TODAY
YESTERDAY
SETUP
STATUS

LARGE MAP
SMALL MAP
ITEMS
SETUP CARDS

HOUSE RULES

 

Day 1


Birdsong

If it is the seventh day of the week, the day starts supplying its color magic everywhere on the map, energizing Permanent spells that require that color and flipping the appropriate tiles.

If it is the first day of the week, the new weather is revealed.

Players send in orders for their characters, controlled monsters, and hired leaders.


Sunrise

Followers are assigned.
Monster rolls are made.


Daylight

Characters are selected in a random sequence to carry out their orders. For each phase a character, controlled monster, or hired leader may:

  • Rearrange belongings.
  • Trade with other characters in the clearing.
  • Activate a permanent spell with a color chit.
  • *** Do recorded Activity ***
  • Block or be blocked
Once his turn ends, he summons prowling monsters.


Sunset

Day spells expire.
Characters put to sleep by the Flowers of Rest wake up.
Combat situations are assessed.
Rolls are made for battling natives.


Evening

Combat is resolved, one clearing at a time, in random order.

Round 1:

  1. ENCOUNTER STEP:
    1. All unhired native horses turn "walking" side up.
    2. Luring
    3. Random assignment
    4. Deployment
    5. Actions

  2. MELEE STEP:
    1. Selecting Targets
    2. Spells take effect
    3. Attacks/Maneuvers
    4. Randomizing
    5. Resolving Attacks (in weapon length order):
    6. Inflicting Harm

  3. FATIGUE STEP:

  4. DISENGAGEMENT:


Midnight

Weapon counters become unalerted.
Curses are removed at the Chapel.
Active Potions expire.
Combat spells expire.
Permanent spells fall inert.
Terms of hire expire.
Mission and campaign chits expire.
Characters may commit suicide.

If it is the seventh day of the week, the day stops supplying its color magic.


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Updated: March 9, 2005


dwfiv @ rcn.com
© 2005, Daniel W. Farrow IV, all rights reserved