Immortal 8
Immortal 8 Rulebook
Table of Contents
Table of Contents
Components
- 48 Civilization cards (24 Buildings, 12 Heroes and 12 Wonders)
- 18 Trade cards
- 8 Immortal cards
- 6 player boards
- 53 Civilization tokens (18 Military, 18 Science and 17 Chaos)
- 49 Culture tokens
- 48 coins (values 1, 3 and 5)
- 40 VP tokens (values 1, 2, 3, 5 and 10)
- 16 Supremacy tokens
- 16 Wonder tokens
- 5 Diamond tokens
- 1 First Player token
- 1 rulebook
A video explanation of the rules and a score sheet are available at https://immortal8.sorryweare.fr/fr/
Setup for 4 to 6 Players
(See "3-Player Games" below for 3 players.)
- Take the 48 Civilization cards and shuffle them to form the Civilization deck, which you place in the middle of the table.
- Take the 18 Trade cards and shuffle them to form the Trade deck. Set it aside for now. The Trade deck is only used if certain Civilization cards are played during the game.
- Give a player board to each player, placed on its Round I side. Then deal one Immortal card at random to each player, who keeps it hidden from the opponents. The remaining Immortal cards are put back in the box without looking at them and are not used for this game.
- Place the remaining components on one side of the table to form the supply: Civilization tokens (Military, Science and Chaos), coins, Supremacy tokens, Wonder tokens, Culture tokens, VP tokens and Diamonds. Resources are unlimited except Diamonds, which are limited to 5.
How the Game Works
A game of Immortal 8 is played over 2 Rounds, each divided into 3 Phases:
- Living Draft, where players play simultaneously.
- Kingdom, where players play one after another.
- Supremacy, where the players with the majority in the military and science domains gain a Supremacy.
After the Supremacy phase of the 2nd Round comes the VP phase, which determines the winner.
1 - Living Draft
In the Living Draft of the 1st round, play proceeds clockwise.
On the upper part of the player boards are 5 card slots. During the Living Draft, the 5 cards selected by the players are placed from left to right above their board, the 1st chosen card being placed on the leftmost slot, and so on.
Shuffle the Civilization deck then deal 5 cards to each player, which they keep secret from the opponents. This is their first draft hand.
Each player selects one card from the 5 in hand and places it face down on the 1st slot of their player board (the leftmost one), then places the 4 remaining cards of their hand face down between themself and their left neighbour. When every player has placed a card face down on the 1st slot, everyone simultaneously chooses to do one of the following:
Reveal this card to play it: This card is one of the maximum 3 cards you may play during the 1st Round. If this card has a Bonus (Civilization token, Wonder token...), place it on the card.
Example 1: David plays Alpha (no. 1), which lets him gain a Military Civilization token during the Living Draft. He places this token on the Alpha card.
Example 2: During the 2nd draft turn, David plays the Sanctuary of Galmi, a Wonder that lets him gain a Wonder token during the Living Draft. He places this token on the Sanctuary of Galmi card.
Leave this card face down to transform it: If the card is transformed, take a number of coins from the supply corresponding to the board slot where it lies (5 coins for the 1st slot, then 3, 2, 3 and 2 for the last slot) and place these coins on the card.
Example 1: David decides to transform his 1st card. He leaves it face down and places 5 coins on it.
Example 2: After playing Alpha and the Sanctuary of Galmi, David decides to transform his 3rd card. He leaves it face down and places 2 coins on it.
Then take the 4 cards located between you and your right neighbour and proceed as above until the 5th draft turn.
Clarifications
- You may play a maximum of 3 cards, but you may decide to play none and thus transform up to 5.
- Coins and Civilization tokens are limited to 10. If a player must gain an 11th Civilization token, they cannot get it by discarding a previously acquired Civilization token. If they must gain 2 Civilization tokens and they own 9, they choose which one of the 2 to gain.
- During the 4th Living Draft turn of the 1st round, if a player plays a card with a Civilization token or coin Bonus, it is doubled. A Wonder token Bonus cannot be doubled.
