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STAIRCASE
Empty spaces
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NOTE TO THE READER: IN ORDER TO KEEP OUR LANGUAGE AS INCLUSIVE AS POSSIBLE, WE HAVE USED THE PRONOUN “THEY” WHEN REFERRING TO AN INDIVIDUAL OF UNDEFINED GENDER. WE APOLOGIZE FOR ANY CONFUSION THIS MAY CAUSE.
PHASE 1. INITIATIVE
Each player secretly and simultaneously chooses one Action card
from their hand to play this round, placing it face down in front of
them. Once all are ready, turn the cards face up. In Phase 2, the
players will take turns in the order of the Initiative values on
their cards, starting with the lowest value.
Important: You may not talk to each other or share your plans until
the cards are revealed!
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Son of the WolfSon of the Wolf
PHASE 2. PLAYER TURNS
In Initiative order, each player takes the actions allowed by the card
they played, in this order:
a. Move Powerwolf
b. Fight Enemies
c. Strigoi Moves and Attacks
GOLDEN RULE: A player may use the Abilities shown on the
Action Card they played at any time during their turn that they
wish, but not during a fight EXCEPT for the specific situations
described under “Powerwolf Abilities” on page 14.
fPhase 2a. MOVE POWERWOLF
The player may move their Powerwolf a number of spaces up
to the value shown on the card they played. If they move onto
an Encounter mark (red or grey ) they must stop
(exhausting their movement for this turn) and fight unless it can
be avoided thanks to the Stealth Ability (see “Powerwolf
Abilities” on page 14).
Special Powerwolf Movement Cases:
Two miniatures cannot stay in the same space.
If a Powerwolf crosses or ends up on a space occupied by
another Powerwolf, they “jump” to the next space without
counting it for movement.
A Powerwolf can pass through a space with a Strigoi, but only
if they played a card with the Stealth Ability, or if they discard
one from their hand. Otherwise, they must fight (if there are
sufficient Blood Points on the Altar−see page 12).
There are some spaces on the board that depict stairs connected
to the underground tunnels of the fortress (including the Ladder
tiles). A Powerwolf may move directly from one stairs space to
another, counting both spaces for movement: one step onto the
entry stairs, a second step onto the arrival stairs; then possibly
continuing their movement.
fPhase 2b. FIGHT ENEMIES
When a Powerwolf moves onto an Encounter mark (red or grey
) they must stop and fight: Flip the top Encounter token from
the matching pile−here you will find Monsters and Monks.
Important: The Monsters that can be faced in the red encounter
spaces are slightly weaker than those that can be met on grey
encounter spaces. At the beginning of your adventure, it may be
wise to deal with situations that are easier to solve and upgrade your
capabilities with Reward tokens...
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If the Encounter token shows a Monster, the Powerwolf
must fight it by comparing their Strength to the Monster’s
Strength, shown on the token . The Strength of the
Powerwolf is equal to the value shown on the Action card
they played for the round, plus any bonuses provided by Reward
cards and/or Reward tokens they choose to play. The player may play
any number of Rewards as they deem appropriate, without limits
(see page 14). Then, compare the Strengths:
If the Powerwolfs Strength is equal to or greater than the
Monsters, the Powerwolf wins the fight, and receives
the reward shown on the Encounter token:
If there is a bat icon on the Encounter token, the player
draws 1 Reward token.
If there is an axe icon on the Encounter token, the player
draws 1 Reward card!
If there is a blood icon, the player also takes a Blood Point
counter and places it on the Altar: the group has gained a
Blood Point! The number of Blood Points the Powerwolf
need to attack the Strigoi is shown in the table on page 12.
If there is no reward, the Monster was just a miserable creature
hardly worth the effort. Either way, if you have not already,
remember to take your Heroic Action card (see p. 13).
If the Powerwolfs Strength is less than the
Monsters, the Powerwolf is likely to be injured.
The player can avoid the Wound if:
1. There is a Protection Ability on their played card;
or
2. The player discards a card (Action or Reward) from their
hand or uses a Reward token with the Protection Ability
.
If the Powerwolf does not use the Protection Ability, they
will be injured by the Monster. They must draw 1 Wound
counter (Monsters always inflict only 1 Wound), flip it over,
and place it in front of them. As long as they have the token,
they suffer the effects shown!
Note: Wound counters may apply penalties to Movement or Strength,
and may prevent the use of some Abilities. This damage is active until
the Powerwolf is healed (see “Powerwolf Abilities” on page 14).
If the Encounter token shows a Monk the player can either:
1. Decide that the holy man is one of the few creatures not
yet turned into a Monster by the Strigoi. They can then set
him free (discarding the Monk token) and recover all
the cards from their discard pile as reward;
or
2. Decide to attack the Monk, who transforms into a grey
Monster . In this case, discard the Monk and draw the
first grey Monster from the pile and fight it as normal.
After resolving the encounter, discard the Encounter token. Then,
the player must pick one of the 6 Fight tokens and places it on
the Encounter space where they are located. No one can have an
Encounter in this space again until it is reactivated: The Powerwolf
has to go look for new prey elsewhere.
Important: The Fight tokens are limited: If all of them are on the board,
the player who just finished an Encounter takes one from the board
that is not in the same room as their Powerwolf and is not in a space
occupied by another Powerwolf. This will reactivate an Encounter
space. The players may discuss which space they should reactivate.
Note: In the extremely rare possibility that no tokens fulfill both
requirements, use any token of your choice.
A player can play only one encounter (red or grey) per turn. An
encounter ends this part of the player’s turn. Proceed to Phase 2c.
Note: If an Encounter token stack runs out, reshuffle the discards
and create a new stack.
fPhase 2c. STRIGOI MOVES AND ATTACKS
After moving and/or resolving any encounter, the player
must flip the top Strigoi Action token in the stack. It will
show the Master or the Apprentice. The Strigoi shown
immediately “teleports” from the platform they are on
to an adjacent platform, moving in the direction indicated by the
letter at the bottom of the players card. Find the same letter on the
Strigois platform: it shows which direction the Strigoi moves (see the
example).
Important: The Strigoi must be teleported even if the corridor is
interrupted: they do not need to walk as the Powerwolf do.
After moving, the Strigoi may attack a Powerwolf−see “A
Strigoi Attacks a Powerwolf.”
EXAMPLE: Roel plays “When the Moon Shines Red.”
He moves 5 spaces, ending his move on an Encounter
mark. After fighting a Monster, he must move the
Strigoi. He flips a Master Strigoi token, so he has to
move the Master’s miniature from the Platform it is on
to the center of the Platform indicated by the book at
the bottom of Roel’s card, which shows the letter “E.”
Finding the book on the Strigoi’s Platform with the
letter “E,” he teleports to the next Platform.
From his new location, the Master Strigoi can see
Matthew in a straight line. Since there are no
obstacles, he attacks Matthew. Note that the Strigoi
cannot see Roel because the corridor in that direction
is interrupted.
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When The Moon Shines RedWhen The Moon Shines Red
Roel’s Figure
Matthew’s Figure
Direction of letter “E”
Powerwolf
Movement
Strength
Powerwolf Ability
Initiative
Strigoi
Movement
1111
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