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FineSand Rules US Web

- The document describes the sand castle-building game Fine Sand, which is for 1-4 players ages 10 and up. - In the game, players simultaneously try to use all the cards in their starting stacks to build the best sand castle, with different colored cards allowing construction in different areas or additional actions. - The components include cards, wooden coins, player boards and markers to track progress. Players begin with identical starting card stacks and the aim is to use all cards through building or passing them to neighbors.

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0% found this document useful (0 votes)
134 views

FineSand Rules US Web

- The document describes the sand castle-building game Fine Sand, which is for 1-4 players ages 10 and up. - In the game, players simultaneously try to use all the cards in their starting stacks to build the best sand castle, with different colored cards allowing construction in different areas or additional actions. - The components include cards, wooden coins, player boards and markers to track progress. Players begin with identical starting card stacks and the aim is to use all cards through building or passing them to neighbors.

Uploaded by

abopeco
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FINE SAND

The deck deconstruction game for 1-4 players, from Friedemann Friese, for ages 10 and above

Aim of the game


You are at the beach during your vacation. Everything is peaceful and in harmony. Out of a pure love of life, you start to build a sand castle.
Wait...What are your neighbors doing? Everywhere, sand castles rise up. But it was you, who wanted to build the best, highest, biggest
sand castle. Suddenly, everybody is in the middle of a competition.
Everybody builds by themself with the materials on hand. Who will deplete all their materials and win the sand castle competition? Every
player for themself, and all against each other, that‘s what‘s going on here. Frequently, you can “off-load” your neighbors some unwelcome
materials, but ultimately you are your own builders and only the player who uses their options best wins!

Components • 25 wooden coins

• 236 cards (59 each per player)


Building cost Action

• 4 wooden rings
Player symbol Set symbol
Action card Symbol card

• 4 Player boards
• 4 wooden discs

Before the first game


Open both card packs. PLEASE DO NOT SHUFFLE THESE CARDS! All cards are presorted,
thus you give them to the players as follows:
The first card pack includes 4 stacks, one stack per player, and each containing 30 cards.
Separate the stacks by checking for the player symbols , , , on the bottom left
of the front side of the cards. Each player takes a stack of starting cards and places it, The first card pack contains the four starting
stacks, which you distinguish by their player
WITHOUT SHUFFLING, face down in front of themselves. For the first game, we already symbols: glove, shovel, bucket, and bottle.
presorted these stacks.
The second card
The second card pack contains 4 Fable stacks, one stack per player, and each containing pack contains
29 cards. The Fable stacks are separated from each other by white cards (you do not the four Fable
need these white cards for the game). Place the top most 2 cards from each Fable stack stacks, separated
(the Symbol card and the yellow action card with your player symbol) next to your by white cards.
For now, you
starting playing stacks. You do not need the remaining Fable stacks for the first game. only need the
If you are playing with less than four players, place the surplus cards (starting stacks Symbol card and the yellow action card with
your player symbols.
and Fable stacks) separated by player symbols in the plastic bags.
Game preparation & basics 1. This is your building site.
2. Take the following components:
Here, your sand castle will rise up.
You are in control / you play / you win!
- 1 player board, 1 wooden ring , and 1 3. Place your draw stack face
wooden disc in your player color
down to the left of your board. You
-- 1 starting stack (30 cards), 1 Symbol
card, and 1 yellow action card with
try to build ALL these cards or try 4. Place your board in front of
to get rid of them in another way.
your player symbol yourself with enough space above
(All players start the game with the
Place the wooden coins for everybody same cards in their draw stacks.) and below for cards built during the
close at hand in the center of the game.
For the first (learning) game, these
table. During the first game, you only Place your wooden disc on top of
cards are presorted. Do NOT shuffle
need them near the end of the game. your draw stack, and the wooden
your draw stack, immediately start
playing. ring onto the space of your board.

At the start of the game, draw 6


cards from the draw stack and take
them into your hand. Check the
cards at the bottom of this page.

9. Place your Symbol card between your


and your left neighbor‘s work area. During
the game, your left neighbor receives cards
you “off-load” to them, which you place face 7. These are your first 6
down on this card.
cards in hand.

