Briefly about the game
Bumblings - the funtasy card game is a funny, entertaining and easy 2-4 player duelling game where players fight each other by using their own decks. This deck can be a Starter deck, which is ready to play with, or players can build their own deck from any Bumblings cards (observing the rules of deck building).
In addition, each player needs three Resource dice, which can be chosen from all Bumblings dice released to public (these dice can be the same or different). By the help of dice, players get Resources, from which they can pay the cost of their Characters and Attachments.
Players must fight in each turn, and the player(s) who win the battle, gets a score. The goal of the game is to reach 5 scores. Have fun!
The deck must contain min. 30 and max. 100 cards. From each card, player’s allowed to put only one in every ten cards to the deck (For example: if a deck contains 30-39 cards, player can use max. 3-3 from each card.)
At the beginning of the game, players have three Resource dice and the deck placed face-down on the table. During the game, players can draw cards from this deck (Hope) and discard them face-up to another pile (Deep). The playset, furthermore, contains dice for denoting the amount of gold and the Counting Cards for denoting combat icons of Characters.
At first, players must shuffle their deck of Hope, then the game begins. It is randomly chosen which player acts the first (e.g. with dice).
The game is divided into three phases: Preparation, Battle and Turn’s End. The player, who was randomly chosen to be the first active player, can act at first in each phase of the turn. After he doesn’t want to (or can’t) act anymore, next player acts (clockwise), still in the same phase. If each player has acted in a phase, the phase is over. After all three phases are over, the turn is over. Phases of the next turn are started by the next player (clockwise).
Each player has three Resource dice. At the beginning of the turn, the active player must roll the Resource dice to get the resources (e.g. card, gold, stamina etc.) he needs for preparation. Then he can put Character and Attachment cards into play, by paying their costs. (Cost is represented by icons with blue background color at the left side of the illustration. If there's no icons here, it means you can put your card into play free.) Characters are always exhausted when they enter the game. Attachments have to be attached to a (ready or exhausted) Character right at the moment they enter the game (only one Attachment is allowed for each Character at the same time). When the player doesn’t want to (or cannot) act anymore in this phase, next player (clockwise) acts. When everybody has acted, the phase is over.
Players must send all of their Characters to the battlefield (only ready Character can be sent). In the Battle, any of the players can use Action cards (even players who don’t have Characters in the battle) or Character and Attachment abilities.
Action cards may have subtype (represented by the icons of Ranged, Magic and Close fight) that shows you which Fight you can use them in. If an Action card doesn't have a subtype icon at the upper right corner, it means that the Action card can be used in any of Fights.
IMPORTANT: Character abilities can be used only once in a Battle, but player can choose the Fight he wants to use the ability in. Action cards and Attachments get to Deep right after being used. Of course, in the same Battle players can use Character abilities, Action cards or Attachment which have the same name (but the same card mustn't be used more than once).
Battles contain three types of Fight:
At Ranged fight the first active player can put Action cards into play and use Character and Attachment abilities by paying their costs (after Attachment is used, it goes to Deep). The player can decide about which ability he wants to use first. If the player doesn’t want to (or cannot) use abilities or put any more Action cards into play, players next in line (clockwise) can use his Action cards and abilities.
After each player has used the Action cards and abilities they wanted to use, the first active player can select one of his ready (not exhausted) Characters. This Character targets and attacks an opponent Character, while attacker’s being exhausted (rotated 90 degrees). If the opponent Character has fewer fight icons than the attacker, it will lose as many stamina icons as many the difference is between the numbers of their Ranged fight icons. (If the attacked Character has equal or more icons, none of them loses stamina.)
After the first active player finished his activity at Ranged fight, the next player (clockwise) selects an own Character card that targets and attacks an opponent Character, the same way it happened above. And so on, until all the players will have finished their attack.
Magic fight is the same as Ranged fight, but here players have to count the Magic fight icons.
Close fight is the same as Ranged fight and Magic fight, but here players have to count the Close fight icons.
