6) Cards, Events & Encounters
The Gods Must Be Crazy!


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Now that you have some understanding of your character and how to interact with the kingdom, we get to the most dynamic part of the game - the cards. Don't get too confident about being way ahead of the other players or too depressed about being way behind. The simple draw of an event can change everything!

Most events will involve a card of some kind. These cards may depict fantastic good fortune or a horrible calamity. ...and they may not just affect you but rather affect everyone! Many cards will be left on the maps - creatures protecting locations, roamers that travel around, places that may bring you good fortune or block your way, etc. This will make for a constantly changing environment and the best players are generally those that adjust quickly to change and recognize opportunities when they appear.

This section will go into detail on events, encounters and card descriptions, how to interact with the cards and what the various symbols on the cards mean. This will be followed by a section on spells and how to use them followed up with a description of various chits and markers used in the game.


6.1 - Events

When you end movement on a location with a rival, you may choose to encounter the rival or the location, usually not both. See Player vs. Player Encounters for details. For now, we'll assume that there is no rival in the location you stopped in or you're choosing to encounter the location instead of the rival. Quite often, these location will require that you experience one or more events.

Any card or chit within the location counts as an event that is already in that location unless you have no knowledge of that card or chit. For example: a rivals boat that is currently hidden is not an event as you cannot encounter it until you find it and you may only make that attempt after all other encounters have taken place.

If there's more than one gold coin currently in a location, all the gold coins combined count as a single event. The same goes for gems and locks. In other words, there could be a dozen gems in the location but they will all collectively be counted as a single event.

For example: In the pic above, Grisha has stopped in the dark groove which calls for a minimum of 2 events (lower left number). The raft doesn't count as you'll note is has the bear clan's tag on it meaning that it is currently hidden. The 2 gems are combined to count as 1 event. So, Grisha must draw 1 more event.


6.1.1 - Event Location

The manner on how an event takes place and how it's handled depends on whether it occurs outdoors or indoors, as follows:


6.1.1.1 - Outdoor Events

Most outdoor locations indicate a minimum number of events that must take place in that location as indicated by the first number on the bottom of the hex. If a number of events already exists in that location that equal or exceed this number, only those events are encountered. If not, then you must draw events to satisfy the minimum number required.


6.1.1.2 - Palace Events

Palace rooms will indicate the number of events that must be encountered in the lower left corner. If there is no number, then there is no random event and you will only have to fulfill the requirements noted in the room's description to find the relic.

If you stop movement in a hall space (any location outside a room), roll a D8. On a roll of 1, you have a single event.


6.1.1.3 - Catacombs Events

If you stop movement in one of the numbered rooms, you must have 1 event. If you stop movement in a corridor / cave, roll a D4. On a roll of 1, you have a single event.


6.1.2 - Having an Event

When you have an event, you could click the "EV" button on your character token. This will bring the event controls to your token and you would click the appropriate button on the event control. Some controls will have a single button (left) like the palace. Other regions may have multiple buttons and you would click the button that applies to your character's status.

 

In the example on the right, Grisha would click the "No Quest or Relic" button if she has not visited Zerox to get her quest yet. If she has her quest, she would select "Have Quest". If she's found her relic and is on her way back to Zerox, she would select "Have Relic". If she's returned the relic to Zerox and received the Knowledge of the Mystic Realm, she would select "Have KotMR'.

Note: the event controls that are sent to your token is based on your location. This is determined by the hex you are on so make sure your token is centered on the hex, perhaps moved up slightly so that you can easily see the hex's values along the bottom. Tokens that are offset from a hex may not receive event controls or receive the wrong controls.

Since events get more difficult and dangerous as the game progresses, selecting the right button ensures that you are having the appropriate event for your progress in the game. Once the button is selected, you will receive an event next to your character token, unless it's a non-event and you'll get a message in the chat window saying that nothing happened. If it's a creature, you will be asked what terrain type you're in so make sure you can see the hex's terrain code (middle letter at the bottom of the hex).

Events are generally encountered in a specific order (exceptions: Occurrences and Places which will be detailed below). First all required events are drawn, if necessary, even if there are events already in the location. You encounter the events already present first and then the drawn events in the order drawn. This may be important as it may determine if you can just pick up a gem or you have to fight a creature for it. If the gem is drawn before a creature, you can place the gem in your inventory before the encounter. If you drew the creature first, or there's a creature already in the location, the creature is protecting the gem and you must kill or chase off the creature to get it.

If you are encountering events that are already present, you would encounter them in the order in which they were established. For example: a rival previously drew a creature followed by a gem. They couldn't beat the creature and left. If you enter the location, you would now be encountering a creature protecting a gem as that's how the situation has been previously established. If there's more than one event already present but it really doesn't matter in which order they're encountered, you may encounter them anyway you like. And, as previously stated, you must encounter events already present before encountering drawn events.


6.1.2.1 - Wishes

You may have an encounter that grants you a wish. You'll find the Wish List under the Charts icon that looks like this:

As it states, you can select any 2 items or a single item twice. So, you could select 2 Flex Points twice and give yourself 4 flex points, for example.


6.1.3 - Event Cards

An event can be a multitude of different things. Quite often you will get a card. These cards will be one of five primary types: creatures, places, roamers, collectibles and occurrences. Each of these main types may have sub-types.

