[ ⚔ ] Player Turns - mjnrock/fuzzyknights-boardgame GitHub Wiki
Table of Contents
- Player Turns
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.
End of Game Conditions
Players will go through multiple Days in the game, performing actions and attempting to eliminate all other 🧙 Heroes and to conquer all foreign 🏰 Settlements.
Victory
A Player is declared the winner if all other Players have been eliminated from the 🗺️ Map by conquering and occupying all foreign 🏰 Settlements.
Elimination
As play goes on, Players can find themselves without a 🏰 Settlement due to conquest. In this case, the Player's 🧙 Hero(es) must acquire a 🏰 Settlement before the end of the next turn's Exploration Phase or that Player is permanently eliminated from play.
Hero [ 🧙 - 🎲 2d6 +6 ]
A Player is limited to 2 🧙 Heroes at any time
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.
| 🧙 Hero | Cost | Base Roll | Prerequisite |
|---|---|---|---|
| Hero | 5 💰, 💰(-1) /Daybreak |
🎲 2d6 +6 |
🏰 Settlement |
Hero Movement [ 🐎 ]
Each 🧙 Hero is able to MOVE up to 15 Tiles.
A 🧙 Hero may move on any unoccupied Tile for 🐎(-1).
If a Tile has multiple Tokens on it, then the Player must interact with each Token at an additional expense of 🐎(-1) according to Token Priority (cf. "Multiply-Occupied Tiles").
If the Player or Ally owns a 🏰 Settlement or ⚒️ Mine, then all Alliance Heroes can treat that Tile as if it were unoccupied.
💡 REMINDER🧟 Monster,⚒️️ Mines, and🏰 Settlements"occupy" an entire Tile and as such, only cost🐎(-1)total (i.e. Max🐎(-1)per Tile)💡 REMINDER🎁 Itemsand💰 Resourcescost an additional🐎(-1)per Token on that Tile (i.e. Max🐎(-1) + 🐎(-1 * Token Count)per Tile)
Hero Death
In any and all cases where a 🧙 Hero dies, all 🎁 Items on that 🧙 Hero are dropped at the Tile on which the 🧙 Hero died.
[ Special Case ] If the
🧙 Herodies at a🏰 Settlement, the🎁 Itemsare instead placed within theArmoryof that🏰 Settlementand normalArmoryrules apply.
If a 🧙 Hero dies to a 🧟 Monster Token specifically, then an additional 🧟 Monster Token is placed on that same Tile (the original Token(s), plus 1 from the fallen 🧙 Hero).
If the 🧙 Hero was fighting anything except a 🧟 Monster Token and had any 🤺 Mercenaries still alive within its command at the time of death, then 1 🧟 Monster Token is placed on the Tile, as well.
TIP: Strategically retreating from a fight with a "Pawn Hero" can force your enemy to deal with a
🧟 MonsterToken on his or her🏰 Settlement. Be careful, though, as a Player is rewarded for killing🧟 Monstersand also has a🎲 1dProll chance to acquire those🧟 Monsters.
💡 REMINDERA🧙 Herodeath at a🏰 Settlementcauses the🎁 Itemsnot to be rerolled, as the cards instead transfer from the🧙 Herodirectly to theArmoryof the🏰 Settlement.💡 REMINDERIn the case of a🧙 Herodeath on the same Tile as a🏰 Settlement, those🧟 MonsterTokens are placed on the same Tile as a🏰 Settlement. Functionally, this means that the🧟 MonsterToken must be defeated before access to/from the🏰 Settlementis possible (for any🧙 Hero--AlliedorEnemy). This🧟 MonsterToken is treated like any other🧟 MonsterToken and all normal🧟 MonsterToken rules apply.
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 (based on the table below) 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 owned by a Player, then no bonus 💰 Resource is collected for Guardian kills, only a capture and 💰(+1) for the capture.
