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Feud: The Seer's Prophecy

Feud: The Seer's Prophecy Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • The Basics of Feud
    • Objective
    • Gameplay
    • Resources
    • Cards
  • Card Types
    • Prophecy, Knowledge and Leader Cards
  • Village Zones
  • The Player Turn
    • 1. Start of Turn
    • 2. Move
    • 3. Resource
    • 4. Battle
    • 5. End of Turn
  • General Rules
  • Priority, Instant Abilities and Timing
  • Game End
  • Turn Summary
  • Keywords
  • Glossary
  • Symbol Legend

Components

  • 2 Village playmats
  • 1 Tavern playmat
  • 10 Tracking discs
  • 25 Wound markers
  • 294 Cards:
    • 3 Leader cards
    • 128 Unit cards
    • 44 Knowledge cards
    • 56 Prophecy cards
    • 63 Setup cards

Setup

  1. First player and Leader cards Randomly determine a player to go first and give each player a Leader card which will represent them on the battlefield.

  2. Village and Tavern Placement Place the two Village playmats and the Tavern playmat as shown on page 5. Players will sit opposite each other, claiming the Village playmat directly in front of them as well as the side of the Tavern playmat closest to them.

    Create a supply of Wound markers within easy reach of both players.

  3. Place Tracking Discs Each player takes one of each type of tracking disc and places them on their corresponding tracks on their side of the Tavern playmat:

    • Red disc: Leader Health track. Both Leaders start the game with their maximum Health of 10.
    • Grey disc: Silver track. The first player starts with 0 Silver. The second player starts with 1 Silver.
    • Blue disc: Insight track. The first player starts with 0 Insight. The second player starts with 1 Insight.

    If you ever have more than 10 Insight or Silver, use a second disc on the appropriate track.

  4. Prepare the Tavern For your first game, use the Base Setup using the cards described below. In future games, you may wish to use the Setup cards to create a Randomized Tavern Setup (see below).

    UNITS: Take the following Unit cards and place them on the Tavern playmat. The card ID (found on the bottom left of each card, see Page 6) is given in parentheses for easy reference. Each space on the Tavern playmat should contain four copies of the same card. In the Base setup you will not fill all spaces of the Tavern playmat.

The Basics of Feud

Objective

Recruit an army and use it to bring the Health of your opponent's Leader to zero to win the game.

Gameplay

In the game, you will be drafting Units to play in the various zones of your village. The Units in each zone will give you different benefits depending on the zone: resources, defensive bonuses, or the ability to attack your opponent.

Resources

There are four types of resources in the game. Your Leader's Health, Silver and Insight are tracked on your area of the Tavern mat, while cards are drawn from the Tavern mat.

  • Leader's Health: This shows how much Health your Leader has remaining. Your Leader may never have more than ten Health. If your Leader's Health reaches zero you lose the game.
  • Silver: Silver is spent in order to recruit Units or play Prophecies from your hand. A card's Silver cost is printed in the card's upper right-hand corner.
  • Insight: Insight has two uses.
    1. Certain Unit and Prophecy cards have a minimum Insight requirement, meaning you can only play those cards if you have at least that much Insight. Increasing your Insight level will allow you to play more powerful cards. Insight is never spent when playing Unit or Prophecy cards.
    2. Insight is only spent by activating a Knowledge card that is face down on the playmat. Activating a Knowledge card turns it face up.

Cards

There are three types of cards for players to draw and use: Units, Prophecies and Knowledge.

Card Types

The cards within Feud contain sections of information as can be seen on the Swordsman card. Depending on the card, some of these types of information will be omitted when they are not relevant (for example, Prophecy and Knowledge cards do not require Health or Attack information).

The card's Ability will describe any special rules for the card. Some card Abilities are written in italics; where this is the case, more detailed rules for the ability can be found on the last page of this rulebook.

Card sections:

  • Name
  • Cost
  • Ability
  • Requirement
  • Attack
  • Health
  • ID & Type

Unit

Units represent the people you have recruited to help you defeat the enemy Leader. Depending on the zone they occupy in your Village, they will be able to gain resources, defend the walls or clash with your opponent's forces on the battlefield. Units will cost Silver and may have a minimum Insight requirement when being bought from the Tavern.

