====== OZ ====== Wizard of Oz (Incan gold retheme with expansions) ===== Characters ===== - Stay / Run Away cards – red / green – right / left - Scarecrow - Cowardly Lion - Tin Man - Dorthy - Toto - Boq the Munchkin - King of the Winged Monkeys - Wizard ===== Treasures / items ===== - Coins - Coins + needed item * +5 points if the character needs it. Remove it from game when claimed by character who needs it. * 2 cards: 1x10 point and 1x5 point - 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 ===== Hazards ===== - 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 ===== 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.