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Print and Play

Note: These are not final components.

Components
Your copy of Pathfinder Dice Arena comes with the following components. If any of these are missing or
damaged, contact support@funto11.com
These rules
64 custom six-sided dice (16 each of 4 colors)
6 hero reference cards
6 talent cards
12 character item cards
16 fate cards

Pathfinder Dice Arena


In Pathfinder Dice Arena, 24 players takes on the role of a hero in the Pathfinder universe, competing
against each other for fame and glory. While you are all mighty adventurers, only one of you can win the
Royal Tournament.

Overview and Winning:


During the game players will take
turns rolling a number of dice, and
then adding 2 dice to the grid on their
playmat. When all of the dice are on
grids, the round ends. Each player
scores VP, Victory Points, based on
what types of patterns they were able
to make on their grids. After two
rounds, the player with the most VP
wins!

Note: These are not final components.

Setup (2-4 players)


Each player chooses a hero to play, then takes that heros reference card and talent card and puts them
within easy reach. Then each player takes their heros item cards, sorts them by type, and puts them
in the market, in stacks, face up. These cards arent owned by anyone until they are purchased in later
turns (not just the ones that match your character!). Shuffle the fate deck and place it face down in the
market.
Finally, build the communal dice pool. The number of dice in the dice pool varies with the number
of players as shown:
2 players: 8 of each color
3 players: 12 of each color
4 players: 16 of each color (all of them!)
This ensures that each player has access to 16 dice. Leave any dice you dont need in the box, you wont
be using them.

2 Player Setup: In 2 player games, place only 1 copy of each character item card in the market. The other
cards are not used in the game; you can leave them in the box.
Market

Player 1

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2013 Paizo Publishing, LLC

Illustration by Wayne Reynolds

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2013 Paizo Publishing, LLC

When scoring, you may score 4 VP for


one pattern that has 4 or more different
icons.

Illustration by Wayne Reynolds

6
Recharge:
Another
player
rolls 5 or
more dice.

You may reroll red or yellow dice that


arent hammers.

Expend at the end


of your turn.
Immediately
take an extra
turn.

Prin

Valeros

Bravery

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lay

Player 2
Note: These are not final components.

lay

Illustration by Wayne Reynolds

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2013 Paizo Publishing, LLC

Boots of
Elvenkind

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Base
Base
Illustration by Wayne Reynolds

Illustration by Kieran Yanner

When scoring, you may change the


color of one key in your grid.

2013 Paizo Publishing, LLC

You may reroll blue or yellow dice that


arent keys.

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Base

Pri

Merisiel

t an

Base

Once per round, at the beginning of


your turn, use this card to negate all text,
including reroll text, on character cards
until the beginning of your next turn (this
does not affect scoring).

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Prin

Print and Play

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Prin

Cloak of Victory

Prin

Score 2 VP at the end of each round.

2013 Paizo Publishing, LLC

Illustration by Diana Martinez

Longsword

2013 Paizo Publishing, LLC

Recharge: Another
player has 2 or
more starbursts
(after rerolls).

Flashing Rapier

2013 Paizo Publishing, LLC

Illustration by Roberto Pitturru

Talent Card

Expend during the


Spend Gold step.
Gain gold pieces
equal to the
number of dice
in another players
tent.

You may skip your Reroll step to change


one rolled die to a shield.

Talent Card
Hero Reference Cards

Pick Pocket

Whenever you gain a gold piece, you may


take it from another player instead of the
bank.

2013 Paizo Publishing, LLC

Illustration by Roberto Pitturru

Print and Play

Dice

Print and Play


Fate

Fate Deck

How to Play
Pathfinder Dice Arena, PDA, is played in a series of turns and rounds. A turn is one player taking one
action. A round is completed when all players have placed all of their dice on their grid.
The youngest player takes the first turn of the game, then play proceeds clockwise (thats to the
left for you digital-clock-only people). Once every player has taken a turn, a new round begins. Play
continues until all dice in the pool have been placed on players grids.

