This is a documentation for Board Game Arena: play board games online !
Gamehelprivals
Jump to navigation
Jump to search
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): All resources of the tile + bonus of the space (drought token on tile)
- Negotiate (1 AP): 1 AT → 1 RP + install scheme / 2 AT / uninstall 2 cards (hand/discard) → remove sponsor
- Spend ressources (0 AP):
- Shield: 2 Resin → Shield on field (max. 2 per player) → blocks 1. shot of salvo → destroys
- Uninstall: 2 Crystal → Uninstall 1 card, draw new card
- Install: 5 same resources → Install 1 schema (take card in hand)
- Rivals Point: 10 equal ressources → 1 RP
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: Install 2 RP + 1 card from opponent's deck (except Guild + Ashak cards)
- LoS: blocked by: Field with other player, enemy shield
- Ultimate: 1 UP per HP (+bonus depending on HP, calculated separately for each volley), full: flip Ultimate
- Mental: ignore LOS, additional effect by discarding card from hand
- Physical: boosted by one or more mods, salvo receive the bonus for every shot
- Explosive: effect + damage on all fields (incl. shield) of the tile → uninstall + install top card interface
- Skills: passive: on player board → directly active; active: exhausted on board, can only be used in the next action phase
- Tactics: Mods: +physical; Defenses: AT, HP, Shields; Utilities: anytime, duration → next to tableau until next turn
- Guild: 0 AP, 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: 2 resources (Resin/Crystal) → 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
Special terms/card explanations
- Injury: 1 Token (+1 UP) per -1HP (Token may be minimum requirement for cards)
- Nexus token: -1AP next turn