Introduction Setup Turn order During your turn Fig. 1

Version 1.0
By Josh Rivers
Introduction
The best treasure hunters in the galaxy compete to retrieve the mysterious Khrysos treasure. Each hunter brings their unique set of skills to form the
best team, claim the treasure and become the greatest Khrysos Hunters!
Setup
Building the map
Construct the map by arranging the map tiles in any configuration. A map must have at least the 6 treasure zones. You may add additional tiles or duplicates but the 1-6 zones must be included.
Building your team
The number of hunters each player gets is determined by the number of players. For a 2-player game,
each player chooses 4 hunter cards to build their team. Though you will only use two hunters at a time,
these characters will be the only ones you can use for this game so choose wisely!
For 3 or more players, each player gets 4 hunter cards and only uses 1 at a time.
Example map layout. See Page 4 for more.
Selecting markers
Once you have your team selected, select markers to represent your hunters on the map. Though you can use tokens or objects, a coloured dice (with
sides corresponding to the hunter’s endurance) works best as both an hit counter and a token. All hunters have 6 endurance, so a 6 sided die is used to
mark the place on the map and turned to the side of the number of remaining endurance, starting at 6 and counting down when she takes damage.
Deciding who places First and placing your starting hunters
Each player rolls a six sided dice for each starting hunter (2 each for a 2 player game or 1 die each for 3 or more players). The player with the highest
combined total chooses one of their hunters and places it face up in front of them. This is that player’s starting hunter. In the event of a tie for highest,
the tied players should reroll all dice. The starting player then places the token for that hunter on the (or one of the) treasure zone(s) with the number
corresponding to the highest of their dice.
Continuing in a clockwise order, the next player follows suit, placing their starting hunter face up and playing the corresponding marker on the
treasure zone of their highest numbered dice (Tokens may be placed on the same square). This continues in a clockwise fashion until each player has
played their starting hunters in this way. In a 2-player match, this will continue until each player has two hunters on the map.
Once the hunters have been played, place 1 treasure on all unoccupied treasure zones, then the player who placed first may take their first turn.
Turn order
Fig. 1 - Anatomy of a Card
Hunter Picture
Action Name
Action Number
Barrag
ragee
Bar
3
During your turn
Moving
Each square a hunter moves requires 1 energy. A
hunter may move horizontally, vertically or diagonally.
Hunters may move into and through squares occupied
Hit
3
RANGE
1
BLAST
Blast
t Can
Blas
Cannon
non
1
Hit
Action
Upgrade
2
RANGE
1
BLAST
Tankk Driv
Driver
Tan
er
6
1
DAMAGE
3
#1
Eli
Elia
a Ro
Rose
se
6 +1 2
TRAMPLE TRAMPLE DAMAG
E
Action Icons
A turn starts by rolling the 6 sided die. Start by placing
a treasure marker on all treasure zones with that number. The result is the hunter’s energy. The player may
spend the energy in two ways; Moving and/or Acting.
The player may choose to divide the hunter’s energy in
any way they choose but a hunter can’t use the same
action twice in one turn.
Wild Tan
Tankk Driv
Wild
Driver
er
6
Scou
Scout
t Tank
Tank Pilot
Pilot
In Khyrsos, each hunter gets their own turn in order.
The first player acts with their starting hunter, then the
next player to the left plays with their starting hunter,
until each hunter has taken a turn. Turn order continues clockwise from the player with the highest roll.
This turn order does not change throughout the game.
In a 2 player game, each player has 2 hunters operating
in a team, but they still act on their own turn. This
means that after the starting hunters have had their
turns, the second hunters take their turn.
If a hunter is retired, that player waits until that hunter’s turn before playing a new hunter to replace them.
The new hunter acts on that turn in the order.
Hunter Number
Hunter Name
and Title
DAMAGE
3 +1 2
TRAMPLE TRAMPLE DAMAG
E
Theft
t
Thef
1
Hit
Illustrator and
Copyright
1
Scan
n
Sca
1
GUARD
1
RANGE
1
STEAL
6
Endurance
Character Bio
QR Code
Actions
Each hunter has 6 actions numbered 1-6. The number is how much energy is required to use that action.
Action Icons
The icons listed on the action describe what that action can do. Typically the effects of an action happen in the order they are listed on the card.
Targeting and self affecting actions
There are three types of ways an action can affect another hunter: Hit, Burst and Trample. These are the Targeting Icons.
Hit
The number of Hits indicates the number of different hunters you can affect with that action. You may also target the same hunter
more than once if the number is higher than one. An action with Hit 3 can target up to 3 hunters or hit a single target up to 3 times.
You can also divide the Hits in any way you want. You can target allies, but you can not target the acting hunter.
Burst
A Burst action affects all hunters (allies and opponents) within a radius of squares counting outward from the acting hunter. The acting
hunter is not affected by the Burst.
Trample
Trample is a combination of movement and attack. The acting hunter may move the number of squares indicated on the icon. Every
hunter they move through becomes a target and is affected by the resulting damage and/or effects including the square the acting hunter starts on. A hunter using Trample may still collect treasure. Trample can not hit the same target twice and is not affected by Trap.
The Targeting Icons will
have a box with various
effects that affect the
targets.
Icons not in a box are Self Targeting Effects and affect
only the acting hunter. These can be good or bad effects.
Damage
Heal
Range
Steal
A simple recovery. Heal restores lost endurance to the
Target or acting hunter. Heal can not restore to more
than their max endurance and can not be used to revive a
retired hunter.
This indicates how much damage a target or the acting
hunter will receive when this action is used.
Indicates the effective range of squares (counted from the
acting hunter) that particular action can reach. (See Fig. 2)
Move
Indicates the number of squares the current player may
move the acting hunter and/or Target. This movement is
not affected by Trap.
