Troja
Troja Rulebook
Table of Contents
Table of Contents
- Basic Information
- 1. Card Types and Attributes
- 2. A Die That Is Not There
- 3. Combat, Which Is
- III. Starting the Game
- IV. Course of the Game
- V. Detailed Rules
- VI. Optional Rules
- VII. Short Description of a Round
- VIII. Example of Play
- IX. FAQ
- How does "Speed of Hermes" work?
- How does "Hypnos's Sleep" work?
- How does "Hades's Judgement" work?
- What is the special feature of Hector?
- If Hector has Troops attached, does he sum the Tactics of the Troops when determining the higher value?
- What is the special feature of the Lernaean Hydra?
- When can "Zeus's Judgement" be used?
- Can a Hero possess the Sword of Ares and the Sword of Athena?
- Does playing a Challenge on another Hero cost me any Glory Points?
- Can two Trojan Troops be played as one Challenge?
- X. End
Basic Information
The game can be played by 2 to 4 participants. A game lasts on average 30 to 60 minutes.
Each player embodies one Achaean Hero, who must gain 24 Glory Points (see below), while at the same time not allowing the Heroes of other players to do so. Glory Points are gained by defeating successive rivals – mythical monsters, Trojans, and the Achaeans who compete with one another. An important element is making the game harder for the other players. As can be seen at first glance, Troja is not a team game.
Achaean warriors are true heroes. True heroes do not die; at most they may depart in disgrace. This happens when the number of Glory Points falls to 0. Then the player draws a new Hero from the pool of those available, and sets the previous one aside.
1. Card Types and Attributes
Troja uses several types of cards, and symbolically marks on them the attributes that characterise the actors of this ancient drama, which plays out beneath the walls of a besieged city. A precise description of the card types and attributes is found later in these instructions, but for a better understanding of play a short description is given here.
Card types:
- Achaean Heroes – six heroes, in whom the players embody themselves.
- Patrons – three mighty gods who look after the Heroes.
- Challenges – opponents of the Achaeans, mighty defenders of Troy.
- Challenges – opponents of the Achaeans, mythical beasts.
- Interventions – miracles sent by the gods, supporting their favourites.
- Events – random occurrences, which may affect the course of the game.
- Items – supporting the Achaeans in combat.
- Achaean Troops – fighting alongside the heroes.
- Glory Cards – used to mark the current level of Glory of your Hero.
Attributes:
- STRENGTH – reflects the skill in hand-to-hand combat of an Achaean Hero or a Challenge. It is used in one-on-one duels.
- TACTICS – reflects the commanding skills of the Hero and the armed strength of whole troops. It is the attribute tested in battles.
- POWER – determines how powerful supernatural forces favour the Hero, or what requirements an Intervention or a Beast places on its use.
- GLORY – determines the degree to which a hero is known and surrounded by general respect; in the case of Challenges, it is the reward for defeating them.
2. A Die That Is Not There
Chance plays an important role in the game. In the bottom right corner of the cards (except for Hero and Patron cards) there is an icon of a six-sided die. On it a specific number of pips is marked, which symbolises the result of a die roll. Each time a combat takes place, or when the text on a card requires drawing a so-called Fate card, the top card of the deck is drawn and the number of pips on the die icon is checked. The result is added to the relevant attribute, or the effect associated with it on the card is read. The Fate card is then discarded to the discard pile.
Note: if a card serves as a Fate card, we do not pay attention to its text, only to the die drawn on it.
3. Combat, Which Is
The principal occupation of the Greek heroes, apart from anointing themselves with oil, drinking wine and lying with young boys, was making war. Our (or rather, now your) game depicts primarily this last element. Combat may take one of two forms:
- a duel, which is fought using Strength;
- a battle, which is fought using Tactics (a Hero may fight using Tactics even without attached Troop cards – it is assumed that he leads his bodyguards).
Regardless of its type, the rules of combat are always the same. After it has been established what the combat is fought on (Strength or Tactics), the players may modify its result by playing from hand onto the table Event or Intervention cards that affect the attributes of Heroes or Challenges – but this must be done before a Fate card is drawn. Remember also the constant modifiers coming from Achaean Troop and Item cards. Then, starting with the attacker (the Challenge, or the Hero who challenged another Achaean Hero to a duel), both players draw a Fate card and add the appropriate attribute (Strength or Tactics) and any modifiers. The side that achieved the higher result wins the combat. In the event of a tie, nothing happens.
