Sunteți pe pagina 1din 0

Runebound is a game i find lends itself well to solo play, even though it's not exactly stated in the

rules how
it works. You can use the doom track, but I find it horrible, and play instead with a modified version of the
Midnight expansion hreat rack. !everal people have asked me about this so I decided to document it here,
along with other rule changes.
""""""""""""""""""""""""""""""""""""""""""""""""""
THE STANDARD RULES
You will need the hreat rack from the Midnight expansion to play #or if you don't have it $ust make it
yourself " you should be able to find pictures and details of it on %%&s website'.
Additional setup
!et the hreat level to (, and the threat difficulty to whatever you like " I recommend starting at )( and
lowering it by * each time you beat the game. +egin with ( doom tokens in your pool.
Playing
,lay the game exactly as normal, including standard knockout and winning conditions. he only difference
is there is now a !tep -, the hreat roll.
Step 6: Threat roll
his step comes each turn after the experience step.
Make a Threat Roll by rolling ) dice and adding any doom tokens you have in your pool. If this roll is e.ual
to or higher than the hreat /ifficulty, increase the hreat 0evel by * and discard all doom tokens you have
accumulated from your pool. If this roll is below the hreat /ifficulty, add one doom token to your pool.
If the hreat 0evel ever goes past *( #i.e. your on *( and your hreat Roll is over the hreat /ifficulty' you
I1!210Y lose the game 3 there is no 4endgame5 under these rules #unless otherwise noted.'
hat5s all there is to it. he sections that follow deal with the different adventures and expansions.
""""""""""""""""""""""""""""""""""""""""""""""""""
RISE O THE DRA!ON LORDS
his adventure #aka the base game' is played using the standard rules. 6ard exceptions are noted below.
Ad"enture #ards
Ata"a$: he reward for this card is ) gold, and you may skip over !tep -7 hreat Roll this turn.
The S%y ull o& 'asps: his card5s reward is ) gold reward, and the card is kept. It may be discarded at a
later time during the movement step to change any one movement die to a side of your choosing.
""""""""""""""""""""""""""""""""""""""""""""""""""
ISLE O DREAD
here are no changes needed to play Isle of /read solo. 8here the rules state for the 'player on your left' to
place your piece somewhere, simply choose a location randomly. hat's it9
""""""""""""""""""""""""""""""""""""""""""""""""""
RELI#S O LE!END
1o new rules. 6ards function as normal with exceptions noted below.
(ar%et #ards
)anner o& the Lion: 2s long as there are at least two exhaustion on this card, any mountain symbols you
roll on the movement dice are wild, and can be used to move into any other space.
)anner o& the Ra*: ,lace * exhaustion on this card each time you defeat a blue or red challenge.
)anner o& the 'ol&: 2s long as there are at least : exhaustion on this card, the ;+efore 6ombat< section of
any challenge cards are ignored. 1ote that this is not optional 3 if the cards ;+efore 6ombat< section was
beneficial, too bad.
""""""""""""""""""""""""""""""""""""""""""""""""""
ARTIA#TS AND ALLIES
1o new rules. 6ards function as normal with exceptions noted below.
(ar%et #ards
#loa% o& Use&ul ite*s: +efore moving, activate to purchase any * item from any town market stack.
!uardian Dog: If your hero is knocked out, the &uardian /og may test mind #**'. If it passes, you do not
lose any gold or an item due to the knockout.
Ro+e o& Ti*e and Spa,e: +efore moving, activate to 4borrow5 an ally from one of the market decks for *
gold. his 2lly does not count against your normal 2lly limit. 2fter the challenge is resolved, return the 2lly
to it5s market deck with no wound or stamina markers, =10>!! the 2lly was killed, in which case discard
it.
Sister o& (er,y: If you are knocked out, the sister of Mercy receives the experience counters described on
her card.
Sister o& -engean,e: If you defeat an encounter with at least ? wounds, the sister of @engeance receives the
experience counters described on her card.
-est*ents o& .ellos: Rather than taking an 2lly off another Aero, you can take one off a market stack from
a city within B spaces of where you are for this combat only#his 2lly does not count against your normal
2lly limit'. 2fter the 6hallenge is resolved, even if the 2lly was killed, the 2lly is returned to the market
stack without any wound or stamina tokens.
