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Subject: 12 Realms: Ghost Town! rss

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The epic journey continues as 12 Realms return with an expansion entitled 12 Realms: Ghost Town! A new Realm is challenging now the Heroes of the Fairy world and you must be ready to face the dark forces they lie hidden in it. In this Realm there is no Town because the dark lords cursed it and vanished it from this world. Your Hero is trapped in this cursed land and there is now way he can leave...

Is coming on December 8. You can preview the page here: https://www.kickstarter.com/projects/magecompany/717577538

Is not complete yet but you can check some info.
If you cannot see the campaign please go to this link ok KS: https://www.kickstarter.com/projects/magecompany/12-realms-a...

Check the update and click the link there.
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Tyler Martin
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Waaacry The link doesn't work
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It works,
we already have people who visited it.
I see nothing strange so far. Try another browser, who knows sometimes...
 
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Tyler Martin
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Hmm Weird. I can get the link to work from the KS email but not from here. Who knows why - The mysteries of the internet.
 
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Maybe BGG does not allow it, it has happened again.
 
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Michael Andresakis
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Add ?token=03c2c5a0 to the end of the link and you will see the campaign

Somehow BGG's php gets mixed with Kickstarter's or a policy issue prevents the link to be implemented correctly...
 
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Blake Dixon
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Will this 13th realm be playable with classic mode or only playable with the Plot? Looking at the components it doesn't seem like it is.
 
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We will have only 1 stretch goal to make it playable as a realm, like the rest realms, also we have made some special rules for this realm. The campaign is not finished yet. We will make changes until Monday. So if we reach that goal, it will be playable with classic mode.
 
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Blake Dixon
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exa1zar2ius3 wrote:
We will have only 1 stretch goal to make it playable as a realm, like the rest realms, also we have made some special rules for this realm. The campaign is not finished yet. We will make changes until Monday. So if we reach that goal, it will be playable with classic mode.


Looking forward to it, regardless of the outcome, you have my support.
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Thanks
 
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The Ghost Town is live: https://www.kickstarter.com/projects/magecompany/12-realms-g...
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Thanks to your support we reached the funding goal in few hours and next the basic stretch goal. Ghost Town is a complete Realm, with cards and Dark Lord tokens. Aside from the Plot, you can still use this Realm when you play the basic game. This is a very special Realm because there are new and extra rules not only in the Plot but also in the way this Realm is played in the normal game!

One of the new elements Ghost Town brings to 12 Realms is the Ghosts. When you defeat an Invader, you flip the token and you must fight the Ghost side! And the Invasion Marker is moving...

https://www.kickstarter.com/projects/magecompany/12-realms-g...

 
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A terrible force was sent to the Bones Island by the Dark Lords: the Flying Dutchman. They decided to recruit the Undead pirates to protect the Cursed Treasure of the Skull Cave. The curse of the Flying Dutchman falls upon the Area where it travels, and the Heroes cannot enter there and fight the Invaders. Beware now! Combine your forces with the other Heroes in order to destroy the Undead pirates and take back control from the Flying Dutchman!

Your mission in this Plot is to destroy the Black Fortress in each active Realm but first you must take control over the Galleon by destroying the Ghost Galleon's pirates. If the Invasion marker reaches number 20 in an active Realm, then all players lose the game.

To take control over the Galleon you must first destroy the 4 pirates. Each one has a question mark (?). Roll the Talent Die to determine the Talent needed to destroy each one. There are town cards and Bonus town cards that allow you to kill all the Invaders in a Realm. The pirates are not affected by ANY Town card except Musket and Pistol! The other way to destroy the Pirates is to move your Hero to the Area where the Galleon has stopped and exploit 1 Swiftness Talent in order to get on board and start the attack. Yes, this Area is Cursed, but if you state that you want to get on board and offer an extra Swiftness as a tribute, then you can enter the ship.

When you take control over the Galleon, move your Hero onto it. Now you are Cursed too, and you can never leave the Galleon and as an extension you cannot buy any Town cards. In each round, you can move the Galleon 1 Area forward or backward by spending 1 Swiftness Talent. If you have more Swiftness Talents, then you can exploit them to move the Galleon more than once. To destroy a Black Fortress you must exploit 2 random Talents by rolling the Talent die. First, you must move your Galleon to the Area where the Fortress is placed, and then you can attack it.

Download the rules here: http://www.magecompany.com/docs/12rgg.pdf
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