*P THESE ARE ROUGH DRAFTED RULES OF PLAY TERMS …€¦ · *PLEASE E ADVISED, THESE ARE ROUGH...

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Core Game 1-4 players, co-operative board game. Running time 90 minutes. Exclusive Game 1-6 players, co-operative board game. Running time 120 minutes. Created by Thomas M. Gofton http://lynnvander.com Game Design Team – Cameron Parkinson, Michael Edwards and Aron Murch Art Design Team – Seth J. Rowanwood and Mike Gauss ALBIONS L EGACY *PLEASE BE ADVISED, THESE ARE ROUGH DRAFTED RULES OF PLAY. TERMS, COMPONENTS AND MORE MAY BE ADJUSTED BEFORE BEING WRITTEN IN ITS FINAL FORMAT. BEGINNING THE GAME SETUP Place the Camelot Board on table. Shuffle Albion Tile stack and place off to the side. Choose from one of the 8 starting characters; Arthur, Myrddin, Gwenivere, Nimue, Lancelot, Gawaine, Ragnelle and Mordred. o Expansion Characters; (The Quest of the Holy Grail) Percival, Bors, Elaine and Galahad. (The Questing Beast) Dagonet, Bedivere, Cei and Argantél. (The Romance Chronicles) Laudine, Ywain, Tristan and Iseult. Gather Starting Equipment cards. Shuffle all other card decks; o Encounter deck o Roaming Threat deck o Item deck o Armoury deck o Relic deck o Stables deck Shuffle Virtue Plaques and place beside decks. Place the remaining Starting Equipment cards and Artifact deck off to the side. Place 3 Destiny Tokens (clear) per character on the destiny slots of your character board. Place 1 Despair Token on the Despair Track on the gold star. Pick character standee and place on the Starting Point, “The Round Table” tile in Camelot. Roll 1d6/player to see who starts the Key Turn. Use key turn token to keep track of key turns. Begin play with Key Turn token holder and proceed clockwise. PLAYER T URN ACTIONS Each Player Turn (in no particular order): Move Combat Scout realm tiles Use equipment or other cards Use special powers / virtue effects End of turn tile icon activation

Transcript of *P THESE ARE ROUGH DRAFTED RULES OF PLAY TERMS …€¦ · *PLEASE E ADVISED, THESE ARE ROUGH...

Page 1: *P THESE ARE ROUGH DRAFTED RULES OF PLAY TERMS …€¦ · *PLEASE E ADVISED, THESE ARE ROUGH DRAFTED RULES OF PLAY. TERMS, OMPONENTS AND MORE MAY E ADJUSTED EFORE EING WRITTEN IN

Core Game 1-4 players, co-operative board game. Running time 90 minutes. Exclusive Game 1-6 players, co-operative board game. Running time 120 minutes.

Created by Thomas M. Gofton http://lynnvander.com Game Design Team – Cameron Parkinson, Michael Edwards and Aron Murch Art Design Team – Seth J. Rowanwood and Mike Gauss

ALBION’S LEGACY *PLEASE BE ADVISED, THESE ARE ROUGH DRAFTED RULES OF PLAY. TERMS, COMPONENTS AND MORE MAY BE ADJUSTED BEFORE BEING WRITTEN IN ITS FINAL FORMAT. BEGINNING THE GAME SETUP

Place the Camelot Board on table. Shuffle Albion Tile stack and place off to the side. Choose from one of the 8 starting characters; Arthur, Myrddin, Gwenivere, Nimue, Lancelot,

Gawaine, Ragnelle and Mordred. o Expansion Characters;

(The Quest of the Holy Grail) Percival, Bors, Elaine and Galahad. (The Questing Beast) Dagonet, Bedivere, Cei and Argantél. (The Romance Chronicles) Laudine, Ywain, Tristan and Iseult.

Gather Starting Equipment cards. Shuffle all other card decks; o Encounter deck o Roaming Threat deck o Item deck o Armoury deck o Relic deck o Stables deck

Shuffle Virtue Plaques and place beside decks. Place the remaining Starting Equipment cards and Artifact deck off to the side. Place 3 Destiny Tokens (clear) per character on the destiny slots of your character board. Place 1 Despair Token on the Despair Track on the gold star. Pick character standee and place on the Starting Point, “The Round Table” tile in Camelot. Roll 1d6/player to see who starts the Key Turn. Use key turn token to keep track of key turns. Begin play with Key Turn token holder and proceed clockwise.

