[{"data":1,"prerenderedAt":6448},["ShallowReactive",2],{"games":3},[4,323,789,1162,1471,1968,2313,2630,2980,3335,3606,4023,4380,4667,5145,5472,5773,6109],{"id":5,"title":6,"accent":7,"age":8,"backdrop":9,"bggUrl":10,"body":11,"categories":28,"components":32,"cover":25,"description":17,"duration":33,"extension":36,"faq":37,"firstGame":32,"industryLegend":32,"lastReviewed":73,"locale":74,"manualUrl":75,"mechanics":76,"meta":80,"navigation":81,"path":82,"players":83,"publisher":86,"quickStart":87,"resourceLegend":32,"rulesVersion":282,"seo":283,"sourceFiles":284,"sourceNotes":286,"stem":287,"strategies":288,"summary":319,"videoLanguage":32,"videoUrl":32,"weight":320,"year":321,"__hash__":322},"games\u002Fen\u002Fascension-pirates.md","Ascension: Pirates of the Abyss","#0E7490","13","\u002Fimages\u002Fgames\u002Fascension-pirates\u002Fboard.webp","https:\u002F\u002Fboardgamegeek.com\u002Fgeeksearch.php?action=search&q=Ascension%3A+Pirates+of+the+Abyss&objecttype=boardgame",{"type":12,"value":13,"toc":24},"minimark",[14,18,21],[15,16,17],"p",{},"Ascension: Pirates of the Abyss is a standalone Ascension expansion that swaps\nthe map for the Fractured Sea. Your deck works as usual —runes to buy, power to\nfight—, but now each player has a ship that determines where crew can be used.",[15,19,20],{},"That twist forces you to read the table differently: center-row cards sit on\nboth sides and your ship only reaches the adjacent ones. Moving, anchoring and\nboarding turn a simple purchase into a positioning decision.",[15,22,23],{},"The rest is classic Ascension: thin your deck, chain purchases and finish with\nmore honor than anyone else. Thukal the Kraken and treasures add a dose of risk\nfor anyone sailing too close to the Abyss.",{"title":25,"searchDepth":26,"depth":26,"links":27},"",2,[],[29,30,31],"Deck building","Pirates","Fantasy",null,{"min":34,"max":35},40,60,"md",[38,42,46,49,53,56,59,62,65,69],{"category":39,"question":40,"answer":41},"setup","How much honor goes into the reserve?","30 points per player: 60 for two players, 90 for three and 120 for four. The game ends when the last token of that reserve is taken.",{"category":43,"question":44,"answer":45},"turn","Can I buy or defeat cards in any space?","With runes and power, yes, wherever your ship is. Crew is the only resource limited to the space adjacent to your ship.",{"category":43,"question":47,"answer":48},"When do I refill the center row?","Immediately, as soon as a card leaves the row and before resolving any other action. The row must be full when a player has a decision to make.",{"category":50,"question":51,"answer":52},"special","What does Anchoring do?","When you buy or defeat a center-row card with the Anchor symbol while your ship is adjacent, resolve that effect immediately. If the card is not in the center row, Anchoring does nothing.",{"category":50,"question":54,"answer":55},"How do I defeat Thukal the Kraken?","With power or crew, like any monster. When defeated, you place it in front of you and use its ability; it is not replaced by another card. While it is in the Abyss, ships that pass through or end their turn there must put 1 treasure under it.",{"category":50,"question":57,"answer":58},"What happens if the Kraken boards my ship?","Choose 1 of your treasures and put it under the Kraken card. Whoever defeats that monster takes the treasure.",{"category":50,"question":60,"answer":61},"How do treasures work?","When a treasure card appears in the center row, keep revealing until you find a non-treasure card; treasures stay underneath. Buying or defeating that card gives you all the treasures below it.",{"category":43,"question":63,"answer":64},"Can I move my ship more than once?","Once per turn you may move it to a connected space. Some cards allow extra moves before or after that normal move.",{"category":66,"question":67,"answer":68},"scoring","Which honor counts at the end of the game?","All heroes and artifacts you own (including hand, deck, discard and artifacts in play), the honor tokens you took and the treasures you control.",{"category":70,"question":71,"answer":72},"end","What if the honor pool runs out before the round ends?","The game ends at the end of the current round, after the last player. Leftover tokens can still track points earned before the end.","2026-10-23","en","https:\u002F\u002Fjuegos.tcgfactory.com\u002Fjuegos\u002Fascension-piratas-del-abismo\u002F",[77,78,79],"Deckbuilding","Hand management","Card drafting",{},true,"\u002Fen\u002Fascension-pirates",{"min":26,"max":84,"best":85},4,[26],"Stone Blade Entertainment",{"pitch":88,"pitchCheck":89,"setup":96,"turn":177,"mistakes":247,"winning":275,"winningCheck":276},"Ascension: Pirates of the Abyss is a deck-building game for 2–4 players. You start with ten basic cards and a pirate ship; each turn you play heroes to generate runes, power and crew, buy heroes and artifacts into your deck, and defeat monsters for honor. Runes and power work anywhere on the board, but your ship's crew only reaches the space next to your ship, so moving it matters. You can also board rival ships to steal treasures and use Anchoring when you buy certain cards. The game ends when the honor pool runs out, and the player with the most honor from cards, tokens and treasures wins.",{"question":90,"options":91,"answer":94,"explanation":95},"When does the game end?",[92,93],"When the honor reserve runs out","When the center deck runs out",0,"The game ends when the honor reserve is empty.",[97,110,123,140,152,165],{"text":98,"images":99,"check":104},"Each player takes a starting deck of 10 cards (7 Apprentice, 2 Militia and 1 Buccaneer), shuffles it and draws 5; the other 5 stay in the deck.",[100],{"src":101,"alt":102,"label":103},"\u002Fimages\u002Fgames\u002Fascension-pirates\u002Fstarting-deck.webp","Starting hand of 5 cards and the personal 10-card deck: 7 Apprentice, 2 Militia and 1 Buccaneer.","Starting hand and deck",{"question":105,"options":106,"answer":94,"explanation":109},"How many cards does each player draw at the start?",[107,108],"5","10","You draw 5 and leave 5 in the deck.",{"text":111,"images":112,"check":117},"Each player picks a ship and its crew dial. The first player starts with 0 crew, the second with 1, the third with 2 and the fourth with 3.",[113],{"src":114,"alt":115,"label":116},"\u002Fimages\u002Fgames\u002Fascension-pirates\u002Fships.webp","Fractured Sea board with the ship spaces and the crew dial.","Ship and crew dial",{"question":118,"options":119,"answer":94,"explanation":122},"How much crew does the third player start with?",[120,121],"2","0","Starting order gives 0, 1, 2 and 3 crew.",{"text":124,"images":125,"check":134},"Place Heavy Infantry, Mystic and the Cultist in their fixed board slots, and Thukal the Kraken in the Abyss.",[126,130],{"src":127,"alt":128,"label":129},"\u002Fimages\u002Fgames\u002Fascension-pirates\u002Fkraken.webp","Thukal the Kraken card with its cost and honor reward.","Thukal the Kraken",{"src":131,"alt":132,"label":133},"\u002Fimages\u002Fgames\u002Fascension-pirates\u002Ffixed-cards.webp","The cards that are always available: Heavy Infantry, Mystic and the Cultist, next to the center deck.","Fixed cards",{"question":135,"options":136,"answer":94,"explanation":139},"Where is Thukal the Kraken placed?",[137,138],"In the Abyss","In the center row","Thukal goes to the Abyss, not the center row.",{"text":141,"images":142,"check":146},"Shuffle all black-bordered cards into the center deck and reveal 6 cards: 3 on each side of the board, forming the center row.",[143],{"src":9,"alt":144,"label":145},"Pirates of the Abyss board layout with the center row and honor reserve.","Centre row",{"question":147,"options":148,"answer":94,"explanation":151},"How many cards are revealed in the center row?",[149,150],"6","4","Three are revealed on each side of the board.",{"text":153,"images":154,"check":159},"Put 30 honor per player into the honor reserve: 60 for two players, 90 for three and 120 for four.",[155],{"src":156,"alt":157,"label":158},"\u002Fimages\u002Fgames\u002Fascension-pirates\u002Fhonor.webp","Honor reserve area of the board with the pile of red honor tokens.","Honor reserve",{"question":160,"options":161,"answer":94,"explanation":164},"How much honor is used with 3 players?",[162,163],"90","60","It is 30 per player: 60, 90 or 120.",{"text":166,"images":167,"check":171},"Randomly choose the first player. On their first turn, each player places their ship on any ship space on the board.",[168],{"src":9,"alt":169,"label":170},"Board layout showing the ship spaces where each player places their ship.","Ship spaces",{"question":172,"options":173,"answer":94,"explanation":176},"Where does each player place their ship on their first turn?",[174,175],"On any ship space","In the middle of the board","The ship enters any ship space on the board.",[178,192,206,220,233],{"title":179,"text":180,"images":181,"check":186},"Play your cards","Play heroes from your hand to gain runes, power, crew or honor. Artifacts stay in play and their abilities can be used every turn.",[182],{"src":183,"alt":184,"label":185},"\u002Fimages\u002Fgames\u002Fascension-pirates\u002Fhero-card.webp","Hero card anatomy: name, faction, cost, effect and honor value.","Hero card",{"question":187,"options":188,"answer":94,"explanation":191},"What are runes used for?",[189,190],"Buying cards","Defeating monsters","Runes buy cards; power defeats monsters.",{"title":193,"text":194,"images":195,"check":200},"Buy heroes and artifacts","Spend runes to buy cards from the center row, the Mystic or Heavy Infantry. Bought cards go to your discard pile.",[196],{"src":197,"alt":198,"label":199},"\u002Fimages\u002Fgames\u002Fascension-pirates\u002Fartifact-card.webp","Artifact card anatomy: cost, faction, effect and honor value.","Artifact card",{"question":201,"options":202,"answer":94,"explanation":205},"Where does a bought card go?",[203,204],"Your discard pile","Your hand","Bought cards go to the discard pile and are shuffled in later.",{"title":207,"text":208,"images":209,"check":214},"Defeat monsters","Spend power to defeat monsters and collect their honor reward. Refill the empty center-row slot immediately.",[210],{"src":211,"alt":212,"label":213},"\u002Fimages\u002Fgames\u002Fascension-pirates\u002Fmonster-card.webp","Monster card anatomy: power cost, reward and honor value.","Monster card",{"question":215,"options":216,"answer":94,"explanation":219},"Which resource defeats monsters?",[217,218],"Power","Runes","Power is spent to defeat monsters.",{"title":221,"text":222,"images":223,"check":227},"Move the ship and use crew","Once per turn you may move your ship to a connected space. Crew buys or defeats cards adjacent to your ship; it cannot be used at a distance.",[224],{"src":114,"alt":225,"label":226},"Fractured Sea board with ship spaces and the crew dial.","Ship and crew",{"question":228,"options":229,"answer":94,"explanation":232},"How many times per turn can you move your ship?",[230,231],"Once","Twice","The ship moves once per turn to a connected space.",{"title":234,"text":235,"images":236,"check":241},"Anchor, board and end the turn","Anchoring triggers when you buy or defeat an adjacent card with that symbol. Boarding lets you take a treasure from another ship in your space. Then discard your hand and played heroes and draw 5.",[237],{"src":238,"alt":239,"label":240},"\u002Fimages\u002Fgames\u002Fascension-pirates\u002Ftreasure.webp","Two treasure cards and the honor they add at the end of the game.","Treasure cards",{"question":242,"options":243,"answer":94,"explanation":246},"When does Anchor trigger?",[244,245],"When buying or defeating an adjacent card with that symbol","When moving the ship","Anchor fires on buying or defeating an adjacent card bearing it.",[248,257,266],{"title":249,"text":250,"check":251},"Thinking the ship limits every purchase","Runes and power buy and defeat cards in any board space. Only crew is limited to the space adjacent to your ship.",{"question":252,"options":253,"answer":94,"explanation":256},"Does the ship limit all your purchases?",[254,255],"No: it only limits crew","Yes, everything is bought on the adjacent space","Runes and power work anywhere; only crew is limited to the adjacent space.",{"title":258,"text":259,"check":260},"Not refilling the center row in time","Whenever a card leaves the center row, refill it immediately, before resolving anything else. The row must be full when someone has to make a decision.",{"question":261,"options":262,"answer":94,"explanation":265},"When is the center row refilled?",[263,264],"Immediately when a card leaves","At the end of the turn","The row is refilled at once, before anything else resolves.",{"title":267,"text":268,"check":269},"Never banishing basic cards","Apprentices and Militia water down your deck. Banishing them early makes you draw your strong cards more often and speeds up your whole economy.",{"question":270,"options":271,"answer":94,"explanation":274},"Should you banish Apprentices and Militia?",[272,273],"Yes, they dilute the deck","No, they are your best cards","Banishing basic cards speeds up your deck economy.","The game ends when the honor pool runs out (30 per player), finishing the current round. Add the honor of all your heroes and artifacts (hand, deck, discard and in play), the tokens you took and the treasures you control. The player with the most honor wins; ties go to the last player in turn order.",{"question":277,"options":278,"answer":94,"explanation":281},"Who wins?",[279,280],"Whoever has the most honor from cards, tokens and treasures","Whoever has the most cards in their deck","When honor runs out, total honor decides.","Spanish rulebook (TCG Factory, 2023)",{"title":6,"description":17},[285],"reglamentos-pdf\u002FASC015_Rulebook_ES_v1.pdf","Summary built from the Spanish rulebook in the rules folder; card images come from that manual, so their text is in Spanish.","en\u002Fascension-pirates",[289,293,296,299,303,306,309,313,316],{"level":290,"title":291,"text":292},"beginner","Buy Mystics early","Mystics are cheap, give runes and speed up your economy. Two or three early Mystics turn mediocre hands into double-purchase turns.",{"level":290,"title":294,"text":295},"Hunt monsters for honor","Killing monsters does not just score: it also clears the center row and refreshes it. Spend spare power on kills in the first rounds.",{"level":290,"title":297,"text":298},"Banish Apprentices and Militia","Every basic card you remove makes your deck faster. It is the cheapest upgrade in the game and the one you notice from the third turn on.",{"level":300,"title":301,"text":302},"intermediate","Manage the crew dial","Crew carries over between turns. Save it to buy expensive adjacent cards or to defeat a big monster without spending power.",{"level":300,"title":304,"text":305},"Park the ship for next turn","One move per turn is little: pick the space thinking about next turn's center row and about staying close to the Kraken if you plan to fight for it.",{"level":300,"title":307,"text":308},"Use Anchoring","Buying an Anchor card from an adjacent space is a double action. Before moving, look for Anchor cards in the row and park next to them.",{"level":310,"title":311,"text":312},"advanced","Control the honor clock","The pool ends the game, not your deck. If you lead on honor, pushing the end is good; if you trail, you need the round to last so you can buy high-honor cards.",{"level":310,"title":314,"text":315},"Stack treasures for the count","Treasures add honor at the end and some have permanent effects. Boarding a ship with treasures or defeating monsters guarding them can decide the tiebreak.",{"level":310,"title":317,"text":318},"Set up the final round","When few honor tokens remain, make your last turn your best: hold cards that give honor and avoid buying zero-honor cards you will never play.","Build your deck, sail the Fractured Sea, defeat monsters and bank more honor than anyone else.",2.3,"2023","zpRKGimZVhiNzN8zRsdbDpETeRABQJNm_ZOPROAkxpI",{"id":324,"title":325,"accent":326,"age":327,"backdrop":328,"bggUrl":329,"body":330,"categories":343,"components":347,"cover":25,"description":334,"duration":415,"extension":36,"faq":417,"firstGame":32,"industryLegend":483,"lastReviewed":73,"locale":74,"manualUrl":502,"mechanics":503,"meta":507,"navigation":81,"path":508,"players":509,"publisher":512,"quickStart":513,"resourceLegend":731,"rulesVersion":750,"seo":751,"sourceFiles":752,"sourceNotes":755,"stem":756,"strategies":757,"summary":785,"videoLanguage":32,"videoUrl":32,"weight":786,"year":787,"__hash__":788},"games\u002Fen\u002Fbrass-birmingham.md","Brass: Birmingham","#B45309","14","\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fplayer-mat.webp","https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F224517\u002Fbrass-birmingham",{"type":12,"value":331,"toc":341},[332,335,338],[15,333,334],{},"Brass: Birmingham puts you in charge of a family business in the West Midlands\nbetween 1770 and 1870. You begin in the Canal Era, when moving coal and goods by\nwater is the decisive advantage, and finish in the Rail Era, with faster networks\nand more demanding markets. There are no dice: everything depends on the cards\nyou discard, the tiles you build and the links you open.",[15,336,337],{},"Unlike many euros, your actions do not happen in a vacuum: building a mine or an\niron works can supply your rivals, and selling to a merchant can open markets\nyou both use. That tension between competition and cooperation is what makes\nevery game feel different.",[15,339,340],{},"The game is played over two eras. At the end of each one you score your links and\nflipped industries; between them, level 1 tiles are removed and the table is\nreset. The winner is the player with the most points after the Rail Era.",{"title":25,"searchDepth":26,"depth":26,"links":342},[],[344,345,346],"Economic","Industry","Victorian era",[348,351,355,359,363,367,371,375,379,383,387,391,395,399,403,407,411],{"image":328,"alt":349,"label":350},"Player mat with industry, income and victory point spaces.","Player mat",{"image":352,"alt":353,"label":354},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Findustry-tiles.webp","Industry tiles showing their front and flipped sides.","Industry tiles",{"image":356,"alt":357,"label":358},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fmerchant-tile-generic.webp","Merchant tile with a handshake.","Merchants",{"image":360,"alt":361,"label":362},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Flink-canal.webp","Canal link tile.","Canal links",{"image":364,"alt":365,"label":366},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Flink-rail.webp","Rail link tile.","Rail links",{"image":368,"alt":369,"label":370},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fvp-hex.webp","Hexagonal victory point token.","Victory points",{"image":372,"alt":373,"label":374},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fprogress-track.webp","Progress track with income and victory point spaces.","Income and progress",{"image":376,"alt":377,"label":378},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fturn-order-track.webp","Turn order track with character tiles.","Turn order",{"image":380,"alt":381,"label":382},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fcard-location.webp","Birmingham location card.","Location cards",{"image":384,"alt":385,"label":386},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fcard-industry.webp","Industry card with its build icon.","Industry cards",{"image":388,"alt":389,"label":390},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fcard-wild-location.webp","Wild location card.","Wild location",{"image":392,"alt":393,"label":394},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fcard-wild-industry.webp","Wild industry card.","Wild industry",{"image":396,"alt":397,"label":398},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fmerchant-tile-cotton.webp","Cotton merchant tile.","Cotton merchant",{"image":400,"alt":401,"label":402},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fmerchant-tile-pottery.webp","Pottery merchant tile.","Pottery merchant",{"image":404,"alt":405,"label":406},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fmerchant-tile-manufacturer.webp","Manufacturer merchant tile.","Manufacturer merchant",{"image":408,"alt":409,"label":410},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fflipped-tile-anatomy.webp","Anatomy of a flipped industry tile, showing its points and income.","Flipped tile",{"image":412,"alt":413,"label":414},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fmarket.webp","Section of the player mat showing the market and costs.","Market",{"min":35,"max":416},120,[418,423,429,435,440,446,452,457,462,468,473,477],{"category":39,"tags":419,"question":421,"answer":422},[39,420],"money","How much money and how many cards does each player start with?","Each player starts with £17, places their VP marker on 0 and their income marker on 10 of the progress track, and draws 8 cards. They also choose a character tile, take their link tiles and organise their industry tiles on the mat. Character tiles are shuffled and placed in a random order on the turn order track; the first one there starts the game.",{"category":50,"tags":424,"question":427,"answer":428},[425,426],"network","connection","What is the difference between my network and being connected?","Your network is made of locations where you have a tile or that are adjacent to one of your links; it limits where you can build with industry cards and where you can place links. Being connected means you can trace a line of links, owned by anyone, between two points; it matters for moving coal, using another player's beer and selling. A location can be in your network without being connected to another part of it.",{"category":43,"tags":430,"question":433,"answer":434},[431,432],"actions","cards","How many actions and cards do I get each turn?","In the first round of the Canal Era you take 1 action; after that, 2 actions per turn. For each action you discard a card from your hand (wild cards return to their piles). You may choose the same action twice. At the end of your turn, if the game continues, you draw back up to 8 cards.",{"category":50,"tags":436,"question":438,"answer":439},[437,426],"coal","How does coal consumption work?","Coal is used to build rail links and some industries, and the new tile must be connected to an unflipped coal mine. You consume from the closest connected mine, using as few locations as possible; it is free and the owner does not matter. If no connected mines are available, you may buy coal from the market if your new tile is connected to a merchant location; if there are no cubes, it costs £8 each. With no source and no market connection, you cannot build.",{"category":50,"tags":441,"question":444,"answer":445},[442,443],"iron","develop","How does iron consumption work?","Iron is used for Develop and to build some industries. It needs no connection: you may take it for free from any unflipped iron works on the board, even from several different tiles. If none remain, you may buy iron from the market for £6 each, also without a connection. Iron is paid cube by cube, not in lots.",{"category":50,"tags":447,"question":450,"answer":451},[448,449],"beer","sell","Where can I get beer from?","You have three free sources: your own unflipped breweries anywhere (no connection), another player's unflipped breweries (with a connection between the brewery and the place where you need the beer), and the beer belonging to the merchant you are selling to (only that merchant's beer). Beer cannot be bought. If no beer is available, you cannot take an action that requires it.",{"category":43,"tags":453,"question":455,"answer":456},[449,454],"merchant","How does the Sell action work?","Discard a card and choose one of your unflipped cotton mill, manufacturer or pottery tiles that is connected to a merchant showing that industry's icon. Consume the beer shown on the tile and flip it: you gain its VPs and income increase. You may repeat the process for other tiles as part of the same action. If you use the merchant's beer, you also get its bonus: Develop in Gloucester, income in Oxford, VPs in Nottingham or Shrewsbury, or £5 in Warrington.",{"category":50,"tags":458,"question":460,"answer":461},[437,459],"market","I connected my coal mine to a merchant town after building it. Can I sell the coal to the market now?","No. The mine must be connected to the market at the moment you build it; that is the only chance to move coal to the market. If you connect it later, the coal stays on the tile. The same applies to an iron works and iron.",{"category":50,"tags":463,"question":466,"answer":467},[464,465],"canal era","building","Can I place a second tile in the same location during the Canal Era if the first one is flipped?","No. In the Canal Era you may have at most one industry tile per location, whether it is flipped or not. Flipping a tile does not free the space or change who owns it. In the Rail Era you may build multiple tiles in the same location.",{"category":66,"tags":469,"question":471,"answer":472},[66,470],"tiebreak","How does scoring work, and how are ties broken?","At the end of each era you score 1 VP for each black hexagon adjacent to each of your links, plus the VPs of your flipped industry tiles. In the Canal Era, links are removed after scoring. At the end of the Rail Era the player with the most VPs wins. Ties are broken first by the income marker furthest along the track, then by remaining money.",{"category":70,"tags":474,"question":475,"answer":476},[464,70],"What happens at the end of the Canal Era?","Score links and flipped tiles; remove all links and all level 1 industry tiles from the board (not from player mats); reset 1 beer on each non-blank merchant tile's beer space; shuffle the discards into a new draw deck and deal 8 cards to each player. The Rail Era then begins. Level 1 tiles do not return to the board, but they stay on your mat for Develop.",{"category":66,"tags":478,"question":481,"answer":482},[479,480],"income","debt","What if my income level is negative and I cannot pay?","You must pay the shortfall to the bank. If you do not have enough money, remove one or more of your industry tiles (with their resources) and return them to the box until the debt is covered; you cannot sell them for any other reason. If you still cannot pay, lose 1 VP for each £1 you are short. Income is not collected in the final round of the game.",[484,487,490,493,496,499],{"icon":485,"label":486},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Ficons\u002Findustry-manufacturer.webp","Manufacturer",{"icon":488,"label":489},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Ficons\u002Findustry-cotton-mill.webp","Cotton mill",{"icon":491,"label":492},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Ficons\u002Findustry-brewery.webp","Brewery",{"icon":494,"label":495},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Ficons\u002Findustry-pottery.webp","Pottery",{"icon":497,"label":498},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Ficons\u002Findustry-iron-works.webp","Iron works",{"icon":500,"label":501},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Ficons\u002Findustry-coal-mine.webp","Coal mine","https:\u002F\u002Ffiles.roxley.com\u002FBrass-Birmingham-Rulebook-2018.11.20-highlights.pdf",[504,505,78,506],"Network building","Tile placement","Economy",{},"\u002Fen\u002Fbrass-birmingham",{"min":26,"max":84,"best":510},[511,84],3,"Roxley Games",{"pitch":514,"pitchCheck":515,"setup":521,"turn":615,"mistakes":697,"winning":724,"winningCheck":725},"Brass: Birmingham is an economic game for 2–4 players set in the Industrial Revolution. Across two eras — first canals, then railways — you build industries, connect them to markets and sell goods to earn victory points. On your turn you discard a card and take an action: Build, Network, Develop, Sell, Loan, Scout or Pass; you normally take two actions per turn, though the first round of the Canal Era gives you only one. Coal mines, iron works and breweries flip when their resource runs out; cotton mills, manufacturers and potteries flip when you sell their goods to a merchant using beer. At the end of each era you score your flipped tiles and links, and after the Rail Era the player with the most points wins. The key is an efficient network, steady income and using actions that may also help your rivals.",{"question":516,"options":517,"answer":94,"explanation":520},"What is scored at the end of each era?",[518,519],"Links and flipped tiles","Cards left in hand","Each era scores links and flipped tiles.",[522,535,548,560,572,583,594,604],{"text":523,"images":524,"check":529},"Choose the day or night side of the board (only the artwork changes) and place it in the middle of the table.",[525],{"src":526,"alt":527,"label":528},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fboard.webp","Section of the Brass: Birmingham board with industry locations such as Walsall and Oxford.","The board and its locations",{"question":530,"options":531,"answer":94,"explanation":534},"What changes with the day or night board side?",[532,533],"Only the art","The rules and costs","Both sides are the same game with a different illustration.",{"text":536,"images":537,"check":542},"With fewer than 4 players, return to the box all cards and merchant tiles showing a player count higher than yours. Shuffle the remaining merchant tiles and place one face up on each merchant space marked with your player count. In a 2-player game, no tiles go in Warrington or Nottingham; in a 3-player game, none go in Nottingham.",[538],{"src":539,"alt":540,"label":541},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fmerchant-location-oxford.webp","Oxford merchant location with its beer and market spaces.","Merchant location",{"question":543,"options":544,"answer":94,"explanation":547},"In a 2-player game, is a merchant tile placed in Warrington?",[545,546],"No","Yes","With fewer than 4 players you remove the tiles for higher player counts.",{"text":549,"images":550,"check":554},"Place 1 beer barrel on each beer space next to a non-blank merchant tile.",[551],{"src":356,"alt":552,"label":553},"Merchant tile with a handshake and its beer spaces.","Merchant tile",{"question":555,"options":556,"answer":94,"explanation":559},"Where does each beer barrel go during setup?",[557,558],"On every beer space next to a non-empty merchant tile","On each player mat","Starting beer sits on the spaces beside merchants.",{"text":561,"images":562,"check":566},"Prepare the markets: place 1 black cube on each coal space, leaving one £1 space free; place 1 orange cube on each iron space, leaving both £1 spaces free. The remaining cubes and barrels are an unlimited supply.",[563],{"src":412,"alt":564,"label":565},"Section of the player mat showing the coal and iron market and building costs.","Coal and iron market",{"question":567,"options":568,"answer":94,"explanation":571},"How many coal spaces are left empty when preparing the market?",[569,570],"One 1£ space","None","One coal 1£ space and both iron 1£ spaces stay empty.",{"text":573,"images":574,"check":577},"Each player chooses a colour and takes their player mat (day or night side), £17, their character tile, link tiles and industry tiles. Place the VP marker on 0 and the income marker on 10 of the progress track.",[575],{"src":328,"alt":576,"label":350},"Player mat with slots for stacking industry tiles by type and level.",{"question":578,"options":579,"answer":94,"explanation":582},"How much money does each player start with?",[580,581],"17£","10£","Every player starts with 17£.",{"text":584,"images":585,"check":588},"Organise your industry tiles on the mat by type and level, with the black side face down. Lower-level tiles must be removed before you can build higher-level ones.",[586],{"src":352,"alt":587,"label":354},"Brass: Birmingham industry tiles, showing their front and flipped sides.",{"question":589,"options":590,"answer":94,"explanation":593},"Which side up are industry tiles stacked on the mat?",[591,592],"Black side down","Colour side up","They stack by type and level with the black side down.",{"text":595,"images":596,"check":598},"Shuffle the character tiles and place them in a random order on the turn order track.",[597],{"src":376,"alt":377,"label":378},{"question":599,"options":600,"answer":94,"explanation":603},"How are the turn order tiles placed?",[601,602],"Randomly","By age order","They are shuffled and placed at random on the track.",{"text":605,"images":606,"check":610},"Shuffle the draw deck (location and industry cards), place the wild location and wild industry decks face up in their spaces, and deal 8 cards to each player. Place the money beside the board as the bank.",[607],{"src":380,"alt":608,"label":609},"A Birmingham location card and an industry card.","Location card",{"question":611,"options":612,"answer":94,"explanation":614},"How many cards does each player start with?",[613,107],"8","Each player is dealt 8 cards.",[616,629,646,660,673,686],{"title":617,"text":618,"images":619,"check":623},"Discard and choose an action","In the first round of the Canal Era you take 1 action; after that, 2 actions per turn. For each action you discard a card from your hand. Wild cards return to their piles when discarded. You may take the same action twice.",[620],{"src":380,"alt":621,"label":622},"A location card and an industry card, the two kinds you discard to take actions.","Discarding a card",{"question":624,"options":625,"answer":94,"explanation":628},"How many actions do you take in the first canal round?",[626,627],"One","Two","Only the first canal round allows a single action.",{"title":630,"text":631,"images":632,"check":640},"Resolve the action","Choose Build, Network, Develop, Sell, Loan, Scout or Pass. Pay the cost in money, coal or iron, and consume any resources the action requires.",[633,636],{"src":634,"alt":635,"label":505},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Ftile-placement.webp","Example of placing an industry tile on a matching space.",{"src":637,"alt":638,"label":639},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Findustry-location-walsall.webp","Walsall industry location on the Brass: Birmingham board.","Industry location",{"question":641,"options":642,"answer":94,"explanation":645},"What do you pay when building?",[643,644],"The money cost plus any resources required","Only victory points","Every action has a money cost and sometimes coal or iron.",{"title":647,"text":648,"images":649,"check":654},"Place spent money on your character tile","All money you spend during your turn is stacked on your character tile on the turn order track. It does not return to your reserve until the end of the round.",[650],{"src":651,"alt":652,"label":653},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Fcosts-player-mat.webp","The cost of an industry tile shown on the player mat.","Building costs",{"question":655,"options":656,"answer":94,"explanation":659},"Where does spent money go?",[657,658],"On your character tile on the turn order track","Back to the bank","Spent money stacks on your tile until the round ends.",{"title":661,"text":662,"images":663,"check":667},"Refill your hand","After your actions, if the game continues, draw back up to 8 cards. Once the draw deck is empty you stop drawing, so your hand shrinks at the end of each round.",[664],{"src":384,"alt":665,"label":666},"An industry card with the icon that determines which tile can be built.","Industry card",{"question":668,"options":669,"answer":94,"explanation":672},"How many cards do you draw at the end of your actions?",[670,671],"Up to 8","Up to 5","You draw back up to 8 cards if the deck allows.",{"title":674,"text":675,"images":676,"check":680},"Collect income and reorder turns","At the end of the round, collect your income level (not in the final round of the game). If it is negative, pay; if you cannot, remove tiles or lose VPs. Then the player who spent the least goes first next round; ties keep their relative order. Spent money returns to the bank.",[677],{"src":372,"alt":678,"label":679},"Progress track with income and victory point markers.","Progress track",{"question":681,"options":682,"answer":94,"explanation":685},"Who plays first in the next round?",[683,684],"Whoever spent the least","Whoever spent the most","Turn order is re-sorted by spending: least spent goes first.",{"title":687,"text":688,"images":689,"check":693},"Close the era","At the end of each era, score links and flipped tiles. In the Canal Era, remove links and all level 1 industry tiles from the board, reset merchant beer, shuffle the discards and deal 8 cards to each player. The Rail Era then begins.",[690],{"src":372,"alt":691,"label":692},"Progress track with income and victory point markers used when an era closes.","Scoring an era",{"question":694,"options":695,"answer":94,"explanation":520},"What is scored when an era closes?",[518,696],"Only unspent money",[698,707,715],{"title":699,"text":700,"check":701},"Confusing your network with being connected","Your network is made of locations where you have a tile or that are adjacent to one of your links; it limits where you can build and place links. Being connected means you can trace a line of anyone's links between two points; it matters for moving coal, using another player's beer and selling. A location can be in your network without being connected to another part of it.",{"question":702,"options":703,"answer":94,"explanation":706},"Is being in your network the same as being connected?",[704,705],"No: network is for building; connection is for transport and selling","Yes, they are synonyms","Network is where you build; connection is the link line used to move resources.",{"title":708,"text":709,"check":710},"Requiring a connection for everything","Iron needs no connection, and your own beer does not either: you can take it from your breweries wherever they are. Coal, however, needs a connection to a mine or to the market, and another player's beer needs a connection too.",{"question":711,"options":712,"answer":94,"explanation":714},"Does iron need a connection to be used?",[545,713],"Yes, always","Iron needs no connection; coal needs a connection to a mine or the market.",{"title":716,"text":717,"check":718},"Thinking a flipped tile frees the location","In the Canal Era you may have only one industry tile per location, whether it is flipped or not. Also, the pottery tile with the crossed-out lightbulb cannot be removed with Develop: it only leaves your mat when you build it.",{"question":719,"options":720,"answer":94,"explanation":723},"Does flipping a tile free its location?",[721,722],"No, it still occupies the location","Yes, it is removed","In the canal era only one tile fits per location, flipped or not.","At the end of each era you score 1 VP for each black hexagon adjacent to each of your links, plus the VPs of your flipped industry tiles. In the Canal Era, links are removed after scoring. The game ends at the end of the Rail Era and the player with the most VPs wins. Ties are broken by the position of the income marker on the track, then by remaining money.",{"question":726,"options":727,"answer":94,"explanation":730},"Who wins the game?",[728,729],"Whoever has the most points after the rail era","Whoever has the most money","The most points at the end of the rail era wins.",[732,735,738,741,744,747],{"icon":733,"label":734},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Ficons\u002Fcoal.webp","Coal",{"icon":736,"label":737},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Ficons\u002Firon.webp","Iron",{"icon":739,"label":740},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Ficons\u002Fbeer.webp","Beer",{"icon":742,"label":743},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Ficons\u002Fvp.webp","VP",{"icon":745,"label":746},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Ficons\u002Fcanal-era.webp","Canal Era",{"icon":748,"label":749},"\u002Fimages\u002Fgames\u002Fbrass-birmingham\u002Ficons\u002Frail-era.webp","Rail Era","Teaching Guide + FAQ (Roxley, 2023); setup completed with the official rulebook (EOG v1.2, 2019)",{"title":325,"description":334},[753,754],"reglamentos-pdf\u002FBrass_Birmingham_Teaching_Guide_and_FAQ.pdf","https:\u002F\u002Fwww.orderofgamers.com\u002Fdownloads\u002FBrassBirmingham_v1.2.pdf","The supplied PDF is a teaching guide and FAQ: it does not include the full setup or strategy advice. Setup was completed with the official rulebook; strategies are editorial proposals pending review.","en\u002Fbrass-birmingham",[758,761,764,767,770,773,776,779,782],{"level":290,"title":759,"text":760},"Build inside your network","Do not spread across the map. Every build must be in your network or enabled by a location card; links open the map but cost money and, in the Rail Era, coal too. Pick one area and grow from there.",{"level":290,"title":762,"text":763},"Flip tiles early","A flipped tile gives VPs and income. Mines, iron works and breweries flip when their resource is consumed; cotton mills, manufacturers and potteries flip when you sell their goods using beer. Do not hoard unflipped tiles: they produce little and score nothing.",{"level":290,"title":765,"text":766},"Do not take a loan without a plan","A loan gives you £30 but moves your income marker down 3 income levels. Use it to fund a move that restores income or opens an important sale, not to patch a gap that will return next round.",{"level":300,"title":768,"text":769},"Prepare the end of the Canal Era","Links score for adjacent black hexagons. Place them next to tiles you are going to flip, and do not overinvest in level 1 tiles, which leave the board at the end of the era. What you build now should set up the Rail Era.",{"level":300,"title":771,"text":772},"Choose the merchant for its bonus","Merchant beer is not only for selling: Gloucester lets you Develop for free, Oxford raises income, Nottingham and Shrewsbury give VPs, and Warrington pays £5. Sometimes it is worth selling to a slightly less convenient merchant to take that bonus.",{"level":300,"title":774,"text":775},"Play with the turn order","The player who spent the least goes first next round. Spending a little more or a little less can change who controls the turn and which tiles are still available. Do not ignore turn order when competing for the same location or the market.",{"level":310,"title":777,"text":778},"Control coal and iron","Building mines and iron works in your network gives you free resources and denies them to your rivals. If no cubes remain on the board, you may overbuild an opponent's mine or iron works; sometimes it is worth forcing that situation to cut off a supply route.",{"level":310,"title":780,"text":781},"Value the double rail link","A single Network action can place 2 rail links for £15, 2 coal and 1 beer. It is expensive, but it can connect two areas and unlock several sales in the same turn. Do not attempt it if you have only one rail link left or cannot pay the resources.",{"level":310,"title":783,"text":784},"Turn income into points, not the other way round","Income level breaks ties and supports your economy, but VPs come from links and flipped tiles. You do not collect income in the final round; do not sacrifice a scoring sale or link just to raise an income level you will never collect.","Build industries, connect towns and sell your goods in industrial England.",3.9,"2018","QLdXE2Y2oJj03FWHr1KgmednNU4BJZAz1tlsW9yQWG0",{"id":790,"title":791,"accent":326,"age":327,"backdrop":32,"bggUrl":792,"body":793,"categories":806,"components":32,"cover":32,"description":797,"duration":810,"extension":36,"faq":813,"firstGame":835,"industryLegend":32,"lastReviewed":73,"locale":74,"manualUrl":928,"mechanics":929,"meta":933,"navigation":81,"path":934,"players":935,"publisher":938,"quickStart":939,"resourceLegend":32,"rulesVersion":1124,"seo":1125,"sourceFiles":1126,"sourceNotes":1128,"stem":1129,"strategies":1130,"summary":1158,"videoLanguage":32,"videoUrl":32,"weight":1159,"year":1160,"__hash__":1161},"games\u002Fen\u002Fdune-house-secrets.md","Dune: House Secrets","https:\u002F\u002Fboardgamegeek.com\u002Fgeeksearch.php?action=search&q=dune+house+secrets&objecttype=boardgame",{"type":12,"value":794,"toc":804},[795,798,801],[15,796,797],{},"Dune: House Secrets is not played with points: it is played with information.\nEvery encounter is a scene that gives you data, opens new leads and costs time,\nand the chapter ends when time runs out, not when you have seen everything.",[15,799,800],{},"That scarcity is the engine: the group must decide which line deserves\nattention, which resource to spend to flip a card and when to drop a side lead.