Shadowlord!
Shadowlord! Rulebook
Table of Contents
Table of Contents
General
Power Cards (50 Total): 8 zeros (16%), 15 twos (30%), 15 fours (30%), 10 sevens (20%), and 2 tens (4%)
Power Rings and Space Ships: Power Rings hold your character discs. They can hold up to six Space Ships which allow movement and provide strength in Duels.
Alliance: All characters using the same color Power Ring and Space Ships are part of the player's Alliance.
Home Planets: Shadows cannot move to a Home Planet. Additionally, characters cannot be Bribed or Defect if they're on their Home Planet. You always control your Home Planet unless it is occupied by an enemy Power Ring or Space Ship.
Galaxy: These are spaces on the game board. You control a galaxy if it contains at least one of your Power Rings or loose Space Ships. You always control your Home Planet unless occupied by an enemy Power Ring or Space Ship. You can give permission for other characters to move through your galaxy (shadows never grant permission). Two or more players can coexist in a galaxy by choosing not to Battle but this can be revoked at any time. Battle occurs during Step 6 - Fight if any player doesn't give or revokes permission.
Only one player can control a galaxy at a time. If multiple Power Ring colors are in a galaxy with each player's permission, then loose Space Ships determine control. This is important for Ruins (drawing Power Cards) and Space Bases (building Space Ships). Only one color of loose Space Ships can be in a galaxy at a time.
Characters:
- Star Master (8 Strength): Each Master seeks the tittle 'Master of the Universe'. If your Star Master is captured you are out of the game.
- Warriors (6 Strength): Warriors are the main fighters in Battle.
- Merchants (3 Strength): Merchants are weak in Battle but provide Space Ships every turn, helping members of their Alliance move, control galaxies, and fight.
- Diplomats (0 Strength): Diplomats protect members of their Alliance but have several movement restrictions (see Step 4 - Movement - Diplomatic Immunity). They can also find new characters to grow their Alliance.
- Shadows (variable Strength): Shadows are enemy to all other characters. The Shadowlord (10 Strength) wields the Power Stone and seeks to become 'Master of the Universe' by destroying all other Alliances.
Voting: When playing with 3-4 players some actions require a Vote. The current player specifies the action and then the other players vote. If at least one other player votes 'Yes' then the action occurs as specified. If no other player votes 'Yes' then nothing happens or the action is reversed. When there are only two players voting is suspended (all actions are as if there is a 'Yes'). Voting affects the following:
- A character defects to your Alliance (Step 2 - Special Event)
- Spacestorm (Step 2 - Special Event)
- Steal 2 Power Cards (Step 2 - Special Event)
- Placing a Shadow (Step 4 - Movement - Searching for Allies)
- Moving a Shadow (Step 5)
Setup
- Each player takes one Star Master, Warrior, and Diplomat's portrait along with the matching character disc.
- Each player starts with three Power Rings and Space Ships matching the color of their Home Planet/Star Master. Insert the character discs into the Power Rings and distribute the Space Ships among them in any combination. Place the Power Rings on their respective Home Planet.
- Place the nine black shadow discs with numbers into black Power Rings and put them in the middle galaxy (Lost Fortress). Give the Shadowlord one of the white Power Stones and five Space Ships. The rest of the shadows won't have any Space Ships.
- Insert the other white Power Stone into the card tray notch furthest from the Star Burst. Shuffle the Power Cards and place them face down in the card tray.
- Mix the rest of the character discs and black shadow 'Attacks' face down. Place one disc face down in each empty galaxy (excluding Home Planets and the Lost Fortress).
- Roll dice to determine first player. Each player performs Steps 1-6 in order before passing to the left. During the first-round, characters can only move to the galaxy left of their Home Planet.
Order of Turn
Step 1 - Draw Power Cards
Draw one Power Card, plus one per controlled Ruins (inner corners). If the Power Cards run out while drawing, shuffle the discard pile. Then move the Power Stone Timer one notch towards the Starburst. If the Power Stone Timer reaches the Starburst, this will be the last turn unless the Shadowlord is defeated (see Game End).
- Place Under a Character Portrait: Distribute the cards face down under any of your character portraits. The cards can be used when that character attacks or defends in Battle. [This is the only way defending characters can use Power Cards.] Once placed under a character, Power Cards cannot be removed except in a Battle and follow the character if they are Bribed, Traded, or Defect. If the character ever leaves the game the cards are discarded. [Since Diplomats never Battle don't place Power Cards under them.]
