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Advent Mythos

Little game i was working on, attempting to capture the feeling of dnd, diablo, and other classic rpgs in a board game that finishes in under 2 hours. Not finishes

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Tezerel
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0% found this document useful (0 votes)
118 views15 pages

Advent Mythos

Little game i was working on, attempting to capture the feeling of dnd, diablo, and other classic rpgs in a board game that finishes in under 2 hours. Not finishes

Uploaded by

Tezerel
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Advent Mythos (AoA v0.

2) Table of Contents Introduction Setup Start of the Game Game Turn Towns Combat Monsters Treasure Environment Dungeons Characters Spells Special Combats End Game

Introduction

fill this out later, talk about fluff, talk about goal of the game as well as very basics of gameplay, go onto inspirations

Setup Game Parts: 1 Main Board 2 Dungeon Boards 1 Castle Board 1 Minor Monster Deck 1 Major Monster Deck 1 Legendary Monster Deck 1 Monster Combat Deck 1 Quest Deck 1 Environment Deck 1 Treasure Deck 1 Curse Deck 4 Characters Cards 3 Boss Monster Cards 4 Player Combat Decks 4 Combat Reference Cards 12 Quest Giver Tokens 20 Active Quest Tokens 10 Purple Crystal Tokens (100) 20 Blue Crystal Tokens (10) 35 Red Crystal Tokens (1) 1 Time Counter 1 First Player Counter xx Stat tokens [10's, 5's, and 1's] xx HP Tokens xx MP Tokens 10 die perhaps more In short, each player get 5 Red crystals, these function are currency. In addition each player gets a combat deck, a combat reference, and somehow the players decide which character they want to play as. Set the castle board on top of the lower level dungeon on the main board, facing down. This should mean there is a square ring around the black castle which is for now unrevealed. Place the two dungeons face down adjacent to their respective sides (should say on each dungeon which side). Shuffle the minor and major monster deck individually, shuffle the encounter, quest, and environment decks individually, then shuffle the monster combat deck. Assign the needed stat tokens. Make sure to sort out the other tokens.

Start of the Game Each player rolls a die to determine the order of play. The player who rolls the highest goes first, then the standard order goes clockwise from that person. Give this first player the First Player Counter- this counter is used for many rules. Characters a picked in reverse order (last to first). Each person then sets themselves on the board in their starting town (dependent on character). The first player draws a card from the environment deck, reveals it to all players, and sets it face up near the Environment Deck. Each player then searches for the appropriate starting gear for their character in the treasure deck as specified on their character card. After all players have their starting treasure, shuffle the treasure deck and begin play. The game begins during Daylight.

Steps of the Game Turn -Movement Step --Field Movement --Dungeon Movement -Field Step --Use Field Magic or Items --Flip Encounter Cards -Action Step --Interact with Town --Combat -End Step --Miscellaneous Effects and Rules

Movement Step During the Movement Step, each player may move up to 3 spaces on the Main Board, going in standard order. Ending your move in a town means during your action step you can interact with it, while ending your move in the Wilderness means you might be attacked- either by a monster or a player. If an effect would alter the number of spaces you may move, apply these effects first. Note, you may not cast spells that would increase or decrease your speed in the Movement Step, these are typically activated during the Field Step. (See Spells on page XX.) Field Step The Field Step allows players to cast magic or use items before a fight or before the next turn. Casting spells or using items during this step work as usual, going from the first player to the last player. This order determines which effects come into play first, if a conflict arises. (See Spells on page XX and Treasure on page XX.) Action Step The Action Step is the longest and most important step of the game. What you are allowed to do in the Action Step depends on where you ended your turn in the Movement Step. If you end your move in the Wilderness, there is a chance you will be attacked. Roll a die- on a 4-6 may fight a Monster, you have snuck up upon one in the wild. On a 1-3 however, the beast has tracked you, you must fight! If you fight a Monster this step, draw a card from the Minor Monster Deck, and flip it face up.If it is not a monster, instead read the instructions on the card. (See Combat on page XX and Monsters on page XX.) If you end your move in a Town, you may then interact with town. Ending your move in a Town heals you for 1 HP if you do not use an Inn or a Church to heal you. (See Towns on page XX.) If you end your move at a Dungeon Gate, you can do nothing other than wait. During your next movement step you will enter the Dungeon, and face whatever danger awaits you. (See Dungeons on page XX.) End Step Any abilities that last until end of turn end now, in standard order. Then move the Time Counter to the next position (Daylight > Darklight, or vice versa). If the Darklight has passed, all players gain 2 HP unless they are in a Dungeon. After this, check for effects that trigger at a specific time of day. Finally, pass the First Player Counter to the Second Player, thus changing the standard order. The new First Player then draws a new Environment card, and tart a new turn at the Movement Step.

