Kickstarter In Fulfilment

Ryder - Completed Cards

Game Setup

  1. Remove the following cards from the deck: All Replenish cards, As many trap cards as agreed upon by both players
  2. Shuffle reserve
  3. Deal 4 cards to each player, in turn
  4. If you have a “Trap Triggered” card in your field, place into reserve and shuffle
  5. You may look at your cards and then place them in front of you, Each card next to each other as such: 🂠 🂠 🂠 🂠. Once in position you are not allowed to move them from that position
  6. Each player must announce their “War Cry”. To be used prior to flipping a Ryder card when attacking (explained further in guide).
  7. Each player draws a card from the reserve until both players have at least 1 Ryder card in front of them. The player with the higher ranked Ryder card chooses who plays the first move. All cards (excluding the 4 dealt to each player at the start) are re-shuffled back into the reserve.
  1. Remove the following cards from the deck: As many Replenish cards as agreed upon by all players
  2. Shuffle reserve
  3. Deal 4 cards to each player, in turn
  4. If you have a “Trap Triggered card in your field, place into reserve and shuffle
  5. You may look at your cards and then place them in front of you, Each card next to each other as such: 🂠 🂠 🂠 🂠. Once in position you are not allowed to move them from that position
  6. Each player must announce their “War Cry”. To be used prior to flipping a Ryder card when attacking (explained further in guide).
  7. Each player draws a card from the reserve until all players have at least 1 Ryder card in front of them. The player with the higher ranked Ryder card chooses who plays the first move and the direction of play (clockwise or anti-clockwise). All cards (excluding the 4 dealt to each player at the start) are re-shuffled back into the reserve.
  1. Deal 4 cards to each player, in turn
  2. If you have a “Trap Triggered card in your field, place into reserve and shuffle
  3. You may look at your cards and then place them in front of you, Each card next to each other as such: 🂠 🂠 🂠 🂠. Once in position you are not allowed to move them from that position
  4. Each player must announce their “War Cry”. To be used prior to flipping a Ryder card when attacking (explained further in guide).
  5. Each player draws a card from the reserve until all players have at least 1 Ryder card in front of them. The player with the higher ranked Ryder card chooses who plays the first move and the direction of play (clockwise or anti-clockwise). All cards (excluding the 4 dealt to each player at the start) are re-shuffled back into the reserve.

CORE RULES

  • At the start of your turn you may choose to play any of your field cards individually or, for advanced gameplay use Combo rules. 
  • If playing an individual card, pick one of your cards to attack another player with. If it’s a Ryder card (A card with a Rank 1-10 on it) you play this card against another player directly, sliding it across the table adjacent to the card you’d like to attack. Make your War Cry or not (See “War Cry” in Ryder Skills & War Cry) and then flip your card. The other player must then flip the card you are attacking. 
  • If the card you are attacking is a Ryder card of the same rank or lower, you are successful (Ryder rankings: Rank 1 is the weakest, Rank 10 is the strongest.), if the card you are attacking is of a higher rank you fail. You also fail if the card is a champion card or a trap card and the trap is activated. Upon success you receive their card into your treasury, facing the card down to show the gold bullion on the back and placing this next to, but slightly away from your field. if you fail in your attack your card is returned to your field where you removed it from, The player being attacked DOES not receive your card if you fail. If you made a War Cry prior to revealing your card for an attack, then apply the success/fail skill as appropriate.
  • If you choose to attack with a Champion card (Wizard, Queen, King or Hashishin) you do not play this card against another players cards. Instead you play it in front of you. You do not need to use your War Cry when playing a champion card. Then simply read the instructions on the Champion card and follow out what is stated. If a champion card’s attack effects a Trap card in any way, that trap is activated on the player playing the champion card.
  • After the end of the round all players who lost cards must refill their field back to 4 cards, from the reserve. It does not matter in which order the players fields are replenished from the reserve but each players field must retain the same position, cards being replenished must fill the empty spot not be moved to one or the other side of a players field.
  • Once the reserve is depleted, play continues until only one player has field cards left in front of them. These players cards are added to their treasury.
  • The player with the most amount of cards (gold) in their treasury wins. If a draw then the value of Ryder cards in each treasury is counted and the highest value wins (Champion cards receive no value).

ADDITIONAL RULES

  • If you missed seeing a card and were not obstructed you cannot request to see it again.
  • Players may skip a turn if they wish. They may only do this by stating the following: “Good Lords & Or Ladies, (insert your game name here) must politely decline your invitation to play this round”. Word for word without looking at this guide. Failure to complete means they must play their turn. If this is used by the same player in the same game the exact same name must be provided with the same pronunciation.

