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Kreus

Kreus Rulebook

Table of Contents

Table of Contents

  • 1. Object of the Game
  • 2. Game Materials
  • 3. Setting Up the Game
  • 4. The Game Turn
    • 4.1. Divination Phase
    • 4.2. Creation Phase
    • 4.3. End of the turn
    • 4.4. End of the Game
  • 5. Universe Cards
    • 5.1 Nature Cards
    • 5.2 Element Cards
    • 5.3 Aggression Cards
  • 6. Energy Tokens
  • 7. Winning Conditions
  • 8. Advanced Modes
    • 8.1. Incarnation Mode
    • 8.2. Altered Elements Mode
    • 8.3. Silent Game Mode
  • Credits

1. Object of the Game

Kreus is a cooperative game. All players belong to the same team and share a common objective. Either all players win or all players lose.

Your goal is to create a world that is as balanced as possible. In order to do this, you will play Nature cards and match them with Element cards to unlock new possibilities, until you are able to create your world.

2. Game Materials

  • 15 Energy tokens
  • 42 Universe cards
    • 26 Element cards
      • 6 Water, 6 Fire, 2 Aether
      • 6 Earth, 6 Air
    • 11 Nature cards
    • 5 Aggression cards
      • 3 Thunderbolts
      • 1 The Hekatonkheires
      • 1 Storm of Uranus
  • 13 other cards
    • 1 First Player Card
    • 6 Player aid cards
    • 6 Titan Cards (for Advanced Mode)

3. Setting Up the Game

Prepare the Universe card deck and a number of Energy tokens according to the number of players:

  • 3 players: 3 Energy tokens and 36 Universe cards. Remove the 2 Aether cards. Remove 1 Fire, Air, Earth and Water card.
  • 4 players: 7 Energy tokens and 40 Universe cards. Remove the 2 Aether cards.
  • 5 players: 11 Energy tokens and 40 Universe cards. Remove 1 Aether card and 1 Thunderbolts.
  • 6 players: 15 Energy tokens and 42 Universe cards (use all the cards).

If this is your first time playing a three- to five-player game, remove the Storm of Uranus Aggression card from the Universe deck and replace it with one Aether card.

Return the unused cards and tokens to the box.

Shuffle the Universe cards and deal them equally to the players. The players then check their own cards.

From this moment on, the players are not allowed to share information unless they spend Energy tokens (see "Energy Tokens" below).

The player with the Planet card in their hand takes the First Player card and places it in front of them.

Place the energy tokens in the middle of the table. These tokens are the common Energy Reserve for all players.

Starting with the First Player and going to the left, each player takes as many Energy tokens as they wish. You cannot consult each other while doing this! The last player takes all the remaining tokens.

You may choose to take all the tokens from the Reserve, but if you do the following players will not get any.

4. The Game Turn

Each turn is composed of two Phases: Divination and then Creation.

4.1. Divination Phase

In this phase, each player secretly chooses one card from their hand and places it face down in front of them. You cannot consult each other while doing this.

But, you may spend Energy tokens to share information or exchange cards (see "Energy Tokens" below).

You may also discard one Nature or Element card to take one Energy token from the Reserve (if available).

Once all players have picked their card, this phase ends.

4.2. Creation Phase

Starting with the First Player and going to the left, each player reveals their card and tries to play it:

  • If you played a Nature or Element card and the Creation Process allows it, put your card into play (see "Universe Cards" below). If the Creation Process does not allow the play, discard your card (that card is lost).
  • If you played an Aggression card, immediately apply its effects.

Note: You may only reveal your card after the previous player has revealed and either played or discarded their card.

4.3. End of the turn

Once all players have revealed and played their cards, the First Player gives the First Player card to the player to their left and a new turn begins.

4.4. End of the Game

The game ends when all players have used all the cards in their hand or the Planet card is complete.

Note:

  • It is possible that you will have no cards in hand. In this case, you will have to wait until the end of the game in silence.
  • You may examine the discarded cards at any time.
  • Once a card is put into play it remains in the game unless an Aggression card discards it.

5. Universe Cards

5.1 Nature Cards

There are four levels of Nature cards. These levels progressively lead to the creation of the Planet. Each Nature card requires certain conditions to be met before it may put it into play.

The players then have to match the Nature cards with Element cards in order to unlock the next level of Nature cards.

The following table shows the creation process that gives birth to the planet:

  • Level I: Atmosphere, Comet
  • Level II: Wind, Mountain, River, Rainbow
  • Level III: Flower, Bird, Tree, Fish, Flower
  • Level IV: Planet

A Nature card is Complete when it has all the required Element cards. On the other hand, as long as it does not have all the required Element cards, it is Incomplete.

Warning: Each Nature card is unique. Discarding even one makes it impossible to create the planet using that particular path of the creation process... unless you manage to get it back! (see "Energy Tokens" below)

Level I — Level I Nature cards are the only ones that you may put into play with no requirements. Each Complete Level I Nature card allows the players to play two Level II Nature cards.

