[ ⚔⚔ ] Player Turns - mjnrock/fuzzyknights-boardgame GitHub Wiki

  1. Hero
    1. Hero Movement
    2. Hero Death
  2. Mines
  3. Resources
  4. Items
  5. Monsters
  6. Cities
  7. Multiply-Occupied Tiles
  8. Miscellaneous

Player Turns

After Daybreak, each Player takes his or her turn in a counter clockwise sequence, starting with the Anchor, as determined in the Board Setup.

Hero [ 🧙‍ - 🎲 2d6 +6 ]

In Battle, the 🧙‍ Hero is a unit itself with a roll of 🎲 2d6 +6. If the 🧙‍ Hero falls in Battle (this is called FAINTING), its Army can still fight and if successful, the 🧙‍ Hero will not die.

If a 🧙‍ Hero FAINTS in Battle:

  • All of its 🎁 Items are dropped on the same Tile
  • 50% of its Army disbands

Example

Cut the Army size in half, truncating any decimal

Initial Army of 🤺(x15) / 2 = 7.5 becomes 🤺(x7) remain with the 🧙‍ Hero*.

A 🧙‍ Hero must expend 🐎(-1) for each 🎁 Item to acquire it, consistent with normal 🎁 Item acquisition rules.

Hero Movement [ 🐎 ]

Each 🧙‍ Hero is able to MOVE up to 🎲 1d10 +10 Tiles. A 🧙‍ Hero may only expend movement from its own movement roll, and can voluntarily end its own movement for that turn at any point.

ELI5

  • A 🧙‍ Hero can't "gift" another 🧙‍ Hero movement
  • A 🧙‍ Hero does not have to use all of its movement

A 🧙‍ Hero may move on any unoccupied Tile for 🐎(-1).

If the Tile is occupied by a Token, then the Player may: ENGAGE or INTERACT with each Token at an additional expense of 🐎(-1) (cf. "Multiply-Occupied Tiles" and Token-specific section).

If the Player or Ally owns a 🏰 City or ⚒️ Mine, then all Alliance Heroes can treat that Tile as if it were unoccupied.

Examples

ASSUME: The 🧙‍ Hero has rolled 🎲 1d10 +10 = 🐎(+14) for the following examples and the Map immediately below is the "base version" of the Map that subsequent examples will modify

0,0 1 2 3 4 5
1 - - 🧟 - -
2 🏰 - - 💰 ⚒️
3 - - 🧙‍ - 🎁
4 - 🎁🎁 - - -
5 🧟 - - - ⚒️

Example

0,0 1 2 3 4 5
1 🐎(-1) 🐎(-1) 🧟🐎(-1) 🐎(-1) 🐎(-1)
2 🏰🐎(*) 🐎(-1) 🐎(-1) 💰🐎(-2) ⚒️️🐎(-1)
3 🐎(-1) 🐎(-1) 🧙‍ 🐎(-1) 🎁🐎(-2)
4 🐎(-1) 🎁🎁🐎(-3) 🐎(-1) 🐎(-1) 🐎(-1)
5 🧟🐎(-1) 🐎(-1) 🐎(-1) 🐎(-1) ⚒️🐎(-1)

INTERACT NOTE: Because of the 💰[4, 2] and 💰[2, 4], the 🧙‍ Hero must spend 🐎(-1) on the Tile movement and 🐎(-1) to INTERACT with ("pick up") the 💰 Resource. Each 🐎(X) on the Map below represents how movement that Tile alone costs.

ENGAGE NOTE: Notice above that the 🏰 City has an * next to them indicating that it would only cost 🐎(-1) if and only if the Player currently owns it. If the 🏰 City is owned by another Player, normal 🏰 City ENGAGEMENT rules apply.

INTERACT NOTE: Notice at [2, 4] that there are 2 Item [ 🎁 ] Tokens. This can only happen as a result of a 🧙‍ Hero dying on that Tile, but is perfectly acceptable under that condition for a Tile to have multiple 🎁 Item tokens. Because there are 🎁(2), the 🧙‍ Hero must spend 🐎(-1) to occupy the Tile, 🐎(-1) to acquire the first (1st) 🎁, and 🐎(-1) to acquire the second 🎁, resulting in 🐎(-1) + 🐎(-1) + 🐎(-1) = 🐎(-3).