Steal the number of treasures from the target as indicated on the icon and add it to the acting hunter’s treasure
count. If the target does not have enough treasures, take
all the treasure they do have. You cannot steal from a
target with no treasure.
Trap
A hunter affected by Trap can not spend any energy on
movement. They may only use actions. If an action enables
them to move, Trap does not stop that movement.
Stun
A hunter affected by Stun can move and collect treasure but
can not use any actions.
Blast
Blast acts similar to Burst except instead of radiating from
the acting hunter, the area is counted from the target.
Swap
Swap allows the acting hunter to swap locations with the
target. This can be combined with movement and is not
affected by Trap.
Guard
Guard adds extra endurance to your hunter. The amount
of Guard accumulated reduces the damage they would
take by that amount. To keep track of how much Guard a
hunter has, put guard markers on the Hunter’s Card. This
effect lasts until the end of the acting hunter’s next turn
OR until used. For example, a hunter with Guard 2 would
take no damage from an attack that deals Damage 1 or
2. However, each count of damage received reduces their
Guard. So a Damage 1 a against Guard 2 would would deal
no damage, but leave the Target with only Guard 1.
Upgrades and Boosts
Certain actions can get better as the game progresses or help improve other abilities.
Boost
Boost icons are indicated by a blue outline and the word “BOOST”. A boosted effect can be used with another action either during the
same turn or the acting hunter’s next turn. A boosted effect can only be used on an action that already uses that effect. If a hunter boosts
their damage, they could not use it on a steal action. The boost can only be used once and the player with the boosted hunter gets to
choose when the boost is applied. Put a boost marker on the Hunter’s card and remove it either when used or at the end of their next turn.
Upgrades
Upgrades are indicated with a white number in a black diamond. These effects are ignored until that player gains that number of treasure.
Once the player accumulates that number of treasure, the effect is unlocked. If the player’s treasure count drops below that number, the
action loses that effect.
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Damage and Endurance
Every time a hunter takes damage, the number of damage received is subtracted from their
endurance. If a hunter’s endurance reaches 0, that hunter is retired from the match and their
token is removed. (Hunter’s don’t die in Khrysos. They simply withdraw from the match to
recover until next time.)
The hunter that reduces another hunter’s endurance to 0 immediately steals up to 2 treasure
from that player (if the retired hunter has no treasure, no treasure is stolen).
If a hunter is retired by an ally or themselves, they still lose 2 treasure but no other treasure
is gained or stolen.
A retired hunter can not be used for the rest of the game but retains their treasure count for
final scoring.
Once a hunter has been retired, the game continues normally until the retired hunter’s turn
in the turn order. At that time the player must replace the retired hunter and bring in a new
hunter from their hand.
Fig. 2 - Range GUIDE
Range 4
Range 3
Range 2
Range 1
Replacing a Hunter
When bringing in a new hunter, the player first places their chosen hunter face up in front of
them. They then roll 1 die. The roll indicates the starting zone the new hunter starts on. The
player places the hunter’s marker on that space. They then roll that hunter’s turn normally.
Acting Hunter
Withdraw
If, at the start of a hunter’s turn, they have only 1 endurance remaining, instead of rolling the dice, the player may choose to retire the hunter before an
opposing player can finish them (therefore keeping them from gaining the treasure) . That player loses 2 treasure normally but an opponent does not
claim them. The player may then play a new hunter and continue normally.
Acquiring Treasure
Treasure can be gained by moving onto or through a treasure zone that has treasure on it. Treasure can only be claimed during that hunter’s turn. If
a hunter is standing on a treasure zone and treasure appears on it, that hunter has to wait until their turn to claim it. Until then any other hunter may
take it first.
Treasure can also be gained from the Steal action or by retiring other hunters.
End game
The game ends when a player reaches 10 treasures. That player is the victor. Alternatively, if all a player’s Hunters are retired before someone reaches
10, the game ends and the player(s) with the most treasure wins, even if that player was the one who lost all their Hunters. Treasure scoring happens
after all treasure is awarded from the last move including Steals.
Miscellaneous Rules
If a player asks to look at another player’s card, the other player cannot refuse.
Optional rules
In the wilds of a distant galaxy, rules are only a suggestion. If you feel like the rules need tweaking, house rules are allowed and encouraged. However,
the rules must be agreed upon before the beginning of the game and can not be changed part way through.
Some ideas:
The Caper Lower the victory treasure count to 6 for a quicker game.
The Escapade Increase the victory treasure count to 15 for a longer game.
The Saga Best 2 out of 3.
The Epic Best 3 out of 5.
War Each player gets an extra hunter on the map.
Showdown A two player match where each player gets only 1 Hunter.
Draft Pick Each player takes turn choosing a hunter from a pile until their team is assembled.
Motley Crew Hunters are dealt our randomly face down.
Chaos Mode Each player is dealt 1 Hunter to start and when that Hunter is retred, they draw a new one randomly from a pile and shuffle
their old one back in. There is no limit to how many Hunters can be retired.
Bait and Switch The player who places their hunter last goes first.
Sticky Fingers Each individual hunter tracks their treasure separately. The victory count is the sum total of all a player’s hunters. Treasure may be passed to an ally at range 1 for 1 Energy each.
Tag Teams A 4-player game with 2 teams of 2. Treasure is shared between teammates.
Khrysos.net. ©2013 Josh Rivers All rights reserved. Joshrivers.com
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map ConFigurations
Alpha Room
Secret Passages
Crooked Corridor
Beta Room
The Tower
Corner Passage
Treasure Hoards
The Arena
The Bridge
The Winding Maze
The Pyramid
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