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A strategic adventure game by 2-4 Players 15-25 minutes per player Ages 13+

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Page 1: A strategic adventure game by - Vatal Entertainment Studiovatales.com/images/TTS/Rulebook.pdf · 2017. 8. 3. · Used to reduce leaders’ cards in play or hand. It passively determines

A strategic adventure game by

2-4 Players 15-25 minutes per player Ages 13+

Page 2: A strategic adventure game by - Vatal Entertainment Studiovatales.com/images/TTS/Rulebook.pdf · 2017. 8. 3. · Used to reduce leaders’ cards in play or hand. It passively determines

TABLE OF CONTENTS1. Core Concepts

2. Assets

3. Game Modes 1.1 - Skirmish Mode 1.2. - Adventure Mode 4. Setup

5. Turn Phases

6. The Game Map 7. Leader Playmat

8. Faction Decks

9. Interaction

10. Resolution

11. Glossary

BACKGROUNDInfinities™ is a cross-over setting of fantasy and science-fiction worlds connected by multiversal rifts.

Millennia ago, a world known only as Creation became the domain of either a god of order or a god of chaos. This point of divergence led to two distinct histories. In one of these, the world be-came known as Ob’dija, a realm where magic still flourishes through elemental poles called World-spines. In the other key timeline, Xilsen became a ruined and later reborn world where mankind was brought to the brink of extinction when the World-spines were destroyed, triggering a cataclysm. In the modern era, Xilsen is controlled primarily by a powerful empire whose technological singularity, a terracomputer called DEVA, has become their omniscient god and protector. Due to the interfer-ence of the god of chaos and mortals on ancient Xilsen, these two alternate worlds are forever linked by rifts: sporadic portals which allow travel across the multiverse.

INTRODUCTIONInfinities: Defiance of Fate™ boasts a hybrid game-play style, blending strategy card game and tac-tical wargame mechanics. Players build a group of units under a powerful leader to explore and conquer a modular hex-tile board, take risks with dice rolls and card draws, and battle for suprema-cy alongside friends or against rivals.

In Skirmish mode, you seek to collect more points than your opponents from a randomized set of objectives. In Adventure mode, two factions follow a branching narrative with varied, asymmetric actions, objectives, and win conditions.

With shared or separate decks, dice manipulation, a player-created game map, optional unlockable powers, a myriad of dynamic victory conditions, and session-specific actions, you’ll find that the possibilities in this game are infinite.

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1. CORE CONCEPTSIn Infinities: Defiance of Fate, a leader acts as your avatar as you immerse yourself into the game’s worlds. Each leader is represented as a playmat with an attribute track and a unique set of abilities called Gambits. You can play unit cards in your group to bolster attributes and gain new abilities. You can also play ability cards to perform one-shot effects. For your turn, you roll action dice and use them to move across map tiles, play cards, or attack other leaders. Positioning on the map is important as each type of tile possesses a unique event which offers its own tactical advantages.

PLAY AREASGroup — Your group is the area above your playmat to which you play units. You may have 4 units at one time.

Timeline — Your timeline is an area on one side of your playmat where you can prepare any card to play in a future turn. Prepared cards with the Constant keyword gain a benefit while in the timeline. You may have 3 prepared cards at one time.

ATTRIBUTESPower — Represents destruction. Used to reduce leaders’ cards in play or hand. It passively determines your reach, a clear path of active tiles through which you may deal damage with Power actions (reach = 1 + Power level).

Tide — Represents momentum. Used to play and prepare cards. It passively determines your Gambit token limit (2 + Tide level).

Fortitude — Represents preservation. Used in board manipulation and blocking. It passively determines your hand limit (3 + Fortitude Level).

GAMBITSGambits are unique abilities, some of which are triggered by specific condi-tions while others can be used at any time. Gambit Tokens which you gain throughout the game are used both to fuel your leader’s Gambit abilities and to block enemy cards and leader Gambits when they target you.

INFLUENCEInfluence is a number marked by a on all map tiles. Influence determines turn order at the start of each round, so keen awareness and strategicpositioning is crucial to your success.