A Turn
During a turn, you perform the following steps in order:
1. Choose and Roll
2. Reroll
3. Add to Your Grid
4. Save One Die
5. Spend Gold
Players continue taking turns in a clockwise fashion until the end of the turn in which all players grids
are full of dice.

1.

Choose and Roll


Choose four dice from the communal dice pool to roll, then roll them!
You must choose the base dice listed on your hero card as two of your four choices, if those dice
are still available in the pool (if only one is available, you must choose it).
You can then freely choose any other diceincluding more of your base dicefrom the pool
until youve chosen a total of four dice. If you dont have that many left in the pool, choose as
many as you can.
Once youve chosen your dice, roll em!

2. Reroll
Every hero has some ability to reroll certain dice if you so choose, and during the game you
can gain extra ways to reroll. Make those rerolls during this step. No matter how many sources
of rerolling you have, though, you can only reroll each individual die once per turn (so, if your
hero allowed it, you could reroll all of your dice with one ability, but then none of those dice
could be rerolled a second time that turn, even if you had a second reroll ability).

Note: These are not final components.

3.

Add to Your Grid


Take two dice from those you rolled (or those dice saved in your tent from a previous turn; see
below) and put them in your grid.
If you have the same number of empty spaces in your grid as you have dice in your tent (your
tent is the area on the far right of your character reference sheet), even in the middle of this
step, you must choose dice from your tent to add to your grid. You cannot choose from the dice
you rolled while the number of spaces in your grid equals the number of dice in your tent.
Play Tip: If the quantity of dice you have left in your tent equals the number of spaces left in your
grid, you dont need to choose any extra dice during your Choose and Roll step; you wont be able
to use them!
When you place a starburst die into your grid, it triggers its special power (See page 7).
When you place a gold (1) die into your grid, you immediately gain a gold piece. If you placed
the gold (1) die on a square that has a bag of coins pictured in it, then you gain an extra gold
piece; take a gold piece token, from the bank.

4.

Save One Die


If desired, you may take one die you rolled, but didnt place, and add it to your tent. These dice
must be put into the grid on later turns. Also, dice in your tent cannot be rerolled; you place
them in your grid without changing their facing.
Return the dice that you didnt place or save back into the communal pool.

5.

Spend Gold
You may spend gold pieces to purchase any item cards in the market, recharge talents, and/or
buy draws from the fate deck.
You can buy any or all items, recharges, and draws in any order during your turn. See the
various descriptions under Special Effects for more information.

Ending a Round
Players continue taking turns in a clockwise
fashion until the end of the turn in which all
players grids are full of dice.
At that time, no matter whose turn it was, the
round ends. Each player scores VP (victory
points) for the various patterns players were able
to create (see Scoring, Page 8). After all VP are
scored, all players return all dice from their grids
to the pool, flip any face-down talent and item
cards face up again, and play another round.
The player with the lowest score goes first in the
second round. After the second round, the player
with the highest total VP from both rounds is
the grand champion and winner of the tourney!

Note: These are not final components.

Special Rule - the Tent


The Tent is a place where you can save dice you roll from one turn to another. Unless something
unusual happens, these dice will eventually end up in your Grid. If you ever have the same number of
empty spaces in your Grid as you have dice in your Tent, you MUST choose to add the dice from your
Tent to your Grid during your turn, instead of choosing from the dice you rolled.

Cards
Talents

Bravery
Expend at the end
of your turn.
Immediately
take an extra
turn.

Print and Play

Each player starts with a talent card that provides the player with a special
ability. The card tells you what the ability is and when it can be used. After you
use the ability, turn the card over.
During the Spend Gold step, you can spend gold equal to the cards recharge
cost to allow you to use the talent another time. When you recharge a talent,
flip the card back over to its front side (the side that describes the ability) so
everyone knows that the power is available to you again.
Additionally, each talent has a recharge section on the front of the card. If the
situation outlined in the recharge section happens and the talent is expended,
then the player may choose to recharge it immediately, without having to spend
any gold.

