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YRO

YRO Rulebook

Table of Contents

Table of Contents

  • Components
    • Adventurer Card Anatomy
    • Factions
    • Professions
  • Setup
  • Gameplay
    • Draw phase
    • Recruit phase
    • Combat phase
    • Production phase
    • Income phase
    • Victory Point phase (VP)
  • End of the Game
  • Variants
    • Solo
    • Draft
  • Quests
  • Credits

Components

  • 102 Adventurer Cards
  • 1 Shared Combat and Victory board
  • 5 Player boards (Magic and Technology)
  • 68 Money tokens
  • 8 Quest cards
  • 4 Markers per player: 1 Technology marker, 1 Magic marker, 2 Combat/Victory markers

Adventurer Card Anatomy

Each Adventurer card shows:

  • Cost — the Money cost to recruit this Adventurer.
  • Power — used during the Combat phase.
  • Number of copies in deck — how many copies of this card exist in the Adventurer deck.
  • Profession — one of six professions.
  • Faction — one of six factions.
  • Effect — one or more effect lines, each showing an icon (Recruit, Production, Combat, VP, or Income) and the resource or bonus it grants.

Factions

  • Sunrise Islands
  • Wooden Conclave
  • Wandering Market
  • Mining Company
  • Floating City
  • Order of the Dragon Knights

Professions

  • Warrior
  • Merchant
  • Technician
  • Explorer
  • Wizard
  • Leader

Setup

  1. Put the Shared board in the middle of the table.
  2. Choose a color, and take the Player board and the 4 markers of that color.
  3. Put your two Guild icon markers on the matching Guild icons found on the Shared board. These will be used to track Power and VP.
  4. Then put the Magic marker and Technology marker on your Player board, on the indicated starting point, represented by the same symbols.
  5. Shuffle the Adventurer deck and deal 5 Adventurer cards to every player.
  6. Give each player 5 Money.
  7. Make room for a 3x3 grid tableau of Adventurers in front of you.

Gameplay

Each turn is divided into phases. These phases are performed in order and simultaneously. The phases are:

  • Draw phase
  • Recruit phase
  • Combat phase
  • Production phase
  • Income phase
  • Victory Point (VP) phase

When all the phases are complete, start a new turn with the Draw phase. Continue playing until one or more players have Recruited their 9th Adventurer or has reached or surpassed 40 VP. Finish the turn, then go to End of the Game.

Draw phase

In this phase, you look for new Adventurers to Recruit into your guild!

You may discard any number of Adventurer cards from your hand before drawing, then Draw back up to 5 cards. This can be done on the first turn.

If the Adventurer deck is empty, shuffle the discards to form a new deck.

Recruit phase

In this phase, you decide which Adventurers to Recruit from your hand.

Each player simultaneously chooses how many Adventurers they wish to Recruit.

  • Recruit 2 Adventurers and pay their combined costs in Money.
  • Recruit 1 Adventurer, and gain 1 Money, or pay the cost of that Adventurer with a -1 discount.
  • Recruit 0 Adventurers and gain 2 Money.

When everyone is ready, reveal what is played and pay any costs.

Once revealed, Adventurers must be placed into your tableau following these rules:

  • Each card must be orthogonally adjacent (not diagonally) to a card already in play (except for the very first card you Recruit in the game).
  • You can play a card connected in any direction, but your tableau is restricted to a 3x3 grid. Once placed, a card cannot move.

Example: The Clock Mage can be placed directly above or directly to the right of the Mushroom Mage. But it cannot be placed to the top right of the Mushroom Mage, as there would not be an orthogonal (horizontal or vertical) adjacency there.

Recruit effects: Any card just placed that has the Recruit icon resolves that line of text immediately. That effect does not resolve again for the rest of the game. This is the only effect that does not resolve every turn. Example: a Recruit effect of 1 Magic means moving the Magic marker on your Player board one space clockwise.

Link Bonus: If in the same phase your placement just completed a row or column with 3 Adventurers with the same Faction or Profession, you receive the bonus listed on the bottom of one of those cards.

Example: If you play a line of connected Adventurers from the Floating City Faction, you will gain 2 Magic and 2 Technology. Track them on your Player board.

Note: To check the connections, look at the color bars present all around the cards.

You can get multiple bonuses if you fulfill the condition of having 3 of the same Faction and/or Profession with one or more placements in the same phase.

Important: It is not necessary to link up cards when placing them.

Combat phase

In this phase, you compare your Power against your opponents. Gain VPs based on your position of Power!

