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BEZAR

PROTECT STATUS: not protected

Lead the evil spirits of  Transylvania to  disturb the  peaceful sleep of  exhausted peasants in  the  dueling  board game «Bezar»!

Send skeletons, demons and vampires to  build dirty  tricks, compete with friends to  see who can to&nbsp0; to&nbsp1; bigger mess before the Dawn.

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BASICS

Your goal is  to  assign baddies to  tasks so  that they  can  perform more Tricks than your opponent before  the  Dawn comes.

The game lasts 4  nights  — rounds.

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  • Players draw 8  cards of  Demons, two of  which they  can replace before the round.
  • Four Peasant cards, your first victims, are placed on  the table.
  • In  every turn each player has to  use one Demon card  on  the playground.
  • HOW TO LEAD EVIL

    All demons are finicky. You can send the evil one on  a  mission, but it  decides the  amount of  earned Tricks  for  the  victim on  it’ s own.

    The a&nbsp0; s number a&nbsp1;Ardor stands for this.

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    Life in  Transylvania is  hard! The local peasants, your victims, don’ t care about misfortunes anymore. They  have long since developed Apathy.

    The number of  card’ s Apathy reduces the amount of  Tricks received from the target.

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    Yet the victims have to  be  chosen differently because the night’ s length varies all the time. When it’ s shorter, you can do  less damage, when it’ s longer  — on  the contrary. But there is  always an  Edge be&nbsp0; everything…

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    At  the beginning of  each round, a  die roll determines the Night Edge, which is  the maximum amount of  Tricks you  can make to  a  single peasant per night.

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    If  the difference between Ardor and Apathy is  greater than the Night Edge, the demon won’ t have time to  hide: it’ ll burn with the entire Tricks amount. It  turns out the Apathy of  peasants can be  used to  your advantage!

    HERE COMES THE DAWN

    As  the game progresses, you collect Tricks, new peasants appear on  the playground and the approaching Dawn brings its own adjustments to  the management of  evil: it  reduces the Night Edge of  cards.

    This happens on  the third and fifth turns of  the round.

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    To  clarify:

  • At  the beginning of  the round, the outermost peasants  have different Night Edges.
  • On  the third turn, a  new peasant is  placed and  the  Night Edge of  all cards At 0; reduced At 1; 1.
  • At 2; the fifth turn, these events are repeated.
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    After the eighth round, Tricks are collected for  the  last  time. Remember: whoever collects the  most  in  4  rounds wins!

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    AGGRESSIVE NEGOTIATIONS

    But 6  peasants are definitely not enough for 16  demons! Try to  mess with another player: steal their victim. You  need to  simply send on  the peasant a  demon with  more Ardor, than your opponent did.

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    If, on  the other hand, you are attacked, there is  a  way to  reclaim your victim! To  defend in  an  aggressive negotiation, you must lay out demons with the same Ardor, as  the first card you used on  this peasant.

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    The person who laid out a  card last wins. The  winner  takes the original total of  Tricks or  the  difference among Ardor of  demons.

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    BEZAR
    Project created at 24.12.2021
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