- It is important to carefully observe the cards played by the other players, as it will strongly influence your choices.
Example: David decides to play an Armory of Goan-Sul on the 4th Draft turn. As the bonus is doubled, he places 2 Military Civilization tokens on the Armory instead of 1.
End of the Living Draft
When the Living Draft is over, resolve these steps in this order:
- Players take the coins that were placed on their transformed cards. Then these cards are reshuffled into the Civilization deck without revealing them.
- Players take the coins, Civilization tokens and Wonder tokens present on their played cards, place them in front of themselves so they are visible to all, and organize their Kingdom as follows:
- Heroes and Buildings are placed in front of you in 2 rows, respecting the order in which they were played: Buildings on top and Heroes below.
- All Wonders are placed in the middle of the table to form the Wonders zone.
Example: David had to transform his 5th card because he had already played 3 cards in this Living Draft. This is David's situation at the end of the 1st Living Draft. His 2 transformed cards are reshuffled into the Civilization deck and the Sanctuary of Galmi is placed in the middle of the table, in the Wonders zone. He keeps in front of him only the Armory of Goan-Sul (Building) and Alpha (Hero).
2 - Kingdom
The player who played the Hero with the lowest tactical value (the number shown at the bottom left of Building and Hero cards) takes the First Player token. If no player played a Hero, use the lowest tactical value among the Buildings played.
Starting with the first player and going clockwise (for the 1st round), each player performs all the actions of their Kingdom at once.
During their turn, the active player may perform the following actions, in the order of their choice:
- Activate their Heroes and/or Buildings, in the order of their choice, at most once per card.
- Activate one Wonder of their choice among those available. Beware: it is only possible to activate ONE SINGLE Wonder per Kingdom phase, unless the Amber Hourglass is in play.
- Activate other players' Buildings (paying itinerancy and also tilting those Buildings) and placing a Culture token on each Building activated this way.
Example: In the 1st Living Draft David played Alpha (no. 1). He will therefore be the first player this Round.
When a card is activated, the player tilts it 90 degrees as a reminder that they cannot activate it again during their Kingdom phase. They will still be able to copy it with other card effects.
Itinerancy and Culture
During their Kingdom phase, the active player may activate other players' Buildings. To do so, for each Building they must pay itinerancy by spending as many coins as there are Buildings between their Kingdom and the Building they want to activate (including that Building). This Building is tilted to be activated, then the controller of this Building places a Culture token from the supply on it. Coins spent to pay itinerancy are always returned to the supply.
Culture tokens will earn Victory Points (VP) at the end of the game, during the VP phase. If the Building is destroyed during the game, the Culture tokens on it are discarded and return to the supply, unless otherwise stated on a card. There is no limit to the number of Culture tokens that can be on a card.
End of a Player's Kingdom Phase
When the active player does not want to or cannot perform any more actions, their Kingdom phase is over. The controller of each tilted card straightens them and the active player straightens the tilted Wonders. These cards will be activatable again for the next active player. The next player clockwise becomes the active player.
3 - Supremacy
The player with the majority of Military tokens gains a Supremacy token. Then do the same for the player with the majority of Science tokens. If the Ritual of Shadows is in play, after resolving the 2 previous Supremacies, the player with the majority of Chaos tokens gains a Supremacy token.
In case of a tie in the token count, no player gains the Supremacy. However, since the player embodying Justice (see her card) can reveal herself at any time and wins ties, she can gain a Supremacy token if Justice is involved in the tie.
There is no limit to the number of Supremacy tokens a player may own.
Example: David has 4 Military tokens and 2 Science tokens. Dominique has 2 Science tokens and 1 Military token. David wins a Military Supremacy and nobody wins a Science Supremacy.
Round 2
At the end of the Supremacy phase of the 1st Round, flip your player boards and move on to the 2nd round, played entirely counterclockwise. The 1st player gives the First Player token to their right neighbour. The 2nd round is played like the 1st, with the following differences:
Living Draft phase:
- Play on the Round 2 side of your player board.
