Unbound: Endless War
Unknown to Earth, for centuries a war has waged in the skies above. Launched from their carrier-bases,
fleets from the hated Empire and the feared Skiritai stalk one another between the stars, hurling their
ships in a gambit to claim supremacy. The war has gone on so long, that the only edge each side has in
this conflict is their admirals.
Will you be a footnote in history, or will you lead them to victory?

Rules
At the beginning of the game, five hexes are dealt to each player, as well as a base hex. The remaining hexes are
set in between the players as the draw pile.
Each player starts with a hand of five hexes and fourteen pieces in their reserves and a base hex set five hexes
across from their opponent’s base hex.
The back of the hexes

Skiritai Base Hex

Empire Base Hex

The game is won by occupying your opponent’s base hex for one whole turn.
Each turn, a player draws three hexes from the draw pile, up to twelve hexes per hand at the end of a turn. Players
then take as many actions as they are able.
If the draw pile is exhausted, the discard pile is reshuffled and placed into the draw pile.
If at any point there are no cards available to draw at the beginning of a turn, both players lose.

© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
Each hex has 3 values on it: a defense value, an attack value and a movement cost.
Marks the defense value

Marks the attack value

Marks the movement cost

Players can:
 Place a hex in which they would have an unbroken connection from their base: A connection is broken if the
opponent’s pieces cross the path to the space in question. Placed hexes remain face down until a player
moves into the hex.
Example:
The player
has two
hexes
connected to
their base.

The player
can place a
hex in any of
the spaces
marked with
a green dot.

The opponent’s
pieces block
the player from
placing hexes
on the board. If
the opponent
had a piece in
the top most
hex, the player
could only
place a hex in
the spaces
marked with a
green dot.
Blocked spaces
are marked
with a red dot.



Discard a hex to spawn a single unit on their base hex



Discard a hex to gain two movement points



Spend movement points to move units out of a hex



Discard three cards to move a hex they occupy into the discard pile

The movement cost is the number of movement points required for one unit to exit a hex. Any movement points
not used by the end of the turn are lost.

© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
There are three varieties of movement costs:

Movement Cost of 1

Movement Cost of 2

Movement Cost of 3

No more than four units can occupy a single hex.

Combat
Combat is performed by attempting to move units into a hex occupied by another player. The number of units on
the hex multiplied by the attack value of the hex they are exiting is the total attack. The number of units in the
defending hex multiplied by the defense value of the hex is the total defense. The greater value of the two is the
winner.
If the attacker wins, their pieces move into the defending hex.
In the event of a tie, the defenders win.
Hexes can be attacked by more than four units. If the attacker wins, the attacker picks which pieces move into the
conquered hex.

Say that you wanted to attack a hex that had four of
your opponent’s pieces on it. Your pieces are marked in
green. The opponents are marked in red.

Assume that the defense value of the red occupied hex
is high enough so that four green pieces could not take
the hex.
In order to take the hex, the player (green) discards
enough cards to move all five pieces and declares the
attack. The red pieces lose the combat and are moved
into the opponent’s reserve.
The player (green) must now decide which four pieces
to move into the conquered hex. In this case the player
chose three pieces from one hex and one piece from
the other hex to move into the unoccupied hex.

© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
Special Cards
There are two special cards: supernovas and black holes.
Black Hole

Supernova

If a player enters a black hole, the player’s units are unable to leave the black hole. Starting the next turn, one unit
is moved back to the player’s reserve until no other units are in the black hole.

When a supernova is revealed, all of the hexes and units immediately surrounding the supernova are revealed and
then moved to the discard pile. The only hex unaffected by the supernova is the base hex, however, units in the
base hex are removed to the player’s reserves.

Player pieces:
Empire

Skiritai

© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
Unbound: Endless War
Players draw three hexes at the start of their turn. Players can have
no more than 12 hexes in their hand at the end of their turn.

Unbound: Endless War
Players draw three hexes at the start of their turn. Players can have
no more than 12 hexes in their hand at the end of their turn.

