Advertisement
|
Archers of Godfrey
DescriptionAn intense cooperative, dice-rolling, unique tower defense set in a medieval fantasy world for 1 to 4 players. Have you ever wanted to be an archer on a castle wall? Now is your chance because all players play as archers defending against four powerful armies all attacking at once. Will the small band of archers defend the great castle of Godfrey or will the four Captains of the armies gain control of the castle? It is up to you and your team of archers so, “Notch, Draw, Loose!” How To Win: Players lose if: General Gameplay: Every normal arrow is worth 1 damage unless otherwise stated on the cards or with special abilities. Each archer has 5 arrows and 5 spaces to move each turn. The 12mm dice are the soldiers of the different armies that are invading the castle. The health of a soldier is determined by what it rolls. Archers can ONLY attack soldiers in their row of their quadrant. Archers kill soldiers with their arrows by reducing the soldier’s health down to 0. Archers receive an Archer Trophy for each soldier they kill during their turn. Archers will use these trophies to purchase equipment to help them defeat the Captains. When a soldier's health reaches 0, then remove that dice from the bailey and place it back on its army’s card in the Gathering Area. The soldier dice will be rolled again and placed in a future round. Archers do NOT receive an Archer Trophy if soldier dice are killed while being placed during the Enemy phase. However, Archers do earn trophies for soldier dice killed by barrels and cards that upgrade their arrows. Most of the cards are split and have two options. Players choose one option to play and then discard. Players CANNOT play both of the options on the split cards. Split cards are designed to help for the different situations that players find themselves in. Each round has two phases: Archer Phase and Enemy Phase. Archer Phase Player’s Turn: 2) Anytime during an archer’s turn they may: 3) Discard for hand limit Player’s Movement: Stairs do not count as a space, the Archers just walk through them to the next space with a yellow border. Start positions do count as one space when the Archers are moving around to the other wall. Enemy Phase If the Captain is in the bailey,then add a rolled soldier in the space that the Captain advanced from. If the Captain is in the Inner Court, then resolve any Barricades that they might have passed through. No soldiers are ever placed in the Inner Court. If that Captain is dead, then nothing happens. Take a deep breathe. You DO NOT re-roll if you rolled to advance a dead Captain. Roll 8 new soldiers (2 for each army) and place them on the two soldier positions of their army card. These will be placed in the next round during the Enemy Phase. After rolling the NEXT soldiers and placing them on their army cards, then the Archer Phase of the next round begins Game DiscussionsAdd CommentYou need to be logged in to comment. Insert Bullet List Please enter at least one item. Item: Item: Item: Item: Item: Insert Numeric List Please enter at least one item. Item: Item: Item: Item: Item: Insert Link Please enter the link of the website Optionally you can add display text Insert Email Please enter the email address Optionally add any display text Insert Image Please enter the link of the image Insert YouTube Video Please enter the link of the video MarketplaceNo listings at the moment. Do you own this game? Click here to list it for sale.
|
Best Sellers
Board Games
|
Comments (0)