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Home Đời sống

How to Play Dungeon Petz

3 years ago
in Đời sống
How to Play Dungeon Petz

Hi! It's Ryan from Nights Around a Table, andthis is Dungeon Petz, a worker placement/secret auction game for 2-4 players.

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Let me show you how to play! You and your friends play a family of entrepreneurialimps who decide to open their own pet store to service the Dungeon Lords from the game'ssorta-prequel.

You'll shop for new petz, upgrade their cages, and meet their various needs, while showing them off in exhibitions and selling them tovarious Dungeon Lord clients, each of whom look for different qualities in a pet.

A key part of the game is managing your petz'needs, which tend to spiral out of control as the unruly petz grow larger and larger.

You'll have to feed them, play with them, manage their unbridled rage, and keep them from magically mutating themselves into otherdimensions! You can lose your petz, your imps can endup in the hospital – it's a whole thing.

Luckily, you can construct better cages andcollect powerful artifacts to help you manage your monsters and maximize your profits.

At the end of the game, whoever has rackedup the most reputation points wins! You begin the game with a player screen, ahandful of plastic imps, and 2 pieces of gold.

Your empty pet store has one underpoweredcage in it, but there are expansion slots where you can build three other cages, andhelpful addons.

You also start with a hand of four cards tohelp you meet your petz' needs, but since you don't have any petz yet, we'll talk aboutthose later.

The various phases in the game are detailedacross the top of your player screen.

At the beginning of every round, new informationgets revealed, new stuff gets added to the game board, and all players earn income basedon their player order.

Again, we'll do a deeper dive into those stepsa little later.

SHOPPING ♪ Phase 2 is shopping! ♪ Dungeon Petz is a worker placement game.

The board has 14 different worker placementslots where you can park your imps to get and do different things.

Each spot can only hold one player's imps, so once a spot is taken, it's taken.

This is a game where there's so much goingon, it's difficult to see the forest for the trees, but here's what to focus on: the gamelasts 5 or 6 rounds depending on player count.

You've got one round to gather ye acorns andset up your pet shop.

Then from round 2 onward.

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.

you can showcaseone or more of your petz in exhibitions to earn points.

From round three onward, you can potentiallysell a pet to one of these randomly drawn customers for points and money.

There's a lot of stuff you can do, but allof your actions should primarily be in the service of those two big point-earning activities:exhibitions, and selling to customers.

♪So.

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back to shopping!♪ Your playerscreen has six different exits from your imps' happy homestead that they can use to embarkon shopping trips to the main board.

You have to gather your imps in groups, secretly, from largest to smallest, left to right, across these spaces.

When everyone's ready, you lower your screensand reveal your imps.

What you're doing is you're bidding for whogets to place their imps on the worker placement spots first.

Whoever has the biggest grouping of imps getsto place that group first.

The starting player token breaks ties, andif none of the players in the running for the most imps have the starting player token, ties are broken in clockwise order from the starting player.

So Beulah has the starting player token.

Ricardo and Beulah's biggest grouping is threeimps each.

But Martha.

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.

and Pistachio-pants Johnny eachhave four imps in their biggest grouping.

Neither of them has the starting player marker, but since Martha is the first player going clockwise from Beulah, she gets to place hergroup of four imps first.

Then Pistachio-pants Johhny places his groupof four imps.

This is a little later in the game, and Pistachio-pantsJohnny actually has a second grouping of 4 imps, so he gets to go again.

The next largest grouping of imps anyone hasis 3, so Beulah, being the starting player, gets to place, and then Ricardo goes.

When you're figuring out how to group yourimps, you can up your bid by including any number of coins in the group.

Each coin counts as an imp.

So this is considered a group of three.

You can send imps, and you can send imps withcoins, but you can't send coins without imps, because money can't go shopping by itself.

When you place a group of imps on a workerplacement spot, the group has to travel together – you can't split them up.

Some of the spaces on the board require youto spend money, but most don't.

So if you place a group of 3 imps and a coinon this spot that doesn't require a coin, the coin just goes back in the supply.

