havoc tutorial #1

Post on 13-May-2015

1.146 Views

Category:

Technology

0 Downloads

Preview:

Click to see full reader

TRANSCRIPT

In Havoc,

You Control A Dragon

In Combat Against

Other Dragons

OPENING

THE START OF A ROUND

First, You Declare A Target

(For Your Dragon To Attack)

Then, You Take Two Dice

(One Light And One Dark)

And Hide Them

(Behind Your Hand)

Set The Light Die

To Show How Your Dragon

Will Move This Round.

And Set The Dark Die

To Show How Your Dragon

Will Attack.

When Everyone Is Set

The Dice Are Revealed.

MANEUVERS

ARE RESOLVED FIRST

ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

Using This

Tracker:

ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

Reserves Are

Your Energy

ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

Speed Measures

How Hard It Is To

Hit You

ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

Comparing

Altitudes Is Used

To See What

Attacks Work.

ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

Wheeling Means

Leaving Things

As They Are

ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

Beating Your

Wings Means You

Speed Up, But It

Costs Reserves

-1

+1

ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

-1

+1

Climbing Means

Trading Speed

For Altitude.

ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

Diving Means

Trading Altitude

For Speed.

-1

+1

ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

Jinking Is A

Short-Term

Defense Only

ALTITUDE

MAXIMUM:

RE-

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

And Each Breed

Of Dragon Has A

Special Move.

STRIKING

IS RESOLVED NEXT

When You Strike,

You Gather Up

A Pool Of Dice,

And Roll Them.

Dice That Match

Or Beat The Speed

Of Your Target

Are Damage.

Whatever Strike You Pick

Some Things Might Always

Give You Dice.

Dice

Tail: (Up to one altitude away)

Claws: (Same altitude only)

Dice

Dice Swarm: (Up to two altitude away)

Dice Magic: (Used in Masteries)

1

3

1

2

Claws, Tail,

And Swarm

Give Dice If

You Are In

Reach.

(Measured By

Altitude)

Your Chosen Strike

Can Also Add Dice.

Raking Means You Do

Claw Damage Again

If You’re In Reach.

Bombard: (Attacks lower target only)

Dice

Remaining Bombards:

2

Bombarding

Means You Drop

A Boulder On Your Target.

It Costs A Checkbox.

(And You Must Be Higher)

Boarders: (Target one altitude below)

Boarding

Gives You Dice For Later.

The Ones That Succeed

Will Costs Checkboxes.

(And You Must Be ONE Higher)

Each Dragon Also Has

Three Special Strikes.

These Vary Too Much For

This Tutorial.

ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

Armor:

Damage

Comes Off

Your Target’s

Armor.

When That’s

Gone,

It Comes Out

Of Reserves.

BOARDING

IS MANAGED NEXT

Dice Set Aside From The

Boarding Strike, And From

Clinging Powers, Are Rolled.

Successful Ones Create

(Or Join) A Boarding Pool

For Your Target.

Then Boarding Pools

Are Rolled, And Damage

Whoever They’re On.

Any Dice That Come Up

“1” Are Removed.

Then The Boarding Pool

Is Set Aside.

Boarding Pools Are Kept

And Rolled Each Round,

Until They Fade Out.

END-OF-TURN

EFFECTS ARE LAST

If Someone Is Out Of Reserves

Then They’re Eliminated.

Otherwise…

A New Round Starts!

The Last Dragon

Still In Play

Is The Winner.

THANKS FOR WATCHING!

TUTORIAL #2:

CUSTOM DRAGONS IS NEXT IN THIS SERIES.

top related