After the last fight is over, players have to totalize the number of their Characters’ stamina icons. The player, who has the most stamina in his troop (min.1), wins the battle and get a score. If more than one player has the same highest number of stamina (min 1), all these players get a score.
Characters return home after battle, in the same position they finished the battle (ready as ready, exhausted as exhausted).
When Battle phase is over, players have to check the number of their scores and the cards of their Hope. If a player has reached the total score of 5, he wins the game. If more than one player win at the same time, the players, who have 5 scores, go on playing until one of them has more point then the other(s). Above 5 scores, each turn is allowed to be played only by the players whose scores were equal (and the highest, of course). If at the end of a turn more than one player have 10 points, the game won't go on and it ends in a draw.
If a player loses his Hope (having no more cards in the deck of Hope), he falls out of the game. If all players lose their Hope at the same time, they must check their scores: who has got more scores than the others, wins. If more than one player has lost Hope and has got the same number of scores, the game ends in a draw.
You can find different icons on each card, they will tell you what costs, skills, abilities and other attributes the card has. As there are icons on the cards instead of texts, they can be understood by everyone all over the world. If there is a number in the lower left corner of the icon, it means the amount the player/character has, gains or loses from the thing represented by the icon.
Resources are got by rolling special Bumblings dice, they can be used for paying costs.
Their role is important in Battle phase. These icons show, for example, how strong and skillful a Character is.
Symbols of different card types can be found at the upper left corner of the cards.
Symbols of different factions can be found at the upper right corner of the Character cards.
Each card has Ability field. This is that part of the card where players can see what effect the card can take. Character and Attachment abilities can be used only at the beginning of Fights, but it is on the player’s decision, in which Fight he wants to use the ability. Action card abilities, however, can be used only at the moment when the Action card enters the game. (Action cards can enter the game only at the beginning of that certain Fight, which is signed by the icon at the upper right corner.)
The ability, that’s represented by icons like almost everything in this game, consists of Cost, Target and Effect.
It is different from the cost of the card, because cost of the card must be paid when the card enters the game; cost of the ability must be paid only if you want to use its effect (you cannot use the ability if you don’t pay its costs). There are abilities that don’t have costs, these times you don’t have to pay anything to use the ability. The cost of abilities (e.g. stamina, battle icons) can be also payed from the characters which aren't in the battle (not only from the fighting ones). If ability has no cost, player must act as same as in the case of abilities with cost, the difference is just that no cost has to paid to make the ability has its effect on targets.
Players can select the target(s) of abilities. Targets can be one or more characters or players. There’s usually an icon that represents whom the ability will have its effect on. If there is no target icon, it means that the ability will have its effect on the character/player itself. The number of the targets can be found in the lower left corner of the Target icon, if there’s no number here, the ability will have its effect on all (own and opponent) targets. It’s not necessary to select so many targets that the number is, fewer targets also can be selected. More targets mustn’t be chosen than the number of Target icon.
After paying the cost of the ability and naming the targets, the ability of the card will have its effect on the targets. This effect lasts until the end of the game. If the ability has more than one effect, effects will occur in their printed order (players cannot decide about the order of the effects). If there are more than one target, the ability of the card will have its effect on each target.
Counting cards denote all the icons of a Character (printed and added icons together). When a Character enters the game, player must take a Counting card and put it behind the Character card so that only the appropriate part of the Counting card will be seen (e.g. if we want to denote the number of stamina icons, then the part of the Counting card, where the stamina icons are, will only be seen from behind the Character card). As four icons can be denoted by Counting cards (stamina, ranged fight, magic fight, close fight), four Counting Cards can belong to a Character card, altogether. If a Character has only the Counting card that denotes stamina, it means that the Character doesn't have any other combat icons (neither added nor printed icons), irrespectively of its printed icons (as even printed icons can be lost).
IMPORTANT: A Character's not allowed to have more than 5 from each combat icon. All icons, which would be gained despite having already 5, go to waste.