(Note_ Attacker rolls the die. Either party may retreat after the first conflict) Sword: Attacker deals their normal damage. Skull: Defender deals their normal damage. Sword&Skull: Attacker and defender deal one less than their normal damage. Shield: Attacker deals one more than their normal damage.
-Heroes- Strength: Heroes have a normal damage of 2. Health: Heroes start with a maximum of 4 health Healing: Heroes may restore 1 health for the cost of two moves.
(Note_ You do not have to roll shield to use your hero's power)
(Note_ All the heroes powers are the same except for the druid, who can heal 1 on skull and 2 on everything else) Ranged: Use instead of moving. Melee: Use in battle.
(Example_ The Wizard begins his turn 4 spaces from a monster, and instead of moving he decides to use his power by rolling the die. If Skull or sword&skull is rolled he misses, damage is otherwise executed as in a usual battle. After he shoots his turn is over)
(Note_Each kind of monster acts on predetermined behaviors, stats, and powers. Monsters move at the end of each phase) Awareness: The number of spaces within which a monster can detect a hero. Strength: A monster's normal damage. Health: The amount of damage needed to defeat a monster. Speed: The number of spaces a monster can move.
-Monster Specialty Skills- Retreat: Some monsters will retreat if they lose the first and/or second conflict. Hunt: If a hero moves through, or shoots into a hunting monster's field of awareness, the monster will case the hero until one of them is killed. Scout: If a hero moves through, or shoots into a scouting monster's field of awareness, the monster will move toward the hero. If the hero is still out of the monster's awareness, the monster will stop. Communicate: If a hero moves into a communicating monster's awareness, the monster call all other monsters of the same kind within its field of awareness. In other words, communicating monsters 'share' each other's awareness.
Quoting Tom Eriksen
I like the rules! But I don't get this thing about not having to roll shield to use powers. Why remove the critical from gameplay? But maybe I misunderstood something.
You can use your powers whenever you wish. If a hero buys a bow- for example- why can't he start shooting arrows, why would he have to wait for some magical moment? I changed it to make the game more realistically, and to make each hero more distinct, which allows for a more strategic game-play. Read the example below the Powers area.