Apprentice Emblem Icon

APPRENTICE ICG:
THE INCLUSIVE CARD GAME

QUICKSTART GUIDE

VIDEO WALKTHROUGH

TEXT-ONLY DIRECTIONS

PLAYER REFERENCE CARD

IMAGE DESCRIPTION ARCHIVE

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INTRODUCTION

Apprentice Box and Contents Array

Hello!
And welcome to the realm of Apprentice ICG! Pick a class, combine power, and cast epic spells in this 2-4 player deck battler built for everyone! Become the chosen Apprentice!
Access Technology:
– QR to Image & Card Description for Every Card
– Transparent UV-Hardened Braille
– Large-Print Text & High-Contrast Color Palette
Contents:
– 120 3×5” Accessible Cards divided into 4 playable classes: Ember, Forest, Glacier, Spirit
– Print/Braille 35mm D12 in Darkglitter colorway with Silver Foil bag
– Accessible, class-themed tuck boxes with Quickstart QR

GAME CONTENTS

Apprentice Cardback Array

CLASSES:
Apprentice ICG is made up of four different elemental-themed classes: Ember, Forest, Glacier, and Spirit. Each class has their own unique art and ethos, but each class has equal cards and equal power. Each class contains 2 copies of 15 unique cards for a total of 30 cards per class. Each class a unique emblem: Ember: Flame, Forest: Acorn, Glacier: Snowflake, and Spirit: Wind. 

Print Card OverlaySim Braille Card Overlay

CARDS: 
Each individual card has the same informative layout in both print and braille. They include the following components:
1) Card Name: Indicates the name of the character, spell, or artifact. Located on the bottom of the card. 
2) Keyword (if applicable): Indicates a card’s special ability. Located below the Card Name.
3) Power Level: Indicates the power level of the card ranging from 1 to 11, and also includes the mysterious “?”. Located in the top-right corner for print users and the final braille cell for tactile users after a numerical indicator (for power levels 1-11) or full braille cell (for power level “?”). 
Note: Braille users: The braille letter “j” equals “10,” “k” equals “11,” and ‘l’ equals “12.” (See D12 section.) 
4) Class Themes and Indicators: Each class has colors, emblems, or braille symbols to indicate which class a card belongs. For print users each class has a thematic color, center emblem, and unique card back. For tactile users, the indicator is the first braille symbol at the top of the card. Each indicator is the first letter of the class (i.e. E for Ember, F for Forest, G for Glacier, and S for Spirit).
5) Image/Card Description QR Link: Each card has a QR in the top-left corner that links to the Image Description of the Card Art Oval (#6) and Card Archive. 
6) Card Art Oval: Each card has beautiful visual representation to immerse oneself in the realm of Apprentice ICG. A whimsical, beautiful image description awaits via the QR as well (#5). 

D12 and Bag Photo

D12:
At certain points of the game, a roll of the die is required. A print/braille 12-sided die (of D12) is included for these lucky (or unlucky) moments. Each face of the D12 has the print number with braille equivalent. For tactile users, the faces follow the same alphanumeric sequence of UEB however without the numerical indicator (thus, a=1, b=2…i=9). In addition, numbers 10, 11, and 12 are represented by the letters j, k, and l for spatial requirements. 

GENERAL GAMEPLAY:
2-Player Directions

Card Array Emphasizing Power Levels

POWER IS KING:
The foundation of the game is to overpower your opponent. Similar to the classic card game “War,” power level increases by number. Thus, a card with a power level of 11 would beat any card with a power level below it. Whoever win the biggest battles (e.g. collects the most cards) wins! 

THE BEGINNING: HAND & CARD DRAW:
Each player starts by choosing a single class, shuffling their class deck, and placing it face down in front of them. Each player will draw 2 cards. Each player will always keep 2 cards in their hand. So after a card is played, a player immediately draws. The game starts with both players rolling the D12. Whoever rolls the highest gets the advantage (e.g. goes second).  

Apprentice 2 Player Setup

MIDGAME: A SERIES OF BATTLES & DISCARD:
A game of Apprentice ICG is a series of small battles. The first battle at the beginning of the game starts with the player that rolled the lowest. This player would play a single card face-up in front of them. The second player would do the same and play a card face-up in the front of them. If there are no keywords present on any cards, whichever player has the highest power would win and take both cards. They would place both cards and place them face-up in a discard pile away from their shuffled deck. If there are keywords present on any cards, things get more exciting (see next section)!

Remember: Lay all cards first and then roll in order of play. 

Apprentice Keywords Examples

KEYWORDS MATTER & CARD/ROLL ORDER: 
In the event that a battle includes keywords, there are special steps to take! First let’s define the keywords: 

Apprentice Rogues

Chance!: Roll the D12 for instant victory! This keyword unique to all the “Rogue” cards in each class to highlight their flair for the dramatic. Choose a number between 1 and 12. You have two chances to roll that number with the D12. If you roll it, you win the battle regardless of power! If you don’t roll it and you have less power than your opponent, you lose. If you roll it, and you have more power than your opponent, you are still the winner while “flexing” on your opponent. 

Apprentice Enchant Keyword Array

Enchant!: Roll the D12 for power! For cards with a “?” in their power level, a single roll equals the power. For example, if I play “Fireball” and roll a “7,” the power level would be “7.” However, with the “Apprentice” cards, since the already have a power level of “1” and also the keyword “Enchant,” I would add the rolled power to “1”. For example, If I play “Forest Apprentice” and roll a “7,” the power level would be “8” since that is power of the roll (7) plus the power of the Apprentice (1). You always “Enchant” (roll the D12) after all the cards are played.

