tag:blogger.com,1999:blog-79369246854378193792024-03-13T11:34:06.079-04:00NerdaphernaliaA blog for games, rules, tools and variants for a variety of nerdly things.Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.comBlogger23125tag:blogger.com,1999:blog-7936924685437819379.post-21510283846087061092017-02-16T14:48:00.000-05:002017-02-16T17:43:31.152-05:00Manahearts: A Mage Knight Scenario<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Requires Mage Knight & Mage Knight: The Lost Legion</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">3 Chapter mostly competitive Scenario (best with 4)</span><br />
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<a href="https://cf.geekdo-images.com/images/pic1083380.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="228" src="https://cf.geekdo-images.com/images/pic1083380.jpg" width="320" /></a></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">At the end of each chapter, each player scored themselves per normal rules plus scenario specific bonus. At the end of the third chapter, whoever has the highest score over all 3 chapters wins, even if they lost or were eliminated from previous chapters.</span><br />
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><br /></span>
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The cards required for this scenario can be <a href="https://drive.google.com/open?id=0ByO-ilWfsQpzQ3Z2ejNvY2xNTVU" target="_blank">FOUND HERE</a>. They are intentionally made with light print and small size because it makes it possible to keep what's written on them secret, even when printed on normal printer paper. Sorry for the poor layout. I have no real excuse.</span></div>
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<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 16pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">General Scenario Rules</span></h1>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Mage Knights can go over the Fame limit on the fame track. If the Mage Knight would reach maximum Fame, they put their shield marker back to second from the bottom row (80), with an additional shield on top to note the second time around. </span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Each time the Mage Knight would gain a skill and advanced ability, that works as normal.</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Each time the Mage Knight would gain additional armor, increased draw limit and unit token, instead the Mage Knight only gains 1 additional armor.</span></div>
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<h1 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 16pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Chapter 1 - Forging the Manahearts</span></h1>
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<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Story</span>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">in this chapter, the mage knights have to try to find illusive Manahearts. However, it is known they appear to be normal mana crystals but must be forged into a Manaheart, but not any mana crystal will work.</span></div>
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<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Setup</span>
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<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Map shape is up to the players to decide. However, because this scenario is best played with 4 players, it is recommended to play with a wedge shape and use all available map tiles, stacking country tiles on top of the core tiles, as normal.</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">All skill tokens are used, competitive and cooperative. Players have full opportunity to work together and battle one another throughout this campaign. </span></div>
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<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Testing a Crystal</span>
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<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Only one crystal can be tested each round and takes the player’s encounter for that turn. Anytime a player wants to test a crystal they must take it to a magical grove. If tested, the player rolls 2 mana dice. If both dice show the same color as the crystal being tested, an unforged Manaheart for that color has been found. That player takes the Unforged Manaheart card of the appropriate color. Gold and Black can not be used to substitute for a color for this roll. There can only be 1 Manaheart (unforged or forged) for each base color: Red, White, Blue, Green. </span></div>
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<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Forging a Manaheart</span>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Once an appropriate crystal is found that can be forged into a Manaheart, the player must take that crystal to a place to be forged into a functional Manaheart. Depending on how many Manahearts have been forged, the players must go to different locations. The first Manaheart must be forged at a Village. The second Manaheart must be forged at a Monastery. The third Manaheart must be forged at a Mage Tower. The fourth Manaheart must be forged at a city. In this scenario, monasteries can be attacked for an artifact, but they monastery is not destroyed in the process. The player still marks the monastery with a shield to show that the artifact has been stolen and that that player is no longer allowed to use the services of that monastery. Only one artifact can be stolen from each monastery.</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">To forge at a mage tower or city still requires defeating the tower or city to gain initial access.</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The people of that location can forge the crystal into a Manaheart. However it takes time. The process is complete at the end of the round. The player leaves the crystal at the location. At the start of the next round, the Manaheart has been forged and the player who dropped it off can go pick it up without a fight. However, another player can attack the location to steal the Manaheart if they get there first. Once the forged Manaheart is acquired, discard the Unforged Manaheart card and take the Manaheart card instead.</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">If attacking a village, draw 1 gray token to fight. If attacking a Monastery, draw 1 purple token. If attacking a mage tower, draw 1 purple and 1 gray. If attacking a city, draw the first half of the token present on the dial, rounded up.</span></div>
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<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Manaheart Abilities</span>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Owning a Manaheart provides many bonuses.</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Once per turn, it can be used to change a die in the source to the color of that Manaheart.</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Once per round, can be used to take a card of that color from your discard and shuffle it back into your deed deck.</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">If every die in the source is the same color as the Manaheart, that Manaheart becomes empowered until the source is no longer all that color.</span></div>
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<li dir="ltr" style="background-color: transparent; font-family: Arial; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">While empowered, players do not reroll dice back into the source after using them. Die used from the source are placed to the side of the board until the last die is used, at which point all the dice are rolled back into the source which will likely cause the Manaheart to no longer be empowered. Cards that force a die in the source to be rerolled do not function correctly and play as though they rolled or chose the color of the empowered Manaheart.</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The player with an empowered Manaheart can play a card sideways to add +2 to the trait listed in the following table, instead of +1. Cards gain +3 if that card is the same color as the Manaheart.</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The listed effect is also gained.</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">COLOR</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">EFFECT</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">ABILITY</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Red</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Attack</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">All attacks become Coldfire Siege</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">White</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Influence</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Refresh all units at the start of each of your turns.</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Blue</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Defense</span></div>
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<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">You have +3 armor and Resistance to all attacks.</span></div>
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<tr style="height: 0pt;"><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; padding: 0pt 0pt 0pt 0pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Green</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; padding: 0pt 0pt 0pt 0pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Move</span></div>
</td><td style="border-bottom: solid #000000 1pt; border-left: solid #000000 1pt; border-right: solid #000000 1pt; border-top: solid #000000 1pt; padding: 0pt 0pt 0pt 0pt; vertical-align: top;"><div dir="ltr" style="line-height: 1.2; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">All terrain costs are 1/2. </span></div>
</td></tr>
</tbody></table>
</div>
<b style="font-weight: normal;"><br /></b>
<br />
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">If a player attacks another player and defeats them, the winning player may steal their Manaheart. No Mage knight may hold more than one Manaheart at a time. </span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">If a player would do some action so they would be holding more than 1 manaheart, they can only hold one and must choose. Place a mana crystal of the appropriate color in their hex to indicate the dropped Manaheart. Any player may pick it up by moving into that hex. A player standing the same hex as a manaheart can use the non-empowered abilities of the manaheart.</span></div>
</div>
</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Goal</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The goal of this scenario is the players to find all 4 Manahearts. Once they have all been forged, this Chapter ends. </span></div>
</div>
</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Scoring</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">5 per manaheart found </span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">10 per manaheart forged</span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">20 per manaheart held or in the same hex at end of chapter</span></div>
</div>
</span>
</h2>
<h1 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 16pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Chapter 2 - Pure Manaheart</span></h1>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Story</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">In this scenario the Volkaire has shown up on the scene and he has discovered a Black Manaheart. While he carries the Black Manaheart, Volkaire can not be hurt. The Mage knights must work together to forge a Gold Manaheart to overcome his defenses and defeat Volkaire. </span></div>
</div>
</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Setup</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The game is set up the same as Volkaire’s Quest. The Race Level is up to the players. However it is highly recommended to play on a Fair Race level and Heroic or Legendary Combat level, because the Mage Knights have already gained some levels. The players keep everything they had from the previous chapter, but the map is reset.</span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">During setup, go through all of the map tiles and find each tile with an Ancient Runes and make sure they are included in whichever map setup the players choose. Additionally, go through the Ancient Runes tiles and find the Altar for each of the base mana colors. Add enough other random altar tiles so there are enough for each Ancient Runes. Return the rest to the box and shuffle the tiles for use during the game.</span></div>
</div>
</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Forging the Gold Manaheart</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The Mage Knights must take their Manahearts and forge them together to create the Gold Manaheart.</span></div>
</div>
</span>
</h2>
<h3 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 8pt;">
<span style="background-color: transparent; color: #666666; font-family: "trebuchet ms"; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Infusing the Manahearts</span></h3>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">To do this, the players must find every mana alter and infuse that Manaheart with power from a different source. The player must spend the mana as normal, have the same colored Manaheart and power the Manaheart with something, depending on the color of the Manaheart.</span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Red is powered by pain and the player must take 4 wound cards into their hand</span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">White is powered by alliance and the player must have at least 10 levels of followers</span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Blue is powered by protection and the player must take no wounds from a Coldfire Attack 10. This attack can not be put onto units.</span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Green is powered by nature and the player must have visited a magic grove, a mana mine and any other underground locations (monster den, spawning ground, labryrinth, dungeon, etc) during this round.</span></div>
</div>
</span>
</h2>
<h3 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 8pt;">
<span style="background-color: transparent; color: #666666; font-family: "trebuchet ms"; font-size: 12pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Combining the Manaheart Shards</span></h3>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">As each Manaheart is infused, that Manaheart is broken into a shard, rendering it useless. Discard the Manaheart card and take the Manaheart Shard card instead. However, once all the Manaheart shards are brought together they fuse into a Gold Manaheart. Each player maintains control of their manaheart shard, and multiple shards can be carried by one mage knight. Once a single player holds all four shards, the gold manaheart is created.</span></div>
<b style="font-weight: normal;"><br /></b>
<br />
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Volkaire can only be hurt by the one holding the Gold Manaheart.</span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">A mage knight with the Gold Manaheart can pass to to a mage knight in an adjacent hex by spending 2 Move and 1 Influence.</span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Mage Knights may combat each other for control of the Gold Manaheart. A victorious player gains the Gold Manaheart after combat.</span></div>
</div>
</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gold Manaheart Abilities</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Whomever has the Gold Manaheart gains the following abilities.</span></div>
<ul style="margin-bottom: 0pt; margin-top: 0pt;">
<li dir="ltr" style="background-color: transparent; font-family: Arial; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The mage knight holding the gold manaheart can play any card sideways for +2 instead of +1.</span></div>
</li>
</ul>
<ul style="margin-bottom: 0pt; margin-top: 0pt;">
<li dir="ltr" style="background-color: transparent; font-family: Arial; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; list-style-type: disc; text-decoration: none; vertical-align: baseline;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The player may spend a mana of any base color to turn the Gold Manaheart into that color temporarily. Place the appropriate Manaheart card next to the Gold Manaheart card to indicate which color is currently active.</span></div>
</li>
</ul>
</div>
</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Goal</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">If the players defeat Volkaire, they use the Gold Manaheart to shatter the Black Manaheart. They win the Chapter and continue to the next chapter with no penalty.</span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">If Volkaire makes it to the portal, the Black Manaheart shatters upon contact with the portal and the imbalance of power causes the Gold Manaheart to shatter as well. The players lose this Chapter and suffer penalties in the next Chapter.</span></div>
</div>
</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Scoring</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">30 for defeating Volkaire</span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt; text-indent: 36pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">20 for holding Gold manaheart at the end of the chapter</span></div>
<b style="font-weight: normal;"><br /></b></div>
</span>
</h2>
<h1 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 16pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Chapter 3 - Collapse</span></h1>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Story</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">With the Manahearts shattered, the world has lost its foundation and begins to crumble on itself.</span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Players keep everything they had in the previous chapter and the map does not change.</span></div>
<b style="font-weight: normal;"><br /></b>
<br />
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">When the pure manahearts shattered, shards of both flew everywhere and the mage knights have a chance to grab a Gold or Black shard. Grabbing both causes them to disintegrate each other. The world is literally falling apart and only one pure manaheart shard can be brought back. If a Gold shard is brought back, a time of peace and serenity will come. If a black manaheart shard is brought back, corruption and villainy will reign.</span></div>
</div>
</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Setup</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">At the start of the chapter, each player is given a Gold Manaheart Shard card and a Black Manaheart Shard card. At the end of the game, only one team can win, but all Mage Knights could be on the same team. Each player, going in any order, discards one of the Shard cards facedown and explains which card they are choosing to keep. Bluffing is allowed. The discarded cards are shuffled and revealed. If each Mage Knight discarded the same color, they are all working together to survive the collapsing world. If they did not all choose the same color Shard to keep, then they are not all working together, but they do not know who is on which side. </span></div>
<b style="font-weight: normal;"><br /></b>
<br />
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Go through the Country and Core cards and build a deck of 2 copies of each card whose tile is present on the map. Shuffle the deck and place it to the side. This is the Collapse Deck.</span></div>
<b style="font-weight: normal;"><br /></b>
<br />
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Additionally, every rampaging location is filled with an appropriate monster token.</span></div>
</div>
</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Collapsing the World</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">At the end of each turn rotation, each player secretly draws 2 cards from the Collapse Deck and secretly chooses one and discards the other facedown. The chosen cards are piled together and is shuffled and displayed to all players. For each tile number on the revealed cards, that tile is damaged. Any mage knights on that tile take a 2 wounds into their hand. Also put a marker on the tile to show it is collapsing. If a collapsing tile is damaged again, the tile is destroyed. Any mage knights on the tile are killed and removed from the game. That player is eliminated and sits the remainder of the game.</span></div>
</div>
</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Continuing the Story</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">If the players lost Chapter 2 and Volkaire escaped, the players draw twice as many collapse cards as there are Mage Knights, damaging (potentially destroying) those tiles before the game starts.</span></div>
</div>
</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Gameplay</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Players can not make use of villages, mage towers, monasteries and keeps during this chapter. The residents of those locations have all fled.</span></div>
</div>
</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Goal</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Mage knights are racing back to the portal of the world before the world swallows them. Whichever color shard gets to the portal first is the winner, sealing the losing team away in a collapsing world.</span></div>
</div>
</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="background-color: transparent; font-family: "trebuchet ms"; font-size: 13pt; font-style: normal; font-variant: normal; font-weight: 700; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">Scoring</span>
</h2>
<h2 dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 10pt;">
<span style="font-weight: normal;"><div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">35 for being the first player out</span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">15 for being on winning team</span></div>
<div dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"><span class="Apple-tab-span" style="white-space: pre;"> </span></span><span style="background-color: transparent; font-family: "arial"; font-size: 11pt; font-style: normal; font-variant: normal; font-weight: 400; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">-50 for being eliminated</span></div>
</div>
</span>
</h2>
Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-43946099470019384322017-01-16T12:58:00.002-05:002017-01-16T13:35:09.563-05:00I have a Patreon Page!It's been a long time since I've posted anything on this blog, but that doesn't mean I haven't been working. In fact I'm probably more involved with gaming than I've been in a long time. To the point that, I've set up a Patreon page so you can support me in this and get neat rewards along the way.<br />
<br />
If this blog isn't evidence enough, I'm very passionate about games and I love designing and building them. I'm working on some original games now and could use some supplies and playtesters and people with skills that I don't have. I am far from being a professional. I'm just one guy who loves games but I would love to be able to get enough foundation to get one of my designs crowdfunded on Kickstarter into a real published game. That's the dream for me. But it could become reality with your help.<br />
<br />
My main focus right now is a card drafting, <i>sorta</i> worker placement game where the players take the role of a monster terrorizing a nearby town and each monster grows and evolves through the game through drafting. But because each monster has a unique deck with unique abilities, you might pick up some abilities from your opponents. Become the fire-breathing, brain-eating, blood-sucking ghost ogre you've always dreamed of!<br />
<br />
Thanks, friends!<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
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<a href="https://www.patreon.com/SALLsticeGames"><span style="font-size: large;">https://www.patreon.com/SALLsticeGames</span></a></div>
Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-83983026115350273922015-03-03T12:40:00.000-05:002015-03-05T16:19:42.843-05:00Dino Riot! (v 1.1)<div style="margin-left: 1em; margin-right: 1em;">
<span style="line-height: 1.38;">(Updated 5 March 2015)</span><br />
<i><i style="line-height: 1.38;"><span style="color: #999999; font-size: large;">A fully cooperative Sentinels: </span></i></i><i><i style="line-height: 1.38;"><span style="color: #999999; font-size: large;">Tactics scenario for 3 to 5 players.</span></i></i></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/proxy/AVvXsEjFeU3KPn8M39LDYVnOhVbvvS5i4wTVTAQJzJ9uegxRCEBMtqpx_SdwCfy0JVXeLxNcZ_z6yCU2QCnsRIeaqcmw8KJQFnXiJQoGNzCM_gTHzgInKOSmNfxPIzi5eGaEXVoN1VQSVKApe98LIr1rnkN7twDjp5W4Py3Y8fOd9HrNQkvp6Se_5eQ4_mBsB1byozCo_vQdQi56fsbzFUjD=" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://sentineltactics.com/sites/sentineltactics.com/files/Sentinel%20Tactics%20Logo-sm_0.png" height="212" style="line-height: 1.38;" width="320" /></a></div>
<div style="text-align: left;">
<span style="line-height: 1.38; white-space: pre-wrap;"><span style="line-height: 1.38;"><span style="color: #999999; font-family: Trebuchet MS, sans-serif;">Requires Sentinels: Tactics - The Flame of Freedom and Sentinels: Tactics - Uprising.</span></span></span></div>
<span style="color: #999999; font-family: Arial; font-size: 15px; font-style: italic; white-space: pre-wrap;">
CRASH!! CRACK!!
KA-CHOOOOMM! </span><span class="Apple-tab-span" style="color: #999999; font-family: Arial; font-size: 15px; white-space: pre;">
</span><i style="color: #999999;">A sudden explosion rocks all of Megalopolis with a massive earthquake causing an entire section of the city to fall into the chasm. Where those city blocks stood is now a mountain ridge. Before anyone has time to react, ancient dinosaurs start pouring over the ridge. As if that wasn't enough, gangsters and thugs have taken the opportunity to riot within the city, taking anything they can and attacking anyone who gets too close. The citizens of Megalopolis are trying to find refuge within Freedom Tower or the hospital. But will they be able to survive the perilous journey across the broken city?</i><br />
<br />
<span style="font-size: large;"><b><u>COMPONENTS</u></b></span><br />
Typical gameplay components as well as:<br />
<br />
8x Environment tiles (Megalopois / Insula Primilis)<br />
10?(all) Human tokens (Civilian / Thug)<br />
4x Velociraptor tokens<br />
1x Tyrannosaurus Rex token<br />
2x Scenario Markers<br />
<br />
<div style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;">
<u><b><span style="font-size: large;">SET UP</span></b></u><br />
<img src="https://lh4.googleusercontent.com/sjplx0vCIzL_vMz3ojNZ-Mf020-Eauerglg8tD34E0Osblscshfs4uJUy3XaCuu4rEVLtGJnPv0DBMI76T7N2lkv5gbc7nmI-a4zBEIuFkkS7dv-63JhRlcSx0y9gBVpF_UqXFc" /></div>
<div style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;">
Tiles 3 and 6 are Insula Primilis<br />
Remaining tiles are Megalopolis<br />
<br />
Get all of the human tokens (Civilian/Thug). Create a pile using all of the human tokens, alternating between Thug and Civilian, starting with Thug there should never be more Civilians in the pile than there are Thugs.<br />
<br />
The Elevation 2 and Elevation 3 mountain hexes of Tiles 2 and 8 can never be hazard spaces from Hero abilities (Blazing Tornado, Turret Bot, etc). This includes the entire ridge of those tiles. <br />
<br />
<b><u>Hex Grid Diagram</u></b><br />
<span class="Apple-tab-span" style="font-family: Arial; font-size: 15px; white-space: pre;"> </span>Several mechanics in this scenario require being able to designate a specific hex on a tile. Spawning humans requires this. These rules will use a method like <b>4:<span style="color: blue;">3</span>:<span style="color: red;">4</span></b> to show which hex. The first number shows which tile is being referred to. The second number (Blue text) shows which column on the tile to use. The last number (Red text) shows how far down the column to go, coming back if need be. <br />
<br />
<br />
<img src="https://lh3.googleusercontent.com/2L6SNAOXBNWmCS6mzYZlE8M3Z4jNjgCmdyTU7X8byT5R6UGnxJknE8HDFG6qzQsK4TXFaQyblFqj3fPEFXYvmmWuD_tiAGVTNd1FPvx5K3Jmn4l-aaFmJPUHtlX_y4B95m1049w" /><br />
<u><b>Place Extraction Points</b></u><br />
Place a marker on <b>(8:<span style="color: blue;">4</span>:<span style="color: red;">4</span>)</b> and <b>(2:</b><span style="color: blue; font-weight: bold;">4</span><b>:</b><span style="color: red; font-weight: bold;">2</span><b>)</b>. These are the points the Civilians are attempting to get towards.<br />
<br />
<u><b>Placing Heroes</b></u><br />
Heroes start on Tile 8, in the 2 rows on the lower right, from <b>(8:<span style="color: blue;">3</span>:<span style="color: red;">4</span>)</b> to <b>(</b><b>8:<span style="color: blue;">6</span>:<span style="color: red;">3</span></b><b>)</b><br />
<br />
<u><b>Spawning Dinosaurs</b></u><br />
The Dinosaurs start on the Tiles 3 and 6. The Velociraptors spawn on any of the Elevation 3 spots on those tiles. That's <b>(</b><b>3:<span style="color: blue;">5</span>:<span style="color: red;">1</span></b><b>)</b>, <b>(</b><b>6:<span style="color: blue;">3</span>:<span style="color: red;">1</span></b><b>)</b>, <b>(</b><b>6:<span style="color: blue;">4</span>:<span style="color: red;">1</span></b><b>)</b>, <b>(</b><b>6:<span style="color: blue;">4</span>:<span style="color: red;">2</span></b><b>)</b>, and <b>(</b><b>6:<span style="color: blue;">5</span>:<span style="color: red;">1</span></b><b>)</b> . The T-Rex starts spanning Tile 3 and Tile 6. Going on hexes <b>(</b><b>3:<span style="color: blue;">5</span>:<span style="color: red;">4</span></b><b>)</b> and <b>(</b><b>6:<span style="color: blue;">2</span>:<span style="color: red;">2</span></b><b>).</b><br />
<span class="Apple-tab-span" style="font-family: Arial; font-size: 15px; white-space: pre;"> </span>Dinosaurs spawned do get to take a turn on the turn they are spawned.<br />
<br />
<u><b>Spawning Humans</b></u><br />
Create a pile using all of the remaining human tokens, alternating between Thug and Civilian, starting with Thug (there should never be more Civilians being placed than Thugs). Take the top token, as it is, and use the following to determine its placement.<br />
<div>
<br />
Roll 3 dice: 1 White, 1 Blue and 1 Red.</div>
<div>
<br />
White die determines which tile the human appe<span style="font-family: inherit;">ars:<span class="Apple-tab-span" style="white-space: pre;"> </span></span><span class="Apple-tab-span" style="white-space: pre;"> </span><span style="font-family: inherit;">1</span><span style="font-family: inherit; font-size: 15px; white-space: pre;"> > Tile 5</span><br />
<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span style="font-family: inherit; font-size: 15px; white-space: pre;">2 > Tile 7</span><br />
<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span style="font-family: inherit; font-size: 15px; white-space: pre;">3 > Tile 1</span><br />
<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span style="font-family: inherit; font-size: 15px; white-space: pre;">4 > Tile 2</span><br />
<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span style="font-family: inherit; font-size: 15px; white-space: pre;">5 > Tile 4</span><br />
<span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span class="Apple-tab-span" style="white-space: pre;"> </span><span style="font-family: inherit; font-size: 15px; white-space: pre;">6 > Tile 8</span></div>
<div>
<br />
Blue determines which column the human appears on. Orienting the tile with the tile number at the top, count across the top row of hexes, starting with 2. 4 is the peak of the tile, with the tile number. 2 and 5 are the other corners and 3 and 5 are the spots between. Reroll a 1.</div>
<div>
<br />
<span class="Apple-tab-span" style="font-family: Arial; font-size: 15px; white-space: pre;"> </span>Red determines how far down in that column to place the human. Counting the first hex as 1, count down and and back, if needed. If that spot is occupied, place the human is the last available space that was counting during the Red roll. If need be, reroll Blue. If need be, reroll White as well.</div>
<div>
<br />
<span class="Apple-tab-span" style="font-family: Arial; font-size: 15px; white-space: pre;"> </span>If any Civilians would be placed on Tiles 2 or 8, flip the token to be a Thug instead.</div>
<div>
<br />
<span class="Apple-tab-span" style="font-family: Arial; font-size: 15px; white-space: pre;"> </span>Humans do not get a turn the turn they are spawned.<br />
<br />
<b><u><span style="font-size: large;">Gameplay</span></u></b><br />
<b>Phase Order:</b> Respawn Dinosaurs, T-Rex, Velociraptors, Heroes, Thugs, Civilians, Respawn Humans<br />
<br />
<u><b>Respawn Dinosaurs</b></u><br />
Dinosaurs respawn at the start of the round and each dinosaur killed will respawn. There should always be 4 Raptors and 1 T-Rex on the board at the end of the Respawn Dinosaurs phase.<br />
<u><b><br /></b></u>
<u><b>T-Rex</b></u><br />
The T-Rex will attempt to move towards the target with the highest Health, even if there is a closer target. However, if the T-Rex moves over or adjacent to a non-environment target at any point during its movement, the T-Rex attacks that target. The T-Rex will only attack each target once per movement. If a T-Rex approaches a group of targets, it will attack all adjacent non-dinosaur targets at the end of its movement.<br />
<br />
<u><b>Velociraptors</b></u><br />
Velociraptors which are not hunting will move towards the closest non-environment target they can see. <br />
As soon a Hero damages a Raptor, that player takes the Raptor scenario card in front of them. The Raptors are now hunting that player. Each turn all Raptors will move up to their Move Value as to get as close to that player as possible, moving past other targets to get closer to their pray. If another player hurts any Raptor, that player takes the Raptor card and becomes the Raptor's pray. If the Raptor's pray becomes incapacitated, the Raptor card is returned to aside the board and the Raptors are not hunting any target.<br />
<br />
Thugs can not become hunted by Raptors, but Raptors will still attack Thugs. Velociraptors will not attack the T-Rex nor other Velociraptors .</div>
<div>
<span class="Apple-tab-span" style="white-space: pre;"><span style="white-space: normal;"><br /></span></span>
<span class="Apple-tab-span" style="white-space: pre;"><span style="white-space: normal;">Any Raptor within range 2 of any other Raptor is in a pack with that Raptor and all Raptors within range 2 of that Raptor. So two Raptors could be 4 hexes from each other and still in a pack with each other if there is another Raptor within range 2 of both of them.</span></span><br />