Some spots on the board require 2 or moreimps; most don't.

So if you grouped seven imps together to makeabsolutely sure you would get to a certain spot first, even though the space doesn'tneed seven imps, those imps are stuck shopping together.

If you get to place multiple groups of impsin a row – say this cluster of three and this cluster of three, because nobody else canbeat three imps – you can choose which of the groups to place first.

If there are no good spots left on the board, or you want to hold your imps back for other reasons that we'll learn about later, youslide that group down to your imp quarters.

If the group had any money in it, you keepthe money.

You're not passing – you're just decidingnot to send this group shopping.

You can still send other groups of imps shoppingwhen it's your turn, if you have them.

ACTION SPACES Let's look at what your imps can do on themain board.

This section helps you improve your shop;you can buy petz, cages, and addons.

Here, you can shop for food for your petz, or for special artifacts that give you a leg-up.

This is a personnel section – you can eitherconscript new imps to your cause, spring injured imps from the hospital, or gain potions thathelp you manage your petz.

These two areas at the bottom are tied tothe two big scoring mechanisms – exhibitions and selling petz.

So in finer detail, you place one or moreimps here, here, or here to buy a pet.

Since pets cost money, the group of imps yousend here has to have at least one coin in it.

No matter how much money you send, you loseit all to buy a pet – you can't make change.

You can buy one of the baby petz down here, or one of the more mature pets up here.

When you buy a pet, you take it and placeit next to your shop for the moment.

Here and here, you can place a group of twoor more imps to get a new cage for your shop.

Cages are heavy, so it takes at least twoimps to carry them, and a coin can't stand in for an imp.

Put the cage next to your shop for now.

Cages confer different benefits – we'll seewhat they actually do for you in a bit.

Place a group of one or more imps down hereto take one of these addons.

Again, put it next to your shop.

Up in the market, you can place one or moreimps here, here, or here to take the available food in the market.

The green ones are veggies, and the red onesare meat.

Some petz are carnivores, some are herbivores, and some are omnivores who will eat either type of food.

Place the food down here in your larder dependingon its type.

Place one or more imps here to claim bothof the artifacts on these two spots.

We'll see what they do later.

Place one or more imps down here to pick upyour relatives from the train station.

Everyone has distant relative imps waitingin the wings up here; by taking this action, you claim the imps of your colour beneaththe round marker, and all of your imps going back to the left edge of the board.

The newly recruited imps go on this spaceuntil you're ready to collect them at the end of the round.

Place one or more imps here to collect yourinjured imps from the hospital.

Imps can get hurt trying to placate angrydungeon petz.

Rehabilitated imps go here until you collectthem at the end of the round.

Whether or not you have any imps in the hospital, you can also collect one of these potion cards, which act as wildcards when you manage yourpetz' needs in a later phase.

If you place one or more imps here, you canvolunteer to judge this round's exhibition – essentially bribing the judges so that yourpetz fare better.

Move the judge matching your colour up twospaces.

The platform can potentially get you morepoints when you sell your petz.

The catch is that every imp you place heregets stuck on the platform unless and until you sell a pet.

At the end of the round, imps on the platformdon't come back to you; they slide over to the right, waiting for the perfect customerto come along.

So if you commit a group of three imps tothe platform, and you sell one pet from the platform, this imp comes back home, but thesetwo slide over.

Later in the game, you sell a second pet fromthe platform, and this imp comes home.

The last imp is still stuck on the platformuntil you sell a third pet! The orange platform space is limited to oneplayer's group of imps, but once those imps slide over at the end of the round, it's freedup.

Any number of imps from any number of playerscan hang out on the right side of the platform.

MEETING YOUR PETZ' NEEDS Phase three is all about managing the littlemonsters in your pet store.

First, if you've purchased any cages, pets, or addons, you get to decide where to place them in your store.

A pet always has to go in a cage.

.

.

and anaddon doesn't do anything unless it's next to a cage, but you can put it in any of theseslots regardless.

You can knock out an existing cage or addonif you want to, but you can't move cages or addons around after you place them.

You can also cover up the pre-printed cagewith a purchased cage.

