Conan CCG - Core Set Rules
Conan CCG - Core Set Rules
Conan CCG - Core Set Rules
Credits
Game Design: Jason Robinette
Game Development and Set Design: Jason Robinette and Zev Shlasinger
Playtesters: Matt Blank, Mike Crow, Will Glenn Jr., Jeff Jarvis, Christian LaBoda, Edward Lasso, Ian Lim, James Mishler, Alan Murray, Joshua J Radke, Eric K. Rodriguez,
Scott E. Roszkowski, Ian Taylor, Maxence Vetter, Wojciech Wisniewski, Steve Zamborsky
Special Thanks: Fredrik Malmberg and Thommy Wojciechowski of Conan Properties, Mark McNabb and MaryAnne Paquin for bringing color to the world of Conan, James
Mishler for his Hyborian expertise, the staff at InQuest, Jeremy Atkins and the folks at Dark Horse Comics, Patricia Labelle and Sophie Gosselin of Integria, Sal Quartuccio,
and everyone who gave us feedback and comments.
You dont play a CCG with every card. Instead, you build a deck. How do you do this? Initially, you buy a starter deck, which contains mostly common
cards. This starter deck is all you need to get started. Later, you can fine-tune your deck by buying booster packs, so that you can get different cards
to enhance your deck. Youll find that each match you play with your Conan Collectible Card Game deck will be different because of the different mix of
cards. When you compete against your friends, each of you will bring your own deck and keep them separate from the other decks. Later, you might
want to branch out and have more than one deck available to play.
Golden Rules
The game text on a card may contradict the rules of the game. In these cases, the text of the card is correct.
When we refer to Conan, we are also referring to the Active Player, i.e. the Active Player is Conan while his opponent(s) is his Foe.
When it is a players turn, their Conan, Items, and Allies are in play, along with any Region played under their Conan. While a player
is Conan, their Foes and Foe Deck are NOT in play. The opposite is also true. While it is not your turn, your Conan, Items, Allies, and
Region under your Conan are NOT in play.
Objective
You can win the game in a number of ways:
Any time a player has 40 or more Renown in their Chronicle Area during their Starting Step (and more than any other player), that
player wins the game.
When any players Conan is defeated (reduced to 0 Health).
When a player has zero cards remaining in their Foe deck and Foe Discards, and no Foes in play, that player is defeated and the
surviving player(s) with the most Renown wins.
Card types:
Conan
When it is your turn, you are the Active player, you are Conan. Each player begins with one Conan in play. Conan
does not directly encounter any other Conan.
Foe
When it is your opponents turn, you are the Foe player. All your cards will affect
the Active player, who is Conan. Your Conan and his Items and Allies are not
considered in play for any purposes, nor anything in your Chronicle Area. These
cards feature blue backs. Foe cards form their own deck (Foe Deck) and discard
pile (Foe Discards).
Ally
Allies are played during the Prepare Step
of your turn, when you are Conan. The
requirement to play an Ally is listed in the text
box of the specific card (usually based on
Conans current Scar count, or Renown total).
Allies do not have a cost to be played.
When you play an Ally, if it has a Draw: value,
you may draw up to that many cards.
Allies stay in play until removed by some
means (such as being defeated in combat) or
until the Rest Step.
Remember! If Conan Presses On, any
remaining Allies stay in play because Conan
does not go to his Rest Step.
Region
Regions may be played by Conan or by a Foe. The Conan player may play a Region during their
Prepare Step, and a Foe player may play a Region when Foes are drawn. When played, it is placed
beneath the Active players Conan, so that the game text is visible. Only one Region can be in play under
a Conan at a time: if there is a Region in play under the Active players Conan, and a new Region is
played, the previous Region is discarded from play. Regions played under a Conan are only in play during
that Conan players turn.
Move
Moves can only be played during combat. In order to play a move, you must pay the Prowess cost printed on the
gem. Many Moves have abilities, and these will specify which character may use the ability. If there is more than one
ability on a Move, the same character may use more than one ability on that Move if they qualify. Example: A Human
Veteran Foe that plays a move that features an ability that says Foe (Human): and another ability that says Foe
(Veteran): would be able to use either, both, or neither of those abilities, as the Foes controller sees fit. For Foes,
unless the ability is related to the cost of the Move, or has some other effect related to playing the Move, it takes place/
effect when the Move is revealed.
