Ether Wars
Ether Wars Rulebook
Table of Contents
Table of Contents
Components
The number of components is a limiting factor: players may not possess more resources or dice than there are components.
Preparation
Place the board on the table and distribute the resources on their corresponding areas, the charge tokens on their corner and the Mercenary dice occupying the colour matching space on the board. Place the Event and Favour cards in their corresponding space on the board.
At the beginning of the game, each player rolls the Ether die. The player with the highest result takes the first player marker. Starting with this player and proceeding in a clockwise order, each player chooses one of the four factions; and picks up their corresponding Faction ability cards (four), player sheet, Hero die, and Unit dice.
Then, players place their player sheets adjacent to the board, and take 20 Protein, one Charge, five Unit dice and their Hero die and place them on their player sheets. Their five remaining Unit dice constitute their reserve. These Units are not in the game yet but may be added during the gameplay.
Beginner game
Each player draws three Favour cards.
Advanced game
Each player draws five Favour cards. After receiving their cards, each player chooses one to keep and places it face down on their player sheet. Everyone passes their remaining cards clockwise.
Continue choosing and passing cards until each player has placed five cards on their player sheet. Then, each player looks at their five Favour cards and discards two of them.
Objective of the Game
The objective of the game is to channel the power of the Ether. To do so, players must collect a certain amount of Ether depending on the number of players. The moment a player collects the necessary amount of Ether, they win the game immediately.
| 2 Players | 3 Players | 4 Players |
|---|---|---|
| 7 Ether | 6 Ether | 5 Ether |
Phases of the Round
The gameplay is structured in Rounds, which are divided into seven phases. Each phase must be completely resolved before proceeding on to the next phase.
New Day
At the beginning of each Round, draw one Event card and read it out loud. Its effects will affect all players equally throughout the course of the whole Round, until a new Event card is drawn.
Once all the players understand the effects of the Event card in play, they secretly choose one of their four Faction ability cards. Once everyone has chosen their card, they place it face up next to their player sheet and read it out loud to the rest of the players. That card will be in effect during the entire Round.
Reinforcements
Skip this phase during the first Round of the game. In this phase, each player receives one Unit die from their reserve and two Protein.
Mercenaries
Starting with the first player and proceeding clockwise, each player may hire up to one Mercenary die to help them during each Round. To hire a Mercenary die, players must pay one resource matching the colour of the mercenary and one Protein. Find the effects of each Mercenary die in The Mercenaries section of the rulebook.
Placement
During this phase and starting with the first player, players take turns in clockwise order to place their dice on the board according to the following rules:
- Each turn, players must place one or more dice on a single area of the board or pass. If a player chooses to pass, they cannot place any more dice on the board until the next Round.
- Players cannot place dice in an area where they have already placed dice in the current Round.
- The Crystal Sea, the Plasma Chasm, and the Coltan Mine are limited areas. Limited areas may only contain dice from two different players at the same time.
- The Player Silos may only contain dice from their owner and one other player.
Movement
During this phase, starting with the first player and proceeding clockwise, players may use Coltan to move their dice around the different areas of the board according to the following rules:
- Each player must resolve all of their movements before the next player may begin moving their dice.
- Dice may be moved to any area of the board, including an area where the player previously placed dice, and even if it is not adjacent to their current area.
- The cost of moving one Unit die is one Coltan, the cost of moving a Mercenary is two Coltan and the cost of moving the Hero is three Coltan.
- The Crystal Sea, the Plasma Chasm, and the Coltan Mine are Limited areas. Players cannot move any dice to a Limited area if there are already dice from two other players present in that area.
- Players cannot move any dice to a Player Silo if there already dice from two other players present in it.
Resolution
During this phase, starting with the first player and proceeding clockwise, players take turns resolving all their dice on the board according to the following rules:
- Each player must resolve all their actions before the next player may begin their resolution.
