How to play

No source for the original rules exists except this revised edition which is made simple and easy to understand. It was borrowed from https://boardgamegeek.com/filepage/143769/hyborian-gates-rules. It is a lot easier to read as a .pdf file so go use the link provided to download the file. If anyone finds the real rules please add them.

**Hyborian Gates**

**· Play Troopers and Monsters in your Ready Area, attach matching**
Companions, Tech, and Vehicles

· Transport the Group to Dimensions or Enemy Gates using your own
Gates which must have enough power

· Battles are one Trooper versus one Trooper, plus Attachments,
Vortex Tactics and Gaean magic

· Control Dimensions to win

Layout

Ready Area
Hyborian Gates Gaean Gates Asgard Gates Atlantean Gates Osiran Gates Chaos
Gates
Hyboria
Gaea
Asgard Atlantis Osiris Chaos
(black)
(green)
(white) (blue) (yellow) (red)
Hyborian Gates Gaean Gates Asgard Gates Atlantean Gates Osiran Gates Chaos
Gates
                                        Ready Area

                                        Card
Types
Trooper Champions who other cards from the same Dimension are attached to.
Fight the battles over
                Dimensions and Gates.
Have a native Dimension where they get bonuses.
Monster A type of Trooper. From the Chaos Dimension. Have a special Dimension
walk ability.
Companion Attach to Troopers from the same Dimension. Add to Strength and
Defense or special abilities.

Tech Attach to Troopers from the same Dimension. Add to Strength and Defense or
special abilities.
Vehicle Attach to Troopers from the same Dimension. Add to Strength and Defense
or special abilities.
              Only one vehicle per
Trooper.

Vortex Tactic Played in battle.
Gaean Magic Played in battle after Vortex Tactics if you control a Gaean
Trooper.
Power Surge Played at any time, on any players turn, if it is not a
simultaneous phase.
Gate Used to transport Troopers and Attachments to Dimensions or Enemy Gates.

                                          Winning
          2 Players Control 5 Dimensions
          3 Players Control 4 Dimensions
          4 Players Control 3 Dimensions
5-8 Players (Add second Universe) Control 3 Dimensions, at least 1 in each
Universe

                                      Trooper Abilities
Gaea ·
 Let you use Gaean Magic Cards, once per battle
per Trooper
      · May play Gaean Magic from the same or
neighboring Dimensions if not involved in a battle in the
            neighboring Dimension the
same turn
Osiris ·
 Unlimited +1 Strength for each Attached Tech

      · Once, +3 Strength if there is both an Attached
Tech and Companion
Chaos ·
 Only Troopers who may use Dimension Walk
transport ability
Asgard ·
 Only Troopers who may use Vehicles (1 per)
Atlantis ·
 If they control a Dimension for at least 1 turn
and are not involved in a battle the same turn, may
          lend support to neighboring
dimension once per turn giving +1 Strength to a Trooper for
            themselves, and +1 Strength
for each Atlantis Attachment on them
Hyboria ·
 High natural Strength

                                          Setup

Starting Play 1. Place Dimensions onto table in order (Chaos and Hyboria are
considered neighboring)
(Simultaneous) 2. Play one Trooper from deck into Ready Area
                  3. Play one Gate from deck in
front of the matching Dimension
                  4. Add a pyramid to the Gate
                  5. Draw to 7

                                          Phases

Draw ·
 All players draw 1 plus the number of Dimensions
controlled
(Simultaneous) ·
 4 card draw maximum

            · If a player draws the last card in their deck
the game ends and the player controlling the most
                Dimensions wins. In case
of a tie compare Strength in Ready Areas. If still a tie, game is tied
Gates ·
 Players may play 1 gate in front of the matching
Dimension and place a pyramid on it
(Simultaneous) ·
 Gates may not be overloaded the turn they are
played
Player Order for ·
 First active player is whomever has the most
gates in play
Turn Phases ·
 Tie is whomever brought the most pyramids to the
table

            · Active player plays all remaining stages alone
Overload ·
 May place any number of pyramids on gate that is
not overloaded already to increase its Power

      · Gate is now overload and will destruct in X
turns according to overload chart
Attach ·
 May attach one Vehicle and any number of
Companions and Techs to Troopers in the Ready Area
      · Must attach to cards of the same Dimension type

      · Vehicles may only

      · Attached cards add the Strength and Defense in
upper left, transport cost in upper right, and any
          abilities to the Trooper
Transport ·
 May transport Troopers and Attachments up to the
Gates Power (see chart) from Ready Area to or
          from Dimensions, or to enemy
Gates.

