Welcome to The King's Armory!
←
→
Page content transcription
If your browser does not render page correctly, please read the page content below
The King’s Armory -PnP Draft- Instruction Manual Welcome to The King’s Armory! Greetings Heroes! Welcome to the King’s Armory! The amazing King welcomes you to his military force. Before you set out to defend the castle against the invading hordes, we strongly suggest that you read through the majority of this rule and strategy guide. We’ll let you know when you’ve read enough to start hosting a game. Once you have done that, send out the Call to Arms to your Heroic friends and brace yourself for a good time working together to save the kingdom! John Wrot! The Rules of the Kingdom! Section A: Getting Started Game Components (Red Components = with all Gamer Achievements) Game Board ~1 Castle Gate ~16 (49!) Double-Sided Map Tiles Towers & Tokens ~6 (29) Straight Tiles ~7 (11) 3-Dimensional Towers ~8 (14) Elbow Tiles ~9 Bleed Tokens ~2 “T” Tiles ~9 Burn Tokens ~(1) “4-Way” Tile ~9 Slow Tokens ~16 (24) Border Tiles ~4 Stun Tokens ~1 Path Entrance Tile ~4 Bless Tokens ~1 Castle Exit Tile Statistic & Wave Cards ~2 (5) Forest Corner Tiles ~7 (12) Hero Stat Cards ~2 Castle Corner Tiles ~14 (19) Hireables Stat Cards ~2 Long Forest Tiles ~7 (12) Boss Stat Cards ~3 Short Forest Tiles ~1 (3) Wave Card ~1 (3) Short Castle Tile Cards, Dice, & Misc Spinners Card Decks ~7 (12) Heroes ~36 Coin Cards ~42 (57) Hireables ~16 (16-18) Reinforcement Cards ~4 Level 1, 2, 3 Foot Soldiers ~14 (24) Equipment Cards ~4 Level 1, 2, 3 Archers ~7 (13-14) Armory Cards ~2 Level 1, 2, 3 Sorcerers Dice ~2 Level 1, 2, 3 Psionicists ~7 (12) Hero Matching d20s ~2 Level 1, 2, 3 Clerics ~1 Monster Matching d20 ~1 Healer’s Guardian ~1 Wave d12 ~1 Sword Golem Custom Minatures ~7 (12) Bosses ~12 32mm scale Miniatures, 1 for each Hero ~85 Monsters Manual ~17 Level 1, 2, 3, 4, 5 Variety ~This instruction manual (Expanded) p. 1 of 19
The King’s Armory -DRAFT- Instruction Manual Objective Through cooperative use of strategy, wise Tower, Hero, and Hireable placement, and clever application of attack assignments to defend the castle against every Foe that the game throws at you. Victory is achieved only when every Monster is defeated. Arranging Game Play Set up for beginners: X for a map arrangement guide, and for tips on Before game play, remove all die-cut pieces how to arrange maps of varying difficulties. from the cardboard supports. After removal and complete assembly, discard the extra cardboard When arranging the map tiles, follow these supports (please make sure you didn’t miss simple rules: anything). One path tile connects to the Entrance. All Spinners must be assembled before play; One path tile connects to the Exit. see Diagram X: Building Heroes & Monsters. An unbroken path connects those 2 tiles. Towers may be assembled before or during play. We recommend that you assemble 4 or 5 For details on use of the “T” and “4-way” before play and leave the rest flat until you’re tiles, consult Section X: Map Designs. sure you’ll need them for any particular play session. (“T” tiles must always have the leg direction You can alter The King’s Armory map size be the connecting direction to the Entrance or and path design from game to game. It is the Exit; the other sides must never be allowed to suggested that you start with one of the Standard do so, or non-functional Route-Loops may be Single-Route Maps for Beginner’s play listed in generated.) Section X: Map Designs. Table Arrangement: Game Length Selection: Shuffle all 4 Card decks thoroughly and place Game length - 5 or 7 Waves face down on their correspondingly labeled Border piece. Difficulty Level Selection: Set all Spinner Pieces to full Hit Points. There are 3 major difficulty level factors: Sort all Monsters by Level (color coded) and 1) Path design - Split vs. Single set into 6 piles, with images down, in level order: 2) Path design - Longer vs. Shorter Yellow (1), Green (2), Blue (3), Purple (4), Red 3) Monster Full Entry (standard) vs. Delayed (5), Grey (Boss) near the Entrance Border piece, Entry (easier) along with the Wave Card, Monster d20, and Details can be found in Section X: Difficulty Wave d12. For now, the Boss Statistic Cards Selection. remain in the box. You’ll use them during the Final Wave. Assembling the Map: Place the Hireable Stat Cards near the Exit The map Border is used to keep the path tiles Border piece. The Hireable Spinners remain in from coming apart during game play, so we the box until they’re recruited. This is also a recommended that you first fully construct the good place to keep your 5 assembled Towers, Border to suit the size of the game you intend to while the rest may remain in the box until play. The Standard game has a 4x4 map needed. arrangement (a full 16 tile game). See Diagram p. 2 of 19
The King’s Armory -DRAFT- Instruction Manual All Bleeding, Burn, Slow, Stun, and Blessing Finally, place the Castle Gate Spinner on the Tokens, sorted by type, are also placed in a Exit Border piece. convenient location near the Exit Border Piece. Hero Selection, Player Seating, & Tower Arrangement Fortunately for us, the King’s Spritely Once you’ve chosen your seating Messenger-Scouts have tipped us off to the arrangement, each Player takes two Equipment presence of the incoming Hordes, giving us the Cards from the top of the Equipment Deck, chance to prepare for battle. starting with the Player closes to the Entrance Border Piece, and proceeding clockwise around Hero Selection: the table. This Equipment starts locked, and Each Player chooses which Hero he or she therefore is not yet active; you will have a would like to play, then takes the appropriate chance to unlock them between Waves. The Hero Statistics Card, Spinner, and corresponding remaining cards remain as they were. d20. Choose wisely, as you will have to compensate later for any strengths you have not You may now place your starting Tower(s), chosen. Any un-played Heroes should remain in determined by Number of Players (found on the the box. Wave Card), on any Open Terrain, but never on the Border or the Path. See Section X: Game The Hero played by the Player