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Cosmic Frog Rules 2020
Cosmic Frog Rules 2020
TM
Contents
The Coming of the Rayna. ............................. 3 Actions............................................................ 10
Red Words and References............................ 4 Taking Your Actions................................................ 10
Your Very First Action............................................ 10
What’s this Game About?.............................. 4
Actions on the Shard............................................... 10
What’s In the Box?.......................................... 4 Actions in the Aether............................................... 10
Keywords and Definitions............................. 5 Extra Actions............................................................ 10
Game Setup....................................................... 6 Combat and Knockback............................... 10
Step 1: Count the Frogs............................................. 6 Aether or Shard Combat?....................................... 10
Step 2: Create the Shard............................................ 6 What Do I Roll for Combat?................................... 10
Step 3: Get Ready for Action.................................... 6 Can I Increase My Combat Roll?........................... 10
Playing the Game............................................ 6 How Does Combat Play Out?................................ 10
What’s the Big Picture?............................................. 6 Knockback................................................................. 11
How Does the Game Play?....................................... 6 Knockback on the Shard.............................................................11
How Does the Game End?........................................ 6 Knockback in the Aether............................................................11
How Do I Win?........................................................... 6 The Outer Dimensions.................................. 11
Main Game Elements...................................... 7 Dimension Zero........................................................ 11
Oomph......................................................................... 7 The Outer Dimensions............................................ 11
What is Oomph?..........................................................................7 Life In the Outer Dimensions................................. 11
What Oomph Can I Use?............................................................7 Raiding Vaults.............................................. 12
How Do I Use My Oomph?........................................................7
How Do I Regain Oomph?..........................................................7
Aether Flux. ................................................... 12
Abilities....................................................................... 7 Splinter Strikes............................................. 12
Ability Cards...............................................................................7 The Shard Integrity Track. ........................ 13
Using Abilities.............................................................................7
Vault Scoring. .............................................. 13
Passive and Activated Powers.....................................................7
Placement Points...................................................... 13
Gullets.......................................................................... 8
Diversity Points........................................................ 13
How Does My Gullet Work?.......................................................8
What If My Gullet is Full?..........................................................8 Strategy Tips.................................................. 14
Vaults........................................................................... 8 Play Variants. ............................................... 14
What Is a Vault?..........................................................................8
Notes on Abilities. ........................................ 16
How Do I Fill My Vault?............................................................8
How Secure is My Vault?...........................................................8 Sample Game Play. ........................................ 17
Siphons........................................................................ 8
What Is a Siphon?........................................................................8 Credits
How Do Siphons Work?..............................................................8 Design and Development
Jim Felli Story, game design, graphic design, development
~
The summons came from Ygg, First Among Mountains, but it
was Yog, the Hill of Hallows, that met the other greater gods’
delegates at the Edge of Aether. Yog stood motionless before
the swirling cosmic sea, a broad manshape with skin of coal
and eyes of fire. Umi, the Marsh of Mindsight, stood to Yog’s
left, a womanshape of skin and scale and shifting blues. Ezu,
the Desert of Desire, a gaunt and stretched manshape of
pressed sand with eyes of sunlight, stood to Yog’s right. Behind
them, between Yog and Ezu, was Ood, the Meadow of Meaning,
a womanshape of twining vines wreathed in verdant sprigs and
colorful florets.
“We have answered Ygg’s summons,” said Ezu.
“But for what purpose?” asked Umi.
“Ygg has decreed that the time has come to harvest the
Shards,” answered Yog.
“What makes Ygg think this?” asked Ood.
Yog nodded toward the Aether before them and raised
a hand. Four large, irregular expanses of land emerged from
the celestial sea and began to slowly revolve around a central
point, surrounded by a violent and churning cloud of smaller
chunks of land. “Ygg has bound the largest Shards of Aeth into
the Great Fragments: Aethos and Aethyl, Aethûn and Aethex,”
Yog said. “Usi and Evo have tuned and stabilized the Fragment
Gates. And Omu has now opened the Ways Between.”
“With the Ways Between open, the Fragments can be
joined,” said Ezu.
Yog nodded. “Yes.”
Umi said, “Ygg wants the lands of the unbound Shards to seal the joins.”
“Yes,” said Yog.
“Gathering these lands is the work of simple harvesters,” said Ood. “Why does Ygg call upon us?”
Yog again raised a hand, turned it slowly. The four Great Fragments that floated before them broke apart and reformed
into four clusters of terrain: one of swamp and lake, one of desert and mesa, one of meadow and forest, one of hill and
mountain.
“The land alone will not seal the joins,” Yog said. “Ygg requires the harmony in the joining of like things and the synergy
in the joining of unlike things to bind the Great Fragments together.”
“Swamp flows into wetland, lake into sea,” Umi said. “These are the harmonies of Water.”
“Desert drifts into wasteway, mesa into tableland,” said Ezu. “These are the harmonies of Terra.”
“The harmonies of Plant,” said Ood, “are rooted in meadow and forest. Meadow sprawls into plain, forest into
timberland.”
“The harmonies of Stone echo in hill and mountain,” said Yog. “Hill rises into ridge, mountain into sierra.”
“Simple harvesters would strip the Shards bare,” said Ezu, “without regard for harmony or synergy.”
