En busca del Imperio Cobra
En busca del Imperio Cobra Rulebook
Table of Contents
Table of Contents
Game Components
- 1 board game.
- 3 pawns (Heroes).
- 4 Sentinels with base.
- 1 Cobra.
- 19 «Help from Gods» cards.
- 14 «Magical Forces» cards.
- 9 «Oracle» cards.
- 1 six-sided die.
Preparation
From now on, we will designate as Cobra Guardian to the player who controls the Sentinels and the Cobra, and Heroes to the rest of players.
2 to 4 players can play the game, the arrangement will be made as such:
- 4 players: 3 Heroes pawns and 4 Sentinels and a Cobra for 4th player.
- 3 players: 2 Heroes pawns and 3 Sentinels and a Cobra for 3rd player.
- 2 players: 1 Heroes pawns and 2 Sentinels and a Cobra for 2nd player.
Lay down the board game, shuffle separately «Magical Forces» and «Help from Gods» deck cards, place each on their respective board game places, the Cobra Guardian player will hand them when it is required. Shuffle «Oracle» deck, place 3 cards on each required place in the board game.
Heroes are placed on the starting point of each city. If there are less than 3 players, they can choose their starting city. The Cobra is placed in the temple star, looking straight ahead, and the Sentinels inside the Ebony Tower.
The Cobra Guardian's mission is to prevent Heroes fetch the Magic Eye, a time limit will be stated, agreed by players, to give the same opportunities to both sides. If in the stated limit time a Hero wins, he/she will be the Cobra Guardian in the next game. If not, it will be the same player again.
Starting the Game
Player movement is made throwing the dice, advancing the tiles and not needing to use all the scored points, except if it is stated the opposite. Never more than one Sentinel or Hero can occupy the same tile. No Hero can pass through a tile occupied by other, he/she must go back. Yo can go from one city to another by sea (black dots) o with cards that permit it.
The Cobra Guardian starts the game and turns are followed clockwise. You will move the Sentinels to protect the Magic Eye of the Cobra, sharing the obtained dice points between them. If your dice scores odd (1-3-5), you get a «Magical Forces» card too.
You cannot have more than 3 cards in your hand («Magical Forces» or «Help from Gods»), if you get a 4th one, you have to discard one immediately, do not play any, and put it at the bottom of the deck. Cards can only be used once and they return to the deck.
The Three Trials
Being a Hero, when you arrive to the Oracle, you stop to get the 3 deposited cards there, revealing your Three Trials to overcome, hide them from other players' view. From now on, if your throwing dice scores odd (1-3-5), you receive a «Help from Gods» card too.
After reaching the indicated place on the card and with the required weapon in your hand, you will overcome the Trial, return the weapon to the «Help from Gods» deck and put the «Oracle» card facing up on their obtained place.
Capture of Heroes
If the Hero is unarmed, he/she is automatically captured when:
A) Is reached or surpassed by a Sentinel.
B) The Cobra Guardian sends the Cobra Ship («Magical Forces» card) to certain board game location and finds a Hero there.
If the Hero is armed (Magic Sword, Lead Axe, or Luck Talisman, obtained by «Help from Gods» cards) then it will be a combat against the Sentinel. Both players throw 3 times the dice, and whoever gets more points, wins the combat. If the Hero wins, he/she will stay in their location and the Sentinel must withdraw to the Ebony Tower. Else, the Hero will be taken to the Well of Doomed and their weapon will return to its deck; the Sentinel will come back to any point of Cobra Island.
Captured Heroes can escape the Well of Doomed after the capture turn whenever their dice throw gets 4 points, or using their liberation card from «Help from Gods», returning it to its deck and going back to their starting city.
How to Reach Cobra Island
There are two ways to arrive to Cobra Island:
A) Overcoming the Oracle's Three Trials and getting one of the «Phoenix Bird» or «White Dragon» cards, then the Hero can arrive to Cobra Island, on their same player color tile.
B) Getting the «Nautilus» card, without overcoming the Three Trials, after fulfilling what the card states.
Special movement cards such as «Phoenix Bird» or «White Dragon» cannot be used by Heroes while staying on Cobra Island.
How to Win
Once inside Cobra Island, Heroes must reach the Temple where the Magic Eye is, defeating the Sentinels who stand in their way and obtaining an exact throwing dice to reach the place where the Cobra rises to rip out the Magic Eye.
When a Hero enters the Cobra Island, the Cobra starts to rotate on its star clockwise, rotating as much as the Hero's scoring dice. If she matches a Hero with her sight, the beam will expel the Hero outside the Temple, to the Cobra Island entrance point colored tile. Now the Hero can move without needing to use all the scored points, preventing positioning under the Cobra sight.
Whoever the Hero that reaches the Cobra standing place with an exact throwing dice, wins.
Variants
The Three Trials: After reaching their places, you throw the dice 3 times for the Hero and 3 times for the Trial difficulty. If the Hero gets more points, the Trial is overcome. Otherwise, the Hero will try again the next turn, staying on that location until triumphing.
Cobra Ship: The Cobra Guardian can send a Sentinel to the indicated location if there is no present Hero there, and in its next turn can hunt down the Heroes. To get back, it will use another Cobra Ship card from the indicated location, or if a Hero arrives to Cobra Island, that will immediately force all outside Cobra Men to go back to the Tower.
No Cobra Guardian: Put 3 «Magical Forces» cards facing up near the Cobra. When a Hero throws even (2-4-6), they must use one of those 3 cards as they suit them, putting it back to its deck after using it and replacing it with a new one.
Solo Game: Like in "No Cobra Guardian", but with face-down cards.