A Fate card for a Challenge is drawn by the player who played it, or, if he played it on himself, by the player to his left. Regardless of the number of Challenges played simultaneously or the character of the combat, one Fate card is always drawn for each of the fighting sides, and its result is added to the sum.
Note: usually combat is a duel and is fought using Strength. Challenges that have no Strength (e.g. Trojan troops) always fight using Tactics. Once Fate cards have been drawn, no more cards affecting the result of the combat may be played.
III. Starting the Game
From the pool of 110 cards, take out 6 Achaean Heroes, 3 Patron cards and 4 Glory Cards for marking the number of Glory Points of a given Hero. Shuffle the remaining cards and place them in the middle of the table. Place the Patrons next to the draw pile so that every player can read their special rules at any moment.
Each player takes one Glory Card, and then from the pool of 6 heroes each draws one and places his Hero card on his Glory Card so as to mark with its edge the 12 starting Glory Points.
Surplus Glory Cards and undrawn Hero cards are set aside.
Each player additionally receives 2 plastic markers symbolising Divine Wrath.
At the beginning of the game none of the players has any cards "in hand".
The game is begun by the Hero with the highest Power. If there is a tie, 1 Fate card is drawn for each and the results are compared – the player who drew the Fate card with the highest value begins. Further order follows the direction of the clock's hands. This order is fixed for the whole game.
IV. Course of the Game
To make play easier, we have introduced two terms: round (kolejka) and turn (tura).
A round comprises four phases described below, including the turns of individual players. After one round ends, the next one begins, and so on until one of the players gains 24 Glory Points. (At the moment one of the players reaches this level of Glory, the game ends automatically.)
A turn is the time of play in which one player performs the actions available to his Hero in the Battlefield Phase (see below).
Each Hero starts with 12 Glory Points. To win, he must gain 24 Glory Points. During the game he gains and loses points, and also spends them when attaching Items and Troops during the Camp Phase. An Achaean Hero whose Glory Points fall to zero departs in disgrace, and the player draws another of the remaining available heroes. Item and Achaean Troop cards attached to the departing Hero are discarded, but the player keeps the cards he had in hand. His new Hero is also not entitled to a turn, even if in this round he has not yet played.
A round is divided into 4 phases:
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Drawing cards Each player, in the order established at the start of the game, draws up to three cards, so that the number in hand does not exceed 6. The number of cards in hand may in exceptional situations exceed 6, but then no card may be drawn.
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Camp Phase Each player in turn may attach to his Hero Items and Achaean Troops that he has in hand, paying their cost in Glory Points. A Hero may have any number of Achaean Troops and Items attached. For some Items one must read their special rules, which describe restrictions on owning or using them, e.g. the Sword of Ares – "The Hero may have only 1 sword at a time". In the Camp Phase no other cards may be played except Achaean Troops and Items. Not even Events or Interventions are active in it.
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Battlefield This is the most important moment in the game. The Achaean Heroes leave the fortified camp and go out onto the battlefield. In this phase Challenge, Intervention and Event cards may be played. Players perform their turns in turn order. First, the active player is attacked by the Challenges – Trojan Heroes or Beasts – which were not defeated in the last round and have passed to him (see: End of Round). The order of resolving these fights is the same as the order in which the Challenge cards were played. No further Challenge cards may be added to Heroes already standing on the battlefield, but each player may play Event or Intervention cards to modify the result of a combat. Moreover, the Heroes of other players may in no way attack or challenge Challenges standing on the battlefield. Then the player may perform his actions:
a) Gaining Glory: An Achaean Hero may challenge another Achaean Hero to a duel of Strength, or play Challenge cards on himself. When a player plays a Challenge card or cards on himself, the other players, clockwise, may add further Challenge cards, making it harder for him to win the combat. Each of the players may add one Challenge card. Independently of this, players may play Event or Intervention cards affecting the result of the combat. A given player must decide whether to add cards when he has the chance – if he passes, he may no longer change this. Then the combat or duel is resolved according to the rules set out earlier. Victory in a duel against another Achaean Hero always brings a gain of 3 Glory Points; against Challenges it equals the sum of the Glory printed on their cards.
