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Citadel
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Vendor: Big G Creative
Product Type :
If you want to paint with Bob Ross, you need to be chill, so whoever reaches maximum chill first in Bob Ross: Art of Chill Game wins.
In the game, each player starts with three art supplies cards, with each card showing one of seven paints and one of four tools. (Some cards are jokers that serve as any color, but no tool.) Take one of the large double-sided painting cards, place it on the easel, and place Bob on the first space on the painting track.
On a turn, the active player rolls the die and either draws an art supplies card, plays a paint to their palette, receives an extra action for the turn (four total), or both draws a "Chill" card and advances Bob on the painting track. Chill cards give all players a bonus, set up conditions that could give players extra points, and more.
The player then takes three actions. Actions include drawing an art supplies cards, discarding two matching cards to claim the matching technique card (which is worth 2 points and 1 bonus point when used), sweep the art supplies card row, place a paint on their palette, wash half their palette, or complete a section of a painting. To take this latter action, the player needs to have all of the paint needed for one of the painting's three sections on their palette with no unneeded colors mixed in! The player scores points equal to the number of paints used, bonus points if they're the first or second to paint this, and additional points if they've painted this feature before Bob (i.e., did you paint this before the Bob figure reaches this space on the painting track.
When someone has completed all three features on a painting or Bob has reached the end of the painting track, this work is complete! Remove it from the easel, and start a new painting. Players continue to take turns until someone reaches a maximum chill of 30 points, at which point they win the game instantly.
'Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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'Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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'Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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'Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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'Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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