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Multiverse: Cosmic Conquest Trading Card Game Rulebook Copyright © 2014-2017 TokArts Limited All rights reserved

Multiverse: Cosmic Conquest Trading Card Game Rulebook€¦ · Multiverse: Cosmic Conquest is a strategy card game for two or more players, each of whom has a customized deck of Multiverse:

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Page 1: Multiverse: Cosmic Conquest Trading Card Game Rulebook€¦ · Multiverse: Cosmic Conquest is a strategy card game for two or more players, each of whom has a customized deck of Multiverse:

Multiverse: Cosmic Conquest Trading Card Game

Rulebook

Copyright © 2014-2017 TokArts Limited

All rights reserved

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Contents

CONTENTS ............................................................................................................................................................................... 1

1. THE BASICS ..................................................................................................................................................................... 2

1.1 SIX FLAVORS OF CONQUEST ............................................................................................................................................. 2 1.2 PARTS OF A CARD ............................................................................................................................................................. 3 1.3 CARD TYPES...................................................................................................................................................................... 4

1.3.1 Arsenal cards .............................................................................................................................................................. 4 1.3.2 Galaxy cards ............................................................................................................................................................... 4

1.4 GAME ZONES .................................................................................................................................................................... 4

2. THE BUILDING BLOCKS .............................................................................................................................................. 5

2.1 RESOURCE ......................................................................................................................................................................... 5 2.2 PLAYING A CARD ............................................................................................................................................................... 5 2.3 MOVING AND EXPLORING ................................................................................................................................................. 5 2.4 ENTERING AND EXITING STRUCTURES ............................................................................................................................... 6 2.5 BATTLING ........................................................................................................................................................................... 6 2.6 CONTROL, CONQUERING AND CAPTURING ......................................................................................................................... 6 2.7 ABILITIES ............................................................................................................................................................................ 7

2.7.1 Static Abilities ............................................................................................................................................................. 7 2.7.2 Triggered Abilities ...................................................................................................................................................... 7 2.7.3 Keywords .................................................................................................................................................................... 7

2.8 BUILDING YOUR OWN DECK .............................................................................................................................................. 8 2.9 THE GOLDEN RULE ............................................................................................................................................................. 8

3. PLAYING A GAME .......................................................................................................................................................... 8

3.1 GET AN ARSENAL AND A GALAXY DECK ............................................................................................................................ 8 3.2 GET A FRIEND ..................................................................................................................................................................... 8 3.3 START A GAME ................................................................................................................................................................... 8 3.4 TURN ORDER ....................................................................................................................................................................... 9 3.5 WINNING THE GAME ........................................................................................................................................................... 9

4. DIFFERENT WAYS TO PLAY ..................................................................................................................................... 10

4.1 LIMITED FORMATS ............................................................................................................................................................ 10 4.1.1 Sealed Deck (any number of players) ....................................................................................................................... 10 4.1.2 Booster Draft (4 to 8 players) ................................................................................................................................... 10

4.2 MULTIPLAYER VARIANTS ................................................................................................................................................. 10 4.2.1 Battle Royals ............................................................................................................................................................. 10 4.2.2 Team Games ............................................................................................................................................................. 11

4.3 CUSTOMIZE YOUR GALAXY .............................................................................................................................................. 12

5. GLOSSARY ..................................................................................................................................................................... 13

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1. The Basics Multiverse: Cosmic Conquest is a strategy card game for two or more players, each of whom has a customized deck of Multiverse: Cosmic Conquest cards. Over the course of the game, each player will take turns playing units, structures and actions, engage in battles, explore and conquer planets in the galaxy and much more. Each player starts the game on their home planet. When you conquer your opponent’s home planet or 10 or more spaces in the galaxy, you win the game!

1.1 Six Flavors of Conquest

In Multiverse: Cosmic Conquest there are six types of resources, each represented by a color: red, orange, yellow, green, blue, and violet. The colors symbolize different styles of conquest, different philosophies, and approaches to playing the game. Resources are usually produced by planets. Resources are used to play your cards. (R) Red is the color of military conquest. It builds effective warships and machines, focuses on industrial production and efficiency of its personnel. Red has a straight forward approach to war: it prefers to jump straight into the action and destroy their opponents outright. It relies on its cutting edge military equipment to accomplish its tasks. (O) Orange is the color of solidarity and physical strength. It has the strongest and best-abled units that focus on raw manpower, honor and the strong wills of their people. Orange attacks its enemies one-on-one, by boarding and capturing enemy bases. It relies on its units to build impressive structures and uses them to accomplish its tasks. (Y) Yellow is the color of economic development. It exploits its citizens to gain resource and focuses on expanding its area of influence. Yellow avoids direct confrontations and holds fire until the chances of victory are very high. It bides time to later overwhelm its enemies with expensive equipment. It relies on gathering as much wealth as possible and uses it to accomplish its tasks. (G) Green is the color of expansion and growth. It discovers planets and populates them with life, multiplies its sources of resource to be able to play overwhelming amount of units. Green is a pacifist color; it tends to turn enemies into allies rather than fighting them. Green relies on its numerous units and plentiful resource to accomplish its tasks. (B) Blue is the color of science and knowledge. It thinks its actions through, focuses on outsmarting its enemies rather than jumping head-first into battle. Blue upgrades its equipment to match its needs; it protects it and attacks only when it’s strategically required. It relies on its hi-tech equipment and vast intelligence to accomplish its tasks. (V) Violet is the color of power and dominion. It has little to no morals and uses famine, disease, deception and corruption as weapons. It doesn’t care about the well-being of its own units, it will pollute its planets just to produce Resource, and exploit its own units for its needs. It will do anything it takes to achieve its tasks.

