Manual em português

Manual — Paupers' Ladder: The Moon Towers

Bedsit Games · Jogo de tabuleiro · 2022
1–4 Solo 45–90 min Peso 2.0/5 PDF oficial 16 páginas
— nota Ludopedia
8.3 nota BGG

Qual é a sua dúvida sobre Paupers' Ladder: The Moon Towers?

Pergunte antes de baixar o manual: o assistente foi treinado neste arquivo e responde na hora, citando a página exata.

Tire dúvidas sobre o jogo

Pergunte qualquer coisa sobre Paupers' Ladder: The Moon Towers: regras, preparação, componentes, complexidade, preço ou se combina com seu grupo.

Nova conversa 0/1200
Exemplos de perguntas

Escreva sua pergunta primeiro. Você criará sua conta grátis para ver a resposta — leva 20 segundos.

Manual completo

Navegue pelo manual ou baixe o PDF original
16 páginas
Texto completo do manual disponível para leitura Abrir texto

MEET THE PAUPERS

SARAH BRACKER
Sarah was responsible for some of Lilacsville's most popular and
most potent real ales. Unfortunately she fell from grace after causing
the demise of several dignitaries from Bluevale during a frenzied
tasting session. She's still a dab hand with a bag of hops though.

DERRIUS BURR
Any morning, come sun, hail or snow, Derrius will be hauling his net
at Grayhaven's jetty. Preferring the quiet, contemplative life fishing
affords him, he spends his days selling his daily catch to the local
market before heading off for a pint or three. He'd love to fish the
wide open seas around Brighthelm, but saving up for a decent boat
is difficult when The Briny Brewer demands his attention.

GRENARY HOPPS
In the woodlands around Greyhaven's better-heeled quarter, the
name of Grenary Hopps is whispered in the breeze. Poacher turned
gamekeeper turned poacher again, she lives off the meat she
catches, sharing her spoils with the rest of the city's poor. She keeps
to do something with the skins too. They're starting to smell.

RUMMY KETHER
Rummy was once a court jester, skilled in the arts of mirth, chuckle
and the occasional pun. Unfortunately she indulged in the last of
these once too often, falling so spectacularly flat that she stunned a
crowd of 500 into a painful, embarrassed silence. Since that day
she's plied her trade to a less sophisticated audience, and just about
scrapes a living as a result.

MAUD NEBBITY
It's a source of constant irritation to Maud that nobody ever stops to
admire the efficiency of Bluevale's sewer system. It's just one of
those things that only garners comment when it stops working. And
because Maud takes such pride and care in her work, it never stops
working. So nobody ever thinks to thank her. Nobody ever thinks to
give her a pay rise either.

BOBBY SCROBBIT
In Bobby's more active days, you'd have found him wandering a
ruined tower, a mountain trail or a fetid swamp in his endless search
for exotic stock. A 6 foot human superstore, his trail took him far and
beyond, and he was certainly more worldly-wise than the adventurers
who'd seek out his artefacts. These days he runs a pop-up artisan
showroom in Lilacsville's prestigious discount and wholesale district.

DAVID ST. HUBe
People don't give much thought to scrolls. Whether they contain the
news, a summons or a powerful spell, there they are and that's that.
However, all those words have to be painstakingly written, and that's
where David St. Hube comes in. Night into day he translates all sorts
of esoteric scribbles into legible lettering. And one day he plans to
visit some of these places he's written so much about.

GROATSWORTH
A regular around the pest racing circuits of Bluevale, Groatsworth is
what happens when you give an ageing spiv his dad's old wedding
suit and tell him to look like a self-made man. Although his credentials
are sound (wouldn't rob a kid, looks after his own and loves his mum),
Groatsworth still has precious little to show for all the years of trying.

---

THE
MOON TOWERS
Nobody knew where they came from and nobody knew why, but there they stood.
Great bone monoliths that had torn their way through Brighthelm's stone, soil and
sand as though they had been under our feet all along.

If one thing was known about these towers, it was their effect on the land and its
inhabitants. Moods were soured, dreams segued into nightmares and creatures
that had been too nervous to approach the cities were now getting fearless. The
creatures that had been fearless to begin with were now downright dangerous.
Also, strange ghostly figures had been seen haunting the countryside.

Brighthelm's senior chemists held a special meeting to discuss the situation. They
discovered the appearance of the towers coincided with the neat alignment of
fourteen moons. As far as they could tell, this had never happened before. And
although the towers were strong and apparently protected by the ghostly figures,
they weren't indestructible. A concerted effort could reduce a tower to bone dust
and so remove its malign effect from the area.

