The game can be broken down into 3 layers of which we will call the ACTS.
Seishin no Te is a simple game; with a bit of depth.
If you're a fast learner, this will be easy for you.
The ACTS will help you to learn how to play the game & the rest is for you to enjoy!
I have designed the ACTS to serve as a Tutorial.
Complete the ACTS at your own pace and you will be ready for War!
Learn how to prepare the Cards for play
This is where the fun begins.
Follow these steps to Setup the game:
Open the Box & Take the Cards out of the Box
Separate the Cards base-off back-of-card-markings
Move through all "RED" sections to learn how to play
Learn what Characters are & their differences
Choose your warrior; they may have already chosen you.
The Player needs a Character to portray themselves as:
Each Player chooses a "Living Character" & the "Spirit/Ghost Character" of the Living Character (described on Living Character back of card information)
Each Player takes an HP Card (tan-side for living, grey-side for ghost, (6) Hearts total) and slides the "Tab" in between the Living Character & Spirit/Ghost Card (used to represent Player & their Health count)
You have completed the Start Here!
You are ready to Begin ACT I.
The ACTS are listed underneath this section in sequential order.
ACT I is the largest ACT. Don't feel pressured to learn all the ACTS in one go!
I have made GAMEMODES for each ACT... if you want to get right into a game!
Otherwise, good luck! Use Videos & AI Sensei (found in HELP) if you get stuck.
~ Soulscend
The Soul of Seishin no Te
The Way of the Blade.
Combat Dueling is the core gameplay loop of Seishin no Te.
COMPONENTS
We will be using certain Components in ACT I.
Required Components:
Living Character & Spirit/Ghost Card with HP Card Setup (used to represent Player & their Health count)
Fate Deck (used to reward the player's progression, or negatively effect the player's progression)
Combat Deck - Combat Cards (using only Combat Cards titled with "Combat Card" in black header; remove Utility Cards from deck, labeled with "Utility Card") (used as the main play deck for players to interact with)
Overview of ACT I
Remember, this is for training & to have fun! No winners for the Throne... yet.
Players will learn:
ACT I Setup
Combat Hand
Card Explanation
Turn Phases
Combat Tiers
Combat Dueling
Losing HP
Fate Deck drawing
Fate Hand
Point Card Gain
Loss Card Effects
Character Immunities
Stealing Player Fate Cards
Victory & Defeat
Learn how to setup the game
Prepare yourself warrior.
Let's Begin by setting up the game Characters & Decks:
Place your Character Setup in front of you
Shuffle each Deck & place in reach of all Players
If Combat Deck runs out re-shuffle it. Fate Deck most likely won't run out
Learn what Your play Hand is called
This Hand will be your Characters skillset.
Let's Begin by setting up the Combat Hand:
Deal (6) random Combat Deck Cards face-down to each Player
The hand formed is called the Combat Hand (the play cards involving action of the player)
Every Player will always have (6) Cards in hand before & after a Player's turn starts/ends
Learn specific Card details & descriptions
Learn how to read the Cards, they're simple.
All Cards follow a simple format; where information is easily visible to the Player:
Phase Type refers to when it can be played on your turn
Combat Type refers to what its basic use is for
Title is its respected reference
Stats & Effects is the description of how & what the Card does
Tier Ranking refers to what its Rank is in Combat Dueling
Learn How to Play on Your Turn
Friendships are coming to an end; only blades will remain.
Choose which Player will start; play proceeds clockwise:
The starting Player will draw (+1) top card of the Combat Deck (Remember to always draw (+1) from the Combat Deck on the Start of Your Turn)
They will keep this Card hidden in their Combat Hand; like the other Cards
Whomever Turn it's on is called the "Attacker"
The Player may now begin to play their Cards in sequence of a Turn Phase:
The Combat Phase will be played in which the Attack-type Cards will be used against Opponent(s)
It is optional to Attack, you may hold off attacking if you choose
You may play any number of Attack-type Cards; (1) at a time, at any Opponent(s) during Combat Phase
The final Phase is the Discard Phase in which you may discard up to (3) Combat Hand Cards
It is optional to Discard, but doing so ends your turn and you may re-up back to (6) total Combat Hand Cards
All Players must re-up to (6) Combat Hand Cards (redraw) once the turn ends, or discard until only (6) are in Hand
Proceed to the next Player's Turn clockwise
The next Player becomes the "Attacker"
Learn the Combat Tiers & how they interact
Skill determines the victor, not the blade.