Prophecy, Knowledge and Leader Cards

Prophecy

Prophecy cards offer one-time effects and may be played on either player's turn (unless the card says otherwise) as long as you have priority (page 10). After use, Prophecy cards are discarded.

Prophecy cards cost Silver and may have a minimum Insight requirement when being played from your hand.

Knowledge

Knowledge cards provide permanent effects that will help you throughout the game.

When you take a Knowledge card from the Tavern, you do not need to pay its cost. Instead, it is placed face down in your [SACRED GROVE].

When you have priority (page 10), you may turn a Knowledge card in your [SACRED GROVE] face up by paying its Insight cost. When resolved, the card's Ability remains in effect until it is destroyed.

Leader (Unit)

Your Leader card represents your presence in your Village and is considered to be a type of Unit. Leaders have several unique traits:

  • Leaders occupy two zones. They are placed on the diamond nodes of adjacent zones instead of inside a zone.
  • Leaders can block up to two Units.
  • Leaders cannot be sacrificed.
  • Your Leader's Health is tracked on the Tavern mat instead of on the card.

Village Zones

Your village playmat consists of six different zones. Each zone provides a particular effect during your turn, depending on the amount of Units in that zone. There is no limit to how many Units may be in a zone at the same time.

  • [BATTLEFIELD]: You may declare Units in [BATTLEFIELD] as attackers during your Battle phase. Units in [BATTLEFIELD] may also block your opponent's attacking Units.
  • [WALL] +1 Armor: Units in [WALL] have +1 Armor and may block your opponent's attacking Units.
  • [MARKET] +1 Silver: Gain 1 Silver for each Unit in [MARKET] during the Resource phase.
  • [HOMESTEAD] +1 Card: Draft one card from the Tavern for each Unit in [HOMESTEAD] during the Resource phase. You choose the cards you draft; they are not drawn at random.
  • [SACRED GROVE] +1 Insight: Gain 1 Insight for each Unit in [SACRED GROVE] during the Resource phase.
  • [GRAVEYARD]: When a Unit is killed or sacrificed, it is moved to [GRAVEYARD]. Units in [GRAVEYARD] may not be moved, and are treated as though they have no text or abilities. Your Leader has +1 Attack for each Unit in [GRAVEYARD].

The Player Turn

The active player (the player whose turn it is) completes the following phases in order. As well as this, either player may use card abilities from their Units in their Village, Knowledge cards from their [SACRED GROVE], or Prophecy cards from their hand at any time they have priority (page 10).

  1. Start of Turn
  2. Move
  3. Resource
  4. Battle
  5. End of Turn

1. Start of Turn

Trigger any effects that happen "at the start of your turn".

2. Move

Move any number of your Units to an adjacent zone. You may not move Units to [GRAVEYARD].

Unlike other Units, a Leader must always occupy the diamond node between two zones. The Leader counts as being in both these zones. When moving, a Leader may move to another node that shares a zone with the one it is currently on.

3. Resource

Units in each of your [SACRED GROVE], [MARKET] and [HOMESTEAD] zones will gain resources in the below order. Remember that your Leader occupies both zones and can therefore gain up to two different resources.

a) Gain Insight equal to the number of Units in your [SACRED GROVE] zone.

b) Gain Silver equal to the number of Units in your [MARKET] zone.

c) Draft (take) a card from the Tavern for each Unit in your [HOMESTEAD] zone. As long as you do not exceed the amount of cards you are allowed to draft you may take any combination of cards; Unit, Knowledge or Prophecy.

See Drafting Card Types for rules specific to drafting each type of card.

Drafting Card Types

You choose the cards you draft; they are not drawn at random. You may examine your decks at any time to strategize effectively.

  • Drafted Units are played directly into any zone on your Village except for the [BATTLEFIELD] and [GRAVEYARD]. You must pay the cost in Silver and have the required minimum Insight stated on the card in order for you to draft it (you do not need to pay Insight).
  • There are 4 copies of each Unit in the Tavern, 2 for each player. One player may never recruit more than two copies of a Unit.
  • Drafted Knowledge cards are put face down in [SACRED GROVE]. You do not need to pay their cost at this time.
  • Drafted Prophecy cards are added to your hand. You do not need to pay their cost or meet their requirement at this time.

4. Battle

If any of your Units are in [BATTLEFIELD], you may initiate an attack on your opponent's village, otherwise ignore this phase.

