魔镇惊魂LCG战役指导书中文版
雷顿教授与不可思议小镇详细攻略 上
《雷顿教授与不可思议小镇》详细图文攻略雷顿教授与不可思议的小镇レイトン教授と不思議な町机种 DS发售日期2007年02月15日(日版)2008年02月11日(美版)厂商 LEVEL-5类型推理解谜类《雷顿教授与不可思议的小镇》全谜题图解攻略NO.谜题谜题出现地点解谜答案及解决方法001町はどこだ到小镇之前左上的小镇(用触控笔圈中小镇,点选判定就OK了~~)002ハンドルと穴町への「はね橋」(往小镇的「吊桥」)1003不思議な帽子町の入り口(小镇的入口)A004家はドコ?町の広場(小镇的广场)中间蓝屋顶的房子005デジタル時計町の広場(小镇的广场)34006軽いのはどれ?屋敷への道(往宅院的路)先左右天平各放3个砝码007狼と小鳥屋敷の庭(宅院的庭院)1. 2只狼到右边2. 1只狼驾驶木筏返回3. 2只狼过河到右边4. 1只狼返回5. 2只鸟到右边6. 1只狼、1只小鸟返回左边7. 2只鸟移动到右边8. 1只狼返回左边9. 2只狼移动到右边10. 1只狼返回左边11. 2只狼移动到右边008種まきの報酬屋敷の庭(宅院的庭院)>>>调查对岸河边的花丛50009マッチ犬の悲劇屋敷の玄関(宅院的玄关)010仲間はずれの漢字屋敷の玄関(宅院的玄关)>>>调查书架知011円弧と直線屋敷の大広間(宅院的大客厅)10 012合わせて四角屋敷の大広間(宅院的大客厅)013沈没船のナゾ屋敷の庭(宅院的庭院)>>>调查小船13014イス選び雑貨屋(杂货屋)>>>调查左边座椅E015残ったのは?雑貨屋(杂货屋)>>>调查台上蜡烛3016ペンと三角形町役場(小镇事务所)7017仲間はずれ1町の入り口(小镇的入口)ジェリア018ちりとりとゴミホテル(旅馆)1. 中间的横火柴棒往左移动半格2. 右上的竖火柴棒往左下移动019込んだ駐車場町への「はね橋」(往小镇的「吊桥」)>>>调查河对岸的车1. 右移红色车上面的横向的车。
矩阵潜袭中文版规则
该标记的一面表示一个信用点。信用点是 1-信用点
《安卓纪元:矩阵潜袭》中的基本货币。
该标记的另一面是一个推进标记。公司用推进
标记来记录已安装卡牌的进度。
推进标记
5-信用点标记 (8)
该标记表示五个信用点。
脑部伤害标记 (6)
该标记表示一点脑部伤害。潜袭者会因为不 同的卡牌效果而受到脑部伤害。
资源。
[: 打出一个事务。
[: 打出一个事件[。, 1<: 推进一张卡牌。
[, [:
进2<行: 移一除次一潜销[枚[袭毁,锁,2。[一<定,:个如[标资:果记清源潜。除。袭病者毒被指锁示定物,。
时点记录器标记 (2) 和 时点记录器卡牌 (2)
这些配件共同用来记录玩家在他的 回合所剩余的可花费时点。四格的 记录器卡牌属于潜袭者,三格的记 录器卡牌属于公司。
伴随着神经生物学领域的科学发现,计算机技术持续发 展,最终诞生了“脑内映射”,这种技术可以将人类意 识以电子化的方式,存储在复杂而精密的具有脑机接口 的设备中。实体的鼠标和键盘成为了古董,手势接口和 虚拟显示变得普及。精英级用户可将电脑直接连通至大 脑来进行“接入”。
被大众称为“公司”的超巨型企业集团,掌控着日常生 活的方方面面:食物、3D娱乐、音乐以及就业机会。 人间会社和哈斯生化改写了生命的定义,致力于创造具 有脑波记忆的人工智能意识克隆体和生化人。威兰财团 控制着豆茎上下运作的一切资源。而网际传媒牢牢控制 着地球上有史以来最广博的媒体网络,塑造着你的梦想 与思维方式。
]““我为: 避感什免觉么我这得们么到来说1错,枚地D锁?方1子定”3了<<进标,: : 防破弗程记火兰解。。克墙强。的度”强等度于-或1。小于0的防火墙上的 “看看卷发夹。” 1<: 强度+1。
克莱默大宅经典谋杀游戏说明书
HOW TO PLAYGAMEGUIDE2–6PLAYERS• Give each player a CLUE Sheet and pen (not included). Shh! Always keep your CLUE Sheet secret!• Without letting anyone see, each player must secretly cross off the Black CLUE cards they have been dealt and any leftover cards that are faceup on the table. Your cards are not in the Envelope so are not involved in the murder!• Throughout the game you will get to see other players’ cards one at a time. Every time you see one, cross it off your CLUE sheet. It’s not in the Envelope so it’s not involved in the murder.4• Shuffle the rest of the Black CLUE cards together.• Deal them all out facedown to each player so you all have an equal number of cards. Shh! Everyone must keep their cards secret!• If the cards don’t divide exactly between players, place the two or three leftover cards faceup at the side of the board.3• Shuffle the Red Bonus cards and place them at the side of the board for bonus moves while you play. • Or, if you want to play original CLUE, return them to the box.5• Sort all the Black CLUE cards into Weapon, Suspect and Room decks. • Shuffle each deck separately and place them facedown on the table.• Without looking, take the top card from each deck and put them into the Yellow Murder Envelope. These are the suspect, weapon and room involved in the murder!• Place the Murder Envelope at the side of the board.2The Case FileThis evening Samuel Black was found murdered in his mansion! Detectives found six suspects and six weapons in the mansion’s nine rooms, but couldn’t solve the case. So, now it’s up to you to solve the murder!To win the game you must find out three things about the murder:1. Who did it?2. With what weapon?3. And where?Courtyard Game Room Study Dining Room Garage Living Room Kitchen Bedroom BathroomWhere? Take a peek at the Rooms.One of these rooms is the scene of the crime. You must find out which.NOW YOU’VE READ THE CASE FILE , choose one player to set up the game by following the steps on the opposite page.BEFORE YOU START , read the case file out loud to all players.NOW YOU’RE ALMOST READY TO START, just go to the next page to find out how to play.• Place all six weapon tokensand all six character tokens in the center of the board (even if there are less than six players).• Each choose a character from the suspect list to play as. You will use your character’s matching color token to move around the mansion.1seTUPEach player gets a number of cards. Keep your cards secret! They are not involved in the murder.These three cards are involved in the murder. To win, you must find out what they are!Who? Meet the Suspects.Plum White Scarlet Green Mustard PeacockOne of these six suspects is the murderer. You must find out who.WhaT? Check out the Weapons.Rope Dagger Wrench Pistol Candlestick Lead PipeOne of these is the murder weapon. You must find out which.• Roll the dice and move your character token that number of spaces around the board. (Or, if your token was moved by another player since your last turn, you can choose to stay where you are and ask a question without moving.)• You can move vertically and horizontally, forward and back through the Corridor, but not diagonally.• Always try to enter a room (at the start, any room will do). You don’t need an exact roll to enter a room; if your roll would’ve taken you beyond the room, just finish your move early and stop in the room.• Everyone rolls the dice. Highest roller goes first, play then continues left.Solve the murder! To win you must be the first player to find out which suspect, weapon and room cards are in the Murder Envelope.1. Decide who goes first2. On your turn, roll, move and enter a room You are Mustard . You roll ten and move from the Game Room to the Bedroom as shown.• If you entered a room, you must stop and ask a CLUE question about one suspect, one weapon and the room you’ve just entered.• For example, if you’d just entered the Garage, you could ask: “Was it Scarlet, with the Rope in the Garage?”Hint! Try to ask about suspects, weapons and rooms you haven’t crossed off your CLUE Sheet.• Bring the suspect’s character token and weapon token you’re asking about into the room with you.• T he player on your left must be the first to try to answer your question. If they have any of the cards you asked about they must show one of them to you secretly. They should never show you more than one card!• I f they don’t have any of the cards you asked about, they just say “I cannot answer” and the question passes left to the next player and so on until you have been shown one card.• Cross off the card you have been shown on your CLUE Sheet. It’s not in the Envelope, so it’s not involved in the murder!• Leave the character and weapon token you movedwhere they are. If the character token you moved belongs to another player, they can ask a question on their next turn without moving.• Now your turn is over. No matter who answered your question, the player on your left goes next.3. Then ask a CLUE question and get an answer What if no-one can show me a card?4. Finally, end your turn by marking off your CLUE sheet DON’T WORRY! CLUE is really easy to play! But, if you haven’t played for a while, read the Game Basics below out loud to all players.You are Peacock . You bring Scarlet and the Rope into the Garage with you and ask your question:“Was it Scarlet with the Rope in the Garage ?”Once you’ve crossed off everybody’s cards on your CLUE Sheet, YOU’RE READY TO SOLVE THE MURDER! Turn over to find out how to win.hoW To WiNhoW To PlaYThe Game BasiCs• If your roll is too low, you must stay in the Corridor this turn. Or aim to land on a Red Bonus space instead!