Bastion Rules
Total Page:16
File Type:pdf, Size:1020Kb
TM Overview The castle is under siege! Endless hordes of monsters line the outer walls as they march against the citadel. Never before have the forces of darkness been so well organized; leading the troops are archmages, dragons, and fearsome legendary creatures. Only a select few heroes are able to harness the power of the magical sources and repel the invaders back from whence they came. You are one of the few who remain to defend the mighty fortress. You must travel around the castle districts, generate mana from sources, and attack enemies along the wall. As you defeat monsters, you convert their life-force into powerful spells that you can use against the other invaders. Bastion is a cooperative adventure, so it is essential that you coordinate with your teammates; you either win together by defeating all enemies or lose together by succumbing to the onslaught! Components 6 District Tiles 1 Citadel Tile 4 Hero Figures 90 Mana Discs 15 per color 50 Reminder Tokens 4 Reference Sheets Spells Alchemy: Spend mana of any combination of colors 1 Castle Gate 1 Enemy Camp for an attack. Fireball: Reduce the mana needed for any attack from your district by the spell’s power (min. 1 mana). with Plastic Stand Speed: After moving, immediately move again. Missile: Attack any enemy, regardless of location. Dagdar Copy: Copy any other spell. Turn Structure 1. Hero Phase Exchange: Switch the places of 2 enemies at wall sections. You may take each action once in any order: Lightning: Reduce the mana needed for any attack Move by the spell’s power (min. 1 mana). Channel a source/tower/citadel Plenty: Take additional mana when channeling a Attack source equal to the spell’s power. Use artifact (once per turn per artifact) 42 Empty Source/ 4 Anti- 4 Anti- Prism: Take mana of any 1 color when channeling a source. 2. Enemy Phase Add an enemy (if there are cards in the enemy deck) Repeat: Immediately resolve another hero phase. +1 Strength Fireball Lightning OR Teleport: Move 1 enemy at a wall section to any empty wall section. Advance an enemy (if the enemy deck is empty) 24 Basic 48 Advanced 10 Legendary Enemy Cards Enemy Cards Enemy Cards 30 Ritual Cards Forest Beast Dark Scout Fire Symbiote Golem Collector 3 4 Plains Warrior 3 4 6 10 Knellerwyrm 1 Introductory Game Setup empty wall section. wall empty Teleport: Repeat: a source. a channeling when color 1 any of mana Take Prism: Move 1 enemy at a wall section to any any to section wall a at enemy 1 Move Immediately resolve another hero phase. hero another resolve Immediately source equal to the spell’s power. spell’s the to equal source Plenty: by the spell’s power (min. 1 mana). 1 (min. power spell’s the by Reduce the mana needed for any attack attack any for needed mana the Reduce Lightning: Take additional mana when channeling a a channeling when mana additional Take sections. Switch the places of 2 enemies at wall wall at enemies 2 of places the Switch Exchange: Copy: Attack any enemy, regardless of location. of regardless enemy, any Attack Missile: Copy any other spell. spell. other any Copy 1 Speed: from your district by the spell’s power (min. 1 mana). 1 (min. power spell’s the by district your from Ziran Fireball: After moving, immediately move again. move immediately moving, After Advance an enemy (if the enemy deck is empty) is deck enemy the (if enemy an Advance for an attack. an for Spells Spend mana of any combination of colors colors of combination any of mana Spend Alchemy: OR Add an enemy (if there are cards in the enemy deck) enemy the in cards are there (if enemy an Add Reduce the mana needed for any attack attack any for needed mana the Reduce Enemy Phase Enemy Use artifact (once per turn per artifact) per turn per (once artifact Use 2. Attack take each action once in any order: any in once action each take Channel a source/tower/citadel a Channel Advance an enemy (if the enemy deck is empty) is deck enemy the (if enemy an Advance Move OR 2. Add an enemy (if there are cards in the enemy deck) enemy the in cards are there (if enemy an Add may You Enemy Phase Enemy Hero Phase Hero Turn Structure Turn 1. Use artifact (once per turn per artifact) per turn per (once artifact Use Attack Channel a source/tower/citadel a Channel 1. Move may You Hero Phase Hero Turn Structure Turn take each action once in any order: any in once action each take Move 1 enemy at a wall section to any any to section wall a at enemy 1 Move Immediately resolve another hero phase. hero another resolve Immediately empty wall section. wall empty Teleport: Repeat: a source. a Take additional mana when channeling a a channeling when mana additional Take channeling when color 1 any of mana Take Prism: source equal to the spell’s power. spell’s the to equal source Plenty: by the spell’s power (min. 1 mana). 