PLAYER TURN ACTIONS Each Player Turn (in no particular order):

Move Combat Scout realm tiles Use equipment or other cards Use special powers / virtue effects End of turn tile icon activation

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Core Game 1-4 players, co-operative board game. Running time 90 minutes. Exclusive Game 1-6 players, co-operative board game. Running time 120 minutes.

Created by Thomas M. Gofton http://lynnvander.com Game Design Team – Cameron Parkinson, Michael Edwards and Aron Murch Art Design Team – Seth J. Rowanwood and Mike Gauss

THE COMPONENTS AND GAME PLAY;

1 - Camelot Castle, Main Board

The main board of the game. Contains permanent tile spaces that have Activation Icons and specific names which are essential to Enemy Token placement from Roaming Threat cards and to complete Story Quests.

The board also contains 3 regions. o Mountains o Forests o Rivers

These regions correspond with Albion tile placement when the tiles are scouted.

2 - Albion Realm Tiles Scout-able realms that have Activation Icons and specific names which are essential to Enemy

Token placement from Roaming Threat cards and to complete Story Quests.

3 - Despair Track A timed track that moves up 1 every Key Turn until the game is over. If this track runs out of

space to move the game is lost. 4 - Virtue Plaques

Virtues are special powers your characters can attain throughout the game. Only 1 Virtue is allowed per character at any given time. When the last Virtue plaque is depleted the game is lost.

Page 3: *P THESE ARE ROUGH DRAFTED RULES OF PLAY TERMS …€¦ · *PLEASE E ADVISED, THESE ARE ROUGH DRAFTED RULES OF PLAY. TERMS, OMPONENTS AND MORE MAY E ADJUSTED EFORE EING WRITTEN IN

Core Game 1-4 players, co-operative board game. Running time 90 minutes. Exclusive Game 1-6 players, co-operative board game. Running time 120 minutes.

Created by Thomas M. Gofton http://lynnvander.com Game Design Team – Cameron Parkinson, Michael Edwards and Aron Murch Art Design Team – Seth J. Rowanwood and Mike Gauss

5 - Encounter Cards (Axe Icon)

These cards are drawn when passing realm tiles that contain an Encounter Icon. They are special modifiers that can affect one or more players during one or more player turn actions.

6 – Roaming Threat Cards (Skull Icon) These cards contain information on the various types of Enemy Tokens and their placement on

the board. Enemy Tokens must be placed evenly on the designated colored tiles / hallways. They also contain special power descriptions that the Enemy Tokens have which can affect

players on various player turn actions. When a Roaming Threat (all of the Enemy Tokens attached to that card) is defeated then players

are entitled to a “Spoils of War” draw from one of three decks; Items, Armoury or Relics. In addition, when a Roaming Threat is defeated the card is discarded and the players receive 1

Quest Coin into the Quest Pool (part of the victory condition). Some Roaming Threats are needed to achieve Story Tokens. Roaming Threats are triggered as soon as a player Scouts a tile with the Skull Icon. Randomly

draw a Roaming Threat card and follow the instructions on the card. A Roaming Threat can also be triggered by a player activating the Dungeon tile in Camelot. The player that drew the threat places the tokens on the board (Merlin’s power only chooses

which threat, the player still places the Enemy Tokens). Roaming Threats move at the beginning of each Key Turn unless specified by a card/rule.

7 – Armoury Cards (Shield Icon)

These cards are Weapon and Armour slot upgrades that your characters can use in combat to help defend against Enemy Token’s attacks.

A spoils of war deck.

8 – Item Cards (Bottle Icon) These cards are Special slot expendable cards. They are usually a 1 time use card that can heal

Wounds or Repair - Broken Conditions on your equipment. A spoils of war deck.

9 – Relic Cards (Goblet Icon)

These cards are unique cards that are a blend of Weapons, Armour and Special slot upgrades. Relics can alter certain rules of the game while in play.

A spoils of war deck.

10 – Stable Cards (Horse Icon) These cards are special mounts that characters can attain to help boost their movement around

the board. The Stable Icon may only be activated when there are an equal amount of Quest Coins / player

in the Quest Pool.

