RULES
Paper Tales
Setup
9
Components
8
Unit Cards
Anatomy of a Unit Card
Building Cards
Anatomy of a Building Card
Score Track
Gold tokens
Age Tokens
Player's Aids
Setup
Gameflow
4
Object of the Game
Turn overview
End of Turn
End of Game
Concepts
4
Resources
Kingdom
Death
Actions' simultaneity
Phases
32
Recruitment phase
4
Draft
Draft direction
Draw pile
Recruitment example
Deployment phase
7
Put a card into play
Pay for an Unit card
Not enough room
Not enough Gold
Remaining cards
Trigger Icon
Deployment example
Wars phase
5
Resolve wars
Result of Wars
Variable Strength
Buildings' abilities triggering
Wars example
Income phase
3
Income
Buildings bringing an income
Income example
Construction phase
10
Construct and Upgrade
Construct a New Building
Upgrade a Building
Land Cost
Resources cost
Additional Unit spot
Construct a new Building example
Additional Unit spot example
Anatomy of a Building Card
Buildings' abilities triggering
Aging phase
2
Aging
Aging example
Turn overview
Examples
8
Recruitment example
Deployment example
Wars example
Income example
Construct a new Building example
Upgrade a Building example
Additional Unit spot example
Aging example
Cards
12
Unit details
8
Shapeshifter
Palm Reader
Ogre
Mystical Healer
Monkey
Kraken
Grand Architect
Golem
Building details
2
Mine
Temple
Anatomy of a Unit Card
Anatomy of a Building Card
FAQ
Paper Tales
How do I store Resources?
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Paper Tales
How do I store Resources?
Resources are never materialized by components: they are available for as long as the cards which produce them are in play.
Related Rule(s)
Resources