Stormweavers
Stormweavers Rulebook
Table of Contents
Table of Contents
Overview
A cataclysmic superstorm known as the Tempest has come to the world of Joro. With a destructive mind of its own, it calls for heroes to test their mettle within. Up to five warriors compete to tame the Tempest and become the Lord of the Storm. The goal is simple - survive!
Setup
The Event Deck (blue), Spell Deck (red) and Material Deck (green) are placed in their designated areas on the playing map after being thoroughly shuffled. Each player is given 2 tokens of each element (Earth, Fire, Water, Wind and Electricity) and 3 health tokens. The additional tokens are piled in their designated places on the left side of the playing map. The Storm token is placed on the number 1 at the top of the playing map, which indicates that the State of the Storm begins at 1 (see State of the Storm).
Players choose 4 items they would like to be able to craft throughout the game - 1 item will always be left out. The 4 chosen items are placed face up along the right side of the playing map. Potion of Health, Potion of Mana and Poison Mist can be crafted by more than one person at a time (until there are no more cards left in the pile), though Storm Armor and the Sword of Storms can only be crafted by one person at a time. One craft card is also distributed to each player so they can refer to it throughout the game.
Each player starts with 2 material cards (drawn from the top of the deck), and spell cards, which are determined by the amount of players, detailed below:
- 2 Players: Three Spell Cards
- 3 Players: Four Spell Cards
- 4 Players: Five Spell Cards
- 5 Players: Six Spell Cards
You are now ready to play Stormweavers!
Each Player Should Start With
Icons as printed on the sheet: a dark red card icon ("see above for amount"); a dark green card icon (x2); a hexagon cluster of the five element icons (x2); a red heart icon (x3). The sheet does not label the card icons; the amounts for those cards are given in the Setup text above.
The Rules
Your turn begins by drawing event cards, which describe what the Tempest is doing. The amount of event cards drawn is determined by the State of the Storm, which begins at 1 and increases throughout the game (see the section titled State of the Storm). The event cards are laid beneath the Event, Spell and Material Decks for all to see. If drawing multiple events, draw them all at the same time. You cannot do anything, including trading, crafting or playing special spells, until after the Event Cards are taken care of.
Event Cards display which elements the Storm is using to attack you. You must either defend using Defensive Cards or redirect the storm to other players using Spell Cards, otherwise known as Supercharging the Storm. If you cannot do either, you must take damage. You can choose in which order you'd like to handle the event cards.
Defending Against the Storm
Defensive shields block specific elements to prevent you from taking damage. Each Defensive Card detail which elements it defends against at the bottom of the card. In order to defend yourself successfully, you only need to counter ONE element on an event card. It does not matter which element is defended. Once a card is defended, it is placed in a discard pile to the side of the playing map.
Supercharging
You can supercharge an event using a Spell Card to redirect elements of the storm at other players. An Event Card can only be supercharged with the elements displayed, which varies from card to card. If the Event card shows multiple elements, you can supercharge that event multiple times with separate Spell Cards. However, you cannot supercharge the same element more than once, unless that element is displayed more than once. Only the Element that was supercharged lashes out at other players, not all the elements on the event card.
When you successfully supercharge an element, you no longer need to defend against the card. If opposing players defend your supercharged card, they receive no damage. If they cannot defend, they must receive damage.
Defending Against a Supercharge
When you successfully supercharge an Event, other players must then DEFEND against your supercharge. Players defend against supercharged spells just as they would with normal event cards, using corresponding Defensive Cards that match the element that was Supercharged.
Players CANNOT use one Defensive Card to defend against two Supercharged events. Each Supercharged Element must be defended with separate Defensive Cards.
Taking Damage
While your hearts signify your true health, elemental medallions act as shields from the specific elements. If you cannot defend against the storm or another player's supercharged attack, you must receive damage. As you receive damage to a specific element, you remove a token of said element. If you are out of that elemental medallion, you must take damage to your health. When you are out of hearts, regardless of which elemental medallions you still have, you are out of the game.
When drawing from the Event Deck, you don't need to take damage from all elements on the Event Card. You may choose which element to take damage from, allowing you to strategically distribute damage amongst your elemental medallions.
Crafting & Using Special Spells/Items
Once events have been handled, you may craft, use special spells or utilize items. You can craft as much as you'd like during your turn, though you cannot use an item during the same turn it was crafted. You can also trade Material Cards with other players during your turn, but cannot begin the bargaining on another players turn. 3 Junk cards can be traded in for a material of your choice. You cannot trade spell cards.
You can only play ONE special card during your turn and use as many items as you'd like.
The State of the Storm
Throughout the deck, you'll draw Event Cards titled "Increase the State of the Storm" - when this card is drawn, move the Storm token to the next number, showing the State of the Storm has increased. The State of the Storm starts at 1 and ends at 4, indicating how many Event Cards must be drawn during each turn (starting with the next player). Players draw ALL of the cards at the same time and handle them all (in any order) before crafting, using items or special spells, and more. This card can also be supercharged with any ONE spell card.
End your turn by drawing back up to the amount of spell cards you started with. You may then take 1 additional spell card or 2 material cards for crafting.
The last player standing wins!
For more clarifications and information, find us at UltraEvilStudios.com/Stormweavers