<span class="Apple-tab-span" style="white-space: pre;"><span style="white-space: normal;"><br /></span></span>Raptors not in a pack move first. <span class="Apple-tab-span">If Raptors can not see any non-environment targets and are not in a pack, they will move towards each other into a pack. </span><span class="Apple-tab-span"><br /></span>If Raptors can not see any non-environment target and are in a pack with at least 1 other Raptor, all Raptors in the pack (even if one member has already moved this turn) will Sprint towards the closest scenario marker, even if they can't see it. </div>
<div>
<span class="Apple-tab-span" style="white-space: pre;"><span style="white-space: normal;"><br /></span></span>
Raptors generate hazard spaces, which work as normal for Sentinels: Tactics. However, Raptors also trigger their hazard space attack if another target enters the Raptor's range as a result of the Raptor's movement. So a Raptor will attack a target it approaches or a target it passes during its movement. If a Raptor approaches a group of targets, it will attack all adjacent targets at the end of its movement.<br />
<span class="Apple-tab-span" style="white-space: pre;"><span style="white-space: normal;"><br /></span></span></div>
<div>
If a Raptor kills any target, that Raptor and all Raptors within the same pack, if any, get another turn.<br />
<span class="Apple-tab-span" style="white-space: pre;"><span style="white-space: normal;"><br /></span></span>In any case without specific ruling, the players get to choose in which order the Velociraptors take their turns.<br />
<br />
<b><u>Heroes</u></b><br />
The Heroes get to take their turns during this phase.<br />
<br />
If the Heroes kill the T-Rex, each Hero gets to take either an Attack +1 or a Defense +1 token.<br />
<br />
If a Hero is incapacitated, they move back to Freedom Tower and their movement roll becomes “Roll 2, take the lower” for their next turn.<br />
<br />
<u><b>Thugs</b></u><br />
On their turn, Thugs will attempt to move towards the target with the lowest Health, even if there is a closer target. They will not avoid any hazard spaces. Thugs will attack any non-Thug target. </div>
<div>
<span class="Apple-tab-span" style="white-space: pre;"><span style="white-space: normal;"><br /></span></span>If a Thug can not see any target, they will remain in their spot.</div>
<div>
<span class="Apple-tab-span" style="white-space: pre;"><span style="white-space: normal;"><br /></span></span>Thugs stop moving as soon as they can attack a target and will not move away if there is already a target within reach at the start of their turn.</div>
<div>
<span class="Apple-tab-span" style="white-space: pre;"><span style="white-space: normal;"><br /></span></span>
Like Raptors, Thugs generate hazard spaces. However Thugs do not trigger their hazard space attack if they move past a target. They only use their attack at the end of their own movement and when a hazard attack would normally trigger. If a Thug approaches a group of targets, it will attack all adjacent targets at the end of its movement.<br />
<br />
If the Thugs kill the T-Rex or a Hero, after the current turn, Spawn all available human tokens as Thugs then the Thugs all get an additional turn.<br />
<span class="Apple-tab-span" style="white-space: pre;"><span style="white-space: normal;"><br /></span></span>The players get to choose in which order the Thugs take their turns.<br />
<br />
<u><b>Civilians</b></u><br />
Civilians will move towards the closer extraction marker, regardless of line of sight. They will move in such a way that they are numerically the closest they can get to that marker, taking the path of least resistance. In case of ties, the players get to choose. They will not avoid any hazard spaces.</div>
<div>
<span class="Apple-tab-span" style="white-space: pre;"><span style="white-space: normal;"><br /></span></span>Heroes can use an action to move an adjacent Civilian up to that Civilian’s Move Value in any way that Hero chooses.</div>
<div>
<span class="Apple-tab-span" style="white-space: pre;"><span style="white-space: normal;"><br /></span></span>Civilians can not enter an extraction point if it is occupied by a Villain token. Civilians can enter an extraction point if occupied by a Hero or Civilian.</div>
<div>
<br />
<u><b>Respawn Human</b></u><br />
Humans respawn at the end of the round and each human token removed from the board for any reason will respawn. There should always be every human token on the board at the end of the Respawn Humans phase.<br />
<br />
<b><u><span style="font-size: large;">Scoring</span></u></b><br />
Every time a Civilian is killed, the Villain team gets a point. Remove the Civilian from the board and place it in the pile to be repawned at the end of the round.<br />
<div>
<br />
Every time a Civilian ends its turn on an extraction marker, after resolving any attacks made on it and surviving, the Hero team gets a point. Remove the Civilian from the board and place it in the pile to be repawned at the end of the round.<br />
<br />
Play continues to the first team to reach 12 points. <br />
<br />
<b><u><span style="font-size: large;">For Added Challenge</span></u></b><br />
Add one or more of these small changes to ramp up the difficulty if you are finding this scenario too easy. The following rules are roughly ordered least game changing to most.<br />
<br />
- T-rex increases hex elevation (like Omnitron-V does)</div>
<div>
- When a Hero becomes incapacitated, all Civilians on the board flip to Thugs.<br />
- T-rex's Move Value increases to 5.</div>
<div>
- Thugs have 2 Health.</div>
<div>
- A Thug that kills any target gets +1 Attack and +1 Defense permanently and cumulatively.<br />
- The Villains only need 8 points to win.<br />
- Raptors gain Mobility and 4 Move Value.<br />
- Civilians can not enter a scenario marker if there is a Hero or another Civilian on that marker.<br />
- Remove the scenario marker from the hospital.<br />
<br />
<b><u><span style="font-size: large;">Designer Notes</span></u></b></div>
<div>
Until there is enough playtesting to find a good balance for scaling the scenario based on number of Heroes, having more Heroes only makes the scenario easier.<br />
<br />
I had success with using 20 sided dice to keep score. Placing one such die on the Thug scenario card to track the Villain score and another die on the Civilian scenario card to track Hero score.</div>
<div>
<b><u><br />Suggested Tactics</u></b><span class="Apple-tab-span" style="font-family: Arial; font-size: 15px; white-space: pre;">
</span>The Heroes need to divide their attention between keeping the dinosaurs contained, killing thugs and helping move civilians along. If the dinosaurs get into the city, they can cause massive casualties. Keeping them within their area is extremely important. At worst, keep a hero hunted by the Raptors to keep them away from the Civilians.<br />
<br />
Thugs and Civilians can appear anywhere, so it’s important the Heroes spread out to maintain a presence everywhere. Because Thugs go before the Civilians, it is important the Heroes do their best to be the closest targets for the Thugs.<br />
<br />
Because of the elevation of Freedom Tower and that Civilians only have 3 move value, they can not enter Freedom Tower from the top and they must walk all the way around from the base of the tower, which causes a bottle necking. Heroes should consider using their actions to help move the Civilians along. Also, when using this action, the Hero gets to choose how the Civilian moves, the Hero can move the Civilian closer to the Hospital, which is easier to enter and can help maintain a better flow towards their safety. <br />
<br />
A Thug which appears near an extraction point needs to be dealt with immediately. Civilians will continue running to their death at the hands of the Thug until he is killed.<br />
<br />
<b><u>Change Log (v 1.1)</u></b><br />
- Modified villain movement to give each a unique 'flavor'.<br />
- Added Component section<br />
- Added For Additional Challenge section<br />
- Fixed formatting and sectioning of the rules<br />
- Clarified some rules</div>
</div>
</div>
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Settlers of Catan Drinking Game</h3>
<div>
I wanted a drinking game for Catan that was more than just "drink when you build a road!".<br />
Something a little more involved and integrated while staying simple. Too many things to remember bog down the drinking!<br />
<br />
Enjoy!<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf1R55Ie6r_oPwVpXRGpxFp4hfnEd4eQEA76DjUpAB3vmw8x9lVVv_9xOqEfqw4QAAj14_BraQLzP_Y96AmFA4P4iLxz16i2FBKEKWUspLzWjzXtY9hJc3whyphenhyphen1jr_ufUswXAin4v_XFvA/s1600/Drunkards+of+Catan.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjf1R55Ie6r_oPwVpXRGpxFp4hfnEd4eQEA76DjUpAB3vmw8x9lVVv_9xOqEfqw4QAAj14_BraQLzP_Y96AmFA4P4iLxz16i2FBKEKWUspLzWjzXtY9hJc3whyphenhyphen1jr_ufUswXAin4v_XFvA/s1600/Drunkards+of+Catan.png" height="450" width="600" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Created in image form for easy printing and sharing!</td></tr>
</tbody></table>
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
</div>
<h3>
General</h3>
<ul>
<li><span style="font-family: inherit;">Build 1 Barrel of Alcohol with <b>1 Wheat & 1 Wood.</b></span></li>
<li><span style="font-family: inherit;">Use catan chits or coins to represent each barrel of alcohol.</span></li>
<li><span style="font-family: inherit;">Alcohol can be traded like any other resource.</span></li>
<li><b><span style="font-family: inherit;">Every 2 barrels of alcohol is 1 VP.</span></b></li>
</ul>
<h3>
Drinking</h3>
<ul>
<li>At any time, any player may <b>spend an alcohol token</b> (return the token to the bank and take a drink) to <b>take a resource card from the bank.</b></li>
<li>At any time, players may <b>gift barrels of alcohol</b> to other players, giving them an alcohol token and <b>forcing them to drink.</b></li>
</ul>
<h3>
Festivals</h3>
<ul>
<li>On a production roll <b>showing doubles</b>, all players have a festival and <b>drink half of their alcohol.</b> All players return half (rounded up) of their alcohol tokens to the bank, taking a drink for each one returned.</li>
</ul>
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</script>Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com2tag:blogger.com,1999:blog-7936924685437819379.post-46050513077288367472012-12-03T18:05:00.001-05:002012-12-03T18:25:11.245-05:00Munchkin RPG (v 0.1)<span style="font-size: large;">Rules Variant from <a href="http://www.worldofmunchkin.com/game/" target="_blank">Munchkin</a></span><br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIOr656PFgMCwvOIloDc50NB-FnJRvx8mTU_BnuagZhchhngbh00cCBaccSn9o4kAEeYYaAXgMLnLzFPLnWhC0D4Ip9MKd83x3IiCLxoybwmebveWRle1E54vWzOd9dc2oWauWzgKQ8o8/s1600/Munhckin+pic.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="170" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIOr656PFgMCwvOIloDc50NB-FnJRvx8mTU_BnuagZhchhngbh00cCBaccSn9o4kAEeYYaAXgMLnLzFPLnWhC0D4Ip9MKd83x3IiCLxoybwmebveWRle1E54vWzOd9dc2oWauWzgKQ8o8/s200/Munhckin+pic.jpg" width="200" /></a></div>
<b><br /></b>
In the world of Munchkin RPG, you play the role of a haphazard adventurer who doesn't know much about much. Somehow you got hired by the king to empty out a nearby dungeon of the great evil that lies within. Your reward? As much treasure as you can carry out of the dungeon and equal its weight from the royal treasure room. Maybe also the princess if you're lucky. Or a prince if you like that instead. You're handed a backpack full of random weapons, armors, potions, spells, traps, monster eggs, and race-altering mixtures and shoved out the door. Luckily there is a merchant who has made camp right outside the dungeon entrance. He'll gladly trade with you and your friends. Wait... friends? You didn't think you were the only one hired did you? The king doesn't care who emerges victorious, so long as the dungeon is empty by the time one of you leaves it. Venture forth, young Munchkin and claim victory and treasure as your own!<br />
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<br />
<b><u><span style="font-size: large;">GOAL</span></u></b><br />
<br />
The goal of Munchkin RPG is simple. Defeat the horrible dungeon boss.<br />
<br />
<b><u><span style="font-size: large;">SET UP</span></u></b><br />
<br />
Give yourself stats. Choose a High stat and a Medium stat and a Low stat. <br />
A player's High stat grants them the High bonus and the Medium bonus. A player's Medium Stat grants the Medium bonus and a players Low stat incurs the Low penalty. Each player's High stat also gives them a special ability usable once per life. If the player dies, they are allowed to use their special ability again. <br />
Additionally, players are allowed to sort through the deck to pick a Race before the game begins. Players may not pick a Class in this manner. They will have to find one as normal.<br />
<strike><br /></strike>
<br />
<table border="1"><tbody>
<tr><td></td><td>HIGH</td><td>MEDIUM</td><td>LOW</td></tr>
<tr><td>Strength</td><td>+1 For Each Hand Slot Used<br />
Extra Hand Slot<br />
<b>Special:</b> MUNCHKIN RAGE!!!</td><td>+1 Minimum Level</td><td>-1 Maximum Hand Size</td></tr>
</tbody><tbody>
<tr><td>Agility</td><td>2x Grenade effect<br />
2 Extra Belt Slots<br />
<b>Special:</b> Bait n' Switch</td><td>Can equip grenades<br />
face down</td><td>-1 to Run Away</td></tr>
</tbody><tbody>
<tr><td>Intellect</td><td>+1 AP Per Round<br />
2 Extra Spellbook Slots<br />
<b>Special:</b> Hidden Agenda</td><td>Can spend 1000 gold<br />
to go up a level</td><td>-1 AP Per Round</td></tr>
</tbody></table>
<span style="font-size: x-small;">*Details for each stat effect are listed in Glossary/Help.</span><br />
<br />
<div>
Players should use some sort of marker to indicate their stats, so they can not be forgotten mid-game. however, players are allowed to change their stats in the middle of the game, so make sure it is something alterable.<br />
<br />
Both decks (door and treasure) are shuffled separately. Then players construct decks out of the available cards. Decks must contain at least 12 cards minimum from either type of card (door or treasure) and must have exactly 40 cards. The players do not get to look at the cards before choosing them. The players choose how many of door and treasure cards they would like, then they receive that many of each at random. Extra cards will make up the dungeon and the store inventory. There is still a community door deck which players draw from, but there is no loot the room option. Players use the door deck to fight monsters or become cursed.<br />
<br />
Players each have a draw pile (backpack), a discard pile, equipment slots, a belt (for grenades) and a spellbook (for curses and traps) and a spot for their race and class, as shown below.<br />
<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRClIbMbLmRjMcIbj0LN6-_GvLZishzS4K8UY1GcAo-vtPuKrKO8krJIoTnBtXwfj5W547vu6xSSBaAcN0xzSmmDIFRtzdHgFOpnvQqkLdtUYTqk3zVOvQ6X36GLBCnjSkdoA6AGLS-NY/s1600/Munchkin+RPG+Player+Layout.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="207" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRClIbMbLmRjMcIbj0LN6-_GvLZishzS4K8UY1GcAo-vtPuKrKO8krJIoTnBtXwfj5W547vu6xSSBaAcN0xzSmmDIFRtzdHgFOpnvQqkLdtUYTqk3zVOvQ6X36GLBCnjSkdoA6AGLS-NY/s320/Munchkin+RPG+Player+Layout.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Example Player Layout</td></tr>
</tbody></table>
<br />
Take the remaining treasure cards and deal out 6 random treasure cards and place them all face up in a line in the middle of the play area. This makes up what the store currently has on sale. The rest of the treasure cards are placed next to the stock for the remainder of the store's inventory.<br />
<br />
The top cards of the door deck are revealed until 6 monsters are revealed. These cards are shuffled together and one is placed face down at random. This is the dungeon boss. The 5 remaining monsters are shuffled into the dungeon.<br />
<br />
The end result should look something like the image below.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNQHGDSw5B4AGK0SOusUYHZvdXNIckWLKf6hX2YLDb2GZkApYDxniR47bUNgX5bpampKVQbzXMs38kvpIasLlyMQP46o0F11Epov12tH5i2pI1RiZ1_sEIVYpwyI7Zc6HIeN8zhk3kHus/s1600/Munchin+RPG+Table+Layout.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="267" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNQHGDSw5B4AGK0SOusUYHZvdXNIckWLKf6hX2YLDb2GZkApYDxniR47bUNgX5bpampKVQbzXMs38kvpIasLlyMQP46o0F11Epov12tH5i2pI1RiZ1_sEIVYpwyI7Zc6HIeN8zhk3kHus/s320/Munchin+RPG+Table+Layout.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Example Table Layout</td></tr>
</tbody></table>
<br />
Players then draw 6 cards from their backpack.<br />
<br />
The first player is determined randomly. That player's turn marks the start of the first round. Play passes to the left. Once each player has taken a turn, the round ends. At the end of each round, several game effects take place, as listed later.<br />
<br />
After setup, players discard down to having maximum 2 cards in their hand.<br />
<br />
<b><u><span style="font-size: large;">RULE CHANGES</span></u></b><br />
<br />
Beyond the obvious changes made to the game, there are several less noticeable changes which should be pointed out.<br />
<ul>
<li>No Looting the Room</li>
<li>No buying a level</li>
<li>No playing directly from your hand into combat.</li>
<li>Maximum hand size is 2. </li>
<li>Cards discarded at the end of a player's turn are placed on the bottom of the store's inventory instead of given as charity.</li>
<li>Anytime a player shuffles their backpack, they should do so under the table to avoid knowing what type of card will be on top while they shuffle.</li>
<li>Players can gain levels to go above level 10. This has no effect other than making the player stronger in combat.</li>
</ul>
<b><u><span style="font-size: large;">GAMEPLAY</span></u></b><br />
<br />
Players get 5 action points per round. Action points are restored at the beginning of each round and can be used only during their own turn. The only exception to this is Throwing an Item and Casting a Spell, which can both be done on an opponent's turn. <br />
<br />
Players who have reached 4th level gain an extra AP per round. Players who have reached 8th level gain another extra AP per round. These Action Points are gain immediately and can be used the turn the player gains that milestone level.<br />
<br />
If a player uses all of his action points before his turn, he can only take actions that use no AP. <br />
Players are highly encouraged to use some sort of tokens to indicate how many action points they have in each round.<br />
<br />
<b><u>Available actions</u></b><br />
<br />
<u>No Action Points</u><br />
<ul>
<li><b>Equipping</b> - A player takes an item from his hand and places the card in the appropriate slot on his board (equipment, belt or spellbook). Items placed as equipment or on the belt must be placed faceup. Cards places in the spellbook have the option to be placed facedown, but may be placed faceup if the player chooses to have them so (for intimidation purposes, if nothing else).</li>
<li><b>Unequipping</b> - Take an item in play from your equipped items, belt or spellbook and place the card in your hand.</li>
<li><b>Selling an Item</b> - When selling an item players take a card from their hand, reveal it to all players and collect an amount of gold equal to half the card's cost. This can be represented in any fashion (coins, paper and pencil, tokens, etc). The sold card is placed on the bottom of the store's inventory. Any card without a cost can be sold for 200 gold. Cards can not be sold to gain a level.</li>
<li><b>Take a Peek</b> - Look at the top card of your backpack. Then put it back.</li>
<li><b>Fighting a Revealed Dungeon Boss</b> - It takes no action points to challenge the dungeon boss if it has already been revealed.</li>
<li><b>Using a Go Up A Level Card</b> - The player reveals a Go Up A Level card, then shuffles it into the store inventory.</li>
<li><b>Stuff an Item</b> - Take any number of cards from your hand and shuffle them into your backpack.</li>
<li><b>Place an Item</b> - Place one card from your hand on top of your backpack.</li>
</ul>
<u>1 Action Point</u><br />
<ul>
<li><b>Throwing an Item/Casting a Spell</b> - The player uses one of the items on his belt or in his spellbook, usually to affect combat one way or another. The used card is placed in the player's discard pile. Players can take this action during other player's turns, but only if they have the required action points.</li>
<li><b>Buying an Item</b> - A player may spend his accumulated gold to buy an item from the store. When an item is purchased, the player has the option to equip the item immediately (if he has a slot available to do so) or to place it on top of his backpack. The store's empty slot remains empty until the end of the round, when it is replaced with a new card from the top of the store inventory. Items without a gold cost can be purchased for 400 gold.</li>
<li><b>Frantic Searching</b> - Shuffle your backpack and then draw 1 card from it. </li>
<li><b>Gift Basket</b> - Pay 300 gold to shuffle the store inventory, then place the top card on top of your backpack, without looking at it.</li>
<li><b>Trapping the Boss</b> - Players may put curses or monster enhancers on an unrevealed dungeon boss. These cards may be placed face down on the boss at the time they are cast. Once the dungeon boss is revealed, these curses affect the one who revealed him, then are discarded as normal. The monster enhancers then attach to the dungeon boss. Once the dungeon boss is revealed, players can still trap it, but must do so by placing the spells face up on the boss. </li>
</ul>
<u>2 Action Points</u><br />
<ul>
<li><b>Careful Searching</b> - Draw 3 cards from your backpack. Choose 1 and put it in your hand. Shuffle the remaining two and the rest of your backpack together.</li>
<li><b>Looking For Trouble</b> - A player can play a monster card from their hand and fight it as normal.</li>
</ul>
<u>3 Action Points</u></div>
<div>
<ul>
<li><b>Open a Door</b> - The player draws a card from the dungeon face up, revealing it to all players. If it is a monster, the player must fight it or run away. If it is a curse, the player is affected by it. </li>
<li><b>Reveal/Fight the Dungeon Boss</b> - A level 10 player may reveal or fight the Dungeon Boss. Details for revealing or fighting the Dungeon Boss are listed below.</li>
</ul>
<u>4 Action Points</u><br />
<ul>
<li><b>Recycle</b> - Shuffle your discard pile into your backpack and draw a card.</li>
</ul>
<div>
<u>6 Action Points</u></div>
<ul>
<li><b>Retrain</b> - Choose a new High stat, Medium stat and Low Stat. The effects of these changes do not take place until the end of the round.</li>
</ul>
<div>
<u>7 Action Points</u></div>
<div>
<ul>
<li><b>Polymorph the Dungeon Boss</b> - The Dungeon Boss can only by polymorph if it has been revealed. The player takes the current Dungeon Boss, as well as any monster enhancers and permanent effects on it and shuffles them all into the Dungeon. Then flips the top cards of the dungeon until a monster card is revealed. This monster is the new dungeon boss and works as though it had just been revealed as normal, although the current player does not get to fight it when it is revealed.</li>
</ul>
</div>
<div>
<b><span style="font-size: large;"><u>END OF ROUND</u></span></b></div>
<br />
At the end of each round, the store gets new items in stock. Roll a die and from the side closes to the store inventory, count across, taking the card which is chosen, shuffling it into the inventory and replacing it with the top card. Because the old card is shuffled into the inventory before a new card is chosen, it is possible to pick the same card. Do this twice at the end of each round.<br />
<br />
When getting new inventory, if a card was purchased this turn, roll for new inventory first, rerolling on any sold cards (empty slots) then replace sold inventory after.<br />
<br />
Each player goes back to having 5 action points, unless his Intellect or level would force him otherwise.<br />
<br />
The player sitting to the left of the player who currently started the round now begins the next round. Thus the player who went second in the previous round will go first in the upcoming round and the player who went first in the previous round will go last in the upcoming round.<br />
<br />
<b><u><span style="font-size: large;">COMBAT</span></u></b><br />
<br />
When defeating a monster, players don't get treasure. They get gold instead. For each treasure a monster is worth, a player gains 200 gold. Levels are gained as normal.<br />
<br />
Players are able to use the Throw Item and Cast Spell actions during other player's combats. Typically this is done to make the combat more difficult for the player, but not always. Players are allowed to ask for help from other players. This works just like it does in Munchkin proper. However, with no treasures to pull, players will have to decide how to split the gold, rather than split the treasures.<br />
<br />
<b><u><span style="font-size: large;">PLAYER DEATH</span></u></b><br />
<br />
Whenever a player dies, the player's 3 most expensive items are placed on top of the store inventory pile. The remaining items are dealt to the remaining, living players. Starting with the player to the dead player's left, each player picks a card from either the dead player's equipment, belt, or spellbook. Each living player only loots one card from the dead player.<br />
<br />
At the end of the round, the dead player shuffles his discard and backpack together then draws 4 new cards, playing whatever he wants to immediately, even if it's not his turn. His next turn is played normally.<br />
<br />
Death functions otherwise the same as in normal Munchkin.<br />
<br />
<b><span style="font-size: large;"><u>DUNGEON BOSS</u></span></b><br />
<br />
Once a player reaches level 10, they are able to open the door to the dungeon boss. The first player wishing to fight the Dungeon Boss is the one to reveal it. When the Dungeon Boss is revealed, any traps or curses cast on it affect the player who revealed the Dungeon Boss and any monster enhancers affect the Dungeon Boss. If one of the effects causes the player to no longer be level 10, they are still able to fight the Dungeon Boss, but will have to become level 10 again before they could make another attempt, if required. The Dungeon boss functions exactly as stated on the card, however the monster becomes level 20 and its "Bad Stuff" becomes the player dies in addition to whatever other Bad Stuff it has.<br />
<br />
Once a dungeon boss is revealed, it does not change unless a player polymorphs it. A dungeon boss can not be persuaded to let players by, can not be poofed away, nor can it be plot deviced or made to go to lunch or anything else to be gotten rid of. Once a dungeon boss is revealed, no game effect can get rid of it, short of killing it. Additionally, each time the dungeon boss kills a player, the dungeon boss goes up 2 levels permanently. If the players successfully run away, the Dungeon Boss does not gain levels.<br />
<br />
While the dungeon boss is revealed, players can still fight other monsters by opening other rooms and dealing with the rooms as normal. Any monster enhancers places on the dungeon boss are not removed after combat. This has the potential to make the dungeon boss very difficult. If the players decide the Dungeon Boss has gotten out of hand, they will have to resort to polymorphing it. However, deciding who has to do the polymorphing can be just as difficult as killing an overpowered Dungeon Boss.<br />
<br />
<b><span style="font-size: large;"><u>ENDING THE GAME</u></span></b><br />
<br />
The game ends when the dungeon boss is defeated. If a single player defeated the dungeon boss alone, that player wins. If another player assisted in the combat, those players win. The victory <b style="font-style: italic;">must</b> be accompanied by a handshake. Only upon completion of the handshake have both players won the game. However, if either player shouts "Backstab!" before the handshake is completed, that player wins and the other player loses. Double However, if both players shout "Backstab!" at the same time, they both stab each other at the same time. Both players lose.<br />
<br />
<b><span style="font-size: large;"><u>GLOSSARY / HELP</u></span></b><br />
<br />
<b>Action Point / AP</b> - Each action a player wishes to take requires a certain amount of Action Points to be able to perform. Typically, players have 5 Action Points each round.<br />
<br />
<b>Backpack</b> - The pile of cards from which each player draws. Each player has their own Backpack.<br />
<br />
<b>Dungeon Boss</b> - The monster the players must defeat in order for someone to win. The Dungeon Boss is always base level 20, even if the actual monster card states otherwise. Any monster enhancers placed on the Dungeon Boss remain even after the combat is over.<br />
<br />
<b>Grenade</b> - Any one-time use card which grants a numerical bonus to a die roll.<br />
<br />
<b>Monster Enhancer</b> - Any card that modifies the level of the monster. i.e. Ancient, Intelligent, Baby, etc...<br />
<b><br /></b>
<b>Round</b> - A cycle of each player taking a one turn. Some game effects happen at the end of each round. The player who takes his turn first in each round moves left each round.<br />
<br />
<b>Spell</b> - Any door card that has an effect, i.e. curse, trap, monster enhancer, etc...<br />
<br />
<b>Stat</b> - A player's Strength, Agility or Intellect.<br />
<br />
<b><u>Stat Bonuses</u></b><br />
<b>High Strength</b> - A player who has a High Strength stat is given bonuses when he uses weapons. For each hand he uses in combat, he gets a +1 bonus. For example, if he uses 1 weapon which uses 1 hand, he gets +1. If he uses 1 weapon that uses 2 hands, he gets +2. If he uses 2 weapons, each using 1 hand, he gets +2. Additionally, he is granted an additional hand slot to use for whatever he'd like. Similar to the Cheat card, he is allowed to use a 2 hand weapon and a 1 hand weapon together. This would give him +3 from his High Strength.<br />
<br />
<div>
<b>Medium Strength -</b> A player with Medium Strength begins the game with 1 level more than he would normally have. Typically, this will start a player with Medium Strength at level 2. However, for example, a player with Medium Strength who was also a Cyborg from Star Munchkin (whose minimum level is 2), would have a minimum level of 3.</div>
<br />
<b>Low Strength</b> - A player with Low Strength has his maximum hand size (how many cards he can hold in his actual hands) reduces by 1. This has no effect on how many weapons his character can use at any one time.<br />
<br />
<b>High Agility</b> - Any grenade a player with High Agility uses has any bonuses granted by it doubled. Therefore a grenade which grants +4 to either side, instead grants +8 when used by a player with High Agility. If, for whatever reason, a player does not wish to have double the bonus from his grenades, he can have them function with their normal bonus. Additionally, a player with High Agility has 2 extra belt slots, which can be used to hold more grenades.<br />
<br />
<b>Medium Agility</b> - All players without Medium Agility must place their grenade cards face up when equipping them to their belt. However, players who do have Medium Agility can equip them face down. This allowed the player more secrecy in what they are able to throw into the combat. Additionally, since there'd be no way to prevent it anyway, players with Medium Agility are allowed to place any item card they'd like on their belt, so long as they at least pretend it's a grenade.<br />
<br />
<b>Low Agility</b> - A player with Low Agility has a -1 penalty to any attempt to Run Away.<br />
<br />
<b>High Intellect</b> - A player with High Intellect is granted an additional Action Point each round, totaling 6 normally at low levels. Additionally, they are granted 2 extra Spellbook slots to use for any curses, traps or monster enhancers.<br />
<br />
<b>Medium Intellect</b> - A player with Medium Intellect can spend 1000 gold at any point when he would be able to buy from the store to go up a level. He can not use this ability to go to level 10.<br />
<br />
<b>Low Intellect</b> - A player with Low Intellect has 1 less Action Point per round, totaling 4 normally, at lower levels.<br />
<br />
<b><u>Special Abilities</u></b><br />
<b>MUNCHKIN RAGE!!! - </b>This special ability is activated any time the High Strength Munchkin is in combat for whatever reason. Activating this ability adds a +30 bonus to the Munchkin's combat score. However, this tires the Munchkin. In his next combat, that Munchkin's level is considered to be -5. Any other modifiers (such as weapons, grenades, etc...) apply normally.<br />
<br />
<b>Bait n' Switch -</b> This special ability can be used anytime a Munchkin with High Agility is in combat as the main combatant. This ability can't be used if the Munchkin is helping another player. The Munchkin (known here as The Jerk) leaves combat (as if he successfully run away) and another Munchkin of his choice (known here as The Sucker) takes his place in the combat. The Sucker must deal with the monster as if the door had just been opened on him. Combat continues as normal. If The Sucker also has High Agility, he can also use Bait n' Switch on another player, but not The Jerk, nor any other player who has used this ability during this combat. After this combat (but not if The Sucker uses Bait n' Switch to switch with someone else), The Sucker can spring open a door on The Jerk. At any point during a combat where the Jerk is the main combatant, the Sucker may call revenge. Combat pauses and the Sucker may flip over cards from the top of the Dungeon deck until he reveals a monster or play one from his hand. The monster revealed immediately joins combat against the Jerk (as if Wandering Monster had been played). The Sucker may only do this once.<br />
<br />
<b>Hidden Agenda</b> - At any time, a Munchkin with High Intellect (known here as The Illusionist) may play a spell (monster enhancer, curse, trap, etc) face down on a player or monster (as appropriate). He announces to the affected Munchkin (either the Munchkin being cursed or the Munchkin in combat with the monster being enhanced and known here as The Sap) what his spell's affect is. The Illusionist is encouraged to lie when announcing his spell's effect. The Illusionist is not required and is, in fact, not allowed to say the actual name of the spell on the card, only the effect is has. The Munchkin being affected can either accept his fate and have the spell effect him has The Illusionist claims it does, or The Sap can challenge The Illusionist and flip the card over and takes that effect instead, better or worse. If The Sap accepts the spell as it was claimed, The Illusionist takes the card cast face down and shuffles it into his discard pile. The Illusionist can use this ability to cast a spell on himself or any monster with which he is in combat, however any player may challenge the spell being cast. This ability can not be used while Trapping the Dungeon Boss.<br />
<br />
<b><span style="font-size: large;"><u>ALTERNATE RULES</u></span></b><br />
<br />
<b></b>
