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Core Concepts

Roles

Players Every natural person playing the game.

Adventurers

  • Players who undergo Expeditions
  • Have access to Momentum [✠]
  • Optional roles: Cartographer, Quartermaster, Archivist, Shotcaller, Marshall, Torchbearer

Dungeon Master/Mistress (DM)

  • Controls Adversaries and Hazards
  • Has access to Threat [✦]

Models Any entity on the Game Board controlled by a Player, represented by a miniature.

Model Types

Party Models (controlled by Adventurers)

  • Characters: One per Adventurer; access to most Activities; evolve via Advances
  • Followers: Follow a single Character; use Obedience to track loyalty
  • Henchmen: Specialized hired help; use Morale to track loyalty

Adversaries (controlled by DM)

  • Minion []: Basic Activities
  • Elite [⁑]: Situational Activities
  • Champion [⁂]: Wide array of Activities; can use Threat directly; can become Nemesis
  • Nemesis [⋇]: Returning adversary; evolves like Characters

Non-Player Characters (NPCs)

  • Spawned by Events, Hazards, or Scenarios
  • Represent neutral parties or quest objectives

Resources

Character Resources

  • Luck Points: Re-roll checks
  • Fate Points: Escape certain death

Party Resources

  • Momentum [✠]: Used during Encounters; fuels Manoeuvres and tactical options; fluctuates throughout combat

DM Resources

  • Threat [✦]: Used during Expeditions and Encounters; powers Adversary abilities and escalates Encounters

Momentum Uses

  • Varies: Perform an Action
  • 1pt: Decrease Check Difficulty by 2
  • 1pt: Automatically perform Change Place Manoeuvre
  • 2pt: Automatically perform Disengage Manoeuvre
  • 2pt: Activate Weapon Quality requiring Critical Hit
  • 2pt: Gain 1 additional Reaction until start of next Model's activation
  • 4pt: Increase Attacks by 1 for next Action

Time Structure

Nested scales from largest to smallest:

Season

  • Consumed by Endeavours and Expeditions
  • Represents weeks of activity

Event

  • Immediately resolved incident

Endeavour

  • Downtime activity characters undertake

Expedition

  • Single delve into a Dungeon
  • Contains one or more Encounters

Encounter

  • Isolated interaction with Adversaries or Hazards
  • Consists of one or more Rounds

Round

  • Each Model acts once
  • Consists of structured phases

Activity

  • Single action taken by Model
  • Interaction with location, Hazard, or other Models

Locations

Dungeon Structure

  • Dungeon: Confined locality where Expeditions take place; can have multiple Dungeon Levels
  • Dungeon Level: Single floor/area; represented by Game Board; danger increases with depth
  • Board Section: Physical tiles representing rooms and corridors

Overland Locations

  • Region: Large area containing multiple location types
  • Settlement: Safe haven for trading and Endeavours
  • Wilderness: Dangerous areas connecting Settlements and Dungeons; contains Encounters and Hazards

Hazards Catch-all term for interactive environmental dangers and obstacles.

Keywords Used to signify synergies and antipodes; multiple occurrences usually beneficial for cost or outcome.


Checks System

Overview

  • Always use D6
  • Determines outcome of activities
  • Rolled against Obstacle (Ob.)
  • Three check types: Basic, Complex, Extended

Check Components

Reference Value Denotes the Skill or Characteristic used for calculating Target Number.

Check Mode

  • Unopposed [⥤]: Reference Value based on Model's Skill
  • Opposed [⇌]: Reference Value based on Target's skill

Difficulty Always modifies Reference Value, never Obstacle:

  • Very Easy [○]
  • Easy [◔]
  • Routine [◑]
  • Challenging [●]
  • Difficult []
  • Hard [∵]
  • Very Hard [∷]
  • Impossible [∺]

Notation Format [Check Type] [Check Difficulty] [Check Mode]

Examples:

  • Basic[] Cool (unopposed marker usually omitted)
  • Extended[∷] Charm⇌Perception

Check Outcomes

Bane [⊗] Check fails with dire consequences. If not specified, treat as Failure.

Failure [⊖] Check simply fails.

Complication [⊜] Check succeeds but with consequences. If not specified, treat as Success.

Success [⊕] Check succeeds as intended.

Boon [⊛] Check succeeds with additional benefits. If not specified, treat as Success.

Favour & Peril

Favour [⥣] Increases chances of success.

Peril [⥥] Reduces chances of success.

Resolution Multiple instances cancel each other:

  • Peril > Favour: Roll is perilous
  • Peril = Favour: Normal roll
  • Favour > Peril: Roll is favourable

Re-Rolls

Limitation One attempt per check (except Dark Deal). Re-rolled result is always final.

