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Legend of Elixir

Overview

 

The Spiritual Energy of Heaven and Earth is rare in the three realms, and the cultivation becomes very difficult for both Taoist Priest and Elf. To breakthrough, the Elves try to steal the Elixir; The Taoist Priest catches the Elf to get the Core.

 One day, a Taoist Priest meets three Elves who try to steal the Elixirs in a dungeon... 

 Setup

  • Print all 2 pages attached (Map, Cards, Characters) 
  • 1 Dice
  • 4 players (3 Elfs and 1Taoist priest)+1 Gamekeeper

Turn Structure

  1. Players draw cards to determine their characters.
  2. Set up characters:Every elf player distributes their own Skill Points. Then fill the Character Cards.
  3. Roll the dice to determine the order of round(from big value to small value).
  4. Elf: Roll the dice to determine the Spawn point. (There’re 3 Spawn points set on the map: (Dice value A:1-2, B:3-4, C:5-6 )

Taoist priest: Fixed Point on the map

  1. There are 5 elixirs on the map(3 real elixirs & 2 fake elixirs). The Taoist priest decides the positions of the 3 real elixirs. 
  2. First-round starts. All players roll the dice to determine the success or failure of their actions by order of round.

 Rules

 Every elf has 10 skill points to distribute; 

When skill rolling, Success: the number ≤ the base skill point; Fail: the number > the base skill point.

Every player statistic is intended to be compatible with the notion that there is a probability of success for skills. For example, an elf may have 5 in Elixir Stealing Skill, thus rolling a number under/equal to 5 would yield success.

  1. The elf

Elf basic skills:Walk,Elixir Stealing,Healing.

  1. Walk:Walk Skill rolling check. Moving one step forward if success; Round ends if fails.
  2. Elixir Stealing:Elixir Stealing Skill rolling check. Collect one elixir if success; Round ends if fails. Elixir Stealing Skill can be selected and skill rolled when the player is in the same grid as the elixir. The Player gets the elixir if success; Round ends if fails.
  3. Healing:Saving teammates from Frozen Status. Healing Skill can be selected and skill rolled when the player is in the same grid as the target player. The Player gets healed if successful; the Round ends if it fails.

note:You cannot heal yourself by using basic Healing Skills.

Special status:

  1. After using the special skill card, players can still use their elf basic skills in the same round.
  2. Freezing:
    1. When one elf is Frozen successfully by the Taoist priest, the next round of this elf is skipped.
    2. When one elf is Frozen twice by the Taoist priest, then the elf fails.

     B.Taoist priest

Taoist priest basic skills:Walk,Freezing,Haunting

  1. Walk: Player chooses a way to walk at first(a/b).
    1. Swords Flying(Flying sword: cultivators can stand atop their flying swords and ride them as a form of transportation.):Sucess when the priest rolls 1 as value only. Move to any grid if success. The round ends if it fails.
    2. Walk:Move based on the value of dice.
  2. Haunting
    1. Freezing: Freezing success(the next round of this elf is skipped), when the priest rolls one of the values of dice:1/2/3. Fail ends the round. The elf dies after being frozen twice.
    2. Special Haunting: It works when the priest rolls 1 as value only. The elf dies immediately if the elf got Special Haunted. The round ends if it fails.

   C.  Special skill cards

Long-range Healing: Elf heals one of the teammates or himself/herself from Frozen Status immediately once, even not in the same grid as the target player. 

Formations: Stop elf from stealing an elixir once.

 Game Ending

  • The elf wins when all the Elixirs are stolen.
  • Taoist priest wins when all the elves are haunted.

Download

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Click download now to get access to the following files:

Legend of elilir.pdf 14 MB

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