sitting next to Balance, for quantity of starting Towers. Once the Entrance Border Piece in a clockwise the Towers are in place, each Player places direction will go first each round (and remaining his/her Hero on the map. Heroes begin on or Players will take actions in a clockwise within 2 spaces of any Tower. Each Tower can direction), so choose your seats wisely. See host up to 3 Allies (Hero or Hireable) at a time. Section: X for some sweet tips on Player/Hero Seating. Section B: Game Play Overview Wave 1 - Start - and Foe’s 1st Turn Rolling for Monsters: 1 randomly selected Monster from that level pile Once all set up is complete, the Monsters start and places it on the map on one or the other side entering the board. The Player closest to the of the entrance: Entrance becomes the Monster Controller (MC). With the Wave Card in hand, the Monster -If an ODD number is rolled the Monster enters Controller will determine which level Monster on the Left side. enters the board as follows. -If an EVEN number is rolled the Monster enters on the Right side. How to determine Monster level: The Monster Controller rolls the d12 and Note: Advanced Players may share this consults the roll against the Wave Chart for responsibility, with the primary Player rolling, Wave 1. This will indicate which level Monster while the Player to his right grabs and moves the will enter the board. That same Player then takes Monsters onto the board. p. 3 of 19
The King’s Armory -DRAFT- Instruction Manual Monster Turn Rules: possible. They will always attack in the Each Monster gets an Upkeep, a Movement following order of Attack Priority: and an Attack each Turn, in that order. After the Upkeep phase (to be discussed below in Section Attack Priority: C: Combat), Movement always happens next if 1) The Ally Tanking them. possible, and the Attack last; simply put: the 2) The closest Ally. ‘Upkeep, Move, Attack’ rule. 3) The Ally that deals the same damage type. 4) The Ally directly on the Monster’s Route. Monster Movement: 5) The Ally that is on the Path. Consult the Monster’s Movement Rate and 6) The Ally closer to the Path. Monster Arrow Color. The Monster will move 7) The Ally closest to the Armory, directly. that many spaces along the path following its matching Path Arrow Color. This overall If no Ally is in range: predetermined path is called the Monster’s 8) The Castle Gate. Route. If no viable Target is in Range: -If the Monster Arrow is Red, its route will 9) No attack; end turn. follow the Red Path Arrows, ignoring the Yellow ones. The vast majority of the time, the Monster’s -If the Monster Arrow is Yellow, its Route will Target will be determined by Attack Priority #3, follow the Red Path Arrows by default, unless though it is conceivable to make it to #7. If by there are also Yellow Path Arrows on the same some majestic chance you’ve still managed to tile, in which case it will ignore those Red Path arrange a tie at this point, roll for it! Arrows and follow the Yellow Path Arrows instead. Once you’ve determined the Monster’s target, the MC rolls the black Monster d20 and adds the If a Monster… Monster’s Hitroll bonus to it. If it is equal to or …runs into an Ally before it completes its full greater than its Target’s Dodge Value then it has movement, it will ignore him and run past if not successfully hit. It Deals the listed amount of Tanked; his goal is the Armory. “Damage” to the Ally, who then reduces that …lands on another Monster, he will bump Dealt Damage by his or her appropriate Damage backwards to the last open space on his route. Resistance Type, resulting in Actual Damage, or (Exception: Flying Monsters, which will stack 1 Damage Taken. Adjust the Ally’s Spinner to high on top of a ground Monster; no 2 flying show his or her remaining Hitpoints. Monsters may share a space so they follow the bump-back rule in such an event.) Once each Monster attacks, the MC repeats …lands on an Ally, place him under the Ally’s the above steps for the total # number of Spinner. Monsters due to arrive this Wave, as indicated on …is Tanked, he will stop in the square he was in the Wave Card. (If playing with Delayed Entry, when Tanking was declared (may be before, on, only half of the Monsters, rounded up, will enter or past the Ally). this turn; the 2nd half will enter at the start of the Foes’ 2nd turn.) Every time a Monster is finished his Movement he will attack if possible. Once all Monsters have arrived and have attacked (if possible), it’s time for the Allies to Monster Attacks: swarm upon them and dish out the punishment! Every Monster (except “Castle Only” Monsters) will attack at the end of every turn if End of Foe Turn 1. p. 4 of 19
The King’s Armory -DRAFT- Instruction Manual Wave 1 - The Players’ Turn At this stage of the game only Heroes are on the Board, therefore we will address Equipment, Each Player has a Hero has a certain number Reinforcement Cards, Hireables, and Team of Actions, or Action Points (you’ll note most Management during Wave 2, after we’ve had a have 3). Each Hero also has a specific list of chance to make some income! Attacks Options and Special Actions. Every Hero has a total of 4 of these, with at least 1 in Player Turn – Any Wave: each category. Each one has an assigned Action The Player closest to the entrance (clockwise) Cost, or A.C. When the total A.C. of the actions always goes first. He must take all of his actions in a Player’s turn equals the Hero’s Action Point and those of any Ally which he is in charge of, in total, that Hero’s turn is complete. (In later any reasonable manner furthering the destruction Waves the same will hold true for Hireables.) of the Foes; it is never permissible for any Ally to ignore the Monsters, not take actions, or to Hero Turn Summary: simply move repeatedly to waste actions. If a Typically, a Hero’s turn will involve Player can take a Thematic Character action, see Movement, an Attack, and a Special Action. If Section X: Thematic Character Rules, toward the the Hero starts in range of the foes, s/he need not destruction of the Monsters, they must. If any take a Movement action, but may make any given Ally is not capable of taking action series of Attacks or