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Birdsong: p.19 1) Phases of turn in order: (see trade relationship with seller p.113) and/or buy drinks p.

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Determine # of phases: A player always at least two phases A) Rearrange belongings and trade/sell with players in becoming blocked on battle/blocked result. Drinks cost 1 gold
(called basic phases) and if not part of his turn is spent in a clearing. per member of the group and increase friendliness to the next
cave two additional phases (sunlight phases). B) Perform recorded activity this phase. level. If the meeting table gives a price the player may decline or
I: Hide: Roll dice. 1-5 Hidden, 6 remain unhidden he may buy including trading in items for their worth of gold
Horses/Extra Phases: II: Move: First phase of mountain movement is considered a (overpayment lost).
Pony: Bonus Move phase available if prior phase was a blank phase as two consecutive moves are required to move Fame price: When selling/buying items with fame points
regular move. Pony Bonus Move must be used before any into mountain clearing. the player gains(sell)/losses(buy) the fame points.
future regular Move phase. You may not enter a cave if on the same day a sunlight phase Buying Spells: Spells have a base cost of 10 and can be
Workhorse: Extra available Move phase. is used. Horses inactivate when entering a cave. bought from the box a visitor resides in (roll on meeting table
Natives do not block movement like monsters. for final price). Same rules apply for reading runes in that a
Record activities using one letter code per phase as follows: Carrying items – A player must play a move chit with character must have a Magic chit of the same type as the spell
M-Move, H-Hide, S-Search, T-Trade, R-Rest, A-Alert, F-Follow, strength equal to/greater than the heaviest item to carry his and he can only learn a spell from each spell card once. Spells
E- or E-Enchant or HR-Hire. items. The chit played is not exhausted or affected but simply cannot be sold to visitors.
The first enchant phase of the day should be written as “E-“ indicated.
(treated as blank phase) to “prep” all subsequent enchant III: Searching: Choose where, what table, and roll that table. V: Rest: A player may do one of the following:
phases which will either enchant one Magic chit or tile where Peer & Locate: Use to discover hidden things i.e. paths, ”Activate” means move from right side of player sheet to the left side.
they are located. passages, treasure site chits, etc. Normally, a character can a. Activate a wounded zero-asterisk chit.
Record “-“for blank phase which still allows trading, only search his own clearing. However, in a mountain clearing b. Activate a fatigued one asterisk chit or flip over a wounded
rearranging items, and blocking. A canceled phase is not the a player may peer any mountain or woods clearing in his own one asterisk chit.
same as a canceled activity. The former doesn’t allow trading, or adjacent tiles. Reference search table p.114. c. Activate a fatigued two asterisk chit or flip a wounded two
blocking, etc. Loot: If in a clearing with a site chit that they already asterisk chit. In both cases the player must fatigue an active one
Record bonus induced phases with asterisk. discovered the player may roll the loot table. Same method is asterisk chit.
All recorded activities must be carried out for better/worse. used to loot abandoned items. The number rolled is counted
For Movement Record M followed by clearing number & tile in the item/treasure stack from top to bottom i.e. one being VI: Alert: Player may flip his active weapon chit alert side up or
name (abbreviated). Entering mountain clearings require two the top item. If number rolled is larger than stack nothing is prepare one of his Magic chits (changing its time number to 0
move activities. gained. For gained treasure cards and other belongings the until the end of day).
Players who record F must do so across the entire day’s row player must activate it, keep it inactive or abandon it. If
(no other activity may be performed) and name a character looting a face-down site chit it’s turned up for all to see and VII: Following: When a guide does an activity the player shares
(termed guide) in the same clearing as them even if the guide back down when looting is done. it. p.27
is hidden or not. Reading Runes: p.59 The player specifies an artifact, a. Hide: Guide’s results apply to followers.
spell book he has active or a discovered site in his clearing and b. Move: Followers who can move with the guide do so. If the
rolls on the search table. guide is hidden when moving he may leave behind the follower.
Sunrise: p.20 This means a follower can end his turn and summon monsters in
Following: Followers reveal whom they are following. Their Special Sites:
Cairns: Must fatigue an asterisk before rolling loot table. the middle of the guide’s turn. If a guide bonus moves with a
character counter is removed from the map and placed with
Pool: Fatigue any asterisk for each item gained whether kept pony when followers lack ponies they are left behind. Followers
their guide.
or not. discover hidden paths/roadways their guide moves through.
