Rules:
All game discussion must be in this thread. No private PMs and the like, just as though we were at a table.
Download the rules here:
http://www.fantasyflightgames.com/ffg_content/runewars/minisite/runewars-rulebook-web.pdf
Also, download the FAQ here:
http://new.fantasyflightgames.com/ffg_content/runewars/minisite/runewars-faq-1-2.pdfVictory ConditionBe the first to obtain 6 Dragon Runes at any point in the game. You win the instant you get 6 Dragon Runes and reveal them. The only measure of victory is the dragon runes, don't get bogged down in back in forth fighting,
focus on the runes.
If no player has won by the end of the sixth year (after Winter), the game ends. When this happens, all rune tokens are revealed and the player with the highest number of dragon runes wins. Ties are broken normally.
The Fate Deck
Runewars uses a deck of 30 cards instead of dice to determine the outcome of random elements like battle. Each card has multiple elements:
The Destiny Symbol, used for diplomacy with neutral units and quests. The results of which are either Success, Neutral, or Failure.
Four areas showing battle outcomes for each of the 4 unit shapes (Triangle, Circle, Rectangle, and Hexagon). The results in these areas are separate, and are either Damage, Rout, or Special Ability. Both damage and rout can have more than one.
Every Fall Season in game the Fate Deck is reshuffled, and when it is depleted.
See the spoiler below for a breakdown of the card chances.
When used for Diplomacy:
60% 18 result in Battle/Retreat Friendly
27% 8 result in Neutral Retreat
13% 4 result in Successful Diplomacy
When used in Battle (Triangle)
40% 12 result in MISS
27% 8 result in 1 Wound
20% 6 result in Special Ability
13% 4 result in 1 Rout
When used in Battle (Rectangle)
33% 10 result in MISS
20% 6 result in Special Ability
17% 5 result in 1 Wound
13% 4 result in 2 Wounds
10% 3 result in 1 Rout
7% 2 result in 2 Routs
When used in Battle (Circle)
40% 12 result in MISS
40% 12 result in Special Ability
13% 4 result in 1 Wound
7% 2 result in 1 Rout
When used in Battle (Hex)
20% 6 result in MISS
20% 6 result in Special Ability
17% 5 result in 1 Wound
17% 5 result in 2 Routs
13% 4 result in 2 Wounds
10% 3 result in 3 Wounds
3% 1 results in 1 Rout
The Order Cards
1-Strategize
Move any of your
units or heroes into an adjacent
empty or friendly areas. Do not activate the area.
Supremacy Bonus: Draw tactics cards as indicated on your resource dials.
2-Mobilize
Activate an area and move any of your units to it from up to 2 areas away.
Supremacy Bonus: You may resolve this card's primary ability a second time, as long as you do not start a second battle. You may attempt diplomacy though.
3-Conquer
Activate an area and move any of your units to it from up to 2 areas away.
Supremacy Bonus: During battle, reduce the strength of the opponent's stronghold by 3.
4-Harvest
Reset your Resource dials based on the areas you control.
Supremacy Bonus: Gain any bonuses provided by your developments. You may then lose 1 wood to build a development at a friendly stronghold.
5-Recruit
Recruit units based on
1 of your resource types.
Supremacy Bonus: Then recruit units based on a second resource type.
6-Rally Support
For each city you control, gain either it's Neutral units, Tactics cards, Influence, or Quest cards bonus, only one bonus per city.
Supremacy Bonus: You may spend up to 3 influence to draw the same number of Hero cards; choose 2 to keep and shuffle the rest back into the deck.
7-Acquire Power
Gain influence as provided by your resource dials.
Supremacy Bonus: Choose a title card. Claim it by spending more influence than is on the title card.
Remove all influence from the title card, then place your spent influence on it.
8-Fortify
Perform any (or all) of the following three actions:
- Lose 1 ore and 1 wood to build a stronghold in an area you control that does not contain a city
- Lose 1 ore to repair 1 of your strongholds
- Choose 2 friendly areas. You may freely move rune tokens between them
Title Cards
Captain of the Heroes League
Can trade reward cards for Dragon Runes
Your heroes never desert you.
During your turn, you may discard 3 Reward cards from any of your heroes to gain 1 dragon rune (once per turn).
Lord Commander of the Warriors' Guild
Easier conquest and defense of Dragon Runes
You gain +2 strength in battle if a rune token is in the area.
