Cards Curses - Rare purple cards that curse a player of the revealer’s choosing. The cursed player places the curse to the 2-4 players take turns playing loot left of their character card. If they die, cards and using items to kill monsters 1. Recharge all your active items and Loot cards are drawn your character card. and kept in your hand. they discard all curses afflicting them. in order to gain more items, loot, and sometimes souls. The first player to Playing them can 2. Start of turn effects trigger (are gain 4 souls is the winner. Cooperation, instantly change the put onto the stack), then players can flow of the game in Treasure Cards bartering, and betrayal are all strongly respond. This is the first opportunity encouraged. many interesting ways. Treasure cards are to play effects during a turn. There are three different kinds of loot items that players can 3. Loot 1. (Draw 1 from the loot deck.) cards: gain. Place treasure 3) Action Phase Basic Loot - Basic loot cards come cards directly into play in the form of coins, bombs, hearts, in front of the player, During their Action Phase, the pills and the like, and are used to gain visible to everyone. active player may do any or all of resources or aid in combat. They tend to have very strong effects the following in any order: that modify gameplay and interact with Tarot cards - Tarot cards are more other players and monsters. When an • Play 1 loot card. (This can be in advanced loot cards that can drastically effect says 'Gain Treasure,' it is taken response to any action.) change the course of the game. from the top of the treasure deck. • Purchase 1 shop item or the starting the game topmost card of the treasure deck Trinkets - These are rare loot cards. Once played, these act like treasure Active Items - These items can be activated (turned Shuffle the loot, monster, and for 10¢, then replace any shop item items and have passive effects. Place sideways to use) at any time treasure decks. Put out 100¢. purchased with the top card of the these cards face up on the table next during your turn or in response to any treasure deck. to your item cards. They count as items Place 2 monster cards face up next action. Once an item has been activated, • Attack an active monster or the when in play, and they stay in play until it can't be activated again until it’s to the monst er deck. These are the topmost card of the monster deck. destroyed. recharged at the start of its owner's current active mon sters, and each occupies an active monster slot. Place turn or by a recharge effect. Active • Activate their character card to play items have a gold border and a turning any non-monster cards revealed during an additional loot card. (Character set up on the bottom of the monster Monster Cards arrow symbol. card activation can be reserved for deck. activation on other players’ turns in The monster deck is Paid Items - These items Place 2 treasure cards face up next to response to any action.) the meat and potatoes can be used when you pay a the treasure deck. These are the current of the game. It’s filled specific cost. Like active items, 4) Ending Phase with basic monsters, you can use paid items in response to shop items. 1. End of turn effects trigger, then bosses, curses and any action, but you can them as many Shuffle the character deck and deal out players can respond. This is the last other surprises. times as they are paid for. Paid items one character card and their starting opportunity to play effects during a aren't turned sideways when you use item to all players. Basic Monsters - Monsters that are turn. (If an effect ends the current turn, them. Paid items have a gold border and easier to kill and yield loot, coins and the turn jumps to this step.) $ symbol. All players start with their character on rare occasions, treasures. card deactivated (turned sideways). 2. Heal all players and monsters, then Passive Items - These items give Everyone starts with their starting Bosses - Difficult-to-kill monsters with effects that last until end of turn wear players special abilities that usually item recharged (turned upright). If you bigger rewards that always yield souls off. change the rules of the game or modify aren’t going first, you can activate your when killed. When a boss is killed, it existing effects with triggered abilities. starting item before your first turn. 3. If you have more than 10 loot cards becomes a soul card and the active These abilities don't require activation. in hand, discard down to 10. player gains it. This is how you keep Passive items have silver borders. All players start with 3 loot cards and 3¢ track of souls. from the supply of ¢. 4. Pass the turn to the player to your left. Bonus Cards - Uncommon cards that Cain plays first. If Cain is not in play, may reward or kill the active player. then the saddest person plays first. Dice Rolls Combat 2. The active player always gains rewards for its death, including the If the active player and a monster die at the same time, resolve the monster’s When a player rolls a dice initially, the Players may attack once a turn during monster soul if it is a boss. Always! death before the player's death so that roll goes onto the stack (see Stacking their action phase. A single attack may rewards are still given. Effects). There are many ways to modify have many dice rolls involved. 