Monster Roll: Any player roll a die. Place monster roll chit in
Vault: Must have keys or play chit, horse, or treasure card c. Search: Seen map chits, hidden enemies and discoveries are
corresponding box. These monsters are now considered
with Tremendous strength to open. Chit will fatigue. Once also seen by followers even when guide is hidden.
prowling and may appear (end of turn)/move on the map. On
open anyone can loot. d. Rest or Alert: Followers may do the activity.
the Seventh day of each week where the monster roll chit is
e. Any other action is not done by followers.
placed monsters regenerate in that row. Regenerated
IV: Trade: Player specifies one native leader in his clearing and If a player is left behind or decides to stop following he places
monsters prowl normally and may appear the same day.
states buying or selling. Trading can be canceled. his counter on the map in the guide’s clearing and ends his turn.
Attention Chits: Non-following characters mix their attention
Selling: Move item(s) in order of counter size to buyer’s Once the guide completes his activity the ex-follower proceeds
chits together face down to be picked at random during
box underneath any belongings of the same type and player with the end of turn steps.
daylight.
receives gold listed on item(s). Treasure cards are placed face
down and damaged armor is sold for damaged price (p.102) VIII: Enchant: p.53 Characters with Magic chit types I-V may use
Daylight: p.22 this activity to do enchantments (either to a Magic chit or map
but is “repaired” by the natives.
Players randomly choose a facedown player attention chit. tile).
Buying: Only one belonging can be bought per trade
Revealed player and followers become unhidden and perform For Magic chits: Turn Magic chit symbol side up as it now
activity. Secretly look at treasure cards leader may have and
the phases of their turn. becomes a color chit as follows:
indicate its position if buying. Once seller’s cards are seen the
player is committed to try and buy. Roll on the meeting table a. Type I – White
b. Type II – Grey a. When a Guide hides underlings flip dark side up to represent Natives only block when rolling on the meeting table as part of a
c. Type III – Gold hiding. Underlings In this way behave like a character. Trade or Hire phase (even if character is hidden, which he then
d. Type IV – Purple b. When a Guide moves underlings may be left behind just like become unhidden).
e. Type V – Black under normal Following rules. If so put the underling’s chit back
A color chit is no longer considered a Magic chit and remains so on the map. D) End of turn. p.29
until played in which it then flips over and becomes a normal When a player’s turn ends (last activity, stopped following or is
Magic Chit again. A guide can use the strength of any following minion. He can use blocked) the following in order occurs: p.29
A player’s color chit may be fatigued at the start of a phase on their Move strength instead of a Move chit to carry items. I. Prowling monsters in tile move to player’s clearing (hidden or
their turn to get the Magic chit back. In addition a color chit can Underlings cannot block or be blocked and do not summon not). Ghosts are always prowling.
be fatigued or wounded if it is the last chit available (but before denizens or cause them to move. By himself an underling does II. The player turns up all map chits in their tile face up
fatigued chits when taking a wound). not cause combat in his clearing unless there is a player or exchanging any replacement chits as appropriate i.e. Stink
For Map tile: Play Magic chit (doesn’t fatigue, simply indicated) agent. W=L.Campfire, Smoke W=S.Campfire. Exchanged dwellings are
with a matching color i.e. Type I Magic chit with White color, placed in highest numbered clearing connected to Borderlands
flipping the color chit to its normal side and fatiguing it. When Agents: A Leader minion. Each agent gets its own personal tile. Lost City/Castle will have the five chits set aside at startup
completed flip the tile the player is in (do not rotate, match new history sheet and attention chit (any unused chit). Agents record placed on the tile’s clearings face up by their number. Map chits
position so the tile name is in same location). and take turns just like a character. with numbers are placed on corresponding clearings. Map chits
An agent can own items & round horse counters but cannot stay turned up until the end of the day.
