Imperial Twing
Imperial Twing Rulebook
Table of Contents
Table of Contents
Introduction and components
The Orn currently manifests in 4 elements:
- Red: Orn of Fire
- Blue: Orn of Water
- Green: Orn of Life
- White: Orn of Air
Objective of the game is to duel other players, using combinations of spells, magical creatures and special cards, in order to win crystals ("Ornicles") with which you can purchase magic objects.
Once any player has enough magic objects they can enter the End Game phase, in which they can battle all other players for control of their magic objects.
The player who controls all the magic objects at the end of the game is the winner of Imperial Twing.
What is in the box?
- 160 poker-sized playing cards
- German and English language versions
- Four custom D12 "Orn" dice
- 30 "Orn" crystals ("Ornicles")
- Black cloth bag
- Two additional blank "magic object" cards
The box includes both German and English versions of the magic object cards and the event cards. Please remove the cards in the language you don't want to use before starting to play.
Identifying cards
Imperial Twing includes four major types of cards, each with a unique design and colour on the back.
Character cards
There are four character cards in the base game. These have a purple design on the back of the cards. Each player chooses randomly, or selects, one of these cards at the start of the game, and places it face-up in front of them.
The colour of your chosen character card determines your "element" for the game (fire, water, air, life) with potential benefits when using spells and magical creatures of the same element as your character.
Playing cards
The playing cards are used by all players during the game and include spells, magical creatures, and special cards such as cats and traps.
The playing cards have a blue design on the back of the cards.
The details of the different types of playing cards, and how they can be used, can be found in the next section entitled "Different kinds of playing cards".
Magic object cards
Magic object cards represent the powerful items which players collect during the game, and which are needed to win Imperial Twing.
Magic object cards have a green design on the back of the cards. Each magic object card includes the name of the magic object and a brief description of its effect.
The details of the effects of each magic object are covered in the section "Powers of the magic objects".
Event cards
The Imperial Twing event cards contain descriptions of random events which can occur when using magic, as the Orn is unpredictable.
The event cards have a red back, and each card contains the name of the event as well as a description of the effects.
The characters
Mage of the Lambent Matchstick. Always ready to give you a light when you need one, and a very popular guest at barbecues. Tends to be a little hot-headed.
He believes that he is the natural and obvious choice for the position of Vice Archmage, and that he is destined one day to become Archmage himself. Things may get a little warm for anyone who opposes him.
Witch of the Burbling Rivulet. Reigning champion of summer party water battles, everyone else is soaking wet in no time. Fabulous story-teller.
Wants to become Imperial Archmage primarily to take revenge on a particularly unpleasant senior navy officer.
Avoid getting into an argument with her, as you will likely be swept away by the force of her argument.
Sorceress of the Picturesque Flowerpot. Need a fruit, flowers look bad, roses don't bloom, no problem. Never, ever mention religion! (It's a family thing.)
Loves magic and wants to learn more about the secrets known only by the Archmage and a rare few others.
Can be quite a prickly opponent.
Warlock of the Balmy Sea Breeze. He is great to have around if you have wet hair or clothes, or if you need to blow away leaves. Beware strange smells.
Known to rustle quite a few feathers, especially if he is annoyed.
Especially gifted in controlling the Orn of Air, he now seeks further fame by becoming the Vice-Archmage of the Empire.
Different kinds of playing cards
Within the deck of playing cards (blue backs) there are several different kinds of cards with specific purposes:
Spell cards
Spell cards represent the magical power of the Orn and are used to attack (and defend against) other players.
Each spell card has the symbol and colour of the corresponding element of the Orn, as well as the power of the specific card.
Magical creature cards
Magical creatures join your cause and can be used to assist you in both attacking and defending against other players. Each magical creature card has the picture and name of the creature on the card, as well as its strength (power).
Creatures with the "M" symbol on the card are mounts which can carry another creature of the same colour and the same or lower power.
Cat cards
It has long been known that cats have a special relationship with magic and the Orn.
