3c Kharnage Rulebook
3c Kharnage Rulebook
Initiative Defense
amount of damage
Celestial Knights
Order in which
t
Strategy cards are necessary to eliminate
t
resolved. the card
Reinforcement
Number of Unit and/
or General cards to Line
t
put in play. Line in the Army
t
to deploy the
Type of Attack
GOAL card in.
t
Attack symbol activated by
this Strategy.
You are the Warlord of your people! Skill Symbols
t
Your mission is to conquer this highly strategic (or not) hilltop for this turn. Attack, Reinforcement,
t
by having the most Domination points at the end of the game. and/or Skills
Crush, smash, and destroy your opponents’ armies in order to
collect ever more Skulls! At the end of the 4th round, a SINGLE
warlord will build his holiday resort on the bones of his enemies. Reserve
Strategy cards
in hand
SET UP
Sort Domination and Kharnage tokens into 4 stacks: General
1-Skull, 3-Skull, 5-Skull and Kharnage, illustrations face in hand
up.
Strategy
area
Front
Mother Melusi
“the Sky
Keeperne
”
ing
Prince Charm
Hill
Back
Shuffle your Unit cards into a Reserve draw pile. Put it face
t
Front
down next to you. Put your Strategy 0 card in the Strategy Line
Area next to the Hill and take your other Strategy cards
loy the
1
SURPRISE RULE t
Hill
LINES
GAME MECHANICS
A Kharnage game is resolved in 4 rounds.
When you add a card to an Army, and before adding the
next, trigger all the Surprise effects:
Shield Bearers
IN THE ARMY
Front Line
t
Every round, each player plays one strategy card from This symbol represents the Surprise effects
Hand, deploys the indicated Units and Generals, triggers any triggered upon deploying the Unit or General
Skills, and attacks opposing Armies. into the Army. Every symbol of the card that
has a Surprise symbol over it successively triggers from left
When an Army destroys all the Units in an opponent's Army, to right. Resolve Surprise Attacks simultaneously.
it collects a Kharnage token.
Most importantly, at the end of each round, every Army wins DEPLOY YOUR REINFORCEMENTS Blunderbussers
Domination tokens. Their value depends on the number Deploy all the cards in your Reinforcement pile.
of cards it destroyed during the round and ultimately
Draw the first Reinforcement card and add it to your Army
determines who wins the game. Middle Line
t
in the correct orientation and Line. Resolve all Surprise
effects then draw the next card.
STEPS IN A ROUND Note: some Surprise effects add Reinforcements. They are
always put on top of the Reinforcement pile.
CHOOSE YOUR STRATEGY The picture must always face the Hill.
Suggestion: always leave
The triple revenge
Players simultaneously choose one strategy card each from Place the card in the appropriate Line, identified by its room for a line, even when
their hand and set it face down on their strategy 0 card (or the background and especially the Line symbol on its sides (see it is empty.
one played in the previous round). illustration):
The card determines your Initiative for this round (the order A Front Line Unit is placed in front, closest to the Hill.
Rear Line
t
in which the players play), your Army's Reinforcements, and A Middle Line Unit is placed in the middle, between the
the type of Attack you have chosen for this round. other two lines.
Note: you can choose among all your strategy cards but you A Rear Line Unit is placed behind the other two lines, closest t
will only get to play 4 during the game (unless there is a special to the player who played it. Player
event).
When you've deployed all your Reinforcements and Hill
When all the players are ready, they reveal their chosen resolved their surprise effects, you may proceed with …
strategy card. Attacks!!!
Prince Charming
t
One at a time, starting with the player who has the lowest
initiative, continuing with the next higher and concluding
with the highest, players carry out their turns by resolving Your troops are finally deployed. Let's break some bones. Example: Place this Unit in the
every element on their strategy cards, starting with the top 1 Middle Line. The fake Line symbols in
Resolve as many Attacks as there are Attack symbols on
transparency represent the Front Line
left one and finishing with the bottom right one: your strategy card, in order, and taking the type of Attack Player and Rear Line symbols.