- Attack Hand: If not placed under a character the cards are added to your Attack Hand (face down).
- You can add cards from your Attack Hand to the Battle Board when your characters attack (but not defend) during Step 6 - Fight.
- You can discard cards from your Attack Hand to build Step 3 - Space Ships.
- You can trade cards from your Attack Hand with other players.
- Anytime during your turn, you can place cards from your Attack Hand under a character portrait. You cannot put cards under portraits during another player's turn.
- Bribe an Enemy Character (4 matching Power Cards): Once anytime during your turn you can try Bribing an enemy character. You discard four matching Power Cards from your Attack Hand. You specify which character you are attempting to Bribe. Masters, shadows, and characters on Home Planets cannot be Bribed. You and the other player roll 1d8.
- If you roll less or tie: The targeted character remains with his current Alliance.
- If you roll higher: The character becomes a traitor and joins your Alliance (if you already have 7 characters you must Dismiss another member of your Alliance, see Miscellaneous). Take the character portrait (along with any Power Cards under it). Switch the character disc to a Power Ring of your color. Replace any Space Ships on the Power Ring with ones of your color. Also, replace any loose Space Ships in the traitor's galaxy with your color. These can be inserted into the traitor's Power Ring or left loose in the galaxy. If the traitor is in a galaxy with other enemy characters a Battle starts during Step 6 - Fight unless he moves away (he must move away if there are enemy characters protected by a Diplomat). If there are only enemy Diplomats in the galaxy with the traitor, the enemy Diplomats immediately retreat/teleport to the nearest friendly galaxy. If your last Diplomat is Bribed away your Master can Search for Allies until you recruit another one.
Step 2 - Special Events
Roll 2d8 and consult the player aid chart. You can skip the result unless it is "Draw 2 Power Cards". Events requiring further explanation include:
- "A character Defects to your Alliance" (2/16): You may choose an enemy character who Defects to your Alliance. Defection follows the same rules as Bribing except you don't have to discard Power Cards and no rolls are required. You can still try Bribing this turn as well. In 3-4 player games a Vote is required with at least one 'Yes'.
- "One of your characters Escapes" (3/15): You may release a captured character from under an enemy's Power Ring. Place the character in the same galaxy as your Master. The newly freed character won't have any Space Ships until you provide them.
- "Spacestorm" (4/14): Name another player who loses 1d8 Space Ships. The targeted player chooses which Space Ships to discard from among his Power Rings and loose on the board. In a 3-4 player game a Vote is required with at least one 'Yes'.
- "Discover a character disc" (5/13): You may turn over any face down character disc on the board. Follow the Searching for Allies (Step 4 - Movement) rules. The character won't have any Space Ships until you provide them but can move this turn if they gain at least one. If the disc is a shadow follow normal placement rules.
- "Steal 2 Power Cards" (6/12): You can name another player and steal two random cards from their Attack Hand. In a 3-4 player game a Vote is required with at least one 'Yes'.
Step 3 - Building Space Ships
- You gain 3 Space Ships for each Merchant (not Captured) and Space Base (outer corners) you control.
- You can discard Power Cards from your Attack Hand to gain Space Ships equal to their value. You can discard Power Cards even if you cannot gain more Space Ships (token limited).
- You can place the Space Ships on any of your Power Rings. You can also place them loose in any galaxy you control. Only one color of Space Ships can be loose in a galaxy.
Step 4 - Movement
You can move any of your character's Power Rings.
- Characters can move a number of galaxy equal to their Space Ships. If a Power Ring has no Space Ships it cannot move at all.
- Before characters move, they can drop, pick up, or rearrange Space Ships. Once movement starts if characters pick up, trade, or drop Space Ships they cannot move further. Loose Space Ships on the board cannot move.
- A character stops movement if he enters an unoccupied or enemy controlled galaxy (this includes loose Space Ships). Characters can pass through another player's galaxy with permission.
- Any number of characters from the same Alliance can occupy the same galaxy.
- A character may not move through a galaxy where a Battle is going to take place.
Diplomatic Immunity
- Diplomats never take part in Battles or get placed on the Battle Board.
- Diplomats cannot move into enemy occupied or controlled galaxy. This includes galaxies with loose Space Ships of another Alliance or where a Battle will take place. Diplomats can move through spaces controlled by another Alliance with their permission.
- Enemies cannot move into a galaxy with a Diplomat. In this way Diplomats protect members of their Alliance from shadows and enemy Alliances.
