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Rules
All six players have a common goal, which is to gain as much Influence as possible, by the end of the game. Each player defines their own strategy of competing with opponents. Heroes, which players choose every round, help to do this. Players use the Heroes' abilities to allocate resources effectively.
Nobles
Maesters
Merchants
Guard
Neutrals
Do not represent a particular fraction. Possess unique abilities.
The aim of the game
To gain as much Influence as possible by the end of the game.
GLOSSARY
Influence – winning points that determine the winner.
The Crown defines the priority of the Heroes' choice among players.
Resources — the event is triggered by taking base resources (coins/cards).
Hero Rank — shows the order of turns; if Influence is 1 to 1, defines which player will win by the end of the last round.
Completion — the event happens in the end of the game.
1 to 1 — an even exchange.
Round — the stage of the heroes' turn.
Factions — Nobles, Maesters, Merchants, Guards.
Neutrals are not a distinct faction.
Guild is formed by a player who has hired 7 Disciples.
*Recruiter can’t influence the Disciples of a player with a formed Guild.
Conditions
Coins — max. 20
Cards — max. 7
Disciples — cannot be recruited more than 7.
You can't recruit Disciples which are already in subordination
(This condition is cancelled by Intendant).
START OF THE GAME
A random player gets the Crown.
Every player gets 2 coins and 4 random cards from the deck.
CHOOSING A HERO
Starting with the player with the Crown each player selects a Hero (clockwise). For the first five selecting players one of the Heroes will be randomly hidden, while for the sixth player, both remaining Heroes will be available.
START OF A TURN
Character ability; use the ability of a character.
Resources: Get 2 coins of a card (two are taken from the deck. One of them is chosen. The one which wasn’t chosen returns to the deck in a random place).
INFLUENCE CALCULATION
Influence is calculated the following way:
Influence for the aggregate value of disciples.
Influence for qualities of Neutral disciples.
4 Influence for forming a Guild first.
2 influence for forming a Guild anyway but first.
2 Influence for recruiting at least one disciple from factions: Nobles, Maesters, Merchants, Guard.
There can only be one winner. If players have 1 to 1 influence, the one with the higher Hero Rank by the end of the final round wins.
THE END OF THE GAME
There are two ways of ending the game:
If one of the players forms a Guild, it denotes that the current round will be final.
If no one of the players was able to form a Guild, than the 9th round is always final.
9 circle
1 circle
2 circle
3 circle
4 circle
5 circle
6 circle
7 circle
8 circle
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30
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30
GAME TIMING
Hero's Choice (s)
Hero's turn (s)
Extra time
100 seconds for each player till the end of the game
* A random player gets the Crown.
AFK
When normal and added time is out:
Hero choice
A random character is chosen.
Turn
Hero:
The passive / factional ability of a Hero is triggered (the active ability of a Hero will not be triggered).
Resources
If there are more than 6 coins, a random card is taken.
Recruitment
The recruitment of a Disciple with the highest value is triggered.
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