Pravidla v1.0 EN
Welcome to Heroes of Postapocalyptic Earth, a
card game of conquest, battles, strategy
and survival based on Michal Suchanek's
postapocalyptic vision of the near future. This
Core Game provides a fresh start to the Heroes
of Postapocalyptic Earth (HoPE) card game for
new players and experienced players alike.
Your copy of the Heroes of Postapocalyptic
Earth Core Game should include the following
Each player represents one of the four surviving
races on the Earth which are skirmishing for a
control over the rest of the sources needed to
survive on the unhospitable Earth.
- 4 Game Reference cards (1 for each deck)
Source are gained through winning battles
against opponent's units, destroying opponent's
units or gaining control over sections of the
- 1 Game Board
The first player who gains 30 sources wins the
The Survival Card Game
- This Rulebook
- 144 Game Cards, divided into 4 decks (Aliens,
Bots, Humans and Mutants)
- 1 Online Bonus card (applicable in online
version of this game)
- 20 Red Blood Glass Counters
- 3 Target Tokens
- 20 Artifact Tokens
- 2 Player's Source Tokens
- 1 First Player Coin
The Heroes of Postapocalyptic Earth card game
is a two players experience (or four players with
additional copy of this Core Game) that can be
played using only the contents of this Core
Game. In addition, Heroes of Postapocalyptic
Earth is also a Survival Card Game (SCG), and
your enjoyment and experience of the game can
be customized and enhanced through the
addition of regularly released expansions, called
Survival Packs. Each Survival Pack provides
you with new options and strategies for each of
the decks in this set, as well as cards you can
use to build original decks of your very own.
Component Overview
The HoPE Core Game features 144 game cards
divided into four unique decks that are playable
right out of the box: one of Aliens, one of Bots,
one of Humans, and one of Mutants.
Red Blood Glass Counters
Game Reference Cards
These cards help remember the round sequence
for new players.
Players place red blood glass counters on their
units everytime units receive a wound or exert
(see Terms of Restrictions page 11.). Generally
when a unit receives same or more blood
counters than its vitality the unit is killed
Target Tokens
Target Tokens are used to mark units or
locations currently selected to be attacked
during the battle phase.
Game Board
The game board features two main areas: the
Battleground and Source Indicator. During the
game, source are increasing and decreasing on
indicator and your army moves and fights on
battleground to be the best brute army in the rest
of the world.
Artifact Tokens
The Four Deadly Races
Artifact Tokens are used as optional rule as
specified at the end of this rulebook. Artifact
tokens give units special abilities to increase
their power in the game.
In the HoPE card game, each player takes on the
role of one of Four Deadly Races depicted here:
Source Tokens
Both represents a player 1 represents the first
player and 2 represents second player on the
source indicator on the game board.
Card Types
There are three different types of cards in the
Heroes of Postapocalyptic Earth card game:
Units, Locations and Events.
Survival Coin
This coin determines the first player before each
game starts.
When in play, units participate in battles against
other players by either attacking or defending.
Unit cards are easily distinguishable since they
are the only cards with Attack (ATT), Defense
(DEF) and Vitality (VIT).
Unit Card Anatomy Key
Locations have a Defense (DEF) and are always
with green smoke pattern.
1. Source Cost: The amount of source you must
spend (red layout) or retrieve (green layout) to
play this card.
2. Race Icon: Indicates the Race this card
belongs to. The card's background color also
indicates this.
3. Title: The name of card. A card with a point
icon (•) next to its title is unique.
4. Attack (ATT): The effectiveness of a unit
during attacking in combat.
5. Defense (DEF): The effectiveness of a unit
during defending in combat.
6. Vitality (VIT): The amount of vitality a unit
has. When vitality drops to 0 or below, the unit
is killed.
Location Card Anatomy Key
7. Card Type: The type of a card.
1. Source Cost: The amount of source you must
spend (red layout) or retrieve (green layout) to
play this card.
8. Rules Text: The special abilities unique to
this particular card.
2. Title: The name of this card. A card with a
point icon (•) next to its title is unique.
9. Author name: Name of author, who painted
an illustration on this particular card.
3. Card Type: The type of a unit card.
10. Rarity: Rarity of this particular card divided
to 4 types (valid to all type of cards).
4. Defense (DEF): The tenacity of a location
during defending in combat.
