Original size 2480x3500

BEZAR

PROTECT STATUS: not protected
370

Lead the evil spirits of Transylvania to disturb the peaceful sleep of exhausted peasants in the dueling board game «Bezar»!

Send skeletons, demons and vampires to build dirty tricks, compete with friends to see who can create a bigger mess before the Dawn.

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BASICS

Your goal is to assign baddies to tasks so that they can perform more Tricks than your opponent before the Dawn comes.

The game lasts 4 nights — rounds.

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Original size 3500x2480
  • Players draw 8 cards of Demons, two of which they can replace before the round.
  • Four Peasant cards, your first victims, are placed on the table.
  • In every turn each player has to use one Demon card on the playground.
  • HOW TO LEAD EVIL

    All demons are finicky. You can send the evil one on a mission, but it decides the amount of earned Tricks for the victim on it’s own.

    The card’s number of Ardor stands for this.

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    Life in Transylvania is hard!The local peasants, your victims, don’t care about misfortunes anymore. They have long since developed Apathy.

    The number of card’s Apathy reduces the amount of Tricks received from the target.

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    Yet the victims have to be chosen differently because the night’s length varies all the time. When it’s shorter, you can do less damage, when it’s longer — on the contrary. But there is always an Edge to everything…

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    At the beginning of each round, a die roll determines the Night Edge, which is the maximum amount of Tricks you can make to a single peasant per night.

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    If the difference between Ardor and Apathy is greater than the Night Edge, the demon won’t have time to hide: it’ll burn with the entire Tricks amount. It turns out the Apathy of peasants can be used to your advantage!

    HERE COMES THE DAWN

    As the game progresses, you collect Tricks, new peasants appear on the playground and the approaching Dawn brings its own adjustments to the management of evil: it reduces the Night Edge of cards.

    This happens on the third and fifth turns of the round.

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    To clarify:

  • At the beginning of the round, the outermost peasants have different Night Edges.
  • On the third turn, a new peasant is placed and the Night Edge of all cards is reduced by 1.
  • On the fifth turn, these events are repeated.
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    After the eighth round, Tricks are collected for the last time. Remember: whoever collects the most in 4 rounds wins!

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    AGGRESSIVE NEGOTIATIONS

    But 6 peasants are definitely not enough for 16 demons!Try to mess with another player: steal their victim. You need to simply send on the peasant a demon with more Ardor, than your opponent did.

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    If, on the other hand, you are attacked, there is a way to reclaim your victim!To defend in an aggressive negotiation, you must lay out demons with the same Ardor, as the first card you used on this peasant.

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    The person who laid out a card last wins. The winner takes the original total of Tricks or the difference among Ardor of demons.

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