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Subject: Optional Rules for Mertwig's Maze rss

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franklin johnson
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Our game group find these rules make the game play more smoothly and add to the richness of the world in which the game is set.



ELVES AND DWARVES
A party with an ELF only pays one movement point (mp) to move through forest. A party with a Dwarf only pays one movement point to move through hills and two mp to move through mountains (instead of the usual three).

LOST IN THE DESERT
Desert spaces only cost one mp to enter, but when trying to leave one, roll the die:
Even(except zero)=go on.
Zero= Encounter, end of your move.
Odd=Lost! Encounter player moves you to adjacent space of his choice. He may only choose a space you have the mps to enter.

If escorting Lady Phillipa to the Pyramid she will lead you through the trackless desert. You may move normally, without rolling, until you reach the pyramid. Have fun getting out!

CITY MOVEMENT
In the city, a player must land on all spaces by exact count except:
- Healing area, if any in the party are wounded.
-Castle, when selling items or entering the Maze.

Note that a player may alway move out the gates or dock without stopping.
Once he is outside the city, he may resume moving less than the full amount of mp, if he wishes.

ALIGNMENT
Good and evil characters may not be members of the party at the same time. If a player draws one god and one evil character to start the game, he must discard and draw replacements till he meets this requirement.

NPC ITEMS
A Non-player character (npc) in a party who is given an item will never give it up again unless he gets another item with the same or better adds.
Example: an item that adds two on defence my not be replaced with an item that adds one on defence, even if it adds three on offence.
But the npc can be persuaded to sacrifice it as an offering in an adventure area.

IT'S MINE, I SAW IT FIRST
Only one player may be in the Maze in the current rules. Make this true for all adventure areas.
 
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Jerry Hawthorne
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FrankLJ wrote:
Our game group find these rules make the game play more smoothly and add to the richness of the world in which the game is set.



ELVES AND DWARVES
A party with an ELF only pays one movement point (mp) to move through forest. A party with a Dwarf only pays one movement point to move through hills and two mp to move through mountains (instead of the usual three).

LOST IN THE DESERT
Desert spaces only cost one mp to enter, but when trying to leave one, roll the die:
Even(except zero)=go on.
Zero= Encounter, end of your move.
Odd=Lost! Encounter player moves you to adjacent space of his choice. He may only choose a space you have the mps to enter.

If escorting Lady Phillipa to the Pyramid she will lead you through the trackless desert. You may move normally, without rolling, until you reach the pyramid. Have fun getting out!

CITY MOVEMENT
In the city, a player must land on all spaces by exact count except:
- Healing area, if any in the party are wounded.
-Castle, when selling items or entering the Maze.

Note that a player may alway move out the gates or dock without stopping.
Once he is outside the city, he may resume moving less than the full amount of mp, if he wishes.


All these I like! Good ideas!

FrankLJ wrote:
ALIGNMENT
Good and evil characters may not be members of the party at the same time. If a player draws one god and one evil character to start the game, he must discard and draw replacements till he meets this requirement.
I'm fine with parties being mixed in alignments

FrankLJ wrote:
NPC ITEMS
A Non-player character (npc) in a party who is given an item will never give it up again unless he gets another item with the same or better adds.
Example: an item that adds two on defence my not be replaced with an item that adds one on defence, even if it adds three on offence.
But the npc can be persuaded to sacrifice it as an offering in an adventure area.
What is the purpose of this house rule?

FrankLJ wrote:
IT'S MINE, I SAW IT FIRST
Only one player may be in the Maze in the current rules. Make this true for all adventure areas.
Am I mistaken? I thought this was already in the rulebook.

I think most of these ideas are great and am even more delighted that folks still play this classic gem. Thanks for sharing these.
 
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