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RULEBOOK

A game by David Goh


www.endogenesis.cards

Version 0.6
(Work-in-progress)
components introduction
In Endogenesis, you and your fellow players walk the path towards divine power.
Shards (100)
Player Cards (5)
Beginning as ethereal spirits drifting across the cosmos of an infant realm,
you began to grow restless after an eternity of serenity. Seeking more, you tore
breaches into the fabric of the universe, in search for answers to questions still
Bags (2) Health Markers (6) unknown. Plunged into a realm of knowledge, you gained a new understand-
ing and appreciation for the beauty of creation. However, where you were all
once equal in a perfectly balanced universe, travelling through these planes has
Game Board (1) conferred upon each of you new emotions and varying abilities. Blessing you
Prisms (16) Max Health Markers (6)
with individualism… while cursing you with differences.
Realm of Knowledge
58 Cards Upon returning to your native universe, you discovered that creatures from
yet another realm beyond your understanding have invaded using the very
same breaches you made. You valiantly defended your home and killed
these creatures — but as you did, it became apparent that slaying these
creatures empowered you with their might… and possessed you with their
hunger for greater power.

With the disparity among your brethren ever-growing, envy and greed began
Skills (40) - 30 Basic, 10 Ultimate Artifacts (18) consuming all of you. You all turn on each other, descending into a vicious
battle royale, striving to gain dominion over one another... never stopping until
one finally ascends to godhood.

Realm of Chaos Endogenesis is a game for 3-5 players, and lasts between 15-30 minutes per player.
36 Cards

winning the game


Realm of Wonder
12 Wonder Cards
Monsters (15) Legendaries (9)

The first player to collect 3 Prisms is declared the winner. Prisms are
acquired when you slay Legendary monsters. For shorter games, or for when
there are 5 players, the amount of Prisms required can be reduced to 2.
Events (9) Distortions (3)
Classes (6)
game layout
(3 Player example) If this is the first time you’re setting up the game, please remove the
Shards, Prisms and Health tokens from the punchboard. Then, place the
Shards and Prisms into the supplied bags seperately.

Player 1 Area

1
4
1. Place the Game Board in a central area, reachable by all players.

7 2. Distribute a Player card, a Health and a Max Health markers, and 3 Shards
to each player.
Player 2 Area

3. Each player places both Health markers on the (3) circle of the Player
card. This signifies that all players start out with 3 Health ( ).

4. Place the bag of Shards on the bottom right corner of the Game Board.
6
5. Shuffle the Realm of Knowledge deck and deal 4 cards face-down
to each player. Players can then choose to discard any number of cards
to draw new ones of the same amount. This can only be done once.

6. Shuffle the Realm of Chaos deck followed by the Realm of Wonder deck.
Place all 3 decks and the Class cards on their respective sections
Player 3 Area
on the Game Board.
3 7. Place a Health & Max Health Marker on the area beside the
8 Realm of Chaos’ discard pile — this will denote the Monster’s Health
when one appears.
2
8. All players may now begin customizing their characters. Ensure all players
reserve some place in front of them to place their equipped Skill cards.
If any Realm of Knowledge cards were previously discarded, shuffle them
5 back into the deck.
customizing your character sequence of play
Each player may now customize their characters by equipping Skills and Endogenesis is a turn-based game. Each round will consist of each player
spending Shards. taking their turns in a clockwise fashion. The monster takes its turn when all
players have concluded theirs, indicating the end of the round.
Reserve space in front of you for four
cards for equipping Skills.

Active A new round begins


X Skill
During a player’s turn:
Reaction 1. Reveal (If no monster)
X Skill 2. Draw 2 Cards
3. Action Phase
4. End Turn

Reserve more space below the Skills for


Monster’s turn Players’ turns
Shards, which are used to upgrade Skills.

