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1 Race to Adventure™ and Spirit of the Century™ are trademarks of Evil Hat Productions, LLC. These rules ©2012 by Evil Hat. EGADS! PSYCHIC DINOSAURS! As the Centurions gather at the Hawaii Century Club Chapter House for their annual scavenger hunt, something unnatural brews on Lundy Island. Amid great spires of emerald light, beasts from before time emerge through a portal. Leathery things with large wings. Monsters with massive maws. Dinosaurs! ey did not belong in this place or in this time … How will you win the race when pterodactyls hover, ready to swoop and steal from you—and psychic saurian agents plot, waiting to disrupt your thoughts and extract precious information from your mind? It’s the most dangerous race to adventure ever … CONTENTS 1 Lundy Island adventure location 3 Century Club tiles 4 pterodactyl tokens 8 saurian agent tokens 5 Lundy Island flag tokens 5 extra stamp tokens OVERVIEW So, why are psychic dinosaurs invading Race to Adventure!? is expansion brings the events of the Spirit of the Century novel, Dinocalypse Now, into the board game’s play. If you haven’t read the novel yet, check it out at www.dinocalypse.com! It’ll provide backstory and add flavor to your gameplay, and it features lots of details on Race to Adventure’s heroes. EXPANSION RULES Except where noted, playing with the Dinocalypse expansion uses the same rules as the Race to Adventure! base game. e additional rules include: Playing with the Lundy Island adventure location Playing with the Hawaii Century Club Playing with flying pterodactyls! Playing with psychic saurian agents! SETUP CHANGES 1. CONSTRUCT THE CENTURY CLUB You can play with the original Empire State Building Century Club or the new Hawaii Century Club. Set up the Empire State Building following the usual instructions. When playing with the Hawaii Century Club, place the tiles in a horizontal orienta- tion, as shown below. 2. ARRANGE THE LOCATIONS Return one of the base game’s nine adventure locations to the game box. Select one to eliminate, or remove one randomly. Replace it with Lundy Island. Shuffle the locations and place them in a 3x3 grid in random order. When playing with the orig- inal Century Club, place the locations to the right of the Empire State Building, as usual. When playing with the Hawaii Century Club, place the locations below the Century Club, as shown. Place as many locations as you want on their shadow side (blue border) to increase the game’s difficulty. Make sure all the tiles are oriented with the location names in the upper left corner. NOW EXPANSION RULES

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Page 1: EXPANSION RULES EGADS! PSYCHIC DINOSAURS ... › ... › Dinocalypse-Expansion-Rules.pdfEXPANSION RULES 2 Rac dventur 212 t. 3. ADD THE STAMPS & PRISONERS This is the same as in the

1Race to Adventure™ and Spirit of the Century™ are trademarks of Evil Hat Productions, LLC. These rules ©2012 by Evil Hat.

EGADS! PSYCHIC DINOSAURS!As the Centurions gather at the Hawaii Century Club Chapter House for their annual scavenger hunt, something unnatural brews on Lundy Island. Amid great spires of emerald light, beasts from before time emerge through a portal. Leathery things with large wings. Monsters with massive maws. Dinosaurs! They did not belong in this place or in this time … How will you win the race when pterodactyls hover, ready to swoop and steal from you—and psychic saurian agents plot, waiting to disrupt your thoughts and extract precious information from your mind? It’s the most dangerous race to adventure ever …

CONTENTS• 1 Lundy Island adventure location• 3 Century Club tiles• 4 pterodactyl tokens • 8 saurian agent tokens • 5 Lundy Island flag tokens• 5 extra stamp tokens

OVERVIEWSo, why are psychic dinosaurs invading Race to Adventure!? This expansion brings the events of the Spirit of the Century novel, Dinocalypse Now, into the board game’s play. If you haven’t read the novel yet, check it out at www.dinocalypse.com! It’ll provide backstory and add flavor to your gameplay, and it features lots of details on Race to Adventure’s heroes.

