Gold Fever! Rulebook (Mantic)

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    GOLD FEVER!

    CONTENTS

    INTRODUCTION TO GOLD FEVER

    ..............................................................................................2

    THE CH R CTERS

    ............................................................................................................................3

    THE G ME

    ............................................................................................................................................4

    GOLD FEVER! BOARD

    CHARACTER SHEETS

    CARDS

    TILES AND COUNTERS

    This Rulebook is completely unofficial and in no way endorsed by Mantic Games Limited.

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    I

    NTRODUCTION TO

    G

    OLD

    F

    EVER

    Gold Fever! is a dungeon adventure game about Dwarfs love of gold. There is nothing a Dwarf loves

    more than gold and they will often do anything to get their hands on it. When a Dwarf sees a pile of

    gold or even just a single coin, their eyes will glaze over and the Dwarf can become totally transfixed

    by it, ignoring everyone and everything else. This is known as Gold Fever and affects all Dwarfs,

    leading to all sorts of disputes and arguments between them!

    Gold Fever! is a game for 2-4 players, based on Dwarfs exploring an olf mine or tunnel system in

    search of a hidden chest of gold, each in the search only for themselves. However, in order to gettheir hands on the gold they must traverse narrow corridors full of pits, rockfalls and all manner of

    monsters.

    To play Gold Fever! you will need the following:

    Gold Fever Game Board

    4 Dwarf Models

    4 Dwarf Character Sheets 18 Event Cards

    5 Guard Room Cards

    4 Treasure Room Cards

    6 Rockfall Tiles

    6 Pit Tiles

    1 Treasure Chest Tile

    Selection of Monster Models

    A handful of six sided dice (D6)!

    You will find the Game Board, Character Sheets, Cards and Tiles at the back of this rulebook.

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    T

    HE

    C

    H R CTERS

    Players must first choose one of the following four Dwarf Characters, but each one is different withvarying strengths and weaknesses.

    Ironclad Ironclads are an elite group of Dwarfs that are trained and armed to take significant

    punishment in battle to give them time to get to their enemy. They are covered from head to toe in

    heavy thick plate armour and when fighting underground are often armed with a hammer or axe and

    shield.

    Berserker There is only one thing that Berserkers love just as much as gold and that is fighting.

    Their passion for violence is legendary in Dwarf society as they hurl themselves into combat with

    scant regard for their own society. Such is their disregard for their own safety that these warriors

    rarely wear any armour in case it gets in the way of their ferocious berserk fighting style

    Shieldbreaker Shieldbreakers wear less armour than Ironclads, but this is so that they can swing

    the massive hammers they are armed with more easily. These hammers are used to pulverise their

    opponents in battle and then smash them to bits. This destructive tactic has also been found to be

    useful for removing small blockages in the tunnels and mines of the Dwarfs!

    Ironwatch The Ironwatch are the ranged infantry of the Dwarf race. Armed with either a crossbow

    or the recently invented rifle, the Ironwatch drill endlessly to ensure that their aim is sharp and true

    helping them to pick off their enemies before they can even see the whites of their eyes. However,

    each Ironwatch learns quickly that each shot must count as enemies have a habit of quickening their

    pace if they miss their target!

    At the back of this Rulebook you will find four Character Sheets, one for each of the above Character

    types. Each Sheet provides all the information you will need to use your Character in your games of

    Gold Lust, providing details of how good they are in attack, defence and any special rules they may

    have. The following provides a summary of each part of the Character Sheet.

    1. Character type description.

    2. The value attackers use to determine whether they wound the

    Character or not.

    3. The value the Character uses to try and avoid incurring any

    wounds in combat.

    4. The number of D6 a Character uses when attacking.

    5. The number of D6 a Character uses when defending

    themselves.

    6. The number of D6 rolls to move.

    7. The number of Wounds a Character can incur before they die.

    8. A D6 is placed here to show how many Wounds the Characterhas left.

    9. Any special rules that apply to the Character.

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    T

    HE

    G

    ME

    Gold Fever! involves 4 Dwarfs searching an old tunnel system for a chest of Gold they heard an old

    Prospector talk about after a few tankards too many of ale in the local tavern. However, like all

    Dwarfs, when it comes to the shiny tuff they are in it for themselves and have all decided to enter

    the tunnel system on their own to ensure that they get all the gold.

