The rules of Posh Nosh

How to play Posh Nosh

Two players each lead a warband of units. Knock out every unit on the other side to win.

A game already in progress keeps the numbers it was dealt with.

The cards

Each player has their own 52-card deck and their own discard pile. When your deck runs short, your discard pile is shuffled back in. Cards 2 to 10 are worth their number; a Jack is worth 11, a Queen 12, a King 13 and an Ace 14.

A knocked-out unit can't be healed, shielded, targeted, or take a turn. Some units can't shield or heal at all; their ability says so. You can still shield or heal your other units while one of them is active.

You see your own hand, and you can look through your own discard pile (tap it when no card is picked) but not rearrange or take anything from it. The rival only sees how many cards you hold and how many are in your discard pile, and neither of you sees the decks.

Setting up

  1. Recruit. Each player picks their units, four unless the host chose a different size (three beside a hero and a dragon, see Dragons). The other player can't see your picks until battle starts.
  2. Order. Put your units in order. The leftmost acts first, unless the host lets players choose the order (see A turn).
  3. Ready. Locking in your warband makes you ready, once you have placed any opening shield or item (see below). Until your rival locks in theirs you can take it back and change it; after that it's final (at a public draft it's final at once). Battle starts when both players are ready. A coin flip decides who goes first.

The host can change how recruiting goes:

A turn

  1. Draw. Your hand fills back up to 5 cards as your turn starts. Cards you spent answering the rival's turn come back here.
  2. Play. Your active unit is the one taking this turn. Play or discard 2 cards, in any mix: two plays, a play and a discard, or two discards. You can take a staged card back until you confirm. Each card is used once: you can't play a card and also discard it. With fewer cards in hand, you play what you hold. Once your staged cards knock a unit out, it is down for the rest of the turn: the next attack has to go on a unit still standing. Take back the card that knocked it out and it stands again. A Wizard is the exception: it may yet ward the blow, so you can keep piling attack cards on it. When your staged cards knock out every rival unit, you have won: confirm the turn as it stands. While a rival Wizard stands, though, the win isn't sure, so you play out the turn's cards.
  3. Pass. The next living unit in your order becomes active for your next turn. Knocked-out units are skipped, and the order wraps around.

Choose the order. The host can let players choose instead. Then your turn starts with a pick: any living unit that hasn't acted this round may take it, and once every living unit has acted, a new round begins. When only one is left to act, it takes the turn without asking. A unit Medusa turned to stone can't be picked on your next turn, and the stone then wears off; it still owes its turn this round. If every unit still to act is stone, the round ends early, and if all your living units are stone, they shake it off. Your order on the table still decides nothing else. Like any house rule, it can't be ranked.

Attacks and abilities come from the active unit. An Orc's Blunt cards hit harder only while the Orc is active, for example.

Bonus damage

When a multiplier or a bonus adds damage to an attack that lands, the extra is its own bonus damage card of the same type. It belongs to neither player and comes from an endless shared pool, so it never joins a deck or discard pile. An Orc's 10 Blunt deals 15: the 10 Blunt and a 5 Blunt bonus both go on the target. An attack that doesn't land (a Werewolf shrugging off Blunt, say) brings no bonus damage either. A Healer mends one attack card at a time, so it gives back the 10 first and the 5 on a later turn. A shield still blocks the card and its bonus damage together.

Healing makes change against the attack cards on a unit, so they never add up to more than the HP it is missing. A Heal pays off the biggest attack card first; one it only partly covers becomes a bonus damage card for what is left. A 10 Pierce healed by an 8 Heal goes back to its owner's discard pile and leaves a 2 Pierce bonus. The same goes for any HP a unit gets back, from a Fairy, a stolen Heal or a Banshee's drain. A Wizard's ward pays off only the attack it answers.

Special and reactive abilities

Mono-suit hands

If every card in your hand matches, the game offers you a special play:

A Dragon strikes on its own: the active unit's abilities and bonuses don't apply to it, but the defender's abilities and shields still do. After any of these, you draw a fresh hand and take your normal turn as well.

Changed your mind? A Dragon, Double Dragon or Blacksmith can be called off until its cards are confirmed: the cards you staged go back to your hand and you take an ordinary turn, or declare it again. Once a Knight has answered one of its attacks, it has to be played out. A Fairy heals the moment it is played, so it can't be called off.

Heroes

The Heroes pass adds eleven heroes of legend, 40 HP each. At a table opened with it, each player recruits a hero besides their warband: the usual units and one hero, never a hero in place of one of them. The hero is picked, dealt or drafted the same way as the rest (a public draft has two of each hero to share, and a swap trades a hero for another hero), takes its place in your marching order, acts when that place comes, and counts toward the last unit standing like any unit. The host may hire more heroes a side, or none, as a house rule; like any house rule (a warband of another size, the opening shield, the swap) it can't be ranked. Most heroes carry a familiar unit's trick with more behind it: Robin Hood's arrows go through shields like a Dark Knight's and break one as they pass, Vladamier drains like a Banshee and raises Thralls like a Vampire, Imhotep mends his side as his turn starts like a Healer but still attacks, and Merlin steals like a Rogue but looks at the rival's whole hand and picks the card he wants. Beowulf takes any card back from your discard pile and plays it at once, then plays his hand. Three are their own:

Dragons

The Dragons pass adds ten dragons: the Basilisk, the Hydra, the Red Dragon, the Sky Drake, the Black Dragon, the Brown Dragon, the Bone Dragon, the Wyrm, the Wyverns and the Frost Dragon. Each has 50 HP but the Brown Dragon's 60 and the Wyverns' 30 apiece. (These are units; the Dragon hand above is a hand of cards, and a Dragon hand played at a dragon hurts it like anyone else.) At a table opened with the pass, each player recruits a dragon besides their warband, exactly as a hero is hired: the usual units and one dragon, never a dragon in place of one of them. The dragon is picked, dealt or drafted the same way as the rest (a public draft has two of each dragon to share, and a swap trades a dragon for another dragon), takes its place in your marching order, acts when that place comes, and counts toward the last unit standing like any unit. The host may field more dragons a side, or none, as a house rule, and like any house rule it can't be ranked. A dragon's ability is its own, as a hero's is: a Shape Shifter can't take it. The pass also brings two units of the warband proper, the Dragon Slayer and the Dragon Caller: they are recruited in a warband's place like any other unit, never in the dragon slot.

Items

The Items pass adds eleven legendary items. An item isn't a unit: a unit carries it into battle. At a table opened with the pass, each player recruits one item beside their units. The host may hand out none, or up to four, as a house rule, and like any house rule it can't be ranked. Nobody carries more items than they have units.

Familiars

Each player brings a familiar to the battle, a little companion that sits beside the warband: a cat, a dog, a snake, an owl or a rat (pick yours on your profile). They all do the same thing. A familiar isn't a unit: it can't be attacked, healed or shielded, and it doesn't count toward the last unit standing.

Winning

The match ends the moment one side has no units left standing. A player can also resign, or both can agree to a truce. Until either player has made a move in the battle, there is nothing to resign or make a truce over: either one can simply flee, the match is called off, and nobody wins or loses. A game against the House is only practice, so you can flee it at any point, battle or not.

The units