Tales of the Arabian Nights is a
freshly-reprinted board game about being thrown in wells, becoming crippled, and angering Efreets.
How to play? There are the
official rules and the
Universal Head rules summary, which has a reaction matrix typed out for easy printing. tl;dr? You mostly just choose where you'll travel, with distance based on wealth; then pull an encounter card when you arrive; potentially roll 2d6 to specify what you encounter; resolve it by choosing a reaction from one of several lists of single word responses. Players need to achieve 20 points in total, split between their Destiny and Story point scores. You can choose three skills from a list, and are dealt a Quest card at the start to get going. Run around the board, achieve your 20 points and return to Baghdad to win. There are 6 "characters," but choice of character has no mechanical impact.
Edit:
Handy Player Info Board with Skills and Reaction Matrices:
The board, hastily cobbled together from several scans. Not the best crop and paste job ever:
... which seems to be getting shrunk down to a smaller size by flickr, even when trying to view the "large size." The original file is 2000x1800ish or so. I will figure out why it's doing that or host it somewhere else.
The Wealth Track, flipped 180 degrees for easier reading:
We are going to use the
Player Interaction variant, which allows you to use your skills to either aid each other or to be horrible to each other, whichever you prefer:
USING SKILLS ON OTHER PLAYERS
How to Use Skills
Any time you end your turn in the same space as another player, you may announce that you are using one of your skills for/against him. Using a skill against another player costs you Destiny points: 4D if you are using a Talent level skill or 2D if you are using a Master level skill. Skills may only be used once per turn against one other player.
Defending Yourself
If you do not have the skill that is being used against you, and wish its effect to not happen, there is nothing you can do except suffer. If you have the same skill at Talent level, you may pay 4 Destiny points to avoid the outcome. If you have the skill at Master level, you may pay 2D points to avoid the outcome.
Exception: If you have the Luck skill or Quick Thinking skill, you may roll a die to avoid the effects. If you roll a 4 or higher you can avoid the effect. If you have both skills, add +1 to your roll. This roll cannot be modified by any other means.
The Skills and Their Effects
Given below are the various skills that can be used against other players, and the effects. If a skill is not listed, it cannot be used against another player.
Note that to give Wealth, one must have Wealth to give. You cannot go below Beggar, so if you are at Beggar you cannot give a Wealth level. Conversely, you cannot take a Wealth level from someone who is already a Beggar.
• Acting & Disguise: The player you use it against gains 1 Story Point. You may take one Treasure from him or gain 2 Story points yourself.
• Appearance: You may make characters of the opposite sex become Love Struck; you can make characters of the same sex become Envious.
• Bargaining & Evaluation: You may give the player one Wealth level and take one Treasure of your choice in their possession.
• Beguiling: You may make your victim become Enslaved or you may steal one of his statuses (but not Sultan).
• Courtly Graces: You may give the other player the status Scorned or make him lose one of Respected or Vizier.
• Enduring Hardship: The other player can give you one Wealth level or Treasure to make an extra move immediately, as if it were her turn (but without an extra encounter). After the other player moves, you may move to the same space if you wish.
• Magic: If the player gives you one Wealth level or Treasure, you may remove any one of their statuses of their choice. Alternately, you may give the other player the status Ensorcelled, Insane, or Beast Form. If the other player has the Magic skill and pays the Destiny points to avoid the effects of this, you receive that status instead.
• Piety: You may make the other go On Pilgrimage, or give him the Blessed status and gain 3 Destiny points yourself.
• Scholarship: The other may give you one Wealth level or Treasure in order to gain a skill that you possess. The skill is gained at Talent level. The other may not move during his next turn but still has his encounter normally.
• Seamanship: If you are on a coastal or sea space, the player may move one extra space on water on his next turn for every Wealth level they give to you.
• Seduction: You may use this only against characters of the opposite sex. You may make the other player become Enslaved or Love Struck, or take one Wealth level from them.
• Stealth & Stealing: You may take one Wealth level or Treasure. If the other player has the Stealth and Stealing skill and pays the appropriate Destiny points to avoid the effects of this, you become Imprisoned.
• Storytelling: The other gains one Story point, but may not move during his next turn. He still has his encounter normally.
