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Nekonyancer

Let's learn how to play Treos!

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This tutorial exists thanks to: Nekonyancer
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Nekonyancer[img]https://x.boardgamearena.net/data/tutorials/img6785edc8edcdc2.50123597.jpg[/img] Rumor says there's a luck potion for sale on the black market in Treos. There's only one available, and it costs 20 coins. You must raise the funds to buy the potion as quickly as you can! [green][tip] This tutorial is best viewed on a computer![/green]1maintitlebar_content000
NekonyancerA game of *Treos* is played over several *days.* Each day, players will simultaneously plan three movements, then take turns executing those movements to travel around the kingdom. Players can stop at helpful locations and complete quests to gain more quests, movement cards, weapons, and of course, gold. [green]The first player to accumulate 20 gold coins wins the game![/green]2maintitlebar_content000
Nekonyancer[blue]Each day is divided into 5 times (phases):[/blue] [img]https://x.boardgamearena.net/data/tutorials/img6785edc9538b97.68750700.jpg[/img] Sunrise (Planning) [img]https://x.boardgamearena.net/data/tutorials/img6785edc97281f8.72259078.jpg[/img] [img]https://x.boardgamearena.net/data/tutorials/img6785edc994e554.40589300.jpg[/img] Morning, Midday, Evening (movement) [img]https://x.boardgamearena.net/data/tutorials/img6785edc9b19227.00030248.jpg[/img] [img]https://x.boardgamearena.net/data/tutorials/img6785edc9da75a3.30702273.jpg[/img] Sundown (clean-up)4maintitlebar_content000
NekonyancerYou can see the current day and time up [red]*here.*[/red] Before I explain Sunrise in more detail, scroll down to find your *Player Board.*5maintitlebar_content000stats 1
NekonyancerAt the beginning of each Sunrise phase, each player draws *5 movement cards* from their personal deck. • *1* will be placed in the [red]*sunrise slot*[/red] to determine *turn order.* • *3* will be placed in the [blue]*Morning, Midday, and Evening slots*[/blue] to form our *movement plan.* • *1* will be placed in our discard pile or on top of our deck.13RuneCard_23000initiative_11941354 1 rune1_11941354 2 rune2_11941354 2 rune3_11941354 2
NekonyancerLet's deal with *turn order* first. Each card has a number in the bottom-left corner. Whoever plays the card with the highest number will go first. The second highest will go second, and so on.14RuneCard_23000
NekonyancerI'm not too concerned about turn order for the first day. *Select the second card in our hand. Place it [red]here.*[/red] Then continue.15RuneCard_16000initiative_11941354 1
Nekonyancer[blue]Next, let's briefly go over movement.[/blue] Every card has a *number* in the top corners, indicating how many spaces we can move. In the middle, each card has a *compass, a path,* or both. Compasses and paths both indicate valid movement options. I'll explain in more detail soon.16RuneCard_18000
Nekonyancer*1.* Select the card on the *far right.* Place it [red]*here.*[/red] *2.* Select the card on the *far left.* Place it [blue]*here.*[/blue] *3.* Of the remaining 2 cards, select the *left* one. Place it [green]*here.*[/green] Then continue.18RuneCard_19000rune1_11941354 1 rune2_11941354 2 rune3_11941354 3
NekonyancerWe have one card left. We can either place it in our [red]*discard pile*[/red] (we won't see it again for a while) or on top of our [blue]*deck*[/blue] (we'll draw it again next turn).19discard_11941354000deck_11941354 2 discard_11941354 1
NekonyancerIt's a flexible card, but I want more 2-space movement cards. *Place the card in the [red]Discard Pile.*[/red] Then continue.20discard_11941354000discard_11941354 1
NekonyancerThere's one last thing we have to prepare: our *intrigue token.* It looks like there are three of them - one for each movement phase - but two of them are *fake.*2111941354_board_mittag000
NekonyancerI'll explain more about them soon. For now, click on the *middle* token to mark it as the real one. Then continue.2211941354_board_mittag000