The most noble knights and squires in the land decided (from behind the safety
of firmly bolted doors) that they were far too busy and far too important to deal
with this deadly new threat. Which made it the paupers' responsibility. Or, if you
prefer, yours.

Given the gravity of the situation the royal aviaries have been fully opened,
which means even more powerful birds can assist you on your journey. The finest
guild masters have been paid handsomely to share their talents. Every effort has
been made to make sure the good and great of Brighthelm get to cower beneath
their finely gilded duvets while you go and sort out the problem for them.

The Moon Towers is a brand new adventure for Paupers' Ladder. It comes
with its own Region, Equipment and Quest decks, and plenty more besides!

COMPONENTS

14 BIRD CARDS
New Birds will
accompany you.

30 TALENT CARDS
Talents give your
Pauper new abilities.

13 CURSE CARDS
Curses will afflict
your Pauper.

75 EQUIPMENT CARDS
(Including 10 Rarities)
City Shops have new stock.

240 REGION CARDS
New towns, friends and foes await you.
Then of course there's the Moon Towers...

4 PAUPER CARDS
8 new Paupers to play,
each with their own story.

8 RECIPE CARDS
Some different
Recipes to use.

38 QUEST CARDS
New Quests for
you to complete.

25 CRESCENTS
These are special artefacts
you can collect.

5 MOONWEED
Moonweed prevents you
drawing Region cards.

4 VIRTUE MARKERS
These keep track
of learned Virtues.

THE GOLDEN CHARM
The golden charm is a luckier
version of the lucky charm.

THE COMPONENTS FOR SOLO PLAY ARE DETAILED ON PAGE 11

---

2
SETTING UP
THE MOON TOWERS

The Moon Towers requires all the cards and tokens from The Moon Towers
box, as well as some cards, tokens and playing pieces from the Paupers'
Ladder box.

Here's how to set up both a solo and a 2-4 player game. If you're playing
solo, the rules are on pages 11-14.

1. Place the Paupers' Ladder board on a suitably sized surface with
enough space for players to place their cards.

2. From The Moon Towers box, separately shuffle the Beach, Forest,
Swamp, Mine, Mountain, Quest, Rarity and Equipment decks.
Place each deck face-down near the board, with enough space
next to each deck for discard piles.

3. Draw 4 cards from the top of the Rarity deck and place 1 face-
down on each of the 4 City Shop tiles.

4. Draw 16 cards from the top of the Equipment deck and place 4
face-down on top of each Rarity card (so each City Shop has a deck
of 5 cards on it).

5. Draw 4 cards from the top of the Quest deck. Place 1 face-up on
each of the 4 City Quest tiles. Read them aloud as they're placed.

6. Take the Recipe deck from the Paupers' Ladder box and remove
all cards named unlock, thief, storm and dragonfire. Replace them
with the 8 Recipe cards from The Moon Towers box. Shuffle the
Recipe deck and place it near the board, purple side showing.

7. From The Moon Towers box, separately shuffle the Talent and
Curse decks. Place both decks face-down near the board, with
enough space next to each deck for discard piles.

8. From the Paupers' Ladder box, place all 50 Gems near the board.
This is the bank.
From The Moon Towers box, place all 25 Crescents and all
5 Moonweed tokens near the board. This is the supply.

9. Shuffle the 14 Bird cards from The Moon Towers box with the 4
Bird cards from the Paupers' Ladder box. From the bottom of the
deck, draw 4 Bird cards. Place these Birds trained side up next to
the board. Return the rest to the box.

10. Take the 4 Pauper cards from The Moon Towers box. If you're
playing solo, just place them near the board for now. Otherwise in
a 2 player game, lay them out so the 2 sides are displayed. In a
3 or 4 player game, lay them out so the 3-4 sides are displayed.

---

1
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3
4
5
3

4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3 4 5 3

---

4 NEW ELEMENTS

The Moon Towers comprises new elements: Talent cards, Curse cards, Crescents, Moonweed, Moon Towers, elementals, new Birds and the golden charm. Some of these can also be added to a game of Paupers' Ladder or One Lonely Pauper. The following pages explain these new elements.

TALENT CARDS

Talent cards give your Pauper an ability. Each player starts the game with 1 Talent. When a player learns a Virtue, they may replace that Talent with a new one. A Pauper can never have more than 1 Talent. Talents are always used in The Moon Towers, and can also be used in Paupers' Ladder and One Lonely Pauper.

SET UP
Thoroughly shuffle the Talent deck and place it face-down near the board.

