft

All-Star Draft Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Anatomy of a Card
    • Hockey Player Cards
    • Arena Cards
  • How to Play
    • 1. Regular Season — First Round
      • a. Placing the Arenas
      • b. Draft Phase
      • c. Building the Teams
      • d. Assigning the Buses
      • e. Resolving the Matches
      • f. Awarding Supporter Points
      • g. End of the Round
    • 2. Second and Third Round
      • a. Placing the Arenas
      • b. Draft Phase
      • c. Building the Teams
      • d. Assigning the Buses
      • e. Resolving the Matches
      • f. Awarding Supporter Points
      • g. End of the Round
    • 3. Play-Offs
      • a. Preparing the Teams
      • b. Confrontation
      • c. Handling Ties
      • d. Changing Team Members
      • e. Continuation and End
    • 4. End of the Game
  • Game Modes for 2 Managers
    • Setup
      • a. Setup for the Heritage and Duel modes
      • b. Setup for the Open Market mode
    • Regular Season
      • a. Heritage Mode
      • b. Duel Mode
      • c. Open Market Mode
    • Play-Offs

Components

  • 6 large Fan Zone cards
  • 15 large Arena cards
  • 6 large Tie-Breaker cards (tie resolution)
  • 1 large Bus Station card
  • 108 Hockey Player cards (9 cards for each of 12 Species)
  • 2 Play-Off Points cards
  • 4 Play-Off tickets
  • 18 Bus tokens
  • 12 Supporter tokens

Setup

  1. Place the Bus Station card towards the top of the play area.
  2. Shuffle the Arena cards and form a face-down draw pile, which you place above the Bus Station (leave room to the right of it (3) to play your Arenas when the time comes).

Each Manager chooses a colour and receives:

  1. The Fan Zone card of their colour.

  2. The 3 Bus tokens (with the values 1, 2 and 3) of their colour.

  3. The 2 Supporter tokens of their colour.

  4. Then choose two different Species from among the Hockey Player cards (Bears, Ducks, Horses, etc.) per Manager and shuffle them together, in order to form the Hockey Player draw pile. Place this pile next to the Arena pile.

  5. Hand out the Play-Off Tickets following the table below:

Managers23456
Tickets21–––

Note: the variants for two Managers are found on page 11.

Place within reach of the Managers:

  1. The Tie-Breaker cards. Place them with the face matching the number of Managers (2-4 or 5-6) showing.
  2. The Play-Off Points summary card.

Anatomy of a Card

In All-Star Draft you have several types of cards at your disposal. Among them, the Hockey Player and Arena cards.

Hockey Player Cards

They make up the Teams that you send out to play in the Arenas.

  1. Illustration of the Species (there are twelve different ones).
  2. ColorADD colour icon (for people with colour-vision deficiency).
  3. Hockey Player Number (from 1 to 9).
  4. Equipment Symbol (there are five, see below).

Arena Cards

They represent the places where the Teams of Hockey Players face off.

  1. Name of the Arena.
  2. Number of Supporter points won according to the team's ranking at the end of the matches.
  3. Arena-specific icons:
  • Careful! Unusual Supporter scoring — this Arena does not award Supporters in the usual order.
  • Remove these Arenas for two-Manager games.
  • A run of 5 numbers is stronger than 5 cards sharing a common attribute.
  • A three-of-a-kind + a pair (of any criteria) are stronger than 5 cards.
  • One of each Symbol is stronger than 5 cards.

How to Play

1. Regular Season — First Round

a. Placing the Arenas

Draw the first card of the Arena deck and place it face up at the top of the play area.

b. Draft Phase

Deal 6 Hockey Player cards from the common draw pile to each Manager. Each Manager looks at their hand, selects one Hockey Player card and places it face down under their Fan Zone card. This zone is their Bench.

Each Manager then passes the remaining cards to their neighbour on the left.

Continue in this way until all the Hockey Player cards have been dealt out. Each Manager must therefore have six Hockey Players on their Bench.

Note: you may look at the cards you have drafted at any time.

c. Building the Teams

From the cards on their Bench, each Manager builds a Team of five Hockey Players and places it in front of their Fan Zone. The Hockey Player who is not selected stays on the Bench.

A Team's Power is equal to the number of Hockey Player cards sharing the same attribute (Symbol, Number or Species). It runs from 1 to 5, the maximum Power being 5.

It is this Power that determines each Team's ranking for the current match.

Example: at the end of the Draft phase, Aline has picked up these six Hockey Players. The most powerful Team she can build is the one with three cards bearing the Number 4 (the most represented attribute). She completes her Team with two other cards, and leaves the sixth on her Bench. Her Team's Power is therefore 3.

d. Assigning the Buses

Once the Team is built, it is assigned Bus token no. 1.

e. Resolving the Matches

Each Manager turns their Team face up, then places their Bus Token under the row of the Bus Station card matching its Power.

