Dragon Phoenix Games

Similar documents
Welcome to Near and Far

RULE BOOK. Kickstarter Version 1

Dungeon Cards. The Catacombs by Jamie Woodhead

P a g e Realms v1.2 Copyright 2010 Ignazio Corrao

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

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

Mutiny Anyone? Counters. Objective. Setup. Order of Play. Card Types. Victory

Playing By Order of the Queen:

zogar s gaze Objective

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

Runikend 1st edition Schneider Lab Ltd E. Hampden Ave Unit C-113 Denver CO,

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

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

DUNGEON THE ADVENTURE OF THE RINGS

Goal of the Game. For 2-4 Players

Y dthanatos

KUNG CHI. By Stone Mage Games RULES. Sample file

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

THE RULES 1 Copyright Summon Entertainment 2016

FULL RULEBOOK GAME FLOW TABLE OF CONTENTS. Playing Scenarios... 17

A game by Marcel Süßelbeck and Marco Ruskowski for 2 4 players Parfum transports players to the wonderful world of fragrances, which dates.

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

Another boardgame player aid by

Cooperative Storytelling Card Game

GLOSSARY USING THIS REFERENCE THE GOLDEN RULES ACTION CARDS ACTIVATING SYSTEMS

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

Looting MiniSkull Castle

Anima: Shadow of Omega Crisis! AnimA: ShAdow of omega CArloS B. garcia Box art: Card illustrators: Graphic design: Editor: Translators:

Game Components double-sided level sheets showing 42 game levels as follows: 2 5 screens (transparent sheets).

NIGHTMARE FOREST Dead Run

Forge War. Game Overview. Components

Introduction. Contents

Dune Express Alliances Dune express variant Originally Designed by FNH Game

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

Comprehensive Rules Document v1.1

is a game designed by CArlos B. garcia Box art: Wen Yu Li Card illustrations: Salvador Espin Raul Rossell Luis NCT S. Melero Wen Yu Li Graphic

English Rulebook. Version Moaideas Game Design

FOR THE CROWN Sample Play

8 Weapon Cards (2 Sets of 4 Weapons)

Using Invader Tokens. Game Setup with Invader Encounters

Wolfgang Kramer & Michael Kiesling

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

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

Overview & Objective

game design - shem phillips illustration - mihajlo dimitrievski graphic design & layouts - shem phillips copyright 2015 garphill games

Contents of This Starter

Reference Guide. Using This Reference Guide STOP! The Golden Rules

Arkham Investigations An alternate method of play for Arkham Horror.

Loot Roll. Rules and Instructions

Lightseekers Trading Card Game Rules

OVERVIEW OBJECT OF THE GAME. Components:

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

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

In the event that rules differ in the app from those described here, follow the app rules.

Lightseekers Trading Card Game Rules

RANDOM ENCOUNTERS RULE BOOK

1. Place the board in the middle of the table.

Background. After the Virus

Spell Name. Spell Description. 1 Spell Level. Spell Type. Spell Effect. Flavor Text. A spell that affects the. My spell is the most.

The Stygian Society Rules v2.2

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

Castles of Burgundy Rules Summary. Game board: Player board: TERMS

CONTENTS TABLE OF BOX CONTENT SECTION SECTION SECTION SECTION SECTION SECTION SECTION

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

Mercy!!! Deathly. Claustro. Problem. phobia When a hero is killed, he is removed

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

You still have to become the most influential hero in Dice Town by accumulating gold, money, goods, and property cards including Ranches!

Components. Matching Travel Markers. Brother Gherinn

REINFORCEMENT PHASE F.A.Q.

COMPONENTS. The Dreamworld board. The Dreamshards and their shardbag

PIRATE S CAVE THE SEARCH FOR GOLD The Cave A Cooperative Variant INTRODUCTION COOPERATIVE GAMEPLAY RULES

SETTING UP THE GAME: YOUR MISSION BEGINS

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

1 4 Players Playtime: minutes. Introduction: Object of the Game: Contents:

Intro. Rule Book Contents. Components...3 A list of all game materials.

You ran from that place in the dark of night. And wandered over a cruel desert...

Battle. Table of Contents. James W. Gray Introduction

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

Contents. Dragon Rampage

Shaun Austin Jim Hartman

Notes about the Kickstarter Print and Play: Components List (Core Game)

Robot Factory Rulebook

Tarot Combat. Table of Contents. James W. Gray Introduction

not stopped, they will soon overwhelm us all! You must lead the fight or the world is surely doomed! - Walter P Matherson What is in the Expansion?