The Tier amount determines if the Cards are interactable; the amount of the Icons (sword, shield)
Low Tiers only can interact with themselves, Mid Tiers interact with themselves and Low Tiers, High Tiers interact with themselves and All Tiers:
Tier 1 = Attack -1HP, Bind ~1HP
Tier 2 = Riposte ~1HP, Defend 1HP
Tier 3 = Heavy Attack -2HP, Side-Stab ~(x)HP, Dodge (x)HP
Learn how to interact with Opponents
Let's see who has the keenest blade.
Combat Dueling involves a Player(Attacker) playing an Attack-type Card against an Opponent(Defender), & They respond with a Reflect-type or Block-type Card.
This is called a Combat Duel & is a back and forth interaction:
Attack Cards - Starts Combat Duel (Deal Damage)
Reflect Cards - Continues Combat Duel (Reflect Damage back)
Block Cards - Resolves Combat Duel (Nullify Damage)
Only (1) Card can be played at a time, no stacking Cards
Play as many Cards as you like in a Turn, in correct sequence & appropriation
Combat Type refers to "attack/reflect/block-type"
There are 2 different ways Combat Duels can go once the Attacker plays an Attack Card at an Opponent(Defender):
Defender plays an appropriate Tier Rank of a Block Card; Resolves Combat Duel
a) The Attacker may continue to play an Attack Card at that same Opponent, or
b) The Attacker may play an Attack Card at a different Opponent, or
c) The Attacker may end the Combat Phase of their Turn & proceed to the next Phase of their Turn (Discard Phase)
Defender plays an appropriate Tier Rank of a Reflect Card; Continues Combat Duel
a) Attacker must play a Reflect Card of appropriate Tier Rank (Reflecting the Damage back), or
b) Attacker must play a Block Card of appropriate Tier Rank (Nullifying Damage) to which the Defender may:
a) Play an Attack Card at the Attacker (Starts Combat Duel), or
b) Not choose to play any Cards (Resolves Combat Duel)
The Attacker always retains the choice to continue playing after Combat Duel(s) is resolved.
Combat Duels must be Resolved from Block Cards, or (6.) Player takes the Damage; Losing HP.
Learn why & when Players lose HP
The blade cuts deep, but is not the end.
Players lose HP (sliding the correlating Heart downward) when Damage is received from Attack or Reflect Cards.
This happens when an Attacker or Defender cannot Block or Reflect the dealt Damage; resulting in loss of HP & resolving the Combat Duel.
Whomever succeeded in dealing the Damage, either from an Attack or Reflect Card, may draw (x) Fate Cards from the Fate Deck of the resulting (x) Damage dealt. We will come back to this in (7.)
For example: -1HP Damage results in losing 1 HP; slide the HP Card downward until atleast (1) Heart is hidden.
Learn why & when Players draw from the Fate Deck
Will my victory reward me? or bring me loss...
Players draw from the Fate Deck when they deal Damage to an Opponent that receives the Damage.
Fate Cards are a mix of Low-High Value Point Cards & Loss Cards
They are drawn at random from the Fate Deck
They must be drawn upon Damage dealt & received; no delaying Fate Card draw
This is why they're called "Fate" Cards; Players are subjugated to "Fate"
Players draw (x) amount of Cards from the Fate Deck per Damage dealt & received:
If -1HP is dealt and received, the Player that dealt the Damage may draw (1) top-card from the Fate Deck
If -2HP is dealt and received, the Player that dealt the Damage may draw (2) top-cards from the Fate Deck
The drawn Fate Cards are placed face-up, visible to all Players, in the Fate Hand (9.)
Learn what the Fate Hand is & how to display Fate Cards
My Fate is for all to see, but none to wield.
