Overview A game of Gauntlet of Fools consists of two phases the Boasting phase and the Gauntlet phase.

Size: px
Start display at page:

Download "Overview A game of Gauntlet of Fools consists of two phases the Boasting phase and the Gauntlet phase."

Transcription

1 Overview A game of Gauntlet of Fools consists of two phases the Boasting phase and the Gauntlet phase. First you will select a Hero from available Class/Weapon pairings in the Boasting phase. Then your Hero will face a series of encounters in the Gauntlet phase. All the players will fight the same Monsters, trip the same traps and find the same Treasures. Players continue fighting until all the Heroes are Dead; the player with the most Gold wins. Contents 0 Class cards 0 Weapon cards 50 Encounter cards 0 Dice 0 Boast tokens 0 Wound tokens 50 Gold tokens Ability tokens 8 Penalty tokens 0 Bonus tokens Playmat Tokens Wounds Class Ability Bonus Weapon Ability Penalty Gold Boast Tokens Set Up Place the playmat in the center of the table with the Boast tokens in their respective places on the playmat. Place the dice and remaining tokens adjacent to the playmat. Separate and then shuffle the Class, Weapon and Encounter cards into piles by type. Deal as many Class cards as there are players, face up, to the middle of the table. Deal a face up Weapon card on each Class card. The Class and Weapon cards will form a pair a Hero for the remainder of the game. Randomly choose a player to go first. After the first game, the player who won the previous game goes last.

2 Class Cards ) Class Name ) Defense ) # of Starting Class Ability tokens ) Class Ability To Kill a Monster means to get its Treasure; you Killed it means either your attack was equal to or greater than its Defense, or you Killed it with an Ability. (requires Class Ability token to use) 5) Class Ability (does not require Class Ability token to use) Weapon Cards 5 ) Weapon Name ) # of Attack Dice ) # of Starting Weapon Ability tokens ) Weapon Ability (requires Weapon Ability token to use) 5) Weapon Ability (does not require Weapon Ability token to use) Kill & Dodge Ability keywords 5 To Dodge a Monster means to not take its Damage; you Dodged it means either your Defense was greater than its attack, or you Dodge it directly with an Ability. Boasting Phase Your goal in this phase is to end up with the best hero. That won t necessarily be the best Class/Weapon pair because you ll be adding small disadvantages, called Boasts, as you take Heroes. Why would you ever put a Boast on a Hero? Because it s almost always better to take the strongest Hero with a Boast than the weakest Hero without any Boasts. Ideally your Boasts make your Hero slightly better than the next worst Hero available, while close enough to the line that no one else wants to add another Boast to take them from you. Starting with the first player, either take a Hero from the middle of the table or steal a Hero from another player. If you take a Hero from the middle of the table, you may add Boasts to it, but you re not required to. If you steal a Hero from another player, you must keep all the Boasts that are already on it and add at least one Boast to it. Once you have selected a Hero, place that Hero and all its Boasts in front of you. It is now the next player s turn to select their Hero using the same process. Players continue in a clockwise manner selecting Heroes. A player with a Hero does not take a turn skip to the next player without a Hero. Players continue taking turns until all players have selected a Hero. Each Hero can have, at most, one of each Boast. Note: A Hero is both the Class and the Weapon card that were initially paired together in the setup of the game. The pair cannot be separated it is not an option to take a Class card from one pair, and a Weapon card from another pair. Prepare for the Gauntlet Before moving to the Gauntlet phase, each player will need to take the number of Class Ability ( Ability ( ) tokens shown on their Hero s Class and Weapon cards. ) and Weapon

3 Encounter Deck, Monster Cards ) Monster Name ) Attack Strength ) Defense ) Damage 5) Treasure 5 6 6) Special Damage, Special Treasure, or other instructions ) Card Title ) Card Type Encounter Deck, Modifier & Special Cards 7 ) Modifier to next Monster ) Instructions ) Card Type Gauntlet Phase Your goal in this phase is to get the most Gold before you Die. You get Gold by Killing Monsters in the Gauntlet. Monsters will try to Damage you and you ll Die when you end your turn with four Wounds. The game ends when all the players are Dead. The player with the most Gold wins. Each player is entering the same Gauntlet and all the players will face the same Encounters; the result of one player s Encounter has no effect on any other player. To speed up the game, everyone should resolve each Encounter at the same time. Note: If there is ever a question of making a decision that is dependent on another player s decision, start the decision order with the first player and proceed clockwise. The Gauntlet phase consists of four steps in a turn: ) Determine the Encounter What are you fighting? ) Attack Did you Kill the Monster? ) Defend Did you Dodge the Monster? ) Death - Did you die? Determine the Encounter Flip the top card in the Encounter deck. Depending on what type of card is revealed, play proceeds in three different paths: Monster card All the players will fight the Monster; play proceeds in the Attack step. Special Encounter card All players follow the card s instructions. After all players have resolved the Special Encounter, check to see if anyone died and then start the next turn with a new Encounter. Modifier card A Side Passage gives the players a choice of two Encounters; the other four Modifier cards affect the next Monster Encountered. See the modifiers section below for details on how to resolve them.

4 Attack Each player rolls the number of Attack dice ( ) indicated on their Hero s Class card. Add the total of your dice and apply the effects of any applicable Class & Weapon Abilities, Boasts, Penalties and/or Bonuses to determine your Attack Strength ( ). If your Attack Strength is equal to or greater than the Monster s Defense ( ), you Kill the Monster and get the Treasure indicated on the Monster card. In addition to Gold ( ), some Monsters have special Treasure, including items that are represented by tokens. Defend After resolving your Attack, you must always determine if the Monster hits you. Monsters Attack you even if you Killed the Monster. The Monster s Attack Strength ( ) is indicated on its card. Apply the effects of any applicable Class & Weapon Abilities, Boasts, Penalties and/or Bonuses to determine your Defense ( ). If the Monster s Attack Strength is equal to or greater than your Defense, the Monster hits and Damages you. Take the Damage indicated on the Monster s card. In addition to Wounds ( ), Monsters can cause special Damage, sometimes represented by Penalty tokens. If the Monster does not hit, you have Dodged and do not take Damage. Death After resolving all the effects of an Encounter, any player with or more Wounds ( ) is Dead. A Dead player will no longer face Encounters. You keep all the Gold you had when you Die even if you Die first you can still win. Remaining Ability or Bonus tokens have no value. Continuing Play After all players have finished the Encounter, play proceeds to the next turn with a new Encounter. Game End The game ends when all the players are Dead. The player with the most Gold wins the game. In case of a tie, the tied players share in the glory of victory. Using Abilities Most Classes and Weapons have Abilities that can be used in an Encounter. Some Abilities do not require an Ability token to use; those Abilities always happen automatically. Abilities with a symbol require a Class Ability token ( ) to use, and Abilities with a symbol require a Weapon Ability token ( ) to use. To use an Ability, discard the appropriate Ability token (if required) and follow the Ability s instructions. Unless otherwise stated, an Ability can be used multiple times in a turn. Each use of an Ability requires an Ability token to be discarded. Some Abilities have restrictions on when the Ability can be used that must be met or you can t use that Ability. If you have no remaining Ability tokens, then you can t use that Ability. You cannot use a Class Ability token to use a Weapon Ability, nor can you use a Weapon Ability token to use a Class Ability. Modifiers The Side Passage gives the players a choice of two Encounters. Discard the Side Passage card, then complete the Determine Encounter step twice this turn. The players independently select which of these two Encounters they will face and resolve that one Encounter. The other four Modifiers affect the next Monster Encountered, increasing either the Monster s Treasure, Defense, Attack Strength, or Damage. Modifiers always affect the next Monster, even if that Monster appears on a future turn (for example, if you were to draw a Modifier and then a Special Encounter card, the Modifier would affect a Monster Encountered in a subsequent turn. If you were to draw a Modifier and then another Modifier card, the Modifier cards would stack and both would affect the next Monster card drawn).

