0% found this document useful (0 votes)
2K views10 pages

Boardgamerules

Uploaded by

api-241283324
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
2K views10 pages

Boardgamerules

Uploaded by

api-241283324
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

HEROES OF FORTUNE

RULE BOOK

Robert Gervais GAT 210 Section A April 11, 2011 All Contents DigiPen USA, 2011

OBJECTIVE
You are about to embark on a journey of epic proportions, where you will encounter a myriad of creatures as you seek to ll your pockets with precious Mithril. Players will simulate a group of traveling Heroes battling creatures and collecting Fortune as they head to Forge City.

CONTENTS
1 Game Board 1 Stand 1 Spinner 3 Heroes Cards 20 World Cards 31 Fortune Cards

AVATAR ASSEMBLY
Depending on the number of players, the 2, 3, or 4 Player Heroes cards may be used as the Players Avatar. The Avatar represents a group of adventurers traveling together. In order to assemble the Avatar, perform the following: 1. Select the appropriate Heroes Card. 2. Locate the Avatar Stand. 3. Insert the Heroes Card into the Avatar Stand.

Robert Gervais. GAT 210A. April 11, 2011. All Contents DigiPen. Pg. 1

SETTING UP THE GAME BOARD


The Game Board is divided into four distinct worlds. The Heroes of Fortune are traveling through The Mines Of Malo, Orc Glen, Gold River, and Forge City in hopes of nding Mithril (Fortune Cards) and adventure (World Cards). Setting up the Game Board is very easy. 1. Unfold the Game Board on a at surface. 2. Locate the Spinner and place it next to the Game Board. 3. Place the Avatar on the Starting Space. 4. Locate and group the World Cards according to their color/symbol. 5. Shufe the World Cards and place them face down next to their matching color/symbol Game Board Worlds. The following gure shows a typical Game Board Setting:

Robert Gervais. GAT 210A. April 11, 2011. All Contents DigiPen. Pg.2

SETTING UP THE PLAYERS


1. Each Player will start with 2 Fortune Cards. Fortune Cards represent individual pieces of Mithril collected throughout the adventure. 2. Place all remaining Fortune Cards next to the Game Board. This will serve as the draw pile for all players. 3. Every player will share the Spinner. 4. During play, each player will take turns moving the Avatar along the board. 5. Players should ip a coin or use the spinners movement feature to see who goes rst.

GAME OVERVIEW
Players must travel through 4 Worlds to battle creatures and collect fortune as they travel to Forge City. As Players travel through caves, forests, rivers, and city streets, they must ght creatures as they collect their Fortune and look for the Spirit Card in each of the 4 Worlds. When the Players have found the Spirit Card, they can move into the next world along the path to Forge City. Be prepared to ght a myriad of creatures as you embark on your journey!

GOAL
Each players goal is to defeat creatures on the way to Forge City so as to nd as much Fortune as possible. The player with the most Fortune Cards at the end of the game wins.
Robert Gervais. GAT 210A. April 11, 2011. All Contents DigiPen. Pg. 3

A NOTE ABOUT THE SPINNER


On their turn, players will use the Spinners movement feature to determine how many spaces to move the Avatar. Additionally, players will use the Spinner to resolve battles with creatures. The following gures show the Spinner Movement and Attack Feaures:

Regardless of whether the Spinner is being used for movement or attack: If the Spinner lands between two spaces, the spin is null-andvoid, and therefore; a new spin will be required. Players should use the Spinner until a clear spin resolution is reached for each turn. Landing on a red square during an attack spin is an automatic fail.

METHOD OF PLAY
On their respective turn, players should use the Spinner to determine the number of spaces that the Avatar can be moved. During their turn, players must: 1. Move the Avatar according the number that the Spinner landed on. Be sure to move the Avatar the full amount of the Spin Count.
Robert Gervais. GAT 210A. April 11, 2011. All Contents DigiPen. Pg. 4

METHOD OF PLAY (Continued)


2. Move the Avatar up, down, left, or right along the spaces located within a path inside each world. The Avatar can return to the same space during a turn (See sample movement below). 3. If the Heroes land on a white space, the turn is over. Note that the Starting Space Counts a a white space.

Robert Gervais. GAT 210A. April 11, 2011. All Contents DigiPen. Pg. 5

METHOD OF PLAY (Continued)


3. If the Heroes land on a colored space, the player must select one face down World Card from the Worlds Draw Pile.

METHOD OF PLAY ~ WORLD CARDS


5. If a Spirit is revealed, it must be placed in front of the player who revealed the card and the turn is over. The Spirit card is equal to one Fortune Card and it cannot be lost throughout the course of play. 6. If a Player is in possession of a Spirit Card, the Avatar may proceed into the next world during any players turn. The following Spirit Cards are located within their respective worlds:

7. If a Creature is revealed, all players must battle the creature by using the Spinners attack feature during the turn. 8. Each player must battle the creature individually using the Spinner. Players must take turns using the Spinner to attack the creature. 9. In order to defeat the creature, each player must spin a score higher than the number indicated on the Creature Card. The following gure demonstrates a winning spin against a Creature:
Robert Gervais. GAT 210A. April 11, 2011. All Contents DigiPen. Pg. 6

10. If a player defeats a creature, they are rewarded with the Mithril indicated on the Creature Card. In the case illustrated above, the winning player would be rewarded with one Fortune Card. Creatures with no Mithril shown on the card provide no fortune. 11. If a Player is defeated in battle, they lose one Fortune Card. 12. After battling a creature the turn is over and the player must discard the Creature card, as that card can no longer be played.

WORLD EXPLORATION
Once the Spirit Card has been found, the Avatar is free to move

between the adjoining worlds; for example, if the Owl Spirit Card is inhand, the Avatar can move between the Mines of Malo and Orc Glen.
Robert Gervais. GAT 210A. April 11, 2011. All Contents DigiPen. Pg. 7

WORLD EXPLORATION
The Spirit shown on the board counts as a white space. Note that in order to move from one world to the next, players must

have the Spirit Card their possession. The Spirit Space located in each world cannot be landed on or passed over until the matching Spirit Card is located.
The following movement diagram illustrates the Avatars movement to

the end destination in Forge City:

Robert Gervais. GAT 210A. April 11, 2011. All Contents DigiPen. Pg. 8

WORLD EXPLORATION (Continued)


Players can decide if they want to battle all monsters in each world or

if they want to race to the end.


The game will continue as players move the Avatar from world to

world to battle creatures and collect their fortune.

END GAME
The game ends when the Avatar lands on the Ending Space located within Forge City. Note that Players must have the Dagger Spirit card in-hand before they can land on the Ending Space.

HOW TO WIN
At the end of the game, all players must count their Fortune cards (remember that a Spirit Card counts as one Fortune card). The player with the most Fortune cards wins! IN THE EVENT OF A TIE All tied players must use the Spinners attack feature to determine who wins in head-to-head combat. The sole survivor wins the game! CLIP ART IMAGES All Clip Art Images are Copyright/Royalty Free.

Robert Gervais. GAT 210A. April 11, 2011. All Contents DigiPen. Pg. 9

You might also like