Product Description
Theme : In The Adventurers : the Temple of Chac, players race through an insane Mayan temple in search of treasures to bring back home. You will face deadly traps, ancient relics and a rolling boulder!
Gameplay: In the Adventurers : the Temple of Chac, players explore the temple attempting to gain as many treasures as possible while making their way out f the temple before the boulder arrives and destroys all in its wake.
In the Adventurers, characters each turn get a number of actions. The number of actions a player receives is dependent on their load level - a feature based on how much treasure the character is already carrying. Your character has a base load level of 2, but if you are carrying four treasures then your load level rises to 3. If you carry seven treasures, you load level is four, and so on. Each turn, one player will roll five D6 dice, and each player is given one action for each die result equal or higher than their own load level. For example, if I am carrying eight treasures I'll have a load level of 4. If the dice come up 1,3,3,6,6 then I get two actions, while somebody with a load level of 3 will get four actions.
Players then take turns spending their actions granted for the turn. Actions in the Adventurers are used for movement, or for special actions depending on what room the characters are currently in. Movement is simply moving to an orthogonally adjacent space, across a dashed line.
At the end of every turn, the walls and boulder may move on the board, and may trap some Adventurers. The walls move by flipping up cards from a deck - they'll show either blanks or one or both walls moving. The walls will have closed by the end of the sixth turn, but it may happen sooner.
To win through the Temple of Chac, players must escape via the only exit on the board, before the boulder plugs the gap
Gameplay: In the Adventurers : the Temple of Chac, players explore the temple attempting to gain as many treasures as possible while making their way out f the temple before the boulder arrives and destroys all in its wake.
In the Adventurers, characters each turn get a number of actions. The number of actions a player receives is dependent on their load level - a feature based on how much treasure the character is already carrying. Your character has a base load level of 2, but if you are carrying four treasures then your load level rises to 3. If you carry seven treasures, you load level is four, and so on. Each turn, one player will roll five D6 dice, and each player is given one action for each die result equal or higher than their own load level. For example, if I am carrying eight treasures I'll have a load level of 4. If the dice come up 1,3,3,6,6 then I get two actions, while somebody with a load level of 3 will get four actions.
Players then take turns spending their actions granted for the turn. Actions in the Adventurers are used for movement, or for special actions depending on what room the characters are currently in. Movement is simply moving to an orthogonally adjacent space, across a dashed line.
At the end of every turn, the walls and boulder may move on the board, and may trap some Adventurers. The walls move by flipping up cards from a deck - they'll show either blanks or one or both walls moving. The walls will have closed by the end of the sixth turn, but it may happen sooner.
To win through the Temple of Chac, players must escape via the only exit on the board, before the boulder plugs the gap
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