Introduction
Forest of Galdra
Plays 2-4 players
Estimated 2 hours
Materials
108 Material Cards (18 of each kind)
144 Potion Cards (8 of each kind)
18 Artifact Cards
36 Material Runes (6 of each kind)
4 Potion Guides
4 Victory Point Guides
4 Player Token
1 Dice
1 Board
24 Traps (4 per player)
16 15 Victory Point Pieces
16 10 Victory Point Pieces
19 1 Gold Pieces
13 5 Gold Pieces
11 10 Gold Pieces
Goal
The goal of the game is to have the most Victory Points when the game ends. The game can end in 2 ways. Either one player makes it to the end of the board and receives 50 Victory Points for doing so, or one player creates and plays every Potion. When either action takes place the game immediately ends and all Victory Points are tallied.
Set-up
Shuffle Material Cards and lay them face down to create the Draw Pile. Lay out each pile of Potion Cards separately. Create a space for Gold to be placed when not in a player’s possession. Set aside 1 more than the total amount of player’s worth of each Material Rune. Select 6 Artifact Cards and lay them out. Place 3 of each type of Material off to the side to create the Individual Material Piles. Give each player a Potion Guide and a Victory Point Guide. Select a Player Token and place them at the start of the Board. Each player rolls a dice. The player with the highest number goes first.
Player Turn
Each Player’s turn is comprised of 3 phases that are played out in order. First is the Potion Phase, then the Gold Phase, and finally the Movement Phase.
During the Potion Phase, players are able to do one action related to Potions. They can either craft a Potion using the appropriate Materials, play a Potion they have in their hand, create a Material Rune using the appropriate Materials, or Transform any 2 Materials into a Material of their choice.
During the Gold Phase, players are able to use their Gold to either buy a single Material from the Draw Pile for 2 gold, a specific Material from the Individual Material Piles for 4 Gold, or an Artifact for the amount of Gold stated on their card.
During the Movement Phase, players roll a 6 sided dice to determine how far they move. At first, the players can only move forwards, but after they pass the Brown Tile, their movement options open up. Once players pass the Brown Tile, they can move in any direction they chose. They cannot change directions mid-turn, but when they roll the dice they can choose which direction they move and which path they take from there.
The Potion of Gold Phase can be skipped if a player desires, and all Phases can be augmented using a Potion. Potion augmentation supersedes the pre-established rules for each Phase.
Potions
There are 18 distinct Potions, each comprised of a combination of Materials. Potions are crafted by using 4 Materials. All Potions are comprised of a Base, a Material that is required twice and is the color of the potion, and Ingredients, which are the smaller dots within the Potion.
When a Potion is crafted, it is placed face-up in front of the player. Once a Potion is played, it is moved off to each player’s Individual Potion Discard Pile and cannot be used again.
Material Runes
Material Runes can be crafted during a player’s Potion Phase. They are created by combining 3 of the same type of Materials, which are then immediately exchanged for the Material Rune corresponding to the Materials used. Material Runes are placed in from of the player and act as permanent Material. For example, if a player were to craft a Purple Herb Rune, they would always have the equivalent of a Purple Herb Material in their hand.
If there isn’t enough of a certain type of Material Rune, for instance, all of the Orange Feather Runes have already been crafted, a player cannot craft another one.
Artifacts
Artifacts are permanent buffs that can be bought for a range of 5 to 15 Gold. When an Artifact is purchased during the Gold Phase, it is placed in front of the player who bought it. For the rest of
the game, the ability listed on the Artifact is in effect for that player.
Board Spaces
On the Board, there are 7 different types of spaces. If a player ends their turn on a space, they are able to receive its benefits. Red spaces are Material Spaces, which gives a player 2 Material Cards from the Draw Pile if they land on one. Yellow spaces are Gold Spaces, which give a player 3 Gold if they land on one. Purple spaces are Combined Spaces, which give a player 2 Materials Cards from the Draw Pile and 3 Gold. White spaces are Empty Spaces, which don’t give the player anything.
Blue Spaces are Victory Spaces. If a player passes over a Victory Space that has a 15 Victory Point Piece on it, they collect that piece. If a player lands on a Victory Space they receive a 10 Victory Point Piece. If a player lands on a Victory Space that still has its 15 Victory Point Piece, they only receive that piece.
Green Spaces are Gate Spaces. If a player lands on or passes one of these spaces, they pay 5 Gold. If a player has paid 5 Gold to enter a space that has Gate Space on either side and no other options for movement, they do not have to pay to exit through either Gate Space.
Brown Spaces enclose the titular Forest of Galdra. Before entering the forest, players can only move forwards. After passing the first Brown Space the forest begins and players can choose which direction they move on their turn. Once a player passes through the second Brown Space, they have left the forest and can once again only move straight.
Players do not receive anything from a Space if they are moved there by another player.
Traps
Through using certain Potions, players are able to place Traps. There are 3 different types of traps, but they all operate the same way. When a player other than the one who places the trap moves over it, they stop moving, and the effect of the trap takes place. If a player steps over their own Trap, it is not activated and nothing happens. At any point, players are able to reclaim any Traps they have placed, removing them from the board.