Special Actions furthering towards this goal, the controlling Player may the destruction of the foes. Once a Hero’s pass what remains of that Ally’s turn. More Action Points are all used up, his turn is over and detailed rules apply by Hero; see Section: X for the turn passes to the person on his left. Each details. When that Player is finished, the Player Player takes his/her turn in order around the table to his or her left now takes his turn. until all Players are finished. (Note: some Heroes have the Ability to make certain Actions Player’s (singular) Actions: out of turn normal turn order, and some can even -It is recommended that when reading through act during the Monster’s turn.) Once the last this section for the first time, you refer to the Player’s turn is finished the Monsters get their Hero Statistics Cards, or the sample Hero next turn. Statistics Card Diagram in Section X, for reference. End of Players’ Turn 1. Wave 1 - Foe’s Next Turn The Foe’s second turn works much like the Monster Turn Priority: Foe’s first turn except: (1) The next Player in 1) Closest to the Armory by Spaces on route queue (the one seated in the chair to the left of 2) Highest Movement Rate. the previous Monster Controller) becomes the 3) Flying. new Monster Controller; (2) No new Monsters 4) Red Arrow. are rolled; (3) Monsters may now be denied a 5) On the Route headed to right side Exit Path. Movement if already Tanked; And, (4) now they’re getting close enough to be a real threat to Monster Order: the Armory! p. 5 of 19
The King’s Armory -DRAFT- Instruction Manual The Monsters take their turns according to the full damage to the Castle; it has no Damage above list until all Monsters have taken their Resistances. Then, the Monster and dies as the turn. Armory Dwarves and Gnomes unleash their creations against them. Remember: when moving, Monsters will not stop to fight Allies unless Tanked or their Movement If a Monster with a Ranged attack stops in rate stops them within range to attack. range of the Castle Gate with no Ally to attack, it will shoot the Castle Gate instead, dealing full Each Monster performs: Upkeep, then one damage. All Monsters always move before Movement if possible, and then one Attack if attacking, and therefore even ranged attackers possible. Always: Upkeep, Move, then Attack. and flyers will move into the Castle to try to get the Armory weapon, thus dealing their damage If a Monster makes it onto the Castle Gate and dying at the hands of the furious Dwarves Border piece, it will automatically move into the and Gnomes. Armory. When they move into it, it will deal its Finishing Off the Wave Play continues going back and forth between 2) All Heroes are defeated - With no leadership, the Players’ Next Turn and the Foes’ Turn the Hireable run for their lives, and the Castle is until one of the following conditions are met: left defenseless - Game Loss. 3) The Castle Gate has been reduced to 0 1) All Monsters are defeated - With a Hitpoints - The Monstrous Hordes enter the successful defense the Wave has ended; Allies Armory, activate the Armory Card, and use it may return to their Towers for recuperation, and directly against the King and Castle, destroying prepare for the next wave - Move on to everything and taking over the Kingdom - Game “Between Waves” Section. Loss. Between Waves Congratulations! You just survived your first Looting the Monsters that were coming to Wave of attacks from the enemy Hordes! Now attack your castle is a way of life in this it’s time to recover, and to prepare for the next kingdom. Draw the appropriate # of Coin Cards Wave, which is going to be bigger and more for your Wave, including any difficulty bonuses, difficult! as indicted on the Wave Card. Coin Cards come in values of 50, 100, 150, or 250 Gold, with 100 Step 1: Heal! being the average draw per card. All Allies heal the number of Hit Points equal to their Heal Rate. If a Hero has died during the Step 3: Spend the Gold! previous Wave, s/he is revived with a number of You may now spend the Gold on a wide Hit Points equal to his/her Heal Rate. If a variety of options: Hireable has died during a wave he does not ~Building New Towers (100g) revive and cannot be re-hired. ~Selling unwanted Towers (+50g each) Note: You must have enough Towers to host Step 2: Get Gold! all of your Allies at the start of the new Wave. ~Hiring Hireables (various costs) p. 6 of 19
The King’s Armory -DRAFT- Instruction Manual ~Upgrading Hireables (various costs) ~Unlocking your Hero’s Equipment (150g) Each Player may only have up to two pieces of ~Buying new Equipment Cards (100g) Equipment worn at a time. Extra equipment may ~Selling unwanted Equipment (+50g) be set aside for future use, or sold. At this time ~Hiring Reinforcement Cards (150g) between Waves (and at this time only), Players ~Funding the creation of The Armory Card may swap unlocked pieces of Equipment with (various cost by difficulty level). each other, equipping themselves for the upcoming battle as they see fit. Unlocked When buying new Equipment Cards, Equipment that is no longer wanted by the Reinforcement Cards, or the Armory Card, it is Players may be sold for +50gs during the always a blind purchase, taking the top card off “Spend the Gold!” phase between waves. the appropriate deck. If a card is seen by Locked Equipment may never be swapped or accident, that deck should be shuffled. sold. Step 4: Make Change & Shuffle the Deck Step 6: Reposition Allies After spending, if you choose to save any Place each Hero and Hireable on or within 2 money for the next round, make change for all spaces of any Tower, with a max of 3 Allies per the remaining Gold you have by turning it all Tower. You must have enough Towers to host into 100g Cards, and at max one 50g card, and all Allies in order to start the new Wave or, place all other cards back in the Coin Deck and starting with the most recently hired Hireable, shuffle it. (This allows you a chance to redraw you must have them sit out of the next Wave, 1 those 50gs, as well as those rare 250gs!) by 1, until you are down to enough Allies for the number of Towers. It is not recommended that Step 5: Equip Heroes you let this