I am glad you are here and want to play by the rules.
We have put a lot of time into organizing our rules to make viewing pleasurable on a variety of
devices and still look good on paper. Before we dive in, let's go over navigating the rules.
Click the down arrow to continue reading this section.
Please Note: Kipukas uses many small game pieces to keep track of play. All pieces should be
treated as CHOKING HAZARDS and the game content is for people 14+ years of age.
Do not let children under or pets play with the pieces.
At all times, it is the responsibility of the legal guardians to keep all pieces out
of reach of children and pets.
By continuing to play with our products, you acknowledge that Kipukas accepts no
liability for damages incurred by the misuse of our products.
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(Each page has only a bite of information to make it digestable, but this eats a lot of paper.)
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Kipukas is a game which draws the best concepts from creature card games and melds them with land conquering play. While I have personally enjoyed playing in other competitive card based games, I grew frustrated with becoming attached to certain characters, styles, and strategies only to have them become re-released, competitively invalidated by the latest deck release, or banned due to corporate oversight. On top of this, game companies tend to produce very poor quality cards which are not meant to last, yet some manage to reach unfathomable prices not worthy of the underlying paper. Kipukas seeks to be different. I want Kipukas, both as a game and a durable good, to outlast myself. By making cards which are updatable without new releases, we keep all the cards we produce competitively relevant. Additionally, with most cards produced at low rates, Kipukas challengers are much more diverse. The durability of our cards as game pieces are protected by the fact that we can update a broken card mechanic POST SALE. This protects your value from being wasted due to our short sightedness or oversight. While most land conquering games are enjoyable as well as strategically challenging, I was dissatisfied with the amount of pure luck the games hinge on. By combining with the complex card v. card mechanics, Kipukas battles feel more engaging, all the while retaining the larger scale strategies of the land conquering play. While complex and entertaining play is great, I want Kipukas to take on deep meaning and help spread it to many wonderful people in this world. Kipukas will set industry standards for innovative play, company interaction, and support of all whom make Kipukas awesome. Lastly, I hope many find Kipukas as enjoyable as I have found my competition. Better yet, more so.
May also be skipped
Kipukas is a visualization of a world where society creates new worlds as they see fit. Each of these worlds are known as kipuka, which comes from the Hawaiian word for 'land between lava flows', and is symbolic of the destruction and rebirth of worlds. Cloning and genetic manipulation are the preferred methods of populating, expanding, and manipulating the worlds. In the game, the kipukas are represented by the 3D game map and the souls take life in the cards. The game represents the strife to control the world, while the players provide the motivation for the strife. The companion book series, Conscious Territory, which takes a deep dive into these concepts, is in progress with the first three chapters released and ready for reading. I have personally enjoyed working the concepts and hope you will enjoy contemplating them as well.
Get off to a good start and establish base camps across the board. Win fights and think strategically to take your frenemies base camps and if you dare their capital! Once one player claims all base camps and capitals, they dominate the kipuka and win the game.
Let's go over the pieces for a 2 player game
These are ALMOST all provided in the starter kit for 2 players
Capital: The hardest area to take
Base Camp: The standard base of operations
Soul Token: Reveals a soul's position on the map
D6: A die with 6 faces
Diel Die Controls the day, night and storm cycle
D20: A die with more faces!
Kipukas relies on oversized cards, 3d printed game pieces and game boards, and a mat for play organization. We currently make all of these as a batch process in-house. The cards we produce do not include the play mechanics on the card as, to my knowledge, all other card companies do. Instead, we let the artist’s work be as big and beautiful as possible. In fact, we do not even let the name of the card get in the way of showcasing artistic talent. Instead, we have made the play data for every card we produce accessible from the QR code printed on each card's back. Technically, this means the back of every kipukas card is wholy unique and identifible. However, unless you can scan a QR code with your eye it probally won’t help you much. Additionally, the card art on the back helps camouflage the QR from cameras at a distance making remote cheating quite difficult to say the least.
(above) Front and back of a the Kipukas card ”Hilbert: King of Avian Frogs”. Creating a card boarder was the artist's choice.
In order to make this process as user-friendly as possible, we have included a private
QR scanner which runs locally on your device through our web app. We, nor any other interested party,
will be able to see footage caught on the QR scanner because it is never stored and never touches the internet.
The same cannot be said about that random QR app you installed on your phone... If you prefer to install an app we recommend the open source
Android app called Binary Eye as is uses the same code library as we do and is tested to work as well with some default settings changed. Cognex bar code scanner
is OK for iphones.
From now on we will assume that you trust us and use the QR scanner on kipukas.cards. Here, click the QR button
in the tool bar, accept the privacy statement, then a camera will pop up. Give the beautiful face
presented a gracious smile and show a card to the scanner. It will take you to that cards play data
page. If for some reason you need to cancel scanning, you can click the eye icon on the top left of the scanner to close it.
This scanner only works for QR codes which pattern match against Kipukas playing cards.
The scanner will work best during a game if your device does not sleep during the play through.
It is optional, but recommended to use or install a caffine mode app for this purpose. I hope you don't mind terrible selfies, because
on the following page I screenshot one to show how this works. BTW I am holding the card way too far away on purpose
for the shot. The QR code should take up most of the camera frame.
The QR scanner on hilbert's kipukas.cards page running on a 1080p laptop. If you are curious, I am scanning "Shard's Desert"; the first card commissioned for Kipukas.