3. If the monster didn’t turn into a the roll before it resolves (effects the soul card for the active player, it is Empty active monster slots must be If a player decides to attack, they placed face up on top of the monster filled at the end of the turn. This could game) and either triggers effects or deals damage. Apply modifiers in the must declare what they are attacking to deck discard pile. happen when the active player dies all players. Players can attack either one while trying to fill a slot. After all end- following way: Whenever a monster slot is empty: of the active monsters, or the topmost of-turn effects are done resolving, but 1. Effects that force rerolls or modify card of the monster deck. Once a player If an active monster slot is empty, the before players and monsters are healed, the roll result can be played. declares the target of their attack, active player reveals the top card of the active player (usually currently combat starts. Combat ends normally the monster deck to place a monster dead) reveals and resolves any non- 2. Apply +X/-X to dice roll(s) effects. when either the player or monster dies. card in it. If the revealed card is a monster cards until all empty slots are 3. Sacred Heart, Dad’s Lost Coin, and non-monster card, the active player full. If a player attacks the topmost card The Missing Page trigger here. (If any follows the directions on the card, of the monster deck, they reveal the Death goes onto the stack. Players can rerolls or roll replacements resolve repeating this process until a new card to all players. play effects in response (see Stacking during this step, whether from the monster card is put into the slot. above cards or played effects, go back If it is a monster card, place it face Effects). Preventing or fizzling death This can happen outside of combat to Step 1.) up over one of the active monsters; sets your health to 1 if you were at 0. whenever a slot empties. Remember, the active players chooses where to the active player always gets all Fizzling 4. The roll resolves. If this was an put it. The topmost monster card penalties and rewards from revealing attacking roll, damage from the hit or in an active monster slot is always monster deck cards. miss is put onto the stack, then other Some effects cancel other effects. In the active monster in that slot. Only cards in play with dice roll triggers It is possible to kill monsters outside of addition, effects can sometimes be active monster effects can trigger. trigger before damage resolves. combat with effects. These actions do cancelled by the state of the game If it is a non-monster card, the active not constitute an attack for the turn. changing before they resolve. When the Rolls and a monster's dice number can’t player reads it to all players and latter happens, the effect fizzles. go above 6 or below 1. follows the directions on the card. Your 'first roll' for the turn or combat This counts as that player's attack for Death Invalid Targets - Players must declare targets when playing effects. In is until a roll resolves or fizzles (see the turn. When a player takes lethal damage or Fizzling). addition, some effects require a certain When a player attacks a monster card, dies for any reason, that player suffers condition to resolve. When a target they roll a D6. “The Death Penalty!” They must: leaves play or becomes untargetable for Monster Card Breakdown If the roll resolves to a number equal 1. Resolve item effects that say any other reason, or when a condition to or greater than the monster’s dice "before paying penalties..." is not met when an effect resolves, the number, the player deals damage effect fizzles. 2. Destroy a non-eternal item they equal to their attack to that monster. control. Leaving Combat - If an attacking player Dice number Use a dice to keep track of damage is removed from combat for any reason, Dice roll done to monsters during the turn. 3. Discard a loot card and lose 1¢. any combat roll or combat damage needed to hit on the stack fizzles. This can be from Attack If the roll resolves to a number less 4. Deactivate their active items and Damage than the monster’s dice number, they character card. the player or monster dying, an effect Health this deals if cancelling the attack/combat, or an attacker miss miss and take damage equal to the 5. End their turn if they are the active monster’s attack. effect ending the turn. player. The attacking player continues rolling You can only die once per turn, and you until either they or the monster is will heal back to full at the next ending Reward Soul(s) killed. phase. Dying removes you from combat for killing gained for killing Whenever a monster is killed (not (see Leaving Combat under Fizzling). necessarily in combat): 1. If