Underleague Game Rules

Wildlife 2-6 players, age 10 up, minutes By Wolfgang Kramer,

NOT YET LOST Rule Book

Contents. Overview. The Battlefields expansion for the Lord of the Rings board game offers the following new features:

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 Unofficial Friday the 13th Board Game

Dungeon Crawler Card Game

2-4 players 13 years + 60 minutes

WHAT IS THIS GAME ABOUT?

RULEBOOK. Nikos Chondropoulos. 2-4 players Duration 30 Ages 10+

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

CUBES. 12 Pistols E F D B

2- Shuffle the market cards and place them face down, and turn over the top two cards.

DESCRIPTION TURN STRUCTURE

Welcome to Runebound. Components

Transcription:

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: In this cooperative adaptation, two-three players will work together to place camps on all spaces on the map that do not have coins shown on them plus complete a minimum number of artifacts before the game ends based the threat cards (see below). What You Need: You only need a copy of Near and Far. Setup: Choose any game map you wish. Set the game up for two or three players, but place a quest token on every quest location on the map. If playing with three players, only give each player ten camp tents. Place them in the first ten available spaces. Use all fourteen when playing with two players. Whether you are using two or three players, use a non-player character starting on the town hall as described in the two-player rules in the base game. If you would like to have a mix of book quests and card quests you could put a dot on one side of the quest tokens and then draw from a bag or cup or something and place them randomly. The dot represents a card quest and no dot is a book quest. For two players: Deal ten minor artifact cards and four major artifact cards into a common pile for the players and place it next to the town board.

For three players: Deal twelve minor artifact cards and six major artifact cards into a common pile for the players and place it next to the town board. Place the four-point threat marker face up near the board. Shuffle the remaining threat cards to create a deck and place them face down in the space provided for threats on the map. Course of Play: Play the game as usual. There is no dueling in this cooperative variant. If you wish to enter a town space that is occupied (other than saloon which allows shared occupancy), pay one coin to the bank for each occupant (teammate or the non-player character). Town buildings are modified as follows: The Saloon: Pay one COIN to discard and reset the available adventurers. The Stables: Pay one COIN for a pack bird or one COIN plus one gem for a pack tortoise The General Store: Take one coin. Also look at one artifact card (your choice, major or minor). To keep it, pay one coin. Cards purchased go into the group of artifact cards available to be built by either player. If you do not purchase the card, then your use of the store is over. If you do purchase the card, then you make look at another card. You keep going until you decide not to purchase any more. The Mystic s Hut: Look at one treasure. Keep it and take one food or discard it and take one coin. The Mine and Town Hall are unchanged. Moving outside of town: When moving outside of town, passing a space with no camp costs one FOOD, not one heart. Quests and threats: Attempting quests and fighting threats is modified. After adding up the appropriate skill or combat points and before rolling the die, the player can add points at one point per heart. After the roll, it costs three hearts each to add points to the final total. If you fail a quest, you lose one reputation. This does not apply to side quests, only the first quest of your turn. Likewise, if you encounter a threat and fail to defeat it, you lose one reputation. In addition, you lose one item per point by which you failed the roll. For example, if the threat is 10 points, you have 4 swords, you add 2 hearts, and you roll a 1, then you have failed by 3 and lose 3 items. The player can choose to lose any combination of coins, food, gems, faction tokens, or pack animals. Journey Points: Journey points will not be used in the game. Artifacts that refer to endgame journey points can still be completed as part of the victory requirement but otherwise do nothing. Anything else giving journey points is ignored. See the following list for altered cards in the game.