Before resolving a Conquer Order, you may look at a rune token in any one area.
Primarch of the Wizards' Council
Easier to gain Dragon Runes in influence bids
You decide the winner of all influence bid ties.
Gain 1 influence each time a Wizard's Council Season card is drawn.
Play Order and Ties:
Play order for a season is determined by these factors in order:
1. Lowest order card
2. Most influence currently held by a player
3. Highest starting influence
For other Tie situations, such as influence bids, then the Tied Player who has the most unspent influence decides which way the tie goes. If there is still a tie, reference the highest starting influence.
Starting Influence by Faction:
Latari Elves: 4
Daqan Lords: 3
Waiqar the Undying: 2
Uthuk Y'llan: 1
Map Legend (old)
Unit Info
Unit Traits
Each unit can have special traits that affect how they are used:
Fast - A fast unit can move into an activated area from 3 spaces away, instead of the normal 2.
Flying - A flying unit can ignore mountain and water borders. They may not move over enemy or neutral areas, however.
Neutral Units
Sorcerer
Initiative: 1
Health: 1
Icon: Circle (S)
Special - Undying: Each of your sorcerers has 2 health until the end of battle.
Razorwing (Flying, Fast)
Initiative: 1
Health: 1
Icon: Triangle (R)
Special - Stun: Your opponent must rout one of his units with initiative 2 or higher.
Beastman
Initiative: 2
Health: 1
Icon: Triangle (B)
Special - Command: Deal 1 damage and then draw and resolve a new Fate card (limit once per Beastman).
Hellhound (Fast)
Initiative: 3
Health: 2
Icon: Rectangle (H)
Special - Burning: Your opponent must choose 2 of his standing units. Deal each chosen unit 1 damage.
Dragon (Flying)
Initiative: 4
Health: 4
Icon: Hexagon (D)
Special - Flaming Breath: Destroy up to 3 Triangle units of your choice.
Giant
Initiative: 5
Health: 5
Icon: Hexagon (G)
Special - Rage: Deal 1 damage for each damage on 1 of your giants.
Uthuk Y'llan Units
Flesh Ripper (Fast)Initiative: 1
Health: 1
Icon: Base: Rectangle
Special - Unrelenting: Each of your Flesh Rippers has 3 health until the end of the battle.
BerserkerInitiative: 2
Health: 1
Icon: Base: Triangle
Special - Fury: You may destroy 1 of your standing Berserkers to deal 2 damage.
WarlockInitiative: 3
Health: 1
Icon: Base: Circle
Special - Rain Fire: Your opponent must destroy 2 of his triangle or 1 of his rectangle units (his choice).
Chaos LordInitiative: 5
Health: 4
Icon: Base: Hexagon
Special - Terrifying: Choose 2 enemy units. Each chosen unit is routed (if it was already routed, it is destroyed).
Daqan Lords Units
BowmanInitiative: 1
Health: 1
Icon: Base: Triangle
Special - Concentrated Fire: Deal 1 damage. Your opponent must assign this to a unit with more than 1 health (if able).
Knight (Fast)Initiative: 2
Health: 2
Icon: Base Rectangle
Special - Command: Deal 1 rout. Then draw 1 Tactics card.
FootmanInitiative: 3
Health: 1
Icon: BaseTriangle
Special - Valiant Strike: Deal 1 damage. If this does not defeat the unit, it is dealt an additional 1 damage.
Siege TowerInitiative: 5
Health: 3
Icon: Base Hexagon
Special - Lay Siege: Gain +2 strength when determining the winner of this battle.
Latari/Jowatal Elves Units
ArcherInitiative: 1
Health: 1
Icon: Base Triangle
Special - Crack Shot: Deal 1 damage to the unit of your choice.
Pegasus Rider (Flying, Fast)Initiative: 2
Health: 3
Icon: Base Rectangle
Special - Charge: Rout up to 2 enemy triangle units or 1 enemy rectangle unit of your choice.
SorceressInitiative: 3
Health: 1
Icon: Base Circle
Special - Word of Vaal: You opponent must retreat one of his standing units from the battle.
WarriorInitiative: 4
Health: 2
Icon: Base Rectangle
Special - Overpower: Deal 1 damage or destroy the damaged or routed enemy unit of your choice.
