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SUMMARY CONTENTS
1. GOAL ............................................................................. 3 • 10 District Boards
2. COMPONENTS ................................................................... 4 • 8 District Board Markers
3. GAME SETUP .................................................................. .5 • 24 Player Tokens
4. PLAYING THE GAME • 24 Plastic Standee Bases
I. STARTING PLAYER .............................................................. 7 • 134 Infamy Tokens
II. ROUNDS AND TURN OVERVIEW .......................................... 7 • 1 Rulebook
III. DEPLOYMENT PHASE ........................................................ 9 • 4 Player Aid Cards
IV. RECRUITING PHASE ......................................................... 9 • 376 Cards:
V. RUNESTONES ..................................................................10 • 22 City Guards Cards
VI. ATTACK PHASE ..............................................................10 • 16 Monster Horde Cards
VII. CLEAN-UP PHASE ........................................................ 12 • 26 Event Cards
VIII. ROUND END .............................................................. 12 • 130 Insurgent Cards
5. ADVANCED RULES • 84 Support Cards
I. DISTRICT REWARDS ...........................................................13 • 48 Merchant Cards
II. DISTRICT DESTRUCTION ....................................................13 • 42 Runestones Cards
6. GAME END AND VICTORY .................................................15 • 8 Unique Faction Leaders
7. ALTERNATE HIDDEN RUNESTONES RULE ..............................15
8. SCENARIOS .....................................................................16
GOAL
In Gateway, you represent a Rebel Faction trying to free the city of Gateway from the current
regime, headed by Chancellor Gideon. Your fight is complicated by the sudden onslaught of a scourge
of monsters - the Drueggar Horde - who threaten to destroy everything in the city.
Starting with a simple deck of cards composed of a Faction Leader, some Rebels, and some Merchants,
you must build up your alliance, recruiting Fighters and Merchants, and use magic to create a strong
Deck and a solid Army that will allow you to take control of City Districts.
Players win the game by either controlling City Districts or by collecting Infamy Points, which are
gained, mostly, when they defeat Horde Monsters or City Guards.
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COMPONENTS
Insurgent Cards Support Cards Merchant Cards Faction Leaders Runestone Cards Event Cards
District
Boards
Infamy
District Tokens
Board
Markers
Player
Tokens
CARDS TERMINOLOGY
RECRUIT: DRAW: EXILE:
Purchase a card from the General Draw a new card from your deck into Remove this card from the game,
Area. It goes directy to your discard your hand. returning it to the game box. It no
pile and now belongs to your deck. longer belongs to your deck.
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CITY SETUP 2-Player Layout: 2 Districts in Ruins
Begin placing District
Take the Central City District Board and place it in the Flip over the top and Markers here, continuing
center of the table. Shuffle all the other District Boards and bottom District Boards in a clockwise fashion.
for a 2-Player game. Do not place any in
randomly pick 6 of them to be placed around Central City (see ruined Districts.
diagram). The non-Ruins artwork should be placed faceup.
☛ For a 2-player game, each District will have 2 markers. These “X” Markers may
be removed from the
For a 3 or 4-player game, some Districts will have 1
Districts once all Markers
marker and others will have 2. have been placed.
Boards which
share a side are
considered adjacent
to each other.
When determining
adjacency,
skip over ruined
districts and
continue to the
next board.
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GENERAL AREA SETUP Every game uses a starter group of Core cards. Place all
Sledge, Rebel, Saloran Cart, Argethian Vendor, and Shadow
Shuffle the Monster Horde and City Guard cards and create Market cards on the table forming a faceup deck for each of them.
a facedown deck for each close to the board. Draw and place
1 City Guard faceup on top of each District Board in the outer Separate the Runestone cards by type (Common, Uncommon,
ring (following any additional rules on the cards, if necessary). and Rare) and shuffle each one. Each player draws 1 random
Place 3 City Guard on the Central District. Common Runestone card and places it facedown in front
Create an Event deck according to the number of players: of them. They may look at it if they wish. Then, place the 3
☛ For a 2-player game, take only the 2+ Player Event cards Runestone decks faceup next to the Core Cards.
and shuffle them.
