7 Sign Circle Rules (full size) copy

7 Sign Circle Rules (full size) copy
a Layman Kingsford game collection
Pulled from the lore of Evorstrom (the fictional setting of
Living Empires and Living Starship) this oracular Deck of
Signs was part of life for the sign-marked denizens of that
planet. Now you can play a myriad variety of games with
this set of cards and tokens - rummy-like games, deckbuilding games, set-collecting games, trick-taking games
and more are being added all the time.
Game Box Contents
132 circular cards
11 “suits” of 11 cards each
11 Shadow cards
80 Tokens
7 of each of the eleven Signs
3 Shadow tokens
If you want to use the circle board, you can download
and print it out from cheekydingo.com
The CIRCLE Board
TREE & FLAME are
NEUTRAL to BLOOD
Sign Relationships
the 2 signs across the board are
OPPOSING
the signs neighboring a space are
HARMONIOUS
and the other 2 signs are
NEUTRAL
Signs not currently in the board are
DEAD. Signs on the board are LIVE
TREE & FLAME are
OPPOSING BLOOD
TREE & FLAME are
HARMONIOUS with BLOOD
Spell Masters
a game for 3 - 7 players
Players each represent a powerful house of nobles in the realm of
Evorstrom. In Evorstrom society, the house that can hire and retain the
best magic-users in the land claims great social status. Public
tournaments demonstrating each house’s master magicians are common
entertainment. Players in this game must field spell-casters of all types to
claim the ever-changing values of sign-tokens.
OBJECT
Be the first player to earn 33 points by playing the highest card(s) of each
live sign on the board thereby claiming the point tokens (worth 1 point
each)
SETUP (optional - include the 10 Shadow cards)
• Shuffle the entire deck without the Shadow cards and deal 7 cards to each
player
• (optional) Shuffle the 10 Shadow cards into the deck and place the deck in the center of the board
• Put 28 point tokens (you can use flipped over sign tokens, or pennies or raisins) around the board. Place 1 at a point of the star,
then 2 at the next one clockwise around the board, then 3 at the next and so on (the final space will have 7)
• Take out 1 token of each sign (no shadow tokens) and shuffle them face down. Randomly place 7 around the circle board, 1 at
each point of the star. Then place a second token of each matching sign with their duplicate on the board. The 4 unused signs
are DEAD for the round.
• Randomly choose someone to be the first player
TURNS & ROUNDS
A round consists of players taking turns until all the LIVE sign tokens have been claimed (only the second/extra token of
each sign gets claimed as you’ll need to keep a token on each space as a visual reminder).
Starting with the first player, each player may pass their turn or play ONE card from hand:
• If the card has the highest numerical value in play of a LIVE sign, place one token of that sign on the card (from
the board if it’s the first claim of the round or from another player if it has already been claimed) and leave it in front
of you in your spread
• If the card is of a LIVE sign you have in your spread, place it with the previous card and reclaim the token of that
sign if your total is higher than whoever currently holds it
• If the card is of a DEAD sign, you play it to the discard pile and remove from play (for this round) one point token
from anywhere on the board
• If you choose to play a LIVE sign card to the discard pile instead of to your spread, you may move 1 point token
from the space of that sign to an adjacent/Harmonious space or move one point from an adjacent space to the
space of that sign.
At the end of your turn, DRAW ONE CARD. If that card is a SHADOW card, randomly discard all the points from one
space on the board, discard the Shadow card and draw a new card. If the space also has both sign tokens on it, discard
the extra token from play for the round. If that token also happens to be the last unclaimed token, the round ends
immediately.
The ROUND ends immediately when the last (duplicate) sign token is claimed from the board. Tally up points and begin a
new round following the setup rules for sign and point tokens. Players keep their hands from round to round and the
discard pile only gets shuffled if the last card has been drawn from the deck. If everyone passes, the round ends.
SCORING
Each point token is worth one point. The player to reach 55 points or higher at the end of a round is the winner.
Play to a higher total for a longer game or a lower total for a shorter game.
Convocation
a Set-Collecting game for 2 -7 players
SETUP (no Shadow cards or Tokens)
• Shuffle the full deck of Sign cards
• Place the circle mat on the table.
• Deal 5 cards to each player.
• Shuffle 1 of each Sign token (11 total) and randomly place 1
token face-down on each of the 7 spaces of the circle. Place the
remaining 4 unused (dead) tokens in the center of the circle.
• Deal 1 card (face-up) to 3 random spaces on the circle (do not
reveal the sign token at those spaces).
• Randomly choose a player to go first.
OBJECT
Be the player with the highest score at the end of a series of
games (we suggest 7). A game ends when one player earns 77 or
more points. Score points by collecting sets of 3 or more cards
either of the same kind (number) or in sequential sets (“chains”
such as 2-3-4).
TURNS
On your turn you do ONE of the following:
• Play 1 card from hand to a space with a face-down token, even if there is already a card there from setup.
