106 lines
5.4 KiB
YAML
106 lines
5.4 KiB
YAML
- src: https://s3.amazonaws.com/geekdo-files.com/bgg338940?response-content-disposition=inline%3B%20filename%3D%22Oathsworn_player_aid_v2.pdf%22&response-content-type=application%2Fpdf&X-Amz-Content-Sha256=UNSIGNED-PAYLOAD&X-Amz-Algorithm=AWS4-HMAC-SHA256&X-Amz-Credential=AKIAJYFNCT7FKCE4O6TA%2F20230917%2Fus-east-1%2Fs3%2Faws4_request&X-Amz-Date=20230917T005449Z&X-Amz-SignedHeaders=host&X-Amz-Expires=120&X-Amz-Signature=c2daa6d7c83c99289b2d6698ea0ee102c84800942ebd439bd7ce948ade3595db
|
||
- stories: |
|
||
Story aid
|
||
Setup
|
||
Take permanent combat tokens. Full oathsworn health.
|
||
Use locations
|
||
Send runner - cost LVL coins, send to Banksmith or Apothecary.
|
||
Banksmith: buy LVL common cards, sell for half price (round up).
|
||
Price is card level.
|
||
Apothecary: Buy curatives (max 5) for LVL cost.
|
||
Trade coins or equip-items at any time between players and
|
||
company bag (bag limit 12 items)
|
||
Perform check/survival check: One Oathsworn. 1-10 white dice.
|
||
Tokens: Redraw (all checks), Empowered x3 (Might checks).
|
||
2 blanks is fail (do not regain tokens).
|
||
Dice value / difficulty = successes. FAIL: See story.
|
||
Round of Combat: Everyone. Might dice and 0-10 white dice.
|
||
Tokens: Redraw and Empowered 3x, no Ability Cards, Items Abilities,
|
||
or Special Abilities. 2 blanks is fail (do not regain tokens). Dice value /
|
||
defense = damage (round down). FAIL: -1 health.
|
||
- encounters: |
|
||
Encounter aid
|
||
Setup
|
||
If special rules box is checked, place it faceup. Otherwise revealed at
|
||
end of setup.
|
||
Pick 2 hands of weapons, 1 armor, 1 gear.
|
||
Set weapon might cubes, and armor/shield defense number token.
|
||
7 ability cards, choose from * to the current LVL, one with cooldown
|
||
(0), two (1), two (2), two (3).
|
||
Take max animus and place on left side, place regen tracker token if
|
||
necessary.
|
||
Pick first player.
|
||
1. Turn start
|
||
Regen aminus, pick up cards on cooldown 0. Next stage card is face
|
||
up.
|
||
2. Oathsworn take turns
|
||
Move: 1 animus per hex. All characters and terrain block movement.
|
||
Use ability card: pick card action, pay animus, resolve, place on
|
||
cooldown, battleflow.
|
||
Pass (does not end your round).
|
||
Oathsworn attack
|
||
Target closest location on large monsters.
|
||
Might value plus any number of white dice. May use combat tokens.
|
||
2+ blank is fail (don’t include critical).
|
||
SUCCESS: Damage = dice roll / defense (round down).
|
||
FAIL: Regain all used combat tokens + 1 of choice.
|
||
Monster attack
|
||
Hero may play one card to increase defense, no animus cost (then
|
||
battleflow).
|
||
Roll might, no critical or miss.
|
||
Damage = dice roll / defense (round down)
|
||
Oathsworn may spend defense tokens.
|
||
3. Encounter phase
|
||
(start here if ambushed)
|
||
3a. Activate large monster(s) following stage card.
|
||
Large movement destroys terrain, will bounce on edges, moves
|
||
through characters, ending on characters pushes them (no damage).
|
||
Change facing after move.
|
||
Attacks that display icons of broken locations draw 1 less of the best
|
||
Might cards.
|
||
Face towards attack target.
|
||
3b. Minion activation order: closest target in range and LOS (ignore
|
||
terrain effects) > Target with adjacent enemy with Mob keyword (if
|
||
attacker has Mob keyword only) > NW rule. Activate minion and
|
||
move,
|
||
3c. Minions attack, mob sum up might dice to one attack.
|
||
Targeting priority
|
||
Character who broke location (reaction only) > specific target on
|
||
Stage card if in range and LOS > closest Oathsworn in range and
|
||
LOS (ignore terrain effects) > Oathsworn with adjacent enemy with
|
||
Mob keyword (if Mob keyword) > NW rule. (Never targets ally/friendly
|
||
character, except reaction)
|
||
Keywords
|
||
Area Of Effect: may affect each character only once, gain +1
|
||
damage for each extra hex of a large figure, for melee AOEs LOS
|
||
to all targets needed, for ranged AOEs only the center hex needs
|
||
to be in LOS. One dice roll for all targets. Reactions do not cancel
|
||
hits on additional targets.
|
||
Battleflow: move all cards on one cooldown position to next. No
|
||
cascade.
|
||
Caged: can't do anything. See special rules. Each adjacent friendly
|
||
character gives +2 on survival check.
|
||
Chained attack: choose target in range and LOS, add additional
|
||
targets in chain range and LOS of the previous target. See AOE.
|
||
Remove lowest (not blank) dice result, once for each additional
|
||
target.
|
||
Charge Through X: Move X in straight line, attack all enemies moved
|
||
through, see AOE.
|
||
Consumed: Stuck in body part until broken or 6 damage delt. May
|
||
attack once per round for 3 animus. See special rules on start/end
|
||
round effects.
|
||
Crippled: No move or abilities with movement, until the end of the
|
||
next Oathsworn phase.
|
||
Empowered: Upgrade dice white>yellow>red>black.
|
||
Push: move straight away, or closest NW free hex.
|
||
Knockback: push that damages 1 on collision with terrain or
|
||
character (both take damage), no damage on board edge. Large is
|
||
pushed ½ distance (round up) and destroys terrain.
|
||
Line Of Sight: between closest corners. Or if straight tile row; center
|
||
to center. Line cannot touch any terrain. Ignore characters.
|
||
Thrown: place tracker in any adjacent hex to target, cannot pick up
|
||
this round.
|
||
Thrown weapon: unarmed, might is zero. Can still attack.
|
||
Thrown armor: no defense from items, no use of thrown item.
|
||
Wave attacks: 3 hex wide line of attack, nothing blocks it.
|