Master Rulebook - Level 99 Games
Transcription
Master Rulebook - Level 99 Games
Thanks for purchasing the Level 99 Games Minigame Library! This six-game set contains a game for almost any occasion and group. I hope that these games will bring you, your friends, and your family many hours of fun! D. Brad Talton Jr. Level 99 Games, Designer Game Designer !! D. Brad Talton Jr. Lead Artist ! Fábio Fontes ! Grimoire Shuffle Room Artist ! ! ! ! Devin Night Infinity Dungeon Assisting Writers Matt May-Day! ! Ben May-Day Playtesters Chengmin Yang, Lynda Yang, Jessey Wright, Mandy Tong, Joe Tenney, David Talton Sr., Jayson Stevens, Josh Richardson, Maxim Penzin, John Parmalee, Ben May-Day, Matt May-Day, Matthew Locklin, Nathan Lewis, Chase LeJeune, Jake Larntz, Benjamin Klein, John Kirk, Bo King, Akira Kimura, Katie Larntz Johnson, Christopher James, Renée Hill, Guillermo Hernandez, Chad Hantak, Edward Goodhue, John Gonzales, Matthew Fournier, Joe Dwyer, Cecile Deveau, Erin Deveau, Patrick DeMoss, Violet DeMoss, Travis Dejong, Wendy Dai, Nam Chuong, John Celino, Kevin Brusky, Brennan, Chanda Begin, Jacob Baer Tutorial Videos If the rules in this rulebook leave you feeling confused, have no fear. Each tuckbox contains a QR-code (the thing with the black and white squares) that can be scanned with any smartphone to bring up a tutorial video. In the tutorial, we’ll teach you how Proof Readers to set up and play each of the different ZwodahS, Joseph Zebrowski, Nate games in the collection–in fact, you Yourchuck, Scott Yost, Thomas C. may decide to skip the rulebook Woodruff, Andrew Wilson, Jonathan altogether and just watch the videos to Wilson, Sue & John Wilson, Tyler Willis, learn how to play! Connor Wilkinson, Todd Warapius, ChihYou can also access any of these Hao Tseng, Dustin Tran, Mandy Tong, videos on your phone or computer via Daniel H. Spain, Keith Setliff, René Schep, the Level 99 Games website: Stephen Saluga, Kevin Roust, Joseph www.lvl99games.com (look for Romero, Augusto Emerson Rodrigues, Minigame Library on the sidebar!) Jacob Randolph, Charles "Tweek" Patterson, Steven Li, Joseph Le May, Joseph Lee, Mads Ohm Larsen, Brook Kuhn, Josh Jackson, Glenn "Mebibyte" Hollingsworth, James Hall, Jerry "Recruit" Gundry, Ken Grazier, Bryan Graham, Mickaël Garcin, Kevin Crocilla, Lorenzo Batallones 2 Page 4 Page 10 Page 17 4 or 6 Players 45~60m Medium Weight Cooperative, Puzzle Light Fantasy 2-4 Players 15~30m Light Weight Head to Head, Deduction Film Noir 2 Players 30~60m Heavy Weight Head to Head, Battlefield Tactics Classic Video Game Page 26 Page 30 Page 37 3-8 Players 40~60m Light Weight Cooperative, Storytelling Absurd Comedy 6-11 Players 30~60m Heavy Weight Secret Teams, Coordination Epic Fantasy 3-6 Players 20~40m Light Weight Competitive, Racing Comic Villainy 3 Players: 4 or 6 Play Time: 45~60m Weight: Medium Genre: Light Fantasy Game Type: Puzzle / Maze It’s time for chores again for the apprentices of the Imperial Magical Library. Race to archive your books first, but watch out for the spells your opponents have up their sleeves! Grimoire Shuffle is a team-based relay race for 4 or 6 players divided into two teams. Your characters are apprentice librarians in the Imperial Magical Library who are fetching books from the various circulation desks and sending them to the head librarians. Each book that you retrieve contains a new spell that the head librarian can use to provide an advantage to you and your teammates. Your goal is to get your apprentice to the opposite side of the library and collect trophy books. Collect a set number of trophies to win! Those who do get the day off, while the slower team has to stay inside and sort the index cards. MATERIALS A 20-card Library Deck. These cards are double-sided to look like rooms of the library. 24 Grimoire Cards 4 Special Room Cards (Cold Room, Burned Room, Swamp Room, and Overgrown Room) 6 Player Badges 2 Leader Badges (Red team & Blue team) 6 player pawns or standups SETTING UP Determine who will be on which of the two teams. Seat yourselves at the 4 table so that teammates alternate seating. (See illustration below) Leave the four special rooms off to the side for now. Shuffle the remaining library deck, then create a 3-by-5 game board by laying out cards (make the board 4-by-5 if there are 6 players instead of 4). Place each player pawn at one of the short ends of the board (the one with fewer cards), such that each team has its own edge. Shuffle the Grimoire Cards to form a deck. Now you are ready to play! recently visited a library. Then randomly select one of the two players seated next to that player to have the BADGES Blue Leader badge. These players will There are two kinds of ‘badges’ in be their respective teams’ leaders the game. These are purely during the first turn of the game. informational cards that have reminder Deal Grimoire cards to each team’s text on them. Player badges show leader. In a 4-player game, they get 3 which players own which pawns and cards. If there are 6 players, give them which direction they are currently 4 cards. Players should orient their heading. Leader badges show which player badges to show which way they players are currently their teams’ are currently headed in the library. leaders. Grimoire CARDS FIRST TURN Give the Red Leader Badge to the player on the red team who most Each Grimoire Card describes a series of steps that the player will execute on their turn. For example, the Earth Grimoire Card allows the player to flip a room, move up to 3 spaces, flip another room, and move 2 more spaces. A player who possesses 5 this Grimoire Card must execute all of these steps in this order on his turn. ROUNDS A round takes place in two phases. In the first phase (Distribution), the team leader will distribute his Grimoire Cards. After this, each player will take one turn, going clockwise around the table and finally ending with the leftmost team leader. 1 - DISTRIBUTION Each team leader picks up the stack of Grimoire Cards that he or she has been dealt, and then selects one Grimoire Card to give to each of his teammates. After this, he selects one Grimoire Card to give to the opposing team leader. Place these Grimoire Cards face-down on top of the recipients’ player badges. The remaining Grimoire Card he places face-down on top of his own leader badge. There should be exactly one Grimoire Card face-down on each badge at the end of Distribution. Example: Red (the Blue Team Leader, fancy that) places the Earth Grimoire Card on his teammate’s player badge, and Crystal on the opposing leader’s player badge. The one remaining Grimoire in his hand is placed face-down on his own leader badge. The opposing leader places the Fire Grimoire Card on Red’s player badge. 2 - TURNS The two leader badges will always be held by adjacent-seated players. The player to the left of the leftmost leader takes the first turn, and turns pass to the left (clockwise). On a player’s turn, he reveals the Grimoire Card he has received and executes all of the instructions on the card in order. Once he has completed these steps, he puts the card facedown underneath his team’s leader badge. If a player ends his turn at the far end of the board, he places his current Grimoire Card to the side of the table as a trophy. He then takes the top two cards of the Grimoire Deck and chooses one to keep and one to place on the bottom of the deck. The new Grimoire Card goes beneath his team’s leader badge as normal. He then changes the orientation of his player card to show that he is now heading back the other direction. 6 2 3 1 4 6 5 Given the starting positions above, this diagram shows how the leader badges move around the table each round. The right-hand leader is always the one to pass his leader badge, and he ‘leapfrogs’ over the player to his left when passing. Except for the very first right-hand leader, a player will hold his team’s leader badge for 2 rounds before passing it. when the room was first placed. If you need to place a Special Room that is Once all players have finished already in the library, pick up that executing the instructions on their Special Room first (leaving Grimoire Cards, the round ends. apprentices in the same spaces in the Discard the Grimoire Card placed on room underneath) and place it as the leader badge to the bottom of the instructed. deck, and draw a new Grimoire to Move any number of spaces in a replace it. straight line - Move the apprentice Grimoire ACTIONS At this point, each leader badge any number of spaces. All of these should have the same number of Move up to X spaces - Each movements must be in the same Grimoires on it that it did at the movement must bring the apprentice direction. Players must stop at a wall beginning of the round. to an adjacent, unoccupied space, and when moving like this. The right-hand leader passes his the apprentice must not pass through Rotate a Room - Rotate the leader badge and all cards on it to the a wall. You can always choose to selected room 180 degrees. Any next teammate to the left move less than the Grimoire instructs, apprentices in the room move with the (“leapfrogging” the opposing team including a movement of zero spaces. room. leader). If the game has not ended at See the next page for some examples Move through a wall - The this point, a new round begins. of movement. movement must be through a wall–you