Threads of Fate

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MICE AND MYSTICS: THREADS OF FATE

Contents of this expansion set (if this were real):

(1 Chapter Book maybe): 1 mouse hero figure, 8 Ant figures, 6 Shrew figures, 1 Scarab figure, 1 Scorpion figure, 1 Toad figure, 22
Search Cards, 15 Ability Cards, 14 initiative cards, 1 Velvet character card, 9 encounter cards, 1 blockade token, 6 cheese tokens, 4
trap tokens, 2 charm tokens, 4 petrified markers, 4 famished markers, 1 serpent coil token, 1 groa token, 4 Fate Dice, 1 Ascetic
token, 1 Berserker token, 1 Golem token

NEW STATUS
Threads of Fate introduces two new negative effects called petrified and famished.

When a mouse is petrified it can neither move nor take an action. While the mouse is petrified it may not be targeted by any attack
that uses the mouse’s Defense Value, attacks that would normally select this mouse for an attack moves on to the next available
target. If there are no other available targets, the mouse is captured instead. The petrified mouse cannot be affected by other
negative effects while petrified The petrified marker remains on that mouse’s card until either all minions have been removed from
the initiative track, or until another mouse moves into the same space as the petrified mouse and spends their action to recover for
the petrified mouse.

When a mouse is famished, it is in danger of devouring its own supply of cheese. At the beginning of the turn, when rolling for that
mouse’s movement, if the die shows a cheese then add one cheese token to the minion wheel. Additionally, when rolling attack or
defense rolls, if any of the dice rolled show a cheese icon, remove any die from the set rolled before executing their effects. To
remove the famished marker, the mouse must spend a recover action and in doing so, sacrifice a cheese token from their personal
supply and then place that token on the minion wheel.

Important Note: Tilda may use her ‘Draw Empathetic Power’ when a fellow mouse receives either a petrified or a famished token.

NEW MOUSE HERO


Threads of Fate introduces a new mouse called Velvet. Players may now choose this mouse even when playing chapters from
another Mice and Mystics story book.

VELVET: TINKERER/SCAMP
(1 Attack, 2 Defense, 3 Lore, 3 Movement, 2 Hearts)

Supreme Agility: When moving, Velvet may ignore traps and yellow lines. She may also cross a red line for 3 points of movement.

Starting Equipment: Swinging Whip, Throwing Knives, and Midnight Cloak*

Velvet has long learned that discretion is the better part of valor. Where others are strong, she is spry. Where others are bold, she is
prudent. As the smallest of her siblings, Velvet has always been more fragile than other mice, and so has had to learn vast measures
of cunning and artifice to survive. Over time, she gained a certain talent and knack for using various devices, which has helped keep
her safe. Though she retains her vulnerability, she carries with her a clever array of equipment that more than make up for her
shortcomings.
NEW INDIVIDUAL ACHIEVEMENTS
Berserker: The first mouse to inflict 3 or more damage in one attack with a melee attack earns the blood lust achievement. Place the
Berserker token on that mouse’s character card.

Effect: When attacking a minion in the same space with a melee attack, they may replace one of their action dice with the War Die.

Marksman (revised): The first mouse to roll 3 or more bows in one attack with a ranged weapon earns the marksman ahivement
Place the marksman token on that mouse’s character card.

Effect: When attacking a minion with a range weapon, they may replace one of their action dice with the Nature Die.

Golem: The first mouse to be captured with a petrified token on its character card is now considered a living statue. Place the living
Golem marker on that mouse’s character sheet.

Effect: This mouse adds one to their defense rating, but reduces their movement rating by one, until the end of the chapter.

Ascetic: The first mouse to be captured with a famished token on its character card is now considered an Ascetic. Place the Asccetic
marker on that mouse’s character sheet.

Effect: This mouse only needs five pieces of cheese to perform the level up special action

NEW DICE
Threads of Fate includes a new set of four fate dice (and one extra action die). The fate dice are used alongside the action dice, and
are used in certain rolls for more varied effects. As the fate dice have different faces to the action dice, they will change the
probability of certain rolls. In effect, they represent when a piece of equipment is lucky, cursed, or otherwise more useful in a certain
situation.

[NB: Normal action dice have the following faces: (1) Cheese, (1*) Bow, (2) Bow, (2*) Sword, (3) Sword/Shield, (3*) Sword/Shield].

