[ ⚔ ] Daybreak - mjnrock/fuzzyknights-boardgame GitHub Wiki
Table of Contents
Daybreak [ ☀️ ]
At the beginning of every turn cycle, ☀️ Daybreak occurs. All Players engage in 💰 Resource collection and expenditures. Players can build 1 Building per ☀️ Day. Any 🤺 Mercenaries purchased will be placed at the 🏰 Settlement and a 🧙 Hero must come and collect them.
If a
🧙 Herois alreadyGarrisonedto a🏰 Settlementand🤺 Mercenariesare purchased (at that same🏰 Settlement), then the Player can decide how to allocate those🤺 Mercenariesbetween that🏰 Settlementand that🧙 Hero.
Step 1) Distribute Resources [ 💰 ]
🏰 Settlement and owned Mines generate 💰 Resources each ☀️ Day. How much they each generate is described below.
Step 1.A) Settlement [ 🏰 ]
Each 🏰 Settlement awards its Player the 💰 Resources below
| Capital Upgrades | Reward /Day |
Notes |
|---|---|---|
| Encampment | 💰(+1) |
Starting tier of a 🏰 Settlement |
| Villa | 💰(+2) |
|
| Estate | 💰(+4) |
|
| Castle | 💰(+6) |
💡 REMINDER🏰 Settlementsstart out at Encampment and additional upgrades must be purchased💡 REMINDERYou cannot build another🏰 Settlement, so be careful with it!
Step 1.B) Mines [ ⚒️ ]
Each Mine awards its Player the 💰 Resources below
| 💰 |
|---|
+1 |
Example 5 Mines
💰(+1) * ⚒️(5)=💰(+5)
Step 2) Paying Heroes [ 🧙 ]
Each 🧙 Hero that a Player has must be paid each turn to continue to fight for the Player. If the Player cannot afford to pay any or all of the 🧙 Heroes, s/he must kill each 🧙 Hero that s/he cannot afford. All normal 🧙 Hero DEATH rules apply.
| 💰 |
|---|
-1 |
Example 2 Heroes
💰(-1) * 🧙(2)=💰(-2)
💡 REMINDERYou can only have up to2 🧙 Heroesat a time
Step 3) Building and Recruitment
🏰 Settlements can build 1 Building per ☀️ Day.
Each Player can Recruit as many 🤺 Mercenaries as s/he can afford at a 🏰 Settlement.
Step 3.A) Buildings
| 🏰 Settlement | Cost | Reward /Day |
Base Roll | Prerequisite |
|---|---|---|---|---|
| Encampment | 5 💰 |
💰(+1) |
🎲 2d6 +6 |
- |
| Villa | 10 💰 |
💰(+2) |
🎲 3d6 +9 |
Encampment |
| Estate | 15 💰 |
💰(+4) |
🎲 4d6 +12 |
Villa |
| Castle | 25 💰 |
💰(+6) |
🎲 5d6 +15 |
Estate |
| 🛡️ Ramparts | Cost | Base Roll | Prerequisite |
|---|---|---|---|
| Palisade | 5 💰 |
🎲 1d6 +3 |
🏰 Settlement |
| Fortifications | 15 💰 |
🎲 2d6 +6 |
Palisade, Castle |
Step 3.B) Recruitment [ 🧙, 🤺 ]
| 🧙 Hero | Cost | Base Roll | Prerequisite |
|---|---|---|---|
| Hero | 5 💰, 💰(-1) /Daybreak |
🎲 2d6 +6 |
🏰 Settlement |
| 🤺 Mercenary | Cost | Base Roll | Prerequisite |
|---|---|---|---|
| Mercenary | 2 💰 |
🎲 1d6 |
Mercenary Camp |
💡 REMINDERYou cannot build anArmory--it comes by default💡 REMINDERAll recruitment takes place at the🏰 Settlementand all recruits spawn there💡 REMINDER🤺 Mercenariescannot move on their own, so a🧙 Heromust be there to pick them up💡 REMINDERThe🏰 Settlementand the🛡️ Rampartsare themselves units on the battlefield when a🏰 Settlementis under attack
Step 4) Token Placement Rolls
All Players roll a 🎲 1dP to attempt to place a Token on the 🗺️ Map.
Each Player that rolls successfully should then roll a 🎲 1d4 to determine which type of Token s/he will place. After determining the Token type, the Player can place that Token on any unoccupied Tile.
TIP: Strategically consider placing Monsters on the board to restrict Players from certain paths while that Monster remains, or to place
🎁 Itemsand💰 Resourcesin defensible or allied territory
Roll for Success
| Roll | 🎲[10 - 50] | 🎲[60 - 100] |
|---|---|---|
🎲 1dP |
- | Roll 1P to determine Token type |
Roll for Token Type
| Roll | 🎲[10 - 40] | 🎲[50 - 80] | 🎲[90 - 100] |
|---|---|---|---|
🎲 1dP |
💰 Resource |
🧟 Monster |
🎁 Item |
Step 5) Player Turns
Starting with the ⚓ Anchor and moving through Players in a counter clockwise manner, each Player takes individual turns moving 🧙 Heroes, performing battle, and interacting with Tokens on the 🗺️ Map.
Once all Players have taken their turns, start a new ☀️ Day and begin the ☀️ Daybreak routine.