More details about gameplay!
Hey everybody! You asked for it, so here it is! Details on the gameplay! These are excerpts from the rulebook along with some graphics to help explain things!
“Our city’s history is inseparable from magic and those who have practiced it, which is why it is all the more ironic that we should now find ourselves living in an age where those at the helm of this city have outlawed that which it was built upon. Magic made Gateway the envy of the Known World, now magic must help rebuild a once great city that has been handcuffed and beaten into submission.”
- A Concerned Citizen of Gateway
Each player controls their own rebel faction within the city of Gateway, who are all attempting to overthrow the current regime headed by Chancellor Gideon. Their fight is complicated by the sudden onslaught of a scourge of monsters the Drueggar Horde who threaten to destroy everything in the city. The game is played over several rounds, wherein each player takes turns attempting to build a better deck of cards than their rivals. The deck represents the player’s resources at his disposal, and starts out small as a simple collection of Rebels and Merchants.
Building up a strong card base of fighters, merchants, and magic allows players to compete for control of the districts, which earns them special powers and victory points.
The player with the most victory points at the end of the game wins.
For the very first game, take 1 City Card from each type to make the randomizer deck. Each City Card should now have 5 cards of each type, and the Randomizer Deck should have 20 cards.
Basic Board Layout For 3 Players
Take 6 random district boards and place them in the center of the table. Shuffle the 8 District Board tokens and begin placing them one at a time onto the district boards, in a clockwise fashion. Some boards will have two tokens on them, others only onethese are used by the Event Cards to determine how the enemy troops enter the city.
For every game:
The district tokens marked with an “X” are free spaces and are not used by the Event Deck. You may remove them from the game once all district markers have been placed.
Shuffle the Horde and City Guard decks and place them face down to the side of the board. Deal out one City Guard card on top of each district board, face up. (Follow any additional rules on the cards.)
Take the Event Cards and separate them into 3 piles Event Cards I, Event Cards II, and Event Cards III (the title at the top of each card). Shuffle each of these piles individually, then place them facedown on top of each other so that the Event Cards I are drawn first, followed by II and lastly III. An Event Card will be drawn at the end of every round.
Every game uses a starter stash of the same base resources. Place the Rebels, Defenders, Merchants, Saloran Carts, Lesser Runestones, Normal Runestones, and Greater Runestones to the side of the board face up. Shuffle the three Runestone piles so that the cards in each are well randomized, but keep the piles separate. Each player then takes 7 Merchant Cards,4 Rebel cards, and 1 randomly selected Lesser Runestone to use as their starter deck. Shuffle the deck together and place it facedown in front of you. Each Player should then draw the first 6 cards from the top of his deck to serve as his starting hand.
In addition to these starter card piles, the players also select City Cards and place them next to the resource cards. For a 2 player game, select 8 City Card Stashes and place them next to the starter resource stashes. For a 3 player game, select 10 City Card stashes.
For the first game, we recommend: Blunderbuss Mage, Fishmancer (with helper cards Beard Fish), Knight Valdus, Red Templar, Magic Orb, Mobile Wizard Tower, Traveling Wizards, and Witchmasker. Add the Orb Keeper and Spellbones for a 3 player game.
For later games, you may either randomly select the City Cards (using the Randomizer Deck), have each player pick one card and rotate until all are chosen, use one of the provided scenarios at the back of the rulebook, or use your own houserule method. Any City Cards not used are set aside for the remainder of the game.
Playing the Game
Starting Player - Revolution waits for no one!!! Whichever player claims ‘first’ will become the starting player. Each other player will take their turn in clockwise order. When playing multiple games, the player to the right of the winner of the previous game goes first.
Rounds and Turn Overview
The game is played over several rounds, with each player taking a turn during the round, starting with the aptly named ‘starting player’ each round and continuing on in a clockwise fashion.
There are four Phases to each turn :
- Deployment Phase The player may use his power points to play cards from his hand.
- Drafting Phase The player may draft a new card into his deck.
- Attack Phase The player may attack any one district board
- Cleanup Phase the player discards all unplayed cards from his hand, removes any noninsurgent and nonrunestones from his place space, and draws six new cards into hand.
