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	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10220</id>
		<title>Gamehelpmantisfalls</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10220"/>
		<updated>2021-11-19T22:47:29Z</updated>

		<summary type="html">&lt;p&gt;Distant Rabbit Games: /* ROLES AND OBJECTIVES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a non-comprehensive set of quick references to help clarify rules as you play. For the complete rules, please see [https://distantrabbitgames.com/MantisFalls/MantisFalls.pdf the manual].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;PREMISE&#039;&#039;&#039;==&lt;br /&gt;
You are in a mob-ruled town in the 1940s, and at least one of you was a witness to something you were not supposed to see. You need to make it across town alive to where there are people that can protect you, but your journey will be a dangerous one.&lt;br /&gt;
&lt;br /&gt;
You are informed that another witness will join you. By working together, you may have a much better chance of surviving. But what if they are not who they claim to be?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ROLES AND OBJECTIVES&#039;&#039;&#039;==&lt;br /&gt;
Each player receives one secret role card at game setup. This role may either be a &#039;&#039;&#039;witness&#039;&#039;&#039; or an &#039;&#039;&#039;assassin&#039;&#039;&#039;. Games may consist of only witnesses, or there could be one assassin:&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;U&amp;gt;A &amp;quot;SOMETIMES COOPERATIVE&amp;quot; GAME&amp;lt;/U&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;IF THERE ARE ONLY WITNESSES,&#039;&#039;&#039; then this is a cooperative game that the players win or lose together.&lt;br /&gt;
*&#039;&#039;&#039;IF THERE IS AN ASSASSIN,&#039;&#039;&#039; then this is a competitive game.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;U&amp;gt;OBJECTIVES&amp;lt;/U&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE A WITNESS,&#039;&#039;&#039; your goal is for all witnesses (including you) to survive. Your game can end successfully if all players make it to the end alive OR with the death of an assassin.&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE AN ASSASSIN,&#039;&#039;&#039; your goal is for a witness to die and for you to stay alive. Your game can end successfully only with the death of a witness.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;TURN SEQUENCE&#039;&#039;&#039;==&lt;br /&gt;
===I. INITIAL MOVEMENT===&lt;br /&gt;
*Move up to one road forward.&lt;br /&gt;
*You may expend Conserved Energy.&lt;br /&gt;
===II. EVENT DRAW===&lt;br /&gt;
*Show if “seen”; do not show if “unseen”.&lt;br /&gt;
===III. MAIN PLAY (both active players choose one)===&lt;br /&gt;
*Create Action Play: Place any number of action cards of a single suit face down in a selected order.&lt;br /&gt;
*Conserve Energy: Place one action card face up in Conserved Energy.&lt;br /&gt;
*Discard: Discard up to two action cards.&lt;br /&gt;
*Do Nothing&lt;br /&gt;
===IV. ACTION REVEAL/PROCESSING===&lt;br /&gt;
*In alternating order, reveal and process all cards from action plays.&lt;br /&gt;
===V. EVENT PROCESSING===&lt;br /&gt;
*Process the event and discard it (if it’s “unseen”, continue to not show it).&lt;br /&gt;
===VI. DRAW===&lt;br /&gt;
*Players replenish hands to seven.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;LAST GASPS&#039;&#039;&#039; (very important to survival and endgame!)==&lt;br /&gt;
*When a player reaches their maximum wounds, they are not yet dead! They first make a &#039;&#039;&#039;Last Gasp&#039;&#039;&#039; play:&lt;br /&gt;
**This play is made as a normal action play (any number of action cards of the same suit), and is immediately processed as a sidebar to all other action.&lt;br /&gt;
**After this, the player’s &amp;quot;gasp marker&amp;quot; advances one space right.&lt;br /&gt;
*&#039;&#039;&#039;It is possible to survive Last Gasps if wounds are reduced to below maximum and the gasp marker is below three.&#039;&#039;&#039; In this case, play continues from where it was suspended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONSERVED ENERGY&#039;&#039;&#039; (a way to trade cards, heal and move forward)==&lt;br /&gt;
===CONSERVING CARDS===&lt;br /&gt;
As a “main play”, players may put one action card face up on an open space in Conserved Energy.&lt;br /&gt;
===DRAWING FROM CONSERVED ENERGY===&lt;br /&gt;
When drawing, players may draw from any space in Conserved Energy instead of the draw pile.&lt;br /&gt;
===EXPENDING CONSERVED ENERGY===&lt;br /&gt;
At start of their initial movement phase, a player may discard four cards from Conserved Energy to: &#039;&#039;&#039;(1) Add one road to the initial movement&#039;&#039;&#039; OR &#039;&#039;&#039;(2) Heal one wound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONDITION CARDS&#039;&#039;&#039; (actions that have a lasting effect)==&lt;br /&gt;
Some action cards have &amp;quot;condition&amp;quot; boxes on them. These are treated like regular action cards (put them in action plays and process them as normal, etc.) but one of the effects will instruct you to &amp;quot;keep the card as a condition&amp;quot;. When you process this effect, the card moves to in front of you and begins to have the lasting effect written within the condition box.&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;Keep in mind these will not provide their condition effect until they are out as a condition.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;THE BYSTANDER&#039;&#039;&#039; (three player games)==&lt;br /&gt;
In 3P games, turns rotate clockwise. Players play as rotating pairs (”active players”), making one player each turn a “bystander”:&lt;br /&gt;
*&#039;&#039;&#039;ACTIVE PLAYERS:&#039;&#039;&#039; On your turn, you and the player to your right are the two “active players”. The active players face the turn together, with all references in the game to “the other player” (or “both players”, “either player”, “the players”, etc.) referring ONLY to active players (NEVER the bystander).&lt;br /&gt;
*&#039;&#039;&#039;BYSTANDER:&#039;&#039;&#039; The player not among the two “active players” is, for that turn, the “bystander”. The bystander cannot interact with the event, play cards, be the target of an attack, use/receive/lose conditions or allies, receive wounds, etc. What they &#039;&#039;&#039;&#039;&#039;can&#039;&#039;&#039;&#039;&#039; do is the following:&lt;br /&gt;
**&#039;&#039;&#039;DISCARD/CONSERVE ENERGY:&#039;&#039;&#039; After the two active players have made their main plays, the bystander may either discard up to two cards or place one card face up in Conserved Energy.&lt;br /&gt;
**&#039;&#039;&#039;DRAW:&#039;&#039;&#039; After the two active players have had their draw from the draw phase, the bystander also draws their hand to full.&lt;br /&gt;
**&#039;&#039;&#039;BYSTANDER ABILITIES:&#039;&#039;&#039; Cards in the Triad Module may refer to the bystander by name. These cards are &#039;&#039;&#039;NOT&#039;&#039;&#039; played by the bystander directly, but when an active player processes such a card, it gives the bystander specific abilities or choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;GAME END AND VICTORY&#039;&#039;&#039;==&lt;br /&gt;
===GAME ENDS AT:===&lt;br /&gt;
*&#039;&#039;&#039;ESCAPE:&#039;&#039;&#039; A turn begins with &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; players alive at the end of the road&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;OR&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;DEATH:&#039;&#039;&#039; A player is dead (and all necessary last gasps are done)&lt;br /&gt;
