SEASONS
by Richard Hamblen
The TABLE OF SEASONS lists the 13 seasons of the year
in the Magic Realm. Each season lasts one lunar month and modifies the games
rules during that month.
1. Procedure: Before the mapboard is constructed in a game, roll
two dice and total them; the game will start on day 1 of the month/season whose
number on the TABLE OF SEASONS matches the number rolled, and thereafter the
seasons follow in the order they are listed, one season per month.
2. Effects: Each seasons effects are indicated
on the TABLE OF SEASONS.
2.1 On the 7th day of the month the color magic named for the season
is in effect instead of the color named on the PERSONAL HISTORY sheets.
2.2 The number of MOVE phases required to enter each Mountain Clearing
changes from season to season and is listed for each season.
2.3 The manner in which campaign, mission and visitor counters are set
up and used changes from season to season.
2.31 At the start of each month these counters must be set up as described
for that month/season.
2.311 Counters listed under Dwellings or Locations must be placed at
those locations on the board, and counters listed under Boxes must be set up
in the named boxes on the APPEARANCE CHART, in the row numbered 6.
2.312 Counters listed under Continuing Campaigns are set up at the named
locations and boxes only if the game is just beginning. If the game is already
in progress when the season starts, these counters remain where they are at
the moment.
2.313 Counters that are not listed for a season are out of play that
month.
2.32 If mission to... and a destination are listed for a counter, that
counter can be taken to that destination for gold like a normal mission.
2.321 A counter must be delivered to the destination named for it that
season; destinations named in the rules or in other seasons are ignored.
2.322 The shortest route to the destination and the payoff (2 gold per
Clearing) are calculated when the counter is taken. If no route exists or the
destination has not been turned up, the payoff is automatically 30 gold.
2.323 The counter is delivered and the character is paid as soon as he
enters the Clearing where the destination is located. The counter remains there
for the rest of the month.
2.324 Failure to deliver a counter to its destination costs 10 notoriety
points.
2.33 A visitor must be in a characters Clearing for them to trade. A
visitor cannot trade when he is off the board, being taken to a destination.
2.34 Campaigns do not automatically end each month. When one season ends
and another begins, all campaigns listed under Continuing Campaigns continue.
2.341 If a character has a campaign listed under Continuing Campaigns
at the start of a season, he must keep that counter and continue the campaign.
He is committed to killing all of the campaigns enemies again (including any
that revived at the end of the month) and must pay the campaigns cost again
at the end of the month if he fails. He must pay the campaigns cost each
month that he fails to kill its enemies.
2.342 When a character succeeds in killing the last of his campaigns
enemies in a month he can discard the campaign if he wishes, placing it at the
starting location listed for it that season. If he does not discard it immediately
he must keep it until the end of the month and into the next month, if it continues.
2.343 A campaign automatically ends at the start of a season in which
it is not listed among the Continuing Campaigns.
2.4 The four weather counters have different effects
in different seasons. Each season lists the effects that each weather counter
has.
2.41 Weather determines how many days are in the week and how many phases
are in each day.
2.411 If there are fewer then seven days in the week, the lost days are
subtracted from the beginning of the week. Thus, in a week with five days the
first two days will be crossed out and skipped over and play will start on the
third day.
2.412 Each day has the indicated number of phases instead of the normal
four phases per day for characters who stay out of caves. The limit in caves
(and for the Dwarf) remains at two phases per day regardless of weather.
2.42 Weather determines where bonus phases can be recorded and executed
that week. Both the number of bonus phases and the types of Clearings where
they can be recorded and executed are specified; to record and execute a bonus
phase a character must be in the proper type of Clearing when he records it
and he must be in the proper type of Clearing (not necessarily the same Clearing,
however) when he executes it.
2.43 Weather can cause characters to wound or fatigue one or more counters
each day of that week. When a character starts his turn he must immediately
wound/fatigue the number of counters indicated by that weeks weather; if the
weather inflicts the wounds/fatigue only in certain types of Clearing and he
is not in such a Clearing, he does not lose the counters unless and until he
enters such a Clearing.
