Suriya: The Last Horizon
Suriya: The Last Horizon Rulebook
Table of Contents
Table of Contents
Components
- Rulebook (1)
- Headquarter Tiles (4)
- Base Tokens (12)
- Basic Unit Miniatures (40)
- Elite Unit Miniatures (24)
- General Unit Miniatures (12)
- Command Tokens (20)
- Exhaust Tokens (12)
- Basic Dice (6)
- Elite Dice (6)
- General Die (1)
- Attacker Die (1)
- Faction Cards (120)
- Central Cards (72)
- Starter Cards (28)
- Terrain Tiles (16)
- Player Trays (4)
- Cover Trays (4)
- Faction Screens (4)
- Mid-Terrain Trays (4)
- High-Terrain Trays (2)
- Small Minerals (30)
- Large Minerals (20)
- Player Aids (4)
- General Tiles (12)
- Barricade Tokens (6)
- Landmine Tokens (6)
- Egg Tokens (12)
Game Setup
How to Setup
A1. Choose the First Player To determine the first player, roll the attacker die. The player who rolls the most damage symbols becomes the first player. If two or more players tie, reroll the die among the tied players. The player to the left of the first player becomes the second player, and play continues clockwise around the table.
A2. Choose Factions Starting with the first player, each player selects their Faction. After selection, take the Player Tray and assemble it with the corresponding Faction Cover. Place the miniatures of your chosen Faction in the designated positions shown in the diagram. Then, place the Player Screen on the Player Tray as a shield.
A3. Prepare Base Tokens Place 3 Base Tokens on your Faction Cover. Add Command Tokens to each Base.
A4. Set Up Starting Deck Each player receives a deck of Starter Cards (7 cards) for their Faction. Afterward, each player selects 3 cards from their Faction Cards, ensuring no duplicate card names. Combine these with the Starter Cards, shuffle thoroughly, and place the deck face-down to create your Starting Deck.
A5. Set Up Faction Technology Shuffle and place the Faction Card pile in the designated position shown in the diagram. Reveal 3 cards from the top of the pile and place them face-up in the Faction Technology Area, where they will be available for players to Gain during the game.
A6. Starting Resources and General Supply Each player begins with: 2 Command Tokens, A Player Aid, and Special Tokens, if required by their Faction. Place Exhaust Tokens, Minerals, and all dice in a General Supply area within reach of all players.
A7. Central Cards Place all 6 types of Central Cards in a designated area where all players can access them. These cards also available to gain during the game.
A8. Headquarters Tile Each player places their Headquarters Tile in front of their Player Tray. Afterward, take 2 BU from the leftmost slots on each side of the Player Tray and place them on the Headquarters Tile.
A9. Starting Resources For a Two-Player Game:
- The first player draws 3 cards and gains 2 Minerals.
- The second player draws 5 cards and gains 4 Minerals.
For a Three or Four-Player Game: Players draw cards and gain resources based on their turn order:
- 1st Player: Draw 3 cards, gain 1 Mineral.
- 2nd Player: Draw 4 cards, gain 2 Minerals.
- 3rd Player: Draw 5 cards, gain 3 Minerals.
- 4th Player: Draw 6 cards, gain 4 Minerals.
(Example setup diagram, labelled A1-A8 in the manual, is not transcribed.)
Terrain Draft Setup
For a Two-Player Game
B1. Provide Terrain Trays Give each player a Terrain Tray. Terrain Tiles can be placed on top of the Terrain Tray, similar to normal Terrain Tiles.
B2. Draw Terrain Tiles Draw 5 Terrain Tiles and place them face-up for both players to see.
B3. Select Terrain Tiles The first player chooses 1 Terrain Tile and places it anywhere, as shown in the configuration diagram. The second player then chooses 2 Terrain Tiles and places them. The first player places 1 more tile, and the remaining tile is returned to the box.
B4. Repeat the Process Repeat steps B2 and B3, but swap the first player.
Note: Any Plateau Tiles must always be placed on top of the Highest Terrain Tray.
For a Three or Four-Player Game
C1. Provide Terrain Trays Give each player a Terrain Tray. Terrain Tiles can be placed on top of the Tray, similar to normal Terrain Tiles.
C2. Draw Terrain Tiles Each player randomly draws 3 Terrain Tiles.