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1.2 Parts of a Card

Part of the Card

Description

1. Name This is the name of the card. This is how it's referred to during the game.

2. Type Line This tells the card’s card type: Unit, Structure, Action, or Galaxy. If the card has one or more subtypes, they are also listed here. For example Unit – Human Pilot, Galaxy – Planet, or Instant Action

3. Resource Cost

This tells you how much resource you need to pay in order to play this card. For example: if the card has RR1 on it, then you must pay 2xR resources and 1 resource of any color. More on how to play cards in “Playing a card” on page 5.

4. Text Box This is where a card’s effects and abilities appear. You may also find flavor text printed in italics (like this) that tells you something about the worlds of Multiverse: Cosmic Conquest. Flavor text has no effect on gameplay.

5. Stats Many cards have stats that tell you how they behave in the game. There are three stats in total: speed, power, and health. Not every card has all three stats.

5.1. Speed

A card can move from one space to another if it has speed. The speed value tells you the distance the card can cover in one move.

5.2. Power

A card can deal damage during battles if it has power. The power value tells you how much damage it deals during battles.

5.3. Health A card can be attacked and be damaged if it has health. The health stat tells you how much damage must be dealt to the card during the course of the game for it to be destroyed.

6. Expansion Symbol

This symbol tells you which Multiverse: Cosmic Conquest expansion set the card is from.

7. Rarity A number of stars at the bottom-right corner of a card tells you the rarity of the card: * is common, ** is uncommon, *** is rare.

8. Collector Number

The collector number makes it easier to organize your cards. For example: “120/225” means that the card is the 120th of 225 cards in its set.

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1.3 Card Types

All Multiverse: Cosmic Conquest cards are divided into two main groups: Arsenal cards and Galaxy cards.

1.3.1 Arsenal cards Arsenal cards form your arsenal (your draw pile). You draw them from your arsenal into your hand during the game and play them from your hand onto the galaxy on your turn during your main phase. Arsenal cards are divided into two types: objects and actions.

ArsenalCard Type

Description

Action Action cards have a single one-off effect – in other words, you follow the instructions on the card – then you put it into your junkyard, which is the game term for your discard pile. There is one variation of Action cards called Instant Actions.

Instant Action

Instant Actions can be played on other player’s turns in certain situations. You can play Instant Actions in response to an opponent attacking an object you control, or in response to an opponent gaining control of a space you control. All Instant Actions are Actions, so you can also play them on your turn during your main phase, just like any normal action card.

Object Objects stay in the galaxy until they're destroyed. They can be either Units or Structures:

Unit Units can battle other objects on the same space. They can enter and exit structures, move from one space to another if they have the speed stat, and conquer spaces in the galaxy. Examples of units are humans, robots etc.

Structure Structures can't battle other objects or move from one space to another unless they have one or more units inside them, even if they have the appropriate stats to do so. Examples of structures are buildings, ships etc.

1.3.2 Galaxy cards Galaxy cards form your galaxy deck, which is used to create the galaxy before the start of the game. They aren’t part of your arsenal. There is one main subtype of galaxy cards: planets.

1.4 Game Zones

Arsenal The arsenal is composed of arsenal cards and is shuffled at the beginning of the game. It’s kept face down throughout the game. At the beginning of each of your turns, during your Draw Step, you draw a card from your arsenal. No one can look at the cards in your arsenal, but you can know how many cards are in each player’s arsenal. Each player has their own arsenal.

Hand When you draw cards, they go to your hand, just as in most other card games. No one except you can look at the cards in your hand. You start the game with 5 cards in your hand. Each player has their own hand.

Galaxy The game board where you play your arsenal cards, battle your opponent, explore and conquer spaces, and do most of your other actions, is called the galaxy.. A regular two-player galaxy is divided into 19 hexagons, called spaces. The galaxy is shared by all players.

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Junkyard Your junkyard is your discard pile. Your actions go to your junkyard after you play them. Your objects go to your junkyard if an ability causes them to be discarded, destroyed, or sacrificed. Your objects go to your junkyard if the number of damage counters on them is equal to or greater than their health value. Cards in your junkyard are always face up and anyone can look at them at any time. Each player has his or her own junkyard.

Void If a card becomes removed from the game, that card is put in a game area that’s set apart from the rest of the game. This is called the void. These cards are normally face up. This zone is shared by both players.

2. The Building Blocks

This section describes the actions you’ll take during a game. You’ll learn how to use resource to play arsenal cards, as well as how to move and battle with your units and structures. You’ll learn what kinds of abilities there are in the game and how they work. The section finishes with a brief description of how to build your first deck and an explanation of the game’s “Golden Rule.”

2.1 Resource To do just about anything in the game, you first need to be able to produce resource. Each resource is either one of the six colors or it’s colorless. When a cost requires resource of a certain color, you’ll see these symbols: (R) for red, (O) for orange, (Y) for yellow, (G) for green, (B) for blue, (V) for violet, and a number for colorless. Where does resource come from? Planets produce resource during their controller’s turn. If a planet is under nobody’s control, it doesn’t produce any resource. Resource can be represented by tokens or dice put onto the planet. Other cards may also produce resource, for example: Limus Explorer has the ability: When Limus Explorer explores a planet, add (G ).Resource is added to the space the card with such an ability is on. Resource can be transported from one space to another on ships with the cargo ability. Resource can only exist on a planet or on a ship with cargo ability.

2.2 Playing a card To play a card, you need to pay its resource cost first. All the resource needed to play a card has to be in the same space. When you play the card, the resource needed to play it is taken from that space and removed from the game. If the card you play is an object, you put it onto the space you took the resource from. If it’s an action card, choose what it will target if that's needed. After the action card had its effect it’s put into the junkyard. Play cards only during your main phase, unless they’re instant actions. You can only play cards on planets you control, or on structures with the Cargo ability.