All cards have an [Info] option to provide a description and may have a set of statistics known as traits. A card will be of a certain type and may have a sub-type. Cards will have an icon on the front to show its card type and may have a symbol within the icon on the card to denote its sub-type. During the game, you can refer to the "Iconology" list under the Charts icon for a full list of the icons used to show type and sub-type.

Restriction Traits - Some cards descriptions may have a notation like "Restrict: ML, LP, CC" or "Restrict: W, F". This means that this card will NEVER appear in a restricted location. This location will either be represented as a terrain type of as a region code. For example: the first sample shown here shows the card is restricted from ever appearing in the Mariah Lowlands (ML), Laurica's Palace (LP) or the Catacombs (CC), The second sample shows it will never appear in Wetlands (W) or Forested (F) terrain. All creatures are restricted from entering a (P) location.

You won't normally have to be concerned about this as the game is smart enought to never present an event in a restricted location. However, there may be a scenario where a card is being placed in a random location or a player may have an option to move a card to some other location. Just keep in mind that a card may never be moved into a restricted location. In the case of a random location, just get a new random location.


6.1.3.1 - Occurrences  

Occurrences carry a blue shield icon with red rings and may be one of three sub-types. These sub-types will be noted on the icon with a small letter: General (G), Natural (N) or Personal (P). The description of the card will note its sub-type just under the cards title. Occurrences are something that just happens and they may affect none, some or all of the players.

   

Occurrences are immediate and they are encountered and resolved first even if they're not the first event drawn and (unless they're a long-term occurrence) are [Trashed] immediately after they're resolved.

If a Natural Occurrence card is drawn while there's another Natural Occurrence currently in effect (like a storm), it is considered a non-event and trashed. If more than one occurrence is drawn, only the first is encountered and the others are considered non-events and trashed. In both cases, trashed occurrences are NOT replaced with a new draw.

Some occurrences may be avoided. If so, they will carry the trait "Avoid: Yes". If it can be avoided, you may attempt a Stlh% roll to see if you successfully avoided the occurrence.

Occurrences may last over a number of rounds. These are known as long-term occurrences. Whoever drew the occurrence card would be the card's controller and they would be responsible for setting up the stats on the card and track the duration of the event. See Controlling Long Term Events for details.

A long-term event may affect a region that no player is in, or likely to be in, during the established time period. However, it should still be kept controlled and active during its time period as it is possible for a player to suddenly find themselves in an area they didn't intend to go and it may include the occurrence's affected area.

The Kingdom News will announce any active long-term occurrences to inform all players that the occurrence is still in effect.


6.1.3.1.1 - General Occurrences

General Occurrences show a "G" on the card icon. They just announce that something has happened which may affect none, some or all of the players based on some criteria detailed in its description. Long term general occurrences are rare.


6.1.3.1.2 - Natural Occurrences

Natural Occurrences show a "N" on the card icon. These would usually indicate a weather event or something similar and may only affect those players in the area where the weather event is occurring. As pointed out above, if a Natural Occurrence card is drawn while there's another Natural Occurrence currently in effect (like a storm), it is considered a non-event and trashed. Natural occurrences are the most common long term occurrences.


6.1.3.1.3 - Personal Occurrences

Personal Occurrences show a "P" on the card icon. These cards will generally just affect you. They may be beneficial or detrimental and they will indicate whether they may or may not be avoided with a (Stlh%) roll. Long term personal occurrences are rare.


6.1.3.2 - Roamers  

Roamers carry a round purple icon with the appearance of an eye in the middle and may be one of four sub-types: General, Forced, Blocking or Independents. Roamers are exactly that, they will roam around the Kingdom. At the beginning of each round, all roamers that are currently in-play, and have not been tagged by a player, may stay where they are, move to different location or disappear completely. The Kingdom News will announce the movement and activities of roamers.

     

If drawn randomly as an event, Roamers are encountered in the order in which they are drawn after any Occurrences are taken care of. You may encounter more than one roamer in a location. If, at any time, a roamer moves into a location with a character, an encounter between them immediately takes place, or as soon as someone has noticed that this has occurred.

Unless the card description states otherwise, roamers may be avoided with a Stlh% roll.


6.1.3.2.1 - General Roamers

A general roamer is just another individual you meet in you travels. Whether you wish to encounter them or not is completely up to you. You may also encounter a roamer while traveling. In other words, you may stop in a location with a roamer, encounter it, and then continue traveling with any unused MP.


6.1.3.2.2 - Forced Roamers

Some Roamers have a symbol which indicates that you must avoid (with a Stlh% roll) or encounter them, even if you are just passing through the location where the roamer is located. If you resolve your encounter with the roamer, or avoid them, you may continue to travel with any unused MP.


6.1.3.2.3 - Blocking Roamers

Roamers with a symbol indicates that you must stop in that location and encounter that roamer. You may only continue with unused MP's if the description states that you may ignore this encounter and move on.


6.1.3.2.4 - Independent Roamers

Some roamers are independents and will remain as roamers until they are hired by a character. Once hired, they are treated as Enemy Creatures and will attack other creatures and rivals on the behest of the character that hired them. Once they are hired, they are considered 'Forced' roamers and, if they cannot be avoided, they are treated as Enemy Creatures.

Note that you must have acquired the services of a Tygal to hire and control an independent.


6.1.3.3 - Places  

Places carry a green shield with a rook in it and may be one of four sub-types - Normal, Caution, Blocking or Impassable. The symbology for these sub-types are exactly the same as terrain tiles as shown in Special Hex Indicators and are treated in exactly the same way as terrain tiles.