A last note about the cards. The center of the edge on the cards is colored to reflect their archetypal adaptation. This is a unique feature that allows players to see what type of card is on its way. Take advantage!
The following image shows an example of our game board, a.k.a. the map or kipuka. For your convenience, it is labeled with token placement and boundary line nomenclature.
Note the numbers on each territory stand. This is the reference for that territory. The following is an example of a mat that would be paired with the above map.
The slot numbers reference the territory numbers on the board. When cards are played, they are played on these slots. Once a soul token moves between territories, their corresponding card is moved from the old territory slot to the new territory slot on the mat.
If you followed along up to this point, you should now be ready to play the
game! Let’s go! The first 3 turns are predetermined to always be day, then night, then day to jump start the game.
After these, the first thing the players need to do before every turn is roll the diel die. It has faces
that show a sun (day), a moon (night), and lighting/wind (storm). This roll
dictates the actions you can take over the course of this turn, as is detailed further in this section.
If present, the numbers indicate the order actions are taken.
While it may seem counter intuitive for night not to follow day, don't think of the diel cycle die a
being directly attached to hours of a day. Rather think of the roll as dictating the productivity of
that day.
Each diel roll, and its actions, apply to all players for that turn.
Like day, initiative applies to night. Each player can take one of the following actions before the other player takes an action. Each player may only perform each action once per night, but can choose the order the actions are taken
Once both players have exhausted the moves they want to make, either player may roll for the next diel cycle.
Take Shelter! If a storm is rolled, any card caught in it (not within a
capital or base camp) will take KEAL means damage and any downed cards
will be removed from play. See
KEAL Means Damage, Healing, and Tolerance.
Storm rolls apply to both players at the same time.
Initiative does not apply to storm rolls. It carries over from the previous day/night to the next day/night.
Once both players have applied damaged to all applicable souls,
either player may roll for the next diel cycle.
In Kipukas there are several types of cards that compose a deck which are listed below. Each variation has a section in these rules to describe their role in the game. Click or scan the QR codes to see a representative member of each card type. Every card, regardless of type specifies what variation it is (Card Variation), how it modifies game play (Game Effects), a class associated with the number of cards that were produced (Scarcity), and a flavourful anecdote blending the card into the world (History).
These are the slight variations between cards. Some variations are planned, while others are spontaneous. These may include changes in presentation, play characteristics, etc.
When souls move onto a movement or territory stand in a territory controlled
by their opponent a series of events might occur. If your opponent has any unrevealed cards
you must roll a D20 for activation and detection. See Trap Cards.
The order in which card effects are applied follows:
These cards are the soul of Kipukas. Species cards tell the story of a species
as a whole, while characters tell the story of an individual within a species.
Until tameability is fully implemented, no playable differences between
character and species cards exist. Throughout this guide, we refer to these as
souls or soul cards when the context applies to both characters and species.
Most souls have the ability to move and interact with traps and items, unless
otherwise stated. Each soul has an Archetypal Gene and 1 or more KEAL means made up of Archetypal Adaptations.
Additionally, each soul specifies how many movement/territory stands it can traverse in a day (Movement Range),
a damage tracker for KEAL means and Final Blow (Card Status), additional play rules (Game Effects),
which dice it rolls for attack and defense (Die Rolls), prefered territory type (Habitat), and a tie breaking sequence (Brawl Power).
We encourage you to develop story lines for your favorite cards to make the
game more imaginative and personal. These should be pliable details developed
through situational game play in order to form the soul's personality. Additionally,
if some detail of game strategy, like increasing the power of a dragon with a stick, seems
janky, you can call out the move as ridiculous even if the move is otherwise valid.
If you learn by example better than explanation, read the Contention Resolution Example
in Attack, Defense, Retreat and Healing first then reference this section as needed.
As interest grows, I plan on publishing play-through videos to kipukas.cards.
Each card has a unique set of qualities used in attack and defense called KEAL means. These must be injured or broken to defeat the card. See Attack, Defense, Retreat, and Healing. Each part is composed of a material with archetypal qualities and is influenced by the habitat of the card. By the way, KEAL stands for Keep Everyone ALive and emphasizes the importance of every card you play.
KEAL means represent some physical trait or object that helps represent the soul it belongs to. These are all made of some manner of matter or energy, and can be thought of as materials. These materials share the same archetypal adaptations presented by the Archetypal Adaptations Overview which are also used for the card's Archetypal Gene. The major difference between these qualities is that an Archetypal Gene represents its general adaptation, where KEAL means detail the card's individual preferences/traits. Where each card only has one archetypal adaptation representing its Archetypal Gene, each KEAL means may be represented by 3 archetypal adaptations. These bonuses stack and counteract each other, where each archetypal adaptation of the attacking KEAL means interacts with each adaptation of the defending KEAL means. Use the fists tool in the tool bar on kipukas.cards to determine the roll modifier between KEAL means for a given attack.
Whether by God or by man, this is where the soul was created to live. Group effects might be applied based on habitat. Bonuses are applied to KEAL means bouts. See the next page for habitat types and effects. Also see Maps (The Kipukas): Geography.
This is the predominate structure of the soul. After inflicting the necessary number of injuries on the card, you must best the card in a crushing final attack. This pits the inner-self of each soul against one another. Each soul possesses a core archetypal adaptation and a motivation which effects the roll of a Final Blow attack. Group effects, from a personal effect for example, might be applied based on the soul.
