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3
THE CARDS
The following examples introduce the major card components:
Each card shows 2 Defense Values in the lower
corners: 1 for the Gate (left) and 1 for
the Castle (right)
Example:
The Dragon has a defense
value of 2, when placed at the Gate.
Better place it at the Castle, where it has
a defense value of 3.
Some cards have
costs that need to
be paid in order to play them. Most
commonly, you have to discard
other cards from your hand to do
so. In the text box, costs are always
stated ahead of the effect (e.g. “Discard 2 cards.”)
Many cards allow you to initiate an attack
against
the opponent’s Gate or Castle.
This is
shown by the
attack value
, shown in
the shield icon in the center. Some of
them have additional effects.
Example:
The Axe man initiates an
attack with a strength of 2. Additionally,
you draw 1 card, when playing it.
An next to the attack value indicates that the
card’s effect may influence its attack value.
A card that shows , ,
or any combination thereof in
the top left corner, is a unit. Cards
with multiple symbols (i.e. Giant,
Mercenary) can only be used as 1 of
the indicated unit types.
An Attack Scheme is a strong
card allowing an attack. In order to play it, you
have to discard the indicated
units from your hand. If you
discard a certain additional
unit, you may even increase
its attack strength.
Example:
If you
discard 1 Knight
and 1 Archer, you
may
execute the Attack
Scheme
with an attack
strength of 9. If you
discard an additional
Archer, add +5 to the attack strength.
FLOW OF PLAY
Preparation
Deal 5 cards from the draw deck to each player.
If any player receives a purple card (i.e. Bomber,
Saboteur, Spy, Ogre), discard it and replace it with a
new card. Afterwards, shuffle the discarded purple
cards back into the draw pile.
Each player places
2 of the 5 cards face down
at their Gate.
Then, they place 2 of the remaining
cards face down at their Castle. Set aside the
remaining card. Repeat this process once, so each
player’s Gate and Castle consists of 4 cards. Both
players add the cards set aside to their hand, so
each player has a starting hand of 2 cards.
Note:
Whenever you add cards to your Castle or
Gate,
always
place them
under
the other cards at that
structure. Neither player may look at the face down
cards in any Castle or Gate. However, both player may
count the number of cards in each Castle or Gate.
Game turn
Beginning with the starting player, take alter-
nating turns until the game is over. At the start of your
turn, draw 2 cards from the common draw deck.
Note:
The starting player draws
only 1 card on their first turn.
Strengthen your defenses
1x during your turn, you may strengthen your
defenses, i.e. use 1 card to defend. To do so, place
1 card from your hand under your Gate or Castle,
i.e. on the bottom of the respective stack. Do not
execute its effect and do not pay any costs.
Exception:
You must discard 2 cards in order to
place the Ogre to strengthen your defenses, see Ogre.
Play cards
On your turn, you may play any number of cards
from your hand. To do so, first, pay the associated
costs, if any. Most commonly, you will have to discard
cards from your hand, to do so.
Then, place the card face up on the table, execute
its effect, and then dis
card it. Cards showing a
are called permanent cards. They remain in play
until they are destroyed.
Play your cards individually and execute their effects
or carry out the attack. You may initiate any number
of attacks each turn, if your cards allow you to.
3


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