Konja
Products title that includes 'PRE-ORDER' is subject to our Pre-order Policy
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Delivery and Shipping
Delivery and Shipping
For more details, please refer to our Shipping and Order Information.
Pre-Order Policy
- Pre-order items are charged at the time the order is placed.
- Prices for pre-order items are subject to change based on final landed costs.
- If the final price is lower, the difference will be refunded to the customer in the form of store credit.
- If the final price is higher, customers will be given the option to either:
- Pay the difference, or
- Cancel the item for a full refund.
- Orders containing pre-order items will be placed on hold until all items in the order are available.
- Once all items have arrived and pricing remains unchanged, the order will be automatically shipped.
- Pre-orders are fulfilled on a first-come, first-served basis.
- If a pre-ordered item becomes unavailable (e.g., the publisher cancels the product), a full refund will be issued.
- Pre-orders may be cancelled and refunded by customers or the store.
- For transactions that are no longer eligible for direct refunds due to payment processor limitations, a store credit will be issued instead.
Description
Description
| Designer | Simon McGregor |
| Publisher | Pleasant Company Games |
| Players | 2 |
| Playtime | 30-60 mins |
| Suggested Age | 9 and up |
Description from the publisher:
Konja is a press-your-luck and resource management dice and card game in which 2 players compete as wizards, summoned by the old King to manifest a great storm and bring rain to the dry land. By rolling dice and activating powerful spells and relics cards, players gain gold, magick, power, and storm tokens.
Konja is played over a series of rounds; in each round, each player completes their turn before play proceeds to their opponent. On their turn, a player selects from the available Ancestors, which grants the active player a Favour. Then, both wizards receive a Blessing from that Ancestor.
The active player then rolls their dice, then through manipulation of Relic and Spell cards, create useful dice combinations:
Single die showing a high number reward Power tokens, which are used strengthen the effects of Relic cards.
A pair of dice reward Magick tokens, which activate Spell cards in hand.
Runs ( three or more dice showing consecutive numbers) reward Gold tokens, which are spent to purchase Relic cards from the Offerings and are sacrificed for Clouds.
Three or more dice showing the same number summons Cloud tokens, which are worth points at the end of the game.
The first wizard to accumulate 21 points ends the game at the end of the round. The wizard with the highest points is declared the winner.