\nConsequences are not a moral punishment, they measure how exposed you have\nbecome.",[15,802,803],{},"At the end of each chapter the status report turns your conclusions into story\ndecisions. That is why tidy notes matter: in the next chapter, what you wrote\ndown is what you can pursue.",{"title":25,"searchDepth":26,"depth":26,"links":805},[],[807,808,809],"Cooperative","Storytelling","Deduction",{"min":811,"max":812},90,150,[814,817,820,823,826,829,832],{"category":39,"question":815,"answer":816},"Can it be played solo?","Yes. It is a cooperative game for 1 to 4 players, and solo you simply run several characters and their advocates with no rules changes.",{"category":39,"question":818,"answer":819},"Do I need the website to play?","Yes, it is used for each chapter's intro video and for the closing status report. Cards and board are played on the table.",{"category":43,"question":821,"answer":822},"What if an instruction tells me to flip a card?","You flip it and gain access to its back, usually by spending a resource or drawing a consequence. The decision happens right then and cannot be undone.",{"category":43,"question":824,"answer":825},"Do spent resources return to the pool?","No. They are discarded when spent and only come back if an instruction returns them. The progress sheet records what you keep between chapters.",{"category":50,"question":827,"answer":828},"What happens at the end of the consequence track?","You must go to the website and read History@006, which unlocks extra story information. It does not end the chapter: it is an extra scene.",{"category":70,"question":830,"answer":831},"Can a chapter be replayed?","Yes, by resetting it on the website with all of that chapter's cards returned to the deck in order. Resetting wipes that chapter's progress.",{"category":70,"question":833,"answer":834},"Can you lose?","There is no defeat. Running low on time or carrying consequences just means less experience and a different story.",{"title":836,"intro":837,"phases":838},"Your first chapter","A short guide for the first sitting: the prologue is designed as a tutorial and runs much shorter than a regular chapter.",[839,883],{"id":840,"label":841,"steps":842},"mesa","Set the table",[843,856,869],{"title":844,"text":845,"images":846,"check":850},"Board and pool","Put the board out with the consequence marker on the left and clear space for the resources. Shuffle encounters and assets, cover cards on top.",[847],{"src":848,"alt":849,"label":844},"\u002Fimages\u002Fgames\u002Fdune-house-secrets\u002Fboard.webp","Board with the consequence marker on the left and room for the resource pool.",{"question":851,"options":852,"answer":94,"explanation":855},"Where does the consequence marker start?",[853,854],"On the leftmost space of its track","On the middle space","It starts on the left and moves right as you suffer consequences.",{"title":857,"text":858,"images":859,"check":863},"Characters","Each player picks a character and takes its starting resource. Unclaimed characters become advocates and add two resources each to the pool.",[860],{"src":861,"alt":862,"label":857},"\u002Fimages\u002Fgames\u002Fdune-house-secrets\u002Fcharacter-boards.webp","Player side and advocate side of the character boards.",{"question":864,"options":865,"answer":94,"explanation":868},"What do unclaimed characters contribute?",[866,867],"Two resources each as advocates","Nothing, they go back in the box","Unchosen characters flip to advocates and feed the team pool.",{"title":870,"text":871,"images":872,"check":877},"Website and chapter","Open the official site, choose the prologue (P) and watch the video. Then read the chapter introduction and place the time marker where it says.",[873],{"src":874,"alt":875,"label":876},"\u002Fimages\u002Fgames\u002Fdune-house-secrets\u002Fsetup.webp","The game set up on the table before opening the chapter on the website.","Ready for the chapter",{"question":878,"options":879,"answer":94,"explanation":882},"Which chapter do you start with?",[880,881],"The prologue, marked P","Chapter III","The prologue (P) teaches the game and is shorter than chapters I, II and III.",{"id":884,"label":885,"steps":886},"juego","Play the chapter",[887,901,914],{"title":888,"text":889,"images":890,"check":895},"Follow the leads","Choose one of the opening encounters from the introduction, pay its cost if it has one and draw the card: time drops one space.",[891],{"src":892,"alt":893,"label":894},"\u002Fimages\u002Fgames\u002Fdune-house-secrets\u002Fencounter-card.webp","Encounter card being pursued, with its number and instructions.","Following a lead",{"question":896,"options":897,"answer":94,"explanation":900},"When do you pay to access an encounter?",[898,899],"Before drawing it","After reading it","The cost is paid before the card is drawn.",{"title":902,"text":903,"images":904,"check":908},"Read it aloud","Read the plot text and resolve instructions in order: flip the card, take an asset, draw a consequence or spend resources. Note the new numbers.",[905],{"src":892,"alt":906,"label":907},"Encounter card instructions read aloud to the group.","Reading aloud",{"question":909,"options":910,"answer":94,"explanation":913},"Who reads the encounter card?",[911,912],"Aloud, for the whole group","Each player silently","Information is shared by talking: you are all on the same investigation.",{"title":915,"text":916,"images":917,"check":922},"Decide and close","When you reach the status report, resolve the encounter and open the report online. Pick the proposals, collect experience and update the progress sheet.",[918],{"src":919,"alt":920,"label":921},"\u002Fimages\u002Fgames\u002Fdune-house-secrets\u002Ftracks.webp","Consequence track and status report space reached at the end of the chapter.","Status report",{"question":923,"options":924,"answer":94,"explanation":927},"Where is the status report completed?",[925,926],"On the official website","On the paper progress sheet","The report is chosen online; the progress sheet records what carries over.","https:\u002F\u002Fportalgames.pl\u002Fen\u002Fdune-house-secrets\u002F",[930,931,809,932],"Branching narrative","Resource management","Campaign",{},"\u002Fen\u002Fdune-house-secrets",{"min":936,"max":84,"best":937},1,[26,511],"Portal Games",{"pitch":940,"pitchCheck":941,"setup":947,"turn":1023,"mistakes":1089,"winning":1117,"winningCheck":1118},"Dune: House Secrets is a cooperative chapter-based adventure in which you play resistance agents fighting the Harkonnens on Arrakis. A chapter is played by resolving numbered encounters: you read the card, spend resources to reach some of them, write down which encounters remain open and push the time marker forward. Time is the real currency: every card drawn moves it one space, and when it reaches the status report the chapter ends even with loose ends. The consequence tokens mean the Harkonnens have noticed you and cost experience. There are no winners or losers: at the end of the chapter the website asks for a report with your conclusions, and those answers shape the next chapter.",{"question":942,"options":943,"answer":94,"explanation":946},"What limits how many encounters you can resolve?",[944,945],"The chapter's time marker","The number of resource tokens","Every revealed encounter costs one time space; when it reaches the status report the chapter ends.",[948,961,974,986,999,1011],{"text":949,"images":950,"check":957},"Place the board in the middle within everyone's reach, with the marker on the leftmost space of the consequence track. Clear an area next to the board for the shared resource pool.",[951,954],{"src":919,"alt":952,"label":953},"Time track and consequence track on the Dune: House Secrets board.","Time and consequence tracks",{"src":848,"alt":955,"label":956},"Game board with the time track, the consequence track and the status report.","Board",{"question":851,"options":958,"answer":94,"explanation":960},[853,959],"In the middle of the track","It starts on the leftmost space.",{"text":962,"images":963,"check":970},"Each player takes a character board and chooses one for the whole story, gaining the resource it shows. Unchosen characters are flipped to their advocate side and contribute two resources each to the shared pool.",[964,967],{"src":874,"alt":965,"label":966},"Setup photograph from the rulebook with the board, resources, decks and numbered tokens.","Setup on the table",{"src":861,"alt":968,"label":969},"Character boards with their player side and advocate side.","Character boards",{"question":971,"options":972,"answer":94,"explanation":973},"What do characters nobody picked contribute?",[866,867],"Unchosen characters flip to advocates and give two resources.",{"text":975,"images":976,"check":980},"Shuffle the encounter deck and leave it cover card up next to the board. Do the same with the asset deck: nobody reads cards they have no access to.",[977],{"src":874,"alt":978,"label":979},"Setup photograph with the board, the encounter and asset decks and the resource pool.","Decks on the table",{"question":981,"options":982,"answer":94,"explanation":985},"How is the encounter deck left?",[983,984],"Cover card on top","Shuffled and face up","The deck sits covered by its cover card.",{"text":987,"images":988,"check":993},"Mix the consequence tokens and keep them front side down as the consequence pool. Have pen and paper ready for encounter numbers, assets and resources: note-taking is part of the game.",[989],{"src":990,"alt":991,"label":992},"\u002Fimages\u002Fgames\u002Fdune-house-secrets\u002Fconsequence-tokens.webp","Consequence tokens showing their safe side and their consequence side.","Consequence tokens",{"question":994,"options":995,"answer":94,"explanation":998},"Where do the consequence tokens go?",[996,997],"Face down in the consequence pool","Face up on the board","They are mixed and kept face down in their pool.",{"text":1000,"images":1001,"check":1005},"Keep the map of Dune and the map of Tel Gezer nearby. Open the official website, pick the chapter you are about to play and watch the intro video, then take the matching chapter introduction (P, I, II or III) and set the time marker where it says.",[1002],{"src":848,"alt":1003,"label":1004},"Board ready for a chapter, with the time marker on its starting space.","Chapter setup",{"question":1006,"options":1007,"answer":94,"explanation":1010},"What do you do on the website before reading the introduction?",[1008,1009],"Watch the chapter video","Choose the status report","You watch the video before taking the chapter introduction.",{"text":1012,"images":1013,"check":1017},"Read the introduction and prepare the initial encounters it names. Every encounter has a unique number; you may only read or draw the ones you have access to.",[1014],{"src":892,"alt":1015,"label":1016},"Encounter card with plot text, instructions and possible encounters to pursue.","Encounter card",{"question":1018,"options":1019,"answer":94,"explanation":1022},"Which encounters may you read?",[1020,1021],"Only the ones you have access to","Every card in the deck","Only cards the game grants access to are read.",[1024,1037,1050,1063,1076],{"title":1025,"text":1026,"images":1027,"check":1031},"Pick an accessible encounter","Choose one of the encounters you have open. If the card asks for a resource to access it, pay it from the shared pool before drawing.",[1028],{"src":892,"alt":1029,"label":1030},"Encounter card with its unique number, plot text, instructions and possible encounters.","Open encounter",{"question":1032,"options":1033,"answer":94,"explanation":1036},"Where do the resources you spend come from?",[1034,1035],"The team's shared pool","A personal deck for each player","Resources belong to the group and sit in a shared pool next to the board.",{"title":1038,"text":1039,"images":1040,"check":1044},"Draw, spend time and read","Draw the indicated encounter card, move the time marker one space and read it aloud. Nobody reads ahead: information is shared by talking.",[1041],{"src":919,"alt":1042,"label":1043},"Time track with its spaces for encounters and the status report.","Time track",{"question":1045,"options":1046,"answer":94,"explanation":1049},"How much time does one encounter cost?",[1047,1048],"One space","Two spaces","Every revealed encounter costs a single time space.",{"title":1051,"text":1052,"images":1053,"check":1057},"Resolve the instructions","Follow instructions in the order printed: flip the card by paying a resource or drawing a consequence, take an asset, spend resources. If a decision needs the flip, make it before moving on.",[1054],{"src":892,"alt":1055,"label":1056},"Encounter card showing the instruction icons, the plot text and the encounters it unlocks.","Card instructions",{"question":1058,"options":1059,"answer":94,"explanation":1062},"When do you decide to flip an encounter card?",[1060,1061],"Before pursuing any other encounter","At the end of the chapter","The flip and its cost are decided there and then; you cannot come back to it later.",{"title":1064,"text":1065,"images":1066,"check":1070},"Write down what is still open","Note the encounter and asset numbers you have gained access to, plus any consequences. That list is the map of the investigation and carries over to the next chapter.",[1067],{"src":874,"alt":1068,"label":1069},"Table with the encounter cards, tokens and notes used to track the investigation.","Taking notes",{"question":1071,"options":1072,"answer":94,"explanation":1075},"Why write down encounter numbers?",[1073,1074],"They stay accessible in this and later chapters","Only to count points at the end","Noted encounters remain accessible in later chapters: your notes are the campaign's memory.",{"title":1077,"text":1078,"images":1079,"check":1083},"Close the chapter","When time reaches the status report space you resolve that last encounter and the chapter ends: open the report on the website, collect experience from the consequence track and spend it on skills.",[1080],{"src":848,"alt":1081,"label":1082},"Board with the consequence track used to collect experience at the end of the chapter.","Closing the chapter",{"question":1084,"options":1085,"answer":94,"explanation":1088},"What happens when time reaches the status report?",[1086,1087],"That encounter resolves and the chapter ends","Time resets and play continues","The encounter that reaches the report is resolved, then the chapter closes with the online report.",[1090,1099,1108],{"title":1091,"text":1092,"check":1093},"Reading cards you are not meant to","You may only read what the game gives you access to. Peeking at the encounter deck, future introductions or chapters you are not playing breaks the story and the deductions.",{"question":1094,"options":1095,"answer":94,"explanation":1098},"Can you look at inaccessible encounter cards?",[1096,1097],"No, only the ones the game gives you","Yes, as long as nobody sees","Cards are only read when an instruction grants access to them.",{"title":1100,"text":1101,"check":1102},"Trying to see everything","Time never allows every encounter: the game is built so that you deduce what is missing. Closing one line beats opening five halfway.",{"question":1103,"options":1104,"answer":94,"explanation":1107},"Can you visit every encounter in a chapter?",[1105,1106],"No, time runs out and you have to deduce","Yes, if you spend no resources","Time is tuned to leave mysteries unexplained: deduction is part of the design.",{"title":1109,"text":1110,"check":1111},"Forgetting resources do not refill","You do not gain fresh resources at the start of a chapter beyond what the progress sheet says. Spending them on minor encounters can leave you without the key for the one that matters.",{"question":1112,"options":1113,"answer":94,"explanation":1116},"Do resources come back between chapters?",[1114,1115],"No: you keep whatever the progress sheet recorded","Yes, they reset to the starting amount","The progress sheet stores what is left; there is no automatic refill.","There is no winning or losing: you play to uncover the story. Closing the chapter means completing the status report on the website, where you pick proposals about how to act and those choices change the following chapters. Then you collect the experience shown on the consequence track, spend it on skill stickers for your characters and fill in the progress sheet. The campaign is a prologue plus three chapters, and any chapter can be replayed by resetting it on the website.",{"question":1119,"options":1120,"answer":94,"explanation":1123},"What does the status report decide?",[1121,1122],"The proposals you choose, which affect later chapters","Who won the game","The report awards no victory: it sets how the story continues.","Official EN rulebook (Portal Games, 2021)",{"title":791,"description":797},[1127],"reglamentos-pdf\u002FDUNE_House_Secrets_rulebook_EN.pdf","The rulebook covers setup, encounters, time, consequences and chapter end; the story itself lives in the cards and on the official website.","en\u002Fdune-house-secrets",[1131,1134,1137,1140,1143,1146,1149,1152,1155],{"level":290,"title":1132,"text":1133},"One notebook per group","Record each encounter's number, title and what it unlocked. Without notes you will not know which leads are still open next chapter.",{"level":290,"title":1135,"text":1136},"Read slowly and aloud","The card text holds the keywords the report will ask about. Reading aloud avoids deductions based on vague memories.",{"level":290,"title":1138,"text":1139},"Do not flip out of curiosity","Flipping costs resources or consequences. Do it when the back opens a line you care about, not to see what is there.",{"level":300,"title":1141,"text":1142},"Share the resources","Ask who needs what before spending. One resource saved for a key encounter beats two minor accesses.",{"level":300,"title":1144,"text":1145},"Cover different lead types","If everyone chases the same kind of encounter you will lack context. Mix conversations, records and physical searches.",{"level":300,"title":1147,"text":1148},"Use the deliberation space","The deliberation space exists to order your conclusions before the report. Stop there and share what you have understood.",{"level":310,"title":1150,"text":1151},"Plan time backwards","Count the spaces left and decide which encounters are essential. The last third should close the main line.",{"level":310,"title":1153,"text":1154},"Accept some consequences","A consequence is sometimes worth the information it buys. Experience can be regained; a lost lead cannot.",{"level":310,"title":1156,"text":1157},"Rehearse the report","Agree on your answers before opening the site. The report rewards coherence, not speed: a well-argued theory opens better chapters.","Cooperative story adventure: resolve encounters against the clock, piece the plot together and close each chapter with a report.",2.7,"2021","dRXzr11WgbyWG35lQaJRmWtf-mDYsbzhegyRyeaT86k",{"id":1163,"title":1164,"accent":1165,"age":108,"backdrop":1166,"bggUrl":1167,"body":1168,"categories":1181,"components":32,"cover":25,"description":1172,"duration":1185,"extension":36,"faq":1187,"firstGame":32,"industryLegend":32,"lastReviewed":73,"locale":74,"manualUrl":1216,"mechanics":1217,"meta":1222,"navigation":81,"path":1223,"players":1224,"publisher":1227,"quickStart":1228,"resourceLegend":32,"rulesVersion":1433,"seo":1434,"sourceFiles":1435,"sourceNotes":1437,"stem":1438,"strategies":1439,"summary":1467,"videoLanguage":32,"videoUrl":32,"weight":1468,"year":1469,"__hash__":1470},"games\u002Fen\u002Fgang-rush-breakout.md","Gang Rush: Breakout","#B91C1C","\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Fbridge.webp","https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F215066\u002Fgang-rush-breakout",{"type":12,"value":1169,"toc":1179},[1170,1173,1176],[15,1171,1172],{},"Gang Rush: Breakout is a race shaped like a getaway: cars speed along a bridge\nfull of obstacles, shoot at each other and collect the money left on the asphalt.\nThere are no laps or timers: the bridge is a single straight with lanes,\ncontainers and ramps.",[15,1174,1175],{},"Each round has two very distinct phases. First hazards are placed in reverse\nstandings order, so last place decides where it hurts. Then each player rolls\ntheir dice and turns speed into movement, steers into lane changes and shots\ninto damage for a rival.",[15,1177,1178],{},"The game is settled by money, not position: you can finish second and win, or\ncross first and be disqualified for ending last in the final standings. That\ndouble goal —get paid and avoid last place— is what makes every turn a bet\nbetween accelerating, shooting or repairing.",{"title":25,"searchDepth":26,"depth":26,"links":1180},[],[1182,1183,1184],"Racing","Mafia","Chaos",{"min":1186,"max":35},45,[1188,1190,1193,1196,1199,1202,1205,1208,1210,1213],{"category":39,"question":578,"answer":1189},"It depends on the space they pick behind the starting line: each one has its own amount printed on it. Everyone also starts with one ramp.",{"category":43,"question":1191,"answer":1192},"In what order are hazards placed?","In reverse standings order: last place starts and the leader finishes. Five new hazards are revealed each round and each player places one.",{"category":43,"question":1194,"answer":1195},"Can I reroll my dice?","Yes. Roll five dice, set aside any you want to keep and reroll the rest up to twice. Results are applied at the end.",{"category":50,"question":1197,"answer":1198},"How does changing lanes work?","It costs 2 steers per lane. You can change several lanes if you have the steers, and your speed needle gives free steers depending on speed.",{"category":50,"question":1200,"answer":1201},"What happens when I crash into another car?","The car causing the collision spends one movement point to smash and stays in place. Both lose 1 durability and $100, which are dropped at the scene.",{"category":50,"question":1203,"answer":1204},"What if I fall into the river?","Speed drops to 0 and at the end of the turn you pay $500 for the crane to return to the space you left, or an adjacent one if it is occupied.",{"category":43,"question":1206,"answer":1207},"Can I buy more than one bonus per turn?","No: purchases are limited to one bonus per turn. Buying draws a new bonus and makes the others one price level cheaper.",{"category":66,"question":726,"answer":1209},"Whoever has the most money at the end, adding finish-line bounties and cash collected, and subtracting debts. The last player cannot win even with the most money.",{"category":70,"question":1211,"answer":1212},"When does the race end?","When a car crosses the finish line, the race ends as soon as everyone else finishes their current turns. Each finishing position pays a different bounty depending on player count.",{"category":50,"question":1214,"answer":1215},"What is the ramp for?","It is placed at the start of a turn on a space without hazards and used from the front. A perfect jump takes no damage; a good one costs $100; a failed one pushes you back a space and costs $200 and 1 durability.","https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F215066\u002Fgang-rush-breakout\u002Ffiles",[1218,1219,1220,1221],"Dice","Movement","Push your luck","Combat",{},"\u002Fen\u002Fgang-rush-breakout",{"min":511,"max":1225,"best":1226},5,[84,1225],"CMON",{"pitch":1229,"pitchCheck":1230,"setup":1236,"turn":1312,"mistakes":1398,"winning":1426,"winningCheck":1427},"Gang Rush: Breakout is a getaway race for 3–5 players. You are a henchman who must bring the loot back to the Boss: you drive a custom car across a bridge full of hazards, shoot rivals and pick up cash from the road. Each turn five new hazards are revealed and placed in reverse standings order, then every player rolls five dice and may reroll twice. Dice give speed, steers, shots, repairs and damage, and speed sets how many spaces you move. At the end of your turn you can sell unused dice for $100 each. The winner is not the first across the line, but the player with the most money... as long as they are not last.",{"question":1231,"options":1232,"answer":94,"explanation":1235},"Who wins the race?",[1233,1234],"Whoever ends with the most money, as long as they are not last","Whoever crosses first","The richest player wins, provided they are not last.",[1237,1249,1262,1275,1287,1300],{"text":1238,"images":1239,"check":1243},"Assemble the bridge and separate hazards and bonuses into two different piles. Shuffle each pile.",[1240],{"src":1166,"alt":1241,"label":1242},"Assembled bridge with cars, containers, hazards and money in Gang Rush: Breakout.","Bridge and cars",{"question":1244,"options":1245,"answer":94,"explanation":1248},"How many piles are shuffled during setup?",[1246,1247],"Two: hazards and bonuses","Three: hazards, bonuses and cars","Hazards and bonuses are shuffled separately.",{"text":1250,"images":1251,"check":1256},"Put the hazards facedown to the right of the bridge and reveal the first five in a line, after the starting line.",[1252],{"src":1253,"alt":1254,"label":1255},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Fhazards.webp","Line of five road hazard cards placed after the starting line.","Hazards on the road",{"question":1257,"options":1258,"answer":94,"explanation":1261},"How many hazards are revealed during setup?",[1259,1260],"Five","Three","The first five hazards are revealed.",{"text":1263,"images":1264,"check":1269},"Put the bonuses facedown to the left and reveal the first five in a line: that is the shop. Arrange them with golden (permanent) bonuses closest to the deck, then blue (temporary), metallic (instant) and finally grey (penalties).",[1265],{"src":1266,"alt":1267,"label":1268},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Ftokens.webp","Hazard and bonus token piles used to build the road and the shop.","Hazard and bonus piles",{"question":1270,"options":1271,"answer":94,"explanation":1274},"How are the revealed bonuses ordered?",[1272,1273],"Gold, blue, metallic, then grey","At random","The shop is ordered by bonus type.",{"text":1276,"images":1277,"check":1281},"The youngest player picks a car and places it on one of the five spaces behind the start line. They collect the money printed on that space, plus their dashboard and a ramp. Then the next youngest does the same, up to the oldest.",[1278],{"src":1166,"alt":1279,"label":1280},"Assembled bridge with the starting spaces, cars, hazard cards and money.","Starting spaces",{"question":1282,"options":1283,"answer":94,"explanation":1286},"Who picks a car first?",[1284,1285],"The youngest player","The oldest player","The youngest starts and age order follows.",{"text":1288,"images":1289,"check":1294},"Set every dashboard: needle at 0 mph and all durability indicators green.",[1290],{"src":1291,"alt":1292,"label":1293},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Fdashboard.webp","Car dashboard with the speed needle at 0 and the durability indicators.","Dashboard at the start",{"question":1295,"options":1296,"answer":94,"explanation":1299},"Where does the speed needle start?",[1297,1298],"0 mph","40 mph","The needle starts at 0 and durability in green.",{"text":1301,"images":1302,"check":1306},"In your first games with 3 or 4 players, reveal as many hazards as there are players and leave the bonus shop closed until the group knows the basics.",[1303],{"src":1253,"alt":1304,"label":1305},"Hazard cards revealed in a line for a learning game.","Learning-game hazards",{"question":1307,"options":1308,"answer":94,"explanation":1311},"What do you do in early games with 3 or 4 players?",[1309,1310],"Reveal as many hazards as players and keep the shop closed","Remove the bonuses","It is a learning variant to keep the table manageable.",[1313,1326,1339,1354,1367,1381],{"title":1314,"text":1315,"images":1316,"check":1320},"Order by position","Each round starts with the leading car, then second place and so on. Ties go to the fastest car on its dashboard; if still tied, the car furthest left.",[1317],{"src":1291,"alt":1318,"label":1319},"Dashboard used to break ties: the fastest car goes first.","Turn order and speed",{"question":1321,"options":1322,"answer":94,"explanation":1325},"Who acts first each round?",[1323,1324],"The leading car","The last-place car","The round starts with the leading car.",{"title":1327,"text":1328,"images":1329,"check":1333},"Place the hazards","Five new hazards are revealed and placed in reverse order: last place starts. Each hazard goes on an empty space, and two hazards of the same type may not sit in adjacent spaces.",[1330],{"src":1253,"alt":1331,"label":1332},"Road hazard cards placed on empty spaces along the bridge.","Placing hazards",{"question":1334,"options":1335,"answer":94,"explanation":1338},"In which order are new hazards placed?",[1336,1337],"From last place to first","From first to last","Hazards are placed in reverse standings order.",{"title":1340,"text":1341,"images":1342,"check":1350},"Roll the dice","Roll five dice. You may set any aside and reroll the rest, up to two times. Results are applied afterwards.",[1343,1346],{"src":1291,"alt":1344,"label":1345},"Car dashboard with the speed needle, durability track and free steers.","Car dashboard",{"src":1347,"alt":1348,"label":1349},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Fdice.webp","The five custom dice used for movement, repair, damage and speed.","The five dice",{"question":1351,"options":1352,"answer":94,"explanation":1353},"How many dice do you roll?",[1259,1260],"You roll five dice and may reroll twice.",{"title":1355,"text":1356,"images":1357,"check":1361},"Repair, accelerate or brake","Each repair restores 1 durability; each damage removes 1 durability and $100, which you drop under the car. Each speedometer result moves the needle 10 mph up or down.",[1358],{"src":1291,"alt":1359,"label":1360},"Dashboard dials used to apply repairs, damage and speed changes.","Repair, damage and speed",{"question":1362,"options":1363,"answer":94,"explanation":1366},"How far does one speedometer move the needle?",[1364,1365],"10 mph","20 mph","Each speedometer moves the needle 10 mph up or down.",{"title":1368,"text":1369,"images":1370,"check":1375},"Move and shoot","You move one space per 10 mph. Changing lanes costs 2 steers (free steers depend on speed). Shots travel in a straight line and deal 1 damage and $100 to the first car ahead.",[1371],{"src":1372,"alt":1373,"label":1374},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Flanes.webp","Lane-change example: at 40 mph the car has one free steer and can change two lanes.","Lane change",{"question":1376,"options":1377,"answer":94,"explanation":1380},"What does changing lanes cost?",[1378,1379],"2 steering wheels","1 steering wheel","A lane change costs 2 wheels, except free ones from speed.",{"title":1382,"text":1383,"images":1384,"check":1392},"End the turn","You may buy one bonus from the shop per turn, collect money in your space and sell each unused die for $100. Then the next car takes its turn.",[1385,1389],{"src":1386,"alt":1387,"label":1388},"\u002Fimages\u002Fgames\u002Fgang-rush-breakout\u002Fcollision.webp","Collision example: the car that is hit loses durability and drops money on the road.","Collision",{"src":1266,"alt":1390,"label":1391},"Bonus and hazard token piles, including the shop bonuses you can buy.","Buying from the shop",{"question":1393,"options":1394,"answer":94,"explanation":1397},"How much is each unused die sold for?",[1395,1396],"100$","50$","Each leftover die sells for 100$.",[1399,1408,1417],{"title":1400,"text":1401,"check":1402},"Not selling leftover dice","At the end of your turn each unused die sells for $100. That is free money: do not leave them on the table just because you do not need to move further.",{"question":1403,"options":1404,"answer":94,"explanation":1407},"What do you do with unused dice?",[1405,1406],"Sell them for 100$ each","Keep them for the next round","At the end of your turn each unused die sells for 100$.",{"title":1409,"text":1410,"check":1411},"Ignoring free steers","Your dashboard speed gives you free steers every turn on top of the ones you roll. Forgetting them means changing lanes fewer times than you think.",{"question":1412,"options":1413,"answer":94,"explanation":1416},"Where do free steering wheels come from?",[1414,1415],"From the speed needle","Only from dice","The needle grants free wheels each turn on top of the dice.",{"title":1418,"text":1419,"check":1420},"Not repairing in time","At 0 body points the car flips and you lose the rest of your movement; next turn you need 3 steers to make a U-turn. Repairing before 0 costs less than recovering control.",{"question":1421,"options":1422,"answer":94,"explanation":1425},"What happens at 0 durability?",[1423,1424],"The car spins and you lose the rest of your movement","Nothing happens","With no durability the car spins and you must spend wheels to recover.","Crossing the finish line pays a bounty by position (for example 1000\u002F400\u002F100 with five players). The race ends when everyone else finishes their current turns. The player with the most money wins, counting bounties, cash collected and debts deducted; the last car is disqualified and cannot win even with the most money.",{"question":1428,"options":1429,"answer":94,"explanation":1432},"What extra condition does winning have?",[1430,1431],"You must not be last across the line","You must have sold every die","The richest player only wins if they are not last.","EN rulebook (CMON, 2017)",{"title":1164,"description":1172},[1436],"reglamentos-pdf\u002FSpelregels-Gang-Rush-Breakout.pdf","The PDF in the rules folder has no text layer: this summary comes from reading the scanned English pages. Illustrations are cropped from that same manual.","en\u002Fgang-rush-breakout",[1440,1443,1446,1449,1452,1455,1458,1461,1464],{"level":290,"title":1441,"text":1442},"Always sell leftover dice","It is the steadiest income in the game. Before passing the turn, check how many dice remain: each one is $100.",{"level":290,"title":1444,"text":1445},"Count your steers before moving","The needle gives free steers and the dice give more. If you do not change lanes, that money stays on the road: plan your move counting both.",{"level":290,"title":1447,"text":1448},"Do not ignore cash on the asphalt","Crashes and shots drop bills on the space. Collecting them is free if you drive over them, and sometimes a lane change pays for itself.",{"level":300,"title":1450,"text":1451},"Place hazards where they hurt","You place hazards in reverse order, so the leader suffers yours. Put barriers and containers on the fast lanes and leave the slow ones open: the goal is to slow down whoever is ahead.",{"level":300,"title":1453,"text":1454},"Speed is money and risk","Going fast moves you further and gives free steers, but it also paints a target on you and leaves less room to react to hazards.",{"level":300,"title":1456,"text":1457},"Repair before hitting 0","A repair costs one die; recovering a flipped car costs 3 steers and a turn. Keep at least 1 durability in the busy stretches.",{"level":310,"title":1459,"text":1460},"Choose the bounty, not the glory","Crossing first pays the biggest bounty, but last place is disqualified. If money is tight, locking in second or third may be worth more than risking the car for the lead.",{"level":310,"title":1462,"text":1463},"Set up the shop","Buying a bonus draws a new one and makes the rest cheaper. If two players buy in a row, the third may find a bargain; time your purchase with your position in the race.",{"level":310,"title":1465,"text":1466},"Use the ramp as a shortcut","The ramp avoids traffic and jumps hazards. Place it where the bridge narrows and use it to come out ahead of two rivals at once, but do not spend it if the jump leaves you without steers.","A motorized getaway of dice and gunfire: cross the bridge with the most money and never finish last.",2.5,"2017","plTJYaN4S1M2VKd1Pf1jMSrWve8jA5l_b3d5rdH4D7s",{"id":1472,"title":1473,"accent":1474,"age":327,"backdrop":1475,"bggUrl":1476,"body":1477,"categories":1490,"components":32,"cover":25,"description":1481,"duration":1492,"extension":36,"faq":1493,"firstGame":1524,"industryLegend":32,"lastReviewed":73,"locale":74,"manualUrl":1735,"mechanics":1736,"meta":1738,"navigation":81,"path":1739,"players":1740,"publisher":1742,"quickStart":1743,"resourceLegend":32,"rulesVersion":1932,"seo":1933,"sourceFiles":1934,"sourceNotes":1936,"stem":1937,"strategies":1938,"summary":1966,"videoLanguage":32,"videoUrl":32,"weight":786,"year":1469,"__hash__":1967},"games\u002Fen\u002Fgloomhaven.md","Gloomhaven","#4D7C0F","\u002Fimages\u002Fgames\u002Fgloomhaven\u002Fplay-area.webp","https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F174430\u002Fgloomhaven",{"type":12,"value":1478,"toc":1488},[1479,1482,1485],[15,1480,1481],{},"Gloomhaven is a campaign co-op of hexes, doors and monsters that share one\nability card per type. Information is imperfect: you know what you can do, but\nnot exactly what your ally will do or when the monsters will act.",[15,1483,1484],{},"The heart of the game is the hand of cards. Each round you choose two, one for\ninitiative and both for your actions, and every rest costs you a card. That\ntension between doing the strong thing now and saving fuel for the last room is\nwhat turns each scenario into a puzzle.",[15,1486,1487],{},"The campaign adds progression: experience, gold, items, new classes and unlocked\nscenarios. But the tutorial starts where a real game starts: an objective, a map,\ntwo cards and a party that has to come out alive.",{"title":25,"searchDepth":26,"depth":26,"links":1489},[],[1491,31,932],"Co-op",{"min":35,"max":416},[1494,1497,1500,1503,1506,1509,1512,1515,1518,1521],{"category":39,"question":1495,"answer":1496},"Can two characters play the same class?","No. Only one copy of each class can be in a scenario. To start, each player takes their class mat and the starting level 1 hand.",{"category":39,"question":1498,"answer":1499},"Which ability cards do I bring to a scenario?","Your class's starting hand, up to the maximum hand size shown on the mat. Outside a scenario you may swap level 1 cards for others in your pool, even after choosing a battle goal.",{"category":43,"question":1501,"answer":1502},"How many cards do I play per round?","Two, or you declare a long rest. If you only have one card in hand, a long rest is your only option; if you cannot rest either, you are exhausted.",{"category":43,"question":1504,"answer":1505},"How does a short rest work?","During cleanup, shuffle your discard and lose one random card to the lost pile; the rest return to your hand. You may suffer 1 damage to lose a different random card instead, once per rest.",{"category":43,"question":1507,"answer":1508},"And a long rest?","Declared during card selection, it takes your whole turn at initiative 99. When it resolves you lose one card from your discard, take the rest back, heal 2 and refresh all spent items.",{"category":50,"question":1510,"answer":1511},"How is an attack resolved?","Add the attack's base value and your modifiers, draw one attack modifier card per target, apply it, then subtract the defender's shield. With advantage or disadvantage you draw two cards and keep the better or worse.",{"category":50,"question":1513,"answer":1514},"How do monsters move?","Each type reveals one ability card with its initiative, movement and attack. Each figure focuses the nearest enemy, moves towards it and attacks if it can; if it cannot attack, it gets as close as possible.",{"category":50,"question":1516,"answer":1517},"What are the elements?","Six elements infused on the table (strong or waning) and then consumed to boost abilities. An element cannot be created and consumed on the same turn, but another player may use it later in the same round.",{"category":70,"question":1519,"answer":1520},"When is a scenario lost?","When every character is exhausted before the victory condition is met. A character is exhausted when they have no cards to play and none to rest on.",{"category":70,"question":1522,"answer":1523},"What do you earn for completing a scenario?","Experience for abilities used and for completing it, gold from loot, and achievement checks if you met your battle goal. Enough experience levels a character up and adds new cards to their pool.",{"title":1525,"intro":1526,"phases":1527},"Your first game, step by step","A starter walkthrough based on Cephalofair's First Game Setup Guide: from opening the box to setting up the Black Barrow scenario. Work through both phases in order and leave the town records book and sealed components closed.",[1528,1630],{"id":1529,"label":1530,"steps":1531},"party","The party and the city",[1532,1544,1558,1571,1585,1599,1613],{"title":841,"text":1533,"images":1534,"check":1538},"Keep the box within reach with everything sorted, and do not open the town records book or anything sealed.            Take a sheet from the party pad and write down the party's name.",[1535],{"src":1475,"alt":1536,"label":1537},"Example play area with the map, character mat, decks, tokens and elemental table.","Everything on the table",{"question":1539,"options":1540,"answer":94,"explanation":1543},"Which component stays closed during the first game?",[1541,1542],"The town records book","The attack modifier deck","The town records book and sealed components are opened later, when the campaign calls for them.",{"title":1545,"text":1546,"images":1547,"check":1552},"Pick a class","Each player picks one of the six starting classes (Brute, Tinkerer, Spellweaver, Scoundrel, Cragheart or Mindthief) and takes that character's mat, level 1 ability cards and five tokens. Leave the attack modifier cards inside the character box.",[1548],{"src":1549,"alt":1550,"label":1551},"\u002Fimages\u002Fgames\u002Fgloomhaven\u002Fcharacter-mat.webp","Scoundrel character mat with hit points, experience track and round reference.","Character mat",{"question":1553,"options":1554,"answer":94,"explanation":1557},"Which ability cards do you take into your first scenario?",[1555,1556],"Only your class's level 1 cards","Every card in the box","Your first game uses the level 1 deck; level X cards come in once you know the class.",{"title":1559,"text":1560,"images":1561,"check":1565},"Character sheet and gold","Fill in your class character sheet with a name and write the starting 30 gold in the Gold Notes section.",[1562],{"src":1549,"alt":1563,"label":1564},"Class mat with the hit point and experience tracks used alongside the character sheet.","Character mat and sheet",{"question":1566,"options":1567,"answer":94,"explanation":1570},"How much gold does each character start with?",[1568,1569],"30 gold","10 gold","Every character starts with 30 gold and records it on their character sheet.",{"title":1572,"text":1573,"images":1574,"check":1579},"Personal quest","Shuffle the personal quest cards, deal two to each player and have everyone keep one, returning the other to the deck. Quests can stay secret or be shared, as you prefer.",[1575],{"src":1576,"alt":1577,"label":1578},"\u002Fimages\u002Fgames\u002Fgloomhaven\u002Fbattle-goal.webp","A card kept secret from the rest of the party until it is revealed.","Secret card",{"question":1580,"options":1581,"answer":94,"explanation":1584},"How many personal quests does each player keep?",[1582,1583],"One of the two they were dealt","Both of the ones they were dealt","You are dealt two and keep one; the other goes back into the personal quest deck.",{"title":1586,"text":1587,"images":1588,"check":1593},"Modifiers and trackers","Each player gets a standard 20-card attack modifier deck (crossed swords back, numbered 1 to 4) and two wooden trackers: the blue experience one at 0 and the red hit point one at the value printed below the level 1 marker on their mat.",[1589],{"src":1590,"alt":1591,"label":1592},"\u002Fimages\u002Fgames\u002Fgloomhaven\u002Fattack-modifiers.webp","Standard 20-card attack modifier deck, identical for every character.","Attack modifier deck",{"question":1594,"options":1595,"answer":94,"explanation":1598},"Where does the red hit point tracker start?",[1596,1597],"At the value below the level 1 marker on your mat","At 20 for everyone","Starting health is the number below level 1 on your class mat and differs per character.",{"title":1600,"text":1601,"images":1602,"check":1607},"Events and shop","Separate road and city events 01 through 30 and shuffle them: those are your starting decks. The city shop is built from standard items 001 through 014.",[1603],{"src":1604,"alt":1605,"label":1606},"\u002Fimages\u002Fgames\u002Fgloomhaven\u002Fitem-cards.webp","Item card anatomy: Chainmail with its cost, slot, shield bonus and spent symbol.","Item cards",{"question":1608,"options":1609,"answer":94,"explanation":1612},"Which items make up the shop in the first game?",[1610,1611],"The standard items 001 through 014","Every item in the game","The rest of the items go back into the box; the shop grows through the campaign.",{"title":1614,"text":1615,"images":1616,"check":1624},"Map and shopping","Unfold the world map in the middle of the table, read the top half of the first page of the scenario book and place the stickers it shows. Then each player may spend some of their 30 gold on shop items; the book lists recommendations per class. Players cannot trade money or items.",[1617,1621],{"src":1618,"alt":1619,"label":1620},"\u002Fimages\u002Fgames\u002Fgloomhaven\u002Fscenario-page.webp","Scenario book page with the introduction, map and component list.","Scenario book and map",{"src":1604,"alt":1622,"label":1623},"Item cards available in the city shop.","Shop items",{"question":1625,"options":1626,"answer":94,"explanation":1629},"What do you read before placing the map stickers?",[1627,1628],"The top half of the first page of the scenario book","The last page of the scenario book","That page explains which stickers go on the map when the campaign starts.",{"id":1631,"label":1632,"steps":1633},"black-barrow","The Black Barrow scenario",[1634,1647,1661,1675,1693,1706,1721],{"title":1635,"text":1636,"images":1637,"check":1641},"Road event","Draw the top road event card and resolve it. Then put the world map aside to make room for the scenario.",[1638],{"src":1576,"alt":1639,"label":1640},"A facedown card drawn and resolved before the scenario starts.","Event card",{"question":1642,"options":1643,"answer":94,"explanation":1646},"When is the road event resolved?",[1644,1645],"Before setting up the scenario","After the first round","Road events are resolved as you leave the city, before the scenario map goes down.",{"title":1648,"text":1649,"images":1650,"check":1655},"Build the map","Follow page 2 of the scenario book and build the map with tiles I1b, G1b and L1a, door tiles included. Money tokens and overlay tiles stay off to the side: they are only placed when the matching room is revealed.",[1651],{"src":1652,"alt":1653,"label":1654},"\u002Fimages\u002Fgames\u002Fgloomhaven\u002Fmap-tiles.webp","Map tile arrangement and monster placement indications for two, three and four characters.","Map tiles and monster placement",{"question":1656,"options":1657,"answer":94,"explanation":1660},"Where do the money tokens go during setup?",[1658,1659],"Off to the side; they are placed when a room is revealed","On the tiles from the start","Loot and overlay tiles are placed as rooms are revealed, not during setup.",{"title":1662,"text":1663,"images":1664,"check":1669},"Elements and monster modifiers","Put the elemental infusion board in view with all six discs in the Inert column; the round track on top is not used in this scenario. Shuffle the standard 20-card monster attack modifier deck (letter M) and place it next to the map: all monsters draw from it.",[1665],{"src":1666,"alt":1667,"label":1668},"\u002Fimages\u002Fgames\u002Fgloomhaven\u002Felement-table.webp","Elemental infusion table with all six elements in the inert column.","Elements at the start",{"question":1670,"options":1671,"answer":94,"explanation":1674},"Which column do the six elements start in?",[1672,1673],"Inert","Strong","All elements start inert and get infused during play.",{"title":1676,"text":1677,"images":1678,"check":1687},"Monster cards and decks","Find the stat cards for Bandit Guard, Bandit Archer and Living Bones, set them to level 1 and slide them into sleeves. Shuffle the three ability decks (Guard, Archer and Living Bones) and place each next to its stat card.",[1679,1683],{"src":1680,"alt":1681,"label":1682},"\u002Fimages\u002Fgames\u002Fgloomhaven\u002Fmonster-card.webp","Bandit Guard stat card at level 1 with normal and elite values.","Monster stat card",{"src":1684,"alt":1685,"label":1686},"\u002Fimages\u002Fgames\u002Fgloomhaven\u002Fmonster-ability.webp","Living Bones ability card from one of the three monster decks.","Monster ability card",{"question":1688,"options":1689,"answer":94,"explanation":1692},"What level are monster cards at in the first game?",[1690,1691],"Level 1","The party's level","The first scenario uses level 1 monsters, not the party level.",{"title":1694,"text":1695,"images":1696,"check":1700},"Place the monsters","Place standees in the starting room by player count: the top left of the hex for two players, top right for three and the bottom for four. White means normal and gold means elite. Then read the Black Barrow introduction up to the paragraph marked with a 1.",[1697],{"src":1475,"alt":1698,"label":1699},"Scenario play area with map tiles, standees, tokens and the elemental table.","Monsters on the map",{"question":1701,"options":1702,"answer":94,"explanation":1705},"What does a gold base mean?",[1703,1704],"An elite monster","A normal monster","White bases are normal monsters; gold bases are elites with more health and damage.",{"title":1707,"text":1708,"images":1709,"check":1716},"Battle goals and gear","Deal two battle goal cards secretly and keep one each. Then equip items: one head, one body, one legs, up to two one-handed or one two-handed item, and as many small items as half your level rounded up. Any item that says so adds a -1 card to your deck.",[1710,1713],{"src":1576,"alt":1711,"label":1712},"Battle goal card kept secret until the end of the scenario.","Battle goal card",{"src":1604,"alt":1714,"label":1715},"Item cards and their equipment slots.","Starting gear",{"question":1717,"options":1718,"answer":94,"explanation":1720},"How many one-handed items can you equip?",[1719,1260],"Up to two","You may carry two one-handed items or, instead, a single two-handed item.",{"title":1722,"text":1723,"images":1724,"check":1729},"Choose your hand and play","Each player chooses their starting hand from the level 1 deck, respecting the maximum hand size shown on their mat. You are ready: reveal initiative and start the first round. From here, play without fearing mistakes, since scenarios can be replayed.",[1725],{"src":1726,"alt":1727,"label":1728},"\u002Fimages\u002Fgames\u002Fgloomhaven\u002Fability-card.webp","Level 1 ability cards from which you choose your starting hand.","Starting hand",{"question":1730,"options":1731,"answer":94,"explanation":1734},"Where do you check your maximum hand size?",[1732,1733],"On your character mat","On your personal quest card","Each class mat lists its own maximum hand size.","https:\u002F\u002Fcephalofair.com\u002Fpages\u002Fgloomhaven",[78,932,505,1737],"Card combat",{},"\u002Fen\u002Fgloomhaven",{"min":936,"max":84,"best":1741},[511],"Cephalofair Games",{"pitch":1744,"pitchCheck":1745,"setup":1751,"turn":1819,"mistakes":1897,"winning":1925,"winningCheck":1926},"Gloomhaven is a cooperative game for 1–4 players in which a group of mercenaries plays through scenarios in a campaign. Each round you choose two ability cards from your hand: one sets your initiative and you use the bottom action of the other. On your turn you resolve the top action of one card and the bottom action of the other, in any order: move, attack, heal, summon, infuse elements. Monsters reveal one ability card per type and act in the same initiative order, focusing the nearest enemy. Attacks add the base value, modifiers and an attack modifier card, then subtract the defender's shield. Resting recovers cards, but every rest loses one: your hand is the clock. If every character is exhausted, the scenario is lost.",{"question":1746,"options":1747,"answer":94,"explanation":1750},"What happens when every character is exhausted?",[1748,1749],"The scenario is lost","You draw a new card and carry on","No cards means no actions: if every character is exhausted before the goal is met, the scenario is lost.",[1752,1764,1777,1786,1798,1810],{"text":1753,"images":1754,"check":1758},"Pick a scenario from the book, read the introduction and build the map with its tiles, doors and overlay tiles. Set up only the monsters, loot and traps of the first room.",[1755],{"src":1618,"alt":1756,"label":1757},"Gloomhaven scenario page with the goal, the map and the component list.","Scenario page",{"question":1759,"options":1760,"answer":94,"explanation":1763},"What do you set up on the map?",[1761,1762],"Only the monsters, loot and traps of the first room","The whole scenario, closed rooms included","Rooms are revealed as you open doors, so only the first one starts on the table.",{"text":1765,"images":1766,"check":1771},"Set the scenario level: the party's average level divided by 2 and rounded up.        