• You don’t need an exact roll to stop on the Bonus space.When you land there, pick up the top Red Bonus card and follow the instructions.• Once you’ve used the card, place it on the discard pile. If you’re not using the Red Bonus cards (or don’t want one), just move your token towards the next room you want to enter.First put on a poker face! As long as you weren’t bluffing by asking about one of your own cards, you’ve figured out which cards are in the Envelope.Another player shows you a card. It is Scarlet. You cross Scarlet off your CLUE sheet.Make an accusation Were you right?Once you’ve asked enough questions to eliminate all but three of the cards on your CLUE Sheet (one suspect, one weapon and one room), you’re ready to solve the murder!Yes, I got all threecards rIght!You win! Congratulations, you’ve solved the murder! Reveal the cards in the Envelope to everyone.No, I got somethINg wroNg!Oops! You’ve made a mistake and are outof the game. Secretly return the cards to theEnvelope – don’t tell the other players whichones you got wrong!• K eep your cards hidden and keep answering other players’ questions.• D o not ask any further questions or make any further accusations.You must get to the space in the center of the board beforeyou can make an accusation. Once you get there, read your accusation out loud: “I accuse Green, with the Lead Pipe in the Dining Room!” Then, without letting anyone else see, check the cards in the Envelope.I a cc us e gr ee n,wi th t he le ad p ip e in t he di ni ng r oo m!hoW To WiNWhat if everybody guesses incorrectly?• If everyone makes an incorrect accusation, the murder remains unsolved. Take the cards out of the Envelope and take a look at which suspect got away with it!• If you’re in a room that has a Joining Door or Secret Passage to another room, you can move into the other room at the start of your turn without rolling the dice.• You cannot pass through one room and into another or into the Corridor on a single turn; you must stop and ask a question whenever you enter a room.Moving through Joining Doors and Secret Passages.If yo u wa nt to baffl e op pon ents , blu ff by aski ng a bou t som e of your own cards.W a s i t P e a c o c k i n t h e B e d r o o m wi t h t h e D a gg e r ? Asking about your own cardssNeakY moves To makesNeakY qUesTioNs To askSecret Passage You move from the Dining Room into the Kitchen and stop. On your next turn you can move through the Secret Passage to the Garage .For 2-players or teams, add the following rules to your game. If you’re playing in teams, keep younger players involved by grouping them with older players.Everything else is exactly the same as classic CLUE!2. T he second major difference in 2-player/Team CLUE is what you do when nobody answers your question. (See page 4 for classic rules on asking).A sk questions as normal. The other player/team must always try to answer.B ut, if player/team cannot answer, you must secretly look at one of the four cards at the side of the board. Once you’ve crossed it off your CLUE Sheet, return the card to exactly the same spot at the side of the board.E very time the other team/player cannot answer one of your questions, secretly look at a different one of the four cards at the side of the board. (You’ll have toremember the places of the ones you’ve already seen!)1. T he first major difference between 2-player/Team CLUE and classic CLUE is the setup. (See page 2 for classic setup). F ollow steps 1 and 2 of setup as usual. I n step 3, shuffle the rest of the Black CLUE cards together as usual. But then, before you deal them to the players/teams, take the top four black CLUE cards from the deck and place them facedown in a row at the side of the board.F ollow step 4 of setup as usual.B ut ignore step 5: you can never use the Red Bonus cards in a 2-player or Team game.2-PlaYer or Team rUlesYou will still have to read the full instructions to play CLUE this way!38712®7673871200© 2011 Hasbro, Pawtucket, RI 02862. USA . All rights reserved.Hasbro Australia Ltd., Level 2, 37-41 Oxford Street, Epping NSW 2121, Australia. Tel: 1300 138 697. Hasbro NZ (a branch of Hasbro Australia Ltd.), 221 Albany Highway, Auckland, New Zealand. Tel: 0508 828 200.TM & ® denote U.S. Trademarks.HASBRO CANADA, LONGUEUIL, QC, CANADA J4G 1G2.USA and Canada: Hasbro Games, Consumer Affairs Dept., P .O. Box 200, Pawtucket, RI 02862 USA. ☎ 888-836-7025.38712。
魔镇惊魂
启动及探索指示物: 启动指示物通常表示在板图上现在发生事件的地点。探索指示物是放在调查员指示物下方, 代表他曾经穿过次元门并且能够番回Arkham。
恐惧记录指示计: 放在terror track上以表示精神状态以及Arkham市民的士气值。当恐惧等级(terror level)上 升,人们会离开市镇而且商店会关门,最后使怪物充塞于市镇之中。
状态指示物: 用以记录目前的技能、神智、活力、金钱以及线索等数据,共五种,以下是各种状态指示物 的简介︰ 神智指示物,外形为智蓝色脑状,用以表示现在处于的精神健康等级。 活力指示物,外形为心形,用以表示现在处于的身体健康等级。 线索指示物,外形为放大镜,用以表示调查员曾经在游戏中搜集到重要的信息。调查员可以
远古邪神卡(Ancient One Cards,179张大卡): 较大的卡(包括Arkham Horror)就是远古邪神卡,代表发生在Arkham及另一个次元的事件, 例如遇上怪物、好的遭遇等等。远古邪神卡一共分为三种︰地点卡(Location card)、次元门 卡(Gate cards)以及神话卡(Mythos cards)。
游戏的回合(GAME TURN)
Arkham Horror中,把每回合分成五个阶段,每个阶段均由起始玩家(first player,即First Player Marker的持有者)开始,执行该回合发生的行动,然后顺时针方向到下一位,直到所有玩家 都完成后,下一个阶段立即开始。在该回合的最后阶段,起始玩家就必须把起始玩家指示物 传给左手边的玩家,然后开始新一个回合。 以下是每回合的各阶段, 第一阶段︰维持(Upkeep) 第二阶段︰移动(Movement) 第三阶段︰Arkham遭遇 第四阶段︰异界遭遇 第五阶段︰神话(Mythos) 每个阶段均由起始玩家(first player,即First Player Marker的持有者)开始,执行该回合发生的 行动,然后顺时针方向到下一位。 --------------
魔镇惊魂LCG战役指导书中文版
战役指导书狂热者之夜战役设置为了设置狂热者之夜的战役,请按照如下顺序执行。
1.选择调查员(们)。
每个玩家选择一个不同的调查员以进行游戏,然后将他或他的选择记入战役日志。
2.每个玩家组建他或她的调查员牌组。
关于牌组的完整组建规则可以在规则参考的第8页找到。
3.选择不同的难度。
阿卡姆的恐惧:卡牌游戏有四种不同的难度等级。
简单、标准、困难和专家。
玩家们选择最适合他们团队的难度等级,正常战役维持该难度。
4.组建战役的混沌袋。
将以下混沌指示物放入混沌袋中,然后将其他混沌指示物返回游戏盒中。
◆简单(我就想玩玩):◆标准(我想要点挑战):◆困难(让我经历一场真正的噩梦):◆专家(让我经历阿卡姆的恐惧):现在,玩家已经准备好了战役的第一章:集结。
战役日志:战役日志(在这本书的最后一页)用来记录整场战役的发展和推进。
在每个章节结束后,玩家必须在他们的战役日志中记录所有相关信息的结果。
这包括一个调查员获取了多少经验点,每个调查员的创伤等级,每个调查员获取的故事资产或弱点,以及任何被杀害或疯狂的调查员。
在章节决策时,玩家们经常会按照指示在战役日志中的“战役记录”中记录一个重要的注释或故事元素。
这些注释会经常在后面的章节中被提到,允许一个章节的决策影响到后面的章节。
如果玩家们被命令删除这些记录中的一个,这条被删除的记录在剩余的战役剧情中被忽略。
第一章:集结你和你的伙伴在你位于马萨诸塞州,阿卡姆之城的家里,正在调查一起非常奇怪的案件。
在过去的几周内,数个本镇居民神秘消失。
最近,他们的尸体在树林出现,残缺的尸体被吃了一半。
警察和记者们声称这是树林中的野兽所为,但是你相信在树林里有一些其他东西正在酝酿发生。
你们在领袖调查员的家里集合,一同商议这些诡异的案件。
设置◆将以下遭遇设置收集在一起:集结、老鼠、食尸鬼、惊惧、远古邪恶和阴冷。
这些遭遇设置有如下指示图标:◆将书房地点放入游戏。
将其他地点放置在一边,视为移除游戏。
每个调查员从书房开始游戏。
魔域马车中文规则
魔城马车(Coach Ride to Devil`s Castle)中文规则作者:Michael Palm & Lukas Zach译者:乐挺(独孤律)人数:3—10人年龄:12岁以上时间:30—60分钟(9或10人游戏时会略长)游戏配件10张人物牌Character Cards(双面均可以使用)10张职业牌Occupation Cards10张阵营牌Association Cards(5张修道同盟the Order,5张兄弟会the Brotherhood)21张道具牌(旅途行李)9张“权力之酒The Drink of Power”牌1份游戏规则书游戏概念车夫在瓢泼大雨中疯狂地驱赶马匹,疾驰过湿冷的峡谷,奔向远方的山峦。
刺眼的闪电在那里勾勒出巨大轮廓——恶魔的城堡。
任何人都能感觉到车夫急于赶路的心情,因为车厢里的乘客们正一脸凝重地静待着。
这些乘客们分别来自两个敌对的强大组织,要在旅途的过程中查明各自的盟友和敌人。
他们通过交换神秘的道具来互相获取重要的信息,并要和自己的盟友协力,抢先一步攫走威力无穷的圣物,在最后获得胜利。
旅途准备(游戏准备)每位玩家选择一张人物牌,放入手中。
剩下的人物牌放回盒中,无需使用。
将所有职业牌洗匀,每位玩家从中随机抽取一张并且牌面朝下放在自己面前。
剩下的职业牌则牌面朝下地摆放在桌面中央,形成一个职业牌堆。
游戏中阵营牌的数量取决于玩家的人数:3或4人:2张修道同盟,2张兄弟会5或6人:3张修道同盟,3张兄弟会7或8人:4张修道同盟,4张兄弟会9或10人:5张修道同盟,5张兄弟会如果是偶数玩家的游戏,则将上表对应数目的阵营牌洗匀,每位玩家从中随机抽取一张并且牌面朝下放在自己面前(职业牌旁边)。
所有的“权力之酒The Drink of Power”牌均放回盒中,无需使用。
如果是奇数玩家的游戏,则将上表对应数目的阵营牌洗匀,每位玩家从中随机抽取一张并且牌面朝下放在自己面前(职业牌旁边),多余的一张阵营牌牌面朝下地秘密放回盒中,无需使用。
