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	<updated>2026-10-06T23:33:01Z</updated>
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		<id>https://en.doc.boardgamearena.com/index.php?title=Gamehelpspirited&amp;diff=28610</id>
		<title>Gamehelpspirited</title>
		<link rel="alternate" type="text/html" href="https://en.doc.boardgamearena.com/index.php?title=Gamehelpspirited&amp;diff=28610"/>
		<updated>2026-02-17T04:17:10Z</updated>

		<summary type="html">&lt;p&gt;FunkyGoblin: I took out the images because they don&amp;#039;t render. And I added a full rules summary - because there was no text at all in here previously.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;========================================&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  WHAT IS THE GAME?&lt;br /&gt;
&lt;br /&gt;
  Spirited is a competitive card game for 2-6 players. You play as ancient civilizations competing for&lt;br /&gt;
&lt;br /&gt;
  Spirit (victory points). Whoever has the most Spirit when the game ends wins.&lt;br /&gt;
&lt;br /&gt;
  You earn Spirit three ways:&lt;br /&gt;
&lt;br /&gt;
  - Marching — collecting sets of clan cards to claim Allegiances (loyalty badges with medals)&lt;br /&gt;
&lt;br /&gt;
  - Battles — scoring your medals during periodic battle events&lt;br /&gt;
&lt;br /&gt;
  - Building Wonders — spending one card of every clan to grab a wonder card&lt;br /&gt;
&lt;br /&gt;
  ========================================&lt;br /&gt;
&lt;br /&gt;
  YOUR PLAY AREA&lt;br /&gt;
&lt;br /&gt;
  Every player has a City Board with cards around it in four zones:&lt;br /&gt;
&lt;br /&gt;
    ROAD (above your board)&lt;br /&gt;
&lt;br /&gt;
      Faceup cards arrive here from the draw pile.&lt;br /&gt;
&lt;br /&gt;
      This is your &amp;quot;public&amp;quot; zone — other players can mess with it.&lt;br /&gt;
&lt;br /&gt;
      Cards of the same clan get stacked together.&lt;br /&gt;
&lt;br /&gt;
    CAMPS (below your board)&lt;br /&gt;
&lt;br /&gt;
      Up to 2 piles of cards you&#039;ve collected from your Road.&lt;br /&gt;
&lt;br /&gt;
      Each camp holds only one clan type.&lt;br /&gt;
&lt;br /&gt;
      You cannot freely move cards between camps or combine them.&lt;br /&gt;
&lt;br /&gt;
      Camps are safe from opponents.&lt;br /&gt;
&lt;br /&gt;
      You use camps to March.&lt;br /&gt;
&lt;br /&gt;
    HAND&lt;br /&gt;
&lt;br /&gt;
      Cards you&#039;ve picked up privately.&lt;br /&gt;
&lt;br /&gt;
      Safe from opponents — nobody can look at them.&lt;br /&gt;
&lt;br /&gt;
      No hand limit normally, but you discard down to 5 during Battles.&lt;br /&gt;
&lt;br /&gt;
    SPIRIT TOKENS&lt;br /&gt;
&lt;br /&gt;
      Your score. Kept visible to everyone.&lt;br /&gt;
&lt;br /&gt;
      You can freely exchange tokens of equal value with the supply.&lt;br /&gt;
&lt;br /&gt;
  ========================================&lt;br /&gt;
&lt;br /&gt;
  RALLY vs RECRUIT&lt;br /&gt;
&lt;br /&gt;
  Almost everything in the game revolves around these two actions:&lt;br /&gt;
