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BASED ON ORIGINAL CONCEPTS BY
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XenoShyft, CoolMiniOrNot and the CoolMiniOrNot logo are registered trademarks of CMON Productions
Limited. All rights reserved. Actual components may vary from those shown. Made in China.
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GAME CONTENTS
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OVERVIEW In order to secure the greatest profit margins during
each campaign, the Board of Directors has created
Welcome to the world of Xenoshyft, the the Resources Allocation Act. The R.A.A. mandates
Strategic Defense Deckbuilding Game. In that our Security Divisions may only make use of
Xenoshyft, you take control of the NorTec advanced troops and munitions should the currently
military, tasked with defending their mining allocated troops and munitions be found ineffectual
outpost from horrific alien threats that seek against current threats. Some have questioned the
to butcher its inhabitants. Survival is all that issue of increased loss of military lives as a result
matters, and only you stand in the way of of the R.A.A., but to that we say the current profit
total annihilation. margins speak for themselves.
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HOW TO WIN HOW PLAYERS
LOSE THE GAME
Players must work together to successfully
defend the Base from increasingly dangerous
The Base can only suffer so much damage
hordes of alien threats. Should the players
before its defenses collapse entirely. The amount
manage to hold off their enemies for 3 Waves
of damage the base can suffer is represented by
of attack, then NorTec will have successfully
its Hit Points, which is determined by the number
completed its mining operations on the
of players. If the Base’s HP reaches 0 at any point
planet, signaling the All Clear order and
before the 3 Waves have been completed, the
allowing ground forces to evacuate.
players lose the game!
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SET-UP
Give each player their own 10-card deck, Each player will then be randomly given
comprised of the following cards: 1 Division Card. Each Division card lists
additional rules that take place during Set-Up.
• 6 “1 Xenosathem” Cards Usually this will be generating a specific Item
• 4 “Militia” Cards Stack and/or adding 2 additional cards to that
player’s deck, so that all players begin the
• Next, give each player 1 NorTec Lane
game with a 12 card deck.
Board and 1 Enemy Lane Board.
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GENERATE RESOURCE STACKS
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CARD TYPES various alien threats that seek to destroy the
NorTec Base. While different, these 2 card
types share the following traits:
There are 7 different types of cards in
Xenoshyft: Dreadmire, each with their own • Power: This represents the offensive
information and use: capabilities of the Troop.
• Hit Points (HP): This shows the amount
TROOP CARDS AND ENEMY CARDS
of Damage the Troop/Enemy may suffer
Troop cards represent the various soldiers before it is killed.
you will use to defend the Base. Each has • Ability Box: This box lists any special rules
their own unique abilities, strengths, and or abilities the Troop has. Each Ability will
weaknesses. Enemy cards represent the explain its specific use and effect.
BOSS
RESOURCE COST INDICATOR
2 MARSH
RANGER FLAYER
3 2 5 3
POWER ABILITY HIT POINTS POWER ABILITY HIT POINTS
BOX BOX
• Resource Cost: This number shows • Boss Indicator: Unlike Troop cards,
the amount of Xenosathem it takes to Enemy cards do not have a Resource
purchase this card. Cost. In most cases, this area will be
empty. In some cases, however, there will
be a Boss Indicator symbol here. These
enemies represent powerful and unique
threats to the Base. Use extreme caution
when a Boss appears!
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ITEM CARDS
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STALKER’S BLADE 1 XENOSATHEM
RESOURCE +1
VALUE
WAVE 2+: DURING THE WRAP-UP
PHASE, BURN 3 “1 XENOSATHEM”
ABILITY CARDS IN YOUR DISCARD AND
PLACE 1 “3 XENOSATHEM” CARD
BOX INTO YOUR DISCARD.
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WEAPON
WEAPON RESEARCH
RESEARCH
WEATHER
SET-UP
SET-UP
GENERATE1 1 RANDOM
GENERATE RANDOM CARD STACK,
CARD AND
STACK OF THEN3ADD
COST 2 OF
OR LESS,
THOSE
AND THENCARDS TOOF
ADD 2 YOUR DECK.