 The War Die (red) has the following faces: (1) Cheese, (1*) Sword, (2) Sword/Bow, (2*) Sword /Bow, (3) Sword/Sword, (3*)
Sword/Shield.
 The Nature Die (green) has the following faces: (1) Cheese, (1*) Bow, (2) Bow/Shield, (2*) Shield, (3) Bow/Bow, (3*)
Bow/Shield.
 The Mystic Die (blue) has the following faces: (1) Cheese, (2*) Cheese, (2) Star, (3*) Shield, (3) Shield/Shield, (3*) Star.
 The Cursed Die (black) has the following faces: (1) Cheese, (2) Skull, (2) Sword, (2) Bow, (2*) Sword/Bow, (3*) Sword/Bow.

EFFECTS OF NEW SYMBOLS


 Star: The star allows you to duplicate the icon of another Action Die (do not duplicate numbers or *, they will remain
unchanged).
 Skull: The skull causes the mouse to become famished, place a famished marker on the mouse’s initiative card.
NEW AND REVISED SEARCH CARDS
Threads of Fate includes a handful of new search cards, which are designed to replace existing versions of the same name. These
cards are intended to be used with the new fate dice effects.

ACCURATE BOW (REVISED S HARP: +0 RANGED) instead of the usual effect, add the famished token if one has
When attacking with this bow, roll the Nature Die alongside not already been added.
the action dice.
LUCKY STAFF (REVISED BLUNT: +1 MELEE)
BADGER GLOVES (REVISED S HARP: +1 MELEE) When attacking with this staff, roll the Mystic Die alongside
When attacking with these gloves bow, roll the War Die the action dice.
alongside the action dice.
LUCKY SKULLCAP (REVISED ARMOR: +1 LORE)
CLOCKWORK RIFLE (REVISED OTHER: +0 RANGED) When defending with this Skullcap, roll the Mystic Die
When attacking with this rifle, roll the Nature and Cursed alongside the action dice.
Dice alongside the action dice. If a Skull it rolled the damage
is blunt, otherwise the damage is sharp.
MIDNIGHT CLOAK (ARMOR +1 DEFENSE)
The wearer of this cloak is completely ignored by minions
CURSED CHEESE (TREACHERY ) that use ranged attacks, as if it were not on the tile at all.
Place the famished marker on this mouse. Additionally, if the wearer is underground, minions will ignore
them for the purposes of selecting which target to move
ENCHANTED BOW (REVISED SHARP: +0 RANGED) towards. Requires: Velvet
When attacking with this bow, roll the Nature and Mystic
Dice alongside the action dice. MIRROR SHIELD (ARMOR: +0 DEFENSE)
When defending with this shield, roll the Mystic Die alongside
ESCAPE DOOR (TRICK) the action dice.
The mouse holding this card may use it to perform an
exploration action, even while minions are on the same tile. MYSTIC BLADE (REVISED SHARP: +1 MELEE)
Remove all minions on the tile, and continue with the When attacking with this sword, roll the Mystic Die alongside
exploration action. This trick may not be used in the last room the action dice.
of any Chapter.
POULTICE (ACCESSORY)
FEATHERED CAP (ARMOR: +1 MOVEMENT ) Remove two wound markers, or one poisoned wound
The mouse wearing this cap uses the Mystic Die when rolling marker. Required: Lore 2
for movement.
PORTAL (SCROLL )
FIRE WAND (OTHER: +0 RANGED) Remove this mouse from the tile, and its initiative card from
Add the War die to any attacks with this wand. In addition the initiative track. When play reaches the first initiative card
tiny minions will not move or attack the holder of this wand. on the initiative track, place both this mouse and any one
captured mouse on the starting location closest to the mouse
FICKLE CHARM (ACCESSORY) highest on the initiative track, and place this mouse and then
The holder of this charm may take a cheese token and place it the other mouse’s initiative cards onto the initiative track.
on this accessory to swap out any one of the action dice in a Place the famished marker on the other mouse’s initiative
single attack or defense roll with any one of the fate dice. If card. Required: Lore 3
the mouse makes an attack or defense roll and there is a
piece of cheese on this accessory, replace one of the dice SECOND WIND (TRICK )
with the Cursed die and return the cheese to the mouse’s Use this trick after making an attack or defense roll. Remove
supply. Requires: Lore 2 one of the dice rolled and then roll the Mystic Die, adding it
to the original roll.
HARROWING SCYTHE (SHARP: +0 MELEE; 2-HANDED)
When attacking with this scythe, roll the War, Mystic, and
Cursed Dice alongside the action dice. If a Skull * is rolled,
SERPENT TONGUE (SCROLL) SORROW BLADE (REVISED SHARP: +0 MELEE)
You may make Khan leave the tile that this mouse is on When attacking with this sword, roll the War and Cursed Dice
immediately. Required: Lore 2 alongside the action dice.

