Cheat Sheet

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lmoritz
Posts: 6
Joined: Sat Mar 07, 2015 11:25 am

Cheat Sheet

Post by lmoritz »

After some feedback from players I created this cheat sheet to hand out so we can get to playing faster and allow for quicker rule adoption. Feel free to take it and use it in your games :)

Hmmm...I tried to add the file but both .pdf and .docx file extensions are not allowed. Anyone know what kind of docs I am allowed to attach? I am posting it below:

Colors:
• Red = Physical
• Blue = Mental
• Green = Spiritual
The Play Mat for Combat:
• In-Play: Runes put into this pile represent and activate effects on the battlefield
• In-Hand: This is where the player keeps the runes that he/she will use to cause effects during the turn
• Essence: This is where the bag full of runes is placed. Players Wyrd their runes from this bag.
• Stun: This is a forgiving “damage” pile that allows for gradual regeneration
• Wounds: If all the player’s runes are in this pile and/or the ones below, the dweller is considered unconscious. The wounds pile has 3 tracks/paths. The Norn must choose which to use before any saga campaign can begin.
• Death: If all the player runes are in this pile, the dweller has died.
• Void: This is where runes reside when not in use in other piles.
The Phases of Combat:
1. Wyrd
2. Upkeep
3. Action
4. Clean-up
WYRD: During this phase, the player must Wyrd runes by drawing a number of runes equal to the dwellers Destiny from the Essence pile and must place them into the In-Hand pile. If the player has fewer runes in Essence than their Destiny rating, then the player Wyrds a reduced amount of runes. If the player’s Void rune is in the Void pile, they can draw that run into In-Hand.
UPKEEP: Upkeep actions can be resolved in any order desired (such as free movements, status effects, conditions, etc.). During this phase, every combatant recovers 1 rune from Stun to Essence (if there is a rune in Stun). The player may also play a rune (front In-Hand to In-Play) to move up or down one position in Initiative.
ACTION: In this phase, the player may perform actions by playing rune chains (generic actions and Active powers) from their In-Hand pile to the In-Play pile. Any runes in the In-Hand pile can be used for defense if attacked during this phase.
CLEAN-UP: During this phase, all rune chains In-Play that do not have a Maintain or Open meta are returned to Essence. All runes not yet played in the In-Hand pile are also returned to the Essence pile. The Void rune returns to the Void pile unless it is part of a rune chain that has been maintained or opened beyond end of the turn.
Combat:
ATTACK: The attack action attempts to deal damage by using both hands. If each hand has an independent weapon then the damage is added up together. With large weapons, the dweller may need to initiate this generic Attack action with a Physical rune. COST: 1 rune [type: see below]
• One-handed:
o Less than wielders size: Any rune
o Equal or Greater than wielders size: requires physical rune
• Two-handed:
o Up to 1 size greater than wielder: Any rune
o 2 sizes greater than the wielder: requires physical rune
The recipient of the attack will reduce the damage by any protection factor (PF) that matches the trait of the incoming damage (Physical, Mental, or Spritual)
DEFEND: The Defend Action can be played any time someone is attacked even if it is not your turn.
If the protection factor is not enough to reduce the damage to zero, then any rune can be played to perform a defend action. An attackers Pierce value will reduce the final Defend value. COST: 1 rune [type: any]
DEFEND = PARRY (for matching trait) + EVADE +1 (if the rune used matches damage Trait)
DAMAGE = DF (Damage Factor of weapon + any specials) – PF (protection factor) – DEFEND [if taken]
Last edited by lmoritz on Tue Mar 10, 2015 6:52 am, edited 1 time in total.
User avatar
raleel
Posts: 976
Joined: Sun Oct 20, 2013 11:53 pm

Re: Cheat Sheet

Post by raleel »

i would upload it to dropbox or google docs and then provide a link.
mamama
Posts: 97
Joined: Wed Jun 12, 2013 8:27 pm

Re: Cheat Sheet

Post by mamama »

lmoritz wrote:After some feedback from players I created this cheat sheet to hand out so we can get to playing faster and allow for quicker rule adoption. Feel free to take it and use it in your games :)

Hmmm...I tried to add the file but both .pdf and .docx file extensions are not allowed. Anyone know what kind of docs I am allowed to attach? I am posting it below:

