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The Twelve Doctors Rulebook v2.0

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    Created by Mark Chaplin

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    The first Time War has ended, and the universe has beenplunged into a new era of confusion and chaos. The renegadeTimelord, known only as the Master, has resurfaced and is now vyingfor control of the Universe, having hatched a deadly new plan. Can theDoctor stop him?

    The Twelve Doctors is a two-player card game in which oneplayer plays the part of the Doctor, and the other player plays the partof the Master. The Doctor and Master battle for control of threetimelines (Gallifrey, Earth of the Past, and Earth of the Present &Future) by playing cards to support their strategies.

    The Master plays attacking Temporal Marauders, AlphaMarauders and Tech on his side of the table, while the Doctor relies onCompanions, Nexus Points and Tech to defend the timelines from theMasters machinations. Both players also have one-shot cards to aidthem Cunning Ploys and Clever Effects, respectively - and special

    starting cards always available to play at the most opportunemoment (such as the Masters power of Mesmerism or the DoctorsTARDIS).

    Two 63-card "Time" decks. 20 beads, pennies or other counters. Three Timeline location cards. Four Doctor starting play-area cards (TARDIS, Chameleon Arch,

    Journal of Impossible Things, and Romana II) Five Master starting play-area cards (I am the Master - You Will

    Obey Me, Interstellar War!, and three planets: Telos, Skaro, andMetebelis III) Eleven Doctor regeneration cards. Six Master regeneration cards.

    Note: The number of cards in the players' decks, as well asthe number of starting play-area cards will likely change with futureexpansions.

    1. Place the three timeline location cards (two Earth cards andGallifrey) in the middle of the playing area, between bothplayers but facing the Doctor player.

    2. The Doctor player places the First Doctor regeneration card in one

    of the columns below one of these cards.3. The Doctor player places the TARDIS (with a token), Romana II,

    Chameleon Arch, Journal of Impossible Things, and the Doctorregeneration cards to one side of his play area.

    4. The Master player should take the Mesmerism card, the Masterregeneration cards, the three planet cards, and the InterstellarWar! card and put these beside his playing area.

    5. Both players take the appropriate play deck and shuffle, placingthem face down in their playing area.

    6. Both players draw five cards each for their opening hands.

    The Doctor wins if one of these conditions are met: The Master has an empty draw deck when required to

    draw (or disrupt cards) All 6 incarnations of the Master are regenerated /

    destroyed

    The Master wins if one of these conditions are met: The Doctor has an empty draw deck when required to

    draw (or disrupt cards) Gallifrey's power is reduced to zero Earth's power is reduced to zero (both Past, and Present &

    Future cards) All 11 incarnations of the Doctor are regenerated /

    destroyed

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    The play area consists of the 3 timeline locations (Earth ofthe Past, Earth of the Present & Future, and Gallifrey), each with animaginary column on both players' sides that can hold 4 cards. Playalternates back and forth with each player completing all phases oftheir turn before passing to the other player. If at any time one of thevictory conditions is met (see Objectives) the game immediately ends.

    The Master always takes the first turn.

    The turn is divided into three phases taken in the followingorder (note that the Doctor player only plays the first two phaseseach turn):

    1. Draw Phase (Mandatory): Draw two cards from the drawdeck. (If the draw deck is empty when the player isrequired to draw a card that player loses.)

    2. Card Phase (Optional): Play any number of cards from the

    players hand or use cards already in play.3. Attack Phase (Mandatory): Determine the Master's attack

    and the Doctor's subsequent disruption.

    Example 1: The Master wishes to play EX-TER-MI-NATE! to remove Adric

    from the Gallifrey column. The cost for EX-TER-MI-NATE! is zero, so he

    does not have to discard another card. Adric is destroyed!

    Example 2: The Doctor wants to play the Medusa Cascade card into the

    Earth Past column (it only has two cards in it at present). The cost of

    Medusa Cascade is five, so if the Doctor player has five other cards

    available in his hand, he must discard them. If he has more than five, he

    makes a choice over what to keep and what to discard.

    Notes: The cost for each card is only paid once when the card comes into

    play. There is no hand size limit; each player may hold as many cards as

    he or she wishes. Some cards have an additional cost, this is the card's disrupt cost.

    When a card with a disrupt cost is played that player must first paythe normal cost by discarding cards. Then additional cards must beflipped (equal to the disrupt cost) from the Draw Pile directly intothe Discard Pile. In a few rare instances (for example, the Davroscard), a card may also have a disrupt cost that is ongoing, requiringa payment each turn!

    When activating a card...Many cards have special rules listed in their text. All

    text takes effect immediately when its card is played. For one-shot card effects, the card is implemented and then the card isplaced in the appropriate Discard Pile. Play-area starting cards canonly be used on the respective players turn.

