The Guardians: Explore
The Guardians: Explore Rulebook
Table of Contents
Table of Contents
- Objective
- Summary
- Game Pieces
- Set-Up
- Guardian Card Layouts
- Chapter One: Warm Up - Deck Creation
- Chapter Two: Battle - Monster Cards
- Chapter Two: Battle - Playing the Game
- Boss Battle
- Boss Monster Mat Layout
- Third Wave
- Scoring
- Two Player Mode
- One Player Mode
- Cards and Clarification
- Quests
- Monsters
- Locations
- Blue Boss
- Red Boss
- How to Play (Quick Reference)
Objective
In the game of Guardians you begin your quest as an apprentice with everything you need to save the town. Just hone your skills, sharpen your equipment, and train your familiars. After selecting your approach, work with your teammates to save Arthursburg! Whoever collects the most trophy points during the game will be crowned the True Guardian!
Summary
The Guardians takes place over two chapters: Warm Up and Battle.
Players begin their Warm Up with a card draft that shapes their strategy for the battle to come. A unique super card is selected in secret to give each player their own special strength. Also, a unique mission is selected in secret providing goals.
Now fortified with equipment, skills, and familiars, the players begin the Battle! By drawing and cleverly playing cards from the top of their deck, players build the power needed to defeat monsters and acquire trophies with each turn.
During play, unneeded cards can be thrown away and powerful new cards added to make each player's deck the best it can be for the final showdown. Work together to defeat the mighty boss at the heart of the monster invasion and save Arthursburg!
Game Pieces
- 5 Guardian Figures
- 5 Player Mats
- 1 Timekeeper Token
- 28 Damage Counters
- 10 Attack Power Trackers
- 10 Location Boards
- 1 Guardian Aid Board
- 1 Monster Aid Board
- 1 Adventure Board
- 3 Blue Boss Mats
- 3 Red Boss Mats
- 21 Extended Art Cards - These may be used instead of the normal.
- 5 Blanket Fort Cards
- 25 Practice Swing Cards
- 12 Secret Quest Cards
- 5 Explore Cards
- 12 First Wave Monster Cards
- 19 Second Wave Monster Cards
- 30 Third Wave Monster Cards
- 74 Guardian Cards
- 13 Super Cards - These have gold glows in the top right corner, and golden names.
- 1 Trailblazer Card
- 5 Coward Cards
Set-Up
There are 2 difficulty levels to play: Apprentice and Guardian. The base instructions are for Guardian. Modifications for Apprentice are marked "(Apprentice)".
- Players choose a color and take the matching player mat, blanket fort, guardian figure, and power level counters.
- Place the Guardian Adventure mat on the table. Place the Monster Aid mat to the right of it. (Apprentice) In an Apprentice game flip the Guardian Adventure and Monster Aid mats over so that they display their Apprentice side.
- Place Time Keeper Token on the SET-UP space of the Guardian Adventure mat.
- Place the Home location above the Monster Aid mat, then place the rest of the locations left to right in numerical order. Start a new row of locations with each color.
- Shuffle First Wave Monsters and have them Invade by placing them face up on locations with Monster Symbols. One for each symbol.
- Shuffle the other monster waves and set them face down on their matching spot of the Monster Aid.
- Randomly select a Blue Boss and a Red Boss to slide slightly under the Guardian Adventure mat. Return the rest to the Game Box. (Apprentice) If you are playing an Apprentice Adventure only select a Blue Boss.
- Place the damage counters on the Guardian Adventure mat.
- Randomly give out the Trailblazer Token.
- Move the Time Keeper Token forward one step!
Guardian Card Layouts
Before diving into Deck Creation let's go over the various components of the cards.
There are 44 different Guardian cards, with one or more copies of each.
They allow players to collect monster trophies by placing damage counters or increasing their attack level for the round.
They are divided into four card types:
- Generics have brown framing and every player starts with them.
- Skills have purple framing and effects which are powerful on their own.
- Familiars have green framing and are stronger if their family is in play.
- Items have gray framing and remain in play for the rest of the game.
Guardian Card Components
- The name of the card.
- Energy generation.
- Attack generation.
- The energy required in order to play this card. After playing this card the player's energy level does NOT decrease. Some cards have no energy requirement and you will not see a symbol.
- Simple description of the card.
- The effect(s) of the card, once it enters play.
- The class or family this card is associated with.
- The artist who created the featured artwork and the copyright.
- The effect(s) of the card, once it enters play and every other turn it is in play. This area is only found on Persistent cards. On subsequent turns you start with this benefit, you don't need to reach the energy requirement again.
- The number of copies of the card in the game, which is also color coded. Also, The Guardians: Explore game symbol.
