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Lost Woods

Lost Woods Rulebook

Table of Contents

Table of Contents

  • Goal
  • Contents
  • Setup
  • Basics
  • The Turn
    • Move
    • Explore
    • Tiles
    • Attack
  • Magic
  • The Guardian
  • End of the Game

Goal

The goal of Lost Woods is to collect the most gold before someone finds their way out of the woods.

Contents

Lost Woods contains:

  • 12 North Cards
  • 12 East Cards
  • 12 South Cards
  • 12 West Cards
  • 10 Dice (2 each of D4, D6, D8, D12, D20)
  • 6 Adventurer Game Pieces
  • 6 Player Mats
  • 50 Gold Pieces
  • 66 Tiles (Weapons, Enemies, Potions, +2, Gold, Gnomes)
  • 8 Magic Spells
  • 1 Cloth Bag
  • 1 Starting Camp Card
  • 4 Guardians

Setup

Place the camp in the middle of the table (the bigger the table the better). Each player selects an adventurer game piece and sets it in the center of camp. Place the four decks (North, East, South and West) where everyone can reach them. Place each card marked "Bottom of Deck" on the bottom of each deck.

Remove D12's from the weapons bag, depending on the number of players.

  • 2 players – Remove 4 D12's
  • 3 players – Remove 3 D12's
  • 4 players – Remove 2 D12's
  • 5 players – Remove 1 D12
  • 6 Players – Use all D12's

Each player takes a player mat (corresponding to their game piece), one gold piece and a D6 weapon. This is the start of your inventory.

Basics

In this game, you build the map, turn-by-turn, exploring new areas of the woods. There are four decks of cards containing the map, North, East, South and West. You will place map cards from these decks to explore the environment. When the map is explored, the adventurers will find new items and enemies. Each player has an inventory, which is limited to:

  • 3 Weapons or Potions
  • 2 Magic Spells

Any items beyond this must be dropped in the room you are in.

The Turn

Each player takes turns, starting with the person who went camping the most recently. Play goes to the left. The turn is composed of three basic steps:

  1. Move
  2. Explore
  3. Attack

Each turn must be completed in this order. Once you have attacked, the turn is over. If you are unable, or don't wish to play each step, you can skip it.

Move

On your turn you can move 0, 1, 2 or 3 spaces in the map that has already been explored. Each face up card represents one space on the map. From each space you can go the directions indicated on the card. For example, from this card you can go South and East, but you can't move North and West.

You may pick up any dropped items in spaces that you move through. Magic, gold, potions, and weapons may all become available throughout the game. You can't pick up gold in rooms with an enemy. Other than that, you can pick up and drop as many items as you wish, as long as you stay under the inventory limits.

The game starts in camp, which represents three separate spaces.

Usually you can go both ways from room to room. In some cases you can only move one way. A one-way movement on the map can happen when one explored area runs into another. It's impossible to get stuck, but it is possible that it will be a long trip back.

Explore

The second step of your turn is exploration. To explore, choose an open direction from your current location. The card you are on will have direction markers (N, E, S or W), if there is no card next to them, then you can explore in that direction. Draw a map card in the direction you want to go, and place it in the open spot. Draw a tile from the bag.

You can only have 3 items/potions in your inventory. If you get more than three, choose any one, and drop it in the new map card.

Move your adventurer into the newly explored map card.

You can't explore from a room that contains one or more enemies. The enemies in that room guard the way out. You must defeat all of them before exploring from that space.

Tiles

  • Weapon – Brown border. Place weapon into your inventory. Indicates which dice to use during an attack.
  • Enemy – Blue border. Place enemy onto the map in the explored space. Indicates which dice to use during an attack, and how much gold is given for defeating it.
  • Gold – Orange border. Take one gold piece from the supply, and immediately discard this tile.
  • Plus Two – Gray border. Discard this tile, and draw two more tiles from the bag.
  • Gnome – Red border. Take 1 gold from the richest player and give it to the poorest player. You decide ties. Discard this tile.
  • Potion – Green border. Place potion into your inventory. You may re-roll any die (yours or the opponents). Discard after the die roll.

