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Valroc

Valroc Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
    • Special setup
  • Goal of the Game
  • Player Board
  • Creature Cards
  • Playing the Game
    • Draft Phase
    • Tournament Phase
  • I. Planning
  • II. Actions
    • 1. The Dark Town
    • Wrath of the Gods
    • 2. The Magic Fountain
    • 3. The Tavern
    • 4. The Cavern
    • 5. The Training Area
    • 6. The Sanctuary
    • Gods Bonus
    • 7. The University
    • 8. The Arena
  • Maintenance Phase
  • Offering Phase
  • End of the Game
  • Variant
  • Explanations of the Game Elements
    • Dig Tokens
    • Dark Magic Cards
    • Spell Cards
    • Lesson Cards

Contents

  • 1 Game board
  • 4 Player boards
  • 1 First Player token
  • 4 Wizard pawns (1 per color, pawns with a hat)
  • 4 Assistant pawns (1 per color, big pawns)
  • 4 Mercenary pawns (1 per color, classic meeples)
  • 1 Monk pawn (red or green meeple)
  • 26 wooden cubes
  • 48 Creature cards, including:
    • 16 Tameable cards
    • 16 Wild cards
    • 16 Mythical cards
  • 32 Action cards
  • 26 Lesson cards
  • 16 Spell cards
  • 8 Dark Magic cards
  • 10 Offering cards
  • 32 Dig tokens, including:
    • 4 Diamond tokens
    • 4 Magic Mushroom tokens
    • 4 Medicinal Plant tokens
    • 4 Magic Berry tokens
    • 4 Gourd tokens
    • 4 Full Gauge tokens
    • 4 Medium Gauge tokens
    • 4 Small Gauge tokens
  • 24 x 1 Val coins

Setup

  1. Unfold the game board and place it in the centre of the table.
  2. Shuffle the Dark Magic cards, reveal 1 and make a deck with the rest (A).
  3. Shuffle the Spell cards and make a deck face down (B).
  4. Shuffle the Action cards and make a deck face down (C).
  5. Shuffle the Lesson cards, reveal 4 and make a deck with the rest (D).
  6. Shuffle the Tameable cards (E), Wild (F) and Mythical (G) separately to make 3 decks face down near to the game board.
  7. Place the Game turn track above the game board. Place the Game turn token on the space 1 of the track (H).
  8. Place the Hunting board tile above the game board on the face corresponding to the number of players. Shuffle the 4 Elements tokens and place them randomly on the 4 spaces of the Hunting board (I).

For the first game, we advise you to place the elements on the Hunting board in the order of air, water, fire, and earth and to play with the recommended selection of the Creatures cards (see Draft phase paragraph).

  1. Place the Dig tokens next to the Game board (J).
  2. Place the Evil Sceptre token on space 1 of the Wrath of gods track (K).
  3. Place the Monk pawn in the Sanctuary (L).
  4. Each player takes one Player board, a Wizard pawn, an Assistant pawn, a Mercenary pawn, and six wooden cubes of the same colour. Place all the cubes as follows: the first one is placed on space 3 from the Magical Power track, the next 4 cubes are placed on space 1 of the Skill tracks and the last one is placed on space 0 of the Hybrid track (M).
  5. Each player receives 3 Vals. Place the other coins near the game board (N).
  6. Shuffle the Offering cards and place them near the Sanctuary (O).

Special setup

For 3 players

  • Place one Banning Token on the second space of the Training Area.

For 2 players

  • Place one Banning Token on the second space of the Magic Fountain.
  • Place one Banning Token on the second space of the Tavern.
  • Place one Banning Token on the first space of the Cavern. This one will be moved from one space at the beginning of each turn to cover the fire, water, earth, and air rooms, respectively.
  • Place one Banning Token on the second and third spaces of the Training Area.
  • Place one Banning Token on the second space of the Arena.

Goal of the Game

In Valroc, you compete against wizards to acquire the Archmage title. For that, you will have to tame and defeat terrible creatures. The first player who defeats or tames six creatures ends the game. The winner is the player with the most prestige points during the final count. These prestige points can be acquired in 5 different ways:

  • Each defeated or tamed creature brings prestige points (see Creature cards paragraph).
  • Each Skill point earned brings one prestige point (see Player board paragraph).
  • The Hunting board allows to win prestige points according to the affinities of your defeated creatures (see End of the Game paragraph).
  • The player(s) who has(have) attended the most lessons at the University wins(win) 5 prestige points (see End of the Game paragraph).
  • Each group of 3 Vals brings 1 prestige point.

The use of Dark Magic can cause loss of prestige points (see Dark Magic paragraph). Hybrid creatures also cause loss of prestige points (see Creature cards paragraph).

