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== Game Overview ==
== Game Overview ==


Monsters given the name of Clad have brought devastation upon humanity. However, they also hold a valuable resource known as magic stones. The only ones able to face them are witches given the power of future sight, who compete for the most fame. Players take control of these witches trying to complete missions and gain the most magic stones from the Clad.
In a ruined world, where great monsters known as the Clad assail humanity, powerful Witches fight for renown.


Each player uses a personal deck of cards which they can upgrade each time they cycle through. Each turn, draw from your deck to a hand of three cards. Play cards to maneuver your witch around the board, attack, and use other effects. The three attacks the Clad will unleash each round are always visible beforehand. Players draft for turn order, playing between each of the boss turns, so planning around where the boss will move and attack when your turn comes around becomes key. Each point of damage dealt to the Clad gets you a magic stone. After nine rounds, whoever has the most victory points from magic stones and cards in their deck wins the game.
Strike down the Clad and gain fame in HacKClaD, the strategy sim game!


== 1.Contents ==
As Witches, use your future sight to stand against the Clad and compete for the spoils of war.


* Five witch spinning tops
Magic Shards and completed Mission cards award VP, and the player with the most VP at the end of the game wins.
* 5 spinning top stands
* 13 gauge markers
* Purple magic stone 50 pieces
* 22 Red Magic Stones
* Clad top, 1 piece
* Basic Skill Cards: 40 cards
* 40 Expansion Skill Cards
* 12 standard clad cards
* Exclad Cards (3 cards)
* 18 Mission Cards
* Sequence board (1 piece)
* Field board (1 sheet)
* 5 character boards


== 1 – Game Preparation ==


==4.Game Preparation==
===Shared Areas Setup ===
❶ Lay the Sequence board and the Field board next to each other in the center of the table.


----Setting up a common space
❷ Take a Gauge Marker cube and place it in the Voltage 1 space on the Sequence board.


❶ Place the [Sequence Board] and [Field Board] next to each other in the center of the table.
❸ Take the 6 Normal Clad cards with Voltage 1 written in the top left corner and shuffle them face down to make the Clad deck. Place it in the Clad deck space.  
❷ Insert the [gauge marker] into the "VOLTAGE1" position on the [sequence board]'s VOLTAGE gauge.
❸ Take the six cards from the [Regular Clad Cards] that have "VOLTAGE1" written in the upper left corner, stack them face down, shuffle them well, and place them in the [Clad Deck Area] as the "Clad Deck". [Ex Clad Cards] are used when playing in Expert Mode. When playing in Normal Mode, return them to the box. (See "10. Other Rules" for Expert Mode.)
❹ Place the remaining [Clad Cards] near the [Sequence Board], stacking them according to their VOLTAGE values.
❺ Place the [Magic Stones] together in a location easily accessible to each player. This location is called the "Magic Stone Stock.


----Character board setup
The Expert Clad cards are only used when playing Expert Mode. Return them to the box when playing Normal Mode.


❻Each player chooses their favorite character and receives a [Character Board], [Skill Card], and [Witch Pawn] featuring that character's illustration. Unchosen characters are placed back in the box. If there are multiple copies of the "HacKClaD" game, multiple players may use the same character. In that case, please ensure that the pawns and cards are distinguishable during gameplay.
❹ Sort the remaining Clad cards by their Voltage value and place them next to the Sequence board.
❼ Each player places their [Basic Skill Cards] in the deck area and their [Expansion Skill Cards] in the expansion deck area.
❽ Each player receives three [Gauge Markers] and places them in the "0" positions of the three gauges on their [Character Board].


----Setting up the spinning top
❺ Put all the Magic Shards in a pile within easy reach of all players.


❾ Determine players 1 through 4 (hereinafter referred to as P1, P2, P3, P4) by any method, such as rock-paper-scissors. Depending on the number of players, P3 and P4 may be left blank. P1 places their chosen character's [witch token] on the EntryPointA space on the [field board]. Similarly, P2 places their [witch token] on EntryPointB, P3 on EntryPointC, and P4 on EntryPointD.
This is referred to as the Magic Shard Reserve.
❿ Assemble the [Clad Piece] and place it in the center square of the [Field Board] in the orientation shown in the diagram. (See "2. How to Assemble the Clad Piece" for assembly instructions.)


=== '''Player Board Setup'''===
❻ Choose the character you want to play as and take the player board with that character on it, her Skill cards, and her Witch figure. Return any remaining characters to the box.


----Setting up the deck and turn cards
Multiple players may choose to play as the same character. If you do, make sure you differentiate your cards and figures in some way.


⓫ Randomly select 10 cards from the 18 [Mission Cards] and arrange them face up (the side with the completion conditions) in a place where everyone can see them. Then, players take one [Mission Card] at a time in the order P1 → P2 → P3 → P4 → P4 → P3 → P2 → P1.
❼ Put your character’s Basic Skill cards in a pile on your deck space, and her Enhanced Skill cards in a pile on the Enhanced deck space.
Each player places the two [Mission Cards] they have taken face up near their [Character Board].
⓬ Each player secretly selects one [Expansion Skill Card] for their chosen character, and combines it with the 8 [Basic Skill Cards] to form a deck of 9 cards.
The cards in the deck are stacked face down, shuffled well, and placed in the deck area. The remaining [Expansion Skill Cards] are placed face down on top of each other in the expansion deck area.
⓭P1 places the top card of their deck face down in the 1st standby slot (the rightmost slot). Similarly, P2 places the top card of their deck in the 2nd standby slot, P3 in the 3rd standby slot, and P4 in the 4th standby slot.


❽ Take 3 Gauge Marker cubes and place 1 on each Gauge space marked 0 on your Player board.


==='''Character Figure Setup''' ===
❾ Choose the order in which you will take your turns, from the first player to the fourth. (They will be referred to as Player 1, Player 2, Player 3, and Player 4 from now on.)


== 5. Game Overview and Objectives ==
Depending on the number of players, rules that mention Players 3 and 4 may not be relevant for your game.


