here - Urban Island Games

Transcription

here - Urban Island Games
Welcome to
Emergents: Genesis!
Emergents: Genesis features the superpowered faculty
and students of The Phaeton Project.
There were not always superheroes, but when Earth needed
them most, a group of these “Emergents” came together as
The Genesis Squadron to save the world from alien invasion. These Emergents’ powers had manifested across a
generation but they had kept their abilities secret out of fear
-- fear that was displaced when the world was in danger.
When their unique skills were needed, they were summoned
by military industrialist Aloysius Zeroth, and answered the
call as Helios, Moxie, Billy Stopless, and The Abyss to form
The Genesis Squadron -- the world’s first superhero team.
1
They repelled the invasion but their triumph was short lived
as Helios’ son, Phaeton, became the world’s first supervillain
and met a tragic fate at the hands of Helios and Zeroth.
Helios and his teammates retired and Aloysius Zeroth founded The Phaeton Project, an academy that would locate and
recruit new Emergents, train them in their special abilities
and give them a safe environment to become heroes. The
four original heroes became professors at the academy
leading classes in each of the four types of powers that
develop in young Emergents..
Phaeton battling the Genesis Squadron.
Emergents: Genesis is a multiplayer deck building
game where you take the role of an Emergent that
develops their powers & skills by acquiring both
Actions and Gear and by using their special abilities, all while opposing forces are also fighting to
be the last Emergent standing.
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Quick Start Rules
Game Setup
Before the game starts, each player receives:
•A starting deck of cards comprised of: nine Focus
cards and three Punch cards
•An Emergent Avatar card (Players can select one or it
can be determined randomly)
•An HP Tracker (“Health Point” Tracker)
Setting up the Game:
•Set up The Panel by separating the panel cards (Can’t
Stop; Clear Mind; Oust; Tackle) into their four respective piles in the center where it’s within reach and
visible to all players.
•Set up The Book by shuffling up all of the non-Starter,
non-Panel, non-Emergent Avatar cards. Then place The
Book in the center of the game area where it’s within
reach and visible to all players.
•Lay out The Page by taking the top six cards of The
Book and putting them face up in the center where it’s
within reach and visible to all players.
(Note: whenever a card is acquired or Erased from The Page,
replace it with the top card of The Book)
The Page
The Panel
The
Book
Figure out who goes first! (Good methods include a coin
toss, die roll or rock, paper, scissor.)
Note: The player that goes first starts with three fewer
Health Points (-3 HP).
3
Playing the Game
The game takes course over several turns and as an Emergent you’ll take actions based on the cards in your hand
and starting deck. Your deck is used to generate Skill and
Attack.
Generating Skill allows you to acquire cards from The Page
and The Panel in order to build your deck against the opposition. When you generate Attack, you’ll get to pick and
choose who you want to try to deal damage to.
Winning the Game
If at any point your Emergent’s Health Points (“HP”) would
be reduced to zero, you’re knocked out and eliminated from
the game. The game ends when there is only one Emergent
left standing and all other combatants are eliminated.
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The Cards of
Emergents: Genesis!
There are three types of cards in the game:
Emergent Avatars, Actions, and Gear.
Emergent Avatars
All Emergent Avatars have:
• Health Points (“HP”)
• Avatar Ability (or Abilities)
• Class Type
Health Points
Class Type
Each Emergent has its own ability
(or abilities) that reflects the nature of its class.
Emergent Avatars are classified
under four different classes:
Acolyte, Non-Stop, Sculptor, and
StrongHarm.
Avatar Ability
Your Avatar begins the game in
play.
Class Types
Acolyte
Manipulation, trickery, and countermeasures are
the hallmarks of the Acolyte class.
Non-Stop
Do you like drawing cards? Velocity is the key to
the game for Non-Stops.
Sculptor
Craft your way to victory. Forging powerful effects
from unwanted cards is what Sculptors do best.
StrongHarm
Wear your opponents down. Hitting hard is what
the StrongHarms do best.
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Action Cards
Action cards have:
• Skill Cost (to purchase)
• Base Text
• Class Type
Skill Cost
Some Action cards have:
• Tactic Text
• Flavor Text
Class Type
These are the cards that you play
to take your turns. When you play
an Action you put it in front of you
and resolve the effect of the first
text box, which is called the base
text.
