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ADVENTURES OF ARCANIA

Version 1.0

Rules for General Game play


When you start, before the map is picked, choose a character. Then you take all of the stat chips and put them in a pile. All players start out with stats corresponding with their character. You may trade these because they are not chips, they are a static quantity. You cannot lose them permanently unless noted otherwise*. All characters begin the game with 15 life. All players start at the yellow dot. Players decide who goes first by rolling a die. When it is your turn, you may move any number up to your Dexterity**. You do not have to move at all if you wish. Ignore the taunt roll for now. The first move you end, you will encounter a monster (see battle rules). You must fight unless otherwise stated. If you land on the same square as your opponent, you may battle them instead (see battle rules). Sometimes during your quests, you will come across a boss monster. These beasts contain immense power, and should not be taken lightly. They all have certain conditions written on the back, which you must follow. You may team up with an opponent to defeat a boss. You and your team obtain eight face down chips for defeating it, and are divided evenly between players. If an uneven number players defeat a boss, the player(s) with the least number of chips obtains all the extra chips. You may not duel in the boss arena. As you battle, you will acquire chips that will add on to your stats to make you much more powerful. Types of stats: DEX - dexterity STR - strength MAG magic points LIFE life points (these are not chips) *Note: The only chip that is tradable is magic. See magic rules. **Note: Anything that does not explicitly add to your base DEX or increases move does not increase your DEX for purposes of movement, and only increases it for TD and other combat purposes

Characters
The adventurers are all legends in their own right, racing to achieve a power greater than lesser beings could comprehend! Kiaulos the Seer- Good at attacking afar and can escape battle. Ruthuril the Bloodbear- Good at scaring or attracting monsters and they are powerful. Arellis Primrose- These specialize in attacking with magic and taking in health from the enemy. Lord Kossick: Slow to develop and with strange skill, but can cast the most powerful spell in the game. Jurst Haa'zel- Highly armored magicians who wield lavas power for protection. Naston, Chief of the Silver Fangs- They use cheap tactics and dishonesty to gain the upper hand. Ulias Prozz- Develops early and evades combat frequently. Theston the Pure- Heals party and can cause immense surges in power. Duskin the Pup- Uses skills that provide stealth and distractions. You may wonder why everything is in different colors- that shows what terrain they are best in. Characters get +1 TS and TD when on favored terrain. This is the list of terrains: Aura- Aven Mountain - Barbarian Forest- Elf Abyss -Lich* Fire Field- Mage Swamp- Mercenary Ocean- Merfolk City- Priest Desert- Assassin Fields-None Snow- None (in white)* Also, when a character is on its enemy terrain, they get -1 in STR and DEX. City - Aven Swamp Barbarian Fire Field Elf Forest Mage Mountain Mercenary Desert Merfolk Aura Priest Ocean Assassin
Note: Everyone receives a penalty on Snow, except the Lich.

Battle Rules
When ready, you draw a card from the Encounter Pile. The Encounter Pile is a deck of cards that contains all the monsters you can battle. On each card, it will state its name, stats, and battle terrain color. The battle terrain color is what type of terrain you must be on to battle that monster. If the monsters battle terrain is the type of terrain you are on, you proceed to battle. If not, you must keep drawing cards from the top of the deck until you can battle a monster, putting all unused cards in a discard pile. When you run out of cards, shuffle the pile, flip it, and use it as the Encounter Pile. For every 6 cards you draw and cannot battle, the next monster you can battle will receive a -1 to all stats, but no one stat can be less than one. You may never initiate more than one combat per turn. When you go to battle, count up your Total Dexterity. Your Total Dexterity (TD) is equal to your stats plus your number of Dexterity chips you have and any other bonuses you may have. If your TD is higher than the TD of the monster, you strike first. If not, or equal, you defend first. When attacking, count up your Total Strength and roll a d6. Compare the difference between your Attack Roll (the sum) and your enemy's TD. If positive, it is a successful hit. The leftover number is your Damage Modifier (DM). Then roll 2d6 and add that to the DM. Find the difference between your DM and your opponents TD. You inflict the difference. You always deal or receive at least 1 damage. f you did not kill the enemy and died, you must go back three spaces. You also must forfeit a chip of your choice to the Chip Pile. You will battle again in 3 more spaces and end the turn. If you feel like you will die in combat because of either a player attack or the monster was very powerful, before combat begins you may instead choose to give up. If you give up to a monster there is no penalty, and combat ends. If you give up to a player, that player takes one of your chips of his choice. Player combat is similar to normal combat, however to initiate you must stop in your opponent's space. Ignore taunt, you will reroll after this combat. At the beginning of every combat, do these steps. 1. Compare TD's to see who is the attacker. 2. Attacker rolls 1d6 + TS versus defender's TD to determine DM 3. Attacker rolls 2d6 + DM versus defender's TS to determine dmg. 4. Inflict damage, then combatants switch roles and revert to step 2. 5. When a combatants has been reduced to 0 Life, end comabt.

