You are on page 1of 6

Adventurers Inc.

Deck Building Card Game


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)

You might also like