The [Sequence Board] is a board that shows the flow of processing for one round.
Player 1 puts their Witch on Entry Point A of the Field.
The game progresses by executing the four phases in order, starting from the top left of the board and moving clockwise.


In the Draft Phase and Action Phase, each player takes turns processing. The game can be played more smoothly if an experienced player or a player sitting near the [Sequence Board] acts as the moderator.
Continuing in order, all players put their Witches on their Entry Point space—Player 2 uses Entry Point B, Player 3 uses C, and Player 4 uses D.
HacKClaD is a strategy simulation game where players aim to defeat the monsters ""Clad"" that attack humanity in a desolate world and gain fame as powerful witches. Witches confront the Clad with their abilities to influence the future and compete for victory.
Victory Points (VP) are earned by collecting [Magic Stones] and fulfilling the conditions on [Mission Cards] during the game, and the player who collects the most VP wins the game.


The following outlines the basic rules for 2-4 players. While 3-4 players are recommended, you may want to play with just two to familiarize yourself with the game.
❿ Assemble the Clad figure and place it on the central space of the Field.
For variations beyond the basic rules, please refer to ""10. Other Rules.""


===Deck and Turn Card Setup ===
⓫ Randomly choose 10 of the 18 Mission cards and place them face up on the table so the objectives are visible to all players.


Then, choose a total of 2 Mission cards each, in the following player order:


Player 1 ➡ Player 2 ➡ Player 3 ➡ Player 4 ➡ Player 4 ➡ Player 3 ➡ Player 2 ➡ Player 1


== 6. Game Flow ==
Place the 2 Mission cards you chose face up in front of you, near your Player board.


The game progresses in units called "rounds." Each round consists of four phases.
⓬ Choose 1 of your character’s Enhanced Skill cards, and keeping it hidden from the other players, add it to your other 8 Basic Skill cards and shuffle them together face down to make your deck. Place it on your deck space.


----'''<big>Ⅰ Prediction Phase</big>'''
Place the rest of your Enhanced Skill cards face down in your Enhanced Skill deck space.
Predicting Clad's actions in this round
 
⓭ Player 1 draws the top card from their deck without looking at it, and keeping it face down, places it on the 1st Standby slot (the rightmost space).
 
Player 2 then does the same and takes the 2nd Standby slot, Player 3 takes the 3rd, and Player 4 takes the 4th slot.
 
==2 – Game Flow==
 
The game is played over a series of rounds. Each round consists of 4 phases, as follows:
 
----'''<big>Ⅰ Forecast Phase</big>'''
Looking into the future to see what the Clad will be doing this round.


----'''<big>Ⅱ Draw Phase</big>'''
----'''<big>Ⅱ Draw Phase</big>'''
The phase for replenishing your hand.
Replenishing your hand.


----'''<big>Ⅲ Draft Phase</big>'''
----'''<big>Ⅲ Draft Phase</big>'''
Phase to select turn order
Determining turn order.


----'''<big>Ⅳ Action Phase</big>'''
----'''<big>Ⅳ Action Phase</big>'''
The phase in which Clad and the players take turns executing their turns.
Resolving Clad and player  actions in turn order.
 
----
The Sequence board depicts the full flow of a round.
 
Follow the clockwise spiral from the top left corner to play all the 4 phases in order.
 
; 2.1 – Forecast Phase
 
Draw 1 card at a time from the Clad deck, placing them in the Clad slots starting from the left. If there are no cards in the Clad deck, See 3.2 – How to Reshuffle the Clad Deck.
 
Then, draw cards to fill up the Clad slots as above.
 
 
;2.2 – Draw Phase
 
All players draw from their decks until they have 3 cards in their hands. When you run out of cards in your deck, See 3.1 – How to Reshuffle Your Deck.
 
Then, draw the rest of the cards you need. Keep your hand hidden from the other players.
 
 
; 2.3 – Draft Phase
 
Each player’s Skill card on the Sequence board is referred to as their Turn card.
 
The player whose Turn card is in the 1st Standby slot (the rightmost slot) takes the following steps ⓪ to ③ in order: ⓪ If your Witch is on top of your Turn card, See 2.4.5 – Re-Entry.
 
① Add the Turn card from your Standby slot to your hand.
 
② Choose a Turn slot other than the one your Turn card was below and place 1 of the cards from your hand there, face down.
 
③ Gain the effect written directly under the Turn slot you chose.
 
Then, the next player with their Turn card in the 2nd Standby slot carries out steps ⓪ - ③ in order. Continue with the Standby order until all players have taken steps ⓪ - ③.
;2.4 – Action Phase
 
In the Action Phase, all players take their turns in alternating order with the Clad, starting with the player who took the 1st (leftmost) Turn slot.
 
At the start of your turn, slide your Turn card from its Turn slot to the Standby slot directly beneath it. If your Witch is on top of your Turn card at this point, perform the Re-Entry procedure described in
 
2.4.5 – Re-Entry before starting your turn.
;[Field and Figure Rules]
 
During each turn, you’ll be moving figures on the Field, taking actions, and making attacks. The following rules apply to the Field and the figures on it:
 
* Figures can move left, right, up, or down to adjacent spaces. They cannot move diagonally or skip a space. Adjacency is only for orthogonal, not diagonal spaces. If you move your Witch onto a space containing Magic Shards, you take those Magic Shards. However, if the Clad moves onto a space containing Magic Shards, it does not collect them. Instead, both the Clad and the Shards occupy that space.
* Witches cannot move through or share spaces occupied by the Clad or other Witches.
* You may change the direction your Witch faces at any time.
* The Clad can only change direction as directed by Clad cards and Skill cards.
* The Field loops at the edges—top to bottom and left to right. As shown in the diagram below, movement or attacks that aim outside the Field are resolved on the spaces on the opposite side of the board.<br>
;2.4.1 – The Clad’s Turn
On the Clad’s turn, it will carry out the actions on the next Clad card in order, starting with the icon on the left.
 
The player who just took their own turn resolves the Clad’s actions.
 
Alternatively, a player who knows the game well can carry out the Clad’s turn.
 