2.3 Moving and Exploring

One of the main things you’ll be doing during the game is exploring the galaxy. If an object you control has the speed stat, you can move it from one space to another during your main phase (structures need to have units inside of them to be able to move). You can move an object only once per turn. The speed value on a card tells you the distance (the maximum number of spaces) it can travel in one move. To move an object, you take it with all cards inside of it and counters attached to it and transport it directly to the new space. At the beginning of the game, the only explored spaces in the galaxy are the player’s home planets. All other

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spaces are unexplored and have the galaxy card on them face down. When you move a card onto an unexplored space, you explore it. To explore a space turn the galaxy cards on it face up. It remains face-up throughout the rest of the game. You can also explore spaces when and where a card tells you to do so. Most cards with the speed stat are ships, so to start exploring the galaxy, you’ll need both a ship, and a unit to put inside of it.

2.4 Entering and exiting structures

Units can be outside or inside of structures. Units you control can enter a structure you control, as well as an empty structure you don’t control, in which case you capture and gain control of that structure. A unit you control cannot normally enter a structure your opponent controls with units inside of it unless you use the boarding ability. Find out about boarding ability in chapter 2.7.3 Keywords.To put a unit into a structure, put the unit card underneath the structure card. While a unit is inside of a structure, it can’t attack or be attacked by objects outside of the structure it’s in. A unit can enter a structure if both cards are on the same space. Units can enter or exit structures during your main phase. Structures can only battle or move if they have units inside of them. Units can move from one structure into another if the two structures are on the same space in the galaxy. Units can’t both enter and exit the same structure on the same turn. When a structure is destroyed, all units inside of it are also destroyed.

2.5 Battling

One of the things that gets you closer to victory during the game is to battle using your units or structures. A unit with power or a structure with power and a unit inside of it can attack. To declare an attack, choose the object you control that’s going to attack and your opponent’s object you want to attack. The two battling objects have to be on the same space unless the attacking object has the range ability, see chapter 2.7.3 Keywords. An object can attack only once per turn, but the objects being attacked, defend against every attack. The attacking and defending cards deal damage at the same time. The amount of damage is equal to the power value of the card. When an object is dealt damage, put damage counters on that card equal to the amount of damage it has been dealt. If a unit or structure has damage counters equal to or higher than its health value, that card and all cards inside of it are destroyed and put into the junkyard.

2.6 Control, Conquering and Capturing Cards you play from your hand are in your control. This doesn’t refer to the cards in your hand, arsenal, junkyard, or cards in the void. Resource on the planets you control or attached to the structures you control with the Cargo ability, is under your control. You can only pay resource costs using the resource you control. You gain control of a space when you are the only player to have units on it. It remains in your control until your opponent becomes the only player to have units on it. An exception to this rule is your home planet, it is in your control from the beginning of the game, when you still don’t have any units on it. If a planet is in nobody’s control it doesn’t produce any resource. Gaining control of a space previously controlled by your opponent is called “conquering” it. Gaining control of a structure previously controlled by your opponent is called “capturing” it. When you conquer a space, you also gain control of, or “capture” all empty structures on it.

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You also capture a structure if it happens to have only units you control inside of it. This may happen as a result of boarding.

2.7 Abilities As you start to accumulate cards and explore the galaxy, the game will evolve. Many cards have text on them that affects the gameplay. This text tells you a card’s abilities. There are 2 different kinds of abilities a card can have: static abilities and triggered abilities.

2.7.1 Static Abilities A static ability is always true (mandatory) while the card is in the galaxy. For example, Geocor Guard has the ability: “Units on this space get Shields +1”

2.7.2 Triggered Abilities A triggered ability is an effect that occurs when a specific event happens in the game. Each triggered ability starts with the word “when”, “whenever”, “at”, or “during your production step”. This kind of ability automatically triggers whenever a specific event happens. For example, Pacera Minister has the triggered ability: “At the end of your turn, draw a card for each other Diplomat you control”. You can only choose to ignore a triggered ability if it has the words “you may” on it. However, if the ability targets something or someone but you can’t choose a target for it, the ability won’t do anything. If multiple triggered abilities trigger at the same time, the player whose turn it is decides in which order they are resolved. The abilities that trigger during a player’s production step are resolved automatically at the same time and don’t require the player whose turn it is to order them.

2.7.3 Keywords Some cards have abilities that are shortened to a single word or phrase (a keyword). Additionally, many cards also have reminder text that gives you a brief description of the ability’s effect. Some keywords are very important and significantly change how the game is played. The most important keywords are:

Cargo X Cargo can appear on objects. During your main phase, you may attach or detach to/from an object with the cargo ability a certain amount of resource that exists on the same space. The object can’t carry more than X resource on it at one time. When this object moves, the attached resource moves with it. You can pay the resource attached this way to play any arsenal card like you would on a planet you control.

Boarding Boarding can appear on structures. Units inside of a structure with boarding can exit it and then enter any other structure on the same space. This includes structures controlled by your opponent. When a unit you control enters a structure your opponent controls, that structure is considered as boarded. When a structure is boarded, units inside of it can battle as if they weren’t inside of a structure. The structure may be captured as a result of boarding.

Range X Range can appear on all arsenal cards. An action card with range can target cards X spaces away. An object card with range can attack and deal damage during battles to objects X spaces away, while an object without range can only attack and deal damage to objects on the same space it is on. (Range 1 covers adjacent spaces).The word range can also be used in context in the description of an effect or ability, as in “All ships you control in range 1 gain +2 power” in which case the word range refers to the distance of influence of that effect.