If the draw pile runs out at any moment in the game, the discard pile is shuffled to form a new draw pile. All cards whose effect has ended are placed on the discard pile.
An example of play that illustrates the rules fully is found at the end of these instructions.
V. Detailed Rules
Below, the individual card types and the rules for their use in the game are described in detail. It is best to read this part of the instructions and the example of play with the cards in front of you.
1. Achaean Heroes
These cards present the six most important heroes fighting on the Achaean side: Achilles, Ajax, Menelaus, Agamemnon, Nestor and Odysseus. Each is characterised by specific attribute values that reflect his abilities.
- STRENGTH – reflects the skill in hand-to-hand combat of a given Hero. Used in duels.
- TACTICS – reflects the commanding skills of the Hero. The attribute tested in battles.
- POWER – determines how powerful supernatural forces favour the Hero.
- GLORY – determines the degree to which the Hero is known and surrounded by general respect. The value written on the Hero card is the number of Glory Points he loses in case of a lost combat. Note! These are not Glory Points; those are marked on Glory Cards.
- SPECIAL FEATURE – a unique ability of the Hero, which he may use during play.
- PATRON – one of the deities of the Greek pantheon, who particularly favours the Hero, among other things by granting him the power of Divine Wrath and influencing the Intervention and Event cards he plays.
2. Patron Gods
There are 3 cards symbolising the Greek gods: Hera, Athena and Ares. They are placed in the middle of the table so that every player can at any moment look at what power the wrath of a given god grants to a Hero. Only one guardian god favours a Hero, the one named on his card.
Together with the Hero card, the player receives 2 Divine Wrath tokens. Twice during the game he may use the special rule of his deity by spending one token. The Divine Wrath may be used at any moment, even after a Fate card has been drawn. The precise effect of a Patron's Wrath is described on his card.
If a Hero departs in disgrace (his Glory Points fell to 0), the player, drawing a new one, takes two new Divine Wrath tokens.
3. Challenges
These are cards symbolising the opponents the Achaean Heroes must face. They include Trojan Heroes, Trojan Troops, and mythical Beasts drawn by the clamour of battle and the scent of blood.
Challenge cards a player may play either on his own Hero or on another player's Hero. When playing Challenges they may be combined in the following way:
- Trojan Troops – their Tactics are summed, together with the Glory Points they yield;
- Trojan Troops and Trojan Heroes – their Tactics are summed, together with the Glory Points they yield (note: Trojan Heroes may not be combined, with the exception of Aeneas).
- Mythical Beasts, unlike other Challenges, always fight alone.
After a player has played a Challenge on his own or another player's Achaean Hero, each subsequent player may add one and only one Challenge card, together with any number of other cards modifying the result of the combat, such as Events (e.g. the Phalanx in the case of a combat on Tactics) or Interventions, e.g. Zeus's Thunderbolt. The player on whom the Challenge was played may no longer add any further Challenge cards. Similarly, the player who played a Challenge may no longer add further ones. He began the sequence of playing, and it ends with the player to his right – after which the combat is resolved.
Challenges have characteristics similar to those of the players' Heroes:
a) Trojan Troop Characterised by its assigned value of Tactics and its Glory – the number of Glory Points the Hero adds to himself after a victorious combat, marking this on the Glory Card. Trojan Troops may be combined freely when played. Regardless of the result of the combat, the Troop card is always then discarded to the discard pile. Trojan Troops always fight using Tactics.
b) Trojan Hero The card may show Strength and Tactics, or one of these values, the Glory gained after victory, and a special rule. If a Hero is played together with a Trojan Troop, their Tactics are summed and the combat is decided using it. If his special rule is tied to Strength, it does not work in that case. If a Trojan Hero is played alone, a duel on Strength takes place. Importantly, two figures always take part in it: an Achaean Hero and a Trojan Hero. Thus the Strength of several different Challenges is never summed; each is resolved separately in the order of playing. If a Hero has no Strength or Tactics, this means that one cannot fight him on that attribute. Trojan Heroes remain on the battlefield until they are defeated. At the end of the round, in the End of Round phase, all of them move clockwise to the next Achaean Hero and attack him at the start of his turn in the next round. Defeated Trojan Heroes are discarded to the discard pile.