&lt;br /&gt;
    RALLY = Move a faceup card from your Road into your Hand.&lt;br /&gt;
&lt;br /&gt;
      Keeps it private and flexible, but doesn&#039;t help you March.&lt;br /&gt;
&lt;br /&gt;
    RECRUIT = Move a faceup card from your Road into one of your Camps.&lt;br /&gt;
&lt;br /&gt;
      The camp must be empty, contain only facedown cards, or already&lt;br /&gt;
&lt;br /&gt;
      have at least one card of the same clan.&lt;br /&gt;
&lt;br /&gt;
      Builds toward Marching but commits the card to a specific camp.&lt;br /&gt;
&lt;br /&gt;
  ========================================&lt;br /&gt;
&lt;br /&gt;
  TURN STRUCTURE&lt;br /&gt;
&lt;br /&gt;
  Every turn follows the same structure:&lt;br /&gt;
&lt;br /&gt;
    STEP 1 — ROAD CHECK (mandatory, every turn)&lt;br /&gt;
&lt;br /&gt;
  a) If you have fewer than 2 faceup cards on your Road,&lt;br /&gt;
&lt;br /&gt;
     draw from the deck onto your Road until you have exactly 2.&lt;br /&gt;
&lt;br /&gt;
  b) If any clan has 3 or more faceup cards on your Road,&lt;br /&gt;
&lt;br /&gt;
     that clan has hit its Overrun Limit. You must Rally cards&lt;br /&gt;
&lt;br /&gt;
     from that clan until they drop below the limit.&lt;br /&gt;
&lt;br /&gt;
    STEP 2 — CHOOSE ONE ACTION&lt;br /&gt;
&lt;br /&gt;
  Option A: SCOUT&lt;br /&gt;
&lt;br /&gt;
    1. You may Play 1 card from your Hand (resolve its effect, then discard it).&lt;br /&gt;
&lt;br /&gt;
    2. Rally or Recruit 1 faceup card from your Road.&lt;br /&gt;
&lt;br /&gt;
    3. Summon — draw 2 cards onto your Road, then check for Overrun.&lt;br /&gt;
&lt;br /&gt;
  Option B: BUILD A WONDER&lt;br /&gt;
&lt;br /&gt;
    1. Spend 1 card of each of the 7 clans in the game.&lt;br /&gt;
&lt;br /&gt;
       Cards can come from your Road (faceup only), Camps (faceup only), or Hand.&lt;br /&gt;
&lt;br /&gt;
    2. Discard the 7 cards used.&lt;br /&gt;
&lt;br /&gt;
    3. Take 1 of the 3 Wonder cards from the Main Board.&lt;br /&gt;
&lt;br /&gt;
       Gain the Spirit shown on it and resolve its effect.&lt;br /&gt;
&lt;br /&gt;
       A new Wonder is drawn to replace it.&lt;br /&gt;
&lt;br /&gt;
    4. Summon — draw 2 cards onto your Road, then check for Overrun.&lt;br /&gt;
&lt;br /&gt;
  Option C: MARCH&lt;br /&gt;
&lt;br /&gt;
    1. Use cards in your Camps to forge Allegiances (see Marching section below).&lt;br /&gt;
&lt;br /&gt;
    2. Gain Spirit equal to the medal values you just collected.&lt;br /&gt;
&lt;br /&gt;
    3. Regroup — discard ALL cards from your Road and Camps,&lt;br /&gt;
&lt;br /&gt;
       then draw 2 cards onto your Road.&lt;br /&gt;
&lt;br /&gt;
       You do NOT check for Overrun after Regrouping.&lt;br /&gt;
&lt;br /&gt;
  ========================================&lt;br /&gt;
&lt;br /&gt;
  OVERRUN&lt;br /&gt;
&lt;br /&gt;
  The Overrun Limit for any clan is 3 faceup cards on your Road (by default).&lt;br /&gt;
&lt;br /&gt;
  Shields (facedown cards) do NOT count toward this limit.&lt;br /&gt;
&lt;br /&gt;
  DURING A ROAD CHECK (start of your turn):&lt;br /&gt;