Drawn Fate Cards are always placed near the Player's Character called the Fate Hand:
Fate Cards are not to be hidden from Opponents, they are drawn and shown to all Players
Fate Cards are not to be discarded, (10.) even Loss Cards, unless prompted to do so
(9.) Point Cards gained are displayed face-up in the Fate Hand
(10.) Loss Cards, when effect activated, are placed face-down in the Fate Hand
(10.) Loss Cards that are not effect activated, not by means of (11.) Character's Immunity, are placed face-up until effect activates; in the Fate Hand
Learn what Point Cards are & what they do
Am I, Chosen to Rule? Oh Fate grant me Lordship.
Point Cards are the reward system, & the way of keeping track of the point score:
They are gained randomly through the Fate Deck
They are displayed always face-up in the Fate Hand
They are used to keep track of which Player is closes to winning
The Lower values are more common
The Higher values are less common
These Cards can be cycled between Players; (12.) through Players stealing Fate Cards
They are conquered strongholds; by blade of your Samurai for thematic sense
Learn what Loss Cards do & how they impact the game
A curse at first; a blessing second.
Loss Cards are the negative reward system, & effect multiple layers of gameplay:
They are gained randomly through the Fate Deck
Their effect activates upon receiving, & are displayed face-down in the Fate Hand
If effect cannot be activated, display face-up until reason to activate (e.g. Loss Point Card is drawn, no points to discard, & is placed face-up; next Point Card gained will be discarded via triggered effect)
Note (11.) Character's Immunities to certain kinds of Loss Cards
DO NOT DISCARD Loss Cards, even if Character is Immune, place them face-down in the Fate Hand
These Cards can be cycled between Players; (12.) through Players stealing Fate Cards
Point Cards are Discarded near the Fate Deck
They are "Fate's" way of influencing outcomes; failure or curses to yourself or your Samurai for thematic sense
Learn what Immunities do & why they make the Character special
Every Warrior that rises from the ash; has a reason.
Characters all have unique Immunities; reflecting their Lore, & this gives them special advantage over certain outcomes:
Immunities are displayed on the back of the Character Card
Immunities are a passive counter-effect to certain events
Character Immunities can predetermine certain gameplay advantages
The Dishonored
Immune from Opponents stealing their Fate Hand Cards
This means that they are still susceptible to all other effects or events
But never need worry of their gained Fate Cards being stolen
The Shadow
Immune to Masters Sight & Bandits Levy being used against them
This means that they are still susceptible to all other effects or events
But never need worry of Opponents using Sight or Theft Cards against them
The Unknown
Immune to all Loss Health Fate Cards; whether drawn from the Fate Deck or being stolen from an Opponent
This means that they are still susceptible to all other effects or events
But never need worry that they will Lose HP due to those Loss Fate Cards
The Rouge
Immune to all Loss Point Fate Cards; whether drawn from the Fate Deck or being stolen from an Opponent
This means that they are still susceptible to all other effects or events
But never need worry that they will Lose Points due to those Loss Fate Cards
The Empress
Immune to all Loss Fate Cards; whether drawn from the Fate Deck or being stolen from an Opponent
This means that they are still susceptible to all other effects or events
But never need worry that they will Lose Points or HP due to those Loss Fate Cards
Learn when & how Player Fate Hand Fate Cards are stolen
What you fail to defend; will become mine.
Players that deal Damage to an Opponent have the option to steal at random that Opponent's Fate Card(s) if applicable:
The Opponent must have Fate Cards available to steal
All Fate Hand Cards that the Opponent posses are shuffled face-down together
This includes: Point Cards & Loss Cards
Fate Cards cycle between Players when being stolen; including Loss Cards
The Player who dealt (x) Damage draws randomly (x) Fate Cards from the face-down pile
If Point Cards are drawn, they are added to the Player's Fate Hand
If Loss Cards are drawn, the effect triggers, & are added to the Player's Fate Hand
Note that Immunities DO have counter-effects to stolen Loss Fate Cards
If Player deals -2HP Damage, they have the options to draw (1) Fate Card from the Fate Deck & steal (1) Fate Card from the Opponent if applicable, or
Steal (2) Fate Cards from the Opponent if applicable
Learn how to win & lose the game
All that I can do, is nothing if Fate does not allow it.
