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Language: English (en-AU)
Contributors
Rule & Make Team (team@ruleandmake.com)
Version History
❏ 0.1.1 (27/01/2017)
❏ Very early working copy created
❏ 0.1.2 (02/02/2017)
❏ Edits from Playtest added
❏ 0.1.3 (10/02/2017)
❏ New Combat System added
❏ 0.1.4 (14/02/2017)
❏ Combat system updated.
❏ 0.1.5 (23/02/2017)
❏ Bosses updated
❏ levels updated
❏ Demon trader updated
❏ updated notes on token shards.
❏ 0.1.6 (04/04/2017)
❏ Combat updated, weapon drawing edited, Fighting bosses updated, note on
discarding attack cards
❏ Updated all images to match current build
❏ 0.1.7 (02/05/2017)
❏ Edited combat rules
❏ Edited rules for looting the royal
❏ Added new condition in case of tie
❏ Added points loss to death
❏ 0.1.8 (04/05/2017)
❏ Re-structured Document
❏ Added various rephrasing
❏ 0.1.9 (05/05/2017)
❏ Restructured and edited up to page 11
❏ Index Unchanged
❏ 0.2.0 (16/05/2017)
❏ New version of rulebook created
❏ 0.3.0 (21/05/2017)
❏ New version of rulebook created
—2—
Bosses 14
GAME END 21
Determining the Winner 21
NB as per our convention, these cards should be explained earlier, at least the
deck cards, or explained in section, I’d push for in section
Cards Explained 22
—3—
—4—
You enter the fray given only a rusty axe and the most basic of skills. Trace the steps of your
past to explore the vast lands within the kingdom, outwit your opponents and slay the
greatest of foes in order to earn the title of Hero.
Hand of Fate: Ordeals is an adventure deck-building game for 1–4 players, played in
competitive or cooperative game modes.
Components
4 x Player Boards Basic Cards
1 x Center Board 28 x Strive Cards
8 x Wooden Health/Fame Markers 4 x Hack Cards
40 x Food Tokens 8 x Forage Cards
25 x Encounter Tokens
30 x Token Shards (10 x “3” and 20 x Dealer’s Cards
“1” denomination) 21 x Trickster Cards
22 x Adventurer Cards
42 x Encounter Cards 21 x Warrior Cards
46 x Enemy Cards 14 x Equipment Cards
27 x Poor Fortune Curse Cards 6 x Armour Cards
18 x Flourish Cards 13 x Weapon Cards
14 x Pain Cards
12 x Royal Cards
17 x Relic Cards
XX x Use tokens (Encounter tokens)
—5—
(f)
Toke
(a) (b) (c) (d) (e) Dealers
n
Poor Pain Fame Dealer’s Deck
Shar
Fortune Deck Track Row ds
Deck
(n)
Encou
nters
Deck
(l)
Roya
ls
Center Board
—7—
(a) (b)
Health Characte
Track r
(c)
Starting
(g) Weapon
Play
er
Deck
—8—
As you play you move through the levels of the labyrinth that Kallas has prepared for you.
There are three tiers in a full game: the Jack, Queen and King. Each will challenge you
further and test your skills.
How to Play
Hand of Fate: Ordeals is a deckbuilding game. Your deck represents your character. When
you start, you have a few basic abilities. As you play you will improve your deck by earning
better cards, building your character, exploring and defeating enemies.
Game Turn
Sequence of Play
A player is able to do the following during their turn:
Play Cards: The Player can play any number of cards from their hand in any order and at
any time aside from during an Encounter.
NB I think this needs to rephrased, as they are not Action to be chosen from as per
convention
Take Action: The following actions have to be done in this order. The previous action has to
be finished completely, before the next action can be done.
1. Move
○ A player may move during their turn as long as all conditions are met. (Food
or Health available, no Encounter breaks the movement, etc.)
○ This action is optional and the player can choose not to move at all.
2. Activate an Encounter
○ A player may optionally activate an Encounter their character mini is standing
on.
○ If a player is on an Ambush Encounter they must activate it.
3. Buy Cards
—9—
4. End Turn
○ Once a player has finished buying cards they pass their turn to the next
player.
Play Cards
A player may play any number of cards from their hand in any order they choose. When a
card is played, resolve the effect described on the card.
Cards with earn a player “Effort” equal to the number indicated in the icon. Players use
this to buy cards and activate abilities. Effort generated does not need to be used immediate,
but can be kept for later use. Effort can be spent at any time during a player's turn across
multiple actions or cards. Any time a card adds Effort, players gains that amount of Effort
and any time a player spends Effort, they lose that amount of Effort. Any Effort not spent at
the end of a turn is lost.
