GOSU: Kamakor
GOSU: Kamakor Rulebook
Table of Contents
Table of Contents
Components
- 100 new cards (80 Goblins and 20 Shibuke, People of the Tree World)
- 8 Dragoon tokens
- 10 « Clan » tokens
- This rulebook
How to Play with Kamakor
To keep the game dynamic and combo-based, it is out of the question to add up the 200 cards of the basic set and of the extension. Goblins are much smarter than the legend tells! To work that out, at the beginning of the game, you will use the clan tokens provided with the extension and place them face down in front of you. Then all the cards are sorted by clan and placed on the side of the table. So far, so good!
Now, taking turns and starting with the first player, you will discard one of the clan tokens still on the table until only 5 are left. These 5 will be the 5 clans that will be used to play. Take the cards of these 5 clans and shuffle them into the deck that will be used for this game. Now, you are good to go!
For sure, you may play a couple of games with the same deck before playing a couple more with the 5 other clans! In fact, total, this extension offers some 250 new game combinations! So good luck and have fun!
Changes Introduced by Kamakor
Let's now have a look at the few changes brought to you by this extension. Yep, goblins are becoming more and more picky! But rumours of tournaments here and there around the world force us to make things as clear as goblinely possible. And if it is not the case, you will find on the last page of this booklet a link to the official GOSU forum (which, by the way, will be usable to organize tournaments of your own! How great, isn't it?).
GOSU Tournament Rules (Official Optional Rules)
First of all, the GOSU tournament rules that were available here and there are now fully official game rules. They remain optional and you are free to decide whether or not to use them. But if you want a friend's advice, it is much better with than without!
Here are these rules:
GOSU 1.1.
Draft: Before starting the draft (*), the players determine who will be the first player and will start with the Advantage Token in hands.
(*) Draft? What's that? Having been dealt its starting hand of 7 cards, each player keeps 2 of them and gives the 5 remaining to the player seated on his immediate left. All players must act simultaneously. Then, each player keeps 1 card from the received cards, passing along the remainder, repeating the operation until no card is left to pass.
Turn limit:
- With 2 players, when one of them passes, the other may play no more than 10 additional turns (with the exception of the « Infinity rule » detailed below).
- With 3 or 4 players, when one of them passes, the sum of individual turns played by the other players may not exceed 10.
- With 4 players paired in teams (2 vs 2), when both players of a team have passed, the other team may play no more than 10 additional individual turns (with the exception of the « Infinity rule » detailed below). In other words, the sum of turns played by both partners may not be greater than 10. And if one passes prematurely, his team player may play the unused additional turns himself.
- For example, if one of the players passes after only 2 additional turns, his partner may play a total of 8 additional turns (for a total for the team of 10).
Precision: If a player plays a card that gives him an extra turn, this turn must be counted against the limit of 10 additional turns mentioned above (with the exception of the « Infinity rule » detailed below).
Infinity rule: If during the 10th additional turn, a player plays a card that gives him an extra turn, he may play it. And so on if during this new last turn he gains another extra turn.
Ok! That's done! Let's add two further precisions:
- A player may not pass as long as he still has an unused Activation token in hand.
- Regarding Kao, the Dark Goblin of the basic set, there is a slight precision that need to be made. His power is not triggered when a card traps herself.
Standard-Bearers
In Kamakor, a new type of goblin appears: the standard-bearer! Standard-bearers are level 1 goblin. Thus, there are two cards of this type in each goblin clan. Except for the Shibuke clan (the People of the Tree World) as they are no goblin!
The two powers common to all standard-bearers are:
- "As long as the [Name of the card] is the first card of your army, draw 2 cards at the end of the ROUND (after the Great Battle)."
- In order to be the first card of the army and trigger the drawing power, the standard-bearer must be placed on the bottom left of your army at the end of the round.
Recruiter
All standard-bearers have a power named « Recruiter » as stated on their card. But what does it mean? The power of the recruiter is to cancel the enrolment cost of the goblin placed on its immediate right (which is especially effective if the enrolled goblin is of a new clan!). Beware; this power does not apply to mutation!
IMPORTANT: When a recruiter is destroyed, all of your opponents draw 1 card!
In addition to these two common powers, based on their respective clan, each standard-bearer has a small power of its own.
Releasing Cards
A new term appears in Kamakor: "to Release". To release a card is to flip a trapped card back to its face-up position. The trapped cards that are flipped back at the beginning of the round are also considered as released.
The People of the Tree World (Shibuke)
The People of the Tree World do not have the power to mutate. They may come into play as the result of a mutation but they may not mutate themselves into another card. However, in lieu of mutation capability, they may "Shadow Jump"!
Shadow Jump
During your turn, you may perform a "Shadow Jump" as your action. To do so, target a card that has the power to "Shadow Jump" and reveal the first card of the draw pile. If this card is of the same level as the targeted one, it replaces it, the replaced one going to the discard pile. This card is not considered as destroyed for game purpose.
If the drawn card is of a different level, then it is discarded and the Shibuke that failed the jump is trapped instead!
