Stwory z Obory
Stwory z Obory Rulebook
Table of Contents
Table of Contents
Game Contents
- 10 character cards
- 18 Marketplace cards
- 43 Village cards
- 36 Wanderer's Path cards
- 1 declaration card
- 1 reference card
- 1 special die
- 24 health tokens
- 36 fame tokens
- 6 victory tokens
- 42 copper tokens
Objective
The goal of the game is to gather 7 fame points. Fame points are earned by defeating monsters or by creating bounties.
Setup
Split the cards into three decks:
- Marketplace
- Village
- Wanderer's Path
Shuffle all decks thoroughly and lay them face down side by side in the order shown above. Leave room above the decks for discard piles. To the left of the Marketplace deck, lay out 3 face-up cards from that deck.
Each player draws 2 character cards. Look over their unique traits and choose 1 character. Place the character card in front of you. Flip the other card over and place it next to your character card. From that point on, it will represent your character's stats. On the lower part of this card, place 3 health tokens, and on the upper part place 1 fame token on any starred space (not on the space with the crown).
Each player receives 1 copper (Alojz receives 3, and Gienek receives a fame point instead of a copper). Place the copper above the character card.
Each player draws 4 random Village cards (Ruda draws 6 cards). This is the player's hand. If you want, you may exchange 1 card: to do this, place an unwanted card on the bottom of the Village deck and take 1 new card from the top.
Tip: it's best to exchange a card you already have a duplicate of. The more options you have at the start, the better.
To the right of the character card, leave room for 2 equipment cards and 1 face-down potion card. This is the maximum number of equipment cards and potions a character may hold (One-Handed Fred may only have 1 weapon). Characters begin the game without equipment (except for Siergiej).
During the game you may hold an unlimited number of coppers and hand cards. You may not, however, have more health points than you started with.
In the middle of the table you will need free space for playing cards. From now on we will call this space the Battlefield. Every player should have easy access to the Battlefield.
Unused tokens form a shared pool. The greediest player may act as banker and hand out tokens to all players during the game.
Card Overview
In the Wanderer's Path deck you will encounter monsters in 3 classes marked by color: foul – red, forest – green, and magical – blue. The Marketplace deck contains weapons in these same colors. Likewise, in the Village deck, whose cards make up the player's hand, you'll find many items with bonuses in these 3 colors. Usually, when we play a card, it must match the monster's color. The exceptions are the special cards: yellow and black. You may play these against any color (like jokers).
Careful! When a black card is played, all other played cards become void. All cards from a player's hand are one-use, unlike the weapons in the Marketplace deck. A more detailed description of the cards can be found at the end of the rulebook.
At the bottom of character cards, the unique traits are described. Most characters also have a bonus-power symbol in a specific color in the lower right corner (the exceptions are Otto and Gienek).
The flavor text on the cards builds the rustic mood of the game but has no effect on its rules. Instructions on cards are directed at the person who holds and plays that card. So if the card you're holding and playing says "You choose the combat color," then YOU choose the color, no one else.
Gameplay
Player turns proceed clockwise. The player who understands the rules best starts. If no one understands them, choose a village elder to start the game.
Order of actions in a player's turn:
- Marketplace – you may buy one of the 3 displayed equipment cards (optional action).
- Village – draw a card from the top of the Village deck.
- Wanderer's Path – reveal a card from the top of the Wanderer's Path deck and either fight or create a bounty on the monster.
If you feel you have too few cards, you may repeat the Village action instead of the Wanderer's Path action. Your turn then ends.
Marketplace
If you have enough coppers, you may (but don't have to) visit the Marketplace, represented by 3 face-up cards. Here you can buy the currently available equipment: weapons or potions. After buying a card, replace it with a new one from the top of the Marketplace deck. Prices are shown in the upper right corner of the card. Purchased equipment must be equipped immediately (placed next to your character). You may have a maximum of 2 weapon cards and 1 face-down potion card. If your equipment is already full, you must free up space before buying new equipment by discarding equipped cards (the exception is the "Potion" potion, which can be used immediately even with full equipment).
You may give away or sell discarded weapons to another player for any agreed price. If you place the equipment on the discard pile, you receive no payment. On your turn you may buy as much equipment as you can afford. Go ahead, throw your money around!