5 Additional Rules A turn encompasses the entirety of an Encounter, including second fights against Trolls and the second Encounters that Guardians guard. Abilities that are this turn affect the entire turn. For example, if you use the Sword s Ability to get + Defense to fight a Troll and fail to Kill it, you still have + Defense for that second fight. You can have any number of Wounds. It takes four Wounds to kill you, but that doesn t mean you stop at four. Having more than four Wounds matters for some things. You can t go below zero Wounds though; healing when you have no Wounds does nothing. Having four Wounds only kills you at the end of a turn; you can go up to four Wounds, heal a Wound, and survive the turn. You can have any number of Class Ability tokens and Weapon Ability tokens; you aren t limited to the number you started with. Tokens are not limited. If you run out of a Token type, use a replacement. All information is public. If somehow a Hero survives the entire Encounter deck, the game ends; you don t shuffle the discards. You get no special bonus for surviving. The player with the most Gold still wins. Two Player Rules Gauntlet of Fools can be played with two players with each player controlling two Heroes. Otherwise the game works almost the same as when playing with more people. To play with two players, make these changes: Set Up: Deal out Class cards instead of. You still place one Weapon card on each. Boasting Phase: Each player will be taking two Heroes, not just one. Players will take one Hero per turn. A player with two Heroes is skipped. The phase ends when both players have selected two Heroes. Gauntlet Phase: After the Encounter has been determined, each player will select one Hero to face it; the other Hero is inactive and doesn t do anything this turn. Note: inactive Heroes can t use their Abilities, even the automatic Abilities (for example, the Prospector does not get Gold for surviving an encounter while inactive). Inactive Heroes do not resolve future effects (for example, an inactive Hero does not take Damage from Giant Spider s poison, and a Hero taking his fourth Wound from a Giant Scorpion will not Die until becoming active again). Effects that happen next turn (for example the Mummy s Damage, or the Axe s Ability) will resolve on that Hero s next active turn. If a player has the Sack of Loot, track the Gold gained by each Hero separately to determine that Weapon s bonus. Thanks: Thanks,playtesters! Including: Kent Bunn, Michael M. Landers, Mark Levine, Destry Miller, Zachary Peterson, Kevin White, Jeff Wolfe, Greg Wolfe, and the Berkeley Board Gamers. Credits: Game Design: Donald X. Vaccarino Illustrations: Carlos Romanos Graphic Design: Luis Francisco

6 Boast Descriptions & FAQ Blindfolded: Reduces a Monster s treasure by Gold when you both Kill and Dodge the Monster. You get all the Treasure when you Kill a Monster that hits you. If the Monster has any Treasure that isn t Gold, you still get all of that. If you Kill and Dodge a Monster that has just Gold of Treasure, you don t get anything. Hopping on One Leg: Reduces your total Defense by, making it easier for Monsters to hit you. One Arm Tied Behind Back: Treat any ones or twos you roll as zeros when adding up your Attack Strength. While Juggling: Reduces the number of Weapon Ability Tokens taken at the beginning of the Gauntlet phase to half the number indicated on your Weapon card. Reduce your Attack Strength by during each Encounter. With a Hangover: You roll one less Attack Die and your total Defense is reduced by until you Kill your first Monster, making you temporarily less likely to either Kill or Dodge Monsters. This Boast doesn t go away until end of the turn, so on the turn you Kill a Monster, you still have - Defense. Without Breakfast: The Without Breakfast Boast token doubles as your first Wound. You can heal it like any other Wound, if you get a chance to. Class Ability Descriptions & FAQ Adventurer: You can use the Ability to repeat an Encounter even if the Encounter isn t a Monster; you just do the Encounter again. You can fight any Monster again, even if you Killed it the first time. Both Encounters happen in the same turn, so Abilities that affect this turn (for example, Staff or Sword Abilities) used for the first Encounter continue to apply to the second one. Alchemist: You can heal a Wound from the Giant Spider s poison on the same turn as you take that Wound; you do not heal the poison and will continue to take Wounds from the poison in subsequent turns. Armorer: This Ability gives you a bonus that lasts the rest of the game; take a + Defense Bonus token at the end of your turn. The bonus can t be used to Defend against the Monster you Killed to earn it. When you use the Ability, you don t get any Treasure that Monster had; that includes Treasure that isn t Gold, even the - Defense token the Giant Cockroach gives out. Artificer: This Ability gives you a bonus that lasts the rest of the game; take a + Attack Die Bonus token at the end of your turn. When you use the Ability, you don t get any Treasure that Monster had; that includes Treasure that isn t Gold, even the - Defense token the Giant Cockroach gives out. Avenger: This Ability does nothing until at least one player is Dead (and died on a previous turn). The number of Dead players includes a Dead Zombie even if the Zombie is using its Ability to play this turn. Barbarian: This Class has no Ability and starts the Gauntlet phase with no Class Ability tokens. Berserker: This Ability can be used even if the Berserker has no Wounds, in which case you will still Dodge if you Kill the Monster. Jester: This Ability switches the printed values of the Monster s Attack Strength and Defense. Any Modifier cards are applied before the switch (for example, switching an Extra Tough (+ Defense) Dancing Sword would give it an Attack Strength and Defense). A switched Doppelgänger will have an Attack Strength equal to the Defense on your Class card. Knight: This Ability prevents you from receiving special Damage, such as the Giant Spider s poison or Slime Monster s - die, and lowers two Wounds to one Wound, but does not stop your basic single Wound. Monk: Remember you can use an Ability multiple times at once. Necromancer: This Class comes with two Class Ability tokens, but has no immediate use for them. Once another Hero is Dead, the Necromancer copies all of the Dead Hero s Class Abilities, including Abilities that don t require Class Ability tokens to use (such as the Prospector s Ability). A Dead Necromancer can use the Ability of a Dead Zombie, whether or not the Zombie is using its Ability to play this turn. A Dead Necromancer using a Dead Zombie s Ability to play a turn would copy a Dead Prospector s Ability, but does not get the Gold for surviving the Encounter (the Necromancer is Dead, and doesn t survive the Encounter to collect that Gold). Ninja: This Ability doesn t give you any Class Ability tokens, nor does it require any to use, it just happens automatically. Take twice as many Weapon Ability tokens as indicated on your Weapon card at the start of the Gauntlet; if you also have the While Juggling Boast you take only as many Weapon Ability tokens as indicated on your Weapon card (the Boast counteracts the Ninja s Ability). This Ability only applies at the start of the Gauntlet. If you get another Weapon Ability token later (such as from Killing a Bandit), the Ninja Ability doesn t give you anything extra. Priest: This Ability may be used at the start of Encounters that aren t Monsters, such as the Spear Trap or Cache. You can also use it at the start of an Encounter with a Monster. If you use it at a Gold Vein, you don t roll or get any Gold. Using this Ability prevents you from using Abilities that require Weapon Ability tokens to use that turn, but doesn t turn off Abilities that don t require tokens to use (for example the Spiked Shield s + Defense Ability). Prospector: This Ability doesn t give you any Class Ability tokens, nor does it require any to use, it just happens automatically. If you are still alive after an Encounter you get Gold. Thief: This Ability can be used to Dodge a Spear Trap. A Thief dodging a Spear Trap does not take a Wound. Trapper: If you are Blindfolded and both Kill and Dodge a Monster while using this Ability, add the Gold for the Ability before subtracting the Gold penalty for Blindfolded. This Ability can t increase the Gold gained from a Cache or Gold Vein. Warlord: This Ability gives you an extra Attack die to roll on every Encounter automatically without using any Class Ability tokens. It also gives you the Ability to roll one extra Attack die by discarding an Ability token. Wizard: You can skip an Encounter with a Demon with this Ability. Skipping a Monster Encounter means you don t fight at all; you don t roll, you get no Treasure, but you aren t Damaged either. Skipping a Spear Trap means you don t take a Wound. A Necromancer copying both a Dead Wizard and Dead Prospector gets Gold for surviving the skipped Encounter.