Actions:

Place a hex in an unbroken chain from their base hex

Discard a hex to spawn a single unit on their base hex

Actions:

Place a hex in an unbroken chain from their base hex

Discard a hex to spawn a single unit on their base hex



Discard a hex to gain two movement points



Discard a hex to gain two movement points



Spend movement points to move units out of a hex



Spend movement points to move units out of a hex



Discard three cards to move a hex they occupy into the discard
pile



Discard three cards to move a hex they occupy into the discard
pile

Combat:

(Attack of hex) x (number of ships) vs. (Defense of hex) x
(number of ships) – Ties go to the defender

Combat:

(Attack of hex) x (number of ships) vs. (Defense of hex) x
(number of ships) – Ties go to the defender

Special Cards
Black Hole
Supernova

Special Cards
Black Hole
Supernova



Black hole traps players’ ships with one ship going back to the
reserve per turn

Supernova reveals and moves all hexes around it into the
discard pile
Defense
Attack
Move



Unbound: Endless War
Players draw three hexes at the start of their turn. Players can have
no more than 12 hexes in their hand at the end of their turn.

Unbound: Endless War
Players draw three hexes at the start of their turn. Players can have
no more than 12 hexes in their hand at the end of their turn.

Actions:

Place a hex in an unbroken chain from their base hex

Discard a hex to spawn a single unit on their base hex

Actions:

Place a hex in an unbroken chain from their base hex

Discard a hex to spawn a single unit on their base hex



Discard a hex to gain two movement points



Discard a hex to gain two movement points



Spend movement points to move units out of a hex



Spend movement points to move units out of a hex



Discard three cards to move a hex they occupy into the discard
pile



Discard three cards to move a hex they occupy into the discard
pile

Black hole traps players’ ships with one ship going back to the
reserve per turn

Supernova reveals and moves all hexes around it into the
discard pile
Defense
Attack
Move

Combat:

(Attack of hex) x (number of ships) vs. (Defense of hex) x
(number of ships) – Ties go to the defender

Combat:

(Attack of hex) x (number of ships) vs. (Defense of hex) x
(number of ships) – Ties go to the defender

Special Cards
Black Hole
Supernova

Special Cards
Black Hole
Supernova





Black hole traps players’ ships with one ship going back to the
reserve per turn

Supernova reveals and moves all hexes around it into the
discard pile
Defense
Attack
Move

© 2013 Cliché Studios – www.clichegames.com

Black hole traps players’ ships with one ship going back to the
reserve per turn

Supernova reveals and moves all hexes around it into the
discard pile
Defense
Attack
Move

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com
© 2013 Cliché Studios – www.clichegames.com

