baisch

Baisch - Complete Rulebook

This rulebook is written to work for both:

The interface can differ, but the gameplay rules are the same.

1. Goal

Eliminate all opponents.

A player is eliminated when their king is defeated in a king assault.

2. Components

3. Setup

Each player starts with:

Shared area:

4. Turn Order

Default rule:

Optional rule:

5. Card Values

6. Turn Structure

On your turn, you may perform legal actions in any valid order, then finish turn.

Core actions:

7. Core Rules

7.1 Manage Defense (Take/Put)

7.2 Plunder

Attack one of the 2 center picking decks.

7.3 Attack Enemy Defense

7.4 King Assault

You may attack an enemy king only when king-assault conditions are met by your rule set (normally when enemy defense is cleared).

7.5 Prey Cards

Cards captured during your current turn are prey cards.

7.6 No-Attack Reveal Rule

If your turn ends without performing an attack, reveal one of your defense cards.

8. Hero Acquisition

Heroes are obtained by sacrificing a Joker.

Hero mapping by drawn card:

Drawn Card Hero / Result
2 Mercenaries
3 Marshal
4 Spy
5 Battery Tower
6 Merchant
7 Priest
8 Reservists
9 Banneret
10 Saboteurs
J Fortified Tower
Q Magician
K Warlord
Red Ace Choose a white hero (2-7)
Black Ace Choose a black hero (8-K)
Joker Free choice of any hero

9. Complete Hero Rules (How To Use)

White Heroes

Mercenaries

Mercenaries

How to use:

  1. Before resolving an attack/plunder, activate Mercenaries.
  2. Spend ready units: each spent unit gives +1 attack value.
  3. Resolve combat with boosted total.

Limits and details:

Marshal

Marshal

How to use:

  1. During your turn, perform additional mobilization actions.
  2. Mobilization means take or put of defense cards.

Limits and details:

Spy

Spy

How to use:

  1. Activate Spy and choose a face-down enemy defense card.
  2. Reveal it (information gain).
  3. Optional extension: discard one hand card to gain extra spy reveals.

Complete Spy details:

Battery Tower

Battery Tower

How to use:

  1. Opponent declares attack on your defense/king.
  2. If Battery Tower is charged, choose to deny.
  3. Attack is canceled/denied per rules, and attacker loses access to committed attack cards for that turn.

Limits and details:

Merchant

Merchant

How to use:

  1. During your turn, choose one card to trade (from hand; in some variants also legal from defense interactions).
  2. Discard chosen card to cemetery.
  3. Draw replacement from main deck.

Limits and details:

Priest

Priest

How to use:

  1. First establish current attack suit by starting an attack.
  2. Activate Priest and target an opponent hand card.
  3. If revealed card matches your active attack suit, convert/keep it; otherwise return it.

Limits and details:

Dark Heroes

Reservists

Reservists

How to use:

  1. Keep reservists for passive king-defense boost.
  2. Spend reservists during attack/plunder for +1 each when needed.

Limits and details:

Banneret

Banneret

How to use:

  1. Use Banneret to broaden legal attack composition.
  2. In supported contexts, include own defense cards in attack builds.

Limits and details:

Saboteurs

Saboteurs

How to use:

  1. Place saboteur on enemy defense slot.
  2. Block that slot from normal defense management.

Limits and details:

Fortified Tower

Fortified Tower

How to use:

  1. Choose one of your defense slots.
  2. Add a face-down top defense card.
  3. Defender value becomes combined stack value.

Limits and details:

Magician

Magician

How to use:

  1. Target a defense slot (enemy or own, depending on format).
  2. Replace card(s) with fresh draw(s) from deck.
  3. Old card(s) go to cemetery.

Limits and details:

Warlord

Warlord

How to use:

  1. Activate Warlord to unlock special king-based attack line.
  2. Optionally perform king swap (variant/implementation-specific) for tactical setup.

Limits and details:

10. Optional Rules

11. Win Condition

Last non-eliminated player wins.

12. Quick Beginner Guide

  1. Keep at least one strong hidden defense.
  2. Use plunder to stabilize weak hands.
  3. Do not commit king assaults unless odds are clearly favorable.
  4. Use heroes for timing advantage, not just raw value.
  5. Track enemy resources (charges, units, per-turn uses).

13. Notes on Offline vs Online