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Keldadrune: The Winds of Fortune
Keldadrune: The Winds of Fortune
by (Self-Published) (1966)
Player Count
2 to 4
Categories
  • Economic
  • Mythology
  • Designers
  • John Howkins
  • Mechanisms
  • Stock Holding
  • Roll / Spin and Move
  • Artists
  • John Howkins
  • Rating: 0/10 from 0 users

    Description

    In Keldadrune players each move two tokens via die rolls across a large gridded board. Spaces landed on may do various things to the players or may be purchasable properties; there are "common" properties which have just one card and "kingdom" properties which have two. Players must pay the owners of properties they land on. The properties mostly have names drawn from Greek, Roman, and Norse mythology: Fensalir, Parnassus, House of Aeolus, etc.

    There is also a stock market divided into eight groups; a player can choose to be the manager of a group and have some kind of influence over price changes for those stocks (the rules are not very clear). All players can speculate in the stocks. The stocks, in contrast to the properties on the board, are named like real companies and some are just misspelled versions of those (e.g. Kelloogue Breakfast Foods Inc.).

    The game features a variety of additional rules, some eccentric. Players who own kingdom properties must be addressed by title, from "Lady" or "Sir" for owning one kingdom to "Maharina" or "Maharaja" for owning all eight. A player landing on a Cupid space must seek out a player of a different gender (the rules say "opposite charm") and travel with them. Etc.

    The winner is the player with the most money after a predetermined period of time.

    —user summary

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