Keyforge Adventures Rules

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PRINT AND PLAY

KeyForge: Adventures is a free game mode available through


the Fantasy Flight Games website. To play the Keyraken
adventure, a player must download and prepare both the
cards and the oversized Keyraken card. This rulebook can be
printed for reference or viewed digitally.

RISE OF THE KEYRAKEN To prepare the oversized Keyraken card, print it at full size on
an 8.5" by 11" sheet of white printer paper and cut it out.
To prepare the cards, print them out, cut out each card
RULES OF PLAY individually, and insert each one into a card sleeve in front
of any single KeyForge or LCG-sized card. This adventure
requires 46 card sleeves, or 47 if two sleeves are used for the
High Tide and Low Tide card (see below).
THE STORY SO FAR… An efficient way to print the cards is to use Adobe Reader,
When the Society of Logic and Reason lost its undersea which can be downloaded for free at https://get.adobe.com/
observatory, it turned to the Archons of the Crucible for help. reader/. When printing the pdf, use the option to print multi-
Promised a cache of rare æmber, a team of brave Archons has ple pages per sheet and set the number of pages per sheet
to 9. This will print nine cards per sheet of paper, organized
joined the crew of the greatest ship the Logos society has ever
in a three-by-three grid, which can then be cut out with a
created: the SLRS Vortexilon. And it’s a good thing the Archons
paper slicer or scissors.
were brought on board, too—the observatory is in ruins, destroyed
by a monstrous beast! One card in this adventure is a double-sided card (High Tide
and Low Tide). This can be assembled by inserting both sides
Only Dr. Escotera, who studied ancient Crucible legends, has
into the same clear sleeve, so that the card can be flipped
recognized the beast as the fabled Keyraken. Sealed beneath the
over to reveal the other side, or by sleeving both sides into
ocean long ago by an ancient and long-forgotten civilization, the separate opaque card sleeves and exchanging one for the
Keyraken has been released by an evil aquan cult, and its full might other during gameplay.
has yet to be witnessed. But even as the Vortexilon discovers the
existence of the Keyraken and the fate of the observatory, the
monster has abandoned its bed of destruction and has pointed its
glowing eye—or eyes?—upwards.
Should the Keyraken reach the surface, it will submerge entire
continents in its wake, bringing ruin to civilization as we know it.
The beast must be defeated!

OVERVIEW
KeyForge: Adventures is a unique cooperative game
mode in which one to three players work together
to overcome the great and terrible Keyraken. Each
player uses a 36-card KeyForge deck from their
collection, a set of keys, and sufficient tokens and
counters, while the Keyraken is represented by a
special adventure deck.
Players follow all of the standard rules of KeyForge
with the modifications described in this document.
The game ends either when the Keyraken advances
four times toward the ocean’s surface, at which
point the players lose, or when the players defeat
the Keyraken by dealing damage to it until it has at
least as many damage tokens as its power.

2
RISE OF THE KEYRAKEN
RULES OF PLAY
GAME SETUP
To set up the game, perform the following steps, in order:

1 Place the Keyraken.


Place the oversized Keyraken card in the center of the play area. Low Tide
The Keyraken
(The tide is low.)
The cost for the Keyraken to advance is
* KEYRAKEN

BEAST ~
 per player.
3 The Keyraken’s power is equal to 30 times the number
of players.
Omni: Your team loses a total of 2 
 while fighting.
The Keyraken only deals 3
per player as a group. If you do, raise

2 Place the tide.


the tide. The Keyraken gets +2 armor for each unforged key the
active player has.

©2021 FFG

©2021 FFG
If the Keyraken is destroyed, the players win
the game.
Monztre 000 The Keyraken
Kevin Sidharta 001 The Keyraken

Place the double-sided tide card beside the Keyraken, with the Low
Tide side faceup. Tide Card Keyraken Card

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Damage Tokens Æmber Tokens Status Counters
Put all tokens and counters used in a standard KeyForge game
within easy reach of all players to create the common supply.

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Each player shuffles an Archon deck chosen from their collection


and draws a six-card starting hand. Each player may mulligan their Archon Deck Starting Hand
starting hand once as in a standard KeyForge game. Each player
begins the game with three unforged key tokens.

