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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 central game board.

Gameplay

A turn always consists of three distinct phases:

1. Movement Phase (Captain)

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

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

  • Resolve instant effects of newly played cards.
  • Trigger "End of Turn" abilities in your reserve.
  • Pass the turn to the next player.

Pacts (Achievements)

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

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.
  • Pact Points: Add up all your completed pact cards.
  • Resource Bonus: Remaining valuable resources are converted into small amounts of victory points.