Gardener of Thoughts Card Game System

The Gardener of Thoughts Card Game System (GOT CGS) is released under a Common Sense License. The name "Gardener of Thoughts" and the Gardener of Thoughts Customizable Card Game (GOT CCG), namely the artwork and the text of the cards, are free only for personal use; they may not be freely used for commercial purposes. You may freely use the expressions "Gardener of Thoughts Card Game System" and "GOT CGS" to show that your (commercial) game is based on GOT CGS.



Created by George Hara.



First public release on 26.04.2008. Last update on 11.07.2010.



This is a draft.



Table of contents

Description 4

Summary 6

Summary ► Predefined attributes and attribute categories 11

Summary ► Shortcuts 12

Definitions 12

Definitions ► Play zones 16

Card packs 16

Cards 19

Cards ► Attributes 20

Cards ► Attributes ► Matching attribute names 23

Cards ► Attributes ► Conditional operators 23

Cards ► Predefined attributes 24

Cards ► Predefined attributes ► Conditional play 26

Cards ► Predefined attributes ► Powers 28

Cards ► Predefined attribute categories 34

Cards ► Predefined attribute categories ► Conditional play 35

Cards ► Predefined attribute categories ► Conditional powers 43

Cards ► Predefined attribute categories ► Costs 47

Cards ► Predefined attribute categories ► Resources 50

Cards ► Custom attributes 53

Playing 54

Playing ► Play modes 54

Playing ► Session 56

Playing ► Session ► Era 57

Playing ► Session ► Era ► Dealing cards 57

Playing ► Session ► Era ► Groups 58

Playing ► Session ► Era ► Preparations 58

Playing ► Session ► Era ► Adventure 59

Playing ► Session ► Era ► Adventure ► Trade cards 59

Playing ► Session ► Era ► Adventure ► Turn 59

Playing ► Session ► Era ► Adventure ► Turn ► Play adventure card 62

Playing ► Session ► Era ► Adventure ► Turn ► Play adventure card ► Challenge 63

Playing ► Session ► Era ► Adventure ► Turn ► Play support card 63

Playing ► Session ► Era ► Adventure ► End of adventure 66

Playing ► Session ► Era ► End of era 71

Playing ► Session ► End of session 73

Playing ► Various 73

Examples 75

Examples ► Adventure card 75

Examples ► Conditional play 76

Examples ► Time travel 77

Examples ► Time weapon 77

Examples ► Adventure with support cards 79

Examples ► Disable cards 81

Examples ► Unforeseen destruction 82

Examples ► Costs and resources 83

Game specific 84

Game specific ► Gardener of Thoughts 84





Description

The Gardener of Thoughts Card Game System (GOT CGS) is a customizable card game system which borrows features from classic card games (namely Bridge) and from modern customizable card games. Loosely speaking, the purpose of a session (= game) is to win as many adventures (= tricks) and eras (= deals) as possible.

Unlike in Bridge, each won adventure and each era have further effect in the game. Each adventure may bring new skills to the player who wins it or to all the players, skills which may be used later in the game to win new adventures. Each new era may preserve some of the adventures won in the previous eras.

A single deck (for each era) is used for all the players in order to make the game playable by people who are new to the game (because they don't need their own deck), playable in unexpected situations (when only a single session pack is available), allow playing different cards every time (because the cards are shuffled), and allow cards to easily move from player to player (because the cards don't have to be separated in different decks after the game).

The main mechanics are: turns, adventures (which may bring new skills to their winners), eras, adventures persistent through eras, card trading, card reuse (= to replay cards), card seizing (= using the cards dealt to other players), disabling cards (= forcing players to get back their played cards), wrecking cards (= taking cards out of play), recovering cards (= getting back played cards), various adventure roleplays (battle, cataclysm, challenge, competition, cooperation, epic, obstruction, solo), epic eras, costs and resources of multiple types, randomness (= the cards are shuffled), deferred costs (until the end of an adventure or era).

Some of the mechanics are important enough to alter a player's era strategy: card trading, card reuse, card seizing, cost deference.

The rules may seem very large to you, but this is because they explains things in excruciating details. In order to be able to play the game, you mostly need to read the summary rules and look at the examples (from the end of this book).

You also have to understand what attributes are. Attributes are very short descriptors which are used to create logical links among various actions, for the purpose of making the game complex enough to keep you playing for a long time.

GOT CGS is so general that game designers can use its rules exactly as they are, in any other game with similar mechanics. Only one era deck has to be created and the game is on. But the hard work is just beginning for you. GOT CGS is only a frame for your game, and it's worthless without the cards. Your cards will either make or break your game.

GOT CGS is particularly suitable for story-based games, that is, games where the players are immersed in the flow of the game's universe.

Description ► Requirements

The minimum age of a player should be 14 years.

Necessary player skills: reading, basic arithmetic (= number addition, subtraction and comparison), complex logic (for developing game strategies), team spirit (for cooperative adventures).

The number of players for a session depends on the design of the used session pack. Some epic sessions may be played even by a single player.

Summary

Here you'll find a quick reference to the most important elements of the game.

Summary ► Rules

Customize you session pack.

Establish a turn sequence, that is, which player has to turn after which player.

Establish the player who has the first turn.

The first era of the session begins.

All the cards must be moved to the void.

The era deck, without the gold cards, must be shuffled.

Since shuffling all the cards at the same time may be difficult, you can split the era deck in smaller decks and shuffle each of them individually, then put them back together and shuffle them again as well as it's possible.

Then, a number of cards specified in the instructions of the card pack must be moved to the void, from the top of the shuffled deck. This process is called burn off. The number of burned off cards is always higher than 0 in card packs designed for epic sessions.

The remaining shuffled cards must be dealt one at a time to each player, in the order in which they have to turn.

All the dealt cards must be placed face up and as spread as the available space allows for. All the cards must be visible to all the players, all the time.

The players have maximum 10 minutes to look through their opses.

Each player must choose a value listed by the "Affiliation" attribute from any card from the current era deck. During the entire era, the chosen value is the affiliation of the player.

When a new era begins, every adventure card which is in a buildsite and has the "MultiEra Yes" attribute must remain in that buildsite. All the other cards from the previous era deck must be moved to the void.

When the first era of the session begins, the first adventure of the era may begin.

An era is played split in adventures.

The players may trade any number of cards cards anytime.

Turns begin now.

While a player turns, the other players may not perform any actions.

Each player has maximum 5 minutes to turn.

The player who turns may resolve the power (= apply the power's effect on its target) of the card played in his previous turn.

The player who turns may claim a gold card.

The player who turns may recover, reuse and seize cards.

If no adventure card was played, the player who turns may say "request end era" in order to end the current era. If all the players agree with the request, the "End of era" step starts. Otherwise, if no card is played for one round after the request was made, the "End of era" step starts anyway.

If no adventure card was played, the player who turns may play an adventure card from his ops.

The player who plays an adventure card is called hero.

A player other than the hero is called competitor.

The first card played in an adventure must be an adventure card.

An adventure card may only be played as the first card in an adventure.

If the hero plays an adventure which has the "Roleplay Solo" attribute, he must also play (together with the current adventure card) all the support cards which cover the costs of the adventure, else the adventure is lost; no competitor may play cards and the "End of adventure" step starts.

If no adventure card was played, the player who turns may choose to challenge a rival instead of playing an adventure card. Challenging a rival basically means that the hero is forcefully replaced by the challenged rival.

The player who turns may play a support card from his ops.

A support card may not be played if no adventure is in progress.

If the player who turns plays a card which has a power, a special round starts beginning with the next player to turn. During this special round, the rivals may play only support cards which have the "Recover1" attribute or the "ImmuneIf1" attribute category.

The player who turns must resolve the effect of the played card.

