Mages Guild (Fourth Edition Pocket-Tactics Update)

Mages Guild (Fourth Edition Pocket-Tactics Update)

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The text appears to be a set of rules for a tabletop strategy game, specifically one that involves miniatures and dice rolling. Here's a summary of the key points: **Gameplay** * The game is turn-based, with each player taking individual turns. * Each turn consists of several phases: Initiative, Assault, Re-Roll, Tally, and Ranged Attacks. * Units can move around the map, attack enemy units, and use special abilities. **Initiative Phase** * Players roll a set of dice (OFF or DEF) to determine the order in which they take their turns. * The player with the highest OFF die goes first, followed by the next highest, and so on. **Assault Phase** * The player rolls their OFF dice and compares them to the enemy's DEF dice. * If a single OFF die can't be matched or beaten by value from the enemy's DEF, that enemy is defeated and removed from the map. * Units with adjacent allies gain one re-roll per ally. * Units occupying their "favored terrain" (a specific tile type) also gain one re-roll. **Re-Roll Phase** * Players can use any re-rolls they have gained to re-roll one of their die results (OFF or DEF). * A unit that has adjacent allies is benefiting from "support" and gains one re-roll per ally. * A unit occupying their favored terrain also gains a single re-roll. **Tally Phase** * Each player checks their OFF results against the enemy's DEF results, starting with the highest die value. * If a single OFF die can't be matched or beaten by value from the enemy's DEF, that enemy is defeated and removed from the map. **Ranged Attacks** * Units with a specific symbol on their rules card can make assaults against units that are an extra number of tiles away equal to the numeric value listed. * Features and enemy units block line of sight (except when a Flying unit is targeted or is making the assault). * Empty spaces always block line of sight. **Deployment** * Players can deploy a unit from their reserves adjacent to any feature on the map that they control, provided the space is unoccupied. * Units can also be returned to reserves by moving them into an occupied feature tile. **Types and Hazards** * Types (Human, Elf, Robot, etc.) have no effect on their own but are referenced by certain abilities and terrain effects. * Some terrain tiles contain hazards that occur when a unit is moved into that tile. * Units deployed into a tile with hazard effects ignore them, as do units that have that tile type as their favored terrain. **Victory Conditions** * A player achieves victory as soon as their opponent (or opponents) cannot activate or deploy any units. * Victory is also secured when any single player controls all features on the map. **Using Spell Cards** * Players can use spell cards in their force, but each card subtracts from their force point total. * Players can draw up to five spell cards at a time and may not have more than five cards in their hand at any time.

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