Lower it by 1 for easy, or raise it by 1 or 2 for hard or very hard.",[1767],{"src":1768,"alt":1769,"label":1770},"\u002Fimages\u002Fgames\u002Fgloomhaven\u002Fscenario-level.webp","Scenario level table with monster level, gold conversion, trap damage and bonus experience, plus the difficulty modifier table.","Scenario level tables",{"question":1772,"options":1773,"answer":94,"explanation":1776},"How is the normal scenario level calculated?",[1774,1775],"Average party level divided by 2, rounded up","The sum of the party's levels","Average level divided by 2, rounded up, is normal; you then adjust it by -1 or +1\u002F+2.",{"text":1778,"images":1779,"check":1781},"Each player picks a class not already in the party, takes its mat, its starting level 1 hand, hit point and experience trackers, tokens and one facedown battle goal card.",[1780],{"src":1549,"alt":1550,"label":1551},{"question":1495,"options":1782,"answer":94,"explanation":1785},[1783,1784],"No, only one copy of each class","Yes, with no limit","Each class exists once in the party.",{"text":1787,"images":1788,"check":1792},"Shuffle each character's attack modifier deck (20 base cards plus perks) and the monsters' modifier deck.",[1789],{"src":1590,"alt":1790,"label":1791},"Attack modifier cards with their bonuses and special symbols.","Modifier deck",{"question":1793,"options":1794,"answer":94,"explanation":1797},"How big is a character's attack modifier deck?",[1795,1796],"20 base cards plus perks","10 cards","The standard deck is 20 cards, and perks add or replace cards as you progress.",{"text":1799,"images":1800,"check":1804},"Prepare the stat card of each monster type in play, its standees in the bases the scenario indicates, and one shuffled ability deck per type.",[1801],{"src":1680,"alt":1802,"label":1803},"Bandit Guard stat card showing normal and elite values.","Stat card",{"question":1805,"options":1806,"answer":94,"explanation":1809},"How many ability decks does each monster type need?",[1807,1808],"One, shared by every figure of that type","One per figure","All figures of a type share one stat card, one ability deck and one initiative.",{"text":1811,"images":1812,"check":1816},"Place figures on the starting hexes, money and treasure tokens, traps, and the elemental infusion table with all six elements in the inert column.",[1813],{"src":1666,"alt":1814,"label":1815},"Elemental infusion table with the six elements and the inert, waning and strong columns.","Elemental infusion table",{"question":1670,"options":1817,"answer":94,"explanation":1818},[1672,1673],"All elements start inert and are infused during the scenario.",[1820,1833,1847,1859,1871,1884],{"title":1821,"text":1822,"images":1823,"check":1827},"Choose two cards","At the start of the round choose two cards from your hand and set one as the leading card: its initiative decides when you act. If you cannot or do not want to play cards, declare a long rest.",[1824],{"src":1726,"alt":1825,"label":1826},"Trample ability card with its initiative, top action and bottom action.","Two cards per round",{"question":1828,"options":1829,"answer":94,"explanation":1832},"What decides when you act in the round?",[1830,1831],"The initiative of your leading card","The order you sit in","The leading card sets your initiative; the lowest value acts first.",{"title":1834,"text":1835,"images":1836,"check":1841},"Reveal initiative","Reveal the leading cards and one ability card per monster type in play. Lowest initiative acts first; ties between players are broken by the other card, and a player beats a monster on a tie.",[1837],{"src":1838,"alt":1839,"label":1840},"\u002Fimages\u002Fgames\u002Fgloomhaven\u002Finitiative.webp","Rulebook example with several leading cards and monster cards showing their initiative values.","Determining initiative",{"question":1842,"options":1843,"answer":94,"explanation":1846},"On an initiative tie with a monster, who acts first?",[1844,1845],"The player","The monster","Players always win ties against monsters.",{"title":1848,"text":1849,"images":1850,"check":1853},"Take your turn","Use the top action of one of the two cards and the bottom action of the other, in any order. You may also use any card as an Attack 2 on top or a Move 2 on the bottom, discarding it.",[1851],{"src":1726,"alt":1825,"label":1852},"Ability card",{"question":1854,"options":1855,"answer":94,"explanation":1858},"Which two actions do you use on your turn?",[1856,1857],"The top action of one card and the bottom action of the other","Both top actions","You always combine one top action with one bottom action, in any order.",{"title":1860,"text":1861,"images":1862,"check":1865},"Attack and move","An attack adds the base value, your modifiers and an attack modifier card, then subtracts the defender's shield. Movement spends points per hex; difficult terrain costs 2 and traps resolve when you enter them.",[1863],{"src":1590,"alt":1864,"label":1592},"Standard 20-card attack modifier deck with its bonuses, nulls and rolling modifiers.",{"question":1866,"options":1867,"answer":94,"explanation":1870},"What is subtracted from an attack's damage?",[1868,1869],"The defender's shield","The attacker's initiative","An attack adds base value and modifiers and subtracts the defender's shield.",{"title":1872,"text":1873,"images":1874,"check":1878},"Monster turns","Each monster type acts on its revealed card: it focuses the nearest enemy, moves towards it and attacks if it can. Monsters always consume elements if they are able to.",[1875,1877],{"src":1684,"alt":1876,"label":1686},"Living Bones monster ability card with its initiative, move, attack and heal values.",{"src":1680,"alt":1802,"label":1682},{"question":1879,"options":1880,"answer":94,"explanation":1883},"How do monsters pick their target?",[1881,1882],"Each figure focuses the nearest enemy","They always hit the character with the lowest health","Focus is the nearest enemy; if they cannot attack, they move as close as possible.",{"title":1885,"text":1886,"images":1887,"check":1891},"Rest or run out","During cleanup you may take a short rest: shuffle your discard, lose one random card and take the rest back (you may suffer 1 damage to lose a different one). A long rest heals 2, refreshes items and loses one chosen card. With no cards to play and nothing to rest on, you are exhausted.",[1888],{"src":1726,"alt":1889,"label":1890},"Ability cards that return to your hand after a rest, except the one you lose.","Resting and your hand",{"question":1892,"options":1893,"answer":94,"explanation":1896},"What does a long rest do besides recovering cards?",[1894,1895],"Heals 2 and refreshes items","Gives you an extra card","A long rest heals 2 damage and refreshes every spent item.",[1898,1907,1916],{"title":1899,"text":1900,"check":1901},"Playing two top actions","Each round you use the top action of one card and the bottom action of the        other. You cannot use two top actions or the same card twice.",{"question":1902,"options":1903,"answer":94,"explanation":1906},"Can you use the same card for both actions?",[1904,1905],"No: one action from each card","Yes, if you pay 1 health","Each card provides a single action: the top of one and the bottom of the other.",{"title":1908,"text":1909,"check":1910},"Treating monsters as individuals","All monsters of one type share a single ability card and its initiative. They activate together and behave the same way, even though each figure picks its own focus.",{"question":1911,"options":1912,"answer":94,"explanation":1915},"How many ability cards does each monster type reveal?",[1913,1914],"One per type each round","One per figure each round","A type shares one card per round, and with it its initiative and actions.",{"title":1917,"text":1918,"check":1919},"Not counting cards as a clock","Every rest forces you to lose a card, and actions with the lost symbol never come back. Burn your lost cards in the first room and you will run out of steam before the objective.",{"question":1920,"options":1921,"answer":94,"explanation":1924},"Do lost-symbol cards come back?",[1922,1923],"No, they are gone for the rest of the scenario","Yes, when you rest","Lost actions never return to your hand during the scenario.","A scenario is won by completing its victory condition (usually defeating all enemies) before every character is exhausted. If all characters are exhausted, the scenario is lost. Completing it grants rewards —experience, gold, achievement checks— and the party moves on through the campaign.",{"question":1927,"options":1928,"answer":94,"explanation":1931},"When is a scenario won?",[1929,1930],"By meeting its victory condition before everyone is exhausted","By defeating the last monster in the deck","Each scenario states its victory condition; meeting it before you are exhausted is the only way to win.","Official EN rulebook, part 1: scenarios (Cephalofair, 2017)",{"title":1473,"description":1481},[1935],"reglamentos-pdf\u002FGloomhaven_Rulebook.pdf","The downloaded PDF is the first part of the official rulebook: setup, rounds, turns, combat and monsters. Campaign and city rules are outside this summary. Illustrations cropped from that manual.","en\u002Fgloomhaven",[1939,1942,1945,1948,1951,1954,1957,1960,1963],{"level":290,"title":1940,"text":1941},"Do not burn lost cards early","Actions with the lost symbol never come back during the scenario. Save them for the final room: they are your big damage and your only answer when the deck starts running thin.",{"level":290,"title":1943,"text":1944},"Use the long rest to heal","Besides recovering cards, it heals 2 and refreshes items. If you are about to end the round without useful actions, declare a long rest and use initiative 99 to react late.",{"level":290,"title":1946,"text":1947},"Talk without giving numbers","The rules allow intentions, not exact initiative or damage values. Saying \"I go early\" or \"I cover the door\" helps without breaking the fog of information.",{"level":300,"title":1949,"text":1950},"Control initiative","Choosing the leading card is choosing when you act. If monsters are about to hit hard, act first to kill them or later to heal in time; do not leave initiative to chance.",{"level":300,"title":1952,"text":1953},"Fight in doorways","A narrow corridor reduces how many enemies can attack you at once. Put the tank in the door and let the others attack at range from behind.",{"level":300,"title":1955,"text":1956},"Coordinate elements","Elements infused by one character can be consumed by another in the same round. Before spending an elemental ability, check whether the ally acting after you needs it.",{"level":310,"title":1958,"text":1959},"Plan lost cards per room","Work out how many lost cards you can afford before resting. Reaching the last room with two or three lost actions left is worth more than one spectacular turn in the first room.",{"level":310,"title":1961,"text":1962},"Use your battle goal","Each character has a secret objective that grants an achievement check. If the scenario is under control, take the risk to complete it; if not, prioritise not being exhausted over the check.",{"level":310,"title":1964,"text":1965},"Raise the level when you master the deck","A higher scenario level pays more gold and experience but brings tougher monsters. Raise it when the group manages rests well, not when survival depends on a single card.","Co-op campaign: pick two cards per round, fight monsters and complete the scenario's objective.","HeUzwMQVGPkKS4ISIl4lW6_7UhUrLx3PE0XBUWULnTQ",{"id":1969,"title":1970,"accent":1971,"age":613,"backdrop":32,"bggUrl":1972,"body":1973,"categories":1986,"components":32,"cover":32,"description":1977,"duration":1989,"extension":36,"faq":1991,"firstGame":2013,"industryLegend":32,"lastReviewed":73,"locale":74,"manualUrl":2086,"mechanics":2087,"meta":2091,"navigation":81,"path":2092,"players":2093,"publisher":2096,"quickStart":2097,"resourceLegend":32,"rulesVersion":2275,"seo":2276,"sourceFiles":2277,"sourceNotes":2279,"stem":2280,"strategies":2281,"summary":2309,"videoLanguage":32,"videoUrl":32,"weight":2310,"year":2311,"__hash__":2312},"games\u002Fen\u002Fhere-to-slay.md","Here to Slay","#7C3AED","https:\u002F\u002Fboardgamegeek.com\u002Fgeeksearch.php?action=search&q=here+to+slay&objecttype=boardgame",{"type":12,"value":1974,"toc":1984},[1975,1978,1981],[15,1976,1977],{},"Here to Slay is a race with two finish lines: slaying, which demands\nrequirements and risky rolls, and collecting classes, which demands patience and\na well-stocked hand.",[15,1979,1980],{},"Turns are short and resources scarce: three points never cover everything, and\nany card you play can be challenged. That is why information matters as much as\ndice: knowing the discards and each rival's classes decides whether an attack is\nworth it.",[15,1982,1983],{},"Monsters are the most fun and the most dangerous part: their abilities stick with\nyou, but their penalty range can cost you a hero right when you were about to\nclose the game out.",{"title":25,"searchDepth":26,"depth":26,"links":1985},[],[1987,1988,31],"Party","Card game",{"min":1990,"max":35},30,[1992,1995,1998,2001,2004,2007,2010],{"category":39,"question":1993,"answer":1994},"How many players can play?","Two to six. With two players challenges are harsher, since every card played can be contested more often.",{"category":39,"question":1996,"answer":1997},"Can I change leader mid-game?","No. The leader chosen at the start stays with you all game and cannot be sacrificed, destroyed, stolen or returned to your hand.",{"category":43,"question":1999,"answer":2000},"Can I play several magic cards in one turn?","Yes, each costs one action point. A leader ability that triggers on playing magic can be used every time it happens.",{"category":43,"question":2002,"answer":2003},"Do modifiers cost action points?","No. They are played free from hand, even during another player's roll, and are discarded after use.",{"category":50,"question":2005,"answer":2006},"What if the main deck runs out?","Shuffle the discard pile into a new deck. If there is no discard either, no one can draw until cards appear again.",{"category":70,"question":2008,"answer":2009},"What if two players meet a victory condition at once?","Victory is checked at the end of each player's turn, so whoever meets it first on their own turn wins.",{"category":70,"question":2011,"answer":2012},"Can the leader plus five heroes win?","Yes, as long as together they represent six different classes. The leader supplies its class but never counts as a hero for other effects.",{"title":2014,"intro":2015,"phases":2016},"Your first game","A short learning game: pick leaders, build the centre and skip challenges for the first round so you can see how action points work.",[2017,2043],{"id":840,"label":841,"steps":2018},[2019,2031],{"title":2020,"text":2021,"images":2022,"check":2027},"Leaders and hands","Each player takes a leader and five cards. Shuffle monsters and flip three in the centre with the monster deck beside them.",[2023],{"src":2024,"alt":2025,"label":2026},"\u002Fimages\u002Fgames\u002Fhere-to-slay\u002Fparty-leader.webp","A party leader card with its class and permanent ability.","Party leader",{"question":2028,"options":2029,"answer":94,"explanation":2030},"How many monster cards start face up?",[1260,1259],"The top three monsters are revealed; the rest form the deck.",{"title":2032,"text":2033,"images":2034,"check":2039},"Read your heroes","Before playing, check the roll requirement on each hero in your hand. That number is what you need on two dice.",[2035],{"src":2036,"alt":2037,"label":2038},"\u002Fimages\u002Fgames\u002Fhere-to-slay\u002Fhero-card.webp","Hero card showing its class, roll requirement and ability text.","Roll requirement",{"question":2040,"options":2041,"answer":94,"explanation":2042},"How many dice trigger a hero?",[627,626],"Every roll in the game uses two six-sided dice.",{"id":2044,"label":2045,"steps":2046},"ronda","Play one round",[2047,2061,2073],{"title":2048,"text":2049,"images":2050,"check":2055},"Spend your three points","Mix drawing cards and playing heroes. When a hero enters your party you may roll immediately for its effect without spending the trigger point.",[2051],{"src":2052,"alt":2053,"label":2054},"\u002Fimages\u002Fgames\u002Fhere-to-slay\u002Fcard-types.webp","The five card types you can spend action points on.","What a point buys",{"question":2056,"options":2057,"answer":94,"explanation":2060},"Can you roll when playing a hero from hand?",[2058,2059],"Yes, immediately and for free","No, you must wait a turn","A hero entering your party lets you roll right away to use its effect.",{"title":2062,"text":2063,"images":2064,"check":2069},"Try a monster","Check the monster's requirements and spend two points to attack. If you land in the penalty range, pay the price and carry on with one point left.",[2065],{"src":2066,"alt":2067,"label":2068},"\u002Fimages\u002Fgames\u002Fhere-to-slay\u002Fmonster-card.webp","Monster card with its requirement icons and penalty range.","Monster to attack",{"question":2070,"options":2071,"answer":94,"explanation":2072},"How many points are left after attacking?",[626,627],"Attacking costs two of your three points.",{"title":1382,"text":2074,"images":2075,"check":2080},"When you finish, check whether you hold six classes. If not, pass the turn clockwise to the next player.",[2076],{"src":2077,"alt":2078,"label":2079},"\u002Fimages\u002Fgames\u002Fhere-to-slay\u002Fclasses.webp","The six class symbols used to check the class victory at the end of a turn.","Six classes",{"question":2081,"options":2082,"answer":94,"explanation":2085},"Which direction does play go?",[2083,2084],"Clockwise","Counter-clockwise","Turns pass clockwise around the table.","https:\u002F\u002Fwww.unstablegames.com\u002Fpages\u002Fhere-to-slay",[78,2088,2089,2090],"Dice rolling","Take that","Set collection",{},"\u002Fen\u002Fhere-to-slay",{"min":26,"max":2094,"best":2095},6,[84,1225],"Unstable Games",{"pitch":2098,"pitchCheck":2099,"setup":2105,"turn":2178,"mistakes":2240,"winning":2268,"winningCheck":2269},"Here to Slay is a card-and-dice game where everyone builds a party of heroes. On your turn you get three action points to draw cards, play heroes, items and magic, or roll two dice to trigger a hero's ability. Attacking a monster costs two points and requires meeting its party requirements; roll high enough and you slay it and keep its ability for the rest of the game. You win instantly by slaying three monsters or by ending your turn with all six classes represented among your heroes and party leader. Rivals can play challenge cards and modifiers during your turn, so every roll is a negotiation.",{"question":2100,"options":2101,"answer":94,"explanation":2104},"What are the two ways to win?",[2102,2103],"Slay three monsters or hold all six classes at the end of your turn","Draw the whole deck or empty your hand","You win by slaying your third monster or by ending your turn with all six classes.",[2106,2121,2133,2143,2155,2168],{"text":2107,"images":2108,"check":2115},"Each player picks a party leader card, places it in front of them as their play area and takes a rules reference card. Remaining leaders and references go back in the box.",[2109,2112],{"src":2110,"alt":2111,"label":966},"\u002Fimages\u002Fgames\u002Fhere-to-slay\u002Fsetup.webp","Setup diagram from the rulebook showing each player's area, the central decks and three monster cards.",{"src":2024,"alt":2113,"label":2114},"The Cloaked Sage party leader card with its class and permanent ability.","Party leader card",{"question":2116,"options":2117,"answer":94,"explanation":2120},"Where does your party leader card go?",[2118,2119],"In your play area","In the middle of the table","The leader sits in front of you as your play area.",{"text":2122,"images":2123,"check":2128},"Shuffle the standard cards and deal five to each player. The rest becomes the main deck in the middle, with room beside it for the discard pile.",[2124],{"src":2125,"alt":2126,"label":2127},"\u002Fimages\u002Fgames\u002Fhere-to-slay\u002Fcomponents.webp","Component row from the rulebook: standard cards, party leader cards, the monster deck, rules references and two dice.","Standard deck and components",{"question":2129,"options":2130,"answer":94,"explanation":2132},"How many cards does each player get?",[107,2131],"7","Each player is dealt five standard cards.",{"text":2134,"images":2135,"check":2138},"Shuffle the monsters and flip the top three face up in the middle of the table. The rest becomes the facedown monster deck.",[2136],{"src":2066,"alt":2137,"label":213},"Titan Wyvern monster card with its party requirement, penalty range and reward ability.",{"question":2139,"options":2140,"answer":94,"explanation":2142},"How many monsters are revealed at the start?",[2141,107],"3","The top three monster cards are revealed.",{"text":2144,"images":2145,"check":2149},"Check the classes: every hero and leader has one of six classes and its colour symbol. Your leader counts towards completing the party, but it is not a hero card.",[2146],{"src":2077,"alt":2147,"label":2148},"Row of class symbols from the rulebook: Fighter, Guardian, Ranger, Thief, Wizard, Bard and Any.","Class symbols",{"question":2150,"options":2151,"answer":94,"explanation":2154},"How many classes are in the game?",[2152,2153],"Six","Four","Six classes: Fighter, Guardian, Ranger, Thief, Wizard and Bard.",{"text":2156,"images":2157,"check":2162},"Keep the two six-sided dice handy: they are used for hero abilities, for attacking monsters and for challenges.",[2158],{"src":2159,"alt":2160,"label":2161},"\u002Fimages\u002Fgames\u002Fhere-to-slay\u002Fdice.webp","The two black six-sided dice used for every roll in the game.","The two dice",{"question":2163,"options":2164,"answer":94,"explanation":2167},"What are the dice used for?",[2165,2166],"Abilities, monsters and challenges","Only for attacking","The two dice serve the whole game.",{"text":2169,"images":2170,"check":2174},"The player who picked their leader last goes first, then play clockwise. Before starting, look at the card types in the deck to know what you can draw.",[2171],{"src":2052,"alt":2172,"label":2173},"Card type column from the rulebook: hero, item, magic, modifier and challenge.","Card types",{"question":2175,"options":2176,"answer":94,"explanation":2177},"How many card types are in the main deck?",[1259,1260],"Hero, item, magic, modifier and challenge.",[2179,2190,2204,2215,2227],{"title":2180,"text":2181,"images":2182,"check":2186},"Three action points","You start your turn with three points. You may repeat the same action while points remain: draw a card, play a hero, item or magic, or roll to trigger a hero.",[2183],{"src":2052,"alt":2184,"label":2185},"The five card types in the deck: hero, item, magic, modifier and challenge.","Card types you can play",{"question":2187,"options":2188,"answer":94,"explanation":2189},"How many points does drawing a card cost?",[626,627],"Drawing costs one point, the same as playing a hero, an item or a magic card.",{"title":2191,"text":2192,"images":2193,"check":2199},"Heroes and rolls","Playing a hero costs one point and you may immediately roll two dice to use its effect if you meet the requirement. Once in your party, you may spend one point per turn to try again, even if you fail.",[2194,2196],{"src":2036,"alt":2195,"label":185},"Wildshot hero card with its class, roll requirement and ability.",{"src":2159,"alt":2197,"label":2198},"The two six-sided dice rolled to trigger a hero's ability.","Two dice",{"question":2200,"options":2201,"answer":94,"explanation":2203},"How many times per turn can you trigger the same hero?",[230,2202],"As many times as you like","Each hero can be triggered once per turn; a failed roll does not refund the point.",{"title":2205,"text":2206,"images":2207,"check":2211},"Attack a monster","Attacking costs two points and requires meeting the card's party requirements (hero count or specific classes). Roll two dice: meet the requirement and you slay it and gain its ability; land in its penalty range and you pay the price.",[2208],{"src":2066,"alt":2209,"label":2210},"Monster card showing its requirement, the 4- penalty range and the 8+ slay result.","Monster requirements and ranges",{"question":2212,"options":2213,"answer":94,"explanation":2214},"How many points does attacking a monster cost?",[627,626],"Attacking uses two of your three action points.",{"title":2216,"text":2217,"images":2218,"check":2221},"Items, magic and modifiers","Items attach to a hero (never the leader) and cursed items may be equipped to enemy heroes. Magic resolves and is discarded. Modifiers are free, even on another player's roll, and all are added up before comparing totals.",[2219],{"src":2052,"alt":2220,"label":2216},"Item, magic and modifier cards from the rulebook's card type column.",{"question":2222,"options":2223,"answer":94,"explanation":2226},"Can items be equipped to the party leader?",[2224,2225],"No, only to hero cards","Yes, to any card","Items only attach to heroes, never to the party leader.",{"title":2228,"text":2229,"images":2230,"check":2234},"Challenges and end of turn","When someone plays a hero, item or magic card, another player may challenge: both roll two dice and the winner decides whether the card is discarded. At the end of your turn, if you lack six classes and three slain monsters, pass the turn.",[2231],{"src":2052,"alt":2232,"label":2233},"Challenge card at the bottom of the card type column.","Challenge card",{"question":2235,"options":2236,"answer":94,"explanation":2239},"How many times can the same card be challenged?",[2237,2238],"Only once","As many times as there are players","A played card can only be challenged once.",[2241,2250,2259],{"title":2242,"text":2243,"check":2244},"Counting the leader as a hero","The party leader supplies a class and counts towards the six classes, but it is not a hero card: it cannot hold items, be sacrificed or count towards hero-count requirements.",{"question":2245,"options":2246,"answer":94,"explanation":2249},"Does the leader count towards hero-count requirements?",[2247,2248],"No, only towards classes","Yes, as one more hero","The leader adds its class but is not a hero for requirements or items.",{"title":2251,"text":2252,"check":2253},"Attacking without the requirements","You cannot roll against a monster unless your party meets what the card asks. Check classes and hero count before spending those two points.",{"question":2254,"options":2255,"answer":94,"explanation":2258},"When can you attack a monster?",[2256,2257],"Only when your party meets its requirements","Any time, for two points","Party requirements must be met before attacking.",{"title":2260,"text":2261,"check":2262},"Ignoring the penalty range","Many monsters punish a band of results instead of dying. Roll inside that band and you pay the price while the monster survives.",{"question":2263,"options":2264,"answer":94,"explanation":2267},"What happens if you roll inside the penalty range?",[2265,2266],"You pay the price and the monster survives","The monster still dies","The penalty range triggers the negative effect without slaying the monster.","You win the moment you slay your third monster, or when you end your turn with six different classes represented by your leader and heroes. If someone meets either condition first, the game ends right there.",{"question":2270,"options":2271,"answer":94,"explanation":2274},"When is the six-class victory checked?",[2272,2273],"At the end of your turn","At the start of the game","The class victory is checked when your turn ends.","Spanish rules sheet (Unstable Games, 2020)",{"title":1970,"description":1977},[2278],"reglamentos-pdf\u002FHTS_Reglas_KS_Spanish.pdf","The PDF is the Spanish Kickstarter rules sheet. Hero, item and monster cards carry their own text, so the sheet only sets the framework.","en\u002Fhere-to-slay",[2282,2285,2288,2291,2294,2297,2300,2303,2306],{"level":290,"title":2283,"text":2284},"Never attack blind","Count heroes and classes before spending two points. An impossible attack wastes half a turn.",{"level":290,"title":2286,"text":2287},"Draw when you have no plays","If your hand has no useful heroes, a point on drawing usually beats playing an item that improves nothing.",{"level":290,"title":2289,"text":2290},"Read the penalty range","Many monsters punish a band of results. If you cannot clear it with modifiers, wait until you have more heroes.",{"level":300,"title":2292,"text":2293},"Save modifiers for the attack","A +2 at the right moment turns a miss into a kill. Free modifiers are your best insurance.",{"level":300,"title":2295,"text":2296},"Challenge the key cards","Do not spend challenges on any item: use them when someone drops a hero that completes a class or gives them a draw engine.",{"level":300,"title":2298,"text":2299},"Build by classes, not cards","The second victory path is the quiet one: with four classes down, every new hero should cover one you are missing.",{"level":310,"title":2301,"text":2302},"Play to the last point","You can attack the winning monster with your final point. Spend trigger points earlier and keep two for the kill.",{"level":310,"title":2304,"text":2305},"Track the discards","Knowing what has been discarded limits rival answers. If challenges are already gone, your big plays are safer.",{"level":310,"title":2307,"text":2308},"Cursed items go to rivals","A cursed item on an enemy hero lowers their rolls. It is the cheapest way to slow whoever is racing for monsters.","A party of heroes and dice: slay three monsters or gather all six classes while your rivals sabotage you.",1.7,"2020","tgINNY0tHHvHcNyzjzmrKkfrcv3RYPC3yH9mr341nCc",{"id":2314,"title":2315,"accent":2316,"age":108,"backdrop":2317,"bggUrl":2318,"body":2319,"categories":2332,"components":32,"cover":25,"description":2323,"duration":2336,"extension":36,"faq":2338,"firstGame":32,"industryLegend":32,"lastReviewed":73,"locale":74,"manualUrl":2369,"mechanics":2370,"meta":2374,"navigation":81,"path":2375,"players":2376,"publisher":2378,"quickStart":2379,"resourceLegend":32,"rulesVersion":2593,"seo":2594,"sourceFiles":2595,"sourceNotes":2597,"stem":2598,"strategies":2599,"summary":2627,"videoLanguage":32,"videoUrl":32,"weight":1468,"year":2628,"__hash__":2629},"games\u002Fen\u002Flotr-duel.md","The Lord of the Rings: Duel for Middle-earth","#6D28D9","\u002Fimages\u002Fgames\u002Flotr-duel\u002Fmiddle-earth.webp","https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F421006\u002Fthe-lord-of-the-rings-duel-for-middle-earth",{"type":12,"value":2320,"toc":2330},[2321,2324,2327],[15,2322,2323],{},"Duel for Middle-earth compresses the trilogy into three chapters of cards and\ndecisions. There are no dice: each turn you pick a visible card or a tile, and\nhow the central cards are laid out shapes what both of you can buy.",[15,2325,2326],{},"The tension comes from three clocks running at once: the Quest of the Ring, the\nrace alliances and military presence across the seven regions. Every purchase\npushes one of them forward, and the cards you discard for coins also change what\nis left for your opponent.",[15,2328,2329],{},"It is a short, highly replayable duel with open information: everything is on the\ntable, so the game is won by reading the pace and by not running out of\nresources at the key moment.",{"title":25,"searchDepth":26,"depth":26,"links":2331},[],[2333,2334,2335],"Duel","Strategy","Middle-earth",{"min":2337,"max":1990},25,[2339,2342,2345,2348,2351,2354,2357,2360,2363,2366],{"category":39,"question":2340,"answer":2341},"How many coins does each player start with?","The Fellowship takes 3 coins and Sauron 2. The remaining coins form a shared reserve used for payments and effects during the game.",{"category":43,"question":2343,"answer":2344},"How many things can I do on my turn?","One: take an available chapter card and play or discard it, or take a faceup Landmark tile and pay for it. At the end of the turn, reveal any cards that have become available.",{"category":50,"question":2346,"answer":2347},"How does chaining work?","From chapter 2, if you have a card in your play area with the same chaining symbol as the card you want to play, you may play it for free without the required skills. If you do not match, you can still pay normally.",{"category":50,"question":2349,"answer":2350},"Is each skill symbol used only once?","Yes. Each skill symbol in your play area may be used once on each of your turns. Cards showing two skills separated by a bar give you only one of them per turn, your choice.",{"category":50,"question":2352,"answer":2353},"How do I form race alliances?","With 2 matching race symbols, take the top 2 tokens of that race and keep 1. Once per game, with 3 different race symbols, take the top token of each of those races and keep 1. Tokens are revealed to both players.",{"category":50,"question":2355,"answer":2356},"Can one race symbol count for both alliances?","Yes. A single symbol can serve both the 2-matching-symbols alliance and the 3-different-races one. The Eagle token is an extra race symbol that counts for the support of the races victory.",{"category":43,"question":2358,"answer":2359},"What happens when a chapter ends?","It ends when the last card of the chapter is taken. Set up the next chapter, reveal Landmark tiles until there are 3 if possible, and keep playing. The player who ended the chapter does not start the next one unless they have an extra-turn effect.",{"category":66,"question":2361,"answer":2362},"Who wins if nobody meets a victory condition at the end of chapter 3?","The player present in most regions with a fortress or at least one unit wins. A tie is shared.",{"category":70,"question":2364,"answer":2365},"Can I win before all three chapters are over?","Yes. The three victory conditions are immediate: reach Mount Doom, catch Frodo and Sam with the Nazgûl, gather 6 different races or be present in all 7 regions.",{"category":50,"question":2367,"answer":2368},"What do purple cards add in chapter 3?","Purple cards let you perform maneuvers: move one unit to an adjacent region, make your opponent lose 1 coin, or remove one enemy unit from any region.","https:\u002F\u002Fwww.rprod.com\u002Fen\u002Fgames\u002Fduel-for-middle-earth",[79,2371,2372,2373],"Area majority","Tableau building","Modular board",{},"\u002Fen\u002Flotr-duel",{"min":26,"max":26,"best":2377},[26],"Repos Production",{"pitch":2380,"pitchCheck":2381,"setup":2387,"turn":2476,"mistakes":2558,"winning":2586,"winningCheck":2587},"One player leads the Fellowship of the Ring, the other plays Sauron. The game runs over three chapters, and on your turn you take a chapter card or a Landmark tile and pay its cost in coins and skills. Grey cards give skills, yellow cards give coins, blue cards advance the Quest of the Ring, green cards add allied races, red cards place units in regions, and purple cards — chapter 3 only — let you perform maneuvers. You win instantly if Frodo and Sam reach Mount Doom, if the Nazgûl catch them, if you gather 6 different races or if you are present in all 7 regions. If nobody does by the end of chapter 3, the player present in most regions wins.",{"question":2382,"options":2383,"answer":94,"explanation":2386},"How can you win instantly?",[2384,2385],"By taking Frodo and Sam to Mount Doom or gathering 6 races","Only on points at the end","There are several instant wins: the Quest, the races and presence in all 7 regions.",[2388,2400,2412,2429,2440,2453,2463],{"text":2389,"images":2390,"check":2394},"Randomly choose, or agree, who plays the Fellowship and who plays Sauron. Each player places their unit and fortress pawns in front of them.",[2391],{"src":2392,"alt":2393,"label":966},"\u002Fimages\u002Fgames\u002Flotr-duel\u002Fsetup.webp","Duel for Middle-earth setup with the central board, chapter cards and pawns.",{"question":2395,"options":2396,"answer":94,"explanation":2399},"How are the sides assigned?",[2397,2398],"One player takes the Fellowship and the other Sauron","Both play the Fellowship","Each player controls one side for the whole game.",{"text":2401,"images":2402,"check":2406},"Place the central board between both players with the two play areas around it. On the board, put 2 Fellowship units in Arnor and 2 Sauron units in Mordor.",[2403],{"src":2317,"alt":2404,"label":2405},"Central board showing the seven connected regions of Middle-earth.","Central board",{"question":2407,"options":2408,"answer":94,"explanation":2411},"How many units start in Arnor and Mordor?",[2409,2410],"Two each","Three each","Two units of each side start in their home regions.",{"text":2413,"images":2414,"check":2423},"Assemble the Quest of the Ring track and place it below the central board, with the Fellowship at one end and Sauron at the other.",[2415,2419],{"src":2416,"alt":2417,"label":2418},"\u002Fimages\u002Fgames\u002Flotr-duel\u002Fquest-track.webp","Quest of the Ring track with Frodo and Sam's spaces and the Nazgûl's space.","Quest track",{"src":2420,"alt":2421,"label":2422},"\u002Fimages\u002Fgames\u002Flotr-duel\u002Fquest-detail.webp","Quest track diagram with the Nazgûl's starting space, bonus spaces and the One Ring.","Quest spaces",{"question":2424,"options":2425,"answer":94,"explanation":2428},"Where is the Quest track built?",[2426,2427],"Below the board","On top of the board","The track sits below the central board.",{"text":2430,"images":2431,"check":2436},"Take coins: the Fellowship starts with 3 and Sauron with 2. The rest forms a shared reserve.",[2432],{"src":2433,"alt":2434,"label":2435},"\u002Fimages\u002Fgames\u002Flotr-duel\u002Fcoin-cost.webp","Coin cost panel from the rulebook with the coin symbol and the Reserve.","Coins",{"question":2437,"options":2438,"answer":94,"explanation":2439},"How many coins does Sauron start with?",[120,2141],"The Fellowship starts with 3 and Sauron with 2.",{"text":2441,"images":2442,"check":2447},"Sort the Alliance tokens by their backs, one stack per race, shuffle each stack and place them facedown.",[2443],{"src":2444,"alt":2445,"label":2446},"\u002Fimages\u002Fgames\u002Flotr-duel\u002Fcard-effects.webp","Reference panel with the seven race symbols: Elves, Ents, Hobbits, Humans, Dwarves and Wizards.","Race symbols",{"question":2448,"options":2449,"answer":94,"explanation":2452},"How are the Alliance tiles prepared?",[2450,2451],"Shuffled per race and face down","All face up","Each race has its own shuffled, hidden pile.",{"text":2454,"images":2455,"check":2459},"Shuffle the Landmark tiles and place 3 faceup; the rest form a facedown stack.",[2456],{"src":2444,"alt":2457,"label":2458},"Landmark tile effect: it lets you place a Fortress in a region and use a unique effect.","Landmark tiles",{"question":2460,"options":2461,"answer":94,"explanation":2462},"How many Location tiles are revealed during setup?",[2141,107],"Three tiles are revealed and the rest form a face-down pile.",{"text":2464,"images":2465,"check":2470},"Sort the chapter cards into three decks by rune (1, 2 and 3) and shuffle each. Set up chapter 1 in the central area following the diagram and put the 3 leftover cards facedown in the discard.",[2466],{"src":2467,"alt":2468,"label":2469},"\u002Fimages\u002Fgames\u002Flotr-duel\u002Fchapters.webp","Chapter 1, 2 and 3 layouts with faceup and facedown cards.","Chapter decks",{"question":2471,"options":2472,"answer":94,"explanation":2475},"How many chapter decks are prepared?",[2473,2474],"Three, one per rune","Just one","Cards are split into three decks by rune.",[2477,2491,2507,2518,2532,2545],{"title":2478,"text":2479,"images":2480,"check":2485},"Take a card or a tile","On your turn, take an available card from the centre (one not covered by another card) or a faceup Landmark tile. Sauron starts the game.",[2481],{"src":2482,"alt":2483,"label":2484},"\u002Fimages\u002Fgames\u002Flotr-duel\u002Fchapter-layout.webp","Chapter 1, 2 and 3 layouts showing which cards are available and which are covered.","Available cards",{"question":2486,"options":2487,"answer":94,"explanation":2490},"Who starts the game?",[2488,2489],"Sauron","The Fellowship","Sauron takes the first turn.",{"title":2492,"text":2493,"images":2494,"check":2501},"Pay the cost","Pay the coins and skills the card requires. If you lack a skill, pay 1 coin per missing        symbol. From chapter 2, matching chaining symbols let you play certain cards for free.",[2495,2498],{"src":2433,"alt":2496,"label":2497},"Coin cost panel: pay the coins shown to the reserve.","Paying with coins",{"src":2444,"alt":2499,"label":2500},"Skill symbols and card colours explained, including the chaining costs.","Skills and chaining",{"question":2502,"options":2503,"answer":94,"explanation":2506},"If you lack a skill to pay for a card, what happens?",[2504,2505],"Pay 1 coin per missing symbol","Discard the card","Each missing symbol is paid with 1 coin.",{"title":2508,"text":2509,"images":2510,"check":2514},"Resolve