Sphere o& -ision: he !phere will allow you to immediately ignore any >ncounters that you draw if you
wish. If you do choose to take the encounter, you may re"roll any failed skilled roll on that card once per
skill roll you need to make.
""""""""""""""""""""""""""""""""""""""""""""""""""
TERRORS O THE TO()
1o new rules. 6ards function as normal with exceptions noted below.
Ad"enture #ards
A Hero o& Old A/a%ens: !huffle and randomly draw an unused hero card. You may now take that Aero as
an 2lly for free if you wish. Ignore the Aero5s special abilities.
#urse o& the True Na*e: If you succeed in the diplomacy test, simply discard the card.
Doppelshado/: If you fail the resistance test, add a gold counter to the card and fight the /oppelshadow
again. >ach time you defeat the /oppelshadow you must re"roll the Resistance test adding CB to the roll for
each gold counter that is on the card. 8hen you finally make the Resistance roll, discard the card and all the
gold counters on it.
Horde o& !houls: In addition to the : gold reward, if you defeat this challenge during ;before combat< you
may take the Aorde of &houls as an 2lly. !ubtract *( from all their !tats to get there 2lly combat values.
he Aorde of &houls may never receive healing once taken as an 2lly.
""""""""""""""""""""""""""""""""""""""""""""""""""
THE DAR. OREST
1o new rules. 6ards function as normal with exceptions noted below.
Ad"enture #ards
)andit .ing o& )la,%thorn: he cards reward is to either take - gold or make the spirit /iplomacy #*D'
test. If this succeeds take the card. 2s a +efore 6ombat action you may discard this card to inflict ) wounds
damage on a challenge in a forest or swamp space.
)andits o& )la,%thorn: he cards reward is to either take ) gold or make the spirit /iplomacy #*?' test. If
this succeeds take the card. 2s a +efore 6ombat action you may discard this card to inflict * wounds damage
on a challenge in a forest or swamp space.
Dar% Spirit o& the 'ood: +efore combat you may take E wounds #which cannot be cancelled' from this
challenge. %or every wound you take make a spirit Resist #*B' test, and remove one /oom counter from the
pool for each success.
oul Ny*ph: his cards reward is now take this card. /iscard this card during your movement step to move
into an ad$acent swamp space for free.
!i&t o& the ey: If you succeed in the test, you may discard this card at any time to re"roll one of your own
*("sided dice.
Ra0or/ing Lar"a: he cards reward is to either take ) gold or take the card. You may discard this card
during your movement step to remove ) stamina from yourself and all your allies.
S,a"enger ey: ake the item from any market stack rather than from another hero.
Spore Spire: he cards reward is now to take the card. You may discard this card during your movement
phase to remove one wound.
Toll #olle,tor: est spirit /iplomacy #*)' . If you succeed, take ) gold then discard this card. If you fail
simply discard the card.
""""""""""""""""""""""""""""""""""""""""""""""""""
#RO'N O ELDER .IN!S
!et up and play the game according to the !olo and 6o>F rules with the changes noted below.
1our Opponent
In this adventure you will be pitted against another hero who is also striving to become an >lder Fing
/uring setup shuffle the remaining hero cards and draw one 3 this is the hero you will be up against
#referred to hereby as your opponent'. Gbviously when your opponent makes skill tests or fights you will
have to roll the dice for them.
2s the hreat 0evel is raised your opponent will become more powerful, add experience tokens as detailed
on the following table the %IR! time the threat level reaches that value7
0 ) 7 2dd a C) Mind, C) +ody, C) !pirit token
0 B 7 2dd a C) Mind, C) +ody, C) !pirit, C) >xhaustion, C* 8ound token
0 - 7 2dd a C) Mind, C) +ody, C) !pirit token
0 H 7 2dd a C) Mind, C) +ody, C) !pirit, C) >xhaustion, C* 8ound token
0 D 7 Your opponent has collected : vassals, initiate the end game.
8hen fighting your opponent, use the standard ,v, rules. Your opponent is armed with unholy gauntlets,
which allows him to attack every round of combat. Ae or she will not use any other items or allies, but will
use their special abilities if they are combat related, and will fight to the best of his or her abilities, spending
exhaustion anytime it makes sense to do so.
