(2 Peasant Game) Rulebook
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1 (2 Peasant Game) In the lands of Aldria, you are nothing. Just a simple peasant with nothing to their name, living in the lands of your Lord, Dreylof. You do have desires though. You yearn for fame and attention; to be renowned throughout the lands. If you truly wish for this, you ll have to work hard. You ll have to beg, trade, and fight your way to gain the Lord of the Manor s attention. Lucky for you, there is a noticeboard in the center of town looking for just the kind and selfless soul like you to perform some tasks. If you can accomplish these tasks, perhaps you ll gain that respect and admiration, and maybe, just maybe, not be so petty. Rulebook
2 What You ll Need: Rulebook Game Board Noticeboard 2 Brown Player Tokens (Red and blue trim) Scroll from the Lord 24 Task Note Cards Market Value card Enemy Fighting Card 70 Resource Tokens (Coin, Crop, Livestock, Cloth, Sugar, Ore) 16 Renown Counters Random Resource Die Red Attack Die Beggar s Die 6 Peasant Social Status Cards (Petty, Pleasant, Popular) 2 Peasant Skill Stats Cards 6 yellow Skill tracker pieces All Content 2015 DigiPen (USA) Corporation, all rights reserved Page 1 of 8
3 Setup: Take out board and components. Take your Skill Stats card, place a yellow tracker in slot 0 for both Strength and Charisma. Place a tracker in slot 5 for Stamina. Place the Task deck on the Town Noticeboard space Place resource tokens, Renown counters, Scroll nearby, off the board. Choose a player token. The person with the most change in their pocket goes first, otherwise determine at random How to Play: The game follows a series of steps that culminate into a round, or the Passage of a New Day. Both players takes turns going through each of the following steps at a time. Pick/Swap a Task Travel and Take Action Resolve Actions/Tasks All Content 2015 DigiPen (USA) Corporation, all rights reserved Page 2 of 8
4 Step 1 Pick/Swap a Task Task Notes: These notes provide the details of the job to perform. They tell where you need to go, what is required to complete the task, and the reward that you will receive upon completion. Draw three Task notes from the noticeboard and place them face up for both players to see. The player who was chosen to go first, gets the first pick. Choose one of the three Task cards and place it off the board in front of you. The other player then chooses from the two cards left. You may only accept one Task at a time. If you currently have a Task, you may swap for a new one by placing the one you had back on the board and taking your new task. Step 2 Travel and Take Action Travelling: Choose one of the following destinations to go to: Village Market Forest Each destination allows for actions that result in an increase or decrease to your stats, resources, and popularity (Renown). Each zone will describe which of these attributes are affected. You can only visit one destination each round. All Content 2015 DigiPen (USA) Corporation, all rights reserved Page 3 of 8
5 Taking Action: Choose one of the actions available on the zone you have moved to. Depending on the details of the zone you travelled to, adjust your skills, coin, resources, and Renown. Market Actions Barter Beg Purchase or sell an item for exchange of goods and coin. Roll the Beggar s die. The side face up determines what is received. As the story goes ~ Trade with other villages has always been encouraged in for the importation of ore, sugars, and rich fabrics. Many merchants though charge extremely unjust prices to make the most profit possible. Others can be haggled for a range of cost in fairer means. Those who don t play the system, often end on the street, begging for loose coin not yet traded away to the hands of a greedy merchant.~ Village Actions Sleep Work Pay an amount of coin, depending on status, and replenish stamina to max. Gather one resource, dictated by social status. As the story goes ~ Lord Dreylof s village has been a bountiful source of crops and livestock, having the supply to not only care for their own people, but enough to charter out to other habitants. Weather does come in at harsh times however, with troubled winds and snow being the fiercest during prosperous seasons. The Inns offer support and comfort during the winter, but always prefer to charge at a high rate to those they deem less noteworthy.~ All Content 2015 DigiPen (USA) Corporation, all rights reserved Page 4 of 8
6 Forest Actions Fight Choose an enemy from the Enemy card to fight. Roll red six-sided die. Add current strength to value rolled and compare to attack value (red number) on enemy icon. As the story goes... ~ The forest of Woodwolf has been a place of danger since a selfproclaimed enchanter, Alpocto laid a curse in the lands. From then on, it has housed many villainous rouges, thugs, and thieves, as well as a hive for infestations of spiders and rats. Trade routes through this forest have ceased for many years, allowing shipments to only come by sea and other more complicated roads.~ Results from fighting: - Win: If your value is higher, you kill that enemy and can collect the rewards under their column. - Lose: If your value rolled is lower, you lose and receive penalties shown in their column under [Enemy name] Win. - Draw: If your value is equal to the attack of the enemy, no one wins. Nothing is gained or loss. After each battle, decrease your stamina by one point, no matter the verdict of the fight. Example of fight: (Player with 5 strength fights a bandit. They roll a 5, which adding strength, equals an attack of 10. This beats the bandit s attack of 9 and the player collects their winnings, including a random resource as shown in the bandit s column. From there, the player rolls the random resource die to determine their reward.) All Content 2015 DigiPen (USA) Corporation, all rights reserved Page 5 of 8
7 Managing Skills and Social Status: Skills Both players receive a Skill card to track their prowess in a particular trait. Each skill uses a counter marker on a slot to tell how many points are accrued. After taking an action, you may be prompted to adjust any skill in the Skill card. If so, you simply move the counter to the left or right to either increase or decrease the value by one point. Point cannot exceed the range shown on the card. If your stamina is at 1, you cannot perform any actions that decrease stamina. Your skills can provide both benefits and restrictions on what you can do. Always refer to your points. Strength Skill Gives you an attack bonus in combat. Strength 0 will yield no bonus. Stamina Skill Allows you to perform actions. If at 0 points, you cannot perform actions that decrease stamina. (As depicted on the zone spaces) Charisma Skill Subtracts the total cost of your trades in the market by the current skill point, or, adds to the value of the total items you sell to the market in a given round by the current skill point. Social Status: Gaining Renown: You start at a lowly Petty Peasant rank and through gaining Renown Points, rise to more notable and dignified callings. Your current rank is represented by a Status card that stays attached to your skill card. These social status cards also inform of the amount of influence you have in actions to perform. For example, if you are merely a petty peasant, Merchants will only allow you to trade once in a round, but, if you are at a higher social ranking they will allow you to have more trades in a round. Similar changes go for other actions too. Losing Renown: If at any point you lose Renown and have less than the amount it took reach your current status, you are then demoted back to the previous status and must regain status by collecting more Renown. You can never go below the Petty class as you cannot have negative Renown. All Content 2015 DigiPen (USA) Corporation, all rights reserved Page 6 of 8
8 Step 3 Resolve Actions/Tasks After taking action on a space, assess changes in skills, resources, or any other component affected by the action and whether you have what is needed to complete a task and if you are at the required destination. Completing Tasks: If you have fulfilled the obligations of your Task, gather the reward and place the card outside of play. After both players have completed steps 1-4, repeat from step 1, drawing two new Task cards to rest with the 3 rd card that was left from the previous day. The player who chose a task last, now gets to choose first for the start of this new day. Objective: Be the first peasant to meet or exceed 8 Renown points and receive a scroll from the lord of the manor. All Content 2015 DigiPen (USA) Corporation, all rights reserved Page 7 of 8
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