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'Video Instruction and Review for Designer Boardgames'

Episode 16
Magic Realm

Episode 1: Guide to Playing Pieces

Episode 2: Prepare for Play

Episode 3: Birdsong and Sunrise

Episode 4: Birdsong and Sunrise

Episode 5: Sunset, Evening, and Midnight

Episode 6: Odds and Endings

Episode 7: Hired Natives

Episode 8: Magic

Character Examples

Links:

Corrections:

Part 2: Preparing for Play
Thanks to Stephen McKnight for the following rule corrections and notes

  • 1. When distributing the Sound and Site chits, you need to find the red "Lost City" and "Lost Castle" chits and put them aside before you mix the Sound and Site chits and pick out 5 chits each for the Lost City and Lost Castle sections of the Setup Card.
  • 2.  The High Pass tile, which has both mountain and cave clearings on it, is categorized as a "Cave" type tile and gets a "C" (rather than "M") Warning chit (and a Sound/Site chit from the Lost City - rather than Lost Castle  - pile, but I think that should be obvious if a player has placed the C Warning chit correctly).
  • 3. The order that the Treasure Counters go into the Enchanted Meadow, Crypt of the Knight, and Toadstool Circle is not critical because you roll on the site table and take whichever counter you are instructed.  The order of the Jade Shield, Silver Breastplate, and Gold Helmet in the Mouldy Skeleton is important because they are added to the treasure pile, and I think the Gold Helmet, the most valuable item should be on top - which you correctly indicated.
  • 4. The items that go into the Dwellings and Garrisons go into the boxes in the order that they are listed: Treasures first (on bottom), then horses, then armor, and then weapons.  This puts the counters in order of size - you don't have to balance the Treasure cards on top of the counters and horse counters (larger) go under the armor and weapons.  Note that this puts the weapons counters on top of the armor counters, and this makes a difference in looting if the native HQ is killed.  I think that you showed the armor on top of the weapons for the Solders and Guard.  That's not
    consistent with the way the Order's items were set up with the Suit of Armor under the weapons.

    From the 3rd Edition:  "d. Dwellings Section: Put the Small Treasures, round horse counters, armor, and weapons counters in the rectangles where they are listed, in the order in which they are listed, *with the treasures on the bottom and the smallest counters on top. Treasures, weapons and horses are each stacked randomly within their section of the pile.* "  (The words between the asterisks were added in 3rd Edition from the 2nd Edition after consultation with Richard Hamblen.)

    I know this ordering of armor and weapons is not consistent with the way the Jade Shield, Silver Breastplate, and Gold Helmet are listed in the gold circle on the Mouldy Skeleton - if you picked the same ordering scheme as the Dwellings the Helmet would be on bottom.  I think the Gold Helmet should be on top, but it's not critical if they go the other way.  You certainly don't want to be balancing the treasures cards on top of counters, though!

Part 5: Sunset, Evening, and Midnight
Thanks to Stephen McKight for the following corrections and notes.
  • 1. During the Luring Phase, characters can lure as many unhired denizens as they want, not just one.  I'm not sure that was made clear.  So the Woods Girl could lure all the Goblins in a clearing (including those on other character's sheets) and then run away, letting all the other characters run away as well.  (This assumes the basic Combat Rules - not the Optional Combat Rules that make running away from multiple
    denizens much harder!)
  • 2. In the Actions Phase of the Melee Step, characters can "play a Fight chit to ALERT a weapon" - not "to activate a weapon" as you said once. (If you don't do any other action you can activate a weapon in the Actions Phase, but it doesn't require that you play a Fight chit -- and therefore can not be prevented by any Move times or Move chits on your sheet.)

Files:

 
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