To initiate an attack, the following steps must be completed in order.

a) Declare Attackers: You may declare any number of your Units in [BATTLEFIELD] as attackers.

b) Assign Blockers: For each of your attacking Units, your opponent may assign a Unit in their [BATTLEFIELD] or [WALL] to block that Unit. Each blocker needs to be assigned to one specific attacking Unit. The Leader can be assigned to block two attacking Units.

Blockers will not deal damage to the Attacker (unless the card says otherwise).

Once a Unit has been assigned as a blocker, the attacking Unit will be treated as blocked even if the blocking Unit is killed before the Resolve Combat phase.

c) Assign Targets: Attacking Units must target their blockers. For each attacking Unit that is not blocked, select any Unit in your opponents Village to target with that attacking Unit.

d) Resolve Combat: All attacks are resolved simultaneously. Deal damage as described below.

Dealing Damage

Attack - Armor = Damage received

  • Attacking Units deal combat damage equal to their Attack to their targets. Each point of Armor the target has reduces damage they receive by one.

  • All combat damage is dealt simultaneously. If a Unit is targeted by more than one attacking Unit during the same attack, the Attack of those Units is added together and dealt to the target Unit as a single value.

  • Place wound markers on Units equal to the amount of damage they receive.

  • If the amount of wound markers a Unit has is equal to or exceeds its Health, move that Unit to [GRAVEYARD] and return the wound markers to the supply.

  • Leader blocking multiple attackers: Elias attacks with two Berserkers (3/1). Lena blocks both of them with her Leader, which has 2 Armor. The attack values of Elias' attacking Berserkers are added together for a total of 6 Attack. This damage is reduced by the Leader's Armor value of 2, so Lena's Leader will receive 4 damage.

  • Blocking: Elias is attacking with two Maceman (5/4), but Lena only has a Villager (0/1) in [WALL] to block with. One of the Maceman will kill the Villager, since its Attack is greater than the Villager's Health and Armor combined, and the other Maceman, since it was not blocked, can target any Unit in the defending players village including the Leader.

  • Unblocked attackers: Elias attacks with 3 Units and none of them are blocked. Elias now gets to decide a target for each of his 3 Units. This way Elias can potentially match his Units up very favourably, and take out multiple Units of Lena, or even use all three Units to attack Lena's Leader.

  • Dying before combat: Elias declares a Maceman (5/4) as attacking. Lena assigns a Félagi (0/2) to block it. Elias now plays Smite ("Deal 2 damage to target Unit") on the Félagi so the Félagi dies before it receives damage from the Maceman. The Maceman will still be treated as blocked and deals no combat damage this turn (because the blocker is already killed).

5. End of Turn

Trigger any effects that happen "at the end of your turn" before passing play to the other player.

General Rules

  • Both players must be able to see all the cards on the playmats, the number of cards in both players' hands, the amount of Silver and Insight of each player, all discarded cards, and both Leaders' current Health at all times.
  • There is no limit to how many cards you may have in your hand or in a zone.
  • Cards can never cost less than zero Silver or Insight.
  • Players may look at their face-down Knowledge cards at any time.
  • Cards that require a target can only be played if there is a valid target.
  • You cannot target a Unit with a Sacrifice effect if that Unit has already been targeted by another Sacrifice effect.

Priority, Instant Abilities and Timing

In the game, most of your actions will only be available on specific phases of your turn: moving Units, collecting resources, and attacking your opponent. But there are some actions you can do at just about any time, sometimes during your opponent's turn!

These are called instant abilities, and there are three of them:

  1. Playing a Prophecy card from your hand
  2. Activating a Knowledge card
  3. Activating the ability of one of the cards in your Village.

When can I use Instant Abilities?

When it is your turn, you are considered the active player. This means that, at the start of each of the phases of your turn, you will have the first opportunity to take an action during that phase. This opportunity is called priority.

You can use an instant ability any time you have priority.

After every action you take (e.g. taking a game action, activating a card's ability, assign a target, or even ending a turn phase), priority passes to your opponent, who has the opportunity to either respond with an instant ability, or pass and allow your turn to continue.

Responding with an instant ability is also an action, which means that you can even respond to an opponent's instant ability with one of your own.

What order do abilities and responses resolve in?

