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Consolidated Rules (Basic + RoW + MoS)

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Ausonia Consolidated Rules

(Basic + Remnants of War + Masters of Shadow)


(Print 2 pages per sheet, double-sided)

Set Up
House Leaders and Starter Decks
Shuffle the House Leader Cards and hand out two Leader Cards to each player.
Each player chooses one of their two Leader Cards to keep, and put the rest back in the
box.
The chosen House Leaders should be put face-up in a visible position in front of the player,
so they are visible to everyone. House Leader abilities can be activated once per turn.
Each Player receives a Starter Deck that includes 12 cards. Replace the 3 basic Favour
Cards with the 3 House Leaders’ Favour Cards.
Each Starter Deck can be identified by the text on the bottom of the cards; I, II, III, and IV.
Randomly determine wo will receive Starter Deck I – they will start the round.
Shuffle your Starter Deck and put it face down in front of you to serve as the Draw Pile.
Throughout the game you will place your played and discarded cards face up into you
Discard Pile.

Missions and Artefacts


Shuffle the Mission Cards and draw 5 of them, placing them in the Play Area.
From the 5 Guilds that are in play, randomly put 1 Artefact on every Mission Card face up.
As soon as a player achieves the Mission Card’s goal on their turn, they can take the
relevant Artefact as if they purchased it (putting it face down into the Play Area).
This Mission cannot be fulfilled again and the Artefact Card is not replaced with another one.
If an Artefact Card is played, it must be put into the Play Area face up and will stay there until
the 3rd ability is activated and it is removed from play.
All Guilds have 5 powerful magical Artefacts which have 3 abilities that can be activated
once every turn:
1st ability has no cost and can be used at any time during the player’s turn
2nd is a conditional ability requiring the player to use a card belonging to the same
Guild as the artefact
3rd and strongest ability requires the player to sacrifice the Artefact (remove from
play). If this ability is used, neither of the other two abilities may be used in the same
turn.
Artefacts do not have a cost and can only be obtained by completing the associated Mission.
Influence Points
Each Player starts with 10 Influence Points, and the game is played
until someone reaches 60 Influence Points. When this happens, the
round continues and the Player with the most Influence Points at the
end of that round wins the game.
Influence Points cannot go below zero.

Power Deck
Create a Power Deck by shuffling the Power Cards and placing them face up in a stack. The
visible top card is available to be purchased during the game.

Favour Deck
Create a Favour Deck by selecting the Favour Cards from 5 of the available 8 Guilds
(Engineers, Guards, Soldiers, Magicians, Merchants, Nobles Underworld, Zealots), shuffling
the Favour Cards, and placing them in a face down stack.
The remaining 30 Favour Cards (from the 3 Guilds not chosen for your game) should be
returned to the box.
Draw the top 4 Favour Cards and place them in a face up row.
These cards form the Offer Row and can be purchased during the game. When a card is
purchased (or leaves the Offer Row for any reason), replace it immediately so there are
always 4 cards in the favour Row.

Event Cards
After setting out the Offer Row, randomly select 10 Event Cards and shuffle them into the
Favour Deck.
If a player draws an Event Card instead of a Favour Card, that card’s effect is immediately
activated for all players.
If the Event label has a dark brown background, that card will be active
for the whole game.
If the Event label has no background, it is removed from play after activation.
After resolving the Event Card, refill the Offer Row with Favour Cards.

Ambition Deck
Every player draws 2 cards from the previously shuffled Ambition Deck.
Ambitions are secret, so the players can only see their own Ambition Cards.
A player must fulfill at least one of the requirements of their own Ambition Cards in order to
win the game.
When the last round is over, each player reveals their Ambition Cards, and the player who
collected the most Influence Points and fulfilled an ambition requirement becomes the
winner.
The requirement must be met taking into account all the cards in the player’s possession,
except the ones in the Raise Area.

Starting Hand
At the start of the game each player draws 6 cards from their Draw Pile to form their Hand.

