Baisch - Complete Rulebook
This rulebook is written to work for both:
- offline/tabletop card play
- the online implementation at https://perahrens.github.io/baisch/
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
- Standard 52-card deck
- 3 Joker cards
- Hero pieces/tokens (or equivalent markers)
- Optional dice (for turn-order variant)
3. Setup
Each player starts with:
- 1 king card (face-down)
- up to 3 face-down defense cards in slots 1 to 3
- remaining cards in hand
Shared area:
- Main deck (draw pile)
- Cemetery (discard pile)
- 2 center picking decks (plunder targets)
4. Turn Order
Default rule:
- At the start of each round, players roll dice.
- Highest roll goes first; continue in descending order.
Optional rule:
- No dice roll.
- Use fixed clockwise order from a chosen starting player.
5. Card Values
- Number cards: face value
- J = 11, Q = 12, K = 13, A = 14
- Joker:
- in defense counts as 1
- in attack is a wild high-impact card
6. Turn Structure
On your turn, you may perform legal actions in any valid order, then finish turn.
Core actions:
- Manage defense (take/put)
- Plunder a center picking deck
- Attack enemy defense cards
- Assault enemy king (when legal)
- Use hero abilities
7. Core Rules
7.1 Manage Defense (Take/Put)
- Take: move one of your own defense cards back to hand.
- Put: place one hand card face-down into an open defense slot.
7.2 Plunder
Attack one of the 2 center picking decks.
- Success: if your attack value beats the top defense value, you take all cards in that picking deck.
- Failure: attack cards go to cemetery; the attacked picking deck grows.
7.3 Attack Enemy Defense
- Build attack value with legal attack cards.
- If attack value beats target defense value: capture target card(s).
- If not: target remains; hidden card is usually revealed.
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).
- Success: enemy is eliminated.
- Failure with your own king committed: you can be eliminated.
7.5 Prey Cards
Cards captured during your current turn are prey cards.
- Prey cards are locked for the rest of the turn.
- They become usable from your next turn onward.
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

How to use:
- Before resolving an attack/plunder, activate Mercenaries.
- Spend ready units: each spent unit gives +1 attack value.
- Resolve combat with boosted total.
Limits and details:
- Units are finite and recover over turns.
- In the online game, up to 8 total units exist, with ready/destroyed states.
- Use only what is needed to secure the result.
Marshal

How to use:
- During your turn, perform additional mobilization actions.
- Mobilization means take or put of defense cards.
Limits and details:
- Marshal increases defense-management economy versus baseline rules.
- Online implementation uses a higher per-turn mobilization budget.
Spy

How to use:
- Activate Spy and choose a face-down enemy defense card.
- Reveal it (information gain).
- Optional extension: discard one hand card to gain extra spy reveals.
Complete Spy details:
- Base: 1 spy reveal attack per turn.
- Extension: you may discard one card to gain +2 additional spy reveals.
- This extension can be used once per turn (while extend is available).
- If no face-down enemy defense card is available (all are face-up), Spy may target and reveal the enemy king.
Battery Tower

How to use:
- Opponent declares attack on your defense/king.
- If Battery Tower is charged, choose to deny.
- Attack is canceled/denied per rules, and attacker loses access to committed attack cards for that turn.
Limits and details:
- Usually one charge/use per turn cycle.
- Must recover/recharge before next deny.
Merchant

How to use:
- During your turn, choose one card to trade (from hand; in some variants also legal from defense interactions).
- Discard chosen card to cemetery.
- Draw replacement from main deck.
Limits and details:
- Usually 1 trade per turn.
- Online rules may reveal the final trade draw to all players.
Priest

How to use:
- First establish current attack suit by starting an attack.
- Activate Priest and target an opponent hand card.
- If revealed card matches your active attack suit, convert/keep it; otherwise return it.
Limits and details:
- Usually up to 2 conversion attempts per turn.
- Priest is only selectable after attack suit is set.
Dark Heroes
Reservists

How to use:
- Keep reservists for passive king-defense boost.
- Spend reservists during attack/plunder for +1 each when needed.
Limits and details:
- Spending improves offense but weakens defense buffer.
- Units recover over turns.
Banneret

How to use:
- Use Banneret to broaden legal attack composition.
- In supported contexts, include own defense cards in attack builds.
Limits and details:
- Use carefully: converting defense into attack can open your board.
- Confirm suit-combination legality before committing cards.
Saboteurs

How to use:
- Place saboteur on enemy defense slot.
- Block that slot from normal defense management.
Limits and details:
- Saboteurs are limited units with destruction/repair/recovery states.
- Defender can clear sabotage through legal removal/sacrifice/combat outcomes.
Fortified Tower

How to use:
- Choose one of your defense slots.
- Add a face-down top defense card.
- Defender value becomes combined stack value.
Limits and details:
- Usually 1 stack action per turn.
- Attackers must beat combined strength to capture.
Magician

How to use:
- Target a defense slot (enemy or own, depending on format).
- Replace card(s) with fresh draw(s) from deck.
- Old card(s) go to cemetery.
Limits and details:
- Usually 1 spell per turn.
- Powerful for disrupting known strong defenses.
Warlord

How to use:
- Activate Warlord to unlock special king-based attack line.
- Optionally perform king swap (variant/implementation-specific) for tactical setup.
Limits and details:
- King-based aggression is high risk.
- Failed king-committed attacks can cause self-elimination.
10. Optional Rules
- Fixed clockwise turn order (no dice each round).
- Faster mode: shorter timer / fewer planning pauses.
11. Win Condition
Last non-eliminated player wins.
12. Quick Beginner Guide
- Keep at least one strong hidden defense.
- Use plunder to stabilize weak hands.
- Do not commit king assaults unless odds are clearly favorable.
- Use heroes for timing advantage, not just raw value.
- Track enemy resources (charges, units, per-turn uses).
13. Notes on Offline vs Online
- Offline and online use the same core mechanics.
- Online UI may automate checks and reveal states.
- If a table rule conflicts with this page, agree house rules before game start.