Hack & Slash
Hack & Slash Rulebook
Table of Contents
Table of Contents
Setup
- Each player takes eight adventurer meeples. This is your starting guild.
- Designate a "Tavern" space on the table for the remaining adventurer meeples. (There is always someone in the Tavern. In the unlikely event that you run out of meeples, use other tokens.)
- Place the Brag at the Tavern card face-up in the center of the table, within reach of all players.
- Shuffle the remaining 20 Quest cards and place them face-down near the Brag at the Tavern card to form a draw pile.
- Turn over the top three cards of the draw pile and place them in a row near the Brag at the Tavern card.
- Each player needs a "score pile" area to place completed Quest cards.
- Choose a player to go first. That player takes the first-player card and the dice.
The Brag at the Tavern card is worth no points, but immediately gives you an extra adventurer. It is never moved to your score pile.
Quest Cards
The face-up Quest cards, including Brag at the Tavern, are the quests available each turn. As you complete quests, new ones will be revealed.
Each Quest card has the following parts:
- Challenge – The number at the top left of each Quest card shows its challenge. This indicates how many adventurers are required for that quest.
- Goal – Below that is the quest goal. Your total die roll for the quest must meet that goal!
- Reward – Below the goal, in the bottom left, is the quest reward . . . how many points it is worth at the end of the game. Some cards also let you immediately add a new adventurer to your guild!
Most goals show a number followed by a "+" symbol. These require you to roll the number shown or higher.
Some goals do not have a "+" symbol. These require you to roll exactly the number shown.
Gameplay
On your turn, you must choose one of the available quests. You must have enough adventurers for the quest! If you have NO meeples left, see End of Game.
Move the required number of meeples from your party to the chosen Quest card.
Roll as many dice as you placed meeples, and add up the numbers.
- Success – If your roll met the goal for that quest, move the adventurer meeple(s) from the Quest card back to your party. If the reward allows you to add an adventurer to your party, do so now. Move the completed Quest card to your score pile, and turn over a new Quest card to replace the one you just completed. Then pass the dice to the player to your left.
- Failure – If you failed to meet the goal, choose one:
- A) Your adventurers quit in shame. Move them from the Quest card to the Tavern. The Quest card remains in place. Pass the dice to the player to your left.
- B) If you have any remaining adventurers, you may commit one (and only one) to a "rescue." Place another meeple on the Quest card and re-roll any one die. If you succeed, all of your adventurers return home as usual. If you fail a second time, however, all your committed adventurers quit and go to the Tavern, including the "rescuer."
EXCEPTION: If you complete the Brag at the Tavern quest, do not take the card. This quest is always available.
End of Game
If you have no meeples at the start of your turn, you must pass. When the first player would take their next turn, the game ends. (Thus, all players get an equal number of turns.)
Similarly, if the draw pile is empty and a new Quest card needs to be turned over, the game ends when the first player would take their next turn. It is possible that all Quest cards except for the Brag at the Tavern card will be claimed.
Add up the rewards in your score pile. The highest score wins. If there is a tie, the winner is the tied player with the most adventurers. If players are still tied, share the victory and play again!