How do the Gear cards look like?

Description: Description: Description: Gear_Evil_sample Description: Description: Description: Gear_Aura_sample

Gear cards are jumbo-sized playing cards, with a pic glued on the Club-Spade-Heart-Diamond side. This picture has a square-sized illustration of the gear, with key data. Below, a rectangle of text describes how the gear works, whether any Handicap dice or Battle dice can be replaced by the ones indicated on the card. Evil Gear has a red pentacle symbol, a red background, red verso. Aura Gear a yellow torch symbol, a blue background and verso. Neutral Gear a white background on recto and a red or blue on the verso.

Equipping the Gear, immediately incurs +1 Evil Point (EP) for the Wand Fuser wielder and +4 EP for the Runic Blade wielder. Once the Wand Fuser is equipped (Right Hand (RH)), the wielder, in Melee battles, can replace one of her /his rolled Handicap die with a Yellow , a battle die with 1d4 and another rolled battle die with 1d6. The Runic Blade wielder can replace 3 of her /his rolled Handicap die with a Yellow , a Yellow  and an Orange ; can replace a battle die with 1d6, another rolled battle die with 1d6 and another rolled battle die with 1d8.

The value, in the rare cases it counts, is 20G for the Wand and 40G for the Blade.

torchrationtheOneRingmacesoulblade

 

Righteous Creatures can equip blue Aura Gear. But equipping “The One Ring” incurs a curse: it cannot be removed anymore. Dungeon creatures can equip red Evil Gear. Equipping the Gear “Mace of the Skull“ immediately incurs +1 Evil Point (EP) and +4 EP for the “Soul Blade”. Once the Mace of the Skull is equipped (Right Hand (RH)), the wielder will also re-roll extra battle dice, indicated in the lower part of the jumbo card. The Soul Blade wielder not only gets +4 EP but also cannot remove the blade anymore because of the curse. Some Gear also re-roll extra Handicap Dice.

The value, in the rare case it counts, is 25G for the Mace and 35G for the Blade.


 

The most powerful weapons are:

Flagging priority

In this tile, Player Yellow already flagged the Northernmost 3 sub-tiles. Player Red's Imp arrives in the Southernmost 3 sub-tiles, which are un-flagged, and tries to flag by rolling a Golden Die. After 3 trials, 3 turns later, the Imp eventually rolls a "Silver" and plants Red's flag on the Southernmost 3 sub-tiles. On the 4th turn, the Imp digs the central separating Soft Rock, thus automatically flagging it. There is then immediate contact between Red and Yellow territory within the same Tile. Next turn, the Imp, anywhere amongst the 7 Tunnel (or Bridge) sub-tiles rolls a Golden Die to flag. After 2 trials, 2 turns later, the Imp eventually rolls a "Silver" and plants Red's flag on the whole Tile (removing all Yellow flags).

In case a Yellow Imp shows up and tries to plant its flag by rolling “Silver” on its Golden Die, and in the same turn a Red Imp does the same, supposing both roll “Silver”, then there is a conflict of priority. Like always in these cases of conflicting priority, a mini-auction between Red and Yellow, payable in G to the storage, determines an auction winner who will decide which player plays before which. For example, if Red bids 4G to win the auction versus Yellow, Red would decide Yellow plays first by flagging the Tile, then Red plays last by flagging it Red.