happen. Heroes may never sit out; if If you have unlocked any Equipment for your it occurs that this seems necessary, go back to Hero, you may now also Equip it on the Hero for the “Spend the Gold!” phase and fix it. whom it has been unlocked for, gaining the listed This is also the time to reorder the seating bonus! arrangements at table if you feel the need to re- order your Player queue, as this can not be done If any Player has already unlocked both pieces mid Wave. of Equipment, s/he now has the option to buy a Note: If you do rearrange seating, it is new piece of Equipment from King’s Dwarves possible to loose track of the Monster Controller by taking the top card off of the Equipment Deck order. It is fine to leave it assigned to the next at the listed cost. New equipment purchases are Player chair, even if it means a Player dodges blind, but come at a reduced cost and enter play their chance at it, or has to do it twice in a row. unlocked. This new Equipment, as with all unlocked Equipment, is immediately available to Step 7: Start the Next Wave!… swap with any Hero’s unlocked equipment regardless of which Hero made it possible. Middle Waves The rest of the Waves proceed in the same the management of these elements can be found manner with a few minor adjustments, including: below in Section X: Purchased Help. At the end the addition of the Hireables; bonus effects from of each Wave, return to the Between Waves Equipment; and potential for special events from section to recoup and upgrade your defenses. the Reinforcement and Armory Cards. Rules on p. 7 of 19
The King’s Armory -DRAFT- Instruction Manual Final Wave & Boss Entrance! The final Wave starts and functions the same addition to the general Boss rules outlined in as every other wave, rolling for the Monsters and Section X: Boss Details. The special rules on fighting them until they’re all defeated. their Statistics Card should be fairly simple to However, on the Foe’s 2nd turn, after all other follow by the time you’ve made it to this point in Monsters have taken their turn, the Boss (or 2!) play, but you can also find detailed descriptions shows up! The Boss is randomly selected from in the same Section X: Boss Details. the pile of possible Boss Monsters, but before he enters the map the Monster Controller should 5 Wave Game vs. 7 Wave Game: retrieve from the game box that particular Boss’s If you are playing a 5 Wave the Boss Monster Statistics Card. After noting his special rules arrives exactly as described above. (including possible Monster additions!) follow the unique instructions for his behavior, his If you are playing the full 7-Wave version, the special actions, immunities, additions, and rule first Boss Monster arrives exactly as described modifications as outlined on the Statistics Card, above. On the Foe’s 3rd turn, a 2nd Boss roll a simple Even-Odd check for entrance path Monsters enters the board. The 2nd Boss will and then place him at the Entrance. He will now always enter on the opposite side (even/odd) that move and take his attack(s) as indicated. Barring the first did. any special notes to the contrary, Bosses follow all the same rules of behavior that regular If you’ve managed to survive this far, defeat Monsters do, including the “Upkeep, Move, the Boss(es), and finish off all of the minions Attack” rule. before they destroy the Castle Gate, you have just won the game! And you deserve a Any unique rules that apply to any given Boss mammoth congratulations! are described on the Statistics card and are in Recap and Summary of Game Order 1) Set up, Hero Selection, and Seating. 2) Wave 1. 3) Between Wave. 4) Middle Waves (repeat) 5) Between Waves (repeat) 6) Final Wave & Boss Entrance. 7) Win or Loss Victory & Defeat Conditions: Condition for Victory: 1) Kill every Monster on every Wave, including the Boss(es), while at least 1 Hit Point remains on the Castle Gate. p. 8 of 19
The King’s Armory -DRAFT- Instruction Manual Conditions for Defeat: 1) All Heroes die in a single Wave. 2) Castle Gate reduced to Zero Hitpoints. p. 9 of 19
The King’s Armory -DRAFT- Instruction Manual Section C: Combat! Overview: action, and must be done from/into one of the 8 Heroes and their Hireables exist to defend the directly adjacent squares. Castle even at cost of life and limb; therefore Players have full control over the Allies on their Step 2: Tanking team so long as those choices fall under the Clever use of Tanking -the ability to stop an parameters for the behavior of any given Ally. enemy from taking a movement action its next Thematic Character Rules and behavioral turn- is imperative to the success of your requirements will be discussed at the very end of campaign. Tanking too soon can get you killed; this section; they rarely need to be enforced. Tanking too late can get everybody killed. Finding the correct balance is key. Tanking can Each action in combat will consume a number may be done as a Passive Action, thus it costs no of Action Points, with each Ally having a certain Actions Points, and may be declared at anytime, # of Action Points available per turn. You can even in the middle of the Foe’s movement, find this # listed on their Statistics Card (SC) allowing you Tank them in the space you think next to “Actions:”. Monsters, save for certain best. Use this power wisely, as each Ally can Bosses, do not have Action Points; they simply only tank so many Monsters at a time; this get one movement if possible, and one attack if quantity can be found on each Statistics Card possible. Even Monsters that deal damage twice under: “Tank:” do so in a single attack. To this end, in this section, we will focus on the Allies and will only Step 3: Making an Attack or Using a Special mention Foes where they function differently. Action Attacking the Monsters with a clever plan of At the start of each Player’s turn, or even attack is the only road to victory. Special before it, one should develop a plan of action: Actions grant unique affects, and we’ll discuss Where they need to get to, and who they need to them in Section X. For now, let’s take a look at try to hurt, hold, help, or heal; taking into how to attack, step by step. account each