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Myths & Magic List of rules

There are four players in this game, an Elf Ranger who shoots arrows, a Dwarf Thief who uses an axe, a Human Mage who shoots fireballs from his staff or a Half-Orc Warrior who is pretty nifty with a sword. The Players start of by rolling 2 six sided dice to see who starts. They start at the bottom right Inn on the board. I will refer in future for example, three six sided dice as 3D6 etc. HP stands for hit points and MP stands for magic points. The player with the highest number starts and rolls 1D6 to move per turn. The players start off with 1HP and 1MP each. At any point before battle commences a player can state to use 1MP to add 1D4 (a four sided die) to his or her attack. They can replenish their hit points or magic points at an Inn or via a community card or from another player (see later). Each player has a standard attack of 3D6 which they can increase via using a magic point or using the magic sword or allying with another player (see later) or via a community card. The monsters have a set amount of attack dice clearly stated on the first draft prototype. A player cannot have more than one HP or MP at any time throughout the game. If the player is successful in attacking he defeats the monster and earns one Gold piece (1GP) and finishes his turn. If its a draw the monster is defeated but the player gains no gold from it. If he loses the monster must be defeated again next turn and he then loses a HP and stays where his is. If a player has no HP and loses he must go back to the last Inn. At an Inn a player can choose either; to lose a turn and gain a HP. Or purchase a healing potion which restores 1HP for 1GP; or purchase a magic restoring potion for 2GP which restores 1MP. They can do so the minute they land on the square. Once they reach the Inn or beyond a player must state before rolling dice, whether he wishes to circle the Inn anticlockwise as many times as the player wishes or whether he is moving straight onwards. A player might do this for example to pick up a magically endowed item. The magic items are as follows: A magic ring which enables the player to use secret passages easier (See later), and he may decide to turn invisible on a roll of a D4, 1-2: Fails and must battle. 3-4: Hides from battle.

If a player lands on a secret passage and he hasnt got the magic ring he rolls 1D6 and the following occurs: 1-3: The player gets lost and goes back to the last Inn. 4: The player ends his turn. 5-6: The player gets an extra turn and rolls again.

If the player has the magic ring the following occurs: 1: The player gets lost and goes back to the last Inn. 2: The player ends his turn. 3-4: The player gets an extra turn and rolls again. 5-6: The player advances to the next Inn the he hasnt discovered.

A magic shield which prevents the user getting lost, (see community cards) and secret passages and removes the +D4 monsters from getting their +D4 and also shields from dragon flames. (See later)

A magic sword which adds 1D6 damage each battle.

If a player lands on a magic item he or she may pick it up freely.

If a player lands on another players square they can do any of the following: Fight, Steal, Ally or Beg.

A:) Fight. (via Attack, Parry and Shield Bash cards based on rock, paper, scissors.) If the attacking player wins then they get an extra turn and the loser loses 1HP. If its a draw then its end of turn and no damage to either player occurs. If the attacking player loses then he loses 1HP and ends turn.

B:) Steal. The player then rolls 1D6 and the following occurs: 1-2: The player fails and the opposing player may choose to fight if they wish immediately before any other players turn. 3-4: The player steals 1GP or one potion of their choice. 5-6: The player steals 1 magic item of their choice.

C:) Ally. On the next battle they both gain 1D6 to attack each if both players agree.

D:) Beg. The player may beg for any of the following, a specific amount of gold pieces, a health or magic potion or a Magic item. The other player must agree or say no.

If a player lands on the Dragon Flames squares ie the Wyvern or on the Dragon Square, the player has to roll a D4 and the following occurs:

1-2: The player gets knocked back 1D4 Inns. 3-4: The player manages to roll out of the way! If a player has the magic shield he is immune to the flames! If the player fails to beat the Dragon he/she must go back 1D4 inns If the player beats the Dragon the game is won and the princess is rescued!

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