0% found this document useful (0 votes)
73 views16 pages

Ruination Warlock - Rulebook - Print - 1 - 1

Ruination Warlock is a solitaire game where players act as a deity trying to save a fantasy world from the destructive Ruination Warlock by harmonizing blighted lands and collecting Harmony Crystals. Players create a map, complete encounters to improve abilities, and must act quickly to prevent the world from being overwhelmed by blight. The game involves strategic movement, ability checks, and resource management to thwart the Warlock's plans and restore harmony to the land.

Uploaded by

andres
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
73 views16 pages

Ruination Warlock - Rulebook - Print - 1 - 1

Ruination Warlock is a solitaire game where players act as a deity trying to save a fantasy world from the destructive Ruination Warlock by harmonizing blighted lands and collecting Harmony Crystals. Players create a map, complete encounters to improve abilities, and must act quickly to prevent the world from being overwhelmed by blight. The game involves strategic movement, ability checks, and resource management to thwart the Warlock's plans and restore harmony to the land.

Uploaded by

andres
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16

RUINATION

WARLOCK
Countless worlds across countless dimensions have been annihilated by the
Ruination Warlock, the incarnation of evil and champion of anti-life.
However, when the Warlock attempted its destructive sorcery on your world,
a land of god-like beings, you were able to curb its powers and send it back to
Oblivion. But you knew the Warlock would not remain in Oblivion forever.
You monitor Oblivion, watching for when and where the Warlock will strike
next. Though your powers are mighty, they are not almighty. When the
Ruination Warlock travels to another dimension, your spirit must inhabit
the body of a being already present there. You become a deity with
supernatural power whose abilities improve at phenomenal speed, which is
necessary if you are to obtain the Harmony Crystals necessary to prevent the
world from crumbling to dust.
The Ruination Warlock has struck again! You must inhabit a being in this
world and prevent its destruction by Harmonizing enough of the blighted
lands to thwart the Warlock, sending it back to Oblivion.
Overview
Ruination Warlock is a solitaire only game where you play a deity on a
planet in a classic fantasy setting trying to save it from destruction by the
Ruination Warlock. To do so, you must create a map as you travel, complete
encounters to improve your abilities so you can eventually collect the
Harmony Crystals necessary to rid the planet of Blight. However, if you are
too slow Harmonizing the land, too much of it will become blighted and the
Ruination Warlock will be victorious.

1
Components

36 Terrain Cards 48 Encounter Cards


(12 each in 4 colors)

8 Quest Cards 4 Tribe Cards


(2 each in 4 colors)
Harmony Crystals

Green (8)

Brown (8)

Black (8)
1 Pawn Blue (8)

Almighty (5 white)

2 Profession Cards
Resources

Items Gold Allies


(6 purple) (6 yellow) (6 red)

2
Set Up
Shuffle the Terrain cards. Make sure all the Terrain cards have the Blight side
facing up (Terrain-side down). Split them into two stacks of 18 cards. Use one
stack as a draw stack and place three of the Terrain cards Terrain-side up in
a row to the right of the stack. This is the Terrain card row. Set the other
stack aside for now. NOTE: If any Permanent Blight/City cards are revealed or
drawn during set up, place them at the bottom of the draw stack and
continue with drawing Terrain cards.
Divide the Encounter cards into four stacks by their Terrain type (12 cards
each). Make sure they all have the Low Encounters side facing up. Shuffle
each stack and place the four stacks in a row.
Randomly select one Quest card of each of the four terrain types and
randomly select which side you will use. Place the four Quest cards in a row,
then place one white cube (Almighty Harmony Crystal) on the 1 spot on each
card. Remove the other Quest cards from the game.
Place all the unused cubes into a main supply. These are the resources and
Harmony Cubes that will be acquired throughout the game.
Select one Tribe card and one Profession card, select which side you will use,
and place them so the Ability icons are lined up as in the example. This is the
Character, and these are your starting abilities. Remove the other Tribe and
Profession cards from the game.

