City of Chaos
City of Chaos Rulebook
Table of Contents
Table of Contents
- Summary of Play
- Components
- Setting Up
- Playing the Game
- Movement
- The Tome of Chaos
- Interaction
- Combat
- Magic
- Guilds
- Clue Cards
- Restarting in an Existing Game
- Winning the Game
- Hints and Tips
- Character Sheet Example
- Glossary
- Combat Tables
- Archbishop
- Architect
- Aristocrat
- Assassin
- Balloonist
- Banker
- Beggar
- Bhudapati
- Builder
- Captain o' the Guard
- Carpet Seller
- Duellist
- Errand Boy
- Escapologist
- Farmer
- Fiddler
- Fool
- Fortune Teller
- Grave-digger
- Gypsy
- Healer
- Herb Seller
- Inquisition
- Lost Adventurer
- Maid
- Manitoo
- Mercenary
- Minstrel
- Naga
- Old Man
- Oni
- Ornithopter
- Pack o' Rats
- Pickpocket
- Plague Victim
- Potion Seller
- Priest
- Private Guard
- Prizefighter
- Rabid Dog
- Ratcatcher
- Resurrector
- Robber
- Sailor
- Schoolchildren
- Scroll Seller
- Sewer Worker
- Shadowraith
- Shaman
Summary of Play
As an adventurer in 'City of Chaos' you must enter Byronitar and restore order by defeating a source of the spreading anarchy. The chaotic nature of the City has played a major factor in the design of 'City of Chaos'.
There are numerous plot lines which the player can follow to a successful conclusion. With the random world generation system used to create the City, no two games will ever be the same.
The basic playing principles of 'City of Chaos' are simple, the players move around the City, exploring. When a player reaches the edge of a tile a new one must be drawn and placed square with the existing tile, then, if possible, the player moves onto the new tile. When a player enters an unoccupied tile an Action card must be drawn, the player then follows the instructions on the card.
As the game develops Location tiles will be placed down, these are denoted by showing an empty room on the tile. The player can choose to enter these locations. Once inside, a Location card must be drawn. This card will determine the nature of the location the player has entered. Locations remain fixed throughout the game and players are free to enter as many times as they require. From the Action and Location cards the player can gain the information and equipment needed to complete the game.
Components
Your copy of 'City of Chaos' should contain the following components:
50 Playing tiles, which includes:
- 12 Street tiles.
- 30 Location tiles.
8 Special tiles, which consist of 3 Towers, a Bridge, a Well, the Necropolis, the Altar and the City Gates tile from which the players start.
- 6 Pewter player pieces.
- 34 Location bases.
- 1 Eight sided dice (D8).
- 1 Six sided dice (D6).
- 1 Cube of Chaos.
- 110 Action Cards.
- 26 Special Cards.
- 20 Clue Cards.
- 30 Location Cards.
- 4 Special Location Cards.
- 54 Item Cards.
- 56 Magic Cards.
- 34 Combat Cards, consisting of 22 Opponent and 2 x 6 Player cards.
- 1 Coin & Head Sheet.
- 16 Guild Membership Cards.
- The Tome of Chaos.
- This Rule Book.
Setting Up
Ensure you have a large playing area, i.e. large table or floor space. You will need approximately 1 metre square to fully lay out the City.
Place the City Gate tile (marked with an 'X') on the edge of your playing surface, this is your starting point.
Shuffle the Tiles, Monster Combat Cards, Action Cards and Location Cards.
Keep the Cards in their packs and place the Tiles face down in a pile near to hand.
Each player makes a Character Sheet and takes a playing figure. At this point the players should name their characters, each character starts with 10 Body Points.
Each player should then take the starting amount of money (groats), as detailed below:
- Solo game ....... 0 groats.
- 2 players ......... 1 groat.
- 3 to 4 players ... 2 groats.
- 5 to 6 players ... 3 groats.
Next, each player should roll the D6, the player with the highest roll starts (re-roll in the event of a tie). The first player should then place their figure on the 'X' of the City Gates.
Playing the Game
The first player rolls a D8 and moves their figure the number of squares rolled. If a new tile is required the player should draw one off the top of the tile pile and place it squarely up against the tile the player wishes to leave.
