Volfyirion Guilds
Volfyirion Guilds Rulebook
Table of Contents
Table of Contents
- Components
- Game Overview
- Game Setup
- Cards
- How to Play
- 1. Beginning of the Turn Phase
- 2. Main Phase
- Actions
- Play an Agent Card
- Play a Card from Your Hand
- Gain Points from a Card
- Acquire an Asset Card
- Redeploy a Troop Card
- Attack a City
- Attack an Agent Card
- Acquire a Wonder Card
- Defeat Volfyirion
- Seal/Unseal a Wonder Card
- Replace a Card in the Asset Row
- Move Volfyirion
- Activate a Vault's Second Ability
- Activate a Card's Secondary Ability
- Store a Command Card in Your Vault
- 3. End of the Turn Phase
- 4. Draw Phase
- Solo Challenge Mode — Against Monsters
- Credits
Components
- 1 Volfyirion's Lair Card
- 6 City Cards
- 4 Vault Cards
- 6 Agent Cards
- 12 Building Cards
- 12 Troop Cards
- 18 Wonder Cards
- 33 Command Cards
- 20 starting cards (16 Prospector, 2 Captain, 2 Diviner)
- 2 Aid Cards
- 1 Volfyirion Token
- 2 Monster Cards (Hugros, Ækuhr)
Game Overview
In Volfyirion Guilds, each player represents a Guild of Mysthea. The goal is to defeat the other player by destroying all of their Cities. This is done by playing cards to gain points which can be spent to deploy strategic assets and to attack. Players gain resources and take actions by playing cards from their personal decks, which are upgraded with additional cards during the course of a game.
How to Win
A player immediately wins the game after destroying all enemy Cities.
Game Setup
To set up the game, perform the steps below. You can consult the images on the next few pages to see how the Playing Area should look after game setup is complete.
Players sit across from each other.
- A player's deck is called House Deck. At the start of the game, it is composed of 10 Command Cards: 8 Prospector, 1 Captain, and 1 Diviner.
Both players shuffle their own House Deck, then place it in front of themselves.
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Shuffle all Troop, Building, Agent and Command Cards together to form the Asset Deck.
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Shuffle all Wonder Cards together to form the Wonder Deck. Asset and Wonder Decks are shared between players.
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Place the Asset Deck face up next to the Playing Area.
NOTE: To add a bit more unpredictability to the game, you can keep the Asset Deck face down during the game.
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Draw the top five cards from the Asset Deck and place them face up in a row to form the "Asset Row".
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Place the Volfyirion's Lair Card face up at the end of the Asset Row. Put the Volfyirion Token on the Volfyirion's Lair Card.
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Place the Wonder Deck face down next to the Volfyirion's Lair Card.
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Draw cards from the Wonder Deck until you reveal two that cost no more than 3 Battle Points each, then place them on the spaces of the Volfyirion's Lair Card, face up. Put the other revealed cards, if any, on the bottom of the Wonder Deck.
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Each player has three City Cards which represent vital strategic points to defend. Cities have a Defence Value of 8, 9, and 10. Players arrange their three Cities in a line in front of them, which forms the "Cities Area".
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Each player places one Vault Card next to their "Cities Area".
The two players have both a "Discard Area" and a "Playing Area". Discarded Cards are stacked in a Pile in the respective Discard Area.
The Asset Deck has its own "Discard Area", next to the Asset Row, where discarded cards are stacked in a Pile.
If there are no more cards in the Asset Deck, take all the cards in the Asset Deck Discard Area and shuffle them to form a new Asset Deck.
NOTE: In Volfyirion Guilds, "Discard" and "Remove" are two different operations. Removed cards leave the game and cannot return to play.
The play area is arranged with, for each player, a Vault Area, a Cities Area, a Playing Area, a hand of Cards, a Discard Area, and a House Deck; between the two players sit the shared Asset Deck, Asset Row, and Volfyirion's Lair (flanked by two Wonder Cards), with a Wonder Deck alongside it.
Cards
The following is a brief introduction to the main game elements of Volfyirion Guilds. It will be useful as a summary for those who have already mastered the rules of the game.
Command, Battle, and Knowledge Points
Cards in the game provide three resources that can be used in multiple ways.
Command Points are used by players to:
- Acquire cards from the Asset Row.
- Redeploy Troops between Cities.
Players Gain Command Points by Playing Command Cards or through in-play cards such as Building Cards and Wonder Cards.
Battle Points are used by players to:
- Acquire Wonder Cards from the Volfyirion's Lair.
- Attack a City.
Players Gain Battle Points by Playing Command Cards or through in-play cards such as Building Cards, Troop Cards, and Wonder Cards.
Knowledge Points are used by players to:
- Seal/Unseal Wonder Cards in both Playing Areas.
- Replace a card in the Asset Row with a new one.
- Move the Volfyirion Token from the Lair Card to an enemy City or from an owned City to the Lair Card.
