Legends of the American Frontier
Legends of the American Frontier Rulebook
Table of Contents
Table of Contents
Introduction
Legends of the American Frontier is an adventure game for 3 – 7 players in which players live the life of a frontiersman in the colonial days of America, starting just after the Revolutionary War in the 1780s and running through the early 1800s. Through the course of the game, the history of each character will unfold through the adventures the player sends them on. The characters gain rewards in the form of Status, Fame, Wealth, and Happiness tokens that are spent on Rewards that will further define the life and legend of the character.
Components
- 1 Game Board: The game board depicts America divided into three areas, the more civilized colonies Back East, the Frontier territories that border the colonies and run out into the mid-western plains, and the Far West that represents the exploration all the way to the Pacific Ocean. Each Location has space for the advancement of the adventure that is active there as well as a Location for a Fate tile to be placed.
- 8 Frontier Character Boards: (the draft text also says "nine different Frontiersman boards") These represent the player's characters in the game. The Skills will be built by the players during the Upbringing Stage of the game and enhanced through successful adventures. Each Character does have 1 unique Special Ability noted below the character picture.
- Skill Deck of Cards: There are 104 skill cards numbered 1 – 8, with the higher cards being stronger on Adventures, but the lesser cards being more versatile for playing same skill sets using American Ingenuity. Some cards of each suit provide special actions to the player. (See Special Action Card Play in the Frontiersman Stage for details.)
- Upbringing Deck of Cards: There are 44 cards in the Upbringing deck. Each card provides a historic note about an event in the life of the frontiersman and becomes part of their Legend. Additionally, each card provides Skill Points and/or Special Abilities. At the end of the Upbringing Stage of the game, the players will post their skills to their Character Boards and take any Special Ability tiles the cards award.
- 4 Rewards Decks of Cards: There are eight cards of each Reward type. These cards are purchased by paying the token requirements at the top of the card and provide both victory points and a reward of some type; skill increases or special ability, or both.
- 3 Adventure Decks of Cards: Each of the Adventure decks (Back East, Frontier and Far West) contain 16 cards. Each shows the name of the adventure at the top, as well as the type of Adventure (Solo or Group).
- Character Action Cards: Each player has four Action cards (the back of the card shows an image of the character) and they use these cards in the Action Phase of the Frontier Stage of the game to identify what they will do each turn. Player turns are simultaneous. All players choose their action for the turn at the same time and commit them face-down to be revealed together.
Game Objective
The objective of the game is to score the most points through completing Adventures and purchasing Rewards. All Adventures and Rewards are added to the character's Legend, so are not hidden during the course of the game. At the end of the game in the Legend Phase, each player will tell his character's life story to the group based on their Legend developed over the course of play then proceed to the final scoring where -1 VP tokens, Failure tokens and unspent Reward tokens are calculated and added/subtracted to create the final scores. See Final Scoring for details.
Game Set Up
The following steps are used to set up a game for 4 – 7 players. Note: If playing with 3 players, see the 3 Player Game Rules for additional setup requirements.
- Place the Game Board in the center of the playing area between all players.
- Each Player chooses one Frontiersman. The selection may be done by choice, or the character boards shuffled face-down and a random Frontiersman dealt to each player. Players take the four matching action cards for the Frontiersman they will be playing. Take the Adventure card decks (Back East, Frontier and Far West). Based on the number of players there will be a set number of cards removed from each deck as noted below.
- 7 Player Game: Remove 2 random cards from each deck
- 6 Player Game: Remove 4 random cards from each deck
- 4 & 5 Player Game: Remove 6 random cards from the deck
- 3 Player Game: Remove 8 random cards from the deck
- Take each of the four Rewards decks and shuffle separately. Then discard two cards from each Reward into the box without looking at them. Place the remaining Reward cards face-down on the section marked on the board for each. Next, turn the top card of the Status, Wealth, Fame, and Happiness deck face-up. This is the first Reward of each type that is available to purchase. Optional Rule: If the price of any of these first cards is more than three tokens to purchase, move the card to the bottom of the deck and turn over another card. Doing this enables players to be able to buy resources more quickly.
- Place the Fate tokens face-down in a pile near the board and mix them up.
- Shuffle each Failure deck and the Hardship deck. The Failure cards are placed near the board for easy access and the Hardship deck next to the Reward decks.
- Place the Skill and Reward tokens near the board to create supplies to draw from as needed.
- Create a supply of True Grit tokens. Each player is given one True Grit token to start the game.