7 Zealot: After setting your Defense to 0, you can still increase it with Abilities like the Sword s. Zombie: You make the decision to use this Ability after seeing the Encounter, but before resolving it. To use the Ability, one other player must still be alive at the start of the turn. A Zombie that heals somehow on the turn it uses its Ability (for example, via a Healing Pool) so that it only has three or fewer Wounds, has come back to life and plays turns normally until it hits four Wounds again. For this reason it s important to track a Zombie s total Wounds, even when they go above four. Weapon Ability Descriptions & FAQ This section only covers the trickier Weapons. Axe: Double your Attack Strength after applying any other modifiers, such as While Juggling s penalty. On the turn where your Attack Strength is 0, you can t increase it, but can still Kill Monsters directly via Abilities (for example, the Zealot s Ability). Demonic Blade: This starts with no Weapon Ability tokens, but gets one each time you Kill a Monster. If you don t use them, they accumulate. Flaming Sword: There are no Abilities that prevent the Wound you give yourself with this, although some Abilities can heal it afterwards. Holy Sword: The penalties you lose are the bad things Monsters have done to you. They are represented by Penalty tokens. Ignoring your Boasts means it s just like you don t have those Boasts this turn. This stops all negative things from them, but doesn t prevent things they ve done in the past, such as starting with a Wound due to Without Breakfast. It also means you ignore the negative effects of With a Hangover this turn, but cannot discard it even if you Kill a Monster. Morning Star: This Ability re-rolls any extra Attack dice you may have rolled this turn too, not just your basic five from the Morning Star. Sack of Loot: This Weapon has no Weapon Ability tokens, and does not require Ability tokens for use. You get Gold at the start of the game. You add your Gold to your Attack Strength in every Encounter including the Gold Vein. Scimitar: The Attack dice you re-roll can include dice from the basic four dice you got from Scimitar, and/or any extra Attack dice you rolled this turn. Spear: This Ability completely ignores your Attack dice; use the number as your roll. You still apply the effects of any applicable Class & Weapon Abilities, Boasts, Penalties and/or Bonuses to your roll of to determine your Attack Strength (for example, While Juggling still reduces your roll of using this Ability to a Attack Strength). Spiked Shield: This Weapon s + Defense is automatic, and does not require Ability tokens to use. The Kill Ability does require tokens to use. You get + Defense whether you use its Kill Ability or not. You can use the Kill Ability to Kill any Monster that Damaged you, even if the Damage didn t cause a Wound. Throwing Stars: This really does come with twenty uses. You will be picking how many Attack dice to roll each turn, but once they re used up you re stuck with just the Weapon s basic two Attack dice. Wand: This Ability lets you automatically look at and re-order the top two cards at the start of each turn, revealing one as the next Encounter (or Modifier) without using an Ability token. This Weapon also has the Ability to discard one of the two cards you looked at by discarding an Ability token. If you do discard a card, you can then look at the next card and the card you kept, re-ordering as you choose. Even if you have no remaining Weapon Ability tokens, you still get to re-order the top two cards at the start of each turn. This Ability does not let you re-order the cards during turns; just at the start. After that, any additional cards drawn for the turn are flipped over normally. For example, if you leave a Modifier on top, you won t get to re-order the cards again this turn after the Modifier is turned over. Similarly it cannot re-order cards when a Guardian is Killed. Discarding a card with this Ability means that card is not used at all this game. Encounter Descriptions & FAQ This section only covers the trickier Encounters and Modifiers. Some Monsters permanently hurt (or help) your Hero; there are Bonus and Penalty tokens for tracking these things. Bandit: Remember you can go above your starting number of Weapon Ability chits. This also gives you an Ability token even if you didn t start with one. Bee Swarm: Remember you can go above your starting number of Class Ability tokens. This also gives you an Ability token even if you didn t start with one. Behemoth: You can skip this fight by discarding a Weapon Ability token, but only if you have one to discard. Brass Golem: If you Kill and Dodge a Brass Golem while Blindfolded, you gain Gold total. Cache: Everyone gains Gold. Being Blindfolded does not affect this. Dancing Sword: The Treasure is Gold and a Bonus token that adds to your Attack Strength. Demon: The Wizard s Ability can skip this Encounter. The Demon prevents the use of an Ability that requires tokens to use, but not abilities that do not (for example the Spiked Shield s + Defense). You can use Bonus tokens against the Demon (for example the one-use, one Attack Die Bonuses from Giant Toad and Unicorn). Doppelgänger: If you use an Ability to boost your Defense, it boosts the Doppelgänger s Defense too. If you use the Jester s Ability to switch the Doppelgänger s Attack Strength and Defense, its Attack Strength will equal your Defense while its Defense will be. Extra Bitey: This doubles whatever Damage the next Monster deals, including special Damage (for example the Slime Monster s - Attack die). If you double the Mummy s Damage, quadruple the Damage on the next turn. When a Monster s Damage is more complex (for example, a Vampire or Shadow), do the Damage and then do it again. So if you have one Wound and an Extra Bitey Shadow hits you, you ll take two Wounds, then no Wounds.

