Full manual text
BEN
EISNER
TIM
EISNER
IAN
MOSS
MANNY
TREMBLEY
WONDERLAND'S
WAR
DRUID CITY
GAMES
SKYBOUND
TABLETOP
RULEBOOK
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Wonderland has
Lost ALL Frivolity
and Madness...
Where once there was joking and frivolity, now there is
just anger. The Tea Party is entirely sane, the Red Queen
speaks in whispers, the Jabberwock has escaped the poem,
and Alice returns to find Wonderland a pale shadow of
its former self. Each Leader takes up arms to restore the
Wonderland they loved. Some fight for eternal Tea Parties,
some for the sake of fighting, others wish to remove all the
heads, and one wishes for nothing more than a return to
the perfectly illogical Wonderland that was.
In this Book
Game Components. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 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5 LEADER STANDEES AND 13 WONDERLANDIAN STANDEES
5 x 50+ SCORE TOKENS
20 FACTION STARTING CHIPS (4 PER FACTION)
30 FACTION ARTIFACT CHIPS (6 PER FACTION)
20 WAGER CARDS
30 QUEST CARDS
5 FACTION CUBES
5 SHIELD TOKENS
24 TOOLS OF THE WONDERLANDIANS CHIPS (12 x 2)
24 WONDERLANDIAN AND 21 ALLY CARDS
90 (3 x 30) TEA PARTY CARDS
STARTING BATTLE STANDEE
25 FORGE CHIPS
34 MADNESS CHIPS (29 REGULAR, 5 DOUBLE)
7 POISON CHIPS
5 PLAYER FACTION BAGS
40 MADNESS SHARDS (30 AT 1 VALUE AND 10 AT 5 VALUE)
1 SHARD DIE
95 ALLY CHIPS (19 PER TYPE) FLAMINGOS | CREATURES | RED ROOKS ROSES | CARD SOLDIERS
3
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Setting Up the Game
1. Place the game board in the center of the play area.
2. Shuffle the Region Scoring markers, and place 1 onto each of the 5 Regions.
3. Choose 1 set of Ally cards (A, B, C, or D, see p. 9 for a listing of all the cards) and place all cards from that set next to the game board. Place the Forge Ally card next to the chosen set of Ally cards. Place the Ally chips on their respective cards. Return the remaining Ally cards to the game box. (For your first game, we recommend using Ally set A.)
4. Shuffle the Wonderlandian cards and place the deck face-down next to the game board. Place the top 3 cards of the deck face-up beside the face-down deck. (There are 2 types of Wonderlandian cards, see p.8 for more information.)
5. Depending on its type (figure or chips), place the matching Wonderlandian standee or 2 chips next to the face-up cards. Place the remaining Wonderlandian standees and chips to the side of the play area.
6. Place the Madness chips, Shards, and Shard die in the center of the Tea Party.
7. Shuffle each of the 3 Tea Party decks. From the Round I deck, deal cards face-up to all of the Tea Party spaces based on player count: 11 in a 2 or 3-player game, 12 in 4-player game, and 13 in a 5-player game.
8. Place the Round I deck on the tea service tray next to the Head of Table, and place the Round II and Round III decks aside.
9. Shuffle the Quest cards and place them to the side of the game board.
10. Place the Starting Battle standee in the Red Keep (may not be the case in 2-player games). Roll the Shard die and move (the Starting Battle standee) clockwise as many Regions as there are Shard symbols on the die roll.
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1
2
3
4
5
6
7
8
9
10
Setting Up the Game
1. Place the game board in the center of the play area.
2. Shuffle the Region Scoring markers, and place 1 onto each of the 5 Regions.
3. Choose 1 set of Ally cards (A, B, C, or D, see p. 9 for a listing of all the cards) and place all cards from that set next to the game board. Place the Forge Ally card next to the chosen set of Ally cards. Place the Ally chips on their respective cards. Return the remaining Ally cards to the game box. (For your first game, we recommend using Ally set A.)
4. Shuffle the Wonderlandian cards and place the deck face-down next to the game board. Place the top 3 cards of the deck face-up beside the face-down deck. (There are 2 types of Wonderlandian cards, see p.8 for more information.)
5. Depending on its type (figure or chips), place the matching Wonderlandian standee or 2 chips next to the face-up cards. Place the remaining Wonderlandian standees and chips to the side of the play area.
6. Place the Madness chips, Shards, and Shard die in the center of the Tea Party.
7. Shuffle each of the 3 Tea Party decks. From the Round I deck, deal cards face-up to all of the Tea Party spaces based on player count: 11 in a 2 or 3-player game, 12 in 4-player game, and 13 in a 5-player game.
8. Place the Round I deck on the tea service tray next to the Head of Table, and place the Round II and Round III decks aside.
9. Shuffle the Quest cards and place them to the side of the game board.
10. Place the Starting Battle standee in the Red Keep (may not be the case in 2-player games). Roll the Shard die and move (the Starting Battle standee) clockwise as many Regions as there are Shard symbols on the die roll.
Player Set-up
A. Each player chooses a Faction and gathers:
* 1 Faction board (Use the 2-player side for 2-player games)
* 14 Supporters
* 5 Castles
* 1 Faction Leader standee
* 4 Faction Starting chips (1,1,1,2 value)
* 6 Faction Artifact chips (3 value)
* 1 draw bag
* 1 '+50' Scoring token
* 4 Wager cards (not in 2-player games)
* 1 Starting Double Madness chip (Dark blue with 2 'remove unit' symbols)
* 2 Single Madness chips (Purple with 1 'remove unit' symbol)
* 1 Forge chip
* 6 Faction discs
* 1 Faction cube
* 1 Shield token
* 2 Ally Ability reference cards
B. Place your Supporters and Castles next to your Faction board.
C. Place 4 of your Supporters onto the marked spaces of the 3rd Forge track of your Faction board.
D. Place 4 of your Faction Artifact chips onto the matching symbols at the right side of your Faction board.
E. Place 4 of your Faction discs onto the 4 matching upgrade spaces on the left side of your Faction board, then place another disc on the '1' spot of your Leader Strength track (Sword icon).
F. Place your 4 Faction starting chips, 2 Faction Artifact chips, 1 Forge chip, 1 starting Double Madness chip and 2 regular Madness chips into your bag. For example, the Red Queen places these starting Chips into her bag.
G. Place your shield token 'Active' side up at the top left corner of your board.
H. Place 1 Faction disc at the start of the score track.
I. Place 1 Faction cube at the start of the Battle track as your Battle Strength tracker.
J. Draw 2 Quest cards. Choose 1 to keep and place it face-down next to your Faction board. Shuffle the other back into the Quest deck.
K. Return any Wager cards of Factions not in play to the game box.
L. Find the Ally ability reference for the chip set you are using (A,B,C,D) place that side up next to your Faction Board. Return the unused Ally Ability reference card to the game box.
M. Place your Leader standee onto the Tea Party board at the Head of the Table.
N. The player who has most recently had tea is the first player. Distribute starting Shards based on the chart below.
Ready, Set, Go!
Finally, each player gains a number of Shards based on player order and number of players, and places them next to their Faction board.
PLAYER 1 | PLAYER 2 | PLAYER 3 | PLAYER 4 | PLAYER 5
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5-PLAYERS | | | |
4-PLAYERS | | | |
3-PLAYERS | | | |
2-PLAYERS | | | |
If you are playing as the Jabberwock, take a number of Poison chips equal to the number of players +2. Place these next to your Faction board and return any remaining Poison chips to the game box.
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Gameplay Overview
In Wonderland’s War, each player takes on the role of a famous Wonderlandian leading a Faction to war to right the wrongs that have befallen Wonderland. The game is played over 3 Rounds (I, II, and III). During each Round, there is a Tea Party phase and a War phase.
During the Tea Party phase, the characters rush around the Tea Party making preparations for Battle. You will place Supporters into the Regions of Wonderland to gain a foothold, gather the support of other Wonderlandians, recruit Allies in the form of Ally chips to your cause, and find magical Forges that you can use to unlock your Faction’s unique abilities.
In the War Phase, the characters go to Battle wherever they have placed their units and use the Allies they have gathered during the Tea Party. During Battle, you will draw Ally chips from your Battle bag and add their Strength to the fight. The player with the highest Strength will win the fight, earning Victory awards and building a Castle in that Region. But beware, the tainted Madness that escaped from the broken Looking Glass is spreading throughout the land. The longer you Battle, the more chance your Supporters will be corrupted by the evil Madness and abandon your army.
Tea Party
The Mad Hatter’s Tea Party is a frantic place, filled with Allies and exciting possibilities.
On your turn, you may move clockwise around the table to any chair and gain the resources of the card in that space. Be careful not to move too quickly! Each time you pass the Head of the Table, you will gain dangerous Shards which can lead you down the path of Madness.
In the Tea Party, you have 2 main Objectives: place units into the Regions where you would like to Battle, and gather Ally chips and Wonderlandians to help you in your cause.
Setting the Table
Each Round has its own Tea Party deck. Follow these steps to set up the Tea Party for a new Round (You have already completed these steps for the first Round of the game during setup):
1. Discard any Tea Party cards on the board from the previous Round.
2. Deal 1 card face up to each empty card space on the Tea Party board starting to the right of the Head of the Table and proceeding clockwise. Some spaces have a player count number on them--only deal to these spaces in games with players equal to or higher than that number.
3. Each player places their Leader figure at the Head of the Table.
4. In the second and third Rounds, the player with the lowest point total goes first. If 2 players are tied, the player with the least total units in all Regions goes first. Players take turns in clockwise order.
Players keep the Tea Party cards they select in front of them throughout the game to help remember which chips they have in their bag and to count for Quest scoring at the end of the game.
Winning the Game
Players earn the support of Wonderland by building Castles, completing Quests and amassing Victory Points (VP). At the end of the 3rd Round, the player with the most points (Castles, Quests and VP) wins the game and is named the new ruler of Wonderland!
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Gameplay Overview
In Wonderland’s War, each player takes on the role of a famous Wonderlandian leading a Faction to war to right the wrongs that have befallen Wonderland. The game is played over 3 Rounds (I, II, and III). During each Round, there is a Tea Party phase and a War phase.