Check for Guardians
| Roll | 🎲[10 - 70] | 🎲[80 - 100] |
|---|---|---|
🎲 1dP |
CAPTURE |
FIGHT 🧟 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 🏰 Settlement rank
Example
ASSUME: That the highest
🏰 Settlementconstruction is aVillaout of all Players🏰 Settlements.
Roll Result Implication 🎲 1dP🎲[90]=> 🎲 1d6 +2 Guardians
Highest Overall Roll Villa 🎲 1d6 +2
Roll Result Implication 🎲 1d6 +2🎲[3] +2=> 5 GuardiansPlayer 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 |
| Large | 🎲 2d6 |
Example
Roll Result Implication 🎲 1dP🎲[80]=> Large Cache
Roll Result Implication 🎲 2d6🎲[9]=> 💰(+9)Player receives
💰(+9)
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 - 40] | 🎲[50 - 80] | 🎲[90 - 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 | Uncommon |
🎲 1d6 +1 |
| 3 | Rare |
🎲 2d6 |
| 4 | Epic |
🎲 2d6 +3 |
| 5 | Legendary |
🎲 3d6 +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 | Extra |
|---|---|---|---|
| 1 | Common |
🎲 1d6 +2 |
- |
| 2 | Uncommon |
🎲 1d6 +3 |
- |
| 3 | Rare |
🎲 2d6 +3 |
🐎(+1) |
| 4 | Epic |
🎲 3d6 +3 |
🐎(+3) |
| 5 | Legendary |
🎲 4d6 +5 |
🐎(+5) |
Monsters [ 🧟 ]
Upon landing on a Tile with a 🧟 Monster Token, roll a 🎲 1dP to determine the result, based on the table below.
In the rare event that a Tile has multiple 🧟 Monster Tokens present, you must aggregate all rolls into one (cf. "Multiply-Occupied Tiles" for routine with example). In that case, peform actions on the 🧟 Monsters in the follow priority order:
- Any
DEFECTrolls that resulted - Any
BRIBErolls that resulted - Any
HARD-FIGHT/FIGHTrolls that resulted
IMPORTANT
🧟 Monstersand🤺 Mercenariesare the same, and as such, anyBRIBEorDEFECTtreats them as identical. The verbiage difference simply reflects where you are likely to encounter them and their general attitude toward you as the Player.
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 |
Cost Implications
| Situation | Cost /🧟 Monster |
|---|---|
BRIBE |
3 💰 |
DEFECT |
0 💰 (Free) |
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 to become (up to) 🤺(2d6) for that 🧙 Hero. The Player does not have to take all of them.
DEFECT
Up to 🎲 1d6 +3 🧟 Monsters decide to adventure with the 🧙 Hero to become 🤺(1d6 +3) for that 🧙 Hero, for FREE. The Player does not have to take all of them.
💡 REMINDERSimplified, multiple🧟 Monsterson a single Tile basically treats the Tile as having a much large band of🧟 Monsters
Settlement [ 🏰 - 🎲 Building-Dependent ]
Players cannot build additional 🏰 Settlements at any point
It is only possible to control multiple 🏰 Settlements by conquering other Players. If a Player successfully defeats an opponent in a battle for a 🏰 Settlement, the winning Player takes full control of the 🏰 Settlement.
🏰 Settlementis the generic term for each Player's "city". If the🏰icon precedes other text (e.g "🏰 Estate" means "🏰 Settlementat tier ofEstate"), it is calling out that particular "Settlement Building Tier" for a specific reason--the same logic applies to🛡️ Ramparts(e.g.🛡️ Palisade).
A Player can attack a 🏰 Settlement in a similar capacity as fighting 🧟 Monsters or against another 🧙 Hero.