c) Beast Their attributes are usually Strength, Tactics (or one of these two) and Glory. Moreover, they are marked with a special rule written on the card and with Power – a value equal to or higher than this must be possessed by the Achaean Hero for him to play the Beast card on himself, or on another Achaean Hero. A Beast may not be combined with any other Challenge cards, even other Beasts. If a Beast has no Strength or Tactics, this means that one cannot fight it on that attribute. Combat with Beasts proceeds on identical rules to combat with Trojan Heroes. Beasts remain on the battlefield until they are defeated. At the end of the round all Beasts move clockwise to the next Achaean Hero and attack him at the start of his turn in the next round, analogously to Trojan Heroes. Defeated Beasts are discarded to the discard pile.
4. Interventions
They are proof of the presence of gods among the struggling heroes – gods who do not hesitate to meddle in the conflict of men. A player plays Intervention cards to support his Hero or to harm others. On an Intervention card a specific value of Power is written. A Hero must have this value or higher to play the card. The effect of an Intervention often depends on which deity looks after the given hero. They may be played at any suitable moment outside the Camp Phase, both on Challenges and on Heroes, if the text of the card allows it. If the duration on the card is described as "one round", it is placed next to the Hero card it affects and remains there until the start of the next turn of the player who played it. For example, "Athena's Wisdom" played by the player controlling Achilles works from the moment it is played until the start of Achilles' turn in the next round, regardless of whether he played it in his own turn or while defending himself against a Challenge played by another player. If it is not written otherwise, an Intervention works until the end of the given action, and is then discarded. One combat until its resolution counts here as one action.
5. Events
Random cases, of which there are plenty during a battle. They may have a minimal or a decisive influence on the result of the game – depending on the situation. Event cards have no requirements other than a suitable moment – they may be played at any time outside the Camp Phase, both on Challenges and on Heroes, if the text of the card allows it. Remember, however, that if a card modifies one of the attributes, e.g. Greek Fire modifies Tactics, it must be played before a Fate card is drawn. Moreover its effect ends with the given action, unless it is written otherwise. One combat until its resolution counts here as one action.
6. Achaean Troops / Items
These cards may be attached to an Achaean Hero in the Camp Phase. Beforehand, however, the cost written on the card must be paid in Glory Points (after all, it is less glorious to defeat an opponent armed with the Sword of Ares and the Shield of Hephaestus than with bare hands). These points are subtracted from the Hero's total, with changes marked on the Glory Card. An Achaean Hero may have any number of Troops attached at once, and one Item of each kind, as specified on the cards of the particular Items. Remember also that after a lost combat on Tactics, all attached Achaean Troops are discarded to the discard pile.
7. Glory Cards
At the start of the game each player takes one and marks on it the number of Glory Points he currently possesses.
VI. Optional Rules
These rules may be used after playing several games of "Troja" and becoming familiar with the cards and rules.
1. Victory by Elimination
Instead of drawing a new Achaean Hero, a player who has lost all Glory Points drops out of the game. Thus the game may be won either by gaining 24 Glory Points or by being the last Hero on the field of battle.
2. Taming the Beast
If a player's Hero's Power is higher by 1 than the Power needed to summon a Beast, and someone plays such a Challenge on him, or the Beast attacks him after passing at the end of a round, this Hero may designate a new target for the Beast – even an Achaean Hero controlled by the player who summoned it. Note: playing the Event card "Prayer", which temporarily increases Power, may make it possible to tame a Beast!
3. Hidden Cards
Some of the cards modifying the result of a combat – Events or Interventions – may be played face down on the table. In this way one may hide an expected modifier from the opponent and force him to decide whether to add a card. One may in this way play even a card that has no effect in the given situation, e.g. discard an unneeded item. Not only do you get rid of a card from your hand, but you may also make your opponent get rid of a valuable card!