Black cat cards can be played whenever you are rolling the Orn dice and allow you to reroll the dice one time. You can use multiple cat cards one after another, but you must always use the result of the last roll of the Orn die.
The special white cat card "Miromon" reverses the result of ANY roll of the Orn dice, for yourself or your opponent. Critical fail becomes critical hit, -4 becomes 4, event becomes 0 (no event). In all other respects Miromon is used in the same way as any cat card.
Trap cards
Traps can be used to neutralise your opponent's magical creatures. You use a trap card by placing it face upwards onto another player's magical creature card, which is then removed to the discard pile. You can play a trap card at any time during a battle, including after the Orn dice have been rolled.
If a mount is targeted, only the mount is discarded; the creature riding the mount remains in the battle.
Other game components
Ornicles
When the Orn is used for magic spells during battle, magical processes happen which generate Ornicles that appear in different coloured crystals.
These crystals can be collected by the wielder of the winning spell and can be used to purchase magic objects and to pay for some special actions later in the game.
The Orn dice
The Orn dice represent the "will of the Orn" and are rolled by players who are using spells to attack or defend.
Magic is unpredictable and can sometimes have unexpected consequences.
Whenever you utilise the power of the Orn, whether attacking or defending, you roll the 12-sided Orn die of your character's colour to determine the effect of your spells.
The numerical result (from -4 to +4) is used to modify your total power (added to the sum of the spells and magical creatures you are using).
There are also three "special symbols" which have the following meanings:
- Sun: Critical Hit. You win!
- Cross: Critical Fail. You lose!
- Spiral: Event. Draw an event card and do what it says.
Standard gameplay
A game of Imperial Twing consists of three main stages.
- Setup. The game is set up ready to start playing.
- Main Game. Players battle with each other to collect Ornicles, purchase magic objects and build their entourage of magical creatures.
- End Game. A player who has at least 3 magic objects can initiate the "End Game" and attack all other players simultaneously in a bid to acquire their magic objects. Any player who has no magic objects remaining loses the game. Only one winner can remain.
Game setup
The playing cards, magic objects, event cards and Orn crystals should be laid out as follows:
- The playing cards (large stack with a blue background) are shuffled and placed in the centre of the table.
- Event cards (red back) and magic object cards (green back) are also shuffled and placed face down on either side of the table.
- The top two magic object cards are drawn and placed face up next to the magic object card stack.
- The "Ornicles" (coloured crystals) are placed in a convenient location for all players to access.
Start: the game is on!
- Each player chooses a character card and places it face up in front of them, along with the corresponding coloured "Orn" dice.
- Each player draws THREE playing cards from the stack and immediately places any magical creature cards face up on the table in front of them.
- Spells and any special cards are kept in the hand (not displayed to the other player(s)).
- Everyone rolls the dice at the same time and the highest number begins (re-roll if two or more players roll the same highest number).
- Starting player begins their turn and decides the direction of play (clockwise or counterclockwise) for this game.
Always have a spell at hand
If you no longer have a spell card in your hand, always draw playing cards immediately until you have a new spell card. Any other cards drawn that are not spell cards are immediately discarded.
Maximum spell colour and hand limit
- You may only hold up to three different colours (elements) of spell cards in your hand.
- If you have more than three colours in your hand, discard spells of one colour to the discard pile.
- You can only have a maximum of 15 spell cards in your hand.
Main game
Player turn actions
At the start of your turn, draw 1 card from the deck of playing cards. All magical creature cards are immediately placed face up on the table in front of you. These form your entourage (army of magical creatures).
Then choose ONE of the following actions:
- Pass and draw TWO additional playing cards from the stack.
- Attack any other player using spells, and magical creatures if you have them.
- Buy a magic object, if you have three Ornicles.
- Enter or continue the End Game (if you have at least three magic objects) and make an End Game attack.
The printed "Imperial Twing 'standard' Game Turn Flow" chart shows the same choices as a flowchart: draw one card from the playing cards stack; discard spells of one colour if you have more than three colours, and discard cards if you have more than 15 in your hand; then choose one of: pass and draw two more cards from the playing cards stack (then discard spells of one colour if you have more than three colours, and discard cards of your choice if you have more than 15 cards in your hand), attack any other player, buy a magic object if you have three Ornicles, or enter or continue the End Game and make an attack against all players. Each branch leads to End Turn.