The player who turns may say "request end adventure" in order to end the current adventure. If all the players agree with the request, the "End of adventure" step starts. Otherwise, if no card is played for one round after the request was made, the "End of adventure" step starts anyway.

If the player may not or will not do any more actions, he must say "pass". In this case, the next player must turn.

The "End of adventure" step usually starts if the end of the current adventure was requested and the players either agreed to end it or no card was played for a round. This step is also called resolution. Check the "End of adventure" section for details.

For each distinct adventure cost attribute name, if the adventure cost coverage is at least equal with the adventure cost requirement, the costs of the adventure are considered covered.

The "End of era" step starts if:

The "End of era" step usually starts if the end of the current era was requested and the players either agreed to end it or no card was played for a round.

If the "End of era" step started, check the "End of era" section for details.

For each distinct era cost attribute name, if the era cost coverage is at least equal with the era cost requirement, the costs of the era are considered covered.

A player who has not covered the costs of the era, loses the era.

A player's victory points are equal with the sum of the values of all the era resource attributes from all the adventure cards from the player's buildsite, plus sum of the values of all the "StockHolding" attributes from all the support cards from the player's buildsite, minus the sum of the values of all the era cost attributes from all the cards from the player's buildsite, wreckage and ops.

An era is won by the player who has covered the costs of the era and has the most victory points. If several players have the most victory points then they all win the era.

An epic era is won by the players only if an epic adventure is won. The era is won by all the players, not just by the winner of the epic adventure.

If the last adventure of the current era had the "Roleplay Cataclysm" or "Roleplay Epic" attribute and was lost, the void wins the era.

If an epic adventure is not won before the end of an epic era, the void wins the era. The "End of era" step starts.

The current era ends and the next one begins. If there are no more eras to play, the session ends.

The "End of session" step starts if there are no more eras to play.

A session is won by the player who has won the highest number of eras. If several players have the highest number of eras then they all win the session.

An epic session is won if the players win more epic eras than the void.

The session ends.

Summary ► Predefined attributes and attribute categories

Legend: "(A)" indicates that the attribute (category) in front of it is only used on adventure cards, "(S)" indicates that the attribute (category) in front of it is only used on support cards.

Predefined attributes: Affiliation, CommonBuildsite (A), Conditional play (AllowPlayIfPreviousLevel, AllowPlayIfAnyPreviousLevel) (A), Level (A), MultiEra (A), Powers (Freeze, FreezeAdventureCommonCosts, RewindAdventure) (S), Recover1 (S), Reuse (S), Roleplay (A), StockHolding (S), StockOffering (A), Type, Unique, UniqueAny.

Predefined attribute categories: Conditional play (AllowSupportIf1 (A), AllowPlayIfAnyBuildsite, AllowPlayIfAnyBuildsite1, AllowPlayIfBuildsite, AllowPlayIfBuildsite1, AllowPlayIfPlayground (S), AllowPlayIfPlayground1 (S), DenySupportIf1 (A), DenyPlayIfAnyBuildsite, DenyPlayIfAnyBuildsite1, DenyPlayIfBuildsite, DenyPlayIfBuildsite1, DenyPlayIfPlayground (S), DenyPlayIfPlayground1 (S)), Conditional powers (DisableIf, DisableIf1, DivertIf, DivertIf1, WreckIf, WreckIf1) (S), Costs (AdventureCosts (S), AdventureCommonCosts, EraCosts), Feats (A), ImmuneIf1 (S), Resources (AdventureResources, EraResources), SeizeIf (S), SeizeIf1 (S).

Summary ► Shortcuts

AC = "AdventureCosts".

ACC = "AdventureCommonCosts".

AR = "AdventureResources".

EC = "EraCosts".

ER = "EraResources".

Definitions

Action: Something a player is allowed to do. Examples: playing a card.

Adventure: A sequence of turns during which various cards are played.

Attributes: The text from a card's attributes text area (the second text area from the top of the silver cards, the top-left text area of the gold cards). Attributes are small pieces of textual information which define the way in which the card they are present on may be played.

Burn off: The moving of silver cards, as specified in the instructions of a card pack, from the top of a shuffled era deck to the void.

Card face: The side of a card which has text (like: attributes, directive, lore, identifier).

Card played in an adventure: A card which was played by a player and which is in the playground of that player.

Claim gold card: Move a gold card from the void to the ops of a player.

Cooperative adventure: An adventure which has the "Roleplay Cataclysm", "Roleplay Cooperation" or "Roleplay Epic" attribute.

Competitor: A player other than the hero.

Current adventure: The adventure which is being played.

Deal: At the beginning of an era, the deck for that era must be shuffled and then dealt one card at a time to each player, in the order they have to turn.

Deck: The cards with which an era is played; each era from a session may be played with a different deck. A deck is customizable.

Directive: The text from a card's directive text area (the first text area from the top of the silver cards, the bottom-left text area of the gold cards). This text has no effect on the rules.

Disable card: Move an adventure card to the buildsite of its player, and a support card to the ops of its player.

Era: A sequence of adventures.

Game: A session.

Give (to a player): A player may give (= move) various cards that he has to another player.

Gold card: A large card (B6 ISO 216 format). Gold cards are generally more powerful than silver cards. Gold cards are not dealt, but they may be claimed.

Hero: A player who plays an adventure card.

Identification number: The number from the end of the identifier of a card.

Identifier: The text from a card's identifier text area (the first text area from the bottom of the silver cards, the bottom-right text area of the gold cards).

Individualist adventure: An adventure which has the "Roleplay Battle", "Roleplay Challenge", "Roleplay Competition", "Roleplay Obstruction" or "Roleplay Solo" attribute.

Lore: The text from a card's lore text area (the second text area from the bottom of the silver cards, the top-right text area of the gold cards). This text has no effect on the rules.

Play an adventure: Playing an adventure card and then playing various cards.

Play card: Move the card from the player's ops to the player's playground, according to the rules.

Played card: A card which was played by a player and which is in the playground of that player. If a card was played and then moved out of the playground, it's no longer considered a played card.

Play mode: The way in which a session is played.

Player: A person, or a group of people, who plays a session.

Player's card: A card which is in one of the play zones of the player.

Rival: A player other than the referenced player; for the hero, a rival is a competitor, but for a competitor, a rival is either the hero or another competitor.

Round: A sequence of turns of all the players, one turn per player. A round doesn't start with a specific player, it just means that all the players turn once, one after another.

Session: A sequence of eras.

Silver card: A normal card (B8 ISO 216 format).

Target: When a card tells the player to do an action to another player or to a card, the player has to choose who the other player or card is. The chosen player or card is called target.

This card: The card which is implied, for example, the card which has the mentioned attribute present on it.

Tournament: A sequence of sessions.

Turn: A time when only a single player may perform actions.

Wreck card: Move the card to the player's wreckage.

Definitions ► Play zones

Play zones common to all players:

Play zones for each player:

Card packs

The available types of card packs are:

All the cards are made of cardboard. The silver cards have a size of 63 * 88 millimeters (B8 ISO 216), the gold cards have a size of 125 * 176 millimeters (B6 ISO 216).

The frontside of a card has a background picture and text on it; the text covers most of the frontside.

There are only unique 2 pictures on the frontside of all the silver cards from an era deck, one for the adventure cards, one for the support cards. Some silver cards may have unique pictures on their frontside.

The backside picture of all the cards from an era deck is the same.

Each era deck, either from the same or from different packs, may have different frontside and backside pictures for its cards.

Each gold card has a unique picture on the frontside.

The pictures from all the silver cards are in portrait mode, those from the gold cards may be either in landscape or portrait mode.

Card packs ► Instructions

Each card pack has specific information and instructions about how to play a session with it, depending on what play scenario it was designed for:

Card packs ► Customize a session pack

A session may be played with a session pack formed from several era decks.

Each session pack is customizable; it may contain any era decks. Each era deck is customizable; it may contain any adventure and support cards from any edition, expansion and booster packs.