&lt;br /&gt;
    If a clan is at or above its Overrun Limit, you must Rally cards&lt;br /&gt;
&lt;br /&gt;
    from that clan until they drop below. This is the &amp;quot;safe&amp;quot; version —&lt;br /&gt;
&lt;br /&gt;
    you just pick up the excess cards into your Hand.&lt;br /&gt;
&lt;br /&gt;
  AFTER SUMMONING (end of Scout or Build):&lt;br /&gt;
&lt;br /&gt;
    If a clan is at or above its Overrun Limit, you are Overrun.&lt;br /&gt;
&lt;br /&gt;
    This is the painful version. Here&#039;s what happens:&lt;br /&gt;
&lt;br /&gt;
  1. Resolve all Overrun effects on your City Board and Allegiance Cards.&lt;br /&gt;
&lt;br /&gt;
  2. Your City Board&#039;s built-in Overrun effect is:&lt;br /&gt;
&lt;br /&gt;
     Rally 1 card of EACH Overrunning clan from your Road.&lt;br /&gt;
&lt;br /&gt;
  3. Then you must Regroup — discard ALL cards from your Road&lt;br /&gt;
&lt;br /&gt;
     and Camps, then draw 2 cards onto your Road.&lt;br /&gt;
&lt;br /&gt;
    Being Overrun wipes your board. Avoid it.&lt;br /&gt;
&lt;br /&gt;
  MODIFIERS TO THE OVERRUN LIMIT:&lt;br /&gt;
&lt;br /&gt;
    Some effects raise or lower the limit.&lt;br /&gt;
&lt;br /&gt;
      - A Gold Allegiance with a clan raises their limit by 1 (so 4 cards to Overrun instead of 3).&lt;br /&gt;
&lt;br /&gt;
      - Some card effects or Allegiance penalties lower the limit (so only 2 cards triggers Overrun).&lt;br /&gt;
&lt;br /&gt;
  ========================================&lt;br /&gt;
&lt;br /&gt;
  MARCHING &amp;amp; ALLEGIANCES&lt;br /&gt;
&lt;br /&gt;
  Marching is how you score the most Spirit. You use cards stored in your Camps.&lt;br /&gt;
&lt;br /&gt;
  FORGING A NEW ALLEGIANCE (unclaimed, still on the Main Board):&lt;br /&gt;
&lt;br /&gt;
    You need cards of that clan in your Camp:&lt;br /&gt;
&lt;br /&gt;
      - 2 cards = Bronze Medal (worth 2 Spirit when scored)&lt;br /&gt;
&lt;br /&gt;
      - 3 cards = Silver Medal (worth 3 Spirit)&lt;br /&gt;
&lt;br /&gt;
      - 4+ cards = Gold Medal (worth 4 Spirit)&lt;br /&gt;
&lt;br /&gt;
    Take the highest medal you qualify for.&lt;br /&gt;
&lt;br /&gt;
    Place the Allegiance Card and Medal on your City Board.&lt;br /&gt;
&lt;br /&gt;
    Gain Spirit equal to the medal&#039;s value immediately.&lt;br /&gt;
&lt;br /&gt;
  STEALING AN ALLEGIANCE (already held by someone, including yourself):&lt;br /&gt;
&lt;br /&gt;
    You must use at least 1 MORE card than the value of the medal&lt;br /&gt;
&lt;br /&gt;
    currently on that Allegiance.&lt;br /&gt;
&lt;br /&gt;
      - Bronze (value 2) = need 3+ cards&lt;br /&gt;
&lt;br /&gt;
      - Silver (value 3) = need 4+ cards&lt;br /&gt;
&lt;br /&gt;
      - Gold (value 4) = need 5+ cards&lt;br /&gt;
&lt;br /&gt;
    If you steal from an opponent, you must give them 1 faceup card&lt;br /&gt;
&lt;br /&gt;
    from your camp of the clan you used.&lt;br /&gt;
&lt;br /&gt;
    Their old medal is returned to the supply. You claim a new medal&lt;br /&gt;
&lt;br /&gt;
    based on how many cards you used.&lt;br /&gt;