Towns Towns can offer services to the player, from selling Chitin Boots to removing the Emerald Curse. Each town has a quest giver and up to 2 locales. These locales are shown on the main board as icons in the Town space. (Have a key showing what is what). Players may interact with any number of locales within town during the Action Step. Inns are places of rest that allow you to heal up. You may choose to pay crystal equal to your level to heal 50% of your total health, rounding up, instead of the normal 1 HP. You may not interact with an Inn more than once per game turn. The Armory is run by a local blacksmith who can make an array of mundane arms. At the beginning of the Action Step, reveal treasure cards until you reveal 5 non-Magic Equipment cards. You may purchase any number of these cards from the Armory for the white crystal value. You may not sell treasure to an Armory unless it is a Material Treasure card, which you trade for the black crystal value. At the end of your Action Step return the unused cards to the bottom of the Treasure deck in any order. The Merchant is one of many traveling salesmen who caries magical wonders. At the beginning of the Action Step, reveal treasure cards until you reveal 3 Magic cards, which may or may not be equipment. You may purchase any number of these items from the merchant for the black crystal value. You may sell any treasure to a Merchant- excluding Material Treasure cards- which you trade for the black crystal value. At the end of your Action Step return the unused cards to the bottom of the Treasure deck in any order. Churches are holy places that will take all with open arms. Interacting with a Church will heal 25% of your total health for free instead of the normal 1 HP and will remove any curses from your character. Every town has a quest giver: a person in need who will reward whomever shall complete the quest- or at least say that they did. When any player goes to a town for the first time, place a Quest Giver token on the town and then reveal the top card of the quest deck. This quest is now active for all players. The quest card will then say where to place the corresponding Quest Active Token, as well as what happens when a player goes to complete the quest- spawning monsters as dictated on the card. These monsters are spawned one at a time, and sometimes at different locations. Each time a monster is spawned, search through the appropriate deck (Minor/Major/Legendary), and set the card face-up underneath the quest card. This monster is fought as the encounter at that wilderness space. If a monster is spawned in a space different from where the current Quest Active Token is placed, move the token to that new space. Shuffle the Minor or Major Monster Decks if a player searched through them. After all of the monsters on the card are defeated, take the token and place it on your character cardyou have completed the quest! Now bring the token to the Quest Giver given on the Quest card, and when you reach that town you get the reward- regardless if you were the one who actually talked to the Quest Giver or not. But be wary! Adventurers may steal your trophy of victory in combat. (See Special Combats on page XX.)

