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quickstartguide [2019/02/05 08:32]
triptycho [Injuries]
quickstartguide [2019/04/29 14:10]
triptycho [Scenarios]
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 ==== Scenarios ==== ==== Scenarios ====
-Most gameplay takes place within one of three types of scenario: combat, exploration,​ or interaction. When the DM declares the start of a scenario, ​each PC and NPC that draws cards should draw initial hands (5 cards for PCs).+Most gameplay takes place within one of three types of scenario: combat, exploration,​ or interaction. When the DM declares the start of a scenario, ​players must first set up their [[stat tracks|Stat Tracks]]; first, set all four tracks to a base value of 0. Then, apply modifiers from the Background ​and relevant Role, along with any from equipped Gear. Finally, place current track position counters onto the slots corresponding to the base values.
  
-For combat and interaction,​ it's then time to roll [[initiative|Initiative]]. Initiative can be found on the role card (class or profession) for the relevant scenario type; NPC initiatives can be found on their entries. Resulting initiatives determine the turn order of play from highest to lowest. PCs win ties over NPCs. PCs that tie with each other can decide their order themselves. The DM determines turn order for NPCs that tie with each other. PCs may choose to set their Initiative values to less than the actual roll, but only before the first turn has begun.+For combat and interaction,​ it's then time to roll [[initiative|Initiative]]. Initiative can be found on the Role card (Class or Profession) for the relevant scenario type; NPC initiatives can be found on their entries. Resulting initiatives determine the turn order of play from highest to lowest. PCs win ties over NPCs. PCs that tie with each other can decide their order themselves. The DM determines turn order for NPCs that tie with each other. PCs may choose to set their Initiative values to less than the actual roll, but only before the first turn has begun.
  
 In exploration scenarios, [[environ|Environs]] act first, followed by the PCs in whatever order they choose, followed by the DM's remaining [[challenge|Challenges]]. Turn orders can change each round. In exploration scenarios, [[environ|Environs]] act first, followed by the PCs in whatever order they choose, followed by the DM's remaining [[challenge|Challenges]]. Turn orders can change each round.
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 The objective for exploration scenarios is to find and reach the goal. The objective for exploration scenarios is to find and reach the goal.
 The objective for interaction scenarios is to reduce the enemies'​ Will Points (WP) totals to 0 or advance the Debate Counter to a certan value on the [[debate axis|Debate Axis]] before time runs out. The objective for interaction scenarios is to reduce the enemies'​ Will Points (WP) totals to 0 or advance the Debate Counter to a certan value on the [[debate axis|Debate Axis]] before time runs out.
 +
 +The round sequence is as followes:
 +
 +  - [[draw phase|Draw Phase]]
 +    - In Round 1, draw to Hand Limit (5 modified by Mind)
 +    - In every other round, draw 1 card (may be modified by Mind)
 +  - [[turn phase|Turn Phase]]
 +    - All entities then take their turns in the proper order
 +  - [[discard phase|Discard Phase]]
 +    - Discard down to Hand Limit (if over)
  
 The turn sequence plays out the same regardless of scenario: The turn sequence plays out the same regardless of scenario:
  
-  - [[Draw Phase|Draw Phase]]+  - Start of Turn
     - Finish Incantations     - Finish Incantations
     - Resolve effects     - Resolve effects
-    - Draw one card 
   - [[Strategy Phase|Strategy Phase]]   - [[Strategy Phase|Strategy Phase]]
     - You may choose one:     - You may choose one:
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   - [[Action Phase|Action Phase]]   - [[Action Phase|Action Phase]]
     - You may play an Action (from Gear or hand)     - You may play an Action (from Gear or hand)
-  - [[Discard Phase|Discard Phase]] +  - End of Turn
-    - Discard to hand limit (usually 5)+
     - Resolve effects     - Resolve effects
  
-During your turn in combat or interaction,​ you may attempt to [[move|Move]] once any time after your Draw Phase and before your Discard ​Phase. In exploration,​ you may attempt to Move during your turn or an ally's turn (within the same phases), but only once per round.+During your turn in combat or interaction,​ you may attempt to [[move|Move]] once any time after your Start of Turn and before your End of Turn (including after performing the Action in the Action ​Phase). In exploration,​ you may attempt to Move during your turn or an ally's turn (within the same phases), but only once per round.
 ==== Types of Plays ==== ==== Types of Plays ====
 [[Strategy|STRATEGY]]: ​ Played during your Strategy Phase.\\ [[Strategy|STRATEGY]]: ​ Played during your Strategy Phase.\\
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 ==== Injuries ==== ==== Injuries ====
-Scenario failure often results in [[injury|Injuries]]. Each Injury reduces a PC's maximum HP, EP, and WP by 5.  A PC that reaches a maximum of 0 in any of those values dies from the injuries. Injuries last until healed, which usually requires healing services from a city and cost 1 [[valuable|Valuable]] each to heal. A PC that starts their turn in exploration scenarios at 0EP receives 1 Injury and recovers to their new max value.+Scenario failure often results in [[injury|Injuries]]. Each Injury reduces a PC's maximum HP, EP, and WP by 5.  A PC that reaches a maximum of 0 in any of those values dies from the Injuries. Injuries last until healed, which usually requires healing services from a city and cost 1 [[valuable|Valuable]] each to heal. A PC that starts their turn in exploration scenarios at 0EP receives 1 Injury and recovers to their new max value.
  
 ==== Karma ==== ==== Karma ====
 Each PC has an additional [[karma|Karma]] value used across all scenarios. ​ Some special cards require spending Karma in order to play.  Life-or-death scenarios (where defeat ends the game) also permit defeated PCs to spend Karma to regain HP, EP, or WP.  Karma is usually gained from selfless acts.  In addition to the spending options above, Karma can be lost by engaging in selfish or brutal behavior that unnecessarily harms others. ​ Karma can go into the negative from such acts, but a PC can never spend Karma to play cards or regain HP, EP, or WP if the expenditure would result in a negative Karma value. Each PC has an additional [[karma|Karma]] value used across all scenarios. ​ Some special cards require spending Karma in order to play.  Life-or-death scenarios (where defeat ends the game) also permit defeated PCs to spend Karma to regain HP, EP, or WP.  Karma is usually gained from selfless acts.  In addition to the spending options above, Karma can be lost by engaging in selfish or brutal behavior that unnecessarily harms others. ​ Karma can go into the negative from such acts, but a PC can never spend Karma to play cards or regain HP, EP, or WP if the expenditure would result in a negative Karma value.
quickstartguide.txt · Last modified: 2019/05/08 11:16 by triptycho