BORDERKEEP







INTRODUCTION		
Multiplayer card game or Solo rules.
Each player controls a small town in a fantasy setting.
Every turn players build structures and hire heroes to defend their town.
Some cards are used to send monsters and disasters to destroy your opponent’s towns.

THE DECK
The deck has 75 cards.
These will have to be constructed before play is possible.

SETUP	
Six sided dice (D6) are needed.
Roll high on 1D6 to determine turn order.
Players start with a hand of 7 cards.
Each player starts with 30 gold.
Each player starts with 1 guard token.
Each players town starts with a castle with 4 walls, and an income = 3 gold.
Gold can be used to substitute for any other commodity on a one to one basis.

OBJECT	
Have the most defenders and structures at the end of the game.
Each defender and structure is worth 1 victory point.
The game ends when the last card is drawn from the deck.
In a multiplayer game, the game ends if all but one player’s town is destroyed.

TURN SEQUENCE	
Players take turns.
Each turn has 6 phases:
1. Draw Phase
2. Upkeep Phase
3. Production Phase
4. Build Phase
5. Attack Phase
6. Heal Phase

THE GOLDEN RULE
In all situations, Gold can be used to substitute for any other commodity on a one 
to one basis.
For example: 
You may have to pay an upkeep of 1 magic. You can substitute 1 gold instead.

DRAW PHASE
Draw one card.
Max hand size = 7.
Discard excess cards.
Pay 7 magic to draw an extra card.
If you bought the card discard it if it is a disaster
or attack card.

UPKEEP PHASE
All defenders have an upkeep = 1 food or weapon.
Heroes have an additional upkeep of 1 magic.
Some buildings have an upkeep in their card description.
If the upkeep is not paid the card is discarded.

REVENUE PHASE
Collect revenue from all structures and defenders that produce revenue.
Revenue comes in different forms: Gold, food, magic, etc.
Keep tract of each form of revenue.

BUILD PHASE
Put structures and defenders into play by paying their cost.
Defenders must be paid for in  food and/or weapons. 
Magical defenders can also be paid for with magic.
Structures must be paid for in  wood or stone.
Magical structures can also be paid for with magic.
Artifacts must be paid for in magic.

ATTACK PHASE
Players cannot play attack cards until turn 3.
Attack cards include Disasters & Monsters.
Play one Attack card on the opponent to your left.
If you have more than one attack card, you may play the additional 
card on the next player, and so on.
Resolve disasters according to the card text.
Resolution of battles with monsters may take several segments.
The monster and all defenders attack once during the segment.
Attack order is determined by each cards initiative.
Initiative = 10 attacks before Init = 9, and so on. 
All cards of the same initiative level attack simultaneously.
An attacking card rolls a number of six sided dice equal to its Attack Dice (AD).
Each roll of 1 causes the other side to lose 1 hit.
The attacker decides where hits are inflicted.
Each card has a number of hits. 
If this hit total is reduced to 0 the unit is destroyed.
The monster will keep attacking until destroyed.
If the monster destroys all the defenders, the monster is discarded and the 
defender must discard 1D6 structures.
If there are no structures left, then castle walls are destroyed. 
If all a players castle walls are destroyed, the player is eliminated. 
Some units have Spells.  Roll on the spell table at the beginning of 
each segment to see what spell the unit can cast. 

HEAL PHASE	
All surviving defenders recover all lost hits.
Walls may be rebuilt for 3 stone or wood each.
Defender & Structure cards destroyed this turn may be put back 
in your hand for 2 magic each.
Summoned minions are destroyed.
Destroyed guard tokens are returned to play for free.

THE GUARD TOKEN
Each player starts the game with one.
The guard is a non-hero defender.
The guard has initiative = 2, Attack Dice =2, and Hits = 2.
The guard has no upkeep.

STRUCTURE CARD LIST
Card Name:		Cost	Notes:
Farm			2	Revenue = 2 food
Brewery		        8	Revenue = 5 food
Bakery			4	Revenue = 3 food
Butcher		        6	Revenue = 4 food
Market Place		4	Convert 2 of any commodity into 1 gold
Temple		        8	Maximum hand size = +1
Guild Hall 		10	Pay 5 gold to draw 1 card
Tavern			6	Revenue = 1 gold per 3 defenders (round up)
Inn			8	Revenue = 2 gold, Upkeep = 1 food	
Wizards Tower	        10	Revenue = 3 magic; Magical Heroes cost 3 less
Library			8	Revenue = 2 magic
Alchemists Shop	        4	Revenue = 1 magic
Herbalist	        4	Revenue = 1 magic
Barracks		6	Upkeep = 1 Food; Nonhero defenders cost 2 less
Armorer		        8	Revenue = 3 weapons
Shield Smith		6	Revenue = 2 weapons
Fletcher		6	Revenue = 1 weapon; Missile units cost 3 less
Blacksmith		4	Revenue = 1 weapon
Defensive Wall	        3
Guard House		6	Gain another Guard Token
Moat			8	Attacker is - 1 AD
Catapult		8	Initiative = 10, Attack Dice = 2
Ballista		6	Initiative = 8, Attack Dice = 3
Bombard		        10	Initiative = 12, Attack Dice = 4
Stables			6	Rev = 1 gold, Upkeep = 1 food 
Quarry			8	Revenue = 3 stone		
Mason                   6       Revenue = 2 stone
Woodmill		8	Revenue = 3 wood
Logging Camp            6	Revenue = 2 wood
Mine			8	Revenue = 2 gold
If you have a tavern nonmagical Heroes cost 2 less.
If you have a stable mounted units cost 3 less.

