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A Sci-Fi Tactical RPG Board Game

The Gifts of Yergin Game Components

Lavender Player's components shown above

"x2" = one Crimson & one Lavender

○ How to Play ○

Choose Sides

Between both players, choose who will play as the Crimson side, and who will play as the Lavender .

If there's trouble deciding who plays who, then one player should flip a coin, if they get heads then they play as the Crimson side and as the Lavender side if they get tails.

After sides have been taken both players collect the game components corresponding to the side they've taken as well as Four Wall Tokens each.

(i.e. Crimson Player gets the Crimson Supply Deck, Dice, Unit Pieces, ETC… & the Lavender Player: the Lavender Supply Deck,Unit Cards, ETC…)

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Setup

Putting things together

Set The Game Board between the two of you so that the black border forms a square round the game board and the Start Spaces face their corresponding player.

Both players thoroughly shuffle their decks down to the left or right side of their end of the Game Board. Players should be sure to leave enough space for the Scrap Deck next to the supply deck on the side facing away from the board.

(*you could also ask someone else to shuffle the deck for you)

When all put together your setup should resemble something like .

Final Steps

Once the previous steps have been completed both players must:

  1. Place their Unit Pieces on the Start spaces corresponding to their side
    (i.e. Crimson Units on Crimson Start spaces & the Lavender Units on Lavender Start spaces)
    Which Start space each Unit goes on is up to each player's strategy or lack thereof.

  2. Roll their dice to determine turn order, highest goes first.
  3. Draw 6 Cards from their Supply Decks.

You can now start the game.

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Playing The Game

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Your Turn

During Your turn there are two actions you can do: Unit Actions and Scrapping Cards.

Unit Actions

Per turn, each of your units can take 1 Card Action and 1 Movement Action.
These can be done in any order, but once a unit has taken both actions, they cannot take another that turn.

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Oppenent's Turn

 Rule Booklet 

○ The Decks ○

Supply, Scrap and Attrition

Game Board

○This Section is Unfinished○

Card Action Cards ○

The Supply Deck

Card Actions are one of the two actions a unit can take during a player’s turn (the other being movement actions).

As the name suggests, Card Actions require Card Actions Cards in order to be performed.

Each player has a Supply Deck comprised of 36 Card Action Cards:

After use, Card Action cards other than the Build cards are placed face up in the Scrap Deck.

Build cards are instead discarded from play.

The "Anatomy" of a Card Action Card's front

Card Back
(Crimson Player)

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Normal Card Actions

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The Attack Card

The Attack card can be used as a unit's card action to deal one point of damage to an unobstructed unit within the attack range of the attacking unit.

Alternatively, the Attack card can also be used by Healer unit to heal a unit within his attack range

You cannot attack diagonally.

The Attack Card

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The Move! Card

The Move! card has two functions and is the only card that can be played on an opponent’s turn.

When used as a unit’s Card Action, it gives that unit an additional
Movement Action that turn.

When one of your units is being attacked during your opponent’s turn The Move! card can be used as a counter: giving you a chance to avoid the attack.

You and your opponent both roll two dice if your roll is equal to or greater than the roll of your opponent: Your unit avoids taking damage and moves one space away from the attacking unit.

Development            

Early in Development, instead of the Move! Card there were the two Move! cards. They were the only way to move your units and there were 20 of them in the deck, 12 Move! 1 cards and 8 Move! 2 cards.

How far a unit moved was based on which one of the Move! cards you used (1 square for Move! 1 & 2 for Move! 2), meaning that all Units moved at the same rate at the time.The one exception was the Acrobat unit, who's unique trait at the time was a "+1 on Move Cards".

Upon the first playtests, this was found to make the game quite slow and not very fun.

The Move! 1 & Move! 2 Cards

Following this revelation, it was decided to overhaul the game's movement mechanics. And so, moving your units was separated from card actions and made its own action, the Move! card's function was changed to what it is now and reduced from 20 to 4 per deck.

In addition, each of the Units in the game were given a unique movement range, and the Acrobat was given a different unique trait.

Lonelier & less numeric!
It’s the Move! Card v2.