VII. Short Description of a Round
Phases:
- Drawing cards – up to three cards, to a maximum of six in hand
- Camp – attaching Troops and Items after paying with Glory
- Battlefield – turns of successive players, each may perform actions:
- gain Glory – play a Challenge on himself or challenge another Hero to a duel (once per turn)
- play a Challenge – on another Hero (any number of times per turn)
- End of round – discarding up to two cards, passing of winning Challenges to the next Hero
VIII. Example of Play
S = Strength T = Tactics M = Power Ch = Glory
After dealing the cards (see: Course of the Game) and setting up the draw pile, the first round begins:
Janek, age 14, drew Achilles (S 5, T 3, M 2, Ch 5) Wojtek, age 12, drew Ajax (S 4, T 2, M 3, Ch 3) Ania, age 23, drew Agamemnon (S 3, T 5, M 1, Ch 4)
All players mark 12 Glory Points with the edge of their Hero's card on the Glory Cards. Wojtek begins the game (his hero has the highest Power) – he draws 3 cards. Then Ania and Janek do the same.
In the Camp Phase each player attaches cards from his hand to his Hero, paying with Glory Points: Wojtek plays Armour from Hyle (2 Ch, he has 10), Ania plays Spartan Infantry (+2 T, 2 Ch) – Agamemnon has 11 Ch, not 10, because his special feature works. Janek plays Amulet of Zeus (+2 M, 3 Ch, he has 9).
Wojtek's turn begins, and he plays on himself Hoplites (T 2, Ch 2, Trojan Troop). Ania adds more Hoplites to him, and Janek declines to add a Challenge, but plays Phalanx (+2 T) on the Trojans. In sum, Wojtek's Ajax must fight opponents with T 6. Wojtek plays Greek Fire (+3 T). Ania (sitting to the left) draws a Fate card for the Challenges (a 2), and Wojtek for Ajax (6). In sum he has 11 and the enemies 8, so he wins and gains 4 Ch (2 Ch for each unit of Hoplites). With this Wojtek ends his turn, and plays nothing on the other players.
Next is Ania. She plays on herself Trojan Chariots (T 3, Ch 3, Trojan Troop) and Spearmen (T 1, Ch 1, Trojan Troop). None of the other players adds anything. Janek draws a Fate card (sitting to the left of Ania) for the Challenges (4), Ania for Agamemnon (4). She has 11 to 8 in sum, so she is due 4 Ch. However, Janek plays Vanity of the Hero and Ania does not gain the Glory Points due to her. Then Ania plays on Ajax the Challenge – Pandarus the Archer (Trojan Hero). She draws a Fate card (5) according to his special rule, and since its value is higher than Ajax's base Strength, he loses the combat and loses 3 Glory Points (as much as the Glory value written on his card). Pandarus remains on the battlefield, passes at the end of the turn, and in the next round Agamemnon of Ania will have to fight him. With this Ania ends her turn.
Finally, it is Janek's turn. He begins by playing on Ania's Agamemnon the Cyclops (S 7, Ch 5, M 4, Beast). Thanks to the Amulet of Zeus he has enough Power (4) to do so. Wojtek takes revenge on Ania and adds to the Cyclops Mighty Blow (+1 S). Ania plays nothing. Janek draws a Fate card (5) for the Cyclops, which he played, and Ania for Agamemnon (2). In sum the Cyclops has 13 to 5 – a victory! Ania loses 4 Glory Points and the attached Spartan Infantry troop (the special feature of the Cyclops). The Cyclops remains on the battlefield undefeated. In the next round it will move to Achilles and attack him (Janek sits to the left of Ania). After this action Janek decides to play on himself Minotaur (S 4, M 3, Ch 4, Beast). He draws a Fate card (2) according to its special rule, and it turns out that the monster's Strength doubles to 8, and it will be discarded regardless of the result of the combat. Wojtek draws a Fate card (4) for the Minotaur, Janek for Achilles (5). This is too little to win, so he uses Divine Wrath (Ares) – he discards one token and draws an additional Fate card (3). Achilles has 13 in sum, and the Minotaur 12. Achilles wins. He gains 4 Glory Points. Janek plays Speed of Hermes (M 3, may perform one more action, Intervention) and challenges Agamemnon to a duel. No other player plays additional cards. Janek draws a Fate card (4), Ania too (6). Each of them has 9 in sum, so it is a tie and nobody gains or loses Glory Points. With this Janek's turn ends.
The last phase follows – the end of the round. No player discards cards, and the Challenges standing on the battlefield move clockwise. Pandarus goes to Ania, and the Cyclops to Janek.