Sources

  • Luck Points: Spend 1 LP
  • Dark Deal: Suffer 1 Corruption
  • Push: Suffer 1 Stress or Fatigue

Basic Checks

Procedure Single D6 roll against Obstacle.

Outcomes

  • Bane: Roll = 1
  • Failure: Roll < Obstacle
  • Complication: Roll = Obstacle
  • Success: Roll > Obstacle
  • Boon: Roll = 6

Note For Obstacle ≥6, Boon requires confirmation by rolling success again.

Complex Checks

Procedure Roll multiple D6 (number equals Reference Value). Each die ≥ Target generates one Mark.

Evaluation

  • Rolling 1: -1 Mark
  • Rolling 6: Roll again for bonus Mark

Resolution Compare total Marks to Obstacle for Outcome.

Obstacle Determination

  • Unopposed: Fixed number (1-10)
  • Opposed: Target's Reference Value

Extended Checks

Procedure Use Complex Check rules. Multiple rolls allowed until Obstacle reached.

Time Cost Each roll consumes 1 unit of Time.

Failure Condition If Marks reach 0 or below, Check ends as Bane.


Abilities

Main Characteristics

Innate abilities of a Model. Each has 2 associated Skills.

Weapon Skill (WS) Close combat aptitude. Governs Melee and Defense.

Ballistic Skill (BS) Hand-eye coordination. Governs Shooting and Throwing.

Strength (S) Brute force and stamina. Governs Brawn and Toil.

Toughness (T) Physical resistance. Governs Consume Alcohol and Endurance.

Initiative (I) Speed of thought and perception. Governs Perception and Dodge.

Dexterity (Dex) Fine manual tasks. Governs Streetwise and Crafting.

Agility (Ag) Physical coordination and athleticism. Governs Stealth and Athletics.

Intelligence (Int) Analytical thinking. Governs Intuition and Education.

Willpower (WP) Mental strength. Governs Cool and Animal Handling.

Fellowship (Fel) Social aptitude. Governs Leadership and Charm.

Secondary Characteristics

Wounds (W) Number of Wounds before knocked out.

Movement (M) Movement distance under normal conditions.

Attacks (A) Number of attacks per round.

Magic (Mag) Wizard level; determines Magic Pool for spellcasting.

Corruption Threshold (CT) Ability to resist Corruption.

Insanity Threshold (IT) Ability to resist Insanity.

Fate Points (FP) Used to avoid death and dark fates.

Luck Points (LP) Used for re-rolls.

Skills

Skills are used in Checks. Each associated with a Main Characteristic.

Melee (WS) Make Melee Attack actions.

Defense (WS) Defend against Melee Attack actions.

Shooting (BS) Make Ranged Attack actions with Missile weapons.

Throwing (BS) Make Ranged Attack actions with Throwing weapons.

Brawn (S) Immediate feats of strength.

Toil (S) Prolonged manual labor.

Consume Alcohol (T) Resist short-term hazards like alcohol and poison.

Endurance (T) Endure hardship, withstand deprivation, survive harsh environments.

Perception (I) Notice things.

Dodge (I) Evade attacks and immediate hazards like traps.

Stealth (Ag) Move quietly and conceal.

Athletics (Ag) Running, jumping, climbing, swimming.

Streetwise (Dex) Lockpicking, pickpocketing, disarming traps, sleight of hand.

Crafting (Dex) Create trappings.

Intuition (Int) Detect subterfuge and determine value of objects.

Education (Int) Recall relevant information.

Cool (WP) Remain calm under stress, resist fear and psychological coercion.

Animal Handling (WP) Charm, train, and care for animals.

Leadership (Fel) Intimidation, command, coerce obedience. Often resisted by Discipline.

Charm (Fel) Deceiving, blathering, haggling, gossiping. Usually resisted by Intuition.

Traits

Inherent abilities based on Species. Examples: Flier, Dark Vision, Mutation.

Lores

Define what a character knows and specialist skills.

Categories

  • Academic: Various fields like Accountancy, Anatomy, History, Law
  • Cultural: Knowledge of social groups and languages
  • Enemy: Knowledge of adversaries and combat tactics against them
  • Environment: Surviving in hazardous environments
  • Magic Lores: Knowledge of magic forms; enables spell casting
  • Specialist Weapon Groups: Training with special weapons (Polearms, Two-Handed Swords, Blackpowder Guns)
  • Trade Lores: Knowledge to create trappings or work in fields (Blacksmith, Weaver, Engineer, Artist)
  • Vehicle Lores: Operating vehicles and mounts

Talents

Represent knacks, tricks, and innate abilities. Examples: Ambidextrous, Aetheric Attunement, Menacing, Acute Senses.