the effect","Grey cards give skills (each symbol once per turn), yellow cards give coins, blue advance the Quest, green add races, red place units and purple let you perform maneuvers.",[2511],{"src":2444,"alt":2512,"label":2513},"Every card colour and its effect: skills, coins, Quest, races, units, maneuvers and Landmarks.","Card effects",{"question":2515,"options":2516,"answer":94,"explanation":2517},"How often can each skill symbol be used per turn?",[230,231],"Each symbol is used once per turn.",{"title":2519,"text":2520,"images":2521,"check":2526},"Place units and resolve conflicts","If you place or move units into a region with enemy units, a conflict triggers: each player removes one unit and you repeat until one side has none left there. Enemy fortresses neither fight nor block.",[2522],{"src":2523,"alt":2524,"label":2525},"\u002Fimages\u002Fgames\u002Flotr-duel\u002Fmovement.webp","Example of moving units between regions and resolving a conflict in Rohan.","Conflict in a region",{"question":2527,"options":2528,"answer":94,"explanation":2531},"What happens when you place units in a region with enemies?",[2529,2530],"A conflict removes units alternately","Nothing, they coexist","Conflict removes one unit from each player in turn until one side runs out.",{"title":2533,"text":2534,"images":2535,"check":2539},"End the turn and the chapter","End your turn by revealing any cards that are now available. When the last card of the chapter is taken, set up the next chapter and reveal Landmark tiles until there are 3 if possible.",[2536],{"src":2482,"alt":2537,"label":2538},"Layouts used to prepare chapters 1, 2 and 3.","Next chapter",{"question":2540,"options":2541,"answer":94,"explanation":2544},"What happens when the last card of a chapter is taken?",[2542,2543],"The next chapter is prepared","The game ends","Taking the last chapter card sets up the next chapter.",{"title":2546,"text":2547,"images":2548,"check":2552},"Discard for coins if you cannot use it","You may discard the card facedown and take coins from the reserve: 1 in chapter 1, 2 in chapter 2 and 3 in chapter 3.",[2549],{"src":2433,"alt":2550,"label":2551},"Coins taken from the reserve when a card is discarded face down.","Discard for coins",{"question":2553,"options":2554,"answer":94,"explanation":2557},"What do you get for discarding a card face down?",[2555,2556],"Coins from the supply","A victory point","Discarding a card gives coins depending on the chapter.",[2559,2568,2577],{"title":2560,"text":2561,"check":2562},"Using the same symbol twice","Each skill symbol may only be used once on each of your turns. Two equal symbols on different cards do not double the effect: each card's symbol counts on its own, never the same one twice.",{"question":2563,"options":2564,"answer":94,"explanation":2567},"Can you use the same symbol twice in a turn?",[2565,2566],"No, each symbol is used once","Yes, if two cards show it","Two identical symbols do not double the effect.",{"title":2569,"text":2570,"check":2571},"Thinking the Nazgûl can fall behind","The Nazgûl piece sits on top of Frodo and Sam. Whenever the Fellowship advances, Sauron advances with it: the distance between them can only shrink, never grow.",{"question":2572,"options":2573,"answer":94,"explanation":2576},"Can the Nazgûl move away from the Fellowship?",[2574,2575],"No, it only closes in","Yes, if Sauron wants","The Nazgûl advances with the Fellowship: the gap only shrinks.",{"title":2578,"text":2579,"check":2580},"Forgetting fortresses in the count","A fortress counts as presence in its region for the conquest victory and the final tiebreak, even though it does not fight and does not stop the opponent from placing units there.",{"question":2581,"options":2582,"answer":94,"explanation":2585},"Do fortresses count for the region victory?",[2583,2584],"Yes, as presence in their region","No, they do not count","A fortress gives presence even though it does not fight or block.","You win instantly if Frodo and Sam reach Mount Doom (Fellowship), if the Nazgûl catch them (Sauron), if you gather 6 different race symbols or if you are present in all 7 regions with a fortress or at least one unit. If nobody has won by the end of chapter 3, the player present in most regions wins; a tie is shared.",{"question":2588,"options":2589,"answer":94,"explanation":2592},"What if nobody has won at the end of chapter 3?",[2590,2591],"Whoever is in more regions wins","It is always a draw","The final tiebreak is presence in more regions.","Official EN rulebook (Repos Production, 2024)",{"title":2315,"description":2323},[2596],"reglamentos-pdf\u002F7DUME_EN01_Rules.pdf","Summary built from the official English rulebook in the rules folder. Illustrations cropped from that same manual.","en\u002Flotr-duel",[2600,2603,2606,2609,2612,2615,2618,2621,2624],{"level":290,"title":2601,"text":2602},"Do not buy what you cannot pay for","Before taking a card, count the skills you already have and the coins you hold. Paying 2 coins for missing skills often leaves the turn without resources for what actually matters.",{"level":290,"title":2604,"text":2605},"Discard with intent","Discarding gives 1, 2 or 3 coins depending on the chapter, but it also reveals new cards to your opponent. Discard when the money lets you chain a better purchase, not out of habit.",{"level":290,"title":2607,"text":2608},"Watch the Quest of the Ring","It is the fastest race. If the Fellowship piles up blue cards, Sauron must answer with his own or lose by arriving at Mount Doom too late.",{"level":300,"title":2610,"text":2611},"Set up chains for chapter 2","Chaining symbols let you play cards for free from chapter 2 on. Draft cards in chapter 1 that share symbols so you can open chapter 2 with two plays for the price of one.",{"level":300,"title":2613,"text":2614},"Claim alliances early","Alliance tokens give permanent effects and move you towards the race victory. With two matching symbols you can already pick a token; do not wait for three different races to start looking at them.",{"level":300,"title":2616,"text":2617},"Presence over power","Winning by conquest only needs presence in all 7 regions, not a pile of units. A fortress adds presence without conflicts and also counts for the final tiebreak.",{"level":310,"title":2619,"text":2620},"Force profitable conflicts","A conflict makes both players remove one unit per round. Attack when you have more units in the region than your opponent, or when removing theirs opens a key connection.",{"level":310,"title":2622,"text":2623},"Close the game through races","The 6-race victory needs green symbols of six different types. If your opponent neglects green cards, a hand with three new races plus the Eagle token can end the game in one move.",{"level":310,"title":2625,"text":2626},"Control the final chapter","Chapter 3 adds purple cards and the last tiles. Save coins for the endgame: a maneuver moving a unit into the seventh region, or a well-placed conflict, decides more than any early purchase.","A duel for two: destroy the Ring, rally six races or dominate all seven regions of Middle-earth.","2024","pwUltvhE1Qtrag6XQPyUZbbnff6o58RogGAqzhk1NBw",{"id":2631,"title":2632,"accent":1165,"age":108,"backdrop":32,"bggUrl":2633,"body":2634,"categories":2647,"components":32,"cover":32,"description":2638,"duration":2649,"extension":36,"faq":2650,"firstGame":2672,"industryLegend":32,"lastReviewed":73,"locale":74,"manualUrl":2760,"mechanics":2761,"meta":2763,"navigation":81,"path":2764,"players":2765,"publisher":2767,"quickStart":2768,"resourceLegend":32,"rulesVersion":2943,"seo":2944,"sourceFiles":2945,"sourceNotes":2947,"stem":2948,"strategies":2949,"summary":2977,"videoLanguage":32,"videoUrl":32,"weight":320,"year":2978,"__hash__":2979},"games\u002Fen\u002Frivals-for-catan.md","Rivals for Catan","https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F66056\u002Frivals-for-catan",{"type":12,"value":2635,"toc":2645},[2636,2639,2642],[15,2637,2638],{},"Rivals for Catan turns the island into an engine duel: six regions that rotate, a\ndie that hands out resources and a rival growing at the same pace. The tension is\nin the rhythm, not in surprise.",[15,2640,2641],{},"Points come three ways: building (settlements and cities), holding the strength and\ntrade advantages, and not falling behind on either. The introductory game teaches\nthe skeleton; the theme sets add cards that reward specialising.",[15,2643,2644],{},"Because almost everything is paid with stored resources, the most common mistake is\nover-stacking: a saturated region is production thrown away.",{"title":25,"searchDepth":26,"depth":26,"links":2646},[],[2334,1988,2648],"Civilisation",{"min":1990,"max":35},[2651,2654,2657,2660,2663,2666,2669],{"category":39,"question":2652,"answer":2653},"Can I start with the expansions?","You can, but the manual recommends the introductory game first and then the theme sets, since each adds cards with requirements.",{"category":39,"question":2655,"answer":2656},"What are the theme sets?","Three card sets (Gold, Turmoil and Progress) that replace part of the basic deck and change the feel of the game. The Duel of the Princes mixes all three.",{"category":43,"question":2658,"answer":2659},"Can I trade several times in a turn?","Yes, trading costs no actions: you can make as many 3:1 exchanges (or 2:1 with a trade ship) as your resources allow.",{"category":43,"question":2661,"answer":2662},"When do I draw or exchange a card?","At the end of the turn, after the action phase: refill up to your hand limit and optionally swap one card for another from a draw stack.",{"category":50,"question":2664,"answer":2665},"What does the event die do?","It triggers an event card that resolves immediately. Some events hit both players, such as the brigand attack or the celebration.",{"category":50,"question":2667,"answer":2668},"What are progress points for?","Each progress point on your buildings raises your hand limit by one. Hero skill points are used by the celebration event.",{"category":70,"question":2670,"answer":2671},"What if both players reach the target at once?","That cannot happen: the game ends on the turn of whoever reaches the target, without waiting for the other player.",{"title":2014,"intro":2673,"phases":2674},"The rulebook includes an introductory game with marked cards. Play it before the theme sets: it teaches production, building and advantages without special cards.",[2675,2718],{"id":840,"label":2676,"steps":2677},"Build the principalities",[2678,2690,2708],{"title":2679,"text":2680,"images":2681,"check":2686},"Regions and settlements","Build the principality exactly as the manual shows: two settlements, one road and six regions aligned to one resource each (gold at zero).",[2682],{"src":2683,"alt":2684,"label":2685},"\u002Fimages\u002Fgames\u002Frivals-catan\u002Fprincipality.webp","Region and settlement cards forming the starting principality.","Starting principality",{"question":2687,"options":2688,"answer":94,"explanation":2689},"How many resources does the gold field start with?",[570,626],"Every region starts with one resource except the gold field, which starts at zero.",{"title":2691,"text":2692,"images":2693,"check":2702},"Stacks and event deck","Place roads, settlements and cities between the two players, the region deck face down and the event deck prepared with the Yule card.",[2694,2698],{"src":2695,"alt":2696,"label":2697},"\u002Fimages\u002Fgames\u002Frivals-catan\u002Fstacks.webp","Road, settlement and city stacks with the region and draw stacks.","Central stacks",{"src":2699,"alt":2700,"label":2701},"\u002Fimages\u002Fgames\u002Frivals-catan\u002Fevent-deck.webp","Assembling the event deck with the Yule card.","Event deck",{"question":2703,"options":2704,"answer":94,"explanation":2707},"Where do the building stacks go?",[2705,2706],"Between the two principalities","At the edge of the table","The central stacks sit within reach of both players.",{"title":2709,"text":2710,"images":2711,"check":2715},"Starting hands","The highest die roll starts and draws three cards from one stack; the other player draws three from a different stack.",[2712],{"src":2713,"alt":2714,"label":1728},"\u002Fimages\u002Fgames\u002Frivals-catan\u002Fhands.webp","Drawing three cards from a draw stack into your hand.",{"question":611,"options":2716,"answer":94,"explanation":2717},[1260,1259],"The starting hand is three cards from a single draw stack.",{"id":2044,"label":2719,"steps":2720},"Play the first turns",[2721,2735,2749],{"title":2722,"text":2723,"images":2724,"check":2729},"Produce","Roll the dice and rotate the regions matching the production die. Remember that the event can affect both players.",[2725],{"src":2726,"alt":2727,"label":2728},"\u002Fimages\u002Fgames\u002Frivals-catan\u002Fproduction.webp","Example of a 6 on the production die activating a region.","Production example",{"question":2730,"options":2731,"answer":94,"explanation":2734},"Which die activates regions?",[2732,2733],"The production die","The event die","The production die marks which regions generate resources; the event die triggers events.",{"title":2736,"text":2737,"images":2738,"check":2743},"Build a road","Gather two brick and one lumber and place a road next to one of your settlements. It is the first step to expanding.",[2739],{"src":2740,"alt":2741,"label":2742},"\u002Fimages\u002Fgames\u002Frivals-catan\u002Fbuilding-sites.webp","Building sites around a settlement, including the site used for a road.","Building a road",{"question":2744,"options":2745,"answer":94,"explanation":2748},"What does a road cost?",[2746,2747],"Two brick and one lumber","One brick and two lumber","A road costs 2 brick and 1 lumber.",{"title":2750,"text":2751,"images":2752,"check":2756},"Expand with a settlement","With a road built, pay one brick, one grain, one wool and one lumber and place a settlement at its open end: you gain a point and two new regions.",[2753],{"src":2740,"alt":2754,"label":2755},"Settlement card with its four building sites and the victory point marker.","New settlement",{"question":2757,"options":2758,"answer":94,"explanation":2759},"How many points is a new settlement worth?",[626,627],"Each settlement is worth one victory point.","https:\u002F\u002Fwww.catan.com\u002Frivals-catan",[931,2762,78,1218],"Engine building",{},"\u002Fen\u002Frivals-for-catan",{"min":26,"max":26,"best":2766},[26],"Kosmos",{"pitch":2769,"pitchCheck":2770,"setup":2774,"turn":2841,"mistakes":2909,"winning":2937,"winningCheck":2938},"Rivals for Catan is a two-player duel: each player builds a principality with six regions producing lumber, wool, gold, brick, ore and grain. On your turn you roll the production die — every region showing that number gives you one resource, stored by rotating the card up to a maximum of three — and the event die, which triggers an event card. Then, in the action phase, you play cards and trade to build roads, settlements and cities or to place improvements. The first to reach the victory point target wins: ten in the introductory game and twelve in the theme games. Each settlement is worth one point and each city two, and the strength and trade tokens add one more point to whoever holds them.",{"question":2771,"options":2772,"answer":94,"explanation":2773},"How many resources can one region store?",[1260,1259],"Each region stores between 0 and 3 resources; anything beyond that is lost.",[2775,2789,2797,2809,2817,2828],{"text":2776,"images":2777,"check":2784},"Each player builds their principality: two settlements joined by a road, with the six regions around them (forest, pasture, gold field, hills, mountains and fields). At the start every region holds one resource except the gold field.",[2778,2780],{"src":2683,"alt":2779,"label":2685},"Region and settlement cards forming the starting principality in the Rivals for Catan rulebook.",{"src":2781,"alt":2782,"label":2783},"\u002Fimages\u002Fgames\u002Frivals-catan\u002Forientation.webp","Region cards rotated to show 0, 1, 2 and 3 stored resources.","Resources on a region",{"question":2785,"options":2786,"answer":94,"explanation":2788},"How many resources does each region start with?",[2787,1260],"One, except the gold field","All start with one except gold, which starts at zero.",{"text":2790,"images":2791,"check":2794},"Between the two principalities place the face-up road, settlement and city stacks, the facedown region deck and the separate basic set draw stacks.",[2792],{"src":2695,"alt":2793,"label":2697},"Setup diagram with the road, settlement and city stacks, the region deck and the draw stacks between the principalities.",{"question":2703,"options":2795,"answer":94,"explanation":2707},[2705,2796],"Beside the score track",{"text":2798,"images":2799,"check":2803},"Build the event deck: three cards face down, the Yule card on top and the rest above it. Shuffle and keep it beside the other stacks.",[2800],{"src":2699,"alt":2801,"label":2802},"Rulebook diagram for assembling the event deck with the Yule card in the middle.","Assembling the event deck",{"question":2804,"options":2805,"answer":94,"explanation":2808},"How is the event deck built?",[2806,2807],"With the Yule card under the rest","Without the Yule card","The Yule card ends up under the rest of the deck.",{"text":2810,"images":2811,"check":2814},"Roll a die each: the highest starts and draws three cards from one draw stack. The other player draws three from a different stack.",[2812],{"src":2713,"alt":2813,"label":2709},"Diagram of drawing the three top cards from a draw stack into your hand.",{"question":105,"options":2815,"answer":94,"explanation":2816},[1260,1259],"The starting hand is three cards from one draw stack.",{"text":2818,"images":2819,"check":2823},"Check your region numbers: each one shows a number from 1 to 6 and that roll activates it. Numbers can change during the game.",[2820],{"src":2781,"alt":2821,"label":2822},"Region cards showing how their orientation marks 0 to 3 stored resources.","Region numbers and orientation",{"question":2824,"options":2825,"answer":94,"explanation":2827},"What makes a region produce?",[2826,2733],"The production die number","The production die marks which regions produce.",{"text":2829,"images":2830,"check":2835},"Keep the hero token (axe) and trade token (scales) in view: they are gained with three strength or commerce points and are worth one victory point.",[2831],{"src":2832,"alt":2833,"label":2834},"\u002Fimages\u002Fgames\u002Frivals-catan\u002Fadvantages.webp","Strength and trade advantage diagrams with the hero token and the trade token.","Advantage tokens",{"question":2836,"options":2837,"answer":94,"explanation":2840},"What does three strength give you?",[2838,2839],"The hero token","The trade token","With three strength and more than the rival you take the hero token.",[2842,2855,2868,2882,2896],{"title":2843,"text":2844,"images":2845,"check":2849},"Roll production and event","Roll both dice. Every region of yours matching the production die produces one resource: rotate the card 90° counter-clockwise. The event die tells you which event card resolves.",[2846],{"src":2726,"alt":2847,"label":2848},"Example of resource production: a 6 on the production die rotates the matching regions 90 degrees.","Resource production",{"question":2850,"options":2851,"answer":94,"explanation":2854},"How do you show that a region produced a resource?",[2852,2853],"Rotating the card 90° towards you","Placing a token on it","The orientation of the region shows how many resources it stores, from 0 to 3.",{"title":2856,"text":2857,"images":2858,"check":2862},"Play cards","Cards with a green box are settlement or city expansions: pay for them and place them on a free building site. Cards with a yellow box are action cards: resolve immediately and discard.",[2859],{"src":2740,"alt":2860,"label":2861},"Rulebook example showing an additional building site next to a settlement.","Building sites",{"question":2863,"options":2864,"answer":94,"explanation":2867},"Where do settlement or city expansions go?",[2865,2866],"On a free building site next to your settlement or city","Under a region card","Each settlement offers two building sites; cities add more.",{"title":2869,"text":2870,"images":2871,"check":2876},"Trade and build","You may always trade 3 resources for 1 of any type; with a trade ship the rate improves to 2 for 1 of the resource it names. Resources buy roads, settlements and cities from the central stacks.",[2872],{"src":2873,"alt":2874,"label":2875},"\u002Fimages\u002Fgames\u002Frivals-catan\u002Ftrade.webp","Regular exchange example: pay 3 ore from two regions and take 1 wool.","Trading resources",{"question":2877,"options":2878,"answer":94,"explanation":2881},"What is the basic trade rate?",[2879,2880],"3 resources for 1","2 resources for 1","Without a trade ship the rate is 3:1; a trade ship improves it to 2:1.",{"title":2883,"text":2884,"images":2885,"check":2890},"Refill your hand and exchange a card","At the end of the action phase, draw or discard up to your hand limit and you may exchange one card for another from a draw stack. Exchanged cards cannot be used until your next turn.",[2886],{"src":2887,"alt":2888,"label":2889},"\u002Fimages\u002Fgames\u002Frivals-catan\u002Fexchange.webp","Diagram of exchanging a card in hand for the top card of a draw stack.","Exchanging a card",{"question":2891,"options":2892,"answer":94,"explanation":2895},"Can you use the card you just exchanged?",[2893,2894],"No, wait for your next turn","Yes, in the same action phase","The exchanged card stays in hand but can only be played next turn.",{"title":2897,"text":2898,"images":2899,"check":2903},"Check the advantages","With three or more strength points and more than your rival, take the hero token; with three or more commerce points and more than your rival, take the trade token. Each token is worth one victory point and is lost if you stop meeting the condition.",[2900],{"src":2832,"alt":2901,"label":2902},"Hero token and trade token diagrams, each worth one victory point.","Hero and trade tokens",{"question":2904,"options":2905,"answer":94,"explanation":2908},"How much is each advantage token worth?",[2906,2907],"One victory point","Two victory points","The hero token and the trade token are worth one point each.",[2910,2919,2928],{"title":2911,"text":2912,"check":2913},"Stacking more than three resources","A region cannot hold more than three resources. Producing into a full region wastes the resource, so spend before it saturates.",{"question":2914,"options":2915,"answer":94,"explanation":2918},"What happens if you produce in a region already holding three?",[2916,2917],"The resource is lost","It goes to a separate reserve","The cap is three per region; the excess is not stored.",{"title":2920,"text":2921,"check":2922},"Building without a road","A new settlement can only go at the open end of a road. Build the road first, and there is always exactly one road between two settlements.",{"question":2923,"options":2924,"answer":94,"explanation":2927},"What do you need before building a new settlement?",[2925,2926],"A road to place it against","A city next to it","The settlement sits at the open end of a road.",{"title":2929,"text":2930,"check":2931},"Forgetting advantages can be lost","The strength and trade tokens are not permanent: if your rival overtakes you or you drop below three points, the token changes hands or goes back to the table. Recheck after every build.",{"question":2932,"options":2933,"answer":94,"explanation":2936},"Are advantage tokens permanent?",[2934,2935],"No, they move when strength or commerce changes","Yes, once gained they are kept","You lose the token as soon as you no longer have three points and more than your rival.","You win by reaching the victory point target during your turn: ten in the introductory game and twelve in the theme games, with the Duel of the Princes at thirteen. Each settlement is one point, each city two, and the hero and trade tokens one each. If you reach the target before rolling the dice, the game ends right then.",{"question":90,"options":2939,"answer":94,"explanation":2942},[2940,2941],"When a player reaches the point target on their turn","When the building cards run out","The game ends as soon as someone reaches the target during their turn.","EN rulebook (Kosmos, 2010), basic game and theme sets",{"title":2632,"description":2638},[2946],"reglamentos-pdf\u002Frivals_for_catan_rules_200309.pdf","The PDF includes the introductory game, the three theme sets (Gold, Turmoil, Progress) and the Duel of the Princes. This page focuses on the common rules.","en\u002Frivals-for-catan",[2950,2953,2956,2959,2962,2965,2968,2971,2974],{"level":290,"title":2951,"text":2952},"Spend before you overflow","A region at three resources wastes the next production. Turn those resources into roads or improvements.",{"level":290,"title":2954,"text":2955},"Road before settlement","A settlement without a road cannot be placed. Plan the pair of builds one turn ahead.",{"level":290,"title":2957,"text":2958},"Watch your hand limit","At the end of your turn you cannot exceed your hand limit: play cards or discard. Progress points raise that limit.",{"level":300,"title":2960,"text":2961},"Chase the trade advantage","Three commerce points give a victory point and better exchange rates. It is the easiest advantage to hold early.",{"level":300,"title":2963,"text":2964},"Do not hand over strength","If your rival piles up axes, match or pass their number: every token you leave them is a point you will not easily recover.",{"level":300,"title":2966,"text":2967},"City before expansion","A city is worth two points and adds building sites. It often beats founding another settlement far away.",{"level":310,"title":2969,"text":2970},"Read the event deck","Knowing which events remain tells you whether to hoard resources or spend them before a celebration or a brigand attack.",{"level":310,"title":2972,"text":2973},"Manage your region numbers","Cards that change region numbers alter your production. Place them thinking about the rolls that come up most at your table.",{"level":310,"title":2975,"text":2976},"Close with a double build","If you can build twice in one turn, the second build can be the point that wins the game. Save resources for that final push.","A duel of two principalities: produce resources, build settlements and cities, and reach the victory point target first.","2010","7-hXWtBVTJqeOZwandYolEjlCH-9MpIhi9MeYHGP-l8",{"id":2981,"title":2982,"accent":2983,"age":613,"backdrop":32,"bggUrl":2984,"body":2985,"categories":2998,"components":32,"cover":32,"description":2989,"duration":3001,"extension":36,"faq":3002,"firstGame":3024,"industryLegend":32,"lastReviewed":73,"locale":74,"manualUrl":3108,"mechanics":3109,"meta":3111,"navigation":81,"path":3112,"players":3113,"publisher":3115,"quickStart":3116,"resourceLegend":32,"rulesVersion":3298,"seo":3299,"sourceFiles":3300,"sourceNotes":3302,"stem":3303,"strategies":3304,"summary":3332,"videoLanguage":32,"videoUrl":32,"weight":26,"year":3333,"__hash__":3334},"games\u002Fen\u002Frobin-of-locksley.md","Robin of Locksley","#166534","https:\u002F\u002Fboardgamegeek.com\u002Fboardgame\u002F280132\u002Frobin-of-locksley",{"type":12,"value":2986,"toc":2996},[2987,2990,2993],[15,2988,2989],{},"Robin of Locksley runs on two rhythms that feed each other: the Robin's jump\ndecides which tiles you get, and those tiles decide how far your Bard can run.\nNeither board works alone.",[15,2991,2992],{},"The grid is imperfect information: empty spaces refill at random, so plans are\nalways two turns deep. The track, by contrast, is pure arithmetic: every coin is a\nspace and every met task is a free space.",[15,2994,2995],{},"Winning needs either a lap or two laps plus four coins in hand. Both conditions\nreward the same thing: not spending your gold at the last moment without having set\nup the position.",{"title":25,"searchDepth":26,"depth":26,"links":2997},[],[2999,1182,3000],"Abstract","Thematic",{"min":2337,"max":34},[3003,3006,3009,3012,3015,3018,3021],{"category":39,"question":3004,"answer":3005},"Can it be played with children?","Yes. The manual suggests using the day tiles and, if there is a big gap, giving the less experienced player one or two extra coins.",{"category":39,"question":3007,"answer":3008},"Can the tile colours be changed?","No. Colours are fixed and drive both the collections and the fame tile tasks.",{"category":43,"question":3010,"answer":3011},"What if I cannot sell any collection?","Some fame tiles are met exactly that way, by being unable to sell anything. If you cannot sell, keep playing: the Robin can always jump when a space exists.",{"category":43,"question":3013,"answer":3014},"Can I move the Bard before moving the Robin?","Yes. The Bard may move at any point during your turn, including before the Robin.",{"category":50,"question":3016,"answer":3017},"What does striking distance mean?","That both Robins are exactly one knight's move apart. It allows no attack: it only activates fame tiles that ask for that position.",{"category":50,"question":3019,"answer":3020},"What if the loot tiles run out?","If the draw pile cannot refill the grid, you choose which empty space to fill first. Selling collections also returns tiles to the pile.",{"category":70,"question":3022,"answer":3023},"How do you lap the rival?","By passing the rival Bard a second time after completing a full lap. The game ends right then, without waiting for the round to finish.",{"title":2014,"intro":3025,"phases":3026},"A learning game with the day tiles. The point is to see the whole loop: jump, tile, collection, gold and race.",[3027,3069],{"id":840,"label":3028,"steps":3029},"Build the board",[3030,3044,3056],{"title":3031,"text":3032,"images":3033,"check":3038},"Grid and corners","Build the 5x5 gold side up and put each Robin in a corner. Keep the draw pile and discard pile ready.",[3034],{"src":3035,"alt":3036,"label":3037},"\u002Fimages\u002Fgames\u002Frobin-locksley\u002Fsetup.webp","Setup diagram with the 5x5 grid and the piles beside it.","Grid and piles",{"question":3039,"options":3040,"answer":94,"explanation":3043},"Which side of the loot tiles shows in the grid?",[3041,3042],"The gold coin side","The colour side","The grid is built with the gold side up.",{"title":3045,"text":3046,"images":3047,"check":3052},"Fame and Bards","Place the start and goal corners, three small fame tiles between each pair of corners (the day tiles) and the Bards at the start.",[3048],{"src":3049,"alt":3050,"label":3051},"\u002Fimages\u002Fgames\u002Frobin-locksley\u002Fbards.webp","The two Bard figures placed at the start of the race track.","Bards at the start",{"question":3053,"options":3054,"answer":94,"explanation":3055},"How many small fame tiles go between two corners?",[1260,1259],"Standard setup places three small tiles between each pair of corners.",{"title":3057,"text":3058,"images":3059,"check":3063},"Starting gold","Both players start with their corner tile flipped to gold. That is your first coin for the track.",[3060],{"src":3061,"alt":3062,"label":3057},"\u002Fimages\u002Fgames\u002Frobin-locksley\u002Fgoal-tiles.webp","Corner tiles including the starting gold coin.",{"question":3064,"options":3065,"answer":94,"explanation":3068},"How much gold does each player start with?",[3066,3067],"One coin, from their corner tile","Three coins","Each player keeps one corner tile as starting gold.",{"id":2044,"label":2719,"steps":3070},[3071,3085,3096],{"title":3072,"text":3073,"images":3074,"check":3079},"Jump and take","Move your Robin in an L, take the destination tile and refill the space at the end of the turn. Try to gather matching colours.",[3075],{"src":3076,"alt":3077,"label":3078},"\u002Fimages\u002Fgames\u002Frobin-locksley\u002Fmovement.webp","Rulebook example with green ticks marking every legal landing space for the red Robin.","Legal jumps",{"question":3080,"options":3081,"answer":94,"explanation":3084},"What happens to the tile you land on?",[3082,3083],"It goes into your personal supply","It goes back to the draw pile","The tile joins your personal supply.",{"title":3086,"text":3087,"images":3088,"check":3092},"First sale","With three tiles of one colour, sell them: two to the discard pile and the rest to gold. Use that gold to move the Bard.",[3089],{"src":3090,"alt":3091,"label":3086},"\u002Fimages\u002Fgames\u002Frobin-locksley\u002Fsell-collection.webp","Example of turning a five-tile collection into three gold tiles.",{"question":3093,"options":3094,"answer":94,"explanation":3095},"How many tiles from the collection are discarded when selling?",[627,626],"Two are discarded and the rest flip to gold.",{"title":3097,"text":3098,"images":3099,"check":3103},"First advance","Move the Bard one space by paying a coin or meeting the tile's task. Check whether your Robin is within striking distance of the rival.",[3100],{"src":3101,"alt":3102,"label":3097},"\u002Fimages\u002Fgames\u002Frobin-locksley\u002Fracing-track.webp","The race track with fame tiles and the coins paid to advance.",{"question":3104,"options":3105,"answer":94,"explanation":3107},"Which way does the Bard move?",[2083,3106],"Either way","The Bard advances clockwise along the track.","https:\u002F\u002Fwww.wyrmgold.com",[3110,2090,931,1182],"Grid movement",{},"\u002Fen\u002Frobin-of-locksley",{"min":26,"max":26,"best":3114},[26],"Wyrmgold",{"pitch":3117,"pitchCheck":3118,"setup":3124,"turn":3194,"mistakes":3263,"winning":3291,"winningCheck":3292},"Robin of Locksley is a two-player duel with two boards in one. In the middle sits a 5x5 grid of loot tiles: you move your Robin like a chess knight, take the tile you land on and refill the empty space. Tiles of the same colour form collections, and collections of three or more can be sold for gold. That gold moves your Bard along the fame track surrounding the grid: each coin paid advances one space, and each fame tile offers a task that also moves you forward if you meet it. You win by lapping the rival Bard, or by completing two laps and fulfilling the final tile by paying four coins.",{"question":3119,"options":3120,"answer":94,"explanation":3123},"How does the Bard advance along the track?",[3121,3122],"By paying 1 coin or meeting the fame tile's task","By drawing a loot tile","Each track space is passed by paying a coin or by meeting the task shown.",[3125,3137,3149,3161,3173,3182],{"text":3126,"images":3127,"check":3131},"Sort the components: 60 loot tiles, 16 small fame tiles, 8 large corner tiles, two Robins and two Bards in player colours, and the race track around the grid.",[3128],{"src":3035,"alt":3129,"label":3130},"Setup diagram from the rulebook with the 5x5 grid, the race track and the draw and discard areas.","Game setup",{"question":3132,"options":3133,"answer":94,"explanation":3136},"How many tiles form the loot grid?",[3134,3135],"25, a 5x5 grid","60, every loot tile","The grid is 5x5 with 25 tiles.",{"text":3138,"images":3139,"check":3144},"Shuffle the loot tiles gold side up and build a 5x5 grid. The youngest player takes one corner tile and the other player takes the opposite corner. Each flips theirs to the gold side and keeps it as starting gold.",[3140],{"src":3141,"alt":3142,"label":3143},"\u002Fimages\u002Fgames\u002Frobin-locksley\u002Floot-tiles.webp","Stack of loot tiles in six colours next to a gold coin tile.","Loot tiles",{"question":3145,"options":3146,"answer":94,"explanation":3148},"Which side up are the loot tiles in the grid?",[3147,592],"Gold coin side up","The grid is built with the gold side showing.",{"text":3150,"images":3151,"check":3155},"Put each Robin in one of the now empty corners. The rest of the loot tiles, gold side up, form the draw pile, with room beside it for the discard pile.",[3152],{"src":3035,"alt":3153,"label":3154},"Setup diagram with the 5x5 grid, the Robins in their corners, the draw pile and the discard pile.","Grid, draw pile and discard",{"question":3156,"options":3157,"answer":94,"explanation":3160},"Where are the Robins placed?",[3158,3159],"In the corners left empty","In the middle of the grid","Each Robin takes an empty corner.",{"text":3162,"images":3163,"check":3167},"Set up the fame corners: \"The Beginning\" and \"Long Live the King\" go together in one corner, with the start tile in the inner corner. Shuffle the other corners and place three in the remaining corners; use the day tiles in your first game.",[3164],{"src":3061,"alt":3165,"label":3166},"Track corner tiles showing the start space, Nottingham and the Long Live the King goal.","Start and goal tiles",{"question":3168,"options":3169,"answer":94,"explanation":3172},"Which tiles form the start and goal corner?",[3170,3171],"\"The Beginning\" and \"Long Live the King\"","Two small fame tiles","The two special tiles share one corner.",{"text":3174,"images":3175,"check":3179},"Shuffle the small fame tiles and place three between every two corners. In your first game use the day tiles. These are the tasks that let you advance without paying gold.",[3176],{"src":3101,"alt":3177,"label":3178},"Fame tiles around the race track, with coins and Bard pieces used to advance.","Fame tiles on the track",{"question":3053,"options":3180,"answer":94,"explanation":3181},[1260,1259],"Three are placed between each pair of corners.",{"text":3183,"images":3184,"check":3188},"Place each Bard beside the start tile in its colour. Check that each player has a Robin in a corner, a Bard at the start and their starting gold.",[3185],{"src":3049,"alt":3186,"label":3187},"The two Bard figures in player colours.","Bards",{"question":3189,"options":3190,"answer":94,"explanation":3193},"Where do the Bards start?",[3191,3192],"Next to the start tile","On the goal tile","Each Bard starts beside the exit.",[3195,3207,3219,3236,3249],{"title":3196,"text":3197,"images":3198,"check":3201},"Move your Robin in an L","Your Robin moves like a chess knight: two tiles in one direction and one to the side, or one and then two. It may not leave the grid or finish on the rival Robin's tile.",[3199],{"src":3076,"alt":3077,"label":3200},"L-shaped move",{"question":3202,"options":3203,"answer":94,"explanation":3206},"How does the Robin move?",[3204,3205],"Like a chess knight, in an L of three tiles","One tile in any direction","The jump is two plus one or one plus two tiles, always inside the 5x5 grid.",{"title":3208,"text":3209,"images":3210,"check":3214},"Take the tile and refill","You take the tile you land on into your personal supply. At the end of your turn you refill the space you left with a tile from the draw pile.",[3211],{"src":3141,"alt":3212,"label":3213},"Loot tiles of different colours used to fill the grid.","Taking and refilling",{"question":3215,"options":3216,"answer":94,"explanation":3218},"When is the empty space refilled?",[2272,3217],"At the end of the game","The space is refilled when your turn ends, using the draw pile.",{"title":3220,"text":3221,"images":3222,"check":3230},"Sell a collection","A collection is a set of tiles of the same colour and may never be split. To sell it you need at least three tiles: discard two and flip the rest to their gold side. With more than three you gain one extra coin per additional tile.",[3223,3226],{"src":3090,"alt":3224,"label":3225},"Example of selling five loot tiles: two go to the discard pile and three flip to the gold side.","Selling a collection",{"src":3227,"alt":3228,"label":3229},"\u002Fimages\u002Fgames\u002Frobin-locksley\u002Fcollection.webp","Two loot collections: three green tiles and three white tiles.","Collections by colour",{"question":3231,"options":3232,"answer":94,"explanation":3235},"How many tiles does a collection need to be sold?",[3233,3234],"Three or more of the same colour","Two of the same colour","Two cannot be sold: you need three, and the two discarded give no gold.",{"title":3237,"text":3238,"images":3239,"check":3243},"Advance the Bard","During your turn you may move your Bard clockwise. Each space is paid for with one coin (discarded gold side up) or passed by meeting the fame tile's task. You may keep moving as long as you can pay or meet each task.",[3240],{"src":3101,"alt":3241,"label":3242},"Bard movement around the race track paid with coins or fame tile tasks.","Advancing the Bard",{"question":3244,"options":3245,"answer":94,"explanation":3248},"Can you move the Bard several spaces in one turn?",[3246,3247],"Yes, as long as you can pay or meet each task","No, one space per turn","The Bard advances for as many spaces as you can afford or fulfil.",{"title":3250,"text":3251,"images":3252,"check":3257},"Check positions","At the end of the turn check whether anyone has lapped the rival or completed two laps and can meet the final tile. If both Bards share a space, the game does not end.",[3253],{"src":3254,"alt":3255,"label":3256},"\u002Fimages\u002Fgames\u002Frobin-locksley\u002Fdistance.webp","Diagram of two Robins on the grid exactly one knight's move apart, marked as striking distance.","Striking distance",{"question":3258,"options":3259,"answer":94,"explanation":3262},"What happens if both Bards are on the same space?",[3260,3261],"The game does not end","Whoever arrived first wins","Lapping requires passing the rival a second time; sharing a space decides nothing.",[3264,3273,3282],{"title":3265,"text":3266,"check":3267},"Splitting a collection","Five blue tiles are not a collection of two plus a collection of three: they are one collection. You cannot split it to sell in parts or count the same colours twice.",{"question":3268,"options":3269,"answer":94,"explanation":3272},"Can a collection be split into smaller ones?",[3270,3271],"No, never","Yes, when selling","Collections are never split: five tiles of one colour are a single collection.",{"title":3274,"text":3275,"check":3276},"Leaving the grid","The Robin never leaves the 5x5, not even by jumping over the edge. If there is no legal move, you stay put and take no tile.",{"question":3277,"options":3278,"answer":94,"explanation":3281},"Can the Robin leave the 5x5 grid?",[3279,3280],"No, it must stay inside","Yes, to go around it","The Robin moves inside the grid; the border is a hard limit.",{"title":3283,"text":3284,"check":3285},"Confusing meeting with paying","Paying a coin and meeting the task are alternatives, not a double requirement. Meet the tile's task and you advance for free; if you cannot, pay one coin to pass.",{"question":3286,"options":3287,"answer":94,"explanation":3290},"If you meet the tile's task, do you also pay gold?",[3288,3289],"No, advancing is free","Yes, one coin anyway","Meeting the task is the free alternative to paying the coin.","You win immediately if your Bard laps the rival, that is, if you pass them a second time after completing a full lap. You also win by completing two laps and meeting the final \"Long Live the King\" tile, which requires paying four coins and cannot be met with just one. If both Bards share a space, play continues.",{"question":3293,"options":3294,"answer":94,"explanation":3297},"What does the final tile require?",[3295,3296],"Paying four coins","Paying one coin like the rest","The goal tile is only met by paying four coins; normal task fulfilment does not count.","EN rulebook (Wyrmgold, 2019)",{"title":2982,"description":2989},[3301],"reglamentos-pdf\u002FWyrmgold_ROL_Rulebook_EN.pdf","The manual covers setup, the L-shaped move, selling collections, the fame track and the ending. Fame tiles carry their own task text.","en\u002Frobin-of-locksley",[3305,3308,3311,3314,3317,3320,3323,3326,3329],{"level":290,"title":3306,"text":3307},"Collect colours, not volume","Three tiles of one colour are gold; ten of different colours are nothing. Scan the grid for the colour you already hold.",{"level":290,"title":3309,"text":3310},"Do not sell at two","A collection of two cannot be sold and gives no gold. If you can choose, take the tile that brings you closer to a third match.",{"level":290,"title":3312,"text":3313},"Refill carefully","The space you leave is filled at random. Try not to hand the rival an easy landing.",{"level":300,"title":3315,"text":3316},"Count the rival's coins","Their gold sets how many spaces they can cross at once. If they are short, it is your moment to gamble on a big collection.",{"level":300,"title":3318,"text":3319},"Time your sales","Selling is optional: if a fame tile wants a three-tile collection, do not sell it before using it for a free advance.",{"level":300,"title":3321,"text":3322},"Block the corners","Parking your Robin near a corner limits the rival's jumps and keeps position tasks within reach.",{"level":310,"title":3324,"text":3325},"Save for the goal tile","The final tile demands four coins at once. On your second lap, hoard gold instead of selling everything.",{"level":310,"title":3327,"text":3328},"Force the pace","Every coin spent on the Bard is a coin not banked. If your rival depends on big collections, speed up the race so they never finish them.",{"level":310,"title":3330,"text":3331},"Learn the night tiles","In harder games, memorise which tasks sit between the corners: knowing whether you can meet one or must pay decides how much gold to hold back.","Two-outlaw duel: grab loot tiles with a knight's move, sell them for gold and race your bard round the fame track.","2019","XCTwElGb8nFQkmTFfayc3HN1Bb26eQbv-6wKJBAu0Zo",{"id":3336,"title":3337,"accent":7,"age":8,"backdrop":9,"bggUrl":10,"body":3338,"categories":3351,"components":32,"cover":25,"description":3342,"duration":3355,"extension":36,"faq":3356,"firstGame":32,"industryLegend":32,"lastReviewed":73,"locale":3387,"manualUrl":75,"mechanics":3388,"meta":3391,"navigation":81,"path":3392,"players":3393,"publisher":86,"quickStart":3395,"resourceLegend":32,"rulesVersion":3571,"seo":3572,"sourceFiles":3573,"sourceNotes":3574,"stem":3575,"strategies":3576,"summary":3604,"videoLanguage":32,"videoUrl":32,"weight":320,"year":321,"__hash__":3605},"games\u002Fes\u002Fascension-pirates.md","Ascension: Piratas del Abismo",{"type":12,"value":3339,"toc":3349},[3340,3343,3346],[15,3341,3342],{},"Ascension: Piratas del Abismo es una expansión autojugable de Ascension que\nsustituye el mapa por el Mar Fracturado. Tu mazo funciona como siempre —runas\npara comprar, poder para luchar—, pero ahora cada jugador tiene un barco que\nmarca dónde puede usar la tripulación.",[15,3344,3345],{},"La novedad obliga a mirar la mesa de otra forma: las cartas de la