&lt;br /&gt;
===VICTORY CONDITIONS:===&lt;br /&gt;
*Witnesses win if no witness is dead.&lt;br /&gt;
*Assassin wins if they are alive and a witness is dead.&lt;br /&gt;
::&#039;&#039;(Games in which an assassin and a witness both die are tie games for all players.)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Distant Rabbit Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10219</id>
		<title>Gamehelpmantisfalls</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10219"/>
		<updated>2021-11-19T22:47:21Z</updated>

		<summary type="html">&lt;p&gt;Distant Rabbit Games: /* ROLES AND OBJECTIVES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a non-comprehensive set of quick references to help clarify rules as you play. For the complete rules, please see [https://distantrabbitgames.com/MantisFalls/MantisFalls.pdf the manual].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;PREMISE&#039;&#039;&#039;==&lt;br /&gt;
You are in a mob-ruled town in the 1940s, and at least one of you was a witness to something you were not supposed to see. You need to make it across town alive to where there are people that can protect you, but your journey will be a dangerous one.&lt;br /&gt;
&lt;br /&gt;
You are informed that another witness will join you. By working together, you may have a much better chance of surviving. But what if they are not who they claim to be?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ROLES AND OBJECTIVES&#039;&#039;&#039;==&lt;br /&gt;
Each player receives one secret role card at game setup. This role may either be a &#039;&#039;&#039;witness&#039;&#039;&#039; or an &#039;&#039;&#039;assassin&#039;&#039;&#039;. Games may consist of only witnesses, or there could be one assassin:&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;U&amp;gt;A &amp;quot;SOMETIMES COOPERATIVE&amp;quot; GAME&amp;lt;/U&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;IF THERE ARE ONLY WITNESSES,&#039;&#039;&#039; then this is a cooperative game that the players win or lose together.&lt;br /&gt;
*&#039;&#039;&#039;IF THERE IS AN ASSASSIN,&#039;&#039;&#039; then this is a competitive game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;U&amp;gt;OBJECTIVES&amp;lt;/U&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE A WITNESS,&#039;&#039;&#039; your goal is for all witnesses (including you) to survive. Your game can end successfully if all players make it to the end alive OR with the death of an assassin.&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE AN ASSASSIN,&#039;&#039;&#039; your goal is for a witness to die and for you to stay alive. Your game can end successfully only with the death of a witness.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;TURN SEQUENCE&#039;&#039;&#039;==&lt;br /&gt;
===I. INITIAL MOVEMENT===&lt;br /&gt;
*Move up to one road forward.&lt;br /&gt;
*You may expend Conserved Energy.&lt;br /&gt;
===II. EVENT DRAW===&lt;br /&gt;
*Show if “seen”; do not show if “unseen”.&lt;br /&gt;
===III. MAIN PLAY (both active players choose one)===&lt;br /&gt;
*Create Action Play: Place any number of action cards of a single suit face down in a selected order.&lt;br /&gt;
*Conserve Energy: Place one action card face up in Conserved Energy.&lt;br /&gt;
*Discard: Discard up to two action cards.&lt;br /&gt;
*Do Nothing&lt;br /&gt;
===IV. ACTION REVEAL/PROCESSING===&lt;br /&gt;
*In alternating order, reveal and process all cards from action plays.&lt;br /&gt;
===V. EVENT PROCESSING===&lt;br /&gt;
*Process the event and discard it (if it’s “unseen”, continue to not show it).&lt;br /&gt;
===VI. DRAW===&lt;br /&gt;
*Players replenish hands to seven.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;LAST GASPS&#039;&#039;&#039; (very important to survival and endgame!)==&lt;br /&gt;
*When a player reaches their maximum wounds, they are not yet dead! They first make a &#039;&#039;&#039;Last Gasp&#039;&#039;&#039; play:&lt;br /&gt;
**This play is made as a normal action play (any number of action cards of the same suit), and is immediately processed as a sidebar to all other action.&lt;br /&gt;
**After this, the player’s &amp;quot;gasp marker&amp;quot; advances one space right.&lt;br /&gt;
*&#039;&#039;&#039;It is possible to survive Last Gasps if wounds are reduced to below maximum and the gasp marker is below three.&#039;&#039;&#039; In this case, play continues from where it was suspended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONSERVED ENERGY&#039;&#039;&#039; (a way to trade cards, heal and move forward)==&lt;br /&gt;
===CONSERVING CARDS===&lt;br /&gt;
As a “main play”, players may put one action card face up on an open space in Conserved Energy.&lt;br /&gt;
===DRAWING FROM CONSERVED ENERGY===&lt;br /&gt;
When drawing, players may draw from any space in Conserved Energy instead of the draw pile.&lt;br /&gt;
===EXPENDING CONSERVED ENERGY===&lt;br /&gt;
At start of their initial movement phase, a player may discard four cards from Conserved Energy to: &#039;&#039;&#039;(1) Add one road to the initial movement&#039;&#039;&#039; OR &#039;&#039;&#039;(2) Heal one wound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONDITION CARDS&#039;&#039;&#039; (actions that have a lasting effect)==&lt;br /&gt;
Some action cards have &amp;quot;condition&amp;quot; boxes on them. These are treated like regular action cards (put them in action plays and process them as normal, etc.) but one of the effects will instruct you to &amp;quot;keep the card as a condition&amp;quot;. When you process this effect, the card moves to in front of you and begins to have the lasting effect written within the condition box.&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;Keep in mind these will not provide their condition effect until they are out as a condition.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;THE BYSTANDER&#039;&#039;&#039; (three player games)==&lt;br /&gt;
In 3P games, turns rotate clockwise. Players play as rotating pairs (”active players”), making one player each turn a “bystander”:&lt;br /&gt;
*&#039;&#039;&#039;ACTIVE PLAYERS:&#039;&#039;&#039; On your turn, you and the player to your right are the two “active players”. The active players face the turn together, with all references in the game to “the other player” (or “both players”, “either player”, “the players”, etc.) referring ONLY to active players (NEVER the bystander).&lt;br /&gt;
*&#039;&#039;&#039;BYSTANDER:&#039;&#039;&#039; The player not among the two “active players” is, for that turn, the “bystander”. The bystander cannot interact with the event, play cards, be the target of an attack, use/receive/lose conditions or allies, receive wounds, etc. What they &#039;&#039;&#039;&#039;&#039;can&#039;&#039;&#039;&#039;&#039; do is the following:&lt;br /&gt;
**&#039;&#039;&#039;DISCARD/CONSERVE ENERGY:&#039;&#039;&#039; After the two active players have made their main plays, the bystander may either discard up to two cards or place one card face up in Conserved Energy.&lt;br /&gt;
**&#039;&#039;&#039;DRAW:&#039;&#039;&#039; After the two active players have had their draw from the draw phase, the bystander also draws their hand to full.&lt;br /&gt;
**&#039;&#039;&#039;BYSTANDER ABILITIES:&#039;&#039;&#039; Cards in the Triad Module may refer to the bystander by name. These cards are &#039;&#039;&#039;NOT&#039;&#039;&#039; played by the bystander directly, but when an active player processes such a card, it gives the bystander specific abilities or choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;GAME END AND VICTORY&#039;&#039;&#039;==&lt;br /&gt;
===GAME ENDS AT:===&lt;br /&gt;