<b>Packing Your Bag</b> - For a more intense game, The players are to choose which cards are in their backpacks at the start of the game. Choose one player randomly to choose first, then go in order, each player choosing 4 cards of either door or treasure or any combination of the two, until each player has 40 cards.<br />
<br />
<b>The Real Golden Rule</b> - Once a player has defeated the dungeon boss, all players count their gold and total cost of equipped items, items on their belt and in their hand and counts each spell as 200 gold. Whoever has the highest total cost wins. He might not be the one who defeated the dungeon boss, but he's richer than everyone else. And isn't that what <i>REALLY</i> matters? In the event of a tie, whoever declares being the winner first, wins the game.</div>
<div>
<br />
<b>Bigger and Scarier (Probably)</b> - Players begin the set up by specifically choosing the dungeon boss. This should be agreed upon by all players prior to game start.<br />
<br />
<b>Last Man Standing</b> - Once the dungeon boss is defeated, the real victor is the one who tells the king of the great victory. As soon as the dungeon boss is defeated, the players all turn against each other and begin fighting one another. A new round begins (shifting the starting player to the left as normal) then each player, on their turn, rather than open a door, can spend 1 AP to attack another player. Combat begins between those two players as normal. Other players can jump in on either side to aid one of the combatants. During this point of the game monster enhancers can be used on players (yourself included) and will remain on that player until they are defeated. After the combat resolves, the next player alive takes his turn. This cycle continues as normal until one player survives.</div>
<div>
<br /></div>
<div>
<div class="separator" style="clear: both; text-align: center;">
<br /></div>
<b><u>AUTHOR'S NOTES</u></b><br />
This hasn't been play tested yet, but I'm hoping to get it out there. I'll be in an opportunity to test it pretty soon, I think.<br />
<br /></div>
<div>
The idea here was to give Munchkin a little more structure. I do enjoy Munchkin a lot for the comedy and general play style, but as anyone who has played Munchkin knows, it's a good way to make enemies out of friends. In normal Munchkin it was too easy to screw your opponents and steal victory for yourself. It was basically assumed the first person to reach level 9 wasn't going to win, but the second person who did, had a much better chance, assuming the rest of the players were out of cards to use.</div>
<div>
<br /></div>
<div>
My hope is by limiting the amount of cards players can work with and by limiting the amount of actions they can do each round, it will add a little more balance to the game. By not allowing players to throw everything they have at each other without limitation, it will require players to think a little more. On top of that, by requiring players to equip grenades and spells before they can be used, the other players have a bit more of an idea of what they are up against. This will make the disappointment of losing a battle slightly less so. Typically, it's not the losing which bothers people, it's the not knowing it was coming.</div>
<div>
<br /></div>
<div>
Additionally, I'm adding a bit of customization to the game. As I've stated <a href="http://nerdaphernalia.blogspot.com/2011/01/elements-of-greatness-customizability.html" target="_blank">previously</a>, I'm a fan of customization. It's not a lot, but by giving the players the chance to choose stats, it will make each player less totally reliant on luck-of-the-draw equipment. </div>
<div>
<br /></div>
<div>
In that same vein, the gold system allows players to stray further away from the luck over skill (which I've also gone over <a href="http://nerdaphernalia.blogspot.com/2010/08/elements-of-greatness-skill-versus-luck.html" target="_blank">before</a>). The store allows each player equal opportunity to some of the equipment and everyone has a fair shot at it. But in not getting rid of luck completely, players are still given a random grab-bag of equipment to start with. Further, the system wherein the starting player in a round changes each time further pushes a balanced game.<br />
<br />
Lastly, the Dungeon Boss idea was something I thought would be interesting. The main idea came from Munchkin Quest, but with the added level that monster enhancers stay on the Boss, by adding them, you are only making it harder for yourself to win as well. So the idea of throwing everything you have at the Boss might not be the best tactic.</div>
<div>
<br /></div>
<div>
As I've said, I was really trying to make Munchkin a more balanced game. Less reliant on chance, which it was solely before. Munchkin has some great cards, humorous ideas and would be great to play everyday if it wasn't so frustrating to lose. The hope is that by giving players options, having every player access to the same cards and by limiting how much you can screw over your opponents at any given time, Munchkin will evolve into a much more balanced, friendly game which won't make people want to kill each other (outside of the game, at least).</div>
Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-22523524480559197932011-03-12T14:22:00.002-05:002011-03-15T05:43:25.709-04:00D&D Skill VariantsOver the years, I've incorporated a number of house rules into my Dungeons and Dragons games. While many of them are intended for 3.5 edition, they are pretty easily translated to 4th. I always liked a skill-focused D&D game. I felt like the skills were never as much a focus as I would have liked. Sure they are useful or even necessary in certain situations, but I like to make skills more involved. "What's the point of making a Knowledge check if I'm just going to kill it anyway?" Before these variant skill rules, my answer would have been "...to know how to kill it faster?". But now I can smile wide and say, "MONEY!"<br />
<div><span class="Apple-style-span" style="font-size: small;"><span class="Apple-style-span" style="font-family: inherit; font-weight: normal;"></span></span><br />
<div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><span class="Apple-style-span" style="font-size: large;"><b>Harvesting (Intended for 3.5)</b></span></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><span class="Apple-style-span" style="font-size: small;"><span class="Apple-style-span" style="font-family: inherit; font-weight: normal;"><br />
</span></span></div><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><span class="Apple-style-span" style="font-size: small;"><span class="Apple-style-span" style="font-family: inherit; font-weight: normal;">Upon the defeat of any monster, the PCs are able to use their skills to take bits and pieces of the creature that someone, somewhere will want to buy. <o:p></o:p></span></span></div></div><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><span class="Apple-style-span" style="font-size: small;"><span class="Apple-style-span" style="font-family: inherit; font-weight: normal;"> Harvesting from a creature takes 1 minute per HD and at the end of the time spent, the one doing the harvesting makes a Knowledge check and gains their check result times the creatures HD in valuable organs, fluids, etc. Any amount harvested from a living creature will decay at least somewhat or partially. Each hour the harvested parts go without being sold or preserved in some manner reduces their worth by 2%, to a minimum of 50%. Some of the pieces harvested will not be able to decay (nails, scales, etc) or simply won’t fully decay to nothing, so the amount harvested will never decay to being worthless. The bits and pieces sold will most often be sold to a spell component or magic shop.<o:p></o:p></span></span></div></div><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><span class="Apple-style-span" style="font-size: small;"><span class="Apple-style-span" style="font-family: inherit; font-weight: normal;"> Certain skills and class or race abilities will grant a synergy bonus to harvest from certain creature types. When a player has 5 or more ranks in the listed skill, they gain a +2 bonus to harvest from the listed creature types. If a character has both 5 or more ranks in the skill and the listed class ability, they gain a +4 bonus to the Harvest check.<o:p></o:p></span></span></div></div><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><span class="Apple-style-span" style="font-size: small;"><span class="Apple-style-span" style="font-family: inherit; font-weight: normal;"> A ranger’s favored enemy bonus also applies to Harvest checks.<o:p></o:p></span></span></div></div><table border="1" cellpadding="0" cellspacing="0" class="MsoTableGrid" style="border-bottom-style: none; border-collapse: collapse; border-color: initial; border-left-style: none; border-right-style: none; border-top-style: none; border-width: initial;"><tbody>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b>Creature Type</b><o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b>Skill Synergy</b><o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b>Ability Synergy</b><o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Aberration<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Survival<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Ability to cast or use a (Calling) spell or ability.<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Animal<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Heal<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Wild Empathy Ability<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Construct<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Disable Device<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Trapfinding Ability<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Dragon<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Heal<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Having Sorcerer levels<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Elemental<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Spellcraft<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Resistance or immunity to the appropriate elemental damage type<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Fey<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Heal<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Save bonus against Enchantment effects<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Giant<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Heal<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Dodge bonus against giants<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Humanoid<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Heal<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Having the same subtype as the creature to be harvested<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Magical Beast<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Spellcraft<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Having a familiar<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Monstrous Humanoid<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Heal<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">None<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Ooze<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Survival<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Resistance or immunity to acid<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Outsider<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Heal<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Ability to cast or use a (Teleportation) spell or ability.<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Plant<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Survival<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Ability to wild shape into plants<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Undead<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Heal<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Ability to channel divine energy (turn, rebuke, etc)<o:p></o:p></div></div></td></tr>
<tr><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: windowtext; border-left-style: solid; border-left-width: 1pt; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: windowtext; border-top-style: solid; border-top-width: 1pt; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 117.9pt;" valign="top" width="157"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Vermin<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 112.5pt;" valign="top" width="150"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Heal<o:p></o:p></div></div></td><td style="border-bottom-color: windowtext; border-bottom-style: solid; border-bottom-width: 1pt; border-left-color: initial; border-left-style: none; border-left-width: initial; border-right-color: windowtext; border-right-style: solid; border-right-width: 1pt; border-top-color: initial; border-top-style: none; border-top-width: initial; padding-bottom: 0in; padding-left: 5.4pt; padding-right: 5.4pt; padding-top: 0in; width: 3.45in;" valign="top" width="331"><div class="MsoNormal"><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Resistance or immunity to disease or poison<o:p></o:p></div></div></td></tr>
</tbody></table></div><div class="MsoNormal" style="text-indent: 0.5in;"></div></div><h3 style="margin-left: 0in; mso-list: l0 level3 lfo1; text-indent: 0in;"></h3><h3 style="margin-left: 0in; mso-list: l0 level3 lfo1; text-indent: 0in;"><br />
<br />
<span class="Apple-style-span" style="font-size: large;">Research(3.5 or 4th)</span></h3><div class="MsoNormal" style="text-indent: .5in;"><span class="Apple-style-span" style="font-weight: normal;"><span class="Apple-style-span" style="font-family: inherit; font-size: small;">The Knowledge skills allow a PC to read at a library and learn that way, instead of being restricted to their own knowledge. The size of the library gives the character a bonus to this check. A small library might have a bonus of +4. A local library might have +8. A large library would have +16 and an enormous library could have +24 or more. However, every 1 point of bonus the library has, the time to find the information increases by 2 hours. Although, the PCs can opt to reduce the bonus to whatever they want, and thus reduce the time researching. This method, generally, won’t allow a PC to find recent news or the like, as that is not typically found in a library. If the PCs can use a library to help with the Knowledge check, it is called a Research check, meaning the PC can use either of these skills in conjunction with a library. Researching allows a PC to make any Knowledge check untrained, however the PC must gain at least a +1 bonus from the library to do so. <o:p></o:p></span></span></div><div class="MsoNormal" style="text-indent: .5in;"><span class="Apple-style-span" style="font-weight: normal;"><span class="Apple-style-span" style="font-family: inherit; font-size: small;">With a very large library, the time required to fully benefit from the library’s resources could take multiple days. Each day, the PCs can research for 8 hours without penalty. For purposes of researching for a long time, the rules are similar for attempting to forced march (3.5 PHB 164). If the PCs don’t want to deal with Forced Research, they will have to spread the researching out over multiple days. Any extra researching time spills over to the next day. <o:p></o:p></span></span></div><div class="MsoNormal" style="text-indent: .5in;"><span class="Apple-style-span" style="font-weight: normal;"><span class="Apple-style-span" style="font-family: inherit; font-size: small;">At the end of each hour past 8, the researcher makes a Constitution or Endurance check, if he fails, he passes out. If not, he can keep researching. The DC is 10 + 2 per extra hour. The researcher is allowed to sleep during the time he is researching, while this will essentially waste his time, it resets his Forced Research count, allowing him to research a further 8 hours the next day without penalty.<o:p></o:p></span></span></div><div class="MsoNormal" style="text-indent: .5in;"><span class="Apple-style-span" style="font-weight: normal;"><span class="Apple-style-span" style="font-family: inherit; font-size: small;">Once the researcher has either passed out or drawn the bonus he wanted from the library, he makes his Knowledge check with the bonus from the library. Regardless of how long he searched, or over however many days, he only receives one check. He may take a 10 on the check but not a 20. A portion of the roll is representative of simple luck to determine if the library has books on the topic to be Researched.<o:p></o:p></span></span></div><div class="MsoNormal" style="text-indent: .5in;"><span class="Apple-style-span" style="font-weight: normal;"><span class="Apple-style-span" style="font-family: inherit; font-size: small;">Lastly, the researcher cannot continuously research a single topic at a library, over and over. At a certain point, he discovers the library simply does not have any information on that topic. This point occurs when the researcher has drawn twice the library bonus from it, over however many checks. For example, Tardok wants to research Blue Dragons at his local library (+8 library bonus). He spends his first day researching for 8 hours, giving him a +4 library bonus. He makes his Research check and unfortunately, he discovers nothing he didn’t already know. He pushes harder the second day, researching for 12 hours, granting him a +6 bonus. Again, he learns nothing new. At this point, Tardok has drawn a total of +10 bonus from this library, over his two days of research. When he tries again the next day, no matter how long he researches for, he will only gain a +6 bonus. The library grants +8 typically, twice of which is +16. Tardok has already gained a total of +10 from this library, so he only has +6 library bonus left before he has checked every book the library has that might contain information about Blue Dragons. Any further researching at this particular library about Blue Dragons will not give any sort of library bonus.</span></span><br />
<span class="Apple-style-span" style="font-weight: normal;"><span class="Apple-style-span" style="font-family: inherit; font-size: small;"><br />
</span></span></div><div class="MsoNormal" style="text-indent: 0.5in;"></div><h3 style="margin-left: 0in; mso-list: l0 level3 lfo1; text-indent: 0in;"><span class="Apple-style-span" style="font-family: inherit; font-size: large;">Taunting (3.5 Only)</span></h3><div class="MsoNormal" style="text-indent: 0.5in;"><span class="Apple-style-span" style="font-family: inherit;">The Intimidate skill can be used quite well in combat. In addition to demoralizing an opponent, it is possible to send him into a reckless anger. To do this, the one doing the intimidating, must make a successful Intimidate check DC equal to the targets HD + target’s Wis modifier, a negative modifier will lower the DC. If this check is successful, the target must then make a Will save DC equal to that of the Intimidate result. If this check fails, the target becomes reckless. This is a mind-affecting, language-dependent, fear effect and takes a standard action.</span><br />
<span class="Apple-style-span" style="font-family: inherit;">A reckless character gains +2 Str, but ‑4 to AC and Will saves. The reckless character will focus his attention on the intimidater. This does not mean he will completely ignore all other attacks, but his focus remains on the intimidator. If a reckless character is being attacked from all sides, he will get himself to a better fighting position and then go after his target. The reckless character remains in that state until either he or the intimidator has been defeated, or he has been out of line of sight of the intimidater for a full round or 1 minute has passed since becoming reckless, which ever comes first. For example, if a fighter intimidates a wizard, then the fighter runs out of the room, the wizard will run after him. If the wizard spots the fighter in on his round, the reckless state continues. If the fighter is out of line of sight, then the state ends.</span><br />
<span class="Apple-style-span" style="font-family: inherit;">Once an attempt has been made to make a character reckless, all further attempts from that intimidator to affect that target will fail for the next 24 hours. If the person being taunted is willing, they can choose to automatically be effected to gain the bonus to Strength. It essentially becomes a pep-talk at that point.</span><br />
<span class="Apple-style-span" style="font-family: inherit;"><br />
</span></div><span class="Apple-style-span" style="font-family: inherit;"><br />
</span><br />
<span class="Apple-style-span" style="font-family: inherit; font-size: large;"><b>Cheaper <i>identify</i> (3.5 Only)</b></span><br />
<div class="MsoNormal" style="text-indent: 0.5in;"><span class="Apple-style-span" style="font-family: inherit;">While using <i>detect magic</i>, the caster must make a Spellcraft check to determine the school of the effect. The DC for this is 15 + spell level for a spell or DC 15 + one half caster level for a non-spell effect. If the caster of <i>detect magic</i> beats the DC by 5 or more, he also learns the subschool. If he beats the DC by 10 or more, he also learns any and all descriptors the effect has.</span><br />
<span class="Apple-style-span" style="font-family: inherit;">However, knowing more about an item, reduces the cost to <i>identify</i> it. The base cost to identify an item is 110 gp, 100 gp for the material component, 10 for the service charge. If the caster already knows the school (and the item does not have a subschool) of the item, the material cost is reduced by 10 gp. If the caster knows the school of the item, and the item does have a subschool, knowing the school reduces the material cost by 5 gp. If a subschool is available and known, that reduces the price another 5 gp. Each descriptor known reduces the material cost by a further 5 gp.</span></div><div class="MsoNormal"><span class="Apple-style-span" style="font-family: inherit;"> Attempting to identify an item with incorrect knowledge of school or subschool or descriptor causes the <i>identify</i> to automatically fail with wasted components.</span></div><div class="MsoNormal"><span class="Apple-style-span" style="font-family: inherit; font-weight: bold;"><br />
</span></div><div class="MsoNormal" style="text-indent: 0.5in;"><div style="text-indent: 0px;"><b><br />
</b></div></div>Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-36724534402181528622011-01-10T13:28:00.003-05:002011-01-10T13:32:11.694-05:00Elements of Greatness: Customizability<div style="margin: 0px;"></div><div style="margin: 0px;">Customizability, for the sake of this reading, means anything that makes one player's gameplay different from another. Some games allow you to choose a character role before the game, while others let you change something as you play the game. Oftentimes, the latter is usually an item or power of some sort.<br />
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<u><b>Customizable Games </b></u><br />
There are many games out there that are very customizable. People who tend towards customizable games often say the same sort of things as to why it is better than not having it. The main argument is, obviously, that is allows players the chance to play how they would like. Not every player is restricted to one style of play and they can approach victory by whatever means they choose. This makes the game appeal to a wider audience while also allowing veteran players the chance to play a little differently each time. This sort of customizability often comes as a character class or role. In <a href="http://draft.blogger.com/">Arkham Horror</a>, you choose your character from a wide selection, each with different abilities and player styles. You can be a beat-'em-up fighter, spellcaster, gate-closer, or some balance of those or more options. While the abilities themselves often affect the game only moderately (expect maybe in the case of <a href="http://www.arkhamhorrorwiki.com/Patrice_Hathaway">Patrice Hathaway</a>), it makes the player feel more in control of their gameplay, and they will have more fun because of it. Even something as simple as getting to pick the character's name or back story can help players feel more connected to their choice and they will have more fun because of it.<br />
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The other main argument for customizability is that no two games will ever be the same, for the most part. When players are allowed to change themselves, it's bound to affect the game itself, at least in some manner. This prevents games from becoming stagnant and repetitive. With the prices of board games, it's important to have some replay value, at least until they come up with a <a href="http://www.gamefly.com/">GameFly</a> for board games (that idea is currently patent pending... pending). In <a href="http://www.riograndegames.com/games.html?id=278">Dominion</a>, each player buys cards during the game to build their own deck to draw from. The variety of cards the players have to choose from is chosen (or randomly determined) before the game. When several of the cards allow players to take extra actions, you can be sure each turn will take a lot longer. When most of the cards grant player extra money and chances to buy extra cards, you can assume the game will go by faster than it would otherwise. Even if all the cards players have to choose from are the same as a previous game, because the players choose which cards they buy, the game still has the chance to play out very differently.<br />
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All silver clouds have a dark lining (or something like that) and customizable games do have some downsides. When a game is customizable, often times the setup and playtime can take much longer than a non-customizable game. When players have to sit and choose how they want to start the game or how they want to take their turn, things can slow down. In those times when you're just looking to play something for a little while, knowing you'll have to spend time choosing a character or figuring out a strategy or building a deck can be disheartening. There's also the possibility to cause some fighting. If a game has limited choice of options, players with the same favorite might have a hard time determining who gets to play it. In <a href="http://draft.blogger.com/">Humans!!!</a> , players have a choice of roles, and they are limited. If multiple players want to be the Wrestler zombies, they have to decide between them who gets to be that role. When a player is stuck with his Plan B, he likely won't have as much fun. Lastly, if a game is randomly customizable, players might get stuck with a choice they didn't want. In <a href="http://www.worldofmunchkin.com/game/">Munchkin</a>, players randomly draw cards to determine their race, class and what items they have. When players draw cards and get nothing they want (or worse, something they didn't want) the game starts bad and often only gets worse. <br />
<br />
<u><b>Non-Customizable Games</b></u><br />
While the label might sound negative, non-customizable games have many advantages. When every player starts the same, each player has the same opportunity to win. When there are no choices to make and no chance for early opportunity, everyone has an even playing field. Basically, when there's less chances to have the some players become more powerful than other, things usually go much more smoothly. In <a href="http://www.catan.com/">Settlers of Catan</a>, all the players have the same ability to build, trade and prosper. There's no worrying about which class to take or which items to buy. Every player is exactly the same, giving everyone the same opportunity to win. The idea flows into the next main argument for non-customizable games. When there are less choices to make, the game is easier to learn. No one buys a game with the intent to play it alone (and if you do, you might want to check out <a href="http://boardgames.meetup.com/">this page</a>). If you're trying to introduce someone to a new game, pulling out a huge instruction manual and giving them a dozen things to choose right off the bat is very nerve-wracking. When a game is easier to learn, more people are going to be willing to give it a try. For new players to any customizable game, it is a common occurrence they forget some ability they might have that other players do not. Having to remember your unique abilities (even if you have some reminder) can be an added complication some people simply do not like. <br />
<br />
Not everyone likes a long, detailed game. Sometimes it's nice to turn your brain off and just kill some zombies. That being said, <a href="http://www.twilightcreationsinc.com/en/boardgames/zombies.html">Zombies!!!</a> has no real customization to speak of and that makes it fast to setup, easy to play and fun to finish. With no choices to worry about, players are never more than a few minutes away from zombie killing fun. Non-customizable games often are much easier to turn into travel games. Whether you have the actual "travel version" or just carry the box around with you, less choices means less stuff. Less stuff means more portability. More portability means more chances to play. Non-customizable games are simply simpler to play overall.<br />
<br />
Variety, however, is the spice of life and lacking it can make things repetitive. When each player starts the same and stays the same throughout the game, there is a good chance the game will play out just as another has before. If the players don't have some opportunity to give themselves an edge over more veteran players, the better players will often times continue winning. If the veteran players have found a strategy that works, without some chance to change how the game plays, the newer players are often stuck in second place until they can find a good counter-strategy. New players to any game tend to not like losing over and over, and if that is the case, they are likely to not want to play anymore. Then you and your winning strategy have no one to play with.<br />
<br />
<b><u>Conclusion</u></b></div>I feel safe saying while most games are still <i>good</i> without too much customization (and they certainly should be discounted for not having), <i>great</i> games have some elements of it. While a non-customizable game has many advantages over customizable ones, the replay value and play style options that come with customizability are too much to overlook completely. If you want to get your money's worth, you're best going after a game with customizable aspects. Those games are usually the ones you're likely to play over and over. There are, of course, <a href="http://www.catan.com/">exceptions</a>. <br />
<br />
I tend to prefer the customization over not. Granted, while it may be harder to bring new people into the game and may take longer to setup, the end result tends to be better. I have a good number of games I don't play very often. <a href="http://boardgamegeek.com/boardgame/1933/key-to-the-kingdom">Key to the Kingdom</a> is a lot of fun to play, but with no ability to customize it, it becomes boring playing over and over. Each player is exactly the same, and so after playing once or twice, the game doesn't really bring anything new to the table.<br />
<br />
Previously on <a href="http://nerdaphernalia.blogspot.com/2010/08/elements-of-greatness-skill-versus-luck.html">Elements of Greatness: Skill versus Luck</a><br />
Next time on Elements of Greatness: BackstabbingMatt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-37588606264163339132010-12-28T16:37:00.007-05:002014-08-11T14:59:21.351-04:00Catan Horror (v0.3)<b><u><span style="font-family: inherit; font-size: large;">A Combination of Arkham
Horror and Settlers of Catan</span></u></b><br />
<span style="font-family: inherit;"><b>(Updated 11 AUG 2014)</b></span><br />
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<span style="font-family: inherit;">Required: Arkham Horror,
Settlers of Catan, and Settlers of Catan: Cities and Knights<o:p></o:p></span></div>
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<span style="font-family: inherit;">For sake of simplicity,
"Town" can mean any settlement, city or metropolis.<o:p></o:p></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh89LLCEFLrrQ-bAwqGXSondSFTCHz7HnWt0glGUp8bqbIoQSb2YDVL8BN0h5_aV4mGvlPGlgIkfv4wSeR_6lQz3jSwXdf2YE45uKeBjxvNj_QqS_nxfYmfigCn1X3dIpNayvXfDE8bUWM/s1600/Catan+Horror+Box+Art.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="color: black; font-family: inherit;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh89LLCEFLrrQ-bAwqGXSondSFTCHz7HnWt0glGUp8bqbIoQSb2YDVL8BN0h5_aV4mGvlPGlgIkfv4wSeR_6lQz3jSwXdf2YE45uKeBjxvNj_QqS_nxfYmfigCn1X3dIpNayvXfDE8bUWM/s1600/Catan+Horror+Box+Art.png" /></span></a></div>
<span style="font-family: inherit; font-size: xx-small;">Danke, <a href="http://www.spielbox.de/php/aktuell.php4?anz_id=2517" target="_blank">Spielbox</a>!</span></div>
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<span style="font-family: inherit;"><b><u><span style="font-size: large;">Game Changes</span></u></b></span><br />
Catan Horror functions mainly as Settlers of Catan, with the added monsters from Arkham Horror. However, there are several game mechanics which are removed from Settlers of Catan, while playing Arkham Horror. There is no barbarian invasion from Cities and Knights. Remove the barbarian advancement tile from the game. However, the invasion die must still be rolled to determine when the players can draw production cards. Knights can not be built by spending a wool and an ore, they can only be recruited. Knights never have to be activated, so there is no cause to spend a wheat to 'activate' any knights. Special Building Phase is always available to the players, regardless of the number of players playing the game. This means any player may build (but not trade nor use Knight Actions) during the Wrap Up of each other player. Note this means that promoting a knight is possible during Special Building Phase, but recruiting a new knight is not.<br />
<span style="font-family: inherit;"><b><u><span style="font-size: large;"><br /></span></u></b></span>
<span style="font-family: inherit;"><b><u><span style="font-size: large;">Set-up</span></u></b><o:p></o:p></span></div>
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<span style="font-family: inherit;">The game is played on
the Catan board, which is set up like normal. If there are extra terrain
hexes available, play without a desert. Otherwise, play with the desert
as normal. Remove any 2s and 12s available from the production chits. Replace them with any other random number, except 6 or 8. If extra production chits are not available, use some other marker to indicate the production value of that hex.<o:p></o:p></span></div>
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<span style="font-family: inherit;">Each
player places a settlement and a road then a city and a road , as per
normal Settlers of Catan rules. </span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">The game starts with 2 open gates.
