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Rivals - Quick Guide
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| # Game Board | |
| - North / South tiles in the middle | |
| - Place the hexes / long tiles according to the North/South orientation as shown in the diagram | |
| - The middle hexes are revealed on each side | |
| # Players | |
| 1 Ashak board | |
| 1 Ashak Standup | |
| 2 Shields | |
| 2 Ashak Cards, 2 Psywave, 3 Blaster Cards -> Deck | |
| 3 golden Markers: 20 HP, 0 Ultimate Bar, 0 Rival Points | |
| 2 Guild Cards randomly to each player - choose only one, other into box | |
| # Cards | |
| - Shuffle Era III, II, and I and build deck: all III, then II, then I | |
| - Shuffle event cards | |
| - Shuffle schema cards, place 2 face up | |
| - Shuffle interface cards, place 2 face up | |
| - Each player chooses one visible tile, put Ashak standup there | |
| # Goals | |
| - be the last survivor | |
| - score 5 Rival Points: kill player 2 RP, negotiate a sponsor 1 RP, spend 10 identical ressorces 1 RP | |
| # Wildtech | |
| Volcano: no effect | |
| Lake: Ends current movement, loss of 2 HP | |
| Anticipation: Allows collection of Anticipation tokens | |
| Crystal: Allows collection of crystals | |
| Forest: Allows collection of resins; grants additional defense dice | |
| Interface: Allows installation of interface cards | |
| # Gameplay | |
| 1. Beginning: 4 cards from deck, shuffle discard deck if required | |
| 2. Player Turn: 2 Action points | |
| - Scout: 0 AP, reveal adjacent tiles only | |
| - Move: 1 AP, max 2 hexes; Lakes end move and steal 2 HP | |
| - Collect: 1 AP, not on dried up tiles! farm entire tile! Enhanced (E) gathering on player's hex, normal (N) on all other hexes | |
| - Forest: Resins E:3, N:1 | |
| - Crystal: Crystals E:3, N:1 | |
| - Interface: E: 4 cards, 2 visible + 2 to draw OR 4 to draw - 2 cards to install , N: 2 visble cards OR 2 to draw - 1 card to install | |
| - Anticipation: E: First token is free, N: gain Anticipation tokens for 2 ressources (resins, crystals) | |
| Put drought token at the entire tile | |
| - Negotiate: 1 AP, active side sponsor; unactivated Anticipation token | |
| - get 1 Rival Point | |
| - install schema OR gain 2 Anticipation tokens OR uninstall 2 cards from hand/discard pile | |
| - Spend Resources: 0 AP | |
| - 2 crystals -> uninstall card from hand/discard pile | |
| - 2 resins -> create shield | |
| - 5 of crystal or resins -> install schema; visible ones or top of deck | |
| - 10 of crystal or resins -> Buy 1 Rival Point | |
| - Play a card: 0-2 AP | |
| - physical attack (Symbol: 3 bullets): LOS required, enhance with MOD cards, may have automatic effects, first salvo blocked by shield | |
| - psychic attack (Symbol: brain): no LOS required, has optional effect discarding a card, first salvo blocked by shield | |
| - skill (Symbol: wings): put on Ashak board, max 3 skills, can have permanent (Symbol: infinity) or activatable effects (Symbol: lightning) | |
| - explosive attack (Symbol: looks like a star): area attack on entire tile, hits also yourself (except for ultimates), Character Phae destroys shields before, uninstall after attack and takes the first interface card from deck | |
| - utility (Symbol: wrenches): Always playable, if it has a temporary effect place it in the slot, discard it at the start of your next turn or within the round change | |
| - mods (Symbol: geerwheel): Additional to physical attacks, no limit, if multiple salvos all salvos are affected | |
| - defense (Symbol: shield): Allows gaining anticipation, creating shileds or other effects | |
| - Use ultimate: 0 AP | |
| 3. Discard hand cards, first player token rotates to right; if only 2 players, the one with lowest HP starts | |
| 4. Draw Era cards: Follow numbers on cards; 1,2,3 - 2,2,2,2, 1,1,1 | |
| 5. Sponsors: activate sponsors (flip inactive ones), generate new sponsors (see era cards), roll D6 to choose | |
| ( in 3-6 player game, no sponsors when only 2 players are left) | |
| 6. Drought Tokens: remove green, flip yellow to green | |
| 7. Events: draw event cards and apply effect | |
| 8. Interface reset: discard the visible cards, draw 2 new ones | |
| 9. Ashak board reset: flip exhausted GUILD and SKILL cards; discard active cards in temporary slot; return FLASHERS to Renko | |
| 10. Schema reset if Era changes: discard visible schema cards; era 2 -> draw and reveal 3 cards; era 3 -> 4 cards | |
| # Line of Sight (LOS) | |
| LOS is blocked by | |
| - opposing player/shield that is not target of the attack | |
| - opposing drone (2 Player mode only) | |
| LOS is not blocked by: | |
| - Volcanoes, Allied shields, allied drones, unrevealed tiles | |
| LOS required for | |
| - physical attack or hack enemy drone | |
| # Anticipation tokens | |
| - max 3 | |
| - can be activated at any moment | |
| - max 2 activated | |
| - activated tokens remain active fot all attacks targeting them until the beginning of their next turn | |
| - at start of their turn, active tokens are removed from the board | |
| # Combats | |
| - A combat begins with damage on an Ashak | |
| - Explosive attacks affect the entire tile | |
| 1. The attacker | |
| - Play an attack card, can add a mod card or optinal effect | |
| - automatic effects are resolved first | |
| - conditional effects after the attack, applies to all dmg / salvos | |
| 2. The Defender | |
| - Utility cards can be playd at any moment | |
| - attacker calculates the number of damage points dealt | |
| - defender calculates the number of defense dice | |
| - Default: 2 defense dice | |
| - Forest Hex: one additional dice | |
| - Actived anticipation token (max 2): 2 additional dice | |
| - Cards: Can affect number of dice to roll | |
| - roll defense dice | |
| - success defends 1 damage | |
| - each undefended damage inflicts 1 wound | |
| - Attacker charges their Ultimate with the numbers of wounds inflicted + the Ulti bonus. Defender's HP count is raken into account before inflicting the wounds | |
| - defender decreases their HP by number of wounds | |
| - repeat all the points above for each salvo | |
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