You have your Board, your Character(s), your dice, and your representations. Now, you need to know what to do with it. The first step is Mode Selection. There are several modes in Legends of Albadyn, with potential for more always on the way. We’ll start off with the Three Main Modes. Before then, however, we will lay out our basic rules which transcend Mode.
2-8 Players may play, 1 as the Event Coordinator, and up to 7 as Adventurers. Up to Seven Characters may be on the Table at once, though four is the recommended number. At the start of play, the Event coordinator selects one faction of Monsters, and rolls dice appropriate to the mode and chooses monsters of the chosen faction with Hit Points whose totals do not exceed the number(s) rolled. You may not have more than one faction of Monsters in play at once.
Once the Room, Monsters, and Adventurers are set up, one Adventurer and the Event Coordinator roll a 6 Sided dice. The player with the Higher Number gets the 1st turn for his/her team.
Every Character gets 3 Actions which may be used for moving, attacking, or using abilities that are activated by actions. If a Character that is not Ranged lands in a Square that allows them to Attack, they get +1 Free Action for the purpose of Attacking. Ranged Attacks must be in straight vertical, horizontal, or diagonal. Ranged Characters do not receive free actions for the purpose of Attacking.
When all Characters on 1 Team have had a turn, all Characters on the opposing team receive 3 Actions for the purposes aforementioned. When all Characters have done what they wish, the Round ends, and a new Round begins.
The Bonuses each Class and Monster possess are for the purpose of Attacking and Warding off Attacks, specifically. A character with +6A/5D gets +6 to whatever he/she rolls when Attacking, and +5 to whatever he/she rolls when being Attacked. Unless an Ability otherwise states so, being Hit deals 1 damage, removing 1 HP. If a Character drops to 0 HP, they are Vanquished and removed from play.
Play ends when either all Adventurers have been Vanquished, or the objective has been achieved.
With that out of the way, the Modes!
Skirmishes between good and evil in Legends of Albadyn are the quickest mode of play, and are a good place to start when trying to figure out what you are doing. This is all the Event Coordinator’s fun, so know that before you go on.
In Skirmish, you set up the Room using no more than three boards, to keep things simple. Then, you choose which Board the Adventurers (Characters) start on. The Player(s) can then place their Adventurers on that board. Once that is done, select what Faction of Monsters you’ll be using to fight the Adventurers with (either Bandits or Undead). Once you have chosen, roll 1 Six Sided Dice. For example’s sake, we’ll say you rolled a Four. You may now place monsters on the Board that, when all of their Hit Points are added up, do not go above 4 HP.
After all of this is done, one player and the Event Coordinator roll 1 Six Sided Dice apiece. If the Adventurers win, they go first. If the Monsters win, they go first. Use the rules above to know what to do next.
Victory is when all Monsters are Vanquished. Defeat, while extremely unlikely, occurs when all Adventurers are Vanquished.
BOUNTY: 100 Gold
Raids are when the forces of Good discover a hideout of the forces of Evil.
Placing boards is slightly changed: now four or more Boards can be placed, and you use two dice to determine how much Monster HP you can set out. Once all Monsters and Adventurers are placed, roll Initiative, as discussed above. Gameplay then ensues exactly as described above in Mode One. However, when all Monsters are Vanquished, you repeat these steps (board placement, adventurer placement, monster rolling and placement, and initiative.) Once this is done, you play through this room.
In the third and Final room, however, is a Boss Monster and 3 1 HP minions of his/her faction. You place Adventurers and Monsters after placing Boards, and roll Initiative. You fight until either all Monsters or Adventurers are Vanquished, and then comes the final stage.
BOUNTY: 250 Gold
By far the lengthiest mode yet, Excursion is when you find the big nest of evildoers: where they’ve all been coming from.
Rooms may now be five Boards, and the Event Coordinator Rolls 3 Six Sided Dice for Monster HP Total. Once Monsters and Adventurers are placed, you fight through two Rooms.
In the Third Room, a Boss Monster, 2 1 HP Monsters of appropriate Faction, and a 3 HP Civilian await. The Civilian is scared out of their wits and automatically wins Initiative, followed by Monsters, followed by Adventurers. The Civilian is moving toward the Adventurers as fast as their legs can carry them (five Actions, to be precise.) The Adventurers must not only slay all of the monsters, but ensure the survival of the Civilian. If the Civilian is Vanquished, the Adventurers are Defeated. On the Civilian’s future turns, it always moves as far away from the Monsters as humanly possible.
With this Room cleared, the Adventurers move on to another Room like the first two. If, through either incredible fortitude or sheer dumb luck they survive, they move into the Boss Room.
The Boss Room for Excursions pits you against the Faction’s Mythic Monster and five 1 HP Monsters of the appropriate Faction. If anyone manages to make it through this fight, they are luckier than me 🙂
BOUNTY: 500 Gold.
Mode 4: Quest Mode
Quest Mode is where the leveling happens. Every month, the Quest Tab will be updated with a new Quest. Once any single Character gains 5 Quest Points, they go to the Legendary version of their Class. Once any single Character gains 15 more Quest Points after getting to Legendary, they will go to the Mythic version of their Class. We hope you enjoy the path to becoming a Legendary force in Albadyn!
Mode 5: Siege Mode
Siege Mode is a mode that charges 4-7 Adventurers with holding off waves of Monsters that want to take over an outpost or fort.
Wave 1: Roll Initiative to see which side goes first. Then, Roll 2 Dice for Monster HP. Place the Adventurers and what they are protecting at one side of the map, and the Monsters on the other. Once all Monsters are Vanquished, roll one Dice. If the result is a 1, 2, or 3, begin the next Wave immediately. If the result is a 4, 5, or 6, the Adventurers receive 1 Round for moving and healing if they have a Priest.
Waves 2-9: Roll for Initiative, then Roll 1 Dice for Monster HP. Wave ends when all Monsters are Vanquished. Roll one Dice to see if the Adventurers get a Round between or not.
Wave 10: Bring 1 Boss Monster into Battle.
If your players want more of a challenge, you can increase the number of Dice by 1: 3 Dice in the first wave, 2 dice in the others.
BOUNTY: 1,000 Gold
Take 1 Adventurer, and pit them against another, and that’s duel mode. No rewards, no point gain, nothing except the thrill of combat against an equal.
Bounties are Meta: whether you are on a Quest, on a Raid, Skirmish, Siege, or Excursion, your chosen Bounty is there. Select a Bounty from the Bounty Document, write it down on your Character Sheet, and keep working on defeating the Bounty. When you complete it, you can get a new one from the Bounty Document OR keep grinding the one you are pursuing now.
Complete Bounties, get Gold, and buy items! Or, if you do not feel like it, simply do not pursue them, and your game will not be lessened in any way! Concerning the Bounties listed after each mode, all surviving Adventurers get the Bounty for the Mode after beating the Final Room.
Here is the bounty-document
Copyright 2016 Jacob Snow