- Shuffle the deck of Upbringing cards and place near the board.
- Give the First Player token to the player that looks most like a frontiersman (this should be obvious). If you cannot determine who looks most frontier, then give the First Player token to the oldest player.
You are now ready to play the game.
Playing the Game
The game is played in four Stages. Each Stage completes prior to starting the next Stage of play. The four Stages are Upbringing, Frontiersman, Legend, and Final Scoring. The majority of play is in the Frontiersman Stage of the game where players build their Legend and earn the victory points required to win.
I. Upbringing Stage
The Upbringing Stage represents the formative first 15 years of the frontiersmen. During this stage, the player will build their skills as they reveal their childhood story. Each player starts the game with no skill points on any of the six skills used in the game. The skills are as follows:
- Capitalism: This skill represents the personal wealth of the frontiersman as well the resources at their disposal, the business skills they have developed and the property they acquire. It is used on many business and financial ventures as the frontiersman capitalizes on the wealth opportunities available in the ever-expanding United States.
- Fight: This skill represents a broad range of combat abilities, from personal combat skills like marksmanship, knife and tomahawk fighting to military experience including tactics and battlefield leadership. It is used on many of the exploration and conflict related adventures that face those rugged men of the frontier.
- Frontier: This skill represents the many wilderness skills required to survive in the American wilderness. This includes tracking and trapping in the wild as well as hunting big game. It also includes Indian languages and lore built through relationships with various Indian nations.
- Knowledge: This skill represents the education level and trained skills that the frontiersmen gain through their life.
- Personality: This skill represents the personal charisma and charm of the frontiersman. Many frontiersmen were characters to say the least, with personalities as big as the mountains they roamed. The Personality skill also includes the social skills they possess, the way in which they interact with the various classes, and the political popularity they garner throughout the country.
- Providence: This skill represents the frontiersman's personal piety, their personal spiritual belief, and a broader belief in God's hand leading the fledgling country through "Manifest Destiny."
- Luck: While listed on the player's Character Sheet, Luck is not a skill that can be built up, but can be used throughout the play of the game as Luck is always Trump in resolving Adventures. Luck represents the good fortune that often befell the legendary heroes of America's fledgling years.
Playing the Upbringing Stage
To initiate play in this Stage of the game, the First Player shuffles the Upbringing deck of cards and deals five cards to each player. The players will use a draft process to establish their character's upbringing and the skills they developed in the process. The process is as follows:
- Each player looks at their five cards and chooses one card, placing it on their Character Sheet. These cards may be placed face-down to remain hidden from other players.
- After choosing a card, the player passes the remaining cards to the player on their left.
- Repeat steps 1 and 2. This draft process will continue until each player has chosen four cards. At that point the remaining card each player holds is discarded from play.
Rule of Four: The only rule related to choosing the four cards, is that no skill may exceed 4 in the Upbringing Stage of the game. This does not prohibit a player from keeping a selection of cards when totaled exceed 4 Skill Points, but any Skill Points over 4 are lost.
Each player will now perform the following actions to complete the Upbringing Stage of the game:
- Each player takes the total Skill Point tokens matching the Skill cards chosen and places them on the appropriate space of their Frontier Character Board.
- Each player starts out the Legend of their frontiersman by displaying their Skill cards across; building from left to right, still displaying key phrases.
- If the player chose any Skill cards with special abilities, they take the appropriate Special tiles.
The player stacks the Skill cards they chose to create the start of their Legend. As more cards are gained through Adventures in the Frontiersman Stage, they will add each card to their Legend, creating a life story as the game is played.
This completes the Upbringing Stage of the game. Players now advance to the Frontiersman Stage.
II. Frontiersman Stage
The Frontiersman Stage is the heart of the game. It is during this stage that the players will write the life and legend of their character by going on Adventures and purchasing Rewards. When starting this stage of the game, the First Player performs the following activities prior to starting play:
- Set Adventures: Draw the top card off of each respective Adventure deck and place it face-up on their leftmost space of the matching section of the board. When complete, there should be one card in each section of the board; Back East, Frontier and Far West.
- Set Fate Tiles: Draw one Fate token for each Board section. The Fate token in the Back East space is placed on the space for it, face-up. The Fate tokens for the Frontier and Far West are placed face-down on their respective board spaces.
- Deal Skill Cards: Deal each player seven cards from the Skill deck.