Each icon is explained below:
{| class="wikitable"
|+
!
{| class="wikitable"
!Icon
|}
!Effect
|-
|[[File:Clad [email protected]|frameless]]
|A normal attack that targets the red-marked spaces.
|-
|[[File:Clad [email protected]]][[File:Clad [email protected]]]
|Move the Clad figure the indicated number of spaces in the direction it is facing.
When moving the Clad, it first performs a Trample Attack in the space it is moving to.
 
Damage from Trample Attacks cannot be negated.
|-
|[[File:Clad [email protected]|frameless]][[File:Clad [email protected]|frameless]][[File:Clad [email protected]]]
|Change the direction the Clad figure is facing.
|-
|[[File:[email protected]|frameless]]
|Take a Purple Magic Shard from the Shard Reserve to place on the space marked with this icon. If there is a Witch in that space, that player immediately gains that Magic Shard.
|}
 
; [The Clad Attacks]
 
 
If there is a Witch in a space where the Clad can perform a normal Attack or a Trample Attack, that Witch takes damage. The damage the Clad does is equal to the current Clad ATK value, shown on the Voltage Gauge on the Sequence board.
 
When a Witch takes damage from the Clad’s Attack, that Witch can use a Reaction before resolving the Clad card.
 
A Witch can also use a Reaction when another player’s action causes the Clad to move and perform a Trample Attack.
 
When a Witch takes damage from the Clad, See 2.4.4 – Handling Damage.
 
 
 
 
 
;2.4.2 – Actions on Your Turn
 
 
; A. Use Skill Cards
 
① Choose Your Skill Card
 
Reveal 1 Skill card from your hand and place it face up on the table.
 
② Check the Requirements and Pay the Cost 
 
Confirm that you can meet all the conditions and requirements on the card, then pay any applicable Cost (and/or any Extra Cost) to play it.
 
If you cannot fulfill all of the conditions on the card or pay the full Cost, you cannot use that Skill card. Return it to your hand.
 
③ Resolve Your Skill Card’s Effect
 
Follow the effect text on the card to carry out your Skill card’s action. If you deal damage to the Clad using a Skill card, gain that many Magic Shards from the Shard Reserve and put them in your VP area. Depending on the effect text of your card, you may be able to make changes to your deck. See 3.1 – How to Reshuffle Your Deck.
 
<nowiki>*</nowiki>A Skill card you are currently resolving is not part of your discard pile yet. However, cards you discard as part of paying the Cost of a Skill card you are resolving are part of your discard pile when carrying out its effects.
 
④ Discard Your Skill Card
 
When you have finished resolving the effects of the Skill card, move it to your discard pile.
 
;[Skill Card Types]
{| class="wikitable"
|+
!
{| class="wikitable"
!Icon&Name
|}
!
{| class="wikitable"
!Description
|}
|-
|
==== <big>'''Attack:'''</big> [[File:Skill icon atk.png|frameless]] ====
 
==== '''<big>Attack Magic:</big>''' [[File:Skill icon m atk.png|frameless]] ====
|These Skill cards deal damage to the Clad and can only be used on your turn.
Whether or not you can use a card is dependent on the position of your Witch relative to the Clad.
 
The Clad must be within the Range shown on the Skill card: with your Witch positioned where the red pin is, the Clad must be in one of the red spaces.
|-
|'''<big>Support:</big>''' [[File:Skill icon sup.png|frameless]]
'''<big>Support Magic: [[File:Skill icon m sup.png|frameless]]</big>'''
|These Skill cards assist you in battle and can only be used on your turn.
They have effects when you play them, as well as effects that manifest under certain circumstances.
|-
|'''<big>Reaction:</big>''' [[File:Skill icon ctr.png|frameless]]
 
 
'''<big>Reaction Magic: [[File:Skill icon m ctr.png|frameless]]</big>'''
|These Skill cards are used to respond to the Clad’s attacks. See
|}2.4.3 – Reactions.
;
 
If you successfully use a Skill card, deal the amount of ATK damage indicated on the card to the Clad. Then, gain that many Magic Shards from the Shard Reserve as VP.
 
Other Witches on spaces within the Range of your Attack do not take damage.
 


The [Sequence Board] is a board that shows the flow of processing for one round.
The game progresses by executing the four phases in order, starting from the top left of the board and moving clockwise.


;B. Take Basic Actions


;6-1. Prediction Phase
These are the fundamental actions you can always take on your turn. To take a Basic Action, discard any 1 card from your hand and perform the action.


Turn over one card at a time from the top of the Clad deck and place them in the Clad slots from left to right. If there are no cards in the Clad deck, perform "7-2. Clad Deck Reconstruction Procedure" and then proceed with the above steps.
The Basic Actions and their effects are written on your player board. <br>
;[Basic Action Use Limits]
<br>Basic Actions can only be used a certain number of times per round. That number is different for each character.


<br>
;C. Take CP Actions
<br>CP Actions require CP to use. You gain CP when reshuffling and upgrading your deck, as described in 3.1 – How to Reshuffle Your Deck.


;6-2. Draw Phase
CP Action Costs and effects are written on your player board.


All players draw cards from their decks until they have 3 cards in their hand.
* To take a CP Action, reduce your CP Gauge by the CP Cost number shown next to it. The Skill type icon next to the Cost shows when the CP action can be used.
If a player runs out of cards in their deck, they follow the ""7-1. Deck Reconstruction Procedure"" and then draw the remaining cards.
* Support actions can only be used on your turn, while Reactions can only be used when Reacting (described later).
Only the player who owns the cards can see their hand.




;6-3. Draft Phase


The [Skill Cards] placed on the [Sequence Board] for each player are called ""Turn Cards"".
;2.4.3 – Reactions
First, the player who owns the Turn Card placed in the 1st Waiting Slot (far right) performs steps 0-3 below.
0 If a [Witch Token] is placed on your Turn Card, perform ""6-4-5. Recovery Process"". Otherwise, skip this step.
1 Add your Turn Card from the Waiting Slot to your hand.
2 Choose a Turn Slot that does not have a Turn Card, and place one card of your choice face down in that slot.
3 Process the effect written on the chosen Turn Slot.
Next, the player who owns the Turn Card placed in the 2nd Waiting Slot performs steps 0-3. Similarly, the 3rd and 4th players take turns performing steps 0-3.


