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Avalon The Riven Veil · Reference sheet

Avalon The Riven Veil reference sheet

Overview

  • 2–4 players; area control and exploration on the isle of Avalon [p.3 — Introduction]
  • Goal: most VPs at end of final season [p.23 — Ending the Game]
  • 2 seasons (Normal) or 3 seasons (Long); each season = Mist Phase → Preparation Phase (3 rounds) → War Phase [p.8 — Phases of a Season]
  • Core loop: play cards to deploy/move/settle, explore mist tiles, bond Mythical Beasts, then battle for region VPs [p.8 — Season Breakdown]
  • Tiebreaker at game end: Holy Grail bearer wins; if none, all tied players win [p.23 — Ending the Game]

Setup

  1. Assemble board frame; shuffle Region Tiles and place 4 Coastal, 4 Inner, 1 Central face down [p.6 — Game Setup]
  2. Each player picks a faction; take Lord/Faction Boards, cubes, discs, flags, miniatures, settlements [p.6 — Game Setup]
  3. Choose game mode (Normal/Long, Standard/Deterministic, Symmetric/Asymmetric, Catch-Up/No Catch-Up) and flip boards accordingly [p.5 — Modes of Play]
  4. Sort all main deck cards into 4 decks (Deploy/Move/Settle/Battle Plan); shuffle each; place in deck holder [p.6 — Game Setup]
  5. Shuffle Mythical Beast, Artifact, and Prophecy decks separately; place on Favor Track Board [p.6 — Game Setup]
  6. Place each player's Favor Marker on 0 of Favor Track; VP Marker on VP Track at faction's starting value [p.6–7 — Game Setup]
  7. Place Season Tracker on space 1; Round Tracker on season setup space [p.7 — Game Setup]
  8. Place Excalibur Token at end of Favor Track; Holy Grail Token and Green Knight miniature nearby [p.7 — Game Setup]
  9. 2-player: place Deep Mist Tokens on south, north-west, north-east, north regions. 3-player: north-east and north only [p.7 — Game Setup]
  10. Each player draws 3 Artifacts, keeps 1, gains its VPs, equips it to a Hero [p.7 — Game Setup]

Turn structure

Each round of the Preparation Phase:

  1. Simultaneously choose 1 card to play; place it at front of hand [p.10 — Part 1]
  2. Choose cards to pay the card's cost; place behind chosen card [p.10 — Part 1]
  3. Insert Card Separator behind payment cards [p.10 — Part 1]
  4. Reveal chosen cards; declare initiative values; determine turn order (highest first) [p.10 — Part 2]
  5. Each player resolves their card (left to right, top to bottom) and any abilities in their chosen order [p.11 — Player Turns]
  6. End of turn: discard played card + payment cards; draw 2 cards from any main deck(s); check 5-unit region limit [p.17 — End of Turn Actions]

Actions

Standard Actions (return all tabled cards to hand first):

Action Cost Effect
Deploy Discard 1 card Deploy 2 Units to the same region
Settle Discard 3 cards Build a Settlement
Move Discard 1 card Move any Units from 1 region to adjacent regions
Draw No cost Draw 1 card of your choice

Deploy targets: any coastal region OR any region where you have a Settlement [p.12 — Deploy]

Settle requirement: explored region, at least 1 strength, available slot, max 1 Settlement per faction per region [p.12 — Settle]

Abilities (♦): activate once per season; place a Faction Cube on the component to mark used [p.11 — Abilities]

Combat

Trigger: War Phase — any explored region where 2+ factions have strength [p.19 — Battle Overview]

Non-Hero Battle: no Hero present → sum strength, skip to scoring [p.20 — Non-Hero Battles]

Hero Battle steps:

  1. Calculate starting strength (Warriors 1, Champions 1+Artifacts, Lords 1+Artifacts+Strength Tokens, Settlements 1+Strength Tokens, Mythical Beasts per card) [p.19 — Battle Overview]
  2. Each player with a Hero chooses up to 1 Battle Plan + up to 3 Bonus Cards (each Bonus Card +1 to limit) [p.20 — Step 2]
  3. Reveal Battle Plans simultaneously; note each player's strength limit [p.20 — Step 3]
  4. Draw Combat Cards one at a time (highest strength player first); each card's initiative = its strength value [p.21 — Step 4]
  5. Reveal all Combat Cards simultaneously [p.21 — Step 5]
  6. If Combat Card total > limit → Battle Plan fails (gain only half Battle Plan's printed strength, rounded up; no effect) [p.21 — Step 6–7]
  7. If Combat Card total ≤ limit → succeeds (add full Combat Card total; resolve Battle Plan effect) [p.21 — Step 7]

