Contents
- 1 Welcome to the Towers of Arkhanos Game Rules!
- 1.1 Object of the Game
- 1.2 Game Setup
- 1.3 Gameplay
- 1.4 Scoring
- 1.5 The End Game
- 1.6 Components
- 1.7 Object of the Game
- 1.8 Setting up the Game
- 1.9 How to Play
- 1.10 Phase 1: Pick a Die and a Meeple
- 1.11 Phase 2: Get the Pillar Sonus
- 1.12 Step 3: Tally Up the Points
- 1.13 Welcome to Your Spellbook!
- 1.14 What do the Spells do?
- 1.15 The Mana Pool
- 1.16 Game Over
Welcome to the Towers of Arkhanos Game Rules!
Hey there! I’m excited to walk you through the rules of the fantastic game, Towers of Arkhanos. Get ready to dive into a world of magic, strategy, and towering structures!
Object of the Game
So, here’s the deal: the aim of the game is to become the most powerful wizard in the city of Arkhanos. And how do you do that? Well, by building the most impressive towers, of course!
Game Setup
Let’s get things rolling! To set up the game, you’ll need the tower cards, action cards, magic cards, and scoring tokens. Each player will receive their own set of action and magic cards. The tower cards are placed facedown in a deck, and the scoring tokens are placed within reach of all players. Simple, right?
Gameplay
Now, it’s time for the real excitement! The game unfolds over several rounds, and each round consists of three phases: planning, performing, and restocking.
During the planning phase, you’ll need to strategize and select your actions for the round. With your action cards in hand, you’ll have to make some tough choices. Do you want to gather resources, build towers, or maybe even sabotage your opponents? The decision is yours!
Once you’ve made your choices, it’s time for the performing phase. This is where the magic happens. You’ll take turns executing your chosen actions, one after the other. Watch your tower rise and your power grow!
Now, don’t forget about the restocking phase. After each player has performed their actions, it’s time to replenish the resources and prepare for the next round. Take advantage of this phase to ensure you have everything you need for the next round of magical building!
Scoring
Ah, yes, the moment of truth: scoring! At the end of each round, players will receive scoring tokens based on the height and color of their towers. The higher the tower, the more points you’ll earn. But be careful! If your tower collapses, you’ll lose points. So, make sure to build wisely and take calculated risks!
The End Game
When all the tower cards have been drawn and played, the game comes to an end. The player with the most points is declared the most powerful wizard of Arkhanos and the winner of the game!
So, what are you waiting for? Gather your friends, unleash your inner wizard, and let the magic begin in the Towers of Arkhanos!
After years of searching, I finally found it – the ruins of Gil-Garoth, a place brimming with unimaginable magic! These ancient ruins quickly became the center of attention for magic schools all over Drunagor. Everyone wanted to get their hands on some of that powerful mana. Now, it’s your turn to choose a magic school and guide your master and their apprentices in harnessing the magic of Gil-Garoth.
Your task is to manipulate the mystic stones of the ruins and build arcane towers. These towers will allow you to channel the ancient powers of this long-forgotten civilization. Use these powers wisely as you embark on your quest. But be warned – careless magicians risk becoming trapped inside the towers for eternity.
Throughout this journey, your goal is to gain the most prestige and become the ruler of the magical city that has risen around Gil-Garoth.
Components
- 40 Dice
- 18 Floor tiles
- 94 Prestige tokens
- 28 Apprentice meeples
- 4 Master meeples
- 4 Spellbook boards
- 1 Mana pool board
- 1 Cloth bag
- Instructions
Object of the Game
When the game is over, the player who has the most prestige wins!
You can earn prestige by helping to build the four wizard towers and by having the most apprentices and masters on each floor of the tower.
If there are 2 or 4 players, you will play 8 rounds. If there are 3 players, you will play 9 rounds.
Setting up the Game
Alright, let’s get started! Here’s what you need to do:
- First, find the 4 floor tiles with pink starred pillars on their central side (which has the rainbow-colored center square) and shuffle them.
- Next, place 3 of these floor tiles on the table in a triangle, showing their outer side. These represent the first floor of each of the outer towers.
- Then, place the last floor tile in the middle of the triangle, showing its central side.
- After that, shuffle the rest of the floor tiles, showing their outer side, into a stack nearby.
- Make sure to collect all of the prestige tokens in a supply nearby.
- Also, place the mana pool board nearby.
- Now, each player chooses a color and takes the spellbook board and meeples matching their color, creating their personal supply of meeples.
- Lastly, put all the dice in the bag, and give it a good shake to mix them up.
There you have it! Follow these steps to set up the game and get ready for an exciting adventure!