1. Common (white color)
2. Uncommon (blue color)
3. Rare (yellow color)
4. Precious (green color)
When in play, locations provide you with
benefits for your units as indicated in their
rule texts. Some locations provides you with an
extra income (denoted by red passive ability),
some reduces the cost of playing cards from
hand, others may give you special triggered
abilities or bonuses to adjacent units, etc.
Locations usually help you to dominate a large
area of the battleground and allow you to recruit
new units next to it instead of homebase.
5. Rules Text: The special abilities unique to
this particular card.
6. Author name: Name of author, who painted
an illustration on this particular card.
7. Rarity: Card rarity same as on other cards.
Event cards are played from your hand to trigger
their effect immediatelly. After an event card
effect has been resolved, it is immediately
placed into your discard pile. Though many
events' text abilities refer to a specific race,
events are always considered neutral. Event
cards are distinguished by a blue pattern and
doesn't have any illustration.
3. Event Icon: Icon that indicates event type of
card. The card's background color also indicates
4. Phase Flag: This flag contains when an event
can be played.
5. Rules Text: The special abilities unique to
this particular card.
6. Card Type: The type of a unit card.
7. Rarity: Card rarity.
Reference Cards
These cards can be used as a quick reference to
the fresh start for new players. They are easily
distinguishable from your other cards since they
have a red pattern.
Game Board
Events are divided into a lot of types by timing:
PHASE DEPENDING - can be played only
during specified phases (for example MAIN
events can be played only during MAIN phase
and so on).
ANYTIME - can be played at any time or under
the conditions specified on the card.
Event Card Anatomy Key
1. Source Cost: The amount of source you must
spend (red layout) or retrieve (green layout) to
play this card.
2. Title: The name of this card. A card with a
point icon (•) next to its title is unique.
All combat actions take place on the game board
with the size: 5 rows and 5 columns. Game
Board is divided into two parts. The first part
contains source indicator to record sources of
both players throughout the game while the
second part is a map, where each player nearest
row is his or her homebase and the rest of the
map is a battleground area. Players can only
play units into his or her homebase (except next
to his or her locations page 4). There are two
fields on the opposing sides of the
Game Board, where each player places
separately card decks: draw deck and discard
Key (Game Set Up)
1. Game board
2. Draw deck
3. Battleground (5x5)
4. Source pool
5. Discard pile
board. These represent exerts and wounds on
injured units during the game. Then, place
source tokens for both players to number 15 on
source indicator. These represent the source that
both players receives at the start of the game and
uses to play cards from hand, to fuel card
abilities, and to pay for card effects.
2. Declare your draw deck
Before you begin each game of HoPE, follow
these quick steps in order:
Randomly determine which player will be the
first player by flipping survival coin. This player
now announces which deck he or she will use
for this game. Then all oponents do the same in
clockwise order.
1. Arrange game board
3. Shuffle your deck
Place the game board centrally in the play area
so it can be easily reached by both players.
Place all red blood glass counters near the game
As you would with a deck of playing
cards, shuffle cards in your draw deck
Game Setup
until they are sufficiently randomized.
BEGINNERS: It is recommended to take the
game reference card also, because it helps to
easily start the first games.
4. Draw your setup hand
Draw 6 cards from your draw deck into your
5. Mulligan (optional)
In case a player is not satisfied with cards in his
or her hand he may choose unwanted cards from
hand and shuffle them back into his or her draw
deck and then draw new cards until he or she
has exactly 6 cards in hand. Player must keep
these 6 cards in hand.
The game is now ready to begin.
Round Sequence
The game consists of several rounds, each
divided into six phases. Two phases
are played simultaneously: Dominance and
Draw. Other phases are played separately.
During the other phases, players play after one
another in clockwise order around the table.
The six phases are, in order:
1. Main
2. Move
3. Explore
4. Battle
5. Dominance
6. Draw
Phase 1: Main
The first player completes all his or her main
phase, then it is the next player's turn, etc. Only
one player can play cards (play units from his
hand to the homebase (or near his locations) by
paying the printed source cost on the card) at a
time, but other players can still take "Main" or
"Anytime" event actions as usual.
Complete your main actions by playing units
from your hand and paying their source cost
from your source pool. When you pay source
from your source pool, you move your player
source token up/down on source indicator by
appropriate number of source. You may keep
playing cards until you either run to 1 source in
your source pool, run out of cards to play, or
choose to stop. You cannot spend all of
sources from your source pool, because it will
kill you. Source isn't only means of payment,
but more likely your army willpower to survive
in this devastated world.
