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Game Play

Trailer

Game Rules & Instructions 

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Introduction

The people of Estrago live similar lives to those in the modern U.S. They spend most of their days working to achieve a level of wealth that allows them to survive, they raise families in their local communities, hoping they can experience less hardship in their lives, and they entrust elected officials to enact laws that will make their lives easier; however, the government is more interested in serving the powerful individuals of Estrago than the people they have sworn to serve. Understand the structure of the world you are entering: the typical lifestyle, the people you will encounter, the work you must complete, and the experiences you will endure. Imagine the parallels between the created world and the United States that you have experienced in real life. Project yourself onto the playable piece that you are using. The struggles, triumphs, failures, and excitement that you face in your daily life are emulated by the piece that you embody. Internalize and experience the challenges that you face during gameplay. How do these hurdles or even the boosts you receive relate to your own life? Is the structure of your life in this world just, or should the government pivot its focus toward helping you and your community succeed?  As you leave the world of Estrago, how does your life compare to the life or lives you have experienced in the game?

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Components

  • 1 Gameboard

  • 100 Peasant Player Markers (25 of each color: Blue, Green, Yellow, and Black)

  • 60 Mushroom Markers

  • 2 Six-Sided Dice

  • 20 Government Policy Cards

  • 60 Peasant Action Cards

  • 30 Druid Action cards

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Terminology and Definitions

  • Active Pool: the number of pieces a player can use at any time. Pieces in the active pool can be used to take over tiles. The Druid Player may use pieces in their active pool to trade buy extra votes at a rate of 5 pieces for one extra vote.

  • Government Policy: are a set of bonuses and/or penalties that may apply to a single player, or multiple players. Some effects may be more beneficial to the druid player, some may aid the peasants, and some may affect everyone equally. These are determined by the current Government Policy Card which is voted on at the start of each round.

  • Actions: are a set of outcomes that occur after playing Action Cards. They may alter a player’s active pool, hand, or allow an exemption to government policy, but will never alter the physical state of the gameboard.

  • Eliminated: A player is considered eliminated when there are no more of their markers in play on the gameboard

  • Neighboring Tile: A tile is considered neighboring if it is directly adjacent to a tile a player controls.

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Player Objectives

  • The Druid Player wins if they eliminate one of the Peasant Players.

  • The Peasant Players win if they eliminate the Druid Player.

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Setup

Before starting to play, place seven mushroom markers such that each marker occupies its own tile on the board. Then, each Peasant Player must choose a color and place one Peasant Player Marker of that color on an empty tile. For your convenience, different starting configurations containing a balanced position for both teams have been provided to assist new players; however, you are free to alter the starting layout if desired. Shuffle the Government Policy, Peasant Action, and Druid Action Card stacks and place them in the marked spots on the game board. To determine the order of play, each player will roll a single die, and the player with the highest roll will take their turn first. The remaining order is counterclockwise from that player with each round of play ending when all players have completed their turn. All players draw five Action Cards from their respective piles. The first player draws a Government Policy Card from the top of the stack and begins their turn. The Druid Player will start with 10 Mushroom Markers in their Active Pool while Peasant Players start with no Player Markers. The first round ends when all players complete their turns.

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Beginning a Turn

  1. If you have less than five Action Cards at the beginning of your turn, draw one card: Peasant Players draw from the Peasant Action deck and the Druid Player draws from the Druid Action deck.

  2. Roll a die to determine how many markers to add to your Active Pool. The Druid Player adds Mushroom Markers while Peasant Players add Peasant Player Markers

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Player Moves During a Turn

During each player’s turn, there are two valid moves:

  1. Play an Action Card and then discard it.

  2. ​Attack a neighboring tile with a marker in the Active Pool, and attempt to capture it. Each tile can only be attacked once per turn. Empty tiles are automatically won, however if a tile is occupied by another player, each player must roll a die and the player with the higher number rolled gains the tile.

A turn can consist of multiple moves. It ends either by choice or when it is impossible to make another legal move.

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Ending the Game

Normal gameplay continues until a player has no markers on the board. During the same round in which this happens, the player who is at risk of elimination is allowed to play any action card in their hand at the end of the round if it allows them to place markers on the board. No action card which can affect other players may be played. If any player at the end of the round still has no markers after attempting to play action cards, the game ends. If the eliminated player is a Peasant Player, then the Druid Player wins. If the Druid Player is eliminated, then the Peasant Players win. If there are multiple eliminated players in a single round, only eliminate the player who lost all their markers first within the round.

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Credits

  • Eric Dong (Game Play Engineer): Co-created the backbone systems of the game such as beginning a round, and player moves during a turn. Authored the introduction.

  • Jonathan Eubanks (Chief Game Board Designer): Designed and prototyped the intricate game board of Shroomopoly. Provided input to gameplay engineers to ensure consistency between instructions and the physical game elements.

  • Alex Hu (Chief Manual Editor): Ensured that the manual is succinct and readable while also being an effective tool to teach our game. Authored the gameplay terminology section, and designed visuals to aid in readers' understanding.

  • Mike Popplewell (Game Play Engineer): Co-created backbone systems of the game, and visionary behind mechanics such as druids purchasing votes. Ensured that gameplay was consistent with our message and ensured that the issue of lobbying was effectively represented.

Walkthrough Tutorial

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