On Kickstarter April 12th! Under Construction. Trap Descriptions and Glossary Coming Soon!

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On Kickstarter April 12th! http://www.newexperienceworkshop.com/upcoming-projects Under Construction Trap Descriptions and Glossary Coming Soon!

Setup Shuffle each of the two decks (Trail and Traveler decks) and place them within easy reach of the players, with room for discard piles. Deal 5 Trail Cards to each player. Each player receives four of each Resource (4 Plans, 4 Manpower, 4 Materials) and all the Trap Tokens of one color. Place any remaining Plans, Manpower, and Materials to one side of the board to form the Supply Pile. Put all Profit in a pile near the Supply Pile. Place each of the Main Road Boards on the table parallel to one another, with the colored coat-of-arms sections facing each other. Lay out one Traveler Card between each of the five coat-of-arms on the inside of the boards, as shown below. Each traveler card between a coat-of-arms represents the Traveler Token of the same color. Place the Red, Yellow, and Green Traveler Tokens at one end of the dirt road next to the sign post. Place the Blue and Purple Traveler Tokens at the opposite end of the cobblestone road, next to the sign post, as shown to the right. The wisest player is given the Leader Marker for the first turn. If no player is particularly wise, the oldest player goes first. On the first turn, skip directly to Phase 2: Building. *During setup, be sure not to put things directly out from the long side of the boards. This is where the Trail Cards will go! The board, Traveler Tokens, and Traveler Cards should be laid out as above. Phase 1: Scrounging Each player draws two Trail Cards from the Trail Deck, adding them to the Trail Cards in thier hand, and then discards one Trail Card from their hand. If a player has one or fewer cards in their hand, they draw two additional cards. Starting with the Leader and going clockwise, each player takes Resources from the Supply Pile, 10 total in any combination. *Resources consist of Plans, Manpower, and Materials from the Supply Pile. *If the Trail Deck is ever empty, shuffle the Trail Card discard pile and use it as the Trail Deck. Afterwards, continue to Phase 2: Building.

Phase 2: Building Starting with the player with the Leader Marker and going clockwise, each player must do one of the following: Play a Trail Card Upgrade a Trail Card Construct a Roadblock Pass *A player that constructs a Roadblock on their turn must still immediately do one of the other listed actions afterwards. Playing a Trail Card: Return the resources listed at the bottom right corner of the Trail Card to their supply piles. Place that Trail Card next to the Main Road so that the trails on the card line up with the trails branching from the road, as illustrated below. Place one of your Trap Tokens on that card. A card may be placed next to either Main Road, at the first open position furthest from the start of the road (the roads start where the signposts are.) If there are already two adjacent Trail Cards in play, you may instead play your card on the next row out between those trails, connecting them, as illustrated below. (It does not have to be the furthest spot.) Upgrading a Trail Card: You may replace a Trail Card with another one from your hand if it has your Trap Token or no Trap Token on it. If you do, pay the Resource Token cost of the new card minus one Plan, one Manpower, and one Material, with a minimum cost of one of each. Place one of your Trap Tokens on the new card and put the old trail card into the discard pile. Construct a Roadblock: Spend one Plan, one Manpower, and one Material to place the Roadblock Token blocking one junction of any Trail Card and another Trail Card, or of a Trail Card and the Main Road. A Roadblock prevents all Travelers from using that part of the Trail (This may effectively prevent access to multiple Trail Cards). A Roadblock token must be placed on the entrance to a Trail Card and may not be placed in a way that prohibits travelers from reaching the end of the Road. Once the Roadblock has been placed in a round, any player may pay one more of each resource to move the roadblock to another location (2 Plans, Manpower, and Materials to move the roadblock; 3 Plans, Manpower, and Materials to move it again...). At Phase 4: End of Round, remove the Roadblock. The next round any player may build and place the Roadblock on their turn during the Building Phase by paying one of each resource, as before. Pass: If a player cannot or does not wish to do any of the above, that player must pass. A player that passes may not do any of the above if their turn comes back around. Turns continue to go around until all players pass. A player that has not passed may do any of the above as many times as they are able to, one action per turn. Once all players have passed, continue to the Travel Phase. How Trail Cards will be layed out during the game. Once a player has laid a Trail Card at space 1, any player may lay a trail card at space 2. Afterwards, any player may then play a trail card at any space labeled 3, and so on. The red arrows show all of the potential paths available to the travelers once all possible cards have been played on this side of the road. (Remember, players can build on either sides of the road on each of their turns.)

