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Things From Another World
RenFest!
RenFest!
by CATTHULHU.com
Player Count
3 to 6

Player Ages
10+

Playing Time
30 minutes to 1 hour
Categories
  • Renaissance
  • Humor
  • Designers
  • Joel Sparks
  • john guthrie
  • Mechanisms
  • Set Collection
  • Area Control / Area Influence
  • Time Track
  • Family
  • Admin: Unreleased Games
  • Rating: 0/10 from 0 users

    Description

    Roam through the Queen’s Garden, the Fool’s Court, and the other groves of the greatest Renaissance Festival in the land. Be the first to visit the Taverns, Stages, Crafts, and other delights. Grab a Turkey Leg for an energy boost, purchase a Royal Pass to cut in line, or shop for the finest Souvenirs of your trip to the past. Claim the weekend’s best experiences and be crowned Ruler of RenFest!

    Hex tiles build out a board of activities in seven types, such as Shoppes and Taverns. Each set of seven tiles forms a Grove, and the board contains one grove per player (3 to 6.) Parking spots line the edge of the groves, or a player can choose to save money by parking remotely and taking an extra turn to reach the activities.

    Turns move quickly as the clock advances through the three nine-hour days of a long weekend at the RenFest. The starting player advances a clock dial piece one hour before each round.

    The first player to reach each event has the option to claim the spot for the day. At the end of each day, the player with the most activities claimed in each grove scores points. Each player has only six Stamina per day, representing the energy needed to experience an activity. Stamina can also be used to run up to 3 steps to get ahead of other players.

    At the end of the game, players score scaled points for collecting sets of the same activity type from multiple groves.

    A limited supply of money must last the whole weekend. Shoppe tiles sell Souvenir cards with bonus points and special abilities. Food tiles allow purchase of extra Stamina for the day.

    At the Royal Court space, players can buy Royal Pass cards that allow claiming an event that has already been claimed.

    A player can choose to use their turn to leave early, making them starting player for the next day. Turn order is the final tie breaker.

    —description from the designer

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