NB I removed reference to pool. Good way to explain in teaching, but I think it
confuses here.
Cards with a (ATTACK CARD SYMBOL) are attacks. A player may attach any number of
attack cards onto their weapon from their hand. Each card attached to a weapon counts
against the weapon’s stack value (see Weapons, page xy). If at the end of a turn a player
did not add a new attack to their weapon they must discard all attacks previously attached to
their weapon.
NB Terminolofy, stack and attached needs to be resolved
Cards with generate Food when played. Place the Food onto your player board.
If a player ever has an equipment card in their hand they may play it to their player board.
Move
A player may move to any orthogonally adjacent encounter card by spending one Food
token. They then move their miniature to that Encounter card. If a player moves onto a face-
down Encounter card, turn it face-up and resolve all the card’s effects. If a Player has no
Food, they may still move but must lose a point of health on their player board for each
space they decide to move.
Encounters
Encounters are the cards you see laid out on the map. Encounter cards start out face-down.
When a Player moves on to a face-down Encounter card, they must reveal the card by
flipping the card face-up. If the Encounter Card shows any Use icons place a Use token into
— 10 —
A player may choose to activate an encounter by resolving the card’s text. Encounters can
be
● Event – Spaces where a player may use the Encounter’s ability for their own or to
hinder opponents.
● Combat – Spaces where players can fight minions for fame and token shards.
● Ambush – A dangerous space where enemies strike without warning. Ambushes are
a combat space and must be activated when they are first revealed.
The Encounter card specifies which type of cards can be purchased from the Dealer’s Row.
NB Use Counter needs to be properly defined before this section. Probably not the best place
for the sentence bvelow
At the end of the turn if the Encounter activated has any Use Counters the player removes
one. If an Encounter has no remaining Use counters it cannot be used.
Additionally a player cannot activate an Encounter if they are unable to use the ability such
as: Healing at the Fountain of Youth at full health.
— 11 —
The player then draws cards from the top of their deck equal to the draw value of their
weapon and attaches them to their weapon. Cards stacked this way should be splayed out
from left to right, with the topmost card positioned to the far right. Any cards that grant (effort
symbol) that are attached this way generate combat ability. Food provides no value during
combat.
The player then uses the abilities of cards they have stacked to their weapon in any order
they choose.
After the player has activated card abilities they fight the enemies proper. To do this:
NB need to use minions / enemies consistently
1. Assign cards from your weapon equal to or greater than the value of each Enemy to
defeat them. Each card can only be assigned to one minion, any additional
points are lost. You may also use the Strength from your weapon once per combat.
2. Gain the rewards of all minions defeated. Then discard those minions.
3. Move all cards spent from your weapon to your played area.
4. If any enemies remain, choose to push or flee.
5. Push:
a. You fight on by spending one Food, then take one Pain card for each enemy
that remains in combat.
b. If you survive the Pain, draw 1 additional card to your weapon and continue
the combat from step 1.
c. If you do not survive the pain, you are dead. Continue with (chapter “Death”,
p. xy).
6. Flee:
a. Take the pain value of each minion remaining in the combat then discard all
enemies from the combat and end the combat. Move all attached cards from
your weapon to your played zone.
b. If you do not survive the pain, you are dead. Continue with (chapter “Death”,
p. xy).
If you defeat all enemies in a combat. you are deemed victorious and gain any rewards
offered by the Encounter Card.
Buying Cards
A player may spend any effort they have generated this turn to buy cards from the Dealer’s
row. What type of cards they can buy is indicated by the Encounter the player is currently on
as shown by the coloured icons on the side of the Encounter. Equipment can be bought at
— 12 —
The Flourish deck is a set of cards that are always available for purchase. They can be
bought at any location.
Note that if there is ever an empty space in the Dealer’s row, it is immediately replenished
with a new card from the Dealer’s deck.
End Turn
Once a player is finished buying cards, they pass their turn to the next player. At the end of a
player's turn they discard any cards they have not yet played from their hand and draws 5
new cards.
NB From Bjorn
Ok, but how could I know that? "Played zone" is only used once (when fleeing I have to put all
cards attached to my Weapon to the played zone). I erroneously assumed that Discard Pile
was meant.
But then "played zone" and "played cards area" are synonym?
It makes sense to define/explain things like
- (players) discard pile
- (players) played zone / played cards area
- (players) deck
- (players) hand
once.
— 13 —
When a player encounters this space for the first time it acts as an
ambush but the enemy you fight will be the level’s Royal.