Cards which have the "HNP" text in their identifier text area should be included only in era decks with which eras are played with the high number of players. This allows card pack designers to create packs which can be used for a large range of players, for example 2 to 6.

An era deck should have at least 2 similar support cards, so that 2 players could compete for the same adventure, at least for the support cards which cover the costs of all the adventure cards which have the "Roleplay Battle" or "Roleplay Competition" attribute.

Custom cards may also be used, but only if all the players agree to use custom cards. Cards with excessive powers are not allowed.

The playing cards may be shown to all the players, prior to starting a session.

Cards

A card has the following text areas:

A card may have one of two types: adventure or support. An adventure is always started with an adventure card.

Cards ► Attributes

All cards have attributes. Attributes are small pieces of textual information which define the way in which the card they are present on may be played.

An attribute has two parts separated by a blank space: a name (formed only by letters) and a value. The name is the part from the left of the attribute text, the value is the part from the right. The value of an attribute may be either an integer number (at least 0) or a text (any number of words). Textual values are always contained within quotes.

An attribute with a textual value may not have an empty value.

An attribute may be present a single time on a card.

Here is an example of an attributes text area:

Name Value

Name Value



The global attribute names are written "Name", and the attribute values are written "Value".

The rules show clearly all the possible values of the described attributes.

If a reference is made to an attribute which is not present on a card, the reference must be ignored because the attribute is not applicable to that card, that is, the attribute may not be used for that card.

Sometimes, the numerical values of an attribute are based on a logarithmic scale instead of the usual linear scale, so as to keep them within normal human perception.

Sometimes, the numerical values of an attribute may be dependent on another (textual) attribute present on the same card, so as to keep them within the scale of all numerical values.

Cards ► Attributes ► Categories

Attributes may be grouped in attribute categories. A category doesn't have a single value, but lists a list of attributes. Category names are shown on the left most side of an attributes text area. The attributes which are grouped in an attribute category are indented to the right. Attribute categories may not be imbricated, that is, they may not be part of other attribute categories.

An attribute category may be present a single time on a card.

Here is an example of an attributes text area:

Name1 Value

Name2 Value

CategoryName1

Name11 Value

Name12 Value

CategoryName2

Name21 Value

Name22 Value



The attribute names are written "Name*", the attribute category names are written "CategoryName*". The attribute values are written "Value".

The global attributes are not indented, for example "Name1" and "Name2".

The attributes which are grouped in an attribute category are indented; for example "Name11" and "Name12".

Cards ► Attributes ► Shortcuts

Attribute names and attribute category names may have shortcuts, that is, short names which may be used (in general on cards) instead of the full name.

Examples: full name - "LongAttributeName", shortcut – "Short" / "LAN".

Cards ► Attributes ► Matching attribute names

The names of the conditional attributes (including play conditions and conditional powers) must be matched to the global attribute names of the referenced cards.

However, if such attribute values contain a dot then the part from the left of the dot must be matched to an attribute category name, while the part from the right of the dot must be matched to an attribute name listed by the specified attribute category name.

Examples: "Name", "CategoryName.Name".

Cards ► Attributes ► Conditional operators

A card may have conditional attributes (including play conditions and conditional powers). The values of such attributes are called conditions.

The conditional attributes indicate either that the card may be played only if the specified conditions are fulfilled, or that its conditional powers may be applied only if the specified conditions are fulfilled, or that its effects may be applied only if the specified conditions are fulfilled.

Conditional attributes must have an operator between the attribute name and its value, to indicate when the condition is fulfilled. The operator may be one of the following: "=", "<", ">". Conditional attributes with textual values may have only the "=" operator.

If the operator is "=", the attribute value may have several elements separated by a "/" character. This indicates that the condition is fulfilled only if the value of the attribute with a matching name from the compared card is identical with one of the value elements of the conditional attribute.

If the operator is "<", the condition is fulfilled only if the value of the attribute with a matching name from the compared card is at most equal with the value of the conditional attribute.

If the operator is ">", the condition is fulfilled only if the value of the attribute with a matching name from the compared card is at least equal with the value of the conditional attribute.

Cards ► Predefined attributes

This section describes the predefined global attributes, that is, those which are not contained in an attribute category. The predefined attributes have special play rules.

Cards ► Predefined attributes ► Affiliation

All cards may have this attribute.

Any text may be the value of this attribute. The value of this attribute is the affiliation of the card.

A player may not play a card which has the same affiliation as the affiliation of a rival (who has chosen his affiliation at the beginning of the current era), except when he has the same affiliation as the rival.

If the current adventure is cooperative, a player may play cards with any affiliation.

If a card which is about to be played doesn't have this attribute, it may be played anyway.

Although playing cards is restricted by the affiliation, other actions (like trading, seizing, or reusing cards) are not.

Cards ► Predefined attributes ► CommonBuildsite

Adventure cards may have this attribute.

The possible values of this attribute are: "Yes".

If a player has in his buildsite an adventure card which has the "CommonBuildsite Yes" attribute, its attributes and attribute categories are included in the evaluation of the "AllowPlayIfBuildsite", "AllowPlayIfBuildsite1", "DenyPlayIfBuildsite" and "DenyPlayIfBuildsite1" attribute categories of the cards played by any player.

Cards ► Predefined attributes ► Conditional play

The attributes from this section are called conditional attributes in general, and conditional play attributes or play conditions in particular.

The conditional play attributes specify the conditions in which the card they are on may be played.

Adventure cards may have play conditions.

When you verify if a conditional attribute is fulfilled, take the conditional operator in consideration.

The attributes from this section may have only the ">" conditional operator.

The attributes from this section may have only numerical values, at least 1.

Cards ► Predefined attributes ► AllowPlayIfPreviousLevel

A player may play a card which has this attribute only if he has in his buildsite at least "X" adventure cards which have the "Level" attribute with a value equal with the value of the "Level" attribute of this card minus 1; "X" is equal with the value of this attribute.

If a card which is about to be played doesn't have this attribute, it may be played anyway.

Cards ► Predefined attributes ► AllowPlayIfAnyPreviousLevel

A player may play a card which has this attribute only if a player (including himself) has in his buildsite at least "X" adventure cards which have the "Level" attribute with a value equal with the value of the "Level" attribute of this card minus 1; "X" is equal with the value of this attribute.

If a card which is about to be played doesn't have this attribute, it may be played anyway.

Cards ► Predefined attributes ► Level

Adventure cards may have this attribute.

The value of this attribute is an integer number, at least 1.

Era decks may be designed to have a linear action by having most adventure cards have the "Roleplay Battle" or "Roleplay Competition", "Level" and "AllowPlayIfAnyPreviousLevel" attributes, and also possibly the "CommonBuildsite Yes" attribute. This way, it doesn't matter who wins an adventure, it only matters who gets the era resources; in any case, the linear action can continue.

Cards ► Predefined attributes ► MultiEra

Adventure cards may have this attribute.

The possible values of this attribute are: "Yes".

When a new era begins, every adventure card which is in a buildsite and has the "MultiEra Yes" attribute must remain in that buildsite. All the other cards from the previous era deck must be moved to the void.

Cards ► Predefined attributes ► Powers

The attributes from this section are called power attributes or powers.

Support cards may have powers.

A power is represented by specific actions which a player may take against rivals, one round after he plays the card which has the power.

A rival may become immune to a power which can affect him, that is, he may block that power from having any effect on him and on his cards.

If card which has a power was played, a special round starts beginning with the next player to turn. During this special round, the rivals may play only support cards which have the "Recover1" attribute or the "ImmuneIf1" attribute category.

The special round mentioned here begins with the player who turns after the player who played the card which has the power, and ends with the player who turns before the player who played the card which has the power.

Cards which have these attributes may not be recovered, reused, rewound, seized, disabled, diverted or wrecked.

