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Kit 1. Lineages

Oath board game

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Lincoln Tober
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0% found this document useful (0 votes)
29 views12 pages

Kit 1. Lineages

Oath board game

Uploaded by

Lincoln Tober
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
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Oath: New Foundations

Kit I
LINEAGES
Introduction Maintain Trait. Resolve the text on the “To Maintain”
box on your trait card. Flip the trait card over. It is no
This is a preview kit for the Oath: New Foundations
longer active, but will be active next game.
Kickstarter. It is intended to show the current state of
the design. Nothing in this kit is final. The game has a
long way to go. Cleanup
While cleaning up the game, players place their active
Preparing This Kit curses and traits on their “Trait Secured” side into their
piece bag.
Print and cut out the Lineage cards. There are three
kinds of Lineage cards: curses, traits, and quests. Shuffle all other Lineage cards back into their respective
• Curse cards have unique backs, which match the decks. (Inactive curse cards, all quest cards, and trait
front’s ID number and name. cards not on their “Trait Secured” side.)
• Trait cards all have the same back, which says “Trait
Secured.” Additional Rules
• Quest cards also all have the same back, which says Special Triggers
“Quest.” Some Lineage cards only trigger at specific times, such
Note: if you want to start a bunch of lineages or are playing as when you lose a battle or win a game. Trigger it only
in 5/6 player games, consider printing two copies of all cards. at this time, even if it’s not on your turn.
Our aim is eventually have around 40 of each type.
We will smooth out these triggers in the final game—this
is just a proof of concept. If you’re not sure exactly when
Setup something triggers, use your best judgment!
1. Each player takes out all of their Traits and Curses
from their player bag, placing them active side up. (Skip New Concept: Influence
this step during the first game.) Some trait cards and curses refer to influence.
Influence is not a physical piece and is never spent.
2. Deal a random trait card and quest card to each play- Instead, it’s a value that depends on your advisers.
er, covering the trait with the quest. Players may peek at
their own covered trait card at any time. Each adviser you have gives you influence in its suit
equal to the favor in the favor bank of its suit. For exam-
3. Deal a random curse card to each player without one. ple, if you have 2 Hearth advisers and the Hearth bank
Place it “Offer” side up (with the ghost). has 4 favor, you have 8 Hearth influence.
Lineage cards go beneath your player board. Your total influence adds up the influence from all of
your advisers plus the number of favor tokens you have.
Play For example, if you have 8 Hearth influence, 2 Arcane
Anytime on your turn, even during an action, you may influence, and 4 favor tokens, your total
do any of the following: influence is 14. (You can still have influence from favor
if you have no advisers.)
Take Offer. Resolve the text in the “Offer” box on your
curse card. Flip the curse card. It is now active—you Pieces often refer to influence in brackets—for example,
must follow the rules on it. “[10]D influence” means 10 Discord influence. If there
is no suit after the bracket, this refers to total influence.
Break Curse. Resolve the text in the “To Break” box on
your active curse card. Shuffle the curse card into the
curse deck.
Complete Quest. If you fulfill the condition listed on
your quest card, you may complete it. Shuffle the quest
card into the quest deck. Flip the trait card beneath
it onto its “Trait Secured” side. This trait will become
active during the next game.
The Offer The Offer The Offer The Offer
^ ^ Reroll any number of
dice you just rolled. Keep up to all searched cards. Steal a vision when banishing.
You’LL BeCoMe You’LL BeCoMe You’LL BeCoMe You’LL BeCoMe
Foolish 1
Unlucky 2
Untrustworthy 3
Paranoid 4
The Offer The Offer The Offer The Offer
Gain 2 warbands for every
Take ^ from each bank. ^ and ^ ^ from ^ ^ and ^ ^ from ^
site not ruled by a player.
You’LL BeCoMe You’LL BeCoMe You’LL BeCoMe You’LL BeCoMe
Dishonest 5
Hated by Bandits6 Hated by Beasts7 Hated by Order 8
The Offer The Offer The Offer The Offer
^ and ^ ^ from ^ ^ and ^ ^ from ^ ^ and ^ ^ from ^ ^ and ^ ^ from ^
You’LL BeCoMe You’LL BeCoMe You’LL BeCoMe You’LL BeCoMe
Hated by Hearth9 Hated by Discord10 Hated by Arcane11 Hated by Nomad12
Curses (Front)
Paranoid Untrustworthy Unlucky Foolish
You can only have 1 face down card Wake: remove one piece from In Campaign: Your opponent Wake: if you have more than ^ ^ ,
(advisor or vision!) at a given time. either darkest secret or people’s may reroll all blank blue dice. place one on a card at your site or
favor if you hold them. burn it if there are no cards there.
To Break To Break To Break To Break
Win with a vision. Have [10]^ Have [10]^ ^ ^ ^
4 3 2 1
