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Claim: Reinforcements – Maps

Expansion for Claim

Claim: Reinforcements – Maps Rulebook

Table of Contents

Table of Contents

  • Components
  • Set Up
    • Location Rules
  • Game Overview
  • Phase One: Recruit Followers
    • Reveal one card
    • Play cards
    • Collect cards
  • Phase Two: Gather Supporters
    • Play cards
    • Collect cards
  • End of the Game & Scoring
  • Faction's Special Powers
  • Location: Building
    • The Dungeon
    • The Lighthouse
    • The Pyramid
    • The Monastery
    • The Bridge
    • The Fortress
    • The Tower
    • The Ruins
    • The Castle
  • Location: Setting
    • The Underworld
    • The Farmlands
    • The Shore
    • Windy Peaks
    • Endless Sands
    • The Islands
    • Plateau
    • Swamp
    • Ice Fields

Components

58 cards:

  • 18 Locations
  • 10 Phoenix, numbered 0-9
  • 10 Fire Phoenix, numbered 0-9
  • 10 Unicorns, numbered 0-9
  • 10 Basilisks, numbered 0-9
  • 2 overview cards

Set Up

When using Phoenixes, you use the 10 Phoenix cards as a normal faction. Then, shuffle the 10 Phoenix Fire cards and set them aside face-down to be used later during the game. The Unicorn and Basilisk factions can be used to replace normal 10 card factions.

Location Rules

There are two types of Locations in the game: The 'Building' locations, which have a Blue border, and the 'Setting' locations, which have a Black border. As you setup the game, shuffle each of these different types of locations into two piles by their type. So, you will have one shuffled Building location deck and one shuffled Setting location deck.

You may use this expansion in 3 different ways:

  1. Draw a Setting location card at the beginning of the game, leaving it face-up for the entire game. Apply the effect detailed on the card. This will typically change how the cards interact with each other.

  2. Draw a Building location card at the beginning of the game, leaving it face-up for the entire game. Apply the effect detailed on the card. This will typically change the rules of the end of the game.

  3. You may draw both a Setting and a Building location and apply both of their effects for the entire game.

The Location abilities are trumped by faction, hero and artifact powers.

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 (exception: Dragons). 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

  1. 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.
  2. 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

  1. The player that played the highest valued card (0 is the lowest, 9 the highest) 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.
  2. The winner places their won card face-down in their Follower deck (exception: Seer). 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.
  3. 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

  1. The leader plays any single card from their hand.
  2. Then the other player plays any single card from their hand. Important: The rules regarding following faction are still in effect!

Collect cards

  1. Determine the winner like in Phase One.
  2. The winner of the trick places both played cards face-up in their Score pile, unless a faction power (Trolls, Gnomes) is in effect.
  3. If either player has played a Giant card, the player winning the trick may discard one opponent's won Gnome card for each Giant in this trick with the same value.

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:

Basilisks: If this card is played after a card of the exact same value (which may be modified with the Unicorn), you instantly take the first card into your scoring pile. Then you win the trick because you are the only card left. If a card is played after the Basilisk with the same value, then nothing happens. This effect happens in both Phase 1 and Phase 2.

Phoenixes: At the start of the game, shuffle the Phoenix Bird cards into the normal deck. Shuffle the Phoenix Fire cards into a standalone deck. In Phase 2, if you lose a card with a Phoenix Bird, draw a Phoenix Fire card and place it into your hand. The Phoenix Fire functions exactly like a normal Phoenix faction card, including when determining majorities, following factions, etc. When playing with the faction, Phase 2 ends when a player has run out of cards.

Unicorns: In Phase 2, each Unicorn you have won will increase the value of other factions by one per Unicorn when you play a card. The Unicorn faction does not increase this way. This effect does not happen during the end of game scoring. Keep your Unicorns face-up and easily seen to help track this.

Location: Building

The Dungeon

The player who won the last trick in Phase 1 counts as winning an extra faction. In addition, the player who won the last trick in Phase 2 counts as winning an extra faction.

The Lighthouse

In Phase 2, the first player to collect 3 cards of a faction is the player who wins that faction. (Cyclops are still scored as normal)

The Pyramid

At the end of the game, you must discard all collected cards that are valued 3 or less. Then proceed with normal scoring.

The Monastery

At the end of the game, both players count up their total number of faction cards across all factions. If a player collected more than twice the amount of cards of the other player, the player with the most cards automatically lose. Otherwise, proceed to score the factions as normal.

The Bridge

At the end of the game, the winner is the player who collected the most complete sets of all 5 factions. (A set is 1 of each faction) If there is a tie, score the factions as normal.

The Fortress

At the end of the game, if you have more tahn [sic] 5 cards of a faction you must discard 4 cards of that faction before scoring. You discard the lowest valued cards.

The Tower

At the end of the game, sum up the values on the faction cards to determine who won each faction. In case of a tie, the number of cards determines the winner.

The Ruins

At the end of the game, all odd numbered faction cards that were collected are discarded. Then the game is scored as normal.

The Castle

At the end of the game, the player who collected the most faction cards is the winner. This is instead of normal scoring.

Location: Setting

The Underworld

During the game, all the 0's are counted as 10's.

The Farmlands

During the game, 2's are considered the highest value of each faction.

The Shore

During Phase 1, the player who loses the trick takes the middle card, not the winner.

Windy Peaks

At the beginning of Phase 2, you must pass 3 cards from your hand to your opponent. Then you will also receive 3 cards from your opponent. Do this prior to starting the round.

Endless Sands

At the beginning of Phase 1, you must pass 5 cards from your hand to your opponent. Then you will also receive 5 cards from your opponent.

The Islands

During Phase 1, two cards are revealed. The player who wins the trick may choose which one to take and that one is replaced. For the final hand, the winner picks the first card and the other player takes the second.

Plateau

If a player wins 3 hands in a row, the other player will lead the next trick. Use the cards that you acquire to help keep track of how many tricks you've won.

Swamp

At the beginning of Phase 2, you must discard two cards of your choice from your hand.

Ice Fields

When a player loses a hand, they gain +1 to their next card played.