Action’s Action Cost, which can be found under “A.C.” in both the Attack Options, “Primary Attack”: and Special Actions Charts. Every Hero has at least 1 Attack Option listed on their SC; the top Attack Option is referred to Step 1: Movement as their Primary Attack. Some Heroes have only For the cost of 1 Action, any Ally may move a 1 Attack Option, in trade for more Special number of spaces equal to his/her Movement Actions, some have 2 and 2, or 3 and 1; Rate, over path or open land; but may not regardless, the first Attack Option is always the venture onto any Border, save for the Castle Exit “Primary Attack”. space and its Parapets. Diagonals never apply to movement. Towers must be walked around. Let us assume for the purpose of the following Entering and Exiting a tower costs 1 entire example that Midnight the Sorceress is using her Primary Attack: “Lightning Bolt”. Attack Breakdown First: Choosing a Target. AOE indicated, the attack focuses on a single All attacks must choose a Target, or an target. Single Targets must be within the listed intended AOE (Area of Effect). If there is no Range, counting each space individually; AOEs p. 10 of 19
The King’s Armory -DRAFT- Instruction Manual must fit entirely within your Action’s listed actions hit automatically, and no roll need be Range. Each Attack’s Range can be found made to do so; rules for Range still apply. under: “Rng” on the Attack Options Chart. Example Attack: Midnight chooses the Bridge Fourth: Dealing Damage and Damage Troll as her Target, who is just within Range. Resistance. (Diagram X-X) On your Attack Options chart you’ll find a column for Damage. Your Damage is always Second: Determine Attack Type. defined by your Attack Type, so a Melee attack All attacks have one of 3 types: Melee (M), would deal “X Melee Damage”, and a Ranged (R), or Supernatural (SN), this can be Supernatural attack would deal “X Supernatural found on the Attack Options Chart under Damage”. We will take Midnight’s Lightning “Type”. Strike Damage of 3, and “Deal” that to Bridge Melee Attacks - deal more damage on average Troll. The Bridge Troll will now apply his than other attacks, but usually have a Range of 1; Supernatural Damage Resistance of 1 (Diagram certain Monsters and Hero bonuses may have a X-X) to that Damage, reducing it to a net Melee Range of 2. Melee attacks, regardless of “Damage Taken” of 2. The attacking Player may range, cannot hit Flying creatures or Allies in now adjust the Monster’s Spinner to reduce his Towers, unless uniquely stated. Melee attacks, Hit Points by 2, revealing his new Remaining Hit along with Tanking, are the only actions that, at Point Total. That Player is now free to take Range 1, may target at a diagonal. (Diagram X- his/her next action, or if s/he out of actions, X). his/her turn is over. Ranged Attacks - tend to deal the least Damage but have the longest Range. These attacks can Note: The minimum net Damage Taken on any hit flying creatures and Allies in Towers. successful attack that Deals at least 1 point of Supernatural Attacks - have mid-level Damage Damage is always 1, regardless of the and mid-level Range. These attacks can hit supremacy of the defender’s Damage flying creatures and Allies in Towers, unless the Resistances; unless the target is stated to be stated Range is 1; they also have the most unique Immune to that Damage Type. effects when rolling Critical Hits. Tip: You’ll note that in our example, it was Third: Rolling to Hit. wise to have Midnight choose to attack the Now that we have a selected a target and made Bridge Troll because his Melee and Ranged certain that he is within Range, it is now time to Damage Resistances are very high, while his “Roll to Hit.” Grab your Hero’s personalized Supernatural Damage Resistance is rather low. d20 and roll it. Add your Hitroll value to the number rolled (referred to as the “Natural Roll”), Fifth: Critical Hits/Failures and Special for your Total Hitroll, and compare the total to Attack Events your target’s Dodge Value, found on its Monster From time to time when rolling your Hitroll, Spinner (See Diagram X-X). If your Total Hitroll you will roll the d20 and it will land on a Natural is equal to, or greater than, its Dodge Value, then 20. In this event, for all Monsters, and most you successfully hit! If you missed, that is the Hero actions, this will result in a Critical Hit. end of that action and attack. If you hit, move on Certain Hero Attack Options result in a Critical to the next step. Hit on other numbers; you can find these on the Example: The Sorceress rolls a “Natural 5”, and Attack Options Chart on the Ally’s Stats Card adds her Hitroll bonus of 7, for a total of 12; under “Crit #s”. In the event of a Critical Hit, equaling the Monster’s Dodge Value, she hits. apply any listed “Crit Mod” bonuses, and Note: Some Heroes and Monsters may have a possibly any additional “Special” bonus if it is Hitroll of “Auto” for a particular action, these preceded by “Crit:”. p. 11 of 19
The King’s Armory -DRAFT- Instruction Manual Thrower,” hit an Area of Effect. This is listed Critical Hit Modifiers, or Crit Mods, usually under the “Special” heading on the Attack come in the form of a damage multiplier, listed Options Chart. AOE is always listed as Width as “x1.5” or “x2”. These modifiers apply to the by Length. In the case of the Volley of Arrows it Base Damage, resulting in a greater ability to is an even 3x3 area, whereas the Flame Thrower overcome Damage Resistances; alternately, Crit is 1x3; that is 1 space wide, by 3 spaces long. Mods may list Bleed, Burn, Slow, or Stun Every space of the AOE must fit within the effects. Under the heading “Special” in the Range of the attack in order to use it. AOE Attack Options chart, there may be additional attacks hit everything in the area and do not critical effects; the most common being Bleed, discriminate friend from foe unless otherwise Burn, Slow, or Stun. noted. Bleed: Example: Valcor, when attacking a Bridge Certain attacks will cause Bleed damage on Troll, expects to deal his minimum of 1 Damage Critical Hits. If Bleed damage is done, place the (4 Base damage on his attack minus the Bridge listed number of Bleed tokens