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TerraChimera-QuickSetup.md

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TERRA CHIMERA

RULES VERSION

Quick Setup - v.0.1 - DEVELOP

This is the stripped down set of all necessary rules to get started playing.

See the GAME RULES for any questions or details.

See the CHEAT SHEET for a very brief checklist of rules.

GAME SETUP

  • Place world board in middle of play area
  • Place terrain tokens in stacks near the board
  • Place elemental tokens in stacks near the board.
  • Draft cards based on each player's starting research track and trophys
  • Shuffle the remaining cards into each elemental deck

PLAYER SETUP

  • Each player selects a lodge board
  • Each player randomly selects a secret society card and a secret plot card
    • Only they may look at the cards, and in general they will be placed face-down in front of the player until they need to be revealed as p
  • The first player is choosen randomly
  • Each player is dealt three cards
    • Two cards per player are dealt into the gallery area
    • The last player begins drafting from the cards in the gallery to fill out their hand
      • Each player in reverse order selects a card, then a second round of drafting proceeds the same way
  • Each player selects a grand master for their lodge and places it in the slot if they have one.
  • Each player receives their initial resources as described on their lodge board
    • 1 lodge
    • 2 coin
    • 4 bread
  • The first season of the game begins

SEASONS

Each season has three phases

CONSOLIDATION

  • Gain resources based on the state of your board
  • Factories and cards that produce resources produce them now
  • Pawns that can return, return to your lodge
  • Actors untap

CONSOLIDATION ACTIONS

  • Trade Factories produce resources
    • Roll one die for each worker in the factory and earn that total number of resources.
    • For each favor level, replace one die with a favor die.
    • For each zero, you can keep the worker in that factory for no additional cost

MECHINATIONS

  • Each player takes one available action on their turn, then player to their right and so on, until all players have passed, unless an ability cirucumvents this.
  • Available actions depend on the lodge, actors, pawns, buildings and cards.
  • All actions must be stated aloud and the applicable rule or text allowing the action must be stated.
  • The first player to pass has the first option to place actors up for election, and for every time their seat comes up and play still continues, they recieve a pawn vote from the supply. (Early campaigners build support)

MECHINATION ACTIONS

  • Available actions depend on the lodge, actors, pawns, buildings and cards.

  • Draw: Spend an influence to draw a card from the deck, or spend two influence to draw a specific card from their own secrets.

  • Level Up: Spend the cost to raise the rank of their grand master. This makes them harder to assasinate and more powerful in the endgame .

  • Hire Pawns

    • Pawns can be added to a player's board for the cost specified. You can hire as many pawns as you can afford to hire with one action.
    • Pawns include workers, toughs, investigators, occultists
  • Play Pawns

    • You can play a pawn from your conspiracy board to any location. If there is an associated cost, pay that, although there may not be.
      • Gain any relevant reward
      • Pawn plays
        • Workers can be placed in open factory slots
        • Occultists can be placed in the outer ring of the astral circle
  • Add a building

    • To add an additional building, pay the associated cost on your player board
    • Add another building token to the additional slots on your board.
    • Buildings/places include lodges, halls, towers, salons, trade guild factories
  • Build a Building

    • To build a building, pay the associated cost on your player board.
    • Place the building on a legal space in the city. You can only place a building in a district that contains a building or pawn controlled by your lodge, and it must be legal in that district to build. If you need to build in a new district, you can place a pawn on tbe board as a turn.
  • Tap an Actor

    • You can activate a power on an actor by tapping (turning sideways) and then gaining the relevant reward. Tapped actors cannot be re-tapped unless another ability allows this.
  • Play a card

    • You can play a card from your hand by paying the cost. You then place it into your conspiracy, face up in front of you.
      If there are any "on play" rewards, gain them.
  • Pass your turn

    • When you have no other actions you wish to take during this phase, announce that you are passing. If you are the first to pass, take the first player token.
    • You may place one of your actors up for election in any district where you have a hall. Place one worker pawn there to represent the initial vote, and each additional round that play continues, place one more worker on your actor.

    Scoring VP

    • Scoring VP may be the side effect of different actions and should be denoted on cards or in the rules.
    • In general, removing an actor from play immediately scores you 1VP, whether assasinating them, discarding them or moving them into secrets

RESOLUTION

  • All actions occur at once
  • Elect new aldermen in each district, and winning player select new laws; if a non-player actor is elected, retain the last law.
  • Check if any secret plot has been unleashed
  • Advance the astral signs

SCORING

  • Scoring during a standard resolution
    • the player with the most powerful grand master gains 1 VP
    • the player with the most buildings in each district gains 1 VP per district
    • 1 VP per level of each occultist on the astral board
    • 1 VP per aldarmen elected
    • 1 VP per grandmaster level
  • During Final Resolution:
    • Based on power scoring on your secret lodge and the cards you have in your conspiracy
    • Based on if and how you unleash your secret plot