thing, the first to make it through the mansion will … of mana...these stones and place them, in...

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1 You have been invited to a mysterious Victorian mansion. As you arrive, you discover others, strangers to you, also received invitations. Together, you enter the mansion. As you step through the doorway, a ghostly figure appears before you surrounded in a spectral aura and begins to speak in echoing tones. Hello. I am the last great wizard. I have spent the last 50 years researching interplanar travel. If you are seeing this message, I have been caught in an experiment of my own creation and I need your help. You merely need to reset my planar circle by entering it. But I am afraid this mansion may not too easy to get through. Each room is locked with a runic key. In each room I have hidden ancient runic stones. You must collect these stones and place them, in order, to summon the magical key to unlock the rooms. Once opened, these rooms will grant you an ability you didn’t know you had, for you see, each of you is from an ancient arcane lineage. Hopefully these abilities will help you unlock future rooms. Godspeed and good luck. Oh... one more thing, the first to make it through the mansion will become my apprentice. Now please... hurry. Can you make it through the Mansion of Mana to save The Last Great Wizard?

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You have been invited to a mysterious Victorian mansion. As you arrive, you discover others, strangers to you, also received invitations. Together, you enter the mansion. As you step through the doorway, a ghostly figure appears before you surrounded in a spectral aura and begins to speak in echoing tones.

Hello. I am the last great wizard. I have spent the last 50 years researching interplanar travel. If you are seeing this message, I have been caught in an experiment of my own creation and I need your help. You merely need to reset my planar circle by entering it. But I am afraid this mansion may not too easy to get through. Each room is locked with a runic key.

In each room I have hidden ancient runic stones. You must collect these stones and place them, in order, to summon the magical key to unlock the rooms. Once opened, these rooms will grant you an ability you didn’t know you had, for you see, each of you is from an ancient arcane lineage. Hopefully these abilities will help you unlock future rooms. Godspeed and good luck. Oh... one more thing, the first to make it through the mansion will become my apprentice. Now please... hurry.

Can you make it through the Mansion of Mana to save The Last Great Wizard?

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ObjectiveYou assume the role of a young wizard vying to become the last great magician’s apprentice. To do so you must make your way through the magical mansion represented by a tableau of key cards, each representing the room they open. To enter each room, you must play, in sequence, a series of rune cards to unlock them, allowing you to move into another room, granting you a special ability. These abilities can either help you quickly get through other rooms or allow you to slow the others down. You win once you have claimed a key card in each column of the tableau; the claimed keys need not be adjacent. And you may complete keys in any column, in any order.

ComponentsThe Mansion of Mana comes with the following:• 35 Jumbo-Sized Key Cards • 51 Poker-Sized Rune Element Cards• 50 Player Tokens (10 of each color)• 5 Jumbo-Sized Player Aid Cards

SetupRemove key cards from the keys deck if the suggested number of players is beyond the current number of players. Then shuffle the key cards and randomly deal the cards face up in the layout shown below in 5 columns. The initial tableau represents the layout of the mansion. For the first game, a 2-3 player game is recommended as in the tableau layout shown below. As players get used to the key abilities, the key cards should be randomized and more players added.

2 & 3 Player Setup

1, 4, & 5 Player Setup

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Now that the mansion is built, we need to create the river of runes. Shuffle the rune cards and deal each player 4 cards, face down. Place the remaining rune cards face down, near the key cards. Draw a number of cards equal to the number of players plus 1 and place them face up next to the rune deck.

Each player is given their set of components, including their tokens and a Turn Order card. Players may look at their cards. The final table setup is shown below.

The River ( ) Setup Example In a 2 player game, 3 runes are placed face up.

In a 5 player game, 6 cards are placed face up.

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Determining First PlayerYou now decide who gets to be first player. We recommend you play a quick game of Wizard’s duel. That player goes first and then play order moves clockwise.

Component OverviewAnatomy of a Key

Anatomy of a Rune

A Wizard’s DuelOn the count of 3, each player points a finger at another player,

himself, or to the sky. If another is pointing at you, you are out, unless you are pointing at yourself. If you are pointing at yourself, anybody who pointed at you is out, unless you are the only one pointing at yourself and then you are out. If you point to the sky, you avoid going out from targeting a player who pointed to himself. Players that are still “in” play another round, until only 1 wizard remains. If all wizards

are “out”, play again, until there is only 1 winner.