on that Monster’s Troll’s 3 Melee Resistance). In the event that Spinner. At the start of each Foe’s individual Valcor rolls a Natural 19 or 20 on his roll to turn, during their upkeep phase, it will take a attack, his 4 Base Damage is multiplied by his point of Bleed damage equal to the # of Bleed Crit Mod of x2 for net 8 Damage dealt to the tokens on them. Bleed tokens are not removed Bridge Troll, minus its 3 Melee Resistance, until the Monster is dead. Any given Monster results in 5 net Damage Taken by the Troll. In may have up to 3 Bleed tokens at a time. addition, the Troll will receive 1 Bleed from Burn: Valcor’s “Special” of “Crit: 1 Bleed”. Rules on Certain attacks will cause Burn damage on BBSSB can be found just below. Critical Hits. Burn works exactly like Bleed, except that there is a maximum of 2 Burn tokens Note: Monster Crits are always a x2 Damage at a time, and a combined maximum of 4 total modifier, unless otherwise noted for a Boss. This Bleed and Burn tokens on any given Monster at modifier effects all damage dealt, including a time. double hits, and AOEs. Bleed and Burn Combined: When there are a total of 4 Bleed and Burn Alternately, from time to time you may roll a tokens on any given spinner, the addition of one Natural 1. This is a Critical Miss. It type will remove one of the others, as added automatically fails. That means that even if your bleeding will snuff out the fire, while added fire Total Hitroll (in this case, your Hitroll # plus 1) will cauterize a wound; this is always limited by is well above the Target’s Dodge Value, this is a the max of 3 Bleed or 2 Burn at a time. completely failed action. This rule is true for all Slow: Allies and all Monsters. Certain attacks will cause a Slow Effect. When an attack deals a Slow effect, place 1 Slow Allies and Monsters with a Hitroll of “Auto” token on the target’s Spinner. For every Slow cannot fail, nor crit because no die is rolled,. token applied, the effected target’s Movement They cannot choose to roll unless a unique card Rate is reduced by 2, to a minimum of 1. Slow or event states otherwise. tokens are not removed until the Monster is dead. Sixth: Special Attack Types & BBSSB (Bleed, Stun: Burn, Slow, Stun, and Blessing) Certain attacks will cause a Stun Effect. Area of Effect (AOE): When an attack deals a Stun effect, place 1 Stun Certain attack types, such as The Ranger’s token on the target’s Spinner. During that “Volley of Arrows” or the Sorceress’s “Flame target’s upkeep phase, deal any Bleed and Burn p. 12 of 19
The King’s Armory -DRAFT- Instruction Manual damage first, then remove the Stun token and a time, but once it is removed the Foe can be re- skip the rest of their turn; all actions are lost. stunned. Only 1 Stun token may be on any given target at Greetings Heroes! At this point of the rules you should be able to begin hosting a game! Below you will find more detailed rules on each component, and the rules for more specific and unique situations, such as Monsters labeled as Siege Equipment, unique Movement types, and tips for how to balance your forces. So at this point, if you’re the type to do all your research first, read on! Or, if you’ve been itching to start, go ahead and throw this manual aside. But don’t chuck it too far; you will need it to answer those tricky questions about terms you haven’t stumbled upon yet. Let’s go keep that Gate! John Wrot! Section D: Detailed Rules by Component: Towers: ~Must sit on open ground, never on the path or a Border. ~Each Tower can host a maximum of 3 Allies at a time. (Heroes do not need to be assigned during Waves, but must be at the outset of each Wave. If a Hero is near a Tower mid-Wave, no hosting slot is consumed; if a Hero is on a Tower that takes 1 hosting slot.) ~The two Castle Gate Parapets count as Towers. They can house a max of 1 Ally each. ~Action Point Cost to Enter or Exit a Tower is 1. You may enter from any of the 8 directly adjacent spaces to any of the 4 spaces on it (if 2 spaces away, 1 Movement Action to get to it, and 1 more Action to enter); Exit from any of the 4 spaces on it to any of the 8 directly adjacent ground spaces. ~A Tower is considered “Valid” for new assignments if it has at least 1 empty hosting slot available. ~Towers do not block line of sight; your Allies are skilled enough to shoot over them without penalty. ~Allies with a Ranged Attack type gain +1 Range when on a Tower. Hireables: ~Must be assigned to a Tower and must remain on, or within 2 spaces, of it. ~Are under the control of a specific Player each Wave. Each turn, that Player chooses the order in which his/her Team members take their actions. Once any Ally begins taking actions, s/he must finish all of them before the next Ally on the same team may begin. ~Can move from 1 Tower to another valid Tower if they can make the entire trip in 1 turn. Assigning to a Tower is a passive action (zero A.C.), and can be done once within 2 spaces of it (this immediately uses one hosting slot). ~Can be upgraded. They will gain Level 2 and 3 Bonuses when the indicated cost on their Hireable Card is paid. Hireables gain various Stat bonuses by leveling up; if stat says “V,” it upgrades by level. The upgraded number is listed next to the new level’s cost. Upon leveling up, if the Hireable has any damage on him/her, s/he will heal their Heal Rate again upon leveling. Hireables can only be upgraded between p. 13 of 19