- Establish Dealer: The game can be played with a set Dealer or a rotating Dealer. If all players wish to act as Dealer in the course of the game, then a rotating Dealer would be the choice. If you prefer to establish one player to carry out this function as it may help things flow more smoothly, then establish a set Dealer.
- Set Dealer: When one player is assigned to be the Dealer, they take the Skill deck and each turn will be responsible for the Adventure Resolution process.
- Rotating Dealer: When the Dealer role is to rotate, the following process will be used. The player to the right of the First Player is given the Skill deck, and each turn in the Evening Phase this deck will rotate to the left (clockwise) each turn when the First Player marker is passed. The Dealer role will always be the player to the right of the First Player.
Players are now ready to play the Frontier Stage of the game.
Frontier Stage Overview
The Frontier Stage is played in turns and each turn is made up of specific phases, with each phase completed before the next phase begins. There is the Sunrise, Daytime, and Evening Phase completed each turn. When the Evening Phase has been completed, the players will start a new turn with the Sunrise Phase again, repeating the process until one of the Stage ending conditions occurs. The majority of the activity will occur in the Daytime Phases.
Sunrise Phase
In the Sunrise Phase of the game, the First Player will perform the following activities. Note: On the first turn the player has completed these already as noted above.
- Age an Active Adventure: For each Adventure that is active at a location (not resolved on the previous turn) advance the unresolved Encounter cards one space to the right. If the Adventure is currently on the last space of the track, it falls off as unachieved and the Fate token for it is discarded.
- Initiate Adventures: Place one new Adventure card face-up on the leftmost space of a location if no encounter is active. When this step is performed, draw a Fate token and place on the designated space for this location. Back East will always be placed face-up, and the other two locations face-down.
- Reveal Fate Token: Reveal any face-down Fate tokens if an Adventure advanced onto a space with the Fate icon in it. You will note that Back East has this token on the first space, so the Fate tokens for the Back East adventures are always face-up.
Daytime Phase
Each player chooses one of the 4 Action Cards and places it face-down in front of them. Their choices are Back East, Frontier, Far West and Rest. Once all players have made their decision and placed their Action card face-down, the cards are flipped over simultaneously to reveal the actions for the turn. Each Action is described below:
- Back East: A player that chooses their Back East Action card is going to try and achieve the Adventure on the aligning section of the board.
- Frontier: A player that chooses their Frontier Action card is going to try and achieve the Adventure on the aligning section of the board.
- Far West: A player that chooses their Far West Action card is going to try and achieve the Adventure on the aligning section of the board.
- Rest: A player that chooses the Rest Action will resolve their Rest in the Rest Resolution Phase after the Adventures have all been resolved. This Action enables the player to Draw 4 cards and then discard down to 7 afterward, or take 1 True Grit token, and Trade Rewards (2 for 1), and Buy 1 Reward.
The players that are going on Adventures should place their Frontiersman token on the location of their adventure to make the resolution process go smoothly for the Dealer.
Adventure Resolution Phase
In the Adventure Resolution Phase, the Dealer will resolve each Adventure that the players committed to, starting with the Back East Adventure (if any players chose this location), then the Frontier, and then the Far West. The Dealer will start with the First Player for each location and resolve each player at that location, then going clockwise around the table until all players at that location have resolved their encounter.
Example: In a 7 player game, 3 players have chosen to undertake the Back East Adventure, 2 players have chosen the Frontier Adventure and no one chose the Far West as the other players have decided to Rest this turn. Starting with the First Player and moving clockwise around the table, each player that chose Back East will resolve their Adventure with the dealer skipping any players that chose the Frontier or to Rest. After all players that chose Back East have resolved their Adventure by playing Skill cards and getting a Skill Trump draw (if playing Trump), the Adventure is resolved. If successful, the highest scoring player takes the card and adds it to their Legend. They also take the listed Reward tokens. Players that failed to meet the required skill number take the Penalties listed. The Dealer now moves onto the Frontier and resolves that Adventure with the two players choosing it. Last, will be the players that chose to Rest.
Important: When an Adventure is to be resolved, all players that chose that Adventure will complete it (starting with the First Player and proceeding clockwise around the table) before moving on to another Adventure resolution.
Adventure Type: There are two types of Adventures that appear in the game - Solo Adventures and Group Adventures, as identified by the icons on the card.
- Solo Adventures: While any number of players may choose to resolve the Solo Quest on a turn, only one player can win the Adventure, but several may be successful. When more than one player is successful on a Solo Quest, the player that scored the highest skill points on the Adventure wins the Adventure and the Reward. The other players that beat the required skill number suffer no Penalties. All players that failed to achieve the skill number for the Adventure suffer the Penalty listed on the Adventure card.