During the Tea Party phase, the characters rush around the Tea Party making preparations for Battle. You will place Supporters into the Regions of Wonderland to gain a foothold, gather the support of other Wonderlandians, recruit Allies in the form of Ally chips to your cause, and find magical Forges that you can use to unlock your Faction’s unique abilities.
In the War Phase, the characters go to Battle wherever they have placed their units and use the Allies they have gathered during the Tea Party. During Battle, you will draw Ally chips from your Battle bag and add their Strength to the fight. The player with the highest Strength will win the fight, earning Victory awards and building a Castle in that Region. But beware, the tainted Madness that escaped from the broken Looking Glass is spreading throughout the land. The longer you Battle, the more chance your Supporters will be corrupted by the evil Madness and abandon your army.
Tea Party
The Mad Hatter’s Tea Party is a frantic place, filled with Allies and exciting possibilities.
On your turn, you may move clockwise around the table to any chair and gain the resources of the card in that space. Be careful not to move too quickly! Each time you pass the Head of the Table, you will gain dangerous Shards which can lead you down the path of Madness.
In the Tea Party, you have 2 main Objectives: place units into the Regions where you would like to Battle, and gather Ally chips and Wonderlandians to help you in your cause.
Setting the Table
Each Round has its own Tea Party deck. Follow these steps to set up the Tea Party for a new Round (You have already completed these steps for the first Round of the game during setup):
1. Discard any Tea Party cards on the board from the previous Round.
2. Deal 1 card face up to each empty card space on the Tea Party board starting to the right of the Head of the Table and proceeding clockwise. Some spaces have a player count number on them--only deal to these spaces in games with players equal to or higher than that number.
3. Each player places their Leader figure at the Head of the Table.
4. In the second and third Rounds, the player with the lowest point total goes first. If 2 players are tied, the player with the least total units in all Regions goes first. Players take turns in clockwise order.
Players keep the Tea Party cards they select in front of them throughout the game to help remember which chips they have in their bag and to count for Quest scoring at the end of the game.
Winning the Game
Players earn the support of Wonderland by building Castles, completing Quests and amassing Victory Points (VP). At the end of the 3rd Round, the player with the most points (Castles, Quests and VP) wins the game and is named the new ruler of Wonderland!
Tea Party Turn
On your turn, if you have fewer than 4 cards from the current Tea Party, move your Leader clockwise any number of spaces to an unoccupied chair with a card (A), take its rewards (B), and place any Supporters gained (C) into a single Region.
If you reach the Head of the Table, you must stop temporarily to roll the Shard die (D), take that amount of Shards, and then refill all the Tea Party cards on unoccupied spaces (with no card or Leader) (E).
You then continue your turn by moving to any open chair. You cannot pass the Head of the Table more than once per turn.
At the start of your turn, if you have 4 cards from the current Tea Party, place your Leader into any of the 5 Regions on the outside of the game board (F). When the last Leader is placed, the Tea Party ends.
Leader Effects
A CHOOSE A CARD
E VISIT THE HEAD OF THE TABLE
D VENTURE INTO WONDERLAND
F
B
C
End of Tea Party
The Tea Party ends once all players have taken 4 Tea Party cards and placed their Leader into a Region.
Due to exposure to the Mad Hatter’s Tea, all players gain 1 Madness chip from the Supply, placing it into their bag.
Each player with the most Shards gains 1 additional Madness chip to their bag, then discards half of their Shards (rounded up).
For each of the above steps, if there are not enough Madness chips remaining to evenly distribute amongst players, no players gain Madness. If the player(s) with the most Shards do not gain Madness, they do not discard half of their Shards.
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Tea Party Card Effects
Each Tea Party card has various benefits (and sometimes penalties) as shown on the card. You gain all of the benefits, in any order you choose.
Units
Place the number of units shown in the top-left corner into a single Region. These will usually be Supporters, but you may also place Wonderlandians if you have previously recruited them.
If you have no Supporters left in your supply, you may return a Supporter or Wonderlandian you control from the board and place it into a different Region for each unit you couldn't place.
If a Tea Party card has two unit placement icons (one in the top left corner and one in the center), you may place each set of units into a different Region.
Ally Chip
Gain the indicated chip and place it into your bag. There is a weak (•) and strong (••) version of each Ally chip except Forge chips which are always weak. Make sure to take the Ally chip of the matching Strength.
Any Ally
Choose any of the Ally chips and gain 1 at the indicated level: 1 pip indicates a weak Ally chip with lower Strength, 2 pips indicate a strong Ally chip.
Shard Die
This icon appears in the top right corner of some cards. Roll the Shard die and gain that number of Shards, placing them next to your Faction board.
Shield
Flip over your shield if it was broken when you drafted this card.
Wonderlandians
Choose one of the face-up Wonderlandian cards and place it near your Faction board. You keep this Wonderlandian for the rest of the game. There are 2 types of Wonderlandians:
FIGURES
Wonderlandian figure cards are identified with a thumbnail of the figure's standee in the bottom-right corner (see the White Rabbit card below).
When you gain a Wonderlandian figure, you immediately place it into any Region.
CHIPS
Wonderlandian chip cards are identified with a thumbnail of the item's chip in the bottom-center.
When this card is acquired, place the 2 item chips into your bag.
After gaining a Wonderlandian card, draw a new Wonderlandian and add it to the market.
Faction Abilities
These allow you to unlock 1 of your Faction abilities. Remove the disc from the Faction ability you want to unlock. Faction abilities may be unlocked in any order. Each Faction has 4 abilities: 2 that improve your Faction Artifact chips and 2 passive abilities.
Discard Shards
Discard the number of Shards shown.
Castle
Place a Castle into a Region where you do not already have one. Castles give you 2 Strength at the start of Battle if you have units in that Region. Castles score Victory Points at the end of the game.
Leader Strength
Increase your Leader Strength by 1. If your Leader Strength is maxed out (6), you will instead get to discard 1 Shard.
Discard Madness
This reward allows you to search your bag for 1 regular Madness chip and discard it permanently. You may not discard your double Madness chip.
Quests
This reward allows you to draw 1 Quest card.
This reward allows you to draw 2 Quest cards, then discard any 1 Quest from your hand.
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Tea Party Card Effects
Each Tea Party card has various benefits (and sometimes penalties) as shown on the card. You gain all of the benefits, in any order you choose.
Units
Place the number of units shown in the top-left corner into a single Region. These will usually be Supporters, but you may also place Wonderlandians if you have previously recruited them.
If you have no Supporters left in your supply, you may return a Supporter or Wonderlandian you control from the board and place it into a different Region for each unit you couldn't place.
If a Tea Party card has two unit placement icons (one in the top left corner and one in the center), you may place each set of units into a different Region.
Ally Chip
Gain the indicated chip and place it into your bag. There is a weak (•) and strong (••) version of each Ally chip except Forge chips which are always weak. Make sure to take the Ally chip of the matching Strength.
Any Ally
Choose any of the Ally chips and gain 1 at the indicated level: 1 pip indicates a weak Ally chip with lower Strength, 2 pips indicate a strong Ally chip.
Shard Die
This icon appears in the top right corner of some cards. Roll the Shard die and gain that number of Shards, placing them next to your Faction board.
Shield
Flip over your shield if it was broken when you drafted this card.
Wonderlandians
Choose one of the face-up Wonderlandian cards and place it near your Faction board. You keep this Wonderlandian for the rest of the game. There are 2 types of Wonderlandians:
FIGURES
Wonderlandian figure cards are identified with a thumbnail of the figure's standee in the bottom-right corner (see the White Rabbit card below).
When you gain a Wonderlandian figure, you immediately place it into any Region.
CHIPS
Wonderlandian chip cards are identified with a thumbnail of the item's chip in the bottom-center.
When this card is acquired, place the 2 item chips into your bag.
After gaining a Wonderlandian card, draw a new Wonderlandian and add it to the market.
Faction Abilities
These allow you to unlock 1 of your Faction abilities. Remove the disc from the Faction ability you want to unlock. Faction abilities may be unlocked in any order. Each Faction has 4 abilities: 2 that improve your Faction Artifact chips and 2 passive abilities.
Discard Shards
Discard the number of Shards shown.
Castle
Place a Castle into a Region where you do not already have one. Castles give you 2 Strength at the start of Battle if you have units in that Region. Castles score Victory Points at the end of the game.
Leader Strength
Increase your Leader Strength by 1. If your Leader Strength is maxed out (6), you will instead get to discard 1 Shard.
Discard Madness
This reward allows you to search your bag for 1 regular Madness chip and discard it permanently. You may not discard your double Madness chip.
Quests
This reward allows you to draw 1 Quest card.
This reward allows you to draw 2 Quest cards, then discard any 1 Quest from your hand.
Split Cards
Some Tea Party cards have a line through the middle separating the icons. When you gain one of these cards, you choose to gain the rewards from either the top or bottom. You always gain the Supporters shown and must roll the Shard die if the icon is in the top-right corner.
Corrupted Cards
Tea Party cards with a grey background and a Shard die icon attached to a reward offer you two options:
• Roll the Shard die and gain the Shards rolled and the reward in addition to the other rewards on the card.
• Ignore the Shard reward and only take the other rewards.
Limited Components
The Ally chips are a limited supply. If you select a card that would gain you an Ally chip that is no longer in the supply, you may gain any chip of equivalent level (weak or strong).
Ally Card Sets
There are 4 full sets of Ally cards in the game. While mixing and matching is possible, the sets have been balanced for easy selection and to play well together.
For new players, we recommend playing through them in alphabetical order.
For experienced players, randomly choose a set to play with and have at it!
A
When played, return 1 Exhausted chip to your Bag OR double this chip's Strength.
Double the Strength of the next chip you place on your Active track.
Gain 1VP at the end of the Battle.
Gain 2VP when you Forge this chip.
Cannot be affected by your other chip abilities.