Level II — In order to play a Level II Nature card, the players must first complete the Level I card that leads to it. Two Complete Level II Nature cards unlock the possibility to play a Level III Nature card.

Level III — In order to play a Level III Nature card, the players must first complete the two Level II cards that lead to it. Any pair of Complete Level III Nature cards allows you to play the Level IV Nature card Planet.

Level IV — There is only one Level IV Nature card: the Planet. The players must complete at least two of the four Level III Nature cards before they can play it.

Hint: You do not need to play all the Level III Nature cards to play the Planet. Two are enough. Attempting to play as many Level III cards as possible is not wise: The best strategy consists in focusing on the most efficient path!

Important: When you put a Nature card into play, take one Energy token from the Reserve (if available).

Anatomy of a Nature card (for example, the card Rainbow, a Level II card requiring Wind and River): the top left icon shows the gain of one Energy token when this card is put into play; the card level is shown in the corners; the name of the card is at its center; below the illustration are the Elements required to complete this card; and below that, the other Complete Nature card(s) required to play a Nature card of the next level, and the new Nature cards that become playable after this card is Complete.

5.2 Element Cards

There are four different Element cards (Fire, Air, Earth, Water) plus the Aether cards.

You can only play an Element card on a matching Nature card that is already in play. Place the Element card partially under the Nature card so that the symbol of the Element is visible. In this way, the Nature card "acquires" the Element card.

Here, the Nature card Atmosphere requires the Elements Air and Water to become Complete. Since it has already acquired a Water card, the players need to play an Air card to complete it.

Aether cards are wild cards which may be played as any other Element. When you play an Aether card, you must declare which Element the Aether is going to replace. Once played, it cannot be changed.

For example, if the Nature card Bird is played as a wild, it may be used as an Air, Fire, or Earth card (it cannot be Water, since this Element does not appear on the Bird card).

In order to identify the chosen Element, place the Aether card under the Nature card so that the symbol of the chosen Element is visible.

Similarly, you may play a Nature card to replace an Element shown on that card. You must announce the Element it is going to replace, and once played it cannot be changed. In order to identify the chosen Element, use the back of the Nature card as if it was an Aether card.

When a Nature card is played in this way, it still remains a Nature card and cannot be destroyed by Aggression cards.

5.3 Aggression Cards

Aggression cards represent the rage of Uranus and have negative effects during the game. You should play them when they will do as little damage as possible.

Important: You cannot play Aggression cards during the first or last turn! Otherwise the players lose the game immediately! Likewise, if the Planet is complete but any player still has an Aggression card (in hand or face down), the players lose!

There are three kinds of Aggression cards:

  • Thunderbolts (3 copies) — Discard one Element card from an Incomplete Nature card. If there is no Element card to discard, the Lightning has no effect.
  • The Storm of Uranus (1 copy) — Discard all Element cards from all Incomplete Nature cards. If no card is discarded in this way, the player who played the Storm takes it back in hand and discards one Nature or Element card of their choice.
  • The Hekatonkheires (1 copy) — Whenever an Element or Aggression card is put into play, discard it. This effect lasts until a Nature card is played. The Nature card is put into play as normal. The effect of this card may go on for multiple turns.

6. Energy Tokens

The immensity of the Universe prevents the Titans from talking to each other.

During the game, the players cannot share any information regarding the cards in their hand or their intentions to play them, unless they spend Energy tokens to use one of the powers described below.

You may spend Energy tokens to activate these powers during the Divination Phase:

  • 1 Energy Token — Show one player one card from your hand.
  • 2 Energy Tokens — Exchange one card from your hand with another player. The two cards remain face down during the exchange, which takes place simultaneously: The two players involved in the exchange must choose the card to exchange before they get to know the card they will receive.
  • 3 Energy Tokens — Exchange one Element or Nature card from your hand for a discarded card.

Each power "consumes" the required number of Energy tokens, which are returned to the Energy Reserve.

Gaining Energy Tokens: You gain Energy tokens from the reserve:

  • During the Divination Phase, if you discard a Nature or Element card.
  • During the Creation Phase, when you successfully play a Nature card (even if the card was used as a replacement for an Element card).

Note: You may activate as many powers as you wish, as long as you have enough Energy tokens. If the Energy Reserve is empty, you cannot gain any Energy tokens. You may choose not to take an Energy token you have earned in order to leave it in the Energy Reserve.

7. Winning Conditions

Your team has managed to create the ideal world? It is time for Uranus to judge...

  • The Planet card was not put into play. The game ends in a critical defeat. There is a new barren asteroid in the cosmos... Hopefully this experience has taught you something for your next attempt. Of course, Uranus won't be happy about this…
  • The Planet card is in the game but it only has one Element card. That was so close! The planet you created is unstable. It cannot sustain life and it will disintegrate soon. Let's hope Uranus doesn't learn about this…
  • The Planet card is in the game but it only has two or three Element cards. Not bad. Your planet may sustain life. It's not a complete success, though, since a God should not be satisfied with the bare minimum result.
  • The Planet card is complete. Congratulations! You did it! Your planet is a success. Uranus acknowledges your gifts and allows you to dwell in this part of the Cosmos.
  • The Planet card is complete and each player still has at least two cards on the table or in hand. Amazing! Your planet is an example of perfection! Your father Uranus admires your creation and asks you to create a new galaxy. Your team has proven its worth. You're ready to face the challenges of the advanced game.

