Mountain House Cry streamline rules

Setup:

+ Clip record table;

Shuffle the event cards, cards omen, physical brand;

Position the "basement entrance", "entrance hall", "upstairs entrance";

Shuffle the room card;

8 dice; two plays;

Selecting a character movement determining positive and negative, with the clip; pick and the respective inlet on the character model;

 

According to the characters birthday, birthday recently in the role as a starting player, clockwise for the game.

 

Attributes:

   Each character has four attributes: strength, speed (physical attributes), knowledge, intellectual (mental attributes) . The game has licensed or room may change the role of property. Never exceed the maximum.

 

hurt:

Suffer physical damage is required between strength and speed attributes of independent distribution points harm, mental harm by the need to allocate between knowledge and reason. Before the start causing trouble nobody will die, the lowest property to a minimum, cause trouble after the start, if you break the skull to death.

 

Round:

Perform the following actions in any order.

l move.

l explore new room

l use of props or a harbinger of cards

l throw dice (?)

l attack (after mischief began, once each turn)

 

Before the start causing trouble, each able to get a harbinger of cards, will have to throw the dice at the end of the round to try to uncover the truth .

Mobile :

  By role moving at a speed corresponding number of cells, the process may perform other actions, once draw a card, the round stops moving. When searching for a new room I did not want to draw can continue to move, or stop moving.

 

Explore new room

When through a door on the other side no room, then take a card room, deck if the room does not meet the current top floor, then discard keep looking until you find the right card, the card draw people to decide how to put but to try to make the connection door neighbor.

(Advanced) placed floor room can not be closed so that is no longer connected to other rooms, if not put a room, then try the next one, until you can, if you can not find, you reallocate the floor of the room.

 

(Senior) Special room : some rooms will be printed with special effects, do not look at the beginning, is now experiencing a watch on the line.

Crack, tombs, vaults, towers are obstacles to the room, through the barrier properties of the room to do the identification, each round can only try once, you can not move the authentication fails, the next round can try again or backtrack through successful. Players can not fight the players the other side of the room or interact with the same disorder. Monster directly over obstacles, but if you stop, you traitor decided it stops at either side. You will have the effect of room to move obstacles, then you decide which side of the room, while the effect is to put a indicator with you on the same side.

Coal guides : When entering it, immediately moved to the "basement entrance (lower level)," counting only move one space, was stopped at the end of the round can not be here.

 

Party room and drinking places ( collapse and drinking places room ): for the first time entrants to be done to "speed" identification, not less than five unharmed, otherwise fall into the ground and throwing a dice, the result of a physical injury. Then put a square ground plate and placed "under room collapsed" flag, if all the blocks are put over the ground, an entry is selected. If the first entry is the monster, the direct election of a basement room to enter.

Junk room : leave if speed is not enough, only go one space.

Lifts : move into the immediate crap, then connected to the corresponding floor elevator door proper (not closed floor), there is no, it is left in place. If the result is the current floor can be moved to another layer of the door, a player can only be used once per turn. After moving elevator can not let the target floor closed. Villain elevator without rolling dice go directly to the desired location, but the villain throughout the bout, the elevator can only be used once. If the bout stopped at the elevator does not go, we have cast dice. 0-for-all in the elevator were injured.

Vault : After the successful identification of open property, and place "empty" mark.

Room with a window: the bedroom, the grand staircase, the master bedroom, a chapel and a restaurant .

 

Draw (an exploratory):

Only the discovery of new extraction room of people, and stop moving.

Event cards: read, settlement, discarded (unless noted).

Brand was: read, hold up the front, ready for use, can be used once per turn (unless otherwise stated).

Omen cards: read, holding up front, generally executed immediately drawn to cast dice at the end of turn this card "to uncover the truth."

Due to the effect of the discovery of new license plates and the room to smoke a corresponding card, otherwise adding the first to enter the room no longer draw. After the draw stops moving you can still do other actions.

 

Use props or omen cards

Round any time you can use props, each time, most harbinger cards and similar items. Each round can perform the following actions each time:

l explorers in the same room by mutual agreement to exchange props.

discard any number of props. The pentagon "props heap" indicator placed in the room,

lift take any number of props, the props room are removed, to remove "props stack" indicator.

Some items can not be exchanged or stolen , but you can discard or take the lift, bite, dog, girl, ladies are not props, can not be discarded , steal , exchange ,

 

Each prop each round only perform a following actions:

Use, exchange, discarded, stolen pickup. (Eg, can not be exchanged for others with a spear after the attack)

(Advanced) props to enhance the properties of a super-maximum, write it down, only minus the actual lift when losing props.

