paulofdr

paulofdr game rules Setup Shuffle the 44 Location cards. Place them face down next to the game board. Sort the 11 Refill cards by color and place them face down next to the game board. Place the 14 Trap cards in a pile next to the game board. Place the 7 Player cubes on the spaces designated by the number of players (lowest number) and then place any extras in a pile next to the game board. Note: All of the Refill cards and the trap cards are free, but some of them are required for certain rules. For details, refer to the manual or the rulebook. Object of the Game Players take on the roles of ambassadors sent to negotiate various matters, such as trade, military alliances, and travel. Each player must decide how to best manipulate his or her hosts' perception of events. At the end of each round, the first player to gain 5 victory points wins the game. Game Play In Paul of Dr. Dastardconan, you take on the role of an Ambassador and try to arrange several important negotiations. The game ends after in which one player has won 5 victory points. Important: Events on the game board are represented by a row of 3 spaces. Events are indicated on the board by red border. The price of contracts is indicated on the board by the golden border. When each player has taken their turn, the remaining players will get to work. In clockwise order, each player will take one of the following three actions: Advance the game cube: Each player's token moves to the space next to the number of his or her color. Draft a contract: Each player takes 1 Contract card from the first space and adds it to his or her hand. Pass: Players do not have to use this action. The last player left in the game takes the last turn of the round. Important: Player aids are printed on each of the two Location cards. The cards used for this purpose will have orange borders and are not available to the players in the round when a player needs a compass. I. Advance the game cube A. Draw 1 Contract card: The player chooses 1 Contract card from his or her hand and adds it to his or her hand. Then, he or she collects the respective victory points indicated on the card. If there are already Contract cards in the game, the player takes the first one in order, placing the card on top of all other Contract cards in the current space. Players who placed a contract card can activate it in this way until the end of the round. The color of the Contract card will determine which spaces the player can activate the Contract card and on which player may. Example: Blue, Yellow and Violet take the top space of the Contract card row. B. Advance the game cube: C. Draft 1 contract: The player takes 1 Contract card from the supply and adds it to his or her hand. Then, he or she collects the respective victory points indicated on the card. If there are already Contract cards in the game, the player takes the first one in order, placing the card on top of all other Contract cards in the current space. Players who ...

  • Download

Info

init