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Roll Player Fiends and Familiars expansion game box
Designer: Keith Matejka
Development: John Brieger, Dale Rowe,
Matthew Bown
Graphic Design: Luis Francisco
Illustrations: Lucas Ribeiro, John Ariosa
Editor: Dustin Schwartz

FIENDS & FAMILIARS

In Roll Player: Fiends & Familiars, players can add more depth to their hero by adding a familiar to their character. These creatures add more options during character creation and help each player explore the mechanics of the game in new and different ways.

Fiends distract the players and provide new obstacles along the path of creation.

A brand new set of Monsters give the players variety to the end of the game, while new Minions are added to the Minion deck that provide new and different goals for the players to reach.

New classes and Market cards provide even more variety to each game of Roll Player.

Again, players earn Reputation Stars by constructing the perfect character, but can explore new strategies and options as they ready their familiar while the sidestep the pesky fiends along the way.

Requires Roll Player to play.

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Ages 10+, 1-5 players, 60-120 minutes
Rulebook - English
Rulebook - Spanish (Beta)
Rulebook - Greek (Beta)

Gameplay

When playing with this expansion, there are a few changes to the round and turn structure compared to Roll Player and the Monsters & Minions expansion.

ROLL PHASE
During the Roll Phase, at the start of the game, instead of drawing one die per Initiative card, draw and roll two. Place the two dice with the lowest values on the “1” Initiative card, the second lowest two dice on the “2” Initiative card, and so on. When the Call to Adventure card is revealed in the Market, for the remainder of the game, roll and place only one die on each Initiative card instead of two.

DICE PHASE
Before the Call to Adventure card is revealed, when selecting an Initiative card, claim both dice on it. After BOTH dice are placed, the player may take ONE action based on the placement of one of the dice. When selecting an Initiative card with a Fiend card on it, gain the Fiend. Fiend restrictions apply at the start of the Market Phase.

MARKET PHASE
During the Market Phase, the players may do one of the following: Buy a card from the Market, discard a card from the Market and gain 2 Gold from the supply, or go on a Hunt.

CLEANUP PHASE
The Cleanup Phase is the same as in Roll Player with the following changes:

1. Refill Market -- The Start Player reveals new Market cards equal to the number of players plus two, instead of plus one.

2. Refresh Fiends --  Draw and place Fiend cards on the lower portion of each Initiative card that has a space for a Fiend to replace any Fiends claimed in the previous round.

Note: For the full, detailed sequence of play, please download or refer to the Roll Player: Fiends & Familiars rulebook.
Initiative cards with dice, fiends and coins.
Split dice, 6-sided dice featuring two colors each.
Fiend of Ineptitude card
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Call to Adventure card with fantasy characters in a dungeon illustrations.
Blood Badger familiar board.

Vile Dryad and Sandworm minion cards.
Scaly reptile-like creature illustration.
Mimic and Hellhound minion cards.
Fantasy creature with large head, sharp teach, glowing eyes and horns of fire illustration.

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