      · Transporting to Enemy Gates take the same amount
of Power as transporting to its Dimension

      · Multiple Troopers my transport to the same
place, which is considered a Campaign

      · Amount of Power needed is the number of
Dimension symbols in upper right on the Trooper plus all
            Attachments

      · Troopers may transport without Attachments, but
Attachments without a Trooper are destroyed
      · Troopers of type Monster may walk to a
neighboring Dimension but if they do lose all Attachments.

      · Troopers may only transport, walk, or otherwise
move once a turn.
Combat Attack Dimensions or Enemy Gates. See Chart
Ready ·
 May play Troopers or Attachments to Ready Area
Activation ·
 Discard down to 7 cards

      · Players overloaded Gates have a counter removed

      · Overloaded gates with no counters are destroyed
      · Say to player on left "Your Gates are
active", they start their overload phase
End Phase ·
 Check for win, controlling a Dimension is having
a Trooper there
(Simultaneous) ·
 Go to Draw phase

                                      Combat
Phases
Combat at Gate ·
 Defender draws up to 3 cards stopping if they
have 7 in hand prior to combat starting
(skip otherwise) ·
 Defender may play cards in hand in Ready Area

                  · Defender chooses if they want to defend the Gate
with any Troopers in Ready Area
Attack ·
 Attacking player chooses a single Trooper with
all Attachments to Attack

            · Defending player chooses a single Trooper with
all Attachments to Defend
            · Troopers in their native Dimension get +3
Strength
Vortex Tactics ·
 Attacker may play Vortex Tactics face down

            · Defender may play Vortex Tactics

            · Resolve Defenders Vortex Tactics, then Attackers

Gaean Magic ·
 If a player has a Gaean Trooper they may play
Gaean Magic Cards
Compare Strength ·
 If Attackers Strength is greater than Defender
Defense, the Defender dies
            · If Attackers Strength is less than Defenders
Defense, the Attacker dies

            · Even if the Defender dies, if the Defenders
Strength is greater than Attackers Defense, the
                  Attacker dies
Campaign ·
 If there are still Troopers from either side,
repeat from Attack phase
Resolve Gate Combat ·
 If the Attacker still has a Trooper at the enemy
Gate, the Gate is destroyed and the
                        Attacker now **\*permanently owns\*** any Pyramids on the
Gate

                  · Attackers surviving Troopers and Attachments
return to their Ready Area

                                        Other Rules
Trooper Limit ·
 The maximum number of Troopers a player may have
in each individual Dimension is the
            number of Gates they control

        · Any time a gate is destroyed, the player must
immediately sacrifice Troopers to meet this limit
Power Surges ·
 May be played in phase, including opponents,
which is not simultaneous
Immunity ·
 If a Trooper or Attachment has Immunity, it
extends to all cards in the unless they state
              otherwise

        · Immunity negates all effects of the card
including Strength bonuses. Pretend it isn't there
Cards Effects ·
 Cards only effect the Dimension they are in
unless they state otherwise
Deck Limits ·
 Decks must have at least 50 cards

        · Only 2 copies of a card per deck

        · Gates must be at least 1/10 of the deck (5 of
        · Gates with special powers must be at most 1/3 of
Gates (1 of 5, 2 of 6)

                                        Gate
Power
Gate Color versus Pyramid Color Transport Destination Base Power Overload Bonus

Gate has at least 1 Matching Pyramid Matching Dimension 2 +2 per Overload
Pyramid
Gate has at least 1 Matching Pyramid Neighboring Dimension 1 +1 per Overload
Pyramid
Gate has at least 1 Matching Pyramid Other Dimension 0 +1 per Overload Pyramid
Gates has no Matching Pyramids Matches Gate or Pyramid 1 +1 per Overload
Pyramid

                                      Gate
Overload
        1 Pyramid Overload 4 Counters
        2 Pyramid Overload 3 Counters
        3 Pyramid Overload 2 Counters
        4 Pyramid Overload 1 Counters