- 1 Claim Reinforcements: Maps
Claim Reinforcements: Maps
Discover the Exciting World of Claim Reinforcements: Maps!
Hey there! Have you heard about Claim? It’s an awesome card game designed specifically for two players. It’s super fun and will keep you hooked for hours. Believe me, once you give it a try, you’ll be instantly hooked!
Now, let me introduce you to the Maps expansion! This is where the game gets even better. With the Maps expansion, you’ll get three new factions to play with: Phoenix, Unicorns, and Basilisks. Each faction has its own unique abilities, adding an extra layer of excitement to the game. Trust me, it’s a game-changer!
What’s in the Box?
Inside the Maps expansion, you’ll find a total of 18 Location cards. These cards are divided into two types: Settings and Buildings. The Settings cards will directly impact the gameplay, affecting both the cards you play and the strategy you use to win. On the other hand, the Building cards will come into play at the end of the game, giving you a chance to turn the tide in your favor.
Here’s the catch: in each game, only one Setting card and one Building card will be activated. So, you’ll have to carefully choose which ones to play and when. It adds a whole new level of strategic decision-making, keeping you on the edge of your seat.
So, are you ready to dive into the world of Claim Reinforcements: Maps? Trust me, once you start playing, you won’t be able to get enough of it. Get your hands on this expansion pack and take your Claim experience to a whole new level!
Did you know that in this game, there are two types of cards? We have the Phoenix faction cards and the Fire Phoenix cards. There are 10 cards for each faction. When we play, we keep the Fire Phoenix cards in a different pile, and we can use their special power in Phase 2.
But that’s not all! We also have the Unicorn and Basilisk faction cards. Just like the Phoenix cards, there are 10 cards for each faction.
Every faction in the game has a special ability that they can use at a certain point.
For the game, the Phoenix faction is mixed into the deck. The Phoenix Fire cards are shuffled separately and put face down to the side. In Phase 2, if a player loses a Phoenix, they can draw a Phoenix Fire card from the pile and add it to their hand. This faction power might give one player more cards than the other. If that happens, Phase 2 ends when a player runs out of cards. Any leftover cards in hand are discarded and not scored.
Phase 2 is when the magic happens. You see, captured Unicorns have this amazing ability to boost the power of other factions in your hand. It’s like they sprinkle their enchantment over the other cards, making them even stronger. Pretty neat, huh? But don’t worry, the Unicorns don’t change themselves. They stay the same, just working their magic on the other cards.
Let’s say you’ve managed to capture two Unicorn cards – quite an achievement, if I do say so myself. Well, guess what? All the other faction cards in your hand get a big boost. Each Unicorn you capture adds 2 to the rank of the other cards. So, that Gnome 3 you have? During Phase 2, it becomes a mighty 5! Talk about a significant upgrade!
Hey there! Let’s talk about Basilisks and how they can help you in Phase 2. Basilisks can be pretty cool because they give you a chance to capture your opponent’s lead card. But here’s the catch – this only works if you play the Basilisk as the second card in the trick.
So, let’s say the trick has started, and you play your Basilisk as the second card. If your Basilisk has the same value as the lead card (after any changes), you get to grab that lead card and add it to your Score Pile. But that’s not all! You also win the trick and get to take your Basilisk back to your Score Pile!
But wait, there’s another rule. If the trick is started with a Basilisk, and the second card played doesn’t match its rank, nothing special happens. The power of a Basilisk only kicks in when it’s played as the second card in a trick.
The Wonderful World of Locations
Ah, locations. They’re like little treasures waiting to be discovered. Imagine two types of locations: buildings and settings. Each one holds its own magic and mystery. Let’s dive in and explore!
Buildings: Unlock the Doorway to Adventure
Buildings are the gateways to new possibilities. They’re the physical spaces where incredible stories unfold. Picture a towering castle or a cozy cottage nestled in the woods. Each building has its own unique charm and character.
Now, imagine this: before we embark on our grand adventure, we get to choose a building. But here’s the twist – the choice is to be made blindly. We shuffle all the building cards and place them face down. Then, we flip the top card over, revealing a building that will be our starting point. Exciting, isn’t it?
If you’re feeling extra adventurous, you can even venture into the unknown with just a building. Who needs a setting when you have a magical castle full of secrets?
Settings: The Canvas of Imagination
Ah, settings. They’re like blank canvases waiting for the stroke of a brush, ready to come alive with our imagination. A setting can be a mystical forest, a bustling city, or a tranquil beach. It’s the backdrop against which our stories unfold.