USING THE TALENT DECK
At the start of the game, each player draws 2 cards from the top of the Talent deck. They then choose 1 Talent card to keep, placing it face up near their Pauper card. The other is discarded. Once chosen, the effect of each player's Talent card applies until it's replaced.

Each time your Pauper learns a Virtue, draw 2 cards from the Talent deck as before. You may discard them both, or keep 1 to replace your current Talent. Remember to discard your current Talent if you do decide to replace it.

TALENTS IN PAUPERS' LADDER & ONE LONELY PAUPER
The Talent deck works exactly the same when used in Paupers' Ladder and One Lonely Pauper. If you're using the Talent deck, you must also use the Curse deck (see below).

CURSE CARDS

Curses have a negative effect on your Pauper, and can be acquired in a number of ways. They can be removed when your Pauper explores in a City Region (see next page). Curses do not affect Birds.

Curses are always used in The Moon Towers, and can also be used in Paupers' Ladder and One Lonely Pauper.

SET UP
Thoroughly shuffle the Curse deck and place it face down near the board.

USING THE CURSE DECK
When your Pauper is Cursed, draw a card from the top of the Curse deck and place it where the card instructs, face up (in the example above, the Curse card is placed face up on your Purse). If you're told to place the Curse on your Pauper card, put it on the illustration of your Pauper (to the left of the Aviary).

The effects of a Curse are immediate and last until they've been removed (see next page). There's no limit to how many Curses your Pauper can have.

STORY TELLER
When your Pauper moves into a City Region, collect 1 Gem.

INNOMERATE
Place this on your Purse. When your Pauper buys Equipment, they must also pay 1 Gem to the bank.

---

REMOVING CURSES
Your Pauper has an extra option when they explore in a City Region: they
can visit the chemist to remove Curses. When they do this their turn then ends.
They can't complete a Quest in that City or visit the City Shop in the same turn.

Each time you visit a chemist, you can remove 1 Curse of your choice for free.
You can remove extra Curses at the cost of 2 Gems per extra Curse removed
(so to remove 3 Curses, you would need to pay 4 Gems to the bank).

Discard the Curse cards you removed. They no longer have an effect on
your Pauper.

CURSES IN PAUPERS' LADDER & ONE LONELY PAUPER
If your Pauper draws an Outcome card numbered 1 in a
fight they are Cursed, even if the hazard was defeated.
Draw a Curse card and place it as described above.

If you're using the Curse deck, then you must also use the
Talent deck.

CRESCENTS

Crescents can be collected by your Pauper and your Bird in a
variety of ways. There is no limit to how many Crescents you can
carry. They are only used in The Moon Towers.

SET UP
Place all Crescents face down near the board. This is the supply.

When collected, Crescents are taken from the supply. When they're
discarded, they're placed face up next to it. If all the Crescents are
discarded, flip them all over to form a new supply.

There are 8 different types of Crescent and they are as follows:

3 Hunter Crescent: Place it face up in your Trophy Room. The number
on the Crescent counts towards learning the Virtue of bravery.

3 Flower Crescent: Place it face up in your Purse. It can be used as
Gems, up to the value shown. It can be discarded to count towards
learning the Virtue of generosity.

+2 Buck Crescent: Place it face up in your Inventory. When your Bird
or Pauper fights a hazard, you may discard it to add the number on
the Crescent to their Strength. You can discard more than 1 Buck
Crescent in a fight.

Harvest Crescent: Place it face up in your Inventory. You can discard
it instead of rolling the lucky or golden charm to give this result.

Snow Crescent: Place it face up in your Inventory. You can discard it
at the end of your Pauper's turn. Your Pauper gets another turn, or
ignores having to miss a turn.

Worm Crescent: Place it face up in your Journal. This counts as 1
completed Quest, and counts towards learning the Virtue of
fellowship. Alternatively you can sell it in a City Shop for 3 Gems.

Pink Crescent: Place it face up in your Inventory. You can discard it
to move your Pauper up to 3 Regions for free this turn, instead of 1.

Flower Crescent: Place it face up in your Inventory. You can discard
it to immediately learn any 1 Recipe In Learning. Alternatively you
can sell it in a City Shop for 3 Gems.

---

6 HAZARDS AND CRESCENTS
Hazards showing this icon in the lower right
corner of their card are carrying Crescents.
When you defeat them, you can either place
their card in your Trophy Room, collect their Gems, or
collect their Crescents.

If you collect their Crescents, take from the supply as
many Crescents as the icon shows (2 in the example above). Reveal them, then
discard 1 Crescent of your choice. Keep the rest as described on page 5.