IX: Hire: The player specifies one group of natives in his clearing activate/use them himself. Belongings gained are put with their III. Each chit that was turned up may summon monsters if the
and rolls on the meeting table to determine price. All rules from character sheet. Belongings on the setup card are left there and chit is listed above a box in the row of monsters that is currently
the trade activity apply here except the player cannot trade in are considered out of play (cannot be used for any game prowling. If the chit is listed above a group of boxes the leftmost
items towards the price of hiring and hiring can occur without a functions). occupied box is summoned. A sound chit (followed by M or C)
leader in the clearing. Refer to list of Natives for hire price. p.105 only summons when a corresponding M or C warning chit is in
Again, Agents take their turn exactly like players would with the tile. Warning chits (yellow) summon monsters directly to
Most Natives must be hired as a group except the Order and some notes: player’s clearing. Sound (red) and Site chits (gold) summon
Rogues who are hired individually (one per hire phase) starting Discoveries made when searching are crossed off the Agent’s monsters to the clearing they are in. Warning chits summon first
with the highest ID (Leaders are hired last this way). sheet, not the employer’s. then Sound from lowest to highest if both come up. Each map
Looting the Cairns or Pool doesn’t fatigue an Agent. chit can only summon monsters once per day.
When hired record the Native(s’) ID code and the day of when When trading/hiring an Agent uses his employer’s trade IV. Unhidden players are blocked by monsters that appear
their term of hire expires. The term starts on the day of hire, relationships. Any gained/lost fame/notoriety is reflected on the in/moved into his clearing. Hidden players may block monsters
lasts 14 days and ends at midnight of the last day. Natives may employer’s sheet. Natives hired by an Agent are considered in their clearing if they wish.
be rehired while already hired using a hire phase as normal; hired by his employer. V. Natives: Summon natives if the player is in the clearing of the
adding 14 days to their term. A hired Native may block, insult, or Resting doesn’t benefit an Agent but still can be done to the dwelling and the group of natives is prowling.
challenge just like in a regular hire phase when rehiring. Hired benefit of any followers.
Natives do count as members of their group when buying drinks; Sunset: p.30
even when hired under another player. Drinks must be bought C) Block or be blocked. p.28 Take one attention chit from each clearing with players (even if
for all Natives (of same group) in your clearing. May occur at the end of each phase in a clearing as follows: multiple characters are in a single clearing) and mix them
a. If a player ends in a clearing unhidden all monsters in clearing together blank side up.
Once hired a Native is considered a minion of the hiring player block him. Other characters may choose to block as well.
(employer). b. Players may choose to block any monster or hidden
There are two types of minions: underlings and agents. Evening: p.30
characters (if he already discovered them via hidden enemies in
Randomly pick one of the attention chits set aside at Sunset, one
search table).
Underling: A Non-leader minion. Underlings may only move at a time. When a character’s chit is picked combat takes place
around by following. Players may assign their underlings to in his clearing. Even when no enemies are present in a clearing
When a character is blocked the following occurs:
guides at the very beginning of Sunrise before the monster roll players still do rounds of combat allowing them to run away or
a. If hidden they become unhidden
and before players reveal who is following whom. The cast spells. At the end of the last round of combat in a clearing
b. If taking his turn any remaining phases are canceled.
“following” rules for players apply for underlings (put underling players can rearrange belongings or trade with each other. A
c. If turn not already taken that day it is lost.
chit with guide). Players may split their underlings with different player may only cast spells during evening, during rounds of
d. May not trade with other players until evening.
guides as well. Unassigned underlings remain unhidden side up combat.
in the clearing for the day. Blocked monsters stop prowling and cannot move for the rest of
1) Before Combat Begins: Flip over character sheet to melee
the day. When monsters arrive at the end of the turn blocking
When underlings follow they only perform the Move and Hide section. Place all active armor pieces where pictured on the
can occur as well.
activities and do not share the results of other activities. melee sheet.
If Natives present players determine if they will fight for each unassigned (i.e. only hidden characters/minions in clearing) B) Order of Play: Players mix attention chits together and reveal
group of Natives (if multiple Natives present) (roll meeting table remain unassigned. one at a time. A spellcaster specifies their target(s) at this point.
[even if hidden]. Battle takes place on Insult or Challenge result Once all targets are selected spells come to life in order of their
if cost isn’t paid or on a Block/Battle result. All other results are D) Deployment: A character may charge another character in completion time (lowest to highest). Casted spells remain on
ignored). Drinks may be bought (p.25); one gold per member of the same clearing. See p.32 for full details. target(s) until they expire or are broken. Until then the spell
the group to increase friendliness to the next level. A player may flip his minions and their horses either side up. cannot be cast again and the Magic chit is placed on the target
Every minion of a player that is not being attacked may be (or where the spell states) and cannot be used in any way. This
2) Using Chits in Combat: assigned a target. In this case the Minion would be considered is known as bewitching the target. Note the target in the spell’s
A) Action chits are placed in “used this round box if used. Each an attacker. There are three possibilities: spell box and erase when the spell ends to reuse the box.