- Canceling Diplomatic Immunity: The exception is Diplomats can enter an enemy Diplomat's space. The Diplomats cancel each other's Diplomatic Immunity. A single Diplomat cancels Diplomatic Immunity for any number of enemy Diplomats. While the Diplomats talk the other characters Battle. After the Battle all Diplomats of the losing side retreat/teleport to the nearest friendly galaxy. The following applies to non-current players or if it's past the current player's Step 4 - Movement, when a character changes Alliances or a player revokes a Truce:
- If a Diplomat is without an escort of his own Alliance and in a galaxy controlled an enemy (including loose Space Ships), the Diplomat retreats/teleports to the nearest friendly galaxy.
- If an escorted Diplomat is in a galaxy where a Battle will be fought but there are no enemy Diplomats to cancel, the escorted Diplomat retreats/teleports to the nearest friendly galaxy.
- If enemy Diplomats occupy a galaxy and neither have escorts, one or both retreat. If there are loose Space Ships on the galaxy, the other color Diplomat retreats. If neither side has loose Space Ships, both Diplomats retreat/teleport to the nearest friendly galaxy.
Searching for Allies
- Searching for Allies: A Diplomat turns over a face down character disc in his galaxy. Once the Diplomat does this, he can't move further this turn.
- Placing a Shadow: If the disc is a shadow take the corresponding black Power Ring from the Lost Fortress. Place it on any galaxy except the Lost Fortress, Home Planets, galaxies you control/occupy, or galaxies with a Diplomat. Draw a Power Card to see how many Space Ships the shadow has (six maximum, discard excess). In a 3-4 player game a Vote is required. If at least one other player votes 'Yes' the shadow stays where he is. If all other players vote 'no' the shadow is removed from the game. If placed on a galaxy with another character a Battle will take place during Step 6 - Fight with you controlling the shadow.
- Enlisting a Character: If the disc is a Warrior, Merchant, or a Diplomat you can add the character to your Alliance. Take the character portrait and put the disc in one of your Power Rings. Place him in the galaxy with the Diplomat. The character will have no Space Ships until you provide them and cannot move this turn. If you already have seven characters you will have to Dismiss a Member of Your Alliance (see Miscellaneous). If you prefer you can give the character to another player or remove him from the game (unlike Dismissing where you must give him to another player).
Step 5 - Move a Shadow
You may move a shadow one galaxy if he has at least one Space Ship. You cannot move a shadow into a Home Planet, the Lost Fortress, a galaxy with a Diplomat, or a galaxy occupied by your own characters or Space Ships. In a 3-4 player game the other players Vote. If at least one other player votes 'Yes' the shadow stays where he is. Otherwise, the shadow returns to the galaxy he just left. If the shadow moves into a galaxy with another shadow you can rearrange Space Ships between them (shadows never leave them loose on the board). If the shadow moves into a galaxy with an opponent's character, they must Battle during your Step 6 - Fight. You will play the role of the attacking shadow.
Step 6 - Fight
After all movement if any of your characters occupy locations with an enemy then Battles ensue in each of these locations. Players can agree not to Battle in a galaxy by declaring a Truce. If you're playing the role of an attacking shadow that Battle will also takes place. Your characters (and shadows) are the attackers. The opposing characters and shadows are defenders.
- Calling in Allies: Before any Battles are fought both the attacker and defender can Call in Allies.
- The defender can call in one character (excluding a Diplomat) from his own Alliance. The character must be able to reach the Battle using normal movement rules. (The attacker may not call in a character from his own Alliance since he has already used all his movement.)
- Both the attacker and defender can ask the other players to send one character (excluding a Diplomat) following normal movement rules. If the other players consent, they must choose which side to ally with. If they ally with the attacker, then a Power Card can be used from under the character or from the character owner's Attack hand. If they assist the defender, they can only use Power Cards from under the character.
- All allies must be determined before the first Battle can start. Once the first Battle starts allies cannot change sides, characters cannot be Bribed, nor can they back out of fighting.
- As the attacker you decide in what order to fight if there are multiple galaxies with Battles.
- Redistributing Space Ships for Battle: Before a Battle starts, Space Ships can be redistributed among characters in the same galaxy. Space Ships cannot be left loose on the space unless there is no room in the same color Power Rings. Once dueling in the galaxy starts, Space Ships can only be changed by destroying or winning them.
