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RUNE AGE RULES, SUMMARY, AND REFERENCE CARDS (VERSION 1.

1)
CREATED BY NERSI
e following rules, summary of play, and reference cards are meant to be used with
Rune Ages base game and provide easy reference for players. Included is a large two-
sided complete set of rules and summary of play, as well as a two-sided half-sheet brief
reference card (meant to assist players during the game).
PRINTING INSTRUCTIONS:
Pages 2 and 3 should be printed back-to-back and trimmed down to the edges to create
a single two-sided reference card.
Page 4 should have the cards on the le and right placed back-to-back. is may be
done in one of two ways:
1. Print page 4 twice on both sides of a sheet. en cut out the individual halves to
form two two-sided reference cards.
2. Print page 4 and cut around the edges, folding in the middle and gluing the two
halves together to form a single two-sided reference card.
Enjoy!
Please note: e rights to Rune Age and the artwork contained herein are retained by Fantasy Flight Games.
RULES AND SUMMARY OF PLAY
SETUP
1. The players agree on a scenario. Place the scenarios
objective card face up (with the victory conditions visible) in
the Central Play Area. Remove the other scenarios and their
Event cards from play.
2. ShuIfe the Stage 2 Event cards Ior the scenario (denoted by
two blue gems on the bottom of the card) and place them face
down. ShuIfe the Stage 1 Event cards (one blue gem) and place
them on top. (For The Cataclysm scneario, start with Stage 3,
then Stage 2, then Stage 1, each on top oI the previous.)
3. Refer to the three wax seals on the back of the scenario
objective card. Take the three matching types of Neutral cards
(each one bearing one of the three wax seals) and, referring to
the table below, place the appropriate number of the Neutral
cards in three stacks (one for each type of card) in the Central
Play Area. Remove the remaining Neutral cards from play.
4. Each player chooses a race. The player then takes the cards
for that race (all of the four different Unit cards, the three
Strongholds, and the Home Realm).
5. Each player places his Home Realm in front of him.
6. Each player creates a Barracks by placing all of the four
types of Unit cards into four piles (one for each type) next to
his Home Realm. The three Strongholds are also placed to the
side and may be obtained (either with gold or in a battle) during
the game.
7. Using the table below, select the number of Gold cards
appropriate for the number of players and place them in three
stacks (one for each value) in the Central Play Area. Remove
the remainder from play.
8. Using the table below, randomly select the number of Cities
appropriate for the number of players. Place them separately
in the Central Play Area (do not stack them). Remove the
remainder from play.
SETUP TABLE
Players 1 2 3 4
1 Gold 9 14 19 24
2 Gold 8 10 12 14
3 Gold 4 6 8 10
Each Neutral 2 3 4 5
Cities 2 3 4 5
9. Each player draws fve '1 Gold cards (Irom the Central Play
Area) and three of the Units from his Barracks with a value of
'1 (in the lower right corner) and shuIfes them as his deck. He
then draws fve as his starting hand.
10. The youngest player begins play and is the frst player.
Play begins with the players all taking their turn beIore the frst
player reveals and completes the frst Event card.
PLAY ORDER
The game is played in a series of rounds. A round consists of
all players taking their turns, starting with the frst player and
proceeding clockwise. The round ends with the frst player
drawing and resolving the top card of the Event deck during the
Event Phase. The next round then begins.
PLAYER TURNS
During their turns, the active player may take the following
actions:
1. Refresh: Turn upright all Cities, Strongholds, and Rewards.
2. Action: Take any of the following for actions, in any order
and as frequently as desired and able. (Note: the cost of cards
is listed in the lower right corner, the beneft or resource gained
in the upper left).
SPEND GOLD
The player may spend Gold by discarding Gold cards from
his hand to buy Units from his Barracks, one of his races
Strongholds, or a Special card (such as a Monument, if
included in the scenario). He may split the played Gold
among different units or discard multiple Gold cards to
buy a single card (or any combination he can afford). Any
fraction of Gold left on the discarded cards at the end of the
action, however, is lost and cannot be carried over to another
action later in the turn. (Note that a Stronghold may be
bought for 4 Gold or acquired in battle with a strength oI 2.)
SPEND INFLUENCE
The player may spend Infuence by exhausting Infuence
cards (cards with the Infuence icon in the upper leIt hand
corner) in his play area to buy cards in the Common Play
Area. He may split the played Infuence among diIIerent
units or exhaust multiple Infuence cards to buy a single
card (or any combination he can afford). Any fraction of
Infuence leIt on the exhausted cards at the end oI the action,
however, is lost and cannot be carried over to another action
later in the turn.
