RulesPal
Chat
Rulebook
Siege of Sunfall thumbnail

Siege of Sunfall

Siege of Sunfall Rulebook

Table of Contents

Table of Contents

  • Objective
  • Components
  • Setup
  • Game Play
  • Settlement Actions
  • Raid Deck
  • Bidding
    • Pledge Results for Raid Cards
    • Pledge Results for Other Cards
  • Siege Ends
    • Resolving your settlement
  • Troops
  • Collecting a Set
  • Special Cards
  • Game End

Objective

The objective of the game is to be the player with the most Resources at the end of the game.

Components

  • 53 Card Raid Deck
  • 1 Siege Ends Card
  • 88 Troop Tokens
  • 62 Resource Tokens
  • 6 Settlement Mats
  • 6 Player Screens

Setup

  1. Give each player the Starting Troops (grey) listed below, along with one Player Screen and one Settlement Mat. Players keep Troops and any cards they gain during play behind their screens and secret.
  2. Remove the Siege Ends card from the Raid Deck and shuffle the cards. Deal cards, according to the amount of players, to the middle of the table. Set remaining cards to the side for the next round.
  3. Shuffle the Siege Ends card into the bottom half of the cards you dealt for the round. Place this deck face down in the middle of the table.
  4. Create a pile of Troop tokens and Resource tokens where all players have access.
PlayersCardsStarting Troops
3812
41012
51010
61210

Each round, new cards will be dealt to the middle of the table, with the cards from the previous round discarded from play. Each player begins a new round with the listed number of Starting Troops.

Game Play

Siege of Sunfall is played in rounds. A round begins after the cards for the new round have been shuffled and the Siege Ends card is inserted. This deck is placed in the middle of the table. Each player replenishes their troops and the round now ready to begin.

Settlement Actions

Before any card from the Raid Deck is revealed, players may assign troops to their settlement. Each place on the Settlement Card may hold one troop. Troops assigned to work/train at the settlement are effectively out of the round and cannot be used in combat. This is a risk, but the rewards can be high. You can learn more about each section of the Settlement Card below.

Fields: You have two fields in your settlement, so you may place up to 2 troops in the fields to sow seed and harvest crops. Because these troops are gathering Resources instead of defending the settlement, they are each worth two Resources at the end of the round, but only if you are not eliminated.

Range: You may send one troop to the range to practice their sharp shooting. If you survive the round, you may take one Ranged Troop (blue) instead of one regular troop (grey) at the beginning of the next round.

Stables: You may send one troop to the stables to learn how to care for and ride a mount. If you survive the round, you may take one Assault Troop (red) instead of one regular troop (grey) at the beginning of the next round.

Garage: You may send one troop to the garage to learn how to weld and build defenses. If you survive the round, you may take one Defense Troop (Yellow) instead of one regular troop (grey) at the beginning of the next round.

Players may elect to not keep any troops on their settlement cards. This will give them a better chance when dealing with the Raid Deck.

Raid Deck

Once players have decided whether or not to place troops in their settlement, the round begins.

Draw and reveal the top card from the small deck of cards in the middle of the table (raid deck). Cards will continue to be revealed, and dealt with, one at a time until the Siege Ends card is drawn and this will signal the immediate end to the round. All players that have survived the round receive a bonus Resource token. Players who did not survive the round gain no bonus and receive no benefits from their settlements.

Bidding

When a new card is revealed from the Raid Deck, players will pledge troops to the middle. They do so by taking troops from their population (behind their screens) into their hand. They put their closed hand into the middle to lock their pledge. Once everyone has their hand in the middle, players reveal their pledge. See below to learn how to resolve the pledge.

Pledge Results for Raid Cards

(These are cards with characters on them and feature a numeric value in the upper left corner.)

Success: If the players pledge, collectively, at least the number on the card, they have repelled the Raiders and the player who pledged the most gets the card. All players lose everything pledged.

If there is a tie for highest pledge, then both of the tied players get their pledge back, while all other players lose ½ their pledge, rounded down. A new card is drawn from the Raid deck and placed over the contested card. All players will pledge for the new card and if successful, the highest pledge will take both cards. If unsuccessful, both cards are lost, and standard rules for losing against a Raid card will apply. If there continues to be a tie for highest pledge, on a success, continue to reveal an additional card and repeat the rules above.