If you replace a cage that has poo in it, the poo shows up in the new cage.

All pets have to be placed in a cage, andevery cage can hold one pet.

All players can take this moment to rearrangetheir pets into different cages.

These black cubes represent suffering, andthese tokens represent mutations.

Suffering and mutations travel with the petas you move it around, but poo stays in a cage.

If you don't have enough cages to house apet, or if you don't want it any more, you can release it back into the wild, but yousuffer a lost pet penalty that we'll look at later.

With your petz all settled, you have to attendto their needs.

For each pet, you draw the coloured cardsdepicted on their wheel.

So if you own this baby birdie, you have todraw one purple and one yellow card.

As pets mature round after round, the numberof cards you have to draw during this phase increases.

Once you've drawn all the cards for your petzas required, you have to assign cards of those same colours back to your pets.

So birdie had you draw a purple and a yellowcard.

You have to assign a purple and a yellow cardback to birdie, but they don't have to be the same purple and yellow cards you justdrew.

One of them could be the yellow card you hadin your starting hand, and the purple card could be one of the ones you drew for yourpet ghosty.

The difference is that there are various symbolson the backs of these cards that represent your petz' needs.

Here's a rundown of what the symbols mean: HungerPoop PlayMagic Angerand Disease Cards with double-symbols are for an advancedvariant of the game.

Ignore them for now.

All of these needs are problems that you haveto somehow mitigate.

Everyone places the requisite needs cardsfor their petz face down near each pet.

When everyone is ready, you reveal the cardsyou chose.

The needs that you've assigned are resolvedin a specific order: For each hunger card you assigned to a pet, you need to feed that pet one unit of food that it enjoys.

Carnivores eat red meat tokens, herbivoreseat green vegetable tokens, and omnivores will eat either.

Remove the requisite food cube from your larder.

Certain cages and addons will “forgive” yourpetz' hunger needs.

So if you assigned a hunger card to this carnivoroussnakitty, this addon would satisfy that hunger card, and you wouldn't need to spend a meattoken.

If you assigned a hunger card to this herbivorouswormie in this cage, it could eat the grass in the cage instead of a green food token.

If you assign a hunger card to your pet andyou can't feed it, the pet gains a black suffering cube.

If the pet's suffering cubes match or exceedthe number of bars on the pet, the pet dies – i mean.

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it goes to live on a farm, whereit dies – and you suffer the lost pet penalty.

For every poop need you assigned to a pet, you place a brown poop token in its cage.

Some cages can absorb one poop.

There's no limit to the amount of poopy filthyour petz can wallow in, but if they get sick, you could be in trouble.

Your pets need to play to be happy.

For every play need you assign to a pet…you need to assign an imp that you held back in the burrow to keep the pet entertained.

Place the imp here, here, here, or here.

An imp can satisfy one play need, but it canplay with two petz at once.

So if it's here, it can play with these twopetz or of it's here, it can play with these two petz, and so on.

It can't handle two play needs on a singlepet, but it can play once with the two petz it can reach.

If your petz need more play time, assign moreimps.

You'd better hope they aren't all out shopping! These symbols on cages and add-ons can addressyour petz' play needs.

An unchecked dungeon pet can magically escapeits pen.

As long as your cage and/or addons have purpleantimagic capabilities, you can absorb a petz' magical outbursts.

If your petz' magical needs exceed your cageand addon abilities, then for every magic need card you deal in excess of your limit, your pet gains a mutation token.

If your pet has two mutation tokens, it vanishesinto another dimension, and you suffer the lost pet penalty.

Likewise, strong cages and addons with rednumbers in them can address any anger cards you assign to your pets.

This little drago is pretty p.

o.

'd – you'veassigned two anger cards to him.

But the cage he's in can absorb his littletemper tantrum, so you're safe.

If your pet's total anger exceeds the capabilitiesof its cage and/or addon, the pet busts loose and escapes! But don't worry: if you held any imps backin your burrow, you can assign them to the cage to wrangle the pet back inside – oneimp for every anger need you can't handle.

