Gate Rulebook

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sun icon in the top right corner), and The Card Types Citizen / Hero Cards
Enemy Cards (marked with a star In the top
The Gate, Tower, and Farm cards are the 3
right corner). The larger cards make up
locations you are trying to defend. Each has Income
your town: The Gate, Tower, Farm, and Card
Designed and illustrated by their own health to track using dice; the Type
Fearamid. There is also a Command Card
Jason Glover Tower and Farm start with 6 health, and Repair
with a handy turn summary on the back—
the Gate starts with 12.
set this aside for now.
1 Player | Ages 12+ | 15-20 min. Both the Tower and Farm provide bonuses Calm Special
1) Locate the 3 Starting Cards, shuffle Bonus
Objective while they still stand: As long as the Tower
them, and then place them face-down to Attack
has at least 1 health, add 1 damage once
In Gate, you are the leader of a medieval form your starting draw pile. Leave space
per turn to the sum of your attack. And as
town under attack by vile creatures pouring nearby for a discard pile. • Card Type/Value/Cost - Indicates the
long as the Farm has at least 1 health, you
out of your local mine. (I guess you dug too type of card. Starting cards are marked with
2) Shuffle the Citizen Cards and set the have 1 extra gold each turn to either recruit
deep.) Now you must defend your town! a "S", citizens have a numeric value, and
deck face-down, then draw 3 Citizen Cards new citizens or issue commands. If these
Will you outlast the onslaught and be heroes have a sun icon.
and flip them face-up in a row to the right locations reach 0 health, the game
victorious? Or will your gate by destroyed of the deck. Now flip the top card of the • Income - Money that can be spent to hire
continues but you lose their bonuses.
and your people driven to madness by deck face-up to create a market of 4 Citizen new citizens and issue commands.
fear? Above all, protect your Gate! If the Gate
Cards from which you will later be able to • Repair - Restore health to a damaged
reaches 0 health, the game ends
recruit.
Setup Immediately. Gate, Tower, or Farm.
3) Shuffle the Hero Cards and set the deck • Calm - Reduce the fear level on the
Enemy Hero • Citizen Deck - You may hire Citizens to
Active face-down. Fearamid.
Draw Draw join the fight. Each Citizen Card has unique
Enemies 4) Place the Farm, Gate, Tower, and
Deck Deck stats that make them suited for different • Attack - Attack the advancing enemies.
Fearamid cards in a row in front of you, and tasks. Some even offer special bonuses.
Citizen • Special Bonus - Some citizens have a
then set the 4 dice on the empty spaces
Draw Citizen Cards • Hero Deck - Heroes are stronger, one- unique ability that you may use as a free
with the 6 side face-up. You will use these
Deck time-use cards gained whenever your reach action when you play the card.
dice to track the health of these locations.
a sun icon on the Fearamid. After using a
Farm Gate Tower Fearamid
Place the silver cube on the lower-left
Hero Card, remove it from the game.
Enemy Cards
space of the Fearamid, marked with the ">"
icon. • Enemy Deck - The 3 waves of foes
Health Victory
marching towards your town make up this Points
5) Examine the backs of the 9 Enemy Cards.
deck. A new enemy will emerge each Attack
You will notice that they are marked as Location
round, presenting new challenges.
either Wave 1, Wave 2, or Wave 3.
Separate the cards by wave, shuffle each • Draw Pile - This is your face-down pile of
Draw Pile Discard Pile Fear
stack of 3, and then place them face-down acquired Citizen Cards. You will draw from
with Wave 3 on the bottom, Wave 2 in the this deck during the "Draw Up" phase.
Separate the smaller cards into these
decks: Starting Cards (marked with an "S" middle, and Wave 1 on top. • Discard Pile - This is where you place your
• Victory Points - The number of points you
In the top right corner), Citizen Cards 6) Make sure you have your Command Citizen Cards, face-up, after use. Once your
will earn at the end of the game (if you
(marked with a numbered circle in the top Card handy to help you issue commands. draw pile is emptied, you will shuffle this
survive, that is).
right corner), Hero Cards (marked with a pile to form a new draw pile.