If the player has entered an unoccupied tile they must draw an Action Card and follow the instructions on the card.
If the player enters a Location (denoted by an empty room) they must draw a Location Card to find out what the Location is. Fit the card in one of the provided stands and place in the room so that the card is upright. Then the player must follow the instructions on the Card. The location will remain here for the rest of the game and players can enter here as often as they require. You CANNOT fight in a location unless informed otherwise.
If you draw a Special Location tile, take the larger Special Location Card and place it on the tile then follow the rules on the card or the tile. Special Locations are Towers, the Necropolis, the Altar, the Well and the Bridge.
Once the first player's turn is completed the player to their left now goes, placing their figure onto the 'X', rolling movement and so on until all players have taken their turn. Players can pass each other freely but cannot occupy the same square. Play continues, each player in turn.
Movement
When using the D8 for movement you must move the full score of the roll.
The exceptions to this are:
- Entering a Location.
- Entering a Special Location.
- If you wish to fight another player.
- If you wish to join in an existing combat (See Combat).
For these exceptions the player need not use the entire score rolled, just enough to take them to the desired square.
A player may also choose to stay in a Location for as long as they wish or are allowed to, each time following the instructions on the card.
A player may obtain various methods of adjusting their movement scores once into the game.
The Tome of Chaos
The Tome of Chaos contains numbered paragraphs of information. It is through the Tome that the City becomes alive. As you read a card you will come across sentences ending "....go to ..." followed by a number. This number is the paragraph number you should turn to and read in the Tome.
For example, if you meet the "Lost Adventurer" and decide to push him away, the card tells you to "go to 5."
Paragraph 5 in the Tome, is titled "Lost Adventurer" "Push off" and reads:
"You push away the babbling Adventurer, "Madman, Madman!" he shouts "You'll end up trapped just like me, wandering the twisting streets forever, lost amidst the chaos!""
Interaction
On many Cards you have the option to Interact with someone, for instance, you may be given the opportunity to talk to a character. Interaction is the main way of gaining information from the characters in the City.
There are 3 types of Interaction available to the player.
These are Greet, Help and Threaten. Each of these types of Interaction will draw different responses from the character, so choose your type of Interaction carefully.
To Interact, follow the steps below:
-
The player must choose how they wish to Interact by choosing to Greet, Help or Threaten the character.
-
The player must then roll the "Cube of Chaos" (a six sided dice with 3 strange symbols on the faces).
-
The player should now turn to the Interaction Tables (at the front of the Tome), find the type of Interaction chosen and the character you are interacting with.
By the side of the character names are 3 columns each representing one of the symbols from the Cube of Chaos. By cross referencing the symbol with the character's name you will get a Tome paragraph number. To find the results of your interaction turn to the paragraph number stated.
As an example, whilst travelling the streets of Byronitar you meet the Streetlighter and decide to Interact.
You choose to Help him and roll a symbol on the Cube of Chaos. Looking this up in the Interaction Tables it tells you to go to paragraph 358.
Paragraph 358 reads: "Thank you, but I can manage", states the Streetlighter, as he scales a small ladder.
The Interaction now ends and you should return the Streetlighter card to the bottom of the Action Card pack.
Quite often, one paragraph will refer you to another paragraph, perhaps after you have completed a mission or suchlike, it is a good idea to write down these numbers so that you do not forget them.
Combat
Combat in the game is through the use of cards as we wanted to give the player more decision making than simply rolling a dice. The player must choose the correct balance between Attack and Defence, quite literally, your life will depend on choosing the correct cards to play!
Combat Against a Single Opponent
To enter combat against a single opponent follow the steps detailed below:
-
Place the Action card beneath your figure, to show that you are in combat.
-
Find the Combat Statistics for your opponent. These can be found in the Combat Tables at the back of this rule book.
The Combat tables are laid out thus:
a) Character Name. In Alphabetical order the name of your opponent.
b) Body Points (BP). Reduce the Body Points to zero and your opponent is dead.
c) Attack and Defence. These are modifiers which are added to the Attack and Defence scores obtained from the Combat Cards.
d) Heads (Skull counters). These represent the moral structure of the City of Chaos. If you commit a grievous crime, like murdering a good character in the game, you will be instructed to take one or more heads.
e) Combat Description. A brief sentence which adds atmosphere to the combat.
f) Combat Special Description. This details any special combat rules you must follow and is specific to this character.
g) Carrying. This will give you a paragraph number to turn to once the opponent is defeated and will tell you what they were carrying.