Players Gain Knowledge Points by Playing Command Cards or through in-play cards such as Building Cards, Troop Cards, and Wonder Cards.
Command, Building, Troop, and Agent Cards
The card types you can find in the Asset Row are: Command, Building, Troop, and Agent.
A card's anatomy shows: Card Name, Card Type, Cost in Command Points, Minor House Color, Main Ability, and Secondary Ability. Agent Cards additionally show an Acquiring Ability and their Defence Value.
The banner in the upper left corner of a card represents the color of a Minor House. The grey banner represents cards that are considered neutral.
When a card is acquired, its Acquiring Ability is activated and it either grants you Points or triggers the effect depicted on the card. Once an Acquiring Ability is either activated or triggered, you may decide to use it or not.
NOTE: The Acquiring Ability is triggered only by spending Command or Battle Points, not by drawing cards.
Command and Building Cards grant you Points. In some cases, the Main Ability can also grant additional effects.
The majority of cards also have a Secondary Ability (see "Activate a Card's Secondary Ability").
Whenever you Play a Building Card, you need to choose the relative Building slot in a City (see "City Cards") to place the card. If there is already another Building Card on the Building slot, the previously placed Building Card is removed from the game and replaced by the new one.
Whenever you Play a Troop Card, you need to choose the relative Troop slot in a City to place the card. If there is already another Troop Card on the Troop slot, the previously placed Troop Card is removed from the game and replaced by the new one.
A Troop Card adds its Defence to the Defence Value of the City where it is placed.
Agent Cards have their own Defence value and grant an alternative way to acquire cards without spending Command Points.
To Play an Agent Card, you need to choose a card from the Asset Row that does not already have an Agent Card on it. Then, place your Agent Card on that card. At the beginning of your next turn, you can take that card and put it directly into your hand.
Agent Cards' behaviour is further explained under "Beginning of the Turn Phase" and "Play an Agent Card".
Wonder Cards
A Wonder Card's anatomy shows: Card Name, Card Type, Cost in Battle Points, Main Ability, and Secondary Ability.
Wonder Cards do not have House colors.
Whenever you Acquire a Wonder Card you may immediately remove another card of your choice from your Discard Pile, from your hand (you will gain no Points from it) or from your Playing Area (after you have gained Points from it) from the game. This Acquiring Ability is indicated by the Remove icon.
City Cards
A City Card's anatomy shows: Card Name, Card Type, Defence Value, a Troop Slot, and a Building Slot.
The City Cards' Defence Value is displayed in the upper right corner. The slot for Troop Cards is on the bottom left, while the slot for Building Cards is on the bottom right.
Vault Cards
A Vault Card's anatomy shows: Card Name, Card Type, a Command slot (First Ability), a Second Ability, and a Third Ability.
Vault Cards have three abilities:
- Store a Command Card (a Command Card is placed on the Vault). This ability is always granted.
NOTE: The Vault can store no more than one Command Card at a time.
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Convert Command Points to Battle Points or Knowledge Points (the symbol "/" means "or"). This ability is granted when you have two (or less) standing Cities.
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Gain one Battle Point and one Knowledge Point each turn, during the Main Phase. This ability is granted when you have one standing City.
NOTE: When you have one standing City, all three abilities are granted.
Example: At the beginning of the game, Player 1 has all of their three Cities intact and they want to use their Vault's first ability. To Seal the opponent's Divining Pool Wonder, they need 4 Knowledge Points. To do so, they put the Diviner card into their Vault, then wait until they draw the Personal Hook card, which they acquired a few turns before: playing it together with the Diviner would let Player 1 reach the 4 Knowledge Points required to Seal the opponent's Wonder.
During the mid-game, Player 1 has only two Cities left and wishes to acquire the Qoam Glasses card that costs 4 Battle Points. To do this, they take back the Captain from the Vault and convert 4 Command Points (1 from the Captain itself, 1 from the Affiliate Bank, and 2 from the Prospector cards in their hand) to 1 Battle Point using the Vault's second ability.
We are in the final moments of the game and Player 1 has only one City left. The opponent previously moved Volfyirion onto their City so Player 1 must spend 8 Knowledge Points to move the Dragon back to its Lair. Player 1 has an Intelligence Net card in their Vault and decides to take it back at the beginning of their turn, because they also have Assassin's Guild in play, a red Building Card that activates Intelligence Net's Secondary Ability. Player 1 also draws a Qoamcyclopedia card and 4 Prospectors (what a bad hand!). In total they reach 6 Knowledge Points from the played cards, then they decide to convert 4 of the 7 Command Points to 1 Knowledge Point (second ability of the Vault) adding another 1 Knowledge Point to the 1 Knowledge Point and 1 Battle Point provided by the third ability of the Vault. Player 1 finally reaches 8 Knowledge Points that they can spend to move Volfyirion back to its Lair.
In-Play Cards
The majority of Command Cards you play are usually in the Discard Pile by the End of the Turn.