This is the other type considered for the Final Blow attack. Motivation reflects the soul's purpose and drive. Motivation is broken into several groups, the first three show what the soul will fight to preserve and have bonuses as follows:
Fights to Preserve | Effect on Final Blow | Applicable Motives | |
Self | Makes Final Blow a best 2 out of 3 victory condition | Survival, Possessor, Satisfaction | |
Support | Add 3 to Final Blow attack roll | Passion, Sacrifice, Conscience | |
Society | Add 3 to Final Blow defense roll | Duty, Spirit, Service |
This shows the bonuses on the previous page overlayed on the additional attack bonus which motivation provides. If there is an interaction between the motive types it add an additional 10 to the attack roll in the direction of the arrow. For example, if a soul card with the corporal (worldly) Service motivation attacks a soul card with the worldly Satisfaction motivation it gains 10 to its original attack roll. Likewise if the Spectral Possessor motivation attacks the Spectral Conscience motive it gains 10 for its attack. Worldly and Spectral motives do not interact. The fists tool also works for determining motive typing bonuses. Just remember to set the archetype to a single archetypal gene not a KEAL means.
Use the fists tool on kipukas.cards to determine the typing match-ups for KEAL means and Archetypal Gene. It can be accessed on the side tool bar on the home page or on any card page.
α mechanic that applies only to species cards. Some species are easy to work with while others are quite persnickety. The tameability scale represents this phenomenon. Other souls and equipment may need to be played in order to wrangle these species. ∞ means the species is untameable (no amount of bonuses will tame them), those with 10 are the most difficult to tame, while 0 means the species does not require taming. A species becomes tame once player affinity and card effects stack equally with the species tameability. At this point, the soul will be under the full control of the player. If the player chooses to play the creature untamed or the opponent reduces your control of the creature below its tameability then the creature becomes under its own influence, rouge. Additionally, some cards will specify an ability to be played at a lower tameability rating without going rouge. In exchange, certain KEAL means or play effects will be unavaliable. These can be made avaliable by staking effects equal to the tameability after the species enters play.
Each day, before either player's turn, you must roll for the rouge species'
movement. Assign the paths connected to its current movement/territory stand, numbers 1-6.
Roll a D6, then move the species along the appropriate path. Repeat until it has moved its entire Movement Range.
Movement is the responsibility of the of the person whom originally played the rouge.
If the territory it moves into is occupied by souls you or your
frenemy controls, it must attack all souls (for both players) in the territory until it looses once. Rouges
can move into and attack souls within either players capital.
Players engage in contention actions (attack, retreat, or reinforce) against rouges like
they do against their opponent. You can also enter an agreement with your opponent to attack rouges
in a certain order anor obstain from attacking each other until the rouge is defeated.
Trading cards in hand is acceptable for these negotiations (You hand cannot have more than 3 cards, no exceptions!)
Dishonesty in these agreements is entirely possible, so be careful. Souls on the top of the card stack will be attacked first.
If a rouge defeats all soul cards in the
territory, remove the claim token on the territory. Rouge species must roll
against trap and terrain feature cards when applicable, then reap
consequences as well as benefits. Rouges must be revealed. Failure to
do so will result in an immediate victory for the opposite player. If a rouge
manages to defeat a player by defeating all souls in their capital while they control no base camps,
the other player must defeat or tame the rouge soul. Failure to do so will result in a dual defeat.
Either player can attempt to tame a rouge soul and bring it under their control. This will require boosting player affinity higher than the tameability of the species card using items and the player’s base affinity level. This is the same manner that species which require taming are placed normally. Taming will occur at the begining of the day before contention is resolved. It is first avaliable to the player with initiative. The player who attempts taming must have a fully controlled soul already in the same territory as the rouge soul.
In certain circumstances, i.e. loitering (more than 1 day) in your opponent's capital, and under the effect of certain cards, souls can be taken prisoner. In this state the souls resides in the basecamp/capital in the territory where the prison is located and is unable to be played by the card's owner. Territories can support a max of 3 prisoners. This is in addition to the 3 souls per player normally supported. It will remain in the imprisoned state until it is liberated by meeting the conditions listed on the prison play effect or (if unspecified) the basecamp/capital is taken from the opponent. And yes, that means your loitering soul will likely be imprisoned in the capital for the entire game. However, some cards will have play mechanics that allow for imprisoned souls to be sprung.
The ultimate goal of affinity is to be a long term game play strategy alongside loyalties attached to the soul cards. When we attach a game server to the Kipukas binder , you will be able to track your affinity for playing with Archeptypal Adaptations. As you declare them at the start of a game, your affinity for them will grow. Likewise, loyalty will increase a with the number of times that you play the specific card soul card. (Both will be limited to once per day, except at tournaments, which will be once per match.) Loyalty will also increase if you came to own the card through an incubation card. When loyalty, affinity, and play effect bonuses stack greater than the species card's tameability, the card will be tamed. Until our webapp is further developed, there will not be a loyalty or affinity tracker. In its place, players will add 1 to attack and defense rolls made for their declaired Archetypal Affinity.