The King’s Armory -DRAFT- Instruction Manual waves during the “Spend the Gold!” step. Hireable may be upgraded twice in a row, and this will result in a net two additional healings. ~Control of Hireables may only be changed between Waves during the Reposition Allies Step. ~There are only so many of each Hireable allowed during the course of a game. 4 Foot Soldiers, 4 Archers, 2 Sorcerers, 2 Psionicists, and 2 Clerics. If a Hireable dies, s/he does not revive between waves, and that Hireable cannot be replaced, so you must remove him/her (Level 1, 2, and 3 version) from the game; so use caution when sacrificing Hireables! Coin Cards: ~Come in 4 values: 50g, 100g, 150g, and 250g. ~Usually spent during the “Spend the Gold!” Between Wave phase, but Reinforcement Cards may be purchased in an emergency mid battle. ~Left over Coin at the end of the Between Waves phase must always be exchanged for 100gs (and a max of a single 50g, if necessary). Equipment: ~Equipment cannot be worn until it is unlocked (200g). ~Each hero can possess and wear a max of 2 pieces of Equipment at a time. ~Grants indicated bonus; most are passive, though some add a new Attack or Special Option. ~Specific rules stated on Equipment Cards override general rules where there is contradiction. ~Equipment can only be unlocked, bought, swapped, equipped, or sold between Waves. ~Only Players with unlocked Equipment can swap; only unlocked Equipment can be swapped; swapping equipment is always 1 for 1; no Player can be forced to swap Equipment that he controls. ~New equipment cannot be bought until at least 1 Player has unlocked both of his starting pieces of equipment. ~Extra equipment belongs to the Armory, and is available for any Player; the Player that bought it gets first rights if interested. Reinforcement Cards: ~ Can be bought at any time, even in the middle of a Wave, and even during the Foe’s turn. ~You may have up to 3 Reinforcement Cards at a time, and can never sell them. If you have 3 in hand, you must use one before you can purchase another. ~Can be held to be played any time, even in the middle of a Monster’s turn, unless otherwise indicated on the card. Armory Cards: ~May only be purchased between Waves. ~The moment an Armory Card is purchased, immediately replace the Armory Card Border space with a new randomly selected Armory Card …the gnomes are always at work, and the King never rests! ~You may have only 1 Armory in hand at a time, and can never sell it. If you have 1 in hand, you must use it before you can purchase another. ~Can be held to be played any time, even in the middle of a Monster’s turn, unless otherwise indicated on the card. ~Armory Card cost varies by game length. During a 5 Wave game Armory Cards cost: 1,000 Gold; during a 7 Wave game Armory Cards cost: 1,200 Gold. p. 14 of 19
The King’s Armory -DRAFT- Instruction Manual Bosses: Overpowered, strong, awesome, and usually funny. Each has their own special rules indicated in on their Boss Statistics Card. General Rules for all Bosses: They are Unblockable (including by Valcor’s Personal Phalanx), and Immune to Insta-kill, Destruction, Removal, & Stun. Slow effects are always at -1 effectiveness to a min of Move Rate of 3. If they have 2 attacks, rolls them each separately, possibly at separate targets as indicated. Miscellaneous Terms Not Yet Discussed Short Glossary of Unique Rules (short form): ”U” in movement = Untankable, thus can not be tanked. “+” in movement = Will take own movement turn, AND if a ground Monster is behind them they will be pushed along for that Monster’s entire movement. If the “+” foe and pushing Monster are assigned to different arrow colors, then they will push it, until they detours onto their own color. It is possible for a single “+” foe to be pushed by multiple Monsters in 1 turn. “F” in movement = Flying; immune to Tanking and Melee attacks. “CO” in Hitroll = Castle Only. They never attack, they b-line it to the castle to deal heavy damage. “Siege” = Attack Priority: Castle Only. Immune to Instakill, Stun, and Bleed. Untankable. “Imm” in Dam Resistance = Completely immune; 0 damage always. “Insta-kill” is a fun term for Instantly Killed. The subject of an Insta-kill dies immediately, regardless of the # of HP remaining. “Destroyed” is a form of Insta-kill that is effective vs. Siege Equipment. “Removed from the Board/Map/Game” does not count as Insta-kill and therefore bypasses immunities to Insta-kills. Monsters that are immune to being removed from the board are also immune to lesser versions of Insta-kills. Thematic Ally Behavior Rules: ~Offensive Allies: Valcor, Ranger, Cyrus, Midnight, Asphar, Epoch (add-on Hero), Pirate (Gamer Achievement Hero, Foot Soldiers, Archers, and Sorcerers must pursue attacking at least 1/rnd. ~Offensive Allies who primarily do damage at range (Ranger & Midnight) need not leave the safety of a Tower to pursue dealing damage unless there are 5 or fewer Monsters remaining on the board. ~The Healer & Druid (Gamer Achievement Hero) must attack at least 1/rnd if there are 5 or less Monsters on the board. ~Berserker (Gamer Achievement Hero) must attack at least 2/rnd unless sprinting, in which case he must attack at least once. ~If there is only 1 surviving Hero in a Wave, s/he may break all above rules and run for cover to allow the Hireables to finish the job, or allow the Monsters to smash into the Castle taking the loss. This is only to prevent a Game Loss. This exception aught not be followed on the Final Wave. ; ) p. 15 of 19
The King’s Armory -DRAFT- Instruction Manual Tips and basic strategy guide. Strategy: ~Arrange Player seating according to the strengths and abilities of the Hero each Player has selected. Heavy damage dealers should go first, support characters do well to go last. ~First thing after wave 1, hire what you can’t do with your starting Heroes. For instance, if you can’t deal damage at range flyers will get past you unharmed; so hire an Archer or Sorcerer. If you can’t tank very many monsters, you’re going to get overrun fast; so hire a Foot Soldier or Psionicist. Etc. ~Sometimes it will be in the best interest of the Armory to chase down a foe that is not near you, but is closer to the Armory. ~Certain Heroes combine well together… ~The Healer and Valcor make a fierce team. ~The Mage can stack enchantments with Cyrus, to double bypass enemy resistances. ~The Ranger’s Wolf and Amos the Mage can stack slow effects together. ~The Sorceress can tank some of the heaviest damage dealers without fear, while other put put down the hurt. ~Psion’s ability to Teleport others can keep any Hero always in Range. ~The wizards can do serious damage together if Midnight lights them on fire, then Amos slows them! ~Playing the Mage? Put yourself last in the Player queue, he can act out of turn! ~Use leveling as a method to heal your Hireables. ~Good timing of use of each Reinforcement Card is key. Use them only when it is most advantageous or necessary. ~Don’t try to