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Subject: 1. turn sequence rss

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Michele Esmanech
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Dystopian:the manhunt: a worker placement game of investigation, murder and mystery, set in the futuristic megapolis of DYSTOPIA
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To make things easier for me, I will create a thread for each rules chapter; I will discuss the rules (with your input), and will update the opening thread, so, when the time to write the actual rules.


----

In this chapter, I am wrapping up the turn sequence:

1. the planning step: the player rolls 8 action dice
This step played ONLY if there are no dice the player can use
2. the action step: the player chooses 2 dice from the ones he rolled, to perform 2 actions (2 standard action, or 1 standard and 1 free action).
3. the AI step: the guards are activated

At the beginning of the game the player will roll 8 action dice.
These dice show icons that represent STANDARD actions, which are:
-foot/move: which lets the agent move up to 2 areas
-cross-hair/shoot: which lets the agent shoot at an enemy guard
-a cross: which lets the agent heal 1 wound
-a knife/melee attack: which lets the agent assault an enemy guard with a melee attack

Each turn, the player will choose 2 dice, and he can use both to peform the standard actions rolled.

Alternatively, before or after having performed a standard action, 1 (and only 1) die can be used to perform a FREE action.
these free action are:
-move 1 area
-climb on walls (gamewise: move 1 area through a yellow line);
-hang on ledges (gamewise: move 1 area through a yellow line);
-use a guard as meatshield;
-hide a corpse of a dead guard

These free actions can be performed with ANY die, regardless of what has been rolled.


Some standard actions can be used twice in the same turn, for added effects:
-headshot: using 2 shoot actions. With the headshot, the player doesn't need to roll the ATTACK die, as the shot is an automatic kill, without any spawn effect. this represents the fact that the agent aims and then shoots. Effective, but slows the agent down.
-run: using 2 FOOT/MOVE actions, will let the player move up to 5 areas (instead of 4), but, if there are guards in the tile, such guards will turn to face in the agent's direction.

Instead of performing actions, during his turn, the player CAN choose use 2 normal dice (with the same result), to SPECIALIZE, which lets him exchange one these two dice, with one specialized die:
-with 2 SHOOT, the player can pick up a SNIPER die, which has 4 SHOOT faces, and 2 blank faces;
-with 2 MOVE, the player can pick up a SNEAK die, which has 5 MOVE faces, and 1 blanck face;
-with 2 HEAL, the player can pick up a MEDIC die, which has 4 HEAL faces, and 2 blank face;
-with 2 KNIFE, the player can pick up an ASSAULT die, which has 5 KNIFE faces, and 1 blank face.

Specializing will take up ALL the actions for the turn, so when this occurs, the player won't be able to perform any other action, on that turn.

These specialized dice, will be rolled, along the other normal dice, in the following planning step (remember: no more than 8 dice can be rolled, during this step).
A player cannot have more than 4 total specialized dice, among the 8 action dice (obviously, the specialized dice CANNOT be exchanged for other specialized dice).
Rolling a blank face (with any specialized die), will mean that the player cannot perform any standard action; but such "blank" dice can still be used for a FREE action.


Specializing means that, as the game progresses, the player can choose to make his shadow agent become better in certain areas, making him more effective and efficient in certain aspects of his actions; though, slowing him down, within the mission.

The player will have to use all his 8 dice, before he can re-roll them, again (geting into a new planning step), so planning which and when to use them is crucial, in order to avoid having the last dice as non useful.


---


tomorrow, I will continue the actions analisys.
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Joe Wiltshire
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Looking really good.

A couple of questions:

1. when you choose to specialize do you get the new special action dice into play straight away or is it stored in the discard pile tile next time all dice rolled (Quarriors style)

2. when you have a special action die and you are up to rolling all dice again - do you substitute the special for a normal or add it to the collection?
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Michele Esmanech
Italy
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Milano
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Dystopian:the manhunt: a worker placement game of investigation, murder and mystery, set in the futuristic megapolis of DYSTOPIA
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Green_wombat wrote:
Looking really good.

A couple of questions:

1. when you choose to specialize do you get the new special action dice into play straight away or is it stored in the discard pile tile next time all dice rolled (Quarriors style)

2. when you have a special action die and you are up to rolling all dice again - do you substitute the special for a normal or add it to the collection?


When you specilize, you literally substitute one of your dice you used to specialize, with a special one (so you take away one normal die, and exchange it with a special one). This means that you place it in the discard pile, and you'll roll it, among the others, in the next planning step.

You can roll a max of 8 dice (and only a max of 4 can be special dice, so yo better choose wisely the ability you want to specialize in, since there is no way to get rid of special dice).
So, like I said: a special die substitutes a normal die.

Cheers
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