Place a Special Room - A Special cannot choose normal movement GAME END Room goes on top of any existing The game proceeds until one team room. A Grimoire that places a Special instead. Ignoring Walls - You can move as possesses a number of Trophy Room may have some effect on though there were no walls. Normal Grimoires equal to the number of apprentices already in the room. movement is still allowed. players (so 4 in a 4-player game and 6 Otherwise, do nothing to the Flip a Room - Move all in a 6-player game). Not every player apprentices already in the room–they apprentices off of the room, then pick needs to collect a trophy to win–it is will continue to stand where they did up and flip over the room card. Rotate possible for one player to collect END OF ROUND multiple trophies, as score is kept across the entire team. If both teams complete this goal in the same round, a sudden elimination begins. The next team to collect a Grimoire Card during sudden elimination immediately wins the game. 7 it as you wish, then replace it into the library. You may place all apprentices that were on that room back into the room in any arrangement you wish. Teleport a player - Teleportation ignores all walls and obstacles, but you cannot teleport into a blocked space (such as the Overgrown Room or another player’s pawn). Switch places with another player - Pick up both apprentices and place each one down in the space the other previously occupied. Rows - Spaces that do not carry an apprentice closer to or further from his destination are considered to be part of the same row. (Imagine facing your destination. Stepping sideways left or right keeps you in the same row) If a Grimoire Card contradicts these rules, follow the instructions on the Grimoire instead of the rulebook. is connected to all spaces on that edge. A player moving an apprentice can move that apprentice onto or off of an adjacent far edge, provided that edge is not blocked by walls (unless you can move through walls by a Grimoire effect, in which case you could move off any far edge of the board). LEADERS (Optional) Once you’ve played the basic game a few times, you might be ready for an even deeper puzzle-solving competition. Leaders add the depth of multiple Grimoire interactions to Grimoire Shuffle. Your head librarians have made a bet over which team of apprentices is the quickest. In order to hedge that bet, they utilize some spells of their own in order to turn the odds in their favor. BOARD EDGES As more experienced casters, the Each far edge of the board (the Leaders are able to cast the more edges with fewer cards, where players powerful spells in each Grimoire that start out) acts like one large space that will affect the entire library. 8 Each Grimoire Card has a LEADER effect in the bottom right corner of the card. If you are playing with LEADER effects, these will be activated between Distribution and Turns. After Distribution is complete, both team leaders flip over the Grimoire Cards that were placed face-down on their Leader Badges and read the LEADER effects out loud. Those effects are active for the rest of the round. Grimoire Cards on Leader Badges do not ever make use of the normal Grimoire effects printed on their Grimoire Cards (the ones apprentices use). OPTIONAL EFFECTS A Grimoire or Leader effect is only optional if it contains the word ‘may’. When a Grimoire effect allows you to move ‘up to’ a number of spaces, you can choose to move zero spaces, if you wish. MOVEMENT The red arrows show legal moves for Red. A move can be used to move a Red cannot move up, because a bookcase player pawn one space. Some is blocking this move. Grimoire Cards let you move yourself, while others specify any player, any ally, or any opponent. Pawns cannot move diagonally, and they normally cannot move through bookcases (some Grimoire Cards break this rule). Other player pawns cannot be moved over or moved through! With Red can move onto the board from careful positioning, you can block your any open edge. opponents. With poor planning, you might block your allies! Be careful where you end your turn. If you are off the board (such as at the beginning of the game or after picking up a new Grimoire) you can enter from any open space on the edge of the board. Red’s path forward is blocked by purple You can move off the far edges of and blue, so he can’t move forward the board (that is, into each team’s further than the arrows show. starting area), but not off the left and right sides, which act like walls. 9 TIPS & TRICKS You won’t need every rotation, flip, or wall move that you get to reach the other side of the library. If you have extras left over, try to see how you can aid your allies or hinder your opponents with these extra actions. Q&A Q: Can I ask for a specific book from my team leader? A: No, you should not name specific books or make suggestions to the team leader while he selects. Q: Can I ask my teammates for advice on my turn or give advice on their turns? A: It is best to avoid discussing specific move sequences with teammates during the game. Q: Can I take back a flip or rotation? A: No. You can’t take back a flip or rotation once you’ve moved the cards around. MATERIALS Players: 2 or 3-4 Play Time: 15~30m Weight: Light - Medium Genre: Film Noir Game Type: Deduction A sinister storm has swept into town, bringing with it a string of gruesome murders. Will you have the wits to capture the villain before he strikes again? NOIR contains 4 separate games, each based upon the same simple ruleset. Players possess secret identities and move about secretly within a pool of 25 suspects. Three of these games require 2 players, while one game allows 3 or 4 players to join the action. BOARD SETUP 25-card Suspect Deck, each card In all four games, board setup is with one ‘live’ and one ‘deceased’ side. the same. Arrange the 25 card 25-card Evidence Deck, each card Suspect Deck into a 5-by-5 grid on the with one ‘innocent side’ and a back table. Shuffle the Evidence Deck. that is the same on all cards. 4 reference cards explaining the powers of the different roles. Live / Deceased Board arranged and ready for play. Putting the characters in alphabetical order is optional, but does make finding your identity at the start much easier. Innocent / Secret 10 Game #1 Killer vs. Inspector Players: 2 Time: 15 minutes or less Difficulty: Light FIRST TURN - KILLER On the first turn, the Killer must make a Kill action. To do this, he chooses one of the suspect cards on the board adjacent (either on the sides or the diagonals) to his secret identity, and turns that card face-down, to its deceased side. PLAYER SETUP The two players alternate turns, each taking one action. The first turn for each player is a little different than the rest, but afterwards, all turns are the same. The Killer always goes first. The Inspector must now select one of the 4 cards from his hand to be his secret identity. He sets that card facedown in front of him. He loses if this person is killed. The others he keeps in hand as ‘evidence cards’. LATER TURNS – KILLER Randomly decide who will be the Killer, and who will be the Inspector. The Killer draws one card from the Evidence Deck face-down. This is his secret identity. He loses if this person is arrested. The Inspector draws 4 cards. GAME STRUCTURE FIRST TURN – INSPECTOR On each turn, the Killer must choose one of the following 3 actions and perform it. - Shift a row or column - Kill an adjacent suspect - Disguise himself (or attempt to) LATER TURNS – INSPECTOR On each turn, the Inspector must choose one of the following 3 actions and perform it. - Shift a row or column Geneva is the Killer, so she can ‘reach’ to kill any of the 8 suspects around her. - Arrest an adjacent suspect or If she were the inspector, she would be able yourself to ‘reach’ and arrest any of these same - Exonerate a suspect from the suspects, including herself. deck 11 SHIFT ACTION Both players have the ability to shift. To do so, select any row or column on the board You do not have to be in it or near the chosen row or column. Move all cards in the column vertically up or down, or move all cards in the row left or right. This will cause one card to ‘fall off’ the edge of the board. Place the card that falls off onto the new empty space on the other side. NOTE: You cannot use your shift to ‘undo’ the previous player’s shift. For example, if a player shifts a row right, the next move cannot be to shift that same row left. KILL ACTION The Killer can kill a suspect just like he did on the first turn. He just picks a suspect who is adjacent to his character on the board, and turns that suspect to its deceased side. Since the Inspector is now one of the suspects, if the Inspector is killed, he reveals his identity and the killer wins! Otherwise, play continues. ARREST ACTION Example of shifting a column down. The suspect who ‘falls off’ goes into the new empty slot. The Inspector can arrest a suspect whom he is adjacent to on the board. He may even arrest himself to throw off suspicion. He simply points at the suspect and asks the killer “Are you [name]?” If the killer is the named suspect, the Inspector wins! Otherwise, play continues. 