Waiqar the Undying Units
Skeleton ArcherInitiative: 1
Health: 1
Icon: Base Triangle
Special - Mortal Strike: Your opponent must destroy one of his triangle, circle, or rectangle units of his choice.
NecromancerInitiative: 2
Health: 1
Icon: Base Circle
Special - Raise Dead: Gain 2 Reanimate units and add them to the battle.
ReanimateInitiative: 4
Health: 1
Icon: Base Triangle
Special - Overrun: Deadl 2 damage if you have at least 2 standing Reanimates in the battle.
Dark Knight (Fast)Initiative: 5
Health: 4
Icon: Base Hexagon
Special - Intimidate: Deal 1 rout for each different standing unit type you have in the battle (maximum of 3)
Heroes Stats
Below is a list of all possible heroes in the game. In your player status section for each season, heroes will be listed by: Name, current health, any training, and any rewards they have. Refer to this list for his actual stats.
Evil Heroes
Red Scorpion
Alignment: Evil
Health: 4
Strength: 2
Agility: 3
Wisdom: 2
Special: When moving this hero during the Quest Phase, you may deal her 1 damage to move her up to 4 areas (instead of 2).
Mad Carthos
Alignment: Evil
Health: 3
Strength: 2
Agility: 1
Wisdom: 4
Special: At the start of a battle or duel in this hero's area, you may deal your opponent 1 damage.
Varikas the Dead
Alignment: Evil
Health: 4
Strength: 3
Agility: 1
Wisdom: 3
Special: At the start of each Quest Phase, remove up to 2 damage tokens from this Hero.
Battlemage Jaes
Alignment: Evil
Health: 3
Strength: 1
Agility: 3
Wisdom: 3
Special: During the Quest Phase, you may destroy 2 Triangle or 1 Rectangle unit up to 1 area away instead of healing, moving, or training this hero.
Good Heroes
Runewitch Astarra
Alignment: Good
Health: 3
Strength: 2
Agility: 2
Wisdom: 3
Special: You may look at rune tokens in areas adjacent to this hero at any time (in addition to rune tokens in her area).
Sir Valadir
Alignment: Good
Health: 4
Strength: 4
Agility: 1
Wisdom: 2
Special: When this hero trains during the quest phase, he may also heal 1 damage or move 1 area (but may not duel or attempt a quest).
Silhouette
Alignment: Good
Health: 3
Strength: 3
Agility: 3
Wisdom: 1
Special: Before moving this hero during the Quest Phase, you may discard 1 Quest card to draw 1 new Quest card
Ronan of the Wild
Alignment: Good
Health: 3
Strength: 1
Agility: 3
Wisdom: 3
Special: This hero may move up to 3 areas during each Quest Phase (instead of 2)
Neutral Heroes
One Fist
Alignment: Neutral
Health: 4
Strength: 3
Agility: 2
Wisdom: 2
Special: When this hero receives Reward cards by completing a quest, draw 1 additional reward card, discard 1, and keep the others.
Bogran the Shadow
Alignment: Neutral
Health: 3
Strength: 1
Agility: 4
Wisdom: 2
Special: Instead of starting a duel against an enemy hero, this hero may take 1 damage to take 1 random Reward card from a hero in his area.
Spiritspeaker Mok
Alignment: Neutral
Health: 4
Strength: 2
Agility: 2
Wisdom: 3
Special: Once per Quest Phase, you may look at all Reward cards on a hero that is up to 1 area away.
Mordrog
Alignment: Neutral
Health: 4
Strength: 4
Agility: 2
Wisdom: 1
Special: When this hero ends his Quest Phase in an area containing enemy or neutral units, your opponent must destroy 1 of his Triangle unit present.
Posts
Waiqar the Undying (Cynic Jester)
Used Orders:
Quest Cards: 2
Objective Cards: 1-Evil
Heroes:
Latari Elves (PMAvers)
/4
Used Orders:
Quest Cards: 2
Objective Cards: 1-Good
Heroes:
Uthuk Y'llan (Darian)
/1
Used Orders:
Quest Cards: 2
Objective Cards: 1-Evil
Heroes:
Daqan Lords (Zellpher)
/3
Used Orders:
Quest Cards: 2
Objective Cards: 1-Good
Heroes:
Don't exactly envy you for having to run it, but I'm definitely interested.
