Rules:
starting tile
- The starting tile is size 2x1tile
- says "start" on the back.
- placed freely on the board at game start.
The board:
- size12x8 squares
Game round
1. Movement phase: 1 turn per player (doing actions, eating FOOD)
2. Challenge phase: If a player is on a challenge tile, the player can chose to take the challenge, gaining FOOD CARD or allow further passage. If challenge is accepted a D20 is rolled. If the players character card meter exceeds the die roll value the player beats the challenge.
If the die roll value exceeds the players character card metre the player fail the CHALLENGE.
-if there are more than one player on the same CHALLENGE, the ENERGY from the character with the highest ENERGY is used.
Player turn:
- 1 move-action per turn
- 1 CHALLENGE action per turn.
- Consume X amount of FOOD (optional). For each FOOD CARD consumed, exchange for 2 UNPREPARED MEAL CARDS (PREPARED, if FIRE was used)
- raise character card meter with the same amount as on the value on MEAL CARDS
- Remove tile(s) out of VISUAL RANGE and place on "tile discard" pile.
- Consume 1 ENERGY on character card meter, at the start of the first player turn.
- If character SANITY is 9 or lower, roll D10. If value is equal or lower than character SANITY, nothing happens. Else, lose 1 SANITY.
Coordinate system
The short side of the board is marked from A-H (D8, 1-8)
The long side of the board is marked from 1-12, (D12, 1-12)
Roll D8 and D12 to get coordinates.
EVENTS
EVENTS are triggered by flipping a cave tile that says EVENT on the front.
Draw EVENT CARD!
If card says "CHALLENGE or suffer DAMAGE", you will have to CHALLENGE. If failed, roll D4 and suffer ENERGY loss equal to value.
If you enter a tile containing an EVENT TOKEN, flip EVENT CARD.
If EVENT CARD has the FIRE attribute (item cards), player can call to use it and PREPARE a FOOD CARD. Player can PREPARE multiple FOODS a the same time.
If an EVENT CARD has the "PARANOIA" attribute you must roll D10 under or equal to your SANITY level on character card. Otherwise lose 1 SANITY.
THE MAP (ITEM)
If a player has THE MAP, no tile discovered by that player is removed at the end of the players turn, in . Each tile that has been "MAPPED" is marked with a purple token.
If the mapped path has no further way of exploration, the map is tossed away and the path is lost.
THE SANITY METER
GREEN FIELD: Provides boost to energy during CHALLENGE with +2.
YELLOW FIELD: Provides boost to energy during CHALLENGE with +1.
RED FIELD: Provides no boost.
If MENTAL reaches 0, character is unable to move.
- Roll D10 every turn for chance to recover. Roll 10 and receive 4 SANITY.
My imaginary friend.
If character possesses the IMAGINARY FRIEND CARD and is located on the same tile as one or more other players, all players on that tile looses 1 SANITY.
If character possesses the IMAGINARY FRIEND CARD it receives 1 SANITY per turn as though the it was with another character.
If character possesses the IMAGINARY FRIEND CARD, he/she can use EXIT 1 & 2 alone.
Haunted Item
Player receives SANITY damage, 1 per ITEM CARD the character has.
SANITY
Character card has SANITY METER 1-10
Roll D10 every turn to test SANITY.
If a character is alone on a tile the player must roll D10. If value is greater than character SANITY, the character looses 1 SANITY. else, nothing happens.
If a character is located on the same tile as one or more other characters, the character receives 1 SANITY per turn.
If you have 0 SANITY you can not move.
EXIT TILES
There are three EXIT tiles.
The 1st is the easiest. Requires minimum 1 PLAYER and SHOVEL.
The 2nd require 2 PLAYERS (ore more), and complete a CHALLENGE.
The 3rd is the hardest, you will need the ROPE and PICKAXE to get out.
Movement (move-action)
- move player piece to adjacent board space. Cannot move diagonally.
- if adjacent board space is empty. Place new tile from draw pile.
- if the tile draw pile is empty shuffle the tile discards and form a new draw pile.