12 DISGUISE ACTION The Killer can disguise himself to throw the Inspector off his trail. To do this, he draws a card from the top of the Evidence Deck, and then secretly checks to see if that character is still live on the board. If it is still alive, he discards his current identity and turns that card to its deceased side, then places the card he drew face-down in front of him. It is his new secret identity. If the suspect is deceased, he simply discards the card face up, and retains his old identity. His turn is over either way. EXONERATE ACTION The Inspector draws one card from the Evidence Deck into his evidence hand. He must then discard a card from his hand face-up beside the board (if the discarded suspect is still live, it is easier to place the innocent card over top of their suspect card on the board). After Exonerating, the Inspector’s turn is over, and he should have 3 cards in his evidence hand. OTHER RULES If the Evidence Deck is exhausted, the Disguise and Exonerate actions are no longer available. If an entire row or column of suspects are deceased, that row or column is removed, and the board shrinks. If 16 characters are deceased at any time, the game ends and the Killer wins. If an entire row or column is deceased, they are removed from the board, and the board shrinks Game #2 Hitman vs. Sleuth Players: 2 Time: 20 minutes or less Difficulty: Medium The Sleuth draws 4 cards to form his police hand. He chooses one of these right away to be his secret identity, and places it down in front of him. GAME GOAL The Hitman wins if all of the targets in the hit list have been eliminated, or BOARD SETUP if all the Sleuths chasing him are In all four games, board setup is eliminated. The Sleuth wins if he the same. Arrange the 25 card arrests the Hitman. Suspect Deck into a 5-by-5 grid on the Starting with the Hitman, both table. Shuffle the Evidence Deck. players take alternating turns making a single action each. PLAYER SETUP Randomly decide who will be the Hitman, and who will be the Sleuth. The Hitman puts 4 cards facedown from the Evidence Deck in a row to form a hit list, then draws one card from the Evidence Deck, looks at it, and keeps it face-down to be his secret identity. He loses if this person is arrested. He turns up the first card in the hit list. 13 SHIFT ACTION – BOTH PLAYERS Shifting works just like in the Killer vs. Inspector game, and both players are able to shift rows and columns. KILL – HITMAN The Hitman selects an adjacent suspect and turns that suspect facedown. If it is the current face-up suspect in the hit list, the Hitman turns up the next face-down card in the hit list. If that target is already deceased, he continues revealing targets until he reveals one that is still alive. If the Hitman kills a suspect in the Sleuth’s hand, the Sleuth must discard that card face-up. It is not replaced in his hand. If the Hitman kills the Sleuth, the Sleuth immediately places a card from his hand down as a new secret identity. If he has no cards in hand to place down, he loses. If all targets in the hit list are deceased, the Hitman wins. Otherwise, the failed identity change is discarded face-up. ARREST – SLEUTH Game #3 Spy Tag The Sleuth may name a suspect Players: 3 or 4 adjacent to his secret identity and ask Time: 30 minutes or less if that player is the Hitman. If correct, Difficulty: Medium the Sleuth wins the game. If the Sleuth is wrong, the Hitman returns one of the BOARD SETUP face-down cards in the hit list to the In all four games, board setup is bottom of the Evidence Deck. This the same. Arrange the 25 card may cause the Hitman to win. Suspect Deck into a 5-by-5 grid on the table. Shuffle the Evidence Deck. CANVAS – SLEUTH The Sleuth draws a card from the Evidence Deck, then chooses and EVADE – HITMAN discards a card from his police hand. The Hitman’s evade works much The Hitman must answer ‘yes’ or ‘no’ like the Killer’s disguise in the Killer vs. whether he is adjacent to the card the Inspector game. There must be at Sleuth has discarded. least two cards in the deck for an Canvasing can still be done if the evade to be attempted. The Hitman Evidence Deck is empty, but the attempts to disguise just like the Killer sleuth’s hand will not be replenished. would, by eliminating his old identity and choosing a new one. If the evade is successful, the top card of the deck is added face-down to the hit list. 14 PLAYER SETUP All players are Spies. Give each a face-down secret identity from the Evidence Deck and randomly determine who will go first. GAME GOAL The goal of the game is to collect trophies. Each successful capture of an opposing spy earns a trophy. In the 3-player game, 4 trophies are needed to win. In the 4-player game, 3 trophies are needed to win. SHIFT Players can canvas their own identities Shifting works just like in the Killer if they wish. vs. Inspector game, and all players are able to shift rows and columns. CAPTURE A Spy selects one of the suspects adjacent to him. If any other player is that suspect, turn that suspect over to the deceased side and the capturing spy claims his innocent card as a trophy. If a player has now claimed enough trophies to win the game, he wins! Otherwise, the player who was captured immediately draws a new identity card, and play continues. Players: 2 Time: 45 minutes or less Difficulty: Hard BOARD SETUP ... Yes! Yes! ... CANVAS A Spy selects one of the suspects adjacent to him. All players adjacent to the selected target as well as any player whose identity is the canvased target must raise their hands or otherwise indicate that they are adjacent. Naturally, this will always include the canvasing spy himself. Game #4 Master Thief vs. Chief of Police Example Canvas Action: Ryan, Ophelia, Irma, and Vladimir are playing Spy Tag. Ryan canvases Marion. Irma and Ryan now raise their hands (or answer yes). Ophelia and Vladimir do nothing. 15 In all four games, board setup is the same. Arrange the 25 card Suspect Deck into a 5-by-5 grid on the table. Shuffle the Evidence Deck. As an additional step, place a treasure token of some kind (a penny, glass bead, or the like) on each suspect. Optionally, you can flip suspects to their deceased side to mark that they have been robbed, but this is confusing for some players, as robbed suspects are still considered ‘alive’ in this game. PLAYER SETUP Randomly decide who is the Master Thief and who is the Chief of Police. The Master Thief draws 2 secret identities from the Evidence Deck into her hand and 1 secret identity she looks at and places facedown in front of her to be her active identity. The Chief of Police draws 1 face-down identity for himself, and 2 more face-up identities for his uniformed officers. GAME GOAL The Master Thief wins if she can steal all 25 treasures on the board. The Chief of Police wins if he can capture the Master Thief “red-handed.” SHIFT – BOTH PLAYERS Shifting works just like in the Killer vs. Inspector game, and both players are able to shift rows and columns. DISGUISE – MASTER THIEF The Master Thief can disguise by picking up her current secret identity and shuffling it together with her hand. She then picks one of the identities in her hand and places it face-down in front of her to be her active secret identity. she is arrested and loses. It does not matter if the Master Thief has one of these identities in her hand–she is only arrested if she is currently using that identity! STEAL – MASTER THIEF DEPUTIZE – CHIEF OF POLICE The Master Thief can steal a treasure from from her secret identity or any suspect adjacent to her secret identity. Remove the treasure token from that suspect and add it to your stash. If she has all 25 treasure tokens, the Master Thief wins! (That is, every suspect on the board, including your own secret identities, the Chief of Police, and the uniformed officers, has been robbed) The Chief of Police can draw a new card from the Evidence Deck to add to his uniformed officers. He must then discard one of his uniformed officers (he can also discard the one he just deputized, if he wishes). When the Chief of Police takes this action, the Master Thief immediately claims any one treasure she wants on the board, regardless of where she currently stands. This does not take up her turn. ARREST – CHIEF OF POLICE The Chief of Police can make an arrest attempt against any suspect adjacent to his secret identity or the identities of his uniformed officers. He does not need to declare which officer is making the arrest. If the arrested suspect is the current identity of the Master Thief, 16 OTHER NOTES If you wish, this game can be played as a set of two games, where each player plays Master Thief once, and then the players compare the number of treasures stolen to determine the winner. A single game consists of 3 or 5 matches. A match consists of any number of rounds, and each round is broken down into three waves. First, let’s take a look at the cards. Each card has 3 different ways it can be used: An Order is played from your hand as a one-time effect. Orders are powerful, but they go away after resolving, so saving them or using them at the right moment is critical. Players: 2 The order is the fourth box (purple) on Play Time: 30~60m a hero’s card. Weight: Heavy A Hero is played during combat Genre: Classic Video Game Hero Strength using the recruit action. Heroes have Game Type: Battlefield Tactics different abilities based on where they Hero Life The Pixel Wars have begun! Vanguard Power stand in relation to their leader. Choose your leader and take to the Flank Power Vanguard Heroes are those in Rear Power field of battle, deploying heroes and front of the leader. These often have Order Power using careful planning and strategy to defensive or offensive abilities. They Leader Power are able to use their Vanguard Powers seize victory from your opponent! Leader Strength (the first/red power). Pixel Tactics is a Head-to-Head Leader Life tactical battle for two players. Each Flank Heroes are those on either player will create a battle team called a side of the leader. These usually offer unit, which consists of a leader and up improvements to their allies or tactical to eight heroes, and these two units abilities. They are able to use their will meet on the field of battle. Flank Powers (the second/green power). MATERIALS A Leader is played at the Rear Heroes are those behind the Two 25-card decks leader. These usually give support Some damage counters (it is good beginning of the match, and provides its bonuses passively to the entire unit. abilities or have ranged attacks. They to have both ones and fives) Leaders are always in the flank wave are able to use their Rear Powers (the One Current Wave Marker of the unit. third/blue power). 