After all towns are placed, roll both die, re-roll on 2, 6, 7, 8 or 12. The resulting number indicates where the first gate opens. </span>During the initial setup, no gates will open on a 6 or an 8, but gates can open on those numbers later during the game. <span style="font-family: inherit;">If there a multiple production chits showing the
resulting number, determine randomly where the gate starts. Repeat
the process to determine the location of the second gate. </span></div>
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<span style="font-family: inherit;">Once the towns, roads
and gate are all in place, players draw starting resources from their city
and place a Basic Knight unhidden on their city. Players also get a free city wall for their city. Players do not draw resources from hexes covered with a gate.<o:p></o:p></span></div>
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<span style="font-family: inherit;">After that, 1 monster is
placed at each open gate. <o:p></o:p></span><br />
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<span style="font-family: inherit;"><b>Knight Cards</b><o:p></o:p></span></div>
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<span style="font-family: inherit;">It is required for players create a Knight card (or use the sample provided) to keep track of all their knights. Since each knight has separate Health, Sanity and Madness it can be difficult to keep record of everything accurately. It is further recommended players mark their knights of the same rank to differentiate between the two of the same rank. This can be done with a piece of removable tape or a marker for a more permanent solution. It is up to the players how they would like to handle this. </span><br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDPHOGWfVxQqXoUDZFGoYDIh33Dn0zJw7QUflC7a82-bf02eyZAxTTGiJQFwDD8sxgzFXERpIA_T7-WGhw55gBFv1NLUdCTnUIwyEC6GgGRAL_Xib6AG56UsKGFkZsXXXvk4uHWaY4tZQ/s1600/Knight+Card.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="font-family: inherit;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDPHOGWfVxQqXoUDZFGoYDIh33Dn0zJw7QUflC7a82-bf02eyZAxTTGiJQFwDD8sxgzFXERpIA_T7-WGhw55gBFv1NLUdCTnUIwyEC6GgGRAL_Xib6AG56UsKGFkZsXXXvk4uHWaY4tZQ/s200/Knight+Card.png" height="139" width="200" /></span></a></td></tr>
<tr><td class="tr-caption" style="font-size: 12.666666984558105px;"><span style="font-family: inherit;">Sample Knight Card</span></td></tr>
</tbody></table>
</div>
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit; font-size: large;"><b><u>Gameplay</u></b></span><br />
Each game turn is comprised of the player's turn first, then a monster turn, then a wrap up.</div>
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<span style="font-family: inherit;"><b><u>Player Turn Order</u></b><o:p></o:p></span></div>
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<span style="font-family: inherit;">1. Knight and Town </span><span style="font-family: inherit;">Combat/Hide<o:p></o:p></span></div>
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<span style="font-family: inherit;">2. Production Roll<o:p></o:p></span></div>
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<span style="font-family: inherit;">3. Build/Trade/Knight
Actions<o:p></o:p></span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><b><u>Monster Turn Order</u></b></span></div>
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<span style="font-family: inherit;">1. Monster
Movement/Monster Attack<o:p></o:p></span></div>
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<span style="font-family: inherit;">2. Invaded Towns Take
Damage<o:p></o:p></span></div>
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<span style="font-family: inherit;">3. Mad Town Monster
Production<o:p></o:p></span></div>
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<span style="font-family: inherit;">4. Sanity Damage to
Active Knights in Mad/Invaded Towns<o:p></o:p></span></div>
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<span style="font-family: inherit;">5. Remove Madness from
Active Mad Knights<o:p></o:p></span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><b><u>Wrap Up</u></b></span></div>
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<span style="font-family: inherit;">1. Recruits/Militia
Appear<o:p></o:p></span><br />
<span style="font-family: inherit;">2. Special Building Phase</span></div>
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<span style="font-family: inherit;"><b>Knight and Town Combat/Hide</b><o:p></o:p></span></div>
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<span style="font-family: inherit;">Any monsters in the same
location as unhidden Active Knights go through combat during this phase.
Hidden Knights must make a Hide check or be found and combat begins. Any monsters which are </span>assaulting<span style="font-family: inherit;"> a city make their attacks during this step.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><b>Production Roll</b><o:p></o:p></span></div>
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<span style="font-family: inherit;">The Production Roll for
gathering resources is as normal. However, any town currently Invaded
does not draw resources.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><b>Build/Trade/Knight Action</b><o:p></o:p></span></div>
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<span style="font-family: inherit;">Building and Trading works
normally. Players can buy and trade with other players as often as they'd
like during their turn. Players are allowed to trade, build and use their knights in any order and as often as they have the capacity to do so. Each player only has 3 Actions to use among all of his knights combined.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Roads are not under the control of any one player. They benefit all players and any player may use any other player's roads as though they were their own. This counts for production cards like Diplomacy, as well.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Because of the potential to have settlements destroyed, it is possible for players to have roads with nothing connected to them. In this case, players can no build any new settlements on that road segment. For a player to build anything, the location of the build must be connected to one of that players sane towns, via any players' roads.</span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">Basic Knights can not be bought. They can only be acquired by Recruiting or Militia. Knights are still promoted by spending a wool and an ore.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Each turn a player gets to take a total of 3 Knight Actions, they can be split up however they want, among as many or few knights as the player wishes. Knights may take the same action multiple times a turn, assuming the player has enough Knight Actions. Knights to do not have to be activated to take actions. In fact, knights can not be "Active" or "Inactive" at all; They are always "active".</span></div>
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<span style="font-family: inherit;"><b>Knight actions:</b> Move, Attack, Calm, Repair, Raze, Hide, Recruit, Form Squad, Rest, Harvest, Colonize</span><br />
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;"><u>Move</u><o:p></o:p></span></div>
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<span style="font-family: inherit;">A knight may take the Move action and move a number of intersections equal to his strength. A knight's movement is not restricted to roads. If the knight is unhidden, he can move one further intersection. Movement along a road counts as 1/2 of an intersection for purposes of how far a knight can move. A knight with 1/2 of an intersection of movement left can not move along a border with no road. Roads are not strictly controlled by any one player. Therefore knights can move freely over any players roads.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">A knight does not have to use all of his movement in one Knight Action, but a player can not move one knight some of that knight's movement, then take another Knight Action, then use the remainder of the first knight's movement. <o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Knights can move over and through opposing knights and may even share locations. Knights can not displace opposing knights.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Attempting to move out of the same location as a monster requires a Hide check, as detailed below. This does not cause the knight to become hidden. It only allows him to move away from his current location. Failure means the knight is being pursued by the monster and is making no progress. All his movement from that Knight Action is wasted, but he may try again by using another Knight Action. Knights in the same location as Evasive monsters do not have to make a Hide check to avoid that monster.
</span><br />
<span style="font-family: inherit;"><b><u><br /></u></b>
<u>Attack</u></span><br />
<span style="font-family: inherit;">A Knight may initiate combat with any monster in his location. Initiating combat gives the Knight the advantage that he attacks first. Otherwise, the monster attacks first. Additionally, anytime any knight takes the attack action, he is always </span>guaranteed<span style="font-family: inherit;"> at least one attack die during combat, regardless of the difference in combat strength between himself and the monster.</span></div>
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<span style="font-family: inherit;"><u>Calm</u><o:p></o:p></span></div>
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<span style="font-family: inherit;">A knight may use an action to calm a town down from a maddening ordeal. A number of Horror damage is removed from the town, equal to the knight's strength. A knight can not Calm an Invaded town.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;"><u>Repair</u><o:p></o:p></span></div>
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<span style="font-family: inherit;">A knight may use an action to rebuild a town after it has begun to fall apart. A number of Structural damage is removed from the town, equal to the knight's strength. A knight can not Repair an Invaded town.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><b><u><br /></u></b>
<u>Raze</u>
</span></div>
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<span style="font-family: inherit;">A knight may take the Raze action to deal Structural damage to the town he is in, equal to his Strength. This can be used to destroy Mad cities, keep a Structurally damaged town from going Mad by destroying it before it does (the lesser of two evils, most of the time) or to attack another player's town (for any reason). To Raze a Mad town or a town of an opposing color, a knight must make a Raze check, as described below. Sane towns of the player's own color do not put up a fight.</span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;"><i>Raze Check</i><o:p></o:p></span></div>
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<span style="font-family: inherit;">To perform the Raze action on a town, a knight rolls a die, adding his strength to the roll, and subtracting from the roll based on the size of the town. Subtract 1 for a settlement, subtract 2 for a city and subtract 4 for a metropolis. A knight must get a result of 5 or greater on the Raze check to perform the Raze action. If the knight succeeds, he deals his Strength in Structural damage to the Mad town. If the knight fails the Raze check, the mad citizens are stopping the knight at every turn and no damage is dealt to the town, and the Action is wasted.</span><br />
<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;"><u>Hide</u><o:p></o:p></span></div>
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<span style="font-family: inherit;">At the start of each turn or whenever attempting to move out of an intersection with a monster, a knight may take the Hide action to hide form the monster and avoid combat, First make a Hide check, as detailed below. If the knight succeeds, flip him to the black and white side. While hiding takes a knight's action for the turn, becoming unhidden does not take an action and can be done at any point during the controlling player's turn. This does not apply to Evasive monsters. Evasive monsters have to be found before they can be fought. The same method knights use to Hide is used to find Evasive monsters.</span><br />
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<span style="font-family: inherit;">While hidden, a knight loses the extra movement bonus that comes with being unhidden, however he is less exposed to the monsters.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;"><i>Hide Check</i><o:p></o:p></span></div>
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<span style="font-family: inherit;">If a knight is hidden while in a town with a monster or in the same location as a monster, he must make an Hide check, succeeding on a 5 or 6, if he wishes to avoid the monster. He adds his strength to the roll and applying the monster's awareness So a Basic Knight (1 Strength) hiding from a Byakhee (-2 Awareness) would have a -1 Hide modifier. He still needs a 5+ to hide successfully, so he needs to roll a 6. Failure indicates he is found and combat begins. If any Knight is found, other Knights within the city or same intersection can immediately join the combat, if they wish. Any Knights in combat are immediately unhidden.</span><br />
<span style="font-family: inherit;"><br />
Hide checks made in any town (Sane, Invaded or Mad, of the same color or not) grant a +1 bonus to the knight's Hide check, thanks to the cover the buildings provide.</span></div>
</div>
<span style="font-family: inherit;"><b><u><br /></u></b>
<u>Recruit</u><o:p></o:p></span></div>
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<span style="font-family: inherit;">A Knight who is at least Strong can Recruit from any Sane town of his color. The player puts a Basic Knight (and only ever a Basic Knight) into play in the same location as the Knight who took the Recruit action. Only one Knight can be Recruited from each town, each turn. The new recruited Basic Knight appears at the end of the player's turn.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;"><u>Form Squad / Join Squad</u><o:p></o:p></span></div>
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<span style="font-family: inherit;">A Strong or Mighty Knight may form a squad with any other weaker Knights in his location and of the same color. Knights can not form squads with Knights of an opposing color. Once a squad is formed, other knights may join it by using the Join Squad Knight Action. While in a squad, the whole squad works together to perform any action using only 1 Knight Action. Therefore, with only 1 Knight Action, the whole squad can be made to move. However, the squad moves only as fast as its weakest member. Similarly for Hide checks, although the strongest knight is used as the squad's modifier. Although, for any other strength based Knight Action, the strength of all Knights in the squad are added together. A squad of 1 Strong Knight (2 Strength) and 2 basic knight (each 1 Strength) could Raze a town and deal 4 damage to it. Once a squad is formed, it can not be disbanded. Only when a knight dies is it removed from the squad. When assigning damage to a squad, the lowest rank knights must be killed first. The stronger knights can take damage, but they can not be killed before the weaker ones. Any action that can be taken by a single Knight, can also be performed by a Squad. However, if any rule or Action specifically states the strength of the knight with a rank (Basic, Strong, Mighty) a squad can only perform that action if they have a knight of that strength within the squad. If an Action states the required strength as a number ("A knight with strength 3 or greater...") the squad only needs to have that much strength, regardless of actual rank. <o:p></o:p></span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">When in combat, squads get a bonus to their combat strength equal to the number of members in the group. </span><br />
<span style="font-family: inherit;"><i>For example, a squad of 1 Basic Knight and 2 Strong knights has a combat strength of 8. The Basic knight gives 1, each Strong knight gives 2 and there are three members in the group, which gives another 3. 1 + 2 + 2 + 3 = 8</i></span><br />
<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">If a member of a squad is killed or goes Mad, he is immediately removed from the squad.</span></div>
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<span style="font-family: inherit;"><u>Rest</u><o:p></o:p></span></div>
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<span style="font-family: inherit;">A knight which has sustained damage and survived may spend a Knight Action to remove 1 damage and 1 sanity. If part of a squad, only 1 member gets to restore his health and sanity with each Rest action. The player must spend 1 wheat each time this Knight Action is taken by his knights.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span>
<u><span style="font-family: inherit;">Harvest</span></u></div>
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<span style="font-family: inherit;">A player may spend two Actions to have his knights Harvest with a Knight Action. A knight may harvest resources from any hex to which he is adjacent. If the strength of the knight is 3 or greater, the Harvest action draws two resources. The two resources drawn do not have to be from the same hex. For example, a Mighty Knight could use the Harvest action to draw a lumber and a grain, assuming he was adjacent to a mountain hex and a field hex.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;"><u>Militia</u><o:p></o:p></span></div>
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<span style="font-family: inherit;">Any player (even one with no knights) may spend 3 Knight Actions to enact a militia. This places a single Basic Knight (and only ever a basic knight) in any non-Mad town of the player's choice that he controls. Those knights gained through Militia appear at the very end of the player's turn. If the player has no remaining Basic knight tokens, he may not enact a militia.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><u>Colonize</u></span><br />
<span style="font-family: inherit;">A player may use 3 Knight Actions, demote a knight (or remove that knight from the board if it is a Basic Knight) and pay the cost of a settlement to colonize at that knight's location. The player places a settlement in the same location as the knight which performed the Colonize action. The new settlement does not have to be connected to any of the player's roads, but must still adhere to the proximity rule of no towns may be within 2 intersections of each other.</span></div>
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<span style="font-family: inherit;"><b><u>Mad Knights</u></b><o:p></o:p></span></div>
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<span style="font-family: inherit;">Knights take Sanity damage each turn they remain in a Mad or Invaded town. Each knight can take 1 more than his strength in Sanity damage before going Mad. Once a knight goes Mad, he is treated as a monster for a set duration, at which point his mind returns to normal, clear of any madness. A knight goes mad for a number of turns equal to 5 minus his strength. So Basic knights can take 2 Sanity damage and go Mad for 3 turns. Strong knights can take 3 Sanity damage and go Mad for 2 turns. Mighty knights can take 4 Sanity damage and go Mad for 1 turns and Generals can take 5 Sanity damage and also only go Mad for 1 turn.<o:p></o:p></span><br />
<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">Once a knight has taken enough Sanity damage, he immediately goes Mad and is counted as a monster. He joins in any attacks on nearby cities or knights as a normal monster would. He is considered a monster with combat rating and damage rating equal to his strength. His Horror damage is 1. He has normal monster movement and an Awareness of +0. Mad knights will attack sane knights in his same location during the next combat phase.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Knights which are part of a squad that go Mad will break off of the squad and are removed from it.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Towards the end of each turn, his madness slowly wanes. It should be noted on the player’s Knight Card how many turns have gone by and how close the knight is to regaining his sanity. Once a knight throws off his madness, all Sanity damage is removed. On the following turn he will be able to be used again as normal.</span><br />
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<span style="font-family: inherit;"><b><u><span style="font-size: large;">Gates</span></u></b><o:p></o:p></span></div>
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<span style="font-family: inherit;">A hex with a gate on it does not produce any resources, much like if the robber were placed on it.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;"><b>Opening Gates</b><o:p></o:p></span></div>
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<span style="font-family: inherit;">Each time a 2 or a 12 is rolled during production, a new gate has the potential to open. After the 2 or 12 is rolled, re-roll the dice. The result indicates where the new gate opens. Randomly draw a gate token and place it over the production chit. If there are multiple production chits with the number shown, determine randomly at which hex the gate opens. If there are no numbers on the board showing that number, a monster surge occurs. Hexes already covered by a gate are not considered when opening a new gate. Therefore a monster surge will only appear after each chit of a certain number is covered with a gate. When a monster surge occurs, a monster appears at each open gate. <o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;"><b>Gate Monster Production</b><o:p></o:p></span></div>
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<span style="font-family: inherit;">Each time a new gate opens, a new monster appears at that gate. <o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">When a monster appears from a gate, it is left on the center of the hex until it moves. When determining where the monster moves, it is considered to be on every intersection of that hex. So, the monster would be able to see every city 2 intersections away from that hex, because a city has Illumination of 2.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;"><b>Closing / Sealing Gates</b><o:p></o:p></span></div>
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<span style="font-family: inherit;">To close a gate requires knights to take the Attack Knight Action. Only one knight (or squad) attacks for each Attack action. Each gate can take 10 damage before closing. The knight deals damage equal to his strength minus the gate’s difficulty rating. In this instance, some gates will add to the amount of damage they take with each attack. Gates can accumulate damage over several turns.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">When a gate is closed, it is removed from the board and placed back into the gate token draw pile. A gate closing has no bearing on the monsters of the same gate symbol on the board.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">Immediately when a gate is closed, and not any point after, the player who closed the gate may spend a clue token to seal the gate. Place an elder sign token next to the production chit. No gates may open on the hex for the remainder of the game.</span></div>
<span style="font-family: inherit;"><br /></span></div>
<span style="font-family: inherit;">
<b><u><span style="font-size: large;">Monsters and Mad Towns</span></u></b></span><br />
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<span style="font-family: inherit;"><b>Monster Movement</b><o:p></o:p></span></div>
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Each Monster Move phase, each monster has the potential to move. For each monster, roll a die. On a 4+, the monster moves. Otherwise, it does not. Red bordered monsters (Fast monsters) move on a 3+. Yellow bordered monsters (stationary monsters) never move.<br />
<br />
<span style="font-family: inherit;">When determining where and how a monster moves, it is important to know what it can see. Settlements have an Illumination of 1, Cities have an Illumination of 2, Metropolises have an Illumination of 3. If a monster is within an a number of intersections of any town's Illumination, when that monster moves, it will move towards that town. Monsters will go for the closest town first, or smallest sized town if several are the same distance away. If all other things are the same, determine randomly towards which town the monster moves. A monster will never choose to move toward a Mad town and ignores them completely.</span><br />
<br />
It is possible for a monster to move towards a city or metropolis and, in moving towards it, will see a smaller town. The monster will then move towards the smaller town the next time it moves.<br />
<br /></div>
<span style="font-family: inherit;">If there is no town in
sight and a monster is in an adjacent location to an unhidden knight,
the monster moves to the town or knight. If a turn starts with a monster in the same
intersection as a hidden knight, the knight must make a Hide check or fight the
monster. Monsters always favor chasing towns over chasing knights if both
are in view.<o:p></o:p></span><br />
<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">If there
are no towns or knights in sight, monsters will move randomly. Monsters move
one intersection in a random direction. Each time a monster has to move randomly, number the
three intersection boundaries to which the monster is adjacent,
numbering one of them with 1-2, the next with 3-4 and the last with 5-6 and
roll a die. The monster moves along that intersection boundary.<o:p></o:p></span><br />
<br />
<u><span style="font-family: inherit;">Special Monster Movement</span></u><br />
<span style="font-family: inherit;">Fast monsters (red border) move two intersections each time they move. When moving randomly, roll for each intersection moved. Flying (Blue border) can move over water freely (see Adding Expansions in the Appendix) and always move to the closest (or then smallest) town, regardless if that town's Illumination. Aquatic monsters (Orange border) can also move over water freely, but otherwise move normally. Stationary monsters (Yellow border) never leave the location they are created in. Stalker monsters (Purple border) always move to the closest Knight and are always aware of where the closest knight is. Monsters with special movement (Green border) are often best to be discarded and a new monster put in its place, but some work well. See Special Movement Monsters in the Appendix.</span><br />
<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">When determining if a
move is closer to a monster's target. Count the number of intersections between the monster and ts target. If the move reduces the amount of
intersections between the monster and its target, the move brings it closer.
If the amount stays the same, the move is not closer to the target.</span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;"><b>Mad / Fallen Towns</b><o:p></o:p></span></div>
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<span style="font-family: inherit;">At a certain point of taking too much damage, a town will go Mad or fall. Each level of town can take different amount of damage before sustaining any penalties. A settlement can take a total of 5 damage before it becomes Mad or falls. When a city takes 10 Horror damage, it goes Mad. When it takes 10 Structural damage, it is reduced to a settlement and 10 Structural damage is removed. A metropolis can take 20 Horror damage before it goes Mad, but at 15 Structural damage, it is reduced to a city and 15 Structural damage is removed. Mark a town as Mad on the town card. When a town goes Mad, any Structural damage it has sustained remains until Repaired or Razed further. If a town is ever demoted and the amount of Horror damage it has is now over the limit of its new demoted Horror damage limit, it immediately goes Mad.<o:p></o:p></span><br />
<span style="font-family: inherit;"><br />
</span><br />
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<span style="font-family: inherit;">A Metropolis which is reduced to a city can be rebuilt by any player by spending 4 of the appropriate commodity, or 5 of the commodity if the last city improvement has been built by the player controlling that Metropolis. <o:p></o:p></span><br />
<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">Once a monster has caused a town to become Mad or Fall, it ignores the town and finds new targets, moving as normal.<o:p></o:p></span><br />
<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">A Mad town must be destroyed to stop its production of monsters. Once a town becomes Mad, it is beyond saving. Knights must use the Raze action while in the Mad town to destroy it. However, the citizens of the down will resist the knight's attempt and the knight must make a Raze check. Any and all knights who end their turn in a Mad town take 1 Sanity damage. If a squad is present in an Invaded or Mad town, each knight in the squad takes 1 Sanity damage. This should be noted on his Knight Card.</span></div>
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<span style="font-family: inherit;"><b><br /></b><b>Mad Town Monster Production</b></span><br />
<span style="font-family: inherit;">At the end of each turn, each Mad town rolls a die. If that settlement rolls a 5+, they produce a random monster. If a Mad city rolls a 4+, they produce a random monster, redrawing if the monster's toughness is less than 2. If a Mad Metropolis rolls a 2+, they produce a random monster, redrawing if the monster's toughness is less than 3.</span></div>
<b><u><span style="font-family: inherit; font-size: large;">Combat</span></u></b></div>
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<span style="font-family: inherit;">Combat is done similar to the rules for Arkham Horror. The combat strength of the knights is compared to the combat strength of the monsters. The resulting difference shows how many die the player gets to roll. For every 5 or 6 shown, a hit is scored by the knights. Combat strength of the knights is their knight strength. Basic knights have 1 combat strength, Strong knights have 2 and Mighty knights have 3. Combat strength for monsters is equal to their combat damage (the number of heart icons in the lower right). The Horror damage for monsters is shown by the number of blue circles in the lower left of the monster tile. The combat and sanity ratings (the red and blue numbers) are not used in Catan Horror and can be ignored. Monsters have health equal to their toughness (the blood drop icons in the bottom center).</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><b><u>Beginning Combat</u></b></span><br />
When combat begins, only the current player's knights will engage in combat. All knights in the same location as a monster will enter combat. As soon as this happens, the player has several options. If a knight is <i>already</i> hidden, he can make a Hide check to avoid combat. If a knight is not already hidden, he can not hide now. Each knight who enters a fight can band together with every other knight in his location to combine their combat strength. </div>
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<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><b><u>Attack Action</u></b><br />
A Knight who uses the
Attack action rolls his attack first, with other knights in his location. Otherwise, the monsters get the
first attack. </span><span style="font-family: inherit;">Evasive
monsters are not counted for this unless they have been forced into combat by
being found with a Hide check.</span></div>
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<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><b><u>Monster Attack</u></b><br />Every combat, every monster will make an attack individually. Monsters automatically deal damage each time they attack. Monsters deal damage to the knights in the same location as them equal to their combat strength. Monsters do not 'spill over' extra damage from dead knights onto others. If a monster with 4 combat strength kills a Basic knight, 1 damage is dealt to the Basic knight (which kills him) and the remaining 3 damage is not dealt to any target. In some cases, it is advantageous to the player to 'sacrifice' their weaker knights to save their stronger ones. Damage is distributed among the available knights in the combat, as the current player decides. </span><span style="font-family: inherit;">Note rules for dealing damage to a squad are different, as listed in the Form Squad section above. Knights do not take Sanity damage from combat.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><b><u>Knight Attack</u></b></span><br />
<span style="font-family: inherit;">When knights attack, they get to choose which monsters to fight. If multiple monsters are in the same location, the player must choose which monsters to have his knights engage before rolling, even if those monsters already got an attack on the knights. The combat strength of the monster is subtracted from the combat strength of the knights to determine how many die the player may roll for their attack. For example, a Basic knight and a Strong knight are in the same location as a monster with 2 combat strength. The knights have a combined combat strength of 3 (Basic has 1, Strong has 2). The combat strength of the monster is subtracted from his, resulting in 1. So, the player gets to roll 1 die. On a 5 or a 6, the knights score a hit on the monster and deal 1 damage to it.</span><br />
<span style="font-family: inherit;"><br /></span>
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<span style="font-family: inherit;"><u>Weapon Immunity/Resistance</u><o:p></o:p></span></div>
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<span style="font-family: inherit;">If a monster is immune to a certain weapon type, knights using that weapon count for 0 strength. If a monster has a certain resistance to a weapon type, that knight is counted as having half of his actual strength. When determining the strength of a knight group for combat, add all knight's strength together (including halves), then round down.</span><br />
<span style="font-family: inherit;"><br /></span></div>
<span style="font-family: inherit;"><u>Weaponry</u></span><br />
<span style="font-family: inherit;">Basic Knights only have Physical Weapons. Strong Knights only have Magic Weapons. Mighty Knights have both and can choose which to use.</span><br />
<span style="font-family: inherit;"><br /></span>
Only one round of combat is done each turn. The monster gets 1 attack and the knights get 1 attack. When they can take actions, knights are <span style="font-family: inherit;">free to run away from a monster as normal, or stay and fight.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><u><b>Squad Combat</b></u></span><br />
<span style="font-family: inherit;">Squads are much more effective in combat. When attacking, a squad rolls a number of dice equal to their strength (remembering squads get combat bonus equal to the number of members it has). For each monster the squad is fighting, they may choose which dice are lost to that monster's combat strength and may use the resulting dice to determine their damage dealt to that monster. Squads to not have to decide which monsters to engage before making their attack roll. Knights can assign any dice they would like towards overcoming the monster's combat strength.</span><br />
<span style="font-family: inherit;"><i>For example, a squad of 2 Basic knights, 1 Strong knight and 1 Might knight (combat strength of 10, 7 knight strength plus 3 bonus squad strength) are in the same location as 3 monsters both with 2 combat strength and 2 health. The knights roll 7 dice and get 6, 6, 5, 5, 5, 4, 4, 3, 2, 1. The knights attack the first monster and assign the dice showing 1 and 2 to overcome the monster's combat strength. Then they use both 6s to damage the monster, killing it. Then they use the 3 and one of the 4s to overcome the combat strength of the second monster and two of the 5s to kill it. The remaining die show 4 and 5. The knights do not have enough die to overcome the last monster's combat strength to be able to damage it. So the knights attack ends.</i></span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><b><u>Damaging Knights</u></b></span><br />
<span style="font-family: inherit;">Immediately when a
knight accum</span><span style="font-family: inherit;">ulates damage equal to his strength, he is demoted to the next
lowest strength and removes a number of damage tokens equal to his original
strength as he is being demoted. A basic knight dies if it is ever
damaged. Players can not assign more damage to a knight than he has
strength combined through his demotions. So a Basic knight can not be
assigned to take more than 1 damage. A Strong knight can not be assigned
to take more than 3 damage at once and a Mighty knight can not be assigned to
take more than 6 damage at once. If a knight is demoted to a rank of
which the player has no more tokens, that knight is killed instead of demoted.</span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;"><b><u>Monster Trophies</u></b></span><br />
<span style="font-family: inherit;">Any monsters killed are
kept as trophies by the player who controls the knights who killed the monster</span></div>
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<span style="font-family: inherit;"><b>Monster Assaulting a Town</b><o:p></o:p></span></div>
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<span style="font-family: inherit;">At the start of each turn, monsters which are in the same location as a Sane town with defenses have to first defeat any and all defenses. Defenses include knights and city walls. During this time, the monster is considered to be 'assaulting' the town. It has not gotten into the town yet, but if it does, the town is considered 'invaded'. During this time, the monster is running amok, destroying buildings and spreading insanity.<o:p></o:p></span><br />
<br /><span style="font-family: inherit;">As soon as a monster enters the same location as a town, each knight in that location must choose how to respond. Either stay and fight, stay and hide or flee. A knight who chooses to stay to fight will enter </span>combat<span style="font-family: inherit;"> as normal. A knight who chooses to stay and Hide, remains in the town, but must make a Hide check as soon as the monster invades the city, entering combat with the monster if he is found. A knight who chooses to flee moves to any adjacent intersection to the town. </span><br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">Any knights defending a town from a monster assault get one attack per turn, as normal. While combating a monster assaulting a town they are in, knights score a hit on a 4+. While in an Invaded or Mad town, knights hit on a 5+, as normal.</span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;"><u>Nightmarish / Overwhelming</u><o:p></o:p></span></div>
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<span style="font-family: inherit;">Each turn while a town is being assaulted by a monster with Nightmarish or Overwhelming, it takes Horror damage (or Structural damage) equal to the Nightmarish damage (or Overwhelming damage), even though it has not yet Invaded the town.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;">City walls can be sacrificed to negate an attack from 1 monster. The player who controls the town gets to decide which monster's attack is canceled. City walls can not be discarded to prevent nightmarish or overwhelming damage. If no other defenses are present when the city takes any Structural damage, the city wall must be sacrificed.<o:p></o:p></span></div>
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<span style="font-family: inherit;"><br /></span></div>
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<span style="font-family: inherit;"><b>Invaded Towns</b><o:p></o:p></span></div>
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<span style="font-family: inherit;">If a monster gets to a town without any defenses, or defeats all the defenses, the monster has Invaded the town. When a monster has Invaded a town, the citizens of that town are overwhelmed with madness and can not produce resources and do not count for victory points. The town is no longer considered to be owned or controlled by the player. Each turn a monster is invading a town, that town takes Horror damage equal to the monster's horror rating and Structural damage equal to the monster's combat damage. Mark a town as Invaded on its Town card.<o:p></o:p></span><br />
<span style="font-family: inherit;"><br /><b>Repelling an Invasion</b></span><br />
<span style="font-family: inherit;">Knights can attack monsters in an Invaded town in an attempt to restore it to how it was. At the end of each turn, any and all knights within an Invaded or Mad town take 1 Sanity damage. If a squad is present in an Invaded or Mad town, each knight in the squad takes 1 Sanity damage. This should be noted on his Knight Card. By defeating all monsters in an Invaded town, the town is no longer Invaded. However, any Horror and Structural damage it has sustained remain.</span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br />A knight who moves into an Invaded town may either take a Knight Action to Hide within the town and do nothing, waiting for more knights, or he may Attack the monster. Note any Hide checks made within a town grant a +1 bonus to the knight's Hide check. If the Knight Attacks, any other Knights within the town may join the combat immediately. Combat goes as normal, noting that the knights only hit on a 5+, since the town is now Invaded. </span></div>
</div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit; font-size: large;"><b><u>Mad Players</u></b></span><br />
If a player has all of their towns and knights become Mad, they themselves become Mad. Mad players work against the remaining sane players. Any other Mad towns on the board are replaced by the newly Mad player's color. If that player does not have enough settlement or city pieces, the player decides which towns to gain control of and the remaining towns function typically as Mad towns.<br />
Mad players can not trade with sane players, but they may always trade to the bank at a 3:1 rate, following the same rules as a harbor, although it does not count as a harbor.<br />
<br />
<b><u>Monster Control</u></b><br />
Mad players control the monsters during their movement steps and can choose to ignore the typical rules for monster movement. <br />
<br />
<b><u>Mad Knights</u></b><br />
A Mad players knights become Mad. However, as they function as monsters while Mad, they are still under the control of the Mad Player and can be fully controlled in this state.<br />
<br />
<b><u>Combat Rewards</u></b><br />
Anytime a monster kills a sane knight, the Mad player draws 1 resource from the hand of the player who controlled the recently killed knight.<br />
Anytime a monster destroys a settlement, the Mad player draws any 2 resources from the bank.<br />
<br />
<b><u>Gate Production</u></b><br />
Anytime a 2 or a 12 is rolled, the Mad player rolls both die and can choose where, of the available hexes, to place the gate. The Mad player may spend 1 wheat to reroll the die to determine where the gate could be placed. The Mad player can only do this once per gate placement.<br />
<br />
<b><u>Monster Production</u></b><br />
Mad Players can build monsters as they would build anything else. Whenever a mad player controlled town has nothing being built within it, the player may take a random monster from the cup and place it on the town card for that town. Each town can have 1 monster being built in it. Monsters can take several turns to build. Each monster takes more time and resources to build for each point of health it has. <br />
Mad players must spend 2 sheep, 1 wheat and 1 lumber to add to the monster's build. Once a monster has been built towards a number of times equal to it's health, it is completed and is placed on the board in the location it was built during the Monster Production step.<br />
<br />
<b><u>Multiple Mad Players</u></b><br />
Once more than one player has become Mad, the Mad players divide their Mad towns evenly among each other, replacing settlement and city pieces on the board, if need be. The Mad players may decide together how to divide the towns.<br />
Once there are multiple Mad players, they may not trade to the bank at a 3:1 rate anymore, but they may trade with one another. They still may not trade with any sane players.<br />
<br />
<b><u>Winning Conditions</u></b><br />
Mad Players can not win from gaining the required number of Victory Points. Mad players can only win by wiping the other players off the map. Mad players win or lose as a team. <br />
<br />
<b><u>Starting as a Mad Player</u></b><br />
Optionally, the players may decide to start the game with a Mad player. This should be decided before the game begins. The players can choose to decide which player begins Mad randomly, or one player may choose to start the game Mad. It is suggested to start with only a single Mad player, but not a requirement.<br />
<br />
<b><u>Dead Players Become Mad</u></b><br />
Optionally, the players can allow a player who has been wiped out to become Mad, instead. If a player loses all of their towns and knights, rather than stop playing, they can become a Mad player instead. If a Mad player causes a sane player to be wiped out, it is recommended that the player does not become Mad and is removed from the game. Because of this, Mad players will have to use some strategy in maddening sane players towns before destroying them.<br />
<span style="font-family: inherit;"><br /></span></div>
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<b><u><span style="font-family: inherit; font-size: large;">Clue Tokens, Trophies and Generals</span></u></b></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<b><span style="font-family: inherit;">Clue Tokens and Monster Trophies</span></b><br />
<span style="font-family: inherit;">During any point when a
player could normally build, they may spend 5 toughness worth of monster
trophies for a clue token. Clue tokens may be spent to gain an extra knight
action or to seal gates.</span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br class="Apple-interchange-newline" /></span>
<span style="font-family: inherit;">Clue tokens and monster trophies may not be bought nor traded.</span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">While making any sort of
check, a player may spend a monster trophy to gain a bonus to the roll equal to
the monster's toughness. <o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 13.5pt;">
<span style="font-family: inherit;"><br />
<!--[if !supportLineBreakNewLine]--><o:p></o:p></span><br />
<b><span style="font-family: inherit;">Generals</span></b><br />
<span style="font-family: inherit;">Any progress or development card that does nothing but grant a player a victory point can be discarded (and not available to be redrawn for the remainder of the game) for a General. This special unit functions as a Knight with strength of 4, but functions as a Mighty knight for all other purposes. It should be represented with a Mighty knight piece, but with an extra marker to note its difference. Players can not have more than one General, nor can they have a General and two Mighty Knights. Players can not gain a General without the Fortress city improvement. Players can gain a General regardless of the knights they do or do not control at the time. The General can be placed on any sane city of the player's color.
