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*Poison: Poison token of the attacker to defender (no limit), -1HP + 1 die per poison token at  
*Poison: Poison token of the attacker to defender (no limit), -1HP + 1 die per poison token at  
** Beginning of turn (remove token if successful) → Initiator receives 1 Ultimate Point (UP)
** Beginning of turn (remove token if successful) → Initiator receives 1 Ultimate Point (UP)
*Elimination: Install 2 RP + 1 card from opponent's deck (except Guild + Ashak cards)
*Elimination: Gain 2 RP and install 1 card from opponent's deck (except Guild + Ashak cards)
*LoS: blocked by: Field with other player, enemy shield
*LoS: is blocked by: Field with other player (incl. drones), enemy shield
*Ultimate: 1 UP per HP (+bonus depending on HP, calculated separately for each volley), full: flip Ultimate
*Ultimate: gain 1 Ultimate Point per damage you inflicted (+bonus depending on HP, calculated separately for each volley), if you reach full capacity: you can use your Ultimate
*Mental: ignore LOS, additional effect by discarding card from hand
*Mental: does not need/ignore LoS and can gain additional effects by discarding card from hand
*Physical: boosted by one or more mods, salvo receive the bonus for every shot
*Physical: attacks are boosted/enhanced by one or more mods, salvos receive the bonus for every shot
*Explosive: effect + damage on all fields (incl. shield) of the tile → uninstall + install top card interface
*Explosive: effect and damage on all hexes (incl. shield) of the tile → afterwards uninstall the card and install the top card of the interface deck
*Skills: passive: on player board → directly active; active: exhausted on board, can only be used in the next action phase
*Skills:  
*Tactics: Mods: +physical; Defenses: AT, HP, Shields; Utilities: anytime, duration → next to tableau until next turn
**passive: card effect is active directly;  
*Guild: 0 AP, usable 1x per action phase, exhausted after use
**active: installed exhausted on board, can only be used in the next action phase
*Tactics:  
**Mods: enhance physical attacks
**Defenses: can give various bonuses such as AT, HP, Shields, etc.
**Utilities: can be used anytime, active for the duration, discarded afterwards / in between rounds
*Guild: cost 0 AP and are usable 1x per action phase, exhausted after use


=== Hex properties ===
=== Hex properties ===
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*Crystal: collect 1 Crystal (bonus: 3), can be entered
*Crystal: collect 1 Crystal (bonus: 3), can be entered
*Interface: consult 2 (with bonus: 4) visible/top cards → install 1 (with bonus: 2), discard 1-4 cards
*Interface: consult 2 (with bonus: 4) visible/top cards → install 1 (with bonus: 2), discard 1-4 cards
*Anticipation: 2 resources (Resin/Crystal) → 1 Anticipation Token (AT) (repeatable), bonus: 1 token free
*Anticipation: pay 2 resources (Resin/Crystal) → gain 1 Anticipation Token (AT) (repeatable), bonus: 1 token free
*Shield: Blocks one salvo and line of sight (LOS)
*Shield: Blocks one salvo and line of sight (LOS)
** enemy shields: 2 movement points to get on the field, blocks line of sight (LOS)
** enemy shields: 2 movement points to get on the field, blocks line of sight (LOS)

Latest revision as of 15:18, 8 July 2026

Overview

Rivals is a deckbuilding board game based on a Battle Royale gameplay. You play the chosen one of your clan and fight to save your people from extinction. You win by being the last man standing or collecting 5 Rival Points (RP). You collect Rivals Points by eliminating players, spending ressources or by negotiating with Sponsors. The game is played over 3 Eras, which consist of a speficic amount of rounds. Each round consists of the action phase and clean-up phase. The active player is changing clockwise and players have two turns with 2 action points (AP) each action phase/round. During the first turn of the first action phase no attack cards are allowed to play.