The Endga*e
here are ) ways for the endgame to begin7
23 I& you ,olle,t a set o& 4 "assals as des,ri+ed in the #oE. rules
2t the end of that turn discard any /ragon 0ord cards you have collected, and select up to : @assals for your
opponent to fight, discard all exhaustion and wounds from your hero and refresh all of your items. Your
opponent will fight all the vassals in the order you choose, and then if still alive will fight your hero.
53 As soon as the Threat Le"el rea,hes 6
You were too slow and your opponent has collected a set of @assals before you did. /iscard all exhaustion
and wounds from your hero, refresh all of your items and draw : cards from the blue deck. You first must
defeat these : challenges, then fight your opponent.
If your opponent is killed, you win the game. If your hero is killed, you lose9
Ad"enture #ards
!uardian o&7: Gwning the &uardian of a city entitles you to a * gold discount when buying items from
that city.
The olly o& Heroes: Your opponent must immediately make a skill test in their highest rated skill as
described on the card. If this test fails, you may lower the current hreat 0evel by * #minimum of ('.
There #an )e Only One: Immediately enter into combat with your opponent. If you win, you may lower
the current hreat 0evel by * #minimum of ('.
""""""""""""""""""""""""""""""""""""""""""""""""""
THE S#EPTER O .1ROS
!et up and play the game according to the !olo and !oF rules with the changes noted below.
Setup
/uring setup place +lue adventure counters on the red adventure spaces 3 these are now treated as blue
adventure spaces. his will make it a bit easier to get to the H giants you need to defeat to initiate the
endgame.
+oth %rostgate and &reyhaven start the game with three items in their market stack, rather than $ust one.
The Endga*e
he endgame is played as normal, with &iants appearing in %rostgate and &reyhaven. 1ote that during the
endgame the threat track is still in effect, so if the threat level passes *( before you defeat the ) endgame
giants, you lose9
o decide what experience counters each &iant 0ord receives, roll *d*( on the following table #once for
each card in their market stack.' If you roll the same counter more than once simply re"roll.
* " ) 7 C ) Mind
: " B 7 C ) +ody
? 3 - 7 C) !pirit
I 3 H 7 C ) !tamina
D 3 *( 7 C * 8ounds
2 &iant 0ord will use all of the items in its town5s market stack to the best of it5s abilities.
If you kill both &iant 0ords, you win the game.
"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
(IDNI!HT
!et up and play the game according to the !olo and Midnight rules with the changes noted below.
!a*e Setup
Step 4: Randomly determine who the 1ight Fing you will be fighting is.
Step 8: he black mirrors are assigned to each stronghold randomly. his can easily be done by drawing
them from a cup or bag one at a time.
Step 9: 2s in normal !olo rules, it5s recommended that the threat difficulty be )( unless you want a really
tough adventure.
Step 6: he game begins with one patrol active. his patrol begins in the stronghold with the ':' black
mirror.
Night .ing Turn Se:uen,e
Step 4: he player rolls for patrol movement as normal. he patrol must move towards your hero as far as it
is able to using the rolled results as efficiently as possible. If a patrol reaches your hero it always attacks.
Step 8:>ach turn, the 1ight Fing gains gold e.ual to your current levelJ put the gold pieces on his sheet. If
the 1ight Fing now has KL *( gold coins, it will spend *( gold as followsJ Roll a *( sided die7
Even Number: he 1ight Fing improves his shadow power by * level. If he already is at level B, he will
spawn a patrol instead.
Odd Number: he 1ight Fing will spawn a new patrol in the stronghold closest to you. If there are already ?
patrols on the board, he will improve his shadow level instead.
he 1ight Fing will never buy combat counters.
Patrols
If a patrol attacks your hero, continue drawing from the deck according to your current level until you draw
a card that is a minion of the 1ight Fing. hat card will be the patrol that attacks you. %or example, if you
are fighting against MahNir, are currently level : and a patrol reaches you, draw from the yellow deck until
you draw either a warlord, soldier or Grc for the patrol.
Hero Turn
Step 4 ; Night .ing In&luen,e Roll: his works as follows. ake a number of movement dice e.ual to you
level #maximum of ?'. Roll all of these dice for range " for each terrain symbol he rolls that matches the
1ight Fings terrain type for range will be added to the cards range value. 2ll dice that don5t roll this terrain
are picked up and now rolled for Melee. /ice that match the melee symbol are added to the cards Melee
value, and any dice that did not match are now rolled for a third time for magic. 2ny dice that match the
magic terrain symbol are added to the cards magic value, and the dice that did not are removed. he night
king never re"rolls.
