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
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 AUTUMN), 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.
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.
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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