You and the Cap'n make it hap'n
The catastrophic Night of Doom plunged the vibrant Blue Moon City into a Dark Age. The holy Golden Dragon has fallen, and Blue Moon, creator of all things, is gone. The King is dead; the City has been destroyed; and the Holy Crystal of Psi is shattered. The three remaining elemental dragons, the only divine creatures remaining in the world, now guard these broken crystals, and wait patiently for a new guardian to appear.
The two royal heirs, Prince Roland and Princess Elinor, each blame the other for the death of the Golden Dragon and bringing disaster to the world. Both claim the throne as their birthright, and the peoples of Blue Moon have split their allegiances. The crown will be decided in battle.
In Blue Moon, you will become one of the many strange and wonderful beings that populate this magical world. You will wage war against your enemies, sway the three remaining Holy Dragons to fight for your cause, and try to rebuild the once-great City of Blue Moon.
When the war is over, the peoples will be united, Blue Moon City will be rebuilt, and peace will return to the world.
There are 11 peoples in the world of Blue Moon, and there will be two players representing each race of people. Each player's Werewolf role is unrelated to the player's race. Roland's faction is more numerous, but is disorganized. Elinor's followers hide among them, plotting to break Roland's ranks from the inside.
1 Brutal Wolf
The players will each have a set of "cards" that they will use to activate various game functions throughout the game. Each player's set of cards includes the following:
Build: 2 (x4)
Build: 3 (x4)
At game start, each player will be dealt a random hand of three of their cards. Players will play one or more cards each night phase, and will "draw" a new card at the end of the night to replenish their hand. The cards can be used for three functions during the game.
The first use is to donate the cards to aid in construction of a building. If a card is used in this way, its value is simply the number of materials which will be donated to the construction of the building. "People" cards have a value of 1 when donated for building materials. See "Rebuilding the City" for more details.
The second use is to gain the favor of a Holy Dragon. When a card is used in this way, its face value is irrelevant. See "The Holy Dragons" for more details.
The third use is to activate the special power of your People (if they have one). The "People" card, played alone, will activate this power. You may also instead play two 2's, or three 3's to activate your special power. See "The Peoples" for more details.
A player can play as many cards as he has available, in any fashion, each night.
REBUILDING THE CITY
One way in which players may spend their cards at night is in the construction of Buildings. If a player spends his card as a building material, he specifies which Building he would like to contribute it to. Each bulding has a certain number of materials that must be donated before it is complete. When this number is reached, the building is completed, and its reward will be bestowed at dawn the next day. Excess donated materials are not returned to the players.
There are 11 Buildings in Blue Moon City that must be rebuilt if it is to return to its original greatness. When any of these structures is rebuilt, Blue Moon himself will grant a reward or bonus to the peoples of the City. Some buildings will benefit one faction more than the others. The Buildings are:
The Fire Temple - This temple housed Lika the Fire Dragon, who taught that manipulation and destruction were the purest expression of power. When rebuilt, Lika's favor may be courted.
The Earth Temple - This temple housed Doran the Earth Dragon, who taught that the essence of power is create and maintain life itself. When rebuilt, Doran's favor may be courted.
The Water Temple - This temple housed Sesha the Water Dragon, who taught that power is useless without the wisdom to control it. When rebuilt, Sesha's favor may be courted.
The Citadel - The Vulca's crowning achievment, the Chosen Ones learned of magic and power here, refusing entrance to all others. When rebuilt, the Sorceror will become a Wolf (he will stop recieving views).
The Library - A treasure trove of wisdom, the tomes and histories of Blue Moon were stored here. When rebuilt, each faction will recieve one random negative view (Elinor's faction recieves their result in private).
The Mill - In harmony with the land, the Terrah farmed and fed the workers of Blue Moon City. When rebuilt, each player will draw 1 extra card.
The Foundry - The tools forged here benefitted all the people of the City. But when war came, the weapons forged here harmed them all, as well. When rebuilt, one member of each faction will become Tough (immune to 1 lynch).
The Thermae - The Aqua's refuge from the aches and woes of the City, these hot springs were warmed by fires deep within the earth, and served as a reminder that the three elements were deeply intertwined. When rebuilt, the material cost of each of the three Temples will be reduced by 50%.
The Great Hall - The most important meeting place for the Mimix, the Hall was the birthplace of many strategic decisions. When rebuilt, one Villager will become a third Mason.
