RULES
WELCOME to Party WaNtEd!! A 1-8 PlayEr Co-Op RoguElikE DEck-BuildEr With Social Party GaMEs! Work togEthEr with friENds or play solo to dEfEAt all 4 BossEs aNd EscapE thE PyraMid of Chaos!
CONTENTS:
216 Cards
42 Lands (5 Mini-Bosses)
32 Card Healer Deck
32 Card Rogue Deck
32 Card Wizard Deck
32 Card Fighter Deck
17 Encounters / 17 Treasures
10 Monsters / 8 Boss cards
1 Turn Order / 1 Enemy Health Counter Cards
38 Card Minotaur Expansion Deck
23 card Minotaur Deck
7 Lands (1 Mini-Boss), 1 Monster, 1 Boss, 2 Treasures, and 2 Encounters, 1 Nemesis Card, 1 Health Counter
38 Card Bard Expansion Deck
25 Card Bard Deck
5 Lands (1 Mini-Boss), 1 Monster, 1 Boss, 2 Treasures, and 2 Encounters, 1 Nemesis Card, 1 Health Counter
38 Card Druid Expansion Deck
25 Card Druid Deck
5 Lands (1 Mini-Boss), 1 Monster, 1 Boss, 2 Treasures, and 2 Encounters, 1 Nemesis Card, 1 Health Counter
SETUP
Players Plan the orientation of the Pyramid of Chaos based on available space and access to all players.
Players Separate each card type including the Encounter, Treasure, and Monster cards into their own piles and then shuffle them into an Encounter Deck, a Treasure Deck, and a Monster Deck. Place them above the Pyramid of Chaos as shown above.
Players find the 5 Land cards marked with the S symbol and set them aside facedown. Shuffle the rest of the Land cards together to make the Land Deck and place it in the middle of the 3 decks above. Players then find the appropriate level Boss cards, and randomly select 1 to place facedown on the top of the Boss Deck, which is placed on the open side of the Land Deck as shown above, forming Tier 1 of the Pyramid of Chaos.
Form Tier 2 of the Pyramid of Chaos by shuffling the S Lands and placing 2 of them facedown next to each other under the Boss card. Form Tier 3 of the Pyramid of Chaos by repeating this process with the remaining 3 S Land cards under the 2 Lands above.
Each player chooses 1 of the Heroes, (Fighter, Wizard, Healer, Rogue, Minotaur, Druid, or Bard), and takes all of their chosen Hero's cards, (these will have card backings with their names repeated and a symbol for each). Each Hero's cards are collectively called their Build Pool. Players become Heroes and are collectively known as The Party!
Once you have gathered your Build Pool, remove your 2 double-sided Hero Level cards and the Health Counter card from it followed by placing the Level 1 card over the Health counter to track your HP as shown above. Then find the 10 cards with the S symbol on the bottom right corner out of the Build Pool, shuffle them together, and place them face down to make your initial Hero Deck. There are 13 S cards total.
Once setup is complete, each Hero Draws 4 cards from their Hero Deck and place those cards faceup in front of them, forming their Hand. While playing the game, if a card or rule instructs you to Draw a card and doesn't specify a particular deck to draw from, you draw from your Hero Deck and place the card into your Hand.
PLAYING THE TURN
At the start of the Turn, the Hero with the highest Speed chooses 1 facedown Land card on Tier 3 of Pyramid of Chaos and Reveals it, placing it faceup in its space. On subsequent turns, the next Hero to the right chooses a Land from the Tier above.
Each Land card has a Social step, an Action step, and a Drinking Option. When the Land is revealed, start by resolving the Social step. This will usually be a short party game or a fun bonus rule to follow. Each Hero chooses whether or not they wish to participate in the Social step. Unless specified otherwise, the Social step provides a reward to each participant. It's up to you how long you wish to perform each Social step, but we suggest keeping them to around 1 minute.
Once the Social step has resolved, or if the Social step is applying an ongoing bonus rule, begin the Action step.
After you have resolved the Action step, Drinking is always optional and remember to drink responsibly.
If prompted to Bury a card, take 1 card from your Hand and place it faceup on the bottom of of your Hero Deck. Once you need to Draw and the first faceup card is at the top of your Hero Deck, shuffle the Hero Deck and place it facedown before drawing.
COMBAT
Combat involves all Heroes (The Party) vs Enemy (Monsters, Mini-Bosses, and Bosses). Base Stats correspond to Party level.