8. Place the yellow action card to the left of your work


7a.
You build green
7b.
You build red cards
area. You can use it during each turn once out of sequence. cards in the first column. in the second column.
With this card, you “off-load” one of the cards in your With this card you can If you choose to build
hand to your neighbor. What’s gone is gone! draw 1 additional card. cards, having this card
allows you to build 1
additional card.
5. Your board shows what you are doing in each turn of the game.
Draw cards Build a card OR Draw more cards Check hand limit. Done!

6. This is your discard pile.


During the game you discard
cards face up onto this pile.

7f.
You cannot build coin
cards, instead they give you
more coins to build!

7e. You can use ALL cards as 1


You build sand castles coin for building. This coin
above your board. card even provides 2 coins!
This card does not offer an After building, you discard
7c. 7d. action, but is very cheap to all used cards face up on your
You build blue cards You build purple cards build. You want to get rid discard pile.
in the third column. in the fourth column. of all cards, thus sometimes
If you pass on building With this card you can keep you want to build cheap
cards, with this card you 1 additional card in your cards quickly, too.
can draw 1 additional hand at the end of the turn.
card.
How to play
After everyone has prepared their building sites, start the game.
The unique part of this game: You do not take turns one after the other. Instead, you take your turns simultaneously. DON’T PANIC, Fine Sand is
not a real-time game. It is not about speed. Take as much time for your turn as you require, except your fellow players might start throwing paper balls
or similar stuff if you take too long.
What are you doing in each of your turns?

At the start of the turn, Step 3. At the end of


place your wooden disc Then decide:
your turn, you can only
in the center of the table. Step 2A. Either you build
keep a specific number
cards ...
of cards in your hand. Finally, take back your
Step 2B. ... or you draw
Step 1. Draw cards from your additional cards from your wooden disc from the center
draw stack and take them draw stack. of the table and place it again
into your hand. on top of your draw stack.
Thus, the other players see,
that you finished your turn.

You can use your yellow action card in


each turn once out of sequence. You
do this after Step 1. Draw cards and
before Step 3. Check hand limit.

Start together: On a common signal, all of you start the turn. Place your wooden disc from your draw stack in the center of the table. As long as your
wooden disc remains in the center of the table, everybody can see that you are still taking your turn (“I am not done!”).
Now you perform the following three steps and make your own decisions. Of course, your opponents have their own plans and most likely make different
decisions.

STEP 1. Draw cards + : Draw 2 cards from your draw stack, as printed on your board, PLUS Example: Rachel
draws 3 cards from
additional cards for already built green cards. Take these cards into your hand.
her draw stack, and
For a faster start of the game, during game preparation you already drew 6 cards and took them into takes them into her
your hand. Thus, you do not draw cards in the first turn of the game! hand.

STEP 2. Perform actions: Decide if you EITHER perform the red actions OR the blue actions. Mark
your choice by sliding your wooden ring to the left or to the right (we know from experience, that without the use of the ring you might
quickly forget your choice and accidentally perform both actions).
2A. Red actions - Build one card from your hand +1 : Build one of the
cards in your hand, as printed on your board, and place it at the matching place on your
board. Place green cards in the first column, red cards in the second column, and so on.
Place sand castles above the board, as these cards do not offer any actions.
The cards have different building costs, as printed on the top of the cards. Pay these
building costs with the remaining cards in your hand. Each card has a value of 1 coin,
the special coin cards have a value of 2 coins or 3 coins, depending on the value printed
on them. Discard all cards, which you use for paying the building costs, face up onto
the discard pile.
You can only use newly built purple or yellow cards in the same turn. You can use
newly built green, red, or blue cards only starting with the following turn.
If you already built additional red cards, you can build 1 additional card from your hand Example: Rachel decides to build the blue card and places it in the
for each +1 card symbol, after paying the required building costs. A special third column. She pays the building costs of 4 coins by discarding
red card gives you a discount on building costs - check the section “Your 32 Start the money card and two additional cards from her hand onto the
Cards”. discard pile.
OR

2B. Blue actions - Draw additional cards + : Instead of building, draw 2 Example: Rachel decides to
additional cards from your draw stack, as printed on your board, PLUS additional cards draw additional cards from
for already built blue cards. Take these cards into your hand. her draw stack, and takes
them into her hand. Of course,
If you draw additional cards, of course you cannot build and most likely must discard she cannot build anymore in
excess cards at the end of the turn. this turn.
Hint: During the first turn, you have 6 cards in your hand. It is highly recommended to
build as least one of them, to most optimally begin the game. Wait for a later turn to use
the blue actions to “draw additional cards”.