- Take a set of crimson or blue Player Combat Cards, defined as a sword bearing warrior with a lion crested shield.
A Combat Card consists of two variables, 'A' & 'D'.
'A' shows the amount of attack you are using against your foe and 'D' how much you are defending against their attack.
These are the scores on which combat is based. A player can modify these scores by adding the power of weapons, spells, armour, etc., to the score from the card. This will become clearer as you play the game.
-
To win the combat the player must reduce the opponents Body Points to zero. If the player is reduced to zero BP they are dead and must restart the game (see Restarting in an existing game). Successful combat is a matter of choosing your attack and defence scores wisely.
-
Combat consists of turns. Each turn consists of 2 Combat rounds. The total length of the combat is termed a Battle. Once 2 rounds of combat have been taken, play moves onto the next player. When play returns to the player in combat, the player must make a choice, whether to remain in combat (play as before), or the player may attempt to flee. (See Fleeing the Combat).
-
A Combat Round. The player must decide which of their combat cards they wish to play, this should be placed face down on the playing area. The player should then choose which modifiers are to be played with the card, if any. A player can wear any armour carried, but only one of each type, and also use either one weapon or spell. These modifiers are added to the base scores to give the players round score. Place the modifier cards face up next to the chosen combat card.
-
A Combat card is then drawn from the Opponent Combat pack and placed face up, flush against the face down player combat card. Turn the player card face upwards, matching the designs.
-
Take the foes card attack score and add any attack modifiers they have, then take the players defence score and add any protection modifiers. Now take the players defence total from the opponents attack total, any positive result is then taken from the players body points. If the players body points are reduced to zero the player is dead (See 'Restarting in an existing game').
-
If the player is still alive, take the players attack score, add any weapons or spell modifiers and take off the foes defence score & defence modifiers. Reduce the foes body points by the result. If the foes body points are reduced to zero it is dead, turn to the 'Carrying' paragraph and return the Action card to the pack.
Fleeing the Combat
After the first combat turn a player may choose to flee rather than remain in combat. To do this the player rolls for movement (Do not move your figure) now the roll for the player's opponent, use a D8 unless stated otherwise.
If the player's score is higher than the opponent score and the player has rolled enough to leave the tile their flee has been successful and they escape, move your figure and end combat. Otherwise the player's attempt to escape has failed and the opponent runs them down from behind. For the next combat round draw an opponent combat card but do not place a player combat card. A player may use armour, etc. to limit the damage. Combat then resumes as normal.
Multi Opponent Combat
Multi opponent combat follows the same rules as single opponent combat with this exception, for each opponent the player faces draw a combat card (for example, if you face 3 Shadowraiths then you would draw 3 opponent combat cards and then add any modifiers).
The Body Points of your opponents should be added together. Only when all these Body Points are reduced to zero are all the opponents destroyed.
Multi Player and Non-Player Combat
Another player or character can aid a player by entering combat on the player's side. A City character automatically fights alongside the player if the player is carrying their card and it has been stated this character will aid the player in combat, obtain the character's combat abilities from the Combat Tables.
For a player to join they must be next to the player in combat. They must then announce that they are joining the combat and end their turn. When play next resumes the new player adds his combat card and modifiers to that of the existing player. Neither player can now flee from the combat without the agreement of the other.
Any damage taken by the players is split equally amongst them, any remainders are taken off the first player. Any booty won in the fight becomes the property of the first player in the fight, they can choose whether to share it or not.
Player against Player Combat
A player may fight another player if they land on a square next to their victim. Each player takes a set of combat cards and fights by adding modifiers and playing their combat cards.
There are two sets of Player Combat Cards, Red and Blue. Player against Player Combat follows the same rules, as per Combat against a Single Opponent, except that both players play their cards simultaneously. When one or more players are reduced to nil Body Points the combat is over. If you kill another player you must take a Head.
Players may flee (see 'Fleeing the Combat') and other players can join in the combat (see 'Multi Player Combat').