The players share the artifact cards. Artifacts can be built by either player, but only when they are in the town. Any new artifacts that are acquired from the general store are placed in the common pile until they are completed. The following Treasure cards are modified as shown: Rice Cakes First empty space costs no food Coin Purse -- +1 coin from quests that give you coins Old Recipe -- +1 food when gaining food from quest Bounty Contract -- +1 coin per threat defeated The following World cards are modified as shown: Giant Squid One sword (ignore text on card) Wooloo (Wooly?) Mammoth One move, ignore the FOOD cost of one empty space per turn Cursed Knife -- +2 swords. Cannot gain reputation. Ignore the other text on card. Ikra -- +1 to skill rolls. +1 gem whenever you can two or more gems from one action. Soul Coin -- +1 to all die rolls. +1 coin for every blue faction token gained from here onward. Shadow of Poison -- +2 swords. +3 coins if you reach the minimum reputation. Self Respect -- +2 coins when you first reach 7+ reputation. coins. Stubborn Determination -- +1 move while no artifact cards are completed. Otherwise take two The following artifact cards are modified as shown: Cooking Spices One empty space passed does not cost food Shadow Bracelet You may visit occupied buildings without paying the coins for it being occupied Nightmare Amulet Same as Shadow Bracelet plus gain one coin from bank if occupied by nonplayer. Crown of Cruelty Same as Nightmare Amulet Flintlock Pistol -- +2 to quest combats Cloak of Stars -- +1 camp marker if at least one mystic recruited Ancient Compass Turn in two coins and two gems for an extra camp marker (unlimited use) Unearthed Treaty-- +1 camp marker if at least one mystic nomad recruited

Invincible Box Players can have unbuilt artifact cards at game end Scroll of Legend -- +1 camp marker if at least one mystic lizardfolk recruited Gambling Dice -- +1 camp marker if at least one mystic outlaw recruited Chief cards: If a player earns a chief card, he/she can take one extra camp marker and place it on the lower right space on their board (stacked if already occupied). Attacking a Threat: When attacking a threat, fight the weakest threat first. You only need to fight one threat when you encounter a threat marker, even if there are multiple threat cards revealed. If you defeat the threat, you may move past. If a threat is defeated, leave it where it is but turn it around to face in the opposite direction (not face down) to indicate it is defeated. Do not put the threat in a player s area and do not place a camp marker on it. If there is no other threat revealed, go through the deck and find the next higher number threat and place it face up next to the last threat. This is the new threat. Then do as before, picking up the discards and threat deck, and shuffle them into a new deck. Ignoring Threats: Movement past threats using a character with a shield or a card with an ability is changed. If there is one undefeated threat showing, then you need the ability to move past one threat for each active threat symbol passed (unless neutralized with camps on both sides). Thus, moving past two active threat symbols while one undefeated threat card is showing requires the ability to ignore two threats. For example, one shield on a party member and one treasure with the ability to ignore a threat. If there are two or more undefeated threats showing, then you must have the ability to ignore that many threats for each active threat symbol you pass. Thus, if you wish to pass two active threat symbols on the same turn and there are two undefeated threats showing, you need the ability to ignore four threats. Giving up one pack animal allows you to ignore one threat marker, regardless of how many undefeated threat cards are showing. End of the Round: At the end of each round after each player has finished their turn, draw one card from the threat deck. If it is the next higher number after the current threat, then put in on the table next to the current threat. Then pick up all discarded threats and the remaining cards in the threat deck, shuffle them together, then place them back on the board as the new threat deck. If the drawn card was not the next threat card number then place it in a threat discard pile. Also, at the end of the round, move the non-player character that was originally placed on the Town Hall one space to the right, however, he will skip over the saloon and any occupied buildings. Players pay

only when they move to an occupied location. After the non-player character reaches the mines, the next move will put him back in the town hall. Image of Co-op Carcassonne game in progress You may view our Near and Far Co-op Adaptation Video for an overview of play. Victory Conditions: The players win if they successfully place a camp marker (from either player) on every map location that has either a crystal or a trade route symbol on it, and each player completes at least twenty points of regular artifact cards and twenty points of advanced artifact cards. The players lose if the last threat (the 15 points one) is revealed and they have not completed all of their objectives. Tips: It is possible to get trapped by the threats if you do not plan well. Sometimes another player may need to come rescue you. Plan ahead. If all else fails, use the rest action to gain back some hearts. Difficulty Adjustment: If you find the game too easy, discard the fifteen-point threat card at the start of the game. This will make the game shorter. If it is still too easy, discard more threat markers. If it is too

hard, start with no threats until the first one (the four pointer) is drawn. Alternatively, the game can be made harder by increasing the requirements for artifact cards. We suggest changing the requirement to 22 points each for both major and minor artifacts. Keep increasing it if that is not enough. Acknowledgements: Dragon Phoenix Games is based in Mansfield Texas. Dragon Phoenix Games is designing a wide variety of board and card games as well as providing free mods for popular existing games under the guise of our Games for Friends and Lovers label. Visit our website for more details. Sign up for our email list to get updated information about our products and schedules.