the monster has an on-death trigger, put it onto the stack. stacking effects Conceptually, think of each effect as a physical card, and as effects are played, rearranges them so a single penny card is placed on the top. Then Player 1’s Once paid, promises don't have to be kept. Be warned: if you go back on your Most events go onto the top of the you are piling the cards on top of each Loot 1 effect resolves, and they draw a promises, it will be hard for others to stack (the place where effects wait to other. To find out what happens next, single penny… :( trust you. resolve). The following are all of the you take the top card off of the stack of events that use the stack: • Playing loot cards cards and do what it say until the pile is empty. Souls Credits: When a player gains a soul, whether • Activating items Timing from a boss dying or an item/loot card, Lead Design & Art Direction - they gain the card as a soul card. It Edmund McMillen • Using paid items If multiple effects trigger at the exact same time, they are put onto the stack now counts towards the players total Additional Design & Production - • Effects triggering in the following order: soul count. The first player to have 4 Danielle McMillen souls wins the game. • Intending to buy or attack (This is 1. Monster effects (If there are Additional Design - the last opportunity to play effects that multiple monster effects, the active Once players have a Tyler Glaiel change shop items or active monsters. player chooses the order.) better understanding of You are not committed to purchase or the game’s mechanics, Layout/Background Art & Illustration - attack until you have declared a target.) 2. Other effects (In turn order, starting you are encouraged to @TikaraTheMew with the active player. If multiple add the Bonus Souls • Declaring a purchase or attack by effects are owned by the same player, Card Back Design/Box Art & Illustration - to your games. These @KrystalFlamingo announcing a specific target that player chooses the order that bonus cards are not they are put onto the stack. Players added to any deck, but Figure Design & Illustration - • Rolling a dice (see Dice Rolls for the determine when their death goes on to instead they lay face up next to the @Rojen241 steps which use the stack) the stack, just like any other effect.) game in view of all the players. • Damage Illustration - Examples The first player to gain 25¢ or more @Wormchild and @Tar_Head • Player death instantly gains the Soul of Greed. The Example 1: Player 1 decides to attack Business Development (Studio71) - In addition to these events, there are an active Monster that needs a 4 or first player to have 10 or more loot Javon Frazier and Garima Sharma two opportunities every turn to play higher dice roll to deal damage. Player 1 cards in their hand instantly gains the effects. These are during the starting rolls their dice to see if a hit lands, and Soul of Gluttony. The first player to Testers - and ending phases. they roll a 3. In response to this roll, have 2 or more Guppy items in their Jackson Moore,Tyler Glaiel, Danielle Player 2 offers to raise the roll by 1 with possession instantly gains the Soul of McMillen, George Fan, Eli Evans, Acacia Resolving the stack their Book of Belial in exchange for 2¢. Guppy. Evans, Jay Lewis, Graeme Little, Leon When there are no more effects to add Player 1 agrees, pays them, and Player Masters, Dan Zaelit, Cole O’Brien, Doug These souls, once gained, act like any O’Brien, Crystal Evans, Joe Evans, Alex to the stack, the effects on the stack 2 activates the Book of Belial to raise other soul card. While there are ways resolve one at a time in reverse order. the roll to a 4. Out of nowhere, Player 3 Austin, Caitlyn Yantis, Peach McMillen. to get back other souls that have been The most recent effect resolves first, decides to activate their D6 in response, discarded, the bonus souls can only then the 2nd most recent, until all forcing Player 1 to reroll the dice! No be gained once per game. If these soul effects are resolved ending with the one else has any response to this, so cards are ever discarded, they are initial effect. each effect now plays out in reverse. placed face down next to the game. Player 3 rerolls the dice and rolls a 1; Responding to effects Player 2 adds +1 to that dice making it a Players can play effects in response to 2, then the dice resolves. Seeing as they needed a 4+ in order to land that attack, Bartering whatever effect is currently on top of Players are encouraged to trade the stack (i.e. would resolve next). As Player 1 misses and the attack fails. for favors or nefarious acts. When mentioned earlier, some effects can be Example 2: Player 1 activates their Book bartering, a player can pay another cancelled or “fizzled” due to its target of Sin item and rolls a 3 to Loot 1. In player any amount of ¢ for practically being gone or its condition no longer response, Player 2 uses their Sleight any favor. Player's can't trade items or Rule Rewrite by Jon Paull (@jonzo11) being met, perhaps due to an effect