glow
لم يعد بالإمكان تمييز اللون الأخضر للأشجار وخطوط البراكين. الصمت التام. يتطلب تبديد هذا الظلام واستعادة اللون للعالم العديد من الانفجارات من الضوء.
يولد المغامرون ويتدربون على هذا: إتقان قوة العناصر واختيار رفاقهم وإيجاد طريقهم إلى القرى بالنور.
عدد اللاعبين: 1 - 6
مدة اللعبة: 16 mn
تعقيد: 2 / 5
العب glow و 969 ألعاب أخرى online.
لا يلزم التنزيل - العب مباشرة من متصفح الويب الخاص بك.
مع أصدقائك وآلاف اللاعبين من أنحاء العالم.
مجاني.
العب glow و 969 ألعاب أخرى online.
لا يلزم التنزيل - العب مباشرة من متصفح الويب الخاص بك.
مع أصدقائك وآلاف اللاعبين من أنحاء العالم.
مجاني.
ملخص القواعد
Overview
- Glow plays in 8 days (rounds)
- The player with the most bursts of light at the end of the game wins.
Selecting an Adventurer
- Players use the same adventurer throughout the entire game
Anatomy of the adventurer cards
- Upper left-hand corner: resources (big dice) the adventurer will provide you
- Different colored dice have different die faces, each color die has an additional face of matching resource (hover to see the die faces)
- Purple die has a face that earn you 2 footprints
- Yellow die has a face that earns you 3 bursts of lights
- Upper right-hand corner: some adventurers will provide you with additional bursts of light at game end
- Bottom: condition (right side of arrow) and effect (left side of arrow) triggered when the condition is met
- Pocana had no condition/effect
Game Play
- Each round has 5 phases
- Players start on 10 of the score track
- Prior to the start of the first round, 9 small dices are rolled and are placed on the meeting track (strip below the main board) according to the resources facing up
- Track position with no die will receive a footprint token
Morning
- Recruit your companion and obtain the corresponding small dice above the companion
- The initial dice faces were only used to determine their posiitons on the meeting track. They will be rerolled at a later time to determine the resources that you will receive.
- In a 2-player game, the first player will choose an additional companion to discard (send to cemetery) after choosing their companion
- Dice not selected will remain will remain in place for the next round
Anatomy of the companion cards
- Very similar to that of an adventurer card with a few exceptions
- The companion that will provide you with an additional large die will be indicated on the upper left-hand corner
- Certain companion may have negative impact at the end of the game, i.e. substract bursts of light from your total
- symbol with a small cricle and stripe across it under it = effects are triggered in the absence of the specified symbol
- skull = this companion will be sent to the cemetary (discarded for the rest of the game) when the effect was triggered
Late morning
- Roll all of your dice
- Players can reroll as many times as they like provided they have
- reroll tokens
- companions that give them the ability to reroll (once per turn)
- opt to move backward on the score track to the next reroll symbol
- Players can reroll up to two dice each time
- Players can also opt to spend 3 reroll tokens to change one die face to any die face
Noon
- Resolve your cards according to the result of your dice
- Each die can be apply to each card once
- Cards can be triggered more than once if the conditions are met multiple times (i.e. if your cards call for 2 leaves to be triggered, having 4 leaves will allow you to trigger the effect twice)
- Player decide on the order the cards are triggered (be mindful if you are discarding a companion that comes with a die, discarding this companion first will remove the die for your remainder cards)
Afternoon
- Move your company (refer to the main board)
- for The Province of Shadows, your company starts on the bottom left-hand corner
- for The Archipelago of Darkness, your boat starts in the middle of the board
- Player use their available die faces or footprint token to move on the map, each die can be used once
- footprint tokens act as wild cards
- be mindful that certain path costs resources to traverse and certain villages (locations with bursts of light) costs resources to enter
- Choice of placing an emcampment in villages
- placing an encampment ends your movement/turn
- the placement of the encampment determines the number of bursts of light that a player will receive at game end
Evening
- The small dice are placed back onto the meeting track according to their current die faces
End-of-Game Scoring
- Adventurer and companions - addition and substraction from player's adventurer and remaining companions are added
- Journey board - bursts of light from the location of the emcampment (Province of Shadow) or boat (Archipelago of Darkness) is added
- Fireflies - any player with same or more fireflies from their companion and tokens will receive 10 additional bursts of light
- Footprint tokens - each remaining footprint is worth one burst of light