- Players may resolve their actions in any order. After resolving all actions in one area, the player must remove all their dice from the area and return them to their player sheet.
Combat action
A Combat action must be resolved in the Ether Fault and the Player Silos if there are dice from two or more players present; and also in the Coltan Mine, the Plasma Chasm, and the Crystal Sea if there are dice from two players present and there is at least one Hero or Captain die creating domination.
To resolve a Combat action, all players with dice present in the area take them and roll them. Each player calculates their score adding the number of full pips in their roll. The player with the highest roll wins, and all others lose, which may result in injuries to their Unit dice.
In the event of a tie, the winner varies depending on the area. In the Ether Fault, the winner is the current controller of the Ether die (if nobody controls the Ether die, there is no winner). In a Silo, the winner is the owner of the Silo. In any other area, the winner is the player who placed their dice first.
In the Coltan Mine, the Plasma Chasm, and the Crystal Sea, the winner of a Combat action may resolve an Extraction action with the same roll (do not roll the dice again. Instead, use the same score for both actions). In a Player Silo, if the attacker wins the combat, they may resolve a modified Extraction action (see Player Silos).
After resolving a Combat action, all players involved must return their surviving dice to their respective player sheets.
Injuries
After determining the winner of a combat, each losing player subtracts their own roll from the winner's roll. For every two points of difference, one of their Unit dice suffers an injury, which causes the Unit to die if they are not shielded.
Shields
Players may spend one Plasma to shield each of their injured Units. If they do, they can return the shielded Units to their player mat along with the rest of their dice. If they do not, the Units that are not shielded will die.
Dying
An injured Unit not shielded with Plasma dies. Dead Units are returned to the reserve of their respective owner. These may be gained later through Cloning actions or during the Reinforcements phase.
Extraction
An Extraction action can be resolved in the Biosphere, the Coltan Mine, the Plasma Chasm, and the Crystal Sea. If the conditions for a Combat action (there are two or more players present, and a Hero or Captain create domination) are fulfilled, that action must be resolved first.
To resolve an Extraction action, a player must roll the dice they placed in an area and count the number of full pips in their roll. Players gain an amount of resources from the area equal to their roll divided by the cost of extracting those resources, rounded down.
For example, if a player gets eight full pips in the Plasma Chasm, they extract four Plasma; while if they get five full pips in the Crystal Sea, they only extract one Crystal.
Purchasing
A Purchasing action can only be resolved in the Market. If there are any Hero dice present in the Market, only players who have placed a Hero die may resolve Purchasing actions. A player may only place one die in the Market per Round, which will allow them to resolve up to two Purchasing actions.
A Purchasing action can be one of the following:
- Pay one Crystal to draw one Favour card.
- Pay any number of resources in any combination of types in exchange for exactly one type of resource. Selling resources is worth their extraction cost, and buying resources is worth their extraction cost plus one.
Example: A player may pay one Protein and one Coltan to Purchase one Plasma, or pay one Crystal to Purchase one Coltan.
Cloning
A Cloning action can only be resolved in the Factory. If there are any Hero dice present in the Factory, only players who have placed a Hero die may resolve Cloning actions. A player may only place one die in the Factory per Round, which will allow them to resolve as many Cloning actions as they wish.
A Cloning action costs four Protein and provides one Unit die from the player's reserve. Each player may never have more than 10 Unit dice.
Channelling
A Channelling action can only be resolved in the Ether Fault after seizing control of the area, either by being the only player with dice present in the area or after resolving and winning a Combat action in the area.
A Channelling action provides one Ether. Once per Round, after a successful Channelling action and before the end of the Round, the player may pay two Crystal to receive one additional Ether.
Maintenance
During this phase, each player must first return all their Mercenaries to their corresponding spaces on the board along with their respective control token. Then, they must pay one Protein per Unit die in their player sheet. If a player does not have enough Protein, they must return Units to their reserve until they have enough Protein for all their remaining Units.
The Hero die and the Ether die do not require any Protein.