    Some Companions and Marauders have effects that onlylast while the card remains in play; others have effects that only

    happen when the card enters play. Follow the rules on the cardsas they read. A number of cards also require you to place tokenson them (such as Family of Blood). Place the first token on themduring the turn that they came into play.

    Special cards, like Skaro or the TARDIS, that are besidethe play area but not placed in a column, may be activated on theplayer's turn - or when instructed on the card.

    With regard to the actual targets of any card played, inall cases (except when the card specifically says different) theplayer "playing" the card would always choose their target.

    To play a card from his or her hand, the player must pay thecost of that card and have an available slot to play the card into(unless it's a Clever Ploy or Cunning Plot, which won't take up a slot).Remember that each column on each side of the timeline only has 4slots.

    The Doctor player may remove a card already in one of the slots andplace it in the Discard Pile to make a space if necessary. The currentDoctor regeneration always fills one of the available slots in one ofthe locations.

    The Master player, unfortunately, cannot discard a card once playedinto a slot (Marauders are not so easily persuaded to give up thefight!) unless it gets destroyed by the Doctor player.

    The cost to play a card is met by discarding other cards fromthe players hand to the Discard Pile.

    Example 3:The Master wishes toplay a Sontarans card. The cost is

    one, and the disrupt cost is two.

    So the Master discards one card

    from his hand, and then flips two

    cards from the top of his deck

    into the Discard Pile. The

    Sontarans may now enter play.

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    During each turn that the Master takes, he must determinehis attack value in each of the three columns. To determine theMasters attack in a column, add up the total power (mainlycontributed by Alpha/Temporal Marauders) on his side of thetimeline. Compare this to the Doctor's total power (contributed mainlyby Companions and Nexus Points) on his side of that same column.

    Note that the Doctor also gets the benefit of the power value of thetimeline location.If the Master's total power is greater than the Doctor's in a

    column, then the Doctor must disrupt (flip from the top of his deckinto his Discard Pile) the difference. The Masters attack fails if theDoctor's power is equal to or greater than the Masters in each column.

    All three timeline locations are checked in this fashionbefore the turn ends and play passes to the Doctor player (afterchecking for Master regenerations, see below).

    Example 4: The Master has Sontarans (power of three), and the

    Valeyard (power of two), below the Earth of the Past timeline card. His

    attack power is 3+2=5. Opposite these cards, the Doctor has only MelBush (power of one), so his power is 1+3=4 - Mel plus Earth of the Past.

    This means that the Doctor must disrupt one card into his discard pile.

    Example 5: The Master has Sontarans (power of three), and the Daleks

    (power of four), below the Gallifrey timeline card. His attack power is

    3+4=7. Opposite these cards, the Doctor has Cardinal Borusa (power of

    one), and three UNIT Soldier cards (power of one each), so his power is

    1+1+1+1+5=9 - Gallifrey plus the four companion cards each with a

    power of one. This means that the Master has been thwarted this turn.

    The Master's Regeneration cards:These cards represent the various incarnations of the

    Master. Each has a value in red printed on the top of the card - this isthe regeneration value.

    Each turn that the Master fails to disrupt the Doctor insome way, place a token on the Master's current regeneration card.

    (Disruption can either be triggered by cards played or during theAttack Phase.)When the number of tokens equals the value on the card,

    remove the tokens and replace the card with the Master's nextregeneration. Any surplus tokens are carried over to the new card.

    The Master's regeneration cards are never placed into any ofthe columns, and are also not targetable by any other cards.

    The Master player may, once per turn, force a self-regeneration to do one of the following (after removing all tokensfrom the current regeneration card, and replacing it with the nextregeneration card):

    Draw a card. Reduce the cost of a card in his hand by one.

    If the Master is on his final regeneration and he is forced toregenerate once more, the game is over with the Doctor as the winner.

    The Doctor's Regeneration cards:These cards represent the various incarnations of the

    Doctor. Each has a value in red printed at the top of the card - this is

    that Doctor's power value (which is added up with all other cards inthe column during the Master's Attack Phase).The Doctor must always have a regeneration card in play, in

    one of the columns. He may also move at will during his turn (alwaysobserving the 4-card limit).

    The Doctor player may, once per turn, force a self-regeneration to do one of the following (after replacing the currentregeneration card with the next regeneration card and turning it 90):

    Draw a card. Reduce the cost of a card in his hand by one.

    If the regeneration card is still turned on its side during theMaster's Attack Phase, then that card's power is not added to theDoctor's power total. At the beginning of the Doctor's new turn, makesure you upright the current regeneration card.

    Any cards that could target or affect a Companion Card mayalso target the Doctor. In this case discard the current regenerationand replace with the next one rotated 90.