Additionally, for 4 coppers you may bribe the mob and receive 1 fame point. You may buy at most 1 fame point per turn this way. You may not buy the last, winning fame point this way.
Village
Draw 1 Village card and add it to your hand. Don't show the card to other players. If you need more cards, you may take an additional Village card, but then you skip the last action, Wanderer's Path.
Wanderer's Path
Draw 1 card from the top of the Wanderer's Path deck. Place it face up on the Battlefield. There are two possibilities:
- The drawn card is an event: read it out loud and resolve the event, after which the turn ends. The drawn event applies to the player who revealed the card.
- The drawn card is a monster: if you encounter a monster, you must decide what to do.
You may fight, if you feel strong enough (see: Combat). Of course, you don't have to. Sometimes a little scam works out better (see: Bounty). You announce your decision using the declaration card. If you decide to fight, you place the monster card on the upper half of the declaration card. If you decide to create a bounty, you cover the lower half of the declaration card.
Combat
Preparation
Announce to the other players that you are fighting.
Players may (but don't have to), in order to make your fight against the monster harder, play 1 face-down card from their hand against the monster on the Battlefield.
Choose only 1 card, which will be revealed and included in the fight (if any were played). Place the chosen card next to the monster. The rest (the cards that were not chosen) return to their owners.
Play cards from your hand to strengthen your character's power. These are one-time bonuses (they apply only during this fight). They must be played before the die roll. Place them next to your character. You may not use special cards as a bonus for your character (e.g. "Disguise +1", "Vampire", "Hyena").
Tip for players who aren't currently fighting: what cards are best to throw in against other players' fights? It's best to throw in the black and yellow special cards ("Pig", "Hyena", "Sucker Punch", "Vampire"). These are universal cards and match any color. They never have a negative effect for us. This is also the best moment to play the "Setup" and "Back Me Up" cards, but remember to think it through carefully. Sometimes it's worth playing a Creature of the Barnyard disguise, especially one with a bonus. Careful though: if the disguise is defeated, you lose 1 health point. You can also play plain bonus cards just to make the fight harder for another player.
Determining Power
Combat takes place in a specific color between the player's character and the cards on the Battlefield (with the exception of "Setup", see: Special Cards). To defeat a monster, your power in the given color must be greater than or equal to the opponent's power.
A player's power is determined by: character bonuses + equipped weapon + bonuses from hand cards + die roll.
Example: This character's power in a fight against a blue monster is 6: 1 point for fame points, 1 point for the weapon owned, 2 points for played cards, and 2 points rolled on the die.
The power of the monster/disguise is fixed, determined by the monster card. It can be increased by added cards.
Die Roll
Decides the loss or win. To win, the player's total power must be higher than or equal to the power of the monster's/disguise's cards. You can roll a number from 1 to 5, or a card-destroy symbol. An unlucky roll may be rerolled once per fight.
Destroying a card: on the die, instead of a 6, there is a card-destroy icon. When you roll it, first discard one card that was added to the monster and roll again. If there are no added cards, you automatically win (even if the monster is much stronger). The card-destroy roll does not work against black cards, such as "Back Me Up" or "Setup."
Rerolling the die: if you don't like your roll, or another player's result (yes, you can be mean), you may cancel it. To do this, you must have a fame point, which you give up to the prize pool on the arena in exchange. The winner takes the entire pool along with the added fame points. You may only reroll the die once per turn (your own or another player's). In short, during a single fight, each player may request a reroll of the die once (except for Otto, who may request a reroll twice — paying 1 fame point each time).
Outcome
- Loss – you lose 1 health point
- Win – you take the entire pool from the Battlefield
Prize Pool
The pool is determined by the fame and copper icons on the left side of all the cards on the Battlefield. Fame points wagered for rerolling the die also count toward the pool. Won fame points are placed in an empty space next to the fame points you already have, regardless of the color in which the fight took place.
Example fight 1: You drew a red monster with power 4. Your character has a red weapon +1. You have no other red bonus cards in your deck. In theory it's enough to roll at least 3. You announce the fight with the declaration card! Now other players have a chance to play a card. 2 face-down cards from other players appear on the table. You choose one of them, revealing the "Hyena" card (yellow color – universal). The monster's power increases to 5. Now you must roll at least 4. You roll the die... A 3 comes up. You lose, unless you cancel the roll by wagering a fame point (see: Rerolling the Die). Otherwise you lose a health point. The player who played "Hyena" can congratulate themselves and loot your corpse (the effect of the "Hyena" card).
