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THE LOST CITIES – SET UP & TURN SUMMARY

PvP SOLO 2 PLAYERS CO-OP 3 PLAYERS CO-OP


SET UP • Select City (15 chips), remove Champion and • Select City and randomly choose : • Select City and randomly choose: • Select City and randomly choose:
place 14 others in bag ◦6 Glads, 1 Tactic (place on prep circles) ◦3 Glads, 1 Tactic (place on prep circles) ◦2 Glads, 1 Tactic (place on prep circles)
• Flip Flippin' Chip for Player1 • Place Champion • Place Champions • Place Champions
• P1 places Champion then P2 (Champions (Champion inactive until CF1 reached (Champions inactive until CF1 (Champions inactive until CF1
inactive until CF1 reached) OR is hit) reached OR are hit) reached OR are hit)
• CF Counter to 0 • CF Counter to 0 • CF Counter to 0 • CF Counter to 0
• White CF Chips – randomly select 3 tactics • White CF Chips – randomly select 3 tactics • White CF Chips – randomly select 3 tactics • White CF Chips – randomly select 3 tactics
and place face down on CF spots 1,2,3 – and place face down on CF spots 1,2,3 – and place face down on CF spots 1,2,3 – and place face down on CF spots 1,2,3 –
randomly select 1 CF Glad place face down randomly select 1 CF Glad place face down randomly select 1 CF Glad place face down randomly select 1 CF Glad place face down
on CF spot 4 on CF spot 4 on CF spot 4 on CF spot 4
• Draw 4 chips from bag, place face down on • Draw 1 Boss • Draw 2 Bosses & Assign • Draw 3 Bosses & Assign
prep area, you can look at them anytime • Deploy Arena Units (randomly chosen from 4 • Deploy Arena Units (randomly chosen from 4 • Deploy Arena Units (randomly chosen from 4
Criminals & 4 Beasts): Criminals & 4 Beasts): Criminals & 4 Beasts):
◦R1 - 2 Units, on traps 1 & 2 ◦R1 - 2 Units, on traps 1 & 2 ◦R1 - 2 Units, on traps 1 & 2
◦R2 - 3 Units, on traps 2,3,4 ◦R2 - 3 Units, on traps 2,3,4 ◦R2 - 3 Units, on traps 2,3,4
◦R3 - 4 Units, on traps 1,2,3,4 ◦R3 - 4 Units, on traps 1,2,3,4 ◦R3 - 4 Units, on traps 1,2,3,4
TURN ORDER • If less than 4 chips in Prep Area, Champion • Tally Crowd Favour: • Tally Crowd Favour: • Tally Crowd Favour:
immediately takes 2 damage ◦ 1 Stone = +1CF ◦ 1 Stone = +1CF ◦ 1 Stone = +1CF
• Tally Crowd Favour: ◦ both Stones = +3CF ◦ both Stones = +3CF ◦ both Stones = +3CF
◦ 1 Stone = +1CF • DEPLOY (1 Glad and/or 1 Tactic) • DEPLOY (1 chip only) • DEPLOY (1 chip only)
◦ both Stones = +3CF • MOVE (not if deployed this turn) • MOVE (not if deployed this turn) • MOVE (not if deployed this turn)
• DEPLOY (1 Glad and/or 1 Tactic) • ATTACK (not if deployed this turn) • ATTACK (not if deployed this turn) • ATTACK (not if deployed this turn)
• MOVE (not if deployed this turn) ◦ Kill B/C = +2CF ◦ Kill B/C = +2CF ◦ Kill B/C = +2CF
• ATTACK (not if deployed this turn) ◦ Kill Boss = +4CF ◦ Kill Boss = +4CF ◦ Kill Boss = +4CF
◦ Kill Gladiator = +2CF • Once all players gone then Arena Turn • Once all players gone then Arena Turn
• DRAW back to 4 Chips • Then Arena • Between rounds, reset everything except • Between rounds, reset everything except
• Next player champs health champs health
ARENA TURN • PvP CF RULES • DEPLOY If Arena has less than: R1 - 2 units, • DEPLOY If Arena has less than: R1 - 2 units, • DEPLOY If Arena has less than: R1 - 2 units,
& OTHER • Once the current phase ends, you cannot go R2 - 3 units, R3 - 4 units on board R2 - 3 units, R3 - 4 units on board R2 - 3 units, R3 - 4 units on board
NOTES back and adjust for missed CF ◦ Roll d6 for trap hex ◦ Roll d6 for trap hex ◦ Roll d6 for trap hex
• Each CF level grants 2 rewards: Arena • MOVE Beasts (2 dice, white first – cannot ◦ If Criminal, Assign (Players roll d6, ◦ If Criminal, Assign (Players roll d6,
Unlocks and CF Rewards move if just deployed), Criminals (1d6: 1=no highest gets assigned, if champion highest gets assigned, if champion
• The Arena Unlock only benefits the player that move, 2-5=1 hex, 6=2 hexes – cannot move if dies criminal reassigns to next dies criminal reassigns to next
achieves the CF level just deployed) other champion) nearest champion)
• The player with the lower CF score gains the • ATTACK B/C attack all adjacent units, can • MOVE Beasts (2 dice, white first – no move if • MOVE Beasts (2 dice, white first – no move if
CF Reward Tactic chip (place in the Crowd attack on turn deployed, Boss rolls d6 (see just deployed), Criminals (1d6: 1=no move, 2- just deployed), Criminals (1d6: 1=no move, 2-
Favor Prep Area) chip for details, usually 1-5=Basic Atk only, 5=1 hex, 6=2 hexes – no move if just 5=1 hex, 6=2 hexes – no move if just
• In a tie, the CF Reward goes to the player that 6=Basic & Alt Atk or just Alt Atk) deployed) deployed)
just scored the CF points • ATTACK B/C attack all adjacent units, can • ATTACK B/C attack all adjacent units, can
• A player reaching CF level 4 receives their attack on turn deployed, Boss rolls d6 attack on turn deployed, Boss rolls d6
own CF Reward Gladiator chip
• Boss is a Criminal or a Beast • Boss is a Criminal or a Beast
• If Criminals cannot move closer will move to • If Criminals cannot move closer will move to another hex equal distance from champion, if cannot
another hex equal distance from champion, if do that, will not move
cannot do that, will not move • Own units tactical range used to play tactics
• Between rounds, reset everything except • Crowd Favor points and Arena Unlocks are shared. The player who reaches the CF level takes
champs health the CF Reward chip
TO WIN • Eliminate opposing Champion • Eliminate all Arena Bosses while keeping all Champions alive

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