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The Rune Market

A slower-paced, interactive market-control game mode of the Cambio Unlimited Deck

1: The Deck

1: The Deck

The Rune Market is played with a single Cambio Unlimited deck.


2–5 players


Games usually take about 30–45 minutes.

The Rune Market is played with a single Cambio Unlimited deck.


2–5 players


Games usually take about 30–45 minutes.

2: Goal of the Game

2: Goal of the Game

Collect the most Runes by the end of the game.

Each Red Rune and Blue Rune is worth 1 Rune Point.

The game ends immediately when all Red and Blue Runes are gone from The Market.

For this game mode, ignore the numbers and symbols in the corners of the cards.


3: Setup

3: Setup

Before playing, separate the Market Cards from the deck

Market Cards:


10 × Red Runes
10 × Blue Runes
2 × Boat Shelters
2 × Bandit Cards

Place these cards in the center of the table as The Market.

Shuffle the remaining cards to create the draw pile.


Deal each player 3 hand cards.

Each player may look at their own hand cards at any time.

In this game, your table cards are the cards played in front of you, such as Runes, Shelters, Boat Shelters, and Bandit Cards on your Shelters.

Your hand cards are the cards you hold in your hand and play during your turn, such as Number Cards, Theft Cards, and Shelters.

The winner of the previous round goes first.

If it is the first round, the youngest player goes first.

Play moves clockwise.

4. Core Card Types + Actions

Red and Blue Runes

Red and Blue Runes


Runes are the main scoring cards.


Each Rune is worth 1 Rune Point.


Runes are collected by:


>Purchasing them from The Market
>Earning them as interest from The Market
>Stealing them from other players

Runes may sit in your table cards on their own.

Red Runes may go inside:

Red Shelters
Red Boat Shelters

Blue Runes may go inside:

Blue Shelters
Blue Boat Shelters

Runes only earn interest when they are inside a matching Shelter or Boat Shelter at the beginning of your turn.


Red and Blue Shelters

Red and Blue Shelters

Shelters hold your Runes and allow you to earn interest.


Red Shelters hold Red Runes.

Blue Shelters hold Blue Runes.

You may have a maximum of:

1 x Red Shelter
1 x Blue Shelter

at any moment in your table cards.

If you play a Red or Blue Shelter to the discard pile instead of to your table cards, it is treated as a double theft attack on a single opponent.

You may also discard a Shelter from your table cards at the beginning of your turn to use it as a double theft attack on a single opponent.


Theft Cards

Theft Cards

Theft Cards are used to steal from other players.

When you play a Theft Card, you may steal either:


1 Rune from another player
OR
1 hand card from another player

There is no limit to how many Theft Cards you may play on the same opponent in one turn.

If you steal a hand card:

That player does not immediately draw back up.
They play their next turn with fewer hand cards.
They draw back to 3 at the end of that turn.

You may play stolen hand cards immediately if you choose.

Number Cards

Number Cards

Number Cards are used to:

Purchase Runes
Attack other players
Purchase Boat Shelters and Bandit Cards
Pay toward removing Bandits

Purchasing Runes

You may purchase 1 Rune from The Market by discarding Number Cards from your hand that add up to:

5
10
or 15

The purchased Rune may be placed into a matching Shelter or kept in your table cards on its own.

Attacking

You may attack another player with any Number Card.

With Number Card attacks, you may attack each player only 1 time per turn.


To attack:

Place a Number Card from your hand onto the discard pile.
Announce which player you are attacking.

The defender may block the attack by showing a Number Card from their hand that is equal to or higher than the attacking card.

If the defender blocks:

They keep their defending card.
Nothing else happens.

If the defender cannot block:

They may simply say they cannot defend.
They do not have to show any cards.

If the attack succeeds, the attacker may steal either:

1 Rune from the defender
OR
1 hand card from the defender

Buying Boat Shelters and Bandit Cards with Number Cards

You may purchase a Boat Shelter or Bandit Card by discarding Number Cards totaling 21 or higher during the Hand Cards stage.

Paying Toward Removing Bandits

You may also use Number Cards to pay toward removing a Bandit over multiple turns.

See Advanced Market Cards: Bandit Card.

5. Turn Structure

Each turn has 4 stages and must be played in this order.

Once you move forward to the next stage of your turn, you may not go back to an earlier stage.

1. Interest

1. Interest

If you have a Shelter with at least 1 Rune inside it:

Collect 1 Rune of the same color from The Market.