Reactions are actions that you can take in response to an Attack from the Clad. You cannot use a Reaction at will.


;6-4. Action Phase
When the Clad performs an Attack or Trample Attack, a Witch in a space within the Attack’s Range can use any actions marked with the Reaction icon before the Clad’s Attack is resolved.


In the action phase, players and Clad take turns executing their turns, starting with the player whose turn card is in the 1st turn slot (far left).
These actions are called Reactions.
At the start of a player's turn, the current player moves their turn card to the waiting slot directly below. If a [Witch token] is placed on the turn card at this time, the player performs ""6-4-5. Restoration Process"" before starting their turn.
The actions that can be taken during a player's turn are described below."


Reactions are resolved as part of the Clad’s Attack, following the steps below:


;[Rules regarding the field and pieces]


During each turn, actions such as moving pieces and attacking are performed on the [Field Board]. The rules regarding the field and pieces are as follows:
① Players use Reactions in the turn order for that round if more than one player’s Witch is in Range of the Clad’s Attack. The player currently using their Reaction is the “active player.”


*When moving a piece, it can only move to adjacent spaces in any direction (up, down, left, or right).
② The active player chooses 1 Reaction type Skill card, Basic Action, or CP Action. If that Reaction does not change the Clad’s Attack Range, the active player may then immediately use another Reaction.
If a [Witch piece] is moved to a space where a [Magic Stone] is placed, the [Witch piece] is acquired.
If a [Clad piece] is moved, the [Magic Stone] is not acquired, and both the [Clad piece] and the [Magic Stone] remain on that space.
*Witch pieces cannot move to or pass through spaces where other Witch pieces or Clad pieces are placed.
*Witch pieces can change their orientation at any time.
*Clad pieces can only change their orientation through the effects of Clad cards or Skill cards.
*The field rotates in a cyclical manner (up, down, left, and right). As shown in the diagram below, when movement or attack occurs towards the outside of the board, it is directed towards the opposite square.


<br>
③ When the active player has finished using Reactions, they pass, and the next player in the current turn order becomes the active player and may use their Reactions.
;6-4-1. Clad's turn is executed
During a Clad's turn, the action icons on the [Clad Card] are executed in order from left to right. It's best for an experienced player or the player who took the previous turn to confirm and execute the actions.


The actions of each icon are as follows:
④ If the Reaction did change the Clad’s Attack Range, the Witches who can now use Reactions may have changed.
Attack: Performs a normal attack on squares within the red area.


<br>
Double check who is in Range, and of those, the player who is earliest in the turn order is now the active player.
〇 Square: Moves the [Clad piece] forward the number of spaces indicated. A movement attack occurs on the destination square before the piece moves. Movement attacks cannot be mitigated.


Turn Right/Turn Left/Reverse: Changes the direction of the [Clad piece].
This restarts the Reaction turn order, so players who have already passed may now decide to take a Reaction (even if they had not chosen to take any Reactions before).


Drop: Place one [Magic Stone (Purple)] from the Magic Stone Stock on the square marked with this symbol.
⑤ If a Reaction causes the Clad to make a Trample Attack, subsequent Reactions and Injuries that apply to that Trample Attack are resolved before any further Reactions.


Any player with a [Witch piece] on that square immediately acquires the Magic Stone.
⑥ Once all players in range have passed, return to The Clad Attacks.


;2.4.4 – Handling Damage


;[Handling Clad's attacks]
When a Witch takes 1 or more points of damage from the Clad, they must follow these steps:


① Increase your Injuries Gauge by 1, even if you took more than 1 point of damage.


If a [Witch piece] is placed on a square where a normal attack or movement attack is performed,
② Take a number of Magic Shards from your Shard Pool that is equal to the amount of damage you took and place them on the space your Witch occupies.  
Klad attacks that player.
The damage is equal to the ATK value shown by the VOLTAGE gauge on the [Sequence Board].
In the example below, the ATK value is ""3"".


A player being attacked by a Clad can take a corresponding action (described below) before the processing of the [Clad Card] begins.
If you do not have the required number of Magic Shards, just place as many on the space as you can.
Also, if a Clad moves due to another player's action, a movement attack occurs, and the player being attacked can take a corresponding action (described below).
When a player takes damage from a Clad attack, ""6-4-4. Injury Processing"" occurs.


③ Take your Witch off the Field board and place her on your Turn card.
;2.4.5 – Re-Entry


;6-4-2. Actions that the current player can perform
If your Witch is on your Turn card in the Draft Phase or Action Phase, you must get her back onto the battlefield.


Choose an Entry Point on the Field that is not occupied by a Witch or the Clad and place your Witch on it. If there are no available Entry Points, you may choose any space on the board.


;A. Using Skill Cards
If there are any Magic Shards in the space you re-enter the battlefield on, you take them immediately.  


There are two types of Skill Cards: Basic Skill Cards and Expansion Skill Cards. Both are used in the same way. Using Skill Cards follows these steps:
Once you are back on the board, carry out the rest of the Phase or your Actions as normal.


1. Declaring a Skill Card
==3 – Reshuffling Your Deck==
Reveal one Skill Card from your hand and place it on the table.
2. Checking Usage Conditions and Paying the Cost
Confirm that you meet the usage conditions written on the card, and pay any costs or additional costs specified. If you do not meet the usage conditions or cannot pay the cost, the Skill Card cannot be used and returns to your hand.
3. Using a Skill Card
Process the effect according to the effect text written on the Skill Card. The player who uses a Skill Card to deal damage to a Clad gains Magic Stones equal to the damage dealt, equal to VP, from their Magic Stone Stock.
Also, processing the effect text may trigger ""7-1. Deck Reconstruction Procedure"".


*Please note that the card itself is not in the discard pile while the process is running. Also, cards that have been discarded as a cost for any reason are treated as if they were in the discard pile when the card effect is being processed.
If you need to draw or reveal a card from your deck but there are no cards left, you need to reshuffle your deck.
Place 4 cards in the discard pile
Place the used [Skill Card] in the discard pile.


