The Spoils
The Spoils Rulebook
Table of Contents
Table of Contents
- Introduction
- Card Type Rules
- The Basics
- Common Terms
- Playing the Game
- Rules Text on Cards in Play
- Keywords
- Advanced Rules
- Most Recent Version Rule
- What If I Cannot Follow All of a Card's Instructions?
- What If Multiple Triggers Happen at the Same Time?
- What If Multiple Replacements Try to Replace the Same Thing?
- What If Multiple Requirements Exists for the Same Action?
- What If One Effect Says "Can" and Another Says "Cannot"?
- General Card Effect Clarifications
- Taking Control of Cards
- Changing Card Types
- Deck Searching
- Numbers
- Action Loops
- Credits
Introduction
What You Need to Play
You and a friend each need:
- A deck of The Spoils™ cards
- A faction card
- A way to keep track of your faction's influence score
- Any gaming accessories your deck requires (tokens, dice, coins, etc.)
Object of the Game
The object of the game is to decrease the influence of your opponent's faction to 0. If at any time a faction's influence score is 0, the owner of that faction loses the game. If the influence of both players' factions becomes 0 at the same time, the game is a draw.
Sealed Pack & Draft Play
You can play The Spoils™ using only sealed packs. Using the cards provided, you must build a minimum 45 card deck. This count does not include your faction card; you must play at least 45 cards in addition to your faction. There is no restriction on the number of copies of each card you can play in your deck; you can use any or all of any card in your card pool.
Constructed Play
You can play The Spoils™ using your own collection of cards to build a deck. You must build a minimum 75 card deck. This count does not include your faction card; you must play at least 75 cards in addition to your faction.
You may play a maximum of 4 copies of any single card in your Constructed deck; however, you may play any number of staple resources in your deck. Staple resources feature the word "Staple" on their type line.
The Trades
There are five trades in The Spoils™. Each trade has a unique style and is associated with one of the staple resources:
- Arcanists use the Obsession resource
- Bankers use the Greed resource
- Gearsmith use the Elitism resource
- Rogues use the Deception resource
- Warlord use the Rage resource
Card Type Rules
The card types are faction, resource, character, tactic, item, and location. Each card type is handled in different ways. A card's type is written on its type line just after its trade (i.e. "Banker Tactic"). However, the type and trade of a card are separate pieces of information.
Faction Card
- Name
- Influence – Your faction's starting influence score.
- Starting Resources – Your resources that start the game in play.
- Starting Draw – How many cards you draw to start the game. There is usually a different value when going first as opposed to second.
- Restore Rule – Explains how you replenish your resources each turn.
- Develop Rule – Explains how you play resources and draw cards.
- Additional Rules Text – The special abilities of this particular faction.
Your faction card begins the game in play. It defines your starting influence score and gives you the capabilities to play your cards. You can use only one faction at a time and you cannot put faction cards into your deck.
If damage is inflicted to your faction, it loses an equal amount of influence. However, losing influence is not the same as receiving damage. If a card causes your faction to lose influence, it does not count as receiving damage and therefore is not affected by effects dealing with damage.
Resource Card
- Name
- Resource Icon
Your resources provide you with resource icons, which count toward meeting the thresholds required to play cards. You also use resources to pay numeric costs.
Resources always stay oriented sideways while they are in play. You attach resources to your faction to pay numeric costs. Resources can never deplete for any reason.
Character Card
- Name
- Cost Number
- Resource Icons (Threshold)
- Subtypes – A list of descriptive words. Other cards might refer to these words. (For example: a card may say "pick a 'gear' card". You could pick any card with 'gear' as a subtype.)
- Strength – Represents how much damage a character inflicts in battle.
- Life – Represents how much damage a character can withstand.
- Speed – Represents how quickly a character inflicts damage in battle.