Item
Items are played during the Prepare Step of the Active players turn. You do not
pay the Prowess cost of an Item (unless you are using it as a move). Most items
have a Scar value requirement. You must have at least that many Scars to bring
the Item into play. Unless otherwise noted, all Items have no cost to be played.
When you play an Item, if it has a Draw: value, you may draw up to that many
cards. Items only count in play when it is that Conans turn when you are a Foe
player your Items do not count as being in play.
Action
Actions can be played as indicated on
the specific cards. They have keywords
describing in what Step they can be played
and further instructions are written in their
text boxes. Ignore the Prowess cost listed
on its gem when playing it as an Action. If
the Action is played as a move, then you pay
the Prowess cost. Actions played as moves
ignore the game text: that text is only active if
played as an Action.
Card parts:
Card Type Found on: Actions, Allies, Foes, Items, Moves, Regions
This determines the type of the card.
Game Setup
Players place their Conan cards face up in front of them, and then place their
Draw Deck and their Foe Deck across from each other, also in front.
Randomly determine who will go first. This player becomes the Active player.
The Active player is considered to be Conan.
Players shuffle both their decks and draw cards from their Draw Deck. The first
Active player draws 5 cards, and the other player(s) draw 7 cards. This is for the
first turn of the game only. After the first turn, all players hand sizes are set at 7.
Turn outline:
Start of Turn
Prepare Step
Warrior Step/Thief Step
Rest Step
Start of Turn
This is where your Renown is checked to see if you are the winner. Also, if anything references the beginning of your next turn this is
the Step it refers to.
Remember!
Only a player starting his turn checks for victory. Players choosing to Press On return to their Prepare Step.
Prepare Step
The Active player may play any number of Item cards, Allies, and Action cards that have the Prepare keyword. A player may only have
one of each of the following in play:
one Weapon Item card
one Shield Item card
one Body Item card
Any Item card played will cause any other Item cards with the same type to be discarded from your play area (Example: You play a
Shield Item card. Your previous Shield, if any, is discarded from play). If the new Item doesnt have a Weapon, Shield, or Body type,
you ignore this rule. You may have any number of Items in play that do not have a type.
When the Active player is done playing cards (and any effects from those cards are dealt with) play proceeds to the next Step.
Remember!
You dont pay the Prowess cost for Items unless they are played as moves during combat.
Warrior Step
At this point, you will choose which Step to take for the turn, but for now, you may only choose the path of the Warrior. (The Thief Step
will be available in a later expansion.)
Remember!
At any time, you can play Action cards with the Warrior keyword during any of these phases, where appropriate (as referenced in the
text of the Action card). Foe players may also play Foe:Warrior Action cards where appropriate.
To prepare for combat, the Active player moves his Conan card forward to the center of the table.
The Foe player chooses which Foe cards to play. Foes with 4 or less Renown (Minor Foes) are free to play. Foes with higher Renown
(Major Foes) can only be played by discarding Minor Foe cards equal to their Renown minus four. This is their cost to be played.
Example: a Major Foe with 7 Renown can only be played by discarding three Minor Foe cards.
Remember!
Only Minor Foes may be discarded to play Major Foes!
At least one Foe MUST be played. If none of the revealed Foes can be legally played, the Active player may choose one Foe from
the revealed cards to face Conan in this phase. Any unplayed Foes are discarded to the Foe Discards. If the Active Player does not
choose any of the Foes to face, they are all discarded to the Foe Discards and a new hand of Foes is drawn.
The opponent places Foes one at a time into the play area around Conan. The
four combat zones are CENTER, LEFT FLANK, RIGHT FLANK and REAR.
Foes cannot be placed in the Flanks or the Rear if there is no Foe in the
Center, and Foes can only be played in the Rear if there is at least one Foe in
one of the Flanks. Other restrictions in placing Foes are as follows:
When playing Foes, you cannot play Foes of different types in the same zone.
