Board Game

The Board Game is an interactive experience created by Kell "Hex Moon" Corsaro.

Important Note: If Kell Corsaro is running the board game, it can only occur from Friday Evening to Sunday Morning.

## Game Types

### "Scavenger Hunt"

Maximum Rounds: 10

Map Types: Large or Small

Players will go around the map, searching for artifacts or relic weapons. The team with the most artifacts or relic weapons win.

### "Boss Battle"

Maximum Rounds: 20

Map Types: Small

Players will attack the boss of the map and all its minions. Mages will have their "search artifact/relic" ability replaced with a "spell bolt" ranged attack ability on this map.

### "Hybrid"

This type of style is a combination of the two previous game types. Mages retain their initial "search artifact/relic" ability on this map type, as well as their "spell bolt" ranged attack. However, on the Hybrid map, they can only use the "spell bolt" attack once a game.

### "Hide and Seek"

This style is very similar to the Scavenger Hunt style. It can use cards as well to help further the progression of the players! Pay attention to what the cards say in your hunt to find the monsters that are hidden on the map. Be careful, you have to beat them as well!

### "Weapons"

In this mode, players can find and use weapons to battle other Rangers. Mages are not present in this game mode! However, a new class, Priest joins the ranks!

### "Prank Wars"

Prank Wars is a sub genre of the weapons mode, it removes mage, adds priest, AND adds special prank classes! Additionally, all weapons have a prank/joke theme.

## Class Types

### Warrior

The hardiest of the classes, warriors choose between 5-6 on their dice attack rolls, can block another opponent from moving for 2 rounds using INTIMIDATION!

\*Note, if a warrior and another warrior meet, they are BOTH locked for 3 rounds!

#### Warrior's Intimidation

If a player is caught in the Warrior's Intimidation (commonly referred to as the Warrior's Lock), they can not move as they normally could. However, they can still battle and take actions! The player is not considered "knocked out" like they would be in a battle loss. A Warrior can not continually lock the same player. Once they use the Intimidation ability on a player, they must move away to a new space if they want to lock again. The space they are currently on (for the initial lock) is exhausted in locking that player for the rest of the game.

If the warrior moves away from the player, or is knocked out, the lock will break.

If there are two warrior's on the same team attempting to lock an enemy player, they must decide which will use the Warrior's intimidation and which will battle, or do nothing.

### Scout

Agile and quick, scouts can choose between 1-4 on their dice attack rolls, can move 2 spaces at a time using RUN!

### Mage

Cunning and spiritual, mages can choose between 7-10 on their dice attack rolls and can cast a spell to search for an artifact. This exhausts them and they can't move the next round, so make sure you have a good feeling where it is before you cast! On certain maps, the mages can cast "spell bolt!", a ranged attack that can reach 3-5 spaces in either North, South, East, or West.

\*Note, the mages abilities depend on the map size.

### Priest

Delicate but strong in their desire to help their team! They are only present in weapon-style board games and prank wars board games. There can only be one per team! The priest can wield only light weapons. They receive a -1 attack to their dice rolls. They can target a team mate up to 4 spaces away and heal them for one hit point. Once a game, they can cast a spell which causes them to be unable to move for 4 rounds to create the special weapon: "STAFF OF NO DEATH" that can raise one team mate, or enemy player if they choose, one time in a game. After use, the staff disintegrates and can not be made again.

**HEALING GUIDELINES:** Priests can heal team mates for 1 HP at a time per turn. This turn takes an entire action. They have a 25% chance to perform a critical heal, healing for 3 HP instead of 1.

**STAFF OF NO DEATH GUIDELINES**: Players revived by this staff get HALF of their original starting stats, rounded down. For example, Jokesters get half of their traps, and no RED NOSE. Players get half their HP, rounded down. For the first turn after being revived, they are IMMUNE from attacks but also can not move or attack themselves. Wild Geese do not come back with the staff of No Death. Weapons the player had are not returned to them. Crafted weapons by the HHG are not returned to them.

### Honk Honk Goose

(This class is in the Prank Wars mode only)

This class can go immobile for 1 turn in order to reach into their own personal hammer space and pull out a custom weapon! These weapons will be exclusive to the HHG. They can wield all weapon types. They can additionally teleport up to 15 spaces away in any direction, but become exhausted and unable to move or attack for 2 rounds after that. Additionally, they can transform into a goose that lasts for 2 rounds, and wild geese will follow them everywhere.