Player Board

Here are the different elements on a Player board:

  • A. Magical Power (MP) level: The cube on this level indicates the number of MP you have. At the beginning of the game, you start with 3 MP.
  • B. Skill points (SP) track the 4 elements: fire (F), water (W), earth (E) and air (A): the cubes indicate the number of SP you have in the elements. At the beginning of the game, you start with 1 SP in F, W, E and A. The A and B tracks go from 0 to 12. You can never go over 12 (the excess is lost) and never go below 0.
  • C. Hybrid creature track: The cube shows the number of hybrid creatures defeated or tamed. At the beginning of the game, you place the cube on the 0 square.

For each edition of the tournament, the four most promising students of Valroc are nominated to participate in the tournament. Here are the four students selected this year:

  • Erin: Erin has been immersed in the books of Valroc's sacred library since a young age. She is passionate about the study of creatures. She watches them for hours near the Sanctuary on the outskirts of the city. She greatly prefers their company to that of other Valroc citizens.
  • Eser: With his unparalleled charisma, the whole city knows Eser, even though he has not accomplished anything notable. He is, however, curious and fascinated by dark magic. No one knows about this, however, because he sends his faithful assistant to the dark town. This allows him to learn more about spells and various evil artifacts while maintaining his legendary popularity.
  • Ethan: Coming from a disadvantaged background, Ethan learned everything he knows by the sweat of his brow. He is a true grafter who spends hours studying in college. He is the perfect example of a wizard who started from nothing and can accomplish great things. His perseverance even makes the professors at the university proud.
  • Elfie: Elfie has a lot of energy to spare and throws herself headlong into everything she undertakes. Her strength and tenacity are her greatest assets. She spends hours in the training area, always developing her skills in each of the elements. This makes her one of the most feared wizards in Valroc.

Creature Cards

Creatures have one or two affinities with the elements F, W, E and A indicated by the card background. A creature with two affinities is called a hybrid creature.

Example: Blaze is a hybrid F and A creature.

Creatures are divided into three categories: Tameable (beige back), Wild (brown back), and Mythical (green back).

Here are the different elements on a Creature card:

  • A. Prestige points the creature brings you at the end of the game if defeated.
  • B. Required SP to defeat the creature. You don't lose the indicated SP.
  • C. MP cost to defeat the creature. You spend the indacted [sic: indicated] MP.

Example: To defeat Blaze, you must have 3 W SP and 5 A SP on your Player board and you must spend 1 MP. At the end of the game, Blaze brings you 5 prestige points if it has been defeated during the game.

The Tameable cards have two additional features:

  • D. Once tamed, a tameable creature can be ridden by a wizard. It is then placed next to the player board, on the right. You can only ride one creature at a time and you can change your mount at any time.
  • E. Mounted creatures provide bonuses in SP, but can sometimes bring maluses. These bonuses and malus are not to be transferred directly to your SP tracks. They are to be taken into account in all your battles as long as the creature is mounted.

Playing the Game

The game is split into two different phases:

  • The first one is a draft phase in which the players must select the creatures they will have to tame or defeat, thereby, they will prepare their tournament as well as possible.
  • The second phase is the tournament in which the players will fight against each other to acquire the Archmage title by accumulating the most prestige points.

Draft Phase

Repeat the following actions for the Tameable cards deck, the Wild cards deck, and finally, the Mythical cards deck:

  1. Deal 4 cards face down to each player.
  2. Each player chooses one card that they place face down next to their board.
  3. Each player gives the rest of their deck to their neighbour on the left (for the Tameable and Mythical cards) or on the right (for the Wild cards).
  4. Each player looks to the new deck they've just received and then repeats action 2 and 3 until everyone has chosen 3 cards. The 4th card is discarded.

At the end of this phase, players have 9 Creature cards in hand: 3 Tameable cards, 3 Wild cards, and 3 Mythical cards. Each player must choose 6 cards and must discard the 3 other cards. Pay attention; each player must keep at least one Mythical card.

For the first game, we advise you to play with the recommended selection below, according to the number of players. Randomly deal one prepared hand per player.

  • 4 players: I, II, III and IV
  • 3 players: I, II and III
  • 2 players: I and II

[The recommended hands I to IV are shown only as creature card images in the rulebook and are not reproduced in this transcription.]

Then give randomly a prepared hand by player.

When all players have chosen their creatures, everybody immediately earns 2 SP in any chosen elements (for example 2 SP in the same element or 1 SP in two different elements).

The players then announce the total of prestige points on all their cards kept in hand. The player having this way the most prestige points is declared First Player. If there is a tie, the players announce the prestige points of their strongest Mythical card; the player having the most prestige points is declared First Player. If there is still a tie, do the same with your second strongest Creature card and so on... However, if the tie persists, are you sure you shuffled the cards? If so, randomly choose a First Player.

For 2 players: When playing Valroc with 2 players, you do the Draft phase as if you were 3 players. So, you deal cards to a third fictional player. You randomly choose one card of his hand and discard it face down before giving the deck to another player. Indeed, you won't play with the cards "chosen" by the fictional player.

