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===Overview===
==Overview==


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Surround enemy Warriors while keeping your own alive. Collect Spirit Crystals and acquire Temple Relics to score Victory Points.


==Turn==


===Turn===
1 The Active Player chooses a pair of Warrior tiles, one for each player.<br>
2 The player receiving the weaker Warrior chooses who plays first. If tied, the Active Player chooses.<br>
3 Players take turns placing and activating their Warriors.<br>
4 After both players have played, advance the Spirit Track by the total number of Warriors that died.<br>
5 Draw a new pair and switch the Active Player.<br>


The active player for the turn is shown by the symbol on the disc
==Placing a Warrior==


The active player chooses a pair of tiles, one for each player
Place your Warrior on a free space and rotate it in any direction.


The player with the weaker strength in the pair decides who will play first, or the active player chooses if the Strength is equal
If placed on '''Crystals''', collect them. Your personal storage can hold up to '''4 Crystals''' at the end of your turn.


Each player places their tile and activates it as applicable
If placed on a '''Temple Relic''', pay up to 4 Crystals, including at least 1 '''Spirit Crystal (white)'''. Each orthogonally adjacent friendly Warrior reduces the cost by 1, to a minimum of 1 Spirit Crystal. Take the Relic and draw 2 Crystals as a reward.


Every warrior who died that turn after both players place and activate their tile determine how far the Spirit Track moves, e.g. if there were 2 deaths for player A and 1 death for player B, the track would move 3 spaces total
After placement, friendly '''Support Arrows''' pointing toward the new Warrior give it '''Energy Crystals (purple)''', increasing its Strength. You may also add Crystals from your storage to the newly placed Warrior.


Draw a new tile from each player's deck to form a new pair, then flip the disc to allocate the new active player for the next turn
'''Energy Crystals''' increase Strength.<br>
'''Spirit Crystals''' do not increase Strength, but are worth 1 VP each if their Warrior survives until game end.


Two special Warriors have ongoing abilities:


===Tile Placement===
. '''Elder''': gains Strength from orthogonally adjacent allies.<br>
. '''Convert''': gains Strength from diagonally adjacent enemies.


If you place your tile onto a tile with crystals (or empty) take all the crystals put them into your storage, which holds a maximum of 4 at the end of a turn
==Life & Death==


If you wish to place your tile onto a Relic space, you have to pay 4 crystals of which at least one must be a white Spirit crystal. This cost is reduced by 1 for each tile adjacent to the Shrine, yours or your opponent's. The cost is always a minimum of 1 Spirit Crystal, even if all four adjacent spaces are occupied. Place the Relic on your Acquired Relics track, and draw two blind crystals from the bag as a reward.
Whenever a Warrior becomes completely surrounded orthogonally, it must fight alone.


Regardless of what sort of space you placed on, after resolving it you can then rotate your tile to face any of the four directions you choose
Compare its Strength against the '''combined Strength of the surrounding enemies''':


After orientation is decided, check for 8-way adjacency of your own tiles and count their support arrows shown on the border. Each support arrow that directly points to the newest tile grants the new tile a purple Energy crystal from the supply. Note that Support does NOT work backwards, i.e. the new tile does NOT provide Energy for old tiles. Once this is resolved, the tile's natural Claw quantity plus its Support Crystal quantity show its strength, so if it had 2 Claws and 3 crystals were added during placement, it now has a strength of 5.
. Equal or higher → '''survives'''<br>
. Lower → '''dies'''


Each player has two special Warriors, the Elder and the Convert. These are special because their effects trigger all the time, NOT just on their placement turn. The Elder gains bonus strength equal to the quantity orthogonal adjacent allies, whilst the Convert gains strength equal to the quantity of diagonal adjacent enemies. Remember, the two Special tiles will still get the normal placement bonuses on initial placement.
A dead Warrior is flipped facedown and loses its Energy Crystals. Its Spirit Crystals are transferred to the newly placed Warrior. If the newly placed Warrior itself dies, its Spirit Crystals are removed instead.


Finally, the player can add extra crystals to the new tile directly from their crystal storage. As the storage can only contain 4 crystals at turn end, any extra must be placed, but it's the player's choice which ones count as the extra. Additionally, the player can also freely use any of the remaining 4 to enhance the placed tile, if they so choose. If white Spirit crystals are added to the tile, these will be worth 1VP at game's end if they remain, but do NOT contribute to the strength, only purple Energy increases strength.
==Game End & Scoring==


As a side note, white Spirit crystals still in storage at game's end aren't worth anything, only ones that were placed and retained on the board.
The game ends after a turn if:


.  Either player has lost '''6 Warriors''';<br>
.  '''1 or fewer free spaces''' remain; or<br>
.  All Warriors have been played.