*&#039;&#039;&#039;ESCAPE:&#039;&#039;&#039; A turn begins with &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; players alive at the end of the road&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;OR&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;DEATH:&#039;&#039;&#039; A player is dead (and all necessary last gasps are done)&lt;br /&gt;
&lt;br /&gt;
===VICTORY CONDITIONS:===&lt;br /&gt;
*Witnesses win if no witness is dead.&lt;br /&gt;
*Assassin wins if they are alive and a witness is dead.&lt;br /&gt;
::&#039;&#039;(Games in which an assassin and a witness both die are tie games for all players.)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Distant Rabbit Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10218</id>
		<title>Gamehelpmantisfalls</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10218"/>
		<updated>2021-11-19T22:46:07Z</updated>

		<summary type="html">&lt;p&gt;Distant Rabbit Games: /* ROLES AND OBJECTIVES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a non-comprehensive set of quick references to help clarify rules as you play. For the complete rules, please see [https://distantrabbitgames.com/MantisFalls/MantisFalls.pdf the manual].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;PREMISE&#039;&#039;&#039;==&lt;br /&gt;
You are in a mob-ruled town in the 1940s, and at least one of you was a witness to something you were not supposed to see. You need to make it across town alive to where there are people that can protect you, but your journey will be a dangerous one.&lt;br /&gt;
&lt;br /&gt;
You are informed that another witness will join you. By working together, you may have a much better chance of surviving. But what if they are not who they claim to be?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ROLES AND OBJECTIVES&#039;&#039;&#039;==&lt;br /&gt;
Each player receives one secret role card at game setup. This role may either be a &#039;&#039;&#039;witness&#039;&#039;&#039; or an &#039;&#039;&#039;assassin&#039;&#039;&#039;. Games may consist of only witnesses, or there could be one assassin:&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;U&amp;gt;A &amp;quot;SOMETIMES COOPERATIVE&amp;quot; GAME&amp;lt;/U&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;IF THERE ARE ONLY WITNESSES,&#039;&#039;&#039; then this is a cooperative game that the players win or lose together.&lt;br /&gt;
*&#039;&#039;&#039;IF THERE IS AN ASSASSIN,&#039;&#039;&#039; then this is a competitive game.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;U&amp;gt;OBJECTIVES&amp;lt;/U&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE A WITNESS,&#039;&#039;&#039; your goal is for all witnesses (including you) to survive. Your game can end successfully if all players make it to the end alive OR with the death of an assassin.&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE AN ASSASSIN,&#039;&#039;&#039; your goal is for a witness to die and for you to stay alive. Your game can end successfully only with the death of a witness.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;TURN SEQUENCE&#039;&#039;&#039;==&lt;br /&gt;
===I. INITIAL MOVEMENT===&lt;br /&gt;
*Move up to one road forward.&lt;br /&gt;
*You may expend Conserved Energy.&lt;br /&gt;
===II. EVENT DRAW===&lt;br /&gt;
*Show if “seen”; do not show if “unseen”.&lt;br /&gt;
===III. MAIN PLAY (both active players choose one)===&lt;br /&gt;
*Create Action Play: Place any number of action cards of a single suit face down in a selected order.&lt;br /&gt;
*Conserve Energy: Place one action card face up in Conserved Energy.&lt;br /&gt;
*Discard: Discard up to two action cards.&lt;br /&gt;
*Do Nothing&lt;br /&gt;
===IV. ACTION REVEAL/PROCESSING===&lt;br /&gt;
*In alternating order, reveal and process all cards from action plays.&lt;br /&gt;
===V. EVENT PROCESSING===&lt;br /&gt;
*Process the event and discard it (if it’s “unseen”, continue to not show it).&lt;br /&gt;
===VI. DRAW===&lt;br /&gt;
*Players replenish hands to seven.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;LAST GASPS&#039;&#039;&#039; (very important to survival and endgame!)==&lt;br /&gt;
*When a player reaches their maximum wounds, they are not yet dead! They first make a &#039;&#039;&#039;Last Gasp&#039;&#039;&#039; play:&lt;br /&gt;
**This play is made as a normal action play (any number of action cards of the same suit), and is immediately processed as a sidebar to all other action.&lt;br /&gt;
**After this, the player’s &amp;quot;gasp marker&amp;quot; advances one space right.&lt;br /&gt;
*&#039;&#039;&#039;It is possible to survive Last Gasps if wounds are reduced to below maximum and the gasp marker is below three.&#039;&#039;&#039; In this case, play continues from where it was suspended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONSERVED ENERGY&#039;&#039;&#039; (a way to trade cards, heal and move forward)==&lt;br /&gt;
===CONSERVING CARDS===&lt;br /&gt;
As a “main play”, players may put one action card face up on an open space in Conserved Energy.&lt;br /&gt;
===DRAWING FROM CONSERVED ENERGY===&lt;br /&gt;
When drawing, players may draw from any space in Conserved Energy instead of the draw pile.&lt;br /&gt;
===EXPENDING CONSERVED ENERGY===&lt;br /&gt;
At start of their initial movement phase, a player may discard four cards from Conserved Energy to: &#039;&#039;&#039;(1) Add one road to the initial movement&#039;&#039;&#039; OR &#039;&#039;&#039;(2) Heal one wound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONDITION CARDS&#039;&#039;&#039; (actions that have a lasting effect)==&lt;br /&gt;
Some action cards have &amp;quot;condition&amp;quot; boxes on them. These are treated like regular action cards (put them in action plays and process them as normal, etc.) but one of the effects will instruct you to &amp;quot;keep the card as a condition&amp;quot;. When you process this effect, the card moves to in front of you and begins to have the lasting effect written within the condition box.&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;Keep in mind these will not provide their condition effect until they are out as a condition.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;THE BYSTANDER&#039;&#039;&#039; (three player games)==&lt;br /&gt;
In 3P games, turns rotate clockwise. Players play as rotating pairs (”active players”), making one player each turn a “bystander”:&lt;br /&gt;
*&#039;&#039;&#039;ACTIVE PLAYERS:&#039;&#039;&#039; On your turn, you and the player to your right are the two “active players”. The active players face the turn together, with all references in the game to “the other player” (or “both players”, “either player”, “the players”, etc.) referring ONLY to active players (NEVER the bystander).&lt;br /&gt;
*&#039;&#039;&#039;BYSTANDER:&#039;&#039;&#039; The player not among the two “active players” is, for that turn, the “bystander”. The bystander cannot interact with the event, play cards, be the target of an attack, use/receive/lose conditions or allies, receive wounds, etc. What they &#039;&#039;&#039;&#039;&#039;can&#039;&#039;&#039;&#039;&#039; do is the following:&lt;br /&gt;
**&#039;&#039;&#039;DISCARD/CONSERVE ENERGY:&#039;&#039;&#039; After the two active players have made their main plays, the bystander may either discard up to two cards or place one card face up in Conserved Energy.&lt;br /&gt;
**&#039;&#039;&#039;DRAW:&#039;&#039;&#039; After the two active players have had their draw from the draw phase, the bystander also draws their hand to full.&lt;br /&gt;
**&#039;&#039;&#039;BYSTANDER ABILITIES:&#039;&#039;&#039; Cards in the Triad Module may refer to the bystander by name. These cards are &#039;&#039;&#039;NOT&#039;&#039;&#039; played by the bystander directly, but when an active player processes such a card, it gives the bystander specific abilities or choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;GAME END AND VICTORY&#039;&#039;&#039;==&lt;br /&gt;
===GAME ENDS AT:===&lt;br /&gt;
