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Game: THE WARLOCK OF FIRETOP MOUNTAIN Pub: Games Workshop (1986) Page 1: Rules summary (front) Page 2: Rules summary (back)
v1
Apr 2010
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
Extra Provisions and Gold Pieces Subtract the adventurers Skill score from 12 to determine how many extra Provisions and/or Gold Pieces can be taken at the start.
Testing for Luck Setup
Sort the cards into 4 decks and shuffle. Place one Treasure card face-down in each room on the board (except the Warlocks Study and the Treasure Room). Place the Fixed Encounter cards in their appropriate rooms. Place one Encounter card face-down on top of each Treasure card in the remaining rooms. Place the Treasure Chest in the Treasure Room. Give one blank Key card to each player (discard the remaining blanks). Shuffle the 9 remaining Key cards and place 3 cards under the Tresure Chest. Distribute the remaining cards to the players (if 4 or 5 are playing, spare cards are given to the players with the lowest Skill scores). Shuffle the Maze cards and place 1 face down on each Maze space. Each player takes a playing piece and places it on the Entrance. Battles between adventurers cannot start until each has entered and left at least one room. The player with lowest Skill score starts and play proceeds clockwise. Roll 2d6; if the total is less than or equal to current Luck the player has been lucky; if greater, unlucky. Each time a player tests for Luck deduct one from his current Luck score whatever the outcome.
Sequence of Play
Movement Resolve Encounters Take Treasure Card
Movement
Players roll 1d6 for movement. Adventurers may not move diagonally. If a 1 is rolled, the player may make a Key Challenge. An adventurer must stop if he enters a room; any surplus movement is lost. If he passes through a space with another adventurer or discarded treasure in it, he may stop and deal with the encounter and end his move, or ignore the encounter and continue moving. If movement ends in a room, the player must take the Encounter card (if present) and resolve the encounter. Once resolved the adventurer may claim the Treasure card. Treasure cards are kept hidden from other players until used, except for Gold Pieces and Provisions, which are noted on the adventurers sheet and then discarded. No permanently occupied room may be re-entered until another adventurer has entered and left the room.
Creating Characters
Each player creates an adventurer by rolling scores and noting them on his Adventure Sheet. Skill d6: 1-2= 9; 3-4= 10; 5-6= 11 Stamina 2d6+12 When an adventurers Stamina is reduced to zero he is dead. Luck d6+6 Skill and Luck may never exceed their initial value.
Battles
A player is nominated to fight for the monster. Battles are fought as a series of Attack Rounds: 1. Monster rolls 2d6 and adds Skill 2. Player rolls 2d6 and adds Skill 3. The loser with the lowest total loses 2 Stamina 4. If totals are the same, continue to next round This is repeated until one combatants Stamina is reduced to 0 and he dies. Defeated monsters are removed from the board. Optional Rule: a double 6 that wins the round will do double damage. If an adventurer Escapes from a monster, its card is turned back face-down and its Skill and Stamina return to their starting levels. An adventurer killing a monster gains 1 Luck point (Luck may not exceed its initial value however).
Other Starting Equipment
Sword Only one sword can be used at a time and a maximum of two carried by an adventurer. It does not count towards items carried. Rucksack Can carry a maximum of 6 items of Treasure. Gold and Provisions do not count towards this limit. Lantern Used to light the way through Secret Passages. Provisions Every adventurer begins with 3 Provisions. Eating 1 Provision restores 4 Stamina Points. They can be eaten at any time except when in a fight or potentially invloved in one (eg, entering a room), or if Provisions have been eaten the previous turn. Nothing else can be done in the turn Provisions are eaten.
Escaping
An adventurer may escape a combat after at least one round of combat has been resolved and before the next has begun. Roll d6 and consult the Escape Table. If escaping from a monster in a room, the figure is placed just outside the door he entered. If escaping from another adventurer, move 4 spaces away in any direction. An occupied room must be resolved next turn and secret passages cannot be used to escape. If an adventurer chooses to escape a combat between two adventurers, the other may claim all Treasure cards representing Keys (not Key cards) from his opponent. Alternatively he may claim one Treasure card, choosing at random or, if he knows what cards are held by his opponent, naming one and claiming it. The victor can also steal the losers lantern if he wishes.
Secret Passages
Secret Passages can only be entered from the square next to the iron ring on the entrance. A player leaving a secret passage must exit via this square also. An adventurer landing on a Secret Passage square ends his turn immediately. Next turn he may move to any of the other Secret Passage entrances of the same colour and then move as normal. If an adventurer has lost his lantern or it has been stolen, he must roll d6 to find out where he will exit (it may be the same place he entered). The only way of recovering a lantern is by stealing one from another player. No fighting is allowed on a Secret Passage square.
The River
An adventurer attempting to cross the river (from either side) may pay 3 gold to use the ferry; punt a raft across (test for Luck) or try the bridge (roll d6 to determine result). Falling into the river results in a battle with the Crocodile; if killed, another will take its place for the next adventurer.
Keys
Players make Key Challenges to find out which Key cards are held by other players and thus deduce which keys open the Treasure Chest. They also must collect the correct Keys. The keys to open the Treasure Chest need not all be on the same Bunch of Keys. The Key Challenge Players may make a Key Challenge when they roll a 1 for movement. The player nominates a key number and other players hold out, face-down, either a Key card with that number on it, or a blank Key card if they do not have that number. The Key Challenger then looks at all the cards being held out. Players are encouraged to threaten, bribe or confer to gain information about each others Key cards, but can only do so if their figures are on the same space. Players may arrange meetings however.
The Maze
The short cut through the Maze is determined by the Maze cards. When an adventurer reaches a space adjacent to the Maze, his turn ends. On his next turn the Maze card is revealed. If facing a dead end, the adventurer must miss a turn before continuing in another direction. After an adventurer has investigated and possibly passed through a card, it is flipped face-down again.
Death
If an adventurer is killed all his Treasure cards are placed on the board where he died. They are hidden and may only be reclaimed by that player if he re-enters the game. Key cards are not left behind. The player may then roll up another character and re-enter the game from the Entrance. If the death was a result of a fight with another adventurer, the victor claims all the losers Treasure cards, Gold, Provisions and his lantern. He may leave behind any Treasure cards he does not want, which may then be picked up by any player landing on that space.
The Warlocks Treasure Chest
When an adventurer arrives in the Treasure Room he may make a Key Challenge; however keys may only be named if the player holds those particular numbered keys on Treasure cards. If any of the suggested keys were wrong the player must announce how many, and his figure is transported to the south bank of the river and his turn ends. If all the players hold out blank cards the Challenge is correct and the Challenger wins the game.
Winning the Game
The first player to reach the Warlocks treasure room and open his Treasure Chest with the correct combination of Keys wins the game.