Doctor Who: The Card Game
Doctor Who: The Card Game Rulebook
Table of Contents
Table of Contents
Introduction
"Doctor Who: The Card Game" is an adventure for three to four players. To win, you must use your wit and courage:
- Defend the Universe as the Doctor and his companions.
- Send the Doctor's enemies to conquer the locations that your rivals are trying to defend.
- Save the Universe!
Components
- Rulebook
- Four sets of playing pieces, each consisting of five "TARDIS" tokens and five "DALEK" tokens
- One set of playing cards (one hundred twenty-seven in total)
- Four starting location cards
- One "Game End" card
- Thirty time tokens
Game Overview
You have taken on the duties of the Doctor and his companions, protecting locations in time and space from various enemies, AND you also play the role of the forces of evil, sending enemies to attack locations belonging to other players.
During the game all players take turns performing actions using cards. The cards are of four types:
- Defenders — the Doctor (The Doctor), Amy Pond, Rory and River Song.
- Locations — places that you want to protect from attack by other players.
- Enemies — various alien invaders.
- Support — allies, gadgets and events that help (or hinder) the Doctor.
The number of actions you can perform on your turn depends on how many cards you are able to play. You may keep cards from previous turns and buy additional cards, paying with time tokens. It is important to remember that you must not have fewer than three cards left in your hand. As soon as you finish your actions, you pass your remaining three cards to the player on your right. This continues until the end of the game.
During the game you will lay out a row of cards in front of you. Most of these will be the location cards you have played. Other players can attack your location cards with enemy cards. Defender cards may be placed on location cards beforehand or be played to repel an attack.
Next to your play area you may place up to two cards in reserve.
(The rulebook shows an example layout: the opponents have played enemy cards, and a defender card sits on a location.)
At the end of the game, points are counted for the locations you defended and the locations you captured. The player with the most points wins.
Setup
- Each player chooses a colour and takes the corresponding "DALEK" and "TARDIS" tokens.
- Find the four starting location cards and the "Game End" card.
- Shuffle the starting location cards and deal one to each player (if only three people are playing, set one card aside).
- All players look at their cards and place them in front of themselves.
- The player with the highest starting location value (in the yellow strip) becomes the first player.
- Shuffle the playing cards and deal five cards to every player except the one sitting to the right of the first player. That player receives only two cards.
- Count out twenty playing cards and place them face down in the centre of the table. Place the "Game End" card on top of them and put the remaining playing cards on top of that. The game deck is now formed. During the game players will discard cards. The discard pile should be placed next to the game deck.
- Place the time tokens next to the game deck.
Now you are ready to play.
Course of Play
The game begins with the first player taking his turn. As soon as he has finished, the turn passes to the next player clockwise. This continues until the end of the game.
The game ends as soon as someone has to take the "Game End" card, or when some player has all five of their "DALEK" tokens or all five of their "TARDIS" tokens in play at the same time.
During your turn you may perform as many actions as you wish. However, at the end of your turn you MUST pass the three remaining cards to the player on your right. That is, by the end of the turn you cannot have fewer than three cards left. Then take two cards from the main deck. The player to your left begins his turn.
(Diagram: direction of play — to the left; pass three cards — to the right.)
You may perform the following actions:
- Play a location card
- Place one or more defender cards on one of your locations
- Place one or more enemy cards opposite another player's location card
- Play a support card
- Place a card in your reserve
- Buy cards with time tokens
- Discard one or two cards in exchange for time tokens
You may perform any action any number of times during your turn. As a rule, you must finish one action before performing the next, although some support cards may be played during an action (this is stated in the card text).
ACTION — Play a location card
During the game you will lay out location cards in front of you. You already have a starting location. When you play a location card, you place it next to any of your location cards played earlier. After that you receive as many time tokens as are shown on the card. If the supply of time tokens has run out, you take time tokens from any player you choose (you may take from several players).
The other symbols on the location card show the number of victory points you will receive at the end of the game.
(Illustration labels: time tokens; victory points.)
ACTION — Play a defender card
There are four types of defenders in the game: the Doctor, Amy Pond, Rory and River Song. During an action you may place one or more defender cards on one of your location cards. However, you may never place two or more identical defender cards on your location card.
If you place a defender card (or cards) on a location card that is not under attack, you must place it (them) face down. Make sure the location card is not completely covered. It is important that all players can see the number of victory points on the card.