**WILD GEESE EFFECT**: The HHG can only turn into a goose twice in a game, and it takes 2 rounds to recharge this ability. They will roll a 4 sided dice to see how many geese they get to follow them. Each goose adds +1 to attack rolls.

### Class Clown

(This class is in the Prank Wars mode only)

This class can throw a prank at an enemy that is HIDING nearby or behind some kind of barrier. They have a 50% chance to hit. If it does hit, it will do 1 dice roll of damage, AND immobilize the attacked player for 1 round. They are also a very fast and tricky class, they can attack a player then bounce out of harms way! They can only use light weapons.

Method of movement: CC must be at least 1 space away from the target.

1. Moves close to the target.

2. Attacks the target, and they do not get a counter or return attack back.

3. Moves back to original spot, OR can choose to move one step further and be 2 spaces away from the attacker.

### Jokester

This class can set traps anywhere on the board, that only triggers when an enemy player walks over them! To set a trap, they can do it while moving and let the game master know in their team chat, so they do not look suspicious to the other team. They can wield medium or light.

**TRAP GUIDE:** Jokesters have a limited amount of traps they can use.

*10 PIE BOMBS*

Walking over a pie bomb deals 1-2 damage over any enemy that passes over them.

*5 HAND BUZZERS*

Walking over a hand buzzer completely destroys any weapon the enemy player is holding.

*1 RED NOSE*

Walking over a red nose deals 5 unavoidable damage to the player, and then bounces to the nearest enemy player. It does 4 damage to them. Then, it goes to the next closest enemy player and does 3 damage. It repeats this process until the last enemy player takes 1 damage.

*OUT OF TRAPS?*

If the Jokester runs out of traps, they can take 2 rounds of not moving or taking action to build 5 more pie bombs. They cant make any more Hand Buzzers or Red Noses.

## Team Leader

On each team, a leader is designated to help their team know the rules and strategize future movements and tactics. It is highly recommended that the leader create a separate chat, inviting both the Game Master and their team mates at the start of the game.

## Movement Rules

Players are able to move North, South, East, or West. This can be affected by special abilities and boss abilities.

On all maps, there will be small numbers and letters on each square in order to tell the game master which area you wish to move to.

### Sharing the Same Space

Friendly players and players on the same team can share a block together. However, enemy players can never share the same block together. If an enemy player is hypnotized, it still can not share the same block as a player not on it's initial team. Alliances and pacts also do not allow players on different teams to share spaces.

### Jumping

Scouts are able to use one out of their two moves in order to jump over an enemy player.

### Forcing an Enemy Player to Move

If a player wishes to move an enemy player from a spot, they will need to initiate a special battle with them. Both players will pick a number 1-100, and whoever gets closer to the random winning number wins!

The winning number can then knock the losing number back 1 spot to the East or West. If another player is blocking the spot they would be knocked to, the losing number instead get knocked 2 spaces back, flying over the blocking player. The winning number is then exhausted and can not act the next round. The losing number, however, can move normally the next round.

### Special Map Rules

Many maps have certain barriers and boundaries that have special movement rules. Please make sure you pay attention to the Game Master and what they tell you at the start of the match!

## Battle Rules

**Note: The rules are slightly altered for the Weapon and Prank Wars mode.**

To battle, the player will pick a number in the range that aligns to your class. Also, roleplay out an action on how you attack the person. When you win or lose you will also have to roleplay how you are victorious or how you are injured/beaten!

#### Winning the Roll

The player gains "Battle Elation" and can take an additional move the next round!

\*Note: Battle Elation only lasts the round after it's gained.

#### Losing the Roll

The player can not move the next round they normally would have been able to. This means it also stacks on top of any warrior, boss, or other negative movement effect.

Note: You can not pick the same number! Every number chosen is first come first serve.

### Double Team Battle

Occasionally, members of the same team will align themselves so they can gang-up on an enemy player. In a double team battle, the outnumbered player has TWICE as much chance to lose and receives TWICE the penalties! (or, twice the benefits if they win!). Because of this risk, it's better to avoid going against large groups of the enemy team.

### Weapon/Prank Wars

In these special modes, players use the abilities of their weapons to affect their dice rolls and lower the HP of each other.