Terrain Cards (Second Stack) Main Supply

Encounter Stacks Quest Cards

Terrain Card Row Character

3
The Character
When the game is set up, your create your Character by selecting one Tribe
card and one Profession card. If you like, the choice can be done randomly.
There are eight Tribe types, one for each Terrain type. Each Tribe gains a
bonus when doing Ability checks in the Terrain that matches their Tribe.
This is explained later.
The Profession cards have two Professions on them, one at each end of the
card. There are six total professions: Shaman, Farmer, Craftsman, Merchant,
Hunter, Scholar.
As stated in the Set Up, these two cards are placed so their Ability icons are
lined up. The Tribe card is placed over the Profession card.
In the example, the Character is a Plains Dweller, and their Profession is
Shaman. (The Profession name cannot be seen, but trust me.)
Abilities
The Character has six Abilities: Magic, Intuition, Persuasion, Agility, Combat,
Knowledge.
Each highlighted Ability icon adds 1 to that Ability. In the example, this
Character’s starting Abilities are 1 Magic, 1 Intuition, and 1 Agility.
As the game is played, you will gain Encounter cards that will be lined up
alongside the Ability icons on the Character, and add to the Character’s
Abilities. Each highlighted Ability icon adds 1 to that Ability. In the example,
the accumulated Encounter cards have boosted the Character’s Abilities, so
now they are at: 1 Magic, 2 Intuition, 2 Agility, and 1 Combat.

Tribe and Profession Cards Encounter Cards

Magic Intuition Persuasion Agility Combat Knowledge

4
Objective
Harmonize blighted Terrain cards before too much of the land becomes
blighted.
Terrain
There are four Terrain colors: Green (Forest), Brown (Plains), Black (Hills), and
Blue (Sea). Each of the four Terrain colors has two Terrain icons. For example,
Green Terrain consists of Forest and Jungle. See the example for all eight
types.
Cities
There is one City Terrain card for each Terrain color. Cities are never flipped
to Blight. However, only Resource Encounters can be conducted in Cities. This
is explained in the Action phase.
Green Brown Black

Forest Jungle Plains Desert Hills Mountains


Blue

Sea Swamp City

The Map
During the game, you will be creating the
map. The map is made up of Terrain cards.
When new Terrain cards are placed on the
map, they must be placed in an offset grid
pattern, as shown in the example. The
Terrain cards cannot be rotated or flipped
before placing. The Terrain cards must be
placed with the Terrain icon in the top right
corner with the Terrain-side up (Blight-side
down). Each Terrain card will be adjacent to
up to six other Terrain cards. Movement
from a Terrain card (space) can be to a
space on any of the six edges of the Terrain
card. As the map is built, it can extend in
any direction that you like and in any shape
that you like.

5
Game Play
Turn Flow
There are three phases in each turn, taken in this order:
1. Move - Move the Character pawn to a different space.
2. Action - Perform either an Encounter, Quest, or Harmonize.
3. Check - Check for new Blight, refill Terrain card row, and check end game
conditions.
Move Step
You must move the pawn up to three spaces (Terrain cards). The pawn must
move at least one space and must not stop on the same space it started on.
You may only move the pawn through spaces that already exist. You may
end your move either on a space that already exists, or on a new Terrain
card.
Moving to a New Terrain Card
If you are going to end your move on a new Terrain card, select one from the
three available in the Terrain card row before you start your move and place
it in the location where you will end your move. Then move the pawn to the
new space. Only one new Terrain card can be placed per turn.
Moving to an Existing Space
When you end your move in a space that already exists, place a white cube
on that space. Its purpose will be explained in the Check phase. If the space is
a City or a Blight space, there is no need to place a white cube.
Moving Through Blight Spaces
During the Move phase, if you move through a Blight space, you must spend
one Harmony Crystal of any color. Spend a Harmony Crystal by removing it
from the Character's possession and returning it to the main supply. If you
start in a Blight space, it does not cost anything to move out. It also does not
cost anything to move into a Blight space if you end your move in it.
First Turn of the Game
On the first turn of the game, take any of the three available Terrain cards
and place it on the play area, then place the pawn on it. Then go to the Action
phase.

Moving to a new Terrain card is necessary because after you perform an


encounter on a Terrain card two times (except City cards), the Terrain
will become blighted, moving the Ruination Warlock closer to victory.
Therefore, your character needs to continue to explore new territory. See
Blight Check under Check Phase on p.16 for more details.

6
Move Examples

3 1

New
New
3 1 1

New
New
2 X

3 1 1

New
X 1

New
X 2

3 3

New
3
New

In the above example, the green Character pawn is on the Terrain card at
the right edge of the map. The number in the top left corner of each space
is how many moves it takes to reach that space.
The red X indicates spaces that cannot be moved into. The Blight Space
cannot be moved into or through because we are assuming the Player
does not have any Harmony Crystals (explained later).
The spaces labeled "New" are new spaces that can
be created by placing a new Terrain card there.
In the example on the top right, the Player moved
the pawn to a space that was empty. Before
moving there, the Player chose a card from the
Terrain card row and placed it there. The Player
then continues to the Action phase.
In the example on the bottom right, the Player
has moved to a space that already existed. After
moving there, the Player placed a white cube on
the space. The Player then continues to the
Action phase.

