Rulebook 2

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Duel (2 players)

Remnants of long forgotten past known as Set up: : Set aside the 5 supplementary
Shards have appeared again in the world. cards. Find the cards Shard of Time and
Ancient Guardians are waking up from Shard of Zeal and randomly assign one of
their eternal slumber to fight over their these to each player. These are the initial
possession. Amass an army of Guardians Shards and they start the game in play.
and collect all of the Shards. Shuffle the rest of the cards to form a face
down deck. The player who owns Shard
Components of Time plays first.
♦ 20 card deck How to play: Waking Shards is played
♦ 5 supplementary cards in a series of rounds. Each round
♦ 10 victory tokens represents a skirmish for the Shards. Each
round will consist of several turns.
Game Modes Playing a round: Each player draws
Depending on the number of players, you 4 cards from the deck, chooses one of their
will be playing slightly different game cards and discards it. It's recommended
modes. The game is best learned when that players reveal their discarded card
playing the Duel game mode. simultaneously so as not to give
information to the opponent! All discarded
cards are placed face up next to the deck to
form the discard. You can now start
taking turns.
End of the round: When all players’
hands are empty, the round ends. Players
then count the total power of the Units
they have in play. The player with the
strongest army wins the round and gets a
victory token. If players are tied for the
strongest army, the tiebreakers are as
follows:
♦ The player who owns Shard of Zeal
wins.
♦ No one owns it? Then the player with the
most Units in play wins.
♦ Still tied? Then the player who played
earliest in the round wins.
Taking a turn: : During your turn, if If Shard of Time is no longer in play, the
your hand is not empty you must play one winner of the round plays first in the next
card. Put the card in play, in front of you, round. To play the next round, take all the
read it out loud and apply all its effects. Units in play and all cards in the discard
and shuffle them back into the deck.
After a card has been played, your turn Shards stay in play!
ends and your opponent plays their turn.
Winner: The first player to collect 3
Keep taking turns until all players’ hands victory tokens wins the game.
are empty.
Units & Shards: Cards can either be Tips and hints:
Units or Shards. Units help you win If a player has no cards in hand, they can
rounds by making your army stronger. still use their Shards as normal during
They can be Scouts, Mages, Warriors or a their turn.
Titan. You can identify this by reading the ♦ If you miss with Recruiter Scout or Forge
name of the Unit. Shards have powerful Mage, put the card you looked at back on
effects and stay in play between rounds. top of the deck.
Some Shards let you take actions at the
♦ When using Shard of Fortune or Shard of
beginning of your turn. You can take these Nature you can turn the card sideways to
actions only right before playing a card show that it’s already been used this
for your turn and only once per turn. round.
Additionally, if multiple effects occur
simultaneously, the player who is ♦ If Shard of Fortune or Shard of Nature
currently taking a turn chooses in which are discarded or change owners, they
reset and their ability can now be used
order to resolve each effect. A lightning once again.
icon on the top of a Shard card means the
Shard’s ability can only be used once per ♦ Initial Shard cards have marks on them
round. You will find this icon in Shard of to remind you which ones to use with
Fortune and Shard of Nature. different numbers of players
Note: If the deck ever runs out of cards,
shuffle the 5 supplementary cards and use
them to form a new deck. At the end of the
round take the 5 supplementary cards and
set them aside again before starting a new
round.
Team Game (2 versus 2) Free For All (3-4 players)
The rules for Team Game are the same as
in the Duel game mode with the following
Note: This game mode is best enjoyed
exceptions: among advanced players.

Team up! Form 2 teams of 2 players The rules for Free For All are the same as
each. Team mates sit alternately around in the Duel game mode with the following
the table and information can only be exceptions:
shared out loud.
Set up: Initial Shards are Shard of Time, Set up: Initial Shards are Shard of
Shard of Zeal, Shard of Fate and Shard of Time, Shard of Zeal and Shard of Fate for
Power. 3 players, plus Shard of Power for 4
players.
Playing a round: At the start of each
round players draw 3 cards and discard 1 Playing a round: At the start of each
(instead of drawing 4 and discarding 1.) round players draw 3 cards and discard 1
Taking a turn: Turn order is (instead of drawing 4 and discarding 1.)
clockwise.
Taking a turn: Turn order is
End of the round: The player who clockwise.
wins the round gets a victory token for
their team. Winner: For 3 players, the first player
to collect 4 victory tokens wins. For 4
Winner: The first team to collect 4 players, the first player to collect 3 victory
victory tokens wins the game.
tokens wins.

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