- Order of Battle: Battles are determined by dueling on the Battle Board. Up to two Duels will be fought at a time if there are multiple characters involved in the Battle.
- The attacker places one of the attacking Power Rings onto the Battle Board. This can include an ally's Power Ring. If there are multiple attacking characters, then the attacker places two characters on the board with a space between them.
- The defender places one of the defending Power Rings onto the Battle Board next to one of the attackers. If there are two attacking characters on the Battle Board the defender must place a second defending character if able to. Since the defender places second, he gets to decide which characters Duel each other if there is a choice. [Should take into account the chance of losing Space Ships, if the defeated character doesn't have enough they are discarded from the winner.]
- If a character in the Battle galaxy wields the Power Stone, check if it works for each Duel (see Other Battle Rules).
Other Battle Rules
Fighting a Shadow
Fighting a shadow is the same as fighting enemy characters with the following exceptions:
- You can Call in Allies but the shadow may not.
- Since the shadow doesn't have an Attack Hand or portrait, they only get the drawn Power Card when dueling.
- Shadow is defeated (outside the Lost Fortress): Defeated shadows are removed from the game instead of staying captive. Any of the shadow's captives stay under the winner like normal. Captives of the same Alliance are then released. Follow the normal rules for Destroying Space Ships and Collecting a Reward.
- Shadow wins: Shadows don't collect a Power Card reward but can win Space Ships, redistributing to other shadows in the same galaxy. Shadows never leave Space Ships loose on the board (discard any excess). Winning shadows capture their opponents which can later Escape or be won back.
Challenging Loose Space Ships
- If you move to a galaxy with only loose enemy Space Ships you may Battle their owner.
- The Space Ships' owner can Call in Allies like normal. This means one of the owner's characters (excluding a Diplomat) following normal movement rules. Other players can also send one character as defender (or attacker if there is at least one defending character).
- If nobody comes to their defense, the loose Space Ships are automatically destroyed. Since no Duel takes place there is no Power Card reward.
- Destroying loose Space Ships has several advantages:
- You prevent your enemy from moving through the galaxy (movement stops at an unoccupied or enemy controlled galaxy).
- You can place your own Space Ship loose in the galaxy to maintain control after moving away.
- You prevent the owner from collecting at a Ruin or Space Base.
- Your own Diplomat can enter the galaxy to Search for Allies.
Capturing a Star Master
If your Star Master is captured you are out of the game. Remove all your Power Rings, Space Ships, and portraits from the game. Give the opponent who captured your Star Master all your Power Cards (Attack Hand and those from under your portraits). If your Star Master is captured by a shadow do the same except discard all your Power Cards. Voting is suspended if there are only 2 players left (actions requiring a Vote pass as though there is a 'Yes').
The Power Stone
- The Power Stone acts like a Space Ship for movement and dueling but can never be destroyed or left loose on the board (it's won if the wielder is captured). The Power Stone can be redistributed to characters of your Alliance in the same galaxy. [The character with the Power Stone can be Bribed or Defect so you should give it to your Star Master when possible.]
- Power Blast: During Battle, the Power Stone wielder gives everyone on your side (attacker or defender) in the same galaxy a chance to Power Blast:
- During each Duel roll 1d8. On 5-8 the enemy is Blasted. This happens after the Power Rings are placed on the Battle Board but before Power Cards are placed.
- When you Blast choose either:
- Draw an extra Power Card for determining the winner
- Destroy 1d8 of the enemy character's Space Ships (can carry over to Blasting character like normal).
Battling the Shadowlord in the Lost Fortress
The Shadowlord never leaves the Lost Fortress so he can only be Battled there. He always starts the game with the Power Stone and five Space Ships. The other players take the role of the Shadowlord and shadows for the Battle.
- When you fight the Shadowlord you first fight any shadows left in the Lost Fortress. For each shadow draw a Power Card to see how many Space Ships they have (6 maximum, discard excess).
- The Shadowlord and each shadow can try Blasting their opponents with the Power Stone. They roll d8 for each Duel and Blast if they roll 5-8.
- Space Ships cannot be left loose on the Lost Fortress while the Shadowlord lives.
- The Shadowlord will only Duel if there are no other shadows in the Lost Fortress. [Remember the Power Stone can never be destroyed.]
- Winning against the Shadowlord in the Lost Fortress:
- All the shadows are banished. Remove all black Power Rings and Space ships from the game.
- Any captives held by the shadows (outside the Lost Fortress) teleport back to their Star Master.