Action phase

Types of actions (2 AP per turn)

  • Scout (0 AP): turn over any adjacent tiles (can be repeated)
  • Move (1 AP): Move 2 spaces (other Ashak do not block, cannot be interrupted)
  • Collect (1 AP): Collect All resources of the tile + bonus of the space (tile is drained for 2 rounds)
  • Negotiate (1 AP): Pay 1 Anticipation Token (AT) → Gain 1 RP + choose additional reward → sponsor is removed afterwards
    • Install 1 schema
    • gain 2 AT
    • uninstall 2 cards (hand/discard)
  • Spend ressources (0 AP):
    • Shield: Pay 2 Resin → Shield on field (max. 2 per player) → blocks 1. shot of salvo → destroys
    • Uninstall: Pay 2 Crystal → Uninstall 1 card, draw new card
    • Install: Pay 5 resources of one kind (resin or crystal) → Install 1 schema
    • Rivals Point: Pay 10 ressources of one kind (resin or crystal) → 1 RP

Whenever you install cards, they go straight to your hand.

Card play

  • Card: pay cost (0-2AP) → check range of card, distance to target and Line of Sight (LOS)
    • LOS: if closest path to the target does not have an obstacle (Ashak or enemy shield, which are not the target of the attack, enemy drone), line of sight is given (
    • When reacting: Resolve cards from last to first
  • Defend: Roll 2 (+2 per AT (max 2 AT), +1 for Forest) dice, block shields 1 salvo, play utilities
  • Poison: Poison token of the attacker to defender (no limit), -1HP + 1 die per poison token at
    • Beginning of turn (remove token if successful) → Initiator receives 1 Ultimate Point (UP)
  • Elimination: Gain 2 RP and install 1 card from opponent's deck (except Guild + Ashak cards)
  • LoS: is blocked by: Field with other player (incl. drones), enemy shield
  • Ultimate: gain 1 Ultimate Point per damage you inflicted (+bonus depending on HP, calculated separately for each volley), if you reach full capacity: you can use your Ultimate
  • Mental: does not need/ignore LoS and can gain additional effects by discarding card from hand
  • Physical: attacks are boosted/enhanced by one or more mods, salvos receive the bonus for every shot
  • Explosive: effect and damage on all hexes (incl. shield) of the tile → afterwards uninstall the card and install the top card of the interface deck
  • Skills:
    • passive: card effect is active directly;
    • active: installed exhausted on board, can only be used in the next action phase
  • Tactics:
    • Mods: enhance physical attacks
    • Defenses: can give various bonuses such as AT, HP, Shields, etc.
    • Utilities: can be used anytime, active for the duration, discarded afterwards / in between rounds
  • Guild: cost 0 AP and are usable 1x per action phase, exhausted after use

Hex properties

  • Lake: -2HP when entered, you lose your remaining movement
  • Volcano: no special rules
  • Void: cannot be entered (not even by teleport), -4 HP → Ashak on adjacent tile next to the void
  • Forest: collect 1 Resin (bonus: 3 + if no fire: additional dice for defense)
  • Crystal: collect 1 Crystal (bonus: 3), can be entered
  • Interface: consult 2 (with bonus: 4) visible/top cards → install 1 (with bonus: 2), discard 1-4 cards
  • Anticipation: pay 2 resources (Resin/Crystal) → gain 1 Anticipation Token (AT) (repeatable), bonus: 1 token free
  • Shield: Blocks one salvo and line of sight (LOS)
    • enemy shields: 2 movement points to get on the field, blocks line of sight (LOS)

Clean-up phase

  • the Wildtech (play area) shrinks depending the drawn zone card(s).
    • Players still standing on the vanishing tiles (void) lose 4 HP and choose a hex adjacent to the void.
  • inactive sponsors become active and up to 2 additional sponsors are randomly generated.
  • Drought tokens are flipped or removed
  • interface cards are replaced with new ones
  • Exhausted cards on player boars are refreshed and cards in the temporary slot as well as remaining cards on the hand are discarded
  • only between eras: schema cards are replaced