Some cards, though, are not discarded: Building, Troop, Wonder, Vault and Agent Cards remain In-Play and continue to provide you their Abilities. In particular, Building, Troop, and Wonder Cards grant you their Main Abilities during each of your turns' Main Phases, as long as they are not destroyed or sealed.
Secondary Abilities do also benefit from this same rule and if the requirements are met they may be triggered every turn.
Vault Cards grant abilities depending on the number of owned standing Cities.
As long as an Agent Card is positioned on an Asset card, based on the Agent's effect, that Asset card cannot be replaced nor acquired.
Expansion Cards
Each expansion has its own unique icon. Additional expansions are represented by the following symbols:
- The icon identifies the cards belonging to Volfyirion Guilds.
- The icon identifies the cards belonging to the Ploy Expansion.
- The icon identifies the cards belonging to the Omen Expansion.
- The icon identifies the cards belonging to the Arbiter Expansion.
Expansion cards usually come with additional rules contained in their rulesheets, respectively. Otherwise, they follow the standard rules of the base game.
How to Play
At the beginning of the game, the first player draws 5 cards, the second player draws 6 cards. After their first turn, each player draws 5 cards during their Draw Phase.
Only during their first turn of the game and before acquiring any card:
- A player may decide to shuffle their starting hand back into the House Deck; then draw five new cards if they are the first player, or six if they are the second player, to replace their starting hand.
- The player who goes first may discard one card from the Asset Row, moving it to the Asset Deck Discard Area. Then, they must refill the Asset Row with the top card of the Asset Deck.
- The player who goes second may discard all the cards from the Asset Row, moving them to the Asset Deck Discard Area. Then, they must refill the Asset Row with five new cards from the top of the Asset Deck.
The player who has most recently seen a dragon, real or fictional, goes first.
Each player's turn has 4 Phases. When these 4 Phases are completed, the other player may take their turn.
The 4 Phases are:
- Beginning of the Turn Phase
- Main Phase
- End of the Turn Phase
- Draw Phase
1. Beginning of the Turn Phase
At the Beginning of the Turn Phase, you may choose to retrieve the card stored in your Vault and put it in your hand.
If you have only one City in play, the Vault Card grants you one Battle Point and one Knowledge Point.
NOTE: You cannot replace a card stored in your Vault with a new one during the same turn. You can store a new Command Card in your Vault only during your next turn's Main Phase, if the Vault does not already store any.
If an owned Agent Card is positioned on an Asset Card and the Agent's Defence value is equal or higher than the cost of the card underneath it, you can take that card.
Do this without paying any cost, and put the Asset Card right in your hand instead of discarding it first. Then, you can discard the Agent Card.
Alternatively, you can put the Agent Card back in your hand and leave the Asset Card in the Asset Row.
2. Main Phase
During the Main Phase you may perform any of the following actions, in any order, as many times as you like:
- Play an Agent Card
- Play a Card from your hand
- Gain Points from a Card
- Use Command Points to Acquire an Asset Card*
- Use Command Points to Redeploy a Troop
- Use Battle Points to Attack a City
- Use Battle Points to Attack an Agent Card
- Use Battle Points to Acquire a Wonder Card*
- Use Knowledge Points to Seal/Unseal a Wonder Card
- Use Knowledge Points to Replace a card in the Asset Row
- Use Knowledge Points to Move Volfyirion
- Activate the Vault's Second Ability
- Activate a card's Secondary Ability
- Store a Command Card in your Vault (from your hand)
*Acquired cards are always put on top of your Discard Pile.
As special action, once per game, one of the players may be able to:
- Use Battle Points to Defeat Volfyirion
Actions
Play an Agent Card
Place your Agent Card on a chosen card of the Asset Row.
Choose a card of the Asset Row that does not already have an Agent Card on it. Place your Agent Card on that chosen card.
Your Agent Card makes the underlying card no longer available to your opponent unless they attack it and destroy it.
The Effect of your Agent Cards will be triggered at the Beginning of the Turn Phase of your next turn.
Example: During a mid-game turn, Player 1 draws The Officer, an Agent card with Defence 5. Player 1 knows that in their House Deck there is an Intelligence Net card that needs a red card to trigger its Secondary Ability. At the moment there is a red card, Levy Program, in the Asset Row, so Player 1 places their Agent on that. The next turn they don't draw Intelligence Net, so they decide to keep the Agent on Levy Program. The next turn after, they draw Intelligence Net so they decide to discard the Agent card and put Levy Program in their hand playing the turn with 6 cards, with a sure trigger of Intelligence Net. Yes, this might be the striking plan, unless their opponent decides to stand right in their way.
Play a Card from Your Hand
Playing a card means to put it down from your hand into the Playing Area. This is the core mechanic of the game and has no cost.
Unplayed cards are kept in your hand and will be discarded during the End of the Turn Phase.
When performing this action, Building and Troop Cards must be assigned to an available slot in one of your Cities.