8 Extra Wealthy: This changes how much treasure the next Monster has. Apply this before any penalty due to Blindfolded; if you re Blindfolded and Kill and Dodge an Extra Wealthy Unicorn, you get Gold and a Bonus token that can be discarded before rolling to gain an extra Attack Die for one Attack. Fire Elemental: This counts any temporary or permanent Defense boosts you have. Giant Cockroach: Since the - Defense is part of the Treasure this Monster has, you only get it if you Kill the Monster. You can use the Armorer or Artificer Ability to avoid taking the - Defense. You can t prevent the - Defense by Dodging or with the Knight s ability. The - Defense is a permanent Penalty that can be removed at the Healing Pool. Giant Scorpion: If the Giant Scorpion hits you, you can t die until the end of the next turn, no matter what your total number of Wounds is. A dead Zombie hit by this does not come back to life; it still must use its Ability next turn to play that turn. Giant Spider: On the turn this hits you, you get a poison Penalty token but no Wound; each turn after that, you take a Wound. Apply this poison after any fights or other Encounters for the turn. If you get rid of it at a Healing Pool, you don t take a Wound from it that turn. If you beat a Guardian and face an extra Encounter you don t take an extra Wound; it s still the same turn. Similarly, Modifiers aren t turns by themselves. A Dead poisoned Zombie only takes further Wounds on turns it plays. Giant Toad: The one-use, + Attack Die is represented by a Bonus token. Save it for as long as you like. Use it before rolling, and once you ve used it, it s gone. Gold Vein: You roll an Attack as if fighting a Monster. You can use Abilities for this Encounter. Apply the effects of any applicable Class & Weapon Abilities, Boasts, Penalties and/or Bonuses to determine your Attack Strength as normal. Griffin: You get Treasure before taking Damage, so if you have no Gold and Kill the Griffin without Dodging it, you ll gain Gold and then lose Gold. You can t go below 0 Gold. Guardian: Killing this Monster gets you an Encounter to yourself. Whatever your Encounter is, you can face it or not -- your choice. If you turn over a Modifier, discard it and keep drawing until you get to a Monster or a Special Encounter. This turn Abilities used in the Guardian fight still apply for the Encounter you get to by Killing it. If someone has the Wand Ability, make sure to go around in turn order starting with the first player to determine each player s Encounter. Healing Pool: Penalties are the red tokens that Monsters give out that are bad to have (for example, the Slime Monster s - Attack die Penalty token). Hellhound: If you choose to take the Wound, that Wound isn t one you can somehow prevent from gaining (although you can still heal it later). If you re Blindfolded and take the extra Wound, you don t apply the Blindfolded penalty twice you get 5 Gold. Mercenary: You must decide to pay Gold to skip this fight before rolling. If you pay to skip the fight, you do so completely; you don t roll, you can t get Treasure, you don t take Wounds. You do still get Gold for surviving this with a Prospector. Mummy: If you end up taking no Damage next turn (for example, by Dodging a Monster or facing a Special Encounter like a Cache), the Mummy s double Damage has no effect. If you take special Damage (for example, getting a - Defense Penalty token), this doubles that too. Mushroom Man: Remember you don t Die until the end of the turn. Healing from the Mushroom Man s Treasure happens before the end of the turn. If you start the turn with two Wounds and both Kill and are Damaged by the Mushroom Man, you go up to four Wounds, then heal a Wound, and survive the turn with three Wounds. Ooze: If you have no Weapon Ability tokens, you just take a Wound. With the Demonic Blade, if you Kill and get hit by an Ooze you ll gain a Weapon Ability token before immediately losing it. Pixie: You get Treasure before taking Damage. If you Kill the Pixie and get hit, you ll gain Gold and then lose Gold. You can t go below zero Gold. Side Passage: Turn over cards to determine two more Encounters. Each player picks which one they will go to. Everyone does their respective Encounter, and not the other one. If players care, decide in turn order, starting with the first player. Modifiers revealed in determining the Encounter still apply to the next Monster. For example, if you reveal Side Passage, then Extra Bitey, then Ogre, then Extra Wealthy, then Spear Trap, players will have a choice of visiting either an Extra Bitey Ogre or a Spear Trap; the Extra Wealthy Modifier will be applied in a subsequent turn. Slime Monster: The - Attack Die is a permanent Penalty that can be removed at the Healing Pool. Shadow: If you have two or more Wounds, the Shadow does no Damage. If you have zero or one Wound, the Shadow does Wounds of Damage. Spear Trap: This just gives everyone a Wound. Defense is useless against it, although a Thief can Dodge it. Troll: Any this turn Bonuses you give yourself for the first fight still apply for the second fight, if there is one. You can fight it a second time even if you take a th Wound from the first fight. You can t fight it a third time. Vampire: If you have two or more Wounds, the Vampire does Wounds of Damage. If you have zero or one Wound, the Vampire does Wound of Damage. Unicorn: The one-use, + Attack Die is represented by a Bonus token. Save it for as long as you like. Use it before rolling, and discard the token when used. Will-o-wisp: This Monster s Damage does nothing if you have no Class Ability tokens. IF YOU LIKED THIS GAME, YOU CAN FIND IT AND OTHER SMALL PUBLISHER GAMES ONLINE AT

Dungeon Cards. The Catacombs by Jamie Woodhead

Dungeon Cards. The Catacombs by Jamie Woodhead Dungeon Cards The Catacombs by Jamie Woodhead A game of chance and exploration for 2-6 players, ages 12 and up where the turn of a card could bring fortune or failure! Game Overview In this game, players

More information

Dragon Canyon. Solo / 2-player Variant with AI Revision

Dragon Canyon. Solo / 2-player Variant with AI Revision Dragon Canyon Solo / 2-player Variant with AI Revision 1.10.4 Setup For solo: Set up as if for a 2-player game. For 2-players: Set up as if for a 3-player game. For the AI: Give the AI a deck of Force

More information

Another boardgame player aid by

Another boardgame player aid by Another boardgame player aid by Download a huge range of popular boardgame rules summaries, reference sheets and player aids at www.headlesshollow.com Universal Head Design That Works www.universalhead.com

More information

Mage Tower Rulebook Ver 0.1

Mage Tower Rulebook Ver 0.1 Mage Tower Rulebook Ver 0.1 This is a very early version of the rulebook, and is one of the last things being worked on while the Kickstarter is happening. All the text to play the game is here, but the

More information

DUNGEON CRAWLER LABYRINTH

DUNGEON CRAWLER LABYRINTH Gifted Vision inc 2015 Welcome to Dungeon Crawler Labyrinth! Deep in the crust of Ara lies twisting tunnels that only the denizens of the deep know, and there lie the untold treasures of all of the would-be

More information

SETUP. Remove Extra Cards. Infect Wolf Zero. Set Aside Night Cards

SETUP. Remove Extra Cards. Infect Wolf Zero. Set Aside Night Cards Werewolves are among us... and humans who get bitten three times turn into wolves themselves! Humans try to give wounds to the wolves and avoid getting bitten. Humans win if at least one human survives

More information

Looting MiniSkull Castle

Looting MiniSkull Castle Looting MiniSkull Castle In Looting MiniSkull Castle, 2-4 Heroes are back at MiniSkull Castle, but instead of stealing treasures from the caverns beneath the castle, this time they are searching for loot

More information

Components. Matching Travel Markers. Brother Gherinn

Components. Matching Travel Markers. Brother Gherinn Welcome to Dragonfire Dungeon! Vast wealth awaits the adventurer who is strong enough to face the creatures that dwell within and clever enough to avoid the many pitfalls that await. But one must be quick,

More information

Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Characters Tilda Maginos Filch Lily

Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Characters Tilda Maginos Filch Lily Mice & Mystics FAQ Most of the questions are answered by the designer, Jerry Hawthorne Note: A few questions are deliberately repeated under different headings Characters Tilda Can Tilda heal herself?

More information

Game overview. The aim of the game is to collect as many Glory Points (

Game overview. The aim of the game is to collect as many Glory Points ( Game overview You are the Enchanters - mighty heroes who defend helpless villages with their magic and wits. During the game each of you will be crafting a powerful magical artifact to defeat hordes of

More information

Contents. Dragon Rampage

Contents. Dragon Rampage Contents Object of the Game 2 Setting up the Game 2 Game Length 3 Playing the Game 3 I. Heroes Action Phase 3 II. Dungeon Phase 4 III. Rest Phase 6 Ending the Game 6 I. Hero is Slain 6 II. Heroes Escape

More information

Introduction. Contents

Introduction. Contents Introduction Side Quest Pocket Adventures is a dungeon crawling card game for 1-4 players. The brave Heroes (you guys) will delve into the dark depths of a random dungeon filled to the brim with grisly

More information

. PLACES OF INTEREST.