C3. Place Terrain Tiles Each player selects 1 Terrain Tile and places it face-down in a space adjacent to their Headquarters Tile. After all tiles are placed, flip them face-up simultaneously and pass the remaining tiles to the player on the left.
C4. Continue Placing Tiles Repeat step C3, but this time, tiles can also be placed adjacent to previously placed tiles. Continue this process until all tiles are placed. If multiple players wish to place tiles on the same space, the player closest to the first player places their tile first.
C5. Final Placement for Three Players In a three-player game, draw 1 random Terrain Tile and place it in the remaining empty space.
(Terrain Setup Pattern diagrams for 2, 3 and 4 players, and the Example: Terrain Drafting diagram, are not transcribed.)
Objective of the Game
General Victory Condition: If a player begins their turn with 4 Bases on the map, they are immediately declared the winner.
Two-Player Game Victory: A player who successfully destroys their opponent's main Base wins the game.
Three- to Four-Player Game Victory: When a player successfully destroys an enemy Headquarter, the maximum number of Bases required for victory is reduced by 1. For example, if a player normally needs to build 3 Bases to win, and an enemy Headquarter is destroyed once, the requirement decreases to 2, and the player wins immediately.
Game Phases
Players proceed through Phases 1 to 3 in order, then end their turn.
1. Preparing Phase
The player may pay the cost of the Continue Skill [C] on their cards. If they choose not to pay, discard those cards without paying the cost.
Example: David may pay 1 Mineral to keep this card (Ship Upgrades, which shows a Continue cost of 1), or discard the card without paying the Mineral.
2. Action Phase
The player may perform any number of actions listed below, in any order, and as many times as they like:
- A. Play Action Cards: Play cards from your hand that have Action effects.
- B. Discard a Card: Discard a card from your hand to receive 1 Mineral.
- C. Take a Command Action: Place a Command Token in a Space with your Squad, then choose one of the following actions:
- C1. Move: Move all or part of the Squad to an adjacent Space. This action can split the Squad into multiple smaller Squads. Example: A Squad with 3 units can move and end up as 3 separate Squads, each with 1 unit.
- C2. Attack: Attack opponents in an adjacent Space.
- C3. Extract: Receive 1 Mineral.
Example 2: Action Phase
- A. Play Action Cards: David pays 2 Minerals to play "Reinforcement" (Summon BU 2 units on the hex with your squad). After resolving its effect, he places the card in his discard pile.
- B. Discard to Receive 1 Mineral: David discards a card from his hand to gain 1 Mineral.
- C1. Move: David places a Command Token on a Squad in the Desert. He then moves the Squad, consisting of 2 Basic Units, from the Desert to the Mine.
- C2. Attack: David places a Command Token on a Squad in the Forest. He commands the Squad to attack an enemy Squad located in the Lagoon.
- C3. Extract: David places a Command Token on a Squad in the Plateau. He uses the Squad to perform the Extract action, receiving 1 Mineral.
3. Income Phase
- 3.1. Restore: For each Squad, remove all Command Tokens or an Exhaust Token if no Command Token is present.
- 3.2. Gain: Gain 1 card from either your Faction Technology or the Central Cards. You may also choose to reset any number of cards currently displayed in the Faction Technology area.
- 3.3. Income: Receive Minerals and draw cards based on the number of Bases you control: 1 / 2 / 3 / 4 Bases: Gain 2 / 3 / 3 / 4 Minerals and draw 3 / 3 / 4 / 4 Cards. After drawing cards, if your hand size exceeds 6 cards, discard down to 6.
Example: 3. Income Phase
- 3.1 Restore: David removes the Command Tokens from his Squads in the Desert and the Mine. He also removes an Exhaust Token from a Squad in the Plateau. However, he cannot remove the Command Token from the Plateau this turn (Choose one: Remove an Exhaust token or all Command tokens from a terrain).
- 3.2 Gain: David gains 1 card from the Faction Technology or the Central Cards. After gaining a card, he may discard all remaining cards in the Faction Technology to the Faction discard pile.
- 3.3 Income: David currently has 3 Bases on the map (1 Headquarters and 2 Bases, including one in the Forest). He receives 3 Minerals and draws 3 cards.
End Turn
After completing all steps of the Income Phase, the player ends their turn and passes the turn to the next player. Players continue taking turns in sequence until one player meets the victory conditions and is declared the winner.
