Daimyo's Fall
Daimyo's Fall Rulebook
Table of Contents
Table of Contents
Welcome to Yamashiro
In Daimyo's Fall, players must collect treasures to gain victory points. To do so, players follow the rules set by the loot conditions which are found on special cards representing the most influential leaders of Yamashiro: hero cards. By purchasing reinforcements cards from the table, players will be able to do what their heroes ask and win the game!
Components
- 23 x Hero cards
- 138 x Hero cards (as printed on the box-contents page; the cards shown are reinforcement cards)
- 48 x Treasure cards
- 13 x Regalia cards
- 20 x Mon cards
- 5 x Nemesis cards
- 2 x Story cards
- 50 x Petal tokens
- 5 x Active hero tokens
- 1 x First player token
Game Cards
Hero cards
Each hero card is unique and allows players to:
- loot a treasure card when loot conditions are fulfilled.
- affect the game with the hero skills.
- get victory points (VP) at the end of the game.
A hero card belongs to one of two classes: ninja or samurai. Ninja have a purple frame, and samurai a red frame. A hero's class determines what class of treasures they usually loot. It also determines the skills the player can use during their turn.
Active heroes: A hero can be active or inactive. This status determines whether a player can use a hero's loot condition during a turn and which skills they can activate (p.3, p.7). If a player owns more than one hero at the start of their turn, they must choose one to be the active hero and put their active hero token on it. The active hero can only be changed at the beginning of their turn (p.7).
However, a hero's skills can work even if the hero is not active. Purchasing more heroes to use their skills while keeping them inactive is a base strategy of the game.
Hero card anatomy
- Cost for purchasing the card (p.8). In duels, it serves as attack (ATK) value.
- Value of the card when sold (p.8). Heroes cannot be sold by normal means. Thus, its main purpose is defense (DEF) value in duels.
- The victory points (VP) won at the end of the game if the card is in a player's field.
- Loot conditions (colored) and their effects (in black). When a player's actions match an active hero's loot condition, that player loots a treasure card from the appropriate treasure deck and puts this new card in their discard pile. Only active heroes can loot.
- The skills, written all in black. Some are passive while others have to be activated.
- Class: Each hero is either ninja or samurai. A hero's class determines which class of reinforcement and treasure cards can activate their skills.
- Petal value. The sum of petals on the field determines the end of the game (p.6). When a new hero is revealed, the written amount of petal tokens (figure) is removed from the Domain.
- Name of the card.
- The card's number.
Reinforcement cards
The bulk of a player's army deck will consist of reinforcements. There are 18 different reinforcement cards. There are 6 copies of each card - except for Tae Masamune (17) and Okiku, Genin of Iga (26). They allow players to:
- get bonuses, such as drawing extra cards, extra mons (in game currency), extra deployments, and extra trade points.
- affect the game with their skills.
- get victory points at the end of the game.
Reinforcement cards stay in two face down reinforcement decks, one for each class. 4 reinforcements per class are then revealed. They can be purchased by players to become part of their deck.
By deploying (p.7) a reinforcement, players get bonuses.
Reinforcement card anatomy:
- Name of the card.
- Cost for purchasing the card.
- Value of the card when sold. Need extra money (mon, p.7)? Sell a card you do not want! The mon for selling cards are added to the value of mon cards played and any other bonus. Sold reinforcements go to their own class discard pile in the domain (p.14).
- VP scored at the end of the game if the card is in a player's deck, hand, field, or discard pile. Not all reinforcements give VP.
- Skills: These will be activated (and are mandatory unless the skill description says otherwise) as soon as the card is deployed after using the bonuses (see below). Skills can be activated at will when the card is on the field, but only during the deployment action. If a card's skill has the samurai fan symbol next to it, it means that the skill can only be activated if your active hero is a samurai. If your active hero is a ninja, the player can only use skills with the ninja star symbol. Skills that have instructions in color and bold, i.e "Return:" or "Discard:", can be activated from your hand by returning or discarding that card as a cost for that skill.
- Class: each reinforcement is either ninja or samurai.
- Bonuses a player gets when the card is deployed (they resolve immediately after deploying the card and before skills). If a card gives no bonus, that bonus icon will be faded into the frame and have a "+0" next to it. The bonuses can be:
- Draw: the player immediately draws this number of extra cards from their deck.