- Deal 4 cards to each player instead of 5. It will only be possible to play at most 2 cards among the 4 selected.
Clarifications:
- You may play at most 2 cards, but you may decide to play none and thus transform up to 4. The maximum of coins is still limited to 10. If you would exceed the limit of 10 coins during this phase, do not take the excess coins.
- During the second Living Draft, no Civilization token Bonus is doubled, as happens on the 4th turn of the 1st Round.
- When players organize their Kingdom, they place their new Buildings to the right of the previous ones, respecting the order in which they were played during the Living Draft. The placement of your Heroes does not matter.
The Kingdom and Supremacy phases remain identical, except that the Kingdom phase runs counterclockwise.
End of the Game: VP Phase
During this phase, each Immortal reveals themself in turn to count their Victory Points. The Immortals reveal themselves in a precise order (their calling number is shown at the bottom of their card) and are called one by one. If an Immortal is not in play, call the next one directly.
The 1st Immortal called is Justice, the only one that can reveal herself during the game. If she has not revealed herself, she reveals herself now and her VP are calculated.
Then it is Tomorrow's turn. Respect the Immortals' reveal order and do not give too much information about the one you embody, because Tomorrow's score is based on the ability to guess each other player's Immortal.
The Immortals are called in this order: Justice, Tomorrow, Galmi, Abhilasha, Narashima, Phoenix, Goan-Sul and Xi'an.
Example: Galmi is Immortal no. 3. He will calculate his score after Justice (no. 1) and Tomorrow (no. 2).
Players earn VP in several categories and add them up to determine their final score. Beware: players do not gain VP tokens when counting the categories below. Only cards allow gaining VP tokens. Note on paper the VP earned by the Immortals in the different categories. You can download a score sheet at the link given at the beginning of this rulebook.
VP from Their Immortal Card
Follow the indications of your Immortal card.
- Justice doubles her Supremacy Points (see below).
- Tomorrow gains 1 VP per Chaos token in play and 10 VP or 15 VP if he succeeds in guessing the other Immortals in play.
- Galmi gains 2 VP per Wonder token in play and doubles his Wonder Ranking VP (see below).
- Abhilasha gains 2 VP per Chaos token in play and 1 VP per coin he owns.
- Narashima gains the Culture placed on his cards, then may destroy as many of them as he chooses. He gains 2 VP per destroyed card and 2 VP per Civilization card in the discard pile and in play.
- Phoenix gains VP according to the number of Science tokens she owns (1-3: 6 VP; 4-6: 12 VP; 7+: 18 VP) and doubles her Culture VP (see below).
- Goan-Sul gains 3 VP per Military token he owns and 1 VP per Military card he controls (including himself).
- Xi'an gains 8 VP per set of Military/Science/Chaos tokens he owns, and the Diamonds he owns are always worth 8 VP.
VP Tokens
Add up the total value of your VP tokens obtained during the game. If one or more cards you control make you gain VP tokens during the VP phase, gain them now.
Wonder Ranking
8/4/2 VP according to the number of Wonder tokens owned by the players. If several Immortals own the same number of Wonder tokens, they all gain the VP equivalent to their ranking, unless Justice is in play. If Justice is in play, she pushes the Immortals tied with her down one place. A player who owns no Wonder tokens does not enter this ranking and therefore scores no VP.
Since Galmi doubles the value of his Ranking, he will gain an additional 8/4/2 VP, unless he owns no Wonder token or is not placed in the ranking.
Example 1: Player 1 = 8 VP, Player 2 = 8 VP, Player 3 = 4 VP, Player 4 = 2 VP. Example 2: Player 1 = 8 VP, Player 2 = 4 VP, Player 3 = 2 VP, Player 4 = no VP.
(In the illustrated examples, Justice, who can reveal herself at any time and wins all ties, is involved.)
Supremacy Tokens
4 VP per Supremacy token you own. Justice doubles their value, so she scores 8 VP per Supremacy token she owns instead of 4 VP.