Equipping Skills: Skills are equipped by placing them on the space in front of During a player’s turn, do the following:
you. Active Skills are placed face-up, while Reaction Skills are hidden from other
players and are thus placed face-down. You may have a maximum of 3 Skills and 1. Reveal: If this is the first round, or
1 Ultimate equpped. An Ultimate may only be equpped if you already have 3 there is no Monster in play, you —
Skills equipped. the starting player — will draw a card
face-up from the Realm of Chaos
Spending Shards: Shards are used to upgrade equipped Skills, or your
and place it on the discard pile.
Health. To upgrade a Skill, place any number of Shards under the Skill card.
(See: Skills > Upgrading Skills) To upgrade your Health, return any number of
a. If an Event is drawn, its effects occur and you draw another card.
unused Shards to the bag and move both Health markers forward once for
each Shard returned. Upgrading your Health up to 10 costs 1 Shard per Health b. If a Distortion is drawn, place it on the labelled section of the board.
point, while upgrading it from 10 onwards costs 2 Shards per Health point. Its effects are continuously active until the Distortion ends.

On each Player card is a special marking for the 5, 10, and c. Only when a Monster is drawn can you begin your turn. Based on
15 Health. When you hit these check points with your Max Health the Monster's Health rating, place Health Markers on the marked
marker, you draw a Wonder card and place it into your hand. slots beside the discard pile.

Once all players are done customizing, the game may begin. Choose a player
2. Draw: You begin your turn by drawing 2 cards
who will start first. The last two players within the round will receive a bonus:
face-down from the Realm of Knowledge into
2nd last player: Draw an extra Realm of Knowledge card. your hand.
Last player: Gain an extra Shard.
3. Action Phase: You may then choose to perform a variety of actions,
including equipping Skills, using Skills, spending Shards, using Artifacts or
action phase
using Wonder Cards. (See “Turn Phases > Action Phase”) These actions can
The Action Phase makes up the majority of your turn, where you may
be performed multiple times during this phase, and in whatever order you
perform the following actions in any order or number of times:
deem optimal.
Equip Skills: Equip Skills by placing them on the space in front of you.
The following events commonly occurs during this phase:
Active Skills are placed face-up, while Reaction Skills are hidden and
placed face-down. You may have a maximum of 3 Skills, and 1
a. Dealing/Taking damage: If the
Ultimate. An Ultimate may only be equipped if you already have 3
Monster or a player takes damage ( ),
Skills equipped. You may replace existing Skills with new ones, but the
move their Health marker
old Skills must be discarded.
accordingly to reflect this change.
The Max Health Marker generally Use Skills: Expend Energy ( ) to use Active Skills, or Reaction Skills if
remains unchanged, unless players the situation allows it. Cards on hand can be converted into Energy by
In the above example,
spend Shards to upgrade their Health. being discarded. The amount of Energy gained is listed on the card’s
the player has 4/8 Health.
top right corner. (See “Skills”)
b. Slaying: If you kill a monster, you collect rewards as specified on the
Gain a class: Play a Glyph of Ascension card (See “Artifacts”) when
Monster’s card. If you kill another player, you gain a Shard and the
you qualify for any of the Classes’ requirements. (See “Classes”)
slain player suffers certain penalties. (See “Killing” and “Death”)
Upgrading: You may upgrade your Skills by allocating Shards to them
c. Suspension: Occurs when the Monster in play is slain or has escaped.
(See “Upgrading Skills”), or improve your max Health. Shards used to
Your turn is suspended at this time: no actions may be performed,
upgrade Health are discarded. Upgrading your Health up to 10 costs 1
and you must draw cards from the Realm of Chaos until another
Shard per Health point, while upgrading it from 10 onwards costs 2
Monster is in play. Once another Monster has appeared, you resume
Shards per Health point.
your Action Phase.
Playing Wonder cards: Unless otherwise specified, Wonder cards
are to be played during your turn only.
4. End: You may choose to end your turn at
any point of time. Upon ending your turn, Don't forget —
you may not have more than 7 cards on Wonder cards do acting & inactive characters
NOT count towards
hand — any excess must be discarded. The
your hand limit! When a player or Monster begins their turn, they are considered to be the
next player in line begins their turn, and
acting character. There will only be one acting character at any point of time.
the cycle repeats.
While an active player is managing his turn, all other players and the Monster in
play are considered to be inactive characters. Inactive characters may only use
5. Monster’s Turn: The Monster's turn begins after the last player of the
Reaction Skills if they are a target of incoming hostile Skills. Certain Wonder
round ends their turn. If the Monster has an Active ability listed, its
cards may also be played in this instance. While players have a choice of
effects occur. Otherwise, the monster’s turn is ended, and a new round
whether or not to use their Reaction Skills, Monsters with Reaction Skills will
begins with the starting player’s turn once again.
use them by default.
skills Using Reaction Skills