☛ For a 3-player game, take the 2+ and 3+ Player Event Each player then takes 7 Saloran Carts, 1 Argethian
cards and shuffle them. Vendor, 3 Rebels, and 1 Faction Leader Card to create their
☛ For a 4-player game, take all the Event cards and shuffle starter deck. The Faction Leader may be chosen randomly or
them. selected by each individual player. These cards are unique and
No matter how many players, draw 12 cards and create a each offers a different kind of bonus and playstyle. Each player
facedown Event deck. Any remaining Event cards are returned shuffles their deck and places it facedown in their playing area.
to the box and not used for this game. Do not look at the Event Each player draws the first 6 cards from the top of their
cards yet. deck to serve as their starting hand.
? ? ? ? ? ? ? ?
Revolution Decks
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SELECTING THE PLAYING THE GAME
REVOLUTION DECKS STARTING PLAYER
In addition to the Core cards and Runestone cards, players Revolution waits for no one! To determine the Starting
must put 8 Revolution card decks into play. The Revolution Player, take 1 Shadow Market card and then enough Solaran
cards are all non-Core Insurgent and Support cards. To select Cart cards to equal the number of players in the game. Shuffle
the 8 Revolution decks, use one of the following methods: the cards and deal 1 to each player. Whoever gets the Shadow
Market card starts. Return all the Merchant Cards to their
☛ Shuffle 1 copy of each Revolution card and reveal the respective decks.
first 8 cards;
☛ Create a deck with 1 copy of each Revolution card. The ROUNDS AND TURN OVERVIEW
first player looks at all of them, picks 1 to use in the
game, and passes the remaining cards to the player on The game is played over several rounds, with each player
their left. That player repeats the procedure until 8 cards taking a turn during the round and continuing on in a clockwise
have been selected. fashion.
☛ Choose 1 of the provided scenarios at the back of the There are 4 Phases to each player’s turn. Phases must be
rulebook (page 16). played in order:
For each of the 8 Revolution cards revealed by one of the ☛ Deployment Phase - The player may use their Action
methods above, create a pile of 5 cards. Place all decks on Points to play cards from their hand into their playing area.
the General Area.
Note: Any Revolution Cards not used are set aside for the ☛ Recruiting Phase - The player may purchase 1 new card
remainder of the game. Return them to the game box. (Insurgent, Support, or Merchant) from the General
Area. The recruited card goes to the player’s discard
INSURGENT CARD pile to later join their deck of cards.
Card Name
Attack Value
☛ Attack Phase - The player may Attack any District
Board that they do not currently control.
Defense Value
☛ Clean-up Phase - The player discards all unplayed
cards from their hand, moves any played Support and
Merchant cards from their playing area to their discard
pile, and draw 6 new cards into their hand.
Card Type The Player Aids in front of every player can be referenced
during the game for this information.
Ability Gold Cost
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PLAYER’S AREA EXAMPLE
Army Area - Insurgents played remain in the player’s Army Runestones owned
Support and
Merchant cards
played this turn
(to be discarded
during Clean-up
Phase).
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DEPLOYMENT PHASE Normally, a player can only Recruit 1 card per turn, but
certain abilities provided by other cards in their playing area
At the beginning of each player’s Deployment Phase, may allow them to Recruit additional cards.
they receive 2 Action Points to use for playing cards from If a player has the option to Recruit more than 1 card during
their hand. The player may continue to play as many cards their turn, they use their Gold to pay for the combined cost of
as they wish from their hand, provided they have Action all the cards they wish to purchase. For example: If the player
Points remaining to spend. Merchant cards have an Action has 6 Gold at their disposal this turn, they may use 2 Gold
Point cost of 0 - these may be played for free during the to purchase a new Multi-Wizard and the remaining 4 Gold to
Deployment Phase. purchase a Birdmancer. Or they could choose to only purchase
The player declares each card played and places it in faceup a Blunderbuss Mage for 5 Gold, leaving 1 Gold unspent.
in front of them.
Any played Insurgent cards should be placed into the General Area decks can run out - supplies are limited in
player’s designated Army Area and won’t be discarded during Gateway - so players should be sure to draft the cards they
the Clean-up Phase. really want first.
Note that some cards may provide more Action Points *To help in the Revolution card Recruiting during the match,
when played. arrange these piles by Gold Cost.
