Rules of

4-8 players

20-30min10 +StoryOnce, there was a continent called "Macelandia" at the middle of theworld. Forces that worshiped the God of Light and those that worshiped

the God of Darkness repeatedly battled for supremacy over the continent.
After a long and fierce struggle, the fairy of light, Lumil, sealed the Dark
King Siose in the cave of "Nightless Cape." This legendary war came to be
known as the "Great Maceraki War.”
500 years passed ———In the peaceful era that continued in the Kingdom of light "Acidgard",
an ominous prophecy spread throughout the lands.

When the moon overlaps with the sun,the Dark King shall awaken from his long slumber,leading the forces of darkness to rise.
The fateful battle between light and darkness, the clash of the two great
forces, is about to unfold once again…

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Rules ofOverview“Macelandia" is a team-based strategy simulation card game. Players are divided into
factions of light and darkness, taking on the role of commanders defending "castles" and"forts" positioned on the map. By choosing actions such as “attack,” “reinforcements,” or“standby,” players aim to eliminate either the castle player or all fort players from theenemy faction to achieve victory.
Commanders are required to be strategic, and to make use of the geographical advantages
on the vast Macelandia continent. They need analytical reasoning skills to read the enemy's
hand based on limited information. Cooperation with allies becomes the key to victory.
The conclusion of this story rests in your hands.

Contents
・1 Rules booklet
・1 Macelandia map

For 4 to 6 players

For 7 to 8 playersback side・8 Faction cards

Light: 1 Castle card,Darkness: 1 Castle card,

3 Fort cards

3 Fort cards2（back side)Rules of・32 Cards to use as a handLight
11 Character cards, 1 Enhancement card, 1 Instant Death card（back side)

Additional cards (used only in a 7-8 player game):
2 Character cards (strength ③ and ⑥), 1 Enhancement card

Darkness
11 Character cards, 1 Enhancement card, 1 Instant Death card（back side)

Additional cards (used only in a 7-8 player game):
2 Character cards (strength ③ and ⑥), 1 Enhancement card

How to Read Character Cards
Number representing strength

Name
Race
Special Abilities＊Not every card has special abilities

3Rules ofSetup

1

Prepare Gameplay Area

Put the Macelandia map on the table.
Place the side corresponding to the number of players face up.

2

Divide into 2 factions

Divide the players into factions of Light and Darkness.
Prepare the faction cards as shown in table 1. Each faction will have one player
defending the castle, while the other players will defend forts.

Table 1: Number of Faction cards
Number of Players

4 Players

5 Players

6 Players

7 Players

8 Players

Castle1 Card1 Card1 Card1 Card1 Card

Fort

1 Card1 Card2 Cards

2 Cards

3 Cards

Castle1 Card1 Card1 Card1 Card1 CardFort

1 Card2 Cards

2 Cards

3 Cards

3 Cards

LightDarkness

Shuffle the cards well and deal them to everyone face down. Without checking
the front of the cards, each player places their card face down in the 'Vacant
Territory' on the Macelandia map (see below). It is advised to place it in thenearest vacant territory from where you’re sitting. Territories where faction cards
were not placed will remain vacant.

Example: Arrangement for a 5-player game

Vacant territory

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Rules of

Reveal Faction Cards All Together !
This determines who is in the Light faction and Darkness faction. Confirm your alliesand enemies. The position relationships of each player and the differences in the roles of'castle' and 'fort' are important when strategizing.

About Long Distance and Neighboring
Each territory has a distance between them. As shown in the diagram
below, territories on both sides, from your perspective, are "Neighboring",
while other territories are considered "Long Distance".

Example: Distance between territories in a 7-player game
LongDistance

LongDistance

LongDistanceLong
Distance

Neighboring

Neighboring
LongDistance

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Rules of3

Deal Cards

Deal cards to use as a hand to each player.
As shown in Table 2, prepare cards based on the number of players, separated bylight and darkness factions.

Table 2: Number of Cards to use as a hand for each faction
Number of Players

4 to 6 Players

7 to 8 Players

Character Cards

11 Cards

13 Cards (Additional Cards Included)

Enhancement Card

1 Card2 Cards (Additional Cards Included)

Instant Death Card

1 Card1 CardShuffle the cards to use as a hand for each faction. Deal the light cards to players
in the light faction and the darkness cards to players in the darkness faction. Thenumber of cards in each player's hand is as specified in Table 3. If playing with 4
to 6 players, return the remaining card to the box without revealing them.