2.44 Weather can prohibit all of the characters in the game from PEERING
or HIDING for a week.
3. Explanation of the TABLE OF SEASONS: Each seasons effects are listed
across the seasons row of the TABLE OF SEASONS.
3.1 The MONTHLY SEASONS column gives the seasons name and number and
describes it briefly. It also names the color magic on the 7th day and the number
of phases required to enter a Mountain Clearing.
3.2 The CAMPAIGN COUNTERS column lists the starting locations of the
campaign, mission and visitor counters that season, indicates which can be taken
to destinations for gold and identifies which campaigns continue.
3.3 The WEATHER section is divided into four columns corresponding to
the four weather counters. When a particular weather counter comes up at the
start of a week, cross-index its column with the seasons row to determine the
weather effects that week.
3.31 The entry gives a one-word description of the weeks weather.
3.32 The entry indicates how many days are in the week and how many phases
there are each day. Normal indicates a seven-day week and four phases per day.
3.33 The entry indicates (in parentheses) how many bonus phases there
are each day that week and the types of Clearings where they can be recorded
and executed.
3.34 The entry indicates in italics any special effects that week
whether HIDING or PEERING is forbidden, the number of counters that must be
wounded or fatigued each day, etc.
MONTHLY SEASONS | CAMPAIGN COUNTERS |
WEATHER
|
|||
CLEAR | SHOWERS | STORM | SPECIAL | ||
1. CHRISTMAS: Light snow swirls across the frozen
earth |
DWELLINGS: |
'Cold' normal |
'Flurries' 5 days 4 phases/day (1 bonus phase in caves, Dwellings) |
'Snowstorm' 4 days 3 phases/day (2 bonus phases in caves, Dwellings) |
'Icy Winds' normal fatigue 1*/day |
2. ICE: Ice-crusted snow underfoot
and still, frigid air 7th Day: BLACK Magic Mountains: 4 phases to enter |
DWELLINGS: FOOD/ALE at INN (mission to GUARDHOUSE) ESCORT PARTY at CHAPEL (mission to INN) BOXES: SCHOLAR on 'PATROL' CRONE on 'BASHKARS' CONTINUING CAMPAIGNS: QUEST on 'SHRINE' box |
'Cold' normal |
'Ice Storm' 4 days 4 phases/day (2 bonus phases in caves, Dwellings) |
'Snowstorm' 4 days 3 phases/day (2 bonus phases in caves, Dwellings) |
'Frigid Air' normal fatigue 4*/day |
3. SNOW: Deep drifting snow
blankets the world 7th Day: PURPLE Magic Mountains: 4 phases to enter |
DWELLINGS: FOOD/ALE at INN (mission to HOUSE) BOXES: ESCORT PARTY at 'COMPANY' (mission to CHAPEL) SCHOLAR on 'PATROL' (mission to L CAMPFIRE) CRONE on 'BASHKARS' CONTINUING CAMPAIGNS: QUEST on 'SHRINE' box |
'Snowdrifts' 5 days 4 phases/day (1 bonus phase in caves, Dwellings) |
'Sleet' 5 days 3 phases/day (1 bonus phase in caves, Dwellings) |
'Snowstorm' 4 days 3 phases/day (2 bonus phases in caves, Dwellings) |
'Blizzard' 2 days 2 phases/day (4 bonus phases in caves, Dwellings) |
4. EASTER: Melting snows and
late blizzards 7th Day: WHITE Magic Mountains: 3 phases to enter |
DWELLINGS: |
'Cool' normal |