Chapter One: Warm Up - Deck Creation
Generic Cards
- Give players one Explore card. Return the rest to the box.
- Give players five Practice Swing cards. Return the rest to the box. These six cards are the beginnings of the players deck. Set them face down in a stack.
Apprentice players should play with the preconstructed decks below and skip to the Final Choice step.
Preconstructed Decks
- Red: PULVERIZE - Bash x3, Cleave, Mastering Slash, Tiger Cub x2, Axe, Breastplate, Potion
- Black: DRAMATIC DISPLAY - Daze x2, Precise Strike x2, Ice Blast, Caterpillar, Backpack, Dagger, Marbles, Potion
- Green: ELF - Shot x3, Point Blank Shot, Tiger Cub x2, Sabertooth Tiger, Backpack, Bow, Marbles
- Blue: PIXIE - Caterpillar x2, Butterfly, Sapling x2, Elder Oak, Wolf Pup x2, Direwolf, Robe
- Yellow: ANCIENT HILT - Breastplate, Robe, Sapling x2, Ice Blast x2, Wolf Pup x2, Dire Wolf, Aimed Shot
Resources
There are three types of resources in The Guardians: Explore.
- Energy: Which you need to play more powerful cards, found on the left of the card near the center.
- Attack: Which you need to defeat monsters, found on the left of the card at the bottom.
- Damage Counters: Which are placed onto monsters weakening them and making them easier to defeat. Sometimes you can place enough damage counters to outright defeat a monster and still attack another location.
Secret Quests
Shuffle the Secret Quest cards, then deal two to each player to look at in secret. Also, place two face down on the Red Boss. Return the rest to the Game Box. A Secret Quest card provides players another way to gain trophy points at the end of the game. Keep both for now, during the Final Choice step players will place one face down on the Red Boss.
Secret Quest Card Layout
There are 12 different Secret Quest cards. If players meet the quest criteria they gain extra trophy points.
Secret Quest Card Components:
- The name of the card.
- The requirements the player needs to fulfill to receive trophy points at the end of the game.
- The trophy points.
Super Cards
Shuffle the SUPER cards, then deal two to each player to look at in secret. Also, place two face down on the Blue Boss. Return the rest to the Game Box. A SUPER card provides the basis of the player's strategy for the game. In the upcoming draft, players will want to choose cards that compliment one of their SUPER cards. For now players should add both to their deck. During the Final Choice step players will choose one SUPER card to keep in their deck and place the other face down on the Blue Boss. Also, players should look at the back of their Player Mat to find suggestions on what cards would be good to pick up in the draft based on each SUPER card!
Draft Guardian Cards
Shuffle the remaining Guardian cards and deal thirteen to each player. Set the rest on the Guardian Supply Card.
Players must choose one card, add it to their deck, and pass the remaining cards to the Left. Do this until there are no cards remaining. At any point during this process players may look at the cards they have already chosen.
Final Choice
Players choose one SUPER card to keep in their deck and place the other face down on the Blue Boss. Also, players choose one Secret Quest card to keep and place the other face down on the Red Boss.
Flip the cards on the Blue Boss and Red Boss face up.
Warm Up
Players should have twenty cards in their deck. Players shuffle their deck and place it face down in front of them, then draw four cards. This is your first hand. Your starting hand size will be four unless specifically modified by cards in play. Players flip over their Player Mats.
Move the Time Keeper Token forward one step, and let's save Arthursburg!
Chapter Two: Battle - Monster Cards
Before charging into Battle, let's see what the monsters are made of. There are fifteen different Monster Cards, with two or more copies of each.
- They invade locations so that players can't visit there at the start of their turns.
- They can interact with other monsters as well as players.
- They invade in waves. The game starts with the First Wave, reinforces from the Second Wave and after the Blue Boss the Third Wave begins.
- There are five families of monsters, each with three tiers of strength:
- Zombies award trophy points.
- Orcs punish players with Practice Swings.
- Warlocks will Overrun the city draining players cards.
- Spiders will Overrun the city breaking players items.
- Robots have powerful shields to damage counters.
Monster Card Components
- The name of the card.
- Attack level needed to match or beat to defeat it.
- The symbol representing the type of monster.
- The effect(s) of the card, once it enters play.
- The reward defeating this card grants. In most cases this is trophy points to be counted up at the end of the game, although some have immediate rewards.
- The artist who created the featured artwork and the copyright.
Location Mat Layout
There are 10 different locations players may visit to gain benefits. They can only do this if there are no monsters present. Monsters always invade locations unless a player has set up a Blanket Fort for defense! Except for Home, it is always safe...
Location Mat Components:
- Monsters are summoned here.