“This is why Ygg has summoned you,” said Yog.
“Then Ygg wishes us to create a new thing,” said Umi. “A new kind of harvester.”
“Yes,” Yog said. “We must create reapers.”
~
After the delegates shaped their reapers, which they called rayna, it remained for the First Ones -- Ygg and Usi, Evo and Omu
-- to place within each rayna the smallest of stars and attune their forms to the Aether. With this attunement came life and
differentiation, will and purpose. And control over the cosmic fires that burned within their bellies...
... and an intimate affinity for the celestial sea between the worlds and the Outer Dimensions beyond its reach.
3
Red Words and References The Player Board
Terms written in red text are keywords and are specifically Each player has their own
defined in the keywords and definitions section. Numbers player board to keep track of
in brackets (e.g., [5] ) are the page numbers where you can their available and expended
find detailed information about a topic. Oomph and the contents of
their Gullet. Your player color
will be written on the left side of
What’s this Game About? your player board and serve as
the board’s background. Your
Cosmic Frog is a game of collection, combat, and theft on a
TM
Gullet slots are numbered one
planetary scale. Each player controls a rayna, a two-mile tall, through four on your board.
immortal, invulnerable frog-like creature that exists solely Slot four is the bottom slot of
to gather terrain from the Shards of Aeth, the fragments of your Gullet.
a long-ago shattered world. (Although
you will technically control a rayna, we
will call them “frogs” and use the terms
“you” and “your” to refer to them. For The Vault Board
example, rather than say “You may have Each Vault board has a
your frog recover” we will say, “You Vault on both sides. One
may recover.”) side is colored to match
At the start of the game, your frog a player board (e.g.,
will descend onto a Shard of Aeth the purple Vault board
and begin harvesting Land to store matches the purple player
in your massive Gullet. When your board). You use the
Gullet is sufficiently full, you will color side for individual
leap into the Aether and disgorge its play. The sepia side is a
contents into your Vault for storage. shared Vault for use in
You can keep to yourself and focus on team play. Your Vault
harvesting, attack other frogs for the Lands has nine slots in which
in their Gullets, or attempt to steal Land from another frog’s to store Land you
Vault. But be warned: the Aether is a chaotic and unstable harvest from the Shard
place. Waves of Aether Flux will randomly prompt you to for scoring at the end of
mutate and change your strategy to fit your new powers, the game.
and Splinters of Aeth will periodically fall from their orbit
and crash into the Shard, destroying terrain and ultimately
the Shard itself.
The Game Mat
The game ends when the Shard is stripped of Land or
destroyed. The player with the highest valued Vault is the The Shard, the Shard Integrity
winner, and declared most favored among the First Ones. Track, the Aether, and the Outer
Dimensions are all displayed
on the game mat. The large
cluster of hexagons floating
What’s In the Box? in the Aether on the mat are
placeholders for the Barren tiles
Components you will use to construct the Shard
during Game Setup [6]. The
1 Neoprene Game Mat 38 Action Cards colored outlines around some of the
6 Player Boards 12 Splinter Location Cards hexes are there to help you identify
6 Vault Boards 6 Reference Cards where Splinters hit the Shard during
6 Frog Miniatures 6 Custom Dice play and have no meaning other than
6 Color Bases 96 Barren Tiles that. When Barren tiles are removed from the game and
36 Oomph Crystals 48 Lowland Tiles expose the game mat, the exposed area becomes Aether and
16 Ability Cards 32 Highland Tiles the surrounding terrain tiles become adjacent to Aether.
4
Keywords and Definitions Land Domain
The four Land Domains
are stone (brown), terra
Ability (yellow), water (blue), and
An ability is a special power. All frogs have an ability. plant (green). mountains
and hills are part of the
Aether stone domain; mesas and
Aether is the cosmic sea. All hexes on the game mat that deserts, the terra domain; lakes and swamps, the water
do not contain terrain are Aether. domain; forests and meadows, the plant domain.
Barrens One
FRONT
Two different BACKS Oomph
Barrens (2mm thick) are lifeless
(Normal Play)
Oomph is the cosmic energy you use to activate certain
terrain. The Barren tiles used for powers, overpower and boost your combat, and perform
normal game play will be blank or certain actions. The symbol for Oomph is W.
have an image of a fracture on the
back. There are four special Barren Outer Dimensions
tiles that have Quake or Vortex The Outer Dimensions are the planes of reality that are
on the back. These are for Play Two special BACKS
(for Variant Play)
parallel with and askew to Dimension Zero.
Variants [14].
Shard
Descend A Shard is a large fragment of Aeth adrift in the Aether.
You descend onto the Shard by placing your frog on your Shards are made mostly of Barrens but have atmospheres
choice of unoccupied Barren hex adjacent to Aether. and are rich with Land.
Dimension Zero Shard Integrity Track
Dimension Zero is the plane of existence in which Aeth The Shard Integrity Track keeps count of the number of
existed and in which the game is played. The Shard and fractures created during play.
the Aether exist in Dimension Zero.
Exposed Land Siphon
A Siphon is a special arrangement of Land in your Vault
A Land tile is exposed if it is the top Land tile in a stack that transfers cosmic energy from the Aether to your frog.
of Land tiles, either on the Shard or in a Vault slot.