===Settling Life and Death===
Score VP from:


After all placement steps are completed, check to see if ANY tile is now fully surrounded on all orthogonal spaces (note that corner (2) and edge (3) spaces have fewer adjacent spaces than central (4) spaces do)
.  💎 '''Diamonds''' on surviving Warriors<br>
.  ⚪ '''Spirit Crystals''' on surviving Warriors<br>
.  🛕 '''Temple Relics'''


Note that a Shrine space with a Relic is NOT an occupied space for this purpose, it has to have a player tile on it to count as occupied
Temple Relics score progressively: '''1 / 2 / 3 / 4 / 5 VP''', for up to '''15 VP'''.


Regardless of the strength of the surrounding allies, only the strength of the surrounding enemy tiles are compared to the strength of the surrounded tile. If the targeted tile has the higher strength, it survives, if the enemies have the higher strength, the target dies.
Most VP wins. Ties are broken by most surviving Warriors, then by whoever acquired a Relic most recently.


If the target dies, transfer its Spirit crystals to the recently played tile regardless of where it is and flip the target tile facedown, whilst Energy Crystals are discarded to the supply.
==Standard Game==


If the recently played tile is the Target, Spirit Crystals are also discarded to the supply
In the Standard Game, Temple Relics score by global acquisition order instead: the first Relic taken is worth 1 VP, the second 2 VP, the third 3 VP, and so on, regardless of who collected them.
 
If multiple tiles are Targeted, and one of them is the recently played tile, resolve the recently played tile LAST, whilst all others can be resolved in the current player's choice of order.
 
Note: The Elder and the Convert have bonus strength depending on what faceup tiles are adjacent, therefore if there are multiple targets adjacent to the Special tiles, the strength of those Special tiles may fluctuate as each targeting is resolved.
 
Once all targets, if any, are fully resolved it is either the second player's turn or the end of the round if it was player 2's turn.

Latest revision as of 08:07, 17 August 2026

Overview

Surround enemy Warriors while keeping your own alive. Collect Spirit Crystals and acquire Temple Relics to score Victory Points.

Turn

1 The Active Player chooses a pair of Warrior tiles, one for each player.
2 The player receiving the weaker Warrior chooses who plays first. If tied, the Active Player chooses.
3 Players take turns placing and activating their Warriors.
4 After both players have played, advance the Spirit Track by the total number of Warriors that died.
5 Draw a new pair and switch the Active Player.

Placing a Warrior

Place your Warrior on a free space and rotate it in any direction.

If placed on Crystals, collect them. Your personal storage can hold up to 4 Crystals at the end of your turn.

If placed on a Temple Relic, pay up to 4 Crystals, including at least 1 Spirit Crystal (white). Each orthogonally adjacent friendly Warrior reduces the cost by 1, to a minimum of 1 Spirit Crystal. Take the Relic and draw 2 Crystals as a reward.

After placement, friendly Support Arrows pointing toward the new Warrior give it Energy Crystals (purple), increasing its Strength. You may also add Crystals from your storage to the newly placed Warrior.

Energy Crystals increase Strength.
Spirit Crystals do not increase Strength, but are worth 1 VP each if their Warrior survives until game end.

Two special Warriors have ongoing abilities:

Elder: gains Strength from orthogonally adjacent allies.
Convert: gains Strength from diagonally adjacent enemies.

Life & Death

Whenever a Warrior becomes completely surrounded orthogonally, it must fight alone.

Compare its Strength against the combined Strength of the surrounding enemies:

. Equal or higher → survives
. Lower → dies

A dead Warrior is flipped facedown and loses its Energy Crystals. Its Spirit Crystals are transferred to the newly placed Warrior. If the newly placed Warrior itself dies, its Spirit Crystals are removed instead.

Game End & Scoring

The game ends after a turn if:

. Either player has lost 6 Warriors;
1 or fewer free spaces remain; or
. All Warriors have been played.

Score VP from:

. 💎 Diamonds on surviving Warriors
. ⚪ Spirit Crystals on surviving Warriors
. 🛕 Temple Relics

Temple Relics score progressively: 1 / 2 / 3 / 4 / 5 VP, for up to 15 VP.

Most VP wins. Ties are broken by most surviving Warriors, then by whoever acquired a Relic most recently.

Standard Game

In the Standard Game, Temple Relics score by global acquisition order instead: the first Relic taken is worth 1 VP, the second 2 VP, the third 3 VP, and so on, regardless of who collected them.