GAME OBJECTIVE

The Grimwood awaits you. Players search the forest (deck) and compete to collect the highest-scoring combinations (combos) of animals, settings or supernaturals, to maximize their loot (points). The player with the most points wins.

STARTING THE GAME

Shuffle the cards and deal 3 cards to each player face down. Place the remaining cards face down in the middle of the table.

Players can have a max of 7 cards in their hand. If they have more than that, they must discard their cards down to 7 by the end of their turn.

Every turn, a player can do up to 2 actions and/or place 1 or more combos. The game ends when the last card is drawn. Each subsequent player then finishes one last turn, and everyone scores his/her combinations.

TURN OVERVIEW

On a turn, a player may do the following:

Action A:  Play 1 card

You can only play a supernatural or a rune. When playing a supernatural, place it in front of you to start building a supernatural combo. The card’s effect is only valid at the time you play it unless another card allows you to reactivate it.

After playing a Rune, place it in the discard pile. Actions are: Draw a card from the deck, steal a card from a player’s hand, or play a card’s power.

Action B:  Play a combo

Anytime during the turn, you can place a combo(s). Placing combos do not count as actions.

TYPES OF COMBOS & SCORING

To count as points, combos must be placed in front of the player and remain on the table. Players’ points can change if their combos get destroyed or taken. The combos in a player’s possession at the end of the game make up his/her final score.

Supernatural combos

1  supernatural…….1 pt.

2  supernaturals…..2 pts.

3  supernaturals…..5 pts.

4  supernaturals…10 pts.

5  supernaturals…15 pts.

 

 

Animal combos

3 Owls………………10 pts.

3 Crows…………….10 pts.

Settings combos

1 Swamp + 1 Path + 1 Clearing…………………..5 pts.

3 Swamps………………………………………………..3 pts.

3 Paths…………………………………………………….3 pts.

3 Clearings……………………………………………….3 pts.

CARD BREAKDOWN

24 Supernaturals  ………6  Clearings

9  Owls……………………. 4  Amulets

9  Crows……………………4  Runes

6  Swamps………………. 6 Short Rules

Paths                        74 TOTAL

ABOUT PLACING COMBOS

While supernaturals can be placed one at a time, animal and settings combos cannot be placed until all 3 cards are in your hand.

You may place more than one supernatural at a time, but only one supernatural power can be played, unless you have a rune. Playing a supernatural’s power is optional.

Once you place a supernatural in a combo, you cannot change the composition of the combos.

Action C:  Close your turn. Draw or steal 1 card

Draw: take the top card from the deck.

Steal: pick randomly 1 card from another player’s hand (not from his/her combos).

NOTE: If an amulet is played against you when you attempt to steal, you lose the rest of your turn. However, if you are stealing using a supernatural’s power, the amulet only blocks 1 steal and the rest of the turn proceeds as usual.

3 Eulen………………………….….10 Punkte

Krähen……………………………10 Punkte

SUMMARY OF CARD POWERS

Amazon: All players must give you a card from their hand of your asking. If they don’t have it, you missed your shot. Example: Play with crows must give 1 crow to you. You may also ask for a supernatural by name, but you can’t just ask if anyone has a supernatural in general.

Boogeyman: Exchange hands with another player.

Bride: Take any male supernatural already played. May play the card’s effect immediately. Male supernaturals: Boogeyman, Demon, Dracula, Dwarf,

Giant, Mage, Troll, Werewolf.

Centaur: Take the top card of the discard pile. May play immediately.

Dark Unicorn: Force all players to discard a card from their hand. You choose randomly.

Demon: Send any combo into the discard pile.

Dracula: Steal 2 cards from a player’s hand.

Dragon: Protects the set it is part of by making the set immune from special powers. Once played, it freezes the set it is part of and no more cards may be added to that combo.

Dwarf: Take top card of discard pile and top card of deck. Choose one, discard the other.

Elf: Reactivate the power of any supernatural under your control this turn.

Faeries: Take any 2 cards from the discard pile into your  hand. May play one.

Ghouls: You may draw from the deck or steal a card from a player’s hand.

Giant: Take any card from the discard pile. May play immediately.

Goblins: Steal 3 cards from 1 or more players’ hands.

Highwayman: Swap combos with another player.

Hydra: You may look at 1 player’s hand.

Mage:  Draw 2 cards from the deck.

Nymph: Take any supernatural card already played. Play that card’s effect.

Shadow Queen: Look at every player’s Kombo hand. Steal 1 card blind from 1 player’s hand.

Sorceress: Sacrifice a set of owls or crows to take any combo as your own.

The Eternals: Fill your hand to 7 by drawing from the deck and/or stealing from other player’s hand.

The Laraki: Draw as many cards from the top of the discard pile as there are players. Pick 1 to put in your hand. Give 1 card face up to each player.

Troll: Force a player to discard a card. Choose a card from the player’s hand at random.

Werewolf: Choose a player to lose a turn.  

Amulet: Play to block any 1 steal from your hand. Discard after use. The player who tries to steal loses his/her turn. If a player steals using a supernatural’s power, you can block 1 steal per amulet, but the player’s turn proceeds as usual.

Rune: Player can take 2 additional actions this turn. Actions include drawing a card, stealing from a player’s hand, or playing a card’s power.

GAMEPLAY EXAMPLE

Let’s say your hand looks like this:

Action A: Draw or Steal

On your turn, you decide to draw rather than steal. You get a Clearing.

With a Clearing, you now have a Settings Combo (1 Path + 1 Swamp + 1 Clearing). You place the combo in front of you, beside
the Nymph/Giant supernatural combo you have already placed before.
With the Settings combo adding 5 pts to your Supernatural 2pts combo, you
2 pts. 5 pts. now have 7 pts.

Action B: Play 1 card

As a second action, you may play a card. You decide to play the Dark Unicorn and force all players to discard a card from their hand.

Place a Combo

You now have a choice of where you want to place the Dark Unicorn. You can either start a new Supernatural combo line or place the Dark Unicorn with the Giant and the Nymph.

While you get more points if you place all the super naturals together, you are also more at risk for losing all of them should someone else play a card which allows them to take a combo from you.

1 pt.        2 pts.                    5 pts.                   =8 pts.

OR

5 pts.    5 pts.                            =10 pts.

EXAMPLE OF A 3-PLAYER SETUP

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Artwork: Angela Wu

Game Design: Morgan McAllister, Angela Wu

©Grimwood Games 2017

www.grimwood.co