Reveal the token (earn 5 points if the card you played matches the sign of the revealed token)
• Play any number of cards from hand to a space already containing cards. They must all be of the same
number OR must continue a chain by adding lower and/or higher numbers in the series
• IF you have no legal plays, reveal all the cards in your hand and discard them. Then reveal 1 DEAD token. If
it matches the top card you just discarded, gain 5 points. Draw 5 new cards and pass the turn to the player on
your left.
If the cards you played complete a set (3 or more cards), immediately score the set for yourself by discard the cards.
Then shuffle the space’s token with the dead tokens and refill the space with a new face-down token.
At the end of your turn, draw cards from the deck until you have 5 cards in hand and the player to your left now
starts their turn. If you have achieved 77 or more points at the end of your turn, every other player gets one more
turn and the game ends. Total everyone’s scores and set up a new game.
SPECIAL SITUATION
If the board has no revealed tokens and no revealed cards, before the next player takes their turn, deal out 1 card to 3 random spaces
(the same as you do at the beginning of a game).
SCORING
★ 5 points per card in the set that matches the sign of the space
★ 5 points when you reveal a token that matches the sign of the card you played to reveal it
(whether from playing a card to the circle or by discarding)
★ 2 points for each additional card beyond 3 in a Chain or Pack
(Not for Cardinal Chains, Crusades & Kinfolk)
★
★
★
★
★
Chain (run/sequence) = 8 points
Pack (3 of a kind) = 10 points
Cardinal Chain (11-1-2) = 12 points
Crusade (Full House) = 15 points
Kinfolk (all 1 sign) = +10 points to the set score
Counterspell
a Cooperative game for 1-4 players
SETUP (no Shadow cards or Tokens)
In this game, you will play 4 individual hands of cards, even if there
are fewer than 4 players.
• Shuffle the full deck of cards
• Randomly choose 4 of the signs to be dead for the game and set all
tokens of those aside as the players’ health points
• Make a stack of tokens (all of one live sign) at each space on the
board
• Deal 5 cards to each player
OBJECT
Shut down three of the spell gates by eliminating all tokens in their
piles before losing all of your health tokens. Eliminating a token from
a space on the board requires players to match or beat the face value
of cards that are placed at each space from the deck with opposing
cards from their hands.
ROUNDS
At the beginning of each round draw 6 cards from the deck (more if the deck has been rebuilt and shuffled). Each card of
a dead sign is discarded with no effect. Each card of a live sign is placed at the corresponding gate space on the board.
Choose 1 player to go first with turns proceeding to the left.
On your turn you may play 1 Live-sign card and then 1 Dead-sign card from your hand to the board (they need not go to
the same space). Then draw cards until you have 5 in hand.
!
Live-Sign cards get played to one of the two Opposing-Sign spaces on the board. They are worth face value in
countering spells. Dead-sign cards can be played to any board space and count as +1 to the players’ total in that space.
!
You may choose to discard 3 cards from your hand and draw 3 new cards instead of playing cards to the board.
!
If there are no spells to counter at any gate on the board, you may play a Live-sign card from your hand to an
opposing space. This barricades that gate and prevents any cards from being added to it at the beginning of the NEXT
round (your barricade card gets discarded once the players start taking their turns).
END of ROUND
Once every player has taken a turn, total all the player’s cards played to each gate. If the players’ total matches the
opposing cards at that space/gate with nothing but Opposing-sign cards you remove 1 token from that space and
discard all cards at that space/gate. If any of the player’s cards at a space contain a Dead-sign card, the player’s total
must EXCEED the total of the gate cards.
For every gate on the board that has not been countered (including the ones that have been partially countered), the
players lose 1 Health Point token.
Rebuilding & Shuffling the Deck
When the deck runs out of cards, shuffle the entire discard pile and create a new deck from which to draw. After every
reshuffle, 1 additional gate card is drawn at the start of each round - so, after the first deck reshuffle the gates draw 7
cards per turn. After the second reshuffle 8 cards are drawn per turns, etc.
END GAME
The players win if they have managed to close out 3 gates before losing all their Health tokens. They lose if all their
health tokens are removed before 3 gates are shut.
Full Story
a sequencing game for 2 - 6 players
Each player is a bard, a master story-teller/singer/actor who must craft the most wondrous tale they can imagine in
order to win the favor of the inn’s patrons. A full story always to include magikers, dragons, fantastic settings and
mighty overlords.
OBJECT
Be the player to complete a full story (an entire set of cards numbered 1-11) on one arm/tale of the
circle board.
SETUP (no Shadow cards or Tokens)
• Shuffle the entire deck
• Place 1 of each sign token in the center of the circle board
• Deal 7 cards to each player
TURNS
On your turn you may do one of the following:
• Start a tale with a 1 or an 11 card on an empty arm of the circle.
Then place the token of that card’s sign on the arm.
(Only one tale can be started of each sign).
• Place any number of cards from your hand so as to continue the numeric sequence of one
existing tale.
• Discard up to 3 cards from hand and draw the same number of new ones from the deck.
At the end of your turn, draw cards from the deck until you have 7 in hand.
Sign Relationships
You may play cards of any sign to a tale unless it opposing the starting sign of that tale.
