DRAGONREALM

 

DRAGONREALM



OBJECT OF DRAGONREALM: The object of Dragonrealm is to be the player with the most treasure at the end of the game.

NUMBER OF PLAYERS: 2 to 4 players 

MATERIALS: Sixty-eight Adventurer cards, Fifty Treasure Coins, Thirty-two Adventurer Meeples, Twenty-one Location Cards, Sixteen Enhancement Cards, Six Goblin Meeples, Six Custom Die, and Four Turn Summary Cards

TYPE OF GAME: Strategic Card Game

AUDIENCE: 10+


OVERVIEW OF DRAGONREALM

Enjoy this strategic card game full of adventure and mystery. The goal is to gather as must treasure as possible, but are you able to grab it before the goblins do? Sneak through the Witch’s Cabin, the Orge’s Treehouse, and storm the Dragons Lair, but watch out! 

SETUP

To begin setup, put the two sided Adventurer’s Academy/Alley Location card facing up in the center of the group. Sort the rest of the Location cards in four piles, facing down, based on the color, and make sure each is shuffled well. Create the Location deck by placing cards in an alternating fashion based on color. 

A green card is placed on the bottom, then purple, orange, blue, purple, orange, and finally, blue. There should be seven cards in the deck. Make the first three locations known by placing them facing up, in a line above the Adventurer’s location.

Ensure each player has one turn summary card, then sort the remaining cards into different two decks, purple and red. Shuffle the Enchantment deck, or purple deck, and give each player three cards. Players must then choose two Level 1 enhancement or a single Level 2 enhancement. The cards players decide to keep are placed facing down in front of them and discard the others.

Each player may collect the eight Adventurers, all in the color that they choose. The six Goblin meeples are placed beside of the Adventurer’s location card. Place Treasure coins in different piles, sorted by value, where all players are able to reach them. The dice are placed in the middle of the group. 

Shuffle the purple deck by itself and give five cards to all players. The remaining cards may be placed facing down to create the draw pile, then turn two cards facing up, beside it. Gameplay is ready to begin!

GAMEPLAY

The player who has traveled the farthest from home begins the game and gameplay continues to the left. During a turn, a player may choose to Rest or Explore. 

Rest

If a player decides to rest, they may announce their decision and then draw two Adventurer cards from the top of either the face down deck or from the face up deck. If they draw from the face up deck, they must immediately replace the card with another from the face down deck, always allowing two cards to be there. Players may only have a maximum of nine cards in their hand at any given time.

Explore

If a player decides to explore, they may complete one of three actions in a location in order to explore it. To begin, the player will play at least one, or a maximum of six, cards  and tell the group which location is being explored and what action they intend to use. The sneak action may be completed with cards that are in numerical order, regardless of color. The search action may be completed with cards of the same number. The storm action may be completed with cards that are the same color.메이저사이트

For each card that is played, one die may be taken and used. Tally the value of the dice when they are rolled, and then compare that number to the value found on the card of the location that is being explored. If the amount rolled is equal to or greater than the number found on the location card, then the exploration has been successful! If the total comes up less than that found on the card, the exploration failed. 

When an exploration succeeds, one adventurer meeple may be placed on one of the location’s available spaces. If the explore type used has a gold ring circling it, place two meeples on it instead. Discard all of the cards that have been used and get one new card.

If the exploration fails, return all the cards used back to your hand and put one adventurer on the Adventurer’s location. If a player fails, they may place an adventurer into the Adventurer’s Academy. This may be useful on a later roll, as removing an adventurer from the Academy adds a +1 to a roll.


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