
"The flow of a round in A Wayfarer's Tale is simple. The active player rolls three white dice and one red die. Only the active player can use the red die value if they so choose. All players select two die values and combine them to take their action with one companion on their board. Each companion has its own set of rules, and each decision may impact future available options."
"As an example, the Coachman allows traversal of grasslands and mountains. This companion's track features a D12 that can only move forward if the chosen die values are equal to or greater than the previous. Players set the value and then move on the terrain of their choice. Players must travel to taverns on the map to unblock their path to be able to utilize this companion to the fullest effect."
A Wayfarer's Tale uses four stacks of maps that vary in challenge and obstacles. Each player receives a personal action selection board with companions that traverse hex terrains such as grasslands, deserts, and mountains. Maps contain towns; reaching a certain number of towns triggers the end of the game. The active player rolls three white dice and one red die; only the active player may use the red die value. All players select two die values and combine them to take an action with one companion. Each companion has unique rules and tracks that constrain future moves, and some paths require visiting taverns to unblock companion abilities. The production is more intricate than typical roll-and-write games.
Read at Board Game Quest
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