Failure: If the players pledge, collectively, less than the number indicated on the card, the player(s) who pledged the lowest amount are eliminated from the round. They have not survived. They may not participate in any pledging until the next round. They must also return all troops to the main pile as they will not be able to convert them into Resources at the end of the round either. If there is a tie for lowest pledge, then all players who tied are eliminated. It is possible for all players to get knocked out at once ending the round. If at any point only one player remains after an elimination the round ends.

Pledge Results for Other Cards

(This includes the Off to Forage, Rad Attack!, Kaboooooom!, and Hire Mercenaries cards.)

There are no bad effects from these cards. The player who pledges the highest simply takes the card. A winning pledge must be at least one troop. If all players pledge nothing, the card is discarded from play.

If there is a tie for high pledge, follow the guidelines above for Raid Cards.

Once a pledge is resolved and a card is either gained by a player or discarded, draw a new card from the Raid Deck and repeat the pledging process.

If a player runs out of troops during the course of a round, (s)he is not immediately out of the round. They may still survive to the end of the round and collect their bonus Resource and gain any of the perks from their settlement.

Siege Ends

As soon as the Siege Ends card is revealed, the round ends. Each player still left receives their bonus of one Resource. Players also receive one Resource for each troop they still have left. Any remaining cards in the Raid Deck should be discarded from play. Players discard all their troops from behind their screen.

Resolving your settlement

Players discard any troops they assigned to their fields back to the troop pile. For each troop they discard, they gain two Resources.

Players now exchange any troops they assigned at the Range, Stables, or Garage for the appropriate troops listed in the Settlement Actions section above.

Troops

Standard Troop: Standard troops are what you will always use unless you use your settlement to advance a troop during the previous round. Standard troops are always worth one point when making a pledge.

Ranged Troop: Ranged troops are gained by assigning a standard troop to the range in the previous round. They are discarded after the round they are used in. They are worth 3 points in a pledge for a Raider Card that is a Defensive Raider (yellow), but only one in all other cases.

Assault Troop: Assault troops are gained by assigning a standard troop to the stables in the previous round. They are discarded after the round they are used in. They are worth 3 points in a pledge for a Raider Card that is a Ranged Raider (blue), but only one in all other cases.

Defense Troop: Defense troops are gained by assigning a standard troop to the garage in the previous round. They are discarded after the round they are used in. They are worth 3 points in a pledge for a Raider Card that is an Assault Raider (red), but only one in all other cases.

When starting a new round with advanced troops, the player will still only start with the set number of troops indicated in the chart on page one. They simply will have replaced some standard troops with advanced troops.

Collecting a Set

Players work to collect sets of Raider Cards in order to recruit more troops and gain more Resources. There are two types of sets you may collect.

  1. Three-of-a-kind. As soon as a player has collected a third Raider Card of the same color, they must trade them in for their reward.
  2. One-of-each-type. As soon as a player has collected a set containing one of each type of Raider (ranged (blue), defender (yellow), and Assault (red)), they must trade them in for their reward.

Rewards from sets are equal to the sum of all the icons on the lower left hand side of each Raider Card. These icons are simply circles with a letter in them. Each (R) equals one Resource and each (T) equals one Troop. Troops and Resources awarded from a set are gained immediately and placed behind the player's screen. These troops may be converted to Resources at the end of the round like all other troops. Resources awarded are kept behind the screen with any other Resources the player has gained. All cards traded in for rewards are discarded from play.

Special Cards

Unlike Raider Cards, each of the other cards reward the player in a unique way. Here is a list of the special cards and their powers.

Hire Mercenaries: The highest pledge for this card gains the card. The card is kept by the player and may be used at the beginning of any future round to gain three extra troops.

Kaboooooom!: The highest pledge for this card will trade the card in for a Kaboooooom! token. This token will be kept behind the player's screen and may be used during any pledge to destroy all other players' troops and the card being pledged for.

Off to Forage: The highest pledge for this card gains three Resources immediately.

Rad Attack!: The highest pledge for this card will trade the card in for a Radiation token. This token will be kept behind the player's screen and may be used during any future pledge and will count as two Troops.

Game End

Players will continue to play round after round until they are unable to deal enough cards from the main deck to create a new Raid Deck. Players should be made aware when they are entering the final round, so they can make any final adjustments they see fit.

The player at the end of the game with the most Resources is the winner!