[ ⚔⚔ ] Player Turns - mjnrock/fuzzyknights-boardgame GitHub Wiki
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.
🎲 2d6 +6
]
Hero [ 🧙 - 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 itsArmy
disbands
Example
Cut the
Army
size in half, truncating any decimalInitial
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 theMap
immediately below is the "base version" of theMap
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)
toINTERACT
with ("pick up") the💰 Resource
. Each🐎(X)
on theMap
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 are2 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 theArmory
of that🏰 City
and normalArmory
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
orEnemy
). 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 aVilla
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 againA Success on the second (2nd) roll results in
Rare Rarity
, roll againA 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 receive19 / 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 yourArmy
--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.
🎲 3d3 +9
]
Cities [ 🏰 - 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 beforeSIEGING
. If a roll is< 15
, then thatHero
cannotSIEGE
that turn.
[ Special Case ] If the
🧙 Hero
has at least🐎(15)
remaining, it canSIEGE
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 theRecruits
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 anMine️
occupy the same Tile, then the Player must first (1st)ENGAGE
and defeat the🧟 Monster
before the Player canINTERACT
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.