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Glen More II: Chronicles – Promo 3: What Lurks Beneath thumbnail

Glen More II: Chronicles – Promo 3: What Lurks Beneath

Expansion for Glen More II: Chronicles

Glen More II: Chronicles – Promo 3: What Lurks Beneath Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup Changes
  • New Rules
  • Nessie Card Effects
    • Effect 1
    • Effect 2
    • Effect 3
    • Effect 4
    • Effect 5
    • Effect 6
    • Effect 7
    • Effect 8
    • Effect 9
    • Effect 10
    • Effect 11
    • Effect 12
    • Effect 13

Components

  • 1 Nessie figure
  • 26 Nessie cards

Setup Changes

  • After the usual setup of the Rondel, place the Nessie figure between the empty Tile space and the next face-up A Tile. Nessie stays there for the whole game.
  • Shuffle the 26 Nessie cards and make a face-down draw pile.

New Rules

  • A player's turn has a new step. After moving your Playing Piece forward, but before taking the Tile, check whether you passed the Nessie figure on the Rondel. If you did, draw a card from the Nessie deck and carry out its instructions.
  • You may buy and sell on the market before drawing the card [and/or before activating other instant effects, for example the Loch Ness landmark: from the Russian translation], but you cannot use the market while carrying out the Nessie card's instructions [unless the card says otherwise: from the Russian translation].
  • No Nessie card can ever give you more than 6 VP.
  • After carrying out the card, discard it face up and continue your turn [unless the card says otherwise: from the Russian translation].

Nessie Card Effects

The Nessie deck has 26 cards, but the community translation supplies the texts of 20 distinct card effects, shown below in the order of that translation. The six remaining cards are not included in the source used here and have not been transcribed. The card names are not printed in either source, so the effects are numbered rather than named.

Effect 1

You gain 1 VP for each River Tile you own. (Max 6 VP)

Effect 2

Return any number of Wood pieces to the supply. Gain 2 VP for each one returned. (Max 6 VP)

Effect 3

Return any number of Sheep/Cattle to the supply. Gain 2 VP for each one returned. (Max 6 VP)

Effect 4

Take all Tiles in front of the Playing Piece that is furthest ahead on the Rondel and distribute them as you wish. Empty spaces remain empty.

Gain 3 VP.

Effect 5

Take 2 resources of your choice from the supply. Starting with you and going clockwise, each player passes 1 resource piece to the player on their left.

Effect 6

Gain 3 Coins.

You may discard a Whisky Cask. If you do, gain 6 VP.

Effect 7

You gain 1 VP for every 2 resources you own. (Max 6 VP)

Effect 8

You gain VP as follows: 6 minus the number of your Whisky Casks.

You cannot lose VP.

Effect 9

You gain VP as follows: 7 minus the number of all Scotsmen in your territory.

This may include opponents' Penny Mobsters.

You cannot lose VP.

Effect 10

Roll the die twice. Gain VP equal to the sum of the numbers rolled.

Effect 11

You gain 1 VP for each Cattle and/or Sheep you own. (Max 6 VP)

Effect 12

Choose 1 resource on the market. Take the rightmost stack of Coins from that resource's row.

Choose another resource. Add Coins from the supply to the leftmost empty space in that resource's row.

Effect 13

You may return 5 VP to the supply. If you do, you get a bonus turn immediately after the current turn, even if you are not the last player on the Rondel.

Effect 14

You gain 1 VP for every 2 Coins you have. (Max 6 VP)

Effect 15

Choose 1 Landmark Card in your territory. Move any number of Scotsmen onto it. Then gain 1 VP for each Scotsman on that Landmark Card.

Gain 2 VP per Scotsman instead if it is a loch Landmark Card (the name of the card begins with "Loch-"). (Max 6 VP)

Effect 16

Move your Playing Piece (together with the Tile beneath it) back until it is directly in front of the player behind you. If no one is behind you, you do not move.

Move all the Tiles you passed forward one step so that no empty space remains. No Tiles are discarded.

Effect 17

Gain 2 VP.

Place this card in front of you. When your next one-time effect allows you to take a resource, a Whisky Cask, a Scotsman or VP, take 1 more piece.

Discard this card after applying the one-time effect.

If you receive more than one one-time effect, choose which one to apply this Nessie card to.

Effect 18

Redistribute all Scotsmen in your territory onto any Tiles.

This may include opponents' Penny Mobsters.

Effect 19

Place this card in front of you. Discard it (together with the pieces on it) when you draw your next Nessie card.

When you take a Tile that has a cost, place 1 resource, Scotsman, Whisky Cask or Coin that you pay on this card. If there are 2 pieces on this card, discard it (together with the pieces on it) and gain 6 VP.

The Tile you take on this turn counts for this card's effect.

Effect 20

Redistribute the Coins on the market. Every market space must contain as many Coins as printed, or remain empty.

You must redistribute all Coins.

  • Effect 14
  • Effect 15
  • Effect 16
  • Effect 17
  • Effect 18
  • Effect 19
  • Effect 20