Tournament Phase

During this phase, the players will take several turns until one of them has defeated or tamed six creatures. Each turn consists of three phases. The first and the second ones are the Planning and the Actions. The last one is either the Maintenance phase or the Offerings phase.

I. Planning

Starting with the first player and continuing clockwise, each player will place one of their pawns in the order of its choice: Wizard, Assistant, Mercenary, or if it has it, the Monk on one available space of the main board.

Placing the Mercenary is optional. You must pay him 2 Vals to play it.

We then do a second pass around the table so that every player places another pawn and so on until everyone has placed their desired pawns.

Placement rules depend on location, but three rules always apply:

  • One location can never have two pawns of the same player.
  • One space on a location or on a card can never have more than one pawn on it.
  • As he is paid, the mercenary can never earn Vals; if he does, the Vals are lost.

There are 8 locations on the board with specific placement rules:

  1. The Dark Town: The wizard never gets his hands dirty, so he refuses to go to the Dark Town to practice dark magic. The player, therefore, places his assistant or mercenary on one of the two locations of the Dark Magic card revealed on the location. He directly moves the red Evil Scepter cube up one level on the Wrath of the Gods track. If the token reaches the last space on the track, the player immediately causes the Wrath of the Gods (see Wrath of the Gods paragraph).
  2. The Magic Fountain: the player places a pawn on the leftmost free space.
  3. The Tavern: the player places a pawn on the leftmost free space.
  4. The Cavern: the player places a pawn on a free space of his choice.
  5. The Training Area: the player places his wizard on the leftmost free space.
  6. The Sanctuary: by placing a pawn there, the player makes this place inaccessible for the others.
  7. The University: the player places a pawn directly on one of the revealed lesson cards. Some lessons can only be attended by the wizard.
  8. The Arena: the player places his wizard on the highest and leftmost free space.

The board marks two kinds of space: "Only the wizard can go to this space." and "The wizard can never go to this space."

II. Actions

Each player who has placed a pawn on a location will be able to perform the action of that location or benefit from its effects. Once all the desired pawns have been placed on the board, the actions and effects are resolved location by location in the order listed above. With the exception of the Dark Town, once a location has been resolved, players remove their pawn from that location.

1. The Dark Town

The tower in this town is inhabited by a powerful dark wizard who allows you to benefit, only during this turn, from a ritual, an incantation, or the power of a dark artifact.

You will also learn a spell that can be used at any time during the game.

Two different players may place their assistant or mercenary on one of the two available spaces on the Dark Magic card. The players, starting with the one on the top area of the card, will do the following during the resolution phase:

  1. Apply the effect of the Dark Magic card shown next to the space you are on.
  2. Take two Spell cards, keep one face down, and discard the other face down. If at any time during the game, there are no more spells in the deck, you must reform a face-down deck by shuffling the discarded Spell cards.

The use of a Spell card can never interrupt an opponent's current action.

When he decides to play a Spell card, the player reveals it face up and applies its effect. He then advances the red Evil Scepter cube one level on the Wrath of the Gods track. If the red cube reaches the end of the track, the player immediately triggers the Wrath of the Gods (see Wrath of the Gods paragraph).

He finally keeps the Spell card face up near his Player Board since a spell used causes him to lose the prestige points indicated at the bottom right of the card at the end of the game.

The explanations of the Dark Magic and Spell cards are detailed at the end of the rules.

Wrath of the Gods

The gods are hostile to the use of dark magic. When the level of the Wrath of the gods track is at its maximum, the player who brought it benefits from the power of the dark tower and all the players suffer the wrath of the gods.

The power of the dark tower allows the player who triggered the Wrath of the gods to discard an already used Spell card on which the loss of Prestige Points is the smallest. This discarded card will, therefore, no longer lose points at the end of the game! If he has not used a Dark Magic card yet, he does not benefit from the power of the dark tower.

Then, the Wrath of the gods falls on everyone. All the players immediately lose 1 SP in the dominant element at the Sanctuary, the statue on which there are the most Vals (see 6. The Sanctuary paragraph).

2. The Magic Fountain

The Magic Fountain allows you to win Magical Power. The players who have one of their pawns on it win a quantity of MP depending on their position at the Fountain. The winnings are (going from first space to last space):

6 MP / 4 MP / 2 MP / 1 MP

Example: Ian and Mary have both placed an Assistant on the Magic Fountain. Ian placed it first, Mary second. Ian takes 6 MP and adds them to his MP level on his player board. He goes from 3 MP to 9 MP. Mary takes 4 MP and goes from 9 MP to 12 MP (The bonus is lost). As Helen and Sarah haven't placed any pawns on this place, they don't take any MP.

