Kingdoms Rise & Fall: Dorian
Kingdoms Rise & Fall: Dorian Rulebook
Table of Contents
Table of Contents
- Chapter 1 - Learn to Play
- Chapter 2 - Reference Guide
- 8. Special Rules
- Special Victory Conditions
- Terms Reference
Chapter 1 - Learn to Play
Using this booklet - In Chapter 1 - Learn to Play we will teach you the basics. Chapter 2 - Reference Guide provides more detailed information and rule specifics. There are also special rules for advanced players. During the game you can use the Player Aid as a quick overview and reminder.
1. Start
In this 3-6 player game, each player takes on the role of a leader who wants to become the ruler of the Kingdom of Dorian. This can be achieved by conquering Star-Locations to earn Influence Points (IP). A Star-Location is a settlement and can be overtaken by your army (your Deck of Battle Cards) and your Character.
There are three main stats used throughout the game: Stealth, Physical and Magic. You need these specific stats referred to as Power to overcome the defence of a Star-Location.
2. Goal of the Game
The player who reaches the IP-goal, immediately wins the game. The game also ends when there are no more Kingdom Event cards and the last player on the Turn Order Track ends his/her Turn. The player with the most IP wins the game.
If there is a tie, the player with the highest amount of Stars wins the game. If it is still undecided, there will be a Final Battle between these players. (Check Chapter 2 - Reference Guide page 11, for more information.)
All Components
- 33 Kingdom Event cards
- 56 Objective cards
- 23 Treasure cards
- 126 Battle Cards
- 144 Upgrade cards
- 120 Character Markers
- 12 Battle Markers
- 66 Starter Deck cards
- Resources: Dragon Stones, Magic Crystals, Dark Essence
- 24 Resource Cards
- 20 Defence cards
- 6 Character Boards
- 1 Game board
- 1 Crown marker
- 6 Character Figures
- 1 Token bag
3. Setting Up
When you play for the first time...
If you are new to Dorian, we recommend you start your first playthrough with the 3 Learn to Play Kingdom Event cards (these will replace the regular Kingdom Event cards), starting with Chapter 1. Place the Crown marker on the IP-Track at 20. The average game length of this setup is 1,5 hours.
To make the game more easy to learn, we recommend ignoring the following three advanced elements so your first session(s) will be more accessible and easier to learn:
- Objective cards
- Field Battles
- Asking permission to pass a Character or a Star-Location that is owned by another Character.
These advanced rules are marked green. (In this transcription, advanced rules are labelled "Advanced rule".)
General Preparation
In general, more players means more Player Turns and thus a longer game duration. You can influence the duration by changing the amount of Kingdom Event cards and by setting a certain IP-goal using the Crown marker. For a basic setup you can use 3-4 Kingdom Event cards and place the Crown marker on the IP-Track at 20-25.
Shuffle all the Kingdom Event cards and randomly take the selected amount of cards for this play session. Do not reveal them and create a deck from these selected cards. (Chapter 2 - Reference Guide p11, for alternative setups.)
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Place the game board at the center of the table.
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Take the Stealth-, Physical- and Magic-deck (Battle Cards) and place these 3 decks on the designated Locations on the game board. The Stealth-deck on Moguras, the Physical-deck on Lusta and the Magic-deck on Estaria. Shuffle each deck and make sure to exclude the Starter Deck cards.
Starter Deck: The symbol in the top left corner is a Character Emblem (in this case of Grumash Grimstone) which indicates it is a Starter Deck card.
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Shuffle and place the Defence deck on the game board.
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Shuffle and place the Treasure deck on the game board.
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Shuffle and place the Resource Deck on the game board near Garlock City and place three cards open next to the deck.
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Advanced rule - Shuffle and place the Objective deck on the game board.
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Shuffle and place the randomly selected Kingdom Event cards on the game board. Put the Crown marker on the IP-Track to set the desired IP-goal. Place the rest of the Kingdom Event cards back in the box.
Player Preparation
- Each player chooses a Character to play with and takes the Character Board and the corresponding Character Figure. (You may also choose to distribute the Characters randomly).
- Give each player their Upgrade deck, Character Markers and the 2 Battle Markers. Shuffle and place the Upgrade deck on the Character Board.
- Place your Character and one Character Marker on the designated Start Location. The Character Marker indicates that the Star-Location is in your possession. You can find your Start Location on the back of your Character Board.
