Claim: Reinforcements – Fear
Claim: Reinforcements – Fear Rulebook
Table of Contents
Table of Contents
Components
58 cards:
- 10 Vampires, numbered 0-9
- 10 Zombies, numbered 0-9
- 10 Werewolves, numbered 0-9
- 2 Moon Cards
- 20 Shadows, numbered 0-19
- 6 Heroes
2 overview cards
Set Up
Faction rules
- The Werewolves replace a normal 10 card faction. When they are used, you also use the 2 moon cards. Place the moon cards in a single face-up stack with the no moon side facing up.
- The Shadows replace a normal 10 card faction, but only 10 of the 20 cards are used. When forming your deck, shuffle the Shadows separately and then remove 10 of the 20 cards and place them back into the box. Shuffle the remaining 10 cards with the rest of the faction cards. Be sure not to look at which shadows cards are in the deck!
- The Vampires and Zombies can be used to replace normal 10 card factions.
Heroes
The Heroes can be added to the Hero deck (from Claim Reinforcements: Mercenaries). At the beginning of the game, shuffle the deck of Hero cards and deal 5 of them out face-down. Then, shuffle your normal faction deck and remove 5 cards from the top. Add the 5 hero cards to the faction deck and shuffle the deck thoroughly. This will be your faction deck that you use during the course of the game. Place the face-down deck in the middle of the table. Deal each player 13 cards. Each player takes their cards into their hand without showing these to the other player.
Now, in addition to your normal factions, you will have a few hero cards in the deck. They will be played and used as normal cards, but each has their own unique ability. When played, the following rules will take affect:
- If the Hero is the first card played, then the opponent may follow with any faction. There is no 'lead' faction for that hand. The values (and any special abilities) will determine the winner.
- If the Hero is the second card played, it is considered to be of another faction. So, the opponent's lead card will still have an advantage.
When Heroes are collected in Phase II, they do not count as any specific faction and do not count towards end game scoring (unless otherwise stated). The Heroes trump any faction or location power, if there is a conflict, but artifacts trump everything.
Game Overview
The game is played in two distinct phases. In Phase One, each player gets a hand of cards that they will use to recruit followers. In Phase Two, they will use the followers they gained in Phase One to compete and win over the five factions of the realms. At the end of the game the player who has the majority of followers of a faction wins that faction's vote. The player who wins the vote of at least three factions wins the game!
Phase One: Recruit Followers
This phase consists of thirteen tricks, one for each card in each player's hand. The Leader for each trick is the player who won the last trick. The first Leader of the game is the youngest player. Each trick is played by following these three steps:
Reveal one card
Flip the top card from the deck in the middle of the table and place it between both players. The players will be competing for this card.
Play cards
- The Leader plays any single card from his hand.
- Note: He can choose a card of any faction, this doesn't have to be a card of the faction the players are competing for.
- Then the other player plays any single card from their hand.
- Important: If able, the other player must follow faction. Which means, if this player has a card in their hand of the faction of the card just played then it must be played. In other words, a player can only play a card of a different faction if no card in their hand matches the faction of the one played by the Leader.
Collect cards
- The player that played the highest valued card of the faction played by the Leader wins the card in the middle. In case of a tie, the Leader wins the trick.
- Note: If the second player played a card of another faction than the Leader automatically wins the trick.
- The winner places their won card face-down in their Follower deck. The loser takes a card from the top of the deck in the middle and places it face-down in their Follower deck. This player may look at the card, but is not allowed to show it to the other player.
- Note: Cards in your Follower deck will be your hand for Phase Two.
- Discard all (remaining) cards played.
- Important: Be sure to keep your Score pile face-up and your Follower deck face-down to keep them separated.
Continue until the deck is depleted and the players are out of cards in their hand. Now the game moves onto Phase Two.
Phase Two: Gather Supporters
Both players take the 13 Follower cards they gained during Phase One into their hand. Now, players will play another 13 tricks. However, instead of competing for particular cards in the middle, this time players compete for both cards played each trick. Each trick is played by following these two steps:
Play cards
- The leader plays any single card from their hand.
- Then the other player plays any single card from their hand.
- Important: The rules regarding following faction are still in effect!
Collect cards
- Determine the winner like in Phase One.
- The winner of the trick places both played cards face-up in their Score pile, unless a faction power (Vampires) is in effect.
After all players have played all cards from their hand, all factions are scored.
End of the Game & Scoring
The players count how many cards of each faction they have in their Score pile. Whoever has the most cards of a faction wins that faction's vote. If there is a tie, whoever has the highest numbered card of that faction wins the vote. If a tie still exists check who has the second highest numbered card of that faction, and so on. The player who wins the vote of the most factions wins the game. In case of a tie for the most factions the player with the most cards of factions which voted for him, wins the game.
Faction's Special Powers
Each faction has a special power that effects play. They are as follows:
- Vampires: In Phase 2, when you collect a Vampire into your Score pile, you may place it face-up in front of you. When you collect other non-vampire cards into your Score pile, you may optionally place it under the face-up vampire card. These cards will not count towards their faction, but towards a Vampire victory. The player with the highest value of face-up Vampire plus the cards underneath wins that faction. Other Vampire cards are not counted. A player may replace their face-up Vampire card, but when they do so they discard any faction cards under the previous face-up cards.
- Zombies: In Phase 1, if you win a trick with the Zombies collect the losing card of the trick and place it into your Score pile.
- Werewolves: There are two kind of cards: a full moon and no moon. Start the game with the no moon showing on top and the full moon on the bottom. When a trick is won with a werewolf, switch the cards. When there is no moon, the lowest werewolf card is considered the winning card. If there is a moon, the highest value wins as normal.
- Shadows: Before the game, you shuffle the 20 Shadow cards and remove 10 of them. Then shuffle the 10 remaining cards with the rest. During the game, you don't know which values there are in the game.
Heroes
Source typo: the printed text reads "substract", corrected here to "subtract". The printed "take affect" is left as printed.
- Lich King: Cards that follow the Lich King subtract 3 from their value.
- Skeleton: If you win a hand with the Skeleton, you may take a random card from the Discard pile and add it to your hand.
- Warlock: If the Warlock follows an odd numbered card, it wins the trick.
- Cthulhu: After Cthulhu is played in Phase 1, remove 2 cards from the deck out of the game. If Cthulhu is played in Phase 2, both players must discard 1 card of their choice from their hands.
- Mummy: If the Mummy follows a card of a value 7 or greater, it wins the trick.
- Gelatinous Cube: If the cube is the second player, the lead card is placed under the cube. Another hand is played, and the winner gets the cube and the card underneath it.
Also available: Claim Frost and Claim Fire. Note: these are expansions. You need CLAIM or CLAIM2 to play the game.