A Reaction Skill can be used any time in response to a hostile Skill by a


Card anatomy Icon Legend
player or monster (including other Reaction Skills), as long as its conditions
are satisfied. Reaction Skills have a wide variety of effects, but most provide
Skill
Category Energy Defence ( ), which refers to the amount of Damage that is deflected.
1
Damage Like Active Skills, they require Energy to activate. However, because Reaction
Skills are equipped face-down, their usage is different:
Bonus Damage

Defence

Health

Shard
2
2x Shards

Upgraded
Stats 1. Upon deciding that you want to 2. You then pay the Energy
use a Reaction Skill, you first must costs and its effects occur.
reveal it by turning it face-up.

X Active Skill
X Ultimate Active X Reaction Skill

Using Active Skills

Active Skills can be only used during your Action Phase.


3. After the effects are concluded, 4. You then immediately equip a
To use an equipped Active Skill, you must convert cards on hand into Energy —
you return the Reaction Skill to Reaction Skill of your choice to the
this is done by simply discarding the card and keeping track of how much
your hand. same slot, face-down. It can be the
Energy is gained in the process. Cards from the Realm of Knowledge have an
same Reaction that was returned, or
innate Energy value listed on (1), while the amount required to activate a Skill
an entirely different one.
is listed on (2).

Any unused Energy is lost when a turn ends. When a player/monster’s turn
Only one Reaction Skill can be played in response to one incoming hostile Skill.
begins, all characters are assumed to start with zero Energy.
Reactions cannot be played against Events, Distortions or Wonders.
While you may convert Skill cards from hand to Energy, you may not do the Take note that the effects of one Reaction skill will only apply to the incoming
same with equipped Skills. Skill it's played against. This means that any "leftover" will not apply to
future attacks.
Usage Limitations
monsters
One Use per turn: Unless otherwise stated, equipped Skills can be used only once
per turn. The same applies to Monster skills. (e.g. A monster will use its Reaction Card Anatomy About Monsters
skill only once during the current character’s turn.) To keep track of Skills used, you
1 Monsters serve a crucial purpose: killing them
may "exhaust" the card by rotating it 90 degrees to the right — remember to refresh
rewards you with Shards and card draw
all Skills when a turn ends and another begins by rotating them back.
needed to upgrade your Skills. Legendary
Equipping delay: You cannot use Skills in the same turn that they are equipped. Monsters also award Prisms to their slayers,
(they enter the game “exhausted") Active Skills can only be used on your next turn, which are required for victory. When Monsters
while Reaction Skills are available for use when the next character begins their turn. come to play, remember to place their Health
and Max Health markers on the marked areas
Note that this also means that you may use each Reaction Skill only once per as specified by their Health values (1).
character’s turn. This is because using a Reaction Skill causes it to be replaced by
2 When slain, the player that deals the killing
another Reaction Skill (or by itself), thus subjecting it to equipping delay.
Here's an example to illustrate how this works: blow receives rewards as listed on (2).
Shard
Realm of Remember that there must always
1. During another player's turn, they use 3. The player continues his turn, this time Knowledge Card be a monster in play! If there isn’t,
an Active Skill to deal damage to all dealing single-target damage to you.
Prism draw one until there is.
enemies, including you.
4. You cannot use the newly equipped
2. You use a Reaction Skill to mitigate this Reaction Skill due to equipping delay. When Monsters Skills
damage. The Skill is returned to hand and the player's turn ends, the new Reaction
you replace it with a new one. Skill will then be available for use. ACTIVE Takes effect when the INITIATIVE Takes effect the
Monster's turn begins. Some Monsters moment the Monster is drawn and
have Active Skills that take the form of put into play.
Upgrading Skills a list with different Energy values and
effects. For these cases, draw a card DEATHCRY Takes effect the
During your action phase, you may upgrade your
from the Realm of Knowledge, then moment the Monster is slain.
Skills by allocating Shards to them. This is done by
take note of its Energy value.
placing them on the space under the Skill card (1).
The monster then executes the effect MERCY Attached to Monsters
When upgraded, the potency of the card’s effects is
with the corresponding Energy value that are deemed to be particularly
replaced by the values as listed on (2). Basic Skills
can be upgraded with a max of 4 Shards, while
2 on its list. Any cards the Monster draws difficult. If no player has max Health
is discarded when its turn ends. equal or more to the amount stated,
Ultimates have a max of 6 Shards and grow in
power for every 2 Shards allocated.
1 the Monster "leaves" — it is returned to
REACTION Takes effect automati- the bottom of the Realm of Chaos
Fixed allocation: Once allocated to a Replacing Skills: When an upgraded cally whenever the Monster is affected deck. The current acting player
slot, Shards cannot be moved around. Skill is replaced, its allocated Shards are by a hostile Skill by any player. Can continues drawing cards until another
(Unless forced to do so by the game!) applied to the newly equipped Skill. only trigger once per character turn. monster appears.
action order artifacts
Being a game with some complexity, there will be instances in Endogenesis Apart from Skills, the Realm of Knowledge also contains
where multiple characters are attempting to perform actions simultaneously, Artifacts. Most of these are designed to provide a source of
thus requiring that the actions be resolved in a specified order. This is Energy with a bonus effect. An exception is the Glyph of
important as the order of actions resolved can greatly affect the result of Ascension, which can be used to acquire a Class. (See "Classes")
the overall interaction. The Glyph of Ascension can also be converted to Energy.