- Each player receives their Character's Starter Deck of 11 cards: 6 Workers, 2 Supervisors, 2 Faction Followers and 1 unique follower. These Battle Cards show a corresponding Character Emblem on the top left corner. Shuffle your Starter Deck cards and place them next to your Character Board. This will become your Deck during the game. Place the Starter Deck cards of Characters that were not chosen, back in the box.
- Look at the back of your Character Board. As stated on the board, each player takes the top 2 cards of either the Stealth-, Physical- or Magic-deck and chooses 1 card to add to their Deck (11). Place the other card back at the bottom of the corresponding deck.
- Each player places their Character Marker at the start of the IP-Track.
- Each player shuffles their Deck (11). All players take the top 5 cards of their deck to place in their Hand. This will be your starting Hand, make sure to keep it a secret!
- Advanced rule - Each player looks at the top 3 Objective cards from the Objective deck (6). Choose 2 cards and place the remaining card back at the bottom of the deck. Keep your Objective cards a secret!
Start Location and Starter Deck (steps 10-12): At the back of the Character Board you can find your Start Location and information about the Starter Deck.
Types of Battle Cards
- Physical Card - Physical icon, red.
- Stealth Card - Stealth icon, purple.
- Magic Card - Magic icon, blue.
4. Rounds & Player Turns
Each Round is divided into a Preparation Phase and an Influence Phase. In the Preparation Phase, you will be able to acquire Resources from Garlock City and develop your Deck. In the Influence Phase you will interact with the map and engage in battles. Players take turns in each of those phases based on the Turn Order Track.
Start the Round
The following actions must be performed at the start of every Round:
DETERMINE ROUND TURN ORDER - Place a Character Marker from each Character into the token bag. Shuffle the bag and take the markers out one by one. Place each Character Marker on the Turn Order Track, based on the picking order, starting with the first player.
ALLOCATE STAR-LOCATION REWARDS - Each Round, players receive Resources and IP, based on the total number of Stars they currently hold. Check the 'Star Reward'-table on the game board.
KINGDOM EVENT CARD - The Starting Player, the first player on the Turn Order Track, takes the top Kingdom Event card and reads it out loud. Keep in mind that these events will affect every player, unless stated otherwise. Place the Kingdom Event card open on the deck, until the next Round.
SUPPLY LOCAL MINES - Add 1 corresponding Resource to each Local Mine on the game board. Dark Essence Mine (Moguras) + 1 Dark Essence, Dragon Stone Mine (Lusta) + 1 Dragon Stone and Magic Crystal Mine (Estaria) + 1 Magic Crystal. Resources will stack.
Preparation Phase
Take turns according to the Turn Order Track. Follow the next 3 steps during your Player Turn in the Preparation Phase:
- Start your Turn by taking the top card from your Deck and place it in your Hand.
- During your Turn in the Preparation Phase, you can perform the following actions, in any order and (if possible) multiple times:
- ACQUIRE RESOURCES - Play your Garlock Workers and Garlock Supervisors from your Hand to select (any) Resource Cards from Garlock City. You will get the Resources stated on the Resource Cards. Afterwards, place the Resource Card back at the bottom of the Resource Deck and the Garlock in your Restore Pile. Restock Garlock City after each played Garlock.
- USE CAMP UPGRADES - Use the Abilities of your equipped Camp Upgrades.
- REARRANGE CHARACTER UPGRADES - You may rearrange your Character Upgrades with Upgrades from your Inventory.
- USE A TRADE STATION
- BUY BATTLE CARDS - Turn in Resources from your Resource Pool or Camp Supplies to buy a Battle Card from one of the decks. Look at the top 2 cards and place 1 in your Hand. Place the other card at the bottom of that deck.
- 3 Dark Essence = look at 2, take 1 Stealth-card. Pay an additional Dark Essence to look at an extra Stealth-card.
- 3 Dragon Stones = look at 2, take 1 Physical-card. Pay an additional Dragon Stone to look at an extra Physical-card.
- 3 Magic Crystals = look at 2, take 1 Magic-card. Pay an additional Magic Crystal to look at an extra Magic-card.
- DESTROY A BATTLE CARD - Destroy a Battle Card from your Hand to get specific Resources (Starter Deck cards excluded). Stealth-card = 2 Dark Essence, Physical-card = 2 Dragon Stones, and a Magic-card = 2 Magic Crystals. Destroyed cards are placed in the game box.
Influence Phase
Take turns according to the Turn Order Track. Follow the next 3 steps during your Player Turn in the Influence Phase:
- Start your Turn by taking the top card from your Deck and place it in your Hand.