Base Text
Tactic Text
Some Actions will also have another text box. That is an Action’s
Tactic, which you can use on another player’s turn when you
(or any other player) are attacked. Tactics can either Defend,
which prevents damage, or Counter, which not only prevents
damage, but also attacks that player back.
At the end of your turn, your Actions go to the discard pile.
You’ll draw them again soon!
Gear Cards
Gear cards have:
• Skill Cost (to purchase)
• Gear Ability
• Class Type
Skill Cost
Class Type
Gear Ability
Gear represents the equipment and
weapons that Emergents use to fight
other Emergents. Gear cards stay in
play under your control after you’ve
played them. Gear has an ability
that players may use throughout the
course of the game. Gear can be
activated and used as long as you
fulfill its cost and meet the Gear’s
criteria. Unless it says otherwise,
Gear may only be used once during
your turn.
Unlike Actions, Gear do not go to the discard pile at the end
of a player’s turn.
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Setting Up the Game
Starter Deck
Each player starts the game with a starter deck of cards
that consists of 12 cards, which is made up of nine Focus
and three Punch cards.
•Punch generates +1 Attack until the end of your turn.
•Focus generates +1 Skill until the end of your turn.
The Panel
The Panel consists of four different types of cards that players can acquire throughout the game as long as they are
in stock. Each class has its own card in The Panel, but any
Emergent (regardless of class) may acquire them on their
turn, as long as they have the available Skill to do so.
The Panel is made up of the following cards:
•14 Can’t Stop cards
•14 Clear Mind cards
•14 Oust cards
•14 Tackle cards
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The Book, the Cards, and The Page, OH MY!!!
The Book is comprised of cards - Action and Gear - that
Emergents can acquire throughout the course of the game.
Cards from The Book are placed on The Page for Emergents to acquire. At the start of the game, The Page is
made up of the top six cards of The Book.
Whenever a card is moved from The Page, the top card
of The Book is added to The Page in place of the previous
card, immediately.
The Gutter and YOU!!
During the course of a game you may be given the opportunity to Erase a card. This means that the Erased card(s)
is placed into The Gutter. If you Erase a card simply put
that card into The Gutter along with the rest of the Erased
cards. When the game begins, there are no cards in The
Gutter.
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GAME SETUP
1. Each player is given one Avatar, HP tracker, and a
starting deck comprised of 12 cards (nine Focus cards
and three Punch cards).
2. Take all of the cards in The Panel and place them into
their four respective piles: Can’t Stop, Clear Mind, Oust,
and Tackle.
3. Set aside all other non-Starter, non-Panel cards, and
non-Emergent Avatars. Shuffle up the rest of the cards
and place them in the center. This is The Book.
4. Take the top six cards of The Book and place them in
the center. These cards are The Page.
PLAYER SETUP
After you have received your Emergent Avatar, HP Tracker,
and starting deck (consisting of nine Focus cards and three
Punch cards), players can decide among themselves who
gets to go first however they want. Roll a die, youngest goes
first, whoever lost the last game, fight to the death, etc.
Note: The player that goes first starts with three fewer
Health Points (-3 HP).
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Playing the Game
Taking a Turn
•Play cards to:
• Generate Attack
• Attack opposing Emergents
• Generate Skill
• Put a Gear into play
•Acquire cards from The Page and / or The Panel
•Use Abilities
• Abilities from Gear
• Abilities from their Avatar
Playing Cards
When you play a card, place it in front of you and resolve
the effect immediately:
•If you play a card with an attack value, choose a player to
attack and resolve combat. (See Combat for details.)
•If you play a card with another effect, immediately resolve
the effect:
• Add any Skill value to your skill pool for the turn.
• Proceed to acquire Actions or Gear from The Page and/or The Panel.
Acquiring Cards
During your turn if you have generated Skill, at any point
during your turn you have the option to spend that Skill in
order to acquire cards from The Page or The Panel.
To acquire a card simply announce that you are acquiring it
and spend the Skill needed to acquire that card. After you’ve
acquired it put that card into your discard pile and continue
your turn.
Using Abilities
During your turn you may choose to use any abilities whether it’s from a Gear or your Avatar. Simply announce that
you’re using the ability and resolve the effect properly by
fulfilling its costs or criteria.
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Ending A Turn
After you have played your cards and used your abilities, you
resolve your turn by:
• Losing any remaining Skill.
(Skill does not carry over between turns.)