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GameplayAll turns take on the following format: Phase 1: Activate Keys, Phase 2: Draw Runes, Phase 3: Cast Runes, & Phase 4: Meditate. Special cards may be played at any time during your turn. See ‘Special Cards’ for details about the special cards.

Phase 1: Activate KeysPreviously, we mentioned that the objective is to get across all columns of rooms to save Uncle Alfie. To do that, you must open up rooms by collecting the runes necessary to unlock them. What we haven’t talked about is that each room has a special ability that can be used by players during their turn.

Readying a KeyEach key that has been completed or claimed by you has a key effect. Some of these keys are reusable ( ). At the beginning of your turn, during activation phase, tokens on reusable ( ) keys are moved over to the ‘ready’ position.

Using a KeyTo use a key, declare you are using the key’s effect, and move your token from ‘ready’ to ‘exhausted’ on the tracker of the key card. When using a non-reusable or a non-continuous key, it will not refresh and return to the ‘ready’ state.

Some keys only have a subset of these locations. Continuously active keys are incapable of being exhausted, so there is no exhausted location.

Phase 2: Draw RunesYou may draw 3 cards from the face down draw deck or 2 cards from any combination of the river , the draw deck , or the top card of the discard deck and add these to your hand. To clarify, you may take two from the discard pile, one at a time.

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Phase 3: Cast RunesIn this phase, you play runes from your hand to the table in front of you, in order to build any key. You may play any number of cards during your turn; you are only restricted by the number of cards in your hand. At one time you can only ever have two unfinished keys in front of you. Multiple players can claim the same key and the same player can claim the same key multiple times so as to use the card effect multiple times, placing an additional rune on the key location. If you run out of tokens, a token must be taken from one you already have in a room, removing your access to that key.

Elemental Unity BonusIf you use all the same color elements to complete a key, place an

additional token on this key or another key of equal or lesser value in the same column. The wildcard (rainbow) colored cards count as any

color.

When building a key, the key’s runes must be played in order from top to bottom. You can slowly build the key over several turns or play all of the runes out of your hand to immediately unlock the key. Rune cards must be played in the order shown on the key card, from top to bottom. A Key need not be completed in one turn, but cards may NOT be played out of sequence.

As you attempt to complete the sequence the cards played in front of you do not count toward your hand limit. Only two partially constructed key sequences can be in front of you at a time. If you wish to create a new key sequence and already have two partially completed sequences in front of you, you may discard an entire sequence.

Once you complete the rune sequence, you must place one of your tokens on the key card in the ‘Ready’ position of the activation track and you must discard the runes used to create the key.

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The icons on the lower right of the key card show the activation times of the key and if they are storable ( ), or continuously active ( ). You may activate a key: after a key is built ( ), at the beginning of every turn ( ), after you are stolen from ( ), or immediately ( ). Keys that are activated immediately ( ) MUST be used immediately after the key is built, unless they are storable ( ). All of these icons are shown on the player reference aid card.

Phase 4: MeditateBy the end of your turn, you must be down to your hand limit. Your hand limit is 3 plus any hand limit key effects. Rune cards may be discarded to the discard deck to reach your hand limit. Cards can be discarded even if you are already below the hand limit. Rune cards played in front of you to create a key do not count against your hand limit.

After you have reached your hand limit, you need to reset the board for the next player. To do so, refill the river with rune cards. This is done by moving the oldest cards away from the draw deck, and refilling replacements starting furthest from the draw deck, in an open spot, moving backwards towards the draw deck.

If no cards were removed from the river, the oldest card is placed in the discard pile, and the entire remaining river is shifted down 1 card. A new card is now placed between the old cards in the river and the draw deck.After phase 4, you must inform the next player that it is their turn to begin.

If at any time, the rune deck is depleted, reshuffle the deck.

VictoryOnce you have a token in each column, showing a path from start to finish, then the game ends immediately and you are the winner. You have saved Uncle Alfie from his unfortunate mishap, becoming his apprentice!

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Special CardsThere are a four special cards in the game. Each of these cards are played during the ‘Play a Rune Card or Special Cards’ phase of your turn. They are highlighted here.

SwapYou are able to swap two keys in adjacent columns. Any token on a key that is swapped stays with the key it was originally placed on.

