Magic Realm Rules
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The legendary, lost SECOND EDITION of the Magic Realm Rules INTRODUCTION Welcome to the MAGIC REALM. been organized to allow the players to learn the game a little at a time and play as MAGIC REALM is a game of fantasy adventuring, set in a land filled with they learn. The rules are divided into sections, and the players can learn one section monsters, fabulous treasures, great warriors and magicians. The scene is set in the at a time and play a simplified game with the rules they have learned so far. The ruins of a mighty kingdom, now inhabited by sparse groups of natives and swarms of players should read the rules one section at a time, stopping at the end of each monsters. Beneath it all are the rich remnants of a magical civilization , scattered section and playing until they are comfortable with the rules introduced in that and lost across the map. section. Once they have mastered that section, they can move on to the next. To this scene come the adventurers, seekers of riches and fame, to make a A GUIDE TO THE PIAYING PIECES illustrates the playing pieces and name for themselves in this promising field. Swordsman and Dwarf, Magician and explains them briefly; in addition, there are lists of treasures, weapons, armor, Sorceror, the humans and the half-humans come seeking to loot the legendary riches horses, natives, monsters and prices that explain individual pieces in more detail. The of a lost civilization. Now you can play the part of one of these adventurers, stepping PREPARE FOR PIAY section explains how to set up the game. into an unknown Realm of magic and monsters, battles and treasures. The rules that explain how to play the game are divided into four sections As a player, you will take on the role of one of the sixteen major characters called ENCOUNTERS. The FIRST ENCOUNTER is a peaceful treasure hunt that who are represented in detail in the game. You will control where he goes, what he explains how the newly arrived characters move, search and trade; the monsters tries to do, how he handles himself in combat and much more. In the course of the threaten, but are too wary to attack these unfamiliar newcomers. The SECOND game you will run into deadly monsters, tribes of humans ranging from old friends to ENCOUNTER explains combat between characters and monsters, when the monsters sworn enemies, and treasures that will enhance your abilities in many ways. grow bold enough to attack. Combat expands to include warfare in the THIRD MAGIC REALM is a complex game designed to recapture the suspense and ENCOUNTER, which explains how characters can hire natives and fight each other. desperate struggles of fantasy literature. The game creates a small but complete The FOURTH ENCOUNTER introduces magic and its many uses. The ADVANCED fantasy world, where each game is a new adventure with a new map where RULES add some finishing touches. everything lies hidden at new locations. The game includes many more playing pieces The OPTIONAL RULES allow the players to expand the rules that interest than are actually used in a single playing. The additional pieces are set up and can them the most: there are special rules that magnify commerce, combat, magic and appear, depending on the directions in which the characters explore, but many of the more. Finally, the EXPANDING THE REALM section allows the players to treasure troves, treasures and spells will still be set up, unfound, when the game restructure the way the game is played. It includes rules for SOLITAIRE PLAY, ends, and many of the monsters and natives might never be met. The result is an longer or shorter games, increasing the number of characters, and combining copies extremely unpredictable game full of surprises, a game that plays very differently of the game to make a gigantic MAGIC REALM. each time it is played. Between exploring a new land where the mountains, caves, valleys and woods The complete game system includes hiking, hiding and searching, fatigue, change every game, and not knowing what you will find in each place, you will find wounds, rest, trade, hiring natives and combat between characters, monsters and each game a new and unpredictable adventure, filled with surprises. You will find natives using a variety of weapons on horseback and afoot, as well as many magical this like no other board game you have ever played. effects. This wealth of detail makes the complete game complex. but the rulebook has And now, into the MAGIC REALM. TABLE OF CONTENTS INTRODUCTION 1 HEX TILES 2 A GUIDE TO THE PLAYING PIECES 1. The Map 3 2. Denizens 3 3. Belongings and Spell Cards 4 4. The Treasure Set Up Card 5 5. Character Pieces 5 