In order to defeat a soul, you must first weaken them by injuring or breaking their KEAL means. This is accomplished by attacking with your soul’s KEAL means. Each soul has a certain KEAL means tolerance that it can take before becoming vulnerable to a Final Blow. Modifiers are applied based on the KEAL means being used. See Character and Species (Soul): KEAL Means. After an unsuccessful blow, the player loses their ability to attack with that card for this diel cycle. On the defender's next turn, they must choose to attack or retreat. If an effect says souls take X damage, then the damage will apply to either the KEAL means or the Final Blow. If it applies to the Final Blow, the card becomes wasted and is discarded without a Final Blow.
As souls accrue injuries (lose KEAL means), their tolerance for new injuries
becomes smaller. Injuries usually occur one at a time, but some can inflict
multiple at once. See below for an example. Some can even defeat souls
without contest under the correct conditions. Injuries should be noted on the
KEAL Means Damage Tracker on the card's page on kipukas.cards. When any card's
KEAL means count reaches the last number, they become downed. This means they can't
take any more punishment and become vulnerable to being engaged in a final
attack. If the card either survives a Final Blow or is not engaged in a final
attack, it won't be able to engage in attacks. As well, its movement speed is
halved until it is healed. See Maps (The Kipuka): Movement: Moving Downed Souls.
If a soul is caught exposed during a storm they will lose one KEAL
means or if they are downed they will be wasted.
Souls can be healed by other souls, terrain features, or items with a healing
ability. The soul must be within the same territory as the healing entity or within its specified
healing range. Healers can only heal a certain number of KEAL means with
in a certain number of diel cycles. Most healers have the ability to heal
themselves under the same conditions mentioned above, unless they are
downed.
KEAL means tracker on kipukas.cards
Toolbar option to reset the KEAL state of the cards (use after your game is complete)
Once a soul’s KEAL means count is maxed, it may be engaged in a final attack. This must be won in order to waste the soul under attack. This attack uses the same dice as the cards use for KEAL means, but compares the cards' Archetypal Gene rather than a chosen KEAL means. Additionally, each cards' fundamental motivation may help them conquer or live to see a new day. If the attack is lost, then the attack against the downed soul comes to a close. If the attack is won, the defender is wasted. See Discarding Cards and Deck Runout.
If an attack results in a tie (the values of the attack and defense dice rolls, after modifiers are applied, are equal) or the mini-game does not result in a clear winner, the souls will engage in a brawl. In order to complete a brawl, both players need to look at their soul's 4 digit brawl sequence. The brawl sequence consists of letters, numbers, dashes, and underscores. In order to determine the victor, players compare the characters from left to right according to the table:
Brawl Character | Highest in Sequence | Lowest in Sequence | |
Most Power | Capital Letters | A | Z |
↓ | Lowercase Letters | a | z |
↓ | Numbers | 9 | 0 |
Least Power | Dashes and Underscores | -(Dash) | _(Underscore) |
Winning Brawl Sequence | Losing Brawl Sequence | Lowest in Sequence | |
Aa9- | ZAAA | A beats Z | |
Zz0_ | aAAA | Z beats a | |
Aa9- | AzAA | a beats z | |
Zz0_ | Z9AA | z beats 9 | |
Aa9- | Aa0A | 9 beats 0 | |
Aa0_ | Aa-A | 0 beats -(Dash) | |
Aa9- | Aa9_ | -(Dash) beats _(Underscore) |
This applies to all tied rolls involving cards in contention, namely KEAL means and final rolls. By the way, brawl sequence are generated for every card at random. So an otherwise strong card can have a very weak brawl and weak cards can brawl hard.
If you are in a badly losing fight, retreating might prove beneficial. It can allow
you to regroup and redeploy to a more favorable position while minimizing loss. Players may retreat souls
individually or as a group to a movement/territory stand(s) after their opponent's attack is stopped or after a soul is wasted, but before
launching a counterattack.
The stand must be within the max Movement Range of the slowest card in the group.
For example, if you are retreating 2 cards in a group, one with a Movement Range of 3 and the other with a Movement Range of 1,
you can only retreat both cards to a distance of 1 away for a group retreat. Once you state where you are retreating to,
the opposing player decides if they let you go, or they challenge the escape. If the opposing player wishes to
prevent the escape, the escapee must win a roll of 2 D6 against a D20
for the retreating party. If retreating souls individually, you roll for the success of each retreat in the same manner. Also, your opponent
might challenge any number of retreats they wish or let some souls go without challenging the retreat.
If successful, move your party to the nearest base camp or
movement stand in territory that you control. Partial retreats are allowed.
Downed souls may only retreat under escort of a soul with 1 or more KEAL means. For the retreat,
they move at the max movement of the escort. Afterwards, they move at the speed of the downed soul.
See Moving Downed Souls. If unsuccessful, the retreating soul(s)
forgo their ability to attack for the day.
Additionally, if the situation is looking grim, but you don't want to lose the fight you can move souls into the conflict. This can occur in two ways. The first requires moving souls from nearby uncontended territory. This occurs with the same timing as a retreat (after an attack or after a wasted soul, but before counter attack) except the they are allowed join the mess without rolling to enter. Additionally, if two territories are under contention near one another you can retreat a soul or group from one conflict to another by executing a successful retreat roll then moving the soul or party of souls into the other contended area.
This is our old friend hilbert!
