Section 1: Introduction

Objective

The Short Of It

Win control of the land by building a castle in each of the six realms while staying alive longer than your opponents.

The Epic Version

Each player controls a baron who travels the realms amassing their fortunes by collecting resources, trading for gold, adventuring in dungeons, and staking claim to land by building dwellings and castles. By amassing the most wealth, building a castle in each realm and defeating off rivals, only one Baron can seize power and win the game.

Specific Win Conditions

  • All other players lye dead. The remaining player wins. Player character's may die seeking treasure in dungeons, or at the hand of other players.
  • One player builds a castle in each of the six realms. Players must earn gold to build dwellings, then go back and rebuild their castle on the same land.

Section 2: Parts

The Board

The shape of a board is a hexagon inscribed inside of a 12" radius circle. The board represents the entire world.

  • Each realm is 12" per side, and each space is 1.5" wide.

Each side of the board represents a different realm, and each has a characteristic terrain, natural resource and color.

The realms are divided into six spaces, or lands. Each realm has four open lands, as well as one city space and one guild space.

  • Open lands can be built on for cost in gold. If another player lands on an open space that is owned, they must pay the toll to the owners of all buildings on that land. If they cannot afford the toll, they are sent to a dungeon. Up to four dwellings can be built on any land, but only one castle. The toll for a castle is double the base amount.
  • City spaces are where players can buy items. They draw from the item deck and if they want the item, pay the cost, if not discard it to the bottom of the pile.
  • Guild spaces are where players can learn skills. They can pay the training cost and advance the skill on their character mat.
  • Each corner of the board represents a unique trading outpost. Each post will buy natural resources at the specified rates.

Character Tokens

Six (6) colored tokens to represent each character as the move around the board.

Gold Pieces

Numerous tokens (or coins) used to represent gold pieces in the game. Units of 1gp, 5gp and 25gp (v.0.6).

Dice

Twelve (12) six-sided dice to use to resolve challenges..

Cards

  • Six (6) Character Cards
    • Show the characters stats and health
    • Character stats are Strength, Agility, Mana, and Guile
    • Fig. 2a Rendrick the Warrior character card
  • Six (6) Player mats
    • The mats are where you place your character card.
    • Gives each player a cheat sheet to what actions they can take in the game.
    • Shows the skill levels of your character throughout play.
  • Thirty-six (36) Dungeon Adventure Cards
    • Consist of dreaded monsters or treasure cards.
    • If a monster is defeated, the player receives treasure equal to it's value.
    • If a monster is drawn, the player must defeat it, of treasure is drawn, the player is awarded that much gold.
    • Fig. 2b A Vampire monster card in the dungeon adventure deck
  • Fourty-four (44) Item Cards
    • Represent items that the player can buy at any city on the map.
    • Items may enhance the character's abilities, grant them new abilities or have special one time effects.
    • Once bought, they are either perminantly attached to the character, or used once and discarded as indicated on the card.
    • If a player lands on a city, they draw the top card from the item deck, if they want it, pay the cost, if not, discard it to the bottom of the pile. Drawn an additional card per level of Merchant skill.
    • Fig. 2c A Magic Sword item card found in the item deck.
  • Thirty-six (36) Skill Cards
    • Represent skills that the player can train in at the specific guilds on the map.
    • If the character lands on the guild space, they can buy the next highest available skill at the specified cost.
    • The guilds train the character as Warrior, Thief, Sorceror, Healer, Merchant or Hunter.
  • Thirty-six (36) Natural Resource Cards
    • Represent natural resources that are abundant in the different realms of the world.
    • If the character lands on a free space, they can choose to forage for a resource, and if they are successful, are awarded one of these cards.
    • Resources can be traded for gold at any of the trading outposts.
  • Thirty-six (36) Dwelling Tokens, Six of each Color
    • Represent building a basic dwelling on a land space.
    • If the character lands on a free space, they can pay the cost to buy the land.
    • If a character lands on a space that is owned by another player, they must pay the toll to the owner in gold or be sent to a dungeon.
  • Thirty-six (36) Castle Tokens, Six of each Color
    • Represent building an advanced dwelling on a land space.
    • The character must land on one of their existing dwelling spaces and pay the cost over to build the castle.
    • If a character lands on a castle owned by another player, they must pay double the normal toll to the owner in gold or be sent to a dungeon.
    • All harvesting is doubled on a castle space.