Steal a CardYou are able to steal a rune randomly from any player’s hand or selectively from another player’s incomplete key, your own incomplete key, the river, the top discard card, or from the top of the draw deck.

Add a KeyYou are able to draw 2 key cards from the key deck and place 1 of those keys on the game board, replacing an unclaimed key or placing it around the circumference of keys, including either adding to an existing column or adding a new column before or after the tableau.

You do not get to rearrange existing keys. Place the unused key card on the bottom of the key card draw deck.

Discard and RedrawYou are able to discard any number of rune cards or special cards in your hand and redraw that many cards from the draw the deck. You may not discard any runes that have already been played as part of a partial key. The discard and redraw special card does not count as one of the cards discarded.

Stealing from an Incomplete KeyWhen you steal from a key currently being built, the rune card stolen can be any place in the incomplete key. All runes in the sequence after the rune stolen, are placed in the discard deck.

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Single Player VariantAll aspects of a solo game are the same as a 4 player game, including the hand limit, with the following exceptions:

SetupLayout the game as you would in a 5 player game. You are the yellow player; take all tokens of that color. Take one of each of the remaining token colors and place them in the corners of the key card setup, above and below columns 2 and 4. Shuffle the rune deck as normal, but place 5 rune cards face up next to the rune deck. Deal yourself 4 cards as normal.

Phase 2: Draw RunesYou can no longer draw from the discard deck unless it is part of a key ability.

Phase 3: Cast RunesYou must build key cards from first column to the last. In addition, 3 runes played of a single symbol is considered a wildcard rune symbol, but the color is considered no color (so the Elemental Unity bonus cannot be obtained).

Phase 5: The GuardiansIn the solo variant, a new phase is implemented. In this phase the guardians of the mansion are activated. After the meditate phase, 2 cards are drawn from the top of the rune deck. If the card is a standard rune, the color of the rune indicates the guardian token matching its color moves 1 key location towards the last furthest right token you placed. The runes are discarded.

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If the guardian is currently off the board, the guardian is placed on the key closest to its start location. Each subsequent time, a guardian is moved, their token is moved from one key to the next, attempting to maneuver to block the player. The Guardians move to the next column that the player is working towards. If given a choice between two keys in the same column, the guardian always chooses the key closest to the last played, furthest right token (target).

Example 1: Guardian Enters the TableauIn this example, you (yellow player) have claimed the Angel Key (column 1, top row) and a purple card is drawn for guardian movement. The purple guardian enters the tableau by moving to the nearest key location of its present location.

Example 2: Guardian Moves Towards PlayerThe purple guardian moves again. This time it moves from the location claimed in the previous example to the next location closer to the target, [green column]. The target row the guardian moves toward is the row the last and furthest right token that was claimed by the player [dotted yellow line]. In this case, the target row [dotted yellow line] is above the current purple key and the target column [green column] is to the left, so the purple guardian moves up a row and to the left a column.

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Example 3: Guardian Maneuvers into PositionGuardians cannot occupy the same key; sometimes this means one guardian must maneuver around another. This time the purple guardian attempts to move following the same basic methods as before, 1) move to the target column; and then 2) move up towards the target row. However, in this instance the red guardian is already on the key the purple guardian would move to. In this case, the purple guardian must move to the bottom row, as the column movement decision is first and then the row movement.

If both adjacent column locations already have a guardian and the row towards the target in the current column already has a guardian in it, then the guardians movement is skipped.

Example 4: Guardian Maneuvers into Position from BehindIn some cases, the solo player passes by a guardian. When this happens, the guardian can move through a solo player occupied key with no affect on key ability or gameplay.

Once a guardian reaches the right side of your location, it stays until you play 3 runes of a single element color, removing a single guardian from the board and placing it back in its start position. If a wild is drawn during the guardian movement, the guardian that is furthest away moves. In a tie, the player chooses which guardian to move. If the rune card drawn, during guardian movement, is a special card, one card is randomly discarded from the player’s hand. If you have all of the runes to complete a key, but a guardian is on that key, you cannot turn in the runes to claim a key until the guardian is vaccated.

The solo player victory condition is met immediately upon completion of building the key in the last column.

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Solo Player ScoringIf you complete the trip through the mansion with:

10+ cards left in the rune deck: Alfie calls you a natural and teaches you everything he knows. After all, “You’re a Wizard, Harry!”

7-9 cards left in the rune deck: You made it and you turn out to be just as good as uncle Alfie. I guess the powers that you have skipped a generation; a chip off the ol’ generational block.

4-6 cards left in the rune deck: Welp, that was close. You may not be what Alfie expected, but you made it his lab and saved him, fair and square.

2-3 cards left in the rune deck: Yikes! Cuttin’ it close aren’t ya?! In either case Alfie thanks you, but he never really trusts in your capabilities. In the near future you find you would maybe be a better accountant than an arcanist. When you get your CPA, people are astonished at your skills of prestidigitation.

1 card left in the rune deck: Merlin’s Beard! that was close. In the near future, Alfie “accidentally” leaves you in a plane of existance full of video games and junk food. It probably worked out the best for everyone this way.

0 cards or less left in the rune deck: With uncle Alfie gone, a bunch of cryptic papers you don’t understand, and this crazy ape sittin’ around, you realize you have no place here. You leave but later regret it. When you return several years later, there is no trace of the mansion, the ape, or the mad old wizard. You wonder what could have happened... But you think, “Nah, forget it! Yo, home to Bel-Air.”

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Frequently Asked QuestionsFor Key of Echoes & Chimera Key, does the Wild elemental symbol mean any element can be drawn to activate this key?No. The Wild element HAS to be drawn to activate this key ability.

For all other elemental keys - Key of Pompeii, Key of Necromancy, Key of Tides, & Key of Island, does the Wild element activate them? No. The specific element called out must be drawn to activate the keys.

What happens if there is a tie for victory?Ties always go to the active player’s turn. Example: Active needs to only complete the last location, which a player is on and they have the vampire key. By going to this location, the player would win even though the vampire key owner would also achieve victory condition.

CreditsThe following people made this game possible.Game Design: Sean Howard

Artwork: Scott Rogerson http://scott-isme.tumblr.com/

Margarita Kiseleva http://rittik-designs.deviantart.com

Special Thanks to: Gabe Schive, Nate Marzen, Barry Lovseth, Adam Pfab, Martin Urban, Tom, Amanda, & Tuck Bowersox, Brian Bremner, Eric Bernstrom, Aaron Riggs, James K., Joe H., Zephan O., Matt Holden and the group over at Indie Game Alliance, & my supporting wife: Leah Howard.

Unlocked: The Mansion of Mana is ©2014-2017 Good Knight Games, LLC. All rights reserved. http://good-knight.net

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The Alien KeyOne of the first applications Uncle Alfie attempted was access to the Cosmos. Access to this alien artifact allows for a chain reaction, which grants you the ability to complete an adjacent key, any key in the column to the right or the left of the Alien Key. This key is usable once but can be saved for use.

The Alpha KeyOpens a two way portal between itself and the Omega Key. As such, the Omega Key must also be completed to move direclty between the keys without having to build keys in each column between

them. It should be noted that it is an invalid initial setup to have either the alpha or the omega in the first column and the reciprocal key in the final column. However, a player can ‘swap’ keys or ‘add’ keys to make that setup occur.

The Angel KeyProtection from stealing. Nobody can steal from you. This key is always in effect.

The Burning KeyWhile you own this key, other players cannot use the keys you share with them. When two players own this key, it disables the Burning Key for both players. This key is always in effect.

The Butterfly KeyGrants the owner of this key a one time wildcard rune. It allows you to skip a single rune on a key you bulid. This key is usable once but storable until you decide to use it.

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The Chimera KeyGrants the owner of this key a bonus each round. The owner draws a card from the draw deck, the color of the rune decides the effect. On Orange, draw a card from the draw deck, add it to hand. On Green, steal a card

from another player, the discard, the river, or the draw deck. On Chromatic, duplicate another key’s affect this round. On Blue, draw a card from the river. On Purple, the increase hand size by 1 until the beginning of their next turn. After the effect is received, the original card drawn to determine the effect is discarded into the discard pile.

The Copper KeyThe handsize of the player is increased by 1.

The Dark Ore KeyThe handsize of the player is increased by 1.

The Druid’s KeyAllows a player to build a key in any order.

The Key of EchoesThe player is able to duplicate another key’s affect this round.

