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Shipwreck Creatures From The Deep PDF

This document describes the Shipwreck Arcana expansion for the Arcana game. Players take on the role of shipwrecked adventurers who must work together to defeat three sea creatures before the doom tracker reaches 7. New cards include creature cards and character cards that each provide a unique ability. Players must correctly predict fate tokens to damage creatures or reduce the doom tracker, while incorrect guesses or failing to predict cards increases the tracker.

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Jeff Hammans
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0% found this document useful (0 votes)
178 views9 pages

Shipwreck Creatures From The Deep PDF

This document describes the Shipwreck Arcana expansion for the Arcana game. Players take on the role of shipwrecked adventurers who must work together to defeat three sea creatures before the doom tracker reaches 7. New cards include creature cards and character cards that each provide a unique ability. Players must correctly predict fate tokens to damage creatures or reduce the doom tracker, while incorrect guesses or failing to predict cards increases the tracker.

Uploaded by

Jeff Hammans
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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The Shipwreck Arcana: Creatures from the Deep!

Your ship capsizes out at sea. You and your allies will
soon be swallowed by the creatures of the deep – or
will you? Use the limited time you have remaining to
change your fate. Fight off the circling sea creatures
and swim to shore.

New cards:

+ 12 Creature cards
+ 5 Asymmetric Adventurer cards

Objective:

To win the game, you and your allies must defeat three
sea creatures. You lose the game if the red doom
tracker reaches 7.

Setup:

Set up as normal, dealing four face-up Arcana Cards


and creating a draw deck.

Above this, randomly deal [sorted by ascending


difficulty] three sea creature cards: one from each of
the represented Hours (1, 2 and 3). Deal the randomly
selected ‘Hour 1’ creature and ‘Hour 2’ creature face-
up. Deal the ‘Hour 3’ creature facedown.

Place the red tracker on the 0 space. The green tracker


is not used in this game. To increase the difficulty, start
the red tracker higher up on the track.

During play:

During the game, if a correct prediction is made, then


you and your allies have one of two choices:

a. The team may use the correctly-predicted Fate


Token to kill/partially kill a face-up creature.

b. If the party either cannot or chooses not to do [a],


then they may instead discard the correctly-predicted
Fate Token to reduce the red tracker.

If the party chooses [b], then decrease the red doom


tracker according to the number of Hours on the
correctly-predicted Fate Token.

A 7 Fate Token = 3 Hour reduction on the doom track,


a 4-6 Fate Token = 2 Hours, a 1-3 Fate Token = 1 Hour.

Each player can only do this ‘heal up’ action once per
game/per player. If the active player has already
healed up once, but cannot use their fate to kill or
partially kill a creature, then this Fate Token is simply
discarded back into the bag. The game continues.

For example, your allies correctly guess that your Fate


Token is a 5. There is a revealed Zombie Worm
creature, which requires ‘two odd-numbered tokens’
to defeat. You can either place this 5 Fate Token on the
Zombie Worm (to start the process of killing it), or
instead, you could decrease the red doom tracker by 2.

If an incorrect prediction is made, at any time:

- The red doom tracker moves up 1 space

If an Arcana card fades and a correct prediction is not


made on the same turn:

The highest revealed creature attacks. On the Hours


card, move the red doom tracker up according to the
creature difficulty (‘Hour 2’= 2 spaces, ‘Hour 3’ = 3
spaces). All undefeated creature remains in play and
the game continues.

Since the game starts with the ‘Hour 1’ and ‘Hour 2’


creatures already revealed, the lowest damage you will
ever receive is 2 and the highest damage is 3.

If an Arcana card fades and an incorrect prediction is


made, move the red doom tracker up 1 space (for the
incorrect prediction) + the number of spaces listed on
the highest revealed creature.

If you are unable to place a Fate Token:

If a player cannot place one of their Fate Tokens in


front of one of the four Arcana cards, then they must
play the Fate in front of the Hours card. If this happens,
move the red tracker up 1 space. After doing this,
move the Fate Token to the Arcana card to its
immediate right.

Defeating a creature:

If, on your turn, you and your allies defeat a creature,


any Fate Token(s) on that creature are put back into
Token bag. This creature is discarded, and then the
final (‘Hour 3) creature is revealed.

Game End:

If you and your allies defeat all three creatures, then


you win the game.

If the red tracker ever reaches 7 on the Hours card,


then you and your allies lose the game.
Character Cards:

At the start of the game, each player randomly chooses


a character card. Each character has a unique ability,
which starts activated.

On a player’s turn, they may use their character’s


ability to gain an advantage. When they do, they must
immediately flip their character card onto its back side.

Upon defeating a creature, you and your allies re-


activate any and all used character abilities. This means
that a player may activate their own character’s special
ability up to four times each game.

The Defender

Usually when a player’s Fate Token is played beneath


the Hours card, the red doom tracker is increased by 1.

The Defender can activate their ability either on their


turn or any other player’s turn to defend against this.

The Summoner

Take one Arcana card from the discard pile. Flip this
card to its back side to be able to use (either now or in
a future turn) it’s Faded Card Power.
The Summoner can activate their ability either on their
turn or any other player’s turn.

The Vanquisher

Remove any one Arcana card, that has no Fate Tokens


beneath it, and place it in the discard pile. Place a new
Arcana card, in its place, from the draw deck.

The Vanquisher can activate their ability either on their


turn or any other player’s turn.

The Mage

When you have to draw Fate Tokens, you may use this
special ability to redraw ONLY the token(s) you have
drawn this turn. If you already have one Fate Token,
this means that you’ll only be able to draw/redraw a
single Fate Token.

The Mage can only activate their ability on their turn,


and their ability can only be used on themselves.

The Mystic

Move and/or flip a visible fate. Flipped fates are


counted as one hour.
The Mystic can activate their ability either on their turn
or any other player’s turn.

If a card is about to fade, due to a Fate Token that was


played this turn, The Mystic can use their special ability
to prevent this Arcana Card from fading (by moving the
fate token to a different Arcana Card and/or by flipping
the Fate Token).

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