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Davi Blight (aka David Anderson)

20 year+ Concept Artist
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REDLINE — Rulebook
Vampire Solo Deckbuilder — Rulebook

REDLINE

Redline is a high-stakes, vampire-themed solo deckbuilder where you assert dominance on rival turf, leaving other vampire gangs in your rearview as you carve a path of chrome and corpses
Story

They were sent in to deliver a challenge. The rival gang sent back a chase. Now two vampires are running hot, engines screaming through rain-slicked streets, enemies closing from every direction, fighting for every block of turf they pass through. Claim to the streets determined by a night of chrome and corpses.

CORE Core
To Win 🏁
  • Defeat a rival gang of 3 progressively difficult tiered decks of enemy cards, that chase you through 3 Checkpoints.
  • Defeat all the enemies and the final boss of the third checkpoint to win.
  • Strategically build out and hone decks to maintain momentum as enemies grow stronger with each Checkpoint of the chase.
  • Defeat enemies to earn Corpses; which can be spent on Enhancing cards or Buying new cards from the Market.
  • Match the Speed Target on the back of enemy cards to prevent damage.
Loss Conditions 💀
  • If you are reduced below 1 HP you lose.
01 Setup
  1. Choose a Mission Card. Each Mission has its own difficulty level. Place the Mission card in the designated slot on the Side Board. Review any Mission-specific rules and optional checkpoint objective.
  2. Prepare the Enemy Deck. Choose an enemy gang and gather its three Reserve Decks. Each tier has a different colored back. Find and separate out the boss cards for each tier. Place the bosses facedown at the bottom of their tier's deck on the Side Board. Shuffle the remaining cards in the Reserve Decks and place each tier face-down over their boss's card.
  3. Choose your Vampires. Choose a Driver & Passenger Vampire; Each vampire maintains their own Draw Deck and Discard Pile throughout the game. Shuffle each vampire's 6 Starter cards separately to form their individual Draw Decks. Place each deck face-down in their respective draw deck location. (See the Vampires section for any setup needed for the Drivers and Passengers.)
  4. Create the Market. Take both chosen vampires' 15 Advanced cards and shuffle them to form a Market Deck of 30 cards. Place the deck face down on the Market Deck location on the Side Board. Place 3 cards from the Market Deck face-up to the right of the Market Deck creating the Market Row.
    Note
    Players may earn additional Advanced cards by completing achievements.
  5. Place Your Vehicle. Place your Vehicle card on the #1 Location on the Chase Board. This card represents your vehicle and is used for both positioning and card action resolution.
  6. Prepare the Chase Board. For the five empty locations on the Chase Board, reveal and add Five Tier-I enemy gang cards from the reserve faceup onto the Chase board filling the remaining spaces; starting from the space in front of your Vehicle (location #2) and filling each empty space clockwise.
  7. Set Player Board. Set your Health to 9. Set your Shield to 0.
⚠ Rule Override
Any effect on a card or ability overrules any rule in this rulebook
02 Player TURNS

Played over two actions

  1. Shift Gears: Take the Gear-Shifter token and place it onto one of the three gear slots on your Gear Board, physically covering it. On your first turn of the game, you may place it on any slot. On every subsequent turn, you must move it — you cannot leave it on the same slot two turns in a row. The two uncovered slots are your two available Actions for this turn. Each action may only be taken once per turn. You must choose which gear to block before taking any actions. Once the Gear-Shifter is placed, it cannot be moved until your next Shift Gears step.
  2. Draw hand: Draw cards from either vampire's deck in any combination until you have 5 cards in hand. When a Vampire's deck is empty, immediately shuffle that vampire's discard and recreate their draw deck; Then continue drawing. If an effect requires more cards than remain in a deck, shuffle that vampire's discard first then complete the effect. There is no hand limit — Some abilities and tokens may allow you to have more than 5 cards in hand.
    Tip
    It is generally recommended to draw 3 from the driver and 2 from the Passenger on your first turn
  3. Take available Actions (in any order). Each Turn Action must be completed before the next one begins. All actions are optional. You may choose not to take an action, take it partially, or stop early.
    Action: PLAY