ENGAGE NOTE: A Tile occupied by a 🧟 Monster requires the 🧙‍ Hero to expend 🐎(-1) to occupy the Tile. If a 🧙‍ Hero is ever on a Tile with a 🧟 Monster, the 🧙‍ Hero must perform normal 🧟 Monster interaction rules.

INTERACT NOTE: A Tile occupied by a ⚒️️ Mine requires the 🧙‍ Hero to expend 🐎(-1) to occupy the Tile. If a 🧙‍ Hero is ever on a Tile with a ⚒️️ Mine, the 🧙‍ Hero must perform normal ⚒️️ Mine interaction rules.

Hero Death

In any and all cases where a 🧙‍ Hero dies, all 🎁 Items, and 1 💰 Resource Token per 5 💰 on that 🧙‍ Hero are dropped at the Tile on which the 🧙‍ Hero died.

[ Special Case ] If the 🧙‍ Hero dies at a 🏰 City, the 🎁 Items are instead placed within the Armory of that 🏰 City and normal Armory rules apply.

If the 🧙‍ Hero had any Mercenaries [ 🤺 ] still alive within its command at the time of death (for any reason), then 1 🧟 Monster Token is placed on the Tile, as well.

NOTE: In the case of a 🧙‍ Hero death at a 🏰 City, those 🧟 Monster Tokens are placed on the same Tile as a 🏰 City. Functionally, this means that the 🧟 Monster Token must be defeated before access to/from the 🏰 City is possible (for any 🧙‍ Hero--Allied or Enemy). This 🧟 Monster Token is treated like any other 🧟 Monster Token and all normal 🧟 Monster Token rules apply.

TIP: Strategically retreating from a fight with a "Pawn Hero" can force your enemy to deal with a 🧟 Monster Token on his or her 🏰 City. Be careful, though, as a Player is rewarded for killing 🧟 Monsters and also has a 🎲 1dP roll chance to acquire those 🧟 Monsters.

Mines [ ⚒️ ]

Upon landing on a tile with a ⚒️ Mine Token, the Player can attempt to CAPTURE the ⚒️ Mine. Upon a successful CAPTURE, immediately collect 💰(+1). Any time a Player attempts to change possession of a ⚒️ Mine, roll a 🎲 1dP to determine if the ⚒️ Mine is guarded by Guardians.

If the 🎲 1dP roll results in Guardians, the Player must roll a 🎲 1d6 +2 to determine how many Guardians will attempt to defend the ⚒️ Mine. If the Player then defeats the Guardians, s/he CAPTURES the ⚒️ Mine.

If the ⚒️ Mine was not owned by a Player, then normal 🧟 Monster rules apply. Otherwise, no bonus 💰 Resource is collected for Guardian kills, only a CAPTURE and 💰(+1) for the CAPTURE.

Check for Guardians

Roll 🎲 10 - 80 🎲 90 - 100
🎲 1dP CAPTURE FIGHT 🎲 1d6 +2 Monsters

Determine Guardian Quantity

Highest Overall Roll
Encampment 🎲 1d6
Villa 🎲 1d6 +2
Estate 🎲 2d6 +3
Castle 🎲 3d6 +4

A ⚒️ Mine's 🧟 Monster quantity is determined by whatever Player has the highest 🏰 City building.*

Example

ASSUME: That the highest 🏰 City construction is a Villa out of all Players 🏰 Cities.

Roll Result Implication
🎲 1dP 90 => 🎲 1d6 +2 Guardians
Highest Overall Roll
Villa 🎲 1d6 +2
Roll Result Implication
🎲 1d6 +2 5 => 5 Guardians

Player will FIGHT 5 Guardians

Resources [ 💰 ]

Upon landing on a Tile with a 💰 Resource Token, roll a 🎲 1dP to determine the cache size. The cache size will determine how much 💰 Resource the Player finds.

Determine Cache Size

Roll 🎲 10 - 70 🎲 80 - 100
🎲 1dP Small Large

Determine Cache Reward

Cache Size Reward Size Roll
Small 🎲 1d6 +1
Large 🎲 2d6 +2

Example

Roll Result Implication
🎲 1dP 80 => Large Cache
Roll Result Implication
🎲 2d6 +2 11 => 💰(+11)

Player receives 💰(+11)

Items [ 🎁 ]

All Players must agree on a ruleset below, though the Players are allowed to change the ruleset at any point, if it passes a Vote.