If that Shelter has a Boat Shelter inside it:

Collect 2 Runes of the same color instead.


If that Shelter has a Bandit Card on it, see Advanced Market Cards: Bandit Card.

2. Buy Boats or Bandits with Runes

2. Buy Boats or Bandits with Runes

After collecting interest, you may purchase a Boat Shelter or Bandit Card from The Market using Runes from your table cards.

The Rune cost is:

3 Runes of the same color
4 Runes of the same color in a 2-player game

Runes may come from your table cards, including Runes inside Shelters, unless they are frozen by a Bandit.

Runes used for the purchase go back into The Market.


3. Hand Cards

3. Hand Cards

You must play at least 1 hand card each turn.

You may play all of your hand cards if you choose.

Hand cards may be used to:

>Play Shelters
>Play Theft Cards
>Purchase Runes
>Attack other players
>Purchase Boat Shelters and Bandit Cards with Number Cards
>Remove or pay toward removing Bandits

Once you play your first hand card, you may no longer collect interest or purchase Boat Shelters or Bandit Cards with Runes that turn.

4. Draw Back to 3

4. Draw Back to 3

To end your turn, draw cards from the deck until you have 3 hand cards.

If the draw pile runs out before the game is over, shuffle the discard pile to form a new draw pile.

If you have more than 3 hand cards, keep the extra cards unless you choose to play or discard them.

Play passes to the player on your left.


6. Advanced Market Cards

6. Advanced Market Cards

Boat Shelter

Boat Shelter

Boat Shelters can be used in two ways:

As a Shelter on their own
OR
inside a matching Shelter to double its interest

If you play a Boat Shelter as its own Shelter:

Choose whether it is Red or Blue.

Once declared, it stays that color.

If you later play a matching Red or Blue Shelter, you may move the Boat Shelter inside that Shelter.

If a Shelter has a Boat Shelter inside it and at least 1 Rune inside it at the beginning of your turn:

Collect 2 Runes of the same color from The Market instead of 1.


Bandit Card

Bandit Card

When you purchase a Bandit Card, place it on top of another player’s Shelter.

That Shelter is now infiltrated.

While a Shelter is infiltrated:

The Shelter earns no interest.

The Shelter cannot be discarded as an action.

The Runes inside that Shelter are frozen, cannot be used to purchase anything, and cannot be stolen.

At the beginning of each infiltrated player’s turn, that Shelter loses 1 Rune to the player who placed the Bandit.

The player who placed the Bandit is responsible for remembering to collect this Rune each turn; if they forget before play moves to the next player, they do not get that Rune.

If an infiltrated Shelter has no Runes at the beginning of that player’s turn:

If there is a Boat Shelter inside it, the Boat Shelter is returned to The Market.

If there is no Boat Shelter inside it, the Shelter is discarded with no action and the Bandit Card returns to The Market.


Removing a Bandit

Removing a Bandit

To remove a Bandit from your Shelter, choose one of the following options:

Option 1: Pay with Runes

Spend 3 Runes of the same color from outside the infiltrated Shelter to The Market.

Option 2: Pay the Player Over Time

Pay the player who placed the Bandit with Number Cards over multiple turns.

Those Number Cards go immediately into that player’s hand as extra hand cards.

Keep track of the total paid to avoid disputes.

Once the paid Number Cards total 21 or higher, the Bandit is removed.

Option 3: Trade in an Extra Boat Shelter

Trade an extra Boat Shelter that was not removed by the Bandit back to The Market.

After any option, the Bandit returns to The Market.

7. End of Game + Scoring

7. End of Game + Scoring

The game ends immediately when all Red and Blue Runes are gone from The Market.

Each player counts their Rune Score.

Scoring:

Each Rune in your table cards = +1 Rune Point

Each Boat Shelter in your table cards = +1 Rune Point

Each Bandit Card on one of your Shelters = -1 Rune Point

The player with the highest Rune Score wins.

8. Tie Breakers

8. Tie Breakers

If multiple players have the same highest Rune Score, use these tie breakers in order.

1. Most Boat Shelters

1. Most Boat Shelters

The tied player with more Boat Shelters in their table cards wins the tie.

2. Fewest Bandit Cards

2. Fewest Bandit Cards

The tied player with fewer Bandit Cards wins the tie.


3. Highest Number Card

3. Highest Number Card

The tied player with the highest Number Card in their leftover hand cards wins the tie.

4. Rock, Paper, Scissors

4. Rock, Paper, Scissors

If it is still tied, play best-of-3 Rock, Paper, Scissors.