Last updated: 12/25/2023
Before the game starts, each player searches their Collection Deck for their Signature Items and places them in their possession. The decks are then shuffled and the top three cards of each deck are placed into circulation.
Players then shuffle their Escapade Decks then draw the three cards into their hands
Players first roll to determine who goes first. Order of turns then goes clockwise from there.
Steps and Phases:
Opening Phase:
- Each round after the first starts off with each player drawing the top card of their Collection Deck and placing it into circulation.
- That round's starting player, known as the Instigator, then plays Escapade and immediately draws another from their deck. The role of the Instigator is passed of clockwise each round.
- Before you play an Escapade, you can choose to put one from your hand into the bottom of your deck and draw a new one. This can only be done once per round with you as the Instigator.
Collection Phase:
- After an Escapade is played, each player Collects an item from circulation, starting from the Instigator and going clockwise. Collecting does not cost AP.
- If no items can be Collected when a player would normally Collect an item, they instead take the top card of their own Collection Deck and place it into their possession. Items taken this way cannot be Intercepted.
Confrontation Phase:
- Each Collector begins the round with a total of 5 AP to spend on actions (steal, foist, attack, trade, or an active ability of a Character or Item). Collectors can have more than 5 AP through abilities that grant additional AP.
- When you steal, foist, attack, or intercept, you roll a d12 and add your Cunning (when stealing or foisting) or Grit (when attacking or intercepting). The roll must be equal to or greater than the target's Reflexes to succeed.
- If a player rolls a 12 on their die, it is an automatic success regardless of stats. Inversely, a 1 on the die is an automatic fail.
- Trading doesn't involve any rolls, but both players must freely accept for it to go through. Only the player initiating the trade spends AP on the action. Players can negotiate however they please, but an exchange can only be one item for one item.
- Using the typical turn order, each player takes their turn to perform any combination of actions towards any players of their choice, unless a specific effect prevents such, before passing their turn off to the next player.
- Players can end their turn without having spent all of their AP.
- The phase ends once all players have taken their turns.
Closing Phase:
- The Closing Phase begins with the "Drop Step", where each Collector can choose up to one item in their possession to return to circulation. Collectors who are knocked out must skip this step
- Next comes the "Recovery Step", where Collectors recover 2 Stamina for every unspent AP they have (max. 10), and Collectors who are knocked out recover all their Stamina.
- After these two steps, the round ends and the next round begins with a new Instigator.
- Each round after the first starts off with each player drawing the top card of their Collection Deck and placing it into circulation.
- That round's starting player, known as the Instigator, then plays Escapade and immediately draws another from their deck. The role of the Instigator is passed of clockwise each round.
- Before you play an Escapade, you can choose to put one from your hand into the bottom of your deck and draw a new one. This can only be done once per round with you as the Instigator.
Collection Phase:
- After an Escapade is played, each player Collects an item from circulation, starting from the Instigator and going clockwise. Collecting does not cost AP.
- If no items can be Collected when a player would normally Collect an item, they instead take the top card of their own Collection Deck and place it into their possession. Items taken this way cannot be Intercepted.
Confrontation Phase:
- Each Collector begins the round with a total of 5 AP to spend on actions (steal, foist, attack, trade, or an active ability of a Character or Item). Collectors can have more than 5 AP through abilities that grant additional AP.
- When you steal, foist, attack, or intercept, you roll a d12 and add your Cunning (when stealing or foisting) or Grit (when attacking or intercepting). The roll must be equal to or greater than the target's Reflexes to succeed.
- If a player rolls a 12 on their die, it is an automatic success regardless of stats. Inversely, a 1 on the die is an automatic fail.
- Trading doesn't involve any rolls, but both players must freely accept for it to go through. Only the player initiating the trade spends AP on the action. Players can negotiate however they please, but an exchange can only be one item for one item.
- Using the typical turn order, each player takes their turn to perform any combination of actions towards any players of their choice, unless a specific effect prevents such, before passing their turn off to the next player.
- Players can end their turn without having spent all of their AP.
- The phase ends once all players have taken their turns.
Closing Phase:
- The Closing Phase begins with the "Drop Step", where each Collector can choose up to one item in their possession to return to circulation. Collectors who are knocked out must skip this step
- Next comes the "Recovery Step", where Collectors recover 2 Stamina for every unspent AP they have (max. 10), and Collectors who are knocked out recover all their Stamina.
- After these two steps, the round ends and the next round begins with a new Instigator.
Item Abilities:
- Items have both a passive ability as well as an active ability that cost an AP to use.
- An item's passive ability can either be beneficial or detrimental, and will always be in effect while it is in someone's possession.
- An active ability, on the other hand, can only be used by the Collector tied to its item type and can only be used once per round.
