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Post by Admin on Jul 25, 2023 13:19:13 GMT
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Post by strategos on Aug 8, 2023 10:01:50 GMT
AD 1666 rules to remember
Alarm token - don’t forget to discard one alarm token (a) every time a shot is fired, (b) after a
character dies or flees and (c) at the end of each turn.
Combat - The player who acted first in the action phase acts first in the combat phase
Equipment icons - additional equipment icons are explained on page 4 of the playbook
Event cards & magic cards - reshuffle these decks at the end of each turn when they are used.
Faction special rules - don’t forget the Faction special rules, that allows you to draw more cards.
Fencing tokens - don’t forget refreshing your Fencing Token. Engaged characters refresh but one
fencing token at the start of each turn.
Hit - even if armour reduces damage to 0, the attack is still considered a hit
Jokers - Jokers cannot be reinforced nor be played as reinforcement. The red joker has a value of 10
and has the suit of the playing character’s choice, the black joker has a value of 0 and the suit of the
opponent’s choice.
Last Card - every time you play your last card, you draw a new one.
No combat skill: if you don’t have a combat skill, you can use a weapon with a -2 penalty. Note that
everybody has brawl 0 (unarmed combat).
Parry - The Character gains a Parry token when using both the shield and a one handed weapon in
combat.
Scenario items - the only items that do not disappear with a character when he dies or flees are
scenario items.
Shield - The Character in possession of the shield gains the skill Huge, even if the shield is
not currently equipped.
Tests - when you resolve an unopposed test, you must draw a card from your deck, not your hand.
In opposed tests, if there is a tie, the side that initiated the test (was trying to use a skill) is the
loser.
Weapon superiority - weapon superiority only gives you +1 to combat, even if there is more than 1
difference of superiority between the weapons,
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