- Rules Text
You use characters to defend your faction and locations and to attack your opponent's faction and locations. You can only play characters during your turn. If at any time the damage a character has received this turn is greater than or equal to that character's life value, destroy it. (You should only keep track of damage inflicted during the current turn since that's all that matters.)
A card cannot attack unless it has been in play under your control since the start of the turn. (It can still use abilities that require depleting.)
Tactic Card
- Name
- Cost Number
- Resource Icons (Threshold)
- Subtypes – A list of descriptive words. Other cards might refer to these words. (For example: a card may say "pick a 'gear' card". You could pick any card with 'gear' as a subtype.)
- Rules Text – A tactic's rules text is often divided into "cost" and "effect" sections.
Tactics have a one time effect on the game. Once you have completed a tactic's instructions, put it into your discard pile.
Tactics can be used to respond to your opponent's actions. You can respond when your opponent plays a card, uses an ability, or ends their turn. There are also special times you can use tactics during battles. (See "Responding to Your Opponent" and "How to Resolve a Battle").
Item Card
- Name
- Cost Number
- Resource Icons (Threshold)
- Subtypes – A list of descriptive words. Other cards might refer to these words. (For example: a card may say "pick a 'gear' card". You could pick any card with 'gear' as a subtype.)
- Rules Text
- Strength Bonus (gear cards only) – Represents the strength bonus the gear provides.
- Life Bonus (gear cards only) – Represents the life bonus the gear provides.
- Speed Bonus (gear cards only) – Represents the speed bonus the gear provides.
Items stay in play and have an ongoing effect on the game. Some items can affect other cards by being attached to them. You can only play items during your turn.
Location Card
- Name
- Cost Number
- Resource Icons (Threshold)
- Structure – Represents how much damage this location can withstand.
- Rules Text
Locations provide powerful, ongoing effects on the game; however, locations can be attacked by your opponent's characters. You can only play locations during your turn.
If damage is inflicted to a location, keep track of that damage somehow (using scratch paper, dice, coins, etc.). This damage does not go away at the end of the turn. If at any time the amount of damage a location has received is greater than or equal to its structure value, destroy it.
The Basics
The Primary Rule
If a card contradicts the rules, the card is always right.
Areas of Game Play
During a game, every card is within one of these areas:
Deck – This is the stack of cards you brought to the game. No one is allowed to look through your deck or change its order unless a rule instructs them to do so.
Hand – This is where a card goes when you draw it from your deck. You can have any number of cards in your hand. Keep your hand hidden from your opponent.
Being Played – This is where a card goes while it's being played. It does not leave this area until you are done handling it. (For more information, see "How to Play a Card")
In Play – This is where a character, item, or location cards goes when it is finished being played.
Discard Pile – This is where a card goes when it is discarded or destroyed. Also, this is where tactic cards go once you have completed their instructions.
Out of Game – This is where a card goes when it is removed from the game.
Playing Resources
You use resources to pay the numeric costs of cards and abilities. The more resources you have in play, the more things you can do during your turn.
If a card instructs you to play a resource, you have two options. The first is to put a resource card from your hand into play face-up. The second is to put any card from your hand into play face-down. Once a card becomes a face-down resource, you can still look at it later as long as you control it. The advantage of playing actual resource cards instead of face-down resources is that resource cards give you resource icons.
Resource Icons
Each resource card provides you with a resource icon. Smaller versions of these icons appear on your non-resource cards and represent the "threshold" you need to play them. If you want to play a card, you must first check if you have enough resource icons on your resource cards in play.
For example, if you want to play a card with 2 Rage resource icons, you must have at least 2 Rage resource cards in play. However, your resource icons are not "used up." Once you have 2 Rage resource cards in play, you can play any number of cards with 2 Rage resource icons, as long as you have enough unattached resource cards to pay the numeric costs of those cards.
Paying Costs
The numeric cost of a card represents the number of resources it takes to play. For most cards, you simply use the Cost Number listed in its upper left-hand corner. But sometimes a card's numeric cost can be modified. (See "Numeric Cost" in the "Common Terms" section.)