Gameplay and Phases


Each Player’s turn consists of two phases:

1. Action Phase
During the Action Phase, the active Player can play cards, purchase cards, activate abilities,
and construct sources.
These actions can be performed in any order.
Played cards are placed faced up on the table, which forms the Play Area.
Two types of cards can be played:
Gem Cards
These cards provide the Players with gemstones as resources.
The game uses 3 types of gemstones: sapphire, emerald, and
bloodshard.

Rainbow-coloured gemstones are wild and can be used as any other colour.
By spending gemstones, Players can pay for the abilities on Favour Cards or purchase new
cards from the Offer Row or Power Deck.
If a Gem Card offers multiple resources, the Player can split them and spend them on
different actions.
Purchase cards are immediately put face down in the Play Area and cannot be used in the
same round in which they are purchased. Do not get rid of your spent Gem Cards. They will
be put into your Discard Pile during the End Turn Phase.

Favour Cards
The Gem Card resources can also be used for more than purchasing new cards.
Many Favour Cards require resources in order to use their abilities.
Gem resources spent on purchases cannot be used to activate abilities and vice versa.
Also, if the ability has a Wild gem as a cost, any unused played gem can be used
to pay the cost.
You can use the active abilities of played Favour Cards at any time during the Action Phase
of your turn as long as you have the resources to activate them. Each ability can only be
used once per turn.
If the ability of a card does not include a resource as a cost, but instead has a red
background, that ability has a condition instead of a cost.
You used gems of this type and amount
You used a keyword of this type
You activated an ability on a card belonging to this Guild

If the condition ability with the red background is met during the turn (even if the card is still
in hand) the ability is automatically unlocked and you can activate it at any time during your
Action Phase.
If a condition is met more than once the ability can still only be activated once.
Also, a card cannot fulfill its own condition.

Purchasing
You can purchase cards from the Offer Row or from the Power Deck by paying the resource
cost found in the upper left corner of the card. You must pay the full cost by placing Gem
Cards that match the cost. Costs that show gems can be paid with any coloured gems.

Constructing Sources
You can create Sources in your turn only. Check all face down cards in the Raise Area. You
can use all star-marked Gem Cards to construct a Source by building it on top of a
foundation.
The foundation can be any other card in the Raise Area (including any other Gem
Cards) that does not yet serve as part of a Source.
Place the star-marked Gem Card face up on the foundation card. In
the Action Phase, every Source counts as a Gem Card in your Play
Area.
Sources can be used in the same turn they are constructed.
Cards in the Raise Area are not discarded at the end of the turn; they
stay in the Play Area.
When you play a Gem or Favour Card, you are not obligated to use it fully or immediately.
You place it in your Play Area, where it does not count as held or discarded. You can use
abilities or resources on the card at any point until the end of your turn.
You can even use one ability from a card, perform other actions, and then use another ability
from the same card.
It is recommended to turn fully used cards to their side so that they are not accidentally
reused in the same turn.
Cards can be played and purchase at the player’s discretion. Then then player passes and
starts the End Turn Phase.

2. End Turn Phase


Put all the cards from the Play Area in to your Discard Pile
You can put any number of cards from your Hand into your Discard Pile or keep them for the
next turn
Draw cards from your Draw Pile until you have 6 cards in your Hand
The round continues clockwise to the next player

All paid (active and condition) ability actions must be completely finished before you are
allowed to use another action.
If your Draw Pile runs out of cards and you must draw, discard, or check cards from your
Discard Pile, immediately shuffle your Discard Pile and place it face down to create another
Draw Pile.
At the end of their turn each Player refills their hand back up to 6 cards. Players can have
more than 6 cards at any time during the game, or due to certain effects they can start the
turn with less than 6 cards.

