heart of the mountain
Rules
I will be writing out the complete rules here soon. I would definitely appreciate any input on what doesn't make sense, how to improve wording, where an example might be useful, etc.
A couple things that may have changed since the last time you saw the physical version of the game:
- Starter cards are double-sided. Rotate them to choose which side you want to use. One side is always +1 to an attribute, while the other side is either half of a gem or a one-time-use skill.
- When you defeat an Enemy or Trap, you may either add the item on that card to your inventory, or keep the card for experience points (XP). I decided to eliminate the option of using any card you win to heal a Wound.
- XP are used to raise the base values of your attributes (Brains, Brawn, Bravado), what they are worth before you count anything you're getting from your items. Whatever level the card is, you get that many XP. To raise an attribute by 1, you spend as many points as the attribute is currently. So you start the game with each attribute at 1; a single level 1 card will raise one of them to 2. Then you'll need two level 1 cards or one level 2 card to raise that attribute to 3, and so on. You may use some or all of your currently saved cards, but if you select more XP to spend than you actually end up using, the excess is lost.
- At the end of each turn, you have the opportunity to Place Your Forward Camp. Once you've done this, it is permanent; the only way to get it back and move it elsewhere is to remove the tile that it's on.
- When you take your last Wound, you must go back to camp to heal. If you have placed your Forward Camp, you go there; otherwise you go all the way back to Base Camp (your starting space).