Leave the remaining five guard cards face down in the guard deck. When the player reveals this card at a location during the Lights Out Phase, they must draw the top card of the guard deck and place it at that location, face down. Note: If the guards can spend "any resource" when crafting an item, they will choose the least rare resource they have available (rarity: gold > iron > potions > scrap). Place this deck face down in the guards' play area. The guards always choose the item with the highest reputation value. Facebook. Play takes place over three phases in each round: Roll Call - Players take turns placing their minions in different parts of the prison, some face up showing a unit's strength and some face down, hiding the strength from the other players. These games deserve it. All rights reserved. If the guards need to choose between multiple items with the same reputation value, they will choose the item closer to the item deck. Guard cards are never placed at this location directly, but they can be moved here if they collect no reward at another location. Give the first player marker to the guards. During the main part of this phase, the player and the guards will alternate taking turns, starting with whomever currently has the first player marker.

However, if the guard deck is empty, nothing happens. However, the following locations have special rules for the guards. If the card's special effect would allow the guards to draw a tome card, they score one reputation star instead. Then return all guard cards to the guard deck and reshuffle it. Lockup: A Roll Player Tale is a competitive worker-placement game for one to five players set in the Roll Player universe. Otherwise, the guards win. A set of 6 cards originally available during the Kickstarter campaign for Lockup: A Roll Player Tale. If the revealed location card is an OFF DUTY card, nothing happens. © 2020 Ultra BoardGames. Player Turns: On each of their turns, the player assigns one or more crew tokens to a location, following the standard rules of the multiplayer game. Return all other components of that color to the game box. It's an extremely simple game, but still, there's something weirdly compelling about moving the cards around the circle and seeing if you get lucky! At the end of the phase, return all location cards to the location deck and reshuffle it. Tricks with clubs will put you in Lockup, which means you don't get to play for 1-4 tricks, depending on the number of club cards you took.

In solitary mode, your crew is isolated in an old wing of the prison. In the case of a tie, the guards win. The guard deck represents the "screws", the corrupt guards within Kulbak Prison.

Guard Turns: On each of the guard turns, the player chooses any one face-down guard card to reveal, then reveals the top card of the location deck.eval(ez_write_tag([[300,250],'ultraboardgames_com-box-4','ezslot_3',116,'0','0'])); If the revealed location card shows a specific location, draw the top card of the guard deck, reveal it, and place it at the indicated location. Lockup is a trick taking game, you get one point per trick taken and the first player to get to 20 points wins the game.

If the guards cannot craft an item, they will reserve an item, without spending a resource.

They had a pledge level just for these cards.

Follow us on: Note: When the guards seize a goon card, they also gain any special effects and/or valuables shown on the card. The guards will craft an item, if possible, by spending the required resources. Our mission is to produce engaging articles like reviews, tips and tricks, game rules, strategies, etc. Exception: The guards do not score any reputation stars for leftover scrap cubes, potion cubes, or iron cubes, but they do score two reputation stars for each leftover gold cube. Through extensive research, we bring everything you need to know about board games.

Note: If the player plays the "Atlas of Hideouts" tome card, they may reveal any one face-down guard card, instead of looking at a face-down crew token (since the guards do not have crew tokens).

If the guards need to choose between multiple items with the same reputation value, they will choose the item closer to the item deck. Place the guard board in a separate play area, with one power cube on it. This site is dedicated to promoting board games. The deck is composed of 12 guard cards. Clock Solitaire is the 11th solitaire game we make here at CardGames.io, and the first one by our newest employee, Atli.

Each player plays for himself, you do not play in teams. If the guards have the most strength, they seize the two goon cards that have the most suspicion icons, without spending any resources. To get the most tricks you must also avoid taking tricks with (clubs ♣). If the player has the most suspicion cubes, they lose six reputation stars, and all suspicion cubes (from the player and the guards) are returned to the supply. Instead of competing against other players. To create the guard deck, shuffle together the seven blue guard cards and the five yellow guard cards. If the guards have the most strength, they gain one resource cube of the type they have the fewest of. If the guards have the most suspicion cubes, the guards lose six reputation stars, and the guards' suspicion cubes are returned to the supply but the player's are not. Seven cards are used in every game, while the remaining five cards will vary based on the chosen difficulty level: moderate, challenging, or expert.eval(ez_write_tag([[300,250],'ultraboardgames_com-medrectangle-4','ezslot_4',129,'0','0'])); The location deck is composed of eight cards. During this phase, all locations are resolved in numerical order, as in the multiplayer game.

If the guards are present but do not have the most strength, they gain nothing. you face off against an automated opponent - the guards. The guard board is used to track the guards' power cubes, suspicion cubes, and resource cubes, and to organize the item cards and goon cards that the guards acquire.eval(ez_write_tag([[300,250],'ultraboardgames_com-medrectangle-3','ezslot_2',113,'0','0'])); The guards can keep an unlimited number of resources. To create the guard deck, shuffle together the seven blue guard cards and the five red guard cards.

The remaining two cards are OFF DUTY cards. On both challenging and expert difficulty levels, there will be one guard card with a special effect. Then perform final scoring as you would in a two-player game. To do this, place the guards' reputation marker on the "20" space of the reputation track instead of the "10" space. Player Turns: On each of their turns, the player assigns one or more crew tokens to a location, following the standard rules of the multiplayer game. This effect has no benefit for the guards, since they have no storage limit. Shuffle the location deck and place it face down in the guards' play area. Create the guard deck by shuffling together the guard cards of two different colors, as determined by your chosen difficulty level. If there are multiple types they have the fewest of, the guards will choose the most rare among those types (rarity: gold > iron > potions > scrap). At the start of this phase, draw and place one guard card face down at each of the first seven locations, in numerical order: the exercise yard, the sewers, the infirmary, the smithy, the commissary, the chow hall, and the cell block.

Twitter When given a choice, the guards will choose to discard the least rare resource and gain the most rare resource. In the game, players manage groups of minions -- gnolls, kobolds, bugbears, goblins, or insectoids -- locked up in Kulbak Prison. If the guards can exchange a resource, they will exchange one of the type they have the most of for one of the type they have the fewest of.

Six of them show specific locations within the prison: the exercise yard, the sewers, the infirmary, the smithy, the commissary, and the chow hall.

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