STASH (TRICK ) TOUCHSTONE (ACCESSORY)


Each mouse may place one pieces of cheese from their The holder of this accessory may use the Mystic Die on any
personal stash on their initiative card if it is on the initiative roll that is not an attack, defense, or movement roll.
track. Upon each mouse’s turn, they may take the cheese on
their initiative card, and one more from the general supply.

NEW ABILITIES
Threads of Fate includes several new abilities to add to your collection.

BARRICADE (2 CHEESE) INCENDIARY (2 CHEESE)


Place the blockade token on any space that is within a Place the incendiary token on any space that is within a
number of spaces less than or equal to this mouse’s number of spaces less than or equal to this mouse’s
Movement rating. Until the end of combat, small minions Movement rating. When a Cheese token is added to the
may not enter the same space as the blockade token. minion wheel, the incendiary and deals 2 damage any figure
(Tinkerer) in that and 1 damage to any figure adjacent to that space.
(Tinkerer)
CALTOPS (1 CHEESE)
Place the caltrops token on any space that is within a number JERRY RIG (1 CHEESE)
of spaces less than or equal to this mouse’s Movement rating. Use this ability as a free action when rolling for attack, and
When a minion enters that space it must immediately stop replace one action die with the War Die instead. (Tinkerer)
their movement. (Scamp or Tinkerer)
GUARDIAN (1 CHEESE)
CARNAGE (1 CHEESE) Play this ability during another mouse’s turn as they are
Use as a free action immediately after completing an attack about to be assigned one or more wound tokens. Redirect
that had more successes on the attack then blocks. Apply one of those wound tokens off that mouse and on to this
those remaining successes to any other minion in the same mouse instead. Poison tokens cannot be transferred this way
space or adjacent to this mouse. That minion must defend (Healer or Wild)
separately against the remaining successes. (Wild)
MOOCH (1 CHEESE)
FAR SIGHT (3 CHEESE) This mouse may share as a free action with any other mouse
Draw an Encounter Card and place it face up next to this in any space that is within a number of spaces less than or
mouse. When the party with this mouse next explores, use equal to this mouse’s Movement rating. (Scamp)
this card and ignore any Ambushes. This effect may not be
used again until a party has performed an exploration. MOUSE OF STONE (1 CHEESE)
(Leader or Mystic) Select any mouse that is within a line of sight. Either place a
petrify marker on that mouse, or remove a petrify marker
FLEET FOOT (1 CHEESE) from that mouse. You cannot place a petrify marker on a
Use this ability as a free action when rolling for movement, mouse that already has one. (Mystic)
and use the Mystic Die instead. (Scamp or Wild)
PRAYER (2 CHEESE)
HERBALISM (2 CHEESE) Choose a mouse on the same tile as this mouse that is within
Search through the Search Deck and find a Poultice card, and a line of sight, and remove 1 wound token from that mouse.
then give that card to any mouse that is adjacent or in the (Healer)
same space as this mouse. (Healer or Wild)
REGROUP (3 CHEESE) down as though it were knocked down. This mouse may not
Move this mouse into any adjacent space that has no figures target large minions. (Tinkerer or Wild)
in it. Then move all other mice on the same tile into that
space. (Leader)
WISP (1 CHEESE )
Place the Wisp Token on any space within the same tile as the
DRUGGED DART (1 CHEESE) caster. For the next round, all small melee minions will move
Select a minion and roll a number of dice equal to this towards the wisp. (Wild)
mouse’s Lore rating. If at least one * is rolled, lay that minion

NEW MINIONS
Threads of Fate introduces a large variety of new minions. These minions are not intended to be exclusive to any particular
campaign, and so may be mixed in with any chapter.