Alright, let’s get this game started! First things first, we need to choose the first player. How about we go with the person who visited a tower most recently? That seems fair. Give them the bag of dice, and let the game begin!
How to Play
Now that we’ve got our first player, it’s time for some action. The first player will grab the dice bag and randomly select 5 dice if there are 2 or 4 players, or 4 dice if there are 3 players. Then, they’ll roll those dice and begin their turn.
When it’s your turn, here’s what you’ll do:
- Put a Die and Meeple on a Pillar. Choose one of the rolled dice from the table and place it on an empty pillar of a floor tile. Then, take one of your meeples and put it next to that die.
- Get the Pillar’s Bonus. Enjoy the special bonus associated with the pillar where you put your die.
- Score the Floor? If all three pillars on the floor tile are occupied, it’s time to score that floor and move on to building the next one in the tower.
Alright, it’s your turn. You go after me, in the order we’re sitting.
Once there’s only one die left on the table, the round ends. Put that die on the mana pool board, in the space that matches the current round. Then, pass the dice bag to the person on your left. They become the first player for the next round. And now, let’s begin the next round!
If there are 2 of us playing, we each get two turns per round. If there are 3 or 4 players, we only get one turn per round.
Phase 1: Pick a Die and a Meeple
You have to choose one of the dice on the table that we rolled and put it on an empty pillar of any floor tile. Fill the pillar with the die. Then, take a meeple from your box and place it on the space next to that pillar.
Hey there! Let me tell you about the amazing dice tower and how it works. It’s super cool!
The main part of the tower, called the central tower, can hold dice of any number and color. You can put all kinds of dice in there!
But wait, there’s more! The outer towers of the dice tower have specific requirements. They can only hold dice of certain numbers and colors. It’s like they have their own preferences! Here’s how it works:
What Makes Up a Floor Tile?
- These numbers and colors show which dice can go on this floor tile. Only dice with these numbers and colors are allowed.
- This is where you put your meeples.
- These are the pillars where you put dice. Each pillar gives you a bonus when you place a die on it.
Check out these examples of dice placement:
Hey there! Check out this cool spot to keep your purple dice with numbers 2, 4, and 6. It’s right here, just for you!
Imagine this: you can fill this special space with two purple dice that have the number 4 on them, and one purple die with the number 6. How awesome is that?
Hey there! Look what I found – a spot just right for some yellow and pink dice with numbers 5 and 6.
Picture this – you can have two yellow dice with the number 5, and add in one pink die with the number 5 too!
Hey there! Got some yellow dice with different numbers? You can put them here.
Let’s give some examples. This spot can hold yellow dice with numbers like 1, 4, 6. But it can’t take dice with numbers like 2, 2, 2 or 5, 5, 1.
What happens if I run out of meeples?
Just a quick reminder: you have to place a meeple with your die. If you don’t have any left to place, it’s probably because some are on your spellbook (page 7).
In that case, you’ll need to cast a spell. That way, you’ll free up the meeple and be able to place it.
Can I always put my meeple on the central tower?
Yes, indeed! Even if there’s a die on the table that could go on an outer tower, you always have the choice to put it on the central tower – just like you always do with a meeple.
Phase 2: Get the Pillar Sonus
When you put a die on a pillar, you get the bonus shown on it. There are four types of pillar bonuses:
Get 2 Prestige
I’ll show you a neat trick to boost your reputation. Just take some prestige tokens from the pile, the ones that add up to a total of 2 prestige, and put them right beside your Spellbook.
Boost Prestige from the Floor
When I activate this spell, I gain a certain amount of prestige that corresponds to the floor I am on in the tower. It’s like a reward for progressing through the tower levels.
Use the Spell
So, here’s what you do: you grab one of your meeples and put it in your spellbook, right on the spell that matches the number of the die you just placed. Simple, right?
But wait! There’s a catch – if the spell you’re trying to put your meeple on already has another meeple, then this little bonus won’t work. Bummer!
Now, it’s your turn: build a tower or cast a spell!
If you’ve got any meeples left in your supply or spellbook, grab one and put it on another tower or in your spellbook. But if you don’t have any meeples in your supply or spellbook, this bonus doesn’t do anything.
If you’ve got no meeples in your supply but you do have some in your spellbook, you can take one from there.
Here’s how it works:
- A Different Tower: Stick your meeple on an empty pillar of a tower that’s different from the one that gave you this bonus. You don’t get the bonus for that pillar, though.
Here’s an example: Yellow puts a purple “1” die on a pillar that gives them the Build Tower or Activate Spell bonus. They choose to take a meeple from their supply and put it on a pillar of a different tower.
