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Basic rules to new table-top game Relic Knights by Soda pop miniatures.

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  • Welcome to Relic Knights!Soda Pop Miniatures would like to thank you for taking the time to download the Relic Knights beta rules set. The basic mechanics of the game are all here and wont be changing. Most of the model rules are also complete.

    However, this rules system is still a work in progress: some key rules mechanics (such as squads) have yet to be added and final editing still is not complete. The Soda Pop team is working hard on all of these things and will continue to improve your game experience every way we can as we approach the May launch date.

    How you can help.Read our rules, play a bunch of games with your friends, and then get involved. Join us on the Soda Pop forums and post any and all questions, concerns, or rules issues you can find. We wont be able to respond personally to every comment or post, but we promise well read every single one and take your feedback into account as we polish the book into its final form.

    Our goal is nothing less than to give you the most dynamic, action-packed, rulebook we can. With your help were sure to succeed.

    Now, what are you doing? The Darkspace Calamity is here. Time to save the universe!

    Thanks for playing,

    The Soda Pop TeamJohn Cadice, Chris Birkenhagen, Deke Stella

    www.SodaPopMiniatures.com

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  • At a GlanceThe Darkspace Calamity engulfs the universe. Inexorably it devours galaxies whole, their lights extinguished one by one. Only a single galaxy remains, desperately staving off extinction through the might of its heroes. Plunge headlong into the action with your own cadre of powerful champions to combat the calamity and determine the fate of the universe!

    Relic Knights is a quick and dynamic tabletop strategy battle game that uses finely detailed 30mm miniatures to represent our heroes and villains on the battlefield. Relic Knights uses a card-based system to represent Esper, the energy which binds the universe. Players draw and use this Esper to unleash devastating attacks and cunning counters upon their foes.

    A Relic Knights force is built around either a Relic Knight or Questing Knight. Potent warriors and wielders of esper, they are your cadres leader and determine what other models can be recruited.

    Each knight is bonded to a cypher. Born of pure esper, each cypher has chosen a knight that reflects their own motivations and desires, granting them powers beyond the mortal ken. The knight and their cypher are joined in battle by select individuals who have rallied to their cause and will form their cadre.

    Some cadres are formed entirely of unique individuals. Each a mighty hero in their own right. Each fighting for a cause sacred to themselves. Others are surrounded by minions and grunts -- the everyman soldier. Most have joined the knight in service of a greater cause, be it nation, race, creed, or greed. Regardless of their composition, with a knight at their these cadres make up the most potent fighting forces the galaxy has ever seen.

    As calamity looms, they represent the universes last hope. Their actions will be the cause of its salvation or herald its destruction.

    Summary of PlayBefore playing, players agree on a game size and select a scenario. They then recruit their cadres, and set up the battlefield with terrain and any objectives required by the scenario. Players then determine the first player and alternate taking turns deploying models on the battlefield. Once models have been deployed players determine their ready order and draw their hand up to five cards. Then the battle begins.

    During the battle each player takes turns activating a single model. During that models activation it will be allowed to make an initial move, use an action, then take a follow-up move. The player then discards or draws their hand back to five cards. Play continues between players alternating model activations until one player satisfies the victory conditions of the scenario being played or their opponent surrenders the game.

    RULES

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    RRULES

    52

    Before launching into your fast and furious Relic Knights games, there are several essential components you will need to play and basic concepts for you to understand. This section covers the basic game elements you will be using to play your games of Relic Knights.

    Objects An object refers to any game element placed upon the table. This includes models, terrain, and markers. Remember that when you see a rule that refers to objects, it is referring to any and all game elements.

    Models Models are the miniatures used to play a game of Relic Knights. Models all have a number of attributes that are used to define their abilities, strengths and weaknesses. Models in your cadre are referred to as friendly models, while models in your opponents cadre are referred to as enemy models.

    Model Cards All models have two cards, a tracker card and a reference card. The smaller standard sized card is called the tracker card. The large double sized card is called the reference card. Each card represents certain characteristics that describe how the model interacts within the game.

    Name: This is the models name and how they are identified on the table.

    Faction: Most models belong to one of the many organizations and groups throughout the universe. A models faction shows its allegiance to one of these groups. Certain abilities, powers and effects can affect models of a specific faction differently. A model can only have one faction, though some models may have no faction.