To pay a numeric cost of 4, attach 4 resources you control (of any type) to your faction. This signifies you've used those resources. Once a resource is attached to your faction, you cannot use it again until it becomes detached.
Some cards have other types of costs. These costs are instructions that must be followed in the order they are written. If you cannot complete one of the instructions listed in a cost, playing that card is considered illegal; you must undo all actions you took to play it. For example, if a card says "COST – Pick a character." but there are no characters in play, you must put the card back into your hand.
Common Terms
Active Player
The active player is the player whose turn it is currently.
Controller
The controller of a card is the player who originally played it, unless an effect has specified a new controller. These effects have phrases like "take control" or "put into play under your control". Cards that refer to "your" cards are always referring to the controller. For example, if a card says "All your characters gain 1 strength", it affects only characters you control. (For more on handling who controls a card, see "Taking Control of Cards" in the "Advanced Rules" section.)
Owner
A card's owner is the player who brought the card to the game as part of their deck. The ownership of a card cannot change during a game.
Draw
If you are instructed to draw any number of cards, put that many cards from the top of your deck into your hand. If you run out of cards in your deck, you do not lose the game; you simply fail to draw the remaining cards. You always draw cards as a group. For example, if a card says "Draw 2 cards", you draw the cards together instead of 2 separate "draw a card" events.
Deplete
For various reasons, the rules may instruct you to deplete a card. You do this to indicate the card has been used this turn. Whenever you are instructed to deplete a card, you must indicate the card has been depleted in a way that is clear to you and your opponent. Once a card is depleted, it cannot be depleted again until it is restored. Resources do not deplete. Instead, they are attached to your faction. (See "Paying Costs")
Restore
You can only restore depleted cards. To restore a card, undo whatever you did to indicate it was depleted.
Destroy
Only cards in play can be destroyed. If you are instructed to destroy a card, put it into its owner's discard pile.
Discard
Only cards in your hand can be discarded. If you are instructed to discard a card, you must put that card from your hand into your discard pile.
Damage
Damage can be inflicted to characters, locations, and factions. Each of those types handles damage differently (see "Card Type Rules"). If something inflicts 0 damage (after any increases and/or reductions are applied), instead no damage is inflicted.
Battle Damage
The damage characters inflict during step 8 of "How to Resolve a Battle" is called battle damage. When inflicted, this damage is handled exactly like regular damage. However, it is a distinct subtype of damage and certain rules and effects may treat it differently.
Attach
To attach one card to another, arrange the attaching card so it overlaps the other card. A card can only be attached to one thing at a time. If you are instructed to attach a card to something, detach it from any cards it is already attached to first. If something causes a card to leave play, any cards attached to it leave play in the same way. (This includes being destroyed, removed from the game, put into its owner's hand, or shuffled into its owner's deck. For more information, see "Attach X" in the "Keywords" section.)
Detach
You can only detach attached cards. To detach a card, you must physically separate it from the card to which it was attached.
Numeric Cost
When you play a card, its numeric cost starts at its Cost Number. As you pay the card's additional costs, you may encounter instructions that say "Pay [number]." Add [number] to the total numeric cost of the card. Once you've fulfilled all of the card's additional costs, you apply cost increases. Then, apply cost reductions. The final number is the card's numeric cost.
Abilities are handled in the same way. But since abilities do not have an inherent Cost Number, any ability without a "Pay [number]" instruction in its cost is considered to not have a numeric cost at all.
Free
If an effect instructs you to play a card for "free" then you must skip paying its numeric cost. You still must satisfy all other requirements for that card, including its additional costs and having the proper resource icons in play. If the card has any variables in its cost (i.e. "Pick a number for X") and you are also required to pay that number (i.e. "Pay X"), then you must pick 0 as the variable number.