论体现“工艺之道”的艺术类校园实践文化建设——兼及柳宗悦的工艺美学思想
论体现“工艺之道”的艺术类校园实践文化建设——兼及柳宗悦的工艺美学思想王建良;闻彦【摘要】艺术类院校的校园实践文化必须与工艺文化建设相结合,营造艺术创作与制作的自由环境,通过共识与秩序维护、团队建设、实用教育、技艺训练等途径,建设体现工艺之道的实践文化,培养“心灵手巧、德艺双馨”的学生队伍,培育富有“信仰力量、责任感、愉悦感”的工艺道德文化,鼓励“朴素、大众、健康”的工艺美学追求,传承充满生态智慧的民族文化,突出工艺服务生活的创作宗旨.【期刊名称】《浙江艺术职业学院学报》【年(卷),期】2012(010)003【总页数】4页(P97-100)【关键词】工艺之道;实践文化;柳宗悦;工艺美学【作者】王建良;闻彦【作者单位】苏州工艺美术职业技术学院,苏州215104;苏州工艺美术职业技术学院,苏州215104【正文语种】中文【中图分类】J501;G711实践属性是教育的内在属性。
教育实践是师生相互配合共同完成的一种社会实践活动,实践育人注重培养大学生理论转化为实践的能力,工艺文化的实践属性是其特质之一。
对于艺术类院校来说,体现工艺之道的实践性教育尤为重要和突出,而如何让实践文化体现工艺之道,工艺之道的主要特征是什么、如何养成则是需要进一步讨论的话题。
日本学者柳宗悦在其著作《工艺之道》《工艺文化》《民艺论》等作品中详细阐发了工艺之道的道德内涵、伦理特征、美学视角,充满吸引力地呈现了为生活服务的工艺文化概貌。
柳宗悦的努力开创了日本民艺运动的热潮,“日本民艺运动的宗教倾向是由柳宗悦个人的思想基调所决定的。
他对于宗教哲学的探究使日本民艺运动思想更多倾向于个体感知和人格内省的自觉。
”[1]非但以“民艺”为主导的工艺美术需要突出工艺之道的美学品质,现代设计的视觉冲击力带来的个性张扬也并未让设计告别传统,现代设计与传统工艺在精神气质上一脉相通。
“现代人类设计意识觉醒,促发设计成为一种以目标为导向的解决社会问题的有效手段,设计过程是凭借观察力和智慧探求各种新形式、新想法的创造性活动,设计成为新的生产力,不断适应人类需求、推动科技进步。
战锤LCG全卡牌表翻译
Unit
4 MM
4l
Warrior. Elite. 战士·精 锐
Sigmar's Blessed 31 1X 希格玛的 圣佑者
EMPIRE 帝国
Unit
2 MM
1l
Priest. 祭司
O Thyrus Gorman 32 1X 瑟如斯· 格尔曼 Huntsmen 猎户
EMPIRE 帝国
Unit
3 MMM
Unit
3M
2l
Knight. 骑士
Bright Wizard Apprentic EMPIRE 28 1X e 帝国 炽煌巫师 学徒
Unit
2 MM
1l
Mage. 法师
Nuln Tinkerers EMPIRE 29 1X 努恩维修 帝国 师
Unit
3M
3l
Engineer. 工程师
The Greatswor EMPIRE 30 2X ds 帝国 大剑
#
Name 名字 Peasant 26 1X Militia 民兵 R
Faction派 Type 系 类型 EMPIRE 帝国 Unit
Cost 售价
Loyalty忠 Hp 诚 0M 3
Power 威力
Traits 特性 Warrior. 战士
Reiksguar d Knights EMPIRE 27 3X 瑞克斯禁 帝国 卫团骑士
EMPIRE 帝国
Quest
0 MM
Will of the 44 1X Electors 选帝侯的 意志
EMPIRE 帝国
Tactic
1M
TwinTailed 45 1X Comet 双尾彗星
EMPIRE 帝国
小镇惊魂全剧情流程图文攻略
⼩镇惊魂-全剧情流程图⽂攻略 《⼩镇惊魂》是D i g i t a l H a p p i n e s s制作并发⾏的⼀款恐怖类的冒险解谜游戏。
故事讲述的是,⼀群⾼中⽣放假出游,途中迷路,⽆意中发现了⼀个废弃的古镇。
当他们进⼊⼩镇之后,发现这⾥隐藏有某种邪恶之物。
主⾓琳达感觉⾃⼰体内有⼀种陌⽣⽽又神秘的⼒量在蠢蠢欲动。
这种灵⼒可能是拯救她和她的好友、免遭⼀个未知恶魔伤害的唯⼀指望了。
游戏中琳达可以使⽤⼀⼤堆现代装备,⽐如智能⼿机、数码照相机和录像机等等。
她可以与这些⼯具互动,抓拍各种各样的奇特的、从未见过的东南亚幽灵,也可以解决这个废弃⼩镇上的各类谜题。
下⾯⼩编为⼤家带来《⼩镇惊魂》全章节剧情流程图⽂攻略,包括全勋章宝物收集,⼀起来看看吧。
键位操作 A S W D键:⾏⾛; s h i f t键:奔跑; E键:互动; ⿏标:观察四周; F键:激活闪光灯; ⿏标右键:进⼊第⼀⼈称相机视⾓; ⿏标滑轮:(开启相机时)捕捉镜头; ⿏标左键:(开启相机时)拍照; 序章(A C T00) 收集品:1件宝物 s t e p1.琳达从⼀间废旧的平房中醒来,周遭都是如此之陌⽣。
⾛到房间⼤门右侧的格⼦地毯上可以发现⼀台正有电话拨⼊的⼿机,捡起⼿机看见是琳达的同学伊拉打来的,她的声⾳⾮常的凄怆,她表⽰她们正濒临死亡的威胁,随后⼀个⿁脸忽然出现在⼿机屏幕当中。
(此时琳达获得“彩虹⼥神⼿机”,1/1宝物) s t e p2.离开平房后,在巷⼦中琳达看见了同学伊拉站在⼀个丁字路⼜处,在靠近伊拉时,琳达忽然头痛欲裂,当她回过神来时,伊拉已经消失不见了。
拐⼊丁字路⼜右侧的⼩巷,此时屏幕四周泛起了红光,这就意味着有敌⼈来袭(也就是“前⽅⾼能”、“有恐怖镜头出现”),此时按下⿏标右键⽤⼿机来查看前⽅,前⽅出现了⼀只⼥⿁。
按⿏标左键对其拍照,那么⼥⿁就会完全消失。
s t e p3.前⽅也是⼀个丁字路⼜,右侧是⼀个带有秋千的⼩花园,⽽左侧是⼀个公寓的⾛廊。
深入绝地 勘误及常见问题解答1.5版(中文版1.5)
深入絕地:暗黑世界之旅第二版勘誤及常見問題解答1.5版(中文版1.5)更新:2015年2月9日中文版翻譯:林中華(Chung-Wah Lam、cchopman)紅字:原版新勘誤FAQ / 藍字:中文版勘誤勘誤任務指南任務指南第6頁「戴城告急」的特殊規則應改為:村民的生命值從6點改成8點。
任務指南第7頁「戴城告急」的任務設定應改為:在最後一名英雄的首個遊戲輪結束時,遭遇1中任何倖存的村民都會被放置到「入口」板塊上或最接近的合適空置格子上。
任務指南第7頁「戴城告急」的特殊規則應添加:在集結衛兵檢定之後,「帕拉蒙爵士」可以進行1個「移動」行動。
此外,「帕拉蒙爵士」的防禦值裡的棕色防禦骰應改為灰色防禦骰,他的速度值0點也應改為4點。
任務指南第9頁「主教命危」的特殊規則中,原本寫道:「當一名英雄結束遊戲輪時,剛好毗連於「樞機主教寇斯」的話,」現在改寫為:「當一名英雄首次開啟通往藏書室的門時,」任務指南第9頁框內的「帕拉蒙爵士」,應改為:「樞機主教寇斯」。
任務指南第10頁「化妝舞會」的任務勝利的第三句應改為:「英雄方擲1顆骰子(根據英雄人數而定)來決定領主西奧多是否是在救援出去的賓客名單中;2名英雄的遊戲擲1顆棕色防禦骰;3名英雄的遊戲擲1顆灰色防禦骰;4名英雄的遊戲擲1顆黑色防禦骰。
如果英雄方沒有救援出至少一名賓客的話,不管上述擲骰結果如何,英雄方都不算有把領主西奧多給救出來。
」任務指南第40頁「勝者為王」:史萊克在任務開始時,應該是位在那道門的對側毗連格子上。
第12、13、14、18及26頁的「怪物增援」部份,應將「開放性」刪除,改正為:「在每個邪惡領主遊戲輪開始時,邪惡領主都可以放置他的其中一個「怪物群體」裡的其中1隻怪物到...」英雄屬性卡英雄屬性卡,酒國英雄格里斯本:格里斯本的英雄能力應改為:「每當你進行一個「休息」行動時,你可以立即棄掉你的1張「狀態卡」。
」規則書規則書第16頁「大型怪物」應添加:當中斷一隻大型怪物的移動來進行一個行動時,在放置那個大型怪物模型到地圖上之前,邪惡領主一定要宣告那隻大型怪物將要進行的行動。
桌游-山屋惊魂游戏规则word资料17页
游戏配件:游戏规则1本奸徒密谋Traitor’s Tome 1本求生秘诀Secrets of Survival 1本房间Room tile 44间入口大堂Entrance Hall tile 1个人物Plastic character figure 6名人物牌Character card(五角形、双面,分别是同一角色的不同版本) 6张塑胶别计Plastic clip 30只游戏骰子dice 8颗记录表Turn/Damage Track 1个预兆牌Omen card 13张物品牌Item card 22张事件牌Event card 45张大怪物标记Large monster token(圆形、绘有样貌) 12个怪物标记monster token(圆形) 204个事件/房间标记event and room token(方形) 14个物品标记item token(五角形) 43个考验标记trait token(三角形) 18个准备:将塑胶别针夹在记录表Turn/Damage Track上。
将塑胶别针分别夹在人物牌character card上。
除底边外,每个人物牌character card的另4个边皆需分别夹上1个塑胶别针,用作记录该人物的速度Speed、力量Might、神志Sanity、知识Knowledge的级别。
每名人物的身分皆是一名探险者Explorer。
开局:将下台阶Basement Landing、入口大堂Entrance Hall及上台阶Upper Landing放到桌中央。
三者间需预留较大空间。
将预兆牌Omen card、物品牌Item card及事件牌Event card分别牌面向下地洗混备用。
将所有房间Room tile覆转洗混,并叠成一幢备用。
将游戏骰子dice、奸徒密谋Traitor’s Tome、求生秘诀Secrets of Survival放到一旁备用。
记录表Turn/Damage Track、怪物标记Large monster token、小怪标记monster token、事件/房间标记event and room token、物品标记item token、考验标记trait token等放回盒中,暂不使用。
[游戏]魔镇惊魂简略游戏指导
回合流程:1、人物维持;2、人物移动;3、城镇遭遇;4、异界遭遇;5、神话执行第一阶段按以下顺序执行:1、重置已耗用嘅牌2、进行维持行动(主要执行随从、祝福、某部分个人技能嘅维持)3、调整能力值第二阶段喺角色移动,分为城镇移动以及异界移动城镇移动:无乜特别。
主要想解释下,如果人物所在位置有怪物,人物须逐一躲避或攻击所有怪兽先可以离开。
同样,如果人物移动完嗰阵,落地嘅位置有怪物,一样须躲避或者攻击。
如果人物躲避失败,怪物会即刻对人物造成伤害。
并立即恐怖检定进入战斗。
无论点,人物同怪兽开拖,移动就会结束(无论输赢)。
当人物躲避失败或者击倒怪物,怪物都会对人物造成战斗伤害。
异界移动:异界分两部分,如移动阶段开始嗰阵喺左边,咁就直接移动去右边;如果开始嗰阵喺右边,咁就直接翻城镇,翻到城镇所在次元门嗰度如果有怪兽,可以唔使躲避或者战斗,呢条规则剩喺适用于异界啱翻到城镇嗰阵。
翻城镇之后脚底下面放探索标记。
如果异界翻嚟嗰阵无门,咁就直接去迷失时空嗰一格。
第三阶段喺城镇遭遇人物所在位置无门嘅话,直接抽城镇遭遇卡。
有门嘅话,直接进入该次元门所属异界嘅左边。
如果喺已经探索完翻嚟嘅,喺呢个阶段可以尝试关门,关闭后可以用特殊物品或者线索标记封印次元门。
如果喺企喺街道上面嘅,就无嘢发生。
第四阶段为异界遭遇每个异界右上角都有颜色标记,翻次元牌库直到翻出有相同颜色嘅牌,跟住按相应地点执行异界遭遇。
如果卡牌上无写有你所属嘅地方,咁你就执行其它嗰度嘅遭遇就得。
第五阶段喺神话阶段,按照下面顺序执行:1、开门同放置怪物,呢个时候分3种情况。
A、地点上有远古印记嘅就唔需要放置门同怪兽。
B、地点上已经有门嘅,就以人数或者次元门数为基准,选择最高数值放置相同数量嘅怪物喺每个门嗰度。
怪物数多于门数嘅,大家决定放喺边度。
C、无远古印记同门嘅,先放置BOSS血量1粒,跟住按地点开门,掉晒所在地点嘅线索标记,放置1只怪物喺门上边。
PS:如果放置门嘅位置有人物喺度,咁人物就会进入相应嘅异界,但处于延时状态。
Harry Potter 魔法世界英雄战争游戏说明书
Adv anced Wizards:After reading these rules, if you feel comfortable and are familiar with deck-building games, we recommend that you proceed directly to Game 3. Open the Game 1,Game 2 and Game 3 boxes, review the rules enclosed ineach, and start your adventure there.OverviewIn this cooperative game, you will take on the heroic role of either HARRY POTTER ™, RON WEASLEY ™, HERMIONE GRANGER ™ or NEVILLE LONGBOTTOM ™ in order to defeat a series of evil threats.The Villains launch attacks against you in their attempts to conquer the wizarding world one Location at a time. This game is designed to be played over a series of seven increasingly difficultadventures, to defeat You-Know-Who once and for all.OBJECTIVEPlaying cooperatively as the Heroes, you win the game if you defeat all the Villains before they gain control of all the Locations,thereby securing the safety of HOGWARTS , for now...However, if the Villains manage to gain control of all of theLocations, you have lost the game!ContentsSet Up – p. 2 Gameplay – p. 6Additional Rules – p. 122-4 Players AGES 11+8 Villain Control tokensSort and Distribute contents as shown:Boxes for Games 2–79 Sorting CardsLEAVE IN BOX4 Health Trackers :Give one to each player . Place Health Tracker on the 10 space on your Player Board.Player Board (with Health Tracker)25 Influence tokens35 Attack tokens 34 Player BoardsP l a y e r B o a r d (w i t h H e a l t h T r a c k e r )Game BoardOpen the Game 1 Box and proceed to the next page.For your first game, you will not need the boxes for Games 2–7.Give one to each player .Hero deck4VILL AINDRA CO M ALF OY6MIRROR ERISED 2 2DIAGO N ALLE Y 12 HARRY POTTER ❶❷❸❺❻❶❷❸❹❺3 Villains 30 Hogwarts4 Turn Order & 4 Heroes2 Locations 10 Dark Arts sort and distribute game 1 cardsS E T U PLocationsVillain stackActive VillainDark Arts stackLeave empty for Game 1. The spaces will be filled in successive