- During your Turn in the Influence Phase, you can perform the following actions, in any order and (if possible) multiple times:
- TRAVEL - Travel with your Character from one Location to another by roads or Sea Routes. Each step from one Location to another costs 1 Movement. The available amount of Movement for each Turn, is indicated on your Character Board.
- BATTLE - Attack a Star-Location (Siege Battle). Advanced rule: You may also attack another Character at the same Location to start a Field Battle.
- Advanced rule - ASKING PERMISSION - Ask a player (once per player per Turn) permission to pass their Character and any owned Star-Location this Turn.
- VISIT A LOCAL MINE
- USE A TRADE STATION
- USE CHARACTER UPGRADES - Use the Abilities of Upgrades that are equipped to your Character.
- REARRANGE CAMP UPGRADES - You may rearrange your Camp Upgrades with Upgrades from your Inventory.
- REST - You may Rest once during your Turn, when you did not Travel or initiate a battle. When Resting you may take 3 Resources of your choice. After resting you cannot perform the Travel or Battle action, but you can still perform other actions this Turn.
- End your Turn. Do this by taking cards from your Deck or placing cards from your Hand in your Restore Pile until you have a total of 5 cards in your Hand. If you are in the final Round, do not take cards from your Deck.
Example of a Player Turn in the Preparation Phase
In this example, the player controlling Salazar begins his Turn by taking the top card from his Deck and placing it in his Hand.
(A) To acquire Resources, he plays 1 Garlock Supervisor. By doing this, he may take 2 Resource Cards from Garlock City and acquires the Resources stated on these cards: 3 Magic Crystals.
To prepare for the Influence Phase, he will buy a Magic-card from the Magic-deck by spending 3 Magic Crystals. By doing this, he may look at the top 2 cards from the deck and place 1 in his Hand.
Example of a Player Turn in the Influence Phase
Salazar begins his Turn in the Influence Phase by taking the top card from his Deck and placing it in his Hand.
Salazar is located on Grimshire and will move to Gates of Kinara, this costs 1 Movement. Once arrived, Salazar attacks, initiating a Siege Battle. He wins the battle and acquires 2 Dark Essence from the Treasure card. He places 2 Dark Essence in his Camp Supplies on his Character Board for later use.
He ends his Turn, by taking 2 cards from his Deck, increasing his Hand size to 5 cards.
Character Board
- Slot icon - Upgrades can only be placed if the corresponding icon is displayed on the slot with a max. of 1 card per slot.
- Ability - In this example Salazar increases his Power with 1 Magic.
- Camp Upgrade slots - Camp Upgrade cards will add additional deckbuilding Abilities.
- Upgrade card deck
- Base Power
- Character name, race and class
- Character Emblem
- Restore Pile - Place your played cards in your Restore Pile.
- Increase Base Power - In addition to the Character's Base Power, there are Resource spots. Once filled (from left to right) with the corresponding Resource, your Character's Base Power is increased to the new value. Use the new Power value instead. Once the Resources are placed, you cannot remove them.
- Camp Supplies - You can store Resources here for later use.
- Movement - In this example Salazar has 4 movement during the Influence Phase Turn.
- Your Deck - When your Deck is empty and you need to take a card, simply shuffle your Restore Pile to create your new Deck.
Battle Cards
- Base Power
- Base Power & card type - The Base Power on the horizontal line indicates the card type, in this case Stealth.
- Race and Class
- Card or Character name
- Ability
- Lore
- An Ability needs to be Activated and Exhausted to take effect.
5. Battle
In Kingdoms Rise & Fall - Dorian, you will be using your army: your Deck of Battle Cards. The Battle Cards in your Hand represent your available troops. Before Battle, you will select the Battle Cards from your Hand you want to send to Battle. If you are lucky, you have helpful allies, but be careful, even allies may betray you.
There are two types of battles, Siege Battles and Field Battles. Your Character will lead your main force and will initiate all of your attacks, on both Locations (Siege Battles) and Characters (Field Battles). Word spreads fast when a Siege Battle is about to take place and it takes a longer period of time to resolve. Thus you can send your available troops to participate in a Siege Battle, even though your leader is not close by. Field Battles happen fast, only when your Character is near can you participate in this battle between other Characters.
Location Defence
- The more Stars a Location has, the stronger the Defences, the bigger the reward.
- These are the Defences you need to defeat to capture this Location. If a Power is not present, simply ignore that Power. (Example: Lancast, 3 Stars, Defence Magic 14 and Physical 6; in this case Stealth will have no effect in battle.)