Hated by Order Hated by Beasts Hated by Bandits Dishonest
You can not trade or recruit You can not trade or recruit When fighting the bandits, When you trade for secrets,
with order cards and have with beast cards and have they gain +2 shields for every burn favor instead.
no influence with it. no influence with it. site they are defending.
To Break To Break To Break To Break
Have 2 Order cards as Have 2 Beast cards as
advisors and pay 4 to ^ . advisors and pay 4 to ^ . Relinquish control of 4 sites. Have [10]^
8 7 6 5
Hated by Nomad Hated by Arcane Hated by Discord Hated by Hearth
You can not trade or recruit You can not trade or recruit You can not trade or recruit You can not trade or recruit
with nomad cards and have with arcane cards and have with discord cards and have with hearth cards and have
no influence with it. no influence with it. no influence with it. no influence with it.
To Break To Break To Break To Break
Have 2 Nomad cards as Have 2 Arcane cards as Have 2 Discord cards as Have 2 Hearth cards as
advisors and pay 4 to ^ . advisors and pay 4 to ^ . advisors and pay 4 to ^ . advisors and pay 4 to ^ .
12 11 10 9
Note: These are ordered from right to left so that if you print this page
Curses (Back) double-sided (flipping on the short edge) the cards will be lined up properly.
Popular Well-Connected Arcane Instruction Wealthy
Setup: Shift 4 favor from any banks Setup: Perform the starting Setup: Start with an extra secret. Setup: Start with 2 extra favor.
to any other banks after you’ve card selection a second time.
chosen your starting adviser.
To Maintain To Maintain To Maintain To Maintain
Have [12] Influence
Have 3 different advisors
and at least 12 Influence.
^ ^ ^ ^ ^ ^
1 2 3 4
Decadant Brutal Brave Sneaky
Travel: Spend no Supply if you’re Campaign: If you’re the attacker, Campaign: Add 2 swords to any Roll the d6. If you roll higher
traveling to a site in the Cradle from the defeated player (even you) must campaign where you are attempting than the blue-dice of a relic at
the Provinces or Hinterland. If you’re kill all the warbands in their force. to banish your opponent. your site (with player or not),
traveling to a site in the Hinterland, take it. If you do not, return
increase the Travel cost by 1 Supply. this trait to the supply.
To Maintain To Maintain To Maintain To Maintain
In a campaign, have killed Take a relic worth 3-blue dice from
^ ^ at least 8 warbands (yours
and the enemies).
Win a battle against
a larger force.
another player (in battle or otherwise,
including using this card).
5 6 7 8
Beast Friend Order Friend Hearth Friend Arcane Friend
Trade: Act as if you have an Trade: Act as if you have an Trade: Act as if you have an Trade: Act as if you have an
extra advisor of this suit. extra advisor of this suit. extra advisor of this suit. extra advisor of this suit.
To Maintain To Maintain To Maintain To Maintain
Have [7] influence in ^ Have [7] influence in ^ Have [7] influence in ^ Have [7] influence in ^
9 10 11 12
Traits (Front) 1/2
Secured Secured Secured Secured
Trait Trait Trait Trait
Secured Secured Secured Secured
Trait Trait Trait Trait
Secured Secured Secured Secured
Trait Trait Trait Trait
Traits (Back) 1/2
Nomad Friend Knowledgeable Founder Protector
Trade: Act as if you have an Anytime: You can peek at any relic. Setup: Gain an additional trait and Muster: muster an additional
extra advisor of this suit. place a quest card on top of it. warband. If you are a citizen,
muster 2 additional warbands.
To Maintain To Maintain To Maintain To Maintain
Have [7] influence in ^ ^ Have less than [4]
Influence after turn 5. Be a Citizen
13 14 15 16
Far-Seeing
Search: If you draw a vision
card, you may keep drawing.
To Maintain
Replace one vision you
have with another.
17
Traits (Front) 2/2
Secured Secured Secured Secured
Trait Trait Trait Trait
Secured
Trait
Traits (Back) 2/2
Fealty to Order Tribute before Arcane Tribute before Nomad Tribute before Discord
Have traded for 5 this while at a site while at a site while at a site
turn from denizens. with a Denizen. with a Denizen. with a Denizen.
Rewilding Founding A Gift of Secrets A Gift of Secrets
Play two cards to sites this turn. Play two cards to sites this turn. while at a site while at a site
with a Denizen. with a Denizen.
Proof of Courage Proof of Courage Oathkeeper Oathkeeper
Win a battle where the Win a battle where the Be the Usurper or win the Be the Usurper or win the
opponent rolled at least 4 blue dice. opponent rolled at least 4 blue dice. game as the Chancellor. game as the Chancellor.
Quests (Front) 1/2
Quest Quest Quest Quest
Quest Quest Quest Quest
Quest Quest Quest Quest
Quests (Back) 1/2
Vision Seeker Explorer Antiquarian Antiquarian
The vision marker is in The map is fully explored. If aCtion: discard two relics at aCtion: discard two relics at
the rightmost position at the map starts the game with a site with an Denizen a site with an Denizen
the start of your turn. more than 5 explored sites,
discard this and draw another.
Quests (Front) 2/2
Quest Quest Quest Quest
Quests (Back) 2/2

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