     

When a Place card is drawn, it establishes a place for a player to visit when they arrive in that location in the future. They may be permanent or remain for only a specific amount of time as described on the card. The MPC, terrain type, and effects, encounters, etc. inherent to the hex location remains that of the terrain tile. However, once a place has been established, no events are drawn at that location for as long as the place remains there, i.e., only the place card is encountered.

A place card may not be left in a [P] terrain location. If you have the option to place a Place card in a location of your choice, you may NOT place it in a [P] location.

If the Place card is drawn along with other events, all the other events are encountered first, in normal sequence, with the Place card always encountered last. Once the place has been established, only the place is encountered in the future. If more than one place card is drawn as events, only the first one is accepted and the others are trashed and considered non-events with no new event drawn as a replacement.


6.1.3.4 - Collectibles  

Collectibles carry a small gold shield which will contain a smaller symbol, or a combination of smaller symbols to denote its sub-type: Weapon, Armor, Companion, Packer, Pass, Arcane, Transport, and General Items. Here's a random sampling of each of the main sub-types. Collectibles may also be a combination of sub-types like an Arcane-Weapon.

     
     

In a nutshell, Collectibles are anything that you may keep as part of your inventory and they may provide a variety of abilities. Normally, you may have 6 collectible cards in your inventory. However, there are cards, known as carriers, that do not count towards this limit and they will allow you to carry extra items.

Whenever you acquire a collectible, or anything else that you may take possession of, you would first [Claim Ownership] of the card to place your clan tag on it. You would then [Send to Inventory] and drag it to the appropriate area of your inventory window. If you wish to retrieve an item from inventory, go to that item and [Send to Token] and it will appear right next to your character token on the game board.

You may decide to get rid of any collectible at any time and you may do this while traveling. For example: you may have a powerful magic weapon but you have very low AP so it really doesn't do you any good and there's no theurgist to sell it to for miles. As you're traveling, you'll be passing through a location with a dragon. So, you might just drop it there as you pass through forcing others to fight the dragon if they want it. To drop an item, [Send to Token] and then [Disown/Drop]. This will remove your tag and it may now be picked up by anyone.

Collectible cards have a variety of traits as shown on their description, some specific to that sub-type and some that are common among most collectibles. Here's a few of the most common that you'll see at the top of most description:

Sub-type [APC] - This will be listed under the card's title. If it's a arcane item, it will also show its Arcane Point Cost [APC] to evoke its magic. This line will also note whether this item is a 'Carrier'.

Merchant: Price - This will show the specific merchant that deals with this collectible. You cannot attempt to buy, sell, or hire a collectible from any other merchant besides the one shown here. The price is shown as Buy or Hire / Sell. In other words, If you are buying this collectible, the price before the '/' is the base purchase price. The amount after the '/' is the base price you would receive from a merchant if you wish to sell it to them. Note that all prices are only a base price and you must dicker with the merchants to determine a final price.

Carrier - Non-living collectibles will have this trait and it will be a list of carriers that may carry the item. Carriers from largest to smallest include Packers, Personal (your character), Valet, Saddlebags, Hiker's Pack, Cargo Pants, Magic Bag and Secret Pocket.

Req - This denotes the requirement that must be fulfilled to use a non-living collectible. Even though a lot of different carriers may carry the item, the item is only effective if it's being used as required. For example, your Valet can carry your sword but you obviously can't use it in combat if it's with him or you may have a magic ring (like the above sample) that can fit nicely in the Secret Pocket but that's not going to do you any good if it must be worn in order for it to work.

It's important to keep an eye on requirements for items. For example: If you are using a large weapon that requires two hands, your won't be able to hold a torch or a shield in the other hand. If a non-living collectible does not have a 'Req' trait, then it can be used as long as it's within your possession regardless of where it's packed.


6.1.3.4.1 - General Collectibles

These cards will depict a gold shield with a coin on it. These Items would include basically just general equipment that may be helpful: Rope & Hook, Canteen, Lucan Sprout, Rolls of Canvas, etc. The market deals with most general items but the healer, the docks and the blacksmith have a few general items that they specifically deal with.


6.1.3.4.2 - Arcane Collectibles

These cards will depict a gold shield with a cross and 3 small orbs on it. These Items are endowed with magical power requiring you to spend Arcane Points (AP) to evoke their magic. The theurgist merchant deals will all things arcane.

Some items will have an Arcane Point Cost (APC) that must be spent at the beginning of a round to stay active. For example: You may have a magic ring which provides you with 2 points in psychic as long as it's active. These AP would be spent at the beginning of a round or the ring doesn't work. These types of items will have a [Toggle Active APC] option that displays the APC on the front of the card to remind you to deduct the APC at the beginning of the round if you wish to keep it active. To assist in this, The Kingdom News that will inform you that your AP has been reset to the MAX and then remind you to deduct the APC for any active items.

If you don't want to spend the APC for an active item, make sure to announce that you are going to stop using the item for the time being and toggle the APC display for that item off. If you turn on an active item in the middle of the round, immediately spend the APC to turn it on.


6.1.3.4.3 - Weapons

These cards will depict a gold shield with a pair of crossed swords on it. These items will help you in combat in some way. They'll usually have an advantage for hitting, damage and/or speed and a few may have a trick or two. You may only use one weapon in combat at one time. Although you may carry more than one weapon, once you've chosen one for combat, you cannot switch until the conflict is over.

