Cipherfall

War Room Rules

Setup, turn order, targeting and outcomes. Individual play.

Objective

Be the last player remaining.

Players and setup

- Two or more players use one combined deck.

- Shuffle the deck and deal every card equally. Each player must receive at least 10 cards, so the deck size must be divisible by the player count.

- Keep dealt cards in a face-down draw stack. Players cannot inspect or reorder their stacks.

- Each player starts with an empty collection pile.

- Players decide how to choose the first player for the opening round.

Playing a round

1. Every remaining player simultaneously reveals the top card of their draw stack. Newly revealed cards start with their printed VC.

2. Each player declares whether to activate or decline. Everyone must declare before any activation resolves or outcomes are calculated.

3. Resolve declared activations clockwise, starting with the first player. An activated card resolves every mandatory instruction; players cannot selectively skip mandatory instructions.

4. Compare all revealed cards' resulting VC. The lowest VC wins.

5. A sole winner collects every revealed card into their collection pile and goes first next round.

Tie-breaks

If multiple players tie for lowest VC, only those players enter the tie-break.

1. Each participating player declares whether to activate or decline. Everyone participating must declare before any activation resolves or outcomes are calculated.

2. Resolve declared activations in the round's established clockwise order.

3. Compare only the participating players' cards. A sole lowest-VC player wins the round and collects every revealed card.

4. If the lowest VC remains tied, players outside that tie leave the tie-break. Repeat with the players still tied until there is a sole winner.

There is no tie-break limit. Tie-breaks continue the same reveal cycle; they do not reset the cards' VC or effects. Every revealed card remains in play and available as a target, including cards belonging to players outside the tie-break, subject to card targeting instructions.

VC

VC has no upper or lower bound. Apply activation outcomes without clamping the result. A card starting at 10 VC with a -12 change finishes at -2 VC. Negative values participate normally in comparison: -2 beats 0.

VPR's VC thresholds do not award points, reset cards, or end a War Room game.

Targeting

Only the current round's revealed cards are in play. Hidden draw stacks and collection piles cannot be targeted.

- Attack: follow the card's targeting instructions.

- Defend: target your own revealed card, subject to the card's instructions.

- Defend Ally: target another friendly card in play. In individual play, each player has only one card in play, so Defend Ally has no legal target and has no effect.

An instruction without a legal target has no effect. Continue resolving the card's remaining instructions.

Reveal cycles

A round and its tie-breaks form one reveal cycle. Once a winner collects every revealed card, there are no revealed cards and the cycle ends. The next reveal begins a new cycle.

Newly revealed cards start with their printed VC.

Reshuffling and elimination

After each round, a player with no cards in either their draw stack or collection pile is eliminated.

If any remaining player's draw stack is empty, every remaining player shuffles their own remaining draw stack and collection pile together to form a new draw stack. Their collection piles are then empty.

One remaining player wins the game. If nobody remains, the game is a draw.