Treasure Card
The more Stars a Location has, the bigger the Treasure reward. Besides the Attacking Player (left side of the card) other Battle participants (right), like Supporting and Defending Players, also get some loot.
Siege Battle: Attacking a Star-Location
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Who will participate? - Based on the position of the Turn Order Track each player tells the Attacking Player whether they will participate in this battle (starting with the first on the Turn Order Track). Whoever decides to participate, will place their Battle Marker closed at the Star-Location. Also, if the battle participants have their Character within a range of 1 Movement, their Character may join the battle by placing the Figure on the Star-Location (simultaneously with their Battle Marker).
Battle Markers: one supports the attack, the other supports the defence.
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Selecting Battle Cards - Select at least one Battle Card (from your Hand) that you wish to play this battle. Place the cards facedown on the table and cover them with your Hand to block other players from counting the number of cards.
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Reveal Battle Markers and selected cards - When all players are ready, turn over the Battle Markers and reveal all selected cards.
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The battle - The battle participants take Turns, playing their selected card(s) and using the Abilities on the card(s). When a Character joins battle, the player may use any available equipped Character Upgrade cards and add the Power of those upgrades in addition to the Character's Base Power. The Attacking Player goes first, followed by the Supporting Player(s) and finally the Defending Player(s). Use the Turn Order Track to determine the order of the Supporting and Defending Players.
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Reveal and resolve the top Defence card. Afterwards, place the card at the bottom of the deck.
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Calculate the winner - Count all the current Power of the Attacking Side. Add the Power of the Defending Side to increase the available Defence of the Location. The Attacking Side needs at least the same amount to win the battle.
Example of a Siege Battle
In this example of a Siege Battle, Salazar attacked Gates of Kinara. The Battle Markers shows (after being revealed) that Nazul will support Salazar in its endeavour, but Selina will defend Gates of Kinara.
The Active Player (Salazar) starts by playing his cards, meaning he will use the Abilities stated on the card. Salazar plays Onara Amari and Fire Storm. Because Onara Amari copies Fire Storm, they both generate 4 Magic each. Additionally, Salazar has a Base Power of 4 Magic, which makes it a total of 12 Magic.
As a Supporting Player, it's Nazul's Turn to play his cards. Lucky for him, he has Nina Twinblade meaning (Selina's Card, Mage Hunter) will be send to her Restore Pile.
Now it is Selina's Turn to play her cards, but sadly she has none left. She does have two Magic Crystals on her Base Power, giving her 3 Magic, increasing the Defence of Gates of Kinara to 12. It seems that the Defending Side has won the battle, but a Defence card still needs to be revealed. The Defence card lowers the Defence of the Star-Location with -1, lowering it to 11 Magic. This is enough for the Attacking Side to win the battle!
Siege Battle Won
- Claim Star-Location - The Attacking Player claims the Location by placing a Character Marker on the Star-Location on the game board.
- Winning side receives 1 Treasure card.
- Upgrade card - Each player from the winning side takes the top card from their Upgrade deck and may equip it on an available slot with a corresponding icon. Replaced Upgrade cards or Upgrade cards that are not chosen will be placed in your Inventory.
- IP - Increase your IP on the IP-Track based on the Siege Battle Outcome-table on the game board.
Siege Battle Lost
- Lose Resources - If your Character joined the battle, remove 2 Resources from your Character's Base Power.
- Retreat - If your Character joined the battle, move it 1 Movement towards its previous Location. An Attacking Player loses 1 Movement. If your Character was already located on the Star-Location when the battle took place, move it 1 Movement towards any other Location of your choosing.
- If you lost an owned Star-Location to another player, decrease your IP on the IP-Track based on the Siege Battle Outcome-table on the game board.
Field Battle: Attacking a Character (Advanced rule)
Advanced rule - During your first session(s), we recommend to skip Field Battles.
- Attacking - When at the same Location, you can attack another Character. The Defending Player must choose either to:
- Fight
- Flee
- Enter the Star-Location Defences (if available)
- Joining battle - Players with their Character 1 Movement away from the battle, may choose to participate based on their position on the Turn Order Track. Their Character will have to join the fight. Players that choose to participate, will place their Character and a Battle Marker (closed) at the Location.
- Selecting Battle Cards - Select your Battle Cards and cover them with your Hand. (Select at least 1 Battle Card.)
- Reveal Battle Markers and Battle Cards.