At the beginning of the player’s Deployment Phase, he receives 1 Power Point to use for playing cards from his hand. They player may continue to play as many cards as he wishes from his hand provided he has Power Points remaining to pay for them. Some cards have a Power Point cost of 0 these may be played for free during the Deployment Phase.
Other cards will replenish Power Points when played, or allow you to add points by discarding cards. The player declares each card played and places it in front him in his place space faceup. He then follows the instructions on the card. He may continue to play more cards from his hand until he runs out of cards in hard or runs out of Power Points.
Any played cards with the type marking Insurgent or Runestone should be placed into the player’s “Army” space so they do not accidentally get discarded. For more information on each cards’ instructions, see the “Detailed Card Descriptions” section at the back of the rulebook.
Insurgent and Runestone cards are ready to use in battle immediately on the turn which they’re played.
During the player’s Draft Phase they may add one new card into their Deck. Normally a player can only draft one card on his turn, but certain cards and district abilities may allow them to draft additional cards (such as the Travelling Wizards).
First the player counts up all the Gold currently in his pool created by any cards he has played during his Deployment phase, and from any active district powers. For example, a played Merchant card adds 1 Gold to the available pool. He may then purchase any one card using this Gold from the selection of Resource and City Cards to the side of the board. Card costs are listed at the bottom center of each card. The player does not need to spend all his Gold, nor does he need to purchase a new card if he doesn’t want one. Any unused Gold in his pool is removed during the Cleanup Phase.
If a player does have multiple card drafts available during the phase, he uses his Gold to pay for the combined cost of all the cards he wishes to purchase. For example, if the player has 6 Gold at his disposal this turn, he may use 2 Gold to purchase a new Rebel and the remaining 4 Gold to purchase a Defender. Or he could purchase a Merchant for 0 Gold and a Traveling Wizard for 5, leaving 1 Gold unspent.
Any new cards purchased are placed into the player’s discard pile.
City Card and Resource piles can run out of cards supplies are limited in Gateway so players should be sure to draft the cards they really want first. If you know an opponent’s strategy is dependent on a certain card, it’s not uncommon to draft that card and empty the pile, denying them the use of it even if it’s useless to you.
During the Attack Phase the player may now use his Army to attack one district if he wishes. He may forfeit his Attack Phase and move to the Cleanup Phase if he doesn’t see a target on the board he likes. If the player has no cards in his Army he must move directly to the Cleanup Phase (you need at least one guy to take a new district, even if it’s empty). Some abilities or cards may allow the player to have more than one Attack Phase. If this is the case, simply take another phase after the first has been completely resolved.
The Army consists of any Insurgent and Runestone cards the player has in front of him in his play space. Each Insurgent Card has an Attack and Defense which governs how much damage it can deal (Attack) and how much damage it can sustain before dying (Defense). The Attack stat is marked by the pointy star icon, defense by the shield.
The Army attacks as one combined unit and defends as one combined unit players may not attack or defend with only part of their Army. Everyone goes in the pool together.
At the beginning of his Attack Phase, the player declares which district they are attacking. If the district is uncontrolled (e.g. no other player controls it and no Horde or City Guard cards exist on it) then they may immediately place one of their player tokens on the district board to show that they now control it. They now end their Attack Phase and enter CleanUp.
If the district is controlled by any other faction, then the player and that faction fight it out in a battle. The entire attacking player’s army joins the attack, and the entire defending player’s army or faction joins in the defense forces may not be split up. If the opposing faction is a Horde or City Guard, then the person to the left of the current player controls the opposite side of the battle.
First, the attacking player declares if he is using any Runestone and activates them (see the section on Runestones for more information), then he adds up all the Attack Points across his Army to get his Damage Amount. For example, if he had two Blunderbuss Mages in play, then his Damage Amount would be 10. Next the defending player adds up all of his Army’s attack points to get his Damage Amount and declares any Runestones he may want to activate. After both Damage amounts have been determined, damage is assigned.
