zogar s gaze Objective

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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. Components 68 dungeon level 1 cards, 43 dungeon level 2 cards, 30 dungeon level 3 cards, 21 market cards, 6 race cards, 6 class cards, 5 dice, 1 jumbo reference card, and an instruction booklet. Setup 1- Separate all the dungeon cards from the rest of the cards and shuffle them all together, mix them well, and then stack them face down in the middle of the table. 2- Shuffle the market cards and place them face down, and turn over the top two cards. 3- Each player should draw 1 race card and 1 class card. Players should keep these cards private. These cards determine the 2 separate win conditions that the player needs to fulfill in order to win. It is advantageous to keep these win conditions secret from the other players. Race cards require the players to collect a certain number of items based on the number of players in the game. For instance the Man of Norcia calls for the player to collect a certain number of Treasure Points (TP) in order to meet their win condition. Class cards on the other hand require the player to undertake a specific task or to obtain a particular item. For example the Knight only meets his win condition after finding the princess. Playing the Game Once the game is set up, you are ready to get started. Choose a player at random to begin. Now the players will take turns, moving clockwise, until either one player meets both of their win conditions, or when 7 Zogar s Gaze cards are revealed. Steps in each turn are only taken by the player whose turn it is. On Your Turn Turns are taken individually in sequential order moving clockwise until one player wins the game. Each turn has 4 phases. (Note: You start with no dungeon cards; therefore you will skip the Market and Equipping phase on your first turn or until you have cards that allow you to do so.) These phases must be taken in the order that they are described below: 1. The Market. In this phase the player is allowed the opportunity to trade cards from their hand, which they deem worthless to their quest, for a single market card. Players may choose one of the two visible cards in the market, or gamble and pick the top card off the deck. Only one card may be purchased per turn. Players purchase from the market in a secret manner in which they trade in cards from their own hand face down. Cards have a value equal to the level they were found on. All items at the market cost 5 points. So, to make a purchase you simply trade in a number of cards face down, and

have the sum of the cards values equal or exceed 5 points. Example: John does not need any artifact cards to meet his win condition so he decides to trade them in at the beginning of his turn for a Market Card. He places 3 cards face down on the table. Two of the cards were from level 2 of the dungeon and one was from level one. 2+2+1=5. All players see that the value of the cards equal 5. John places his trade in cards back into the dungeon deck and chooses a Market Card. It is important to note that all cards should be shuffled back into the dungeon deck after a trade at the market. This method allows players to get rid of unneeded cards, all the while keeping their secret identities hidden. In addition, any item from the market that requires being discarded after use is actually removed from the game and placed back in the game box. Glow Rocks are always discarded after use, no matter what. 2. Choosing Items for the Journey. In this phase you must choose the items that you want to take with you into the dungeon on this turn. You may choose to take none. Any items may be taken, but if you die in the dungeon you lose ALL items you have with you. Death happens a lot, so there is a risk in taking items, but those very items might be able to save your neck. It is quite the conundrum. 3. Dungeon Delving. Now you are ready to explore the depths of Zogar s dungeon. Make sure that the Dungeon Deck is thoroughly shuffled. Then simply cut the deck and place the top portion, in your hand, off to the side. It will not be used for the remainder of your turn. On your turn you MUST enter the dungeon and this requires that you turn over at least one card, so flip over the top card in the deck. Cards may have any number of different things on them ranging from monsters and traps, to treasures and powerful weapons. After turning over the first card, you may continue to turn over more cards, one at a time, until you either decide to leave the dungeon on your own accord or you die. Any items found in the dungeon on your turn, may be used on that same turn. In addition, if you enter into any battle your turn will end after the battle whether you win or lose. If you leave the dungeon on your own, you get to keep all items you brought with you and all items that you may have found. If you happen to win a battle, you keep all items as well, and you get to keep the monster card. If you die in combat you do not keep the monster card and it is returned to the dungeon deck, and you lose all items with you. If you die in any other manner you lose all items you have with you as well. So how much are you willing to press your luck? 4. Shuffle and Pass. Your turn is now over. Put the dungeon deck back together and give it a light shuffle and place it in front of the player to your left. Combat Combat is simply a part of life in a dungeon. Sooner or later you will have to match brawn with an enemy. Combat is dealt with by using dice. Dealing with an enemy is quite simple. First look to see if the enemy has any weaknesses. This is indicated on the bottom and to the right on the card. If the

