PUBLISHED RULES USED
Core Rules:
2nd Edition/3rd Edition Core Rules & Lists will be referenced.
The Third Edition Rules dated 9/15/02 and available on www.thewinternet.com/MR/
will be the primary reference with the Second Edition Rules, if
listed, marked in backets.
Advanced Rules (2nd Edition):
None
Optional
Rules (2nd Edition):
Seasons and Weather
Optional
Combat Rules (See below)
Other
Rules (see below)
Watchful Natives
Extended Treachery
Optional Abilities: Knight's Adjustment
BOARD
BUILDING
Players will build the board. Each player will be dealt tiles
and decide where each tile goes in order. Players will also place
Visitor/Mission chits after character selection.
SELECTING
CHARACTERS
When it is a players turn to place a tile and he has no more
tiles to place, he may then select a character from those characters
remaining unpicked. At the same time they will announce which native
group they will select the character's starting equipment from.
STARTING
INFO AND SCORING
Before the Dwellings are revealed, the players will secretly
notify the gamemaster of their Victory Requirements (5 VP's needed
in SPRING), their starting location (if they have a choice), recorded
spells, and any Magic chits to begin the game enchanted.
UNLIMITED
COMMUNICATION
Characters may communicate privately with other characters,
no matter where they are on the board. The gamemaster would appreciate
being CC'ed on your communications, although it's not required.
EXPANDED
MEETING TABLE OPPORTUNITIES
If, when rolling on the Meeting Table, you roll an OPPORTUNITY result,
you may ignore the OPPORTUNITY and instead take the "2"
result in the same column.
OPTIONAL
COMBAT RULES
The
Optional Combat Rules are included in the Second Edition rules.
Since they may be unfamiliar to many players, that section of the
Second Edition Rulebook is reproduced below. Several great examples
of how the Optional Combat Rules affect play are contained in Jay
Richardson's article at
http://www.geocities.com/n_and/mr00.htm
5.
OPTIONAL COMBAT RULES
5.1 MOVE actions: When a character plays a MOVE chit, Boots
card or horse to run away or pick up a dropped belonging, he must
roll on the STUMBLE table to see if his play works or is cancelled.
His move time does not have to be lower than the move times of the
attackers (denizens and ACTION chits) on his sheet, although playing
a low move time will increase his chances of success. He still cannot
play a MOVE chit if a Tremendous monster is red side up on his sheet.
5.1/1 In addition to his normal die roll modifiers, he modifies
the die roll by adding the number of attackers on his sheet and
subtracting his time advantage over the fastest attacker. His time
advantage equals the attacker's move time minus his own move time.
If the result is negative, subtracting it adds to the die roll:
in effect, he adds his own move time to the die roll and then subtracts
the attacker's move time. EXAMPLE: If he plays a move time of "2"
when three attackers are on his sheet and the fastest has a move
time of "4", he adds 3 (for three attackers) plus 2 (his
move time) and subtracts 4 (the attacker's move time), for a net
adjustment of + 1. If he rolls "6" his final result is
"7".
5.1/2 If his final result is 6 or less, he completes his action
successfully. If it is 7 or more, his play is cancelled.
5.1/3 A character must also use the STUMBLE table when he flies,
but only flying attackers count towards altering his die roll.
5.2 RIDING HORSES: When a character has an active horse,
it is the only piece he can play to move. He cannot play MOVE chits
or Boots cards to charge or run away, and he must play the horse
to do his maneuver. Special: When a character or native uses a horse
to maneuver, he can also play a maneuver of his own. A character
can play a MOVE chit or Boots card in any Maneuver square, subject
to the normal restrictions. A native is always assumed to be maneuvering
with his own counter in addition to his horse (if he has one).
5.3 Characters are able to attack riders without attacking the horses
they are riding (inactive horses cannot be attacked). When a character
specifies a target who is riding a horse, he must specify whether
he is attacking the target or his horse. Denizens continue to attack
as explained in the basic rules: except for red-side-up Tremendous
monsters, they always attack the horse first.
5.3/1 If he attacks the horse, his ATTENTION chit is put on the
horse and the attack is resolved normally, against the horse.
5.3/2 If he attacks the rider, he must still intercept or undercut
the horse's maneuver to hit the rider. If the rider also played
a maneuver of his own, it merely alters the harm that the attack
inflicts (see rule 5.4/2).
5.4 ATTACKS: When any attack hits, the harm it inflicts is
modified by the OPTIONAL COMBAT TABLES. After calculating the harm
caused by the attack's harm letter and sharpness, the attacker rolls
the dice and consults the appropriate table to adjust the harm.
When making a striking attack, he uses the FUMBLE table to adjust
the harm. When making a missile attack, he uses the OPTIONAL MISSILE
TABLE (instead of the regular MISSILE TABLE). The effects are indicated
on the tables.