- The Battle - The battle participants play their selected card(s) and use the Ability on the card(s). The player may use any available equipped Character Upgrades and add the Power of those upgrades besides the Power of the Character. The Attacking Player goes first followed by the Supporting Player(s) and finally the Defending Player(s). Use the Turn Order Track to determine the order of the Supporting and Defending Players.
- Calculate the winner - The player with the most Power in at least two stats (Stealth, Physical, Magic), wins the battle. If it is a tie then nothing happens.
- After the battle - Place your played cards in your Restore Pile.
Field Battle Won
- IP - All players on the winning side gain 1 IP.
- The winning side receives 1 Treasure card.
- Upgrade card - Each player from the winning side may equip the (received) Upgrade card or place it in their Inventory.
Field Battle Lost
- Lose Resources - Remove 2 Resources from your Character's Base Power.
- Retreat - Your Character retreats to the closest Star-Location you own (you do not need to ask permission to pass). If you do not own a Location, remove your Character from the board and place it on any Location not owned by other players and without other Characters, at the start of your next Turn (Preparation Phase).
- Lose IP - All players that lost the battle lose 1 IP.
Moving Past Another Star-Location (Advanced rule)
Ask permission to pass the Star-Location owned by another player your Character is currently located. The other player may accept or deny your request. If accepted, that Character may pass the Star-Locations and the Character of that player this Turn. When it is denied the Active Player cannot pass any of the owned Locations of that Character this Turn (or the Character itself), but could choose to start a Siege Battle.
Moving Past Another Character (Advanced rule)
Ask permission to pass another Character. In case there are multiple Characters, you will have to ask them separately (based on the Turn Order Track). The other player may accept or deny your request.
When a request to pass is denied, the Active Player cannot pass that Character (or any owned Star-Location of that Character this Turn), but could choose to start a Field Battle.
Chapter 2 - Reference Guide
Game Setup: Amount of Players and Duration
You can influence the duration of the game by changing the amount of Kingdom Event cards and by choosing an IP-goal using the Crown marker. To get the most out of deckbuilding, we recommend choosing at least an average length of play.
If (advanced) players want to play with an IP-goal above 41 (for instance 60), they can stack 2 Character Markers after they have reached 42 IP and place their marker on 1 again. The following setups are recommended:
| Players | Duration | Kingdom Event cards | IP-goal |
|---|---|---|---|
| 3 | Short | 3 | 20-25 |
| 3 | Average | 6 | 25-30 |
| 3 | Long | 9 | 35 |
| 3 | Very long | 12 | 40 |
| 4 | Short | 3 | 20-25 |
| 4 | Average | 6 | 25-30 |
| 4 | Long |
Objective Cards (Advanced rule)
Advanced players can add Objective cards to make the game more fun and less predictable.
Turn in an Objective card whenever you meet the requirements stated on the Objective card, you immediately turn in the card and receive the reward. It is possible to turn in more than 1 Objective card at the same time. After turning in your Objective card, take the top 2 cards from the Objective deck, choose 1 and place the other card at the bottom of the deck.
Character Board and Resources
- Placing Resources on your Character Board - Acquired Resources, for instance from Treasure cards, Stealing or Kingdom Event cards can be placed in your Resource Pool or on your Character Board (Base Power or Camp Supplies).
- Camp Supplies - You can use the Resources from your Camp Supplies to buy Battle Cards, trade Resources at a Trade Station, improve your Character's Base Power or for certain events. You cannot exceed the storage capacity of 3 Resources for each type: 3x Dark Essence, 3x Dragon Stones, 3x Magic Crystals.
- Character's Base Power - During your Turn and outside of battle, you may place Resources on your Character's Base Power. Once Resources are placed on your Character's Base Power, you cannot remove them, unless a card's Ability states otherwise.
- Resource Pool - The Resource Pool is a way to store Resources you do not yet want to place on your Character Board. Resources from your Resource Pool can also be used to trade at a Trade Station, buy Battle Cards or during certain events. You can only place Resources from your Resource Pool on your Character Board outside of battle and during your own Turn. Placing Resources in your Resource Pool keeps them safe from Stealing, but be careful, it is emptied at the end of your Turn in the Preperation Phase.
- Stealing Resources - STEALING - Some cards offer the Ability to Steal Resources from a Character Board. Place the stolen Resource in your Resource Pool, Camp Supplies or Character's Base Power, unless stated otherwise.
Game Board Elements
- Port - If a Star-Location contains this icon, you can use the connected Sea Route and Travel to other Star-Locations with a Port. If a player owns a Star-Location with a Port, other players will need to ask Permission to Pass to use this Port and Sea Route.