The Marketplace - Built by the Pillar, the Marketplace held all manner of exotic crafts, materials and valuables. When rebuilt, the material cost of each remaining building will be reduced by 10%.
The Watchtower - Maintained by the Flit to help patrol the skies, the tower offers a vantage point with which to view the rest of the city. When rebuilt, the approximate material cost of the other buildings will be known (accurate within 10%).[/b]
THE HOLY DRAGONS
The Golden Dragon of the Wind has fallen. His three comrades, the Earth, Water, and Fire Dragons still remain. Their power is great, but they care not for the petty squabbles of the warring faction. Their only concern is the safety of the City, and the return of Blue Moon.
The players can also use their cards to attempt to win the affections of these three Holy Dragons, and in doing so, aid their faction's chances of victory. Cards cannot be used to gain a Dragon's favor until the appropriate Temple has been rebuilt. However, once the correct Temple is finished, the players may begin to spend cards to curry favor.
Each card spent to sway a Dragon's favor is deposited into a pool for that player's faction, for that Dragon. The face value of the cards spent is meaningless, each card used to sway a Dragon counts simply as one unit. At the end of each night, each faction's influence on each (available) Dragon is totaled up. This total is then divided by the number of remaining players in that faction. Whichever faction has a greater amount of influence then recieves that Dragon's favor. The value of the pools remains static until the next evening, when more donations may change the Dragon's favor.
Example: There are 17 players left in the game, 4 whom belong to Elinor's faction, and 13 belonging to Roland's.
Elinor's faction offers a total of two cards to the Earth Dragon, and 3 cards to the Fire Dragon. They offer no cards to the Water Dragon.
Roland's faction offers a total of 7 cards to the Earth Dragon, 4 to the Fire Dragon, and 4 to the Water Dragon.
The offers are totalled:
Earth- Elinor: 2/4 (0.50) Roland: 7/13 (0.54)
Fire- Elinor: 3/4 (0.75) Roland: 4/13 (0.31)
Water- Elinor: 0/4 (0.5) Roland: 4/13 (0.31)
Roland's faction gains the favor of the Water and Earth Dragons. Elinor's faction gains the favor of the Fire Dragon.
Each progressive night, the new offering is *ADDED* to the previous night's offering. The relative value of offerings should remain constant throughout the game, no matter how many players of each faction are killed, since previous fractions are reduced to hard values and are not recalculated.
Each day at dawn, the favor levels of the Dragons will be reported to the players. The Dragons will bestow their gifts on those factions by the following night, when favor is calculated anew.
Lika, The Fire Dragon: Destruction
-If Lika favors Roland's forces, the Sorceror's view will be disrupted.
-If Lika favors Elinor's forces, the Seer's view will be disrupted.
When the Seer and Sorceror are both dead, Lika ceases to have an effect.
Doran, The Earth Dragon: Protection
-If Doran favors Roland's forces, the wolves must name two players for night kill, and the victim will be chosen randomly.
-If Doran favors Elinor's forces, one wolf will gain an extra secret vote (attributed to 'Doran').
When there are 7 or fewer players left, Doran ceases to have an effect.
Sesha, The WaterDragon: Balance
-If Sesha favors Roland's forces, each player will gain a card from their discard pile.
-If Sesha favors Elinor's forces, each player must discard once directly from their draw pile.
When all players' discard piles are empty, Sesha ceases to have an effect.
Each Dragon will offer his or her gift until a certain condition is met. At that point, the Dragon ceases to offer their gift, though their favor may still be courted. When all the Dragons have ceased to offer their gifts, all players will be out of cards to play, and the favor totals will be tallied one final time.
If one faction holds the favor of TWO dragons, and the other side holds the favor of ONE dragon, then the side with more dragons will recieve a final, very powerful blessing from one of the dragons that favors them.
If one faction holds the favor of ALL THREE DRAGONS, and the other side holds the favor of none, then that faction will recieve an ultimate blessing from each of the dragons, making it almost impossible for the other side to win. This should be almost impossible to achieve, I hope.
If there are fewer than three dragons available to worship (because not all the temples were rebuilt), the same basic rules will apply.
A 1-0 advantage will confer a powerful blessing from the favored dragon. A 2-0 advantage will confer an incredible blessing. A 1-1 tie will result in no blessing for either side.
There are 11 races in Blue Moon, and their loyalties are split between Roland and Elinor. A player's race is unrelated to his game role, but each race will have special abilities that the player can use to help his side toward victory.