Assaulting Strongholds
he 1ight Fing Influences combat here exactly as he does with other challenges, as explained above.
he restriction on a hero only attacking on one combat phase when assaulting strongholds does not apply "
the player may attack in as many phases as his level allows him, as if it were a regular challenge.
'inning the !a*e
You win the game by destroying black mirror counters with a total value of at least : before the threat level
passes *(.
""""""""""""""""""""""""""""""""""""""""""""""""""
#HA(PIONS O .ELLOS
1o new rules. 6ards function as normal.
""""""""""""""""""""""""""""""""""""""""""""""""""
'AL.ERS O THE 'ILD
1o new rules. 6ards function as normal with exceptions noted below.
(ar%et #ards
(irror o& #opying: /iscard to copy and immediately gain the benefit of an 2ctivate"to"=se or /iscard"to"
=se effect of an item found in any Market !tack.
""""""""""""""""""""""""""""""""""""""""""""""""""
DRA.ES AND DRA!ONSPA'N
1o new rules. 6ards function as normal with exceptions noted below.
Ad"enture #ards
Orphan o& the Dragon: You may chose two numbers between * and *( and roll *d*(. If the number rolled
is one you chose you get a C) Stamina experience counter.
S,a"engers o& the S%y: 8hile this card is in play, when you defeat a 6hallenge your Aero must test mind
!pot #*?'. If he fails see the penalty on the card.
S,ion o& the Dragon: You may chose two numbers between * and *( and roll *d*(. If the number rolled is
one you chose you get a C* Life experience counter.
Trade*aster o& Ta*alir: Your hero makes a spirit /iplomacy test #*?'. If he passes he becomes the
radesmaster of amalir . 8hile this card is in play the radesmaster of amalir gains ) gold each time the
hreat 0evel goes up.
""""""""""""""""""""""""""""""""""""""""""""""""""
SHADO'S O (AR!ATH
1o new rules. 6ards function as normal with exceptions noted below.
Ad"enture #ards
A Thie& in the Night: reat this card as if it had $ust been played on you.
#ha*pions o& !reyha"en: +id and any amount of &old, then roll *d*(. If your bid e.uals or exceeds this
roll you become 6hampion of &reyhaven , see the card for effects. hen discard all of the &old you bid,
even if you did not become 6hampion of &reyhaven.
#urse o& Ash: reat this card as if it had $ust been played on you, it will effect the next three skill tests
andOor combat rolls you make.
E*issary o& orge: 8hile this card is in play during your Market step if you are in a city make a mind
inker #*?' test. If you pass gain * gold.
Harpy Huntress: Instead of the player to your left moving you, move your piece up to three spaces so that it
is as far away from any town as possible. If there is more than one space to chose from determine randomly.
Torrential Rains: reat this card as if it had $ust been played on you, it will effect you for three turns.
'ords o& Dissension: reat this card as if it had $ust been played on you.
""""""""""""""""""""""""""""""""""""""""""""""""""
A-ATARS O .ELNO-
,lay according to the standard 2oF rules. 6ards function as normal with exceptions noted below.
Ad"enture #ards
Al*s &or the #hur,h: Ignore the bidding part of the card, simply place however much gold you want upon
it. Remember that if the card is replaced all its remaining gold goes to the bank9
A"atar o& Death: he reward now reads P2fter a battle in which an 2lly died, activate and roll *d*(. Gn a
*"? the 2lly is resurrected with no life or exhaustion tokens.P
A"atar o& Destru,tion: he reward now takes effect when one of your 2llies is wounded.
A"atar o& !reed: he reward now reads P2ctivate to buy all Items at half the normal price this turn #round
up'.P
A"atar o& Loss: he reward now reads P2fter using a /iscard"to"=se Item you may activate this card and
roll *d*(. Gn a *"? do not discard the item.P
A"atar o& 'ar: he reward now takes effect when your hero inflicts wounds rather than another player's.
""""""""""""""""""""""""""""""""""""""""""""""""""
THE #ULT O THE RUNE
!et up and play the game according to the !olo and 6otR rules with the changes noted below.
