DESTINY PHASE
First comes the destiny phase. The runemarked
player takes the destiny dice and rolls them, then puts any dice that show a
unique number on the blue spaces of the fate board. Any other dice (doubles,
triples and so on) are discarded. After the first turn, discarded dice might
have consequences.
Destiny Dice
The Destiny Dice on the fate board are
effectively extra hero dice that are shared between the players. You can make
actions during your turn by spending the destiny dice on the blue spaces. Fate
has no favourites of course, so do not presume that you can claim them all if
you take the first turn. Each time you spend a destiny dice, the
highest-scoring that is still on a blue space is locked – move it to one of the
two purple spaces. You cannot use locked dice, but they return to the blue
spaces at the end of your turn so that the next player can use them.
The last player to take their turn in the round
does not lock destiny dice, and can spend as many of them as they wish.
Destiny Roll
When you discard duplicate dice from destiny
roll, certain results will have a consequence. If all the heroes are in the
ingress chamber, duplicates are still discarded but these consequences do not
aply.
Fickle Fate
Fate giveth and fate taketh away. If all five
dice are discarded, each hero can roll a D3 and discard that many wounds from
their hero card. If all five destiny dice show the same number, each hero can
also draw a skill card. Then resolve the consequences of the discarded dice.
Unexpected Event
If any 1’s or 6’s are discarded, an unexpected
event occurs. Roll two dice, one after the other. Treat the first dice as tens
and the second as units, then read that passage in the adventure book. For
example, if you rolled 2 then 6, you would read passage 26 in the adventure
book.
If any 2’s are discarded and there is a hero
with 2 or more treasure cards, set up Pug as close as possible to the hero with
the most.
Heroes cannot use treasure cards while Pug is
in the same chamber.
Boon: Discard Pug when you draw a
treasure card to draw two instead.
Bane: Roll a dice for each of your
treasure cards. On a roll of 1 or 2, return it to the bottom of the deck.
If any 3’s are discarded and any of the heroes
have 2 or more skill cards, set up Blot as close as possible to the hero with
the most.
Heroes cannot use skill cards while Blot is in
the same chamber.
Boon: Discard Blot when you gain a skill
to draw four cards instead of two.
Bane: Pick one of your skill cards at
random and turn it face-down until your next respite. You cannot use it while
it is face-down.
If any 4’s are discarded and there are any
adversaries on the board with a Vigour 3 or more, set up Tweek as close as
possible to the one with the highest Vigour.
Subtract 1 from any attack rolls for heroes in
the same chamber as Tweek.
Boon: Discard Tweek to re-roll up two
dice after you make an action roll or destiny roll.
Bane: Discard D3 hero dice from your hero
card. Discard a destiny dice for each hero dice you cannot discard.
If any 5’s are discarded and there three or
more adversaries on the board, set up Slop at the portal that is closest to the
runemarked player’s hero.
Subtract 1 from the Move values of the heroes
while Slop is on the board.
Boon: Discard Slop during your turn to
move up to 3 spaces without spending a dice.
Bane: Your hero’s Move value is 1 and their
Agility is 6+ until the end of the round.
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