. PLACES OF INTEREST. . PLACES OF INTEREST. S ome places in the region have been deserted since the zombies came. Nobody goes there, ever. Most of the time, these places draw too much attention from the necromancers or have

More information

NIGHTMARE FOREST Dead Run

NIGHTMARE FOREST Dead Run NIGHTMARE FOREST Dead Run You were out enjoying a night camping with your friends in the woods near The City. Settled around a warm and cozy campfire a good time was being had by everyone. That was when

More information

THE RULES 1 Copyright Summon Entertainment 2016

THE RULES 1 Copyright Summon Entertainment 2016 THE RULES 1 Table of Contents Section 1 - GAME OVERVIEW... 3 Section 2 - GAME COMPONENTS... 4 THE GAME BOARD... 5 GAME COUNTERS... 6 THE DICE... 6 The Hero Dice:... 6 The Monster Dice:... 7 The Encounter

More information

Background. After the Virus

Background. After the Virus After the Virus Background The zombie apocalypse is here! The world has been hit by a virus killing 90% of the population. Most of the survivors have turned into zombies, while the rest are left weak and

More information

Contents: Resources. Card Icons. Animals. Villagers. 100 Animal Tokens 107 Cards: 42 Villager Cards 47 Castle Cards 18 Market Cards.

Contents: Resources. Card Icons. Animals. Villagers. 100 Animal Tokens 107 Cards: 42 Villager Cards 47 Castle Cards 18 Market Cards. Contents: 63 Castle Dice 100 Animal Tokens 107 Cards: 42 Villager Cards 47 Castle Cards 18 Market Cards 60 Villager Tokens 4 Player Mats 21 Tracking Beads 1 Rulebook Fun 1 Turn Tracker Mat 1 Solo Play

More information

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring Of Dungeons Deep! Table of Contents (1) Components (2) Setup (3) Goal (4) Game Play (5) The Dungeon (6) Ending & Scoring (1) Components 32 Hero Cards 16 Henchmen Cards 28 Dungeon Cards 7 Six Sided Dice

More information

Created by Michael Browning

Created by Michael Browning Created by Michael Browning For Aiden The story so far... King Pensinor once again has a problem, a huge blue dragon has taken up residence in a volcano, and is terrifying the land eating the livestock

More information

Base Game. Stealing ends when there is no more surplus of cards in hand.

Base Game. Stealing ends when there is no more surplus of cards in hand. OrcQuest TCG FAQ v1.0 Base Game Can we deliberately discard a card from our hand? No. You can only discard from your hand by using cards or skills that allow you to do so. Do not hesitate to take the risk

More information

The game of intriguing dice, tactical card play, powerful heroes, & unique abilities! Welcome to. Rules, glossary, and example game Version 0.9.

The game of intriguing dice, tactical card play, powerful heroes, & unique abilities! Welcome to. Rules, glossary, and example game Version 0.9. The game of intriguing dice, tactical card play, powerful heroes, & unique abilities! Welcome to Rules, glossary, and example game Version 0.9.4 Object of the Game! Reduce your opponent's life to zero

More information

Game Components. 16x Hero Cards. 18x Quest. 9x Double-Sided Weapon Reference Cards. Cards. 1x Bag of Holding. 8x Loyalty.

Game Components. 16x Hero Cards. 18x Quest. 9x Double-Sided Weapon Reference Cards. Cards. 1x Bag of Holding. 8x Loyalty. Game Components 16x Hero Cards 18x Quest Cards 9x Double-Sided Weapon Reference Cards 8x Loyalty Cards 60x Item Cards 1x Double-Sided Animal Card 1x Bag of Holding 25x Damage Markers 8x Exhaustion Markers

More information

Introduction. How to Win

Introduction. How to Win A Game for 4-10 Castaways Designed by Mike Harrison-Wood & Chris MacLennan Developed by Sen-Foong Lim, Jessey Wright, & Scott Veenvliet Introduction Welcome to Who Should We Eat? - The semi-cooperative

More information

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex

When placed on Towers, Player Marker L-Hexes show ownership of that Tower and indicate the Level of that Tower. At Level 1, orient the L-Hex Tower Defense Players: 1-4. Playtime: 60-90 Minutes (approximately 10 minutes per Wave). Recommended Age: 10+ Genre: Turn-based strategy. Resource management. Tile-based. Campaign scenarios. Sandbox mode.

More information

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com This game is playable by 1-4 people. There are a total of four characters, divided evenly between

More information

zogar s gaze Objective

zogar s gaze Objective Objective zogar s gaze Be the first player to collect all the necessary cards to meet your win conditions and you will win the game. These win conditions are determined by your starting race and class.

More information

4.4.11a Tweaked rule to bring it in line with c (overassigning damage is legal, breakthrough damage is not mandatory)

4.4.11a Tweaked rule to bring it in line with c (overassigning damage is legal, breakthrough damage is not mandatory) EPIC COMPLETE RULES Revised August 29th 2016 White Wizard Games LLC REVISIONS Various typo fixes 4.4.11a Tweaked rule to bring it in line with 4.4.11c (overassigning damage is legal, breakthrough damage

More information

Prepare the Adventure Begin Play Sample file

Prepare the Adventure Begin Play Sample file 1. 5 6 people, including one person known as the Dungeon Master (that s you!), to lead the story and control the monsters. 2. A print-out of this adventure. 3. Pencils for all the heroes and the dungeon

More information

Shaun Austin Jim Hartman

Shaun Austin Jim Hartman RULEBOOK Shaun Austin Jim Hartman V 1.3.1 Copyright 2005 Shaun Austin & Jim Hartman Lost Treasures Introduction Lost Treasures is a simple two player game where each player must hire a party of adventurers

More information

Overview & Objective

Overview & Objective Rulebook Overview & Objective Poets, Minstrels and Troubadours throughout Tessandor meet in Noonshade Keep for the annual Battle of the Bards competition to spin tales of the glorious battles and adventures

More information

8 Weapon Cards (2 Sets of 4 Weapons)

8 Weapon Cards (2 Sets of 4 Weapons) A Game by Pedro P. Mendoza (Note: Art, graphics and rules are not final) The way of the warrior is known as Bushido. It is a code that guides the life of a warrior and promotes values of sincerity, frugality,

More information

The Sorcerer s Chamber

The Sorcerer s Chamber The Sorcerer s Chamber by Tim Schutz Rev. 2.0 2-4 players 60 minutes Game requires: One complete piecepack and One piecepack pyramid set Story Welcome to the Sorcerer s Chamber. No this is not some cozy

More information

Privateer Press Designed by Will Schoonover. Revised Rulebook by Justin Alexander

Privateer Press Designed by Will Schoonover. Revised Rulebook by Justin Alexander Privateer Press Designed by Will Schoonover Revised Rulebook by Justin Alexander http://www.thealexandrian.net CHARACTERS Each player will take on the role of a specific character. CHARACTER SHEET: Your

More information

Game Overview 2 Setting 3 Story 3 Main Objective 3. Game Components 3. Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9

Game Overview 2 Setting 3 Story 3 Main Objective 3. Game Components 3. Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9 P a g e 1 Game Overview 2 Setting 3 Story 3 Main Objective 3 Game Components 3 Rules 4 Game Setup 4 Turn Sequence 5 General Rules 9 End Game Conditions 9 FAQ 10 Credits 10 Game Piece Appendix 11 Resource

More information

Changes and additions new to the 4/6/17 version are highlighted throughout the document.