- player chose tile orientation.
- tile orientation must be so that player can move in to it.
- if player move onto tile with text "FOOD", the player receive 1 FOOD CARD.
- if player moves to a title that contains the text CHALLENGE/FOOD you must complete a challenge to acquire the FOOD.
- if player move onto tile with text "EXIT" the player does not consume 1 ENERGY on "character card" meter (if the player leaves The
Cave).
VISUAL RANGE
- player "VISUAL RANGE" is 1 adjacent space, left, right, up, down, that allow player movement from current position.
”Character card”
- 20 step meter ENERGY
FOOD
FOOD CARDS
Received when player completes FOOD CHALLENGE or if player enters FOOD ROOM.
If consumed the player draws 2 UNPREPARED MEAL CARDS for each FOOD CARD consumed.
If the player call out the FOOD is PREPARED with FIRE, then player draws 2 PREPARED MEAL CARDS for each FOOD CARD consumed.
If the PREPARED MEAL CARD matches the FOOD the character is consuming, the MEAL was PREPARED successfully and grants +1 to the FOOD value. Else, the MEAL was BURNT and the FOOD value receives -1.
If the UNPREPARED MEAL CARD matches the FOOD the character is consuming, the MEAL was poisonous and the character suffers an energy loss equal to the value on the MEAL CARD. Else, the MEAL was not poisonous and the character receives energy equal to the value on the FOOD CARD.
UNPREPARED-MEAL CARDS
- meat (carnivore)
- vegetables (herbivore)
- x (number representing how much you increase character card meter when consumed), consumed cards are put on a FOOD discard pile (not the tile discard)
- if more players are in the same tile when consuming FOOD all players on that tile receives all positives and negatives from that MEAL.
- if there are no more cards in the FOOD draw pile there is no more FOOD.
- Can be PREPARED with FIRE.
PREPARED-MEAL CARDS
- meat (carnivore)
- vegetables (herbivore)
- x (number representing how much you increase character card meter when consumed), consumed cards are put on a FOOD discard pile (not the tile discard)
- if more players are in the same tile when consuming FOOD all players on that tile receives all positives and negatives from that MEAL.
- if there are no more cards in the FOOD draw pile there is no more FOOD.
CHALLENGES (CHALLENGE-action)
Movement CHALLENGE Tiles
- tiles with text "CHALLENGE" on front requires player to roll D20 die equal to or under current character FOOD card metre value to allow for passage through tile.
- when player piece enter tile with challenge it simply "enters the room". During next round player can choose to take CHALLENGE and go further or turn back.
FOOD CHALLENGE Tiles
- when player enters tile with text "FOOD" and "CHALLENGE", a player can chose to take the CHALLENGE and gain 1 food card on that same turn.
- if player fail with CHALLENGE or does not take CHALLENGE, 1 FOOD token is placed on that tile.
- FOOD token is removed when CHALLENGE is completed.
Game setup
- place starting tile (marked "start" on back) somewhere on the board.
- place Exit tile(s) aside to form a discard pile.
- 2 player game setup
- use all tiles marked "2" on the back.
- use 1 Exit tile.
- 3 player game setup
- use all tiles marked "2" on the back.
- use all tiles marked "3" on the back.
- use 2 Exit tiles.
- 4 player game setup
- use all tiles marked "2" on the back.
- use all tiles marked "3" on the back.
- use all tiles marked "4" on the back.
- use 3 Exit tiles.
- 5 player game setup
- use all tiles marked "2" on the back.
- use all tiles marked "3" on the back.
- use all tiles marked "4" on the back.
- use all tiles marked "5" on the back.
- use 3 Exit tiles
- 6 player game setup
- use all tiles marked "2" on the back.
- use all tiles marked "3" on the back.
- use all tiles marked "4" on the back.
- use all tiles marked "5" on the back.
- use all tiles marked "6" on the back.
- use 3 Exit tiles
tisdag 29 oktober 2013
Meeting #9
Etiketter:
5SD024,
cave,
grottancave,
ingame
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