You may place any number of defenders on a location card as long as the defender cards are not duplicated (you can always look at your defender cards). Once placed, a defender card cannot be removed from a location card (except Rory, explained later). You may also play a defender card on a location card that has a "TARDIS" token placed on it.
If you place a defender card (or cards) on a location card that is the target of an enemy attack, the conflict is resolved immediately. Note that you announce all the defender cards you want to play before any enemy cards are revealed.
You will find the rules for resolving conflicts on pages 7 and 8 (see "CONFLICT!" below).
ACTION — Play an enemy card
As an action you may play one or more enemy cards to attack one location belonging to another player. All enemy cards must be of the same type (for example, Daleks) or be able to combine with other types of enemy cards (for example, Roboforms and the Master).
If you place your enemy cards opposite a location that is not defended, you place them face down. After that you put your "DALEK" token on top of your cards to show that the attack is under your control. The cards must be placed so that the target of the attack is clear, but the cards must not cover the victory points.
Example. Nyusechka decides to attack one of Aleksei's locations, "London, 1940", with two enemy cards (Cybermans and Roboforms). Roboforms cards can be combined with any types of enemy cards. After Nyusechka has played the cards face down, she puts her "DALEK" token on top.
You may add enemy cards to one of your attacks as long as the rules are not violated (you can always look at your enemy cards). The card or cards are added face down.
Note that you cannot attack a location that has already been attacked by another player, and you cannot join another player's attack. You cannot attack your own locations. After placing them, you cannot remove enemy cards from the attack.
If you place enemy cards opposite a location that is guarded by one or more defenders, you must resolve the conflict immediately (see pp. 7 and 8).
If you place enemy cards opposite a location on which a "TARDIS" token is placed, you immediately discard the cards you were going to place and return the "TARDIS" token to its owner (hint: it is always better to remove a "TARDIS" token with a weak enemy card). Any defender cards on the location remain face down.
Example. Nyusechka has the opportunity to remove the TARDIS from the location "National Museum" by attacking it with "Saturnyns". The enemy card is discarded and the "TARDIS" token is returned to its owner, Aleksei.
(Illustration labels: Nyusechka's enemy card; Aleksei's location and "TARDIS" token.)
ACTION — Play a support card
Support cards have a range of different effects, which are described in the text of each of them. Most support cards are played as actions: you simply follow the text on the card. You cannot play support cards on location cards. The effect of each support card is explained in more detail later in these rules.
ACTION — Place cards in reserve
You may want to keep one or more cards to play on your next turn. During an action you may place one or two cards from your hand into your reserve. The reserve can hold up to two cards. Cards you have played into the reserve must be placed face down in front of you, but in such a way that other players do not get the impression that they are defender cards.
Any card from your reserve can be taken and added to your hand at any moment of your turn — this allows you to have more cards to play. Taking a card from the reserve does not count as an action: you can take cards while performing an action.
ACTION — Buy cards with time tokens
During an action you may purchase one or more cards by paying five time tokens for each card. The cards you purchase are taken from the top of the main deck. You keep all unspent time tokens.
ACTION — Discard cards for time tokens
During an action you may get rid of one or two cards by placing them in the discard pile. You receive one time token for each discarded card.
CONFLICT!
A conflict arises when defender cards and enemy cards are on a location card. The conflict must be resolved as soon as the active player has announced which card or cards he is playing on the location.
All defender cards and enemy cards must be turned face up.
A player takes time tokens if he revealed (this is the same as playing it) River Song or a Weeping Angel (Wheeping Angel). If the attacker revealed a Slitheen card, he takes a time token from the defender, if the defender has one.
Each defender card and enemy card has a strength value, indicated by a number. Each side counts its strength (some support cards can add points of strength to the defenders' strength).
If the total strength of the defenders is equal to or exceeds the total strength of the attacker, the defenders win. All defence and attack cards are discarded. The defending player places one of his "TARDIS" tokens on the location card, thereby showing that the location is under the Doctor's protection.
Example: Peaceful Leadworth is attacked! Aleksei played one enemy card on a location belonging to Nyusechka. During her turn Nyusechka decides to play two defender cards (The Doctor and Amy Pond) in order to win the conflict. Both her cards and the enemy card are revealed. We see the enemy (Sontaran) with strength four. The strength of the defenders is eight (the Doctor is worth five and Amy is worth three), so the Doctor and Amy win easily. All three cards are discarded. The "DALEK" token returns to Aleksei. After that Nyusechka places one of her "TARDIS" tokens on the Leadworth location.