Weapons will also be noted as "Bladed" or "Pummeling". A bladed weapon is needed to build things like rafts, boats and bridges. The blacksmith deals with weapons as long as they're not arcane weapons.


6.1.3.4.4 - Armor

These cards will depict a gold shield with a suit of armor on it. These items will help keep you healthy by reducing the likelihood of damage when getting smacked, as long as there are no special rolls involved. There are 3 main classifications of armor: body, helmet and shield. Each piece of armor will provide a certain percentage of protection known as an Armor Rating or (AR) and all those pieces that your character is wearing are added together to get an overall AR%.

You may only wear one body armor, one shield and one headpiece at a time for obvious reasons. Also, you can't use a shield if you're using a two-handed weapon, also for obvious reasons. In most cases, any armor not used must be carried by someone or something else as you just won't have room for it on your person. The blacksmith deals with armor as long as it is not arcane armor.


  6.1.3.4.5 - Arcane Weapons & Armor

These cards will depict a gold shield with a combination of the arcane symbol and the weapon or armor symbol on it. These items are simply weapons and armor that have magical properties. Some weapons and armor have a non-arcane element. For example: a magic sword may provide a +1 TH & D8 Dam. But, if you evoke the arcane abilities of the sword (spend the APC), it would provide +3 TH & D12 Dam. So, basically, you can use the sword normally as a +1 TH & D8 Dam without any AP cost.

All the rules for sub-types Arcane, Weapons and Armor apply to these Items. Since they are arcane, the theurgist deals in these items.


6.1.3.4.6 - Passes

These cards will depict a gold shield with a sheet of parchment on it. Passes are a bit like a 'get out of jail' card in that they're an official parchment that allows you to bypass certain dangers. Passes are hard to find and they do NOT count towards your capacity limits. However, you may only have 1 pass.

The difference between passes and other general items is they cannot be purchased, sold or left lying around. They'll only be found by random event or taken as victory spoils. If you lose a pass through some sort of event, it is never left on the board for someone else to pick up. It's simply trashed.


6.1.3.4.7 - Companions

These cards will depict a gold shield with the top down view of a man on it. Companions are beings that you will meet along the way who may or may not join their party for free. If they don't freely join you, you may hire them and companions may also be available for hire at the Guild. You may also have the opportunity to steal them from a rival.

Companions have a unique set of traits as shown in this example:

Attract - If 'Y', you may attempt an AC% roll in an attempt to attract a Companion that you've met on your travels. If 'N', this Companion either must be hired or, if 'Auto', this companion will join you automatically. Even if they show 'Attract: Y', you may not attempt to attract a companion at the Guild ...they may only be hired from there. You can't attempt to attract a companion that belongs to a rival. However, you may be able to attempt to steal them (see below).

Hire - If 'Y', you may hire this Companion. This gives you another opportunity to gain the services of that companion you failed to attract. If 'N', this companion cannot be hired. The hiring price is a base value and you must dicker to agree on a price for services. In this case, you would use the [Dicker] command on the companion card itself instead of the tile, like you would with a merchant, as you are dealing directly with the individual. You may not attempt to hire a companion that belongs to someone else ...you can only attempt to steal them.

Steal - If 'Y' and you have a greater social than a rival in your location, you may attempt to steal a companion from that rival. You may attempt this even if you are just traveling through a location (or passing by next to a palace tile) with a rival and/or regardless of whatever else happens in that location. This includes [P] locations, where rivals may not normally encounter each other. You may not attempt to steal a companion in the Mystic Realms, Palace Grounds or Waterway.

Your success is the difference in social between you and the rival times your steal companion factor SCx. If successful, the rival would [Send to Token] the companion being taken and you would [Claim Ownership] and [Send to Inventory].

You may only attempt to steal one companion once during your turn. If this trait is 'N', then this companion is far too loyal to whom they serve and you cannot steal this companion from a rival.

Assist - If 'Y', this companion will assist you in finding things and increases your chance of spotting a creature before it spots you. Add 5 to your find percentages for every assisting companion and add 10 to your FS% when attempting first sight for every assisting companion. If 'N', they will only take care of their own task at hand and won't help you find things of spot creatures ...they'll be the first to tell you, "That's not my job".

Rope - If 'Y', this companion has rope climbing abilities and can join you whenever you climb a rope. Rope climbing is subject to a Safety Check so they may fall to their deaths. If 'N', you must leave this Companion behind if you climb a rope. In this case, you would [Send to Token] and then [Disown/Drop].

This does not apply to the Feline Familiar, Parrot or Trained Monkey. They may freely find ways of climbing on their own to join you and/or ride on your shoulder.


6.1.3.4.7.1 - Independents

If 'Y', these companions may perform tasks for you away from the party as long as you have a Tygal to communicate with them. Independents will also have a set of statistics that they may need to use when traveling alone. If 'N', the companion must remain with your party. There is no limit to the number of Independent Companions you may have away from your party. However, if they are within your party, they do count towards capacity limits.

An independent has 6 MP and you would move and resolve encounters with them during your turn before or after moving your own token. They are subject to all movement and terrain restrictions - Breene weather conditions, wind direction on the Waterway, shifting rooms in the Catacombs, etc. They are also subject to all Safety Checks that would normally affect your character. If an independent companion is traveling with your party, they would behave just like any other member or your party and would move along with you during your turn. They may not change regions unless they are within your party when you change regions.

