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Each Scout (player) must fight to be the first to reach the Oasis.
To reach your goal, you will need to draw (Explore), take (Recycle), or steal (Pillage) numbered Journey cards and play them in front of you (Travel) in descending order, from your starting city Khalla #13 to the Oasis #0.
You can increase your chances of being the first to find the Oasis by recruiting powerful Companions (Recruit) or buying useful pieces of equipment (Equip).
Beware traveler! You are not the only one looking for this Eden. Your opponents have the same goal as you and will do everything they can to prevent you from reaching your destination! Be efficient and mindful to keep others in check and control the game.
XXIIIrd Century
The Earth is no more than an immense desert. During the previous century, overpopulation led to a resource war. Food and water became scarce, forcing nations to face each other during the War of Hunger.
The atomic weapon was used again and caused an increase in the Earth's temperature. The radiation forced the survivors to flee the ruined cities.
But the madness of humans did not stop there. Since the fall of governments, survivors have been waging a merciless war to recover the last resources instead of organizing to rebuild the world.
After an old man revealed the existence of an Oasis, an Eden located 2,000 km to the East, scouts from all over are dispatched to confirm the rumor.
Three clans decide to offer their support: the Explorers, the Scavengers, and the Marauders. They do this not out of kindness, but to increase their chances of finding the Oasis first.
There are two helpful action summary cards available in the bottom left corner of the screen (click on the circle to expand), which explain what each action symbol represents.
Companion cards are shuffled and form a face-down draw pile (Companion deck). The first 4 cards are revealed face-up to form the Lair.
Equipment cards are organized into 3 face-up piles: 9 Compasses, 5 Shields, and 2 Maps.
Each Scout begins with 1 Khalla #13 card in their play area.
One Oasis #0 Journey card is placed face-up in the center of the table. The remaining Journey cards are shuffled and form a face-down draw pile (Exploration deck). The first 9 cards are revealed face-up in the center of the table (along with the Oasis #0 card) to form the Ruins.
Each Scout is given 4 Journey cards to form their starting hand.
In 2-player games only, each Scout also starts with a Shield card in their hand.
Each Scout will also choose 1 starting Companion (see below).
The first Scout to choose a Companion card can either select from the 4 visible Companions in the Lair or draw the first card from the face-down Companion deck.
Then, all other Scouts do the same (choose from the Lair or draw from the deck). The Lair is NOT replenished during this preparation phase.
After each Scout has chosen a Companion, the Lair is replenished with new Companions from the Companion deck.
The last Scout to choose a Companion starts the game.
On your turn, you must choose from one of the five possible actions:
Discard a number of Journey, Companion, and/or Equipment cards from your hand equal to the cost of the Equipment.
You can only take one Equipment card per Equip action. If the supply of an Equipment is depleted, Scouts no longer have access to that Equipment.
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)
Available Equipment:
Journey cards are played in descending order. You can play as many Journey cards as you want during the Travel action, as long as you follow these two conditions:
If you play an Oasis #0 card (or Map) during your Travel action, you immediately win the game!
During a Recruit action, you have 2 options:
(1) Play a Companion Card
Play 1 Companion card from your hand (add it to your play area) and immediately perform the 2 actions on its banner, in order from top to bottom.
You can have multiple Companions from the same clan (same color banner) and even multiple copies of the same exact Companion in your play area.
In addition to the basic actions already described above, there are two Companion-specific actions:
Note: You cannot Mission a Companion played this turn, nor can you Mission any other Companions from the same clan as the played card. (See below for more information about the optional Mission action.)
(2) Take a Companion Card
Take 1 Companion card from the Lair (one of the 4 face-up cards or the top card from the face-down Companion deck) and add it to your hand. Do not perform any of the actions on the card.
When players take one of the face-up Companion cards from the the Lair, the Lair is immediately replenished.
Thanks to the Recruit effect of Stage Journey cards and/or the Travel action on Companion cards, it is possible to create a chain of multiple actions within the same turn.
Note: You will discard down to 8 cards at the end of your turn, but you are allowed to have more than 8 cards in your hand during your turn.
Here's one example of a useful chain of actions:
Another useful chain of actions is similar to above but with a Recycle action instead of Explore (and then you know exactly what number card you will be adding to your hand).
Additionally, you would still be able to perform the optional Mission action after the chain of actions. (See below for more information about the optional Mission action.)
After performing one of the five possible actions above, you MAY perform the optional Mission action, if it is available to you.
During the Mission action, you may discard one or more Companions of the same clan (same color banner) from your play area. You then perform the top highlighted action of each discarded Companion card.
You can have a maximum of 8 cards in your hand.
If you have more than 8 cards in your hand, you must discard down to 8. You may not discard down to a lower number.
Discarded Journey cards are added to the Ruins, discarded Companion cards are added to the Companion discard pile, and discarded Equipment cards are returned to their corresponding Equipment decks. (There is no limit to the number of cards that can be in the Ruins.)
Be careful about discarding Journey cards needed by your opponents, as they can Recycle the card on their next turn!
The game ends immediately when a Scout plays an Oasis #0 card or a Map card. This means they have found the Oasis first!
Alternatively, the game ends when the Exploration deck runs out of cards. The Scout who finishes the deck finishes their turn. Then, ALL Scouts play one more turn (including the Scout who triggered the end of the game). The Scout closest to the Oasis wins the game.
Poznámka: 3D je experimentální