Unforged Keys

KEYRAKEN’S PLAY
AREA, MID-GAME:
Keyraken Æmber Pool

The Keyraken
* KEYRAKEN

BEAST ~ 9 Crushing Arm


CREATURE
~ 6 Grappling Tentacle
CREATURE
~ 3 Slippery Arm
CREATURE
~
The Keyraken’s power is equal to 30 times the number ARM TENTACLE ARM
of players. Prey – the most powerful non-flank creature.
Prey – the least powerful flank creature. Elusive.
 while fighting.
The Keyraken only deals 3  Play: Grappling Tentacle captures 3  from
 to the Keyraken,
Destroyed: Deal 3  Reap: If the tide is low, the Keyraken
The Keyraken gets +2 armor for each unforged key the you. If the tide is low, Grappling Tentacle
ignoring armor. archives 1 adventure card.
active player has. captures 6  instead.
©2021 FFG

©2021 FFG

©2021 FFG

 to the Keyraken,
Destroyed: Deal 3
©2021 FFG

If the Keyraken is destroyed, the players win  to the Keyraken,


Destroyed: Deal 3
ignoring armor. ignoring armor.
the game.
Kevin Sidharta 002 The Keyraken Kevin Sidharta 005 The Keyraken Kevin Sidharta 011 The Keyraken
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©2021 FFG

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©2021 FFG

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Low Tide
(The tide is low.)
The cost for the Keyraken to advance is POWER
 per player.
3
 Action: Give the Keyraken’s creature with
Omni: Your team loses a total of 2  the lowest power three +1 power counters.
per player as a group. If you do, raise If that creature has 9 or more power, destroy
the tide. Ascending Jet and lower the tide.
©2021 FFG
©2021 FFG

In the wake of the Worldbreaker Cult’s chief


arcanists, the current buoyed the Keyraken’s ascent.

Monztre 000 The Keyraken Hans Krill 038 The Keyraken

Tide Card Artifact Card


FUNDAMENTAL CONCEPTS KEYRAKEN TURNS
During the Keyraken’s turn, it performs several steps that mirror the
This section contains the fundamental concepts for The Keyraken
steps of a player’s turn. It attempts to advance, and then the active
that provide context for players who are learning how to play
player draws and uses adventure cards. To resolve the Keyraken’s
the game.
turn, the active player follows these steps:
THE KEYRAKEN 1 The Keyraken advances, if able.

During a game, the players are working to defeat the Keyraken At the start of the Keyraken’s turn, it attempts to advance by
before it can advance to the surface. The Keyraken, which takes the spending either 3  or 6  per player from its Æmber pool,
place of an opponent, is represented by an oversized card, with an depending on the status of the tide. This cost is modified by
adventure deck that contains the Keyraken’s schemes and attacks. card effects that modify key costs. If the Keyraken does not
As it takes the place of an opponent, the Keyraken has its own have enough Æmber to advance, it does not do so and none of
Æmber pool. its Æmber is spent. The Keyraken can only advance once during
each of its turns. After the Keyraken advances while the tide is high,
TEAM PLAY lower the tide.
In KeyForge: Adventures, all players work together as a team. In If the Keyraken advances four times, the players lose the game.
this adventure, each player on the team has their own Æmber pool, 2 The active player draws adventure cards.
but players’ cards can assist other players’ creatures as they face the
During the Keyraken’s turn, the active player draws each card in
same battleline of enemy creatures together.
the Keyraken’s archives (see “Archives and Hand of Cards”), and
When the active player is resolving a card ability, creatures in then draws the top two cards from the adventure deck. Each time
other players’ battlelines, upgrades attached to those creatures, a player draws an adventure card, they play that card immediately
and artifacts controlled by other players are all considered to be before drawing the next card. These cards are considered to be
in play and can be affected by the cards played or drawn by the played by the Keyraken—the opponent—for the purposes of card
active player. abilities. If cards are added to the archives during this step, they
are not drawn during this turn. The following explains how a drawn
WINNING AND LOSING adventure card is played, by type:
Players win this adventure by defeating the Keyraken. The team Creature: Each creature enters play exhausted on the right flank
of players does this collaboratively by attacking the Keyraken with of the Keyraken’s battleline.
creatures and destroying its arms and tentacles. The Keyraken has a
Artifact: Each artifact enters play in the Keyraken’s play area
total power of 30 times the number of players in the game, and it is
exhausted, near the Keyraken but distinct from its battleline.
destroyed when it has damage equal to or greater than its power.
Action: Each action card has a play effect, which the active
However, the players’ time is limited. During the game, the
player resolves. Then, the action card is placed in the adventure
Keyraken acquires Æmber by reaping and by resolving card
discard pile.
abilities. Each time the Keyraken takes a turn, it attempts to
advance, spending its Æmber to ascend toward the ocean’s Upgrade: Each upgrade is attached to the Keyraken.
surface. Should the Keyraken advance four times, it reaches the Any bonus icons on adventure cards cause the Keyraken to gain
surface and the players lose the game. that much Æmber, which is placed in the Keyraken’s Æmber pool
Players do not win the game by forging keys, but doing so lowers from the common supply.
the Keyraken’s defenses and makes it easier to destroy. If the adventure deck has no cards in it when a card must be
drawn or archived, shuffle the adventure discard pile to form a
HOW TO PLAY new adventure deck and draw or archive the top card of that new
adventure deck.
When playing a game of KeyForge: Adventures, players take turns 3 The Keyraken and its creatures are used.
in sequence, each taking a turn for the Keyraken after taking their
own turn. During each of the Keyraken’s turns, the player who is During this step, the Keyraken is used first, and then each ready
taking the Keyraken’s turn is the active player. creature in its battleline is used, starting with the creature on the
left flank and proceeding to the right, until each of the Keyraken’s
After players have drawn their starting hands, they select a turn creatures is exhausted.
order: who will play first and, if applicable, who will play second
and who will play third. After the turn order is established, it . Occasionally,
When the Keyraken is used, it reaps and gains 1
cannot change. upgrades or action cards give the Keyraken the prey keyword, in
which case it attempts to fight.
PLAYER TURNS When one of the Keyraken’s creatures is used, that creature reaps
During a player’s turn, they follow all of the rules described in unless it has the prey keyword (see “Prey Keyword” on page 5).
the KeyForge Rulebook regarding choosing a house, playing/ 4 Each enemy artifact is used.
discarding/using cards, readying cards, and drawing up to a six-card
After the Keyraken and its creatures are used, each of the
hand. However, players ignore the First Turn Rule, which restricts
Keyraken’s artifacts is used. Exhaust those artifacts and trigger their
the first player from playing more than one card during their turn.
“Action:” abilities, one at a time.
Players may use their cards and abilities as normal during their turn.
If a player uses a card ability to give one or more of their artifacts
If a creature is used to fight, it may fight the Keyraken or any of the
to the Keyraken, and those artifacts have “Omni:” abilities, those
Keyraken’s creatures.
abilities trigger one at a time during this step.
5 The Keyraken and each of its creatures and artifacts ready.
Ready the Keyraken and each of its creatures and artifacts.

