In Roll Player: Fiends & Familiars, players can add more depth to their hero by adding a familiar to their character. These creatures add more options during character creation and help each player explore the mechanics of the game in new and different ways.
Fiends distract the players and provide new obstacles along the path of creation.
A brand new set of Monsters give the players variety to the end of the game, while new Minions are added to the Minion deck that provide new and different goals for the players to reach.
New classes and Market cards provide even more variety to each game of Roll Player.
Again, players earn Reputation Stars by constructing the perfect character, but can explore new strategies and options as they ready their familiar while the sidestep the pesky fiends along the way.
When playing with this expansion, there are a few changes to the round and turn structure compared to Roll Player and the Monsters & Minions expansion.
During the Roll Phase, at the start of the game, instead of drawing one die per Initiative card, draw and roll two. Place the two dice with the lowest values on the “1” Initiative card, the second lowest two dice on the “2” Initiative card, and so on. When the Call to Adventure card is revealed in the Market, for the remainder of the game, roll and place only one die on each Initiative card instead of two.
Before the Call to Adventure card is revealed, when selecting an Initiative card, claim both dice on it. After BOTH dice are placed, the player may take ONE action based on the placement of one of the dice. When selecting an Initiative card with a Fiend card on it, gain the Fiend. Fiend restrictions apply at the start of the Market Phase.
During the Market Phase, the players may do one of the following: Buy a card from the Market, discard a card from the Market and gain 2 Gold from the supply, or go on a Hunt.
The Cleanup Phase is the same as in Roll Player with the following changes:
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