&lt;br /&gt;
  MULTIPLE ALLEGIANCES:&lt;br /&gt;
&lt;br /&gt;
    You can forge more than one Allegiance in the same March&lt;br /&gt;
&lt;br /&gt;
    if you have two camps with enough cards.&lt;br /&gt;
&lt;br /&gt;
  AFTER MARCHING:&lt;br /&gt;
&lt;br /&gt;
    You must Regroup — discard all cards from your Road and Camps,&lt;br /&gt;
&lt;br /&gt;
    then draw 2 cards onto your Road. No Overrun check after this.&lt;br /&gt;
&lt;br /&gt;
  ========================================&lt;br /&gt;
&lt;br /&gt;
  BATTLES &amp;amp; THE TIME TRACK&lt;br /&gt;
&lt;br /&gt;
  HOW THE GAME ADVANCES:&lt;br /&gt;
&lt;br /&gt;
    The draw pile contains 3 &amp;quot;Passing of Time&amp;quot; cards shuffled in.&lt;br /&gt;
&lt;br /&gt;
    Whenever you draw one:&lt;br /&gt;
&lt;br /&gt;
      - Discard it (it doesn&#039;t go on your Road).&lt;br /&gt;
&lt;br /&gt;
      - Move the Hourglass 1 space right on the Time Track.&lt;br /&gt;
&lt;br /&gt;
      - Draw 1 replacement card onto your Road (you don&#039;t lose a draw).&lt;br /&gt;
&lt;br /&gt;
    The Time Track has marks showing when Battles happen.&lt;br /&gt;
&lt;br /&gt;
    When the Hourglass lands on a Battle space, a Battle happens&lt;br /&gt;
&lt;br /&gt;
    at the end of that turn.&lt;br /&gt;
&lt;br /&gt;
  WHAT HAPPENS IN A BATTLE:&lt;br /&gt;
&lt;br /&gt;
    All players resolve Battle effects simultaneously.&lt;br /&gt;
&lt;br /&gt;
    From your City Board (Home Province), in order:&lt;br /&gt;
&lt;br /&gt;
      1. Road Check — same as start of turn.&lt;br /&gt;
&lt;br /&gt;
      2. Discard down to 5 cards in Hand.&lt;br /&gt;
&lt;br /&gt;
      3. Score 1 Medal OR replace an exhausted medal with a fresh Bronze.&lt;br /&gt;
&lt;br /&gt;
    SCORING A MEDAL:&lt;br /&gt;
&lt;br /&gt;
      The medal must be refreshed (faceup).&lt;br /&gt;
&lt;br /&gt;
      Gain Spirit equal to its printed value.&lt;br /&gt;
&lt;br /&gt;
      Then exhaust it (flip it facedown).&lt;br /&gt;
&lt;br /&gt;
      Exhausting always reduces its printed value by 1.&lt;br /&gt;
&lt;br /&gt;
        (A scored Gold becomes an exhausted 3. A scored Bronze becomes an exhausted 1.)&lt;br /&gt;
&lt;br /&gt;
    REPLACING AN EXHAUSTED MEDAL:&lt;br /&gt;
&lt;br /&gt;
      If you choose not to score (or can&#039;t), you may return one&lt;br /&gt;
&lt;br /&gt;
      exhausted medal to the supply and take a fresh Bronze instead.&lt;br /&gt;
&lt;br /&gt;
      This gives no immediate Spirit, but sets you up for next time.&lt;br /&gt;
&lt;br /&gt;
    Then resolve any Battle effects from your Allegiance Cards.&lt;br /&gt;
&lt;br /&gt;
    BONUS ACTIONS FROM OPEN CITY BOARD SPACES:&lt;br /&gt;
&lt;br /&gt;
      If you have fewer than 3 Allegiances, empty spaces on your&lt;br /&gt;
&lt;br /&gt;
      City Board grant extra Battle actions:&lt;br /&gt;
&lt;br /&gt;
        - 0 Allegiances: Recruit 1 facedown from Road, Rally 1 from Road, and Manoeuvre&lt;br /&gt;
&lt;br /&gt;
        - 1 Allegiance: Rally 1 from Road, and Manoeuvre&lt;br /&gt;
&lt;br /&gt;