After battle — card discard:

  • Came 1st: discard Battle Plan + Bonus Cards [p.23 — Discarding Cards]
  • Other place, plan failed: discard Battle Plan, regain Bonus Cards [p.23 — Discarding Cards]
  • Other place, plan succeeded: regain Battle Plan + Bonus Cards [p.23 — Discarding Cards]

Scoring

  • Region 1st place: full VP value printed on region tile for current season [p.22 — Scoring the Region]
  • Region 2nd place: half of full VP (rounded up), only if no tie for 1st [p.22 — Scoring the Region]
  • Tie for 1st: all tied players gain full 1st-place VP; no 2nd-place VP awarded [p.22 — Scoring the Region]
  • Artifact gained: VPs printed in top-left of Artifact Card [p.22 — Gaining Artifacts from Battles]
  • Prophecy completion: VPs per season indicator on Prophecy Card + 3 Favor (1st completer) or 2 Favor [p.16 — Prophecies]
  • Favor Track: gain VPs on marked spaces; excess favor beyond track end = 2 VPs each [p.16 — Favor]
  • Holy Grail claim: 10 VPs immediately [p.17 — The Holy Grail]
  • Mythical Beast bond: VPs in top-left of Beast Card [p.15 — Bonding Mythical Beasts]
  • End of season hand discard: 1 VP per card discarded [p.23 — End of the Season]
  • End of game: gain VPs from revealed Settlement slots on Faction Board one final time [p.23 — End Game Scoring]
  • Settlement placement bonus: gain VPs from Faction Board Settlement slots when settled and each Mist Phase [p.12 — Settle]

End of game

  • Game ends after the final season's War Phase (Season 2 in Normal, Season 3 in Long) [p.23 — Ending the Game]
  • Final scoring: each player gains VPs from all revealed Faction Board Settlement slots one last time [p.23 — End Game Scoring]
  • Most VPs wins [p.23 — Ending the Game]
  • Tiebreaker 1: Holy Grail bearer wins [p.23 — Ending the Game]
  • Tiebreaker 2: if no Grail bearer, all tied players win [p.23 — Ending the Game]

Glossary

  • Hero: a Lord or Champion (not Warrior/Mythical Beast); required to play Battle Plans [p.24 — Terminology]
  • Lord: faction commander; can explore unexplored regions; deploys like a unit from supply to coastal/settled region [p.24 — Terminology]
  • Champion: numbered special unit; can equip Artifacts; enables Battle Plans [p.24 — Terminology]
  • Explored Region: Region Tile face up with its Mist Card revealed [p.24 — Terminology]
  • Unexplored Region: any Region Tile with a face down Mist Card; units there provide no strength and cannot move out [p.24 — Terminology]
  • Faction Power: resource tracked on Faction Board; spent to activate abilities [p.12 — Faction Power]
  • Favor: moves marker up Favor Track; primarily gained from Prophecies; excess = 2 VPs each [p.16 — Favor]
  • Excalibur: +2 strength to bearer Lord; +1 strength tiebreak ability in one battle per season [p.18 — Excalibur]
  • Battle Plan Limit: max total Combat Card strength before plan fails; increased by 1 per Bonus Card [p.20 — Step 2]
  • Strength Token: permanent +1 strength attached to a unit or Settlement [p.25 — Terminology]
  • Seasonal Effects (X/Y/Z): VP rewards shown as Season1/Season2/Season3 values [p.8 — Seasonal Effects]
  • Deep Mist: regions blocked by Deep Mist Tokens (player-count dependent); cannot be deployed to or scored [p.7 — Game Setup]

FAQ

  • Q: When do 'when' effects trigger? — A: Resolve the rest of the effect causing X before gaining Y [p.26 — FAQ]
  • Q: Can I lose VPs below 0? — A: No, you cannot go below 0 VP [p.26 — FAQ]
  • Q: What does 'deploy to any explored region' mean? — A: Any explored region, ignoring the coastal/Settlement restriction [p.26 — FAQ]
  • Q: Can I draw 0 Combat Cards and still get my Battle Plan effect? — A: Yes, 0 cards drawn = success (did not fail) [p.26 — FAQ]
  • Q: Can I use abilities on unequipped Artifacts? — A: No [p.26 — FAQ]
  • Q: Do units/settlements in unexplored regions count for prophecies? — A: They count as being on Avalon but do not add strength or count toward region-specific requirements [p.26 — FAQ]
  • Q: Can 'if' conditions on a card be triggered by effects that occurred earlier in the turn outside the card? — A: No [p.26 — FAQ]
  • Q: For prophecies, do I need exactly the stated amount or at least that amount? — A: At least that amount [p.26 — FAQ]

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