Las Ruinas Perdidas de Arnak: Líderes de la Expedición

2021 · Aventura

Las Ruinas Perdidas de Arnak: Líderes de la Expedición

Los jugadores asumen el papel de uno de los seis líderes de expedición únicos, cada uno con habilidades, destrezas y un mazo inicial personalizado que da forma a diferentes estrategias y estilos de juego. La expansión añade asimetría mediante poderes de líder, introduce rutas de investigación alternativas para desafíos variados y aporta nuevas cartas de objeto y de artefacto para combos y sinergias frescas. Guardianes, asistentes y lugares de exploración adicionales amplían el mapa y los encuentros, integrándose con las mecánicas de construcción de mazo, colocación de trabajadores y exploración del juego base.

Jugadores
1–4 mejor con 3
Duración
30–120 min
Edad
12+
Complejidad
3,1 / 5
8,6 en Ludoyadesde 27,00 €ExploraciónExpansión para el juego baseJuego en solitario / SolitarioColocación de trabajadoresSelección abierta

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Precio más bajo, últimos 12 meses21,67 € – 31,77 €

En las mesas de Ludoya

Todas las estadísticas en Ludoya
201
Partidas registradas
198
Jugadores
1h 53m
Partida media
347
En colecciones
18
En listas de deseos
1
En preventa

8,6/10

de 62 reseñas en Ludoya

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Dudas de reglas

Respondidas a partir del reglamento por el asistente de reglas de Ludoya.

When does the Baroness get her extra income and how does Special Delivery work?

At the beginning of rounds II–V, when you draw back to a full hand you also take the coin you placed above the card row as income (setup places coins on II–V). Special Delivery has a different back, returns to your hand at the start of each round, and when you play it on a buy the purchased item goes directly to your hand instead of the deck (pages 10–11).

How does the Captain’s Transmission card work and what about 'Call on a Specialist'?

Transmission’s available effects depend on how many of your archaeologists are currently placed: 0 = cannot use, 1 = only the coin, 2 = coin or research, 3 = any option. Call on a Specialist is a main action used only once per round that places an archaeologist on the assistant space (it does not count as a placed archaeologist and stays there until end of round) (pages 6–7).

How does the Falconer’s eagle advance and how do I use/return it?

The eagle advances 1 space automatically at the start of each round (including round 1) and can also be advanced by specific cards, your idol, or guardian boons; if it’s on the final space advancing does nothing. To use an effect you return the eagle to the starting space and then perform the chosen effect; the first two return effects are free actions so you can potentially advance and use the eagle multiple times on the same turn, and the eagle does not automatically return at round end (pages 8–9).

How do the Professor’s archive and suitcase tokens work?

You start with the top three artifacts in your archive and may buy from either the card row or your archive; the archive refills only once in the game the first time it becomes empty and gives you a suitcase token when that happens. At the start of rounds II–V you add the indicated artifact tokens to your suitcase, and those suitcase tokens can only be used for artifacts (green tokens to buy artifacts, brown tokens to pay play-from-hand/travel-from-hand costs) (pages 12–13).

I’m the Explorer: can I reuse my archaeologist and how do snack tokens pay for Hike/Cartography?

You have only one archaeologist but you can reuse it by taking a snack token from your board, flipping it, placing it on the site you’re leaving and paying any cost printed on that token, while still paying the usual travel cost to move; snack tokens return to your board at end of the round. Hike and Cartography require placing (and thus spending) a snack token to pay their snack cost, and you cannot move your archaeologist to a site that currently has a snack token (pages 14–15).

How does the Mystic exile Fear cards and perform rituals (and what is Whispers from Beyond)?

Whenever you exile a Fear card you place it on your ritual pile (these exiled Fears don’t score negative points), and you may spend 2/3/4 Fear from that pile (returning them to the Fear deck) to perform the corresponding rituals (gain coin+token, buy an artifact with a discount, or overcome a guardian on an occupied site); exiling a starting card to perform a ritual is not a free action and requires enough Fear in the ritual pile. Whispers from Beyond adds a Fear card to your hand each time you draw up to a full hand (so you start rounds with six cards) (pages 16–17).

Abre el asistente de reglas de Ludoya, que lee el reglamento de este juego.

Datos del juego (jugadores, duración, edad, créditos) de BoardGameGeek.