By Sean Patten: Encounter Blips Markers. Record Sheets
By Sean Patten: Encounter Blips Markers. Record Sheets
By Sean Patten: Encounter Blips Markers. Record Sheets
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CREATE A BROOD
Start Each player should create a starting brood. First, choose a Breed
from the table below. Then start with 5 CHARM points (used to buy
creatures), and 3 TIN (used to buy upgrades). Make sure you have
models to represent your creatures!
TAKING TURNS When you're ready to start, have each player roll two
dice- whoever has the highest roll goes first, and turns continue around
the table in a clockwise order. Each Brood may perform two actions
with each of their creatures, in any order. After the last Brood has
taken their turn, the HUMANS get a turn of their own! See the Ambush
and Hunter encounter blips for details of what they do on the Humans
turn. After the Humans turn is complete, it's back to the first brood's
turn, and so on.
CREATURES
UPGRADES
ENCOUNTERS
FOOD. 1 action to eat. Beasts MUST eat if they are within 1 stick.
Whoever eats it may either recover 1 HIT, OR gets +1 die to
their next roll (keep the card with them until you roll).
POTS. Finding these REVEALS you! May pick up and carry. If you
drop it off any board edge (or are carrying when the game
ends), earn 1 TIN.
SHRINE. Rolls 2 dice in defense (passive). You may attempt to
DESTROY it with melee or ranged attacks (see MAYHEM below).
FURNITURE. Rolls 2 dice in defense (passive). You may attempt to
DESTROY it with melee or ranged attacks (see MAYHEM below),
OR you may pick up and carry it (but you are REVEALED while
carrying). If you drop it off any board edge (or are carrying when
the game ends), earn 1 TIN.
WANDERER. You have snuck up on a lost, unwary human. Get
him! Rolls 1 die. May Loot, Mischief, or Mayhem.
HOLE. Zwoop! Anyone who reveals or moves into a HOLE will be
transported to any board edge, or any other revealed hole, as
part of their move!
TRAP! AGH! You have been caught in a hunter's trap. This reveals
your model! You may do nothing else until you escape or are
rescued from the TRAP. You must make an ESCAPE roll, or be
RESCUED by an adjacent creature. Whoever succeeds earns 1
point of BRAG.
AMBUSH! You are immediately attacked by a HOUND! If you
were hidden, you may reroll one of your defense dice. Hounds
roll 2 dice. May Mischief or Mayhem. On the Humans turn,
Hounds will move towards and melee the nearest revealed
creature. If no revealed creature is in range, Hounds will move
towards the nearest HIDDEN creature as it tries to sniff them out.
HUNTER! You are immediately attacked by a hunter! If you were
hidden, you may reroll one of your defense dice. Hunters roll 3
dice. May Loot, Mischief or Mayhem. On the humans turn,
Hunters will move towards and melee or shoot the nearest
revealed creature. If no revealed creatures are in range, the
Hunter will move towards the nearest unrevealed blip.
ACTIONS
Creatures do things by performing ACTIONS. A Creature can perform
TWO actions each turn. It may perform the same type of action TWICE
if they wish! For example, in one turn a creature could move two
times. Here are all the types of actions a creature can perform:
MOVE. Move 1 STICK in any direction. You may not move over
terrain that is taller than your model. You may make a free
MELEE attack on any model at the end of a move, as long as the
target was not hidden prior to your move.
SCRABBLE. You may climb up any surface up to 1 stick high, such
as a wall. Roll your dice- if you get any 1s, you slide back down-
sorry!
LOOT, MISCHIEF, OR MAYHEM. See below for details as you
attempt any of these.
AIM. If you can make ranged attacks, you may increase your range
by 1 stick.
PICK UP. You may pick up an item by spending 1 action.
CARRY. Some items require you to CARRY them- you must spend 1
action per turn just to carry them. If you are stunned or take
damage while carrying, you must drop the carried item!
HIDE. You may remove any REVEAL markers on your model.
RESCUE. Roll your dice- if you get a 5 or a 6, you may rescue an
adjacent trapped creature! Earn 1 brag.
ESCAPE. Roll your dice- if you get a 6, you may escape a trap! Earn
1 brag.
REVIVE. Roll your dice- if you get a 6, you may remove 1 hit on an
adjacent creature (even a KOed one). Earn 1 brag if you revive
another brood's creature!
HIDE!.
Hiding is an important survival skill for your creatures! Hidden
models may not be attacked until they are revealed in some way.
Your creatures are assumed to be hidden all the time, unless
something REVEALS them. If a creature is ever revealed, place a
REVEAL marker next to them. This makes them more noticeable to
enemies! They must spend an action to hide again.
