Parks & Potions: Potion Perils
Parks & Potions: Potion Perils Rulebook
Table of Contents
Table of Contents
Components
- 6 Dice: 2 Day (White), 2 Evening (Gray), 2 Night (Black)
- 15 Cards: 1 Time Card, 9 Event Cards, 5 Mission Cards
Gameplay Overview
Potion Perils is a strategic expansion to Parks & Potions. Players choose specific Time of Day dice to roll, which determine the potions available during those hours. New challenges, such as viral infections and spore outbreaks, create competitive obstacles for players to avoid.
Setup
Set up Parks & Potions base game but leave the dice in the box. Place the Time Card above the field area. Place the 6 Time of Day dice in their respective spots on the time card.
Place the Event Cards above the field area. Flip one over.
Randomly select 3 of the Mission Cards and place them face-up below the field area.
How To Play
Before the start of each day, flip one of the event cards face-up. The effect lasts for the entire day.
Once the first player is aware of the event for the day, they must choose 2 times of day to venture out. There are 2 day dice, 2 evening dice, 2 night dice. They will roll 4 dice and place the remaining 2 dice to the side until the next round.
Example: "I choose to go out overnight!" The player will select the 2 evening dice and 2 night dice, leaving the 2 day dice on the time card.
Rolling, collecting, mixing, completing objectives, and refreshing objectives is performed as normal, adhering to event restrictions.
Event Cards
Limitations only apply to collecting colors from rolled dice. Mixing is not affected.
Spores
When a spore card is active, it affects all primary colors (Red, Yellow and blue) rolled for the day. All primary colors rolled are contaminated. All primary colors must be collected as the mix of the rolled color + the spore color. If the primary color rolled matches the spore color, it does not mix.
Example: Red Spore is active. If a yellow is rolled, players cannot take yellow. Instead, they must take an orange.
(The accompanying diagram shows a Yellow potion with an arrow to Green, and a Blue potion with an arrow to Blue.)
Viruses
When a virus card is active, this affects the secondary or specialty color shown. If the color rolled matches the virus, that color may not be collected.
Example: Gray virus is active. If a gray is rolled, players may not collect from that dice.
(The accompanying diagram shows a crossed-out Gray potion.)
Mission Cards
Mission cards are bonuses that players can earn towards their end-game scoring. The player who meets the requirement of the mission card gains the mission card. If there is a tie between 2 players, divide equally (rounded down). If there is a tie between 3 or more players, everybody gains 1 VP.
Example: Ammon has rescued 7 animals, and Mathue has rescued 6. Ammon receives the card and 4 points.