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Gathering Quest

Game Rules 
1. All players start at their respective bases on each side of the board in their 
bases. 
a. There are 2 bases: 
i. Red Keep 
ii. Blue Keep 
2. Choose what class you’ll play between: ​Knight, Ranger or peasant.​ Each player 
on the team has to have 1 of each class. Game ​required​ for 6 people 
A. Knight -can carry 15 resources gets a bonus +2 stone and food when 
landing on a space that gives those resources  
B. Ranger-can carry 15 resources and gets a bonus +2 gold and wood 
when landing on a space that gives those resources 
C. Peasant- can carry 25 resources 
3. To choose which team goes first, play rock-paper-scissors. 
4. The order of turns is one player from one team goes then another player 
from the opposing team goes from the same class. 
a. Blue Peasant->Red Peasant->Blue Ranger->Red Ranger, etc. 
5. Locations on the board are the Quarry, Field, Cave, and Forest. They have 
numbered squares for the resources you get when landing on a square. 
A. Quarry - gives stone 
B. Field - gives Food 
C. Cave - gives gold 
D. Forest - gives wood 
6. You cannot collect resources from the same area within 2 consecutive turns.  
a. You have to leave that area and move onto another resource area. 
b. If you don’t have a movement card that gets you out of the whole 
resource area in one turn, you don’t collect any resources from the 
spot you landed on.  
7. You must return to base to deposit your resources. 
8. Keep track of the resources in your keep by having a pile of the resources on 
one side of the board for each team.  
9. Assign 1 player the role of “Resource Wizard” 
a. This player will be in charge of giving the players the number of 
resources they earn designated by the spot a player lands on. They 
act like the ‘banker’ from Monopoly in this game.  
Movement Cards 
10. Draw 5 movement cards at the beginning of the game 
11. Draw one movement card per turn unless your hand is full. 
12. You can have up to 5 movement cards in your hand. 
13. Movement cards can be played once per turn to move the path displayed on 
the card 
14. You can only start on the green square represented on the card. You can end 
your movement turn anywhere on a red square represented on the card. 
15. You can choose any direction: up, down, left, or right to move with that 
movement card. 
a. Movement cards are not restricted to one direction you can play them.  
 
Victory Conditions 
The players can choose how long they want to play depending on what tier they 
want to build to. Tiers are victory points in which you collect resources to upgrade 
your base. Upgrading to a tier takes those resources, any extra carry over to the 
next tier. 
1​st​ tier- 10 wood,10 gold ,10 stone, and 10 food 
2​nd​ tier- 15 wood, 15 gold,15 stone, and 15 food 
3​rd​ tier- 20 wood,20 gold,20 stone, and 20 food 

Trap cards 
1. Refer to the traps cards list to determine what your trap cards number 
does. 
2. You can keep 1 trap card in your hand 
3. Spaces marked with “T” give you a trap card that you can use the same turn 
you land on it or you can save it. 
4. If you have no resources and someone tries to steal some from you don’t go 
into the negative but you lose a turn. 
5. Trap barricades last 2 turns and then fade away. 
6. If you land on a T space while having the max amount in your hand don’t draw 
a trap. 
7. You CANNOT place wall trap cards on the first row of spots infront of a 
keep. 
a. Doing this could trap a player within their own keep.  
8. Traps do affect your team unless stated on the card otherwise. 
9. You must play trap cards before playing movement cards otherwise wait till 
next turn. 
The Middle 
In the middle there are mystery cards that either give positive or negative 
effects but can help teams who are falling behind catch up if they are willing to 
gamble or if team wants to get ahead. 
 
Transferring resources: 
You can land next to your teammates and give them the resources you are 
currently carrying but cannot go past their classes carry limit.