Warhammer: Diskwars Rules
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White Pearl Game Mechanics Manual & Full Credits Game Manual & Credits © Harry Gill White Pearl Game Mechanics Manual & Full Credits Use This manual will explain all the main mechanics of the game. For the complete official guide, which contains a story and boss walkthrough (including much more, such as the inclusion of the game’s entire database); please install the Chronicle Edition DLC. Important Terminology Action Button – Refers to the button used to interact with objects and NPCs, as well as confirm selections. Used by pressing Enter/X/Square. Cancel Button – Refers to the button used to cancel selections and sometimes access menus. Used by pressing ESC/B/Circle © Harry Gill White Pearl Game Mechanics Manual & Full Credits Developer Comments It’s been a long time since White Pearl’s launch, after which I have been working tirelessly to update the game, bug fix it, add additional content, while developing my second game Fabrication – which is set to release at the end of 2020. White Pearl is my first ever game project, and admittedly over-ambitious, wouldn’t you agree? While I think the reviews do a good enough job of explains the positives and negatives of the game, sometimes I look back on the game and think “I wish I did this!”. But game development is very difficult. You must work in a certain amount of time and restrictions to get anything done, which is why this game exists in the first place. If I kept asking myself questions and trying to change things here and there, this game would have never been released. -
Frequently Asked Questions
last updated 11/23/09 ® KED S S A TION S TM UE UENTLY Q Q RE F FRE Q UENTLY AS KED QUE S TION S The stance meter is a tool that provides the player characters with ORE ET UE S TION S additional context and risk management for their actions, and can C S Q give heroes an idea of how to approach the situation while provid- ing a visual and tactile element to their decision making. The party sheets help provide additional flavour for the party, and act as a Q: IS WARHAMMER FANTA S Y handy tool for party cohesion and a centre of focus. ROLEPLAY REALLY A ROLEPLAYING GAME , OR I S IT A BOARDGAME ? Q: WHAT C OME S IN THE C ORE S ET ? The new edition is very much a roleplaying game. The Game The large boxed core set includes the following: Master (or “GM”) and the players representing the adventurers work together to develop the stories that their player characters (or 4 Rulebooks, 36 custom dice, 152 action cards (which include “PCs”) will be moving through. The classic elements that make up spells and blessings, as well as special combat and social actions), a traditional roleplaying experience are still present, though they 70 wound cards, 45 talent cards, 30 condition cards, 30 insanity may now have an exciting new twist. cards, 30 career ability cards, 19 miscast cards, 12 location cards, 1 item card, 30 career sheets, 5 party sheets, 1 pad of character Q: SO HO W DO THE S E C OMPONENT S & sheets, 3 character keeper boxes, 48 tracking tokens, 6 stance rings, 6 activation tokens, 2 large standups, 47 medium standups, 12 C ARD S F IT INTO A ROLEPLAYING GAME ? plastic bases, 39 fatigue & stress tokens, 40 puzzle-fit stance pieces, These components were designed to help players immerse them- and 5 puzzle-fit centre pieces selves in their adventures, to allow them to focus on the story and their characters, and to add an exciting new dimension to the Q: HO W MU C H I S THE C ORE S ET ? roleplaying experience. -
Game Manual Introduction
GAME MANUAL INTRODUCTION CREATE YOUR CHARACTER ATTRIBUTES SKILLS TRAITS PERSONALITY, HEREDITARY POINTS AND BACKGROUND OPTIONAL MODES LEVEL UP DECK OF DOOM EXPLORING THE WORLD MOVEMENTS MENU AND COMMANDS SAVE AND LOAD YOUR GAME COLLECT FOOD, WATER AND REST WHEN YOU CAN RESOURCES WEAPONS AND ARMOURS SPECIAL ITEMS MIX AND CRAFT CAMPING AND RESTING HUNTING PITS, TRAPS AND SECRETS THE SHELTER EVENTS AND SPECIAL OBJECTS ENEMIES COMBAT COMMANDS AND INTERFACE IN BATTLE STAMINA, EQUIPMENT AND ROUND ORDER CARNAGE ENEMIES SPECIAL ATTACKS MAGIC HOW TO CAST A SPELL EMPOWER A SPELL MAGIC MAP 2 RUNES SUMMON A CREATURE BASIC SPELLBOOK HINTS AND TIPS CREDITS 3 INTRODUCTION In the last few centuries the world population has rapidly fallen. No one knows how many