In W/PW mode, priests have -1 attack to all dice rolls, and warriors have +1 attack to all dice rolls.

Check out the weapons section below for a listing of weapons.

## Weapons

Note: Weapons are constantly being added and updated.

### LIGHT WEAPONS

#### *PLUNGER BOW*

**Range** 2-4 spaces.

**Attack** 1-4, x2 critical. 25% critical chance 2-3 spaces away, 10% critical chance 4 spaces away.

**Ability** 25% chance to stick to the enemies face, and they lose their next turn trying to take it off!

**Break Limit** Breaks after 4 uses.

#### *JAMMER JAR*

**Range** Hits the first person it comes to, has a 50% chance of hitting the owner instead of the enemy!

**Attack** 7 damage.

**Ability** 25% chance to stick to the enemies face, and they lose their next turn trying to take it off!

**Break Limit** Breaks after 1 use.

#### *SOCK O BUTTER*

**Range** 1 space.

**Attack** 2-3 damage.

**Ability** 50% chance to get butter all over in a 1 block radius from the user for 1 turn! Anyone stepping in the butter has a 50% chance of slipping and missing their next action! (Scouts are nimble, and for them this chance drops down to 25%)

**Break Limit** Breaks after 4 uses.

#### *STAFF OF NO DEATH*

**Priest Only**

**Range** Board-wide.

**Attack** 0 Damage.

**Ability** 100% chance to raise a fallen player.

**Break Limit** Breaks after 1 use, and can't be made again by the same team

#### *HEXXY'S PIE SHOTGUN*

**Range** 2-3 Spaces

**Attack** 2 Spaces, 4-5 damage. 3 Spaces, 3-4 damage.

**Ability** This weapon can fire in a "cone" meaning that it can hit up to 3 enemies in a 2-3 space radius in front of the wielder.

10% chance to make the user sticky with pie filling, slowing their movement next turn. Scouts can only move 1 space and take no action, other users can attack and meditate but not move next round.

**Break Limit** Breaks after 3 uses.

### MEDIUM WEAPONS

#### *HORNET GUN*

**Range** 1-5 spaces.

**Attack** 1-3 damage.

**Ability** 75% chance to stun the enemy and immobilize them for one turn! If this happens, the gun jams with hornet innards and takes 2 turns to recharge.

**Break Limit** Breaks after 3 uses.

#### *POOMINE*

**Range** 1 space, explodes out in a 2 space radius from the enemy.

**Attack** 7 damage to the initial contact, 2-3 damage to those in a 2 space radius.

**Ability** When the bomb is stepped on by an enemy, in triggers 100% of the time. Those in a 2 space radius, friendly player and enemy alike, take damage and smell like buffalo dung for the rest of the game. The initial contact damage is only felt by the enemy it hits.

**Break Limit** Breaks after 1 use.

#### *CHIKCHUKS*

**Range** 1 spaces.

**Attack** 2-4 damage.

**Ability** 10% chance to go into a chicken rage when attacking, doubling all damage for this attack and allowing the player to attack again for free, doubling that attack damage again.

**Break Limit** Breaks after 5 uses.

#### *STAFF OF HONK*

**Honk Honk Goose Craft-able Item**

**Range** 10 Space radius from the wielder.

**Attack** 0 Damage.

**Ability** 100% of the time, the wielder raises the staff in the air and emits an unGodly HONK, freezing all enemies in their place for 1 round. If an enemy is already stunned the next turn for another reason, this stacks on top of it.
Break Limit Breaks after 1 use. A HHG can only craft this once per game per team.

#### *GOOS-ABER*

**Honk Honk Goose Craft-able Item**

**Range** 1 spaces. (2-3 Spaces thrown).

**Attack** 3-4 damage.

**Ability** 40% chance to release a flurry of feathers that launch out in a 2 square radius from the wielder, hitting all enemies for 1 point of unavoidable damage. Before the wielder attacks, they must point their sword and utter the magic words known only in geese language.

60% chance to knock back the enemy with a loud HONK HONK sonic boom!
Break Limit Breaks after 3 uses. If the Goos-saber is thrown, it can be picked up by an enemy, if it is thrown on the final use it shatters after thrown and can not be picked up by an enemy.

### HEAVY WEAPONS

#### *CANDY JOUST*

**Range** 1-2 spaces.

**Attack** 4-7 damage.

**Ability** 50% chance to knock the enemy player back 2 spaces. If this happens, the Joust splinters and sprays out 1 point of damage to all enemies in a 2 space radius from the player.