NekonyancerOkay, both players finished their plans, so each player's *sunrise card* was revealed! If you click on one of the arrows to the left or right of your name, you'll see that our opponent played *68,* which beats our *31.* [img]https://x.boardgamearena.net/data/tutorials/img6785edc91801b3.39665791.jpg[/img][img]https://x.boardgamearena.net/data/tutorials/img6785edc934e030.99989392.jpg[/img] [red]That means they will go first for the rest of the day![/red]1player_name_1194135466aac9b09bc1c00
NekonyancerThat's it for Sunrise, so we'll move onto *Morning,* the first of the three movement phases. During each movement phase, players will take turns revealing a card and using it to move their [blue]*adventurer.*[/blue]33066aac9b09bc1c0030 2 35 2
NekonyancerIf you scroll up to examine the map, you'll see that there are eight colored [red]*cities*[/red] on the map. It's divided into four perfectly square *regions,* with 2 cities in each region. Each player's adventurer always starts in the city of the same color. [blue]Our opponent will take their first turn now.[/blue] Don't worry about their movement yet - I'll explain how it works on our turn!53066aac9b09bc1c004 1 3 1 2 1 1 1 8 1 7 1 6 1 5 1
NekonyancerOkay, now it's our turn! [blue]Let's go![/blue]13066aac9ef4185c00
Nekonyancer[red]Wait a second. Where are we going?[/red] We should check our *Personal Quest.* Everyone started the game with one!2quest_0_1194135466aac9ef4185c00
NekonyancerTo complete the quest, it says we must visit a city in another *region.* The Blue and Green cities are in our starting region, so they are crossed off at the top of our Quest card.3quest_0_1194135466aac9ef4185c00
NekonyancerHmm. We want to complete that quest as quickly and easily as possible. [blue]Which city is the closest to us?[/blue]4266aac9ef4185c004 2 3 2 2 2 1 2 6 2 5 2
NekonyancerIt looks like the Pink and Purple cities are the closest, but our character has a *unique ability* that allows us to walk off one edge of the map and reappear on the other side! If we use that ability, the [red]*Yellow city*[/red] is actually the closest! We need to head *south* to get there.5366aac9ef4185c003 1
NekonyancerAccording to our *Morning* card (which we just revealed), we can move 2 spaces along dirt paths. [img]https://x.boardgamearena.net/data/tutorials/img6785edca02ea88.76535320.jpg[/img] All the legal movement locations should now be [green]*pulsing green*[/green] on the map.61_766aac9ef4185c00
NekonyancerUnfortunately, this game will not allow users to interact with the map in Tutorial Mode, so I'll have to click for you. [blue]First, we'll move south...[/blue]71_566aac9ef4185c00
Nekonyancer*Okay!* We can't go further south with our current card because that will take us down a *paved road.* We need to stick to yellow dirt paths for now, so I guess we'll just end our movement here...13066aac9fb8fbc500
NekonyancerHey, wait! There's a [blue]*Secret Place*[/blue] just one space to the west, with a dirt path leading there! Since we have extra movement that we can't use any other way, we should go!23066aac9fb8fbc50011 2
NekonyancerEach Secret Place has a [green]gold coin[/green] waiting for the first player to visit it. In addition, the Secret Place will be revealed as one of three possible locations: - a *portal.* - a *settlement.* - a *milepost.* [red]I'll move us there now![/red]31166aac9fb8fbc500
NekonyancerOkay, we moved, but it hasn't been revealed yet. We have to *confirm* the end of our movement to interact with anything on the map. If we just pass through, nothing will happen! [green]I'll confirm our movement now...[/green]11166aac9fcf350400
NekonyancerIts a [red]*milepost!*[/red] Whenever a player stops at a milepost, they add a powerful new movement card to the top of their deck. We'll see it next round!11166aac9ff0aa320011 1
NekonyancerBy the way, we revealed more than just our morning card and a Secret Place this turn. We also revealed our Morning *Intrigue token,* but since it was one of our fakes, nothing happened. [img]https://x.boardgamearena.net/data/tutorials/img6785edca27f578.25449010.jpg[/img] Next, we'll move on to the second Movement round: *Midday!* Our opponent revealed their midday card...23066aac9ff0aa3200
NekonyancerOkay, our turn! This is our Midday card: [img]https://x.boardgamearena.net/data/tutorials/img6785edca4f2711.10766312.jpg[/img] Instead of a path, this card has a *compass,* showing which directions we can go from our current space. In this case, any direction *except* east.13066aaca0e2f5e800
