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(Created page with "== Game Overview == In '''Pacts''', you lead a group of adventurers taming creatures and forging powerful alliances. It is a tactical optimization game focused on resource management and card synergy. == Core Concept: The Captain’s Wheel == Your Captain moves along an action wheel. The position of your Captain determines: * Which '''resources''' you generate. * Which '''card actions''' (playing or drawing) are available to you. * Your interaction range with the centra...")
 
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== Game Overview ==
===Overview===
In '''Pacts''', you lead a group of adventurers taming creatures and forging powerful alliances. It is a tactical optimization game focused on resource management and card synergy.


== Core Concept: The Captain’s Wheel ==
This is an area majority game taking place across 6 rounds, scoring occurs in rounds 3 and 6
Your Captain moves along an action wheel. The position of your Captain determines:
* Which '''resources''' you generate.
* Which '''card actions''' (playing or drawing) are available to you.
* Your interaction range with the central game board.


== Gameplay ==
A turn always consists of three distinct phases:


=== 1. Movement Phase (Captain) ===
===Turn===
Move your Captain on the action wheel.
* Initial steps are usually free; further movement requires spending resources or energy.
* Your final position determines which actions you can perform effectively.


=== 2. Action Phase ===
First, each player MAY pick a Court card to play, which is kept secret for now
Perform actions based on your Captain’s location:
* '''Recruit (Draw):''' Take cards from the market or the deck. Watch your hand limit!
* '''Play (Forge Pact):''' Place cards into your reserve. You must pay the costs shown in the top-left corner (resources or discarding other cards).
* '''Harvest:''' Collect resources from the board generated by your cards or your Captain’s position.


=== 3. Clean-up Phase ===
Second, 4 Pact cards are revealed along with 1 Special Pact
* Resolve instant effects of newly played cards.
* Trigger "End of Turn" abilities in your reserve.
* Pass the turn to the next player.


== Pacts (Achievements) ==
Third, 1st player splits these cards along with the 2nd player token however they wish into 2 piles
Pacts are special goal cards in the center of the table.
* '''Claiming:''' Once your reserve shows the required icons or creature combinations, you can claim the pact.
* '''Benefit:''' Pacts grant significant victory points and often provide a powerful permanent bonus for the rest of the game.


== End of Game & Scoring ==
Fourth, 2nd player picks a pile with 1st player getting the unselected pile
The game ends when a specific number of pacts are forged or the deck runs out.
 
* '''Card Points:''' Each card in your reserve has a fixed point value.
Fifth, starting with 1st player each player plays all their gained cards in an order of their choosing, any unused cards are simply discarded. If a Court card was chosen earlier, this can be played at any point like a Pact card.
* '''Pact Points:''' Add up all your completed pact cards.
 
* '''Resource Bonus:''' Remaining valuable resources are converted into small amounts of victory points.
Once player 2 has played all their cards which they wish, the round ends
 
 
===Scoring===
 
On the 3rd round, score each region based on whoever has the most influence tiles there. Ties mean no one wins the region. After which, flip the scoring tiles to their light side ready for the 2nd half.
 
At the end of the 6th round, do the same.
 
Whoever scores the most at the end of the 6th round, wins!

Latest revision as of 18:33, 20 October 2026

Overview

This is an area majority game taking place across 6 rounds, scoring occurs in rounds 3 and 6


Turn

First, each player MAY pick a Court card to play, which is kept secret for now

Second, 4 Pact cards are revealed along with 1 Special Pact

Third, 1st player splits these cards along with the 2nd player token however they wish into 2 piles

Fourth, 2nd player picks a pile with 1st player getting the unselected pile

Fifth, starting with 1st player each player plays all their gained cards in an order of their choosing, any unused cards are simply discarded. If a Court card was chosen earlier, this can be played at any point like a Pact card.

Once player 2 has played all their cards which they wish, the round ends


Scoring

On the 3rd round, score each region based on whoever has the most influence tiles there. Ties mean no one wins the region. After which, flip the scoring tiles to their light side ready for the 2nd half.

At the end of the 6th round, do the same.

Whoever scores the most at the end of the 6th round, wins!