Dark Crystal Expanded Rules - v2
Dark Crystal Expanded Rules - v2
Dark Crystal Expanded Rules - v2
Expanded Rules V2
• The Emperor can swap a card amy Garthim is on for
Why Change the Rules?
What I am doing with these changes is giving the
another on the board for 2 will.
players choices that influence the outcome of the game • Emperor in the castle can join (move to) any end
and more closely match the movie. The move was one game challenge to stop the Gelflings. Costs 1 Will
of close getaways, dangerous adventures and Skeksis
power sending Garthim out to impede the Gelflings.
The Gelflings strength came from their connection to
Exile new powers
the wise ones and eachother. They needed to explore
• Move directly to a card a Gelfling is on (start of turn
and take risks, while outsmarting the Skeksis, to get to
only) Costs a Will
get to the observatory and find the shard.
I think these changes do this and keep it a simple
• Remove a Will from a space (costs their Turn)
game; players choices creating stories and moments
where a choice could mean the game, not just a d10
roll. Gelfling Dreamfast
When Gelflings are in a Group they can dreamfast and
share each others powers. This can be done by each
New Character Powers Gelfling once per turn.
Jen could swap cards on the board, while Kyra could
Jens’ New Powers connect with the wise ones.
Success:
One Player (Cannot be grouped) must make a d12
brawn to heal the crystal before the Skeksis stop you.
Failure:
The Gelflings take 2 WP damage (can be spread be-
tween them). Turn Ends.