In battle, a 🏰 Settlement gets a roll for itself. That roll is dependent on whatever rank the 🏰 Settlement is, plus additional impact if the 🏰 Settlement has any 🛡️ Ramparts. To determine the final roll, add the "Base Roll" columns below.
| Tier | 🏰 Settlement | Cost | Reward /Day |
Base Roll | Prerequisite |
|---|---|---|---|---|---|
| 1 | Encampment | 5 💰 |
💰(+1) |
🎲 2d6 +6 |
- |
| 2 | Villa | 10 💰 |
💰(+2) |
🎲 3d6 +9 |
🏰 Encampment |
| 3 | Estate | 15 💰 |
💰(+4) |
🎲 4d6 +12 |
🏰 Villa |
| 4 | Castle | 25 💰 |
💰(+6) |
🎲 5d6 +15 |
🏰 Estate |
|Tier|🛡️ Ramparts|Cost|Base Roll|Prerequisite|
|-|-|-|-|-|Base Roll
|1|Palisade|5 💰|🎲 1d6 +3|🏰 Villa|
|2|Fortifications|15 💰|🎲 2d6 +6|🛡️ Palisade, 🏰 Castle|
Example
An
🏰 Estate (🎲 4d6 +12)with🛡️ Palisade (🎲 1d6 +3)amounts to a total Base Roll of🎲 5d6 +15
💡 REMINDERYou cannot purchase the next tier of🏰 Settlementuntil you have purchased its preceding tier💡 REMINDERFortifications are impossible without a🏰 Castle💡 REMINDERTo better understand dice notation and math, consult the "Miscellaneous" section
Garrisoned Heroes
A Garrisoned 🧙 Hero cannot be attacked directly, as it is protected by the 🏰 Settlement. If a 🏰 Settlement is attacked while a 🧙 Hero is Garrisoned, then the 🧙 Hero and its Army will assist in defending the 🏰 Settlement.
NOTE: If A
Garrisoned🧙 Herois at a🏰 Settlementwhile it is attacked, there would be a🧙 Hero, a🏰 Settlement, and the aggregation of theRecruitsbetween the🏰 Settlementand the🧙 Hero(if it has any) defending the🏰 Settlement.
💡 REMINDERWhile a🧙 HeroisGarrisoned,🤺 Mercenariesand🎁 Itemscan be freely exchanged between the🏰 Settlementand the🧙 Hero
Armory
A 🏰 Settlement's Armory is simply a collection of 🎁 Items that any 🧙 Hero currently Garrisoned at that 🏰 Settlement can exchange, deposit, or withdraw 🎁 Items.
🎁 Items in the Armory do not apply to Battle rolls in the event of a 🏰 Settlement assault.
💡 REMINDERTheArmoryis not a building that you can build, every🏰 Settlementcomes with it
Successful Settlement Assault
If a 🏰 Settlement falls to an assault, all 🎁 Items in the Armory become the property of the conquering party.
IMPORTANT If a
🏰 Settlementhas any🎁 Itemsin theArmoryat the time of a conquest, those items are not "tokenized" like they would be in the death of a🧙 Hero--they remain as the cards they are.
If a 🧙 Hero was also defending a 🏰 Settlement in the assault, all 🎁 Items in the Armor and all 💰 Resources at that 🏰 Settlement now become the property of the conquering party.
All 🎁 Items transferred from the assault go into the 🏰 Settlement's Armory by default. While it can be readily transferred to a Garrisoned 🧙 Hero, conquered 🎁 Items default to the 🏰 Settlement.
Battle
This section describes how to perform fights and battles between or against
🏰 Settlements,🧙 Heroes,🤺 Mecenaries,🧟 Monsters, and⚒️ Mine🧟 Guardians, collectively calledUnitson the battlefield, whenever they arise out of play.
To set up for battle, place your 🤺 Mercenaries in up to 3 different "piles" (Squads). Each 🧙 Hero always gets a squad of its own, as does each 🏰 Settlement always. At a maximum, there should never be more than 5 squads on a Player's side, and never more than 2 squads on a battle involving ⚒️ Mine 🧟 Guardians or 🧟 Monsters.