NB Space vs Location vs Encounter. I suggest to just use one term
for one meaning and to clearly distinguish between two different
terms.
Here, it is probably
"When a player moves to this Encounter for the first time, ..."
The boss will, like a minion, have a Combat Strength and an ability.
However the Boss will also bring along minions. This is described
by the Minion Draw icon on the Boss’s card.
When drawing minions for a boss, the number on the card indicates
the minimum total value of minions you must draw.
For example if a boss has (4), you must draw minions until their total Combat Strength is 4
or greater. This can be four 1’s for a total of 4 or a 3 and then a 2 for a total of 5 or a single
4.
Once you have drawn these enemies, Combat resolves in the same way as any other
combat encounters with one exception: all minions must have enough damage assigned to
defeat them before the player can assign cards to the Boss. If the player cannot defeat every
enemy, then the Boss enemy is undefeated. Like a normal combat the player takes the
Boss’s pain value as well as that of any undefeated minions.
NB Combat vs combat
If the Boss enemy is undefeated, their encounter remains on the board until a player is able
to successfully defeat it. At the start of the next combat, the Boss will draw new minions
(damage to the Boss or minions does not carry over from previous combats).
In addition, the player that killed the Boss triggers the next level of the game (see, “Levels”).
Kings
The Kings are the top tier of the bosses and acts differently.
When a King space is revealed, the player who revealed the Encounter places the King
miniature on that space. The King will move at the start of each player's turn, hunting a
player as described on the King Royalty’s card.
If a player wishes to encounter the King once it has moved away from its originating
Encounter, the player must reach the King miniature/token itself to initiate combat.
If the King moves to the same space as the active player, or begins its turn on the same
space and does not move, it will then attack the active player. When the King attacks a
player they may choose to fight the King or to flee before the combat starts.
If the player chooses to fight, they may play cards from their hand but take no other actions
aside from fighting the King.
If they flee, the player takes the King’s Pain value immediately. The attacked player will then
be able to continue their turn as normal and even challenge the King as part of their
encounter action.
When the King moves and there is a tie between two locations, the player to the active
player’s left chooses.
— 15 —
Town
The town is a basic encounter and is depicted by the Town card
printed on the center board. All players start on the Town.
A player may spend one token shard at the town to destroy the 2
rightmost cards in the dealer's row and replace them as normal.
NB check with Michael, I think this is 1 card now. And text is
obviously out of date.
Event
When using an event encounter a players activates the abilities of a
space, pays any required costs and receives a reward.
— 16 —
Ambush
Ambush is a subtype of combat encounter. Ambushes are
activated by a player as soon as they are revealed.
The demon trader encounter can only be used by each player once. After a player has
finished their Demon Trader encounter, they place a Use Token on the Demon Traders ‘Use’
field that is colored in their players color.
NB Why is this an explained card?
Boss
Boss encounters allow the player to fight the boss to clear current
level. Boss encounters are also Ambush encounters. This means,
the player must activate and resolve the Boss encounter.
— 17 —
Action
Action cards are the tools that a player can use in order to progress through the game and
improve their deck. Action cards can have an effort value, food value, ability text or a mixture
of the three. When you play an action card you do everything the card tells you to.
Attack
Attack cards are combat abilities that can be attached to your weapon to increase your
attack power in combat (see “Play Cards” on page xy). You may play at Attack Card at any
point during your turn to attach it your weapon. Attack power can only be used from your
weapon, it can not be used as effort.
Equipment
Equipment are cards that when bought are placed into a player’s Equipment Area. These
cards remain in play for the duration of the game - or until they are replaced, or the player
dies. Equipment is divided into two main types: Gear and Weapons.
Gear – Gear is equipment that gives special abilities to a player. A player can only have one
piece of gear per slot on their character board.
Weapon – A player can only have one weapon equipped. A weapon has a base strength, a
draw value and an attack stack value. Some weapons may also have abilities that may be
activated during combat.
Stashing
When a player gets a new equipment that would take the slot of an old one they stash their
old gear. To do this, remove the equipment you are replacing from the game and score fame
equal to its fame value. Then place the new equipment in its place.
Curses
Curses are negative cards that will clog your deck and create difficult situations for players if
they are not dealt with. The curse deck contains poor fortune cards. These cards do not
provide any attack or effort.
Token Shards
Token shards are rewards players earn for defeating enemies and visiting encounters. Any
Token Shards gained are placed on the player's board. Token Shards may be spent to visit
the Demon Trader Encounter.
— 18 —
— 19 —
The player board is where a player keeps track of their equipment, food, token shards and
health.