    Type: There are several types of models used in Relic Knights.

    r3FMJD,OJHIU Relic Knights are warriors and heroes, gifted with powerful mechanical constructs called Relics and empowered by mystical creatures known as cyphers. Along with Questing Knights, Relic Knights are often collectively referred to as Knights.

    r2VFTUJOH,OJHIU Questing Knights have only recently manifested a cypher and now travel the galaxy seeking to prove themselves worthy of a mighty Relic of their own. Along with Relic Knights, Questing Knights are often collectively referred to as Knights.

    r $ZQIFS Enigmatic creatures born of pure esper, cypher hold the keys to the Darkspace Calamity that has descended upon the universe. Each cypher is bound to a single Relic Knight or Questing Knight

    - Unique: Uniques are individual characters that have joined the cadre of a knight seeking glory and adventure of their own.

    GAME ELEMENTS

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    53

  • - Minion: Minions make up a diverse panoply of Noble warriors, trained soldiers, cunning racers and others that join the knights in their battles.

    Cost: All models have a point cost that is used to define the overall value of the model as a whole. In general, models with a higher point cost are more powerful than models that cost fewer points. When players assemble their forces, the total cost of all their models determines the size of the game being played. More information about assembling a force is discussed in Game Setup.

    Affinity: Nearly every living thing in the universe is influenced by the energies that form the building blocks of existence. Most beings have a particular connection to one of the six expressions of the universe, a connection that helps define their powers and abilities. A models affinity defines its connection to one of the six types of Esper. This is represented on the models reference and tracker card by the esper symbol found on the back of the card.

    Size: The size of a model determines how it interacts with other models and objects. Models will have a size attribute of one and higher. A models size is used in determining line of sight and other rules presented below.

    Speed: A models speed is used to determine how quickly it moves around the battlefield. Models will have two parts to their speed attribute. The first is the maximum distance a model may move before making an action during its activation (called the initial move). The second value is the maximum distance a model can move during its follow-up move. Movement rules are discussed later.

    )FBMUI When a model suffers damage it gets closer to falling in battle. A models health determines how much damage it can take before being removed from play. When a models health is reduced to zero it is removed from the game. Players will use their tracker card to keep track of a models health as it suffers damage and is healed.

    Held Esper: All models have the ability to channel Esper and weave it into powerful effects. There are many ways a model can hold Esper. Held Esper is described in greater detail in the Manipulating Esper section.

    Skills: How effective a model is in combat is determined by its combat skill attributes. Combat skills are divided into three categories, based on the type of attack; psychic, melee and ranged. A model will have an attack and defense attribute for each of these three categories. The attack attributes are collectively referred to as a models Attack Skills. The Defense attributes are collectively referred to as a models Defense Skills.

    Minion Identification: Use this space to write a number, letter, or other symbol to help you identify which card belongs to each minion model.

    Card Sleeves - During a game of Relic Knights there are several things you need to keep track of using your tracker card -- Health, Held Esper, Minion Identification. We recommend using clear plastic card sleeves for your tracker cards. Then you can use a dry or wet erase marker to track damage, etc. without damaging the game card.

    - Minnionon:: MiMinioni ns ns makmake ue p ap a didiverve se e panpanoploply oy f Nf oble warriors, trained soldiers, cuncunninning rg rggg aceaceaaacers rsrs andandand ototherhers ts hathat jojoinin thethe knknighightsts inn thetheir r batba tleles. s.

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    SkiSkikikillsllsllsss: HoHoHoHoH w ew ew ew effecffecffecffece tivtivtivtivt e ae ae e momomomom deldeldeldeldel isisisis ininininn cococococ mbambambam t it it s ds deteetermirminedned byby itits ccombombat at skiskillll attattribributes. ComComommmbatbatbatbatt skskskskkillillllills as s s rerereree divdivdivdivdivideidedeideded id id idd ntontontnto ththreeree catcattttegoegoegegeg rierierieries, s,s,s,s basbasbasbasbasededededed ononononon theththeth tyttype pe of of attattackack; ; psypsyychichichchichic,c, melmelmemelmelee ee eeee andandan rarangenged. d A mA modeodel wl willill havhave ae aan an an ttattatt ck ck andand dedefenfense se attattribributeute fofor r eaceach oh of tf theshese te threhree ce cateategorgo iesies. T. Thehe attattackack attattribributeutes as re re colcolleclectivtivelyely rereferferredred toto as a ma modeodelsls AAttattack ck SkiSkillslls. TheThe DeDefenfense se attribributeutes as aree colcolleclectivtivelyely referferredred toto ass a a modelels s DefDefensense Se Skilkillsls. .