Attack

If you are in the same room as an enemy, you may choose to attack them. To attack, select one weapon or magic spell (see below) and one of the enemies in the room. Each weapon and enemy has a number that corresponds to a die. For example the black D6, corresponds to the black 6 sided dice. You roll for yourself, and have one of the other players roll for the enemy.

  • If you roll higher, you defeat the enemy. Place the enemy token in the discard pile, and take the number of gold pieces indicated on the tile. Do not put the enemy back in the bag.
  • If you roll the same number, it's a draw and nothing happens. Both you and the enemy stay on that space.
  • If you roll lower, then you have lost the battle. Drop either one gold, or the weapon you were using in combat. If you were using magic in combat, this means that you must drop one gold. Move back to camp.

It's OK to use weapons or magic you found in the same turn as your attack. However, you may only fight one enemy per turn.

You can't attack other adventurers. If you don't have a weapon, you can't fight.

Magic

There are eight magic spells to be discovered. Each spell draws from a magic well, which is a special space on the map. When you explore and discover a magic well, you may take the corresponding spell (purple hexagon) and place it in your inventory. All magic is single use, and once used, the tile is returned to the magic well. Magic can be picked up during your move or explore steps. Each spells has it's own effects and can only be used at specific times. When you use a spell, it goes back to the magic well, so it won't be in your inventory at the end of your turn, even if you are in the space with the magic well. Other adventurers will then be able to take the spell from the well by entering that space on the map.

When you use magic in combat you can't also use a weapon. After combat return the magic tile to its magic well on the map.

When you attack in a space that contains the magic well, it's ok to use the same magic spell to fight enemies in that room. The magic returns to the magic well after the fight. If it's still available, you may pick it up again on a later turn.

You can only hold two magic tiles at once. If you get a third, choose one, and put it back in it's magic well.

SpellName & Effect
BoltBolt – Use during combat to roll a D20. Win or lose, the spell is then returned to the magic well with the bolt symbol.
FireFire – Use during combat to roll a D20. Win or lose, the spell is then returned to the magic well with the fire symbol.
MeteorMeteor – Use during combat to roll a D20. Win or lose, the spell is then returned to the magic well with the meteor symbol.
TornadoTornado – Use during combat to roll a D20. Win or lose, the spell is then returned to the magic well with the tornado symbol.
MagnetMagnet – Instead of exploring during your turn, you may take any one magic, weapon or gold from the map and put it into your inventory. Return spell to the Magnet well.
ReviveRevive – If you die during an attack, you don't. Instead, you may choose to end the turn where you are, or attack the same enemy again. Return spell to the Revive well.
Teleport

The Guardian

The Guardian is a powerful enemy that attempts to block the exit to the woods. At the bottom of each deck is a special map tile that summons the Guardian. When one of these tiles is placed on the map, move the corresponding Guardian to this space.

Just like other enemies, you must defeat the Guardian before exploring, which will usually mean the end of the game.

The Guardian rolls three dice, and is similar to fighting three enemies in a row, except all during one turn. You must choose a weapon or magic in each of the three rolls against Guardian. Magic can only be used for one die roll, and you can change weapons or magic for each die roll.

You must win all 3 die rolls to defeat the guardian, if you lose any one of the rolls, drop the weapon you were using or 1 gold and place your adventurer back at camp.

Once the Guardian is defeated, place it in the discard pile. Defeating the Guardian does not end the game, you still have to get out of the Lost Woods.

End of the Game

The game can end two ways.

  • Escape – the game immediately ends when someone tries to explore, and there are no more cards to draw. This means that a player has escaped the Lost Woods.
  • Fully Explored – in rare cases, there is no way out! This happens when there are no more places to explore. In this case, none of the spaces on the map will lead to a new unexplored space. The game ends as soon as the last enemy on the board is defeated.

The winner is the player with the most gold at the end of the game. If there is a tie, then the tied adventurers fight each other! Just like combat against an enemy, the two players choose their weapons or magic and roll until someone rolls higher.

Teleport – During your move step, you may move to any explored space on the map. You may move and teleport on the same turn. You can't teleport after exploring. Return spell to the Teleport well.
TransmuteTransmute – Instead of exploring, switch any 2 weapons in play (on the map, or in player's inventories). Return spell to the Transmute well.