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Other keywords include Shields X, Quick Shot, Pierce, and Spread Shot X. Detailed explanations of all of the keywords can be found in the glossary at the end of this rulebook.

2.8 Building Your Own Deck

You play a Multiverse: Cosmic Conquest game with customized Arsenal and Galaxy decks. You build your decks yourself using whichever Multiverse: Cosmic Conquest cards you want. There are only a few rules:

1. Your Arsenal must contain at least 40 Arsenal (structures, units, action and/or instant action) cards. 2. You can’t have more than four copies of the same card in your Arsenal 3. Your galaxy deck has to contain at least one planet card to be chosen as your home planet during the

game 4. The number of cards in your Galaxy deck is determined by the number of players and size of the galaxy

you’re playing on. In a standard 2-player 19-space galaxy, your galaxy deck consists of 10 cards.

2.9 The Golden Rule

The most important rule in Multiverse: Cosmic Conquest is that if the text on a card contradicts the rulebook, the rule on the card is the one to follow.

3. Playing a Game

Now that you know the elements of the game and how to perform the main actions, it’s time to walk you through a turn. This section describes what happens in each part of the turn. An actual Multiverse: Cosmic Conquest game is pretty easy to follow, despite how complex it may seem.

3.1 Get an Arsenal and a Galaxy Deck

You’ll need your Arsenal and Galaxy deck. You’ll also need a way to keep track of the amount of resource your planets produce, as well as the damage counters on your cards. You can use dice, glass beads or pen and paper. When you’re first getting started, you may want to pick up a ready-to-play deck, such as a basic starter deck.

3.2 Get a Friend To play a game, you’ll need an opponent! Your opponent will play against you using his or her own arsenal and galaxy deck.

3.3 Start a Game Before starting a game, decide which player will go first. If you’ve just played with the same opponent, the loser of the last game goes first. You can roll a die, flip a coin or decide amongst yourselves who goes first. Each player chooses a planet from their Galaxy deck and puts it face down on his or her starting space. This planet will be called your home planet during the game. The rest of the galaxy cards are shuffled together and distributed onto the galaxy face down, one on each space. Then each player shuffles their arsenal and draws a hand of five cards. If you don’t like your opening hand, you can mulligan. If you decide to do so, shuffle your hand back into your

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deck and draw a new hand of five cards. You can keep taking mulligans, however, on the second and the following mulligans, you will be drawing one less card each time. When all players have decided to keep their hand of cards, the game begins.

3.4 Turn order Below are the parts of the turn. Each turn proceeds in the same sequence. Whenever you enter a new step or phase, any triggered abilities that happen during that step or phase trigger first. 1. Beginning phase

1.1. The beginning of your turn step: All cards in play with abilities that have a trigger saying “at the beginning of your turn” have their effect in this step. 1.2. Production step: All cards that produce resource do so automatically and simultaneously during this step 1.3. Draw step: You draw a card from your arsenal into your hand. (The player who plays first doesn’t draw on his or her first turn to make up for the advantage of going first). You can’t choose not to draw a card during your draw step.

2. Main Phase: You can play any number of units, structures, and actions from your hand; you can move objects, explore and conquer spaces. If you gain control of your opponent’s spaces, your opponent can play Instant Actions in response. You can also declare the attacks, which trigger the battle phases, one for each attack.

3. Battle Phase: 3.1. The player controlling the object that’s being attacked can play Instant Actions in response to the

attack. 3.2 Each battling object deals damage to the object it’s battling with equal to their power values. All battle damage is dealt at the same time. Once all the battle damage is dealt; the battle phase ends, and the main phase resumes.

4. End Phase: All “until end of turn” and “this turn” effects end. The turn passes to your opponent and follows the same sequence. You keep passing turns to each other until the game ends.

3.5 Winning the game

You win the game when any of the following things happens:

You gain control of or “conquer” your opponent’s home planet.

You control ten or more spaces on the galaxy.

Your opponent has to draw a card from an empty arsenal.

A card or ability says that you win the game or your opponent loses the game.

Your opponent concedes.

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4. Different Ways to Play Now you know how to play a standard 2-player constructed format game of Multiverse: Cosmic Conquest when you prepare your decks in advance as you wish, following some basic rules described in chapter 2.8 Building Your Own Deck. However, there are many different ways to play the game. You can play on galaxies of different sizes, with many players at the same time by yourself or in teams of 2 or 3 players. You can even decide to build your decks out of brand new cards, instead of constructing your decks in advance.

4.1 Limited Formats In Limited formats, unlike Constructed formats, in which you construct your decks beforehand, each player builds his or her own arsenal on the spot out of a set number of booster packs. In other words, your arsenal is made from a limited card pool. You can only use cards opened in those packs to build your arsenal. In these types of games, the minimum size of your arsenal is 30 cards, instead of the usual 40. You also build your galaxy deck on the spot, but you can choose any galaxy cards to put in your galaxy deck.

4.1.1 Sealed Deck (any number of players) In this format, you build a deck out of brand-new booster packs. Each player opens a set number of 15-card boosters and builds a 30-card Arsenal deck using the cards from his or her packs and a Galaxy deck from the galaxy cards provided.

4.1.2 Booster Draft (4 to 8 players) In this Limited format, instead of just opening your cards and building an arsenal, you and the other players at the table select (draft) the cards for your arsenals. Each player at the table starts with four unopened 15-card booster packs. At the start of a booster draft, each player opens a pack and picks the card he or she wants from it. (You can’t see the cards that the other players draft.) Then each player passes the rest of the pack to his or her left. You pick up the pack that was passed to you, select a card, and pass the remaining cards to your left. This process continues until all the cards have been drafted. Next, each player opens the second pack, but this time, you pass the pack to your right. After all those cards are drafted, you open the third and fourth pack and continue switching the direction the cards are passed to. Use your picks to build your 30-card deck.