NekonyancerEach space on the map has a small compass on it showing exactly which direction each path leads. For example, [red]*this space*[/red] has three paths - north, south-west, and south.21_1366aaca0e2f5e8001_13 1
NekonyancerSometimes, the destination doesn't quite match the compass. For example, it looks like [blue]*this space*[/blue] is north of our [red]*Secret Place,*[/red] doesn't it? Hover over the [red]*Secret Place,*[/red] so you can see the compass under it. According to the compass, the path that leads [blue]*here*[/blue] is actually an *east* path, not a north one!3866aaca0e2f5e80011 6 1_9 7
NekonyancerIt would be quite a shame if we misinterpreted the map, planned our cards poorly, and ended up floundering in the wilderness with nothing to do! Just remember to carefully check each space's [green]compass[/green] and [green]path types[/green] when planning cards, and we'll be okay! :)4866aaca0e2f5e800
NekonyancerWith our current card, we can't go up there, but we don't want to anyway. We're going to head *west,* which will take us down a river and into a *lake.* When we move into a lake, we can dock at any space directly connected to the lake.51166aaca0e2f5e800
NekonyancerIt doesn't look like there are any other spaces here, but remember, our character's unique ability lets us go from one edge of the map to the other. [green]For us, all the corner lakes are connected![/green]61166aaca0e2f5e800
NekonyancerOkay, we sailed across the lake and ended up in the *top-left corner.* We're really close to the yellow city now! Our turn isn't over though - Our second *intrigue* token was revealed, and it's the real one!13066aaca26e231900
NekonyancerHave you noticed all the white characters on the map? Those are [red]*highwaymen,*[/red] and they block player movement. When our real intrigue token is revealed, we can select one highwayman and move it, according to what our movement card allows. [img]https://x.boardgamearena.net/data/tutorials/img6785edca712d90.93568634.jpg[/img]2maintitlebar_content66aaca26e23190028 1 24 1 21 1 29 1 19 1
NekonyancerLet's use this opportunity to block our opponent. Our opponent started out in the purple city and moved along [red]*these spaces.*[/red] They have a personal quest just like ours, which requires them to visit a city in a different region. It looks like they're trying to reach the [blue]*blue*[/blue] or [green]*green*[/green] cities!4666aaca26e2319008 3 7 2 6 6 0_8 6 10 6 0_17 6 35 6
NekonyancerWe can ruin their day by moving [red]*this highwayman*[/red] north! [blue]Again, I'll have to do that for you...[/blue]52166aaca26e23190021 1
NekonyancerBy the way, highwaymen will be arrested on sight, so they can't move into [red]*towns*[/red] or [blue]*forts.*[/blue] (I'll explain forts later.) They also can't move onto spaces with adventurers, but moving onto other highwaymen is fine. There's one movement phase left: *Evening!*12566aaca3fd3a370026 2 4 1 3 1 2 1 1 1 25 2 8 1 7 1 22 2 17 2 6 1 5 1
NekonyancerOkay, our Evening card was revealed: [img]https://x.boardgamearena.net/data/tutorials/img6785edca8d54d9.42161199.jpg[/img] 2 spaces of movement, but we can't go west, south-west, or south. No problem. First, we'll travel south-east along the dirt path...1366aaca5f372bf00
Nekonyancer... and then southeast again!1366aaca667b8dc00
NekonyancerJust like before, we have to confirm the end of our movement to get anything from the town. Nothing will happen if we merely pass through. In this case, we're out of movement anyway.1366aaca684c3b200
NekonyancerWhen we confirm our movement, our *Personal Quest* will be automatically completed. I'd better explain more about quests! *Scroll down* to our Player Board again.2366aaca684c3b200
NekonyancerWe have four slots for quests on our board, but they aren't all the same. [red]*These three*[/red] can only hold *side quests.*3quest_2_1194135466aaca684c3b20034 1 quest_2_11941354 1 quest_3_11941354 1
NekonyancerOur first slot can hold a *personal quest* or a *common quest.* Players can gain a new common quest any time they stop in a town.4quest_0_1194135466aaca684c3b200