The drawback is that any imps involved inthe recapture efforts wind up in the hospital.

If you don't have enough imps to rein in arampaging dungeon pet, you suffer the lost pet penalty.

Disease needs work in combination with poop.

A pet in a cage with no poop can be assignedup to two disease needs with no consequences.

Or, you can have a combination of one poopand one disease, and you're still safe.

If you exceed 2 in any combination of pooptokens and disease cards, your pet gets sick.

Take one suffering cube, plus one cube forevery point over 2 you exceed in your pet's combined disease/poop score.

So if you have 3 poops and 2 diseases, yourscore is 5.

You get one suffering cube by default, andthen three more, because 5 minus 2 is three.

Four suffering cubes exceeds your pet's -barlimit, so this pet gets whisked away to the Great Beyond, and you suffer the lost petpenalty.

At any point, you can spend a potion cardto stand in for any colour of needs card you're required to assign to your pet.

So if this direbunny needs a red and a yellowcard, and the only red cards you have are anger cards, and your direbunny's cage can'tcontain it.

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and you don't have enough imps to chase it down… you can play the potioncard that you gained when your imps visited the hospital to stand in for the red card.

In doing so, you have to discard a red cardfrom your hand, and you'll lose the potion card at the end of the round.

Generally speaking, most coloured cards canrandomly have most symbols on them, but some cards are more likely to have certain needson them.

This frequency chart on your player screenshows you how likely a card of a given colour is to have a certain needs symbol on it.

The type of pet and the food it eats alsoplay into it.

This herbivorous wormie eats a lot of greenvegetables, but it also has the potential to poop a lot.

Try putting it in a cage that absorbs poop, and satisfies one veggie hunger.

This meat-eating fiery fairy wants purpleand red needs.

It gets bunged up from all that meat, so it'svery unlikely to poop, but it's highly likely to be angry and wizardy.

It's the same story with this magical ghostiethat has a lot of purple bars; try putting it in a cage that absorbs a lot of magic soit doesn't mutate.

LOSING A PET The threat of losing a pet to suffering, homelessness, escape, or transdimensional banishment is ever-present.

When you lose a pet, you discard all of itsneeds cards.

You remove the pet from the game, and returnany of its suffering or mutation tokens to the supply.

Reputation points are tracked around the edgeof the main board.

When you lose a pet, for every ten pointsof reputation you have, you lose 1 point, rounded down.

The more well-known you are, the more peoplefrown on you for “losing' a pet.

EXHIBITIONS After all the needs are assigned and any dearlydeparted petz are settled in that Great Dungeon in the Sky, you get to show your petz offin the exhibition from round 2 onwards.

Some exhibitions have you pick a single pet, and some apply to all pets in your shop.

The symbols on the exhibition card show youwhich traits are favoured, and which ones lose you points.

So this one gives you a score of 2 for everyplay need you've assigned to all pets in your shop.

It doesn't even matter if you've satisfiedall of these needs cards – you may have taken a suffering cube for one or more unmet need, but what matters is the number of play cards assigned to your petz right now.

You deduct a point for every poop token youhave, and 2 points for every mutation token.

If your resulting exhibition score is overzero, you move your exhibition judge up that many spaces on this track.

During this exhibition, you choose one ofyour petz.

Score 2 for every hunger need you've assignedto that pet (whether you've fed the pet or not), and dock a point for any disease cardit has.

So this cthulie was assigned two hunger cardsfor 2 points each, and it has no disease needs.

You move your judge up to number 4 on thistrack.

Once everyone has marked a score on the track, the player in first place gets 8 reputation points.

Second place gets 6 points, then 4 and 2 forthe third and fourth place winners.

If your judge is still on zero, you don'tget any points no matter where everyone else places.

These point prizes are a little differentin 2- and 3-player games.

If two or more players are tied, you all receivethe points for the position where you placed, but you knock off a point for every otherplayer who shares that spot with you.

It's worth noting that as your petz get bigger, they require more needs to be met, which is challenging, but assigning more needs cardsto a bigger pet means you're more likely to satisfy and score higher in exhibitions, sothere's a real risk vs reward balancing act going on here.