4.2 Multiplayer Variants

You can play a Multiverse: Cosmic Conquest game with more than two players. There are many different ways to do so.

4.2.1 Battle Royals Battle royales are multiplayer games in which many players battle against each other, and in which there is only one winner. Each player has his or her own arsenal and galaxy decks, hand, junkyard, and starting space. To start the game, each player chooses a planet from their galaxy deck and puts it onto their starting space. The rest of the galaxy cards are shuffled together with the other player’s galaxy decks and distributed onto the galaxy. A number of cards in a player’s galaxy deck depends on the number of players and the size and shape of the galaxy. In battle royals, the player who goes first doesn’t skip their first draw step. You win a battle royal when any of the following things happens:

You have conquered all of your opponents’ home planets

All other players have lost the game

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You control a certain number of spaces, depending on the size of the galaxy the game is played on.

A card or ability says that you win the game or your opponent loses the game.

You lose a battle royal when any of the following things happens:

Your home planet has been conquered

You are forced to draw a card from an empty arsenal

Another player has won the game In a battle royal, when you conquer an opponent’s home planet, you also gain control of all spaces, objects, and resource that player previously controlled. That player’s arsenal, hand, and junkyard are removed from the game, and that player loses. Their home planet stops being considered a home planet. The game then continues, unless you are the only player still in the game.

4.2.1.1 3-player battle royal In a 3-way game of Multiverse: Cosmic Conquest, the game is played on a triangular 21-space galaxy with each player’s galaxy deck consisting of only 7 cards. A player wins the game when he or she controls 11 spaces in the galaxy.

4.2.1.2 4-player battle royal In a 4-way game of Multiverse: Cosmic Conquest, the game is played on a hexagonal 37-space galaxy with each player’s galaxy deck consisting of 10 cards. A player wins the game when he or she controls 19 spaces in the galaxy.

4.2.1.3 5-player battle royal In a 5-way game of Multiverse: Cosmic Conquest, the game is played on a hexagonal 37-space galaxy with each player’s galaxy deck consisting of 8 cards. A player wins the game when he or she controls 19 spaces in the galaxy.

4.2.1.4 6-player battle royal In a 5-way game of Multiverse: Cosmic Conquest, the game is played on a hexagonal 61-space galaxy with each player’s galaxy deck consisting of 11 cards. A player wins the game when he or she controls 31 spaces in the galaxy.

4.2.2 Team Games You can play multiplayer games in which two or more players play together as a team against one or more other teams. In a team game, you and your team-mate(s) each have your own arsenal and galaxy decks, hands, junkyards, starting spaces, and home planets.

The main difference between team games and battle royals is that players in a team share control of all spaces and resource. This means that all spaces in your control are also in your team-mate’s control and vice versa. Any player that’s part of a team can play cards and pay for costs using resource controlled by the team.

In a team game with more than two teams playing, only one team can win the game.

Your team wins when any of the following things happens:

All other teams have lost the game

Your team controls a certain number of spaces, depending on the size of the galaxy the game is played on

A card or ability says that you win the game or your opponent loses the game.

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Your team loses when any of the following things happens:

Your home planet has been conquered

Your team-mate’s home planet has been conquered

You are forced to draw a card from an empty arsenal

Your team-mate is forced to draw a card from an empty arsenal

Another team has won the game

When there is only one team left playing, that team is declared the winner. In team games with more than two teams playing, when a team an opponent’s home planet, they also gain control of all spaces, objects, and resource players of that team previously controlled. Those player’s arsenals, hands, and junkyards are removed from the game, and that team loses. Their home planets stop being considered the home planets. The game then continues, unless there’s only one team still in the game.

4.2.2.1 4-player 2v2 team game In a 4-player 2v2 game, the game is played on a hexagonal 37-space galaxy with each player’s galaxy deck consisting of 10 cards. A team wins the game when they control 19 spaces in the galaxy.

4.2.2.2 6-player 3v3 team game In a 6-player 3v3 game, the game is played on a hexagonal 61-space galaxy with each player’s galaxy deck consisting of 11 cards. A team wins the game when they control 31 spaces in the galaxy.

4.2.2.3 6 player 2v2v2 team game In a 6-player 3v3 game, the game is played on a hexagonal 61-space galaxy with each player’s galaxy deck consisting of 11 cards. A team wins the game when they control 31 spaces in the galaxy.

4.3 Customize your Galaxy You and your friends can decide to play Multiverse: Cosmic Conquest on a bigger or smaller galaxy than the ones recommended above, or you can even choose to play on a galaxy with whatever shape and configuration of spaces you like. You can also choose different spots for the player’s starting spaces before the game starts.

Keep in mind, that the further apart the player’s starting spaces are between each other, the longer it will take a player to conquer their opponent’s home planet, and the larger the number of spaces in the galaxy – the longer it will take for a player to conquer the necessary amount of spaces to win. Simply put: the bigger the galaxy, the longer the game will last.

Once you’ve decided what galaxy you’d like to play on, you’ll have to figure out how many cards will have to go in each player’s galaxy deck.

To determine how many cards go into each player’s galaxy deck, take the total number of spaces contained in the galaxy and divide it (rounding up) by the total number of players. So, for example, in a game with 4 players and a custom 49-space galaxy, each player’s galaxy deck will contain 13 cards (49/4=12.25, rounded up to 13) giving you a total of 52 galaxy cards to distribute, leaving 3 extra, which are removed from the game.

Normally, in a 19-space galaxy, when a player conquers 10 or more spaces in the galaxy, he or she would win the game. In a custom galaxy, that number is equal to half (rounded up) of the total number of spaces in the galaxy.

