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How to play the game guide!


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Special ability

All characters have a unique ability. The assassin for example can reduce an opponent's attack by the amount of their craft if the assassin is the one initiating the attack.

 

Strength

Determines your attack damage. Calculated by (Strength) + (Modifiers) + (d6 roll)

 

Craft

Determines your ability to do psychic damage. Calculated by (Craft) + (Modifiers) + (d6 roll)

Your craft number determines the number of spells you can carry. (3 = 1 spell, 4 = 2 spells, 6 = 3 spells)

 

Lives

Determines your physical endurance. Heal affects from cards may replenish lives but never above the starting amount. You may gain lives that take you above the maximum, but your maximum will not increase. If you fall back to your maximum, you cannot heal back up. Your character dies if you reach 0 lives. If no one is currently standing on the Crown of Command, your death is not permanent. You respawn at the your original position just like starting a new game.

 

Fate

Determines your luck. You may spend a fate at any time to reroll a dice. You must accept your new roll. You may not spend another fate.

 

Gold

Determines your money. There is various times in the game to spend money such as on spells, at markets, and the blacksmith. 

 

Start

This is the location your character begins the game and will respawn upon death.

 

Alignment

Determines your faith - good, evil, neutral. Certain items may not be picked up depending on your faith. Chapel and Graveyard locations have different affects based on your alignment. 

 

Gameplay

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You roll a dice to move around the board. You start by traveling around the outer region. You may move in any direction along the outer region. Some spaces will require you to draw a card from the adventure deck. In the case of my game, I pulled the 'Stranger'. The card is placed onto the board as I don't have enough craft to purchase the stranger's offering. Another player may choose to try to land on this space to collect the card. As the wood's description states, the next player to land on this spot does not draw another card. 

 

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Another example is the above stranger card. This card requires a character with an evil alignment to satisfy the card's requirements. 

 

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You may encounter a follower. Unless stated otherwise on the card, you may choose to take the follower or leave the follower at the spot location. You may also drop the follower during any turn. Some followers allow you to send them in as your champion in combat. Other followers will give you negative impacts. Some followers can't be discarded unless at certain locations. 

 

There is too many cards to list each card individually on this guide. Most of them are self explanatory.

 

 

Attacking:

Typical combat will always be a strength attack comparison unless specifically stated. The wizard for example as the special ability to choose to do a psychic attack if the wizard is initiating the attack. (It is written on his description)

 

To determine your attack damage: (Strength or Craft) + (Modifiers) + (d6 roll)

 

 If you defeat a non-player character, you take the monster as a trophy. The monsters have point values assigned to them. You may exchange multiples of 7 for 1 stat increase to your craft or strength. If you turn in 8 points from your trophies, you must lose the remaining one point. You have the option to save the points up for the next multiple of 7. 

 

If you land on a spot with another player, you have the option to engage in combat or to follow the locations description. You are not allowed to do both. When defeating a human player you have the option to take 1 gold, 1 object, or to deal 1 life damage to that player. 

 

Moving to the middle region:

 

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You must defeat the sentinel (strength 9) to advance into the middle region. You need to circle the outer region until you become strong enough to challenge the sentinel. This can be done through trophies or collecting more spells and cards.

 

---to be completed---

 

 

 

 

 

 

 

Edited by Frozen_Guardian
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