EXPANSION RULES Except where noted, playing with the Dinocalypse expansion uses the same rules as the Race to Adventure! base game. The additional rules include:• Playing with the Lundy Island adventure location• Playing with the Hawaii Century Club• Playing with flying pterodactyls!• Playing with psychic saurian agents!

SETUP CHANGES1. CONSTRUCT THE CENTURY CLUB

You can play with the original Empire State Building Century Club or the new Hawaii Century Club. Set up the Empire State Building following the usual instructions. When playing with the Hawaii Century Club, place the tiles in a horizontal orienta-tion, as shown below.

2. ARRANGE THE LOCATIONSReturn one of the base game’s nine adventure locations to

the game box. Select one to eliminate, or remove one randomly. Replace it with Lundy Island. Shuffle the locations and place them in a 3x3 grid in random order. When playing with the orig-inal Century Club, place the locations to the right of the Empire State Building, as usual. When playing with the Hawaii Century Club, place the locations below the Century Club, as shown.

Place as many locations as you want on their shadow side (blue border) to increase the game’s difficulty. Make sure all the tiles are oriented with the location names in the upper left corner.

NOWEXPANSION RULES

Page 2: EXPANSION RULES EGADS! PSYCHIC DINOSAURS ... › ... › Dinocalypse-Expansion-Rules.pdfEXPANSION RULES 2 Rac dventur 212 t. 3. ADD THE STAMPS & PRISONERS This is the same as in the

2 Race to Adventure™ and Spirit of the Century™ are trademarks of Evil Hat Productions, LLC. These rules ©2012 by Evil Hat.

3. ADD THE STAMPS & PRISONERSThis is the same as in the base game. If Lundy Island replaced

Atlantis, you will not need the prisoners. Put a number of stamps on Lundy Island equal to the number of players, just as with the other adventure locations.

4. ADD THE DINOSAURS!When playing with standard Lundy Island (tan border), stack

the four pterodactyl tokens on Lundy Island. Make sure not to cover up the location’s icons!

Return the saurian agent tokens to the game box. When playing with Shadow Lundy Island (blue border), stack

the eight saurian agent tokens on Lundy Island. Return the pterodactyl tokens to the game box.

The rest of the setup is the same as the base game:

5. PILE UP THE CLUES6. DISPLAY THE ITEMS 7. TAKE A PASSPORT8. TAKE YOUR CENTURION MARKER9. MEET AT THE CENTURY CLUB

LUNDY ISLAND

Special: Zeppelin mooring dock

You may use the Zeppelin to move directly to this location.

Action: Collect lost clues

Use your Magnifying Glass here to take all the clues that have accumulated on Lundy Island. This action replaces the standard 1-clue Magnifying Glass action. You may not do both in the same round.

Mission: Investigate reports of strange lights and creatures!

Have the Biplane item here to collect the stamp. Immediately take one clue from the general pile (not from Lundy Island) as an extra reward.

Pterodactyl tokens: If you are the first in this game to get a Lundy Island stamp, take the four pterodactyl tokens and place them near your passport. You’ll put them in play during the Dealing with Danger step.

Using the Biplane: You can use the Biplane to move into or out of Lundy Island and to also collect the stamp in the same round.

Dealing with Danger: Watch out when the dinosaurs invade! If you collected the four pterodactyl tokens along with your stamp, decide now where each token enters play. You may place a single pterodactyl token on any of the 12 locations, including the Century Club sections. You may not place a pterodactyl token on a location already containing a pterodactyl token. There are no other initial placement restrictions. Repeat until all four pterodactyl tokens are in play.

Page 3: EXPANSION RULES EGADS! PSYCHIC DINOSAURS ... › ... › Dinocalypse-Expansion-Rules.pdfEXPANSION RULES 2 Rac dventur 212 t. 3. ADD THE STAMPS & PRISONERS This is the same as in the

3Race to Adventure™ and Spirit of the Century™ are trademarks of Evil Hat Productions, LLC. These rules ©2012 by Evil Hat.

