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Artifact
Player Guide

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A Game by Platinumux Design
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Contents
Synopsis The Story So Far Game Setup Player Setup How to Play The Artifact & Artifact Markers Card Types I Card Types II Card Types III Location Cards Movement Combat The Race for the Artifact Glossary Afterword 3 4 6 7 8 12 13 14 15 16 17 18 20 21 23

Synopsis
The Artifact is a game for 2-5 players where betraying your friends and stealing from them is as important as discovering resources and exploring the cosmos. The Artifact uses an innovative map dynamic which means every game is unique and different. Set in the far-future and featuring startling artwork, 8 Factions, over 100 cards, exotic locations and constantly evolving play, The Artifact is a game like no other. Win by strategy, tactics or blind luck!

Story so Far...
In the New Galactic Authority, things are not going well. With the Alien KeRel illegally colonising more of the Outer Arm planets, pirates disrupting interplanetary shipping and an unknown plague placing more ships under quarantine, the situation is running grim indeed. Then the singing started. A single voice over the Hypercom, it started as a lone signal picked up by a tramp freighter near the Galactic Hub; it was immediately dismissed as signal failure or an elaborate hoax. Increasing reports came in from other regions until nally the ISS Penumbra docked on Triton, all hands on board reported hearing an alien choir singing within their minds. What did they sing? asked one investigator. Find us. They replied. Triangulating the Penumbras course, researchers found the telepathic signal and traced it to a small planet in Orions Spur near the Perseus Arm. As the singing became almost unbearable, they found a small stone marker in a cave on the planets surface.
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When they picked it up, the singing abruptly stopped, to be replaced by a single, quiet voice once more calling from the far side of the Galaxy. The marker was just a chunk of silicon with a few esoteric car vings but obviously of hidden monumental importance. What was clear though was the marker was incomplete; whoever left this wanted them found and completed. Once word of the signals and the markers was leaked however, every owner-operator, merchantman and pirate set out across the cosmos hoping to nd the markers and solve the mystery; what secret did the markers lead to? Clearly the markers pointed to something- something ancient, advanced and awakening...

Game Setup
1. 2. 3. 4. 5. 6. 7. Remove the Earth card from the Library. Shufe the Library. Each player chooses their faction and piece. All players start with 20 fuel and full shields. Place the Earth card in the centre of the game area. All players start from the Earth card. Each player is then dealt 5 cards face down from the Game Deck.

Player Setup
1. 2. 3. 4. Each player places 2 tokens on the Special Abilities slots of their chosen Faction Card. Each player places tokens on the Shield slots of their Faction card. (Some players may have more shields than others.) All players start with 20 fuel. Slide a token up or down the fuel gauge as fuel is used or replenished during the game. Players add tokens to the Markers gauge as they are gained.
Cover Special Abilities and Shields with tokens. As they get used, remove them from the Player Card.

Faction Card

Place a fuel token on 20. Move the token up or down as directed by the game.

Place Artifact Markers here as they are gained.

How to Play
Goal The aim of game is to uncover 4 Artifact Markers, begin the race for the Artifact and then conquer it to win. Start To begin, each player rolls a 1D6, the highest roll goes rst with turns continuing from that players left. Turns Each players turn consists of the following: 1. 2. 3 & 4. 5. 6. Consolidate. Place a Location card. Move/Action. Resolve the turn. Draw card(s).

Consolidate Sometimes, at the start of a players turn, some effects must be concluded before they can move, place a card or perform an action. These effects must be completed or resolved before continuing.

Location Cards Location cards are played to open up the game map and to allow exploration. Players must play Location Cards next to each other with at least one connecting line of travel. (See pages 16 & 17.) All Players MUST play a Location card on their turn if they have one and it is legal to play. (The exception to this is The Artifact and The Dog Star.) Players may place non-Location cards down but this is performed as an Action. Actions A player may move and then perform an action or perform an action then move. Some examples of Actions are: i. ii. iii. iv. v. Refuel. Attack another player. (See page 18.) Search for an Artifact Marker. Play a card. Repair.

Players may not perform 2 Actions or 2 Movements in their turn unless a card specically states that they may do so.