Fighting: attack and defense
On your turn you have the option to attack any other player. This is the main way you collect Ornicles, which enable you to purchase magic objects.
- Announce the attack, and who you are attacking, and then place the cards you are using in your attack face up on the table.
- You MUST play at least one spell card to attack. You may play up to three spell cards of the same element (colour) in a single attack.
- Optionally, add one creature of the same colour for each spell card placed. Creatures riding a mount do not count in this total (the creature and mount count as one creature).
- Add up all the points on the cards (spells and creatures).
- Your opponent MUST defend, using spells (and optionally adding magical creatures).
- Roll your Orn dice and add or subtract the result from your total points.
- Play cat and trap cards at will during the fight to change the outcome.
After the battle
- Whoever has more total points at the end wins, and takes 1 Ornicle as a reward.
- All spell and special cards played are discarded.
- All creatures of the winner return to their entourage.
- All the losers' creatures go to the discard pile.
- When there is a tie (attacker and defender have the same total power result), all creatures of all players return to their entourages and all other cards played are discarded (spells, cats, traps). Neither player collects an Ornicle.
- If players have a simultaneous action (for example both roll an event on the Orn dice), the attacking player goes first (has the initiative).
Also remember to check for the effects of magic objects which can negate the effects of certain rolls, as well as cat and trap cards.
Gameplay example
The printed example (a picture sequence) runs as follows for one attack or defense:
- Combine spells and critters for an attack or defense.
- Play cards: Power 9 vs 7.
- Roll dice: Power 7 vs 11.
- Play cat and reroll: Power 12 vs 11.
- Play trap and eliminate critter: Power 9 vs 11.
Magic objects
Magic objects are rare and powerful items in which the power of the Orn manifests to provide their owner with special abilities. In order to win Imperial Twing you must collect at least three (3) magic objects.
You can acquire magic objects through:
- Buying them using Ornicles as an action during your turn
- Duelling another player to steal a magic object from them
- An event
You can possess as many magic objects as you like, however you can only use three magic objects at a time. Put all further magic objects that you possess to the side, so that all players can see them. Only the ones next to your character card are active and their powers affect the game.
You can switch which of your magic objects are active at any time, except during a battle or duel.
Buying magic objects: become even more powerful
If you have three Ornicles you can buy one of the two magic objects that lie openly on the table (face up). Pay the required number of Ornicles, choose a magic object and lay it face up next to your character card.
When you have chosen one magic object, draw a new card from the magic object stack (if any remain) and lay it down facing up. Your turn ends.
Powers of the magic objects: no two are the same
| Magic Object | Power |
|---|---|
| Teddy of Agony | Add one additional magical creature of any colour to your attack or defence (this can include a mount and a creature riding the mount, which still counts as one creature). |
| Panties of Protection | If you roll a critical fail it counts as 0 on the dice. |
| Bra of Destiny | Your opponents' critical hits count as 0 against you. |
| Hat of Opportunity | When you are defending an attack, you may roll the Orn die again one time (this is not affected by the Socks of Certainty). You must take the result of the new roll. |
| Giant Red Shamrock | When you are attacking, you may roll the Orn die again (this is not affected by the Socks of Certainty). You must take the result of the new roll. |
| Puppet of Clarity | When you draw an event card it has no effect on you, but still influences all other players as appropriate. This includes events which would be beneficial for you! |
| Boots of Certitude | Your opponents cannot use trap cards against you. |
| Socks of Certainty | Your opponents cannot use cat cards against you, including Miromon. This does not stop your opponent from using cat cards against other players. |
Events: expect the unexpected
A player draws an event card whenever they roll the "event" symbol (spiral) on the Orn dice, both when attacking and defending, and players must do whatever the event card says. Events can be positive or negative and may affect the player drawing the event as well as some or all other players.
Events are resolved immediately before any other actions are performed.