Territories are ignored for this purpose. Example: a Human Foe can only be played
into a zone with other Human Foes. An Animal Foe can only be in a zone with other
Animal Foes, etc.
When Conan Retreats, the Foes remaining in play are discarded to the Foe Discards.
If you do not have any cards in your hand that could be played for a Foe
without killing it, you must reveal your hand to the Active player. Then look at
the top card of your Draw Deck. If it can be played for that Foe, play the move
as normal. If not, it is discarded, and you must draw again. If you do this three
times and are unable to find a card that can be played by that Foe, the Foe is
defeated, and placed in the Active players Chronicle Area.
Remember!
The Foe Player cannot play a move with Prowess so high it would kill the Foe!
Moves played between adjacent Foes moves will affect both Foes.
Remember!
You cannot play moves between moves played by two adjacent Foes with the
Veteran trait.
If Conan plays a move in a zone, he loses 1 Prowess for any move that his move was not adjacent to. Example: There are three Foes in
the Center zone. Conan plays a move between Foe 1 and 2, but since he did not play a move adjacent to a move played by Foe 3 he loses 1 prowess.
If he only played a move against Foe 1, he would lose 2 Prowess for not affecting 2 Foes.
Allies may play moves against Foes in the same zone as Conan is playing or in different zones. Allies can affect one zone. Allies
have a Prowess like Foes and any cards they play above that Prowess incur wounds to meet the difference. Allies cannot take enough
wounds to kill them in order to play a move. When an Ally plays a move during the Warrior Step, place the Ally on the corner of that
move to indicate that they, not Conan, are performing that move. Allies Prowess resets each round of combat.
Once Conan is done playing moves, all the Foe moves are flipped over. The Foe moves must still have their top edge facing Conan.
If any of the Foes reveal moves that the Foe could not have legally played, that Foe is immediately defeated and scored appropriately.
Barbarian Phase
Before resolving combat, Conan may use any and all BARBARIAN abilities listed on his card or granted by other cards. He may not
use the same ability more than once per round of combat, regardless of the source. BARBARIAN abilities are cumulative if you wish.
Example: If your Conan has BARBARIAN: Strength 1, and he plays a card that gives him BARBARIAN: Strength 1, you could choose to have them add
together, giving you BARBARIAN: Strength 2.
Resolution Phase
Combat is resolved for each zone separately. The Active player selects the first zone to resolve, followed by the Foe player. This
alternates until all zones have been resolved.
Hits are determined by which icons are unblocked. You check the side of a card that has an opponents move adjacent to it: the other
side, if no opponent move is present, is ignored. If both sides of a Foe move have an opponents move adjacent to it then both sides of
the Foe move will resolve (and the Foe might be hit twice, once on either side).
Within each zone, Initiative 5 moves are resolved first. Then, the player controlling the attack chooses one unblocked offensive icon
(if any) to deal Damage. Check the base Damage of the character using the move and add +1 Damage for each other unblocked
offensive icon.
Damage dealt during the same Initiative is simultaneous. If Damage is dealt to a character that is sufficient to defeat them and they
have a move in play with a lower/later Initiative, that move will not resolve.
Initiative 4 moves are now resolved. This is followed by Initiative 3, 2, and finally 1. Note that icons are present at all times; Initiative
only determines when a move deals Damage, not when the icons appear.
Example, Conan has played Split Head Like Ripe
Melon between the moves of two Foes. The Foes
have played Run Through and Grisly Execution.
Conans move is Initiative 2, so it will resolve
after the two Foe moves (Initiative 3 and 4).The
Blade icon on the Grisly Execution (Initiative 4) is
unblocked, and will deal the base damage of the
Foe using it. One of the Blade icons on the Run
Through (Initiative 3) is blocked, but the other gets
through; dealing the base damage of the Foe that
used it. Conans Split Head move (Initiative 2)
now resolves. While one of the Blade icons on
the left was blocked, each Foe will still be hit with
one Blade icon, and will therefore be dealt Conans
base Damage each.
