Teyra
Teyra Rulebook
Table of Contents
Table of Contents
Components
- 72 Folk Cards
- 16 Vanguard Cards
- 8 Ace Cards
- 40 Area Cards
- 10 Landmark Cards
- 1 Game Board
- 4 Player Aids
- 4 Prestige and 4 Morale Meeples
- 1 First Player Token
Game Modes & Difficulty
TEYRA allows you to determine the difficulty and complexity of the game to suit your personal tastes or the experience of your play group.
- BEGINNER: Use all Area Cards facedown. Areas have no effects.
- NORMAL: Use all Area Cards without any that has Landmark Card rewards.
- ADVANCED: Use all Area Cards and Landmark Cards.
TEYRA comes with a Standard 2 player game (page 4) where you and a friend can engage in a head to head competition or you can play a Multiplayer variant (page 6 & 19) with up to a group of 4.
Standard Set-Up (2 Players)
- The player who can make the best 'Asian Koel' sound takes the FIRST PLAYER TOKEN.
- Place the Game Board to the side of the table.
- Each player places their Morale marker on the "10" Space on the Game Board and places their Prestige marker on the "0" space.
- Select the difficulty and separate the corresponding Area cards by their Levels. Create a Deck of 12 Areas Cards by randomly selecting 3 cards from each Level and placing them facedown in the following order: Level 4 on the bottom, Level 3 on top of it, followed by Level 2 and Level 1 on the top. Return the rest of the Area Cards to the box. Deal 3 area cards in the center to form a face up row. Alternatively, you can refer to Page 27 for suggested Area Cards to use. a. AT ADVANCED DIFFICULTY: Set aside the Landmark cards and place them in a location accessible to both players.
- Shuffle all the Folk cards together to form a shared Kinfolk Deck.
- Shuffle and set aside all the Ace and Vanguard cards face down into separate piles on their designated spots by the Game Board.
- Each player draws 7 cards from the Kinfolk Deck to form their hand (Players may look at the cards in their own hand).
Multiplayer Set-Up (3-4 Players)
- The player who can make the best 'Asian Koel' sound takes the FIRST PLAYER TOKEN.
- Place the Game Board in the center of the table. This will form the main play area.
- Each player places their morale marker on the relevant space based on the number of players on the Game Board and places their Prestige marker on the "0" space.
- Select the difficulty and separate the corresponding Area cards by their Levels. For each player, randomly select 1 Area Card from each Level and place them face down in the following order to form the Area Deck: all the Level 4 cards on the bottom, Level 3 on top of it, followed by Level 2 and Level 1 on the top. Return the rest of the Area Cards to the box.
- IF PLAYING AT ADVANCED DIFFICULTY: Set aside the Landmark cards and place them in a location accessible to all players.
- Deal 1 Area Card to each player from the Area Deck and place it in front of them. Players are considered to be defending these Areas.
- Shuffle and set aside all the Ace and Vanguard cards face down into separate piles on their designated spots by the Game Board.
- Shuffle all the Folk cards together to form a shared Kinfolk Deck.
- Each player draws 7 cards from the Kinfolk Deck to form their hand. (Players may look at the cards in their own hand.)
Type of Cards
Player Cards
These cards represent the Folk that make up the Kinfolk Deck. All Player Cards have a Suit and Influence Value and consists of the following types of cards:
- Folk Cards: Cards with a numerical Influence value.
- Vanguard Cards: Cards with a letter V as their Influence value and have a numerical value equivalent to 10. Vanguard Cards count for 2 cards when playing Kindred Effects.
- Ace Cards: Cards with a letter A as their Influence value and have a numerical value equivalent to either 1, 10 or 11. Values do not have to be determined at the time of playing the card.
There are 4 different suits included in the Base game:
- Wild Boar
- Asian Koel
- Monitor Lizards
- Orangutan
Area Cards and Landmark Cards
The following Cards represent the various Areas and their corresponding Landmarks where Kinfolk Leaders are vying to gain control. They are not placed in the Kinfolk Deck.
- Area Cards
- Landmark Cards
Area Cards
Area cards have a Name, an Effect and a Reward.
Example card (PADMA FIELD): Effect: "Start of Contest, All Players add a Vanguard card. End of Resolve, each Player contesting here without PADMA FIELD adds an Ace card." Reward: 1 additional Prestige. (The card art shows the icons as: a group of three figures = All Players, a single figure = Player, a Vanguard card icon, and an Ace card icon.)
Effect: Area cards provide either:
- A constant modifier to the area that it is attached to.
- An immediate effect to be played upon reveal, or
- An effect that resolves during the resolve effects phase.
