ALPHA EDITION
Gemslingers, like yourself, are searching for unique gems scattered across the badlands. Discover these gems to add to your collection, but watch out because other Gemslingers want what you have!
$30.00 USD
How to Play
Contents
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100 Gem cards (10 copies of each type)
Card backs resemble a cave lined with many glistening gems
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10 Gemslinger cards (1 copy of each type)
Card backs resemble a desert with many cacti
- 1 Instruction manual
Setup
The Cave
Shuffle the gem cards together. Deal 10 gems to each player. Place the rest of the gems face down into a deck on the playing field. This deck will create the Cave that all players will draw from.
Gemslingers
Shuffle the gemslinger cards together. Deal 1 card to each player. Players will leave these cards face up in front of themselves on the playing field for all players to see. These cards represent each player's affinity gem, the gem the player will be collecting to complete the objective. Remove the rest of the gemslinger cards from the game.
Objective
You win the game the moment you have 6 copies of your affinity gem purified in your stash.
Stash
Your stash is designated by the space underneath your affinity card. At the end of your turn, put any number of copies of your affinity gem from your pouch into your stash. Cards in your stash cannot be activated, nor can they be the target of other gems.
Pouch
Your pouch is designated by the space in front of you on the playing field. You may purify any number of gem cards into your pouch. These must remain face up for all players to see. Gem cards can only be activated from your pouch.
Rush Round
Before the game starts, each player may purify any gems they can from their hands. The activation of gems is outlawed until the Rush Round ends when all players are done purifying their gems. After all players agree to end the Rush Round, choose the player wearing the most vibrant colors to be the Current Player, then begin the first turn of the game starting with the Draw Phase.
Play
Draw Phase
The Current Player draws from the Cave until they have 10 cards in hand. The activation of Gems is outlawed until the Current Player finishes drawing.
Purify and Activate Phase
After the Draw Phase ends, the Current Player may choose to purify as many or as few gems as they want from their hand. The activation of Gems is only permitted during this phase.
Ending the Turn
The Current Player may end their turn at any point. Gems cannot be activated during this phase. The Current Player puts any number of copies of their affinity gem from their pouch into their stash. Afterward, the Current Player status is given to the player to the left. The new Current Player then starts their turn with the Draw Phase. This cycle continues until a player completes the Objective.
Settling Disputes
Sometimes the speed of the game will create problems that have to be solved before the game continues. If this happens, a Sheriff may be elected to make the final decision to those problems. Otherwise, you may vote as a group to decide what happens. Finally, if nothing else works, of the players affected by the problem, choose the player soonest to become the Current Player to make the final decision.
Discard Priority
Some gems require other gems to be discarded when activated, such as Sapphire and Topaz. When this happens, discard the activated gem last. If the activated gem (such as Ruby and Aquamarine) targets another gem on the field, the targetted gem is discarded last. In both instances, the gem discarded last should be the gem sitting on top of the discard pile after the spell is finished.
Activating Gems
Gem cards can only be activated during the Purify and Activate phase. To activate a card, you must discard the card from your pouch, then cast the spell named below the gem. Spells resolve the moment they are cast. If 2 players choose to activate gems at a similar time, the player quickest to their gem activation casts their spell first. Players must activate their gems one at a time. It is allowed to activate a gem while another gem is still being resolved, as long as the newly activated gem does not affect players resolving the effects of another gem.
Some gem spells may break some rules. If that happens, such as Aquamarine’s Negate spell, follow the rules stated on the spell of the activated gem instead. To help gems complete their spells after being activated, an activated gem cannot be targetted by another gem and a gem targetted by another gem cannot be activated.
Shuffling the Cave
The moment a player must draw a card from the Cave while it is empty, shuffle the discard pile. The Cave will be created anew from the shuffled discard pile.
Alternate Game Modes
Lightning Rounds
For a rapid and chaotic game, all players will act as the Current Player. Players will draw, purify, and stash at the same time.
Heavy Load
For a longer, more tactical game, players will stash at the start of their turn (before drawing to hand size) instead of the end.
All or Nothing
For a resource depleted game, players win after stashing all 10 copies of their affinity gem.
Quick Gem and Spell Lookup
Amethyst
Purify - Draw a card. Purify a gem from your hand.
Aquamarine
Negate - Stop an activated spell. Discard the activated gem.
Emerald
Recycle - Put a gem from the discard into your hand.
Onyx
Resurrect - Purify the card on the top of the discard.
Pyrite
Plunder - Put a card in a player’s pouch into your own. That player purifies the top card of the Cave.
Opal
Copy - Copy the spell of any gem in your pouch.
Ruby
Burn - Discard a card from a player’s pouch.
Sapphire
Freeze - Target player discards 3 cards from their hand.
Spessartite
Steal - Target player draws a card. Look at that player’s hand. Purify a gem from it.
Topaz
Dig - Discard any number of cards, then draw that many plus 1.
Producers
Coen Baker
Design
Nathan Glickman
Artwork
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