Redesigned Melee Section 1.0

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I.

ENGAGEMENT
1) LURE enemy [8.3.4, 8.3.5]:
- Characters (as Defender) take ANY number of unengaged
Revised Battle Sheet v1.0 for Magic Realm Note: This Battle Sheet is based on Richard Hamblen’s
unpublished new combat system.
http://www.boardgamegeek.com/image/490236/magic-realm
by ulfhethnar@BGG 30 Dec 2013
denizens to the ATTACKER(s) box of his Battle Sheet.
- Each minion (= own hired/controlled denizens) may take Repositioning
one unengaged non-minion to the ATTACKER(s) box of ATTACK Denizens ATTACKER(s) DEFENDER
the minion’s Battle Sheet.
2) RANDOMLY ASSIGN other non-minions as Attacker. 1 Thrust 2 3 Swing 4 5 Smash 6 1  1, 3, 2
Note: Only one Defender is allowed per Battle Sheet. 2  3, 2, 1 (only one

DENIZENS
3) DEPLOY any unengaged minions to attack any one
character or denizen (= Defender) [battling natives - 8.2, 3  2, 1, 3 per sheet)
8.3.6a9; treachery - 8.4.2g].
Minions remaining unengaged cannot attack in this round.
4  1, 2, 3
4) As soon as a denizen Attacker is attacked, it becomes a 5  2, 3, 1
new Defender. Move this Attacker to the DEFENDER box
of a new Battle Sheet.
5) Stack up all the Attackers in the ATTACKER(s) box
of the Defender's Battle Sheet such that the latest
   6  3, 1, 2
YOUR CHARACTER’S DEFENSE
Attacker is the topmost one in the stack.

1 Thrust 2

1 Charge 2
6) A denizen ceases to be a Defender if all Attackers
are removed from its Battle Sheet. This denizen will SHIELD
target the topmost Attacker from the old Attacker
_DEFENDER’S COUNTERATTACK

stack and move to the target’s ATTACKER box.


7) Minion Attackers turn horses either side up.
protects against BREASTPLATE

II. PRE-COMBAT ACTIONS (choose one)
1) Charge: play a Move chit* & Attention chit
on the target character's Battle Sheet [8.3.6bc]. Thrust SUIT OF
2) (Un)Alert one weapon: play a Fight chit* ≥
strength of the weight of the weapon.

MANEUVER
3 Swing 4

3 Dodge 4
3) Fly/Run Away: play a Move (or Fly) chit*/an
ARMOR
active Boots card/a horse/the Magic Carpet [8.3.8] SHIELD protects against
4) Cast one Spell: play a Magic chit*, an
Artifact/Spell Book (speed = 0) [8.3.9]. Thrust,
5) Pick up dropped belonging not in front of
character [10 A5]. protects against Swing
Speed requirement: < (All)/ ≤ (Magic) the Move
times of all the attacking/charging enemies.
 Swing
protects against
Thrust,
6) Pick up dropped belonging in front of character
7) Drop/Abandon any belongings Swing,
5 Smash 6

5 Duck 6
8) Activate and/or Deactivate one belonging. SHIELD HELMET
In addition, a character can play any number of Smash
Color chits to Energize any spells in the clearing.
III. ATTACK & MANEUVER [8.4.2-8.4.8]
1) Natives’ horses: dark (unhired); turn over (hired). protects against protects against
2) Denizen Defender: go to .
3) Counterstrike: the Defender must target the
topmost denizen Attacker; move that Attacker to .
 Smash Smash
4) Other Denizen Attackers: spread out in boxes
// in the ATTACK row. 1 Charge 2 3 Dodge 4 5 Duck 6 V. END OF COMBAT ROUND [8.6, 8.7]
1) Engagement continues if: A) a non-minion is assigned to a character;
5) Characters: Attack – put a Fight/Magic chit*, a weapon and B) a Red-side-up Tremendous Monster is assigned to a native (cannot be
cards directly onto their target; Maneuver – put a Move chit*, armor and _DEFENDER’S MANEUVER attacked by other denizens in the next round) or a character.
cards in one of the DEFENSE boxes, and horse in //. IV. RESOLVING COMBAT RESULTS [8.4.8, 8.4.9, 8.5] 2) Disengagement: all other denizens not covered in 1)
st st
6) Spells take effect (except Protection from Magic) [8.4.2d, 8.4.3, 8.4.4] 1) Order: Longest reach first (1 round & ties after); Fastest first (after 1 round) 3) Non-minions remain on the same side up.
7) Change Tactics (1 roll/box) and Reposition (1 roll for all), except the 2) Hit if: same arrow path ►INTERCEPT; faster attack ►UNDERCUT 4) Combat lasts until there is no more KILL, WOUND, DAMAGE/
minion Defender. [8.4.5 - 8.4.7] SPECIAL: Hamblen’s variant - 3) Sharpness star = +1 harm level (unarmored target); -1 star (armored target) DESTROY armor, fatigue, spelling casting or T Monsters turning red side
Reposition (white & red dice in all boxes); Change Tactics (roll double) 4) ≥ Vulnerability ►KILL; ≥ Light (unarmored)/Medium (armored) ►WOUND up for two consecutive rounds.
* - Subject to the FATIGUE, EFFORT and ONE-USE LIMIT. = Weight ►DAMAGE Armor; > Weight or Damage twice ►DESTROY Armor 5) Calculate spoils of combat.

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