You may not want to spend most of sources
during main phase, as it can be used throughout
the round to pay for effects, or to influence the
actions of the other players in the game.
However, any card that you want to play from
your hand by paying its source cost must be
played during your turn of the main phase.
You may also discard duplicates of your unique
units in play, at no source cost to heal that unit
once for each duplicate of that card discarded
this way.
After a player has completed his main actions,
opponents may complete their main actions one
at a time in clockwise order. After all players
have finished main phase, proceed to the move
Important Note: In case a card is "put into play"
by an effect, it bypasses all restrictions,
including paying any source cost.
Main phase example: Michal, who is playing
Humans, is the first player and begins his main
Michal started turn with 12 sources.
He chooses to play Queen Scarlet (Humans,
cost 3) and moves 3 sources down with his
player source token on source indicator.
Then, Michal plays Tanfan (Humans, cost 2),
and moves 2 sources down on source indicator.
Michal still has 6 sources to spend (has 7
sources, but he cannot spend all sources!).
Sources remain in his source indicator until they
are spent to pay for an effect, taken by another
player's effect or the player is eliminated by an
Phase 2: Move
Move is the most strategic phase in a round. In
this phase, player can move up to 3 of his units
on the game board and can play move events or
anytime events. Each of them can move one
space (possibly by more spaces, when it has
ability MOVE +X). Units cannot move
diagonally! Units cannot move through spaces
occupied by opponent units. No unit can be
moved more than once per move phase unless
an Event or Special Ability directs otherwise.
Phase 3: Explore
Explore enables us to explore locations on the
battleground. During explore, players can play
locations on the battleground area on free spaces
adjacent to their own unit.
Locations serve 3 purposes. The first is
protection. Locations give your units something
to hide behind and they block your opponent's
movement. Secondly, they are a recruiting point.
When recruiting units to the game they must be
placed into homebase spaces or adjacent to a
location card that you control. Thirdly, they are
a controling point. When you count sources in
Dominance phase, locations are counted as 2
Phase 4: Battle
Resolving Battles
Battles are the conflicts that can be initiated
between your units and an opponent units. After
a battle phase begins, the first player may
initiate 3 battles against an opponent units.
Each battle must follow these steps:
Battles are resolved one at a time, in any order
chosen by the active player. Each battle must be
completely resolved before move on to the next.
To clarify: During a player's battle phase, he
may initiate up to 3 battles in any order by
putting the numbered target tokens on opponent
units (1 to 3).
After the first player has initiated and resolved
all of his or her battles, the opponent seated
clockwise may then initiate his battles, and so
1. Declare target
2. Declare attackers
3. Resolve
Before and between (but not during) each step,
players may play cards and use abilities that are
playable during the battle phase.
Step 1: Declare target
Declare an eligible target by putting a target
token with corresponding number on it.
Step 2: Declare attackers
Declare all available attackers that have the
target in sight. You can attack with all adjacent
units you control (diagonal units are not
adjacent!) and units with ranged keyword
(see Keywords page 11).
Step 3: Resolve
Counting income
Count total of ATT of the attacking units. This
becomes the total attacking ATT (but an
attacker may increase ATT by events and/or
abilities). Then the defending unit DEF becomes
the total defending DEF (but the defender may
increase DEF by events and/or abilities too).
Count the number of units in the column/row
and add +2 for each of your locations located in
the same column/row. Then your opponent does
the same. Player with the highest number
receives one source. If tied, no one receives
source. Do this for each column and each row
on game board.
The player whose side has the highest total
value wins the combat. Tied values does not
have any effect. (A battle may not be won by an
attacker (or defender) whose total ATT (or
DEF) is less than 1, or who has no participating
units when battle is resolved.)
After you win a battle against target, that target
receives a wound (put one red blood counter on
the particular unit) except the situation, where
an ATT value overwhelms DEF value (see
Overwhelming page 11). After the target
receives a wound that destroys it (VIT = number
of blood counter on unit), then you gain X
sources, where X is source cost of the destroyed
If you win a battle as the attacker, then the
losing player must give you 2 sources from his
or her source pool.
Defender Wins?
If you win the battle as the defender, no claim
effect takes place. (Card effects that are
triggered by a player "winning a battle" or
"losing a battle" can still be triggered.) You are
simply considered to have successfully stopped
the attack against your army.
