[ ⚔ ] 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.
🎲 2d6 +6
]
Hero [ 🧙 -
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
🎁 Items
and💰 Resources
cost 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
🧙 Hero
dies at a🏰 Settlement
, the🎁 Items
are instead placed within theArmory
of that🏰 Settlement
and normalArmory
rules 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
🧟 Monster
Token on his or her🏰 Settlement
. Be careful, though, as a Player is rewarded for killing🧟 Monsters
and also has a🎲 1dP
roll chance to acquire those🧟 Monsters
.
💡 REMINDER
A🧙 Hero
death at a🏰 Settlement
causes the🎁 Items
not to be rerolled, as the cards instead transfer from the🧙 Hero
directly to theArmory
of the🏰 Settlement
.💡 REMINDER
In the case of a🧙 Hero
death on the same Tile as a🏰 Settlement
, those🧟 Monster
Tokens are placed on the same Tile as a🏰 Settlement
. Functionally, this means that the🧟 Monster
Token must be defeated before access to/from the🏰 Settlement
is possible (for any🧙 Hero
--Allied
orEnemy
). This🧟 Monster
Token is treated like any other🧟 Monster
Token and all normal🧟 Monster
Token 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
🏰 Settlement
construction is aVilla
out 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 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 |
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
DEFECT
rolls that resulted - Any
BRIBE
rolls that resulted - Any
HARD-FIGHT
/FIGHT
rolls that resulted
IMPORTANT
🧟 Monsters
and🤺 Mercenaries
are the same, and as such, anyBRIBE
orDEFECT
treats 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.
💡 REMINDER
Simplified, multiple🧟 Monsters
on a single Tile basically treats the Tile as having a much large band of🧟 Monsters
🎲 Building-Dependent
]
Settlement [ 🏰 -
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
.
🏰 Settlement
is the generic term for each Player's "city". If the🏰
icon precedes other text (e.g "🏰 Estate
" means "🏰 Settlement
at 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
💡 REMINDER
You cannot purchase the next tier of🏰 Settlement
until you have purchased its preceding tier💡 REMINDER
Fortifications are impossible without a🏰 Castle
💡 REMINDER
To 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
🧙 Hero
is at a🏰 Settlement
while it is attacked, there would be a🧙 Hero
, a🏰 Settlement
, and the aggregation of theRecruits
between the🏰 Settlement
and the🧙 Hero
(if it has any) defending the🏰 Settlement
.
💡 REMINDER
While a🧙 Hero
isGarrisoned
,🤺 Mercenaries
and🎁 Items
can be freely exchanged between the🏰 Settlement
and 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.
💡 REMINDER
TheArmory
is not a building that you can build, every🏰 Settlement
comes 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
🏰 Settlement
has any🎁 Items
in theArmory
at 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 calledUnits
on 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.
1
squad for a🏰 Settlement
1
squad for🧙 Hero
3
squads 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
🧙 Hero
has equipped anEpic
Main Hand
and aCommon
Amulet
, then:
Roll Reason 🎲 2d6 +6
🧙 Hero
🎲 2d6 +3
Main Hand [Epic Rarity]
🎲 1d6 +2
Amulet [Common Rarity]
= 🎲 5d6 +11
Total 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
🏰 Settlement
is, for example, a🏰 Castle
with🛡️ Fortifications
, then "base roll" for the🏰 Settlement
is:
Roll Reason 🎲 5d6 +15
🏰 Castle
🎲 2d6 +6
🛡️ Fortifications
= 🎲 7d6 +21
Total 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
🎁 Items
and💰 Resources
uniquely 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
DEFECT
rolls that resulted - Any
BRIBE
rolls that resulted - Any
HARD-FIGHT
/FIGHT
rolls that resulted
💡 REMINDER
🧙 Heroes
Garrisoned
in a🏰 Settlement
are considered a🏰 Settlement
by priority standards, and become another unit on theSettlement's
Battlefield
Example Section
Below are some various examples to help explicate the idea.