When independents are traveling alone, they are treated just like any other character. In other words, they trigger events and they may pick up and carry any collectibles lying around providing it's something they can carry according to their description. Independents use your clan bank account for any financial transactions. If they need a % roll of some kind that is not present in their stats, use 30% as a standard.


6.1.3.4.7.2 - Companion Travel Restrictions

You may be able to travel more than 6 MP in a turn due to high swift or some other ability. It's assumed that companions can jog a bit so they may move up to 7 MP when traveling with your party. If you're moving more than 7 MP in any one turn, you can only take your Companions as far as 7 MP. You must leave them in the location that determines their movement limit or any location before then. In this case, you would [Send to Token] and then [Disown/Drop].

You may travel back on your next turn and pick them back up but during this time, they are subject to being picked up by someone else and you must re-attract and/or re-hire them ...companions don't like being left behind in the middle of nowhere.

This does not apply to Packers and Transports and your companions may be able to ride Packers to avoid the 7 MP limit. Carts and Wagons are excellent packers for carting Companions around.

This does not apply to the Guard Dog, Feline Familiar, Parrot or Trained Monkey. They'll have no trouble keeping up with you or riding on your shoulder.


6.1.3.4.8 - Transports

These cards will depict a gold shield with a stylized horse on it. Transports are usually some type of riding animal with special abilities. These abilities may include improved movement or attack capabilities. You may only have 1 transport and they do count towards capacity limits like any other collectible. The market deals with transports except the unicorn, which is the only arcane-transport and is handled by the theurgist.

Transports may not go indoors. You may hide them in the Palace Entrance location in the Palace Grounds if you go into the palace.

Transports obviously can't climb ropes. If you wish to do so, you must disown the transport making is subject to be picked up by someone else.

Transports that have extra movement abilities may create some problems with your other companions if traveling more than 7 MP. See section above.

Most Transports are NOT Carriers. However, you may be able to provide them with saddlebags (may be available from the market) which will allow them to carry a few things. Anything that can normally be carried in a hikers pack can be carried in saddlebags. Also, items in your saddlebags are considered to be 'in-hand' as they can be retrieved immediately as you ride your transport.


6.1.3.4.9 - Packers

These cards will depict a gold shield with a cart on it. There are four Packers: Donkey, Ox, Cart and Wagon and they are all handled by the market. A cart must have a donkey or ox to tow it and a wagon requires 2 donkeys or an ox. If you should encounter a Cart or Wagon and you have nothing to tow it with, leave it where you found it.

Packers don't count towards your capacity limits and they allow you to carry extra stuff over your capacity limit including companions, in most cases. Since packers are not restricted to the companion 7 MP rule, companions riding on packers can keep up with your party regardless of how far you move.

Of all the packers, only the donkey can go indoors with you. You may hide your other packers at the Palace Entrance location in the Palace Grounds if you go into the palace.


6.1.3.5 - Creatures

There are five Creature sub-types: Beasts, Enemies, Undead, Dragons, and Masters. Creatures also have a class code (from A to F) that depicts their strength as an advisory. Here's a few samples:

     
     

The Creature cards make up the lexicon of over 200 various advisories you'll have to face as you wander around the kingdom. When you encounter a creature, the next player in sequence becomes the creature controller for that encounter. They would establish the creature's statistics, make all die rolls for the creature and, occasionally, make decisions on the creature's behalf. If a player encounters a second creature in the same turn, the player following the first creature controller in sequence becomes the controller for the second creature, and so on.

Note that, with the exception of the palace, a creature does not block your way. If you have sufficient MP to pass through a location with a creature, you may do so. You do not have to stop and encounter it. You must encounter a creature if you stop in it's location, however. This includes the catacombs. Even though it's represented as a series of corridors and rooms, the catacombs are loaded with caves, chasm, secret passages, etc. So, you can pass through a location with a creature without encountering them ...you're bacially traveling around the creature in a cave.

The palace is different it that you cannot go through a hallway location with a creature as it is blocking the way unless you can go around it. You may pass through a room with a creature in it if you've cleared that room, the other door is unlocked and you have enough MP to exit through the other door.


6.1.3.5.1 - Creature Traits

Creature descriptions will list several traits for the creature. Here's a sample of a creature that has pretty much all of them. Creatures may not have all of the following traits as they'll only have the ones that apply to them.

Sub-Type - This defines the creature as being a beast, enemy, undead, dragon or master. More info to follow.

Class - This would be a letter from A (small, weak creatures) to F (horrific, dangerous beings). More info to follow.

Additional Info - This sample here shows 'Feline'. Most creatures will only have additional info if it may be pertinent in specific situations. For example: the Feron race has combat advantages against feline creatures. So, if you're playing a feron, this information would be quite important to you.

Power / Psychic - A creature may have a power rating or a psychic rating or both. Creatures that only show a power rating only fight physically. Creatures that only show a psychic rating only fight psionically. If they show both, they may fight either way ...or in the case of Masters, they will fight both ways in the same segment of combat.

Run Factor (RF) - This is the die that must be rolled to determine the creatures RF. This will be explained in more detail later but, in a nutshell, the % chance of the creature running is the current number of HP damage it has received times the RF. So, a high run factor would make for a creature that is likely to run. A low run factor makes for a stubborn advisory.

Hit Die Roll (HD) - This depicts the dice that must be rolled to determine the creatures Max Hit Points (MX HP).