Splinter
Facing Hex Splinters are small chunks of Aeth that fly through the
In combat, your facing hex is the Shard hex adjacent to Aether and smash into the Shard.
your hex in the direction the attack came from.
Target
Fracture Your target is the Shard hex or frog in play that you seek to
A fracture is a massive crack or fissure in the Shard that land on, attack, or affect with an ability.
destroys its structural soundness and integrity.
Targetable
Gullet When you are on the Shard, a Shard hex is targetable if it
Your Gullet is your distendable esophagus in which you is on one of your target lines and a frog is targetable if it
temporarily store the Land you harvest. is both on the Shard and on one of your target lines. When
you are in the Aether, a Shard hex is targetable if it is
In and Out of Play adjacent to Aether and a frog is targetable if it is either in
Your frog is in play if you are in Dimension Zero. Your the Aether or on a Shard hex adjacent to Aether. You are
frog is out of play if you are in the Outer Dimensions. always targetable by yourself.
Knockback Target Line
Knockback is the number of hexes (on the Shard) or Outer On the Shard, your target
Dimensions (in the Aether) you are sent away from your lines are the straight lines
Tar
get
be lowland or highland.
Tar
Step 3: Get Ready for Action How Does the Game End?
Have each player choose a frog miniature, then give each The game ends when either:
player a matching snap-on color ring, player board, and The Shard Integrity Track is completely filled
vault board to specify their color (e.g., the player with the with fractures, or
red color ring on their miniature, red player board, and red vault
board would be the red player). Place six Oomph crystals in The Shard is reduced to nothing but Barrens.
the “Available Oomph” area on each player’s board. A frog
can never have more than six Oomph. The game ends immediately when the Shard Integrity Track
fills with fractures [13]. If the Shard is stripped of Land,
Create the Ability Deck by shuffling together the 16 ability the game ends when the current Action Deck runs out.
cards, then deal two cards face down to each player. Each
player secretly chooses one card to keep for their frog and
places it face down by their player board, then puts the
other card on the bottom of the Ability Deck. How Do I Win?
The shuffled Splinter Location cards make up the Splinter When the game ends, you calculate your score using only
Deck. Create the Action Deck by shuffling together the the Land in your Vault [13]. The player with the highest
action cards for the frogs in the game (table in Step 1). Place point total wins the game and becomes most favored by the
all the decks face down on the table, then use the Aether First Ones. There are no tie-breakers: if there is a tie, it is a
Flux and Splinter Strike cards to start a face up discard shared victory.
pile by the Action Deck. You are now ready to start playing!
6
Main Game Elements Using Abilities
Ability cards are placed
Oomph face down near your player
board when they are
What is Oomph? acquired. While face down,
The cosmic fire that burns inside your frog’s belly provides they are secret and may not
energy called Oomph, denoted W and represented by be used. Once you turn your
Oomph crystals. Each Oomph crystal is worth 1 W. card face up, your ability
instantly comes into effect
and remains in effect until
What Oomph Can I Use? the card is lost or turned face
down. You may turn your
You may only use the Oomph crystals that are in the ability card face up any time
“Available Oomph” area of your player board. This is your you wish (e.g., as you declare
available Oomph. an attack, during another
player’s turn, etc.), but you
may not turn your ability
How Do I Use My Oomph? card face down unless forced
You use your available Oomph to activate abilities [7], to do so by another ability.
enhance your combat [10], or take an extra action during The colored icons on your
your turn [9]. When you “use X W” or “pay X W,” you ability card indicate your
must move X-many Oomph crystals from the “Available frog’s prowess in combat
Oomph” area to the “Expended Oomph” area of your and raiding. When your card is face down, you use a white
player board. You may not augment an action or ability if die for all combat and raiding. When your card is face up,
you haven’t enough available Oomph to cover its cost. you use the colored die that matches the icon color on your
ability card: if the icon is white, you use a white die; if the
icon is yellow, you use a yellow die; if the icon is red, you
How Do I Regain Oomph? use a red die. The white die has a range of 0 to 5, the yellow
You can regain some of your expended Oomph with die has a range of 1 to 6, and the red die has a range of 2
Siphons [8]; you can regain all of your expended Oomph to 7. For example, Marauder uses a white die for Aether
with a RECOVER action [9]. When you “regain X W,” combat, a yellow die for Shard combat, and a yellow die for
you move X-many Oomph crystals from the “Expended Vault raiding.
Oomph” area to the “Available Oomph” area of your player
board. You may only regain Oomph crystals that are in Passive and Activated Powers
your “Expended Oomph” area.
Most powers are passive in
the sense that they are either
always in effect or available
Abilities to use without requiring any
additional Oomph to activate
Ability Cards them. Some powers require
you to spend Oomph to turn
Every frog begins the game them on and use them. These
with an ability card. You may are called activated powers
only have one ability card at and are denoted by the
any time. All ability cards are symbol and written in italics.
unique.