🎁 Items
and 💰 Resources
Tokens on a Single Tile
Example A) Multiple
0,0 1 2 3 1 - - - 2 - 🎁🎁💰 🧙 3 - - - The
🧙 Hero
must:
- 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💰 Resource
This results in a total of
🐎(-4)
for the🧙 Hero
🧟 Monster
and (⚒️ Mine️
or 🏰 Settlement
) Tokens on a Single Tile
Example B) If a
🧟 Monster
and a⚒️ Mine️
occupy the same Tile, then the Player must first (1st) engage and defeat the🧟 Monster
before the Player can interact with the⚒️ Mine
. The same situation would be true if the⚒️ Mine
were instead a🏰 Settlement
.
🧟 Monster
Tokens on a Single Tile
Example C) Multiple The
🧙 Hero
is about to engage5
aggregated🧟 Monster
battles--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-FIGHT
Roll #2 🎲 1dP
🎲[50]
🧟 Monster Token #2
=> FIGHT
Roll #3 🎲 1dP
🎲[80]
🧟 Monster Token #3
=> BRIBE
Roll #4 🎲 1dP
🎲[40]
🧟 Monster Token #4
=> FIGHT
Roll #5 🎲 1dP
🎲[100]
🧟 Monster Token #5
=> DEFECT
According to the priority chart above
- First, determine how many
🧟 Monsters
willDEFECT
based on "Roll #5"
Label Roll Result Implication Roll #5 DEFECT
🎲 1d6 +3
🎲[3] +3 = 6
=> 🧟(+6) DEFECT to become 🤺(+6)
- Second, determine how many
🧟 Monsters
you canBRIBE
based 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
🧟 Monsters
willFIGHT
based 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 +B
will mean a dice roll to perform🎲 NdS +B
+...
+🎲 NdS +B
will mean a dice roll sequence to perform(# * 🎲 NdS) +B
+...
+(# * 🎲 NdS) +B
will mean a dice roll sequence to perform of Representative Rolls(# * 🎲 NdS) +B
will mean a dice roll to perform, the result of which will be multiplied by#
and+B
will 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 +9
is 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 +B
and(# * 🎲 NdS) +B
both as(# * 🎲 NdS) +B
To be representative, you would only roll
1
🎲 d6
and multiply that result byN
(in the case below,N
is2
).
🎲 2d6 +9
is consistent with ((2 * 🎲 1d6)
++9
)
❌ WRONG ❌
This is a wrong method of calculation and is not mathematically consistent
🎲 2d6 +9
is not consistent with (🎲 1d6 +9
+🎲 1d6 +9
)
🎲 NdS +B
)
Number-Sided-Bonus (
When writing dice rolls, the "Number-Sided-Bonus" convention is used, taking the general form of 🎲 NdS +B
.
N
is the "Number"- The quantity of dice
S
is the "Sidedness"- The type of dice
B
is the "Bonus"- After rolling all of the dice, add the bonus
Example
A
🎲 3d6 +9
means that we will
- Firstly, Roll a
6-sided
dice3
times
- e.g.
🎲 3d6 +9
=>🎲[4]
+🎲[2]
+🎲[6]
=🎲[12]
- Lastly, Sum the total and then add
+9
to 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
🎲 d6
dice roll sequences. Because of this simplification, we intentionally attempted to keep the majority of dice rolls in the paradigm of🎲 d6
for actions, and🎲 dP
for 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
, whereS
is 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🎲 d6
dice, we can consolidate.
Roll Running Total of N
Running Total of +B
🎲 2d6 +6
- {2} = 2
{6} = 6
🎲 1d6 +3
- 2 + {1} = 3
6 + {3} = 9
🎲 1d6
- 2 + 1 + {1} = 4
6 + 3 = 9
🎲 1d6
- 2 + 1 + 1 + {1} = 5
6 + 3 = 9
Take
- the final
N
of= 5
- the final
B
of= 9
- and the
S
of🎲 d6
from 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
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'
🏰 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.