Phase 3: Travel Starting with the leader and going clockwise, each player will move a Traveler Token down the Main Road they are at the start of. One at a time they will travel to the end of that road by passing over the dangers on the road and/or Trail Cards connected to the Road. This creates the Traveler s Route. A Traveler s Route is created based on the Folly(ies) on the Traveler Card between the coat-of-arms that shares the same color with that Traveler. All Travelers are Merchants unless the Traveler Card indicates that they are a Guard. Some Traveler Cards represent a band of Merchants and have more than one Folly listed on them. If this is the case, start by considering only the first Folly on the top of the list of Follies untill that Merchant Band falls for a Trap. A Traveler will move directly from the start to the end of the Main Road they are facing, unless there is a Trap Token set on a Trail Card of the type that matches their Folly at some point. Travelers will always move forward and never backwards. If there is a Trap ahead of a Traveler that matches their Folly, that Traveler will be lured to that trap, moving the shortest distance possible to reach that Trap. (See Counting Distance, p.6) If there is a tie between the number of moves at any junction on the Traveler s Route, the Traveler goes left. Once a Traveler reaches a Trap that matches their Folly that Traveler falls for that Trap. If they are a Merchant, the owner of that Trap gains one Profit for each coin icon on that Trail card and the Merchant continues along their Route. If a Traveler moves onto any Trail Card with a bag icon and a trap token, the owner of that Trap gains one profit for each bag icon, regardless of their Follies. Traps with no claim markers never draw Travelers or pay any Profits. If the Merchants have no more Follies, they move towards the main Trail moving over the fewest cards possible. If the Merchants have multiple Follies on their Traveler Card they then move towards the closest Trap of the next type of Folly from the top of the list if one is available, or to the Main Road and end of their Route in the most direct manner possible if there is not. (See Counting Distance, p.6) If a Merchant band falls for another Trap, repeat this step. *A Merchant will not fall for multiple Traps of the same type of Folly. Guards: A Guard follows the same rules of travel as a Merchant, except they always move to every set Trap that matches their Folly (always moving forward and going left if there is a tie for how close something is). However, they pay no Profit when they fall for a Trap or when they move onto a Trail Card with a bag symbol. Instead, Guards remove the Trap Tokens from every Trail Card they would ordinarily pay Profit for, if they were a Merchant (including bag symbols). *Note the effect of Roadblocks on Routes under the section Constructing a Roadblock on the previous page. After each Traveler has been moved from the start of the Trail to the end of the Trail, proceed to the End Phase.