SELLING PETZ When the exhibition is over, from round 3onward, you can optionally sell your petz to the dungeon lord presiding over this round.

Baby petz aren't worth any money, so if yousee this symbol on the dial, you can't sell it.

Just like the exhibitions, the potential customershave certain qualities they look for in a pet.

This guy likes aggressive petz – the angrierthe better – and it's cool if they're a little magical.

He doesn't want any playful pets, and customersacross the board dislike petz that are suffering.

If a customer likes a poopy pet, that refersto the needs cards assigned to the pet, not to the poop cubes that have piled up in thecage.

The buyer needs proof of poop ownership.

As with the exhibition, you tally up an interimmatch score.

If that score is above zero, you can sellyour pet.

A customer will buy up to one pet from eachplayer.

You can always sell a pet to a customer fromthe black market, and you don't need an imp to do it.

If you sell from the black market, you multiplyyour total match score by 2, and take the result in reputation points.

Porky Orky wants a hungry, angry pet thatpoops a lot, but who isn't sick or suffering.

Your liffard is hungry and doubly poopy, sothat's 3 match points.

Unfortunately, it's feeling a little peaky, which knocks a point off its match score.

With a match score of 2, you're still ableto sell your liffard to Porky Orky… and if you sell him on the black market, you earn2 times 2, which is 4 reputation points.

As usual, the pet leaves, the poop stays.

You also earn the amount of coins depictedon your pet's wheel.

Carnivorous petz are worth the most money, since they're the most challenging to raise.

For every mutation token on your pet, youearn two fewer coins when you sell it.

It your pet's coin value is below zero, youhave to pay the customer to take the pet, and if you can't afford to pay, you can'tsell the pet! If you have at least one imp on either endof the platform, you can sell your pet publicly and earn a better return on it.

Multiply your match score by 3 instead of2, and collect your bounty.

Move an imp off the platform and into yourpet's cage to remind you that you've used it up.

The rainbow symbols on a customer card meanthat only one card of a certain colour counts.

This weirdo really wants to buy a sick pet, and this fiery fairy has 2 disease cards assigned to it, but they're both purple, so only oneof them counts towards the match score.

The customer would like to see a range ofsickness.

In the last round of the game, there are twocustomers.

Each customer will buy up to one pet fromeach player, and you can only sell once from the platform, no matter how many imps youhave there.

So you can sell one from the platform, andone from the black market.

Or you can sell two petz from the black market, as long as each pet gets sold to a different customer.

CLEANUP AND ROUND END When the exhibiting and selling is all finished, discard all of the needs cards you've assigned and any potion cards you've used face up.

Your hand should be back down to 4 cards – oneof each colour.

If you have any imps remaining in your burrow, you can put them in the middle of your pet shop and have them muck out the cages.

Each imp can clear out two cubes of poo, total, and those poos can come from any cage, as long as it's empty.

Are you crazy? I'm not going in there! If you have any other leftover imps that you'veheld back in your burrow, each one earns a coin.

With the round over, it's time to depict thepassage of time.

Turn the dial on all of the pets in your petshop by the number of arrows depicted to make them grow.

Baby pets advance two ticks; once a pet issalable, it only advances by one tick per round, and a size 7 pet doesn't grow any bigger(thank goodness).

The bigger the pet, the more demanding itgets, and the more needs cards you have to assign to it, but… the more money it's worth, and the more likely it is to impress judges during the exhibition.

All of the food remaining in the market goesback to the supply.

Next, your food starts to rot.

Slide vegetable tokens to the right.

If they reach this box, they spoil, and youhave to throw them out.

Meat is a use-it-or-lose-it commodity – youeither feed it to a pet this round, or it spoils.

Then, take back all your imps, except theones in the hospital, and the family members waiting in the wings.

Don't take the platform imps back either – instead, slide them to the right.

Reclaim any imps lingering around your petshop.

Reset all the exhibition minion markers backto zero.

To begin the next round, pass the startingplayer token clockwise, and move the round marker ahead one step.