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2. ASSETS

Attribute Counters

Leader Pawn

Round Track Die Turn Order Mat

Action Dice

1 — Attribute Tracks2 — Power Track and Passive3 — Tide Track and Passive

4 — Fortitude Track and Passive 5 — Gambit Abilities6 — Gambit Token Track

Leader playmat

Begin with 1 of these in the lowest box, or level 1, of

each attribute track column.

Represents your leader’s location on

the game map.

A 10-sided die to keep track of the round number.

A card with 6 positions to track leader turn

order for each round.

Rolled and manipulated to determine your possible

turn actions.

Number TokenEach leader has 10 double-

sided tokens marked from 0-9 for tracking mechanics.

Gambit/Damage TokenEach leader has 10 double-sided tokens used to track

Gambit amount and damage.

Plot TokenA set of 10 double-sided

tokens marked from 0-9 for use in Adventure Mode.

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Leader Playmats — x 12Attribute Counters — x 4 sets of 3Leader Pawn Bases — x 5Leader Profle Tokens — x 12#0-9 Number Tokens — x 40 (4 sets of 10)Gambit/Damage Tokens — x 40 (4 sets of 10)#0-9 Plot Tokens — x 10 Lightbearers Faction Deck — x 63 cardsThe DEVA Network Faction Deck — x 60 cards

Action Dice — x 810-sided Round Track DieTurn Order MatSands of Varra Tiles — x 24The Genesis Circuit Tiles — x 24Rift TileSkirmish Scennario Deck — x 10 cardsRulebookAdventure Guide: Guiding Stars & Broken Signals

Asset List

1 — Ability2 — Cost3 — Attribute4 — Health

Unit Card1 — Ability2 — Cost

Ability Card

1 — Influence2 — Wall(s)3 — Type

Map Tile

Rift Tile

Skirmish Scenario

GUIDING STARS &     BROKEN SIGNALS Adventure Guide 

This   adventure   traverses   the   worlds   of   Ob’dija   and   Xilsen   through   the   settings   of   Sands   of   Varra   and   The Genesis   Circuit   as   the   Lightbearers   faction   battles   The   DEVA   Network   for   supremacy   and   survival. 

Sands of Varra

A barren desert continent at the crown of               the planet Ob’dija, Varra is the location of               the Solar Worldspine. The Near Sun's           intense light and heat, which would           otherwise scorch the remaining surface of           Ob'dija, is bent and absorbed by the             worldspine and the surrounding land,         rendering much of Varra uninhabitable by           most creatures. The echel, called         ‘Lightbearers’ by many, are the primary           adapted sapient species who call Varra           home. They can be found across its surface               in structures ranging from mundane stone and clay settlements to ornate cities of glass. Varra is seldom                                 explored   and   has   relatively   untapped   resources   of   crystal   and   other   minerals   buried   in   its   sands.  If   your   adventure   begins   in   Sands   of   Varra,   your   䁀irst   chapter   is    Sand and Flame on   page   4. 

The Genesis Circuit  

DEVA knows, sees, and controls all           through the technologically advanced       civilizations on the planet Xilsen. A           creation of Ilreman imperial scientists,         the terracomputer DEVA not only has           omniscient monitoring capabilities, but       also guides humanity toward ideal         futures. The Digital Emergent Vector         Analyzer uses the minds of synthetic           humans as processors to extrapolate a           

myriad of timelines based on current global conditions and decisions, determine which futures are ideal,                             then manipulate the world to move in that direction. The majority of DEVA’s systems are located in                                 underground tunnels, caverns, and bunkers in the crust of the planet, though its footprint spreads to the                                 surface in satellite stations, synthetic factories, and shuttles. DEVA’s massive, self‑expanding megastructure                       is   called   The   Genesis   Circuit. 

If   your   adventure   begins   in   The   Genesis   Circuit,   your   䁀irst   chapter   is    Anomaly Detected on   page   2. 

