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Das Zepter von Zavandor
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At the beginning of a round the player with the highest score is the starting player. Each player gets magic dust for all opals he possesses, and energy cards of the corresponding color for all the other gems. If a player would get four cards of the same kind, he has to take one 'concentrated energy'-card instead; this is not optional. Eventually new artifacts are drawn up to the number of participating players, and laid open on the table.

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Concentrated energy cards can be advantageous when you are at risk to exceed your hand card limit. However: the value of the energy cards varies slightly, but the concentrated energy cards have a fixed value that corresponds to the average value of four energy cards. So if you have a 'lucky draw', you would be better off with four energy cards compared to one concentrated energy card…
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After the collection of energy each player can buy new gems. More expensive gems will pay themselves back in time because they produce more energy, but the apprentices first have to learn how to work these valuable gems by studying the Books of Knowledge.
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In his turn a player can start an auction for a sentinel, or one of the face-up artifacts. He can select an item that he would like to obtain himself, or an item that might be interesting for another player. On the card is the minimum bid a player must make in order to be able to obtain that particular item. A frequently used tactic is to first offer one or two items for auction that you are not too much interested in, and subsequently after all opponents have run out of cash, purchase an item that you really desire for a very low price.

The winner of the auction can pay for his purchase with energy cards, or he can trade in any of his gems for 50% of their market value. But be careful not to get too carried away during an auction, because if a player is not able to pay for his purchase he will be struck by the Wrath of the Nine Sentinels, that puts him out of the game!



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x At the end of the round the players check their hand card limit, and excess energy cards or magic dust has to be discarded. All players count their score: gems score 1 to 3 points, artifacts score the number of points indicated on the card, and defeated (bought) sentinels score 5 points. The sentinels give extra bonus points when certain conditions are met, but these bonus points are only counted at the end of the game. The game ends when five of the nine sentinels have been auctioned.The player with the highest score wins the game.

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