- An item's passive ability can either be beneficial or detrimental, and will always be in effect while it is in someone's possession.
- An active ability, on the other hand, can only be used by the Collector tied to its item type and can only be used once per round.
Opportunities to Intercept:
- Collectors can only make one Interception attempt once per round and it costs an AP. You roll Grit against the target player's Reflexes.
- When a player collects an item during the Collection Phase when you yourself have not collected an item yet. On a success, the item is instead placed into your possession. Whether you succeed or fail an Interception attempt, you skip your Collection Step this round.
- When a player makes a Steal or Foist attempt against another player other than yourself. The target player is the one making the attempt. Succeed, and the item changing hands is placed either in your possession or into circulation (your choice).
- When a Trade that doesn't involve you is enacted and accepted. You roll twice, adding your Grit bonus only once. The total must reach both players' combined Reflexes to succeed. On a success, you choose one of the traded items to place into your possession, the other is traded as normal.
- When a Collector attacks someone other than you. On a success, the attack misses the intended target. However, if your Reflexes are lower than the attacker's roll, you take the hit instead.
- When a player collects an item during the Collection Phase when you yourself have not collected an item yet. On a success, the item is instead placed into your possession. Whether you succeed or fail an Interception attempt, you skip your Collection Step this round.
- When a player makes a Steal or Foist attempt against another player other than yourself. The target player is the one making the attempt. Succeed, and the item changing hands is placed either in your possession or into circulation (your choice).
- When a Trade that doesn't involve you is enacted and accepted. You roll twice, adding your Grit bonus only once. The total must reach both players' combined Reflexes to succeed. On a success, you choose one of the traded items to place into your possession, the other is traded as normal.
- When a Collector attacks someone other than you. On a success, the attack misses the intended target. However, if your Reflexes are lower than the attacker's roll, you take the hit instead.
Stats:
- Grit (+0 - +5): used for Attacking and Intercepting.
- Cunning (+0 - +5): used for Stealing and Foisting.
- Reflexes (base stats: 7 - 12): the minimum number a roll targeting you must meet to succeed.
- Beginning at +0 Grit/Cunning and 7 Reflexes, 8 further points are distributed amongst these three stats, not exceeding +5 Grit and/or Cunning or 12 Reflexes.
- Cunning (+0 - +5): used for Stealing and Foisting.
- Reflexes (base stats: 7 - 12): the minimum number a roll targeting you must meet to succeed.
- Beginning at +0 Grit/Cunning and 7 Reflexes, 8 further points are distributed amongst these three stats, not exceeding +5 Grit and/or Cunning or 12 Reflexes.
Stamina & being "knocked out":
- Each Collector begins the game with 10 Stamina. One is removed each time they are hit by an attack.
- During the round's Recovery Step, a Collector regains 2 Stamina for every unspent AP. Collectors cannot have more than 10 Stamina.
- If a Collector's Stamina falls to 0, they are knocked out for the rest of the round. During which, they are unable to take any sort of action and their Reflexes become 0.
- A Collector who is knocked out replenishes all their Stamina during the Recovery Step.
- Some abilities will require a Collector to spend Stamina rather than AP. Unless stated otherwise, you cannot use such an ability if spending Stamina would bring you down to 0.
- During the round's Recovery Step, a Collector regains 2 Stamina for every unspent AP. Collectors cannot have more than 10 Stamina.
- If a Collector's Stamina falls to 0, they are knocked out for the rest of the round. During which, they are unable to take any sort of action and their Reflexes become 0.
- A Collector who is knocked out replenishes all their Stamina during the Recovery Step.
- Some abilities will require a Collector to spend Stamina rather than AP. Unless stated otherwise, you cannot use such an ability if spending Stamina would bring you down to 0.
Ending the Game:
- The game ends after the Closing Phase of a round where the Escapade Decks of all Collector's still in play are empty. The winner is determined by who possess the highest number of their character's specific item type (ex: Hats in Alvin's possession, Dreams in Jasmine's possession, etc.).
- In the event of a tie, the game goes into "overtime" ending when a round ends with the tie broken. During overtime, the Collector who is the Instigator can play any Escapade of their choice from their discard pile that is not a Sequential Event.
Losing the Game:
- In the event of a tie, the game goes into "overtime" ending when a round ends with the tie broken. During overtime, the Collector who is the Instigator can play any Escapade of their choice from their discard pile that is not a Sequential Event.
Losing the Game:
- A player can lose the game early if their character's specific Lose Condition is met (listed under each character's folders). If this happens, they are removed from play, all items in their possession are returned to circulation, and cards are no longer drawn from their Collection Deck. (Soulbound items are discarded)