The Huntsman Society: Invenire Invisus Edition
The Huntsman Society: Invenire Invisus Edition Rulebook
Table of Contents
Table of Contents
How Do You Win?
You are going to be the lead explorer who will be sending all kinds of team combinations to locations to find treasures.
The treasures are worth points, and you can be proud of you and your teams once you find them.
Before you start playing, it needs to be decided what the total amount of treasure points should be to win the game.
- 5 points = 30 minutes
- 10 points = 60 minutes
- 20 points = 90-120 minutes
How to Read the Cards
Not every team is right for the job! Based on the requirements of the location, your team will need a certain amount of points in Courage, Strength, or Inventiveness.
Let's start with explaining how to read the cards: on each card, there are different symbols telling you what is required to get to a location, how you can get the treasure, and what the characteristics are of an explorer, event, tool, or vehicle.
The location card at the bottom shows you the following: this means the team of explorers would need 2 Strength, 1 Courage, and 2 Inventiveness points in total. This could mean you have to combine a team of 3 explorers to get the right amount of points. To get to the location, you'll need an air vehicle and roll between 2 and 5.
Example: the location card "The lost library of the Parrots" (category: Locations). Its text reads: "You can only get here by plane. It took the parrots forever but they have sorted books by alphabet and color. It is not easy to find the book you're looking for." Its requirements are 2 Strength, 1 Courage, and 2 Inventiveness, it needs an air vehicle, and its die number is 2-5.
Symbol key
- Courage Points
- Inventiveness Points
- Strength Points
- Water Vehicle
- Air Vehicle
- Land Vehicle
Die symbol
- Die symbol "2-5": you will find the treasure on the location when you get the required number on the die roll. Some locations are easier than others. Some need a specific number, while others can be found by multiple numbers.
- The Huntsman Society has their own quirky dice, so you will be rolling with a die with 8 sides. It works just like a normal one: the side that's up is the number you rolled.
- When there is a "-" between the numbers, it means you can roll everything in between. So 5-8 means the treasure can be won with 5, 6, 7 and 8.
- When there is a "," between the numbers, it means you can roll the specific numbers that are shown. So 5,8 means the treasure can be won with 5 or 8.
What Cards Are There?
Next to location cards, there are treasure cards. These cards are randomly put under a location (face down!). The treasure card will show you what treasure you have won and the amount of points it is worth.
The cards in your hand will be playing cards. They'll consist of explorers, vehicles, events, and stuff. You can choose which of these cards you want to play.
- Explorers: These are your potential team members. They all have a unique mix of explorer virtues: Courage, Strength, and Inventiveness. There can only be 5 explorers on one team per location!
- Vehicles: These will bring you from and to your destination. They can either travel over land, water or air.
- Stuff: These are extra belongings your team can take with them to make their travels easier. The description or the points will show you what the card will add to your team or quest.
- Events: During the game, you and your opponent can play event cards. These can be played on your own team, your opponent's team, or on a location. The events can be positive or negative. The card also shows how many turns it will be on the table (1 turn, 2 turns or infinite until the location is discarded). In the description, you can read what will happen when the card is played. When played, the rules of the card need to be followed, even if this means that the quest (on that location) cannot be completed.
How to Start the Game?
- Put 4 treasure cards, face down, on the table.
- Put 4 location cards, face up, on top of the treasure cards.
- Give each player 10 player cards, face down.
Whoever has traveled abroad most recently can start the game.
How the Table Should Look
The manual shows a layout diagram: a row of four face-down treasure cards, with four location cards placed face up on top of them, and each player's hand of 10 player cards laid out face down.
Actions
A turn consists of 4 types of actions:
1) Travel time
If you have a team ready to travel, you can put it at the location. See the example in this manual.
The team is still in the travel phase; the next turn they will arrive at the location. To make it easier, put the vehicle of the team on top when in travel mode and put it on the bottom of the team when they have arrived. The team needs the right travel requirements (enough points + the right type of vehicle).
Make sure to tell your opponent who is traveling to the location to get into the story mode of the game. If you have teams at locations that are incomplete or damaged due to an event, you can now make sure they are back on their feet. For example, you can let another explorer travel to that team.
2) Treasure time
If your team is complete at a location and there are no events standing in your way, you are allowed to throw the die. If it matches the number of the location card, you can get the treasure! Present your treasures on your side of the table and add the treasure points to your other treasure points. You can roll for every team that is ready at a location.
3) Event time
You are allowed to play one event card to help your own team or sabotage the team of your opponent. You can put down three events per location - one on your side, one on the opponent's side, and/or one on a location. Events on this card are active this moment or the next turn, depending on the description on the card.
4) Count your cards
You can firstly discard up to three cards. After that, you can make sure your hand is filled with ten cards. If you have too many, you have to discard cards until you have ten cards in your hand.
If a team gets back from their location, you get the explorers, tools, and vehicles back into your hands. The location and events there have to be discarded. Make sure you have 10 cards in your hand at the end of your turn.
Your turn is now over and your opponent gets a shot at eternal glory.
The winner who wins the decided points first wins the game. Be aware; you are now rewarded as a Master Explorer!
The makers of this game will make sure there will be more treasures, more locations and more fun in the future.
Keep an eye on the expansion packs that will be released soon! Follow us on www.thehuntsmansociety.com or on the socials.