Section 3: Gameplay

Fundamentals

Types of Rolls

Gameplay uses standard six (6) sided dice. There are three types of rolls in gameplay:

  • Total Roll Roll a number of dice equal to an attribute and use the total as the result
  • Hits Roll Roll a number of dice equal to an attribute and count the number of sixes (6) as a success
  • Movement Roll Roll a number of dice equal to the Agility attribute, and move a number of spaces equal to any value rolled.

Starting Out

Board Setup

  • Shuffle the dungeon cards and the item cards and place them in the middle of the board.
  • Seperate out the skill, property and resource cards and put them in piles next to the board.
  • Each player selects one character card. Set the initial health to 10.
  • Each player recieves a player mat. Place their character card on the mat, and place a token on the leftmost space of each skill.
  • Each player receives a starting amount of gold. Base game amount is 25 GP

First Turn

  • Place all player tokens on the white outpost.
  • Players each roll a single die to see who goes first, highest wins.
  • Turns proceed in clockwise order.
  • The player characters are not yet adventurers until they have traveled around the board one full time. Thus they cannot fight each other or willfully enter a dungeon.

Turn Sequence

Each player's turn consists of these phases, in order:

A. Movement

  • Movement always occurs in a clockwise fashion unless superceded by the effect of a card.
  • The player rolls 1d6 for each point of agaility.
  • The player can move the number of spaces indicated on any one of the dice.
      Example:
    • A character with Agility equal to three (3) rolls 3d6
    • The roll a 1, 2 and a 5, the player decides to move 2 spaces, and advances their token
  • A player cannot stop short on a desired space, they must move the exact number on the die.
  • A player must always move during their turn unless they are skipping a turn (and doing nothing else).

B. Combat

When the player encounters an aggressive foe, they enter into combat. There are three types of combat in the game.
vs Monsters
  • Occurs when a monster card is pulled from the dungeon deck.
  • Lasts until the monster or character is killed by their health being reduced to zero, or the player runs away.
  • The monster's rolls are handled by the player to the left of the current player.
  • Sequence of actions:
    • Initiative roll to determine who attacks first
    • The player and monster each roll their agility dice and the highest total goes first.
    • After initiative, turns rotate back and forth.
    • The winner can play a card or do a normal attack. If playing a card, it must be announced every round.
    • In a normal attack, the attacker makes a roll using their strength dice.
    • Some cards add extra dice, or reduce the hit threshold below six (6).
    • If the attacker scores any hits, the defender has an opportunity to defend the attack.
    • If the defender has armor or a defensive skill, they make a hit roll using their defense, with each success removing one scored hit.
    • A player character's default defensive skill is equal to their agility.
    • The rounds continue back and forth.
    • A player can decide to run away on their attack turn. They must roll a hit on their guile dice.
    • If successful, combat ends and the player escapes. If it fails, the monster gets an undefended attack.
    • If the monster is slain, the player recieves a gold award based on the level of the monster.
    • If the player defeats a boss monster, they can immediately build a castle in the realm attached to the beginning of the dungeon.
vs Other Players
  • Occurrs one players land on the same place, and one player announces that they are attacking the other.
  • This can only occurr after their movement phase has been completed.
  • Combat sequence is the same as above for monsters.
  • Optionally, there is a three (3) round rule for PvP combat. After three rounds of attacks, the fight is over.
  • If a player is defeated in combat, the victor claims ownership of the defeated players properties and items. No skills are transferrable.
Ranged combat
This can only occur when special cards or abilities are played.
Some examples:
  • Bow Allows the player to attack another player from one space further away. Treated as normal PvP combat.
  • Sorceror Magic The attack uses mana rather than strength, and the range is determined by the players sorceror level. Spells cannot be absorbed by armor.