action chit may be used only once per combat round. I. If a minion is assigned to a denizen not on his sheet the When a spell comes to life it also cancels any spell its target was
denizen is placed in the center boxes of an unused melee sheet in the process of casting (faster spells cancel slower ones). Note
B) No more than two effort asterisks per round (including Magic and the minion is put in the top attack circle. this only affects spells that specifically name the spellcaster as a
chits. Cancelled spells still count towards limit). II. If a minion is assigned to a denizen who is defending on its target.
own sheet the minion is put in the top attack circle on top of Each Independent denizen on his own sheet targets the topmost
C) Move chit can be used if its strength equals or exceeds all other attackers. minion in the attack circles. That minion is moved to the left
weight of all items. Fight chit can be used if its strength equals III. If minion A is assigned to attack denizen B who is currently most square at the bottom of the sheet.
or exceeds weight of active weapon. attacking a player or another denizen C the old assignment is C) Choosing Targets: Place drawn attention chit on a monster or
broken. B is put in the center boxes of an unused melee on another player’s melee section by the attack circles (in PvP
D) Horse (use optional) can be either side up as long as its sheet, and A is put in the top attack circle. If C is a denizen and combat). That is now the character’s target. The player then
strength equals or exceeds player’s weight and items. In combat B was the only attacker on his sheet (i.e. if C is left alone on selects a target for each minion that is on a minion’s own sheet.
horses may only use galloping side once. his sheet), then C moves to the new sheet and is placed on The minion may choose any denizen in the attack circles of his
top of A, becoming the newest attacker. sheet. The target is put in the left most bottom square.
3) Encounter Step: A minion assigned to a character is put in the center red boxes D) Positioning Denizens: Place attacking denizens in all available
A) Order of Play: The character who took the first turn during of that character’s sheet. red boxes as evenly as possibly. Native horses must be played in
daylight is the first character. Minions that are left unassigned or become assigned after different box from rider. Players also arrange denizens on sheets
deployment cannot attack this round. owned by their minions using normal guidelines. In addition
Note that when a minion engages a denizen one is considered minions that are on sheets owned by independent denizens are
the attacker and the other the defender. In either case the E) Taking Actions: Non-charging players can take one action arranged. The normal guidelines do not have to be followed as
minion and the denizen are placed on an unused melee sheet. listed below. Minions cannot take actions including running long as the minions stay in the same set of circles/squares and
The defender is placed in the first center square with any head, away. do not flip.
club, or horse chit in the second. The defender is the owner of I. Activate one belonging and/or inactivate one belonging. E) Attacks and Maneuvers (after all attention chits are placed):
the melee sheet. The attacker is placed in the top attack circle II. Abandon as many belongings as he wishes. Lower numbers mean either faster attacks (attack chit) or faster
with any head, club or horse chit in the second. Multiple III. Play Move chit or Horse on top of Melee section to run maneuvers (move chit). Players secretly play shield (must if able)
attackers are stacked on top of each other. Each attacker is away. and/or attack and maneuver chits. To attack place active
targeting the owner of the sheet. IV. Play Fight chit on top of Melee section to turn active weapon and fight chit with strength equal to/greater than
Minions and Natives take their horses into battle except when in weapon counter over. weapon’s strength in one attack circle (this cannot be done if a
a cave. To do action III or IV the player must use a Move chit/horse player successfully casted a spell. If they failed to cast a spell and
(running) or Fight chit (alerting) with a time number less than their attention chit is not on a character/denizen they don’t get
B) All Native horses are turned light side up. the maneuver time of every denizen (or any number if he has to attack). If no target was chosen this round the player may flip
no assigned monsters) and/or attention chit on his sheet (use their weapon either side up. Place a Move chit (or horse) on a
C) Assigning Denizens: Monsters from previous rounds of horse maneuver time for mounted Natives). maneuver square to maneuver. Minions on their own sheets
combat remain assigned to same player. Unassigned denizens If a character runs away any denizens on his sheet become may be secretly positioned on any center square either side up.
may be assigned voluntarily to a player or one per minion by unassigned and he moves in a roadway leading out of his If using a horse it can be moved to any square but not flip.