    Minionon IdIdententificificatiation:on: UsUse te thishis spspaceac toto write a nnumbumber,er, lelettetter,r or or othother er symsymbolbol toto help you idedentintifyfy whiwhichch carc d bd beloelongsng toto each minion model.

    Card Sleeves - During a game of Relic Knights there are several things you need to keep track of using your tracker card -- Health,Held Esper, Minion Identification. We recommend using clear plastic card sleeves for your tracker cards. Then you can use a dry or wet erase marker to track damage, etc. without damaging the game card.

    54

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    SEBASTIAN CROSSSHATTERED SWORD RELIC KNIGHT

    Human, Relic Knight, UniqueArmor 4Law MasterCypher (Rook)Cadre Ability: All models included with Sebastian gain the following action:

    OATHS OF THE SIX PEERS; TIER ONE; REDIRECT; 2 , 2 ; If Sebastian can be a legal target for the attack, redirect it to him.

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    PARAGONSHATTERED SWORD PARAGON

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    ESPER EXPRESSION: Sebastian gains an automatic Soak for all damage, based on his Helhis Held Esper.d Esper.

    Held EspHeld Espper:er:er: 1-21 2-2-2 3-43-43-4 5+5+5TotaTotal SoSoak:ak: : 22 33 44

    BENEDICTBENEDICTED TION:ION:ONONION: Tier On Tier OnTier OnTier OnTier Oner OnTier OT e; Melee; Meleee; Meleee; Meleee; Meleee; Mee; M Attack;Attackttack;Attack;Attack;Attack; :::: 33 , , 11 ; 4 Dama4 D4 Dama; 4 Dama; 4 DamaD ge;ge;ge;gIf the dIf the dthe dddefender efendder efennder er is hit, is hit, is hit, it,siis hit, move thamove thamove thamove thavove that model t modelt modelt model elt model 3 direc3 direc3 direc3 direcirrire tly awaytly awaytly awayly awaytly awayy ay from thfrom thfrom thfro e attacke attaacker.e

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    : 22 ,, , 11 ; If the; If the; If the; If thethe; If the target target target target targe is hit ais hit ais hit as his hit and is Rend is Rednd is Rend is Ready, it ady, it ady, it ady, it dy, it becomes becomesbecomes becomes becomescomee IdleIdle.dle.dldle.Idle.dled e

    : : 11 , 33 ; Increa; IncreacreaIncrea; Increase the dse the dse the ddse thhe e mage deamage deamage dmage dee dee alt by 2alt byalt by 2alt by 2, this a, this , this, this, thi ttack catack tack tack ack ccannot nnotnnot nnot be nnot be nnonredirectredirecctctted or soed or sod or sor sosooor soo aked.aked.kedked.e

    HEAVEHEAVENSAVENSVENSENSSS WRATHWRATH:WRATH:RATHWRATH:WRATH:RATHW Tier On Tier On Tier OnOnOn Tier O e; e; Psyche; Psyce; Psychsychhe; Psy hic Attacc Attacic Attacic Attacic k; k;k; k; :::: 22 ;;;;Move theMove theMove thee theove thee the defende defende defende defendendef nd r 6r 6 di 6 dirr 6 di dirdirectly aectly aectly awawctly awwect aay fromy fromay fromay fromy om the attathe attathe attathe attaacker.cker.ckercker.c .

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    :: : 22 ; Increa; Inc; Increa; IncreaI ease the dse the dse the dse these the istanceistaistancestancenceis moved tomoved tomoved tomovemoved too 9.9.9.9 .

    SPEARHESPEARHEAEARHEAHEAHEADDD: Tier OTier OTiTier ne; Suppne; Suppne; Suppe; Suppe ort;ort; ort; ort;; 11 , 22 ;Move SebMove Sebbastian 6astian 66n 6astian ignor, ignor, ignorgn ing objeing objeing objeing objeng objeg cts. Afts Afcts. Afcts. Afc After thisster thiter thiste movememovemen movemenovement, all mt at, all mt odeodels s within 3within 33 of Seb of Seb of Sebbbastian aastian atiastian aastiaastian are movedre movedre movedre movedre moved 5 dire 5 dire 5 dire5 dir5 di ctly awactly awactly awactly awatly away from hy from hy fromy from hy from him. Sebaim. Sebam stian s an cannot mcannot mmake a foake a foake a foe a follow-up llow-up w-w uow- move thimove thimove tmove this activas activas activas act ation.tion.tiontionn

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    SEBASTIAN CROSSSHATTERED SWORD RELIC KNIGHT

    Human, Relic Knight, UniqueArmor 4Law MasterCypher (Rook)Cadre Ability: All models included with Sebastian gain thefollowing action:

    OATHS OF THE SIX PEERS; TIER ONE; REDIRECT; 22 ,, 22 ;;If Sebastian can be a legal target for the attack, redirect it to him.