17 FLNK HERO FLNK HERO Objective The game ends when one or both leaders are defeated (that is, they have taken damage equal to or greater than their leader life totals). Your goal is to defeat your opponent’s leader before he can do the same to you. Game Flow Vang Hero Vang Hero Vang Hero If both players reveal the same leader, put both of those leaders on the bottom of their decks and each player draws one card. Pick new leaders and reveal again. rear Hero COPYCAT! rear Hero To start a match of Pixel Tactics, each player shuffles his or her deck together and draws a hand of 5 cards. He turns these upside down so that their leader sides are visible, and selects one to be the leader for his unit. Both players select their leaders secretly, then reveal them at once. The leader now forms the core of the unit, standing in the center of eight slots which may eventually hold heroes. To the left, you can see two units ready to do battle. The leader always stands at the center of the unit. REar Hero match SETUP vang HERO vang HERO vang HERO FLNK HERO REar Hero FLNK HERO rear Hero 18 Rear HERO The game takes place in rounds, and each round consists of three waves for each player. Randomly determine which player will take the first wave. This begins that player’s Vanguard Wave. During a wave, the first player takes two actions, and then the second player takes two actions. Place the Current Wave Marker beside the first player’s Vanguard row. Once both players have completed two actions, the game moves onto the Flank Wave. Once both players complete two actions during a Flank Wave, they move on to the Rear Wave. Move the Current Wave Marker appropriately whenever the first player begins a wave. When the Rear Wave is complete, the round ends, and first player changes sides. Then a new round begins with a new Vanguard Wave, and so on, until one leader or the other falls. Pass the Current Wave Marker to the new first player, who sets it beside his Vanguard row. The game comes with a ‘current wave’ marker that you can use to keep tabs on which wave is currently acting. Waves During a wave, you typically have two actions that you can take. These can be chosen from among any of the following actions: Action: Draw a Card You just draw a card from your deck. If your deck is empty, this action is no longer available. There are no hand limits. Action: Recruit a Hero You may play a hero down into an empty slot in the current wave (for example, during the vanguard wave, you can only recruit to empty spaces in your vanguard). Action: Attack with a Hero / Leader clear the corpse. Simply move the corpse into your discard pile. Since heroes can only be played into empty spaces in the unit, you will need to clear corpses eventually in longer battles. You can clear corpses in any wave, regardless of the currently active wave. You may use a hero in the current wave (or the leader, if this is the flank wave) to make an attack. Attacking is Action: Restructure discussed in more detail later. A hero You may move a hero from recruited during this wave may not declare an attack of any kind. A single anywhere in your unit into any empty hero or leader can only attack once unit position (regardless of current wave). That hero cannot attack during per wave. this wave. Note that leaders cannot be Action: Play an Order moved. You may play a card from your Attacking hand for its order (purple) effect. Read When you select the attack action, the order’s text aloud and perform all the actions instructed on the card. The you will choose a hero in your current wave to make the attack, as well as a card then goes to your discard pile. target in the opposing unit. Action: Clear a Corpse There are three main kinds of When heroes fall in battle, they attacks: leave corpses behind in the unit. Melee Attacks These might be revived later on, but if A melee attack must target the you have no plans to revive a hero (or if you fear your opponent may revive it foremost opposing hero or leader in any column (see the examples on the and use it against you) then you can 19 next page). A melee attack does damage to the target equal to the attacker’s power. All heroes and leaders are capable of making melee attacks. A melee attack cannot be used if a friendly hero or leader is standing in front of the attacking card. A hero or leader is considered to be ‘in melee’ if it is capable of making and rear Vang flnk flnk Vang Vang flnk rear Round 1 Ceasefire No matter what, heroes and leaders cannot use attacks of any kind during the first round of play. This includes attack powers and orders that provide extra attacks. receiving melee attacks. Example: Shekhtur only has a melee attack (like most leaders), so she can attack the foremost hero in a column. In this case she could hit Seth (the opposing leader), his Illusionist, or his Overlord. She would not be able to hit the Mystic, who is protected by the vanguard-row Knight. Melee attacks can only be made by the foremost card in a column. In this example, only the cards with O’s are capable of declaring melee attacks. The others (who have X’s) aren’t positioned to perform melee attacks. The O units are considered to be ‘in melee’. 20 Ranged Attacks Ranged attacks can target any hero or leader, regardless of their position in the column. Cards with ranged attacks can fire over other allies and enemies. Only heroes with the ‘Ranged Attack’ ability are capable of making ranged attacks. Ranged attacks do damage equal to the attacker’s power, just like melee attacks. Reactions Some effects take note of ‘when a hero attacks this unit/hero’. Attack InterceptING RANGED Powers are not considered to be A few heroes have the ability ‘attacking a unit’ or ‘attacking a hero’. ‘Intercept’, which means that enemy Some effects trigger ‘when you ranged attacks cannot pass over them. play an order’. These effects don’t kick This makes them especially useful for in until the order has completely protecting your rear and flank heroes, resolved. as well as your leader. Passive Powers Attack Powers flnk Vang Vang Some heroes (especially rear heroes) have special powers that occur instead of attacking. For example, a hero may say ‘Attack: the opponent discards a card’. These are optional alternate attacks that can be used in place of a melee or ranged attack. They still count as attacks, so you can’t use them more than Example: The Gunner has a ranged once in a wave, and the same hero attack, so he can fire over heroes and cannot use both their attack power and leaders. In this case, he could hit the Witch (rear right side) by shooting over a melee/ranged attack. Attack powers do not do damage, unless they Seth’s Scientist, or hit the Overlord by shooting over Seth himself. Seth’s Knight specifically say otherwise. has the ‘Intercept’ ability, and thus even the Gunner cannot shoot over it. 21 Other than Attack Powers (those that say ‘Attack: ...’), all hero powers are constantly active, and work as soon as they become relevant. Casualties When a hero or leader is hit with an attack, place damage counters on it to show how much damage it has taken. At the end of each wave, casualties are checked. Any hero with damage equal to or exceeding its life is considered defeated. A hero with lethal damage (damage equal to or beyond its life total) can continue to fight, act, and be healed throughout a wave. Only at the end of a wave are casualties determined. When a hero is defeated, all damage is removed from it, and it is flipped face-down, becoming a corpse. Corpses cannot attack, they do not block melee attacks, and new heroes cannot be played on top of them. Only by clearing a corpse can you play a new hero into its position. Some effects can revive corpses, and one leader can even use them to attack, so it’s not always necessary to clear every hero that falls. Sometimes it’s advantageous to keep them around. Rout cards to the side in a face-down stack to create a trophy. They will not be reshuffled back into the deck during future matches of this game. Ties If both leaders fall during the same wave, the army with the most remaining heroes is declared victorious. In the event of a tie here, the