- You have won the Power Stone and can give it to any of your characters present at the Battle. [It's best to give it to your Star Master as soon as possible since other characters can be Bribed or Defect.]
- Remove the Power Stone Timer from the game.
- Teleport Home: The Power Stone gives a one-time ability to Teleport Home after defeating the Shadowlord. All characters of your Alliance at the Lost Fortress can teleport to your Home Planet (unless it is controlled by enemies). You don't have to use this ability, but the option is lost once the next player's turn starts.
- Losing against the Shadowlord in the Lost Fortress:
- Any shadow captured during the Battle is released back to the Lost Fortress without any Space Ships.
- Your characters become captive in the usual manner, staying under the winning shadows.
- After the Battle any Space Ships the shadows possess are given to the Shadowlord. All other black Space Ships are discarded. No shadow, except the Shadowlord, will have Space Ships while in the Lost Fortress except during a Battle.
Game End
- Winning: When the Shadowlord and all other Star Masters have been defeated, the last player becomes 'Master of the Universe'. The other players can also surrender to the Power Stone owner after it's been taken from the Shadowlord.
- The Power Stone Timer: Every time the Power Card deck is shuffled to make a new deck, move the Power Stone Timer one notch closer to the Starburst. This signifies the Shadowlord's growing strength. If the timer is on the Starburst at the start of a player's turn the Shadowlord wins (becomes 'Master of the Universe') and all players lose.
Miscellaneous
Dismissing a Member of your Alliance
If you already have seven characters and acquire a new one you must Dismiss another member of your Alliance. The Dismissed character must be given to another player as long as someone wants him. If multiple players want the character you can try to extract a payment. The other player takes the character's portrait, any character Power Cards, and replaces the Power Ring/Space Ships with his own color. The other player then places the character in any galaxy he controls. If nobody wants him the character is removed from the game. You cannot Dismiss a character that has been captured (under another Power Ring).
Trading and Negotiation
Trading and negotiations can occur at any time.
- Players can trade Power Cards from their Attack Hands. However, only the current player can put one under a character portrait.
- Players can trade characters and Space Ships. Change the Power Ring and Space Ships to the new owner's color. They can be placed in any galaxy controlled by the new owner or left in their current space.
- Players can release a captive as part of a negotiation. The captive is teleported to the owner's Star Master.
- Promises: You if you agree to something such as not attacking during your next turn you have no obligation to keep your promise. Only immediate trades can be enforced.
- Calling in Allies from other players can be negotiated. However, once the first Battle starts nobody can switch sides or back out from fighting.
3-Player Game
A 3-player game follows the normal rules with the following exceptions.
- During setup removed 1 Master, Warrior, and Diplomat from the game before placing character discs on the board. The Master's color of Power Rings and Space Ships are not used.
- During the first turn, the side players can only move toward the empty Home Planet (one option). By contrast, the middle player's characters can move into any of the galaxies next to his Home Planet (can move to all three).
2-Player Game
There are several changes to a 2-player game.
- Each player controls two Alliances: either the red/yellow Alliances or the blue/green Alliances. Keep your Alliances separate (different color Power Rings and Space Ships).
- Play proceeds to the left like usual so the players will alternate turns, controlling one Alliance at time.
- Keep all your character portraits in front of you but use one Attack Hand. Your Attack Hand is used for both Alliances. You can put Power Cards under the characters of either color (example: you can put a card under a red character when you're controlling the yellow Alliance).
- Voting is suspended. The action in question will always take place like there is a 'Yes'.
- Your Alliances cannot fight each other (permanent Truce) and aways give permission to move through their galaxies. Only one color Space Ship can be loose in a galaxy to collect from Ruins and Space Bases absent a Power Ring.
- When Calling in Allies the defending player can bring in one character (excluding Diplomats) from each of his Alliances. The attacker can only bring in one character from his non-attacking Alliance.
- When one of your Start Masters is defeated, remove all the Power Rings, Space Ships, and characters of the same color from the game. Only give your opponent the Power Cards from under the removed characters (not your Attack Hand). Your other Alliance is unaffected.
2-Player Game (Modified)
This version can be simpler for new players and lets each color control more of the board.
- During setup remove one set of opposite Start Masters from the game (either red/yellow or blue/green). Their Power Ring and Space Ship colors are not used.
- During setup removed two Warriors and two Diplomats from the game before placing discs on the board.
- Players only control one Alliance.
- Voting is suspended. The action in question will always take place like there is a 'Yes'.