Catacombs Extrarules Nobackground

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Extra rules for catacombs
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    Catacombs Extras:  Alternate Exploration, Set-up and Battle Phase Rules Te following rules are presented as variants or advanced rules that can be used to sub-stitute some of the rules from the Catacombs Rule Book that was included in the game. You can use none, some or all of these rules in your games of Catacombs.  Variant Set-Up #1: Heroes Place Last   is variant should be considered if the heroes have difficulty winning the game.  To assist the heroes, this variant switches the order of the final action of the Set-up phase. As opposed to the rules described in the manual, the Overseer takes the ap-propriate monsters from the monster pool and places them in the monster start zone, then the other players place the heroes in the hero start zone. e battle phase then begins as normal.  Variant Set-Up #2: Story-Based Set-Up Catacombs can also be played as part of a more developed role-playing or story-based system. A creative Overseer may wish to weave a story into each of the rooms of the Catacomb or even the whole adventure itself. In such a case, monster and hero set-up may be altered. Such a system would need to be agreed by all players prior to the start of the game.  Variant Set-Up #3: Fair Placement Of Monsters  e Overseer is the most difficult role to play in Catacombs. Firstly, the goal of the Overseer is to triumph over the heroes to win the game; however, the Overseer is also the player who ultimately controls the pace of the game. Players may find that the the Overseer tends to place the monsters in a position that is not fair and in the spirit of the game, such as placing all of the monsters in one corner of the board. In such cases, fair placement rules may need to be imple-mented.In addition to requiring placement within the monster start zone, the following rules of placement for the Overseer are added:ã No monster may be placed within 1 inch (or one medium sized disc) of another monsterã No monster may be placed within 1 inch of an obstacle or edge of the boardIf these rules are unsuccessful in improving the spirit of play, it is recommended that a new Overseer be chosen to replace the current Overseer.  Advanced Battle Phase Rule #1: Wandering Monsters Similarly to the last variant rule, the heroes or the Overseer may perform their actions defensively, such as avoiding conflict to prolong the game. If such play persists, players may wish to add this rule to force conflict. If during the heroes’ turn, none of heroes hit a monster with a melee, missile, or fireball shot, then during the Overseer’s turn, the Overseer may add a wandering monster to the board in any legal position in the monster start zone. Consult the Catacomb Lord’s player mat to determine which wandering monster is added.  at monster does not receive an action this turn. If no wandering monsters are left in the monster pool, then no monster may be placed. Note, the heroes do not need to damage a monster with a shot, they only need to hit a monster. is rule does not come into effect in the final battle with the Catacomb Lord.   VARIANT RULES: ALTERNATE CATACOMBS CONFIGURATIONSExtra Healer Card Included in the Catacombs game box are two Healer special room cards. If you are playing the game using the standard rules in the manual, you may choose either card to use when setting up the catacomb. e second Healer special room card may be used in any of these variations but it will most likely be used in the Labyrinths variant described below.  Added Rules: Camping   Allowing the heroes to regain health and spell cards, especially in the variants requiring longer game play, these rules make the game easier for the heroes. At the start of the game, place the Camp Tracker card so that it is visible to all of the players. Take the red cube that is used to track the Catacomb Lord’s health and place it on the start space of the card. At the end of each resolution phase, the heroes will have to decide whether they will camp or not. To camp, move the tracker down one space and resolve that space. If the space is numbered, each of the heroes receive that num-ber of health points (cannot exceed their maxi-mum) or return that number of previously-used spell cards to their hand. A player can choose to take any combination of health points or spell cards but cannot exceed the maximum number printed on the space of the Camp Tracker card. If the space has a question mark, the heroes will not receive any health points or spell cards and will have to fight monsters. e Overseer may choose 300 gold  value of monsters to fight the heroes (e.g. a single Crypt Spider or a Troll and Skeleton Warrior or three Orcs, etc.). Keep the current room’s game board and allow the heroes to set-up in the Monster Start Zone. e Overseer sets up the appropriate monsters in the Hero Start Zone and then the battle phase starts as normal. e heroes may not camp more than once per resolution phase and can-not camp after defeating the monsters from a camp attempt.  Variant Configuration #1: Longer/Shorter Catacombs  is variant can be used to alter the difficulty or length of Catacombs for either the heroes or the Overseer. To increase the difficulty or length, during the initial set-up of the Catacombs (see pages 4-6: Configuring the Catacombs) simply add more level 0, 1, or 2 rooms to the initial layout of the Catacombs. To decrease the difficulty or length, remove any of the level 0, 1, or 2 room to the initial setup.  Variant Configuration #2: Fork in the Road  is variant gives the heroes more variety in the choice of their room cards and the monsters that they will face. It will also make the game slightly easier for the heroes.  