Hunters of Arcfall
Hunters of Arcfall Rulebook
Table of Contents
Table of Contents
Components
- 13 Custom Dice
- 8 Hunter Cards
- 44 Bounty Cards
The Dice
- Hit - You've successfully hit your Bounty target. Place these dice on bounties to weaken them until they are captured.
- Wound - Bounty Hunting is a dangerous job. Wounds are placed on your Hunter card. If you exceed all the wound markers on your Hunter card, your turn is immediately over.
- Miss - Any dice rolled a Miss are removed from play until that bounty is captured. You will not re-roll these dice on subsequent re-rolls against the current bounty.
- Heal - A good hunter will always bring a spare MedKit, but sometimes they don't always work. Use any rolled heals to remove up to 3 Wound dice on your Hunter card. Place the Wounds back into play for your next turn. Any unused Heals will be re-rolled if you choose to roll again.
- Stun - Bounties don't go down easy. Use stuns to get another chance at capture. If you choose to roll again, you will re-roll these dice.
The Hunters
All of the Hunters of Arcfall can sustain up to 3 wounds before needing to heal or go back to town ending their turn. Any hunter that exceeds more than the allotted 3 wounds on their Hunter card is fatally wounded and must end his or her turn. A player who is forced to end his turn this way is not able to claim any bounties and must discard any bounties that have been captured.
Each Hunter has a special ability that can help them gain an upper hand in bounty hunting. Once per game, at any time after one of your dice rolls, but before you place any dice, you may use your Hunter's special ability.
The Bounties
In order to capture a bounty, a player must fill all slots on the bounty card with the corresponding dice. A stacked-chevron icon (a down-pointing triple-chevron symbol) indicates that the slots cannot be filled on the same turn. The attacking Hunter must roll again if he or she decides to place more dice. Some Bounties also have a special ability. Any Hunter attempting to capture a Bounty with a special ability must follow the rules.
Example bounty banner: "Hunters cannot heal while this bounty is present."
Once captured, a bounty is placed beneath the player's Hunter card. Bounties must be claimed before they are worth any points. Be sure to claim your reward before losing all your captured bounties! Once claimed, a bounty is placed to right side of the Hunter card. Bounties that have been claimed cannot be lost in any manner.
Set Up
- Each player randomly picks a Hunter Card. Put aside remaining Hunter Cards.
- Shuffle the Bounty Deck and place it where all players can reach.
- Each player rolls 3 dice. The player with the most Hits starts. Give him or her all 13 dice.
- Play begins with the starting player and proceeds clockwise.
- A round consists of each player taking their turn. A player's turn consists of one or more dice rolls.
On Your Turn
- Draw a Bounty Card if there is not one already present. If you drew a new Bounty Card this turn, put all Misses back into play.
- Roll all available dice. If there are no dice available, your turn is over. Do not claim Bounties.
- Set aside all Misses, adding them to all Misses previously set aside this turn.
- Place all Hits on the Bounty Card. All Hits remain on the Bounty card until it is captured. A Bounty card is captured when all the dice requirement are met. If you captured the Bounty on this roll, place the Bounty card beneath your Hunter card.
- Place all Wounds on your Hunter Card. If the amount of Wounds exceed the health bar on your character card, your turn is immediately over and you must discard any Bounty Cards beneath your Hunter. Proceed to step 9.
- Choose to heal or not. To heal, place 1 available Heal die on your Hunter card. Remove all Wound dice on your Hunter. Put these dice back into play. A player may heal up to 3 times per turn.
- Choose to roll again or end your turn and claim any bounties. If you roll again, all dice on the Hunter Card and Bounty Card remain on those cards and will not be rolled. If you choose to end your turn, move any Bounty cards beneath your Hunter to the side of your Hunter. Proceed to step 9.
- Repeat steps 1 - 7 until your turn is over.
- Once your turn is over, pass all the available dice to the next player. A Bounty that has not been defeated remains in play with the dice that have been placed on it. Dice on Hunter cards as well as Misses are put back into play.
Scoring
Your score is the total amount of Fortune points indicated on the Bounty cards to the side of your Hunter. Bounty cards beneath your Hunter are not part of your score.
Game End
The game ends when any of the players reach the point limit (recommended 15 points). Once this happens, the round is completed so that all players have had the same number of turns. At the end of that round, the player with the most points wins the game. In the event of a tie, the tied player with the most Fame points indicated on the Bounty cards is the winner.
Tips
- Because you only capture bounties by placing the final dice on a Bounty card, it is sometimes wise to end your turn early so you will have another chance to capture the bounty on a later turn.
- Keep track of how many dice you have available for each roll. If you do not have enough dice to possibly capture a bounty, you should end your turn or risk weakening the bounty for the next player to capture easily.
- Try convincing other Hunters to continue rolling after they have accumulated a large amount of bounties so that they may lose all their captured bounties on a bad roll.
- If you are fatally wounded and capture a bounty in the same turn, the bounty is discarded and your turn is over. Use this strategy to deny a bounty to other players.