- The name of the location.
- Symbol showing this is a location where players can visit or battle.
- The number corresponding to where this location belongs in the setup.
- Outline of where a Blanket Fort would be placed.
- The effect(s) of the location, if players visit it during the Location Phase.
- The artist who created the featured artwork and the copyright.
Play Area Layout
Layout Key:
- Locations - Where players will visit to gain a benefit for the round. Then after they power up they will attack a monster that has invaded another location.
- Supply - Where players will gain cards from. If the Guardian Supply runs out of cards, shuffle the Guardian Trash Pile and it is the new supply. This is also the place where players will put trashed cards, so that they don't draw the card again.
- Player Components - This area is where players will keep their Secret Quest, and trophy pile. Also after playing all their cards during the power up phase they can adjust the plastic circles on their guardian mat so they know what attack power level they achieved.
- Deck / Discard Pile - Where players draw cards from and then at the end of each round discard cards. Once the deck runs out of cards, shuffle the discard pile and use it as the new deck.
- Persistent Card Area - Where players keep persistent cards so that they are always at the beginning of their play chain.
- Play Chain - Where players play their cards during the power up phase. Be sure to play them left to right in a chain, and only move persistent cards to the persistant card area once the round is over.
- Game Mode and Bosses - Track the game time here and the boss cards are found here! Invade monsters from the Monster Aid when spaces are vacant.
Chapter Two: Battle - Playing the Game
In this chapter players have eight rounds to acquire the most trophy points and claim the title of True Guardian of Arthursburg. In an Apprentice game you only have four rounds. Players do this by completing the following phases each round:
- Location Phase - In turn, players visit a Safe Location and gain the benefit listed.
- Overrun Phase - Monsters with Overrun abilities trigger, punishing all players, if too many of that type of monster are in the city.
- Power Up Phase - Simultaneously, players play their cards to: Generate energy to play more cards, increase attack to use against monsters, and gain damage counters to weaken or outright defeat monsters.
- Battle Phase - In turn, players move to a location with monsters they can defeat and collect them as trophies. Then they may construct a Blanket Fort to prevent new monsters from invading that location, making it a Safe Location for the next round.
- Clean-Up Phase - Simultaneously, players discard their cards in play and any unplayed cards from their hand. Players draw a new hand of 4 cards. If their deck runs out of cards, shuffle their discard pile and it becomes their new deck. Then move the Timekeeper token forward and the Trailblazer token to the right.
Players refine their deck during these rounds by Trashing cards, as opposed to just discarding them. Trashing a card returns it to the supply, removing it from the player's deck. Discarding a card places it in the player's personal discard pile, which will be shuffled and used as the new deck once the deck is empty.
The first turn everyone will only be able to visit Home and gain its benefit. Once players have ventured forth and set up Blanket Forts in other locations, preventing monsters from invading because the monster symbol is covered up, players may visit those locations for benefits as well!
Location Phase
In turn order, passing to the left, players choose a location without a monster to visit with their Guardian Figure and gain the benefit listed on the location.
Players may choose the same location as another.
Overrun Phase
Check the monsters in play and apply their Overrun effects.
Once these applicable effects are applied, proceed to the Power Up Phase.
Power Up Phase
Player persistent effects are now active. You do not need to meet a card's energy requirement again, since it is already in play!
Simultaneously players play their hand. In an Apprentice game players should do this in turn order until each player has the hang of it! As players play cards with attack, they should adjust their attack level counters on their player mat. Players should also gather the damage counters they will need in their Battle Phase.
Playing Cards
Playing a Guardian Card:
- To play a card you need the required energy shown in the top left of the card. This energy is not spent after playing the card.
- Once the energy requirement has been met the card may be played. This card is placed face-up in front of the player and to the right of previously played cards. The player then resolves the effects listed on the card.
- Play cards from left to right in a chain.
Note:
- Players may play all the cards they have in their hand if they have the proper resources to do so. Unplayable cards are held in hand until the Clean-Up Phase.
- Players may play cards with the same name.
- There is no limit to the number of cards a player may have in their hand.
- An appendix detailing the effects of each card is at the end of this booklet.
Example: During this player's Battle Phase they will have an attack power level of seventeen. Three from Cleave, one from Ice Blast, nine from Pulverize, and four from Axe. The player gets four from Axe because they have two Knight cards in play, Cleave and Pulverize.
Once everyone is done, proceed to the Battle Phase.
Battle Phase
In turn order do the following:
- Players may place damage counters gained this round onto monster cards.
- Select a location with a monster or monsters that have less or equal combined attack value as the current player and move their Guardian Figure there.