5.4/1 In addition to the normal modifications to his die roll, he
subtracts his attack's time advantage over the target's maneuver
time. If his attack did not intercept the direction of the target's
maneuver, he also adds "4" to his result. His time
advantage equals his target's maneuver time minus his own attack
time. If the result is negative, subtracting it adds to the die
roll: in effect, he adds his attack time to the die roll and subtracts
the target's maneuver time. EXAMPLE: If his attack time is "2"
and the target's maneuver time is "3" his time advantage
is 1, subtracting 1 from the die roll. If his attack fails to intercept
the target's direction, he adds "4" to make the net adjustment
+3; if he rolls a 6 it becomes a 9.
5.4/2 If the target played both a horse and a maneuver of his own,
the die roll is altered by both the horse's maneuver and the rider's
maneuver. The attacker calculates his time advantage over each maneuver
and subtracts both advantages from his die roll, and he adds "4"
for each maneuver his attack does not intercept. EXAMPLE: If his
attack time of "3" hits a horse and rider with move times
of "5" and "2", he subtracts 2 (his advantage
over the horse) and adds 1 (his disadvantage over the rider), for
a net adjustment of 1. If he intercepts the rider but not the horse
he adds 4, making his final adjustment + 3. If he had intercepted
neither the horse nor the rider, he would add another 4, making
his final adjustment +7.
5.4/3 The attacker uses the normal procedure to determine whether
his attack hits; misses are removed without being rolled for. Attacks
that hit armor still lose one sharpness star. The die roll is affected
by the attacker's modifications, not the defenders.
5.4/4 If the defender is a character who did not play any maneuver
at all, the adjustment is calculated as if he had played a move
time of "8". EXAMPLE: An attack time of "1"
would have an advantage of 7, subtracting 7 from the roll.
5.5 PENETRATING ARMOR: When a missile attack hits a character's
armor, the harm inflicted on the character but the armor reduces
the harm. The armor is not damaged or destroyed. This rule applies
to all missile attacks that hit characters. Missile attacks that
hit armored denizens and all striking attacks that hit armor continue
to inflict harm as explained in the basic rules.
5.5/1 If the final harm exceeds Tremendous, it simply ignores the
armor and kills the target. Otherwise, the harm is compared to the
toughness of the armor. If the armor exceeds the harm, the attack
has no effect - the target is not wounded. If the harm equals the
armor, the target gets one wound but there is no further effect:
he is not killed and the armor is not damaged. If the harm exceeds
the armor, the harm drops one level (in addition to the sharpness
star it has already lost) and the resulting harm is inflicted on
the target as if he were not armored. The armor is not damaged nor
destroyed. EXAMPLE: If Heavy harm hits a Medium piece of armor,
the harm drops to Medium and Medium harm is inflicted on the target.
5.5/2 A missile attack can penetrate several pieces of armor, losing
one level for each armor piece it penetrates. If it reaches a piece
of armor it cannot penetrate, it stops. EXAMPLE: If a Tremendous
missile attack hits a shield and breastplate, it drops to Heavy
when it penetrates the shield and drops to Medium when it penetrates
the breastplate. Medium harm is inflicted on the target.
OPTIONAL
COMBAT TABLES
Explanation of the OPTIONAL COMBAT TABLES:
These tables allow results from 1 to 10. If the adjusted die roll
is from 1 to 10, use it to find the result. If the adjusted die
roll exceeds 10, convert it to 10. If it is lower than 1, convert
it to 1.
STUMBLE table: In addition to the normal die
roll modifications, the character subtracts his time advantage from
the die roll, and then he adds the number of attackers (denizens
and ATTENTION chits) on his sheet.
completed: The character completes his action.
cancelled: The character's action is cancelled
STUMBLE
|
Adjusted Die Roll: |
Effect on action: |
1-6 |
completed |
7-10 |
cancelled |
MISSILE and FUMBLE tables: In addition to the
normal die roll modifications, the attacker subtracts his time advantage
from the die roll. If his attack fails to intercept, he also adds
"4" to the die roll. See optional rule 5. If the result
is "Negligible" harm or less, the hit inflicts no harm
but it still counts as a hit: if a weapon attacks it is unalerted,
if a Tremendous monster attacks it turns red side up.
increase . . . : Increase the harm inflicted by the indicated
number of levels.
decrease . . . : Decrease the harm inflicted by the indicated
number of levels.
no change: The harm remains unchanged.
wound: If the attack hits a character without hitting armor,
the character suffers one wound. If the attack hits armor or a denizen,
it has no effect.
Negligible: The hit inflicts Negligible harm.
FUMBLE
|
Adjusted Die Roll: |
Effect on harm inflicted: |
1 |
increase two levels |
2-3 |
increase one level |
4-6 |
no change |
7-8 |
decrease on level |
9 |
decrease two levels |
10 |
Negligible |
MISSILE TABLE
|
Adjusted Die Roll: |
Effect on harm inflicted: |
1 |
increase three levels |
2 |
increase two levels |
3 |
increase one level |
4 |
no change |
5 |
decrease one level |
6 |
decrease two levels |
7 |
decrease three levels |
8-9 |
wound |
10 |
Negligible |
WATCHFUL
NATIVES
The
Watchful Natives optional rule removes the "sucker punch"
attack on natives. A similar rule ("Melee Luring") was
used from the beginning with the First Edition Rules by Richard
Hamblen, the game designer, but was left out of the Second Edition
Rules at the last minute. The purpose of the rule is to prevent
the unfettered slaughter of native groups that is possible by shrewd
application of the Second Edition Rules on assignment of battling
natives and targeting by characters.