- Market - Players can use the Trade Action at this Location and trade 2 or 3 Resources of the same color for the same amount of another color. For example 2x Dragon Stones for 2x Magic Crystals. If a player owns a Star-Location with a this icon, other players will need to ask Permission to Trade at this Location.
- Star Reward-table - Each player will gain a reward based on the number of Stars a player owns. For example, if Grumash holds Durdon (2 Stars) and Heroes Crossway (1 Star), he will have a total of 3 Stars, gaining 1 Resource of his choosing and 1 IP.
- Siege Battle Outcome-table - Each player earns IP for winning a Siege Battle. At both the Attacking and Defending Side. The reward is based on the number of Stars of a Location. The Attacking Player earns a higher amount of IP than the Supporting and Defending Players (other participants). If a player captures a Location from another player, that player will lose IP based on the number of Stars it holds. For example, if Marcus wins a Siege Battle and captures Durdon from its former owner Grumash. The player controlling Grumash will lose 2 IP.
- +1 (look icon) - A player that owns a Star-Location with a +1 icon may look at an additional card when buying cards from that specific type. If a player owns more Star-Locations with this icon, the amount will stack. For example: Nazul owns Cloaktown and Triban Camp, if he would buy a Stealth-card, he may look at 2 additional cards which makes a total of 4 cards he can look at, before choosing 1 to place in his Hand. The rest will be placed at the bottom of the Stealth-deck.
- Mine - Each Round all the Mines will gain +1 Resource based on their type. Players that are located on a Mine, can gather all the present Resources for free. They can choose to get any number of available Resources.
Winning the Game
The player who reached the pre-set IP-goal immediately wins the game. In some cases, it is possible that two or more players reach the IP-goal at the same time. Make sure to add all the gained IP to the IP-track, even though it exceeds the Crown marker. The player with the highest amount of IP wins the game. If 2 or more players end up with the same amount of IP after reaching the IP-goal, it counts as a tie. In this case, apply the rules stated on page 2 of this manual (Goal of the Game).
Optional Rule (Advanced): Cannot Directly Win by Supporting
When playing with this optional (advanced) rule, players cannot reach or exceed the IP-goal (Crown marker) while supporting another player. Players gain IP, up to 1 IP less than the pre-set IP-goal. Rewards as Treasure, Objective and Upgrade cards are gained as normal.
Final Battle
If no victor has emerged after counting the number of Stars, a Final Battle between 2 or more players will occur. The Final Battle is a variation of the Field Battle, but in the Final Battle neither player is the Attacking or Defending Player. Make sure to ignore rules that refer to this.
Each player that joins the Final Battle shuffles the cards in their Hand and Restore Pile into their Deck. Use the token bag to determine the Battle Turn order. The first player takes the top 5 cards from his/her Deck and places it in their Hand. The second player takes the top 6 cards and places 1 of them at the bottom of their Deck. The third player takes the top 7 cards and places 2 of them on the bottom of their deck and so on.
Characters of participating players will join the battle. The players now select the cards they wish to play this (Final) Battle. Reveal the played cards at the same time. The first player starts with its Battle Turn, followed by the other player(s). After all players have had their Battle Turn, the player with the most Power in 2 out of the 3 Powers (Stealth, Physical and Magic) wins the battle. If there is a tie between players, another Final Battle will start between those players, until there is a winner.
Field Battle - Attacking Another Character (Advanced rule)
The Active Player may decide to start a Field Battle and attack a Character directly, if the Characters are at the same Location. These Battles work a little differently than Siege Battles, because they take place on the battlefield, they are resolved faster. Players can only participate in a Field Battle between other Characters, if their Character is within 1 Movement of the battle. Unlike the Siege Battles, their Character must always join the battle.
Just like the Siege Battles, players that participate will have to choose to support the Attacking Player or support the Defending Player. A player can always decide not to participate in a Field Battle between 2 other Characters, even if their Character is present at the Location.
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Fight - The Field Battle will take place.
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Flee - A player that wants to Flee from a player that initiates a Field Battle, will have to place 1 card from their Hand in their Restore Pile. This does not cost any Movement. If they do not have cards in their Hand, they automatically lose the battle, check the rules for losing a Field Battle.
Now move your Character 1 Movement in any direction. Take into account that you cannot break the 'ask Permission to Pass'-rule by fleeing. Meaning, if you would move past a Star-Location owned by another player (or another Character other than the Character that Attacked you), and would trigger that rule, you still need to ask Permission to Pass. If passage is denied, you must choose another path. If all paths are blocked, the Flee option is unavailable. Then you must take the card you placed in your Restore Pile back in your Hand.