OUT OF SEQUENCE (OPTIONAL)


Yellow actions: You can use yellow actions in each turn once out of sequence. Usually,
you do this after drawing cards and before checking your hand limit. After you use a
yellow action, it is recommended you turn that card face down until the end of your
turn as a reminder.
“Off-loads” for your neighbor: In each game you always have the same yellow Example: Rachel gives
action card at hand. When using that action, you give one of the cards in your hand to the green card from her
your left neighbor. Place that card face down on your Symbol card, which you placed to hand to her left neighbor,
the left between your and your neighbor’s building sites. and places it face down on
her Symbol card.
Hint: Giving a card to your neighbor is good, as you get rid of a card without needing
to build it. Honestly, it is even better than most beginners think it is. Of course, you can
use each card you keep as a coin during the next turn (if its action is not matching your
plans or its building costs are too high). That is the reason why in the beginning you
will shy away from giving away cards, except the times when you exceed your hand
limit and are forced to discard cards. You will learn this.

STEP 3. Check hand limit : At the end of your turn, you check your hand
limit. You can keep as many cards in your hand as stated by this limit. Thus, you can
keep a maximum of 3 cards in your hand, as printed on your board, PLUS additional
cards for already built purple cards. If you exceed that hand limit, choose surplus
cards in your hand and discard them face up on your discard pile.

End of the turn and “off-loads”: After checking your hand limit, take your
wooden disc from the center of the table and place it back on top of your draw
stack. This will provide a signal to other players that you have finished your turn. Example: Rachel can keep 4 cards in her hand. As she has 5 cards in her
After everybody has taken their wooden discs from the center, together you check hand, she decides to discard the purple card.
if you all received “off-loads”.
If there is at least one face down card each on ALL Symbol cards,
you all take the topmost card from the right Symbol card and
discard it face up on your own discard pile. Of course, this is
worse, as you try to get rid of all the cards.
If at least one Symbol card is empty, nobody takes a card. All
cards on the other Symbol cards remain where they are! Some
of you got rid of a card, without directly getting back “off-loads”.

EMPTY DRAW STACK


Each time you draw the last card of your draw stack, immediately
shuffle all cards from your discard pile and place them back face
down to the left of your board as your new draw stack.

Example: At the end of the turn, there is one card each on both Symbol cards. Thus, both
Rachel and Paul must place this card face up onto their discard piles.
You lost track? Do not worry!
When you take your turns simultaneously, during your first games you definitely will not keep track of the actions of your fellow players. As long
as you are learning how to play this game, start your turns together by placing your wooden discs from your draw stacks to the center of the table.
Afterwards, you should take your turns one player after the other, so you can check the actions of the others. After everybody has taken their turn
once, you check for “off-loads” and together start the next turn. It would be bad if one of you misunderstands the rules and makes mistakes from
turn to turn without realizing this. And it does not matter, if it would be to their advantage or disadvantage.
As soon as you feel confident that you understand the basically simple flow of the game, at any time during the game you can commonly decide to
take your turns simultaneously. Then, the slightly faster players simply wait for the others at the end of their personal turns.

Game End
You trigger the game end when you draw ALL your remaining cards at the start
of your turn, and both the draw stack and the discard pile are depleted. If you
are allowed to draw more cards, take 1 wooden coin for each missing card from
the center of the table. The game ends after you all finish your turn.
If you trigger the game end voluntarily, by passing on building and instead
drawing additional cards, all players should complete their current turn and
play one more turn before the game ends.
Each time you are allowed to draw more cards and none are available in your
draw stack and discard pile, again you take wooden coins. The number of
wooden coins in the center of the table are not limited. If you need more than
supplied in this game, please substitute with any spare parts or coins you may Example: Rachel can draw 6 cards. There are only 4 cards left in her draw
have on hand. stack, so she additionally takes 2 wooden coins. At the end of this turn the
game ends, too.
You can use these wooden coins to pay the building costs.

Final scoring
After finishing the last turn, each of you checks how many cards you did not build: Count all cards in your hand, and all cards in your draw stack and
discard pile. If there are still “off-loaded” cards on your Symbol cards, they remain there and you do NOT count them!
The player with the least number of unbuilt cards wins Fine Sand! In case of a tie, the tied player with most coins wins the game.

