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> Arkham Horror Rules, Система приключений в Аркхеме
   Сообщение № 1. 20.4.2012, 10:58, Makshow пишет:
Makshow
Once upon a time with the dragons...

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В качестве двух точек отсчета используется базовая книга правил Arkham Horror
И Arkham Horror Wiki

Кроме этого, вторая хроника идет с добавлением Kingsport Horror.


   Сообщение № 2. 20.4.2012, 11:00, Makshow пишет:
Makshow
Once upon a time with the dragons...

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Welcome to Arkham!
The year is 1926, and it is the height of the Roaring Twenties. Flappers dance till dawn in smoke-filled speakeasies drinking alcohol supplied by rum runners and the mob. It’s a celebration to end all celebrations in the aftermath of the War to end all Wars. Yet a dark shadow grows in the city of Arkham. Alien entities known as Ancient Ones lurk in the emptiness beyond space and time, writhing at the gates between worlds. These gates have begun to open and must be closed before the Ancient Ones make our world their ruined dominion.
Only a handful of investigators stand against the Arkham Horror. Will they prevail?


In Arkham Horror, a terrible creature from beyond time and space is waking, roused by the dimensional gates that are opening all over the city. The players must join forces to close all of the gates before this Ancient One awakens. If the Ancient One defeats the players, all of Arkham is doomed.
The players must work together as a team of investigators to close all of the dimensional gates, seal them permanently, or if that fails, defeat the Ancient One when it awakens from its slumber.

The Game Turn
A turn in Arkham Horror is divided into five phases. During each phase, every player, starting with the first player and continuing clockwise, performs the actions that take place during that phase. Once all players have completed a phase, the next phase begins. At the end of the last phase in each turn, the first player marker is passed to the player on the left and a new turn begins.