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    Example 6: The Master plays the Raston Warrior Robot, whichallows him to destroy one or two Companion Cards. The Masterplayer chooses to destroy a UNIT Soldiers card, as well as theDoctors current regeneration. The opposing player discards theUNIT Soldier card, as well as removes the current Doctor'sregeneration card from play. He then places the next Doctor'sregeneration card in the removed card's position, but turned 90.

    If the Doctor is on his final regeneration and he is forced to regenerateonce more, the game is over with the Master as the winner.

    Romana II:

    This card begins play placed to one side. The only way forher to come into play is when the first Romana companion card getsdestroyed. (Note that Romana II does not come into play rotated 90to one side).

    Journal of Impossible Things:The Doctor player can use this card on his turn to take the

    top 5 cards from his Discard Pile and shuffle them back into his DrawPile. The cost of this is to remove a token from the Masters currentregeneration (if one is available).

    The Doctor's TARDIS:This card starts the game with one token on it. On the

    Doctors turn he can discard a token to move a Companion Card fromone column to another. (Other cards exist in the Doctors deck thatcan replenish these tokens)

    Chameleon Arch:

    Flip this card to prevent one of the Masters cards fromforcing a regeneration of the Doctor. This card can be used during theMasters turn.

    Planet Cards (Metebelis III, Skaro, Telos):Flip the planet card and pay the cost to get the benefits

    listed. For Skaro and Telos, there is an ongoing increased cost forDalek and Cybermen related cards once these planets have beendestroyed. Note that Telos has Cyberman icons on it and Skaro hasDalek icons. If you have destroyed a planet, look out for the cards in

    your deck with the matching icons these are the cards that now

    have an additional cost levy. Each planet can only be destroyed onceper game.

    Mesmerism (aka "I Am The Master - You Will Obey Me"):During the Attack Phase this card can be flipped to add the

    power value of one companion to the Masters total in that column forthis turn only. Once use per game.

    Interstellar War!:This card can be used on the Masters turn to block a column

    and prevent the Doctor from adding cards to it until a levy has been

    paid equal to the number of tokens on the card.

    Example 7: The Master discards 5 cards, places 5 tokens on theInterstellar War! card, and puts the card at the bottom of theEarth of the Past column. Until the Doctor discards 5 cards (onefor each token on the card) he can place no more cards on his sideof the timeline location. The Doctor need not pay the cost all atonce; each time he chooses to discard a card to pay the cost, hemay remove a token.The Master can continue to place cards onthat location however.

    Alpha Marauders and Temporal Marauders:All of the creatures, races, and villains that the Master has

    in his deck fall into two distinct groups: Alpha Marauders andTemporal Marauders.

    The term Marauder and Temporal Marauder on the cards areinterchangeable. Alpha Marauders, however, are a distinct, powerfulgroup on their own! This means that if a card reads: Destroy amarauder, it only affects a Temporal Marauder.

    To be clear, to destroy an Alpha Marauder you must play acard that states that its target is an Alpha Marauder.

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    The fourth Artscow file included 50 new cards for the game,2 picture cards, and 2 joke cards (Frobisher, and Awkward DalekConversion). If you add all the expansion cards into the decks, you willhave a deck reaching 80+ cards. In theory this makes the game easierfor the Doctor. This was, however, considered with the design of eachbatch of expansion cards. Certain cards Im not going to spell them

    all out for you in each set, clearly tip the balance back to the Master,if used cunningly.Hint: one such card is the Myrka.If you and your opponent agree (before the game starts),

    you may decide on a mutual deck card limit say both of you set alimit of 70 cards. Then, secretly, both of you should weed out thecards you dont wish to use against your enemy, and then place themto one side face-down. This can make for an interesting meta-gamesituation; with both players trying to outthink their opponent beforethe duel begins.

    Both the Master and the Doctor can voluntarily regenerate. Disrupt is not the same as drawing a card. The Master is the only player who attacks, and he only does so on

    his turn. The Doctor is considered a Companion Cardfor the sake of targeting. Alpha Marauders can only be destroyed by Alpha-Marauder-

    targeting cards. If you flip a card, you may not flip it back over when you wish. If the Doctor prevents all forms of disruption, the Master gets a

    token.

    Credits:The Twelve Doctors: Doctor Who Card Game was created byMark Chaplin.Second edition cards & this rulebook were designed byJoe Walerko.

    Disclaimer:The Twelve Doctors: Doctor Who Card Game and all

    expansions are a work of fandom. It is a not for profit game that wascreated using copyrighted characters and imagery from the BBC, aswell as a great deal of uncredited images found online. Unlessotherwise stated this work is licensed under a Creative CommonsAttribution-Noncommercial-Share Alike 3.0 Unported License.

    You can learn more about The Twelve Doctors (as well as many of MarkChaplin's other creations) at:http://www.boardgamegeek.com/56995

    Rulebook Version: 2.0, June 2012

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