that of Hand item to look at the top 3 cards loot in this fashion. Both players must Editing by Iris Bull (@ibull) resolved first. Once the stack is empty, of the loot deck and put them back in agree to the exchange of ¢. Players can't Version 1.0 the active player can make another any order. No other effects are played. give ¢ away for no reason. Bartering action or otherwise progress their turn. They own nothing here. Player 2 looks at the top 3 cards, does not use the stack. Glossary Card Rulings Devil Deal - For the third option, you can't use the item before taking 2 Lazarus' Rags - Functionally, this will trigger at Step 1 of the ending phase, Active Player - The player whose turn Character Cards damage. at the same time end-of-turn effects it is. trigger. The Lost - The soul attached to The Dinga - If you kill on a 6, roll once and ¢ - There are only 100¢ available. When Lost cannot be discard, stolen, or lost in double for the total ¢ gained. Mom's Shovel - Won't recharge until it it runs out, players need to spend or any way. is under a player's control during their lose ¢ to increase the supply. Greed! - The richest player is chosen recharge step. Eden - Cards with "destroy this" don't when Greed! resolves. Counters - Counters are markers you function with Eden because they gain Monster Manual - You can force an place on specific cards that ask for eternal. Glass Cannon, for example, is The Haunt - The effect triggers for attack against the top of the monster them. They can be represented by overpowered as an item for Eden, as it every 2 points of cumulative damage it deck. You can force an additional attack. anything you'd like (stone, dice, coin, can be used and never destroyed. takes in a turn. The damage does not You can force attacks outside of the booger). If a card with counters is have to be dealt in a single instance. action phase. This will fizzle if used stolen, the counters stay on it. Loot Cards against a player in combat. This will "Healers" (Boil, Chub, Mega Fatty, Butter Bean! - When you cancel a Holy Dinga) - Players and monsters fizzle if the active monster targeted is Damage Prevention - Damage loot card on the stack, the loot card is cannot heal above their current max discarded before this resolves. prevention is used to cancel incoming discarded first, then Butter Bean. Butter health. damage to a target. If not used Ouija Board - The active player Bean can cancel Lost Soul and trinkets immediately, the prevention stays until Ragman - Ragman's effect can undo resolves the non-monster card played. while they are on the stack, because the end of the turn. getting the soul, potentially keeping a they are not items/soul cards (i.e., still Remote Detonator - Vote in turn order Deactive - Items turned sideways are loot cards) until they resolve. player from winning. starting with the active player. considered deactivated, and can't be Counterfeit Penny - This doesn't Treasure Cards Sacred Heart/Dad's Lost Coin/ activated until recharged. trigger when stealing ¢. The effect is not 9 Volt - You can use recharged items The Missing Page - These effects Destroy - When a card is destroyed, it is an additional instance of gaining ¢. before the next turn. (When the stack is trigger at Step 3 of dice rolling. They placed in the appropriate discard pile. empty, you can still add effects before the can be fizzled if the roll is modified O. The Fool - You can play this with Destroying a monster counts as killing active player progresses the turn.) to a number that doesn't meet their your death on the stack to live. The it. condition when their effect resolves. death effect fizzles, you still move to Blank Card - Multiple activations of Discard - Send to the appropriate the ending phase, but you are left with this do not further multiply an effect. Shadow - If there are more than discard pile. After a loot card is played, your original hit points (or 1 if it was If the effect doubled requires a roll, one, they trigger in turn order, then it is discarded. Discarding monsters lethal damage that killed you). just roll once and double the effect. whichever resolves last gets to choose/ yields no rewards. When a shop item Can't duplicate trinkets or Lost Soul. receive stuff. VIII. Justice - You gain loot and ¢ or active monster is discarded, replace In general, this doubles any countable equal to the difference between what them if their slot becomes empty. quality of an effect. For specifics, see you have and the target has. Imagine Expand - Effects can expand the shop or that you have 2 cards and 3¢, and your the Appendix. the number of active monsters. Fill the opponent has 5 cards and 1¢. You play Diplopia/Modeling Clay - Copying new slots from the top of the correct Justice and loot 3 cards (up to 5) but Dead Cat sets the counters on these to deck. gain 0¢ (you had more). 