Phase 5: Dominance
At the beginning of the dominance phase, all
players count the total number of his or her units
and locations in rows and columns one by one to
confront the value with his or her opponent and
to gain sources.
In dominance phase, you could receive up to 10
sources per round.
Phase 6: Draw
At the beginning of the draw phase, all players
may discard any cards from his or her hand then
draw cards until they have 6 cards in hand each.
If you have no cards remaining in your draw
deck, you may not draw. If you have more than
6 cards in hand, you must discard as many cards
as you have over the maximum of 6 cards in
your hand.
The game is over immediately when one player
claims 30 or more sources in total. That player
wins the game.
The game is immediately over when one player
has 0 or less sources in his or her source pool.
That player loses the game.
If both players have 0 sources at same time, the
game is TIED!
Optional victory rule
If players choose to play with artifacts, the
player wins the game with controlling 3 or more
artifacts at the end of the turn. In this type of
game, the rule that you win by claiming 30 or
more in total sources does not apply.
Race Specific Keywords
Some cards have keywords in their texts. They
always appear at the top of the rules text, on its
own line. Keywords are explained in detail
SENTINEL (race Bots)
INFECT (race Mutants)
Add/Remove +/- X sources for a column and a
row, where a unit or a location with this
keyword is situated after you receive a source in
dominance phase.
At the start of each battle phase, opponent units
adjacent to your unit with this keyword receives
one wound.
Add/ subtract from the number of wounds the
unit causes.
While in combat, units skirmishing a unit with
this keyword lose 1 ATT while attacking (or
lose 1 DEF while defending).
LOCATOR (event, unit, location)
Terms of Restrictions
After a unit with this keyword comes into play,
search your draw deck for (event, unit or
location) specified in bracket, reveal to your
opponent and place it into your hand.
During move phase, units with this keyword can
be swapped with another of your units instead of
taking normal move.
When combat is tied, unit with ferocity wins
that combat. If attacking unit and defending unit
has ferocity, then combat is still tied.
Units with this keyword can attack up to 2
spaces instead of one adjacent space. (These
units can attack through your own units, but
they cannot attack through any locations or
opponent units)
Units with this keyword should move more than
one space. Normal move is 1 space +X.
While a unit with this keyword is defending, it
cannot be attacked by more than 2 units.
NIGHTMARE (race Aliens)
If the total ATT of attacking unit is at least
double the total of DEF of the defending unit,
defending unit are overwhelmed and destroyed.
Unit becomes exhaused when it has only one
vitality (VIT) left. All units with one VIT are
always exhaused.
When a unit exerts, he may not be killed by that
exertion. You may exert only non-exhaused
When a unit takes a wound, he may be killed by
that wound (difference from exert). You may
wound any unit.
When a card contains FLIP, it allows you to flip
that card face down on the battlefield to produce
it's flip ability, but that card does not count at
the beginning of the dominance phase and
cannot be destroyed by opponent during the
round it was flipped.
At the start of each round, unflip all flipped
cards on the game board.
Tournament Play and Deck
Construction Rules
Much of the enjoyment of playing the Heroes of
Postapocalyptic Earth card game lies in
customizing your own deck, and competing
in organized tournament plays. The following
rules apply when constructing your deck for an
official tournament. These are the rules for
standard tournament and following them will
allow you to enjoy the game in its optimal form.
It is possible to play the game casually with
decks of other sizes and specifications, as long
as all players have customized their decks under
the same set of guidelines.
Your Draw deck must contain at least 36 cards,
and may not contain more than two copies of a
single card.
Draw deck should contain four locations
exactly, at least 15 units and the rest filled with
Game Variants
Artifact game
At the start of the game, players distribute
artifact tokens on the middle row (5 spaces) and
randomly put one artifact face down on each
During game, if a unit moves to space with
artifact token, player flips artifact face up and
places it on that unit. As long as the unit bears
the artifact, it gains bonus (or sanction)
according to the artifact's text.
If a unit bearing an artifact is destroyed, it drops
the artifact on place, where it is destroyed.
When a player controls 3 or more artifacts at the
end of the round, he or she wins the game! In
this type of game, the rule where you win by
claiming 30 or more total sources in total does
not apply.
Two on two variant
There is only one game board included in this
game allowing just 2 players to battle each other
at a time. However with the purchase of an
additional game you can play with 4 players.