After every successful battle do the following: 1. Heal for 4 (fully heal for defeating a player or boss) 2. Take 1 stat chip from the pile face up (and 1 from the opponent if they were a player) 3. Decide whether to finish your move or to remain When the battle is over, if you killed the enemy, roll a die. This is called your taunt roll. Subtract the number you roll from 7. That number is the number of spaces you must go to fight another enemy. For example, if you roll a 4, 7 4 = 3 spaces until another encounter. If you roll a six (as an exception to the earlier rule), you will fight at the end of your next turn regardless of the number of spaces moved, meaning you may move fully and then fight, or not move at all and fight. Any modifications to taunt only occur if battle was successful on the turn you cast the spell.

Spell Rules
Spells are unique abilities that all players can use. When using spells you must subtract the necessary Magic cost from your Total Magic (see character charts). If you do not have enough magic you cannot use the spell. Only combat and normal spells can be used in battle. Normal and Misc. spells last as long as stated. Combat Magic include direct, needle, and arrow type spells, and offers the widest amount of spells. Most spells you will use come from this class. Direct spells just deal pure damage, without any rolls from the caster, you still subtract TS. Needle spells, unlike direct spells, bypassing defenses, deal exactly what they say they deal. Arrow spells deal direct damage and have triggering effects if they are successful. Defensive Magic include healing, shield, and evasive class spells. With healing spells, you can gain more life than you have, but only up to 150% (rounded down). If you are over 150%, your life total goes back down to 100%, not 150%. This is called Overheal. Healing Spells and certain Miscellaneous Magic spells can be used out of combat, while evasive and shield spells cannot. Also for evasive and shield spells, they do not stack. Evasive spells allow you to avoid attacks completely while shield spells give you enhancements to protect you or allow you to hit harder. You may also cast a single Shield Spell before you draw from the Encounter Pile. Miscellaneous Magic must show rules on how to cast them, as they are the widest in variety. One type of Miscellaneous spell is a Yell class spell. A yell is used before combat. As a guideline, if the spell says combat it is useable only in combat, and if it says non-combat its only useable during your move phase and before battle. If it does not say either, then follow the specific rules it gives for casting. In most cases, you may give or receive a single MAG chip for free (one per turn) to/from another player if you are within 5 spaces. This is referred to as Channeling, and may

only be used on your turn. You may not channel or receive channeling and issue an attack to the same player in the same game turn. Also, no player may have more magic points than 150% of what they could normally have. If somehow a player acquires more than this, their magic is reset at 100%. This is called Mana Burn. Used up traded magic can be regained by the originating player by normal rules, but only if the traded magic chip(s) are actually spent. When they are, they go to the channeler, depleted.
Note: If a character is on its homeland it gets a bonus magic point for traded magic, but if it is in enemy terrain, then that player may not channel or receive magic.

Map Movement
Yellow is known as the Starting Area, and is the space where all players begin. Red is the dot where all players finish the map. Bonus conditions are used in some maps, and are stated on the back. Each dot counts as one space and you must follow the trail (line), although, in some maps, there may be forks in the trail. In that case, you may choose either path. You may also choose not to move but, may not go backwards. However in maps with circles, you may go around them repeatedly for grinding. If there is a black bar, you may only move across it if there is no other option for moving (i.e. another path from a fork). When moving look at your DEX and any bonuses you may have. You may move up to your Dexterity (not TD) plus any bonuses to movement. If you stop on a player, you are not forced to battle him, and only the newly moving player can decide to battle.

However in boss battles, there are no yellow or red dots. Boss battles do not follow the normal rules for battling and instead use a grid. At the beginning of a boss battle, you may choose any square to start in. Movement in boss arenas are in 4 directions only, but you do not have to move in a straight line. You may only attack a boss if you are adjacent to a space it takes up. Spells however may be cast from any square. Rules on number of spaces you may move, casting and trading magic, combat, and favored/enemy terrain stay the same.