Reward: The player who wins the Area at the end of the round earns a Prestige and the corresponding Area Card being added to their Victory Area. Rewards provide the player with either:
- 1 additional Prestige
- Add 1 Ace Card to your hand
- Add 1 Vanguard Card to your hand
- Any player loses 1 morale
- Any player gains 2 morale
- Add the corresponding Landmark Card to your Victory Area
Landmark Cards
Certain Area Cards reward the player who gains control at the end of the round with a corresponding Landmark Card. These cards provide a constant bonus that either modifies some of the cards in their deck or allows the player to execute special moves.
Landmark Cards are applied after Area Card Effects.
Keywords
Keywords are mostly found on Area and Landmark Cards and they are used to replace lengthy rules text.
- RALLY: Play the top card of the Folk Deck into a Campaign.
- IGNORE: Cards that are ignored do not contribute their influence to the campaign that they are in and will not contribute to activating Kindred Effects or Elite Forces.
- SHROUD: Play a card into an Area facedown. Shrouded Cards have an Influence Value of 0, do not contribute to activating Kindred Effects or Elite Forces and cannot be selected by other effects unless explicitly stated so. DO NOT flip over a Shrouded Card unless an effect has stated so.
- RE-ENLIST: Add a card from the discard pile to your hand.
The Goal of the Game
In Teyra, each player assumes the role of Kinfolk Leaders on a bid to spread their influence across the land of Teyra. Players strive to acquire Prestige by contesting in areas, expertly establishing their influence in each Area to gain control of it. While doing do, Players strategically reduce the Kinfolk Morale of the other players in order to gain an edge in the game.
The game ends when either:
- One player obtains 10 Prestige,
- One player's Kinfolk Morale is reduced to 0, or
- The 4th round has ended.
How to Play
The game is played over 4 rounds or until the game ends. Each round is made up of 3 phases in the following order:
- Strategise
- Contest
- Resolve
Phase 1: Strategise
The Strategise Phase is when players reveal the areas they will vie for control over this round and to replenish their hand.
Skip this phase during the first round as the steps would have been completed during the set-up.
Draw New Area Cards
Draw 3 Area Cards from the deck and place them face up.
Draw Player Cards
All players will take the player cards carried forward from the previous round and draw 7 cards from the Kinfolk deck. If a player is unable to draw a card because the Kinfolk deck is empty, shuffle the discard pile to form a new deck and continue drawing.
After which the players will discard cards until they have the same number of cards in their hand as the default maximum hand size - 7 cards*
*Certain cards and abilities may change your hand size.
Example: Erica draws a hand of 7 cards and adds the Asian Koel 2 that was carried over from the previous round to her hand. She then discards 3 cards from her hand to the discard pile, leaving a hand of 7 cards.
[Editor's note: the example is transcribed as printed. Its arithmetic does not match the rule as printed, since 7 drawn cards plus 1 carried-over card is 8, and discarding 3 leaves 5, not 7. The printed rule ("discard down to 7") is the operative text.]
Phase 2: Contest
Most of the game takes place during this phase. Starting with the First Player, players will take turns clockwise. On a player's turn, they will do the following in order:
- Draw a card from the Folk Deck
- Play a card into their campaign in one of the Areas.
- Discard a card from their hand.
Play continues until all players have passed their turn or when all players have no more cards in their hands.
Players gain control of areas and reduce their opponent's morale by successfully contesting in areas. To successfully contest in an area, you must either:
- Contest with an Influence value greater than your opponent's Influence but not exceeding 21 OR
- Contest with an Elite Force
The first player wins all ties.
Pass
Instead of drawing a card, you may instead choose to pass your turn. When you pass, the next opponent takes their turn. You cannot take your turn anymore this phase.
When all players have passed their turn, the play phase ends and proceeds to the resolve phase.
Elite Forces
Elite Forces are combination of cards in a single campaign that are only beaten by a stronger Elite force and decreases 1 Morale from an opponent immediately. Elite Forces cannot reduce a player's morale to 0.
The hierarchy of Elite forces from the most powerful to the least powerful are as follows (1 being the strongest):
- Five cards, Influence = 21 or less
- Ace, Ace
- Ace, Vanguard
- Ace, 10
Kindred Effect
When 3 or more cards of the same suit are played next to each other in a campaign, a Kindred Effect unique to the corresponding suit will be activated immediately.
Removing cards from Campaigns DO NOT trigger Kindred Effects.
[Examples as printed: a group of three or more same-suit cards is marked "Triggers Kindred Effect"; a group with mixed suits is marked "Does Not trigger Kindred Effect".]
