Enchanted Realms
“It’s all in the cards!”
creatures in battle, overcoming challenges, or completing a Counter Draw: The player of a character opposing the
quest. attempted action makes a Counter Draw, in the same
manner as a Draw. The player with the highest Adjusted
When a creature or challenge is overcome, each player Draw score wins the contest. If the scores are equal, the
involved in the scene is rewarded by being allowed to take player whose character initiated the action wins.
an Item or Enhancement card from their hand and adding it
to their character. The Force Number of a reward card may Example: Erik the Fighter is attacking an Orc with his
not be higher than that of the challenge. sword. Erik has the following bonuses to add to his Draw:
Combat +3, Strength +2, Long Sword +4, resulting in a
Rewards should be given immediately after an encounter, combined attack modifier of +9. The player pulls a 5 and
even though the scene may not have ended. adds the +9 to get an adjusted Draw score of 14. The Orc
has an Agility +2 and Scale Mail Armor +3, resulting in a
At the discretion of the group, a player may also be combined defense modifier of +5. The player making the
rewarded an additional card for a particularly well-played Draw for the Orc pulls a 7 and adds the +5 to get an
action. adjusted Draw score of 12. The Fighter is successful in
attacking the Orc. The amount of damage the Fighter’s
If a player does not have a suitable Item or Enhancement attack does is the difference in adjusted Draw Scores,
card in their hand, the character receives no reward for that which is 2 Health points.
encounter.
When a character attempts an action that has no direct
Item cards acquired during an encounter may also be opponent, the Lead Player makes the Draw “for the game”,
added to the character’s cards on the table. The Force adding any relevant bonuses. If the target of the action
Number limitation does not apply to these cards. being attempted is represented by a card that has no
bonuses specified on it, the Force number of that card is
Additional Item and Enhancement cards may be selected used as the modifier.
and held to the side to be awarded at the completion of a
quest. Example: A character wants to jump across a lava-filled
crevice. The Crevice is a World card with a Force of 2 and
Barter: The Force Number on an Item card indicates its the Counter Draw is a 6, producing an adjusted Draw
relative worth when trading or bartering for other items or score of 8. The character attempting the action has a
services. Strength bonus of +2 and pulls a 5, giving him an adjusted
Draw score of 7. The character leaps through the air, but
The Draw misses the other side and slips into the lava below.
Enchanted Realms uses the cards to randomly determine if Tip: Rather than making a Counter Draw, the Lead Player
a given action is successful. Essentially, a card is drawn may simply decide on a Challenge Number that the player
from the Adventure Deck to produce a Force Number, of the character attempting the action must meet or exceed.
which is modified by relevant bonuses taken from a
character’s cards. If the modified Force Number is equal to Tip: When a number of cards are being drawn in a short
or greater than a target number, the action is successful. period of time, i.e. during a combat scene, it may be easier
to create a temporary discard pile until after the scene is
At the Lead Player’s discretion, when a character attempts finished. At which time, the cards in the discard pile would
an action, such as attacking an opponent, casting a spell, or be shuffled back into the Adventure Deck.
climbing a wall, a Draw is called for to randomly
determine the success of that action. Formulas for Draw Modifiers
To make a Draw: Attacking: STR + Combat + Enhance + Weapon
Defending: AGL + Combat + Enhance + Armor
1. Draw the top card from the Adventure Deck Action with card: Enhance + Attribute + Special
and place it face-up on the table for all to see; Action without card: Attribute + Special
2. Add the bonuses of any relevant modifiers to Spells: PRE + Spell casting + Spell
the Force Number of that card to create an Defending from Spell: PRE + Spell casting
Adjusted Draw Score;
3. Compare the result to either that of a Counter Stacking Cards
Draw, or a Challenge Number set by the Lead
Player.
© 2000-2008 Michael Downey
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