Character Guides
Kiaulos the Seer (Aven) Starting DEX - 5 Starting STR - 4 Starting MAG - 3 Spells Lv. 1 Combat Magic <Spear Throw> Use before determining who goes first. Inflicts x dmg. to a monster or player, where X is equal to thrice your level. Then -2 TS when determining dmg you deal for the rest of this combat. (Needle) Cost: 2*Level Lv. 2 Miscellaneous Magic <Swift Updraft> Move up to 3 extra spaces ; or you may skip a battle before you enter it. (Non-combat) Cost: 3 Note: First effect only useable before movement. The three extra spaces are ignore taunt. Lv. 3 Miscellaneous Magic <Materialize> You may only cast this before moving. You may teleport to another player's space, but you forfeit the chance to initiate combat this turn. (Non-Combat) Cost: 6 Ruthuril the Bloodbear (Human) Starting DEX - 4 Starting STR - 5 Starting MAG 2 Spells Lv. 1 Miscellaneous Magic <Death Cry> Add or Subtract 2 from your taunt roll, then gain X Life, where X is twice your level. (Yell Class Spell) Cost: 0 Mountain/Swamp Sky/City

Lv. 2 Combat Magic <Pierce> Inflicts 6 dmg. that is unpreventable by Strength and Evasive or Shield Class Spells, then inflict a penalty to their TS equal to your Level. (Needle/Arrow Class Spell) Cost: 3 Lv. 3 Miscellaneous Magic <Call Of DArc> You get to choose the result of your taunt roll. You may take up to a -5 penalty to either STR or Dex to add the same amount to the other. (Yell Class Spell) Cost: 4 Arellis Primrose (Elf) Starting DEX - 5 Starting STR - 4 Starting MAG - 3 Spells Lv. 1 Combat Magic <Life Arrow> Inflicts 9 dmg. and you gain X LIFE, where X is equal to half the Life lost by this spell. (Arrow) Cost: 1 Lv. 2 Normal Magic <Spiritual Rain> Heals 10 LIFE to yourself; or 6 LIFE or dmg. to any non-elf player. (Healing) Cost: 4 Note: Because this is a normal spell, the damage is done outside combat and cannot be done in combat. Dmg is needle dmg. Lv. 3 Combat Magic <Essence Arrow> Attack as normal, except when you roll for damage, instead inflict X dmg. and you gain X LIFE if not evaded, where X the Damage Modifier. (Needle) Cost: 4 Lord Kossick (Lich) Starting DEX - 4 Starting STR - 4 Stating MAG - 3 Spells Lv.1 Miscellaneous Magic <Terraformation> For any players battle, you may change the terrain to any type you wish. (Combat) Cost: 1 Abyss Forest/Lava Field

Lv.2 Normal Magic <Draekors Dark Heart> If a combatants would deal damage to you, halve their TS for this combat. (Shield) Cost: 3 Lv.4 Miscellaneous <Reaping of Souls> Add 5 to all stats except MAG to any number of players for 3 battles or 6 boss turns. No experience is gained, but MAG is regained. All combat magic inflict 2 more damage if any is dealt in the spell, all shield or evasion skills either prevent 2 more damage or lasts one more turn (casters choice), and healing magic heals 3 more. One use per map or boss battle per player. (Non-Combat) Cost:10 Jurst Haa'zel (Magmarn) Starting DEX - 4 Starting STR - 5 Stating MAG - 5 Spells Lv. 1 Combat Magic <Iron Shield> Add 3 to your TS when determining dmg. done by a monster or an enemy player this combat or 3 turns of a boss battle (Shield). Cost: 2 Lv. 2 Combat Magic <Magma Tower> Every time you receive 2 or more dmg, inflict your Remaining Magic in needle dmg to the attack (Shield). Cost: 3 Lv. 3 Miscellaneous Magic <Forge Of Thor> You may equip two items. This is a passive ability. Cost: 0 *Note: This may be cast when you are determining how much dmg. you are dealing. Naston, Chief of the Silver Fangs (Human) Starting DEX - 5 Starting STR - 4 Stating MAG - 2 Spells Lv. 1 Combat Magic <Basilisk Blade> Inflict your level in damage every time you successfully damage the defender. This dmg is needle. (Shield) Cost: 1 Swamp/Mountain Lava Field/Forest