fila central\nestán repartidas a los dos lados y tu barco solo alcanza las adyacentes. Mover,\nanclar y abordar convierten una compra sencilla en una decisión de posición.",[15,3347,3348],{},"El resto es Ascension clásico: adelgaza el mazo, encadena compras y cierra la\npartida con más honor que nadie. Thukal la Kraken y los tesoros añaden la dosis\nde riesgo para quien se acerque al Abismo.",{"title":25,"searchDepth":26,"depth":26,"links":3350},[],[3352,3353,3354],"Construcción de mazos","Piratas","Fantasía",{"min":34,"max":35},[3357,3360,3363,3366,3369,3372,3375,3378,3381,3384],{"category":39,"question":3358,"answer":3359},"¿Cuánto honor se pone en la reserva?","30 puntos por jugador: 60 a dos jugadores, 90 a tres y 120 a cuatro. La partida termina cuando se toma el último contador de esa reserva.",{"category":43,"question":3361,"answer":3362},"¿Puedo comprar o derrotar cartas en cualquier espacio?","Con runas y poder sí, sin importar dónde esté tu barco. La tripulación es la única limitada al espacio adyacente a tu barco.",{"category":43,"question":3364,"answer":3365},"¿Cuándo repongo la fila central?","Inmediatamente, en cuanto una carta deja la fila, y antes de resolver cualquier otra acción. La fila debe estar completa cuando alguien tenga que decidir.",{"category":50,"question":3367,"answer":3368},"¿Qué hace Anclar?","Cuando compras o derrotas una carta de la fila central con el símbolo Anclar y tu barco está en un espacio adyacente, resuelves su efecto de inmediato. Si la carta no está en la fila central, Anclar no hace nada.",{"category":50,"question":3370,"answer":3371},"¿Cómo derroto a Thukal la Kraken?","Con poder o con tripulación, como cualquier monstruo. Al derrotarla la colocas delante de ti y usas su habilidad; no se repone con otra carta. Mientras esté en el Abismo, los barcos que pasen por allí o acaben el turno deben colocar 1 tesoro debajo de ella.",{"category":50,"question":3373,"answer":3374},"¿Qué pasa si la Kraken aborda mi barco?","Eliges 1 de tus tesoros y lo colocas debajo de la carta de la Kraken. Quien derrote a ese monstruo se llevará el tesoro.",{"category":50,"question":3376,"answer":3377},"¿Cómo funcionan los tesoros?","Cuando aparece una carta de tesoro en la fila central, sigues revelando hasta encontrar una carta que no sea tesoro; los tesoros quedan debajo. Al comprar o derrotar esa carta, te llevas todos los tesoros de debajo.",{"category":43,"question":3379,"answer":3380},"¿Puedo mover el barco más de una vez?","Una vez por turno puedes moverlo a un espacio conectado. Algunas cartas permiten movimientos adicionales antes o después de ese movimiento normal.",{"category":66,"question":3382,"answer":3383},"¿Qué honor cuenta al final de la partida?","El de todos tus héroes y artefactos (incluidos mano, mazo, descarte y artefactos en juego), los contadores de honor obtenidos y los tesoros que controles.",{"category":70,"question":3385,"answer":3386},"¿Qué pasa si se agota el honor antes de que termine la ronda?","La partida termina al final de la ronda en curso, después del último jugador. Se pueden seguir anotando puntos con los contadores sobrantes.","es",[77,3389,3390],"Gestión de mano","Compra de cartas",{},"\u002Fes\u002Fascension-pirates",{"min":26,"max":84,"best":3394},[26],{"pitch":3396,"pitchCheck":3397,"setup":3403,"turn":3471,"mistakes":3536,"winning":3564,"winningCheck":3565},"Ascension: Piratas del Abismo es un juego de construcción de mazos para 2–4 jugadores. Empiezas con diez cartas básicas y un barco pirata; cada turno juegas héroes para generar runas, poder y tripulación, compras héroes y artefactos para tu mazo y derrotas monstruos para ganar honor. Las runas y el poder funcionan en cualquier parte del tablero, pero la tripulación de tu barco solo sirve para comprar o derrotar cartas en el espacio adyacente, así que mover el barco es una decisión clave. También puedes abordar barcos rivales para robarles tesoros y usar Anclar al comprar cartas concretas. La partida termina cuando se agota la reserva de honor y gana quien sume más honor entre cartas, contadores y tesoros.",{"question":3398,"options":3399,"answer":94,"explanation":3402},"¿Cuándo termina la partida?",[3400,3401],"Cuando se agota la reserva de honor","Cuando se acaba el mazo central","La partida acaba al agotarse la reserva de honor.",[3404,3414,3424,3439,3449,3459],{"text":3405,"images":3406,"check":3410},"Cada jugador coge su mazo inicial de 10 cartas (7 Aprendiz, 2 Milicia y 1 Bucanero), lo baraja y roba 5 cartas; las otras 5 quedan en el mazo.",[3407],{"src":101,"alt":3408,"label":3409},"Mano inicial de 5 cartas y mazo personal de 10: 7 Aprendiz, 2 Milicia y 1 Bucanero.","Mano y mazo iniciales",{"question":3411,"options":3412,"answer":94,"explanation":3413},"¿Cuántas cartas roba cada jugador al empezar?",[107,108],"Se roban 5; las otras 5 quedan en el mazo.",{"text":3415,"images":3416,"check":3420},"Cada jugador elige un barco y su dial de tripulación. El jugador inicial empieza con 0 de tripulación, el segundo con 1, el tercero con 2 y el cuarto con 3.",[3417],{"src":114,"alt":3418,"label":3419},"Tablero del Mar Fracturado con los espacios de barco y el dial de tripulación.","Barco y dial de tripulación",{"question":3421,"options":3422,"answer":94,"explanation":3423},"¿Con cuánta tripulación empieza el tercer jugador?",[120,121],"El orden de salida da 0, 1, 2 y 3 de tripulación.",{"text":3425,"images":3426,"check":3433},"Coloca la Infantería Pesada, el Místico y el Sectario en sus espacios fijos del tablero, y a Thukal la Kraken en el Abismo.",[3427,3430],{"src":127,"alt":3428,"label":3429},"Carta de Thukal la Kraken con su coste y su recompensa de honor.","Thukal la Kraken",{"src":131,"alt":3431,"label":3432},"Las cartas siempre disponibles: Infantería Pesada, Místico y el Sectario, junto al mazo central.","Cartas fijas",{"question":3434,"options":3435,"answer":94,"explanation":3438},"¿Dónde se coloca Thukal la Kraken?",[3436,3437],"En el Abismo","En la fila central","Thukal va al Abismo, no a la fila central.",{"text":3440,"images":3441,"check":3445},"Baraja todas las cartas de borde negro para formar el mazo central y revela 6 cartas: 3 a cada lado del tablero, formando la fila central.",[3442],{"src":9,"alt":3443,"label":3444},"Disposición del tablero de Ascension: Piratas del Abismo con la fila central y la reserva de honor.","Fila central",{"question":3446,"options":3447,"answer":94,"explanation":3448},"¿Cuántas cartas se revelan en la fila central?",[149,150],"Se revelan 3 a cada lado del tablero.",{"text":3450,"images":3451,"check":3455},"Pon en la reserva de honor 30 puntos por jugador: 60 a 2 jugadores, 90 a 3 y 120 a 4.",[3452],{"src":156,"alt":3453,"label":3454},"Zona de la reserva de honor del tablero con el montón de fichas rojas de honor.","Reserva de honor",{"question":3456,"options":3457,"answer":94,"explanation":3458},"¿Cuánto honor se pone con 3 jugadores?",[162,163],"Son 30 por jugador: 60, 90 o 120.",{"text":3460,"images":3461,"check":3465},"Determinad al azar quién empieza. En su primer turno, cada jugador coloca su barco en cualquier espacio de barco del tablero.",[3462],{"src":9,"alt":3463,"label":3464},"Disposición del tablero con los espacios de barco donde cada jugador coloca el suyo.","Espacios de barco",{"question":3466,"options":3467,"answer":94,"explanation":3470},"¿Dónde coloca cada jugador su barco en su primer turno?",[3468,3469],"En cualquier espacio de barco","En el centro del tablero","El barco entra en cualquier espacio de barco del tablero.",[3472,3485,3498,3511,3523],{"title":3473,"text":3474,"images":3475,"check":3479},"Juega tus cartas","Pon en juego héroes de tu mano para obtener runas, poder, tripulación u honor. Los artefactos se quedan en juego y puedes usar sus habilidades cada turno.",[3476],{"src":183,"alt":3477,"label":3478},"Anatomía de una carta de héroe: nombre, facción, coste, efecto y valor de honor.","Carta de héroe",{"question":3480,"options":3481,"answer":94,"explanation":3484},"¿Para qué sirven las runas?",[3482,3483],"Para comprar cartas","Para derrotar monstruos","Las runas compran; el poder derrota monstruos.",{"title":3486,"text":3487,"images":3488,"check":3492},"Compra héroes y artefactos","Gasta runas para comprar cartas de la fila central, del Místico o de la Infantería Pesada. La carta comprada va a tu pila de descarte.",[3489],{"src":197,"alt":3490,"label":3491},"Anatomía de una carta de artefacto: coste, facción, efecto y valor de honor.","Carta de artefacto",{"question":3493,"options":3494,"answer":94,"explanation":3497},"¿Dónde va la carta que compras?",[3495,3496],"A tu pila de descarte","A tu mano","Las cartas compradas van al descarte y se barajan después.",{"title":3499,"text":3500,"images":3501,"check":3505},"Derrota monstruos","Gasta poder para derrotar monstruos y cobrar su recompensa en honor. Repón su espacio de la fila central de inmediato.",[3502],{"src":211,"alt":3503,"label":3504},"Anatomía de una carta de monstruo: coste en poder, recompensa y valor de honor.","Carta de monstruo",{"question":3506,"options":3507,"answer":94,"explanation":3510},"¿Qué recurso se gasta para derrotar monstruos?",[3508,3509],"Poder","Runas","El poder se gasta para derrotar monstruos.",{"title":3512,"text":3513,"images":3514,"check":3517},"Mueve el barco y usa la tripulación","Una vez por turno puedes mover tu barco a un espacio conectado. La tripulación sirve para comprar o derrotar cartas adyacentes a tu barco; no se puede usar a distancia.",[3515],{"src":114,"alt":3418,"label":3516},"Barco y tripulación",{"question":3518,"options":3519,"answer":94,"explanation":3522},"¿Cuántas veces por turno puedes mover el barco?",[3520,3521],"Una","Dos","El barco se mueve una vez por turno a un espacio conectado.",{"title":3524,"text":3525,"images":3526,"check":3530},"Ancla, aborda y cierra el turno","Anclar se activa al comprar o derrotar una carta adyacente con ese símbolo. Abordar te deja robar un tesoro de otro barco en tu mismo espacio. Al final, descarta mano y héroes jugados y roba 5.",[3527],{"src":238,"alt":3528,"label":3529},"Dos cartas de tesoro con el valor de honor que aportan al final de la partida.","Cartas de tesoro",{"question":3531,"options":3532,"answer":94,"explanation":3535},"¿Cuándo se activa Anclar?",[3533,3534],"Al comprar o derrotar una carta adyacente con ese símbolo","Al mover el barco","Anclar se dispara al comprar o derrotar una carta adyacente con el símbolo.",[3537,3546,3555],{"title":3538,"text":3539,"check":3540},"Creer que el barco limita todas tus compras","Las runas y el poder compran y derrotan cartas en cualquier espacio del tablero. Solo la tripulación está limitada al espacio adyacente a tu barco.",{"question":3541,"options":3542,"answer":94,"explanation":3545},"¿El barco limita todas tus compras?",[3543,3544],"No: solo limita la tripulación","Sí, todo se compra en el espacio adyacente","Runas y poder funcionan en todo el tablero; solo la tripulación está limitada.",{"title":3547,"text":3548,"check":3549},"No reponer la fila central a tiempo","Cada vez que una carta sale de la fila central hay que reponerla inmediatamente, antes de resolver cualquier otra cosa. La fila debe estar completa cuando alguien tenga que decidir.",{"question":3550,"options":3551,"answer":94,"explanation":3554},"¿Cuándo se repone la fila central?",[3552,3553],"Inmediatamente al salir una carta","Al final del turno","La fila se repone al instante, antes de resolver otra cosa.",{"title":3556,"text":3557,"check":3558},"No desterrar cartas básicas","Aprendices y Milicias diluyen tu mazo. Desterrarlas pronto hace que robes tus cartas fuertes con más frecuencia y acelera toda tu economía.",{"question":3559,"options":3560,"answer":94,"explanation":3563},"¿Conviene desterrar Aprendices y Milicias?",[3561,3562],"Sí, diluyen el mazo","No, son tus mejores cartas","Desterrar cartas básicas acelera la economía del mazo.","La partida termina cuando se agota la reserva de honor (30 por jugador): se termina la ronda en curso. Suma el honor de todos tus héroes y artefactos (mano, mazo, descarte y juego), los contadores obtenidos y los tesoros que controles. Gana quien tenga más honor; en caso de empate gana el último en orden de turno.",{"question":3566,"options":3567,"answer":94,"explanation":3570},"¿Quién gana?",[3568,3569],"Quien sume más honor entre cartas, contadores y tesoros","Quien tenga más cartas en el mazo","Al agotarse el honor gana quien sume más honor total.","Reglamento ES (TCG Factory, 2023)",{"title":3337,"description":3342},[285],"Resumen elaborado a partir del reglamento en español incluido en la carpeta de reglamentos. Ilustraciones recortadas de ese mismo manual.","es\u002Fascension-pirates",[3577,3580,3583,3586,3589,3592,3595,3598,3601],{"level":290,"title":3578,"text":3579},"Compra Místicos al principio","El Místico cuesta poco, da runas y acelera tu economía. Dos o tres Místicos tempranos convierten manos mediocres en turnos de compra doble.",{"level":290,"title":3581,"text":3582},"Derrota monstruos por honor","Matar monstruos no solo da honor: también retira cartas de la fila y la renueva. Usa el poder que no necesites para comprar en las primeras rondas.",{"level":290,"title":3584,"text":3585},"Destierra Aprendices y Milicias","Cada carta básica que eliminas hace tu mazo más rápido. Es la mejora más barata del juego y la que más se nota a partir del tercer turno.",{"level":300,"title":3587,"text":3588},"Gestiona el dial de tripulación","La tripulación es un recurso que no se pierde al final del turno. Acumula para comprar cartas caras adyacentes o para derrotar un monstruo grande sin gastar poder.",{"level":300,"title":3590,"text":3591},"Coloca el barco pensando en el siguiente turno","Mover el barco una vez por turno es poco: elige el espacio pensando en la fila central del turno siguiente y en no quedarte lejos de la Kraken si quieres disputarla.",{"level":300,"title":3593,"text":3594},"Aprovecha Anclar","Comprar una carta con Anclar desde un espacio adyacente es una acción doble. Antes de mover, mira qué cartas de la fila tienen Anclar y colócate a su lado.",{"level":310,"title":3596,"text":3597},"Controla el ritmo del honor","La partida la cierra la reserva, no tu mazo. Si vas por delante en honor, forzar el final es bueno; si vas por detrás, necesitas alargar la ronda para comprar cartas con honor alto.",{"level":310,"title":3599,"text":3600},"Acumula tesoros para el recuento","Los tesoros suman honor al final y algunos tienen efectos permanentes. Abordar un barco con tesoros o derrotar monstruos que los guardan puede decidir el desempate.",{"level":310,"title":3602,"text":3603},"Prepara la ronda final","Cuando queden pocos contadores de honor, intenta que tu último turno sea el más productivo: guarda cartas que den honor y no compres cartas sin valor de honor si no van a jugarse.","Construye tu mazo, navega el Mar Fracturado, derrota monstruos y acumula más honor que nadie.","E0_Lam8d6sVwNeZ_0Yn9l_J6IINBC1oQme9oENWpar0",{"id":3607,"title":325,"accent":326,"age":327,"backdrop":328,"bggUrl":329,"body":3608,"categories":3621,"components":3625,"cover":25,"description":3612,"duration":3677,"extension":36,"faq":3678,"firstGame":32,"industryLegend":3745,"lastReviewed":73,"locale":3387,"manualUrl":502,"mechanics":3758,"meta":3762,"navigation":81,"path":3763,"players":3764,"publisher":512,"quickStart":3766,"resourceLegend":3975,"rulesVersion":3988,"seo":3989,"sourceFiles":3990,"sourceNotes":3991,"stem":3992,"strategies":3993,"summary":4021,"videoLanguage":32,"videoUrl":32,"weight":786,"year":787,"__hash__":4022},"games\u002Fes\u002Fbrass-birmingham.md",{"type":12,"value":3609,"toc":3619},[3610,3613,3616],[15,3611,3612],{},"Brass: Birmingham te pone al frente de un negocio familiar en las Midlands\noccidentales entre 1770 y 1870. Empiezas en la era de los canales, cuando mover\ncarbón y mercancías por agua es la ventaja decisiva, y terminas en la era del\nferrocarril, con redes más rápidas y mercados más exigentes. No hay dados: todo\ndepende de las cartas que descartas, las losetas que construyes y los enlaces\nque abres.",[15,3614,3615],{},"A diferencia de otros euros, tus acciones no ocurren en el vacío: construir una\nmina o una fundición puede dar recursos a tus rivales, y vender a un comerciante\npuede abrir mercados que ambos usáis. Esa tensión entre competir y colaborar es\nlo que hace que cada partida se sienta distinta.",[15,3617,3618],{},"La partida se divide en dos eras. Al final de cada una puntúas tus enlaces y tus\nindustrias volteadas; entre ambas se retiran las losetas de nivel 1 y se repone\nla mesa. El ganador es quien termina con más puntos tras la era del ferrocarril.",{"title":25,"searchDepth":26,"depth":26,"links":3620},[],[3622,3623,3624],"Económico","Industrial","Era victoriana",[3626,3629,3632,3635,3638,3641,3644,3647,3650,3653,3656,3659,3662,3665,3668,3671,3674],{"image":328,"alt":3627,"label":3628},"Mat de jugador con los espacios de industria, ingresos y puntos de victoria.","Mat de jugador",{"image":352,"alt":3630,"label":3631},"Losetas de industria, con su cara frontal y su cara volteada.","Losetas de industria",{"image":356,"alt":3633,"label":3634},"Loseta de comerciante con el apretón de manos.","Comerciantes",{"image":360,"alt":3636,"label":3637},"Loseta de enlace de canal.","Enlaces de canal",{"image":364,"alt":3639,"label":3640},"Loseta de enlace de ferrocarril.","Enlaces de ferrocarril",{"image":368,"alt":3642,"label":3643},"Ficha hexagonal de puntos de victoria.","Puntos de victoria",{"image":372,"alt":3645,"label":3646},"Pista de progreso con espacios de ingresos y puntos de victoria.","Ingresos y progreso",{"image":376,"alt":3648,"label":3649},"Pista de orden de turno con fichas de personaje.","Orden de turno",{"image":380,"alt":3651,"label":3652},"Carta de localización de Birmingham.","Cartas de localización",{"image":384,"alt":3654,"label":3655},"Carta de industria con su icono de construcción.","Cartas de industria",{"image":388,"alt":3657,"label":3658},"Carta comodín de localización.","Comodín de localización",{"image":392,"alt":3660,"label":3661},"Carta comodín de industria.","Comodín de industria",{"image":396,"alt":3663,"label":3664},"Loseta de comerciante de algodón.","Comerciante de algodón",{"image":400,"alt":3666,"label":3667},"Loseta de comerciante de alfarería.","Comerciante de alfarería",{"image":404,"alt":3669,"label":3670},"Loseta de comerciante de manufacturas.","Comerciante de manufacturas",{"image":408,"alt":3672,"label":3673},"Anatomía de una loseta de industria volteada, con sus puntos e ingresos.","Loseta volteada",{"image":412,"alt":3675,"label":3676},"Sección del mat de jugador con el mercado y los costes.","Mercado",{"min":35,"max":416},[3679,3685,3691,3697,3702,3707,3712,3717,3722,3728,3734,3739],{"category":39,"tags":3680,"question":3683,"answer":3684},[3681,3682],"preparación","dinero","¿Cuánto dinero y cuántas cartas recibe cada jugador al empezar?","Cada jugador recibe 17 £, coloca su marcador de PV en 0 y el de ingresos en 10 de la pista de progreso, y roba 8 cartas. Además, elige una ficha de personaje, coloca sus losetas de enlace y organiza sus losetas de industria en el mat. Las fichas de personaje se barajan y se ponen en orden aleatorio en la pista de orden de turno; el primero de esa pista empieza la partida.",{"category":50,"tags":3686,"question":3689,"answer":3690},[3687,3688],"red","conexión","¿Qué diferencia hay entre mi red y estar conectado?","Tu red son las localizaciones donde tienes una loseta o que son adyacentes a uno de tus enlaces; limita dónde puedes construir con cartas de industria y dónde puedes poner enlaces. Estar conectado significa que puedes trazar una línea de enlaces, de cualquier jugador, entre dos puntos; se usa para transportar carbón, usar cerveza ajena y vender. Una localización puede estar en tu red y no estar conectada con otra parte de ella.",{"category":43,"tags":3692,"question":3695,"answer":3696},[3693,3694],"acciones","cartas","¿Cuántas acciones y cartas tengo por turno?","En la primera ronda de la era de canales haces 1 acción; después, 2 acciones por turno. Por cada acción debes descartar una carta de tu mano (los comodines vuelven a su pila). Puedes elegir la misma acción dos veces. Al final de tu turno, si la partida sigue, robas hasta tener 8 cartas.",{"category":50,"tags":3698,"question":3700,"answer":3701},[3699,3688],"carbón","¿Cómo se consume el carbón?","El carbón se usa para construir enlaces de ferrocarril y algunas industrias, y la nueva loseta debe estar conectada a una mina de carbón sin voltear. Consumes primero la mina conectada más cercana, y de tan pocas localizaciones como sea posible; es gratis y no importa de quién sea. Si no hay minas conectadas, puedes comprarlo en el mercado si estás conectado a una localización de comerciante; si no hay cubos, cuesta 8 £ cada uno. Si no hay fuente ni conexión al mercado, no puedes construir.",{"category":50,"tags":3703,"question":3705,"answer":3706},[3704,443],"hierro","¿Cómo se consume el hierro?","El hierro se usa para Develop y para construir algunas industrias. No requiere conexión: puedes tomarlo gratis de cualquier fundición sin voltear del tablero, incluso de varias. Si no quedan, puedes comprarlo en el mercado a 6 £ cada uno, también sin conexión. El hierro se paga cubo a cubo, no por lotes.",{"category":50,"tags":3708,"question":3710,"answer":3711},[3709,449],"cerveza","¿De dónde puedo sacar cerveza?","Tienes tres fuentes gratuitas: tus cervecerías sin voltear en cualquier lugar (sin conexión), cervecerías sin voltear de otros jugadores (con conexión entre la cervecería y el lugar donde la necesitas) y la cerveza del comerciante al que vendes (solo la de ese comerciante). No se puede comprar cerveza. Si no hay cerveza disponible, no puedes realizar una acción que la requiera.",{"category":43,"tags":3713,"question":3715,"answer":3716},[449,3714],"venta","¿Cómo funciona la acción Sell?","Descartas una carta y eliges una de tus losetas sin voltear de fábrica de algodón, manufactura o alfarería que esté conectada a un comerciante con ese icono. Consumes la cerveza indicada en la loseta y la volteas: ganas los PV y el aumento de ingresos. Puedes repetir el proceso para otras losetas como parte de la misma acción. Si usas la cerveza del comerciante, también obtienes su bonus: desarrollar en Gloucester, ingresos en Oxford, PV en Nottingham o Shrewsbury, o 5 £ en Warrington.",{"category":50,"tags":3718,"question":3720,"answer":3721},[3699,3719],"mercado","Conecté mi mina a una ciudad comercial después de construirla. ¿Puedo vender el carbón al mercado?","No. La mina debe estar conectada al mercado en el momento en que la construyes; esa es la única oportunidad de mover carbón al mercado. Si la conectas después, el carbón se queda en la loseta. Lo mismo aplica a la fundición y al hierro.",{"category":50,"tags":3723,"question":3726,"answer":3727},[3724,3725],"era de canales","construcción","¿Puedo poner una segunda loseta en la misma localización en la era de canales si la primera está volteada?","No. En la era de canales puedes tener como máximo una loseta de industria por localización, esté volteada o no. Voltear una loseta no libera el espacio ni cambia su propiedad. En la era del ferrocarril sí puedes construir varias losetas en la misma localización.",{"category":66,"tags":3729,"question":3732,"answer":3733},[3730,3731],"puntuación","desempate","¿Cómo se puntúa y cómo se desempata?","Al final de cada era puntúas 1 PV por cada hexágono negro adyacente a cada uno de tus enlaces y los PV de tus losetas volteadas. En la era de canales los enlaces se retiran después de puntuar. Al final de la era del ferrocarril gana quien tenga más PV. Si hay empate, primero gana quien tenga el marcador de ingresos más avanzado en la pista; si coincide, quien tenga más dinero.",{"category":70,"tags":3735,"question":3737,"answer":3738},[3724,3736],"final","¿Qué pasa al final de la era de canales?","Se puntúan enlaces y losetas volteadas; se retiran los enlaces y todas las losetas de nivel 1 del tablero (no del mat); se repone 1 cerveza en cada espacio de cerveza de comerciante no vacío; se barajan los descartes para formar un nuevo mazo y cada jugador roba 8 cartas. Empieza la era del ferrocarril. Las losetas de nivel 1 no vuelven al tablero, pero siguen en el mat para Develop.",{"category":66,"tags":3740,"question":3743,"answer":3744},[3741,3742],"ingresos","deuda","¿Qué pasa si mi nivel de ingresos es negativo y no puedo pagar?","Debes pagar la diferencia al banco. Si no tienes suficiente dinero, retiras una o más de tus losetas de industria (con sus recursos) y las devuelves a la caja hasta cubrir la deuda; no puedes venderlos por otro motivo. Si aun así no llegas, pierdes 1 PV por cada 1 £ que falte. Los ingresos no se cobran en la última ronda de la partida.",[3746,3748,3750,3752,3754,3756],{"icon":485,"label":3747},"Manufactura",{"icon":488,"label":3749},"Fábrica de algodón",{"icon":491,"label":3751},"Cervecería",{"icon":494,"label":3753},"Alfarería",{"icon":497,"label":3755},"Fundición",{"icon":500,"label":3757},"Mina de carbón",[3759,3760,3389,3761],"Construcción de red","Colocación de losetas","Economía",{},"\u002Fes\u002Fbrass-birmingham",{"min":26,"max":84,"best":3765},[511,84],{"pitch":3767,"pitchCheck":3768,"setup":3774,"turn":3864,"mistakes":3941,"winning":3968,"winningCheck":3969},"Brass: Birmingham es un juego económico para 2–4 jugadores ambientado en la Revolución Industrial. Durante dos eras —primero canales y después ferrocarriles— construyes industrias, las conectas con mercados y vendes productos para ganar puntos de victoria. En tu turno descartas una carta y realizas una acción: construir, crear red, desarrollar, vender, pedir un préstamo, explorar o pasar; normalmente haces dos acciones por turno, aunque en la primera ronda de la era de canales solo haces una. Las minas de carbón, fundiciones y cervecerías se voltean cuando se agota su recurso; las fábricas de algodón, manufacturas y alfarerías se voltean al vender su producto a un comerciante usando cerveza. Al final de cada era puntúas tus losetas volteadas y tus enlaces; tras la era del ferrocarril gana quien tenga más puntos. La clave es una red eficiente, ingresos estables y aprovechar que tus acciones también pueden beneficiar a tus rivales.",{"question":3769,"options":3770,"answer":94,"explanation":3773},"¿Qué se puntúa al final de cada era?",[3771,3772],"Los enlaces y las losetas volteadas","Las cartas que te quedan","Cada era puntúa enlaces y losetas volteadas.",[3775,3787,3798,3810,3822,3833,3844,3854],{"text":3776,"images":3777,"check":3781},"Elegid la cara del tablero, día o noche (solo cambia el arte), y ponedlo en el centro de la mesa.",[3778],{"src":526,"alt":3779,"label":3780},"Sección del tablero de Brass: Birmingham con localizaciones industriales como Walsall y Oxford.","El tablero y sus localizaciones",{"question":3782,"options":3783,"answer":94,"explanation":3786},"¿Qué cambia al elegir la cara día o noche del tablero?",[3784,3785],"Solo el arte","Las reglas y los costes","Las dos caras son la misma partida con distinta ilustración.",{"text":3788,"images":3789,"check":3793},"Con menos de 4 jugadores, retirad las cartas y losetas de comerciante con un número de jugadores mayor que el vuestro. Barajad las losetas de comerciante restantes y colocad una boca arriba en cada espacio de comerciante marcado con vuestro número de jugadores. En 2 jugadores no se colocan en Warrington ni Nottingham; en 3, no se colocan en Nottingham.",[3790],{"src":539,"alt":3791,"label":3792},"Localización de comerciante de Oxford con sus espacios de cerveza y mercado.","Localización de comerciante",{"question":3794,"options":3795,"answer":94,"explanation":3797},"En una partida de 2 jugadores, ¿se coloca loseta de comerciante en Warrington?",[545,3796],"Sí","Con menos de 4 jugadores se retiran las losetas de los espacios marcados para más jugadores.",{"text":3799,"images":3800,"check":3804},"Colocad 1 barril de cerveza en cada espacio de cerveza que haya junto a una loseta de comerciante no vacía.",[3801],{"src":356,"alt":3802,"label":3803},"Loseta de comerciante con el apretón de manos y espacios de cerveza.","Loseta de comerciante",{"question":3805,"options":3806,"answer":94,"explanation":3809},"¿Dónde va cada barril de cerveza al montar?",[3807,3808],"En cada espacio de cerveza junto a una loseta de comerciante no vacía","En el mat de cada jugador","La cerveza inicial se coloca en los espacios junto a comerciantes.",{"text":3811,"images":3812,"check":3816},"Preparad el mercado: 1 cubo negro en cada espacio de carbón, dejando libre un espacio de 1 £; 1 cubo naranja en cada espacio de hierro, dejando libres los dos espacios de 1 £. El resto de cubos y barriles es suministro ilimitado.",[3813],{"src":412,"alt":3814,"label":3815},"Mercado de carbón y hierro del tablero con los cubos de suministro y los espacios de precio.","Mercado de carbón y hierro",{"question":3817,"options":3818,"answer":94,"explanation":3821},"¿Cuántos espacios de carbón se dejan libres al preparar el mercado?",[3819,3820],"Uno de 1 £","Ninguno","Se deja libre un espacio de carbón de 1 £ y los dos de hierro de 1 £.",{"text":3823,"images":3824,"check":3827},"Cada jugador elige color y coge su mat (lado día o noche), 17 £, su ficha de personaje, sus losetas de enlace y sus losetas de industria. Coloca el marcador de PV en 0 y el de ingresos en 10 de la pista de progreso.",[3825],{"src":328,"alt":3826,"label":3628},"Mat de jugador con los espacios para apilar las losetas de industria por tipo y nivel.",{"question":3828,"options":3829,"answer":94,"explanation":3832},"¿Con cuánto dinero empieza cada jugador?",[3830,3831],"17 £","10 £","Cada jugador recibe 17 £ al empezar.",{"text":3834,"images":3835,"check":3838},"Organizad las losetas de industria en el mat por tipo y nivel, con la cara negra hacia abajo. Las losetas de nivel inferior deben retirarse antes de construir las superiores.",[3836],{"src":352,"alt":3837,"label":3631},"Losetas de industria de Brass: Birmingham, con su cara frontal y su cara volteada.",{"question":3839,"options":3840,"answer":94,"explanation":3843},"¿Con qué cara se apilan las losetas de industria en el mat?",[3841,3842],"Cara negra hacia abajo","Cara de color hacia arriba","Se apilan por tipo y nivel con la cara negra hacia abajo.",{"text":3845,"images":3846,"check":3848},"Barajad las fichas de personaje y colocadlas en orden aleatorio en la pista de orden de turno.",[3847],{"src":376,"alt":3648,"label":3649},{"question":3849,"options":3850,"answer":94,"explanation":3853},"¿Cómo se colocan las fichas de orden de turno?",[3851,3852],"En orden aleatorio","Por orden de edad","Se barajan y se colocan al azar en la pista.",{"text":3855,"images":3856,"check":3860},"Barajad el mazo de robo (cartas de localización e industria), dejad los comodines de localización e industria boca arriba en sus zonas y repartid 8 cartas a cada jugador. El dinero se coloca al lado del tablero como banco.",[3857],{"src":380,"alt":3858,"label":3859},"Carta de localización de Birmingham y carta de industria.","Carta de localización",{"question":3861,"options":3862,"answer":94,"explanation":3863},"¿Cuántas cartas recibe cada jugador al empezar?",[613,107],"Se reparten 8 cartas a cada jugador.",[3865,3876,3892,3905,3916,3929],{"title":3866,"text":3867,"images":3868,"check":3872},"Descarta y elige acción","En la primera ronda de la era de canales haces 1 acción; en el resto, 2. Por cada acción descartas una carta de tu mano. Los comodines vuelven a su pila cuando se descartan. Puedes repetir la misma acción.",[3869],{"src":380,"alt":3870,"label":3871},"Una carta de localización y una carta de industria, los dos tipos que se descartan para actuar.","Descartar una carta",{"question":3873,"options":3874,"answer":94,"explanation":3875},"¿Cuántas acciones haces en la primera ronda de la era de canales?",[3520,3521],"Solo la primera ronda de canales permite una única acción.",{"title":3877,"text":3878,"images":3879,"check":3886},"Resuelve la acción","Elige entre Build, Network, Develop, Sell, Loan, Scout o Pass. Paga el coste en dinero, carbón o hierro, y consume los recursos que pida la acción.",[3880,3883],{"src":634,"alt":3881,"label":3882},"Ejemplo de colocación de una loseta de industria en un espacio compatible.","Colocación de loseta",{"src":637,"alt":3884,"label":3885},"Localización industrial de Walsall en el tablero de Brass: Birmingham.","Localización industrial",{"question":3887,"options":3888,"answer":94,"explanation":3891},"¿Qué se paga al construir?",[3889,3890],"El coste en dinero y los recursos que pida","Solo puntos de victoria","Cada acción tiene coste en dinero y, a veces, en carbón o hierro.",{"title":3893,"text":3894,"images":3895,"check":3899},"Coloca el dinero gastado","Todo el dinero que gastes en el turno se apila sobre tu ficha de personaje en la pista de orden de turno. Ese dinero no vuelve a tu reserva hasta el final de la ronda.",[3896],{"src":651,"alt":3897,"label":3898},"Coste de una loseta de industria mostrado en el mat de jugador.","Costes de construcción",{"question":3900,"options":3901,"answer":94,"explanation":3904},"¿Dónde va el dinero que gastas?",[3902,3903],"Sobre tu ficha en la pista de orden de turno","De vuelta al banco","El dinero gastado se apila sobre tu ficha hasta el final de la ronda.",{"title":3906,"text":3907,"images":3908,"check":3912},"Repón la mano","Al terminar tus acciones, si la partida continúa, robas hasta tener 8 cartas. Si el mazo se agota, no robas más: tu mano irá bajando al final de cada ronda.",[3909],{"src":384,"alt":3910,"label":3911},"Carta de industria con el icono que determina qué loseta se puede construir.","Carta de industria",{"question":3913,"options":3914,"answer":94,"explanation":3915},"¿Hasta cuántas cartas robas al final de tus acciones?",[613,107],"Robas hasta tener 8 cartas si el mazo lo permite.",{"title":3917,"text":3918,"images":3919,"check":3923},"Cobra ingresos y reordena turnos","Al final de la ronda cobras tu nivel de ingresos (no en la última ronda de la partida). Si es negativo, pagas; si no puedes, retiras losetas o pierdes PV. Después, quien menos gastó juega primero en la ronda siguiente; los empates mantienen su orden relativo. El dinero gastado vuelve al banco.",[3920],{"src":372,"alt":3921,"label":3922},"Pista de progreso con los marcadores de ingresos y puntos de victoria.","Pista de progreso",{"question":3924,"options":3925,"answer":94,"explanation":3928},"¿Quién juega primero en la ronda siguiente?",[3926,3927],"Quien menos gastó","Quien más gastó","El orden se reordena por gasto: primero quien menos gastó.",{"title":3930,"text":3931,"images":3932,"check":3936},"Cierra la era","Al final de cada era se puntúan los enlaces y las losetas volteadas. En la era de canales se retiran los enlaces y las losetas de nivel 1 del tablero, se repone la cerveza de los comerciantes, se barajan los descartes y se reparten 8 cartas. Después empieza la era del ferrocarril.",[3933],{"src":372,"alt":3934,"label":3935},"Pista de progreso con los marcadores de ingresos y puntos de victoria usados al cerrar una era.","Puntuar una era",{"question":3937,"options":3938,"answer":94,"explanation":3773},"¿Qué se puntúa al cerrar la era?",[3939,3940],"Enlaces y losetas volteadas","Solo el dinero no gastado",[3942,3951,3959],{"title":3943,"text":3944,"check":3945},"Confundir tu red con estar conectado","Tu red son las localizaciones donde tienes una loseta o que son adyacentes a uno de tus enlaces; sirve para construir y poner enlaces. Estar conectado es poder trazar una línea de enlaces de cualquier jugador; sirve para transportar carbón, usar cerveza ajena y vender. Una localización puede estar en tu red y no estar conectada con otra parte de ella.",{"question":3946,"options":3947,"answer":94,"explanation":3950},"¿Estar en tu red es lo mismo que estar conectado?",[3948,3949],"No: red sirve para construir; conexión, para transportar y vender","Sí, son sinónimos","La red es el área donde construyes; la conexión es la línea de enlaces para mover recursos.",{"title":3952,"text":3953,"check":3954},"Exigir conexión para todo","El hierro no necesita conexión, y tu propia cerveza tampoco: puedes tomarla de tus cervecerías estén donde estén. En cambio, el carbón sí necesita conexión con una mina o con el mercado, y la cerveza de otro jugador también necesita conexión.",{"question":3955,"options":3956,"answer":94,"explanation":3958},"¿El hierro necesita conexión para usarse?",[545,3957],"Sí, siempre","El hierro no necesita conexión; el carbón sí necesita conexión con mina o mercado.",{"title":3960,"text":3961,"check":3962},"Creer que voltear libera la localización","En la era de canales solo puede haber una loseta de industria por localización, esté volteada o no. Además, la alfarería con el icono de la bombilla tachada no se puede retirar con Develop: solo se quita del mat al construirla.",{"question":3963,"options":3964,"answer":94,"explanation":3967},"¿Voltear una loseta libera la localización?",[3965,3966],"No, sigue ocupando la localización","Sí, se retira","En la era de canales solo cabe una loseta por localización, volteada o no.","Al final de cada era puntúas 1 PV por cada hexágono negro adyacente a cada uno de tus enlaces y los PV de tus losetas volteadas. En la era de canales los enlaces se retiran después de puntuar. La partida termina al final de la era del ferrocarril y gana quien tenga más PV. Los empates se resuelven por la posición del marcador de ingresos en la pista y, si sigue el empate, por el dinero restante.",{"question":3970,"options":3971,"answer":94,"explanation":3974},"¿Quién gana la partida?",[3972,3973],"Quien tenga más puntos tras la era del ferrocarril","Quien tenga más dinero","Gana quien suma más puntos al final de la era del ferrocarril.",[3976,3978,3980,3982,3984,3986],{"icon":733,"label":3977},"Carbón",{"icon":736,"label":3979},"Hierro",{"icon":739,"label":3981},"Cerveza",{"icon":742,"label":3983},"PV",{"icon":745,"label":3985},"Era de canales",{"icon":748,"label":3987},"Era del ferrocarril","Teaching Guide + FAQ (Roxley, 2023); preparación completada con el reglamento oficial (EOG v1.2, 2019)",{"title":325,"description":3612},[753,754],"El PDF aportado es una guía didáctica y FAQ: no incluye la preparación completa ni estrategias. La preparación se completó con el reglamento oficial; las estrategias son propuestas editoriales pendientes de revisión.","es\u002Fbrass-birmingham",[3994,3997,4000,4003,4006,4009,4012,4015,4018],{"level":290,"title":3995,"text":3996},"Construye dentro de tu red","No te disperses por el mapa. Cada construcción debe estar en tu red o conectada por una carta de localización; los enlaces abren el mapa, pero cuestan dinero y, en la era del ferrocarril, también carbón. Elige una zona y crece desde ahí.",{"level":290,"title":3998,"text":3999},"Voltea losetas pronto","Una loseta volteada da PV e ingresos. Las minas, fundiciones y cervecerías se voltean cuando se consume su recurso; las fábricas de algodón, manufacturas y alfarerías se voltean al vender su producto con cerveza. No acumules losetas sin voltear: producen poco y no puntúan.",{"level":290,"title":4001,"text":4002},"No pidas préstamos sin plan","El préstamo te da 30 £, pero baja tu marcador 3 niveles de ingresos. Úsalo para financiar una jugada que te devuelva ingresos o te abra una venta importante, no para tapar un agujero que volverá en la siguiente ronda.",{"level":300,"title":4004,"text":4005},"Prepara el cierre de la era de canales","Los enlaces puntúan por los hexágonos negros adyacentes. Colócalos junto a las losetas que vas a voltear y no inviertas demasiado en losetas de nivel 1, que desaparecen del tablero al final de la era. Lo que construyas ahora debe dejar una base para el ferrocarril.",{"level":300,"title":4007,"text":4008},"Elige el comerciante por su bonus","La cerveza del comerciante no solo sirve para vender: Gloucester te deja desarrollar gratis, Oxford sube ingresos, Nottingham y Shrewsbury dan PV y Warrington paga 5 £. A veces merece la pena vender a un comerciante algo menos cómodo para llevarte ese bonus.",{"level":300,"title":4010,"text":4011},"Juega con el orden de turno","Quien menos gasta juega primero en la ronda siguiente. A veces gastar un poco más o un poco menos cambia quién controla el turno y qué losetas quedan disponibles. No ignores el orden cuando compites por una misma localización o por el mercado.",{"level":310,"title":4013,"text":4014},"Controla el carbón y el hierro","Construir minas y fundiciones en tu red te da recursos gratis y se los niega a los rivales. Si no quedan cubos en el tablero, puedes sobreconstruir una mina o una fundición ajena; a veces conviene forzar esa situación para cerrar una ruta de suministro.",{"level":310,"title":4016,"text":4017},"Valora el doble enlace de ferrocarril","Un solo Network puede colocar 2 enlaces de ferrocarril por 15 £, 2 carbón y 1 cerveza. Es caro, pero conecta dos zonas y puede desbloquear varias ventas en el mismo turno. No lo intentes si solo te queda un enlace o si no puedes pagar los recursos.",{"level":310,"title":4019,"text":4020},"Convierte ingresos en puntos, no al revés","El nivel de ingresos desempata y sostiene tu economía, pero los PV vienen de los enlaces y de las losetas volteadas. Al final de la partida no cobras ingresos; no sacrifiques una venta o un enlace que puntúa solo para subir un nivel de ingresos que ya no vas a cobrar.","Construye industrias, conecta ciudades y vende tus productos en la Inglaterra industrial.","eTHKvTPbk06jolcgbOxcTJGDNsFvS18yvihIri3Po3M",{"id":4024,"title":791,"accent":326,"age":327,"backdrop":32,"bggUrl":792,"body":4025,"categories":4038,"components":32,"cover":32,"description":4029,"duration":4042,"extension":36,"faq":4043,"firstGame":4065,"industryLegend":32,"lastReviewed":73,"locale":3387,"manualUrl":928,"mechanics":4151,"meta":4155,"navigation":81,"path":4156,"players":4157,"publisher":938,"quickStart":4159,"resourceLegend":32,"rulesVersion":4345,"seo":4346,"sourceFiles":4347,"sourceNotes":4348,"stem":4349,"strategies":4350,"summary":4378,"videoLanguage":32,"videoUrl":32,"weight":1159,"year":1160,"__hash__":4379},"games\u002Fes\u002Fdune-house-secrets.md",{"type":12,"value":4026,"toc":4036},[4027,4030,4033],[15,4028,4029],{},"Dune: House Secrets no se juega con puntos: se juega con información. Cada\nencuentro es una escena que os da datos, abre nuevas pistas y os cuesta tiempo,\ny el capítulo termina cuando el tiempo se agota, no cuando habéis visto todo.",[15,4031,4032],{},"Esa escasez es el motor: el grupo tiene que decidir qué línea de investigación\nmerece la pena, qué recurso gastar para girar una carta y cuándo dejar de\nperseguir una pista secundaria. Las consecuencias no son un castigo moral, sino\nla forma de medir cuánto os habéis expuesto.",[15,4034,4035],{},"Al final de cada capítulo, el informe de situación convierte vuestras\nconclusiones en decisiones de historia. Por eso conviene llevar notas ordenadas:\nen el capítulo siguiente, lo que anotasteis es lo que podréis perseguir.",{"title":25,"searchDepth":26,"depth":26,"links":4037},[],[4039,4040,4041],"Cooperativo","Narrativo","Deducción",{"min":811,"max":812},[4044,4047,4050,4053,4056,4059,4062],{"category":39,"question":4045,"answer":4046},"¿Se puede jugar en solitario?","Sí. Es cooperativo de 1 a 4 jugadores y en solitario llevas varios personajes y sus abogados sin cambios de reglas.",{"category":39,"question":4048,"answer":4049},"¿Hace falta la web para jugar?","Sí, la usa para los vídeos de introducción de cada capítulo y para el informe de situación del final. Las cartas y el tablero se juegan en mesa.",{"category":43,"question":4051,"answer":4052},"¿Qué hago si una instrucción me pide girar una carta?","Giras la carta y accedes a su reverso, normalmente pagando un recurso o robando una consecuencia. La decisión se toma en ese momento y ya no se puede recuperar.",{"category":43,"question":4054,"answer":4055},"¿Los recursos gastados vuelven a la reserva?","No. Se descartan cuando se gastan y solo vuelven si una instrucción los devuelve. La hoja de progreso anota los que os quedan entre capítulos.",{"category":50,"question":4057,"answer":4058},"¿Qué pasa al llegar al final de la pista de consecuencia?","Tenéis que entrar en la web y leer History@006, que desbloquea información extra de la historia. No termina el capítulo: es una escena adicional.",{"category":70,"question":4060,"answer":4061},"¿Se puede rejugar un capítulo?","Sí, reiniciándolo en la web con todas las cartas de ese capítulo devueltas al mazo en orden. Al reiniciar se borra el progreso de ese capítulo.",{"category":70,"question":4063,"answer":4064},"¿Se pierde la partida?","No hay derrota. Si llegáis justos de tiempo o con muchas consecuencias, tendréis menos experiencia y una historia distinta.",{"title":4066,"intro":4067,"phases":4068},"Vuestro primer capítulo","Guía corta para sentar al grupo por primera vez: el prólogo está pensado como tutorial y dura bastante menos que un capítulo normal.",[4069,4109],{"id":840,"label":4070,"steps":4071},"Preparad la mesa",[4072,4084,4096],{"title":4073,"text":4074,"images":4075,"check":4078},"Tablero y reserva","Poned el tablero con el marcador de consecuencia a la izquierda y reservad sitio para los recursos. Barajad encuentros y activos con sus cartas de portada arriba.",[4076],{"src":848,"alt":4077,"label":4073},"Tablero con el marcador de consecuencia a la izquierda y sitio para la reserva de recursos.",{"question":4079,"options":4080,"answer":94,"explanation":4083},"¿Dónde empieza el marcador de consecuencia?",[4081,4082],"En la casilla más a la izquierda de su pista","En la casilla central","El marcador empieza a la izquierda y avanza con las consecuencias que sufráis.",{"title":4085,"text":4086,"images":4087,"check":4090},"Personajes","Cada jugador elige un personaje y toma su recurso inicial. Los personajes sin jugador pasan a abogados y aportan dos recursos cada uno a la reserva común.",[4088],{"src":861,"alt":4089,"label":4085},"Lado de jugador y lado de abogado de los tableros de personaje.",{"question":4091,"options":4092,"answer":94,"explanation":4095},"¿Qué aportan los personajes que nadie elige?",[4093,4094],"Dos recursos cada uno como abogados","Nada, se guardan en la caja","Los personajes no elegidos se giran a abogado y suman recursos al equipo.",{"title":4097,"text":4098,"images":4099,"check":4103},"Web y capítulo","Entrad en