When this chip is Exhausted, return it to the Supply and gain the other value Creature chip to your Exhausted pool.
in the game While mixing and matching is possible the sets have been balanced for easy selection and to play well together For new players we recommend playing through them in alphabetical order For experienced players randomly choose a set to play with and have at it A When played return 1 Exhausted chip to your Bag OR double this chip s Strength Double the Strength of the next chip you place on your Active track Gain 1VP at the end of the Battle Gain 2VP when you Forge this chip Cannot be affected by your other chip abilities When this chip is Exhausted return it to the Supply and gain the other value Creature chip to your Exhausted pool
B
You may move Supporters equal to this chip’s Strength from an adjacent Region to this Battle OR double this chip's Strength.
If you have one or more Active Flamingos, all Ally chips you play in this Battle have +1 Strength.
At the end of Battle, place Active Roses into your bag instead of Exhausting them.
This chip's Strength is reduced to 1 if you already have an Active Red Rook.
At the end of Battle, if you have the most Active Creatures, place one Supporter into any Region.
C
On your next draw, draw extra chips equal to this chip's Strength. Choose 1 to play and return the rest to your bag.
After adding Strength from this chip, you may move your Strength tracker to the closest Forge symbol.
At the end of Battle, if you have 2 or more Active Roses, you may complete an extra Quest Feat without meeting its conditions.
When you complete the Feat portion of a Quest, you must permanently discard one Active chip.
If this chip is weak, it gains 2 Strength for each other Active Creature you have when played. If it is strong, it loses 2 Strength for each instead.
D
If you don't have a Castle in this Region, you may triple this chip's Strength.
When played, choose an opponent with higher Battle Strength than you to gain a Shard.
When you Forge a Rose, place a Supporter into a Region.
If you win this Battle, gain 1 Shard. If this is a strong chip, gain 1 additional Shard.
If you have more Shards than this chip’s Strength, lose 1 Shard. If you have fewer, gain 1 Shard.
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Leader Effects
Each Leader has a unique power that can only be used during the Tea Party phase.
Jabberwock
At the start of each of your turns, if there are no Poison chips on the Tea Party board, place 1 Poison chip onto any card. If an opponent takes that card, they gain the Poison. If you take that card, return the Poison to your supply.
Mad Hatter
Once per Tea Party phase, the Mad Hatter may refill all unoccupied card slots around the table with new cards from the Tea Party deck. He may then gain any card without moving.
POISON CHIPS
When drawn, lose 1 unit and return the Poison chip to the Jabberwock. Poison chips may be blocked with a Shield. If a Poison chip is blocked, it has no effect and is returned to your bag. Poison chips do not go to the Madness track.
If the Jabberwock takes the Tea Party card that they have placed a Poison chip on, it is returned to their supply. The Jabberwock has a limited number of Poison chips (number of players +2). If all of the Poison chips are in other player’s bags, the Jabberwock may not give any out. At the end of each Tea Party, if there is a Poison chip on a Tea Party card, it is returned to the Jabberwock's supply.
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Leader Effects
Each Leader has a unique power that can only be used during the Tea Party phase.
Jabberwock
At the start of each of your turns, if there are no Poison chips on the Tea Party board 1, place 1 Poison chip onto any card 2. If an opponent takes that card, they gain the Poison. If you take that card, return the Poison to your supply.
Mad Hatter
Once per Tea Party phase, the Mad Hatter may refill all unoccupied card slots 1 around the table with new cards from the Tea Party deck. 2 He may then gain any card without moving.
POISON CHIPS
When drawn, lose 1 unit and return the Poison chip to the Jabberwock. Poison chips may be blocked with a Shield. If a Poison chip is blocked, it has no effect and is returned to your bag. Poison chips do not go to the Madness track.
If the Jabberwock takes the Tea Party card that they have placed a Poison chip on, it is returned to their supply. The Jabberwock has a limited number of Poison chips (number of players +2). If all of the Poison chips are in other player’s bags, the Jabberwock may not give any out. At the end of each Tea Party, if there is a Poison chip on a Tea Party card, it is returned to the Jabberwock's supply.
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Red Queen
On each of her turns, the Red Queen may place Supporters from a single card 1 into multiple Regions 2.
Alice
Alice always moves counter-clockwise 1 around the table instead of clockwise when acquiring Tea Party cards 2.
Cheshire Cat
During the Tea Party, when you roll a 2 or 3 on the Shard die 1, you may give 1 of the Shards you gain to any player 2.
In a 2-player game, some Leaders have different abilities. Make sure to use the 2-Player side of the Faction boards when playing with 2 players.
Leader Effects (continued)
Each Leader has a unique power that can only be used during the Tea Party phase.
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War Phase
In the War phase you will Battle in each Region where you have units (Supporters, Wonderlandians, or your Leader) by drawing chips from your Battle bag. To win a Battle and build a Castle, you must have the highest Strength, but you may wish to stop earlier to complete a Quest or work towards Forging your Faction.
The differing Objectives in War require you to carefully analyze your opponent’s position and balance your desires for control with the potential for destruction at the hands of Madness.
Battles
Starting in the Region with the Starting Battle standee and proceeding clockwise, resolve Battle in each Region.
In the Battle, you’ll draw chips to advance your Strength tracker (cube) on the Battle track.
All players with at least 1 unit (Supporters, Wonderlandians, and Leaders) in the Region participate in the Battle. Castles, while granting a Strength bonus of 2 at the start of Battle, do not count as a unit. If a player only has a Castle in a Region, they will not Battle there.
Wagers
If you do not have any units in a Battle, you may place a Wager on who you think will win that Battle. Wagers are placed simultaneously by all players not involved in the Battle after starting Strength is determined.
To place a Wager, choose the card showing the Faction you think will win and place it face-down in front of you. If you are correct, gain any 1 weak Ally chip to your bag. If you Wagered incorrectly, gain 1 Shard. In the result of a tie, no chips or Shards are gained.
Wagers are not used in 2-player games.
NO PEEKING!
You may not look at the contents of your bag during the War Phase.
For a more detailed and complete breakdown of the battle steps, see the Waging War flowchart on p.24 of this rulebook (and on the rules quick reference sheet).
Determine players' Starting Strength
Players gain Strength at the start of Battle for each Leader, Wonderlandian figure, and Castle they have in the Region. Each player adds up the Leader Strength shown on their Faction board, Strength of any Wonderlandian figures that are present, and 2 Strength for a Castle and moves their Strength tracker to that number. Supporters do not grant a Strength bonus in battle.
first draw
Players must simultaneously draw and reveal a chip from their bag.
Play Your Chip
Resolve any "When Played" chip effects from abilities of chips, Wonderlandians, and Faction abilities.
place
Place the drawn chip onto the leftmost open space in the Active chip track.
is it a madness chip?
If you didn't draw a madness chip, proceed to step 4. If it is a Madness chip, place it onto the leftmost open space of the Madness track, and lose the indicated number of units.
If you still have units in the Region, proceed to STEP 7. If you do not have any remaining units, you have busted and are out of the battle.
advance in Strength
Advance each player's Strength tracker by their drawn chip’s Strength on the Battle track.
draw again?
Players simultaneously draw, or, if any player wishes to halt, they reach into their bag but bring out an empty hand.
is there a victor?
The Battle is over if:
* All players have busted or halted, OR
* A player has reached 25 on the Battle Track, OR
* The only active player is in the lead.
If not, repeat steps 2-7
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War Phase
In the War phase you will Battle in each Region where you have units (Supporters, Wonderlandians, or your Leader) by drawing chips from your Battle bag. To win a Battle and build a Castle, you must have the highest Strength, but you may wish to stop earlier to complete a Quest or work towards Forging your Faction.
The differing Objectives in War require you to carefully analyze your opponent’s position and balance your desires for control with the potential for destruction at the hands of Madness.
Battles
Starting in the Region with the Starting Battle standee and proceeding clockwise, resolve Battle in each Region. In the Battle, you’ll draw chips to advance your Strength tracker (cube) on the Battle track.
All players with at least 1 unit (Supporters, Wonderlandians, and Leaders) in the Region participate in the Battle. Castles, while granting a Strength bonus of 2 at the start of Battle, do not count as a unit. If a player only has a Castle in a Region, they will not Battle there.
Wagers
If you do not have any units in a Battle, you may place a Wager on who you think will win that Battle. Wagers are placed simultaneously by all players not involved in the Battle after starting Strength is determined.
To place a Wager, choose the card showing the Faction you think will win and place it face-down in front of you. If you are correct, gain any 1 weak Ally chip to your bag. If you Wagered incorrectly, gain 1 Shard. In the result of a tie, no chips or Shards are gained.
Wagers are not used in 2-player games.
NO PEEKING!
You may not look at the contents of your bag during the War Phase.
For a more detailed and complete breakdown of the battle steps, see the Waging War flowchart on p.24 of this rulebook (and on the rules quick reference sheet).
Determine players' Starting Strength
Players gain Strength at the start of Battle for each Leader, Wonderlandian figure, and Castle they have in the Region. Each player adds up the Leader Strength shown on their Faction board, Strength of any Wonderlandian figures that are present, and 2 Strength for a Castle and moves their Strength tracker to that number. Supporters do not grant a Strength bonus in battle.
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first draw
Players must simultaneously draw and reveal a chip from their bag.
Play Your Chip
Resolve any "When Played" chip effects from abilities of chips, Wonderlandians, and Faction abilities.
place
Place the drawn chip onto the leftmost open space in the Active chip track.
is it a madness chip?
If you didn't draw a madness chip, proceed to step 4. If it is a Madness chip, place it onto the leftmost open space of the Madness track, and lose the indicated number of units.
If you still have units in the Region, proceed to STEP 7. If you do not have any remaining units, you have busted and are out of the battle.
advance in Strength
Advance each player's Strength tracker by their drawn chip’s Strength on the Battle track.
draw again?
Players simultaneously draw, or, if any player wishes to halt, they reach into their bag but bring out an empty hand.
is there a victor?
The Battle is over if:
- All players have busted or halted, OR
- A player has reached 25 on the Battle Track, OR
- The only active player is in the lead.
If not, repeat steps 2-7
Timing
Most chip abilities can be resolved simultaneously. But, for cases where the order matters, resolve them in this way:
- Madness chips and busting are ALWAYS resolved first.