Treasure cards
There are 2 identical copies of each treasure card. Each treasure stays in one of the two face down piles (called treasure decks, divided by class) in the domain (p.5). Players can draw from the treasure decks only when fulfilling the loot conditions of the heroes or by spending trade points (p.3).
Treasures work exactly as reinforcements (p.3), but often with more powerful bonuses and skills.
Treasures can be traded (p.10), a unique action done by spending trade points. Each treasure is worth some victory points which make them the most important cards to win the game. Try to get a lot of treasures by fulfilling the loot conditions of your heroes!
Petals: Like heroes, each treasure has a petal value. Each time a treasure is deployed, remove from the domain the written amount of petal counters.
Mon cards
A mon was a currency unit in Sengoku era. Each mon card is worth 1 mon. Mon cards are used to purchase reinforcements or heroes from the domain. To generate the mon from a card, a player has to put it in their own discard pile. This action does not cost deployment and the card is not considered discarded.
Regalia cards
Regalia (regal insigna) are special treasure cards that stay in a special deck in the Domain. Only a few heroes allow players to draw from the Regalia deck. Another way to loot one is to trade treasures you own by using trade points (p.7). Not all Regalia appear to be useful at first glance, and one of them, looks to be the most worthless of all despite its beauty... We shape clay into a pot, but it is the emptiness inside that holds the contents.
Setup
All players start with identical decks of 10 cards. These starting decks will be used to purchase the first reinforcements from the domain as players try to get the right card to fulfill the loot conditions of a hero.
Starting Setup
- All heroes are shuffled in a deck: the hero deck.
- Each player draws a random hero and places it face-up in their playing area. A hero will never go into a player's deck, hand or discard pile. Throughout the game a player may want to purchase more heroes. A player cannot have more than 3 heroes.
- Each player takes 4 Mon (55), 3 Tae Masamune (17) and 3 Okiku, Genin of Iga (26). These 10 cards are shuffled in a deck (player's deck) and placed face-down next to the player's hero. Discarded and purchased cards will be placed next to this deck to form the player's discard pile (p.11).
You may want to play the beginners' variant first to learn the base mechanics. If you do, choose among Setsuko (02) Aiko (03), Amba (05), Orora (10), Nene (11), and Umeka (14).
Mini Expansions Setup
Daimyo's Fall features 2 mini expansions, driven by special cards called Story Cards: double sided cards that affect the game with new mechanics.
At the start of the game, players choose whether to play with one or more story cards and place them with their title facing up. The written effects that are visible affect all players.
Players then pick the selected expansion's cards (the symbols mark each expansion) and keep them close to the domain.
While most cards in the expansions must only be added to the game when a story card's effect allows it, Mask of Renewal (2 with the first expansion symbol) and Ogawa, Ao-Oni (3 with the second expansion symbol) may be added to the respective treasure decks for any game.
The Domain
The domain is the part of the table where neutral cards are placed. From here, players can recruit reinforcements and heroes, loot treasures, and sell or return cards.
Petal tokens should be set first: use 50 petal tokens for a 4-5 player game, 45 petal tokens for a 3 player game, and 40 petal tokens for a 2 player game.
Then, shuffle ninja and samurai reinforcement cards separately, making 2 decks. Reveal 4 cards under each class. Leave an empty space below each class: it will be that class' discard pile, not to be confused with each player's personal discard pile.
The ninja and samurai treasure cards are then shuffled into separate decks and put face-down on their respective sides of the domain, as shown. Next, regalia cards are shuffled in a deck which is then set face-down between the two treasure decks, as shown.
The heroes deck is set face-down under the regalia deck, as shown, in the heroes area. The first card is revealed; this will be the first hero available for purchase. Now, remove the petal tokens written in the bottom left of all the face-up heroes on the field.
The domain layout (p.10) is:
- Ninja Reinforcements deck.
- Samurai Reinforcements deck.
- Ninja Reinforcements pool (purple frame).
- Samurai Reinforcements pool (red frame).
- Ninja Reinforcements discard pile.
- Samurai Reinforcements discard pile.
- Hero deck (face down).
- 1st Hero revealed.
- Hero Area (starting from the 2nd round, new heroes are revealed).
- Ninja Treasures deck (face down).
- Samurai Treasures deck (face down).
- Regalia deck (face down).
Goal and Flow of the Game
The game is played in successive turns taken in clockwise order. The oldest player starts and takes the first player token. A round ends when all the players have taken their turn. Players have a personal deck of cards they can expand by purchasing reinforcements. A purchased reinforcement goes to the discard pile of the player who purchased it and it will eventually be drawn.