Combat Combat is part of the action step, and the typical combat is between a player and a monster. For different set up see Special Combats on page XX. Combat revolves around the use of the Combat Action cards, 3 for attack and 3 for defense, and an extra give up option. The various combinations of attack versus defense represents the ebb and flow of combat as well as the prediction of the combatants. Have the player next in order reveal the top card from the Minor Monster Deck, this is the creature that shall be encountered this turn. Each Monster card has two different sides: a daylight monster and a darklight monster- sometimes it's the same creature that changes with the sun. Each monster has stats that effect it's options, which you draw from the Monster Combat Deck. (See Monsters on page XX.) At the beginning of combat, each side rolls a die for initiative, adding any bonuses, with the opponent next in order rolling for what monster you are fighting. The side that rolls the highest gets to attack first. On the attack, set face down your 4 attack options- mighty attack, quick attack, magic attack, and give up. On the defense, set face down your 4 defense options- counter, defend, magic defense, and give up. (Bash is a strong attack, but does zero damage against Parry) (Blitz is a normal attack, but does reduced damage against Protect) (Blast is a normal attack, but does reduced damage against Prevent) (Parry is a weak defense but does a free quick attack against Bash) (Protect a normal defense but does less against Blast) (Prevent is a weak defense but does more against Blast) Depending on the outcome, you may deal a massive amount of damage, or do absolutely nothing. When fighting monsters, it is key to remember that although their actions are random, some attacks are much more deadly than others, looking at their own bonuses. Combat continues until one side gives up, is defeated, or until both sides get to attack twice. After both sides have attacked twice, a minor monster will run away, leaving the player with nothing but cuts and bruises. If such a monster is a player or a greater monster, instead you have Continued Battle. Continued Battle means even though your Action Step has ended, during the next turn any players involved in Continued Battle skip their Movement and Field Steps, and must keep fighting the player/monster, until either of the other end conditions have been met. (Give up means you lose 25% to a monster; against a player they can take 50% or an item) (Defeat means you lose 50% to a monster; player can take 50%, an item, or any nonaccessory equip.) (Give up you respawn in 1d2 turns, defeat means you respawn in 1d3 turns, both respawn at nearest church, measured in movement spaces)

Monsters Monsters are broken into 4 categories: Minor, Major, Legendary and Boss. Each category represents the relative strength of the monster, with Minor Monsters classed for characters lv. 1-3, Major Monsters for lv.4-6, and Legendary and Boss Monsters for 7+. Fighting a Legendary Monster when you are only level 4 would not end pretty! How ever, such an event would only happen to adventurers seeking trouble- the only monsters to randomly spawn are Minor and Major Monsters. While traveling through the wilderness, there is a chance to randomly fight a monster. If you end your move in the Wilderness, roll a die- on a 4-6 may fight a Monster, on a 1-3 you must fight. If you fight a Monster this step, you will draw a card from either of two piles, and flip it face up. If you are level 1,2, or 3, you will draw a card from the Minor Monster deck, if you are 4 or higher, you will draw a card from the Major Monster deck. Remember f it is not a monster, instead read the instructions on the card. A Monster Card has quite a lot of information on it, and can represent two different monsters in fact. Depending on the time of day, you will fight either the Daylight or Darklight monster on the card, if present. Each Monster Profile has flavor text you may read aloud before fighting the creature, as well as a picture, and then the Monster's stat block. The Monster's Profile has modifiers for each of the seven Combat Actions in the Monster Combat deck- these effects change the strength of each card to better represent the monster. These may just be simple attack bonuses, or perhaps a certain creature does a Mighty Attack on a Magic Attack as well! Use the Monster Profile to best come up with a plan for combat. Finally the Monster Profile gives the HP total of the Monster, as well as room for passive abilities that are explained on the card. Like stated in the Combat section, Monster Combat will continue until either side as been defeated or gives up. If each side of combat has attacked twice, then a Minor or Major monster will instantly flee, leaving no rewards! However, Boss and Legendary monsters are not foes who will flee, and under no circumstance will a Boss or Legendary flee or give up, even if a spell usually forces monsters to do or the other. If a monster is defeated, you receive whatever XP or Crystal that is in the Reward box. (See Characters on page XX.) Legendary Monsters are very rare to fight because they can not be randomly encountered in the wilderness under normal circumstances, and are not always found in dungeons. Legendary Monsters are typically only spawned from Environment or Quest cards, and can be quite dangerous! When a Legendary Monster is spawned for whatever reason, immediately search through the Legendary Monster Deck for the appropriate Legendary Monster, read aloud its flavor text, and flip it face up for all players to see- word spread quickly when a powerful creature has run amok. Boss Monsters are rare to fight as well, as they are only found at the end of a Dungeon. Boss Monsters guard the waypoint of the Dungeon, as well as a large amount of treasure, but can be incredibly dangerous. Boss Monsters typically have an ability that allows them to crush a single adventurer, it would be smart for players to bring an ally to negate this ability. (See Dungeons on page XX.) Sometimes Boss and Legendary monsters have a Magic Resist X ability, with X being a number from 2 to 6. When a player casts a Field Spell that affects a Boss Monster OR when a player makes a Magic Attack and the opposing monster used Magic Defense, roll a die. If the die rolled is the X value or higher, the spell or Magic Attack is totally negated, costing the player MP but the effect does nothing. (See Spells on page XX.)