Recharge:
Another
player
rolls 5 or
more dice.

2013 Paizo Publishing, LLC

Illustration by Wayne Reynolds

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Fate Cards
During the Spend Gold step, you may spend 1 gold coin to draw a card from the
fate deck. Keep these cards secret from the other players until you use them.
Each card tells you what it does. After playing the card, put it in the fate card
discard pile. Players may never have more than three fate cards at a time, but
may voluntarily discard fate cards for no effect during the Spend Gold step to
make room so they can buy more.
You can only buy fate cards once per turn, and you must announce in advance
how many you wish to purchase. Its fate; you cant always control it.

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Power Focus
Choose and roll an additional red die.

2013 Paizo Publishing, LLC

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Hero Item Cards


During the Spend Gold step, you can buy any of the item cards available in the
market for the cost listed on the card. You do not need to be the hero named to
buy the card, any hero can use any card. However, if you are the hero named by
an item card, you score 1 VP when you buy the card.
When you purchase an item card, move it next to your hero reference sheet. You
can use the ability printed on the card for the rest of the game. Some abilities
can only be used once per round; if you use such an ability, flip the card over.
Unlike talents, such cards cannot be recharged.

Note: These are not final components.

Pr

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Longsword
You may skip your Reroll step to change
one rolled die to a shield.

2013 Paizo Publishing, LLC


Illustration by Roberto Pitturru

Special Powers
When you place a die showing a starburst icon into your grid, you get to use the dies ability. This ability varies
based on the color of the die.

Green (Will):

Change the icon of any die in your grid (including this die) to any other facing.

Blue (Mind):

Move any die in your grid to an empty space on your grid, or swap the locations of two dice in
your grid. Any die that you move retains its current icon.

Red (Power):

Choose any die in another players grid. Roll that die and place it back in the grid in the same
location. If the result is a starburst icon, the player does not get to use the dies ability.

Yellow (Speed):

Choose a die in another players grid. Move that die to any empty spot on that players grid. The
die retains its current icon.

Gold
Each crown icon earns you one gold when you place it. Additionally, if you
place a crown on one of the spaces on your grid that is marked with a bag of
gold, you gain two gold instead of just one. When you earn gold, take gold
counters equal to the amount you earned and place them near your hero
reference sheet. You can spend the gold later.

Note: These are not final components.

Scoring The Round


Your score in each round is based on the patterns you were able to make of the icons in your grid.
A pattern is any sequence of 3 or more icons on dice that form contiguous lines. Dice are only considered
adjacent if they share a side; dice that touch diagonally do not count. Note that players can score VP
for making patterns out of any icons, even crowns and starbursts.
When scoring, players score first for sequences of icons and then a second time for sequences of icons
on dice that match color. Thus, if you have a sequence that is comprised entirely of icons that also
match color, that sequence gets scored twice (once for the icons, once for the icons with matching
color).

Total Score for this grid:


Books................Pattern of 5 = 7 VP
Hammers........Pattern of 5 = 7 VP

VP

Shields, Keys, and Gold dont score


because none of them are a part of a
pattern of 3 or more.

Total = 14 VP

11

13

15

10

17

11

19

12

21

13

23

14

25

15

27

16

29

Total Score for this grid:


Hammers....... Pattern of 4
Starburst......... Pattern of 3
Shields............ Pattern of 5
Red Shields.... Pattern of 4
Gold................. Pattern of 3

= 5 VP
= 3 VP
= 7 VP
= 5 VP
= 3 VP

The Book doesnt score because its


not part of a pattern of 3 or more.
Total = 23 VP

# of
Dice

Note: These are not final components.