ADVANCED PLAY - COMBOs

Combo’s may be played in place of your turn

  • Out Flank = If your field consists of a W, Q, K & HS you can play the “Out Flank” manoeuvre. Choose 1 player to their whole field is removed into your Treasury. Your field is removed to Graveyard. You must then select 4 cards from the Reserve to replenish your Field. Once your field is full you may switch 2 cards from your field with 2 cards from your Treasury. The player who was out flanked then re-fills their field once your turn is complete.
  • Team Feat = Use 2, 3 or 4 of the same Champion cards in 1 turn. E.g. W & W or Q & Q & Q. The rules for these champions stay the same however you may split your attack across multiple players. Alternate Champion cards are not accepted.
  • Last Stand = If you have Ryders ranked 1, 2, 3 & 4 in your deck you may play the “Last Stand” Combo on your turn. This combo allows you to move your whole deck to your Treasury, redraw 1 card from your Treasury to your field and replenish your other 3 cards from the Reserve.

RYDERS SKILLS & WAR CRY

Ryder Rank Skills can only be used if you state your War Cry prior to revealing your card. If your card is revealed before you state your war cry and your Ryder card has a Success or Fail as part of the Skill, you automatically fail, apply fail element of skill instantly. (9’s & 10’s go to graveyard without attacking, 8’s may still play round)

Rank 1, 3, 4, 5 Skills can be played against ANY player, not just the player you’re attacking that round.

 

 Rank Description
1 Shuffle another players field, that player becomes confused and cannot look at their field until the end of their next turn
2 The person attacking may shuffle their own field
3 Look at another players card (1)
4 Switch 2 players fields
5 Switch 1 of your cards with another player
6 Switch one card from Graveyard with one card from your Treasury
7 Switch one card from your Treasury with a card in your field
8 Success: All Rank 1’s in all fields are sent to Graveyard | Fail: All Rank 1, 2 and 3 Ryders in your field are sent to graveyard
9 Success: Trigger 1 or all additional 9’s in your field to attack any player | Fail: All 9’s in your field are sent to graveyard
10 Success: 1 Additional strike against any player | Fail: Send this card to graveyard if either attack fails

FAQ

What is a War Cry?

To really understand the purpose of the War Cry, it’s best to put it into a real life context. Think of stalking your pray in the forest, if you can sneak up on them without them seeing, then just before you strike the blow shout a ferocious War Cry, you’d have the element of surprise and an advantage to your attack. However if you are stalking your pray in that same forest, and you’re not close enough to attack but you shout your War Cry, instead of surprising your enemy you alert them and you loose the element of surprise and your advantage.

It is for this reason that it’s important that you state your War Cry prior to revealing your card. Stating it prior indicating a sneak attack. Stating it after you’ve revelaed your card means you cannot use that Ryders Skill.

 

If you successfully defend an attack, do you win the attacking card?

So lets say someone attacks your Rank 10 Ryder with their Rank 5, They fail their attack. You do not get their card into your treasury. Their card is instead placed back into their field where it was removed from.

If you fail an attack, does the skill still activate?

If prior to turning your card over you make your War Cry, you then attack their card and their card is either a higher rank or a Champion or Trap card your attack fails. However Ryder cards Ranked 1-7 have no “Success/Fail” measures attached to the Skill, so these cards may still have their skills activated, even if their attack fails.

Ryder Cards Rank 8, 9 & 10 Have skills with Success/Fail measures. If the attack fails and a War Cry was made prior to flipping the Rank 8, 9 OR 10 card, the fail skill is inacted.

Examples:

  • Rank 1 attacks Rank 10 and fails. If the War Cry was made prior to flipping the Rank 1 card then the Rank 1 skill still applies.
  • Rank 9 attacks Rank 10 and fails. If the War Cry was made prior to flipping the Rank 9 card then the Rank 9 FAIL skill applies
  • Rank 1 attacks Champion or Trap and fails. If the War Cry was made prior to flipping the Rank 1 card then the skill applies.
  • Rank 10 attacks Champion or Trap and fails. If the War Cry was made prior to flipping the Rank 10 card then the Rank 10 FAIL skill applies

We’d love your feedback on the game, any revisions or additions you think should be added or anything to be fixed plus game development ideas. Whatever your thoughts about the game, shoot us a form below! Cheers.