Optional
Rule: Watchful Natives
1.
Unhired natives that are unassigned at the end of random assignment,
or become unassigned when they are left behind by a character who
runs away, are termed to be "watchful" against surprise
attack. When an unhired native is assigned to a Melee Sheet (either
his own or someone else's), he immediately stops being watchful.
Monsters and hired natives are never watchful.
1.1 If a watchful
native is targeted by a character in the Melee Step, the attacked
native and all other watchful natives from the same native group
as the target are immediately put on the character's sheet and attack
normally in that round. Exception: if the character remains hidden
by making his Hide roll under the Ambush advanced rule, the natives
of that group remain unassigned and watchful.
1.2 If a character
deploys a minion (hired native or hired or controlled monster) against
a watchful native, all watchful natives of the target's group are
immediately assigned to attack the character. The character finishes
deploying his minions before the watchful natives are assigned.
Those unhired natives who have a minion deployed against them are
assigned to fight the deployed minion and stop being watchful.
1.3
In 1.1 and 1.2 above, if the character is hidden or is not in the
clearing, all the watchful natives will be assigned to any unhidden
minions the character has in the clearing as in Random Assignment
(Rule 8.3.5a.3 [34.3/2b]) If the attacking character and all his
minions are hidden (for example if the character attacks from Ambush
and passes his hide roll) the watchful natives remains unassigned
and watchful.
Designer's Notes
and Comments:
1.
The Watchful Natives Optional Rule does not change the present rules
(8.3.4e and 8.4.2d.7 [30.4 and 32.7/5]) that say that if a character
lures or targets an unhired native or has one of his hired natives
lure or deploy against an unhired native, the target native's group
is battling that character for the rest of the day. We didn't add
it into this rule because it's redundant with existing Second Edition
rules.
2.
Part 1.1 does not imply that Watchful Natives will attack a hidden
character. In the Second Edition Rules a character who targets an
individual in the Melee Step immediately becomes unhidden (Rule
8.4.2b.4 [22.4/1b]). The Ambush Advanced Rule is an exception to
this as explicitly covered in 1.3. [To make this clearer, we have
added the Exception to rule 1.1.]
3. It is possible
for some members of a native group to be watchful and others not
to, but only in the following case. Berserker lures two Soldiers,
Amazon lures the other two and runs away. The two Soldiers that
are standing at the edge of the clearing staring at the Amazon's
dust are watchful. If another character targets one of them, the
other one joins in defending him. On the other hand, the two Soldiers
that are assigned to the Berserker are not watchful (they're fully
engaged in trying to kill the big guy). So if the Berserker (or
any other character!) targets one of the unwatchful Soldiers on
his sheet, the other two Soldiers who were "lured and left"
don't attack him.
4. The natives
become watchful after Random Assignment (or after their target runs
away) because we want the Luring/Random Assignment phases to go
as usual. We don't want all the natives to pile onto the first character
that lures a native! That would destroy the purpose of luring. A
character (or his hirelings) can still lure one or more unhired
natives and leave the others unassigned. As soon as he does, of
course, he will be battling the natives for the rest of the day.
After everyone else has a chance to lure, Random Assignment will
occur and all battling natives will be assigned to a target (if
there is a battling character or one of his hireling unhidden in
the clearing).
5. Natives are
watchful of all characters, not just those that are battling them:
Example
A: The Berserker is battling Soldiers (rolled Block/Battle at Sunset)
but is hidden. The Soldiers are unassigned and watchful at the end
of Random Assignment. In the Melee Step he targets one of the Soldiers,
becoming instantly unhidden (Rule 8.4.2 b.4 [22.4/1b]). His target
and all the other Soldiers pile on his sheet and counter-attack
him in the same round (Watchful Natives Optional Rule).
Example
B: Berserker is not battling the Soldiers. Soldiers are unassigned
and watchful at the end of Random Assignment. In the Melee Step
he attacks one of the Soldiers. He is now battling the Soldiers
for the rest of the day (Rule 8.4.2d.7 [30.4]). In addition, his
target and all the other Soldiers pile on his sheet and counter-attack
him in the same round (Watchful Natives Optional Rule).
EXTENDED
TREACHERY
This
rule is intended to further protect the native groups from attack
by characters who turn their hirelings on their own native group.
If
a character uses a hired native to lure a member of his own native
group, or deploys a native against a member of his own native group,
all hired natives of that group "rebel" as described in
the Treachery Rule (8.4.2g [32.7/6]).
KNIGHT'S
ADJUSTMENT
This
rule is an additional optional disadvantage to the Black Knight
and White Knight to prevent them from becoming too powerful early
in the game by exploiting their "Fear" and "Honor"
advantages:
The
Black Knight is "Friendly" not "Allied" with
the Company. The White Knight is "Friendly" not "Allied"
with the Order.
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