REGION CARDS AND CRESCENTS
Some Region cards require you to place Crescents on
them when they are drawn. Take that many Crescents
from the supply and place them face down on the
Region card (so in the example to the right, take 3
Crescents from the supply and place them face down on
the card as shown). A Crescent can be collected by either
your Bird or Pauper when they explore this card. When
they do, reveal and collect 1 Crescent, placing it as described on page 5.

4 SCarecROW
BIRD FAIL: Your Bird
is now untrained.

MOONWEED
Moonweed is a particularly virulent creeper that acts as thick roots
for Moon Towers. It can prevent your characters drawing cards from
certain Region decks. Moonweed is only used in The Moon Towers.

SET UP
Place the 5 Moonweed tokens near the board.

USING MOONWEED
Some Moon Towers produce Moonweed when they are
drawn. Place a Moonweed token on top of the Region
deck specified (so in the example to the right, place a
Moonweed token on top of the Mountain deck). Players
cannot draw cards from this Region deck all the time the Moonweed is
present. They can still encounter cards on the board in this type of Region.

The Moonweed is removed when the Moon Tower producing it is defeated.

7 HARVEST TOWER
When this card is drawn, the
Paupers with the most learned
Recipes must roll the lucky charm.
They are Cursed.

8 COLD TOWER
When this card is drawn,
place Moonweed on top of
the Mountain deck.

MOON TOWERS
There are Moon Towers in each type of Region. They
can only be fought by Paupers as Birds are not strong
enough. They are only used in The Moon Towers.

When a Moon Tower is drawn, place it on an empty tile
in the Region being explored. Place 2 Crescents from
the supply face down on it (see the example to the left).
The Moon Tower will have 1 of the following 3 effects.

1: Curse: When the Moon Tower is drawn, one or more Paupers are at risk
of being Cursed, according to the text on the card. These players draw a
card from the Curse deck, placing in the usual way.
2: Moonweed: When the Moon Tower is drawn, place a Moonweed token
on top of the Region deck specified (see above for Moonweed's effects).
3: Power: Until this Moon Tower is defeated, hazards
receive a +1 bonus to their Strength in fights.

If your Bird encountered the Moon Tower, their turn now ends. If your Pauper
encountered the Moon Tower, they must fight it (see next page).

---

FIGHTING MOON TOWERS 7

This is the procedure for fighting a Moon Tower.

1: Ask for help: Before starting the fight, you may ask
another player to help you. They can either accept or
refuse. If they refuse, you can ask another player to help
you, and so on. Note that only ONE other player may
help you in a fight against a Moon Tower.

2: Draw an Outcome card and reveal it. This is your Pauper's Strength. If
another player is helping you, they also draw an Outcome card and reveal
it. The number on their Outcome card is added to your Pauper's Strength.

3: Your Pauper can use Weapons, Recipes, Equipment and Talents to increase
their Strength as in a regular fight. The player helping you cannot do this.

4: Your Pauper may pay 1 Gem to use the lucky charm as in a regular fight.
The player helping you cannot do this.

5: If your Pauper's total Strength is equal to or greater than the Moon Tower's
Strength, you have defeated it and can now earn your reward. Go to 6.

If the Moon Tower's Strength is greater, you have failed to defeat it and
are Cursed. Draw a Curse card and apply it to your Pauper. If another
player helped you, their Pauper is also Cursed. Go to 7.

6: Reveal the 2 Crescents on the Moon Tower card. A defeated Moon Tower
earns you 1 of 3 rewards (see below). If another player helped you in this
fight, they also earn a reward. The player who drew the highest numbered
Outcome card chooses their reward first. In the case of a tie, the player
who helped you chooses their reward first.

5 Strength: Add the card to your Trophy Room, where the Moon
Tower's Strength counts towards learning the Virtue of bravery.

If another player also earned a reward, they choose to keep 1 of
the Crescents, discarding the other. If not, both Crescents are
discarded. In either case, go to 7.

Fame: Add the card to your Journal where it counts towards learning
the Virtue of fellowship.

If another player also earned a reward, they choose to keep 1 of
the Crescents, discarding the other. If not, both Crescents are
discarded. In either case, go to 7.

Crescents: Choose 1 of the 2 Crescents to keep. Discard the other.

If another player also earned a reward, they can either put the
Moon Tower card in their Trophy Room for its points value, or in
their Journal to count towards learning the Virtue of Fellowship.
If not, the Moon Tower card is discarded. In either case, go to 7.

7: The fight is over and your Pauper's turn ends.