Credits
Design: David Freeman
Additional Design: Kai Nesbit
Development: Grumpy Cat
Cover Art: BenWootten
Graphic Design: Jordan W Martin
Editing: Ed Bolme
Special thanks to the Goblin Squad for playtesting

11

10

2013 Paizo Publishing, LLC Pathfinder and all images


and logos are registered trademarks of Paizo Publishing, LLC.

Game Design: Fun To 11


www.funto11.com

2013 Paizo Publishing, LLC

Illustration by Wayne Reynolds

Bonded Cane

Print and Play

Recharge:
Another player
has 2 or more
books (after
rerolls).

3
Illustration by Wayne Reynolds

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Belt of Giant
Strength

2013 Paizo Publishing, LLC

2013 Paizo Publishing, LLC

Illustration by Wayne Reynolds

Expend at the
end of your turn.
Each other player
returns 1 die of
the most common
icon in their grid
to the pool (their
choice if several
icons are tied).
Recharge: Return
2 starbursts
from your tent
to the pool at the
beginning of your
turn.

2013 Paizo Publishing, LLC

Illustration by Wayne Reynolds

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Whenever the red or yellow starburst


effect is used on you, roll a die from
the pool (and return it). On a book or
starburst, choose a die on another players
grid (other than the player using the
starburst effect, if possible)
for the power to affect.

2013 Paizo Publishing, LLC


Illustration by Roberto Pitturru

Recharge:
Save a
book.

2013 Paizo Publishing, LLC

Illustration by Wayne Reynolds

Dispel Magic

Amulet of Life

Choose 2 extra dice each turn.

Illustration by Vincent Dutrait

Animal Fury

Expend at the beginning


of your turn. Exchange a
die from your tent with
a die from the pool of
another color. Set
the new die to
the same icon as
the old die. (you
gain no gold or
starburst effects)

2013 Paizo Publishing, LLC

Recharge: Another
player has 2 or
more starbursts
(after rerolls).

Expend when
you save
a shield.
Expend
another
players
talent.

Expend after
you reroll.
Starbursts have
no effect until
the beginning
of your next
turn.

Print and Play

Print and Play

Recharge:
Another
player
rolls 5 or
more dice.

Expend during the


Spend Gold step.
Gain gold pieces
equal to the
number of dice
in another players
tent.

Print and Play

Print and Play

Expend at the end


of your turn.
Immediately
take an extra
turn.

Prayer of Protection

Print and Play

Pick Pocket

Bravery

Recharge: The
player to your
right saves or
places a starburst.

2013 Paizo Publishing, LLC

Illustration by Wayne Reynolds

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Headband of
Alluring Charisma
Once per round, at the beginning of your
turn, use this card to make all players skip
the Reroll step until the beginning of your
next turn.

2013 Paizo Publishing, LLC


Illustration by Vincent Dutrait

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Second Wind

Mind Focus

Will Focus

Recharge your talent.

Choose and roll an additional blue die.

Choose and roll an additional green die.

2013 Paizo Publishing, LLC

2013 Paizo Publishing, LLC

2013 Paizo Publishing, LLC

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Power Focus

Speed Focus

A Look Ahead

Choose and roll an additional red die.

Choose and roll an additional yellow die.

Choose and roll up to 2 additional dice.

2013 Paizo Publishing, LLC

2013 Paizo Publishing, LLC

2013 Paizo Publishing, LLC

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+2VP
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Victory Shout

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Readjustment

Score 2 VP.

Roll a die in your grid (leave it in the same


location) or move a die in your grid to an
open space.

2013 Paizo Publishing, LLC

2013 Paizo Publishing, LLC

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Second Wind

Mind Focus

Will Focus

Recharge your talent.

Choose and roll an additional blue die.

Choose and roll an additional green die.

2013 Paizo Publishing, LLC

2013 Paizo Publishing, LLC

2013 Paizo Publishing, LLC

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Power Focus

Speed Focus

A Look Ahead

Choose and roll an additional red die.

Choose and roll an additional yellow die.

Choose and roll up to 2 additional dice.