If you need to reshuffle your deck in the middle of resolving several Skill cards, carry out the rest of the Skill card effects after reshuffling your deck.


;[Types and Rules of Skill Cards]
'''<big>3.1 – How to Reshuffle Your Deck</big>'''


This is a [Skill Card] that deals damage to Clad and can only be used during your turn.
① Increase your CP Gauge by 1.
The condition for using this card is the relative positions of your [Witch token] and [Clad token].
When your [Witch token] is placed on the ""RANGE"" pin of the [Skill Card], your [Clad token] must be placed within the red space.
When you use a [Skill Card], you deal damage to Clad equal to its ATK value, and gain [Magic Stones] equal to that value in VP from your Magic Stone Stock. Even if other [Witch Tokens] are placed in the "RANGE", the damage will only be dealt to Clad.


② You may upgrade your deck by swapping in an Enhanced card. Choose a card from your Enhanced deck and swap it with any card in your discard pile.


;B. Performing basic actions
Keep the cards you swap hidden from the other players.


Basic actions are versatile actions that can be performed by discarding any card from your hand as a cost.
③ Thoroughly shuffle your discard pile while keeping it face down and place it on your deck space.
The types and effects of these actions are listed on the [Character Board].
The details of each effect are as follows:
<br>
;[Maximum number of executions]
<br>
Basic actions have a limit on the number of times they can be performed in a single round.
The number of times each action can be performed varies depending on the character.
In the diagram below, the basic action ""Use one card to move one space"" can only be performed up to twice in a single round.


<br>
'''<big>3.2 – How to Reshuffle the Clad Deck</big>'''
;C. Executing CP Actions
<br>
CP actions are actions that can be performed using CP (Charged Power) obtained when performing ""7-1. Player Deck Reconfiguration Procedure"". The amount of CP consumed and its effect are listed on the [Character Board].
* You can perform a CP action by reducing your CP gauge by the amount indicated in ""CP Consumption"".
* The ""Skill Type Icon"" indicates when that CP action can be performed.
* can only be performed during your turn,
* ​​follows the execution timing of the corresponding action (described later).


① Increase the Clad’s Voltage Gauge by 1.


;6-4-3. Corresponding Actions
② Find the 3 cards that match the new Voltage value and add them to the Clad cards you have already resolved. Shuffle them all together and place them on the Clad deck space.


Response actions are actions that can be performed in response to a Clad attack, and cannot be used proactively by the player.
Example: After increasing the Clad’s Voltage by 1, its Voltage Gauge is now at 2. Find the Clad cards with “Voltage 2” in the top left corner and add them to the Clad deck.
When a Clad performs a normal attack or movement attack, players who have placed a [Witch token] on a square within the attack range can perform various actions indicated by the response icon before the [Clad attack processing] begins. These are called response actions.
The execution of response actions and the [Clad attack processing] are carried out according to the following rules.


1. Among the players who have placed a [Witch token] within the attack range, the player with the earliest turn in this round can take a corresponding action in order. The player taking the corresponding action is called the active player.
==4 – The End of the Game ==
2. The active player can take one action from the following: a [Skill card] with a corresponding icon, a basic action, or a CP action. If the corresponding action does not change the attack range of the Clad, the same player can take the corresponding action again.
3. If the active player does not take a corresponding action, they declare a pass, and the next player with the earliest turn becomes the active player and takes the corresponding action.
4. If the attack range of the Clad changes due to a corresponding action, the players within the attack range are checked again, and the player with the earliest turn among them becomes the active player. At this time, even players who had previously declared a pass can take a corresponding action again.
5. If a Clad movement attack occurs as a result of a corresponding action, the corresponding action and injury processing are performed first. 6. Once all players within the attack range declare a pass, execute the [Clad's Attack Processing].
The above processing is shown in the flowchart below.
The corresponding action is to be executed in response to Clad's attack.


The game ends after the 9th round — When the Voltage Gauge on the Sequence board is at 3 and the Clad deck has run out. All players finish their turns and play to the end of the round before moving on to Scoring.


;6-4-4. Injury Treatment
==5 – Scoring and Determining the Winner==


When a player takes 1 or more damage from a [Clad's Attack], that player must perform the following actions:
① Count the number of VP from your Magic Shards.
1. Regardless of the amount of damage taken, increase the injury count gauge by 1.
2. From your magic stone area, place [magic stones] equal to the amount of damage taken (VP) on the space where your [witch token] is located. If you do not have the required number of [magic stones], place as many as you can.
3. Remove your [witch token] from the [field board] and move it onto your turn card.


;6-4-5. Recovery Process
② Add the VP shown on the 9 cards in your deck, including your Turn card and the cards in your hand.


During the draft or action phase, when a player manipulates a turn card, if a [Witch token] is placed on the turn card, the return process is performed. Choose one entry point space on the [Field Board] that does not have a [Witch token] or [Clad token] on it, and place the [Witch token] there.
③ Add the VP from your completed Mission cards.
If there is no suitable space, you can choose any space.
If there is a [Magic Stone] on the space you return to, you acquire it immediately.
After the return process, proceed with the normal phase flow for processing and actions.


== 7. Reconfigure your deck ==
④ Subtract the number shown above the marker on your Injuries Gauge from your total VP.


When you draw or reveal cards from a deck that is currently empty, a deck reconstruction occurs. If a deck reconstruction occurs in the middle of processing a series of effects of a [Skill Card], the remaining processing will be done after the deck reconstruction.
The player with the highest VP total wins the game, earning prestige for their Witch and power for her clan!


'''<big>7-1. Player's Deck Rebuilding Procedure</big>'''
If there is a tie for the highest total VP, use the tie-breakers below, in order from top to bottom:


1. Increase your CP gauge by 1.
The player with the fewest Injuries.
2. You may choose one card each from your expansion deck and discard pile and swap them.
'''Card swaps must be done secretly from other players'''.
3. Stack your discard pile face down, shuffle well, and place it in the deck area.