Gain Points from a Card
You Gain as many Command Points, Battle Points, and Knowledge Points as depicted in a card's Main Ability. You can gain Points only from cards in your Playing Area and/or in your Cities Area.
You may Gain Points from every in-play card from previous turns in both your Playing Area and/or Cities Areas, such as Wonder and Building Cards.
You may still Gain Points from cards that are about to leave the Playing Area or the Cities Area, regardless of them being either discarded or removed from the game.
You can gain Points from a card ability only once per turn.
NOTE: You can Play cards one at the time to trigger specific effects in a precise order. As an example, you may:
- Play a card that triggers a Building's Secondary Ability.
- Gain all bonuses (from both cards).
- Put a new Building in play (removing the old one from the game while doing so).
- Gain all bonuses from the new Building.
Example: Player 1 has played five cards and gains the following Points from the Main Abilities:
- 5 Command Points - 1 from Prospector, 1 from Diviner, 1 from Qoam Market, 2 from Plan Execution;
- 2 Battle Points - 2 from Plan Execution;
- 7 Knowledge Points - 3 from Diviner, 1 from Qoam Market, 1 from Plan Execution.
No Secondary Abilities' Synergy Chains are triggered unless Player 1 decides:
- to remove the Scout - in that case their Battle Points would rise to 4;
- to remove Plan Execution to destroy a Building.
NOTE: You can collect any type of points at any moment during your turn, before the Draw Phase. Any excess of points will be reset at the End of the Turn Phase.
Acquire an Asset Card
To Acquire an Asset Card from the Asset Row you must pay the amount of Command Points depicted on the card's Cost icon. The newly acquired card is immediately moved onto the Discard Pile.
If the Asset Card has an Acquiring Ability, it needs to be activated immediately. The empty space in the Asset Row is not refilled until the End of the Turn Phase.
NOTE: If the Asset Card has an Agent Card on it, the Asset Card cannot be acquired.
Redeploy a Troop Card
You may pay the cost of an in-play Troop Card to redeploy it to one of your other Cities.
Attack a City
Attack a City without a Troop Card: you must spend Battle Points equal to the City's Defence Value. Resolution: the City is destroyed. Then, if a Building Card is present, remove it from the game. Lastly, flip the City Card to the other side to show that it has been destroyed.
Attack a City guarded by a Troop Card: you must spend Battle Points equal to the City's Defence Value plus the stationed Troop's Defence Value. Resolution: the Troop Card is removed from the game but the City is safe.
NOTE: If you have enough Battle Points, you may Attack a City guarded by a Troop twice in a row. First to destroy the Troop Card, then to destroy the City itself while unguarded.
Attack an Agent Card
To Attack an Agent you must spend Battle Points equal to the Agent's Defence Value. If you do so, the Agent Card is immediately put in the Agent owner's Discard Pile.
The Agent's Defence Value is indicated by its Defence icon.
Acquire a Wonder Card
To Acquire a Wonder Card from the Volfyirion's Lair, you must pay the amount of Battle Points depicted on that card. The newly acquired Wonder Card is immediately moved onto your Discard Pile. The empty space on Volfyirion's Lair Card is not refilled until the End of the Turn Phase.
Example: Player 1 places the Scout Card and the Qoam Market in two of their Cities. Then they decide to Acquire cards by spending the Points they just gained. With 5 Command Points, they Acquire Double Game for 3 Command Points and New Agreement for 2 Command Points. For 2 Battle Points, they Acquire Qoam Lens. These new cards are put directly onto the Discard Pile. Player 1 is left with 5 Knowledge Points to spend for other actions.
Defeat Volfyirion
You may spend 16 Battle Points to Defeat Volfyirion.
If you manage to accomplish this incredible feat, immediately remove the Volfyirion Token from the game, then gain the Wonder Cards on its Lair Card, if any are left. After that, you also claim the Volfyirion's Lair Card as a new standing City: take the Lair and place it in your Cities Area. Owning the Lair also provides you 4 Battle Points during each and every Main Phase.
NOTE: When the Volfyirion's Lair is destroyed, remove it from the game.
When the Lair is claimed, it is no longer possible to either Acquire Wonder Cards nor Move Volfyirion until the end of the game.
Seal/Unseal a Wonder Card
You may Seal or Unseal a Wonder Card in either Playing Area by paying the equivalent of the card's Cost in Knowledge Points, as depicted on the Cost icon on each Wonder Card.
When you Seal a card, rotate it to a horizontal position. When a Wonder is sealed, neither of its Abilities may be used until it is unsealed.
You may only Unseal cards that are sealed. Rotate them back to their vertical position to represent this.
All Wonder Cards are put into play "Unsealed".
Replace a Card in the Asset Row
You may spend 2 Knowledge Points to Replace a card in the Asset Row with the top card of the Asset Deck.
The discarded card goes to the Discard Pile Area next to the Asset Deck. The new card is immediately available to be acquired.
You cannot replace an Asset Card if there is an Agent Card positioned on it.
