Amos Daragon
Amos Daragon Rulebook
Table of Contents
Table of Contents
- Goal of the Game
- Setup and Basic Rules
- Game Components
- Game Board
- Meaning of the Dice
- Playing
- Movement
- Meaning of the Tokens
- Movement Tokens (5)
- Combat Tokens (5)
- Combats
- Ragnarök's Treasure
- Adventure Cards
- Mask Board
- Increasing Strength
- Strength Table (card)
- Losses Table (card)
- Mask Board Illustration
- The Mask of Ether
- Amos Daragon
- The Balance of the World
Goal of the Game
The game has 2 stages.
Stage 1: Become Amos Daragon
The first player who collects his 4 masks, the 16 Power Stones attached to them, and who meets the challenge of the Mask of Ether will be consecrated Amos Daragon. By doing so, he wins the first stage of the game.
Stage 2: Restore the Balance of the World
Once Amos Daragon is known to all, the players cease all competition among themselves. All must, within a limited time, restore the balance of the world together. Amos must help the other Mask Bearers (the other players) collect their masks and Power Stones as quickly as possible. Once this stage is complete, each player must also succeed at the challenge of the Mask of Ether. The balance of the world will be established only when all the players have reached this goal.
Setup and Basic Rules
Set the game board within everyone's reach. Stick the colour stickers on one of the six-sided dice, and the stickers 1, 2, 3, A on the other six-sided die.
Place the 100 tokens face down at random on the circles provided for this purpose on the board. Shuffle the Adventure cards well and place them within everyone's reach. Place the Strength table and Losses table cards in view of all, so that they may be consulted during the game.
Each player receives a mask board on which he will insert 4 masks and 16 Power Stones that he will collect throughout the game. Place the 4 pawns on the Kingdom of Omain, which is the starting location. No player owns a pawn: the result of the colour die determines which pawn the player must move. You must always use all 4 pawns, even if there are only 3 players.
Each player rolls the action die to determine who begins the game. The player who obtains the highest number will have this honour. Play proceeds clockwise.
- When a combat must be engaged, it is always the player on the left who plays the fictitious opponents.
- When a player arrives on a location, he chooses a token.
- When an Adventure card or a token is used, it is discarded, meaning it is removed from the game, unless stated otherwise.
- Several pawns may be on the same location.
Warning! When a player moves game elements by rolling the dice, he loses his turn.
Game Components
- 1 game board
- 52 Adventure cards
- 4 mask boards
- 100 tokens: Stone (64); Mask (16); Oubliette (4); Adventure (4); Dragon (2); Combat (5); Movement (5)
- 1 Strength table card
- 1 Losses table card
- 4 pawns
- 4 twelve-sided dice
- 2 six-sided dice
- 12 stickers
Game Board
The board shows 22 locations, linked to one another by paths.
Meaning of the Dice
Action die: The twelve-sided die is generally used to carry out the actions requested by the Adventure cards and during combats. Each player has his own.
Colour die: This die is used to select the pawn that will be moved. Faces showing two colours allow the players to choose one of the two corresponding pawns.
Movement die: This die is used for movements on the board, or to draw an Adventure card. If the die shows a number, the player moves a pawn accordingly. If the die shows the letter A, the player must take an Adventure card.
Playing
To play, roll the colour die and the movement die at the same time. This tells you which pawn to use and which action to carry out.
Movement
Paths allow access to all locations on the board. The game is not linear: one may move forward or backward, but not within a single movement.
Move along the paths, counting the locations. For example, if the dice show the number 3 and the colour red, the player moves the red pawn 3 locations along the paths and places it in the centre of the location where it arrives.
Meaning of the Tokens
Under each token, an illustration shows what the player obtains.
Mask and Stone Tokens
When a player discovers a mask, he immediately inserts it into his mask board, in the centre of the corresponding mask, unless he already owns it. In that case, he leaves it on the board, face up.
When he discovers a stone, he inserts it into his mask board only if he owns the corresponding mask; otherwise he places it in front of him, face up. As a player fits masks and stones into his mask board, his strength increases.
A player may own several stones, even if he does not have the corresponding mask (maximum of 4 identical stones). However, he may not keep more than 8 stones that are not inserted into his masks. If the player obtains a 9th stone, he must place it in Ragnarök's treasure. He may, however, exchange it for a stone he already owns and place the exchanged stone in the treasure. Stones and masks inserted into a mask board are untouchable and may not be exchanged or stolen.
No more than 2 stones may be inserted into one mask at the same time. The player must wait for his next turn to insert his other stones.
Dragon Tokens (2)
The player who turns over one of these tokens must immediately fight the dragon Ragnarök. Both opponents roll the action die. To the result obtained by the dragon, add 8. The player refers to the Strength table. If the player loses the combat, he loses a token chosen by the player who played the dragon. If he does not have any, the player must refer to the Losses table to learn the consequence. If he wins, he chooses a token from the dragon's treasure. If the treasure is empty, the player takes 2 tokens from the game board. The Dragon token is then removed from the game.
Oubliette Tokens (4)
These phantom heads mock you. The player who turns over one of these tokens simply removes it from the game; it is a blow in the void.
Adventure Tokens (4)
The player who turns over one of these tokens must draw an Adventure card.
Movement Tokens (5)
There are 5 movement tokens, used to move faster. They are printed as follows: +1 (2 copies), +2 (2 copies), +3 (1 copy). The number indicates the amount to add to the result of the movement die. When a player turns over one of these tokens, he may keep it to use later, according to his strategy. A player may use several movement tokens and add them to the result of his die. After the token(s) have been used, they are removed from the game.
