Since ancient times amber has been traded, a semi-precious jewel that became known in medieval Europe as "the gold of the north" due to its great value. You will collect amber by following dangerous routes, creating attractive jewels and trying to sell them in villas and castles, facing bandits and demons along the way.
Each turn consists of 4 phases. Each phase begins with a journey, where actions are earned and used to create jewels, trade and improve resources. Players will make decisions and take risks according to their strategy and the course of the game, and may all intervene at different times of the turn buying, selling and provoking events.
You can see more details on how to play at the bottom of this page, or download the rulebook here:
Read the full Board Game Quest review.
- Looks amazing! Playing this game is an immersive experience in the middle ages thanks to the fantastic art by Roman Kucharski. We will also take a lot of care in production using premium components, like we did on our previous games.
- It's exciting and fun! We've been outlining every detail of the game for almost 3 years to constantly improve every single detail. As a result we achieved a fun, exciting and suitable game for all audiences, whether they are great players, casual players or families with children.
- Exclusive contents: playing with authentic amber is absolutely amazing; each piece is unique and it's million years nature in your hands. The Tarot cards provide an amazing look playing Demons and the expansions are a great complement to further extend the life of the game; complete the solo game route with the traveler miniature!
- It's well tested and ready to play: This project started in 2015; since then, we have been playing with this game on several testing groups with valuable feedback, and later in several fairs and events like Essen Spiel, DAU Barcelona and a lot of local events in our area between 2016 and 2018.
- You can trust: We have developed and published more games in the past using crowdfunding platforms so you can trust on our experience from the design to production and worldwide fulfillment. Our goal is always a proud backer when the game comes to table.
Worldwide shipping: Our utmost responsibility, is to comply with our promise to produce and ship the product right to your home. This is why it would be imprudent to promise free or cut price delivery, so far removed from the real delivery costs involved. However, part of the shipping cost is subsidised.
By now we have shipped all kinds of products in different campaigns to countries all around the world, so it is part of the process which we know well.
This game is EU friendly and USA friendly.
All the EU games will be shipped from within the EU.
The goal of the game is to get gold by trading in amber jewelry. For this purpose, each player has an action area where he can obtain amber, transform it into precious jewels, take it to villas and castles and then try to sell it.
Example of the action phase in a move where the player has already improved some cards, and has 2 forests with amber on his first card. The second card, Alchemy, allows the player to choose between creating 3 yellow jewels in one action, or 1 blue jewel in one action. Using 3 actions this player can create 3 yellow and 2 blue jewels. Then he uses a fourth action to use his third card, the Traveller, which allows him to take 2 blue jewels to a city, in this case the city has a demand for up to 8 jewels of any colour.
Pressing your luck
The number of actions a player can take is first determined by the risk he takes during his journey along the amber route. This journey is represented by as many days as cards are played. Each card that we pick up represents a day on the road, and for each of these days, one action can be performed later. Thus, if a player stands with 4 cards, he has played 4 days, and can then perform 4 actions (as shown in the example above). You can risk up to a full week trip (7 cards).
Example of the first phase of the turn. There is a route deck for all players. We can pick up as many cards as we want, representing 1 day of travel for each card. When we decide to stand, we will get 1 action for each day of travel (in this case, 4 cards = 4 actions). But we must be careful because a route with 3 dangers would push us back and we would lose the actions. All black cards represent a danger, and these must be resolved at the time the card appears. In this example, 2 danger cards appear, and the player decides to stand up after having picked up 4 cards. Thus, you will be able to do 4 actions in the next turn phase, as in the previous example.
The route is dangerous and strange characters may appear at night: the forest bandits and looters will try to steal your jewels and your gold, the chants will distract your attention, the oracle will show you your destiny...
Example of facing dangers: In this example, the second card is a thief who wants to steal a yellow jewel (the least valuable) from us. We decided to give him the yellow jewel, and we kept playing. The current danger level is 1 because we have 1 black card on the table (we can never reach 3 danger cards). We keep playing and the next card is also dangerous, and it's another thief. In this case he wants to steal 1 blue jewel from us, but we don't want to give him any jewelry and we decide to use a soldier. So, we'll discard the soldier and the bandit, and we'll still be at danger level 1. We'll play more cards later. It is important to know that the moment a third black card appears we will NOT be able to eliminate it, so it is important to manage the risk.
A route is no longer safe if 3 dangers appear, which means that you must avoid accumulating 3 danger cards at this stage of the game. Therefore, you must decide between the risk you are willing to take, your resources to face it and the number of actions you intend to take...
Two examples of successful or failed play. In the above case, 5 cards have been played without reaching the maximum level of danger; at that point the player stands up and gets 5 actions. In the case below, the maximum level of danger (3 black cards) has been reached so that the actions achieved have been lost and no more cards can be drawn. At the moment the third black card appears, it cannot be eliminated and this phase of the turn ends. Also, in this case, it is a thief who will steal a red jewel from you.
Improving your abilities
As the game progresses you can invest gold in improving your resources to find rarer amber, create more valuable jewelry, get better travelers, recruit more soldiers or find destinations with higher demand.
In this example we have 2 upgrade cards available on the route: a Traveller and a Castle. We've already finished the Route, Actions and Sales phase, so the Purchasing phase is on. We decided to buy the Traveler, who will allow us to wear more jewelry in each action, and this one can also wear red jewelry. The card indicates it costs 3 gold coins, so we pay the cost and exchange the new card for the old one, which will go to the discard deck with the others. The cards that remain available (in this example, a castle) can be purchased by other players at this time.
In addition, you can get event cards to attack your opponents, avoid demons, get improvements, and even try to steal the loot from the bandits.
Examples of events: the card on the left is played against another player to lose a forest enhancement; the second card allows you to get rid of a Demon and pass it on to another player, while the one on the right is used during a sale to win extra coins if you trade in red jewels.
Isn't your goal too low for this production?
As in our previous games, we carried out a local crowdfunding campaign, in our country —only 1 month ago— where we obtained the necessary funds to face the production of the game.
The goal of this campaign is to expand production to an international edition, covering multiple languages and adding additional content previously planned for future expansions. Now you can get the whole pack in the Deluxe edition, exclusive on Kickstarter.
We want to thank all our playtesters, specially our group at the "Pati Llimona" playtest meetings, like Jordi, Linus, Eloi, Joaquim, Álvaro, Lluis, Oscar, Sergi, Victor, Alberto, Alejandro, Isaac, Pol and many more, this game couldn't be here without your help; to the Ludo creators association, always helping on design and testing meetings; to everyone who played with us on events and specially all the backers who are supporting our projects all these years.
Invedars is an independent board games company from Barcelona. We are the creators and publishers of Big Bang 13.7, Cthulhu Crusades, The Writer and Castlecards, all them produced with the help of our backers on Kickstarter and local crowdfunding platforms. You can trust on us, as we are experienced on Kickstarter production and worldwide fulfillment.
Game Design: Alberto Cano
Art: Roman Kucharski
Sculpture: Marta Lopez
Risks and challenges
Producing a board game is a complex task, but we have enough experience to plan all the steps properly as we have done in our previous crowdfundings:
In order to avoid possible delays, we have already advanced 95% of the design work, we have prepared the miniature moulds and we already have some of the contents of the deluxe edition in stock.
We have published and sent our previous games to backers from all around the world, so that each project allows us to gain experience to improve our efficiency and take care of our backers as much as possible. In addition, we strive to be as transparent as possible in communicating project progress and shipment status.Learn about accountability on Kickstarter
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