Magic Realm Rules
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The unofficial, updated THIRD EDITION of the Magic Realm Rules Welcome to the MAGIC REALM. recapture the suspense and desperate struggles of fantasy MAGIC REALM is a game of fantasy adventuring, set literature. The game creates a small but complete fantasy in a land filled with monsters, fabulous treasures, great world, where each game is a new adventure with a new warriors and magicians. The scene is set in the ruins of a map where everything lies hidden at new locations. The mighty kingdom, now inhabited by sparse groups of game includes many more playing pieces than are actually natives and swarms of monsters. Beneath it all are the rich used in a single playing. The additional pieces are set up remnants of a magical civilization, scattered and lost and can appear, depending on the directions in which the across the map. characters explore, but many of the treasure troves, To this scene come the adventurers, seekers of riches treasures and spells will still be set up, unfound, when the and fame, to make a name for themselves in this promising game ends, and many of the monsters and natives might field. Swordsman and Dwarf, Magician and Sorceror, the never be met. The result is an extremely unpredictable humans and the half-humans come seeking to loot the game full of surprises, a game that plays very differently legendary riches of a lost civilization. Now you can play each time it is played. the part of one of these adventurers, stepping into an The complete game system includes hiking, hiding and unknown Realm of magic and monsters, battles and searching, fatigue, wounds, rest, trade, hiring natives and treasures. combat between characters, monsters, and natives using a As a player, you will take on the role of one of the variety of weapons on horseback and afoot, as well as sixteen major characters who are represented in detail in many magical effects. the game. You will control where he goes, what he tries to Between exploring a new land where the mountains, do, how he handles himself in combat and much more. In caves, valleys, and woods change every game, and not the course of the game you will run into deadly monsters, knowing what you will find in each place, you will find tribes of humans ranging from old friends to sworn each game a new and unpredictable adventure, filled with enemies, and treasures that will enhance your abilities in surprises. You will find this like no other board game you many ways. have ever played. MAGIC REALM is a complex game designed to And now, into the MAGIC REALM. Release 3.1: 12/9/05 TABLE OF CONTENTS Page COVER PAGE 1 TABLE OF CONTENTS 2 HEX TILES DIAGRAM 4 1.0 INTRODUCTION TO THE THIRD EDITION RULES 5 1.1 PURPOSE OF THE THIRD EDITION RULES 5 1.2 ORGANIZATION OF THE RULES 5 1.3 ADVICE TO BEGINNERS 6 1.4 GAME SUMMARY 6 1.5 WHERE TO FIND OUT MORE ABOUT MAGIC REALM 7 1.6 DEFINITIONS 7 2.0 A GUIDE TO THE PLAYING PIECES 9 2.1 THE MAP 9 2.2 DENIZENS 9 2.3 BELONGINGS AND SPELL CARDS 10 2.4 THE TREASURE SETUP CARD 12 2.5 CHARACTER PIECES 13 2.6 PERSONAL HISTORY PAD 14 2.7 GAME PIECE ERRATA 14 3.0 PREPARE FOR PLAY 16 3.1 SETTING UP THE TREASURE SETUP CARD 16 3.2 CONSTRUCTING THE MAP 17 3.3 SELECTING CHARACTERS. 18 3.4 PLACING VISITOR/MISSION CHITS 19 3.5 PLACING MAP CHITS 20 3.6 REVEALING DWELLINGS 20 4.0 GAME MECHANICS 22 4.1 ROLLING DICE 22 4.2 ACTION CHITS 22 4.3 BELONGINGS 22 4.4 TREASURE CARDS 23 4.5 SHARING INFORMATION AND SPYING 24 4.6 MAGIC 25 5.0 TURN SUMMARY 31 5.1 DAILY SEQUENCE OF PLAY 31 5.2 RESOLVING COMBAT IN A CLEARING 32 5.3 A ROUND OF COMBAT 32 6.0 BEGINNING A NEW DAY 33 6.1 DAY ADVANCEMENT 33 6.2 BIRDSONG 33 6.3 SUNRISE 34 7.0 DAYLIGHT 36 7.1 DETERMINING TURN ORDER 36 7.2 BEGINNING OF A PHASE 36 7.3 THE MOVE ACTIVITY 37 7.4 THE HIDE ACTIVITY 40 7.5 THE SEARCH ACTIVITY (Including Enhanced Peer Activity) 40 7.6 THE TRADE ACTIVITY 43 7.7 THE HIRE ACTIVITY 44 7.8 THE REST ACTIVITY 46 7.9 THE ALERT ACTIVITY 47 7.10 THE ENCHANT ACTIVITY (formerly the Spell Activity) 47 7.11 THE FOLLOW ACTIVITY 48 7.12 END OF PHASE – BLOCKING 49 7.13 END OF TURN – PROWLING DENIZENS 49 2 8.0 EVENING 53 8.1 SUNSET AND START OF EVENING 53 8.2 BATTLING NATIVES 53 8.3 ENCOUNTER STEP 54 8.4 MELEE STEP 57 8.5 FATIGUE AND WOUNDS 68 8.6 DISENGAGEMENT 70 8.7 SPOILS OF COMBAT 70 8.8 ENDING COMBAT IN A CLEARING 71 8.9 MIDNIGHT 71 9.0 ENDING THE GAME 72 9.1 CHARACTER