MOON GUARD HAZARDS

The Moon Towers adds a new type of hazard:
moon guards. These ethereal beings protect
Moon Towers and can be found in all Regions.

Each moon guard has an effect on all Moon Towers
on the board (either adding to their Strength or making
them immune from being fought). This effect is detailed
on the moon guard's card, and applies until they are defeated.

---

8
ELEMENTALS

Elementals are creatures of rock, flame, air and water.
There is 1 elemental in each type of Region deck.
Elementals are only used in The Moon Towers.

Each time you fight an elemental, roll the lucky charm
and the golden charm together, adding 8 to the numbers
rolled. This is the elemental's Strength for this fight (so if
you roll 1 and 2, the elemental's Strength is 11).

A defeated elemental can be discarded right away to learn the Virtue of
magnificence. Alternatively you can use it for its points value in your Trophy
Room (where it will always be worth 8 points, regardless of its Strength in the
fight), its Gems or 2 of its 3 Crescents (see page 6 - Hazards and Crescents).

NEW BIRDS

The Moon Towers adds 14 new Birds to the game,
making 18 in total. All these Birds can be used in both
The Moon Towers and Paupers' Ladder.

SET UP
Shuffle the 14 Birds from The Moon Towers with the 4
Birds from Paupers' Ladder. From the bottom of the deck,
draw 4 Bird cards and place them trained side up next
to the board.

GOLDEN CHARM

The golden charm is a luckier version of the lucky charm. You'll
be told when to roll the golden charm, and the results of that
roll. It is generally only used in The Moon Towers, but may be
used in Paupers' Ladder in conjunction with certain Talent cards.

NEW PAUPERS

The Moon Towers has 8 new Paupers. As
with Paupers' Ladder, there are 4 that can
be used in a 2 player game, and 4 that
can be used in a 3-4 player game. They
can all be used in a solo game, and each
has their own unique starting Equipment.

These Paupers can only be used with The Moon Towers. You cannot use
Paupers' Ladder Paupers in their place, or vice versa.

NEW EQUIPMENT CARD ICONS

Although Equipment works in the same way as Paupers' Ladder, new icons
have been added to show how often your Equipment can be used:

1 Your Pauper can use this Equipment
once. It is then discarded.

2 Your Pauper can use this Equipment
twice before it is discarded. After its
first use, flip the card 90 degrees to
show you've used it once. After the
second use, it is discarded.

8 There is no limit to how many times
your Pauper can use this Equipment.

This is a weapon that your Pauper
can use whenever they fight a
hazard. Although you can carry
multiple weapons, only 1 weapon
can be used in a fight.

---

9
STARTING THE GAME

Each player chooses a Pauper as usual, taking their matching playing pieces,
Virtue marker and Outcome deck. Then they choose their Bird companion from
the ones available. Once that's done each player draws 4 cards from the
Recipe deck, drafting their 3 Recipes In Learning as usual.

After the Dispensary has been set up, each player
chooses their starting Talent by drawing 2 cards from
the Talent deck. The cards will describe how they're
useful. Each player keeps 1 Talent, which is placed
face up near their Pauper card. The other is discarded.

Lastly, each player takes 5 Gems from the bank and
places them in their Purse as usual. They may then buy 1 Equipment card
from their starting City Shop as usual. The game then begins!

HERBALIST
When your Pauper is in a Region
containing an Ingredient, instead
of exploring you may discard the
Ingredient and roll the lucky charm.
:) Collect 2 Gems. :) Learn 1
Recipe In Learning immediately.

GAME OBJECTIVE

The objective of The Moon Towers is to learn 3 of the 5 Virtues. Some differ
from their Paupers' Ladder equivalents.

PURSE
1 GEM
5 GEM
Discard 40 Gems to learn
the Virtue of generosity.

GENEROSITY
During your turn, if you discard enough Gems from your
Purse to the bank (40 in a 2 player game, 30 in a 3-4
player game) you learn the Virtue of generosity. You can
also discard Flower Crescents from your Purse to count
towards this total.

RECIPE BOOK
Learn 5 recipes to learn
the Virtue of knowledge.

KNOWLEDGE
You start the game with 3 Recipes In Learning. You can
learn a maximum of 5 Recipes.

When you learn your 5th Recipe you learn the Virtue of
knowledge.

TROPHY ROOM
Discard 30 Strength to learn
the Virtue of bravery.
Discard 1 elemental to learn
the Virtue of magnificence.

BRAVERY
During your turn, if you discard enough Strength points'
worth of hazard cards from your Trophy Room (40 in a 2
player game, 30 in a 3-4 player game), you learn the
Virtue of bravery. You can also discard Hunter Crescents
from your Trophy Room to count towards this total.