3. The Tavern

The Tavern allows players to earn Vals, which they will divide equally among themselves. The more players in the Tavern, the smaller the reward. The winnings are, from one player present in the Tavern to four players present:

5 Vals per player / 4 Vals per player / 3 Vals per player / 2 Vals per player

Example: Helen, Ian and Sarah each have placed a pawn on the Tavern. Mary hasn't placed any pawns there. Helen, Ian, and Sarah each win 3 Vals.

4. The Cavern

The Cavern allows players to dig for items that give interesting bonuses. The Cavern contains 4 rooms, one for each element.

Starting with the first room on the top left and continuing to the last room on the bottom right (in order F, W, E and A), the action is resolved as follows in the rooms where a player is present:

  1. Draw an Action card.
  2. Look at the area corresponding to the explored room.
  3. Take any winnings or the corresponding token.
  4. Discard the Action card.

Example: Helen and Ian have both chosen to dig in the cavern. Helen has placed a pawn on the Water space and Ian has placed a pawn on the Earth space. Helen begins by turning over an action card and observing her winnings in the upper area of the action card: 10 MP. She takes the token associated with her win and discards his action card. Ian then turns over a new action card and proceeds as Helen did, this time, observing the right area of the card. The area is empty, so Ian wins nothing.

Below are the possible bonuses and their distribution according to the room:

  • Room F: 2 x 1 Fire SP, 8 x 1 Val, 6 x 4 Vals, 6 x 8 Vals and 2 x Diamond
  • Room W: 2 x 1 Water SP, 8 x 1 MP, 6 x 5 MP, 6 x 10 MP and 2 x Diamond
  • Room E: 2 x 1 Earth SP, 8 x Magic Berry, 6 x Medicinal Plant, 6 x Magic Mushroom and 2 x 1 Diamond
  • Room A: 2 x 1 Air SP, 8 x Small Gauge, 6 x 1 Medium Gauge, 6 x Full Gauge and 2 x Diamond

The explanations of the different bonuses are detailed at the end of the rules.

For 2 players: When playing two players in Valroc, one of the rooms is unavailable each turn. At the beginning of the game, you place a banning token on room F so that no player can dig in this room. At the beginning of the second round you place the banning token on room W, and for the third and fourth rounds, you place the token on room E and room A, respectively. Then, we start a new cycle.

5. The Training Area

When a player has his Wizard on the Training Area, he can make a training action (in the order in which the pawns are placed) based on the 'push your luck' mechanism. Here is how this action takes place:

  1. Spend 1 MP. (If the player cannot spend 1 MP, his action stops and he goes to the count of acquired SP.)
  2. Draw an Action card.
  3. Check the center area of the card to see if you have earned a Full Gauge, Medium Gauge, Small Gauge, or an Injury.
    • If the card drawn represents an Injury and the player is not immune to it, the player places the card next to his board. His training ends immediately and he goes to the SP count.
    • Otherwise, the player can choose to continue or stop his training. If he continues, he goes back to step 1; if he stops, he goes to the SP count.

Depending on his location in the training area, the player is immune to injuries for the first draw(s) of cards. The first space gives immunity for the first three draws, the second space for the first two draws, the third space for the first draw only, and the last space gives no immunity. Be careful; the player still spends 1 MP for the discarded Injury cards due to immunity.

Once the training is over, the player chooses a unique element in which he wants to win SP and counts the number of SP he acquired. A Full Gauge is worth 1 SP. You can combine the cards as you want to get Full Gauges, but you can use each card only once.

The number of Full Gauges that you manage to form gives the number of acquired SP in the chosen element. Immediately move your cube of the obtained number on the corresponding track of your Player board and discard the used cards.

The extra Action card that you cannot or do not want to use during this round can be kept for another round. Place these cards near your Player board. You can keep up to 4 cards (including injury).

If your training ended due to an Injury card and you have now 2 Injury cards in front of you, you will not be allowed to use your wizard in the next round. Place him on the last acquired Injury card and discard the other one. When the next round is over, discard this Injury card and get your wizard back. So, do not be too greedy in your trainings! You'll find here the distribution of Gauge cards and Injury cards among the 32 Action cards:

  • 6 x Injury
  • 12 x Medium Gauge
  • 12 x Small Gauge
  • 2 x Full Gauge

Example: Sarah has placed her wizard on the first space of the Training Area. She spends 1 MP and draws an Injury card, which she discards due to her immunity on the first three draws. She spends 1 MP and gets a Small Gauge. She spends 1 MP and gets a Medium Gauge. She spends 1 MP and gets 1 Small Gauge. She spends 1 MP and gets an Injury. Since she no longer has immunity on the 5th draw, her training ends. Sarah can decide to spend all her cards to get 1 SP in any element, or she can decide to keep all the cards for future training. Either way, she places her Injury card near her Player board. Since this is her first injury, she continues to use her Wizard pawn for the next rounds.