C. Resolve the space (Building / Pay a toll / Forage or Harvest / Train / Buy Items / Selling Resources)

When resolving a space, the actions available depend on the general and specific type of space your character has landed on.
  • If you are on a LAND space...
  • ...and the land is owned by somebody other than yourself, you must:
    • Pay the toll to the owner(s).
    • Or if you don't have the required money, you can pay in property or items.
    • Or if you don't have money, property or items, you are banished to the first space of the white dungeon, and must immediately draw a dungeon adventure card and resolve it.
  • ...and you own the land, HARVEST cards equal to your hunter ability.
  • ...and the land has free space, you may BUILD:
    • Pay the build cost for the land to build a DWELLING.
    • If you already have a dwelling on this land, you may pay the cost over and build a CASTLE.
  • ..if you don't own the land, you may FORRAGE for resources. Roll dice equal to your hunter ability and collect one resource on a hit.
  • If you are on a CITY space..
    • Draw a card from the item deck, and if you want it, pay the cost. If not discard the item to the bottom of the deck.
    • Base cost for items is 10 GP.
    • Take no other action and heal one (1) health point.
  • If you are on a GUILD space..
    • You can train in special skills unique to that Guild type. To learn, pay the cost on the skill.
    • Base cost for training is 10GP per level.
    • Take no other action and heal one (1) health point.
  • If you are on an OUTPOST space..
    • You can trade resources for the amount of gold listed on the outpost for the resource that you are selling.
  • If you are on an DUNGEON space..
    • Draw a dungeon adventure card.
    • If a monster is drawn, combat ensues. On victory you receive the amount of gold on the card.
    • If a treasure is drawn, the player recieves that gold immediately.
    • OPTIONAL: Players may choose to "dungeon crawl" and move one space at a time in a dungeon rather than taking their movement roll.

D. Use an Active Skill

Players may learn different skills from the guilds across the realm. Some are active and others are passive.

  • Passive skills are always in effect. Typically they add an addional die to a roll.
  • Active skills require the character do something and can only be used once per turn.
  • Players with more than one active skill can use each of them on the same turn, but only once each.
  • If there is a roll involved with the active skill, the skill used must be declared before the roll.

Section 4: Win Conditions

Gameplay continues until one of these conditions is true at the beginning of a player's turn.

  • All other players lye dead. The remaining player wins.
  • One player buys all of the land. That player is the Baron, and wins.
  • All of the land has bought and a political victory is von. Either:
    • The player with the most property wins.
    • The player who owns the most realms (a majority of the properies in each) wins.
    • The player with the highest total value of property wins.
  • The player who has built a keep in each realm is the true Baron and wins.

Appendix


Realms

Each of the six sides of the board represents a different realm in the world with unique characteristics