MOVEMENT May move through Camelot/Albion tiles equal to the move stat on player’s character boards. Movement stops when;

o Movement points run out. o Player elects to stop movement. o Players activates a Tile Icon. o An Encounter card indicates to stop movement.

Page 4: *P THESE ARE ROUGH DRAFTED RULES OF PLAY TERMS …€¦ · *PLEASE E ADVISED, THESE ARE ROUGH DRAFTED RULES OF PLAY. TERMS, OMPONENTS AND MORE MAY E ADJUSTED EFORE EING WRITTEN IN

Core Game 1-4 players, co-operative board game. Running time 90 minutes. Exclusive Game 1-6 players, co-operative board game. Running time 120 minutes.

Created by Thomas M. Gofton http://lynnvander.com Game Design Team – Cameron Parkinson, Michael Edwards and Aron Murch Art Design Team – Seth J. Rowanwood and Mike Gauss

Scouting: Players scout ahead revealing Albion Realm Tiles as they move. You can scout multiple tiles in a turn but the character must move into the most recently scouted tile to continue scouting.

Cannot Scout a new tile if there are no more Movement Points. If an Albion Realm Tile is scouted and reveals a total dead end before all of the tiles in the stack

are revealed for that region, draw another tile and then reshuffle the dead end tile back into the stack. No region may be closed off from travel until all of the tiles have been revealed for that particular region. This is only a rule in effect if the tile drawn makes further travel a mulligan.

Players may scout a tile then move away but cannot scout another new tile the same turn until they move into the scouted tile.

Scouting does not take away Movement Points, however, you must have at least 1 point to continue scouting.

Enemy tokens use the “M” count on their Roaming Threat card for their movement. Enemy tokens have Movement Commands;

o Aggressive – they will move their full move toward the closest player and attack. If two players are equal distance then roll off using a d6 and decide.

o Hold – The token will stay on a particular tile and will not move. o Specific Tile/Objective – The token will proceed to the specific tile on the board. That

particular token will have an effect that will happen when the token achieves its goal. The players will move the token the most efficient route possible, even if it avoids a combat with a player.

11 – Starting Equipment Cards (Spear Icon)

These cards are basic Weapons and Armour that all characters start with.

12 – Artifact Cards (Unique Cross Icon) These are unique Weapons, Armour and Special cards that are gained when players complete

their characters special quests. They are character specific and cannot be traded.

13 – Key Turn Counter

This counter is held by the Key Turn player. When this counter passes to the next player;

o The Despair Track raises 1. o Enemy Tokens special powers activate. o Enemy Tokens take their move and may engage in combat.

14 – Fate Dice

Six sided dice which contain Attribute Icons. These are rolled when attempting to complete a challenge that requires an Attribute Roll.

CHALLENGES and ATTRIBUTE ROLLS

Challenges are rolled on Fate Dice. The number of dice rolled are based on selected Attributes plus any modifiers from Abilities, Virtues, Equipment or other effects.

o Symbol of Despair is a skull and is used as a failure no matter what. o Emblem of Vigor is a set of crossed weapons and is used with the Prowess Attribute. o Image of Hope is the mane of a lion and is used with the Courage Attribute. o Icon of Pendragon is a regal crown and is used with the Loyalty Attribute. o Sign of the Pure is a cross of faith and is used with the Altruism Attribute. o The Mark of Mana is a Celtic infinity knot and counts as two successes.

When choosing an Attribute to challenge with, the player must elect which attribute they are using and roll the number of Fate Dice equal to the number beside the Attribute on your

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Core Game 1-4 players, co-operative board game. Running time 90 minutes. Exclusive Game 1-6 players, co-operative board game. Running time 120 minutes.

Created by Thomas M. Gofton http://lynnvander.com Game Design Team – Cameron Parkinson, Michael Edwards and Aron Murch Art Design Team – Seth J. Rowanwood and Mike Gauss

character board. Each symbol rolled with the elected attribute counts as 1 success except for the Mark of Mana which always counts as 2.

Any modifiers given from Equipment, Abilities or other effects add or remove dice to the challenge roll. I.e. +1 Loyalty simply adds 1 more fate die to the total dice rolled on a Loyalty check.

To win a challenge the player must tie or beat the success number. I.e. L3 needs 3+ Successes rolled.

15 – Character Standees These are small illustrated cardboard standees with clear plastic stands which represent your

characters.