Ruleset 1) Card & Dice Rules (Default Ruleset)

Upon landing on a Tile with an 🎁 Item Token, draw a card from the Item Deck. Roll the dice stated on the card to determine the Rarity of the 🎁 Item. Place a marker on the Rarity placeholder on the card's edge.

Ruleset 2) Dice-Only Rules (Alternative Ruleset)

In lieu of cards, you may instead roll a 🎲 1dP to determine the Item Type according to table below. After determining Item Type, roll a 🎲 1dP to determine Rarity. Upon a Success, you may roll again; upon a Failure do not continue to roll. Always start at Common and attempt upgrades from there.

Determine Item Type

Roll 🎲 10 - 20 🎲 30 - 60 🎲 70 - 100
🎲 1dP Main Hand Off Hand Amulet

Determine Item Rarity

Roll 🎲 10 - 70 🎲 80 - 100
🎲 1dP Failure Success

If a Player rolls a Success, add +1 Rarity Level to the 🎁 Item, else remain at current Rarity Level.

Example Immediate Failure

A Failure on the first (1st) roll results in Common Rarity.

Example Immediate Success

A Success on the first (1st) roll results in Uncommon Rarity, roll again

A Success on the second (2nd) roll results in Rare Rarity, roll again

A Failure on the third (3rd) roll remains in Rare Rarity.

The Item's final stats are determined by the Rarity chart below:

Main Hand

Rarity Level Name Roll
1 Common 🎲 1d6 +2
2 Uncommon 🎲 1d6 +3
3 Rare 🎲 2d6 +3
4 Epic 🎲 3d6 +3
5 Legendary 🎲 4d6 +5

Off Hand

Rarity Level Name Roll
1 Common 🎲 1d6
2 Uncommon 🎲 1d6 +1
3 Rare 🎲 2d6
4 Epic 🎲 2d6 +3
5 Legendary 🎲 3d6 +5

Amulet

Rarity Level Name Roll
1 Common 🎲 1d6
2 Uncommon 🎲 1d6 +1
3 Rare 🎲 1d6 +2
4 Epic 🎲 2d6
5 Legendary 🎲 2d6 +3

Monsters [ 🧟 ]

Upon landing on a Tile with a 🧟 Monster Token, roll a 🎲 1dP to determine the result, based on the table below.

Roll for Interaction

Roll 🎲 10 🎲 20 - 70 🎲 80 - 90 🎲 100
🎲 1dP HARD-FIGHT FIGHT BRIBE DEFECT

Roll for Monster Quantity

Situation Roll
HARD-FIGHT 🎲 4d6
FIGHT 🎲 2d6
BRIBE 🎲 2d6
DEFECT 🎲 1d6 +3

HARD-FIGHT/FIGHT

🎲 4d6/🎲 2d6 🧟 Monsters (depending on 🎲 1dP roll above) ENGAGE the 🧙‍ Hero, forcing it to attack. If the 🧙‍ Hero dies as a result, normal Hero Death rules apply. If the Player wins, however, s/he is awarded the integer portion of +💰(Monster Quantity / 2) (i.e. truncate the decimal, do not round).

Example

Roll Result
🎲 4d6 🎲 19

The Player will fight 🧟(x19) and, if victorious, will receive 19 / 2 = 9.5 => 💰(+9)

BRIBE

Up to 🎲 2d6 🧟 Monsters decide to adventure with the 🧙‍ Hero, at the expense of 💰(-3) per Monster. The Player does not have to take all of them.

TIP: While the cost is 1.5x that of the cost at a 🏰 City, there might be strategic advantage to boosting your Army--even at the higher cost--especially under circumstances where you plan to attack your enemies soon.

DEFECT

Up to 🎲 2d6 🧟 Monsters decide to adventure with the 🧙‍ Hero, for FREE. The Player does not have to take all of them.

Cities [ 🏰 - 🎲 3d3 +9 ]

Before a 🏰 City can be attacked, it must not have any 🛡 Ramparts present. If it does have 🛡 Ramparts present, then the 🧙‍ Hero can either:

  • Forego its roll and perform a SIEGE

OR

  • Risk a roll >= 15 to potentially move a few Tiles before SIEGING. If a roll is < 15, then that Hero cannot SIEGE that turn.

