If there are two players left in the game, each with one card, the winner is the one who wins in the final round.

When determining the loser of a round, players without cards in their hand are not counted. So if a player with the weakest barn dude ran out of cards on their hand, the winner draws a card from a player with the next weakest barn dude on the battlefield.
When a player loses all the cards from their hand, they die, they flip their Barn card over and leave the game. The game continues until only one player is left alive — that is the winner.
After collecting three beast-guards at the barn, you can make a sacrifice by discarding them in exchange for five new cards from the deck.

Example: The barn has collected two beast-guards; by placing the third one at the beginning of the next round, the player can discard all three and draw five new cards from the deck into their hand.
More than one loser: When the lowest number
in a battle is repeated, all such players are considered losers of the round. The winner draws a card from each of the losers, clockwise.

Scenario: There are two losers in the round, the winner draws a parasite from the first player. The action of the parasite is applied first, then the winner draws a card from the second loser.
Draw: When the highest number in a battle is repeated, it is considered a draw: in this case, the winner is determind by the the strength of the barn (total strength of the barn guards). With the equal barn strength, there are no winners and no losers, and no one is drawing the card.

Scenario: All players have laid out a card of the same power. The player with the strongest barn wins, all the others are losers.
Phase 4: actions. When this card exchange ends, players can use the features of their barns. All barn dudes that participated in the battle
go to the discard face up. After that the round ends and a new one begins. Players can add one more guard to their barn, after which they will start the new battle.
Phase 3: stealing. Then the winner draws a card from the loser’s hand. If the winner gets a parasite card (a card with a power of 0), it will harm them immediately and go to the discard (unless otherwise stated). After handing over
a parasite, the loser takes a new card from the deck in return. After the winner drew the card, the player who lost the round can discard from one to three cards from their hand and take new ones from the deck.
Phase 2: battle. When everyone who could and wanted to has put a guard to the barn, the battle begins. Each player chooses one barn dude from their hand to send to battle and places him face down to the center of the table.
When everyone has laid out their card, the players reveal their barn dudes at the same time. Whoever has the highest card power is the winner of the round, and whoever has the lowest card power is the loser.
The game consists of short barn dudes fighting rounds. Each round includes 4 phases.

Phase 1: strengthening. Before each battle, including the first one, the player can choose one card of his suit from his hand and put it open on his barn card as a guard, thus activating a certain ability. All players pick their guard at the same time; if the player does not have barn dudes of his barn’s suit (Gnome, Spirit, Creep, etc), he just waits for the battle to begin. Later a player can swap any of their guard with a new one from his hand, taking the old one two his hand instead of putting a new one. A player can’t take the guard back to their hand without putting another one in his place.

The total strength of the guards is the barn strength.
Take 6 barn cards, shuffle and blindly deal one to each player. Shuffle the playing deck and deal 10 cards to each player. Read the special ability of your barn and put it in front of you face up.
Each of the three creep-guards at the barn unlocks a new action. You can use any of them in one round. You do not need to discard the guard to use the feature, but abilities can only be opened in order, from the first to the third. The creep’s ability is used at the moment before the showdown, when everyone has laid out their battle card.

Example: The barn has collected three creep-guards, and the player can use any one of three abilities. Everyone laid out their card, and the Creep Barn owner can choose a weak barn dude, and then discard two battle cards (his own and one other player’s) and replace them with two top cards from the deck, first for himself, then for the opponent.
You can discard a gnome-guard from the barn to draw one more card from the loser’s hand when you win, one draw for each discarded gnome. When there are few losers, you can draw a card from one of them on your choice, discarding one guard. Or, at the end of the round, you can discard a gnome-guard to steal someone else’s guard into your hand (with
a power no more than the sum of your guards’ strength). This feature is used in the end of the action phase, after all the other barns’ features.