Example: 24 VP for Justice.
Culture
1 VP per Culture token on the cards you control. Phoenix doubles this value, so she gains 2 VP per Culture token she owns instead of 1 VP. Since Narashima can destroy his cards at the end of the game, count the Culture tokens placed on Narashima when he is called.
Example 1: 12 VP. Example 2: 6 VP.
Diamonds
Each Diamond you own earns a number of points that depends on the total number of Diamonds in play:
- 1 Diamond in play: it is worth 8 VP
- 2-3 Diamonds in play: they are each worth 4 VP
- 4-5 Diamonds in play: they are each worth 2 VP
Xi'an is not affected by the loss of value of Diamonds: those he owns are always worth 8 VP.
Example: a Xi'an player's Diamonds are each worth 8 VP regardless of the number of Diamonds in play.
Determining the Winner
After all the Immortals have been called and the scores calculated, the Immortal with the most Victory Points wins the game. In case of a tie, if Justice is involved in the tie, she wins the game. If Justice is not involved, the Immortal with the highest calling number wins.
3-Player Games
A 3-player game is identical to 4-6 player games, with these exceptions:
Setup:
- Remove the 12 Buildings with the symbol at the bottom left. The Civilization deck is thus made of 36 cards instead of 48.
- We recommend removing Justice from the Immortals playable with 3 players.
- Each player secretly receives 2 Immortal cards instead of one.
End of the game:
- Before calling the Immortals, each player secretly discards one of the 2 Immortals they received at the start of the game. The one kept by the players is the one that will earn them VP.
FAQ
Heroes
01 - Alpha: You are never obliged to gain the bonus linked to Pillage. In case of a tie, you do not gain Alpha's Supremacy token, unless you embody Justice.
02 - Abunakkashii: As his ability is not an Action, he can never be copied. You are not obliged to use his ability. If you use it, you gain the Bonus (if any) of the chosen Hero.
03 - Eliana: If you do not control a Building, you cannot perform her Action. If you control 2 Phoenix Observatories, you only gain a single Supremacy token.
04 - Nezha: Nezha's passive power applies only during the Supremacy phase. It lets you virtually add 1 to the total of Military and Science tokens you own. However, it does not work during the VP phase: for example, if you control Alpha, you do not add 1 to your total of Military tokens at the end of the game.
05 - EZ: If you play EZ during the Living Draft, you may use his bonus (make another player gain a Chaos token) after seeing the cards played by the other players during that same draft turn. If you double EZ's bonus (on the 4th draft turn of the 1st round), you may choose the same other player twice: that player thus gains 2 Chaos tokens. If this would make that player exceed 10 Civilization tokens, you must give this Chaos token to another eligible player. You can only destroy EZ if a card lets you do so. When this card is destroyed, search the Civilization deck for the Wonder Ritual of Shadows, play it and gain its bonus. If the Ritual of Shadows is already in play, ignore this effect.
06 - Shadow: You can only destroy Shadow if a card lets you do so. When this card is destroyed, search the Civilization deck for the Wonder Ritual of Shadows, play it and gain its bonus. If the Ritual of Shadows is already in play, ignore this effect.
07 - Cylak: You are not obliged to perform the Action of a card copied by Cylak. You can only destroy Cylak if a card lets you do so. If you copy Lion with Cylak's power, any Culture tokens placed on the Building are discarded. When this card is destroyed, search the Civilization deck for the Wonder Ritual of Shadows, play it and gain its bonus. If the Ritual of Shadows is already in play, ignore this effect.
08 - Avatar of Galmi: At the end of the game, gain 4 VP per Diamond you own: take VP tokens from the supply to represent this gain.
09 - Fenghuang: When you copy a Science card, you do not pay itinerancy and its controller does not place Culture there if it is a Building. You can only destroy Fenghuang if a card lets you do so.
10 - Valeen: If you own 9 Civilization tokens and you play Valeen during the Living Draft phase, you choose which token to gain with his Bonus.