Surprise (Sur) - The % chance the creature will surprise the player if it's the initial attacker.

Damage (Dam) - This is the die roll that must be made to determine how much damage in HPs the creature causes to their opponent on a successful hit.

Armor Rating (AR) - The % chance the creature's armor will protect it from damage if its opponent has scored a successful hit without a special roll being involved.

Bonus - This indicates the terrain types that make up the creature's natural habitat. As a result, if the creature is encountered in one of these bonus terrain or region types, the creature has a +2 to hit and damage (+2 TH&D) and their surprise rating is increased by 20%. As this example shows, the lion's bonus terrain is L (flatland) terrain. Terrain codes LP and CC would refer to Laurica's Palace and the Catacombs.

Restrict - As previous noted the Restrict trait on creature cards is handled exactly the same. In other words, they will never appear in these locations. Although it is not maked on the creature description, all creatures are restricted from entering [P] locations.

Flies - Not shown in this example but you may encounter a creature that flies, floats, levitates, etc. If you don't have some ability that allows you to fly, float, levitate, etc., then the creature is always the attacker, even if you have the initiative unless you're the initiator of the encounter and you surprise them. Dragons, by the way, do NOT fly in combat ...thankfully.


6.1.3.5.2 - Creature Class

All creatures will have a class level that depicts how powerful the creature is from A (the pushovers) to F (the big bad meanies). You're likely to run into class A, B, and occasionally C class creatures at the beginning of the game. As you progress through the game, the class of creature increases. By the time you get to the Mystic Realm, you'll be running into a lot of E and F class creatures. Let's hope you're ready for them. The creature card's sub-type icon will also show a letter depicting the creature's class. Here a general breakdown of what to expect in each class:

A - Mostly beasts, some enemies, and a few undead. You won't run into any class A dragons or masters. Power / psychic will range from 1 to 4 and special abilities will be very limited, if any.

B - Couple of dragons and masters may appear but it will mostly be an assortment of beasts, enemies, and undead. Power / psychic will range from 2 to 6 and special abilities will start to become more common but still not very powerful.

C - Most of what you'll run into is enemies, although all sub-types are represented. Power / psychic will range from 4 to 8 and special abilities will become more common and dangerous.

D - Beasts will become rare at this level. Masters and dragons will become far more common and most of what you'll meet will be enemies and undead. Power / psychic will range from 6 to 10 and special abilities will become far more common.

E - Things will start getting rough now. You'll be seeing far more dragons and masters with undead dominating this class level. There will still be a number of enemies and a few beasts may appear but they will be quite rare, at this point. Power / psychic will range from 8 to 12 and special abilities will become very nasty.

F - This is basically the 'Boss' class with masters and dragons dominating this class level. There may still be the rare beast and a few enemies but undead will still be quite common and, to make matters worse, they will now have both a power and psychic rating. Power / psychic will range from 10 to 20 and special abilities may be devastating.


6.1.3.5.3 - Creature Sub-Types

A creature's sub-type will usually come into play if you have a special ability or collectible that applies to a particular type of creature. Also, some sub-types may behave differently in combat. Here's a breakdown of the sub-types:


6.1.3.5.3.1 - Beasts

These cards will depict a green shield icon with a beast in it. These are generally animals or creatures without a reasoning intelligence that will attack you on a territorial, defensive, predatory or instinctual basis without any real malice behind their actions. They will always battle using power and physical combat. They cover all classes but are predominately class A and B. They tend to run easily.


6.1.3.5.3.2 - Enemies

These cards will depict a blue shield icon with a monster waving a axe in it. These are reasoning creatures whose intention is to kill you. Roughly two-thirds of them use power and physical combat as their primary means of battle but some may have a psychic rating and may fight you psionically. They cover all classes but are predominately class B thru D. Their chances of running are moderate.


6.1.3.5.3.3 - Undead

These cards will depict a gray shield icon with a skull in it. These creatures are not living in the true sense of the word. These may range from mindless zombies to extremely powerful and intelligent spirits. There's about a 50/50 split on whether they use power and physical combat or psychic and psionic combat. They cover all classes but are predominately class C thru E.

Class F undead creatures have both a power and psychic rating, although they will predominate in either one or the other. In this case, the creature controller has the choice to attack physically or psionically. Undead tend not to run from battle very often. Undead also do not heal from their wounds.


6.1.3.5.3.4 - Dragons

These cards will depict a dark red shield icon with a dragon in it. These are traditionally the toughest creatures to deal with. They will always have an equal power and psychic rating and can attack either physically or psionically as determined by the creature controller. They cover all classes from B upwards but are predominately class D thru F. Dragons rarely run.


6.1.3.5.3.6 - Masters

These cards will depict an oddly shaped, purple shield icon with a pair of crossed swords (indicating physical combat) and a psychic's mask (indicating psionic combat). These are the big boys and may include some extremely powerful and intelligent creatures. They will always have both a power and psychic rating and will attack BOTH physically and psionically in the same segment of combat. They cover all classes from B upwards but are predominately class E and F. They don't like to run either.

Masters are the only creatures that can counterattack. If they are attacking you, they will attack both physically and psionically on the same segment of combat. If you are attacking them, the master will always counterattack in the opposite manner as the initial attack. In other words, if you attack them psionically, they will counterattack physically, providing you don't kill them in your attack


6.1.3.5.4 - Creature Tracking

The details for combat will be presented in the next chapter on Combat. But for now, when a creature first appears, the creature's controller immediately sets up the creature's stats by selecting the [Combat Stats] option on the creature card. They'll be presented with a small battle statistics parchment where they would enter the stats. Here's a sample of a creature that has just been encountered and its combat stats are sitting above the creature card.