Adventure Guide: Guiding Stars & Broken Signals

Start the game in this tile.

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3. GAME MODES3.1 - SKIRMISH MODE

Skirmish Mode is the best way to learn and master Infinties and lasts an average of 25 minutes per player. There are two game types for Skirmish Mode: free-for-all and teams. Determine the type before each session.

3.1.1 - OBJECT OF THE GAMEA randomly revealed card from the Scenarios deck determines victory objectives for a Skirmish game. When you complete an objective, you gain points equal to the number adjacent to the objective text. Track points using number tokens, one each for both the ones and tens place of your score. Points cannot be gained during deploy turns.

The game ends after 5 rounds. The leader/team with the most Points wins, excluding defeated leaders. For new players, it’s suggested to use a 3-round quickplay variant of Skirmish mode using the “Initiation” scenario card to learn the rules of Infinities.

Tiebreaker — In a tie, non-tied leaders are defeated and discard all of their assets. Tied leaders/teams play one more round. If there’s still a tie, the game ends in a draw.

3.1.2 - COMPETITIVE PLAYSingle-Game matches — Remove the Initation scenario from the deck. After lead-ers are selected, players may choose to ban one scenario in turn order by discarding it. Continue this until only one scenario remains and use it for the game.

Best-of-X Series — Complete the Single-Game scenario selection for the first game. In subsequent games, the loser of the previous game selects any scenario after all leaders have been selected.

Objective

PointsAwarded

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3.2 - ADVENTURE MODE

Adventure Mode is narrative and objective-based and typically lasts 20-30 minutes per player. Each game is different and can be a team battle, one vs. all, co-op, or free for all depending on the chosen chapter.

3.2.1 - ADVENTURE GUIDEAn Adventure Guide is used by players to reveal the story, objectives, allegiances, and actions for all sessions of Adventure Mode. Each chapter in the guide includes exclusive actions which range from damage, card draws, tile capturing, and more. To begin an adventure, choose your preferred starting world and refer to the first page of the Adventure Guide to find your starting chapter. If a mode other than Adventure is chosen, keep the Adventure Guide in the box. An online copy of the Adventure Guide can be found on our website: www.vatales.com.

3.2.2 - OBJECT OF THE GAMEAdventure chapters often have multiple avenues toward victory. Most adventure chapters include either Self or Faction win conditions, sometimes both. Unless stated in the Special Rules section of a chapter, the game ends when a win condition is fulfilled. All active players who meet the condition are considered victorious.

3.2.3 - CAMPAIGNAdventure Mode is best played as a continuous campaign using the branching story mechanics built-in to the Adventure Guide. When a win condition is met, the winning player or team reads the End of Chapter entry matching the condition they used to win the game. This entry includes a narrative transition, which chapter to play next, and what changes must be made to the game for the rest of the campaign. Once a campaign reaches its end according to the Adventure Guide, reset all altered game assets to their initial state and start again. There are many combinations of storylines and game states you can create in a campaign-style Adventure.

3.2.4 - ONE-OFF SESSIONSNote that the standard method of Adventure Mode play involves starting with one of two chapters at the start of the guide then following a thread of chapters based on each game’s outcome. If time is limited or you desire some variation, you may instead choose a chapter from the Adventure Guide either at random or by choice.

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1. Assets: Gather faction decks; leader playmats; 2 stacks of face-down map tiles; 1 pawn base, set of attribute counters, and set of tokens per player; and all dice (in addition to plot tokens and the Adventure Guide if playing Adventure Mode).

2. Ready the Decks: Place shuffled faction decks on separate areas of the table and discard 1 card from each next to the decks to begin their discard piles.

3. Open the Rift: Place the Rift tile at the table’s center. All players select a pawn base and token set and place their pawn bases in the Rift tile.

a. Adventure Mode: Use the Adventure Guide to determine which chapter to play by either selecting a starting chapter or turning to whichever chapter you were

directed to play after the last game. Follow any special setup rules therein.