Let’s pit him against one of the myrthvither raven species members
This bout is taking place in territory 7 (hightlighted with pink) which, as indicated by the log cabin, is a forest territory
In the above examples, we have our character, Hilbert, locked in battle with a species card called the Myrthvither Raven. The defending card's (Hilbert) archetypal adaptation matches the player's declared affinity, so the card receives a bonus to all rolls made by the card. The first attack launched will be a KEAL means attack. The habitat of this card is forest and the battle, according to the geography, is taking place in a forest. This gives the defender a bonus to each KEAL attack made in this territory. Unfortunately, the defender is a nomad, which neutralizes this bonus. Don't worry we will get back at the opponent. In this case, neither cards habitat's secondary effect kicks in. Next, each player chooses a KEAL means and writes it on their grease board. On the count of three, players reveal their choice to one another at the same time. These will be the keal means used for the remainder of this contention.
Hilbert will use his Majestic Beak to defend against the Raven's Symbiont Barrage. Each KEAL means is chosen by the cards owner, and lasts for all combat between these souls on this day. The bonus will need to be determined using the fists tool on kipukas.cards anor using the provided typing table guide if you perfer an arduous manual check. A key thing to note is that each type has a different effect on the other type's attack power. This adds or subtracts up to three points from the roll PER TYPE INTERACTION. This can really influence the result of the bout. As an extreme example, if a Cenozoic-Decrepit-Angelic KEAL means is pitted against a Decript-Angelic-Brutal KEAL means it will recieve a crushing -13 to its roll. If it only rolls 2 D6 (quite common for cards with effects) it is an instant loss. However, in Hilbert's case the attack die modifier decreases the raven's attack roll by 5. If the attack wins (which it has a miserable chance of acomplishing), the defender’s (Hilbert) KEAL means count is reduced by one and the attacker has the opportunity to push on and attack again. This continues until the attacker loses, chooses to stop the attack, or the defenders KEAL means count drops to 0. Hilbert rolls with 2 D6 dice where as the Myrthvither Raven rolls with only 1 D6. This coupled with the type advantage of Hilbert's KEAL means ensures his victory in this defense. So, the turn ends for the attacker.
Now Hilbert has several options. If he is worried about the raven recieving reinforcements he can opt to retreat by winning a dice throw. Additionally, if Hilbert has friendly souls nearby now would be the time they join in on the fun and reinforce Hilbert's attack. See Retreat and Reinforcement. However Hilbert is feeling his kingly confidence and thinking about all the loving he will recieve as a war hero, so he is going to attack the Myrthvither Raven alone. Normally, this would involve the reverse role of the previous scenario, but the Myrthvither Raven is special. It modifies how the opponent can engauge it at the expense having 0 KEAL means. This means if it losses once, it is wasted. In order to face the Myrthvither, Hilbert must successfully roll the standard trap detection to find the raven. Assuming this is successful the raven will likely be defeaded due to being weak compared to the almighty King Hilbert. The raven is a mear scout in the prescence of greatness after all. If, by some miracle of play and strategy the Myrthvither Raven actually manages to beat Hilbert's roll, the current territory will remain under contention, but the fighting will resume the next day with the player who claims initiative attacking first. Alternatively, either Hilbert or the raven can be attacked by a reinforcing soul moved into the territory during this day.
Here we could easily assume the raven was wasted on Hilbert's counter offensive. However; let's pretend that the Myrthvither Raven is now equipted with some item that gives it one additional KEAL means to lose. This would mean that it is now downed and vulnerable to the Final Blow. Now Hilbert engages in the Final Blow. Given that both cards have the Avian archetypal adaptation neither is at a disadvantage since adaptations of the same type usualy do not interact. Additionally, neither motive has an advantage against the other. However; the Myrthvither Raven is in the Support preservation triad motivation which would give it a bonus of 3 to it's final defense roll. Hilbert's motivation is in the Self preservation triad, which turns all his final blows engagements, including this one, to best 2 out of 3. So Additionally, Passion and Satisfaction do not interact, Hilbert does not recieve the +10 bonus. If the Final Blow is successful (in this case twice in 3 rolls), (which is likely given the relative power of each) then the defender normally gets wasted and moves out of play. See Discarding Cards and Deck Runout. If at any point the sum of the rolls and bonuses were tied, the battle match would end with a brawl. Let's assume the raven recieves it's final miracle and ties with Hilbert thereby starting a brawl. When we compare the value of Hilbert's HMPU, to the Myrthvither Raven's ZrrD. we see that Hilbert triumps with a capital H over a capital Z. The battle is won, now Hilbert can return to his kingly diggs and reap the spoils of his victory! (or the game will contiune on, just don't tell him that!)
These cards modify territory either to benefit or hinder souls in the area. Some may be placed at random anywhere on the board, while others may offer controlled placement. These may target your opponent's territory claims, your territory claims, unclaimed territories, or any territory regardless of status. Only one terrain feature can be in play on a territory at a time. Unless otherwise specified, a new terrain feature played in a territory will replace the terrain feature card currently in play on the territory. Some of these cards must be revealed because their effects are instant and continuous. Unless stated otherwise, most terrain features are revealed at the discretion of the claim owner. If a territory is claimed with an unrevealed terrain feature, it becomes revealed to the new owner. These cannot be moved by a soul.