In a 4-player game, the player with the fewestreputation points gets to be starting player in the final round.

Keep passing it clockwise if players are tiedat the bottom.

In the final round of a 2- or 3-player game, you just pass the marker on clockwise.

ROUND START At the beginning of every round, includingthe first one, flip over the next unrevealed exhibition and customer tiles, if any.

You can always see one exhibition ahead, andtwo customers ahead.

Remember that there are two customers in thefinal round.

The symbols at the bottom of each exhibitiontile depict how much food goes out to market.

For example, this one tells you to put outtwo vegetables, three chunks of meat, and two veg/one meat in the centre stall.

Ditch any leftover artifacts, and deal twonew ones to the board.

Slide the lowest leftover cage to the topslot, and discard any other remaining cages.

Then deal out two new ones.

This means in the rare case that nobody tooka cage last round, this one stays, and two new ones come out.

If there's only 1 addon left, slide it tothe top if it's not there already, and deal out a new one.

If both are still there, get rid of the topone, slide the bottom one up, and fill the gap.

If there are any petz in the upper row ofthe corral, discard them.

For each pet you discard, add 1 meat to themeat stand.

The rulebook insists that this is just a coincidence, and that the discarded petz are just fine.

(Significant look).

Slide any level-2 pets from the bottom rowto the top row, and advance them to level 3, so they show 3 coloured bars.

Then deal out 3 new baby petz at level 2 tothe bottom row.

NEUTRAL IMPS In a 2- or 3-player game, you'll play on theopposite side of the board.

To create the illusion of scarcity, you placeimps of non-player colours on the spaces with a dot – here, here, and here – and in a 2-playergame, three more imps three spaces away, here, here, and here.

Every round, these imps rotate through thesespaces, following the arrows.

The neutral imps block these spaces, so youcan't go there.

What's more, they buy all the food if theywind up here, here, or here, and they reduce the market by one meat or one vegetable whenthey land here or here.

No new artifacts get dealt out if a neutralimp is here.

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and you only deal out 1 new cage if a neutral imp is here, because hepresumably bought the other one.

If a neutral imp blocks the addon space, hebuys the new addon, so nothing gets dealt out to that spot.

If a neutral imp occupies this top corralslot, when you slide the leftmost baby pet up to that row, he buys it.

If a neutral imp is on either of these bottomtwo slots, you only deal two baby petz to this row, because he buys the other one.

At the beginning of every round, includingthe first one, the starting player and the next player clockwise get 1 gold, and theother two players get 2 gold.

In a 2- or 3-player game, starting playergets 1 gold, and everyone else gets 2.

ARTIFACTS We haven't talked about what those artifactsdo! When you place a group of one or more impshere, you grab both artifacts.

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and place them in the treasure room of your burrow.

If the artifact is a book, choose one of itstwo colours, and rotate the book so that the colour you chose is at the top.

Then, you get to draw a card of that colour.

For the rest of the game, you have an extracard slot of that colour, which helps you to be more flexible when meeting your petz'needs.

At the end of the round, you discard downto four cards, plus cards of whatever colours are on the tops of your collected book artifacts.

The crystal ball lets you discard and drawup to 3 cards before the phase where you draw cards to assign needs to your petz.

The shovel lets you use an available imp toclean two poops out of your cages right before the exhibition, even if the cage is occupied.

The imp armor protects up to 2 of your availableimps so they can absorb 1 magic or 1 anger point each while they're trying to rein inan angry, escaping pet.

The employee of the month makes one of youravailable imps count twice when playing with a pet, catching it, or cleaning cages.

The whip of obedience moves your judge aheadhalf a space on the track during every exhibition, so you automatically win any ties.

It doesn't count during the final two scoringexhibitions that we'll talk about in a sec.

And finally, the magic box is a refrigeratorthat gets you 1 token of food that can act as either meat or a vegetable, and at theend of the round, if it's empty, you can fill it with one piece of food from your cellarto keep it from spoiling, and that token becomes a wildcard food too! SCORING At the end of the game, after the last exhibitionhas scored, and everyone has optionally sold up to one pet each to the two final customers- one pet to one customer sold from the black market, and one pet sold to the other customerfrom the platform, if you have an imp there – and you've aged your remaining pets androtted your food and reclaimed all of your imps, except the ones on the platform, inhospital beds.