Changes for the Game preparation of all following games


After determining the winner, sort all cards according to their player symbols, and all of you take back your 30 cards. Instead of playing with presorted
draw stacks, shuffle all your 30 cards before placing them face down as your new draw stack to the left of your board.
At the start of the game, draw 6 cards and take them into your hand (do not draw additional cards during your first turn). Because of the shuffled draw
stack, things can be bad for you. Thus, before the game begins you can discard any number of the 6 starting cards (even 0 or all 6) and draw the same
number of cards from your draw stack. You start your discard pile with these discarded cards.
If you want to play additional games with the presorted cards, you need to sort the 30 cards as follows.
The topmost card of the draw stack ...

... the bottommost card of the draw stack!


Your 32 Start cards
9 sand castles: These cards do not offer an
action, but are the cheapest cards in your card
stack. You build these cards above your board and
can stack them to form a bigger sand castle.
Building these cards costs 1, 2, or 3 coins.
1x 5x 3x

Example: During the game,


Rachel already built 5 sand
castles.

Example: Rachel builds two cards. Thanks to the discount on building


costs she pays only 4 coins instead of 6 coins.

Step 2B
Draw cards: Draw additional cards
4 coin cards: The coin cards offer 2 or 3 coins for from your draw stack.
paying the building costs.
Building these cards costs 3, 4, or 5
You cannot build these cards, so they remain in coins for +1 card or 7 coins for +2
your card stack, except when you “off-load” these cards.
coin cards to your left neighbor.
3x 1x
Step 3
Check hand limit: Keep additional
For Steps 1 to 3, you have cards offering different actions. If you cards in your hand for the next turn.
already built them in former turns, you can use them in any order
Building these cards costs 4, 5, or 6
you prefer! You can even pass on using the actions of any cards.
coins for hand limit +1 or 8 coins for
Step 1 hand limit +2.
Draw cards: Draw additional cards
from your draw stack. Out Of Sequence
There are two different cards, which you can use during your turn once out
Building these cards costs 6, 7, or 8
of sequence.
coins for +1 card or 10 coins for +2
cards. “Off-loads” for your neighbor: Place 1 card of your
choice from your hand face down onto your Symbol card,
Step 2A to give your neighbor this card.
There are two different types of cards. You can use this action in each game starting with the first
Build cards: Build additional cards. If you turn.
build several cards in the same turn, add their
Discard and draw: Discard 1 card from your hand onto
building costs and pay the total sum as best
your discard pile, to draw 1 card from your draw stack.
as you can with your remaining cards in hand.
After building, you cannot keep left over coins. Building this cards costs 4 coins.
Building these cards costs 4, 5, or 6 coins.
Discount on building costs: For each action “Build one
card from your hand” pay 1 coin less. The minimal resulting Your Symbol card
building costs are 0 coins. Place your Symbol card between your and your left neighbor’s
building sites. During the game, you “off-load” cards to your
Building this cards costs 7 coins. neighbor with cards, which you place face down onto this
Symbol card.

With these cards you can simply play again and again. This is the basic version of Fine Sand.
The Fable campaign
Fine Sand offers you a starting stack of cards, which you can use for the first few games. Additionally, you all have your own Fable stack of 27 additional
cards, which you can use to start the Fable Campaign.

Preparation of the stack of cards


Place your Fable stack face down next to your play area, WITHOUT SHUFFLING THESE CARDS.
Sort all cards according to their player symbols, and take back your 30 cards. The winner of the currently
finished game shuffles their 30 cards and reveals cards, until they reveal 3 cards showing numbers at the
bottom right. The cards showing warning signs always remain in your card stacks. Your starting card stack
only includes cards with the warning sign or the number “0”, in following games you add cards with the
numbers “1” to “9”.
Example: Always keep the cards with the
All fellow players search their card stacks for these 3 revealed cards. Place these 3 cards face down below warning sign in your card stack. You can
your Fable stack, before drawing the topmost 3 cards of your Fable stack, which show a “1” at the bottom exchange cards with numbers “0” to “9”.
right of the card, and shuffling them with the 27 old cards of your card stacks. Thus, you always start each
game with the same set of cards.
Now, you can start the next game following the known game rules.

the 27 Fable cards


During the Fable campaign, in each game you add 3 new cards to your
card stacks.