*&#039;&#039;&#039;ESCAPE:&#039;&#039;&#039; A turn begins with &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; players alive at the end of the road&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;OR&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;DEATH:&#039;&#039;&#039; A player is dead (and all necessary last gasps are done)&lt;br /&gt;
&lt;br /&gt;
===VICTORY CONDITIONS:===&lt;br /&gt;
*Witnesses win if no witness is dead.&lt;br /&gt;
*Assassin wins if they are alive and a witness is dead.&lt;br /&gt;
::&#039;&#039;(Games in which an assassin and a witness both die are tie games for all players.)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Distant Rabbit Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Tips_mantisfalls&amp;diff=10217</id>
		<title>Tips mantisfalls</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Tips_mantisfalls&amp;diff=10217"/>
		<updated>2021-11-19T22:43:45Z</updated>

		<summary type="html">&lt;p&gt;Distant Rabbit Games: Created page with &amp;quot;Below are some pointers for new players. You can also see the [https://distantrabbitgames.com/MantisFalls/Compendium.pdf Action Card Compendium] for a very detailed guide that...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below are some pointers for new players. You can also see the [https://distantrabbitgames.com/MantisFalls/Compendium.pdf Action Card Compendium] for a very detailed guide that outlines the strengths, weaknesses and combo possibilities of every action card in the game.&lt;br /&gt;
&lt;br /&gt;
===ALWAYS START THE GAME CLAIMING TO BE A WITNESS===&lt;br /&gt;
For an assassin, perhaps your single greatest asset is your knowledge that it is a competitive game. Use this to your advantage as much as possible! Pretend to be an honest teammate, feign fear of the other player and save your first undeniably assassin-type of move only for a critical moment.&lt;br /&gt;
&lt;br /&gt;
===UNDERSTAND THE IMPORTANCE OF “CALL IN A HIT” CARDS AND OF BEING NEAR A PHONE===&lt;br /&gt;
A key strength of witnesses is their ability to use the extremely powerful “Call in a Hit” action card (included in the opening deal) to do a LOT of harm to a player they suspect to be an assassin.&lt;br /&gt;
A big part of an assassin’s strategy should be in making sure this card is not used against them. For a witness, it is similarly important they protect this card and their ability to use it.&lt;br /&gt;
Note that this effect only works when played within one road of a phone (in either direction). So moments that players move out of range of a phone can be pivotal, as these can be the best opportunities for an assassin to strike!&lt;br /&gt;
&lt;br /&gt;
===HEALING CARDS ARE &amp;lt;U&amp;gt;&#039;&#039;EXTREMELY&#039;&#039;&amp;lt;/U&amp;gt; VALUABLE===&lt;br /&gt;
Action cards like “Medicine” and “Doctor’s Bag” may look humble at first, but anything that can heal you could be the difference between living and dying. These are rare and precious cards, and they should be thought of as among the most powerful in the game. In many cases, you’ll want to save them and use them only when you need them most (often in a Last Gasp play; see below).&lt;br /&gt;
&lt;br /&gt;
===UNDERSTAND LAST GASPS AND USE THEM STRATEGICALLY===&lt;br /&gt;
Understanding how Last Gasp plays work and their importance is often the single most important key to good play. Because you die if your gasp marker reaches three, players may think they should actively avoid using their Last Gasps. This isn’t the case! Last Gasps can be highly valuable, so rather than avoiding using them, instead think of how to carefully use them to maximum benefit. Consider the following:&lt;br /&gt;
*Last Gasps provide an entire extra action play. When used effectively, this can be a game-changer.&lt;br /&gt;
*No overkill (your wound total can’t go above maximum) means Last Gasps are often the best time to heal. For example, if you are one wound away from maximum and something is about to deal you four wounds, healing one wound before your Last Gasp won’t save you, but healing during your Last Gasp will.&lt;br /&gt;
&lt;br /&gt;
===DESPERATE/DYING WITNESSES ARE DANGEROUS!===&lt;br /&gt;
If you’re an assassin, keeping a witness’s trust may not be enough to prevent them from trying to kill you. Consider that if a witness faces certain death, they may have nothing to lose by trying to take you down with them (whether they are suspicious of you or not).&lt;br /&gt;
As an assassin, you should be wary that a witness is likely to resort to this type of attack once they are out of options or hope. Your best play may sometimes be to help a witness considerably (even saving their life) if that postpones their most desperate moments to a time you are better able to withstand a final attack (e.g. when they are not near a phone and/or you are prepared to heal).&lt;br /&gt;
&lt;br /&gt;
===ASSASSINS AND WITNESSES MAY BOTH WISH TO LIE===&lt;br /&gt;
Unlike some hidden role games in which only certain roles may have reason to lie, in Mantis Falls, dishonesty can be a useful tactic for any player. Because a witness must always fear for their own safety and can never be certain of the motivations of others, they may be smart to use deception and adversarial moves to tilt the tactical situation towards their own benefit and protection.&lt;br /&gt;
Because of this, an assassin caught in a lie is not necessarily exposed as a traitor. Rather, they should try to justify their dishonesty as being the move of a fearful or distrusting witness.&lt;br /&gt;
&lt;br /&gt;
===BE WILLING TO DISCARD POWERFUL ACTION CARDS===&lt;br /&gt;
There are many powerful action cards in Mantis Falls, but the best plays are often combo-driven or situation-dependent. You might find that there are only a few cards (e.g. healing cards and Midnight cards) worth holding onto in all situations.&lt;br /&gt;
Don’t let your hand stagnate with “powerful” cards for which you have no specific plan. Be willing to use your main play to discard or conserve those cards and find cards you’re better able to use!&lt;/div&gt;</summary>
		<author><name>Distant Rabbit Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10216</id>
		<title>Gamehelpmantisfalls</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10216"/>
		<updated>2021-11-19T22:18:16Z</updated>

		<summary type="html">&lt;p&gt;Distant Rabbit Games: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a non-comprehensive set of quick references to help clarify rules as you play. For the complete rules, please see [https://distantrabbitgames.com/MantisFalls/MantisFalls.pdf the manual].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;PREMISE&#039;&#039;&#039;==&lt;br /&gt;
You are in a mob-ruled town in the 1940s, and at least one of you was a witness to something you were not supposed to see. You need to make it across town alive to where there are people that can protect you, but your journey will be a dangerous one.&lt;br /&gt;
&lt;br /&gt;
You are informed that another witness will join you. By working together, you may have a much better chance of surviving. But what if they are not who they claim to be?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ROLES AND OBJECTIVES&#039;&#039;&#039;==&lt;br /&gt;
