Game Special Rules: Difference between revisions
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|toc=2.2. Relics | |||
|title=Relics | |||
|summary=Powerful objects that must be captured, defended, transported, or controlled to achieve objectives. | |||
|bottom=yes | |||
|content= | |||
<div class="wizlords-collapsible-section-subheading">Relic</div> | <div class="wizlords-collapsible-section-subheading">Relic</div> | ||
Relics are valuable objectives that begin the game on a pillar and are typically captured, defended, or returned to a team's deployment area. | Relics are valuable objectives that begin the game on a pillar and are typically captured, defended, or returned to a team's deployment area. | ||
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<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div> | <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div> | ||
* The player carrying the relic gains any positive or negative effects associated with that relic as normal. | * The player carrying the relic gains any positive or negative effects associated with that relic as normal. | ||
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|toc=2.3. Relic Binding | |||
|title=Relic Binding | |||
|summary=Objectives that require players to maintain contact with an item or location for a set period of time to complete an action. | |||
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<div class="wizlords-collapsible-section-subheading">Relic Binding</div> | <div class="wizlords-collapsible-section-subheading">Relic Binding</div> | ||
Relic Binding requires a player to place a Relic on their team's pillar and maintain contact with it for a specified period of time. | Relic Binding requires a player to place a Relic on their team's pillar and maintain contact with it for a specified period of time. | ||
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* If the player carrying the object is Downed, the Imprint attempt immediately ends. | * If the player carrying the object is Downed, the Imprint attempt immediately ends. | ||
* The object may be recovered and the Imprint attempt resumed if the scenario uses cumulative timing. | * The object may be recovered and the Imprint attempt resumed if the scenario uses cumulative timing. | ||
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|toc=2.4. Burial Mounds | |||
|title=Burial Mounds | |||
|summary=Special locations that continuously produce hostile creatures until they are destroyed or controlled. | |||
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Burial Mounds are spawning points that release hostile NPCs when players approach. | Burial Mounds are spawning points that release hostile NPCs when players approach. | ||
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* When Downed, an NPC returns to its Burial Mound. | * When Downed, an NPC returns to its Burial Mound. | ||
* Once returned, the NPC may be released again by another player approaching the Burial Mound. | * Once returned, the NPC may be released again by another player approaching the Burial Mound. | ||
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|toc=2.5. Beasts | |||
|title=Beasts | |||
|summary=Powerful creatures that can be hunted, captured, escorted, or used as objectives during a scenario. | |||
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<div class="wizlords-collapsible-section-subheading">Beast</div> | <div class="wizlords-collapsible-section-subheading">Beast</div> | ||
Beasts are powerful magical creatures that act as major objectives or threats during a scenario. | Beasts are powerful magical creatures that act as major objectives or threats during a scenario. | ||
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* The Beast continues to pursue the Egg carrier until either the Beast or the carrier is Downed. | * The Beast continues to pursue the Egg carrier until either the Beast or the carrier is Downed. | ||
* These rules apply to all Egg variants. | * These rules apply to all Egg variants. | ||
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|toc=2.6. Eggs | |||
|title=Eggs | |||
|summary=Valuable objectives that must be protected, recovered, transported, or destroyed depending on the scenario. | |||
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<div class="wizlords-collapsible-section-subheading">Egg</div> | <div class="wizlords-collapsible-section-subheading">Egg</div> | ||
Eggs are valuable objectives that begin the game on a pillar and are typically captured, defended, or returned to a team's deployment area. | Eggs are valuable objectives that begin the game on a pillar and are typically captured, defended, or returned to a team's deployment area. | ||
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<div class="wizlords-collapsible-section-subsubheading">Additional Rules</div> | <div class="wizlords-collapsible-section-subsubheading">Additional Rules</div> | ||
* The player carrying the Egg gains any positive or negative effects associated with that Egg as normal. | * The player carrying the Egg gains any positive or negative effects associated with that Egg as normal. | ||
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|toc=2.7. Marauders | |||
|title=Marauders | |||
|summary=Non-player characters that can be recruited, escorted, controlled, or fought over by competing sides. | |||
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<div class="wizlords-collapsible-section-subheading">Marauder</div> | <div class="wizlords-collapsible-section-subheading">Marauder</div> | ||
Marauders are powerful NPC warriors that can be fought, captured, or escorted as part of a scenario objective. | Marauders are powerful NPC warriors that can be fought, captured, or escorted as part of a scenario objective. | ||
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* If multiple players attempt to subdue the Marauder simultaneously, it becomes confused and follows neither player until successfully subdued by a single player. | * If multiple players attempt to subdue the Marauder simultaneously, it becomes confused and follows neither player until successfully subdued by a single player. | ||
* Once a Marauder reaches a side's deployment zone, it is removed from play for the remainder of the round. | * Once a Marauder reaches a side's deployment zone, it is removed from play for the remainder of the round. | ||
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== Where To Next? == | == Where To Next? == | ||