# <span style='font-size: 1.5em;'>RULES</span>

# Table of Content

<ol style='list-style-type: upper-alpha;'>
  <li>Elevator Pitch</li>
  <li>Sell Sheet</li>
  <li>Intro</li>
  <li>Rules</li>
  <li>Design Notes</li>
</ol>

# A. Elevator Pitch

A Card-based Competitive **Engine Builder** with a **Shared Resource Pool** and **Unique, Escalating Effects**

= an overpowered build Simulator

Gehobenes Kennerspiel

2-4 Spieler

# B. Sell Sheet

# C. Intro

# D. Rules
Piggyback on existing terms, do not subvert them

Zum Senden einer Spielidee an einen Verlag ist neben dem Prototypen auch eine leicht erweiterte Spielanleitung gewünscht:
- Name bzw. Arbeitstitel des Spiels
- Personenanzahl und Spieldauer
- Mein Name, E-Mail-Adresse, Post/Paketanschrift
- Genaue Auflistung des enthaltenen Spielmaterials, mit Abbildungen/Fotos, die Zuordnung erleichtern
- Alle Spielregeln

!Daniel: only explain as much rules as players need to start playing. Do the rest with reminder cards and rulebook lookups. Tell them in the middle of the rulebook to start playing. [https://daniel.games/writing-a-rulebook.htm]()

- [ ] Spielanleitung playtesten:
  - 1+ Testgruppen, kennen das Spiel noch nicht
  - Nicht selbst erklären, sondern schauen, wie die Gruppe das Spiel anhand Ihrer Anleitung erlernt
    - So erkennen, welche Formulierungen unklar sind, und welche Dinge komplett fehlen

# 1. Einleitung/Introduction

# Micro Turn Excerpt

# Ziel des Spiels/Objective

- Be the first to gain 10+ trophy points

# Spielmaterial/Components/Material

- Determine first player in a flavorful way

## Card Types

- Location/Monument
- Artifact
- Creature/Familiar/Pet
- Book/Grimoire
- Spell/Ritual/Incantation

# Spielvorbereitungen/Setup

# Allgemeiner Spielablauf/Turn Structure

# Detaillierter Spielablauf/Turn Structure

## Turn Part 1 - Player Turn

### Activating/Calling an Element

<ubg-rules-text>
The turnplayer activates an element:
- choose an element with at least 1 mana on it
- Use the green cube to track the number of mana there. This is this turn's power x.
- Split the mana as equally as possible into 2 groups and move them to <b>2</b> other, different elements. 
- EACH player activates its elemental bonus.
</ubg-rules-text>

### Elemental Bonus Actions

<ubg-rules-text>
*Depending on called element, **each** player performs one of the following elemental bonuses:*
- water: Draw x cards.
- earth: Gain (2x).
- wind: Play a card costing up to (x).
- fire: Return x cards from trash to hand.
</ubg-rules-text>

Then:

<ubg-rules-text>
  Start of turn effects (in any order)
</ubg-rules-text>


### Player Turn Main Actions

<ubg-rules-text>
Each player may perform <b>one</b> of the following main actions per turn:
- *Conduct an Experiment/Perform a ritual:* Buy a card.
- *Consult the Archives/Go to library:* Gain (2) and draw 2 cards.
- *Perform a Ritual:* Cast a spell.
And any number of free actions (gear, tap, ...).
</ubg-rules-text>

## Turn Part 2 - Combat

<ubg-rules-text>
combat
</ubg-rules-text>

# End des Spiels??

separat?

## General Card Rules

<ubg-rules-text>
- All effects are optional, !!except these ones!!.
</ubg-rules-text>

# Impressum (Kontaktdaten etc.)

# Open Questions

- [ ] When to check for end of game?

---

- [ ] Look at how mtg arena does its tutorial

Context of how the game want’s to be played is important. Which vibe does the game intent?

[https://youtu.be/p4lc7jOFySA?si=LUosFFeukTWdNJC3]()
-> have starting sets for first time players
(E.g. little colored dots in 4 colors for 2 starting cards and Hand of 5) because players may nit know what/how to choose
Maybe even design these to be a little stronger than average cards to give newer players a chance to compete?

Invariants:

<ubg-rules-text>
- Hedron is never lower than 1
- () Cost is never negative
- Base vp of cards are never negative
</ubg-rules-text>

Attach: cannot attach a card to itself. It has to be a different card. Own card, if not specified otherwise.
Same for 'move under'/store

Cathleen hat turnplayer als 'aktiven Zug' bezeichnet.

Combined cards move zones together. They split if going to shop/trash/deck/under cards.

Jeder Replacement-Effekt kann nur einmal auf einen Trigger reagieren. Z.b. 'when you gain a card, gain a card costing up to (2) more instead.' is a replacement of the old effect, so it does not trigger again on itself. But Triggered Effect like 'whenever you gain a card, gain a card of lower cost' may trigger on itself, because it generates a new effect that does not replace the old one.

If not specified otherwise/specifically, action generally mean their most general variant. E.g. 'gain a card' means any card in shop, even goals, 'gain a card costing up to (10)' pits an additional restriction on which cards to get.

Choose one/more allow you to select and exec the effects in any order

#### Winning
You win if you have 3 cards that are printed goal cards. Copied goals do not count, but goals that become something else do. Cards under cards do not count.


#### Giving up/admit defeat
Contrair to most other board game, Its okay to give up if you find yourself in a loosing battle

#### Nihilism Progress, Ascension/One with Nothing
If you cannot exec your action for turn, i.e. no spell can be casted, no card would be untapped by recall, and you have not enough money to by any card, you gain 1 SP instead.

#### Infinite Turns/Building the Infinity Engine/Perpetuum Mobile/Perpetual Mind, Animus/Endless Loop, Recursion
- collect some infinite Ressource you could generate
  - in what state do you leave the board?
- you just win?

#### Lessons Learned

- [x] ‌Brave Token zu stark
- [ ] Quests clog the shop, if revealed early
- [ ] cards that reference some property or action should have that property themselves or exec that action, OR it should be very basic like 'exec a blitz effect' (high asfan) to not clog the shop
- [ ] scaling effects make elements relevant throughout the game
- [x] recall is not sexy
- [ ] engine building kind of contradicts with overpowered cards!?

Hard synergies erleichtern das erste spiel (man kann sich daran festhalten/es ist eine vorgefertigte Taktik), sind einfach zu erfassen (einfach symbole matchen) und sind im besten Fall flavorful -> brauchen wir auch welche?
Chris (better board games) deckbuilder sollen nicht zu langsam starten. Ist bei unseren ersten paar Runden auch so (nur Geld bekommen, aber keine interessanten Entscheidungen (außer in niche scenarios)

Card texts of cast or blitz effects apply in order, leaving out any action you cannot take but doing them as much as possible, eg trash 3 cards but you only have 2, you still trash those two cards.

#### Sections
- tips für Erklärbären/how to teach the game
- Strategic tips/Tips für's Spielen
  - Play the shops you are given
- often forgotten/overlooked rules
- FAQ
- comprehensive rules/interactions of cards (maybe online)

# E. Design Notes
I suggest to read the following design notes only after playing the game yourself at least once 

