Wizard of Oz (Incan gold retheme with expansions)
Stay / Run Away cards – red / green – right / left
Scarecrow
Cowardly Lion
Tin Man
Dorthy
Toto
Boq the Munchkin
King of the Winged Monkeys
Wizard
Coins
Coins + needed item
Scarecrow – Brain
Cowardly Lion – Potion of Courage
Tin Man – Heart
Dorthy – Silver shoes / ruby slippers
Toto – Bone
Boq the Munchkin – Pie
King of the Winged Monkeys – Banana
Wizard – Six leaved clover
Super Special Items
Must be only player to leave to get it.
1 Pail(s) of water – take 5 points immediately, can trade for protection for just yourself
1 Golden Cap – 5 points, can trade for protection for just yourself
1 green tinted spectacles – 5 points, can trade at emerald city for +10 points
powder of life – 10 points
magic belt - 10 points
oz key – 10 points
1xWicked witch - If any player currently still in adventure has a pail of water, they can discard it to put the witch card back into deck and draw another card.
1xFlying Monkeys - If any player currently still in adventure has the golden cap, they can discard it to put the monkeys card back into deck and draw another card.
3xTornado
3xPack of Wolves
3xWild Crows
3xBlack bees
3xGiant spider
1xGlinda – the good witch helps, remove the nearest hazard in the past trail
1xHot Air Balloon – if you stay, flip 3 cards in a row
2xEmerald City – ends the round.
2xForbidden Fountain - if you stay, flip 2 cards in a row
2xFork in the Yellow Brick Road – splits the path into two
only one card in deck
immediately flip two more cards, one for path 1 and one for path 2.
If both sides end with trap, round ends.
If one path ends with a trap, continue only the other path.
If neither side ends with a trap, continue both paths.
have user choose path 1 or 2.
then play as normal (stay/leave).
each subsequent turn, flip two cards. One for each path. Ask to stay or go.
continue as long as paths are valid and have travelers on it.
When you leave
you take only treasure the path you're on and the parent path.
if you leave, you split jewels on your path, with anyone who also leaves on your path.
if you leave, you split jewels from the parent path, with anyone who leaves on either path.
Buddy system. Starting next turn, if you are ever alone, you die.
Non-binding table talk allowed.
if you leave on your own, you die
if you are last one alone to stay, you die
place bolder on current card.
bolder is moving towards the entrance every turn.
after flipping each subsequent card, roll 1d4 to see how many spaces the bolder moves.
if it lands on or past the last card, anyone still in the temple dies.
Ask people to stay or go before rushing.
immediately flip three cards.
all other effects continue. If a fork is drawn pull equivalent to three cards per path.