KHAN STRIKES
BOSS MINION: KHAN When Khan strikes, choose a minion or mouse that is either
Khan is the wily old adder that has lain dormant within the stunned, petrified, or knocked over, and move the coil token
castle for a while and only just woken up. The tunnels onto that figure’s space. If 2 or more figures are stunned,
beneath the castle have long been his domain and he seeks petrified, or knocked over, Khan will move to the space
to reassert his dominion over them. Khan is represented on containing the figure that is the highest on the initiative track,
the board by the coil token, and does not take up room in a and the closest space if there is more than one choice still.
space. Other figures can be place on top of the coil token to Once Khan has moved, roll a number of action dice equal to
share the space with Khan. When attacking or defending with the battle value on Khan’s strikes initiative card, and all
Khan, any cheese rolled is not added to the minion wheel. affected figures must defend against that same attack
separately. After taking a turn with Khan Gazes, switch this
Khan does not move or act like other minions. She instead card with the one directly below it on the initiative track (if
has 3 initiative cards that cause her to take 3 turns in a round any)
and act differently on each turn. The rules for each of Khan’s
initiative cards are as follows: If Khan’s strike included at least one cheese icon, then
remove the figure that received wound tokens from Khan’s
KHAN GAZES Strike from the tile (mouse figures are considered captured).
When Khan gazes, choose the space on Khan’s room tile with If more than one figure received wound tokens then remove
the mouse that is highest on the initiative track. Roll once for the figure that is highest on the initiative track among them.
the gaze’s initiative card, and that mouse must defend with (Khan Strikes: 2 Melee, 3 Defense, 1 Heart)
their lore rating. If the attack is successful, place one petrified
marker on that mouse. After taking a turn with Khan Gazes, BOSS MINION: GROA (SHREW FIGURE)
switch this card with the one directly above it on the initiative
track (if any). (Khan Gazes: 2 Ranged, 3 Defense, 1 Heart) FIERY ORATION
When attacking with Groa, if 1 or damage is inflicted on the
KHAN LASHES target mouse, place the on fire marker on the target mouse’s
When Khan lashes, choose the space on Khan’s room tile that initiative card instead of wound tokens. Target mouse
has the most figures on it, minions included and move Khan defends with their Lore value. (Fiery Oration: Ranged 3,
onto that space. If more than one space has an equal number Defense 2, 1 Heart)
of figures on it, Brodie will lash out on the space that contains
the figure whose initiative card is highest on the initiative HARROWING KEEN
track. Roll once for the strike’s initiative card. Each figure in When attacking with Groa, if 1 or damage is inflicted on the
that space must defend against that same attack separately. target mouse, place the on famished marker on the target
Any mouse or minion that did not roll a * in their defense is mouse’s initiative card instead of wound tokens. Target
knocked over (unless a big minion, which cannot be knocked mouse defends with their Lore value. (Harrowing Keen:
over). Khan will strike in the space that she is already on if no Ranged 3, Defense 2, 1 Heart)
other spaces have figures on them. (Khan Lashes: 3 Melee, 3
Defense, 1 Heart)
GILDED SONG affected must defend against that same attack separately.
When attacking with Groa, if 1 or damage is inflicted on the (Heavy Pound: Melee 4, Defense 4, 2 Hearts)
target mouse, place the on charmed marker on the target
mouse’s initiative card instead of wound tokens. Target TONGUE LASH
mouse defends with their Lore value. (Gilded Song: Ranged When attacking with Poggle, if 1 or more cheese are rolled do
3, Defense 2, 1 Heart) not add them to the minion cheese wheel. Instead the target
mouse must drop one search card item that could be held in
the hand (it is returned once all minions are cleared from the
BOSS MINION: POGGLE (TOAD FIGURE)
tile). (Tongue Lash: Ranged 2, Defense 4, 2 Hearts)
HEAVY POUND
Heavy Pound causes Poggle to attack all figures in the same
space, all figures in the same space as the targeted figure are

LARGE MINION: SCARAB MINION: SHREW WARRIOR


Banding: When Shrew Warriors share a space with another
Carapace: When rolling a Scarab’s Defense, all Shields with *
Shrew Warrior, they roll one more die when defending.
count as 2 successful blocks. (Scarab: Melee 2, Defense 2)
(Shrew Warrior: Melee 2, Defense 2)

LARGE MINION: SCORPION


MINION: SHREW RANGER
Claws: When a Scorpion wounds a mouse, all sword * and
Keen Eye: When attacking with a Shrew Ranger, Bows * do
sword/shield * count as 2 successful attacks. (Scorpion:
two damage. (Shrew Ranger: Ranged 2, Defense 2)
Melee 3, Defense 3, 3 Hearts)

LARGE MINION: TOAD MINION: ANT


Swarm: When Ants share a space with another Ant, they roll
Amphibian: Toads gain one more Attack and one more when
one more die when attacking for each ant in that space. (Ant:
in a water square. (Toad: Ranged 3, Defense 3, 4 Hearts)
Melee 2, Defense 1)

NEST
Some encounter cards include the phrase ‘Nest’ near the top of the card. Regardless of which minions are placed on the tile, add
two additional Ants according to the minion placement rules. In the event of a surge (even a special surge), place two more Ants
according to the minion placement rules, after following the effects of that surge.

This work is based on the game Mice and Mystics by Plaid Hat Games (www.plaidhatgames.com). All the content of this document
expands upon the intellectual property of Plaid Hat Games without permission and is not to be used for commercial purposes. If the
copyright owners of Mice and Mystics find any of these ideas interesting enough for development, the owner of these concepts is
open to making the rights to these ideas available.

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