Example: Combat Against a Single Opponent
In the example below you have decided to attack the Architect.
You are wearing shinpads which gives you +1 on defence.
You choose one card from your six playing combat cards. This card represents how much you will attack and defend for in this combat round.
- You Defend for 0.
- You Attack for 7.
A monster combat card is drawn from the top of the pack (this card will represent the Architect's Attack & Defence) and should be matched together with your chosen card as shown below. Consult the combat tables at the back of this book for any Attack/Defence modifiers the Architect may have.
- Architect Attacks for 3. (+0 to Attack as shown in combat tables).
- Architect Defends for 5. (-1 to Defence as shown in combat tables).
- You Defend for 0 (But you are wearing shinpads so add +1 to your defence).
- You Attack for 7 (You are using no weapons, skills or special items, so you cannot add any extra to Attack.)
Damage to you — Attack 3 (+0) = 3; Defence 0 (+1) = 1. Subtract Defence from Attack, the Result represents Damage = 2. 2 Damage is now subtracted from your Body Points.
Damage to Architect — Attack 7 (+0) = 7; Defence 5 (-1) = 4. Subtract Defence from Attack, the Result represents Damage = 3. 3 Damage is now subtracted from the Architect's Body Points.
The example above represents 1 combat round.
Magic
The rules of Magic are all laid out on the particular spell cards, which a player may acquire. Players can only cast Magic during their turn. There are 3 main categories of Magic in 'City of Chaos'.
These are:
1. Combat Spells
These are spells a player can cast only whilst in combat. They are mainly offensive or defensive in nature. A player may choose to cast a combat spell rather than use a weapon.
2. Non Combat Spells
These are cast by the player at any time as long as they are not in combat.
3. Potions, Powders and Artifacts
These can be used at any time a player wishes.
In all the above, the rules for using the particular type of Magic are given on the Magic Card itself.
Guilds
All players start 'City of Chaos' as normal people with no special skills. To improve the chances of successfully completing a game a player should enrol in one or more of the many Guilds to be found in the City. Once a player joins a Guild, special powers will be given to them. A player can also train in a Guild to increase these powers/skills.
Each Guild will allow 2 players to join and each player can only join two Guilds. Joining certain Guilds may exclude you from joining other Guilds, for instance, the School of Pugilism will not let you become a member if you are already a member of the Brotherhood of Thieves and vice versa.
Clue Cards
As you play 'City of Chaos' you may be awarded a Clue Card. There are 20 Clue Cards and each holds vital information to help you complete the quests in the game. Each Clue Card is numbered, so please ensure only the correct card is taken from the pack.
If another player holds the clue card you are looking for they must pass the card to you. It is possible, but more difficult, to complete the game without collecting any Clue Cards.
Restarting in an Existing Game
If a player dies whilst a game is in progress and wishes to restart, whilst the others carry on, follow these rules:
Place all the players items and groats on the tile on which they died. The first player to land on this tile can claim all the goods. Clue Cards should be returned to their pack.
The dead player is then resurrected at the City Gates, keeping all the skills learnt in the Guilds and reducing their maximum Body Points by 1.
A player can only die and be resurrected 3 times, if they die a fourth time, they cannot be resurrected.
Winning the Game
The most satisfying and rewarding way to complete the game is to solve and cure a source of the Chaos.
Do not forget there is more than one cause to the Chaos in the City.
Some of the causes are easier to solve than others. However, the harder quests are often more rewarding to complete.
Time Running Out?
If you find time is running out and you are not close to finishing a quest, we suggest 2 ways of finishing the game:
1) Leave the City.
All characters should leave the City by the City Gates. Characters can leave with all their items and skills acquired. The next time the game is played, with the agreement of other players, these characters can be used again.
2) Points make winners.
At the end of gameplay, give points to each player as detailed below:
- Clue Card — 5 points
- Special Item — 4 points
- Guild skill — 3 points per level
- Item — 2 points
- Groat — 1 point
- Head — -2 points
The player with the highest score wins.
Hints and Tips
Whilst, 'City of Chaos' can be quite time consuming it is well worth playing until all the quests have been solved.
Here are a few hints and tips which should make your adventuring more successful and enjoyable:
If you are given a paragraph number to go to ALWAYS write it down.