4. Exploration: Each player selects 1 tile from any stack and places it face up on the table. In order of highest to lowest (always break ties using alphabetical order of tile names), each player places their tile in a space adjacent to the Rift, orients it with a clear path, and moves to the tile. Turn the top tile on each stack face up. Ignore tile events during setup.

5. Turn Order: Turn order is set by highest to lowest . Players place a token in order on the Turn Order mat. Place a 10-sided die next to the Turn Order mat to track and indicate the round number. Set the die to #0.

6. Leader Selection: In turn order, players choose a leader playmat then place a leader profile in their pawn base, 1 Gambit token in a Gambit track box (bot-tom), and 3 attribute track counters on the lowest boxes (left side).

a. Skirmish Mode: Afterward, select a card from the Scenarios deck and place two “0” number tokens to the side of your playmat for scorekeeping.

7. Initial Draw: In turn order, players draw their initial hand. Draw 4 cards from your faction’s deck; you may discard up to all 4 cards then draw back up to 4.

8. Deployment: In turn order, players place action dice on their leader playmat set to and complete turns using the actions described in Section 5.2. During deploy turns, leaders do not gain Gambit tokens and tile events remain inactive. When deployment is complete, turn the round die to #1. Begin round 1.

4. SETUP

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Sample TableSetup

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The active player begins this phase by making an action roll. Roll four 6-sided dice to determine available action resources. Action dice have 1 side of each attribute (

), a side which can be spent in place of any other result, a side, and a side. After dice are rolled, players may activate dice manipulation, lock-ins, triggers, and anytime mechanics. The active player can only activate a dice manipulation or lock in if no mechanics are in the Queue. When all dice are locked in, proceed to your main phase to perform turn actions.

DICE MANIPULATIONDice results are only considered final when you have locked them in by placing them on the center of your playmat. Lock in dice one at a time. If you want to keep a die’s result, lock it in. Otherwise, you may convert or reroll dice to change your results before locking them in. After converting or rerolling a die, lock it in.

Convert — At levels 1, 3, and 5 in leader attribute tracks, you will gain the power to convert a specified die result to a different re-sult, marked by two icons separated by a on your track (e.g., if your Tide level is at , you may convert Fortitude results into Tide).

Reroll — At level 2 and 4 of all leader playmat attribute tracks, you gain the power to reroll 1 die.

5. TURN PHASES

5.1 - START PHASE

5.2 - ACTION ROLL PHASE

Sample Action RollEmily makes her action roll and receives results of , , , and . Because she is on Fortitude level 1 (see above attribute track), she can convert both results to and can reroll the . She does so, rerolling the into a . Thus, she is able to lock in results of , , , and . She is ready to begin spending her dice to execute turn actions.

Your turn is comprised of four phases in a specific order. All outstanding mechanics must be resolved and out of the Queue (Section 10.3) before ending the current phase and moving to the next phase.

The player whose turn it is becomes the active player. Check for objective conditions then all players other than the active player simultaneously gain 1 Gambit token . Players may then activate triggers and anytimes using the Queue.

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The active player begins this phase by spending 1 or more dice on an action or dice-spending ability. At this point, players may activate triggers and anytime mechanics using the Queue. The active player can only activate an action if no mechanics are in the Queue. Place spent dice to the side of your playmat to track them. When you have spent all dice you wish to use, move to the End phase.

STANDARD ACTIONS• Prepare a card from your hand to be played in a future turn by placing it in your timeline (area next to your playmat) or an ally’s. You may have 3 time- line cards at once. Cards always cost 1 to prepare.• Play a target card from your timeline. This always costs 1 , regardless of the card’s printed cost. The card must have been prepared in a previous turn.• Spend X to play X cost worth of cards from your hand. If a mechanic directs you to play a card, you do so without paying its cost.

• Force a target leader to randomly discard 1 card.• Destroy a target timeline card if there are no units in the leader’s group.• Deal 1 damage to a target group in your reach: a clear path of up to 1 + Power level active tiles, including yours.