human beings currently live on Earth, but it is assumed that they are less than 100,000. The end of the human race isn't coming because of nuclear wars, pandemics or natural disasters… ...but because Hell has come to Earth. At the end of the 20th century, thousands of demons began to invade our world. The Earth quickly became their hunting ground and the human civilization is now almost completely erased. Few humans survived. You are one of them. 4 CREATE YOUR CHARACTER You can freely create your character choosing how to distribute Stat Points and Skill Points, selecting his Personality and his Background. If you prefer, you can choose an Archetype to automatically set Attributes and Skills; or, you can randomly generate a character and obtain +3 Stat Points. ATTRIBUTES Attributes are the basic stats of your character: ● STRENGTH +5% Melee DMG, +50 Max STAMINA, +35 Max Carry per point. -
Atomic Mass Games Takes Its First Steps Into the Star Wars™ Miniatures Games Galaxy
November 16, 2020 FOR IMMEDIATE RELEASE Atomic Mass Games Takes Its First Steps Into The Star Wars™ Miniatures Games Galaxy Development of Star Wars X-Wing, Star Wars Armada, and Star Wars Legion Moving from Fantasy Flight Games to Asmodee’s Miniatures Games-Focused Studio SEATTLE, WA, November 16, 2020 – In a strategic reorganization of its Star Wars miniatures titles, Asmodee is announcing today that oversight of its three Star Wars miniatures titles will be moving to their dedicated miniatures games studio, Atomic Mass Games. Development of all future miniatures games will be handled by Atomic Mass as well. The move to a specialty studio positions Asmodee’s miniatures titles for even greater success in the future. “Atomic Mass is committed to bringing people together through fun games, and Star Wars has been bringing people together through the power of myth and story for over 40 years,” Steve Horvath, Head of US Publishing, said. “Combing their talent with the strength of our current Star Wars miniatures games and the limitless possibilities of a galaxy far, far away is going to lead to incredible new experiences for tabletop gamers and Star Wars fans to enjoy.” Simone Elliott, who has shepherded Fantasy Flight’s relationship with Lucasfilm Licensing since 2015, will lead Atomic Mass Games during this time of expansion as Head of Studio. Will Shick assumes primary creative oversight as Head of Product Development. Joining them will be key members of the teams involved in the creation and evolution of Fantasy Flight’s current Star Wars miniatures games, Star Wars X-Wing, Star Wars Legion, and Star Wars Armada. -
Asmodee USA Best Sellers Catalog Questions? Contact Your ANA Sales Rep/Authorized ANA Distributor Or Visit for More Information on Your Account
Asmodee USA Best Sellers Catalog Questions? Contact your ANA sales rep/authorized ANA distributor or visit www.asmodeena.com for more information on your account. Product Code Title MSRP MAP Studio Name UPC SWZ01 Star Wars X-Wing Second Edition Core Set 39.95 31.96 Atomic Mass Games 841333105587 CN3025 Catan Junior 30 24 Catan Studio 29877030255 CN3071 Catan 55 44 Catan Studio 29877030712 CN3072 Catan Ext: 5-6 Player 30 24 Catan Studio 29877030729 CN3073 Catan Exp: Seafarers 55 44 Catan Studio 29877030736 SHF003 Sheriff of Nottingham 2nd Edition 39.99 31.99 CMON 889696010063 DO7201 Ticket to Ride 54.99 43.99 Days of Wonder 824968717912 DO7202 Ticket to Ride: Europe 54.99 43.99 Days of Wonder 824968717929 DO7226 Ticket to Ride: Rails & Sails 84.99 67.99 Days of Wonder 824968720028 DO7901 Small World 49.99 39.99 Days of Wonder 824968726914 AHB01 Arkham Horror Third Edition 69.95 55.96 Fantasy Flight Games 841333107147 AHC01 Arkham Horror: The Card Game 44.95 35.96 Fantasy Flight Games 841333101633 CE01 Cosmic Encounter 59.95 47.96 Fantasy Flight Games 9781589944961 JME01 LOTR: Journeys in Middle-Earth 99.95 79.96 Fantasy Flight Games 841333107086 MAD20 Mansions of Madness 2nd Edition 99.95 79.96 Fantasy Flight Games 841333101213 MC01en Marvel Champions: The Card Game 59.95 47.96 Fantasy Flight Games 841333109967 PH1000 Dead of Winter 59.95 47.96 Fantasy Flight Games 681706100005 SW03 Star Wars: Rebellion Board Game 99.95 79.96 Fantasy Flight Games 841333101053 DIF01 Dice Forge 39.99 31.99 Libellud 3558380045717 DIX01 Dixit 39.99 31.99 Libellud -
Living Rules Reference