RECRUITING PHASE
During the player’s Recruiting Phase, they may purchase 1
new card from the General Area by paying its Gold Cost. The
recruited card, if a Core or a Revolution card, goes to the
player’s discard pile, to later join their deck of cards. Any
recruited Runestone card goes to play immediately into the
player’s Army Area.
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RUNESTONE CARDS ATTACK PHASE
RUNESTONE CARD During the Attack Phase, the player may use their Army to
attack 1 District that they do not currently control. Districts might
be controlled by players, Monster Hordes, or City Guards.
Card Name
If a player wishes to attack another player, they can only do
so by attacking a District which that player controls. If a player
doesn’t control any District of the City, they may not be attacked.
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CALCULATE DAMAGE ASSIGN DAMAGE
First, the Attacker declares if they are using any Runestones The Attacker decides how to distribute their Damage
that might contribute to their Army. Then, they add together all Amount among the defending units. They can divide the
the Attack Values on their cards to calculate their Damage Amount. amount as they wish across any number of cards in the
Next, the Defender adds up all of their Army’s Attack Value Defender’s army. The Defender does the same to the
to get their Damage Amount, also declaring any Runestones Attacker’s army.
they may want to activate. The Damage assigned to the card is then subtracted
from its Defense Value. Any cards whose defenses reach
MONSTER HORDE AND CITY GUARD CARD 0 are considered dead, and are placed immediately into the
owner’s discard pile. Cards that did not receive lethal damage
Card Name have their Defense Value set back to full at the end of the turn.
Attack Value
Defense Value
If the Attacker kills ALL of the defending cards, they
take control of that District (even if they lost their whole
Army in the attack).
If the Attacker was facing a player,
they remove the Defender’s Player Token
from that District. If they were facing a
Infamy Points Monster Horde or a City Guard, they
Card Type
simply remove all defending cards,
Ability then place 1 of their own Player
Tokens on the District Board to
show that they now control it.
Joanna decides to attack, so she must use all the cards currently
in her Army: a Blunderbuss Mage and two Rebels.
Adding up the Attack Values of all 3 cards gives her
a base Damage Amount of 7 (5 + 1 + 1).
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The player then draws a new hand of 6 cards. At any time,
In this scenario, 3 Insurgents are attacking 1 lone Drueggar
Soldier. The Attacker can deal 9 Damage to the Drueggar if the player’s deck is empty and they cannot draw cards, they
Soldier (3 + 3 + 3). shuffle their discard pile and place it facedown as their new
deck. The player continues to draw as needed.
ROUND END
At the end of each round (after each player has taken a
turn), the starting player replenishes the Central City District,
adding more City Guards so that there are always 3 present.
For example: if 2 City Guards in Central City were defeated
during the round, 2 more City Guard cards are drawn to
replenish Central City up to 3 City Guards.
3 3
3 Follow any City Guard card’s revealed ability as necessary.
3 3
The Drueggar The starting player then draws 1 Event Card and follows the
Soldier can deal The Insurgents deal directions laid out on the card.
6 Damage, split more than enough
up between the 3 Damage to destroy
attackers, as the the Druegar Soldier EVENT CARD
Defender sees (4 - 9 = 5- ). The
fit. The Drueggar Attacker discards
Soldier manages their 2 destroyed Card Name
to destroy the Sledges, removes
2 Sledges (the 3 the Drueggar
Damage dealt to Soldier from the
each reduces their District, and gains
Defense Values to 0 2 Infamy points.
or below), but does The Birdmancer
remains in the Event
not have enough
Damage left to take Army to fight
out the Birdmancer another day.
as well.
Number
CLEAN-UP PHASE of Players
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If the District where the new card is placed is controlled DISTRICT RULES
by a diferent faction than that of the new card, a battle
immediately takes place. If a player controls the District, they DISTRICT REWARDS
must immediately fight the Guard or Horde with their Army.
Use the standard Attack Phase rules to determine Damage Whenever a player frees a District from someone
- the player to the left of the Defender will determine the else’s control (Horde, City Guard or another player), they
Horde/Guard Damage distribution. immediately receive the bonus described on the District.
District control resolves as follows:
DISTRICT DESTRUCTION
☛ If the Horde or Guard defeats the player (e.g. kills all of
their Army), but the player was also able to defeat all the If at any time 3 or more Monster Horde cards occupy a
enemy cards, the player retains control of the District. single District Board, that District is immediately destroyed.