In cases where the order of actions is a factor, characters are given priority If a Monster or player uses a Skill that requires them to draw a
based on how soon their turn is coming up. card for its Energy value, and an Artifact is drawn, the Artifact's
Here's an example of how this works: Energy value is considered to be the base Energy given by the
Artifact. This means that the rest of the card text is ignored. (e.g.
Turn order conditional bonus Energy, Health restoration effects and so on)

A B C D A B C D classes
Monster
Acquisition
1. There are four players: A, B, C, D. 2. During his turn, player B uses a
To acquire a Class, use a Glyph of Ascension during the
Player A is the first player of the Skill that deals damage to all
action phase of your turn when you fulfill the requirements
round, while player D is the last enemies, which includes players A,
of your desired Class. Check Class cards for their respective
player of the round before the C, D and the Monster. Players A and
requirements. When acquired, place the Class card face-up
Monster takes its turn. C intends to use a Reaction Skill,
on the space beside your Skills. You cannot gain a Class
while the Monster has a Reaction
that’s already been acquired by another player.
Skill and will thus use it by default.
Limitations
4th 1st 2nd 3rd
Once acquired, the Class and its bonuses are yours forever —
A B C D you may not change or discard your Class. Furthermore,
while you may still change your equipped Skills, you may
not equip new Skills that would violate the requirements of
3. Because player C's turn occurs right after player B's, player C has the
the Class.
highest priority to decide whether or not to use his Skill, and he does so.
After Player's C Reaction Skill's effects are resolved, the Monster's reaction is For example: If you acquire the class "Enigma," you may not
handled next, followed by Player A's Reaction Skill. equip non-Cosmic Skills. An exception to this rule is if a
player loses a Skill due to effects not within their control (e.g.
This order also applies to other aspects of the game where there are A Wonder card destroys their Skill) — in this case, their Class
simultaneous actions that conflict. (E.g. Multiple players using Wonder cards.) is still retained.
wonders reward for killing
Killing a monster: When a player kills a Monster, they collect rewards based on
Acquisition
what is specified on the Monster's card.
Wonder cards are extremely powerful one-use cards
Killing a player: When a player kills another player, the slayer is awarded 1 Shard.
that can easily turn the tide of the game when used.
Save for acquiring the Enigma class, Wonder cards Bounty assignment: The reward for killing goes to the character who deals the
can only be acquired when your max Health hits the killing blow. This means that inactive characters may also kill other characters if
following checkpoints: 5, 10, and 15. their Reaction or Wonder cards allows them to.