Example: Aline's Team (1) is made up of 5 Hockey Players of the Ducks Species. She places her bus (the blue one) on the leftmost column of the Bus Station. Eric's Team (2) has 3 Symbols. He places his bus (the yellow one) on the 3rd column. As for Magalie, with her 3 Bear Hockey Players (3), she also places her bus (red) on the 3rd column. Aline's Team has a Power of 5, so she is 1st in this round. Eric's and Magalie's Teams both have a Power of 3, so they must be separated by a tie-breaker.

If several teams have the same Power, they are separated using the Tie-Breaker card. You begin by comparing the teams on the basis of the Gold, Silver and Bronze criteria. The order of these criteria depends on the number of Managers (see the Tie-Breaker card, or the table below). Gold beats Silver and Bronze; Silver beats Bronze.

Managers23456
Gold (1)SymbolSymbolSymbolSymbolSymbol
Silver (2)NumberNumberNumberSpeciesSpecies
Bronze (3)SpeciesSpeciesSpeciesNumberNumber

Example: in this two-Manager game, we are trying to separate Paul's (1) and Juliette's (2) Teams, which each have a Power of 3. Paul's Team is ranked higher, Symbols being a Gold criterion and Numbers a Silver criterion.

If there is a further tie (for example with two three-of-a-kinds of Symbols), the Teams are separated by referring to the Tie-Breaker card again, this time looking at the order of Power under each column, from top to bottom.

Example: in this two-Manager game, we are trying to separate Nathan's (1) and Isa's (2) Teams, which each have a Power of 3, and Gold criteria (each with three Symbols). Isa's Team is ranked higher, her Symbol beating his.

f. Awarding Supporter Points

Each Manager then gains a number of Supporter points according to their ranking in the Arena, and advances their token that many spaces on their Fan Zone.

Note: not all Arenas follow the same point-awarding logic. Some award points in decreasing order, sometimes otherwise. So look carefully at where you send your teams!

Example: when this arena is resolved, Manue is 1st, so she wins 13 Supporters. Benoit and Carine are joint 2nd, and win 10 Supporters each. Since a rank is skipped, Denis gains the points for 4th place, so 5 Supporters.

If two Teams have the same Power and their attributes are the same (for example two three-of-a-kinds of 3s), then the two Teams are tied and both gain the number of Supporter points equal to their rank. If one or more Managers remain, the following rank is skipped.

g. End of the Round

Then discard the Arena by putting it back in the game box.

The Teams stay in play, cards face up, in front of each Manager.

2. Second and Third Round

You are now going to play two new rounds one after the other, repeating the steps seen above.

a. Placing the Arenas

In the second round, draw the first two cards of the Arena deck and place them face up one below the other.

In the third round, draw three of them, which you place one below the other.

b. Draft Phase

The Draft phase resumes, as seen on page 05 (b. Draft Phase). So you begin by dealing six Hockey Player cards to each Manager.

In the second round the cards move to the right, and in the third round to the left.

c. Building the Teams

Once the draft is over, each Manager may swap a single Hockey Player card of a previously played team with a card from their Bench. The newly selected Hockey Player is placed face down in the Team concerned. Each swap must be completed before you can move on to the next Team.

Example: we are at the end of the Draft phase of the 2nd round. Barbara decides to swap the Panda card of her Team (1) in play with a Duck card from her Bench (2). She places the latter face down in her Team.

Once the changes have been made, each Manager picks up the cards placed on their Bench. They build a new Team of five Hockey Players and place it in front of their Fan Zone. The remaining Hockey Players stay on the Bench.

d. Assigning the Buses

Each Manager then assigns the buses face down to each Team. Bus no. 1 to indicate that the Team will go and face its opponents in the first Arena (at the top of the play area). Bus no. 2 to indicate the Team that will go to the next Arena, and Bus no. 3 for the one that will play in the last Arena.

Example: we are in the third round. Thierry chooses to send his first Team to Arena 3; he therefore places his Bus 3 face down in front of it. He does the same with his 2nd Team and Bus 2, then the 3rd Team with Bus 1.

e. Resolving the Matches

Turn your respective Teams face up, starting with the one with Bus no. 1. When resolving an Arena, use the Bus token matching it under the matching row of the Bus Station card. Resolve ties as seen on page 06-07 (e. Resolving the Matches).

After the resolution of the 1st match of each round, you turn over the Team with Bus no. 2, and so on.

f. Awarding Supporter Points

Each Manager then gains a number of Supporter points according to their ranking in the Arena, and advances their token that many spaces on their Fan Zone.

g. End of the Round

Then discard the Arenas. At the end of the 2nd round, the Teams stay in play, cards face up, in front of each Manager.

After the 3rd round, each Manager takes back their Hockey Player cards and places them face down on their Bench.