The phases of each turn are:
— PHASE I: UPKEEP
1. Refresh Exhausted Cards: At the start of the Upkeep Phase, each player refreshes exhausted cards by turning them face up.
2. Perform Upkeep Actions: After refreshing his exhausted cards, each player must perform all Upkeep actions listed on his investigator’s cards every turn.
3. Adjust Skills: Finally, each player may adjust his investigator’s skills using the three skill sliders. Focus determines the total number of “stops” he may adjust skills each turn.
— PHASE II: MOVEMENT
Each player takes one of the following two movement actions, depending on whether his investigator is in Arkham or an Other World:
— Arkham Movement: Investigator that is located in Arkham receives movement points equal to his Speed value. A player may spend one movement point to move his investigator marker from one board area to another, so long as the two areas are connected by a yellow line on the game board.
- Evading Monsters: Each time an investigator attempts to leave or ends his movement in a location or street area occupied by one or more monster markers, the investigator must either fight or evade each of the monsters there.
- Picking Up Clues: Investigator that ends his movement in a location that contains Clue tokens, may immediately take any or all of those Clue tokens.
— Other World Movement: Investigator in an Other World at the beginning of the Movement Phase, receives no movement points.
- If the investigator is in the first area of the Other World, he moves to the second area.
- If the investigator is in the second area of the Other World, he returns to Arkham. The player must choose a location that contains a gate to the Other World he is leaving. After choosing such a location, he places his investigator marker there. Then he places an “explored” marker underneath his investigator to show that he has explored the gate. This marker remains in play as long as the investigator remains at the location. If there is no open gate leading to the Other World the investigator is in, the investigator is lost in time and space.
— Delayed Investigators: Delayed investigators receive no movement points and do not move during the Movement Phase. Instead, during the investigator’s Movement Phase the investigator becomes no longer delayed. On the following turn, the investigator will be able to move once again as normal.
— PHASE III: ARKHAM ENCOUNTERS
— No Gate: If the location has no gate, the investigator has an encounter at the location. The player shuffles the location deck corresponding to the neighborhood his investigator is in and draws a card from the deck. The player then finds the entry for his investigator’s location and performs any actions indicated by the card text.
— Gate: If the location has a gate, the investigator is drawn through the gate. He moves to the first area (the left area) of the Other World indicated on the gate marker.
Exception: Once an investigator has entered a gate and returned to Arkham, the player places an explored marker underneath his investigator marker. While he remains in the gate’s location, he is no longer drawn through the gate, but may instead try to close or seal the gate. If the investigator leaves the location before the gate is closed or sealed, discard the explored marker.
Important: If an investigator is drawn through a gate that appears as a result of an encounter, then he is delayed.
— PHASE IV: OTHER WORLD ENCOUNTERS
Investigators in Other World spaces have encounters there. The player draws cards from the gate deck, one at a time, until he draws a card whose color matches one of these encounter symbols. Gate cards that do not match a color of the encounter symbols are placed face down on the bottom of the gate deck. Once the player has drawn a gate card that matches an encounter symbol’s color, he examines it to see if there is a specific encounter for the Other World his investigator is currently in. If a specific encounter is listed, the player any actions indicated by the card text. If there is no specific encounter listed, the player performs any actions indicated by “Other” entry of the card text. Once the encounter is resolved, the player then discards the card face down to the bottom of the gate deck.
— PHASE V: MYTHOS
During the Mythos Phase, the first player draws a mythos card and performs the following actions:
1. Open Gate and Spawn Monster: The first player begins by looking at the lower-left corner of the mythos card he has drawn to see where the dimensional forces are assaulting Arkham this turn. One of three things happens, depending on whether there is an open gate, an elder sign marker, or neither at that location.
A. Location Has Elder Sign: Nothing happens.
B. Location Has Open Gate: A monster emerges from every open gate currently on the board (monster surge). The number of monsters drawn and placed is equal to the number of open gates or the number of players, whichever is greater.
C. No Elder Sign or Gate: A new gate opens and a monster emerges from it.
— The Doom Track Advances: The first player places a doom token in the first available space on the Ancient One’s doom track.
— A Gate Opens: The first player draws a gate marker from the stack of gate markers near the board and places it face up on the location. Discard any Clue tokens that were on the location. If a gate opens at a location that contains an investigator, he is immediately drawn through the gate to the first area of the corresponding Other World and becomes delayed.
— A Monster Appears: The first player draws a monster marker from the cup at random and places it on the location.
2. Place Clue Token: Place a Clue token on the indicated location unless there is an open gate there. If one or more investigators are at that location, one of them may immediately take that Clue token.
3. Move Monsters: In order to determine monster movement, the first player looks at the lower-right corner of the mythos card he has drawn for the turn. If the monster is listed in the white movement box, it follows the white arrow leading out of its current area, if the monster is listed in the black movement box, it follows the black arrow leading out of its current area.
4. Activate Mythos Ability: Finally, the first player looks at the special text on the mythos card, examining the trait listed at the top of the card.
Headline: The first player immediately resolves the special text of a Headline mythos card. He then discards the mythos card face down to the bottom of the mythos deck.
Environment: The special text of an Environment mythos card remains in play for several turns, possibly even until the end of the game. Only one Environment mythos card can be in play at a time.
Rumor: The special text of a Rumor mythos card remains in effect until either the Pass or Fail condition on the card is met, at which point the card is resolved and is discarded to the bottom of the mythos deck.
— END TURN: Once the first player has resolved all steps of the Mythos Phase, the first player marker is passed to the left. The turn is now over and a new one begins with the Upkeep Phase. Play continues in this way until the end of the game.

Ending the Game
VICTORY
The investigators win the game in any of the following three ways:
A. Close the Gates: An investigator must close the last gate on the board, such that there are currently no open gates. When the last gate is closed, the players must have a number of gate trophies equal to or greater than the number of players. If these two conditions are met, the players immediately win.
B. Seal the Gates: If, at any time, there are six or more elder sign tokens on the board, the players immediately win.
C. Banish the Ancient One: If the Ancient One awakens but the investigators manage to defeat it, the players immediately win.
DEFEAT
If the Ancient One awakens and defeats all of the investigators in battle, all players lose the game.