11 - Lion: If another player uses Lion through the Action of the Orb of Chaos, they must place any Culture tokens from their Building on Lion.
12 - Orgah: Your neighbours are the players immediately to your left and to your right. You do not pay itinerancy and the player who controls the Building does not place Culture on it. This Building is not tilted.
Buildings
25-26 - Armory of Goan-Sul: If you own 10 Civilization tokens, you cannot activate this card.
27-28 - Phoenix Observatory: If you own 10 Civilization tokens, you cannot activate this card.
29-30 - Caravan of Xi'an: You can only gain one Civilization token of each type (Military and Science) when you activate the Caravan of Xi'an, even if you control several Heroes of the same type. If you control a Military and Science Hero (Nezha or Valeen), you must gain 1 Military and 1 Science Civilization token. If you own 9 Civilization tokens and activate the Caravan of Xi'an to gain 2 different tokens, you choose the one you gain.
33-34 - Elite School of Justice: The passive effect of the Elite School of Justice triggers each time you gain a Supremacy token, not only in the Supremacy phase.
35-36 - Altar of Narashima: If you control 2 Altars of Narashima at the end of the game, you do not gain a Supremacy token.
37-38 - War Engines of Goan-Sul: You are never obliged to gain the bonus revealed through Pillage.
39-40 - Library of Phoenix: If you do not control a Building, you must place a Culture token on another player's Building. If there is no Building in play, you cannot perform this Action.
41-42 - Chaos Portal: You are not obliged to use its effect. If you use its power, you gain the Bonus (if any) of the card played. As the Chaos Portal's effect is not an Action, it can never be copied. The Chaos Portal does not need another card in play to be destroyed by its controller.
43-44 - Fortress of Galmi: You may copy a Wonder you have already activated this turn (via the "normal" activation of a Wonder). It is the same for a Hero you control.
45-46 - Incredible Market of Xi'an: You must always choose one of the 2 rewards, if possible. If you own 10 Civilization tokens and 5 coins and have the choice between a Civilization token and a Diamond, you must buy the Diamond. If you own 10 coins and fewer than 10 Civilization tokens and have the choice between a Civilization token and 2 coins, you must gain the Civilization token. If you owned only 9 coins, you could have chosen to gain 2 coins (in reality 1). If there is no Diamond available, you must choose the other option, if possible.
47-48 - Treasure of Byun Hyung Ja: You may activate the Treasure of Byun Hyung Ja even if it makes you exceed the limit of 10 coins. In this case, only gain a number of coins allowing you to own 10.
Wonders
Hall of War of Goan-Sul: You do not pay itinerancy and the player who controls the Building does not place Culture on it. This Building is not tilted.
Orb of Chaos: If you copy Lion's effect this way, you must place any Culture tokens from your destroyed Building on Lion.
Flying City of Phoenix: Do not forget that the Flying City only works on Buildings, not Heroes.
Swords of Justice: If you control 1 (or 2) Elite School of Justice, you gain 2 VP (4 VP) in addition to the Supremacy token.
Xi'an's Folly (Fabuloserie de Xi'an): You can only make a single conversion among the 2 offered, and only once.
Diamond Mine: If there is no Diamond available, you cannot perform this Action.
Twin Statues: If you own no token of the chosen type, you gain 2. If you own 1 token of the chosen type, you gain only one.
Ritual of Shadows: If you destroy EZ, Shadow or Cylak and the Ritual of Shadows is not in play, search for it in the Civilization deck and play it. You gain the Wonder token as if you had played it during the Living Draft.
Lands of Fire of Narashima: Any Culture tokens placed on the card you destroy are discarded and return to the general supply.
Equilibrium: If you control several sets of 3 different Civilization tokens, you only gain 3 VP.
Sanctuary of Galmi: The cost is reduced by 1 coin for each card you control. Even though the Sanctuary of Galmi has this type, as it is a Wonder, you do not control it. This symbol is also on the Amber Hourglass, to keep consistency with Galmi's mechanic and in anticipation of possible expansions.