Heroes can use cards that Buff and Draw cards before Initiative is determined. (Cards with two flexing arms on them).
Speed determines the Initiative order of each Hero and Enemy Attack during each Round. Speed ties go in favor of the Hero.
HP (Hit Points) of the Enemy multiplies with the number of Heroes. HP X number of Heroes. (Eg. 1 HP Monster has 4 HP with 4 Heroes playing. 2 HP Boss has 8 HP with 4 Heroes).
Each Hero's Total Attack stat for the Round that surpasses the Enemy’s Defense, damages the Enemy for 1 HP.
Each Hero can only Attack an Enemy once per Round.
Hero Class skills can only be used in Combat.
You can play multiple cards per Round of Combat and there is no max Hand size. (You will only get to Draw 1 at the end of the Round)
Class and Utility cards that allow you to Draw, as well as Ultimate Cards, are removed from Combat after use. Bury these cards at the end of Combat.
The Enemy attacks all Heroes at once when it is their Initiative (Speed) in that Round.
The Enemy’s Attack that surpasses Each Hero's Defense, damages that Hero for the difference. (Eg. An Enemy's Attack is 12 and Hero's Defense is 10, their Hero losses 2 HP.)
Enemy can also only Attack once per Round.
Heroes can Bury a card from their Hand for +1 Defense or +1 Attack to any Hero until end of Round.
Certain cards can double (2x) or triple (3x) the numbers on the Attack or Defense Cards, but only one can be applied per Round for either Attack or Defense.
A Round ends after both Heroes and Enemies have Attacked and Defended.
Return Stats to base values at the end of each Round. (Excluding HP and boosts from Permanents).
All cards used by Heroes in a Round are Buried at the End of that Round except for Once Per Combat cards or of if a card specifies to be Buried to activate.
Draw 1 card from your Hero Deck at the end of each Round.
Combat ends when either all Heroes or all Enemyies are dead.
When a Mini-Boss is defeated, the revealing Hero of that Mini-Boss Adds 1 Armor or Weapon from their Build Pool.
Co-op coMbat tUtorial
ENEMY EXAMPLES
There are 3 main categories and creature types
Monster
Mini-Bosses
Bosses
H=Humanoid | B=Beast | U=Undead
LEVELING UP
The Party Levels Up each time you kill a Boss. When leveling up, each Hero Draws 1 Treasure, picks a Class or Utility card from their Build Pool to Add to their Hero Deck, and vote on 1 Hero in the Party who will Add their Ultimate card to their Hero Deck (if 4 of more Heroes are playing you Add 1 Ultimate after each Boss victory, if 2 - 3 Heroes, you vote to Add 1 Ultimate from each Boss starting from the 2nd Boss victory, if solo Add your Ultimate after the 3rd Boss victory.) If unsure which Class or Utility you should pick, take the first 3 Class or Utilities from the top of the Build Pool, shuffle them and choose 1 at random.
After a Boss fight, Bury the Lands that you revealed this Level, replacing them with new Lands. Then shuffle the Lands on the Pyramid of Chaos and randomly choose a Boss from the level you will advance to, placing it facedown at the top of the Pyramid of Chaos.
Heroes flip their Hero Level card over to the 2nd Hero Level card. Switch to the other Hero Level card Levels 3 and 4.
Reset you HP to the new max HP on your Leveled up Hero.
Heroes will then shuffle their entire Hero Deck, (including Hand and remove from Combat cards) then Draw 4 cards faceup from your Hero Deck, then start the new Level.
Make sure you don't hold back your hand, as you will reshuffle at the end of the Boss fight either way!
VICTORY OR DEFEAT!
ThE Party wiNs by killiNg thE 4th Boss aNd EscapiNg thE PyraMid of Chaos!
ThE Party losEs if all thE HEroEs HP is rEdUcEd to 0.
NEMESIS SYSTEM
If you want a challenge or prefer your adventures with a hook then check out the Nemesis Card in each Build Pool for your Hero Type and add its Rules!
HARD MODE
If Nemesis alone is not enough and you want even more difficulty then you will find Class or Utility cards that have a H Inside a Skull (Hard Mode) in the lower left corner, use these cards instead of the S (Starter) cards for your Hero Deck for even more of a challenge!
You can also not heal between rounds for a even harder game!
Bellow is a list if you want to make a more customized Hero Deck!