3. Play-Offs

Each Manager takes into hand all the cards drafted onto their Bench during the regular season (that is, 18 cards).

Check that the Play-Off Tickets have been handed out according to the table below:

Managers23456
Tickets21–––

a. Preparing the Teams

Each Manager prepares a Team made up of 5 Hockey Players from among the 18 available to them. Once that is done, place the Team you have built face down in front of you.

b. Confrontation

Once all the Teams have been placed, reveal them. Determine each Team's Power as during the regular season.

The Manager who runs the Team with the lowest Power must discard a Play-Off Ticket. If you have none, then you are eliminated, and you gain a number of Supporter points equal to your ranking (see the Play-Off Points summary card).

Example: in the first round of this 4-Manager game, Damien has the weakest Team. He is eliminated, and wins 11 Supporter points.

c. Handling Ties

In case of a tie, the Managers concerned must take a Penalty Shot (called a Shootout). Each Manager plays a single Hockey Player card from their hand, face down, before revealing it at the same time as their opponent or opponents. You then compare the power of the Hockey Players by the usual criteria (see page 06, e. Resolving the Matches).

Example: Bastien (1) and Clara (2) play their Penalty Shot. The two revealed Hockey Players have an identical Gold criterion, namely two Symbols. Since we are in a five-Manager game, we then look at the Silver criterion, namely the Species. The Caribou being higher than the Horse on the Power scale, it is therefore Clara who wins.

The weakest Hockey Player loses the Penalty Shot and their Manager must discard a Play-Off Ticket — or is eliminated if they have none left.

Then the Hockey Player cards that were played for the Penalty Shot are discarded (they are put back in the game box).

d. Changing Team Members

The Managers still in the running keep their Team face up in front of them, and must compulsorily substitute between 2 and 4 Hockey Player cards of their Team with the cards remaining on their Bench.

Each Manager first chooses 2, 3 or 4 Hockey Player cards from their Bench and places them face down next to their Team. Each Manager then chooses the same number of cards from their Team and discards them (puts them back in the game box).

Example: Chantal has passed the first round of the Play-Offs successfully. She decides to replace three cards of her Team with cards from her Bench. She places three new cards, face down. Then she discards three of the cards of her Team in play.

If you are not able to swap at least two Hockey Players of your team, then you are automatically eliminated from the Play-Offs. If several Managers are eliminated at the same time in this way, each one gains the number of points of the lowest rank available in the series ranking.

e. Continuation and End

Repeat steps c. and d. until only a single Manager remains. They then win the Play-Offs and gain the number of Supporters shown for first place.

In a 2- or 3-Manager game, the remaining Play-Off tickets bring a Supporter bonus:

Managers23
Pts/Ticket+2+3

4. End of the Game

The Manager who accumulates the most Supporter points is declared the winner!

In case of a tie, it is the Manager who won the most Supporters during the Play-Offs who wins the game.

Game Modes for 2 Managers

There are three different game modes for playing the regular season with two Managers: the Heritage, Open Market and Duel modes.

Setup

a. Setup for the Heritage and Duel modes

  1. Shuffle the Hockey Player cards of five Species in order to form the Hockey Player draw pile.
  2. Put back in the box the Arenas that are not playable with two Managers (the ones with the "remove for two Managers" icon).
  3. Each Manager receives a first hand of seven Hockey Player cards.

b. Setup for the Open Market mode

  1. Shuffle the Hockey Player cards of six Species in order to form the Hockey Player draw pile.
  2. Put back in the box the Arenas that are not playable with two Managers (the ones with the "remove for two Managers" icon).

Regular Season

Depending on the game mode chosen, carry out the following actions.

a. Heritage Mode

Each Manager chooses a card and places it face down on their Bench, then gives the remaining cards to their opponent. Start again until each Manager has seven cards on their Bench.

Choose one card from among your seven cards and discard it face down.

The draft phase stays identical during the 2nd and 3rd round of the regular season.

b. Duel Mode

Each Manager chooses a card and places it face down on their Bench. Then they choose 2 from their hand, place one face down on their Bench and the other face down on their opponent's Bench. Pass the remaining cards to your opponent, then start again until each Manager has seven cards on their Bench.

Choose one card from among these seven cards and discard it face down.

The Draft phase stays identical during the 2nd and 3rd round of the regular season.

c. Open Market Mode

Determine who starts at random. The Manager who starts draws 3 cards from the pile and places them in the centre of the table face up. Then they choose one of them and place it on their Bench, face down.

The opposing Manager then chooses one card from among the two remaining and discards the third.

Start again, alternating who begins the choosing, until each Manager has six cards on their Bench.

The draft phase stays identical during the 2nd and 3rd round of the regular season. During these two rounds, it is the Manager who has the lowest number of Supporter points who gets to choose first.

Play-Offs

Follow the usual rules for all three modes.