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- Army Painter Speedpaint 2.0 *NEW*
- Citadel
- Vallejo
- Scale 75
- Two Thin Coats
- Monument Hobbies
- Turbo Dork
- AK INTERACTIVE
- Abteilung 502
- AMMO by MIG
- Redgrass
- Chronicle Cards Brushes
- Dirty Down Effects
- D&D Prismatic Paint
- Gamers Grass
- The Army Painter
- Broken Toad
- Jasart
- LIQUITEX
- Mr Hobby
- Gundam Markers
- Deluxe Materials
- Delta
- Paint Brushes
- Zap a Gap Adhesives
- Hobby Lighting
- Basing and Diorama
- Weathering Effects
- Airbrushing Gear
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Dread Draw
Dread Draw
$28.43$35.99Vendor: Guf
Product Type : Board Games
Hurry! Only0units left in stock!Dread Draw is a strategy card game of press your luck competitive fortune telling.
Setting Up a Game:
At the beginning of the game each player is dealt 10 cards face down. These cards form each playerâs Life Deck. Players can never look at the cards in their Life Deck unless the game or a card effect allows them to.
Playing the Game:
The game is played in a series of rounds. During each round, players take turns in trying to summon cards. A round ends when only one player remains, making that player the winner of that round. A new round then begins.
At the end of the round, each eliminated player will take damage, which is represented by discarding cards from their Life Deck. If you are eliminated and have no cards in your Life Deck, then you are defeated and are out of the game. The last player remaining in the game wins!
The Turn:
The player who was randomly chosen to go first takes the first turn of the opening round. On your turn, you must try to summon a card. Initially, youâll try to summon a card from the Draw Deck, but as the game progresses you might be able to summon cards from your reserves as you accumulate them. To summon a card from the top of the Draw Deck, reveal that card. If its strength is greater than the strength of the last card you summoned, then youâve successfully summoned that card. Place it to the right of the last card you summoned. This is known as Escalating.
If you summoned the card successfully, you may use any Summon ability that it may have; though using it is entirely optional. If the cardâs strength is not greater than the last card you summoned, then discard the card you drew from the Draw Deck, and you are eliminated from the round. Discard any other cards you summoned this round.
After a player summons a card, or fails to summon a card, play passes to the player with the lowest total strength among their summoned cards. If there is a tie, and the current player is one of the tied players, then the current player takes the next turn. Otherwise, play passes to the next player to their left that is tied for lowest. If the Draw Deck runs out of cards, shuffle the cards in the discard pile to make a new Draw Deck.
Ending the Round:
A round ends when only one player remains in the round. The winning player adds up the damage values of their summoned cards. Each âRed dotâ on a summoned card represents a single damage point. Each opponent takes that much damage, starting with the player to the winnerâs left, and going around the table. Once each player has taken their damage from their Life Deck, the winner discards their summoned cards and becomes the starting player for the next round.
The Life Deck:
Whenever you take damage, draw that many cards from your Life Deck and choose one of them to go to your reserves. Discard the other cards.
If youâre out of cards while drawing, you are still in the game â you donât get defeated until you take damage while having no cards in your Life Deck.
If an ability allows you to gain life, put that many cards from the Draw Deck on top of your Life Deck without looking at them.
The Reserves:
Whenever you place a card in your reserves, put it next to your Life Deck so you donât confuse it with the cards you summon during the round. If the card has a Reserve ability, you may play it now. Whenever you must summon a card, you may choose to summon one from your reserves instead of revealing a card from the Draw Deck. You can choose any card with strength greater than the last card you summoned this round and put it to the right of that card. If it has a Summon ability, you may play it â play then passes per the normal rules.
Abilities:
Most abilities on cards have a keyword that tells you when to play that ability. Playing summon, reserve, and aftermath abilities are always optional.
Summon: Play this when you successfully summon the card.
Reserve: Play this when the card is placed into your reserves, regardless of where it came from.
Aftermath: Play this when you are eliminated from a round or at the end of the round that you won.
Cards have special abilities that do not fall under any other ability category are considered to be âalways on,â even while they are in your reserves. These abilities are not optional.
Telling the Fortune:
Once the game is over, if the winner had any cards left in their Life Deck, they use those cards to divine the future. That player shuffles those cards and lays them out, face-up, one at a time. The first card represents the present, the second represents the immediate future, and the rest divine the far future. Itâs up to the players to interpret what those cards mean.Returns
Our policy lasts 30 days. If 30 days have gone by since your purchase, unfortunately we can’t offer you a refund or exchange.To be eligible for a return, your item must be unused and in the same condition that you received it. It must also be in the original packaging.
Several types of goods are exempt from being returned. Perishable goods such as food, flowers, newspapers or magazines cannot be returned. We also do not accept products that are intimate or sanitary goods, hazardous materials, or flammable liquids or gases.
Additional non-returnable items:
Gift cards
Downloadable software products
Some health and personal care itemsTo complete your return, we require a receipt or proof of purchase.
Please do not send your purchase back to the manufacturer.
There are certain situations where only partial refunds are granted (if applicable)
Book with obvious signs of use
CD, DVD, VHS tape, software, video game, cassette tape, or vinyl record that has been opened
Any item not in its original condition, is damaged or missing parts for reasons not due to our error
Any item that is returned more than 30 days after deliveryRefunds (if applicable)
Once your return is received and inspected, we will send you an email to notify you that we have received your returned item. We will also notify you of the approval or rejection of your refund.
If you are approved, then your refund will be processed, and a credit will automatically be applied to your credit card or original method of payment, within a certain amount of days.Late or missing refunds (if applicable)
If you haven’t received a refund yet, first check your bank account again.
Then contact your credit card company, it may take some time before your refund is officially posted.
Next contact your bank. There is often some processing time before a refund is posted.
If you’ve done all of this and you still have not received your refund yet, please contact us at orders@guf.com.au.Sale items (if applicable)
Only regular priced items may be refunded, unfortunately sale items cannot be refunded.Exchanges (if applicable)
We only replace items if they are defective or damaged. If you need to exchange it for the same item, send us an email at orders@guf.com.au and send your item to: GUF Pty Ltd, 9 Dana St, Ballarat VIC 3350, Australia.Gifts
If the item was marked as a gift when purchased and shipped directly to you, you’ll receive a gift credit for the value of your return. Once the returned item is received, a gift certificate will be mailed to you.If the item wasn’t marked as a gift when purchased, or the gift giver had the order shipped to themselves to give to you later, we will send a refund to the gift giver and he will find out about your return.
Shipping
To return your product, you should mail your product to: GUF Pty Ltd, 9 Dana St, Ballarat VIC 3350, AustraliaYou will be responsible for paying for your own shipping costs for returning your item. Shipping costs are non-refundable. If you receive a refund, the cost of return shipping will be deducted from your refund.
Depending on where you live, the time it may take for your exchanged product to reach you, may vary.
If you are shipping an item over $75, you should consider using a trackable shipping service or purchasing shipping insurance. We don’t guarantee that we will receive your returned item.
Added To Cart :Add To Cart Failed :prouduct successfully added to wishlist !Guf Grading Guide
'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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