Claim reinforcements mercenaries game rules – how to play claim reinforcements mercenaries

By: Dennis B. B. Taylor



Hey there! Have you heard of Claim and Claim 2? They’re really cool card games that you can play with your friends. You know what’s even cooler? The Mercenaries expansion! It’s like an upgrade that lets you make your game deck even more awesome.

With the Mercenaries expansion, you get four new factions to play with: Heroes, Elves, Orcs, and Cyclops. How awesome is that? But wait, there’s more! You also get bonus cards that you can use to make your cards even more powerful. These bonus cards work like special tokens that modify the rank of your cards. They add a whole new level of strategy to the game.


Did you know that this box contains 18 heroes? When we start the game, five cards from the Hero faction will be randomly mixed into the deck. And guess what? Each hero has its own unique power!

Let’s talk about the Elves and Orcs. They’re a fascinating pair of factions. In this box, we have 7 Elf heroes, 7 Orc heroes, and 8 heroes that are half Elf and half Orc. It’s an interesting mix, don’t you think?

Now, let me introduce you to the Cyclops faction. This group consists of 10 cards, each one ranked between 0 and 9. They’re quite something!

Hey there! Let’s talk about the 8 +1 bonus cards. These cards are pretty cool because they can change things up for the Unicorns and other factions in the game.

Claim reinforcements mercenaries game rules - how to play claim reinforcements mercenaries



When it comes to the Cyclops faction, scoring works a little differently. You see, at the end of the game, it’s not about who has the most Cyclops cards. No, it’s actually quite the opposite. The player with the fewest Cyclops cards wins a point for this faction. But what if we all have the same number of Cyclops cards, you ask? Well, in that case, it’s all about who has the lowest-ranking one – that player snags the point. Now, isn’t that intriguing? The Cyclops faction definitely spices things up!

Claim reinforcements mercenaries game rules - how to play claim reinforcements mercenaries


Let’s talk about Elves and Orcs, two fascinating groups that can be substituted for Knights & Dwarves or Giants and Gnomes. Each of these factions has its own set of cards. The cards featuring solely an Elf or an Orc don’t come with any special powers. However, the hybrid cards that showcase both an Elf and an Orc possess a unique ability.

Now, when it comes to gameplay, there’s an important rule to remember: during either phase, you need to let everyone know which suit you’re playing your Elf/Orc card as. This is crucial, especially if the card gets captured during Phase 2, as it will still count towards its original faction for scoring purposes.

Claim reinforcements mercenaries game rules - how to play claim reinforcements mercenaries


Did you know that there are 18 different Heroes in the deck? Each Hero comes with its own special power. So, let’s set up the deck with these amazing Heroes! First, gather the deck by picking the factions you want to include (but skip the Heroes for now). Mix the cards in the deck really well and remove the top five cards from play. We won’t be needing those. Now, it’s time to shuffle all the Heroes separately and draw five of them. Finally, shuffle these five Heroes back into the deck.

Now, when one of these incredible Heroes leads the trick, the other player can play any faction they want. There’s no specific faction you have to follow. Just play the highest ranking card or a card that’s affected by a special power to win the trick.

Claim reinforcements mercenaries game rules - how to play claim reinforcements mercenaries


When I play as the Singing Bard, I automatically lead the next trick, no matter what happens in the current trick.


If I play the Centaur Archer as the second card in a trick, it beats any card ranked 5 or 6.


If I play the Bug Lord during Phase 2, its rank increases by +1 for each faction card that I have captured.


When I play the Jester as the second card in a trick, it switches places with one of my opponent’s cards. The trick is then resolved as if my opponent played the Jester.


When I lead the trick with the Witch, it can only be beaten by cards with an even-numbered rank that is higher than 5.


If I have the Minotaur card as the last card in my hand during Phase 1 or Phase 2, I automatically win the final trick. It’s like having a secret weapon in my pocket that guarantees me victory.

Now, let’s talk about the Stone Golem. This card is a force to be reckoned with! If a card with a rank of 1-4 appears in the trick, the Stone Golem crushes it, removing it from the game entirely. It’s like watching a massive stone fist come down and obliterate anything in its path. Bye-bye, pesky low-ranking cards.

Next up, we have the Necromancer. This card allows me to swap it with a card that’s about to be discarded. It’s as if I have the power to bring cards back from the dead. I can strategically use the Necromancer to save a valuable card from being discarded and turn the game in my favor.

Now, let’s talk about the Life Stealer. This card is a real chameleon. When played second to the trick, it takes on the abilities of the faction that is leading. It’s like having the ability to adapt and blend in with any group. But here’s the twist – during Phase 2, if the Life Stealer is captured, it doesn’t count as any faction. It’s a wildcard that can’t be categorized. A true enigma.

Moving on to the Gargoyle. This card is a game-changer. When captured during Phase 2, it counts as two of any chosen faction. It’s like having double the power and influence. The Gargoyle is the key to building a strong faction and dominating the game.

Last but not least, we have the Werewolf. This card is a mystical creature with incredible abilities. It’s like having a werewolf on my team. The Werewolf is a versatile card that can adapt to any situation. It’s a force to be reckoned with and can turn the tide of the game in an instant.

So there you have it – a breakdown of some of the most powerful cards in the game. Each one has its own unique abilities and strategies. By understanding how these cards work, you can elevate your gameplay and emerge as the ultimate champion. Are you ready to unleash the power of these cards and dominate the game? Then get ready for an epic battle!

When I play the Werewolf card, it’s like I’m disguising myself as another faction. However, I have to make sure that my rank is 5. It’s important to note that I don’t get any special powers from the faction I choose.


If I defeat the Dinosaur during Phase 2, it goes back to my hand. It’s like I’ve caught it!


When I play cards against the Vampire Queen, they lose all their powers. It’s like her presence drains them of their abilities.


The Treant card can become any faction that I’ve collected at least two cards of during Phase 2. I can adapt to different factions!


If I win a trick with the Kraken during Phase 2, I get to take one card from my opponent’s hand. But in return, I have to give back one card of my choice. It’s a fair trade!


In Phase 2, when Death is played in the trick, all the cards in the trick are removed from the game. Whoever was supposed to win the trick goes next.


This card doesn’t have any special abilities, but it has a high rank.

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