- Group Adventures: These Adventures are undertakings that are larger in scope than what one person can achieve and will require multiple players choosing to work together on this Adventure to succeed. Players may talk, recruit and encourage other players to join them on Group Adventures prior to playing their Action card. Players are not bound by any verbal commitments they may make in the discussion of Group Adventures and may choose to not go on one even if they stated they would. However, it is often in the best interest of a player to join a Group Adventure to gain a portion of the reward. Group Adventure Rewards are paid out starting with the player that scored the highest on the Adventure and moving to next highest score and so on until all Rewards are given out. If too many people go on an Adventure, some of the players may not receive any Rewards. The highest score on a Group Adventure chooses their reward first, then the next and so on until all have been chosen. The card itself is a reward also, and the player that chooses it (usually the highest scoring player) adds it to their Legend.
Example of a Group Adventure Reward: Attend the Constitution Conference is a Group Adventure where players on it can play either Knowledge or Personality being Trump (but only the card type played by each player). If they achieve a total of 40 or higher, there are 3 Rewards:
- Reward 1: The Card onto the player's Legend and +2 VP.
- Reward 2: Increase the Knowledge or Personality Skill by +1 or gain a Status and Fame Reward token.
- Reward 3: Gain 1 Status Reward token.
On this Adventure, there are only 3 Rewards so if more than three players go on it some would not get a Reward.
Skill Challenge: In addition to the Adventures being either Solo or Group, each Adventure has specific skill(s) that must be used to achieve success. The Skill Icon Challenges are as follows:
- Single Skill Adventure: When the card has only 1 Skill Icon, that skill is Trump. If the character has skill points on their Character Sheet for this skill, they add them to any card they play resolving this Adventure. If using American Ingenuity, they add their skill points to the total of the Ingenuity cards played.
- Combo Skill Adventure: There will be 2 Skill Icons in this type of Adventure with a plus sign in the middle. Both are active and both are considered Trump. If the character has skill points in both of the required Adventure Skills on their Character Sheet, they may add the skill points from both to the resolution of this Adventure. Likewise, both skills are considered Trump for cards played and the Adventure Deal.
- Optional Skill Adventure: When the card has 2 Skill Icons with the word OR in between the Skill Icons, the Player determines which skill will be Trump based on what card they play. The card they play matching one of these Skill Icons becomes Trump and they may add any skill points from their Character Sheet to the card played. The Adventure Deal only recognizes the skill they played (and Luck of course) as Trump for this Adventure as the other Skill Icon now has no effect on the resolution.
Note: If on a Group Adventure, each player may choose a different skill to be Trump. For each player, Trump is the skill they played and the other Skill Icon is ignored.
Adventure Resolution Process:
- Fate Tile Revealed: The Dealer reveals the Fate tile by flipping it face-up if currently unrevealed. (See Fate Tiles for details)
- Playing Skills Cards: Each Adventure shows one or more skills required to succeed at the Adventure. These skills are considered Trump for the Adventure and are the only Skill cards that players can play. Each player that has chosen to go on an Adventure will do one of the following in playing a Skill card(s) on the Adventure.
- The Player can play 1 Skill Card of value 5 or higher that matches the skill required (Trump) for the Adventure. OR
- The Player may use American Ingenuity and play any number of cards of the same skill with each card being a value of 4 or less. (See American Ingenuity for details)
- Character Skill Points: Any skill points the player has that matches the Skill card played (and in some cases the Adventure shows a combo skill with a + between skills enabling both skills to add to the card played) are added to the value of the card for a total skill value.
- Adventure Deal: The Dealer will now deal 1 card from the deck. The value of this card is added to the card(s) + skill points of the player regardless of the Skill card dealt. Additionally, if the card dealt is Trump or Luck, another card is dealt from the Skill deck and this continues as long as Trump or Luck is dealt. This enables the player at times to make a skill run of a significant number.
- Spending True Grit on an Adventure: Players may spend True Grit tokens on an Adventure to do the following:
- 1 True Grit Token: A player may discard a Resolution card and Draw a replacement card.
- 2 True Grit Tokens: A player may discard 2 True Grit tokens to not draw a Penalty or Hardship card when failing an Adventure.