The event dice roll counts as a zero modifier towards your total power for this attack or defence.
After any events are actioned, cat cards can be played by either player (attacker or defender) to re-roll their dice. Some magic objects also enable the dice to be rerolled.
If several people roll the event symbol at the same time, the attacker must draw an event card first and resolve the outcome. Then, one after another in order of play, the other players draw their event cards and resolve any outcomes.
Remember that a player who has the Puppet of Clarity active is NOT affected by any events.
The following table lists the details of each event card:
| Event Card | Explanation |
|---|---|
| CATNIP | All cat cards in the hands of all players, and on the table, are discarded. This includes Miromon the white cat. |
| SNAP OF THE TRAP | All trap cards in the hands of all players, and on the table, are discarded. |
| DISTURBANCE IN THE ORN | Spell cards and Orn rolls don't count, only creatures fight. |
| IMPERIAL GRATITUDE | The player who draws the event takes 1 extra Ornicle. |
| IMPERIAL TAX | All players pay 1 Ornicle to the bank, if they have any. |
| LUCK OF THE ORN | Draw the next magic object from the top of the stack. |
| ORN LOOP | All players exchange the cards in their hand with the player to the left or right of them. The player who draws the event decides the direction. |
| ORN STORM | All spell cards count double power during this attack. |
| ORN WIGGLE | Orn dice rolls don't count in this attack, only the cards played count. Players still collect Ornicles as usual. |
The End Game
Become the Vice-Archmage
If it's your turn and you have 3 (or more) magic objects, then you can start the End Game.
- Announce loudly and clearly that you are now starting the End Game.
- If any player has no magic objects, they lose immediately and surrender (leave the game).
- Now it's one against all. Your attack goes against all remaining players at the table at the same time.
- Everyone must defend themselves individually!
- All roll their Orn die at the same time.
- Each battle is resolved individually. Creatures are only discarded at the end.
- You win: take a magic object from the respective opponent.
- You lose: the opponent receives 1 Ornicle.
- If you are the last person in the game, you have won and are the Vice Archmage.
- If one of your three magic objects is stolen, the End Game phase ends for you and you continue to play in the regular mode until you have 3 magic objects again and restart the End Game.
Surrender: retire when it becomes hopeless
Sometimes the Orn simply isn't on your side, or perhaps for some other reason you need to end your game. If at any time a player wishes to withdraw from the game, they can do so by announcing their retirement:
- Turn your character card face down.
- Discard all of your playing cards.
- If there is more than 1 player remaining in the game, distribute your magic objects and Ornicles to the other players, as you wish.
- Thank your opponent(s).
Other game variations
Try out your own ideas and check out the publisher's homepage (https://www.imperialtwing.com) for game variations and updates on rules, expansions and other news.
Advanced gameplay
Once you have mastered the basics of Imperial Twing, you can expand the game with additional challenges and excitement!
The printed "Imperial Twing 'Advanced' Game Turn Flow" chart shows the advanced turn: draw one card from the playing cards stack; discard spells of one colour if you have more than three colours, and discard cards if you have more than 15 in your hand; then choose one of: pass and draw two more cards from the playing cards stack (then discard spells of one colour if you have more than three colours, and discard cards of your choice if you have more than 15 cards in your hand), attack or duel any other player, buy a magic object if you have three Ornicles, play a trap card to capture another player's magical creature of your colour, perform the "ritual of the Ornly cat" and trade 3 cat cards for the top magic object on the stack, or enter or continue the End Game and make an attack against all players. Each branch leads to End Turn.
Elemental alignment: playing your colour
Playing your own character's colour gives you two advantages:
- Using a spell of the same colour (element) as your character for either attack or defence will be more effective, as your character is highly skilled in magic of this element. Hence, if you roll the Orn die in a battle, the negative numbers count as zero. But a critical fail is still a critical fail.
- When attacking another player (not defending), aided by your creatures of the same element, you are better able to protect them from harm. If you lose the attack, these creatures will return to your entourage for future battles.