Picture this: before we embark on our grand adventure, we get to choose a setting. But, just like with buildings, there’s a twist. We shuffle all the setting cards and place them face down. Then, we flip the top card over, revealing a setting that will set the stage for our adventure. How intriguing!
If you’re a dreamer who thrives on the vast possibilities of imagination, you can even embark on your journey with just a setting. Who needs a physical building when you have the limitless expanse of a mystical forest?
So, whether you’re drawn to the allure of buildings or captivated by the vastness of settings, the choice is yours. Each card holds an adventure waiting to unfold. The only question is – where will your imagination take you?
In the game, The Dungeon, the final trick of each phase carries immense importance. When Phase 1 concludes, capturing the last trick is like triumphing over a faction. This victory adds an extra faction to your total at the end of Phase 2.
The significance remains the same in Phase 2. Emerging as the victor of the final trick rewards you with an additional faction, boosting your overall tally.
The Lighthouse bestows a special advantage upon the player who manages to collect three cards from a single faction in Phase 2. This accomplishment guarantees triumph in that faction. However, Cyclops remains unaffected by this rule.
In comparison, The Pyramid imposes a requirement upon players to discard all cards ranked 3 or lower from their Score Pile at the end of the game. Once the cards are discarded, scoring commences.
If you’ve ever played a game called “The Monastery,” you know how important balance is at the end. After we reach Phase 2, it’s time to tally up the cards we’ve won. But here’s the catch: if you have more than double the number of cards your opponent has, you automatically lose the game. I know, it seems harsh, but that’s how the game goes.
Now, let’s talk about “The Bridge.” If this card comes into play, the player with the most complete sets from all five factions is declared the winner. A set is a group of cards where each faction is represented. If there’s a tie, don’t worry. Just score the game as usual.
Lastly, we have “The Fortress.” This card brings some restrictions. If you’ve won more than five cards from a faction, you must get rid of four of them. Say goodbye to the four cards with the lowest value. It’s a tough decision, but it keeps things balanced.
Remember, in “The Monastery,” finding that sweet spot between winning and losing is the key to victory. So, keep your strategies in mind and play wisely. Good luck!
When you play the game The Tower, the way factions are scored at the end changes. You simply add up the total value of your cards for each faction. Whoever has the higher value wins that faction. But what if there’s a tie? Well, in that case, the person with the most cards from that faction wins.
Now, let’s talk about The Ruins. This is a tricky one. It actually makes all players discard any odd numbered cards they’ve won at the end of the game. It can be frustrating, but don’t worry, after that, scoring goes back to normal.
Lastly, we have The Castle. This one’s a bit different. When the castle is activated, it changes the game completely. Now, the person who collects the most faction cards at the end of the game is the winner. So, keep an eye out for those faction cards!
When I activate The Underworld, all of the 0 ranked cards magically transform into 10’s. It’s like a switch is flipped and suddenly they become the most powerful cards in the game.
Now, let’s talk about The Farminglands. When this special power is activated, it’s a game-changer. Suddenly, 2’s become the highest valued rank for every faction. It’s as if the whole hierarchy of the game is turned upside down. Those little 2’s suddenly become the top dogs.
Oh, and have you heard about The Shore? This power changes the rules of the game. Instead of the winner getting the top card and the loser getting the middle card, it’s the complete opposite. The loser actually gets the middle card, while the trick-winner snatches the top card from the draw pile. Talk about a twist!
Now, let’s switch gears and talk about The Windy Peaks. If you activate this power at the start of the game, things get interesting. Before Phase 2 even begins, players have to pass three cards to their opponent. It’s like a friendly little trade-off, but it has to be done before Phase 2 starts.
And then we have Endless Sands. Similar to The Windy Peaks, this power also involves card exchanges. But this time, it happens before Phase 1. Each player gets to choose five cards and swap them with their opponent. It’s a strategic move that sets the stage for the rest of the game.
The Islands card changes up how we do the draw in Phase 1. Instead of just one card, we turn over two cards face up. The winner of the trick gets to pick which card they want, while the loser has to draw the top card from the draw pile. Then, we flip over another card to replace the one chosen by the winner. When the game is almost over, we’ll have two cards left to choose from, and both of them will be face up.
Plateau puts limits on how many tricks one player can lead in a row during the whole game. If someone wins three tricks in a row, it switches things up and the other player gets to lead instead.
If we reveal Swamp, both of us have to get rid of two cards from our hand right at the start of Phase 2.
When we come across Ice Fields, the person who loses the trick gets a little boost for their next card played. They can add +1 to the rank of that card.