Combat Tokens (5)
The combat tokens are printed as follows: +1 (2 copies), +2 (2 copies), +3 (1 copy).
As soon as a player turns over one of these tokens, he may immediately engage in combat against the player of his choice. The number indicates the amount to add to the result of the action die. If the player wins, he takes an item of his choice from his opponent. If the player loses his combat, his opponent takes an item of his choice from him. The token is then removed from the game.
If the player does not wish to start a combat, he leaves the token in place, face up, and it becomes accessible to any other player who arrives on that location.
Combats
Before engaging in combat, the players consult the Strength table card to know what amount they will add to the result of their action die. Following a defeat, a player who does not possess the element claimed by the winner must consult the Losses table card to learn which element he will lose.
Players use their action die during combats, and the highest number determines the winner.
In the event of a tie, the opponents must roll the dice again. All stones won during a combat that cannot be kept by the winner must be placed in Ragnarök's treasure.
Ragnarök's Treasure
A player who wishes to face Ragnarök the dragon, in an attempt to steal part of his treasure, must first go to Ramusberget.
Before the combat begins, one must wager a number of tokens that one wishes to put at stake. Therefore, the player must have at least one Stone token or Movement token in hand. The dragon's result is increased by 8.
Victory of Ragnarök: If the dragon wins the combat, the player places the tokens he wagered at Ramusberget. The tokens must be placed face up.
Victory of the player: If the player wins his combat, he chooses the quantity of wagered tokens from Ragnarök's treasure.
Adventure Cards
These cards may be negative or positive; they may be played immediately or kept. An Adventure card is drawn when the movement die lands on the letter A, or when an Adventure token is turned over. All Adventure cards must be read aloud. The action die is always used to carry out the commands of the cards, unless stated otherwise.
When an Adventure card requires a movement, the pawn designated by the colour die is used.
Some cards may cause the loss of Power Stones, tokens or any other element. If the player does not possess the requested element, he must refer to the Losses table.
An Adventure card may be combined with a Combat token, a Movement token or any other element. Cards that have been set aside are used only once, unless stated otherwise.
If, during the game, all the cards have been used, they must be shuffled and put back into play.
Mask Board
The mask board shows the 4 masks (fire, water, air, earth). Each player owns one and must place it in plain view.
It is on this board that each player inserts his masks (in the centre) and his Power Stones (around the mask). For a mask to be complete, it must contain the mask and its 4 stones.
Increasing Strength
When a player inserts a mask, or completes a mask with its four Power Stones, his strength increases. Each time he has to fight, he adds a number to the result of his action die according to the number of masks completed or not. All the numbers are added together. For example, if a player holds one incomplete mask (+1) and another complete mask (+3), he must add 4 to the result of his action die.
Strength Table (card)
Printed on the Tableau des forces card:
- 1 complete mask = +3
- 2 complete masks = +6
- 3 complete masks = +9
- 4 complete masks = +12
- For each incomplete mask: +1 per mask
Losses Table (card)
This card indicates, in order of priority, what the player must give up if he does not possess the element demanded by the winner of a combat. If the loser possesses more than one element of the same category, the winner chooses what he takes, unless stated otherwise. For example, if the loser must give up an Adventure card and he has three, the winner chooses the one he prefers.
Printed on the Tableau des pertes card, under the heading "Losses table, in combat", with the order of priority:
- Power Stone
- Movement token
- Adventure card
- Next turn of play
Mask Board Illustration
Printed on the mask board illustration:
- Fire: complete mask, +3
- Water: incomplete mask, +1
- Air: incomplete mask, +1
- Earth: empty mask
The Mask of Ether
As soon as a player has collected his 4 masks and his 16 Power Stones, he must meet the challenge of the Mask of Ether. The player chooses 3 numbers from 1 to 12. He rolls the action die, and if he obtains one of the predicted numbers, he spiritually wins the Mask of Ether and becomes Amos Daragon. By doing so, he wins the first stage of the game. Otherwise, he must wait for his next turn and try again.
Amos Daragon
As soon as a player is elected Amos Daragon, the second part of the game begins. The other players have 4 minutes to obtain all the masks and stones they are missing and to accomplish the challenge of the Mask of Ether. Amos must help the other players find the masks and stones they are missing within the prescribed time. Amos rolls only the colour die and moves the corresponding pawn to the location where he wishes to go. He distributes the stones and masks he finds to the players of his choice. However, Amos may take only one action per turn. As soon as a player possesses all his masks and stones, he must immediately accomplish the challenge of the Mask of Ether. Amos may not help the other players in this challenge. As soon as a player succeeds at the challenge, he must also help the other players. If all the players obtain their Mask of Ether within 4 minutes, they will have fulfilled the destiny of the Mask Bearers: restore the balance of the world!
Good luck!
The Balance of the World
Printed on the closing page:
If Amos Daragon succeeds in bringing his companions up to his own level, the White Lady will be freed and will prevail over the warlike gods, thanks to her four masters of the elements. The spirits of nature will watch over the beings who live alongside them, and will thus ensure peace until the end of time.
However, if Amos Daragon does not succeed in bringing his companions up to his own level, the gods will succeed in gaining the upper hand over the Mask Bearers and in limiting the power of the White Lady for ever, imprisoned at the centre of the Earth. The humanoids treading the earth will be nothing but the pawns of their unbridled ambitions... until the day when the prophecy of the Mask Bearers resurfaces!