Some cards apply an effect to a territory via a method of random selection. In order to properly select this territory, roll a D20 (or a D12 if you own any). If the number rolled is within the highest number on the board, then apply the effect to that territory. Otherwise, re-roll until the roll is less than or equal to the highest territory number. Alternatively, a random number generator is a good fit here. There are a bunch of free ones that you can use if you prefer
Play these cards under the cover of night and mess with your opponent's next turn. Sabotage card effects can target a wide variety of play aspects, from temporarily disabling mechanical souls to blowing up terrain features. Sabotage cards can only be played once a night. Their effects are usually applied to the next day roll; however, cards can change this if specified. Unlike most other cards in Kipukas, the effects of sabotage cards tend to be fixable under specific conditions or after a certain number of turns. Also, sabotage cards have a higher likelihood of success when compared to traps. Unlike traps; however, sabotage cards have consequences for the player who attempted the sabotage if they fail. This can be anything from jailing souls for a number of turns to wasting the soul who attempted to plant the explosive. As such, these cards have three aspects important to game play: Success Criteria, Successful Sabotage Result, and Failure Consequence. Typically, sabotage cards will state rolling a D20 against two D6 as the activation criteria.
These cards are used in crafting. Crafting provides potions, equipment, and other boosters. A single item will have far less power (or no power) than a crafted item. The more items used in a craft, the more powerful the final crafted item will be. Unless otherwise stated, items can be moved unrevealed by souls. Generally, if an effect or attack with an equipped item fails, you may try that effect or attack again during the next diel cycle. If a crafted item emulates another card type (i.e. trap card, soul card, etc.) please review the respective section on how to play the recipe. Items and crafted items are generally not destroyed, but rather dropped when a soul equipped with them is wasted. If a territory is under contention when this happens, each player chooses a suitable card to attempt to grab the item. A KEAL means bout will ensue where the victor equips the item and the loser takes KEAL means damage. See Attack, Defense, Retreat, and Healing. If only one player has a suitable soul(s), the opponent can only defend the dropped item, not equip it. If neither player has a suitable soul in the territory, the dropped item is ignored until a suitable soul move into the conflict or the contention is resolved.
Crafting occurs at night, when a player combines two to three item cards according to a
recipe. If a crafting recipe is being guessed (competitors
and refs can tell you if you are correct) and the guess is wrong, then
immediatly discard the items involved in the guess. Once an item is crafted, you can keep the cards together to
represent that item, or if you prefer, you can submit the recipe to Kipukas
then purchase a single card representation of the crafted item when available.
Crafted items may enhance cards from other categories or produce cards from
other categories. Once applied to a card, an enhancement can be moved or
removed, unless otherwise specified. Crafting character cards is the only way to
have more than a single copy of a character in your deck, but you can only
have one natural character card and one crafted character card. There will be no
exceptions to this rule. Once an item is crafted, it either needs to be used
according to the recipe's description or hidden on a controlled territory (max
1 per territory). To use hidden items, you simply pull the item from the
territory and craft as normal. If a territory is taken which contains hidden
items, the items must be revealed unless protected by a different active card.
Control of the revealed cards, while in play, is given to the new claim holder.
The claim holder must then decide to use, hide the items again, or discard the
items to the card owner's discard.
Items are often able to equip to a soul to increase some aspect of the card's abilities. Items are equipped the night they are crafted or during the day as a part of the movement phase. Equipped items may transfer between souls if they occupy the same territory/movement stand. Equipped items are allowed to be unequipped. If a player decides to do this, the item (crafted or not) stays revealed in the territory which they were unequipped. Unlike hidden items, there is no limit to the number of revealed unequipped items in a territory. If a crafted item is unequipped, the item remains in its crafted state and the cards remain together in a stack. A reasonable soul under the control of either player may pick up and equip these items provided they are in the uncontested territory. When crafted or uncrafted items are equiped to a soul, move all cards together as a stack
Crafting recipes must be discovered and kept for reference later. In
competition, recipes maybe guessed and confirmed by event refs or
competitors. If confirmed, you may use the recipe in the match. Only one
recipe can be used in this fashion. Normally, you present the recipe from your
recipe deck to the other player to prove you can play the item combo.
During our founders period, we have released all recipe combinations that are
possible to make with the founder's deck items. Additionally, we have made a page
on kipukas.cards to demonstrate how this mechanic works. You can find it under the
menu in the tool bar. In the future, we plan on making these into recipe cards as well
for players to incorperate into their broader recipe deck. However, these recipes will
always be accepted a competitions as open use and the online demonstration will always
reside on the kipukas binder.
These cards are played at the beginning of the game and cannot be changed.
They add an ability for the player to use throughout the game. If no player
effect card is owned or the player prefers, then they can use the default effect as follows:
Place any card from the deck in front of the player. Play it in 5 diel cycles.
We don't condone stealing another player's card out of game. However, if you would consider such a thing, I doubt you care what we think. Despite this, we are more than happy to encourage stealing in game! Cards will tell you to steal either from your opponent's hand, deck or either. You might be able to steal the cards revealed or unrevealed, depending on the instruction of the card. Either way, you begin by declaring whether you will steal from your opponent's hand or deck. Then your opponent will fan out the cards you have chosen, either facing them (unrevealed) or you (revealed). Then you pick the card that you fancy and place it in your hand. If the card allows for stealing revealed, you CANNOT scan the opponent's cards to make your decision in competitive play. For friendly play, handle that as you like. Most IMPORTANT, you CANNOT gain more than 3 cards in your hand from stealing. This is completely forbidden in Kipukas. If your stealing move would result in you taking more than 3 cards it is cancled and in compatition discarded. It should go without saying that stolen cards return to their original owners at the end of the game. The other options are gambling or actual thievery, in either case you should consult your local laws on the legality of your behavior.
