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(→‎END OF GAME: Edited to correct end game trigger conditions)
(Placed cards can never be replaced/discarded.)
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1. '''Recruit Phase:'''
1. '''Recruit Phase:'''
* You may play '''one card''' from your hand by paying its cost (top left) in gold.
* You may play '''one card''' from your hand by paying its cost (top left) in gold.
* Place it in your 3x3 grid. If the slot is occupied, the old card is '''replaced''' (discarded).
* Place it in your 3x3 grid.  
* Alternatively: Pass and take '''2 Money'''.
* Alternatively: Pass and take '''2 Money'''.



Revision as of 08:32, 18 July 2026

OBJECTIVE

Recruit adventurers for your guild, optimize your formation, and collect the most Victory Points (VP) through combat, technology, magic, and fulfilling quests.

SETUP

  • Each player receives a player board and 4 markers (Combat, VP, Technology, Magic).
  • Place the shared Combat and Victory board in the center.
  • Each player starts with 3 Money and a starting hand of 5 cards.
  • Display the Quest cards face-up.

GAMEPLAY (Multiple Rounds)

Each round consists of 3 phases, played simultaneously:

1. Recruit Phase:

  • You may play one card from your hand by paying its cost (top left) in gold.
  • Place it in your 3x3 grid.
  • Alternatively: Pass and take 2 Money.

2. Activation Phase:

  • Activate the effects of the cards in your grid.
  • Line Bonuses: If you have 3 cards of the same Faction or Profession in a row or column, a bonus effect is triggered.
  • Collect Combat Power, Money, Magic, or Technology points.

3. Battle & Draw Phase:

  • Compare your Combat Power with your neighbors (left and right).
  • The stronger player receives VP based on the current level on the shared board.
  • Discard any number of hand cards and draw back up to 5 cards.

KEY CONCEPTS

  • Factions: There are 6 different factions (e.g., Floating City, Mining Company) essential for line bonuses.
  • Professions: Warrior, Wizard, Merchant, etc., also determine synergies within the grid.
  • Tech & Magic: These tracks grant additional victory points at the end of the game or via card effects.
  • Resources: Symbols on cards that provide permanent cost reductions for recruiting.

END OF GAME

The game ends at the end the round where a player has 9 cards in their grid or a player reaches 40 VPs.

  • Every 3 remaining money converts to 1 VP.
  • The player with the most VP (including end game scoring bonus effects) wins.