- Collect the monster(s) as a trophy, placing it in the current player's trophy pile, and gain its additional reward if it has one. Also, if a monster has taken enough damage to be defeated collect it and gain its reward as well.
- Players may fortify any vacant location with their Blanket Fort. Making this safe for the Location Phase next round! Each round players may move their Blanket Fort to a new location, leave it where it was, or remove it from play. Any player may visit a Blanket Fort during the Location Phase.
- Invade Second Wave monsters at visible monster symbols. If there are no remaining monsters in the supply, shuffle the Retreat pile and use that. If there are still no more monsters, start using the next wave of monsters. After the first Boss Battle, invade Third Wave monsters instead.
- The current player removes their Guardian Figure to their player mat.
- Pass to the next player, until all players have completed their Battle Phase and then proceed to the Clean Up Phase.
Clean Up Phase
Players discard their non-persistent cards in play and any cards left in hand. Also, return any unused damage counters to the Guardian Adventure Mat.
Reset players' energy and attack levels to zero.
Draw four cards. Note: Players shuffle their discard pile and use it as their new deck once they need to draw a card and their deck is empty.
Pass the Trailblazer Token to the right.
Move the Time Keeper Token forward one step! If the next round is a Battle, repeat all phases of the Battle for each player.
Boss Battle
After rounds of defending Arthursburg from the onslaught of monster waves a Boss monster will attack! Will your party be able to defeat it and reap rewards? Or fail and suffer the consequences?
Remove the SUPER cards, or Secret Quest cards if this is the Red Boss, from the back of the boss card and display them. These are the possible rewards for defeating the boss. Then flip over the boss to reveal which boss is attacking and resolve the effect it has when it enters play. This monster has an attack level that increases for each player. If the party bands together to defeat the boss they gain an extra SUPER card or Secret Quest card in order of who battled the boss with the highest attack level (Damage counters are converted to attack level when used against a boss, but causes the monster to be considered damaged). If the boss is not defeated this round players suffer punishments, which are more severe if you do not help with the boss.
Like a normal Battle round, the players will resolve the Location Phase, Overrun Phase, and Power Up Phases. Then in the Battle Phase, players choose to help out on the boss or battle monsters in the city. (Apprentice) In an Apprentice game all players work together and must battle the boss. All players that battle the boss, have their attack added together to see if they defeat the boss.
See the next section on how to read the boss cards.
If players defeat the final boss, to aid in their quest choice they may view other players trophy piles, discard piles, and cards in play. What is in the deck is private.
Boss Monster Mat Layout
There are three different Boss Monsters to choose from for each wave difficulty.
- They are so powerful multiple Guardians need to work together in order to be stop them!
- If they are defeated, players are uniquely rewarded.
- If they are not stopped they will punish the players in a variety of ways.
- These bosses also have an effect on the game when they are revealed.
Boss Monster Components:
- The name of the boss.
- The attack power level of a boss is this value multiplied by the number of players.
- The symbol representing the type of monster.
- The effect(s) the boss has on the game when it is revealed.
- Symbol showing where players can visit or battle.
- The player's reward for defeating the boss based on how much they helped.
- The penalty if the players fail to defeat the boss.
- The artist who created the featured artwork and the copyright.
Third Wave
After the first Boss Battle retreat monsters on red Locations. Invade their reinforcements face down from the Third Wave. At the beginning of the next Battle Phase flip these monsters over. Going forward, all reinforcements invade from the Third Wave. Move the Time Keeper Token forward one step.
Scoring
If the final Boss was not defeated than all players LOSE! However, you can still see who was the best loser. After the final Boss Battle has concluded players compare their Secret Quests, to see who completed their quests.
Then players compare their total amount of trophy points to determine who is crowned the True Guardian!
If there is a tie the player who completed more quests wins. If there is still a tie both players are crowned True Guardians!
For a completely cooperative experience, do not count the trophy points.
Two Player Mode
The following rule adjustments allow play with two players.
During Deck Creation, the Draft Guardian Cards step is different. Deal in a third player we will refer to as Ghost.
Player A will select a card from their thirteen cards and add it to their deck and pass the remaining twelve cards to Player B.
Player A then randomly selects one card, without looking at it, from Ghost's draft cards and places it face down into Ghost's deck.
Player A then looks at the remaining twelve cards from Ghost's draft cards and selects one to add to their deck, passing the eleven remaining cards to Player B.
Do this until all three stacks run out of cards. Then place Ghost's deck into the Guardian Trash Pile face up.
The rest of the game is the same.
One Player Mode
The following rule adjustments allow play with one player.
During Deck Creation, the Draft Guardian Cards step is different. Deal thirty six cards to the player.
