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Reglas Facil Olvidar

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11 views6 pages

Reglas Facil Olvidar

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Asalto 0 : ataque a distancia

asalto 1 cogo espada/preparo hechizo


asalto 2 puedo atacar/uso hechizo
asalto 3 escudo
asalto 4 puedo usar escudo

Hechizo sueño

Boses: éxito normal 1 asalto sin atacar, malus -1


dobla nivel: dormido
minions: dormidos

cambios reglas

1) retirada con puerta


nos atacan todos sobrantes reglas normales sin modificador

2) huida -1 sobrantes atacan mas herido u odiado


si son menos atacan al menos vida u odiado

3) Emboscada -1 a los dos ultimos, puedo cambiar formacion cuando quiera.

Fallo automativo 1
exito automatico 1 salvo malus, hay que hacer tirado y superarlo. (doble 1 es fallo)

Critico enemigos
cada 1 a partir del primero, 1 punto daño +

en pasillos la retaguardia sólo puede usar hechizos,

PUERTA BLOQUEADA.
½ bloqueada
rogue abre dificultad 3

si no se rompe en primer asalto: enemigos reaccionan primero sin bonus(tiran su tabla a ver que
hacen)

FUNDACIÓN GRUPO AVENTUREROS

pagar licencia 100 monedas


recuperacion entre dunegons

doble 1 dos dungeon una semana normales


1 Mini dungeon no experiencia
2-5 dunegon normal a la semana
6 doble grande

doble 6: dos dungeon en una semana

cada semana se pagan 10 monedas por derechos

Conseguir dungeon y salir, derecho a piso de arriba:


mini dunegon doble tirada eventos a elegir. Monstruos igual: derecho a experiencia si no han
subido en ese dia.

Primera campaña: un mes, cuatro dungeons.

LIMITACION NIVELES

solo una subida por aventura.


Ningun personaje puede tener dos niveles mas que otro.

Introduccion

mal marco, falló tirada trampa, que nos hirió a ambos.

Sólo 4 sitios.

Peleas
1 gato una pelea laga, donde marco le hace casi todas la heridas, huye. Marco y yo salimos a
visa, ñordi nos cura
25 ranas vampiro yo mato a 4, 3 los duermo
marco mata uno.

Conseguimos 171 monedas, pagamos licencia y cubrimos gastos.


FONDOS

Yo 12
Marco 10

REGLAS FACIL OLVIDAR

- When starting a new dungeon with a continuing foursome, you replenish


life points, keep your levels, refresh spells, carry over your Clues, and carry
over your minions-killed count. And, of course, you can buy new stuff
(provided you can carry it). [Inferred by rules page 56; stated by designer
on Facebook]

- The first room (the Entrance) is empty of all Room Contents but *can* be
searched.

- You can only search a room once. [pg56]

- You search corridors at a -1. [pg56]

- After finding a third Clue, the character rolls for Level Up before choosing
the game effect of the secret he discovered. [pg58]

- When you try to Level Up after encountering 10 minions, you do it at -1.


[pg46]

- When discovering a Secret Door, roll a D6. On "6" the door is a new exit
from the dungeon! [pg56-57]

- When attacked by a Wandering Monster, a shield offers no +1 for the first


attack. [pg57]

- Wandering Monsters have no treasure! [pg56 & pg72]

- When an attack happens in a corridor, a max of 2 monsters can attack a


max of 2 characters (the front 2 in a normal attack, the back 2 in a
Wandering Monster attack). Exception is Dragon Breath, which hits all 4
heroes. There might be other monster exceptions. [pg53 & pg57]

- When withdrawing from a fight, you get +1 Defense. [pg55]

- If you try to cast a spell and fail, that spell is gone. [pg69/70, and
inferred/interpreted from "Attack procedure" on pg 84]

- If a character is turned to stone, everything he carries (including gold and


treasure!) is turned to stone too. (However: it is acceptable to heal a
petrified character under the premise that, once healed, the petrified
character's gold and treasure will be used to help pay for the blessing).
[pg45 and BGG-fan consensus in BGG Four Against Darkness/ Forum/ Rules]

- Each character can only apply 1 Bandage per adventure! [pg16]

- You have to purchase a lantern when you begin. [pg17]

- The final boss has one extra attack & I additional health point & always
fights to the death. [pg43]

- Unarmed fighting is done at -2 attacks. [pg52]

- A party without a lantern has -2 on all Attack and Defense rolls and may
not use ranged weapons. The only thing that the party can do without a
lantern is trace its way out of the dungeon." [pg64]

- When boss health drops below half, it goes down a level (making it easier
to hit with subsequent attacks). [pg22-23]

- Even if a room is only one square (or looks like a corridor) because of
space restriction, it's still classed as a room. [pg41]

I find the Wizard's spells difficult to understand, so as a bonus, here's a brief


explanation of how that works:

- A wizard can prepare 2+L spells at the beginning of an adventure.

- Once cast, a prepared spell is gone from memory; however, when leveling
up, you can immediately prepare an additional spell from the book's
repertoire.

- This additional spell can by any spell from the book's repertoire, including
new spells that have been transcribed from scrolls.
- If you acquire Scrolls with spells along the way, you’re in luck — these do
NOT count toward your 2+L spell limit. Once used, they’re gone.

Uso armas distancias

I understand Andrea's answer right, bows (or sling) haven't any


disadvantage compared to hand weapons.

If attacking first on my turn (assuming 3 heroes with hand weapond


and 1 with a bow):

Heroes:
Turn 0) H4 attacks with bow
--
Turn 1) H1, H2, H3 attack with other weapons
H4 swaps bow with hand weapon
--
Monster turn
---
Heroes: all of them attack with hand weapons

and if monsters have initiative:

Turn 0) H4 attacks with bow


---
Monster turn
---
Turn 1) H1, H2, H3 attack with other weapons
H4 swaps bow with hand weapon
and so on

In this way, no disadvantage having a bow, with the big plus in


attacking first even if surprised and in partecipating to the fight even
from the rear in a corridor.

Am I right?

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