match is a tie. A tie counts as a win for both players, and each player claims his own leader as a trophy. A tie cannot be used to win the game. For example, if a player already possesses two trophies in a best-of-5 game, his third trophy cannot be claimed in a tie, even if his opponent can still claim a trophy from the tie. If a leader has damage exceeding its life total at the end of a wave, the entire unit is in rout (a disorderly retreat), and the match ends. The player who still has a standing leader The Next match is considered the winner of the match. A typical game plays best of three The player whose leader remains or five trophies–whichever number the standing claims the defeated leader players have agreed upon. The first and his own leader and sets these two player to claim two trophies in a best 22 of three game, or to claim three trophies in a best of five game, is declared the winner of the game. If no player has won the game after claiming trophies, proceed to the next match. From here on out, both players’ decks will be one card smaller. In addition, for each trophy your opponent possesses, you draw one additional card at the start of the game, before selecting leaders. This slight card advantage will give you more control over your leader selection, and give you a head start on army building. The player who won the previous match is always the first player at the start of the next match. Tips and Tricks While it’s usually a good idea to set up interceptors to protect your leader, you don’t always need to roll out an entire army on the first round. If you take time to draw a few times instead, you can form a much more cohesive and structured unit with the synergy to crush a band of hastily cobbledtogether shock troops. Each card has a particular theme to it. The Summoner is very good at finding cards in your deck, while the Trapper can disrupt your opponent, and the Healer will revive allies. You can supercharge these powers by appointing the card as a leader, but keep in mind that win or lose, the leader’s card will be gone for the rest of the game. Don’t waste someone in match one that you’ll miss for the remaining matches! It’s almost always better to go second during a round, since you can respond to your opponent’s attacks and plays. Save up healing orders for those rounds when you can use them most effectively and keep alive heroes which might otherwise die. If you’re going first during a round, you can utilize instant-kill orders and attack powers like the Assassin or Dragon Mage to make sure your opponent doesn’t retaliate against you. These orders and attack powers don’t wait for the end of a wave to cause casualties. High power leaders can be lethal in melee, but opening them up to make melee attacks is often as much of a liability as a boon. Gauge your opponent’s unit strength and see what you have to gain before letting your leader join as a dedicated fighter. Other Terms Forerunner - The hero directly in front of this hero. Supporter - The hero directly behind this hero. Attack Power - A special effect that is triggered with an ‘Attack’ Action Attack Strength - The damage dealt by the hero’s attack. Questions & Answers Can a hero or leader have more damage than its life rating? Yes. The extra damage stays on the hero or leader until it is converted to a corpse. Adding a large amount of extra damage can help to prevent 23 heroes from being healed and surviving an onslaught. Can revived heroes attack immediately? No. A hero must be alive at the start of the wave in order to make attacks. This includes heroes who were revived by orders or effects. Can heroes recruited by special effects (like the Summoner or Overlord) attack immediately? No. They cannot receive attack actions during this wave. Some powers force a hero to make a ranged attack (such as the Mascot). What if these heroes don’t have Ranged Attack? When an effect instructs a hero to make a ranged attack, they can do so even if they don’t have the Ranged Attack ability. Can I use an Attack Power instead of a Ranged Attack or Melee Attack when an effect instructs me to make a Ranged or Melee attack? No. You must make the kind of attack specified by the effect. interfere with the one attack action per Are all effects mandatory? wave limit. Similarly, using a free Yes. For example, if you choose to attack does not prevent the hero from play an order that says revive a corpse Can a hero recruited or revived and you have no corpses, you have to this wave make use of free attacks receiving an attack action later in the wave. pick one of your opponent’s corpses. (like the Berserker Order)? The only time you should not perform Yes. These heroes cannot receive My leader grants me free an effect is when it is impossible to do attack actions, but they are still able to actions. Can I still use free actions perform an attack if a secondary after my normal actions are spent? so. In this case, ignore the effect and continue play as normal. source (such as an order or the Yes, you can use free actions at Mascots’s attack power) instructs them any time you wish. Your wave is not to. over until you declare it is over. If a hero in my unit has already performed an attack action, can he still make an action via an order effect (such as Berserker)? Yes. Attacks granted by orders, special effects, and leaders do not Can I use the Illusionist’s Rear power to activate an Attack Power? Yes, this is perfectly fine. I have a hero that can transfer damage to itself (Vampire, Knight), when can I use this ability? Can I transfer more damage than the hero’s current life? You can transfer the damage any time you like, and you can transfer as much damage as you want, even beyond the life total of the hero receiving the damage. 24 An effect says ‘any hero’. Does this count opponents’ heroes too? Yes. Any hero means any hero in either unit. All heroes means all heroes in both units. Can I use an effect that targets Heroes to target a Leader? No. Leaders are not heroes. Effects that specify heroes only work What happens if my leader is Borneo/Juto and I use my Illusionist Order to steal my opponent’s What is ‘Lethal Damage’? Mascot Order to activate my Lethal damage is damage equal to Borneo/Juto Order, which says to or beyond the hero/leader's life total. If activate itself? a hero has 5 life, and takes 6 damage, A portal to the Minus World opens the first 4 damage are nonlethal, and and swallows the game up. Also, your the last two damage are lethal. Any leader’s order will have no effect in this source that deals damage is capable case. of causing lethal damage. on heroes, and effects that specify leaders only work on leaders. If two heroes/leaders have effects that would activate at the same time, which one takes precedence? If both of the cards are controlled by the same player, that player may choose what order to activate them in. If the cards are owned by two different players, the First Player activates all his effects in whatever order he wishes, then the Second Player activates all his effects in whatever order he wishes. Pixel Tactics is part of the World of Indines–a collection of games featuring recurring characters in a vibrant fantasy world. Many of the characters in Pixel Tactics appear in BattleCON: War of Indines, and will appear again in future games within this series. Visit www.lvl99games.com for more information on the World of Indines and its characters. 25 Promotional Cards If you acquire promotional cards for Pixel Tactics, you should perform an extra step before each game. Shuffle all of the Promotional Cards together, and create a deck outside of the game. Each of you should draw one of these as part of your starting hand. As a Draw action, you can discard 1 card from your hand to draw from the Promotional Card deck instead of your own deck. Introductions Players: 3-8 Play Time: 30~60m Weight: Lightweight Genre: Absurd Comedy Game Type: Storytelling Infinity Dungeon seems to attract the strangest and most hapless adventurers in the world to its depths. Will you have the uncanny wit to overcome its many dangers? Infinity Dungeon is a storytelling card game for 3 to 8 players. The players are individuals who have wound up trapped in the famous Infinity Dungeon, either by happenstance, audacity, stupidity, or any combination thereof. You can mix together any number of Infinity Dungeon sets to build your character and room decks. We Starting with anyone and moving recommend using at least two different left, each player introduces his sets (and two different sets are character. This may be as simple as included in the minigame library). reading the text on the character card, or may be a fully improvised introduction they invent themselves. 