enemy has a weakness there will be one of the symbols shown to the left. If you have a weapon or item that deals that kind of damage, the enemy is automatically destroyed. Now if you cannot defeat an enemy with a special weapon, you will have to break out the dice. Here are two samples of what you might find on an enemy card: Sample 1. In this case you need to roll five dice and score 3-fives. After your first roll you can hold as many dice as you choose and re-roll the rest. You can roll your dice up to 3 times attempting to get the results you want. At any point you may re-roll dice that you held in a previous roll. Example: Sue is fighting the enemy in sample 1. She rolls all five dice and scores 2-ones 1-two 1-five and 1-six. She keeps the 1-five and re-rolls the remaining four dice and scores 2-threes 1-four and 1-five. Sue keeps the 1-five and re-rolls for a third and final time and scores 2-sixes and 1-five. Sue now has 3-fives and has defeated the monster! Now, you do not have to roll the number indicated on the dice on the enemy s card to win, but in order to win with a different number you need to roll an extra successful die. So in sample 1 if you wanted to roll twos instead of fives you would need 4 of them instead of 3. Example: Bob is fighting the enemy in sample 1. He rolls all five dice and scores 3-twos 1-four and 1- five. He decides to hold his twos instead of the five. He re-rolls the remaining two dice and scores 1-one and 1-four. He rolls a third and final time and scores 1-two and 1-six. Bob now has 4-twos and that is enough to win! Sample 2. In sample 2 you are attempting to roll a straight. You need to roll the four numbers indicated on the card as they are shown (1, 2, 3, and 4). You could also defeat this enemy if you were able to roll 2, 3, 4, 5, and 6. In this case you could not get the 1 that was needed, but you were able to score a longer straight (5 long as opposed to the needed 4 long). Once an enemy is killed you get to claim the card as your own, and gain Fame Points (FP) equal to the number indicated in the yellow box on the card. Most enemies are worth 1 or 2 FPs, but the mighty dragon will give you 5! Red Dice. If an enemy happens to have red dice instead of green dice, it means that enemy is extra tough. You will have to roll the exact number indicated on the dice and at least as many shown. So if an enemy card has three red dice with 4s shown, you will have to roll three or more 4s to beat that enemy. A four of a kind or better of a different number simply will not do. Winning the Game The game is won as soon as one player has met the win conditions set forth by their race and class. In some cases you may win the game when it is not even your turn. This is true of the Lurker race, as another player may draw the required 6th Zogar s Gaze card on their turn and you will need to declare yourself the winner out of turn. Special Cards Arthur s Mantle. If you possess Arthur s Mantle you may remove a Zogar s Gaze card from the table that has already been revealed. This must be done on your own turn. Once used, Arthur s Mantle disappears and should be removed from the game. Consuming Fear. When this card is drawn from the deck you drop all weapons from your hand. This includes only the weapons with you in the dungeon. These weapons include: The Elemist, The Flame Bow, The Frost Axe, The Harvester, Poison Daggers and Excalibur. Darkness. Like the Pit Trap card, once you escape you are to shuffle this card back into the Dungeon Deck. Excalibur. If you have the Excalibur with you in the dungeon on your turn, it can be a great benefit. Before rolling any dice during combat, you may adjust 1 die to any number you wish. You may not touch this die, to adjust it again, during the combat sequence. Glow Rock. Glow rocks work just as described on the card, but they can only be used on your