Note that some cards of the People of the Tree World may come into play at different army levels. An indirect effect is to increase your chances of success when attempting a "Shadow Jump"! And believe me! It has definitely a very cool effect to "Shadow Jump"!
Shibuke Messenger
When the Shibuke Messenger comes into play, reveal the next 5 cards from the draw pile. Take 1(+1) card in your hand and discard the rest.
Its card also carries the "Shadow Jump" power described above.
Shibuke Cards That May Come Into Play at Two Levels
All these Shibuke cards may come into play at two different levels, either 1 and 2, or 2 and 3. It is clearly mentioned in the text accompanying the card. During the Great Battle, their military value corresponds to the level at which they have been played: 2 for Level 1, 3 for Level 2 or 5 for Level 3.
- Shibuke Dark Blade may be added to your army either as a Level 1 or as a Level 2. When Shibuke Dark Blade comes into play and when he performs a successful Shadow Jump, all your opponents must discard 1(+1) card. Then you take the Advantage Token.
- Shibuke Warrior Spirit may be added to your army either as a Level 1 or as a Level 2. When Shibuke Warrior Spirit comes into play and when he performs a successful Shadow Jump, choose 1 "Level 1" or "Level 2" FREE card and destroy it.
- Shibuke Defender may be added to your army either as a Level 1 or as a Level 2. When Shibuke Defender comes into play and when he performs a successful Shadow Jump, draw 3 cards then discard 1 card from your hand.
- Baeelrah may be added to your army either as a Level 2 or as a Level 3. When Baeelrah comes into play, each player adjusts his hand to 4 cards either by drawing or discarding.
- Aaelual may be added to your army either as a Level 2 or as a Level 3. When Aaelual comes into play, the player(s) with the lowest number of victory points draw(s) 1 card from the draw pile.
Dragoon Tokens
At the beginning of the game, the Dragoon Tokens are placed as a common reserve in the centre of the playing area. The Dragoon Tokens are used to activate (yes, it counts as an action!) the cards having a "Dragoon" symbol. When a player earns a Dragoon Token, he takes it from the reserve (and from there only!). It is not possible to retrieve a Dragoon Token already played on a card.
If a card having a Dragoon token played on it is removed from play (destroyed or mutated), the token goes back to the reserve.
It is not allowed to have more then 2 Dragoon Tokens in hand at any given time. However, a player may have 2 Tokens in hand and 2 more already played on cards!
If the reserve runs out of tokens, then it is not possible to get new ones.
At the end of every ROUND, the Dragoon Tokens played on cards are removed and returned to the reserve. The players keep their unused Dragoon Tokens for later use. Hence, a player may perfectly carry 1 or 2 Dragoon Tokens over several ROUNDS !
As for the Activation Tokens, only 1 Dragoon Token is allowed on any given card.
Shadow Goblins with a New Activation Method
Some Shadow Goblins have a new activation method: This activation counts as an action: you may execute the action printed in italic and followed by ":" to trigger the power indicated. It is important to note that this activation may be performed as many times as you want during any single Round (provided, for sure, that you can!).
- Shadow Goblin Zë'nd - Trap the Shadow Goblin Zë'nd: Return 1 card from the discard pile to your hand having the Zombie Mutation power.
- Zöräz - When Zöräz is released, draw until you have 3 cards in your hand. Trap Zöräz: Draw 2 cards.
- Zäkk - Trap Zäkk: Choose 1 FREE card and destroy it. Then take the Advantage Token.
- Züü'Bäh - Trap Züü'Bäh: The player of your choice must discard 1(+1) card from his hand.
- Zör'Gör - Trap Zör'Gör: Draw X Cards, X being the number of trapped cards in your army (including Zör'Gör).
Rules for GOSU Team Play
The game is played in 3 Victory Points for a team. Hence, Victory points are shared by both partners of the same team.
If a team has less Victory points than the other, the 2 players of the team benefit from the bonus in parenthesis.
A card targeting "a player" may target the team mate as well as the players of the opposing team. A card targeting "an opponent" may only target a player of the opposing team.
The new actions available during your turn are (in addition to the usual ones):
- Spend an Activation Token to have your partner draw 1 card
- Spend two Activation Tokens to have your partner draw 3 card
- Play an Activation Token on one of your partner's cards in order to activate its power. The power is then applied as if it had been effectively played by its owner.
- Play a Dragoon Token on one of your partner's card in order to activate its power. Again, the power is then applied as if it had been effectively played by its owner.
The Great Battle in Team Play
During the Great Battle, only the strongest army (i.e. highest military value) is taken into account for each team. The one with the highest military value wins the Great Battle.
In case of a draw, then the second army of both teams are compared. The one with the highest military value wins the Great Battle.
In case of a second draw, then the team with the Advantage Token wins the Great Battle.
Final Note
That's it! You now know everything you need! Time for me to go back to my new treaty! So I wish you to enjoy many more exciting games of GOSU! Have Fun!
For any question on the game rules, go to the official forum: www.gosulair.fr