The player selects thirteen cards to add to their deck and place the rest into the Guardian Trash Pile face up.
The rest of the game is the same.
After Scoring, compare the player's score to the trophy point totals below.
- 30+ = True Guardian
- 25+ = Guardian
- 20+ = Apprentice
- Less than 20 = please play again!
Cards and Clarification
Generic Cards
Explore - When you play Explore, increase your energy value by two and draw one card from your deck, placing it into your hand.
Practice Swing - When you play Practice Swing, increase your energy value by one and increase your attack level by one.
Skill Cards
Bash - When you play Bash, increase your energy value by one and increase your attack level by one. Also, this is a Knight card.
Cleave - When you play Cleave, increase your energy value by one and increase your attack level by three. If you battle at a location with more than one monster, increase your attack level by an additional three. Also, this is a Knight card.
Mastering Slash - When you play Mastering Slash, increase your attack level by four. Once during your Battle Phase, you may trash a card from your hand or discard pile. If you do this, increase your attack level by an additional three. Also, this is a Knight card.
Ice Blast - When you play Ice Blast, increase your energy value by three and increase your attack level by one. Also, this is a Wizard card.
Arcane Knowledge - When you play Arcane Knowledge, draw three cards from your deck, placing them into your hand. Then discard two cards from your hand. Also, this is a Wizard card.
Fireball - After playing Fireball, if it is your Battle Phase, choose a location and place three damage counters on all monsters there. Then, place one damage counter on all monsters in the surrounding locations. Also, this is a Wizard card.
Shot - When you play Shot, increase your energy value by two and increase your attack level by one. If you battle at a location with a monster that has Overrun, increase your attack level by an additional one. Also, this is an Archer card.
(Overrun example shown: If there are 2 or more Warlocks, players discard 1 card. This happens once per round.)
Point Blank Shot - When you play Point Blank Shot, increase your energy value by two and increase your attack level by three. If you battle at a location with a monster that has Overrun, increase your attack level by an additional two. Also, this is an Archer card.
Aimed Shot - When you play Aimed Shot, you may set cards from your hand facedown under Aimed Shot. During your Battle Phase, target a monster. Place three damage counters on target monster. Then place three additional damage counters on target monster for each card under Aimed Shot. Also, this is an Archer card.
Daze - When you play Daze, at the end of your Power Up Phase, increase your attack level by one for each Rogue card you have in play (including this one). Also, this is a Rogue card.
Precise Strike - When you play Precise Strike, look at the top two cards of your deck. Discard any number of them and put the rest on top of your deck in any order. In addition, at the end of your Power Up Phase, increase your attack level by one for each Rogue card you have in play (including this one). Also, this is a Rogue card.
Borrow - When you play Borrow, you may play one non-item, non-SUPER card another player has in play. Resolve your copy as if just played from your hand. If you do this, discard Borrow. Also, this is a Rogue card.
Example: the player is using Borrow to play the Ice Blast the other player has so they can generate enough energy to play the rest of their cards. Both players are now benefiting from having the Ice Blast in play.
Item Cards
Item cards all have the Persistent keyword. Persistent cards remain in play for the rest of the game. At the start of each new Power Up Phase you gain the benefit of Persistent cards without needing to reach its' energy requirement again.
Axe - When you play Axe, at the end of your Power Up Phase, increase your attack level by two for each Knight card you have in play. Also, this is a Persistent card. (Example: Bash and Cleave in play = 2 Knight cards x 2 = +4 attack.)
Wand - After playing Wand, if it is your Battle Phase, choose a location and place one damage counter on all monsters there for each Wizard card you have in play. Also, this is a Persistent card. (Example: Ice Blast and Arcane Knowledge in play = 2 damage counters on each monster at the chosen location.)
Bow - When you play Bow, at the end of your Power Up Phase, gain one damage counter for each Archer card you have in play. Also, this is a Persistent card.
Dagger - When you play Dagger, at the end of your Power Up Phase, increase your attack level by two for each Rogue card you have in play. Also, this is a Persistent card.
Shield - When you play Shield, you may ignore Final Acts. Also, this is a Persistent card.
Potion - When you play Potion, once during the Power Up Phase or your Battle Phase, you may play one of your non-item, non-SUPER cards again, as if played from your hand (Effectively duplicating the card). If you do this, trash Potion. Also, this is a Persistent card.
Example: the player is using Potion to play Point Blank Shot again. After that, the player has enough energy to play the rest of their cards.
Breastplate - When you play Breastplate, increase your attack level by five. Also, this is a Persistent card.
Robe - When you play Robe, increase your energy value by three. Also, this is a Persistent card.
Backpack - When you play Backpack, in the Clean Up Phase, instead of drawing four cards, draw six. Then, discard two cards. Also, this is a Persistent card.