- Each player resolves any abilities which affect themselves or their chips in the order of their choosing.
- Each player resolves any abilities which affect other players.
- If there is ever a question of the order in which players should resolve actions and abilities, the player with the lowest VP will resolve first. If two players are tied for the lowest VP, the player with the most Shards resolves their actions and abilities first.
Halting
After the first draw, you may halt and leave the Battle by not drawing a chip from your bag. Once you halt, you may not draw again. You may want to halt to complete a Quest because you are on a Forge symbol or to preserve your remaining Supporters for the next Round.
When all but one player has halted or busted, if the remaining player is the highest on the Battle track, they must halt.
If a player advances to 25 (or above) on the Battle Track, they immediately win the battle. All players must halt, and the battle ends.
If two or more players reach 25 on the same draw, they tie for victory.
and abilities first Halting After the first draw you may halt and leave the Battle by not drawing a chip from your bag Once you halt you may not draw again You may want to halt to complete a Quest because you are on a Forge symbol or to preserve your remaining Supporters for the next Round When all but one player has halted or busted if the remaining player is the highest on the Battle track they must halt If a player advances to 25 or above on the Battle Track they immediately win the battle All players must halt and the battle ends If two or more players reach 25 on the same draw they tie for victory
Madness Chips and Busting
When you play a Madness chip, you do not advance on the Battle track. Instead, you lose 1 unit (Supporters, Leaders, or Wonderlandians) for each "lose 1 unit" icon ( ) shown. Return the lost units to your reserve, and place the Madness chip onto the leftmost empty space of the Madness track (at the top right of your player board.)
You may not remove your Leader until all other units have been removed.
Wonderlandians that are lost are returned to your reserve. They can be placed again during a Tea Party as one of your unit placements. You do not lose Strength from Wonderlandians that are lost, but abilities from those Wonderlandians no longer affect the Battle.
SHIELDING MADNESS
When you draw a Madness chip, you may block its effect by flipping an unbroken (face-up) Shield token. If a Madness chip is blocked by a Shield, return it to the bag and flip the Shield to its face-down side. Shields block the entire effect of regular and double Madness chips.
BUSTING
If you have no units left, you bust and are out of the Battle. Your Strength is reduced to 0, all of your Active chips immediately become Exhausted, and you may not draw again.
Exhausted chips are moved from your Active chips area to the bottom of your Faction board. When you bust, all special abilities of your Active chips are lost (for example, you can no longer forge with Forge chips).
Finally, flip your Shield token to the unbroken side.
REFRESHING YOUR BAG
When you place a Madness chip in the last space on your Madness track (4th space), refresh all Madness and Exhausted chips by placing them into your bag immediately. If you bust and that chip fills your Madness chip area, first move all Active chips to your Exhausted Area, then refresh all Exhausted chips and all Madness chips to your bag.
Players will want to be cautious to keep from Refreshing their bag when they have a majority of their chips in the Active chip area, as only the chips in their Exhausted area will be refreshed, which can leave them with a higher ratio of Madness chips.
BUSTING AND REFRESHING
These two effects can happen simultaneously but are distinct and each have separate rules. Flipping a broken Shield to its unbroken side only happens when you bust (or draft the symbol during the Tea Party or use of special abilities), not when you refresh your bag. Refreshing refills your bag, but does not flip your Shield, and does not cause you to lose the battle.
(See Busting and Refreshing example on Pg. 18)
Chip Effects
Each chip that is not a Madness chip adds to your Battle Strength. Some chips (Allies, Wonderlandians, and Artifacts) have abilities that can affect the Battle or will take place when the Battle ends. Effects are detailed on the chip’s card or Faction boards, and clarifications can be found in the FAQ section on p. 22.
Abilities that change a chip's Strength wear off once the chip is placed. On later draws, the chip will revert to the Strength printed on that chip.
CHIPS THAT AFFECT OPPONENTS
Chips that refer to opponents only affect the players who have units in the current Battle Region. This includes players who have halted but not players who have busted.
CHIP EFFECTS DO NOT CARRY OVER
Some chips affect future draws. These effects only apply to the current Battle.
chip draw example
Draw 1: Faction Chip
Faction chips do not have any special abilities. When this chip is placed, Alice increases her Battle Strength by 2.
Draw 2: Flamingo
Flamingo chips (set A) double the Strength of the next Active chip that you play. This chip has a Strength of 1, so Alice advances her Battle Strength by 1. Its ability will double the Strength of the next chip that Alice draws.
Draw 3: Card soldier
Card Soldiers (set A) give the player a choice to refresh a chip or increase the Card Soldiers' Strength. Alice chooses to increase the Strength from 1 to 2. The 2 Strength is then doubled to 4, as it is the next Active chip after the Flamingo.
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Battle Outcome
As long as you did not bust, you may gain various rewards from the Battle. You gain all of the rewards that you qualify for.
Steps of Battle Outcome
1. Region Victory Awards and Castles
2. Complete Quests
3. Faction and Wonderlandian abilities
4. Forge
5. Resolve Wagers
6. Battle Clean-up
Region Victory Awards and Castles
The player with the highest Strength gains the current Round’s Victory award for the Region, as shown on the scoring marker. Each scoring marker has 3 scores shown on it. The leftmost score is awarded for the first Round, the middle for the second, and the rightmost for the third.
In addition to scoring points equal to Round's Victory award, the player with the highest Strength places a Castle in the Region. Each player may have a maximum of one Castle per Region. If the winning player already has a Castle in that Region, they will only gain the Victory award.
The player with the second highest score gains half the Victory award from the scoring marker for that Round.
TIES AND UNCONTESTED REGIONS
* If 2 or more players are tied for 1st place, they each choose to gain either the Victory award or place a Castle. There is no 2nd place award in this case.
* If 2 or more players are tied for 2nd place, they split the 2nd place award evenly, rounding up.
* In an uncontested Region, the player may choose to gain the Victory award or a Castle. No Wagers are placed on uncontested Battles.
* In case of a tie for 1st place, any Wagers made in that Battle have no effect.
In an uncontested Region, the player may choose to gain the Victory award or a Castle. No Wagers are placed on uncontested Battles and no chips are drawn (Except when playing a 2-player game).
No Winner:
If all players Bust in a Region, there is no winner.
Quests (See Example on p.20)
Each Quest card consists of 2 parts: Feats and Objectives. The Feat portion of a Quest sets a goal for you to achieve in Battle in a specific Region. Objectives give you a goal that you strive to complete throughout the game, mostly in the Tea Party phase. You can complete either or both portions of a Quest. At the end of the game, each portion of a Quest will grant 3VP if complete; and if you complete both portions, you will gain an additional 3VP.
FEATS
Each Quest gives you a Feat to complete in Battle in a specific Region (e.g. Stop when your final Active chip has a value of “1” in Tulgey Woods). If you meet this requirement at the end of a Battle, announce that you have completed the Feat portion of the Quest, and place it into your play area face up.
You may only complete the Feat portion of one Quest during each Battle.
OBJECTIVES
The Objective portion of Quests gives you guidance as to what to collect during the Tea Party and how to develop your Faction. Each Objective sets a threshold of something you need to collect or accomplish (for instance, 7 or more Creature and Red Rook chips). The Objectives are checked at the end of the game. Objectives that count chips will count them everywhere: in your bag, Active, Exhausted, or Forge spaces.
Quests will award 3VP if either the Feat or Objective is met and 9VP if both the Feat and the Objective are met.
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Battle Outcome
As long as you did not bust, you may gain various rewards from the Battle. You gain all of the rewards that you qualify for.
Steps of Battle Outcome
1. Region Victory Awards and Castles
2. Complete Quests
3. Faction and Wonderlandian Abilities
4. Forge
5. Resolve Wagers
6. Battle Clean-up
Region Victory Awards and Castles
The player with the highest Strength gains the current Round’s Victory award for the Region, as shown on the scoring marker. Each scoring marker has 3 scores shown on it. The leftmost score is awarded for the first Round, the middle for the second, and the rightmost for the third.
In addition to scoring points equal to Round's Victory award, the player with the highest Strength places a Castle in the Region. Each player may have a maximum of one Castle per Region. If the winning player already has a Castle in that Region, they will only gain the Victory award.
The player with the second highest score gains half the Victory award from the scoring marker for that Round.
TIES AND UNCONTESTED REGIONS
* If 2 or more players are tied for 1st place, they each choose to gain either the Victory award or place a Castle. There is no 2nd place award in this case.
* If 2 or more players are tied for 2nd place, they split the 2nd place award evenly, rounding up.
* In an uncontested Region, the player may choose to gain the Victory award or a Castle. No Wagers are placed on uncontested Battles.
* In case of a tie for 1st place, any Wagers made in that Battle have no effect.
In an uncontested Region, the player may choose to gain the Victory award or a Castle. No Wagers are placed on uncontested Battles and no chips are drawn (Except when playing a 2-player game).
No Winner:
If all players Bust in a Region, there is no winner.
Quests (See Example on p.20)
Each Quest card consists of 2 parts: Feats and Objectives. The Feat portion of a Quest sets a goal for you to achieve in Battle in a specific Region. Objectives give you a goal that you strive to complete throughout the game, mostly in the Tea Party phase. You can complete either or both portions of a Quest. At the end of the game, each portion of a Quest will grant 3VP if complete; and if you complete both portions, you will gain an additional 3VP.
FEATS
Each Quest gives you a Feat to complete in Battle in a specific Region (e.g. Stop when your final Active chip has a value of “1” in Tulgey Woods). If you meet this requirement at the end of a Battle, announce that you have completed the Feat portion of the Quest, and place it into your play area face up.
You may only complete the Feat portion of one Quest during each Battle.
OBJECTIVES
The Objective portion of Quests gives you guidance as to what to collect during the Tea Party and how to develop your Faction. Each Objective sets a threshold of something you need to collect or accomplish (for instance, 7 or more Creature and Red Rook chips). The Objectives are checked at the end of the game. Objectives that count chips will count them everywhere: in your bag, Active, Exhausted, or Forge spaces.
