BarbarianVinceRulesCardSizePocketMod 0v13 PDF
BarbarianVinceRulesCardSizePocketMod 0v13 PDF
BarbarianVinceRulesCardSizePocketMod 0v13 PDF
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Unique
phases). If you fail, continue the turn as normal. number found at the bottom-left of the card. This card pick your battles carefully.
Mushroom of Recovery
10
Random Number
Recovery +1
the Rest phase (i.e. skip the Travel and Encounter top card from the draw deck. The result is the random encounters will not lead to this, but some willso
away in that spire of his along the eastern shore.
friend, the wizard XArgex. Hes probably locked himself
Right now you could use some company, maybe even your
Value, you successfully Lay Lowproceed straight to classes, name, and description permanently removed from the game. Most
You walk through manageable weather. No encounters.
the card contains any of the major X-encounter Quests in the game (the
Goblin King. He appears distraught, for his only
2. Travel Most encounters have a challenge that needs to be 3a. Checks You must perform the relevant skill check (as above)
You may travel to an adjacent map location following overcome. If multiple options are listed, you may Random Checks: To perform a random check, make a the number of times listed, each time getting a result
the travel paths, shown as dotted lines on the maps. choose which option to take. Discard the card once random draw and follow the instructions listed. of equal to, or greater than, the target number listed.
the encounter is resolved unless specified otherwise. Example: Combat check: 2@ 6+ means Vince must
When you travel off the edge of a map, search the Skill Checks: Usually listed as <Skill> check: (e.g.
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draw deck for the relevant new map card, as indicated X-Encounters: Several map locations have X class Combat check:), these are tests of skill required to make two combat checks, each with a target of 6+.
on the current maps Map Key, and add it to your encounter types (X<number>; e.g. X12) these are perform a particular feat, such as fighting an ogre. Each attempt at an individual check is called a round.
ready hand. Follow the travel path from one cards specific story encounters. When you have an Round Speed: If specified, you may only play as many
encounter in one of these locations, search the draw To perform a skill check, you must exhaust at least one
location to the next. card from your ready hand, then make a random cards as the Round Speed listed for each round.
deck for the specific story encounter card. Damage: If you failed the check attempt for a round,
Skill Bonuses: The experience of travel is beneficial, draw. Compare this against the encounters target
and rewards you with a Skill Bonus, as noted at the top Z-Encounters: There are several numbered types of number or list of outcomes. and the skill check lists a Damage, you must exhaust a
of the map card. As long as that card is in the your Z encounters (Z1, Z2, etc). These are all separate number of cards equal to the Damage listed and try
terrain types. (i.e. If you are instructed to attempt a Z2 Modifiers: Some cards provide a modifier to a specific
ready hand, your base skill is altered as indicated. If skill. If these are exhausted for a check, any modifiers again. You have the option of which cards to exhaust
you exhaust the map card as part of a skill check, the encounter, you must draw a Z2 card, not a Z1 card.) as damage, unless the encounter states otherwise.
relevant to the check are added to the random draw.
modifier counts towards that check. A cards bonus Encounter Modifiers: Some locations on the map list Reusable cards: If you finish a round and still have
a terrain type with a modifier (e.g. F+2). Add the Skills/Curses: If you have an item card with a modifier
modifier is ignored while it is in your exhausted hand. listsed as a Skill or a Curse, it adjusts your base skill cards in your ready hand, you may restore one
modifier to the random draw if playing an encounter Reusable class item. Note that some Reusable items
3. Encounter for that terrain type. For example, F+2 means that if as per a map Skill Bonus. Therefore, if you have a +1
Charm Skill card, every card played is one higher for specify conditions for their reuse.
You must have an Encounter every turn unless you an F encounter is drawn in this location, you must Discarding Cards: You may never discard a Map card
add +2 to the encounters difficulty number. This charm checks, even if that card is not exhausted for
successfully Lay Low. To determine the encounter, the check itself. Skills (but not Curses) are ignored or the Player Start Card. These remain in your
make a random draw to get a difficulty number for the generally means an encounter is more difficult. exhausted hand until restored. You may not discard a
whilst the card is in your exhausted hand.
encounter. Then draw from the draw deck until you Running Out of Encounters: Should the draw deck Curse card, until the stated conditions are met.
no longer contain any cards that match a location Outcome: Follow the instructions listed for the check
get a card with a terrain type that matches your result. Checks versus a number (e.g. Make a Hide If you are unable to discard a card, ignore the result.
current location. Discard any cards that do not not because you have all of the relevant quest cards
in-hand, you must choose a card from one of your check: 9+ to hide) have only a success/failure result. If you ever have to discard a Unique item, it returns
match. Resolve the encounter on the matching card to its original location (listed on the card). If you
that corresponds to the terrain type and difficulty hands with an appropriate terrain type to play an If you exhaust all of your cards without successfully
encounter from. During the encounter, the chosen passing the check, or fail any of the conditions of the return there, you may skip any related encounters,
number. This card is not considered part of any hand. retrieve the item, and place it in your ready hand.
card is temporarily considered part of the exhausted challenge, immediately follow any failure directions.
Example: Vince is currently in Spraymere (U, G). Item Draws: If you are instructed to draw one or
First, he makes a random draw; it is a 4. Next, he hand. Afterwards, the card is moved back to Multiple Skill Checks: Challenges may involve
whichever hand it started in. If the chosen card is having to pass a check several times. These are worded more items of a certain class (Common, Uncommon),
draws one card at a time until he finds a U or G card. draw cards from the draw deck until you find an item
He eventually draws a U card. He plays the encounter currently held as an item, you are still considered to as <Skill> <number of checks>@ <target number>,
be carrying the item. sometimes followed by Round Speed and Damage. of that class. Discard any cards of the wrong item class.
listed under the number 4 on this card this turn.
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