Bone Strike Rules


Be the last player in the game. Players are removed from the game when their life total is reduced to 0 or less.


Give each player a health marker card and set each to twenty. Place the dice in the middle of the table. Each player starts the game with one faction card chosen at random and places it face-up in their play area. All of the other cards for each of the selected factions get shuffled into the main deck. Deal a lineup of five cards from the main deck face up. Make a space for the destroyed pile where destroyed cards will be put during the game. Each player gets a starting deck of ten cards (2 Pillage, 2 Prowl, 2 Pilfer, 2 Plunder, and 2 Peons). The starting cards are marked with a dot in the lower left-hand corner of the card. Each player shuffles their starting deck and draws five cards, leaving space for a discard pile next to their deck. Randomly determine who will be the first player; that player is the active player for the first turn.


Turns are broken up into three phases: rouse, route, and refill.


    Rouse all of your stimulated cards by turning them straight up. When a card is stimulated, it is turned sideways.


    There are four different moves you may do in your route phase 1. Discard a card for booty 2. Buy a card from the lineup 3. Play a card from your hand. 4. Attack with a warrior. You may take any of the moves in any order. You may do the same move more than once if you are able to.


    The Refill phase happens after you either cannot make any more moves or do not want to make any more moves. First, remove any unused booty you have. Then, burn any unused cards still in your hand, and draw five new cards. The player to your left becomes the active player and it is now their turn.


Whenever one of your cards is burned, it is put into your discard pile.



    All of the cards have a discard value in the upper left-hand corner. You may discard a card from your hand to gain booty equal to the value. Booty is used to buy new cards from the lineup.


    All cards in the lineup have a cost in the upper right-hand corner. When you buy a card, spend that much booty and put the card into your discard pile. Whenever the lineup has less than five cards in it, refill it to five cards from the main deck.


    You may play an action card, a warrior card, or a weapon card from your hand. When you play an action card, activate the ability on the card and then burn it. When you play a warrior card, put it into your play area. The first ability on the warrior is its permanent ability, which is in effect as long as the warrior is in play. You must have an unarmed warrior in play to play a weapon. Put the weapon card on the warrior, that warrior adds all abilities granted by the weapon and is now armed. The warrior also gets dice from the weapon added to its attack. A warrior may only have one weapon at a time, if a second weapon would be put on a warrior, burn it instead.


    Choose one of your roused warriors and stimulate it by turning it sideways. When a card is stimulated, it is no longer considered roused. That warrior attacks with the colored dice pictured on their left-hand side; see attack below.


    When you attack with a card, choose a target. You may attack either the player on your left or right or any of the warriors those players control. If the defending player has a roused warrior, that player may choose to block the attack with that warrior. If that player decides to block, the blocking warrior becomes the target of the attack and is stimulated (turned sideways). Roll all dice indicated on the left-hand side of the attacking warrior card. If any time dice are rolled and they score any symbols, add those symbols to your effect pool and you may choose to reroll any blanks. If all dice in play have added symbols to your dice pool, you may choose to reroll all of them. However, if any time dice are rolled and they do not score any symbols (rolls only blanks) remove all symbols in your effect pool, and the attack fails.

    If you do not choose to reroll dice, the attack resolves. The warrior does damage to the target equal to the amount of damage symbols in their effect pool. Then, you may also spend bone symbols from your effect pool to activate the bone ability of the attacking warrior. Bone abilities show how many bone symbols they cost. Bone abilities may be activated as many times as you can pay the cost. If the target of the attack is a warrior, and the amount of damage is equal to or greater than its health, burn the warrior. If the target of the attack is a player, remove the damage from their health total. If a player is reduced to zero health, that player is out of the game along with all of their cards.



    To capture an opponent’s warrior, remove that warrior from play and put it onto the warrior that captured it. All weapons on the captured character are burned. If at any time he warrior that has a captured warrior leaves play, return the captured warrior to the discard pile of the player it was captured from.


    Warriors with the unblockable ability cannot be blocked.


    When you gain control of another card, put it in your play area. It is now your card for this game.


    When a card is destroyed, put it in the destroyed pile. If the destroyed card is a character card with a weapon, the weapon is also destroyed.