The Move! Card

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The Build Card & Wall Tokens

The Build card can be used as a unit's card action to build a wall on the space they're standing on. This translates to the player placing a Wall Token under the unit in one of four cardinal directions (in relation to the game board, not the actual planet)

After use the Build card is removed from play as each player has a finite number of Wall Tokens and cannot replenish their supply

Wall Tokens        

Wall Tokens act nearly identically to the Wall Terrain that can be found on the game board, preventing Units from moving or attacking through it. Another similarity Wall Tokens have to Wall Terrain, is that they can be jumped over by the Actrobat Unit, using her Jump! Special Card Action.

A Wall Token

The Build Card

Unlike the Wall Terrain, Wall Tokens can be destroyed by the Swordsmaster Unit, using her Demolish Special Card Action. Destroyed Wall Tokens cannot be recovered and are removed from play.

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Special Card Actions

The Special Card Actions are unique Card Actions that each belong to one of the four units.

To take a Special Card Action you must play a Special Card Action Card as the Card Action of the unit associated with that card

Special Card Action Cards also have a Secondary Card Action they do instead of their Special Card Action when used by units other than the one the card belongs to.

These Secondary Card Actions are less powerful than the Special Card Action they accompany but are still useful actions that might even be a better choice than using the Special Card Action of the card in some situations.

Development            

At first, the Special Card Action Cards didn't have their Secondary Card Actions.

It was suggested by a colleague that giving the Special Card Action Cards secondary functions usable by other units would make it so that the cards wouldn't become useless if their associated unit died. That way players wouldn't feel like those cards are taking up space in those situations.

This was found to be an excellent suggestion and upon implementation, was found to indeed prevent the Special Card Action Cards from feeling like a waste of a card in one's hand, increased the number of options a player has in a turn and improved the pace of the game.

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The Jump! Card

The Jump! Card is the Special Card Action Card belonging to the Acrobat Unit. When used as the Acrobat's Card Action it allows her to leap over any obstacle such as walls or other units.

When used as the Card Action of any other unit it allows that unit to pass through tiles containing the water terrain during their movement action.
This does not carry over to that unit's next turn, so using it after that unit's movement action is inadvisable.

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The Longshot Card

The Longshot Card

The Jump! Card

The Longshot Card is the Special Card Action Card belonging to the Sniper Unit. When used as the Sniper Card Action it increases his attack range to reach across the entire game board and acts as Attack card. This range increase lasts only for this Card Action.

When used as the Card Action of any other unit it increases that unit's minimum and maximum attack range by 1 for that Card Action and acts as an Attack Card.

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The Demolish Card

The Jump! Card is the Special Card Action Card belonging to the Swordsmaster Unit . When used as the Swordsmaster's Card Action it allows her to destroy wall tokens, any unit standing on the same space as the demolished wall token takes One point of damage

When used as the Card Action of any other unit it acts at an Attack Card

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The Panacea Card

The Panacea Card

The Demolish Card

The Panacea Card is the Special Card Action Card belonging to the Healer. When used as the Healer's Card Action it heals all units within The  Healer's Attack range, including enemy units for Two HP.

When used as the Card Action of any other unit it heals them for One HP.

The Units   

The Acrobat

Age: ~20y | | ID#:133360|

Stats     

| HP: 3 | Movement Range: 6 | Attack Range: 1-2|

Unique Ability     

Can traverse spaces that have the water terrain

Special Card Action     

Jump!

The Sniper     

| Age: ≥50y | | ID#:000057|

Stats     

| HP: 3 | Movement Range: 2 | Attack Range: 3-5|

Unique Ability     

???

Special Card Action     

Longshot

The Swordsmaster     

| Age: 23y | | ID#:158827|

Stats     

| HP: 5 | Movement Range: 4 | Attack Range: 1|

Unique Ability     

If an Attack Card is used as this unit's card action, The Swordsmaster can use a second Attack Card Card Action that turn

Special Card Action     

Demolish

The Healer     

| Age: ~30y | | ID#:964671|

Stats     

| HP: 5 | Movement Range: 4 | Attack Range: 1-2|

Unique Ability     

The Healer can use an Attack Card Card Action to heal a single unit within their Attack Range for 1 HP

Special Card Action     

Panacea

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