PLAY CARD ACTION
The player may play cards from his hand that contain the
word Action by discarding the cards and performing the
steps listed on the cards. Note: Cards with the Action
ability cannot use their ability in combat; this is the only
time the ability may be used.
COMBAT
The player may initiate combat with a non-player card (e.g.,
a city, stronghold, or event enemy); this is called a battle.
The player may also choose to attack another players
Home Realm or city card; this is called a siege. Combat is
explained below. Note: a player may attack as many targets
as he desires or is able, but he may not attack the same
target more than once per round.
3. Discard: The player discards all remaining cards into the
discard pile or exhaust one Infuence per card to keep any card
in his hand.
4. Draw: Every player (not just the active player) draws back
up to fve cards iI necessary. II there are not enough cards in the
players draw deck, the player should draw the available cards,
reshuIfe the discard deck, and then draw the remainder.
COMBAT
BATTLE
A battle is combat between a player and a non-player card
(City, Stronghold, Enemy from the Event deck). (Note that a
Stronghold may be bought for 4 Gold or acquired in battle with
a strength oI 2.) Battles proceed in this order:
1. The player declares the target card of his assault.
2. The player commits Units from his hand, one at a time,
to his army. The army is comprised of all the Units, called
participating units, committed to this battle. The player may
commit as many Units as he wishes or is able. If the Unit has
a When Played ability, the player may (but is not obligated
to) use that ability. However, he may only do so at the moment
the card is played and before the next Unit, if any, is played.
Action abilities may not be used, though the card may still be
added to the army for its strength.
3. The player then rolls the Attrition Die if the target card
(usually an Enemy) has the Attrition Die icon on it. For every
skull on the rolled side, the player must destroy one Unit (return
the card to the pile from which it was originally obtained).
Destroyed Units will not participate in the outcome of the
battle. The player may choose which card to destroy but must
destroy the indicated number of Units if able. If unable, then he
destroys as many as he can (which may be none).
4. The player then resolves the Resolution abilities on his
armys Units in any order.
5. The player then calculates the total strength of his army.
VICTORY
If this players armys strength is equal to or exceeds the
targets strength (in the lower right hand corner), the player
claims victory:
If the card is a City, Stronghold, or an Enemy that states
it can be claimed as a Reward, the player adds that card
to his play area above his Home Realm.
If the card is an Enemy without the Reward ability, it is
placed in the Event discard pile.
DEFEAT
If the players armys strength is less than the targets
strength, the player has failed, and the target card remains
where it is. The player may attack the target on a later turn.
6. Any Units End of Combat ability is resolved. Any
wounded Units are then destroyed. The remaining Units are
placed into the players discard pile, regardless of whether the
combat was successful.
SIEGE
A siege is combat between two players. Sieges proceed in this
order:
1. The attacking player declares the target player and card
(City or Home Realm) of his assault. Strongholds may never
be attacked.
2. The two player take turns commiting Units to their army from
their hands, one at a time, beginning with the attacking player.
The army is comprised of all the Units, called participating
units, committed to this siege. As each player plays a Unit, he
announces the new total strength of all the participating Units in
his army. The player may commit as many Units as he wishes
or is able. If the Unit has a When Played ability, the player
may (but is not obligated to) use that ability. However, he may
only do so at the moment the card is played and before the next
Unit, if any, is played. Action abilities may not be used, though
the card may still be added to the army for its strength. Players
continue to alternate playing units but may pass at any time.
Once a player passes, he may not play any further Units in this
siege. When both players pass, proceed to the next step.
3. The attacking player resolves the Resolution abilities of all
his armys Units in any order. The defending player then does
the same.
4. The players then calculates the total strength of each of
their armies. If the target is a City, then the defending player
adds that city`s auto-deIense bonus (located under its Infuence
value) to his strength.
ATTACKER VICTORY
If the attacking players armys strength exceeds the
defenders armys strength, then the attacker is victorious.
If the target is a City, then the player acquires it and places it
upright (even if it was exhausted) above his Home Realm.
If the target is a Home Realm, then the attacker subtracts the
defenders armys strength from his own armys strength.
The number of damage tokens equal to the difference is
placed on the defending players Home Realm.
DEFENDER VICTORY
If the defending players armys strength is equal to or
exceeds the attackers army strength, then the attack is
successfully repelled. No changes are made to the target
cards status (e.g., if it was exhausted before the siege, it
remains exhausted).
