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Full rulebook
Browse the manual or download the original PDFFull manual text available to read Open text
Components
47 Cards
1 Rulebook
20 Min.
14+
3-6 Players
OVERVIEW
As the Realms gather for conflict, something new has arrived to change the balance of power. A hoard of ancient artifacts has been uncovered, each of which brings considerable power to alter the course of battle. However, each artifact also carries a curse which will shadow anyone foolish or greedy enough to wield its power.
Meanwhile, the inhabitants of the Realms have begun to create great Castles, Dungeons, and Crypts stocked with Undead to strengthen their lands. And from beyond the mortal realm, even the Outsiders who dwell in other planes have begun to enter the fray...
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Fantasy Realms: The Cursed Hoard expansion consists
of two parts that can be added to the base game either
separately or combined.
A hoard of Cursed Item cards forms a separate deck.
These cards do not go in your hand but are played in
front of you. When used, they are turned facedown
and are usually worth negative points (they are cursed
after all!) at the end of the game. Some provide positive
points, but negative effects.
Three new suits representing new structures and
inhabitants are added to your base game deck. They
offer new ways to combo with other cards and expand
the importance of the discard area.
Part 1: Cursed Items
Cursed Items are a separate deck of cards from the
regular deck (they have different backs).
At the beginning of the game, shuffle the deck, and deal
each player a Cursed Item card faceup.
2
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During your turn, you may choose one of three options for your faceup Cursed Item card:
1) Do nothing with your Cursed Item card. It stays faceup in front of you, and you may use it on a later turn.
2) Discard your faceup Cursed Item card at the end of your turn. It goes into a separate, faceup discard pile (not the discard area). Then you draw a new Cursed Item and put it faceup in front of you. If the deck of Cursed Items is used up, shuffle the discards and reuse them.
3) Use the Cursed Item card. Some cards give you an action which replaces your regular turn; others may be played at any time during your turn, including before you draw from the deck or discard area or after you discard. When you use a Cursed Item, flip it facedown and keep it in front of you. All facedown Cursed Item cards score at the end of the game. (Most, but not all, will have negative points.) At the end of your turn, draw a new Cursed Item card to replace the one you played.
No matter which option you choose, at the end of your turn you should always have exactly one faceup Cursed Item card, and any number of facedown cards. You may check your facedown cards at any time, but may never check your opponents’.
3
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When playing with the 2-player rules (drawing two cards and discarding one), do not draw any Cursed Items until you have seven or eight cards in hand, depending on whether you are playing the base game or base game plus the new suits.
Part 2: Buildings/Outsiders/Undead
There are three new suits that may be added to the deck: Buildings, Outsiders, and Undead. You must add them (and the Garden card) as a group, and you also need to replace the following base game cards with their Cursed Hoard versions: Bell Tower, Rangers, World Tree, Shapeshifter, Mirage, Great Flood, Necromancer, and Fountain of Life.
Setup and Rules Changes
Since the new suits will dilute the deck and make it more difficult to draw combos, the game has been expanded to restore the balance. At the beginning of the game, draw eight cards instead of seven, and maintain an eight-card hand throughout the game.
In addition, the end of the game is triggered when twelve cards are in the discard area, rather than ten.
4
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The Suits:
Buildings
No special rules.
Outsiders – hand expansion
The Genie and the Leprechaun in the
Outsiders suit allow new cards to be
added to your hand at the end of the game
– similar to how the Necromancer works
in the base game. These draws happen
before any BLANKINGS, Doppelganger
effects, etc. and before any Undead score.
When using these three cards in any
combination, there is a new rule: you may
never have more than nine cards in your
hand for any reason. This also applies to
the Portal in the Cursed Items section of
this expansion. If at any time you have more than nine
cards in hand, you must immediately discard cards
into the discard area until you reach nine cards. Cards
discarded in this way may not have already been used to
draw extra cards.
5
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Elinor has nine cards at the end of the game due to the Portal Cursed Item card. One of her cards is the Leprechaun, so she draws a new card from the deck due to its special ability. She draws the Necromancer. She must discard any card from her hand other than the Leprechaun to maintain nine cards. If she decides to keep the Necromancer, she may use his ability to draw from the discard area, then discard yet another card (neither of which can be the Leprechaun or Necromancer since both were used to draw cards).
Note that, if she used the Genie first to draw the Leprechaun, it would be too late to use the Leprechaun’s ability. (see New End Game Sequence p.7.)
6
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Undead – uses discard area
Four of the five Undead provide bonuses for cards that are faceup in the discard area, rather than cards in a player’s hand. Wild cards (Doppelganger, Shapeshifter, and Mirage) in the discard area do NOT count as any suit other than Wild.
New End Game Sequence
1. First, the Leprechaun, then the Genie, and finally the Necromancer may draw new cards from the deck and discard area (as indicated on their cards), discarding if above nine cards in hand.
2. Assign Doppelganger, Mirage, and Shapeshifter.
3. Use Book of Changes.
4. Clear Penalties.
5. If its penalty is not cleared, Demon blanks all unmatched cards.
6. Apply all uncleared Penalties, beginning with cards not blanked by any other cards.
7. Calculate scores for all unblanked cards.
7
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Thank you to playtesters:
Lisa Glassco, Sarah Glassco, Sylvia Glassco,
Dave Platnick, Roderick Schertler, Coleman
Charlton, Chris Fishel, and Meg and David
Glassco-Polsdorfer. Special thanks to Rick
Glassco, Andrew Dzikiewicz, Peter Lewellen,
Amy Jacobi, Amory Fischer and Elinor Glassco
for their card suggestions.
CREDITS
Game Design:
Bruce Glassco
Illustrations:
Anthony Cournoyer
Graphic Design:
Richard Dadisman
WIZKIDS/NECA, LLC
603 Sweetland Ave.
Hillside, NJ 07205 USA
© 2021 WIZKIDS/NECA, LLC.
WIZKIDS and related marks and logos
are trademarks of WizKids. All rights
FAQ
The Gem of Order provides no additional bonus for
an eight-card run.
The Judge gets a bonus for Penalties in the hand that
are not cleared. Penalties that are partially cleared
(like the word “ArmiesArmies” with the Rangers and
Warship) still give him the bonus.
Chapel requires exactly 2 cards from among the
suits listed. This means you can have 2 LeadersLeaders or an
OutsiderOutsider and an UndeadUndead, but you won’t get the bonus
if you have 2 WizardsWizards and an UndeadUndead or 1 each of
LeaderLeader, WizardWizard, and OutsiderOutsider. You can have any
number of the other suits not listed in your hand.
If you take a “Replace Turn” card with Larcenous
Gloves and Junkyard Map, you may not take a
regular turn.
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