If Conan does not play a move adjacent to at least one side of a Foe move, that move is unblocked and will deal Damage normally.
The Foe player must choose one side of his move card to deal Damage. In this case, the Foe player may choose to have it Damage an
Ally rather than Conan.
Any Foe move that successfully hits through a move played by an Ally deals Damage to the Ally that played the move (rather than to
Conan). If an Ally is defeated by having their Health reduced to zero, Conan loses Renown equal to the Renown of the defeated Ally.
The Foe player decides which Foes to take back from the Chronicle Area to meet this number (read the example about Retreating
during the Survey Phase for an example of this).
After all of the zones have been resolved, and any Foes remain, all players draw cards equal to the number of remaining Foes and
Allies, and return to the Survey Phase for the start of the next round of combat.
If the dust clears and only Conan remains, Foe players refill their hands to 7 cards, and Conan may choose to Press On or Rest. If he
chooses to Press On, he returns to his Prepare Step. If he chooses to Rest he enters the Rest Step. Conan cannot Press On if he has
0 Prowess or 0 cards in hand.
Remember!
If Conan Presses On, he does not get any more cards or regain any Prowess (without cards to help)!
Rest Step
These events take place in the following order:
Players may play Action cards with the Rest (or Foe:Rest) keyword (Actions may not be played for the remainder of the Rest Step).
Discard any Allies you have in play.
Return Conan to your side of the table from the center.
Conans Prowess returns to its Starting Value.
Conan may spend Prowess up to his Vitality number and Heal that amount.
All players draw up to 7 cards or discard down to 7 cards.
The turn is now over. Play passes to the left (or the opponent in a two player game.)
Sample Play
It is several turns into the game. Tom, who is playing Conan the Bold, has 32 Renown, 13 Scars, 17 Prowess, and 8 Health. He is in his Prepare Step
with a full hand of 7 cards.
He then plays Carousing, dropping his Prowess by 3 to 14 and chooses to increase his Health by 3 (to 11). He feels ready to face the Warrior Step.
Ian, his Foe, draws 9 Foe cards (5+4 for the Scars). He reveals: Hyrkanian Swordsman, two Cimmerian Warriors,
Ghost Snake, Man Ape of the North, two Khitan Peasants, Aquilonian Footsoldier, and Thak.
Neither player has any effects to play, so Ian discards both Peasants to pay for Man Ape. He
discards the Aquilonian Footsoldier to pay for Thak.
The remaining Minor Foes are kept and Ghost Snake is discarded.
Now Ian has to decide where to place his Foes. He places both Cimmerians in the Center, Thak on
the Left Flank, Man Ape on the Right Flank and the Hyrkanian Swordsman takes up the rear. In this
way, at least 2 zones will be unopposed.
Neither player plays an Action, so Ian places moves face-down for his Foes. Thak, the Man Ape,
and the first Cimmerian get moves with no problems. However, the other Cimmerian plays a move
that gives him 2 wounds (thus indicating the move costs 5 Prowess, 2 more than the Prowess of the
Cimmerian Warrior). Ian has two more cards in his hand but he cant play any of them as they both
cost 5 Prowess and that would kill the Swordsman to play any one of them. So he reveals his hand to his opponent to show that he cannot play the
moves in his hand. He looks at the top card of his Draw Deck: another 5 Prowess card. He discards it and looks at the next card. This one works and is
placed face down in front of the Swordsman. (This is good because he only had one more draw to find a playable card, or the Swordsman would have
been instantly defeated. You cant stand around doing nothing when fighting a Cimmerian, after all!)
Conan surveys the oncoming battle and decides to tough it out. He can only affect two zones so this
round of combat is crucial: kill as much as possible and take the least amount of damage. Conan
faces Man Ape with a Desperate Lunge on the left side of Man Apes move, costing him 2 Prowess
(hes now at 12). Against the Cimmerians he places an Intimidating Posture on the far right paying
4 Prowess (3+1 for not affecting one Foe in the same zone). Because he wants to increase his
chances of defeating both Foes, he plays a Tremendous Cleave (costing 5 Prowess) between them.
