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2-4
35'
10
No necessary in-game text
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Millions of years old, amber is considered a semi-precious jewel used since ancient times. While the best known color of amber is yellow/honey, there are rare varieties of other colors. Collect the amber following dangerous routes to create attractive jewels and sell them to the highest bidder in villas and castles. There are two main play areas: The route days, which we will form by picking up cards from the route deck during the turn. The action zone, which is made up of 4 fixed cards in front of each player During his turn, the player will pick up cards from the route deck, where neutral cards (cream color) and cards that represent dangers of the journey (black cards) will appear. Each card represents one day, and the more days you play (Phase 1 of the turn), the more actions you can take (Phase 2 of the turn). These actions will be used to collect amber, produce precious jewels with it and take them to villages where they can be sold. The game is divided into 2 different rounds. The first round comes with less resources and involves less danger. The second round adds up the discard cards from the first round mixed with the new cards from the second round. When the cards of the second round are finished, the game ends, and the player with the most gold wins. During the whole game there are demons chasing the players: in the first round there is the Snake demon, which chases the player who advances too much (5 or more days of travel) and in the second round there is the Red demon, which always chases the player with the most gold. Quick turn overview: you will take cards from the deck placing them on the board, and some events will happen. When you hold, you will make actions in your area, one for each card previously played on the board, producing your jewels. Then, you can sell to a trade card to get gold. Later, you can buy something with your gold, improving your resources. At the end of the turn, you will solve the demon cards, if there are any of them in this turn. —description from the publisher
Mechanics: | Action Point Allowance System Press Your Luck |
Categories: | Card Games Medieval |
Alternative names: | |
BARCODE: | 655302823248 |
This was seen 1513 times |
Millions of years old, amber is considered a semi-precious jewel used since ancient times. While the best known color of amber is yellow/honey, there are rare varieties of other colors. Collect the amber following dangerous routes to create attractive jewels and sell them to the highest bidder in villas and castles. There are two main play areas: The route days, which we will form by picking up cards from the route deck during the turn. The action zone, which is made up of 4 fixed cards in front of each player During his turn, the player will pick up cards from the route deck, where neutral cards (cream color) and cards that represent dangers of the journey (black cards) will appear. Each card represents one day, and the more days you play (Phase 1 of the turn), the more actions you can take (Phase 2 of the turn). These actions will be used to collect amber, produce precious jewels with it and take them to villages where they can be sold. The game is divided into 2 different rounds. The first round comes with less resources and involves less danger. The second round adds up the discard cards from the first round mixed with the new cards from the second round. When the cards of the second round are finished, the game ends, and the player with the most gold wins. During the whole game there are demons chasing the players: in the first round there is the Snake demon, which chases the player who advances too much (5 or more days of travel) and in the second round there is the Red demon, which always chases the player with the most gold. Quick turn overview: you will take cards from the deck placing them on the board, and some events will happen. When you hold, you will make actions in your area, one for each card previously played on the board, producing your jewels. Then, you can sell to a trade card to get gold. Later, you can buy something with your gold, improving your resources. At the end of the turn, you will solve the demon cards, if there are any of them in this turn. —description from the publisher
Mechanics: | Action Point Allowance System Press Your Luck |
Categories: | Card Games Medieval |
Alternative names: | |
BARCODE: | 655302823248 |
This was seen 1513 times |