Note: activate the Skills on your strategy card in the order in consideration.
you read them. They remain inactive as long as it is not Resolve Attacks one at a time, starting with the one on the
your turn to play and they activate when you get to left. Keep in mind that attacks never add up, even if they are RESOLVING THE ATTACK
them, before Reinforcements, before Attacks or at the of the same type. There are 2 types of Attacks: Now that you know your Attack Strength, choose who to
end of your turn. slaughter and how.
If there are more than 2 players: you can split your Attack
2
ATTACK RULES
No diddling around: you must use all your Attack Strength
KHARNAGE Example:
John (Initiative 400) destroyed 9 cards, the
If you destroy an opponent's last Unit, you commit
to destroy your opponents' Units. And Skills are not Kharnage: collect 1 Kharnage token, it will count as 1 Skull greatest massacre this round. He receives
optional unless otherwise indicated. at the end of the game. the 5-Skull Domination token.
Order and method: you must always target Front Line Optional yet fun rule: you do not have to shout, you may After him, Mike (Initiative 160) and Larry
Units first, moving on to the Middle Line and finally the Rear choose to have mercy on the other players and your neighbors! (Initiative 100) both destroyed 5 cards, but
Line as they empty. Or not. Larry has the lowest Initiative. He receives
Knuckle sandwich: in order to destroy a Unit, you must the 3-Skull Domination token and Mike
When you commit Kharnage, in order to be granted the
spend as many Strength points as its Defense score. receives the 1-Skull one.
right to take 1 Kharnage token, you must cry out loud
Defense can be increased by Skills. Keep the cards you and clear “KHARNAGE !”, then smack your hand down Ray (Initiative 380) destroyed 3 cards and gets nothing.
destroyed until the end of the round, they will be counted on the unfortunate destroyed Units. The other players
to determine the winner of the round. Whenever you must congratulate you by shouting “YEAH !” or loose 1
destroy the last Unit in an Army, you commit Kharnage Kharnage token, if they have one.
(see example).
Note: when you destroy a multiple-card Unit, like the Giant,
keep all of its cards.
Same player shoots again: as long as you have unused
END OF THE ROUND
Strength points, you must keep wiping out units in the The round ends when all the players have resolved their Strategy
target army.
Shrugging it off: if you do not have enough remaining
Strength points to destroy a Unit, they are lost. The Unit is
card. All the players count how many cards (not Units) they each
destroyed during the round.
Example: the Orc giant counts as 1 Unit made of 2 cards, it is
END OF THE GAME
The game ends after 4 rounds. All the players count how many
unhurt and is not made easier to kill later. worth 2 here.
Skulls they each got. The player who received the greatest
The player who destroyed the most cards takes the 5-Skull number of Skulls wins.
Unused Strength points are lost. Domination token, the second player takes the 3-Skull token
Reminder: 1 Karnage token = 1 Skull
Attacking your enemies and using your Strength points and the third player takes the 1-Skull token. Other players get
nothing. Ties are broken in the following way:
and Skills is mandatory, unless otherwise indicated.
Note: in a 2-player game, 1-skull tokens are not used. The largest Army in number of Units wins.
If there is a tie, it is broken by Initiative (from this round's If the tie remains, the player with the most Kharnage
Strategy card). The lowest Initiative wins. tokens wins.
Players then cast the destroyed cards face down on the Hill. If the tie still remains, the player who has the lowest
Start the next round. Initiative in the last round wins.
3
EXAMPLE OF A ROUND. Melee Attack
Troll
All the players choose one Strategy card each from their The Dwarf player can attack the neighbor to his right (the
hand and put it face down on the Strategy cards previously goblin) or to his left (the human) with 9 Strength Points OR
played. Then they reveal all of them: attack both with 5 Strength Points.