The text on Intimidating Posture does not take effect because it is played as a move. Conans
Prowess is at 3.
The Foe moves are now revealed. Conan plays I Am a Cimmerian! He discards a card to gain 5
Prowess, bringing him up to 8. He has one l card left in his hand.
No other Actions are played. It is the BARBARIAN phase. Conan decides to use his Reflexes 1 to
discard then draw 1 card. Tom smiles, as he discards a move he did not want to play, and draws a
Telling Blow a very useful card! Ian cannot use his Conans BARBARIAN ability because Ian is
the Foe player and his Conan is not in play.
Conan now gets to resolve the zone of his choice. He chooses to resolve the fight with Man Ape of the
North. Conans Desperate Lunge has met Man Apes Storytelling (the text is ignored because it is an
Action played as a move). Both moves would hit (neither the Blade icon of Conans move blocks Man
Apes Ranged icon and the Ranged icon does not block the Blade icon) but since Desperate Lunge is
Initiative 4, it takes effect first. The Blade icon hits for Conans base damage of 3. Not enough to kill the
Man Ape. However, before Ian has to place 3 damage counters on Man Ape, Conan plays Telling Blow by
losing 2 Prowess (hes now at 6 Prowess) to deal +2 Damage (for a total of 5 Damage), killing the creature
before its Storytelling resolves. - Man Ape of the North goes into Conans Chronicle Area bringing his
Renown to 38.
Ian now gets to choose a zone to resolve. He chooses Thaks zone, which has a Forceful Lunge as its
move. Since the move is completely unblocked, Ian gets to choose which side affects Conan and he
chooses the side with the 2 Grapple icons. Both hit, doing Thaks base Damage of 3+1 for the extra icon
that hits. Added to that is Thaks ability which does another +1 Damage for every Grapple icon that hits
thats 2 more Damage. The total Damage to Conan for this move is 6, reducing Conans Health to 5.
Ouch!
Conan now chooses to resolve the Center zone with the two Cimmerians. His Tremendous
Cleave is in between a Slay from the Saddle on the right and a Fists of Iron on the left. The
Intimidating Posture is matched up against the other side of Slay from the Saddle. We see that all
the moves but one are Initiative 3 so they all take place simultaneously except Fists of Iron, which
will go first with its 4 Initiative.
The Fists of Iron hits first with an unblocked Grapple icon, dealing the Cimmerian Warriors 1
Damage to Conan. This takes Conan to 4 Health.
Conans Tremendous Cleave hits only the Cimmerian on the left as the Slay from the Saddles
Agility icon avoids the Two-Handed icon of the Tremendous Cleave. However, the Intimidating
Posture does get through, since the Grapple icon is not blocked by the Shield icon on Slay from
the Saddle. Conan is able to defeat both foes, doing 3 Damage to the right-hand Cimmerian with
Intimidating Posture, and 4 Damage to the left-hand Cimmerian Warrior with the Tremendous
Cleave (3+1 from the text of the Move). The other Cimmerian, though, hit with the single Blade
icon on the Slay from the Saddle, doing 1 Damage to Conan, bringing him to 3 Health!
This leaves the Hyrkanian Swordsman. But Ian played Overhead Block as the Swordsmans
move, which has no offensive icons. This round of combat is over.
There are 2 Foes left over (Thak and the Swordsman) so both players draw 2 cards and return to the Survey Phase. Conan, at 3 Health, does not feel
that facing these Foes in another round of combat is wise, and decides to Retreat. He loses 3 Renown for the 3 Scars left on the table when he runs.
The two remaining Foes are placed in Ians Foe Discards, and Ian removes 3 points worth of Renown from Conans Chronicle Area (leaving him with 41
Renown). These Foes are also placed in Ians Foe Discards. Ian draws to 7 cards as Conan enters his Rest Step.