END GAME and SCORING
The game ends immediately when a player completes a full story. That player then scores the
finished tale as follows:
•
•
•
•
4 points per card of the tale’s starting sign
2 points per card of a harmonious sign
1 point per card of a neutral sign
0 points per card of a dead sign
Crystal Commodities
a Deck-building game for 2 - 5 players
With the discovery of nynocrystals, every merchant in the land is looking to get in on the lucrative trade of these valuable elemental items. You
need to buy up product from the suppliers and sell them off to your customers. Because of the nature of the relationships between the elements,
four of them hold very little value in your region so you will want to get rid of them while buying up combinations of the seven that people want.
OBJECT
Be the first player to sell 111 points-worth of cards from your hand.
SETUP (no Shadow cards or Tokens)
Remove 1 token of each sign from the collection and shuffle them. Randomly place 1 shuffled token to each arm of
the star. The remaining 4 signs are dead for the game and are placed in the center of the circle. Shuffle ALL the
rest of the tokens together.
Take all the cards of the 4 dead signs out of the deck and shuffle them together. Deal 2 to the token collection (face
up) and the rest evenly to each player (discard any leftovers) as their private deck of cards.
Shuffle all the remaining cards (of the 7 live signs) together and deal 10 face down to each arm of the circle. Then
reveal the top card of each pile.
TURN
On your turn draw 5 cards from your private deck to your hand.
You may then do any or all of the following 4 things OR you may score your hand:
• Purchase any face up card(s) on the circle by discarding an equal or greater value of cards from hand. The
purchased cards go to your private discard pile. You may not purchase a circle card with hand cards of a
sign opposing the token marking the space of the purchased circle card.
• Cover up one or both of the cards at the token bank with a dead sign card from your hand, thus changing
the cost to buy a token.
• Buy ONE random token from the collection by permanently discarding (removing) any cards from your hand
equal to or greater than the cost of the token cards’ total.
OR
• Score all five cards in your hand. You may reveal any collected tokens you’ve purchased. All scored cards
and tokens are set aside and are removed from the rest of the game.
At the end of your turn discard any of your unused cards from hand and then draw new 5 cards from your private
deck, shuffling your discard pile back to your deck if needed.
Tokens
Each purchased token doubles the value of 1 matching live-sign hand card when scoring. Dead-sign tokens score
one dead card in your hand at face value You must reveal and permanently discard the token to gain the score
benefit.
END GAME
The game ends immediately when a player reaches 111 or more points at the end of their turn. No more turns are
taken so as not to devalue the player “going out”, especially if only playing one round.
Potion Infusion
a trick-taking game for 3 - 6 players
OBJECT
Be the first player to reach 22 points.
SETUP (no Shadow cards or Tokens)
• Shuffle the entire deck and deal 7 cards to each player
• Shuffle 11 sign tokens (1 of each sign) and randomly place 7 faceup around the circle board. The remaining 4 start as dead signs.
• Randomly determine the first player.
TURNS
Leader of the trick may play any card face-up from hand except a Dead sign. Play proceeds to
the left with each player playing one card, face-up, to the trick.
• playing same-sign will earn you 2 points, or 3 if you win the trick.
• play in HARMONIOUS signs you will earn 1 point and will lead the next trick if your card is
higher that the highest lead in-sign card of the trick.
• playing a DEAD sign you will lose 2 points.
• playing an OPPOSING sign causes the winner of the trick (which may not necessarily be
the player who won the lead) to lose 1 point for each opposing card in the trick.
• playing a NEUTRAL sign does nothing
The leader of the next trick is the player who played the highest card of the lead sign unless
someone played a higher card in a harmonious sign, then that player takes the next lead.
The winner of the lead may choose to switch any two sign tokens on the board before drawing
their card.
Lastly, each player draws a card and adds it to their hand.
SCORING
• Highest card in lead sign of the trick earns 3 points
• Every player that played same sign earns 2 points
• Every player that played in HARMONY earns 1 point & leads the next trick if their card was
of higher value than the highest lead-sign card in the trick
• Every player that played a DEAD sign loses 2 points
• The highest same-sign player of the trick loses 1 point for every opposing card in the trick,
even when they don’t end up retaining the lead
The player who won the next lead may switch the positions of any two sign tokens on the circle
board (from dead to live or switching any 2 live tokens).
Card Types
11 Sovereign
Stone
10 Cleric
Flame
9 Magiker
Spirit
Bone
8 Warrior
7 Structure
Tree
Tone
6 Event
5 Landscape
Star
Wind
4 Career
Blood
3 Item
Wave
Dream
2 Dragon
1 Concept
CREDITS
Created by Layman Kingsford
Art by Layman Kingsford
Playtesters
Jim Brown, Henry Pittinger, Jeff Gold, Larry Wells, Stephen Van Doren, Spenser
Lee, Mickey Kelly, Sarah Milmoe, John Patterson, Nathan Clarke, Jay Glouster,
Katie Gentleman, Jeremy Jones, Rob Yeager.
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