Circle of Blood
2023
Published by HT Publishers
Circle of Blood is a cooperative wargame, for two to four players, that uses 32mm miniatures and scaled scenery to recreate the tactical confrontations of one or more groups of adventurers, called guilds. The game also allows to play solo, for those adventurers who prefer to live the Gormalak experience by themselves. Or competitives one. In Circle of Blood you take command of a guild made up of three adventurers. You can design them to your liking or use the predesigned characters (which we recommend to get started). Game sequence The first thing you have to do in order to play is choosing a mission. We recommend playing "New in town," featured in the complete manual. Each player sets up their three models within the area specified by the mission. Then, one of the players starts the turn by activating one of their adventurers. Next the other player chooses one of their adventurers and activates it. NPCs are always the last models to be activated (regardless of whether they are allies or not). Thus, after each guild has activated one adventurer, it s the NPCs turn, who must activate the model that is the closest to an adventurer. Remember to place an activation marker next to each model once it has been activated so you don't activate it again until the next turn. This same activation order is repeated over and over again until there are no more models left to be activated, at which point the turn ends and we move on to the next one. Remove all activation markers at that time. Game system When activated, each model has a number of Action Points (AP), which is usually 4. Most of their actions (such as moving, jumping, or attacking an enemy) cost it 1 AP, though some may cost more. The model can repeat the same action a number of times equal to half its total AP (usually two). The only action that a model can freely repeat is to move. Movement (MOV) For each AP that the model uses to move, it will cover a distance equal to the one indicated in the MOV box of its template. When you move, the model can be facing in any direction you want. Checks Many actions are not automatic and require checking certain values from the Adventurer Sheet or creature template. Look up the value in question (which will range from 1 to 20) and roll 1d20. If the result is less than the number indicated on the Adventurer Sheet, the check is a success. If the result is exactly that number, it is a critical success. If the result is greater than the required number, it is a failure. Regardless of the final result of the check and whether it is successful or not, it always consumes the AP required to perform the action. Penalties External factors, which we call 'penalties', can negatively affect the course of a test. The sum of all the penalties changes the final value to be obtained in the check. For example: A 2 penalty on a skill of 12 requires a d20 roll between 3 and 12. Offensive actions There are three types of offensive actions (melee, ranged, and magical). Melee: This type of attack requires base-to-base contact with the enemy model. The attacker rolls his Combat Skill (CS) and suffers a penalty equal to the opponent's Defense (DEF). Ranged: The target of the attack must be within the range of the weapon used. The attacker rolls his Shooting Skill (SS) and suffers various penalties (adjustments for long range, cover, movement, etc.). Magical: The target of the spell must be within range. The attacker rolls his Magic Skill (MS) and suffers penalties depending on the difficulty of the spell and the Magic Resistance (MR) of the victim. When the offensive action succeeds, it will deal an amount of damage indicated on the weapon or spell s description. This is subtracted from the victim's Armor (ARM) and the final result is subtracted from their current Hit Points (HP). When the model loses all of its HP, it will be defeated and must be removed from the game. Reaction If a model has not been activated yet, but suffers an offensive
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Game data sourced from BoardGameGeek, used under their API terms.
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