    Triggers Chase Activation after turns are complete

    • You may play up to 3 Vampire cards into your play area. Cards activate when played.
    • If the Vampire card has a Enhance section, Bury a Corpse from the Corpse Pile to Enhance it; Applying its additional effect after other default effects have been triggered on the card.
    • Continue playing cards to the right of the previous played card(s) until 3 are played or you choose to stop.
    • These cards will also have a Speed Symbol on the right that adjusts your speed at the end of the turn.
    • Beyond the 3 cards played per turn: additional cards can be tucked under previously played cards to use only their speed modifier bonuses.
    • You may choose to keep unplayed cards in hand for the next turn.
    • You may stop playing cards at any point before reaching your limit and proceed directly to tucking.
    • After all cards are played (including tucked cards), total all Speed Symbols on cards and move the Speed Gauge accordingly. This happens before Chase Activation.
    Action: MOVE
    • Move your car forward or backward through any number of empty slots.
    • Movement ends when you enter an occupied slot — swap positions with that enemy and transfer their dice to your previous location.
    Action: MARKET
    • Choose between Purchasing a card, Trashing a card or Cycling the market.
    • Purchase a card from the Market row by Burying the amount of Corpses shown on the top left of a card. Ability cards go on top of the matching vampire's Draw Deck. Gear cards replace the matching gear slot immediately, and its new effect triggers next time the action is taken. Refill the empty market location with a card from the top of the Market Deck.
    • Trash a card from your Hand or Discard to the Graveyard (not the Corpse Pile).
    • Cycle all cards in the Market row by placing them at the bottom of the Market Deck in any order; Then refill the Market row with 3 new face up cards.
  4. End of Turn: If you performed a Play Action and Enemies are still on the board after both Turn Actions, then proceed to Chase Activation. If you performed a Play Action and all enemies are defeated, proceed to Checkpoint Passed. If you did not perform the Play Action: Return to Player Turn.
03 Chase Activation
  1. Check Speed — Match your speed to the chase: Calculate the sum of the speed modifiers on the faceup played and tucked cards (the speed modifier is the symbol in the top right of all vampire cards). If there are options for a card's speed value, you may choose either. If your sum matches the speed range on the back of the Reserve card's back you take no damage. If the deck is depleted, use the default print tier speed in the empty tier's reserve deck location. If the sum is not in the same color zone as the removed token, take -1 HP for each color zone of difference (max -2 HP).
    1–2Cyan · Cautious
    3–4Purple · Moderate
    5–6Dark Blue · Fast

    You cannot go below the segment 1 or above 6, and any modifiers beyond those limits are ignored.

    Example: gauge is Green, token is Red — take -2 HP.
  2. Enemies activate: Enemies do not move during Chase Activation unless a card effect explicitly causes movement as part of its activation. All other enemy movement occurs during the Cleanup Phase. One at a time in clockwise order, starting with the enemy in the lowest numbered slot adjacent to your vehicle; the enemies activate the abilities written on their cards top down. Only adjacent enemies deal damage unless their card says otherwise.
    • ⌛ Late Activation Symbol: If a card has this symbol their activation is skipped until all other cards finish their activations.
    • ♾️ Ongoing: If a card has this symbol, it activates whenever the gameplay effect written on it is triggered, rather than during normal Chase Activation.
    • If an enemy is reduced to below 1 Health by activating end-of-turn effect (e.g., shield retaliation, self destructs), it still deals its full attack damage to the player before being removed from play. If an enemy is reduced to below 1 Health before their activation begins, skip their activation entirely and remove them from the board.
    • ! Note: Enemies with a Final Activation icon delay their EOT effect until all others have resolved. They trigger last.
    • If an enemy needs to move into an occupied slot during activation, it swaps positions with the enemy in that slot, transferring any tokens to the vacated location.
  3. If there are any enemies with Health remaining, proceed to the Cleanup Phase.
  4. If all enemies are destroyed, proceed to Checkpoint passed
04 CLEANUP PHASE
  1. Enemies Reposition: If any enemies were defeated this turn, surviving enemies move to fill their vacated spaces. Starting with the enemy in the lowest-numbered occupied slot, each surviving enemy moves to the nearest empty slot, measured by ring distance in whichever direction is shorter. Ties go to the lower-numbered slot. This is not a swap — enemies simply slide into the nearest empty slot and do not interact with other enemies during repositioning. Repeat until no empty slots remain or no surviving enemy can move closer to an empty slot.
  2. Enemies Arrive: Reserve enemies only fill slots that remain empty after all surviving enemies have finished repositioning. They never spawn directly into the slot where an enemy was killed. Fill remaining empty slots from the reserve starting at the lowest-numbered empty slot and filling clockwise. If the Reserve is empty, no new enemies arrive and the remaining enemies must be cleared before the checkpoint ends.
  3. Hand Management: Discard all played and any unwanted cards to the Discard Pile
    Remember!
    Unplayed cards may be kept for your next Play Action (unless cards exceed max handsize, then you must discard down to 5)
  4. Set Shield to 0
  5. Return to Player Turns.
05 CHECKPOINT PASSED