• Move to a target adjacent tile. • Warp the Rift tile. Reposition the Rift and anything on it to an unoccupied target space adjacent to any tile. If placed on top of a tile, everything beneath the Rift is buried and considered inactive.• Flip over a target adjacent tile. (See Section 6.2 for more) • If any leader occupies a tile before you flip it, first force move them to a target tile which is adjacent and legal for them to move to.

5.3 - MAIN PHASE

Sample Main PhaseJeff has locked in action roll results of , , , . He spends to play a Scrap Walker, to deal 1 damage

to an enemy leader’s group, and to move to an adjacent space. Jeff ’s dice are spent, so his main phase is over.

• Spend as any other die result.

• Gain 1 Gambit token . Gambit limit is 3 + Tide level.

• Spend any die to draw 1 or discard 1 then draw 1. Hand limit is 3 + Fortitude level.

5.4 - END PHASEPlayers may activate triggers and anytime mechanics. Check for objective conditions when the Queue is empty and all players decline to act. The next player’s Start phase immediately follows unless the round ends. In this case, after the check for objectives, a second End Phase is used for the end of round, followed by Turn Order being set.

TIDE

POWER

STAR

ANY

GAMBIT

FORTITUDE

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1. Influence — Each tile has an Influence value of 1-5. This value is used for various cards, actions, and objectives, but most importantly determines players’ turn order. At the start of each round, ar-range one number token per player on the turn order mat in highest to lowest to indicate turn order. When a game mechanic refers to Influence using its icon, it equals your current tile’s Influence unless another tile is specified. A tile’s Influence cannot be 0.

2. Walls — The solid bars on the edges of tiles denote directions in which you may not move or use Power dice to deal damage. When discovering a tile, you typically cannot orient it with a wall in your path if you are moving into it from an adjacent tile.

3. Tile Type — All tiles except the Rift fall in one of these categories: Stealth , City , Sacred , Wild , Travel , Oasis , Satellite . Each type possesses a unique event which is active in all tiles of that type after setup is complete.

6. THE GAME MAP6.1 - TILE PROPERTIES

Tile Events

Sacred : During your Start phase, you may lock in one of your dice as .

City : After entering the tile, you may draw 2 cards.

Travel : After entering the tile, you may warp your pawn to a or tile.

Wild : During your End phase, you may replace an unoccupied non-Rift tile with the top tile from its stack in any orientation. Shuffle the stack afterward.

Stealth : Your reach and movement bypasses all walls. This additionally applies to forced movement used against you.

Oasis : During your Start phase, you may gain 1 Gambit token . Type exclusive to Sands of Varra.

Satellite : At the end of your turn, you may reorient and warp your tile and any thing on it on top of an unoccupied, adjacent tile, burying everything under the tile. Type exclusive to The Genesis Circuit.

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Basic Rules — After the game begins, only one pawn may occupy a space. Your path when moving must be clear, meaning there are no walls or pawns in your path.

Discover — Before you move to an empty space, select the top tile from the same setting’s stack, connect it to your tile in any orientation without a wall in your path, and place your pawn in the new tile. The top tile of a tile stack is always face up.

Rift Tiles — The settings of Infinities are connected by thechaotic forces of multiversal rifts. The game begins in a Rift tile and tiles discovered from the Rift may be drawn from any tile stack. As long as you have a clear path, you may move through tiles of different settings.

Warping — Assets such as tiles and pawns can be warped to other spaces with abil-ities and actions. When an asset is warped, reposition it and anything attached to it. For example, a warped tile brings along any pawns or tokens on it, while a warped pawn only warps that leader’s pawn.

Flipping Tiles — Flip over a target active tile to make it inactive. Destroy all at-tached tokens. If a leader occupies the target tile, you must first force move them 1 space in a clear path. All components of a flip are considered one multi-step me-chanic for resolution. A tile cannot be flipped if there is no legal space for a leader in the tile to move to. The flipped tile is inactive until it is rediscovered. Treat rediscov-ery as a normal discovery in all ways, including selecting tile orientation.