White
Name: Snow lands
Dungeon: Ice Caves
Resource: Pelts
Guild: Healer
Lands:
  • Open Tundra 1 COST / 1 TOLL
  • Winter Lands 2 COST / 1 TOLL
  • White Square 3 COST / 1 TOLL
  • Snow Village 4 COST / 2 TOLL
Monsters:
  • Northern Raiders S3 / A2 / D1 / H2
  • Snow Wolves S3 / A4 / D0 / H3
  • Yetti S4 / A1 / D1 / H5
Yellow
Name: Desert Plateau
Dungeon: Decrepit Tomb
Resource: Spice
Guild: Thief
Lands:
  • Dry Riverbed 5 COST / 2 TOLL
  • Sand Dunes 6 COST / 2 TOLL
  • Ancient Ruins 7 COST / 2 TOLL
  • Last Oasis 8 COST / 4 TOLL
Monsters:
  • Giant Ants S2 / A3 / D2 / H2
  • Mummified Undead S3 / A0 / D3 / H3
  • Sand Worm S3 / A3 / D1 / H6
Green
Name: Emerald Forest
Dungeon: Cursed Thicket
Resource: Lumber
Guild: Hunter
Lands:
  • Rough Brush 9 COST / 3 TOLL
  • Green Glen 10 COST / 3 TOLL
  • Deep Woods 11 COST / 3 TOLL
  • Forest Encampment 12 COST / 6 TOLL
Monsters:
  • Kobold S2 / A4 / D0 / H2
  • Treant S4 / A1 / D1 / H3
  • Griffon S4 / A4 / D2 / H5
Blue
Name: Cerulean Shones
Dungeon: Sludge Swamp
Resource: Fish
Guild: Merchant
Lands:
  • Crab Bay 13 COST / 4 TOLL
  • Clear Beaches 14 COST / 4 TOLL
  • Old Lighthouse 15 COST / 4 TOLL
  • Pirate Cove 16 COST / 8 TOLL
Monsters:
  • Giant Crab S1 / A2 / D3 / H2
  • Lizard Man S3 / A3 / D1 / H4
  • Swamp Monster S4 / A4 / D2 / H6
Red
Name: Fire Mountains
Dungeon: Satan's Peak
Resource: Iron
Guild: Warrior
Lands:
  • Mountain Pass 17 COST / 5 TOLL
  • Lava Cliffs 18 COST / 5 TOLL
  • Cliffside Temple 19 COST / 5 TOLL
  • Old Mine 20 COST / 10 TOLL
Monsters:
  • Gnoll S2 / A2 / D2 / H3
  • Stone Giant S4 / A1 / D1 / H4
  • Dragon S5 / A4 / D2 / H7
Black
Name: Black Wastelands
Dungeon: Haunted Dungeon
Resource: Crystals
Guild: Sorceror
Lands:
  • Fields of Mire 21 COST / 6 TOLL
  • Ancient Quarry 22 COST / 6 TOLL
  • Blackrock Keep 23 COST / 6 TOLL
  • The Last Wall 24 COST / 12 TOLL
Monsters:
  • Orc S3 / A3 / D1 / H3
  • Troll S4 / A1 / D1 / H4
  • Vampire S3 / A3 / D4 / H6

Characters

There are a number of different default characters, each with different strengths and weaknesses. Each character has four attributes with a total of twelve (12) dice divided between them. They also begin with 10 health points.

Attributes
  • Strength Physical prowess of the character, used in combat.
  • Agility Speed of the character, used in movement and combat.
  • Mana The magical capacity of the character, used when doing healing or sorcery.
  • Guile The influence and resourcefulness of the character, used in forraging and trading.

Character Type StrengthAgilityManaGuile
Merchant3324
Healer3243
Hunter3333
Warrior4332
Sorceror2343
Thief3423

Monsters

Inside of the dungeon adventure deck there are eighteen (18) fearsome and dreaded monsters who lurk in the dungeons of the lands, waiting to thward adventurers. Monsters have attributes similar to characters as follows:

Attributes
  • Strength Physical prowess of the monster, used in combat.
  • Agility Speed of the monster, used to roll initiative (who attacks first)
  • Defense The toughness of the monster's ability to defend and avoid attacks.
  • Health The overall health of the monster in terms of the number of hits they can take before being eliminated.
  • Treasure The amount of treasure in gold that the monster possesses.

Monster Type StrengthAgilityDefenseHealthTreasure
Northern Raiders321210
Snow Wolves340320
Yetti411530
Giant Ants232210
Mummified Undead303320
Sand Worm331630
Kobold240210
Treant411320
Griffon442530
Giant Crab123210
Lizard Man331420
Swamp Monster442630
Gnoll222210
Stone Giant411420
Dragon542730
Orc331310
Troll411420
Vampire334630

Skills

Skills are abilities that every player either has, or has the ability to learn and improve at the guilds. Training costs 10 GP per level. There are six types of skills.