20 character cards (10 per set) 80 room cards per set (40 per set) 1 voting card per player (4 in a set) 1 Active Player card 1 Active GM card Materials Setup Deal each player 2 character cards. Each player chooses one of these cards and places it in front of him, then puts the rest back onto the bottom of the character deck. Randomly determine which player will be the first Active GM, and then give the Active Player card to the player on his right. Give the other players 1 voting card each. 26 Once everyone is introduced, it’s time to head into the dungeon. Dungeon Rooms The game takes place in a series of rooms. Players decide how many rooms their dungeon will consist of– usually one room per player (or two per player for groups or 5 or less) makes a respectable dungeon. Deal 5 cards from the top of the deck, and arrange them so that the items on the bottoms of the cards are visible, and the top card is fully visible. The Active GM reads aloud the dungeon room card and the items that are below it. If the players have any questions (What’s on the map? What kind of stone is the statue made of? Is there a roof overhead?) then the GM can answer these questions. Only questions about observable phenomena are allowed. For example: “Can I get the attention of the gnomes?”, “If I jump down will I survive?”, and “What happens if we just wait?” are not allowed, because they can’t be discovered by simply looking around. If you want to know the answers to these questions, you have to try them. The Plan Now it is up to the Active Player to come up with a plan that will get himself and his allies (including the Active GM) out of the current room and into the next room. He takes a few seconds to discuss the plan with everyone at the table, and then makes his final proposal. Once the proposal is made, each player (starting to the Active Player’s left and moving left) may either vote to agree with the plan or challenge the plan. Agreeing 27 If you agree with the plan, turn your voting card to the agree side. This provides a number of points to the overall plan’s strength. Challenging If you think the plan is simply not awesome enough, you can challenge. When you challenge, you must then announce a condition that will get you to accept the plan. “I want to see you jump over a shark.”, “I want to know how you’re going to involve George Washington in this.” or “I think this would be a great plan if something exploded at some point.” would all be valid challenges. The only restriction is that a challenge must have a clearly defined condition. Outside of that, it may be as ridiculous as you wish. The Active Player has about 30 seconds to think about the challenge and decide whether he wants to accept it. If he does, he must add the challenge into the original plan somehow. The element requested as part of the challenge must be made integral to the revised plan, not simply tacked on at the end. If the Active Player presents a revised plan, the Challenging player turns his voting card to the challenge cleared edge and counts as extra points for the strength of the plan. If the Active Player declines to accept the challenge or cannot come up with a suitable plan, the challenger leaves his challenge card turned 90 degrees on its side, to show that the Challenge was not cleared. Attempting the Plan each accepted challenge. Once you know the plan’s strength, draw a card from the top of the Dungeon Deck and reveal it to all players. Look at the treasure-box number in the bottom right of the card. If this number is equal to or lower than the plan’s strength, the plan is a success! If it is above the plan’s strength, the plan is a failure. Success The Active GM narrates how the plan succeeds (often, this is as simple as just saying “and it works perfectly like you said”). The Active GM passes his role to the right, and the Active Player passes his role card to the left (skipping the Active GM if necessary). A new room is revealed, and play continues. After all players have voted (including the Active GM, but not the Active Player himself), then it’s time to resolve the plan and see what happens. Using the chart on the Active GM Card, determine what the plan’s In the case of failure, the Active strength is by adding the base number, GM narrates how the plan went plus the agreement value for each wrong–perhaps something unexpected agreement and the challenge value for happened, or some critical detail was Failure 28 overlooked. Regardless, the failed plan ends with the grisly and/or comical demise of the Active Player. The Active Player badge passes to the left, while the Active GM badge remains in place. The player whose plan failed discards his character card, then draws 2 more characters. He chooses one to be his new character, then enters the room and joins the party as a new persona. Game End You can play as many rooms as you wish, but we recommend 2 per player in a 3-5 player game, and 1 per player in a 6-8 player game. After the requisite number of rooms are cleared, the party emerges from Infinity Dungeon victorious. Everyone wins, but the player who had the most fun wins more than everyone else does. normal reality. Keep these in mind as you explore: The only way to bypass a lock is with the relevant key. Locks cannot be picked, destroyed, or otherwise bypassed except with the matching key or a duplicate of that key. Leaving a room and re-entering ‘resets’ the room. If another party member’s actions cause the room to become unsolvable or destroy some of the objects in the room, you can exit and re-enter to return everything to its previous state. Starred Items in rooms are decided by the GM. For example, if a card says ‘A Celebrity*’, then it is up to the GM to decide which celebrity is in the room. Starred Items on Character Cards are minions under the control Infinity Dungeon uses a few special of that Character. These minions can be used by the Character when conventions that are different from Other Info 29 making plans, but also need to be escorted safely from room to room. The Active Player may involve another player’s minions in his plan, with permission. Players: 6-11 Play Time: 30~60m Weight: Heavy Genre: Epic Fantasy Game Type: Secret Teams Crests and Seals look the same on the front. Seal Cards have Seal Break backs, while Crest cards have a Reference. Overview There are two kinds of players, Masters and Wielders. Masters are The ancient Blades of Legend batteries who supply Wielders with seek a new Master, but only one can power, while Wielders fight one claim them! Lead your allies and another and hopefully do the bidding become the true Master of the Blades! of the Masters that empower them. The Master is surrounded by Seals, Materials two of which are vulnerable, and the 26 Blades Cards rest of which belong to his Wielders. A 13 Crest Cards (with a Wielder team wants to protect its Master’s reference on the back) Seals, and destroy its Wielders’ Seals. 12 Seal Cards (with a Seal Break Wielders accumulate power, which on the back) they place onto Seals during the 2 Master / Duel Reference Cards game. If a Seal has 7 power on it, it 1 Collector / Setup Reference Card shatters. What happensnext depends Power Tokens (it is ideal to have on whether a Master or a Wielder both ones and fives) owns the Crest linked to that Seal. 30 Blades have a Normal (Blue-colored) and Liberated (Peach-colored) side. They begin with their normal side up. When a Master’s Seal is destroyed, the Master becomes endangered. When both of the Master’s Seals are destroyed, that Master’s team loses. When a Wielder’s Seal is destroyed, the Wielder tied to that Seal becomes liberated. Liberated Wielders are much more capable than normal, and receive a huge surge of power when their Seals are destroyed. If all of a team’s Wielders become Liberated, that team wins the game. There are two ways to win: destroy the Seals of all Wielders on your own team, or destroy the two Seals of the Master on the opposing team. Wielder Setup: Normal Weapon (unreadied), face-down crest, 3 power tokens. Master Setup: 2 face-down crests (one from each array), 1 power token per player (half this much for second Master). Supply of Power Weapon Stack (Unlimited) Master Seal Array Play starts with the Wielder to the left of the Master with more power. Initial Game Setup (8-player game shown) 31 Setup 1. Choose two players to act as the Masters. 2. The rest of the players sit so that there are an equal number of players between each Master (if your game has an odd number of players, see the Collector rules). 3. Choose a number of Seals equal to the number of players plus 2, and grab all of the corresponding Crest cards. Extra Seal and Crest cards will not be used. 4. Deal an equal number of Seals face-up to each Master. Arrange these in front of the Master so all are clearly visible. 5. Divide the Crests into piles, matching the face-up arrays, then shuffle each pile separately. 6. Give each Master one of the Crests from his opponent’s pile, face-down, and one of the Crests from his own pile, face-down. These Crests that the Masters hold mark vulnerable Seals. The Seal from his own array that a Master holds is one of his own vulnerable Crests, and the Seal he holds from his opponent’s array is one of that opponent’s vulnerable Crests. 7. Shuffle the rest of the Crests together and deal one face-down to each Wielder. The Crests are kept secret. If a Wielder’s Seal is in front of a particular Master, it means that he is allied with that Master. Destroying this seal will liberate him and give him additional power. A Wielder will know from his Crest which team he is a part of, but no one else, including his own Master, will know this information. 8. Shuffle the Blades together and deal one to each Wielder face-up (the blue/normal side showing). Set the rest aside in a Weapon Stack in the center of the table. The top card of the Weapon Stack is visible to all players. 