        - 2 Allegiances: Manoeuvre only&lt;br /&gt;
&lt;br /&gt;
      Manoeuvre = swap 1 faceup card on your Road with 1 card from your Hand.&lt;br /&gt;
&lt;br /&gt;
  THE FINAL BATTLE:&lt;br /&gt;
&lt;br /&gt;
    When the Hourglass reaches the last space, the Final Battle triggers.&lt;br /&gt;
&lt;br /&gt;
    Resolve all normal Battle effects, then:&lt;br /&gt;
&lt;br /&gt;
      - Recruit any number of cards from your Hand into your Camps (if legal).&lt;br /&gt;
&lt;br /&gt;
      - Gain 1 Spirit for every 2 cards in your Camps.&lt;br /&gt;
&lt;br /&gt;
    The game ends immediately after. Most Spirit wins.&lt;br /&gt;
&lt;br /&gt;
  TIEBREAKERS (in order):&lt;br /&gt;
&lt;br /&gt;
  1. Most refreshed (faceup) medals&lt;br /&gt;
&lt;br /&gt;
  2. Most cards still in Hand&lt;br /&gt;
&lt;br /&gt;
  3. Shared victory&lt;br /&gt;
&lt;br /&gt;
  ========================================&lt;br /&gt;
&lt;br /&gt;
  SHIELDS&lt;br /&gt;
&lt;br /&gt;
  A Shield is a facedown card placed on top of a faceup clan card on your Road.&lt;br /&gt;
&lt;br /&gt;
  WHAT SHIELDS DO:&lt;br /&gt;
&lt;br /&gt;
  - Opponents cannot interact with your Shielded cards in any way.&lt;br /&gt;
&lt;br /&gt;
  They can&#039;t place cards on that clan, remove them, or target them.&lt;br /&gt;
&lt;br /&gt;
  - YOU can still interact with your own Shielded cards normally.&lt;br /&gt;
&lt;br /&gt;
  - Shields do NOT count as faceup cards for Overrun limits.&lt;br /&gt;
&lt;br /&gt;
  BREAKING A SHIELD:&lt;br /&gt;
&lt;br /&gt;
    When a new card of a Shielded clan is drawn onto your Road,&lt;br /&gt;
&lt;br /&gt;
    you may choose to Break the Shield.&lt;br /&gt;
&lt;br /&gt;
    Breaking means: discard both the Shield AND the newly drawn card.&lt;br /&gt;
&lt;br /&gt;
    This prevents the new card from stacking and potentially Overrunning you.&lt;br /&gt;
&lt;br /&gt;
    Breaking is always optional — you can let the card stack instead.&lt;br /&gt;
&lt;br /&gt;
  ABANDONING A SHIELD:&lt;br /&gt;
&lt;br /&gt;
    If you Rally or Recruit the last faceup card beneath a Shield,&lt;br /&gt;
&lt;br /&gt;
    the Shield is automatically discarded. Same when Regrouping.&lt;br /&gt;
&lt;br /&gt;
  SHIELDS DURING SWAPS (MANOEUVRE):&lt;br /&gt;
&lt;br /&gt;
    If you swap a card out from under a Shield, the Shield stays&lt;br /&gt;
&lt;br /&gt;
    with whatever card replaces it. Shields are never abandoned&lt;br /&gt;
&lt;br /&gt;
    from swaps.&lt;br /&gt;
&lt;br /&gt;
  SHIELD FAQ:&lt;br /&gt;
&lt;br /&gt;
  - Can you Rally or Recruit a Shield itself? No. Only faceup cards.&lt;br /&gt;
&lt;br /&gt;
  - Do Shields count toward Overrun? No.&lt;br /&gt;
&lt;br /&gt;
  - Can Shields be placed retroactively to avoid Overrun? No.&lt;br /&gt;
&lt;br /&gt;
  They only trigger when a card is Revealed onto your Road.&lt;br /&gt;
&lt;br /&gt;
  - Is the hidden side of a Shield public? Yes. Anyone can look.&lt;/div&gt;</summary>
		<author><name>FunkyGoblin</name></author>
	</entry>
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