games.Shuffle and stack the square Dark Arts cards face down.Dark Arts cardsStack the oversized Location cards face up in the order indicated on upper-right corner.Location cardsShuffle and stack the oversized Villain cardsface down.For Game 1 there will only be one active Villain at a time. Reveal the top card face up in space below.Villain cardsDiscard Pile (face up)Shuffle and stack your Hero deck of 10 cards face down, then draw 5 cards. Choose your HeroPlace an oversized Turn Order and Hero card face up aboveyour Player Board.Turn Order & Hero cardsStarting Hero deckNote that each Hero has their own starting deck as indicated by the name in the banner .824434HOGWARTS ™ stack❹Each time is addedto the Location, activeHero loses 2 .Remove 1 from the Location.VILLAINDRACO MALFOY6™➊➋➌➍➎.ALL Heroes gain 1.4➊➋➌➍➎❻4 Starting Hero Decks of 10 cardsH ER M I O N EH A R R YN E VI L L ER O NSeparate out the 4 starting Hero decks, as indicated by the Hero names on the bottom (❻).Shuffle and stack the HOGWARTS cards face down.Place top 6 cards face up in the spaces below.HOGWARTS cardsYou are ready for your first game.Choose a Hero to go first. These rules are designed to be read as you play.**Advanced Wizards will need to complete set up as instructed in the Game 3 box before continuing with these rules.Information on VILLAIN Cards➊ Villain Name ➋ Game Identifier ➌ Villain Ability ➍ H ealth —the number of needed to defeat the Villain.➎ R eward —earned when the Villain is defeated.Information on HOGW ARTS Cards➊ Game Identifier ➋ C ard Type —either Ally, Item, or Spell. Some effects may reference these types.➌ Card Name ➍ C ard Effect —gained when you play the card.➎ V alue —amount of you mustspend to acquire it. Some effects may reference this.icon keyInfluence Villain ControlAttack Health6VILL AINDRA CO M ALF OY6LOCATION MIRROR ERISED 2 2LOCAT IONDIAGO N ALL EY 12❶❸Each time is added to the Location, activeHero loses 2 .Remove 1 from the Location.VILLAINDRACO MALFOY GAME 16™DARK ARTSAdd 1to the Location.HE-WHO-MUST- NOT-BE-NAMEDEXAMPLE: because a token was added to the Location, Harry (the active Hero) loses 2 Health, moving his from 10 to 8. (See Hero Health on page 13 for details.)GAMEPLA YEach turn consists of four steps.STEP 1. Reveal and resolve Dark Arts events.Look at the Location. It states how many Dark Arts events to reveal (❶).Dark Arts events have a variety of detrimental effects. One at a time, reveal and resolve Dark Arts events,placing the cards in a discard pile beside the stack (❷).If the Dark Arts stack runs out, shuffle the resolved cards to form a new stack.STEP 2. Resolve Villain abilities.Each Villain has an ability (❸). Some will happen each turn, and others will be triggered by Dark Arts events or other Villains.OBJECTIVEPlaying cooperatively as the Heroes, you win the game if you defeat all the Villains before they gain control of all the Locations, therebysecuring the safety of HOGWARTS–for now...However, if the Villains manage to gain control of all of theLocations, you have lost the game!G A M E P L A YEXAMPLE: this event instructs you to add one token on the Location card. (See Location Control on page 12 for details.)7HARRY POTTER HERO8 344D ARK ARTSHE-WHO-MUST-NOT-BE-NAMED34❷Proceed to the next page for the active Hero’s chance to play cards and take actions.VILL AINDRA CO M ALF OY6LOCATION MIRROR ERISED 2 2LOCAT IONDIAGO N ALL EY 12❸STEP 3. Play HOGW ARTS cards and take Hero actions.As the active Hero, you may do all of the following in any order you choose.• P lay cards to gain resources( & tokens) and generate effects.A s you play out cards, set them to the side to indicatethat they have been played. Tokens you gain arecollected on your player board. Cards and resources cannot be saved from one turn to the next, so it is advisable to use everything each turn.• Assign(Attack) to Villains.W hen the number of tokens assigned to a Villain equals its Health, the Villain is defeated! (See Defeating a Villain on page 12 for details.)• Use (Influence) to acquire new cards.T he six face up HOGWARTS cards are available to acquire and build a more powerful deck. You can acquire multiple cards as long as you have enough.I MMEDIATELY place any newly acquired cards in your Discard Pile (not in your hand) unless otherwise noted. Typically, you will not play new cards on the same turn you acquire them.W hen your deck runs out of cards, you will shuffle your Discard Pile to form a new deck including these newly acquired cards.EXAMPLE: your starting hand has a Firebolt, HEDWIG ™, and three Alohomora! cards.❶ P lay the Firebolt to gain a token. Since you are stillpretty healthy, play HEDWIG and choose to gain another token. Place them on your player board.❷ P lay your three Alohomora! to gain three tokens. Place them on your Player Board.❸ A ssign the two tokens to DRACO MALFOY ™. Y ou need four more to defeat him.❹ U se the three to acquire Reparo! from the available HOGWARTS cards. Immediately place the card in your discard pile.G A M E P L A Y9HARRY POTTER HERO8 344DARK ARTSHE-WHO-MUST-NOT-BE-NAMED334❶❹❷End your turn.HARRY POTTER HERO3VIL LAI NDR ACO MA LFO Y6LOCATION MIRROR ERISED 2 2LOCAT IONDIAGO N ALL EY 12❶❹❺❻❷STEP 4. END YOUR TURN.After playing cards, taking actions, and using tokens,do the following at the end of your turn. ❶C heck if the Villains have the required toControl the Location. If they Control it, remove the and discard the Location, revealing the next one in the stack.❷I f you assigned enough to defeat a Villain this turn, replace it with the next one from the Villains stack.❸R efill empty spaces for HOGWARTS cards.❹P lace all cards played this turn in your discard pile. You cannot save cards for your next turn.❺D iscard any unused and tokens. If you played cards that allow other Heroes to gain tokens, they DO get to keep them to use on their turn.❻D raw a new hand of five cards. ONLY shuffle your Discard pile to form a freshDraw Deck when you need to draw or reveal cards and your deck is empty.THE NEXT HERO’S TURNGame play will continue clockwise, with the next player, as the active Hero, taking the same 4 steps on their turn.See the following pages for more information on:Defeating a Villain–page 12Location Control–page 12Hero Health–page 13G A M E P L A Y108 344DARK ARTSHE-WHO-MUST- NOT-BE-NAMED45❸END OF GAMEThe game can end in one of two ways:The Heroes defeat ALL the VillainsCongratulations! You win, and ensure the security of HOGWARTS andthe wizarding world for another year. You have become most adeptand skilled wizards and bring pride and honor to your school! Whenyou are ready, proceed to the next game. Open the Game 2 box, andfollow the instructions enclosed.The Villains control ALL the LocationsIf the Villains manage to control ALL the Locations, you have lost.You are not yet ready to advance to Game 2 and need to hone yourwizarding skills. Reset the game to its starting configuration, and tryagain! (see Set Up on pages 2-5.)11Active Hero loses 1 .ALL Heroesgain 1 and 1 .VILLAIN GAME 1QUIRINUS QUIRRELL 6LO CA T IO N M IR R O R OF E R IS E D Ea ch tu rn re ve al 1 D ar k A rt s e ve nt .2 of 2GA ME 1LOCATION Each turn reveal 1 Dark Arts event.DIAGON ALLEY ™1 of 2GAME 1DARK ARTS HE-WHO-MUST- NOT-BE-NAMEDGAME 1Add 1 to the Location.Reward: Each Hero takes a token from the pile puts it on their Player Board. Each Hero also gains 1 Health moving their up one. Location Control *Some Dark Arts events and Villain abilities increase the amount of control the Villains have over the Location. When the Villains gain the required to control the Location, the Heroes have until the end of that turn to remove a either by playing a card or defeating a Villain.If at the end of the turn, the Location still has the required , the Villains gain control of it. Discard the controlled Location as the battle moves on to the next one in the stack. If the Villains gain control of ALL the Locations, the Heroes lose the game!If you need to add more on a Location than there are spaces, you get a reprieve, ignoring any additional that would be added this turn .