Conan has 2 cards in hand. He plays Storytelling, discarding the other card in his hand as part of its cost. This heals Conan for 5 Health, putting him
at 8 Health total. He has no further Actions to play, so he restores his Prowess to 20. He decides to usehis full Vitality, losing 3 Prowess and healing 3
Health. Then he draws to a hand of 7 cards. At the end of the turn, Conan is at 41 Renown, 17 Prowess and 11 Health. He will win the game unless
Ian can get to 41 or more before Toms next turn.
Multi-icons These icons are based on the existing icons (Blade, Grapple, etc) but they are risky. If any portion of
the multi-icon is blocked, it deals no damage whatsoever. If it is completely unblocked, it deals the base Damage of
the character that is performing the move for each icon that appears inside the multi-icon. (A triple Blade icon that is
unblocked would deal the base Damage of the character three times)
Modifiers Damage may only be modified if Damage is actually dealt. If something deals +1 Damage, it can modify an attack that
deals 0 damage, but it cannot modify an attack that does not successfully hit.
If a players Draw Deck is depleted at any time, that player immediately reshuffles his Discard Pile into his Draw Deck. This can
happen even during the resolution of an effect. Example: An effect says to draw 3 cards. You only have 1 card in your deck. You
would draw the last card remaining, immediately reshuffle your Discard Pile into your Draw Deck and then draw 2 more cards.
If a players Foe Deck is depleted at any time, that player immediately reshuffles his Foe Discards into his Foe Deck. This can happen
even during a Foe Draw.
Conan may use any offensive icon from his Moves even if he doesnt have the corresponding Weapon card. For example, Conan
can play a Ranged move without a ranged Weapon card. This just means that rather than fire a crossbow, he threw a rock, a jug, or a
person at his opponent. Part of being a Barbarian is improvising weaponry!
If there is ever a tie between Conan and his opponent, Conan breaks the tie. This includes effects that resolve simultaneously and
try to do opposing things. If there is ever a conflict between effects, Conan gets to choose which one happens. Note that this does not
supersede Initiative value If theres a tie in Initiative, the moves are still considered to be simultaneous.
Multiplayer Rules
The rules for multiplayer are much like the 2-player game with a few changes. If a rule is not listed in this section, then it is unchanged
from the standard rules.
Remember!
Since Conan will have multiple Foe Players, the player to Conans left is the Primary Foe Player.
Foe Draw Phase: The number of Foes drawn is still a base of 5 (plus additional draws based on Conans Scars). Each Foe Player
draws an equal number of cards with any odd draws starting from the Primary Foe Player.
Example: A Foe draw of 8 is required in 4-player game. Each of the 3 Foe Players draws 2 Foes with a third Foe being drawn by the Primary Foe Player
and the Foe Player to his left for a total of 8 Foes drawn.
Choosing of Foes: The Foe Players may discuss which Foes should be played. Foe Players may discard their Minor Foes to help
play a Major Foe belonging to another Foe Player. If the Foe Players cannot come to a decision as to which Foes get played and which
zone they should be played in, the Primary Foe Player makes all final decisions in that regard.
Foe Players can only play moves for their own Foes, never for someone elses Foe. However, Foe Players can play as many Foe:
Action cards as they wish, as appropriate. The Primary Foe Player cannot affect such decisions.
Zones: When choosing which zone to resolve, Conan still goes first, then the Primary Foe Player, alternating until all zones are
resolved.
Retreat: The Primary Foe Player chooses which Foes are returned to their owners Foe Discards.
Glossary In Play During a players turn, their Conan, Allies, and Items are in play. Their opponents
Foes, and any Region played beneath their Conan (by any player) is also in play. All other cards
Action (card type) Actions are cards that are found in the Draw Deck. These cards are NOT in play (their own Foes, and other players Conans, Items, Allies, and Regions beneath
have no base cost to play. Their text will describe how they are played, and their other Conans).
keywords will describe what steps they may be played in. Actions may be played as
moves during combat, but their game text will be ignored. Item (card type) Items are cards that are found in the Draw Deck. These cards are played
during your Prepare Step, and they remain in play. Items may be played as moves during
Active player The player whose turn it is. That player is Conan. combat, but their game text will be ignored.