You may not fill an empty space of the Asset Row this way.
Tip: you should replace cards before Acquiring from the Asset Row.
Move Volfyirion
You may spend 8 Knowledge Points to Move the Volfyirion Token.
The dragon can only perform two kinds of movements:
- From the Volfyirion's Lair Card onto an enemy City.
- From one of your Cities back onto the Volfyirion's Lair Card.
If you have enough points, you may perform both movements in the same turn.
During your opponent's next End of the Turn Phase, if Volfyirion is not repelled or defeated, it will destroy the enemy City you moved it onto and everything on top of it. See the "End of the Turn Phase" paragraph for more details.
Activate a Vault's Second Ability
If you have only two standing Cities, you can spend 4 Command Points to gain 1 Battle Point or 1 Knowledge Point.
NOTE: Remember that, if you have only one standing City left, the Vault grants you an extra Battle Point and Knowledge Point in addition to the Points gained by activating the Vault's Second Ability.
Activate a Card's Secondary Ability
The Secondary Ability of a card offers you additional bonuses. It can be activated at any time during your Main Phases if its conditions are met. During each turn, a card's Secondary Ability can only be triggered once.
1. The Synergy Chain Abilities
Some cards display a set of icons called the Synergy Chain. To trigger the Synergy Chain you need to check if there are other cards which match the colors requirements, in both your Playing Area and Cities Area (Buildings and Troops in their respective slots count as well).
If the requirements are met, you Gain all the depicted bonuses.
A card's color does not count for its own Synergy Chain.
Example: This Synergy Chain is triggered when there is at least a turquoise card in the Playing Area or in the Cities Area. As a result, the player gains 1 Command Point.
Example: This Synergy Chain is triggered when there is at least one turquoise card AND one violet card in the Playing Area or in the Cities Area. As a result, the player gains 1 Command Point and 2 Knowledge Points.
2. The "Remove This Card" Abilities
Some cards, for instance Wonders and Troops, have a Remove This Card Ability. During the Main Phase, you may decide to remove such cards from the game to gain the depicted bonus.
You still Gain the Main Ability Points before the card gets removed from the game this way. You may also decide to use the Remove This Card Ability just to thin your House Deck.
Example: The Player may decide to use the Remove This Card Ability to gain 1 Battle Point for that turn, but at the cost of permanently removing their card from the game.
Secondary Ability Effects
NOTE: You may decide to only partially gain the depicted bonus or to completely ignore the bonus offered by a card.
- Remove a Troop — Choose a Troop positioned on an enemy City: that Troop is destroyed and its card is removed from the game.
- Remove a Building — Choose a Building positioned on an enemy City: that Building is destroyed and its card is removed from the game.
- Remove a Card — Choose any card from either your Playing Area, your Discard Pile, or your hand. The chosen card is immediately removed from the game.
- Remove a Card from a Vault — Choose a Card from any Vault. That card is removed from the game.
NOTE: A Diplomat stored in a Vault could be removed this way.
- Draw a Card — Draw a card from your House Deck. You may Play it this turn. If there are no cards left to Draw, shuffle back your Discard Pile into a new House Deck, then Draw the cards you need.
NOTE: If you played all of your cards and there are no more cards left either in your House Deck or in your Discard Pile, you will have to continue your turn with only the cards currently in your Hand, Playing Area and Cities Area.
- Draw a Wonder — Draw the top card from the Wonder deck.
- Foresee — If you still have cards in your House deck, draw and secretly look at the first one. Choose to discard it or put it back on top of your House Deck.
- Move Volfyirion — You may immediately perform a Move Volfyirion action.
- Sneak — Place the Card in the opponent's Discard Pile.
- Unremovable — The card cannot be removed from the game by the effect Remove a Card.
Store a Command Card in Your Vault
You can choose to store one Command Card from your hand in your Vault, only if you haven't already retrieved another Command Card from it during that same turn. That card doesn't trigger any ability.
Reminder: the Vault can store only one card at a time.
3. End of the Turn Phase
When you are done performing actions, the End of the Turn Phase begins. Follow the steps below in order:
- Except for Wonders, discard every card in the Playing Area.
NOTE: Buildings and Troops are in the Cities Area, and Agents are in the Asset Row, so they are not discarded.
- Discard all unplayed cards from your hand.
- All unspent Points are lost.
- If the Volfyirion Token is on one of your opponent's Cities, leave it there.
- If the Volfyirion Token is onto one of your Cities, that city is destroyed by the creature's wrath! Turn that City Card face down. Any Building Card or Troop Card on top of it is also removed from the game. Then Move the Volfyirion Token back to its Lair Card.
- Refill all the empty spaces in the Asset Row and on the Volfyirion's Lair Card with new cards drawn from the appropriate decks.
Finally, end your turn.
4. Draw Phase
Draw five cards from your House Deck.
During a game, there will often be no cards left to Draw from the House Deck, both during Draw and/or Main Phases. In either Phase, when this happens, shuffle your Discard Pile back into a new House Deck, then Draw the cards you need.