luring (other players’ minions cannot be lured however). clearing (the way he came if he moved that day). F) Revealing and Repositioning: Reveal melee sections
Minions that lure are considered the defender. Denizens lured V. Cast spell by playing a Magic chit (onto spell box in melee simultaneously. Roll one die and relocate denizens and minions
by a minion cannot be lured away again that round. If sheet) of the same type as the spell and with a completion not on their own sheet as noted by the “repositioning denizens”
unassigned denizens remain in a clearing they are then assigned time equal to or less than all maneuver times on his sheet. table. Then for each box that has denizens roll two dice. If either
to unhidden characters or minion(s) (only if employer is hidden Player must supply appropriate color (if using a color chit flip is a 6 the denizen(s) flips, termed changing tactics.
or not in clearing) at random (roll two dice per monster, highest and fatigue said chit) and is then referred to as a spellcaster. G) Resolving Attacks: Attacks take place in a particular order
roller gets monster). Minions that are assigned a denizen at with the first round of combat having attacks resolved in order
random are considered is the defender. Monsters still 4) Melee Step: of weapon length, longest to shortest; ties broken by attack
A) Native and Minion horses turn over (dark side). times. In all rounds after the first, attacks resolve in order of
attack time, lowest to highest, with ties broken by weapon final harm of the attack was medium or greater the character
length. Still tied attacks resolve simultaneously. Attack time for a takes one wound. Destroyed Helms/Shields go to Soldier’s box,
player is listed on their active weapon OR their attack chit if breastplate-Guard’s box, suit-Order’s box.
weapon lacks a speed number. Also, if no weapon is used then IV. If attack does not hit armor or horse the harm is directed 7) Special Denizens: p.38
the attack chit’s number is used. Natives use their horse’s onto the player. If the harm is equal to/greater than his Archers and Spear-carrying Goblins: Don’t cause harm when
maneuver time if they are mounted. vulnerability the player is killed. light side up but act normal in all other ways.
Once all the results of an attack are applied, players should Demon, Winged Demon, and Imp: In place of harm roll on
In order players determine whether an attack hits as follows evaluate the next attack in order. “Power of the pit” (Demons) or “curse” table (Imp)(p.109)
(applies for minions as well): Head/Club Counters: Place Head/Club counter in separate box
A) Attack time is less than the maneuver time of target (termed 5) Fatigue Step: when monster is assigned to character (essentially giving that
undercutting) At the end of a round of combat each character must inactivate monster two attacks). The Head/Club counter cannot be
OR chits to pay fatigue and/or wounds. Effort asterisks on Magic targeted. Kill the owner to remove the counter.
B) Attack direction intercepts the maneuver direction of target chits are ignored. Tremendous Monsters: Instead of changing tactics the main
(termed matching directions). Fatigue: Players can play one asterisk per round without counter flips red side up only when it or its Head/Club hits its
I. Thrust hits charge II. Swing hits dodge III. Smash hits Duck fatiguing but if two are played he must fatigue one asterisk. If target (hits include horses/armor) without killing the target and
If a character did not play a maneuver they are automatically both were Move chits payment must be by Move chits. Same for remains so until killed. Head/Club chit can change tactics.
hit. Fight chits. If one of each was played the player chooses which Red sided Tremendous monsters do not inflict harm but instead
If an attack neither undercuts nor matches directions it misses. to fatigue. You can make “change” when paying fatigue (except instantly kill target regardless of armor. Also:
Note that a player can only hit the target he chose. Other for Magic chits). Players who run with two asterisks are still I. They cannot change targets or be lured away.
denizens on his sheet are not harmed even if he matches subject to this rule. II. The target cannot play a Move chit during the encounter step.
directions with them. All denizens on the sheet are attacking so Wounds: Flip over any active chit and place it with the other III. Target maneuvers as normal but cannot play horse.
any that match directions will hit the player. inactive chits/right side of character card. If there are no IV. Combat cannot end in clearing while Tremendous monster is
If a player’s attack misses he must turn his weapon alerted side available active chits instead flip inactive chits. If no available red side up.
up and if it hits turn the weapon alerted side down. inactive chits die.
Midnight: p.39
H) Determining Harm: Harm is equal to a weapons weight and is 6) End of Combat: The day ends at midnight. If it is the 28th day of the month the
adjusted as follows: Determine if another round of combat begins. Combat ends in a game ends and players determine the winner. Otherwise:
I. Harm is adjusted up for each sharpness start minus one for clearing if there are no more characters or minions in the I. All weapons become unalerted.
armored targets. Multiple pieces of armor do not reduce harm clearing or when two consecutive uneventful rounds occur: II. All face-up map chits except Lost City/Castle turn face down.
further as the attack stops on the first piece of hit armor. rounds where no characters, denizens, minions or horses were Sound/Site chits remain in their clearings.
