EVENFALL Rulebook
EVENFALL Rulebook
EVENFALL Rulebook
3 Regions
180°
16 Markers
2 3 4 5 6 7 8 9 I
II
20 30 Overview
40 50 60 70 80
and goal 90 game
of the III
IV
In Evenfall, you lead a powerful clan of game is over. The player with the most
witches through a time of upheaval. The victory points wins the game and ascends
game is played over the course of three to the Magic Throne, from where he or she
4 6 8 10 12 14 16 18 2
rounds. Each round is divided into four will lead the world into a new era.
phases. At the end of the third round, the
3 5 7
Gameplay
9 11 13 15 17 19
I II III IV
Each round is divided into four phases:
value or
action, it moves one additional step.
Mountains
Northern
point, a battle takes place in each Region for the purpose of gaining rewards and Powerstones. During Round End, players
1. If the Automa cannot execute an
Lakes
prepare for the next round or, in the third round, for final scoring.
instead.
I
the last Witch.
example).
Mountains
Rules
II
Central
Coven
Track
to right.
Play
Play
supply. When collecting Mana or victory points, move the Example: Catalina and Adriano are playing with the sun side.
it gains
corresponding marker that number of spaces on the They draw six cards from the Main Deck, take three Knowledge
matching track. When collecting cards, draw from the Main III supply and gain two Mana.
from the general
Deck.
IV any two cards from your hand. This way,
Variation for experienced players: In the first round, draw two additional cards and discard
Only with
Only with
the top
the top
the top
the top
you will have more control and you can plan your strategy from the very beginning.
Ritual
Ritual
Play
Play
Play
Play
6
If youDiscover
cannota or
Actions
you
Place of do not want to perform aDiscover
Power Main Action
Actions
a Place ofon your turn, you
Power
2 Actions
Discover a Place of Power
) must Activate
pass andyour
sit Clan
out for the rest
Token ( of) the phase. The Action
Activate your Phase continues
Clan Token ( until
) Activate your Clan Token ( )
all players
Play a have passed.
Card from your hand: Play a Card from your hand: Play a Card from your hand:
itual Specialist, Council Member or Ritual Specialist, Council Member or Ritual Specialist, Council Member or Ritual
On your turn, you can choose one of the following five Main Actions:
Use an Action Space Use an Action Space Use an Action Space
1.Build Catalysts
Discover (any number):
a Place of Power Build Catalysts (any number): Build Catalysts (any number):
t of 2. Activate your Copies
Clanthe harvest of
Token Copies the harvest of Copies the harvest of
er this Place of Power this Place of Power this Place of Power
3. Play a card: Ritual, Specialist or Council Member
4.2Use an ActionAdvance
Spaceon the 2 Advance on the 2 Advance on the
Coven Track Coven Track Coven Track
5. Build Catalysts
Free Action Free Action Free Action
Besides taking a Main2Action, on your turn, you may
(anytime) (anytime) 2 number of Free
perform any (anytime) 2
Actions. As a Free Action, you may discard two cards to gain one resource of your
choice (Herb, Potion or Knowledge). 6
1.Discover a Place of Power
With this Main Action, you can take a
2
Archive Cavern
2 2 :2 : 0
I I :6:6 33 22
2 2 :2
3 :6 3 2
and add it to your clan. Places of Power
100
: 0
I
2 2 :2
8+ IVIV II
4+
the Region. Finally, move that Place of Central Mountains 4
of your clan board. Example: (1) Catalina places two Witches from 2
89
III
34
Place of Power to her Outer Circle. 4+ 2 :6 93 2
II
I
100 1 2 IV
:: 100
5 67
: 2: 2 2 2 2 2
Southern Slopes
89
III
34
3 II 100 1 2
:6 93 2 I : :2 2 2
Outer Circle: The Outer Circle is the top row on the right of Place of Power
your Clan Board. Places of Power in this row can be
harvested using your Clan Token (see "Activate your Clan
Token"). Places of Power and Rituals in the Outer Circle do Spirit Bog Harvest
Name symbol
not score any victory points at the end of the game. See "3A.
Play a Ritual" for more details. Powerstone Icon Harvest
bonus
2. Activate your Clan Token Cost to discover
With this action, you activate the effect of your Clan Token. (Witches)
When activating your Clan Token, announce it to the other
players (as this may activate certain effects). Perform the
effect printed on it and flip the Clan Token to its exhausted
side (the side showing the sun or the moon symbol). You may
activate your Clan Token only once per round. The Clan Binding with Artifact : 2
Token will be flipped back to the active side during Round
End.
Binding Bonus
Every Clan Token with the sun symbol has the
: :2 2 2
:6 3 2
same effect: : 0
I
2 2 :2
I I : 6: 6 3 3 2 2
2 2
3
:2 : 0 2 2 :2 : The Star
I I : 6: 6 3 3 2 2
II II Spirit Bog Cavern Mystic Springs II II
IIIIII 100 IIIIII 100
IVIV 2IVIV
2
TheStar
The Star 3 3 TheStar
The Star
22 22
4 You may place an Elder
Binding with Artifact : 2 Binding with Familiar : 2 2 from your reserve in a
6 Region. 3 6
4
Example: (1) Catalina activates her Clan Token. By doing so, she (2) Afterwards, she flips her Clan Token to the
harvests
5 all Places of Power in her Outer Circle. In total, she gains exhausted side. She cannot
5 perform this action again
two Herbs, two Potions and two Mana. 4 7 this round.
4 4 4
5 5
8
10
2
11
14
You can also play EVENFALL also with the asymmetrical moon sides. To do so, take all game components showing the moon
icon during setup. In a game with the moon side, each clan features special abilities and effects. The rules of the game don't
change. Exceptions to the standard game rules are described as text or symbols in effects and abilities.
2
(1) During the Scout Phase, you draw nine cards from the Main Deck.
3 (2) When activating your Clan Token, harvest all Places of Power in your
Outer Circle.
(3) As a Free Action, at any time on your turn, you can discard one card to
gain a resource of your choice or one Mana.
(4) The Coven Track is identical to the Coven Track of the sun side.
(5) The first Council Member you play is free. Each additional Council
Member costs one Knowledge, one Herb and one Potion.
4 (6) Your Starting Place has a Binding Bonus: Discard a card to gain three
resources in any combination.
6
5
1
2
(1) During the Scout Phase, draw five cards from the Main deck, gain three
Knowledge and two Mana.
(2) When activating your Clan Token, harvest all Places of Power in your
Outer Circle, then choose and gain any bonus from the Coven Track you
4 already reached.
(3) On the Coven Track are several bonuses with a / in between them. You
must make a choice between one of the two effects when gaining.
Prophets Church (4) Your clan has an additional Action Space that may be activated with a
The Cross
Witch: Advance on the Coven Track and replace / with +. This means that
3 you gain both bonuses.
(5) The cost of your Council Members is identical to the sun side.
(6) Your Starting Place has a Binding Bonus: Advance on the Coven Track
Advance on the Coven
and replace / with +. This means that you gain both bonuses.
Track and replace / with +
6
5
Witch: It can activate an
Action Space in your clan Orb: Advance on
Action Space the Coven Track.
or in a Region and can
discover Places of Power.