NOTE: Acquired cards are always put onto the Discard Pile. When shuffled back, they enhance your House Deck.
If by the end of the Draw Phase the player cannot draw at least 5 cards, they automatically lose the game.
Solo Challenge Mode — Against Monsters
The most daring explorers have gone beyond the borders of the civilized regions of Mysthea, but they have never discovered where the dragon Volfyirion came from, nor what lies beneath the floating islands. As the Guilds consolidated their power, in a period of peace that did not seem destined to last, new mysterious events occurred in the most isolated places of the Realm. Merchants and travelers speak of entire villages wiped out, caravans scattered, unnatural furrows in the ground from which horrible miasmas and ravenous vermin crawl. As a Guild Master, you feel interest, fascination, and fear towards these tales. You can't help but try to investigate further, not to miss the chance to perform a heroic feat that will bring even more prestige to your Guild. Get ready for what will be your glory day, or your tragic end. Happy hunting!
We recommend playing these Solo Challenges only after learning the Volfyirion Guilds base game and not to combine it with any other expansion.
Hugros
The story tells of a remote desert island where the sand is mixed with tiny particles of Qoam. Many adventurers dream of finding it, but know that the price to pay for this unique resource may be far too high. Beneath those sands lies the lair of Hugros, a colossal armored worm that makes the earth tremble as it passes. Its dull mind knows only hunger and makes no distinction between human, animal, vegetable or mineral. Blind and of limited intellect, it throws itself with gaping jaws at anything that moves in the vicinity. The peculiarity of Hugros is in its armor, originated by the enormous amount of abnormal sand ingested. Thanks to it, Hugros is able to survive for limited periods of time in the space below the floating islands, where it can move using the magnetism of the islands themselves. In some places, a sudden earthquake can mean that Hugros is on the prowl.
Setup
Put Hugros' Card at the center of the Playing Area.
Follow the setup of the base game and remove both your opponent's House Deck and Cities from the game.
Draw the top four cards from the Asset Deck. Put the first three cards on the left of Hugros' card face down to represent its Life Row and the fourth card on its right face up to represent its Strength Row.
You play first and the Monster's turn follows afterwards.
You immediately win the game when Hugros has no cards left in its Life Row.
Hugros wins the game when all your Cities are destroyed or when there are no cards left in your House Deck.
Gameplay
Here, the ability "Put in enemy's deck" becomes "Remove from the game". Ignore all other abilities with targets unsuitable for this mode.
Player's turn
Play your turn as usual with the changes below.
At the Beginning of the Turn Phase, if Volfyirion is on the Monster card, remove 2 Life cards. Then, move the Volfyirion token back to its Lair.
During the Main Phase, you can perform the following actions:
- Spend 6 Battle Points to remove 1 Life card. Add this card to the Strength Row, face down.
- Spend 8 Knowledge Points to move Volfyirion onto Hugros' card.
At the End of the Turn Phase, after drawing 5 cards and shuffling your Discard Pile to form the new House Deck, draw the top card from the Asset Deck. Then, add it to the end of the Strength Row, face down.
Hugros' turn
Take actions based on the color of the top card from the Asset Deck (Hugros' actions are listed below).
- Turquoise — Discard one Troop Card from your Playing Area, then draw the top card of the Asset Deck. Add that card to the end of the Life Row, face down. If you don't have any Troop Cards, add the drawn card to the end of the Strength Row, face up.
- Red — Hugros attacks the City with the lowest total defence. Hugros' attack value is equal to the number of Strength cards x 2 + 1. Then, remove all face-down cards from the Strength Row, replacing them with the Asset Deck top card, face up.
- Violet — If possible, spend Knowledge Points to move Volfyirion onto a chosen City. Hugros' Knowledge Points are equal to the number of Strength cards x2. Then, seal the Wonder Card with the highest cost (when tied for cost choose one). Finally, draw the top card of the Asset Deck and add it to the Strength Row, face up.
- Grey — Remove all the grey cards without an Agent on them from the Asset Row. Then, discard 1 Building Card from your Playing Area and 2 cards from your hand.
Level of Complexity
STANDARD: Follow the rules explained so far.
HARD: During the setup, place 4 cards in the Life Row, instead of 3.
Ækuhr
Aekuhr is the only one of the monstrous creatures of Mysthea so far discovered to have the gift of speech, but few have managed to witness this strange fact. It speaks of itself in the plural, as it is composed of an entire colony of fungi, which presumably originated from a spore corrupted by a Qoam anomaly. No one can say what happened, what made it stand on its own two feet and learn human language. Maybe it's something people refuse to investigate, because they would find the answer untenable. Just like a fungus, it feeds on organic substances and reproduces quickly, wherever it can find a host to nourish and expand. Every living thing it touches remains suspended between life and death for a long time, developing horrible fungal growths that devour and multiply, until they invade the surrounding environment. If you know this detail, it is not difficult to locate the last hiding place of Aekuhr, but who would ever dare to venture there?