la web oficial, elegid el prólogo (P) y ved el vídeo. Después leed la introducción del capítulo y colocad el tiempo donde indique.",[4100],{"src":874,"alt":4101,"label":4102},"El juego montado en la mesa antes de abrir el capítulo en la web.","Listos para el capítulo",{"question":4104,"options":4105,"answer":94,"explanation":4108},"¿Con qué capítulo empieza la historia?",[4106,4107],"Con el prólogo, marcado con P","Con el capítulo III","El prólogo (P) enseña el juego y es más corto que los capítulos I, II y III.",{"id":884,"label":4110,"steps":4111},"Jugad el capítulo",[4112,4125,4138],{"title":4113,"text":4114,"images":4115,"check":4119},"Seguid las pistas","Elegid uno de los encuentros iniciales que da la introducción, pagad su coste si lo tiene y robad la carta: el tiempo baja una casilla.",[4116],{"src":892,"alt":4117,"label":4118},"Carta de encuentro que se persigue, con su número e instrucciones.","Seguir una pista",{"question":4120,"options":4121,"answer":94,"explanation":4124},"¿Cuándo se paga el acceso a un encuentro?",[4122,4123],"Antes de robarlo","Después de leerlo","El coste se paga antes de robar la carta.",{"title":4126,"text":4127,"images":4128,"check":4132},"Leed en voz alta","Leed el texto de trama y resolved las instrucciones en orden: girar la carta, robar activo, robar consecuencia o gastar recursos. Anotad los números nuevos.",[4129],{"src":892,"alt":4130,"label":4131},"Instrucciones de la carta de encuentro leídas en voz alta al grupo.","Leer en voz alta",{"question":4133,"options":4134,"answer":94,"explanation":4137},"¿Quién lee la carta de encuentro?",[4135,4136],"En voz alta, para todo el grupo","Cada jugador en silencio","La información se comparte hablando: todos jugáis la misma investigación.",{"title":4139,"text":4140,"images":4141,"check":4145},"Decidid y cerrad","Cuando lleguéis al informe de situación, resolved el encuentro y abrid el informe en la web. Elegid las propuestas, repartid experiencia y actualizad la hoja de progreso.",[4142],{"src":919,"alt":4143,"label":4144},"Pista de consecuencia y casilla del informe de situación al final del capítulo.","Informe de situación",{"question":4146,"options":4147,"answer":94,"explanation":4150},"¿Dónde se completa el informe de situación?",[4148,4149],"En la web oficial del juego","En la hoja de progreso en papel","El informe se elige en la web; la hoja de progreso recoge después lo que queda para el siguiente capítulo.",[4152,4153,4041,4154],"Narrativa ramificada","Gestión de recursos","Campaña",{},"\u002Fes\u002Fdune-house-secrets",{"min":936,"max":84,"best":4158},[26,511],{"pitch":4160,"pitchCheck":4161,"setup":4167,"turn":4244,"mistakes":4310,"winning":4338,"winningCheck":4339},"Dune: House Secrets es una aventura cooperativa por capítulos en la que encarnáis agentes de la resistencia contra los Harkonnen en Arrakis. Cada capítulo se juega resolviendo encuentros numerados: leéis la carta, gastáis recursos para acceder a algunas, anotáis qué encuentros quedan abiertos y avanzáis el marcador de tiempo. El tiempo es la verdadera moneda: cada carta robada lo baja una casilla y, cuando llega al informe de situación, el capítulo se acaba aunque queden cabos sueltos. Las fichas de consecuencia representan que los Harkonnen os han visto y restan experiencia. No hay ganadores ni perdedores: al final del capítulo la web os pide un informe con vuestras conclusiones, y esas respuestas cambian el capítulo siguiente.",{"question":4162,"options":4163,"answer":94,"explanation":4166},"¿Qué limita cuántos encuentros podéis resolver?",[4164,4165],"El marcador de tiempo del capítulo","El número de fichas de recurso","Cada encuentro revelado baja el tiempo una casilla; al llegar al informe de situación el capítulo termina.",[4168,4182,4196,4208,4220,4232],{"text":4169,"images":4170,"check":4177},"Poned el tablero en el centro, al alcance de todos, con el marcador en la casilla más a la izquierda de la pista de consecuencia. Reservad una zona junto al tablero para la reserva común de recursos.",[4171,4174],{"src":919,"alt":4172,"label":4173},"Pista de tiempo y pista de consecuencia del tablero de Dune: House Secrets.","Pistas de tiempo y consecuencia",{"src":848,"alt":4175,"label":4176},"Tablero de juego con la pista de tiempo, la pista de consecuencia y el informe de situación.","Tablero",{"question":4079,"options":4178,"answer":94,"explanation":4181},[4179,4180],"A la izquierda de su pista","En el centro de la pista","Empieza en la casilla más a la izquierda.",{"text":4183,"images":4184,"check":4191},"Cada jugador coge un tablero de personaje y elige uno para toda la historia; gana el recurso que indique. Los personajes que nadie elige se giran a su lado de abogado: entre todos aportan sus dos recursos a la reserva común.",[4185,4188],{"src":874,"alt":4186,"label":4187},"Fotografía de montaje del manual con el tablero, los recursos, los mazos y las fichas numeradas.","Montaje sobre la mesa",{"src":861,"alt":4189,"label":4190},"Tableros de personaje con su lado de jugador y su lado de abogado.","Tableros de personaje",{"question":4091,"options":4192,"answer":94,"explanation":4195},[4193,4194],"Dos recursos como abogados","Nada, se guardan","Los no elegidos se giran a abogado y dan dos recursos.",{"text":4197,"images":4198,"check":4202},"Barajad el mazo de encuentros y dejadlo con su carta de portada arriba, junto al tablero. Haced lo mismo con el mazo de activos: nadie mira cartas que no tenga accesibles.",[4199],{"src":874,"alt":4200,"label":4201},"Fotografía de montaje con el tablero, los mazos de encuentros y activos y la reserva de recursos.","Mazos sobre la mesa",{"question":4203,"options":4204,"answer":94,"explanation":4207},"¿Cómo se deja el mazo de encuentros?",[4205,4206],"Con su carta de portada arriba","Barajado y boca arriba","El mazo se deja tapado con su carta de portada.",{"text":4209,"images":4210,"check":4214},"Mezclad las fichas de consecuencia y dejadlas boca abajo formando la reserva de consecuencias. Tened papel y lápiz para anotar números de encuentro, activos y recursos: es parte del juego.",[4211],{"src":990,"alt":4212,"label":4213},"Fichas de consecuencia con su lado seguro y su lado de consecuencia.","Fichas de consecuencia",{"question":4215,"options":4216,"answer":94,"explanation":4219},"¿Dónde van las fichas de consecuencia?",[4217,4218],"Boca abajo en la reserva de consecuencias","Boca arriba sobre el tablero","Se mezclan y quedan boca abajo en su reserva.",{"text":4221,"images":4222,"check":4226},"Dejad cerca el mapa de Dune y el mapa de Tel Gezer. Entrad en la web oficial, elegid el capítulo que vais a jugar y ved el vídeo de introducción: después cogéis la introducción del capítulo (P, I, II o III) y colocáis el marcador de tiempo donde indique.",[4223],{"src":848,"alt":4224,"label":4225},"Tablero preparado para un capítulo, con el marcador de tiempo en su casilla inicial.","Preparación del capítulo",{"question":4227,"options":4228,"answer":94,"explanation":4231},"¿Qué se hace en la web antes de leer la introducción?",[4229,4230],"Ver el vídeo del capítulo","Elegir el informe de situación","El vídeo se ve antes de coger la introducción del capítulo.",{"text":4233,"images":4234,"check":4238},"Leed la introducción y preparad los encuentros iniciales que menciona. Cada encuentro tiene un número único; solo podéis leer o robar los que tengáis accesibles.",[4235],{"src":892,"alt":4236,"label":4237},"Carta de encuentro de Dune: House Secrets con texto de trama, instrucciones y encuentros posibles.","Carta de encuentro",{"question":4239,"options":4240,"answer":94,"explanation":4243},"¿Qué encuentros podéis leer?",[4241,4242],"Solo los que tengáis accesibles","Todos los del mazo","Solo se leen las cartas a las que el juego da acceso.",[4245,4258,4271,4284,4297],{"title":4246,"text":4247,"images":4248,"check":4252},"Elegid un encuentro accesible","De entre los encuentros que tengáis abiertos, decidid cuál perseguir. Si la carta pide un recurso para acceder, pagadlo de la reserva común antes de robar.",[4249],{"src":892,"alt":4250,"label":4251},"Carta de encuentro con su número único, texto de trama, instrucciones y encuentros posibles.","Encuentro abierto",{"question":4253,"options":4254,"answer":94,"explanation":4257},"¿De dónde salen los recursos que gastáis?",[4255,4256],"De la reserva común del equipo","De un mazo personal de cada jugador","Los recursos son del grupo y se guardan en una reserva común junto al tablero.",{"title":4259,"text":4260,"images":4261,"check":4265},"Robad, bajad el tiempo y leed","Robad la carta de encuentro indicada, bajad el marcador de tiempo una casilla y leedla en voz alta. Nadie más la lee por su cuenta: la información se comparte hablando.",[4262],{"src":919,"alt":4263,"label":4264},"Pista de tiempo con sus casillas de encuentro y el informe de situación.","Pista de tiempo",{"question":4266,"options":4267,"answer":94,"explanation":4270},"¿Cuánto baja el marcador de tiempo por encuentro?",[4268,4269],"Una casilla","Dos casillas","Cada encuentro revelado cuesta una casilla de tiempo.",{"title":4272,"text":4273,"images":4274,"check":4278},"Resolved las instrucciones","Aplicad las instrucciones en el orden en que aparecen: girar la carta pagando un recurso o robando una consecuencia, robar un activo, gastar recursos. Si una decisión depende de girar la carta, se toma antes de seguir.",[4275],{"src":892,"alt":4276,"label":4277},"Carta de encuentro con los iconos de instrucciones, el texto de trama y los encuentros a los que da acceso.","Instrucciones de la carta",{"question":4279,"options":4280,"answer":94,"explanation":4283},"¿Cuándo se decide girar una carta de encuentro?",[4281,4282],"Antes de perseguir otros encuentros","Al final del capítulo","La decisión de girar (y su coste) se toma antes de seguir; después ya no se puede volver.",{"title":4285,"text":4286,"images":4287,"check":4291},"Anotad lo que queda abierto","Apuntad los números de los encuentros y activos a los que habéis ganado acceso, y las consecuencias sufridas. Esa lista es el mapa de la investigación y se arrastra al capítulo siguiente.",[4288],{"src":874,"alt":4289,"label":4290},"Mesa con las cartas de encuentro, las fichas y la libreta para seguir la investigación.","Tomar notas",{"question":4292,"options":4293,"answer":94,"explanation":4296},"¿Para qué sirve anotar los números de encuentro?",[4294,4295],"Son los encuentros accesibles en este y en capítulos posteriores","Solo sirven para contar puntos al final","Los encuentros anotados siguen accesibles en capítulos posteriores: la libreta es la memoria de la campaña.",{"title":4298,"text":4299,"images":4300,"check":4304},"Cerrad el capítulo","Cuando el tiempo llega a la casilla de informe de situación, resolvéis ese último encuentro y el capítulo termina: toca el informe en la web, repartir la experiencia de la pista de consecuencia y gastarla en habilidades.",[4301],{"src":848,"alt":4302,"label":4303},"Tablero con la pista de consecuencia usada para repartir experiencia al cerrar el capítulo.","Cierre del capítulo",{"question":4305,"options":4306,"answer":94,"explanation":4309},"¿Qué pasa cuando el tiempo llega al informe de situación?",[4307,4308],"Se resuelve ese encuentro y el capítulo termina","Se repone el tiempo y se sigue jugando","El encuentro que llega al informe se resuelve y después se cierra el capítulo con el informe en la web.",[4311,4320,4329],{"title":4312,"text":4313,"check":4314},"Leer cartas que no tocan","Solo se puede leer lo que el juego os da acceso. Mirar el mazo de encuentros, las introducciones futuras o las cartas de capítulos que no jugáis rompe la historia y las deducciones.",{"question":4315,"options":4316,"answer":94,"explanation":4319},"¿Puedes mirar cartas de encuentro no accesibles?",[4317,4318],"No, solo las que el juego te da","Sí, si nadie te ve","Las cartas solo se leen cuando una instrucción os da acceso a ellas.",{"title":4321,"text":4322,"check":4323},"Intentar verlo todo","El tiempo no permite recorrer todos los encuentros: el juego está diseñado para que deduzcáis lo que falta. Elegir una línea y cerrarla vale más que abrir cinco a medias.",{"question":4324,"options":4325,"answer":94,"explanation":4328},"¿Se puede visitar todos los encuentros de un capítulo?",[4326,4327],"No, el tiempo no alcanza y hay que deducir","Sí, si no gastáis recursos","El tiempo está calculado para que sobren misterios: la deducción forma parte del juego.",{"title":4330,"text":4331,"check":4332},"Olvidar que los recursos no se reponen","Al empezar un capítulo no recibís recursos nuevos salvo lo que indique la hoja de progreso. Gastarlos en acceder a encuentros menores puede dejaros sin llave para el encuentro que importa.",{"question":4333,"options":4334,"answer":94,"explanation":4337},"¿Se recuperan los recursos entre capítulos?",[4335,4336],"No: se conservan los que anotasteis en la hoja de progreso","Sí, se reinician a los iniciales","La hoja de progreso guarda los recursos que quedan; no hay reposición automática.","No hay victoria ni derrota: la partida se juega para descubrir la historia. Al cerrar el capítulo completáis el informe de situación en la web, donde elegís propuestas sobre cómo actuar y esas decisiones cambian los capítulos siguientes. Después repartís la experiencia que marque la pista de consecuencia, la gastáis en pegatinas de habilidad para vuestros personajes y rellenáis la hoja de progreso. La campaña se compone de prólogo y tres capítulos, y se puede rejugar un capítulo reiniciándolo en la web.",{"question":4340,"options":4341,"answer":94,"explanation":4344},"¿Qué decide el informe de situación?",[4342,4343],"Las propuestas que eliges y que afectan a capítulos posteriores","Quién ha ganado la partida","El informe no reparte victoria: fija cómo sigue la historia en los capítulos siguientes.","Reglamento oficial EN (Portal Games, 2021)",{"title":791,"description":4029},[1127],"El manual cubre preparación, encuentros, tiempo, consecuencias y cierre de capítulo; el contenido de la historia vive en las cartas y en la web oficial.","es\u002Fdune-house-secrets",[4351,4354,4357,4360,4363,4366,4369,4372,4375],{"level":290,"title":4352,"text":4353},"Una libreta por grupo","Apuntad número, título y a qué dio acceso cada encuentro. Sin notas, en el capítulo siguiente no sabréis qué pistas siguen abiertas.",{"level":290,"title":4355,"text":4356},"Leed alto y despacio","El texto de la carta contiene las palabras clave que luego os pedirá el informe. Leerlo en voz alta evita deducciones basadas en recuerdos vagos.",{"level":290,"title":4358,"text":4359},"No giréis por curiosidad","Girar una carta cuesta recursos o consecuencias. Hacedlo cuando el reverso abra una línea que os interesa, no para ver qué hay.",{"level":300,"title":4361,"text":4362},"Repartid los recursos","Antes de gastar, preguntad quién necesita qué. Un recurso guardado para un encuentro clave vale más que dos accesos menores.",{"level":300,"title":4364,"text":4365},"Cubrid los tipos de pista","Si todos perseguís el mismo tipo de encuentro, os faltará contexto. Mezclad conversaciones, registros y búsquedas físicas.",{"level":300,"title":4367,"text":4368},"Usad la deliberación","La casilla de deliberación existe para ordenar conclusiones antes del informe. Parad ahí y poned en común qué habéis entendido.",{"level":310,"title":4370,"text":4371},"Planificad el tiempo al revés","Mirad cuántas casillas quedan y decidid qué encuentros son imprescindibles. El último tercio debería ir a cerrar la línea principal.",{"level":310,"title":4373,"text":4374},"Aceptad las consecuencias","A veces una consecuencia merece la pena por la información que da. La experiencia se recupera; una pista perdida no.",{"level":310,"title":4376,"text":4377},"Preparad el informe","Antes de abrir la web, acordad las respuestas. El informe premia coherencia, no velocidad: una hipótesis bien argumentada abre mejores capítulos.","Aventura cooperativa narrativa: resolved encuentros contra el reloj, deducid la trama y cerrad cada capítulo con un informe.","pBNYfXMybWjOVo538QDIgLEKng8jxF-Oomw06_2M-ZE",{"id":4381,"title":1164,"accent":1165,"age":108,"backdrop":1166,"bggUrl":1167,"body":4382,"categories":4395,"components":32,"cover":25,"description":4386,"duration":4398,"extension":36,"faq":4399,"firstGame":32,"industryLegend":32,"lastReviewed":73,"locale":3387,"manualUrl":1216,"mechanics":4428,"meta":4433,"navigation":81,"path":4434,"players":4435,"publisher":1227,"quickStart":4437,"resourceLegend":32,"rulesVersion":4632,"seo":4633,"sourceFiles":4634,"sourceNotes":4635,"stem":4636,"strategies":4637,"summary":4665,"videoLanguage":32,"videoUrl":32,"weight":1468,"year":1469,"__hash__":4666},"games\u002Fes\u002Fgang-rush-breakout.md",{"type":12,"value":4383,"toc":4393},[4384,4387,4390],[15,4385,4386],{},"Gang Rush: Breakout es una carrera con forma de fuga: los coches corren por un\npuente lleno de obstáculos, se disparan entre ellos y recogen el dinero que va\nquedando en el asfalto. No hay vueltas ni cronómetro: el puente es una única\nrecta con carriles, contenedores y rampas.",[15,4388,4389],{},"Cada ronda tiene dos fases muy marcadas. Primero se colocan peligros en orden\ninverso a la clasificación, así que el último decide dónde duelen. Después cada\njugador tira sus dados y convierte velocidad en movimiento, volantes en cambios\nde carril y disparos en daño para el rival.",[15,4391,4392],{},"La partida se decide por dinero, no por posición: puedes cruzar segundo y ganar,\no llegar primero y quedar descalificado por ser el último en la clasificación\nfinal. Esa doble meta —cobrar y no ser el último— es lo que convierte cada turno\nen una apuesta entre acelerar, disparar o reparar.",{"title":25,"searchDepth":26,"depth":26,"links":4394},[],[4396,1183,4397],"Carreras","Caos",{"min":1186,"max":35},[4400,4402,4405,4408,4411,4414,4417,4420,4422,4425],{"category":39,"question":3828,"answer":4401},"Depende del espacio que elija detrás de la línea de salida: cada uno tiene escrito su importe. Además, todos empiezan con una rampa.",{"category":43,"question":4403,"answer":4404},"¿En qué orden se colocan los peligros?","En orden inverso a la clasificación: empieza el último y termina el líder. Se revelan cinco peligros nuevos cada ronda y cada jugador coloca uno.",{"category":43,"question":4406,"answer":4407},"¿Puedo volver a tirar los dados?","Sí. Tiras cinco dados, apartas los que quieras y vuelves a tirar el resto hasta dos veces. Los resultados se aplican al final.",{"category":50,"question":4409,"answer":4410},"¿Cómo funciona el cambio de carril?","Cuesta 2 volantes por carril. Puedes cambiar varios carriles si te quedan volantes, y la aguja de velocidad te da volantes gratis según la velocidad.",{"category":50,"question":4412,"answer":4413},"¿Qué pasa si choco con otro coche?","El que provoca la colisión gasta un punto de movimiento para golpear y se queda en su sitio. Ambos pierden 1 punto de durabilidad y 100 $, que se dejan en el escenario.",{"category":50,"question":4415,"answer":4416},"¿Qué pasa si caigo al río?","La velocidad baja a 0 y al final del turno pagas 500 $ a la grúa para volver al espacio del que saliste o a uno adyacente si está ocupado.",{"category":43,"question":4418,"answer":4419},"¿Puedo comprar más de un bonus por turno?","No: las compras están limitadas a un bonus por turno. Comprar hace que se robe un bonus nuevo y que los demás bajen un nivel de precio.",{"category":66,"question":3970,"answer":4421},"Quien tenga más dinero al terminar, sumando recompensas por cruzar la meta y el dinero recogido, y descontando las deudas. El último clasificado no puede ganar aunque tenga más dinero.",{"category":70,"question":4423,"answer":4424},"¿Cuándo termina la carrera?","Cuando un coche cruza la meta, la carrera termina en cuanto los demás completan sus turnos en curso. Cada puesto de llegada da una recompensa distinta según el número de jugadores.",{"category":50,"question":4426,"answer":4427},"¿Para qué sirve la rampa?","Se coloca al principio del turno en un espacio sin peligros y se usa desde delante. Un salto perfecto no hace daño; uno bueno cuesta 100 $; uno fallido hace retroceder un espacio y cuesta 200 $ y 1 durabilidad.",[4429,4430,4431,4432],"Dados","Movimiento","Toma de riesgos","Combate",{},"\u002Fes\u002Fgang-rush-breakout",{"min":511,"max":1225,"best":4436},[84,1225],{"pitch":4438,"pitchCheck":4439,"setup":4445,"turn":4516,"mistakes":4597,"winning":4625,"winningCheck":4626},"Gang Rush: Breakout es una carrera de fuga para 3–5 jugadores. Eres un matón que debe llevar el botín al jefe: conduces un coche tuneado por un puente lleno de peligros, disparas a los rivales y recoges dinero del asfalto. Cada turno se revelan cinco peligros, que se colocan en orden inverso a la clasificación, y después cada jugador tira cinco dados y puede volver a tirar dos veces. Los dados dan velocidad, volantes, disparos, reparaciones y daños; la velocidad marca cuántos espacios avanzas. Al final del turno puedes vender los dados que no hayas usado por 100 $ cada uno. No gana quien cruza primero, sino quien termina con más dinero... siempre que no sea el último.",{"question":4440,"options":4441,"answer":94,"explanation":4444},"¿Quién gana la carrera?",[4442,4443],"Quien acabe con más dinero sin ser el último","Quien cruce primero","Gana el más rico, siempre que no sea el último clasificado.",[4446,4458,4470,4482,4494,4504],{"text":4447,"images":4448,"check":4452},"Montad el puente y separad los peligros y los bonus en dos pilas distintas. Barajad cada pila.",[4449],{"src":1166,"alt":4450,"label":4451},"Puente montado con coches, contenedores, peligros y dinero de Gang Rush: Breakout.","Puente y coches",{"question":4453,"options":4454,"answer":94,"explanation":4457},"¿Cuántas pilas se barajan al montar?",[4455,4456],"Dos: peligros y bonus","Tres: peligros, bonus y coches","Se barajan por separado peligros y bonus.",{"text":4459,"images":4460,"check":4464},"Colocad los peligros boca abajo a la derecha del puente y revelad los primeros cinco en línea, detrás de la línea de salida.",[4461],{"src":1253,"alt":4462,"label":4463},"Línea de cinco cartas de peligro colocadas tras la línea de salida.","Peligros en la carretera",{"question":4465,"options":4466,"answer":94,"explanation":4469},"¿Cuántos peligros se revelan al montar?",[4467,4468],"Cinco","Tres","Se revelan los cinco primeros peligros.",{"text":4471,"images":4472,"check":4476},"Colocad los bonus boca abajo a la izquierda y revelad los primeros cinco en línea: esa es la tienda. Ordenadlos con los dorados (permanentes) más cerca de la pila, luego los azules (temporales), los metálicos (instantáneos) y por último los grises (penalizaciones).",[4473],{"src":1266,"alt":4474,"label":4475},"Pilas de fichas de peligro y de bonus usadas para montar la carretera y la tienda.","Pilas de peligros y bonus",{"question":4477,"options":4478,"answer":94,"explanation":4481},"¿Cómo se ordenan los bonus revelados?",[4479,4480],"Dorados, azules, metálicos y grises","Al azar","La tienda se ordena por tipo de bonus.",{"text":4483,"images":4484,"check":4488},"El jugador más joven elige coche y lo coloca en uno de los cinco espacios detrás de la salida. Coge el dinero que indica ese espacio, su panel y una rampa. Después elige el siguiente más joven, y así hasta el mayor.",[4485],{"src":1166,"alt":4486,"label":4487},"Puente montado con los espacios de salida, los coches, las cartas de peligro y el dinero.","Espacios de salida",{"question":4489,"options":4490,"answer":94,"explanation":4493},"¿Quién elige coche primero?",[4491,4492],"El jugador más joven","El más veterano","Empieza el más joven y sigue el orden de edad.",{"text":4495,"images":4496,"check":4500},"Ajustad el panel de cada coche: la aguja a 0 mph y todos los indicadores de durabilidad en verde.",[4497],{"src":1291,"alt":4498,"label":4499},"Panel de coche con la aguja a 0 y los indicadores de durabilidad.","Panel al empezar",{"question":4501,"options":4502,"answer":94,"explanation":4503},"¿En qué posición se pone la aguja al empezar?",[1297,1298],"La aguja empieza a 0 y la durabilidad en verde.",{"text":4505,"images":4506,"check":4510},"En las primeras partidas, con 3 o 4 jugadores, revelad tantos peligros como jugadores haya y no abráis la tienda de bonus hasta que el grupo controle las reglas básicas.",[4507],{"src":1253,"alt":4508,"label":4509},"Cartas de peligro reveladas en línea para una partida de aprendizaje.","Peligros de la partida de aprendizaje",{"question":4511,"options":4512,"answer":94,"explanation":4515},"¿Qué se hace en las primeras partidas con 3 o 4 jugadores?",[4513,4514],"Revelar tantos peligros como jugadores y no abrir la tienda","Quitar los bonus","Es una variante de aprendizaje para no saturar la mesa.",[4517,4530,4543,4557,4568,4581],{"title":4518,"text":4519,"images":4520,"check":4524},"Orden por posición","Cada ronda empieza por el coche en cabeza, después el segundo, y así sucesivamente. Si hay empate, va primero el más rápido según su panel; si persiste, el que esté más a la izquierda.",[4521],{"src":1291,"alt":4522,"label":4523},"Panel usado para deshacer empates: el coche más rápido actúa primero.","Orden de turno y velocidad",{"question":4525,"options":4526,"answer":94,"explanation":4529},"¿Quién actúa primero en cada ronda?",[4527,4528],"El coche en cabeza","El último clasificado","La ronda empieza por el coche en cabeza.",{"title":4531,"text":4532,"images":4533,"check":4537},"Coloca los peligros","Se revelan cinco peligros nuevos y se colocan en orden inverso: empieza el último clasificado. Cada peligro va a un espacio vacío, y dos peligros del mismo tipo no pueden ocupar espacios adyacentes.",[4534],{"src":1253,"alt":4535,"label":4536},"Cartas de peligro colocadas en espacios vacíos a lo largo del puente.","Colocar peligros",{"question":4538,"options":4539,"answer":94,"explanation":4542},"¿En qué orden se colocan los peligros nuevos?",[4540,4541],"Del último clasificado al primero","Del primero al último","Los peligros se colocan en orden inverso a la clasificación.",{"title":4544,"text":4545,"images":4546,"check":4553},"Tira los dados","Tira cinco dados. Puedes apartar los que quieras y volver a tirar el resto hasta dos veces. Los resultados se aplican después.",[4547,4550],{"src":1291,"alt":4548,"label":4549},"Panel de coche con la aguja de velocidad, la durabilidad y los volantes gratis.","Panel de coche",{"src":1347,"alt":4551,"label":4552},"Los cinco dados personalizados de movimiento, reparación, daño y velocidad.","Los cinco dados",{"question":4554,"options":4555,"answer":94,"explanation":4556},"¿Cuántos dados se tiran?",[4467,4468],"Se tiran cinco dados y se pueden repetir dos veces.",{"title":4558,"text":4559,"images":4560,"check":4564},"Repara, acelera o frena","Cada reparación recupera 1 punto de durabilidad; cada daño te quita 1 punto y 100 $, que dejas bajo el coche. Cada velocímetro mueve la aguja 10 mph arriba o abajo.",[4561],{"src":1291,"alt":4562,"label":4563},"Indicadores del panel para aplicar reparaciones, daño y cambios de velocidad.","Reparar, dañar y acelerar",{"question":4565,"options":4566,"answer":94,"explanation":4567},"¿Cuánto mueve un velocímetro la aguja?",[1364,1365],"Cada velocímetro mueve 10 mph arriba o abajo.",{"title":4569,"text":4570,"images":4571,"check":4575},"Muévete y dispara","Avanzas un espacio por cada 10 mph. Cambiar de carril cuesta 2 volantes (los gratis dependen de la velocidad). Los disparos van en línea recta y hacen 1 daño y 100 $ al primer coche de delante.",[4572],{"src":1372,"alt":4573,"label":4574},"Ejemplo de cambio de carril: a 40 mph el coche tiene un volante gratis y puede cambiar dos carriles.","Cambio de carril",{"question":4576,"options":4577,"answer":94,"explanation":4580},"¿Cuánto cuesta cambiar de carril?",[4578,4579],"2 volantes","1 volante","Cambiar de carril cuesta 2 volantes, salvo los gratis por velocidad.",{"title":4582,"text":4583,"images":4584,"check":4591},"Cierra el turno","Puedes comprar un bonus de la tienda (uno por turno), recoger el dinero del espacio y vender cada dado sin usar por 100 $. Después pasa el turno al siguiente coche.",[4585,4588],{"src":1386,"alt":4586,"label":4587},"Ejemplo de colisión: el coche golpeado pierde durabilidad y suelta dinero en la carretera.","Colisión",{"src":1266,"alt":4589,"label":4590},"Pilas de fichas de bonus y peligro, incluidos los bonus que se compran en la tienda.","Comprar en la tienda",{"question":4592,"options":4593,"answer":94,"explanation":4596},"¿Por cuánto se vende cada dado sin usar?",[4594,4595],"100 $","50 $","Cada dado sobrante se vende por 100 $.",[4598,4607,4616],{"title":4599,"text":4600,"check":4601},"No vender los dados sobrantes","Al final de tu turno, cada dado sin usar se vende por 100 $. Es dinero gratis: no los dejes tirados solo porque no necesites moverte más.",{"question":4602,"options":4603,"answer":94,"explanation":4606},"¿Qué haces con los dados que no usas?",[4604,4605],"Venderlos por 100 $ cada uno","Guardarlos para la ronda siguiente","Al final del turno cada dado sin usar se vende por 100 $.",{"title":4608,"text":4609,"check":4610},"Ignorar los volantes gratis","La velocidad de la aguja te da volantes gratis cada turno, además de los que saques en los dados. Sin contar esos volantes cambiarás de carril menos veces de las que crees.",{"question":4611,"options":4612,"answer":94,"explanation":4615},"¿De dónde salen los volantes gratis?",[4613,4614],"De la velocidad de la aguja","Solo de los dados","La aguja da volantes gratis cada turno además de los dados.",{"title":4617,"text":4618,"check":4619},"No reparar a tiempo","Si la carrocería llega a 0, el coche se gira y pierdes el resto del movimiento; en tu siguiente turno necesitas 3 volantes para el cambio de sentido. Reparar antes de llegar a 0 cuesta menos que recuperar el control.",{"question":4620,"options":4621,"answer":94,"explanation":4624},"¿Qué pasa si la carrocería llega a 0?",[4622,4623],"El coche se gira y pierdes el movimiento restante","No pasa nada","Sin durabilidad el coche se gira y hay que gastar volantes para recuperarlo.","Cruzar la meta da una recompensa según el puesto (1000\u002F400\u002F100 $ con cinco jugadores, por ejemplo). La carrera termina cuando el resto termina sus turnos en curso. Gana quien tenga más dinero entre recompensas, dinero recogido y deudas descontadas; el último clasificado queda descalificado y no puede ganar aunque tenga más dinero.",{"question":4627,"options":4628,"answer":94,"explanation":4631},"¿Qué condición adicional tiene la victoria?",[4629,4630],"No ser el último en cruzar","Haber vendido todos los dados","El más rico gana solo si no es el último clasificado.","Reglamento EN (CMON, 2017)",{"title":1164,"description":4386},[1436],"El PDF de la carpeta no tiene capa de texto: el resumen se elabora leyendo las páginas escaneadas del reglamento en inglés. Ilustraciones recortadas de ese mismo manual.","es\u002Fgang-rush-breakout",[4638,4641,4644,4647,4650,4653,4656,4659,4662],{"level":290,"title":4639,"text":4640},"Vende siempre los dados sobrantes","Es la fuente de dinero más constante de la partida. Antes de pasar el turno, comprueba cuántos dados te quedan: cada uno son 100 $.",{"level":290,"title":4642,"text":4643},"Cuenta tus volantes antes de mover","La aguja te da volantes gratis y los dados otros tantos. Si no cambias de carril, ese dinero se queda en la carretera: planifica el movimiento contando ambos.",{"level":290,"title":4645,"text":4646},"No te olvides del dinero del asfalto","Los choques y los disparos dejan billetes en el espacio. Recogerlos es gratis si pasas por encima, y a veces compensa desviarse un carril.",{"level":300,"title":4648,"text":4649},"Coloca peligros donde molesten","Colocas peligros en orden inverso, así que el líder sufre los tuyos. Pon barreras y contenedores en las líneas rápidas y deja libres las lentas: el objetivo es frenar a quien va delante.",{"level":300,"title":4651,"text":4652},"La velocidad es dinero y riesgo","Ir rápido mueve más espacios y da volantes gratis, pero también te pone en el punto de mira y te deja menos margen para reaccionar a los peligros.",{"level":300,"title":4654,"text":4655},"Repara antes de llegar a 0","Reparar cuesta un dado de reparación; recuperar un coche girado cuesta 3 volantes y un turno. Mantén al menos 1 punto de durabilidad en los tramos con tráfico.",{"level":310,"title":4657,"text":4658},"Elige la recompensa, no la gloria","Cruzar primero da la recompensa más alta, pero el último queda descalificado. Si vas justo de dinero, asegurar el segundo o tercer puesto puede valer más que arriesgar el coche por el liderato.",{"level":310,"title":4660,"text":4661},"Prepara la tienda","Comprar un bonus hace que aparezca otro y abarata los demás. Si dos jugadores compran seguido, el tercero puede encontrar una ganga; coordina el momento de compra con tu posición en la carrera.",{"level":310,"title":4663,"text":4664},"Usa la rampa como atajo","La rampa evita el tráfico y salta peligros. Colócala en un punto donde el puente se estreche y úsala para aparecer delante de dos rivales a la vez, pero no la gastes si el salto te deja sin volantes.","Fuga a motor, dados y disparos: cruza el puente con más dinero que nadie y sin ser el último.","4lVV3Qq3boKOLAPF9289nctYz5ZTLlss_N2EW5FMY_k",{"id":4668,"title":1473,"accent":1474,"age":327,"backdrop":1475,"bggUrl":1476,"body":4669,"categories":4682,"components":32,"cover":25,"description":4673,"duration":4683,"extension":36,"faq":4684,"firstGame":4715,"industryLegend":32,"lastReviewed":73,"locale":3387,"manualUrl":1735,"mechanics":4914,"meta":4916,"navigation":81,"path":4917,"players":4918,"publisher":1742,"quickStart":4920,"resourceLegend":32,"rulesVersion":5110,"seo":5111,"sourceFiles":5112,"sourceNotes":5113,"stem":5114,"strategies":5115,"summary":5143,"videoLanguage":32,"videoUrl":32,"weight":786,"year":1469,"__hash__":5144},"games\u002Fes\u002Fgloomhaven.md",{"type":12,"value":4670,"toc":4680},[4671,4674,4677],[15,4672,4673],{},"Gloomhaven es un cooperativo de campaña con hexágonos, puertas y monstruos que\ncomparten una carta de habilidad por tipo. La información no es perfecta: sabes\nlo que puedes hacer, pero no exactamente lo que hará tu compañero ni cuándo\nactuarán los monstruos.",[15,4675,4676],{},"El corazón del juego es la mano de cartas. Cada ronda eliges dos, una para la\niniciativa y las dos para tus acciones, y cada descanso te obliga a perder una\ncarta. Esa tensión entre hacer lo fuerte ahora y conservar fuelle para la última\nsala es lo que convierte cada escenario en un puzle.",[15,4678,4679],{},"La campaña añade progresión: experiencia, oro, objetos, clases nuevas y\nescenarios desbloqueados. Pero el tutorial empieza donde empieza una partida real:\nun objetivo, un mapa, dos cartas y un grupo que tiene que salir vivo.",{"title":25,"searchDepth":26,"depth":26,"links":4681},[],[4039,3354,4154],{"min":35,"max":416},[4685,4688,4691,4694,4697,4700,4703,4706,4709,4712],{"category":39,"question":4686,"answer":4687},"¿Puede haber dos personajes de la misma clase?","No. Solo puede haber una copia de cada clase en un escenario. Al empezar, cada jugador coge el mat de su clase y la mano inicial de cartas de nivel 1.",{"category":39,"question":4689,"answer":4690},"¿Qué cartas de habilidad llevo a un escenario?","La mano inicial de tu clase, con un tamaño máximo indicado en el mat. Fuera del escenario puedes cambiar cartas de nivel 1 por otras de tu reserva, incluso después de elegir el objetivo de batalla.",{"category":43,"question":4692,"answer":4693},"¿Cuántas cartas juego por ronda?","Dos, o declaras descanso largo. Si solo te queda una carta en la mano, el descanso largo es tu única opción; si tampoco puedes descansar, quedas agotado.",{"category":43,"question":4695,"answer":4696},"¿Cómo funciona el descanso corto?","En la limpieza de la ronda barajas tu pila de descarte y pierdes una carta al azar, que va a la pila de pérdidas; el resto vuelve a tu mano. Puedes sufrir 1 daño para perder otra carta distinta, una vez por descanso.",{"category":43,"question":4698,"answer":4699},"¿Y el descanso largo?","Se declara en la selección de cartas y ocupa todo tu turno con iniciativa 99. Al resolverlo pierdes una carta de tu descarte, recuperas el resto, curas 2 heridas y refrescas todos los objetos gastados.",{"category":50,"question":4701,"answer":4702},"¿Cómo se resuelve un ataque?","Suma el valor base del ataque y tus modificadores, roba una carta de tu mazo de modificadores (una por objetivo), aplica el resultado y resta el escudo del defensor. Con ventaja o desventaja robas dos cartas y eliges la mejor o la peor.",{"category":50,"question":4704,"answer":4705},"¿Cómo se mueven los monstruos?","Cada tipo revela una carta de habilidad con su iniciativa, movimiento y ataque. Cada figura se centra en el enemigo más cercano, se mueve hacia él y ataca si puede; si no puede atacar, se acerca lo máximo posible.",{"category":50,"question":4707,"answer":4708},"¿Qué son los elementos?","Seis elementos que se infunden en la mesa (fuerte o flojo) y luego se consumen para potenciar habilidades. Un elemento no se puede crear y consumir en el mismo turno, pero otro jugador puede usarlo después en la misma ronda.",{"category":70,"question":4710,"answer":4711},"¿Cuándo se pierde un escenario?","Cuando todos los personajes están agotados antes de cumplir la condición de victoria. Un personaje se agota si no tiene cartas para jugar ni para descansar.",{"category":70,"question":4713,"answer":4714},"¿Qué se gana al completar un escenario?","Experiencia por las habilidades usadas y por completar, oro por el botín, y marcas de logro si se cumple el objetivo de batalla. Con la experiencia suficiente, el personaje sube de nivel y añade cartas nuevas a su reserva.",{"title":4716,"intro":4717,"phases":4718},"Tu primera partida paso a paso","Guía de arranque basada en la hoja «First Game Setup Guide» de Cephalofair: desde abrir la caja hasta montar el escenario «Black Barrow». Sigue las dos fases en orden y no abras el libro de registros ni los componentes sellados.",[4719,4815],{"id":1529,"label":4720,"steps":4721},"El grupo y la ciudad",[4722,4734,4747,4760,4773,4786,4799],{"title":4070,"text":4723,"images":4724,"check":4728},"Dejad la caja a mano con todo separado y no abráis el libro de registros ni nada sellado. Coged una hoja del bloc del grupo y escribid el nombre de la partida.",[4725],{"src":1475,"alt":4726,"label":4727},"Ejemplo de zona de juego con el mapa, el mat de personaje, los mazos, los tokens y la mesa elemental.","Todo sobre la mesa",{"question":4729,"options":4730,"answer":94,"explanation":4733},"¿Qué componente no se abre en la primera partida?",[4731,4732],"El libro de registros de la ciudad","El mazo de modificadores de ataque","El libro de registros y los componentes sellados se abren más adelante, cuando la campaña lo pide.",{"title":4735,"text":4736,"images":4737,"check":4741},"Elegid clase","Cada jugador elige una de las seis clases iniciales (Brute, Tinkerer, Spellweaver, Scoundrel, Cragheart o Mindthief) y coge su mat, su mazo de cartas de habilidad de nivel 1 y sus cinco tokens. Los modificadores de ataque se quedan en la caja de la clase.",[4738],{"src":1549,"alt":4739,"label":4740},"Mat de personaje de la Scoundrel con la pista de vida, experiencia y referencia de ronda.","Mat de personaje",{"question":4742,"options":4743,"answer":94,"explanation":4746},"¿Qué cartas de habilidad llevas a tu primer escenario?",[4744,4745],"Solo las de nivel 1 de tu clase","Todas las cartas de la caja","En la primera partida se juega con el mazo de nivel 1; las cartas de nivel X se añaden cuando ya conoces la clase.",{"title":4748,"text":4749,"images":4750,"check":4754},"Hoja de personaje y oro","Rellenad la hoja de personaje de vuestra clase con el nombre y anotad los 30 de oro iniciales en el apartado de oro.",[4751],{"src":1549,"alt":4752,"label":4753},"Mat de clase con las pistas de vida y experiencia que acompañan a la hoja de personaje.","Mat y hoja de personaje",{"question":4755,"options":4756,"answer":94,"explanation":4759},"¿Con cuánto oro empieza cada personaje?",[4757,4758],"30 de oro","10 de oro","Todos los personajes empiezan con 30 de oro, que se anotan en la hoja de personaje.",{"title":4761,"text":4762,"images":4763,"check":4767},"Objetivo personal","Barajad las cartas de objetivo personal, repartid dos a cada jugador y cada uno se queda una; la otra vuelve al mazo. Podéis mantenerlo en secreto o contarlo, como prefiráis.",[4764],{"src":1576,"alt":4765,"label":4766},"Una carta que se mantiene en secreto hasta que se revela al resto del grupo.","Carta secreta",{"question":4768,"options":4769,"answer":94,"explanation":4772},"¿Cuántos objetivos personales se queda cada jugador?",[4770,4771],"Uno de los dos que roba","Los dos que roba","Se roban dos y se elige uno; el descartado vuelve al mazo de objetivos personales.",{"title":4774,"text":4775,"images":4776,"check":4780},"Modificadores y marcadores","Cada jugador recibe un mazo estándar de 20 modificadores de ataque (dorso de espadas cruzadas, numerados del 1 al 4) y dos marcadores de madera: el azul de experiencia a 0 y el rojo de vida en el valor que hay bajo el indicador de nivel 1 de su mat.",[4777],{"src":1590,"alt":4778,"label":4779},"Mazo estándar de 20 modificadores de ataque, idéntico para todos los personajes.","Mazo de modificadores",{"question":4781,"options":4782,"answer":94,"explanation":4785},"¿Dónde empieza el marcador rojo de vida?",[4783,4784],"En el valor bajo el indicador de nivel 1 de tu mat","En 20, para todos","La vida inicial es la que figura bajo el nivel 1 en el mat de tu clase y varía de un personaje a otro.",{"title":4787,"text":4788,"images":4789,"check":4793},"Eventos y tienda","Separad los eventos de camino y de ciudad del 01 al 30 y barajadlos: esos son vuestros mazos iniciales. La tienda de la ciudad se forma con los objetos estándar del 001 al 014.",[4790],{"src":1604,"alt":4791,"label":4792},"Anatomía de una carta de objeto: Chainmail con su coste, ranura, bonificación de escudo y símbolo de gasto.","Cartas de objeto",{"question":4794,"options":4795,"answer":94,"explanation":4798},"¿Qué objetos forman la tienda de la primera partida?",[4796,4797],"Los estándar del 001 al 014","Todos los objetos del juego","El resto de objetos vuelve a la caja; la tienda se amplía con la campaña.",{"title":4800,"text":4801,"images":4802,"check":4809},"Mapa y compras","Desplegad el mapa del mundo en medio de la mesa, leed la mitad superior de la primera página del libro de escenarios y poned las pegatinas que indique. Después cada jugador puede gastar parte de sus 30 de oro en objetos de la tienda: el libro trae recomendaciones por clase. El dinero no se puede intercambiar entre jugadores.",[4803,4806],{"src":1618,"alt":4804,"label":4805},"Página del libro de escenarios con la introducción, el mapa y la lista de componentes.","Libro de escenarios y mapa",{"src":1604,"alt":4807,"label":4808},"Cartas de objeto disponibles en la tienda de la ciudad.","Objetos de la tienda",{"question":4810,"options":4811,"answer":94,"explanation":4814},"¿Qué lees antes de colocar las pegatinas del mapa?",[4812,4813],"La mitad superior de la primera página del libro de escenarios","La última página del libro de escenarios","Esa página explica qué pegatinas van en el mapa al empezar la campaña.",{"id":1631,"label":4816,"steps":4817},"El escenario Black Barrow",[4818,4831,4844,4857,4873,4886,4901],{"title":4819,"text":4820,"images":4821,"check":4825},"Evento de camino","Robad la primera carta de evento de camino y resolvedla. Después apartad el mapa del mundo para hacer sitio al escenario.",[4822],{"src":1576,"alt":4823,"label":4824},"Una carta que se roba y resuelve antes de empezar el escenario.","Carta de evento",{"question":4826,"options":4827,"answer":94,"explanation":4830},"¿Cuándo se resuelve el evento de camino?",[4828,4829],"Antes de montar el escenario","Después del primer turno","El evento de camino se resuelve al salir de la ciudad, antes de montar el escenario.",{"title":4832,"text":4833,"images":4834,"check":4838},"Montad el mapa","Seguid la página 2 del libro de escenarios y montad el mapa con las losetas I1b, G1b y L1a, incluidas las losetas de puerta. Los tokens de dinero y las superposiciones se quedan aparte: solo se colocan cuando se revela la sala correspondiente.",[4835],{"src":1652,"alt":4836,"label":4837},"Colocación de losetas y posiciones de monstruo para dos, tres y cuatro personajes.","Losetas y colocación de monstruos",{"question":4839,"options":4840,"answer":94,"explanation":4843},"¿Dónde van los tokens de dinero al montar el escenario?",[4841,4842],"Aparte; se colocan al revelar la sala","Sobre las losetas desde el principio","El botín y las superposiciones se colocan al revelar la sala, no al montar el mapa.",{"title":4845,"text":4846,"images":4847,"check":4851},"Elementos y modificadores de monstruos","Poned la mesa de infusión elemental a la vista con los seis discos en la columna «Inerte»; el reloj redondo no se usa en este escenario. Barajad el mazo estándar de 20 modificadores de monstruos (letra «M») y dejadlo junto al mapa: todos los monstruos roban de él.",[4848],{"src":1666,"alt":4849,"label":4850},"Mesa de infusión elemental con los seis elementos en la columna inerte.","Elementos al empezar",{"question":4852,"options":4853,"answer":94,"explanation":4856},"¿En qué columna empiezan los seis elementos?",[4854,4855],"En «Inerte»","En «Fuerte»","Al empezar el escenario todos los elementos están inertes; se infunden durante la partida.",{"title":4858,"text":4859,"images":4860,"check":4867},"Cartas y mazos de monstruos","Buscad las cartas de estadísticas de Bandit Guard, Bandit Archer y Living Bones, giradlas al nivel 1 y metedlas en fundas. Barajad los tres mazos de habilidad (Guard, Archer y Living Bones) y ponedlos junto a su carta.",[4861,4864],{"src":1680,"alt":4862,"label":4863},"Carta de estadísticas de Bandit Guard a nivel 1 con los valores de normal y élite.","Carta de estadísticas",{"src":1684,"alt":4865,"label":4866},"Carta de habilidad de Living Bones de uno de los tres mazos de monstruo.","Carta de habilidad de monstruo",{"question":4868,"options":4869,"answer":94,"explanation":4872},"¿A qué nivel se usan las cartas de monstruo en la primera partida?",[4870,4871],"Nivel 1","Al nivel del grupo","En el primer escenario los monstruos van a nivel 1, no al nivel del grupo.",{"title":4874,"text":4875,"images":4876,"check":4880},"Colocad los monstruos","Colocad los standees en la sala inicial según el número de jugadores: el lado superior izquierdo del hex para dos, el superior derecho para tres y el inferior para cuatro. Blanco es normal y dorado, élite. Después leed la introducción de «Black Barrow» hasta el párrafo marcado con un 1.",[4877],{"src":1475,"alt":4878,"label":4879},"Zona de juego del escenario con losetas, standees, tokens y la mesa elemental.","Monstruos en el mapa",{"question":4881,"options":4882,"answer":94,"explanation":4885},"¿Qué indica una base dorada?",[4883,4884],"Un monstruo élite","Un monstruo normal","Las bases blancas son monstruos normales y las doradas, élites con más vida y daño.",{"title":4887,"text":4888,"images":4889,"check":4896},"Objetivos de batalla y equipo","Repartid dos cartas de objetivo de batalla en secreto y cada jugador se queda una. Luego equipad objetos: un objeto de cabeza, uno de cuerpo, uno de piernas, hasta dos de una mano o uno a dos manos, y tantos pequeños como la mitad de vuestro nivel redondeada hacia arriba. Cada objeto añade su carta de −1 al mazo si lo indica.",[4890,4893],{"src":1576,"alt":4891,"label":4892},"Carta de objetivo de batalla que se mantiene en secreto hasta el final del escenario.","Objetivo de batalla",{"src":1604,"alt":4894,"label":4895},"Cartas de objeto y sus ranuras de equipo.","Equipo inicial",{"question":4897,"options":4898,"answer":94,"explanation":4900},"¿Cuántos objetos de una mano puedes equipar?",[4899,4468],"Hasta dos","Puedes llevar dos objetos de una mano o, en su lugar, uno a dos manos.",{"title":4902,"text":4903,"images":4904,"check":4908},"Elegid la mano y jugad","Cada jugador elige su mano inicial del mazo de nivel 1, respetando el tamaño máximo que indica su mat. Ya estáis listos: se revela la iniciativa y empieza la primera ronda. A partir de aquí, jugad sin miedo a equivocaros: el escenario se puede repetir.",[4905],{"src":1726,"alt":4906,"label":4907},"Cartas de habilidad de nivel 1 entre las que se elige la mano inicial.","Mano inicial",{"question":4909,"options":4910,"answer":94,"explanation":4913},"¿Dónde se consulta el tamaño máximo de la mano?",[4911,4912],"En el mat del personaje","En la carta de objetivo personal","El mat de cada clase indica su tamaño de mano máximo, que cambia según la clase.",[3389,4154,3760,4915],"Combate con cartas",{},"\u002Fes\u002Fgloomhaven",{"min":936,"max":84,"best":4919},[511],{"pitch":4921,"pitchCheck":4922,"setup":4928,"turn":4995,"mistakes":5075,"winning":5103,"winningCheck":5104},"Gloomhaven es un juego cooperativo para 1–4 jugadores en el que un grupo de mercenarios recorre escenarios de una campaña. Cada ronda eliges dos cartas de habilidad de tu mano: una marca tu iniciativa y de la otra usas la acción inferior. Cuando te toca, resuelves la acción superior de una carta y la inferior de la otra, en el orden que quieras: mover, atacar, curar, invocar, infundir elementos. Los monstruos revelan una carta de habilidad por tipo y actúan en el mismo orden de iniciativa, centrándose en el enemigo más cercano. Los ataques suman el valor base, los modificadores y una carta del mazo de modificadores, y el escudo del defensor resta. Descansar recupera cartas, pero cada descanso pierde una: tu mano es el reloj. Si todos los personajes quedan agotados, el escenario se pierde.",{"question":4923,"options":4924,"answer":94,"explanation":4927},"¿Qué pasa cuando todos los personajes se agotan?",[4925,4926],"El escenario se pierde","Se roba una carta nueva y se sigue","Sin cartas no hay acciones: si se agotan todos los personajes antes de cumplir el objetivo, el escenario se pierde.",[4929,4941,4953,4962,4973,4984],{"text":4930,"images":4931,"check":4935},"Elegid un escenario del libro, leed la introducción y montad el mapa con sus losetas, puertas y superposiciones. Colocad solo los monstruos, el botín y las trampas de la primera sala.",[4932],{"src":1618,"alt":4933,"label":4934},"Página de escenario de Gloomhaven con el objetivo, el mapa y la lista de componentes.","Página de escenario",{"question":4936,"options":4937,"answer":94,"explanation":4940},"¿Qué se coloca al montar el mapa?",[4938,4939],"Solo los monstruos, el botín y las trampas de la primera sala","Todo el escenario, incluidas las salas cerradas","Las salas se van revelando: al empezar solo se prepara la primera.",{"text":4942,"images":4943,"check":4947},"Fijad el nivel del escenario: la media de los niveles del grupo dividida entre 2 y redondeada hacia arriba.        