Winning the Game


If a player reaches 60 Influence Points at any point in the game, the game ends at the end of
that round.
From that point the Corruption keyword is counted as Influence, so you can increase your
own Influence with it, not decrease those of others. This rule already applies in the turn of
the player reaching the 60 Influence Points.
The player with the most Influence Points wins. In case of a tie, the player earlier in the turn
order for the round wins.
Keywords
Corruption x – The Player chooses an opponent who loses x number of Influence Points.
Defence – The player puts a Defence Token in front of them. If an opponent targets the
player with a Corruption, Discard or Infiltration ability, you may choose to discard a Defence
Token and negate that ability’s effect (though the ability still counts as used for other
purposes).
At the start of each player’s turn, any Defence Tokens unused since their previous turn must
be discarded.
Discard x – The player chooses an opponent, who must discard x number of cards, of their
own choice, from their Hand.
Draw x – The player draws x number of cards from their Draw Pile.
Exile x – the player chooses x number of cards from the Offer Row and during their current
turn may choose to activate their Exiled cards’ abilities as if played from their Hand, by
paying their ability costs. At the end of the player’s turn the Exile cards are removed from the
game.
Foresight x – The player can draw x number of cards from their Draw Pile and decides for
each card to put it into their Discard Pile or back on top of their Draw Pile in any order they
choose.
Infiltration x – the player chooses an opponent who must put x number of Infiltration Cards
into their Discard Pile.
Influence x – The Player gets x number of Influence Points. These are collected to win the
game.
Manipulation x – The player can choose x number of cards from their Discard Pile and put
them on top of their Draw Pile in any order they choose.
Raise x – The player can draw x number of cards from their Hand or Discard Pile to be put
in the Raise Area face down. Later, these cards can be used to construct Sources.
Round – A full round consists of all players playing one full turn (Action Phase and End Turn
Phase).
Seal – The player can move another played Favour Card from their Play Area into their Seal
Area. On a later turn the seal can be broken and these Seal Cards can be put back into your
Play Area as if they were played from your Hand (the ability costs must still be paid).
These used cards cannot be sealed again in the same turn.
Solo Rules
Aspirant (AI)
After setup – choose one of the Aspirant Cards and put it in front of you.
Each round you are the starting player, and the Aspirant plays after you.
During the Aspirant’s turn, there are 2 or 3 stages.
Stage 1 - the Aspirant takes the leftmost card in
the Offer Row. The resources cost of the Favour
Card triggers the Aspirant’s abilities.
Resolve each gem in the cost separately.

Stage 2 - read the text on the Aspirant’s card to determine if the Aspirant can keep the taken
Favour Card or must put it into its Discard Pile face up. If kept, put the card beside the
Aspirant Card.
Stage 3 – If the Aspirant has any kept cards, its Kept Card ability may be triggered.

If you or the Aspirant takes a card from the Offer Row, shift the remaining cards to the left
and put the replacement card in the rightmost position.
If the Favour Deck is empty, shuffle the Aspirant’s Discard Pile and use it as the new Favour
Deck.

Artefacts
After the player obtains 1 Artefact, remove all remaining Missions and Artefacts from the
game.

Events
Event Card effects only apply to the player, not the Aspirant.
Changes in Ability Keywords
Burn x – only use in solo play!
The player must put x number of cards from their Draw Pile into their Discard Pile. If there
are not enough cards available in the Draw Pile, the player loses as many Influence Points
as the number of cards that could not be put into the Discard Pile.
Defence – Defence cards do not negate the Burn keyword ability, but otherwise function as
per the basic rules.
Discard - If you play Discard, remove a random Kept Card from the Aspirant and put it into
its Discard Pile.
Infiltration – If an Infiltration Card is put into the Aspirant’s Discard Pile, it suffers Corruption
1 at the start of its turn.
If the Favour Card taken from the Offer Row has a bloodshard in the cost, the Infiltration
Card is out back into the Infiltration Deck and simultaneously negates the Aspirant’s
bloodshard 1st stage ability.
If the taken Favour Card cost has no bloodshard, the Infiltration Card is out back into the
Discard Pile and its ability is renewed for the next round.

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