Zogar's Gaze
Zogar's Gaze Rulebook
Table of Contents
Table of Contents
Objective
Be the first player to collect all the necessary cards to meet your win conditions and you will win the game. These win conditions are determined by your starting race and class.
Components
63 dungeon level 1 cards, 39 dungeon level 2 cards, 24 dungeon level 3 cards, 18 market cards, 5 race cards, 5 class cards, 5 dice, and an instruction booklet.
Setup
- Separate all the dungeon cards from the rest of the cards and shuffle them all together, mix them well, and then stack them face down in the middle of the table.
- Shuffle the market cards and place them face down, and turn over the top two cards.
- Each player should draw 1 race card and 1 class card. Players should keep these cards private. These cards determine the 2 separate win conditions that the player needs to fulfill in order to win. It is advantageous to keep these win conditions secret from the other players.
Race cards require the players to collect a certain number of items based on the number of players in the game. For instance the Man of Norcia calls for the player to collect a certain number of Treasure Points (TP) in order to meet their win condition.
Class cards on the other hand require the player to undertake a specific task or to obtain a particular item. For example the Knight only meets his win condition after finding the princess.
Playing the Game
Once the game is set up, you are ready to get started. Choose a player at random to begin. Now the players will take turns, moving clockwise, until either one player meets both of their win conditions, or when 7 Zogar's Gaze cards are revealed. Steps in each turn are only taken by the player whose turn it is.
On Your Turn
Turns are taken individually in sequential order moving clockwise until one player wins the game. Each turn has 4 phases. These phases must be taken in the order that they are described below:
- The Market. In this phase the player is allowed the opportunity to trade cards from their hand, which they deem worthless to their quest, for a single market card. Players may choose one of the two visible cards in the market or- gamble and pick the top card off the deck. Only one card may be purchased per turn.
Players purchase from the market in a secret manner in which they trade in cards from their own hand face down. Cards have a value equal to the level they were found on. All items at the market cost 5 points. So, to make a purchase you simply trade in a number of cards face down, and have the sum of the cards values equal or exceed 5 points.
Example: John does not need any artifact cards to meet his win condition so he decides to trade them in at the beginning of his turn for a Market Card. He places 3 cards face down on the table. Two of the cards were from level 2 of the dungeon and one was from level one. 2+2+1=5. All players see that the value of the cards equal 5. John places his trade in cards back into the dungeon deck and chooses a Market Card.
It is important to note that all cards should be shuffled back into the dungeon deck after a trade at the market. This method allows players to get rid of unneeded cards, all the while keeping their secret identities hidden. In addition, any item from the market that requires being discarded after use is actually removed from the game and placed back in the game box. Glow Rocks are always discarded after use, no matter what.
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Choosing Items for the Journey. In this phase you must choose the items that you want to take with you into the dungeon on this turn. You may choose to take none. Any items may be taken, but if you die in the dungeon you lose ALL items you have with you. Death happens a lot, so there is a risk in taking items, but those very items might be able to save your neck. It is quite the conundrum.
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Dungeon Delving. Now you are ready to explore the depths of Zogar's dungeon. Make sure that the Dungeon Deck is thoroughly shuffled. Then simply cut the deck and place the top portion, in your hand, off to the side. It will not be used for the remainder of your turn. On your turn you MUST enter the dungeon and this requires that you turn over at least one card, so flip over the top card in the deck.
Cards may have any number of different things on them ranging from monsters and traps, to treasures and powerful weapons.
After turning over the first card, you may continue to turn over more cards, one at a time, until you either decide to leave the dungeon on your own accord or you die. In addition, if you enter into any battle your turn will end after the battle whether you win or lose.
If you leave the dungeon on your own, you get to keep all items you brought with you and all items that you may have found. If you happen to win a battle, you keep all items as well, and you get to keep the monster card. If you die in combat you do not keep the monster card and it is returned to the dungeon deck, and you lose all items with you. If you die in any other manner you lose all items you have with you as well. So how much are you willing to press your luck?
- Shuffle and Pass. Your turn is now over. Put the dungeon deck back together and give it a light shuffle and place it in front of the player to your left.
Combat
Combat is simply a part of life in a dungeon. Sooner or later you will have to match brawn with an enemy. Combat is dealt with by using dice.