[ Special Case ] If the 🧙‍ Hero has at least 🐎(15) remaining, it can SIEGE by ending its turn.

If a 🧙‍ Hero SIEGES a 🏰 City, then destroy that City's 🛡 Ramparts. While a 🏰 City is under SIEGE, it produces 0 Resources and it cannot produce 🤺 Mercenaries, 🧙‍ Heroes, or Buildings during the next Daybreak.

Once the 🛡 Ramparts are destroyed, a 🧙‍ Hero can attack the 🏰 City as it would attack a 🧟 Monster Token. In Battle, the 🏰 City get its own roll of 🎲 3d3 +9 each round.

Garrisoned Heroes

A Garrisoned 🧙‍ Hero cannot be attacked directly, as it is protected by the 🏰 City. If a 🏰 City is attacked while a 🧙‍ Hero is Garrisoned, then the 🧙‍ Hero and its Army will assist in defending the 🏰 City.

NOTE: If A Garrisoned 🧙‍ Hero is at a 🏰 City while it is attacked, there would be a 🧙‍ Hero, a 🏰 City, and the aggregation of the Recruits both in the 🏰 City and on the 🧙‍ Hero (if there were any) defending the 🏰 City.

Armory

A City's Armory is simply a collection of 🎁 Items that any 🧙‍ Hero currently Garrisoned at that 🏰 City can exchange, deposit, or withdraw 🎁 Items.

🎁 Items in the Armory do not apply to Battle rolls in the event of a 🏰 City assault.

Successful City Assault

If a 🏰 City falls to an assault, all 🎁 Items in the Armory and all 💰 Resources at that 🏰 City now become the property of the conquering party.

If a 🧙‍ Hero was also defending a 🏰 City in the assault, all 🎁 Items in the Armor and all 💰 Resources at that 🏰 City now become the property of the conquering party.

All 🎁 Items and 💰 Resources transferred from the assault go into the 🏰 City's Armory and King's Purse by default. While it can be readily transferred to a Garrisoned 🧙‍ Hero, conquered 🎁 Items and 💰 Resources default to the 🏰 City.

Multiply-Occupied Tiles

Any Token interaction will cost a minimum of 🐎(-1). This applies to consecutive Token acquisitions on the same Tile.

If a Tile is occupied by more than 1 Token, then the following priority order must be followed before a 🧙‍ Hero can [ INTERACT, ENGAGE ] with lower-priority Tokens:

Priority Token(s) Notes
1 🧟 Monster -
2 🧙‍ Hero* -
3 🏰 City -
4 🎁 Item 💰 Resource Player choice
5 ⚒️ Mine -

*🧙‍ Heroes Garrisoned in a 🏰 City are considered a 🏰 City by priority standards, and become another unit on the City's Battlefield.

Example

If a 🧟 Monster and an Mine️ occupy the same Tile, then the Player must first (1st) ENGAGE and defeat the 🧟 Monster before the Player can INTERACT with the ⚒️ Mine--this results in 🐎(-2).

Miscellaneous

Below are some random things not often relevant to the game, but it may come up.

Voting

Do not read this section too rigidly, it is meant as a high-level guidance, but the ultimate decision is up to you.

If a situation arises where a Vote is necessary, then each Player can "cast" 1 Vote. In the event of a tie (e.g. an even number of Players), choose a reconciliation method that has fair and even odds (e.g. flip a coin, roll a 1dP and split 10 - 50 and 60 - 100, etc.), or create a fun and/or competitive event to decide.

TIP: In the event of a tie, consider introducing light-hearted fun at the other Players' expense, such as pitting each side of the Vote against each other by some means (e.g. a mini event, a trivia contest, etc.).

Fractional Remains

Intuitively, imagine all fractional roles as if they were dividing people and you must keep them alive--you can't have half a person (at least, not a person that is still alive...).

Any time an event happens where there are fractional remains, you must always remove (truncate) the decimal portion. This remains true even if the fraction would round up (e.g. 0.6).

Alliance

An Alliance can be made with any Player at any time, and if an Alliance forms, then each Player continues to operate independently; however, each Player in the Alliance can treat the other Alliance Members' 🏰 Cities and Mines and unoccupied Tiles for movement.

Any other perks or restrictions are determined by the Alliance Members themselves.

Alliance business is a good situation to introduce Voting, if the number of Players warrants it.