(Illustration labels: enemy card belonging to Aleksei; Nyusechka's location card; Nyusechka's defender cards.)
If the total strength of the defenders is less than that of the attackers, the defenders lose. If one of the defenders of the location was Rory, the Rory card returns to the player's hand. All other defender cards are discarded. If the attack consisted of more than one enemy card, the attacker must also discard some of the enemy cards. The attacker must discard one or more enemy cards whose total strength is less than or equal to the total strength of the defenders.
Example: On his turn Aleksei began an attack with two enemy cards against the location Bowie Base One, belonging to Artem. These cards are still face down. Artem decides to play two defender cards (The Doctor and River Song) to try to defeat the enemies. The enemy cards are revealed, and they turn out to be The Silence and Madame Kovarian. The effect of the Madame Kovarian card makes River Song go over to the side of the attackers. The Doctor is left alone and has to face a total attack strength of eleven. The Doctor card is discarded. But the attacker must also discard the card The Silence, as the one closest in strength to The Doctor.
(Illustration labels: enemy cards belonging to Aleksei; Artem's location card; defender cards belonging to Artem.)
Note that during the game, as a result of a successful attack, a location card is never actually captured. The card stays where it was. Points for successful attacks are awarded only at the end of the game, i.e. if you failed to repel an attack, you can do so on the next turn.
End of Your Turn
In theory, you can perform as many actions as you want. In practice, your actions are limited by the number of cards and time tokens. You MUST end your turn by passing three cards to the player on your right. You must have no cards left in your hand (cards may be in the reserve). After you have done this, take two cards from the deck. When the player on your left finishes his turn, he will pass you three cards. So you will begin your next turn with at least five cards.
End of the Game
The game ends immediately if, at the start of your turn, your five "DALEK" tokens or five "TARDIS" tokens are in play. In this case you do not take your turn. Each player adds up his victory points as described below, after which the winner is declared.
The game is close to its end when the "Game End" card is revealed. Players play out their remaining cards. After that the victory points are counted and the winner is declared.
If during your turn you reveal the "Game End" card as a result of an action requiring you to draw cards from the deck, you set it aside and continue drawing cards. When you finish your turn, pass three cards to the player on your right, as usual. After that take five cards from the deck instead of two.
If the "Game End" card is revealed at the end of your turn, while drawing two cards from the deck, set it aside and refill your hand to five cards. The final phase of the game begins. The player to your left goes first.
During the final phase, on his turn a player may perform only ONE action. As soon as you have finished your action, the turn passes to the next player. You do not pass cards to the player on your right and do not refill your hand.
You may perform any one action described in the main part of these rules. You cannot skip a turn and do nothing.
The game ends when it is the turn of a player who cannot perform any action (he has no cards or time tokens with which to buy new cards).
If the deck runs out of cards, shuffle the discard pile and make a new deck.
Who Won?
Players count the victory points they received during the game. Add up all the victory points on all location cards that are not attacked, i.e. opposite which there are no enemy cards. To the sum of your victory points add the victory points found on the location cards that you attacked (marked with your "DALEK" tokens).
The example (shown on the next page of the rulebook) shows Nyusechka's cards at the end of the game. She has five location cards, two of which are attacked by opponents. Nyusechka has also attacked two locations belonging to other players. She receives ten points for the attacks and six points for her own location cards. In total Nyusechka receives sixteen points.
(Illustration labels: location cards belonging to Aleksei; location cards belonging to Artem; enemy cards belonging to Nyusechka; enemy card belonging to Aleksei; enemy card belonging to Artem; Nyusechka's location cards.)
Explanation of Cards
Although the text on the cards explains how exactly each card works, it is hard to account for all possible situations. Please take a little time to familiarise yourself with the most complex card abilities.
Defender cards
River Song — You receive one time token when this card is revealed: either when the card is on a location that is attacked, or when you play it to win an already existing attack.
Rory — The effect of this card takes effect only when it is placed on a location. If as a result of an attack on this location the defenders are defeated, the Rory card returns to your hand. Note that first of all he still adds his value to the defence. You cannot place the Rory card on an attacked location with revealed enemy cards and then take it back into your hand.