8. Advanced Modes

Here are three ways to make the game more challenging. Pick one (or more!) once your team has mastered all the game mechanics!

8.1. Incarnation Mode

Each player represents a Titan with a specific power. But beware: every Titan has a specific role to fill!

At the beginning of the game, each player draws one Titan card. Each Titan card has two faces (male and female), each with a different power. During the distribution of Energy tokens, you must choose one and place your card in front of you (see "Setting Up the Game" above).

Your power may only be used a limited number of times during the game. This amount is displayed in the top left corner of the card. The parchment in the lower part of the card shows which phase you may activate your power.

Each time you use your power, rotate your Titan card 90 degrees as a reminder of the number of times it has been used.

Restrictions:

  • Male Titans cannot play Level II Nature cards (this includes replacing an Element card with a Nature card). If a Male Titan plays a Level II Nature card, discard it immediately.
  • Female Titans cannot play Level III Nature cards (this includes replacing an Element card with a Nature card). If a Female Titan plays a Level III Nature card, discard it immediately.

These restrictions are applied for the entire game.

Powers of Male & Female Titans

Male Titans:

  • Cronus (1x, Divination Phase) — During the Divination Phase, place two cards face down instead of one, in the order you want to play them. You cannot play during the next game turn.
  • Hyperion (1x, Divination/Creation Phase) — Declare this power during the Divination phase. During the Creation phase, play one Element card as if it was any Element of your choice. Use the back of the card to indicate the Element.
  • Iapetus (1x, Creation Phase) — Declare this power at the beginning of the Creation phase. At the end of the Creation Phase, recover any Element cards that were discarded during that Creation Phase and play them again.
  • Coeus (2x, Divination Phase) — During the Divination Phase, move the First Player card one player to the left or to the right.
  • Oceanus (1x, Divination Phase) — During the Divination Phase, switch the play order of two players for the current game turn. During the Creation Phase, these players play their cards according to the changed order.
  • Crius (1x, Divination/Creation Phase) — Declare this power during the Divination Phase of the first or last game turn. During the Creation Phase, you may play an Aggression card.

Female Titans:

  • Rhea (1x, Divination Phase) — During the Divination Phase, place your face down card when you choose. You may place your card before the First Player, between any two players, or last.
  • Theia (2x, Divination Phase) — During the Divination Phase, show one card from your hand to two other players or two cards from your hand to one player.
  • Themis (3x, Divination Phase) — During the Divination Phase, bet one Energy token on the identity of the card another player has played. (Details on the card.) You may not bet on the card of a player who has shown a card during this game turn. Once a token is on a card, that card may not be changed.
  • Phoebe (3x, Divination Phase) — During the Divination Phase, look at the face down card of one other player.
  • Tethys (2x, Creation Phase) — When an Element is put into play, place a token on it from the Reserve. That Element cannot be destroyed (neither due to an Aggression card nor because of any Volatile status). Put the token back into the Reserve when the Nature card that has acquired that Element is Complete.
  • Mnemosyne (1x, Divination Phase) — During the Divination Phase, exchange one Element or Nature card from your hand for a discarded card.

8.2. Altered Elements Mode

Uranus knows the Titans have escaped and decides to alter the quality of some Elements. You will have to create your Planet with these altered Elements!

Some Element cards have special effects when played:

  • Disturbing Element (1 copy per element) — When you play a Disturbing Element, move the First Player card one player to the left.
  • Volatile Element (1 copy per element) — Discard any Volatile Element that is still under an Incomplete Nature card at the end of the current game turn.
  • Complementary Element (1 copy per element) — You can only play a Complementary Element immediately following another Element card. Otherwise, the Complementary Element is discarded. A Complementary Element cannot be played after a Nature card used to replace an Element card.

If a Complementary Element is the first card played during a game turn, check the last card played in the previous game turn.

8.3. Silent Game Mode

Kreus requires a lot of deduction, intuition, and trust among the players.

Even though you are not allowed to talk about the cards in your hand or you're about to play, you will often feel tempted to give some hints with your comments or to think out loud.

That's why, to play the game in the best possible way, you should be completely silent!

Credits

Sweet Games Edition

  • A game by Julien Prothière
  • Illustrated by Tom Prothière & Yann Andrieu
  • Designed by Benjamin Treilhou

Cool Mini or Not Edition

  • Translation by Fulvio Cattaneo
  • Rules Editing by William Niebling
  • Graphic Design by Benjamin Treilhou
  • Produced by Thiago Aranha, Guilherme Goulart, Carolina Negrão and Sergio Roma
  • Published by David Preti

Special Thanks to: Aurélie, Nils, Simao, and Anouk Prothière, for their kindness towards me when I was busy thinking about the creation of the planet. Through this process of creation, I think I really understood the meaning of the maxim: "Together, you go further."