Skills
Fight: Used for physical feats of strength and endurance. Also used in combat.
Lore: Used for tests of mystic knowledge and ability. Also used in casting spells.
Luck: Used to determine the whims of chance. It is the most common skill used in encounters.
Sneak: Used for feats of stealth and thievery. Also used when evading monsters.
Speed: Used for tests of quickness and agility. Also used to determine an investigator’s movement.
Will: Used to test an investigator’s force of personality and willpower. Also used for Horror checks at the start of combat.

SKILL CHECKS
When the game calls for a skill check, it is presented in a consistent format that provides the following information:
- The skill you must use to perform the check
- The modifier (bonus or penalty) to the check, if any. If the modifier reduces an investigator to 0 or fewer dice, he automatically fails the check.
- The difficulty of the check (not listed if the difficulty is 1). This is the number of successes an investigator must roll during a skill check to pass the check. Each die result of 5 or 6 counts as one success.
SPENDING CLUE TOKENS ON SKILL CHECKS
A player may spend Clue tokens, one at a time, after any skill check (failed or not). Each spent Clue token allows the player to roll one additional die; if the result is a success, it is added to the total from the original roll.

Combat
When an investigator attempts to move out of an area containing a monster, or ends his movement in such an area, he must either fight the monster or evade it.
0. EVADING MONSTERS
An investigator may attempt to evade a monster by making an Evade check. An Evade check is a skill check using the investigator’s Sneak value. The check is modified by the monster’s Awareness value, which is printed in the upper-right corner of the monster marker’s movement side. The difficulty of the Evade check is always 1 unless the monster has a special ability that states otherwise. If the investigator passes the Evade check, he evades the monster and the player may continue his turn as normal. If the investigator fails the check, the monster immediately deals its combat damage to him and combat with the monster begins. If there is more than one monster in an area, the investigator must evade each monster in turn, in any order he chooses.
(Curse of the Dark Pharaoh) When a monster surprises your investigator, you may not evade it; you must fight the monster.
1. HORROR CHECK
Whenever an investigator enters combat with a monster, this is the first step. If the investigator successfully evades the monster in the first place, he never needs to make a Horror check at all.
A Horror check is a skill check using the investigator’s Will value. This value is modified by the monster’s horror rating (found in the lower-left corner of its combat side). The difficulty of this check is always 1 unless the monster has a special ability that states otherwise. If the investigator passes the check, nothing happens. If he fails the check, the investigator loses the amount of Sanity shown underneath the monster’s horror rating.
2. FIGHT OR FLEE
Next, the investigator must choose: He may either attempt to flee or fight the monster.
A. Flee: The investigator tries to evade the monster, using an Evade check just as described above. If he eludes the monster, battle immediately ends. If he fails the check, the monster deals its combat damage to the investigator and the battle continues. The amount of combat damage a monster deals is
printed below its combat rating. You may not attempt to flee during the first round of a surprise combat.
B. Fight: If the investigator fights the monster, he makes a Combat check. A Combat check is a skill check using the investigator’s Fight value. This value is modified by the monster’s combat rating (printed in the lower-right corner of its combat side). The difficulty of this check is equal to the monster’s toughness, which is represented by the number of “blood drop” icons that appear in the lower center of the monster’s combat side. If the investigator passes the Combat check, he defeats the monster. The investigator’s player removes the marker from the board and places it in front of him as a
monster trophy. If the investigator fails the check, the monster deals its combat damage to him and the battle continues. If a monster’s toughness is greater than 1, partial success has no effect on it.

USING WEAPONS AND SPELLS IN COMBAT
— Weapons automatically grant bonuses on Combat checks ⎯ no additional skill checks are required to use them.
— Spells grant Magical Combat bonuses. An investigator must successfully cast a spell to gain its benefits. Every spell has a casting modifier, and most have a Sanity cost. To cast a spell, an investigator must pay its Sanity cost and then pass a Spell check. A Spell check is a skill check that uses the investigator’s Lore value, adjusted by the spell’s casting modifier. If the Spell check fails, the spell has no effect. If the check succeeds, the spell takes effect.
— Weapon and Spell Limits: Each investigator may use any combination of weapons and spells and add their skill bonuses together, as long as their combined number of hand icons does not exceed two.

Investigator Status
— Insane in Arkham: If an investigator is ever reduced to 0 Sanity while in Arkham, the investigator is driven temporarily insane. He must immediately choose and discard half of his items and half of his Clue tokens (rounded down), along with all retainers (if any). The player then immediately moves his investigator to Arkham Asylum. The investigator is restored to 1 Sanity and has no further encounters this turn. The investigator may take his next turn as normal.
— Unconscious in Arkham: If an investigator is ever reduced to 0 Stamina while in Arkham, the investigator is knocked unconscious. He must immediately choose and discard half of his items and half of his Clue tokens (rounded down), along with all retainers (if any). The player then immediately moves his investigator to St. Mary’s Hospital. The investigator is restored to 1 Stamina and has no further encounters this turn. The investigator may take his next turn as normal.
— Insane or Unconscious in an Other World: If an investigator is reduced to 0 Stamina or 0 Sanity while in an Other World, the investigator is lost in time and space. He must immediately choose and discard half of his items and half of his Clue tokens (rounded down), along with all retainers (if any). His Stamina and Sanity are restored to a minimum of 1.
— If an investigator is reduced to both 0 Sanity and 0 Stamina at the same time, that investigator is devoured. If an investigator’s maximum sanity or maximum stamina is reduced to 0, that investigator is also devoured. The player immediately discards all of his cards (except unspent
trophies) and shuffles his investigator sheet in with the unused investigator sheets. The player then draws a new investigator at random and sets up the investigator as if he were starting a new game.

Closing and Sealing Gates
CLOSING GATES
Before he can close a gate, an investigator must enter the gate, explore the Other World it leads to, and then return to Arkham.
If, during the Arkham Encounters Phase, an investigator is on a location that contains an open gate and that investigator has acquired the explored marker, he may now attempt to close the gate. To do so, the investigator must choose whether to make a Lore check or a Fight check, using the number printed on the gate marker as the modifier. If the investigator succeeds at this check, he closes the gate and takes the gate marker as a gate trophy. If the investigator fails, the gate remains open.
SEALING GATES
If an investigator successfully closes a gate, he may immediately spend five Clue tokens to permanently seal it. The gate is now sealed: No further gates can open and no monsters can appear at the location of the sealed gate for the remainder of the game.
MONSTERS AND CLOSING GATES
When a gate is closed, all monsters in Arkham, the Sky, and the Outskirts that have the same dimension symbol as the closed or sealed gate are removed from the board and returned to the cup. A monster’s dimension symbol is printed in the lower-right corner of the marker’s movement side.
ELDER SIGNS
Elder signs are a specific type of Unique Item that investigators can use to seal gates. To use an elder sign, the investigator must be at the location of the gate and must have acquired an explored marker, just as if he were attempting to close the gate. The investigator does not need to make a Lore or Fight check or spend any Clue tokens to use the elder sign.
To use an elder sign, do the following:
- The player removes 1 Sanity and 1 Stamina from his investigator sheet.
- The player takes a doom token from the Ancient One’s doom track, and places it on the location to be sealed.
- The player then returns the elder sign card to the box. This specific card cannot be drawn or used again this game.
Once these actions have been taken, the gate is now sealed.
MONSTERS GUARDING GATES
During the turn he returns to Arkham from an Other World, an investigator does not have to evade or fight any monsters in the gate’s location.

Monster Limits and the Outskirts
There is a limit on the number of monsters that may be in Arkham at one time. The limit is equal to the number of players in the game, plus three. If adding a monster to the board would bring the number of monsters in Arkham above the monster limit, the monster is placed in the Outskirts area instead. Monsters in the Outskirts remain there until the Outskirts become too full (the maximum number is 8 minus number of players). When the number of monsters in the Outskirts exceeds this limit, return all of the monsters in the Outskirts to the monster cup and increase the terror level by 1.
Monsters on the Innsmouth board do not count against the monster limit and do not go to the Outskirts.

The Terror Track
For every step the terror level increases, return one Ally at random from the Ally deck to the box.
At Terror Level 3 — The General Store closes.
At Terror Level 6 — The Curiositie Shoppe closes.
At Terror Level 9 — Ye Olde Magick Shoppe closes.
At Terror Level 10 — Arkham is overrun (no monster limit andadd one doom token).

The Ancient One Awakens!
There are conditions under which the Ancient One may awaken.
1. Doom Track is Full: When a doom token is placed on the last open space on the doom track, the Ancient One awakens immediately.
2. Too Many Gates Open: The number of open gates that will immediately awaken the Ancient One depends on the number of players. 1 or 2 players: 8 gates; 3 or 4 players: 7 gates; 5 or 6 players: 6 gates; 7 or 8 players: 5 gates.
3. No Gate Markers: The Ancient One awakens immediately when a new gate opens and there are no unused gate markers left in the pile.
4. No Monsters in the Cup: The Ancient One awakens if a monster should be drawn from the monster cup, but there are no monsters in the cup.
5. Terror Level 10 and Too Many Monsters: The Ancient One also awakens if the terror level has reached 10 and there are monsters in play equal to twice the normal monster limit.
6. (Innsmouth Horror) If the Deep Ones Rising track ever completely fills up, the Ancient One immediately awakens.

   Сообщение № 3. 20.4.2012, 11:00, Makshow пишет:
Makshow
Once upon a time with the dragons...

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Дополнительные правила, которые используются в третьей хронике:

Herald
In this variant, powerful supernatural beings known as Heralds hinder the investigators. Heralds make the game more difficult by adding game elements that hinder the players.
To use this variant, after an Ancient One has been selected, the players may select one Herald. The rules listed on the Herald sheet are used in addition to
the standard rules, in a way similar to the rules found on the Ancient One sheets. Simply follow the instructions on the sheet being used.

Traveling Between Towns
To move between Arkham and other towns (such as Innsmouth), an investigator must be in either the Train Station in Arkham or a depot location (indicated by a train icon) in another town during his movement. He then spends $1 and one movement point to move from his current location to either the Train Station or any depot location in any other town. This movement does not interrupt the investigator’s normal movement.

Gate Bursts
Certain mythos cards have their gate location colored red. This red coloring indicates a gate burst. A gate burst works the same as a normal mythos card in all cases except when the listed gate location has an elder sign token on it. When that happens, the gate bursts open, causing the elder sign token to be removed from the board. A gate then opens at that location and a monster appears there as usual, but no doom token is added to the Ancient One’s doom track, nor does this event cause a monster surge.

Dunwich Horror — Injury and Madness
When an investigator is reduced to 0 Stamina, he may choose to gain an Injury card. If he does this, he does not lose any items or Clue tokens for being knocked unconscious, and his Stamina is restored to its maximum value instead of to 1. However, the investigator must still move to either St. Mary’s Hospital or Lost in Time and Space, as appropriate. In addition, he must draw one Injury card.
When an investigator is reduced to 0 Sanity, he may choose to gain a Madness card. If he does this, he does not lose any items or Clue tokens for being driven insane, and his Sanity is restored to its maximum value instead of to 1. However, the investigator must still move to either Arkham Asylum or Lost in Time and Space, as appropriate. In addition, he must draw one Madness card.

The Lurker at the Threshold — Relationship Cards
During the setup of games with three or more players, each player receives a Relationship card. This card describes the effects of a relationship
between his investigator and a partner. The partner in a relationship is always the investigator belonging to the player seated to the left of the player who received this card. This means that in games with three or more players, each player benefits from both his own Relationship card and the Relationship card drawn by the player to his right.
A player never loses his Relationship card unless his investigator or his investigator’s partner is devoured. When an investigator is devoured, return both his player's Relationship card and the Relationship card of the player seated to his right back to the box. In a two player game, if either investigator is devoured, return the Relationship card to the box. New Relationship cards are not drawn when a new investigator comes into play after one has been devoured.

Kingsport Horror — Rifts
Each time a mythos card is resolved, check to see if the monster movement pattern on it matches any of the patterns next to a closed rift. If it does, draw a rift progress marker from the pile at random, turn it faceup, and place it in one of the two spaces next to the monster movement pattern that was drawn. If both spaces next to the monster movement pattern are already full, do not draw another rift progress marker.
If, after placing a new rift progress marker, all four spaces next to a closed rift now contain rift progress markers, the rift opens and is placed at the gate location shown on the mythos card that was resolved this phase (even if there is an elder sign token there).


   Сообщение № 4. 21.4.2012, 21:08, CTPAHHUK пишет:
CTPAHHUK ( Offline )
Dixi

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Добавляю сюда изменённую памятку по вытягиванию карт:

Когда нужно вытягивать карту:
1. Находим тему с соответствующим списком карт. Это будет одна из закреплённых тем. Находим в ней пост с соответствующей колодой.
2. Бросаем 1дХ, где Х - последний номер в списке. Во всех случаях, кроме встречи в Аркхэме, после того, как вытащили карту, открываем на редактирование список, вырезаем ее вместе с [*] и вставляем в соответствующий список ниже (на руках/discarded/...), обязательно ниже тэга [ List=1 ]. Номера карт пересчитаются автоматически. В случае, когда нужно тянуть несколько карт, учитываем уменьшающиеся номера после каждого вытягивания (т.е. лучше тащить по одной). В тех случаях, когда тянем из колоды встреч в Аркхэме, никакого переноса карты не происходит, т.к. они замешиваются обратно в колоду.
3. Если карта попадает на руки к исследователю, не забываем скопированный результат перенести в чарник исследователя.
В любом случае оставляем галочку "Отредактировано", чтобы было понятно, кто последним трогал колоду.

И описание порядка хода с учётом специфики форума:
1. Upkeep. Учитываем эффекты, передвигаем фокус (не забываем обозначать это в чарнике), откидываемся по блессу и ретейнеру, если они лежат в руке больше 1 хода. Если вы первый игрок, не забываем отработать эффекты первого игрока (такие как видение Гипноса)
2. Move. Если вы не delayed, то:
а) Если вы в Аркхэме, то получаем очки движения, равные скорости со всеми модификаторами. Высчитываем, куда переместился персонаж. Если при перемещении встретился монстр без свойства Elusive, то или сражаемся с ним, заканчивая тем самым движение, или прячемся от него и идём дальше.
б) Если вы в Аркхэме и заканчиваете ход в локации с вратами, то переноситесь в первую зону соответствующего другого мира.
в) Если вы в другом мире, то перемещаемся во вторую фазу другого мира или выходим из него.
В обоих случаях, если заканчиваем ход в локации с уликой, подбираем все улики в локации.
3. Encounter.
а) Если вы в Аркхэме, то выбираем или активировать свойство локации (свойства описаны в теме с локациями), или тянуть карту встречи. Во втором случае следуем инструкции на соответствующей карте встречи.
б) Если вы в другом мире, то тянем и сбрасываем карты встреч в других мирах, пока на карте не попадётся соответствующий локации цвет. Дальше следуем инструкции на этой карте.

4. Mythos.
После того, как все игроки сделали свой ход, отрабатывается фаза мифов. Тянем карту мифоса, открываем врата, выпускаем монстров. Если это карта обстановки или слухов, закрепляем её в первом сообщении игровой темы. После этого передаём первого игрока следующему ислледователю.

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