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Lair: Yanar's Vault

Lair: Yanar's Vault

2025·Christopher Burkitt, Samuel Harmon

1 - 4 players
30 - 45 min

From BoardGameGeek

A group of hearty heroes are the only thing that stand in the way of Genemshyr and the destructive power of the Red Dragon, Ardor. Work together to save your town and live to tell the tale! Objective: The heroes win if they are able to defeat all the hit points of the Lair Boss before the deck runs out. The Lair Boss wins if a slot on the board that requires a card cannot be filled because the deck is empty. Gameplay: 1. HERO Phase: Use (1) MAJOR Hero Ability: The heroes get to decide to use (1) major ability before MOVEMENT phase begins. 2. MOVEMENT Phase: Turn order is up to the heroes to determine as they deem most effective and efficient. Each hero has the ability to do 1 or all of the following things: - Roll for Actions: All heroes roll their dice and are then able to move up to the number that they rolled on their dice. - MINOR Hero Ability: If a hero rolls a 1 on their Roll for Actions, they can use their MINOR Hero Ability. - JUMP: If a hero rolls a 1 on their Roll for Actions, they can choose to JUMP to the opposite side of the Lair Boss with their 1 movement action. - Collect WEAK POINT cards: Heroes are trying to collect cards from the board that add up to 5 of a particular target weak point to do damage. When a hero ends their turn, they get to claim the card that is at their final movement location. If it is a WEAK POINT card, they claim it to their inventory. If it is an ATTACK card, the heroes take a DAMAGE. - Avoid ATTACK zones: The Lair Boss will clock around the board trying to collect ATTACK cards. By knowing how many times the Lair Boss will move, the heroes can predict the dangerous zones on the board and determine if it is worth the risk and reward. - ATTACK the Boss: Use WEAK POINT cards to deal damage to their respective target by having 5 or more points of collective WEAK POINT cards and then moving to the target location. Remove a hit point cube from the target location when damage is dealt. 3. BOSS Phase The Lair Boss moves a number of times equal to the number of heroes in the game, a minimum of 2 times. The Lair Boss clocks toward the closest ATTACK card, prioritizing clockwise if there is a tie. When the Lair Boss reaches an ATTACK card, it performs the ATTACK on the card. Heroes in the ATTACK zone of the card take 1 damage and the ATTACK is consumed/discarded. 4. RESET Phase When the Lair Boss has finished its turn and all ATTACKS have been resolved, the round is over and the RESET phase is reached. Using the deck, deal out cards from the deck, starting from the LOWEST EMPTY number until all of the empty slots on the board are filled. If a slot on the board cannot be filled because there are no more cards in the deck, the Lair Boss has defeated the Heroes and the game is over. A. RAMPAGE Event There is a Level Indicator on a number of the WEAK POINT cards. Depending on the Level that the heroes have chosen to play, every time a card is flipped over, in the RESET Phase or from DAMAGE taken by the Heroes, that has that respective level, an instantaneous event occurs. The Lair Boss performs a special attack. Draw a card from the RAMPAGE deck. Spin the Lair Boss spinner and resolve the special attack where the Lair Boss Head lands. After resolving, continue play where it left off. -description from designer

Lair: Yanar's Vault

Watch first

Learn to play

Lair: Yanar's Vault - Set Up5:12

Lair: Yanar's Vault - Set Up

Weighted Dice Games

Weighted Dice Games

Watch it played

Lair: Yanar's Vault Play-through, 1-Player, Braena the Archer & Tethryn the Mage19:24

Lair: Yanar's Vault Play-through, 1-Player, Braena the Archer & Tethryn the Mage

Weighted Dice Games

Weighted Dice Games

Which Lair: Yanar's Vault video should I watch?

Lair: Yanar's Vault has 4 videos from 1 creator: 1 how-to-play guide, 2 playthroughs and 1 other video. They date from February 2025.

To learn the rules, start with "Lair: Yanar's Vault - Set Up" by Weighted Dice Games, which runs 5 min.

To see it played, watch "Lair: Yanar's Vault Play-through, 1-Player, Braena the Archer & Tethryn the Mage" by Weighted Dice Games, one of 2 playthroughs.

If you like it, try Seabound Board Game, also by Christopher Burkitt, or The Lord of the Rings: Adventure to Mount Doom, A Touch of Evil: 10 Year Anniversary Edition and A Touch of Evil: The Supernatural Game, which share several of its mechanics.