El Corazon de la RenaInstantly activated once created, the key allows a player to trap another player. Choose another player, put their token in the locked portion of the key. They must complete this key before completing any other keys. Once they complete this key, they do not get to use the effect of the key but they do get to claim the key.

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The Key of the ElementsSeveral of the keys in Unlocked allow a player to pursue a unique victory condition. In all cases, these unique goals are optional paths to victory.

This key provides an alternative victory condition. This key grants you cosmic power and the knowledge of the universe and beyond. You quickly find that with such power comes a thirst for even more power. With this key, if you seek out and obtain the four great keys of elements, you will be unstoppable. To achieve victory, you must find and obtain the Key of the Necromancer, the Key of Tides, the Key of Pompeii, and the Key of the Island. If these keys are not initially in the Mansion tableau, you will need to add them using the ‘Add a Key’ special card. If successful: You win!

The Ghost KeyDisables all key affects for the owner of this key, including other’s uses against the owner and the owner using other key affects.

The Glass KeyAllows the owner to ‘break’ a key. When a player breaks another key, he removes all of the current owners of the key from the key. Players may then rebuild the key. When the player removes all of the current owners from the key, they lose the claim of that key, possibly leading to loss of that column.

The Key of the IslandWhen activated, the owner of this card draws a key from the draw deck. If the card is green (primal) then the effect occurs. Alternatively, the owner may discard a green from their hand to enact the effect.

If performed, the effect is to steal a card from another player, the draw deck, the river, or the discard pile.

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Jo-KeyIf a player is able to draw 3 cards and they are all chromatic or a player adds their own chromatic cards to the discard, then the player steals cards equal to the number of players (from other players, the river, the draw deck,

or the discard) and then deals 1 to each player.

MalarkeyThe first player to claim this key does so with a cost of only the first rune. The second player claims it with the first two runes and so on. No effect is granted from this key.

The Mirror KeyWhen stolen from, the player who owns this key is able to steal a card from another player, the river, the draw deck, or the discard pile.

The Moonstone KeyAfter completing a key, the player who owns this key draws cards equal to the number of keys owned. This taks effect after every key is built by the owner. The cards to be drawn can be drawn from the draw deck or the river, but not the discard pile.

The Moth KeyGrants the owner of this key a one time wildcard rune. It allows you to skip a single rune on a key you bulid. This key is usable once but storable until you decide to use it.

Mud KeyLose 2 rune cards immediately, once.

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The Key of the NecromancerDraw a key from the draw deck. If the card is purple (power) then perform the draw and discard special card function. Alternatively, the owner may discard a purple from their hand to enact the effect.

The Needle KeyAt the beginning of every turn discard one card from your hand.

The Omega KeyOpens a two way portal to the Alpha Key. See Alpha Key for details.

The Key of the PhoenixReturn any key’s state back to ‘Ready’, once.

The Plague KeyImmediately reduces your hand limit by 2. Always in affect.

The Key of PompeiiDraw 2 keys from the draw deck. If both of the cards are orange (fire) then the effect occurs. Alternatively, the owner may discard 1 or 2 orange runes from their hand. The effect is to draw cards

from the draw deck equal to the number of players plus 1. Then to give each player a card and keep the rest.

The Key of RaThe player is immune to the effects of having their keys broken by the glass key.

Steel KeyThe handsize of the player is increased by 1.

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The Key of TidesDraws a card from the draw deck. If blue then draw a card from the river. Alternatively, you may discard a blue card to enact the effect.

Vampiric KeyThis is an optional unique victory condition. This key turns you into a vampire. As such, you must seek out each competitor and share a key location with them. If successful: You win!

EPIC KEYSEpic Keys are keys that have multiple components or phases required to complete the keys. Each phase provides a bonus or effect. The bonuses are not comulative but instead are levels of bonus. The Epic keys are built starting with the tan scroll and moving right. The bonus colors match the color of the scroll (where tan and white are the same).

A Key of Ice and FireIn phase 1, provides immunity to all key cards, good or bad. In phase 2, immunity from all is lost but not immunity is provided against theft, burning, breaking, or El Corazon.

The One KeyIn phase 1, draw from the draw deck, if green, draw another from the draw deck. Discard the original drawn card. In phase 2, always draw an extra card from the draw deck.

The Key of the WindIn phase 1, draw from the draw deck, if blue, draw a card from the river. Discard the original drawn card. In phase 2, always draw an extra card from the river.

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