TROPHY ROOM
Discard 30 Strength to learn
the Virtue of bravery.
Discard 1 elemental to learn
the Virtue of magnificence.

MAGNIFICENCE
If you discard an elemental from your Trophy Room you
learn the Virtue of magnificence. Subsequent elementals
you defeat can be placed in your Trophy Room for points.

JOURNAL
Discard 4 Quests / Moon Towers
to learn the Virtue of fellowship.

FELLOWSHIP
Completed Quests are placed in your Journal. Worm
Crescents placed here count as 1 completed Quest. You
can also place defeated Moon Towers in your Journal.

If you discard enough completed Quests and/or Moon
Towers from your Journal (4 in a 2 player game, 3 in a
3-4 player game), you learn the Virtue of fellowship.

---

TALENT!
10
You can learn a Virtue at any point during your
turn, and you do so as soon as you've fulfilled its
requirements. When you do, move your Virtue marker
1 space along the Virtue track in the usual way.
Each time you learn a Virtue, draw 2 cards from the
Talent deck. You may keep 1 of these as your new
Talent. Discard your current Talent if you do.

PLAYING A TURN

This works exactly the same as it does in Paupers' Ladder, with both your
Bird and Pauper taking their turn in either order to (optionally) move
and then explore. However, some Region cards have new effects which
have not yet been covered.

FRAGILE INGREDIENTS
Fragile Ingredients can be found in all types of Region.
When your Bird or Pauper occupies a Region containing
a Fragile Ingredient, you may remove it from the board
before exploring in that Region.

You may remove this card from the
board before exploring this Region.

Fragile Ingredients are collected and used in the same
way as regular Ingredients.

MOONSTRIKE!
Moonstrikes work in the same way as natural disasters
in Paupers' Ladder. When a Moonstrike is drawn,
discard all cards in the type of Region described.
Then you choose to discard 1 or 2 Quests from the
board, replacing them with cards from the top of the
Quest deck. Then return the Moonstrike to the box, as
each will only occur once in a game.

MOONSTRIKE!

Discard all cards from Forest Regions
and replace them with cards from the
Quest deck. Then return the Moonstrike
to the box, as each will only occur
once in a game.

SNABBET
7
FAIL: Discard 1
Crescent.

HAZARDS CARRYING RARITIES
Some hazards can provide a Rarity if you defeat them.
This is shown by a yellow-backed haversack icon in the
lower right corner of the card (see left). Should you
choose to collect its Rarity (as opposed to its Gems or
points value), draw a card from the Rarity deck and add
it to your Inventory. Then discard the hazard card.

SCARECROW
4
BIRD FAIL: Your Bird
is now untrained.
FAILING TO DEFEAT HAZARDS
Some hazards penalise you if you fail to defeat them in
a fight. When this happens, follow the fail text on the
card. If the card states either Pauper fail or Bird fail,
then the penalty only applies if that character was
involved in the fight (e.g. if your Bird fails to defeat a
scarecrow, they become untrained. If your Pauper fails to
defeat a scarecrow, nothing happens).

MIRE BLOAT
6
EFFECT: You can't use
weapons in this fight.
HAZARDS WITH SPECIAL EFFECTS
Some hazards (such as the moon guards on page 7)
have a special effect which will be detailed on their
card. In the example to the left, you can't use weapons
in a fight against the mire bloat.

A hazard's special effect is in play until it is defeated.

---

11
PLAYING SOLO
The Moon Towers can be played solo. Where the rules for solo play differ
from a 2-4 player game, they are explained below. These rules are based
on One Lonely Pauper, a large part of which was written by Russ Law.
Check out his wonderful Bag Of Dungeon game by Gunpowder Studios.

COMPONENTS

TIME TOKEN
This measures how
many turns are left.

2 LIFE TOKENS
These measure how
healthy your characters are.

SOLO SHEET
Place your Time and Life tokens
here to keep track of your game.

NOTE: These components can be used with the One Lonely Pauper expansion,
and these rules can be used in a game of Paupers' Ladder.

SETTING UP THE GAME

Set up is the same as in a 2-4 player game except you can leave the Pauper
cards to one side for now. You will choose a Pauper according to the
difficulty level you choose to play at.

STARTING THE GAME

Choose a difficulty level to play from those shown below. Then choose your
Pauper, Bird, Talent and 3 Recipes from the Dispensary. Lastly, you may
buy 1 Equipment card from your starting City Shop. Note that in a 1 player
game you start with 3 Gems in your Purse instead of the usual 5.