Remove all cards or tokens from that District and flip it over to
☛ Whenever a player kills any Guard or Horde cards, they show the Ruins side. No faction (including players) may now
receive the appropriate amount of Infamy listed on the attack or claim this District for the remainder of the game.
card. Discard any District Board marker associated with that
District, and ignore any deployment related to it on future
☛ If the player is attacked in multiple Districts at once, the Event cards.
attacks occur simultaneously, and they may choose to
defend/defeat cards as they see fit. However, they will
lose control of all their Districts if they cannot defeat
all the forces attacking them. All effects, including
Runestones, apply only once to both attack and defense
(as a single unit), as in a 1-to-1 combat.
Monster Horde and City Guard cards will attack each other if
deployed into the same District. Use the standard Attack Phase
rules to determine the battle outcome, with the starting player
controlling the City Guard and another player of their choice
controlling the Monster Horde. Killed cards are discarded and
no one receives Infamy for their deaths.
If the Monster Horde or City Guard piles ever run out of
cards, reshuffle any discarded cards to create new draw piles.
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FULL EXAMPLE SCENARIO
On his last round, Marc took control of the Bridge City District, Highway Robber would increase his Gold, which is something
and after his Clean-up Phase was completed, he had the he doesn’t need for buying the Swordstone.
following 6 cards in his hand: 1 The Highway Robber (Leader),
2 Saloran Carts (Merchant), 1 Runesmith (Support), 1 Fearless [0 Action Points, 2 Recruits, and 5 Gold
Four (Support), and 1 Rebel (Insurgent). Now Marc starts with available]: Marc moves on to RECRUITING
his DEPLOYMENT PHASE. PHASE. He goes straight to the Uncommon
Runestone pile and picks up the Swordstone
card, deducting its cost from his Gold.
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END AND VICTORY ALTERNATE HIDDEN
When, at the end of the Round, no cards can be drawn RUNESTONES RULE
from the Event Deck, the game ends. Each player counts up
their Infamy Tokens and Infamy Points provided by unspent If you find you’d rather keep your Runestone purchases
Runestones. Players also add up additional Infamy for any and discoveries a secret, to better unleash that massive combo
Districts they control at game’s end: 1 Infamy Point per outer as a surprise attack on your rivals, you can play with the 3
District and 2 Infamy Points for Central City. Runestone decks shuffled facedown on the table, rather than
The player with the most Infamy Points wins and becomes faceup. While you might not know exactly what Runestone
the strongest rebel faction in Gateway. you’re purchasing from that shady back-alley dealer, neither
will your opponents.
The city of Gateway is, however, always under attack and
might not last that long (until all the events are revealled). Runestones are extremely hard to find in Gateway, even
In certain situations, the game may end under different under the best of circumstances, and sometimes a thrifty
circumstances: Rebel just has to do the best with what they have available,
☛ If the Monster Horde destroys all of the Districts surprises and all.
surrounding Central City, the city falls and all players
lose.
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SCENARIOS MERCHANT PRINCES
Rather than select the Revolution cards randomly, players ☛ Revolution Cards: Magic Orb, Runegheist, Fearless
can also choose to play 1 of the scenarios listed below. Four, Nightfishermen, Runedealer, Mobile Wizard
Suggested Districts Boards for the set are also provided. Tower, Kleptomancer, Grand Levitator.
☛ Suggested Districts: Marketown, Canal City, High Falls,
ARRIVING IN GATEWAY (RECOMMENDED FIRST GAME SETUP) Crystal City, Harbortown, The University.
☛ Revolution Cards: Pythian Wizard, The Elusive Birdfish, RUNESTONE WHEELERS AND DEALERS
Red Templar, Birdmancer, Runesmith, Witchmasker,
Multi-Wizard, Summoner. ☛ Revolution Cards: Runesmith, Runedealer, Magic Orb,
☛ Suggested Districts: Swamptown, Bridgetown, High Falls, Fishwife, Nightfishermen, Blunderbuss Mage, Accursed
The University, Marketown, Crystal City. Wizard, Geomancer.
☛ Suggested Districts: Crystal City, Marketown, High
RISE OF THE FISHMASTERS Falls, Bridgetown, Harbortown, The University.
RISKY BUSINESS
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