Description
IMPORTANT: The Red Dragon Inn Base Game is required to play with this expansion.
- Game in English
- Number of players: 2 - 4
- Duration: 60 min
- Suggested Age: 13+
In The Red Dragon Inn 4, you and your friends are a party of heroic, fantasy adventurers. You’ve raided the dungeon, killed the monsters, and taken their treasure. Now, you’re back in our land, and what better way to celebrate your most recent victory than to spend a night at the Red Dragon Inn. You and your adventuring companions will spend the night drinking, gambling, and carousing. The last person who is both sober enough to remain conscious and shrewd enough to hold onto their gold wins the game.
You’ve put to sea aboard the Crimson Drake, a sturdy sailing vessel that the heroes you know and love use when their adventures take them to sea. Join the crew in Captain Whitehawk’s cabin for a pint and try to keep your sea legs!
Captain Whitehawk: Captain Whitehawk is the valiant master of the Crimson Drake. She is a natural leader with years of experience and a wit as sharp as her cutlass. She'll take the crew to hell and back for adventure and loot, and make sure they have a good time while they're at it.
First Mate Remy: An Elf from a faraway land, Remy is an honor-bound swashbuckler who keeps the crew in line; he'll be the first to break up a fight. Experienced sailors know to back down before earning his ire.
Bryn the Boatswain: Bryn is a tough-as-nails Dwarf who knows how to keep a ship afloat. When she's not repairing or loading supplies, she likes to spar with the crew... all of them... at once...
Tara the Navigator: Tara was born blind, but has the gift of second sight. With her knack for seeing the future, she is an invaluable, if unlikely, navigator for the Crimson Drake. Having predicted countless storms and monster attacks, she has earned the trust of Captain Whitehawk and her crew.
The Red Dragon Inn 4 includes a Sea Event deck that offers a new way to play RDI. Instead of the relative safety of the Inn, players are now partying in the captain's cabin aboard the Crimson Drake - and because you are off adventuring, the party is liable to be interrupted by random encounters. In game terms, at the beginning of the game, you shuffle the Sea Event deck and place it in the middle of the table along with two progress counters. You then play RDI as normal, but at the end of each player's turn, they remove one progress token from the Sea Event deck. When you remove the last progress counter, reveal the top card and an event happens. The Sea Event deck adds a new level of complexity to the base game. Not only will you have to protect yourself from other players, as well as the Drink card, but you may be forced to defend yourself against a Sea Event. You may even find yourself working alongside other players to get a bonus from the different events you will encounter throughout a game.
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