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e Rules of Magic Realm V .ζ e unofficial, twice updated ird Edition of the Magic Realm Rules Welcome to the Magic Realm. Magic Realm is a game of fantasy adventuring, set in a land filled with monsters, fabulous treasures, great warriors and magicians. e scene is set in the ruins of a mighty kingdom, now inhabited by sparse groups of natives and swarms of monsters. Beneath it all are the rich remnants of a magical civilization, scattered and lost across the map. Tothis scene come the adventurers, seekers of riches and fame, to make a name for themselves in this promising field. Swordsman and Dwarf, Magician and Sorceror, the humans and the half-humans come seeking to loot the legendary riches of a lost civilization. Now you can play the part of one of these adventurers, stepping into an unknown Realm of magic and monsters, battles and treasures. As a player, you will take on the role of one of the sixteen major characters who are represented in detail in the game. You will control where he goes, what he tries to do, how he handles himself in combat and much more. In the course of the game you will run into deadly monsters, tribes of humans ranging from old friends to sworn enemies, and treasures that will enhance your abilities in many ways. Magic Realm is a complex game designed to recapture the suspense and desperate struggles of fantasy literature. e game creates a small but complete fantasy world, where each game is a new adventure with a new map where everything lies hidden at new locations. e game includes many more playing pieces than are actually used in a single playing. e additional pieces are set up and can appear, de- pending on the directions in which the characters explore, but many of the treasure troves, treasures and spells will still be set up, unfound, when the game ends, and many of the monsters and natives might never be met. e result is an extremely unpredictable game full of surprises, a game that plays very differently each time it is played. e complete game system includes hiking, hiding and searching, fatigue, wounds, rest, trade, hiring natives and combat between characters, monsters, and natives using a variety of weapons on horseback and afoot, as well as many magical effects. Between exploring a new land where the mountains, caves, valleys, and woods change every game, and not knowing what you will find in each place, you will find each game a new and unpredictable adventure, filled with surprises. You will find this like no other board game you have ever played. And now, into the Magic Realm. Version .ζ th April Contents Introduction to the ird Edition Rules . Purpose of the twice updated ird Edition Rules . . Purpose of the updated ird Edition Rules . . Organization of the Rules . . Advice to Beginners . . GameSummary .................................... . Where to find out more about Magic Realm . . Definitions . I Basic Rules A Guide to the Playing Pieces . e Map . . Denizens . . Belongings and Spell Cards . . e Treasure Setup Charts . . Character Pieces . . Record of Fate Sheet . . Confrontation Charts . . Game Piece Errata . Prepare for Play . Step – Setting up the Chart of Appearances and Chart of Bounty . . Step – Constructing the Map . . Step – Selecting Characters . . Step – Placing Visitor and Mission Chits . . Step – Placing Map Chits . . Step – Revealing Dwellings . Game Mechanics . Rolling Dice . . Action Chits . . Belongings . . Treasure Cards . . Sharing Information and Spying . . Magic.......................................... Turn Summary . Daily Sequence of Play . . Resolving Combat in a Clearing . CONTENTS . A Round of Combat . Beginning a New Day . Day Advancement . . Birdsong . . Sunrise . Daylight . Determining Turn Order . . Beginning of a Phase . . e Move Activity . . e Hide Activity . . e Search Activity (including Enhanced Peer Activity) . . e Trade Activity . . e Hire Activity . . e Rest Activity . . e Alert Activity . . e Enchant Activity . . e Follow Activity . . End of Phase – Blocking . . End of Turn – Prowling Denizens . Evening . Sunset and Start of Evening . . Battling Natives . . Encounter Step . . Mêlée Step . . Fatigue and Wounds . . Disengagement . . Spoils of Combat . . Ending Combat in a Clearing . . Midnight . Ending the Game . Character Deaths and Restarts . . Quitting the Game . . Winning the Game and Scoring . II Advanced and Optional Rules A Extended Character Capabilities . A. Serious Wounds . A. Ambushes . A. Flying Activities . A. Caching (the Optional Cache Activity) . A. Dropping (and Losing) Belongings . A. Optional Abilities . B Denizen Optional Rules . B. Quiet Monsters . B. Alerted Monsters . CONTENTS B. Dragon Heads . B. Watchful Natives . B. Extended Treachery . B. Grudges and Gratitude . B. Extended Grudges and Gratitude . C Advanced Magic Rules . C. Enhanced Magic . C. Benevolent Spells . C. Enhanced Artifacts and Spell Books . C. Power of the Pit . C. Automatic Enchanting . D Extended Game System . D. Seasons and Weather . D. Commerce . D. Optional Combat Rules . E Expanding the Realm . E. Solitaire Play . ..