Control the elements.
Build an empire.
Tears of Nature rules in 2 formats:
booklet fits with cards in tuck box. double-sided print, cut along guides, and fold twice
single 1-sided 8.5″ x 11″ page
Objective: Build an empire of elemental pairs (earth, air, fire, water). Attack the opposition to control new pairs, and defend your empire against attack! The first player to complete their empire ends the game. Victory to the strongest empire!
3 challenge levels for ages 4 and up. For advanced players, negotiate the addition of a 5th element (spirit).
Contents: 67 cards (40 build, 17 attack, 6 defend, 4 wild); rules pamphlet
Available for purchase Spring 2020.
Optional end-game conditions. Selected condition must be agreed to by all players prior to dealing cards:
Quitters never win: When the end game condition is triggered, players excluding the triggerer take 1 additional turn in the usual fashion. Rulebook ratified in honor of the sacrifice made by king Christopher Child the Hopeful to his victor queen Tracy the Vanquisher.
Equal opportunity: End of game is a full Round ending with the player to the right [counter-clockwise] of the first player, and within which 1 or more empires are completed. This provides each player an equal number of turns regardless of who first completes an empire. No sacrifice was made in the bringing of this option.
No good tear goes unplayed: The same rules as the equal opportunity option, except if there is no empire with the required constituent pairs to trigger an end game condition, gameplay continues. Rulebook ratified in honor of the sacrifice all other players make communing with Bill the Dweller.