Burying Tiles — A tile and its contents can be buried if a tile is warped on top of it. Everything beneath a buried tile is considered inactive. The topmost tile is the only tile which can be affected by abilities and actions such as flips.

Forced Movement — Most normal movement rules apply in forced movement, including the moved leader choosing the orientation of discovered tiles and being affected by events and abilities.

6.2 - MOVEMENT

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Attribute TrackerYou begin at level 1 (the bottom box) for all attributes and can level up to 5. Use your green, red, and blue counters along the columns to track your levels. Attributes increase and decrease as units join your group or are destroyed.

Bonuses gained on these tracks are cumulative as you level up. It is important to track your levels to determine available dice manipulation and passive bonuses.

Reminders of your passive attribute bonuses—reach, Gambit limit, and hand limit—are located at the bottom of the attribute tracks.

GambitsGambits are a set of abilities unique to your leader. Some Gambits require a trigger to activate, while others can be activated at any time you can afford it.

Activate Gambits by spending your Gambit tokens . Gambit tokens are represented by tokens in the boxes at the bottom of your playmat (below). Gain 1 before oth-er leaders make action rolls. are also used to activate other mechanics, such as blocking enemy abilities.

You are limited to 2 + Tide level . If your limit falls be-low your current amount of tokens, destroy tokens until compliant.

7. LEADER PLAYMAT

Gambit Trigger

Gambit Cost

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All games of Infinities: Defiance of Fate are contested with faction decks. A faction deck is a preset deck of 60 cards. Faction decks contain unit cards and ability cards divided evenly in amount.

CARD TYPESUnits — Signified by a banner in the top-left of the card. Units are the primary way to gain attributes and methods of dice manipula-tion. You may own up to 4 units in your group by placing them left to right above your playmat in the order played. When a unit joins you, move your attribute track counter(s) one tick per icon on the banner, then consider it part of your group and its ability enabled. Move the counter(s) down the same amount if the unit is destroyed or loses its attribute(s). Units are destroyed when their health reaches 0. When playing a unit into your full group, you must first destroy a unit.

Abilities — These cards dictate the flow of a game through helpful and harmful effects. Ability cards are temporary: they are placed near the center of the table when played and then on the discard pile after fully resolved. Some ability cards have charge properties which allow you to pay secondary costs before targeting the ability to empower it.

THE TIMELINEAny card can be prepared to the side of your or an ally’s play space, an area called the timeline, at the cost of 1 . Timeline cards may be played in a future turn at the cost of 1 . You may own 3 timeline cards placed from left to right based on the order they were prepared. Some cards include the Constant keyword, indicating a special secondary ability available only while they are in the timeline.

If your timeline is full but a card would be added to your timeline, you must destroy an existing timeline card to replace it. When you prepare a card in another leader’s timeline, you transfer ownership to them. Cards cannot be played from the timeline in the same turn they were prepared.

8. FACTION DECKS

Timeline

Group

Sample Full Play Space

Unit Banner

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SECONDARY COSTSMany abilities have a specific secondary cost to charge or activate them, including:• — Discarding cards.• — Dealing Damage to your own group.• — Spending Gambit tokens.• — Passing a Check. Roll for a specified result on an action die.

For example, means to make a Tide check. You may use one of your rerolls or converts on the die. If you receive a result of or , you pass the check.

CHARGESCharges are properties on ability cards which allow you to amplify their effects by paying a secondary cost. Charges are listed in the ability text of a card on a separate line from the main effect and their costs are paid before the ability is targeted.

TRIGGERSTriggers are mechanics you may activate when a defined condition occurs on an active asset you own. Trigger conditions are written in italics. Many triggers require payment of a secondary cost to activate. Units and timeline cards must be active for their triggers to activate unless specified. You may only activate a triggered mechanic once per occurrence of its defined condition.

DECKS, PILES, AND YOUR HANDYou may hold 3 + Fortitude cards in your hand at a time. A card cannot enter your hand for any reason while your hand is full. If your hand size limit falls below the number of cards you have in hand, you must discard randomly until you are compli-ant.