Run Factor - The description shows the RF as D8. The controller would roll a D8 and enter the roll in the RF box on the stats by clicking the '=' sign next to the box. In this case, they rolled a 3.

Max Hit Points - The controller would now roll the HD shown, in this case, D8+8. He would enter this result in the MX HP box by clicking the '=' sign next to the box. In this case, he got lucky and rolled an 8. That's 8+8 = 16. The HP box will automatically update to the max. The combat stats should now look like sample on the left.

   

Applying Damage - During the conflict, Freddy the Munchkin inflicted 6 HP damage. The controller would click the down arrow next to the HP box to record the hit. This will automatically set the Run% as (RF x HP Dam) as shown in the middle picture above.

Setting the Combat Round - At this point, the controller makes a successful Run% roll for the creature thereby ending the conflict. If a creature has a Round box, like this one does, then this creature will heal 1 HP per round through natural healing. To help track this, the controller would enter the current round by click the '=' button next to the Round box. Let's say the current round is 23. At the end of the conflict, the final results should like like the right picture above.

If this creature is encountered in the future, its HP would be increased by 1 point for every round that has passed to show how much it has healed. For example: If the creature is encountered in round 28 and the round box shows 23, its HP would be increased 5 points as 5 rounds have passed since it received its damage.

The combat stats will only have the boxes necessary for that particular creature so they won't all look like this. For example: Undead do not heal so their combat stats won't normally have a Round box on their stats. You'll also note a small red and small purple orb on the stats. These are color coded to show the creature's power / psychic. Some creatures have variable power / psychic so there will be an entry box next to the red or purple orb.

You can close the stats by using its [Close] option. Each mat is tied to a specific card so closing and re-opening the stats will not alter the numbers. Also, if a creature is killed and trashed and that same creature card is encountered later, the stats may still show all the numbers from its previous conflict. Simply click the 'Reset' button to reset everything to zero.


6.1.4 - Protectors

There are times when you may be able to have a protector. This will usually be a companion, creature and some other entity within your party whose job it is to protect you when you want them to. They will continue to fight in your place until you tell them to stop or they die.

You do not receive XP for a creature a protector kills or chases off. However, you can have your protector wear the creature down and then come in for the killer blow to gain the XP.

Protectors are treated as companions and count towards capacity limits. Protectors can climb ropes and are considered assisting companions. They may not be stolen by a rival.


6.2 - Spells

There are 3 sub-types of spells: General, Retaliation and Combat. Here's a few examples:

     

Spells are not tangible items. In other words, they are arcane knowledge that you mentally possess. ...a spell is something you "know", not something you pick up. This is why your Psychic level is so important in knowing spells as it depicts what you are mentally capable of knowing at any given time.

You do not know spells automatically unless your stat sheet shows that you always have a minimum number of spells. If this is true and your number of spells are less than the number shown, you may immediately get another spell. To do so, use the [Get me a... Spell] option on your character token and one will be sent to your spell book. A message will appear in the message window stating you've received a spell.

Spells may be purchased and sold with the Theurgist. You may also receive spells by random encounter either through purchase or for free. If you have an encounter that states you receive a spell and you are already at your spell limit, the encounter is ignored. Also, if you do not have the MAX AP to use a spell you've received, you may not keep it. If your current AP is not enough to use the spell, it's still ok to receive it as long as your MAX AP is enough as you will receive your full allotment of AP at the beginning of a round. Of course, regardless of your MAX AP, you may not accept a spell if that spell would exceed spell limits.

You cannot cast a spell that would have no effect just to get rid of it. For example, you can't cast a Healing spell on yourself if you're already healed just to give yourself the advantage of being able to pick up a new spell. You may be able to cast the spell on someone else or a creature, though.

Whenever you wish to cast a spell, you would announce your intentions and use the [Play Spell/Send to Token] option on the spell card. This will send it to your character token allowing everyone to review the spell and what your intentions are. If no one has a valid reason to object or attempts to stop you by some means, you may make a Cast% roll. If successful, deduct the APC from your AP and apply the effects of the spell. If you fail, deduct 1 AP for the attempt. In either case, once you're done, use the [Cast / Trash] option on the spell card.

You must have sufficient psychic and/or max spells ratings to keep the spells you have. If the number of spells you have is strictly due to having a collectible or some ability that allows you to exceed your spell limits and you lose that ability, you also lose extra spells over your limit [Trash].

Spells may be sold to the theurgist. If you agree with the sale price, use the [Sell] option on the spell card. This will make it available for sale to others. You may buy spells that are available for sale or random spells from the theurgist for $450 base price. You may buy as many as you like within spell limits and availble funds. If you buy a random spell, once the transaction is complete, use the [Get me a... Spell] option on your character token. If you buy a spell already at the theurgist, use the [Claim Ownership] & [Send to Spell book] options on the spell card.


6.2.1 - General Spells

These cards will depict a round circle made up of arcane symbols. These are general spells that can do a variety of things. They cost 2 AP to cast and are valued at $500/$300. You may cast as many general spells during a round that you like as long as you have the AP to spend.