Each player receives one secret role card at game setup. This role may either be a &#039;&#039;&#039;witness&#039;&#039;&#039; or an &#039;&#039;&#039;assassin&#039;&#039;&#039;. Games may consist of only witnesses, or there could be one assassin:&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;U&amp;gt;A &amp;quot;SOMETIMES COOPERATIVE&amp;quot; GAME&amp;lt;/U&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;IF THERE ARE ONLY WITNESSES,&#039;&#039;&#039; then this is a cooperative game that the players win or lose together.&lt;br /&gt;
*&#039;&#039;&#039;IF THERE IS AN ASSASSIN,&#039;&#039;&#039; then this is a competitive game.&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;U&amp;gt;OBJECTIVES&amp;lt;/U&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE A WITNESS,&#039;&#039;&#039; your goal is for all witnesses (including you) to survive. Your game can end successfully if all players make it to the end alive OR with the death of an assassin.&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE AN ASSASSIN,&#039;&#039;&#039; your goal is for a witness to die and for you to stay alive. Your game can end successfully only with the death of a witness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;TURN SEQUENCE&#039;&#039;&#039;==&lt;br /&gt;
===I. INITIAL MOVEMENT===&lt;br /&gt;
*Move up to one road forward.&lt;br /&gt;
*You may expend Conserved Energy.&lt;br /&gt;
===II. EVENT DRAW===&lt;br /&gt;
*Show if “seen”; do not show if “unseen”.&lt;br /&gt;
===III. MAIN PLAY (both active players choose one)===&lt;br /&gt;
*Create Action Play: Place any number of action cards of a single suit face down in a selected order.&lt;br /&gt;
*Conserve Energy: Place one action card face up in Conserved Energy.&lt;br /&gt;
*Discard: Discard up to two action cards.&lt;br /&gt;
*Do Nothing&lt;br /&gt;
===IV. ACTION REVEAL/PROCESSING===&lt;br /&gt;
*In alternating order, reveal and process all cards from action plays.&lt;br /&gt;
===V. EVENT PROCESSING===&lt;br /&gt;
*Process the event and discard it (if it’s “unseen”, continue to not show it).&lt;br /&gt;
===VI. DRAW===&lt;br /&gt;
*Players replenish hands to seven.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;LAST GASPS&#039;&#039;&#039; (very important to survival and endgame!)==&lt;br /&gt;
*When a player reaches their maximum wounds, they are not yet dead! They first make a &#039;&#039;&#039;Last Gasp&#039;&#039;&#039; play:&lt;br /&gt;
**This play is made as a normal action play (any number of action cards of the same suit), and is immediately processed as a sidebar to all other action.&lt;br /&gt;
**After this, the player’s &amp;quot;gasp marker&amp;quot; advances one space right.&lt;br /&gt;
*&#039;&#039;&#039;It is possible to survive Last Gasps if wounds are reduced to below maximum and the gasp marker is below three.&#039;&#039;&#039; In this case, play continues from where it was suspended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONSERVED ENERGY&#039;&#039;&#039; (a way to trade cards, heal and move forward)==&lt;br /&gt;
===CONSERVING CARDS===&lt;br /&gt;
As a “main play”, players may put one action card face up on an open space in Conserved Energy.&lt;br /&gt;
===DRAWING FROM CONSERVED ENERGY===&lt;br /&gt;
When drawing, players may draw from any space in Conserved Energy instead of the draw pile.&lt;br /&gt;
===EXPENDING CONSERVED ENERGY===&lt;br /&gt;
At start of their initial movement phase, a player may discard four cards from Conserved Energy to: &#039;&#039;&#039;(1) Add one road to the initial movement&#039;&#039;&#039; OR &#039;&#039;&#039;(2) Heal one wound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONDITION CARDS&#039;&#039;&#039; (actions that have a lasting effect)==&lt;br /&gt;
Some action cards have &amp;quot;condition&amp;quot; boxes on them. These are treated like regular action cards (put them in action plays and process them as normal, etc.) but one of the effects will instruct you to &amp;quot;keep the card as a condition&amp;quot;. When you process this effect, the card moves to in front of you and begins to have the lasting effect written within the condition box.&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;Keep in mind these will not provide their condition effect until they are out as a condition.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;THE BYSTANDER&#039;&#039;&#039; (three player games)==&lt;br /&gt;
In 3P games, turns rotate clockwise. Players play as rotating pairs (”active players”), making one player each turn a “bystander”:&lt;br /&gt;
*&#039;&#039;&#039;ACTIVE PLAYERS:&#039;&#039;&#039; On your turn, you and the player to your right are the two “active players”. The active players face the turn together, with all references in the game to “the other player” (or “both players”, “either player”, “the players”, etc.) referring ONLY to active players (NEVER the bystander).&lt;br /&gt;
*&#039;&#039;&#039;BYSTANDER:&#039;&#039;&#039; The player not among the two “active players” is, for that turn, the “bystander”. The bystander cannot interact with the event, play cards, be the target of an attack, use/receive/lose conditions or allies, receive wounds, etc. What they &#039;&#039;&#039;&#039;&#039;can&#039;&#039;&#039;&#039;&#039; do is the following:&lt;br /&gt;
**&#039;&#039;&#039;DISCARD/CONSERVE ENERGY:&#039;&#039;&#039; After the two active players have made their main plays, the bystander may either discard up to two cards or place one card face up in Conserved Energy.&lt;br /&gt;
**&#039;&#039;&#039;DRAW:&#039;&#039;&#039; After the two active players have had their draw from the draw phase, the bystander also draws their hand to full.&lt;br /&gt;
**&#039;&#039;&#039;BYSTANDER ABILITIES:&#039;&#039;&#039; Cards in the Triad Module may refer to the bystander by name. These cards are &#039;&#039;&#039;NOT&#039;&#039;&#039; played by the bystander directly, but when an active player processes such a card, it gives the bystander specific abilities or choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;GAME END AND VICTORY&#039;&#039;&#039;==&lt;br /&gt;
===GAME ENDS AT:===&lt;br /&gt;
*&#039;&#039;&#039;ESCAPE:&#039;&#039;&#039; A turn begins with &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; players alive at the end of the road&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;OR&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;DEATH:&#039;&#039;&#039; A player is dead (and all necessary last gasps are done)&lt;br /&gt;
&lt;br /&gt;
===VICTORY CONDITIONS:===&lt;br /&gt;
*Witnesses win if no witness is dead.&lt;br /&gt;
*Assassin wins if they are alive and a witness is dead.&lt;br /&gt;
::&#039;&#039;(Games in which an assassin and a witness both die are tie games for all players.)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Distant Rabbit Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10215</id>
		<title>Gamehelpmantisfalls</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10215"/>
		<updated>2021-11-19T22:17:08Z</updated>

		<summary type="html">&lt;p&gt;Distant Rabbit Games: /* ROLES AND OBJECTIVES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a non-comprehensive set of quick references to help clarify rules as you play. For the complete rules, please see [https://distantrabbitgames.com/MantisFalls/MantisFalls.pdf the manual].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;PREMISE&#039;&#039;&#039;==&lt;br /&gt;
You are in a mob-ruled town in the 1940s, and at least one of you was a witness to something you were not supposed to see. You need to make it across town alive to where there are people that can protect you, but your journey will be a dangerous one.&lt;br /&gt;
&lt;br /&gt;
You are informed that another witness will join you. By working together, you may have a much better chance of surviving. But what if they are not who they claim to be?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ROLES AND OBJECTIVES&#039;&#039;&#039;==&lt;br /&gt;
