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Plague & Pestilence

Equipment:
2d6
Prosperity/Plague reference cards
64 Population cards (5PPs, 10PPs, and 50PPs)
70 Playing cards
Object:
Survive the Plague! Play until only one player has a population above 0PPs.
Set-Up:
Give out a Prosperity/Plague reference card to each player.
Give 50PPs to each player and set aside the other Population cards.
Set aside the Death Ship card.
Deal out five Playing cards to each player.
Shuffle in the Death Ship into the draw deck.
Determine a start player.
Prosperity Phase:
Roll 2d6 and gain population (PPs) based on based on reference card (Prosperity side).
Draw one or more cards to make a hand size of six.
Play one card or discard one card.
Continue until someone draws the Death Ship.
When the Death Ship is drawn, flip all reference cards over and starting with the player that
drew the Death Ship, begin the Plague Phase.
Plague Phase:
Roll 2d6 and lose population based on reference card (Plague side).
Draw one or more cards to make a hand size of six cards.
Play one card or discard one card.
When a player's Population (PPs) drops to zero, he is out.
When only one player is left, he wins.

Plague & Pestilence


Card Types:
Rat symbols are generally negative; Sun symbols are generally positive.
There are 3 types of cards: Improvements, Counter Cards, and Action Cards.
All cards have their effects explained in short hand form.
Improvements:
Remember to modify the dice roll for each one of these you have, by +1 during the Prosperity Phase and
by -1 during the Plague Phase.
City Walls: Losses from Major War, Minor War, and Mongol raids reduced by 5PPs. Viking Raids
cannot effect the Player. City Walls can reduce losses even if destroyed at same time (Major War).
Aquaduct: Drought and Fire cannot affect the Player.
Sewer: Floods cannot affect the Player.
Counter Cards:
Buy Indulgence/Negotiate Peace: Cancel any War or Crusade.
Tactical Advantage: Add +1 to a War roll.
These cards may be played at any time, not just on your turn.
Action Cards:
Cards which affect the "Player" cannot target other players; cards which affect "Target Player" cannot be
played on the player who plays the card.
Bumper Harvest: Player gains 5 PPs.
Crusade: Target Player loses 10 PPs.
Death Ship: Player loses 10PPs. Plague Phase begins with Player.
Drought: Target Player loses 10PPs.
Earthquake: Target Player loses 5PPs and one Improvement.
Famine: Target Player loses 10PPs.
Fire: Target Player loses 5PPs and one Improvement.
Flood: Target Player loses 10PPs.
Major War: Two Players fight a war. Can between the Player and Target Player or between two
Target Players. See War below. Result: Winner loses 10PPs. Loser loses 20PPs and one
Improvement.
Mass Migration: Player gains 5PPs from each other Player.
Minor War: see Major War. Result: Winner loses 5PPs. Loser loses 10PPs.
Mongol Raid: Everyone except the Player loses 10PPs and one Improvement.
Pestilence: Target Player loses 5PPs.
Pied Piper: Player gains 15PPs from Target Player.
Trade Center Established: Player gains 10PPs.
Viking Raid: Target Player loses 10PPs.
War:
Players fighting a war may play any Tactical Advantage cards to improve their die rolls. Each player rolls
1d6. Highest modified roll wins. If tied, both players take the "winner's" loses, then re-roll. Players
fighting a war must continue until one player wins. Counter cards may be played at any time BEFORE the
dice are rolled to immediately cancel or modify the fight.

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