Props indicator can be exchanged, discarded, stolen.

 

Weapons: " ax" , " blood dagger" , " revolver" , " spear" , " sacrifice dagger" . Attack can only use a weapon or not.

Companion: " Dog" , " Girl" , " Ms." harbinger cards follow explorers, no attributes.

Priority rules conflict with the card.

 

Rolling dice:

Every time can not throw the dice several times on the same thing.

Damage rolls: physical damage is assigned damage points on the speed and power attributes, mental harm on the distribution of knowledge and intellectual property.

Properties dice: put the same number of dice according to a property.

Task dice: only once per round.

 

attack

         Each round can attack an opponent once, both sides put the power of dice (and possibly other attributes), equal to the difference between the value of the physical damage. If the attack is sensible or knowledge, but also mental harm. Not a property of the opponents, you can not have this attribute attack.

        

Monster will be stunned, not dead (unless otherwise noted),

(Advanced) if they can benefit, may be stunned to attack the monster, the monster was still stunned throw the dice, but the attack failed, the hero does not hurt.

(Advanced) can expand the "mischief limited action" at the same time, and the attack in turn.

Special Attack

         A remote attacker : a straight line is not blocked, failure does not hurt.

         Steal can select a steal or exchangeable prop omen physical damage greater than or equal to 2 when not hurt:

 

cause trouble

         You must be able to get the vote at the harbinger of the end of the licensing round 6 dice, such as less than the total number of points a harbinger of cards already drawn, then began to cause trouble, throw the dice are revealed to those who cause trouble. Still cause trouble after the start of pumping omen cards, but no longer cast mischief dice.

         Check the manual reveals who determine which script and who is a traitor.

         How many people might be a traitor, traitor is revealed that those who do. As no one is a traitor, who left the players reveal Yes. Other players are heroes.

         The two sides were executed in the manual " layout" ,

         Victory conditions to be kept confidential,

         Players start from the traitor left clockwise round hero, then turn traitor, and finally the monster turn, is controlled by a renegade player. After the explorers will be haunted by death, after the death of the hero some script becomes a traitor, equal to the number required to complete several tasks explorers, including death explorers. Traitor death, monsters can continue to complete the goal. Mischief, it was voted knowledge dice to get information, get all the heroes at the same time.

         After everything, inside and left the room each have a rival, consume a little extra speed. At least you can always move one space. Monster does not affect the hero was stunned to move.

Traitor new capabilities:

         The anti-harm event before licensing, freed from the effect, can also use the following capabilities:

         You can use a beneficial effect on the room, ignoring the harmful effects.

         From event cards, "bite" harbinger of brand influence, after reading, or choose not affected throw the dice, then we should cast the results.

 

Tibetan cause trouble traitor:

         Identify the number of players in the same color indicator monster, Shuffle, S up, each one, to get a traitor (security), resumes from the left are disclosed, in survival of certain secret manual. Any time can reveal the identity of the traitor in order to avoid adverse effects or injury. After the role of death, opened to reveal the identity of the indicator. Unless otherwise indicated, players can attack each other,

 

Monster of action

         Each monster and all moving operation, then the next operation monster.

         More of the same types of monsters, throw a dice, the round kind of monster are moving this number.

Most of the blame will not die, the S face, turned back at the end of the next round after being stunned monster, the monster does not affect the hero was stunned to move, (senior) even if damage to the monster haunting description is no longer stun them, it will still be special effects monster stun stun.

Monster can only attack once per turn, you can ignore the harmful effects of the room, the monster can climb from the guide groove and the collapse of the coal room, the monster will not improve the property from the room.

Monster cards can be used on special moves: secret staircases, secret passageways.

Monster can not explore new room.

Monster can not bring props. (Unless otherwise stated), were stunned and placed discard all props "props stack" indicator, when not only pick up the props being stunned. As monster can not go upstairs, find the traitor can turn the basement stairs to the basement available on any door, then wash room card, does not allow the rule to cause trouble when allowed to explore new monsters room.

 

Character dies, the partner cards and indicator (if any) to stay in the room of death, to get other people to come in after the companions (all at once?), Landing on the other props, placed "props heap" indicator,

 At least a living hero to win, some haunting a traitor's death to allow control freak

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Origin www.cnblogs.com/johnjackson/p/11823985.html
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