**Break Limit** Breaks after 3 uses.

#### *PIGLET BAZOOKA*

**Range** 3-7 spaces.

**Attack** 8-7 damage (Normal Shell) 1-20 damage (Confetti) 4-5 damage (Glitter) 4-5 damage (Sticky)

**Abilities**

**Normal Shells:** The Bazooka must have a clear shot, any friendly players in the way will get hit instead of the enemy!

**Confetti:** The Bazooka sprays out confetti at the enemy. The player chooses a number 1-100. If any of the enemy team guess within 5 of the number, the gun only does 1 damage. If no enemy player guesses within 5 of the player's secret number, it does 20 damage.

**Glitter:** The Bazooka hits the enemy player with glitter! It does 4-5 damage to the player, and for the next 3 turns any players who come into contact with the glitter'ed enemy have a 20% chance of being immobilized cause of distraction!

**Sticky:** The Bazooka hits the enemy and makes them sticky! They can't move for the next 2 turns but can still attack and perform other actions.
Break Limit There is only 1 use of each bullet type, then the Bazooka breaks entirely.

## Bosses

Some event modes will have bosses that have different abilities!

### Jax Morgan, the Pirate King

**Battle (For normal mode, not weapon or prank wars):**
NOTE, ALL CLASSES ROLL 1-10 against Jax, and NOT their normal class rolls!
Jax can roll 4 times against every player's 1 roll during a battle. However, the more golden weapon artifacts a team has, the fewer rolls Jax gets against the teams corresponding player. (It is possible for Jax to have 0 rolls).

**Heavy Hitter:** If Jax knocks out a character, they are knocked out for 3 rounds instead of 1.

**Movement:**
Jax can move up to 3 spaces at once, but will normally stay static. He takes up two spaces (East and West).

**Abilities:**
Steel Nerves: If a Warrior attempts to intimidate Jax, both the player and Game Master playing Jax chooses a number 1-10. If the player wins, Jax is intimidated for 2 rounds (As opposed to 3), if Jax wins, the Warrior is shaken the next turn and can't act.

*Frozen Aura:* At the beginning of every round, Jax will ask an Rkadian Trivia question. If it is not answered in 1 minute by ANY player in the game, his Frozen Aura will take effect. All players must then choose a number 1 or 2. If they choose the number Jax (Game Master) also chose (with Randomizer), they will be unable to act that turn.

*Pushback:* At the end of every round, Jax will attempt to cast Pushback. He will choose a number 1-7. All players must then choose a number. If any player chooses the number Jax (Game master with randomizer) also chooses, all players are pushed away from Jax by 1 move opposite him on the entire board (unless a boundary stops them).

Pushback and Frozen only start every round when the players have officially confronted Jax in battle on the board

**HP: 4**
Jax must be "knocked out" 4 times in order for his HP to reach Zero and be defeated.

***KNOCKOUT Rules for Jax***
Jax can still be attacked when knocked out, unlike normal players. However, the round after he will be fully recovered, and even warriors intimidate won't affect him.

If a player knocks out Jax, they get double battle elation, and can take 3 turns the next round (but only 1 of those turns can be a battle action, the other 2 must be an ability or movement)

## Truces and Alliances

Occasionally, the enemy teams will work together towards a common enemy. As of Spring in the 2nd year, teams are no longer allowed to create Truces or Alliances in-game, and this must be decided at least 1 full hour before the initial game has started on the first day of playing.

In order to start a Truce or Alliance, both team captains must approach the Game Master together, explaining why they wish to start a Truce or Alliance, and how it would make sense lore-wise. If the Game Master accepts, all players must role-play the start of this Truce or Alliance before the official board game begins.

#### Truce

In a Truce, enemy players can not attack each other or use abilities on each other. There will be only one team who wins, and they can not share items, relics, or artifacts. If any attack or ability is used from one enemy player to another, the Truce is forever broken and the game style goes back to normal.

Truces can be used on any game style.

#### Alliance

In an Alliance, enemy players can not attack each other or use abilities on each other. The teams will share victory on the board map, and they are able to share items with each other. If any attack or ability is used from one enemy player to another, the Alliance is forever broken and the game style goes back to normal.

Alliances can only be used on the "Boss Type" game style.