Treasure Treasure cards represent the weapons, potions, and relics that the players will find and use in their journey to slay the mighty Dragons. These cards are found typically one of 3 ways: for sale in Town, as a reward for a quest, or within a treasure chest in a dungeon. However you acquire a Treasure card, it will go into your Inventory, and may be instantly equipped or dropped if you choose to do so. There are two types of Treasure cards: Equipment and Items. Equipment represent the tools and protection each fighter wears upon their body and takes to battle. Each character has a number of slots, each one corresponding to a different Equipment group: Head, Body, Feet, 2 Hand, and 2 Accessory Slots. Typically Head, Body, and Feet slots are used by pieces of armor and modify your Total Defense and/or modify Defense Actions. Hand slots are usually filled by weapons, sometimes both hands are required for heavier arms. However shields are also rather common, and follow the same role as other defensive Equipment. Weapons typically add to your Total Damage and/or modify Attack Actions. Accessories have a wide variety of abilities and can be rather rare, but very powerful. Items on the other hand represent one-time use potions or relics that grant temporary effects. Items can be used at any time, and like accessories they have a wide variety of abilities such as inflicting a curse or healing the owner. Each treasure card has a main profile for it's effects, but also has 2 values, one in Black Crystal and the other in White Crystal. White Crystal is the buy value when you buy from a seller, the Black Crystal is the sell value that you can get when you trade to a seller. (See Town on page XX.) As mentioned earlier, when you get Treasure Cards you may choose to instantly equip/use them, or keep them in your Inventory. However, you may only hold 6 Treasure, of any type, in your Inventory at any time, which you keep face down. Remember when you draw treasure from the Treasure Deck for a chest in a Dungeon or from the reward of a Quest, you do not have to reveal it- only when buying from a seller. In addition to trading in Town, you may also exchange Treasure and/or Crystals with a player if both players are in the same Town. During the Action Step of any player, they may freely trade with other players in the same Town. Obviously, you cannot trick a player into giving them Treasure/Crystal nor can you steal it.

Environment During the End Step of every turn, the First Player draws an Environment card, simulating the events of the weather or perhaps mysterious arrival of a new merchant, or even a powerful creature that roams the land. Environment cards are classified as three types: Global, Arrival, and Encounter. Each card will stay active for a certain time, either an amount of turns or until a creature has been defeated. Global Environment Card affect the entire board and all players. These cards can have minor effects, such as Rainy Skies, weakening fire abilities and slowing travel, or drastic changes such as The Founding [lighting storm, powers up players]. Usually one Global Card will replace another. Arrival Environment Cards will place a Quest Token in space, but only to signify that this is a special location, perhaps where a merchant or other service person is located. Arrival Environment Cards do not typically spawn Monsters, but can still give Quest rewards. Encounter Environment Cards will always spawn a Monster, usually a powerful one, and give a Quest and corresponding Quest Token to show the Monster's position. The monster that is spawned is immediately searched for and placed face-up for all players to see. (See Monsters on page XX.) There is no limit to the number of Environment Cards that can be in play at once. Usually Global Environment cards will say to remove all other Global cards, and cards may remove other Environment Cards. In the event an Environment Card expires, place it in a second pile for discarded Environment Cards. Shuffle and uses this second pile in case the Environment Deck runs out.

