Dungeons Artifacts Rules.pdf

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ARTIFACTS RULES
Mage Knight Dungeons Artifacts include objects that give your dungeon more
atmosphere, diversity and character. The following rules define how each artifact
is encountered and used. Using artifacts may add additional time to your game.
Placing Artifacts
Artifacts are placed on the board during Step 3: Place Special Terrain and Doors
in the Advanced Rules for MK Dungeons . Use all the standard rules for placing
objects in the dungeon. Players must agree on the artifacts to be used before the
game begins.
No part of an artifact can replace a square containing Blocking Terrain. Artifacts
are not unique, so more than one of each kind can be placed in a dungeon.
Artifact Tokens
Artifact tokens are two-sided tokens that are placed in the
dungeon under certain artifacts. One side shows the words
Artifact Token. This is the side on top when the token is
placed in the dungeon.
The table on the reverse side shows the benefit or curse the
artifact bestows on the Hero. These tables come in three
levels, indicated by the colors yellow (weak), blue (standard)
and red (tough).
Separate the tables by color into three piles. Then turn over
each pile to the Artifact Token side, and mix up the tokens in
that pile.
When an artifact is placed in the dungeon, look at the bottom
of the artifact. The information printed there shows the tokens
to place under the artifact.
Artifact Rules
• Only Heroes, or figures used by players in their heroic team, can use artifacts.
The term “Heroes” will be used throughout this document.
• An artifact can be used only once per activation.
• Artifacts cannot be attacked, destroyed or damaged.
• Artifacts are considered Hindering Terrain. It costs 2 speed points to move
through a square with an artifact.
• A figure cannot end its movement in a square containing an artifact.
• Specific rules may modify or replace these basic rules.
ARTIFACT TYPES
There are two kinds of artifacts in this set. Exotic Artifacts and Dungeons
Dressing. The Exotic Artifacts use Artifact tokens. Dungeon Dressings have
special rules.
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Exotic Artifacts
The following are considered Exotic Artifacts:
Using Exotic Artifacts
To use an exotic artifact, the Hero must be in a square adjacent to the artifact
and the artifact must be in the Hero’s front arc. It costs 4 speed points to use the
artifact. Once the artifact is used, the Hero’s activation ends.
As the player uses the artifact, he or she takes the first token from under the
artifact and receives the benefit or curse of the artifact.
Use the MK Dungeons Attacks by Objects rules to resolve any close-combat
attack made by an artifact.
Some artifacts grant special abilities. An ability granted by an artifact is
permanent; the figure never loses the ability, regardless of how much damage it
takes. The token remains with the figure. Even if the figure already has a special
ability for that stat, it gains the new ability. The new ability is permanently in that
slot. Magic items or new combat dial abilities that may appear do not replace it. If
a figure is eliminated from the game, it loses the new ability. The same special
ability can only be gained once per Hero. Some abilities are optional. A player
can choose whether or not to use an optional ability.
If the artifact bestows an item on the figure, use the standard rule for items that
are found in the MK Dungeons rules. The item must be assigned to the figure at
the beginning of each turn. All non-item tokens must be used immediately unless
otherwise stated. Once used, place tokens back into the token pile of the
appropriate color.
Even if a token doesn’t affect a Hero (for example, healing granted to an
uninjured Hero), those tokens are still considered used and are placed back into
the appropriate pile. Some effects require items, Heroes or Mage Spawn to be
placed in the dungeon. Place the items or figures on the open square closest to
the Hero using the artifact. In multi-player games, if any Mage Spawn appear,
they are placed and immediately marked with movement counters.
Replacing Tokens
Each level (color) has a special token that states “Refresh all Artifacts.” When
this token is revealed, add enough tokens of the appropriate color to every
artifact in play to return that artifact to its maximum number of tokens. Mix each
color token pile again before adding tokens to the artifacts.
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Dungeons Dressing
These items have unique rules. Do not place artifact tokens under these artifacts.
Furniture
Chairs and tables function as moveable Hindering terrain. They can be destroyed
with the use of a Flame/Lightning or Shockwave attack. Chairs have a defense
value of 7; tables have a defense value of 10. If an attack using one of these
special abilities succeeds, remove the artifact from the board and replace it with
a Hindering terrain counter. Use 1 terrain counter for chairs, 2 terrain counters for
tables. Place the terrain counters in the squares previously occupied by the
furniture.
Chair
Chairs can be picked up and moved by a Hero, but may never
occupy the same square as the Hero. Moving a chair increases
the cost of movement by +1 per square. The player moving the
chair places the chair in a square when the figure’s movement
ends. The Bound, Charge, Nimble, Quickness, Sneak Attack,
Stealth and Sweep special abilities cannot be used while carrying a chair.
Table
A table must be placed on 2 squares in a 1 x 2 pattern, but not
on a diagonal.
Tables can be moved by a Hero, but may never occupy the
same square as the Hero.
Moving a table increases the cost of movement by +2 per
square.
The player moving the table chooses the squares the table occupies when the
figure’s movement ends. The Bound, Charge, Nimble, Quickness, Sneak Attack,
Stealth and Sweep special abilities cannot be used while carrying a table.
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