Activated powers costs 1 W
Your ability card specifies to use and may be used on
your frog’s combat and any player’s turn. Unless
raiding prowess, as well as specifically restricted on the
any special powers your ability card, you may use an
frog possesses. Your combat activated power as often as
ability on the Shard is you wish on the same turn,
denoted by the symbol. but you must spend 1 W for
Your combat ability in each and every use.
the Aether is denoted by
the symbol. Your ability Examples of using activated
to RAID Vaults is denoted by powers are noted below.
the symbol. These symbols
will have a white, yellow, Increase or decrease knockback you receive by one.
or red background. White is If you were struck for 4 knockback, you could spend 3
strong; yellow is stronger; red W and reduce your knockback to 1.
is strongest.
Reroll your choice of one of your combat dice this combat.
These icons show whether you use a white, You can pay 1 W to reroll one of the dice you used for
yellow, or red die for combat on the Shard. your combat roll. If you don’t like your new roll, you
may pay another 1 W to reroll it again.
These icons show whether you use a white,
yellow, or red die for combat in the Aether. Activated powers work immediately but do not last beyond
the end of the action in which they were used. You may use
These icons show whether you use a white, an activated power at any time (e.g., after combat is declared,
yellow, or red die for Vault RAIDs. after combat rolls but before their consequences are resolved, etc.)
7
Some abilities have activated Vaults
powers, and some do not.
What Is a Vault?
Your Vault is an inter-
dimensional pocket in the
Aether where you store Land.
Your Vault has nine slots
that can each hold three Land
tiles. Once you place a Land
tile into a Vault slot, you may
not move or remove that An empty
Land tile. Only Land tiles may Vault
be placed in a Vault slot.
A Meadow is
9
Actions Combat and Knockback
Taking Your Actions Aether or Shard Combat?
Constructing and using the Action Deck are covered in If the defender is on the Shard, it is Shard combat ( ). If
Game Setup [6] and Playing the Game [6]. Because the defender is in the Aether, then it is Aether combat ( ).
the number of action cards each frog gets is determined by
the number of frogs in the game, you will know how many
turns you have each pass through the Action Deck, but What Do I Roll for Combat?
you will not know when they will come up. Shuffling the You always roll one die. You always roll a white die unless
Action Deck makes turn order random. This randomization your ability card is face up and dictates that you use a
rewards adaptation over rigid planning. yellow or a red die. Your die roll is called your combat roll.
During your turn, you must take one action from a set of
available actions. The actions available to you will vary Can I Increase My Combat Roll?
depending on whether you are on the Shard or in the
Aether. After you take your action, you may pay 2 W to take You may pay 2 W to overpower your combat roll. If you do,
an extra action. Taking an extra action is optional [9]. you roll two dice and use the larger number as your roll.
You may also pay 2 W to boost your combat roll. Each 2 W
you spend to boost your combat roll adds +1 to your roll.
Your Very First Action You may both overpower and boost your combat roll.
On your very first turn of the game, you enter play by
arriving on the Shard. This is a two-step process: you first How Does Combat Play Out?
descend onto the Shard [5], then you take your first
action from that location. Descending onto the Shard is not The combat sequence immediately follows attack declaration:
your action, it simply determines your starting hex for your
first action. Attack The attacker is the frog initiating the
Declaration combat. The attacker declares their attack
and declares the target of their attack.
R a id R ul e s
Dimension of the Vault owner (or maximum Outer ability from the Ability Deck. Look at your new
Dimension of any of the Vault owners in team play). For ability card, then place the card face down by
example, if the Vault owner is in Outer Dimension your player board.
3, your raid target cannot be greater than three.
Resist mutation. Pay 1 W to ignore the Aether
3. Roll your raid die. If your roll does not exceed your Flux and keep your current ability. You ability
raid target, your raid fails. If your roll exceeds card stays in its current face up or face down state.
your raid target, your raid succeeds and you may
sequentially move from the Vault to your Gullet Selectively Mutate. Pay 2 W to pick up your
your choice of Exposed Land tiles with a combined existing ability card and draw an ability from the
point value less than or equal to your raid target. Ability Deck, then look at both cards and decide
which one to keep. Place that card face down by
4. When you take a Land tile from a Vault slot, you your player board and put the other card on the
must completely empty that slot before you can take bottom of the Ability Deck.
a Land from a different Vault slot during the same
RAID action. This rule only applies to Lands taken in
the same RAID action.
Splinter Strikes
Raid rules 1, 2, and 3 are straightforward. Raid rule 4 bears
some additional discussion. Suppose you make a successful When the Splinter Strike card comes up in the Action
raid on the Vault pictured below for a raid target of three Deck, a Splinter smashes into the Shard. Draw a card
points of Land. What could you take? from the Splinter Deck and position the card so that the
text orientation on the card matches the text orientation
In the Vault shown here, on the game mat. The
the Lands with the dashed highlighted area on the
black and white borders Splinter location card
are Exposed Lands. These shows the area affected
Lands are either alone in a by the splinter.
Vault slot or at the top of
a stack of Lands in a Vault Each Splinter location
slot. They could be taken card marks a unique
in a RAID. Rule 4 says that strike hex (the yellow
once you take an Exposed hex) on the Shard.