7
Action Step
During the Action phase, you must perform one of the following actions:
1. Encounter
2. Quest
3. Harmonize
Ability Checks
During the Action phase, you will usually perform an Ability Check. To
perform an Ability Check, compare the Character's Abilities to the
requirements listed on the Encounter or Quest card. If the Character's Ability
or Abilities are equal to or greater than the Ability values on the Encounter or
Quest card, then you pass the Ability Check and receive the reward.
Resources
Resources can be spent to temporarily improve the Character's Abilities.
Spending Items (purple) improves either Magic or Intuition. Spending Gold
(yellow) improves either Persuasion or Agility. Spending Allies (red) improves
either Combat or Knowledge. Each Resource spent improves the appropriate
Ability by one. Any amount of Resources can be spent for any single
Encounter or Quest. Spent Resources are returned to the main supply.
Tribe Bonus
Each Tribe receives a bonus to Abilities when the pawn is in the appropriate
Terrain type. On the Tribe card there is a Terrain icon that indicates which
Terrain the bonus is received in, and a bonus amount (either +1 or +2). If the
pawn is in the appropriate Terrain type, the Tribe Bonus may be applied. If
the Tribe Bonus is +1, then gain a temporary bonus of +1 to any single Ability
of your choice. If the Tribe Bonus is +2, then gain a bonus of +2 to a single
Ability, or two bonuses of +1 to any two Abilities.
In the example, the Character gains their Tribe Bonus when in Plains. The
bonus is +1.

Item Gold Ally

8
Encounter Action
Look at the Encounter card on the top of the
stack that matches the Terrain color the
pawn is in. In the example, the Encounter
card is a Brown encounter.
Each Encounter card has two types of
Encounters. The Encounter at the top of the
card is a Resource Encounter. It will provide
you with a Resource. The Encounter at the
bottom of the card is an Ability Encounter. It
will improve one of your Abilities.
Select whether you will perform the Resource
Encounter or the Ability Encounter. Only one
type of Encounter can be performed per turn.
If the Encounter card stack for the matching
Terrain color is empty, then nothing happens. Go on to the Check phase.
Resource Encounter
If the Character passes the Resource Encounter Ability Check, receive
the reward by taking one cube of the matching Resource from the
main supply and placing it into the Character's possession. Then take the
Encounter Card and place it in a stack near the Character.
In the example, the Resource Encounter Ability Check requires that the
Character has a Magic Ability of 1. The reward for passing the Ability Check is
1 Ally. The Character on the previous page could pass this Ability Check since
they have a 1 Magic.
Ability Encounter
If the Character passes the Ability Encounter Ability Check, take the
Encounter card, turn it sideways so the Ability icons are on the left
edge, and place it next to the Character so the icons line up with the icons on
the Character cards. Also, make sure any rewards from previously placed
Encounter cards are also visible. (See p.4, Abilities)
In the example, the Ability Encounter Ability Check requires that the
Character has a Intuition Ability of 1, a Persuasion of 1, and a Knowledge of 1.
The reward for passing the Ability Check is to gain 1 in Persuasion. The
Character on the previous page could only pass this Ability Check if they
spent a Gold and an Ally. If the Character were in the Plains, then they would
only need to spend one of those resources.
Cities - Resource Encounters Only
If the pawn is in a City, then only a Resource Encounter can be
performed. Ability Encounters cannot be performed in Cities.
9
Quest Action
Each Quest card has three steps, numbered
from top to bottom 1, 2, and 3. These steps
must be performed in order. Only one step
can be performed per turn. After one step is
completed, move the white cube down to the
next step to indicate which is the next step.
When you complete step 3, you will receive
the white cube as part of the reward, as
explained later.
To perform a Quest, the pawn must be in the
Terrain type that matches the Terrain icon on
the current Quest phase. In the example, to
complete step 1, the Character must be in
Hills.
Then conduct an Ability Check as usual. In
the example, the requirements for step 1 are: Magic 2, Intuition 4, Persuasion
3, Agility 2, Combat 1, and Knowledge 4.
When you pass the Ability Check, gain the Harmony Crystals and any other
rewards as indicated and place them into the possession the Character. In
the example, the reward for step 1 is 1 Black Harmony Crystal and 1 Item.
When you complete step 3 of a Quest, part of the reward is an Almighty
Harmony Crystal (white). Take the white cube from the Quest card to fulfill
this part of the reward. Then place the completed Quest card near the
Character to indicate that the Quest is complete.
Harmonize Action
The Harmonize action can only be performed while the pawn is on a Blight
space.
When taking the Harmonize action, any number of Harmony Crystals in the
Character's possession can be placed in the gray squares on the Blight space
the pawn is on. Only one Harmony Crystal can be placed in each gray square.
Blight Spaces
As the game is played, spaces gradually become blighted. This process is
explained in the Check phase.
Blight spaces are out of harmony with the surrounding spaces. This is
represented by the six gray squares along their edges which line up with the
six spaces that surround it. The squares are out of harmony with the
adjacent spaces since they do not match their color. Blight spaces are even
out of harmony with adjacent Blight spaces.