Quests will award 3VP if either the Feat or Objective is met and 9VP if both the Feat and the Objective are met.
Faction and Wonderlandian Abilities
All players in the Battle who did not bust may activate their Faction and Wonderlandian abilities that trigger at the end of Battle.
Forging (See Example on p. 20)
You can Forge your chips into powerful Artifacts. You may Forge once if there is a Forge icon on your final space on the Battle track. You may also Forge once for each Forge chip in your Active chip area.
TO FORGE:
1. Choose any 1 Active chip (including a Forge chip).
2. Place it onto the leftmost empty space of any of the Forge tracks on your player board.
3. Gain the reward from the space you covered.
4. If you have completed a Forge track, immediately gain the Artifact chip from the end of that track and add it to your bag.
You must have an available Active chip to Forge. Forging is optional--you may choose not to use a Forge icon.
Most of the rewards on the Forge tracks are the same as the icons on the Tea Party cards. However, a few have special meaning:
SUPPORTERS
Increase your maximum number of Supporters. Add the Supporters in that space to your Supply.
CASTLE
This increases the endgame VP award for each of your Castles. Castles start with a value of 3VP and can be advanced to 6VP (7VP in the two-player variant).
VICTORY POINTS
The star awards 4 Victory Points when Forged.
Some rewards are between 2 Forge tracks. You must fill the spaces above and below those rewards to unlock them.
an available Active chip to Forge Forging is optional you may choose not to use a Forge icon Most of the rewards on the Forge tracks are the same as the icons on the Tea Party cards However a few have special meaning SUPPORTERS Increase your maximum number of Supporters Add the Supporters in that space to your Supply CASTLE This increases the endgame VP award for each of your Castles Castles start with a value of 3VP and can be advanced to 6VP 7VP in the two player variant VICTORY POINTS The star awards 4 Victory Points when Forged Some rewards are between 2 Forge tracks You must fill the spaces above and below those rewards to unlock them
Resolve Wagers
* Players who Wagered correctly gain any weak Ally chip.
* Players who Wagered incorrectly gain a Shard.
Battle Clean-up
After claiming rewards:
1. Move all of your chips from your Active chip area to your Exhausted chip area.
2. Return your Strength tracker to the beginning of the Battle track.
Battle then begins in the next Region in clockwise order. Battles continue until all Regions have Battled.
Madness chips stay on your Madness track.
End of the War Phase
The War Phase ends after a Battle has been resolved in each Region. If it is the 3rd Round, go to final scoring. If not:
1. Roll the Shard die and move the Starting Battle standee clockwise as many Regions as Shard symbols on the die roll.
2. Return all chips from your Exhausted chip area and your Madness chip track to your bag.
3. All Supporters and Wonderlandians that were not lost in Battle stay in the Regions.
4. Place your Leader at the Head of the Table on the Tea Party board.
5. Shuffle the 3 face-up Wonderlandian cards into the deck, and deal 3 new Wonderlandian cards face-up.
6. Prepare the next Tea Party (p.6).
Shields do not automatically flip to the unbroken side at the end of the War Phase. Broken Shields remain broken. Unbroken Shields remain unbroken.
Final Scoring
Once the 3rd Round War Phase is complete, the game is over and players must now calculate their final scores.
Each player calculates their final score as follows:
* Start with the base VP track score
* Add 3-6 VP for each castle (Castle scoring ranges from 3-6VP per Castle based on the bottom row of your Forge track.)
Note: VP for 2P games is different. See p.21 for more information
* Add VP from each Quest card
Feat Met = 3VP
Objective Met = 3VP
Bonus for Both = 3VP
(For each Quest card, score 3VP if either the top or bottom section is complete and 9VP if both sections are complete.)
* Lastly, subtract 1VP for each madness Shard
A Wonderful Winner!
The player with the highest total points is the winner and the new ruler of Wonderland. They may now describe in glorious detail how they will rebuild Wonderland in their vision.
In case of a tie, the player with the fewest Shards wins. If players are still tied, the player with the most units on the board wins.
14
15
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2. Battle!
BATTLE EXAMPLE 1
WITZEND
1. Starting Strength
THE QUEEN is in the Battle Region and has a Leader Strength of 2, so she places her Battle Strength token on the 2 space of the Battle track.
2 + = 2
THE MAD HATTER is NOT in the Battle Region and only has Supporters, so he starts with zero Battle Strength.
0 + = 0
THE JABBERWOCK is NOT present in the Battle Region, so they cannot add their Leader Strength. They have a Castle and the Walrus in Witzend, each of which give them 2 Strength for a combined 4 Strength at the start of the Battle.
+ = 4
ALICE has no units in this Battle, so she has the option to choose 1 Wager card.
Current Round
16
DRAW 1
The Queen draws a Red Rook (3) chip, the Mad Hatter draws a Forge chip, and the Jabberwock draws a Madness chip. Their new Strengths are 5, 1, and 4 respectively.
DRAW 2
The Queen decides to stop drawing, the Mad Hatter draws a Faction 1 chip, and the Jabberwock draws their Artifact chip placing them at 5, 2, and 7 on the Battle track respectively.
DRAW 3
The Queen stopped drawing last Round, the Mad Hatter also decides to halt, and the Jabberwock draws a weak Flamingo chip advancing them to 5, 2, and 8 on the Battle track respectively.
The Jabberwock is the only Faction that has not halted. Because they are in the lead, they must halt and the battle ends immediately. If a player is the only active remaining player and not in the lead, they may continue to draw until they reach the lead or bust.
THE JABBERWOCK WINS.
3. Complete Quests
The Mad Hatter completes the 'Feat' portion of the Quest "A Castle By Any Other Name" because he stopped when his final Active chip had a base Strength of 1 in a Battle in Witzend.
The Hatter places the Quest face up in front of them. At the end of the game, they will check to see if they have completed the “Objective” portion of the Quest and determine how many VP they gain for the Quest.
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1. Starting Strength
BATTLE EXAMPLE 1
WITZEND
THE QUEEN is in the Battle Region and has a Leader Strength of 2, so she places her Battle Strength token on the 2 space of the Battle track.
THE MAD HATTER is NOT in the Battle Region and only has Supporters, so he starts with zero Battle Strength.
THE JABBERWOCK is NOT present in the Battle Region, so they cannot add their Leader Strength. They have a Castle and the Walrus in Witzend, each of which give them 2 Strength for a combined 4 Strength at the start of the Battle.
ALICE has no units in this Battle, so she has the option to choose 1 Wager card.
2. Battle!
DRAW 1
The Queen draws a Red Rook (3) chip, the Mad Hatter draws a Forge chip, and the Jabberwock draws a Madness chip. Their new Strengths are 5, 1, and 4 respectively.
DRAW 2
The Queen decides to stop drawing, the Mad Hatter draws a Faction 1 chip, and the Jabberwock draws their Artifact chip placing them at 5, 2, and 7 on the Battle track respectively.
DRAW 3
The Queen stopped drawing last Round, the Mad Hatter also decides to halt, and the Jabberwock draws a weak Flamingo chip advancing them to 5, 2, and 8 on the Battle track respectively.
The Jabberwock is the only Faction that has not halted. Because they are in the lead, they must halt and the battle ends immediately. If a player is the only active remaining player and not in the lead, they may continue to draw until they reach the lead or bust.
THE JABBERWOCK WINS.
3. Complete Quests
The Mad Hatter completes the 'Feat' portion of the Quest "A Castle By Any Other Name" because he stopped when his final Active chip had a base Strength of 1 in a Battle in Witzend.
The Hatter places the Quest face up in front of them. At the end of the game, they will check to see if they have completed the “Objective” portion of the Quest and determine how many VP they gain for the Quest.
4. Forge 'em if you got 'em!
THE RED QUEEN
The Red Queen ended on a Forge symbol but chooses not to Forge her Red Rook.
MAD HATTER
The Mad Hatter has 1 Forge chip in his Active chips and also ended on a Forge symbol, so he has the option to take 2 Forge actions.
The Hatter decides to Forge both of his Active chips (Forge chip and the '1' Strength Faction chip).
He places the first one onto the "Leader Strength" row and advances his Leader Strength tracker by 1.
Then, he places the second one onto the first space of the Supporter row, moving that Supporter to his supply and drawing 1 Quest card.
Current Round
16
winner
2nd place
3rd place
2
0
4
5
1
4
5
2
7
5
2
8
Advances 3 spaces on the Battle track.
Advances 3 spaces on the Battle track.
Advances 1 space on the Battle track.
Advances 1 space on the Battle track.
Wins the Battle: +6 VP
Places a Castle in the Red Keep
Wins a Battle in Walrus' Region: +3VP
Places 2nd in Battle: +3VP
Advances 1 space on the Battle track.
Decides to halt and stop drawing chips.
Decides to halt and stop drawing chips.
Loses 1 unit.
Chooses a Supporter.
draw 1 draw 2 draw 3 end
17
The Walrus gives +3VP for winning a Battle in its Region.
The Jabberwock already has a Castle in Witzend, so it cannot place another. They use the Walrus's ability to place their Castle into the Red Keep instead.
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2. Battle!
BATTLE EXAMPLE 2
THE RED KEEP
1. Starting Strength
ALICE places her token at 3 on the Battle track because she is in the Battle Region, and her current Leader Strength is 3.
THE RED QUEEN places her token at 2 on the Battle Strength track. The Queen is not personally present in the Battle Region so she cannot add her Leader Strength, but she controls the Gryphon, which is in the Region and has a Strength of 2.
Current Round
HOT TIP!
Group your units together in the varying regions to make it easy to identify them!
DRAW 1
Alice draws a Faction chip, and Red Queen draws a Forge chip, advancing their Strength to 5 and 3 respectively.
DRAW 2
Alice draws a Forge chip. The Red Queen draws a Madness chip and decides to lose the Gryphon.
Even though she loses the Gryphon from the Battle, the Red Queen does not lose the Battle Strength that the Gryphon added at the start of the Battle. She places the Gryphon in her supply and may place it during the next Tea Party.