!a*e Setup
!ince doom counters are used as corruption markers, you will need to use stones or buttons to represent the
doom counters, otherwise $ust record them on a piece of paper.
-i,tory #onditions
Ignore the bonus point scoring, you only get victory points e.ual to the cards experience point value.
!a*eplay
Rather than move one space, the cult will move : spaces a turn #one at a time'. You may choose which space
the cult marker moves to if there is a choice, however if the opportunity occurs to move it into your heroes
space then you must.
>ach time the hreat 0evel goes up, all flipped counters are re"flipped back to their original side, the cultists
have gone into hiding9 he only exception to this rule are counters either on or ad$acent to the cult marker
which remain in the state they were in. his means you need to aggressively go after the cultists as the cult
marker flips them rather than dally about waiting.
Ending the !a*e
You win if7
" You obtain )- victory points.
You lose if7
" he hreat 0evel passes *(.
" You are killed due to over branding.
"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
SANDS O AL;.ALI(
!et up and play the game according to the !olo and !ands of 2l"Falim rules with the changes noted below.
'inning the !a*e
You must complete B .uests before the hreat 0evel reaches *(, or you lose.
Dra/ing Legendary <uests
8henever the hreat 0evel is raised, take the top card in each 0egendary deck and put it at the bottom on
that deck. In this way the .uests you can choose from will cycle throughout the game.
(o"ing the Sandstor*
8hen the sandstorm first appears you may place it in any orientation you wish.
%or every hex the !andstorm needs to move roll a *d*(. Gn an even number it follows the left arrow, on an
odd number it follows the right arrow on the marker.
Sur"i"al !ear
8hen you use a piece of !urvival gear it is returned to the box. In other words, the component limit tells you
how much survival gear you may buy during the whole game.
Ad"enture #ards
#haos )east: If you are knocked out by this challenge gather all of your experience counters, mix them up
and choose one without looking " this is the experience counter you lose. hen roll *d*( on the below table
to see what it is replaced with7
*")7 C) mind
:"B7 C) body
?"-7 C) spirit
I"H7 C* life
D"*(7 C) stamina
De"ol"ed Or,: If you are forced to take this card, ignore the bit about being ad$acent to another hero and
instead make the mind Resist #*?' roll after you complete your next challenge. If you pass discard this card,
if you fail discard this card but then immediately draw other challenge card of the same color as the one you
$ust fought and fight it. You get no reward for beating this second card, but still get the experience as normal.
Legendary #ards:
(er,hant o& (ystery: Instead of gaining abilities from another player, the card may gain the ability of the
topmost 0egendary 2rtifact card of the 0egendary 2rtifacts deck.
La*p o& the D=inni Instead of gaining abilities from another player, the card may gain the ability of the
topmost 0egendary card from any of the 0egendary 6ards decks.
""""""""""""""""""""""""""""""""""""""""""""""""""
RITUALS AND RUNES
1o new rules. 6ards function as normal.
""""""""""""""""""""""""""""""""""""""""""""""""""
'EAPONS O LE!END
1o new rules. 6ards function as normal.
""""""""""""""""""""""""""""""""""""""""""""""""""
TRAPS AND TREASURES
Ad"enture #ards
Sudden Seperation: If you lose your next turn, you must still make a hreat Roll to see if the hreat 0evel
rises as normal.
""""""""""""""""""""""""""""""""""""""""""""""""""
)EASTS AND )ANDITS
Ad"enture #ards
!uild 'ars: 6ard functions the same as written, except you still draw a market card in towns you are not a
member of.
>oin the )and: est body >ndure #*?'. If you fail discard this card. If you succeed, take this card. >ach
yellow challenge you defeat is worth an additional gold coin reward.
""""""""""""""""""""""""""""""""""""""""""""""""""
THE SE-EN S#IONS
!et up and play the game according to the rules found in he !even !cions. Ignore the threat track rules as
this variant has it's own clock anyway. I have added a few modifications below to mix the game up a bit
since there is only * player.
'inning the !a*e
You must kill the !cion at the end of the game. If he kills you, you lose9
S,ion #ounters
>ach !cion counter may only be taken G16>. If you discard the counter due to either using it, or because an
event card was drawn, that counter is returned to the box and no longer used.