• Weapon Use: You may make the other become Wounded. If the player has the Weapon Use skill and pays the Destiny points to avoid the effects of this, both of you roll 2 dice and the player with the lower roll becomes Wounded. If a player rolls 5 or more higher than the other player, the other player is Crippled. If there is a tied roll, reroll. These rolls cannot be modified in any way.
• Wilderness Lore: The other may give you one Wealth level or Treasure in order to either lose the status Lost or Pursued, or to draw two Encounter cards on their next turn, choosing one to encounter and discarding the other into the discard pile.
The scans of the two character sheets. Again, there's no difference between them in-game, it's purely a flavor choice:
Destiny/Story Points - Player/Character - Skills - Wealth - Status
1/2 - Gandalf / Scheherazade - Seduction, Storytelling, Magic - Princely -
Respected, Married, Pursued (Merchant)
1/1 - Orange Soda / Sinbad - Seduction, Seamanship, Stealth & Stealing - Respectable -
Envious
2/4 - Dark Primus / Aladdin - Luck, Quick Thinking, Master Stealth & Stealing, Courtly Graces, Wisdom, Wilderness Lore - Respectable -
4/1 - Hermenegilde / Zumurrud - Appearance, Magic, Quick Thinking, Scholarship, Weapon Use - Respectable -
Outlaw (Rome), Diseased (movement -1)
2/3 - Krylon666 / Ali Baba - Luck, Stealth & Stealing, Weapon Use - Princely -
Beast Form, Married, Vizier
1/2 - Valkun / Ma'aruf - Wisdom, Storytelling, Master Piety - Poor -
Note: At 3 Destiny points, you get +1 on encounter die rolls. At 5 it's +2 to the encounter roll. At 3 Story, you get +1 wealth, and at 5 story you get to choose one Talent level skill.
Quests:Gandalf / Scherehezade:
A Dream of Riches
You are awakened after a strange dream in which you are told to go to a farawat city where you will find a great treasure.
Roll a die (unaffected by any Statuses) to determine the city in your dream:
1-2: Tana
3-4: Zaila
5-6: Herat
Once you complete an encounter in that city, you meet a long-lost relative who tells you of the riches your dead father used to have -- and you had never known about. That night, the dream comes again, telling you to return to Baghdad. Confused, and a little angry for having made such a long journey, you decide to follow the dream to its conclusion.
When you return to Baghdad, and remain after an encounter, your visit with the relative gives you an idea of where to search in your house -- and therein you find gold, jewels, and wondrous artifacts: [D1/S1/W+3(Max: Rich)/Treasure]
Orange Soda/Sinbad:
Slay Creature
Merchants are attracted to the rich resources of a particular island. Unfortunately, a terrifying giant inhabits the island, eating all who land there. The Sultan, desperate, offers a great reward to the one who can dispatch the creature.
Have another player place one of your Quest markers on any island space. When you have a successful encounter on that island, remove the marker.
Then roll two dice, adding one each for Weapon Use, Quick Thinking, and Magic:
3-5: You do not defeat the creature, but neither are you eaten. Discard this Quest card and draw another.
6-11: You defeat the creature: [S2/W+2 (Max: Rich)/Choice of Weapon Use or Quick Thinking]
12+: You not only defeat the creature, you also claim its treasure! [S2/W+3(Max: Princely)/Choice of Weapon Use or Quick Thinking]
Dark Primus/Aladdin:
Seek Treasure
You have heard of a fabulous treasure in a foreign land, so you decide to make a name for yourself and find it. Upon finding a Treasure outside of Arabia, you are most happy: [D1/S1]
However, you know that the Caliph would really love the treasure for his collection. If you return it to Baghdad, you will receive an even greater reward: [S1/W+3 (Max: Rich)/Robe of Honor/Lose One Treasure]
If you choose not to return the treasure to Baghdad, or lose the treasure on the way, discard this Quest card and draw another.
Hermenegilde/Zumurrud:
The Gourmet
The surest sign of the mercy of the All-Merciful is the great abundance of novel tastes awaiting the true aficionado. You resolve to travel the world, sampling the flavors of far-flung lands.
Have another player place your three Quest markers, one each in India, Europa, and Arabia. When you have an encounter in a space marked with a Quest marer, regardless of the outcome, remove the marker.
When you claim all three markers, you have indeed had the best the world has to offer: [D2/S2/Courtly Graces/Blessed]
Krylon666/Ali Baba:
Seek Adventure
You are young, bored, and crave adventure! You dream of traveling outside the city walls and when an opportunity presents itself you jump at it.