Remaining Combat Rules
After the fight, all cards on the Battlefield, as well as played bonuses, end up on the appropriate discard piles. The turn passes to the next player.
The attacking player may use potions at any point during the fight.
If another player plays a "Disguise" against your fight, then when:
- you win: you take the pool, and that player loses a life,
- you lose: you lose a life, and that player takes the pool.
Example fight 2: In the event deck you encountered a blue monster with power 4. Its treasure is 1 fame point and 1 copper. Your character has a +1 bonus against blue monsters, an equipped +1 weapon, and a hidden +1 bonus card of the same color in your deck. In theory you don't even need to roll to win the fight. You announce to the other players that you are fighting. Immediately, another player plays 1 card. No one else added a card, so you choose the only one that appeared on the table. It turns out to be a +1 bonus card (blue). At this point you are fighting against a monster with power 5. You must roll at least 2 (easy, hold my beer). You roll... A 1 comes up! You can't accept the loss, so you give up 1 fame point to the pool to reroll the die. You roll a second time. This time a 3 comes up. Other players could also cancel your die roll, but it doesn't make much sense if you're not fighting for the 7th fame point. You still have a good chance of winning after all. Only a 1 means you lose. You take the whole pool, that is, 2 fame points (including your own) and 1 copper.
Bounty
If you decide that you don't have much of a chance in a fight, or that a scheme would benefit you more, you can use the monster you encountered differently.
Preparation
Announce that there is a bounty on the monster. Place next to it up to 3 face-down cards from your hand (you may also add none). The cards should (but don't have to) be the same color as the monster. Cards that don't match the color are not taken into account (with the exception of special cards – yellow and black). The combinations of added cards can vary.
Basic Plays
Adding a disguise – from this moment the monster is a Creature of the Barnyard, that is, a disguised peasant. If no one fights, or the disguised peasant you represent wins, you take the prize pool. If the Creature of the Barnyard is defeated, you lose a life. In this case, it's worth adding as many bonuses as possible.
The player who played the disguise does not add their equipment bonuses or character bonuses to the Creature of the Barnyard. Only the cards on the Battlefield count.
There's also the possibility of cheating. You can play a disguise card in the correct color and 2 random cards in a different color. Three face-down cards can scare off attackers, and you'll easily take the prize pool. Remember that in this case you lose all the cards you played.
CAUTION! It's very important to understand, at the start of the game, the rule for how disguises work. By playing a disguise card against a monster, we turn it into a Creature of the Barnyard.
Adding a pig – you plant a pig on someone. The fight doesn't take place. You resolve the card's effect. The pig cancels the effect of other cards.
Adding a special card ("Sucker Punch," "Vampire," "Hyena") – played correctly, these can bring you a benefit. Make sure whether the monster should be easy or hard to defeat. Be careful not to scare off other players with as many as 3 cards. In the case where no one fights, and you didn't add a disguise, you gain nothing, and the cards are lost (they end up on the discard pile).
After adding up to 3 face-down cards, you ask the other players whether they will fight. The player who is first to volunteer to fight takes up the challenge. If several volunteer, choose one. At this point, reveal the added cards. Combat begins (see: Combat).
Example – Bounty: In the event deck you encountered a green monster with power 6. The reward for defeating it is 1 fame point and 2 coppers. Your power and weapons give you no bonuses in a fight against a green-class monster. In your hand you have 1 card with a green +1 bonus (you could use it in a fight – strengthening your character, or in a bounty – strengthening the monster). The fight is risky. You would have to roll a 5, unless another player throws something in against the monster. So you create a bounty. In your deck you still have a yellow universal disguise card. You place the face-down disguise card next to the monster. Next to it, also face down, the green +1 bonus card. You wonder whether to sacrifice yet another card of a different color, to scare off your opponents. Because if no one takes up the challenge, you take the whole pool (the effect of the disguise card). You add a blue bonus card as well. Now on the table lies the revealed monster card and 3 other face-down cards. You ask if anyone is fighting. Your opponents, fearing a strong monster (as many as 3 cards were added), back off. Congratulations, your scheme succeeded. You take the whole pool: 1 fame point and 2 coppers. All the cards from the Battlefield end up on the discard pile.