Marbles - When you play Marbles, once during your Battle Phase, you may gain five damage counters. You may place these on monsters to weaken them or if you put enough on a monster you can defeat it and still battle somewhere else. If you do this, trash Marbles. Also, this is a Persistent card.
Familiar Cards
Caterpillar - When you play Caterpillar, look at the top two cards of your deck. Put one in your hand and discard the other. Then, trash up to one card from your discard pile. Also, this is a Bug card.
Butterfly - When you play Butterfly, gain three damage counters. If you have a Caterpillar in play, trash up to six cards in your discard pile. Also, this is a Bug card.
Sapling - When you play Sapling, increase your energy value by three. If you play or have played another Plant card increase your energy value by an additional two. Also, this is a Plant card.
Elder Oak - When you play Elder Oak, increase your attack level by five. At the end of the Power Up Phase, if you have a Sapling in play, increase your attack level by your current energy value. Then, reduce your energy value to zero. Also, this is a Plant card. (Example: two Saplings and Elder Oak = 5 attack from Elder Oak, plus 10 energy (3+2 for each Sapling) converted to +10 attack = 15 attack.)
Wolf Pup - When you play Wolf Pup, if you play or have played another Wolf card, draw a card (Only draw one card this way). Also, this is a Wolf card.
Dire Wolf - When you play Dire Wolf, increase your attack level by four. If you have a Wolf Pup in play, increase your attack level by an additional four (Only gain this extra attack once). Also, this is a Wolf card.
Tiger Cub - When you play Tiger Cub, increase your energy value by two and increase your attack level by one. Also, this is a Tiger card.
Sabertooth Tiger - When you play Sabertooth Tiger, increase your attack level by six. If you have a Tiger Cub in play and you battle at a location with a damaged monster, increase your attack level by an additional six (Only gain this extra attack once). Also, this is a Tiger card.
Super Cards
Pulverize - When you play Pulverize, increase your attack level by nine. Also, this is a Knight card.
Falling Star - After playing Falling Star, if it is your Battle Phase, choose a location and place six damage counters on all monsters there. Then, place one damage counter on all monsters in the surrounding locations. Also, this is a Wizard card.
Rain of Arrows - When you play Rain of Arrows, gain nine damage counters. Also, this is an Archer card.
Dramatic Display - When you play Dramatic Display, look at the top two cards of your deck. Discard any number of them and put the rest on top of your deck in any order. In addition, at the end of your Power Up Phase, increase your attack level by three for each Rogue card you have in play (including this one). Also, this is a Rogue card.
Mystic Ball - When you play Mystic Ball, attach it to target non-SUPER familiar you have in play. Attached familiar gains Persistent and is a SUPER card. At the end of the Power Up Phase, increase your attack level by two for each familiar of the same family as the attached familiar (including this one). Also, this is a Persistent card. (Example: attached to a Wolf Pup with two Wolf Pups in play = 2 per Wolf familiar x 2 = +4 attack.)
Super Potion - When you play Super Potion, once during the Power Up Phase or your Battle Phase, you may play one of your non-item, non-SUPER cards again, as if played from your hand (Effectively duplicating the card). Also, this is a Persistent card.
Sticker - When you play Sticker, attach it to target non-SUPER, non-consumable item you have in play. Attached item is a SUPER card. Sticker gains the Persistent effects of the attached item (Effectively duplicating the card). Also, this is a Persistent card. (Example: attached to Axe with Bash, Bash and Cleave in play = 2 per Knight x 3 Knights x 2 Axes = +12 attack.)
Ancient Hilt - When you play Ancient Hilt, at the start of your Battle Phase, increase your attack level by your current energy value. Then, reduce your energy value to zero. Also, this is a Persistent card.
World Spirit - When you play World Spirit, look at the top three cards of your deck. Put one of these cards into your hand and discard the rest. In addition, at the end of your Power Up Phase, increase your attack level by one for each non-item card you have in play (including this one).
Immortal Elk - When you play Immortal Elk, increase your energy value by one and increase your attack level by one. In addition, discard your entire deck and trash up to three cards from your discard pile. Then, draw a card.
Elf - When you play Elf, gain four damage counters and draw two cards. Then, discard a card.
Pixie - When you play Pixie, at the end of your Power Up Phase, increase your attack level by three for each different familiar card you have in play (including this one). (Example: 4 different familiars x 3 = +12 attack; a duplicate familiar does not count.)
Quests
Generic Master - In order to complete the Generic Master quest you need to have more generic cards (Practice Swing and Explore) between your hand, deck, in play, and discard pile than any other player. If you have accomplished this when the game ends, increase your trophy score by eight.
