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Guards! Guards! - A Discworld Boardgame

By: Z-Man Games

Type: Boxed Game

Product Line: Board Games - Assorted (Z-Man Games)

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Product Info

Title
Guards! Guards! - A Discworld Boardgame
Publisher
Category
Author
Leonard Boyd, David Brashaw
Publish Year
2011
Dimensions
11.5x11.5x2.75"
NKG Part #
2147457960
MFG. Part #
ZMG7089
Type
Boxed Game
Age Range
11 Years and Up
# Players
2 - 6 Players
Game Length
120 Minutes

Description

‘It was early in the morning in Ankh-Morpork, the oldest and greatest and grubbiest of cities. A thin drizzle dripped from the grey sky and punctuated the river mist that coiled among the streets. Rats of various species went about their nocturnal occasions. Under night’s damp cloak assassins assassinated, thieves thieved, hussies hussled. And so on.” (Terry Pratchett)

In the heart of this wondrous metropolis stands the Unseen University. In the heart of the Unseen University stands the Library. And in the heart of the Library stands an Ape, although like most Orangutans its posture leaves a lot to be desired. Currently, however, the curvature of his spine is the least of the Librarian’s problems. The greatest treasure housed within the stark, aged walls of the Unseen University is missing. His first worry is how he will explain to the Wizards Council that the Octavo has been stolen. Especially since, as an Ape, he has a vocabulary of one word, “OOOK !” But he fears more for the consequences that may befall the entire Discworld if the eight ‘Great Spells’ are not returned to their rightful place soon.

As word of the theft spreads through the streets and alleys, Captain Vimes of the City Watch assembles his men. “I’m sure you are all aware of my feelings on these matters, however it falls to us to ensure the spells are found and returned to where they belong. Nobody wants something that powerful to fall into the wrong hands. The Thieves Guild have denied any involvement in the theft and are offering to assist in finding the spells. The Assassins and Fools
Guilds have done likewise. Even the Alchemists, possibly the only people to dislike magic even more than myself, realize the danger we are facing, and have offered their help.” “I have given you all instructions on which of the Great Spells you are looking for, and need each of you to work with one of the guilds to find out what you can, and get me those spells.”

T’S THAT SIMPLE.

Or at least it would be if this wasn’t Ankh-Morpork. Pitted against the other players, who will be all out to return the spells first and will be just itching to use their new found Guild abilities on anybody who might get in their way, and the everyday perils of life in the busiest, most populated and least law-abiding city on the Discworld, things are never quite that simple. Throw in trolls, saboteurs, cut-throat street sellers and an 800 pound set of luggage thundering around the city on hundreds of tiny legs. Here begins an action packed, fast-paced adventure through the streets of Ankh-Morpork in which the players will need all their wits just to survive the day, never mind retrieving the spells and saving the Discworld from looming destruction.

Contents:

  • 1 Rule book
  • 6 Player’s Guides
  • 1 Playing Board
  • 1 8 sided die
  • 6 Colored Playing Pieces
  • 18 Attribute Markers (red cubes)
  • 25 Great Spell Markers (gold cylinders)
  • 5 Plastic card holders
  • Cards
  • 8 Guild Cards
  • 4 Dragon Cards
  • 30 Lords & Ladies Volunteer Cards
  • 30 Man & Beast Volunteer Cards
  • 30 Shades & Shadows Volunteer Cards
  • 20 Curses & Cures Scroll Cards
  • 20 Odds & Sods Item cards
  • 36 Fate Cards
  • Punch Boards
  • 6 Saboteur Tokens - Fools Quadrant
  • 6 Saboteur Tokens - Thieves Quadrant
  • 6 Saboteur Tokens - Assassins Quadrant
  • 6 Saboteur Tokens - Alchemists Quadrant
  • 6 Spell Run Tokens
  • 6 Alchemists Fire Water markers
  • 6 Pox Markers
  • 1 Luggage Piece
  • 36 Spell Collected Tokens
  • 56 Silver 1 Ankh-Morpork $ coins
  • 39 Gold 5 Ankh-Morpork $ coins