II. If a fight chit is played that exceeds a striking (melee) killed, no armor was damaged or destroyed, and no action chits III. All curses are removed from players in clearing with Chapel.
weapon’s weight harm is adjusted one level up, one max. were wounded or fatigued and no spells were cast. IV. Play proceeds to next day. Advance day marker one space.
III. For missile weapons roll the missile table (p.111) to adjust If combat continues players take their attention chit back and
harm. place used action chits back with his active chits. Denizens not Odds and Ending: p.40
on a player’s sheet become unassigned.
1) Sharing Information, Secrecy, and Spying:
If only a fight chit is played (no weapon) then the player is using When combat ends any remaining denizens in the clearing are
A) Public and Secret Information:
a dagger which has Light harm and one sharpness star turned light side up and players can rearrange and trade.
The following info is public about a character:
regardless of the chit used. Evening then ends.
I. All information on character card.
Compare harm to the vulnerability of the monster and if it
II. All belongings except inactive treasure cards.
equals/exceeds the monsters vulnerability it is killed. 7) Spoils of War: p.38
III. Disposition of chits.
Harm dealt to a Mounted Native redirects to the Native’s horse. Gain fame, notoriety, and gold as indicated on monster. Multiply
IV. Recorded Fame/Notoriety.
rewards by two for second kill, three for third, etc. (except for
V. Whether he has found hidden enemies.
Determine harm on players as follows: kills by minions or a spell kills multiple monsters simultaneously.
VI. Current trade relationships
I. When a Native’s horse is killed the Native continues to fight The player would then calculate as if he killed them one at a
The following info is secret about a character:
but still uses its horse’s maneuver speed and direction for rest of time). Agents take belongings and record gold. Victims to an
I. Recorded activity just before he does it.
the round. underling abandon their belongings in the clearing they are in
II. Each discovery until used or sold.
II. If player used a horse in the melee step harm is resolved and gold isn’t gained. Gold is not multiplied and Native horses
III. Each recorded spell until used.
against the horse. don’t count as kills. When a Native leader is killed his group’s
IV. Recorded gold until end of game.
III. If an attack is intercepted by armor and harm is less than the belonging are abandoned in his clearing. Agents killed by Natives
V. Victory conditions until end of game.
armor’s weight the armor is unaffected. If harm is equal to lose gold and belongings are placed on their space on the setup
weight armor is damaged. If harm is greater than the weight of card. Agents killed by denizens lose gold and abandon
B. Selling information:
the armor it is destroyed. Regardless of the effect of armor if the belongings. See p.38 for player deaths.
Discoveries may be sold to others if they are both in the clearing II. On the seventh day of the week color is supplied to all 8) “Spell”: Target is one existing spell cast by one Magic chit
with the discovery. If the discovery is face down it is flipped up players: Day 7 – White & Black, Day 14 – Grey, Day 21 – Purple, whose spellcaster or target is in the spellcaster’s clearing.
to the purchaser to prove its existence (owner looking at other Day 28 - Gold Doesn’t target spells in the process of being cast.
chits to find it is okay) and then placed face down again. III. Enchanted map tiles provide the color shown on the tile;
either gold, grey or purple. Craigs provide all three and Spell Duration:
C. Spying: Borderlands provide Grey on 1, Gold on 2-3, Purple on 4-5, and 1) Instant: Resolved and expires immediately.
Characters are always considered spying on all other unhidden Grey & Purple on 6. 2) Combat: Magic chit is put with target (see bottom of p.56).
characters in their clearing. Those who found hidden enemies IV. Enchanted cards supply color to those in the clearing with Expired at midnight.
can spy on hidden characters as well. Followers spy normally. them. 3) Day: Works like a combat spell, expires at sunset of next day.