Land, you must empty that Remove from the game
Land’s Vault slot before mat all terrain tiles on
you can take Land from a the strike hex. Then,
different Vault slot during the same RAID action. remove from the game mat the top terrain tile from all six
of the hexes surrounding the strike hex, including Barren
In the Vault pictured, you could take the forest first. As a tiles that are the top terrain tile on any of those hexes. If you
highland, it would constitute two points of the three points remove a Barren with a fracture on the back , place that
of Land you are entitled to take. You could stop there, or tile on the Shard Integrity Track. Hexes with no terrain tiles
you could move on to a different Vault slot because you on them become part of the Aether.
emptied the Vault slot that contained the forest (raid rule 4).
You could take one of the two meadows or the desert: they If a frog is on a Splinter’s strike hex:
are all lowlands and worth 1 point each, so any one would Destroy all terrain tiles beneath the frog, destroy
bring your points taken to three and end your raid. all terrain tiles in the frog’s Gullet, and move all
What if you decided to take the desert first to destroy your of the frog’s Oomph crystals into the “Expended
opponent’s Siphon? deserts are worth 1 point, so you’d Oomph” area of their player board.
still be entitled to two more points of Land. You could stop
there or continue taking Land. However, since there is still Move the frog into the Aether.
Land in the Vault slot you took the desert from, you may
only take Land from that Vault slot during your current If a frog is on a hex adjacent to a Splinter’s strike hex:
raid until you empty the slot (raid rule 4). Your only choice Move the frog into the Aether.
would be the mesa beneath the desert that became exposed
when you took the desert. You could take that mesa with Remember: when Barren tiles are removed from the game
the remaining two points of your three point raid. and expose the game mat, the exposed area becomes Aether
and the surrounding terrain tiles become adjacent to Aether!
12
The Shard Integrity Track Placement Point Scoring Example
Suppose we want to calculate the placement points for the
Fractures ruin the structural Vault pictured below on the left. We calculate placement
integrity of the Shard. points by sequentially scoring and removing straight lines
When a Barren tile is removed of Exposed Land tiles of the same type. The Exposed Lands
from the Shard, look at the in the Vault shown are outlined in black and white.
back of that tile to see if it We first remove the straight line of two meadows. Since
creates a fracture. If the back The Shard will meadows are lowlands, this straight line gives us 3 points
of the Barren tile is blank , be destroyed
[13]. Removing these meadows exposes the forest and
remove the tile from the game when four
more fracture swamp beneath and reveals a straight line of two exposed
and continue play. If the forests (below right). forests are highlands, so removing that
back of the tile has a fracture Barrens are
added to the straight sequence gives us 5 more points, for a total of 8
symbol , the destruction points.
of that Barren has created a Shard Integrity
Track.
major fracture in the Shard.
Immediately place that tile
fracture side up on the Shard
Integrity Track. (Barren tiles
with fractures that are somehow Two fracture
harvested go directly to the Barrens have
Shard Integrity Track.) been removed
from the
When all six slots on the Shard so far.
Shard Integrity Track are
filled, the Shard shatters and
the game immediately ends.
With the forests gone, there are three exposed lowlands
and one exposed mesa (below left). The mesa could be part
Vault Scoring of a straight sequence but the lowlands cannot. We score
the swamp, meadow, and desert as singletons worth 1
Only the Land in your Vault at the end of the game point each, bringing our score to 8+3=11 points. Removing
counts toward your score. Your final score is the sum of these lowlands exposes a straight sequence of three mesas
your placement points and your diversity points. Your worth 9 more points (below right). This brings our score to
placement points are determined by how you arrange Lands 20 points and gives us a total placement score of 20+1=21
in your Vault. Your diversity points are determined by the points once we add in the lone remaining desert.
types of Land in your Vault. You calculate your placement
points first, then add your diversity points.
Placement Points
Your placement points are calculated using the straight
lines of Land in your Vault. A straight line of Land is a
set of Exposed Lands of the same type in adjacent Vault slots
along a row, column, or diagonal. The land types are desert,
forest, hill, lake, meadow, mesa, mountain, and swamp.
A desert tile and swamp tile are not of the same Land
type. Two desert tiles are of the same Land type. A single,
isolated Land is a straight line of one Land (e.g., a single,
isolated highland is worth two points). Before you play your first game, we recommend that you
take four or five random highlands and four or five random
lowlands and arrange them in various configurations and
stacks on a Vault board, then calculate the scores for those
configurations. This will familiarize you with the scoring
system for Land placement before you actually play.
Diversity Points
You receive diversity points based on the number of Land
Domains represented in your Vault. For example, if you
have at least one hill or mountain in your Vault at the end
of the game, the stone Land Domain is represented. The
table shows the diversity points awarded based on the
number of Land Domains represented in your Vault.
Land tiles only need to be Exposed Lands to be counted in
a straight line. They do not need to be on the same elevation In the previous example,
(i.e., vertical level) in their respective Vault slots, they just the Vault contained
need to be the top Land tiles on their respective stacks. Lands from three Land
When you add the points for a straight line of Land to your Domains, so we would
placement point tally, remove those Lands from your Vault. get 5 diversity points,
This prevents double-counting and exposes the Lands for a total Vault score of
beneath for subsequent scoring. 21+5=26 points!
13
Strategy Tips
Here are a things to think about as you embark on your
mission to harvest the Shards of Aeth!