Combat
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Roll Dice: Both the Attacker and Defender roll dice based on the units involved in the combat. The Attacker rolls the Attack Die in addition to their unit dice. Any faction participating in the combat on a Higher Terrain Tray can reroll a die once.
Example: The Attacker, Tyra, rolls 5 Basic Dice and 1 Attack Die to attack. The Defender, David, rolls 1 Basic Die and 1 Elite Die to defend. He may reroll a die once because his squad is on a Higher Space.
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Attacker Plays Tactic Cards: The Attacker may play Tactic Cards face-down, based on the number of [T] symbols rolled on their dice.
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Defender Plays Tactic Cards: The Defender may play Tactic Cards face-down, based on the number of [T] symbols rolled on their dice.
Example: Tyra's dice show 2 Defense and 6 Damage; she cannot play any Tactic Cards because she didn't roll any [T] symbols. David's dice show 2 Defense and 1 [T]; he can play 1 Tactic Card because he rolled 1 [T] symbol.
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Resolve Tactic Cards: Flip all face-down Tactic Cards. Resolve the effects of the Attacker's Tactic Cards first, followed by the Defender's cards.
Example: David's squad is on the Lagoon, granting them +3 Defense (Ship Upgrades: "If you are on Lagoon: +3 Defense and ignore terrain effect. If they are on Desert: +1 Defense, +3 Damage"). The Lagoon effect is ignored, but David does not receive the second bonus because Tyra's squad is in the Forest.
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Calculate Damage: Subtract the Defense Value rolled by each side from the opposing side's total Damage. The result determines the final Damage dealt to each side.
Example: Attacker dice rolled = 2 Defense, 6 Damage; Forest bonus = +1 Defense, +1 Damage; Tyra's Squad = 3 Defense, 7 Damage. Defender dice rolled = 2 Defense, 1 [T]; Tactic card = +3 Defense and ignore Lagoon effect; David's Squad = 5 Defense. Battle results: after subtracting the Damage from both factions, David's squad takes 2 Damage and cannot counterattack.
Limitations and Constraints
- A single Space can only be occupied by the units or a Base of a single faction.
- Each Squad can have a maximum of 6 units.
- If the number of units exceeds this limit, remove the excess units and return them to the Player Tray.
- Note: Bonuses from the Player Tray are not gained in this situation.
- Abbreviations: Basic Units (BU): HP 1, uses BU die. / Elite Units (EU): HP 2, uses EU die. General Units (GU): HP is detailed on the GU card, uses GU die.
- Burnt cards from Planning Card are returned as follows:
- A. Faction Cards: To the bottom of the Faction pile.
- B. Central Cards: To the Central Supply.
- C. Starting Cards: To the box.
Command Tokens
- Placement: Command Tokens are placed on a Squad's Space when issuing an action to that Squad.
- Stacking Restrictions: Only one Command Token can be placed on a given Space. Multiple tokens cannot be stacked on the same Space.
- Movement With Squads: When a Squad moves, the Command Token moves along with it, remaining associated with that Squad.
- Splitting Squads:
- If a Squad moves and splits into multiple groups, the Command Token stays with the Squad that occupies the Space where the token was originally placed.
- The Space the token leaves behind becomes available for new actions.
- Purpose of Command Tokens: Command Tokens are used to maintain balance by ensuring that a single Squad cannot move and attack repeatedly in the same turn. This promotes strategic planning and fairness during gameplay.
The Cards
Card Conditions
- A. Normal: The Mineral cost is shown directly on the card.
- B. Continue: The left side of the card shows the cost to play the card. The right side shows the Mineral cost that must be paid during the Upkeep Phase.
- C. Choice: You may choose to pay different costs for different results as specified on the card.
- D. Depending: The Mineral cost depends on the amount of a specific Keyword listed on the card. The cost increases as more of that Keyword appears on the map.
- E. Specific: The cost of X depends on the amount of a particular element listed on the card. For some cards, this may involve counting specific numbers on the map.
Summoning Units
1. Summoning Units
Basic Units (BU) and Elite Units (EU): When a card or token effect allows you to summon Basic Units (BU) or Elite Units (EU), you must always summon the leftmost unit of the corresponding type (BU or EU) from your Player Tray.
General Units (GU): For General Units (GU), you may choose which GU to summon. After summoning, place the General Tile for that GU in front of your Player Tray to indicate it is currently in play.