As you travel around the world, you have heard rumors of wonderful places full of magic and wonders. You are determined to visit one of these places.
If you successfully encounter a Place of Power you have achieved the adventure you craved and relish telling people about it: [D1/S2/Storytelling]
Valkun/Ma'aruf:
The Call of the Wild
You feel cramped in the cities and crave the freedom of the outdoors. An opportunity arises to travel and you mean to take full advantage of it.
Have another player place your three Quest markers in any combination of different mountain and forest spaces (but the spaces cannot be next to each other). Every time you have a successful encounter at a chosen space, remove that marker. When you remove the third marker your quest is over: [D2/S2/Wilderness Lore]
Posts
Gonna read the rules now.
IOS Game Center ID: Isotope-X
Just picked up this game today at the store (which I special-ordered) because of all the positive talk about it in the board game thread, and I'm itching to play. I don't want to wait until next week to play it. So I'm signing up in hopes that this starts before then.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
IOS Game Center ID: Isotope-X
No, the only difference is the three skills you pick in the beginning and anything on your Quest card. The characters have no built-in differences.
Oh well. You should consider using the PvP variant, available at the Arabian Nights homepage (somewhere).
So, without further ado:
Valken, Dark Primus, Orange Soda, Gandalf, Hermengilde, and Krylon666 are in.
I've just updated the original post with the basic images we should need. So, here's what we do to get started.
1. If everyone can jump on invisiblecastle, roll 2d6 for initiative. If there's a tie between two or more players, whoever posted their roll first will just go first.
2. Choose your characters in the order of initiative, off of the list in the OP. Choose 3 skills off of the list on the character play board in OP.
3. Choose how many destiny and story points you want as your goal, out of a total of 20. The times I have tried playing this, I went 10 story and 10 destiny both times. You can use whatever combination of numbers you want, but my feeling was that I got story and destiny points at roughly the same pace. The game suggests keeping this a secret, although really I'm not sure why. In any event, PM me your numbers and you don't need to announce them publicly. Once you hit both target numbers by completing encounters, you get to announce this triumphantly and head back to Baghdad.
4. Your wealth starts at Poor.
5. Everyone starts in Baghdad. I'll draw and assign Quest Cards to each player once everyone is set up and ready to start.
That's about it. I don't know if I will have a chance to start the actual moves tonight, but if everyone happens to check this tonight or tomorrow then I'd like to try to get the first turns taken Sunday night (8/16).
2. Characters in order of preference:
Sinbad
Zumurrud
Aladdin
Ali Baba
Ma'Aruf
3. PM'ing.
4. Shit.
5. Aww. I wanna see Timbuktu.
Ali Baba - Luck, Stealth & Stealing, Weapon Use - 10/10 destiny/story points
The skills are just kind of arbitrary right? Like in some encounters they'll come into play, in others they won't.
edit: i just noticed we're picking chars in initiative order - if someone before me picks Ali, i'll choose from whats left along with skills too
Not that, uh, we'd do that.
edit: if there's a disagreement, we can just hand the character to whomever has initiative.
edit 2: Yeah, correct on the skills. With the exception of seamanship, every skill is just a "has a potential to be one of choices in a story," so it's fairly random. Randomness is a theme you will see heavily in this game. Seamanship is the exception -- may always move a minimum of 4 spaces by water, regardless of wealth. This is the same whether it's talent level or master level.
Skills start at talent, but if you are told to take the skill again through an encounter (or if you find certain items that grant skills), you bump it to Master level. This does give you a smidgen more control over your abilities, as there are 3 basic variations on every encounter, and you can choose to blindly pick one of the three if one of them uses your skill. Generally speaking, using the skill is going to be better than the No Skill result of an encounter.
edit 3 and then I swear I'm going to lunch: I believe there's 2 of each skill token, so likely multiple people can and will choose the same skill.
2 - Order of preference
Sheherazade
Ali Baba
Sinbad
Ma'Aruf
Aladdin
3 - Yeah, PM
4 - Slummin'
5 - I wonder if I can find Saddam's hole in the ground
You are aware that it's your own mind doing it to you ?
Doesn't change the fact that I now mentally associate you ----> lube.
EDIT: Just a matter of time now before I start associating Cylon Centurion ----> lube, thanks to your avatar.