Dealing with an enemy is quite simple. First look to see if the enemy has any weaknesses. This is indicated on the bottom and to the right on the card. If the enemy has a weakness there will be one of the symbols shown to the left. If you have a weapon or item that deals that kind of damage, the enemy is automatically destroyed.
Now if you cannot defeat an enemy with a special weapon, you will have to break out the dice.
Here are two samples of what you might find on an enemy card: (the two sample enemy cards are shown as images in the booklet and are not reproduced here)
Sample 1. In this case you need to roll five dice and score 3-fives. After your first roll you can hold as many dice as you choose and reroll the rest. You can roll your dice up to 3 times attempting to get the results you want. At any point you may reroll dice that you held in a previous roll.
Example: Sue is fighting the enemy in sample 1. She rolls all five dice and scores 2-ones 1-two 1-five and 1-six. She keeps the 1-five and rerolls the remaining four dice and scores 2-threes 1-four and 1-five. Sue keeps the 1-five and rerolls for a third and final time and scores 2-sixes and 1-five. Sue now has 3-fives and has defeated the monster!
Sample 2. In sample 2 you are attempting to roll a straight. You need to roll the four numbers indicated on the card as they are shown (1, 2, 3, and 4). You could also defeat this enemy if you were able to roll 2, 3, 4, 5, and 6. In this case you could not get the 1 that was needed, but you were able to score a longer straight (5 long as opposed to the needed 4 long).
Now you do not have to roll the number indicated on the dice on the enemy's card to win, but in order to win with a different number you need to roll an extra successful die. So in sample 1 if you wanted to roll twos instead of fives you would need 4 of them instead of 3.
Example: Bob is fighting the enemy in sample 1. He rolls all five dice and scores 3-twos 1-four and 1-five. He decides to hold his twos instead of the five. He rerolls the remaining two dice and scores 1-one and 1-four. He rolls a third and final time and scores 1-two and 1-six. Bob now has 4-twos and that is enough to win!
Once an enemy is killed you get to claim the card as your own, and gain Fame Points (FP) equal to the number indicated in the yellow box on the card. Most enemies are worth 1 or 2 FPs, but the mighty dragon will give you 5!
Winning the Game
The game is won as soon as one player has met the win conditions set forth by their race and class. In some cases you may win the game when it is not even your turn. This is true of the Lurker race, as another player may draw the required 6th Zogar's Gaze card on their turn and you will need to declare yourself the winner out of turn.
Special Cards
Zogar's Gaze. Whenever this card is drawn while exploring the dungeon it should be placed face up, near the market, for all to see. Once 7 of these cards have been revealed all of the players lose and Zogar wins. Also, drawing this card does not end your turn, and you may continue exploring if you choose.
Glow Rock. Glow rocks work just as described on the card, but it needs to be noted that they are always discarded from the game after being used. They are the only card were this is the case. Also, they can only be used on your turn.
Pit Trap. When you draw Pit Trap your turn ends and this card should be placed in front of you face up as a reminder that you are trapped. Once you successfully escape from the pit trap, shuffle this card back into the Dungeon Deck.
Darkness. Like the Pit Trap card once you escape you are to shuffle this card back into the Dungeon Deck.
The Mimic. When it states on the card that you need to roll equal to or higher than the sum of the cards in your Hand, this refers to all the cards you possess, both with you in the dungeon and outside of the dungeon. This means the more cards you are holding, the stronger the Mimic becomes.
Thieves Signet. When wearing the Thieves Signet you may pass by all Thieves in the dungeon. You may still choose the fight the thieves if you want, but you do not have too. This ring is not a onetime use item and you may keep it as you would a weapon or another such item.
Overconfident. This card works just as described on the card, however it should be noted that the Consuming Fear card will trump this behavior. So if one of the three cards drawn is the Consuming Fear card, you need to exit the dungeon.
Consuming Fear. When this card is drawn from the deck you drop all weapons from your hand. This includes only the weapons with you in the dungeon. These weapons include: The Elemist, The Flame Bow, The Frost Axe, The Harvester, and Poison Daggers.
Thieves. If you engage the Thieves in battle it will end your turn just as if you were in combat with an enemy. If you decide to pay them off you must give them a card that is with you in the dungeon. This card must be the highest valued card with you based on what level it was found on in the dungeon. If you have two or more cards of the same value with you, the player to your left gets to pick the card that is used for the pay off. In addition, if you have no cards to offer, you must engage in battle.