® Version 1.2 Credits FANTASY FLIGHT GAMES FOURTH EDITION DEVELOPMENT Dane Beltrami with Corey Konieczka ORIGINAL GAME DESIGN AND Christian T. Petersen TWILIGHT IMPERIUM SETTING AND FICTION PRODUCER Jason Walden TECHNICAL WRITING Adam Baker EDITING AND PROOFREADING Mark Pollard BOARD GAME MANAGER James Kniffen TWILIGHT IMPERIUM STORY REVIEW Matt Newman, Katrina Ostrander, and Sam Stewart GRAPHIC DESIGN Christopher Hosch with WiL Springer GRAPHIC DESIGN MANAGER Brian Schomburg COVER ART Scott Schomburg MAP TILE ART Stephen Somers INTERIOR ART Cristi Balanescu, Anders Finér, Tomasz Jedruszek, Alex Kim, and David Auden Nash ART DIRECTION Andy Christensen SCULPTING Neil Hagre, with Bexley Andrajack and Akshay Pathak SCULPTING COORDINATOR Niklas Norman MANAGING ART DIRECTOR Melissa Shetler QUALITY ASSURANCE COORDINATOR Zach Tewalthomas SENIOR PROJECT MANAGER John Franz-Wichlacz SENIOR MANAGER OF PRODUCT DEVELOPMENT Chris Gerber CREATIVE DIRECTOR Andrew Navaro ASMODEE NORTH AMERICA PRODUCTION COORDINATION Marcia Colby, Jason Glawe, Liza Lundgren, and Johanna Whiting PRODUCTION MANAGEMENT Megan Duehn and Jason Beaudoin PLAYTESTERS: Jason Aiken, Maxwell Andersen, Victor Andrade, Michael Beck, Tyler Beckett, Thomas Black, Zach Blomme, Brandon Bockhold, Michael Bomholt, JS Bragg, Ben Burch, Jonathan Bush, Stefano Carlino, Andrew Carr, Matt Carter, Federico Castelo, Kara Centell-Dunk, Roy Chartier, Daniel Lovat Clark, John Clarke, Kevin Collins, Rebecca Corner, Glenn Cullen, Hayden Cunmingham, Caterina D’Agostini, Stuart Day, Chris J Davis, Andrea -
Errata, Rules Clarifications, and Frequently Asked Questions V1.2
Errata, Rules Clarifications, and Frequently Asked Questions v1.2 This document contains errata and clarifications of rules, disks, and cards for Warhammer: Diskwars. All tournaments must use the RULES OF PLAY CLARIFICATIONS most recent version of this document to supplement the most This section contains official rule clarifications and additional recent Warhammer: Diskwars tournament rules and core rulebook. rules for Warhammer: Diskwars. Used in conjunction with the core Additions since the last update appear in blue text. set rulebook, these clarifications help players navigate through the most complex situations that can arise while playing the game. DISK ERRATA This section contains official errata that have been made to disks. Deployment The following clarifications apply to the deploy disks step of setup. Heinrich Kemmler (Legions of Darkness) DEPLOYING UNITS & HEROES The ability should read: “This disk can use reanimate to place up If a player is ever unable to deploy one of his heroes, he must to 3 “Skeleton” disks.” reinforce it during the first round or move it to his casualty pile at the end of that round. ULES RRATA R E If a player does not have enough disks to deploy disks equal to This section contains official errata that have been made to the the deployment number in each zone, then he can split his disks rules of play. between the zones however he wants (a zone can be left empty). Command Card Abilities (sidebar, page 7) OVERLAPPING ENEMIES AND DEPLOYMENT ZONES The second sentence of the fifth paragraph should read: “Disks A player cannot deploy a disk pinning or overlapping an enemy that can use a battle ability are represented in italic type disk. -
Mutants & Masterminds Frequently Asked Questions
MUTANTS & MASTERMINDS FREQUENTLY ASKED QUESTIONS Updated December 4, 2006 Since the release of Mutants & Masterminds Second Edition, fans have posed many questions about the game and its rules. This FAQ file address the most frequently asked of these questions to provide clarifications and additional information for M&M players and Gamemasters. New questions are listed in color for ease of reference. GENERAL QUESTIONS Are NPC heroes created like villains (determining their power level based on their traits) or like PC heroes (limited by the campaign’s power level)? The former: all NPCs in a Mutants & Masterminds game have their power level determined by what traits they have. The campaign’s power level limit is to keep the player characters on relatively even footing and to use as a benchmark to measure against the PL of NPCs. Gamemaster-created characters can have whatever power level or power point total the GM wishes (including a point total less than their power level would suggest). What