RulesPal
Chat
Rulebook
Nectar thumbnail

Nectar

Nectar Rulebook

Table of Contents

Table of Contents

  • Basic Rules of Nectar
  • Point Conditions
    • Example
  • Advanced Game Rules
    • Preparation Stage::
    • During the game::
    • Use rules::

Basic Rules of Nectar

When the game starts, each player will draw 6 cards. Players will place one card each from the deck into one of the pots.

Players will then take turns, placing up to two cards from their hand onto the board.

When all the cards between the two sacrificial pots satisfy one of the necessary point conditions, that collection of cards will be put into the discard pile and the player who played them will gain one point.

(The basic rules page includes a diagram of the board showing the three pots, the card row between the two sacrificial pots, and the placement of cards.)

Point Conditions

The point conditions are:

  1. Accumulate a total of five basic kinds of medical ingredients: toads, snails, spiders, mushrooms and skulls.
  2. Gather four symbols of the same type of basic medical ingredient.
  3. Reach a potency level of eleven or beyond.

Example

Example (these four cards shown on the sheet):

  1. The first card has a toad; the second card has a spider and a snail composition in the bottle; third and fourth cards have a skull with a snail, and toad with a mushroom, respectively. The player has collected a total of five basic kinds of medical ingredients, and gains one point.
  2. The player didn't gather four of the same basic medical ingredient, for lack of two snails or two toads.
  3. The potency level is 6, so the player didn't reach II. (Sic: the sheet prints "II" here; the condition in the list above says eleven.)

If the results conform to several scoring rules at the same time, an extra point will be given.

Players can also use their tokens and prop cards to change these conditions in game.

Advanced Game Rules

Preparation Stage::

Before placing the top card of the deck into the pot, the starting player will roll one or two dices (the number of dices will speed up the process of the game). Then, put them at any locations among the three pots. If the top side of a dice(s) is blank, the dice(s) will be rolled once again.

During the game::

A dice can be substituted for a basic medicinal material based on the medicinal symbol that is facing upwards on that dice. Example: If the top side of a dice has a mushroom symbol, that dice can now be substituted as a mushroom material.

Use rules::

a. Card players can regard the symbols shown on dices as existed basic medicinal materials and incorporate them into settlement.

b. Players can place cards at locations with dice(s) and such cards will be regarded as if they have the basic medicinal material(s) shown by the symbols of dice(s). Example: If a card is placed under a dice with a mushroom symbol, that card will be able to treated as a mushroom material.

c. During a player's turn, they can lose 1 point (if possible), move a dice a number of card spots equal to the number of the medicinal symbol that is shown (upwards) on that dice. Example: Mushroom has the number 3 (on the game board). So if the top side of a dice is mushroom, you may move that dice 3 adjacent spots.

d. After a point is received and the cards in a column are sent to the discard pile, if there are dice in that column, roll those dice(s) again. Then place the dice(s) in the same spot that it was at before you rolled them. If the top side of a dice(s) is blank, the dice(s) will be rolled once again.

The sheet closes with: "To find out more, follow Nectar and stay tuned! Thank you!"