A new round begins. Wojtek, Ania and Janek each draw 3 cards in turn. In the Camp Phase nobody plays anything. Next is the Battlefield Phase. Wojtek begins his turn and challenges Agamemnon of Ania to a duel with his Ajax. She, however, plays Under the Aegis (M 1, Intervention), avoiding combat. Wojtek does nothing more. Now Ania's turn. At the start of her turn she must face Pandarus the Archer, who remained on the battlefield after the last round. Pandarus shoots his bow (Janek draws a 1) and does nothing to Agamemnon. Thus a duel on Strength takes place, which Ania wins – she draws (6) against Pandarus's (2), winning 9 to 4. Then she plays on herself Spearmen (T 1, Ch 1, Trojan Troop), expecting an easy win. However, Janek adds to her Trojan Chariots (T 3, Ch 3, Trojan Troop), and Wojtek does likewise. Moreover he plays Lethargy on Agamemnon, lowering his Tactics by 2. Terrified, Ania reaches with a trembling hand for a Fate card…
Note! All changes to Glory Points must be recorded as they occur, immediately after they happen. This avoids mistakes and misunderstandings.
IX. FAQ
How does "Speed of Hermes" work?
Playing this card allows the Hero to perform an additional action – for example, he may challenge another Achaean Hero to a duel a second time.
How does "Hypnos's Sleep" work?
The card must be played when the Achaean Hero declares an action – e.g. challenges another Achaean Hero to a duel, or plays a Beast on himself. That action is cancelled (if a Challenge card was played, it is removed to the discard pile), and the Hero must wait until his next Turn to challenge someone to a duel. Note – the card is played on the Hero, not on the player, so the player may still play Challenge cards and other cards on others.
How does "Hades's Judgement" work?
Using this card allows you to immediately remove from the battlefield any Trojan Troop or Trojan Hero – regardless of whether it attacks the player who played the card or another player, stands on the battlefield awaiting its action, or is an attached troop (Achaean troop).
What is the special feature of Hector?
Hector, as an experienced commander and warrior, can recognise the weak points of the opponent and always fights using the attribute which the Achaean Hero has weaker (all bonuses to S and T coming from attached Troops and Items are summed here). E.g. if Hector is played on Odysseus, the combat will be fought on Strength (Odysseus has S 3 and T 4, and Hector S 4 and T 4), but if the same Odysseus had the Sword of Athena attached (his attributes would then be S 5 and T 4), the combat would be fought using Tactics.
If Hector has Troops attached, does he sum the Tactics of the Troops when determining the higher value?
If Hector, or another Trojan Hero, has Troops attached to himself, the combat is always fought using Tactics.
What is the special feature of the Lernaean Hydra?
This rule works analogously to the feature of Hector – see above.
When can "Zeus's Judgement" be used?
At any moment of the third phase of the game, that is the Battlefield (it cannot be played in the Camp Phase). Playing this card cancels the action of any other card that has just been played (Challenges, Interventions, etc.). Both cards are placed on the discard pile.
Can a Hero possess the Sword of Ares and the Sword of Athena?
No. Only 1 sword may be owned.
Does playing a Challenge on another Hero cost me any Glory Points?
No.
Can two Trojan Troops be played as one Challenge?
Yes. Their Tactics are then summed, and 1 Fate card is drawn for them. In case of victory, the Glory gained by the Hero equals the sum of the Glory of these troops. A Trojan Hero and a Trojan Troop may also be played together as one Challenge.
What does "cancelling the action of a card" mean?
The card's rule does not take effect; the card is discarded to the discard pile.
Can cards such as Powerful Blow, etc. (Events, Interventions) be played AFTER a Fate card?
No. All such cards must be played before a Fate card is drawn. After a Fate card has been drawn, the result of the battle may be changed only by Divine Wrath.
What happens if a card (Armed Combat) allows a battle on Tactics against a monster that has only Strength?
If the opponent has only the Strength attribute, the combat must be fought using that very attribute.
With how many cards does the game begin?
The game begins with no cards "in hand".
Is a duel on Strength against a Beast also a duel?
Yes.
How many cards modifying the result of a combat may I play?
There are no limits here.
X. End
KGK and Kuźnia Gier wish you at least as much joy from the game as we had while creating it.
For questions concerning the game mechanics or the operation of cards, please visit www.troja.polter.pl, where you will find all the necessary answers. Questions may also be sent to [email protected]