* Advanced Wizards: You can add to the difficulty of any game by placing tokens on the first Location when setting up the game. For moderate difficulty, start with 1 on the Location or for a bigger challenge, start with 2 . Alternatively, add 1 to each Location when it is revealed, starting with the first one.Defeating a Villain When the tokens assigned to a Villain equal its (Health), the Villain is defeated! You immediately gain the reward listed on the Villain card, and place it in the discard space in the center of the board. Return the tokens assigned to the Villain back to the pile. At the end of your turn, replace the defeated Villain with the next Villain card from the top of the stack.Additional Rules A D D I T I O N A L R U L E S 12LOCATION MIRROR OF ERISED Each turn reveal 1 Dark Arts event.2 of 2GAME 1HARRY POTTER HERO❶❻❺❷❹❸Hero HealthSome Dark Arts events and Villain abilities cause your Hero to lose (Health) and some HOGWARTS cards allow you to gain . This is inidicated by moving your Health Tracker up or down on your Player Board. If you lose all your , you are Stunned and the following occurs. Note: It is possible to get Stunned on another Hero's turn. If more than one Hero is Stunned at the same time, each one does the following:❶ Y ou cannot lose (or gain*) any more this turn.❷D iscard any or tokens you may have saved onyour Player Board from other Heroes’ turns.❸ D iscard half the cards in your hand, rounded down.For example, if you have five cards, choose two todiscard. If a card has an effect generated by beingdiscarded you DO still get that effect. ❹A dd one to the Location.❺ I f it is your turn, you may still play cards and takeactions with whatever you have remaining afterbeing Stunned.❻ *At the end of the active Hero’s turn you haverecovered. Reset your Hero’sto its maximumvalue (10).D A R K A RT S A c ti v e H e r o l o se s 2 .E X P U L S O !Each time a Dark Arts event or Villain causes a Hero to discard a card, that Hero loses 1 .VILLAIN CRABBE & GOYLE 5D A R K A R T S Ac tiv e H er o l os es 1 an d di sc ar ds a ca rd .F LI P E N D O !LOCATION CARDSHERMIONE GRANGER STARTING CARDS HOGW ARTS CARDS HOGW ARTS CARDS14HOGW ARTS cards In the first few games, it is possible for the HOGWARTS stack to run out of cards to acquire. Continue playing with the remaining available HOGWARTS cards and the decks you have built until the end of the game.Drawing and Discarding cards Some cards, like the Crystal Ball , have the effect to “Draw a Card”. When you play these, always draw from your Hero deck. Additionally, if a card has an effect to “Discard a Card”, you may choose any card in your hand–not just from among the cards you drew. Other cards have an effect that only happens if you choose to discard them, not when you play them. For example: the Remembrall (Neville’s starting deck) gives the Hero 1 when it is played, but 2 when discarded to another effect. The effect on these cards triggers if you choose to discard them to a Villain, Dark Arts event, from being Stunned, or toanother HOGWARTS card, like the Crystal Ball .Placing Cards on top of your DeckThis is a good thing. Rather than having to wait until your Discard Pile is shuffled to gain access to a card, cards with this directive ensure that you will draw a newly acquired card on your next turn.Saving Influence and AttacksIf you gain or tokens on another Hero’s turn you may save them on your player board until your turn. At the end of your turn any tokens that you have not used must be discarded to their piles. Villains and Dark arts cardsAs the games progress in difficulty, many of the Villain abilitiesand Dark Arts events will have a compounding effect. Forexample: Flipendo! states, “Active Hero loses 1 and discardsa card.” Crabbe & Goyle have the ability, “When you discard acard lose 1 ”. The combined effect is the active Hero will lose2 and discard a card before taking actions.Storing the gameYou do not need to play all seven games at once.Included in the tray are nine sorting cards. Whenyou are ready to pack the game up use the dividersto sort the cards by type instead of by game. Thiswill make setting up your next game faster. Theadditional game rules can be stored in the pocketson the next page.Adv anced WizardsAfter reading these rules, if you are familiar with deck-building games, you may proceed directly to Game 3. Youwill open boxes for Games 1-3, review the additional rulesenclosed in each, and start your adventure there. You canalso increase the difficulty of each game by starting with1 or2 on the first Location.Reminders A D D I T I O N A L R U L E S 3DESIGNED & DEVELOPED BY:INVENTED BY:USAopoly is a trademark of Usaopoly, Inc. Invented and licensed by Forrest-Pruzan Creative.HARRY POTTER, characters, names and related indicia are trademarks of © and ™ Warner Bros. Entertainment Inc.Harry Potter Publishing Rights © JKR. (s16)Manufactured by USAOPOLY, Inc. 5607 Palmer Way Carlsbad, CA 92010.MADE IN CHINA. Colors and parts may vary from those pictured. CONTENTS:Game Board • 252 Cards (47 Small, 142 Regular, 63 Oversized) • 4 Dice • 7 Game Boxes • 7 Game Rules 4 Player Boards • 8 Villain Control Tokens • 70 Chip Pieces (35 Attack, 25 Influence, 4 Health, 2 Shield, 4 More)。
《魔戒LCG》说明书
《魔戒LCG》说明书《魔戒LCG》规则说明书Ⅰ、游戏背景和起始准备:1,玩家分别扮演控制1-3名英雄的领袖,在魔戒中土之上共同合作闯关,对抗沿途的小怪,达到光辉的终点。
2,选择自己的1-3名英雄。
将所有英雄左上角的初始威胁值加总,计为自己的初始玩家威胁值。
3,决定1名起始玩家,他获得起始玩家标记。
4,抽6张手牌。
可以看过后洗回重抽1次。
5,将任务牌按顺序设置好。
并根据指示,设置好剧情布置。
Ⅱ、游戏流程:一,资源阶段:1,每名存活英雄的资源区中加入1个资源标记。
2,从牌组抽1张手牌。
二、出牌阶段:1,起始玩家,从手牌中出牌,并且支付相应的资源。
(从英雄身上拿取。
)2,若手牌左下角有符号,则其支付的资源必须从与该符号相同的英雄身上拿取。
3,支付费用为0的牌,不需支付资源点,但是必须要有相同符号的英雄存活。
4,若手牌左下角无符号的中立牌,则可以从任意英雄身上拿取资源。
5,出牌阶段完成后,进入其下家的出牌阶段,直到所有玩家都结束其出牌阶段。
三、任务阶段:1,起始玩家,选择本次要加入任务阶段的角色(英雄或盟军),将他们横置。
2,起始阶段完成后,其下家决定加入任务的角色,直到所有玩家都结束这个步骤。
3,根据存活的玩家人数,翻开遭遇牌堆相应数量的卡,放在场景区。
此过程称为“集结”。
4,集结时,若有“展示后”关键字的卡牌被翻出时,当立即结算那个效果。
5,计算玩家们所有被指派任务的角色的○数值总和。
减去场景区所有卡的△数值总和。
6,若结果为正数,则放置这个数值的任务进度标记在任务卡上。
若是有被激活的地区卡,则优先放在场景卡上。
7,任务卡上的进度标记达到上限时,将该任务卡移走,并且结算下一张任务卡的布置。
此时多余的进度标记不再放置到新的任务卡上。
8,若上述结果为负数,则每位玩家上升这个数值的威胁等级。
9,若上述结果为0,则无事发生。
四、探索阶段:1,在没有已激活的地区卡的前提下,起始玩家可以决定,将1张场景区的地区卡移动到任务卡的另一侧,以此激活该地区卡。