The Red Queen’s Madness track is now full (4 Madness chips). She returns all of her Exhausted chips and all of her Madness chips to her bag. The Active chip remains on her Active chip track.
DRAW 3
Alice draws a Rose chip. The Red Queen draws a Madness chip and would lose her final Supporter, but she decides to use her Shield. She flips it from unbroken to broken and returns the Madness chip to her bag.
DRAW 4
Alice stops, and the Red Queen draws another Madness chip and loses her last Supporter, causing her to bust. Her Battle Strength becomes “0”, and she will score no points in the Battle. Because she busted, she is unable to use her Forge action from the Forge chip.
She moves her Active chips to Exhausted, reduces her Battle Strength to 0, and flips her Shield token to unbroken.
30
0
=
=+
+3
2
18
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2. Battle!
1. Starting Strength
ALICE places her token at 3 on the Battle track because she is in the Battle Region, and her current Leader Strength is 3.
THE RED QUEEN places her token at 2 on the Battle Strength track. The Queen is not personally present in the Battle Region so she cannot add her Leader Strength, but she controls the Gryphon, which is in the Region and has a Strength of 2.
BATTLE EXAMPLE 2
THE RED KEEP
Current Round
HOT TIP!
Group your units together in the varying regions to make it easy to identify them!
DRAW 1
Alice draws a Faction chip, and Red Queen draws a Forge chip, advancing their Strength to 5 and 3 respectively.
DRAW 2
Alice draws a Forge chip. The Red Queen draws a Madness chip and decides to lose the Gryphon.
Even though she loses the Gryphon from the Battle, the Red Queen does not lose the Battle Strength that the Gryphon added at the start of the Battle. She places the Gryphon in her supply and may place it during the next Tea Party.
The Red Queen’s Madness track is now full (4 Madness chips). She returns all of her Exhausted chips and all of her Madness chips to her bag. The Active chip remains on her Active chip track.
DRAW 3
Alice draws a Rose chip. The Red Queen draws a Madness chip and would lose her final Supporter, but she decides to use her Shield. She flips it from unbroken to broken and returns the Madness chip to her bag.
DRAW 4
Alice stops, and the Red Queen draws another Madness chip and loses her last Supporter, causing her to bust. Her Battle Strength becomes “0”, and she will score no points in the Battle. Because she busted, she is unable to use her Forge action from the Forge chip.
She moves her Active chips to Exhausted, reduces her Battle Strength to 0, and flips her Shield token to unbroken.
30
0 =
=+
+3
2
18
draw 1 draw 2 draw 3 draw 4 end
3 5 6 8 8
Advances 2 spaces on the Battle track.
Decides to halt and stop drawing chips.
2 3 3 3 X
Loses 1 unit.
Chooses the Gryphon.
Advances 1 space on the Battle track.
Uses shield to return the chip to her bag.
Loses last Supporter.
BUST!
Advances 1 space on the Battle track.
Advances 2 spaces on the Battle track.
winner
Wins the Battle: +2VP
Places a Castle in The Red Keep
Gains 1VP for Rose
3. It's Upgrade time!
Alice ends the Battle with a Forge chip in her Active chips and decides to Forge her Rose chip (gaining 2VP from the Rose - see card image on right). She places it on the final space of her Leader Strength track and gains 1 Leader Strength. Because she finished that Forge track, she also gains a Faction Artifact chip. She takes the Artifact chip (hers is the Sword of Hope) and places it into her bag.
In this example, Alice gains 2 rewards from having an Active Rose chip: 1VP at the end of Battle, and 2VP for forging the Rose chip.
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Examples
Quest Example 1 (FEAT)
The Red Queen ended the Battle in Tulgey Woods with 2 Active chips.
She completes the Feat Portion of the "Call the Clams" Quest card, which triggers if the player stops with exactly 2 or 6 Active chips in Tulgey Woods.
She places it face-up in front of her to signify that the Feat is complete. At the end of the game, she will score 3 points for completing the Feat portion of the Quest.
Quest Example 2 (OBJECTIVE)
The Red Queen finishes the game with 5 different types of Ally chips on her Forge tracks.
She completes the Objective Portion of the "Befriend Them All" Quest card, which triggers if the player has Forged 3 different Ally chips.
As a result, she gains 9VP total: 3VP for completing the Feat portion, 3VP for completing the Objective portion, and an additional bonus 3VP for completing both portions of the Quest card.
Forging Example
As we see in the Quest example on the left, the Red Queen ends the Battle with a Forge chip in her Active chips. She Forges it by placing it onto the final space of her 2nd Forge track (Leader Strength).
She increases her Leader Strength by 1 for filling that Forge space.
She also gains the reward of removing 1 Madness chip from her bag for filling the spaces above and below the "Discard 1 Madness" icon.
Lastly, she has completed a Forge track and gains the "War Axe" Artifact chip to her bag.
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Examples
Quest Example 1 (FEAT)
The Red Queen ended the Battle in Tulgey Woods with 2 Active chips.
She completes the Feat Portion of the "Call the Clams" Quest card, which triggers if the player stops with exactly 2 or 6 Active chips in Tulgey Woods.
She places it face-up in front of her to signify that the Feat is complete. At the end of the game, she will score 3 points for completing the Feat portion of the Quest.
Quest Example 2 (OBJECTIVE)
The Red Queen finishes the game with 5 different types of Ally chips on her Forge tracks.
She completes the Objective Portion of the "Befriend Them All" Quest card, which triggers if the player has Forged 3 different Ally chips.
As a result, she gains 9VP total: 3VP for completing the Feat portion, 3VP for completing the Objective portion, and an additional bonus 3VP for completing both portions of the Quest card.
Forging Example
As we see in the Quest example on the left, the Red Queen ends the Battle with a Forge chip in her Active chips. She Forges it by placing it onto the final space of her 2nd Forge track (Leader Strength).
She increases her Leader Strength by 1 for filling that Forge space.
She also gains the reward of removing 1 Madness chip from her bag for filling the spaces above and below the "Discard 1 Madness" icon.
Lastly, she has completed a Forge track and gains the "War Axe" Artifact chip to her bag.
Two-Player Rules
Set-Up
1. Reveal 1 Quest at random. The Region shown on that Quest will not be used this game. No units or Castles may be placed into that Region, and no Battle will occur there.
2. Remove all Quests from that Region from the Quest deck.
3. Remove the Region scoring marker from that Region.
4. Place the Starting Battle standee in the region immediately clockwise from the unused region. Then roll the Shard die and move (the Starting Battle standee) clockwise as many Regions as there are Shard symbols on the die roll, skipping the unused region when counting.
5. Flip the Player's Faction board to the 2-Player side (identified by gold framework and a "2-PLAYER" label in the bottom-left corner) which features changes to the Forge tracks. Some factions have an alternate Faction ability on the 2-Player side.
Forging Frenzy
Each player starts with 1 additional Forge chip in their bag.
REMOVE WONDERLANDIAN CARDS
In a 2-player game, remove the Amulet of the Duchess and March Hare Wonderlandian cards.
Tea For Two
In the Tea Party, each player will take 1 additional card (5 total) before placing their Leader into a Region.
Local Resistance
Players must pass or match the Strength of the "Local Resistance" to win 1st or 2nd place and gain Region Victory Awards and Castle placements.
At the start of game, take 1 of the Battle Strength markers from a Faction that is not in the game to use as the “Local Resistance” token.
At the start of each War Phase, place the "Local Resistance" token on the appropriate space on the Battle track for that Round.
FIRST SECOND THIRD
3 5 7
If only 1 player has units in a Region, they will still Battle. They must surpass the Local Resistance to win in that region or match it to tie. If you are the only player left in the Battle and you have passed Local Resistance on the Battle Track, the battle immediately ends.
If a player ends a battle with less Strength than the Local Resistance, they will not gain any points from Region Victory awards (neither from first place nor second place). They may still complete Quests and Forge.
No Wagers are placed in a 2-player game.
Effects and abilities that target opponents have no effect on Local Resistance. When you win a Battle against Local Resistance, gain the Region Victory award and place a Castle into that Region.
Castle Construction
As you have only 1 opponent, you want your Castles to be larger and grander. To build a Castle, you need to win 2 Battles in a Region. After winning your first Battle, place your Castle sideways in that Region. After winning a Battle, if you have a sideways Castle, turn it so it is standing upright.
A Tea Party card or ability that lets you place a Castle may place a sideways Castle in a Region or turn a sideways Castle upright. Sideways Castles still give a 2 Strength bonus at the start of Battle.
Only Castles that are upright will score at the end of the game.
CREDITS
Based on original ideas by Ben Eisner, Tim Eisner, Jon Gilmour, Ian Moss, and James Hudson.
DESIGNERS
Tim Eisner, Ben Eisner, and Ian Moss
ART
Manny Trembley
NARRATIVE
Manny Trembley and Ben Kepner
PRODUCER
James Hudson
GRAPHIC DESIGN
Matt Paquette & Co.