</span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><b><u><span style="font-size: large;">Ending the Game</span></u></b><o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">If a
player loses control of all his towns and knights, he is dead and no longer
playing. He can not be traded with and can not buy or sell anything.
He is lo longer considered in the game. If the remaining players
win after his defeat,
they are the winners, but he is not.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 13.5pt;">
<span style="font-family: inherit;"><br />
If a single player has
more than 10 Victory Points at any point during his turn, he has discovered a
way to defeat the monsters once and for all, but must let his fellow Settlers
fall in the process. This player is the sole winner.</span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">If every town becomes Mad, Catan has fallen to the Ancient Ones and the rest of the world is not far from falling as well.</span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">If all Mad towns are destroyed, all gates closed and all monsters killed, Catan is free of the horrors which had plagued it and all the Settlers win.</span></div>
</div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><b><u><span style="font-size: large;">Appendix / Glossary</span></u></b><o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><b>Adding Expansions</b><o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">It is possible to
combine the base Catan Horror with the other expansions from both Settlers of
Catan and Arkham Horror. Some blend well with the base game, others do
not.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><b><i>Catan Expansions</i></b><o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><u>Rivers and Seafarers</u><o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">Seafarers and the Rivers
variant from Traders and Barbarians would blend well enough with the base game.
However, it is highly recommended, if playing with multiple islands to
ensure the two starting gates are not on the same island. <o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">If playing with Rivers,
un-bridged river borders slow down monster movement. Any non-flying or
non-aquatic monster requires twice as long to cross a river. If a
normal monster attempts to cross a river, place it half way across (in the
middle of the border section), then next turn move it the remainder of the way.
Fast monsters can also cross rivers in one turn, but only if they start
their turn adjacent to it since it still requires them twice as much movement
to cross it.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">In Seafarers, monsters
can move across shipping lines. If a monster moves across a shipping line
by either seeing a town across the water or by moving randomly, he continues to
move in that direction until he reaches the other side. The monster is
stowing away on board the ship and can not turn around mid journey.
Movement at any splits in the shipping line would be determined as normal
by looking for towns in the distance then knights, then randomly. The
monster will still never backtrack over a shipping line he has already taken,
even by moving randomly at a junction.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><b><i>Arkham Horror Expansions</i></b><o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">Arkham Horror expansions
don't blend as well as Settlers of Catan expansions do, mainly because the game
is mostly Catan with elements of Arkahm Horror. Out of all the possible
expansions which could be added, most would require too large of a rule change
or doesn't provide enough of a change to make the addition worth it.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><b>Special Monster Movement</b><o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">There are monsters in
Arkham Horror which have a special movement method. This is noted by a
green border. It is recommended if one of these monsters is drawn that it
be discarded and a new random monster drawn instead. Addition (or not) of
these monsters should be agreed upon by all players at the start of the game.</span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br />
<span style="font-size: large;"><u><b>Changelog</b></u></span></span><br />
ver. 0.3<br />
- Gates can't start on 6 or 8.<br />
- Monsters are considered adjacent to all intersections while on a gate<br />
- Monsters move on 4+<br />
- Remove 2 and 12 production chits. Gates open on 2 and 12.<br />
- Players start with city wall.<br />
- Removed barbarians<br />
- Only 1 monster ever appears, regardless of number of players<br />
- Split Player and Monster turn<br />
- Knights can Colonize<br />
- Always get special building phase<br />
- Clarified Knight Promotion as a build<br />
- Attack Knight action guarantees 1 damage die<br />
- Knights can Raze any city<br />
- City walls negate an attack<br />
- Can't build on non-connected roads<br />
- Gates won't count covered hexes for opening a new gate and towards a monster surge<br />
- Knights can flee an attacked town<br />
- Clarified Combat<br />
- Attack monsters separately<br />
- Squads got much better at combat<br />
- Players can become Mad<br />
<span style="font-family: inherit;"><br /></span>
<span style="font-family: inherit;">(ver. 0.2)</span><br />
<span style="font-family: inherit;">+ Added Gates</span><br />
<span style="font-family: inherit;">- Removed starting Mad towns</span><br />
<span style="font-family: inherit;">+ Added Mad Knights</span><br />
<span style="font-family: inherit;">- Knights can not Calm or Repair Invaded towns.</span><br />
<span style="font-family: inherit;">+ Wheat required for Rest Knight Action.</span><br />
<span style="font-family: inherit;">0 Specified/clarified <i>many</i> rules</span><br />
<span style="font-family: inherit;">+ Knights move further on roads</span></div>
</div>
</div>
</div>
<div class="MsoNormal">
<span style="font-family: inherit;">+ Added Appendix</span><br />
<span style="font-family: inherit;">+ Knights can now join an already formed squad</span><br />
<span style="font-family: inherit;">- Removed the robber</span><br />
<span style="font-family: inherit;">- Removed knight displacement</span><br />
<span style="font-family: inherit;">0 Fixed up the combat system for knights and towns</span><br />
<span style="font-family: inherit;">+ Knights gain a bonus to Hide in towns</span><br />
<span style="font-family: inherit;"><br /></span>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><b><u><span style="font-size: large;">Creator's Notes</span></u></b><o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">(Ver. 0.2)</span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">I changed some stuff around to make it better to defend against monsters over trying to drive them out of a town. Bonuses to Hide in towns and bonuses to attack towns you're defending try and focus on that idea.</span><br />
<span style="font-family: inherit;"><br />The Knight Card I made in MS Paint. It's not by any means a quality piece of engineering. It's just how I envisioned the cards to lay out.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br />I still haven't gotten a chance to playtest this. For two reasons, I recently moved and have only been to my LGS once since settling in. And two, I gave away my copy of Arkham Horror. Both of those things vastly impede my ability to play Catan Horror.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br />I want to thank <a href="http://www.blogger.com/profile/00593541503489034848" target="_blank">Tom</a> who commented on this post recently and revived my interest in getting it playable. Also for a number (I assume) of his great ideas.</span></div>
</div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">I did not realize how poorly some of these rules were written and laid out. I really tried to give it a nice shine this time around. A lot of the rules were clarified, edited or straight up removed. I added a lot of new elements as well.<o:p></o:p></span><br />
<span style="font-family: inherit;"><br /><span style="font-size: x-large;">NEVER</span> use the text highlight feature on Blogger. It was only ruin your day (and your posts). I am baffled at how badly this post was messed up before I could manage to post it again. It somehow got all scrambled up. Certain sections where completely misplaced in other sections. It was mind-boggling.</span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">-------------------------------------------------------------</span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">(Ver. 0.1)<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">I thought about letting knights go mad and they go spread madness and stuff, like Panic and Raze... but I figured they would basically just become monsters at that point. Plus, it's just an extra complication that the game didn't need. If you want to enact some rule like that and get it working well, I'd really love to hear about it.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">I wasn't sure about letting knight's heal with the Rest action. I can see it being abused with squads of a mighty and strong knights, all the damage going onto the mighty knight, then resting up for a few turns to heal. But, I figure that's kinda the point. That's a tough squad, they should be able to take some heavy punishment.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">Also, I'm aware that the flow of this is kinda jumpy. I reference things I don't mention until way later in the post, but there's not <i>a lot</i> I can do about that. Just figured I'd mention it.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">Also also, as of now, this hasn't been play-tested at all. So expect heavy changes pretty soon after the first play through.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">As I mentioned, I haven't play-tested this yet, but I haven't posted in so long, I want to post it anyway. I'm thinking there might be some <i>glaring</i> oversights on my part with some of the rules. Primarily in the balance of the game and how things like combat work and how smoothly they work.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br />As of now, the turn order has a single player going through his full turn before moving onto the next player. This might change later to be more like Arkham Horror where the turns are phase based, rather than player based. However, the first player token would be used to indicate the only player with whom others players can currently trade. </span><br />
<span style="font-family: inherit;"><br /></span>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><b><u><span style="font-size: large;">Possible Additions/Changes</span></u></b><o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><b>Catan Horror Event Cards</b><o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">In the Traders & Barbarians Catan Expansion, there is the opportunity for players to use Event cards in lieu of die for determining production rolls. These cards also add an random element to the game by adding random events to the game, effecting the players when the card is drawn.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><b>Special General Abilities</b><o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">Rather than have the General just be a stronger knight, he may gain additional abilities. There would be a list to choose from and the players would be allowed to choose the ability upon the time of creation of the General. They'd also be able to change the ability by spending another victory point card or maybe just a clue token.<o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><br /></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><b>Mad Town Growth</b><o:p></o:p></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;">I played with the idea of having a Mad settlement eventually grow into a Mad city, but considering it would require a player to give up a city piece, I didn't think it would be playable without sacrificing either a a player's city piece or setting aside an entire color just for Mad towns.</span></div>
</div>
</div>
</div>
Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com6tag:blogger.com,1999:blog-7936924685437819379.post-79626745105541537592010-10-04T12:24:00.001-04:002011-03-15T17:00:43.875-04:00D&D Web ResourcesIt's been a while since I've had the chance to post anything. For that, I pretend to apologize. Rather than bore everyone with why I haven't posted, I give you Filler Materials!!!<br />
<br />
I've recently gotten a Dungeons and Dragons 3.5 Edition game in the works with some friends. In my travels upon the Sea of the Internet, I found several websites that might interest people in a similar situation.<br />
<br />
Anyone who has searched around for 3.5 stuff has probably seen this first page already. It's a page of all the open source information. <a href="http://www.d20srd.org/index.htm">The Hypertext d20 SRD</a> has the information available broken down into categories, rather than books, which is easier to sail around (in continuing with this Sea of the Internet metaphor). For anyone wanting to find basic information about D&D 3.5, this is a great site. It's got all the basics laid out nice and simply.<br />
<br />
The next page comes to us from our good friends over at everyone's favorite online Encyclopedia, <a href="http://wikipedia.com/">Wikipedia</a>. Over at Wiki, they host a page of a <a href="http://en.wikipedia.org/wiki/List_of_alternate_Dungeons_%26_Dragons_classes#3rd_and_3.5_editions">List of alternate Dungeons and Dragons classes</a>. It's actually not 3.5 specific, so it works for any edition. What's great about this list is with all the different source books out there, it's great to have a handy table with all the classes (except the ones from the PHB, which can be found in the Hypertext SRD). They don't give anything about the class itself, minus a short description, but they <i>do</i> tell you where you can find the class. So, (more Sea metaphor) if you know a Bay where a certain group of nautical villains might hang out, they could help you over there.<br />
<br />
The last page I have today is questionably legal. Certainly no more that my thinly veiled <a href="http://thepiratebay.org/">Pirate Bay</a> reference earlier. <a href="http://crystalkeep.com/d20/index.php">Crystal Keep</a> hosts PDFs of damn near everything you could ever need from 3.5 D&D. To the point, even, it's a bit of a hassle to wade through. However, even with this inundation of information, Crystal Keep has become part of my bookmarks only because I know if I need to find some super esoteric race or feat, I can find it there. Like the wiki page, they tell you the source of the information, so you can either go buy the book (like a chump) or be a pirate.Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-41144970355577122432010-08-24T18:51:00.003-04:002011-01-11T16:10:22.588-05:00Elements of Greatness: Skill versus LuckMaking a great game is difficult. If it wasn't, we'd be flooded with great games and great would become average and we'd have to looking out for amazing games, because we'd be bored with great. However, there are several factors that make an alright game good, a good game great and a great game amazing. While I certainly won't be able to touch on each and every specific factor, most of these bits and pieces each fall into one of several categories. So, in a piece I'm calling Elements of Greatness, today we go over Skill versus Luck. <br />
<br />
<br />
<span class="Apple-style-span" style="font-size: large;">Skill versus Luck</span><br />
This one is a pretty debatable factor, so I figured I'd go over it first. This one doesn't really have a right answer. It's very dependent on your point of view. There are people who think a game should be all skill and no luck. Games like <a href="http://www.riograndegames.com/games.html?id=4">Puerto Rico</a> are good examples of that, where there is very little chance involved. Some people think luck should be everything and skill should take a backseat. If you disagree, go down to Las Vegas and see what they think about the idea of luck based games. However, with any divided opinion, most people fall into the moderates, some leaning toward one side or the other. <br />
<br />
What's kinda funny about this factor of games is how hidden it can be. Some games are far more luck dependent than they seem. <a href="http://www.worldofmunchkin.com/game/">Munchkin</a>, for example, is a great game. It is a lot of fun and I really enjoy playing it. However, as much fun as I have playing Munchkin, it is nearly completely dependent upon luck. What cards you draw and what monsters you face are all based on random chance. There's never really any time in the game where you have to sit and think about your turn. The benefit of a luck based game is no game will ever really play out the same way. Sure, the basics are the same, but when each player gets a new hand or depending upon the die rolls, when each game is different, it keeps the game fresh and exciting each time you play. However, winning and losing a luck based game can be a meager victory at best. You didn't really DO anything to win, the dice or cards simply landed in your favor. On top of that, losing badly during a luck based game feels terrible. While the other players flourish and cheer as they get what they need, it does not feel good sitting there and waiting while they each collect their rewards. <br />
<br />
Puerto Rico is just the opposite. It's a game that is almost totally reliant on skill. There are hardly any times in the game where the players don't know exactly what will happen next (barring other player choices, of course). The benefit of this sort of game is when you win, you know it was really because you were the best. No other players can whine and moan about poor rolls or poor draws. They had the same opportunity as you, you were just better than them. The downside of this type of game is they have much more potential to become stagnant in replay. If you have a strategy that works most of the time, you can keep attempting that strategy and it can continue to win until your friends catch up and figure out how to beat it. Perhaps I'm over simplifying, but the point remains that a game without chance has no random factor and that makes it possible to play the same game over and over.<br />
<br />
Like most people, I'm in favor of games that have a touch of both. Although, honestly, I favor a bit more skill than luck, for the most part. It's not difficult to find a game that had both luck and skill, in fact, I'm going to venture a guess that 95% of all games have some elements of both. So, the matter comes down to finding a good balance between the two. It's easy to add skill to a luck based game. Even something as simple as giving the players a choice of something constitutes as an element of skill. Rather than having players draw from this deck, they can draw from this deck or that deck. Rather than have them roll this die, give them the option to roll a standard dice or the dice that has 3 1s and a 5, 6, and 7. I don't think that dice exists, but that'd be awesome. Both dice have the same average, but the latter dice is more of a gamble. Anyway, <a href="http://www.catan.com/">Catan</a> is a great example of a game that has touches of both luck and skill. The luck factor is obvious with the dice rolls each turn and even the random drawing with the robber. However, the placement of your pieces and deciding where and what to build is a huge portion of the game. However, ultimately, in Catan, luck has more strength than skill.<br />
<br />
So, what's the point of all this? In the entirety of this article, I barely said anything about which is the way to go. Well, that was my point. There <i>is</i> no right answer here. I was trying to show that different games can rely on skill more than luck or vice versa and still be equally as great. Whichever you prefer is entirely up to you. Like any other opinion, you can think however you want and you're not really right or wrong. As I said previously, this is only one of many different parts of what make a game great. I'll continue to post about the different elements of games and my views on them.<br />
<br />
Next time on <a href="http://nerdaphernalia.blogspot.com/2011/01/elements-of-greatness-customizability.html">Elements of Greatness: Customizability</a><br />
<br />
<iframe align="left" frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=nerdaphernali-20&o=1&p=8&l=bpl&asins=B00008URUT&fc1=000000&IS2=1&lt1=_blank&m=amazon&lc1=0000FF&bc1=000000&bg1=FFFFFF&f=ifr" style="height: 245px; padding-right: 10px; padding-top: 5px; width: 131px;"></iframe> <iframe align="left" frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=nerdaphernali-20&o=1&p=8&l=bpl&asins=B000W7JWUA&fc1=000000&IS2=1&lt1=_blank&m=amazon&lc1=0000FF&bc1=000000&bg1=FFFFFF&f=ifr" style="height: 245px; padding-right: 10px; padding-top: 5px; width: 131px;"></iframe><iframe align="left" frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=nerdaphernali-20&o=1&p=8&l=bpl&asins=1556344732&fc1=000000&IS2=1&lt1=_blank&m=amazon&lc1=0000FF&bc1=000000&bg1=FFFFFF&f=ifr" style="height: 245px; padding-right: 10px; padding-top: 5px; width: 131px;"></iframe>Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com1tag:blogger.com,1999:blog-7936924685437819379.post-87087065722105609562010-08-04T15:59:00.002-04:002011-03-15T17:02:35.072-04:00Newgrounds<span class="Apple-style-span" style="font-size: large;"><u>Everything, By Everyone</u></span><br />
<br />
The Internet is a crazy place. A magical, mystical, intangible world of cats, porn, information and every so often, a game or two. I'm focusing just on the last one for now. Online games have a lot of advantages over board games in that you have a computer to do calculations for you. These games couldn't really ever have a physical version. It just wouldn't or couldn't work.<br />
<br />
There's tons of sites out there solely for games and even more that are for mainly something else, but post a bunch of games as well. My point is, there are a million and one games on the web. Personally, I like <a href="http://www.newgrounds.com/">Newgrounds</a> for my gaming. A lot of people don't like Newgrounds as it's all user submitted, but that's part of why I like it. There's a lot of real gems in there (if you stick to the highest rated lists). Also, a lot of "professional" gaming sites post their games on Newgrounds as well. So, I'm here to highlight some of my favorite games from Newgrounds.<br />
<br />
<a href="http://www.newgrounds.com/portal/view/183428"><b><span class="Apple-style-span" style="font-size: large;">Proximity</span></b></a><br />
The first is a game I first found YEARS ago, called Proximity. It's a lot like Othello, but WAY better. The game is played on a hex grid and each player takes their turn placing tiles on the board. However, in Proximity, tiles have a strength value. Only stronger tiles can overtake weaker ones. This makes the game far more involved. It's not just a matter of pattern anymore, there's strategy and tactics and luck. <br />
<br />
The settings for the game are really what clinch it, making it great. You can really change a lot of the game with only a few options. You're open to variants that strengthen adjacent allied tiles or weaken opposing ones, or both! You can change victory conditions from number of armies (total strength) or controlled territory (total hexes). You can also change the map around, making an even more dynamic game.<br />
<br />
For an simple as it is, Proximity is a lot of fun. The computer player is smart enough, and the game also allows for hot-seat 2 player mode.<br />
<br />
<a href="http://www.newgrounds.com/portal/view/463278"><b><span class="Apple-style-span" style="font-size: large;">Mastermind: World Conquerer</span></b></a><br />
If you don't know the Mastermind series, it's a handful of 10 or so minute short animations and they're pretty funny. The fifth one was kinda weird... not terrible, but.... anyway, the spin-off game is a lot of fun. It's kind of a Real Time Strategy, but also kind of not. The game has a great in-play tutorial and I'm not going to even try to explain it all here. It's really not very complicated, but it's just a lot of type out when you could and should just go play yourself.<br />
<br />
The highlights of the game are hiring minions to commit crimes for you, hiring henchmen to make your minions work harder, killing those henchmen when they lose their value or get too insubordinate and defending your base from waves of military. Like I said, there's a lot more than just this, but the game does well in balancing it all and not making anything too complicated. It locks a bunch of the options until you're at the point of the game where you might need those options.<br />
<br />
<b><span class="Apple-style-span" style="font-size: large;"><a href="http://www.newgrounds.com/portal/view/486811">Hex Empire</a></span></b><br />
A lot of strategy games use hex grids. I mean, mathematically, it's a slightly more balanced system for moving pieces around a board, and such, but still, not THAT much. Anywho, Hex Empire is a 4 player war game. Each player starts in a corner of one of the thousands of randomly generated maps and works their way across the map, capturing towns and sea ports. Each town, port or rural area captured grants you troops to use in your battles. The strength of each army is based on manpower and morale. The addition of these two numbers is that army's total strength. Stronger armies defeat weaker ones. Simple. This game took me a long time to get the hang of. It is VERY difficult if you're not careful. The computer is <i>smart.</i> You really have to take your time and rally the troops.<br />
<br />
What makes this game stand out, to me, is the morale system. Each army squad has a morale score. Winning battles increases morale. Losing battles decreases morale. In addition, you have the option of giving an invigorating speech to your troops, greatly increasing morale for all your armies. The game points out your army "will only buy your rubbish once", so you can only use this once per game.<br />
<br />
All in all, Hex Empire is a lot like Risk, but different enough that it doesn't feel like the same game. With the thousands of different maps, no game ever really plays out the same. It took me a few tries to get the hang of it and before I did, it was a very frustrating game. Once I won the first time, though, it starting happening more often.Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-22859617978368539302010-07-31T13:19:00.002-04:002011-03-15T16:59:10.527-04:00Board Game Geek<span class="Apple-style-span" style="font-size: large;"><u>Board Game Website</u></span><br />
<br />
I spend a lot of time looking around for new board games and reading about ones I already have. There is one site and one site alone I go to for any of my board game needs: <a href="http://www.boardgamegeek.com/">BoardGameGeek.com</a>. It has (I'm sure) a page for every board game ever produced. As well as a marketplace for each game, different versions, user images and videos, forums, similar games, uploaded files, popularity stats, web links, and more. And each game has each of these exclusively for itself. <br />
<div><br />
</div><div>You can sort games by the BBG ranking, by user ranking, by genre or even by keywords. It's a great way to discover new games. On top of that, a lot of the more popular games have web versions you can play for free in the web links section of the game page. </div><div><br />
</div><div>There's a pretty large community here too. People are always willing to discuss rule clarifications or point you in the right direction for any help you might need. The marketplace is mostly player run and a lot of times, people are even willing to trade games, rather than sell them.</div><div><br />
</div><div>All in all, Board Game Geek is pretty great. Anytime I'm considering getting a game I see in a store, I always check BBG first. It's steered me away from some what would have been bad purchases. So, if you have any major interest in board games, I recommend you check it out. It's pretty awesome.</div><div><br />
</div><div>Also, as a side note, <a href="http://www.boardgamegeek.com/boardgame/11901/tic-tac-toe">tic-tac-toe</a> is the lowest rated board game. I always thought that was pretty funny.</div>Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-69211122848468951752010-07-29T11:27:00.001-04:002011-03-15T16:35:31.060-04:00Combat Runner Tool<span class="Apple-style-span" style="font-size: large;">4th Edition Dungeons and Dragons Tool</span><br />
<span class="Apple-style-span" style="font-size: large;"><br />
</span><br />
As an aspiring engineer, I'm completely in favor of working smarter, not harder. Plus, with my penchant for programming on the side, I have a habit of making my computer do my more mundane, monotonous tasks. I've been a big fan of Visual Basic or Visual Studio or whatever it's calling itself nowadays for a while. It's easy to pick up and even easier to make a good user interface without needing to spend too much time on it. (Again going back to the smarter, not harder thing).<br />
<br />
So, when I starting running 4th Edition Dungeons and Dragons adventures, I got pretty tired of keeping track of monsters hit points, and attack bonuses and all that stuff. So, my natural instinct was to make my computer do it for me. I spent a lot of time on this tool, but it's still not perfect. But I figure it's good enough that I don't mind sharing it with the world. I did my best to make most bugs Ignorable anyway.<br />
<br />
If you find any bugs, please let me know and I'll do my best to fix it soon as I feel like it. As I mentioned before I used Visual Studio, so you might need some drivers and whatnot. I don't know where you get them. That's on you.<br />
<br />
<a href="http://www.mediafire.com/?sa7vg6kyn6kd664"><b>Download Combat Runner</b></a><br />
<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0ZW7p2PxpFV5KbKrCTEoh_uzi8OvbQL87E__PxHf1P9_sCI5mBu8tDeL-pv_B__-MJchMzfbQIK-ENRrcQdRCYg7hMjrH4_xnWT3FwdhfWqVYibTqF3ERVc-M4tk3UFvYnaKxvCwNArU/s1600/Combat+Runner.bmp" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="252" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0ZW7p2PxpFV5KbKrCTEoh_uzi8OvbQL87E__PxHf1P9_sCI5mBu8tDeL-pv_B__-MJchMzfbQIK-ENRrcQdRCYg7hMjrH4_xnWT3FwdhfWqVYibTqF3ERVc-M4tk3UFvYnaKxvCwNArU/s400/Combat+Runner.bmp" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAFy0NKITi4bJ7BhC85nLYotrl_KtUsVMPBfZCgYC5xRIDtux-thRL6hML5bUjM0HNADmSeUu6nf-iBcJx_aiZGiAXXIMEAThD_pX3-1S_mGCNrXtKG4Hexahn2dbEzOJinesDoGZUOzk/s1600/Combat+Runner+2.bmp" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="152" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgAFy0NKITi4bJ7BhC85nLYotrl_KtUsVMPBfZCgYC5xRIDtux-thRL6hML5bUjM0HNADmSeUu6nf-iBcJx_aiZGiAXXIMEAThD_pX3-1S_mGCNrXtKG4Hexahn2dbEzOJinesDoGZUOzk/s400/Combat+Runner+2.bmp" width="400" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDAnNeFnDn_QQEFJWVT2AW7LnQXU6eGm0AltdHF3z1wYXhgP2_fquFxS11IDkEYEX6U_Ni3k_lR6cmxQwk8Le5HT04YJkwxVi1gTHcM5S0y_qumeB0eATnTngfOTRMhaRCQOtCr5LIn38/s1600/Combat+Runner+3.bmp" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="151" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDAnNeFnDn_QQEFJWVT2AW7LnQXU6eGm0AltdHF3z1wYXhgP2_fquFxS11IDkEYEX6U_Ni3k_lR6cmxQwk8Le5HT04YJkwxVi1gTHcM5S0y_qumeB0eATnTngfOTRMhaRCQOtCr5LIn38/s400/Combat+Runner+3.bmp" width="400" /></a></div>Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-86684414844160125902010-07-28T12:24:00.002-04:002010-07-28T15:21:08.597-04:00Math ScrabbleMath Scrabble is just like Scrabble, but instead of letters, players get numbers and arithmetic operators. There is a pile of equal signs that players can freely draw from. Players will always need at least 1 equal sign, therefore they are extremely important and players should never be stuck not having one. With regular Scrabble, there are vowels, that are required for every word, but with a variety of vowels to choose from, the chances a better you'd be able to use a vowel are higher. Tthis is not true for equal signs, of which there is only one.<br />
<br />
For example, if a player has 2, 5, 7, 1, 3, +, and * they could play a variety of things...<br />
<ul><li>2 + 1 = 3</li>
<li>5 + 2 = 7</li>
<li>5 + 7 = 12</li>
<li>5 * 3 + 2 = 17</li>
</ul><div>All numbers from 0 - 9 would be available, as well as Addition, Subtraction, Multiplication, Division.</div><div><br />
</div><div>Due to the lack of parenthesis, players are allowed to do the order of operations in any order they choose. Placing a "0" before a number is illegal. </div><div><ul><li>09 + 4 = 13</li>
</ul><div>The above equation is illegal because of the leading "0".</div></div><div><br />
</div><div>Because the game is limited to integers and has no decimal point, division can be very difficult. Noninteger division can only really be done with two division tiles.</div><div><ul><li>2 / 5 + 3 = 1 / 4</li>
</ul></div><div>The listed above is a legal play. Because players are allowed to do the order of operations however they'd like, the player can choose to do the 5 + 3 first, making the equation 2 / 8 = 1 / 4, which is true.</div><div><br />
</div><div>Therefore, the tile breakdown is listed as follows.<br />
<br />
<table border="1"><tbody>
<tr><th>Tile</th><th>Number Available</th><th>Point Value</th></tr>
<tr><td>1</td><td>10</td><td>2</td></tr>
<tr><td>2</td><td>8</td><td>4</td></tr>