魔现封神
魔现封神龙与地下城游戏模组适合于四名2级人物制作人员原作: Richard Pett 配图: Peter Bergting 地图: Craig Zipse 中文化: Ellesime & ESBased on the original DUNGEONS & DRAGONS ®game by E. Gary Gygax and Dave Arneson and on the new edition of t he DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip W illiams, Rich Baker, and Peter Adkison. D &D , D U N G E O N S & D R A G O N S , a n d D U N G E O N M A S T E R a r e r e g i s t e r e d t r a d e m a r k s o w n e d b y W i z a r d s o f t h e C o a s t ,I n c. T h e d 20 l o g o i s a t r a d e m a r k o w n e d b y W i z a r d s o f t h e C o a s t , I n c. A l l W i z a r d s c h a r a c t e r s , c h a r a c t e r n a m e s , a n d t h e d i s t i n c t i v e l i k e n e s s e s t h e r e o f a r et r a d e m a r k s o w n e d b y W i z a r d s o f t h e C o a s t , I n c. ©2003 W i z a r d s o f t h e C o a s t , I n c. A l l r i g h t s r e s e r v e d.M a d e i n t h e U.S.A. T h i s p r o d u c t i s a w o r k o f f i c t i o n. A n y s i m i l a r i t y t o a c t u a l p e o p l e ,o r g a n i z a t i o n s , p l a c e s , o r e v e n t s i s p u r e l y c o i n c i d e n t a l. T h i s W i z a r d s o f t h e C o a s t g a m e p r o d u c t c o n t a i n s n o O p e n G a m e C o n t e n t. N o p o r t i o n o f t h i s w o r k m a y b e r e p r o d u c e d i n a n y f o r m w i t h o u t w r i t t e n p e r m i s s i o n. T o l e a r n m o r e a b o u t t h e O p e n G a m i n g L i c e n s e a n d t h e d 20 S ys t e m L i c e n s e , p l e a s e v i s i t w w w.w i z a r d s.c o m /d 20.“世间本无善恶,全凭个人的想法而定。
鬼影镇最新秘籍
鬼影镇最新秘籍键位说明:Esc——调出菜单F1——查看学会的剑招1,2,3,4,5,6,7,8,9,0——切换武器或技能Q——调出物品菜单W,S,A,D——上,下,左,右E——开门,使用、捡拾物品等R——切换为魔鬼或人类Shift——切换第一人称C——蹲V——收起武器或扔掉捡拾的物品空格——跳鼠标左键——攻击。
鼠标右键——防御。
魔鬼状态时为使用技能。
滚轮——切换加速跑,跑步,走路。
如何出招——学会剑招后,先按下鼠标右键不放,按下左键蓄力。
松开右键,但不要放开左键。
接着只要按相应的方向键就可以发出剑招了。
游戏一开始出来,顺路走到一块突出的石板前,踏上去后前面的门就会打开。
这是个计时门,要用加速跑(把鼠标的滚轮向前推就是加速跑)。
跑过门后按“E”键打开木门,翻过两段矮墙后跳上较高的那个。
下去后走左边的楼梯,到门前时门关上了。
拉下门右边墙上的铁链打开门,进去拿到钥匙后用钥匙打开门出去。
向前走跳过断路,按“C”键蹲下走过去,到头后发现没路了。
不要怕,切换为走步状态(鼠标滚轮往后转)慢慢走到头后按“W”键走下去后主角会自动扒住边沿,向左移到头后下来,左走爬上梯子。
用加速跑跳过一大段断路。
到头后站到绳子下按“E”键滑到对面进入游戏下一段。
键位说明:Esc——调出菜单F1——查看学会的剑招1,2,3,4,5,6,7,8,9,0——切换武器或技能Q——调出物品菜单W,S,A,D——上,下,左,右E——开门,使用、捡拾物品等R——切换为魔鬼或人类Shift——切换第一人称C——蹲V——收起武器或扔掉捡拾的物品空格——跳鼠标左键——攻击。
鼠标右键——防御。
魔鬼状态时为使用技能。
滚轮——切换加速跑,跑步,走路。
如何出招——学会剑招后,先按下鼠标右键不放,按下左键蓄力。
松开右键,但不要放开左键。
接着只要按相应的方向键就可以发出剑招了。
游戏一开始出来,顺路走到一块突出的石板前,踏上去后前面的门就会打开。
这是个计时门,要用加速跑(把鼠标的滚轮向前推就是加速跑)。
恐怖游戏:恐怖捕妖手册说明书
Game manual:Getting startedBefore running the game please install the latest DirectX. It is included in Vampire Hunters/ DirectX directory. Just run DXSETUP.exeAlso it is recommended to update your graphics card drivers. (Download it please from your graphics card manufacture website)If you receive a missing dll error message or the camera inside game is bouncing too much it is most probable that you have not installed the Di-rectX and / or you are using a generic windows graphics card drivers instead of your cards manufacturers (Nvidia or ATI).Run the game with VampireHunters.exeControlsIn order to satisfy as many players as possible (their control style), the game includes three different types of controls systems:Keyboard: Classical controls use keyboard Arrows for movement and the Enter button for confirming action or selection.Mouse: Vampire Hunters can be fully controlled by the mouse. The mouse movement adjusts the rotation of the camera, the left mouse button moves the character in the selected direction and confirms the dialogue choices and the right mouse button selects action (the same as pressing Enter on the keyboard).Mixed: The most comfortable means of game control. Character movement is carried out by the W, S, A, D keys with the left hand on the keyboard (the control system utilized in action games.) Mouse is controlled by right hand handling the camera movement and action selection. ( can also be used with a left-handed mouse and the right hand on the keyboard using the Ar-rows.)Bringing up the menus is common for all three types of game controls: ESC – Main game menu.I – Inventory. Items are divided into four categories: Weapons/Clothing, Healing potions/Amulets, Spell runes and Adventure items. In the right partof the inventory menu there is a quest log.C - Character menu containing a detailed description of character’s param-eters.L - Spell menu containing a detailed description of individual spells and nec-essary runes.F5 – Quick save.CombatCombat menu:- Attack – Performs a weapon attack of your choice. Thelist of choices depends on your weapon type, your charac-ter’s statistics and also on your skill with the actual weapon.Later on in the game you can choose more complicatedmoves and weapon combos.- Magic, spell casting. You can add more spells to yourlist by finding a rune and combining new spells from thespell menu. (pressing the L button during the game)- Defense setting – You can choose five levels of aggres-siveness. The highest one focuses your character on dealingwith maximal damage with very weak defense ability.- Inventory – You could Access the inventory during thecombat. Suitable for using medicaments and stimulants.- Flee – Run away (not available)Character Attributes- Strength is the basic ability of a warrior. Damage inflicted by the charac-ter in combat depends on strength. Other aspects depending on strength include the speed of improvement with weapons and character’s stamina when fatigued.- Dexterity is an important ability during combat. It affects the attack with most weapons only slightly but when handling daggers and staves it is abasic ability. It influences the speed of attacks and mostly the character’s ability to evade physical attacks.- Endurance allows the character to endure more damage by increasing his HP. It also decreases non-magical damage sustained by the character. En-durance also decreases the effects of fatigue.- Intelligence is the basic ability of each spell-caster, influencing each aspect of the spell-casting process. It decreases the time needed for the spell’s preparation, increases the spell power and its duration.- Perception helps the character to find weaknesses in the enemy’s armor whereby decreasing the influence of the enemy’s armor in the combat’s outcome. It also increases the probability of a successful critical hit and decreases the time needed for the preparation of weapons at the beginning of combat.Character menuCharacter menu description:1 - Implants 4 - Necklaces2 - Body armors 5 - Gloves & hand accessories3 - Weapons 6 - Boots1. Body Implants(Eight categories)- Improve basic character attributes. Parameters for each category are fixed.2. Character armors(Four categories)- Enhance character defense parameters. They could include bonus character attribute improvements. Parameters for each category are ran-domly generated.3. Weapons(Two groups: Light / Heavy weapons, four sub-groups, thirty-six categories) 3.1. Blunt weapons (sub-group)(Eight categories)- Weapon damage modifiers (50% Character strength, 50% Weapon group skill – heavy weapon skill).