Equipment earned is placed on the player board. Each slot on a player board can only be
occupied by one piece of equipment.
If a player acquires an equipment and the slot on their player board is occupied, they may
choose to discard their equipped item to the Dealer’s discard pile and gain fame indicated on
the discarded equipment.
Food
Cards with earns a player food tokens equal to the number indicated in
the icon.
Food is the primary resource that players use to move a space. Without food,
players will lose a point of health for each space they move.
Death
Characters in Hand of Fate can die by running out of health points. Upon
death, a player's turn ends and they must do the following:
1. Discard their hand and every non relic card from their player board.
2. Shuffle their deck and discard pile together to form a new deck.
3. Destroy all food they have.
4. Pick up their character token and place it at the town.
5. Lose 10 Fame.
6. Return their health point to 10.
7. Draw a fresh hand of 5 cards.
— 20 —
Levels
When a player defeats a Boss, the current level is replaced by the next level.
When a player has found and defeated the Boss enemy occupying the current level, that
player will have control over how the new level is arranged and is responsible for setting up
the board.
At the end of their turn, the player who is setting up the new level draws 7 cards from the
next level of the encounter deck including the corresponding Roya.
The player who defeated the royal then performs the following:
1. All existing encounters on the board are removed from the table.
2. Discard every card in the purchase row and replenish it with a fresh row of cards.
3. Shuffle all of the next level encounter cards the player had drawn previously to form
the new encounter deck.
4. Without looking, draw a card from the encounter deck and place each card, one by
one, face-down on the board, forming any shape they like as long as each card is
orthogonally touching another card.
5. Reveal the top card from the the Tarot Boss cards for this level that corresponds to
the level. (2 is queen, 3 is king)
— 21 —
The game can also end if a number of players equal to the total number of players dies at
the hands of a King. Place a use counter on top of the Kings card each time a player is Killed
by the King.
A player is considered to be killed be a King when their life is reduced to 0 points as a result
of a King’s ability or from a combat with the King.
Eg. In a three player game Player A dies at the hands of the King of Dust once and Player C
dies at the hands of the King twice. Player B did not die at all but the game will still end as
the King has defeated 3 players.
The winner of the game is the player with the most Fame Points. In the case of a tie, the
player with the least curses in their deck is the winner.
— 22 —
T Na
y me
p
Clae
Att
ss Eff
ack ort
Val
ue
Action
Mar Fa
ket me
Co Val
st ue
Action cards are the tools that a player can use in order to progress through the game and
improve their deck. Action cards can have an effort value, ability text or both. When you play
an action card you do everything the card tells you to.
Attack cards may be attached to your weapon to be used against enemies in combat.
— 23 —
Card T
Supe y
A
rtype p
cti e
on
Use Icons
There are 3 tiers in the base game. These correspond to each of the 3 Royals (Jack, Queen,
and King) that players will face throughout the game. Tier's become progressively difficult as
each royal has been defeated.
Equipment
Equipment are placed into the Loadout area of Player Boards. These cards remain in play
for the duration of the game—or until they are replaced, or the player dies. Equipment is
divided into two main types: Weapons and Gear.
— 24 —
Na
Ty meBase
pe Stren
gth
D
ra
Stac
w
kV
Limit
al
Com
u
bat
e
Abilit
Ma y
rke
Fa
t
me
Co
st
Typically a player can only have a single weapon equipped at a time. Each weapon has a
Base Strength, Draw Limit and a Stack Limit. Some weapons will have an ability that only
activates during combat.
● Base Strength: The amount of damage the weapon will bring to every combat.
● Draw Value: The number of cards a player will draw to the weapon at the start of
combat.
● Stack Limit: The total number of attack cards a player can attach to their weapon.
— 25 —
Na
me
Ty
pe
Character
Equip
Location
Effe
ct
Fam
e Mar
ket
Cost
— 26 —
S
ui
t
Token
Shard
Str Reward
eng
N
th
a
m
Eff
e
ec
Pain
tif not
Fame defea
for ted
defeati
ng that allow them to change the course of battle or to effect
Minion Effects: Minions have rules
the game when defeated. These rules only take effect when the enemy is in a battle or
defeated.
Damage Resist: Damage resist is an ability that some of the toughest enemies have. This
means they have a Shield or thick armour and can ignore damage.
The first card assigned to an enemy with damage resist deals no damage.
— 27 —
S
uit
Mini
Stre on
ngth Dra
w
Na
me
Eff
ect
Fam
Pai
e for
n
defe
atin
g
— 28 —