Once a card becomes wasted, it is discarded into a pile and cannot be played again. However, some card effects target the cards in either player's discard enabling their reemergence. If you run out of cards before the end of the game, don't worry, you have not lost yet. You may continue using the cards you have in play on the kipuka. If both players run out of cards, either may still manage to take all the remaining territory even without cards in hand. Here they would win under standard conditions. Otherwise, play until no characters or species (including rouge species) are left on the kipuka. At this point, the players stop contention under a forced peace and hold convention. Here they discuss how to proceed
It is worth while to note that if both parties are in total agreement to keep the peace this it is fully acceptable at compatitions. If an agreement can't be reached within a few minutes, just rage-quit, because the other person must be pretty insufferable. Why were you playing a game with them in the first place?
All cards played throughout the game will dictate where and how they can be placed.
Many games have a mechanic where the card that you just played can't attack in the same turn it was played. Kipukas; however, does not as it is in direct conflict with unrevealed cards. Instead, if a card is played unrevealed it is essentially in a liminal state by the player's choosing. By playing it unrevealed, it is of no immediate consequence to the opposing player. If a player chooses to play a soul card revealed, it is free to move and attack in the same turn it was placed.
Decks are built gradually in Kipukas. To keep barriers to entry as low as
possible we offer a starter kit that includes a starter map (changes by season),
a starter deck or two of your choice (at first only the founder's deck is
available, but more archetypal adaptation specific starter decks will be
produced), and two sets of tokens. Growing your deck after you purchase a
starter kit (or if you are ambitious, before ever purchasing one) involves
purchasing other starter decks separately, purchasing individual cards from
kipukas.com, purchasing and waiting out the incubation period for incubation
cards, or trading with people that you trust. Kipukas cards are valuable
pieces of fine art, as such we take their trade and resell seriously. You can
request any sell or trade to be brokered through Kipukas. A brokered trade
will involve both parties sending their cards to Kipukas. Each card in the
trade will be authenticated using our 7 factor authentication process. If all
cards involved in the trade are presumed authentic, we will complete the trade
and send the cards to their new owners. If any cards are found to be
inauthentic the trade will be canceled, the authentic cards will be returned to
their owners and the inauthentic cards will be retained by Kipukas. This
process protects your information as neither party gets to know the other’s
address while protecting you from counterfeit cards. Kipukas will also put
cards that you want to trade, sell, or auction on our website and inform you
of offers as they are made. Keep watch for Kipukas Trade Deals, where we
offer an exceptional trade from time to time (frequency increases as customer
base builds).
As for recipes, you can submit a request for the recipe card with your next
order. Recipes also act as information that players can trade. Standardly, one
recipe is given out with the purchase of three cards or three recipes with the
purchase of one starter pack. If a certain recipe is requested in the order
notes, it will replace one of the random recipes you would have received.
Card Type | Limit included in deck builds. | |
Characters | 1 | |
Species | 2 | |
Terrain Features | 3 | |
Traps | 3 | |
Sabotage | 3 | |
Items | 4 | |
Personal Effects | 0 (not used in decks) | |
Incubation | 0 |
Maps are 3D representations of territory and control. Each map hosts stands that represent traveling time and 8 to 12 territories that represent control. Each territory can host a max of 3 souls. In each territory there are stands for soul tokens and stands for base camp or capital tokens. Soul tokens represent the position of a revealed soul, while square base camps and capitals act as points of entry for new souls, a place for revealed or unrevealed souls to stay, and represent control of a territory Capitals act the same as base camps, but are particularly important to game play because your opponent will not be able to take your capital until they take all other territories on the board. Territories also represent opportunities or dangers for souls which typically dwell in or avoid the geography. See Character and Species (Soul) Cards: KEAL Means: Habitat and Maps (The Kipukas): Geography. For competition purposes, only Kipukas produced boards are allowed. We do encourage adding adornments and personal flair to show off!
Each territory contains slots for placing base camp tokens and soul tokens.
When a card enters the map it starts at one of the player controlled base
camps or their capital, either unrevealed or revealed, dependent on the
player's choice. Cards cannot be moved in the same day they were played
unless stated otherwise. As it becomes strategically advantageous, each player should choose to move their souls in
play. This can be done by following the lower lines which connect between the
circular movement stands and the square territory stands. Every territory hosts
a max of 3 souls (per player), and each soul has a finite number of spaces which it can
traverse. When a soul moves, the card is placed on the mat slot with the
same number as the territory moved into. In order to move, you must reveal
the soul unless the card says otherwise. If an enemy is on the same stand that you moved to, you must
engage an attack. Also, you cannot move past an enemy waiting on a
movement slot unless a card effect permits doing so. See Attack, Defense, Retreat, and Healing;
otherwise, read claiming territories below if you just moved
on to a territory stand.
If a revealed soul is in a base camp, then no soul token is used. If the
soul is currently on a movement stand, a soul token is used to represent this.