Do not just rashly attack anything you meet. The City has it's own laws and law enforcers. Murder is not treated lightly.
Collect as many Clue Cards as possible, they are a good indication that you are on the right track and, unlike some of the citizens, these cards do not lie!
Join a Guild as soon as possible, the powers gained by joining will make your life much easier and longer.
Interaction with the characters you meet is essential to solving the quests, do not forget that there are up to 9 different responses a character can give. Even if you have interacted with the same character before you may have missed a vital clue.
Read aloud from the Tome, except 'FOR YOUR EYES ONLY', as you do so, try to sound like the character you have met or get someone to read it for you.
You will need money to be successful, get it any way you can.
HAVE FUN, the game is to be enjoyed!
Character Sheet Example
Each Character Sheet records: Character Name, Body Points (starting value 10), a checklist of Clue Cards 1 through 20 (tick off each one collected), Guild Membership, Special Items, Groats, Heads, and a Notes section. Please make sure you note down paragraph numbers given to you during the game.
Glossary
A Glossary of unusual words and phrases found in City of Chaos:
| Name | Description |
|---|---|
| Bobo Fish | A large leathery fish used mostly for making soups. |
| Dragon Brew | A real warriors drink, served in the Dragon Dun. |
| Groats | The Currency of Byronitar. |
| Grotling | An extremely plump hog, free from additives and disease. |
| 'Rat' Ale | A mind blowing brew. |
| Squibblyhead | An ugly eel which lives in the sewers of Byronitar. |
| tik'Ivarian Teas | tik'Ivar is renowned for it's wonderful refreshing teas. |
| Yapsnacks | A scone-like cake best served with butter. |
| Vriandi | A horse-like beast. Ideal transportation across the City. |
| Zaks Zombie Toe Curlers | A wild and exotic drink served in the Silver Serpent. |
Combat Tables
An asterisk (*) after a Body score denotes multiple opponents, e.g. 4 Inquisitors = 32 BP total.
Archbishop
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 4 | -7 | -2 | 3 | 505 |
The procession scatters before you in disarray. The Archbishop kneels before you and prays.
Special: The Archbishop does not attack.
Architect
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 6 | -1 | 0 | 1 | 313 |
The Architect is more a thinker than a doer. He finds aggression very difficult to cope with.
Special: Roll Cube of Chaos after each round, on a chaos symbol, he flees and escapes you.
Aristocrat
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 2 | 1 | 1 | 685 |
The Aristocrat is incensed by your low bred arrogance.
Assassin
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 2 | 0 | 0 | 259 |
As quick as lightening the Assassin strikes!
Special: He attacks with a Cheesewire. After every round add +1 to his Attack.
Balloonist
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| - | - | - | 2 | - |
The Balloonist is a harmless soul, well liked by Cityfolk for his air delivery service.
Special: He springs a trap door and you plummet to the ground. Roll D6 damage.
Banker
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 1 | 2 | 1 | 505 |
The Banker, accustomed to abuse and violence against his person, is well armed and protected.
Special: After defeating him, roll twice at 505.
Beggar
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 4 | -3 | 4 | 1 | 279 |
The Beggar is powerless to hurt you but very good at dodging blows.
Bhudapati
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 15 | 3 | 5 | - | 279 |
Once a fight starts, Bhudapati assumes the terrible form of the Destroyer.
Special: Bhudapati can only be hit with Magic.
Builder
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 1 | - | 1 | 505 |
The Builder fights with a brick in each hand.
Captain o' the Guard
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10* | 3 | 3 | 3 | 300 |
The Guard is a well armed patrol of seasoned warriors.
Special: There are 5 Guards.
Carpet Seller
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8 | - | 1 | 1 | 505 |
The Carpet Seller, although not a warrior, can take care of himself.
Duellist
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 3 | 2 | - | 158 |
In combat the Duellist follows the strict but deadly rules of the Academy.
Errand Boy
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8 | - | - | 2 | 679 |
To attack an errand carrier is a serious crime in Byronitar.
Escapologist
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 6 | -3 | -3 | 1 | 571 |
The Escapologist, trussed up as he is, finds himself totally helpless against your attack.