You are REVEALED if:
OVERKILL: If the winning roll consists of any dice that rolled HIGHER
than the loser's HIGHEST die, then OVERKILL occurs. You do one point
of OVERKILL for each die that rolled higher than the opponent's highest
die.
MAYHEM- noisy!
MELEE.
The MAX damage you can do to any other brood model is a STUN.
Remember that STUNNED models must DROP anything they are
carrying!
If the Brood you are attacking has more BRAG than your Brood, you
will earn 1 BRAG for stunning them.
WRAPPING UP...
Depending on the scenario, most games end when all of the encounter
blips have been resolved. All creature models are automatically
revived when the game ends.
If you earned ANY Brag during the game, you get 1 CHARM.
If you earned MORE Brag than the number of creatures in your brood,
you get +1 CHARM.
The brood with the MOST Brag gets +1 charm!
TIN may be used to purchase upgrades for your Brood.
CHARM earned may be used to purchase additional creatures for
your brood!
SPECIAL SCENARIOS
NIGHT WATCH SETUP: Place 6 blips per player evenly around the
board. Broods can start at any corner. Each player rolls 2 dice- highest
roll goes first, then turns proceed clockwise around the table. NIGHT
WATCHMEN: If there are NO hunters or hounds on the board at the
start of the Humans turn, have each player roll one die for every 2
models they have active on the board. If anyone rolled Doubles, they
must place a HUNTER at their board edge (in the case of multiple
doubles, the highest roll must place)- otherwise, whoever rolled the
highest must place a HOUND at their board edge. Then run any
Hunters or Hounds according to their rules. GAME ENDS: When there
are no unresolved blips (that aren't Hunters or Hounds), or all the
broods have been KOed.
HIGHWAYMEN SETUP: Clear a road from one board end to the other.
Place a wagon or coach at one end of the road. Place 3 blips per
player evenly around the board, and keep the rest of the blips handy
for the wagon. Broods can start at any corner. THE WAGON: Broods
may attack the WAGON with ranged or melee. The wagon defends
with one die. Any HITS on the wagon will earn 1 brag, and cause the
wagon to drop a random BLIP, face UP, on the road behind it (this
reveals the blip). If it is a Hunter, place him on TOP of the wagon
instead- he'll immediately shoot at whatever model attacked the
wagon! HUMAN TURN: At the end of each Human turn, the Wagon
will move two sticks forward until it moves off the far board edge. If it
collides with any models, treat as a 3 die melee attack against the
model, and if it survives, push it to the nearest road edge. Any
HUNTERS on board will stay on board and will fire, once per turn, at the
nearest revealed target in line of sight. ADVANCED GAMES: For a
more challenging game, start the wagon with a HUNTER on board at
the beginning of the game! GAME ENDS: When the Wagon is off the
board and there are no unresolved blips.
HUNTER: The tree awakens and attacks you! The HUNTER blip is just
the loot from an unfortunate hunter who was killed- it may not be
collected unless the tree is KOed. Then anyone may pick it up for
1 tin.
AMBUSH: The tree awakens and attacks you!
WANDERER: You have found a wanderer that is trapped inside a
sleeping tree. You may make a MISCHIEF roll against the tree's
dice to free the Wanderer. If you succeed, the wanderer rewards
you- take their blip as 1 tin! But if you fail, the tree awakens and
attacks you!
HOLE: Follows the normal rules for holes. Also, this tree is weakened
by the hole, and rolls 1 less die than normal.
SHRINE, FURNITURE, POTS, FOOD, TRAP: Treat the blip as normal,
but remember that while adjacent to a tree there's a chance it
will awaken on the Tree Turn!
TREES: Sleeping trees may not be attacked. Awakened trees get
1 action and roll 2 dice in melee, or may make a 1 die ranged attack.
Trees ignore STUN. Earn 1 Brag for each hit you do to a tree.
AWAKEN: At the beginning of the TREE TURN, any sleeping trees that
have models adjacent, or revealed models within 1 stick, must roll to
see if they awaken. Roll their dice- if any dice roll a 6, the tree
awakens and attacks the nearest model! Place a reveal marker next to
the tree to show that it is awake. SLEEP: At the end of the TREE TURN,
any awakened trees that do NOT have models within 1 stick of them
must roll their remaining dice, and unless they roll any 6's, they will go
back to sleep (remove the reveal marker to show they are asleep).
ADVANCED GAMES: For a more challenging game, give the trees
THREE dice! GAME ENDS: When there are no unresolved blips, or all
the broods have been KOed.