Changes and additions new to the 4/6/17 version are highlighted throughout the document. EPIC COMPLETE RULES Last Updated: April 6th 2017 White Wizard Games LLC IMPORTANT CHANGES 1.8.4 The player who goes second now mulligans first. 4.1.2 "Making a play" is defined and used throughout the

More information

Dragon Phoenix Games

Dragon Phoenix Games Dragon Phoenix Games Game: Near and Far Developer: Ryan Laukat Publisher: Red Raven Games Year: 2017 Variant Developer: Harvey and Carlie Cornell Status: Released Version: 1.2 Date: 8/7/2017 Overview:

More information

Hybrid role play / cards A simple ruleset to have a quick and intuitive role-playing game.

Hybrid role play / cards A simple ruleset to have a quick and intuitive role-playing game. Hybrid role play / cards A simple ruleset to have a quick and intuitive role-playing game. The same cards can be used for a cooperative or competitive card game. Every aspect of the game is regulated by

More information

The starting player takes the first turn, then players take turns in a clockwise order until a game-ending event.

The starting player takes the first turn, then players take turns in a clockwise order until a game-ending event. It is the year 2123. Earth has become inhospitable to life and humanity has spread throughout the universe in a quest to find a new home. Each surviving human colony will form exploration teams to different

More information

KUNG CHI. By Stone Mage Games RULES. Sample file

KUNG CHI. By Stone Mage Games RULES. Sample file KUNG CHI By Stone Mage Games RULES There are 15 Chi Markers per player, a 4 sided die, 15 Scroll Skrypt cards, 15 Sword Skrypt cards, and 15 Army cards. GAME COMPONENTS GAME SETUP The object of Kung Chi

More information

Comprehensive Rules Document v1.1

Comprehensive Rules Document v1.1 Comprehensive Rules Document v1.1 Contents 1. Game Concepts 100. General 101. The Golden Rule 102. Players 103. Starting the Game 104. Ending The Game 105. Kairu 106. Cards 107. Characters 108. Abilities

More information

COMPONENTS LIST. This Rulebook 8 Battle dice 15 Action dice 45 Plastic figures, including:

COMPONENTS LIST. This Rulebook 8 Battle dice 15 Action dice 45 Plastic figures, including: INTRODUCTION In Teenage Mutant Ninja Turtles: Shadows of the Past, up to four players take on the roles of the Ninja Turtles, while one other player takes on the role of the villain, controlling all of

More information

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3 Table of Contents TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3 GAME OVERVIEW 3 Exception Based Game 3 WINNING AND LOSING 3 TAKING TURNS 3-5 Initiative 3 Tiles and Squares 4 Player Turn

More information

(3 to 6 players) Lie, cheat steal and backstab your way to victory on your quest to become the next President of the United States.

(3 to 6 players) Lie, cheat steal and backstab your way to victory on your quest to become the next President of the United States. (3 to 6 players) Lie, cheat steal and backstab your way to victory on your quest to become the next President of the United States. Object of the Game Accrue the most electoral points to win the General

More information

ANACHRONISM: EQUESTRIA

ANACHRONISM: EQUESTRIA ANACHRONISM: EQUESTRIA Background Anachronism is a simple card game that was released by TriKing Games in 2005. The game was popular and even won the 2005 Origin Award for "Gamer's Choice Best Collectible

More information

1.1 Introduction WBC-The Board Game is a game for 3-5 players, who will share the fun of the

1.1 Introduction WBC-The Board Game is a game for 3-5 players, who will share the fun of the 1.1 Introduction WBC-The Board Game is a game for 3-5 players, who will share the fun of the week-long World Boardgaming Championships, contesting convention events in a quest for Laurels and competing

More information

Lightseekers Trading Card Game Rules

Lightseekers Trading Card Game Rules Lightseekers Trading Card Game Rules 1: Objective of the Game 3 1.1: Winning the Game 3 1.1.1: One on One 3 1.1.2: Multiplayer 3 2: Game Concepts 3 2.1: Equipment Needed 3 2.1.1: Constructed Deck Format

More information

Contents. Goal. Jump Point

Contents. Goal. Jump Point Game Rules W elcome to the height of technology and comfort, the Space Station Atlantis! All the comfort of a five star hotel, mixed with the adventure of space travel. The station is filled with staff,

More information

Another game aid.

Another game aid. Another game aid by Universal Head The Esoteric Order of Gamers www.orderofgamers.com Tabletop game rules summaries, foamcore box plans, articles, interviews, reviews and lots more at www.orderofgamers.com

More information

Game Manual. prototype

Game Manual. prototype Game Manual prototype prototype Can you survive in this hostile land ravaged by monsters and unending strife? Are you ready to fight and become Lord of Hellas? In Lords of Hellas you will lead a hero to

More information

30-45 Mins Ages Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK

30-45 Mins Ages Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK 30-45 Mins Ages 14+ 2-4 Players BY JEREMY KALGREEN AND CHRIS VOLPE RULEBOOK In the far future, robots have been designed to fight for the enjoyment of humanity. Bullets, lasers, bombs, drills, and various

More information

Mystery cards: Starting Item cards. Invention cards. Special Arranging the Camp card (used only in a 4-player game) Scenario cards

Mystery cards: Starting Item cards. Invention cards. Special Arranging the Camp card (used only in a 4-player game) Scenario cards GAME OVERVIEW Robinson Crusoe is a board game for one to four players in which players take on the roles of castaways, exorcists or adventurers. During each game, players will explore the Island, build

More information

Dungeoneer! Introduction. The Setting. Dungeon-bashing Rules.

Dungeoneer! Introduction. The Setting. Dungeon-bashing Rules. Introduction. These are a set of very simple dungeon-bashing rules for youngsters and the young at heart. This is classic kick-in-the-door, kill the monsters and steal their treasure stuff. One player

More information

*EABA is our quite serious rpg system and well worth your time to take a look at... 4

*EABA is our quite serious rpg system and well worth your time to take a look at... 4 Special cases One-shots: If Gear on a Survivor provides a one-time bonus, if that Survivor is put forward to face a Threat, that Gear is discarded if any Survivor is eliminated by the Threat that round.

More information

Playing By Order of the Queen:

Playing By Order of the Queen: Playing By Order of the Queen: Overview: In By Order of the Queen, you and your fellow players are leaders of the most prestigious guilds of the Kingdom of Tessandor. You must work together to fulfill

More information

Game Preparation. Round Setup

Game Preparation. Round Setup 7+ ~8 0 min One player is the monster, others may be hunters. How can you tell who is who? As the cards keep getting exchanged, the identity of the monster remains vague. In one turn you can be a hunter

More information

Introduction. Goal. Contents Steve Finn. 30mn

Introduction. Goal. Contents Steve Finn. 30mn 2-4 10+ 30mn Introduction In Biblios, you play the part of an abbot at the head of a monastery during the Middle Ages. Seeking to amass the most illustrious library, you compete with other abbots to obtain

More information

HEY! DON T READ THESE RULES!

