Forgotten Kingdom

Setup

  • silver Memory tiles -> facedown pile in Memory mine
  • green and blue Challenge tiles -> facedown on within city borders
  • gold tiles:
    • temple, camp and secret corridor -> randomly on map outside city borders
    • snowstorm, crown, and Wizard Khaos figure -> bottom right space
  • each player:
    • character card, marker and figure -> randomply on map
    • three random cards, except Evil cards

Game

Either:

  1. Move figure and perform action
    • up to 3 tiles (loose remaining)
    • perform action on:
    • Challenge tile -> try complete challenge and score points
    • Temple tile -> can buy spiritual animal
    • Mine of Memories -> get Completed Challenge tiles

    Can use Adveture cards during this action.

  2. Place Memory tiles
    • and score poins
  3. Change all cards: skip turn OR -5 points, and continue

End turn:

  • refill Adventure cards to 3
  • spin arrow -> move Wizard Khaos

Tiles

  • Camp: after failing challenge place here
  • Temple: can buy spiritual animal for 10 points
  • Secret corridor: you can go anywhere from here
  • Snowstorm: blocked for one turn

Challenge

  • win if equal or more: spinner + strength of animal + facedown Challenges + Adventure cards
    -> + 5 points
    -> keep faceup challenge tile (up to 3)
  • fail:
    -> go to camp
    -> -2/-5 points green/blue

Help by Horn:

  • another player must help: place at same tile, add bonuses (optionally cards -> refill after fight)
  • win: helping player get points, requesting Challenge tile
  • fail: camp, -2/-5 points

Wizard Khaos

  • after spinning at end of turn -> move Wizard Khaos to city, prefer challenge tile
  • increases difficulty of adjacent challenges by 2
  • first defeat wizard before challenge
  • Wizard cannot step Snowstorm or memory tile
  • can block Mine of memories
  • immidiatelly attacks player in city (strength 25)
  • if attacked, spin wheel and add purple
    • win/lose: +/- 5 points, remove Wizard / move to Camp
  • multiple player at one tile fight together, refill after fight

Memory tiles

  • obtain at Mine of Memory for completed challenges (1-3) -> challenges facedown
  • place on any tile unoccupied byt storn, wizard khaos of uncompleted challenge
  • 5 point +1 for each other connecting memory tile
  • reducing connected challenge tile difficulty by 1 per m.t.
  • Palace tile is can be placed enywhere (joker)

End

  • when pile of memory cards run out -> remove Wizard, he lost his power
  • players continue in placing memory cards and score
  • add points for fox
  • most points -> winner of crown

Adventure cards description

HELPING CARDS (20/A): You get to keep them and cash in later for a one-time benefit. Put the used adventure cards in a discard pile. If the original draw pile runs out, shuffle the discard pile back.

  • Magician (20/A1): Choose an Adventure card from the discard pile!
  • Luck Serum (20/A2): You may choose any value from the segment where the spinning arrow has stopped.
  • Prophet (20/A3): You may flip any of the Challenge tiles up without having to move your figure there and facing the challenge at once.
  • Invisibility (20/A4): After failing a challenge, you have to return to the camp BUT you won’t lose victory points!
  • Merchants (20/A5-6): allow you to buy 1 Memory tile for 5 victory points from the mine, without having to go there or having any completed Challenge tile.
  • Fox (20/A7): You won 5 victory points!
  • Shaman (20/A8): allows you to exchange one of your Memory tiles with another from an op ponent player’s stock. The Shaman cardholder decides which tiles s/he wants to exchange.
  • Storyteller (20/A9): allows you to move one uncompleted Challenge tile from a city to an empty field of another city.
  • Miners (20/A10-11-12): help you to get Memory tiles for your completed Challenge tiles from the mine without having to go there.
  • Power (20/A13-14): the goat gives you 2, the bison 4 power points in a challenge.
  • General (20/A15): You immediately complete the challenge and get the Challenge tile by using this card. This card is also valid in the battle against the Wizard.
  • Short way (20/A16): You may move your figure on any field you want.
  • Sword (20/A17): adds 3 power points only to the yellow numbers you spin.
  • Shield (20/A18): adds 3 power points only to the green numbers you spin.
  • Bow (20/A19): adds 5 power points only to

FRIENDSHIP CARDS (20B):

  • Horn (20/B20): After failing a challenge or battle you may ask an opponent player to help you.
  • Team up (20/B21-22-23): cards allow each player to get 5 victory points for a completed a challenge and none of them has to lose points after failing a challenge (but you have to return to the camp). Any of the articipant players can provide this card.

EVIL CARDS (20/C): Don’t keep it, use it immediately! After you have completed its instruction, or it cannot be completed due to the circumstances, put it on the discard pile and draw a new Adventure card. (Remember! you must refill your Adventure cards to 3.)

  • Snowstorm (20/C24): If you draw this card, you must place the snowstorm tile on the space where your figure stands (except Memory Tile). The Snowstorm blocks all the players standing on the same field. The player/s who are trapped by the snowstorm have to skip their turn (once each player) and they cannot help to other players until the storm is over). In their next turn, the Snowstorm tile must be removed from the field and placed back to its original location on the bottom of the board.
  • Khaos (20/C25): The Wizard attacks you! Place his figure next to yours and fight!
  • Curse - Game changer (20/C26): This curse is valid only on the face-up Challenge tiles in your stock. Return one of your completed Challenge tile on the board. Place it face-up on any empty field of your choice!
  • Curse - Loneliness (20/C27): Discard all your Friendship Cards (20B) and have another Adventure cards from the pile!
  • Curse - Amnesia (20/C28): Discard all your cards and draw new ones instead!