Green Ligths
He shouts "KHARNAGE!", the others shout back "YEAH!" so
as not to lose 1 Kharnage token (if they have one).
“the Grudge”
King Lort Loïn
During this round, player order will be: Dwarf (160), Goblin He sets the cards of the 4 destroyed Units aside (3 human
(220), Human (320) and Orc last(420). and 1 goblin), with the 2 Goblin Unit cards destroyed earlier.
The Dwarf player is the first to resolve his Strategy card: Ranged Attack
3
He then resolves his 5-StrengthRanged Attack and commits
REINFORCEMENTS: The Dwarf General also has 3 Free Reinforcements , which another Kharnage on the Orc army which had 2 Units.
- he draws 2 cards from his he draws from his Reserve (he has no more General in
The Dwarf player is done, it is the Goblin player's turn, then
Reserve, without looking at them; Hand), without looking at them, and puts them on
the Human's and last of all the Orc's.
top of his Reinforcements pile.
- he chooses between drawing 1 card 3 End of the round
and playing his General from his hand. He The player continues to reveal his Reinforcements
opts for playing his General and puts it on one by one by deploying them in his Army and resolving the At the end of the round, all the players count how many
top of the cards he drew.. Surprise symbols. cards they each destroyed. The Dwarf player totals 8
destroyed cards: 2 with his General, 4 during the Melee
He then reveals the top
“the Grudge”
Then the Dwarf player resolves the attacks provided by his
Attack and 2 during the Ranged Attack.
King Lort Loïn
“the Grudge”
card of his Reinforcement Strategy card, in this case one Melee Attack, followed by a
King Lort Loïn
pile -his General- and Ranged Attack. Domination tokens are then given.
deploys it in the Rear Line The Dwarf army is as follows:
(picture facing the Hill). 3
Shield Bearers Shield Bearers Furies
He must first destroy the Units in the Front Line. He spends 75013 Paris - FRANCE
2 Strength Points to destroy the Front Line Unit because www.devil-pig-games.com
its Defense is 1 and it has the Shield skill which provides 1
SKILLS FLIGHT
After the Attack phase, this Unit is Away until the end
POWDER
When you carry out a Ranged Attack, this Unit provides
of the round. +1 Strength point per Unit in your army that has the
CRUSHING Ranged Attack skill.
Before, during or after one of your Melee Attacks, choose KNIGHT
and destroy a 1-card Unit whose Defense score is no higher During a Melee Attack, you can discard to the Hill ALL SHIELD
than the score indicated in the symbol. The target must be in 1 your Knight Units to double their number of Melee +1 Defense per symbol.
of the Armies you attacked and within reach of a Melee Attack. Attack icons.
If there is no score indicated in the symbol, the Defense score of LARGE UNIT
the target does not matter. VETERAN
When you deploy this card, immediately take from the After each Attack, add the scores in all the Veteran
Crushing symbols are cumulative and 2 symbols without score appropriate pile (the one to which the deployed card symbols of participating Units to obtain an new
can be combined to destroy a 2-card Unit, etc. belongs) the related card or cards, deploy it/them and activate Strength point total. Carry out another Melee Attack against
any Surprise symbols on the Unit. one of the Armies attacked disregarding Lines
EXPLODING The player who destroys this Unit keeps all the related cards,
When you deploy this Unit, reveal the top card from your WEB
each one counting towards the number of destroyed cards at
Reserve (if it is a Large Unit, also take the other related After each Melee Attack, this Unit puts a Web marker
the end of the round.
cards). Multiply its Defense score by the Defense score on one Unit in 1 of the Armies you attacked. The target
of the Exploding Unit to determine a total number of Strength When an effect is applied to this Unit, it applies either to all the
Unit is Immobilised until the end of the round. Web tokens are
Points. cards or none.
cumulative and 2 symbols enable you to Immobilise a 2-card
Make a Ranged Attack against a single enemy Army. Unit, etc.
Discard the 2 Units to the Hill.