1st Fable Round


Scaffold: This is 1 coin, which does not count toward your
hand limit. When you draw this card, place it face up in front
of you, until you decide to pay building costs with this coin. a
After paying the costs, discard the card onto your discard b
pile. If you have this card at game end, you count it together
with your other unbuilt cards.
Step 1
Take 1 wooden coin: Take 1 wooden coin from the center Example: First, Rachel draws 2 cards (a), looks at them and discards the
of the table. Wooden coins do not count toward your purple card (b). Then, she draws the remaining 3 cards.
hand limit, you can have any number of them. You can
use wooden coins to pay the building costs. Taking these Step 2B
wooden coins does not trigger the game end. Essentials from the discard pile: Draw 1 card of your
choice from your discard pile. If the discard pile is depleted,
Building this card costs 7 coins.
draw the topmost card from your draw stack. Are both
Step 2B depleted, take 1 wooden coin from the center of the table.
Build additionally: Build 1 card in your hand with printed
Building this card costs 5 coins.
building costs of 3 coins at max. You do not get any discount
on building costs from red cards, and must pay the full 3rd Fable Round
building costs. Step 1
Building this card costs 5 coins. Draw a coin card: Reveal one card after another from your
draw stack until you reveal a coin card (sadly, this includes
2nd Fable Round the Pit for 0 coins, too) or your draw stack depletes. Take the
Pit: 0 coins. This cards is only annoying, you cannot pay coin card in your hand, and discard the other revealed cards
building costs with it or can build it. Get rid of it fast, by onto your discard pile. If you do not take care, and want to
“off-loading” it to your neighbor. draw 1 coin card, you might deplete the draw stack without finding any
such card. You do not get any card and must shuffle all cards to create a
new draw stack.
Step 1 Building this card costs 8 coins.
Draw and discard: Draw 2 cards. Then, discard one of
these two cards onto your discard pile and take the other
card in your hand.
Building this card costs 8 coins.
Step 2B Step 3
Cards to the limit: Draw as many cards from your draw Shortly raising the hand limit: After building this card,
stack, until you get to your hand limit. Check the fourth keep it on your board until you use the following action
column containing your purple cards for your actual hand during this turn or a later turn: Increase your hand limit for
limit. the turn by 3 cards. At the end of the turn, you “off-load”
this card to your neighbor and place it face down onto your
Building this card costs 3 coins.
Symbol card. This is an additional “off-load”!
Example: Rachel only has 2 cards in her
hand, and decides to pass on building. Solo campaign: After using the action, place this card below your sand
Instead she draws additional cards. First, castles.
she draws 4 cards to get to her hand limit These buildings cost 3 coins each.
of 6 cards, then she draws an additional 3
cards. When checking for her hand limit, Out of sequence
Rachel must discard 3 excess cards from Three for two: Discard 3 cards from your hand onto your
her hand. discard pile, to draw 2 cards from your draw stack.
Building this card costs 6 coins.
Out of sequence
Remove junk: Discard 2 cards from your hand onto your
discard pile to remove 1 card from your hand from the game. 6th Fable Round
Simply place the chosen card below your sand castles. All cards for this Fable round offer one-time actions. After you build these
cards, you can use them in a later turn (except the yellow card, which you
When preparing the next Fable round, shuffle the removed
can use in the same turn). Afterwards, you discard them onto your discard
cards together with the other cards of your card stack.
pile.
Building this card costs 7 coins.
Step 1
4th Fable Round Draw 2 cards: Draw 2 cards from your draw stack.
Step 2A Building this card costs 2 coins.
Build cheaply: Build 1 card from your hand for a discount
of 2 coins. You do not get any discount on building costs from
red cards, thus you only save 2 coins. Step 2A
Building this card costs are 10 coins. Build for free: Build 1 card from your hand without paying
its building costs.
Step 2B
Draw half: Discard “N” cards from your hand onto your Building this card costs 5 coins.
discard pile (in other words, as many as you like), to draw
“+1/2N” cards from your draw stack (thus, half of the Out of sequence
discarded cards rounded up). Draw an additional card: Discard “N” cards onto your
discard pile (in other words, as many as you like), to draw
Building this card costs 4 coins. “N+1” cards (thus, one additional card than discarded ).
Out of sequence Building this card costs 3 coins.
Always build 1 card: Discard 2 cards from your hand to
get an additional build action. You do not get any discount 7th Fable Round
on building costs from red cards, and must pay the full building Big sand castle: At game end, remove 1 of your unbuilt
costs. cards from the game. Simply place that chosen card onto
this sand castle. Thus, during scoring you have 1 card less.
Building this card costs 6 coins.
When preparing the next Fable round, shuffle the removed
5th Fable Round card together with the other cards of your card stack.
Sand castle: This is the most expensive sand castle without
offering any action. It is still cheaper than most of the other Building this card costs 5 coins.
cards, but can also possibly be a good “off-load” for your Giant sand castle: At game end, remove 2 of your unbuilt
neighbor. cards from the game. Simply place these chosen cards onto
Building this card costs 4 coins. this sand castle. Thus, during scoring you have 2 cards less.
When preparing the next Fable round, shuffle the removed
cards together with the other cards of your card stack.
Building this card costs 8 coins.
Out of sequence 9th Fable Round
Pallet: During the game, you can place 1 coin card from Step 1
your hand onto the pallet, and it does not count toward your Real essentials from the discard pile: Draw 1 card
hand limit. You can use that coin card to pay building costs, of your choice from your discard pile. If the discard pile is
and afterwards discard it onto your discard pile. At game depleted, draw the topmost card from your draw stack. Are
end, if you have a coin card on the pallet, consider it built. both depleted, take 1 wooden coin from the center of the
Thus, during scoring you have 1 card less. table.
Building this card costs 4 coins. Building this card costs 9 coins.
8th Fable Round Step 2A
Beach chair: Build the beach chair directly face up on the Build as desired: Reveal up to 5 cards one after the other,
discard pile of your left neighbor. Let it be their problem ... to build 1 of them. You do get a discount on building costs
from red cards. Discard the other revealed cards onto your
Solo campaign: Build the beach chair above your board
discard pile (all of them, if do not want to build any of the
next to the sand castles.
up to 5 cards).
Building this card costs 4 coins.
Building this card costs 6 coins.
The big base: This coin card gives you 4 coins for paying the
Step 3
building costs. Afterwards, remove it from the game. Simply
Final delivery: Draw 1 card from your draw stack, before
place it below your sand castles.
checking your hand limit.
When preparing the next Fable round, shuffle the removed
Building this card costs 6 coins.
card together with the other cards of your card stack.
Step 3
Recycling: As often as you want, discard 2 cards from you 10th Fable Round (and all following Fable rounds)
hand onto your discard pile, to draw 1 card from your draw Starting with the 10th Fable round, you draw the 3 cards which you
stack, before checking your hand limit. removed from your card stack at the beginning of the Fable campaign and
placed below the Fable stack.
Building this card costs 3 coins.
This way, you can continue to play any number of games while always
changing your stack of cards differently before each new game.

