CITY GUARD
INTRODUCTION
Fantasy Setting. Worker Placement/Card Game for 2-4+ players.
Players are Captains of the Guard defending a city from a plague of Monsters.
Players recruit Heroes and equip them to defeat the various threats.
VICTORY
The player with the most Gold at the end of the game wins.
The game ends when the Monster Deck is depleted.
DICE
Six sided Dice are needed.
GOLD
Use fake coins for gold.
These are kept in a common Bank area.
ACTION TOKENS
Each player will need their own set of 8-10 action tokens of a unique color.
These can be pawns. All players place Tokens you are not using in a
Separate common area near the Bank.
HERO CUBES
There are 5 types of Hero Cubes:
# Type: Color Bonus
1. Warrior Cubes (Red) Strength +1 vs Brute Monsters
2. Mage Cubes (Blue) Strength +1 vs Magical Monsters
3. Priest Cubes (White) Strength +1 vs Undead Monsters
4. Ranger Cubes (Green) Strength +1 vs Beast Monsters
5. Soldier Cubes (Black) No Bonus
About 10 of each should be sufficient.
These can be Meeples.
All Cubes are Heroes.
All Cubes have a Base Strength of 1.
These are kept in a common Pool area near the Bank.
DECKS
There are 3 Decks:
1. The Monster Deck
2. The Item Deck
3. The Hero Deck
MONSTER DECK CARDS
These will occupy the 3 Foe spaces on the board.
Each Monster has a Strength Rating of 3-8 which must be equaled or exceeded to defeat it.
When a Monster is Defeated the player will get a bounty in gold equal to its Strength.
When the Deck is Depleted the game is over.
There are 4 types of Monsters: Magical, Undead, Brute, and Beast.
Various Cubes and Cards will give bonuses against specific types of Monsters.
ITEM DECK CARDS
These cards go into a players hand.
When played, they are discarded into the appropriate discard pile.
If the Deck ever runs out, shuffle the Discard and draw from it.
These represent (Single Use) Weapons, Relics, and objects useful to the Heroes.
The back of the card should depict a crossed Sword and Staff.
HERO DECK CARDS
These cards go into a players hand.
When played, they are discarded into the appropriate discard pile.
If the Deck ever runs out, shuffle the Discard and draw from it.
These represent (Single Use) Spells, Skills, and Events beneficial to the Heroes.
The back of the card should depict a Guard at his Post.
YOUR HAND
Your hand will contain both Hero and Item Cards.
YOUR ZONE
The small area of table directly in front of your seat.
Keep your Gold, your Cubes, and your Action Tokens in your Zone.
THE BOARD
The Board has 23 Action Spaces and 3 Foe Boxes
Spaces must be big enough to contain 1 Action Token.
Boxes must be big enough to contain 1 Monster Card.
ACTION SPACE LIST
# Space: Notes:
1. Guild Hall Gain 1 Action Token (This costs 5 Gold)
2. Tavern Roll on the Tavern Table. Unlimited Capacity
3. Arena Gain 1 Warrior Cube
4. Tower Gain 1 Mage Cube
5. Temple Gain 1 Priest Cube
6. Barracks Gain 1 Soldier Cube
7. Lodge Gain 1 Ranger Cube
8. Dwarf Hall Roll on the Dwarf Hall Table
9. Elf Grotto Roll on the Elf Grotto Table
10. Mercenaries Pay 1 Gold for 1 Hero of any Type
11. Guard Tower Gain 1 Gold
12. Academy Gain 1 Hero Card
13. Market Gain 2 Items
14. Town Hall You become Leader: Go First Next Turn
15. Alchemist Your Heroes get +1 vs Magic Monsters
16. Druids Grove Your Heroes get +1 vs Beast Monsters
17. Shrine Your Heroes get +1 vs Undead Monsters
18. Tactician Your Heroes get +1 vs Brute Monsters
19. Oracle Your Priests get +1
20. Library Your Mages get +1
21. Fletcher Your Rangers get +1
22. Sword Smith Your Warriors get +1
23. Shield Smith Your Soldiers get +1
MONSTER BOXES
These 3 Boxes are labeled:
1. Catacombs (Foe gets -1 Strength)
2. Dark Woods
3. Ancient Ruins (Foe gets +1 Strength)
SETUP
Shuffle the Decks.
Place the top 3 cards of the Monster Deck face-up onto the 3 Foe Boxes.
Each player starts with 3 Action Tokens and 2 Gold.
Players roll high on 1D6 to see who goes first. This person becomes the Leader.
Play proceeds clockwise.
TURN SEQUENCE
Each turn has 3 Phases:
1. Hero Phase
2. Action Phase
3. End Phase
HERO PHASE
Each player draws 1 card from the Hero deck and adds it to their hand.
ACTION PHASE
Players take turns placing 1 of their Action Tokens onto the Board.
The Leader goes first. Continue clockwise until all Action Tokens of all Players are placed.
Action Tokens may be placed onto Action Spaces or Foe Boxes.
Only a single Token may be placed on a Space or Box in a Turn.
Once you claim a space or a Box no other player may place a token there.
The exception is the Tavern. The Tavern can hold any number of Action Tokens.
When you place a Token resolve the terms of the Space or Box immediately.
Effects are either one time (Gain 1 Gold) or last to the end of the turn (Your Mages get +1).
If you claim a Foe Box see the Battle Rules Section.
END PHASE
Remove all Action Tokens from the Board back to players Zones.
Max hand size is 7 Cards. Discard excess cards.
Place new Foes from the top of the Deck onto empty Foe Boxes.
