[vc_row][vc_column][vc_column_text]MAGIC REALM – BASIC RULES & CONCEPTS – CLIFF NOTES  – V.1   – By Dane LeMasters

BASIC DICE MECHANIC

PUBLIC/SECRET INFO

CHITS ACTIVE/INACTIVE

BONUS PHASES & ACTIVITIES

A HERO’S TURN ENDS WHEN—

END OF TURN (Summoning Monsters, Natives,  etc.)

MISC INFO

VISITORS MISSIONS & CAMPAIGNS

MAGIC REALM – MAGIC RULES  – CLIFF NOTES

MAGIC

 

MAGIC SEARCHES

ENCHANT  (Heroes with magic chits I-V only)

CASTING SPELLS

 

NULLIFYING, CANCELLING,  SPELLS

 

FINDING NEW SPELLS

 

 

SPELL TARGETS & DURATION

attack circle. Attack time = completion time. Resolved as weapon attack (length, harm, attack method)  Spells Vs. multi-targets make identical attacks on each. NOTE: If spell attacks like missile, spellcaster rolls separate on MISSILE TABLE for each hit.

NOTE: Attack spell not affected by spells or treasure cards that target weapons.

no effect. Automatically energized when it is cast. Becomes inert at Midnight unless has access to continuous color source.  Once inert, can be reenergized whenever supplied with the color magic. Enchanted cards, map tiles, and the 7th day energize spells automatically. Spell remains active even if inert. Color chits can energize spell– fatigue as normal. During DAYLIGHT, Hero can play color chits each time he or anyone else starts a phase in his clearing. In combat, can play color chits during the Encounter Step, on his turn to do an action (NOTE: Hero may play as many chits as he wants, and does not use up his action. When a map tile is spell target can be energized from anywhere on the tile (spell affects the whole tile, even where energizing color magic is not present).

 

 

 

MAGIC REALM  – SPECIAL RULES – CLIFF NOTES

 

were in the clearing recorded. Can enchant 1 Magic chit or tile with clearing (NOW can use color magic

of own clearing or target clearing).

Tremendous monster, it turns red side down.

 

FLYING

 

 

MAGIC REALM – COMBAT RULES – CLIFF NOTES

ALL COMBAT TAKES PLACE AT SUNSET & EVENING

Arrows on sheet show you which circles and boxes match. If no maneuver is played—ANY ATTACK HITS!

HIRED NATIVES (HN) IN COMBAT

MIDNIGHT – All weapons become unalerted. All face up map chits, except lost city and lost castle are turned face down. Curse are removed for heroes in the clearing in the chapel.

MAGIC REALM  – ACTIVITIES REVIEWED (BY ALPHA) – CLIFF NOTES

ALERT

BLOCKING

BUYING

ENCHANT – SEE MAGIC SECTION

FLYING – SEE SPECIAL RULES

FOLLOWING

 

HIDE

HIRE

MOVE

REST (FATIGUE, WOUNDS, & HEALIING)

SEARCH

TRADING/SELLING WITH NATIVES

TRADING WITH OTHER HEROS & REARRANGING EQUIPMENT

[/vc_column_text][/vc_column][/vc_row]