6. Personal History Pad 6 PREPARE FOR PLAY Step 1. Setting up the Treasure Set Up Card 6 Table: Items and Horses 7 Step 2. Constructing the Map 7 Step 3. Selecting Characters 8 Step 4. Visitor/Mission Chits 8 Step 5. Map Chits 8 Table: Map Chits 9 Step 6. Dwellings 9 Table: Valley Chits 9 Step 7. Spell Cards 9 Table: Spell Cards 9 FIRST ENCOUNTER: TREASURE HUNT 1. Summary of Play 10 2. The Characters 11 3. Belongings 12 4. Winning the Game 13 5. The Hidden Realm 14 6. Activities and Phases 15 7. Movement (The MOVE Activity) 16 8. Hiding (The HIDE Activity) 16 9. Searching (The SEARCH Activity) 16 10. Trading (The TRADE Activity) 17 11. Fatigue, Wounds, and Rest (The REST Activity) 18 12. The Denizens 18 Tables: Summary of Denizen Appearance 19 Lost City and Lost Castle Sections 19 Woods Monsters 19 Site Chits 19 Substitute Chits 19 Diagram: Monster Appearance 20 13. Blocking 20 14. Sunset, Evening, and Midnight 20 15. Curses, Wishes, and the Power of the Pit 21 16. Sharing Information 21 SECOND ENCOUNTER: THE MONSTERS ATTACK! 17. Summary of the Second Encounter 22 18. Armor, Weapons, and Alerting 23 19. Monsters 24 20. Summary of Combat 24 21. Playing Pieces in Combat 25 22. A Round of Combat 26 Diagram: Using the Melee Section 27 23. Inflicting Harm 28 Diagram: Resolving Attacks 29 Diagram: Armor in Combat 30 Die Roll Procedures 30 24. Special Monsters 31 25. Running Away 31 THIRD ENCOUNTER: WAR! 26. Summary of the Third Encounter 32 i 27. Following (The FOLLOW Activity) 33 28. Blocking Characters 34 29. Natives 34 30. Battling Natives (Unhired Natives in Combat) 35 31. Hiring (The HIRE Activity) 36 32. Using Hired Natives 36 33. Denizens in Combat 38 Diagram: Denizens Versus Denizens 38 34. War (Characters and Natives in Combat) 39 35. Spoils of War 41 36. Missions and Campaigns 41 FOURTH ENCOUNTER: MAGIC 37. Summary of the Fourth Encounter 42 38. The Elements of Magic 44 39. Enchanting (The SPELL Activity) 45 40. Obtaining Spells 45 41. Casting Spells 46 42. Varieties of Spells 47 43. Spell Effects 48 44. Stopping, Nullifying and Ending Spells 49 45. Pacifying, Hiring and Controlling Denizens 50 46. Transmorphizing 51 47. Special Movement (Flying and Walking the Woods) 51 48. Artifacts, Spell Books and Treasures with Spells 52 ADVANCED RULES 1. Caching (The Optional Cache Activity) 53 2. Pack Horses 53 3. Dropping (and Losing) Belongings 53 4. Advanced Combat and Magic 54 OPTIONAL RULES 1. Optional Abilities 54 2. Seasons and Weather 54 3. Quiet Monsters 55 4. Commerce 55 5. Optional Combat Rules 56 6. Automatic Enchanting 56 7. Enhanced Artifacts and Spell Books 57 8. Enhanced Magic 57 Commerce Table 57 Optional Combat Tables 57 Table: Calendar of Seasons 58 Table: Weather 58 EXPANDING THE REALM 1. Solitaire Play 59 2. Changing the Game Time 59 3. Sudden Death Game 59 4. Multiple Characters 59 5. Development 60 6. Combining Realms 60 LISTS List of Characters 61 List of Weapons 64 Armor 65 Horses 65 Die Roll Procedures 65 List of Monsters 66 List of Natives 67 List of Treasures 67 1. Treasures within Treasures 69 Table: Toadstool Circle 69 Table: Crypt of the Knight 69 Table: Enchanted Meadow 69 ii 2. Birdsong Cards 69 3. Daylight Cards 69 4. One-Use Card 70 5. Using Tables 70 6. Altering Action Chits 70 7. Instant Rest 70 8. Boots Cards 70 9. Gloves Cards 70 10. Alter Weapons 71 11. Combat Effects 71 12. Sources of Color Magic 71 13. Artifacts, Spell Books, and Treasures with Spells 71 List of Spells 72 Type I Spells 72 Type II Spells 72 Type III Spells 72 Type IV Spells 73 Type V Spells 73 Type VI Spells 74 Type VII Spells 75 Type VIII Spells 75 Treasures with Spells 75 The Spell Tables 75 Curses 75 Power of the Pit 76 Wishes 76 Transform 76 Violent Storm 76 Lost 76 COMBAT TABLES Actions 77 Missile Table 77 Repositioning Denizens 77 Denizens in Red Boxes 77 Denizens in Attack Circles 77 Denizens in Maneuver Squares 77 Change Tactics 77 PRICE LISTS Treasure Counters 78 Armor Counters 78 Weapon Counters 78 Visitor Prices 78 Ordinary Counters 78 Weapons 78 Armor 78 Horse Trading 78 MEETING TABLE 79 Die Roll Procedures 79 Design Credits 79 DAYLIGHT TABLES 80 Activities 80 The Search Tables 80 Peer 80 Locate 80 Loot 80 Reading Runes 80 Magic Sight 80 Hide Table 80 iii HEX TILES ridged mountain terrain LEDGES hex tile (green side up) Bridge Woods Clearing Mountain Clearing Hidden Path Clearing Number green, natural forest name of hex tile Open Road BORDERLAND hex tile GREY enchanted forest GOLD enchanted forest Mine Openings Woods Clearing Tunnels Secret Passage Cave Clearing PURPLE enchanted forest 2 A GUIDE TO THE PLAYING PIECES SITE CHITS LOST This guide provides a quick reference to the information on the playing STATUE ALTAR VAULT POOL CITY pieces.