RulesPal
Chat
Rulebook
Gamma Guild thumbnail

Gamma Guild

Gamma Guild Rulebook

Table of Contents

Table of Contents

  • Objective
  • Setup
  • General Turn Order
  • Guild Cards
  • Resolving Quests
  • Quest Cards
  • Guild Perk Mission
  • Guild Perks
  • Game End
  • Tips
  • Credits

Objective

Complete 12 quests in 12 days to keep your guild status. Assign guild members efficiently to quests each day, using their stats and guild perks to achieve the goal.

Setup

Separate and shuffle the Quest and Guild decks.

With the Quest deck:

  • Place 12 Quest cards in a 4x3 grid in the center of the play area, bottom row face up.
  • Place the remaining 12 cards sundial side up on the top left; this is the days remaining countdown deck.

Guild Deck:

  • Flip one random Guild card perk side up; this is your starting perk. Place it left of the guild deck.
  • Place the Guild Perk Mission card to the right of the quests.

General Turn Order

Count Down: Discard one time card from the days remaining countdown deck.

Use Perks: Use any perks available at any time during your turn, unless specified otherwise.

Draw and Assign Guild Members: Draw 4 rested Guild Members. Consider all active quest traits and send members on quests or to the perk mission.

Quest Completion:

  • Discard completed quests; exhaust members involved.
  • Flip the quest above a completed one, if any, and apply its traits immediately.
  • When you complete a quest with guild members not assigned, you continue to assign them all before the next day.

You must assign all members before the next day/turn. If not assigning a member to a quest, you may send them to the guild perk mission.

Guild Cards

Each card shows a guild member's level at the top left and their type at the top right. Draw 4 members each day and assign them to quests or the perk mission.

Exhaust Deck: Guild members from completed quests or perk missions get placed in the exhaust deck. When the draw deck is empty, shuffle the exhaust deck to form a new draw deck.

Resolving Quests

There are 2 requirements for completing a quest, both must be met (considering traits).

  1. Level Requirement: The combined level of assigned guild members must meet or exceed the quest level. If there is no level, consult the quest trait for the value or requirement.
  2. Lead Type Requirement: You must send more members matching the lead type than any other typed guild members on the quest in order to complete it. If there is no lead type on the quest you may use as many of any type of guild member you would like.

Example — Requirements Met: The quest "Bounty Hunt" is level 8, agility lead type (green foot), with the trait "You may not use guild perks on any quest." Three guild members are assigned: a level 4 strength (red fist) member, a level 3 intelligence (blue spell book) member, and a level 1 agility (green foot) member. The level requirement is met (4+3+1 = 8), and the lead type is also met by having more agility guild members assigned than any other type.

Example — Lead Type Not Fulfilled: The same quest, "Bounty Hunt" (level 8, agility lead type), instead has two guild members assigned: a level 4 strength (red fist) member and a level 4 intelligence (blue spell book) member. The level requirement is met (4+4 = 8). However there is not a majority of members on the quest matching the lead type requirement. You would need to assign another agility guild member of any level.

Quest Cards

Each quest has a level at the top left, a required lead type at the top right (Strength/Red Fist, Agility/Green Foot, or Intelligence/Blue Spell Book), and a gameplay modifying trait right below the quest name.

Example: The quest "Undead Uprising" is level 7, intelligence lead type (blue spell book), with the trait "Add +2 to adjacent quests level."

Active Traits: When a quest is face-up it is active, and the traits affect the gameplay. Consider all active traits before assigning guild members, as some effect the entire board or adjacent quest.

Completed Quests: When a quest is completed, it is discarded for the remainder of the game, and its traits no longer apply. Immediately activate any quest above the completed one and apply its traits instantly.

Guild Perk Mission

The perk mission is always active and is completed when 3 members are assigned. When completed, choose 1 of the 3 perks to keep from the guild member cards on the mission; exhaust the other 2.

Note: You may complete the perk mission as many times as you would like.

Guild Perks

Starting Perk: Begin with one free perk.

Gaining Perks: Send members to the guild perk mission. Once 3 members are assigned, choose 1 perk to keep from the 3 guild cards. Exhaust the other 2.

Using Perks: Perks are single-use and go to the exhaust pile after use. Multiple perks can be used in one turn, even on the same quest. If you happen to obtain 2 of the same perk, you may use both copies to double the effects if you wish.

Use the backside of this card for the Guild Perk Mission card.

Game End

Win: Complete all active quests by the end of the last day/turn.

Lose: There are still active quests after utilizing the last 4 members on the last day/turn.

Want a harder challenge? Play with the guild perk mission requiring 4 members instead of 3.

Tips

You may find keeping open quest in each column until you're down to the final quest in each column will keep you from being stuck with one quest lead type.

  • Holding on to a perk tied to a high level guild member might do less good than using the perk early.

Credits

Thanks for your support. Your reviews, videos, posts, and word of mouth help more than you know and allow me to create more.

Game Design: Jacob Haydel.

Art by: Lorenzo Uccheddu.

Special Thanks: Katie, Harrison, Nash, Ellie Jane, Graham and Jack, /r/soloboardgaming/

Come see our other games, check out a comprehensive FAQ, and say hi over on BGG at: GoblinHour.com