'''<big>7-2. Clad's Deck Rebuilding Procedure</big>'''
↓


1. Increase the VOLTAGE gauge by 1.
The player with the most completed Mission cards.
2. Add 3 cards with the current (after gauge increase) VOLTAGE value to the processed [Clad Card], shuffle well, and create a new deck.
Example: If the value after increasing the VOLTAGE gauge by 1 is ""2"", add the [Clad Card] with ""VOLTAGE2"" written in the upper left corner to the Clad Deck."


== 8. Game End Conditions ==
↓


The game ends when you play from the start of the game until the last turn of the 9th round.
The player with the most VP on the 9 cards in their deck and hand.
(If the VOLTAGE gauge on the [Sequence Board] is at 3 and there are no more cards left in the cladding deck, play continues until the end of that round, and the 9th round ends.)


== 9. Scoring and determining the winner ==
↓


The following four processes are performed in order to calculate the total value of the VP earned:
The player who went last at the start of the game (Player 4 in a 4-player game).
1. Add the VP of [Magic Stones] earned during the game.
2. Add the total VP of the 9 cards in your deck, <span style="color: red">including your turn card</span>.
3. Add the VP of the [Mission Cards] you have completed.
4. Subtract points equal to the value of your injury count gauge from your VP.
The player with the most VP wins this game.
If there are multiple players with the same score, the winner is determined by the following conditions, in order from top to bottom:
1. The player with the smaller injury count gauge value.
2. The player who has completed more missions.
3. The player with the highest total VP from their 9 cards in their deck.
4. The player who had the later turn order (P1~P4) at the start of the game.


== 10. In-game terminology ==
==6 – Glossary==


* Additional Cost:
* '''Extra Costs''': If you play a card that indicates an Extra Cost, you must also carry out the instructions on that card. If you cannot pay the Extra Cost, you cannot use that Skill card.
Skill cards with this marking require you to perform the specified action as a cost. If you cannot pay the additional cost, you cannot use the skill card.
* '''Repel''': When the Clad is Repelled by a Witch, it staggers under the onslaught and is redirected, moving with the direction of the attack (away from the Witch who Repelled it). Repel won’t necessarily correspond to the Clad’s forward-facing direction: The Clad doesn’t change its direction as a result of the movement caused by Repel. Repel resolves last—resolve all other effects and discard your Skill card before resolving the Repel.
* Knockback:
* '''Reveal:''' Some cards specify that you must turn them face up and show them to the other players temporarily. Turn the card back over when you have finished resolving the effects.
A Clad that is knocked back will lose its balance and stumble, moving in the direction of the attack (= away from the Witch token). The direction of the knockback does not necessarily coincide with the Clad's forward direction at that time, and this movement does not change the Clad's orientation. The knockback action is performed after all other actions have finished and the skill card has been placed in the discard pile.
* '''Reduce''': Reduce the amount of damage you take from the Clad by the indicated value. This effect cannot reduce the damage you take to less than 0.
* Reveal:
The face of the specified card is temporarily made visible to other players. After the effect has finished, the card is turned face down again.
* Reduce:
The damage received from the Clad is reduced by the specified number.
This will not result in a negative damage value.

Latest revision as of 09:39, 7 August 2026

Game Overview

In a ruined world, where great monsters known as the Clad assail humanity, powerful Witches fight for renown.

Strike down the Clad and gain fame in HacKClaD, the strategy sim game!

As Witches, use your future sight to stand against the Clad and compete for the spoils of war.

Magic Shards and completed Mission cards award VP, and the player with the most VP at the end of the game wins.

1 – Game Preparation

Shared Areas Setup

❶ Lay the Sequence board and the Field board next to each other in the center of the table.

❷ Take a Gauge Marker cube and place it in the Voltage 1 space on the Sequence board.

❸ Take the 6 Normal Clad cards with Voltage 1 written in the top left corner and shuffle them face down to make the Clad deck. Place it in the Clad deck space.

The Expert Clad cards are only used when playing Expert Mode. Return them to the box when playing Normal Mode.

❹ Sort the remaining Clad cards by their Voltage value and place them next to the Sequence board.

❺ Put all the Magic Shards in a pile within easy reach of all players.

This is referred to as the Magic Shard Reserve.

Player Board Setup

❻ Choose the character you want to play as and take the player board with that character on it, her Skill cards, and her Witch figure. Return any remaining characters to the box.

Multiple players may choose to play as the same character. If you do, make sure you differentiate your cards and figures in some way.

❼ Put your character’s Basic Skill cards in a pile on your deck space, and her Enhanced Skill cards in a pile on the Enhanced deck space.

❽ Take 3 Gauge Marker cubes and place 1 on each Gauge space marked 0 on your Player board.

Character Figure Setup

❾ Choose the order in which you will take your turns, from the first player to the fourth. (They will be referred to as Player 1, Player 2, Player 3, and Player 4 from now on.)

Depending on the number of players, rules that mention Players 3 and 4 may not be relevant for your game.

Player 1 puts their Witch on Entry Point A of the Field.

Continuing in order, all players put their Witches on their Entry Point space—Player 2 uses Entry Point B, Player 3 uses C, and Player 4 uses D.

❿ Assemble the Clad figure and place it on the central space of the Field.

Deck and Turn Card Setup

⓫ Randomly choose 10 of the 18 Mission cards and place them face up on the table so the objectives are visible to all players.

Then, choose a total of 2 Mission cards each, in the following player order:

Player 1 ➡ Player 2 ➡ Player 3 ➡ Player 4 ➡ Player 4 ➡ Player 3 ➡ Player 2 ➡ Player 1

Place the 2 Mission cards you chose face up in front of you, near your Player board.

⓬ Choose 1 of your character’s Enhanced Skill cards, and keeping it hidden from the other players, add it to your other 8 Basic Skill cards and shuffle them together face down to make your deck. Place it on your deck space.

Place the rest of your Enhanced Skill cards face down in your Enhanced Skill deck space.

⓭ Player 1 draws the top card from their deck without looking at it, and keeping it face down, places it on the 1st Standby slot (the rightmost space).