Apprentice Allys

Rally!: Add another card into the battle! The player MUST play another card (not an option to opt out of a Rally!). Thus, it is important to remember to always have 2 cards in your hand. Special note: You can chain (keep adding) “Rally” cards for an epic number of characters if you’re lucky enough to draw them consecutively.

Option: “Pro Rally!”:
For players that want a bit more complexity, “Pro Rally!” rules mean that only character cards can be rallied. So, only characters with a Power Level of 1-11 can be used with the “Rally!” keyword. Cards with “?” cannot be used with Rally!

Apprentice Knights

Smite!: Slays an enemy “Dragon” regardless of power! This keyword is unique to the “Knight” cards to reinforce their epic quest for glory! This keyword wins any battle where a Dragon is in play. Even if the dragon is played along side a “Rally” card, the Knight would be victorious and the player would collect all cards. 

Apprentice Artifacts (Rally! and Enchant!)

Multiple Keywords: Cards with two keywords (“Rally! Enchant!”) will do both in the order displayed. Note: All cards must be played before rolling. 

Apprentice Tie Example

MIDGAME CONTINUED: 
Power is still the main pathway to victory (except for special circumstances like “Smite” or “Chance”). Once all the cards are in play, then rolls are made. Power from the cards is added from power rolled (via the D12) and whoever has the highest amount of power wins and takes all the cards! 

TIES:
In the event of a tie (or equal power), all cards from the tying battle will be won by player in the next battle. In the even of multiple ties, the cards would keep being added until a player wins them all. 

Apprentice End Game Discard

END GAME: 
When a player runs out of cards the game has ended. If the other player still has cards in-hand or in-deck, they will add them to their own discard. Whoever has the most cards at the end of the game wins! If it’s a tie (boo!), a roll-off with the D12 decides the victor. Whoever rolls highest will rule the land! 

RESHUFFLE AND PLAY AGAIN!

RULES & GAMEPLAY:
3 PLAYERS

Apprentice 3 Player Setup

HEAD-TO-HEAD-TO-HEAD BATTLE!

Follow General Gameplay Rules with the following notes:

Turn Order: The game starts with every player rolling the D12. Whoever rolls lowest goes first. Then turns will go in clockwise order. When a player wins, they will start the next battle, and turns will go in clockwise order.

No Ties: Ties signify an instant roll-off of the D12 between the tying players. The player who rolls highest wins all the cards.

Power vs. Keywords & Special Circumstances: There may be certain battles, where there may be competing winners. However, Keywords always win over Power. When “Chance!” or “Smite!” are active in play, they would win the battle regardless of any other cards.

For example, if Player 1 played a “Dragon”, Player 2 played a “Knight,” and Player 3 played a “Troll,” Player 2 would still win as the “Knight” always beats the “Dragon” regardless of any other card.

In the event of ties, the 2 (or 3) Players that tied will roll-off with the D12. For example if 3 Players are tied with Power, they would roll the D12 to see who wins. Or if 2 Players played “Knight” vs. a “Dragon,” the 2 players that played “Knight” would roll-off.

Chance! always wins. Always.

RULES & GAMEPLAY:
4 PLAYERS

Apprentice 4 Player Setup

VARIATION 1: SOLO SCRAMBLE! (1v1v1v1)

Follow General Gameplay rules as 3-Player variant! Be ready for positive, friendship-building chaos!

VARIATION 2: TEAM BATTLER! (2v2)

Follow General Gameplay Rules with the following notes:

Player Orientation: Teams should be sitting next to each other, so they can share the same discard pile. Also, it’s nice to be close to your partner.

Player Disposition: Teammates should have confidence in each other. Thus, meta-gaming (e.g. planning moves as a team or sharing hands) should be non-existent. However, if all teams agree or in the instance of teaching another player the game, meta-gaming is totally cool.

Turn Order: The game starts the same way with all 4 players rolling the D12. Whichever teams rolls the highest (sum of both rolls), that team will have the advantage (go second).

Battles: Battles are 2v2! The first teammate will play a card then the first opossing teammate; then the second teammate from the leading team will play and then the second teammate from the repsonding team! Teammates should never play 2 cards in a row (but will resolve their own Rallys after all cards are laid). Always take turns (it’s nice!). 

VARIATION 3: TEAM SUPPORT! (2v2 w/less math!)

Follow General Gameplay Rules with the following notes:

Player Orientation: Teams should be sitting next to each other, so they can share the same discard pile. Also, it’s nice to be close to your partner.

Player Disposition: Teammates should have confidence in each other. Thus, meta-gaming (e.g. planning moves as a team or sharing hands) should be non-existent. However, if all teams agree or in the instance of teaching another player the game, meta-gaming is totally cool.

Turn Order: The game starts the same way with all 4 players rolling the D12. Whoever rolls the highest, that team will have the advantage (go second).

Battles: Battles are still 1 Player versus 1 Player (unless a “Rally!” card is played–see below); however, the players within each team will take turns playing. A teammate should never play 2 cards in a row. Always take turns.

Rally!: A teammate will respond to all Rally cards! Choose wisely!

RULES & GAMEPLAY:
WITH ACCESS ARCADE APP

Access Arcade Pink Gnome App Icon

APP-BASED VARIATION:

Playing with app-based gamers is a simplified way to play to ensure equal fun and engagement!

Follow General Gameplay rules with the following note:

Into the Unkown: Players pick a class, but flip randomly from draw pile (similar to War or Enchant ICG). Players resolve keywords by flipping more cards (Rally!) or rolling the D12 (Enchant!, Chance!). Smite! still defeats the Dragon! Huzzah!

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