9. One Master takes 1 power token for each player in the game, and the other Master takes half this many tokens. Give each Wielder 3 power. Play begins to the left of the Master with more power, and moves clockwise. 10. Starting with this player and moving left, each Wielder reads his Unready Ready Blade’s power aloud, so it is known what capabilities he has. All blades Master Turns Master turns are simple. A Master begin unreadied (turned 90 must get rid of all power tokens he degrees on their side). holds by giving them away to Turns Wielders, dividing them up however he Turns move clockwise around the wishes. Once he no longer has any table until one team or the other wins power, the Master gains 1 power for the game. each player in the game. Between this distribution of power Ready / Unready and influencing duels, Masters have Weapon powers and Strikes can no direct capability, and must rely on only be used when your weapon is their Wielders to do their bidding. Readied. Weapons begin the game Don’t be afraid to tell your Wielders unreadied, but can be readied by what you expect them to do in various actions (Channel, Draw, and exchange for the power you offer! Duel). Turn a weapon 90 degrees on its side to show that it is unready, or Wielder Turns straight up to show that it is ready. On a Wielder’s turn, that Wielder must first gain 1 power from the supply, placing it into his pool, then take 1 power from the supply, and 32 place it onto any Seal other than his own. After doing this, he chooses one of five actions to commit: Channel - Place 1 power from your reserves onto any Seal that you wish. You can repeat this as many times as you like, choosing a different Seal each time. You cannot channel onto your own Seal! After channeling, ready your weapon. Draw - Take 1 power from up to three different Seals. After drawing, ready your weapon. Duel - Choose another player and initiate a duel with that player (explained in more detail next). Wield - If your weapon is ready, Use your weapon’s ability by paying its power cost (the number in the top left circle) to the supply, then unready it. Strike - If your weapon is ready and you have 3 or more power, pick any Seal other than your own, and declare that you are initiating a strike on that Seal. Pay 3 power to the supply. Starting with you and moving clockwise, every player may choose to place 1 power from his pool onto the Seal you chose, or to pass (this includes Masters as well). After the Strike, unready your weapon. ? Duels Wielders can issue duels to other Wielders. When a duel is issued, the attacker, the defender, and both Masters secretly bid any amount of power from their pools. These players put the amount of power they wish to bid in closed fists. Then the Master who is next in the turn order declares which side he is supporting. The opposite Master automatically supports the other side. All power is pooled together, and the winning side is the one with the largest pool. All power bid by the losing side is lost and returned to the supply. The Ties In a tie, the duel ends in a draw. Everyone reclaims their bid power, and both wielders ready their weapons. 33 ? ? ? The two Wielders in the duel, as well as the two Masters, each make a secret bid of power. The Master whose turn is coming up next will decide who he supports, and the other Master automatically supports the other side. x3 x0 x3 x5 power of the winning side is combined and then divided in half (if the amount is odd, put 1 power back into the supply to make an even split). Give half of the power to the losing Master, and half to the losing Wielder. The losing Wielder unreadies his weapon. The winning Wielder readies his weapon. The winning Master must now choose a spoil to give to the winning Wielder from those below: without paying its cost. He unreadies takes all power from the Seal card into his weapon after doing this, as normal. his own pool, and then flips the Seal face-down to show that it is broken. Liberate When his turn begins, he now gains When a Wielder’s Seal has 7 additional power equal to half the power on it, it is destroyed. He must players in the game, rounded up (so in reveal his Crest to all players. a 10 player game, for example, he He takes all the power from the would gain 15 power instead of the destroyed Seal into his own pool, then normal 10). flips the destroyed Seal face-down, to show that it is broken. He also flips his Etiquette weapon card over to its liberated side. You can say anything–feel free to Spoils The new Liberated power replaces his announce your crest, or to lie. It is fine After a duel, the winning Master normal power, and he is unable to flip to claim anything you wish, but you grants one of these bonuses to the it back. are not allowed to show a crest to winning wielder. A liberated Wielder’s weapon another player except by a game Spy - The winning Wielder may immediately readies when his Seal effect. This means that you can freely look at the losing Wielder’s Crest. breaks. Also, his weapon readies at announce ‘I am Yellow’, but it is Strike - The winning Wielder must the end of each turn, regardless of forbidden to actually show off the choose a Crest other than his own and which action he takes (so he can Yellow Crest Card. initiate a strike. He does not have to Strike or Wield every turn, unless he Whispering to other players or pay the 3 power normally required to loses a duel). passing notes is forbidden. Anything begin the strike. He unreadies his you say or any information you Endanger weapon after doing this, as normal. exchange must be done publicly. When a Master’s Seal has 7 power Wield - The winning Wielder may on it, then that Seal is destroyed and immediately use his weapon’s power the Master becomes endangered. He 34 Other Notes The supply of power is considered to be an infinite supply. If you run out, bring in more tokens to represent the additional power in larger amounts. Whenever blades are destroyed or removed from play for any reason, they go onto the bottom of the Weapon Stack, with their normal side face-up. Collector Variant for Odd-sized Groups In a game with an odd number of players, one player will be the Collector. Playing as the Collector is complex, but adds a fun new dynamic to the game. It is recommended you do not introduce the Collector unless every player is familiar with the basic game. their turns, round down, as though there were no Collector. Reveal the Collector Crest The Collector can reveal his Crest at any time. When he does, his weapon immediately becomes liberated, and he gains 7 power from the supply. The Collector is a unified MasterWielder team all in one individual. Each turn, the Collector gains a new Changes when playing weapon. The Collector’s weapons act with the Collector like Wielders under his control–they Shuffle the Collector Crest into the can each follow a strike, they can Crests after you deal each Master his participate in duels individually, and two Crests (step 7 in setup). The they each receive a turn. Left Wielder who receives this Crest is unchecked, the Collector can become secretly the Collector. Until he chooses unstoppable. to reveal the Collector Crest, he acts The Collector and all of his as a Wielder, taking normal Wielder weapons share a single power pool. turns, and receiving power from The Collector’s power cannot be Masters. stolen or discarded by weapons like When counting the number of Arcturus and Nephilim. players for the purpose of determining how much power Masters receive on 35 Collector Victory The Collector wins when more than half of the other Wielders in the game are liberated. If liberating a Wielder would cause both the Collector and a Master-Wielder team to win, the Collector wins instead. (For the Collector to win a [7, 9, 11] player game, then [3, 4, 5] Wielders other than the Collector must be liberated). It is possible for the Collector to win without revealing his Crest. Revealing early means you will be able to accumulate more weapons. 3. The Collector gains power equal to the number of players, then ends his turn. Unlike a Master, the Collector does not need to distribute power, and can hoard as much as he wishes. Collector Loses a Duel When the Collector loses a duel, all power from the winning side is given to him (he does not divide it with the Master who supported him) the weapon he owned that participated in the duel is destroyed and placed on Dueling the Collector the bottom of the Weapon Stack. If the When dueling the Collector after last of the Collector’s weapons is his Crest is revealed, things work a destroyed, the Master who won that little differently than normal. Each of the Collector’s weapons is duel immediately wins the game, along considered a different Wielder, so you with the rest of his team. must choose an individual weapon that you wish to duel with when declaring the duel. The Collector contributes his Collector Turn own power in a duel as a Wielder, and On the Collector’s Turn, he takes both Masters and the opposing the following steps: Wielder bid as normal. 1. The Collector takes the top card After all bids are made, the from the Weapon Stack and adds Collector decides which Master it to his Collection. It is liberated as supports which side. it comes into play. 2. Each of his weapons takes a Collector Wins a Duel Wielder turn, following all the When the Collector wins a duel, he normal steps for a Wielder turn. decides his own spoils. The Collector’s weapons cannot duel with one another. 