Forge War PrintForge War Print----andaannddand- ---PlayPlay · Forge War PrintForge War...

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Forge War Print Forge War Print Forge War Print Forge War Print-and and and and-Play Play Play Play What you’ll need: The 108 cards from the Print-and-Play file, printed, cut and sorted by their backs The 3 mine grids from the Print-and-Play file, printed and cut Currency tokens in denominations of 1 and 5 – around 30 1s and 15 5s should be sufficient Dice to represent adventurers and their levels – d6s or d4s work best 40 orange cubes, 30 black cubes and 20 green cubes to represent resources 16 cubes or small tokens of another color to be used as quest trackers 15 cubes, 3 meeples and 5 disks in each player color (preferably different colors than the resource cubes) Some way to keep track of the score. It is possible to just total up the score from quests and other sources at the end, but you’ll need some way to keep track of which quests were completed and which were failed. Everything should be self-explanatory in reference to the rules file, except for the setup of the board cards and the mine hexes. In addition, there are no player mats, so that has been condensed to 2 start cards (gold backs with just the word “start” on them) that should be distributed to players with the 2 starting weapon designs. There is also no way to keep track of rounds, but the size of the market decks should keep you abreast of that. Quest cards should be dealt into 3 rows to separate the 0-cost (2 cards), 1-cost (3 cards) and 2-cost (3 cards) quests.

Transcript of Forge War PrintForge War Print----andaannddand- ---PlayPlay · Forge War PrintForge War...

Page 1: Forge War PrintForge War Print----andaannddand- ---PlayPlay · Forge War PrintForge War Print----andaannddand- ---PlayPlay What you’ll need: • The 108 cards from the Print-and-Play

Forge War PrintForge War PrintForge War PrintForge War Print----andandandand----PlayPlayPlayPlayWhat you’ll need:

• The 108 cards from the Print-and-Play file, printed, cut and sorted by their backs

• The 3 mine grids from the Print-and-Play file, printed and cut

• Currency tokens in denominations of 1 and 5 – around 30 1s and 15 5s should be

sufficient

• Dice to represent adventurers and their levels – d6s or d4s work best

• 40 orange cubes, 30 black cubes and 20 green cubes to represent resources

• 16 cubes or small tokens of another color to be used as quest trackers

• 15 cubes, 3 meeples and 5 disks in each player color (preferably different colors

than the resource cubes)

• Some way to keep track of the score. It is possible to just total up the score from

quests and other sources at the end, but you’ll need some way to keep track of

which quests were completed and which were failed.

Everything should be self-explanatory in reference to the rules file, except for the setup

of the board cards and the mine hexes.

In addition, there are no player mats, so that has been condensed to 2 start cards (gold

backs with just the word “start” on them) that should be distributed to players with

the 2 starting weapon designs.

There is also no way to keep track of rounds, but the size of the market decks should

keep you abreast of that.

Quest cards should be dealt into 3 rows to separate the 0-cost (2 cards), 1-cost (3

cards) and 2-cost (3 cards) quests.

Page 2: Forge War PrintForge War Print----andaannddand- ---PlayPlay · Forge War PrintForge War Print----andaannddand- ---PlayPlay What you’ll need: • The 108 cards from the Print-and-Play

Public weapon designs will be

placed in a row down here

Board Cards:

The cards with the gold backs that say “Board” and “Start” on them will be used

to comprise the market area, since there is no large board to print. It is

recommended to arrange them on the table as follows:

Page 3: Forge War PrintForge War Print----andaannddand- ---PlayPlay · Forge War PrintForge War Print----andaannddand- ---PlayPlay What you’ll need: • The 108 cards from the Print-and-Play

Mine Hexes:

The 3 mine hex grids can be assembled on the table as follows to form a 5-length

hex grid. The tiles can be rearranged, rotated or flipped over for a total of 16

configurations for more variability.

Additionally, depending on the number of players, you will need to block hexes on

the edge of the mine with markers so that players don’t play on them. In a 3-player

game, block the edge hexes on 3 sides (indicated by arrows above), and it a 2-player

game, block all edge hexes.