'Showers' 5 days 4 phases/day (1 bonus phase in caves, Dwellings) |
'Snowstorm' 4 days 3 phases/day (2 bonus phases in caves, Dwellings) |
'Soft Ground' normal Cannot HIDE |
5. FRESHET: Flooding and mud
as snows melt and cold rains run off 7th Day: GREY Magic Mountains: 2 phases to enter |
DWELLINGS: ESCORT PARTY at 'CHAPEL' (mission to GUARDHOUSE) BOXES: ENCHANTER on 'COMPANY' (mission to CRAG1) SCHOLAR on 'LANCERS' (mission to INN) REVOLT on 'WOODFOLK' CRONE on 'BASHKARS' CONTINUING CAMPAIGNS: WAR at GUARDHOUSE |
'Cool' normal |
'Showers' 5 days 5 phases/day |
'Rain' 4 days 6 phases/day |
'Flooding' 3 days 6 phases/day |
6. SPRING: Sprouts and blossoms
bloom in milder weather 7th Day: GOLD Magic Mountains: 2 phases to enter |
LOCATIONS: |
'Warm' normal |
'Showers' 6 days 5 phases/day |
'Rain' 6 days 4 phases/day |
'Beautiful' 7 days 5 phases/day |
7. MIDSUMMER: Full, green
trees in long, sunny days 7th Day: All colors except WHITE Mountains: 2 phases to enter |
LOCATIONS: |
'Warm' 7 days 5 phases/day |
'Showers' Normal |
'Soft Rain' Normal |
'Nuts and Berries' 7 days 5 phases/day |
8. HIGH SUMMER: Hot, clear
days 7th Day: GOLD Magic Mountains: 2 phases to enter |
LOCATIONS: ENCHANTER at CRAG1 BOXES: RAID on 'LANCERS' SHAMAN on 'ALTAR' CONTINUING CAMPAIGNS: CONQUEST at GUARDHOUSE PILLAGE on 'BASHKARS' box REVOLT on 'WOODFOLK' box |
'Warm' Normal |
'Showers' Normal |
'Rain' 5 days 5 phases/day |
'Heat Wave' Normal fatigue 1*/day (Woods Clearings only) |
9. SWELTER: Very hot, humid
and still air 7th Day: PURPLE Magic Mountains: 2 phases to enter |
LOCATIONS: |
'Hot' 5 days 4 phases/day (1 bonus phase in caves, mountain) |
'Showers' Normal |
'Thunder-storm' 7 days 3 phases/day |
'Lightning Storm' Normal wound 4 counters /day (Mountain Clearings only) |
10. HARVEST: Golden fields
of ripening crops 7th Day: GREY Magic Mountains: 2 phases to enter |
LOCATIONS: ENCHANTER at CRAG1 (mission to INN) BOXES: ESCORT PARTY on 'PATROL' (mission to GUARDHOUSE) CONTINUING CAMPAIGNS: CONQUEST at GUARDHOUSE REVOLT on 'WOODFOLK' box RAID on 'LANCERS' box PILLAGE on 'BASHKARS' box |
'Warm' 7 days 5 phases/day |
'Showers' Normal |
'Rain' 7 days 3 phases/day |
'Ripening' 7 days 5 phases/day |
11. AUTUMN: Brightly colored
leaves on frosty mornings 7th Day: PURPLE Magic Mountains: 2 phases to enter |
DWELLINGS: |
'Cool' normal |
'Showers' Normal |
'Cold Rain' 7 days 3 phases/day |
'Autumn Summer' 7 days 5 phases/day |
12. HALLOWEEN: Dead leaves
blowing in long, cold nights 7th Day: All colors Mountains: 2 phases to enter |
LOCATIONS: |
'Cold' normal |
'Cold Showers' 7 days 3 phases/day |
'Cold Rain' 7 days 3 phases/day |
'Blowing Leaves' Normal cannot PEER |
13. DESOLATE: Cold rains on
barren trees and ground 7th Day: GREY Magic Mountains: 2 phases to enter |
BOXES: SHAMAN on 'ALTAR' CRONE on 'SHRINE' CONTINUING CAMPAIGNS: QUEST on 'PATROL' box |
'Cold' normal |
'Flurries' 5 days 4 phases/day (1 bonus phase in caves, Dwellings) |
'Freezing Rain' 7 days 3 phases/day |
'Early Snow' Normal cannot HIDE |