    8-2

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    PARAGONSHATTERED SWORD PARAGON

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    55

  • Abilities: Inherent powers and qualities that have an effect in the game are called abilities. Abilities directly affect a model during the game, such as Armor reducing damage the model suffers. Unless otherwise specified, abilities are always active.

    Actions: While some models have access to general actions, all models have specific actions that they can take during their activation. The specifics of these actions, including the Esper cost to activate and their effects are listed in the models description. Details on taking actions are found in the Playing the Game section.

    Traits: Models possess qualities that define who and what it is. Traits are used to classify the model and explain what kind of being it is. A models traits are used to determine how it is affected by certain effects and abilities. Examples of traits include: Pit Crew, Pirate, and Human.

    Esper Deck Relic Knights uses a standardized card deck which represents the flow of Esper around us. The card deck comes with 42 cards. Each player will need one.

    %BTICPBSEEach player has an area near the table which is referred to as The Dashboard. The dashboard is used to organize your tracker cards and determine your models order of play. Details on using the dashboard are found in the Playing the Game section.

    Terrain The objects on the table that represent things like trees, buildings, hills and other features of the battlefield are collectively referred to as terrain. Detailed rules for terrain can be found in the Terrain section.

    .FBTVSJOH%FWJDFThere is often occasion to measure distances for movement, effects and other reasons. During a game, players can take measurements at any time, for any reason. Units of measurement, including movement and all other measurements, are always listed in inches.

    MarkersIn addition to models and terrain, markers are often placed on the table to indicate the location of effects, objectives and other important items.

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    ActActionononons: sss WhiWhiWh le e somsome me modeodelsls havhave aaccccessss to to gengeneraral al actictionsons, a, lll modmodelsls hah veve spesp cific actactionions ts thatat ththey ey cancan tatake k durduringing ththeireir acactivivatiat on.on. ThT e se specpecificifics oof tf theshese ae actitionsons, i, inclnc udingthethe EsEsperper cocost st to to actactivaivate te andand ththeire effeffectects as are e lislistedted inin thhe me modeodelss dedescrcriptiptionon. D. etails on on taktakinging acactiotions ns areare fofoundund inin ththe Pe laylayinging ththe Ge Gameame sesectiction.on.

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    56

    Before launching into your battles of Relic Knights, players will need to determine a few things in order to get started. This section details how you select the size of your game, how you recruit your cadre, determine what scenario you will be playing, and deploy your models.

    $IPPTFUIF(BNF4J[FAdventuring in the Relic Knights universe is perilous. Each Knight relies upon trusted companions, ruthless mercenaries, or faithful followers to see them through. When players begin selecting their cadres, they must first decide what kind of game they will be playing. Is it a large game with many models, or a smaller game with only a few for each player? The size and type of game being played determines how many points each player has to build their cadre. It also determines how many Knights a player can or must take as well as the size of the ready area on their dashboard. There are four basic types of games:

    Encounter: An encounter represents a scrap, ambush, or other small scale fight with a Knight and their close companions. Players have 35 points from which to select their cadre. The ready queue of each players dashboard is made up of two slots. Cadres must include one Relic Knight or Questing Knight. Limit 1.

    4LJSNJTISkirmishes break out when better prepared forces plan and execute raids, surgical strikes, or soda fueled brawls at the latest Guilty Beat concert. Each player has 50 points to select their cadre. The ready queue of each players dashboard is made up of three slots. Cadres must include one Relic Knight or Questing Knight. Limit 1.

    $MBTIAs tensions rise, small scuffles give rise to fiercer conflicts involving more than just a few combatants. Players have 65 points from which to build their cadres. The ready queue of each players dashboard is made up of four slots. Each player must include one Relic Knight or Questing Knight to lead their cadre, but may also bring up to one additional Knight. Limit 2.

    Battle: Battles are epic encounters between two factions, with each player bringing 100 points to bear against their opponent. The ready queue of each players dashboard is made up of five slots. Each player must select a Relic Knight or Questing Knight to lead their cadre, but may also bring up to one additional Knight. Limit 2.