Zombie Slayer - In order to complete the Zombie Slayer quest you need to have more Zombie trophy cards than any other player. If you have accomplished this when the game ends, increase your trophy score by seven.
Spider Slayer - In order to complete the Spider Slayer quest you need to have more Spider trophy cards than any other player. If you have accomplished this when the game ends, increase your trophy score by eight.
Warlock Slayer - In order to complete the Warlock Slayer quest you need to have more Warlock trophy cards than any other player. If you have accomplished this when the game ends, increase your trophy score by seven.
Orc Slayer - In order to complete the Orc Slayer quest you need to have more Orc trophy cards than any other player. If you have accomplished this when the game ends, increase your trophy score by six.
Robot Slayer - In order to complete the Robot Slayer quest you need to have more Robot trophy cards than any other player. If you have accomplished this when the game ends, increase your trophy score by six.
Versatile Hunter - In order to complete the Versatile Hunter quest you need to have one monster trophy from each family in play. If you have accomplished this when the game ends, increase your trophy score by five.
Weakling Hunter - In order to complete the Weakling Hunter quest you need to have five second wave monster trophy cards. If you have accomplished this when the game ends, increase your trophy score by six.
Skill Specialist - In order to complete the Skill Specialist quest you need to have three different non-SUPER skill cards from the same class. If you have accomplished this when the game ends, increase your trophy score by seven. (Example: Bash, Cleave and Mastering Slash qualifies; Ice Blast, Ice Blast and Fireball does not, as the two Ice Blasts count as one.)
Trophy Specialist - In order to complete the Trophy Specialist quest you need to have three different monster trophies from the same family. If you have accomplished this when the game ends, increase your trophy score by seven. (Example: Zombie Sisters, Zombie Club and Zombie Class qualifies; two Zombie Sisters and Zombie Class does not.)
Familiar Specialist - In order to complete the Familiar Specialist quest you need to have two sets of two different familiar cards from a single family. If you have accomplished this when the game ends, increase your trophy score by five. (Example: Wolf Pup, Dire Wolf, Sapling and Elder Oak qualifies; two Wolf Pups, Sapling and Tiger Cub does not.)
Dual Wielder - In order to complete the Dual Wielder quest you need to have two of the same weapon cards between your hand, deck, in play, and discard pile. If you have accomplished this when the game ends, increase your trophy score by six.
Monsters
Each family has three tiers (attack level / reward value shown on the cards): Zombie Sisters (4), Zombie Club (8), Zombie Class (18); Orc Grunt (7), Orc Soldier (16), Orc Captain (27); Robot Clean M2 (2), Robot Shield R4 (10), Robot Blast K7 (26); Warlock Student (7), Warlock Ravager (15), Warlock Scholar (29); Spider Swarm (4), Spider Giant (13), Spider Army (30).
Zombie - The Zombie family of monsters are basic monsters that do nothing special. Zombie monsters reward the player who defeats them with trophy points.
Orc - The Orc family of monsters are bullies and damage all Orc monsters when they enter play, including themself. Orc monsters reward the player who defeats them by performing a Final Act. The Orc Final Act requires each opponent, starting with the player to the left of the slayer, to gain a Practice Swing and place it on top of their deck. In addition they are worth trophy points.
Robot - The Robot family of monsters are shielded monsters and are immune to damage counters. Robot monsters reward the player who defeats them with a Persistent energy. In addition some of them are worth trophy points.
Warlock - The Warlock family of monsters are powerful in numbers and will Overrun! If there are two or more Warlocks in play during the Overrun Phase all players must discard a card from their hand. Warlock monsters reward the player who defeats them with a Persistent attack. In addition they are worth trophy points.
Spiders - The Spider family of monsters are powerful in numbers and will Overrun! If there are two or more Spiders in play during the Overrun Phase all players must discard a non-SUPER card from play. Spider monsters reward the player who defeats them by revealing the top two cards of the Guardian Supply. The player may gain one of them, placing it into their discard pile, and trash the other. In addition they are worth trophy points.
Locations
(1/10) Home - Home is a Base Location and is a safe location. When players visit Home during the Location Phase, they draw two cards and then discard two cards. In addition, they may trash up to two cards from their discard pile.
(2/10) Candy Shop - Candy Shop has a monster symbol. After players defeat the monster on this location they may fortify it with a Blanket Fort to prevent new monsters from invading and making it a safe location. When players visit Candy Shop during the Location Phase, they increase their energy value by three.
(3/10) Zoo - Zoo has a monster symbol. After players defeat the monster on this location they may fortify it with a Blanket Fort to prevent new monsters from invading and making it a safe location. When players visit Zoo during the Location Phase, they look at the top five cards of their deck and put one card into their hand, discarding the rest. Then they discard a card from their hand.
