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© 2018-2019 White Goblin Games
www.whitegoblingames.com
Game design: Scott Almes
Illustrations: Mihajlo Dimitrievski
Graphic design: Martijn Hadddering
Rulebook development: Jeroen Hollander
Project manager: Jonny de Vries
Combining Claim and Claim2
If you own both Claim and Claim 2, you can combine both sets to explore
new combinations of factions and new interactions between factions.
Variant for 2 players
Combine both games to make your own Claim deck.
The rules remain the same with the following changes:
Setup
You can make your own deck by following these rules:
1. Select either the “Knights & Goblins” (Claim) or the “Gnomes & Giants” (Claim2).
Place the other pair back in their box. They won’t be used in this game.
2. Select 3 factions from Claim and/or Claim2.
Place all cards of the unused factions back in their boxes. They won’t be used in this game.
3. Shufe all selected cards and place these in a face-down deck in the middle of the table.
4. Deal each player 13 cards.
Variant for 3 and 4 players
Combine both games to play Claim with up to 4 players.
The rules remain the same with the following changes:
Setup
Make a deck by following these rules:
1. Select either the “Knights & Goblins” (Claim) or the “Gnomes & Giants” (Claim2).
Place the other pair back in their box. They won’t be used in this game.
2. Select 5 factions from Claim and/or Claim2.
Place all cards of the unused factions back in their boxes. They won’t be used in this game.
3. Shufe all selected cards and place these in a face-down deck in the middle of the table.
4. Shufe the deck and deal cards to all players:
- in a 3 player game: deal each player 12 cards
- in a 4 player game: deal each player 9 cards
Game overview
In a 3 player game, everyone plays for themselves.
In a 4 player game, you play in a partnership with another player. The player sitting diagonally opposite to you
is your partner. This way cards are played alternating between members of each team.
Phase one
Each trick the top two cards of the deck are revealed and placed face-up in the middle of the table.
The youngest player will lead the rst trick.
Starting with the leader of the trick, each player will play one card in clockwise order. The rst card played each
trick determines the lead faction. Players must still follow the lead faction when they are able.
After all players have played their cards, the player who has won the trick chooses the rst card in the middle.
Then the next player chooses the other card on the table. Any remaining player takes the top card of the
deck (the 3rd place player would draw before the 4th place player). All taken cards are added to that player’s
Follower deck.
When deciding the order to pick cards, the players who played a card of the lead faction go from highest to
lowest. In case of a tie, the tied player who played his card rst wins. If multiple players played a non-lead
faction card, the order goes from highest to lowest, regardless of which faction, with ties going to the player
who played it earlier.
Once players have taken their cards, the winner of this trick will be the leader for the next trick.
Continue until the deck is depleted and the players are out of cards in their hand.
Phase two
All players take all cards in their own Follower deck into their hand.
During this phase the winner of a trick gains all the cards played in that trick, unless they are taken by faction’s
special powers.
End of the game and scoring
In a 3 player game, the player who won the most factions is the winner. In case of a tie for the most factions
the tied player with the most cards of factions which voted for him, wins the game. If a tie still exists, each tied
player sums the value of the cards of factions which voted for him, the player with the highest total value wins
the game.
In a 4 player game, the players in each team combine their won cards. The team who won the most factions is
the winner.
Faction’s special powers
Some factions will have some small changes in order to make them work for 3 and 4 player games:
Knights
If Goblins are the lead faction and a Knight is played during that trick, the Knight wins the trick. If
multiple Knights are played this trick, the highest valued Knight wins the trick.
Important: If the Goblins aren’t the lead faction, then the Knight’s power will not take effect.
Doppelgängers
If Doppelgängers aren’t the lead faction, they are considered to be a card of the lead faction.
Important: A Doppelgänger does not take any special powers from the lead faction or any other cards
played during this round.
Seers
In Phase One, when a player who has played a Seer wins the trick, only that player may look at the top
card of the deck. He may choose to take one face-up card or the one he peeked at. If a card from the
deck is taken, the 2nd place player takes one of the cards in the middle, the 3rd place player takes the
other card in the middle and the 4th player takes the top card of the deck.
Dwarves
In Phase Two, the player who played the card with the lowest value (regardless of faction) takes all the
Dwarves played this trick. In case of a tie, the tied played who had played his card last wins the trick.
Giants
If a player wins a trick containing one or more Giants in Phase Two, all Giants played in this trick
smash one Gnome with the same value from each of the winner opponents.
Important: Giants will never smash the winner of the trick Gnomes or his partners Gnomes, in a 4
player game.
Note: It’s possible multiple Gnomes of the same player are smashed, because multiple Giants of the
same value are played this trick.
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