buy the Armory Card too early; you’re going to need the support first. ~Try to swap equipment to appropriate Heroes, for maximum effect. ~100g is the average value per draw of the coin deck… plan accordingly! Rule variants to Come: ~Solo Play - Borderline self explanatory… ~Player vs. Player - One to two Players share control over the Monsters, allowing them to break the rules! ~Ettin Heroes - Players play two Heroes each, but the foes get bonuses as well! Scenario Options to Come: ~Mining for Gold - Extra gold to start (50g per player), and bonus gold for certain achievements. Great for beginners and young’ns. ~Heavy Stones - Expensive towers that host more allies, and a repairable Castle Gate. ~3 Stars - Receive bonuses for taking no Castle Damage, but penalties if you do! ~Running the Gauntlet - Survival mode, see how long you can survive against endless Monsters with no income! ~Understaffed and Underpaid - For the hardcore Player only! p. 16 of 19
The King’s Armory -DRAFT- Instruction Manual Greetings Heroes!, Valcor has informed us that the Hordes are assembled on the horizon! The time has come to take what you have learnt and defend the castle once again! Together, we will claim our victory! For the King and for our Family! John Wrot! p. 17 of 19
The King’s Armory -DRAFT- Instruction Manual PnP vs. Final Game Difference Notes: The largest difference here is going to be in the Map Quality and the Monster Spinners, so let’s cover these first. Map: ~The map will be printed slightly larger to compensate for die cuts, making each space exactly 1.25 inches in the final version. The image files are currently prepared for that type of cut, but to fit neatly 2+ per PnP page, they have been scaled to exactly 5 net inches; making the squares slightly off size. ~The map will be 1.5mm Punchboard (the thickness of 4th Edition Catan tiles), what is considered “industry standard”. With the “Tile Tectonics” Gamer Achievement we will thicken them to 2mm so they are heartier and have more ‘damage resistance’. ; ) ~The Border will be full puzzle connector quality, and easily link together. With the PnP, the puzzle nubs won’t fit on a standard sheet of paper at this scale (especially with common printer margin limitations), so we left them out. In the full version: no tape! ~The Border will have full Graphic Design on the Border Corners to cleanly label the location of each card deck. ~Best of it, it won’t cost you an arm and a leg in ink and art supplies to assemble! (And a lot less time!) Monster Spinners: ~Each Monster has his own unique full color art. None of that “recolor him and pretend he’s different” stuff. And each spinner will feature the full-color art making each Monster easily discernable at a glance; this speeds up play, as you don’t have to keep rechecking which monster is which. ~Spinners will be comprised of 2 separate pieces of 2mm Punchboard, stacked, with a black connector piece holding them in place at the very center. All art has been designed with this in mind, leaving all the important artsy details around the outer edges (Take note the curve of the Sorcerer’s energy between his hands ; ). ~Spinners will have all Monster statistics right on the spinner, as the PnP does, except that in the full version each statistic will have high quality, easy to read contrast, with each number on top of its own color-coded symbol for very fast image/color reference. Finally, certain statistics (attack type, for example) will be replaced altogether with a symbol or color, creating less to read, and more room for the beautiful art. ~Spinners ‘spin’ for a reason. No more pencils! As each being is injured, simply spin the top disc, to reveal remaining HP on the bottom. The bottom HP set will be color coded, for fast reference and detection. ~”y” and “r” are replaced with a simple colored arrow, making movement even easier to track and anticipate. ~ These changes facilitate much faster game play, as each Monster will be quickly identified, easily read, easily tracked, and easily reset to full HP upon removing from the board. Yay! No more erasers! The Manual: ~Will be full color and come with a mess of extra diagrams, making play easier and faster to learn. ~It will also have several pages of pre-arranged Scenarios with unique map designs, pre-set Monster sets, and special Gold income/spending rules, for the scenario lover in all of us… And a related Campaign Mode…? ; ) ~It will also feature a “Survival Mode” scenario! See how long you can survive with and without Hireables and income! ~Complete and detailed Glossary section; with a quick reference information page. p. 18 of 19
The King’s Armory -DRAFT- Instruction Manual Other differences: ~All Heroes will come will their own full art Spinner (no stats covering any art!), and artistically designed Statistic Cards that will have the same Color & Symbol coding as the Spinners! This will make Attack Type to Damage Resistance Type connections faster and cleaner. They’ll also be a lot more pretty to look at. (!) ~Card decks will feature all the beautiful card art, both in background and individual art. ~BBSSB tokens will be made of punchboard with cute little (professionally done) images on them. ~The full game will come with all of the required dice (each one unique and color coded for each hero), that can be used for any of your other games. They’re going to be very nice! As will all the components, top tier is what we consider our only option. Greetings Heroes!, Thanks for reading! We really hope that you’ve enjoyed your jaunt through our manual! What you have just read is our draft manual, and does not yet include any art, color, diagrams, alternate play Scenarios, Statistic Card Details, nor the final formatting. We thank you for understanding that. With that being said… we are excited to hear your feedback! We, as always, look forward to your comments, suggestions, and resends of this manual back to us (KeeperoftheGateGames@gmail.com) with your highlighted changes! We take what you have to say very seriously. I say it again: Together, as a family, we will claim our victory! Let’s do this together! For the King, and for Family, John Wrot! p. 19 of 19
You can also read