1: CHOOSE A DIFFICULTY LEVEL
There are 4 difficulty levels. Each lets you choose from certain Paupers, and
gives your characters a number of Lives and a Time allowance (see below).

EASY: Choose a 3-4 player Pauper. Your Pauper
and Bird each have 5 Lives. Time allowance is 15.
MID: Choose a 3-4 player Pauper. Your Pauper
and Bird each have 4 Lives. Time allowance is 14.
HARD: Choose a 2 player Pauper. Your Pauper
and Bird each have 3 Lives. Time allowance is 13.
V HARD: Choose a 2 player Pauper. Your Pauper
and Bird each have 2 Lives. Time allowance is 12.

Take the solo sheet and place it near your Pauper card. Place the
Time token on the numbered space on the track that corresponds with
the difficulty level you are playing (e.g. 15 in an easy game).

At the start of each turn you will move the Time token 1 space
towards zero. The Time token can also (through your characters'
actions) be moved away from zero. It cannot go above 15.

If at the start of your turn the Time token is on the zero space of the
Timeline, the game is over and you have lost.

---

12
2: CHOOSE A PAUPER
Choose a Pauper from the ones available (e.g. in an easy game choose any
Pauper showing 3-4 in the top left hand corner). Place 3 Gems in your
Purse. Place 1 Life token on the numbered space of the Pauper's Life track
matching the number of Lives they start with (e.g. 5 in an easy game).

3: CHOOSE A BIRD
Choose a Bird from the 4 available. Place it in your Aviary so the untrained
side is showing. Place the other Life token on the numbered space of the
Bird's Life track matching the number of Lives they start with (e.g. 5 in an
easy game).

SOLO SHEET
HEALING IN CITIES
For 1 Gem when
your character
explores a City
Region to restore 1 Life.

HIDING FROM
HAZARDS
You are unlikely to
hide and avoid fight
the hazard as usual.

EARNING MORE TIME
When either of your characters loses one of the
following, move your Time token up this many spaces:
DEFEAT A HAZARD: 1
COMPLETE A QUEST: 1
LEARN A RECIPE: 1
LEARN A VIRTUE: 3
Once a turn, you can pay 3 Gems to move up 1.

REMOVING REGION CARDS
Once a turn, you can move the Time Token this many
spaces to remove 1 card from an unoccupied Region.
EVENT: 1
INGREDIENT: 1
HAZARD (4-5 Strength): 2
HAZARD (6-7 Strength): 3
Mooie Towers rest elements are to be removed.

FIGHTING MOON TOWERS
Only a Pauper can fight a Moon Tower.
If your Bird is in the same Region as the
fight (or a Region connected to it) they can
help. Roll 2 dice. If Current outcome is 7 to
play. All characters fighting lose 1 Life if
they fall, and your Pauper is Cursed.

This example shows the solo sheet set up for an easy game.
Your characters lose a Life when they fail to defeat a hazard in a fight.
Lives can be restored by paying a Gem in a City Region (see page 13). If
either of your characters loses all their Lives, the game is lost. When Lives
are gained or lost, move that character's Life token correspondingly.
Neither character can have more Lives than they started with.

4: CHOOSE A TALENT
Choose a Talent in the usual way.

5: CHOOSE YOUR RECIPES IN LEARNING
Draw the top 4 cards from the Recipe deck. Choose 3 as your starting
Recipes In Learning and discard the other. You can inspect both sides of
these cards.

CAJOLER
Your Pauper can
Equipment from City
for 1 Gem. You can
and sell Equipment
more Gems from City.

FLEETFOOT
Your Pauper can move up
to 3 spaces without
paying Gems. They can choo
more than 1 space when
encountering hazards.

SWIM
Your Pauper can swim
from another coastal Region
to another coastal Region.
This is independent of their
usual move.

THIEF
When your Pauper is in the
same Region as an appearing
Pauper, you can steal:
Steal 1 Gem from them.
Steal 2 Gems from them.

During the game the Dispensary is
always comprised of the top 4 cards
in the Recipe deck. When choosing
subsequent Recipes, draw these 4
cards. Choose 1 to keep and discard
the rest.

6: BUY EQUIPMENT FROM THE CITY SHOP
This is done in the usual way.

GAME OBJECTIVE
You must learn 3 of the 5 Virtues before either of the following occurs, in
which case the game is lost.

1: At the start of your turn, the Time token is on the zero space of the
Timeline.
2: Either of your characters loses their last Life.

---

13
PLAYING A TURN

If the Time token is on the zero space of the Timeline at the start of your
turn, the game is lost.