    The game of Gold Fever! is split into several phases were Characters move, explore and fight any

    foes they come across, before eventually hopefully getting hold of the Chest of Gold and getting

    back out of the tunnel system, unless another Character gets there first or takes it off them!

    The Board

    Gold Fever! is played on the Gold Fever! board. The board is split into several different areas, which

    are as follows:

    Stairs The Characters choose one of the Stair tiles each and

    start the game from that tile. The Characters can leave the

    tunnel system by any of the Stair tiles to end the game

    Corridor The Characters must traverse the corridors to get to

    Guard Rooms. Each time a Character crosses a red line in a

    corridor they must draw an Event Card.

    Door These provide access from Corridors to Guard Rooms and

    Guard Rooms to Treasure Rooms.

    Guard Room The Characters will face a range of monsters inthe four Guard Rooms before they reach their final challenge.

    The type and number is determined by turning over a Guard

    Room Card. When a Character enters a Guard Room they do not

    turn over an Event Card, but when they leave a Guard Room into

    a Corridor they do turn over an Event Card.

    Treasure Room In this room the Characters will find a Treasure

    Guardian, the type is determined by turning over a Treasure

    Room Card. When a Character enters a Guard Room they do notturn over an Event Card.

    Starting the Game

    To start the game each player chooses one of the Dwarf Characters and places it on a separate Stairs

    Tile. Each player must then take a D6 and place it with the 6 facing up in the circle on their Character

    Sheet to signify that they have 6 Wounds at the start of the game. Each player then rolls a D6 to

    determine who starts the game. The player who rolls the highest (re-rolling any ties) will start thegame and the person to their right will go second and so on. All players take their turn and then any

    Monsters on the board move and attack if they can.

    Players Turn

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    Movement

    A player rolls the number of D6 indicated by the Move Dice characteristic on their Character Sheet

    and then moves that number of tiles, as shown in the diagram below.

    The player in this example has rolled a

    3 on their first turn and so they move

    their Character three spaces as shown.

    Players cannot move their Characters in a diagonal direction, only into the tiles directly adjacent to

    them, as indicated by the red arrows in the diagram below.

    Sometimes a players movement roll will cause them to trigger the requirement to turn over a Card.

    These three instances are described below.

    Event Cards

    Each time a player moves their Character into the next Corridor section they must stop on the first

    tile of that section and then pick up an Events Card and apply its effects. They can then continue to

    move if they have any movement left. A new Corridor section is indicated by the red lines on the

    Corridor sections.

    There are five types of Event Card and these are Nothing Happens, a Monster is found, Rockfall, Pit

    and Potions. The effects of each Event is summarised below:

    Nothing Happens Despite hearing all sorts of noises, nothing happens and the player can

    continue their move for as much as their Movement roll allows.

    Monster As the Character enters the Corridor section they see a Monster up ahead on

    the tile indicated by the Event Card. The Character can move as much as their

    Movement roll allows or remain where they are.

    Rockfall Up ahead the Character sees the Corridor section is blocked by one of the

    many Rockfalls found in the old tunnel systems. To clear it, a player must roll a

    4 or more on a D6. If they fail, they may try again in their next turn and will

    clear it on a 3 or more and 2 or more in their next turns.

    Pit The Character sees that a tile in the Corridor has fallen away leaving a large Pit

    in its place. To jump over it, a player must roll a 3 or more on a D6 and then

    continue their move, counting the Pit as one space. If they fail, they move into

    the Pit and cannot move any further that Turn. The player may move out of

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    Guard Room Cards

    The first time any Player reaches the tile before the door leading to a Guard Room they must turnover the top card on the Guard Room deck. These Cards provide information on the number, type

    and position of the Monsters they find in the Guard Room, which are then placed on the board.

    Once this is done, the Player may then continue their move and/or attack if they have any

    movement left.