HEY! DON T READ THESE RULES! THE RULES (DON T WORRY, IT S MOSTLY PICTURES) HEY! DON T READ THESE RULES! Reading is the worst way to learn how to play a game. Instead, go online and watch our instructional video: www.bearsvsbabies.com/howtoplay

More information

Kingdom Card Almanac. Ancient Techniques. Berzerker. Bait and Switch. Bard. Blackmail

Kingdom Card Almanac. Ancient Techniques. Berzerker. Bait and Switch. Bard. Blackmail Kingdom Card Almanac Ancient Techniques Immediately look through the Craft discard pile and take one Craft Card for free. The Craft discard pile is made up of all the Craft Cards that were discarded at

More information

Introduction. Components

Introduction. Components Introduction Heroes of Tenefyr is a cooperative deck-building game where players need to work together to improve the strength of their adventuring party to withstand the incoming threat of evil. Components

More information

Loot Roll. Rules and Instructions

Loot Roll. Rules and Instructions Loot Roll Rules and Instructions Overview Loot Roll provides the dungeon exploration experience from many modern mmorpg s, just without the teamwork. You and your friends will battle dangerous monsters,

More information

FOR THE CROWN Sample Play

FOR THE CROWN Sample Play FOR THE CROWN Sample Play v1.0 1 Turn 1 Yellow player FOR THE CROWN Sample Play To begin the game, Yellow player Draws 2 Peons and 3 Guards into his Hand. Order Phase: For his first Order Phase, he cannot

More information

Lightseekers Trading Card Game Rules

Lightseekers Trading Card Game Rules Lightseekers Trading Card Game Rules Effective 7th of August, 2018. 1: Objective of the Game 4 1.1: Winning the Game 4 1.1.1: One on One 4 1.1.2: Multiplayer 4 2: Game Concepts 4 2.1: Equipment Needed

More information

WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS

WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS ple m Sa file ple m Sa file file ple m Sa WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS TABLE OF CONTENTS 1.0 INTRODUCTION 1 2.0 NEEDED TO

More information

MOBA Inspired & Card Driven 2 players game Minutes

MOBA Inspired & Card Driven 2 players game Minutes MOBA Inspired & Card Driven 2 players game. 30-50 Minutes This rulebook is a work in progress and is constantly improved. You can download the latest version and see playthrough videos at: www.playskytear.com/playtest

More information

One Man: Thrag! Rev Eight Foot Llama A solitaire game for the piecepack 02/15/2002

One Man: Thrag! Rev Eight Foot Llama A solitaire game for the piecepack 02/15/2002 One Man: Thrag! Rev 1.0 2002 Eight Foot Llama A solitaire game for the piecepack 02/15/2002 www.eightfootllama.com You ll need: A piecepack and about 20-30 minutes Author: Jim Doherty (jim@eightfootllama.com)

More information

The Stygian Society Rules v2.2

The Stygian Society Rules v2.2 The Stygian Society Rules v2.2 By Kevin Wilson Edits by Kevin Brusky (7/28/18) Introduction The Stygian Society. You do not know them, but for hundreds of years, they have quietly worked to protect you

More information

Contents. In short. Set up

Contents. In short. Set up In short In search of glory, gold, and the legendary Rings of Power, you lead groups of adventurers and explore 4 keeps successively. Each time, the keep has three levels containing different dangers and

More information

OFFICIAL RULEBOOK Version 7.2

OFFICIAL RULEBOOK Version 7.2 ENGLISH EDITION OFFICIAL RULEBOOK Version 7.2 Table of Contents About the Game...1 1 2 3 Getting Started Things you need to Duel...2 The Game Mat...4 Game Cards Monster Cards...6 Effect Monsters....9 Synchro

More information

Goal of the Game. For 2-4 Players

Goal of the Game. For 2-4 Players RULEBOOK 1 For 2-4 Players As Jarl of a Viking clan, your followers have certain expectations: prosperity, security and glory. In return they follow you on raids of keep and villages and territories. They

More information

RANDOM ENCOUNTERS RULE BOOK

RANDOM ENCOUNTERS RULE BOOK RANDOM ENCOUNTERS RULE BOOK Created by Regular People Gaming 2013-2014 Josh Garrett and Jordan Basaldua GAME DETAILS Number of Players: 1-4 Playing Time: 20 minutes per player. Ages: 13 and up INTRODUCTION

More information

by Dario Dordoni The toilet isn't always right behind the corner: sometimes finding it is a quest in itself!

by Dario Dordoni The toilet isn't always right behind the corner: sometimes finding it is a quest in itself! by Dario Dordoni The toilet isn't always right behind the corner: sometimes finding it is a quest in itself! Dungeon WC is a real time cooperative game where the players try to connect dungeon cards to

More information

MATERIALS. match SETUP. Hero Attack Hero Life Vanguard Power Flank Power Rear Power Order Power Leader Power Leader Attack Leader Life

MATERIALS. match SETUP. Hero Attack Hero Life Vanguard Power Flank Power Rear Power Order Power Leader Power Leader Attack Leader Life Pixel Tactics is a head-to-head tactical battle for two players. Each player will create a battle team called a unit, which consists of a leader and up to eight heroes, and these two units will meet on

More information

OVERVIEW + CONTENTS. 12 Network Boosters (3 per player color) 12 Virus tokens (3 per player color) 16 Informants (4 per player color)

OVERVIEW + CONTENTS. 12 Network Boosters (3 per player color) 12 Virus tokens (3 per player color) 16 Informants (4 per player color) The tech-future which mankind has been working towards is finally upon us! Sadly, the tech-future is not all we thought it was cracked up to be; technology couldn t save us from ourselves and there are

More information

SETTING UP THE GAME: YOUR MISSION BEGINS

SETTING UP THE GAME: YOUR MISSION BEGINS CAPTAIN S LOG SETTING UP THE GAME: YOUR MISSION BEGINS COMPONENT LIST A. 4 Clix Figures B. 4 Character Cards C. 2 Clix Starships D. 1 Game Board E. 21 Captain s Log Cards F. 25 Captain s Log Supplemental

More information

DUNGEON THE ADVENTURE OF THE RINGS

DUNGEON THE ADVENTURE OF THE RINGS DUNGEON THE ADVENTURE OF THE RINGS CONTENTS 1 Game board, 1 Sticker Pad, 8 Character Standees, 6 Plastic Towers, 110 Cards (6 rings, 6 special weapons, 6 dragons, 48 treasures, 50 monsters) 2 Dice. OBJECTIVE

More information

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012 The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012 Created May 1st, 2012 Final Version - May 1st, 2012 The Arena is an Alternative Ending where the Emperor

More information

Contents. 4 cards Research 54 cards Zombie 3 cards Horde. 4 cards Place 51 cards Rage 1 card Barricade. 1 counter. 8 cards Captured Zombie

Contents. 4 cards Research 54 cards Zombie 3 cards Horde. 4 cards Place 51 cards Rage 1 card Barricade. 1 counter. 8 cards Captured Zombie Rules of play 8 Military scientists found a way to enhance the human strength and aggressiveness, making them insensible to pain without altering their cognitive skills. Unfortunately, this discovery got

More information

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A.

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A. 2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A. by Hasbro, Inc., Pawtucket, RI 02862. Distributed in

More information

Details of Play Each player counts out a number of his/her armies for initial deployment, according to the number of players in the game.

Details of Play Each player counts out a number of his/her armies for initial deployment, according to the number of players in the game. RISK Risk is a fascinating game of strategy in which a player can conquer the world. Once you are familiar with the rules, it is not a difficult game to play, but there are a number of unusual features

More information

The game consists of 3 rounds where you will build a castle in 30 seconds then place catapults and steal wall pieces from your neighbors.