Gameplay Examples:
Normal Round:
Hero chooses a Land on the current Tier and resolves the Social followed by the Action, then Drinking if you want.
If there is Combat, plan your cards with the Party, and try to use the least cards possible to defeat the Enemy.
Get rewards if any, then the next Hero chooses a Land from the next Tier above.
Boss Round:
The Boss is flipped over by any Hero and not counted as a Land choice. Its Social is resolved and the Heroes fight it. After the Boss is defeated, all Heroes get a Treasure and upgrade their Hero card to the next Level. Then choose a Utility or Class card from their Build pool to Add to their Hero Deck. Heroes vote on which of them get their Ultimate card to Add to their Hero Deck. Set up the Pyramid for the next Level. Heroes shuffle their whole Hero Deck, (including cards in hand and Discard pile), and Draw 4 cards.
TIPS & TRICKS
Rule #1 is to have fun! If your not exactly sure about a rule or a card just see what the group wants and do that!
Setup:
The first time playing, use the cards with the S, (Starter Cards), on them.
When in doubt read the card over the rules.
Always join with Hero at the same Level as the Party, if joining midgame.
Armor, Weapons, and permanent Treasure cards are placed next to the Hero Card.
Single Use Encounter/Treasure cards are placed next to the Hero card and when used placed in the Discard pile of their type.
If you would like a longer game, Add 1 more tier at the bottom of the Pyramid each time you kill a Boss
No Armor, Weapons, or Ultimates for Starting Hero Decks.
When able to ADD a card the Hero will add a card of his choice as listed by the card letting them add. Cards added go to bury pile when added into the Hero Deck
Playing the Turn:
If you are instructed to draw multiple Encounter, Monster, or Treasure cards at the same time, you get to choose what order they are resolved unless specified by the chosen Land card.
Social steps should take about a minute, (or longer if you want).
“Draw” only refers to the Hero Deck unless specified by the card.
If you need to Draw and there are no cards left in the HERO deck, shuffle the Bury pile and your Hero Deck is now refilled!
“Add” will only come from the Build Pool.
Instant Encounter/Treasure cards resolve when Drawn and then placed in the Bury pile of their type.
If you are prompted to Remove a card from your Hero Deck back to your Build Pool Draw 1 card from your Hero Deck if the card was removed from your hand.
If a Land has a targeted Social or Action, i.e. specifies only you or choose a player, the choice is up to the Hero that revealed, (flipped), the Land.
Negate damage cards refer to any kind of damage, including damage outside of Combat.
PARTY MODE : Even if the Party dies, the game goes on! Advance to the next Level, Level your character, and only Add 1 Class or Utility. Cannot skip the Level 4 Boss to win.
HARDCORE MODE : Dont heal the heros after you level up!
Combat:
All Heroes should play with their hands on full display to each other. Helps strategize.
At first it may be easier to have each Hero show what they plan to do and see if the others can help. For example someone may be able to slow down a Monster, and then it may be killed before it can attack you as a Wizard. Or as a Healer you could plan to heal someone knowing that they can't fully defend an attack.
Monsters, Mini-Bosses, and Bosses with a U on the card are Undead. H are Humanoid and B are Beast. (For nemesis)
(Stats of the Enemy (Monster, Mini-Boss, or Boss) card are those that match the current level of the Party. 1/2 and 3/4 apply to each of those levels.)
Class and Utility cards that allow you to Draw, as well as Ultimate's , are removed after use until the end of Combat. Move them back to the Discard pile at the end of Combat..
Hero Class skills can only be used in Combat.
When something is Sacrificed it is returned to its card pool.
Use As few Cards as possible to DMG the Enemy, while defending your HP from incoming ATK.
If a Hero dies, they lose all Armor, Weapons, Encounter, and Treasure cards they have. Dead Heroes should keep their current Hero deck in case of resurrection.
When resurrected by the Healer, shuffle your Hero Deck and Draw 4 cards.
Leveling Up:
When it comes to rewards, if a Hero is having more trouble than the rest of the party choose that Hero.
Only 1 Armor and 1 Weapon allowed per Hero. They are Put in play on your Hero from your build pool and returned if sacrificed
If you can't Add 1 Weapon or Armor to your Hero Deck because you have both, choose another Hero from your Party to Add 1 of the specified card type. If no one can, good job your geared up!
Drinking:
We did not specify the amount of drinking a drink is, so please drink responsibly and don't drive drunk!