happened to the Costumed Adventurer archetype’s feats? They were accidentally left out of the layout of the first printing of the core rulebook. See the Mutants & Masterminds Errata file for them. Some archetypes have “Impervious Toughness,” where is this power found? See the Protection power on page 96, in particular the description of the Impervious extra. It can specifically be applied to the Toughness save as well, which is the case with those archetypes. Why do some archetypes have attack, defense, damage, or Toughness bonuses greater than power level 10? I thought those things were limited to no more than the power level? As specified under Hero Archetypes (fourth paragraph, second sentence): “Several of the archetypes use the Attack/Defense trade-off rule (page 24) to adjust their maximum attack, defense, damage, and Toughness save bonuses, as determined by their power level.” ABILITIES What happens to your Reflex saving throws when you are flat-footed or stunned? Nothing. -
Downloaded Directly to the Computer and Some Are Even F2P [Free to Play]) and Begin My Entry in the Virtual World
FANTASTIC REALITIES: SOLID AND VIRTUAL RESONANCE IN MMORPGS by ZEK CYPRESS VALKYRIE B.A., University of Colorado at Colorado Springs, 2004 M.A., University of Colorado at Colorado Springs, 2005 A thesis submitted to the Faculty of the Graduate School of the University of Colorado in partial fulfillment of the requirement for the degree of Doctor of Philosophy Department of Sociology 2011 This thesis entitled: Fantastic Realities: Solid and Virtual Resonance in MMORPGs Written by Zek Cypress Valkyrie has been approved for the Department of Sociology ____________________________________________ Joanne Belknap, Ph.D. Chair, Dissertation Committee ____________________________________________ Jane Menken, Ph.D. Member, Dissertation Committee ________________________________________________ Heather Albanesi, Ph.D. Member, Dissertation Committee _________________________________________________ Matthew C. Brown, Ph.D. Member, Dissertation Committee ____________________________________________ Scott Bruce, Ph.D. Member, Dissertation Committee _________________________________________________ Stefanie Mollborn, Ph.D. Member, Dissertation Committee Date: __________ The final copy of this thesis has been examined by the signatories, and we find that both the content and the form meet acceptable presentation standards of scholarly work in the above mentioned discipline. HRC Protocol # 1007.4 Valkyrie, Zek Cypress (Ph.D., Sociology) Fantastic Realities: Solid and Virtual Resonance in MMORPGs Thesis directed by Professor Joanne Belknap This dissertation is a qualitative study that examines how game worlds and positive game experiences are neither equally accessible nor equally enjoyable to many who wish to participate in them. Newer research on games argues that those who master them are fulfilled socially, are highly productive, are motivated, and are invigorated by participation in grand narratives. Using a mixed methods approach, I drew on seventy in-depth interviews with gamers coupled with observational data from my membership role in several virtual worlds. -
An Antitrust Analysis of Esports
Tiebreaker: An Antitrust Analysis of Esports MAX MIROFF* Electronic sports (esports) offers a novel case study in how antitrust analysis should approach multi-sided markets that rely on the ability of numerous entities to access intellectual property (IP). A game publisher’s IP in its game allows for permissible monopolization, but also creates opportunities for anticompetitive IP misuse. Tournament organizers, teams, players, broadcasters, spectators, and advertisers all need access to publishers’ IP to participate in esports markets. As publishers vertically integrate into the downstream market for esports content in their games, they rationally seek to minimize competitive pressure from other entities in the market. A publisher can do this by using its IP monopoly in its game to dominate the downstream esports market in its game by, for example, refusing to license broadcast rights to independent tournament organizers. This Note argues that in order to promote consumer welfare through market competition, antitrust law should restrict game publishers from using IP rights in their games to monopolize the downstream