Player 2 then does the same and takes the 2nd Standby slot, Player 3 takes the 3rd, and Player 4 takes the 4th slot.

2 – Game Flow

The game is played over a series of rounds. Each round consists of 4 phases, as follows:


Ⅰ Forecast Phase

Looking into the future to see what the Clad will be doing this round.


Ⅱ Draw Phase

Replenishing your hand.


Ⅲ Draft Phase

Determining turn order.


Ⅳ Action Phase

Resolving Clad and player actions in turn order.


The Sequence board depicts the full flow of a round.

Follow the clockwise spiral from the top left corner to play all the 4 phases in order.

2.1 – Forecast Phase

Draw 1 card at a time from the Clad deck, placing them in the Clad slots starting from the left. If there are no cards in the Clad deck, See 3.2 – How to Reshuffle the Clad Deck.

Then, draw cards to fill up the Clad slots as above.


2.2 – Draw Phase

All players draw from their decks until they have 3 cards in their hands. When you run out of cards in your deck, See 3.1 – How to Reshuffle Your Deck.

Then, draw the rest of the cards you need. Keep your hand hidden from the other players.


2.3 – Draft Phase

Each player’s Skill card on the Sequence board is referred to as their Turn card.

The player whose Turn card is in the 1st Standby slot (the rightmost slot) takes the following steps ⓪ to ③ in order: ⓪ If your Witch is on top of your Turn card, See 2.4.5 – Re-Entry.

① Add the Turn card from your Standby slot to your hand.

② Choose a Turn slot other than the one your Turn card was below and place 1 of the cards from your hand there, face down.

③ Gain the effect written directly under the Turn slot you chose.

Then, the next player with their Turn card in the 2nd Standby slot carries out steps ⓪ - ③ in order. Continue with the Standby order until all players have taken steps ⓪ - ③.

2.4 – Action Phase

In the Action Phase, all players take their turns in alternating order with the Clad, starting with the player who took the 1st (leftmost) Turn slot.

At the start of your turn, slide your Turn card from its Turn slot to the Standby slot directly beneath it. If your Witch is on top of your Turn card at this point, perform the Re-Entry procedure described in

2.4.5 – Re-Entry before starting your turn.

[Field and Figure Rules]

During each turn, you’ll be moving figures on the Field, taking actions, and making attacks. The following rules apply to the Field and the figures on it:

  • Figures can move left, right, up, or down to adjacent spaces. They cannot move diagonally or skip a space. Adjacency is only for orthogonal, not diagonal spaces. If you move your Witch onto a space containing Magic Shards, you take those Magic Shards. However, if the Clad moves onto a space containing Magic Shards, it does not collect them. Instead, both the Clad and the Shards occupy that space.
  • Witches cannot move through or share spaces occupied by the Clad or other Witches.
  • You may change the direction your Witch faces at any time.
  • The Clad can only change direction as directed by Clad cards and Skill cards.
  • The Field loops at the edges—top to bottom and left to right. As shown in the diagram below, movement or attacks that aim outside the Field are resolved on the spaces on the opposite side of the board.
2.4.1 – The Clad’s Turn

On the Clad’s turn, it will carry out the actions on the next Clad card in order, starting with the icon on the left.

The player who just took their own turn resolves the Clad’s actions.

Alternatively, a player who knows the game well can carry out the Clad’s turn.

Each icon is explained below:

Icon
Effect
Clad atk@4x.png A normal attack that targets the red-marked spaces.
Clad fw1@4x2.pngClad fw2@4x2.png Move the Clad figure the indicated number of spaces in the direction it is facing.

When moving the Clad, it first performs a Trample Attack in the space it is moving to.

Damage from Trample Attacks cannot be negated.

Clad v90r@4x2.pngClad 90l@4x.pngClad 180@4x.png Change the direction the Clad figure is facing.
Clad2vp@4x.png Take a Purple Magic Shard from the Shard Reserve to place on the space marked with this icon. If there is a Witch in that space, that player immediately gains that Magic Shard.
[The Clad Attacks]


If there is a Witch in a space where the Clad can perform a normal Attack or a Trample Attack, that Witch takes damage. The damage the Clad does is equal to the current Clad ATK value, shown on the Voltage Gauge on the Sequence board.

When a Witch takes damage from the Clad’s Attack, that Witch can use a Reaction before resolving the Clad card.

A Witch can also use a Reaction when another player’s action causes the Clad to move and perform a Trample Attack.

When a Witch takes damage from the Clad, See 2.4.4 – Handling Damage.



2.4.2 – Actions on Your Turn


A. Use Skill Cards

① Choose Your Skill Card

Reveal 1 Skill card from your hand and place it face up on the table.

② Check the Requirements and Pay the Cost

Confirm that you can meet all the conditions and requirements on the card, then pay any applicable Cost (and/or any Extra Cost) to play it.

If you cannot fulfill all of the conditions on the card or pay the full Cost, you cannot use that Skill card. Return it to your hand.

③ Resolve Your Skill Card’s Effect

Follow the effect text on the card to carry out your Skill card’s action. If you deal damage to the Clad using a Skill card, gain that many Magic Shards from the Shard Reserve and put them in your VP area. Depending on the effect text of your card, you may be able to make changes to your deck. See 3.1 – How to Reshuffle Your Deck.

*A Skill card you are currently resolving is not part of your discard pile yet. However, cards you discard as part of paying the Cost of a Skill card you are resolving are part of your discard pile when carrying out its effects.

④ Discard Your Skill Card

When you have finished resolving the effects of the Skill card, move it to your discard pile.

[Skill Card Types]
Icon&Name
Description

Attack: Skill icon atk.png

Attack Magic: Skill icon m atk.png

These Skill cards deal damage to the Clad and can only be used on your turn.

Whether or not you can use a card is dependent on the position of your Witch relative to the Clad.

The Clad must be within the Range shown on the Skill card: with your Witch positioned where the red pin is, the Clad must be in one of the red spaces.

Support: Skill icon sup.png

Support Magic: Skill icon m sup.png

These Skill cards assist you in battle and can only be used on your turn.

They have effects when you play them, as well as effects that manifest under certain circumstances.

