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HOW TO PLAY Player turn

1) Starting Phase Loot Cards


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.

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