Squads are simply there to give the Player a strategic placement in the battle, but it is perfectly acceptable to have all 🤺 Mercenaries in a single squad.
1squad for a🏰 Settlement1squad for🧙 Hero3squads total for🧟 Monsters/🤺 Mercenaries
| Squad # | Squad Unit | Use Case |
|---|---|---|
| 1 | 🧟/🤺 | Always for 🧟/🤺 |
| 2 | 🧟/🤺 | Always for 🧟, Optionally for 🤺 |
| 3 | 🤺 | Optionally for 🤺 |
| 4 | 🧙 | Only if side has a 🧙 Hero |
| 5 | 🏰 | Only if side has a 🏰 Settlement |
Battle proceeds by taking 1 or more squads and coordinating an attack on another squad. During an attack, all squads involved roll their respective dice to determine the power.
If the total power of the attacking squad(s) is greater than the total power of the defending squad, then the entire defending squad dies. By contrast, an entire attacking squad is killed if the defending squad rolls a higher total. In the event of a tie, favor goes to the defender and the attacker loses that round.
In all cases where an attacking squad loses, the attacking Player choose which squad to kill; if only 1 squad attacked, the choice is automatic.
Squads
During a battle, 🧟 Monsters/Guardians will always split evenly into 2 squads; if the quantity is odd, put the extra 1 in either squad.
A Player, however, is entitles to splitting the 🤺 Mercenaries into up to 3 different squads, allocating the quantities as s/he wishes, until all 🤺 Mercenaries have been accounted for.
Heroes
A 🧙 Hero will always occupy a squad of its own, by itself. As a 🧙 Hero, its "base roll" is 🎲 2d6 +6.
If that 🧙 Hero has any 🎁 Items on it, the 🧙 Hero can bring 1x Main Hand, 1x Off Hand, and 1x Amulet with it into battle. Whatever the stats are on those 🎁 Items are added to the "base roll" of that 🧙 Hero any time the 🧙 Hero is engaged in battle (i.e. attacking or defending).
Example
If a
🧙 Herohas equipped anEpicMain Handand aCommonAmulet, then:
Roll Reason 🎲 2d6 +6🧙 Hero🎲 2d6 +3Main Hand [Epic Rarity]🎲 1d6 +2Amulet [Common Rarity]= 🎲 5d6 +11Total Base Roll
Settlements
A 🏰 Settlement will always occupy a squad of its own, by itself. As a 🏰 Settlement, its "base roll" is dependent on its tier.
| Tier | 🏰 Settlement | Base Roll |
|---|---|---|
| 1 | Encampment | 🎲 2d6 +6 |
| 2 | Villa | 🎲 3d6 +9 |
| 3 | Estate | 🎲 4d6 +12 |
| 4 | Castle | 🎲 5d6 +15 |
| Tier | 🛡️ Ramparts | Base Roll |
|---|---|---|
| 1 | Palisade | 🎲 1d6 +3 |
| 2 | Fortifications | 🎲 2d6 +6 |
Example
If a
🏰 Settlementis, for example, a🏰 Castlewith🛡️ Fortifications, then "base roll" for the🏰 Settlementis:
Roll Reason 🎲 5d6 +15🏰 Castle🎲 2d6 +6🛡️ Fortifications= 🎲 7d6 +21Total Base Roll
Multiply-Occupied Tiles
Any Token interaction will cost a minimum of 🐎(-1). This applies to consecutive Token acquisitions on the same Tile.
IMPORTANT
🎁 Itemsand💰 Resourcesuniquely take🐎(-1)for each Token on a Tile, while all other Token are "automatically" interacted with simply by being 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* |
See 💡 REMINDER below |
| 3 | 🏰 Settlement |
- |
| 4 | 🎁 Item 💰 Resource |
Player's choice |
| 5 | ⚒️ Mine |
- |
In the rare event that a Tile has multiple 🧟 Monster Tokens present, you must aggregate all rolls into one. In that case, peform actions on the 🧟 Monsters in the follow priority order:
- Any
DEFECTrolls that resulted - Any
BRIBErolls that resulted - Any
HARD-FIGHT/FIGHTrolls that resulted
💡 REMINDER🧙 HeroesGarrisonedin a🏰 Settlementare considered a🏰 Settlementby priority standards, and become another unit on theSettlement'sBattlefield
Example Section
Below are some various examples to help explicate the idea.