    Once the Guard Room card has been played it is placed face down at the bottom of the Guard Room

    Card deck. No further Guard Room Cards are then drawn for that Guard Room.

    Treasure Room Cards

    The first time any Player reaches the tile before the door leading to the Treasure Room they must

    turn over the top card on the Treasure Room deck. These Cards provide information on the type and

    position of the Monster who is the Treasure Guardian they find in the Treasure Room, which is then

    placed on the board. Once this is done, the Player may then continue their move and/or attack if

    they have any movement left.

    Once the Treasure Room card has been played it is placed face down at the bottom of the Treasure

    Room Card deck. No further Treasure Room Cards are then drawn.

    Once the Treasure Guardian has been killed, the Treasure Chest counter is placed on the tile last

    occupied by the Treasure Guardian. Any Character may pick up the Treasure Chest by moving onto

    the Tile it occupies. The Character will only then drop the Treasure Chest when they die.

    CombatIn their search to find the gold, each Character will have to fight both Monsters and other

    Characters. Combat happens in the following instances:

    A Character moving into a tile adjoining (not diagonal) a tile occupied by another Character

    or Monster and declaring they wish to attack them.

    A Monster moving into a tile adjoining (not diagonal) a tile occupied by a Character.

    A Character or Monster may only attack once per Turn, even if they are next to more than one target(i.e. Monster or Character). A player or Monster attacks using the number of D6 equal to the number

    of Attack Dice indicated on their Character Sheet/Monster Card. Some Characters or Monsters can

    roll more than one Attack Dice when attacking.

    When a Character or Monster attacks, they must use their Attack Dice to roll equal or better than

    their opponents Attack Value on one dice. If they roll less than their opponents Attack Value, then

    their attack fails and their Turn ends. If they successfully roll equal to or beat their opponents Attack

    value, then they may have wounded their opponent.

    To determine whether a Character or Monster has suffered a Wound from their opponents attack,

    they must roll equal or greater than their Defence Value using the number of Defence Dice on their

    Character Sheet/Monster Card on one dice If they succeed then they do not suffer a Wound and

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    Any Potions they hold are returned face down at the bottom of the Events Card deck and they

    continue the game.

    Instead of attacking as outlined above, the Ironwatch Character has a special attack they can use

    once each turn. They attack in the same way as above, using their allotted number of Attack Dice to

    try and beat their opponents Attack Value. However, the Ironwatchs special attack is a ranged

    attack meaning they dont have to be in the adjoining tile to attack their opponent. However, they

    do need to have a clear line of sight in order to attack their opponent. The following diagrams

    provide examples of when the Ironwatch Character has a line of sight and when they dont.

    = Line of Sight Available = No Line of Sight Available

    = Ranger = Opponent

    Monsters Turn

    The above mentions Monsters and some of their actions and options. The following provides more

    details on how Monsters act and react during their Turn. The Monsters Turn occurs after all the

    Characters have finished one of their Turns. Each Monster is then Moved and any combat workedout in turn in an order agreed by the Players.

    Movement

    The first Monster to move is the one closest to a Character, then the next and so on. The number of

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    A Monster must be moved towards the nearest Character, even if this requires less than their full

    movement allowance. The distance is measured in the number of tiles they can move onto (i.e.unoccupied). The diagram below provides an illustration of how this is calculated.

    C 1 C 2

    M1

    M2

    Monster 1 (M1) must move 3 tiles to get to

    Character 1 (C1), but needs to move 4 tiles to get

    to Character 2 (C2). The Monster therefore

    attacks Character 1. However, when Monster 2

    (M2) moves, they will move to Character 2 as

    they are closer.

    If two Characters are equal distance away from the Monster, then each Player controlling the

    Characters rolls a dice. The Monster then moves towards the Character of the Player with the lower

    roll. If both Players roll the same, then they roll the dice again until one rolls higher than the other.

    When a Monster reaches a tile adjoining a Character, they then attack them.

    Combat

    A Monster follows the same rules as for Characters for combat, using the statistics on their Monster

    Card. When a Monsters Wounds reaches zero, they are removed from the board.

    Winning

    The winning Player is the one whos Character reaches a Stair Tile with the Chest.

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