Using miniatures in the same pose for frogs on
the same team can help all the players more easily
identify teammates.
If your available Oomph falls below 2 W, you
won’t be able to add +1 to your combat roll, or
mount an overpowered defense if attacked, or take
a second action.
Overpowering a die roll changes the likelihood of
rolling any given number available on that die.
Boosting a die roll shifts upward the range of
values available on that die.
It takes several actions to fill your Gullet by
harvesting, but only one action to attack a frog
with a full Gullet.
Lone Lands in different slots are more easily stolen
in a single raid.
Raiding an opponent’s Vault reduces their score
immediately but does not increase your score until
you bank the Lands you steal.
Lands will be easier to HARVEST if you place
them in clusters during game setup, but they will
also be more susceptible to Splinter Strikes.
The game plays best with 4-6 frogs. Here are a few
suggestions for game play based on the number of
players that make use of the Team Play Variant.
2 players:
Have each person control 2 frogs as a single
team, then play as competing teams.
3 players:
Have each person control a single frog for
individual competition, or have each person
control a team of 2 frogs for team play.
4-6 players:
Have each person control a single frog
and choose whether you want to play as
individual competitors or group into teams.
Play Variants
Below are some optional modifications to the basic rules to
enhance your game play. All of these variations except for
Bounce Back and Dimensional Decisions may be used
together in the same game.
Knockback Resistance
You may use your Oomph to resist knockback. Each
Oomph you expend to resist knockback will decrease your
knockback by one hex (Shard combat) or one dimension
(Aether combat).
Symbiotic Teammates
At the start of your turn, you may swap abilities with a
targetable teammate. You may only do this once per turn.
The swapped abilities maintain their current face up or face
down state.
15
Notes on Abilities
This section offers a few notes and comments regarding the Nimble
sixteen frog abilities. Nimble makes your frog exceptionally quick and spry.
You are an excellent harvester and raider by virtue of your
Blink reduced second action cost for repeating an action. Because
you are so fast, your opponents must use extra Oomph
Blink enables you to travel and move things between when overpowering their attacks against you.
dimensions. You may use your hex relocation ability on
each action to relocate to any adjacent hex before you take
your action. You may not use your relocation ability to Ravager
move from a Shard hex to the Aether. Ravager gives you the ability to harvest Barrens and store
them in your Gullet, then consume them to regain Oomph
Camouflage or spit them at the Shard from the Aether to cause a Splinter
Strike. Your main trade-off will be having fewer Gullet slots
Camouflage makes it difficult for other frogs to target you available for harvesting Lands (if you hold a Barren or two
and gives you a combat advantage via die re-rolls. Because in your Gullet) and having the ability to potentially end the
this Camouflage affects a frog’s ability to actually target you, game by causing a Splinter Strike.
Voidshadow must pay 2 W to declare an attack against you
before making you turn your ability card face down.
Telluric
Empyrean The Telluric ability grants you a powerful affinity with the
Shard. This affinity allows you to use the Shard itself as a
Empyrean is great in the late game because of its Aether Siphon and to flow through the Shard, melting into your
combat strength and ability to re-roll RAID dice. The trick terrain hex and instantly emerging in any other Shard hex
to successfully using Empyrean is to be in the Aether as of the same terrain or Land Domain.
much as possible without being caught short on Oomph.
Marauder Temporus
Temporus grants the ability to twist time. Your basic ability
Marauder gives you advantages in taking second actions to allows you to defer your actions to more useful points in the
HARVEST or RAID, and allows you to re-roll combat dice. game or guarantee yourself two actions in a row. This can
Your combat trade-off will be whether to overpower your be useful when your strategy hinges on the actions of other
combat rolls or reserve your Oomph to re-roll your dice. frogs. If you have an action card set aside, it remains with
you if you get knocked into the Outer Dimensions.
Massive
Massive provides you with immense physical density, Vampiric
making you very resistant to knockback both on the Shard The Vampiric ability allows you to drain Oomph from
and in the Aether. Your ability to land on terrain so hard a target frog and transfer that Oomph to yourself. The
that you destroy it can give you quick access to the Aether primary limitation of this ability is that the target frog must
and potentially end the game by creating fractures. have Oomph available for you to drain and you must have
expended Oomph to regain. This ability may limit the value
Mindborer of Siphons in your Vault, as draining your opponents may
The Mindborer ability enables you to literally take over a keep you at high Oomph levels without a need for Siphons.
target frog and use that frog like a puppet to take any one
action they could legally take, such as LEAP or ATTACK. Voidshadow
You may use up to two of the possessed frog’s Oomph (e.g., The Voidshadow power nullifies the ability of your target
for extra movement, to overpower an attack, etc.). Your re-roll frog immediately upon your declaring an attack and forces
power applies to both combat and raid rolls. that frog to turn their ability face down. When a frog’s
ability card is turned face down, they use a white die for
Monstrous all die rolls. The primary risk with Voidshadow is that you
Monstrous is designed for destruction and raiding. With will still be vulnerable to overpowered and boosted attacks
Monstrous, you are well-suited to filling your Gullet and when you are low on Oomph.
then punching a hole through the Shard to fall into the
Aether rather than spending Oomph to LEAP into it. Warbringer
With Warbringer, you thrive on combat. Your combat
Mutagenic advantages and ability to recoup Oomph from combat
You are energized by but not immune to Aether Flux: provide great incentive for you to let other frogs HARVEST
you regain Oomph from an Aether Flux event but must Land and then attack them when their Gullets are full
still expend Oomph to resist mutating or draw an ability. before they have a chance to DISGORGE into their Vault.