16 – Story Quests These are the main theme of each game. Each Story Quest will have a unique story line that will

alter the way the game is played. Some stories affect the tiles, some affect the way Enemy Tokens complete their actions and others affect victory conditions.

Example Story Quests; o Kadeir Teyrnon (uniting the old Kings of Albion) o Dux Bellorum (the famous 12 battles against the Saxons) o The Quest Holy Grail (find the clues that lead to the Holy Grail) Expansion #1 o The Hunt of the Questing Beast (seek and kill the Questing Beast) Expansion #2

17 – Quest Coin Tokens Bronze Coin Tokens are Quest tokens given by Encounters and by defeating Roaming Threats. These are used for victory conditions. If at least 1 Quest Coin / player is in the Quest Pool, then players may activate the Stables Icon.

18 – Wound Tokens

Red tokens are Wound Tokens gained through combat. If a player receives 2 Wound Tokens, they are defeated and must discard that character and

choose another. If enough characters are defeated equal to 4, the game is lost.

19 – Despair Tokens Smokey tokens are Despair Tokens, mainly used on the Despair Track. These tokens are also placed on your character sheet when you are Seduced by Enemy Token

special powers or other game effects.

SEDUCED Seduced – Any character seduced loses the use of their Virtue(s). Can’t break any items to avoid Wounds. To break free of seduction the player must do one of the following at the beginning of their

turn; o Succeed a Loyalty 3 check. o Discard a Virtue from their character or burn the top plaque from the deck. o Activate an Altruism Enhancement Icon.

20 – Enemy Tokens These are small cardboard discs that have Roaming Threat stats and enemy types;

o Saxons, Druids, Traitors, Magical Creatures, Demons, Dragons, Giants, Undead, Named Villains, Knights, Fey and Witches.

These tokens, when defeated may be collected and dropped off at the Dungeon tile in Camelot to gain Quest Coins. Special named tokens may be removed from the game to gain a Spoils of War draw from appropriate decks.

SPOILS OF WAR DRAW

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Core Game 1-4 players, co-operative board game. Running time 90 minutes. Exclusive Game 1-6 players, co-operative board game. Running time 120 minutes.

Created by Thomas M. Gofton http://lynnvander.com Game Design Team – Cameron Parkinson, Michael Edwards and Aron Murch Art Design Team – Seth J. Rowanwood and Mike Gauss

Rewards may be refused after drawn. If so, place the refused card on the bottom of the deck. Broken inventory can be repaired by special abilities, items or Activating Repair tiles.

COMBAT Combat takes place immediately when a Character and an Enemy Token are on the same tile. Combats are “locked in”, meaning unless stated otherwise, the Enemy Token and Character

must roll off their challenges until one is defeated. If a player wins combat they keep the Enemy Token which can be used for Quest Coins by

transferring a total of 8 coins on Camelot’s Dungeon tile. If the player does not succeed the challenge they gain a Wound Token. Players have options to

avoid this Wound Token; o Place breakable equipment (as indicated on cards) to the Broken Condition and then roll

another Attribute Challenge. o Take the Wound Token and then roll another Attribute Challenge. o Use special power / effect to avoid damage then roll another Attribute Challenge.

If any player receives a second Wound Token and cannot avoid it, then they are defeated.

21 – Character Boards These boards contain all of the stats and information for your characters. They also contain

slots which can host Weapons, Armour and Special Equipment.

CHARACTERS Each character gains 1 Weapon slot, 1 Armour slot and 2 Special slots. Each character has a Personal Quest which yields an Artifact that only that character may use. Personal Quests are not essential to winning the game. They are bonus side quests. Players may trade Items, Armoury or Relics if both characters are on the same tile.

22 – Destiny Tokens

Clear white tokens are used as Destiny tokens. A player may use Destiny Tokens for the following;

o Gain a re-roll on any one Fate Die and choose a Secondary Attribute to add to it. o Avoid certain card effects that state the use of Destiny. o Repair or other secondary effects usable by Destiny.

Cannot exceed max starting Destiny when regaining these tokens unless altered by effects, equipment or other cards in the game.

23 – Story Scroll Tokens Gold Scroll Tokens are Story Tokens collected I order to complete a Story Quest. When a character gains a Story Token, they usually have to take it back to the Round Table tile in

Camelot. When the final token is brought to the round table the players have until the end of the current Key Turn to meet all the other victory conditions. I.e. the Quest Coin count.