Setup
Put Ækuhr's card at the center of the Playing Area.
Follow the setup of the base game and remove both your opponent's House Deck and Cities from the game.
Draw the top five cards from the Asset Deck. Put the first four cards on the left of Ækuhr's card face down to represent its Life Row and the fifth card on its right face up to represent its Strength Row.
You play first and the Monster's turn follows afterwards.
You immediately win the game when Ækuhr has no cards left in its Life Row.
Ækuhr wins the game when all your Cities are destroyed or when there are no cards left in your House Deck.
Gameplay
Here, the ability "Put in enemy's deck" becomes "Remove from the game". Ignore all other abilities with targets unsuitable for this mode.
Player's turn
Play your turn as usual with the changes below.
At the Beginning of the Turn Phase, if Volfyirion is on the Monster card, remove two Life cards. Then, move the Volfyirion token back to its Lair.
During the Main Phase, you can perform the following actions:
- Spend 6 Battle Points to remove 1 Life card.
- Spend 8 Knowledge Points to move Volfyirion onto Ækuhr's card.
Ækuhr's turn
- If you have any Wonder Cards in play and the sum of their costs is equal or higher than 8, discard them. Then, draw the top card from the Asset Deck and add it to Ækuhr's Life Row.
- During Ækuhr's turn, consider all the cards with an Agent positioned on them as removed from the game.
- Ækuhr attacks the City with the lowest total Defence. Ækuhr's attack value is equal to the number of Strength cards x2.
- Then, if one of your Cities is destroyed or one of your Troops is removed, take all face-down cards from the Strength Row, shuffle them and put them on top of your House Deck.
- Remove the top card of the Asset Deck along with all the other cards matching its color from the Asset Row. Then, take actions based on the removed cards' color.
- Turquoise — Take the Troop Card with the highest defence value from your Playing Area (when tied for Defence value, choose one). If you don't have Troop Cards, take your House Deck top card.
- Red — Take the Building Card with the highest cost from your Playing Area (when tied for cost, choose one). If you don't have Building Cards, take your House Deck top card.
- Violet — Take the Wonder Card with the highest cost from your Playing Area (when tied for cost, choose one). If you don't have Wonder Cards, take your House Deck top card.
- Grey — Take a Troop, a Building or a Wonder Card of your choice from your Playing Area. If you don't have any, take your House Deck top card.
- Add the taken cards to Ækuhr's Strength row, face up. If you only removed the top card from the Asset Deck, add the taken card to the Strength Row, face down.
- Refill the Asset Row.
Kodror
Kodror is a unique kind of mold-like lifeform that seems to develop and grow only when in contact with Qoam. Highly toxic and caustic for all kinds of living creatures, Kodror takes its nutrients by attaching itself to living beings and killing them. It rarely creates issues on the ground since it usually gets eradicated before it can grow to any considerable amount. Yet a situation can become deadly when Kodror grows on large chunks of floating Qoam, since Kodror does not become noticeable until it is already dangerously large. At that point, Kodror becomes a frightening, floating abomination with huge tentacles that reach to kill anything passing below them.
Setup
Put Kodror's Card at the center of the gaming area. Follow the setup of the base game and remove both your opponent's House Deck and Cities from the game.
Choose 7 cards from the Asset Deck and sort them, face up, by color as follows:
- Two red cards that cost 4 to form the Life Row.
- Two turquoise cards that cost 3 to form the Barrier Row.
- Two grey cards to form the Strength Row.
- One violet card to form the Knowledge Row.
Place the chosen cards next to Kodror's card as shown in the rulebook's setup image.
You play first and Kodror's turn follows afterwards.
You immediately win the game when Kodror has no face up cards left in its Life Row.
Kodror wins the game when all your Cities are destroyed or when there are no cards left in your House Deck.
Gameplay
In this solo challenge, the ability "Put in enemy's deck" becomes "Remove from the game". Ignore all other abilities with targets unsuitable for this mode.
Player's turn
Play your turn as usual, but with the changes below.
At the Beginning of a Turn Phase, if Volfyirion is on Kodror's Card, remove two cards starting from the Barrier Row and, only then, remove cards from the Life Row. Finally, put Volfyirion back to its Lair.
During the Main Phase, you can perform the following actions:
- Take 1 Barrier Card by spending the amount of Command points equal to its cost and place it in the Strength Row, face down. You need to remove all Barrier Cards to be able to attack Kodror.
- Take 1 Life Card by spending the amount of Battle points equal to its cost and place it in the Strength Row, face down, to attack Kodror.
- You may spend 3 Battle points or 3 Knowledge points to remove one face-down Strength card.
- Spend 8 Knowledge points to move Volfyirion onto Kodror's card.
At the end of your turn, do not refill the Asset Row.
Kodror's turn
Seal your Wonder Card with the highest cost (when tied for cost, randomly choose one). During Kodror's turn, ignore cards with Agents on them.