(4/10) Hill - Hill has two monster symbols. After players defeat the monsters on this location they may fortify it with a Blanket Fort to prevent new monsters from invading and making it a safe location. When players visit Hill during the Location Phase, they increase their attack level by five.
(5/10) Game Store - Game Store has two monster symbols. After players defeat the monsters on this location they may fortify it with a Blanket Fort to prevent new monsters from invading and making it a safe location. When players visit Game Store during the Location Phase, they look at the top five cards of the Guardian Supply and put one card into their hand, trashing the rest. Then they discard a card from their hand.
Garage - Garage has a monster symbol. After players defeat the monster on this location they may fortify it with a Blanket Fort to prevent new monsters from invading and making it a safe location. When players visit Garage during the Location Phase, they gain three cards from the Guardian Supply into their hand. Then they discard three cards from their hand.
School - School has a monster symbol. After players defeat the monster on this location they may fortify it with a Blanket Fort to prevent new monsters from invading and making it a safe location. When players visit School during the Location Phase, they draw three cards and then discard three cards.
(8/10) Field - Field has a monster symbol. After players defeat the monster on this location they may fortify it with a Blanket Fort to prevent new monsters from invading and making it a safe location. When players visit Field during the Location Phase, they select up to two monsters on any location(s) and Retreat them. Then the player invades new monsters, face-down, from the wave of their choice into the empty spots. At the start of the Battle Phase, flip them face-up.
- Players may use this effect to remove Overrun monsters before they take effect.
- Players may use this to look for certain families of monsters.
- Players may use this to get weaker or stronger monsters in play.
(9/10) Playground - Playground has a monster symbol. After players defeat the monster on this location they may fortify it with a Blanket Fort to prevent new monsters from invading and making it a safe location. When players visit Playground during the Location Phase, they ignore Overrun effects and may trash up to four cards in their discard pile.
Museum - Museum has two monster symbols. After players defeat the monsters on this location they may fortify it with a Blanket Fort to prevent new monsters from invading and making it a safe location. When players visit Museum during the Location Phase, they draw a card from the Monster Supply and keep it secret. At the start of their Battle Phase, they must place the secret monster at a location with another non-boss monsters. They may place it at a location even though there are not enough monster symbols.
Blue Boss
Remove the SUPER cards from the back of this card and display them.
If the party succeeds against the boss, in order of who battled the boss with the highest attack level, each player gains an extra SUPER card from those on display.
If the party fails against the boss, flip over Base Location. Also, players who did not battle the boss gain a COWARD! card.
- Patient Zero, First Zombie - Patient Zero increases its attack level by twelve for each player. When Patient Zero is revealed, players discard their hand and then draw as many cards as they discarded.
- Kiara, Orc Chieftain - Kiara increases its attack level by twelve for each player. When Kiara is revealed, players gain a Practice Swing on top of their deck.
- Arak'nesh, Spider King - Arak'nesh increases its attack level by ten for each player. When Arak'nesh is revealed, players discard a non-SUPER item card they have in play.
Red Boss
Remove the Secret Quest cards from the back of this card and display them.
If the party succeeds against the boss, in order of who battled the boss with the highest attack level, each player gains an extra Secret Quest card from those on display.
If the party fails against the boss, Arthursburg has fallen to the monsters and the players lose. Also, players who did not battle the boss Retreat their two highest value trophies.
- Purify-A1, Robot Prototype - Purify-A1 increases its attack level by twenty for each player. When Purify-A1 is revealed, monsters at other locations gain a protective shield making them immune to damage counters this round.
- Kevin, Archwarlock - Kevin increases its attack level by sixteen for each player. When Kevin is revealed, players discard a card.
- Zarkoth, Pit Fiend - Zarkoth increases its attack level by seventeen for each player. When Zarkoth is revealed, remove all Blanket Forts and Retreat all other monsters. Then, invade replacement monsters. If players cannot visit any locations, because none are Safe, they skip their Location Phase.
How to Play (Quick Reference)
- Deal each player six generic cards.
- Deal each player two secret quests, and place two on the final boss.
- Deal each player two SUPER cards, and place two on the mini boss. One of these will drive the players' strategy in the Battle.
- Players place one SUPER card on the mini boss, and one secret quest on the final boss.
- Visit a safe location to prepare.
- Scout Arthursburg to see if any type of monsters are Overrunning.
- Move to and battle all monsters at a location, collecting them as trophies.
- Fortify locations with Blanket Forts to prevent new monsters from invading, making the location available next round for the preparation phase.