Your game experience will always be different.

The Solo Campaign


When playing the solo campaign, follow the known game rules while including the following changes.
The solo campaign runs for a maximum of ten games, and in each game you try to build as many cards as possible. You lose the campaign if you cannot
strike off a scoring number at the end of one of the ten games. If you finish all ten games, try to get a new highscore.

Game preparation
You start the first game with the 30 cards of the starting card deck, thus with all cards
showing either the warning sign or the number “0” at the bottom right of all cards.
Shuffle the stack of cards before starting the game. Place the sorted Fable stack to the
side, you only need it after finishing the first game.
Place 13 wooden coins onto your Symbol card, which is usually between you and your
left neighbor’s building site.
Additionally, you need a scoring sheet. You will find 4 scoring sheets on the back of this
rules booklet, and a PDF on our website www.StrongholdGames.com.

How to play
During the solo campaign, you use the yellow action “Off-load” for your neighbor Example: Rachel places 13 wooden coins on her Symbol card.
differently as in the normal game.
As long as there are wooden coins on your Symbol card, you ignore this action, and do not place any cards from your hand on your Symbol card.
Instead, after checking your hand limit at the end of the turn, you remove 1 wooden coin from the Symbol card and place it back in the center of the
table.
At the start of the 14th turn, you have removed all wooden coins, and the Symbol card is empty. Now, during each turn you MUST give 1 card from your
hand, and place it on your Symbol card. You cannot refrain from this!

Game end
You trigger the game end as usual, when you draw ALL remaining cards, and both your draw stack and discard pile are depleted. As usual, for each
missing card you also take 1 wooden coin from the center of the table.