10
Harmonizing
To Harmonize a square, a Harmony Crystal of
the color that matches the adjacent space's
Terrain color must be placed in the square. In
the example, edges 1 and 3 can be
Harmonized by placing Blue
Harmony Crystals in those
squares, while edge 2 requires a
Green Harmony Crystal, and edge
6 a Brown Harmony Crystal. 1
If the adjacent space is another 6 2
Blight space (even Permanent
Blight), then Harmony Crystals of 5 3
the same color must occupy the 4
adjacent squares in both Blight
spaces. In the example, edge 5
must be Harmonized in this way.
White cubes are Almighty
Harmony Crystals and match any
color terrain. However, they do not match gray squares on Blight cards, so a
single Almighty Harmony Crystal cannot be used to Harmonize with an
adjacent Blight space. A Harmony Crystal of any color, including white, must
also be placed in the square on the adjacent edge of the adjacent Blight space.
If an edge of the Blight space has no Terrain card next to it, that edge of the
Blight space cannot be Harmonized. In addition, no Harmony Crystals can be
placed on an edge without a Terrain card next to it. In the Example, edge 4 is
just such an edge. It cannot be Harmonized.
Fully Harmonized
Once all six squares on a Blight space have been Harmonized, then the Blight
space is considered Fully Harmonized. Fully Harmonized Blight spaces are a
requirement for winning the game, as explained in the Check phase.
No Possible Action
If you are in the rare situation where the Character cannot pass any Ability
Check on any of the Encounter cards or Quest cards, then remove the top
Encounter card that matches the Terrain type of the space the pawn is in,
and place it aside. Your Action phase is over. Move on to the Check phase.
If you end your move in a Blight space and cannot Harmonize any of the
squares, you must spend one Harmony Crystal. If the Character does not
have any Harmony Crystals to spend, you cannot end your movement in a
Blight space. Return the pawn to where it started the Move phase and redo
the Move phase.

11
Check Step
During the Check phase, conduct the following four checks in this order.
After completing the four checks, start a new turn.
Blight Check
If the space the pawn is on has a white cube on it (placed during the Move
phase), then remove the white cube and flip the Terrain card over to the
Blight side. This check never applies to City spaces or Blight spaces.
Basically, each Terrain card can only be visited two times. This signifies the
passage of time and the gradual spread of Blight by the Ruination Warlock.
Card Row Check
If there are only two cards in the Terrain row, refill the Terrain row by
revealing the top card of the Terrain stack into the empty location in the
Terrain row.
If you reveal a Permanent Blight card on the top of the Terrain card draw
stack, then follow the instructions on that card:
Immediately add the card that was just drawn anywhere onto the map
with its Blight side up. Then refill the Terrain row with this card.
NOTE: If another Permanent Blight card is revealed immediately after one
has been revealed, add one of the other non-City Terrain cards in the Terrain
card row onto the map with its Blight side up.
If you must refill the Terrain row, but the first stack of Terrain cards has
been depleted, place the second stack of Terrain cards at the left end of the
Encounter card row. Then immediately flip all of the Encounter stacks over
so the High Encounter side is face up. Don't forget to refill the Terrain row as
well.
If all of the Terrain cards run out, continue playing. You are no longer able to
place new Terrain cards.