6. The Sanctuary

The Sanctuary is a sacred place consisting of four statues, each representing a god or goddess of an element. A monk is always present in this place of worship. A player can go there to make an offering to influence the Gods Bonus and try to obtain a Divine Favor. Here is how an offering takes place:

  1. Spend as much Vals as he wants and place them on one of the four statues present at the Sanctuary (one statue per element).
  2. Draw an Action card.
  3. Observe the central area of the card and check if a Divine Favor is taking place. Depending on the value of his offering, here are the cases where he obtains one:
    • Value of 1 to 3 Vals, Divine Favor if the card contains an Injury.
    • Value of 4 to 6 Vals, Divine Favor if the card contains an Injury or a Small Gauge.
    • Value of 7 or more, Divine Favor if the card contains an Injury, a Small Gauge, or a Medium Gauge.
  4. If the Divine Favor takes place, increase by 1 SP on your Player board in the element corresponding to the god chosen for the offering.
  5. Discard the Action card.

Moreover, the monk who is satisfied with your generosity towards the gods will join you on the next turn. The player who made an offering (minimum 1 Val) gets the Monk pawn back. He will then have an extra pawn on the next turn. This pawn behaves like an assistant pawn except that it cannot go to the Dark Town. (That would be heresy!)

The monk always keeps an eye on the sanctuary and will join you on your next turn whether he is present at the sanctuary or not.

Gods Bonus

The god or the goddess of the statue owning the most Vals grants a bonus to all the wizards; all the wizards going into the Arena benefit from a bonus of +1 SP in the element of this god or goddess. If there are equalities on the statues, no bonus applies. This is a bonus and not a gain in the element, so players do not carry over any SP on the track of their Player board.

Example: Ian has placed a pawn on the Sanctuary. He decides to make an offering of 4 Vals on the Air statue. He draws an Action card and gets a Small Gauge. He wins the Divine Favor and advances his cube on the Air track of his Player board by 1.

By making this offering, Ian has also made the Air statue a majority, so all players now have a bonus of 1 SP in Air in the Arena. This bonus is effective as long as Air is dominant at the Sanctuary.

7. The University

Players who have placed a pawn on a Lesson card pay the price in Vals and MP indicated on it and take the card they place next to their Player board.

There are single-use lessons and permanent-use lessons. If it is a single-use lesson, you will benefit from the effect of the lesson at the time you wish. Once the lesson is used, you place the card face down. Be sure to keep all the lessons you have attended close to your Player Board. This will be important for the scoring at the end of the game. If it is a permanent-use lesson, you can benefit from the effect until the end of the game.

A player cannot use the same Lesson twice during the game.

The explanations of the Lesson cards are detailed at the end of the rules.

8. The Arena

The Arena is the place where the wizard must tame or defeat his creatures. In turn, the players who have placed their wizard will follow the following steps:

  1. Choose in your hand the creature you want to defat [sic: defeat].
  2. Show the other players that the conditions for defeating it are fulfilled thanks to the SP, the bonuses/maluses of a Tameable card, a Spell/Dark Magic card, and the Gods Bonus. If the conditions are not fulfilled, the player returns the creature to his hand and his turn ends.
  3. Place the Creature card face up next to his Player board. If the Creature card is a Tameable card, the player may then mount it for later battles.

In addition to the steps described above, players who have placed their wizard on the first and second space have the option of pocketing 2 Vals and 1 Val respectively. This is the case if their fight ends in success.

Maintenance Phase

  1. If the Game Turn token is on a multiple of 3 of the Game Turn track, skip this phase and proceed to the Offering Phase.
  2. Advance the Game turn token up to one location on the Game Turn Track.
  3. At the University, make sure there are four Lesson cards available. If necessary, draw and place face-up new Lesson cards.

Offering Phase

Every three turns, the wizards, exhausted by their battles, will gather at the Sanctuary. They pray to the goddess of Fire, the god of Water, the goddess of Earth, and the god of Air to be on their side. They know that these caring gods look after them and give them the strength they need...

But who are you kidding? The gods of Valroc are the greediest people in the world. They will help you yes... on condition that you make them offerings that are worth it!

When the Game Turn token reaches a level multiple of 3, an offering phase is performed. Before starting, if there are Vals or Diamonds at the Sanctuary, they are all immediately removed. Then, each player announces the number of Vals he owns and hides them for the rest of the offering phase.

Starting with the statue of Fire and continuing clockwise until the four statues have been made, the following steps are carried out:

  1. Each player secretly selects a number of Vals that he places in his closed fist.
  2. When everyone has chosen, all the players open their fists. The highest bid has a Divine Favor and directly advances his cube one space on the SP track corresponding to the statue on his Player board.
  3. All the players then place their bidded coins on the corresponding statue.