Because you may only use your power to swap abilities at
the very end of your turn, you may not use your new ability Whiptongue
until your next turn. When you use your ability to use the Whiptongue is a great early game ability as it enables you
same color combat dice as your opponent, treat it as though to HARVEST Lands on adjacent hexes. This allows you to
your ability card had the same relevant combat icon as your spend more time gathering Lands by positioning yourself
opponent’s ability card (e.g., yellow rather than white). among Lands rather than atop Lands. You also are able to
choose which Land to take from your opponent’s Gullet,
which can help maximize the value of your Vault.
16
Sample Game Play
For simplicity, we will use only two frogs, red and purple, The next action card is turned up and is red again, so red
noted in the illustrations by and . We will begin the must take an action. Red reveals their ability as Whiptongue,
game normally, with the frogs arriving on the Shard from which allows them to HARVEST adjacent hexes. Red uses
the Outer Dimensions and a well-shuffled Action Deck, and their action to harvest the adjacent mesa and then pays
assume that the Action Deck is reshuffled as needed (adding 2 W for a second action to HARVEST the desert that was
the Splinter Strike card [6]). beneath that mesa. Red then ends their turn with 2 W.
We turn over the top card of the Action Deck and it is red’s The next action card turned up is purple, so purple must
action card. This means that it is red’s turn and red must take an action. It is purple’s very first action, so purple
take an action. Since it is red’s very first action of the game, must enter play from the Outer Dimensions. Purple chooses
red is entering from the Outer Dimensions and must choose to start their first action from the unoccupied Barren tile
an unoccupied Barren tile adjacent to Aether as the starting adjacent to Aether marked . Purple uses their action to
point for their first action [10]. Red chooses the hex LEAP onto the adjacent mountain and then pays 2 W to take
marked as their starting point and uses their action to a second action to HARVEST the mountain. Purple puts
LEAP onto the adjacent desert. Red then chooses to pay 2 W the mountain into their Gullet and ends their turn with 4 W.
to take a second action and HARVEST the desert. Red puts Board 1 shows the game state at this point.
the desert into their Gullet and ends their turn with 4 W.
Board 1
The next action card is turned up and is red. Red takes their The next action card turned up is purple. Purple uses their
action to RECOVER and is back to six available Oomph. The action to LEAP onto the next adjacent mountain and then
next action card turned up is also red. Red has one empty pays 2 W to take a second action to HARVEST the mountain.
Gullet slot, so red may only LEAP one hex without paying Purple ends their turn with 2 W. The next action card turned
Oomph. The Aether is two hexes away, so red pays 1 W up is also purple. Purple has two empty Gullet slots, so they
for one extra hex and LEAPs a total of two hexes into the may LEAP two hexes without expending Oomph. Purple
Aether. Red uses 2 W to take a second action to DISGORGE decides to use a SLIPSTREAM action: purple LEAPs two
their Gullet into their Vault. The items come out of Gullet hexes into the Aether and pays 1 W to immediately land
slot 2, then slot 3, then slot 4. Red stacks them in that order on any hex adjacent to Aether. Purple chooses to land on
in the same Vault slot to create a terra Siphon (yellow Land another mountain. With only 1 W remaining, purple ends
Domain). Red ends their turn in the Aether with 3 W. their turn. Board 2 shows the game state at this point.
780.161
Board 2
17
The next action card turned up is purple. This is the third Red then pays 2 W to take a second action to HARVEST the
turn in a row for purple. Purple suspects that a red action swamp. Red ends their turn on the Shard with 2 W.
card will come up soon and does not want to be caught
low on Oomph (with only 1 W, purple couldn’t overpower or The next action card turned up is red. Red regains 1 W from
boost their defense if red attacked)! Purple decides to use a their terra Siphon at the start of their turn, bringing them
RECOVER action to regain all of their lost Oomph. This to 3 W. Red uses their Whiptongue ability to HARVEST the
brings purple back to 6 W and ends their turn. adjacent lake and pays 2 W for a second action to HARVEST
the swamp beneath that lake. Red ends their turn with 1 W.
The next action card turned up is red. Because red has a
working Siphon in their Vault, red regains 1 W at the start The next action card turned up is purple. Purple uses their
of their turn, which brings their Oomph total to 4 W. Red action to HARVEST the mountain beneath them. With
decides to make a second Siphon. Because Siphons must be only one empty Gullet slot, purple can only LEAP one hex
of different Land Domains to function and red already has without having to pay Oomph. Purple pays 2 W to take
a terra Siphon (yellow Land Domain), red’s next Siphon must a second action to LEAP one hex off the Shard and into
be water, stone, or plant. Red chooses water and uses the the Aether. Purple ends their turn in the Aether with 4 W
LAND action to drop from the Aether onto a swamp hex. remaining. Board 3 shows the game state at this point.