Cards ► Predefined attributes ► Powers ► Freeze

The possible values of this attribute are: "Yes".

If a player plays a card which has the "Freeze Yes" attribute, no rival may play any more cards in the current adventure. If no rival becomes immune to this power in the special round (which starts in order to allow the players to become immune), the "End of adventure" step starts.

Cards ► Predefined attributes ► Powers ► FreezeAdventureCommonCosts

The possible values of this attribute are: "Yes".

If a player plays a card which has the "FreezeAdventureCommonCosts Yes" attribute, no rival may play, in the current adventure, any more cards which have "AdventureCommonCosts" attribute category.

Cards ► Predefined attributes ► Powers ► RewindAdventure

The possible values of this attribute are: "Yes".

This attribute allows players to rewind an entire adventure if they made mistakes while playing cards.

If a card which has the "RewindAdventure Yes" attribute is played, each player (including its player) must move back to his ops all the cards which he has played in the current adventure. The current adventure card must be moved to the ops of its player. The card which has this attribute and the cards which may not be rewound must be wrecked. The "End of adventure" step starts.

No player may become immune to the "RewindAdventure" power.

Cards which have this attribute may not be recovered, reused, rewound, seized, disabled, diverted or wrecked.

Cards ► Predefined attributes ► Recover1

Support cards may have this attribute.

The possible values of this attribute are: "Yes".

After a player plays a card which has the "Recover1 Yes" attribute, he may move a card (except the current adventure card) from his playground to his ops.

Cards which have this attribute may not be recovered, reused, rewound, seized, disabled, diverted or wrecked.

Cards ► Predefined attributes ► Reuse

Support cards may have this attribute.

The value of this attribute is an integer number, at least 1.

After a player plays a card which has this attribute, he may choose any "X" support cards from the wreckage of a rival and move them to his ops; "X" must be at most equal with the value of this attribute.

Cards which have this attribute may not be recovered, reused, rewound, seized, disabled, diverted or wrecked.

Cards ► Predefined attributes ► Roleplay

Adventure cards may have this attribute.

The possible values of this attribute are: "Battle", "Cataclysm", "Challenge", "Competition", "Cooperation", "Epic", "Obstruction", "Solo".

This attribute is used in the "End of adventure" step.

The adventure cards which have the "Roleplay Cataclysm", "Roleplay Cooperation" or "Roleplay Epic" attribute are called cooperative adventures.

The adventure cards which have the "Roleplay Battle", "Roleplay Challenge", "Roleplay Competition", "Roleplay Obstruction" or "Roleplay Solo" attribute are called individualist adventures.

The adventure cards which have the "Roleplay Challenge" or "Roleplay Obstruction" attribute are called obstruction adventures.

If the current adventure card is cooperative and if it has era resources, the resources may be used to calculate only the victory points of the hero.

The "Roleplay Challenge" attribute is used in challenges.

The "Roleplay Epic" attribute is used in the epic play mode.

The adventure which has the "Roleplay Epic" attribute is called epic adventure. Epic adventure cards are usually used in epic session packs.

The adventure cards which have the "Roleplay Solo" attribute encourage trading.

Cards ► Predefined attributes ► StockHolding

Support cards may have this attribute.

The value of this attribute is an integer number, at least 1.

This attribute is used to limit the benefit that players can get from participating to and winning a cooperative adventure.

In a cooperative adventure which has the "StockOffering" attribute, a support card which has the "StockHolding" attribute may be played only if the sum of the values of all the "StockHolding" attributes from all the support cards (already) played by all the players is smaller than the value of the "StockOffering" attribute from the current adventure card.

The cards which have the "StockHolding" attribute should also have the "EraResources" attribute.

Cards ► Predefined attributes ► StockOffering

Adventure cards may have this attribute.

The value of this attribute is an integer number, at least 1.

This attribute is used to allow players to benefit from participating to and winning a cooperative adventure.

Cards ► Predefined attributes ► Type

All cards may have this attribute.

The possible values of this attribute are: "Adventure", "Support".

Cards ► Predefined attributes ► Unique

All cards may have this attribute.

Any text may be the value of this attribute.

A player may not play an adventure card if he has in his buildsite an adventure card which has the same value for this attribute.

A player may not play an adventure card if any player (including himself) has in his buildsite an adventure card which has the same value for this attribute and also has the "CommonBuildsite Yes" attribute.

A player may not play a (support or adventure) card if he has in his playground a card which has the same value for this attribute.

If a card which is about to be played doesn't have this attribute, it may be played anyway.

Cards ► Predefined attributes ► UniqueAny

All cards may have this attribute.

Any text may be the value of this attribute.

A player may not play an adventure card if any player (including himself) has in his buildsite an adventure card which has the same value for this attribute.

A player may not play a (support or adventure) card if any player (including himself) has in his playground a card which has the same value for this attribute.

If a card which is about to be played doesn't have this attribute, it may be played anyway.

Cards ► Predefined attribute categories

This section describes the predefined attribute categories and the attributes which they may contain. The predefined attribute categories have special play rules.

Cards ► Predefined attribute categories ► Conditional play

The attribute categories from this section are called conditional play attribute categories.

The attributes listed by these attribute categories are called conditional attributes in general, and conditional play attributes or play conditions in particular.

Some conditional play attribute categories specify the conditions in which the card they are on may or may not be played, while others specify the conditions in which support cards may or may not be played (in an adventure).

When you verify if a conditional attribute is fulfilled, take the conditional operator in consideration.

Cards ► Predefined attribute categories ► Conditional play ► AllowSupportIf1

Adventure cards may have this attribute category.

If a support card has present on it an attribute listed by this attribute category which is present on the current adventure card, it may be played only if its value is conformant with the value (see the "Conditional operators" section for details) of the attribute listed in this attribute category.

Cards ► Predefined attribute categories ► Conditional play ► AllowPlayIfAnyBuildsite

All cards may have this attribute category.

A card which has this attribute category may be played only if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on various cards from any player's buildsite.

Each attribute listed by this attribute category must be found on a single card, that is, the attribute values may not be added from several cards.

Each of the attributes listed by this attribute category may be found on the cards from the buildsite of a different player.

Cards ► Predefined attribute categories ► Conditional play ► AllowPlayIfAnyBuildsite1

All cards may have this attribute category.

A card which has this attribute category may be played only if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on a single card from any player's buildsite.

Cards ► Predefined attribute categories ► Conditional play ► AllowPlayIfBuildsite

All cards may have this attribute category.

A card which has this attribute category may be played only if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on various cards from the player's buildsite.

Each attribute listed by this attribute category must be found on a single card, the attribute values may not be added from several cards.

When evaluating the conditions of this attribute category, take into consideration all the adventure cards which have the "CommonBuildsite Yes" attribute from all the buildsites of all the players.

Cards ► Predefined attribute categories ► Conditional play ► AllowPlayIfBuildsite1

All cards may have this attribute category.

A card which has this attribute category may be played only if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on a single card from the player's buildsite.

When evaluating the conditions of this attribute category, take into consideration all the adventure cards which have the "CommonBuildsite Yes" attribute from all the buildsites of all the players.

Cards ► Predefined attribute categories ► Conditional play ► AllowPlayIfPlayground

Support cards may have this attribute category.

A card which has this attribute category may be played only if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on various cards already played by the player in the current adventure.

Each attribute listed by this attribute category must be found on a single card, the attribute values may not be added from several cards.

If this attribute category is on an adventure card which is about to start the current adventure, it's ignored.

Cards ► Predefined attribute categories ► Conditional play ► AllowPlayIfPlayground1

Support cards may have this attribute category.

A card which has this attribute category may be played only if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on a single card already played by the player in the current adventure.

If this attribute category is on an adventure card which is about to start the current adventure, it's ignored.

