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Video: How to Play
Start here, then follow the written guide
Step by step
Objective of the Game
The dungeon's doors hold 12 outlaws, whose felonies are debatable. Players aim to free them soon enough for them to join their party.
Preparation (Setup)
Simply add all 12 cards from this expansion to their respective decks, then set up the game as usual. A small icon on the cards denotes the cards from this expansion. The game includes 6 Village cards with a brown back and 6 Castle cards with a gray back.
Fluxo do Jogo
Consulte o manual para detalhes sobre esta seção.
Ações e Como Jogar
Lock Abilities
This expansion introduces a new type of abilities: Lock abilities. These are one-time use abilities you can choose to trigger whenever you wish. When you buy a character with a Lock on the left side of its ability, place a Key from the supply on the card. You may spend this Key (and this Key only!) to activate the corresponding effect once during the game.
You may activate up to a single Lock ability per turn you take (including the turn you buy the card with a Lock ability). It is resolved alongside your normal actions for the turn:
- EITHER just before deciding whether to use a Key to trigger the Messenger (before step 1 of the turn sequence);
- OR after using a Key (between step 1 and step 2);
- OR at the very end of your turn, after refilling the rows (after step 4).
If any Keys remain on your Lock cards at the end of the game, add those to your Keys before counting your score.
Card Abilities
- Printer: if at least 1 per Art Forger, activate the ability of an adjacent card.
- Peddler: Consulte o manual para detalhes sobre esta seção.
- Discard 3 face up cards: Discard all 3 face up cards in the Castle or in the Village, then immediately reveal 3 cards to refill that row.
- Activate adjacent card ability: Choose an (orthogonally) adjacent card and activate its ability. A Lock ability activated this way does not require you to spend a Key from that card (nor does it require the presence of a Key). As they are always active, discount abilities cannot be chosen this way.
- Card with a Lock ability: Activate the ability of an adjacent card if at least 1 is missing.
Fim de Jogo e Pontuação
This expansion introduces new scorings, which are explained at the end of this rulebook.
Scoring Criteria
- Craftsmanship shields: For each Craftsmanship shield on the cards you just discarded.
- Purse icon: For each card with a purse in its scoring scroll that you just discarded.
- Discount ability: For each card with a discount ability that you just discarded.
- Sum of costs in a row: Sum of costs of all 3 cards in this row. Example: cost 7 + cost 3 + face-down card = 10 points.
- Different costs in tableau: For each different cost in the cards of your tableau. Example: costs of 2, 2, 4, 4, 6, 7, 8 and two face-down cards = 5 different costs. 3x5 = 15 points.
- Scholarship shield in column: If you have at least 1 Scholarship shield in that column.
- No face-down cards: If you have no face-down cards in your tableau.
If any Keys remain on your Lock cards at the end of the game, add those to your Keys before counting your score.
Dicas para Vencer
- Strategically activate Lock abilities at the optimal time during your turn to maximize their impact, considering the three available timings.
- When activating an adjacent card's ability, prioritize Lock abilities as they do not require spending a Key when triggered this way, effectively giving you a "free" activation.
- Pay attention to the new scoring opportunities introduced by the expansion, especially those related to discarding cards with specific icons (Craftsmanship shields, purse, discount ability) and the variety of card costs in your tableau.
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Rules manual
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Frequently Asked Questions
Quick answers about the rules
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