36 Materials 6 Player starting cards 1 Trophy card 47 Space cards 6 Villain pawns or standups dangerous traps that will put you in significant peril. Overview Players: 3-6 Play Time: 20~40m Weight: Light Genre: Comic Villainy Game Type: Memory / Race Master Plan is a real-space game. This means that you can play cards in any orientation or position on the table that you wish, but the position and orientation of these cards will matter. Players are able to move between “Fabulous Traps! Deadly Prizes! cards if their distances are within one Ladies and Gentlemen, Supervillains short card edge of each other. To from across the globe have gathered measure a short card edge, take any here tonight to compete for the Billion card and hold its shorter edge Dollar Prize! Let’s see which of our between the two spaces you wish to lucky contestants has the ultimate cross. If the spaces are closer than the Master Plan!” short length of the card, then a move is legal. Otherwise, it cannot be made. Master Plan is an obstacle course Spaces are placed onto the board gameshow starring supervillains, each face-down. When a space is moved competing for a fully furnished secret onto, it flips face-up and its effects underground lair and one million occur. Some spaces contain prizes dollars one billion dollars! that will help you get a jump on the competition. Other spaces contain 37 Cards flip over when contestants move onto them. Will you win one of Master Plan’s deadly prizes, or will it be a fabulous trap? Objective Each player’s goal is to be the first one to reach the trophy, wherever it is placed. The first player to move onto the trophy is immediately declared the winner. Setup Pick an edge of the table to be the contestant starting area, and arrange all of the contestant starting spaces in a random order along this edge of the table, so that there is one long card Starting space cards have a character’s picture and power on them (or Pro Tips, if you’re playing without powers). They can’t be destroyed. We recommend not using villain powers for your first game of Master Plan. After you’ve learned the basic rules, you may decide to distribute villains randomly for fairness, or let each player choose, starting with the youngest player. Taking Turns (M.A.D.) length between each. Place the trophy about 2 feet away from the contestant starting area (place each about 2 card widths apart from the others). Shuffle the Space cards and deal 4 of them to each player in the game. Put each player pawn on the corresponding starting space. Villain Powers What are super villains without super powers? Villain Powers are an optional rule that you can play with. Each villain has one side featuring a power, and one side without. If you want to play with powers, flip each villain so that the side with the powers is showing. OK! You can jump between two cards if any point on one card is within reach of any point on another card. Use one of the cards in your hand to measure the distance. Starting with the player whose starting card is rightmost and moving left, players take turns. Each turn sequence follows three card you want to move to. Return the steps: Move, Add, and Draw. You must card to your hand after measuring perform the steps in order, but you can distance with it. choose to skip any step you want. If the destination card is facedown, flip it over, then move your Move villain pawn onto it. Then read aloud Note: During the first complete the effect of the card you just flipped round of the game, players do not over. receive moves. Only on a player’s If the destination card is already second turn and after can he make face-up, you may make one moves. additional free move. You only get To move, simply place the card in your hand (there will always be at least one free move per turn, and you one) face-down so that its short edge cannot use a free move to reach the Trophy. Face-up cards have no bridges the gap between the card effect when you move onto them. where your villain is standing and the 38 Add Falling Take a card from your hand and place it face-down anywhere on the table. When placing a card, there are 3 rules to keep in mind: #1. Cards cannot overlap any other cards. #2. If you are planning for one card to be reachable from another card, place the cards within 1 inch of each other. This is just good etiquette. #3. You can never measure distances while placing cards. If you misjudge a distance and place your card too far to jump to, tough luck. See rule #2. You can continue adding cards from your hand as many times as you like, until you decide to stop or until you run out of cards. Sometimes spaces will get destroyed. If your villain pawn is on a space when this happens, he will fall into the abyss below. A destroyed space is discarded into the discard pile. When a player falls, he discards his hand and draws 4 new cards, then moves immediately to his starting space. A player who falls on his own turn ends his turn immediately–he cannot add cards or draw again. Sudden Death Shuffle the discard pile to form a new deck whenever a player needs to draw and cannot. As soon as the Space Deck runs out for the first time, Sudden Death Draw begins. A player who falls when Draw one card to signal the end of Sudden Death is instituted does not your turn and the beginning of the next return to the board, does not draw player’s turn. There is no limit to the more cards, and is eliminated. If all number of cards you can hold at a other players in the game are time. eliminated, the last remaining player 39 wins (if all remaining players are eliminated at once, there is no winner). Reshuffles after the first do not have any additional effect. If Sudden Death triggers because a player falls and is drawing cards, he is still in the game–Sudden Death does not apply until the next turn begins. If all cards are on the table, players can draw face-up spaces on the table. Etiquette Master Plan is a casual game of approximations. The game is designed to be fun and lightly competitive. As with all real-space games, things get bumped about and jostled, so there are some guidelines to help you get the most enjoyment out of the game. • Do not place cards as far as possible from one another. When placing spaces, try to place them within a half-inch to an inch of each other if you are planning to jump to them. Games of Master Plan are not won by stretching your jumps as far as possible, but by conniving, bluffing, and daring. • When picking up and replacing a card (during a flip or during a Switch effect), make sure you maintain all jumps that were possible before flipping. As long as the same connections remain in place, it’s alright if the card moves slightly in the flipping. • Absolutely no pre-measuring when setting down a card. could normally move to on his own turn. When the space flips over, he controls all aspects of its effect (this includes the effect of the Teleporter). His minion cannot ever claim the trophy. That card’s effect activates just as if she had flipped it over. This replaces her entire move. She is especially dangerous with a Laser Gun (or a Bomb, if she’s feeling particularly vengeful), so watch out! Dr. Badmahn Plutonian Poacher Dr. Badmahn is able to draw a free card if he places at least 3 cards on his turn. He can place the new card immediately if he wishes. He can only gain 1 extra card per turn from this power (so playing his 6th card won’t give him another extra). When he would draw cards, the Poacher can draw face-up, unoccupied spaces from the table. This lets him re-use powerful cards and cut off certain routes, but also lets others see what he is drawing. Mysterious M Monster Nash When he is standing on a face-up space, Nash can move onto a facedown space without flipping it over (this is optional). If he is already on a face-down space, he cannot move to The Villains another face-down space without Here is a short introduction of the flipping his destination. Face-down villains and their villain powers, with spaces can still be destroyed. Nash’s some clarifications. space cannot be affected by the Ms. Fyre Z-Mask Control Panel or the Switch. If Nash is Instead of moving on her turns, Ms. standing on a face-down Trapdoor or Z-Mask’s power allows him to send out a minion to flip over any space he Fyre can play a card from her hand. Bomb and another player triggers the At the end of each of his turns, Mysterious M is able to look at any 1 face-down card on the table. He replaces it back onto the table where it came from. He may say what the card is (or lie), but he cannot show it to any other player. 40 Thank you for being a part of the Minigames Library, and I hope you enjoy all the games that we’ve packed into it for you! It’s been a lot of fun and a lot of work to bring this collection to life, and it’s always great to hear how people are enjoying it. If you want to send me feedback or ask any questions, please use this email. I love to hear how you like the games: [email protected] If you want to see what’s new with Level 99 Games and our future projects, please check out our home page at www.lvl99games.com. We at Level 99 Games look forward to bringing you more exciting tabletop and mobile games in the future! Happy Gaming! D. Brad Talton Jr. Designer, Level 99 Games President 41 - 42 -