<tr><td>3</td><td>8</td><td>4</td></tr>
<tr><td>4</td><td>8</td><td>4</td></tr>
<tr><td>5</td><td>8</td><td>4</td></tr>
<tr><td>6</td><td>8</td><td>4</td></tr>
<tr><td>7</td><td>8</td><td>4</td></tr>
<tr><td>8</td><td>6</td><td>4</td></tr>
<tr><td>9</td><td>5</td><td>4</td></tr>
<tr><td>0</td><td>5</td><td>2</td></tr>
<tr><td>+</td><td>7</td><td>2</td></tr>
<tr><td>-</td><td>7</td><td>2</td></tr>
<tr><td>*</td><td>6</td><td>4</td></tr>
<tr><td>/</td><td>4</td><td>8</td></tr>
<tr><td>Blank</td><td>2</td><td>0</td></tr>
<tr><td>TOTAL</td><td>100</td></tr>
</tbody></table></div><div>X, Z and Q are uncommon letters. Because there isn't really this idea in mathematics, all the number tiles have the same point value, except for 1 and 0, which are certainly more commonly and easily used than other numbers. This will change the average amount of points a player will have at the end of the game, related to a game of normal Scrabble.</div><div><br />
</div><div>Blank tiles can be used to take the place of any number or operator, as normal.</div><div><br />
</div><div>Otherwise, all the rules that apply to Scrabble also apply to Math Scrabble.</div><div><br />
</div><div>This is still very much a work in progress. I will certainly be editing this post frequently as I work over and equalize the tile distribution and point values and such. If you have any input, please let me know. <br />
<br />
EDIT: It was just brought to my attention this game basically already exists. Sad face. I'll probably pick it up at some point and try to improve on it. A lot of the reviews I read said something along the lines of "Great idea, poor execution". I happen to think I'm great at executions. ... ... Yeah, that's right.<br />
<iframe align="left" frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=nerdaphernali-20&o=1&p=8&l=bpl&asins=B00004U1RA&fc1=000000&IS2=1&lt1=_blank&m=amazon&lc1=0000FF&bc1=000000&bg1=FFFFFF&f=ifr" style="align: left; height: 245px; padding-right: 10px; padding-top: 5px; width: 131px;"></iframe></div>Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com2tag:blogger.com,1999:blog-7936924685437819379.post-26851293923764582712010-07-24T18:31:00.006-04:002011-03-15T16:13:36.825-04:00Hardcore Catan (v1.1)<span class="Apple-style-span" style="font-size: large;"><b>Hardcore Catan Variant Rules and Scenario (v1.1)</b></span><br />
(Updated 3/15/2011)<br />
<br />
Catan is a great game. It combines strategy, diplomacy and forethought into a fun game anyone can play. However, it's not challenging. As much fun as I have playing Catan (and I do), I would never call it a difficult game. Any frustration comes from other players doing what they can to mess you up. That's all well and good, but I love a good challenge. That's why I went out of my way to work on these new rules and variants for what I'm calling Hardcore Catan. It's a couple of variant rules and a scenario that makes Catan a lot harder. <br />
<br />
Keep in mind these variants, rules and scenarios are <i>supposed</i> to be difficult. They are only recommended for people looking for an added challenge.<br />
<br />
These rules are mostly singular. Players can choose to add one or more of these variant rules to make their game of Catan a bit harder. Some of them require certain expansions, as noted. Many of the rules also require gold. Gold comes with the Traders and Barbarians expansion. However, anything can be used to symbolize how much gold a player has; Buttons, coins, etc. Rules for gold usage can be found in the Traders and Barbarians rulebook: <a href="http://www.catan.com/en/download/?TaB_Rules_051908.pdf">http://www.catan.com/en/download/?TaB_Rules_051908.pdf</a><br />
<br />
<b>New Year</b><br />
When players roll to see who goes first, the player who goes first marks the New Year. The start of that players turn marks a new year. If playing with Catan Event Cards from the Traders and Barbarians expansion, when the New Year card is drawn, the player who draws it now starts the new year from now on. Some of the Hardcore Catan rules rely on the new year.<br />
<br />
<b>Settling Nomads</b><br />
As a nomadic tribe finally coming to a rest, players start with only 1 settlement, 1 road and 1 gold. However, in addition to drawing initial resources from the starting settlement, players may also take one additional resource of their choice. <br />
<br />
<b>Famine</b><br />
Whenever a player rolls doubles for production, they roll again until they roll a result of anything but a 7. Whatever number is rolled all chits of that number are flipped face down. Those hexes no longer produce resources. Once doubles are rolled again, the famine moves elsewhere. The facedown chits are turned face up and the player rolls again to determine which chits are turned face down. Additionally, if playing with Fishermen of Catan, all players randomly discard half of their fish tokens (rounded up) due to their fish rotting.<br />
<br />
<b>Thieving Robber</b><br />
The robber isn’t preventing hexes from generating resources. He’s stealing them. When he does, he can now also snag a little something else. Whenever the robber prevents any player from drawing resources, that player also must lose 1 gold. The amount of gold lost is not related to the number of resources not drawn. The player will only ever have to play 1 gold when the robber prevents him from drawing resources. If the player can not pay 1 gold, he must discard a resource of his choice.<br />
<br />
<b>Prison Break (Requires Mega Catan; Chasing Away and Arresting Barbarians)</b><br />
If playing with Mega Catan rules, when a Mighty Knight arrests a barbarian, that barbarian is placed off the board, in a separate location. Each time the dice are rolled for production, if the number rolled is less than or equal to the number of arrested barbarians, the barbarians prison break and escape throughout Catan. Starting with the player whose turn it is, players each place one of the prison breaked barbarians around the board, wherever they’d like. No resources are stolen during this barbarians placement.<br />
<br />
<b>Barbarian Advance (Requires Cities and Knights)</b><br />
Whenever the Black Ship is rolled together with a “7”, the ship moves two spaces, instead of one on the Barbarian tile. If the barbarian ship needs to only move 1 space to attach Catan, but moves two during a single roll, the ship is still placed in the starting space after the attack is resolved.<br />
<br />
<b>Baggage Train Damage (Requires Traders and Barbarians)</b><br />
If a Baggage train fails to drive off a barbarian, place a Catan chit (Damage token) on the topmost Baggage Train card for that Baggage Train. A player may spend the amount of resources that was required to upgrade the Baggage Train to its current level to remove a Damage token. If a Baggage Train ever has 2 Damage tokens, remove both tokens and the Baggage Train is downgraded to the next lowest level and it loses any commodity token it was carrying. After a failed battle, the Baggage Train must move past the barbarians as normal by spending extra MP or go around. <br />
If a level 1 Baggage Train ever receives 2 Damage tokens, it is destroyed and removed from the board. The player may rebuild a new Baggage Train for 1 Lumber, 1 Wool and 1 Ore. A newly built Baggage Train may be placed at any city the player controls. Only if the player controls no cities, then it may be place at a settlement instead.<br />
<br />
<b>River Crossings (Requires Traders & Barbarians and Rivers)</b><br />
When a Baggage Train crosses an unbridged river, they are given three options to cross it. Either by taking a ferry, costing 1 MP and 2 gold; by crossing carefully, costing 3 MP; or by fording the river, taking 1 MP. If the baggage train is fording the river, that player rolls a die and must roll equal to or less than the current level of their baggage train to cross safely. For example, an un-upgraded Baggage Train must roll a 1 and a fully upgraded Baggage Train must roll a 1, 2, 3, 4 or 5. Failure to cross safely means the Baggage Train did not make it across the river. The Baggage Train drops the commodity token is was carrying. If playing with Baggage Train Damage rule, the Baggage Train also takes a damage token. In either case, the Baggage Train may be placed in either side of the river after failing to cross. <br />
<br />
<b>No Ties</b><br />
If two or more players ever are tied for Longest Road, Harbormaster or Largest Army, no player holds the card. The card is placed off the board and no player receives victory points from it until another player has more than any other player in roads, harbors or knight cards. If another then ties that player in roads, harbors or knight cards, the victory point card is immediately placed off to the side again.<br />
<br />
<u><b>Vicious Barbarians (Requires Cities and Knights)</b></u><br />
<br />
<br />
<br />
<br />
<dd><b>Determining Barbarian Strength</b><b></b><br />
Cities still count as 1 point of Strength for the barbarians, however, settlements count as 0.5 a point for the barbarians. Round up when determining Barbarian Strength.<br />
<br />
<b>Determining Catan’s Strength</b><br />
A player with only settlements or metropolises still counts his active knights for determining Catan’s strength. Each city wall grant 0.5 Strength points for Catan. Round down when determining Catan’s Strength.<br />
<br />
<b>If Catan Loses…</b><br />
Every player downgrades a city to a settlement. If a player only has metropolises, one of his metropolis is downgraded to a city. He chooses one of his metropolis, removes the golden gates and loses the metropolis token. If a player has no cities or metropolises, they lose a settlement. If that settlement was the homeport of a open shipping route, all those ships are destroyed. Any road segments that are left attached to no settlements or cities are also destroyed. If a knight is ever left without roads or ships on either side, that knight is removed (unless playing with Wandering Knights rule of Mega Catan). If a player’s last settlement is destroyed, that player is defeated and no longer plays for the remainder of the game<br />
<br />
<b>Rebuilding a Metropolis</b><br />
Any player may rebuild a lost metropolis by building the 4th or 5th city improvement in that category, as normal. If every player already has built the 5th level in that category, the first player to spend 5 of the related commodity gains the metropolis of that category. It can not be stolen by other players, however, if the barbarians destroy the metropolis, it leaves it open for another player to claim by spending 5 commodities.</dd><br />
<br />
<b>Pair of Boots (Requires Fisherman of Catan)</b><br />
The Old Boot token requires the player who has it to have 2 more victory points to win, rather than just 1 more.<br />
<br />
<b>Overfishing (Requires Fisherman of Catan)</b><br />
When players spend Fish tokens, the tokens are placed to the side of the board into the Spent pile. At the beginning of each new year, 1 fish token per 2 players (round down), chosen at random, is placed from the Spent pile into the Discard pile. Once the Draw pile of fish is empty, players take what is in the Discard and use those tokens to make a new Draw pile. Do not mix in those from the Spent pile. If there are a limited number of fish tokens to draw when several players would need to do so, the players draw the amount they need each in turn. If there are no fish tokens to draw, no players get to draw.<br />
<br />
<b>Upkeep</b><br />
At the end of each new year (see New Year above), each player must spend 1 gold or 1 resource. For each new year where he does not or can not, he places a Catan Chit (Maintenance token) next to one of his cities, settlements or metropolises. At any point when a player could build, they may spend 2 gold or 1 resource to remove a Maintenance token. Once a location has 2 Maintenance tokens, it is falling apart and production comes to a halt. Turn the piece onto its side. The piece no longer produces any resources and does not count for any Victory Points. A player may get the fallen location running again by spending 6 gold or 3 resources to the bank. This removes 1 Maintenance token from that location, turns it right side up again and allows it to gain resources.<br />
<br />
<b>Impoverished Settler</b><br />
If a player ever has no gold coins at all, he takes a further -1 VP, in addition to the Poorest Settler token. Penalizing players with 0 gold by a total of 3 VP. Players may never have less than 0 VP.<br />
<br />
<b>No Maritime Trade</b><br />
Unless players control a harbor, they may not trade with the bank. Essentially, there is no longer the 4:1 trade available to the players.<br />
<br />
<b>No VP Cards</b><br />
If a player ever draws a Victory Point card, from the Progress or Development cards, they immediately discard that card and draw again. The Merchant still functions to allow improved trading, but does not count for a Victory Point.<br />
<br />
<u><b><span class="Apple-style-span" style="font-size: large;">Atlanticatan (Hardcore Scenario)</span></b></u><br />
<br />
<br />
<dd>The island of Atlanticatan is doomed, although the settlers may fully realize it yet. Their island is doomed to sink beneath the waves. <br />
<br />
<b>Initial Setup</b><br />
Each player begins with 2 settlements and a road attached to each.<br />
<br />
<b>Living Dangerously</b><br />
The outermost hexes of Atlanticatan are a dangerous place to live. Any settlement or city on the coast are worth an extra Victory Point while they still stand. Only settlements on the original coastline are worth extra Victory Points. If a hex sinks and a settlement that wasn’t on the coast, becomes a coastal settlement, it does not gain an extra Victory Point.<br />
<br />
<b>Time Passing</b><br />
Each time a new year passes (See New Year above), make note of how many years have past in total. Once 10 years have past (add more years for an easier game, or less for a harder game), a catastrophic event occurs and the isle of Atlanticatan begins sinking.<br />
<br />
<b>Atlanticatan Begins to Sink</b><br />
At the <i>end </i>of every new year after the 10th (starting on the 11st), roll both die. Starting from the production chit “A“ (or the earliest alphabetically if “A” has sunk), count around in a clockwise direction around the circumference of the island, only counting the outermost coastal hexes, skipping hexes that have already sunk. Whatever hex is chosen has sunk into the ocean. Flip the hex over to the water side and remove the production chit. That hex no longer produces recourses. Only when all of the outer coastal hexes have sunk does the next inner ring have any potential to sink.<br />
<br />
<b>Sunken Settlements and Harbors</b><br />
If any settlements or cities are ever completely surrounded by water hexes, they are removed from play. Players receive no Victory Points for sunken settlements or cities. If a hex with a harbor sinks, that harbor is lost and the player may no longer trade through it.<br />
<br />
<br />
<div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><b>Delaying the Inevitable</b></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">At the <i>start </i>of each new year after Atlanticatan begins to sink, if every player discards two resources, no hex sinks this year. This represents the settlers working together to do whatever they can to keep their island afloat.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><br />
<b>The Robber Sinks</b><br />
If the Robber is standing on a tile that sinks, place him off the board. Once another “7” is rolled, he is placed back on the board as normal.<br />
<br />
<b><u>Atlanticatan With Other Scenarios</u></b><br />
<table cellpadding="10"><tbody>
<tr><td></td><td><b><u></u></b>Many scenarios have special hexes or board layouts that are critical for their scenario. It is not recommended that these scenarios be mixed with Atlanticatan, although you are welcome to try.<br />
<br />
<b>Seafarers</b><br />
If playing with basic Seafarers rules and multiple islands are available, each island sinks separately. At the start of each year, randomly determine which island will sink this year. Then proceed as normal for sinking. <br />
If a settlement or city that was a homeport for a open shipping route sinks, that shipping route is destroyed and all ships are return to the player. If the shipping route was closed, it becomes open again, as it no longer has a port at both ends.<br />
<br />
<b>Fishermen of Catan</b><br />
If playing with Fishermen of Catan, when a fishing tile is no longer adjacent to any land hexes, move the fishing tile inward to land. Of the two land tiles the fishing hex was adjacent to, randomly determine which of those two sunken land hexes the fishing tile moves into.<br />
<br />
</td></tr>
</tbody></table><b>A Player Sinks</b><br />
If a hex sinks and any player no longer has any settlements or cities (or metropolis), he has lost the game and no longer takes turns or collects resources. Any roads he has left on the board remain where they are.<br />
<br />
<b>Saving Atlanticatan</b><br />
Once a player has reached 12 Victory Points on his turn, he has discovered a means of stopping the island from sinking and becomes the Savior of Atlanticatan and wins the game.<br />
<br />
<b>Atlanticatan Sinks</b><br />
If Atlanticatan completely sinks, the players have all lost the game. Perhaps in many years people will tell stories of the Lost Civilization of Atlanticatan.<br />
<div><br />
</div></dd><br />
<u><b>Post Updates</b></u><br />
v1.1<br />
- Expanded the Fording the River rule into River Crossing, allowing several new options to the player<br />
- Clarified that the baggage train was meant to drop its commodity token when failing to ford the river, regardless of using the baggage train battle rule<br />
- Fixed some formatting<br />
- Fixed balance issues on Upkeep rule<br />
- Clarified the Merchant in No VP Cards rule<br />
- Clarified Impoverished Settler rule<br />
- Clarified Barbarian Advance rule<br />
- Renamed Baggage Train Battle with Baggage Train Damage<br />
- Balanced and clarified Overfishing rule<br />
- Several clarifications and balance issues fixed to Atlanticatan ScenarioMatt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-75750716283473475502010-07-23T18:03:00.006-04:002011-10-27T16:09:34.724-04:00Shifting Alignment Variant (v 1.1)<span class="Apple-style-span" style="font-size: large;">Dungeons and Dragons 3rd Ed. Variant Rule (v 1.1)</span><br />
Updated 10/27/2011<br />
<br />
It's high time I came to accept it. Third Edition D&D is gone. Yeah, I could still go and play it with some friends, but with no new books being released, it's time I move on. I prefer 3rd to 4th. Don't get me wrong, 4th is great. The power system is very cool and really gets more of that "Look what I can do!" feel into the game that 3rd didn't do so well. But part of that lacking is what made it better. 3rd was more open to change and manipulation. It's much harder to make a new class in 4th, unless you want to spend days making enough powers. In 3rd, it was much easier to make new rules and classes and such. <br />
<br />
Anyway, that's not really what this post is about. If you read through the <a href="http://nerdaphernalia.blogspot.com/2010/07/on-mission-from-god-or-two.html">last D&D post</a> I made, I mentioned how I love to take a small, mostly inconsequential part of the game and build it up into something bigger. That's what I've done here. I took alignment and made it more involved. I never much liked the idea that you can choose your alignment. For most people, they don't really consider being an alignment that isn't how they view themselves, to some extent. I've always said "You don't choose your alignment, it chooses you." Super deep, right? My main problem with alignment was, except Paladins, there was no major penalty for acting outside your alignment. On top of that, a lot of people <i>claimed</i> to be Chaotic Neutral, but I found most of them were actually more leaning toward Chaotic Good. This system really helps with people actually having the right alignment. So, I wanted to make a mechanic that would make alignment more dynamic. So I did.<br />
<br />
This variant takes alignment to a new level. Each and every character has scale on each axis of the alignment chart: Good v. Evil, Law v. Chaos. A character's alignment is based on the balance of his alignment scales. Each time a character performs an action toward a particular alignment, he shifts on the scale, based on the action itself. Any action has potential to shift a character's alignment slightly, based on the DM's discretion. <br />
<br />
<table border="1"><tbody>
<tr> <th>Sample Actions</th><th>Effects</th></tr>
<tr> <td>Cheating in a game</td> <td>+1 Evil</td> </tr>
<tr> <td>Being unnecessarily kind to a stranger</td> <td>+1 Good</td> </tr>
<tr> <td>Upholding a tradition for the sake of tradition</td> <td>+1 Law</td> </tr>
<tr> <td>Defacing public property</td> <td>+1 Chaos</td> </tr>
<tr></tr>
<tr></tr>
<tr> <td>Using another for personal gain</td> <td>+2 Evil</td> </tr>
<tr> <td>Helping another at the a cost or risk to yourself</td> <td>+2 Good</td> </tr>
<tr> <td>Telling the truth regardless of the negative consequences </td> <td>+2 Law</td> </tr>
<tr> <td>Acting recklessly</td> <td>+2 Chaos</td> </tr>
<tr></tr>
<tr></tr>
<tr> <td>Killing an innocent</td> <td>+3 Evil</td> </tr>
<tr> <td>Giving mercy to an enemy</td> <td>+3 Good</td> </tr>
<tr> <td>Improving a town's bureaucratic system</td> <td>+3 Law</td> </tr>
<tr> <td>Attacking an authoritative figure</td> <td>+3 Chaos</td> </tr>
<tr></tr>
<tr></tr>
<tr> <td>Performing a sacrifice</td> <td>+4 Evil</td> </tr>
<tr> <td>Building a house for the unprivileged</td> <td>+4 Good</td> </tr>
<tr> <td>Bringing a famously known criminal to justice</td> <td>+4 Law</td> </tr>
<tr> <td>Destroy a large structure</td> <td>+4 Chaos</td> </tr>
<tr></tr>
<tr></tr>
<tr> <td>Committing mass murder</td> <td>+5 Evil</td> </tr>
<tr> <td>Sacrificing yourself to save another</td> <td>+5 Good</td> </tr>
<tr> <td>Bringing order to a lawless town</td> <td>+5 Law</td> </tr>
<tr> <td>Starting a revolution</td> <td>+5 Chaos</td> </tr>
<tr></tr>
<tr></tr>
<tr> <td>Shifting the alignment of another to yours</td> <td>+3 *</td> </tr>
<tr> <td>Doing nothing for a long period of time</td> <td>-2 **</td> </tr>
<tr> <td>Casting an aligned spell </td><td>1/2 spell level, rounded down</td></tr>
<tr> <td>Wielding an aligned weapon </td><td>+2 ***</td></tr>
<tr> <td>Performing a kill with an aligned smite </td><td>+1 ****</td></tr>
</tbody></table>
<br />
* When changing another's alignment to yours, choose one axis. You gain 2 points to further yourself on that axis.<br />
<br />
** If a character does nothing for a long time, he starts to lose his alignment. At a certain point, the character shifts 2 points on both axes towards 0. The length of time required for this to occur is based on the DM's discretion, but should be a reasonably infrequent occurrence. For instance, even a devil who stays in solitude for several years would eventually become Neutral. However, if he spend his time thinking of evil things or plotting revenge or something similar, he would not risk losing his Evil status and would likely keep his Lawful as well.<br />
<br />
*** Wielding an aligned weapon only grants alignment shift after the weapon has been used for long enough that it is considered your "primary weapon". The specifics of what that means are up to the DM.<br />
<br />
**** Killing a creature with an aligned smite will always grant +1 to the alignment of the smite, regardless of current alignment strength. However, only up to +14.<br />
<br />
<table border="1"><tbody>
<tr><td rowspan="2"></td><th colspan="4">Aura Strength</th></tr>
<tr><td>Lv. 1: Feint</td><td>Lv. 2: Moderate</td><td>Lv. 3: Strong</td><td>Lv. 4: Overwhelming</td></tr>
<tr><th>Creature</th><td>6-11</td><td>12-18</td><td>19-26</td><td>27+</td></tr>
</tbody></table>
<br />
At each level of aura (as per detect spells) on a particular side of an axis, the amount you gain from each action on that side of that axis is reduced by the strength of your aura. Therefore, for a Strong force of Chaos to shift a point, he would have to do something on the level of destroying a large structure. Even still, he would still only shift 1 point.<br />
<br />
Conversely, for each level of aura that opposes an action, the amount shifted is increased by that much. For instance, if a +11 Chaos Rogue were to tell the truth when he knew it would only work against him to do so, he would shift 4 points toward Law (2 for telling the truth, 2 for his Moderate Chaotic aura). This would place him at +7 Chaos. The stronger a character's aura, the more he is affected by actions out of his alignment.<br />
<br />
<b>Starting Points</b><br />
A newly created character chooses his or her alignment. Based on the alignment chosen, the character shifts 7 points toward each extreme chosen. For instance, a Lawful Neutral character is at 0 on his Good v. Evil scale, but +7 Law on his Law v. Chaos scale.<br />
<br />
Any creature with an alignment descriptor starts with as many points on the descriptor's axis as the creature has Hit Dice. For example, a creature with the Good and Chaotic descriptors has as many points on both the Good and Chaos axis as it has Hit Dice.<br />
<br />
<b>Changing Alignment</b><br />
If a character drops to 5 or below on either alignment scale, he drops to Neutral for that axis. This could, perhaps, have devastating effects for a certain characters with alignment based abilities. A fighter who dropped to +5 Good becomes Neutral on his Good v. Evil axis. The fighter stays Neutral until he performs some act that would push him above 5 on the Good v. Evil axis. Note that using another for personal gain is considered Evil. Therefore, if the fighter went and gave money to the church when he dropped to Neutral, he is doing so solely for the purpose to gain his Good status back. He would still shift +2 Good for the donation, but he would shift +2 Evil for the selfishness of his actions. This catch-22 makes gaining a Good status rather difficult.<br />
<br />
There is no penalty for changing alignments, other then the specifically written ones, as for the paladin, monk, barbarian and so on.<br />
<br />
<b>Alignment Restricted Classes</b><br />
Paladins, monks and several other classes are restricted by their inability to perform certain aligned actions. Any time a character of these classes shifts even 1 point towards his restricted alignment, that axis (and only that axis) is locked and he can not shift towards his unrestricted alignment until he receives an <i>atonement</i> spell or repents in some similar way.<br />
For example, a Paladin performs an Evil action and her alignment shifts several points towards Evil. Until she atones, her alignment can continue to become more Evil, as well as Chaotic or Lawful, but she cannot become more Good.<br />
<br />
<b><span class="Apple-style-span" style="font-size: large;">Spells</span></b><br />
Certain spells work differently with this variant.<br />
<b><br />
</b><br />
<b>Detection Spells</b><br />
Detection spells work, basically, just as they always have. However, the strength of the aura is no longer based on the HD of the creature, but rather the amount shifted on the particular axis. Detection spells for objects work as they always did.<br />
<br />
Note that being a cleric, outsider or undead no longer affects detection spells. With this variant, all creatures have the capacity to be extremely Good, Evil, Chaotic or Lawful. Meaning, a commoner who goes around helping people and performing good deeds, while never even gaining any levels, can become an Overwhelming force of Good.<br />
<br />
It should also be noted that, with this system, each character has two auras. Good v. Evil and Law v. Chaos. It is possible to be a Strong force of Good and, at the same time, a Feint force of Law.<br />
<br />
<b>Atonement</b><br />
The Redemption or Temptation aspect of the spell, if successful, places the affected character at +6/+6 on your alignment. Unless the affected character was further along in one of the axes, in which case, it keeps its original value. From that point on, the character is free to do as he pleases, with his new alignment in mind.<br />
<br />
<b>Alignment Flipping Spells</b><br />
Spells or effects that automatically flip one's alignment to its opposite, do so by shifting completely to the other side of the axis. A monk with a +7/+5 Lawful Good alignment who undergoes a complete shift, becomes +7/+5 Chaotic Evil.<br />
<br />
As with atonement, any spell that changes a character to a certain alignment, does so by placing it at +6 of whatever the new alignment is. A demon who turns Good, is going to be pretty new at it and will need time to learn his new ways.<br />
<br />
<b><span class="Apple-style-span" style="font-size: large;">Aura Empowerment Variant</span></b><br />
A variant within this variant is the idea of Aura Empowerment. This is the idea that the stronger one's aura is toward any one particular axis, the more strength they have when using abilities based on that aura. This gives bonuses to those characters who stay within their alignment and do what they can to further it.<br />
<br />
If a character has a Moderate aura or better (as per the detect spells), their aligned spells and abilities are enhanced. This bonus applies to any aligned spell, smite damage, bonus aligned damage of an aligned weapon and any similar effect that deals damage based on aura.<br />
<br />
<table border="1"><tbody>
<tr><th colspan="3">Aura Strength</th></tr>
<tr> <td>Moderate</td><td>Strong</td><td>Overwhelming</td></tr>
<tr><td>x1.25</td><td>x1.5</td><td>x2.0</td></tr>
</tbody></table>
<br />
<br />
I hate making tables in HTML. It's the worst.<br />
<br />
Anyway, this variant could work in 4th as well, but you'd have to bring back the 9 alignments.<br />
<br />
<b><u>1.01 Updates</u></b><br />
- Added more specific sample actions<br />
<br />
<b><u>1.1 Updates</u></b><br />
- Edited ranges of Aura Strength<br />
- Added better examplesMatt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-49572162383052540432010-07-23T15:35:00.002-04:002011-03-15T16:58:17.332-04:00Project Aon<span class="Apple-style-span" style="font-size: large;">Lone Wolf Gamebook Online Resource </span><br />
<br />
<span class="Apple-style-span" style="font-size: large;"></span>Many years ago, I got into this book series called Lone Wolf. It's a Choose Your Own Adventure series that takes it to a much more in-depth level. Rather than the typical "Do you do this or this" situation, in these books you found items and weapons, fought monsters, collected gold and magic items and gained special powers. It was basically a pen and paper RPG with a book as the DM. I had nearly a dozen of these books by the time I grew out of them. It wasn't until a few years ago I thought back to how great the series was and tried to find something online where I could buy them again. <br />
<br />
That's when I happened upon <a href="http://www.projectaon.org/en/Main/Home">Project Aon</a>. A whole website devoted to the Lone Wolf books and current news, updates and even errata. More importantly, they hosted <a href="http://www.projectaon.org/en/Main/Books">all the books</a> in online format. I couldn't have been more excited. Once I found this site, it's all I did for weeks. I played through nearly all the books, gathering my items and gaining levels and power. It was awesome! However, keeping track of all of the equipment I was holding and what I was holding in my keep (yes, you get a keep) got to be a hassle. As if reading my mind, Project Aon delivered again. A Java application <a href="http://www.projectaon.org/en/Main/LoneWolfActionChart">Action Chart</a> that keeps track of everything for you! Genius. However, never content to just make things easier, Project Aon makes it even simpler. They combined the two into an online javascript version with the chart <a href="http://www.projectaon.org/staff/eric/">built in</a>. All things considered, Project Aon is pretty awesome for all the work they've done. <br />
<br />
If you've never heard of Lone Wolf (and, sadly, I bet you haven't) I very much recommend you give them a look. If you're reading this blog, you've probably played a bunch of Choose Your Own Adventure books. Lone Wolf blows all of them out of the water. If not for me, than for yourself, read/play through the first book. You won't regret it.<br />
<br />
<iframe align="left" frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=nerdaphernali-20&o=1&p=8&l=bpl&asins=0425084361&fc1=000000&IS2=1&lt1=_blank&m=amazon&lc1=0000FF&bc1=000000&bg1=FFFFFF&f=ifr" style="align: left; height: 245px; padding-right: 10px; padding-top: 5px; width: 131px;"></iframe>Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-6843450777385314902010-07-22T17:17:00.005-04:002011-03-15T16:34:09.599-04:00Stratego Variant Rules<span class="Apple-style-span"><span class="Apple-style-span" style="font-size: large;">Independent Variant Rules to Stratego</span></span><br />
<br />
Stratego is a classic game. Nearly everyone I know knows Stratego and has played it at some point as a kid. I almost feel bad adding a few rules to spice it up a bit, but not bad enough that I won't do it anyway.<br />
<br />