In case of a tie during an offering, no one wins the SP, but all the Vals are spent. Once the offerings are finished, proceed with the following setup:

  1. Advance the Game Turn token to one space on the Game Turn Track.
  2. In the Dark Town, discard the current Dark Magic card and reveal a new visible face-up one.
  3. At the University, remove all the remaining Lesson cards and place four new cards from the pick (face up).

A new game round begins then. Note that the offering phase affects the god's bonus.

For 2 players: For a 2-player game, a third fictional player participates in the offering phase. To do this, start by shuffling the Offering card pick if it is not already done (hand over any discarded cards before reconstituting the pick). Place an Offering card face down on each statue. After the players have revealed the value of their offering, turn the Offering card face up. This is the fictional player's bid for the current statue. The rules then apply as if it was a 3-player offering phase, of course, the fictional player does not actually win an SP, but one places as many Vals as the value of his offering on the corresponding statue. The Revealed Offering card is discarded.

End of the Game

The game ends when a player has defeated (or tamed) his 6 creatures. We then complete the Actions phase in progress (if other wizards are in the Arena they can also defeat or tame their creature). The next step is the Prestige Points (PP) count.

  • Each tamed or defeated creature brings a number of PP shown at the top left of the card.
  • Each acquired SP on the Player board (bonuses and malus of tameable creatures are not applied here) brings 1 PP.
  • The Hunting Board allows you to win PP too:
    • The element present on the first line brings 9 PP to the one who has defeated the most creatures having for affinity this element; according to the number of players, the second and third also win PP.
    • The element present on the second line brings 7 PP to the one who has defeated the most creatures having for affinity this element; according to the number of players, the second and third also win PP.
    • The element present on the third line brings 5 PP to the one who has defeated the most creatures having for affinity this element; according to the number of players, the second and third also win PP.
    • The element present on the fourth line brings 3 PP to the one who has defeated the most creatures having for affinity this element; according to the number of players, the second and third also win PP.

Remember that hybrid creatures have affinities for 2 elements and, therefore, count for the calculation of these 2 elements in the hunting board.

If several players have defeated the same number of creatures in an element, they win the number of PP corresponding to the position where they were tied. If two players are tied, the next position is not available. If three players are tied, the next two positions are not available. To score PP in an element, you must have defeated at least one creature with an affinity for that element.

Example 1: Sarah and Ian have both defeated 3 creatures with an affinity for Air, and Mary and Helen have defeated only 1. Sarah and Ian both win 9 PP. However, the second position is no longer available, so Mary and Helen both win 3 PP.

Example 2: Mary has defeated 4 creatures with an affinity for Fire, Helen and Sarah 2, and Ian only 1. Mary wins 5 PP, and Helen and Sarah both win 3 PP. However, the third position is no longer available, so Ian does not win any PP.

  • The player who has attended the most lessons is elected Scholar Master and wins 5 PP.
  • Each 3 Val set wins 1 PP.
  • Hybrid creatures lose PP; these PP are indicated by the position of your cube on the hybrid creatures track on your Player board.
  • Finally, you lose a number of PP for each Spell card used; these cards can lose 0, 1, 2 or 3 PP.

The winner is the player with the most prestige points at the end of the game. In case of a tie, the player who has scored the most prestige points with his creature cards (excluding the hunting board and hybrid malus) wins the game. If there is another tie, the player who has the creature with the most PP wins. If the tie persists, compare the next creature with the most PP and so on. If all tied players' creature cards have the same number of PP, the player with the most prestige points from their SP wins. If there is another tie, the tied players share the victory.

Variant

If you want to change the game experience and add difficulty to your games, you can change the number of Mythical creatures you keep at the end of the draft phase. You can decide to keep two Mythical cards or three Mythical cards.

Explanations of the Game Elements

Dig Tokens

Dig tokens [sic: printed as "Dif tokens"]

  • Immediately earn 8 Vals.
  • Immediately earn 4 Vals.
  • Immediately earn 1 Val.
  • Immediately earn 1 Fire SP.
  • Take a gourd token and place it face up with 10 MP. At any time, you can drink it to gain 10 MP. When you do so, discard the gourd. You can also drink half of it and gain 5 MP, in which case, turn the tile over to show the 5 MP side. You can drink the rest of your gourd at any time during the game to gain 5 more MP. In this case, you discard the gourd after its second use.
  • Take a gourd token and place it face up with 5 MP. At any time, you can drink it to gain 5 MP. When you do so, discard the gourd.
  • Immediately earn 1 MP; if you can't take it (you already have 12 MP), you, unfortunately, don't earn the MP.
  • Immediately earn 1 Water SP.
  • Take a Magic Mushroom token. During the planning phase, you can use it to turn your assistant, mercenary (by paying him 2 Vals), or the monk into a wizard. In this way, the transformed assistant, mercenary, or monk can perform an action normally only available to the wizard (Training Area, Arena and some lessons at the University). Once used, discard the Magic Mushroom. If your training ends with an Injury and you now have two Injury cards in front of you, it is your wizard who will be inactive the next turn.
  • Take a Medicinal Plant token. During a training session, you can use it to discard a drawn Injury card and continue your training. Once used, discard the Medicinal Plant.
  • Take a Magic Berry token. During a training session, you can use it to draw an extra Action card for free. Using the Magic Berry can, therefore, increase the number of cards immune to the Training Area. Once used, discard the Magic Berry.
  • Immediately earn 1 Earth SP.
  • Take a Small Gauge token. When resolving a training, you can use it to improve your training. You combine the Small Gauge token with the other gauges as if it were a drawn Action card.
  • Take a Medium Gauge token. When resolving a training, you can use it to improve your training. You combine the Medium Gauge token with the other gauges as if it were a drawn Action card.

