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You have to discard your hand at the end of your turn. Cards stored in building remain.
There is not. Storage are used to help you draw cards whenever you need a particular card. For example, if you are trying to build a particular building, you can store the materials needed in the Warehouse until you manage to get all cards needed.
The danger is that since those cards count as being in your hand still, an attacker can steal them.
The silver, thanks for an intriguing and different game!
For final scoring, you count the total unhappiness in your hand, deck, discard, and Dungeon. The Dungeon basically lets you move Unhappiness out of the deck.
"When done" refers to when Subjects are rotated right-side-up.
I'll get stuff updated hopefully within the week. Keep the feedback flowing, and thanks for playing the game =)
Thanks for the feedback!
*I have always had trouble with setting up the hands for thsi game in particular, for whatever reason. I'll try to get it fixed.
*Any rules in particular? As a general rule, text on cards trumps text in the rulebook.
*The protection from red cards on your turn can be done with either the Throne Room buy action, or the regular Buy action. The protection part is technically always in effect as long as it's face-up.
*I have always played this face-down, but it's not terribly important. If you are playing the DIY Empire alternate rule, there is no need to play with them face-down. Partly why the building deck is face-down is to not mistake it for an actual completed building.
*I'll see what I can do about that.
Thanks again for the feedback, and I hope you and your friends/enemies enjoy the game =)
- The rules on the cards conflict with the rules in the Google Doc.
- Does the Throne Room function as a way of activating central actions, and then discarding luxury cards in order to protect from red consequences?
- Are another player's potential building cards public or private?
- The rules could use some suggestions/examples of combos or strategies.