There are 2 different ways to win the game:
Conquest Victory
Achieved by a Player reaching the point score total
More likely in larger groups
A victor through controlling the majority of strongholds
Bloodpath Victory
Achieved when all Opponents are Eliminated
More likely in smaller groups
A victor through being the last to rise from the battles
Defeat is the outcome of becoming Eliminated
Player loses all HP
Player reaches 0 Hearts to display on their HP Card
(ACT III) Player transforms into a Spirit via Honorable Death
Winners of the game may write their name on the back of the Emperor Card
Congratulations! ACT I is Complete!
You have learned how to play the Soul of Seishin no Te.
Continue to the next sections in ACT II :
*Did your group struggle to learn ACT I ?
Maybe stick to The Gamemode: Legacy Mode for now; Tailored to what you just learned & fun easy gameplay.
Unless you feel ready for more...
The Mind of Seishin no Te
The Way of the Sage.
Utility Strategy is the extraordinary gameplay loop of Seishin no Te.
COMPONENTS
We will be using most of the Combat Deck in ACT II.
Required Components:
Living Character & Spirit/Ghost Card with HP Card Setup (used to represent Player & their Health count)
Fate Deck (used to reward the player's progression, or negatively effect the player's progression)
Combat Deck - Combat Cards & Utility Cards (remove Seppuku & Forbidden Path from the Combat Deck) (used as the main play deck for players to interact with)
Overview of ACT II
Now you will experience unpredictable gameplay...
Players will learn:
ACT II Setup
Card Explanation
Heal-type Cards
Sight-type Cards
Theft-type Cards
Gain-type Cards
Turn Phases Refined
Stacking Utility Cards
Comboing Utility Cards
Victory & Defeat
Learn how to setup ACT II
Restart the HP; "new game"
Let's Begin by setting up from where the previous ACT I leaves off:
Players have Character Cards & HP Cards
Utility Cards (except for excluded) are shuffled into the Combat Deck
Deal (6) Combat Cards face-down to each Player
Begin play of ACT I, Choose a starting Player & play the game; only this time there are unique cards
If Combat Deck runs out re-shuffle it. Fate Deck most likely won't run out
Learn how to read Utility Cards
Feel free to skip the thorough Card descriptions in this section.
The Utility Card format is just like the Combat Cards but slightly different:
Phase Type is changed to Utility Phase
Utility Phase refers to when all Utility-type Cards can be played (3.) Turn Phases Refined
Combat Type is changed to Utility Type; a basic description of what the Card does
No Tier Rank for Utility Cards; replaced with Icon references
Stats & Effects are more unique; short description for effects
Learn what Heal-type Cards do
Don't have a playstyle that will rely on Healing; it is uncommon
There are (2) different Heal-type Cards that are similar to each other:
Regain +1HP
Restores 1HP to yourself
Cannot be Gifted to another Player
Giving you the ability to gain more Hearts that may also be (4.) stacked with other Heal-type Cards
Gifted +2HP
Restores to 2HP to yourself
Can be Gifted to another Player
Giving you or an ally the ability to gain more Hearts that may also be (4.) stacked with other Heal-type Cards
Learn what Sight-type Cards do
Want more knowledge of possible outcomes? who doesn't!
There are (2) different types of Sight Cards:
Masters Sight
Choose (1) Opponent to reveal their entire Combat Hand
They display their Hand face-up until your turn is complete
Giving you the most Combat Dueling advantage; know all their moves
War Insight
Peak at (1) top Fate Card of the Fate Deck
Place that Card back on top, or
Shuffle that Card randomly into the Fate Deck
Giving you Fate advantage of controlling your reward possibility
Learn what Theft-type Cards do
Someone hoarding a rare card? not for long!
There is (1) Theft-type Card:
Bandits Levy
Select an Opponent for their Combat Hand
They will give it to you face-down
You may choose a choice Card from their Combat Hand
This can be any Card
"Discard Card regardless of Theft" means if you play the Card
Giving you a strategic Card that you may also play in the same turn (5.) Combing Utility Cards
Learn what Gain-type Cards do
Playing passively & needing Points? this is your Card
There is (1) Gain-type Card:
Rebuild Sanction
Gian (1) Point Card from the Fate Deck
Choose from the Fate Discard pile, or
Draw from the Fate Deck until (1) Point Card is received
Loss Cards that are drawn go back on-top of the Fate Deck
Note that this newly acquired Point Card will be 0 value until next turn
Can be stolen, even if 0 value. Successfully stolen restores value to Opponent
You can display this by turning the Point Card sideways until next turn; turn upright
Learn what's changed about the Turn Phases
Now you will have time to prepare.