When the player's deck is empty, their discard pile is shuffled and put face-down to create their new draw deck.
To deploy a reinforcement, it is placed on that player's side of the field, then its effect is activated.
On the following turn, it is put in the discard pile, ready to be used again in the next deck cycle (unless it is exhausted). By wisely choosing their reinforcement cards, players will build a deck that efficiently fulfills their hero(es)'s loot conditions each turn.
End of the Game
"...when the last petal falls, Yamashiro will forever be lost to darkness? No way. That cannot be. There is no such thing in this world. Failing over and over again: that is the true end."
Each time a new hero is revealed or a treasure is deployed, the amount of petals written on the card is removed. When the final petal tokens are taken away, the end game is triggered. Complete the last round, and calculate victory points. The player with the most wins.
Exhausted cards (boxed note, p.11): Sometimes, cards are referred to as exhausted. Some cards have the ability to exhaust other cards: the target card changes its position from vertical to horizontal and does not go to the discard pile during the beginning of the next turn as it normally does (p.7). This is very useful to slow down other players, as an exhausted reinforcement will take more time to be redeployed and activate its effects. If a hero is exhausted, it cannot activate its skills and loot conditions, and the active hero token is removed from it. Check terminology (p.16).
Turn Structure
I - First phase of a player's turn - Starting Phase
In the first phase, the player takes these actions in this order:
- The player puts all non exhausted reinforcement/treasure cards that are still have on the field into their discard pile. This action is called clean-up.
- The player Moves any number of cards from their hand to their discard pile. This action is optional and is not considered a discard. It does not trigger loot conditions.
- The player Draws from their deck until they have 5 cards in hand. No loot conditions can be triggered with this action. The game starts here!
- The player chooses one of their non-exhausted heroes and puts the active hero token on it. This will be the player's active hero for this round. If all heroes are exhausted or the player has no heroes, no active hero is chosen.
- What an active hero does: Can use their loot conditions. Determines the skills that can be used. Can duel.
- The player Recovers (p.15) all their exhausted reinforcement, treasure and hero cards by turning them vertically.
If a player only has exhausted heroes, they cannot choose an active hero for that round.
Active Heroes and Reinforcement Skills
While choosing your active hero, look at your hand and take note of these icons of the reinforcements/treasures skills (not all the skills have an icon): the ninja star icon and the samurai fan icon.
When you deploy a reinforcement/treasure with a skill that has an icon, it can only be used if you have an active hero of the matching class. Otherwise, you can still use the bonuses of that card such as drawing extra cards or gaining extra mons. Skills that can be used directly from hand without deploying the card on the field follow the same rules. i.e: "Discard: exhaust 2 cards": you can discard that card to activate this skill only if your active hero is a ninja.
II - Second phase of a player's turn - Main Phase
A player can take as many of the following actions as desired in any order during their turn:
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DEPLOY a reinforcement/treasure card from their hand. A player can deploy only 1 card per turn unless the deployed card gives extra deployments as a bonus. When a card is deployed, bonuses are given immediately and then skills are activated.
Bonuses and skills activate only when the card is deployed. A deployed card cannot be sold/returned/discarded.
Example: Nene Sugihara (11) is a ninja and is your active hero. You have two cards in your hand, Hiroko (a samurai reinforcement, 22) and Katsu (a ninja reinforcement, 27). If you deploy Hiroko, you can't activate this card's skill but you still get your extra deployment and extra trade point. If you deploy Katsu, however, you can activate her skill.
Example: You have Shichi (21) and Shizuka (19) in your hand. Shichi gives you 1 extra deployment. If you deploy her first, then you can deploy Shizuka. But if you play Shizuka first, which gives you 2 extra mon but 0 extra deployments, you can't deploy any other card afterwards.
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PURCHASE one or more reinforcement or hero cards from the reinforcement pools or the top cards of the reinforcement discard piles. This is done with mon cards in hand and extra mons earned by bonuses, sales and card effects. All the mon gained in any way accumulate during the turn and can be spent anytime before it ends. When a player purchases a reinforcement card, it goes to that player's discard pile and a new card of the same class is immediately revealed in its place.
A purchased hero goes next to that player's other heroes and is inactive. If a player already has 3 heroes, they choose one and put it in the hero area in the domain. If the hero area is already full (p.11), that hero is shuffled back into the hero deck. A player can choose to have no heroes.