Ally (card type) Allies are cards that are found in the Draw Deck. These cards are Magic Icon If this icon appears on a move that is played by anyone other than a Sorcerer, it has
played during your Prepare Step, remain in play until the Rest Step, and are then no effect. It does not deal Damage by itself, but instead uses the Sorcerers text to determine its
discarded. You must have the required number of Scars or Renown to play an Ally. Like effects. If a Magic icon is being used as another icon (via a Sorcerers text or other ability) then it
Foes, Allies Prowess regenerates each combat round. counts as that icon type, and not as Magic.
Any An action with this keyword may be played in any Step or Phase at any time Action Move (card type) Moves are cards that are found in the Draw Deck. These cards are played
cards may be played. When played, they are considered to have the keyword of the Step during your Warrior Step for Conan or for Foes, as appropriate. Moves may ONLY be played
or Phase during which it was played. as moves. The game text on Moves will indicate if there are any bonuses, effects, or abilities
granted by that Move (i.e. a Move that says Conan: means that any text following Conan: will
Barbarian Ability Barbarian abilities typically appear in the text box of your Conan benefit the Conan player if they are performing that Move). If a Move has more than one ability
character card. Barbarian abilities may also be granted by other cards. These abilities that can be used by the character playing the Move, they may use any or all of them.
are cumulative if you so wish.
Multi-icons These icons are similar to other offensive icons. If any portion of the multi-icon is
Character Conan, Foes, and Allies are all considered Characters. blocked, it deals no damage whatsoever. If it is completely unblocked, it deals the base Damage
of the character that is performing the move for each icon that appears inside the multi-icon (A
Chronicle Area (play area) An area of the game. Cards that appear in your Chronicle triple Blade icon that is unblocked would deal the base Damage of the character three times).
Area are scored based on Renown. Cards in your Chronicle Area are not considered
to be in play and do not affect the game (unless they state otherwise.) Negative No number in the game can ever go into negatives after being modified. It will always
become zero.
Combat Icons These icons are used to determine hits and/or blocks during combat.
Press On After combat has ended, Conan may decide to do it all over again! He may Press
Conan Only If a Move has this text, only Conan can play it. It may not be played by a On, returning to his Prepare Step. He does not draw cards or regain Prowess, though any Allies
Foe or an Ally. he has in play do remain in play. Conan may not Press On with 0 cards in hand or 0 Prowess,
but may use Items like Wineskin to add to those values before deciding to Press On.
Damage This value determines how much Damage a character will deal to a
characters health. Prowess Conans stamina, skills, and overall ability to perform maneuvers and attacks. You
spend Prowess in order to play moves in combat, as well as to perform other actions. If you
Discard Taking a card from your hand or from play and placing it in the discard pile. have zero Prowess you may use your Health to pay Prowess costs instead. If you must lose
You can only discard a card if a card or effect tells you to. If something is to be discarded Prowess and do not have sufficient remaining, you MUST lose Health to make up the difference.
from play rather than from your hand, the effect that is causing it will specify from play. If you have zero Prowess you cannot Press On.
Otherwise, all discards are from the hand.
Region (card type) Regions are cards that are found in the Draw Deck. They represent
Discard Pile Cards from the Draw Deck that are done resolving and cards that are Conans travels, and the homelands of some of Conans Foes. When played, a region is placed
discarded go to the Discard Pile. Cards in the Discard Pile are face up and public beneath the Active players Conan, so that the game text is visible, and is only in play during that
knowledge. Cards in the Discard Pile have no effect on the game. Conan players turn. Only one Region may be in play (per Conan) at a time, so when a Region is
played, any Region in play under the Active players Conan is discarded.
Draw Deck Your pile of undrawn cards. At the start of the game, your Draw Deck must
contain at least 40 non-Foe cards (it may contain more). You may have no more than Renown (victory condition) Your Renown is equal to the total Renown in your Chronicle Area.