If a card has multiple abilities, they resolve in the order printed on the card. Sometimes multiple cards will have abilities that trigger at the same time. Perhaps your opponent responded to something you did on your turn, and then you responded to that, and that response triggered two of your opponents' cards' abilities. Follow these two rules when resolving multiple abilities at once:

  1. When two or more abilities trigger at the same time, the order the abilities resolve depends on the owner of the abilities:
    • If one player controls all abilities, they choose the order the abilities resolve.
    • If the abilities are controlled by different players, the active player chooses which player's abilities resolve first. Each player then determines the order their abilities will resolve in.
  2. If players use multiple instant abilities to respond to a game action, resolve all effects in the order of newest to oldest.

Think of it as a tower of blocks. Your initial action is the first block, and your opponent's response would be a second block placed on top. If you respond to that, that is a third block that goes on top of the other two. All of these effects then resolve in order from top to bottom of the tower: the newest block goes first, then the second one, and finally the initial action resolves last.

EXAMPLE:

  1. Lena) Lena is the active player and she plays Blót (which becomes the first block of the tower), and targets one of Elias' Knowledge cards and two of her Units to sacrifice: Acolyte of Skuld and Swordsman.
  2. Elias) Pass.
  3. Lena) Pass. The tower resolves (Blót is the only effect on the tower).

The Acolyte of Skuld and the Swordsman are sacrificed and moved to the [GRAVEYARD]. Then the Knowledge card is destroyed. The Afterlife (page 12) effects of the sacrificed Units will then trigger and Lena has to decide the order in which they are added to the tower.

She decides to place the Afterlife effect of the Acolyte of Skuld on the tower first (the bottom of the tower), and then the Afterlife effect of the Swordsman. The Afterlife effect of the Swordsman requires a target, so Lena now has to assign a target for the effect, and chooses Elias' Villager.

  1. Elias) In response Elias activates a face-down Knowledge card: Spiritual Transcendence.
  2. Lena) Pass.
  3. Elias) Pass. The tower resolves (top to bottom):
    • Spiritual Transcendence is activated.
    • Swordsman's Afterlife kills a Villager.
    • Afterlife effect of Lena's Acolyte.

When the Villager dies, the effect of Spiritual Transcendence triggers. Since the tower is already in the process of resolving, the new trigger creates another tower, which will resolve after the current tower has finished resolving.

  1. Lena) Pass.
  2. Elias) Pass. The new tower resolves.

When do abilities resolve?

After Priority is passed, the player with priority could either use an instant ability, or pass as well. If they pass, the current tower resolves and the active player gets priority. If there is no tower, the turn moves to the next phase.

The exception to this is cards with the Foretold keyword, which resolve immediately and cannot be responded to by Instant Abilities.

What happens if a new ability triggers while resolving a series of abilities and responses?

If, when resolving a set of abilities, a new ability would be triggered before the first set of abilities is resolved, that ability will start a new tower. Only when all of the first set of abilities is resolved, do you then resolve any additional triggers in the same way, from newest to oldest.

What happens if the source of an ability is removed or destroyed before its ability resolves?

If something happens to remove or destroy a card before it has been resolved, its costs remain paid. If a card's ability has triggered before it is destroyed it will still resolve.

Game End

The moment your opponent's Leader's Health reaches zero, you win the game. If the Health of both Leaders is reduced to zero at the same time, the game ends in a draw.

Turn Summary

  1. Start of Turn: Trigger all of your "start of your turn" abilities.
  2. Move: Move any number of your Units to adjacent zones.
  3. Resource:
    • Collect Insight for every Unit in [SACRED GROVE].
    • Collect Silver for every Unit in [MARKET].
    • Draft cards from the Tavern for every Unit in [HOMESTEAD].
  4. Battle: Declare Attackers, Assign Blockers, Assign Targets, Resolve Combat.
  5. End of Turn: Trigger all of your "end of your turn" abilities.