Duplicate
If you are instructed to duplicate a tactic, an "invisible" copy of the tactic is created. This copy has all the rules text of the tactic it is duplicating, including any written costs (this does not include its cost number so you don't have to pay it). The duplicate is considered to have been played as though it were a normal tactic (although the duplicate can't be responded to since you weren't following the instructions in "How to Play a Card". If you would be unable to play the tactic because of a restriction or if you are unable to satisfy all of its written costs then the duplicate is invalid and has no effect.
Token
Tokens on cards in play have no inherent meaning. A card will always explain how it uses tokens in its rules text. If a card leaves play, any tokens on it disappear.
Micromajig Token
Some cards instruct you to put a Micromajig token into play. Treat Micromajig tokens as Gearsmith character cards with 1 strength, 1 life, 3 speed, and a numeric cost of 0. If a Micromajig token would leave play, remove it from the game instead.
Attach to X
When you play a card that says for example "Attach to Character" then you must pick a character as part of the card's cost. The card enters play attached to that character. If the card is put into play by an effect that does not specify where it should be attached, pick a character as the card enters play and attach it to that character. If the character is no longer in play or there are no characters in play when this happens, put the card into its owner's discard pile. If at any time the character stops being a character, destroy the attached card. (For more information, see the definition of "Attach" in the "Common Terms" section.)
Playing the Game
How to Start
- Both players' factions start the game in play.
- Both players look at their faction and find the "Starting Resources" entry. Then, both players must search their deck for the appropriate resource cards and put them into play face-down.
- Flip a coin or roll a die. The winner decides who goes first. For the sake of this example, assume you are going first.
- Turn your starting resources face-up.
- Look at your faction and find the "Starting Draw" entry. Draw the appropriate number of cards.
- Pick any number of cards in your hand and put them on the bottom of your deck in any order. Then, draw the same number of cards from your deck to replace the old ones. (You may only do this one time.)
- Your opponent repeats steps 4 through 6.
- You take the first turn of the game.
During your turn, you may take these actions in any order and as many times as you want:
- Play a card
- Use an ability
- Attack
- End your turn (you may only end your turn once)
How to Play a Card
- Pick a character, tactic, item, or location card in your hand. Make sure you have sufficient resource icons in play to meet the card's threshold. (You can only play characters, items, and locations on your turn.)
- Put the card onto the playing surface face-up. This card is being played.
- Pay all costs for the card. You always pay a card's numeric cost last, after it has been fully determined. (See "Numeric Cost" in the "Common Terms" section.) The card is considered to have been played at this time, so anything that triggers when the card is played would happen now.
- Wait for your opponent to respond to the card. (See "Responding to Your Opponent")
- If the card is a character, item, or location put it into play. If the card is a tactic, follow all its instructions then put it into your discard pile.
How to Use an Ability
- Announce you are using the ability.
- Pay all costs for the ability. If the ability has a numeric cost then you always pay it last, after it has been fully determined. (See "Numeric Cost" in the "Common Terms" section.)
- Wait for your opponent to respond to the ability. (See "Responding to Your Opponent")
- Follow all of the ability's instructions. You must complete the instructions as they were when you used the ability, even if the source of the ability was destroyed or its rules text was altered after you used it.
Responding To Your Opponent
You are allowed to respond when your opponent plays a card, uses an ability, or ends their turn. You cannot respond to your own cards, abilities, or ending of turn.
To respond, follow these steps:
- Wait for your opponent to pay the cost of a card or ability or announce the end of their turn.
- Announce you want to respond.
- Pick a tactic card in your hand or an ability on a card you control in play.
- Play the tactic card or use the ability. (When you do this, you again follow the instructions in "How to Play a Card" or "How to Use an Ability" so your opponent can respond to this response, and so forth.)
- Repeat steps 2 through 4 as many times as you want.
How to Attack
- Choose a faction or location you don't control. Announce you are attacking that faction or location. If you forget to announce what you are attacking then by default you choose your opponent's faction.