3 copies of any card, and no more than 1 copy of any UNIQUE card. Once the game If, during your Start of Turn, you have 40 or more Renown (and more than any other player) you
begins, deck construction rules no longer apply (as long as you started the game with win the game.
a legal deck). If a players Draw Deck is depleted at any time, that player immediately
reshuffles his Discard Pile into his Draw Deck. This can happen even during the Retreat During the Survey Phase, Conan may retreat. If he does, the Foe Player adds up the
resolution of an effect. If you ever search your Draw Deck for any reason, you must total Scars of the Foes Conan ran from and removes Foe cards from that Conans Chronicle Area
reshuffle it unless otherwise specified. with Renown up to that Scar total. These are then placed in the owning players Foe Discards.
This may be done during the first Survey Phase of a Warrior Step.
Foe (card type) Cards that represent enemies of Conan. Foes are played by the Foe
Player. When playing moves for Foes, their Prowess value regenerates (resets) each Savage A Trait of some Foes. Savage Foes must be played alone in a zone.
combat round. Foe cards have a blue back.
Scars Your Scars are equal to the total Scars in your Chronicle Area. Scars appear on Foe
Foe Deck A deck that contains only Foe cards. The Foe Deck must contain at least 25 cards. The Foe Draw is increased by 1 for every 3 Scars in the Active players Chronicle Area.
cards (it may contain more). You may have no more than 3 copies of any card, and no
more than 1 copy of any UNIQUE card. The total Renown of the Foes in the Foe Deck Skip If a Step or Phase is skipped, you pass through it without triggering or playing anything.
must total 95-105 points. Once the game begins, deck construction rules no longer apply
(as long as you started the game with a legal deck). If a players Foe Deck is depleted at Solitary A Trait of some Foes. If you play a Foe with this ability, all other Foes in play are
any time, that player immediately reshuffles his Foe Discards into his Foe Deck. This can discarded. No other Foes may be played while there is a Solitary Foe in play.
happen even during the Foe Draw. If you ever search your Foe Deck for any reason, you
must reshuffle it unless otherwise specified. Sorcerer This is a special type of Foe. They may be in a zone with either Supernatural Foes or
Human Foes. See Magic Icons.
Foe Discards Cards from the Foe Deck that are discarded go to the Foe Discards. This
pile is similar to the Discard Pile. When you discard unused Foes, and Minor Foes to Starting Value The maximum values for Conans statistics. A value cannot rise above its
play Major Foes, they are placed here. Cards in the Foe Discards are face up and public Starting Value.
knowledge. Cards in the Foe Discards have no effect on the game.
Territory Many Foes have a territory listed in its keyword area, after their type. The third
Foe player Any player in the game during another players turn. Foe Players play Foes keyword (if any) is always their territory (Khitai, Cimmeria, Stygia, etc). This is typically where
and Foe moves. that Foe can be found, or where they originally come from.
Game Text This refers to any text on a card that affects game play, that is not a Trait These are the words on a character that appear in red text. They may be referenced on
keyword, title, trait, or type. moves and actions just like keywords. When a characters text is blanked, they do NOT lose
their traits. These traits include: Unique, Mounted, Serpent, Veteran, Undead, etc.
Hand (play area) An area of the game. Cards in your hand are hidden from your
opponent. You are considered to have a hand even if there are no cards in it. Type Each Foe has a type listed in its keyword area, after Foe. The second keyword is
always their type (Human, Creature, Animal, etc).
Heal To recover Health or to remove wounds from Conan, an Ally, or a Foe. You cannot
go higher than the cards Starting Health Value. Veteran A Trait of some Foes. Conan cannot play a move between moves played by adjacent
Veteran Foes.
Health If your Conans Health is ever reduced to zero, you instantly lose the game.
Foes and Allies are defeated if their Health is reduced to zero. Vitality An ability on Conan. This allows Conan to Heal during the Rest Step by losing
Prowess.
Icon These are the icons that are used in combat. They represent bladed attacks,
shield blocks, and more. Zone This is one of four areas where Foes will be placed when they attack Conan. The zones
are: Center, Left Flank, Right Flank, and Rear. Each zone can only hold up to 3 Foes at once (or
Ignored If something is ignored, it is treated as if it is not there/present. one Foe with the Savage trait), and Conan may only affect 2 of the 4 zones each turn.