Artwork provided by Stephen Fortner – cofortner@hotmail.com

Unbound:Endless War

  • 1.
    Unbound: Endless War Unknownto Earth, for centuries a war has waged in the skies above. Launched from their carrier-bases, fleets from the hated Empire and the feared Skiritai stalk one another between the stars, hurling their ships in a gambit to claim supremacy. The war has gone on so long, that the only edge each side has in this conflict is their admirals. Will you be a footnote in history, or will you lead them to victory? Rules At the beginning of the game, five hexes are dealt to each player, as well as a base hex. The remaining hexes are set in between the players as the draw pile. Each player starts with a hand of five hexes and fourteen pieces in their reserves and a base hex set five hexes across from their opponent’s base hex. The back of the hexes Skiritai Base Hex Empire Base Hex The game is won by occupying your opponent’s base hex for one whole turn. Each turn, a player draws three hexes from the draw pile, up to twelve hexes per hand at the end of a turn. Players then take as many actions as they are able. If the draw pile is exhausted, the discard pile is reshuffled and placed into the draw pile. If at any point there are no cards available to draw at the beginning of a turn, both players lose. © 2013 Cliché Studios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 2.
    Each hex has3 values on it: a defense value, an attack value and a movement cost. Marks the defense value Marks the attack value Marks the movement cost Players can:  Place a hex in which they would have an unbroken connection from their base: A connection is broken if the opponent’s pieces cross the path to the space in question. Placed hexes remain face down until a player moves into the hex. Example: The player has two hexes connected to their base. The player can place a hex in any of the spaces marked with a green dot. The opponent’s pieces block the player from placing hexes on the board. If the opponent had a piece in the top most hex, the player could only place a hex in the spaces marked with a green dot. Blocked spaces are marked with a red dot.  Discard a hex to spawn a single unit on their base hex  Discard a hex to gain two movement points  Spend movement points to move units out of a hex  Discard three cards to move a hex they occupy into the discard pile The movement cost is the number of movement points required for one unit to exit a hex. Any movement points not used by the end of the turn are lost. © 2013 Cliché Studios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 3.
    There are threevarieties of movement costs: Movement Cost of 1 Movement Cost of 2 Movement Cost of 3 No more than four units can occupy a single hex. Combat Combat is performed by attempting to move units into a hex occupied by another player. The number of units on the hex multiplied by the attack value of the hex they are exiting is the total attack. The number of units in the defending hex multiplied by the defense value of the hex is the total defense. The greater value of the two is the winner. If the attacker wins, their pieces move into the defending hex. In the event of a tie, the defenders win. Hexes can be attacked by more than four units. If the attacker wins, the attacker picks which pieces move into the conquered hex. Say that you wanted to attack a hex that had four of your opponent’s pieces on it. Your pieces are marked in green. The opponents are marked in red. Assume that the defense value of the red occupied hex is high enough so that four green pieces could not take the hex. In order to take the hex, the player (green) discards enough cards to move all five pieces and declares the attack. The red pieces lose the combat and are moved into the opponent’s reserve. The player (green) must now decide which four pieces to move into the conquered hex. In this case the player chose three pieces from one hex and one piece from the other hex to move into the unoccupied hex. © 2013 Cliché Studios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 4.
    Special Cards There aretwo special cards: supernovas and black holes. Black Hole Supernova If a player enters a black hole, the player’s units are unable to leave the black hole. Starting the next turn, one unit is moved back to the player’s reserve until no other units are in the black hole. When a supernova is revealed, all of the hexes and units immediately surrounding the supernova are revealed and then moved to the discard pile. The only hex unaffected by the supernova is the base hex, however, units in the base hex are removed to the player’s reserves. Player pieces: Empire Skiritai © 2013 Cliché Studios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 5.
    Unbound: Endless War Playersdraw three hexes at the start of their turn. Players can have no more than 12 hexes in their hand at the end of their turn. Unbound: Endless War Players draw three hexes at the start of their turn. Players can have no more than 12 hexes in their hand at the end of their turn. Actions:  Place a hex in an unbroken chain from their base hex  Discard a hex to spawn a single unit on their base hex Actions:  Place a hex in an unbroken chain from their base hex  Discard a hex to spawn a single unit on their base hex  Discard a hex to gain two movement points  Discard a hex to gain two movement points  Spend movement points to move units out of a hex  Spend movement points to move units out of a hex  Discard three cards to move a hex they occupy into the discard pile  Discard three cards to move a hex they occupy into the discard pile Combat:  (Attack of hex) x (number of ships) vs. (Defense of hex) x (number of ships) – Ties go to the defender Combat:  (Attack of hex) x (number of ships) vs. (Defense of hex) x (number of ships) – Ties go to the defender Special Cards Black Hole Supernova Special Cards Black Hole Supernova  Black hole traps players’ ships with one ship going back to the reserve per turn  Supernova reveals and moves all hexes around it into the discard pile Defense Attack Move  Unbound: Endless War Players draw three hexes at the start of their turn. Players can have no more than 12 hexes in their hand at the end of their turn. Unbound: Endless War Players draw three hexes at the start of their turn. Players can have no more than 12 hexes in their hand at the end of their turn. Actions:  Place a hex in an unbroken chain from their base hex  Discard a hex to spawn a single unit on their base hex Actions:  Place a hex in an unbroken chain from their base hex  Discard a hex to spawn a single unit on their base hex  Discard a hex to gain two movement points  Discard a hex to gain two movement points  Spend movement points to move units out of a hex  Spend movement points to move units out of a hex  Discard three cards to move a hex they occupy into the discard pile  Discard three cards to move a hex they occupy into the discard pile Black hole traps players’ ships with one ship going back to the reserve per turn  Supernova reveals and moves all hexes around it into the discard pile Defense Attack Move Combat:  (Attack of hex) x (number of ships) vs. (Defense of hex) x (number of ships) – Ties go to the defender Combat:  (Attack of hex) x (number of ships) vs. (Defense of hex) x (number of ships) – Ties go to the defender Special Cards Black Hole Supernova Special Cards Black Hole Supernova   Black hole traps players’ ships with one ship going back to the reserve per turn  Supernova reveals and moves all hexes around it into the discard pile Defense Attack Move © 2013 Cliché Studios – www.clichegames.com Black hole traps players’ ships with one ship going back to the reserve per turn  Supernova reveals and moves all hexes around it into the discard pile Defense Attack Move Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 6.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 7.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 8.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 9.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 10.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 11.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 12.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 13.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 14.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 15.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 16.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 17.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 18.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com
  • 19.
    © 2013 ClichéStudios – www.clichegames.com Artwork provided by Stephen Fortner – cofortner@hotmail.com