The game consists of 3 rounds where you will build a castle in 30 seconds then place catapults and steal wall pieces from your neighbors. Story The king is dead Ok we ve all heard that one, there really isn t a story here. Just build a castle, fill it with as many walls and catapults as you can. Let s just have some fun with friends! Introduction

More information

ROGUELIKE SOLITAIRE THE HACK'N'SLASH ADVENTURE

ROGUELIKE SOLITAIRE THE HACK'N'SLASH ADVENTURE ------------------ROGUELIKE SOLITAIRE THE HACK'N'SLASH ADVENTURE---------------- BY MORGAN McCOY Version 1.4 - Playable demo Dedicated to my loving sister Dragell --------------------------------STEP 1

More information

Anthony Rubbo. Game components. 1 Camp. 30 clocks. 4 dice Each die has the following symbols: 3x food, 2x map and 1x pick & shovel 16 treasure maps

Anthony Rubbo. Game components. 1 Camp. 30 clocks. 4 dice Each die has the following symbols: 3x food, 2x map and 1x pick & shovel 16 treasure maps Game components Anthony Rubbo 1 Camp Connect the two tiles together. 3 excavations 1x jungle, 1x desert, 1x sea 30 clocks 4 dice Each die has the following symbols: 3x food, 2x map and 1x pick & shovel

More information

OFFICIAL RULEBOOK Version 8.0

OFFICIAL RULEBOOK Version 8.0 OFFICIAL RULEBOOK Version 8.0 Table of Contents Table of Contents About the Game 1 1 2 Getting Started Things you need to Duel 2 The Game Mat 4 Monster Cards 6 Effect Monsters 9 Xyz Monsters 12 Synchro

More information

Y dthanatos

Y dthanatos In your hubris you boasted that Death could never separate you and your beloved, just let him, Thanatos, try! That you would be ready come what may! That you held no fear! ou awake the next morning to

More information

Defenders of the Realm: Battlefields 1. Player seating arrangement -

Defenders of the Realm: Battlefields 1. Player seating arrangement - Defenders of the Realm: Battlefields is a competitive fantasy battle game for 2 to 4 players. In the game, one side takes the role of the Dark Lord s invading army and minions while the other side represents

More information

Card Racer. By Brad Bachelor and Mike Nicholson

Card Racer. By Brad Bachelor and Mike Nicholson 2-4 Players 30-50 Minutes Ages 10+ Card Racer By Brad Bachelor and Mike Nicholson It s 2066, and you race the barren desert of Indianapolis. The crowd s attention span isn t what it used to be, however.

More information

Bible Battles Trading Card Game OFFICIAL RULES. Copyright 2009 Bible Battles Trading Card Game

Bible Battles Trading Card Game OFFICIAL RULES. Copyright 2009 Bible Battles Trading Card Game Bible Battles Trading Card Game OFFICIAL RULES 1 RULES OF PLAY The most important rule of this game is to have fun. Hopefully, you will also learn about some of the people, places and events that happened

More information

martin wallace rules book MAD SCIENTISTS AND ATOMIC MONSTERS ATTACK THE earth

martin wallace rules book MAD SCIENTISTS AND ATOMIC MONSTERS ATTACK THE earth martin wallace rules book MAD SCIENTISTS AND ATOMIC MONSTERS ATTACK THE earth moongha invaders thegamersgame #1 Moongha invaders MAD SCIENTISTS AND ATOMIC MONSTERS ATTACK THE earth! game design: Martin

More information

RULEBOOK ADVANCED VERSION + COOPERATIVE VERSION + SKELETON CHIEFS

RULEBOOK ADVANCED VERSION + COOPERATIVE VERSION + SKELETON CHIEFS RULEBOOK B Do not read this before having played! David Flies Alexander Brick, Aoulad, Oliver Mootoo ADVANCED VERSION + COOPERATIVE VERSION + SKELETON CHIEFS Now that you have played several games of the

More information

Print and Play Instructions: 1. Print Swamped Print and Play.pdf on 6 pages front and back. Cut all odd-numbered pages.

Print and Play Instructions: 1. Print Swamped Print and Play.pdf on 6 pages front and back. Cut all odd-numbered pages. SWAMPED Print and Play Rules Game Design by Ben Gerber Development by Bellwether Games LLC & Lumné You ve only just met your team a motley assemblage of characters from different parts of the world. Each

More information

Underleague Game Rules

Underleague Game Rules Underleague Game Rules Players: 2-5 Game Time: Approx. 45 minutes (+15 minutes per extra player above 2) Helgarten, a once quiet port town, has become the industrial hub of a vast empire. Ramshackle towers

More information

The first 16 pages (after this one) are the rulebook. You can print this on normal paper. Also, you should read it.

The first 16 pages (after this one) are the rulebook. You can print this on normal paper. Also, you should read it. Congratulations! You either have excellent taste or way too much time on your hands. With this PDF, a halfway decent printer, some cardstock and a little time you can make your own copy of Big Bad Overlord

More information

Arkham Investigations An alternate method of play for Arkham Horror.

Arkham Investigations An alternate method of play for Arkham Horror. Arkham Investigations 1 Arkham Investigations An alternate method of play for Arkham Horror. Introduction While Arkham Horror is a great game, for connoisseurs of H.P. Lovecraft's work, it presents a rather

More information

FIREFLY: THE GAME FAQ Version 3.1: Updated Jan 2014 Special thanks to everyone who has ed us and the BoardGameGeek community!

FIREFLY: THE GAME FAQ Version 3.1: Updated Jan 2014 Special thanks to everyone who has  ed us and the BoardGameGeek community! Universal Encyclopedia FIREFLY: THE GAME FAQ Version 3.1: Updated Jan 2014 Special thanks to everyone who has emailed us and the BoardGameGeek community! Question: Do you make River s Gifted roll before

More information

Rules. Game Overview. Introduction. Rules Objective. Audience & Number of Players. Play Time. Object of the Game. Page 1.

Rules. Game Overview. Introduction. Rules Objective. Audience & Number of Players. Play Time. Object of the Game. Page 1. Rules Version 2 Game Overview Introduction Heroes of Karth: Deathmatch is a fantasy deck-building card game with lore based on the Heroes of Karth book series. When you play a match it feels like you become

More information

Overlord. Phoenix. Poisoned Blade. Poison Bolt. Poison Cloud. Poison Spit. Poison Spit All Red Hot Reflect All Rupture. Search Party.

Overlord. Phoenix. Poisoned Blade. Poison Bolt. Poison Cloud. Poison Spit. Poison Spit All Red Hot Reflect All Rupture. Search Party. It is recommended you use the Quick Reference Booklet to lookup Map tiles, Creature abilities, Quests and Tokens as you encounter them on your adventure You will only encounter a small selection of the

More information

Q: Can my team have both Autobots and Decepticons? A: Yes. All characters in the game can work together under your leadership.

Q: Can my team have both Autobots and Decepticons? A: Yes. All characters in the game can work together under your leadership. Introduction, or What s an FAQ? FAQ stands for Frequently Asked Questions. It s a collection of questions players might have about new Transformers TCG cards. While this document covers a lot of ground,

More information

In ages long past, the Master taught you the dark secrets of

In ages long past, the Master taught you the dark secrets of In ages long past, the Master taught you the dark secrets of undeath. You could no longer perish, and as long as you had fresh body parts available, neither could your loyal servants who were coincidentally

More information

A game by Bruno Faidutti. For 3 to 6 players, ages 8 and up

A game by Bruno Faidutti. For 3 to 6 players, ages 8 and up A game by Bruno Faidutti For 3 to 6 players, ages 8 and up 1 Theme Each player controls a team of dragon hunters (two knights, a thief, and a wizard). Like all dragon slayers, they only have one goal:

More information

Battling Grammar Rule book Version 3.1

Battling Grammar Rule book Version 3.1 Battling Grammar Rule book Version 3.1 Introduction This is a game designed to be used in the classroom to help children to develop and practise their knowledge of grammatical terminology. This is primarily

More information