Example A) Multiple 🎁 Items and 💰 Resources Tokens on a Single Tile
0,0 1 2 3 1 - - - 2 - 🎁🎁💰 🧙 3 - - - The
🧙 Heromust:
- Expend
🐎(-1)to move from🗺️[3, 2]to🗺️[2, 2]- Expend
🐎(-1)to claim the first🎁 Item- Expend
🐎(-1)to claim the second🎁 Item- Expend
🐎(-1)to claim the💰 ResourceThis results in a total of
🐎(-4)for the🧙 Hero
Example B) 🧟 Monster and (⚒️ Mine️ or 🏰 Settlement) Tokens on a Single Tile
If a
🧟 Monsterand a⚒️ Mine️occupy the same Tile, then the Player must first (1st) engage and defeat the🧟 Monsterbefore the Player can interact with the⚒️ Mine. The same situation would be true if the⚒️ Minewere instead a🏰 Settlement.
Example C) Multiple 🧟 Monster Tokens on a Single Tile
The
🧙 Herois about to engage5aggregated🧟 Monsterbattles--this is an exceedingly unlikely board event to show the general idea
0,0 1 2 3 1 - - - 2 - 🧟🧟🧟🧟🧟🧙 - 3 - - -
Label Roll Result Reason Implication Roll #1 🎲 1dP🎲[10]🧟 Monster Token #1=> HARD-FIGHTRoll #2 🎲 1dP🎲[50]🧟 Monster Token #2=> FIGHTRoll #3 🎲 1dP🎲[80]🧟 Monster Token #3=> BRIBERoll #4 🎲 1dP🎲[40]🧟 Monster Token #4=> FIGHTRoll #5 🎲 1dP🎲[100]🧟 Monster Token #5=> DEFECTAccording to the priority chart above
- First, determine how many
🧟 MonsterswillDEFECTbased on "Roll #5"
Label Roll Result Implication Roll #5 DEFECT🎲 1d6 +3🎲[3] +3 = 6=> 🧟(+6) DEFECT to become 🤺(+6)- Second, determine how many
🧟 Monstersyou canBRIBEbased on "Roll #3"
Label Roll Result Implication Roll #3 BRIBE🎲 2d6🎲[4] = 4=> Up to 🧟(+4) can be BRIBED at a cost of 💰(-3) each- Finally, determine how many
🧟 MonsterswillFIGHTbased on "Roll #1", "Roll #2", and "Roll #4"
Label Roll Result Implication Roll #1 HARD-FIGHT🎲 4d6🎲[20] = 20=> FIGHT 🧟(20)Roll #2 FIGHT🎲 2d6🎲[9] = 9=> FIGHT 🧟(9)Roll #4 FIGHT🎲 2d6🎲[11] = 11=> FIGHT 🧟(11)Total 🎲[20] + 🎲[9] + 🎲[11] = 🧟(40)=> FIGHT 🧟(40)
Miscellaneous
Below are some random things and situations for which Players may need additional reference and explanation.
