Rule v2

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Set up:

-Place board in middle


-Give each player 4 location cards
-Give each player their starting deck and a pass card
-Each player shuffles their deck and draws 5 cards + pass card.
-Decide first player

Turn order:
-Each player chooses a location card and places it face down.
-All player simultaneously reveal their location card and places their player token in the
corresponding location.
-Starting from location A to C, each player resolves their location or clash.
-All players may choose to place 1 face down or up card on any location except home.
-End of turn 1.
-Repeat for turn 2 except players can choose to place 2 face down or up card by the end.
-End of round 1.
-Rotate first player.
-All players can choose to discard any amount of cards in hand and draw back up to 5. If the
deck is empty, shuffle discard in.

Clash:
-In turn order, players place a card down face up or down (a player can choose to place 1
face down card each clash.)
-After any player’s play, any player could choose to reveal their facedown card, at which it
will immediately take effect. A player cannot reveal facedown card after a player has already
reached threshold.
-The first player that reaches threshold wins. All played cards are discarded.
-All players who pass could retrieve all played cards.
-All players who did not pass, and have failed to win the clash discard all played card and
discard 1 additional card from hand.
*You cannot pass on your first turn in a clash.
*If all but 1 player have passed, the last player cannot pass and must try to get over the
threshold.

Location efforty cards:


-Location effort cards can stack indefinitely and cannot be returned until someone

Resting:
shuffles your hand and your discard back in, and lets you draw a new hand.
3 fixed work contract with different abilities and effort value

When players clash, they take turn placing card down, players can place any amount of
cards including 0. when every player has finished. Reveal the cards from top to bottom.
Whichever player that managed to push the card value equal to or over the specified effort
value of the work contract wins the contract. However, if the value overshoots by too much,
they take extra malady cards.

OR

When players clash, they choose any amount of cards from their hands into play and set the
rest aside. In player turn, each clashing player places cards face up. Each clash, a player
can place 1 card face down and choose to reveal it at any point (an unrevealed card does
not kick into effect). The clash is over when a player has pushed the total pool value over the
threshold or all players have exhausted their hands. All cards that have been

*You cannot pass on your first turn in a clash.

Each turn, all unvisited locations are given an additional VP, up to a maximum of 2.

By the end of each turn, in turn order, players can choose to place a card face down onto
any work space. These cards can stack, and are immediately resolved bottom to top if
anyone goes to that space.

If all but 1 player have passed, the last player cannot pass and must try to get over the
threshold.

Players who chose not to pass and did not win will suffer a malady card worth 0vp.

Malady cards are immediately shuffled into your playing deck.

Resting shuffles your hand and your discard back in, and lets you draw a new hand.

Goal of the game


Gain the most amount of VP by the end of the game.

Resting
-Resting can remove a malady card from your deck, this is only effective at night. During
days resting does nothing.
-Malady cards can be removed from hands, discard pile or from play area.
-Removed malady cards is still worth VP, but are not

Hustle
-1 hustle card are dealt to each workplace at the start of the round.

Board effort
-Each location except for home are randomly dealt a new effort card at the start of a round.
-Used effort cards are discarded.
-If the effort deck is insufficient, shuffle the discard back in.

Player effort
-Player have a deck and a hand size of 4 + the pass card which they will always keep in
hand.
-All played cards are discarded and only shuffled back in when the player deck is empty.

Clash
-Players who chose the same location (except for home) have clashed.
-Clashing players all simultaneously place 1-5 cards face down.
-Effort cards adds effort
-Pass card nullify all cards that player plays after it, but prevents them from being discarded.
-Item cards have special effect
-The winner is decided by whoever have the most effort.
-A tie results in no one getting anything.

Turn = day or night


Round = 1 entire day.

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