To conclude the Round, the first player passes the first player marker to the player on their left, who will become the first player in the next Round.
Dice
Unit Dice
Units are the basic troops of the four factions. During a roll, only the full - black - pips count towards the final score, unless the dice are powered up, in which case all pips count.
Hero Dice
The Hero is the champion of each faction. It creates domination in the area where it is placed, which may force players to resolve Combat actions in it. During a roll, if a player rolls one of the three charge icons, they gain one Charge and may trigger their Hero Skill.
Hero Skills
- Human: After a combat roll and before calculating its outcome, return one Unit of your choice to its corresponding player sheet. That Unit does not count towards the outcome of the combat.
- Dracon: After a combat roll and before calculating its outcome, return the Unit with the lowest roll from one opponent of your choice to their reserve. That Unit does not count towards the outcome of the combat.
- VAI: After an Extraction roll with no prior combat in the same area, obtain one resource of your choice.
- Ripper: After an Extraction roll with no prior combat in the same area, obtain four proteins.
Ether Die
The Ether die represents the power of the Ether. It can only be placed in the Ether Fault, and whoever wins the combat in that area becomes the new controller of the Ether die.
Mercenary Dice
The Mercenaries may be hired by the players during the Mercenaries phase. Each has different effects as well as a different cost.
Drone
The Drone may be hired by paying one Crystal and one Protein. It can only be placed in the Biosphere, the Coltan Mine, the Plasma Chasm, or the Crystal Sea. The Drone can be placed in Limited areas even if there are dice from two other players.
During the Resolution phase, it does not participate in any Combat actions, and when it is resolved, it extracts as many resources from its area as full pips it rolls, regardless of the usual cost of that resource.
Captain
The Captain may be hired by paying one Crystal and one Protein. Similarly to the Hero die, it creates domination and allows its controller to gain one Charge and trigger their Hero Skill when it rolls a Charge icon.
Defender
The Defender may be hired by paying one Plasma and one Protein. It can be placed in its controller's silo, or in the Ether Fault if they control the Ether die. It adds the number of pips rolled to their combat result.
Priestess
The Priestess may be hired by paying one Plasma and one Protein. It is not placed as the other dice. Instead, it is rolled at the beginning of the Resolution phase, and the number of pips indicates how many Unit dice its owner may reroll during their Resolution. Unit dice are rerolled one at a time and they may be from the same or different rolls. Dice that have been rerolled can be rerolled again if the player still has any rerolls left.
Assassin
The Assassin may be hired by paying one Coltan and one Protein. It may be placed in any area other than the Market or the Factory, even if there are dice from two other players in the limited areas. It is rolled before any other die in the same area, and it instantly injures as many Unit dice as pips in the roll. Its owner may choose which Unit dice are injured by the Assassin, and their respective owners can shield them using Plasma.
Thief
The Thief may be hired by paying one Coltan and one Protein. It may be placed in an opponent's Silo, even if there is already another player attacking it. During the Resolution phase the Thief is rolled before any other dice in the Silo and it steals as many resources other than Ether as pips in the roll. It cannot be stopped.
Areas of the Board
Biosphere
All players may place dice in this area, and domination does not have any effect. Players may not resolve Combat actions in this area. Players may extract an amount of Protein equal to their roll.
Coltan Mine
This is a limited area (only two different players may place dice here). Players may extract an amount of Coltan equal to their roll divided by two, rounded down. If there is domination, players must resolve a Combat action before extracting Coltan. Only the winner may extract resources.
Plasma Chasm
This is a limited area (only two different players may place dice here). Players may extract an amount of Plasma equal to their roll divided by two, rounded down. If there is domination, players must resolve a Combat action before extracting Plasma. Only the winner may extract resources.
Crystal Sea
This is a limited area (only two different players may place dice here). Players may extract an amount of Crystal equal to their roll divided by three, rounded down. If there is domination, players must resolve a Combat action before extracting Crystal. Only the winner may extract resources.