- Choose one or more non-depleted characters you control to form an attacking party. Deplete those characters. (To attack, a character must have been in play under your control since the start of the turn.) Each character "attacks" at this time. They are considered to be "attacking" as long as they are in this battle. If a character is added to the attacking party after this point, it does not officially "attack" but it still is considered "attacking".
- You can play tactics or use abilities any number of times.
- Your opponent can play tactics or use abilities any number of times.
- Your opponent may choose one or more non-depleted characters they control to form a blocking party. Each character "blocks" at this time. They are considered to be "blocking" as long as they are in this battle. If a character is added to the blocking party after this point, it does not officially "block" but it still is considered "blocking".
- Resolve the battle. (See "How to Resolve a Battle")
How to Resolve a Battle
- The attacking player can play tactics or use abilities any number of times.
- The defending player can play tactics or use abilities any number of times.
- Find the highest speed value among characters that have not yet assigned battle damage during this battle. X is that speed.
- All attacking characters with X speed that have not yet assigned battle damage during this battle assign damage equal to their strength divided however the attacking player wants to the blocking party. If there are no remaining members in the blocking party then the attacking characters assign their damage to the faction or location being attacked instead.
- All blocking characters with X speed that have not yet assigned battle damage during this battle assign damage equal to their strength divided however the defending player wants to the attacking party.
- The attacking player can play tactics or use abilities any number of times.
- The defending player can play tactics or use abilities any number of times.
- All assigned battle damage is inflicted simultaneously. If more than one character inflicts damage to the same thing during this step, the sum of the damage is inflicted as a single amount.
- Repeat steps 1 through 8 until all characters in the battle have either assigned their battle damage or have been destroyed.
- Deplete all surviving characters in the battle.
Rules Text on Cards in Play
Abilities
Abilities are labeled with a descriptive name and have a labeled cost and effect. If you cannot pay all of an ability's costs then you cannot use that ability. You can only use abilities on cards you control.
Triggers
Triggers begin with the words "if", "when", or "at" and are followed by a trigger condition. If the trigger condition happens, you must immediately follow the instructions of the trigger as they were written when it happened, even if you are in the middle of following another card's or ability's instructions or the source of the trigger is no longer in play. Your opponent (and you) cannot respond to triggers.
Replacements
Replacements use the word "instead" to define one thing that replaces another. For example, a card might say "If this card is put into your discard pile from play, remove it from the game instead." In that case, the card would never go to the discard pile; going to the discard pile is completely replaced with removing it from the game. Some replacements also say "the next" in their rules text to define something that could be replaced in the future. These are referred to as delayed replacements.
Conditionals
Conditionals use the word "while" followed by a condition to define an effect that is only active while the condition is true. For example, a card might say "While your opponent controls a character, this card gains 1 strength and 1 life." This effect immediately ceases if your opponent ever stops controlling a character.
Requirements
Requirements use the word "must" to define something you are required to do. (Note: the word "must" is sometimes used outside of a requirement.) If you cannot fulfill the requirements for an action then you cannot take that action. For example, a card might say "Your opponent must pay 2 for each attacking party they form." In that case, your opponent could not form a new attacking party unless they could meet the requirement by paying 2. (For more information, see "What If Multiple Requirements Exists for the Same Action?" in the "Advanced Rules" section.)
Basic Rules Text
Basic rules text is anything that does not fall under one of the above categories. It simply defines an effect that is active while the card is in play. For example, a card might say "All your characters gain 1 strength." This rule is active as long as the card remains in play and ceases immediately if the card ever leaves play.
Keywords
Covert
If all members of an attacking party have the "Covert" keyword, then that party is Covert. A Covert party can only be blocked by characters with Covert and Covert characters can only block a Covert party. Blocking is decided only once and is not affected if the Covert status of a party changes afterwards. If a card says a character "gains Covert" then treat that card as though the Covert keyword is a part of its rules text.
