Loot Dispute *PRE-ORDER*
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 |
Jeffrey D. Allers |
| Publisher | Gold Seal Games |
| Players | 2-4 |
| Playtime | 30-45 mins |
| Suggested Age | 8 and up |
A group of adventurers has just left town after clearing out a nearby dungeon. The townsfolk have worked up the courage to go see what valuable loot they may have left behind.
An asymmetric grid of cards featuring different types of loot is laid out. The first player splits the grid along any single straight line between cards, claiming one set of loot cards for themselves.
Each successive player can choose to further divide any pile in play. If another player has laid claim to the pile you choose to split, that player is "kicked off" that pile of loot and will take another turn. If turn order returns to you without you having been kicked off your loot selection, you keep those cards.
Once everyone has collected their loot, and organized it by color, players draft a merchant card, each with different scoring mechanisms. Each merchant is assigned to a color of loot, with their scoring mechanism only counting towards the loot collected in that color.
Players move to the next room in the dungeon (represented by a new loot card configuration being laid out) and repeat the process of cleverly splitting loot and looking to draft the most useful merchant.
After 5 rooms of loot have been split, players score each color of loot based on the merchant assigned. Most points wins!
-description from publisher
