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RULEBOOK
-
ple, if a Devotion Check is called for, you must reveal a green card
to pass the Skill Check regardless of your Character screen’s color.
Multiple Class Types: If playing with multiple Class Types


case only the primary Class Type counts.
Saves: While the mechanics are the same, a Skill Check 
ever applies to players, while Saves only ever apply to encounters
(see , p. 17).
ASSISTS
Some cards have Assist abilities, which you can use 

Play at Any Time, below). Assists are particularly important for
Locations (see p. 12).
An Assist ability has its own section at the bottom of the card,

-
cept any Class Type Requirements, which always apply).
Damage:      


line—including damage, if any—or you’re using the Assist.
PLAY AT ANY TIME
Future cards, mostly Magic Items, will have Play at Any Time
abilities, which can be played either on your turn or during anoth-
er player’s turn, at your discretion.
A Play at Any Time ability has its own section at the bottom of

-


is always ignored.
When played during another player’s turn, a Play at Any Time ef-
fect is considered an Assist; otherwise it is treated like a normal card.
Damage:      




3. DEAL DAMAGE

that are not damage, all played cards deal damage. Choose
an encounter where you’ve placed cards and deal the damage

put all those cards aside to indicate those have been resolved.
Continue this process until you’ve resolved all of your damage
effects.
You defeat encounters by dealing damage. The damage a card
           




    
when the Assist is played.

and color. Damage can be variable based on other conditions, or
DAMAGE AND TEXT EFFECTS
When a card is played on your turn, you apply the text effect (first),
and the damage (if possible). It is not one or the other. Also, the text
effect may target a different encounter than the damage.
When a card is played for its Assist ability, you only apply that portion
of the text, never the damage or any text effects above the Assist line.
ASSIST EXAMPLES
The Magic Missile Market card has no damage icons in the usual
location. However, its text ability deals blue damage if played
normally, or colorless damage if played as an Assist on another
player’s turn.
Cloud of Daggers has 2 blue and 1 colorless damage icons and
“Requires Arcane Class.” Instead of dealing that damage, the
player could use the Assist ability on another player’s turn, but
they must still be an Arcane Class to play it (or even purchase it, for
that matter).
Perception has a Skill Check as a standard ability, along
with 1 red damage icon. Alternatively, it can deal 1 red damage
on another player’s turn as an Assist (without using the Skill
Check ability).
GAMEPLAY IMMERSION
Most cards deal damage to encounters when played, but that’s
simply a game mechanic. Dragonfire isn’t just about the slash of a
blade or the blast of a fireball. Every card contributes to the shared
story you’re telling, so let the card play describe the unfolding
adventure in your mind’s eye.
For example, when you play a Perception card to gain 1 gold
and deal 1 red damage to a Troll, you’re not necessarily stabbing
the monster (though you could be). Maybe you’re sneaking past
it to steal back a ring lost by a wealthy noble (which you then
return for further riches). Because that’s part of the overall story,
it still results in solving a puzzle surrounding the Troll, so that
Perception card clears a level of its damage track and you’re one
step closer to defeating it.
This holds particularly true when facing Adventurers. Sure,
Ryana Amcathra can hold her own with a blade, and perhaps a
played Glory is really a footpad in the night, but the Lightning Bolt
thrown at her that clears two levels can just as easily represent
destroying a wagonload of premium dyes imported from Baldur’s
Gate, which will knock her down a few pegs and draw her off your
own plans.
15

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