Kindred Effects still take place even if the total Influence Value of the Player's played cards in a campaign exceeds 21.
Unless otherwise stated, if a card that would trigger a Kindred Effect was added to a campaign as a result of a Kindred Effect or Area Card effect resolving, the Kindred Effect will trigger.
Wild Boar - CHARGE
Remove any 1 Folk Card in play and put it in the discard pile (Ace and Vanguard Cards cannot be removed this way).
Example: Erica plays the 7 of Wild Boars into her campaign in the Padma Field and triggers the Wild Boar Kindred Effect. She selects the 7 of Monitor Lizards that Drake has played in another Area. The card is discarded to the discard pile and now Drake has an Influence of 3 in the Mahayudha Pillar.
Orangutan - INSPIRE
Move 1 Folk card from any player's campaign to another campaign in that area. (Ace and Vanguard Cards cannot be moved this way).
Example: Drake plays the 2 of Orangutans into his campaign in the Mahayudha Pillar and triggers the Orangutan Kindred Effect. He selects Erica's 2 of Monitor Lizard in the Padma Field and moves it to his campaign in there.
Asian Koel - ROUSE
Select a campaign and play the top card of the Folk Deck without looking at it, into that campaign.
Example: Erica plays the Asian Koel Ace into the Mahayudha Pillar and triggers the Asian Koel Kindred Effect. She selects Drake's campaign in the Padma Field and plays the top card of the Folk Deck into that area.
Monitor Lizard - INTERCEPT
Move 1 card from a player's campaign to another of that player's campaign in a different Area. This does not trigger further Kindred Effects.
Example: Drake plays the 2 of Monitor Lizards into the Mahayudha Pillar Area and triggers the Monitor Lizard Kindred Effect. He selects Erica's Asian Koel Vanguard in the Padma Field and moves it to her campaign in the Mahayudha Pillar.
Vanguard Cards & Kindred Effects
Vanguard Cards are worth 2 cards when playing a Kindred Effect.
Example: a Vanguard card of the same suit played next to a matching Folk card triggers the Kindred Effect.
Each subsequent card of the matching suit played to that area in succession triggers that Kindred Effect again. If a Vanguard card is played this way, the player may apply the Kindred Effect twice.
Examples: a further card of the matching suit played in succession "Triggers Kindred Effect again"; a Vanguard card played in succession "Triggers Kindred Effect twice".
Phase 3: Resolve
During the resolve phase, the area effects on the area and the contests themselves are resolved in the following order:
- Resolve Area Effects
- Resolve Contests
- Clean-Up
Resolve Area Effects
The first player determines the order in which the area effects resolves.
Resolve Contests
The first player determines the order in which the contests resolves.
For each area, players add up the total influence in each of their campaigns and compare them with their opponent. To win an area, you must either:
- Contest with an Influence value greater than your opponent's Influence but not exceeding 21. The first player wins all ties.
OR
- Contest with an Elite force
Unless otherwise intended by area card effects, campaigns with influence values above 21 are considered 'bust' and will no longer be considered a successful contest.
The winner of each area adds the Area Card to their Victory Area, gains a Prestige and the reward indicated on the card.
Clean-Up
Discard all remaining Area Cards. Both players then proceed to discard all played cards into the discard pile.
The First Player then passes the First Player Token to the next player.
End of the Game
The end of the game triggers either when:
- A player's Morale is reduced to 0,
- When a player has 10 Prestige
- At the end of the 4th round.
Resolve all contests before the final winner is determined.
The player with the most Prestige and a non-zero Morale is the winner. In the event of a tie in Prestige, the player with the higher Morale is the winner.
Multiplayer Rules
Phase 1: Strategise
Skip this phase during the first round as the steps would have been completed during the set-up.
Draw New Area Cards
Starting from the first player, each player draws the top card from the Area deck and place the Area Card in front of them.
Draw Player Cards
Same as the rules of the Standard Game.
Phase 2: Contest
Starting with the First Player, players will take turns clockwise. On a player's turn, they will do the following in order:
- Draw a card from the Folk Deck
- Play a card onto their campaign in one of the Areas.
- Discard a card from their hand.
Play continues until all players have passed their turn or when all players have no more cards in their hands.
In Multiplayer, each player's campaign has a corresponding section on each Area Card in which they will play their cards to. (A 4 Player Area Example is shown on the page.)
Phase 3: Resolve
Resolve Area Effects
Area effects are resolved in turn order, starting from the first player.
Resolve Contests
Contests are resolved in turn order, starting from the first player.
