0% found this document useful (0 votes)
1K views

Sleeping Gods Flowchart Rules

This document provides a flowchart for setting up and playing the board game Sleeping Gods. The summary includes: 1. Players place various components on the board including crew tokens, coins, and cards. 2. Decks are prepared including ability cards, event cards, and enemy cards. Level cards and the storybook are also placed near the board. 3. The first player is chosen and given the captain token to start the turn order. Players then take turns moving the ship, drawing cards, and resolving any encounter cards until the event deck is empty.

Uploaded by

Cold Fox
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
1K views

Sleeping Gods Flowchart Rules

This document provides a flowchart for setting up and playing the board game Sleeping Gods. The summary includes: 1. Players place various components on the board including crew tokens, coins, and cards. 2. Decks are prepared including ability cards, event cards, and enemy cards. Level cards and the storybook are also placed near the board. 3. The first player is chosen and given the captain token to start the turn order. Players then take turns moving the ship, drawing cards, and resolving any encounter cards until the event deck is empty.

Uploaded by

Cold Fox
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

Sleeping Gods flowchart v1.1.

0
Place atlas on page Place the Captain Odessa by Amarnasan [ 2021-08-19]
Place ship board on Place 3 coins, 1 grain using diagrams.net
2, and the ship in the board near the ship board,
the side of the and the ship token on
region with the and the other crew boards
number of players the ship board
number 2 distributed among players

Create event deck with 6 Place magenetic place deck of


Shuffle ability cards Place the 4 adventure Place
random event cards of each box containing enemy cards face
and market cards. cards with "starting" storybook
type face down, with dangerous adventure and down:
into two decks face on the back near the near
at bottom and mild on top. quest cards DON'T SHUFFLE
down ship board board
Return the rest to the box nearby, and THEM

Shuffle search Place level cards near Fill new journey log
Give each player 1 Choose first player
tokens into a ship board face up with date and player
comand and 1 ability and give him the
stack face (anyone can look through names. Decide brutal
card captain token.
down them) or normal mode

The turn of the player with Crew members controlled Move ship action
Pass captain yes
captain token starts (He by player with venom figure to one ship The room has 2
token to next
now controls captain token take 1 damage (if room other than the damage cubes?
player clockwise
Odessa) able) current one

no
Return all command
Bridge: Draw 1 ability
tokens on all crew
card and gain [2-3-3-
members and adventure
4] command tokens
cards to the supply
[3-4-5-5] means the different values
when playing with 1,2,3 or 4 players
Galley: Draw [1-1-2- If you want, discard 1
2] ability cards and [2- ability card from your
3-3-3] command hand and 1 fatigue from
tokens any crew member

Want to Did you draw less Draw 1 search token.


Deck: Gain [2-2-3-3] draw yes than 3 search tokens yes Shuffle discarded search
command tokens search and want another tokens into new stack if
tokens? one? stack empty
no no
For each damage in all tokens drawn:
Draw 1 ability card, and place 1 damage Discard
Choose and gain the
cube on the room matching the fate drawn
rewards in ONE of
number, or any room if there are two search
the tokens.
cubes on that room. tokens
Then discard ability card

Quarters: Draw 1
Return [2-2-3-3] command
ability card and [3-4-
tokens on any crew
4-5] command
member to supply
tokens.
Ship action
Sick bay: Draw 1 ends
Restore 1 health to any
ability card and [3-3-
crew member
4-5] command tokens

first time Read paragraph 1 in


Event deck empty? It is the...
yes storybook

second time Read paragraph 1.2


no
in storybook
Draw card from event deck, read it aloud and follow third time Read paragraph F1 in
instructions. DON'T discard it unless it says you can
storybook
yes Player performed 2
actions this turn?

no

Gain 1 command token


as action

no

Check travel table to know


Make one of your Put fatigue token how many region
Discard ability cards
Perform crew members with on crew member. boundaries you can cross
Draw with craft symbols in
Travel craft skill and less Add 1 for each (dotted line, coasts, spiral
fate your hand to add +1
action than 2 fatigue tokens yes craft symbol to binding, numbered edges
for card
to participate? next fate draw of the atlas)

Remove the ship from the map book, flip it


Have you crossed all no Make the ship token Is it an "edge of yes to the page indicated in the map edge you
the boundaries you
cross a region the atlas" are crossing, place the ship on any region
can and want to
boundary boundary? touching the opposite map side you
cross?
crossed
no
yes

yes Pass the hazard's


The new region has a challenge (*) or
hazard? suffer the
consequence
no

Choose one location number in Read aloud the first box


Return Explore
Perform your current map region, and open and follow its instructions
Triangular Tokens to
Explore action the storybook to the corresponding until you reach the phrase
supply if you got any
paragraph number "Return to the ship"

Perform
Spend the needed
Market action in Draw 7 cards from Can and want to buy
coins and gain the Is it a weapon?
region with market market deck a card? yes card
location
yes no

Put unwanted cards


Equip it to one of your Place it by your other
at the bottom of the
crew adventure cards
market deck