    Battles are truly massive games and should be played on a slightly larger battlefield, we recommend having your battle take place on a table at least 4x4 with lots of terrain.

    GAME SETUP

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    57

  • Build Your CadreYour cadre is the force you have brought to the battle. Every model you recruit is considered part of your cadre. Once the size and type of game has been determined, players spend points on models for their cadre. Each model has a cost listed that determines how many points must be spent to recruit that model. Players may also spend points on boosts, helpful items and power-ups that assist your Cadre in the fight ahead.

    $IPPTFB-FBEFS In each cadre players must recruit at least one Questing Knight or Relic Knight to be the leader of the cadre. All models selected to be part of the cadre must share the same faction as the leader. If you are playing a game size that allows more than one Knight to be recruited you still must designate one of them to be the cadres leader, who will determine your cadres faction as normal.

    For example, Calico Kate is selected as the leader of a cadre. Kate is a member of the Star Nebula Corsairs faction. This means that all models in Kates cadre must also be members of the Star Nebular Corsairs faction.

    $ZQIFST Each Questing Knight or Relic Knight also comes with a cypher. The specific cypher they are bonded to is listed on their card and becomes a member of the cadre automatically. Cyphers cost no points, their value has already been figured into the cost of the Knight.

    Unique Models: Some models in Relic Knights represent powerful individual characters and possess the unique trait. A player may not include two or more unique models of the same name in their cadre.

    Minion Models: Many models in Relic Knights represent goons, guards, and companions, such possess the minion trait. A player may include multiple minion models of the same name in their cadre.

    Boosts: The variety of technology, artifacts, and other helpful items available to the forces represented in Relic Knights are called boosts. A player may not include more than two boosts of the same name in their cadre.

    CALICO KATESTAR NEBULA CORSAIRS RELIC KNIGHT

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    8-6

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    CALICO KATESTAR NEBULA CORSAIRS RELIC KNIGHT

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    COSAIRSTAR NEBULA CORSAIRS MINION

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    Pulled from the dregs, they live for plunder, and the freedom of Wildspace.

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    ome ind her company, electrifying.

    Keep in mind that even though players are required to bring a Relic Knight or Questing Knight in every game, you still must pay their point cost.

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    CALICO KATESTAR NEBULA CORSAIRS RELIC KNIGHT

    19PTS 50MM 4

    8-6

    4-4

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    CALICO KATESTAR NEBULA CORSA

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    COSAIRSTAR NEBULA CORSA

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    ome ind her company, electrifying.

    Keep in mind that even though players are required to bring a Relic Knight or Questing Knight in every game, you still must pay their point cost.

    58

    Determine a Scenario After the size of the game has been determined and each player has selected their cadre, the players will determine their scenario. Scenarios provide players unique objectives they must accomplish to achieve victory.

    To select a scenario, one player shuffles their Esper Deck and chooses a card randomly. The primary Esper type on the card determines what scenario is played. If a wild card is chosen, the player drawing the card chooses the scenario. If a void card is drawn, the opposing player chooses the scenario.

    Victory Conditions: Each scenario has different conditions that determine the winner. Scenario details and specific victory conditions are discussed for each scenario in the Scenarios section.

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    SCENARIOS

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    59

  • 4FU6QUIF#BUUMFFMEWhen setting up the battlefield, players must designate a 3x3 area of table (or other flat surface) to be used as the battlefield. In addition, an area is needed for each player to place their dashboard. Once these areas have been laid out, players place terrain on the battlefield. Each player takes turn placing a piece of terrain. (Players are encouraged to build a well themed table, evocative of the rich and fantastic galaxy Relic Knights takes place in.)

    )PX.VDI5FSSBJO4IPVME*6TF A good estimate is to have 1-3 pieces of terrain for each square foot of playable space on your tabletop. Games of Relic Knights are most fun when your heroes are dodging whickering laser fire through dense cover, or avoiding certain death by climbing out of reach of an enemys attack.

    3

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    60

    5IF%BTICPBSEEach player has an area near the battlefield which is referred to as, the dashboard. The dashboard contains a number of different sections. Models are represented by their tracker card on the dashboard. The sections are: active slot, linked slot, ready queue, idle model section, draw pile, discard pile, dead pile.