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SELL one or more reinforcement/treasure cards from your hand to gain the amount of extra mon equal to the sell value written in the upper left of the card. A card with "-" sell value cannot be sold. Any mon gained by selling cards can only be used that turn.
III - Third phase of a player's turn - End Phase
When a player decides to end their turn, they reveal the top card of the heroes deck and put in the domain, then remove from the domain the number of petal counters written on the revealed hero.
Afterwards, the current player may choose 1 reinforcement in the domain, put it in their discard pile and reveal 1 new card. Remember that petals are removed every time a hero is revealed AND every time a treasure is deployed.
Hero cap: the highest number of heroes in the domain is equal to the number of players. No hero is revealed if the hero zone is full. By spending 2 trade points on their turn, a player may shuffle back a hero in the heroes deck and reveal a new one. If a player has to send a hero back to the domain because of instructions on a card, the limit may be exceeded.
V - End of the game
"Don't think you've saved this land. A self-proclaimed ruler is just another plague to cleanse. But for now, my sisters will allow you to live in delusion, while we wait for her."
At the end of the round in which the last petal token was removed from the domain, the game ends. All players count the victory points provided by the reinforcement, treasure and hero cards they have in their decks, hands, fields, and discard piles.
The player with the most victory points wins and is named the new Daimyo. In the case of a tie, the player who has the most treasure cards is named Daimyo.
Special Rules
Trades
During their turn, a player may spend the accumulated trade points to trade a treasure in their hand. The traded treasure is temporarily put on the domain, then a new treasure is drawn from the chosen treasure deck (see below) and put in that player's discard pile. The first treasure is then shuffled back into the treasure deck of the same class. This may be useful if a player wants to take a chance at getting better treasure other than by looting, or if they want to try to get a regalia card. By paying different amounts of trade points, a player can trade a treasure in different ways:
Example: you deployed 2 Hiroko (22), each of them gives you +1 deployment and +1 trade point, so you'd have a total of 2 trade points. In your hand, you have 1 ninja treasure and 2 samurai treasures. You can:
- Trade the ninja treasure for another ninja treasure (1 point).
- Trade the ninja treasure for a samurai treasure (2 points).
- Trade one samurai treasure for a samurai treasure (1 point).
- Trade one samurai treasure for a ninja treasure (2 points).
Let's imagine that one of the samurai treasures in your hand would give you +1 trade point. Since you got an extra unspent deployment from the second Hiroko you deployed, why not deploy this treasure too? Your total amount of trade points will be 3: you'd be allowed to trade the treasure(s) you still have in your hand for a regalia!
The trade options by number of trade points spent:
- By spending 1 trade point, you can trade 1 samurai treasure for 1 samurai treasure, or 1 ninja treasure for 1 ninja treasure.
- By spending 2 trade points, you can trade 1 samurai treasure for 1 ninja treasure or 1 ninja treasure for 1 samurai treasure.
- By spending 3 trade points, you can trade 1 treasure of any class with a value of at least 1 victory point for 1 regalia treasure.
Important: This action is never considered return or sell, even if the treasure you trade is shuffled back in its original deck. This action is called trade.
Duels
Some cards have skills that allow the players to start a duel. Duels are confrontations between two heroes held by two players.
To determine the winner of a duel, compare the purchase costs of the attacker (it works as attack [ATK] value) to the sell value of the defender (defense [DEF] value). The highest wins.
The player who starts a duel chooses the duelists on both sides. They must be active heroes. When attacking, a player can boost their ATK by discarding a card from their hand (Boost action), then the defender may respond in the same way, boosting their DEF. After that, the attacker can discard another card, and so on until someone decides not to discard. Remember that for boosting ATK and DEF of heroes, it is the purchase cost of the discarded card that is used.
The player who lost the duel exhausts their hero. An exhausted hero loses its active hero token. The player who wins usually benefits from perks as indicated by the card that allowed him to duel. In the case of a tie, both players exhaust their heroes (nobody wins).
Important: Only active heroes can declare a duel. They can only target an active hero. If none of the other players have an active hero, the attacker can exceptionally target an inactive hero. When a card just says "start a duel", it means start a duel between an active hero you control and another player's active hero.
Duel sequence (flowchart, p.18):
- The attacker starts a Duel!
- The attacker either does nothing, or discards one reinforcement/treasure card from hand (boost), which boosts the ATK of their dueling hero by the discarded card's purchase cost and activates any (duel) skill.