After all enemies are defeated:

Passing Checkpoints 1 or 2
  1. Review the Checkpoint Bonus: If you have completed the bonus receive the listed reward.
  2. Discard all cards in hand and play area. Separate each vampire's cards, shuffle them individually, and place face-down as new Draw Decks.
  3. Keep all gear upgrades.
  4. Keep all unspent corpses.
  5. Reset Health to 9 & shields to 0.
  6. Return all player controlled tokens to the supply.
  7. Check the Mission Card for any Checkpoint Rewards granted.
  8. Move your Vehicle card to the Starting Position(#1).
  9. Advance to the next tier of Enemy reserve and refill Chase Board's empty slots like in setup.
Passing Checkpoint 3
  • If you passed the third tier checkpoint and completed the mission objective: you win!
  • If you passed the third checkpoint but did not complete the mission objective: you lose

06 Achievements

Complete achievements during playthroughs to Unlock cards to be permanently added to a Vampire's Market for future plays.

Riggs
  • Achieve 9 Shield — Unlock card "Thick Steel"
  • Kill a boss with retaliation damage — Unlock card "Thorned Chassis"
  • Crack 2 enemy shields in a single turn — Unlock card "Shatter Point"
Rizen
  • Have 8 or more cards in your hand at any point during your turn — Unlock card "Forsee"
  • Kill an enemy entirely from discard and tuck triggered damage in a single turn — Unlock card "Serrated"
  • Kill an enemy with damage that was dealt to a different enemy first — Unlock card "Resonance"
Isolde
  • Kill 3 or more enemies simultaneously — ♾️ Unlock card "Berserk!"
  • Win a checkpoint at 2 or fewer HP — Unlock card "Dead Nerves"
  • Heal 7 in a single turn — Unlock card "Gore Tide"
Harrow
  • Have 3 enemies trigger Swarm Token entry damage in a single turn — Unlock card "Infestation"
  • Have the Snared enemy take 6 or more piercing damage before their activation begins.
  • Damage every enemy on the grid this turn without playing a damage card.
07 Anatomy of Cards
Mission Card
  • Story
  • Checkpoint finish rewards
  • Mission specific rules
  • Enemy gang and setup
Player Card
  • Starter Icon if needed
  • Card name
  • Speed Modifier
  • Effect when played
  • Enhanced Effect when played
  • Vampire's Deck icon
Upgrade Card
  • Gear Slot Location
  • Ongoing Effect
Enemy Card — Front
  • Card name
  • Starting Health
  • Active Shield
  • Activation Effect
Enemy Card — Back
  • Gang Name
  • Tier #
  • Speed Range
1–2Cyan · Cautious
3–4Purple · Moderate
5–6Dark Blue · Fast
08 Anatomy of the Boards
Chase Board
  • The Chase Board is a circular track with six numbered slots arranged clockwise.
  • Your Vehicle starts and occupies a location and enemies spawn in to surround you on the board.
  • Vehicle slots wrap around — slot 6 and slot 1 are adjacent.
  • The slot directly across from you is always your slot number +3 (e.g., if you are in slot 1, slot 4 is across from you).
09 COMBAT, DAMAGE, & SHIELDS
Damage Types
  • Basic Damage: All damage is basic unless noted otherwise. Basic damage is applied to shields first then targets HP.
  • Piercing Damage: This damage ignores shields and directly damages the target's HP. This will not remove shields
Taking & Dealing Damage
  • Move your Health cube down based on damage taken.
  • Reduce the enemy's Red Health Die by the damage amount. If you reduce the enemies' Health Die under 1, remove the die and place its card in the Corpse Pile.
Player Shields
  • Some player cards grant temporary Shields that block incoming basic damage. Damage will first be blocked by shields before affecting the player's HP.
  • Represent gained temporary Shields by moving the cube on the Shield Tracker to represent the current amount.
  • Default Shield value cannot exceed 6. Any Shield gained beyond this limit is ignored. Certain upgrades may increase this maximum.
Enemy Shields
  • Some enemy cards have temporary Shields that block incoming basic damage.
  • If your damage equals or exceeds their Shield value, their Shield is cracked — place a 💔 token on the enemy, which will remain until they are killed.
  • Any damage that exceeds the Shield value during the Cracking hit also applies immediately to the enemy's HP.
  • 💔 Cracked enemies no longer have shields to prevent damage.
  • If your damage does not equal or exceed their Shield value, the Shield is uncracked and no damage will be done to the enemy or its shields.
  • Shields cannot prevent piercing damage.
Example
An enemy has 1 Shield and 4HP. You deal 3 damage — the Shield is reduced to 0 and the remaining 2 damage is applied to HP. The enemy is now at 2HP.
10 KEYWORDS
♾️ Ongoing
Always in effect and activates when triggered by listed condition.
💔 Cracked 💔
Has had their shield nullified. All future damage goes to HP.
Damaged
If an enemy's HP Dice is lower than their max HP they count as Damaged. An enemy with full HP, even if cracked, is not damaged.
💥 Overkill
Deal at least 1hp more than needed when defeating an enemy
Discard
Take card from hand and place into Discard Pile
Draw
Pull card(s) from deck into hand
Corpses
Enemies that are killed become corpses and are placed in the Corpse Pile
Bury
Corpses when spent from the Corpse Pile are buried to the Graveyard and fully removed from the game.
Trash
Place card directly into the Graveyard.
Tuck
Placing a card slightly underneath a played Vampire Card in the play area so that only its speed modifier shows. This modifier affects the speed gauge at the end of Play.
Heal
Move Cube up the Health Tracker per Health gained
Cycle
Move all cards from Market, facedown underneath the Market Deck, and refill the 3 empty spaces from the top of the Market Deck
🩸 Snared
When an enemy with a 🩸Snare token is about to activate, they first take 1 damage. 🩸Snare token remains on the board until the snared enemy is defeated, then it returns to the supply.
⌛ Last
Activates last in Chase phase.
Clot
When a Clot card is drawn into your hand, immediately Trash it to the Graveyard.
Swarm Token
Enemies who enter/swap to a location with a Swarm Token are dealt 1 piercing damage.
Flip / Flipped
When a card is Flipped, it is turned face-down in your play area. A Flipped card has already activated — its effect has already been resolved. A Flipped card no longer counts toward your default 3-card play limit, freeing its slot for a new card to be played on top of it. Flipped cards cannot be unflipped. Once face-down, they remain face-down until the Cleanup Phase.
In Play
All Cards that are in play, no matter if they are flipped or unflipped.
Tucked
Cards that are tucked for their speed modifier. These cards are not In Play.
11 VAMPIRES
Drivers
Driver
Riggs the Brute