To set-up this variant the Overseer does the following:ã Deals one Level 0 card face down on the tableã Deals two Level 1 cards face down on the table and arrange them vertically aligned to the right of the Level 0 cardã Arranges the Merchant special card face down on the table to the right of the Level 1 cardsã Deals two Level 1 cards face down on the table and arrange them vertically aligned to the right of the Merchant special cardã Deals two Level 1 cards face down on the table and arrange them vertically aligned to the right of the Level 1 cardsã Arranges the Healer special card face down on the table to the right of the Level 1 cardsã Deals two Level 2 cards face down on the table and arrange them vertically aligned to the right of the Healer special cardã Arranges the Catacomb Lord special card face down on the table to the right of the Level 2 cards SAMPLE FORK IN THE ROAD LAYOUT (END OF GAME)During the exploration phase after successfully completing the previous room, the Overseer flips over the next room card(s). If there are two room cards, the players are allowed to choose which room to enter.   Added Rules: Room Exits In the bottom right corner of each of the room cards there is a box describing the available room exits. Using these room exits, more complex catacombs can be set-up. e letters signify which direction the heroes may leave the room if the successfully overcome the monsters (N=North, E=East, S=South, W=West). Not all of the room cards allow the heroes to leave in all directions, therefore the heroes will some-times be limited in their choices. To travel between rooms, the room exits of both rooms must match.  Variant Configuration #3: Labyrinths  is variant allows for a much longer and more challenging Catacombs ad- venture. e game length of this variant may be much longer than the srcinal game, depending on the size of the Catacomb. In this variant, the Overseer creates a maze for the heroes prior to starting the game. It is the Overseer’s job to ensure that the heroes can travel between the rooms from the starting room to the Catacomb Lord and also to balance the rooms so that the players can at least reach the Merchant and the Healer successfully.Prior to starting the game, the Overseer arranges the layout for the catacomb using the room cards and placing them face down, except for the starting room,  which should be placed face-up. e Overseer should start with a Level O room and end the layout with the Catacomb Lord card special room card. At least one Healer special room card and the Merchant special room card should also be used in the layout. It is also recommended that each room card be accessible to the heroes. Consult the sample layout below for a basic example:SAMPLE LABYRINTH LAYOUT (END OF GAME) e red lines indicate the direction that the heroes are able to travel between rooms. As you can see in this example, every room is accessible and a path exists for the heroes to reach Catacomb Lord. e numbered circles in the left hand corner of the room cards indicate the level of the room card.During the exploration phase, the heroes choose a valid room exit from their current room and flip over the adjacent room card, if one exists. If the room exits match (North to South or East to West) then the heroes enter that room and set-up continues as normal. If the room exits do not match, the heroes turn the card back over, face down. e heroes may then choose another direction and flip over the adjacent room card. In some cases, the heroes may need to travel back in the direction that they came from and re-play a previous room that they have already explored. If the heroes enter a room that they have previously explored, they will encoun-ter half of the monsters described on that card (rounded down). e Overseer chooses which monsters he wishes to place for the heroes to fight and play con-tinues as normal. Players can also re-enter the special rooms such as the Healer and the Merchant to purchase additional items or to receive further healing. If the heroes re-enter the Merchant after purchasing items, the remainder of the item cards should be shuffled into the deck to determine which items are avail-able for purchase (maximum items available to purchase is still limited to six). Further, in this variant, the Merchant will not offer any discount to the heroes for purchasing items; all items must be purchased at their srcinal price even the first time that they enter the Merchant room. e size of the Catacomb will greatly affect the difficulty of the game for the heroes. e size will also depend on various factors, such as the skill of the heroes, the skill of the Overseer, the room cards chosen for the make-up of the Catacomb, as well as the desired game length. e above sample set-up typically requires approximately 90 to 120 minutes to play. It mostly consisted of level 1 room cards. As an Overseer, it will take practice to design Catacombs that are challenging but not too difficult for the heroes.  e Map item may be removed from the starting items at the start of the game as it will remove much of the challenge of this version; however, it is up to the players and the Overseer whether to include this item in the game. ese rules may be the starting point for other ideas and even greater adven-tures. Feel free to be as creative as you would like as in designing layouts and modifying any of these rules as needed to fit the style of play for your group.  Copyright © 2010 Sands of ime Games  Tese rules may be reproduced for personal, non-commercial use  For additional rules and other information, go to: SANDSOFIMEGAMES.COM 
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