From the folks that brought you Felgercarb Toothpaste: Hermeneglide(TM) Personal Lubricant, the #1 choice of both Centurion and Skinjob!
Don't care what character I get, give me whatever character is first available alphabetically when it comes to my turn to choose. I'll choose skills once I get the character.
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
2.
Wisdom
Storytelling
Piety
3. PMing formula.
Skills:
Seduction :winky:
Storytelling (Duh.)
Magic (Because it sounds fun.)
Seduction
Seamanship
Stealth & Stealing
Arrrrrrrrrrr
Gandalf / Scherehezade:
Contest of Champions
You have entered a contest of skill, of the mind, and of the body. If you are in a city outside of Baghdad with another player and have at least 2 more skills than that player, you have won the contest:
[D1/S1/W+2(Max:Rich)/Respected/Robe of Honor]
However if you share a city space other than Baghdad with another player and you do not have at least 2 more skills than that player, then you have lost. Discard this Quest and draw another.
Orange Soda/Sinbad:
Slay Creature
Merchants are attracted to the rich resources of a particular island. Unfortunately, a terrifying giant inhabits the island, eating all who land there. The Sultan, desperate, offers a great reward to the one who can dispatch the creature.
Have another player place one of your Quest markers on any island space. When you have a successful encounter on that island, remove the marker.
Then roll two dice, adding one each for Weapon Use, Quick Thinking, and Magic:
3-5: You do not defeat the creature, but neither are you eaten. Discard this Quest card and draw another.
6-11: You defeat the creature: [S2/W+2 (Max: Rich)/Choice of Weapon Use or Quick Thinking]
12+: You not only defeat the creature, you also claim its treasure! [S2/W+3(Max: Princely)/Choice of Weapon Use or Quick Thinking]
Dark Primus/Aladdin:
Seek Treasure
You have heard of a fabulous treasure in a foreign land, so you decide to make a name for yourself and find it. Upon finding a Treasure outside of Arabia, you are most happy: [D1/S1]
However, you know that the Caliph would really love the treasure for his collection. If you return it to Baghdad, you will receive an even greater reward: [S1/W+3 (Max: Rich)/Robe of Honor/Lose One Treasure]
If you choose not to return the treasure to Baghdad, or lose the treasure on the way, discard this Quest card and draw another.
Hermenegilde/Zumurrud:
The Gourmet
The surest sign of the mercy of the All-Merciful is the great abundance of novel tastes awaiting the true aficionado. You resolve to travel the world, sampling the flavors of far-flung lands.
Have another player place your three Quest markers, one each in India, Europa, and Arabia. When you have an encounter in a space marked with a Quest marer, regardless of the outcome, remove the marker.
When you claim all three markers, you have indeed had the best the world has to offer:
[D2/S2/Courtly Graces/Blessed]
Krylon666/Ali Baba:
Seek Love
Your nighttime dreams of a woman beyond beauty are now invading your waking thoughts. But you have never seen her, not has anyone you tell of her even heard of such a beauty! Finally, in a new dream, you gain a vision of her palace -- she rules a land far from Baghdad. Why are you tortured with such incomplete knowledge of the one person you know to be your fated love?
If, after an encounter, you are in a space with a 4 or higher in the terrain gem or city icon, roll one die. Add the number in the gem/city to the die roll and if you roll less than 9 you must move to a new location on your next turn (unless a Status prevents you from moving).
If the total rolled is 9 or higher then you have found your love: [W+3 (Max: Princely)/Married/Vizier/Place your Origin marker in the nearest city]
Valkun/Ma'aruf:
The Call of the Wild
You feel cramped in the cities and crave the freedom of the outdoors. An opportunity arises to travel and you mean to take full advantage of it.
Have another player place your three Quest markers in any combination of different mountain and forest spaces (but the spaces cannot be next to each other). Every time you have a successful encounter at a chosen space, remove that marker. When you remove the third marker your quest is over: [D2/S2/Wilderness Lore]
Peeking at the next quest card on top of the deck ... hmm!
I can put them on the board, or else the next three players to post could do one person each?
Once we have those placed, it will be Gandalf's turn.
Whoever wants to can put mine on the board.
1. On the little forest "6" in south central Africa
2. At the little "4" just outside the Cave of Wonders
3. At the little "6" north of Kiev
Mecca
Daya/Gaya
For herm