DEATHS AND RESTARTS 72 9.2 QUITTING THE GAME 72 9.3 WINNING THE GAME AND SCORING 72 10. ADVANCED AND OPTIONAL RULES 74 A. EXTENDED CHARACTER CAPABILITES 74 1. SERIOUS WOUNDS 74 2. AMBUSHES 74 3. FLYING ACTIVITIES 74 4. CACHING (The Optional Cache Activity) 74 5. DROPPING (AND LOSING) BELONGINGS 75 6. OPTIONAL ABILITIES 75 B. DENIZEN OPTIONAL RULES 76 1. QUIET MONSTERS 76 2. ALERTED MONSTERS 76 3. DRAGON HEADS 76 4. WATCHFUL NATIVES 76 5. EXTENDED TREACHERY 77 6. GRUDGES AND GRATITUDE 77 7. EXTENDED GRUDGES AND GRATITUDE 77 C. ADVANCED MAGIC RULES 78 1. ENHANCED MAGIC 78 2. BENEVOLENT SPELLS 78 3. ENHANCED ARTIFACTS AND SPELL BOOKS 78 4. POWER OF THE PIT 78 5. AUTOMATIC ENCHANTING 78 D. EXTENDED GAME SYSTEMS 80 1. SEASONS AND WEATHER 80 2. COMMERCE 82 3. OPTIONAL COMBAT RULES 83 E. EXPANDING THE REALM 85 1. SOLITAIRE PLAY 85 2. CHANGING THE GAME TIME 85 3. SUDDEN DEATH GAME 85 4. MULTIPLE CHARACTERS 86 5. DEVELOPMENT 86 6. EXTENDED DEVELOPMENT 87 7. COMBINING REALMS 87 INDEX 89 LISTS AND TABLES 99 3 4 1.0 INTRODUCTION TO THE THIRD general, the Second Edition Rules have held up well over time, experience in play has identified some ambiguities and EDITION RULES omissions that slipped through in considering all of the complex interactions that are possible in Magic Realm. In some cases, the 1.1 PURPOSE OF THE THIRD EDITION interpretation of a particular rule can have important RULES consequences in play. While such cases can always be decided by a friendly roll of the die, it is more satisfying to have an The Third Edition Rules are the product of long-time Magic answer in the rules. We have tried to provide definitive answers Realm players who came to the conclusion that a new rulebook within the structure of the rules to all the questions of play that is necessary for the true elegance of Magic Realm to emerge have come to our attention. [Clarifications that are added to the from the existing rules. While “unofficial” in the sense that they Second Edition Rules are highlighted in blue text – like this.] are not a product of the Avalon Hill Company, the Magic Realm publisher (now out of business), these rules are the product of Other issues that have been partially addressed in the Third over 50 collective years of experience with the game and Edition Rules are some troublesome issues of play balance and represent the most complete interpretation of the game that we unrealistic or undesirable strategies that are allowed by the can muster. We have been assisted in this effort by extensive Second Edition rules. These issues are unlikely to come to the discussions and comments from the Magic Realm designer, attention of the casual player, but the on-line Magic Realm Richard Hamblen, and by the collected wisdom of the on-line community has developed great expertise in character tactics and Magic Realm community. We welcome you to use these rules at game strategies. Some of these tactics and strategies are so your pleasure, to reproduce, and freely distribute them, as long powerful that, although allowed by the rules, they make the as they are not sold and no charge is made for their use. game too predictable and reduce the enjoyment even of the players employing them. The charm of Magic Realm is that Unlike the Second Edition Rules, which made major changes to anything can happen in any given game. When each game starts the First Edition Rules to rationalize and extend the play of to resemble the next, it defeats the goal of the game. Magic Realm, these Third Edition Rules reorganize and streamline the Second Edition Rules without making any While we were constrained from making any fundamental significant rule changes. The Third Edition Rules are fully changes in the game system by our principle of maintaining compatible with the full Second Edition Rules (with minor compatibility with the Second Edition Rules, we have addressed exceptions as noted), and players may use the Second Edition or these play-balance issues by including some new optional rules. the Third Edition interchangeably, depending on preference. Many of these rules are not new; they were intended to be included in the Second Edition but did not make the cut, or they So, why then a new edition of the rulebook? First, following are new optional rules that have been extensively play-tested by the footsteps of the First Edition rulebook, the Second Edition the on-line player’s community.