To play a game with 4 players start by placing 2
game boards next to each other and divide the
players into 2 teams.
Differences in rules
"Two on two" variant is played with two teams
of two players each, with partners sitting side by
side. The first team to score 40 sources, in any
combination, wins the game. In other words, if
one player collects 38 sources, and that player's
partner collects 2, that team wins the game.
For the purposes of resolving card effects, the
other player on your team is considered your
partner, but not your opponent. Any card that
refers to "you" only affect you. Any card that
affects "an opponent" can only affect players on
the other team, and any card that affects "all
players" affects you, your partner, and your
You cannot, for any reason, initiate a battle
against your partner.
When moving, you may move from 1
battleground to the other, either by move across
the sides of the battleground boards that are next
to each other, or by move from one far side of
the battleground to the other.
NOTE: Moving and attacking from one far side
of the battleground to the other is not a legal
move in the 2 player game!
Attacking works the same way as move does in
regards to having multiple battleground boards
in play.
You may attack across 1 battleground board,
killing a unit on another battleground board.
When your partner is destroyed (his source
becomes 0 or less) then he must discard all of
his remaining cards, remove his draw deck and
discard pile from the game board. That player is
now out of the game.
Lead Game Design
Michal Suchánek
Original Game Design
Michal Suchánek
Michal Suchánek
Graphic Design
Michal Suchánek and Ondřej Bejbl
Art Direction
Michal Suchánek
Cover Art
Samsul Arifin
Game Board Illustrator
Tomáš Hybler
Samsul Arifin, James Flaxman, Jason Heeley, Joakim Olofsson and Subroto Bhaumik
Line Coordinator
Filip Löffler
Production Manager
Lukáš Sýkora
HOPE Studio, s. r. o.
Martin Varga, Richard Kubelka, David Drobík, Jiří Beránek, Jan Kočí, Roman Lubojacký, Martin
Šmahel, Jiří Sedláček, and Karel Čada
Special thanks to my love Lucie for her tolerance and support.
Decks List
Alien deck (36)
1x Deep Hole
1x Forbidden Colliery
2x Ruined Monastery
1x Blood Stalker
1x Brainsick Pariah
2x Brood Mother
1x Eliann
1x Fearful Master
2x Incubus
2x Infernal Marauder
2x Insidious Runner
1x Lord of Despite
2x Resident Alien
1x Silent Pulverizer
1x The One
2x Twitch Walker
1x Tyrranoctonus
2x Brave Mutant
2x Heartless Plunderer
1x Maximus
2x Mutant Provider
2x Mutant Redeamer
1x Nina the Shameful
1x Princess Lerine
1x Rhagar the Vengeful
1x Surreal Overlord
1x Swarm of Mutants
2x Sycophantic Bastard
2x Delving
1x Fire of Justice
2x Fury
1x Mass Acceleration
1x Nuclear Blast
1x Radiation Cloud
2x Radiation Puddle
2x Rest
1x Toxic Rain
Human deck (36)
2x Curse from Subgrade
2x Forces from Wasteland
2x Hold Position
2x Lost Hope
2x Nasty Trick
2x Violent Attack
1x Barracks
1x City Hall
2x Forsaken Bunker
Mutant deck (36)
2x Granary
2x Power Plant
2x Abandoned Cadaver
1x Behemoth
1x Alicia Hackle
2x Ayne Witness
1x Cara the Catchfly
2x Fanatic Soldier
2x Janet Keller
1x Malum
1x Molotov Sandy
2x Pursuing Soldiers
1x Queen Scarlet
1x Sjank the Eliminator
2x Tanfan
2x Thork
1x Valkyrie
2x Absorb
2x Gun Battle
2x Hand of Justice
2x Master of Skills
1x Pathfinder
2x Tidings of Moscow
2x Unexpected Charge
Bot deck (36)
2x Foundry
2x Steel Factory
1x Adamizer
2x Armored Cavalry
1x Collosal Automaton
2x Explosive Bot
1x Grim Slayer
1x Inviolable Mech
2x Lazy Bot
2x Mechanical Soldier
2x Mechanical Statue
2x Metal Soldier
1x Mobile Commando
2x Outstanding Bot
1x Plexio the Dreamer
2x Robotic Warrior
2x Accelerate
2x Brutality
2x Hazard
2x Savagery
2x Scrap Cluster
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