
"Whoever plays the highest card in the led suit wins the trick. Their card stays face-up and gives it value as strength in that territory. The loser flips their wolf card over, turning it into a lone wolf worth only a single strength. All is not lost; you also get a scar token, which adds a special ability or extra scoring opportunity for you."
"That token can be placed in any territory. Each lane has three scar tokens, one face up and two face down. When the first territory runs out of scar tokens, it gets the moon token, making the territory worth 5 extra points. It also turns the corresponding suit into the trump suit. All cards played of that suit will win over any non-trump suits that are played."
Lone Wolves uses a deck of cards numbered 2–7 in five suits and a central board with five territories representing lanes. Players lead tricks into any lane; the next player must follow suit if possible but may play to any lane. Each territory can hold up to six cards. The highest card of the led suit wins the trick and remains face-up as that player’s strength; the loser’s wolf flips to a lone wolf worth one strength and gains a scar token that grants abilities or scoring and can be placed in any territory. When a territory’s scar tokens run out it receives the moon token (five bonus points) and its suit becomes trump; a second exhausted territory gains the blood-moon (three points) and replaces the trump. After 13 tricks each territory awards an honor to the player with the most strength, and players total honor and other points to determine the winner.
Read at Board Game Quest
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