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

Latest revision as of 05:17, 17 February 2026

========================================

  WHAT IS THE GAME?

  Spirited is a competitive card game for 2-6 players. You play as ancient civilizations competing for

  Spirit (victory points). Whoever has the most Spirit when the game ends wins.

  You earn Spirit three ways:

  - Marching — collecting sets of clan cards to claim Allegiances (loyalty badges with medals)

  - Battles — scoring your medals during periodic battle events

  - Building Wonders — spending one card of every clan to grab a wonder card

  ========================================

  YOUR PLAY AREA

  Every player has a City Board with cards around it in four zones:

    ROAD (above your board)

      Faceup cards arrive here from the draw pile.

      This is your "public" zone — other players can mess with it.

      Cards of the same clan get stacked together.

    CAMPS (below your board)

      Up to 2 piles of cards you've collected from your Road.

      Each camp holds only one clan type.

      You cannot freely move cards between camps or combine them.

      Camps are safe from opponents.

      You use camps to March.

    HAND

      Cards you've picked up privately.

      Safe from opponents — nobody can look at them.

      No hand limit normally, but you discard down to 5 during Battles.

    SPIRIT TOKENS

      Your score. Kept visible to everyone.

      You can freely exchange tokens of equal value with the supply.

  ========================================

  RALLY vs RECRUIT

  Almost everything in the game revolves around these two actions:

    RALLY = Move a faceup card from your Road into your Hand.

      Keeps it private and flexible, but doesn't help you March.

    RECRUIT = Move a faceup card from your Road into one of your Camps.

      The camp must be empty, contain only facedown cards, or already

      have at least one card of the same clan.

      Builds toward Marching but commits the card to a specific camp.

  ========================================

  TURN STRUCTURE

  Every turn follows the same structure:

    STEP 1 — ROAD CHECK (mandatory, every turn)

  a) If you have fewer than 2 faceup cards on your Road,

     draw from the deck onto your Road until you have exactly 2.

  b) If any clan has 3 or more faceup cards on your Road,

     that clan has hit its Overrun Limit. You must Rally cards

     from that clan until they drop below the limit.

    STEP 2 — CHOOSE ONE ACTION

  Option A: SCOUT

    1. You may Play 1 card from your Hand (resolve its effect, then discard it).

    2. Rally or Recruit 1 faceup card from your Road.

    3. Summon — draw 2 cards onto your Road, then check for Overrun.

  Option B: BUILD A WONDER

    1. Spend 1 card of each of the 7 clans in the game.

       Cards can come from your Road (faceup only), Camps (faceup only), or Hand.

    2. Discard the 7 cards used.

    3. Take 1 of the 3 Wonder cards from the Main Board.

       Gain the Spirit shown on it and resolve its effect.

       A new Wonder is drawn to replace it.

    4. Summon — draw 2 cards onto your Road, then check for Overrun.

  Option C: MARCH

    1. Use cards in your Camps to forge Allegiances (see Marching section below).

    2. Gain Spirit equal to the medal values you just collected.

    3. Regroup — discard ALL cards from your Road and Camps,

       then draw 2 cards onto your Road.

       You do NOT check for Overrun after Regrouping.

  ========================================

  OVERRUN

  The Overrun Limit for any clan is 3 faceup cards on your Road (by default).

  Shields (facedown cards) do NOT count toward this limit.

  DURING A ROAD CHECK (start of your turn):

    If a clan is at or above its Overrun Limit, you must Rally cards

    from that clan until they drop below. This is the "safe" version —

    you just pick up the excess cards into your Hand.

  AFTER SUMMONING (end of Scout or Build):

    If a clan is at or above its Overrun Limit, you are Overrun.

    This is the painful version. Here's what happens:

  1. Resolve all Overrun effects on your City Board and Allegiance Cards.

  2. Your City Board's built-in Overrun effect is:

     Rally 1 card of EACH Overrunning clan from your Road.

  3. Then you must Regroup — discard ALL cards from your Road

     and Camps, then draw 2 cards onto your Road.

    Being Overrun wipes your board. Avoid it.

  MODIFIERS TO THE OVERRUN LIMIT:

    Some effects raise or lower the limit.

      - A Gold Allegiance with a clan raises their limit by 1 (so 4 cards to Overrun instead of 3).

      - Some card effects or Allegiance penalties lower the limit (so only 2 cards triggers Overrun).

  ========================================

  MARCHING & ALLEGIANCES

  Marching is how you score the most Spirit. You use cards stored in your Camps.

  FORGING A NEW ALLEGIANCE (unclaimed, still on the Main Board):

    You need cards of that clan in your Camp:

      - 2 cards = Bronze Medal (worth 2 Spirit when scored)

      - 3 cards = Silver Medal (worth 3 Spirit)

      - 4+ cards = Gold Medal (worth 4 Spirit)

    Take the highest medal you qualify for.