• Discarding the rest of your hand.
(You can’t save cards in your hand between turns.)
• Placing all cards you’ve played that turn into your discard
pile. (Unlike most things, you do keep your Gear between
turns.)
• Drawing a new hand of six cards from your deck.
If at ANY point a player has no cards in their deck (even
during a turn), that player shuffles their discard pile and
places it as their deck. That player then proceeds with their
Actions. (For instance: resolving Actions and abilities, resolving the end of their turn, etc.)
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Combat
Attacking
During your turn, you may play any number of cards in your
hand. Play your cards one at a time in order to resolve their
abilities. When you play a card from your hand, you are
using its Base text.
Base Text
If you attack another player, that player takes damage equal
to that Attack’s power.
Example: Player A plays a card that says Attack 2. Player
A chooses to attack Player B for two damage, and Player
B’s Emergent takes two damage. Player B’s Emergent’s HP
decreases by 2.
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Using A Tactic - DEFEND
If you are attacked you have the option to use a Tactic from
one of your cards. To do so, simply reveal the card from
your hand with Tactic text. After revealing the card, discard
that card from your hand into your discard pile and resolve
the Tactic.
NOTE: Using a Tactic does not count as ‘playing’ a card.
Tactic Text:
Defend
Example: Player A plays a card that says Attack 2. Player A
chooses to attack Player B for two damage. Player B has a
Tactic in his/her hand that says Defend 1. Player B reveals
that card from his/her hand to trigger the Tactic, and
chooses to Defend 1. Player B prevents one damage from
the attack, reducing the total damage he/she takes to one.
Player B discards the revealed card from his/her hand.
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Using A Tactic - COUNTER
If your Tactic says Counter X, up to X damage is prevented.
Then you attack the other player equal to X. To use a Tactic
that Counters, you reveal the Tactic then discard it. (Again,
this does not count as ‘playing’ the card.)
Tactic Text:
Counter
Example: Player A plays a card that says Attack 1, and
chooses to attack Player B for one damage. Player B has a
Tactic in his/her hand that says Counter 2. Player B may
reveal the card from his/her hand to trigger the Tactic and
Counter 2. Player B prevents two damage from the attack,
reducing the total damage that he/she would take to zero
damage. Player B then discards that card and ATTACKS
Player A for two damage. Player A then has the option to
play a Tactic in his/her hand. If he/she does not choose to
play a card with a Tactic, then he/she takes two damage.
Notes:
• Players may only use one Tactic each time they are
attacked — players cannot play multiple Tactics for a
single attack. They can, however, play multiple Tactics in
a turn if they are attacked multiple times in a turn, one
Tactic per one attack.
• A player may also use Tactic text if they are the target of
a Counter.
• Players may use a Tactic on behalf of other players.
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Spread Damage
Some Actions will have their attack values classified as
Spread X. If you play a card or activate an ability that says
Spread X, you attack each other player for X, one at a time
in clockwise order. Resolve the damage and their Tactic
effects clockwise, starting with the player to your left.
Glossary
Action: Cards that a player plays to use an effect.
Attack X: Attack a player for X damage.
Base Text: The text on an Action or Gear that is triggered
as the card is played.
Break: Target Gear is ‘destroyed’ from play to its owner’s
discard pile.
Charge: The next attack you perform this turn gains this
effect or value.
Counter X: Prevent X damage, then Attack X back at the
player who attacked you.
Defend X: Prevent X damage (note that using a card to
Defend or Counter does not count towards Flurry, since the
card wasn’t played).
Discard Pile: The pile that players put their cards after
they’ve been used for the turn. Players also place cards that
they’ve just purchased in their discard pile.
Emergent: A player’s character that they start the game
with.
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Erase: Move target card from a zone to The Gutter.
Flurry: Copy the Flurry text of this card for each different
costed card you’ve played this turn, including the card with
the Flurry text (example: if a player plays cards that costs
1, 2, 3, 4 and 5, they would trigger Flurry text five times).
(Note that using a card to Defend or Counter does not
count towards Flurry, since the card wasn’t played.)
Forge: If a card was erased this turn, as you trigger an
effect from this card, ignore all other text and only trigger
the Forge text.
Gear: A card that stays in play (in front of you) and that
does not go to the discard pile during the cleanup phase.
Gears can only be activated once during your turn unless
stated otherwise.