THOSE CARDS TO YOUR DECK.
MONSOON
DIVISION DISCOUNT
DIVISION DISCOUNT
YOU MAY PURCHASE CARDS AT -1 COST.
YOU MAY PURCHASE CARDS AT -1 COST.
DIVISION POWER
DIVISION POWE R
ONCE PER ROUND, 1 PLAYER MAY EQUIP 1 CARD FROM
ONCE
THEIRPER ROUND,
DISCARD 1 PLAYER
PILE AS IF IT MAY
WEREEQUIP 1 CARD FROM
AN INSTANT.
THEIR DISCARD PILE AS IF IT WERE AN INSTANT.
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THE GAME ROUND
2. PURCHASE PHASE
Xenoshyft is played over a series of 3 During this phase players will use the
Waves of increasing difficulty. Each Wave is Xenosathem Cards they have to purchase
composed of 3 Rounds. Each Round is made additional Troop Cards and Item Cards. This
up of the following Phases: is done simultaneously among all players. It
is worth noting that players should take the
1. Draw Phase time to discuss their plans during this phase,
2. Purchase Phase so that the defense of the Base can be better
planned!
3. NorTec Deployment Phase
• First, each player should select any
4. Enemy Deployment Phase
number of Xenosathem Cards in their
5. Combat Phase hand and add up their Resource Value.
6. Wrap-Up Phase This is the total amount of Resources that
player has to spend during this phase.
1. DRAW PHASE Note that Resources are not sharable
between players. Each player must make
The Draw Phase marks the start of each
their own purchases!
Round, and is the first thing to happen during
each Round. • If a player does not wish to use a Xenosathem
Card this round (intending to hold it for the
• On the first round of the game, each next round, for example) they may do so.
player will start by drawing 6 cards from These cards do not contribute toward that
their deck. player’s available Resources this round.
• At the start of later Rounds, if a player • Once this number is generated, any
has less than 6 cards in their hand, they Xenosathem Cards that player used are
should draw cards from their deck until placed in that player’s discard pile.
they have a hand of 6 cards.
• If their deck does not contain enough Example: Tom has one “3 Xenosathem” and
cards to refill their hand, that player two “1 Xenosathem” cards in his hand. During
should draw as many cards as they can, the Purchase Phase, he chooses to use all three
and then shuffle their discard pile to cards. He will discard them all and gain a total
form a new deck. They will then draw of 5 Resources to use this Round.
any remaining cards so that their hand
contains 6 cards.
• Finally, each player will then receive 1 • Players will then purchase Items and
additional Xenosathem Card to add to Troops using these Resources. When a
their hand from the stack on the Wave player purchases an Item or Troop, they
Dashboard. The type of Xenosathem Card must spend a number of Resources equal
received depends on the current Wave. to that card’s Resource Cost.
oo Wave 1: Each player will receive 1 • Once this is done, that Item or Troop card is
“1 Xenosathem” Card. immediately added to that player’s hand.
oo Wave 2: Each player will receive 1 • Players may purchase any number of
“3 Xenosathem” Card. Troops and/or Item Cards each Round,
provided they have enough Resources for
oo Wave 3: Each player will receive 1 each of those cards. It is important to note,
“6 Xenosathem” Card. however, that some Troop Cards are only
available if the players have reached a
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certain Wave. These troops may NOT be
TROOP
2
purchased before the Wave listed on their CARD
RANGER
RANGER
card has been reached!
TROOP ZONE
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4. ENEMY DEPLOYMENT PHASE
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5. COMBAT PHASE
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6. WRAP-UP PHASE
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THE COMBAT 1. REVEAL AND REACT
PHASE • To begin the Combat Phase, flip the first
Enemy Card (the card farthest to the
Right on the Enemy Lane Board) face-up.
During the Combat Phase, your Troops • If it has a Reveal Ability it will be resolved
will attack, and be attacked, by the various at this time.
enemies assaulting the Base. This is also the
• Players may react to the Enemy at this
time that you may play the various Instant
time by using Abilities and/or playing
cards in your hand to assist your Troops in
Instants from their hands.
their fight! The Combat Phase is broken down
into the following steps, each taken, in order, • There is no limit to the amount of Abilities
by each player one at a time: and Items used at this time.