Unique X
If a card says for example "Unique Beatrix" then you cannot control more than one card with "Unique Beatrix" in its rules text. If at any time you control more than one card with "Unique Beatrix" in its rules text you must pick one of those cards and destroy the rest. However, another "Unique Beatrix" card can be in play under your opponent's control.
Advanced Rules
Most Recent Version Rule
The wording on some cards may be changed to ensure they work as intended. Other cards may receive updated wording when they are reprinted. All cards must be played as though they were the most recent version of the card. You can find the latest card wordings at www.thespoils.com.
What If I Cannot Follow All of a Card's Instructions?
Sometimes you will be unable to complete a card's instructions. You may be asked to destroy something that is no longer in play, or discard a card when you have no cards in your hand. When this happens, follow as much of the instruction as you can and ignore what you cannot complete.
What If Multiple Triggers Happen at the Same Time?
Sometimes more than one trigger happens at the same time. If all the triggers originated from cards under one player's control then that player decides the order in which they happen. If instead the triggers originated from cards under both players' control or some of the triggers were created by the rules, then the active player decides the order in which they happen. However, the order does not have to be decided ahead of time; the deciding player lets one trigger happen then afterwards decide which trigger happens next.
What If Multiple Replacements Try to Replace the Same Thing?
Sometimes more than one replacement tries to replace the same thing at the same time. If all the replacements originated from cards under one player's control, that player chooses one to apply and the rest are ignored. However, if the replacements originated from cards under both players' control or some of the replacements were created by the rules, then the active player chooses one to apply and the rest are ignored. Delayed replacements are an exception; if a delayed replacement is not chosen, it is not ignored. Instead, it continues waiting for another instance of whatever it is trying to replace.
What If Multiple Requirements Exists for the Same Action?
Sometimes more than one requirement exists for the same action. In these cases, you must satisfy as many of the requirements as you can. If it would be impossible to fulfill them all, you must make the decision that would satisfy the greatest number of requirements. (Note: if you do not have enough available resources to pay a requirement cost, it is not considered "impossible" to fulfill.) If two or more decisions would satisfy the same number of requirements then you can choose which decision to make. For example, a card might say "Anything that could pick this card must pick it." If there are two copies of this card in play, you decide which of the two cards you must pick. However, if there are two copies of a card in play that says "you must pay 2 for each attacking party you form" then they must both be fulfilled; to attack, you must pay 4.
What If One Effect Says "Can" and Another Says "Cannot"?
Sometimes one effect will say you "can" do something while another says you "cannot". For example, there might be a card in play that says "Characters cannot attack" and another that says "Characters can attack." When this happens, the "cannot" effect always wins.
General Card Effect Clarifications
- If a card does not specify the area it affects, it only affects cards in play. This includes picking. For example, if a card says "pick a character" then you can only pick characters in play since the area it affects was not specified.
- If a card moves from one game play area to another, anything that was going to affect it in the old area does not affect it in the new area.
- If a card instructs you to pick something, you cannot pick a faction unless the card specifically says "pick a faction".
- If an effect puts a card into play, it is not the same as playing that card. Anything that triggers if a card is played doesn't trigger.
- If an effect requires both players to do something at the same time, the active player takes the action first, followed by the other player.
Taking Control of Cards
- If more than one effect has taken control of a card, the most recent effect wins.
- If a character's controller changes during a battle then it is removed from the battle immediately.
Changing Card Types
- A card is allowed to have more than one type at the same time.
- If the effect of a card refers to a specific card type, but the card it is trying to affect is no longer that type, then the card is not affected by that effect.
- If a card with the "character" type loses that type, it forgets all damage it received this turn. For example, if an item becomes a character, receives damage, stops being a character, then later that turn becomes a character again, the damage it received earlier is not remembered.
- If a card with the "character" type loses that type during a battle, the card is removed from the battle immediately.
