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Apr 13, 2011
MR-Player_Aid.pdf (20 KB) (Log in or Register to download.)
This is a concise summary of the turn order & many of the rules. It's on two pages that should be printed back to back. The first page is the day time turn order, and the second is the evening/combat sequence. I hope you find it useful. Please let me know if you find any errors or if there is anything I missed.
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Matt Becker
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Evening - After combat is resolved, all in the clearing may trade & rearrange belongings, and also pick up dropped/abandoned belongings in the clearing.

You can pick up dropped belongings if the Optional rule 10.A.5 - Dropping (And Losing) Belongings - is in play. You can not pick up abandoned items.

Quote:
Encounter/Lure Step - Players decide which counters to lure onto their combat sheet. If they cannot agree, each is assigned randomly.

No agreement or consensus is required. If I have my hireling lure a monster or unhired native, it can not be lured away. And if my character lures a a monster or unhired native, it can be lured away.

3rd Edition
8.3.4 Luring:
d ) ... A monster or battling native who has
been lured by a hireling cannot be lured away by other
characters or natives.

Each character can take any or all of the monsters and unhired natives in the clearing, including ones assigned to other characters, and place them in one of the red boxes on his Melee Section. [8.3.4]


Quote:
Actions - Characters may play color to energize a permanent spell, or may play a chit to Alert, run/fly away, prevent running, or cast a spell. Played chit times must be lower than times of enemies on his sheet. If no action is taken, character may activate an item or abandon any number of items.

If a character plays color chits to energize a permanent spell, he can still play other action chits or activate/deactivate or abandon items,.

The chit to charge, which is commonly played to prevent the target from running away, is actually played during Deployment, not Encounter Actions. It still counts as your Encounter Action.

The time of the Magic chit to cast a spell must be less than or equal to the move times of all the denizens and Move chits on his sheet.

You can also deactivate one item.

8.3.9 Activating and Casting Spells:
a. Activating Permanent Spells:
a.2) Playing color chits does not count as his action – he can
also charge, run or fly away, activate/deactivate or abandon
items, or do an action.

8.3.6 Deployment and Charging:
b. Charging: A character can charge another character by
playing a Move chit and placing his Attention chit on his target’s
Melee Section.
b.1) Charging counts as the character’s action for the
Encounter Step – he cannot do any other action that Encounter
Step.

8.3.7 Encounter Actions:
a.2) He can play a Magic chit only if its time number is less
than or equal to the move times of all the denizens and Move
chits on his sheet.
d. If he does not charge or play an action chit, the character
can either: 1) activate one belonging and/or deactivate one
belonging; or 2) abandon any of his belongings in the clearing.


Quote:
Each character secretly plays their attacks & maneuvers for the round for themselves and their minions (can't attack if they cast a spell)
.
Just to be clear, if you cast a spell, but it was cancelled, you can still attack.

8.4.3 Spell Activation and Cancellation:
b.4) If a character’s spell is cancelled before it goes into
effect, the Magic chit he played fatigues. Its effort asterisks still
count towards his effort limit for the round. He leaves his
Attention chit on his target - he can still attack with a weapon if
he chooses, but he cannot change targets.


Quote:
If a character is hit by Light damage or by Medium or greater damage against armor, they must wound an asterisk. If all are wounded, they must wound a fatigued asterisk. If all these are wounded, they must then wound a non-asterisk chit.

You wound chits, not asterisks. You can wound any action chits in play, subject to the restrictions in Rule 4.2.5.

8.5.3 Wounds: Each character must wound one active chit for
each wound that was inflicted on him during this round.... He can
wound any action chits he has in play, including chits he played
this round (see Rule 4.2.5).


Quote:
If a character is hit by damage equal to his vulnerability without passing through armor, the character must wound a number of asterisks equal to the higher die of a 2d6 roll (may be modified by spells/items).

This is not standard play, but Optional Rule 10.A.1, Serious Wounds. And, again, you wound chits, not asterisks.
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  • Posted Sun Apr 17, 2011 2:50 am
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