6.2.2 - Retaliation Spells

These cards will depict the arcane circle symbol with a shield in it. These spells are cast in retaliation to a general or combat spell that has just been cast or is about to be cast, depending on the card's description. They cost 1 AP to cast and are valued at $400/$240.

Only one retaliation spell may be cast against another spell, regardless of who plays it. If more than one player announces they wish to use a retaliation spell, the next player in turn sequence that wishes to use the spell, gets the nod. If they fail, no other player may attempt to cast a retaliation spell. Retaliation spells may not be used against other retaliation spells.


6.2.3 - Combat Spells

These cards will depict the arcane circle symbol with crossed swords in it. A combat spell is cast at the beginning of, or during, a player vs. player or player vs. creature conflict, depending on the spell's description. You may not cast a combat spell at the beginning of a conflict if you are surprised. They cost 3 AP and are valued at $600/$360. You may only attempt to cast one combat spell per conflict.


6.3 - Chits

Chits, also knows as markers, are small pieces that represent a number of things. We've already gone over many of these chits so some of this information is just to fill in any blanks you may have.


6.3.1 - Locks

Locks are used to lock palace doors. If you encounter a locked door, you must pick (PL%) or smash (SL%) the lock to remove it. If you pick a lock successfully, you make keep it. If you smash it, [Trash] it. Go here for details on locks.


6.3.2 - Breene Bridge

This chit represents a bridge that has been built spanning the river between the Broken Bridge [BC-23] and Boogo Tribe [BI-13] locations on Breene Island. This bridge will remain in place for a limited time as the Boogo tribe does not want a bridge there and they will eventually tear it down. While it is present, it can be used by anyone. It can also be destroyed with a torch. See Breene Island Shortcuts for details.


6.3.3 - Lycanthropy

If you have an encounter with a Werebeast, you may become a lycanthrope, turning into a werebeast yourself every 10 rounds until you're cured of the malady. This chit would be placed in a misc area of your inventory. The chit's description will provide details.


6.3.4 - Relic Markers

When you visit Zerox and [Get Your Quest], you will receive a chit representing the relic you must find with "Find" on it. It will be placed in the relic box on your inventory. Once you find the relic you are looking for and you [Send to Inventory], a relic chit without the "Find" notation will be placed in your relic box. When you return to Zerox, you would use the [Give to Zerox] option on the relic chit and then [Receive the Knowledge of the Mystic Realm] from Zerox. The KotMR chit will now appear in your relic box and you are may advance to the Great Throne.


6.3.5 - Tygal

When you secure the services of a Tygal, by hiring them at the psychic, you would place this chit in Tygal box in your inventory. It shows that you can communicate remotely with independents should you have any. See Tygals for details.


6.3.6 - Gems

Gem chits, covering a wide variety of gem stones and jewelry, would be placed in your gem pouch in your inventory. Gems are usually found randomly as an event. If you have an encounter stating that you receive gems, you would use the [Get Me a... Gem] option on your character token.

You may have as many gems as you like as they do not count towards your capacity limit. However, your gem pouch, and all the gems in it, are collectively considered a single item and you could lose them all at once if you lose your pouch. That's why it's best to stop by a lapidary to have them appraised and sold before you lose them. You may not use gems as part of a financial transaction, even if they have an appraised value. The only thing you can do with gems is cash them in at the lapidary.

When visiting a lapidary, use the [Examine Gem] option on the lapidary tile for each gem. The game will ask for the gem's class (usually unknown) and its appraised value (also unknown). It will also ask for your Dicker rating. The lapidary will then tell you its class, base value and how much they're willing to give you for it. If you agree, [Trash] the gem and add the amount to your funds.

If you disagree, use the [Set Class] & [Set Value] options on the gem to enter this info, as the gem has now been appraised, and you can return at a later time to see if you can get a better price. Next time you have the lapidary examine that same gem, you would enter its class and value. The middle sample above shows a gem that has been appraised.


6.3.7 - Gold

A single gold coin is worth $100. A gold chit can represent up to 10 gold coins as shown by the number displayed on the gold chit. So, the sample shown here represents 7 gold coins or $700. Gold you receive would be placed in your gold pouch in your inventory. Gold found randomly will already show the number of coins found. If you use the [Get Me a... Gold Coin] option on your token, you will be asked how many coins you are receiving.

Like gems, you may have as much gold as you like as gold does not count towards your capacity limit. However, your gold pouch, and all the gold in it, are collectively considered a single item and you could lose all your gold at once if you lose your pouch. You should drop by the bank whenever possible to deposit your gold into your account or you can use your gold in any financial transactions.

You may freely combine gold and bank account funds in a single transaction. For example: You have 5 gold coins ($500) and the item you're buying has a final offer of $730. You can spend the 5 coins [Trash] plus $230 from your funds. However, you cannot receive change for gold. For example: if you're buying something for $270, you can buy it with 3 gold coins ($300) but you won't get any change. Best to use 2 coins ($200) and $70 from your account funds unless you don't have a choice.

The Gold chits have [Set Value] & [Clone] options so that you can split, adjust and/or combine gold coins anyway you like.


  6.3.8 - Boats & Rafts

These chits representing a raft or boat being built and owned by you. Go to Rafts and Boats for details.


6.3.9 - Catacomb Doorways

This chit represents a catacomb doorway that has been found somewhere inside the palace and leads to the catacombs. It will display the clan tags of players that have knowledge of it. Others must search for it. See Catacomb Doorways for details.


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