Movement All Movement is decided by a 6-sided dice. Players can move through a straight line or up, down, left and right as they wish. (As long as the cards allows movement through that direction). A player rolls a 1D6 and moves as per the dice roll. A player does not have to use their entire movement roll however, for example, if a player rolls a 4, they can choose to use only 1, 2, 3 or all 4 moves. The cost of any move is 1 fuel per move, e.g. a roll of 3 on a 6-sided dice where a player decides to move 3 spaces costs 3 fuel. A player may also choose not to move on their turn and remain where they are. (As long as it is legal for them to do so.) This does not cost any fuel. During the Move/Action phase, another player may play a card to help or hinder the player. If this happens, the effect of the new card is ALWAYS resolved rst. Resolve Turn When a player has completed their Move and Action phase, they may have to conclude the results depending on where they land or the effects of another card. All players MUST resolve these effects at the end of their turn unless directed to do so by another card.
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Draw Card(s) At the end of the turn, players draw 1 card from the library. A players hand cannot exceed ve cards, unless another card specically states that they may do so. Some Item cards are required to be played in front of a player. These cards do not count towards hand size and players may use as many as they wish. Any Item cards that a player uses must be played face-up in front of them.

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The Artifact and Artifact Markers


Artifact Markers are achieved through exploration, conquest and downright underhanded dirty-dealing! Artifact Markers are uncovered during the course of the game, stolen from other players and can be won from many locations. Once a player has gained 4 Artifact Markers and the Artifact is in play, the Race for the Artifact begins. (See page 20.) The Artifact The Artifact can be played on its own or any location, except Nebulas and Planets. A player may play the Artifact at any time but if a player plays The Dog Star while another player holds the Artifact, then the Artifact MUST be played on it.

ISS Mercator

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Card Types I
There are a variety of different card types with different effects.
Planetary Location Card.

Planetary Event Card.

Universal Event Card.

Space Location Card.

Space Event Card.

Transit Card.

Item Card.

Generally, playing Planetary Events, Universal Events and Space Events is not an Action. The cards will specically state how they are to be used.

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Card Types II
Below is the breakdown of each card type.
Planetary Location Cards - This is a standard location card and can be played next to any other location as long it contains connecting lines of travel. Planetary Event Cards - Planetary Events can only be played on planet location. Sometimes these cards may only be played as an Action. In many cases these cards replace the planet location and need to resolved before the planet can be Landed on again. Universal Event Cards - Universal Events are cards that can affect all players. They are rarely required to be played on a location.

Space Location Cards - Space locations are another type of location card. They can be anything from derelict ships and nebulae to space-ports and normal space. Space Event Cards - Space Events can only be played on space locations. Sometimes these cards may only be played as an Action. In many cases these cards replace the space location and need to resolved before the location can be used or moved through. Transit Cards - Transit cards are another type of location card. Transit cards, such as Black-Holes and Wormholes can be moved across for normal Fuel costs. Moving through Transit cards; from one Wormhole to another for example, costs zero Fuel. Item Cards - Item cards range from the exotic to the bizarre. When Item cards are played, they remain face up in front of the player who used them.

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Card Types III


Card Breakdown All cards have similar details.
Conditions to Land, Artifact Markers and Combat Conditions.

2
3
OR

The cost in Fuel to Land and search for a Marker. This does not apply for Fuel cost for Movement. The amount of Markers available on a planet when rst played. This indicates a Sanctuary Planet. No combat may be initiated here under any circumstance. This indicates a Combat Planet. Combat may be initiated freely between players. When there is no symbol, Combat may only be initiated through cards or abilities.

Card Name. Card Type.

Transit Lines.

Card Details.

Current Edition Number.

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Location Cards
Location cards always have lines of travel on them. Some contain lines across all four cardinal points whereas some have less. Players can travel in any direction as long as the lines of travel connect.
This card contains all 4 cardinal lines of travel. A player landing on this card may move off in any direction.

This card contains only 2 cardinal lines of travel. A player landing or leaving from this card may only do so from East or West.

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Movement
Movement between cards can be seen at a glance.

With this card, players may only travel from East to West. They may NOT travel from West to East.

- Legal lines of travel

X - No Entrance or Exit

X X

This card has no lines of travel connected from neighbouring cards. Movement to this card is presently not possible.

This card has lines of travel connected from neighbouring cards but as the card below it does not connect, movement to the South from this card is not possible.

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Combat
Combat between players can only be instigated under the following conditions. 1. A player is attempting to gain The Artifact and has 4 Artifact Markers. Any players on the same location may freely attack each other. Two or more players are at a location where free combat is permitted. A player uses the Under Attack card or ability.

2. 3.