Lv. 3 Combat Magic <Stab in the Back> Inflicts 2d6 dmg. to a monster or 2d6+3 to a player. (Needle Class Spell) Cost: 4 Lv. 4 Miscellaneous Magic <Tools of the Trade> When a player is channeling to you, he may give you a second MAG chip to use this spell. On that players next battle, you may add 5 to all of their stats except MAG in their next battle or 3 rounds in a boss battle, or you may add 5 to all of your stats except MAG in your next battle or 3 rounds in a boss battle. You cannot do both (Non-Combat). Cost: 1 (Use the first Channeled MAG chip) Ulias Prozz (Merfolk) Starting DEX - 5 Starting STR - 3 Stating MAG - 4 Spells Lv.1 Normal Magic <High Tide> Evade the next 2 attacks from a monster or from a player. Can only be used once per battle (Evasion Class Spell). Cost: 2 Lv.2 Miscellaneous Magic <Illusory Tide> Prevent the next 7 dmg. you will take in this battle. Until you have prevented 7 dmg. worth of attacks, ignore bonuses to dmg or STR for both sides. In boss battles, this illusion can move two spaces per turn (affecting a player you choose in the space it occupies), and lasts 3 rounds (Combat) Cost: 5 Lv. 3 Combat Magic <Coral Blade> Add 4 to STRENGTH for the continuation of the battle and deals 1 damage to you, or lasts an entire boss battle for three damage (Shield Class Spell). Cost: 3 Note: The additional 2 damage dealt for boss battles is not a choice. Theston the Pure (human) Starting DEX - 3 Starting STR - 3 Stating MAG - 6 Spells Lv.1 Normal Magic <Small Prayer> Heal 5 LIFE chips or 2 MAG chips to any player (Healing Class Spell) City/Sky Ocean/Desert

Cost: 2 Lv.2 Normal Magic <Zealots Uprising> Heal 7 LIFE chips to all players, or 12 LIFE to any player (Healing Class Spell) Cost: 4 Lv. 3 Miscellaneous Magic <Revelations of Ancient Gods> Add 4 to any number of players stats except MAG for the duration of the current battle or for 5 turns in a boss battle (Shield) Cost: 5 Note: This spell can be used during another players combat Duskin the Pup (Human) Starting DEX - 4 Starting STR - 2 Stating MAG - 2 Spells Lv. 1 Combat Magic <Viper Bow> Inflicts 6 dmg. and if it does at least 2 damage, you gain 3 LIFE (Arrow Class Spell) Cost: 1 Lv. 2 Normal Magic <Critical Points Revealed> Inflict damage equal to your STR divided in half (rounded up) that is unpreventable by STR or Evasion or Shield Class Spells (Needle Class Spell). Cost: 4 Lv. 3 Normal Magic <Natural Skill> Evade an attack. Can only be used once every three times you are attacked, including with bosses (Evasion Class Spell) Cost: 0 Desert/Ocean

Leveling Up
When characters kill 3 monsters you will go up a level. Bosses count as 3, and players count as two. When you go up a level, you will receive a spell of that level, if available, and you will get to choose a stat of your choice. Every level increases your LIFE max by 2 and fully heals all MAG, and partially heals LIFE for 4. The max level is 5 for now, and at 5, every 3 battles will bring back your magic points and heal for 5.

The Turn Sequence

Begin Turn Roll taunt roll Move Total Dexterity (TD) Amount Battle Compare TD with Monster or Player Attack and Defend until one is defeated Take a stat chip and heal Continue Moving End Turn

Other Variants of Game Play


Easy: Retains all rules except MAGIC is optional, you go up levels by only killing two
monsters. You also may not kill other players. Lv.1 maps are perfect for Easy game play. Noobs!

Race: Experience or killing monsters is not vital. Your goal is to get to the end of the map as
fast as possible. The only downside is that MAGIC is not allowed. But you can kill each other. In race maps, the monsters are usually weak, and the terrain can only consist of two colors. You can only use race maps when playing Race. Also, you may replace any MAGIC chips you have for another one facedown. As in Easy, you go up levels after two kills, but none for killing players.

Duel: The opposite of Race, duels main idea is to kill. You use the regular leveling rules, and

you can kill other players. When a player dies, he respawns at the red dot. As with bosses, you may go any direction, and may choose not to move. The level cap is 10, but all spells except those learned at level one, are learned at twice the level. Example, if you want to learn a spell at Lv. 2, in Duel, you would learn it at 4. Also, the monsters dont come at the normal time. Every other round, you will fight a type of monster. It will usually be the same type of monster.

Custom: You can set it up however you want, personally I dont care. You can play with all

mercenaries if you want. I wont lose any sleep, unless you play in my house, or keep bugging me to make newer versions. All rules are fully customizable, as long as you don't rename it, change some of the rules, and sell it at Gamecrafter. Hm, shouldnt have said that

Contact Information

If you have any questions, you can reach me at my email address at bartuckthecoward@gmail.com. I will read anything you send me, but I dont like spam! If you would like to receive notice of expansions and FAQ/errata for this game, send me an email with [Newsletter] in the Subject line, I won't forget about you!

Definitions
TD Total Dexterity, your Dexterity score plus chips and modifications from equipment and spells. TS- Total Strength TM- Total Magic, your Magic score plus chips not currently channeled (even those consumed) and from equipment and spells. RM- Remaining Magic, your Total Magic minus the amount of spent magic. TL- Total Life, your Life score plus chips and from equipment and spells. RL- Remaining Life, your Total Life minus the amount of Life lost.

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