Support cards
Unless stated otherwise, playing a support card counts as an action. Usually after use a support card is discarded.
Sonic Screwdriver — You may turn face up all the cards of one attack on one of your locations. You also take one time token.
Psychic Paper — The same effect as the Sonic Screwdriver.
Visual Recognition Device — The same effect as the Sonic Screwdriver.
Cardiff — When you play this card, place it face up in your reserve. Now you may place up to three cards in the reserve (not including this one). The effect of this card can be combined with the card "The Face of Boe", which allows you to keep up to four cards in the reserve.
The Face of Boe — The same effect as Cardiff.
Teselecta — If you lose a conflict as a defender, you may play this card from your hand or from your reserve and get back all the defender cards that took part in the conflict. You take the cards back into your hand. Playing this card does not count as an action. It is merely part of the resolution of the conflict.
U.N.I.T. — After playing this card, place it in your reserve face up. It counts as a "card in reserve". You may use the effect of this card at the moment when you are involved in a conflict as a defender. You may add one point of strength for each time token discarded to the defenders' total strength. This can be done only after all cards are revealed. Using the effect of this card does not count as an action, but placing it in the reserve does count as an action.
Dreamlord — You may remove up to three "TARDIS" tokens from locations of your choice. The tokens are returned to their owners. You also take two time tokens.
Captain Jack — You may choose any enemy card that is attacking your location and discard it. It does not matter whether the enemy card is revealed or not.
Collecting on Debts — The same effect as Captain Jack.
TARDIS — All players, including you, check how many "TARDIS" tokens each of them has in play. For each token in play, the players receive one time token. The player who played the card receives two additional time tokens.
Crack in Time — The effect of this card is exactly the same as that of the "TARDIS" card, except that all players count their "DALEK" tokens in play. The player who played this card receives two additional time tokens.
Chameleon Arch — You may redirect one attack from one of your locations to another player's location. You cannot redirect the attack onto the owner of the attack; thus the attacking player must in no case attack his own locations. It does not matter whether the enemy cards are revealed or not. When moving, keep the cards in the same state. You cannot place a "TARDIS" token on your location, since you did not win the attack.
Dalek Sec — Allows you to automatically repel an attack that contains at least one Dalek (including Davros and the Dalek Flagship). The enemy cards must be face up so that it is clear who is attacking. After repelling an attack in this way, a "TARDIS" token is placed on the location.
Jammy Dodger — Allows you to automatically repel one attack against one of your locations. It does not matter whether the enemy cards are revealed or not. After repelling an attack in this way, a "TARDIS" token is placed on the location.
K-9 — Has the same effect as the "Jammy Dodger", but you must discard one defender card to use the effect.
Fish Fingers and Custard — Discard as many cards from your hand as you wish and draw one card from the deck for each card discarded, including this one.
Enemy cards
Shadow Proclamation — If this card is opposite a location, then at the end of the game no one receives victory points from that location.
Weeping Angels — You receive a time token when the card is revealed: either during an attack on a defended location, or if defender cards are played on a location where this card already lies face down.
Silurians — Any attack that contains at least one such card automatically fails if Amy Pond is among the defenders. All defender and attacker cards are discarded, and a "TARDIS" token is placed on the location.
Davros — You may play this card face up against an attack that contains at least one "DALEK" card (a Flagship may also be present) and take that attack under your control. You replace the "DALEK" token with your own. You cannot carry out an attack against your own location. You may also play this card as an ordinary enemy card, and also combine it with "DALEK" and "Dalek Flagship" cards.
Madame Kovarian — If one of the defenders is River Song, she immediately goes over to the side of the attackers, adding her strength to theirs. This card can also be combined with The Silence, the Headless Monks and the Clerics. Note that the defender still receives one time token when the River Song card is revealed.
Cyberking — You may play this card face up against an attack that contains at least one "Cyberman" card and take that attack under your control. You replace the "DALEK" token with your own. You cannot carry out an attack against your own location. You may also play this card as an ordinary enemy card.
Slitheen — When you reveal this card, you receive one time token from the player whose location you are attacking.
The Pandorica — This card can be combined with any card(s) during an attack. If one of the defenders in a conflict is Rory, it is discarded together with this card. If there is no Rory card among the defenders, any Doctor card in the defence is discarded.