Hand: The cards a player has drawn from his/her deck;
players play cards from their hand.
Heal X: Regain X HP for your Avatar. Note: An Avatar cannot gain HP above their max HP.
Health Points (HP): An Avatar card’s total amount of health;
the amount of damage a player can take before that player
loses the game.
Pay: The cost of an ability that a player may activate as
many times as they wish, provided they can afford the cost.
Skill X: Gain X skill for the turn.
Spread X: Attack X each opponent (note that players both
take damage and choose whether or not they would like to
trigger Tactics text clockwise).
Starting Deck: A player’s starting deck that they buy cards
for and draw cards from.
The Book: A pile of Action and Gear cards that are placed in
The Page as you play.
The Gutter: The stack of cards that’s comprised of the
cards that were erased from the game.
The Panel: Cards that are separated from the Book at the
start of the game that any player can buy during the course
of the game. Comprised of Can’t Stop; Clear Mind; Oust;
Tackle.
The Page: The area where Actions and Gears are placed
from the Book as you play.
Tactic (Text): The secondary text on an Action or Gear that
is triggered when a card or ability is used to attack a player.
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FAQ
Q: When do I draw my opening hand?
A: As you end your turn you discard the remaining cards in your hand and
send all played actions to their discard pile. Then draw a new hand of six
cards.
Q: Where does a card go after a play it?
A: When you play a card for your turn it goes in front of you until the end
of your turn. When you end your turn, all played actions are placed in your
discard pile (but Gear remain!).
Q: What is the second box on my actions?
A: The second box contains an action ‘Tactic’. Tactics may be used on
opposing players’ turns to defend or counter their attacks.
Q: Where do cards go after I acquire them?
A: After you acquire a card, it is placed in your discard pile, unless an
effect states otherwise.
Q: When can I play a Tactic?
A: You may play a Tactic if you are attacked by another player (including on
your turn!), or as a Tactic when another player is being attacked.
Q: Can I play a Tactic for other people?
A: Yes! However, only one Tactic can be played per attack, so multiple
players can’t play a Tactic for the same attack. If there’s multiple players
that want to play a Tactic for the same attack, the player closest to the
defending player (in clockwise order, starting with the defending player) gets
to play the Tactic.
Q: What happens when I run out of cards in my deck?
A: When you run out of cards in your deck, shuffle up the cards in your
discard pile, which becomes your new deck.
Q: How many times can I activate a Gear in a turn?
A: You may only activate a Gear once per turn, unless it or another effect
states otherwise.
Q: How many times a turn can I use my Avatar’s ability?
A: Once per turn, unless it or another effect states otherwise
Q: What does Erase mean?
A: When you Erase a card it ceases to exist during the course of the
game.
Q: What is The Gutter?
A: The Gutter is where you place cards that are erased.
Q: What is Spread?
A: When an attack has Spread, that means it’s dealing damage to all opposing players as you play it.
Q: If I play a card with Charge, then another card with Spread, what happens?
A: Your Spread gains the Charge effect, which then passes on to each opponent you attack. For example, if you Charge +2 Attack, then play a card
that says Spread 2, you would Spread 4, i.e., Attack 4 each opponent.
17
Q: Regarding Professor Helios, what’s a Construct Pile?
A: Helios is a special Emergent that starts the game with a Construct Pile
- a pile of five cards that can help him win the game. The pile consists of all
five Constructs in the game - Sword of Helios (H14), Wall of Helios (H15),
Steed of Helios (H16), Gauntlet of Helios (H17), and Shield of Helios (H18).
Q: Regarding Equalize, Making the Rounds, and Feel the Burn - how many
times can I trigger their abilities? If I deal two damage to my first opponent,
and two damage to my second opponent, do I trigger the ability twice?
A: You can only trigger them once each time they are played - once you
deal two or more damage to one of your opponents, then you will get the
benefit of the card. In the above example, you would trigger the ability after
dealing two damage to your first opponent.
Additional Information
For more information about this game, please visit
www.urbanislandgames.com/emergents-genesis/
For more information about other Urban Island Games products, please visit www.urbanislandgames.com.
For more information about other Top8Magic products,
please visit www.top8magic.com.