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and stuck in the immigration line – there are two special exhibitions tocount up your remaining points.

In the first special exhibition, you're awardedfor your business acumen.

You earn half a point for every leftover coinyou have – that's literally a half a point, no rounding.

Place your minion marker between scoring spacesto denote halves – and 1 point for each unused food token, each potion card you still havein your hand, and each artifact in your treasury, .

You lose 2 points for every imp you left strandedon the platform, or in a hospital bed.

Tally up your points, move your judges, andscore reputation points just like the other exhibitions.

Next, the Pet Display Exhibition gives you2 points for every pet that's still in your shop, 1 point for every addon and cage, includingthe pre-printed one if it wasn't covered up, and negative one point for every sufferingcube, piece of poo, and mutation token you have.

As before, you move your judges accordingto your exhibition score, and then earn reputation points based on where your minion winds up.

The whip of obedience holds no sway in thesetwo endgame exhibitions.

When it's all said and done, the player who'searned the most reputation points is the winner, and tied players share the victory! ADVANCED PLAY If you're masochistic and you want to playthe advanced version of Dungeon Petz, you can optionally let these double-symbol cardsstand in for two separate needs when you assign them to your pets.

Turn the card so that the top shows the needsyou want it to require – either one symbol or two.

It'll be more challenging to meet these needs, but may help you achieve higher exhibition scores and better sale prices.

It also reduces the luck factor when drawingcards.

You can also flip over an extra customer andexhibition tile off the top of the game, if you're really good at planning.

When stareplant gets sent to the slaughterhouse- i MEAN FARM – from the top row of the corral, add a vegetable token instead of a meat tokento the meat stand.

If it's Baby Golem, add a coin to the meatstand instead.

If it's Ghosty, don't add anything.

In advanced play, player order changes fromround 2 onward so that the player with the lowest score goes first, up to the highest-scoringplayer.

If two players are tied, the player closestto the starting player in clockwise order goes first.

SETUP To set up the game, set out the central andprogress boards on the 4-player or 2-3 player sides, depending on your player count.

Put the round marker on round 1, and placeone imp of each colour on these round spots for players to rescue later.

Randomly deal out the exhibition tiles face-down, and the customer tiles face-down too.

Then turn over the first exhibition and customertiles.

On the central board, put the gold here, andthe meat and vegetables here and here.

Put out two veg, two meat, and one of eachin the market stalls.

Deal out two artifact tiles to these spaces.

Deal two addons, 3 cages, and four pets tothe market.

The bottom row pets start with 2 bars, andthe upper row pet gets 3 bars.

Put one minion of each colour on the exhibitiontrack.

.

.

and reputation track.

The potion cards go over here.

Extra cages, addons, pets, and artifact tilesgo facedown nearby.

Put the suffering, poo, and mutation tokensalongside the board.

In a 2- or 3- player game on the other sideof the board, place some imps in the non-player colours here, here, and here for 3 players, and 3 spaces ahead in each spot for a 2-player game.

The bottom row of the corral gets only 2 pets.

The mixed food stand gets no food.

In a 2-player game, only two cages are dealtout initially, and the artifact spot is empty.

Each player takes an imp burrow, a pet displayboard, and six imps in their colour.

Shuffle the four decks of cards.

Each player takes one card of each colourfor a starting hand.

The starting player is the last person tohave fed a pet; pass out 2 gold to everyone, and then 1 gold, 1 gold, and 2 and 2 in clockwiseorder from the starting player.

For games under 4 players, the starting playergets 1 gold as income on any given round, and everyone else gets 2.

And now, you're ready to play Dungeon Petz! Did you just watch that whole thing? Oh – hey! To 100% this video, click the badge to subscribe, then click the bell to get notifications when i've got new stuff! [Music – Board Game Boogie by Ryan HensonCreighton].

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