Ether Fault
All players may place dice in this area, and domination does not have any effect. Players can only resolve Combat actions here, and the winner channels one Ether after resolving the combat. Additionally, at any time before the end of the Round, the winner may channel up to one additional Ether paying two Crystal.
All actions in the Ether Fault must be resolved during the turn of the first player with dice placed in it and is not the current controller of the Ether die.
Player Silos
Only the owner of the Silo (defender) and up to one other player (attacker) can place dice in this area. The area is always resolved during the resolution turn of the attacker, and they must resolve a Combat action.
If the attacker wins the combat, in addition to possibly injuring their opponent's dice, they can resolve a modified Extraction action. To calculate how many resources the attacker can extract from the Silo, subtract the defender's score from the attacker's score. Then, the attacker may use the resulting score to extract resources at one point above their normal extraction cost, and at 8 points to extract Ether.
Market
All players may place dice in this area. Players may resolve up to two Purchasing actions if they have placed any dice in the Market. Domination prevents players who have not placed a Hero in this area from resolving any actions in it.
Factory
All players may place dice in this area. Players may resolve any number of Cloning actions if the have placed any dice in the Factory. Domination prevents players who have not placed a Hero in this area from resolving any actions in it.
Cards
Card list: https://docs.google.com/spreadsheets/d/1nzegML9kuNLDwEKPqVyidOq-Hj-HIoHD85JuwiSSSsc/edit?usp=sharing
Faction Abilities
These cards are unique to each faction. The card chosen during the New Day phase is in effect during the whole round and its effects may be applied any number of times during the round.
Some cards allow players to power up their dice under certain conditions. If a die is powered up, its empty pips (hollow) become full pips (filled) for all purposes.
Some of these cards allow players to pay Charge tokens to trigger certain effects. These effects may be triggered any number of times during the round, paying one Charge token each time.
Events
Event cards have different effects that affect the course of each round of the game. Once an Event card is drawn, it remains in play until the next New Day phase.
It is important that players understand the effects of the Event card in play before they choose which Faction Ability card they want to use during the round.
In the unlikely event that a new Round begins and there are no Event cards left in the deck, reshuffle the discarded Event cards and form a new deck before drawing.
Favours
Favour cards are hidden tricks players may keep up their sleeves. Unless specified otherwise in the card, a Favour card can be played at any time. Players start the game with three Favour cards in their hands, and may acquire more in the market or through other effects during the game.
When a player wishes to play a Favour card, they must place it face up on the table and announce its effects to the other players. If any other players wish to play cards in response, they must announce it in the same way.
After everyone has announced which Favour cards they wish to play and their effects, the effects of the cards are resolved starting with the card that was played last. If a card is cancelled, it is discarded and its effects are not resolved.
Some Favour cards have a cost in resources indicated on the card. This cost must be paid by the owner of the card when and if they resolve the effects of the card, which means players do not have to pay any resources for cards that are cancelled.
If at any time a player needs to draw a Favour card and there are no cards left in the deck, reshuffle the discarded Favour cards to form a new deck before drawing.
Commonly overlooked rules
The cost of a Favour card must only be paid if the effect of the card is applied. If the card is cancelled, you don't have to pay its cost.
The Drone, Assassin and Thief can be placed in Limited areas even if there are already dice from two other players. In the case of the Assassin and Thief, this includes any Player Silo.
The combat in the Ether Fault is never resolved in the Resolution turn of the controller of the Ether die, unless they are the only player with dice present in the area.
The combat in a Player Silo is always resolved during the Resolution turn of the attacker.
The Hero Skills of the Dracon and the Human are only triggered during combat actions; while the the Hero Skills of the Ripper and VAI are only triggered during extraction actions with no prior combat in the same area.
The effects of Faction Ability cards that require to pay a Charge to be activated can be activated any number of times in a given Round by paying one Charge each time, unless specified otherwise.