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Quick Start Guide

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0% found this document useful (0 votes)
48 views2 pages

Quick Start Guide

Uploaded by

Michael Wymarc
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Quick Start Guide

“A young knight is awoken by strange dreams. Transfixed, he dons his armor and follows a strange
path beyond the fortress walls. He is jolted by a prodigious rush of adrenaline. A small cottage is
under attack by two horrible creatures. Before he has a moment to think he launches forward with
sword in hand...”
Setup
On a 2’x2’ play area, place the Knight and two Pigs within 3” of opposite corners. You will also need
six-sided dice, a tape measure, and the attached character cards. See Character Card Anatomy for details...
Initiative Phase
Both payers roll a six-sided die. The player with the higher roll chooses a character to activate �irst.
Activation Phase
Players take turns activating models until all characters have
activated.
During their activation characters gain a speci�ic number of Action
Dice (AD) 2 to perform actions. Actions and abilities 5 are
performed by rolling the required number of AD to meet or exceed
the actions dif�iculty c . With the exception of movement,
actions can only be performed once per activation.
Movement: Characters move their speed 3 in inches for each AD
spent.
Charge: When a movement ends within .5” of an enemy it is a
charge. Characters may immediately make an attack with one
bonus AD.
Basic Actions: All characters have access to basic actions not
shown on their card.
Focus: Characters may apply one extra AD to an action
before any dice are rolled. This greatly increases the
likelihood of success. Abilities

Dodge: Characters spend 1 AD to gain a dodge token. Dodge


tokens may be spent after damage has been rolled against
you to gain a bonus defense challenge die. Dodge tokens last difficulty
and dice
until the characters next activation. damage
bonus or
Improvised Attack: Extra attack ability. effect

Combat Actions: Characters can make melee attacks against enemies within .5”
1. Choose which action to perform, and check that target is in range. (Note: Halberd has 1” range)
2. Roll required dice. If the dif�iculty c is met or exceeded the attack hits.
3. Roll a damage challenge die and add the attack bonus d . This is the damage total.
4. Defender rolls a defense challenge die and adds his armor bonus 4 . This is the defense total.
5. Subtract the defense total from the damage total. The defender takes any remaining damage.
6. Mark damage on health boxes 6 . When the �inal health box is marked the character is disabled.
Disabled characters do not activate. If a disabled character takes damage they are
removed from the game. If they are healed they may activate as normal.
Recovery Phase
Roll a six-sided die for each disabled character. On a Six the character heals one
health box. Once the recovery phase is resolved a new initiative phase begins.

The last character standing Wins the Game


Relicblade Quick Start Rules Version 0.3

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