Manoeuvres

Special combat actions and tactics. Examples: Formation Fighting, Disarm, Shield Bash.

Careers

Building blocks of a character providing Skills, Lores, Talents, Manoeuvres, etc. Only applicable for Player Characters.


Encounters & Combat

Overview

Encounter is a conflict between Adventurers and Adversaries. Triggered by Event or Location.

Turn Sequence

1. Encounter Setup (First Round Only)

I. Determine Encounter Parameters

  • Encounters may have specific Effects
  • DM spends Threat to modify duration/severity or buy additional Effects

II. Determine Surprise

Company Surprised:

  • No Momentum in first round
  • Henchmen and Followers receive no Activation
  • Declare all actions before Adversaries

Adversaries Surprised:

  • No Adversary Pool in first round
  • Common Adversaries lose Activation
  • Elite and Champion Adversaries use Basic Actions only
  • Declare all actions after Company

III. Calculate Initial Momentum Starting Momentum equals Company's current Fortune Pool.

IV. Prepare Adversaries

  • DM selects Adversary Group and Models
  • Spend Threat for Talents, better models, or additional Pool values
  • Prepare Adversary Pool by summing A/C/E values of each Model
  • Position Adversary Models on board

2. Determine Winds of Magic See Magic Systems section.

3. Declare Actions

  • Roll D6: Even = Explorers declare first, Odd = DM declares first
  • Alternate declaring actions
  • DM declares Adversary actions in Groups

4. Determine Initiative Roll 1D6 + Initiative Characteristic - Action modifier Resolve in descending order (highest first).

5. Resolve Actions Each Model receives Activation in Initiative order.

6. Bookkeeping

Update Momentum

  1. Torchbearer modifies Pool:
    • +1 per Elite Adversary defeated
    • +2 per Champion Adversary defeated
    • +5 Nemesis Adversary defeated
    • +2 if Company outnumbers Adversaries
    • Varies for Action/Talent effects
  2. Subtract Action costs from Pool
  3. Result is Momentum Pool for next turn
  4. If below 0: All Company Models gain Banes equal to deficit; set Pool to 0

Refresh Adversary Pool Sum A/C/E values of remaining non-routed Adversaries.

Apply Global Effects Resolve effects discreetly. Reduce Duration trackers by 1. Remove effects with Duration 0 after applying.

Check Morale See Psychology & Leadership rules.

End Condition Combat ends when no Adversaries remain on Board Section.

Activation

Structure Each Model receives one discrete Activation per Round. Activation must finish before next begins.

Exception Interrupts can occur during another Activation.

Activation Sequence

1. Start Phase Apply condition effects.

2. Action Phase

  • Perform one Major Action OR gain 2 free Minor Actions
  • Perform one free Minor Action (before or after Major Action)
  • Main Characters: Additional Minor Actions cost 1 Fatigue each

3. End Phase

  • Reduce condition tracker by 1 (remove if zero)
  • Gain Interrupts equal to Attacks Characteristic

Actions

Minor Actions [◇] Standard activities like Movement.

Major Actions [⬡] Complex combat actions like Attacks and Spell Casting.

Reactions [▽] Reactive activities that break normal turn order.

Minor Actions

Assist Aid another Model.

Interact Open doors, grab items, use hazards/trappings.

Movement

  • Advance: Move up to Movement (M)
  • Drag: Move adjacent prone Model up to ½M
  • Disengage: Challenging Opposed Athletics vs WS to leave enemy Danger Zone
  • Change Place: Challenging Opposed Athletics vs WS to swap with adjacent engaged ally
  • Reposition: Move to adjacent square within enemy Danger Zone

Manage Equipment Switch weapon, sling/unsling shield, drink potion, draw from container.

Recuperate

  • Recover Stress: Challenging Cool check to recover 1 Stress
  • Recover Fatigue: Challenging Endurance check to recover 1 Fatigue

Mount/Dismount Mount or dismount vehicle/creature.

Prepare Reduce single check Difficulty by 1.

Use a Skill Apply relevant skill to situation.


Combat - Attacks

Melee Attacks

Overview Made with Melee Weapons against targets in Danger Zone (DZ). Usually Opposed Simple Checks.

Danger Zone Area controlled by weapon's Reach rating:

  • Reach M: Ring of fields directly adjacent to Model
  • Reach P: Squares directly front, back, left, right of Model
  • Reach R: Reach M plus additional adjacent ring

Engaged Models in enemy's Danger Zone. Model stops when entering enemy DZ regardless of remaining Movement.

Movement Restrictions Only Disengage, Change Place, or Reposition allowed in DZ. Other Manoeuvres trigger Interrupts.

Interrupts Actions with Interrupt keyword. Performed during another Model's Activation by spending a Reaction. Resolved before interrupted action.