Dice
As a notational explicative for this section and the guide in general:
🎲[#]will mean a roll result🎲[#] +#will mean a roll result that must have aB"Bonus" added to get the total after all dice have been rolled🎲[#]+...+🎲[#]will mean a roll result sequence that resulted from multiple rolls🎲 NdS +Bwill mean a dice roll to perform🎲 NdS +B+...+🎲 NdS +Bwill mean a dice roll sequence to perform(# * 🎲 NdS) +B+...+(# * 🎲 NdS) +Bwill mean a dice roll sequence to perform of Representative Rolls(# * 🎲 NdS) +Bwill mean a dice roll to perform, the result of which will be multiplied by#and+Bwill be added to the final result. This is called a Representative Roll
Bonus
Bonus is always added at the very end of all rolls. An example roll of 🎲 2d6 +9 means:
✔️ CORRECT ✔️
This is a correct method of calculation (i.e. Individual Rolls)
🎲 2d6 +9is consistent with (🎲 1d6+🎲 1d6++9)
✔️ CORRECT ✔️
This is a correct method of calculation (i.e. Representative Rolls) If you remember PEMDAS from math, read
# * 🎲 NdS +Band(# * 🎲 NdS) +Bboth as(# * 🎲 NdS) +BTo be representative, you would only roll
1🎲 d6and multiply that result byN(in the case below,Nis2).
🎲 2d6 +9is consistent with ((2 * 🎲 1d6)++9)
❌ WRONG ❌
This is a wrong method of calculation and is not mathematically consistent
🎲 2d6 +9is not consistent with (🎲 1d6 +9+🎲 1d6 +9)
Number-Sided-Bonus (🎲 NdS +B)
When writing dice rolls, the "Number-Sided-Bonus" convention is used, taking the general form of 🎲 NdS +B.
Nis the "Number"- The quantity of dice
Sis the "Sidedness"- The type of dice
Bis the "Bonus"- After rolling all of the dice, add the bonus
Example
A
🎲 3d6 +9means that we will
- Firstly, Roll a
6-sideddice3times
- e.g.
🎲 3d6 +9=>🎲[4]+🎲[2]+🎲[6]=🎲[12]- Lastly, Sum the total and then add
+9to it
- e.g.
🎲[12]++9=21
| Dice | Sides | Notes |
|---|---|---|
🎲 d4 |
4 |
Increments of 1 from 🎲[1 - 4] |
🎲 d6 |
6 |
Increments of 1 from 🎲[1 - 6] |
🎲 d10 |
10 |
Increments of 1 from 🎲[1 - 10] |
🎲 d12 |
12 |
Increments of 1 from 🎲[1 - 12] |
🎲 dP |
10 |
Increments of 10 from 🎲[10 - 00], 🎲[00] = 100%. |
Dice Arithmetic
PSA
Unless you understand this deeply, we recommend that you do not attempt to condense dice if they differ in their "Sidedness" (e.g.
🎲 1d4 +9+🎲 3d12 +4+🎲 2d6+🎲 1d6+ ..., etc.), but instead simply roll each dice in sequence and keep track of the running total.In cases like the above, we recommend that you simply roll each in sequence and write down a running total and only perform condensing on
🎲 d6dice roll sequences. Because of this simplification, we intentionally attempted to keep the majority of dice rolls in the paradigm of🎲 d6for actions, and🎲 dPfor chances.
That being said, if you have multiple of the same Sidedness on the combined dice roll, you can condense them into a single expression in a fairly straightforward manner.
- Firstly, simply add all the "Numbers" together as the final
N - Next, add all of the
B"Bonuses" together into a final+B - Lastly, consolidate into a single form:
NdS +B, whereSis whatever the "Sidedness" of the original dice were.
ASSUME: You have
2d6 +6,1d6 +3,1d6,1d6. In this case, since we are only using🎲 d6dice, we can consolidate.
Roll Running Total of NRunning Total of +B🎲 2d6 +6- {2} = 2{6} = 6🎲 1d6 +3- 2 + {1} = 36 + {3} = 9🎲 1d6- 2 + 1 + {1} = 46 + 3 = 9🎲 1d6- 2 + 1 + 1 + {1} = 56 + 3 = 9Take
- the final
Nof= 5- the final
Bof= 9- and the
Sof🎲 d6from the example's initial setupinto a consolidated form of:
🎲 5d6 +9.
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
Voteagainst 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' 🏰 Settlements 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.