• Abilities and Items may deal Damage
1. Reveal and React
to enemies. When an Enemy suffers
2. Fight damage, place a number of red Damage
3. Advance Tokens on its card equal to the amount
of damage it suffered. If an Enemy ever
4. Aftermath has damage tokens on it equal to its
Hit Points, it is killed and immediately
discarded. Note that this is the same for
Troops as well!
• Enemy Reveal Abilities cannot be
prevented unless a card specifically
states it does so. That means, for
example, even if you kill the revealed
Enemy with an Ability or Item, its Reveal
Ability will still resolve.
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2. FIGHT 4. AFTERMATH
• Once all players have reacted to the • Success: If there are no Enemies
revealed Enemy, that Enemy, and the first left in lane (regardless of whether
Troop in that lane (the Troop farthest to any Troops survived or not), then
the left on the NorTec Lane Board) will congratulations, your lane has
Attack each other. survived the round!
• Both the Troop and the Enemy will deal • Overrun: If there are ever Enemies
each other Damage equal to their Power. left in lane, while all Troops have been
Place a number of Damage Tokens killed, then the lane is Overrun. If
on their card equal to the amount of there is a revealed enemy in lane, all
damage they suffered. players will have one last chance to
react to it before it attacks the Base.
• If the total damage on the Troop card If it is still alive, it will deal damage
or the Enemy card is equal to or greater to the Base equal to its Power, and is
than its Hit Points, it is killed and then discarded.
immediately discarded. Killed Enemies
are placed in the Encounter Deck discard • If there are additional face-down
pile, while killed Troops (and any Items Enemies in the lane, a Reveal and React
they had equipped) are placed in their step will be taken for each remaining
owner’s discard pile. Enemy, allowing the players a chance
to respond before it damages the
• If neither the Enemy nor the Troop Base. Continue this for each remaining
were killed, all players will have another enemy, discarding them after they deal
chance to React (with as many Abilities their damage to the Base.
or Cards as they wish), and then the
Troop and Enemy will attack each other • Once all Enemies have been discarded
again. Continue this step until the Troop, from lane (by either being killed or
Enemy, or both have been killed. Overrunning the lane) the player to the
left of the active player will now resolve
their Combat Phase, continuing until all
3. ADVANCE players have done so.
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GENERAL
GAMEPLAY RULES
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EXPANSION RULES INTEGRATING XENOSHYFT: ONSLAUGHT
To incorporate numerous expansions of • Replace the Onslaught “Ranger” Troops
Xenoshyft together, use the following rules to with the Dreadmire “Ranger” Troops.
determine your configuration for that game: • Replace the Onslaught Division cards
• Randomly select 3 “Wave 2” Troops from with the Dreadmire Division cards.
all those available. These will be the • If desired, one can play using the
Wave 2 Troops available this game. Dreadmire method of Enemy generation
• Randomly select 3 “Wave 3” Troops from instead of the static “4 per Round”
all those available. These will be the of Onslaught. If this is done be sure
Wave 3 Troops available this game. to remove all Bosses from the Hive
Encounter Deck, as you would in
• Randomly shuffle all available (or desired) Dreadmire.
Items together when forming the Item
Tracker Deck. • Ignore all “May be played in response to
reveal effects” text on cards, as this rule
• Select which enemy type you wish to play has been removed in Dreadmire.
against.
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ADJUSTING DIFFICULTY
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SETUP
• ASSIGN DIVISIONS
• GENERATE RESOURCE STACKS
• PREPARE ENCOUNTER DECKS AND TOKENS
• SET BASE HP TRACKER
• SELECT FIRST PLAYER
PRE-COMBAT
• DRAW PHASE
• PURCHASE PHASE
• NORTEC DEPLOYMENT PHASE
• ENEMY DEPLOYMENT PHASE
• COMBAT PHASE
• WRAP-UP PHASE
COMBAT PHASE