Perform any or all of these actions

Inn: Spend 4 coins, and all Healer: For every coin you
crew members remove 1 spend, you restore all health
Perform
fatigue to any one crew member
Visit Port action in
region with market
location Spend XP: Spend XP to buy
Shipyard: Repair 1 ship
level cards. Then tuck it under
damage for each coin or
the crew member so that the
resource token you spend
face in the card is hidden
COMBAT

Retrieve the listed enemy Place the synergy Distribute the 4 combat Players can spend 1 command
cards, shuffle them and tokens on their tokens evenly among the token to receive / give one combat
Start
lay them face up without corresponding crew players (if 3 players, token
spaces between them boards active player gets 2) from / to another player

Combat round

A player with combat token places First strike counterattack:


it on a crew member he controls, Enemy has The enemy deals damage to attacker:
Choose
has less than 2 combat tokens on, "First strike" Enemy's basic damage plus any uncovered
target
has not a frightened token and attribute damage symbols in its card, minus the blocks
enemy yes
has more than 0 health. Then uncovered? of the attacker chosen weapon or any other
chooses one of his weapons block from adventure cards or abilities
no

Draw fate and add weapon's accuracy number.


Use adventure cards and abilities that add no (MISS)
Total accuracy equal
accuracy.
or bigger than enemy Counterattack: the
Deduce 1 if enemy has an uncovered wing
defense number? enemy deals
symbol and your weapon has no ranged attribute
damage to attacker:
(arrow symbol)
yes (HIT) Enemy's basic
damage plus any
Chosen no Chosen enemy no uncovered damage
If you covered a synergy enemy already made a symbols in its card,
Place as many damage tokens as
symbol, you can move defeated? counterattack?? minus the blocks of
the selected weapon damage on
the attacker synergy into the attacker chosen
adjacent enemy squares without
any crew member board yes yes weapon
damage. At least half of the tokens
must be placed in squares of the
chosen enemy.
Place 1 less damage token if Remove any enemy card
enemy has an uncovered Resist 1 with all his hearts If the attacker missed, he
ability covered, and then slide deals 1 damage to
Place 1 less damage token if all enemy cards together. enemy. If that cover all
attacker has 2 fatigue tokens Any player with his hearts, remove
yes
unspent combat enemy card and then
token? slide all remaining enemy
no
cards together,

Each remaining enemy, from left to right

Deal enemy's basic damage plus number of its


If the attacked crew member has For each
uncovered damage icons to ANY crew member
more damage than health, move the uncovered
chosen by active player.
excess of damage on OTHER crew ability on the
You can deduce 1 damage for each block from
member chosen by active player enemy...
adventure cards or abilities, but not from the weapon

Adjacent deal +X damage Adjacent Regen 1


1Ship damage Lose 1 resource
Every enemy adjacent to this Active player choses and removes 1
Draw fate to determine which Return 1 resource
one deals X damage to damage token from each adjacent
room is damaged (as normal) to the supply
attacker crew member enemy adjacent to this enemy

Disarm Discard
Regen X
Active player chooses any crew Active player chooses any crew
Active player choses and removes
member to remove one equipped member to discard one equipped
X damage tokens from this enemy
weapon card until the combat ends ability card

Frighten, Low morale, Madness, Venom, Weaken


Active player chooses any crew member that doesn't
already have the specified token and puts one on.

yes
Any enemy and crew member alive?
(*) PASSING A CHALLENGE

Active player chooses among his cre


Other players spend 1 command each to make their crew
members with less than 2 fatigue to
members participate, and then put 1 fatigue on each of their
participate. Put 1 fatigue
participant crew.
Start You spend 1 command token for each low on each
They spend 1 command token for each low morale member
morale participating member participant
they added.
Every participating member with madness
Every participating member with madness suffer 1 damage
suffer 1 damage

Sum all the challenge skills icons


on the participant members and Draw ability card and Use any crew abilities, All players can discard Total skill
yes
their ability cards. check the fate number in adventure cards and cards in hand with the value greater
Substract 2 for each weakened the top left corner. equipped abilities to alter challenge skill icon to add or equal to
participant Discard it. the fate number +1 to total skill value fate number?
This is the total skill value no

-X health Ship damage Gain XXX


Turn to X
Place the XXX token
For each damage :
on one of YOUR crew Turn to the Challenge
-: You distribute X Draw 1 ability card, and place 1 damage
that doesn't already story number passed
damage icons among cube on the room matching the fate number,
have it, preferentially X.
all crew participants or any room if there are two cubes on that
on one participant of
room.Then discard ability card
the challenge

Continue as if you succeeded

Synergy: A crew member can activate a synergy token on his board (except his own synergy token) at any
moment in a combat, even after drawing fate. Then, return the synergy token to the matching crew board.

"Gain quest x" : Retrieve card X from quest deck and place it face up near the atlas

"Lose quest x" : Put the quest X in the Used quest box

Normal mode:
If all crew member have 0 health, move to the nearest port, remove all crew damage and fatigue, discard 6 top
events and start a new turn.
If ship reaches 11 damage, move to the nearest port, remove all damage, discard 6 top events and start a new
turn.

Brutal mode: If all crew member have 0 healths or ship reaches 11 damage, you lose the game.

You might also like