Sleeping S,ions
2gents of the !torm 0ords attempt to seal the !cions in their tombs to stop them awakening when their
master approaches. >ach time the storm counter travels off the top of the market stack #ie $ust before a storm
event' roll on the following table to see if the agents have managed to seal a !cion's tomb7
* " he 2rcher
) " he rickster
: " he ,rotector
B " he 2rchmage
? " he crusader
- " he +arbarian
I"*( " 1one
If the scion rolled is still slumbering, place a doom counter on it " that scion may not be awakened. If you
roll PnoneP, a scion who already has a doom token on him or a scion you have already awakened then
nothing happens.
%urthermore, if you ever discard a !cion, either voluntarily or because it's killed, place a doom token on it.
hat !cion may not be reawakened for the rest of the game.
S,ion #ards
The Prote,tor: o awaken the protector, you must be only * life away from being knocked out, and the
yellow storm deck must be empty #ie the next storm card you will face will either be blue or silver.'
""""""""""""""""""""""""""""""""""""""""""""""""""
THE #ATA#L1S(
!et up and play the game according to the !olo and he 6ataclysm rules with the changes noted below.
'inning the !a*e
In order to win the game you must collect *H points before the threat track passes *(. If the threat track
passes *( and you haven't reached *H points, the curse overcomes the land and you lose.
De&eating a Le"el 4 #urse
2nytime you defeat a level : curse, you may clear the /oom pool of any /oom tokens you have, and lower
the current threat level by one " you have managed to delay the dark forces of the curse.
#urse #ards
(ind Riders: If you fail the Resist test, take a spare mind, body and spirit counter and use these to
randomly decide which round you and your allies attack in this combat round #draw one out of a bag for
each character'.
Su**on the our 'inds: You must touch the all four sides of the board to pass this .uest.
The Ashen Phoeni$: Instead of facing 6hallenge 6ards of all players, face the Yellow 6hallenge cards you
yourself have collected, following the same refresh, experience and reward rules as on the card.
The S,a"engers: Instead of the hero on your left moving your hero, move them in a random direction #use
dice to determine which direction.'
"""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""""
The ro0en 'astes
!et up and play the game according to the !olo and %roNen 8astes rules with the changes noted below.
'inning the !a*e
You must either defeat 2rshan in combat or find and deliver ,rinces aira as per %roNen 8astes5 rules. 1ote
that when you find the ,rinces some additional rules take effect, as noted below.
Sur"i"al !ear
8hen you use a piece of !urvival gear it is returned to the box. In other words, the component limit tells you
how much survival gear you may buy during the whole game.
Legend #ards
>ach time the threat level rises, roll a die and discard the face up legendary item in the line that corresponds
to that number, drawing another one to replace it. If you roll a number higher than - no changes to the lineup
are made.
Threat Tra,%
8hen the threat track reaches -, the cold becomes even more bone chilling. he 4harsh conditions5 variant
immediately comes into play for the rest of the game #page *B of froNen wastes rulebook'.
Es,ort the Prin,ess
8hen you discover the ,rincess, the Icewyrm Queen sends out her minions to stop you9 8hile you are
escorting the princess, the ravel AaNard rules are in effect #page *( of the Runebound rulebook' with the
following rule changes7
" Your hero level #number of experience counters you have C*' will determine the challenge color as
follows7
0>@>0 7 6G0GR
* 7 &reen
)": 7 Yellow
B"? 7 +lue
-C 7 Red
" /iscard any >ncounters and >vents you drawJ you must face a challenge.
" You do not get any rewards or experience for defeating these challenges.
" If you make with the princes to &reen @ale, you must automatically face a Red 6ard there #treat this card
as if it were a travel haNard'. If you defeat this then you will win the game.
1ot that these travel haNard rules are only in effect while you escort the princess. If you lose her they cease
taking effect until such a time as you find her again.
Ad"enture #ards
8henever a card comes into play that states ;2ll activated flare crystals are removed from the board<, roll
*d*(. You must now discard a combination of Rumor okens and ,rinces 6lue cards e.ualing that amount if
possible. You may decide how to split the discards between the two types as you wish, but once you have
chosen the number of each to be discarded, the discards themselves are random. %or example if you rolled
4I5 you could chose to discard ) rumor tokens and ? prices cards. he actual token and princes cards to be
discarded however are done randomly.

S-ar putea să vă placă și