Each player receives one secret role card at game setup. This role may either be a &#039;&#039;&#039;witness&#039;&#039;&#039; or an &#039;&#039;&#039;assassin&#039;&#039;&#039;. Games may consist of only witnesses, or there could be one assassin:&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;U&amp;gt;A &amp;quot;SOMETIMES COOPERATIVE&amp;quot; GAME&amp;lt;/U&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;IF THERE ARE ONLY WITNESSES,&#039;&#039;&#039; then this is a cooperative game that the players win or lose together.&lt;br /&gt;
*&#039;&#039;&#039;IF THERE IS AN ASSASSIN,&#039;&#039;&#039; then this is a competitive game.&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;U&amp;gt;OBJECTIVES&amp;lt;/U&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE A WITNESS,&#039;&#039;&#039; your goal is for all witnesses (including you) to survive. Your game can end successfully if all players make it to the end alive OR with the death of an assassin.&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE AN ASSASSIN,&#039;&#039;&#039; your goal is for a witness to die and for you to stay alive. Your game can end successfully only with the death of a witness.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;TURN SEQUENCE&#039;&#039;&#039;==&lt;br /&gt;
===I. INITIAL MOVEMENT===&lt;br /&gt;
*Move up to one road forward.&lt;br /&gt;
*You may expend Conserved Energy.&lt;br /&gt;
===II. EVENT DRAW===&lt;br /&gt;
*Show if “seen”; do not show if “unseen”.&lt;br /&gt;
===III. MAIN PLAY (both active players choose one)===&lt;br /&gt;
*Create Action Play: Place any number of action cards of a single suit face down in a selected order.&lt;br /&gt;
*Conserve Energy: Place one action card face up in Conserved Energy.&lt;br /&gt;
*Discard: Discard up to two action cards.&lt;br /&gt;
*Do Nothing&lt;br /&gt;
===IV. ACTION REVEAL/PROCESSING===&lt;br /&gt;
*In alternating order, reveal and process all cards from action plays.&lt;br /&gt;
===V. EVENT PROCESSING===&lt;br /&gt;
*Process the event and discard it (if it’s “unseen”, continue to not show it).&lt;br /&gt;
===VI. DRAW===&lt;br /&gt;
*Players replenish hands to seven.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;LAST GASPS&#039;&#039;&#039; (very important to survival and endgame!)==&lt;br /&gt;
*When a player reaches their maximum wounds, they are not yet dead! They first make a &#039;&#039;&#039;Last Gasp&#039;&#039;&#039; play:&lt;br /&gt;
**This play is made as a normal action play (any number of action cards of the same suit), and is immediately processed as a sidebar to all other action.&lt;br /&gt;
**After this, the player’s &amp;quot;gasp marker&amp;quot; advances one space right.&lt;br /&gt;
*&#039;&#039;&#039;It is possible to survive Last Gasps if wounds are reduced to below maximum and the gasp marker is below three.&#039;&#039;&#039; In this case, play continues from where it was suspended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONSERVED ENERGY&#039;&#039;&#039; (a way to trade cards, heal and move forward)==&lt;br /&gt;
===CONSERVING CARDS===&lt;br /&gt;
As a “main play”, players may put one action card face up on an open space in Conserved Energy.&lt;br /&gt;
===DRAWING FROM CONSERVED ENERGY===&lt;br /&gt;
When drawing, players may draw from any space in Conserved Energy instead of the draw pile.&lt;br /&gt;
===EXPENDING CONSERVED ENERGY===&lt;br /&gt;
At start of their initial movement phase, a player may discard four cards from Conserved Energy to: &#039;&#039;&#039;(1) Add one road to the initial movement&#039;&#039;&#039; OR &#039;&#039;&#039;(2) Heal one wound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONDITION CARDS&#039;&#039;&#039; (actions that have a lasting effect)==&lt;br /&gt;
Some action cards have &amp;quot;condition&amp;quot; boxes on them. These are treated like regular action cards (put them in action plays and process them as normal, etc.) but one of the effects will instruct you to &amp;quot;keep the card as a condition&amp;quot;. When you process this effect, the card moves to in front of you and begins to have the lasting effect written within the condition box.&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;Keep in mind these will not provide their condition effect until they are out as a condition.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;THE BYSTANDER&#039;&#039;&#039; (three player games)==&lt;br /&gt;
In 3P games, turns rotate clockwise. Players play as rotating pairs (”active players”), making one player each turn a “bystander”:&lt;br /&gt;
*&#039;&#039;&#039;ACTIVE PLAYERS:&#039;&#039;&#039; On your turn, you and the player to your right are the two “active players”. The active players face the turn together, with all references in the game to “the other player” (or “both players”, “either player”, “the players”, etc.) referring ONLY to active players (NEVER the bystander).&lt;br /&gt;
*&#039;&#039;&#039;BYSTANDER:&#039;&#039;&#039; The player not among the two “active players” is, for that turn, the “bystander”. The bystander cannot interact with the event, play cards, be the target of an attack, use/receive/lose conditions or allies, receive wounds, etc. What they &#039;&#039;&#039;&#039;&#039;can&#039;&#039;&#039;&#039;&#039; do is the following:&lt;br /&gt;
**&#039;&#039;&#039;DISCARD/CONSERVE ENERGY:&#039;&#039;&#039; After the two active players have made their main plays, the bystander may either discard up to two cards or place one card face up in Conserved Energy.&lt;br /&gt;
**&#039;&#039;&#039;DRAW:&#039;&#039;&#039; After the two active players have had their draw from the draw phase, the bystander also draws their hand to full.&lt;br /&gt;
**&#039;&#039;&#039;BYSTANDER ABILITIES:&#039;&#039;&#039; Cards in the Triad Module may refer to the bystander by name. These cards are &#039;&#039;&#039;NOT&#039;&#039;&#039; played by the bystander directly, but when an active player processes such a card, it gives the bystander specific abilities or choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;GAME END AND VICTORY&#039;&#039;&#039;==&lt;br /&gt;
===GAME ENDS AT:===&lt;br /&gt;
*&#039;&#039;&#039;ESCAPE:&#039;&#039;&#039; A turn begins with &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; players alive at the end of the road&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;OR&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;DEATH:&#039;&#039;&#039; A player is dead (and all necessary last gasps are done)&lt;br /&gt;
&lt;br /&gt;
===VICTORY CONDITIONS:===&lt;br /&gt;
*Witnesses win if no witness is dead.&lt;br /&gt;
*Assassin wins if they are alive and a witness is dead.&lt;br /&gt;
::&#039;&#039;(Games in which an assassin and a witness both die are tie games for all players.)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Distant Rabbit Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10214</id>
		<title>Gamehelpmantisfalls</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10214"/>
		<updated>2021-11-19T22:16:47Z</updated>

		<summary type="html">&lt;p&gt;Distant Rabbit Games: /* ROLES AND OBJECTIVES */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a non-comprehensive set of quick references to help clarify rules as you play. For the complete rules, please see [https://distantrabbitgames.com/MantisFalls/MantisFalls.pdf the manual].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;PREMISE&#039;&#039;&#039;==&lt;br /&gt;
You are in a mob-ruled town in the 1940s, and at least one of you was a witness to something you were not supposed to see. You need to make it across town alive to where there are people that can protect you, but your journey will be a dangerous one.&lt;br /&gt;