Deck Searching
- If a player searches a deck, the owner of the deck must shuffle it afterwards.
- If a player searches a deck for a card that must match specific criteria (i.e. "search your deck for a character card"), they can fail to find that card by choice or necessity. (Failing to find a card by necessity means that there were no valid cards left in the deck.)
Numbers
- Numbers can never go below 0. If a number would go below 0, instead it's set to 0.
- All numbers must be whole numbers. For example, if a card says "pick a number for X" you cannot pick 2½.
- Any variable number on a card (written as X, Y, Z, etc.) that is not currently being played is considered to be a 0.
- If a number is increased and/or reduced by more than one thing at the same time, apply all increases first followed by all reductions. (Note: this does not apply to numeric cost because it has its own set of rules to handle cost increases and reductions. See "Numeric Cost" in the "Common Terms" section.)
Action Loops
- If a series of effects form a repeating loop that cannot be voluntarily ended by either player, the game ends as a draw.
- A player can have a series of voluntary actions repeat automatically. To do this, they must demonstrate the series and pick a number of times they want it to occur (infinity cannot be picked). Then, their opponent can interrupt the loop any number of times and at any point if they want to respond. They do this by saying for example "After 15 times, I respond to that ability by playing a card." After the response, the loop continues until it is complete.
- If a loop involves the voluntary actions of both players, they first must demonstrate the loop. The loop is complete when the next action a player would take is identical to their first action. Then, the active player picks a number, followed by their opponent. The loop is repeated the lesser number of times (if 0 is picked, no repetitions occur). However, during the last repetition of the loop the active player may choose any point in the loop at which to stop (this includes not taking any of the actions in the last repetition).
Credits
Design Team
- Director: Josh Lytle
- Lead Designer: Dylan Mayo
- Design & Development Team: Bryan Petersen, Joe Huber, Dan Hanson
- Rules & Judging Support: Matt Tabak, James Lee
- Play Testers: Chris Kelly, Ricky Boyes, Christian Robertson, Mike Thompson, Kevin Pettinger, Matt Baranowski, James Portnow, Scott Dodson, Adam Strong, Jed Dolbeer, Michael Aitchison, Eric Reasoner, Mike Gurney, Eric Schaller
Art Team
- Director: Patrick Meehan
- Associate Producer: Wong Zi Jian
- Graphic Design: Ivan Ng
- Web Design: Lawrence How
- Concept & Card Art: Alex Ang, Chris De Joya, Fangwei, Silvia Gunarso, Henry Gunawan, Jack Heng, Huang Wanghua, Khoo Teck Chin, Sonny Liew, Ivan Ng, Wong Zi Jian, Tan YunLing, Shawn Ye Zhongyi
Story & Flavor By
- Fleshripping Scenepuller: Josh Lytle
- Quipmajig: Dylan Mayo
- Hyperphagic Sarcophyle: Patrick Meehan
Operations
Tenacious Games Inc.
- Chief Executive Officer: Scott Dodson
- Chief Creative & Technical Officer: Patrick Meehan
- Chief Operating Officer: David Hoppe
- Vice President of Events & Marketing: Ed Liming
- Vice President of Game Production: Dylan Mayo
- Vice President of Research & Development: Josh Lytle
- Director of Operations: Jenny Capella
- Production Manager: David Stevens
- Manager of Special Projects: James Chott
- Organized Play Coordinator: Dawna Havnar
- Organized Play Systems Manager: Matt Tabak
- Bookkeeping: Joe Huber
- Community Manager: Shawn Thunder
- Select Advisors: Tim Shields, Skaff Elias, Jon Finkel, David Williams
Tenacious Games Asia Pte. Ltd.
- Director: Patrick Meehan
- Administrator: Lynn Lee
- Software Architect: Binesh George Mohanan
- Special Thanks To: Allan Simonsen, Siddharth Jain, Victor Goh, and all our friends at Playware Studios Asia