Choose the Row with the lowest number of cards. Take all the Asset Row cards matching the color of the chosen Row, including the Asset Deck top card, and place them in the chosen Row, face up. If you have not added at least one card, repeat this action excluding the last Rows chosen.
During every turn, Kodror attacks the City with the lowest total Defence Value (when tied for lowest total Defence Value, choose one). The attack value is equal to the number of Strength cards x 2.
If the Knowledge Row has 4 cards or more, move Volfyirion onto the City with the highest total Defence Value, even if it is on Kodror's card at that moment. Move all four face-down cards to the Strength Row.
When Kodror's Barrier Row reaches 5 cards or more, you cannot acquire any more cards from the Asset Row.
At the end of Kodror's turn, refill the Asset Row.
Level of Complexity
STANDARD: Follow the rules explained so far.
HARD: During the setup, place 3 violet cards in the Knowledge Row, instead of 1.
Tip: when setting up the game, choose the red and turquoise cards with cost 5 in order to have an even more challenging experience.
Obsidusa
Obsidusa is a walking abomination fused with Qoam. The story goes that he captures unfortunate adventurers and absorbs them in his own body, which is made out of flesh and remnants of other people that were unable to fight him. It is said he was once human. Obsidusa is not the only Qoam-infused monstrosity that roams the lands of Mysthea. Horrors of all kinds with Qoam embedded in their flesh turn up often and their origin is a chapter of the Ilvash history that most people prefer to not remember.
Setup
Put Obsidusa's card at the center of the gaming area. Follow the setup of the base game and remove both your opponent's House Deck and Cities from the game.
Take four cards from the Asset Deck, one for each color. Place the red, turquoise and violet cards on the right side of Obsidusa's Card face up to represent its Life Deck. Then, place the remaining grey card on the left side of Obsidusa's Card face down to form its Strength Row.
NOTE: The cards of the Strength Row are always placed face down.
You play first and Obsidusa's turn follows afterwards.
You immediately win the game when Obsidusa has no cards left in either its Life Deck and/or in its Life Discard Pile.
Obsidusa wins the game when all your Cities are destroyed or when there are no cards left in your House Deck.
Gameplay
In this solo challenge, the ability "Put in enemy's deck" becomes "Remove from the game". Ignore all other abilities with targets unsuitable for this mode.
Player's turn
Play your turn as usual, but with the changes below.
At the Beginning of a Turn Phase, if Volfyirion is on Obsidusa's Card, draw one card from either the Life Deck or the Life Discard Pile. Place that card in the Strength Row and rotate it to a horizontal position. Then, shuffle the deck you drew it from.
Every time you need to remove a card from the game, place it in the Strength Row and rotate it to a horizontal position.
Additionally, during the Main Phase, you can perform the following actions:
- Spend 6 Battle points to remove one card of your choice from either the Life Deck or the Life Discard Pile. Place that card in the Strength Row and rotate it in a horizontal position. Then, shuffle the deck you drew it from.
- Spend 8 Knowledge points to move Volfyirion onto Obsidusa's Card.
- Spend 4 Knowledge points or 4 Battle points to remove one card from the Strength Row.
When playing a Wonder Card, Obsidusa attacks immediately (for more details, see "Obsidusa's Turn").
You cannot play cards that match the color of the top card of Obsidusa's Life Deck.
NOTE: this rule does not apply to cards that match the color of the top card of the Life Deck which are already in-play.
Obsidusa's turn
Draw the top card of Obsidusa's Life Deck and move it to the Life Discard Pile, face up.
If you cannot draw cards from Obsidusa's Life Deck:
- Obsidusa attacks immediately. The attack value is equal to the number of Strength Cards x 2. During every turn, Obsidusa attacks the City with the lowest total Defence Value.
- Shuffle the Life Discard Pile to form the new Life Deck.
- Draw the Asset Deck top card and place it in the Life Discard Pile, face up.
Then, take actions based on the color of the Life Deck top card:
- Turquoise — Discard the Troop Card with the highest Defence Value. Then, place the top card of the Asset Deck in the Strength Row in a vertical position, face down.
- Red — Discard the Building Card with the highest cost. Then, place the top card of the Asset Deck in the Strength Row in a horizontal position, face down.
- Violet — Discard the Wonder Card with the highest cost. Then, move the top card of the Life Deck to the Life Deck Discard Pile. Note: if you don't have any cards left to draw from the Life Deck, Obsidusa attacks.
- Grey — Choose and discard one Building, one Troop or one Wonder Card. Note: if you have cards with the same cost, choose one to discard.
Level of Complexity
STANDARD: Follow the rules explained so far.
HARD: If the Life Deck top card is red, place the card in the Life Deck in a vertical position.
Credits
Game Design Alessandro Veracchi
Art Travis Anderson, Andrea Butera, Matteo Cattaneo, Federico Cimini, Arianna Gelloni, Andrea Stanga