&lt;br /&gt;
You are informed that another witness will join you. By working together, you may have a much better chance of surviving. But what if they are not who they claim to be?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ROLES AND OBJECTIVES&#039;&#039;&#039;==&lt;br /&gt;
Each player receives one secret role card at game setup. This role may either be a &#039;&#039;&#039;witness&#039;&#039;&#039; or an &#039;&#039;&#039;assassin&#039;&#039;&#039;. Games may consist of only witnesses, or there could be one assassin:&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;U&amp;gt;A &amp;quot;SOMETIMES COOPERATIVE&amp;quot; GAME&amp;lt;/U&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;IF THERE ARE ONLY WITNESSES,&#039;&#039;&#039; then this is a cooperative game that the players win or lose together.&lt;br /&gt;
*&#039;&#039;&#039;IF THERE IS AN ASSASSIN,&#039;&#039;&#039; then this is a competitive game.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;U&amp;gt;OBJECTIVES&amp;lt;/U&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE A WITNESS,&#039;&#039;&#039; your goal is for all witnesses (including you) to survive. Your game can end successfully if all players make it to the end alive OR with the death of an assassin.&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE AN ASSASSIN,&#039;&#039;&#039; your goal is for a witness to die and for you to stay alive. Your game can end successfully only with the death of a witness.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;TURN SEQUENCE&#039;&#039;&#039;==&lt;br /&gt;
===I. INITIAL MOVEMENT===&lt;br /&gt;
*Move up to one road forward.&lt;br /&gt;
*You may expend Conserved Energy.&lt;br /&gt;
===II. EVENT DRAW===&lt;br /&gt;
*Show if “seen”; do not show if “unseen”.&lt;br /&gt;
===III. MAIN PLAY (both active players choose one)===&lt;br /&gt;
*Create Action Play: Place any number of action cards of a single suit face down in a selected order.&lt;br /&gt;
*Conserve Energy: Place one action card face up in Conserved Energy.&lt;br /&gt;
*Discard: Discard up to two action cards.&lt;br /&gt;
*Do Nothing&lt;br /&gt;
===IV. ACTION REVEAL/PROCESSING===&lt;br /&gt;
*In alternating order, reveal and process all cards from action plays.&lt;br /&gt;
===V. EVENT PROCESSING===&lt;br /&gt;
*Process the event and discard it (if it’s “unseen”, continue to not show it).&lt;br /&gt;
===VI. DRAW===&lt;br /&gt;
*Players replenish hands to seven.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;LAST GASPS&#039;&#039;&#039; (very important to survival and endgame!)==&lt;br /&gt;
*When a player reaches their maximum wounds, they are not yet dead! They first make a &#039;&#039;&#039;Last Gasp&#039;&#039;&#039; play:&lt;br /&gt;
**This play is made as a normal action play (any number of action cards of the same suit), and is immediately processed as a sidebar to all other action.&lt;br /&gt;
**After this, the player’s &amp;quot;gasp marker&amp;quot; advances one space right.&lt;br /&gt;
*&#039;&#039;&#039;It is possible to survive Last Gasps if wounds are reduced to below maximum and the gasp marker is below three.&#039;&#039;&#039; In this case, play continues from where it was suspended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONSERVED ENERGY&#039;&#039;&#039; (a way to trade cards, heal and move forward)==&lt;br /&gt;
===CONSERVING CARDS===&lt;br /&gt;
As a “main play”, players may put one action card face up on an open space in Conserved Energy.&lt;br /&gt;
===DRAWING FROM CONSERVED ENERGY===&lt;br /&gt;
When drawing, players may draw from any space in Conserved Energy instead of the draw pile.&lt;br /&gt;
===EXPENDING CONSERVED ENERGY===&lt;br /&gt;
At start of their initial movement phase, a player may discard four cards from Conserved Energy to: &#039;&#039;&#039;(1) Add one road to the initial movement&#039;&#039;&#039; OR &#039;&#039;&#039;(2) Heal one wound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONDITION CARDS&#039;&#039;&#039; (actions that have a lasting effect)==&lt;br /&gt;
Some action cards have &amp;quot;condition&amp;quot; boxes on them. These are treated like regular action cards (put them in action plays and process them as normal, etc.) but one of the effects will instruct you to &amp;quot;keep the card as a condition&amp;quot;. When you process this effect, the card moves to in front of you and begins to have the lasting effect written within the condition box.&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;Keep in mind these will not provide their condition effect until they are out as a condition.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;THE BYSTANDER&#039;&#039;&#039; (three player games)==&lt;br /&gt;
In 3P games, turns rotate clockwise. Players play as rotating pairs (”active players”), making one player each turn a “bystander”:&lt;br /&gt;
*&#039;&#039;&#039;ACTIVE PLAYERS:&#039;&#039;&#039; On your turn, you and the player to your right are the two “active players”. The active players face the turn together, with all references in the game to “the other player” (or “both players”, “either player”, “the players”, etc.) referring ONLY to active players (NEVER the bystander).&lt;br /&gt;
*&#039;&#039;&#039;BYSTANDER:&#039;&#039;&#039; The player not among the two “active players” is, for that turn, the “bystander”. The bystander cannot interact with the event, play cards, be the target of an attack, use/receive/lose conditions or allies, receive wounds, etc. What they &#039;&#039;&#039;&#039;&#039;can&#039;&#039;&#039;&#039;&#039; do is the following:&lt;br /&gt;
**&#039;&#039;&#039;DISCARD/CONSERVE ENERGY:&#039;&#039;&#039; After the two active players have made their main plays, the bystander may either discard up to two cards or place one card face up in Conserved Energy.&lt;br /&gt;
**&#039;&#039;&#039;DRAW:&#039;&#039;&#039; After the two active players have had their draw from the draw phase, the bystander also draws their hand to full.&lt;br /&gt;
**&#039;&#039;&#039;BYSTANDER ABILITIES:&#039;&#039;&#039; Cards in the Triad Module may refer to the bystander by name. These cards are &#039;&#039;&#039;NOT&#039;&#039;&#039; played by the bystander directly, but when an active player processes such a card, it gives the bystander specific abilities or choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;GAME END AND VICTORY&#039;&#039;&#039;==&lt;br /&gt;
===GAME ENDS AT:===&lt;br /&gt;
*&#039;&#039;&#039;ESCAPE:&#039;&#039;&#039; A turn begins with &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; players alive at the end of the road&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;OR&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;DEATH:&#039;&#039;&#039; A player is dead (and all necessary last gasps are done)&lt;br /&gt;
&lt;br /&gt;
===VICTORY CONDITIONS:===&lt;br /&gt;
*Witnesses win if no witness is dead.&lt;br /&gt;
*Assassin wins if they are alive and a witness is dead.&lt;br /&gt;
::&#039;&#039;(Games in which an assassin and a witness both die are tie games for all players.)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Distant Rabbit Games</name></author>
	</entry>
	<entry>
		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10213</id>
		<title>Gamehelpmantisfalls</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpmantisfalls&amp;diff=10213"/>
		<updated>2021-11-19T22:14:31Z</updated>

