|
Episode 1: Guide to Playing Pieces
Episode 2: Prepare for Play
Episode 3: Birdsong and Sunrise
Episode 4: Birdsong and Sunrise
Episode 5: Sunset, Evening, and Midnight
Episode 6: Odds and Endings
Episode 7: Hired Natives
Episode 8: Magic
Character Examples
Links:
Corrections:
Part 2: Preparing for Play
Thanks to Stephen McKnight for the following rule corrections and notes
- 1. When distributing the Sound and Site chits, you need to find the red "Lost City"
and "Lost Castle" chits and put them aside before you mix the Sound and Site chits
and pick out 5 chits each for the Lost City and Lost Castle sections of the Setup
Card.
- 2. The High Pass tile, which has both mountain and cave clearings on it, is
categorized as a "Cave" type tile and gets a "C" (rather than "M") Warning chit (and
a Sound/Site chit from the Lost City - rather than Lost Castle - pile, but I think that
should be obvious if a player has placed the C Warning chit correctly).
- 3. The order that the Treasure Counters go into the Enchanted Meadow, Crypt of
the Knight, and Toadstool Circle is not critical because you roll on the site table and
take whichever counter you are instructed. The order of the Jade Shield, Silver
Breastplate, and Gold Helmet in the Mouldy Skeleton is important because they are
added to the treasure pile, and I think the Gold Helmet, the most valuable item
should be on top - which you correctly indicated.
- 4. The items that go into the Dwellings and Garrisons go into the boxes in the order
that they are listed: Treasures first (on bottom), then horses, then armor, and then
weapons. This puts the counters in order of size - you don't have to balance the
Treasure cards on top of the counters and horse counters (larger) go under the
armor and weapons. Note that this puts the weapons counters on top of the armor
counters, and this makes a difference in looting if the native HQ is killed. I think that
you showed the armor on top of the weapons for the Solders and Guard. That's not
consistent with the way the Order's items were set up with the Suit of Armor under
the weapons.
From the 3rd Edition: "d. Dwellings Section: Put the Small Treasures, round horse
counters, armor, and weapons counters in the rectangles where they are listed, in
the order in which they are listed, *with the treasures on the bottom and the smallest
counters on top. Treasures, weapons and horses are each stacked randomly within
their section of the pile.* " (The words between the asterisks were added in 3rd
Edition from the 2nd Edition after consultation with Richard Hamblen.)
I know this ordering of armor and weapons is not consistent with the way the Jade
Shield, Silver Breastplate, and Gold Helmet are listed in the gold circle on the Mouldy
Skeleton - if you picked the same ordering scheme as the Dwellings the Helmet
would be on bottom. I think the Gold Helmet should be on top, but it's not critical if
they go the other way. You certainly don't want to be balancing the treasures cards
on top of counters, though!
Part 5: Sunset, Evening, and Midnight
Thanks to Stephen McKight for the following corrections and notes.
- 1. During the Luring Phase, characters can lure as many unhired denizens as they
want, not just one. I'm not sure that was made clear. So the Woods Girl could lure
all the Goblins in a clearing (including those on other character's sheets) and then
run away, letting all the other characters run away as well. (This assumes the basic
Combat Rules - not the Optional Combat Rules that make running away from multiple
denizens much harder!)
- 2. In the Actions Phase of the Melee Step, characters can "play a Fight chit to
ALERT a weapon" - not "to activate a weapon" as you said once. (If you don't do any
other action you can activate a weapon in the Actions Phase, but it doesn't require
that you play a Fight chit -- and therefore can not be prevented by any Move times
or Move chits on your sheet.)
Files:
|