Table 3: Number of cards per player in a hand
Number of Players 4 Players 5 Players 6 Players
Light6 Cards

6 Cards

4 Cards

Darkness

6 Cards

4 Cards

4 Cards

7 Players
Castle Player: 6 Cards
Fort Players: 5 Cards
4 Cards

8 Players4 Cards
4 Cards

Be careful not to let other players see your hand. Do not share information
about your hand with allies.

The setup is finished.

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Rules ofGame Start!
Starting with the Dark Castle player, take turns clockwise, with each player
taking their turn. When it's a player's turn, they can choose one of the following
actions: (a) Attack, (b) Reinforcements, or (c) Standby.

(a) Attack
Challenge the enemy player to battle. The battle proceeds with the following steps.
1) Choose a card from your hand and place it face down in front of any enemy
player of your choice. The player who is attacked then chooses a card to counter
with from their hand and plays it face down in front of themselves.
2) Simultaneously reveal the cards, then proceed with the 'Victory Judgment' (asdescribed later).
3) After the victory judgment, the cards used in battle will be handled as follows:・Character cards that won the battle return to the player's hand. However, thecharacter card used to attack a player at long distance will be in the 'Expedition'state, and it cannot be returned to the hand until the next turn.
(Refer to 'About Expeditions' for more information).
・Character cards that lost the battle will be discarded. Place these cards facedown in the discard pile.
・Enhancement cards and Instant Death cards are discarded after use since they
can only be used once, whether you win or lose.

How to play a card from your hand
You can play all cards individually. However, you are allowed to combine multiple
cards and play them together only in the following three ways.
- Any character card + one enhancement card.
- A pair of character cards with a special ability that says 'Can be played as a pairwith ＿＿'s character card.'- A pair of character cards that can be played as a pair + one enhancement card.

Note: Combinations that are not allowed- Combining three or more character cards- Combining two enhancement cards
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Rules ofVictory Judgment
Character cards
The card with a higher number representing strength wins. If there is a tie, bothcards are discarded. When combining two character cards, victory is determined by
the total strength value. If a character card has a special ability, it takes precedence
over the strength comparison.

Enhancement cards
Increase the strength of the character cards that were played together. It's also
possible to play an enhancement card on its own, but it has no effect and isdiscarded.

Instant Death cards
Force the enemy player to discard the character card they played.

(b) Reinforcements
Choose one card from your hand and pass it face down to any allied player of yourchoice.
If reinforcements are sent to a neighboring player, the card will immediately beadded to the hand of the player who received the reinforcements.
If reinforcements are sent to a long distance player, the card will be in the'Expedition' state, so it cannot be added to the hand of the player who received
reinforcements until their turn.
*Refer to 'About Expeditions' for more information.
Reinforcements can reinforce the strength of allies or confuse enemies by making
the location of cards unknown.

(c) Standby
Skip your turn without taking any action. This is done when you have few cards inhand or when you want to assess the situation.

8Rules of

About Expeditions
The card used for attacking a long distance playeror the card sent as reinforcements to a long
distance player will be in the 'Expedition' state.
The card in the 'Expedition' state is placed facedown in front of the faction card of the player
who owns it (in the case of reinforcements, infront of the player who received the card). Whenthe player's next turn comes, the expedition stateis lifted, and they can add the card to their hand.
Cards in the 'Expedition' state cannot be used in battles.

←In Expedition State

Player Elimination
A player with zero cards in hand is eliminated from the game. The eliminatedplayer must flip their faction cards face down, say “Macelandia!” and surrender.

Examples of situations leading to elimination
The following cases also result in elimination.
・If a player has zero cards in hand while leaving cards in the 'Expedition' state,
the cards in the 'Expedition' state will be discarded.
・If a player attacks a long distance player with their last card in hand, even if the player
wins the battle, they are eliminated because the cards that were used do not
immediately returned to the hand. The card goes to the discard pile after the battle.
・If a player sends their last card in hand as reinforcements, the player can also
sacrifice themselves by sending reinforcements for the sake of their faction's victory.

End of The Game
The faction that fulfills one of the following conditions will win:

- Eliminate one castle player from the enemy faction.
- Eliminate all fort players from the enemy faction.
If both factions are defeated simultaneously, the result will be a tie.

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