Example: The Gnome Barn has two guards: with a power of 1 and with a power of 9. By discarding the first one, the player can steal from other barn and take to his hand a guard with a power of 10 or less. By discarding the second one, he can steal a guard with a power of 9 or less.
The double-suit cards match either of the two barns and work the same way as the other guards.





c) Two Creep Barns. All three actions can be used by both barn owners in the same round before the showdown. A player with a stronger barn (higher total strength of guards in the barn) chooses whether they will perform their actions first or second.

d) Two Mushroot Barns. When summing up
in battle, only one of the Mushroot Barns is used for other players — the one with fewer guards. The owners of the Mushroot Barns use their own guards to sum up with the mushroot battle card.
The game can be expended for 7-12 players
if you combine two game packs. Here are some things to keep in mind for the repeated barns
in 7-12 player game.

a) Two Gnome Barns. If two players with a Gnome barn want to steal the same guard card in the same round, the player with a stronger barn (total strength of guards in the barn) gets priority. If the strength is equal, the player with stronger battle card gets priority. If the power is equal here too, the winner of the round decides who steals the card first. When the guard is discarded, the barn strength is reduced and the priority can go to another player after that.

b) Two Spirit Barns. If two players with a Spirit barn want to resurrect the same card, the player with a stronger barn (total strength of guards in the barn) gets priority. If the strength is equal, the player with stronger battle card gets priority. If the power is equal here too, the winner of the round decides who resurrects the card first. When the guard is discarded, the barn strength is reduced and the priority can go to another player.
Each suit has its own unique ability, which is activated when a guard of the same suit is added to the barn. The cards are added one at a time — first the first sector in the barn is filled, then the second, then the third. The player can replace the guard with a new one, taking the old one to his hand. When the cards in a player’s hand run out, they die, they flip the Barn card over and all the guards go to the discard.
Each goblin-guard at the barn gives you the ability to trade one card per round by discarding it from your hand and taking a new one from the deck. You don’t need to discard goblin-guards to do this.

Example: The barn has collected two goblin-guards, and in the phase of action, the player can discard two weak cards from their hand without losing a round and take two new ones from the deck, all at once or one by one.
All cards of this suit have the same power of 3, but it is summed up with other cards of the same suit on the table. So the strength of two mushroot cards lying on the battlefield will be 6 for each
of them, or 9 if there is a guard at the Mushroot barn, or 12 if there are two guards, and so on.
If the barn owner loses, he can exchange either 1-3 cards from his hand with the deck as usual, or up to 2 cards with the discard, drawing any mushroot card from there — one for each discarded one.
The card’s power cannot be counted more than 12, even if the total sum of the mushroot cards is bigger.

Example: The Mushroot Barn lost the round. Instead of exchanging 3 cards with the deck, the player can take any 2 mushroot cards from the discard, so he can fill his barn card and receive the power of 12 for each of his mushroot card
in the battle.
If the winner draws a card with the power of 0, its feature applies to them. The parasite goes
to the discard, and in return the loser takes a new card from the deck. When using a parasite, the sequence of actions is as follows: the parasite’s action is played, then the loser takes a new card in return, then the loser can change
up to three cards with the deck as usual.

There are three types of parasites:

a) Squatter — takes a place in a player’s hand, expelling two other barn dudes by the receiver’s choice.

b) Vermin — kills one guard from a player’s barn, after which goes to discard with the murdered guard.

c) Revers — if the winner draws this parasite from your hand, it goes to the discard, and now you have to draw a card from the winner’s hand. You might also draw a parasite and its feature will be applied to you.
The mushroot cards have red extra number — it is used to calculate the strength of the barn in case of a draw, and for the features of the Gnomes (stealing a guard) and Spirits (resurrection).
After the showdown you can discard a spirit from the barn to resurrect any card from the last battle (except your own), with a power no more than the sum of your guards’ strength, and take it to your hand. You can do this action up to three times per round. Even if you have just played your last barn dude, you can still do the resurrection after the winner draws a card from the loser.

Advice: Put one strong spirit and a couple of weak ones in the barn, discard weak guards to resurrect strong cards from the battlefield, but keep the strong one in the barn as long as possible so that the total strength remains high (having 10, 2 and 1, you can resurrect cards of 12, 12 and 10).
Rules
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