A Duel of Clashing Clans
TM
History
Highlands, 13th Century.
With the sudden disappearance of the King of Rats,
the kingdom is now without a sovereign. Two rat
clans have come forth in a struggle for power.
The Yargs are barbarian rats, famous for their
expertise in combat and their impressive size.
They wear the color blue into battle.
The Applewoods are civilized rats but are notorious
for their obsession with jewelry and hoarding riches.
They wear the color red into battle.
The clashing clans prepare to fight for the crown,
but a heavy secret weighs on the clans: both of their
princes are secretly in love with the princess of their
enemy’s clan! While the strongest rat usually wins
the fight, a clever tactician will use each rat’s special
power to sway the course of battle. Can you lead your
clan to seize control of the kingdom?
Game overview
Game time: 5 minutes
Number of players: 2
Each player represents a clan and competes to win
control of the kingdom.
Contents
8 Blue Cards
8 Red Cards
1 Rulebook
Preparation
Each player takes a set of 8 cards of the same color.
How to Play
Players secretly choose one of their cards and place it
face down in front of them.
Starting a round:
Once the 2 cards have been selected, both players flip
over their cards at the same time.
Each card has a strength and a special power that
both determine who wins the round.
The card with the highest strength wins, but some
special powers can overrule this.
The special powers are mandatory and always count.
The following rounds:
Set the cards aside with the losing card turned face
down as a reminder of who won the round.
The game then proceeds to the next round.
Both players choose a new card from their hand
and simultaneously reveal them.
In the case of a draw (the strength of both cards is
equal), the round is put on hold. The winner of the
next round also wins the previous round that was on
hold (it may happen that several rounds in a row are
on hold).
End of the Game
The game ends when a player has won 4 rounds.
This player’s clan conquers the kingdom!
If the players run out of cards before this happens,
declare a tie and play again!
The Cards
Prince
General
The card in your next
round gets +2 strength
The General’s power affects the next round. If the
opponent plays the Wizard in the next round, it does
not nullify the General’s power.
Wizard
Nullifies the special power
of your opponent’s card
The Wizard nullifies the opponent’s special power,
which simply means that the highest card wins the
round.
You win the round
This card always wins the round except against the
Princess and the Musician.
It doesn’t matter if the Assassin has turned the tables,
the Prince beats the Assassin. However, the Musician
still puts the round on hold.
Warning: if the opponent plays the Princess against
your Prince, he doesn’t just win the round, he wins
the game!
Ambassador
If you win with this card,
it counts as 2 victories
This effect is valid even if the round is on hold.
If the player who played the Ambassador wins the
round following a hold, it’s worth 3 victories.
Assassin
The lowest strength wins
The lowest strength wins, except against
a Prince.
Spy
Next round, your opponent
reveals his card before
you choose yours
If both players choose the Spy the same round, their
powers nullify each other.
Princess
If your opponent plays
the Prince, you automatically
win the game
If your opponent plays the Prince, the game ends
immediately and you win, regardless of the number
of victories.
Musician
This round is nullified
and put on hold
This power wins over all powers, except the Wizard’s.
Game Variations
Some of the variations can be used in combination
with others.
A. Traitor: Before the game, both players
exchange a card randomly.
B. Lucky Draw: The 8 starting cards are
shuffled to make a draw pile. Each player draws
3 cards and chooses one to play.
As soon as a card is played, a new card is drawn.
C. Fast Rat: The game is won after 3 victories
instead of 4.
D. Draft: Shuffle all 16 cards. One player draws
4, chooses one to keep and gives the rest to the other
player who chooses one to keep and gives the rest
back and so on. Then the other player draws 4 new
cards, chooses one to keep and so on until all cards
are dealt.
E. Random Deal: Shuffle the 16 cards and
deal 8 to each player.
F. Princess Attack: Before the game,
one player exchanges his Princess for the opponent’s
Prince. This means one player starts with both
Princes, the other with both Princesses.
G. The Emperor
Play 3 times. The first to win 2 games wins.
Results Table
Yargs
7 - Prince
6 - General
5 - Wizard
4 - Ambassador
3 - Assassin
2 - Spy
X*1
A
A
A
A
A
Yargs win
the game
X
6 - General
Y
X
A
A
Y
A
A
X
5 - Wizard
Y
Y
X
A
A
A
A
A
4 - Ambassador
Y
Y
Y
X
Y
A
A
X
3 - Assassin
Y
A
Y
A
X* 2
Y
Y
X
2 - Spy
Y
Y
Y
Y
A
X
A
X
Y
Y
Y
A
Y
X
X
X
Y
X
X
X
X
X* 3
7 - Prince
Applewoods
1 - Princess
0 - Musician
Applewoods
win the game
X
X: round is on hold
Y: Yarg clan wins the round
A: Applewood clan wins the round
1 - Princess
0 - Musician
If the General was played in the previous round:
* 1 The player who played the General wins the round (9 vs 7).
* 2 The player who did not play the General
wins the round (3 vs 5).
* 3 The round is nullified and put on hold.
Discover our other games at blueorangegames.com
NIYA
TM
Original game idea by Seiji Kanai.
Illustration by Christophe Swal.
©2014 Blue Orange.
All rights reserved for all countries.
BraveRats and Blue Orange a re trademarks
of Blue Orange. Made in China.
Distributed under license b
y Blue Orange USA,
San Francisco, C
alifornia, USA.
Download PDF
Similar pages