Dark Magic Cards

Each Dark Magic card has two halves, each with its own effect. The card names are printed on the card images; they are given below in the order shown in the rulebook.

  • Oath of Nature: During the same turn, if you use Oath of Nature and your wizard is in the Arena, he can benefit from the bonus of two of its defeated tameables at the same time to fight a creature.
  • Grace of Absorption: During the same turn, if you use the Grace of Absorption and an opposing player has placed a pawn at the Magic Fountain, you can target it. You then share its gains at the Magic Fountain in half.
  • Ritual of Rage: During the same turn, if you use the Ritual of Rage and your wizard is in the Arena, then your wizard can benefit from a +2 bonus in any element to fight a creature.
  • Curse of Corruption: During the same turn, if you use the Curse of Corruption and an opposing player has placed a pawn in the Tavern, you can target it. You then share its gains at the tavern in half. If the base gain is odd, the player who used Dark Magic gets 1 Val more than their opponent.
  • Aura of Energy: During the same turn, if you use the Aura of Energy, and another of your pawns is at the Magic Fountain, you double your winnings there.
  • Bewitchment of Inversion: If you use the Bewitchment of Inversion, you choose an opposing player. This player must immediately transform up to 3 Vals into 3 MP or 3 MP into 3 Vals. You choose the direction of the transformation. If your opponent has less than 3 MPs (or 3 Vals), he spends all his MPs (or Vals) and gets the same amount of Vals (or MPs) back.
  • Sphere of Balance: During the same turn, if you use the Sphere of Balance, and your wizard is in the Arena, then, your wizard can get a +1 bonus in all non-dominant elements from the Sanctuary to fight a creature. He does not benefit from the Gods Bonus.
  • Seal of Dementia: During the same turn, if your wizard or mercenary uses the Seal of Dementia and an opposing player has placed a pawn in the Cavern, you can target it. Once the targeted player's dig result is revealed, you may choose another room's result as long as the space of this room is free. The opposing player applies this result instead of the original result.

Spell Cards

Each Spell card shows the prestige point loss it causes at the end of the game (bottom right), given in brackets.

  • Aurum (-2 PP): At any time during the game, use the Aurum spell to immediately steal up to 10 Vals from the Sanctuary. These Vals can be taken from one or more statues. The Gods Bonus can be changed by using this spell.
  • Decimendo (-2 PP): When resolving the Arena, use the Decimendo spell to fight two creatures in a row instead of one. If the first creature defeated is a tameable creature, you can ride it immediately to benefit its bonus to fight the second creature. Both battles must be successful to get the bonus in Val.
  • Immesco (-1 PP): At any time during the game, use the Immesco spell to steal an item from another player. The items are the Dig tokens: gourds, plants, diamonds, and training gauges.
  • Araori (-1 PP): During a training, use the Araori spell to turn a small or medium gauge into a full gauge. You can, therefore, decide to use this spell right after solving a training.
  • Impedimendio (-3 PP): At any time during the game, use the Impedimendio spell to absorb a skill point from another player. You choose an element and target a player. The targeted player loses a skill point in that element and you earn a skill point in the same element.
  • Restoructo (-1 PP): At any time during the game, use the Restoructo spell to take another player's extra training, i.e. all the Action cards he has in front of him (except Injury). You can, then, use this extra yourself during a next training.
  • Mobiluro (-1 PP): During an Offering phase, use the Mobiluro spell to change your mind when bidding on one of the statues. For example, if no one has bid on the Water statue, you can use Mobiluro to change your mind and bid 1 Val. You win the auction and, therefore, the divine favor.
  • Evictendius (-3 PP): During a fight, use the Evictendius spell to reduce the needed skill points to fight a creature up to three. You can reduce the creature's cost by three skill points, whatever the desired combination of éléments.

Lesson Cards

As a reminder, there are two types of lessons in the game: one-time use lessons and permanent use lessons. One-time lessons are turned face down once they are used. When awarding the title of Master Scholar (+ 5 PP), players count all the lessons they have taken (one-time use lessons and permanent use lessons).