Combat in Detail Combat is always an Action. The Attacker A player instigating combat must declare their intention to the defending player. The attacking player may sacrice up to 5 Fuel to their Attack Roll. How much Fuel they choose to use is hidden from the other players. The Attacker rolls a 1 D6 (all players see this roll) and add their sacriced Fuel to the roll. The total is the Attack Roll. They then declare that they are ready.
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The Defender The defending player may sacrice up to 3 Fuel to their Defence Roll. They declare this to the other players. The Defender rolls a 1 D6 (all players see this roll) and add their sacriced Fuel to the roll. The total is the Defence Roll. They then declare that they are ready. Combat Resolution The attacker reveals how much Fuel they sacriced and their Attack total. The total Defence Roll is subtracted from the total Attack Roll. If the Attack Roll is greater than the Defence Roll, the defender loses 1 Shield and an Artifact Marker (if they have one). The Marker then goes to the attacking player. If the Attack Roll is lower or equal to the Defence Roll, the attack has failed. The defender may use cards or abilities before combat resolution such as Raise Shields or Slip-Sideways. If the defending player wishes to use cards or abilities they must do so after the attacking player has committed their Fuel for their Attack Roll. If a player loses all their Shields, they must start again from Earth. They lose all Artifact Markers in their possession although they may attempt to gain Artifact Markers from locations they previously won them from.
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The Race for the Artifact


Once the Artifact is in play and a player has won 4 Artifact Markers, the game changes. The changes are set out below:
1. 2. All players may now engage in combat with any other. Movement is now restricted to 1,2 or 3 moves for any player with 4 Artifact Markers. They do not have to roll the dice. The cost of any number of these moves is reduced to 1 fuel. All other players move normally Any player with all 4 Artifact Markers MUST refuel at a Nebula before landing on the Artifact. If a player with 4 Artifact Markers is successfully attacked by another player, the attacker gains control of an Artifact Marker. If this means that the attacking player has gained 4 Artifact Markers, that player may start the Race for the Artifact. The loser must now gain a fourth Artifact Marker again. If a player has all 4 Artifact Markers and has refueled, Pesendak Needler Mk toward VI that player may move the Artifact. If a player lands on the Artifact with all conditions met, that player must roll 5 or above on a 1D6 to win the Artifact and the game.
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3. 4.

5. 6.

Glossary
Actions - There are a number of Actions and players can choose to perform one on their turn. Players may Refuel, Repair, play a card, search for an Artifact Marker or initiate combat. The Artifact - The goal of the game. The Artifact can only be gained if a player has 4 Artifact Markers and has Refueled at a Nebula. Artifact Markers - Artifact Markers are gained through locations, cards and events in the game. Combat Planet - On a Combat Planet, any player may attack another as long as both players are currently on the same planet. Fuel - Fuel is a resource in the game that is used for movement and combat as well as other purposes. Landing - A player is considered Landed on a Location if they perform an Action specic to that location such as searching for an Artifact Marker on a Planet. Some locations contain an additional Fuel cost if a player chooses to Land. Moving through or ending a Movement at these locations without performing an Action specic to that location does not incur the Landing cost.
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Movement - There are two types of Movement; Normal or Race. With Normal Movement, a player rolls 1 D6 and moves according to their roll. They may choose to use their entire roll result, part of it or none at all. Fuel is consumed on a 1:1 basis. i.e a player moving 2 spaces uses 2 Fuel. With Race Movement, a player may move 1, 2 or 3 spaces. There is no dice roll. The Fuel cost is always 1 Fuel regardless of how many spaces moved. Race Movement is only used if a player is making a Race for the Artifact. Refuel - Refuelling is achieved at Nebulae and some locations. Refuelling is always an Action and will completely rell a players Fuel. Repair - Repairing is an Action that can only be performed at a Sanctuary Planet. Repairing will rell 1 Shield at a cost of 5 Fuel. Sanctuary Planet - A Sanctuary Planet does not allow players to initiate combat under any circumstances. Players may also Repair at a Sanctuary Planet. Shields - Shields are used to protect a player in combat. Shields can be repaired at a cost of 5 Fuel per Shield at any Sanctuary Planet.

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Afterword
The Artifact has been an enjoyable labour of love for several years now. From its humble origin as a college project to its present, nished incarnation, every step has been journey of discovery, learning and experimentation. Thousands of hours of play testing, design and frustration nally developed into a unique game we could be proud of. As we write this, we know that no-one in the world has spent more time playing The Artifact than us but one thing still surprises us - every time we play, even now, something new happens; some freak map dynamic or strategy that suddenly leaps out from the game, an odd counter that yields surprising results or a hilarious defeat snatched from the jaws of victory - it is this ever-changing uniqueness that makes each game an adventure. But we could only take it so far. Without you, all we would have is a great game only we could play. Thanks to you, The Artifact is now a polished gem with all the shine and sparkle we wanted for it. It is our hope that you gain as much fun and enjoyment from playing The Artifact as we did making it!

The Artifact Project


2013

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Platinumux Design 2013

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