Add up the Power of each Adventurer card in the front of each of your three vertical columns (the Frontline Adventurers).

Use your marker on the Shared board to track your Power.

Note: Some Adventurers give you bonuses to both Power and VPs: a "+" after the Power number indicates an effect that increases the Power, while an asterisk (*) usually means a potential increase of VP in Combat. An Adventurer will have one or more effect boxes with a Power icon detailing the special bonus.

Example: Total power equals 12. Also, if the player receives VP this Combat, the Badger Wrestler will give that player an extra VP.

Use the table below to determine the VP awarded for Power based on player count:

Players1st2nd3rd4th5th
2 players4 VP0 VP———
3 players5 VP3 VP0 VP——
4 players5 VP3 VP1 VP0 VP—
5 players5 VP3 VP1 VP0 VP0 VP

If two players have the same Power value, they each get the same VP and the next position is skipped.

Example: In a 5-player game, if two players are tied for first place, they each receive 5 VP. Any second place players receive 1 VP instead of 3. Players in third, fourth, and fifth place will receive no VP.

Power can change every turn based on your placement, so you will need to track it on the Shared board at the start of each Combat phase.

If a player exceeds 20 Power, flip their marker and continue counting from "1" (A Power of 24 will see a flipped marker on the "4" space.)

Production phase

In this phase, you gain resources: Magic and Technology.

Every Adventurer with the Production symbol activates that line of text now. Most Production involves adding Magic and Technology. On your Player board, you will move your Technology or Magic markers a number of spaces clockwise as indicated on the Production effect.

Note: The number of Magic and Technology points you have is not the same as your level. When certain points are reached, new levels are attained.

Example: 2 points in Technology corresponds to Level I. When you get your third point, then you have attained Level II. Level IV is the maximum.

Income phase

In this phase, you gain Money to Recruit Adventurers!

Gain 3 Money.

Then look for any of your recruited Adventurers with the Income icon; you gain extra Money as specified on their cards.

Money is used to pay the cost to Recruit Adventurers. Any unused Money at the end of the game is worth VPs: for every 3 Money, you get 1 VP.

Victory Point phase (VP)

In this phase, you gain prestige to lead your guild to glory!

Look for any of your recruited Adventurers with the VP icon, and gain that many VPs. Track your gain on the Shared board.

If a player exceeds 40 VP, flip their marker and continue counting from "1". A VP of 47 will see a flipped marker on the "7" space.

End of the Game

The game end triggers when one of the following conditions are met:

  • One or more players has reached 40 VP or more.
  • One or more players has recruited 9 Adventurers.

When the game end is triggered, finish out the current turn.

When the game is over, each player gets 1 additional VP for every 3 Money they have. (Keep track of how much you converted in case of a tie.)

The player with the most VP wins the game!

In case of a tie, the player who had the most Money wins. If still tied, the player with the most Power wins. If there is a still a tie, victory is shared.

Variants

Solo

The rules are the same as the basic game, except for the Combat phase.

In each Combat phase, draw the top card of the Adventurer deck and leave it faceup on the table next to any others that were drawn previously. (You can also keep track of their cumulative Power on the Shared board.)

The total Power of the faceup Adventurer cards are what you need to beat to get 4 VP in this phase.

If at any time, the total Power of faceup Adventurers exceeds 20, you immediately lose the game.

If you can finish the game as normal before the 20 Power is exceeded, convert your Money and record your VP!

Play again to beat your previous high score!

Draft

Try this variant for a little more control on the cards you receive.

The rules are the same as the basic game, except for the Draw phase. Instead of discarding and drawing up to 5 cards, proceed like this:

Choose 2 of the 5 cards from your starting hand. Discard the rest. Draw up to 5 cards. Now choose 1, put it in front of you facedown and pass the rest to the player on your left.

Now choose 1 card from the 4 you received, and place it facedown in front of you. Keep repeating until you have 5 cards in front of you. Take these into your hand and Recruit from those.

Repeat this each Draw phase.

Quests

There are 8 optional Quest cards.

If you want to use them, choose 4 of them randomly and put them faceup on the table.

When you complete the objective of a Quest, gain 3 VP and flip the card facedown: it will not be available for the other players. If more players complete the same Quest in the same phase, they all get the points before flipping it over.

Credits

  • Game Design: Masato Uesugi
  • Illustrations: Takashi Konno
  • Graphic Design: Immanuel Casto
  • Editor: Marcello Bertocchi
  • Proofreading: Tanita Ribola

© 2024 Play to Z. All rights reserved. Under license from Studio Supernova.