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In the previous example, with a 49-space galaxy, a player would have to conquer 25 spaces in the galaxy to win the game.

There is no upper limit to the number of spaces you can have in a galaxy, so the possibilities are endless.

By changing the number of players in the game, customizing the size, shape and location of the starting spaces in the galaxy, and by trying out different limited formats, you can choose to play Multiverse: Cosmic Conquest in any way you like.

5. Glossary

Term Description

(1), (2), (3), (X), (Y)

One of these generic resource symbols in a cost means “this many of any type of resource.” For example, (2) in a cost means you can pay two resource of any type, such as (R) and (G), or (B) and (B), or (R) and one generic resource, and so on. (If (X) is in a cost, you get to choose what number the X stands for.)

(R) (Red resource)

One red resource. Lava Planets produce (R). A card with a (R) in its resource cost is red.

(O) (Orange resource)

One orange resource. Rock Planets produce (O). A card with a (O) in its cost is orange.

(Y) (Yellow resource)

One yellow resource. Harvest Planets produce (Y). A card with (Y) in its resource cost is yellow.

(G) (Green resource)

One green resource. Forest Planets produce (G). A card with (G) in its resource cost is green.

(B) (Blue resource)

(B) (Blue resource) One blue resource. Ocean Planets produce (B). A card with (B) in its resource cost is blue.

(V) (Violet resource)

One violet resource. Gas Planets produce (V). A card with (V) in its resource cost is violet.

* Instead of numbers, some objects will have stars for their speed, power or health. This means the card’s stats are set by an ability it has, rather than by fixed numbers.

Ability Any text in the text box of a card (except reminder text and flavor text) tells you the card’s abilities. There are two kinds of abilities a card can have: static abilities and triggered abilities.

Action A card type. See “Card Types” chapter.

Additional cost

Some cards say they have an additional cost. To play that card, you must pay both the resource cost and the additional cost.

Arsenal A game zone. See “Game Zones” chapter.

Arsenal card See “Card Types” chapter.

Attack How your objects deal damage to other objects. During your main phase, you may declare an attack. If you do, you trigger a battle phase. You decide which object will be attacking, and which object will be attacked. See “Battling” chapter.

Attacking object

An object that’s attacking. An object is attacking from the time it’s declared as an attacking object until the battle phase ends. There’s no such thing as an attacking object outside of the battle phase.

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Battle In general, battle means attacking, dealing damage, defending, and all the stuff that happens during a battle phase. See “Battling” chapter

Battle Damage

Damage dealt by objects due to an attack. An object deals battle damage equal to its power. This damage is dealt during the battle damage step. Any other damage doesn’t count as battle damage, even if it’s dealt as the result of a card’s ability during battle.

Battle phase See “Turn Order” chapter.

Boarding

Boarding is an ability that can appear on structures. Units inside of a structure with boarding can exit it and enter any other structure on the same space. This includes structures controlled by your opponent. When a unit you control enters a structure your opponent controls, that structure is considered as boarded. When a structure is boarded, units inside of it can battle as if they weren’t inside of a structure.

Boarded A structure is considered boarded when it has units inside of it controlled by multiple players. An exception to this is teammates.

Booster, booster pack

A pack of randomly assorted Multiverse: Cosmic Conquest cards. When you want to add more cards to your collection, this is what you’ll get. Most 15-card booster packs contain a rare arsenal card, three uncommon arsenal cards, ten common arsenal cards, and one galaxy card.

Booster Draft See “Limited formats” chapter.

Capture To gain control of a structure previously controlled by your opponent. When you conquer a space, you also capture all empty structures on it, if there are any. You also capture a structure if it happens to have only units you control inside of it. This may happen as a result of boarding.

Cargo X

Cargo is an ability that can appear on objects. During your main phase, you may attach or detach to/from an object with the cargo ability a certain amount of resource that exists on the same space. The object can’t carry more than X resource on it at one time. When this object moves, the attached resource moves with it. You can pay the resource attached this way to play any arsenal card like you would on a planet you control.

Color

The six colors of Multiverse: Cosmic Conquest are Red, Orange, Yellow, Green, Blue, and Violet. Colorless is not a color. If a card or ability tells you to choose a color, you must choose one of those six. A card’s color is determined by its resource cost. For example, a card that costs (1)(G) is green and a card that costs (R)(B) is both red and blue. Cards with no colored resource in their resource cost are colorless. Galaxy cards are also colorless. Some effects can change a card’s color. For example, “a unit of your choice becomes red until end of turn.” The new color replaces the previous colors unless the ability says otherwise.

Colorless

Cards with no colored resource in their resource cost are colorless. Use resource of any color to play them. Galaxy cards are also colorless. Colorless is not a color. If something tells you to choose a color, you can’t choose colorless.

Concede

To stop playing a game and give your opponent the victory. You can concede a game at any time (usually if you realize you won’t be able to avoid losing). When you concede, you lose the game.

Constructed

A group of play formats that use decks you build in advance. A Constructed arsenal deck must have at least 40 cards, and it can’t have more than four copies of any single card.

Control

You control cards you play, your home planet, spaces that you gained control of or conquered, resource on planets or objects you control. For more on control, see “Control” chapter.

Controller A card’s controller is the player who played it or who gained control of it.

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Conquer

To gain control of a space previously controlled by your opponent. When you conquer a space, you also gain control of, or “capture”, all empty structures on it. When a player’s home planet is conquered that player loses the game.

Cost

A cost is something you have to pay to make certain actions. To play a card, you have to pay its resource cost, as well as any additional costs it may require. Some abilities require you to pay a cost before or after they have their effect. You can’t pay a cost unless you can pay all of it.