NekonyancerWhen our personal quest is completed, we'll gain the rewards shown at the bottom: [img]https://x.boardgamearena.net/data/tutorials/img6785edcaac2921.84572381.jpg[/img] The gold coin is clear enough, I think. The other icon refers to the removal of [blue]*this tile,*[/blue] allowing our second slot to hold common quests as well as side quests.53466aaca684c3b20034 2
NekonyancerHere's our new *Common quest!* Hmm. We'll get 2 gold if we visit the Pink town, which is in the south-east region. Note that Common quests are divided into different decks by region. You can sometimes get a quest to visit a city in the region you're already in, but those are only worth *1* instead of *2!*1quest_2866aaca6a91d7300
NekonyancerWe can either [blue]*Take*[/blue] this quest or *Refuse* it. If we take it, it will occupy our quest slot until we complete it. We can't abandon a taken quest. If we refuse it, we won't get another one until we visit another town. *Click on [blue]"Take!"[/blue]*2btn-confirm-modal66aaca6a91d7310
Nekonyancer*Great!* If you scroll down again, you'll see that our new common quest is now occupying our 1st quest slot. Since the tile on the 2nd slot was cleared, we can put another common quest there, if we acquire one. That's the end of the Evening phase. The last phase is *Sundown* (cleanup), which is simple enough. Each player will move all their played movement cards to their discard pile.1gameaction_status_wrap66aaca76be10700
NekonyancerAfter *Sundown,* we'll start the *Sunrise* phase of Day 2. Each player will draw 5 new movement cards from their deck. Like many other games, players simply shuffle their discard piles when they run out of cards. In addition, from Day 2 onward, each Sunrise phase starts with an *event,* which will affect everyone. [blue]Let's see what our first event is...[/blue]2gameaction_status_wrap66aaca76be10700
NekonyancerHeh, neat! According to the event, we can move highwaymen onto adventurers to push them around! The event will be replaced with a new one tomorrow.1EventCard_466aacb588972c00
NekonyancerWe drew 5 new Movement cards, one of which is the powerful one we got from the Secret Place. We probably want to go to the [red]*Pink town*[/red] because of our common quest. Hmm... [blue]can we make it there this turn?[/blue]2RuneCard_7866aacb588972c005 1
Nekonyancer*Nope!* Even if we use our unique ability to go from corner to corner, we can only get as far as the [red]*purple town.*[/red] Spending more than a day just to complete one common quest isn't great, even though we can pick up another quest from the Purple town while we're at it.3666aacb588972c006 1
NekonyancerInstead, let's visit more [blue]*Secret places.*[/blue] Remember, the first visitor at each secret place gets a free coin! [green]Do you see a secret place that we can reach easily? Which movement card(s) should we use to get there?[/green]4666aacb588972c0015 2 16 2 13 2 14 2 11 2 12 2 9 2 10 2
NekonyancerWe can reach [blue]*this one*[/blue] with the rightmost card in our hand. It's the powerful one that we got from the previous secret place! *Select the card and place it in our [red]morning slot.[/red] Then continue.*51466aacb588972c0014 2 rune1_11941354 1
NekonyancerLet's see, where to next? Let's stop at this [red]*inn!*[/red] Inns are similar to Secret Places in that they offer a coin to the first player to visit them. They also give players *side quests.* [blue]Which card should we use to get there?[/blue]62766aacb588972c0027 1
NekonyancerSince we'll be coming from that secret place, we definitely need *this one* - the second card in our hand. *Move it to our [blue]Midday[/blue] slot. Then continue.*7RuneCard_1766aacb588972c00rune2_11941354 2
NekonyancerDid you notice that the inn is currently blocked by a Highwayman? We'll need to move him before we can move our adventurer there. *Click on our Morning intrigue token to make it the real one.*811941354_board_morgen66aacb588972c00
Nekonyancer[red]One more phase. What should we do with it?[/red] Let's use the *second* card in our hand to take the river south from the inn. We'll be in position to sail across the lake tomorrow! *Move the second card to the [green]Evening[/green] slot.*9RuneCard_2066aacb588972c00rune3_11941354 3
NekonyancerWe skipped sunrise. Player order might matter. Let's use our last card because it has the highest sunrise number. *Place it in our [red]Sunrise[/red] slot.*10RuneCard_2166aacb588972c00initiative_11941354 1