For each area, players add up the total Influence of their cards in their campaign and compare them with their opponents. To win the contest an area, you must either:
- Contest with an Influence value greater than your opponent's Influence but not exceeding 21 OR
- Contest with an Elite force
Unless otherwise stated, campaigns with influence values above 21 are considered 'bust' and will no longer be considered a successful contest.
When a player wins the contest in an opponent's area, the player adds that Region's Area Card into their Victory Area and immediately resolves the victory reward of that area. The defending player loses morale for each player that they have a lower influence than (but has not crossed 21) in that area.
Example: Erica's Influence=14, Jia Wen's Influence=25, Salihin's Influence=10, Stuart's Influence=12. During the Resolve Phase, Erica has the highest Influence Value in Salihin's Area and she wins the Area and gains its reward. Since Salihin has a lower Influence Value than 2 players (Erica and Stuart), he loses 2 Morale (1 for each Player he has a lower Influence Value than).
When a player wins the contest in their defending area, the player adds that Region's Area Card into their Victory Area and immediately resolves the victory reward of that area. No morale is lost by the defender or opponents for contesting in this area.
Example: Erica's Influence=21, Jia Wen's Influence=15, Salihin's Influence=Elite Force, Stuart's Influence=12. During the Resolve Phase, Salihin has the highest Influence Value in Salihin's Area and he wins the Area and gains its reward. Since Salihin won his own Area, the other players do not lose Morale.
The defending player wins all ties in that area, followed by the first player. If there is a tie between players who are neither the first player nor the defending player, no player claims the Area Card but morale is reduced accordingly.
Example: Erica's Influence=23, Jia Wen's Influence=15, Salihin's Influence=13, Stuart's Influence=15. During the Resolve Phase, both Stuart and Jia Wen have the highest Influence Value in Salihin's Area. However since neither Stuart nor Jia Wen are the Defending Player or First Player, neither of them gain the Area Card and the reward. However, Salihin still loses 2 Morale as he has a lower Influence Value than the both of them.
Clean-Up
Discard all remaining Area Cards and proceed to discard all played cards into the discard pile.
The First Player then passes the First Player Token to the next player.
End of the Game
The end of the game triggers either when:
- A player's Morale is reduced to 0,
- When a player has 10 Prestige
- At the end of the 4th round.
Resolve all contests before the final winner is determined.
The player with the most Prestige and a non-zero Morale is the winner. In the event of a tie in Prestige, the player with the higher Morale is the winner.
Area & Landmark Cards FAQ
Area Cards
ALUN-ALUN / MAHAYUDHA PILLAR: Winning multiple of these Areas rewards the player with extra bonuses. These extra bonuses take effect immediately upon the player winning the Area.
DECAYING WOODLANDS / DRIED OUT QUARRY / FORGOTTEN KAMPONG / HEDGE MAZE / THE FELLING: Ignored Cards are treated to be not in the Campaign and do not contribute to the total influence value, Kindred Effects and Elite Forces in that area.
FORSAKEN PLAINS / HOT SPRINGS: Elite Forces involving an A and a 10 would still take effect in these Areas.
ASHEN RUINS: All cards in this area are considered to have no suits, hence Kindred Effects cannot be triggered in this area.
FELLOWSHIP OF THE INNER EYE: Shrouded Cards in this area are not affected by Kindred Effects. At the start of Resolve, all shrouded cards are revealed and any Kindred Effects and/or Elite Forces are triggered in turn order, starting from the First Player.
FOGGY MARSH: Cards and Campaigns in this area are not affected by Kindred Effects while cards are shrouded. At the start of Resolve, all shrouded cards are revealed and any Kindred Effects and/or Elite Forces are triggered in turn order, starting from the First Player.
GAMBLING ROOST: This Area Card's effect only applies to Cards played from a player's hand.
GRAND PASAR: When a player plays a card into this Area and there are a total of 4 different suits in this Area, all players with cards in their Campaigns here gets to draw 1 Vanguard Card to add to their hand.
PADMA FIELD: At the start of the Contest Phase, starting from the First Player, all players draw 1 Vanguard Card and adds it to their hand. At the end of the Resolve Phase, Players who did not win the Padma Field will draw an Ace Card to their hand.
PLAGUED KAMPONG: When determining the highest influence value among the cards in this area, Ace Cards considered to be higher than Vanguard Cards, which are Higher than Folk Cards.
PLUNDERER'S COVE: At the start of Resolve, gather all cards in this area and shuffle them together. Starting with the first player, play the top card of the shuffled pile into their campaign. Any Kindred Effects and Elite Forces that trigger during this will resolve before placing the next card.