Merchant
  • The merchant skill reflects your ability to barter resources for gold or gold for items.
  • Initially you must be on a trading outpost to trade, and you receive only the trade value specified.
  • For each additional level, you can trade one space further away from a trading outpost, and you receive one additional GP per resource traded. You can also select one additional item card when buying items in a city.
  • Passive skill

Thief
  • The thief skill allows you to steal item carts or gold from other players.
  • Initially you must be on the same space as the target player to steal from them. You roll your guile dice, and if successful you may take one item card at random, or 5 GP
  • For each additional level, you can steal from one space further away, and you gain +1 additional die for your guile roll.
  • Active Skill

Warrior
  • The warrior skill allows you to attack other players or monsters.
  • Initially you use your strength dice to attack with and you must be on the same space as your opponant.
  • For each additional level, you gain +1 additional die for attacks. You can also choose to extend PvP combat one additional round..
  • Passive Skill

Sorceror
  • The sorceror skill allows you to magically attack other players or monsters from afar without being defended.
  • Initially you have no sorcery ability, you must learn at least one level of the skill to use it.
  • On the first level, you can make a magic attack one space away, rolling your mana dice to score a hit. There is no defense roll against magic.
  • For each additional level, you can attack one space further away, and with +1 additional die for attacks.
  • However, if you score no hits, but roll any 1's, you suffer 1 point of backlash damage.
  • Active Skill

Healer
  • The healer skill allows you to magically heal your own character of wounds.
  • Initially you have no healing ability, you must learn at least one level of the skill to use it.
  • On the first level, you can roll your mana dice on your turn and on a hit, restore one health point to your character.
  • For each additional level, you gain +1 additional die to roll, and can heal one additional health point per attempt (ex. one for each 6 rolled up to the level)
  • Active Skill

Hunter
  • The hunter skill allows you to forage or harvest resources in the lands.
  • Initially you can forage on any land space, or harvest on any space that you own.
  • You roll your guile dice, and if you score a hit, you receive the resource of that land. If you are harvesting, you automatically recieve one resource.
  • For each additional level, you gain +1 additional die for your forage roll, or +1 additional resource when harvesting.
  • Passive Skill


Resources

Each realm has a characteristic natural resource that can be harvested or foraged for by player characters. They can then be traded for gold at the outposts.

Resource Type RealmWhite OutpostYellow OutpostGreen OutpostBlue OutpostRed OutpostBlack Outpost
PeltsWhite555666
SpiceYellow166777
LumberGreen227878
FishBlue333488
IronRed344599
CrystalsBlack4456510

Items

  • 1. Torch Use to immediately escape from combat.
  • 2. Boots +1 A dice for movement rolls.
  • 3. Saddle Player Can choose to move the SUM of the movement roll.
  • 4. Catapult Use to destroy a dwelling, or diminish a castle back to a dwelling while player is on the same space as the target dwelling or castle.
  • 5. Healing Potion Use to heal 1d6 health points.
  • 6. Power Potion Use to add +1 dice to any roll this turn.
  • 8. Basket Double your take when harvesting or foraging for spice.
  • 9. Shovel Double your take when harvesting or foraging for iron.
  • 10. Axe Double your take when harvesting or foraging for lumber.
  • 11. Trap Double your take when harvesting or foraging for pelts.
  • 12. Net Double your take when harvesting or foraging for fish.
  • 13. Pick Double your take when harvesting or foraging for crystals.
  • 14. Magic Spear +1 S dice for attack rolls. Use only one weapon.
  • 15. Magic Sword +2 S dice for attack rolls. Use only one weapon.
  • 16. Magic Bow Attack another player from up to one space away.
  • 17. Magic Shield +1 A dice to defence.
  • 18. Magic Armor +2 A dice to defense.
  • 19. Magic Helmet +1 A dice to defense.
  • 20. Talisman Immune to any magical attack.
  • 21. Enchanted Ring +1 M dice to magic rolls.
  • 22. Enchanted Staff +2 M dice to magic rolls.

Glossary

  • Attack The action in combat intended to harm another player or monster. Typically involves rolling dice equal to strength plus any warrior or weapon bonuses, and scoring one hit per six (6) rolled.
  • Baron One of the player characters in the game, generically, or specifically their pawn on the board.
  • City One of the six spaces on the board with the city label. This is where players can buy items that can be used to improve their abilities.
  • Defense The action in combat that occurrs in response to any hits suffered from an attack. Typically involves rolling dice equal to agility plus any armor bonuses, and reducing one hit per six (6) rolled.
  • Dungeon Dangerous areas filled with monsters, represented by the curved paths on the inside of the board.
  • Guild One of the six sides on the board with the guild label. These are spaces where players may train their characters with specific abilities related to the type of guild space they have landed on.
  • Health (Points) This is a value that represents the number of combat hits a character or monster can take before being eliminated.
  • Land Any of the four "open" spaces within each realm and can be purchased by players.
  • Realm One of the six sides of the board and the lands within them.
  • Resource One of the six natural resources that can be foraged or harvested in the different realms of the game, and sold for gold at the outposts.
  • Space And of the places on the board that a player may move their pawn to on their movement turn, including dungeons, lands, cities, guilds and outposts.

