During Maintenance phase each player may pick one or more cities that they have landing rights at.
These cities generate no income this turn.
ADVERTISING PHASE OPTIONAL RULE
Insert this optional phase in between the Flying and Revenue Phases.
Players secretly write down how much money they are spending on
advertising for each of the cities they have landing rights at.
If you spent more than an opponent you get to take 10% of his revenue from that city.
If you spent twice as much as an opponent you get to take 1D10 X 10% of his revenue from that city.
Unlike lost bids, all money spent on advertising is gone.
Example:
4 players (A,B,C,D) have rights at the same city.
Player A spends $0 on advertising and promotions.
B spends $3. C spends $5. D spends $10.
B rolls 1D10 X 10 and gets 50. B gets 50% of A's revenue.
C gets 10% of B's income and 1D10 X 10% of A's remaining income.
D gets 1D10 X 10% of the remaining profits of A, B, and C.
FASTER GAME VARIANTS
For a quicker game remove 10-40 nonevent cards from the deck.
Or, remove all the Boeing 757s, McDonnell Douglas MD-80s, Atlanta rights and
Washington DC rights.
AMBER
INTRODUCTION
Takes place sometime after the disappearance of King Oberon.
The Nine Princes fight to control Amber.
Card game for 2-5 players.
VICTORY
Control Amber and kill or capture all Princes controlled by
Opposing players or control Amber for 5 consecutive turns.
This deck has 9 cards, one for each prince.
Prince: Hits Fight Wit Will Lead
Corwin 12 9 10 11 8
Eric 8 8 9 9 9
Benedict 9 11 7 7 11
Bleys 8 10 7 7 10
Julian 9 7 7 8 7
Gerard 10 12 6 7 7
Random 7 7 8 7 6
Caine 7 7 7 7 8
Brand 7 7 11 10 7
INFLUENCE TOKENS
Each player begins with 9 influence tokens of a unique color.
Non-player Princes without a token are neutral.
Place one of your tokens on Non-player Princes you control.
Influence tokens are also used to show ownership of stacks of Armies.
ARMY TOKENS
Use blank tokens to represent armies.
SET UP
Each player starts with 5 cards.
PLAYER PRINCES
Each player begins with control of one Prince of Amber.
Take one random card from the prince deck.
These are known as Player Princes.
A Player may have only one Player Prince.
Each Player Prince starts in exile in Shadow.
If a Player Prince is killed, another Prince controlled by the
Player becomes his new Player Prince. If he has
None, a neutral Prince becomes his new Player Prince. If there
Are no neutral Princes left, he is out of the game.
OTHER PRINCES
Draw another Prince card.
This Prince currently controls Amber and is referred to as the King.
Draw 3 more Princes who have regency.
The 3 Regencies are:
1. Guardian of Arden
2. Admiral of the North Sea Fleet
3. Admiral of the South Sea Fleet
The King and regents are referred to as Lords.
All other Princes not controlled by Players start in Exile in Shadow.
Exile princes start out neutral.
You can never gain control of a Lord, but you can make regents neutral.
If Amber is attacked the Lords will defend it.
GAINING CONTROL OF AMBER
A player can gain control of Amber by conquering it or causing the current
King to be killed, captured or driven into Shadow exile.
When a player takes control of Amber his Player Prince becomes King.
Any other Princes he controls become regents.
He may offer Regent posts to other players.
ATTRIBUTES
Each Prince has 5 Attributes or Skills:
Toughness: Hit points
Fighting: Ability in hand-to-hand combat
Leadership: Skill in strategy and tactics
Will: Mental Strength in contests of Wills
Wit: Intelligence
ATTRIBUTE LEVELS
Use given stats or roll 2D6 separately for each attribute.
Determine Attributes for each Prince before Play begins.
TURN SEQUENCE
Players take turns.
Each turn has 2 phases:
Fate Phase
Action Phase
FATE PHASE
Draw 1 card from the Fate deck.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = Wit Attribute of your Player Prince.
Discard excess cards.
ACTION PHASE
Each Prince you control may perform one action per turn.
An action includes playing any Action, Contest, or Save card or
performing a Non-card action.
NONCARD ACTIONS
These do not require a card to do:
* Bide your time: Draw one card.
* Recuperate: Regain 1D6 lost Hit points.
* Fortune telling with Trump Deck: Look at next 5 cards in deck.
* Intrigue: Roll 1D6: on a roll of 5-6 cause a Non-Player prince to become
neutral or take control of a neutral Prince.
* Raise Army: Gain 1D6 army tokens.
* Escape Imprisonment. The only action you may attempt if you
have been captured. Roll 1D6. On a roll of 5-6 you escape.
CONTESTS
Some cards indicate that a Contest will occur.
The opposing princes roll 2D6 and add their level in the indicated attribute.
The player with the highest score is the winner. (Reroll ties)
All cards causing a Fight contest are also attack cards.
The Loser of a Fight Contest takes 1D6 Hits of damage and the contest ends.
The Loser of Leadership Contest loses 1D6 of his Armies.
Unlike all other contests, Leadership contests are repeated until one
side has no Armies left. The side with remaining Armies controls Amber.
The loser of a Will contest suffers the fate described in the card text.
Princes (you control and freely offered by other players) may work
together and combine their attribute levels in Fighting
Saves (Fighting Attribute) and Leadership contests (Leadership Attribute).
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