- Increased damage, lowered accuracy. Same damage modifier for a fresh weapon as for a hundred times used weapon.3.2. Swing weapons (sub-group)(Nine categories)Walkthrough This is a brief walkthrough that will guide you through the beginning of the game and helps you to better understand the game mechanics. - Go to a flagpole situated near the teleport where you begin the game and take the “flag”.- In the most far-away corner (go straight and then all the way left) there is a functionless lamp which does not emit light but sparkles instead. Screw out the “light bulb”.- Next to the lamp there is a staircase damaged in the middle so you have to take the staircase opposite to it.- When you approach the staircase a vampire jumps out and attacks you. Destroy him and search the corpse.Note: This vampire is very slow (requires several turns to make an action) so you could examine the combat system. Look to the combat section in this manual.- Go down the staircase and turn left.- Open the door just behind the corner and go inside.- Find three objects inside the room: “crowbar”, “lightly erotic maga -zine” and “broken compass”.- Leave the room and go straight forward until you reach a staircase made of wood and a short pier.- Continue to the wooden staircase and inspect the blood stains on the ground.- Take the “fishing hook”(It is leaning nearby)- Jump down on a lower platform (a short wooden pier), turn left and fish out Ivan’s body from the water.- Inspect the body and take “amulet”, “ball dance invitation” and “key”.- Return to the main building. On your way you will see a vampire. Run after him.- The vampire will eventually escape. Next to the place where you lost him there is a staircase and a small boat. Inspect the boat to find out it is useless without an oar.- Return to the teleport at the beginning of the game (upper floor). There is a chest. Open it using a “crowbar” and take the “metal keys”.- Go down the stairs and turn left.- Behind the main building there is a wooden bench to the left. When you try to cross it, it will break.- Weapon damage modifiers (35% Agility, 35% Strength, 30% Weapon group skill)- Average damage, average accuracy. Same damage modifier for a fresh weapon as for a hundred times used weapon.3.3. Bladed weapons (sub-group)(Twelve categories)- Weapon damage modifiers (Light weapons: 30% Agility, 10% Strength, 60% Weapon group skill - light weapons; Heavy weapons: 10% Agility, 30% Strength, 60% Weapon group skill - heavy weapons)You become more skilled with a weapon the longer you use the weapon. (Does not apply to Blunt and Swing weapons).3.4. Special weapons (sub-group)(Seven categories)- Special and bonus weapons. Most of them are one of a kind and / or de-signed for a single purpose.- Weapons could be: found, taken from dead enemies or manufactured (us -ing adventure items).Parameters for each category are randomly generated. (Only Special weapons have fixed parameters.)WalkthroughThis is a brief walkthrough that will guide you through the beginning of the game and helps you to better understand the game mechanics.- Go to a flagpole situated near the teleport where you begin the game and take the “flag”. - In the most far-away corner (go straight and then all the way left) there is a functionless lamp which does not emit light but sparkles instead. Screw out the “light bulb”.- Next to the lamp there is a staircase damaged in the middle so you have to take the staircase opposite to it. - When you approach the staircase a vampire jumps out and attacks you. Destroy him and search the corpse.Note: This vampire is very slow (requires several turns to make an action) so you could examine the combat system. Look to the combat section in this manual.- Go down the staircase and turn left.- Open the door just behind the corner and go inside.- Find three objects inside the room: “crowbar”, “lightly erotic maga -zine” and “broken compass”.- Leave the room and go straight forward until you reach a staircase made of wood and a short pier.- Continue to the wooden staircase and inspect the blood stains on the ground.- Take the “fishing hook”(It is leaning nearby)- Jump down on a lower platform (a short wooden pier), turn left and fish out Ivan’s body from the water.- Inspect the body and take “amulet”, “ball dance invitation” and “key”.- Return to the main building. On your way you will see a vampire. Run after him.- The vampire will eventually escape. Next to the place where you lost him there is a staircase and a small boat. Inspect the boat to find out it is useless without an oar.- Return to the teleport at the beginning of the game (upper floor). There is a chest. Open it using a “crowbar” and take the “metal keys”.- Go down the stairs and turn left.- Behind the main building there is a wooden bench to the left. When you try to cross it, it will break.4. Necklaces (Two categories)- Miscellaneous effects, randomly generated parameters.5. Gloves & hand accessories (Eight categories)- Three subtypes – Character defence, Magic / spell support, Bladed attack. - Gloves are essential for a hand (no weapon) combat. - Parameters for each category are randomly generated.6. Boots (Four categories)- Modify Agility and Defense - Rare models could trigger special attack combos.- Parameters for each category are fixed.Walkthrough This is a brief walkthrough that will guide you through the beginning of the game and helps you to better understand the game mechanics. - Go to a flagpole situated near the teleport where you begin the game and take the “flag”.- In the most far-away corner (go straight and then all the way left) there is afunctionless lamp which does not emit light but sparkles instead. Screw out the “light bulb”.- Next to the lamp there is a staircase damaged in the middle so you have to take the staircase opposite to it.- When you approach the staircase a vampire jumps out and attacks you. Destroy him and search the corpse.Note: This vampire is very slow (requires several turns to make an action) so you could examine the combat system. Look to the combat section in this manual.- Go down the staircase and turn left.- Open the door just behind the corner and go inside.- Find three objects inside the room: “crowbar”, “lightly erotic maga-zine” and “broken compass”.- Leave the room and go straight forward until you reach a staircase made of wood and a short pier.- Continue to the wooden staircase and inspect the blood stains on the ground.- Take the “fishing hook”(It is leaning nearby)- Jump down on a lower platform (a short wooden pier), turn left and fish out Ivan’s body from the water.- Inspect the body and take “amulet”, “ball dance invitation” and “key”. - Return to the main building. On your way you will see a vampire. Run after him.- The vampire will eventually escape. Next to the place where you lost him there is a staircase and a small boat. Inspect the boat to find out it is useless without an oar.- Return to the teleport at the beginning of the game (upper floor). There is a chest. Open it using a “crowbar” and take the “metal keys”.- Go down the stairs and turn left.- Behind the main building there is a wooden bench to the left. When you try to cross it, it will break.