When a payer uses a discovery all spies discover it too i.e. 4) Attack: Acts like a weapon, expires at sunset of next day.
roadways, treasure sites, etc. 2) Stopping, Nullifying, and Ending Spells: During melee step during attacks & maneuvers the player
Stopping a spell’s effect does not alter the consequences it had secretly places Magic chit in an attack circle. Attack time is the
Curses, Wishes, and Power of the Pit already caused i.e. discoveries remain discovered, chosen same as the completion time of the spell. Attack is resolved like
Being cursed with the same curse has no effect. targets remain chosen, denizens hired remain hired etc. a weapon with length, harm, and method of attack defined by
Curses have no effect on monsters. See p.109 for curse tables. A spell that cannot go into effect can still be cast in the hopes spell. Spells that affect multiple targets make an identical attack
that conditions will change later. on all of them. If it’s a missile attack make a separate roll for
Fresh Starts I. Nullification: When a spell’s effect is nullified the spell and each hit on the missile table.
If a player dies they may restart picking any character not in use Magic chit remain committed to the target but do not affect it. If
including the one just killed and re-enter the game at the start the spell still exists when the nullification ends the spell resumes Hired Natives (additional notes):
of the next day. its effects on the target Becoming Unhired: When a Minion stops being hired he
II. Release: When a target is released from a spell he is no longer remains where he is until hired again or his group regenerates.
Quitting the Game a target and the spell and Magic chit are not committed. When The ways a Minion can become unhired:
Player may agree to end the game at any time i.e. after one hour last target of a spell is released the spell is broken. I. Automatically unhired at midnight of last day of term of hire.
of play, etc. If so the game ends as if it was the end of the III. Breaking: When a spell is broken all of its targets are II. When employer is killed all hired Minions become unhired
month. released, the spell expires and the Magic chit returns to its finishing the round of combat they are in.
owner and fatigues. III. When a Minion is returned to the setup card for any reason.
Winning the Game IV. Canceling: Cancelled spells are considered broken before IV. When a Minion is killed. The employer loses notoriety points
Characters must discard any items he cannot carry as a “final they go into effect. The spell is treated as it had worked for the equal to the minion’s notoriety bounty.
move” to end the game. Then we record scores as follows: purposes of fatigue only. V. When an employer targets a minion all other minions of the
A. Great Treasures: Sum number of red dot treasures. V. Competing Spells: Unless specified a spell with ongoing same group rebel and unhire regardless of their location on the
B. Fame: Add recorded fame plus belonging(s) fame. effects cannot go into effect if it duplicates a spell that is already map. This is termed treachery.
C. Notoriety: Add recorded notoriety plus belonging(s) bewitching a target. If a spell is bewitching a target when
notoriety. another copy of a spell goes into effect the target is released When unhired all attacks on a Native by independent denizens
D. Gold: Recorded gold minus gold price of all weapons/armor from the second spell. If duplicate spells go into effect against are cancelled and vice versa. The exception to this is if he is
at start of game and the 10 starting gold. the same target simultaneously they cancel each other. attacking a player or minion in which case he and his Native
For each category he subtracts the amount in the required VI. Automatic Spellbreaking: A spell that was cast by a Magic group instantly begin battle with said character or minion.
column. If negative multiple it by 3 then divide the result by its chit is broken when the chit’s owner is killed. Curses do remain When a Native leader becomes unhired his group takes all
multiplier rounding down (to zero). This is the basic score in in effect at the end of the game. belongings he possesses and places them on his group’s box on
each category. the setup card as if they had just been sold (p.25). If hired again
He then multiplies the basic score by the player assigned score Spell Targets: the Agent gets a blank personal history sheet.
(recorded at setup) for each category to get his bonus scores. 1) “Character”: is any one character including the spellcaster.
Sum the basic and bonus scores in each category and sum all 2) “Monster”: Any one monster, specific ones if noted. Combat: An employer may use his minions in a clearing to fight (even
categories to get the final score. 3) “Individual”: Any one player, native, or monster. when he is not in the clearing himself) but underlings do not cause
Players with a positive total score have won the game while the 4) “Multiple”: Any assortment of “individual” targets. combat to begin if by themselves. Once combat starts underlings and
highest scorer is the victor! 5) “Clearing”: Target is the spellcaster’s clearing. Affects agents fight identically.
everyone in the clearing. Before combat begins put hidden minions to one side since they can flip
in combat.