All videos

Lair: Yanar's Vault - Set UpHow to play5:12

Lair: Yanar's Vault - Set Up

Weighted Dice Games

Weighted Dice Games

Lair: Yanar's Vault Play-through, 1-Player, Braena the Archer & Tethryn the MagePlaythrough19:24

Lair: Yanar's Vault Play-through, 1-Player, Braena the Archer & Tethryn the Mage

Weighted Dice Games

Weighted Dice Games

Lair: Yanar's Vault Play-through, 1-Player, Hadrick the Cleric & Bella the RoguePlaythrough29:17

Lair: Yanar's Vault Play-through, 1-Player, Hadrick the Cleric & Bella the Rogue

Weighted Dice Games

Weighted Dice Games

Lair: Yanar's Vault Kickstarter Trailer0:59

Lair: Yanar's Vault Kickstarter Trailer

Weighted Dice Games

Weighted Dice Games

Creators who cover this

All channels
Weighted Dice Games
Weighted Dice Games
4 videos of this game

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About Lair: Yanar's Vault

From BoardGameGeek:

A group of hearty heroes are the only thing that stand in the way of Genemshyr and the destructive power of the Red Dragon, Ardor. Work together to save your town and live to tell the tale! Objective: The heroes win if they are able to defeat all the hit points of the Lair Boss before the deck runs out. The Lair Boss wins if a slot on the board that requires a card cannot be filled because the deck is empty. Gameplay: 1. HERO Phase: Use (1) MAJOR Hero Ability: The heroes get to decide to use (1) major ability before MOVEMENT phase begins. 2. MOVEMENT Phase: Turn order is up to the heroes to determine as they deem most effective and efficient. Each hero has the ability to do 1 or all of the following things: - Roll for Actions: All heroes roll their dice and are then able to move up to the number that they rolled on their dice. - MINOR Hero Ability: If a hero rolls a 1 on their Roll for Actions, they can use their MINOR Hero Ability. - JUMP: If a hero rolls a 1 on their Roll for Actions, they can choose to JUMP to the opposite side of the Lair Boss with their 1 movement action. - Collect WEAK POINT cards: Heroes are trying to collect cards from the board that add up to 5 of a particular target weak point to do damage. When a hero ends their turn, they get to claim the card that is at their final movement location. If it is a WEAK POINT card, they claim it to their inventory. If it is an ATTACK card, the heroes take a DAMAGE. - Avoid ATTACK zones: The Lair Boss will clock around the board trying to collect ATTACK cards. By knowing how many times the Lair Boss will move, the heroes can predict the dangerous zones on the board and determine if it is worth the risk and reward. - ATTACK the Boss: Use WEAK POINT cards to deal damage to their respective target by having 5 or more points of collective WEAK POINT cards and then moving to the target location. Remove a hit point cube from the target location when damage is dealt. 3. BOSS Phase The Lair Boss moves a number of times equal to the number of heroes in the game, a minimum of 2 times. The Lair Boss clocks toward the closest ATTACK card, prioritizing clockwise if there is a tie. When the Lair Boss reaches an ATTACK card, it performs the ATTACK on the card. Heroes in the ATTACK zone of the card take 1 damage and the ATTACK is consumed/discarded. 4. RESET Phase When the Lair Boss has finished its turn and all ATTACKS have been resolved, the round is over and the RESET phase is reached. Using the deck, deal out cards from the deck, starting from the LOWEST EMPTY number until all of the empty slots on the board are filled. If a slot on the board cannot be filled because there are no more cards in the deck, the Lair Boss has defeated the Heroes and the game is over. A. RAMPAGE Event There is a Level Indicator on a number of the WEAK POINT cards. Depending on the Level that the heroes have chosen to play, every time a card is flipped over, in the RESET Phase or from DAMAGE taken by the Heroes, that has that respective level, an instantaneous event occurs. The Lair Boss performs a special attack. Draw a card from the RAMPAGE deck. Spin the Lair Boss spinner and resolve the special attack where the Lair Boss Head lands. After resolving, continue play where it left off. -description from designer

Designers

Christopher Burkitt, Samuel Harmon

Artist

Jordi Planellas

Publisher

Weighted Dice Games

Categories

Fantasy

Mechanics

Cooperative GameDice RollingPattern RecognitionRoll and Move
View on BoardGameGeek ›
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