Adventurers Inc. is a deck building card game where players recruit adventurers and equipment to their guild deck. The goal is to gain enough glory to win by completing quests. Quests reward gold, glory, and experience points used to level up adventurers. Adventurers start with basic skills and can advance when leveling up. Equipment cards can be given to adventurers for quests or held in the armory. The tavern allows holding adventurers, paying gold to recruit them. Players complete quests of increasing difficulty, replacing completed quests to cycle through the quest board.
Adventurers Inc. is a deck building card game where players recruit adventurers and equipment to their guild deck. The goal is to gain enough glory to win by completing quests. Quests reward gold, glory, and experience points used to level up adventurers. Adventurers start with basic skills and can advance when leveling up. Equipment cards can be given to adventurers for quests or held in the armory. The tavern allows holding adventurers, paying gold to recruit them. Players complete quests of increasing difficulty, replacing completed quests to cycle through the quest board.
Adventurers Inc. is a deck building card game where players recruit adventurers and equipment to their guild deck. The goal is to gain enough glory to win by completing quests. Quests reward gold, glory, and experience points used to level up adventurers. Adventurers start with basic skills and can advance when leveling up. Equipment cards can be given to adventurers for quests or held in the armory. The tavern allows holding adventurers, paying gold to recruit them. Players complete quests of increasing difficulty, replacing completed quests to cycle through the quest board.
The Guild Guild consists of a deck of adventurers and equipment Adventurers can level up and be dismissed Powerful Adventurers (“Heroes”) can be recruited to your guild by spending glory Aim of the game is to reach a certain level of Glory, so effectively spending score to improve the deck Equipment is purchased using gold and added to the guild deck
Starting Deck (without Guildmaster mods) is 4 of each class
Classes Warrior Primary Red Strength Ranger Primary Green Speed Rogue Primary Blue Stealth Mage Primary Yellow Sorcery Class Advancement Adventurers start with 1 uncoloured points (Skill) and 1 point of primary Each time an Adventurer levels up, they gain 1 point of their primary and 1 point selected from all four options Advancements are made immediately before discarding the party after a quest – all XP gained from the quest must be spent or lost A level 1 card requires 1 XP to advance, a level 2 card requires 2XP etc. The Tavern and Armory (Hold Mechanic) Equipment cards can be given to adventurers/heroes to take on a quest, if so they are discarded like any other card after the quest Alternatively, you can add them to your armory – holds up to 3 cards
Same mechanic applies with Adventurers/Heroes – up to three may be
held, but you pay a gold for each one (two for heroes?) to buy them drinks at the Tavern Quests Quests offer Gold, Glory and XP. There is a fixed board of quests available, which cycles – when a player completes a quest, they can choose the level of quest they draw to replace it (+/- 1 level compared to the previously completed quest)
Requirements to complete a quest include a raw score, which may have
minimum requirements for each colour type (20 score, 8+ Red for instance)