    Place the Allegiance Card and Medal on your City Board.

    Gain Spirit equal to the medal's value immediately.

  STEALING AN ALLEGIANCE (already held by someone, including yourself):

    You must use at least 1 MORE card than the value of the medal

    currently on that Allegiance.

      - Bronze (value 2) = need 3+ cards

      - Silver (value 3) = need 4+ cards

      - Gold (value 4) = need 5+ cards

    If you steal from an opponent, you must give them 1 faceup card

    from your camp of the clan you used.

    Their old medal is returned to the supply. You claim a new medal

    based on how many cards you used.

  MULTIPLE ALLEGIANCES:

    You can forge more than one Allegiance in the same March

    if you have two camps with enough cards.

  AFTER MARCHING:

    You must Regroup — discard all cards from your Road and Camps,

    then draw 2 cards onto your Road. No Overrun check after this.

  ========================================

  BATTLES & THE TIME TRACK

  HOW THE GAME ADVANCES:

    The draw pile contains 3 "Passing of Time" cards shuffled in.

    Whenever you draw one:

      - Discard it (it doesn't go on your Road).

      - Move the Hourglass 1 space right on the Time Track.

      - Draw 1 replacement card onto your Road (you don't lose a draw).

    The Time Track has marks showing when Battles happen.

    When the Hourglass lands on a Battle space, a Battle happens

    at the end of that turn.

  WHAT HAPPENS IN A BATTLE:

    All players resolve Battle effects simultaneously.

    From your City Board (Home Province), in order:

      1. Road Check — same as start of turn.

      2. Discard down to 5 cards in Hand.

      3. Score 1 Medal OR replace an exhausted medal with a fresh Bronze.

    SCORING A MEDAL:

      The medal must be refreshed (faceup).

      Gain Spirit equal to its printed value.

      Then exhaust it (flip it facedown).

      Exhausting always reduces its printed value by 1.

        (A scored Gold becomes an exhausted 3. A scored Bronze becomes an exhausted 1.)

    REPLACING AN EXHAUSTED MEDAL:

      If you choose not to score (or can't), you may return one

      exhausted medal to the supply and take a fresh Bronze instead.

      This gives no immediate Spirit, but sets you up for next time.

    Then resolve any Battle effects from your Allegiance Cards.

    BONUS ACTIONS FROM OPEN CITY BOARD SPACES:

      If you have fewer than 3 Allegiances, empty spaces on your

      City Board grant extra Battle actions:

        - 0 Allegiances: Recruit 1 facedown from Road, Rally 1 from Road, and Manoeuvre

        - 1 Allegiance: Rally 1 from Road, and Manoeuvre

        - 2 Allegiances: Manoeuvre only

      Manoeuvre = swap 1 faceup card on your Road with 1 card from your Hand.

  THE FINAL BATTLE:

    When the Hourglass reaches the last space, the Final Battle triggers.

    Resolve all normal Battle effects, then:

      - Recruit any number of cards from your Hand into your Camps (if legal).

      - Gain 1 Spirit for every 2 cards in your Camps.

    The game ends immediately after. Most Spirit wins.

  TIEBREAKERS (in order):

  1. Most refreshed (faceup) medals

  2. Most cards still in Hand

  3. Shared victory

  ========================================

  SHIELDS

  A Shield is a facedown card placed on top of a faceup clan card on your Road.

  WHAT SHIELDS DO:

  - Opponents cannot interact with your Shielded cards in any way.

  They can't place cards on that clan, remove them, or target them.

  - YOU can still interact with your own Shielded cards normally.

  - Shields do NOT count as faceup cards for Overrun limits.

  BREAKING A SHIELD:

    When a new card of a Shielded clan is drawn onto your Road,

    you may choose to Break the Shield.

    Breaking means: discard both the Shield AND the newly drawn card.

    This prevents the new card from stacking and potentially Overrunning you.

    Breaking is always optional — you can let the card stack instead.

  ABANDONING A SHIELD:

    If you Rally or Recruit the last faceup card beneath a Shield,

    the Shield is automatically discarded. Same when Regrouping.

  SHIELDS DURING SWAPS (MANOEUVRE):

    If you swap a card out from under a Shield, the Shield stays

    with whatever card replaces it. Shields are never abandoned

    from swaps.

  SHIELD FAQ:

  - Can you Rally or Recruit a Shield itself? No. Only faceup cards.

  - Do Shields count toward Overrun? No.

  - Can Shields be placed retroactively to avoid Overrun? No.

  They only trigger when a card is Revealed onto your Road.

  - Is the hidden side of a Shield public? Yes. Anyone can look.