5. Any units End of Combat ability is resolved. Any wounded
Units are then destroyed. The remaining Units are placed into
their players respective discard piles, regardless of whether the
player won the combat.
EVENT PHASE
During the Event Phase, the frst player reveals the top card oI
the Event Deck and resolves it based on the type of Event card.
ENEMY
An Enemy card is placed next to the objective card. A player
may then engage the Enemy in battle on his turn in the same
way he may engage a City or Stronghold. He must defeat the
Enemy based on the strength in the lower right corner of the
Enemy card. If a player does not defeat the Enemy in battle, the
Enemy card remains and may be engaged on another turn.
If the cards text states it can be claimed as a Reward by being
defeated, then the player who defeats it in a battle places it in
his play area. That player may then use the Rewards ability
as described. II the Reward has Gold or Infuence in the upper
left corner, it may be exhausted to be used during the spending
phase of that players turn (Gold used from a Reward in this way
is exhausted like Infuence, not discarded).
If the card does not state it can be claimed as a Reward, it is
placed in the Event discard pile once defeated.
If the Enemy has an ability that states, Start of the Event
Phase, this ability takes place starting the next Event Phase
(and subsequent Event Phases if applicable).
INSTANT
An Instant Event card has its effect (as listed on the card)
resolved immediately. Once the Event has been fully resolved, it
is placed in the discard pile (unless stated otherwise).
If the Instant Event attacks a players Home Realm, play
proceeds as with a battle with the player as the defender.
1. The player commits Units from his hand, one at a time,
to his army. The army is comprised of all the Units, called
participating units, committed to this battle. The player may
commit as many Units as he wishes or is able. If the Unit has
a When Played ability, the player may (but is not obligated to)
choose to use that ability but only the moment the card is played
and before the next Unit, if any, is played. Action abilities may
not be used, though the card may still be added to the army for
its strength.
2. The player then rolls the Attrition Die if the Event card has
Attrition Die icon, destroying one Unit for every skull on the
rolled face.
3. The player then resolves the Resolution abilities on his
armys units in any order.
4. The player then calculates the total strength of his army.
VICTORY
If the players armys strength is equal to or exceeds the
Events strength (in the lower right hand corner), the player
successfully repels the attack.
DEFEAT
If the players armys strength is less than the Events
strength, then the player subtracts his armys strength from
the Events strength. The number of damage tokens equal to
the difference is placed on the players Home Realm.
5. Any units End of Combat ability is resolved. Any wounded
Units are then destroyed. The remaining Units are placed into
the players discard pile, regardless of whether the combat was
successful.
If an Event card affects mutiple players, then it starts with the
frst player and proceeds clockwise.
II there are no more Events in the Event deck, shuIfe the
Stage 2 Event cards in the discard pile to create a new Event
deck. Stage 1 cards are not shuIfed back in and remain in the
discard pile.
After the Event is resolved, all plavers draw back up to hve
cards. A new round begins with the frst player`s turn.
WINNING AND LOSING
The player(s) win upon completion of the conditions described
in the scenario objective card.
II a player takes 20 damage to his Home Realm, he is
eliminated from the game. His Cities, Gold, and Neutral cards
are returned to the Central Play Area and may be acquired by
other players. The playerss units, Strongholds, and Rewards
are removed from play.
GLOSSARY OF TERMS
Action: Units with the Action ability may only use the ability
if played outside of combat. This ability has no effect during
combat.
Army: All the participating units a player has played in a single
combat action.
Auto-Defense Bonus: The number on a Citys card under its
Infuence value (such as '1). This strength is automatically
added to the defending players armys strength if this City is
attacked in a siege.
Battle: Combat between a player and a non-player card (City,
Stronghold, or Enemy).
Barracks: The portion of the players play area that has
unbought units specifc to his race.
City: Cards that may be conquered through a battle action to
provide the victorious player with Infuence.
Destroy: Lose possession of that card and place the card in the
pile from which it was originally bought (the Common Play
Area or the players Barracks).
Discard: Put the card face-up in the players own discard pile.
Exhaust: Turn a card sidways to show it has been used. In
the case of Cities, Strongholds, or Rewards, it means that its
resource has been used and cannot be reused until refreshed.
End of Combat: The last phase of combat. Units with the
End of Combat ability use this ability after combat has been
decided but before the wounded Units are destroyed and the
other Units are discarded.