DEVELOPMENT TEAM
Derek Funkhouser, Ben Kepner, Matt Faulisi, Dan Stong, Aris Bionat, and James Hudson
PRODUCTION LEAD
Kate Finch
turn it so it is standing upright A Tea Party card or ability that lets you place a Castle may place a sideways Castle in a Region or turn a sideways Castle upright Sideways Castles still give a 2 Strength bonus at the start of Battle Only Castles that are upright will score at the end of the game CREDITS Based on original ideas by Ben Eisner Tim Eisner Jon Gilmour Ian Moss and James Hudson DESIGNERS Tim Eisner Ben Eisner and Ian Moss ART Manny Trembley NARRATIVE Manny Trembley and Ben Kepner PRODUCER James Hudson GRAPHIC DESIGN Matt Paquette Co DEVELOPMENT TEAM Derek Funkhouser Ben Kepner Matt Faulisi Dan Stong Aris Bionat and James Hudson PRODUCTION LEAD Kate Finch
RULEBOOK EDITING
Jonathan Cox, Maya Coleman, and Christina Ha
FACTION LEADER PLAYTESTERS
Jessica Dickens Waters, Carol LM Johnson, KP Michael, Mike Deich, Matt Gould, Corey Coleman, and Kyle Wilson
RULEBOOK ONLY PLAYTESTERS
Justin Clyburn, Jake Schwartfigure, Nickolas Zuniga, Travis Rhoads, Corbin Coyle, Ryan Halberg, Lauren Peterson (Flowchart Concept Designer), Alejandro Quesada Rodríguez, Christopher Wilson, Sean “Hawkins” Faeth, Rick May, Alicia Molstad, Chris Smolen, Jennifer Schmidt, Ty James, Cardinal Marking, and Gayle Richardson
EXCELLENT PLAYTESTERS
Ryan Swisher, Evan Halbert, Ryan Mauk, Taran Kratz, Don Sheets, Scott Biersdorf, Petr Sorfa, Rob Randolph, Keith Eisner, Jeanne Marie Musca, Jake, David Dysart, Lamar Neal, Jake Bachman, Katie McKay, Nick Rhoads, Martin Mitev, Teresa Hedin, Krista Cox, Ryan Schoon, Alicia Molstad, Tami Hurlburt, Adam McCarty, Luke Seigars, John Heidrich, Michael Lencioni, Dawson Cowals, Rio Wibowo, Keith Farmer, Shawn Miller, Chase Van Epps, Joseph Owens, Mohammad Ali, Nathan Woll, Thor Hansen, Jake Schwartfigure, Micah Sawyer, Isaac Villa, Travis Magrum, Michael Addison, Sarah Addison, Mike Gallegos, Jim Schoch, Julia Vasquez, Chris Vasquez, Alvin Vasquez, Josh Swartz, Heather Swartz, Tate Thiel, Matt Paquette, Marshall Britt, Michael Chang, AJ Brandon, Curtis Clark, Dan Shoe, Kira Peavley, Jeremy Salinas, David Waybright, Lizzy Funkhouser, Chris Gerber, Luke Muench, Brad Bachelor, Kyle Williamson, Julie Ewald, Garrett Ewald, Anna Vann, Craig Schwenke, Vesa Luukonen, Christina Ensalata, Don Liles, Brianna Nivinski, Christina Ha, Tom Twedell, Jonathan Larson, and Herb Haneke
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Glossary
Unit
A Supporter, Wonderlandian, or Leader.
Supporters
These units allow you to battle in a Region but do not
add to your Battle Strength.
Opponent
Any player with units (Supporters, Wonderlandians,
Leader) in the Region during Battle. This includes players
who have halted.
Exhaust
After a Battle, your Active chips are Exhausted and
moved to the bottom of your Faction board.
Adjacent
Regions that are next to each other are considered
adjacent. The Pool of Tears and Witzend are also
considered to be adjacent.
Gain
Tea Party cards, Wagers, and Forging will allow you to
gain chips. When you gain a chip, it is placed directly
into your bag, unless specified otherwise.
Chip Types
The chip types are:
• Ally — Each counts as its own type, including
Forge chips.
• Faction — includes Artifact chips.
• Wonderlandian — each counts as its own type.
• Madness
• Poison
Head of the Table
This is the top of the Tea Party where all Leaders start.
Each time a Leader lands on the Head of the Table, they
must stop temporarily to roll the Shard die and refill all
Tea Party spaces that do not have a Leader or a card.
Double Unit Placement
If you gain a Tea Party card with two
different Unit placement icons, you may
place each set of Units into a different
Region.
FAQ
Player Order
If there is ever a question of the order in which players
should resolve actions and abilities, the player with the
lowest VP will resolve first. If two players are tied for the
lowest VP, the player with the most Shards resolves their
actions and abilities first.
Poison Chips
When drawn, lose 1 Supporter
and return the Poison chip to the
Jabberwock. Poison chips may be blocked with a
Shield. If a Poison chip is blocked, it has no effect and
is returned to your bag. Poison chips do not go to the
Madness track.
If the Jabberwock takes the Tea Party card that they
have placed a Poison chip on, it is returned to their
supply.
The Jabberwock has a limited number of Poison
chips based on the number of players (4-7). If all
of the Poison chips are in other player’s bags, the
Jabberwock may not give any out.
Faction Abilities
Ally, Wonderlandian, and Faction abilities unlocked
through Forging do not grant their effect in that Battle.
(Alice’s “Love of Learning” would not let her return an
Ally chip from the same Battle where she Forged to
unlock that ability.)
Tea Party Card Rewards
You may gain the rewards and penalties from a Tea Party
card in any order you choose. We suggest placing your
units first so the next player may start their turn.
Empty Bag
In the rare occurrence that you would draw a chip, but
your bag is empty, immediately return all Exhausted
chips and all Madness chips to your bag.
Battle Abilities
Ally, Wonderlandian, and Faction abilities triggered in
one battle do not carry over to any subsequent battles.
Wonderlandian Figures
If a Wonderlandian is lost to a Madness chip, you do not
subtract their Strength. Wonderlandians that are lost
can be placed during the following Tea Party instead of
placing 1 Supporter.
No Supporters to Place
If you have no Supporters left in your supply and have
a Tea Party card or ability that would let you place
Supporters, you may return a Supporter you control
from the board and place it into a different Region. You
may also return Wonderlandians you control in the
same manner.
Quest Objectives
You may use the same components to complete
multiple Quest Objectives (bottom part of the quest
card). For example, if you had 5 Rose
chips, you could use them to help you
complete both “Have 7+ Rose and
Creatures chips” and "Have 7+ Rose
and Red Rook chips.”
Shields
Shields are only flipped to the
unbroken side when a player busts,
drafts the symbol in the Tea Party or by using special
abilities
(Alice, Humpty’s Gloves).
Halting after the first draw
Players have the option to halt starting on their second
draw, regardless of what type of chip they drew on their
first draw.
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Glossary
Unit
A Supporter, Wonderlandian, or Leader.
Supporters
These units allow you to battle in a Region but do not
add to your Battle Strength.
Opponent
Any player with units (Supporters, Wonderlandians,
Leader) in the Region during Battle. This includes players
who have halted.
Exhaust
After a Battle, your Active chips are Exhausted and
moved to the bottom of your Faction board.
Adjacent
Regions that are next to each other are considered
adjacent. The Pool of Tears and Witzend are also
considered to be adjacent.
Gain
Tea Party cards, Wagers, and Forging will allow you to
gain chips. When you gain a chip, it is placed directly
into your bag, unless specified otherwise.
Chip Types
The chip types are:
dAlly — Each counts as its own type, including
Forge chips.
dFaction — includes Artifact chips.
dWonderlandian — each counts as its own type.
dMadness
dPoison
Head of the Table
This is the top of the Tea Party where all Leaders start.
Each time a Leader lands on the Head of the Table, they
must stop temporarily to roll the Shard die and refill all
Tea Party spaces that do not have a Leader or a card.
Double Unit Placement
If you gain a Tea Party card with two
different Unit placement icons, you may
place each set of Units into a different
Region.
FAQ
Player Order
If there is ever a question of the order in which players
should resolve actions and abilities, the player with the
lowest VP will resolve first. If two players are tied for the
lowest VP, the player with the most Shards resolves their
actions and abilities first.
Poison Chips
When drawn, lose 1 Supporter
and return the Poison chip to the
Jabberwock. Poison chips may be blocked with a
Shield. If a Poison chip is blocked, it has no effect and
is returned to your bag. Poison chips do not go to the
Madness track.
If the Jabberwock takes the Tea Party card that they
have placed a Poison chip on, it is returned to their
supply.
The Jabberwock has a limited number of Poison
chips based on the number of players (4-7). If all
of the Poison chips are in other player’s bags, the
Jabberwock may not give any out.
Faction Abilities
Ally, Wonderlandian, and Faction abilities unlocked
through Forging do not grant their effect in that Battle.
(Alice’s “Love of Learning” would not let her return an
Ally chip from the same Battle where she Forged to
unlock that ability.)
Tea Party Card Rewards
You may gain the rewards and penalties from a Tea Party
card in any order you choose. We suggest placing your
units first so the next player may start their turn.
Empty Bag
In the rare occurrence that you would draw a chip, but
your bag is empty, immediately return all Exhausted
chips and all Madness chips to your bag.
Battle Abilities
Ally, Wonderlandian, and Faction abilities triggered in
one battle do not carry over to any subsequent battles.
Faction abilities unlocked through Forging do not grant their effect in that Battle Alice s Love of Learning would not let her return an Ally chip from the same Battle where she Forged to unlock that ability Tea Party Card Rewards You may gain the rewards and penalties from a Tea Party card in any order you choose We suggest placing your units first so the next player may start their turn Empty Bag In the rare occurrence that you would draw a chip but your bag is empty immediately return all Exhausted chips and all Madness chips to your bag Battle Abilities Ally Wonderlandian and Faction abilities triggered in one battle do not carry over to any subsequent battles
Wonderlandian Figures
If a Wonderlandian is lost to a Madness chip, you do not
subtract their Strength. Wonderlandians that are lost
can be placed during the following Tea Party instead of
placing 1 Supporter.
No Supporters to Place
If you have no Supporters left in your supply and have
a Tea Party card or ability that would let you place
Supporters, you may return a Supporter you control
from the board and place it into a different Region. You
may also return Wonderlandians you control in the
same manner.
Quest Objectives
You may use the same components to complete
multiple Quest Objectives (bottom part of the quest
card). For example, if you had 5 Rose
chips, you could use them to help you
complete both “Have 7+ Rose and
Creatures chips” and "Have 7+ Rose
and Red Rook chips.”
Shields
Shields are only flipped to the
unbroken side when a player busts,
drafts the symbol in the Tea Party or by using special
abilities
(Alice, Humpty’s Gloves).
Halting after the first draw
Players have the option to halt starting on their second
draw, regardless of what type of chip they drew on their
first draw.
22
Ability Clarifications
Wonderlandians
White Rabbit
Only count the Strength as written on the chips.
Knave of Hearts
Only count the Strength as written on the chips. Count
Madness chips as zero Strength for this ability. If an
opponent draws multiple chips, compare to the chip they
play.
March Hare
Players cannot go below zero Strength.