Board 3
The next action card turned up is red. Red regains 1 W from straight diagonal line. Purple decides not to take a second
their terra Siphon at the start of their turn, bringing them action and remains in the Aether with 4 W.
to 2 W. Red has one empty Gullet slot, so it’s time to empty
their Gullet into their Vault. Purple, however, has not yet The next action card is red. Red has no Oomph to regain, so
revealed their ability, and that makes red a little nervous red gets nothing from their terra Siphon. With one empty
about jumping into the Aether with only 2 W, so red decides Gullet slot, red can jump one hex without spending Oomph,
to RECOVER to full Oomph. so red uses their action to LEAP into the Aether. Red spends
2 W for a second action to DISGORGE their Gullet into their
The next action card turned up is purple. Purple uses their Vault and make a water Siphon. Red ends the turn in the
action to DISGORGE their mountains into their Vault in a Aether with 4 W. Board 4 shows the game state.
Board 4
18
The next action card is purple. Red is in the Aether with Since purple cannot take more than a single lowland
purple, so red is targetable. Purple declares an attack on red for their RAID and Empyrean uses white dice for
and triggers the combat sequence as the attacker with red as raiding, purple decides to maximize their chance of
the defender. Since the defender is in the Aether, the combat success and only declares a 1 point RAID. Purple rolls
will be Aether combat ( ). The combat sequence is: a 3 on a white die, so the raid is successful. Purple
takes red’s exposed swamp and puts it into their
As the attacker, purple makes combat commitments Gullet, ruining red’s water Siphon. Since 1 Land was
first. Purple states they will neither overpower nor removed from red’s Vault, red is pulled forward 1
boost their attack and will expend no Oomph. dimension and moves into Outer Dimension 1.
As the defender, red responds with their commitments. This concludes the combat sequence and resolves the
Red states they will pay 2 W to overpower their consequences of the battle. But purple is not finished!
defense and also pay another 2 W to boost to their roll Purple pays 2 W for a second action to RAID red’s Vault
by +1. (This will cost red all of their Oomph!) again! Red is in Outer Dimension 1, so purple can only
As the attacker, purple makes their combat roll first. declare a one point raid. Purple does so and rolls a 1 on a
Before making their roll, purple reveals their ability: white die. The raid fails. However, Empyrean lets purple
Empyrean. Empyrean uses red dice for Aether combat, pay 1 W to reroll their raid die! Purple pays 1 W and rerolls
so purple rolls one red die and gets a 6. their raid die. This time, purple succeeds with a roll of
2. The only exposed one point Land in red’s Vault is the
As the defender, red responds with their combat roll. desert. Purple takes the desert and puts it into their Gullet,
Whiptongue uses white dice for Aether combat. Red destroying red’s terra Siphon in the process. After the raid,
paid 2 W to overpower their defense, so red rolls two red is pulled forward 1 dimension for the 1 Land taken and
white dice and uses the larger: red rolls a 0 and a 3, enters Dimension Zero! Red immediately regains all their
so red uses the 3. Red also paid 2 W for a +1 boost, so Oomph and draws a new ability card. The turn ends with
red’s final combat roll is 3+1=4. both frogs in the Aether, purple with 2 W and red with 6 W.
Purple out-rolled red, so purple is the winner and Suppose that the Action Deck has already been reformed
defeats red by 6-4=2. Red’s two points of knockback from the discard pile and next card turned up is the
put red in Outer Dimension 2 (Aether knockback [11]). Splinter Strike card. We draw a card from the Splinter
Upon entering the Outer Dimensions, red loses their Deck to determine where the Splinter crashed into the
ability card and all their Oomph. The Empyrean ability Shard (shown). All the terrain tiles in the yellow strike
lets purple regain 1 W for winning an Aether combat, zone and all the top terrain tiles surrounding the strike
bringing their total up to 5 W. zone are destroyed
Since purple beat red by two points in Aether combat, and removed from the
purple has the option of taking the top two items from game. After checking
red’s Gullet or a free RAID on red’s Vault [10]. Red’s the backs of the Barren
Gullet is empty, so purple opts for the RAID. tiles destroyed by the
splinter, we find that
two are fracture tiles!
Before purple makes their RAID on red’s Vault, purple has We put these tiles on the
to consider how much Land to target in their raid and what Shard Integrity track.
Land they want to take from red’s Vault. Four more fractures will
destroy the Shard and
Purple has three raid limitations. First, purple cannot end the game! Board 5
raid for more than two points of Land because red is shows the state of the game after purple’s raids, red’s return
in Outer Dimension 2. Second, purple will be locked from the Outer Dimensions, and the Splinter Strike.
into a single Vault slot for their raid because all the
Lands in red’s Vault are stacked (raid rule 4 [12]). Then play continues... reconstituting the Action Deck as
Third, the second Land down in both of red’s stacks needed, dealing with Splinter Strikes and Aether Flux as
is a highland, so purple cannot take both a one-point they occur, and trying to evade or defeat other frogs... until
lowland and a two-point highland in a two point raid the Shard is eventually stripped clean of harvestable Land
(because that would be 3 points of Land). or a Splinter shatters it in one final, explosive blast!
Board 5
19
Devious Weasel Games
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