2013 Paizo Publishing, LLC

2013 Paizo Publishing, LLC

2013 Paizo Publishing, LLC

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+2VP
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Victory Shout

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Readjustment

Score 2 VP.

Roll a die in your grid (leave it in the same


location) or move a die in your grid to an
open space.

2013 Paizo Publishing, LLC

2013 Paizo Publishing, LLC

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Longsword

2013 Paizo Publishing, LLC


Illustration by Roberto Pitturru

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lP ay

2013 Paizo Publishing, LLC

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Illustration by Roberto Pitturru

lP ay

Illustration by Roberto Pitturru

lP ay

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Once per round, at the beginning of


your turn, use this card to negate all text,
including reroll text, on character cards
until the beginning of your next turn (this
does not affect scoring).

2013 Paizo Publishing, LLC

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Magical
Breast Plate

Once per round, at the beginning of your


turn, use this card to recharge all talents.

2013 Paizo Publishing, LLC

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Illustration by Kieran Yanner

Phylactery of
Positive Channeling

Whenever you gain a gold piece, you may


take it from another player instead of the
bank.

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P

Score 2 VP at the end of each round.

2013 Paizo Publishing, LLC

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Boots of
Elvenkind

Illustration by Diana Martinez

Flashing Rapier

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Cloak of Victory

You may skip your Reroll step to change


one rolled die to a shield.

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ta

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ta

lP ay

Once per round, at the beginning of


your turn, use this card to roll a die from
the pool (and return it). On a shield or a
starburst, change each die on a bag of
gold space of your grid to any icon.

2013 Paizo Publishing, LLC


Illustration by Eric Belisle

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Wand of Force
Missiles

Ring of
Protection

Magical Large
Bastard Sword

When you use a red or yellow starburst


effect, you may also return one die from
any players tent to the pool.

Once per round, at the beginning of your


turn, use this card to negate starburst
effects until the beginning of your next
turn.

Players that have more dice in their tent


than you do choose one fewer die each
turn.

2013 Paizo Publishing, LLC


Illustration by Jeff Carlisle

2013 Paizo Publishing, LLC


Illustration by Vincent Dutrait

2013 Paizo Publishing, LLC


Illustration by Roberto Pitturru

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Longsword

2013 Paizo Publishing, LLC


Illustration by Roberto Pitturru

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2013 Paizo Publishing, LLC

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Illustration by Roberto Pitturru

lP ay

Illustration by Roberto Pitturru

lP ay

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Once per round, at the beginning of


your turn, use this card to negate all text,
including reroll text, on character cards
until the beginning of your next turn (this
does not affect scoring).

2013 Paizo Publishing, LLC

d
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Magical
Breast Plate

Once per round, at the beginning of your


turn, use this card to recharge all talents.

2013 Paizo Publishing, LLC

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P

Illustration by Kieran Yanner

Phylactery of
Positive Channeling

Whenever you gain a gold piece, you may


take it from another player instead of the
bank.

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P

Score 2 VP at the end of each round.

2013 Paizo Publishing, LLC

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Boots of
Elvenkind

Illustration by Diana Martinez

Flashing Rapier

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Cloak of Victory

You may skip your Reroll step to change


one rolled die to a shield.

d
n
ta

d
n
ta

lP ay

Once per round, at the beginning of


your turn, use this card to roll a die from
the pool (and return it). On a shield or a
starburst, change each die on a bag of
gold space of your grid to any icon.

2013 Paizo Publishing, LLC


Illustration by Eric Belisle

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Wand of Force
Missiles

Ring of
Protection

Magical Large
Bastard Sword

When you use a red or yellow starburst


effect, you may also return one die from
any players tent to the pool.

Once per round, at the beginning of your


turn, use this card to negate starburst
effects until the beginning of your next
turn.

Players that have more dice in their tent


than you do choose one fewer die each
turn.

