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The Magnificent Rules Summary: A Turn (4 / Round)

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The Magnificent Rules Summary 

A Turn (4 / round) 
1. Take one die: place on vacant master card; bonus used once at any time during turn 
2. Determine power: die + same colored die(s) + crystal(s) (2 power each) 
3. Take one action: build, travel, or perform. You may use any number of trainers (your own or board spaces) 
4. Move used trainers to the main tent 
 
Build Action 
Build tiles based on your power (≤, see left side of player board) and die color. Take any covered bonuses as you 
lay each tile. Layed tiles must share a side and can be rotated / flipped. First tile goes anywhere. 
 

Travel Action 
Advance wagon based on your power (≤) and die color. Take any gems + posters you pass through or land on 
and take tents that you end your movement on. 
● Gems go into storage. Any excess gem is traded for $1 
● Posters are taken from deck or display (immediately refresh) and placed in your poster area 
● Tents go on vacant tent spaces then receive the bonus 

Perform Action 
● Place hat figure on vacant space of performance track based on power (≤) 
● Complete posters (≤) as per performance track space (you may perform 0) that: 
○ Has tent directly below it 
○ Shows camp tiles you have built in your camp (if 2 posters require the same tile, you need 2 copies 
of the tile) 
○ Shows gems you can discard from your supply (tents may require this too) 
● Receive points and coins shown on completed poster(s) and their tents 
● Flip completed posters and place beside player board 
● Freely organize your remaining posters (optional) 
 

Round End (once all players have taken 4 turns) 


1. Pay $1 / pip for the highest sum of a color of dice you used + all of your white dice. For each missing coin, lose 
-1/-2/-3 on round 1/2/3  
2. If you have 2 hats on performance track, remove lowest one 
3. From top to bottom of performance track, draft master card + adjacent trainer tile from display (2 player game: if 
there is 1 vacant space between players, top player drafts and discards a second set before player 2 drafts) 
4. Each player scores 1 of their 5 master cards (then discards the card) 
5. Prepare for next round (skip after round 3) 
a. Return trainer markers to players 
b. Replenish master card / trainer tile display (none last round) 
c. Move hats in relative order down to track bottom (first player is bottom, then play goes clockwise) 
d. First player rolls dice 
 

Game End (after 3 rounds) 


1. Score half value of 4 remaining master cards 
2. 1 point / 5 remaining coins 
3. 4 points / rectangular camp area that’s completely covered 
 

Ties go to highest player on performance track. 

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