Magic: p.52 6) “Tile”: Target is spellcaster’s map tile. Affects everyone in that
Natives that are battling a player also attack his minions in the same
Spells are cast using rituals (magic chit/treasures) to bind tile. clearing.
spirits/energy (enchanted magic chit/treasures) aka colors. 7) “Magic Chits”: Target can be any or all of the spellcaster’s If an Agent’s attention chit was the first chit drawn during daylight the
1) Other sources of color: own active Magic Chits. Color chits and chits committed to spells employer is the first character for that day. When said employer takes
I. The Chapel dwelling supplies White magic to everyone in its cannot be targets. his turn during the encounter and melee steps he does all activities for
clearing. his minions as well, agents and underlings alike.
Search Table Results:
Nothing: You find nothing.
Hidden enemies: Check off the “enemies” column for this day. For the remainder of the day, you are considered
to have “found hidden enemies”, and can spy on, block, and target hidden individuals. This ability functions
regardless of what clearing you were in when you obtained the result, or what individuals were in the clearing
with you.
Paths: On your discoveries list, mark all the hidden paths (brown speckled roadways) that end in your clearing.
You may move through these freely for the rest of the game. Note that the paths on the enchanted side of a tile
are different roadways, and must be discovered separately.
Passages: Same as paths, but for the black speckled secret passages.
Clues: You secretly look at the map chits in your tile, but do not cross any sites off your discoveries list. You have
found rubble or monster spoor that allows you to deduce what is in the tile. If one of the chits is a replacement
chit, you may secretly look at the substitute chits, then put them in the tile. Or you may choose not to look at the Meeting Table Results:
replacement chits, and leave them where they are. Price: The final price is equal to the basic price times the indicated number.
Discover chits: Same as clues, but you also discover every site chit in the clearing you are searching. Mark all Boon (x1): You can either treat this as a “Price x1” result, or you can take the belonging or hire the native(s) for
discovered sites on your discoveries list; you may freely loot them for the rest of the game. free, as a “boon”. When a character accepts a boon he loses one level of friendliness with the group. This should
…and…: You get both results. be noted on his character record sheet, along with the basic gold price of the item. At any time in the future, he
Choice: You can choose any one result on either the peer or locate table (including a double result such as “clues may use a trade phase to try to buy back the lost level of friendliness exactly as if it were an item with the
and paths”) regardless of what table you initially rolled on. recorded price; however, if he fails to make the purchase on the first try the lost friendliness is gone for good.
Awaken: You look at the spell card. If it belongs to an Item, put it with the treasure card. No Deal: No result.
Learn /Awaken: As above, plus if you have a Magic chit that matches the spell’s type you can record it. Block/Battle: If this roll is made during a trade or hire phase, the individual is blocked. If the roll is made
Curse!: Immediately roll on the curses table to see what curse is inflicted on you. in the evening, the native group starts battling him and his minions in that clearing.
Counters: You find hidden enemies, but only those who have weapon counters, armor counters or horse Challenge: The character can choose to lose 5 recorded fame points and treat this as “no deal”.
counters, plus all hidden natives, goblins, ogres, and giants. If your clearing contains a pile of abandoned Otherwise, treat it as a “block/battle” result. Note that characters can have negative fame. If a hired leader
belongings, you can take the topmost counter (weapon, armor or horse) from the pile. gets this result, the fame points are lost by his master.
Treasure cards: You find hidden enemies, but only those who have treasure cards. If your clearing contains a site Insult: As challenge, but with notoriety instead of fame.
chit you have discovered or a pile of abandoned belongings, you can take the topmost treasure card from a site Trouble: Immediately roll again and find your result in the unfriendly column.
or from the pile. You must still follow the normal restrictions to loot the Cairns, Pool, or Vault. The Vault must be Opportunity: Immediately roll again and find your result in the next column to the right.
opened using T strength before you can take any items from it. Similarly, you must fatigue chits if you take a
treasure card from the Pool or Cairns. However, you only fatigue a chit when you actually take an item, not every
time you roll on the Magic Sight table in a clearing with the Cairns. Missile Table Results:
Perceive spell: You find hidden enemies, but only those hidden enemies who have spells recorded. If you have an When a missile attack hits, roll the dice and adjust the harm inflicted as
artifact or spell book active, or if you have discovered a site chit with spell cards in your clearing, you can look at indicated on the table. If the result is Negligible or less, the hit inflicts no
one group of spell cards and learn the one you want without awakening it. harm but it still counts as a hit: if a weapon attacks it is unalerted, if a
Tremendous monster attacks it turns red side up. If the final harm exceeds
Tremendous, it kills the target without affecting his armor (it hits a vital
unarmored spot).

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