Example: On David's turn, he plays the card The Weapon, paying 3 minerals to summon 1 EU onto the map. He must always select the leftmost EU from his Player Tray to summon first.
2. When summoning Units, if Units run out: The player may choose to move a Unit of the same type (except General Units) from another Space to replace the missing Unit.
Building a Base
Each Base, including the Headquarter, has 3 HP and will always take damage last and does not take damage from True Damage effects.
- Placing a Base: When a card or effect specifies Build a Base, the player may select one Base from their Player Tray and place it on any Space on the map that contains one of their Units. Bases can only be placed in Spaces occupied by the player's Units.
- Base Abilities: Once a Base is constructed, its ability takes effect immediately. Unless stated otherwise, the Base's ability affects all Squads controlled by the player.
- Gaining a Command Token: After building a Base, the player immediately gains 1 Command Token, which may be used for an action during the same turn according to the rules for Command Tokens.
- Destroying a Base: When a Base is destroyed, it is returned to its designated slot on the Player Tray. Additionally, any Command Token placed on the Base is returned to the Base slot on the Player Tray along with it.
Example: David plays the card First Base to build his first Base on the map, paying 4 minerals. He chooses to construct a Planet Fortress, placing it on a Space occupied by one of his Squads. Afterward, David gains 1 additional Command Token.
Card Effect Rules and Targeting
- Normally, for card effects, the card user is the decision maker or executor, unless the card explicitly states that the target must make a choice or take an action.
- If the card effect targets a specific Space: If the card user's Squad is also present in that Space, they will also be affected by the card's effect.
Example: Lucy plays the card Plasma Shower, which allows her to deal True Damage (unblockable damage) to up to 2 Squads located in spaces adjacent to one of her Squads, as specified on the card. She rolls 2 Elite dice, and the damage dealt is determined by the results of the dice.
Exhaust Tokens
Effects of Exhaust Tokens: A Squad with an Exhaust Token cannot receive new Command Tokens.
Removing Exhaust Tokens: During the Income Phase, players may remove either:
- All Command Tokens from a Squad, or
- One Exhaust Token from a Squad.
Priority of Removal: If a Squad has both Command Tokens and an Exhaust Token, the Command Tokens must be removed first, leaving the Exhaust Token in place. This means the Squad will require an additional turn to fully recover.
Example: David plays the Hawk Brigade card to move one of his Squads to another Space, even though the Squad already has a Command Token placed on it. After the move, the Squad must have an Exhaust Token placed on it as specified on the card. During his Income Phase, since the Squad has both a Command Token and an Exhaust Token, David must remove the Command Token first. As a result, in the next turn, he will be unable to issue a Command Token to this Squad because the Exhaust Token remains in place.
Deck-Building Rules
- Gaining Cards: Cards acquired during the Income Phase are placed in your discard pile.
- Drawing From an Empty Deck: If your draw pile is empty, shuffle your discard pile to form a new draw pile and immediately continue drawing the required number of cards.
- Maximum Hand Limit: Players can retain cards in their hand between turns, but the maximum hand limit is 6 cards. If a player draws cards that would exceed the 6-card limit, they must immediately discard down to 6 cards.
Locations
Headquarter
The Headquarter is a vital location with unique benefits and rules:
- Combat Bonus: Squads occupying this Space gain +1 Attack and +1 Defend during combat.
- Starting Base: The Headquarter counts as a Base with 3 HP.
- Summoning Units: You can always summon your Units onto the Headquarter Space.
Desert
Combat Bonus: Squads with at least 5 units gain +1 Defend and +1 Attack.
Forest
- Combat Bonus: Squads on this space gain +1 Defend and +1 Attack.
- Hidden Space: Squads in the Forest cannot take damage from effects outside of combat (e.g., True Damage from cards or General abilities).
- Condition: Players must discard 1 card to move into this space.
Mine
Combat Bonus: Squads with at least 3 units gain +2 Defend and +2 Attack.
Lagoon
- Combat Penalty: Reduces the Defend value of all Squads in this space to 0.
- Condition: Players must discard 1 card to move into this space.
Plateau
- Combat Bonus: Squads on this space gain +2 Defend and +1 Attack. Additionally, target terrain combat bonuses are ignored when attacking or defending from this space.
- Condition: Players must discard 2 cards to move into this space.