Cards ► Predefined attribute categories ► Conditional play ► DenySupportIf1

Adventure cards may have this attribute category.

If a support card has present on it an attribute listed by this attribute category which is present on the current adventure card, it may not be played if its value is conformant with the value (see the "Conditional operators" section for details) of the attribute listed in this attribute category.

Cards ► Predefined attribute categories ► Conditional play ► DenyPlayIfAnyBuildsite

All cards may have this attribute category.

A card which has this attribute category may not be played if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on various cards from any player's buildsite.

Each attribute listed by this attribute category must be found on a single card, that is, the attribute values may not be added from several cards.

Each of the attributes listed by this attribute category may be found on the cards from the buildsite of a different player.

Cards ► Predefined attribute categories ► Conditional play ► DenyPlayIfAnyBuildsite1

All cards may have this attribute category.

A card which has this attribute category may not be played if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on a single card from any player's buildsite.

Cards ► Predefined attribute categories ► Conditional play ► DenyPlayIfBuildsite

All cards may have this attribute category.

A card which has this attribute category may not be played if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on various cards from the player's buildsite.

Each attribute listed by this attribute category must be found on a single card, the attribute values may not be added from several cards.

When evaluating the conditions of this attribute category, take into consideration all the adventure cards which have the "CommonBuildsite Yes" attribute from all the buildsites of all the players.

Cards ► Predefined attribute categories ► Conditional play ► DenyPlayIfBuildsite1

All cards may have this attribute category.

A card which has this attribute category may not be played if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on a single card from the player's buildsite.

When evaluating the conditions of this attribute category, take into consideration all the adventure cards which have the "CommonBuildsite Yes" attribute from all the buildsites of all the players.

Cards ► Predefined attribute categories ► Conditional play ► DenyPlayIfPlayground

Support cards may have this attribute category.

A card which has this attribute category may not be played if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on various cards already played by the player in the current adventure.

Each attribute listed by this attribute category must be found on a single card, the attribute values may not be added from several cards.

If this attribute category is on an adventure card which is about to start the current adventure, it's ignored.

Cards ► Predefined attribute categories ► Conditional play ► DenyPlayIfPlayground1

Support cards may have this attribute category.

A card which has this attribute category may not be played if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on a single card already played by the player in the current adventure.

If this attribute category is on an adventure card which is about to start the current adventure, it's ignored.

Cards ► Predefined attribute categories ► Conditional powers

The attributes listed by these attribute categories are called conditional attributes, power attributes or powers in general, and conditional power attributes or conditional powers in particular.

A conditional power is represented by specific actions which a player may take against rivals, one round after he plays the card which has the power.

Support cards may have conditional powers.

When you verify if a conditional attribute is fulfilled, take the conditional operator in consideration.

A rival may become immune to a power which can affect him, that is, he may block that power from having any effect on him and on his cards.

If card which has a power was played, a special round starts beginning with the next player to turn. During this special round, the rivals may play only support cards which have the "Recover1" attribute or the "ImmuneIf1" attribute category.

The special round mentioned here begins with the player who turns after the player who played the card which has the power, and ends with the player who turns before the player who played the card which has the power.

Cards which have these attribute categories may not be recovered, reused, rewound, seized, disabled, diverted or wrecked.

Cards ► Predefined attribute categories ► Conditional powers ► DisableIf

If a card which has this attribute category is played in an adventure, its player may disable any support cards which have been played in the adventure by a rival, if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on each of the cards to be disabled.

A disabled card must be moved to the ops of the player, and may not be played again in the same adventure.

Cards ► Predefined attribute categories ► Conditional powers ► DisableIf1

If a card which has this attribute category is played in an adventure, its player may disable a support card which has been played in the adventure by a rival, if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on the card to be disabled.

A disabled card must be moved to the ops of the player, and may not be played again in the same adventure.

Cards ► Predefined attribute categories ► Conditional powers ► DivertIf

If a card which has this attribute category is played in an adventure, its player may divert any support cards which are in the playground of a rival, if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on each of the cards to be moved.

A diverted card must be moved to the playground of the player of the card which has this attribute.

A diverted card behaves as if it were played by the player who diverted it.

A card may be diverted any number of times (during an adventure).

Cards ► Predefined attribute categories ► Conditional powers ► DivertIf1

If a card which has this attribute category is played in an adventure, its player may divert a support card which is in the playground of a rival, if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on the card to be moved.

A diverted card must be moved to the playground of the player of the card which has this attribute.

A diverted card behaves as if it were played by the player who diverted it.

A card may be diverted any number of times (during an adventure).

Cards ► Predefined attribute categories ► Conditional powers ► WreckIf

If a card which has this attribute category is played in an adventure, its player may wreck any support cards which have been played in the adventure by a rival, if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on each of the cards to be wrecked.

A wrecked card must be moved to the wreckage of the player of the card which has this attribute.

A wrecked card may not be played again in the same adventure.

Cards ► Predefined attribute categories ► Conditional powers ► WreckIf1

If a card which has this attribute category is played in an adventure, its player may wreck a support card which has been played in the adventure by a rival, if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on the card to be wrecked.

A wrecked card must be moved to the wreckage of the player of the card which has this attribute.

A wrecked card may not be played again in the same adventure.

Cards ► Predefined attribute categories ► Costs

The attribute categories from this section are called cost attribute categories.

The attributes listed by the attribute categories from this section are called cost attributes or costs.

The attribute categories from this section may list various custom attributes which have only numerical values.

The costs consume the resources played by the players.

Cards ► Predefined attribute categories ► Costs ► AdventureCosts

Support cards may have this attribute category.

The attributes listed by this category are called adventure costs attributes or adventure costs.

Shortcut: "AC".

This attribute category lists attributes which are used in the "End of adventure" step.

Cards ► Predefined attribute categories ► Costs ► AdventureCommonCosts

All cards may have this attribute category.

The attributes listed by this category are called adventure costs attributes or adventure costs in general, and called adventure common costs attributes or adventure common costs in particular.

Shortcut: "ACC".

This attribute category lists attributes which are used in the "End of adventure" step.

Cards ► Predefined attribute categories ► Costs ► EraCosts

All cards may have this attribute.

The attributes listed by this category are called era costs attributes or era costs.

Shortcut: "EC".

This attribute category lists attributes which are used in the "End of era" step.

Cards ► Predefined attribute categories ► Feats

Adventure cards may have this attribute category.

The attributes listed by this attribute category are called feat attributes or feats.

This attribute category lists attributes which are used in the conditions of the conditional play attribute categories, and to cover adventure costs during every adventure.

Cards ► Predefined attribute categories ► ImmuneIf1

Support cards may have this attribute.

The attributes listed by this attribute category are called conditional attributes in general.

If a card which has this attribute category is played in an adventure, its player may choose to become immune to the powers of a card which has been played in the adventure by a rival, if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on the card with powers to which the player is about to become immune.

When you verify if a conditional attribute is fulfilled, take the conditional operator in consideration.

If a player becomes immune to the powers of a card, he must play his next cards in the current adventure as if the card with powers was not played (in the current adventure).

No player may become immune to the "RewindAdventure" power.

Cards which have this attribute category may not be recovered, reused, rewound, seized, disabled, diverted or wrecked.

See Powers and Conditional powers for details.

Cards ► Predefined attribute categories ► Resources

The attribute categories from this section are called resource attribute categories.

The attributes listed by the attribute categories from this section are called resource attributes or resources.

The attribute categories from this section may list various custom attributes which have only numerical values.

The resources are available to the players to cover various costs.

Cards ► Predefined attribute categories ► Resources ► AdventureResources

All cards may have this attribute category.

The attributes listed by this attribute category are called adventure resources attributes or adventure resources in particular.

Shortcut: "AR".

This attribute category lists attributes which are used in the "End of adventure" step.