9 every time. Copying other cards with Loot X - Draw X cards from the loot Monster Cards counters does not copy the counters. deck. Counters stay on these after they stop Ambush - You don't need to make the copying a card. If you copy any other Play - Items owned by players and items attacks right away. card that uses counters, the preexisting in the shop are considered 'in play.' counters remain and can be used. Cursed and Holy monsters - Effects on Steal/swap - Unless an effect says these monsters can trigger outside of Crystal Ball - You can respond to the otherwise, the stealing/swapping player combat. Most other monsters with dice intent to roll with Crystal Ball. chooses what to steal/swap. roll triggers only trigger when you are attacking them. Glass Cannon - If you put more than one activation on the stack, the first Daddy Haunt - The effect adds 1 to effect that destroys it fizzles the rest. the total damage you take. It isn't an additional instance of damage. Errata A Sack - Loot 6. Pills! (purple) - Roll: 1-2: Recharge all of your items. XI. Strength - A player gains +2 attack till the end of turn and may attack two Flush - Put all shop items not being Blank Rune - Roll: 3-4: +2 to your dice rolls till the end additional times. purchased on the bottom... 1: Everyone gains 2¢. of turn. 2: Everyone loots 4. XII. The Hanged Man - Look at the top 5-6: -4 to your dice rolls till the end Broken Ankh - Each time you would 3: Everyone takes 6 damage. card of all decks. You may put those of turn. die, roll... 4: Everyone gains 8¢. cards on the bottom of their decks, then 5: Everyone loots 10. Soul Heart - Prevent 2 damage to any loot 4. Dad's Lost Coin - When anyone would 6: Everyone gains 12¢. player. roll a 1, you may force that player to XIII. Death - Doubling has no effect. reroll it. Bomb! - Deal 2 damage to a monster or Two of Diamonds - Quadruple the player. XIV. The Tower - Roll: number of cents a player has. The Dead Cat - Each time you would 1-2: All players take 2 damage. take damage... Butter Bean! - Doubling has no effect. 3-4: All monsters take 2 damage. 5-6: All players take 4 damage. Guppy's Collar - Each time you would Charged Penny - Gain 2¢, then recharge Tarot Cards (By NUmeral) die, roll... an item. XV. The Devil - Doubling has no effect. O. The Fool - Doubling has no effect. Guppy's Hairball - Each time you Credit Card - Doubling has no effect. XVI. Temperance - Choose one: would take damage, roll... I. The Magician - Doubling has no Dagaz - Choose one: Take 2 damage: gain 8¢. effect. Destroy a Curse. Take 4 damage: gain 16¢. The Missing Page - When anyone Prevent 2 damage to any player. II. The High Priestess - Choose a would roll a 5, you may force that XVII. The Stars - Gain +2 treasure. player to reroll it. player or monster, then roll: Dice Shard - Doubling has no effect. Deal damage to that target equal to 2 XVIII. The Moon - Look at the top Sacred Heart - Each time you would Ehwaz - Doubling has no effect. times the number rolled. 10 cards of the loot deck. Put 8 on the roll a 1, you may turn it into a 6. bottom of the deck and 2 back on top in Gold Bomb!! - Deal 6 damage to a III. The Empress - A player gains +2 any order. Void - Discard an active monster that monster or player. attack and +2 to all dice rolls till the end is not being attacked or a shop item not of turn. XIX. The Sun - If it is your turn, gain being purchased. Holy Card - Doubling has no effect. two additional turns after this one. Put IV. The Emperor - Look at the top 10 this card on the bottom of the loot deck. We Need To Go Deeper - ...back on top Lil Battery - Doubling has no effect. cards of the monster deck. Put 8 on the of the monster deck in any order. bottom of the deck and 2 back on top in XX. Judgement - Choose the player Jera - Loot 2 times X, where X is equal any order. with the most souls or tied for the most to the number of loot cards in your Appendix hand. V. The Hierophant - Prevent up to 4 damage dealt to a player or monster. souls. That player discards two soul cards they control. Blank Card Joker - Loot at a player's hand, you XXI. The World - Look at all player's may steal two loot cards from it. VI. The Lovers - A player gains +4 Multiple activations of Blank Card do hands, then loot 4. health till the end of turn. not further multiply an effect. Blank Mega Battery - Doubling has no effect. Card cannot duplicate trinkets or Lost VII. The Chariot - A player gains +2 Soul. In general, this card doubles any Pills! (blue) - Roll: attack and +2 health till the end of turn. countable quality of an effect. See below 1-2: Loot 2. for specific interactions. The doubled 3-4: Loot 6. VIII. Justice - Doubling has no effect. effect is listed. 5-6: Discard 2 loot. IX. The Hermit - Look at the top 10 Basic Loot Pills! (red) - Roll: cards of the treasure deck. Put 8 on the 1-2: +2 attack till the end of turn. bottom of the deck and 2 back on top in 2 Cents! - Gain 4¢. 3-4: +2 health till the end of turn. any order. 5-6: Take 2 damage. 3 Cents! - Gain 6¢. X. Wheel of Fortune - Roll: Pills! (yellow) - Roll: 1: Gain 2¢. 4 Cents! - Gain 8¢. 1-2: Gain 8¢. 2: Take 4 damage. A Dime!! - Gain 20¢. 3-4: Gain 14¢. 3: Loot 6. 5-6: Lose 8¢. 4: Lose 8¢. A nickel! - Gain 10¢. 5: Gain 10¢. A Penny! - Gain 2¢. 6: Gain +2 treasure.