- On the opposite side (to the right) there are three piers.- Go to the end of the middle pier. There is a chest. Smash it open and take all that is inside.- Return to the main sidewalk and continue straight forward until you reach a metal gate.- Open the metal gate using “metal keys”.- Hint: There are five hidden spots within this location with the supplies,magic runes and the equipment.- Before you approach the end of pier, bring up the inventory (button “I”) and equip yourself. Put a dagger into character’s hand and wear Stand-ard boots, Rubber Gloves and Amulet.- Continue walking until you reach a leaning oar.- A vampire will attack you. Enemies later in a game appear at random places, so always try to be equipped with the best equipment you have.- Take the “oar” and everything that’s inside the nearby chest.- Return to the small boat that was unusable without an oar and try to sail away.- After you wake up, defeat both the guards.Note: Combat in Vampire Hunters requires more than just using a simple weapon attacks. The use of stimulants, health packs and magic is essential. - Move away from the corpses. You will be interrupted by the ringing of a telephone.- Inspect the bodies and take the phone.- After talking to Menlaus go towards the tall crane using the ladder to climb upwards until you reach a teleport (white lights).- Teleport yourself to the “bar” location.- Enter the oriental bar.- Talk to Menlaus to receive a “card”. You can also talk to the drunkard and buy resources from Otto.- Use the teleport to transfer yourself to the “loading bay” location.- Hint: At the end of the rails opposite to the yellow-black barrier there is a metal plate hood on the ground behind containers. Open it and enter a secret room where besides posters referring to our older games you can find various useful items.We hope that this introduction to our game was helpful. The rest is up to you and we wish you good luck.Hints- During combat you can click directly at the enemy to automatically bring up the attack/combo menu.- Teleport serves for transporting between locations throughout the game. You could travel only to locations you have already visited.- Battles are not difficult but it is not only the simple use of attacks. To go through the fights you have to use a combination of stimulants, medica-ments and spells.- Casting spells costs runes. Each spell needs it’s own combination of runes, which are automatically depleted after casting a certain spell.(c) 2009 C media publishing.game by Mayhem Studios。
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战役指导书狂热者之夜战役设置为了设置狂热者之夜的战役,请按照如下顺序执行。
1.选择调查员(们)。
每个玩家选择一个不同的调查员以进行游戏,然后将他或他的选择记入战役日志。
2.每个玩家组建他或她的调查员牌组。
关于牌组的完整组建规则可以在规则参考的第8页找到。
3.选择不同的难度。
阿卡姆的恐惧:卡牌游戏有四种不同的难度等级。
简单、标准、困难和专家。
玩家们选择最适合他们团队的难度等级,正常战役维持该难度。
4.组建战役的混沌袋。
将以下混沌指示物放入混沌袋中,然后将其他混沌指示物返回游戏盒中。
◆简单(我就想玩玩):◆标准(我想要点挑战):◆困难(让我经历一场真正的噩梦):◆专家(让我经历阿卡姆的恐惧):现在,玩家已经准备好了战役的第一章:集结。
战役日志:战役日志(在这本书的最后一页)用来记录整场战役的发展和推进。
在每个章节结束后,玩家必须在他们的战役日志中记录所有相关信息的结果。
这包括一个调查员获取了多少经验点,每个调查员的创伤等级,每个调查员获取的故事资产或弱点,以及任何被杀害或疯狂的调查员。
在章节决策时,玩家们经常会按照指示在战役日志中的“战役记录”中记录一个重要的注释或故事元素。
这些注释会经常在后面的章节中被提到,允许一个章节的决策影响到后面的章节。
如果玩家们被命令删除这些记录中的一个,这条被删除的记录在剩余的战役剧情中被忽略。
第一章:集结你和你的伙伴在你位于马萨诸塞州,阿卡姆之城的家里,正在调查一起非常奇怪的案件。
在过去的几周内,数个本镇居民神秘消失。
最近,他们的尸体在树林出现,残缺的尸体被吃了一半。
警察和记者们声称这是树林中的野兽所为,但是你相信在树林里有一些其他东西正在酝酿发生。
你们在领袖调查员的家里集合,一同商议这些诡异的案件。
设置◆将以下遭遇设置收集在一起:集结、老鼠、食尸鬼、惊惧、远古邪恶和阴冷。
这些遭遇设置有如下指示图标:◆将书房地点放入游戏。
将其他地点放置在一边,视为移除游戏。
每个调查员从书房开始游戏。
◆将食尸鬼祭祀和丽塔·钱德勒的卡牌放置在一遍,视为移除游戏。
◆将剩余的遭遇卡牌混洗(来自于先前组建的遭遇设置)以组成遭遇牌库。
不要阅读直到你完成该章节如果没有结局被达成(所有调查员都放弃或被击败):为了活命,你连滚带爬的逃出你的房子。
那个来自你客厅的女人跟随着你来到了前门处,猛然将前门关上。
“你这个蠢货!看看你都做了些什么?”她拿起一张椅子顶在前门的把手下。
“我们必须离开这里。
跟我来,我会在路上告诉你我知道的一切。
我们是阻止城市被黑暗力量吞噬的唯一希望。
”你对此没有任何异议。
你点点头,跟着那个女人离开你家的前廊,跑入了雨中,你们的目标是河滨小镇。
在你的战役日志中记录,你的屋子依然存在。
在你的战役日志中记录,食尸鬼祭祀依然存活。
领袖调查员获得丽塔·钱德勒卡牌,他或她可以选择是否加入他或她的牌组内。
这张卡牌不计入调查员的牌组数量。
每个调查员获得等同于胜利点数的经验值(记住要计入在胜利点数弃牌堆中符合条件的地点卡牌)。
每个调查员再获得2个经验值奖励,视为他或她更入了理解了这藏匿于世界表面之下的神话。
结局1:你点点头,允许那个红发女人将你屋子的墙壁和地板逐一点燃。
火焰燃烧的很快,你快速冲出前门,以免又被抓回地狱。
你站在人行道上,看着你所拥有的一切被火焰所吞没。
“跟我来。
”那个女人说道,“你必须知道我们将要面对什么。
如果我们孤军奋战,我们必定失败……但如果我们并肩作战,我们就能阻止这一切。
”在你的战役日志中记录,你的屋子已经被焚毁。
领袖调查员获得丽塔·钱德勒卡牌,他或她可以选择是否加入他或她的牌组内。
这张卡牌不计入调查员的牌组数量。
领袖调查员遭受1个精神创伤,因为他或她眼睁睁的看着自己的屋子被烧成废墟。
每个调查员获得等同于胜利点数的经验值(记住要计入在胜利点数弃牌堆中符合条件的地点卡牌)。
每个调查员再获得2个经验值奖励,视为他或她更入了理解了这藏匿于世界表面之下的神话。
结局2:你拒绝服从那个过分热心女人的建议,你将她推出你的屋子,以免她在没有获取你允许的情况下点燃整个屋子。
“蠢货!你犯了一个很严重的错误!”她警告道,“你根本不知道那些凶兆之下潜伏着什么……你害我们陷入了巨大的危机之中!”经历了今晚的事情,你仍在瑟瑟发抖,你决定让这个女人说完。
或许她能在这些离奇诡异的事件中指出一条明路……但似乎她并不怎么信任你。
在你的战役日志中记录,你的屋子依然存在。
领袖调查员获取1点经验值,视为他或她拒绝今天晚上发生的事情会毁灭他或她的人生。
每个调查员获得等同于胜利点数的经验值(记住要计入在胜利点数弃牌堆中符合条件的地点卡牌)。
每个调查员再获得2个经验值奖励,视为他或她更入了理解了这藏匿于世界表面之下的神话。
结局3:你跑向客厅,试图找到一条可以逃出屋子的路。
但是炽热的障碍依旧挡住了你前进的道路。
你完全陷入困境,一大群令人恐惧的生物涌入你的屋子并将你包围,而你无路可逃。
在你的战役日志中记录,丽塔被迫去寻找其他人来协助解决她的麻烦。
在你的战役日志中记录,你的屋子依然存在。
在你的战役日志中记录,食尸鬼祭祀依然存活。
任何没有放弃的调查员都被杀害。
如果没有足够的调查员以进行战役,那么战役宣告结束,所有玩家失败。
否则,继续推进下一个章节(每个玩家手上的调查员已经被杀害,他或她必须从可用调查员池中选择一个新的调查员。
参考规则参考书的第13页,关于被杀害的调查员的完整规则)。
如果领袖玩家被杀害,选择一个调查员获取丽塔·钱德勒卡牌。
他或她可以选择是否加入他或她的牌组内。
这张卡牌不计入调查员的牌组数量。
战役规则扩展获取和花费经验值当一个调查员在神话中探索的越来越深,他或她会洞悉这个世界所隐藏的真相——旧日支配者,那些暗藏在阴影中的怪物,以及那些从未被人类知晓的秘密。
这样的洞悉以经验值来表示。
在每个章节决议时,调查员们可以获取1个或多个经验值。
每个调查员分别获取经验值,经验值不能从在调查员之间相互交易。
经验值可以经常在游戏中获取,从胜利弃牌堆中的遭遇卡牌上的胜利点数,或通过故事的决定。
参考规则参考书的第5页中关于获取经验值的完整规则。
经验值可以用来花费以学习心得技能或法术,或者获取新的物品和武器,以及任何形式的额外卡牌。
在牌组中加入一张新的卡牌所需要的经验点数费用等同于这张卡牌的等级,其在卡牌的左上方用1个或多个的白色小圆点表示。
将一张新的卡牌放入你的卡组总是会至少消耗1点经验值,而且这张卡牌需要你依旧满足你的卡组限制(通常会通过弃掉一张卡牌来实现)。
有些卡牌会有一个更高等级的同名卡牌。
这些拥有不同版本,相同名称的卡牌会有一些额外的效果,额外的技能图标,或者不同的费用。
如果一个玩家有一张低等级版本的卡牌希望购买更高等级的版本,他或她可以升级花费等同于两张卡牌之间差值的经验值来升级。
新版本的卡牌加入牌组,旧版本的卡牌被移出牌组。
参考规则参考书的第5页中关于花费经验值的完整规则。
创伤、死亡和疯狂创伤代表着一个调查员所承受的关于健康和/或精神上的永久伤害。
如果一个调查员在一个章节中被击败,那个调查员依旧进入下一个章节,除非这个章节声明该调查员被杀害或陷入疯狂。
无论如何,一个调查员因为伤害或恐惧而被击败,都会承担永久性创伤,这些创伤将在剩余的战役中和该调查员同在。
参考规则参考书的第5页中关于承受创伤的完整规则。
注意:如果你担心承受创伤,从一个章节中放弃总是比被击败要更好。
玩家们现在已经准备好战役接下来的章节了。
第二章:午夜面具检查战役日志,如果丽塔被迫寻找其他人来帮她解决麻烦:阅读引序1。
否则,阅读引序2。
引序1:一个惊恐的女人跑到你面前,胡言乱语说着一些诡异的事情,她认为在河滨小镇附件的一个屋子内有怪物从地下涌出。
“我试图困住他们。
”她解释道,“但那里还有其他的。
其他深坑,其他区域。
”如果在上周,你一定会觉得她是个疯子。
但最近发生的那些事情,都在挑战你对常识的认知。
你决定先听她说完。
她自我介绍道,她叫丽塔·钱德勒,然后她向你娓娓道来一个几乎颠覆你常识的故事。
“那些我提到的生物。
”她声称,“被称之为食尸鬼——那些残忍的生命来自于充满瘟疫的地下室、洞穴,以及阿卡姆之城的地下隧道中……”继续阅读引序3。
引序2:紧随着你屋子灾难而来,丽塔·钱德勒,那个来自你客厅的红发女人,向你娓娓道来一个故事—即使你就在现场亲眼所见——依旧颠覆了你的常识。
“那些在你家的生物。
”她声称,“被称为食尸鬼——那些残忍的生命来自于充满瘟疫的地下室、洞穴,以及阿卡姆之城的地下隧道中……”继续阅读引序3。
引序3:“这些生物以人类的尸体为食物,他们服务于一个身处于阿卡姆的黑暗邪教组织,那个邪教组织的成员令人难以理解地崇拜古老的食尸鬼主人。
这个邪教组织杀害那些无辜的人,将他们尸体喂养食尸鬼,以满足他们异常巨大的饥饿。
一股均衡的黑暗力量正在聚集。
直到现在,最近。
”丽塔继续道,“他们巢穴中的一个,那里早被警察们盯上了,被捣毁了。
自从那次开始,食尸鬼们比平时活动的更加频繁。
我追踪他们的行踪,尽最大努力以阻止他们在城里继续杀人。
但我认为这里有些更糟的情况正在发生。
邪教组织正在准备某些比我所见所闻更加黑暗,更加不详的邪恶之事。
有迹象显示,这个计划应该会在今晚完成,就在午夜之后。
除此之外,我也没有更多线索了。
”“大部分邪教徒。
”丽塔继续说道,“看上去就像普通市民一样,对他们的愚蠢目的毫不在意。
每当邪教聚会时,他们的成员们会佩戴一种面具,由各种各样的动物头骨打造,用来对其他人隐藏自己的身份。
这些面具是我们的标记。
象征着死亡和腐朽。
我们必须撕下这些邪教徒的伪装,揭露并且捣毁他们的计划。
我们所剩的时间不多了。
在午夜之前,我们发现的邪教徒越多越好。
”继续设置。
设置◆将以下遭遇设置收集在一起:午夜的面具、阴冷、夜魔、黑暗信徒和被锁住的门。
这些遭遇设置有如下指示图标:◆设置阿布霍斯崇拜遭遇牌组,将其放在一边,分离于其他遭遇牌组,称为“邪教徒牌库“,然后混洗牌库。
这些遭遇设置有如下指示图标:◆从两张市中心地点牌和两张南区地点牌随机选择各选择一张,放置进场。
将剩余的市中心和南区移除游戏。
然后,放置北区、东区、河滨小镇、圣玛丽医院、墓地、米斯卡塔尼克大学、和你的屋子地点牌放置进场。
(查阅下一个的建议布置。
)◆基于游戏中的玩家数量:如果只有1位玩家在游戏中,没有任何变动。
如果只有2位玩家在游戏中,从遭遇牌组中搜索1张侍僧,然后现身在南区。
如果只有3位玩家在游戏中,从遭遇牌组中搜索2张侍僧,然后1张现身在南区,1张现身在市中心。
如果只有4位玩家在游戏中,从遭遇牌组中搜索3张侍僧,然后1张现身在南区,1张现身在市中心,1张现身在墓地。
◆检查战役日志,如果你的屋子已经被焚毁:从游戏中移除你的屋子。