Build shield, convert it to damage, and let the weight of your car do the talking.

SETUP: None

Driver
Isolde the Maniac

Spend your own blood to hit harder, and kill enemies before they can make you pay for it.

SETUP: Starts with an upgraded Play Gear.

Passengers
Passenger
Harrow the Hunter

Snare an enemy to weaken them, send out swarms of bats to terrorize the enemy

SETUP: Starts with 3 Swarm Tokens, 1🩸Snare Token

Passenger
Rizen the Oracle

Manipulates, Foresees, Adjusts

SETUP: Place the Corpse in the Corpse Pile next to the Market

Passenger
Vael the Mesmer

Flips cards, Taunts, Enthralls

SETUP: None

12 Optional Hard Modes
Single Deck

Combine the Vampire decks and discards into single decks for a harder difficulty mode

Clot More

When Check Speed is missed, add a clot to a vampire's discard

13 Mission 1
  • Checkpoint Bonus Objective: Overkill two enemies before finishing the objective.
  • Checkpoint Bonus Reward: Take a card from the market.
GangTierComposition
Gang 1Tier 1Purple, Cyan (more)
Tier 2Purple (more), Cyan
Tier 3(more), Dark
Gang 2Tier 1Purple, Cyan (more), Dark
Tier 2Purple, Cyan, Dark (even)
Tier 3Purple (less), Cyan, Dark
Gang 3Tier 1Purple, Cyan (more), Purple
Tier 2Purple, Cyan, Dark (even)
Tier 3Purple, Cyan (less), Dark

Turn Order — Quick Reference

1. Shift Gears
Place Gear-Shifter. Reveal 2 available Actions.
2. Draw Hand
Draw from either deck to reach 5 cards.
3. Actions
Take up to 2 Actions: PLAY / MOVE / MARKET.
4. Chase Activation
Speed check → Enemies activate clockwise.
5. Cleanup
Enemies reposition → Refill → Discard → Shield 0.

 

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