THE FINAL CONFLICT

The following rules outline the steps to be followed when the parties of both players meet for what is usually the final battle. They are designed to make the battle easy and fair, while still keeping within the basic rules of the game. Obviously, it relies on the honesty of each player, as both players will roll dice for each other at some point.

Each round will consist of 2 charts (one Attacker and one Defender). It is recommended that the charts from previous rounds are kept in the file and not deleted, in case they are needed for reference during the battle. By the end of the third round, for example, the file should consist of 6 charts total (3 for each player).

  1. The Attacker starts by creating a file for the battle. This initial file will consist of one chart for the Attacker. The Attacker fills out only the Character and Hit Points columns. This will give the Defender some idea as to how he plans his CIs (see # 2 below), and balances the fact that the Attacker has an advantage as he assigns CIs after the Defender does.
  2. Order #

    Character

    Action

    Die Result

    Effect

    Hit Points

     

    Flametongue

         

    20

     

    Sistoo

         

    6

     

    Gridelin

         

    N/A

     

     

           

     

  3. After he receives the file, the Defender creates his own chart and fills in the Order #, Character, Action and Hit Points areas. The "Action" column is used to specify what action each character will take (these are called Conditional Instructions , or CIs). The "Order #" indicates which characters will act first. (Remember that, as he is the Defender, he starts with # 2 and continues from there.) He then sends the updated file to the Attacker.
  4. Order #

    Character

    Action

    Die Result

    Effect

    Hit Points

    2

    Black Knight

    Attacks w/ Nightslasher

       

    20

    4

    Euras

    Uses item

       

    6

    6

    Scorch

    Attacks

       

    7

    8

    Phantast

    Casts spell

       

    10

     

  5. The Attacker then fills out the Order # and Action areas on his chart.
  6. Order #

    Character

    Action

    Die Result

    Effect

    Hit Points

    1

    Flametongue

    Uses Breath Weapon

       

    20

    3

    Sistoo

    Attacks w/ Glaive

       

    6

    5

    Gridelin

    Casts spell (Freeze)

       

    N/A

     

     

           

     

  7. The Attacker conducts the combat. (Combat should be conducted using the Optional Dice Roll as outlined in the books.) He tries to perform the action for each character, based on his/her/its Order #. He fills out the "Die Result" and "Effect" column for each character.
  8. Order #

    Character

    Action

    Die Result

    Effect

    Hit Points

    1

    Flametongue

    Uses Breath Weapon

    O

    None.

    20

    3

    Sistoo

    Attacks w/ Glaive

    X

    Does 1 hp damage.

    6

    5

    Gridelin

    Casts spell (Freeze)

    X

    One opponent loses next turn.

    N/A

     

     

           

     

     

    Order #

    Character

    Action

    Die Result

    Effect

    Hit Points

    2

    Black Knight

    Attacks w/ Nightslasher

    2X

    Does 2 hp damage.

    20

    4

    Euras

    Attacks

    O

    None.

    6

    6

    Scorch

    Attacks

    X

    Does 1 hp damage.

    7

    8

    Phantast

    Casts spell

    O

    None.

    10

     

  9. If the Attacker suffers any damage, he records the new hit points of any wounded characters on the 2nd line of the Hit Points column. (Remember that each player assigns wounds as he sees fit.)
  10.  

    Order #

    Character

    Action

    Die Result

    Effect

    Hit Points

    1

    Flametongue

    Uses Breath Weapon

    O

    None.

    20

    18

    3

    Sistoo

    Attacks w/ Glaive

    X

    Does 1 hp damage.

    6

    5

    5

    Gridelin

    Casts spell (Freeze)

    X

    One opponent loses next turn.

    N/A

     

     

           

     

  11. The Attacker then makes preps for the next round of battle by assigning Order #ís and CIs for his characters, and emails this file to the Defender.
  12. When the Defender receives the file, he records any hit point loss from the previous round (as in #5 above), assigns CIs for the next round, and conducts that round per #4 above.
  13. Remember that the "Attacker" and "Defender" titles change each turn, so that on Turn 2 the original Defender is now the Attacker and thus gets to choose which of his characters acts first in this round (i.e., has an Order # of 1).

 

BLANK CHART:

Order #

Character

Action

Die Result

Effect

Hit Points