SHADOW LUNDY ISLAND

Special: Zeppelin mooring dock

You may use the Zeppelin to move directly to this location.

Action: Collect lost clues

Use your Magnifying Glass here to take all the clues that have accumulated on Lundy Island. This action replaces the standard 1-clue Magnifying Glass action. You may not do both in the same round.

Mission: Investigate reports of human/dinosaur hybrids!

Have the Biplane item here to collect the stamp. Immediately take three clues from the general pile (not from Lundy Island) as an extra reward.

Saurian agent tokens: If you are the first in this game to get a Lundy Island stamp, take the eight saurian agent tokens and place them near your passport. You’ll put them in play during the Dealing with Danger step.

Using the Biplane: You can use the Biplane to move into or out of Lundy Island and to also collect the stamp in the same round.

Dealing with Danger: Watch out when the dinosaurs invade! If you collected the eight saurian agent tokens along with your stamp, decide now where each token enters play. You may place a single saurian agent token on any of the 12 loca-tions, including the Century Club sections. You may not place a saurian agent token on a location already containing a saurian token during this initial placement. There are no other initial placement restrictions. Repeat until all eight saurian agent tokens are in play.

CENTURY CLUB, KAUAI, HAWAII

Special: Winning the game After collecting all nine stamps, return to any of the Century

Club tiles and shout “I have returned!” to win the game.

Sections: The Century Club is divided into three tiles: left, middle and

right. Each is a separate location.

Special: Zeppelin Mooring Dock

You may use the Zeppelin to move directly to the right Century Club location.

Action: Refuel your Jet Pack

If your fuel token is on empty, return to the right Century Club location to flip your fuel back to full.

Action: Runway takeoff combo!

If you moved to the middle Century Club location with the Biplane, you may move one space left, right, up or down. You may do this action after accomplishing this location’s mission (see below).

Action: Heal the Mummy’s Curse

The left Century Club location will heal the Mummy’s Curse. Flip your Centurion marker back to normal.

Mission: Escort the prisoner from Atlantis!

Escort the prisoner to the middle Century Club location in order to secure his freedom and gain the Atlantis stamp. So long as the Atlantis location is in play, you must stamp Atlantis this way before you can win the game!

Page 4: EXPANSION RULES EGADS! PSYCHIC DINOSAURS ... › ... › Dinocalypse-Expansion-Rules.pdfEXPANSION RULES 2 Rac dventur 212 t. 3. ADD THE STAMPS & PRISONERS This is the same as in the

4 Race to Adventure™ and Spirit of the Century™ are trademarks of Evil Hat Productions, LLC. These rules ©2012 by Evil Hat.

SHADOW CENTURY CLUB, HAWAII

Special: Setup changesIf playing with Shadow Brasil, you must flip over all three

Century Club tiles to their shadow side. This ensures there’s only one place to heal the curse.

If Lundy Island replaced Brasil this game, do not play with the Shadow Century Club. You’ll have nowhere to heal the curse!

Action changes:The Heal the Mummy’s Curse action is not available here.The Runway Takeoff combo action is not available.

FLYING PTERODACTYLS

Centurions may move into and out of locations containing pterodactyl tokens and may do activities at locations as usual. The pterodactyls are hovering and only impact play during the Dealing with Danger step!

DEALING WITH DANGER — SWOOP & FLY!

• The pterodactyls swoop! If your Centurion is on a location with a pterodactyl at the beginning of the Dealing with Danger step, the winged beast steals one clue! Take one clue from your passport and place it on Lundy Island. If you do not have a clue, take one clue from the pile and place it on Lundy Island.

• After the pterodactyl steals one clue, it flies away. Move the pterodactyl to any other location, including the Century Club sections. You may not place a pterodactyl token on a location already containing a pterodactyl token. The player who lost the clue decides where the pterodactyl flies.

PSYCHIC SAURIAN AGENTS

Centurions may move into and out of locations containing saurian agent tokens and may do activities at locations as usual. The saurians are stalking and only impact play during the Dealing with Danger step!