Counter

. Counters mark a change to a card that lasts for an indeterminate period of time. When a card with counters on it leaves the galaxy, remove all counters on it from the game.Counters are used to represent units of resource on planets and objects with cargo, as well as damage dealt to objects during the game. You can use anything you want as counters glass beads, dice, or whatever.

Damage

This is what destroys objects. Battling objects deal damage to each other during battle equal to their power. Some effects and abilities can also deal damage. If an object is dealt damage throughout the game equal to or greater than its health value, that object is destroyed.

Deck Can refer to either your arsenal or galaxy deck. See ”Card Types” chapter.

Defend When an object is being attacked, it defends itself in battle. An object shall defend every time it’s attacked, even if it’s multiple times during one turn. See “Battling” chapter.

Destroy

To move a card from the galaxy to its owner’s junkyard. Objects are destroyed when they’ve taken damage equal to or greater than their health value. Also, some effects and abilities can destroy objects (without dealing damage to them). Sometimes cards are put into the junkyard without being destroyed. If an object is sacrificed, it is destroyed and put into its owner’s junkyard. The same is true if a unit’s or structure’s health is reduced to 0 or less.

Discard from…

To take a card from a specific game zone and put it into your junkyard. You can discard cards from your hand or the top of your deck. If a card or ability makes you discard cards from your hand, you get to choose which cards to discard—unless the card or ability says another player chooses the cards or you have to discard “at random.”

Draw a card

To take the top card of your arsenal and put it into your hand. You draw one card during each of your turns, during your draw step. You can’t choose not to draw a card during your draw step. You also draw cards if an effect or ability lets you; this doesn’t affect your normal draw for the turn. If a card or ability lets you put a card into your hand from your arsenal but doesn’t use the word “draw,” it doesn’t count as drawing a card.

Draw step See “Turn order” chapter.

Draw the game

The other meaning of “draw” is a game that ends with no winner.

Effect What a card or ability does when it's played.

Empty Empty refers to a structure with no units inside of it.

Ending phase See “Turn order” chapter.

Enter Units can enter structures, see “Entering and exiting structures” chapter.

Exit Units can exit structures, see “Entering and exiting structures” chapter.

Expansion symbol

See “Parts of a Card” chapter.

Explore To turn the galaxy card an unexplored space face up. When you explore a space, you don’t always automatically gain control of it. See “Moving and Exploring” chapter.

Flavor text

Italic text (italic text looks like this) in a card’s text box that’s just for fun. Flavor text sets a tone or describes part of the world of the card. If the text is in parentheses, it’s there to remind you about a rule—it’s not flavor text. Flavor text has no effect on how the card is

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played.

Galaxy A game zone. See “Game Zones” chapter.

Galaxy card See “Card Types” chapter.

Galaxy deck A player’s galaxy deck that is made up of galaxy cards. The galaxy deck is used to create the galaxy before the start of the game. In a 2-player 19-space galaxy, a player’s galaxy deck consists of 10 galaxy cards. See “Start a Game” chapter.

Hand A game zone. See “Game Zones” chapter.

Health

A stat on all objects. If an object is dealt damage equal to or greater than its health, it’s destroyed and sent to its owner’s junkyard. If an object's health is reduced to 0 or less, it’s destroyed put into its owner’s junkyard. See “Parts of a card” chapter.

Home Planet The planet located on your starting space. You control your home planet from the beginning of the game. If you conquer your opponent’s home planet, you win the game. You maintain control of your home planet even if there are no units on it.

Instant Action A variation of actions. Instant actions count as actions. You can play Instant Actions in response to an opponent attacking an object you control, or in response to an opponent gaining control of a space you control. When something refers to an action, it applies to instant actions as well. See “Card Types” chapter.

Junkyard A game zone. See “Game Zones” chapter.

Leaves the galaxy

A card leaves the galaxy when it moves from the galaxy to any other zone. It might return to a player’s hand from the galaxy, go to a junkyard, an arsenal, or the void.. If a card leaves the galaxy and later returns to the galaxy, it’s like a brand-new card. It doesn’t “remember” anything from the last time it was in the galaxy.

Limited

A group of play formats using cards from booster packs you open just before you play. See “Limited Formats” chapter.

Lose the game

See “Winning the game” chapter. If both players would lose the game at the same time, the game is a draw—nobody wins. Different multiplayer variants have different conditions for losing the game. See “Multiplayer variants” chapter.

Main phase See “Turn order” chapter.

Match A series of games against the same opponent. Most matches are best two out of three, so the first player to win two games wins the match. The loser of the first game decides who goes first in the second game, and so on.

Move To transport an object from one space to another. See “Moving and Exploring” chapter.

Mulligan

At the beginning of a Multiverse: Cosmic Conquest game, you draw the top five cards from your arsenal. If you don’t like that hand of cards for any reason, you can mulligan. If you decide to do so, shuffle your hand back into your deck and draw a new hand of five cards. You can keep taking mulligans, however, on the second and the following mulligans, you will be drawing one less card each time. When both players like their opening hands, the game begins.

Multiplayer game

A Multiverse: Cosmic Conquest game that starts with more than two players in it. See “Multiplayer Variants” chapter.

Name

See “Parts of a Card” chapter. When the name of the card appears in its own text box, that card is referring to itself, not to any other cards with the same name.

Non-

When a card’s or ability’s text refers to a “nonbuilding” or a “nonblue unit,” and so on, it means “a card that’s not a building,” “a unit that’s not blue,” and so on.

Object Units and structures are objects. See “Card Types” chapter.

Opponent

A person you’re playing against. If a card says “an opponent,” it means one of its controller’s opponents.