Luck Skill Cards: Luck is a special Skill card in that the players never develop the Luck Skill and Luck is always considered to be Trump when drawn during the Adventure Deal. Luck may be played from the player's hand on an adventure, but only as part of a skill set using American Ingenuity and it is considered to be the same suit as the cards played.
American Ingenuity: The lower numbered cards in the hand of the player can be valuable when they are all the same Skill as they can be played as a set using American Ingenuity which represents the creative thinking and actions often exhibited in the bold settlers of America. To use American Ingenuity, the player may play any number of cards from their hand providing the following requirements are met.
- All cards in the set must be the same skill
- Luck may be added to any skill set
- No cards in the skill set can be greater than 4 (Meaning only cards numbered 1 – 4 of the same skill suit can be in the set.)
Example of American Ingenuity: The player wants to go on the Solo Adventure Scout the Cumberland Gap which requires Frontier Skill. In the player's hand are four Frontier Skill cards (values: 5 / 3 / 2 / 1). The player could play the Frontier 5 as his one Skill card, but decides to use American Ingenuity and play the 3 Frontier cards that are less than 4 since American Ingenuity enables players to play any number of cards value 4 or less of the same suit, so his total Skill card value is 6.
Special Skill Cards: There are two types of Special cards in the Skills Deck; the Wild Cards and the Event cards.
- Wild Card: The Wild Card is any skill at the number on the Wild Card. It will always be considered Trump whether played as the Skill card or dealt in the Adventure Deal.
- Special Action Card: The Event cards are special action cards of lower numbers. This card can be played as identified on the card. If no identification, they can be played at any point they would apply. Each card is self-explanatory and may be quickly resolved, after which play returns to normal.
Fate Tiles: These tiles represent the unknown of the wilderness and provide random element to Adventures. The Fate tile in the Back East is always placed face-up so players know exactly what they are facing on this encounter. This represents that the colonies are more settled than the Frontier and the Far West. As an Adventure ages, the players learn more about what the Adventure involves, and as such, the Fate tiles reveal at various stages of the Adventure. Most Fate tiles will present an additional hazard on the Adventure, but some will actually benefit the frontiersmen. If a player chooses to go on an Adventure where the Fate tile is face-down, it is revealed by the Dealer at the start of the Adventure Resolution in Step 1.
Note: In the event that the players collectively (and the Dealer specifically) forget to reveal the Fate tile prior to resolving the Adventure, upon discovery that the Fate was not revealed, it is simply discarded with no effect as it is too late to impact the Adventure Resolution process.
Fate tiles are not shuffled until the Fate tile that states "Re-shuffle Tiles" is completed and returning to the used Fate tiles. At that point, all non-active Fate tiles are turned face-down and mixed with the remaining face-down tiles.
Each Fate tile is described below:
- No Change: There is No Change to the Adventure. (One of these tiles will Re-Shuffle all Tiles)
- -5 to Difficulty Rating: The Adventure Skill Rating is reduced by 5 points, making it easier.
- +5 to Difficulty Rating: The Adventure Skill Rating is increased by 5 points, making it harder.
- Draw 2 Cards: Each player going on this Adventure will draw 2 cards at the start of this Adventure Resolution.
- Lose 2 Cards: Each player going on this Adventure will lose 2 cards at the start of this Adventure. The player may choose the cards to be discarded. (Optional: Players may agree in advance of play that the lost cards are randomly drawn from their hand, making this Fate much more difficult on the players.)
- Share Reward: This Fate tile enables all players that succeed on the Skill Resolution at a Solo Adventure to earn the Rewards rather than just the highest scoring player. The highest scoring player still adds the Adventure card to their Legend.
- If Successful Choose Any Award Type: This Fate tile changes the Rewards to anything the winner prefers. The winner of this Adventure may choose different Rewards than those listed.
- No Hero Skills May Be Used: This Fate tile prevents the player from adding any skill points to their Skill card played.
- Luck Is Not Treated As Trump: This Fate tile prevents Luck from being treated as Trump in Ingenuity play or the Adventure Deal.
- If Failed – Double the Failure Penalty: This Fate Tile increases the Penalty to any players that fail to achieve the Adventure skill number. They suffer double the Penalties listed.
Rest Resolution Phase
During this phase, any players that chose the Action card "Rest" resolves their turn by performing the following activities, starting with the First Player and progressing clockwise around the table.
- Draw Cards or Gain True Grit: The player draws 4 Cards or takes 1 Grit token.
- Hand Card Limit: If over 7 cards, the player now discards down to 7 cards.