They don’t get the 2 prestige from that pillar, but they do get to count this meeple towards their prestige when they score that tower floor later on.
If I decided to put the meeple in my spellbook, I would have placed it on the first spell that matched the number rolled on the die.
Step 3: Tally Up the Points
When all three foundations of a floor tile are filled, it’s time to tally up the points for that tower floor. If you manage to complete multiple floors in a single turn, simply score them one by one in the order you finished them.
To begin, calculate each player’s influence on the completed floor. Apprentices contribute 1 influence each, while masters carry 2 influence.
The players who have the highest and second-highest influence on the floor earn prestige points based on the values shown on the mana pool board. Surprisingly, the floors on the central tower fetch fewer points!
In the event of a tie for most or second-most influence, all tied players earn prestige points as indicated in the “tie” section. However, if two players have the same highest influence, the player with the second-most influence does not receive any prestige points.
Once you’ve finished scoring, it’s time to build the next floor of the tower and continue the game.
Hey there! Let’s dive into the rules of the game. First things first, I need to clean up the floor. I’ll remove all the meeples from the floor tile, except for the ones on pillars without dice, and hand them back to their respective players. The dice and meeples on the pillars will stay in the tower for the rest of the game, trapped!
Now, it’s time to add a new floor tile to the tower. I’ll grab the top tile from the stack and place it on top of the meeples and dice on the tower floor. Remember, if it’s an outer tower, I’ll put the outer side of the tile facing up. If it’s the central tower, I’ll place the central side facing up.
Let’s Score Some Points!
Welcome to Your Spellbook!
Hey there! I’m super excited to introduce you to your very own spellbook. It’s where you’ll find all the magic you need to conquer the game!
Inside your spellbook, you’ll find 6 amazing SPELLS. These spells are pretty special because they can do some incredible things for you in the game. And guess what? You get to choose which spells you want to use!
Here’s the cool part: when you decide to use a spell, you’ll mark it as ACTIVE by placing your magical meeples on them. Just remember, each spell can only have one meeple on it at a time. So choose wisely!
Now, let’s talk about how to use these powerful spells. Whenever it’s your turn, you have the ability to cast as many of your active spells as you want. It’s like being a real sorcerer!
When you decide to cast a spell, all you need to do is return the meeple from that spell back to your supply. This will free up the spell so you can use it again later. Pretty neat, right?
Once you’ve returned the meeple, you can then resolve the spell’s effect. This means you get to experience the full magical power of that spell and see what it can do for you.
So go ahead, dive into your spellbook, choose your active spells, and start casting those enchanting spells. Get ready to take the game by storm!
What do the Spells do?
It’s my turn to make a move in the game, but none of the dice on the table seem like a good choice. I have a meeple on my Manipulate and Swap spells. First, I decide to cast Manipulate, which allows me to use any spell I want. I choose Exchange, which lets me swap a die on the table with one on the mana pool board. After doing this, I want to prevent my opponent from having a good die on the table, so I cast Swap to exchange it with a die on the central tower.
The Mana Pool
At the end of each round, the remaining die on the table is placed on the mana pool board, on the space that corresponds to the current round. The dice in the mana pool represent the number of rounds that have been played, and I can swap them with the dice on the table using the Exchange spell.
The tenth space on the mana pool board is not used in the main game. It will be used in future expansions.
Game Over
Hey there! I wanted to let you know that the game has a fixed number of rounds depending on the number of players. If you’re playing with 2 or 4 players, the game will end after 8 rounds. But if you have 3 players, the game will go on for one more round and end after 9 rounds.
When we reach the end of the game, it’s time to tally up the scores. Here’s how it works:
- Most influence: If you have the most influence on an incomplete floor tile, you score a whopping 3 prestige points! Nice job!
- Second-most influence: If you come in second place in terms of influence, you still get 2 prestige points. Not too shabby!
- Tied for influence: In case there’s a tie for influence, don’t worry! You’ll each score 1 prestige point. It’s all about sharing the glory!
In addition to the floor tile scoring, you also earn 1 prestige point for each meeple you have in your spellbook. Remember to count them all!
Once everyone has added up their prestige points, it’s time to determine the true champion. The player with the most prestige points wins the game and is crowned the best wizard in the kingdom! Congratulations!
If there happens to be a tie for first place, don’t worry, we’ve got a plan. First, we look at the number of meeples in each player’s spellbook. The player with the most meeples takes the lead. But if there’s still a tie, we check the number of meeples on the top floors of the towers. The player with the most meeples up there steals the show. And if, by some chance, there’s still a tie, all the tied players will be crowned victors together. Who said sharing isn’t fun?