If a deck runs out of cards, shuffle its discard pile to reset the deck. You may not pre-view any decks or discard piles or show your hand to anyone unless directed. When interacting with a deck or discard pile, always do so from the top.

When you reveal cards, place them face up from a specified location left to right in a neutral table area. Once you have resolved all mechanics for the revealed cards, dis-card them in the order they were revealed.

When you steal a card, move it from the target leader’s play space to your matching play space (e.g., a card stolen from a timeline goes to a timeline, group goes to group).

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DAMAGEWhen you deal damage , you lower a target unit’s Health by 1. Damage is represented by the damage-dealing leader attaching a damage token to a unit. Allocate damage to groups 1 at a time and spread it as you wish. If a unit’s health reaches 0, it triggers a “check for destruction” to the Queue; if its health is still 0 at that time, the leader which most recently allocated a damage token on it counts as the destroyer. A unit at 0 Health is immune to damage. You can heal damage by detaching damage token(s) from any unit.

BLOCKING AND CANCELINGYou may block card and Gambit abilities after another leader targets you, your cards, your dice, or your tile. To attempt a block, you must spend equal to the spent or the card’s printed cost. Next, make a Fortitude check . If you pass the check, you block and the target ignores the ability.

• Some abilities will enable you to cancel a mechan-ic. A cancelled mechanic is negated and treated as though it never existed or occurred, including dis-carding a canceled one-shot ability card.

• Fated mechanics cannot be blocked or canceled. • Actions from rules and Adventure chapters which require dice spending cannot

be blocked. • Anything on cards or playmats are abilities, therefore blockable. This distinction

is important to understand when it comes to blocking.

CONCEDINGYou may concede at the end of any player’s turn. Discard all of your active cards, cards in hand, and tokens and remove your pawn from the board. You are defeated. If all of a player’s/team’s opponents are defeated, they win regardless of game mode.

9. INTERACTION

GAMEPLAY TIP: PROTECTING YOURSELFMost cards have 2 or 1 cost, and most Gambit abilities also have a cost of 2 or 1. Therefore, a sound defensive strategy is to keep 2 available at all times for blocks. However, consider that you could decline to block an enemy’s Gambit and counter with your own. It’s likely they won’t have enough to block your counterattack.

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10. RESOLUTION10.1 - ORDER OF ACTIVATIONWhen activating any game mechanic, there are distinct steps to follow:

Announce what the mechanic is.Spend any resources necessary.Charge the mechanic (if it is an ability).Target the mechanic. Reaction. Allow all players to react to the mechanic. Includes blocks, triggers from the previous steps, or anytime us-age mechanics. Mechanics announced at this time resolve before this mechan-ic’s next step.Verify Legality. Check that all targets, values, the mechanic, and its source are active and valid. If not, the Resolve step consists of the mechanic’s cancellation. Resolve the mechanic in full. Once this step begins, nothing will stop it.

In most cases, these steps happen so quickly that players won’t notice; how-ever, triggers and anytime mechanics can interrupt this process.

10.2 - TARGETINGA mechanic must have a valid target and value in order to be played or ac-tivated (e.g., a leader must have cards in hand for you to target them with a discard or units in group to target them with damage). Similarly, you may not spend a to gain a if you are at your limit. You also cannot activate a mechanic if it would only have a 0 val-ue, such as “draw 0 cards.”

When targets are affected as part of a mechanic that a player does not assign, the targets are affected from left to

right as they are positioned in the play-er’s play space. This LTR Rule applies to breaking ties or duplicate mechanics in general. In any dispute of which play-er is affected by a game mechanic, use highest to resolve. In all disputes of tied , use alphabetical order of tile names to break ties.

10.3 - THE QUEUEMechanics in Infinities fully resolve one at a time in a first-in, last-out Queue.

• If a mechanic is announced during the Reaction step of another mechan-ic, the new mechanic goes through all of its steps first.

• If a mechanic is announced while another is resolving, it is placed in the front of the Queue. Once the cur-rent mechanic is finished resolving, the most recently Queued mechanic begins resolving.