- Trade Reward Tokens: The player may now trade any 2 non-Hardship tokens for any other type of Reward token. Hardship tokens may never be traded away, but one could be traded for.
- Purchase Rewards: The player may now purchase 1 available Reward card. Upon purchase, the next card is immediately turned face-up.
Optional Rule: If the players agree prior to play, 3 True Grit tokens may be spent to gain 1 level of any skill. When using this rule, no skill may be raised higher than 4 points above the player's lowest skill. Example: If the player's lowest skill is a 1, the highest a skill could be raised spending True Grit tokens is 5.
Evening Phase
After all players have completed their Action resolutions, the Daytime Phase is complete and the Evening Phase begins. The Evening Phase is the time to check and see if the game is ending or another turn begins with the Sunrise Phase.
Ending Conditions - Frontiersman Stage: The Frontiersman Stage ends when one of the following occurs:
- Depleted Adventure Deck: An Adventure needs to be added to any location (Back East, Frontier, or Far West) and there are no Adventure cards available.
- Depleted Rewards: When 2 of the 5 Reward decks are depleted.
When one of the situations above occurs, the Frontiersman Stage ends and play advances to the Legend Stage.
If no game ending conditions are present, the following steps occur:
- The current First Player passes the First Player token to the player on their left.
- If rotating the Dealer, the current dealer passes the deck to the player on their left. Shuffle the cards if needed.
- Start Sunrise Phase.
The game repeats the Sunrise, Daytime, and Evening Phase until an End Game Condition begins. At that point, the game progresses to the Legend Stage.
III. Legend Stage
This Stage is the story-telling part of the game. The following steps are performed in the Legend Phase:
- End Game Rewards: Take the End Game Reward Cards from the box and based on each card's requirement, award the card to the player that meets that requirement. These cards are added to the end of the Frontiersman's Legend. In the event of a tie, no player gains the End Game Reward. Example: The Frontiersman with the most FAME Reward Cards is given the Folktale Icon Reward.
- Legendary Tales: Each player will pick up their Legend, and starting with the bottom card (the first card they placed leftmost in the Legend from the Upbringing Stage of the game) and proceeding forward, briefly tell the history and Legend of their Character. Players may add a little story to connect the Adventures and entertain the audience.
- Best Tale: If the players agree by a voting majority that one player's Legend was presented in a more entertaining way than the rest, that player is awarded the First Player token. If players do not agree, or choose not to vote, the First Player token is placed on the board and no player will hold the token for Final Scoring.
IV. Final Scoring Stage
In the Final Scoring Stage, each player finalizes their score by performing the activities listed below.
- Total all victory points from Adventures in the Legend
- Subtract negative points from the Legend
- Gain 1 victory point for each 4 Reward tokens the player possesses
- Add +5 if possessing the First Player token for telling the best Legend
The total of the above steps equate to the final score for each player. The player with the highest score is the winner, and a true Legend of the American Frontier.
Tie Breaker Process: In event of a tie, the player with the most cards in their Legend is the winner. If still tied, the players share the win and both are considered American Legends of the Frontier.
Card Breakdowns
- Adventure card: shows the Solo or Group Adventure icon, the Adventure legend, the Skill Required, the Skill Number, the Victory Point Value, the Rewards, and the Penalty.
- Reward card: shows the Purchase Price (for example, a reward requiring 2 Happiness and 1 Status to purchase), the Reward, the Reward Legend, and the Victory Points.
- Hardship / Failure card: shows the Penalty Legend and Penalty Effect. For example, the Robbed Hardship card is resolved and discarded. In many penalties, the player has a choice, such as Discard 2 Wealth tokens or lose 1 Wealth Skill Point.
3 Player Game Rules
The game is played exactly the same with 3 players as it is with 4 or more, with one minor change to ensure competition. The Adventure marker is used to block 1 Section of the Board from having an Adventure on it. In a 3 player game the following additional rules apply:
- The setup of a 3 player game: At the start of the Frontier Stage of the game, no Adventure is started in the Far West section of the board. Instead, the Adventure marker is placed on that board section.
- Adventure token movement during play: Adventures are populated using this rule based on the location of the Adventure marker. Whenever one of the active Adventures is completed, the Adventure marker is moved to the Section of the board that the Adventure was completed and a new Adventure will be populated during the Sunrise Phase in the location the Adventure marker vacated.
- There will not be any Adventures populated to the location the Adventure marker resides. This means that there will never be more than two Adventures on the board at any time in a 3 player game, and that the location of the two active Adventures will always be rotating.