Reaction: Skill icon ctr.png


Reaction Magic: Skill icon m ctr.png

These Skill cards are used to respond to the Clad’s attacks. See

2.4.3 – Reactions.

If you successfully use a Skill card, deal the amount of ATK damage indicated on the card to the Clad. Then, gain that many Magic Shards from the Shard Reserve as VP.

Other Witches on spaces within the Range of your Attack do not take damage.


B. Take Basic Actions

These are the fundamental actions you can always take on your turn. To take a Basic Action, discard any 1 card from your hand and perform the action.

The Basic Actions and their effects are written on your player board.

[Basic Action Use Limits]


Basic Actions can only be used a certain number of times per round. That number is different for each character.


C. Take CP Actions


CP Actions require CP to use. You gain CP when reshuffling and upgrading your deck, as described in 3.1 – How to Reshuffle Your Deck.

CP Action Costs and effects are written on your player board.

  • To take a CP Action, reduce your CP Gauge by the CP Cost number shown next to it. The Skill type icon next to the Cost shows when the CP action can be used.
  • Support actions can only be used on your turn, while Reactions can only be used when Reacting (described later).


2.4.3 – Reactions

Reactions are actions that you can take in response to an Attack from the Clad. You cannot use a Reaction at will.

When the Clad performs an Attack or Trample Attack, a Witch in a space within the Attack’s Range can use any actions marked with the Reaction icon before the Clad’s Attack is resolved.

These actions are called Reactions.

Reactions are resolved as part of the Clad’s Attack, following the steps below:


① Players use Reactions in the turn order for that round if more than one player’s Witch is in Range of the Clad’s Attack. The player currently using their Reaction is the “active player.”

② The active player chooses 1 Reaction type Skill card, Basic Action, or CP Action. If that Reaction does not change the Clad’s Attack Range, the active player may then immediately use another Reaction.

③ When the active player has finished using Reactions, they pass, and the next player in the current turn order becomes the active player and may use their Reactions.

④ If the Reaction did change the Clad’s Attack Range, the Witches who can now use Reactions may have changed.

Double check who is in Range, and of those, the player who is earliest in the turn order is now the active player.

This restarts the Reaction turn order, so players who have already passed may now decide to take a Reaction (even if they had not chosen to take any Reactions before).

⑤ If a Reaction causes the Clad to make a Trample Attack, subsequent Reactions and Injuries that apply to that Trample Attack are resolved before any further Reactions.

⑥ Once all players in range have passed, return to The Clad Attacks.

2.4.4 – Handling Damage

When a Witch takes 1 or more points of damage from the Clad, they must follow these steps:

① Increase your Injuries Gauge by 1, even if you took more than 1 point of damage.

② Take a number of Magic Shards from your Shard Pool that is equal to the amount of damage you took and place them on the space your Witch occupies.

If you do not have the required number of Magic Shards, just place as many on the space as you can.

③ Take your Witch off the Field board and place her on your Turn card.

2.4.5 – Re-Entry

If your Witch is on your Turn card in the Draft Phase or Action Phase, you must get her back onto the battlefield.

Choose an Entry Point on the Field that is not occupied by a Witch or the Clad and place your Witch on it. If there are no available Entry Points, you may choose any space on the board.

If there are any Magic Shards in the space you re-enter the battlefield on, you take them immediately.

Once you are back on the board, carry out the rest of the Phase or your Actions as normal.

3 – Reshuffling Your Deck

If you need to draw or reveal a card from your deck but there are no cards left, you need to reshuffle your deck.

If you need to reshuffle your deck in the middle of resolving several Skill cards, carry out the rest of the Skill card effects after reshuffling your deck.

3.1 – How to Reshuffle Your Deck

① Increase your CP Gauge by 1.

② You may upgrade your deck by swapping in an Enhanced card. Choose a card from your Enhanced deck and swap it with any card in your discard pile.

Keep the cards you swap hidden from the other players.

③ Thoroughly shuffle your discard pile while keeping it face down and place it on your deck space.

3.2 – How to Reshuffle the Clad Deck

① Increase the Clad’s Voltage Gauge by 1.

② Find the 3 cards that match the new Voltage value and add them to the Clad cards you have already resolved. Shuffle them all together and place them on the Clad deck space.

Example: After increasing the Clad’s Voltage by 1, its Voltage Gauge is now at 2. Find the Clad cards with “Voltage 2” in the top left corner and add them to the Clad deck.

4 – The End of the Game

The game ends after the 9th round — When the Voltage Gauge on the Sequence board is at 3 and the Clad deck has run out. All players finish their turns and play to the end of the round before moving on to Scoring.

5 – Scoring and Determining the Winner

① Count the number of VP from your Magic Shards.

② Add the VP shown on the 9 cards in your deck, including your Turn card and the cards in your hand.

③ Add the VP from your completed Mission cards.

④ Subtract the number shown above the marker on your Injuries Gauge from your total VP.

The player with the highest VP total wins the game, earning prestige for their Witch and power for her clan!

If there is a tie for the highest total VP, use the tie-breakers below, in order from top to bottom:

The player with the fewest Injuries.

↓

The player with the most completed Mission cards.

↓

The player with the most VP on the 9 cards in their deck and hand.

↓

The player who went last at the start of the game (Player 4 in a 4-player game).

6 – Glossary

  • Extra Costs: If you play a card that indicates an Extra Cost, you must also carry out the instructions on that card. If you cannot pay the Extra Cost, you cannot use that Skill card.
  • Repel: When the Clad is Repelled by a Witch, it staggers under the onslaught and is redirected, moving with the direction of the attack (away from the Witch who Repelled it). Repel won’t necessarily correspond to the Clad’s forward-facing direction: The Clad doesn’t change its direction as a result of the movement caused by Repel. Repel resolves last—resolve all other effects and discard your Skill card before resolving the Repel.
  • Reveal: Some cards specify that you must turn them face up and show them to the other players temporarily. Turn the card back over when you have finished resolving the effects.
  • Reduce: Reduce the amount of damage you take from the Clad by the indicated value. This effect cannot reduce the damage you take to less than 0.