The final way in which cards may be played is to activate a player's special racial ability. To activate an ability, a player must play a single People card, or two Build 2 cards, or three Build 3 cards. The abilities are outlined below.
Intelligent and wise, the Hoax are great thinkers and philosophers. Although physically weak, they know many tricks to overcome stronger enemies, and more than one opponent of the Hoax has been undone by underestimating them.
Stop: Choose another player. That player cannot play any cards during the night. He will know he has been Stopped.
The fiery Vulca are masters of destructive magic, and served Lika before the dark times. Fire is their natural element and the source of their powers. They are strong and proud, but impatient and brash. They seldom plan for long-term strategy, but in a quick battle, the Vulca are fierce combatants.
Fire: Gain 3 units of favor with the Fire Dragon, OR, donate 8 building materials to the completion of the Fire Temple.
The powerful Terrah are slow to anger and quick to forgive. In more than one way, they are the opposite number of the Vulca. Calm, reserved, and always aware of the implications of their actions, they are nonetheless physically powerful, and harness the powers of nature to their will. Farmers and craftsmen in times of peace, the Terrah served Doran the Earth Dragon.
Earth: Gain 3 units of favor with the Earth Dragon, OR, donate 8 building materials to the completion of the Earth Temple.
As servants of Sesha the Water Dragon, the Aqua learned that balance and control are neccessary to temper the balance of power between the other elements. Though they long for harmony between all the peoples of Blue Moon, they understand that power must be wielded to achieve their goals. Whether with gentle undertows or all-consuming floods, the Aqua will not rest until Blue Moon is unified again.
Water: Gain 3 units of favor with the Water Dragon, OR, donate 8 building materials to the completion of the Water Temple.
A strange race of beings who appear childlike to other peoples, the Khind have little social structure or history to speak of. They contributed little to the construction of Blue Moon City, and were most notable for being constanly underfoot. Weak and ineffective on their own, the Khind gather together in gangs for safety, and are powerful indeed when they have gathered enough strength.
Gang: Double the value of any other card.
The Mimix are a civilization of warrior women devoted to nature and the bond of sisterhood. The Mimix fight in pairs, with each soldier's strengths perfectly complimenting her partner's weaknesses. No Mimix warrior is whole on her own.
Pair: Gain an extra vote. The vote may be used at any time after the power has been activated. The vote is made in secret, and will be posted after deadline (attributed to "Pair"). Only one extra vote may be used in any given lynch.
The Flit are winged creatures that avoid physical combat with their opponents, opting instead for the tactical advantages they enjoy over their enemies. Though their numbers are few, their attacks are fast and furious. The Flit love to bombard their opponents with any material they can find handy.
Retrieve: Play this card as a Build:1 card. It returns to your hand at Dawn. If your hand is comprised completely of People cards, you must discard them all.
The Pillar are a nomadic culture who kept themselves distant from the other peoples of Blue Moon. Travelling far and wide, beyond the boundaries of the known world, this merchant race acquired items and knowledge unknown to any of the other Peoples. Masters of intelligence, subterfuge and sabotage, and riding giant domesticated insects from far-off lands, no fight with the Pillar is ever what it seems it will be.
Free: Play this card as a Build:0 card. After night results have been tabulated, you may exchange this card with any other card (or cards) in your hand. Results will be tabulated again, per your change.
A mighty, ancient people from the northern mountains, the Hyla's influence is quite powerful. But their mysterious aid can disappear just as quckly as it came.
Emissaries: Draw 2 cards.
Small but ferocious, the tribal culture of the Tutu gives its allegiance to any faction who will make it worth their while. These wild hunters will never confine themselves to Blue Moon City, and they care little for the warring factions.
One Tutu player belongs to each faction.
Allies: Gain a Seer (or Sorceror) view of any player. This result will not be returned until your counterpart has also attempted a view. If your counterpart dies, this power becomes useless, and you will be told.
Crystals: Gain 1 unit of favor with each Dragon, or contribute 2 building materials to each Temple.
Pirates and scoundrels from across the sea, the Buka are not native to Blue Moon, and seek only to plunder the land while it is vulnerable.
Plunder: Discard any card. At dawn, you will recieve a list of cards that other players used in the night. You may take one for your own.
Lynch: 10:00pm BGG
Night Action: 02:00am BGG