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Ancient Cards of H.P. Lovecraft

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Ancient Cards of H.P. Lovecraft

Ancient Cards of H.P. Lovecraft

2026

Designed by Hugo Bustilho de Oliveira

Published by (Self-Published)

Description

In Ancient Cards of H.P. Lovecraft, players compete to summon the greatest mystical power through combinations of R lyeh Runes. After three rounds, the player with the highest number of Mystic Points is revealed as the true interpreter of the secrets of the Great Old Ones. How to Play The game is played in rounds of card selection and passing, until each player has played all cards into their Play Area. Choose a Card Each player secretly selects 1 Rune card from their hand and places it face down in front of them (in their Play Area). Pass the Cards Once everyone has chosen, each player passes their remaining hand to the player on their left. Reveal When everyone has received the new hand, all players reveal their chosen card simultaneously and place it face up in their Play Area. Repeat Repeat the process: Choose 1 card from the new hand (in secret) Place it face down in the Play Area Pass the rest to the left Reveal the chosen card The round ends when all players have played and revealed all their cards. Mystic Scoring At the end of each round, with all Rune Cards revealed in their Play Area, players evaluate their combinations to determine their mystical progress. Scoring is based on the number of identical or distinct runes among the cards played. Scoring Table Rune Combination Mystic Points 1 single rune 0 points 2 identical runes 1 point 3 identical runes 2 points 4 identical runes 4 points 5 identical runes 5 points 6 identical runes 7 points 7 identical runes 10 points 7 different runes 5 points End of the Game & Victory After three rounds, the player with the highest total Mystic Points is declared the winner — the true decipherer of the Ancient Cards of H.P. Lovecraft. Tiebreakers: The player with the highest score in the final round wins. If the tie remains, the tied players share the victory, sealing the fate of the world together as interpreters of the Great Old Ones' secrets. —description from the designer Em Cartas Antigas de H.P. Lovecraft, os jogadores competem para invocar o maior poder m stico atrav s de combina es de Runas de R lyeh. Ap s tr s rodadas, vence o jogador que acumular a maior quantidade de pontos m sticos, revelando-se o verdadeiro int rprete dos segredos dos Grandes Antigos. Como Jogar O jogo acontece em rodadas de sele o e passagem de cartas, at que cada jogador tenha jogado todas as cartas da m o em sua rea de jogo. 1. Escolha da Carta Cada jogador escolhe 1 carta de Runa da sua m o, em segredo, e a coloca virada para baixo sua frente (em sua Área de Jogo). 2. Passagem de Cartas Ap s todos escolherem sua carta, cada jogador passa as cartas restantes (as que sobraram em sua m o) para o jogador sua esquerda. 3. Revela o Assim que todos receberem a nova m o, os jogadores revelam simultaneamente a carta jogada em sua Área de Jogo, posicionando-a virada para cima. 4. Repeti o O processo se repete: Escolher 1 carta da nova m o (em segredo) Colocar virada para baixo na Área de Jogo Passar as demais para a esquerda Revelar a nova carta A rodada termina quando todos tiverem jogado e revelado todas as cartas. Pontua o M stica Ao final de cada rodada, com as cartas das Runas de R lyeh reveladas na sua rea de jogo, cada jogador avalia suas combina es para descobrir o quanto avan ou no conhecimento m stico. A pontua o calculada com base na quantidade de Runas iguais ou em varia es de Runas nicas entre as cartas jogadas. Tabela de Pontua o Combina o de Runas Pontos M sticos 1 Runa isolada 0 pontos 2 Runas iguais 1 ponto 3 Runas iguais 2 pontos 4 Runas iguais 4 pontos 5 Runas iguais 5 pontos 6 Runas iguais 7 pontos 7 Runas iguais 10 pontos 7 Runas diferentes 5 pontos Fim do Jogo e Vit ria Ap s tr s rodadas, o jogador com o maior total de Pontos M sticos declarado o vencedor — o verdadeiro decifrador das Cartas Antigas de H.P

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Game data sourced from BoardGameGeek, used under their API terms.