Claim: Reinforcements – Sun
Claim: Reinforcements – Sun Rulebook
Table of Contents
Table of Contents
Components
58 cards:
- 11 Sun Monks, numbered 0-10
- 11 Star Monks, numbered 0-10
- 10 Prophets, numbered 0-9
- 10 Sandworms, numbered 0-9
- 10 Scorpions, numbered 0-9
- 6 Stings
2 overview cards
Set Up: Faction Rules
- The Sun Monks/Star Monks factions replace a faction combination of 22 cards (Elf/Orc, Goblin/Knight or Gnome/Giant combination).
- Prophets and Sandworms can be used to replace normal 10 card factions.
- The Scorpions replace a normal 10 cards faction. Shuffle the stings and place the cards face-down on the table within reach of all players. Players will draw cards from this during the game. If the Stung deck ever runs out, shuffle the discarded cards and form a new deck.
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 (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.
- The winner places their won card face-down in their Follower deck (exception: Prophets). 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 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:
Sun Monks When a Sun Monk is played, it must be followed by a Star Monk to follow faction. If the faction is followed correctly, the highest card wins. A Sun Monk following a Sun Monk is considered to be off faction and you will automatically lose the trick.
Star Monks When a Star Monk is played, it must be followed by a Sun Monk to follow faction. If the faction is followed correctly, the highest card wins. A Star Monk following a Star Monk is considered to be off faction and you will automatically lose the trick.
Prophets In Phase 2, the winner of the Prophets is depending on the number of Runes. If there are at least 3 Runes combined in the players Score pile, the Prophet with the highest value wins. If there are less than 3 Runes combined in the players Score pile, the Prophet with the lowest value wins. Runes are icons on the prophet cards (shown on the insert as a Rune icon).
Sandworms In Phase 1/2, when a trick with a Sandworm is led, it is played face-down. After all cards are played, the cards are revealed.
Scorpion In Phase 2, when you add a Scorpion to your Score pile, you must take Stung. The stung cards will give you a point penalty or a rare bonus in the next trick played. The card is afterwards discarded. If the Stung deck ever runs out. Shuffle the discarded cards and form a new deck.
Note: The insert does not print the values of the Sting cards; they are not reproduced here.