Podéis bajarlo 1 para fácil o subirlo 1 o 2 para difícil o muy difícil.",[4944],{"src":1768,"alt":4945,"label":4946},"Tabla de nivel de escenario con nivel de monstruo, conversión de oro, daño de trampa y experiencia extra, junto a la tabla de dificultad.","Tablas de nivel del escenario",{"question":4948,"options":4949,"answer":94,"explanation":4952},"¿Cómo se calcula el nivel normal del escenario?",[4950,4951],"Media de los niveles del grupo dividida entre 2, redondeada hacia arriba","Suma de los niveles del grupo","La media dividida entre 2 redondeada hacia arriba es el nivel normal; luego se ajusta ±1 o +2.",{"text":4954,"images":4955,"check":4957},"Cada jugador elige una clase que no esté ya en el grupo, coge su mat, su mano inicial de nivel 1, los marcadores de vida y experiencia, sus tokens y una carta de objetivo de batalla boca abajo.",[4956],{"src":1549,"alt":4739,"label":4740},{"question":4686,"options":4958,"answer":94,"explanation":4961},[4959,4960],"No, solo una copia de cada clase","Sí, sin límite","Cada clase existe una sola vez en el grupo.",{"text":4963,"images":4964,"check":4967},"Barajad el mazo de modificadores de ataque de cada personaje (20 cartas base más sus mejoras) y el mazo de modificadores de los monstruos.",[4965],{"src":1590,"alt":4966,"label":4779},"Cartas de modificador de ataque con sus bonificaciones y símbolos especiales.",{"question":4968,"options":4969,"answer":94,"explanation":4972},"¿Cuántas cartas tiene el mazo de modificadores de un personaje?",[4970,4971],"20 cartas base más sus mejoras","10 cartas","El mazo estándar son 20 cartas, y cada personaje le añade las mejoras que compre.",{"text":4974,"images":4975,"check":4978},"Preparad las cartas de estadísticas de cada tipo de monstruo presente, sus standees en las bases que indique el escenario y un mazo de habilidad barajado por tipo.",[4976],{"src":1680,"alt":4977,"label":4863},"Carta de estadísticas de un Bandit Guard con los valores de normal y élite.",{"question":4979,"options":4980,"answer":94,"explanation":4983},"¿Cuántos mazos de habilidad necesita cada tipo de monstruo?",[4981,4982],"Uno, compartido por todas las figuras de ese tipo","Uno por figura","Todas las figuras del mismo tipo comparten carta de estadísticas, mazo de habilidad e iniciativa.",{"text":4985,"images":4986,"check":4990},"Colocad las figuras en los hexes de inicio, los tokens de dinero y tesoro, las trampas y la mesa de infusión elemental con los seis elementos en la columna «inerte».",[4987],{"src":1666,"alt":4988,"label":4989},"Mesa de infusión elemental con los seis elementos y las columnas inerte, menguante y fuerte.","Mesa de infusión elemental",{"question":4852,"options":4991,"answer":94,"explanation":4994},[4992,4993],"En «inerte»","En «fuerte»","Todos los elementos empiezan inertes y se infunden durante el escenario.",[4996,5009,5022,5035,5048,5062],{"title":4997,"text":4998,"images":4999,"check":5003},"Elige dos cartas","Al inicio de la ronda elige dos cartas de tu mano y pon una como carta guía: su iniciativa decide cuándo actúas. Si no puedes o no quieres jugar cartas, declara descanso largo.",[5000],{"src":1726,"alt":5001,"label":5002},"Carta de habilidad Trample con su iniciativa, acción superior y acción inferior.","Dos cartas por ronda",{"question":5004,"options":5005,"answer":94,"explanation":5008},"¿Qué determina cuándo actúas en la ronda?",[5006,5007],"La iniciativa de la carta guía","El orden en que os sentáis","La carta guía marca la iniciativa; actúa primero el valor más bajo.",{"title":5010,"text":5011,"images":5012,"check":5016},"Revela la iniciativa","Se revelan las cartas guía y una carta de habilidad por cada tipo de monstruo en juego. Actúa primero la iniciativa más baja; los empates entre jugadores se resuelven con la otra carta y, contra un monstruo, gana el jugador.",[5013],{"src":1838,"alt":5014,"label":5015},"Ejemplo del manual con varias cartas guía y cartas de monstruo mostrando sus valores de iniciativa.","Determinar la iniciativa",{"question":5017,"options":5018,"answer":94,"explanation":5021},"Si un jugador empata en iniciativa con un monstruo, ¿quién actúa antes?",[5019,5020],"El jugador","El monstruo","En los empates contra monstruos siempre gana el jugador.",{"title":5023,"text":5024,"images":5025,"check":5029},"Resuelve tu turno","Usa la acción superior de una de las dos cartas y la inferior de la otra, en el orden que prefieras. También puedes usar cualquier carta como Ataque 2 arriba o Movimiento 2 abajo, descartándola.",[5026],{"src":1726,"alt":5027,"label":5028},"Carta de habilidad Trample con iniciativa, acción superior y acción inferior.","Carta de habilidad",{"question":5030,"options":5031,"answer":94,"explanation":5034},"¿Qué dos acciones puedes usar en tu turno?",[5032,5033],"La superior de una carta y la inferior de la otra","Las dos superiores","Siempre se combina una acción superior con una inferior, en el orden que quieras.",{"title":5036,"text":5037,"images":5038,"check":5042},"Ataca y muévete","Un ataque suma el valor base, tus modificadores y una carta de tu mazo de modificadores, y resta el escudo del defensor. El movimiento gasta puntos por hex; el terreno difícil cuesta 2 y las trampas se resuelven al entrar.",[5039],{"src":1590,"alt":5040,"label":5041},"Mazo estándar de 20 modificadores de ataque con sus bonificaciones, nulos y modificadores acumulativos.","Mazo de modificadores de ataque",{"question":5043,"options":5044,"answer":94,"explanation":5047},"¿Qué se resta al daño de un ataque?",[5045,5046],"El escudo del defensor","La iniciativa del atacante","El ataque suma base y modificadores y resta el escudo del defensor.",{"title":5049,"text":5050,"images":5051,"check":5056},"Turno de los monstruos","Cada tipo de monstruo actúa con su carta revelada: se centra en el enemigo más cercano, se mueve hacia él y ataca si puede. Los monstruos consumen elementos siempre que pueden.",[5052,5054],{"src":1684,"alt":5053,"label":4866},"Carta de habilidad de Living Bones con su iniciativa, movimiento, ataque y curación.",{"src":1680,"alt":5055,"label":4863},"Carta de estadísticas de Bandit Guard con los valores de normal y élite.",{"question":5057,"options":5058,"answer":94,"explanation":5061},"¿Cómo eligen los monstruos a su objetivo?",[5059,5060],"Cada figura se centra en el enemigo más cercano","Atacan siempre al que tiene menos vida","El foco es el enemigo más cercano; si no pueden atacar, se acercan lo máximo posible.",{"title":5063,"text":5064,"images":5065,"check":5069},"Descansa o ciérrate","En la limpieza puedes hacer un descanso corto: barajas tu descarte, pierdes una carta al azar y recuperas el resto (puedes sufrir 1 daño para perder otra). El descanso largo cura 2, refresca objetos y pierdes una carta elegida. Sin cartas para jugar ni descartes para descansar, quedas agotado.",[5066],{"src":1726,"alt":5067,"label":5068},"Cartas de habilidad que vuelven a la mano al descansar, salvo la que se pierde.","Descansar y tu mano",{"question":5070,"options":5071,"answer":94,"explanation":5074},"¿Qué hace el descanso largo además de recuperar cartas?",[5072,5073],"Cura 2 y refresca los objetos","Te da una carta extra","El descanso largo cura 2 heridas y refresca todos los objetos gastados.",[5076,5085,5094],{"title":5077,"text":5078,"check":5079},"Jugar dos acciones superiores","Cada ronda usas la acción superior de una carta y la inferior de la otra. No puedes usar las dos superiores ni la misma carta dos veces.",{"question":5080,"options":5081,"answer":94,"explanation":5084},"¿Puedes usar la misma carta para las dos acciones?",[5082,5083],"No: una acción de cada carta","Sí, si pagas 1 de vida","Cada carta aporta una sola acción: la superior de una y la inferior de la otra.",{"title":5086,"text":5087,"check":5088},"Tratar a los monstruos como individualidades","Todos los monstruos de un mismo tipo comparten una única carta de habilidad y su iniciativa. Se activan juntos y con el mismo comportamiento, aunque cada figura elige su foco.",{"question":5089,"options":5090,"answer":94,"explanation":5093},"¿Cuántas cartas de habilidad revela cada tipo de monstruo?",[5091,5092],"Una por tipo y ronda","Una por figura y ronda","Un tipo comparte una única carta por ronda, y con ella su iniciativa y acciones.",{"title":5095,"text":5096,"check":5097},"No contar las cartas como reloj","Cada descanso te obliga a perder una carta, y las acciones con símbolo de pérdida no vuelven. Si gastas las cartas de pérdida en la primera sala, te quedarás sin fuelle antes de cumplir el objetivo.",{"question":5098,"options":5099,"answer":94,"explanation":5102},"¿Vuelven las cartas con símbolo de pérdida?",[5100,5101],"No, se pierden hasta el final del escenario","Sí, al descansar","Las acciones de pérdida no vuelven a la mano durante el escenario.","El escenario se gana al cumplir su condición de victoria (normalmente derrotar a todos los enemigos) antes de que todos los personajes queden agotados. Si todos los personajes se agotan, el escenario se pierde. Al completarlo se reparten recompensas —experiencia, oro, marcas de logro— y el grupo avanza en la campaña.",{"question":5105,"options":5106,"answer":94,"explanation":5109},"¿Cuándo se gana un escenario?",[5107,5108],"Al cumplir su condición de victoria antes de que todos se agoten","Al derrotar al último monstruo del mazo","Cada escenario indica su condición de victoria; cumplirla antes de agotaros es la única forma de ganar.","Reglamento oficial EN, parte 1: escenarios (Cephalofair, 2017)",{"title":1473,"description":4673},[1935],"El PDF descargado es la primera parte del reglamento oficial: cubre preparación, rondas, turnos, combate y monstruos. La parte de campaña y ciudad queda fuera de este resumen. Ilustraciones recortadas del manual.","es\u002Fgloomhaven",[5116,5119,5122,5125,5128,5131,5134,5137,5140],{"level":290,"title":5117,"text":5118},"No gastes las cartas de pérdida pronto","Las acciones con símbolo de pérdida no vuelven durante el escenario. Guárdalas para la sala final: son tu daño grande y tu única respuesta cuando el mazo empieza a quedarse corto.",{"level":290,"title":5120,"text":5121},"Usa el descanso largo para curar","Además de recuperar cartas, cura 2 y refresca objetos. Si vas a terminar la ronda sin acciones útiles, declara descanso largo y aprovecha la iniciativa 99 para reaccionar tarde.",{"level":290,"title":5123,"text":5124},"Habla sin dar números","Las reglas permiten hablar de intenciones, no de valores exactos de iniciativa ni de daño. Decir «voy pronto» o «cubro la puerta» ayuda sin romper la niebla de información.",{"level":300,"title":5126,"text":5127},"Controla la iniciativa","Elegir la carta guía es elegir cuándo actúas. Si los monstruos van a golpear duro, actúa antes para matarlos o después para curar a tiempo; no dejes la iniciativa al azar.",{"level":300,"title":5129,"text":5130},"Pelea en las puertas","Un pasillo estrecho reduce el número de enemigos que te atacan a la vez. Coloca al tanque en la puerta y deja que los demás ataquen a distancia desde detrás.",{"level":300,"title":5132,"text":5133},"Coordina los elementos","Los elementos que infunde un personaje los puede consumir otro en el mismo round. Antes de gastar una habilidad elemental, mira si el compañero que actúa después la necesita.",{"level":310,"title":5135,"text":5136},"Planifica las pérdidas por sala","Calcula cuántas cartas de pérdida puedes permitirte antes del descanso. Llegar a la última sala con dos o tres cartas de pérdida disponibles vale más que un turno espectacular en la primera.",{"level":310,"title":5138,"text":5139},"Usa el objetivo de batalla a tu favor","Cada personaje tiene un objetivo secreto que da una marca de logro. Si el escenario ya está controlado, arriesga para cumplirlo; si no, prioriza no agotarte antes que la marca.",{"level":310,"title":5141,"text":5142},"Sube el nivel cuando domines el mazo","El nivel de escenario alto da más oro y experiencia, pero también monstruos más duros. Súbelo cuando el grupo ya gestione bien sus descansos y no cuando dependa de una sola carta para sobrevivir.","Cooperativo de campaña: elige dos cartas por ronda, vence monstruos y cumple el objetivo del escenario.","TCIQxYz1ad5N6hvLURGd7g3AobRNt_-zkJDm5TQxQDg",{"id":5146,"title":1970,"accent":1971,"age":613,"backdrop":32,"bggUrl":1972,"body":5147,"categories":5160,"components":32,"cover":32,"description":5151,"duration":5163,"extension":36,"faq":5164,"firstGame":5186,"industryLegend":32,"lastReviewed":73,"locale":3387,"manualUrl":2086,"mechanics":5255,"meta":5259,"navigation":81,"path":5260,"players":5261,"publisher":2096,"quickStart":5263,"resourceLegend":32,"rulesVersion":5437,"seo":5438,"sourceFiles":5439,"sourceNotes":5440,"stem":5441,"strategies":5442,"summary":5470,"videoLanguage":32,"videoUrl":32,"weight":2310,"year":2311,"__hash__":5471},"games\u002Fes\u002Fhere-to-slay.md",{"type":12,"value":5148,"toc":5158},[5149,5152,5155],[15,5150,5151],{},"Here to Slay es un juego de carreras con dos líneas de meta. Puedes ganar\nmatando, que exige cumplir requisitos y arriesgar tiradas, o coleccionando\nclases, que exige paciencia y una mano bien surtida.",[15,5153,5154],{},"El turno es corto y los recursos escasos: tres puntos no llegan para todo, y\ncada carta que juegas puede ser desafiada. Por eso la información importa tanto\ncomo los dados: saber qué descartes hay y qué clases tiene cada rival decide si\nun ataque merece la pena.",[15,5156,5157],{},"Los monstruos son la parte más divertida y la más peligrosa: sus habilidades se\nquedan contigo, pero su rango de castigo puede costarte un héroe justo cuando\nestabas a punto de cerrar la partida.",{"title":25,"searchDepth":26,"depth":26,"links":5159},[],[5161,5162,3354],"Fiesta","Cartas",{"min":1990,"max":35},[5165,5168,5171,5174,5177,5180,5183],{"category":39,"question":5166,"answer":5167},"¿Cuántos jugadores pueden jugar?","De 2 a 6. Con dos jugadores los desafíos son más duros, porque cada carta jugada se puede contestar con más frecuencia.",{"category":39,"question":5169,"answer":5170},"¿Se puede cambiar de líder a mitad de partida?","No. El líder elegido al empezar se queda contigo toda la partida y no se puede sacrificar, destruir, robar ni devolver a la mano.",{"category":43,"question":5172,"answer":5173},"¿Puedo jugar varias cartas de magia en el mismo turno?","Sí, cada una cuesta un punto de acción. La habilidad del líder que se activa al jugar magia se puede usar cada vez que ocurre.",{"category":43,"question":5175,"answer":5176},"¿Los modificadores gastan puntos de acción?","No. Se juegan gratis desde la mano, incluso durante la tirada de otro jugador, y se descartan después de usarlos.",{"category":50,"question":5178,"answer":5179},"¿Qué pasa si el mazo principal se agota?","Barajad la pila de descarte y formad un mazo nuevo. Si tampoco hay descartes, no se puede robar hasta que aparezcan cartas.",{"category":70,"question":5181,"answer":5182},"¿Qué pasa si dos jugadores cumplen la victoria a la vez?","La victoria se comprueba al final del turno de cada jugador, así que gana quien la cumpla primero en su propio turno.",{"category":70,"question":5184,"answer":5185},"¿Se puede ganar con el líder y cinco héroes?","Sí, si entre todos representan las seis clases distintas. El líder aporta su clase pero no cuenta como héroe para otros efectos.",{"title":5187,"intro":5188,"phases":5189},"Tu primera partida","Una partida corta de aprendizaje: elegid líderes, montad el centro y jugad sin desafíos en la primera ronda para ver cómo funcionan los puntos de acción.",[5190,5216],{"id":840,"label":5191,"steps":5192},"Montad la mesa",[5193,5204],{"title":5194,"text":5195,"images":5196,"check":5200},"Líderes y mano","Cada jugador coge un líder y cinco cartas. Barajad monstruos y revelad tres en el centro con el mazo de monstruos al lado.",[5197],{"src":2024,"alt":5198,"label":5199},"Una carta de líder de grupo con su clase y su habilidad permanente.","Líder de grupo",{"question":5201,"options":5202,"answer":94,"explanation":5203},"¿Cuántas cartas de monstruo se revelan al empezar?",[4468,4467],"Se revelan las tres primeras cartas de monstruo; el resto forma el mazo.",{"title":5205,"text":5206,"images":5207,"check":5211},"Leed vuestros héroes","Antes de jugar, mirad el requisito de tirada de cada héroe de vuestra mano. Ese número es el que necesitáis con dos dados.",[5208],{"src":2036,"alt":5209,"label":5210},"Carta de héroe con su clase, su requisito de tirada y el texto de su habilidad.","Requisito de tirada",{"question":5212,"options":5213,"answer":94,"explanation":5215},"¿Con cuántos dados se activa un héroe?",[3521,5214],"Uno","Todas las tiradas del juego usan dos dados de seis caras.",{"id":2044,"label":5217,"steps":5218},"Jugad una ronda",[5219,5232,5243],{"title":5220,"text":5221,"images":5222,"check":5226},"Gasta tus tres puntos","Alterna robar cartas y jugar héroes. Si un héroe entra en tu fiesta, puedes tirar de inmediato para usar su efecto sin gastar el punto de activación.",[5223],{"src":2052,"alt":5224,"label":5225},"Los cinco tipos de carta en los que puedes gastar puntos de acción.","Qué compra un punto",{"question":5227,"options":5228,"answer":94,"explanation":5231},"¿Puedes tirar al jugar un héroe desde la mano?",[5229,5230],"Sí, inmediatamente y sin punto extra","No, hay que esperar al turno siguiente","Al entrar en la fiesta puedes tirar en ese momento para activar su efecto.",{"title":5233,"text":5234,"images":5235,"check":5239},"Intenta un monstruo","Comprueba los requisitos del monstruo y gasta dos puntos para atacar. Si fallas por el rango de castigo, pagas el precio y sigues con un punto.",[5236],{"src":2066,"alt":5237,"label":5238},"Carta de monstruo con sus iconos de requisito y su rango de castigo.","Monstruo al que atacar",{"question":5240,"options":5241,"answer":94,"explanation":5242},"¿Cuántos puntos te quedan tras atacar?",[5214,3521],"Atacar cuesta dos de los tres puntos del turno.",{"title":4582,"text":5244,"images":5245,"check":5249},"Al terminar, comprueba si tienes las seis clases. Si no, pasa el turno al siguiente jugador en el sentido de las agujas del reloj.",[5246],{"src":2077,"alt":5247,"label":5248},"Los seis símbolos de clase con los que se comprueba la victoria por clases al final del turno.","Las seis clases",{"question":5250,"options":5251,"answer":94,"explanation":5254},"¿En qué orden se juega?",[5252,5253],"En el sentido de las agujas del reloj","En el sentido contrario","Los turnos van en el sentido de las agujas del reloj.",[3389,5256,5257,5258],"Tiradas de dados","Toma eso","Colección de conjuntos",{},"\u002Fes\u002Fhere-to-slay",{"min":26,"max":2094,"best":5262},[84,1225],{"pitch":5264,"pitchCheck":5265,"setup":5271,"turn":5339,"mistakes":5402,"winning":5430,"winningCheck":5431},"Here to Slay es un juego de cartas con dados en el que cada jugador construye una fiesta de héroes. En tu turno tienes tres puntos de acción para robar cartas, jugar héroes, objetos y magias, o tirar dos dados para activar la habilidad de un héroe. Atacar a un monstruo cuesta dos puntos y exige cumplir los requisitos de fiesta que pide la carta; si la tirada llega al número, lo matas y ganas su habilidad para el resto de la partida. Ganas al instante si matas tres monstruos o si terminas tu turno con las seis clases representadas entre tus héroes y tu líder de grupo. Los demás pueden jugar cartas de desafío y modificadores en tu turno, así que cada tirada es una negociación.",{"question":5266,"options":5267,"answer":94,"explanation":5270},"¿Cuáles son las dos formas de ganar?",[5268,5269],"Matar tres monstruos o tener las seis clases al final de tu turno","Robar todo el mazo o quedarte sin cartas","Se gana al matar el tercer monstruo o al terminar el turno con las seis clases representadas.",[5272,5286,5296,5305,5317,5329],{"text":5273,"images":5274,"check":5280},"Cada jugador elige una carta de líder de grupo, la coloca delante como su zona de juego y coge una tarjeta de referencia de reglas. El resto de líderes y referencias vuelven a la caja.",[5275,5277],{"src":2110,"alt":5276,"label":4187},"Esquema de montaje del manual con la zona de cada jugador, los mazos centrales y las tres cartas de monstruo.",{"src":2024,"alt":5278,"label":5279},"Carta de líder de grupo The Cloaked Sage con su clase y su habilidad permanente.","Carta de líder",{"question":5281,"options":5282,"answer":94,"explanation":5285},"¿Dónde va tu carta de líder de grupo?",[5283,5284],"En tu zona de juego","En el centro de la mesa","El líder se coloca delante de ti como tu zona de juego.",{"text":5287,"images":5288,"check":5292},"Barajad las cartas estándar y repartid cinco a cada jugador. El resto forma el mazo principal en el centro, con espacio al lado para la pila de descarte.",[5289],{"src":2125,"alt":5290,"label":5291},"Fila de componentes del manual: cartas estándar, cartas de líder, mazo de monstruos, referencias y dos dados.","Mazo y componentes",{"question":5293,"options":5294,"answer":94,"explanation":5295},"¿Cuántas cartas recibe cada jugador?",[107,2131],"Se reparten cinco cartas estándar a cada jugador.",{"text":5297,"images":5298,"check":5301},"Barajad los monstruos y revelad los tres primeros boca arriba en el centro de la mesa. El resto forma el mazo de monstruos boca abajo.",[5299],{"src":2066,"alt":5300,"label":3504},"Carta de monstruo Titan Wyvern con su requisito de fiesta, su rango de castigo y su habilidad de recompensa.",{"question":5302,"options":5303,"answer":94,"explanation":5304},"¿Cuántos monstruos se revelan al empezar?",[2141,107],"Se revelan las tres primeras cartas de monstruo.",{"text":5306,"images":5307,"check":5311},"Comprobad las clases: cada héroe y cada líder tiene una de las seis clases y su símbolo de color. Vuestro líder cuenta para completar la fiesta, pero no es una carta de héroe.",[5308],{"src":2077,"alt":5309,"label":5310},"Fila de símbolos de clase del reglamento: Fighter, Guardian, Ranger, Thief, Wizard, Bard y Any.","Símbolos de clase",{"question":5312,"options":5313,"answer":94,"explanation":5316},"¿Cuántas clases hay en el juego?",[5314,5315],"Seis","Cuatro","Hay seis clases: Fighter, Guardian, Ranger, Thief, Wizard y Bard.",{"text":5318,"images":5319,"check":5323},"Tened a mano los dos dados de seis caras: se usan tanto para las habilidades de héroe como para atacar monstruos y para los desafíos.",[5320],{"src":2159,"alt":5321,"label":5322},"Los dos dados negros de seis caras que se usan en todas las tiradas del juego.","Los dos dados",{"question":5324,"options":5325,"answer":94,"explanation":5328},"¿Para qué se usan los dados?",[5326,5327],"Habilidades, monstruos y desafíos","Solo para atacar","Los dos dados sirven para todo el juego.",{"text":5330,"images":5331,"check":5335},"Empieza quien eligió el último su líder de grupo y se juega en el sentido de las agujas del reloj. Antes de empezar, mirad qué tipos de carta hay en el mazo para saber qué podéis robar.",[5332],{"src":2052,"alt":5333,"label":5334},"Columna de tipos de carta del reglamento: héroe, objeto, magia, modificadora y desafío.","Tipos de carta",{"question":5336,"options":5337,"answer":94,"explanation":5338},"¿Cuántos tipos de carta hay en el mazo principal?",[4467,4468],"Héroe, objeto, magia, modificadora y desafío.",[5340,5351,5366,5377,5389],{"title":5341,"text":5342,"images":5343,"check":5347},"Tres puntos de acción","Al empezar tu turno tienes tres puntos. Puedes repetir la misma acción varias veces si te quedan puntos: robar, jugar una carta de héroe, objeto o magia, o tirar para activar un héroe.",[5344],{"src":2052,"alt":5345,"label":5346},"Los cinco tipos de carta del mazo: héroe, objeto, magia, modificadora y desafío.","Tipos de carta que puedes jugar",{"question":5348,"options":5349,"answer":94,"explanation":5350},"¿Cuántos puntos cuesta robar una carta?",[5214,3521],"Robar una carta cuesta un punto de acción, igual que jugar un héroe, un objeto o una magia.",{"title":5352,"text":5353,"images":5354,"check":5360},"Héroes y tiradas","Jugar un héroe cuesta un punto y puedes tirar dos dados al ponerlo para usar su efecto si llegas a su requisito. Una vez en tu fiesta, puedes gastar un punto por turno para volver a intentarlo, aunque falles.",[5355,5357],{"src":2036,"alt":5356,"label":3478},"Carta de héroe Wildshot con su clase, su requisito de tirada y su habilidad.",{"src":2159,"alt":5358,"label":5359},"Los dos dados de seis caras que se tiran para activar la habilidad de un héroe.","Dos dados",{"question":5361,"options":5362,"answer":94,"explanation":5365},"¿Cuántas veces por turno puedes activar el mismo héroe?",[5363,5364],"Una vez","Las que quieras","Cada héroe se puede activar una vez por turno; si fallas la tirada, el punto no se recupera.",{"title":5367,"text":5368,"images":5369,"check":5373},"Ataca a un monstruo","Atacar cuesta dos puntos y exige cumplir los requisitos de fiesta de la carta (número de héroes o clases concretas). Tira dos dados: si llegas al requisito, matas al monstruo y ganas su habilidad; si caes en su rango de castigo, pagas el precio.",[5370],{"src":2066,"alt":5371,"label":5372},"Carta de monstruo con su requisito, el rango de castigo 4- y el resultado 8+ que lo mata.","Requisitos y rangos del monstruo",{"question":5374,"options":5375,"answer":94,"explanation":5376},"¿Cuántos puntos cuesta atacar a un monstruo?",[3521,5214],"Atacar cuesta dos de tus tres puntos de acción.",{"title":5378,"text":5379,"images":5380,"check":5383},"Objetos, magias y modificadores","Los objetos se equipan a un héroe (no al líder) y los malditos pueden equiparse a héroes rivales. Las magias se resuelven y se descartan. Los modificadores se juegan gratis, incluso en la tirada de otro jugador, y se suman todos antes de comparar.",[5381],{"src":2052,"alt":5382,"label":5378},"Cartas de objeto, magia y modificadora de la columna de tipos de carta del manual.",{"question":5384,"options":5385,"answer":94,"explanation":5388},"¿Se pueden equipar objetos al líder de grupo?",[5386,5387],"No, solo a cartas de héroe","Sí, a cualquier carta","Los objetos se equipan únicamente a héroes, nunca al líder de grupo.",{"title":5390,"text":5391,"images":5392,"check":5396},"Desafíos y fin de turno","Cuando alguien juega un héroe, objeto o magia, otro puede desafiarlo: cada uno tira dos dados y quien gana decide si la carta se descarta. Al final de tu turno, si no tienes las seis clases ni has matado tres monstruos, pasa el turno.",[5393],{"src":2052,"alt":5394,"label":5395},"Carta de desafío, la última de la columna de tipos de carta.","Carta de desafío",{"question":5397,"options":5398,"answer":94,"explanation":5401},"¿Cuántas veces se puede desafiar la misma carta?",[5399,5400],"Una sola vez","Tantas como jugadores haya","Una carta jugada solo puede ser desafiada una vez.",[5403,5412,5421],{"title":5404,"text":5405,"check":5406},"Contar al líder como héroe","El líder de grupo representa una clase y cuenta para las seis clases, pero no es una carta de héroe: no se equipa, no se sacrifica y no cuenta para los requisitos de «número de héroes».",{"question":5407,"options":5408,"answer":94,"explanation":5411},"¿El líder cuenta para los requisitos de número de héroes?",[5409,5410],"No, solo cuenta para las clases","Sí, como un héroe más","El líder suma su clase, pero no es una carta de héroe para requisitos ni para objetos.",{"title":5413,"text":5414,"check":5415},"Atacar sin cumplir los requisitos","No puedes tirar contra un monstruo si tu fiesta no cumple lo que pide la carta. Comprueba clases y número de héroes antes de gastar los dos puntos.",{"question":5416,"options":5417,"answer":94,"explanation":5420},"¿Cuándo puedes atacar a un monstruo?",[5418,5419],"Solo si tu fiesta cumple sus requisitos","Siempre, con dos puntos","Los requisitos de fiesta son obligatorios antes de atacar.",{"title":5422,"text":5423,"check":5424},"Olvidar el rango de castigo","Muchos monstruos tienen un rango de tirada en el que te castigan en vez de morir. Si sacas dentro de ese rango, pagas el precio y el monstruo sigue vivo.",{"question":5425,"options":5426,"answer":94,"explanation":5429},"¿Qué pasa si sacas dentro del rango de castigo?",[5427,5428],"Pagas el precio y el monstruo no muere","El monstruo muere igualmente","El rango de castigo provoca el efecto negativo sin matar al monstruo.","Ganas en el momento en que matas tu tercer monstruo, o al terminar tu turno con las seis clases distintas representadas entre tu líder y tus héroes. Si otra persona cumple una de las dos condiciones antes, la partida acaba ahí mismo.",{"question":5432,"options":5433,"answer":94,"explanation":5436},"¿Cuándo se comprueba la victoria por seis clases?",[5434,5435],"Al final de tu turno","Al principio de la partida","La victoria por clases se comprueba al terminar tu turno.","Reglas en español (Unstable Games, 2020)",{"title":1970,"description":5151},[2278],"El PDF es la hoja de reglas en español de la campaña. Las cartas de héroe, objeto y monstruo llevan su propio texto, así que el reglamento solo fija el marco.","es\u002Fhere-to-slay",[5443,5446,5449,5452,5455,5458,5461,5464,5467],{"level":290,"title":5444,"text":5445},"No ataques sin requisitos","Antes de gastar dos puntos, cuenta héroes y clases. Un ataque imposible es medio turno perdido.",{"level":290,"title":5447,"text":5448},"Roba cuando no tengas jugadas","Si tu mano no tiene héroes útiles, un punto en robar suele valer más que jugar un objeto que no mejora nada.",{"level":290,"title":5450,"text":5451},"Mira el rango de castigo","Muchos monstruos castigan en una franja de la tirada. Si no puedes superarla con modificadores, espera a tener más héroes.",{"level":300,"title":5453,"text":5454},"Guarda modificadores para el ataque","Un +2 en el momento del ataque convierte un fallo en una muerte. Los modificadores gratis son tu mejor seguro.",{"level":300,"title":5456,"text":5457},"Desafía las cartas clave","No gastes desafíos en cualquier objeto: úsalos cuando alguien baja un héroe que le completa una clase o le da un motor de robo.",{"level":300,"title":5459,"text":5460},"Construye por clases, no por cartas","La segunda vía de victoria es la más silenciosa: si ya tienes cuatro clases, cada héroe nuevo debería cubrir una que te falte.",{"level":310,"title":5462,"text":5463},"Juega al límite del turno","Puedes atacar al monstruo que te da la victoria en tu último punto. Deja los puntos de activación para antes y reserva dos para el golpe final.",{"level":310,"title":5465,"text":5466},"Controla los descartes","Saber qué ha caído limita las respuestas rivales. Si los desafíos ya están en el descarte, tus jugadas grandes son más seguras.",{"level":310,"title":5468,"text":5469},"Equipa objetos malditos a rivales","Un objeto maldito en un héroe enemigo le resta tiradas. Es la forma más barata de frenar a quien va lanzado a por los monstruos.","Fiesta de héroes y dados: mata tres monstruos o reúne las seis clases, mientras tus rivales te sabotean.","O_wlyx3BTvC7dhjGk2iyzde7CfoG6Tkfv6AJiO7Yojc",{"id":5473,"title":5474,"accent":2316,"age":108,"backdrop":2317,"bggUrl":2318,"body":5475,"categories":5488,"components":32,"cover":25,"description":5479,"duration":5492,"extension":36,"faq":5493,"firstGame":32,"industryLegend":32,"lastReviewed":73,"locale":3387,"manualUrl":2369,"mechanics":5524,"meta":5529,"navigation":81,"path":5530,"players":5531,"publisher":2378,"quickStart":5533,"resourceLegend":32,"rulesVersion":5738,"seo":5739,"sourceFiles":5740,"sourceNotes":5741,"stem":5742,"strategies":5743,"summary":5771,"videoLanguage":32,"videoUrl":32,"weight":1468,"year":2628,"__hash__":5772},"games\u002Fes\u002Flotr-duel.md","El Señor de los Anillos: Duelo por la Tierra Media",{"type":12,"value":5476,"toc":5486},[5477,5480,5483],[15,5478,5479],{},"Duelo por la Tierra Media condensa la trilogía en tres capítulos de cartas y\ndecisiones. No hay dados: cada turno eliges una carta visible o una loseta, y el\nreparto de cartas del centro condiciona lo que ambos podéis comprar.",[15,5481,5482],{},"La tensión está en tres relojes que avanzan a la vez: la Búsqueda del Anillo, las\nalianzas de las razas y la presencia militar en las siete regiones. Cada compra\nacelera uno de ellos, y las cartas que descartas por monedas también cambian lo\nque queda disponible para el rival.",[15,5484,5485],{},"Es un duelo corto, muy rejugable y con información abierta: todo lo que ocurre\nestá sobre la mesa, así que la partida se decide por la lectura del ritmo y por\nno quedarte sin recursos en el momento clave.",{"title":25,"searchDepth":26,"depth":26,"links":5487},[],[5489,5490,5491],"Duelo","Estrategia","Tierra Media",{"min":2337,"max":1990},[5494,5497,5500,5503,5506,5509,5512,5515,5518,5521],{"category":39,"question":5495,"answer":5496},"¿Cuántas monedas recibe cada jugador al empezar?","La Comunidad del Anillo recibe 3 monedas y Sauron 2. Las monedas restantes forman una reserva común de la que se coge y se paga durante la partida.",{"category":43,"question":5498,"answer":5499},"¿Cuántas cosas puedo hacer en un turno?","Una: coger una carta de capítulo disponible y jugarla o descartarla, o bien coger una loseta de Lugar y pagarla. Al final del turno se revelan las cartas que hayan quedado disponibles.",{"category":50,"question":5501,"answer":5502},"¿Cómo funciona el encadenamiento?","Desde el capítulo 2, si tienes en tu zona una carta con el mismo símbolo de encadenamiento que la carta que quieres jugar, puedes jugarla gratis aunque no tengas las habilidades. Si no coincides, puedes pagarla normal.",{"category":50,"question":5504,"answer":5505},"¿Cada símbolo de habilidad se usa una sola vez?","Sí. Cada símbolo de habilidad que tengas en tu zona se puede usar una vez en cada uno de tus turnos. Las cartas que muestran dos habilidades separadas por una barra solo dan una de las dos por turno, a tu elección.",{"category":50,"question":5507,"answer":5508},"¿Cómo consigo alianzas de las razas?","Con 2 símbolos de raza iguales coges las 2 fichas superiores de esa raza y te quedas 1. Una vez por partida, con 3 símbolos de razas distintas coges la ficha superior de cada una de esas razas y te quedas 1. Las fichas se revelan a los dos jugadores.",{"category":50,"question":5510,"answer":5511},"¿Un mismo símbolo de raza cuenta para las dos formas de alianza?","Sí. Un único símbolo puede servir para la alianza de 2 símbolos iguales y para la de 3 razas distintas. La ficha del Águila cuenta como una raza más para la victoria por apoyo de las razas.",{"category":43,"question":5513,"answer":5514},"¿Qué pasa cuando se acaba un capítulo?","Termina cuando se coge la última carta del capítulo. Se preparan las cartas del capítulo siguiente, se revelan losetas hasta tener 3 si es posible y se sigue jugando. Quien cerró el capítulo no empieza el siguiente, salvo que tenga un efecto de turno extra.",{"category":66,"question":5516,"answer":5517},"¿Quién gana si nadie cumple una condición al final del capítulo 3?","Gana quien esté presente en más regiones con una fortaleza o al menos una unidad. Si hay empate, la victoria se comparte.",{"category":70,"question":5519,"answer":5520},"¿Puedo ganar antes de terminar los tres capítulos?","Sí. Las tres condiciones de victoria son inmediatas: llegar al Monte del Destino, alcanzar a Frodo y Sam con el Nazgûl, reunir 6 razas distintas o estar presente en las 7 regiones.",{"category":50,"question":5522,"answer":5523},"¿Qué cartas hay en el capítulo 3 que no estén antes?","Las cartas púrpuras, que permiten maniobras: mover una unidad a una región adyacente, hacer perder 1 moneda al rival o retirar una unidad enemiga de cualquier región.",[5525,5526,5527,5528],"Draft de cartas","Mayorías","Desarrollo","Tablero modular",{},"\u002Fes\u002Flotr-duel",{"min":26,"max":26,"best":5532},[26],{"pitch":5534,"pitchCheck":5535,"setup":5541,"turn":5624,"mistakes":5703,"winning":5731,"winningCheck":5732},"Un jugador lleva a la Comunidad del Anillo y el otro a Sauron. La partida dura tres capítulos y en cada turno coges una carta de capítulo o una loseta de lugar y pagas su coste en monedas y habilidades. Las cartas grises dan habilidades; las amarillas, monedas; las azules avanzan la Búsqueda del Anillo; las verdes suman razas aliadas; las rojas colocan unidades en las regiones; y las púrpuras, solo en el capítulo 3, permiten maniobras. Ganas al instante si Frodo y Sam llegan al Monte del Destino, si el Nazgûl los alcanza, si reúnes 6 razas distintas o si estás presente en las 7 regiones. Si nadie lo consigue al final del capítulo 3, gana quien esté en más regiones.",{"question":5536,"options":5537,"answer":94,"explanation":5540},"¿Cómo se gana al instante?",[5538,5539],"Llevando a Frodo y Sam al Monte del Destino o reuniendo 6 razas","Solo con más puntos al final","Hay varias victorias instantáneas: la Búsqueda, las razas y la presencia en las 7 regiones.",[5542,5553,5565,5580,5590,5602,5612],{"text":5543,"images":5544,"check":5547},"Elegid al azar o de común acuerdo quién lleva a la Comunidad del Anillo y quién a Sauron. Cada uno pone delante sus peones de unidad y de fortaleza.",[5545],{"src":2392,"alt":5546,"label":4187},"Preparación de Duelo por la Tierra Media con el tablero central, las cartas de capítulo y los peones.",{"question":5548,"options":5549,"answer":94,"explanation":5552},"¿Cómo se reparten los bandos?",[5550,5551],"Un jugador lleva la Comunidad y el otro a Sauron","Los dos llevan la Comunidad","Cada jugador controla un bando durante toda la partida.",{"text":5554,"images":5555,"check":5559},"Colocad el tablero central entre los dos jugadores y las dos zonas de juego laterales a su alrededor. Sobre el tablero, poned 2 unidades de la Comunidad en Arnor y 2 de Sauron en Mordor.",[5556],{"src":2317,"alt":5557,"label":5558},"Mapa de la Tierra Media con las siete regiones conectadas del tablero central.","Tablero central",{"question":5560,"options":5561,"answer":94,"explanation":5564},"¿Cuántas unidades empiezan en Arnor y en Mordor?",[5562,5563],"Dos en cada una","Tres en cada una","Se colocan 2 unidades de cada bando en sus regiones iniciales.",{"text":5566,"images":5567,"check":5574},"Montad la pista de la Búsqueda del Anillo y colocadla debajo del tablero, con la Comunidad a un lado y Sauron al otro.",[5568,5571],{"src":2416,"alt":5569,"label":5570},"Pista de la Búsqueda del Anillo con las casillas de Frodo y Sam y del Nazgûl.","Pista de la Búsqueda",{"src":2420,"alt":5572,"label":5573},"Esquema de la pista con la casilla inicial del Nazgûl, las casillas de bonus y el Anillo Único.","Casillas de la Búsqueda",{"question":5575,"options":5576,"answer":94,"explanation":5579},"¿Dónde se monta la pista de la Búsqueda?",[5577,5578],"Debajo del tablero","Encima del tablero","La pista va debajo del tablero central.",{"text":5581,"images":5582,"check":5586},"Coged monedas: la Comunidad empieza con 3 y Sauron con 2. El resto forma la reserva común.",[5583],{"src":2433,"alt":5584,"label":5585},"Panel de coste en monedas del reglamento con el símbolo de moneda y la reserva.","Monedas",{"question":5587,"options":5588,"answer":94,"explanation":5589},"¿Con cuántas monedas empieza Sauron?",[120,2141],"La Comunidad empieza con 3 y Sauron con 2.",{"text":5591,"images":5592,"check":5596},"Separad las fichas de Alianza por el reverso, una pila por raza, barajad cada pila y colocadlas boca abajo.",[5593],{"src":2444,"alt":5594,"label":5595},"Panel de referencia con los siete símbolos de raza: Elfos, Ents, Hobbits, Hombres, Enanos y Magos.","Símbolos de raza",{"question":5597,"options":5598,"answer":94,"explanation":5601},"¿Cómo se preparan las fichas de Alianza?",[5599,5600],"Barajadas por raza y boca abajo","Todas boca arriba","Cada raza tiene su pila barajada y oculta.",{"text":5603,"images":5604,"check":5608},"Barajad las losetas de Lugar y poned 3 boca arriba; el resto forma una pila boca abajo.",[5605],{"src":2444,"alt":5606,"label":5607},"Efecto de las losetas de Lugar: permiten colocar una fortaleza en una región y usar un efecto único.","Losetas de Lugar",{"question":5609,"options":5610,"answer":94,"explanation":5611},"¿Cuántas losetas de Lugar se revelan al preparar?",[2141,107],"Se revelan 3 losetas y el resto forma una pila boca abajo.",{"text":5613,"images":5614,"check":5618},"Ordenad las cartas de capítulo en tres mazos según su runa (1, 2 y 3) y barajad cada uno. Preparad el capítulo 1 en el centro siguiendo el esquema y dejad las 3 cartas sobrantes bocabajo en el descarte.",[5615],{"src":2467,"alt":5616,"label":5617},"Disposición de los tres capítulos con cartas boca arriba y boca abajo.","Mazos de capítulo",{"question":5619,"options":5620,"answer":94,"explanation":5623},"¿Cuántos mazos de capítulo se preparan?",[5621,5622],"Tres, uno por runa","Uno solo","Las cartas se separan en tres mazos según su runa.",[5625,5637,5653,5664,5677,5690],{"title":5626,"text":5627,"images":5628,"check":5632},"Coge una carta o una loseta","En tu turno eliges una carta disponible del centro (que no esté tapada por otra) o una loseta de Lugar boca arriba. Sauron empieza la partida.",[5629],{"src":2482,"alt":5630,"label":5631},"Disposición de los capítulos 1, 2 y 3 con las cartas disponibles y las tapadas.","Cartas disponibles",{"question":5633,"options":5634,"answer":94,"explanation":5636},"¿Quién empieza la partida?",[2488,5635],"La Comunidad","Sauron juega primero.",{"title":5638,"text":5639,"images":5640,"check":5647},"Paga el coste","Paga las monedas y habilidades que pida la carta. Si te falta una habilidad, paga 1 moneda por cada símbolo que falte. Desde el capítulo 2 puedes jugar gratis ciertas cartas con el símbolo de encadenamiento.",[5641,5644],{"src":2433,"alt":5642,"label":5643},"Panel de coste en monedas: paga a la reserva las monedas indicadas.","Pagar con monedas",{"src":2444,"alt":5645,"label":5646},"Símbolos de habilidad y colores de carta explicados, incluido el encadenamiento.","Habilidades y encadenamiento",{"question":5648,"options":5649,"answer":94,"explanation":5652},"Si te falta una habilidad para pagar una carta, ¿qué haces?",[5650,5651],"Pagar 1 moneda por cada símbolo que falte","Descartar la carta","Cada