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Owner

The person who started the game with the card in his or her deck. Even if your opponent has control of one of your cards, you’re still its owner. (If you loaned your friend a deck, he or she will be the “owner” of all the cards in it during the game.)

Phase

One of the main sections of a turn. There are four: beginning phase, main phase, battle phase, and end phase. You may have many main and battle phases during your turn, depending on how many times you decide to attack. Some phases are divided into steps. See “Turn order” chapter.

Play

You play a card by paying its resource cost and putting it into the galaxy from your hand. All the resource needed to play the card has to be on the same space in the galaxy. If the card is an object, it comes into play onto that space. You can play a card only during your main phase.

Pierce Pierce is an ability that can appear on objects. An object with pierce deals battle damage to objects with shields as if they didn’t have shields.

Planet A type of card. See “Galaxy cards” chapter.

Player

In a two-player game, either you or your opponent. If a card or ability lets you choose a player, you can choose yourself. You can’t choose yourself if it says “opponent.” If you’re playing a multiplayer game (a game with more than two players), everyone in the game is a player, including your teammates.

Power

A stat on objects. An object deals battle damage equal to its power. Objects without a power stat cannot deal damage during battles. See “Parts of a card” chapter.

Production step

Part of the turn. See “Turn order” chapter.

Put into play

To move a card into the galaxy. When an effector ability tells you to put something into play onto a space, that’s not the same as playing it. You just put it onto that space without paying its costs.

Quick Shot Quick shot is an ability that can appear on all objects. A card with quick shot deals damage first during battles. When two or more objects with quick shot battle, their battle damage is dealt at the same time.

Range X

Range is an ability that can appear on all arsenal cards. An action card with range can target cards X spaces away. An object card with range can attack and deal damage during battles to objects X spaces away. (Range 1 covers adjacent spaces) The word range can also be used in context in the description of an effect or ability, as in “All ships you control in range 1 gain +2 power” in which case the word range refers to the distance of influence of that effect.

Rarity

How likely it is you’ll get a particular arsenal card. There are three levels of rarity for Multiverse: Cosmic Conquest cards: common, uncommon, and rare. Each 15-card booster pack typically has ten common cards, three uncommon cards, one rare card, and one galaxy card. All galaxy cards in an expansion set are equally likely to appear in a booster pack. See “booster packs” in the Glossary.

Reminder text

Italic text in parentheses (like this) in the text box that reminds you of a rule or keyword ability. Reminder text isn’t meant to tell you all the rules for an ability. It just reminds you of how the card works.

Resource Resource is produced by planets and used to play arsenal cards, see “Resource” chapter.

Resource Cost See “Parts of a Card” chapter.

Reveal When you reveal a card, it’s shown to all the players in the game.

Sacrifice

To choose one of your objects in the galaxy and put it into its owner’s junkyard. You can sacrifice only objects you control. You can sacrifice an object only if a card or ability tells you

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to, or if it’s part of a cost.

Sealed Deck See “Limited Formats” chapter.

Shields X Shields is an ability that can appear on objects. Prevent the first X damage dealt to a card with shields each turn.

Shuffle

To randomize the order of the cards in your arsenal. At the beginning of every Multiverse: Cosmic Conquest game, your arsenal is shuffled. The galaxy cards of all players are also shuffled before the start of the game and distributed onto the galaxy face down, one on each space. Some cards will tell you to shuffle your arsenal as part of their effect (usually because the effect lets you look through your arsenal).

Space Part of the galaxy, see “Game Zones” chapter.

Speed A stat on objects, see “Parts of a Card” chapter.

Spread Shot X

Spread Shot can appear on objects. When a card with Spread Shot attacks, it may attack up to X objects at once. If you do, divide the battle damage it deals equally between all the objects rounded down each time.

Starting Space The space where your home planet is located.

Static ability One of the types of abilities an object can have. See “Static Abilities” chapter.

Stats See “Parts of a Card” chapter.

Structure A card type. See “Card Types” chapter.

Structure type

This tells you what kind of structure that structure is, for example, Ship, Building or Station. You find structure types after “Structure –” on a card. If a structure has more than one word after the dash, the structure has all of those structure types. Some effects and abilities affect multiple structures with a certain structure type.

Subtype

All types of cards can have subtypes. Subtypes come after the long dash on the type line. Subtypes of units are also called unit types, subtypes of structures are called structure types, and so on. A card can have multiple subtypes or none at all. For example, a “Unit — Human Pilot” has the subtypes Human and Pilot, but a card with just “Action” on its type line doesn’t have a subtype. A few subtypes have special rules, like Planets. Some effects can change a card’s subtype. For example, “Any one unit becomes a robot until end of turn.” The new subtype replaces the previous subtypes of the appropriate kind, unless the ability says otherwise.

Text Box See “Parts of a Card” chapter.

Triggered ability

One of the types of abilities a card can have. See “Triggered Abilities” chapter.

Type line See “Parts of a Card” chapter.

Unit A card type. See “Card Types” chapter.

Unit type This tells you what kind of unit that unit is, such as Human, Pilot, or Warrior. You find unit types in the middle of the card after “Unit –.” If a unit has more than one word after the dash, the unit has all of those unit types. Some effects and abilities affect multiple units with a certain unit type.

Void A game zone. See “Card Types” chapter.

Win the game See “Winning the Game” chapter. Different multiplayer variants may modify the conditions for winning the game.

“X” When you see X in a resource cost, you get to choose the number that X stands for.

You The word “you” on a card or ability refers to the current controller of that card or ability.

Zone An area of play in a Multiverse: Cosmic Conquest game. See “Game Zones” chapter.

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Rulebook Credits

Original Concept, Game Design, Rulebook by Leandro Tokarevski

Copyright © 2014-2017 TokArts Limited

All rights reserved