Amulet of the Duchess
If the chosen player has an empty
Madness track, this has no effect.
Crown of the Knave
This happens before any other effects are applied. If the
next chip played by an opponent is a Madness chip, this
effect is ignored.
Card Soldiers
No matter how many extra chips you
draw, you only play 1 chip.
Caterpillar's Hookah
If all Madness chips drawn are returned to the bag with a
Shield, you will discard a Shard.
Duchess
If you lose the Duchess, you do not gain VP from any
units lost on the same draw.
Walrus
If you win in an uncontested Region, you still get
the bonus 3VP and can choose to place your Castle
anywhere. If you tie for the highest Strength, the Walrus
does not give his bonus.
Faction Abilities
Royal Temper
This happens when the chip is played, before any players
add Strength from chips.
Twice as Fast
If you pass another Leader and gain a Tea Party card with
0 units, you will place the additional Supporter.
Claws that Catch & Fearsome Maw
If you have no Poison chips in your supply, you ignore
the ability. You may choose to not give a Poison chip to
a player if you want to ensure you have one available for
the next Tea Party.
In the case multiple opponents trigger Claws that Catch
while the player only has one Poison chip in their supply,
the Jabberwock player may choose who to give their chip
to.
Manxome Foe
Compare before any player adds Strength.
Borogoves
The Tea Party card must show a Creature chip icon to
gain the extra unit placement.
Befriend the Populace
Draw cards from the Wonderlandian deck until you draw
a figure card. Shuffle the unused Wonderlandian cards
back into the deck. This Wonderlandian may be placed
into any Region.
Everywhere at Once
Alice may be placed from any Region or from your supply.
It’s My Party
This replaces a normal turn.
Engineer of War
Compare before any player adds Strength. When you
draw a double Madness chip, you lose Supporters one at
a time. Check your position on the Battle Track after each
Supporter is lost.
Ally Chip Abilities
CARD SOLDIERS
SET B: Adjacent Regions are the previous
and next ones in the order of Battle.
SET C: You only choose 1 chip to play,
even if you have multiple instances of
these effects.
SET D: In a 2-player game, sideways Castles count as a
Castle for this chip.
CREATURES
SET B: In a tie, no player gets the reward.
FLAMINGO
SET A: This ability only happens once. This
does not apply to abilities that gain you
strength (Piping Hot, Wicked Smile) but
does work with abilities that directly
affect the chip's strength (Manxome
Foe, Paint it Red).
SET B: This does not apply to chips drawn previously to
having an Active Flamingo.
SET C: This includes Forge symbols behind you.
SET D: This includes players who have halted.
RED ROOK
SET A: This chip cannot be Forged by a
Forge chip. It can be Forged by ending
on a Forge symbol on the Battle Track or
by a Tea Party card effect.
SET C: The negative from this chip only applies to battles
where you have an Active Red Rook chip.
SET D: Each Active Red Rook gives you a Shard if you win
and one additional Shard if it is a strong Red Rook chip.
ROSE
SET A: You only gain the 2VP bonus from
this chip if it is Forged during a battle.
SET C: You ignore the Region and the
requirement for the Feat portion of this
Quest.
23
This includes players who have halted RED ROOK SET A This chip cannot be Forged by a Forge chip It can be Forged by ending on a Forge symbol on the Battle Track or by a Tea Party card effect SET C The negative from this chip only applies to battles where you have an Active Red Rook chip SET D Each Active Red Rook gives you a Shard if you win and one additional Shard if it is a strong Red Rook chip ROSE SET A You only gain the 2VP bonus from this chip if it is Forged during a battle SET C You ignore the Region and the requirement for the Feat portion of this Quest 23
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Adicione o(s) chip(s) Aliado(s) mostrado(s) à sua bolsa.
Coloque um Castelo em uma Região onde você ainda não tenha um.
Role o dado de Estilhaço e ganhe esse número de Estilhaços. Coloque-os ao lado do seu tabuleiro de Facção.
1
Coloque o número de unidades mostrado em uma única Região.
Aumente sua Força de Líder em 1. Se sua Força de Líder estiver no máximo (6), você poderá descartar 1 Estilhaço.
Desbloqueie 1 de suas habilidades de Facção. Remova o disco da habilidade de Facção que você deseja desbloquear.
Descarte permanentemente 1 chip de Loucura regular da sua bolsa. Você não pode descartar seu chip de Loucura duplo.
Vire seu token de Escudo para o lado intacto. Se seu escudo já estiver no lado intacto, esta recompensa não tem efeito.
Escolha uma das cartas de Wonderlandian viradas para cima e coloque-a perto do seu tabuleiro de Facção.
Esta recompensa permite que você compre 1 carta de Missão.
Esta recompensa permite que você compre 2 cartas de Missão e descarte 1 da sua mão.
Ganhe qualquer 1 chip Aliado no nível indicado: "
." círculo indica um chip Aliado fraco, "
.." indica um chip Aliado forte.
Descarte o número de Estilhaços mostrado.
Você pode optar por rolar o dado de Estilhaço e ganhar estas recompensas opcionais.
Iconografia & Palavras-chave
Waging War
A BATALHA ACONTECE UMA VEZ EM CADA REGIÃO, COMEÇANDO NA REGIÃO ONDE ESTÁ O STAND DE BATALHA INICIAL, ENTÃO PROSSEGUINDO NO SENTIDO HORÁRIO.
AVISO: Este jogo contém peças pequenas e pode ser um risco de asfixia.
WARNUNG: Dieses Spiel enthält kleine Teile und kann eine Erstickungsgefahr darstellen.
AVERTISSEMENT: ce jeu contient de petites pièces et peut présenter un risque d'étouffement.
ATTENZIONE: questo gioco contiene piccole parti e potrebbe rappresentare un pericolo di soffocamento.
WAARSCHUWING: Dit spel bevat kleine onderdelen en kan verstikkingsgevaar opleveren.
VARNING: Detta spel innehåller små delar och kan utgöra en kvävningsrisk.
VAROITUS: Tämä peli sisältää pieniä osia ja voi olla tukehtumisvaara.
OSTRZEŻENIE: Ta gra zawiera małe części i może grozić zadławieniem.
RABHADH: Tá páirteanna beaga sa chluiche seo agus d’fhéadfadh sé a bheith ina ghuais tachtadh.
FIGYELEM: Ez a játék apró alkatrészeket tartalmaz, és fulladásveszélyt jelenthet.
UPOZORNĚNÍ: Tato hra obsahuje malé části a mohla by představovat nebezpečí udušení.
UNIDADE
Um Apoiador, Wonderlandian ou Líder.
APOIADORES
Estas unidades permitem que você batalhe em uma Região, mas não adicionam à sua Força de Batalha.
OPONENTE
Qualquer jogador com unidades (Apoiadores, Wonderlandians, Líder) na Região durante a Batalha. Isso inclui jogadores que pararam.
EXAUSTO
Após uma Batalha, seus chips Ativos são Exaustos e movidos para a parte inferior do seu tabuleiro de Facção.
ADJACENTE
Regiões que estão próximas umas das outras são consideradas adjacentes. A Piscina de Lágrimas e Witzend também são consideradas adjacentes.
GANHAR
Cartas de Festa do Chá, Apostas e Forja permitirão que você ganhe chips. Quando você ganha um chip, ele é colocado diretamente em sua bolsa, a menos que especificado de outra forma.
TIPOS DE CHIP
Os tipos de chip são:
dAliado
dFacção
dWonderlandian
dLoucura
dVeneno
CABEÇA DA MESA
Este é o topo da Festa do Chá onde todos os Líderes começam. Cada vez que um Líder se move para a Cabeça da Mesa, ele deve parar temporariamente para rolar o dado de Estilhaço e reabastecer todos os espaços da Festa do Chá que não têm um Líder ou uma carta.
VOCÊ TEM UNIDADES* NA REGIÃO?
(*Apoiadores, Wonderlandians, Líder)
PÁGINA 12
NÃO
APOSTA
(opcional)
PÁGINA 12
ESCOLHA a carta da facção que você acha que vai ganhar e coloque-a virada para baixo na sua frente.
GANHAR
Ganhe 1 chip de aliado fraco
WONDERLANDIAN/
ALIADO/CHIP DE FACÇÃO
PÁGINA 12 & 13
A BATALHA TERMINA SE:
TODOS OS JOGADORES TIVEREM
ESTOURADO OU PARADO, OU
UM JOGADOR TIVER ALCANÇADO 25
NA TRILHA DE BATALHA, OU
O ÚNICO JOGADOR ATIVO ESTIVER NA LIDERANÇA.
SE NÃO, CONTINUE A
COMPRAR OU PARAR
CHIP DE LOUCURA
PÁGINA 13
ESTOURO!
COMPRAR OU PARAR
Todos os jogadores
simultaneamente
escolhem
continuar batalhando
ou parar.
PARAR
PÁGINA 13
VOCÊ NÃO
COMPRA NOVAMENTE
NESTA
BATALHA.
COLOCAR na
trilha de Loucura
PERDER unidades
REDUZIR
Força para 0
Todos os chips ativos
para ‘Exausto’
Sua trilha de Loucura
está cheia?
Não ganhe efeitos de
Fim de Batalha
VIRAR Escudo para
Intacto
ATUALIZAR toda
Loucura &
‘Exausto’
Alguma unidade
restante?
Isso preencheu seu
último espaço de Loucura?
ATUALIZAR toda
Loucura &
‘Exausto’
SIM SIM
SIM
NÃO NÃO
NÃO
BLOQUEAR
com Escudo
VIRAR
token de Escudo
RETORNAR
Loucura para a bolsa
RESOLVER
“quando jogado”
COLOCAR
Chip em Ativo
AVANÇAR
na Trilha de Batalha
PERDER
Ganhe 1 estilhaço
SIM
COMPRAR
DETERMINAR Força de Batalha Inicial
• Força de Líder (se presente),
• Wonderlandians.
• Castelo (2 STR, Não pode batalhar sozinho)
Apoiadores não adicionam Força
PERGUNTA ESCOLHA NÃO (NEGATIVO) SIM (POSITIVO) RESOLVER
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