This means that you can play it next turn, since you don’t discard your hand between turns. Now, a very interesting thing that makes this different from, say, Dominion and Paperback is that when you buy a card, the cards you used to buy the card go to your discard pile (as expected, except in one case), but the card you buy goes to your hand. So, for instance, the farthest right card on the Market Board costs its value, whereas the farthest left card on the Market Board costs its value + 4, which can be fairly expensive if the card isn’t, say, a 2. You’ll note that there are +’s above the Market Board - these increase the cost of cards on their spaces by that amount. This action lets you spend cards from your hand in order to purchase a card from the Market Board. You just show the card in your hand and then the ability happens without you needing to discard. Note that Passive Abilities do not require an action to use, as they’re not Techniques. However, since the sloths take so darn long to do anything, you actually do not discard their technique card until the action has resolved, usually on your next turn.
You normally discard the card once the action is completely resolved, which is usually the same turn. When you play the card for its technique ( not for other things) you can then immediately perform another action of any kind. Some actions have a ( +) symbol on the card - this represents a bonus action. If there is more than one action on the card, the actions resolve in the order printed on the card. Show the card and then perform the action. So, as the action on your turn you can play one technique card and resolve its effect. The only thing it’s good for is buying other cards, unless otherwise stated. To activate a passive effect, just show the card that you’re using so that other players know you have it. Passive cards have an effect which happens as long as you have the card in your hand or are using it as part of another action.After its effect is resolved it is immediately discarded unless otherwise stated. Technique cards have an effect that must be played to be activated.To that end, there are three different types of cards: This action lets you play a technique card from your hand to resolve its effect. On your turn, you may do one of four different actions: Technique, Market, Stall, Inventory. That said, it has a fair number of differences from a standard deckbuilder, so I’m just going to describe general gameplay and then cover the various types of decks. So this game, like its predecessor, is a deckbuilder, which means you should know what a deckbuilder is (if you’d like an explanation of what a deckbuilder is, I cover it in my earlier Flip City, Paperback, and Dominion reviews). Once your setup looks like this, you’re ready to start: Once you’ve done that, flip cards into each space on the market board to finish setting up the game, and have each player draw 5 cards. Have each player shuffle their deck, and shuffle together the remaining value 2- value 5 cards of each animalfolk deck to form the market deck. Or, if you’re feeling really enterprising, you can use the special Junk cards that come with the Beaver deck:Īll Junk has a value of 1 and is useless for pretty much any purpose. Each player will start with a deck that looks something like this: The remainder of the player’s deck should be filled with junk cards: Remove the remaining 1-value cards from the game. Since I’m doing the extra expansion, there’s also an extra animalfolk deck, the Systematic Eurasian Beavers:Ĭhoose X + 1 decks, where X is your number of players, and then give each player a 1-value card from each type of animalfolk deck. Next, you’ll notice six all-new animalfolk decks: Set that out where all players can access it.
First thing in the box you’ll notice is the Market Board, which is double-sided: