Glow
The green of the trees and the outlines of the volcanoes can no longer be distinguished. Complete silence. Dispelling this darkness and restoring color to the world requires many bursts of light.
Adventurers are born and trained for this: to master the power of the elements, choose their companions and find their way to the villages with light.
Number of players: 1 - 4
Game duration: 16 mn
Complexity: 2 / 5
Play Glow and 917 other games online.
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Play Glow and 917 other games online.
No download necessary - play directly from your web browser.
With your friends and thousands of players from the whole world.
Free.
Rules summary
Overview
- Glow plays in 8 days (rounds)
- The player with the most bursts of light at the end of the game wins.
Selecting an Adventurer
- Players use the same adventurer throughout the entire game
Anatomy of the adventurer cards
- Upper left-hand corner: resources (big dice) the adventurer will provide you
- Different colored dice have different die faces, each color die has an additional face of matching resource (hover to see the die faces)
- Purple die has a face that earn you 2 footprints
- Yellow die has a face that earns you 3 bursts of lights
- Upper right-hand corner: some adventurers will provide you with additional bursts of light at game end
- Bottom: condition (right side of arrow) and effect (left side of arrow) triggered when the condition is met
- Pocana had no condition/effect
Game Play
- Each round has 5 phases
- Players start on 10 of the score track
- Prior to the start of the first round, 9 small dices are rolled and are placed on the meeting track (strip below the main board) according to the resources facing up
- Track position with no die will receive a footprint token
Morning
- Recruit your companion and obtain the corresponding small dice above the companion
- The initial dice faces were only used to determine their posiitons on the meeting track. They will be rerolled at a later time to determine the resources that you will receive.
- In a 2-player game, the first player will choose an additional companion to discard (send to cemetery) after choosing their companion
- Dice not selected will remain will remain in place for the next round
Anatomy of the companion cards
- Very similar to that of an adventurer card with a few exceptions
- The companion that will provide you with an additional large die will be indicated on the upper left-hand corner
- Certain companion may have negative impact at the end of the game, i.e. substract bursts of light from your total
- symbol with a small cricle and stripe across it under it = effects are triggered in the absence of the specified symbol
- skull = this companion will be sent to the cemetary (discarded for the rest of the game) when the effect was triggered
Late morning
- Roll all of your dice
- Players can reroll as many times as they like provided they have
- reroll tokens
- companions that give them the ability to reroll (once per turn)
- opt to move backward on the score track to the next reroll symbol
- Players can reroll up to two dice each time
- Players can also opt to spend 3 reroll tokens to change one die face to any die face
Noon
- Resolve your cards according to the result of your dice
- Each die can be apply to each card once
- Cards can be triggered more than once if the conditions are met multiple times (i.e. if your cards call for 2 leaves to be triggered, having 4 leaves will allow you to trigger the effect twice)
- Player decide on the order the cards are triggered (be mindful if you are discarding a companion that comes with a die, discarding this companion first will remove the die for your remainder cards)
Afternoon
- Move your company (refer to the main board)
- for The Province of Shadows, your company starts on the bottom left-hand corner
- for The Archipelago of Darkness, your boat starts in the middle of the board
- Player use their available die faces or footprint token to move on the map, each die can be used once
- footprint tokens act as wild cards
- be mindful that certain path costs resources to traverse and certain villages (locations with bursts of light) costs resources to enter
- Choice of placing an emcampment in villages
- placing an encampment ends your movement/turn
- the placement of the encampment determines the number of bursts of light that a player will receive at game end
Evening
- The small dice are placed back onto the meeting track according to their current die faces
End-of-Game Scoring
- Adventurer and companions - addition and substraction from player's adventurer and remaining companions are added
- Journey board - bursts of light from the location of the emcampment (Province of Shadow) or boat (Archipelago of Darkness) is added
- Fireflies - any player with same or more fireflies from their companion and tokens will receive 10 additional bursts of light
- Footprint tokens - each remaining footprint is worth one burst of light