2013 Paizo Publishing, LLC


Illustration by Jeff Carlisle

2013 Paizo Publishing, LLC


Illustration by Vincent Dutrait

2013 Paizo Publishing, LLC


Illustration by Roberto Pitturru

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Belt of Giant
Strength

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2013 Paizo Publishing, LLC

Choose and Roll


Reroll
Add to Your Grid
Save One Die
Spend Gold

Once per round, at the beginning of your


turn, use this card to make all players skip
the Reroll step until the beginning of your
next turn.

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Green (Will):

Change the icon of any die in your grid (including this die) to
any other facing.

Blue (Mind):

Move any die in your grid to an empty space on your grid, or


swap the locations of two dice in your grid. Any die that you
move retains its current icon.

Red (Power):

Choose any die in another players grid. Roll that die and place it
back in the grid in the same location. If the result is a starburst
icon, the player does not get to use the power.
Choose a die in another players grid. Move that die to any
empty spot on that players grid. The die retains its current icon.

Scoring
Your score in each round is based on the patterns you were able to make of the icons in your grid. A pattern is a group of adjacent
(not diagonal) icons on dice. The size of the patterns determines your score, as shown in the chart to the right.
Icon Patterns: You score for any sequence of 3 or more matching icons, even crowns and starbursts.
Icon/Color Patterns: You score for any sequence of 3 or more matching icons (even crowns and starbursts) that also share the same
die color. (Thus if you have a sequence of icons that also match color, that sequence scores twice.)

2013 Paizo Publishing, LLC

2013 Paizo Publishing, LLC


Illustration by Vincent Dutrait

When you place a die showing a starburst icon into your grid, you get to use the
dies starburst effect. This ability varies based on the color of the die.

Yellow (Speed):

lP ay

Headband of
Alluring Charisma

Illustration by Roberto Pitturru

Special Powers

1.
2.
3.
4.
5.

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Whenever the red or yellow starburst


effect is used on you, roll a die from
the pool (and return it). On a book or
starburst, choose a die on another players
grid (other than the player using the
starburst effect, if possible)
for the power to affect.

Illustration by Vincent Dutrait

Turn Order

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Amulet of Life

Choose 2 extra dice each turn.

2013 Paizo Publishing, LLC

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# of
Dice

VP

11

13

15

10

17

11

19

12

21

13

23

14

25

15

27

16

29

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Valeros

lP ay

You may reroll red or yellow dice that


arent hammers.

When scoring, you may score 4 VP for


one pattern that has 4 or more different
icons.

Base

Base

T
E
N
T

2013 Paizo Publishing, LLC

Illustration by Wayne Reynolds

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Merisiel

lP ay

You may reroll blue or yellow dice that


arent keys.

When scoring, you may change the


color of one key in your grid.

Base

Base

T
E
N
T

2013 Paizo Publishing, LLC

Illustration by Wayne Reynolds

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Ezren

lP ay

You may reroll blue or red dice that


arent books.

When you place a blue or red die in


your tent, choose a player. That player
returns one red or blue die from his or
her tent to the pool.

Base

Base

T
E
N
T

2013 Paizo Publishing, LLC

Illustration by Wayne Reynolds

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Kyra

lP ay

You may reroll blue or green dice that


arent shields.

When you place a red starburst, you


may use the green starburst effect
instead of the red one.

Base

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2013 Paizo Publishing, LLC

Illustration by Wayne Reynolds

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Amiri

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You may reroll books and keys.

If any player has more dice in his or


her tent than you do, you may choose
an additional red die.

Base

Base

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2013 Paizo Publishing, LLC

Illustration by Wayne Reynolds

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Seoni

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You may reroll dice that arent books.

When you place a book in your tent,


you may exchange a die in your grid
with a die from the pool of another
color. Set the new die to the same icon
as the old die (you gain no gold or
starburst effects).
2013 Paizo Publishing, LLC

Illustration by Wayne Reynolds

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Base

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Print 1 copy of this page for each player


*To play full 4 player game you will
need 4 copies of this page

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