Cards ► Predefined attribute categories ► Resources ► EraResources

All cards may have this attribute category.

The attributes listed by this category are called era resources attributes or era resources.

Shortcut: "ER".

This attribute category lists attributes which are used in the "End of era" step.

Cards ► Predefined attribute categories ► SeizeIf

Support cards may have this attribute.

The attributes listed by this attribute category are called conditional attributes in general.

If a card which has this attribute category is played in an adventure, its player may seize any cards which are in the ops of a rival, if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on each of the cards to be moved.

A seized card must be moved to the ops of the player of the card which has this attribute.

When you verify if a conditional attribute is fulfilled, take the conditional operator in consideration.

A card may be seized any number of times (during an adventure).

Cards which have this attribute may not be recovered, reused, rewound, seized, disabled, diverted or wrecked.

Gold cards may not be seized.

Cards ► Predefined attribute categories ► SeizeIf1

Support cards may have this attribute.

The attributes listed by this attribute category are called conditional attributes in general.

If a card which has this attribute category is played in an adventure, its player may seize a card which is in the ops of a rival, if the attributes listed by this attribute category are all found, conformant with the specified value (see the "Conditional operators" section for details), on the card to be moved.

A seized card must be moved to the ops of the player of the card which has this attribute.

When you verify if a conditional attribute is fulfilled, take the conditional operator in consideration.

A card may be seized any number of times (during an adventure).

Cards which have this attribute may not be recovered, reused, rewound, seized, disabled, diverted or wrecked.

Gold cards may not be seized.

Cards ► Custom attributes

All cards may have various custom attributes, that is, attributes with no special play rules. They may be used only as global attributes, feats, costs, resources and conditions (including play conditions and conditional powers).

Playing

All the steps described here must be strictly followed, in the presented order, while playing a session.

Playing ► Play modes

There are two play modes for an era:

The differences between the play modes are only in the way the session packs are designed.

All the eras from a session must be played in the same play mode.

A session pack may be played only in the play mode it was designed for.

Playing ► Play modes ► Epic

A session played in the epic play mode is called epic session; the eras of an epic session are called epic eras.

The epic play mode represents a fight of all the players against the void, where either the players or the void may win it.

A session pack used to play an epic session is called epic session pack.

An epic adventure must be won in order for an epic era to be won by the players. If an epic adventure is not won before the end of an epic era, the void wins the era. If an epic adventure is lost, the current era ends and the void wins the era. The "End of era" step starts.

In an epic era, the number of cards to burn off during dealing is always higher than 0, like, for example, 10% of the number of cards from the era deck.

Many adventure cards from an epic session pack are design to exhaust the adventure resources before the players get to play epic adventures.

Epic session packs should not give the players many opportunities to reuse cards.

The rules of playing an epic session, together with the random dealing of the cards and the burn off step, are meant to ensure that the players randomly fail to win epic adventures (and therefore entire epic eras).

Playing ► Choosing the playing cards ► Skipped eras

When playing a session which has several eras where each is building the base of era resources for the next one, sometimes the players may want to skip the starting eras and only play the ending eras.

For this, all the adventure cards, from the skipped eras, which have the "MultiEra Yes" and "CommonBuildsite Yes" attributes must be moved to the skitter. These adventures are considered to have been won in the skipped eras. These cards may not used in the calculation of any player's victory points, but are considered to exist in a player's buildsite so that their "CommonBuildsite Yes" attribute can be used properly.

Playing ► Session

Customize you session pack.

Establish a turn sequence, that is, which player has to turn after which player.

Establish the player who has the first turn.

The first era of the session begins.

Playing ► Session ► Era

A session is played split in eras. Each era may be played with a different deck.

All the cards must be moved to the void.

All the adventure cards, from the skipped eras, which have the "MultiEra Yes" and "CommonBuildsite Yes" attributes must be moved to the skitter.

Playing ► Session ► Era ► Dealing cards

The era deck, without the gold cards, must be shuffled.

Since shuffling all the cards at the same time may be difficult, you can split the era deck in smaller decks and shuffle each of them individually, then put them back together and shuffle them again as well as it's possible.

Then, a number of cards specified in the instructions of the card pack must be moved to the void, from the top of the shuffled deck. This process is called burn off. The number of burned off cards is always higher than 0 in card packs designed for epic sessions.

The remaining shuffled cards must be dealt one at a time to each player, in the order in which they have to turn.

All the dealt cards must be placed face up and as spread as the available space allows for. All the cards must be visible to all the players, all the time.

Playing ► Session ► Era ► Groups

In a session played in player-against-player play mode, several people can join together to form a group which controls a player. After all the cards are dealt to the players, the cards of each player are shuffled again and dealt one at a time to each person from the group who represents the player.

Grouping doesn't affect the rules, it merely offers a way for more players to play the game without conflicting with the number of players recommended by a card pack's instructions.

A group must act exactly as a single player, like, for example, play a single card per turn.

Each person from a group controls only their own opses; all the other play zones are controlled in a cooperative manner. All the people from a group must cooperate in order to act as a successful player.

Playing ► Session ► Era ► Preparations

The players have maximum 10 minutes to look through their opses.

Each player must choose a value listed by the "Affiliation" attribute from any card from the current era deck. During the entire era, the chosen value is the affiliation of the player.

When a new era begins, every adventure card which is in a buildsite and has the "MultiEra Yes" attribute must remain in that buildsite. All the other cards from the previous era deck must be moved to the void.

When the first era of the session begins, the first adventure of the era may begin.

Playing ► Session ► Era ► Adventure

An era is played split in adventures.

Turns begin now.

Playing ► Session ► Era ► Adventure ► Trade cards

A player who wants to trade a card may indicate a card from his ops and a card from the ops of another player and say "trade". If the other player accepts the trade, the cards are exchanged; both cards must then be moved to the ops of their new owner.

The players may trade any number of cards cards anytime.

See the "SeizeIf" and "SeizeIf1" attribute categories for how to take a card from a rival without trading.

Playing ► Session ► Era ► Adventure ► Turn

While a player turns, the other players may not perform any actions.

The player who turns may put his cards in the play zones only as specified by the rules. Once a card is put (according to the rules) in a play zone, it may be moved to another play zone only according to the rules.

The player who turns may change the order of all the cards from all his play zones.

Each player has maximum 5 minutes to turn.

Playing ► Session ► Era ► Adventure ► Turn ► Resolve power

The player who turns may resolve the power (= apply the power's effect on its target) of the card played in his previous turn.

Playing ► Session ► Era ► Adventure ► Turn ► Claim gold card

The player who turns may claim a gold card from the void only if the gold card has an identification number which is identical with the identification number from a card from the ops of the player.

A claimed gold card must be moved to the ops of the player who has made the claim.

Playing ► Session ► Era ► Adventure ► Turn ► Recover, reuse and seize cards

The player who turns may recover, reuse and seize cards.

You must carefully plan what cards you are going to reuse and seize because:

Playing ► Session ► Era ► Adventure ► Turn ► Request end of era

If no adventure card was played, the player who turns may say "request end era" in order to end the current era.

If all the players agree with the request, the "End of era" step starts. Otherwise, if no card is played for one round after the request was made, the "End of era" step starts anyway.

The round mentioned here begins with the player who turns after the player who made the request, and ends with the player who turns before the player who made the request.

Playing ► Session ► Era ► Adventure ► Turn ► Play adventure card

If no adventure card was played, the player who turns may play an adventure card from his ops.

The player who plays an adventure card is called hero.

A player other than the hero is called competitor.

The first card played in an adventure must be an adventure card.

An adventure card may only be played as the first card in an adventure.

An adventure which has conditional play attributes may be played only if all the conditions are fulfilled.

See the "Affiliation", "Unique" and "UniqueAny" attributes for play restrictions.