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Enter the Star-Location Defences - If your Character is at a Star-Location you own and another Character initiates a Field Battle against you, you may enter that Star-Location keeping you safe from the Field Battle. When that same player would attack that Star-Location and start a Siege Battle, you will have to participate in that battle as the Defending Player and your Character has to join. If another player owns that Star-Location (other than the Attacking Player), you can ask that player to grant you 'Permission to Enter'. When denied, this option is unavailable.
Giving someone Permission to Enter your Star-Location cannot contradict the Permission to Pass-rule. Meaning, you cannot grant a Character Permission to Enter your Star-Location, but also have denied that same Character passage earlier this Turn.
Asking Permission to Pass (Advanced rule)
A player can deny another player Permission to Pass in that player's Turn, but still gain Permission to Pass from that player.
When a player wants to pass an owned Star-Location from a player, but there is a Character from another player on that Location, you will need to ask both players permission. Use the Turn Order Track to determine the order.
Battles - Calculating the Winner (Step 6)
Counting Power during a battle helps to understand who is on the winning side, but the final calculation will be done at the end of a battle.
Calculating a Siege Battle outcome - After the Defence card has been revealed, count the Power of the Attacking Side. Add the Power of the Defending Side to the Defence of the Star-Location. The Attacking Side needs an equal or higher Power to win. When calculating Power make sure to add all the Base Power and their effects from Abilities of the played Battle Cards that are still present at the battle, the Power of the Upgrade cards and joined Characters to get a Final Battle outcome.
Battle Cards you played and that are returned to your Hand (or any other Location outside of battle), will not add any Power to the Final Battle outcome. Abilities that were Activated (by a player) or that have been Triggered, still affect the battle outcome. Meaning they can still influence the battle outcome, even though they may not be present anymore.
Example: Bryr Druid - During a Siege Battle, the Attacking Player plays 'Bryr Druid' in an attempt to capture Tritown. The Attacking Player Activates the Ability of 'Bryr Druid' and gains 3 Stealth by placing a card from his Hand in the Restore Pile. A Defending Player was able to send 'Bryr Druid' back to the Attacking Players Hand, by playing 'Mage Hunter'. When calculating the battle outcome, the Base Power (3 Magic) of 'Bryr Druid' is not added. However, because the Ability of Bryr Druid was Activated earlier, the 3 Stealth that was generated will still be added to the battle outcome.
Example: Sorga Blackteeth - In this example Sorga Blackteeth does not have an activated ability. Sorga adds +2 Physical for each card you play this battle. If this card is sent back, for instance to your Hand, its Ability is not added to the battle outcome.
Rule Specification
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Battle Cards can only be played in the Influence Phase and during a battle, with the exception of Garlock Workers and Garlock Supervisors which can also be played during the Preparation Phase to acquire Resources from Garlock City.
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Players need to select at least 1 Battle Card to be able to participate in a battle. If a player does not have any cards in their Hand, they cannot participate in battle!
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Players can always participate in a Siege Battle, playing their Battle Cards. However, their Character can only join if it is within a range of 1 Movement.
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Players that want to participate in a Field Battle can join if they have a Character within 1 Movement. In a Field Battle your Character automatically joins the battle.
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Only the cards you selected before battle will be used, the cards in your Hand will not be available. Nonetheless, some Abilities of Battle Cards and Upgrade cards enable you to play additional cards from outside the battle. For instance from your Hand, Deck or Restore Pile.
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Battle Cards you selected before battle are automatically played after they have been revealed, even though you did not have a (battle) Turn yet.
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Activate: you can only Activate and Exhaust the Ability on the Battle Card during your own Battle Turn and you can only Activate it once, unless stated otherwise. Cards with the Activate icon, played outside of battle, will enter the battle as Restored. Meaning: if an Exhausted card is brought back into the battle (from outside the battle) because it was sent to your Restore Pile and you were able to play that card again, that card may be Activated again.
Player tip: remove or disable these cards before other players can Activate them!
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Triggered: Abilities that need to be Triggered first. Some cards have an Ability that takes effect if the prerequisites are met. Once that Ability is Triggered (once or multiple times), the Ability is still in effect, even if the card itself is not present anymore at the end of the battle.
