RULES
Sarah''s Vision
Introduction
3
Background Story
Mission
Components
Setup
9
1. Randomly draw Resource Blocks
2. Place Initial Inspiration
3. Build the HQ-Tower
4. Choose your 3 Characters
5. Ready the supply of cubes
6. Reference Cards
7. Directive Cards
8. Choose your Scenario
Experienced Mode
How to Play
12
Actions
7
Action Overview
Swap 2 Event Cards
Remove 1 Revealed Event
Reveal up to 5 Facedown Events
Spend Blocks to cover outlined spaces
Draw 1 Directive Card
Paying for Actions (HQ Tower)
Scenario specific rules (Black Swan Events)
1
Black Swan Events (Scenario #2)
Gameplay Overview
Resolve Events
Play Directive Cards
Picking up Danger and Inspiration
Concepts
5
Gameplay in a Nutshell
How to win or lose the game
Event Card Anatomy
Inspiration and Unlocked Blocks
Iconography
Examples
8
Example: Inspiration instead of Blocks
Example: Paying for an action (HQ Tower)
Example: Draw 1 Directive Card
Example: Spend Blocks
Example: Reveal up to 5 Facedown Events
Example: Remove 1 Revealed Event
Example: Swap 2 Event Cards
Example: 4+ danger cubes on locaction
FAQ
Sarah''s Vision
Category: Concepts
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Sarah''s Vision
Concepts
Basic concepts of the game with and winning & loosing conditions.
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Gameplay in a Nutshell
Contents of this Category
Gameplay in a Nutshell
How to win or lose the game
Event Card Anatomy
Inspiration and Unlocked Blocks
Iconography