Play Utility-type Cards after you draw (+1), at any amount, before Combat Phase:
Utility Phase offers strategic gameplay
Can only be played at the "beginning" of your turn; after you draw (+1)
Play any amount of Utility Cards; (4.) Stacking, (5.) Comboing
Optional to play Utility Cards; you may save them
Cannot play Utility Cards after Utility Phase is done in that an Attack-type Card was played
Cannot play Utility Cards after you Discard Cards
Utility-type refers to "heal/sight/theft/gain-type"
Only played during Utility Phase of your turn
Learn how to stack Utility-type Cards
Restrictions? not in this game!
Stacking means using Utility-type Cards, of the same kind, with each other in the same turn:
Stacking Heal-type Cards allows you to heal total (+) value of Hearts
Stacking War Insight Cards allows you to see (x) Fate Deck Cards
Stacking Masters Sight Cards allows you to see (x) Opponents Combat Hands
Stacking Rebuild Sanction Cards allows you to gain (x) Point Cards
ETC. ETC. ETC.
There is no limit to how many Utility-type Cards can be played in the same turn!
Learn how to combo Utility-type Cards
You're going to love this one.
Comboing means using Utility-type Cards, of different types, in effects of each other in the same turn:
Theft finesse
Player plays Bandits Levy, steals War Insight, Player plays the stolen "War Insight"
Fate Lucrative
Player plays War Insight, sees low value Point Card & shuffles into Fate Deck, then Plays Rebuild Sanction to discover a higher value Point Card
etc.
Combo as many Utility-type Cards as you like
There is no limit to how many Utility-type Cards can be played, especially stolen ones, in the same turn!
Learn how to win & lose the game
Same as before.
There are 2 different ways to win the game:
Conquest Victory
Achieved by a Player reaching the point score total
More likely in larger groups
A victor through controlling the majority of strongholds
Bloodpath Victory
Achieved when all Opponents are Eliminated
More likely in smaller groups
A victor through being the last to rise from the battles
Defeat is the outcome of becoming Eliminated
Player loses all HP
Player reaches 0 Hearts to display on their HP Card
(ACT III) Player transforms into a Spirit via Honorable Death
Winners of the game may write their name on the back of the Emperor Card
Congratulations! ACT II is Complete!
You have learned how to play the Mind of Seishin no Te.
Continue to the next sections in ACT III :
*Did your group struggle to learn ACT II ?
Maybe stick to The Gamemode: Tactical Mode for now; Tailored to what you just learned & fun easy gameplay.
Unless you feel ready to complete your training...
The Heart of Seishin no Te
The Way of the Yōrei .
Character Transformation is the unique and role-based gameplay loop of Seishin no Te.
COMPONENTS
We will be using all Decks of Seishin no Te in ACT III.
Required Components:
Living Character & Spirit/Ghost Card with HP Card Setup (used to represent Player & their Health count)
Fate Deck (used to reward the player's progression, or negatively effect the player's progression)
Combat Deck (used as the main play deck for players to interact with)
Ghost Deck (used as the secondary play deck for players to interact with)
Overview of ACT II
Now you will experience less predictable gameplay...
Players will learn:
ACT III Setup
Card Explanation
Turn Phases Refined
Stacking/Comboing Refined
Combat Tiers Refined
Combat Dueling Refined
Ghost-type Cards
Ghost Transformation
Ghost Deck Cards
Spirit Transformation
Blessing/Cursing Players
Victory & Defeat
Learn how to setup ACT III
Restart the HP; "new game"
Let's Begin by setting up from where the previous ACT II leaves off:
Players have Character Cards & HP Cards
All Decks
Deal (6) Combat Cards face-down to each Player
Begin play of ACT II, Choose a starting Player & play the game; only this time there are unique cards & transformations
If Combat or Ghost Deck runs out re-shuffle it. Fate Deck most likely won't run out
Learn how to read Utility Cards & Ghost Cards
Feel free to skip the thorough Card descriptions in this section.