- Then the defender either does nothing, or discards one reinforcement/treasure card from hand (boost), which boosts the DEF of their dueling hero by the discarded card's purchase cost and activates any (duel) skill.
- If the defender does nothing, the duel is resolved.
If you read the instructions of the starting phase carefully (p.8) you'll notice that, as result of the play order, a hero that becomes exhausted cannot be chosen as active hero on the next turn. To be chosen as an active hero on the following turn, he must recover before the player's next starting phase.
Example (p.18): Komatsu (07) is your active hero, you've just activated a skill that allows you to duel, and you attack Ran (15), who is weaker (8 ATK vs. 5 DEF). Ran's owner could discard Shizuka (19) to win the duel (Shizuka's skill), but Ran is a ninja and that skill has a samurai fan icon! He can still discard her just to negate the duel (that skill does not have the class icon), but winning it and exhausting Komatsu will be more useful. In his hand he has Michiko (33): by discarding her, Ran will get +6 to her DEF, winning the duel!
Nemesis System - Variant
The Nemesis System implements nemesis cards: powerful foes that may spawn across the game, countering the players' attempts to bring order back to Yamashiro. Nemesis cards have a black frame.
Choose 3 of them and shuffle them into the hero deck during setup. When one Nemesis is revealed, remove the written petals from the Domain. Nemesis cannot be purchased and stay on the field until they are defeated (they count as heroes in the hero zone limit). If a nemesis is revealed when another Nemesis is on the field, shuffle it into the hero deck and reveal a new card.
Nemesis card anatomy:
- Defense Value (DEF). To hit a nemesis, a hero must have a higher ATK value than the nemesis' defense when dueling.
- Hit Points. The number of successful attacks players must achieve in order to defeat the nemesis. The head symbol means: number of players. It may also look like this: (head symbol with a sword symbol) which means "players number +1".
- Hit Points for Boss Rush mode (see below).
- Reveal skill: activates when the nemesis hits the field.
- Passive skill: always in effect when the nemesis is on the field.
- Reward: after the nemesis is defeated, players who took part in the fight get this reward.
- Nemesis Class.
Nemesis Battle
When a nemesis appear a new step occurs: Players must attack the nemesis! Take from the already removed petal tokens pool enough petals to mark the nemesis Hit Points (upper left) and put them above it. Then, all players may move any number of cards from their hand to their discard pile and then draw from their deck until they have 5 cards in their hand (just like during the starting phase of a turn). Now players duel simultaneously with the nemesis.
If a player has an active hero they must engage the nemesis. If a player doesn't have an active hero, they cannot duel.
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Each player may discard one reinforcement/treasure (simultaneously) to boost their hero OR to boost another player's hero.
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After all the players have discarded and boosted ATK to their heroes, the nemesis boosts its DEF by removing from the game the top card from a Treasure Deck (players choose which class).
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Compare the ATK of the attacking hero with the nemesis' DEF. Each player who won the duel takes 1 petal token from the nemesis to mark the wound they have inflicted. If the duel is lost, that player's active hero is exhausted. If the nemesis has no more petal tokens, it's defeated and removed from the field. Players who have at least 1 petal gained from the nemesis get the reward.
If the nemesis survived, it stays on the field applying its passive effect. From that moment, players may activate an extra action during their turn: dueling with the nemesis. Anytime during their main phase, a player may start a duel against the nemesis. This may be done until the nemesis is defeated.
Boss Rush Mode - Solo Variant (~30 min)
The Boss Rush Mode is Daimyo's Fall solo variant. Take a small groups of heroes with you and hunt down the conspirators with a hidden agenda.
Setup. The setup is the same as in the normal version of the game, but 5 nemesis card are randomly chosen and shuffled in a single deck and used instead of the Hero Deck. The player randomly chooses 3 heroes to begin the game with.
Goal of the game. The game starts with 50 petals on the field. Defeat all the nemesis before running out of petals!
Flow of the game. The game flows like a normal game, except that there is no Hero Deck. After the player has taken their turn, the nemesis attacks! The player removes the number of petals written in the bottom left of the currently face-up nemesis card. Recovering the petals: each time a nemesis is defeated, the player recovers a number of petals on the field equal to the nemesis' Hit Points.
Nemesis Hit Points. Written in the upper right. The nemesis can only be harmed by returning treasures.