Credits
Game Design
Anthony Conta, Kyle Gallagher, Matt Ferrando,
Miles Rodriguez
Emergents Universe
Brian David-Marshall, Matthew Wang
Graphic/Production Design
Jason Narváez
Artwork
Amanda Connor, Giancarlo Caracuzzo, Lee Moder, Tom Chu,
Jason Narváez, Steve Ellis and the Bottled Lightning Studio
Playtesters
Kanvaly Bamba, Barry Berger, Ian Berger, Raja Burrows,
Mani Cavalieri, Thomas Dixon, Josh Harris, Isabel Hayes,
Omar Hernandez, Terrance Shields, Rich Stein, Zack
Sporen, Wah Yan, and the NYC Playtest
Emergents and Emergents: Genesis and all characters are trademarks of Top8Magic, Inc.
New York, New York 10013
Emergents and Emergents: Genesis characters, illustrations, graphics, and distinctive design
on the cards: © 2015 Top8Magic, Inc. New York, New York 10013
The distinctive game design and rules © 2015 Urban Island Games, LLC New York, NY,
10040
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Oscar R. Flores
Øyvind Holmås Hardeland
P Carss
PapaLorax
PariahsHome
Patrick Pender
Patrick Smith
Patrick Timmons
Paul Davis
Paul M Yellovich
Pete Hines
Peter A. Johnson
Peter Lougee
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Peter Natale
Peter Wright
petey
Phil Ryskamp
Philip Yam
Piggy Bank Games
pygamer
Quesa Dwyer
Quinn Griffin
Rachel L. Potter
Rahul Patel
Randi Brown
Randy Buehler
Raphael Schwartz
Rashad “2Soups“ Miller
Raymond Chung
Red John
Reece Perry
Rendeazy
Rich Stein
Richard Fein
Richard Hensman
Richard Mulholland
Richard White
Rida Wong
Rob Dennis
Rob Kavaler
Rob Kremer
Rob Kunzweiler
Robbie Mitchell
Robert Ahlers
Robert dS
Robert Groves
Robert Hupf
Rodney Love
Rory Dibeler
Ross Lennon
Royce Bohnert
Rune Guldbaek
Ryan Charlton
Ryan P. Marsh
Ryan Young
Sam Kountz
Sam Nouri
Sam Warman
Samantha Raber
Samuel “Salty“ Alaimo
Samuel “TheJiveGoblin“
Samuel M. Khamis
Scott “Aldie“ Alden
Scott Goodrich
Scott Pease
Scott R Fitterer
Scott Reding
Kickstarter Backers (cont'd)
Seamus Campbell
Sean “Ariamaki“ Riedinger
Sean Gibbons
Sean Pi
Sean Tierney
Sebastian and Daniel
Fisch
Shane Snoke
Shawn Foust
Shawn Kornhauser
Shawn McEndree
SixFootTurkey
SJM
Slade“Chops“Oran
Smartierpantss
Snowcone
Son of Agni (Jonny
Perigo)
SPH
Stace Scoles
Stephen Chiu
Stephen Marshall
Stephen Perigo
Stephen Rowley
Stephen Shea
Steve Horton
Steve Lord
Steven Indzeoski
Steven O'Mahoney-Schwartz
Steven Sadin
stevepraz
Suzanne aka Book Girl!
Sweet Pea Stinnett
t0dblankenship
Team BRODANOSA
The Beermans
The Mighty Quinn
The Tralins Family
TheBigS
TheBorg
Thomas Coish
Thomas Dixon
Thomas Lightcap
Tim Aubel
Tim Jordan
Tim Lloyd
Tim Willoughby
Timdogg
Timothy J Simpson
Timothy J. Watkins
Todd Gretencord
Tom Amegadzie
Tom Corbett
Tom Martell
Tommi Virtanen
Tony Eng
Tracey Steele
Travis Frakes
Tristan Angeles
Trystan Eal
Tyler
Tyler York
Vernondo
Vincent Johnson
Voltaire Abaya
Vrajesh Shah
W. Reed
wade harrison III
Warren Smith
Will McDade
Will Price
William Allman
William Bowden
William Lindell
William R Carey III
Willis Dell
Woody
Wyatt Hodges
Xavier Jackson
Xavier Robledo II
Yannis Guerra
Your friend
Yuki & Kairi Izumi
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Zach B.
Zach Gaskins
Zach Rivers
Zachary Cole
Zack Lampert
Zaryn Castillo
Zedruu the Greathearted
Zeilend Powell
Zvi Mowshowitz
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