havoc tutorial #1
Post on 13-May-2015
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TRANSCRIPT
In Havoc,
You Control A Dragon
In Combat Against
Other Dragons
OPENING
THE START OF A ROUND
First, You Declare A Target
(For Your Dragon To Attack)
Then, You Take Two Dice
(One Light And One Dark)
And Hide Them
(Behind Your Hand)
Set The Light Die
To Show How Your Dragon
Will Move This Round.
And Set The Dark Die
To Show How Your Dragon
Will Attack.
When Everyone Is Set
The Dice Are Revealed.
MANEUVERS
ARE RESOLVED FIRST
ALTITUDE
MAXIMUM:
RESERVES
SPEED
STARTING:
MAXIMUM:
STARTING:
STARTING:
Using This
Tracker:
ALTITUDE
MAXIMUM:
RESERVES
SPEED
STARTING:
MAXIMUM:
STARTING:
STARTING:
Reserves Are
Your Energy
ALTITUDE
MAXIMUM:
RESERVES
SPEED
STARTING:
MAXIMUM:
STARTING:
STARTING:
Speed Measures
How Hard It Is To
Hit You
ALTITUDE
MAXIMUM:
RESERVES
SPEED
STARTING:
MAXIMUM:
STARTING:
STARTING:
Comparing
Altitudes Is Used
To See What
Attacks Work.
ALTITUDE
MAXIMUM:
RESERVES
SPEED
STARTING:
MAXIMUM:
STARTING:
STARTING:
Wheeling Means
Leaving Things
As They Are
ALTITUDE
MAXIMUM:
RESERVES
SPEED
STARTING:
MAXIMUM:
STARTING:
STARTING:
Beating Your
Wings Means You
Speed Up, But It
Costs Reserves
-1
+1
ALTITUDE
MAXIMUM:
RESERVES
SPEED
STARTING:
MAXIMUM:
STARTING:
STARTING:
-1
+1
Climbing Means
Trading Speed
For Altitude.
ALTITUDE
MAXIMUM:
RESERVES
SPEED
STARTING:
MAXIMUM:
STARTING:
STARTING:
Diving Means
Trading Altitude
For Speed.
-1
+1
ALTITUDE
MAXIMUM:
RESERVES
SPEED
STARTING:
MAXIMUM:
STARTING:
STARTING:
Jinking Is A
Short-Term
Defense Only
ALTITUDE
MAXIMUM:
RE-
SPEED
STARTING:
MAXIMUM:
STARTING:
STARTING:
And Each Breed
Of Dragon Has A
Special Move.
STRIKING
IS RESOLVED NEXT
When You Strike,
You Gather Up
A Pool Of Dice,
And Roll Them.
Dice That Match
Or Beat The Speed
Of Your Target
Are Damage.
Whatever Strike You Pick
Some Things Might Always
Give You Dice.
Dice
Tail: (Up to one altitude away)
Claws: (Same altitude only)
Dice
Dice Swarm: (Up to two altitude away)
Dice Magic: (Used in Masteries)
1
3
1
2
Claws, Tail,
And Swarm
Give Dice If
You Are In
Reach.
(Measured By
Altitude)
Your Chosen Strike
Can Also Add Dice.
Raking Means You Do
Claw Damage Again
If You’re In Reach.
Bombard: (Attacks lower target only)
Dice
Remaining Bombards:
2
Bombarding
Means You Drop
A Boulder On Your Target.
It Costs A Checkbox.
(And You Must Be Higher)
Boarders: (Target one altitude below)
Boarding
Gives You Dice For Later.
The Ones That Succeed
Will Costs Checkboxes.
(And You Must Be ONE Higher)
Each Dragon Also Has
Three Special Strikes.
These Vary Too Much For
This Tutorial.
ALTITUDE
MAXIMUM:
RESERVES
SPEED
STARTING:
MAXIMUM:
STARTING:
STARTING:
Armor:
Damage
Comes Off
Your Target’s
Armor.
When That’s
Gone,
It Comes Out
Of Reserves.
BOARDING
IS MANAGED NEXT
Dice Set Aside From The
Boarding Strike, And From
Clinging Powers, Are Rolled.
Successful Ones Create
(Or Join) A Boarding Pool
For Your Target.
Then Boarding Pools
Are Rolled, And Damage
Whoever They’re On.
Any Dice That Come Up
“1” Are Removed.
Then The Boarding Pool
Is Set Aside.
Boarding Pools Are Kept
And Rolled Each Round,
Until They Fade Out.
END-OF-TURN
EFFECTS ARE LAST
If Someone Is Out Of Reserves
Then They’re Eliminated.
Otherwise…
A New Round Starts!
The Last Dragon
Still In Play
Is The Winner.
THANKS FOR WATCHING!
TUTORIAL #2:
CUSTOM DRAGONS IS NEXT IN THIS SERIES.
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