RANGER GUILD: The influence bonus of this card is added even if a player does not have any cards in their campaign in this area.
Landmark Cards
BERSERKER KAMPONG / GAMELAN COLLEGE / SACRED LIBRARY / SHIPPING HARBOUR: At the start of Contest, after all Area cards effects are resolved, in turn order, players place this Landmark Card in their Campaign in any Area.
CLERIC MANDALA: During the player's turn, instead of drawing a card from the Folk Deck, they may choose to draw the top card of the discard pile instead.
CRYSTAL HALL: When the player plays a 4 or 6 from their hand, all other players have to reveal a card from their hand and the player chooses 1 to discard.
FELLOWSHIP OF THE INNER EYE: The effect only applies to cards played from the player's hand.
GAMBLING ROOST: The player can only RALLY in one of their own Campaigns.
RAINBOW GROVE: Cards with all suits will be affected by any effects that affects a particular suit. For example, cards with all suits will be ignored when played into an Area that ignores a particular suit. If 3 cards with all suits are played in a Campaign, only 1 Kindred Effect will be activated.
Suggested Area Cards
You may use these suggested Area cards to build the Area Card deck for your game instead of randomly building it using the instructions during set-up.
2 Players
First Game
- Level 1: Mahayudha Pillar; Forsaken Plain; Hot Springs / Dried Out Quarry / Decaying Woodlands
- Level 2: Mahayudha Pillar; Tournament Grounds; Hedge Maze / The Felling
- Level 3: Mahayudha Pillar; Padma Field; Alun-Alun
- Level 4: Mahayudha Pillar; Foggy Marsh; Alun-Alun
Normal
- Level 1: Mahayudha Pillar; Forsaken Plain; Ashen Ruins
- Level 2: Mahayudha Pillar; Tournament Grounds; Forsaken Plain
- Level 3: Mahayudha Pillar; Padma Field; Forgotten Kampong
- Level 4: Mahayudha Pillar; Foggy Marsh; Plunderer's Cove
Advanced
- Level 1: Mahayudha Pillar; Rainbow Grove; Fellowship of the Inner Eye
- Level 2: Mahayudha Pillar; Ranger Guild; Shipping Harbour / Berserker Kampung / Gamelan College / Sacred Library
- Level 3: Mahayudha Pillar; Padma Field; Grand Pasar
- Level 4: Mahayudha Pillar; Plagued Kampong; Plunderer's Cove
3 - 4 Players
First Game
- Level 1: Mahayudha Pillar; Forsaken Plain; Dried Out Quarry / Decaying Woodlands; ** Hot Springs
- Level 2: Mahayudha Pillar; Tournament Grounds; Hedge Maze / The Felling; ** Forsaken Plain
- Level 3: Mahayudha Pillar; Padma Field; Alun-Alun; ** Ashen Ruins
- Level 4: Mahayudha Pillar; Foggy Marsh; Alun-Alun; ** Hot Springs
Normal
- Level 1: Mahayudha Pillar; Forsaken Plain; Hot Springs; ** Ashen Ruins
- Level 2: Mahayudha Pillar; Tournament Grounds; Forsaken Plain; ** Colossal Chasm
- Level 3: Mahayudha Pillar; Padma Field; Alun-Alun; ** Foggy Marsh
- Level 4: Mahayudha Pillar; Alun-Alun; Plagued Kampong; ** Plunderer's Cove
Advanced
- Level 1: Mahayudha Pillar; Rainbow Grove; Fellowship of the Inner Eye; ** Forsaken Plain
- Level 2: Mahayudha Pillar; Ranger Guild; Shipping Harbour / Berserker Kampong / Gamelan College / Sacred Library; ** Tournament Grounds
- Level 3: Mahayudha Pillar; Padma Field; Forgotten Kampong; ** Grand Pasar
- Level 4: Mahayudha Pillar; Plagued Kampong; Plunderer's Cove; ** Foggy Marsh
** Use for 4 Player games.
Legend
The legend page gives the icons used on cards and in the rules:
- Card
- Folk Card
- Vanguard
- Ace
- Folk Deck
- Prestige
- Influence
- Gain Morale
- Lose Morale
- Wild Boar
- Orangutan
- Asian Koel
- Monitor Lizard
- Landmark
- First Player
- Player
- All Players
Note on Omitted Content
The "Lore of Teyra" pages (printed pages 25-26) are flavour text describing the Wild Boar, Asian Koel, Monitor Lizard and Orangutan cultures and are not transcribed. Credits and copyright boilerplate are not transcribed.