4
RISE OF THE KEYRAKEN
RULES OF PLAY
ADDITIONAL RULES THE KEYRAKEN
This adventure revolves around a battle against the Keyraken, a
Because no player controls the Keyraken and its cards, the
mythological undersea monster that is making its way up from the
following additional rules explain how to use them during
depths. If it breaches the ocean’s surface, it will ravage the Crucible
cooperative gameplay.
and bring ruin to countless civilizations.
KEYRAKEN ARCHIVES AND HAND OF CARDS The Keyraken is its own card type, represented by an oversized
card that begins the game in play. Its power is equal to 30 times
The Keyraken has archives, which are a facedown game area
the number of players in the game, and it has between zero and six
where adventure cards may be put during the game. Each time the
armor, depending on how many keys the active player has forged.
Keyraken takes a turn, the active player draws each card from the
Each time the Keyraken takes a turn, the Keyraken is used as if
Keyraken’s archives before drawing two cards from the adventure
it were a creature. Upgrades drawn from the adventure deck are
deck. Only cards that were in the Keyraken’s archives as the step
attached to the Keyraken as if it were a creature.
began are drawn—any cards added to its archives while the active
player is drawing adventure cards stay in its archives to be drawn on When a player uses one of their creatures to fight, they may have
the Keyraken’s next turn. that creature fight the Keyraken. The Keyraken always deals 3
when fighting.
If a card effect states that the Keyraken archives a number of
adventure cards, that number of cards are taken from the top of While it plays in most ways as if it were a creature, the Keyraken
the adventure deck and added to the Keyraken’s archives. If the is not a creature, and card abilities that affect creatures cannot
deck has no cards in it when an adventure card must be archived, affect the Keyraken. Additionally, as the Keyraken is not a creature
reshuffle the adventure discard pile to form a new adventure deck in its battleline, players can always fight against it, even if the
and archive the top card of the new adventure deck. creature on the left flank of its battleline has the taunt keyword.
If a card effect would cause the Keyraken to draw cards, those cards
THE TIDE
are archived from the top of the adventure deck instead. If a player’s
card effect instructs that player to look at and/or discard cards from This adventure makes significant use of the tide mechanic featured
the opponent’s hand, the appropriate cards are looked at and/ in Dark Tidings. When players play against the Keyraken, the tide
or discarded from the Keyraken’s archives instead. If a card effect carries additional rules. The tide is represented with a new double-
would return an adventure card to the Keyraken’s hand, archive sided card included in this adventure instead of the single-sided
that card instead. A player’s card effect that interacts with the tide card included in Dark Tidings decks.
opponent’s archives also interacts with the Keyraken’s archives. Card abilities can raise or lower the tide during the game. The tide
is always either high for all players or low for all players, as indicated
PREY KEYWORD by the faceup side of the tide card. If any player raises the tide
Some of the Keyraken’s creatures feature the new prey keyword. while the Low Tide side is faceup, flip the tide card over. If a card
A creature that has this keyword fights when it is used if the active effect lowers the tide while the High Tide side is faceup, flip the tide
player controls a creature described by the keyword. If a creature card over. The tide cannot be raised if it is already high and cannot
has the prey keyword but no eligible creature exists for it to fight be lowered if it is already low. If an effect would “reset the tide,”
against, the creature reaps instead of fighting. If multiple eligible place the tide card with its Low Tide side faceup.
creatures exist in the active player’s battleline, that player chooses During any player’s turn, the team of players may, as a group,
which of their creatures is fought.  per player as an “Omni:” ability to raise the
spend a total of 2
Taunt Keyword tide. Each individual player may spend any amount of  this way,
as long as the team collectively spends the requisite total. This
When a creature that has the prey keyword is used to fight a
replaces the standard tide rule that allows players to raise the tide
creature that does not have taunt, and one of that creature’s
by gaining chains.
neighbors has taunt, the creature with taunt is fought instead.
There are three ways by which the tide can be lowered:
Enrage Tokens
1 Each time the Keyraken advances, lower the tide.
An enraged creature not controlled by a player gains “prey –
the least powerful creature” if it does not already have the prey 2 Each time a Keyraken artifact is discarded while its ability is
keyword. It only gains this keyword while it is enraged. resolved, lower the tide.
3 Some adventure card effects might cause the the tide to
READING ADVENTURE CARDS be lowered.
Abilities on adventure cards are written such that the player drawing Abilities that refer to the tide are indicated by this icon: 
the card or using the creature reads and resolves the text against The tide card is not considered to be a card in play.
themself. Any time the word you appears, it refers to the person
reading the card and resolving the ability.