Amber Hourglass: You cannot activate the same Wonder twice this way, only 2 different Wonders.
Immortals
1 - Justice: If you did not reveal Justice during the game, you gain her Supremacy token when she reveals herself in the VP phase at the end of the game.
2 - Tomorrow: Tomorrow earns 1 VP for each Chaos token IN PLAY. When Tomorrow reveals himself, you may look at another player's Immortal, then guess each Immortal in play: if you guess all the Immortals, gain 10 VP; if you guess all the Immortals without having looked at another player's Immortal, gain 15 VP.
3 - Galmi: If Galmi built no Wonder or is not ranked, he scores 0 VP for the Wonder Ranking and thus cannot double these VP. (2 VP per Wonder token in play; double your Wonder ranking VP.)
4 - Abhilasha: Abhilasha earns 2 VP for each Chaos token IN PLAY and a maximum of 10 VP for coins, since the limit of coins a player may own is 10. (1 VP per coin you own.)
5 - Narashima: Narashima's effect triggers at the moment he reveals himself, before counting his Victory Points. Effects never trigger during the VP phase, only during the Kingdom phase. During the VP phase, when you reveal Narashima, place all your Culture tokens on him. Then you may destroy as many cards as you wish among those you control; 2 VP per card in the discard pile and in play.
6 - Phoenix: All your Culture tokens are doubled, no matter where they are, most of the time on your Buildings, but also on Lion, for example. (Number of Science tokens you own: 1-3: 6 VP; 4-6: 12 VP; 7+: 18 VP. Double your Culture VP.)
7 - Goan-Sul: Goan-Sul is himself a Military card and thus earns 1 VP at the end of the game. (3 VP per Military token you own; 1 VP per Military card you control.)
8 - Xi'an: You can only make 3 sets of Civilization tokens since players are limited to 10 Civilization tokens at most. (8 VP per set; your Diamonds are always worth 8 VP.)
Glossary
Trade cards: When the Trade deck is empty, shuffle the discard pile and form a new Trade deck.
Control: A card you played during the game AND that is placed in your Kingdom. You can only control Buildings and Heroes, never Wonders. These are placed in the middle of the play area to form the Wonders Zone.
Copy: Some cards let you "copy" the Action of another card. If you copy an Action, you must be able to pay its cost (in coins most of the time). If it is a Building, you pay no itinerancy cost and its controller does not place Culture on it. If it is a Wonder, you may thus use its Action twice during your Kingdom phase: once via the rule of activating a single Wonder per turn and once thanks to the card that lets you copy it (e.g. Fortress of Galmi). If a card has no Action, it cannot be copied. When you copy a card, it is not tilted.
Destroy: You can only destroy cards you control, and only if a card in play lets you (e.g. Lion, Altar of Narashima and Lands of Fire of Narashima). When you destroy a card, place it in the Civilization discard pile. This discard pile can be consulted at any time by all players. Unless otherwise indicated on the card allowing the destruction, all Culture tokens placed on the destroyed card are also discarded.
Give: Choose an element you own and give it to another player.
Swap: Physically swap the positions of the 2 cards concerned. If a Bonus is present on the card arriving in your Kingdom, you gain it as if it was gained during the Living Draft.
Civilization tokens: They come in 3 types: Military, Science and Chaos.
Pillage: Reveal the 1st card of the Trade deck. You may obtain its Bonus if you wish. Then discard this card into the Trade discard pile (different from the Civilization discard pile). If you reveal a Diamond when pillaging the Trade deck, you may obtain it by paying 5 coins.
Look: Secretly consult the number of cards indicated by the Action.
Reveal: Take the cards from the indicated deck (Civilization or Trade) and place them in front of you while performing the Action of the card that let you reveal cards.
Destroy (effect): The effect following this symbol triggers when the card is destroyed. This effect can only be triggered during the Kingdom phase.
Neighbours: The players immediately to your left and to your right.
World Effect: A permanent effect that affects all players. This effect is not an Action; it can never be copied.