Magic Realm Rules 3.1 Deluxe
Total Page:16
File Type:pdf, Size:1020Kb
The unofficial, updated THIRD 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. The 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. To this 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. The 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. The game includes many more playing pieces than are actually used in a single playing. The additional pieces are set up and can appear, depending 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. The result is an extremely unpredictable game full of surprises, a game that plays very differently each time it is played. The 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. Release 3.1 Deluxe beta: 23 Mar 2016 Table of Contents Cover . 1 9.0 Ending the Game . 137 Table of Contents . 2 9.1 Character Deaths and Restarts . 137 9.2 Quitting the Game . 137 Hex Tiles Diagram . 3 9.3 Winning the Game and Scoring . 138 1.0 Introduction to the Third Edition Rules . 4 10 Advanced and Optional Rules . 141 1.1 Purpose of the Third Edition Rules . 4 10.A Extended Character Capabilites . 141 1.2 Organization of the Rules . 5 10.A.1 Serious Wounds . 141 1.3 Advice to Beginners . 6 10.A.2 Ambushes . 141 1.4 Game Summary . 7 10.A.3 Flying Activities . 141 1.5 Where to Find Out More about Magic Realm . 8 10.A.4 Caching (the Optional Cache Activity) . 141 1.6 Definitions . 9 10.A.5 Dropping (and Losing) Belongings . 143 2.0 A Guide To The Playing Pieces . 11 10.A.6 Optional Abilities . 144 2.1 The Map . 11 10.B Denizen Optional Rules . 145 2.2 Denizens . 13 10.B.1 Quiet Monsters . 145 2.3 Belongings and Spell Cards . 16 10.B.2 Alerted Monsters . 145 2.4 The Treasure Set Up Card . 20 10.B.3 Dragon Heads . 145 2.5 Character Pieces . 21 10.B.4 Watchful Natives . 146 2.6 Personal History Pad . 22 10.B.5 Extended Treachery . 146 2.7 Game Piece Errata . 24 10.B.6 Grudges and Gratitude . 147 3.0 Prepare For Play . 27 10.B.7 Extended Grudges and Gratitude . 147 3.1 Setting Up the Treasure Set Up Card . 27 10.C Advanced Magic Rules . 147 3.2 Constructing the Map . 30 10.C.1 Enhanced Magic . 147 3.3 Selecting Characters . 32 10.C.2 Benevolent Spells . 148 3.4 Placing Visitor/Mission Chits . 35 10.C.3 Enhanced Artifacts and Spell Books . 148 3.5 Placing Map Chits . 35 10.C.4 Power of the Pit . 149 3.6 Revealing Dwellings . 36 10.C.5 Automatic Enchanting . 149 10.D Extended Game Systems . 150 4.0 Game Mechanics . 38 10.D.1 Seasons and Weather . 150 4.1 Rolling Dice . 38 10.D.2 Commerce . 154 4.2 Action Chits . 38 10.D.3 Optional Combat Rules . 156 4.3 Belongings . 40 10.E Expanding the Realm . 159 4.4 Treasure Cards . 41 10.E.1 Solitaire Play . 159 4.5 Sharing Information and Spying . 43 10.E.2 Changing the Game Time . 160 4.6 Magic . 45 10.E.3 Sudden Death Game . 161 5.0 Turn Summary . 57 10.E.4 Multiple Characters . 161 5.1 Daily Sequence of Play . 57 10.E.5 Development . 162 5.2 Resolving Combat in a Clearing . 58 10.E.6 Extended Development . 163 5.3 A Round of Combat . 58 10.E.7 Combining Realms . 164 6.0 Beginning a New Day . 59 Lists and Tables . 167 6.1 Day Advancement . 59 Characters . 167 6.2 Birdsong . 59 Weapons . 183 6.3 Sunrise . 62 Armor and Horses . 184 7.0 Daylight . 64 Monsters . 185 7.1 Determining Turn Order . 64 Natives . 188 7.2 Beginning of a Phase . 64 Treasures . 191 7.3 The Move Activity . 68 Spells . 204 7.4 The Hide Activity . 74 Spell Tables . 214 7.5 The Search Activity (including Enhanced Peer Activity) . 74 Combat Charts and Tables . 216 7.6 The Trade Activity . 80 Trading Charts and Tables . 218 7.7 The Hire Activity . 83 Daylight Charts and Tables . 220 7.8 The Rest Activity . 87 Cave Tiles . 222 7.9 The Alert Activity . 87 Mountain Tiles . 223 7.10 The Enchant Activity (formerly the Spell Activity) . 88 Valley Tiles . 224 7.11 The Follow Activity . 90 Woods Tiles . 225 7.12 End of Phase – Blocking . 92 Index . 227 7.13 End of Turn – Prowling Denizens . 94 Credits . 240 8.0 Evening . 99 8.1 Sunset and Start of Evening . 99 8.2 Battling Natives . 100 8.3 Encounter Step . 101 8.4 Melee Step . 109 8.5 Fatigue and Wounds . 131 8.6 Disengagement . 133 8.7 Spoils of Combat . 133 8.8 Ending Combat in a Clearing . 135 8.9 Midnight . 135 Hex Tiles LEDGES Hex Tile (unenchanted side up) Ridged Mountain Terrain Bridge Woods Clearing Mountain Clearing Hidden Path Clearing Number Natural Forest Name of Hex Tile Open Road BORDERLAND Hex Tile (enchanted side up) GOLD Enchanted Forest GREY Enchanted Forest Woods Clearing Mine Openings Tunnels Secret Passage Cave Clearing PURPLE Enchanted Forest 1.0 4 1.1 Notes for Release 3.1 Deluxe This 3.1 Deluxe version of the Magic Realm rulebook is not an update of the rules. Except as noted below, the rules in this release are word-for-word identical with the original 3.1 release from 9 Dec 2005. The purpose of this release is to present the 3.1 rules in an improved format that should be easier to read and easier to use. The original 3.1 release had tightly packed pages full of.