A player may not play an adventure card if a rival has in his buildsite an adventure card which has the same identifier and any of those adventure cards has the "CommonBuildsite Yes" attribute.

A player may not play an adventure card if he has in his buildsite an adventure card which has the same identifier.

A player may not play an adventure card if he has in his playground a card which has the same identifier.

If the hero plays an adventure which has the "Roleplay Solo" attribute, he must also play (together with the current adventure card) all the support cards which cover the costs of the adventure, else the adventure is lost; no competitor may play cards and the "End of adventure" step starts.

Playing ► Session ► Era ► Adventure ► Turn ► Play adventure card ► Challenge

If no adventure card was played, the player who turns may choose to challenge a rival instead of playing an adventure card. Challenging a rival basically means that the hero is forcefully replaced by the challenged rival.

A player who has an adventure card which has the "Roleplay Challenge" attribute, may not play it as an adventure card, he may only use it to challenge a rival.

If the player who turns has an adventure card which has the "Roleplay Challenge" attribute, he may give the card to a rival and say "challenge". The rival must play the card immediately and will thereafter become the hero of the current adventure, and also become the player to turn.

The adventure card may be given only if the rival who receives the card may play it in accordance with the card's play conditions. Note that the player who gives the card doesn't actually play the card, so the card's play conditions are irrelevant to him.

A player may avoid having to finish a challenge by playing a card which has the "RewindAdventure" power.

Playing ► Session ► Era ► Adventure ► Turn ► Play support card

The player who turns may play a support card from his ops.

A support card may not be played if no adventure is in progress.

A support card which has conditional play attributes may be played only if all the conditions are fulfilled.

See the "Affiliation", "StockHolding", "Unique" and "UniqueAny" attributes for play restrictions.

See the "Powers" and "Conditional powers" sections for play restrictions.

A card which was disabled or wrecked in the current adventure card may not be played again in the current adventure.

A player may not play a support card if he has in his playground a card which has the same identifier.

If the player who turns plays a card which has the "SeizeIf" or "SeizeIf1" attribute categories, all card trading (including the trades which are in progress) must stop until the card seizing ends.

If the current adventure card has the "Roleplay Challenge" or "Roleplay Obstruction" attribute, a competitor can only create obstacles (like use powers and add adventure common costs); other actions don't affect the outcome of the adventure.

If the player who turns plays a card which has a power, a special round starts beginning with the next player to turn. During this special round, the rivals may play only support cards which have the "Recover1" attribute or the "ImmuneIf1" attribute category.

The special round mentioned here begins with the player who turns after the player who played the card which has the power, and ends with the player who turns before the player who played the card which has the power.

Playing ► Session ► Era ► Adventure ► Turn ► Resolve effect

The player who turns must resolve the effect of the played card.

Playing ► Session ► Era ► Adventure ► Turn ► Request end of adventure

The player who turns may say "request end adventure" in order to end the current adventure.

If all the players agree with the request, the "End of adventure" step starts. Otherwise, if no card is played for one round after the request was made, the "End of adventure" step starts anyway.

The round mentioned here begins with the player who turns after the player who made the request, and ends with the player who turns before the player who made the request.

Playing ► Session ► Era ► Adventure ► Turn ► Pass

If the player who turns may not or will not do any more actions, he must say "pass". In this case, the next player must turn.

Playing ► Session ► Era ► Adventure ► End of adventure

The End of adventure step usually starts if the end of the current adventure was requested and the players either agreed to end it or no card was played for a round. This step is also called resolution.

An adventure has costs which must be covered when the "End of adventure" step starts, in order to be won. A player may cover costs by playing support cards.

Playing ► Session ► Era ► Adventure ► End of adventure ► Cooperative adventures

This applies only to cooperative adventures.

For each distinct adventure cost attribute name, the adventure cost requirement for all the players is equal with the sum of the:

For each distinct adventure resource attribute name and feat attribute name which is the same as each distinct adventure cost attribute name, the adventure cost coverage of all the players is equal with the sum of the:

Playing ► Session ► Era ► Adventure ► End of adventure ► Individualist adventures

This applies only to individualist adventures.

For each distinct adventure cost attribute name, the adventure cost requirement for a player is equal with the sum of the:

For each distinct adventure resource attribute name and feat attribute name which is the same as each distinct adventure cost attribute name, the adventure cost coverage of a player is equal with the sum of the:

Playing ► Session ► Era ► Adventure ► End of adventure ► Winning conditions

For each distinct adventure cost attribute name, if the adventure cost coverage is at least equal with the adventure cost requirement, the costs of the adventure are considered covered.

For a distinct adventure cost attribute name whose adventure cost requirement is 0 (when the "End of adventure" step starts), no adventure cost coverage is necessary.

If a player has covered the adventure costs of the current adventure, the sum of all the adventure cost coverages for all the distinct adventure resource attribute names which are the same as all the distinct adventure cost attribute names, is called overflow adventure cost coverage.

If the current adventure is cooperative, it may be won only by the hero. The hero may win it only if all the players (together) cover the costs of the adventure. The competitors can participate to cover the costs of the adventure.

If the current adventure card has the "Roleplay Challenge" or "Roleplay Obstruction" attribute, it may be won only by the hero. The hero may win it only if he covers the costs of the adventure. The competitors can only create obstacles (like use powers and add adventure common costs); other actions don't affect the outcome of the adventure.

If the current adventure card has the "Roleplay Battle" or "Roleplay Competition" attribute, it may be won by any player. The player who has the highest overflow adventure cost coverage wins the adventure. If several players have the highest overflow adventure cost coverage (that is, there is a tie), the adventure is lost.

If the current adventure card has the "Roleplay Solo" attribute, it may be won only by the hero. The hero may win it only if he covers the costs of the adventure. The hero must also play (together with the current adventure card) all the support cards which cover the costs of the adventure. The competitors may not win it and may not create obstacles.

In any other case the current adventure is lost.

Playing ► Session ► Era ► Adventure ► End of adventure ► Wrap-up

If the current adventure is won by a player, the current adventure card must be moved to the player's buildsite; this includes a cooperative adventure card.

If the current adventure is won and is cooperative, all the support cards which are in the playgrounds of all the players and which have the "StockHolding" attribute must be moved to the buildsites of their players; these cards can't be reused.

If the current adventure is won and the current adventure card has the "Roleplay Competition" attribute, all the players except the one who won the adventure must move to their opses all the support cards which they have played.

If the current adventure is lost and the current adventure card has the "Roleplay Competition" attribute, all the players must move to their opses all the support cards which they have played.

If the current adventure is lost and the current adventure card doesn't have the "Roleplay Challenge" attribute, the current adventure card must be moved to the ops of its player.

Each player must wreck all the cards which are still in his playground.

The "End of era" step starts if:

The current adventure ends and a new one begins. The next player must turn; the order of turning is not reset when an adventure ends, so the players must continue to turn normally.

Playing ► Session ► Era ► End of era

The End of era step usually starts if the end of the current era was requested and the players either agreed to end it or no card was played for a round.

For each distinct era cost attribute name, the era cost requirement for a player is equal with the sum of the:

For each distinct era resource attribute name which is the same as each distinct era cost attribute name, the era cost coverage of a player is equal with the sum of the:

For each distinct era cost attribute name, if the era cost coverage is at least equal with the era cost requirement, the costs of the era are considered covered.

For a distinct era cost attribute name whose era cost requirement is 0 (when the "End of era" step starts), no era cost coverage is necessary.

A player who has not covered the costs of the era, loses the era.

An era is won by the single player who has covered the costs of the era and has the most victory points. If several players have the most victory points then they all win the era.

An epic era is won by the players only if an epic adventure is won. The era is won by all the players, not just by the winner of the epic adventure.

If the last adventure of the current era had the "Roleplay Cataclysm" or "Roleplay Epic" attribute and was lost, the void wins the era.