1 2 3 4
• Health - Reduce this value to 0 to defeat to issue any number of commands (but you Don’t forget to apply a Citizen Card’s already destroyed, deal damage to the
the enemy. cannot issue the same command twice in a special bonus. If you use the Mason’s Gate instead. If the Tower or Farm are
• Attack Location - Each enemy will single turn). By issuing commands (See your repair trait, for example, remember he destroyed, they cannot be repaired and are
attempt to attack a specific location, Command Card), you can spend 2 gold to restores 3 health if he repairs the Tower (as gone for the rest of the game. If the Gate
dealing damage equal to the value on the deal 1 damage to an Enemy Card (Call to opposed to 2 health for other locations). falls, the game ends Immediately.
card. If that location is already destroyed, Arms), 1 gold to discard and replace all Next, increase the fear level of your town
recruits (Caravan), 2 gold to reduce your
Citizen Card Traits:
the enemy will attack the Gate Instead. equal to the Fear value depicted on the
fear level by 1 (Festival), or 2 gold to • Income: See steps 3 and 4. Enemy Card(s). Any symbol on the
• Fear - Increase your fear level on the
restore 1 health to a location (Fortify). Any • Repair: Restore health to your Gate, Fearamid that Is passed or landed on
Fearamid.
cards whose income was used should be Tower, or Farm equal to the Repair value during this action is activated (once again, if
Turn Sequence placed in discard pile. on the card. You may split your repair the Tower or Farm are targeted but already
During each turn, you will perform the 4) Recruit: Each Citizen Card has a between multiple locations. destroyed, the Gate takes damage instead).
following steps in this order: recruitment cost in the upper right corner. • Calm: Relax your townsfolk. Lower the You always move the silver cube from left
1 - Enemies Advance You may use the income of the cards in silver cube on the Fearamid a number of to right and from bottom to top. If you pass
your hand to buy new Citizen Card(s) from spaces equal to the Calm value on the card. or land on a sun Icon, draw a Hero Card and
2 - Draw Up
the row of 4 cards in play. (Remember that place it in your discard pile. Hero Cards may
3 - Issue Commands The silver cube rests on the “>” at the start
while your Farm still stands, you gain 1 only be played once but are fairly powerful.
4 - Recruit of the game. When fear increases, move
extra income to make a purchase.) Any If the silver cube ever reaches the top of
5 - Use Cards the cube to the right, one space at a time,
cards used to recruit are placed in your the Fearamid, your town is overtaken with
6 - Enemies Attack until you reach the end of the row. Then
discard pile along with any Citizen Cards fear and you lose the game.
move up to the next row, all the way to the
1) Enemies Advance: Reveal a new Enemy you recruited. Later they will find their way
Card and place it to the left of the deck.
left. When fear decreases, do the same in The Final Stand
into your draw pile, and then into your
reverse. If no Enemy Cards can be drawn at the
Shift any previously revealed Enemy Cards hand. You may purchase more than 1 card
one space to the left. You may never have Note: When your fear level decreases, do beginning of your turn, you have triggered
if you have the Income to do so. Whenever
more than 2 face-up Enemy Cards, so if you not activate any Fearamid icons! the final stand. Enemies will no longer
you buy a card, you must replace it
are revealing a third Enemy Card, the advance, and you will have to defeat any
Immediately from the citizen draw deck so • Attack: Deal damage to an Enemy Card
leftmost enemy will attack your Gate for remaining enemies or die trying...
that 4 Citizen Cards are always available to equal to the value of the attack trait. If you
1 damage and then be removed from recruit. kill the enemy, collect that card and form a Winning
play—it will not be scored at the end of the score pile. If you do not kill it, place damage
5) Use Cards: You may use any remaining You can win Gate only by surviving all the
game. tokens on the card equal to the damage
cards in your hand to Repair, Calm, and/or enemies in the enemy deck and by killing
2) Draw Up: On your first turn, you will skip Attack. Examine your cards and choose dealt and try to finish it off on a future turn. the final two foes. Add up the victory points
this step and simply play using the 3 wisely; you may only utilize a single trait If you kill an enemy and have leftover on all the defeated Enemy Cards for your
Starting Cards. But on future turns, you will from each card. damage to deal, you may apply it to final score.
draw 3 cards from your draw pile. If your another face-up enemy.
draw pile is ever emptied, simply shuffle
Example: If you use a Citizen Card for its Losing
calm trait, lower your fear level on the 6) Enemies Attack: Steel yourselves! Each If your Gate reaches 0 health, or the silver
your discard pile, form a new draw pile, and
Fearamid by the value of the calm trait, and face-up enemy attacks the town, dealing cube reaches the top of the Fearamid, you
draw until you have 3 cards in hand.
then discard the Citizen Card (ignoring all damage to the depicted location equal to lose immediately. Learn from your failure
3) Issue Commands: You may spend the the other traits). the enemy’s Attack value. If that location is and try again!
income depicted on your cards (coin icon)

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