The Utility Card & Ghost Card format is similar to all previous formats:
Learn what's changed about the Turn Phases
Nothings changed lol.
Basically nothings changed, play the correct Cards in the correct Phase:
Learn what's new to do
UNLIMITED POWER!!!
Stack/Combo Cards like normal, but now you have more options with these Cards:
Forbidden path, draw Veil Sight, play Veil Sight
Seppuku, regain full-hp, draw Phantom Lock, play Phantom Lock
etc. etc. you get the point
There is no limit to how many Utility-type or Ghost Cards can be played in the same turn!
Learn what's new
Ghost Cards are overpowered!
New Tier 4; Ghost Cards are Elite above all other Ranks:
Tier 4 is the Elite Rank
Elite Rank Cards interact with themselves
They interact with all Tiers
Learn what's new
Unstoppable Combat advantage!
Tier 4 Combat Cards give you the advantage:
Some require more Block Cards to avoid Damage
Some target all Opponents
Some do not allow Blocking
etc.
Learn how what Ghost Cards are
Will you betray Honor for Power?
Ghost-type Cards are of the Combat Deck:
Player may gain better abilities
Player has a fallback if they die in a Combat Duel
etc.
Learn when Players become Ghosts
Once death finds; yet are restless...
Players turn into Ghost Characters because they have "unresolved business":
They Regain full HP, its more difficult to Heal needing Essence Restore, & they cannot Transform anymore
Transforms from Card effects
Transforms from Curses
Transforms from Seppuku
Transforms by anything that causes death and is not related to a Combat Duel
They now have the option to draw from the Ghost Deck on the start of their turn, instead of the Combat Deck
They still draw from the Combat Deck to reup to (6) Cards in Hand
Place Ghost over Character
Ghost Players may optionally draw from the Ghost Deck as their (+1) on Start of Turn; not reup to (6)
Learn what Ghost Cards do
The Dark arts give unnatural abilities.
Ghost Cards are played just like Combat Deck Cards, but now you have more powerful plays to make & advantages:
Tier 4 Combat advantage
Powerful Utility Cards
etc.
Learn when Players become Spirits
Your final wish may change the game.
Players become Spirits if they die in Honorable Combat, death from another Player from a Combat Duel:
They still get a Turn to play
They may Bless or Curse their remaining Combat Hand & Fate Hand (11.)
They do not draw new Cards
Once the last Card is given, they are Eliminated
They influence the remainder of the game until they have no more Cards
Place Spirit over Character
Bless or Curse remainder of your Hands to other Players, cannot redraw Cards; no more cards results in Elimination
Learn what to do with the remainder of Cards
Influence the game.
Players can purchase Tokens to "give" to other Players:
Bless/Curse Fate Hand Cards as themselves
Fate Hand Blessings - Give Point cards sideways (0 value) for 1 full round; then upright on Spirit’s next turn (Full Value).
Cursed Point Cards forces equal/next higher Point Card of victim to be discarded immediately to Fate Discard Pile.
Remaining COMBAT HAND is used to purchase Blessings/Curses
Players choose to accept Blessings; Players cannot decline Curses
No limit to Blesses/Curses given in Spirit turn
No more Cards = Elimination
Learn how to win & lose the game
Same as before.
There are 2 different ways to win the game:
Conquest Victory
Achieved by a Player reaching the point score total
More likely in larger groups
A victor through controlling the majority of strongholds
Bloodpath Victory
Achieved when all Opponents are Eliminated
More likely in smaller groups
A victor through being the last to rise from the battles
Defeat is the outcome of becoming Eliminated
Player loses all HP
Player reaches 0 Hearts to display on their HP Card
(ACT III) Player transforms into a Spirit via Honorable Death
Winners of the game may write their name on the back of the Emperor Card
Congratulations! ACT III is Complete!
You have learned how to play the Heart of Seishin no Te.
You have completed all the ACTS & are ready for the full experience
*Start GAMEMODE: OFFICIAL MODE, or check out the various Gamemode options
You have made me proud, until next time Samurai...