If an epic adventure is not won before the end of an epic era, the void wins the era.

The current era ends and the next one begins. If there are no more eras to play, the session ends.

Playing ► Session ► Era ► End of era ► Victory points

A player's victory points are equal with the sum of the values of all the era resource attributes from all the adventure cards from the player's buildsite, plus sum of the values of all the "StockHolding" attributes from all the support cards from the player's buildsite, minus the sum of the values of all the era cost attributes from all the cards from the player's buildsite, wreckage and ops.

Because the support cards which have the "StockHolding" attribute are included in the calculation of the victory points (since they are the only support cards which may be in a buildsite), the players are motivated to participate to and win cooperative adventures which have the "StockOffering" attribute.

Playing ► Session ► End of session

The End of session step starts if there are no more eras to play.

A session is won by the single player who has won the highest number of eras. If several players have the highest number of eras then they all win the session.

An epic session is won if the players win more epic eras than the void.

The session ends.

Playing ► Various

A player may communicate anything to other players, like give playing advice or talk about his playing plans. The communication must be carried only verbally, in front of everybody, and in a single language; the communication may have a hidden meaning.

The players may form alliances. There is no obligation for the members of an alliance to fulfill the promises which they have made when they were negotiating the alliance.

A player may not move any card from a play zone to another, except when he is explicitly required by the rules to do so.

A player may not give any of his cards to other players, except during trading and challenging.

A player may look anytime through all the cards of all the players, but he may not change the order of the cards of other players.

If two rules appear to explicitly allow and forbid a certain action, the context specific rules have priority. If both rules are general, the action is forbidden, that is, the most restrictive rule must be used.

If a card appears to allow something which the rules specifically forbids, the rules have priority. The card, or your interpretation of its information, is flawed.

Once a player has performed an action, the action may not be undone.

Actions which are not specifically allowed by the rules, are forbidden.

A player who doesn't respect the rules is eliminated from the game.

A player who is out of the game, is no longer a player.

The rules may be modified only if all the players agree. If not all players agree, the rules must be strictly followed.

Examples

Here are examples which make it easier to understand the rules.

Examples ► Adventure card

Here is an adventure card:

Directive: Explore the Temblor sector. Destroy threatening asteroids.


Type "Adventure"

Subtype "Exploration"

Roleplay "Competition"

AdventureCommonCosts

StarshipCapacity 1

StarshipFirePower 2

StarshipFlyRange 2

AllowSupportIf1

AR.StarshipFlyRange > 2

EraResources

Sway 7



The common costs to win this adventure are:

Support conditions:

Examples ► Conditional play

The following support card may be played after the player achieves fluon drive:

Directive: Fluon starship drive.


Type "Support"

Subtype "Starship drive"

AdventureResources

StarshipFlyRange 7

AllowPlayIfBuildsite

Feats.StarshipDrive = "Fluon"

EraCosts

Sway 2



Examples ► Time travel

A player who has achieved time travel may play the following support card in order to rewind the current adventure:

Directive: Travel back in time to correct your mistakes.


Type "Support"

Subtype "Time travel"

RewindAdventure "Yes"

AdventureResources

TimeDistortionStrength 1

AllowPlayIfBuildsite

Feats.TimeTravel = "Yes"

EraCosts

Sway 1



Examples ► Time weapon

If Alice has achieved time weapons, she may play the following support card:

Directive: Freeze time! See the world around you stunned.


Type "Support"

Subtype "Time weapon"

Freeze "Yes"

AdventureResources

TimeDistortionStrength 1

AllowPlayIfBuildsite

Feats.TimeWeapons = "Yes"

EraCosts

Sway 1



After Alice plays this card, no rival may play any more cards in the current adventure.

However, a rival may avoid a freeze with a time shield:

Type "Support"

Subtype "Time shield"

AllowPlayIfBuildsite

Feats.TimeWeapons = "Yes"

EraCosts

Sway 1

ImmuneIf1

AR.TimeDistortionStrength < 1



Examples ► Adventure with support cards

Here is the adventure card which brings fluon drive to the player who wins it:

Directive: Reach the Kinesis deep-space research station. Defend from pirates.


Type "Adventure"

Subtype "Mission"

Roleplay "Competition"

Unique "Fluon"

AdventureCommonCosts

FluonResearch 2

StarshipCapacity 1

StarshipFirePower 2

StarshipFlyRange 1

EraResources

Sway 7

Feats

StarshipDrive "Fluon"



Here are support cards which can cover the costs of the adventure:

Type "Support"

Subtype "Starship"

Unique "Magellan"

AdventureResources

StarshipCapacity 1

EraCosts

Sway 1



Directive: Ion starship drive.


Type "Support"

Subtype "Starship drive"

AdventureResources

StarshipFlyRange 1

EraCosts

Sway 1



Directive: Ion cannon starship weapon.


Type "Support"

Subtype "Starship weapon"

AdventureResources

StarshipFirePower 2

EraCosts

Sway 1



Type "Support"

Subtype "Scientists"

AdventureResources

FluonResearch 1

EraCosts

Sway 1



Type "Support"

Subtype "Scientists"

AdventureResources

FluonResearch 1

EraCosts

Sway 1



Examples ► Disable cards

Alice plays a starship:

Type "Support"

Subtype "Starship"

Unique "Magellan"

AdventureResources

StarshipCapacity 2

EraCosts

Sway 1



Bob can disable Alice's starship by playing the following card:

Directive: Magnetic combat sensor.


Type "Support"

Subtype "Combat sensor"

AdventureResources

StartshipDetectionRange 2

StartshipDetectionSensitivity 2

DisableIf1

AR.StarshipCapacity > 2

Subtype = "Starship"

EraCosts

Sway 1



Alice can block having her starship disabled by playing the following card:

Type "Support"

Subtype "Starship cloak"

EraCosts

Sway 1

ImmuneIf1

AR.StartshipDetectionSensitivity < 2



Examples ► Unforeseen destruction

Alice plays a starship weapon:

Directive: Ion cannon starship weapon.


Type "Support"

Subtype "Starship weapon"

AdventureResources

StarshipFirePower 2

EraCosts

Sway 1



Bob can disable Alice's starship weapon by playing the following card:

Directive: A starship weapon is damaged.


Type "Support"

Subtype "Unforeseen event"

DisableIf1

AR.StarshipFirePower > 2

Subtype = "Starship weapon"

EraCosts

Sway 1



Examples ► Costs and resources

Let's say that the current adventure card has an "AdventureCommonCost.StarshipFirePower 3" cost attribute.

The hero plays a starship card which has an "AdventureResources.StarshipWeaponSize 3" resource attribute.

Then he wants to play a starship weapon card which has an "AdventureResources.StarshipFirePower 3" resource attribute. However, this card has an "AdventureCost.StarshipWeaponSize 4" cost attribute and since the hero has only 3 resources available, he may not play it (if he were to play it and if the adventure were to end, he would lose the adventure).

Instead, the hero plays a starship weapon card which has an "AdventureResources.StarshipFirePower 2" resource attribute and an "AdventureCost.StarshipWeaponSize 2" cost attribute, and another starship weapon card which has an "AdventureResources.StarshipFirePower 1" resources attribute and an "AdventureCost.StarshipWeaponSize 1" cost attribute.

Now, the adventure's cost of 3 starship fire power is covered.

Game specific

Game specific ► Gardener of Thoughts

The "Genesis" edition pack has the following era decks: "Book of Genesis".

Components: 50 adventure cards, 200 support cards, the rules. There is 1 gold card.

Setup time: 10 minute.

Play time: 90...120 minutes.

Wrap-up time: 10 minute.

Number of players: 2...4.

Goals (from the most important to the least important): trade cards, win adventures, create obstacles for heroes, stop rivals from winning adventures, challenge rivals.

Legend:

Gardener of Thoughts Card Game System - 85 / 85