Dungeons Dungeons are dark and horrible places where foul monsters have taken residence. Left over remnants of the Dwarven Empire, these catacombs are home to both danger and bounty. Each pathway is filled with exacting traps and blocked paths that take time for the adventurers to clear. Each room is filled with creatures and the treasure they block. The two side Dungeons grant a good opportunity to high level players before they go to the Dragon's Castle, which is also a Dungeon. Each room has one or more treasure chests, which may be opened after the monster in that room is slain. Opening a treasure chest is done at the end of the Action Step. Characters may only move to the next room during the Movement Step, and only when the monster in that room is slain. Also as is normal, players not in combat may still activate spells and items in the Field Step. If a player wants to retreat from the Dungeon, during the Movement Step, as long as they are not in combat, they may return to the outside, placing them on a space adjacent to the Dungeon Gate. Returning to the Dungeon, or if a new player wants to enter the dungeon, they may move from the first room to the next room with a monster, or any room without a monster that lies in their path, in one Movement. Players may not enter a room with another Player unless they explicitly allow it, opening the door for them. Dungeons typically have many paths. Each path leads players through different traps and rooms, but generally every path is just as long as another. Players may not back door through paths, meaning if they come to a fork, they must take a path that actually leads to the boss, and may not circle about through unexplored rooms. Every Dungeon ends with a Boss Monster as the finale. These powerful creatures are guardians of the particular cavern or fortress, and use their magic and power to slay all who come to defeat them. Even though facing Boss Monsters is tough, it is always rewarding. When a player first enters the dungeon, search through the Boss Monster Deck for the appropriate Boss, and flip it face-up for all players to see. This creature guards the waygate, a portal that when defeated, will open and teleport the victorious character to any place on the World Map except another Dungeon Gate. However waygates only work once, and work at the end of the next Movement Step.

Characters [Intro part with fluff on each character] [Each char has Strength, Dexterity, Energy, and Vitality. When you level up you get 5 points to distribute. Strength has a chart on how the higher the strength the more of a bonus to attacks it gives to Mighty Attacks and Defend. Dex has the same chart but adds to Quick Attacks and Counter. Energy has a chart for how much total MP, HP works the same way but has different numbers]
Score 0 1 2>3 4>5 6>7 9 > 11 11 > 14 15 > 18 20 > 23 24 > 26 27 > 29 30 Modifier 0 1 2 3 4 5 6 7 8 9 10 11 Score Points

Str & Dex Modifier

0 6 1 8 2 10 3 12 4 14 5 16 6 18 7 20 8 22 9 24 10 26 11 > 12 28 12 > 13 30 14 > 15 32 16 > 17 34 18 > 19 36 20 > 22 38 23 > 25 40 26 > 29 42 30 45 Vit & Eng Modifier

[Remember the 4 chars in the Main Edition are Warrior, Ranger, Samurai, and Paladin]

Spells

[Warrior is mostly neutral, but has a couple fire spells] [Paladin is mostly Light, but has some neutral spells] [Samurai is mostly Ice, but also has a couple water spells] [Ranger is mostly nature with some water] 3 types of magic. Attack, Defense, and Field. Field is used in the Field Step, Attack is for Magic Attack, and Defense is for Magic Defense. Note elements to do cancel each other out, elements are for purposes of resistance. This aint pokeman

Special Combats 2v1 basically. Idk if we will have monster teams but it is a consideration

End Game Derp a herp idk

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