1 (min. power spell’s the by Reduce the mana needed for any attack attack any for needed mana the Reduce Lightning: sections. Copy any other spell. spell. other any Copy Sannir Switch the places of 2 enemies at wall wall at enemies 2 of places the Switch Exchange: Copy: After moving, immediately move again. move immediately moving, After Attack any enemy, regardless of location. of regardless enemy, any Attack Missile: Reduce the mana needed for any attack attack any for needed mana the Reduce 5 Speed: from your district by the spell’s power (min. 1 mana). 1 (min. power spell’s the by district your from Fireball: for an attack. an for Swamp Mage Swamp Spend mana of any combination of colors colors of combination any of mana Spend Alchemy: Spells 4 Plains Warrior 3 Fire Beast 2 6 6 Mountain Cavalry Spells Alchemy: Spend mana of any combination of colors for an attack. Fireball: from your district by the spell’s power (min. 1 mana). Speed: 3 Reduce the mana needed for any attack Missile: Attack any enemy, regardless of location. After moving, immediately move again. Copy: Forest Beast Exchange: Switch the places of 2 enemies at wall sections. Copy any other spell. Lightning: Reduce the mana needed for any attack Dagdar by the spell’s power (min. 1 mana). Plenty: source equal to the spell’s power. Prism: Take mana of any 1 color when channeling a source. Take additional mana when channeling a Repeat: Teleport: empty wall section. Immediately resolve another hero phase. Move 1 enemy at a wall section to any 3 take each action once in any order: Turn Structure Hero Phase You may 1. Move Channel a source/tower/citadel Attack 1. Use artifact (once per turn per artifact) Turn Structure Hero Phase Enemy Phase You may Add an enemy (if there are cards in the enemy deck) 2. OR Move Advance an enemy (if the enemy deck is empty) Channel a source/tower/citadel take each action once in any order: 2. Attack Enemy Phase Use artifact (once per turn per artifact) Add an enemy (if there are cards in the enemy deck) OR Reduce the mana needed for any attack Advance an enemy (if the enemy deck is empty) SpellsAlchemy: Spend mana of any combination of colors for an attack. After moving, immediately move again. Fireball: from your district by the spell’s power (min. 1 mana). Nephele Speed: Copy any other spell. Missile: Attack any enemy, regardless of location. Copy: Exchange: Switch the places of 2 enemies at wall sections. Take additional mana when channeling a Lightning: Reduce the mana needed for any attack by the spell’s power (min. 1 mana). Plenty: source equal to the spell’s power. Immediately resolve another hero phase. Move 1 enemy at a wall section to any Prism: Take mana of any 1 color when channeling 4 a source. Repeat: Teleport: 5 empty wall section. The steps for setting up your introductory game are presented here. 5. Gather the enemy cards listed below. The enemies are listed For the full setup rules for future games, see “Complete Setup” on by type; an enemy counts as a certain type if the type appears the back cover of this rulebook. in its name (for example, a scout has “Scout” in its name). Do not look at enemy cards after randomly selecting them. 1. Assemble the bastion by placing the citadel tile Shuffle all gathered enemy cards together and place them in a in the center of the play area and then placing facedown pile on the enemy camp to create the enemy deck. the district tiles around the citadel as shown Return all unused enemy cards to the box. above. Note that the the district tiles have a statue on one side and not on the other; for this Statue game, the side showing the statue should be Enemies for Introductory Game faceup. • 3 Random Scouts • All 6 Beasts 2. Place the mana discs near the bastion to create the supply. • 3 Random Fliers • All 6 Warriors 3. Each player chooses a hero figure, takes its matching reference • 3 Random Giants • All 6 Mages sheet, and takes one mana disc of each color from the supply. • 1 Spy • All 6 Cavalry Place your hero figure in the citadel. Return all unused figures and reference sheets to the box. • 1 Valkyrie Total: 35 Enemy Cards 4.