KLANS

Rules

Complete tabletop rules. The online Human-vs-Computer adaptation uses only two active factions and ends when the opposing faction loses its last living unit.

01

Objective

Be the last player who still controls at least one surviving unit.

02

Components

Each faction has 5 Unit Cards. The common action-card structure contributes 20 action cards per faction.

  • 5 ATTACK
  • 5 DEFENCE
  • 2 DOCTOR
  • 2 SPY
  • 2 SACK
  • 2 SABOTAGE
  • 2 AMBUSH
03

Setup

Each player chooses a faction and places its five units face up. Shuffle the common deck and deal five cards to every player. Decide randomly who starts. Play proceeds clockwise.

04

Turn

At the start of your turn, draw one card. During the turn you may play a card, discard a card, or pass if you have five cards or fewer in hand.

You may not finish a normal turn with more than five cards. If your hand exceeds five cards, continue playing and/or discarding until it returns to five or fewer, respecting any discard consequences.

05

Action Cards

ATTACK defeats one enemy unit; the attacked player may block it with DEFENCE from hand, after which both cards are discarded.

DEFENCE stays in hand and may only be played reactively when one of your units is attacked. It completely blocks ATTACK.

DOCTOR restores one defeated unit from a faction you control and returns it immediately to play.

SPY lets you inspect an opponent's hand.

SACK takes one random card from an opponent's hand and adds it to yours.

SABOTAGE makes the chosen opponent completely lose their next turn: no draw, play or discard.

AMBUSH immediately attacks a chosen enemy unit and DEFENCE cannot be played against it.

06

Conquering Factions

When a player loses the final unit of a faction, that faction is conquered by the player who delivered the final attack. The faction comes under the conqueror’s control.

The conqueror may restore its defeated units using DOCTOR cards. Cards from that faction are no longer considered enemy cards for the conqueror. A player may control several conquered factions during a match.

07

Enemy Cards

You may hold cards belonging to other factions. Special consequences apply only when you intentionally discard an enemy SPY, SACK or SABOTAGE. Other enemy cards may be discarded without special effect.

  • Enemy SPY discarded: reveal your entire hand to that faction’s player.
  • Enemy SACK discarded: that faction’s player takes one random card from your hand.
  • Enemy SABOTAGE discarded: you completely lose your next turn.
08

Diplomacy and Negotiation

Before playing cards, players may negotiate freely. No pact is binding and alliances may be broken at any time.

  • Form alliances
  • Exchange cards
  • Promise help
  • Coordinate attacks
  • Negotiate the conquest of a faction
  • Lie and betray agreements
09

Elimination

A player is eliminated only when they lose all units under their control.

10

Victory

The last player who controls at least one faction containing at least one surviving unit wins.