Usage

Unless otherwise stated, Wonder cards can only be played during the action
death
phase of your turn. Discard them when used. When your character dies, the penalty you suffer depends on how many
For all intents and purposes, a Wonder card does not count as a "card on Prisms you’ve acquired:
hand." They do not count towards the hand limit of cards, nor are they No Prisms : You discard a Realm of Knowledge card. When your next turn
taken into consideration for Skills or Wonder cards that account for the begins, you are revived to full Health and your turn proceeds as normal.
number of cards on hand.
1 Prism : You skip your Action Phase next turn. This means that during the turn
Because Wonders are not Skills, Reaction Skills cannot be played in in which you are dead, you will still draw cards from the Realm of Knowledge,
response to Wonders. but cannot act in any way whatsoever. You will then discard any excess cards
on hand if you have more than 7, and the next player begins their turn. On your
events and distortions turn after, you are revived to full Health and your turn proceeds as normal.

2 Prisms : Both of the above penalties apply: You skip your Action Phase next
Event cards produce one-off effects when
turn, and you discard a Realm of Knowledge card.
drawn. After their effects are executed,
they are discarded. Whether a character is dead or not is considered only when all effects of a
single card and all other effects interacting with it have been resolved. For
Distortion cards produce ongoing effects that
example, the Skill "Vine Leech" allows you to restore Health based on the
lasts for as long as the Distortion is active. When
number of enemies damaged. Upon using it, you might initially receive
drawn, place them onto the Distortion slot on
damage that would've killed you from an enemy's Reaction Skill, but if the
the board.
Health restoration effect restores your health to ≥1, then you're considered to
When their end conditions are met, or if another not have died.
Distortion is drawn, their effects are ended and
While dead, Skills and Wonders have no effect on you. Events and Distortions
the card is discarded, under the current monster
still apply to you, save for effects that restore Health.
(if there is one).
status effects frequently asked questions
Stun: A stunned character may not perform ANY actions until the status ends. For Skills that affect all/multiple What if El Diablo draws an Artifact
If the acting character is stunned, their turn is ended immediately. targets, can I choose NOT to for its active ability?
attack a specified enemy? Artifacts don't have an associated
Mark: A marked player suffers amplified effects from certain Skills.
No. All skill effects are generally to class, so no bonus damage will be
Certain other Skills can remove this status effect.
be followed to the letter. calculated in this case.
True Strike: Skills with this effect may not be responded to with ANY Reaction
When a Doppelganger kills
Skill. Reactive Wonder cards can still be used.
another player with its Reaction
Whenever a turn ends and another one begins, all statuses and Skill related skill, who gets the kill bounty?
buffs on all players are removed. The monster is considered the
slayer in this case, so no one gets
the bounty.
discards
If any of the Realm of Chaos, Realm of Knowledge or Realm of Wonder
decks are emptied, shuffle their respective discard piles and use them as
the new deck in play.

terminology
"Draw a card / Draw X cards" "Restore X "
Unless otherwise specified, this Unless otherwise specified, using
phrase refers to drawing cards from Skills/Wonders/Artifacts that restore
the Realm of Knowledge deck. Health will only restore Health to
To be added at a later date!
Don't forget that any cards drawn the user.
by the Monster is discarded when
"Lose X "
its turn ends.
Health lost when using Skills with this
"Deal X " phrase is different from being dealt
Unless the number or type of damage. This means that other cards
target is specified (e.g. to all with the use condition "...when you
enemies/to monster), the damage receive fatal damage" do NOT apply if
dealt is directed to a single enemy losing the stated amount of Health
of your choice. would lead to your death.
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