Am off use a puzzle action and boost it with anothe puzzle action. Discarding the rest of my hand to locate the tomb!
With a total of 5+1
Puzzle,
Uristy McDwarfy successfully locates the Tomb of Salus!Uristy, dual puzzle cubes in tow, successfully maps out the valley. Taking clues from ruins dotted throughout the jungle, he triangulates the Tomb's location and makes his way to the tomb's entrance, finding it concealed within a series of natural caves. A huge stone door blocks the way, with six slots in the doorway. These match his keys and amulet perfectly, but beyond lies a corridor filled with perfectly identical square tiles on the floor and suspicious head and waist height holes in the wall.A new challenge is revealed! Accessing the Tomb of Salus requires an
Intrigue check of strength
6 to unlock the tomb doors and bypass the various traps within. The one who possesses the
Tomb Keys must only pass a check of
Intrigue 4 because he still has to pass the various traps within.
Uristy is now at the Tomb of Salus. All other pawns will arrive at the Tomb at the end of Round 3, although those who play sufficient Puzzle actions can arrive earlier. You cannot make the Intrigue check until you reach the Tomb.
Round 3Supply phase takes place as normal, cards are distributed.
Placement phase will follow unless any Supply phase actions occur.
Pieces in Play
Mopples (The Warrior) - A mermaid toughened by years of adventure, always ready to fight.
Special: Initiating "Combat" actions is 1 card cheaper. Base Stats: Combat 3 Intrigue 2+1 Puzzle 2
Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
- Special: If this Pawn is subject to an Attack that would otherwise destroy it, the Tear can be discarded to win the challenge without the expenditure of any cards for defence.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
GRAPPLING HOOK [ARTEFACT] - A simple iron hook and rope for climbing walls and other acts of minor skulduggery. +1 to Intrigue. Cost: 2 Cards.
Uristy McDwarfy (The Artist) - The reward for art is the chance to make more art.
Special: Every time you place an artefact, draw a card. Base Stats: Combat 1 Intrigue 1 Puzzle 3+2
Tomb Keys [Artefact] - A set of mysterious iron keys and an amulet.
- Special: Unlock the tomb doors. Bypassing the Tomb's defences is an Intrigue 4 challenge for the bearer.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
PUZZLE BOX [ARTEFACT] - This cunning box of rotating cubes with coloured faces keeps the mind sharp and the bored occupied. +1 to Puzzle. Cost: 2 Cards.
PUZZLE BOX [ARTEFACT] - This cunning box of rotating cubes with coloured faces keeps the mind sharp and the bored occupied. +1 to Puzzle. Cost: 2 Cards.
Valer the Firesmith (The Smith) - Your experience makes crafting easier and less expensive.
Special: Artefacts cost 1 less card to place. Base Stats: Combat 2 Intrigue 1 Puzzle 2
Map to Tomb [Artefact] - An ancient scroll detailing the exact location of the Tomb of Salus.
- Special: With this Map, finding the Tomb is a Puzzle 4 challenge for the bearer.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
HEALING POTION [ARTEFACT] - Heals wounds, soothes pain. Discard when attacked. Counts as +3 cards for defensive purposes. Cost: 1 Card.
King Ronald Bones II (The Glutton) - You have no shortage of wealth and resources at your disposal.
Special: Draw 1 extra card per turn. Base Stats: Combat 2, Intrigue 3+3, Puzzle 2
Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
- Special: If this Pawn is subject to an Attack that would otherwise destroy it, the Tear can be discarded to win the challenge without the expenditure of any cards for defence.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
HEALING POTION [ARTEFACT] - Heals wounds, soothes pain. Discard when attacked. Counts as +3 cards for defensive purposes. Cost: 1 Card.
GREMLINS [FACTION] - A pack of these irritating little creatures lives in the jungle, stealing food and cutting the straps on your baggage for fun. If they could be swayed, they would make mischevious little allies...
Ruler (Pawn) Benefits: +3 to Intrigue. Intrigue action 1 card cheaper to initiate (stacks with Thief etc).
Player Benefits: When initiating the Intrigue attack (with any Pawn), may opt to Steal an artefact on a success instead of killing the target Pawn.
Faction Stats: 2 Combat, 3 Intrigue, 2 Puzzle. Costs 6 Cards to play.
Varian d'Avistral (The Fool) - You aren't smart, you aren't strong, and you aren't guileful. But you are damned lucky.
Special: Initiating actions against this pawn is 2 cards more expensive. Base Stats: Combat 1, Intrigue 1+1, Puzzle 1
Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
- Special: If this Pawn is subject to an Attack that would otherwise destroy it, the Tear can be discarded to win the challenge without the expenditure of any cards for defence.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
GRAPPLING HOOK [ARTEFACT] - A simple iron hook and rope for climbing walls and other acts of minor skulduggery. +1 to Intrigue. Cost: 2 Cards.
The Control Card: Modification. If two players try to Control a faction on the same turn, they must instead bid for control of the faction, discarding additional cards to increase their bid. In the event of a tie, the player who placed the faction gets preference. If neither placed the faction, the first player to play the Control card that turn will win.
Factions: Attacking a faction directly uses the Faction's stats plus the controlling Pawn's stats, and any bonuses the Pawn gets to defence (such as making attacks more expensive). Attacking the controlling Pawn directly only requires one to beat the Pawn's stats (and any bonuses the Faction confers normally). So if Brutha the Warrior (C3 I2 P2) controls the Gremlins (C2 I3 P2, +3 to Intrigue), attacking the Gremlins would be vs (C5 I8 P4 - remember that +3), while attacking Brutha directly would be vs (C3 I6 P2).
Those of you with factions, I will PM you their base stats. These are, at present, purely defensive in nature.