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Barbarian Vince: Rules v1.5 (Mar 2018) Rocco Privetera & Cinnamon Curtis
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Unique
phases). If you fail, continue the turn as normal. number found at the bottom-left of the card. This card pick your battles carefully.
Mushroom of Recovery
10
Random Number
Recovery +1
the Rest phase (i.e. skip the Travel and Encounter top card from the draw deck. The result is the random encounters will not lead to this, but some will—so
away in that spire of his along the eastern shore.
friend, the wizard X’Argex. He’s probably locked himself
Right now you could use some company, maybe even your
Value, you successfully Lay Low—proceed straight to classes, name, and description permanently removed from the game. Most
You walk through manageable weather. No encounters.
the card contains any of the major X-encounter Quests in the game (the
Goblin King. He appears distraught, for his only
2. Travel Most encounters have a challenge that needs to be 3a. Checks You must perform the relevant skill check (as above)
You may travel to an adjacent map location following overcome. If multiple options are listed, you may Random Checks: To perform a random check, make a the number of times listed, each time getting a result
the travel paths, shown as dotted lines on the maps. choose which option to take. Discard the card once random draw and follow the instructions listed. of equal to, or greater than, the target number listed.
the encounter is resolved unless specified otherwise. Example: “Combat check: 2@ 6+” means Vince must
When you travel off the edge of a map, search the Skill Checks: Usually listed as “<Skill> check:” (e.g.
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draw deck for the relevant new map card, as indicated X-Encounters: Several map locations have “X” class “Combat check:”), these are tests of skill required to make two combat checks, each with a target of 6+.
on the current map’s Map Key, and add it to your encounter types (X<number>; e.g. X12) – these are perform a particular feat, such as fighting an ogre. Each attempt at an individual check is called a round.
ready hand. Follow the travel path from one card’s specific story encounters. When you have an Round Speed: If specified, you may only play as many
encounter in one of these locations, search the draw To perform a skill check, you must exhaust at least one
location to the next. card from your ready hand, then make a random cards as the Round Speed listed for each round.
deck for the specific story encounter card. Damage: If you failed the check attempt for a round,
Skill Bonuses: The experience of travel is beneficial, draw. Compare this against the encounter’s target
and rewards you with a Skill Bonus, as noted at the top Z-Encounters: There are several numbered types of number or list of outcomes. and the skill check lists a Damage, you must exhaust a
of the map card. As long as that card is in the your “Z” encounters (Z1, Z2, etc). These are all separate number of cards equal to the Damage listed and try
terrain types. (i.e. If you are instructed to attempt a Z2 Modifiers: Some cards provide a modifier to a specific
ready hand, your base skill is altered as indicated. If skill. If these are exhausted for a check, any modifiers again. You have the option of which cards to exhaust
you exhaust the map card as part of a skill check, the encounter, you must draw a Z2 card, not a Z1 card.) as damage, unless the encounter states otherwise.
relevant to the check are added to the random draw.
modifier counts towards that check. A card’s bonus Encounter Modifiers: Some locations on the map list Reusable cards: If you finish a round and still have
a terrain type with a modifier (e.g. F+2). Add the Skills/Curses: If you have an item card with a modifier
modifier is ignored while it is in your exhausted hand. listsed as a “Skill” or a “Curse”, it adjusts your base skill cards in your ready hand, you may restore one
modifier to the random draw if playing an encounter “Reusable” class item. Note that some Reusable items
3. Encounter for that terrain type. For example, “F+2” means that if as per a map Skill Bonus. Therefore, if you have a “+1
Charm” Skill card, every card played is one higher for specify conditions for their reuse.
You must have an Encounter every turn unless you an F encounter is drawn in this location, you must Discarding Cards: You may never discard a Map card
add +2 to the encounter’s difficulty number. This charm checks, even if that card is not exhausted for
successfully Lay Low. To determine the encounter, the check itself. Skills (but not Curses) are ignored or the Player Card. These remain in your exhausted
make a random draw to get a difficulty number for the generally means an encounter is more difficult. hand until restored. You may not discard a “Curse”
whilst the card is in your exhausted hand.
encounter. Then draw from the draw deck until you Running Out of Encounters: Should the draw deck card, until the stated conditions are met.
no longer contain any cards that match a location Outcome: Follow the instructions listed for the check
get a card with a terrain type that matches your result. Checks versus a number (e.g. “Make a Hide If you are unable to discard a card, ignore the result.
current location. Discard any cards that do not not because you have all of the relevant quest cards
check: 9+ to hide”) have only a success/failure result. If you ever have to discard a “Unique” item, it returns
match. Resolve the encounter on the matching card in-hand, you must choose a card from one of your
If you exhaust all of your cards without successfully to its original location (listed on the card). If you
that corresponds to the terrain type and difficulty hands with an appropriate terrain type to play an
passing the check, or fail any of the conditions of the return there, you may skip any related encounters,
number. This card is not considered part of any hand. encounter from. During the encounter, the chosen
challenge, immediately follow any failure directions. retrieve the item, and place it in your ready hand.
Example: Vince is currently in Spraymere (U, G). card is temporarily considered part of the exhausted
hand. Afterwards, the card is moved back to Multiple Skill Checks: Challenges may involve Item Draws: If you are instructed to draw one or
First, he makes a random draw; it is a 4. Next, he more items of a certain class (Common, Uncommon),
draws one card at a time until he finds a U or G card. whichever hand it started in. If the chosen card is having to pass a check several times. These are worded
currently held as an item, you are still considered to as “<Skill> <number of checks>@ <target number>”, draw cards from the draw deck until you find an item
He eventually draws a U card. He plays the encounter of that class. Discard any cards of the wrong item class.
listed under the number “4” on this card this turn. be carrying the item. sometimes followed by Round Speed and Damage.
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