		<summary type="html">&lt;p&gt;Distant Rabbit Games: Created page with &amp;quot;Below is a non-comprehensive set of quick references to help clarify rules as you play. For the complete rules, please see [https://distantrabbitgames.com/MantisFalls/MantisFa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a non-comprehensive set of quick references to help clarify rules as you play. For the complete rules, please see [https://distantrabbitgames.com/MantisFalls/MantisFalls.pdf the manual].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;PREMISE&#039;&#039;&#039;==&lt;br /&gt;
You are in a mob-ruled town in the 1940s, and at least one of you was a witness to something you were not supposed to see. You need to make it across town alive to where there are people that can protect you, but your journey will be a dangerous one.&lt;br /&gt;
&lt;br /&gt;
You are informed that another witness will join you. By working together, you may have a much better chance of surviving. But what if they are not who they claim to be?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;ROLES AND OBJECTIVES&#039;&#039;&#039;==&lt;br /&gt;
Each player receives one role card, which may either be a witness or an assassin, at game setup but does not show it to others until the game is over. Games may consist of only witnesses, or there could be one assassin:&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;U&amp;gt;A &amp;quot;SOMETIMES COOPERATIVE&amp;quot; GAME&amp;lt;/U&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;IF THERE ARE ONLY WITNESSES,&#039;&#039;&#039; then this is a cooperative game that the players win or lose together.&lt;br /&gt;
*&#039;&#039;&#039;IF THERE IS AN ASSASSIN,&#039;&#039;&#039; then this is a competitive game.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;U&amp;gt;OBJECTIVES&amp;lt;/U&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE A WITNESS,&#039;&#039;&#039; your goal is for all witnesses (including you) to survive. Your game can end successfully if all players make it to the end alive OR with the death of an assassin.&lt;br /&gt;
*&#039;&#039;&#039;IF YOU ARE AN ASSASSIN,&#039;&#039;&#039; your goal is for a witness to die and for you to stay alive. Your game can end successfully only with the death of a witness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;TURN SEQUENCE&#039;&#039;&#039;==&lt;br /&gt;
===I. INITIAL MOVEMENT===&lt;br /&gt;
*Move up to one road forward.&lt;br /&gt;
*You may expend Conserved Energy.&lt;br /&gt;
===II. EVENT DRAW===&lt;br /&gt;
*Show if “seen”; do not show if “unseen”.&lt;br /&gt;
===III. MAIN PLAY (both active players choose one)===&lt;br /&gt;
*Create Action Play: Place any number of action cards of a single suit face down in a selected order.&lt;br /&gt;
*Conserve Energy: Place one action card face up in Conserved Energy.&lt;br /&gt;
*Discard: Discard up to two action cards.&lt;br /&gt;
*Do Nothing&lt;br /&gt;
===IV. ACTION REVEAL/PROCESSING===&lt;br /&gt;
*In alternating order, reveal and process all cards from action plays.&lt;br /&gt;
===V. EVENT PROCESSING===&lt;br /&gt;
*Process the event and discard it (if it’s “unseen”, continue to not show it).&lt;br /&gt;
===VI. DRAW===&lt;br /&gt;
*Players replenish hands to seven.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;LAST GASPS&#039;&#039;&#039; (very important to survival and endgame!)==&lt;br /&gt;
*When a player reaches their maximum wounds, they are not yet dead! They first make a &#039;&#039;&#039;Last Gasp&#039;&#039;&#039; play:&lt;br /&gt;
**This play is made as a normal action play (any number of action cards of the same suit), and is immediately processed as a sidebar to all other action.&lt;br /&gt;
**After this, the player’s &amp;quot;gasp marker&amp;quot; advances one space right.&lt;br /&gt;
*&#039;&#039;&#039;It is possible to survive Last Gasps if wounds are reduced to below maximum and the gasp marker is below three.&#039;&#039;&#039; In this case, play continues from where it was suspended.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONSERVED ENERGY&#039;&#039;&#039; (a way to trade cards, heal and move forward)==&lt;br /&gt;
===CONSERVING CARDS===&lt;br /&gt;
As a “main play”, players may put one action card face up on an open space in Conserved Energy.&lt;br /&gt;
===DRAWING FROM CONSERVED ENERGY===&lt;br /&gt;
When drawing, players may draw from any space in Conserved Energy instead of the draw pile.&lt;br /&gt;
===EXPENDING CONSERVED ENERGY===&lt;br /&gt;
At start of their initial movement phase, a player may discard four cards from Conserved Energy to: &#039;&#039;&#039;(1) Add one road to the initial movement&#039;&#039;&#039; OR &#039;&#039;&#039;(2) Heal one wound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;CONDITION CARDS&#039;&#039;&#039; (actions that have a lasting effect)==&lt;br /&gt;
Some action cards have &amp;quot;condition&amp;quot; boxes on them. These are treated like regular action cards (put them in action plays and process them as normal, etc.) but one of the effects will instruct you to &amp;quot;keep the card as a condition&amp;quot;. When you process this effect, the card moves to in front of you and begins to have the lasting effect written within the condition box.&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;Keep in mind these will not provide their condition effect until they are out as a condition.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;THE BYSTANDER&#039;&#039;&#039; (three player games)==&lt;br /&gt;
In 3P games, turns rotate clockwise. Players play as rotating pairs (”active players”), making one player each turn a “bystander”:&lt;br /&gt;
*&#039;&#039;&#039;ACTIVE PLAYERS:&#039;&#039;&#039; On your turn, you and the player to your right are the two “active players”. The active players face the turn together, with all references in the game to “the other player” (or “both players”, “either player”, “the players”, etc.) referring ONLY to active players (NEVER the bystander).&lt;br /&gt;
*&#039;&#039;&#039;BYSTANDER:&#039;&#039;&#039; The player not among the two “active players” is, for that turn, the “bystander”. The bystander cannot interact with the event, play cards, be the target of an attack, use/receive/lose conditions or allies, receive wounds, etc. What they &#039;&#039;&#039;&#039;&#039;can&#039;&#039;&#039;&#039;&#039; do is the following:&lt;br /&gt;
**&#039;&#039;&#039;DISCARD/CONSERVE ENERGY:&#039;&#039;&#039; After the two active players have made their main plays, the bystander may either discard up to two cards or place one card face up in Conserved Energy.&lt;br /&gt;
**&#039;&#039;&#039;DRAW:&#039;&#039;&#039; After the two active players have had their draw from the draw phase, the bystander also draws their hand to full.&lt;br /&gt;
**&#039;&#039;&#039;BYSTANDER ABILITIES:&#039;&#039;&#039; Cards in the Triad Module may refer to the bystander by name. These cards are &#039;&#039;&#039;NOT&#039;&#039;&#039; played by the bystander directly, but when an active player processes such a card, it gives the bystander specific abilities or choices.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;GAME END AND VICTORY&#039;&#039;&#039;==&lt;br /&gt;
===GAME ENDS AT:===&lt;br /&gt;
*&#039;&#039;&#039;ESCAPE:&#039;&#039;&#039; A turn begins with &#039;&#039;&#039;&#039;&#039;all&#039;&#039;&#039;&#039;&#039; players alive at the end of the road&lt;br /&gt;
::&#039;&#039;&#039;&#039;&#039;OR&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;DEATH:&#039;&#039;&#039; A player is dead (and all necessary last gasps are done)&lt;br /&gt;
&lt;br /&gt;
===VICTORY CONDITIONS:===&lt;br /&gt;
*Witnesses win if no witness is dead.&lt;br /&gt;
*Assassin wins if they are alive and a witness is dead.&lt;br /&gt;
::&#039;&#039;(Games in which an assassin and a witness both die are tie games for all players.)&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Distant Rabbit Games</name></author>
	</entry>
</feed>