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Disastles
Disastles
by (Self-Published) (2018)
Player Count
2 to 5

Player Ages
10+

Playing Time
20 minutes to 50 minutes
Categories
  • Card Game
  • Fantasy
  • Designers
  • Baumi
  • Mechanisms
  • Set Collection
  • Deck / Pool Building
  • Player Elimination
  • Artists
  • Jeremy Carver
  • Family
  • Crowdfunding: Kickstarter
  • Rating: 10/10 from 1 users

    Description

    A Game of Castles, Cash and Catastrophe!

    Welcome to the Worlds of Old, a collection of planets that were once the homes of powerful civilizations, plagued by a myriad of apocalyptic disasters which led to the inevitable downfall of every kingdom unlucky enough to call these worlds home. Now, the Worlds of Old have become the premier scavenger’s hunting grounds, filled with all sorts of valuable treasures left behind by the ancient forgotten kingdoms. You are one such scavenger, venturing into these forsaken lands to seek your fortune! However, gathering these treasures is no easy task, as the disasters that shattered these worlds are still raging, and every disaster brings the total destruction of each planet closer. In order to protect yourself and your treasure, you must salvage the remains of the ancient civilizations and use them to build yourself a mighty castle! But be quick, as the end of the world is not the only obstacle between you and infinite riches. There are other scavengers out there too, and you never know what they will be willing to do to secure that treasure…

    --Preceding description from publisher

    In Disastles, there are four types of cards: throne rooms, outer rooms, vaults, and disasters. Each player begins with a throne room and builds a castle. The game ends when 6 disaster cards have been played. The winner is the player who survives the disasters with the most treasure from their vaults.

    On your turn you may: play a card from the shop, swap two of your rooms, move one of your outer rooms, or use an action room. Many room cards have text which can be activated by matching the connection point(s) on neighboring room cards. When disasters are drawn, all players immediately take damage. Damage can be mitigated by matched room connections. If a player is unable to negate all the damage, they must sacrifice a room for each point of damage. If a player's throne room is sacrificed the player is eliminated.

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