NekonyancerOne card left. I don't think we'll want this card next turn, so *move it to the [red]Discard Pile.[/red]* [green]Okay, I think we're all set![/green]11RuneCard_1366aacb588972c00discard_11941354 1
Nekonyancer*Morning!* Our card turned out to be higher than our opponent's, so we can go first. We'll move east, east, and south-west, ending up at the [blue]*Secret Place,*[/blue] just as we planned.11466aacb8bbad760014 2
Nekonyancer[green]Wow, we discovered a magical portal![/green] There are two or three portals hidden across the kingdom. Our opponent already found [red]*another one!*[/red] Players can *teleport* between discovered portals, and it doesn't even require movement to do so!11466aacbac8a8fa0010 1
Nekonyancer[green]Okay, we finished our morning movement.[/green] No! I didn't mean... I meant our morning *walk,* not... ugh! Nevermind! We marked our Morning Intrigue token as the real one. I'll move [blue]*this highwayman*[/blue] as far away as I can.11466aacbe88aa920028 2
Nekonyancer[green]Okay, now it's midday![/green] It's a little hard to tell, but the other portal is [green]*pulsing green*[/green] to show that we can move there. If we teleport, we'll want to travel *north* afterward to reach the Pink town. [red]We can't move north with our current movement card.[/red]11066aacc49f2a7700
NekonyancerLet's stick to our original plan. The [blue]*inn*[/blue] awaits!22_966aacc49f2a770027 2
Nekonyancer[green]Since we were the first to visit this inn, we got a coin![/green] We also picked up a *side quest.* You can scroll down to take a look. If we complete it, we'll add another powerful movement card to our deck!12766aacc566888700
Nekonyancer*Evening!* We planned to travel south so we could sail across the lake next turn, but the portal will get us to the Pink city just as quickly. It's more fun, so let's head back to the portal.11466aacc6ca8a2c00
Nekonyancer[green]And that's the end of the second day![/green] *Click anywhere to dismiss the event.* I think you got the hang of Treos now, but I haven't had a chance to explain [red]*Forts*[/red] yet. There are four forts spread across the kingdom, and each one produces a different kind of *weapon.*12666aaccaf6d0910026 1 25 1 22 1 17 1
NekonyancerWhenever we visit a [red]*fort,*[/red] we can pick up one of that fort's weapon tokens and cover the leftmost [blue]*icon*[/blue] on our Player Board. [green]Whenever we cover one, we'll gain the reward shown![/green] Unfortunately, we can only have one of each weapon type, so if we want to cover all the icons, we'll have to visit all four forts!22666aaccaf6d0910026 1 25 1 22 1 17 1 castle-tokens_11941354 2
NekonyancerEach character gets *different rewards* from their weapon collections, so be sure to inspect your Player Board carefully when you play your first game! Actually, you'll probably want to inspect your opponents' boards too, so their *unique abilities* don't catch you off guard!3stats66aaccaf6d09100
NekonyancerAlso, we encountered a *Secret Milepost* (free movement card) and a *Secret Portal* (teleport). But we haven't seen a Secret *Settlement.* Settlements are just like Inns. When you visit one, you can take a new *side quest.*4stats66aaccaf6d09100
Nekonyancer[green]Okay, that's everything![/green] When one player acquires their 20th coin, he or she will *immediately* win the game!5stats66aaccaf6d09100
Nekonyancer[blue]*Thank you for playing through this tutorial for Treos!*[/blue] If you have any questions or comments about the tutorial, feel free to send *Nekonyancer* a message! Big thank yous go out to *Arne aus dem Siepen* for designing this game, *Lookout Games* for publishing, and *firgon* for bringing it to BGA! Have fun! :D6stats66aaccaf6d09100
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Treos rules: interactive tutorial
Treos rules: interactive tutorial
Treos rules: interactive tutorial
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Treos

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Turn-based • 2 moves per day (+43200 per turn (maximum 129600))

Designer: Arne aus dem Siepen

Artist: Gabriel Campagnolo

Developed by: firgon

Release 240730-1431

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