OZ

Wizard of Oz (Incan gold retheme with expansions)

Characters

  1. Stay / Run Away cards – red / green – right / left
  2. Scarecrow
  3. Cowardly Lion
  4. Tin Man
  5. Dorthy
  6. Toto
  7. Boq the Munchkin
  8. King of the Winged Monkeys
  9. Wizard

Treasures / items

  1. Coins
  2. Coins + needed item
    • +5 points if the character needs it. Remove it from game when claimed by character who needs it.
    • 2 cards: 1×10 point and 1×5 point
    1. Scarecrow – Brain
    2. Cowardly Lion – Potion of Courage
    3. Tin Man – Heart
    4. Dorthy – Silver shoes / ruby slippers
    5. Toto – Bone
    6. Boq the Munchkin – Pie
    7. King of the Winged Monkeys – Banana
    8. Wizard – Six leaved clover
  3. 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

Hazards

  1. 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.
  2. 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.
  3. 3xTornado
  4. 3xPack of Wolves
  5. 3xWild Crows
  6. 3xBlack bees
  7. 3xGiant spider

Special Rules

  • 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

incan gold expansions

  • variable artifacts and more of them
    • make them worth different amounts of points. 1d6, 1d8, 1d20 etc.
    • artifacts that give you a special power with one time use
  • crystal ball
    • you may look at the top card before voting
  • torch
    • if double snakes or spiders show up, you may leave safely (with treasure).
      • or stay in for one more card if you wish.
  • shovel & water
    • if double cave in or fire show up, you may leave safely (with treasure).
      • or stay in for one more card if you wish.

Fork in the road

  • 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.
    • place your meeple on one path
  • 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.

Treacherous passageway

  • 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

Bolder Trap

  • 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.

Nazis! Rush forward

  • Ask people to stay or go before rushing.
    • Flip 3 cards
  • immediately flip three cards.
  • all other effects continue. If a fork is drawn pull equivalent to three cards per path.


 

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