OPTIONAL DIFFICULTIES
Any time a card ability refers to the Keyraken, it refers to the
opponent represented by the adventure. When resolving effects on
a player’s cards that refer to that player’s opponent, the Keyraken is KeyForge: Adventures is intended to offer a meaningful
that opponent and performs the actions indicated by that player’s challenge for most archon decks. However, the
card effect. Any card ability that affects “each player” also affects game’s difficulty can be easily modified for a more
the Keyraken. personalized experience.
On a player’s cards, only creatures controlled by that player are For those interested in an easier experience, draw only one
considered friendly. Teammates’ creatures are considered neither adventure card during the Keyraken’s turn.
friendly creatures nor enemy creatures.
For those interested in a more challenging experience, draw
All adventure cards in this adventure belong to House Keyraken. three adventure cards during the Keyraken’s turn.

5
RISE OF THE KEYRAKEN
RULES OF PLAY
CREDITS
KeyForge Game Design: Richard Garfield
Expansion Design and Development: Aaron Haltom and
Tyler Parrott with Brad Andres
Producer: Jason Walden
Editing: Tobin Lopes
Proofreading: Christine Crabb
Card Game Manager: Jim Cartwright
KeyForge Story Review: Daniel Lovat Clark,
Chelzee Lemm‑Thompson, Danny Schaefer
Creative Director of Story and Setting: Katrina Ostrander
Expansion Graphic Design: Caitlin Ginther with
Neal W. Rasmussen
Graphic Design Coordinator: Joseph D. Olson
Graphic Design Manager: Christopher Hosch
Cover Art: Kevin Sidharta
Art Direction: Tim Flanders, Deborah Garcia, and Jeff Lee Johnson
Managing Art Director: Tony Bradt
Quality Assurance Coordinator: Zach Tewalthomas
Production Management: Justin Anger and Tim Najmolhoda
Visual Creative Director: Brian Schomburg
Senior Project Manager: John Franz-Wichlacz
Executive Game Designer: Nate French
Head of Studio: Chris Gerber

PLAYTESTERS
Carl Anderton, Jackie Anderton, A. Baskin, Jonathan Bever, Sarah
Coffee, Will Courtney, Matthew Kuhl, Tobin Lopes, Edouard
Mailhot, Brian Petruzzello, Jeremy Rainbow, Kendra Rainbow,
Alexander Ridenour, Glen Saward, Giannis Tilias, and Jason Wallace

www.FantasyFlightGames.com

TM/® & © 2021 Fantasy Flight Games

6
RISE OF THE KEYRAKEN
RULES OF PLAY

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