Two-Weapon Fighting

  • Use 1-H Melee Weapon, Shield, or Pistol in off-hand
  • Off-hand actions: Difficulty +2
  • Gain +1 additional Interrupt

Ranged Attacks

Overview Made with Ranged Weapons against targets in Line of Sight. Usually Unopposed Simple Checks.

Exceptions to Unopposed Opposed if target has Shield Rating 2+ or is in Point Blank Range.

Engagement Restriction Cannot attack when Engaged unless weapon has Pistol Quality.

Line of Sight Draw line from center of attacker's square to any point of target square. Line must not cross walls, obstacles, or models.

Shooting into Melee Each Model target is engaged with: Difficulty +1. On miss: Randomly determine hit model.

Size Modifiers (Attack Difficulty)

  • Tiny: +3
  • Little: +2
  • Small: +1
  • Average: 0
  • Large: -1
  • Enormous: -2
  • Monstrous: -3

Template Attacks All Models in template affected unless specified otherwise.


Wounds & Healing

Damage Resolution

Dealing Damage Opposed Damage vs Toughness check to cause a Wound. Armor increases Toughness value.

Wound Effects When Wound caused, draw Injury card with Severity rating and effects.

  • Severity = Obstacle for healing
  • Wounds < 0 = Death
  • Wounds = 0 = Out-of-play

Out-of-Play

  • Adversaries: Removed from board
  • Characters: Must be dragged or abandoned (dire consequences)

Soak Mechanic

Certain actions/armor provide Soak. Soak cancels Wound before dealt (no Injury drawn). Using Soak damages armor.

Healing

Healing uses Extended Toughness check. Usually performed as Endeavour in settlements.

Additional Conditions

Injuries Can become permanent.

Disease/Poison Work similarly to Injuries with Severity rating.


Conditions & Effects

Duration Types

Fleeting Ends at character's next End Phase.

Persistent Has X counters. Reduce by 1 each End Phase. X = number of tokens/stacks.

Ongoing Lasts until specific condition met.

Common Conditions

Staggered (Fleeting) Cannot perform Manoeuvres. If X > 1: Limited actions.

Hidden (Ongoing) Movement: ½M Attacks vs ▷Hidden Model: Attacker treated as [Blinded] [▷Hidden attacks] ⇒ Remove Hidden @End Phase

Stunned (Fleeting) Miss next Activation.

Surprised (Fleeting) Miss next Activation.

Bleeding (Persistent) Start Phase: Automatic S[X] hit.

Prone (Ongoing) Melee attacks against: Favour. Ranged attacks against: Peril. Remove: Spend Major Action to stand.

Engaged (Ongoing) Cannot use Ranged actions. Remove: Leave Danger Zone.

Entangled (Ongoing) Movement -X. Remove: Athletics check [X].

Ablaze (Ongoing) Start Phase: Automatic S[varies] hit.

Broken (Ongoing) Move away from enemies. Cannot use Actions.

Blinded (Ongoing) All checks: Peril. Cannot use Ranged actions.

Frenzied (Ongoing) Attacks ×2. Attack nearest Model. Only Melee Strike actions and Advance manoeuvres. Immune to Psychology. After removal: Fatigue [X].

Hatred (Ongoing) Against specified target: Favour on Opposed checks. Immunity to Fear of target.

Distressed (Ongoing) Mental checks: Peril.

Drained (Ongoing) Physical checks: Peril.

Strained (Ongoing) All checks: Peril. Start Phase: Cool check or gain Broken.

Animosity (Ongoing) Against specified target: Cannot use Teamwork actions. Social actions: +1 Difficulty.

Deafened (Ongoing) Immune to Social actions.

Weakened (Persistent) Strength -[X].

Inspired (Persistent) All checks: -[X] Difficulty.

Demoralized (Persistent) All checks: +[X] Difficulty.

Cowed (Persistent) Against specified source: Opposed checks +[X] Difficulty.


Magic Systems

Arcane Magic

Casting Procedure Extended Check using Magic Pool. Magic Pool = number of dice equal to Mag attribute.

Obstacle Casting Number of spell.

Miscasts Count total 1s rolled across all attempts = Miscast Number.

Miscast Severity

  • Miscast Number = Mag: Minor Miscast
  • Miscast Number > Mag: Major Miscast
  • Miscast Number ≥ Mag×2: Catastrophic Miscast

Divine Magic

Handled as Manoeuvres. Specific mechanics vary by deity and prayer.


Keywords & Synergies

Keywords signify synergies and antipodes. Multiple occurrences of same keyword usually beneficial for cost or outcome. Used throughout Activities, Traits, Equipment, and Effects.


End of Rules Reference Document