The most recent copy of the game I got was a fancy one that's made to look like a leather bound book. It's pretty cool, if only a little bit ostentatious. In there they have a few alternate rules, but they're pretty typical, as <iframe align="left" frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=nerdaphernali-20&o=1&p=8&l=bpl&asins=B000AFDIDG&fc1=000000&IS2=1&lt1=_blank&m=amazon&lc1=0000FF&bc1=000000&bg1=FFFFFF&f=ifr" style="align: left; height: 245px; padding-right: 10px; padding-top: 5px; width: 131px;"></iframe>far as alternate rules go. "Attacker wins ties", "Reach the other side to rescue a lost piece" and "Defender doesn't reveal his rank during an attack against anyone but a Scout". That last one is a pretty cool idea, but I feel like I would just end up getting more frustrated not knowing what I keep losing to. They also don't touch on what happens if it's a bomb. I guess that means you're just throwing wave after wave of men at what turns out to be a minefield.<br />
<br />
Most of the pieces in Stratego don't do anything special. The Marshal is mostly unbeatable, so that <i>makes</i> him special, but he doesn't <i>do anything</i> special. Really only the Miner, Spy and the Scout are unique in any major way. More over, the Spy basically can't do anything! The Spy is just a terrible hassle to deal with. If anyone attacks him, he dies. If the Marshal attacks him, he dies. The only way he is worth anything is if he gets the first strike on one specific piece. So, my thinking is why not give him a little bit for use? In battle, while most are running around swords and guns blazing, the spy is remaining aloof. He sneaks around and gathers information and that is the basis behind this variant.<br />
<br />
<b>Informant Spy Variant</b><br />
One per turn, you may force the other player to reveal the ranking of any of his pieces that is adjacent (not counting diagonals) to your Spy. This does not count as your move for that turn and you may move any of your pieces, the Spy included after the opposing piece is revealed. You do not have to reveal the location of your Spy when using this action.<br />
<br />
This makes the Spy work similarly to a Scout, but without having to sacrifice himself, although he is still at risk by being adjacent to the opposition. The rules for the Spy attacking and being defeated in basically every situation don't change, but this at least gives the Spy some added use and even some extra defense if a piece moves next to him.<br />
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<b>Reinforcements</b><br />
Rather than place all pieces on the board at the start of the game, a player is allowed to leave some pieces off the board, to bring them in later, as reinforcements. No more than 3 pieces are allowed to be set aside for reinforcements. Instead of moving a piece, a player may take one of his reinforcements and place it anywhere along the edge of his starting area (the back wall or side within the 4 x 10 region). Reinforcements may only be placed in open squares and only one reinforcement may be played per turn.<br />
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The idea behind this rule is that it allows for a bit of sneaky strategy. You can leave some pieces off of the board and spring them on your opponent if they are getting too close to your flag. The benefit is that you have some reserves if your opponent's Marshal rampaged through your territory. Your reinforcements are safe from any attack until you need them.<br />
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<b>River Travel</b><br />
Any piece may use the lakes and rivers of the battlefield to get around faster. Any piece adjacent (not counting diagonals) to one of the two lakes may move into any open square next to (not counting diagonals) the other lake as his movement for that turn.<br />
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Not every Stratego map I've played on has had rivers, but they all have the lakes, at least. So if the board you play on doesn't have river connecting the lakes just use your imagination. The idea is to give pieces the opportunity get across the board fast when they need to, but restrict it to only a certain region of the map.<br />
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I've played around with some ideas in giving each piece a small ability, like the Miner, but it ended up getting too unwieldy and complicated, so as it stands I'll live with most of the pieces not doing anything special.Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-58470896188764059692010-07-22T12:55:00.008-04:002012-12-04T10:34:31.112-05:00Zombies!!! Additional Rules<span class="Apple-style-span"><span class="Apple-style-span"><span class="Apple-style-span" style="font-size: large;">Zombies!!! Variants and Alternate Rules</span></span></span><br />
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<a href="http://www.twilightcreationsinc.com/zombies/">Zombies!!!</a> is a pretty fun game series. I mean, everyone loves killing zombies! I really like the mechanic of how you build the city as the game progresses. To me, it simulates being lost in a city you don't really know. All the different expansions all add something pretty neat to the game. Whether it's new buildings and weapons, or new game mechanics, or new zombies to kill, it's just a lot of fun. When you mix <a href="http://www.twilightcreationsinc.com/humans/">Humans!!!</a> into the game, it adds a player vs. player rivalry that just isn't really there in just Zombies!!! alone.<br />
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Anyway, Zombies!!! has almost 10 expansions to it. I think the only reason I haven't gone into a crazed lust to own them all is because each game of Zombies!!! works pretty well to be different. That being said, I'm glad I own the two that I do have: Zombie Corps(e) and Schools Out Forever. I got them specifically because they each added something I wanted: Government enhanced zombies and guts tokens.<br />
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So, when I play, as I am wont to do, I started modifying the rules and adding new ones. Listed below are those rules.<br />
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<b>Skateboard as a Weapon</b><br />
The Skateboard can be used to add +2 to any combat roll, after the roll has been made. Once it is used in this fashion, it is discarded. Only if the player has already made his movement roll this turn does he get to keep the movement bonus this turn.<br />
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<b>Running over Zombies</b><br />
While using the event card “The Keys Are Still In It” the player may sacrifice one point of movement provided by the card to add to a combat roll, as per the bullet rules.<br />
Ex. A player using the “Keys” card moves 2 squares and enters combat with a standard zombie. During combat, he rolls a 2 and decides to use 2 points from the “Keys” card to win the combat. If he continues moving, he only has 6 squares of movement left. He may do this as often as he likes this turn, so long as he has the points to do it.<br />
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<b>In-store Weaponry</b><br />
Rather than shuffling any weapon/item cards that require the player to be in a specific building to play into the event deck, place them off to the side. When a player ends his movement in a building in which a weapon can be found, he may roll a die. On a 5 or a 6, he finds a weapon of his choice that can be found in the building. It never enters the players hand and is immediately put into play. When the weapon/item is used, the card is removed from the game.<br />
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<b>Separate Shotgun Shells</b><br />
The “Hey, Look... A Shotgun” event card can be used whenever the player decides to use it, as normal bullets. However, Shotgun bullets add +2 to combat for each added. However, only 1 Shotgun bullet can be used per combat. These bullets can not be used in conjunction with other event cards that allow players to use their bullets to affect the rolls.<br />
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<b>Healthy Movement</b><br />
For any movement roll, each player adds to their movement half their life tokens, rounded down, to their roll. Any cards that effect the amount of spaces a player can move, affect the roll after the life tokens are added. This effect does not happen while the player is using a jeep from the Zombie Corps(e) expansion Motor Pool.<br />
Ex. A player rolls a 4 for movement, and has 5 life tokens. His movement total is 6. Another player plays the “Your Shoelaces are Untied” event card on this player. His movement is now only 3.<br />
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<b>Protected Helipad</b><br />
For any Helipad tile that is placed, a Government Enhanced Zombie is placed on the center square. Additionally, The “Alternate Food Source” event card has no effect on any Zombie on any Helipad tile. They must be fought as normal.<br />
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<b>Radioactive Zombies</b><br />
At the end of each Zombie Movement Phase, each Government Enhanced Zombie infects 1 adjacent normal zombie, that zombie is returned to the zombie pool and a Government Enhanced Zombie is put in that zombie’s place.<br />
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<b>Exploration</b><br />
Rather than flip over a tile each turn, anytime the players reach the edge of the map, that player places a tile from the appropriate stack attached to where he stands at the edge. Players may reveal multiple tiles per turn. If a tile is revealed that does not fit because of roads leading into buildings, etc, that tile is shuffled into the stack and a new one is drawn. As normal, though, when a helipad tile is revealed, the player with the lowest number of zombies gets to place it. The player at the edge of the map draws a new tile.<br />
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<u><b>Creator's Notes</b></u><br />
The In-store Weaponry rule is one my friends and I have come to really love. It's such a hassle to draw a weapon card and have to travel clear across town to use it, especially if it's not that great a weapon. Plus, this system makes way more sense. Anyone who wanders around in a store long enough should be able to find something they can use.<br />
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I've never actually played with the Radioactive Zombie rule (due to my lack of the Bag o' Glowing Zombies), but I very much want to. I've always liked rules and mechanics that thrive on players getting into a panic to stop something horrible before it becomes worse. I can see the Radioactive Zombie rule fitting that to a T.<br />
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<iframe align="left" frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=nerdaphernali-20&o=1&p=8&l=bpl&asins=B000HX1NBA&fc1=000000&IS2=1&lt1=_blank&m=amazon&lc1=0000FF&bc1=000000&bg1=FFFFFF&f=ifr" style="align: left; height: 245px; padding-right: 10px; padding-top: 5px; width: 131px;"></iframe> <iframe align="left" frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=nerdaphernali-20&o=1&p=8&l=bpl&asins=B000B0RXVS&fc1=000000&IS2=1&lt1=_blank&m=amazon&lc1=0000FF&bc1=000000&bg1=FFFFFF&f=ifr" style="align: left; height: 245px; padding-right: 10px; padding-top: 5px; width: 131px;"></iframe> <iframe align="left" frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=nerdaphernali-20&o=1&p=8&l=bpl&asins=B001RW3UNO&fc1=000000&IS2=1&lt1=_blank&m=amazon&lc1=0000FF&bc1=000000&bg1=FFFFFF&f=ifr" style="align: left; height: 245px; padding-right: 10px; padding-top: 5px; width: 131px;"></iframe> <iframe align="left" frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=nerdaphernali-20&o=1&p=8&l=bpl&asins=B000E9T8GE&fc1=000000&IS2=1&lt1=_blank&m=amazon&lc1=0000FF&bc1=000000&bg1=FFFFFF&f=ifr" style="align: left; height: 245px; padding-right: 10px; padding-top: 5px; width: 131px;"></iframe>Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com2tag:blogger.com,1999:blog-7936924685437819379.post-43909873079127180782010-07-21T19:52:00.010-04:002011-03-15T16:32:11.677-04:00Divine Favor<span class="Apple-style-span" style="font-size: large;">Dungeons and Dragons 4th Ed. Variant Mechanic</span><br />
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One of my favorite things in making new rules is finding some small inconsequential part of the game and making a whole mechanic out of that. I do it a lot and I usually enjoy the results. In Dungeons and Dragons, there are a lot of opportunities for me to work on small parts. In the 4th edition campaign I run right now, I've taken the gods and made them practically NPCs. I wanted to make the gods more involved as I always felt like they were very unimportant. You pick your Primary Deity at 1st level and most characters never think about it again. <br />
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</div><div>The PCs gain Favor Points with each Deity individually and can spend them by praying to that god for assistance. But not every god can help in anyway. Below is a chart I wrote up laying out how the PCs could spend their FP (favor points) with each god, based on skills, abilities, keywords and alignment to add to their rolls or reroll completely. The PCs keep track of how many points they currently have, as well as how many points they have ever accumulated in their career. If a player has a total of 10 FP then spends 7, they have 3 FP and 10 Accumulated Favor Points.<br />
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<tr><td class="tr-caption" style="text-align: center;">Divine Favor, Page 1</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Divine Favor, Page 2</td></tr>
</tbody></table> The bottom of the first chart mentions a Godsend. This is a special ability each god possesses and each Godsend manifests differently. The people I play with have come to really enjoy the Divine Favor mechanic. It adds an element of roleplay that everyone enjoys and keeps the PCs in character in an effort to score more FP. Plus, with an added way to reroll a bad roll, it keeps the players in high spirits when they roll a 1 on their favorite daily power. </div><div><br />
</div><div>Each PC keeps track of their own FP, so it's not too difficult on me, as the DM. The only real addition to my work is making ways for the PCs to gain Favor into each quest, although that's really not that hard. For a while, we played that, at each level gain, the PC would gain 5 FP with their primary deity, but that ended up being too many points, with how often I was handing them out as well. Dropping the automatic points every level, we've found a good balance. </div><div><br />
</div><div>This mechanic shouldn't be something the PCs rely on, but rather a back-up <i>to</i> the back-up when something goes very wrong. And it rewards players who stay in character and think as their characters would. For example, the PCs happened upon a subservient zombie which obeyed their orders. Because they accepted it as an ally (or rather pack mule / butler), they gained favor with Vecna and Orcus. If they had chosen to kill it, they would have gained points with The Raven Queen and Pelor instead. I try to make the FP gain based on decisions the characters make, or rewarding good (or evil) deeds.</div></div><div><br />
</div><div>The more astute out there might notice Orcus listed as a god. Although he is not a god, he really ought to be. He's got enough worshipers and now even his own miniature! (although calling it "miniature" is insulting.)</div><div><iframe frameborder="0" marginheight="0" marginwidth="0" scrolling="no" src="http://rcm.amazon.com/e/cm?t=nerdaphernali-20&o=1&p=8&l=bpl&asins=0786956100&fc1=000000&IS2=1&lt1=_blank&m=amazon&lc1=0000FF&bc1=000000&bg1=FFFFFF&f=ifr" style="height: 245px; padding-right: 10px; padding-top: 5px; text-align: left; width: 131px;"></iframe></div></div>Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-6419502857930296332010-07-21T15:47:00.037-04:002014-08-05T15:01:05.519-04:00Mega Catan (v 1.33)<div class="" style="clear: both; text-align: left;">
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<tr><td class="tr-caption" style="text-align: center;">Outdated Sample Map</td></tr>
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<span class="Apple-style-span" style="font-size: large;">Settlers of Catan Scenario</span></div>
(Updated 5 Aug 2014)<o:p></o:p><br />
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Mega Catan: A combination of basic Settlers of Catan, Harbormaster, Fishermen, Rivers, Cities and Knights, The Wonders of Catan, Barbarian Attack, Traders and Barbarians (the scenario) and basic Seafarer rules. <o:p></o:p></div>
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<b><span class="Apple-style-span" style="font-size: large;"><u>Initial Setup</u></span></b><o:p></o:p></div>
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<b>Game Setup and Rule Changes</b></div>
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- There is no Largest Army card. <o:p></o:p></div>
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- Longest Road is replaced with Longest Trade Route. Only closed shipping routes (land or sea) are counted for determining Longest Trade Route<o:p></o:p></div>
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- The game starts with no thieves. In game terms, a “thief” is the robber, the pirate or any barbarian.<o:p></o:p></div>
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- Building a ship next to a river hex also draws 1 gold. Players must spend 1 gold to move ships away from a river hex. Ships can not be build on locations meant for bridges<br />
- Place the Cities & Knights Production Cards (Green, Blue and Yellow) as well as Traders & Barbarian Development cards on the side of the board.<br />
- If playing with 5 or 6 players, the "Special Building Phase" is available to the players.</div>
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<b>Map Setup</b><o:p></o:p></div>
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- Each of the Trade hexes should be on separate islands and as equidistant as possible.<o:p></o:p></div>
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- The main islands should be connected by Straits (the location for the Great Bridges). There should only be two straits, not three, so not every main island will be connected with each other main island. Place Catan chits at the Strait to indicate where the Great Bridge may be built.<o:p></o:p></div>
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- None of the main islands should have gold hexes and none of the gold hexes should have favorable or unfavorable numbers (6s, 8s, 2s or 12s). <o:p></o:p></div>
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- The Wasteland for the Great Wall should be on the far side of one of the main islands, and not get in anyone's way and should not have any unfavorable (2s, 12s) numbers adjacent. <o:p></o:p></div>
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- Each island should have a river.<o:p></o:p></div>
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- No intersection should have a harbor and fish tile.<o:p></o:p></div>
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- Each main island should have at least 1 favorable number (6 or 8).<o:p></o:p></div>
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- There should be no type of terrain hex which has more than 2 favorable numbers on it. (There should not be 3 brick hexes with 6s or 8s)<o:p></o:p></div>
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- No single main island should have more than 3 favorable numbers.<o:p></o:p></div>
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- There should be no adjacent favorable numbers, nor any adjacent unfavorable numbers anywhere on the map. <o:p></o:p></div>
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- There must be at least 1 desert on the map that does not make up part of the Wasteland.<o:p></o:p><br />
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Sample Map Setup</div>
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<b>Player Setup</b></div>
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- During player set-up, players first place a settlement, and then a city. They draw their initial resources from the city. Players who begin with a city on a fish tile, draw one fish token.<o:p></o:p></div>
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- Players may only place their initial settlement and city on one of the larger main islands.<o:p></o:p></div>
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- Players may not place any starting locations adjacent to the Wasteland nor at either Strait.<o:p></o:p></div>
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- All players start with 5 gold coins plus any additional gold gained from building adjacent to a river hex.<o:p></o:p></div>
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- Players may place a ship next to their starting settlement or city instead of a road, if they choose to do so.<o:p></o:p></div>
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<b>Homeland and Foreign Land</b><o:p></o:p></div>
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Whichever islands a player begins on, that island (or those islands, if a player starts on two separate islands) are considered his “homeland”. Each island, including those smaller islands, that is not a player’s homeland, is considered a “foreign land”. The first time a player builds a settlement on a foreign land, that player places a Catan Chit under that settlement. That Catan Chit sounds as 1 bonus victory point, making that settlement worth 2 VP. If the settlement were upgraded to a city, it would be worth 3 VP. It does not matter if a player is the first to settle an island, each time each player settles an island they have never settled, they gain 1 special VP.<o:p></o:p></div>
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<b><span class="Apple-style-span" style="font-size: large;"><u>Thieves</u></span><o:p></o:p></b></div>
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<b>Interchangeability</b><o:p></o:p></div>
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In any case where a card or rule uses terms like "Robber", "Pirate", or "Barbarian", any of the thieves may be changed for that instead. For example, the Bishop Progress card may be used to move the pirate or a barbarian instead. The only exception to this is the Roving Barbarians rule, where each time a thief is moved, an additional <i>barbarian</i> is moved. This is always only a barbarian.<o:p></o:p></div>
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<b>Roving Barbarians</b><o:p></o:p></div>
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Anytime the player relocates a thief by any means, except spending by 2 fish or displacing with a knight, displacing with the baggage train or having moved a barbarian with this rule, they may relocate an additional barbarian. Two barbarians can be moved at once in this way. The additionally moved barbarian can never be used to steal resources.<o:p></o:p></div>
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<b>Invasion</b><o:p></o:p></div>
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The first time the barbarians invade, they leave the robber in the desert, the pirate offshore (meaning to the side of the map, but it can return in any normal means) and the three barbarians in their starting positions next to the trade hexes (the second outward road branch from the right). From this point on, whenever the barbarians invade, the leave an additional barbarian in Catan. If the barbarians also defeat Catan, they leave an additional barbarian, two in total. The player whose turn it is gets to decide where the barbarians are placed.<o:p></o:p><br />
Also after the first invasion, place an amount of gold on the barbarian advancement board equal to the number of players plus 1. This represents the gold stores on the pirate ship, which can be plundered by the player's knights, as discussed later.<br />
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<b>Pirate Interactions</b><br />
If the pirate ship is adjacent to a harbor, the player controlling that harbor must pay 1 gold to the pirate ship to allow safe passage. This gold is placed on the barbarian advancement board, and is added to the pirate's gold stores. This gold can be recovered later by any players, as described in the Knights section.<br />
While the pirate is on a hex which would otherwise allow players to draw a fish token from a fish tile, the pirate prevents all players from drawing any fish tokens.<br />
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<b>Hex </b><b>Conquering</b><br />
If a single hex ever has three or more barbarians (or knights, described later) adjacent to it, that hex is conquered and the production chit is flipped over. A conquered hex has several downsides for the players. A conquered hex produces no resources. No new settlements, roads, bridges nor ships may be build adjacent to a conquered hex. Settlements already on a conquered hex still may be upgraded to a city.<br />
If a settlement or city is surrounded by nothing but conquered hexes, that settlement or city is conquered. A conquered settlement/city provides no victory points. If a conquered settlement/city controls a harbor, that harbor is no longer usable until the settlement/city is unconquered. A metropolis surrounded by conquered hexes is <i style="text-decoration: underline;">not</i> conquered. It still counts for victory points, but since it is surrounded by conquered hexes, still produces no resources.<br />
Only once a conquered hex no longer has any barbarians adjacent to it, is it no longer conquered. Flip the production chit right side up and the hex functions as normal until it has three barbarians adjacent again.<br />
Players can also use their own active knights to count as barbarians for the purpose of conquering a hex. To use a knight towards conquering a hex requires the knight to be active and adjacent to the hex to be conquered. The controlling player may use his knights towards conquering a hex without using his knight's action, and must announce his intention to work towards conquering the hex only before the production dice are rolled each turn. A player does not have to use his knights towards conquering a hex, if he does not wish to. Multiple players may work together (and even with barbarian's help) to conquer a hex. <br />
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<b><span class="Apple-style-span" style="font-size: large;"><u>Knights</u></span></b><o:p></o:p></div>
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<b>Knights and Pirates</b><o:p></o:p></div>
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A knight can travel along a sea route just as easily as they can travel along roads. In this way, they are able to chase off the pirate.<o:p></o:p></div>
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<b>Plundering the Pirate Ship</b><br />
Knights can move along shipping routes like any other road. In this way, they can reach the pirate ship. If a knight uses his action while adjacent to the pirate, he is able to plunder the pirate ship. In doing so, the player recovers 1 gold for each level of his knight. The gold is taken from the available gold on the barbarian advancement board. Players can not take more gold than there is on the advancement board.<br />
After the gold is plundered from the pirate ship, the ship moves off the board and can be placed back on the board as normal at a later point.<br />
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<b>Chasing Away and Arresting Barbarians</b><o:p></o:p></div>
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Knights can be used to chase off adjacent barbarians as well as the robber and pirate. A knight does not have to roll to chase off a barbarian, like the Baggage Train does, only needs to be active. Chasing off a barbarian deactivates a knight. An active mighty knight has the option to, instead, arrest an adjacent barbarian, removing the barbarian from the board and deactivating the knight. The owner of the knight receives 3 gold for the bounty on the barbarian. Chasing off a barbarian does not allow the owner of the knight to steal a resource card from a player adjacent to the new location of the barbarian. Chasing away or arresting any thief does not allow the controlling player to steal any resources.</div>
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<b>Knights and the Baggage Train</b><o:p></o:p></div>
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Knights function as barbarians for slowing down a baggage train of an opposing color. Knights do not slow down baggage trains of their own color and only active knights can delay an opposing Baggage Train at all. The baggage train can still attempt to drive the knight off in the same way it can drive off barbarians. However, knights are better trained and the baggage train subtracts the knights strength from its roll. <o:p></o:p></div>
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If a baggage train successfully drives off the knight, the baggage train displaces the knight as per normal rules for displacing a knight. Because knights are placed on intersections, rather than boundaries, when a baggage train gets to an intersection adjacent to a knight, the knight moves onto the boundary between them, for purposes of determining their interaction. The knight has not actually moved onto the boundary, it is just a symbolic representation. <o:p></o:p></div>
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The players controlling the knights can allow other players' baggage trains to pass by their knights without conflict if they so choose, in exchange for goods or as a sign of goodwill.<o:p></o:p></div>
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<b>Wandering Knights</b><o:p></o:p></div>
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An active knight may be moved across 2 open hex borders, even if there is no road on them. After moving across the open borders, the knight is deactivated. Knights may also move along friendly roads as normal, and move across 1 additional open hex border as part of the same movement. <o:p></o:p></div>
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Knights may not move across water or opponent's roads in this way. Knights need a friendly sea route to move across water. Knights may still never move across opposing roads or ships. <o:p></o:p></div>
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If a knight is displaced while wandering off road, he is immediately removed from the board.<o:p></o:p></div>
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<b>Deconstructing</b><o:p></o:p></div>
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Mighty knights can be used to deconstruct settlements, cities and roads. By spending 1 gold an active mighty knight may remove an adjacent road or a settlement in the same location or turn a city into a settlement. For 3 gold the mighty knight may deconstruct a bridge. Metropolises cannot be deconstructed.<b><o:p></o:p></b><br />
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<b>Hex Control</b><br />
A hex conquered by knights (as described above) of a single color and no barbarians is Controlled, instead of conquered. A controlled hex still produces resources, but only for the controlling player. Similarly, only the controlling player can build anything new on or adjacent to that hex. Place a catan chit on the hex to show it is controlled. Thieves may not be placed on or adjacent to a controlled hex. To combat a player's control of a hex, other players will have to use their knights to displace the controlling knights. Note that after a barbarian invasion, all knights are deactivated, which will remove the control of that hex, until those knights are active again.</div>
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<b><u><span class="Apple-style-span" style="font-size: large;">Baggage Train</span></u></b><o:p></o:p></div>
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<b>Overseas Baggage Train Travel</b><o:p></o:p></div>
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When a baggage train travels across a sea route, they do not move as normal. The baggage train immediately jumps from any one settlement or city to any other settlement or city on the same closed sea route. The baggage train must spend all of its MP while at the settlement or city and this movement uses all of the baggage train’s remaining MP. The baggage train may not spend a grain to gain extra MP to move away from the settlement it stops at after oversea travel.<o:p></o:p></div>
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A baggage train may use an opposing color’s sea route by paying 3 gold to the owner of that sea route. <o:p></o:p></div>
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The baggage train may bypass any coastal sea route, spending 2 MP per intersection as if moving along an intersection with no road.<o:p></o:p></div>
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<b>Baggage Train and the Pirate</b><o:p></o:p></div>
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If the baggage train has to travel through a sea route that is, at any point, adjacent to the pirate, any toll that would be given to the player controlling the sea route, is instead given to the pirates. Place the gold that would be required for the toll on the barbarian advancement board. This represents the gold currently on the pirate's ship.<o:p></o:p><br />