Permanent Blight
Permanent Blight spaces are on the back of each
City card.
On the map, Permanent Blight can never be Fully
Harmonized. However, they can be Harmonized
with adjacent Blight spaces, just like ordinary Blight.
(See p.11, Harmonizing)
When revealed on the top of the Terrain card stack,
immediately follow the directions printed on it. (See
above, Card Row Check)

12
City Blight Check
If there are any Cities on the map, then count the number of Encounter cards
that were used for their Resource Encounter.
If there are 6 to 11, then make sure one City has been flipped to its Permanent
Blight side.
If there are 12 to 17, then make sure two Cities have been flipped to their
Permanent Blight side.
If there are 18 or more, then make sure three Cities have been flipped to their
Permanent Blight side.
Basically, for every six Encounter cards that have been used for their
Resource Encounter, one City must be flipped to its Permanent Blight side.
Never more than three cities can be flipped to their Permanent Blight side.
If there are not enough Cities on the map to fulfill this requirement, do
nothing until the next time this check is performed.
Game End Check
Count the number of Blight spaces, including Fully Harmonized spaces.
If there are 13 Blight spaces, including Fully Harmonized ones, then the game
ends in a loss. The world is destroyed and the Warlock is victorious. (Cackles
gleefully.)
If there are 6 or less Blight spaces, and 1 has been Fully Harmonized, then the
game ends in a win. The world is saved and the Warlock is sent back to
Oblivion.
Also, if there are between 7 and 12 Blight spaces, and 2 have been Fully
Harmonized, then the game ends in a win. The world is saved and the
Warlock is sent back to Oblivion.

13
Strategy for Beginners
Before moving the pawn, look carefully at the Encounter cards that are
available. Then compare that to what terrain is available to move to on
the map and in the Terrain card row, and plan accordingly. At the
beginning of the game, you may not find anything you can pass an
Ability Check on. Don't get discouraged. After spending a turn or two
building out the map and discarding Encounter cards, you're sure to find
at least a Resource Encounter you can pass.
Ability Encounters will always only improve an Ability you used to pass
the Ability Check. Therefore, to improve Abilities you don't start with, you
must complete Resource Encounters to gain Resources first. Then use
those resources to pass Ability Encounters to permanently improve
Abilities you don't start with.
Don't forget to use your Tribe bonus to your advantage. Early on, use that
Terrain to give you Abilities you don't start with, and later, only use that
terrain when in a pinch.
Plan ahead which space(s) to turn to Blight to eventually Fully
Harmonize. Consider the types of Quests available, adjacent spaces, and
location convenience.

FAQ
Q: Are Permanent Blight spaces counted when doing the End Game check?
A: Yes. Permanent Blight spaces are considered Blight.

Q: Is there a different way to keep track of Abilities besides lining up


Encounter cards next to the character.
A: Yes. An Ability tracking card has been included, but you will need to
provide cubes to use it.

Credits
Game Design by Brian Athey
Icons made by Freepik from www.flaticon.com
Ruination Warlock Copyright 2024 Brian Athey
Version: 1.1

14
Icon Guide
Attributes

Magic Intuition Persuasion Agility Combat Knowledge

Resources

Item Gold Ally

Terrain Types
Green Brown Black

Forest Jungle Plains Desert Hills Mountains


Blue

Sea Swamp City

Encounter Types

Resource Ability
Encounter Encounter

15
Turn Summary
1. Move Phase - Move pawn up to three spaces. Move either to:
Existing space - Place white cube on space (except Cities & Blight).
New card - Select card from Terrain row and add it to the map.
NOTE: Pay 1 Harmony Crystal for each Blight moved through.
2. Action Phase - Perform one of three Actions:
Encounter - Pass Ability Check on Encounter card that matches current
Terrain for either:
- Resource Encounter: Gain resource.
- Ability Encounter: Add Ability encounter to character.
Quest - Pass Ability Check on current step of Quest card that matches current
Terrain, then gain reward.
Harmonize - Harmonize Blight space occupied by pawn by placing Harmony
Crystals.
NOTE: If cannot pass any Encounter or Quest Ability Check, or cannot
Harmonize, discard top Encounter card that matches current Terrain.
3. Check Phase - Perform following four checks:
Blight Check - If white cube on current space, flip to Blight.
Card Row Check - Refill Terrain card row to three. Before refilling, if Terrain
card stack is empty, place second stack and flip Encounter card stacks to
High Encounter side.
City Blight Check - Count Encounter cards used as Resource Encounters and
make sure appropriate number of Cities have been flipped to Permanent
Blight.
Encounter Cities flipped to
Cards Used Permanent Blight
6 to 11 1 City
12 to 17 2 Cities
18 or more 3 Cities
Game End Check - Count Blight spaces (including Fully Harmonized) and
Fully Harmonized spaces to determine if game has ended.
Fully Harmonized
Blight Spaces Result
Blight Spaces
6 or less 1 Player Victory
7 to 12 2 Player Victory
13 or more Any number Ruination Warlock Victory

16

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy