Bardsung Player Guide

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Bardsung Player Guide v.1.

4
Initial Set Up
Take Hero Profile cards and sort out Equipment, and Abilities. Allocate appropriate Characteristic modifiers.

Fill the Healing potion, Firewood, Toolkit, and Charm slots on the playing mat. Place heroes' reputation marker.
Add Fate counters : 3 for 3 or less heroes, 4 for 4, and 5 for 5 into the playing mat slots.

Construct the Wound, Treasure, Corridor, Room, Challenge and Battle decks starting with p.6, then proceeding
to the deck data for the chapter you are beginning.

Collect the Enemies, Wandering Monsters, and special Terrain for the chapter.
Shuffle the hero initiative cards, lay out the Marching order, and then start the Encounter according to what
type of Node it is.

Players and monsters take their turns as indicated by the Marching Order.

Player Turns
First, they may attempt to flip one Serious Wound if they have any, by passing the appropriate D20 roll.
Players take 2 actions each, in any order. They may do the same action twice, but may not use the same Ability
card twice.
Move
Use an Ability
Explore
Open, or Close a door (If monsters in play needs Toolkit to close a door.)

(Retrieving treasure from a chest does not require an action.)


(Exploring through a closed door is only a single action.)

To Attack, a hero rolls a D20 to equal or beat the enemy's Target Number (TN), adding appropriate modifiers.
If this succeeds, make the specified Damage roll. If equal to, or better than the enemy's Toughness, critical
damage is scored. If failed, normal hit damage is scored.

Monster Turns
Monsters act according to their specific Behaviour Trait.
When a monster attacks, a hero makes a Defence Roll. The Hero suffers Hit damage unless he equals, or beats
the Monster's TN on a D20 roll, adding the hero's Resilience value.

Whenever you reach the end of the player & monster section of the Marching Order, play the End Phase.

End Phase
Resolve Condition Token effects, and any delayed Aspect cards on the right-hand end of the Marching Order.
If there are 3 or more tiles in play, the highest initiative hero makes a D6 Event Roll.
1 & 2 is a fail, 6 resolves any Terrain Effects.
If failed, move the Echo Token 1 area closer (see p.37).
Resolve any other effects, then the round ends.
Resting – If all the heroes are in the same area, and there are no enemies in that area, spend a firewood token
to place a campfire on the “rune” zone of any tile in the area. Place the heroes in any zones of that tile, each
heals 1 wound, and loses all harmful condition tokens (not Grudge).
Checkpoints – If a hero is defeated, move all heroes to the same zone as a previously placed campfire, and
lose all wounds, and harmful tokens (not Grudge).
Remove all tiles, and the monsters and cards on them, that do not connect the heroes' tile to the entrance tile
(no gold received for this).
Lay out a new marching order, and continue.

Stuff we kept forgetting at the beginning


All 3 portals on the starting tile have doors on them.

Whenever a hero rolls 1 or 20 on any D20 Action Roll, they may restore 1 fate.
A 20 rolled for an attack causes an automatic critical hit.

Using a Fate adds D4 to a hero's Attack Roll.

Doors are Open when placed.

After an explore action, if there are no new types monsters in play, (or no monsters at all), do not shuffle the
marching order.

Don't forget, you often receive gold when you draw an aspect card.

Heroes use Resilience, not Constitution when making Parting Blow rolls.

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