símbolo que falte se compensa con 1 moneda.",{"title":5654,"text":5655,"images":5656,"check":5660},"Resuelve el efecto","Las grises dan habilidades (cada símbolo se usa una vez por turno), las amarillas monedas, las azules avanzan la Búsqueda, las verdes suman razas, las rojas colocan unidades y las púrpuras permiten maniobras.",[5657],{"src":2444,"alt":5658,"label":5659},"Todos los colores de carta y su efecto: habilidades, monedas, Búsqueda, razas, unidades, maniobras y Lugares.","Efectos de las cartas",{"question":5661,"options":5662,"answer":94,"explanation":5663},"¿Cuántas veces se usa cada símbolo de habilidad por turno?",[3520,3521],"Cada símbolo se usa una vez por turno.",{"title":5665,"text":5666,"images":5667,"check":5671},"Coloca unidades y resuelve conflictos","Si colocas o mueves unidades a una región con unidades enemigas, hay conflicto: cada jugador retira una unidad y se repite hasta que uno se quede sin unidades allí. Las fortalezas enemigas no luchan ni bloquean.",[5668],{"src":2523,"alt":5669,"label":5670},"Ejemplo de movimiento de unidades entre regiones y conflicto en Rohan.","Conflicto en una región",{"question":5672,"options":5673,"answer":94,"explanation":5676},"¿Qué ocurre al colocar unidades en una región con enemigos?",[5674,5675],"Hay conflicto y se retiran unidades alternativamente","Nada, conviven","El conflicto se resuelve retirando una unidad de cada jugador hasta que uno se queda sin ellas.",{"title":5678,"text":5679,"images":5680,"check":5684},"Cierra el turno y el capítulo","Al final del turno revela las cartas que hayan quedado disponibles. Si se cogió la última carta del capítulo, se prepara el siguiente y se revelan losetas hasta tener 3 si es posible.",[5681],{"src":2482,"alt":5682,"label":5683},"Esquemas usados para preparar los capítulos 1, 2 y 3.","Siguiente capítulo",{"question":5685,"options":5686,"answer":94,"explanation":5689},"¿Qué se hace al coger la última carta de un capítulo?",[5687,5688],"Se prepara el siguiente capítulo","Termina la partida","Al agotar el capítulo se prepara el siguiente y se revelan losetas.",{"title":5691,"text":5692,"images":5693,"check":5697},"Descarta por monedas si no te sirve","Puedes descartar la carta boca abajo y coger monedas de la reserva: 1 en el capítulo 1, 2 en el capítulo 2 y 3 en el capítulo 3.",[5694],{"src":2433,"alt":5695,"label":5696},"Monedas que se cogen de la reserva al descartar una carta boca abajo.","Descartar por monedas",{"question":5698,"options":5699,"answer":94,"explanation":5702},"¿Qué obtienes al descartar una carta boca abajo?",[5700,5701],"Monedas de la reserva","Un punto de victoria","Descartar una carta te da monedas según el capítulo.",[5704,5713,5722],{"title":5705,"text":5706,"check":5707},"Usar dos veces el mismo símbolo","Cada símbolo de habilidad se puede usar una sola vez en cada turno. Tener dos símbolos iguales en cartas distintas no duplica el efecto: solo cuenta el símbolo de cada carta por separado, no el mismo dos veces.",{"question":5708,"options":5709,"answer":94,"explanation":5712},"¿Puedes usar el mismo símbolo dos veces en un turno?",[5710,5711],"No, cada símbolo se usa una vez","Sí, si tienes dos cartas con él","Tener dos símbolos iguales no duplica el efecto.",{"title":5714,"text":5715,"check":5716},"Creer que el Nazgûl puede alejarse","La figura del Nazgûl se coloca encima de Frodo y Sam. Cada vez que avance la Comunidad, Sauron avanza con ella: la distancia entre ambos solo puede reducirse, nunca aumentar.",{"question":5717,"options":5718,"answer":94,"explanation":5721},"¿Puede el Nazgûl alejarse de la Comunidad?",[5719,5720],"No, solo se acerca","Sí, si Sauron quiere","El Nazgûl avanza con la Comunidad: la distancia solo se reduce.",{"title":5723,"text":5724,"check":5725},"Olvidar las fortalezas en el recuento","Una fortaleza cuenta como presencia en su región para la victoria por conquista y para el desempate final, aunque no luche ni impida que el rival coloque unidades en esa región.",{"question":5726,"options":5727,"answer":94,"explanation":5730},"¿Las fortalezas cuentan para la victoria por regiones?",[5728,5729],"Sí, como presencia en su región","No, no cuentan","La fortaleza da presencia, aunque no luche ni bloquee.","Ganas al instante si Frodo y Sam llegan al Monte del Destino (Comunidad), si el Nazgûl los alcanza (Sauron), si reúnes 6 símbolos de raza distintos o si estás presente en las 7 regiones con una fortaleza o al menos una unidad. Si al final del capítulo 3 nadie ha ganado, gana quien esté presente en más regiones; un empate se comparte.",{"question":5733,"options":5734,"answer":94,"explanation":5737},"¿Qué pasa si nadie gana al final del capítulo 3?",[5735,5736],"Gana quien esté en más regiones","Se declara empate siempre","El desempate final es la presencia en más regiones.","Reglamento oficial EN (Repos Production, 2024)",{"title":5474,"description":5479},[2596],"Resumen elaborado a partir del reglamento oficial en inglés incluido en la carpeta de reglamentos. Ilustraciones recortadas de ese mismo manual.","es\u002Flotr-duel",[5744,5747,5750,5753,5756,5759,5762,5765,5768],{"level":290,"title":5745,"text":5746},"No compres lo que no puedes pagar","Antes de coger una carta, cuenta las habilidades que ya tienes y las monedas disponibles. Pagar 2 monedas por habilidades que te faltan suele dejar el turno sin recursos para lo importante.",{"level":290,"title":5748,"text":5749},"Descarta con intención","Descartar una carta da 1, 2 o 3 monedas según el capítulo, pero también revela cartas nuevas al rival. Descarta cuando el dinero te permita encadenar una compra mejor, no por rutina.",{"level":290,"title":5751,"text":5752},"Vigila la Búsqueda del Anillo","Es la carrera más rápida. Si la Comunidad acumula cartas azules, Sauron necesita responder con las suyas o perderá por llegar tarde al Monte del Destino.",{"level":300,"title":5754,"text":5755},"Prepara cadenas para el capítulo 2","Las cartas con símbolo de encadenamiento permiten jugar gratis a partir del capítulo 2. Coge en el capítulo 1 cartas que compartan símbolo para arrancar el segundo capítulo con dos jugadas por el precio de una.",{"level":300,"title":5757,"text":5758},"Reclama alianzas pronto","Las fichas de Alianza dan efectos permanentes y acercan la victoria por razas. Con dos símbolos iguales ya puedes elegir ficha; no esperes a tener tres razas distintas para empezar a mirarlas.",{"level":300,"title":5760,"text":5761},"Presencia antes que poder","Para ganar por conquista solo importa estar en las 7 regiones, no cuántas unidades tengas. Una fortaleza coloca presencia sin necesidad de conflictos y además suma para el desempate final.",{"level":310,"title":5763,"text":5764},"Fuerza conflictos rentables","Un conflicto obliga a ambos a retirar una unidad por ronda. Ataca cuando tengas más unidades en la región que el rival, o cuando retirar la suya te abra una conexión clave.",{"level":310,"title":5766,"text":5767},"Cierra la partida por razas","La victoria por 6 razas exige símbolos verdes de seis tipos distintos. Si el rival descuida las verdes, una mano de tres razas nuevas más la ficha del Águila puede cerrar la partida de golpe.",{"level":310,"title":5769,"text":5770},"Controla el último capítulo","El capítulo 3 añade cartas púrpuras y las últimas losetas. Guarda monedas para la recta final: una maniobra que mueva una unidad a la séptima región        o un conflicto bien colocado decide más que cualquier compra temprana.","Duelo para dos: destruye el Anillo, reúne seis razas o domina las siete regiones de la Tierra Media.","IjMhA_aHldm7k_uq9aPjDrwJCyEbBIC-aea0tbxXEK4",{"id":5774,"title":2632,"accent":1165,"age":108,"backdrop":32,"bggUrl":2633,"body":5775,"categories":5788,"components":32,"cover":32,"description":5779,"duration":5790,"extension":36,"faq":5791,"firstGame":5813,"industryLegend":32,"lastReviewed":73,"locale":3387,"manualUrl":2760,"mechanics":5897,"meta":5899,"navigation":81,"path":5900,"players":5901,"publisher":2767,"quickStart":5903,"resourceLegend":32,"rulesVersion":6074,"seo":6075,"sourceFiles":6076,"sourceNotes":6077,"stem":6078,"strategies":6079,"summary":6107,"videoLanguage":32,"videoUrl":32,"weight":320,"year":2978,"__hash__":6108},"games\u002Fes\u002Frivals-for-catan.md",{"type":12,"value":5776,"toc":5786},[5777,5780,5783],[15,5778,5779],{},"Rivals for Catan convierte la isla en un duelo de motor: seis regiones que giran,\nun dado que reparte recursos y un rival que crece al mismo ritmo. La tensión está\nen el ritmo, no en la sorpresa.",[15,5781,5782],{},"Los puntos llegan por tres vías: construir (asentamientos y ciudades), controlar\nlas ventajas de fuerza y comercio, y no quedarte atrás en ninguna de las dos. La\npartida introductoria enseña el esqueleto; los sets temáticos añaden cartas que\npremian especializarse.",[15,5784,5785],{},"Como casi todo se paga con recursos almacenados, el error más común es acumular\nde más: una región saturada es producción perdida.",{"title":25,"searchDepth":26,"depth":26,"links":5787},[],[5490,5162,5789],"Civilización",{"min":1990,"max":35},[5792,5795,5798,5801,5804,5807,5810],{"category":39,"question":5793,"answer":5794},"¿Se puede jugar con las expansiones desde el principio?","Se puede, pero el manual recomienda jugar primero el juego introductorio y después los sets temáticos, porque cada uno añade cartas con requisitos.",{"category":39,"question":5796,"answer":5797},"¿Qué son los sets temáticos?","Tres mazos de cartas (Oro, Turbulencias y Progreso) que sustituyen parte del mazo básico y cambian el estilo de la partida. El duelo de príncipes mezcla los tres.",{"category":43,"question":5799,"answer":5800},"¿Puedo comerciar varias veces en un turno?","Sí, el comercio no gasta acciones: puedes hacer tantos cambios 3:1 (o 2:1 con barco) como recursos tengas.",{"category":43,"question":5802,"answer":5803},"¿Cuándo se roba o se cambia una carta?","Al final del turno, después de la fase de acción: repones hasta tu límite de mano y puedes cambiar una carta por otra de una pila de robo.",{"category":50,"question":5805,"answer":5806},"¿Qué hace el dado de evento?","Activa una carta de evento que se resuelve de inmediato. Algunos eventos afectan a los dos jugadores, como el ataque de bandidos o la celebración.",{"category":50,"question":5808,"answer":5809},"¿Para qué sirven los puntos de progreso?","Cada punto de progreso de tus edificios aumenta en uno tu límite de mano. Los puntos de habilidad de los héroes se usan en el evento de celebración.",{"category":70,"question":5811,"answer":5812},"¿Qué pasa si los dos llegáis al límite a la vez?","No puede pasar: la partida termina en el turno de quien llega al límite, sin esperar a que el otro juegue.",{"title":5814,"intro":5815,"phases":5816},"Vuestra primera partida","El reglamento trae un juego introductorio con cartas marcadas. Jugadlo antes de los sets temáticos: enseña producción, construcción y ventajas sin cartas especiales.",[5817,5858],{"id":840,"label":5818,"steps":5819},"Montad los principados",[5820,5833,5849],{"title":5821,"text":5822,"images":5823,"check":5827},"Regiones y asentamientos","Montad el principado tal como muestra el manual, con dos asentamientos, un camino y las seis regiones orientadas a un recurso (el oro a cero).",[5824],{"src":2683,"alt":5825,"label":5826},"Cartas de región y asentamiento que forman el principado inicial.","Principado inicial",{"question":5828,"options":5829,"answer":94,"explanation":5832},"¿Con cuántos recursos empieza el campo de oro?",[5830,5831],"Con ninguno","Con uno","Todas las regiones empiezan con un recurso menos el campo de oro, que empieza a cero.",{"title":5834,"text":5835,"images":5836,"check":5843},"Pilas y mazo de eventos","Colocad caminos, asentamientos y ciudades entre los dos, el mazo de regiones boca abajo y el mazo de eventos preparado con la carta de Yule.",[5837,5840],{"src":2695,"alt":5838,"label":5839},"Pilas de caminos, asentamientos y ciudades con las pilas de regiones y de robo.","Pilas centrales",{"src":2699,"alt":5841,"label":5842},"Montaje del mazo de eventos con la carta de Yule.","Mazo de eventos",{"question":5844,"options":5845,"answer":94,"explanation":5848},"¿Dónde se colocan las pilas de construcción?",[5846,5847],"Entre los dos principados","En el borde de la mesa","Las pilas centrales están al alcance de los dos jugadores.",{"title":5850,"text":5851,"images":5852,"check":5855},"Manos iniciales","El que saca más en el dado empieza y roba tres cartas de una pila; el otro roba tres de una pila distinta.",[5853],{"src":2713,"alt":5854,"label":4907},"Robo de tres cartas de una pila de robo a la mano.",{"question":3411,"options":5856,"answer":94,"explanation":5857},[4468,4467],"La mano inicial son tres cartas de una misma pila de robo.",{"id":2044,"label":5859,"steps":5860},"Jugad los primeros turnos",[5861,5873,5886],{"title":2722,"text":5862,"images":5863,"check":5867},"Tira los dados y gira las regiones que coincidan con el dado de producción. Recuerda que el evento puede afectar a los dos jugadores.",[5864],{"src":2726,"alt":5865,"label":5866},"Ejemplo de un 6 en el dado de producción que activa una región.","Ejemplo de producción",{"question":5868,"options":5869,"answer":94,"explanation":5872},"¿Qué dado activa las regiones?",[5870,5871],"El dado de producción","El dado de evento","El dado de producción marca qué regiones generan recurso; el de evento activa eventos.",{"title":5874,"text":5875,"images":5876,"check":5880},"Construye un camino","Reúne dos ladrillos y una madera y coloca un camino junto a uno de tus asentamientos. Es el primer paso para expandir el principado.",[5877],{"src":2740,"alt":5878,"label":5879},"Sitios de construcción alrededor de un asentamiento, incluido el que se usa para un camino.","Construir un camino",{"question":5881,"options":5882,"answer":94,"explanation":5885},"¿Cuánto cuesta un camino?",[5883,5884],"Dos ladrillos y una madera","Un ladrillo y dos maderas","El camino cuesta 2 ladrillos y 1 madera.",{"title":5887,"text":5888,"images":5889,"check":5893},"Amplía con un asentamiento","Con un camino construido, paga un ladrillo, un trigo, una lana y una madera y coloca un asentamiento en su extremo abierto: ganas un punto y dos regiones nuevas.",[5890],{"src":2740,"alt":5891,"label":5892},"Carta de asentamiento con sus cuatro sitios de construcción y el marcador de punto de victoria.","Asentamiento nuevo",{"question":5894,"options":5895,"answer":94,"explanation":5896},"¿Cuántos puntos vale un asentamiento nuevo?",[5214,3521],"Cada asentamiento vale un punto de victoria.",[4153,5898,3389,4429],"Construcción de motor",{},"\u002Fes\u002Frivals-for-catan",{"min":26,"max":26,"best":5902},[26],{"pitch":5904,"pitchCheck":5905,"setup":5909,"turn":5975,"mistakes":6040,"winning":6068,"winningCheck":6069},"Rivals for Catan es un duelo de dos jugadores: cada uno construye un principado con seis regiones que producen madera, lana, oro, ladrillo, mineral y trigo. En tu turno tiras el dado de producción —cada región con ese número te da un recurso, que se acumula girando la carta hasta un máximo de tres— y el dado de evento, que activa una carta de evento. Después, en la fase de acción, juegas cartas y comercias para construir caminos, asentamientos y ciudades, o para colocar mejoras. Gana quien llega antes al límite de puntos: diez en la partida introductoria y doce en los juegos temáticos. Cada asentamiento vale un punto y cada ciudad dos, y los tokens de fuerza y de comercio añaden un punto más a quien los controla.",{"question":5906,"options":5907,"answer":94,"explanation":5908},"¿Cuántos recursos puede almacenar cada región como máximo?",[4468,4467],"Cada región guarda entre 0 y 3 recursos; el exceso se pierde.",[5910,5923,5932,5944,5952,5963],{"text":5911,"images":5912,"check":5918},"Cada jugador monta su principado: dos asentamientos unidos por un camino, con las seis regiones alrededor (bosque, pradera, campo de oro, colinas, montañas y campos). Al empezar, todas las regiones tienen un recurso salvo el campo de oro.",[5913,5915],{"src":2683,"alt":5914,"label":5826},"Cartas de región y asentamiento del principado inicial en el reglamento de Rivals for Catan.",{"src":2781,"alt":5916,"label":5917},"Cartas de región giradas para mostrar 0, 1, 2 y 3 recursos almacenados.","Recursos en una región",{"question":5919,"options":5920,"answer":94,"explanation":5922},"¿Con cuántos recursos empieza cada región?",[5921,4468],"Uno, salvo el campo de oro","Todas empiezan con uno menos el oro, que empieza a cero.",{"text":5924,"images":5925,"check":5928},"Colocad entre los dos principados las pilas de caminos, asentamientos y ciudades boca arriba, el mazo de regiones boca abajo y las pilas de robo del juego básico separadas.",[5926],{"src":2695,"alt":5927,"label":5839},"Esquema de montaje con las pilas de caminos, asentamientos y ciudades, el mazo de regiones y las pilas de robo entre los principados.",{"question":5844,"options":5929,"answer":94,"explanation":5931},[5846,5930],"Junto a la pista de puntos","Las pilas centrales quedan al alcance de ambos.",{"text":5933,"images":5934,"check":5938},"Preparad el mazo de eventos: tres cartas boca abajo, la carta de Yule encima y el resto encima de ella. Barajad y dejadlo junto a las demás pilas.",[5935],{"src":2699,"alt":5936,"label":5937},"Esquema del manual para montar el mazo de eventos con la carta de Yule en el centro.","Montar el mazo de eventos",{"question":5939,"options":5940,"answer":94,"explanation":5943},"¿Cómo se monta el mazo de eventos?",[5941,5942],"Con la carta de Yule bajo el resto","Sin la carta de Yule","La carta de Yule queda bajo el resto del mazo.",{"text":5945,"images":5946,"check":5949},"Tirad un dado cada uno: quien saque más empieza y roba tres cartas de una de las pilas de robo. El otro roba tres de otra pila distinta.",[5947],{"src":2713,"alt":5948,"label":5850},"Esquema de robo de las tres cartas superiores de una pila de robo a la mano.",{"question":3411,"options":5950,"answer":94,"explanation":5951},[4468,4467],"La mano inicial son tres cartas de una pila de robo.",{"text":5953,"images":5954,"check":5958},"Comprobad los números de vuestras regiones: cada una tiene un número del 1 al 6 y esa tirada es la que la activa. Los números pueden cambiar durante la partida.",[5955],{"src":2781,"alt":5956,"label":5957},"Cartas de región que muestran cómo su orientación marca de 0 a 3 recursos almacenados.","Números y orientación de las regiones",{"question":5959,"options":5960,"answer":94,"explanation":5962},"¿Qué activa una región para producir?",[5961,5871],"El número del dado de producción","El dado de producción marca las regiones que generan recursos.",{"text":5964,"images":5965,"check":5969},"Dejad a la vista los tokens de héroe (hacha) y de comercio (balanza): se ganan con tres puntos de fuerza o de comercio y valen un punto de victoria.",[5966],{"src":2832,"alt":5967,"label":5968},"Esquemas de las ventajas de fuerza y de comercio con el token de héroe y el de comercio.","Tokens de ventaja",{"question":5970,"options":5971,"answer":94,"explanation":5974},"¿Qué te da tener tres puntos de fuerza?",[5972,5973],"El token de héroe","El token de comercio","Con tres de fuerza y más que el rival se coge el token de héroe.",[5976,5989,6002,6015,6028],{"title":5977,"text":5978,"images":5979,"check":5983},"Tira producción y evento","Tira los dos dados. Cada región tuya con el número del dado de producción genera un recurso: gira la carta 90° en sentido antihorario. El dado de evento indica qué carta de evento se resuelve.",[5980],{"src":2726,"alt":5981,"label":5982},"Ejemplo de producción: un 6 en el dado de producción gira 90 grados las regiones que coinciden.","Producción de recursos",{"question":5984,"options":5985,"answer":94,"explanation":5988},"¿Cómo se marca que una región produce un recurso?",[5986,5987],"Girando la carta 90° hacia ti","Poniendo una ficha encima","La orientación de la región indica cuántos recursos guarda, de 0 a 3.",{"title":5990,"text":5991,"images":5992,"check":5996},"Juega cartas","Las cartas con recuadro verde son mejoras de asentamiento o ciudad: se pagan y se colocan en un sitio de construcción libre. Las de recuadro amarillo son cartas de acción: se resuelven al momento y se descartan.",[5993],{"src":2740,"alt":5994,"label":5995},"Ejemplo del reglamento con un sitio de construcción adicional junto a un asentamiento.","Sitios de construcción",{"question":5997,"options":5998,"answer":94,"explanation":6001},"¿Dónde se colocan las mejoras de asentamiento o ciudad?",[5999,6000],"En un sitio de construcción libre junto a tu asentamiento o ciudad","Debajo de la carta de región","Cada asentamiento ofrece dos sitios de construcción; las ciudades añaden más.",{"title":6003,"text":6004,"images":6005,"check":6009},"Comercia y construye","Puedes comerciar 3 recursos por 1 de cualquier tipo; con un barco mercante el cambio mejora a 2 por 1 del recurso que indique. Con los recursos construyes caminos, asentamientos y ciudades de las pilas centrales.",[6006],{"src":2873,"alt":6007,"label":6008},"Ejemplo de cambio normal: pagar 3 de mineral de dos regiones y recibir 1 de lana.","Comerciar recursos",{"question":6010,"options":6011,"answer":94,"explanation":6014},"¿Cuál es el cambio de comercio básico?",[6012,6013],"3 recursos por 1","2 recursos por 1","Sin barco mercante el cambio es 3:1; el barco lo mejora a 2:1.",{"title":6016,"text":6017,"images":6018,"check":6022},"Repón la mano y cambia una carta","Al final de la fase de acción, roba o descarta hasta tu límite de mano y puedes cambiar una carta por otra de una pila de robo. Las cartas cambiadas no se pueden usar hasta tu siguiente turno.",[6019],{"src":2887,"alt":6020,"label":6021},"Esquema del cambio de una carta de la mano por la carta superior de una pila de robo.","Cambiar una carta",{"question":6023,"options":6024,"answer":94,"explanation":6027},"¿Puedes usar de inmediato la carta que cambiaste?",[6025,6026],"No, espera a tu próximo turno","Sí, en la misma fase de acción","La carta intercambiada queda en la mano, pero solo se puede jugar en el turno siguiente.",{"title":6029,"text":6030,"images":6031,"check":6035},"Comprueba las ventajas","Si tienes tres o más puntos de fuerza y más que tu rival, coges el token de héroe; con tres o más puntos de comercio y más que tu rival, el de comercio. Cada token vale un punto de victoria y se pierde si dejas de cumplir la condición.",[6032],{"src":2832,"alt":6033,"label":6034},"Esquemas del token de héroe y del token de comercio, cada uno de un punto de victoria.","Tokens de héroe y comercio",{"question":6036,"options":6037,"answer":94,"explanation":6039},"¿Cuánto vale cada token de ventaja?",[5701,6038],"Dos puntos de victoria","El token de héroe y el de comercio valen un punto cada uno.",[6041,6050,6059],{"title":6042,"text":6043,"check":6044},"Apilar más de tres recursos","Una región no puede guardar más de tres recursos. Si produces cuando ya tiene tres, el recurso se pierde: conviene gastar antes de que la región se sature.",{"question":6045,"options":6046,"answer":94,"explanation":6049},"¿Qué pasa si produces en una región que ya tiene tres recursos?",[6047,6048],"El recurso se pierde","Se guarda en una reserva aparte","El límite es tres por región; lo que sobra no se guarda.",{"title":6051,"text":6052,"check":6053},"Construir sin camino","Un asentamiento nuevo solo puede ir junto al extremo abierto de un camino. Debes construir el camino antes, no después, y siempre hay exactamente un camino entre dos asentamientos.",{"question":6054,"options":6055,"answer":94,"explanation":6058},"¿Qué necesitas antes de construir un asentamiento nuevo?",[6056,6057],"Un camino junto al que colocarlo","Una ciudad al lado","El asentamiento se coloca en el extremo abierto de un camino.",{"title":6060,"text":6061,"check":6062},"Olvidar que las ventajas se pierden","Los tokens de fuerza y comercio no son permanentes: si tu rival te supera o bajas de tres puntos, el token cambia de manos o vuelve a la mesa. Revisa las ventajas después de cada construcción.",{"question":6063,"options":6064,"answer":94,"explanation":6067},"¿Son permanentes los tokens de ventaja?",[6065,6066],"No, cambian cuando cambia la correlación de fuerza o comercio","Sí, una vez ganados no se pierden","El token se pierde en cuanto dejas de tener tres puntos y más que tu rival.","Ganas al alcanzar el límite de puntos de victoria durante tu turno: diez en la partida introductoria y doce en los juegos temáticos, con el duelo de príncipes a trece. Cada asentamiento vale un punto, cada ciudad dos, y los tokens de héroe y comercio uno cada uno. Si llegas al límite antes de tirar los dados, la partida termina en ese momento.",{"question":3398,"options":6070,"answer":94,"explanation":6073},[6071,6072],"Cuando un jugador alcanza el límite de puntos en su turno","Cuando se acaban las cartas de construcción","La partida acaba en cuanto alguien llega al límite de puntos durante su turno.","Reglamento EN (Kosmos, 2010), juego básico y sets temáticos",{"title":2632,"description":5779},[2946],"El PDF incluye el juego introductorio, los tres sets temáticos (Oro, Turbulencias y Progreso) y el duelo de príncipes. Esta ficha se centra en las reglas comunes.","es\u002Frivals-for-catan",[6080,6083,6086,6089,6092,6095,6098,6101,6104],{"level":290,"title":6081,"text":6082},"Gasta antes de saturar","Si una región llega a tres recursos, la siguiente producción se pierde. Convierte esos recursos en caminos o mejoras.",{"level":290,"title":6084,"text":6085},"Camino antes que asentamiento","Un asentamiento sin camino no se puede colocar. Planifica la pareja de construcciones con un turno de margen.",{"level":290,"title":6087,"text":6088},"Vigila tu límite de mano","Al final del turno no puedes pasar de tu límite: o gastas cartas o descartas. Los puntos de progreso suben ese límite.",{"level":300,"title":6090,"text":6091},"Persigue la ventaja de comercio","Tres puntos de comercio dan un punto de victoria y mejoran tus cambios. Es la ventaja más fácil de mantener al principio.",{"level":300,"title":6093,"text":6094},"No regales la fuerza","Si tu rival acumula hachas, iguala o supera su cifra: cada token que le dejas es un punto que no recuperas fácilmente.",{"level":300,"title":6096,"text":6097},"Ciudad antes que expansión","Una ciudad vale dos puntos y añade sitios de construcción. A veces compensa más que fundar otro asentamiento lejos.",{"level":310,"title":6099,"text":6100},"Lee el mazo de eventos","Saber qué eventos quedan por salir te dice si conviene guardar recursos o gastarlos antes de una celebración o un ataque de bandidos.",{"level":310,"title":6102,"text":6103},"Controla los números de tus regiones","Las cartas que cambian números de región alteran tu producción. Colócalas pensando en las tiradas que más se repiten en tu mesa.",{"level":310,"title":6105,"text":6106},"Cierra con construcciones dobles","Si puedes construir dos cosas en el mismo turno, la segunda puede ser el punto que te da la partida. Reserva recursos para ese golpe final.","Duelo de dos principados: produce recursos, construye asentamientos y ciudades y llega antes a los puntos de victoria.","t2lzFFvuek7vy2oN4lh4rNSVmLHfnmGP8KEtYojXvCw",{"id":6110,"title":6111,"accent":2983,"age":613,"backdrop":32,"bggUrl":2984,"body":6112,"categories":6125,"components":32,"cover":32,"description":6116,"duration":6128,"extension":36,"faq":6129,"firstGame":6151,"industryLegend":32,"lastReviewed":73,"locale":3387,"manualUrl":3108,"mechanics":6229,"meta":6232,"navigation":81,"path":6233,"players":6234,"publisher":3115,"quickStart":6236,"resourceLegend":32,"rulesVersion":6413,"seo":6414,"sourceFiles":6415,"sourceNotes":6416,"stem":6417,"strategies":6418,"summary":6446,"videoLanguage":32,"videoUrl":32,"weight":26,"year":3333,"__hash__":6447},"games\u002Fes\u002Frobin-of-locksley.md","Robin de Locksley",{"type":12,"value":6113,"toc":6123},[6114,6117,6120],[15,6115,6116],{},"Robin de Locksley es un juego de dos ritmos que se alimentan: el salto del Robin\ndecide qué losetas consigues, y esas losetas deciden cuánto puede correr tu Bardo.\nNinguno de los dos tableros funciona solo.",[15,6118,6119],{},"La cuadrícula es información imperfecta: el hueco se rellena al azar, así que el\nplan siempre es a dos turnos vista. La pista, en cambio, es puro cálculo: cada\nmoneda es una casilla y cada tarea cumplida es una casilla gratis.",[15,6121,6122],{},"Ganar exige doblar o cerrar dos vueltas con cuatro monedas en la mano. Las dos\ncondiciones premian lo mismo: no gastar el oro en el último momento sin haber\npreparado la posición.",{"title":25,"searchDepth":26,"depth":26,"links":6124},[],[6126,4396,6127],"Abstracto","Temático",{"min":2337,"max":34},[6130,6133,6136,6139,6142,6145,6148],{"category":39,"question":6131,"answer":6132},"¿Se puede jugar con niños?","Sí. El manual sugiere usar las losetas de día y, si hay mucha diferencia, dar una o dos monedas extra al jugador con menos experiencia.",{"category":39,"question":6134,"answer":6135},"¿Se pueden cambiar los colores de las losetas?","No. Los colores son fijos y determinan las colecciones y las tareas de las losetas de fama.",{"category":43,"question":6137,"answer":6138},"¿Qué pasa si no puedo vender ninguna colección?","Algunas losetas de fama se cumplen justo así, con no poder vender nada. Si no puedes vender, sigue jugando: el Robin siempre puede saltar si hay casilla.",{"category":43,"question":6140,"answer":6141},"¿Puedo mover el Bardo antes de mover el Robin?","Sí. Puedes mover el Bardo en cualquier momento de tu turno, también antes de mover el Robin.",{"category":50,"question":6143,"answer":6144},"¿Qué significa «distancia de golpe»?","Que los dos Robins están exactamente a un salto de caballo. No permite atacar: solo activa las losetas de fama que piden esa posición.",{"category":50,"question":6146,"answer":6147},"¿Qué pasa si se acaban las losetas de botín?","Si no hay suficientes en el montón para rellenar la cuadrícula, eliges qué hueco rellenar primero. También puedes vender o pagar para devolver losetas al montón.",{"category":70,"question":6149,"answer":6150},"¿Cómo se dobla al rival?","Pasando al Bardo rival por segunda vez después de completar una vuelta entera. La partida termina en ese momento, sin esperar al final de la ronda.",{"title":5814,"intro":6152,"phases":6153},"Una partida de aprendizaje con las losetas de día. La idea es ver el ciclo completo: salto, loseta, colección, oro y carrera.",[6154,6193],{"id":840,"label":6155,"steps":6156},"Montad el tablero",[6157,6170,6181],{"title":6158,"text":6159,"images":6160,"check":6164},"Cuadrícula y esquinas","Formad el 5x5 con las monedas hacia arriba y coloca cada Robin en una esquina. Reservad el montón de robo y el de descartes.",[6161],{"src":3035,"alt":6162,"label":6163},"Esquema de montaje con la cuadrícula 5x5 y los montones a su lado.","Cuadrícula y montones",{"question":6165,"options":6166,"answer":94,"explanation":6169},"¿Con qué cara se colocan las losetas de botín en la cuadrícula?",[6167,6168],"Con la moneda hacia arriba","Con el color hacia arriba","La cuadrícula se monta con la cara de moneda visible.",{"title":6171,"text":6172,"images":6173,"check":6177},"Fama y Bardos","Colocad las esquinas de inicio y meta, tres losetas pequeñas entre cada dos esquinas (las de día) y los Bardos en la salida.",[6174],{"src":3049,"alt":6175,"label":6176},"Las dos figuras de Bardo colocadas en la salida de la pista.","Bardos en la salida",{"question":6178,"options":6179,"answer":94,"explanation":6180},"¿Cuántas losetas pequeñas de fama van entre dos esquinas?",[4468,4467],"El montaje normal pone tres losetas pequeñas entre cada par de esquinas.",{"title":6182,"text":6183,"images":6184,"check":6187},"Oro inicial","Los dos jugadores empiezan con la loseta de su esquina volteada a moneda. Es vuestro primer oro para la pista.",[6185],{"src":3061,"alt":6186,"label":6182},"Losetas de esquina, incluida la del oro inicial.",{"question":6188,"options":6189,"answer":94,"explanation":6192},"¿Con cuánto oro empieza cada jugador?",[6190,6191],"Una moneda, la de su esquina","Tres monedas","Cada jugador se queda una loseta de esquina como oro inicial.",{"id":2044,"label":5859,"steps":6194},[6195,6208,6218],{"title":6196,"text":6197,"images":6198,"check":6202},"Salta y coge","Mueve tu Robin en L, coge la loseta de destino y rellena el hueco al final del turno. Intenta juntar colores iguales.",[6199],{"src":3076,"alt":6200,"label":6201},"Ejemplo del manual con las casillas marcadas en verde a las que puede saltar el Robin rojo.","Saltos legales",{"question":6203,"options":6204,"answer":94,"explanation":6207},"¿Qué haces con la loseta donde aterrizas?",[6205,6206],"Te la llevas a tu suministro","La devuelves al montón","La loseta pasa a tu suministro personal.",{"title":6209,"text":6210,"images":6211,"check":6214},"Primera venta","Cuando tengas tres losetas del mismo color, véndelas: dos al descarte y el resto a moneda. Con ese oro mueve el Bardo.",[6212],{"src":3090,"alt":6213,"label":6209},"Ejemplo de convertir una colección de cinco losetas en tres losetas de oro.",{"question":6215,"options":6216,"answer":94,"explanation":6217},"¿Cuántas losetas de la colección se descartan al vender?",[3521,3520],"Se descartan dos y las demás se voltean a oro.",{"title":6219,"text":6220,"images":6221,"check":6224},"Primer avance","Mueve el Bardo una casilla pagando una moneda o cumpliendo la tarea de la loseta. Comprueba si tu Robin está a distancia de golpe del rival.",[6222],{"src":3101,"alt":6223,"label":6219},"La pista de carrera con las losetas de fama y las monedas pagadas para avanzar.",{"question":6225,"options":6226,"answer":94,"explanation":6228},"¿En qué sentido se mueve el Bardo?",[5252,6227],"En los dos sentidos","El Bardo avanza en el sentido de las agujas del reloj por la pista.",[6230,5258,4153,6231],"Movimiento en cuadrícula","Carrera",{},"\u002Fes\u002Frobin-of-locksley",{"min":26,"max":26,"best":6235},[26],{"pitch":6237,"pitchCheck":6238,"setup":6244,"turn":6311,"mistakes":6378,"winning":6406,"winningCheck":6407},"Robin de Locksley es un duelo de dos jugadores con dos tableros en uno. En el centro, una cuadrícula de 5x5 de losetas de botín: mueves tu Robin como un caballo de ajedrez, te llevas la loseta donde aterrizas y rellenas el hueco. Con las losetas del mismo color formas colecciones, y las colecciones de tres o más se venden para conseguir oro. Ese oro mueve a tu Bardo por la pista de fama que rodea la cuadrícula: cada moneda pagada avanza una casilla, y cada loseta de fama te propone una tarea que también te hace avanzar si la cumples. Ganas si doblas al Bardo rival o si completas dos vueltas y cumples la loseta final pagando cuatro monedas.",{"question":6239,"options":6240,"answer":94,"explanation":6243},"¿Cómo se avanza el Bardo por la pista?",[6241,6242],"Pagando 1 moneda o cumpliendo la tarea de la loseta de fama","Robando una loseta de botín","Cada casilla de la pista se avanza pagando una moneda o cumpliendo la tarea que muestra.",[6245,6257,6266,6278,6290,6299],{"text":6246,"images":6247,"check":6251},"Separad los componentes: 60 losetas de botín, 16 losetas pequeñas de fama, 8 grandes para las esquinas, dos Robins y dos Bardos en los colores de cada jugador, y la pista de carrera que rodea la cuadrícula.",[6248],{"src":3035,"alt":6249,"label":6250},"Esquema de montaje del reglamento con la cuadrícula 5x5, la pista de carrera y las zonas de mazo y descarte.","Montaje de la partida",{"question":6252,"options":6253,"answer":94,"explanation":6256},"¿Cuántas losetas forman la cuadrícula de botín?",[6254,6255],"25, una cuadrícula de 5x5","60, todas las losetas","La cuadrícula es de 5x5 con 25 losetas.",{"text":6258,"images":6259,"check":6263},"Barajad las losetas de botín con la moneda hacia arriba y formad una cuadrícula de 5x5. El jugador más joven coge una loseta de una esquina; el otro, la de la esquina opuesta. Cada uno la voltea a su cara de moneda y se la queda como oro inicial.",[6260],{"src":3141,"alt":6261,"label":6262},"Montón de losetas de botín de seis colores junto a una loseta de moneda.","Losetas de botín",{"question":6264,"options":6265,"answer":94,"explanation":6169},"¿Con qué cara se colocan las losetas en la cuadrícula?",[6167,6168],{"text":6267,"images":6268,"check":6272},"Colocad cada Robin en una de las esquinas que han quedado vacías. El resto de losetas de botín, con la moneda hacia arriba, forma el montón de robo, y al lado se reserva espacio para el montón de descartes.",[6269],{"src":3035,"alt":6270,"label":6271},"Esquema de montaje con la cuadrícula 5x5, los Robins en las esquinas y los montones de robo y descarte.","Cuadrícula, robo y descarte",{"question":6273,"options":6274,"answer":94,"explanation":6277},"¿Dónde se colocan los Robins?",[6275,6276],"En las esquinas que quedan vacías","En el centro de la cuadrícula","Cada Robin ocupa una esquina vacía.",{"text":6279,"images":6280,"check":6284},"Preparad las esquinas de fama: la loseta «The Beginning» y la de «Long Live the King» van juntas en una esquina, con la de inicio en el ángulo interior. Barajad las demás esquinas y poned tres en las esquinas restantes; en la primera partida, usad las de día, que son más fáciles.",[6281],{"src":3061,"alt":6282,"label":6283},"Losetas de esquina de la pista con las casillas de inicio, Nottingham y la meta Long Live the King.","Losetas de inicio y meta",{"question":6285,"options":6286,"answer":94,"explanation":6289},"¿Qué losetas forman la esquina de inicio y meta?",[6287,6288],"«The Beginning» y «Long Live the King»","Dos losetas pequeñas de fama","Las dos losetas especiales van juntas en una esquina.",{"text":6291,"images":6292,"check":6296},"Barajad las losetas pequeñas de fama y colocad tres entre cada dos esquinas. En la primera partida, usad las de día. Estas losetas son las tareas que os permiten avanzar sin pagar oro.",[6293],{"src":3101,"alt":6294,"label":6295},"Losetas de fama a lo largo de la pista, con las monedas y los Bardos usados para avanzar.","Losetas de fama en la pista",{"question":6178,"options":6297,"answer":94,"explanation":6298},[4468,4467],"Se colocan tres entre cada par de esquinas.",{"text":6300,"images":6301,"check":6305},"Colocad cada Bardo junto a la loseta de inicio, en su color. Comprobamos que cada jugador tiene su Robin en una esquina, su Bardo en la salida y su oro inicial.",[6302],{"src":3049,"alt":6303,"label":6304},"Las dos figuras de Bardo en los colores de cada jugador.","Bardos",{"question":6306,"options":6307,"answer":94,"explanation":6310},"¿Dónde empiezan los Bardos?",[6308,6309],"Junto a la loseta de inicio","En la loseta de meta","Cada Bardo se coloca junto a la salida.",[6312,6324,6336,6352,6365],{"title":6313,"text":6314,"images":6315,"check":6318},"Mueve tu Robin en L","Tu Robin se mueve como un caballo de ajedrez: dos losetas en una dirección y una lateral, o una y luego dos. No puede salir de la cuadrícula ni acabar en la loseta del Robin rival.",[6316],{"src":3076,"alt":6200,"label":6317},"Movimiento en L",{"question":6319,"options":6320,"answer":94,"explanation":6323},"¿Cómo se mueve el Robin?",[6321,6322],"Como un caballo de ajedrez, en L de tres losetas","Una loseta en cualquier dirección","El salto es dos más una o una más dos losetas, dentro de la cuadrícula 5x5.",{"title":6325,"text":6326,"images":6327,"check":6331},"Coge la loseta y rellena","Te llevas la loseta en la que aterrizas y la guardas en tu suministro. Al final del turno, rellenas el hueco que has dejado con una loseta del montón de robo.",[6328],{"src":3141,"alt":6329,"label":6330},"Losetas de botín de distintos colores que rellenan la cuadrícula.","Coger y rellenar",{"question":6332,"options":6333,"answer":94,"explanation":6335},"¿Cuándo se rellena el hueco que deja el Robin?",[3553,6334],"Al final de la partida","El hueco se rellena al terminar tu turno con una loseta del montón de robo.",{"title":6337,"text":6338,"images":6339,"check":6346},"Vende una colección","Una colección es un conjunto de losetas del mismo color y nunca se puede partir. Para venderla necesita al menos tres losetas: descartas dos y volteas el resto a su cara de moneda. Si tiene más de tres, ganas una moneda extra por cada loseta adicional.",[6340,6343],{"src":3090,"alt":6341,"label":6342},"Ejemplo de venta de cinco losetas: dos al montón de descartes y tres volteadas a la cara de moneda.","Vender una colección",{"src":3227,"alt":6344,"label":6345},"Dos colecciones de botín: tres losetas verdes y tres blancas.","Colecciones por color",{"question":6347,"options":6348,"answer":94,"explanation":6351},"¿Cuántas losetas necesita una colección para venderse?",[6349,6350],"Tres o más del mismo color","Dos del mismo color","Con dos no se puede vender: hacen falta tres, y las dos descartadas no dan oro.",{"title":6353,"text":6354,"images":6355,"check":6359},"Avanza el Bardo","Durante tu turno puedes mover tu Bardo en el sentido de las agujas del reloj. Cada casilla se paga con una moneda (descartada boca arriba) o se avanza cumpliendo la tarea de la loseta de fama. Puedes seguir avanzando mientras puedas pagar o cumplir.",[6356],{"src":3101,"alt":6357,"label":6358},"Avance del Bardo por la pista pagando monedas o cumpliendo tareas de las losetas de fama.","Avanzar el Bardo",{"question":6360,"options":6361,"answer":94,"explanation":6364},"¿Puedes mover el Bardo varias casillas en un turno?",[6362,6363],"Sí, mientras puedas pagar o cumplir cada tarea","No, solo una casilla por turno","El Bardo avanza tantas casillas como puedas costear o cumplir.",{"title":6366,"text":6367,"images":6368,"check":6372},"Comprueba la posición","Al final del turno mira si habéis doblado al rival o si alguien ha completado dos vueltas y cumple la loseta final. Si los dos Bardos están en la misma casilla, la partida no termina.",[6369],{"src":3254,"alt":6370,"label":6371},"Diagrama de dos Robins en la cuadrícula a distancia de salto de caballo, marcada como distancia de golpe.","Distancia de golpe",{"question":6373,"options":6374,"answer":94,"explanation":6377},"¿Qué pasa si los dos Bardos están en la misma casilla?",[6375,6376],"La partida no termina","Gana el que llegó primero","Doblar exige pasar al rival una segunda vez; estar en la misma casilla no decide la partida.",[6379,6388,6397],{"title":6380,"text":6381,"check":6382},"Partir una colección","Una colección de cinco losetas azules no son dos colecciones de dos y tres: es una sola colección. No puedes dividirla para venderla por partes ni contar los mismos colores dos veces.",{"question":6383,"options":6384,"answer":94,"explanation":6387},"¿Se puede dividir una colección en otras más pequeñas?",[6385,6386],"No, nunca","Sí, al venderla","Las colecciones no se parten: cinco losetas de un color son una única colección.",{"title":6389,"text":6390,"check":6391},"Olvidar el límite de la cuadrícula","El Robin nunca sale del 5x5, ni siquiera para saltar por encima del borde. Si no hay movimiento legal, no te mueves y no coges loseta.",{"question":6392,"options":6393,"answer":94,"explanation":6396},"¿Puede el Robin salir de la cuadrícula de 5x5?",[6394,6395],"No, debe quedarse dentro","Sí, para rodearla","El Robin se mueve dentro de la cuadrícula; el borde es un límite duro.",{"title":6398,"text":6399,"check":6400},"Confundir cumplir con pagar","Pagar una moneda y cumplir la tarea son alternativas, no un requisito doble. Si cumples la tarea de la loseta, avanzas sin gastar oro; si no puedes cumplirla, pagas una moneda para pasar.",{"question":6401,"options":6402,"answer":94,"explanation":6405},"Si cumples la tarea de la loseta, ¿pagas oro?",[6403,6404],"No, avanzar es gratis","Sí, una moneda igualmente","Cumplir la tarea es la alternativa gratuita a pagar la moneda.","Ganas al instante si tu Bardo dobla al rival, es decir, si lo pasa por segunda vez tras completar una vuelta entera. También ganas si completas dos vueltas y cumples la loseta final «Long Live the King», que exige pagar cuatro monedas y no se puede cumplir con una sola. Si los dos Bardos comparten casilla, la partida sigue.",{"question":6408,"options":6409,"answer":94,"explanation":6412},"¿Qué exige la loseta final para cumplirse?",[6410,6411],"Pagar cuatro monedas","Pagar una moneda como el resto","La meta solo se cumple pagando cuatro monedas; las tareas normales no valen.","Reglamento EN (Wyrmgold, 2019)",{"title":6111,"description":6116},[3301],"El manual explica montaje, movimiento en L, venta de colecciones, la pista de fama y el final. Las losetas de fama tienen su propio texto de tarea.","es\u002Frobin-of-locksley",[6419,6422,6425,6428,6431,6434,6437,6440,6443],{"level":290,"title":6420,"text":6421},"Junta colores, no cantidad","Tres losetas del mismo color valen oro; diez de colores distintos no valen nada. Mira la cuadrícula buscando el color que ya tienes.",{"level":290,"title":6423,"text":6424},"No vendas con dos","Una colección de dos no se puede vender y no da oro. Si puedes elegir, coge la loseta que te acerque al tercer color igual.",{"level":290,"title":6426,"text":6427},"Rellena sin regalar","El hueco que dejas se rellena al azar. Intenta que tu salto no deje una loseta fácil para el rival.",{"level":300,"title":6429,"text":6430},"Cuenta las monedas del rival","El oro del rival marca cuántas casillas puede avanzar de golpe. Si va corto, es tu momento de arriesgar por una colección grande.",{"level":300,"title":6432,"text":6433},"Vende en el momento justo","Vender no es obligatorio: si una loseta de fama pide una colección de tres, no la vendas hasta haberla usado para avanzar gratis.",{"level":300,"title":6435,"text":6436},"Bloquea las esquinas","Colocar tu Robin cerca de una esquina limita los saltos del rival y te deja opciones para las tareas de posición.",{"level":310,"title":6438,"text":6439},"Prepara la loseta final","La meta exige cuatro monedas de golpe. Cuando estés en la segunda vuelta, guarda oro en lugar de venderlo todo.",{"level":310,"title":6441,"text":6442},"Fuerza el ritmo","Cada moneda que gastas en el Bardo es una moneda que no acumulas. Si tu rival depende de colecciones grandes, acelera la carrera para que no las complete.",{"level":310,"title":6444,"text":6445},"Lee las losetas de noche","En partidas con losetas difíciles, memoriza qué tareas hay entre las esquinas: saber si puedes cumplir o deberás pagar decide cuántas monedas reservar.","Duelo de dos forajidos: roba losetas en salto de caballo, véndelas en oro y corre con tu bardo por la pista de la fama.","fSbZlynZXnwEKDXEbfLH-2W4WURUaod9Ya8ZhMStQgo",1792754232733]