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Gamehelppacts
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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.