Home Realm: The player`s race-specifc realm, placed in
Iront oI his play area. II it takes 20 damage, the player is
eliminated from the game.
Neutral Card: Cards with symbols that match the objective
card`s wax seals. They may be purchased with Infuence.
Refresh: Turn exhausted cards upright to show their resources
may be used again. Done at the beginning of a players turn.
Resolution: The stage of combat when the army strength
is calculated and the winner is decided. Cards with the
Resolution ability use this ability before the winner is
decided, starting with the attacking player.
Reward: A card that a player acquires that notes it is a Reward.
Gold or Infuence Irom a Reward card are exhausted when
used, not discarded.
Siege: Combat between two players in which one is the attacker
and the other is the defender.
Strength: Represents a cards contribution to army strength
in battle, denoted by a shield icon. If it is in the lower right
corner, it is the strength that the players army needs to meet
or exceed to acquire the card. If it is in the upper left corner,
it is the strength that the unit contributes to the players army
when played in combat.
Stronghold: Race-specifc structures that may be conquered
by the player oI that race to gain Infuence. They may not be
acquired or attacked by other players.
Unit: A card bought from the players Barracks or a Neutral
Card that may be used in the players army. There are four
types oI Barracks units (valued at 1, 2, 3, and 4 Gold), and
they are race-specifc; only that player may use them.
When Played: Units with this ability use this ability only when
they are frst played in combat (as the card is played). Using
this ability is always optional.
Wound: Exhaust a Unit card as the target of the ability. That
unit still contributes strength to the players army but then is
destroyed at the end of combat. A unit may only be wounded
once in any given combat.
PLAYING ROUND SUMMARY
PLAYER TURN
1. Active player refreshes all cards (Cities, Strongholds, Rewards)
2. Player performs Actions (in any order and any number of times):
Spend Gold to buy Units, Strongholds, or Special Cards
Spend Inuence to buy Gold or Neutral Cards
Play a Units Action Ability
Combat Action against another player (City or Home Realm) or a
non-player card (City, Stronghold, or Enemy)
3. Player discards all remaining cards in his hand or spends one
Inuence per card to keep in hand.
4. All players draw back up to fve cards. II necessary, reshuIfe the
discard deck.
5. The next player takes his turn (proceeding clockwise) until all players
have had a turn.
EVENT PHASE
First player draws and resolves Event card.
Enemy cards are placed next to the objective and may be attacked by
players on their turns. They may be claimed if the player wins combat
only if listed as a Reward.
Instant cards resolve immediately. If it attacks the players Home
Realm, proceed to battle with the player as the defender.
II an Event aIIects multiple players, start with frst player and proceed
clockwise. If the Event reads, Start of the Event Phase, it begins the
next Event Phase. Discard the Event unless it states otherwise.
II the Event deck is empty, shuIfe the Stage 2 cards to Iorm a new deck.
Once the Event Phase is over, all players draw back up to fve cards.
Then proceed to the frst player`s turn.
COMBAT REFERENCE
BATTLE PLAYER VS. NONPLAYER CARD
1. Player declares target (if attacking): non-player City, Stronghold, or Enemy.
2. Player commits Units one at a time and optionally resolves any When Played
ability when the card is played.
3. Player rolls Attrition Die (if indicated on Event) and destroys one card per skull.
4. Player resolves any Resolution ability on Units.
5. Player calculates his armys strength and compares it to the opposing cards
strength.
If equal or greater, player wins (acquires card or defends against attack)
If lower, player loses (does not acquire card or, if defending, must take the
difference as damage to Home Realm)
6. Any End of Combat abilities are resolved. Wounded Units are destroyed. The
rest are discarded.
SIEGE PLAYER VS. PLAYER
1. The attacking player declares target (City or Home Realm, not Stronghold).
2. Each player (starting with attacker) alternates and commits Units one at a time
and optionally resolves any When Played ability when the cad is played. Each
player announces his armys total strength each time a Unit is played. Playing
Units continues until both players pass; once a player passes, he may not play any
more cards.
3 The attacking player resolves any Resolution ability on his Units. The defending
player then does the same.
4. The attacking player calculates his armys strength and compares it to the
defending players armys strength (including a Citys auto-defense bonus).
If the attacking players total is higher, the attacking player wins (acquires
the City refreshed or, if attacking the Home Realm, applies the difference in
damage to the defenders Home Realm).
If the defending players total is equal or higher, the attack is repelled (no
further actions taken).
5. Any End of Combat abilities are resolved. Wounded Units are destroyed. The
rest are discarded.

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