BATTLE RULES
To place an Action Token on a Foe Box, you must have enough Strength to defeat the
Monster there. Monsters will have a Strength of 3-8 according to the Monster Card.
You must commit at least one Cube to the battle.
All Cubes have a base Strength of 1.
Some cubes have +1 Strength vs certain Monster Types.
You may also play 1 or more Cards from your hand.
Action spaces you have claimed this turn will give bonuses to certain types of
Cubes and against certain types of Monsters.
Cards you play this turn will give bonuses to certain types of
Cubes and against certain types of Monsters.
The combined strength of your Cubes plus Card and Space bonuses must equal or
Exceed the Strength of the Monster Card to defeat it.
When Defeated discard the Monster card and all Committed Cubes and played cards.
At this point you may play (discard) a Save card. This will prevent a specific type of
Cube from being lost. Return the Cube to your Zone instead.
Gain Gold (The Bounty) equal to the Strength of the Monster Card.
TAVERN TABLE
1D6 Result:
1 Buy a Round of Drinks: Lose 1 Gold
2 Brawl: Lose 1 Cube
3 Gambling: Gain 1 Gold
4 Rumor: Gain 1 Hero Card
5 Shady Deal: Gain 1 Item Card
6 Adventurer: Gain 1 Hero Cube of any Type
DWARF HALL TABLE
1D6 Result:
1 Gain 1 Warrior Cube
2 Gain 1 Warrior Cube
3 Gain 1 Soldier Cube
4 Gain 1 Gold
5 Gain 1 Item Card
6 Gain 1 Item Card
ELF GROTTO TABLE
1D6 Result:
1 Gain 1 Warrior Cube
2 Gain 1 Mage Cube
3 Gain 1 Ranger Cube
4 Gain 1 Gold
5 Gain 1 Item Card
6 Gain 1 Hero Card
MONSTER DECK CARD LIST
Monster Strength Type
Skeletons 3 Undead
Zombies 4 Undead
Ghouls 5 Undead
Werewolf 6 Undead
Vampire 7 Undead
Demon 8 Undead
Kobolds 3 Brute
Goblins 4 Brute
Orcs 5 Brute
Ogre 6 Brute
Troll 7 Brute
Giant 8 Brute
Gremlins 3 Magical
Chimera 4 Magical
Witch 5 Magical
Djinn 6 Magical
Sorcerer 7 Magical
Dragon 8 Magical
Ratlings 3 Beast
Stirges 4 Beast
Beast Men 5 Beast
Crockosaurs 6 Beast
Bandersnatch 7 Beast
Wild Wyrm 8 Beast
ITEM DECK CARD LIST
Item: Notes:
Potion Save 1 Cube
Sword Warrior gets +1
Armor Save 1 Warrior
Shield Save 1 Soldier
Amulet Save 1 Mage
Wand Mage gets +1
Holy Symbol Save 1 Priest
Holy Water Any Hero gets +1 vs Undead
Spear Soldier gets +1
Ring Any Hero gets +1
Scroll Gain 1 Temporary Action Token (This turn Only)
Arrows Ranger gets +1
Runes Any Hero gets +1 vs Magical
Cloak Save 1 Ranger
Sack of Coins Gain 1 Gold (For selling Hides of Slain Monsters)
Mace Priest gets +1
Net Any Hero gets +1 vs Beasts
Poison Vial Any Hero gets +1 vs Brutes
HERO DECK CARD LIST
Legend Lore Gain 2 Temporary Action Tokens (This turn Only)
Pick Pocket Steal 1 Gold from target Opponent
Assassin Discard 1 Target Opponent’s Cube
Thief Steal 1 Random Card from target Opponents Hand
Treasure Hoard Gain 2 Gold and 1 Item Card after Defeating a Monster
Wandering Monster Shuffle Monster back into Monster Deck
Experience Cube gets +1
Tracker Ranger gets +1
Sentry Soldier gets +1
Knight Warrior gets +1
Wizard Mage gets +1
Cleric Priest gets +1
Militia Gain 1 Soldier Cube
Scout Gain 1 Ranger Cube
Sell Sword Gain 1 Warrior Cube
Wandering Monk Gain 1 Priest Cube
Hedge Mage Gain 1 Mage Cube
Druid Ranger gets +1 and is also a Priest
Battle Mage Mage gets +1 and is also a Warrior
Paladin Priest gets +1 and is also a Warrior
Barbarian Warrior gets +1 and is also a Ranger
Beast Master Mage gets +1 and is also a Ranger
Wards Save 1 Mage
Hide Save 1 Ranger
Prayer Save 1 Priest
Tough Save 1 Warrior
Luck Save 1 Soldier
Healing Spell Save 1 Cube
Sleep Spell Mage gets +2 vs Brutes
Charm Spell Mage gets +2 vs Beasts
Fire Magic Mage gets +2 vs Undead
Disenchant Mage gets +2 vs Magical
Miracle Priest gets +2 vs Magical
Smite Priest gets +2 vs Brutes
Turn Undead Priest gets +2 vs Undead
Banish Priest gets +2 vs Beasts
Monster Slayer Warrior gets +2 vs Beasts
Giant Slayer Warrior gets +2 vs Brutes
Zombie Slayer Warrior gets +2 vs Undead
Quickness Warrior gets +2 vs Magical
Traps Ranger gets +2 vs Beasts
Vampire Hunter Ranger gets +2 vs Undead
Wizard Hunter Ranger gets +2 vs Magical
Forest Protector Ranger gets +2 vs Brutes
LINKS