Final scoring
Count all your unbuilt cards. Take the scoring sheet and write down the following values in the two spaces:
STACK: All cards in your hand, and all cards in the draw stack and discard pile count 1 point.
OFF-LOADS: All cards “off-loaded” to your Symbol card count 2 points.
Add both values for your TOTAL. Of course, you try to score the lowest total as possible, and strike that number off on the scoring sheet.
During the whole solo campaign, you can strike off each of the numbers 1 to 20 once. If you already marked off a number in an earlier game, you now
must strike off the next higher, still available number.
If you must strike off a number higher than 20, you lose the game and start a new campaign.
At the end of a game, if you have remaining wooden coins, strike off 1 space per coin in the area marked WOODEN COINS. Start in the top most row
from left to right. If you fill a set of five spaces, once during the final scoring of a game you can subtract a certain value from your total, before striking
off that total on your scoring sheet.
# STACK OFF-LOADS TOTAL
1 3 14 17 20
2 5 12 17 19

Example: Rachel has 5 cards left in her STACK (5 points) (a) and 6 cards on her Symbol
3
4
a b c 18
X
17
card as OFF-LOADS (12 points) (b). Her TOTAL for this game is 17 points (c). She has 4 5 X
16 e
wooden coins, thus she now finishes the first set of spaces in the section WOODEN COINS 6 15
(d). 14
7
13
Rachel already marked off 17 points in the first game. Thanks to the “-1” she strikes off 8
12
16 for this game (e). 9 11
10 10 1
9 2
WOODEN COINS
8 3
7 4

e XXXXXX
-1 -1
6
5
5
6

d
-2 -2 4 7
-3 -3 3 8

From game to game - the Fable stack -4


-5
-4
-5
2 9
1 10
At the end of each game, you add new Fable cards to your stack of cards.
Shuffle your stack of cards and reveal 6 cards with numbers in the bottom right (no warning sign!). Choose 3 of these cards, and place them back into the
game box. Draw the topmost 3 cards of the Fable stack and shuffle them together with the 27 cards of your stack of cards.
Again, place 13 coins onto your Symbol card, before starting the next game of the solo campaign.

The end of the solo campaign


You lose the solo campaign if you must strike off a number above 20.
You win the solo campaign after the 10th game. If you strike off numbers between 1 and 10, you get the victory points written next to these numbers
(1 victory point for the “10”, and up to 10 victory points for the “1”).
In each new solo campaign, try to beat your own highscore!

Author: Friedemann Friese ®

Graphics: Harald Lieske Stronghold Games LLC


Layout: Nikki Pontius 7964 Emerald Winds Circle
English Rule Editors: T.R Knight, Paul M. Incao Boynton Beach, FL 33473, USA
Production: Henning Kröpke www.StrongholdGames.com
Copyright 2018, 2F-Spiele, Bremen/Germany [email protected] STRONGHOLD
GAMES
TM
Scoring sheets for the Solo Campaign
# STACK OFF-LOADS TOTAL # STACK OFF-LOADS TOTAL
1 20 1 20
2 19 2 19
3 18 3 18
4 17 4 17
5 16 5 16
6 15 6 15
14 14
7 7
13 13
8 8
12 12
9 11 9 11
10 10 1 10 10 1
9 2 9 2
WOODEN COINS WOODEN COINS
8 3 8 3
7 4 7 4
6 5 6 5
-1 -1 -1 -1
5 6 5 6
-2 -2 4 7 -2 -2 4 7
-3 -3 3 8 -3 -3 3 8
-4 -4 2 9 -4 -4 2 9
-5 -5 1 10 -5 -5 1 10

# STACK OFF-LOADS TOTAL # STACK OFF-LOADS TOTAL


1 20 1 20
2 19 2 19
3 18 3 18
4 17 4 17
5 16 5 16
6 15 6 15
14 14
7 7
13 13
8 8
12 12
9 11 9 11
10 10 1 10 10 1
9 2 9 2
WOODEN COINS WOODEN COINS
8 3 8 3
7 4 7 4
6 5 6 5
-1 -1 -1 -1
5 6 5 6
-2 -2 4 7 -2 -2 4 7
-3 -3 3 8 -3 -3 3 8
-4 -4 2 9 -4 -4 2 9
-5 -5 1 10 -5 -5 1 10

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