8. Special Rules
Paying Tribute
Players may choose the 'Paying Tribute'-rule, to pay another player Resources from their Resource Pool or Camp Supplies in exchange for certain deals. In the exception of asking Permission to Pass, these deals are non binding. This means that even if you pay another player, that player is not bound to follow up on that deal. Here are some examples of deals where you may ask for tribute from another player that wants:
- Your support during battle
- Permission to Pass your Star-Locations
- Form an alliance with you
- A truce
Example of the Tribute Rule - Selina wants the support of Marcus during the attack on Durdon, currently held by Grumash. Selina pays Marcus 3 Dark Essence in exchange for his support. During the battle it seems Marcus chose to betray Selina and instead have his army defend Durdon. Another example would be: Salazar asks Permission to Pass Boultry, currently held by Nazul, in exchange of 1 Magic Crystal. Nazul accepts and gives Salazar the Permission to Pass on to Salazar.
Trading Resources Between Players
When adding this rule, players will have an additional Action called 'Trade with another Character' during their Turn. Players may exchange any Resources from their Resource pool or Camp Supplies with that of another player. The Characters have to be at the same Location to be able to trade. It is up to the players to determine the amount of Resources they wish to trade, as long as both players trade at least 1 Resource.
Special Victory Conditions
We recommend these alternative victory conditions for advanced players.
Capture Vale City
The player that captures The Vale City wins the game. Players that support the Attacking Player during the final attack will become Kingmaker (choosing to serve the new ruler over death).
Players can only attack and conquer Vale City after obtaining a certain amount of IP, we recommend between 8-20. They can however participate in a battle as the Defending or Supporting Player.
We recommend using between 5-10 Kingdom Event cards to determine the number of Rounds and Player Turns. If no player captures Vale City after the last Player Turn of the Kingdom Event card has ended, follow the regular victory conditions. See Chapter 1 - 2. Goal of the Game, (page 2).
Team Battles
In this variant players team up with their Characters. 2 or 3 fixed teams of players work together to establish their new kingdom. You can choose to play with 2vs2, 3vs3 or 3 teams of 2 players. There are two different victory conditions: Kingdom Rise & Capture Vale City. You can never defend a Star-Location from an attack from a player from your own team. Also you cannot attack a Star-Location or Character of your own team.
Members of a team each individually earn IP by attacking Star-Locations or participating in battles, which will be added to the total IP of that team. Choose a group leader and use its Character Markers for the team's IP-Track and to mark captured Star-Locations.
Team Battles: Kingdom Rise - The first team that reaches the pre-set IP-goal directly wins the game. The game also ends if there are no more Kingdom Event cards and the last player has ended its Turn, the team with the most IP wins the game. If it is a tie, use the regular victory conditions. See Chapter 1. Goal of the Game (page 2). If it results in a Final Battle, every team member will join the battle.
Team Battles: Capture Vale City - The team that captures Vale City first, wins the game. A team needs to have at least a combined total of 15 IP to attack Vale City.
If neither team captured Vale City after the last Round, use the regular victory conditions, see Chapter 1. Goal of the Game (page 2). If it results in a Final Battle, every member will join the battle at their teams side.
Terms Reference
The following terms are used throughout the game and refer to a certain mechanic or rule:
- Starting Player: the player that starts the Round and reads the Kingdom Event card. In general, the first player on the Turn Order Track.
- Exhausted: a card will become Exhausted after it has been Activated.
- Restored: an Exhausted card will be Restored, the Ability can be Activated again.
- Active Player: the player that is currently in its Turn and may resolve its actions.
- Battle Cards: the cards you play in battle and reside in your Hand, deck or Restore Pile. These cards are either Starter Deck cards or cards from the Stealth-, Physical- or Magic-deck.
- Attacking Player: the Active Player that started a Siege or Field Battle.
- Base Power: is presented on a Battle Card and on your Character Board. Unlike a card Ability, the Base Power is always active when the card or your Character is present in battle.
- Supporting Player: a player that is helping the Attacking Player during a Siege or Field Battle.
- Defending Player: a player defending a Star-Location against an Attacking Player and possibly Supporting Players, a player who has been attacked by another Character or the player is defending another Character who has been attacked (Field Battle).
- Defence: the minimum required power that is needed to capture a Star-Location. This is marked below each Star-Location. Defending Players add their Power to the Defence and battle against the Attacking Side.
For more background story, game modes, corrections and rule variations, the manual refers to www.kingdomsriseandfall.com. The manual's Timeline and "About Garlock City / About Dorian" lore pages and the backer thanks are not transcribed.