Otherwise, move the Time token 1 space towards zero. Then take a turn
with both your Pauper and your Bird in the usual way, in either order.

EARNING MORE TIME

When either of your characters does any of the following, you earn more
Time before the game ends. Move the Time token 1 space away from zero.

1: Defeats a hazard
(whether you use it
for Gems, Ingredients,
Crescents, Equipment
or your Trophy Room).

2: Completes a
Quest.

3: Learns a Recipe.

4: Learns a Virtue
(NOTE: This moves
the Time token 3
spaces away from
zero, instead of 1).

Once per turn, you can pay 3 Gems to move the Time token
1 space away from zero. This can be done at any point
during your turn.

REMOVING REGION CARDS

Once per turn, you can move the Time token towards zero to remove a
card from any Region not currently occupied by either of your characters.
This can be done at any point during your turn.

Removing the following types of card requires you to move the Time token
this many spaces towards zero:

EVENTS
1
INGREDIENTS
1
HAZARDS:
4-5 STRENGTH
2
HAZARDS:
6-7 STRENGTH
3

NOTE: Moon Towers and elementals cannot be removed in this way.

HEALING IN CITY REGIONS

When either of your characters explores in a City Region, they
can visit the healer and pay 1 Gem to the bank to restore 1 Life.
Their turn then ends. They cannot do anything else in this City
Region this turn.

Each character can only heal 1 Life per turn.

---

FIGHTING HAZARDS
This works in the usual way, except that when a character fails to defeat a
hazard they lose 1 Life. This is in addition to any other consequences of
failing the fight (such as losing Gems, becoming Cursed etc).

HIDING FROM HAZARDS
When either of your characters encounters a hazard, they can choose to
hide instead of fighting. Roll the lucky charm and consult the table below
to see what happens:

:( You are unable to hide and must fight the hazard as usual.
:) You safely hide. Your character's turn ends.
:) You safely hide. While you're hiding you find 1 Gem. Your
character's turn ends.

MOON TOWERS
When a Moon Tower is placed on the board and its effect is to Curse
Paupers, your Pauper will always be considered the target and must
follow the card's instructions accordingly.

As in a 2-4 player game, if a Bird encounters a Moon Tower they don't
fight it. Follow the card's instructions as usual. The Bird's turn then ends.

FIGHTING MOON TOWERS
Fighting Moon Towers works the same as in a 2-3 player game except
in lieu of asking other players to help you, your Bird can help you instead.

Your Bird can help you if it is in the same Region as the Moon Tower, or a
Region connected to it. When this happens, draw 2 Outcome cards instead
of 1. Choose the highest as your Pauper's Strength and discard the other. If
your Bird is trained then you also add 1 to your Pauper's Strength. Your
Pauper can use weapons, Recipes, Equipment, Talents and the lucky charm
in the usual way.

If you fail to defeat a Moon Tower in a fight, then as well as being Cursed
your Pauper loses 1 Life. If your Bird helped you then they also lose 1 Life.

If you defeat a Moon Tower in a fight, you get 1 of the 3 rewards. This is
the case whether your Bird helped you or not.

WINNING THE GAME
You win the game as soon as you have learned any 3 of the 5 Virtues.

THANKYOU!
A huge thankyou to all of you who pre-ordered or bought this game, also
to everyone who proof read the rules and cards (Jill Stevens, Lee Reece,
Jake Woollard, Adam Ingleby, Tim McGregor, Annie Hatcher) and helped
with playtesting (Jake Woollard, Sian Landry, Bethan Prosser,
Ciarón O Connor, Jon, Bevan & Aela Mason). And a massive thankyou to
Russ Law for the solo ruleset, and all the wonderful board game shops who
have supported this game!

---

Por que perguntar ao BoardGamesBot

Em vez de folhear o manual inteiro
  • Respostas precisas Baseadas exatamente neste manual, com a página de origem.
  • Economize tempo Ache a regra em segundos, sem folhear 16 páginas.
  • A qualquer hora Tire dúvidas no meio da partida, direto do celular.
  • 100% grátis Crie sua conta grátis e comece a usar agora.

Como funciona

Três passos até a resposta
  1. 1 Faça sua pergunta Digite sua dúvida sobre as regras deste jogo.
  2. 2 Crie sua conta grátis Leva 20 segundos — é só para guardar seu histórico.
  3. 3 Receba a resposta A IA encontra a regra exata e cita a página do manual.

Manual publicado pela editora · uso para consulta de regras. Mais sobre o jogo em BoardGameGeek e Ludopedia .