Capture a creature
As an action during your turn, you may play a trap card to capture a magical creature of your elemental alignment (colour) from the entourage of another player. The creature joins your entourage and will now fight for you.
The "ritual of the Ornly cat"
As cats are uniquely linked to the power of the Orn, you can sacrifice or discard three cat cards to draw the next magic object from the top of the magic object stack (if any remain).
Special defense: "shield"
The defending player can choose not to play a spell but instead place as many creatures of one colour as you want forward as a shield. If the defending player wins, the shielding creatures return to their entourage; however, if they lose then all shielding creatures are discarded. The shielding (defending) player does NOT roll the Orn die and does not receive an Ornicle even if they win the battle!
Stealing magic objects: fight a duel
If you want to steal a magic object from another player, you must duel them. This requires that you put up one Ornicle as the "stake" to initiate a duel. Announce that you will duel another player, nominate the player and place one Ornicle on the table as your stake.
- Duelling counts as an "action" for your turn.
- You will fight your opponent 3 times in a row, and you must win 2 out of 3 battles.
- You are always attacking and your opponent must defend.
- No other player can support in the duel.
- If you win 2 out of 3 duels you can choose the magic object you steal from your opponent and add it to your collection of magic objects. The "staked" Ornicle returns to you.
- If the defender wins 2 out of 3 duels, the attacker doesn't get anything, and the defender gets the attacker's staked Ornicle.
Multiplayer rule: support a side
In a 3 or 4 player game, you have the possibility of joining in and supporting either side of a magic battle.
- Stake an Ornicle and support a side with a spell or creature of the corresponding colour before the dice roll!
- Make sure it is clear which player you are supporting.
- Your side wins: You receive an additional Ornicle and take your stake back.
- Your side loses: The winner receives your Ornicle plus regularly one more for winning the battle.
- Only the two main opponents may use their magic objects, roll the dice or play trap and cat cards.
The Dragon's Demand expansion
The Dragon's Demand is an expansion for Imperial Twing which adds new cards, including dragons and dragon riders, additional spells (power 1 and power 4), a new magical trap card and another unique cat card, to enhance the fun and chaos. Mix the dragons and dragon riders, spells, magical vortex and cat cards into the deck of playing cards. Mix the three new event cards (in the language of your choice) into the event card deck.
| Rule | Explanation |
|---|---|
| Draw a Dragon | When you draw a dragon, place it in your entourage (face up on the table with your other creatures). |
| Maximum of 1 Dragon | You can only control one dragon at a time. |
| Every Additional Dragon | If you draw another dragon, place it in the middle of the table. The dragon is available and all other players may attempt to gain control of this dragon on their turn if they have a dragon rider. |
| Gaining Control of a Free Dragon | If you have a dragon rider, roll the Orn die as your action. If the result is greater than 0 (including a critical hit), you now control the dragon. Place it into your entourage. |
| Using Dragons Without a Dragon Rider | If you do not have a dragon rider, you must bribe the dragon to use it. Pay 1 Ornicle or feed (discard) 1 creature to deploy the dragon to use it like a standard magical creature. |
| Using Dragons With a Dragon Rider | Deploy your dragon like any other creature. It costs you nothing. |
| Teddy of Agony | Dragons cannot be controlled by the Teddy of Agony, they are too powerful, magical, and intelligent. You cannot use dragons as additional creatures. |
| Traps Don't Work | A trap cannot be used against dragons, they are too large, too powerful and too intelligent. |
Dragon's Demand events
Three additional event cards are added in the Dragon's Demand expansion:
| Event Card | Explanation |
|---|---|
| MAY the ORN be with you | Reroll the Orn die and take the new result. If you roll the event symbol again, then take another event card and follow its instructions. |
| DRAGONS vs DRAGON RIDERS | If you have a dragon rider, you lose control of your dragon and have to roll a positive result (including a critical hit) on the Orn die as an action in your next turn in order to have the dragon rider control it again. |
| Plague! | A nasty magical disease ravages the Empire. All creatures on the table, for all players, are lost to the discard pile. Does NOT affect Dragons. |