esports market for those games. Because multi-sided markets which rely on access to IP and blur the lines between producer, intermediary, and consumer are likely to grow, the stakes for effective antitrust analysis in these markets will only continue to climb. Part I introduces the esports industry and overviews how antitrust law can be used to shape more competitive markets for the benefit of esports consumers. Part II provides an economic analysis of esports in order to define antitrust-relevant esports markets in which enforcement could be appropriate. Part III outlines the structure of a tying claim against publishers that use their IP monopoly over their games to acquire or maintain a monopoly over esports content produced with their games. -
Random Numbers and Gaming Sinjin Baglin San Jose State University, [email protected]
CORE Metadata, citation and similar papers at core.ac.uk Provided by SJSU ScholarWorks San Jose State University SJSU ScholarWorks ART 108: Introduction to Games Studies Art and Art History & Design Departments Fall 12-2017 Random Numbers and Gaming Sinjin Baglin San Jose State University, [email protected] Follow this and additional works at: http://scholarworks.sjsu.edu/art108 Part of the Computer Sciences Commons, and the Game Design Commons Recommended Citation Sinjin Baglin. "Random Numbers and Gaming" ART 108: Introduction to Games Studies (2017). This Final Class Paper is brought to you for free and open access by the Art and Art History & Design Departments at SJSU ScholarWorks. It has been accepted for inclusion in ART 108: Introduction to Games Studies by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. Baglin 1 Sinjin Baglin James Morgan Introduction to Game Studies 25 November 2017 Random Numbers and Gaming How can a game that’s focused on shooting someone else before they shoot you be complex? Well in Counter Strike: Global Offensive there is a lot underneath the simple idea of shooting a weapon that goes on. For one the model must be drawn and have an accurate line between the model and crosshair drawn on the center of the screen. The gun must have animation when its shot. The user interface must update the number of bullets spent as well as displaying the map, player health, and player kill feed. Then after all that the bullets must come out, but how? The guns in Counter Strike: Global Offensive have something very distinguishable, a set pattern of how the bullets come out, a spray pattern. -
Identity Creation and World-Building Through Discourse in Video Game Narratives
Syracuse University SURFACE Dissertations - ALL SURFACE 7-1-2016 Identity Creation and World-Building Through Discourse in Video Game Narratives Barbara Jedruszczak Syracuse University Follow this and additional works at: https://surface.syr.edu/etd Part of the Arts and Humanities Commons Recommended Citation Jedruszczak, Barbara, "Identity Creation and World-Building Through Discourse in Video Game Narratives" (2016). Dissertations - ALL. 500. https://surface.syr.edu/etd/500 This Thesis is brought to you for free and open access by the SURFACE at SURFACE. It has been accepted for inclusion in Dissertations - ALL by an authorized administrator of SURFACE. For more information, please contact [email protected]. ABSTRACT An exploration of how characters develop identity through language use in a video game’s narrative, specifically in video games that do not allow for players to make narrative-altering choices. The concept of literacies is used to create a critical framework through which to view video games themselves as a literacy, as well as to view them as a discourse. This thesis analyzes how dialogue is used to develop and showcase gender, sexuality, personality, moral identity in characters in and out of the player’s control, as well as how dialogue builds the narrative world in which these characters exist. This thesis includes two case studies, on the Borderlands video game series and the Halo video game series, approaching each series from a perspective that showcases how its unique world and characters are created through language. Each series has a specific facet to its narrative that is examined in depth; in the Borderlands series, the importance of storytelling to world-building and moral identity, and in the Halo series, the significance of speech itself as an act.