Defeating a nemesis. To defeat a nemesis the player must return treasures (can be done anytime if in the player's hand): the VP of each treasure returned are the wounds inflicted to the nemesis. When a player returns a treasure to harm the nemesis, they put it underneath the nemesis to track the total number of wounds inflicted. If a treasure has more VP than the nemesis' leftover HP, those leftover VP are wasted. When a nemesis is defeated, return the treasure cards to their treasure deck(s).
Dueling with the nemesis. If a player starts a duel, they can only attack the nemesis. This works like a normal duel. If the nemesis loses, it becomes exhausted.
No petals are removed that turn and the nemesis skills are ignored as long as it is exhausted. The nemesis recovers at the end of the next Starting Phase. No Nobunaga must not be returned in this mode, instead she becomes ravaged.
End of the game. When the last petal is removed from the field, the game ends. How many nemesis has the player defeated? Which hero composition will be most efficient for you? Try to defeat hordes of nemesis in this survival challenge! The core game has 5 nemesis, but more will be released to specifically support the Boss Rush mode.
Terminology
- Boost: to discard a reinforcement/treasure card during a duel to boost ATK/DEF of a dueling hero.
- Cleanse: to send cards from the field to its owner's discard pile.
- Cost: usually return or discard. By paying that cost, the effect is activated.
- Deploy: to play a card from your hand and put it in front of you, when its bonuses are activated first, then its skills.
- Discard: to move a card from your hand to the discard pile. Cannot be done without a card's skill that requires it as a cost or as an effect. Moving cards to the discard pile in the starting phase is not considered a "discard."
- Discard pile: the area in which a player puts their own discarded cards, purchased cards, spent mon cards, and non-exhausted cards that were deployed in previous turns. The domain has discard piles too (one for each class), used for returned and sold cards.
- Domain: the cards on the table that are not yet owned by any player.
- Draw: to take a card from a player's deck and put it in that player's hand. To draw cards in the starting phase does not trigger any loot condition.
- (duel): skills that activate immediately after the ATK/DEF boost when a card is discarded in a duel.
Setsuko (card note, p.21): Setsuko is the mysterious warrior shrouded in dark malevolence. She does not belong to any clan and has no relatives. She has two forms: her living form, Setsuko, Soul Ablaze (01) and her undead form, Setsuko, Revenant Despair (02). Her revenant form is set aside, not taking part in the heroes deck. It will be played in her living form when a player returns 3 treasures or returns Izanami-no-Mikoto.
- Equip: When a card's skill description starts with Equip, it means that the card may be equipped immediately after being deployed. An equipped card is put next the hero it is equipped to, and it does not go to the discard pile in the starting phase. If the hero it is equipped to becomes exhausted, the equip card goes to the discard pile.
- Exhaust: to turn a card horizontally. An exhausted card is not put in the discard pile during the starting phase; it is instead returned to a vertical position.
- Field: players' heroes and deployed cards (not in the domain).
- Interrupt: skills that can be used even during another player's turn in response to any action (the action is often specified).
- Player's deck/draw deck: a player's personal deck. Cards are drawn from this deck in the starting phase and when cards require draws due to bonuses and/or skills. If a player's deck runs out and the player has to draw cards, they shuffle their discard pile to make a new draw deck.
- Ravaged: exhausted for 2 turns. Turn the card at a 180°, then to 90° after 1 turn. If a ravaged card is recovered, it becomes exhausted and it does not count as recovered.
- Recover: to remove exhaustion from a card by turning it vertically as a consequence to another card's effect or during the starting phase. A non-exhausted card cannot be recovered.
- Refresh: shuffle the specified Reinforcement Pool and Discard Pile into their respective Reinforcement decks, then reveal new cards. If you must refresh the heroes, only reveal 1 new hero.
Round Overview
- STARTING PHASE: prepare your turn.
- Put non exhausted cards in your discard pile.
- Move any number of cards from your hand to your discard pile, then refill your hand until you have 5 cards.
- Choose a non-exhausted hero to be your active hero.
- Recover exhausted cards on your field.
- MAIN PHASE: Deploy, purchase, sell, use skills, fulfill loot conditions, spend trade points.
- You have 1 deployment when you start this phase.
- You have 0 trade points when you start this phase.
- END PHASE
- Activate any contextual effect.
- Reveal the top card of the heroes deck.
- You may choose 1 reinforcement in the domain, put it in the discard pile and reveal 1 new card.
- END OF THE GAME: if there are no more petal tokens on the domain and the current round is finished, the game ends.