Downloads

MS Word Doc Barons-Master.doc
PDF Barons-Master.pdf


About

Barons was created out of the idea of building a game that combined aspects of fantasy rpgs with a game that people were already familiar with, in this case monopoly. I started working on ideas for it in 2008, with an initial board version that looked like the traditional monopoly board, but with "dungeons" outside of the city. This turned out to be unweildy, so I came up with the hexagonal board re-design. I finished an initial ruleset in 2009 and did some initial playtests that worked ok, but needed refinement. Started revisiting it in 2014 with an eye to improving on the "monopoly" aspect of gameplay and making play overall more elegant and streamlined.


Contact

For questions, comments, feedback or anything else, please send email to Geoff Maddock at geoff.maddock@gmail.com. Thanks!


Playtest Session Notes

03/18/09 2 Players (Geoff – Illistaire, Dave – Rendrick)

Rules / Starting Conditions

  • Started with 50 gold each
  • Items cost 50 gold each
  • Guilds accept monster trophies only for training

Conclusions and Clarifications

  • If you pay the toll on a space you can forage there on that turn.
  • In combat, roll agaility for initiative, highest roll goes first.
  • You are limited to casting one spell per turn.
  • Dungeons have distinct exits and entrances, movement through them is normal.
  • On the first time aroudn the board you can't enter dungeons or attack other players
  • Bow should give you the most basic archery skill (?)
  • When on a land space you can do one of these actions - buy, forage or harvest.
  • If a player doesn't have enough to pay a toll, they can put up their items or properties into hock. Values is 1/2 of initial cost.
  • If the player still doesn't have enough, he is roughed up and sent to the first space of the white dungeon.

03/26/09 3 Players (Geoff, Dave, Lauren)

Rules / Starting Conditions

  • Started with 300 gold each
  • Items cost 100 gold each
  • Guilds 100 + skip a turn to train

Conclusions and Clarifications

  • Need more starting money?
  • Gain gold when you pass go?
  • Torch can get you out of any fight
  • All hits on escape count
  • Alternate healing - pay 100 gold in a city to heal
  • Pay a forage fee when a property is owned?
  • Parlay skill - roll G to escape on any turn with no back attack
  • Monsters now have a bounty value that can be claimed
  • When a whole region is owned, tolls are doubled, owner automatically gets all skills, items in city are free?

04/10/09 2 Players (Geoff, Dave)

Rules / Starting Conditions

  • Started with 600 gold each
  • Heal at cities for 100 gold

Conclusions and Clarifications

  • More money was way better, but even more would help, more gold in dungeon or for passing go.
  • Need a way to motivate the monopoly aspect of the game - it was much easier to just fight.
  • Possibly make a minimum number of characters no matter how many players.
  • Need a way to get property away from an owner
  • Squatting - stay on a space three turns in a row paying the toll, then the owner must give you the property?

2010 Updates & Ideas

  • Change starting gold to higher amount, equal to enough to buy the most expensive property.
  • Change how guilds work - you can either pay a fee, skip a turn and learn a skill (by level) or turn in a bounty (monster) to learn a skill of the equivalent level.
  • If you own all property of a color, players must pay the highest toll on all spaces of that color (including city and guild)
  • The max toll of every color should be half of the max sell value of the resource of that side.
  • In general, alter property values down. It's too expensive to buy property relative to items or training. (this was prob old, before i made this board)

Versions

Through playtest and feedback, I've decided to establish seperate ruleset versions that we can track and decide which is the best, both in terms of the math, fun and elegance of gameplay.