Colors:
• Red = Physical
• Blue = Mental
• Green = Spiritual
The Play Mat for Combat:
• In-Play: Runes put into this pile represent and activate effects on the battlefield
• In-Hand: This is where the player keeps the runes that he/she will use to cause effects during the turn
• Essence: This is where the bag full of runes is placed. Players Wyrd their runes from this bag.
• Stun: This is a forgiving “damage” pile that allows for gradual regeneration
• Wounds: If all the player’s runes are in this pile and/or the ones below, the dweller is considered unconscious. The wounds pile has 3 tracks/paths. The Norn must choose which to use before any saga campaign can begin.
• Death: If all the player runes are in this pile, the dweller has died.
• Void: This is where runes reside when not in use in other piles.
The Phases of Combat:
1. Wyrd
2. Upkeep
3. Action
4. Clean-up
WYRD: During this phase, the player must Wyrd runes by drawing a number of runes equal to the dwellers Destiny from the Essence pile and must place them into the In-Hand pile. If the player has fewer runes in Essence than their Destiny rating, then the player Wyrds a reduced amount of runes. If the player’s Void rune is in the Void pile, they can draw that run into In-Hand.
UPKEEP: Upkeep actions can be resolved in any order desired (such as free movements, status effects, conditions, etc.). During this phase, every combatant recovers 1 rune from Stun to Essence (if there is a rune in Stun). The player may also play a rune (front In-Hand to In-Play) to move up or down one position in Initiative.
ACTION: In this phase, the player may perform actions by playing rune chains (generic actions and Active powers) from their In-Hand pile to the In-Play pile. Any runes in the In-Hand pile can be used for defense if attacked during this phase.
CLEAN-UP: During this phase, all rune chains In-Play that do not have a Maintain or Open meta are returned to Essence. All runes not yet played in the In-Hand pile are also returned to the Essence pile. The Void rune returns to the Void pile unless it is part of a rune chain that has been maintained or opened beyond end of the turn.
Combat:
ATTACK: The attack action attempts to deal damage by using both hands. If each hand has an independent weapon then the damage is added up together. With large weapons, the dweller may need to initiate this generic Attack action with a Physical rune. COST: 1 rune [type: see below]
• One-handed:
o Less than wielders size: Any rune
o Equal or Greater than wielders size: requires physical rune
• Two-handed:
o Up to 1 size greater than wielder: Any rune
o 2 sizes greater than the wielder: requires physical rune
The recipient of the attack will reduce the damage by any protection factor (PF) that matches the trait of the incoming damage (Physical, Mental, or Spritual)
DEFEND: The Defend Action can be played any time someone is attacked even if it is not your turn.
If the protection factor is not enough to reduce the damage to zero, then any rune can be played to perform a defend action. An attackers Pierce value will reduce the final Defend value. COST: 1 rune [type: any]
DEFEND = PARRY (for matching trait) + EVADE +1 (if the rune used matches damage Trait)
DAMAGE = DF (Damage Factor of weapon + any specials) – PF (protection factor) – DEFEND [if taken]
From a quick scan, that looks solid. I'd personally omit the 1-handed vs 2-handed to clean up the sheet, since it's not something you need to worry about very often, really only when you change equipment. Instead you may want to add a quick description on how mental and spiritual damage differ from physical. Also, you may want to add "Move = Size" (by default) and any rune can be played for any generic action as a reminder.
lmoritz
Posts: 6
Joined: Sat Mar 07, 2015 11:25 am

Re: Cheat Sheet

Post by lmoritz »

Thank you for the comments! I will post and let you know how the real run goes :)
Moldof
Posts: 121
Joined: Fri Jun 20, 2014 5:51 pm

Re: Cheat Sheet

Post by Moldof »

A friend and I put something like this together, as well.

Here's a link to it: https://www.dropbox.com/s/t589eddsosde0 ... 1.pdf?dl=0
lmoritz
Posts: 6
Joined: Sat Mar 07, 2015 11:25 am

Re: Cheat Sheet

Post by lmoritz »

Wow Moldof! This is beautiful! Thank you for sharing!
Moldof
Posts: 121
Joined: Fri Jun 20, 2014 5:51 pm

Re: Cheat Sheet

Post by Moldof »

Thank you. I'm happy to share.
mamama
Posts: 97
Joined: Wed Jun 12, 2013 8:27 pm

Re: Cheat Sheet

Post by mamama »

That's one awesome looking layout. BGG style, right?
Moldof
Posts: 121
Joined: Fri Jun 20, 2014 5:51 pm

Re: Cheat Sheet

Post by Moldof »

Thanks, Mamama. It was a joint effort. I read through the rules, did my best at making them as concise as possible without losing anything, and organized the categories. My friend took that and put it into a layout he made using Open Office. So, I'm not sure what style he started with or based it on.
Rognik
Posts: 9
Joined: Sun Aug 23, 2015 1:53 am

Re: Cheat Sheet

Post by Rognik »

One thing you missed, and may not be as relevant for this scenario as others, is that pierce reduces the PF in calculating damage. So, it should probably be listed as:

DAMAGE = DF (weapon ability + passives + power boosts) - [PF - Pierce; 0 if negative] - DEFEND

Alternately, you could make a "Armor" value which is the [PF - Pierce; 0 if negative] value mentioned above.
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