• If more than one mechanic activates from a similar condition (e.g., “a leader exits a tile” vs. “a leader enters a tile”), the active player may fully resolve their trigger(s) in any order, then proceed from top to bottom of turn order.

• If a mechanic resolved more recent-ly than yours invalidates any part of your mechanic, your mechanic is can-celed and lost.

• Mechanics with multi-step prop-erties, such as flips or those with a value (e.g. “deal 3 damage to a group”), are resolved step-by-step but all finish resolving before moving to another item in the Queue.

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11. GLOSSARYAbility: Any mechanic related to the play or activa-tion of a card or leader Gambit.Action: A mechanic activated by spending action dice, though not from a card’s ability.Active: A permanent asset face up in play on the table (leader, group, timeline, tiles, tokens).Attach: Play one asset onto another asset. If an asset leaves play or is inactive, destroy all attached assets.Block: Ignore an ability by spending Gambit tokens equal to the source’s cost and passing a .Buried: Tiles and other assets which are beneath another tile. These assets are inactive.Cancel: Negate the function of a mechanic Treat the target of the cancel as though it never existed or occurred.Check : Roll a die for specified result. Clear (Path): Series of tiles without walls or pawns.Constant: An ability available while in the timeline.Convert : Change a die from one result to another.Damage : Reduces a unit’s health. Indicate with a damage token. Deck: Cards which are stacked face down. Faction Decks must be kept separate.Destroy: Move an active card out of a play space and into its discard pile. A card’s destruction is consid-ered complete once it reaches the discard pile or another specified destination.Discard : A card moves from hand to discard pile.Discover: Place a tile on an empty space and move into it, typically from an adjacent tile.Draw : Pick up a card from the top of your deck and place it in your hand unless specified. If your hand is full, do not draw.Fated: Cannot be blocked or canceled.Flip (Tile): Turn a tile on its face. Consider a flipped tile inactive until rediscovered.Fortitude : Attribute used in map interactions.Gambits : A set of unique abilities paid for with Gambit tokens .Group: Your played units. Limit 4 at a time.Hand: Cards which a player has drawn and kept. You cannot hold more than 3 + cards.Heal : Remove a damage token from any unit.Immune: Prevents an asset from being targeted by specified mechanic, such as damage or abilities. Immune assets are considered to not exist in the targeting of the mechanic to which they are immune.

Influence : A tile’s presence in the game. Used for turn order, abilities, and objectives.Instead: Performs one effect in place of another. The replaced effect does not occur.LTR Rule: Used to break ties and duplicate me-chanics by using position from left to right.Passive: A mechanic which is always active and does not require a condition, a cost, or a target-ing decision. Passives with a variable component always update to current values. Play: Place an asset into a group or onto the table from the hand or other specified location.Prepare: Place a card into your or an ally’s time-line. A timeline can hold 3 prepared cards.Printed: The base properties of an asset before any charges or other alterations occur.Power : Attribute for harming other leaders.Queue: A sequence of game mechanics waiting to be resolved. First in, last out. Reach : Maximum distance of a clear path of active tiles through which a leader may deal 1 damage with Power dice. Ally pawns do not count as in the way for reach. Reach equals 1 + . Rediscover: Move into an inactive tile and follow discover rules.Reroll : Roll a die again.Round: A full rotation of player turns.Steal: Take a card and anything attached to it from another leader and place it in your corre-sponding play space. You own the stolen item. Tide : Attribute for preparing/playing cards.Timeline: A row of prepared cards to the side of a playmat. Prepared card limit is 3. Trigger: A mechanic which may instantly occur when a condition is met. Tagged with italics.Turn: A player’s opportunity to make an action roll and spend dice results as actions.Unique: A mechanic with a different name from another mechanic.Warp: Move an asset and anything connected to it as directed.Within (X spaces): All spaces up to X spaces away, including your own tile. Ignores walls and includes empty spaces.X: A mechanic you determine the value of and use that same value when referenced again.