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games:board:goodvsbadlevels

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games:board:goodvsbadlevels [2013/03/20 20:53] (current)
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 +======Map Spaces======
 +Each map space can be enhanced or degraded according to whether a Hero or a Villain lands on it, or if item or event cards are played on it.  There are a number of interchangeable tiles that can be placed on the [[GoodvsbadConnectors|Connector strip]] to show the status of that space.
 +====Landing on a Blank space ====
 +Landing on a space that hasn't got any tile on it will determine whether the space will be a Good space or a Bad space.  If a Hero lands on a Blank - it will be a Good space.  If a Villain lands on a Blank it will be a Bad space.
 +  * Encounter squares are not Blank spaces.
 +  * if a previously Blank space becomes an Encounter square because an event card extends the Connector - then remove any Good or Bad marker on that square.
 +====Landing on a Good or Bad space ====
 +Heroes and Villains must obey what the space rules say.  If a Hero lands on a Good space, they may increase the level of it's goodness.  If a Villain lands on a Bad space, they may increase the level of its badness.
 +  * A Hero does not decrease the badness of a Bad space.
 +  * A Villain does not decrease the goodness of a Good space
 +=====Levels=====
 +The level of a space is represented by placing an appropriately coloured die on the space.  Red for Bad and Blue for Good.
 +^ ^Good^Bad|
 +^1|Piece may move one square forward or back|-1 from the next roll|
 +^2|Piece may move two squares forward or back|Piece must move one square to a worse square if available|
 +^3|Piece may heal 1 point|Piece must move up to two squares to a worse square if available|
 +^4|Piece may heal 2 points|Piece suffers 1 damage|
 +^5|Piece may reroll|Piece loses its next turn|
 +^6|Special|Special|
 +====Specials====
 +Once a space has reached the level of Special, remove the die and place the appropriate tile.  The player who creates the Special chooses which particular special it should be.
 +===Good===
 +  * Draw an item card
 +  * Draw an event card
 +  * Heal all stats back to starting level
 +  * Raise one non-Special stat by one point 
 +===Bad===
 +  * Draw an event card
 +  * Damage a non-Special stat by 1
 +  * Lose D6 turns
 +  * Return to Home Base and miss a turn
 +====Tiles====
 +{{filelist>:goodvsbadlevels/*.*}}
  
games/board/goodvsbadlevels.txt · Last modified: 2013/03/20 20:53 (external edit)