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Also, I'd spoiler the map or move it to make the first post easier to read.
White FC: 0819 3350 1787
I was totally planning on starting up a Runewars Play-by-Post next week, after needing to finish writing a conference paper submission this week. Perhaps I still will, if the interest is there. Played the game with visiblehowl, Zellpher, and Rend this past Sunday. Seems to be a good purchase so far, so it's nice to be able to share the experience with other onliners.
White FC: 0819 3350 1787
Having no experience with the game, I'll play as whoever.
fun game, must playyy.
Ignore the board up there, it's one I'm using for a different game and I'm only posting it as an example. It's actually a 5 player game using cloned components. For this game I'll be limiting it to the original 4 since I'm already running 2 other games elsewhere.
Players so far:
Fiaryn - Uthuk Y'llan
Cynic Jester - Wiaqar the Undying
PMAvers - ???
Edit: Aaaand... more people posted just as I was posting.
Darian - ???
Zellpher - ???
That makes 5, and I can actually go up to 8 if there's enough interest. I've digitized all of the components, so it's as easy to manage as opening a file, and the game is built to scale up. But, it might be a better idea for others to jump into a future game from MrBlarney.
This seems important:
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Fiaryn - Uthuk Y'llan
Cynic Jester - Waiqar the Undying
PMAvers - Latari Elves
Zellpher - Daqan Lords
I'm assembling the map right now, been working on a better looking map and pieces.
I'm the GM and the purpose of a GM is to make the most fun game for everyone, so it's only natural that the GM make the map and setup the starting locations.
Got waylaid by some contract work before I could finish the components, it's going to take another day to start properly, here's a preview of my crappy, but hopefully charming sprites for the game.
I can see that you're moving away from the iconic approach with your graphics. Seems like it's gonna be a big map in that case! (Hmm, maybe I should modify some Fire Emblem sprites...)
Quite charming; you and MrB definitely approach the graphics from very different perspectives, though.
Game is complicated.
White FC: 0819 3350 1787
Basically:
Every round is a Season, at the start of each Season you draw a season card with has various effects.
Then everyone chooses an Order card, which also has a number on it that determines who goes first, second, and so on.
When your turn comes up, you simply execute the 1-2 things that you can do as stated on the Order card you chose.
That's the core game right there.
Everything else is just special case and book keeping. Boardgames always seem daunting when you just read through the rules and try to soak everything in at once. Take the rules step by step as though you had a board in front of you and played through each step and it makes sense.
I've updated the first and second posts with more final rules and components, please review them.
This is the pre-game map. If you four would like a different map setup call a vote and I'll generate a new one.
Otherwise, there are 4 starting positions labeled on the map. I've randomly determined who gets to choose their starting positions first.
1. Cynic Jester - Waiqar the Undying
2. Zellpher - Daqan Lords
3. Darian - Uthuk Y'llan
4. PMAvers - Latari Elves
When it is your turn to choose your starting position, state which position you want, and how you want your home realm oriented. For reference, to the sides of the board are the 4 starting home realms, color coded to your faction. Refer to the individual text labels on the hexes when stating its placement.
You'll get your starting objective, quests, tactics cards, and heroes after you place your home realm. The random cities will also be revealed then.
Maybe he's born with it.
I have the board game and played three full games at this point, refining my understanding of the rules as I went, so I would be glad to offer any rules question/clarification help as long as Vertrucio doesn't mind.
Also, go Waiquar! Kill you some pansy elves!
Note: I've never played this, obviously. Is it a bad idea to do that, using the water edge to restrict movement into/out of my homelands, or is funneling all attackers through a choke-point good? Anyway, I'll see how it works out for me.
Just as planned...
COME FORTH, AMATERASU! - Switch Friend Code SW-5465-2458-5696 - Twitch
Your home realms have been placed, but not quite final. If, after seeing it placed, you want to rotate it let me know.
Also, I've placed your starting recruitments in your home realms, your starting recruitment is basically recruiting from every resource dial you have. I've also placed your starting stronghold. These are there for reference, you get to choose where in your home realm these will go. In future turns, you may only place recruited units at strongholds, so plan accordingly.
You'll soon be receiving your starting hero. Heroes are designated by the circle/star icon with a number in it.
Lastly, the cities have been placed.
So now, I need everyone to choose the starting positions for their starting units, stronghold, and hero.