turn. (Glow Rocks are shuffled back into the deck.) Golden Fleece. On your turn you may play this card face up for others to see and then choose 2 items from the market. This card is then removed from the game. Helm of Darkness. You may use this card during your turn to ignore 1 card drawn for the Dungeon Deck, besides a Zogar s Gaze card. Once used, this card should be shuffled back into the Dungeon Deck. Overconfident. This card works just as described on the card, however, it should be noted that the Consuming Fear card will trump this behavior. So if one of the three cards drawn is the Consuming Fear card, you need to exit the dungeon. In addition, if you run into an enemy card or a trap such as the Pit Trap or Darkness, your turn also ends. Pit Trap. When you draw the Pit Trap, your turn ends and this card should be placed in front of you face up as a reminder that you are trapped. Once you successfully escape from the pit trap, shuffle this card back into the Dungeon Deck. At the beginning of each subsequent turn you must attempt to roll a 4 of a kind. You may roll the dice up to three times in order to reach this goal. If you are successful you must draw at least one card from the Dungeon Deck to end your turn. You may not visit the market or change out equipment on this turn. Pandora s Box. This card works just like a Glow Rock, except you get to take 3 cards from another player, only looking at the backs. Then choose 2 to keep and return 1 back to the other player. Suffle the card back into the deck after use. The Mimic. When it states on the card that you need to roll equal to or greater than the sum of the cards in your Hand, this refers to all the cards you possess, both with you in the dungeon and outside of the dungeon. This means the more cards you are holding, the stronger the Mimic becomes. Thieves. If you engage the Thieves in battle it will end your turn just as if you were in combat with an enemy. If you decide to pay them off you must give them a card that is with you in the dungeon. This card must be the highest valued card with you based on what level it was found on in the dungeon. If you have two or more cards of the same value with you, the player to your left gets to pick the card that is used for the pay off. If you bribe the thieves, you may continue to explore in the dungeon. In addition, if you have no cards to offer, you must engage in battle. Thieves Signet. When wearing the Thieves Signet you may pass by all Thieves in the dungeon. You may still choose to fight the thieves if you want, but you do not have to. This ring is not a one-time use item and you may keep it as you would a weapon or another such item. Trapdoor. This card is found on level 1 of the dungeon and when it is revealed you need to place it on top of the top portion of the Dungeon Deck. Then you must draw cards, without looking at them, until you come to a level 3 dungeon card. Place all the removed cards on top of the top portion of the Dungeon Deck, and then flip over the level 3 card. You have successfully fallen through a trapdoor down to the bottom of the dungeon! Zogar s Gaze. Whenever this card is drawn while exploring the dungeon it should be placed face up, near the market, for all to see. Once 7 of these cards have been revealed all of the players lose and Zogar wins (There are 11 total in the deck). Also, drawing this card does not end your turn, and you may continue exploring if you choose. Win Conditions - FAQ Grey Gnome. The Grey Gnome needs to collect a number of shrooms in order to win. These include: The Dusk Shroom, The Fungoid Scout, and the Spotted Shroom. Woman of Kuln. The Woman of Kuln needs to obtain a variety of items. She must gather the set amount indicated on her card, based on the number of players. For example, in a 4 player game she would have to gather 4AP, 4TP, and 4FP, for a total of 12 effective points. Lurker. The Lurker is the one race that can win out of turn. If another player draws the 6th Zogar s Gaze card, the player with the Lurker may declare their victory.

Coop Variant Solo Variant Objective All players work together in order to reach EVERY win condition set forth by their race and class before 8 Zogar s Gaze cards are revealed. Setup Setup for coop play is the same as it is for the standard version of play. The only difference is that players should leave their race and class cards face up, so all players can see everyone else s cards. Playing the Game Game play also remains the same except for a few minor changes. (Note: Players all still take their turns separately.) Here are the changes: Glow Rocks and Pandora s Box serve a different function in coop play. Instead of using these items to steal cards from another player, players can now use these items at any point to give one of their own cards to another player, or to take another card from another player (must be agreed upon by both players). Pandora s Box can be used to give 2 cards, or to take 2 cards, or to give 1 and take 1 card. This is the only way to transfer a card from one player to another and is the primary mechanic used to win in coop play. Glow Rocks and Pandora s Box are also now shuffled back into the Dungeon Deck after being used instead of being removed from play. Glow Rocks purchased from the Market are now placed on the bottom of the Market deck after being used. This allows these cards to be drawn more often by players. Objective Meet the win conditions of your race and class to win the game before either 7 Zogar s Gaze cards are drawn, or before you run out of time. Setup Setup is the same as standard setup except you get to choose your race and class and place those cards face up in front of you. Playing the Game The game plays the same way as it does in standard version. You simply take turn after turn by yourself following the guidelines or the standard version of play. Winning the Game This is where the changes occur. In order to win you must meet your win conditions within 15 turns. You also must avoid drawing 7 Zogar s Gaze cards. If you fail at either you lose. Your win conditions should be based on the goals of a 4 player game. You can easily adjust the difficulty of play by increasing or decreasing the turns you allow yourself to have, or by adjusting your win conditions. zogar s gaze is copyright 2012. Jason Glover. All Rights Reserved. GreyGnome.com Winning the Game The game is won by the players the moment each player has met all of their win conditions. The game is lost the moment the 8 th Zogar s Gaze card is drawn.

Special thanks to: Crissy Glover, Ana Glover, Abby Glover, Jacob Glover, Ben Haskett, Jordan Powers, Chris Leder, and all the good folks at The Game Crafter Chat!