RulesPal
Chat
Rulebook
Skirm thumbnail

Skirm

Skirm Rulebook

Table of Contents

Table of Contents

  • Setup
  • Duel Sequence
  • Abilities and Clarifications
    • Abilities
    • Additional Scoring
  • Quick Variant (Ignore Card 798)

Setup

If this is your first Skirm duel, gain destiny 1603 (place it in the center) and find cards 1517–1528 (12 total cards). These cards can remain in a deck on the table with this rules card from now on. If you're playing solo, please refer to separate rule sheet.

Setup: Unless a DUEL action result lists a specific card, randomize Skirm cards 1517–1528 and remove 1 of them face down on the table to represent the sentient opponent's card. Another player acts on behalf of the sentient. If you have yet to collect any Skirm cards, temporarily gain a random remaining Skirm card (1517–1528) to use for this duel only. Take 12 skill dice: 6 for you and 6 for your opponent (keep them in separate pools).

Duel Sequence

  1. Both duelists roll 6 skill, then simultaneously reveal 1 Skirm card (choose one if you have multiple). The duelist with the highest-speed Skirm card (the number at the upper left of each card; if tied, the higher card ID #) goes first.
  2. The first duelist activates their ability (the text at the bottom of the card, next to an icon), followed by their opponent.
    • Unless otherwise noted, abilities refer to your dice and skills.
    • A duelist's "best" skill type is their most abundant skill (on dice and on the card). Below are some clarifications.
  3. Compare each skill type (your dice plus the skills printed at the upper left of each card) to award 1 point per type. For example, if duelist A has 2 skills of one type and duelist B has 4 skills of that type, duelist B gains 1 point. Ties award 0 points. Each Skirm card also has additional scoring, explained above the card's ability (the text without an icon). Refer to "Additional scoring" below for an overview of all the abilities.
  4. The duelist with the most points wins! If tied, the duelist who went first wins.

If you win the duel, gain 2 [reward icon: the rules card shows the number 2 next to a reward icon]. Win or lose, gain a random card from the Skirm spoiler pack to your reserve (your entire Skirm collection counts as only 1 reserved card). If the opposing sentient won, the player acting on behalf of them gains [penalty icon: the rules card shows a red icon] (they don't gain or keep a Skirm card).

Editor's note: the skill and reward icons on this rules card are graphics with no printed names; they are described in place rather than named.

Abilities and Clarifications

Abilities

  • BLADE: Cut the opposing dice into 2 groups; they choose 1 group to reroll.
  • CLOAK: Reroll 1 or 2 of your dice and conceal them from your opponent until final scoring.
  • DODECAHEDRON: Reroll 1 of your dice and 1 of your opponent's dice. Then choose one of those dice to gain and give the other to your opponent.
  • HARNESS: Reroll up to 6 of your dice. You may choose the number but you must reroll them all at once.
  • HELM: Exchange 1 die for 1 opposing die. You may reroll the die you gain.
  • HORN: Reroll each of your dice that show a unique face until it matches a face that you have, including the printed skills.
  • GAUNTLET: Steal 1 opposing die that does not match any of your dice.
  • MANTLE: Give 1 die to your opponent. Determine your opponent's best skill type and set that number of dice. "Setting" means choosing the die face freely.
  • MASK: Set 2 dice to match 1 or 2 opposing dice. "Setting" means choosing the die face freely.
  • SCEPTER: Reroll 1 of your dice, then set one of your other dice to match its skill type.
  • TOME: You may reroll each of your dice once. After each reroll, you may choose the new or old result.
  • Set up to 3 of your dice to different faces. Each of these new faces must be unique.

Additional Scoring

  • CIRCUIT: Gain 1 point per tied skill type.
  • ENERGY: Gain 1 point per skill of your opponent's best type.
  • FIRE: Gain 1 point per skill type you don't have. There are 6 skill types total.
  • GOLD: Gain 1 point per dice pair you have. Higher quantities (e.g., 3 of a kind) count as 1 pair.
  • LEAF: Gain 1 point per skill type you lose in step 3.
  • METAL: Gain 1 point per unique skill type your opponent has.
  • SAND: Gain 1 point per skill type you have that doesn't match the 2 printed skills (the skill icons printed on the card).
  • SINEW: Gain 1 point per skill of your most abundant skill type.
  • STONE: Gain 3 points if you have all 6 skill types.
  • WATER: Gain 1 extra point per skill type win in step 3.

Quick Variant (Ignore Card 798)

If this is your first Skirm duel, gain destiny 1603. From the spoiler pack, gain 1 random card. Roll 6 skill dice for yourself and 6 skill dice for the sentient. Choose 1 of your Skirm cards to play for yourself, then randomly select 1 Skirm card from the pack as the sentient's card (or a specific card if indicated in the action).

You win if you have more dice matching the icons on your card than the sentient has dice matching their card (ignore text on all cards). If your card has the higher speed (upper left number), you may reroll ALL your dice once. If your card has the lower speed, you break ties when comparing the dice.

Gain 2 if you win. Win, lose, or tie, keep the card you gained in your reserve (your entire Skirm collection counts as only 1 reserved card).

TOOLS:
you
  • WIND: Gain 1 point per skill you have, including the printed skill.
  • WOOD: Gain 1 point per different skill quantity you have (1+).