Travel Example and Walkthrough Red (Dimwit) The Red Merchant Band ignores the first Dimwit trap r1 because of the Roadblock r2. He passes through the Greedy trap r3 and to the Dimwit Camoflauge Trap r4, falling for that trap and paying the White player one Profit. With no other merchants in his band, he passes over the Lazy trap r5, back to the Main Road and proceeds to the end of the road. Merchant Bands cannot cross roadblocks and always move forwards, never backwards. Merchant Bands are lured to the closest trap of their folly type, even if it is not next to the main path. Merchant Bands only fall for one trap per folly and only of the listed type. Yellow (Lazy, Greedy, Dimwit) The Yellow Merchant Band ignores the first Lazy trap y1 because of the roadblock y2. They move off of the main trail onto the Lazy Snoliday Sninn Trap y3, falling for that trap and paying the White player one Profit. Afterwards, the Yellow Merchant Band is lured to and falls for the Greedy Loaded Traveler Trap y4, paying the Purple player two Profit. Then the Yellow Merchant Band is lured to the next Lazy trap, moving the shortest distance possible and going left if there is a tie. The Yellow Merchant Band travels over the Sneaky Cutpurse Trap y5 and pays the Black player one Profit. They move to the Lazy Shortcut Trap y6 falling for that trap which pays the Green player one profit. With all merchants in that band having fallen for traps, the Yellow Merchant Band heads back to the Main Road and proceeds to the end of the road. Merchants are only lured to and fall for traps in the specific order of their listed follies. Merchants that cross a location with a bag symbol pay one profit to the owner whether they fall for a trap there or not. Merchants go left instead of right unless left creates a longer distance. (See Counting Distance, p.6) Green (Lazy Guard) The Green Lazy Guard ignores the first Lazy trap g1 because of the roadblock g2. He moves off the main trail onto the Lazy Snoliday Sninn Trap g3, and removes the White Trap Token from that trap. As he moves to the next Lazy trap, he crosses the Greedy Loaded Traveler Trap g4 and since it has a bag icon he removes its Purple Trap Token. He moves to the Lazy Shortcut Trap g5 and removes its Green Trap Token. Since there are no more Lazy traps down the trail, he moves to the end of the Main Road. Guards cannot cross roadblocks and only move forwards, never backwards. Guards remove Trap Tokens every time they would pay profit instead of paying profit. Guards are lured to the next closest trap of their folly repeatedly. (See counting distance, p.6) Guards are not lured to robbers but will remove trap tokens of robbers they pass. Blue (Lazy, Dimwit, Wicked) The Blue Merchant Band is lured to the Lazy Big Wooden Cage Trap b1 and pays two Profit to the Black player. They cross the Dimwit Turned Sign Trap b2 as they are lured towards the Dimwit Apple Cart Trap b3. They do not fall for or pay any profit for the Turned Sign Trap since there is no Trap Token on it. They pay one profit to the Purple player at the Apple Cart Trap. The Blue Merchant Band crosses the Orphan Pickpocket Trap b4 but does not pay any profit since there is no Trap Token on it. They move to and fall for the Wicked Damsel Distress Trap b5 which pays two profit to the Green player. Having fallen for a trap for each folly they possess, the Blue Merchant Band returns to the Main Road and moves to the end. Merchants can cross trail cards without trap tokens Merchants are not lured to trail cards without trap tokens and do not pay any profit for them. Purple (Wicked, Dimwit) The Purple Merchant Band is lured to and falls for the Wicked Damsel Distress Trap p1, paying two profit to the Green player. With no Dimwit traps further down the trail, the Purple Merchant Band returns to the Main Road and moves to the end. Merchants in different bands can fall for the same Trap in one turn. Merchant Bands with no matching follies ahead return to the main road and move to the end.

Counting Distance: To count the distance between a Traveler Token and the Main Road or any Trail Card, count each time the Traveler moves onto the Main Road and/or onto a Trail Card, plus the number of Dangers that they pass on the Main Road between where they enter and exit the Main Road. *If you re not sure what counts as a Danger, you can count the Trail Cards next to the Main Road instead!

Phase 4: End of the Round At the end of the round move all Traveler Tokens from the end of the Road they are on to the head of the other Road (for example, if the Red, Yellow, and Green Traveler Tokens are at the end of the Dirt Road, move them to the start of the Cobblestone Road next to the signpost). Remove the Roadblock from the card it is on if it has been used this turn. Take all Traveler Cards in play and place them into a discard pile. Put one new Traveler Card from the Traveler deck between each of the coat-of-arms icons. The player with the Leader Marker passes it to the player on their left and a new round begins, starting with the Scrounging phase. Winning the Game: After the end of each round, every player announces their total profit. If any player has reached 25 or more profit the game is over. (20 or more profit in a 5-player game.) If at any point there are not enough cards in the Traveler deck for each coat-of-arms, the game is over. At the end of the game, the player with the most profit wins! If there is a tie, the player with the most Trap Tokens on Trail Cards wins. If there is still a tie, compare Trail Cards left in hand, then the total of other resources in this manner. If there is still a tie the first player to get the other to look behind them wins. Advanced Variation: Set up the game as normal with the following changes: Give each player one Plan, one Manpower, and one Material (instead of four of each), and four Trail cards instead of five. Do not skip the first phase on the first turn. (Begin the game with Phase 1: Scrounging) Under Construction Backer Shout-Outs and Full Credits Coming Soon!