Any player may recover the stolen gold by using knights to plunder the pirate ship. This is described further under the Knights section.</div>
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<b>Improved Baggage Train</b><o:p></o:p></div>
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Due to the large map, the baggage train is granted 2 bonus MP at all times. Additionally, the baggage train receives twice as much gold as listed when it makes a delivery.<o:p></o:p></div>
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<b>Rivers and Bridges</b><o:p></o:p></div>
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For a baggage train to move across a river with no bridge costs 3 MP. Therefore, crossing a river with no bridge and a barbarian on it, costs 5 MP. Crossing a river with a bridge across it costs only 1 MP but you are still required to pay another player if the bridge belongs to them. The cost to cross an opposing player's bridge is 2 gold.<o:p></o:p></div>
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<b>Optional Tolls</b><o:p></o:p></div>
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Payment for crossing any opposing roads is optional. The owner of the road or shipping line decides if the crossing player must pay or not. The owner of the roads or ships may request other goods in exchange for the gold-free passage. It would be possible for players to form an open trade route agreement, wherein both players may pass over each other roads for free.<o:p></o:p></div>
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<b><u><span class="Apple-style-span" style="font-size: large;">Great Wonders</span></u></b><o:p></o:p></div>
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Wonders do not count for anything until they are finished. If a player loses the prerequisites for a Wonder while the Wonder is incomplete, that player may not continue to build the wonder until they regain the prerequisites. If a player loses the prerequisites of a Wonder after it is completed, the player retains use of the Wonder’s special ability.<o:p></o:p></div>
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<b>Great Bridge</b><o:p></o:p></div>
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If a player builds a Great Bridge Wonder, they place one of their road segments across that intersection. For all purposes it counts as a road belonging to the player who built it, however, when a baggage train of an opposing color crosses it, they must pay 3 gold to the owning player. <o:p></o:p></div>
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Controlling the Great Bridge allows the settlement or city connected to the Great Bridge to also connect resources from the other hex the Bridge is connected to. <o:p></o:p></div>
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Lastly, even when gold stores are scarce, the Great Bridge allows you to uphold an air of superiority. If a player who controls a Great Bridge is tied for Poorest Settler with other player(s), the player who controls the Great Bridge does not hold a Poorest Settler token, while the other players do. If only two players are tied for poorest and they both control a Great Bridge, both players take the Poorest Settler token. If three or more players are tied for poorest and two of them control a Great Bridge, only the third player takes a Poorest Settler token.<o:p></o:p></div>
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Ships can be built in the same intersection as where they Great Bridge would be built without interfering with the Great Bridge itself. The Great Bridge is large enough ships can sail underneath it.<o:p></o:p></div>
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<b>Great Monument</b><o:p></o:p></div>
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Building the Great Monument Wonder increases a player’s trade ability. Once the Great Monument is built, that player receives 1 gold from the bank anytime they trade through a harbor they control, not counting the standard 4:1 maritime trade. <o:p></o:p></div>
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Additionally, that player may immediately take the Harbormaster card when he is tied with any other player for harbor points.<o:p></o:p></div>
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<b>Great Cathedral</b><o:p></o:p></div>
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With a Great Cathedral, your knights are more devoted to your cause and willing to push themselves for it. Any knights you control may take two actions per turn, although they may still only be activated once per turn and may move 3 intersections off-road with each action.<br />
Also, if your knights are the majority in conquering a hex when that hex would produce resources, you draw one of that resource, instead of it not being drawn at all. You can only draw resources, not commodities, in this way.</div>
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Additionally, no thieves may be placed on an intersection or hex adjacent to one of your active Strong or Mighty knights. </div>
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Lastly, during a barbarian invasion, if Catan is victorious and if you and other player(s) tie for Defender of Catan, you win the tie and take a Defender of Catan card.<o:p></o:p></div>
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<b>Great Wall</b><o:p></o:p></div>
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The Great Wall is considered two City Wall improvements, increasing your maximum hand size by 4. Living so close to the desert has taught you how to draw what you can from it. For each desert hex that makes up the Wasteland, roll the dice, rerolling on 2, 12, 6 or 8. The desert hex is considered to have that Production value for only you. Use extra Production chits or some other marker to note each hex's new Production value. When you draw resources from the Wasteland, you draw 1 resource or commodity of your choice. These Wasteland hexes can be conquered by having multiple barbarians adjacent to them.<o:p></o:p></div>
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Additionally, the player who controls the Great Wall may immediately take the Wealthiest Settler token when he is tied with any other player for amount of gold possessed.<o:p></o:p></div>
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<b>Great Theater</b><o:p></o:p></div>
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The Great Theater spreads your civilization’s culture and your citizens find themselves more welcoming of strangers passing through. Citizens of settlements and cities welcome passage of your travels. Your baggage train is helped along the way and given supplies as it passes through the land. Twice per turn, when your baggage train moves onto a settlement or city you control, it receives an extra 1 MP. <o:p></o:p></div>
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When your baggage train spends a grain to gain extra MP, your baggage train gains 3 MP, instead of 2 MP. <o:p></o:p></div>
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Additionally, the player who controls the Great Theater may immediately take the Longest Trade Route card when he is tied with any other player for longest trade route.<o:p></o:p></div>
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<b>Great Library</b><o:p></o:p></div>
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Once a player finishes the Great Library, any time they draw a Science (Green) Progress Card or a Development card, they may draw an additional card from the same deck of cards, choose one and discard the other to the bottom of the deck. <o:p></o:p></div>
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Additionally, if that player has not yet reached the Library city improvements, they are upgraded to having a Library city improvement for free.<o:p></o:p></div>
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<tr> <td style="padding: 3.0pt 4.5pt 4.5pt 4.5pt;"><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqsmXUY3Gu5J1_ioiq0JFPqEchXjbAZbtpI58rnilGjbUC3J6AYcGBkX7Ma7Oc3ZbB_7mU9gXisXRCZdw9-urL55dYV4xUgFmiOd7BzdyneDh_kWghQ3A8JUNSux06-_1PC1_-mc3DGN8/s1600/Great+Wonders.bmp" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqsmXUY3Gu5J1_ioiq0JFPqEchXjbAZbtpI58rnilGjbUC3J6AYcGBkX7Ma7Oc3ZbB_7mU9gXisXRCZdw9-urL55dYV4xUgFmiOd7BzdyneDh_kWghQ3A8JUNSux06-_1PC1_-mc3DGN8/s320/Great+Wonders.bmp" height="233" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Great Wonder cards</td></tr>
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<b><u><span class="Apple-style-span" style="font-size: large;">Fish and Gold</span></u><o:p></o:p></b></div>
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<b>Gold Hexes</b><o:p></o:p></div>
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<span class="Apple-style-span" style="font-family: 'Times New Roman', serif; font-size: 18px;"> </span>When a player draws resources for a gold hex, he gains 2 gold coins with a settlement, and 4 gold coins with a city on that hex.<o:p></o:p></div>
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<b>Buying Commodities</b><o:p></o:p></div>
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<span class="Apple-style-span" style="font-family: 'Times New Roman', serif; font-size: 18px;"> </span>Players may <i style="text-decoration: underline;">not</i> spend 4 fish or 2 gold to buy a commodity as they could normally for a resource.<o:p></o:p></div>
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<b>Selling Commodities</b><o:p></o:p></div>
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Players may sell commodities to the bank for gold at a 2:1 rate. (i.e. Two cloth for 1 gold).</div>
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<b>Fish for displacing Thieves</b><o:p></o:p></div>
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<span class="Apple-style-span" style="font-family: 'Times New Roman', serif; font-size: 18px;"> </span>Spending 2 fish allows a player to move the robber into the desert (not the Wasteland) or the pirate offshore or move a barbarian adjacent to a location whose hexes currently have no adjacent barbarians at any adjacent hex. The player who spent the 2 fish does not steal any resources from this movement.<o:p></o:p></div>
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<b>Ships and Bridges</b><o:p></o:p></div>
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Players may spend 5 fish for a ship but may not spend 5 fish and a brick for a bridge. Players may spend 6 fish for a bridge.<o:p></o:p></div>
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<b>Baggage Train</b></div>
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<b><span class="Apple-style-span" style="font-weight: normal;"> </span><span class="Apple-style-span" style="font-weight: normal;"> Players may spend 2 fish as a substitute for grain to grant their baggage train additional MP.</span></b></div>
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<b>Prevent Destruction</b></div>
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<span class="Apple-style-span" style="font-weight: normal;"> </span> If a player about to lose a city due to a barbarian attack, that player may buy their way out of the barbarian destructiveness by paying 7 gold.</div>
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<b><u><span class="Apple-style-span" style="font-size: large;">Progress Cards</span></u></b><o:p></o:p></div>
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<span class="Apple-style-span" style="font-family: 'Times New Roman', serif; font-size: 18px;"> </span>Progress cards are obtained as they are in Cities and Knights. However, whenever players draw any Progress card, they are given the option to draw a Traders & Barbarians Development card, instead of the Progress Card. Development cards may only be purchased by spending 7 fish. Progress cards may not be purchased. Players may only hold a total of 4 cards in their hand at once, regardless of type of card. Drawing a 5th card while it is not your turn requires discarding. If the 5th card is drawn on your turn, you must play or discard one card by the end of your turn.<o:p></o:p><br />
<span class="Apple-style-span" style="font-family: 'Times New Roman', serif; font-size: 18px;"> </span>Both Progress and Development cards may be played the turn they are acquired and multiple cards may be played each turn.</div>
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<b><u>Specific Card Clarifications<o:p></o:p></u></b></div>
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<u>Spy</u></div>
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<u></u>The Spy Progress card allows players to look at another player's entire Progress and Development hand. Not just the Progress Cards.</div>
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<u>Victory Point Cards<o:p></o:p></u></div>
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Any victory point cards may be played immediately or may be held for a surprise victory. However, holding a victory point in your hand for extended periods of time runs the risk of it being stolen with the Spy Progress Card.<o:p></o:p></div>
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<u>Swift Journey</u></div>
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<u></u>The Swift Journey Development card considers land movement and sea movement as two separate movements. Therefore, by playing this Development card, a baggage train may move up to a port and sail across in a single turn, or sail across and continue moving over land.</div>
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<u>Wedding</u></div>
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<u></u>When playing the Wedding Progress card, players may choose to instead give 2 gold and a resource/commodity card or 4 gold. If a player giving resources does not have enough resource/commodity cards, they must give gold instead.</div>
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<u>Diplomat</u></div>
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<u></u>The Diplomat card cannot be used to affect bridges or ships controlled by any players. If used to move a road adjacent to a river hex, the player playing the Diplomat must spend 1 gold to the bank (if moving his own roads) or to the player who owns the road (if affecting an opponents road).</div>
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<u>Road Building</u><o:p></o:p></div>
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Any <span style="font-family: inherit;">Road Building cards may be used to build ships instead. Players may not spend an extra brick when playing Road Building to place a bridge.<o:p></o:p></span></div>
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<span class="Apple-style-span" style="font-family: inherit; font-size: 18px;"> </span><br />
<b><u><span class="Apple-style-span" style="font-family: inherit; font-size: large;">Miscellaneous </span></u></b><br />
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<span style="font-family: inherit;"><b>Trade Hexes and Ships</b><o:p></o:p></span></div>
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<span style="font-family: inherit;"><span style="font-family: inherit;"> While roads cannot be built around the outer edge of the trade hexes, players may still place coastal route ships around those hex bo</span>rders.<o:p></o:p></span><br />
<span style="font-family: inherit;"><br /></span>
<b><span style="font-family: inherit;">Commodity Production</span></b><br />
<span style="font-family: inherit;"> If a city is adjacent to a Forest (Lumber/Paper), Mountain (Ore/Coins) or Pasture (Wool/Cloth) hex, whenever that hex produces resources, that player who controls that city has the option to draw two resources instead of a resource and a commodity.</span></div>
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<b><span class="Apple-style-span" style="font-size: large;"><u>Winning the Game</u></span></b><o:p></o:p></div>
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The game ends once a player reached the required victory points and controls a completed Wonder on his turn.<o:p></o:p></div>
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<li class="MsoNormal" style="mso-list: l0 level1 lfo1; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; tab-stops: list .5in;">3 or 4 Players: 28 VP<o:p></o:p></li>
<li class="MsoNormal" style="mso-list: l0 level1 lfo1; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; tab-stops: list .5in;">5 Players: 25 VP<o:p></o:p></li>
<li class="MsoNormal" style="mso-list: l0 level1 lfo1; mso-margin-bottom-alt: auto; mso-margin-top-alt: auto; tab-stops: list .5in;">6 Players: 23 VP</li>
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<span style="color: blue; text-decoration: none;"></span><o:p></o:p></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4wepGcZoqwH4atAgWk0RgzX3J1kWdqq25rhf8JQ4N9Ys_oHny1WphCbXKaw5SVIK5WHwxC_ITQCO-Mwhzkf_eOGAdRJvERB3fk61_-LQcV4eIw49HqDtZvUTl5Opg7429D7uWkakYaOM/s1600/IMAGE_042.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;" target="_blank"><img border="0" height="192" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4wepGcZoqwH4atAgWk0RgzX3J1kWdqq25rhf8JQ4N9Ys_oHny1WphCbXKaw5SVIK5WHwxC_ITQCO-Mwhzkf_eOGAdRJvERB3fk61_-LQcV4eIw49HqDtZvUTl5Opg7429D7uWkakYaOM/s320/IMAGE_042.jpg" width="320" /></a></div>
<span class="Apple-style-span" style="font-size: x-small;">Mega Catan, all set up and played through</span><o:p></o:p></div>
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<br />
<b><u>v.1.33 Updates</u></b><br />
- Added ability to use knights to Conquer and Control hexes.<br />
- Great Cathedral allows majority conquering player to draw resources.<br />
- Added pirate interactions with coastal cities and the ability of plundering the pirate ship.<br />
<b><u><br /></u></b>
<b><u>v.1.32 Updates</u></b><br />
- Conquered hexes are only unconquered when all barbarians are removed from the hex.<br />
<b><u><br /></u></b>
<b><u>v 1.31 Updates</u></b><br />
- Increased Victory Point Requirements<br />
- Added Barbarian Conquering<br />
- Altered how barbarians are moved with 2 fish.<br />
- Specified which Progress and Development cards to use<br />
- Specified spending fish for Development Cards is allowed<br />
- Specified the Special Building Phase<br />
- Specified players draw a fish token if on a fish tile at start of game<br />
- Added option to draw two resources instead of a resource and commodity from a city<br />
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<u><b>v 1.2 Updates</b></u></div>
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- Reformatted many sections</div>
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- Great Library now gives free Library city improvement</div>
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- Ships specifically now can be places under Great Bridge</div>
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- Specified Diplomat cannot be used to affect a bridge</div>
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- Added the ability to sell commodities</div>
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- Clarified initial setup</div>
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- Added the ability for mighty knights to perform a deconstruction</div>
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- Specified no resources are stolen when knights displace thieves</div>
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- Improved the Great Cathedral wonder</div>
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- Added several purchases with fish and clarified others</div>
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- Increases bridge and Great Bridge tolls</div>
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- No longer can players use fish or gold to buy commodities</div>
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- Added ability to spend gold to prevent barbaric destruction of cities</div>
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- No roving barbarians are moved when a knight is used to displace a thief</div>
Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com7tag:blogger.com,1999:blog-7936924685437819379.post-55866426493571825492010-07-21T12:56:00.002-04:002010-07-23T11:26:29.201-04:00Baby-Eating Eights<span class="Apple-style-span" style="font-size: large;">Original Playing Card Game</span><br />
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One of the first games I ever constructed (with the help of many friends) was a card game based on Crazy Eights. We started playing by the normal (and quite boring) rules, and slowly, one card at a time, ended up adding rules to the ones that were already in place. By the end of the day, we had a card game that could no longer be accurately described as "crazy". It had reached a whole new level of crazy. Hence, Baby-Eating Eights, because what's crazier than eating babies? <br />
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I wrote these rules some years ago, and in reading through them again, I realize how poorly some of it is written. I could and should edit it to make it more clear, but I like the nostalgia of it, so I'm leaving it as it is, excepting a few spelling errors.<br />
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Anyway, here are the rules for Baby-Eating Eights.<br />
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<span style="font-weight: bold;">Baby-Eating Eights Official Rules</span><br />
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<span style="font-weight: bold;">Objective:</span> <br />
In Baby-Eating Eights, the main objective is to get rid of all your cards, while making your opponents pick up as many cards as you can make them.<br />
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<span style="font-weight: bold;">Gameplay:</span> <br />
First, make sure you have a deck with 54 cards, the Jokers are required for the game. Also, make sure the two Jokers look different enough that it is easy to tell them apart. Choose one of these Jokers to be the "Guarantee Joker" this will come into play later. The game begins with every player sitting in a relative circle and the "Dealer" shuffling the deck and shuffling out 6 cards to each player. The dealer then flips the top card of the remaining cards over, and places it face up next to the rest of the face-down cards. The player to the left of the dealer plays first. From this point, play continues as such, whose ever turn it is must place a card on top of the pile of face up cards, the card this player drops must be either the same number or suit as the card before it. Almost every card, however, has an effect. Depending on the number (and in same cases, suit) the effect is determined. Below is a list of each card and it's effects. If, at any time, a player can not match the card last dropped, that player much draw from the face-down pile until they draw a card that is playable. A player can not voluntarily draw, if the player has a card they could play, the must play it, the cards that ignore this rule are Eights, Jokers and the King of Hearts. If the player does not wish to play one of those cards, that player does not have to. If, at any point the draw pile runs out, take every face-up card, excluding the card last dropped, and shuffle them together. If you wish to shuffle before the pile actually runs out, set the face-down cards aside and place them on top after the remaining cards have been shuffled.<br />
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<span style="font-weight: bold;">Ace of Clubs, Diamonds or Hearts:</span> The next player in line draws two cards from the face down pile. <br />
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<span style="font-weight: bold;">Ace of Spades:</span> The next player in line draws four cards. <br />
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<span style="font-weight: bold;">Two:</span> The next player in line is skipped. <br />
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<span style="font-weight: bold;">Three:</span> The Three has no immediate effect, however it stops the effect of the next card played on top of it, excepting Wilds, which function normally. <br />
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<span style="font-weight: bold;">Four:</span> Reverse the order players drop cards. <br />
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<span style="font-weight: bold;">Five:</span> The player who dropped the five chooses any player, that player draws a card. The player is allowed to choose themselves, if they wish. <br />
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<span style="font-weight: bold;">Six:</span> Sixes and Nines work together. Any Six can be played on any Nine, and vice versa. Essentially, Six and Nine are the same number. If a Six or a Nine is placed on top of a Three, the player who has to match the Six or Nine can not alternate numbers, if a Six is dropped on a Three, a Nine can not be dropped on the Six. <br />
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<span style="font-weight: bold;">Seven:</span> The player who dropped the Seven chooses any opponent, both those players fan their cards out, face down, and each chooses a card from their opponent, without looking at it first, each player puts the card they chose into their hand. <br />
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<span style="font-weight: bold;">Eight:</span> Eights are Wild, meaning they can be dropped on any card. Also, the player who drops the Eight, chooses the suit the next player must match. The suit of the Eight has no matter in the choice the player makes. <br />
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<span style="font-weight: bold;">Nine:</span> Nines and Sixes work together. Any Nine can be played on any Six, and vice versa. Essentially, Six and Nine are the same number. If a Six or a Nine is placed on top of a Three, the player who has to match the Six or Nine can not alternate numbers, if a Nine is dropped on a Three, a Six can not be dropped on the Nine. <br />
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<span style="font-weight: bold;">Ten:</span> When a Ten is dropped, the next player draws one card, and the player who dropped the Ten gets to drop another card. It is possible to "chain" Tens, making the next player draw multiple cards. <br />
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<span style="font-weight: bold;">Jack:</span> The Jack has no effect. <br />
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<span style="font-weight: bold;">Queen:</span> When a Queen is dropped, the player next in line drops all Jacks they have, then the next player does the same, this continues, ending with the player who dropped the Queen. The last Jack dropped (The Jack on the top of the pile) determines what the next player (The player after the player who dropped the Queen), has to match. If a Queen is played, all players must drop all Jacks they hold. <br />
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<span style="font-weight: bold;">King of Spades, Clubs or Diamonds:</span> The next two players' turns are skipped. <br />
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<span style="font-weight: bold;">Kind of Hearts:</span> The King of Hearts, or the Suicide King, causes all players to turn in their hands and shuffle every card, except the King of Hearts, together, once every other card is shuffled together, the player who dropped the King of Hearts, deals six cards out to each player. Dropping the King of Hearts does not effect who's turn it is or the order, so the player next in line, after the player who dropped the King of Hearts, has to match the King of Hearts. The King of Hearts also resets the Guarantee Joker, which will be explained later. <br />
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<span style="font-weight: bold;">Joker:</span> Jokers are Wild, meaning they can be dropped on any card. Also, the player who drops the Joker, chooses the suit the next player must match. Lastly, the next player in line must draw four cards. If a Joker is dropped on top of a Three, the next player doesn't have to draw any cards, however, the player who dropped the Joker still gets to choose the suit the next player has to match. <br />
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<br />
That is the effect of each card on its own, however, there are a few rules that rely on multiple cards. <br />
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<span style="font-weight: bold;">Four in a Row:</span><br />
If, at any time, four cards of the same number are dropped in succession, with no cards in between, each player takes any card of their choice from their hand, and places it at the bottom of the drop pile. This can occur with Jacks during a Queen drop. <br />
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<span style="font-weight: bold;">Guarantee Joker:</span> <br />
If any player plays the Joker that has been not designated the Guarantee Joker, then directly after another player plays the Guarantee Joker, the player who dropped the Non-Guarantee Joker, must draw the entire draw pile, no matter how big it might be at the time. Players are not allowed to shuffle the drop pile back into the draw pile right before the Guarantee Joker is dropped, however big the pile is at the time of the Guarantee Joker being dropped, that is how many cards the player must draw. When the Non-Guarantee Joker is played, regardless of if the next player has the Guarantee Joker, that player must still draw four cards, as per the Joker's effect. From that point on, any player who can not match the card last dropped, their turn is skipped. If a card forces any player to draw, that player draws from the player affected by the Guarantee Joker. This continues until the drop pile and the draw pile contain a total of three cards per person playing. Therefore, if four people are playing, there has to be at least twelve cards total. This effect can only happen once per game, if the combo is dropped again, there is no special effect, simply the next player draws four cards. If the King of Hearts is played, the Guarantee Joker rule comes back into effect, and the combo can happen again. If the Guarantee Joker is dropped on the Non-Guarantee Joker, there is no unusual effect.<br />
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<span style="font-weight: bold;">Team Play:</span><br />
It is possible to play with teams. The Gameplay is much the same with a few exceptions. All players must sit across the playing field from the ally, try to space it out an even as possible. At no point are you allowed to announce to your ally what cards you have in your hand. Hand signals of sorts are allowed if an ally has an opportunity to change the suit and you would prefer a certain suit. The Kings of Spades, Clubs and Diamonds, rather then skipping two players, directly skip to your ally's turn, no matter how many players might be skipped. Sevens can be uses to swap a card with your ally, however you are still not allowed to look at the card before you take it. At the end of the game, if either ally wins, the whole team wins.<br />
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<span style="font-weight: bold;">Expanded Deck Size:</span> <br />
It is possible to play with more then 54 cards. It is recommended players use this rule when playing with more then 5 players. To do this, use all 54 cards from one deck, but in the second deck remove the King of Hearts, Ace of Spades and all Jokers. The rules when playing with an expanded deck size to not vary, players still are dealt six cards and draw the normal number of cards from any effects.Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0tag:blogger.com,1999:blog-7936924685437819379.post-44401434455171297892010-07-21T12:47:00.004-04:002010-07-21T15:17:42.819-04:00A Very Good Place To StartAs a pretty hardcore nerd, one of my favorite activities is playing games (role playing / board / video). But more than that, I enjoy making my own games and rules for other games. The idea behind this blog is a place where I'll be able to post some of these rules and such that I create and, perhaps, find around the web.<br />
<br />
<a href="http://www.wizards.com/dnd/">Dungeons and Dragons</a> will probably be a major part of this, but I'm also pretty into board games, <a href="http://www.catan.com/">Settlers of Catan</a>, <a href="http://www.fantasyflightgames.com/edge_minisite.asp?eidm=6">Arkham Horror</a>, <a href="http://www.twilightcreationsinc.com/zombies/">Zombies!!!</a> just to name a few.<br />
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I'll be posting several things soon and will continue to post as I continue to create.<br />
<br />
I made a sweet banner! OMG!<br />
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Actually, it's not that exciting...<br />
<br />
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</div><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2Gh405RDUVQyA0PRD9xBWiewa9AD4l_-WDn4FPnpXQmdWTCMAKBLBEhM4hbvlPOy2XOC8k-Fw89RZQH4IcCPdSPFMxpTUVbUYlb2SnVYt9UDElgckGyBZ_NugZ4g5hcei9P32wJ8T3nc/s1600/Banner+Thumb.bmp" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi2Gh405RDUVQyA0PRD9xBWiewa9AD4l_-WDn4FPnpXQmdWTCMAKBLBEhM4hbvlPOy2XOC8k-Fw89RZQH4IcCPdSPFMxpTUVbUYlb2SnVYt9UDElgckGyBZ_NugZ4g5hcei9P32wJ8T3nc/s320/Banner+Thumb.bmp" /></a>Matt Sallhttp://www.blogger.com/profile/10763900075046088092noreply@blogger.com0