If more than one soul is on the same movement stand, stack the individual
tokens to represent the group. If you have two souls in the same territory on
different movement stands, flip a soul token over and declare which soul is
represented by that token. If your soul moves back into a base camp, then
keep the card revealed, but remove its soul token from the board. With the exception of being
totally destroyed, capitals cannot be taken until all other base camps are taken. However, your opponent's
souls can move though capitals without entering contention. If your opponent leaves a soul in your capital
for more than 1 day after arriving, the capital takes the soul prisoner. See Character and Species (Souls): Imprisoned Souls
If a territory only contains movement stands it is a transit territory. This occurs due to the difficulties required building within the territory, figuratively speaking. A good example is a territory filled with water. See Maps (The Kipukas): Geography for more information about water movement. These locations are clearly labeled on the mat as 'transit territory', so cards moved within should be placed accordingly.
When souls lose a specified number of KEAL means bouts they become downed. Downed souls need an escort when retreating. If their movement is low enough, they need an escort to move at all after becoming downed. See below for the movement penalty to apply to downed souls:
Movement Before Downed | Movement After Downed | |
0 | Cannot be moved by any means, including card effects | |
1 | 1 with escort | |
2 | 1 | |
3 | 1 | |
4 | 2 | |
5 | 2 |
In order to win the game, you must first claim territories. To claim territories, you must move at least one soul into the base camp of the territory you wish to claim. If it is empty, congrats, you have a new base camp! Place a base camp token on the square stand, then continue your turn. Otherwise, if the territory has a claim on it, you must oust your opponent by defeating their traps, terrain features, and souls before you can replace their claim with your own. See Contention next. There is no limit to the number of territories that can be claimed in a single day. If you think you can take all territories, including the opposing player's capital, in a single day, go for the win!
If a frenemy's soul enters territory controlled by opposition (with the exception of the capital), the territory
comes into contention. Under contention, players must perform the card
activation sequence. See Card Activation.
Card effects often activate when you enter frenemy territory and are triggered by
a D20 roll, so always roll when entering contested territory. You will
need to contend with their traps and terrain features before attacking revealed
souls.
In order to claim the territory, you must take the base camp by moving
a soul onto the territory stand and alleviate contention on that stand. If your opponent has any revealed souls in
the territory you moved into, all opposing souls will need to leave the territory
before contention on the whole territory is relieved. This means you will not be able to take possession
of the traps and terrain features in said territory until your opponent has no souls remaining in the territory,
even if you have taken the base camp. If your opponent has
multiple enemies on a stand, you can attack one or all (one at a time) of
the enemies on the stand. If you decide to stop your attack or if you lose an attack,
your opponent will either choose to counterattack, retreat or reinforce. If their
counterattack stops before all your souls are defeated, on the following day, you
have the option to continue the fight or retreat and move out of the space. You can also reinforce the conflict.
See Attack, Defense, Retreat, and Healing.
If you are not successful in taking the territory, your opponent is not
obligated to reveal entities, traps, or terrain features unused in its defense.
Once your opponent has exhausted all of their defense options, and you move
a soul into the base camp, you should replace their base camp token with
your base camp token. At this point all terrain features and items must be
revealed then control of the cards, while they are in play, is transferred to the
victor. Traps still roll activation/detection for their original player; however,
if detected the new territory owner can take control of the trap instead of disabling it.
See Trap Cards.
Each territory has a geography that corresponds to the map's topography. This geography offers habitat effects for the soul cards in the territory. See Character and Species (Soul) Cards: KEAL Means: Habitat.
In addition to the boat(s) marking the water habitats, Kipukas maps use docks to represent the points that souls can embark onto boats. Boats are played from the hand at docks. Boats can ferry a specified number of souls a given distance over a day. Once launced they can make land and be embarked from the last spot they landed. Either player may use a boat landed in an uncontended spot. Cards may attempt to swim by rolling 2 D6. If you roll 2 + 2 the card has successfully swum. It no longer needs to roll to continue swimming until it exists the water. Attempting to swim does not cost movement, but can only be attempted once per soul per day. You can attempt to swim by traversing any path leading to water.
Mountain Habitat: A-Frame House Geomarker
Forest Habitat: Log Cabin Geomarker
Plains Habitat: Ranch House Geomarker
Volcanic Habitat:Modern House Geomarker
Water Habitat: Boat Geomarker
Underground Tunnel:Connect territories and shorten travel for underground dwellers
Water Habitat: Dock Geomarker (Point of Entry)
Mats connect a soul card's position with the soul token's position on the map.
This makes game play more comfortable by organizing the game space.
Kipukas will have a set of mats, but will encourage community development
and artist support with regard to producing more engaging and creative mats.
Make them as personal as you wish. The only production guidelines are as follows:
There is a lot going on in this game. Along the way, we will make mechanics that conflict on a reasonability level. My personal favorite example is a dragon wielding a stick to boost its attack. That is all sorts of wrong. If your opponent attempts to make a move that simply makes no sense, you have the right to contest it. The following is how you do so:
Yes, it is definitely a lot to learn at first. Kipukas is a game that rewards repeated play with ease. The more you can play the game, the better you will know the card mechanics of your deck, the turn structure, and the interactions between the pieces. The overall plan is to progressively create tools to aid players in keeping track of their game. Either way, we try our best to make this rules set as comprehensive and digestible as possible. When possible, we will post videos to clarify game play aspects and intent of the mechanics. In all, don't worry about capturing every aspect of this game. As I stated, there is a lot going on. Have fun with it, make house rules, and we are always open to suggestions. These rules are geared for a future with competitions where everything will be scrutinized. At this point, don't get too bogged down and just find a way to play that is fun for you and your friends.