    3FBEZ2VFVF The Ready Queue is where you place a number of models determined by the type and size of the game you are playing. At the beginning of your turn, the left most model in the ready queue moves into the active slot. The remaining tracker cards slide in the queue to the next available slot, from right to left. At the end of the turn the active card goes into the Idle section and you must put a new tracker card into the empty slot in the ready queue. (This may be the same model that just was activated.)

    There are effects in the game that can cause models to be removed from the ready queue. At the end of any turn, the ready queue must be set to its required number of models as long as you enough models left in play. A player cannot voluntarily remove a model or change the order of the models in the ready queue. Models whose tracker cards are in the ready queue are referred to as ready.

    Active Slot: This is where the currently activated model is placed during its activation. Models in this section are still ready, even though they are no longer in the ready queue.

    -JOLFE4MPU This is where a tracker card is placed if it is linked and going to activate this turn. The linked attribute and its rules are discussed later. Models in the linked section are considered Idle until they are moved to the active slot.

    Idle Section: The idle section is where all models that are not ready or in the dead pile go. Models in the idle section are referred to as idle.

    Draw Pile: This is where your Esper Deck goes.

    Discard Pile: This is where discarded esper cards go.

    Dead Pile: This is where a models tracker card goes when it has been killed or otherwise removed from the game.

    5-4

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    1-2

    BETTYCERCI SPEED CIRCUIT UNIQUE

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    4-4

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    LUGCERCI SPEED CIRCUIT UNIQUE

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    12-8

    3-3

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    PRINCESS MALYACERCI SPEED CIRCUIT RELIC KNIGHT

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    10-7

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    PACECERCI SPEED CIRCUIT MINION

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    10-8

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    SUICIDE QUEENCERCI SPEED CIRCUIT QUESTING KNIGHT

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    4-4

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    LUGCERCI SPEED CIRCUIT UNIQUE

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    61

  • Place Objective Markers Once terrain has been placed, players add any objective markers specific to the scenario or other scenario-specific items. When called for, objective markers are placed on the table to represent various objects and goals used in the scenarios. In order for a model to interact with an objective marker, it must be in contact with the marker. Markers are 30mm in diameter and have a Size attribute of 0. Markers in no way inhibit movement, line of sight or other in-game effects and rules.

    %FUFSNJOF8IP*T5IF'JSTU1MBZFSEach player shuffles their deck and flips the top three cards. Each player then adds up the total number of esper that matches their cadres affinity. The player with the highest total is the first player. If both players have the same total, both players flip another card until one player has a higher total.

    Example: Calico Kate and Princess Malya are squaring off in a battle. Both players shuffle their deck and flip the top three cards. Kates player flips a total of two Chaos (Kates affinity) while Malyas player flips no Creation, indicating that Kates player is designated as the first player.

    Deploy Your Cadre Starting with the first player, players deploy their forces on the battlefield. While some scenarios may have specific rules as to how models are deployed, the rules presented here are the default used for most games.

    The first player places one of their Boost markers anywhere on the table. The next player then places one of they Boost markers anywhere on the table, not within 9 of another Boost marker. Each player then takes it in turn place boost markers until all Boosts have been deployed.

    Once all Boosts have been deployed, the first player places one of their models anywhere on the table. The next player then places one of their models anywhere on the table, not within 9 of an enemy model. Models may be deployed near Boosts. Each player then takes it in turn placing a model until all models have been deployed.

    4FU3FBEZ2VFVFAfter all models have been deployed, the first player sets their ready order by placing each models tracker card in either the ready queue or the idle section. After the first players ready order is set their opponent sets theirs.

    Draw First HandBoth players then shuffle their Esper Decks and draw their five-card hand. Both players then have the option of discarding any number of cards from their hand and re-drawing back to five cards.

    Players will often favor their more powerful models when filling their ready queue, leaving some models to spend much of the game waiting. This is intentional as games of Relic Knights focus on the knights themselves and their struggles against one another. As models are removed from play, oftentimes less-important models will find themselves thrust into battle.

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    Players will often favor their more powerful models when filling their ready queue, leaving some models to spend much of the game waiting. This is intentional as games of Relic Knights focus on the knights themselves and theirstruggles against one another. As models are removed from play, oftentimes less-important models will find themselves thrust into battle.

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    After Game Set Up has been completed the game is read to begin. Beginning with the first player, players will take turns activating a single model from the active slot of their dashboard moving and taking actions with that model, adjusting the ready queue, and then play passes to the next player.

    When a model becomes active, move its card to the active slot on the dashboa