DEALING WITH DANGER — PSYCHIC ATTACK! The saurian agents attack with mind powers! If your Centu-

rion is on a location with a saurian agent at the beginning of the Dealing with Danger step, the saurian steals one clue! Take one clue from your passport and place it on Lundy Island. If you do not have a clue, take one clue from the pile and place it on Lundy Island. If your location had multiple saurians on it, each saurian steals one clue.

After the saurian agent steals one clue, the agent then travels elsewhere. Move the saurian agent left, right, up or down to an adjacent location. Saurians may travel to the Century Club sections. You may place a saurian agent token on a location already containing a saurian. (They stack.) The player who lost the clue decides where the saurian moves.

If there are multiple Centurions and multiple saurians on the same location, the impacted players take turns moving saurian tokens until there are none left on their location. The player closest clockwise to the first player gets first choice.

Multiple Centurions attacked

by the same dinosaur? The dinosaur steals one clue from

each Centurion! Afterward, the player closest clockwise to the first player moves the

dinosaur.

AMELIA STONEA strong-willed heroine known for bold actions!

Moving dinosaurs each round is meant to be fast-paced. If you want

to slow down, it’s okay to move tokens in clockwise order from the first player

instead of at the same time.

Page 5: EXPANSION RULES EGADS! PSYCHIC DINOSAURS ... › ... › Dinocalypse-Expansion-Rules.pdfEXPANSION RULES 2 Rac dventur 212 t. 3. ADD THE STAMPS & PRISONERS This is the same as in the

5Race to Adventure™ and Spirit of the Century™ are trademarks of Evil Hat Productions, LLC. These rules ©2012 by Evil Hat.

DINOCALYPSE EXPANSION QUICK REFERENCE SHEETSETUPHAWAII CENTURY CLUB

Place the tiles in a horizontal orientation, connecting the runway.

LOCATION PLACEMENTPlace the 3x3 grid of adventure locations directly below the

Hawaii Century Club. Use any number of shadow locations to increase the difficulty.

LUNDY ISLANDReplace one of the nine adventure locations with Lundy

Island.Standard: Place the four pterodactyl tokens on Lundy IslandShadow: Place the eight saurian agent tokens on Lundy

Island.If you are the first player in the game to collect the Lundy

Island stamp, you’ll decide the initial placement of the dinosaur tokens. This only happens once per game.

BRASIL/EGYPTMake sure you have one (and only one) location where you

can heal the Mummy’s Curse. You may need to flip Brasil or the Century Club to the shadow side. If Egypt was replaced by Lundy Island, this is not a concern since there is no curse!

NEW ACTIONSUse the Magnifying Glass at Lundy Island to collect all the lost clues on that location. This replaces the standard 1-clue Magni-fying Glass action that round.

Travel to the middle Century Club location with the Biplane to take advantage of the combo action.

DINOSAUR RULESPterodactyls and saurian agents only attack if on a Centurion’s location at the beginning of the Dealing with Danger step. There is no cascade effect when tokens are moved later on.

Deal with Danger – Pterodactyl token: Steals one clue (deposit on Lundy Island) from the Centurion on its location. The pterodactyl then flies to any location that does not already have a pterodactyl. The player who lost the clue decides where the pterodactyl moves.

Deal with Danger – Saurian agent token: Steals one clue (deposit on Lundy Island) from the Centurion on its location. The saurian then travels left, right, up or down to an adjacent location. Saurian tokens can stack. The player who lost the clue decides where the saurian agent moves.

FAQ:One dinosaur and multiple Centurions? The dinosaur

steals one clue from each player. The player who is first player or closest clockwise to the first player decides where the dinosaur moves.

Multiple saurians and one Centurion? Each saurian steals one clue. The player may afterward move the saurians to different locations.

Multiple saurians and multiple Centurions? Saurians steal from each Centurion. Impacted players take turns moving saurians until none are left on their location. The player who is first player or closest clockwise to the first player gets first choice.