Keywords

  • Afterlife: When a Unit with Afterlife dies, the Afterlife effect triggers. If a Unit's Afterlife triggers twice, you may select different targets for the effect.
  • Foretold: A card with Foretold resolves immediately and cannot be responded to by instant abilities.
  • Immune: A Unit with Immune cannot be the target of either player's card effects or abilities.
  • Ranged: When attacking, Units with Ranged can only be blocked by Units in [BATTLEFIELD].
  • Retaliate: A Unit with Retaliate deals combat damage equal to its Attack to any Unit that attacks it. If the Unit with Retaliate would die due to combat damage, it still retaliates.
  • Unique: Each player may not have more than one copy of a Unique Unit with the same name in play. You may have more than one Unit in play with the Unique keyword, as long as the Units have different names. Having a Unit with Unique does not prevent your opponent from playing a copy of that same Unit. Units in [GRAVEYARD] are considered to have no text, and are thus not considered to have the keyword Unique.
  • Warcry: When a Unit with Warcry is played from the Tavern, the Warcry effect triggers. If a Unit's Warcry triggers twice, you may select different targets for the effect.

Glossary

  • Active player: The player currently taking their turn.
  • Armor: Each point of Armor reduces the total amount of combat damage a Unit receives by 1. Armor does not reduce other types of damage (i.e., from Prophecies like 'Smite').
  • Insight cost: An amount of Insight you have to pay to activate a Knowledge card.
  • Insight requirement: An amount of Insight you must currently have to play a card.
  • Non-active player: The player not currently taking their turn.
  • Priority: The opportunity to take a game action. The active player gets priority at the start of each phase of their turn. If it is not your turn, priority grants you the ability to do instant abilities. (See 'Priority, Instant Abilities and Timing', p. 10).
  • Sacrifice: Certain card effects require you to sacrifice one of your Units. When a card is sacrificed, it goes to your [GRAVEYARD]. You cannot sacrifice the same Unit to multiple Sacrifice effects.
  • Zone: An area of your Village. In this rulebook, zones are denoted by square brackets ([ ]), e.g. [GRAVEYARD] or [SACRED GROVE].

Symbol Legend

  • Attack
  • Armor
  • Health
  • Insight
  • Silver
  • Basic Card (always used)
  • Villager (u01)
  • Félagi (u02)
  • Berserker (u10)
  • Longbowman (u14)
  • Swordsman (u17)
  • Shield Wall (u18)
  • Maceman (u23)
  • Merchant (u25)
  • Norseman (u30)

SEER TIP: Sorting the cards based on their ID will make it easier to see the cards you can afford to play at a glance; the lower the ID number of a card, the cheaper its cost.

PROPHECIES: Each player takes two copies of the following Prophecy cards. These cards are combined into a deck and placed on the Prophecies space on their side of the Tavern playmat.

  • Blót (p02)
  • Courage (p07)
  • Smite (p10)

KNOWLEDGE: Each player takes one copy of the following Knowledge cards. These cards are combined into a deck and placed on the Knowledge space on their side of the Tavern playmat.

  • Art of War (k05)
  • Bounty (k06)
  • Battle Knife (k14)
  • Nanna's Anguish (k16)
  • Ards (k20)

Randomized Tavern Setup: Instead of using the cards listed in 4. Prepare the Tavern, shuffle the Unit, Prophecy and Knowledge Setup decks separately and draw the following number of cards from each:

  • 9 Unit Setup cards
  • 4 Prophecy Setup cards
  • 10 Knowledge Setup cards

These specified cards, as well as all Basic Unit and Prophecy cards (marked with a Basic Card symbol in the bottom left corner), will be used this game. After all cards have been retrieved, return all Setup cards to the box as they are no longer needed.

  • Place Starting Cards Each player places their Leader card on the node overlapping the [MARKET] and [HOMESTEAD] zones, and adds 1 Villager (u01) to the [MARKET] on their Village playmat.

    Select one Knowledge card of your choice from your deck, placing it face down in your [SACRED GROVE].

    SEER TIP: If this is your first game, you might want to choose the Battle Knife or Nanna's Anguish knowledge card for an aggressive playstyle, or the Ards card if you wish to focus on your economy. Or maybe try the Art of War or Bounty card if you want a more balanced playstyle.

  • Begin the Feud The first player takes the first turn of the game. Turns alternate between players until a Leader is reduced to zero Health, ending the game.

  • Sacrificing before combat: If a Unit is able to be Sacrificed, like the Infiltrator (1/1, "You may sacrifice Infiltrator to: Disable target Knowledge card until end of turn."), the defender may do that after assigning the Unit as a blocker. The Sacrificed Unit will not receive any combat damage, but the Unit it blocks will still be treated as blocked and deal no combat damage this turn.