NONHERO DEFENDER CARD LIST
Card Name:		Cost	Init	AD	Hits	Notes:
Swordsmen		7	2	3	2
Shieldmen		6	1	2	3
Halberdiers		9	3	4	2
Archers		        8	6	1	1	Missile
Crossbowmen		9	5	3	1	Missile
Handgunners             8	4	3	1	Missile
Longbowmen		10	7	2	1	Missile
Light Horsemen		7	3	2	2	Mounted
Medium Cavalry		9	3	3	3	Mounted
Knights		        11	3	4	4	Mounted

HERO DEFENDER CARD LIST
Card Name:		Cost	Init	AD	Hits	Notes:
Cavalier		15	5	5	4	Mounted
Ranger			14	8	4	2	Mounted; Missile
Nobleman		13	3	3	2	Revenue = 1 Gold
Warrior     		13	4	6	3	
Wizard			16	5	2	1	Magic, Spells
Druid			19	6	3	2	Magic, Spells
Priest			14	4	1	1	Magic, Spells

ARTIFACT CARD LIST
Card Name:		Cost	Init	AD	Hits	
Magic Sword		7	+2	+4	+1	
Magic Armor		5	+1	+1	+3	
Magic Bow		7	+5	+2	+0	 
Attach artifacts to nonmagic Heroes.

ATTACK CARD LIST: MONSTERS
Card Name:		Init	AD	Hits	Notes:
Goblin Horde		1	1	4
Dragon			5	7	5
Giant			4	6	6
Ogres			2	4	5
Orc Army		3	3	5
Trolls			1	3	5
Demons		        3	5	6	Spells
Djinn			7	4	4	Spells
Sorcerer		5	2	2	Spells
Necromancer		4	3	3	Spells
Bandits		        5	2	3
Barbarians		3	4	6	
Warlord		        5	5	5
Nomads		        5	3	3

ATTACK CARD LIST: DISASTERS
Card Name:		Notes:
Earthquake		Roll 1D6 for every structure. On a roll of 1 it is destroyed
Plague			Roll 1D6 for every defender. On a roll of 1 it is destroyed
Blizzard		Opponent produces no food next turn
Draught		        Opponent produces no food next turn
Magical Vortex	        Opponent discards 1D6 cards from his hand.
Thieves		        Any Opponent loses 2D6 gold from his treasury.
Assassin		Kill one of any opponent’s heroes
Spies			Look at any opponent’s hand; Draw 1 card
Prosperity		You gain 2D6 Gold.
Caravan		        You gain 2D6 Gold.
War			You may attack any opponent with one or more of your defenders

SPELL TABLE
1D6	Spell Name		Notes:
1	Elemental Blast		Init +5 AD + 3 this segment
2	Ensorcell		Target enemy unit has AD = 0 this segment
3	Defense			Hits +3 for 2 segments
4	Heal			Friendly units gain back 3 hits  
5	Summon			Minion has: Init = 3, Attack = 4, and Hits = 2
6	Death			AD + 7 this segment








SOLO RULES
Do not draw extra cards.
You are the target of all attack cards.
Resolve attack cards the turn they are drawn.
You win if you get through the deck.






NONCARD VERSION
Paper & pencil required.
You have to write down what units you own.
The game is over after 5 Monster attacks.
Instead of drawing cards roll on the following table:

EVENT TABLE
1D10	Event		Notes			
1-4	Construction	Roll on the Structure table. You may build the indicated structure.
5	Recruit Hero	Roll on the Hero Table. You may hire the indicated hero
6-7	Recruit Troops	Roll on the Troop Table. You may hire the indicated troop
8	Disaster	Roll on the Disaster Table. 
9	Monster		Roll on the Monster Table. The indicated monster attacks.
0	Reroll		

STRUCTURE TABLE
01-03	Farm
04-06	Brewery		    
07-09	Bakery	
10-12	Butcher		      
13-15	Market Place
16-18	Temple		       
19-21	Guild Hall 	
22-24	Tavern		
25-27	Inn			
28-30	Wizards Tower	      
31-33	Library		
34-36	Alchemists Shop	       
37-39	Herbalist	     
40-42	Barracks
43-45	Armorer		   
46-48	Shield Smith
49-51	Fletcher	
52-54	Blacksmith	
55-57	Defensive Wall	        
58-60	Guard House		
61-63	Moat			
64-66	Catapult		
67-69	Ballista		
70-72	Bombard		        
73-75	Stables		
76-78	Quarry			
79-81	Mason                  
82-84	Woodmill		
85-87	Logging Camp           
88-90	Mine
91-00	Pick one

TROOP TABLE
1D10	Unit
1	Swordsmen
2	Shieldmen		
3	Halberdiers		
4	Archers		       
5	Crossbowmen		
6	Handgunners            
7	Longbowmen	
8	Light Horsemen	
9	Medium Cavalry	
0	Knights

HERO TABLE
1D10	Hero/Artifact
1	Cavalier		
2	Ranger			
3	Nobleman	
4	Warrior     
5	Wizard	
6	Druid	
7	Priest	
8	Magic Sword	
9	Magic Armor		
0	Magic Bow 

MONSTERS TABLE
1D100	Attacker
01-07	Goblin Horde
08-14	Dragon		
15-21	Giant		
22-28	Ogres	
29-35	Orc Army
36-42	Trolls		
43-48	Demons		       
49-56	Djinn	
57-63	Sorcerer	
64-70	Necromancer	
71-77	Bandits		 
78-84	Barbarians	
85-91	Warlord		       
92-98	Nomads		   
99-00	Same as last time

ATTACK CARD LIST: DISASTERS
1D10	Event	
1	Earthquake
2	Plague	
3	Blizzard
4	Draught		     
5	Magical Vortex	       
6	Thieves		       
7	Assassin
8	Spies	
9	Prosperity
0	Caravan		      

Go to Medieval Keep

CARDSET
Thanks Zak
Click here to get it.





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