V0.1.0

Starting Conditions

Costs

Specific Rules

V0.2.0

Starting Conditions

Costs

Specific Rules

V0.3.0

Starting Conditions

  • Start with 50 GP

Costs

  • Items cost 20 GP
  • Training costs 10 GP per level.

Specific Rules

  • Land is no longer owned. But instead, you pay the cost to build a dwelling there.
  • Dwellings act the same as if you own the land previously, except that other players can also build a dwelling on the same space.
  • There is a limit of three dwellings on any space.
  • If you land on a space with multiple dwellings that are not your own, you must pay the toll to EACH owner.
  • If a player pays the toll and there is open space on the land, they can build their own dwelling on the same turn.
  • You can upgrade a dwelling to a keep by landing on the same space and paying the cost over again.
  • A new win condition is building a keep in each of the six realms.

Optional Rules

  • Instead of skill cards, each player has six basic skills that can be improved by training at a guild
    • Warrior Each level adds +1 dice to combat.
    • Healer Each level adds +1 die to healing.
    • Sorcerer Each level allows you to fire a magic attack one space further away.
    • Hunter Each level adds +1 die to foraging, +1 resource to harvesting.
    • Merchant Each level adds +1 Gold to the amount you can trade a resource for at an outpost, and allows you to trade one space further away from an outpost.
    • Thief Each level allows you to attempt to steal an item or resource from another player one space further away.
V0.6.0

Starting Conditions

  • Start with 25 GP

Costs

  • Items cost 20 GP
  • Training costs 10 GP per level.
  • Building a dwelling costs the value on the space.
  • Building a castle costs 2x the value on the space.
  • Tolls cost the value on the space. Castle tolls are doubled.
  • Tolls are cumulative on a space. Pay to respective property owners.
  • You can build up to three (3) dwellings on a space, but only one (1) castle.
  • You can forage on land once you have paid the toll.
  • You can build on land once you have paid the toll.
  • You cannot build and forrage on the same turn.

Rewards

  • Defeating a monster reveals 10, 20 or 30 GP

Specific Rules

  • Land is no longer owned. But instead, you pay the cost to build a dwelling there.
  • Dwellings act the same as if you own the land previously, except that other players can also build a dwelling on the same space.
  • There is a limit of three dwellings on any space.
  • If you land on a space with multiple dwellings that are not your own, you must pay the toll to EACH owner.
  • If a player pays the toll and there is open space on the land, they can build their own dwelling on the same turn.
  • You can upgrade a dwelling to a castle by landing on the same space and paying the cost over again.
  • A new win condition is building a castle in each of the six realms.

Optional Rules

  • Instead of skill cards, each player has six basic skills that can be improved by training at a guild
    • Warrior Each level adds +1 dice to combat.
    • Healer Each level adds +1 die to healing.
    • Sorcerer Each level allows you to fire a magic attack one space further away.
    • Hunter Each level adds +1 die to foraging, +1 resource to harvesting.
    • Merchant Each level adds +1 Gold to the amount you can trade a resource for at an outpost, and allows you to trade one space further away from an outpost.
    • Thief Each level allows you to attempt to steal an item or resource from another player one space further away.
  • Revised item cards
    • Torch Use to immediately escape from combat.
    • Boots Add +1 A dice to movement roll.
    • Saddle Player may use total movement roll.
    • Catapult Use to destroy a dwelling, or turn a castle back into a dwelling.
    • Basket Double your take when foraging for spice.
    • Shovel Double your take when foraging for iron.
    • Axe Double your take when foraging for lumber.
    • Trap Double your catch when foraging for pelts.
    • Net Double your catch when foraging for fish.
    • Pick Double your take when foraging for crystals.
    • Magic Sword +1 dice when attacking.
    • Magic Shield +1 dice when defending.
    • Magic Bow Attack a player from one space away.
    • Magic Armor +2 dice when defending
    • Talisman Absorb any magic attack.
    • Enchanted Ring +1 dice when doing magic.
    • Enchangted Staff +2 dice when doing magic.
    • Potion Use and regain 1D6 health points.