Turno di Guardia

2019 · Fantasy

Turno di Guardia

Players take on the roles of four unique adventurers who must travel to nine locations and stop cultists from breaking seals that would resurrect a powerful evil. Each round one hero rests and takes camp actions while the others stand watch, using dice and character abilities to fight a shifting line of monsters that advance toward camp. Manipulating the creature line and managing exhaustion are central to solving each combat puzzle. If all Adventurers on watch become exhausted the game ends; surviving all nine locations and the final horde wins the game.

Giocatori
1–4 ideale in 1
Tempo di gioco
45–80 min
Età
13+
Complessità
2,4 / 5
7,5 su Ludoyada 39,26 €Gioco di carteAvventuraGioco solitario / SolitarioGioco CooperativoPoteri Variabili dei Giocatori

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Sui tavoli di Ludoya

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85
Partite registrate
95
Giocatori
1h 30m
Partita media
61
Nelle ludoteche
10
Nelle liste dei desideri

7,5/10

da 20 recensioni Ludoya

Leggi le recensioni e valutalo

Domande sulle regole

Risposte tratte dal regolamento dall'assistente per le regole di Ludoya.

When exactly do Creatures reveal — can I attack them before they show up or before their reveal abilities resolve?

Creatures are revealed during the Watch phase according to the Campfire reveal level and each Creature’s reveal powers are checked and resolved immediately as it is turned faceup, so you cannot direct attack a Creature until it has been revealed and its reveal effects fully resolved (pages 11, 20, 24).

If the first Creature I reveal reduces the campfire, does that stop me from revealing the rest I expected?

Yes — Creatures are revealed one at a time and each reveal’s effects are resolved immediately, so if the first reveal reduces the Campfire reveal level you stop revealing further Creatures (pages 11, 20).

What happens if the Creature deck runs out during play?

If you must draw but the Creature deck is empty, shuffle the Graveyard (including any Unhallowed and Summon cards) to form a new Creature deck and continue drawing (page 20).

Do Ability cards refresh between Locations or how do they refresh?

Ability cards do not automatically refresh between Locations; the only ways to refresh are being the Adventurer who spent the round in Camp (automatic refresh at start of Camp) or being targeted by a Heal action (a 6) (page 21).

Can I exhaust an Ability card instead of assigning a die to it, and can I use an Ability more than once in a round?

Yes — you may choose to exhaust an Ability instead of assigning a die, and an Ability can be used twice in a round at most (once by spending a die and once by exhausting it) or just once if you only do one of those (pages 12, 21).

Is there a fixed turn order in combat — who goes first and can we split dice/use them later?

There is no fixed player turn order in combat; players decide the order they use dice, may split dice across actions, and may save dice for later in the Watch; however, the overall sequence is: reveal Creatures, resolve reveal powers, then Adventurers may use abilities/attacks, and when a Creature is defeated advance the Line and repeat (pages 21, 24, 11).

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Dati del gioco (giocatori, durata, età, crediti) da BoardGameGeek.