Each lesson's price is shown on its card: the gold figure is the Val cost and the blue figure is the MP cost. Lesson names and prices appear only on the card images; they are given here as printed on the cards.

  • Pyromancy lesson (3 Vals, 2 MP): Acquire one Fire skill. Immediately earn 1 Fire SP.
  • Aquatic control (3 Vals, 2 MP): Acquire one Water skill. Immediately earn 1 Water SP.
  • Earthbending (3 Vals, 2 MP): Acquire one Earth skill. Immediately earn 1 Earth SP.
  • Cyclonic lesson (3 Vals, 2 MP): Acquire one Air skill. Immediately earn 1 Air SP.
  • Astrology (2 Vals, 1 MP): At any time during the game, move the cube on the Wrath of Gods track forward or backward up to three spaces. As soon as you reach the last space on the track, immediately trigger the Wrath of the Gods.
  • Archaeology (5 Vals): When you dig, draw two Action cards instead of one. You then choose which card to keep for the result of your dig.
  • Alchemy (4 Vals): At the start of each turn, during the planning phase, earn 1 Val.
  • Spirit magic (1 Val, 3 MP): Only the wizard can attend this lesson. At the start of each turn, during the planning phase, earn 1 Magical Power.
  • Theological studies (2 Vals, 2 MP): Each time you make an offering, draw two Action cards instead of one to resolve the Divine Favor.
  • Teleportation (5 Vals): Each time you dig, after seeing the result of the dig, you can teleport to another available adjacent space. Then, take the gain of that space.
  • Clairvoyance control (1 Val, 3 MP): Between the resolution of two actions, you may decide to reshuffle Action cards from the discard pile to the rest of the deck.

Wording note: the card images for Spirit magic and Alchemy say "At the start of each round", and the image for Clairvoyance control says "Between the resolution of two locations"; the explanations above follow the rulebook text as printed.

  • 12 x 3 Val coins
  • 8 x 5 Val coins
  • 1 Game turn track
  • 2 Hunting board tiles
  • 6 Banning tokens
  • 4 Element tokens (1 per type)
  • 4 Player's Aid cards
  • Take a Full Gauge token. When resolving a training, you can use it to improve your training. You combine the Full Gauge token with the other gauges as if it were a drawn Action card.
  • Immediately earn 1 Air SP.
  • Take a Diamond token. You can use it to pay for any lesson. Be careful; if the lesson also has a MP cost, you must spend the indicated MP. You can use the diamonds when you go to the Sanctuary, then consider that you have made an offering of 7+ for the divine favor result. You can also use it during the offering phase for any statue. A player who bets a diamond automatically wins the offering against any amount of Vals. In case of a tie (diamond against diamond), no one wins the offering, so don't hesitate to put in extra Vals if there are several diamonds in play. A statue with a diamond is dominant. If there are multiple statues with a diamond, then compare the Vals on those statues to determine dominance.
  • Charming Beam: During the same turn, if you use the Charming Beam and another of your pawns is in the Tavern, then you double your winnings there.
  • Spell of Frenzy: During the same turn, if you use the Spell of Frenzy and an opposing player has placed his wizard in the Arena, you can target it. The opposing wizard can't use the bonus of any Tameable creature to fight a creature.
  • Gift of Twilight: During the same turn, if you use the Gift of Twilight and another of your pawns is in the Cavern, you can get two gains on the Action card if your dig is successful. This is true even if the space of the room is not free.
  • Salve of Pain: During the same turn, if you use the Salve of Pain and an opposing player has placed his wizard on the Training Area, you can target it. The opposing player will have to spend 2 MP per Action card instead of 1.
  • Shrine of the Moonlight: During the same turn, if you use Shrine of the Moonlight and your wizard is on the Training Area, you can draw two Action cards instead of one by spending 1 MP and this for your three first draws. After the Shrine of the Moonlight is used, you may continue your training as normal, spending 1 MP to draw 1 Action card.
  • Hellish Strike: During the same turn, if you use the Hellish Strike and an opposing player has placed its wizard in the Arena, you can target it. You then choose an element, and the targeted player suffers a -2 penalty in that element to fight a creature.
  • Divine Tune: If you use the Divine Tune, you can turn Vals into MP or MP into Vals as much as you want. You spend as many Vals (or MP) as you get MP (or Vals) back.
  • Anthem of the Tower: During the same turn, if you use the Anthem of the Tower and an opposing player has placed its wizard in the Arena, you can target it. He then suffers a -1 penalty in all non-dominant elements in the Sanctuary to fight a creature.
  • Botany lesson (8 Vals, 2 MP): When you train, after any immune cards, ignore the first Injury card you draw and discard it. You still spend 1 MP for this card.
  • Spirit awakening (3 Vals): Each time you make an offering, add 1 Val to its value. You, therefore, place an additional 1 Val from the reserve on the statue. You must make an offering of at least 1 Val to use this power.