![]() You may then continue your action or choose to stop. The dragon flies in for a snack and eats any soldiers you would have gained from that roll. ![]() If the Dragon side appears with scoring dice, set aside ALL scoring dice, but don't set aside any Soldier tokens. If a Blank side appears, there is no effect score the roll as normal (just another day in Yon). Game PlayĮach turn, a Wannabe has the option to attempt one of these actions during their turn: ![]() Next, each Wannabe is dealt a Magic Item card, which is placed facedown in front of each Wannabe or held in hand - these cards are hidden from the other Wannabes. Everyone gets a Companion card, which is placed faceup on each Wannabe's player mat. The Soldier tokens go into a stockpile.ĭragon Farkle is played in turns, going clockwise, starting with the one who brought the most snacks. Place the Dragon near the decks and 3 Damage counters next to it. Shuffle the Companion cards and Magic Item cards separately and place them in the center of the play area, facedown, to form separate decks (should any deck run out, shuffle the discard pile and form a new deck). Give each Wannabe a set of 6 dice (ideally in their favorite color) and a player mat. Important: Players may only have one Magic Item at the end of any turn (exception: Sack of Holding). (Yon promotes recycling for all its citizens). ![]() Magic Item: Items can be used anytime, except where as noted on the card. They can be used anytime during your turn, except as noted. Card TypesĬompanion: These solitary figures have caught wind of your heroics and join your army, lending their assistance. Wannabe noun: This is you and the other players sitting around you. Basically, it is the gaming equivalent of spilling hot coffee on your new suit of armor. The winner is the first person who gets 10,000 points.To be the first Wannabe to defeat the dragon! To do that, you'll need to recruit an army of at least 5,000 brave, yet foolish soldiers to follow you and become hero of Yon, with all the publishing rights contained therein.įirst, some words you may need to know.įarkle: The event that occurs when no scoring dice can be set aside on any given roll. If all the dice are used for scoring, the player can pick up all six dice and continue playing with all 6 dice again. If no score is made on a roll, the player zilches and all the accumulated score for that turn (not from previous turns ) is lost. As long as he can pull out at least one dice that scores points, he may continue rolling the dice and accumulating points. Whenever a player rolls the dice and cannot pull any points out, he gets ZILCH (no points) for that round and passes the dice to the player on his left. Or, he may stop, write his score down, and pass the dice to the next player. If the player gets 500 points, he may may continue rolling the dice. ![]() If he does not get 500 points, he gets ZILCH for that round and passes the dice to the player on his left. The player must get 500 points before he can start keeping score. One or more scoring dice must be pulled out and set aside on every roll. Items needed: 6 dice, paper and pencil for scoringģ of a kind = that number times 100 ( for example three dice of 4s equal 400 points)Ī straight (five dice in a consecutive number order) = 1,750 Have fun as you are creating many happy memories playing Zilch with your grandchildren! Zilch Below, you’ll find the rules for playing Zilch. ![]()
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