Nobody Fights
If neither you nor any other player wants to fight, you place the monster card on the discard pile. If cards were added and a disguise was not among them, they also end up on the discard pile, with no consequences. Cowards!
End of Turn
When the fight or bounty ends, the turn passes to the next player (in clockwise order).
End of Game
The moment one of the players earns their seventh fame token, they become the winner and the game ends. That player receives the title of King of Monster Slayers. If the other players don't agree with this fact, the winner keeps the crown token and you can play another round. Whoever wins 2 crown tokens becomes the Undisputed King of Monster Slayers.
Additional Rules
Death
When you lose your last health point, your character dies. Give up all fame points and coppers to the pool. However, you keep all the deceased's equipment.
You must bring a new hero into the game. Swap the character card and the stat card, and then flip them over. Prepare the character as at the start of the game (draw a copper and a fame point). If your second character dies, you are eliminated from the game (you may cheer on the others, or go use the outhouse).
What's Done Is Done
During the game, after performing some actions, you may realize that something wasn't actually possible, or that some card wasn't taken into account. In such cases the "what's done is done" rule applies — you keep playing. However, if a player makes the same mistake again, they lose a copper.
Cards Win
The rules on the game cards take precedence and are applied first (even if they contradict the rules in this rulebook).
Out of Cards
If a deck runs out of cards, shuffle the cards from its discard pile and bring them back into play.
Disputes
Sometimes it's worth bribing other players, offering them some of your coppers, so they don't cancel your die roll. When playing a card against someone else's fight, you can also offer additional coppers so that your card gets chosen. Negotiations have no limits. The main thing is to come to an agreement. Of course, if you're 1 point away from winning, don't count on any help. Actually, in this game, I wouldn't count on any help at all.
Detailed Card Descriptions
Character Card
This is your character's card. Every character has unique bonuses and abilities. Bonuses apply for the whole game. They cannot be lost.
Village Deck
In the Village deck you'll find the cards that make up the player's hand. All cards from this deck are one-use. This means that after being played, they end up on the discard pile (usually after a fight). This deck consists of:
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Bonus cards: in three colors (red, green, and blue). You can use bonus cards to strengthen encountered monsters or your own character. The bonus is one-time and is discarded to the discard pile after the fight.
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Special cards
Yellow cards: universal, and when played against a monster they affect the rules and effects of the fight. They cannot be played as a bonus for the player's character. The special cards include:
- Disguises – added to a monster, they turn it into a Creature of the Barnyard (the deck also contains 3 disguise cards, one for each monster color, with an additional bonus).
- Sucker Punch – gives you a chance to easily earn 1 fame point.
- Cemetery Hyena – gives you a chance to loot another player of gold or equipment.
- Vampire – gives you a chance to take a health point from another player.
Black cards: universal, with an immediate effect, resolved first and as the only effect. You cannot add 2 black cards to a bounty. Other added cards are ignored.
- Back Me Up – lets you take over a monster that another player was going to fight. If you play this card, then you fight the monster, but other players can no longer add cards to it. The card-adding phase has already passed. The card cannot be added to a bounty.
- Setup – instead of fighting the monster, a fight takes place between the players. The player who played the card chooses the combat color. Before the die roll, you may add yourself a bonus from your hand. A roll-off follows. The player who played the card rolls the die first. The card-destroy icon is an automatic win, unless the opponent also rolls a card-destroy (a tie). In case of a tie, the rolls are repeated. In a Setup, you may not reroll the die. The winner earns 1 fame point (from the game pool) and takes the loser's coppers.
Monster Deck
- Monster cards: these are the cards representing the monsters encountered on the road. There are 3 kinds of monsters. Red class – foul, green class – forest, blue class – magical. Each monster has a set power and a reward for defeating it (upper left corner of the card).
- Event cards: read publicly. They describe random events and apply to the person who reveals the card.
- A fly buzzes by: means the loss of a turn. The card deliberately withholds information about this. (I love the players' confusion the first time they draw this card.)
After earning further fame points, you add them next to the ones you already have (no gap may form). You place the points as you see fit, regardless of the color of the defeated monster. After earning 2 fame points in a given color, you gain an additional bonus in that color. The seventh fame token is placed in the middle of the card (the crown) and marks victory.