VICTORY/LOSS CONDITIONS To win the game the players must complete all of the following;

o 3 Quest Coins / player. o The number of Story Scroll Tokens as indicated on the Story Quest.

Losing conditions; o If 4 characters are defeated. (any combination of player defeats) o The Virtue Plaques are depleted. o The Despair Track reaches the end. o Specific conditions on the Roaming Threats (special conditions).

Page 7: *P THESE ARE ROUGH DRAFTED RULES OF PLAY TERMS …€¦ · *PLEASE E ADVISED, THESE ARE ROUGH DRAFTED RULES OF PLAY. TERMS, OMPONENTS AND MORE MAY E ADJUSTED EFORE EING WRITTEN IN

Core Game 1-4 players, co-operative board game. Running time 90 minutes. Exclusive Game 1-6 players, co-operative board game. Running time 120 minutes.

Created by Thomas M. Gofton http://lynnvander.com Game Design Team – Cameron Parkinson, Michael Edwards and Aron Murch Art Design Team – Seth J. Rowanwood and Mike Gauss

LEXICON

Albion Tile – Scout able tiles that have quest locations and special activations. Scout – The “looking ahead” of Albion tiles and placing them before moving into them. Fate Die – The dice used to attempt attribute challenges in the game. Story Quest – A victory condition with a unique set of rules for loss/victory conditions. Virtue Plaque – A special power gained in game. Limit 1 / character. A lose condition if depleted. Roaming Threat – The placement of enemy tokens with stats, special powers and spoils drawing. Encounter – A special event card drawn when passing encounter icons on realm tiles. Wound Token – The token usually given when an enemy token wins a round in combat. Despair Track – The meter that governs the pace of the game and is a losing condition. Destiny Token – Special tokens that allow the re-roll of one fate die in a challenge. Enemy Token – Enemies that spawn on tiles based on roaming threats. Quest Coins – A reward usually given by defeating a roaming threat. Story Scrolls – The token given by completing story quest objectives. Armoury Card – Enhanced weapons and armor equipment cards. Starting Equipment Card – These are generic starting weapons and armor for all the characters. Item Card – Expendable items that use special slots on your character. Relic Card – Special expendables, armour and weapons that have unique abilities. Artifact Card – One of a kind inventory only attainable by a personal quest. Character specific. Combat Challenge – A success check roll against an enemy token from a roaming threat. Attribute Challenge – A success check roll using a characters specific attribute. Broken Condition – The ability to disable equipment that is “breakable” to avoid a wound token. Stables Card – Mount cards that increase movement in game. Success Check – The term for a target number needed by a roll usually combat or attribute. Movement Command – The movement instructions for enemy tokens. Spoils Draw – The ability to draw an item, armory or artifact after a roaming threat is defeated. Enemy Pool – The pool where the enemy tokens sit before they enter play by roaming threats. Regions – The areas surrounding Camelot that dictate which Albion tiles can place where. Icon Activation – Tiles that require an “end of turn” action to use their special effects. Enemy Special – Unique powers of roaming threats. Seduced – A negative affliction to characters by roaming threats and encounters. Repair Action – The ability to fix broken equipment in game. Key Turn – One full round play plus the first player going a second time before the new key turn. Altruism Attribute – The stat used for magic and for good hearted actions. Loyalty Attribute – The stat that reduces despair and distrust. Prowess Attribute – The stat used for might and vigor style checks. Courage Attribute – The stat used for bravery and strength of mind. Special Slot – The slot used for items and certain artifacts and relics. Traitor, Witch, Knight, Saxon, Druid, Demon, Undead, Giant, Dragon, Magic – Enemy token type. Goblet Icon – Yields a draw from the relic’s deck. Bottle Icon – Yields a draw from the items deck. Shield Icon – Yields a draw from the armoury deck. Horse Icon – Yields a draw from the stables deck Encounter Icon – Yields a draw from the encounters deck. Continuous. Enhancement Icon – A tile that yields a global attribute bonus when activated. Skull Icon – A tile that yields a onetime draw from the roaming threats deck. Hammer Icon – A tile that repairs 1 broken piece of equipment per turn activated. Cross Icon – A tile that removes 1 wound token from your character per activation. Magic Cross Icon – Yields a draw from the virtue plaques. Unique Cross Icon – The icon related to personal quest artifacts.