The attacking player decides how to distribute his damage points among the defending units. He can choose to split this amount up however he wishes among any number of cards in the defending Army.
The defending player then does the same to the attacker’s army cards. The damage assigned to the card is then subtracted from the card’s defense number. Any cards whose defenses reach 0 once damage is subtracted are now dead, and are placed immediately into the owner’s discard pile. Cards which do not sustain lethal damage have their defense value set back to full at the end of the turn.
If the attacking player manages to kill ALL of the defending faction’s forces he removes any control marker from that district and places one of his own there, even if he also has no Army cards remaining. You must empty a district of its opposing faction completely to lay claim to it.
If the attacking player kills any Horde or City Guards during his attack, then he also receives the appropriate number of Victory Tokens for each card killed. For example, if the player kills an Elite Guard, he receives 2 VP.
Any unused Power Points and Gold remaining in the player’s pool are forfeited. The player then discards any cards he played in his play space and puts them in their discard pile, with the exception of Insurgents and Runestones these remain in play until used or killed. Any cards remaining in the player’s hand are also discarded into his discard pile, and he then draws six new cards.
At any time if the player’s deck is empty and he cannot draw, reshuffle the discard pile and place it face down as the player’s new deck. Continue drawing as needed.
At the end of each round, the starting player draws an Event Card and follows the directions laid out on the card.
If a district board is selected to spawn a card, the player simply draws the appropriate kind of card and places it on the district, or districts, marked.
If the same type of card already exists in the district (Horde joining Horde, Guard joining Guard), then the new card is simply added to the district, making it even more daunting to liberate.
If the district where the new card spawns is controlled by any competing faction, a battle immediately takes place. If a player controls the district, he must immediately fight the guard or horde with his army. Use the standard Attack Phase rules to determine the outcome, with the player to the left of the battling player controlling the horde or guard faction.
- If the Horde or Guard defeats the player (eg kills all of their army cards) the player’s control of the district is forfeited and their player marker removed, even if the horde or guard is also killed.
- If the player beats the Guard(s) or Horde(s), then they receive the appropriate number of victory points from each defeated card.
If the district is controlled by either a Horde card or Guard that competes with the new card (Horde joining Guard, or Guard joining Horde) then these two factions attack. Use the standard Attack Phase rules to determine the battle outcome, with the starting player controlling the guards and another player of his choice controlling the Horde in that district. Remove any killed cards from the district. No one receives victory points for their deaths.
Once a player controls a district, they may begin to use the district’s unique Ability during their Deployment Phase. If a player controls more than one district, they may choose only ONE ability from their districts to use. They may choose a different ability on subsequent turns. The district ability is listed on each district board beneath the title.
The player may declare and use the district ability at any point during their Deployment Phase, but they may not use an ability once they have moved onto the Draft Phase. The District Ability lasts until the end of the player’s turn.
While natural magic is outlawed in Gateway, runestones (physical manifestations of spells that can be used at will) can still be discovered by the intrepid player. When a player draws a Runestone card from their deck, they may play it into their Army Space during their Deployment Phase.
The player may use the ability on the card whenever they wish, even if it isn’t their turn. To use the Runestone, the player declares the card and ability and trashes it from the game each Runestone may only be used once . The Runestone’s ability lasts for the length of the entire turn. The player may activate as many Runestones as he wishes at any time.
When drafting a new Runestone into their deck during the Draft Phase, the player may only draft the card on top of the Runestone piles. Runestones are hard to come by even on good days, and the availability of certain spells can’t always be guaranteed. Players may not look through the Runestone piles to see the order of the cards.
The game ends immediately when any one of these conditions is met:
- The Drueggar Horde control all district boards the city has fallen.
- When no more cards can be drawn from the Event Deck.
- When a player reaches 20 VP you win.
- If a player takes all districts on the board and can hold them through the Event Deck Draw you win.
If the Horde manages to control all districts, then all players lose. Otherwise when the Event Deck runs out, each player counts up his Victory Point Tokens, and the player with the most points wins.
Playing with Expansions and Boosters - Coming Soon
Scenarios - Coming Soon