Farmer
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 1 | -2 | 1 | 164 |
The Farmer is a burly countryman, but not trained in combat.
Fiddler
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8 | -1 | -1 | 1 | 279 |
This attack caps a marvellous day for the Fiddler.
Fool
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8 | -2 | 4 | 1 | 279 |
The Fool, used to people taking a swipe at him, is very good at dodging blows.
Fortune Teller
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 4 | -1 | -2 | 2 | 505 |
The Fortune Teller pleads for her life.
Grave-digger
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 2 | - | - | 237 |
Spending all day digging six feet into the ground has given the Grave-digger formidable muscles.
Gypsy
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8 | - | 3 | 1 | 505 |
This spritely lass ducks & dives like the dancer she is.
Healer
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 4 | -2 | -2 | 3 | 279 |
You attack the most saintly and defenceless of characters in the City.
Herb Seller
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| - | - | - | - | - |
She curses you, then throws Stardust in your face and disappears!
Special: Miss a turn & take a Cursed card.
Inquisition
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8* | 2 | 1 | - | 300 |
You recklessly attack these mindless bigots and initially they are too stunned to respond.
Special: Round 1 the Inquisition only defend. There are 4 Inquisitors.
Lost Adventurer
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 1 | 2 | 1 | 574 |
This person, though scared, is an adventurer like you. Once attacked, instincts take over.
Maid
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10* | 1 | 1 | - | 684 |
As you attack, the maid quickly shuts the window. 2 burly Houseguards come to sort you out!
Special: There are 2 Houseguards.
Manitoo
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 12 | 4 | 5 | 3 | 279 |
Fool, you have attacked a God!
Special: Only Magic can hurt the Manitoo.
Mercenary
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 2 | 2 | - | 685 |
The Mercenary, though drinking, is sober. She is also more than capable in a fight.
Minstrel
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | - | -1 | 1 | 505 |
Tales of derring-do & bravado, do not a Minstrel, a fighter make.
Naga
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| - | - | - | - | - |
Your attack fails as the Naga uses it's power, go back to the card & roll the Cube of Chaos.
Special: If you attack with the Blue Steel Sabre, go to 256.
Old Man
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 4 | -2 | -2 | 3 | 279 |
The Old Man, red in the face, swipes at you with his walking stick, which breaks!
Special: He has a dicky heart, after 2 rounds he collapses and dies!
Oni
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 15 | 3 | 1 | - | 279 |
The Oni laughs at your pathetic attack, then rips into you with his huge boar tusk teeth.
Ornithopter
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 9 | 0 | 1 | 1 | 505 |
He draws a funnel shaped gun, with a laugh, he pulls the trigger, pulls the trigger, damn, fights by hand.
Special: He fights by hand.
Pack o' Rats
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 12 | 1 | 2 | - | 279 |
They surge around you, eating your boots and jumping at your throat.
Special: Roll the Cube of Chaos after each round, on the matching symbol go to 280.
Pickpocket
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| - | - | - | - | - |
Laughing and taunting you the urchin flies off down the street, much too fast for you to catch.
Plague Victim
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 5 | -3 | - | 2 | 279 |
Easily smashed to the ground by your first attack the victim lies curled into a ball at your feet.
Special: Roll the Cube of Chaos after each round, on the matching symbol go to 280.
Potion Seller
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 1 | 2 | - | 505 |
The Potion Seller calls on a bodyguard to defend the stall (the guard was asleep under it).
Special: There is 1 Bodyguard.
Priest
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 1 | 2 | - | 197 |
The Priest belongs to a ferocious caste of warrior-monks devoted to the Dark Overlord.
Private Guard
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 2 | 2 | - | 684 |
The Guard is well trained in Pugilism.
Prizefighter
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 12 | 3 | 1 | - | 505 |
Basher may not be very bright, but he packs a big punch.
Rabid Dog
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 6 | 2 | -1 | - | 279 |
The beast leaps at your throat, white spittle dripping off it's quite enormous fangs.
Special: Roll the Cube of Chaos after every round, on the matching symbol go to 280.
Ratcatcher
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8 | 1 | 2 | - | 505 |
Amazingly dextrous, the Ratcatcher defends himself well.
Resurrector
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 7 | - | -1 | 1 | 279 |
Every time you strike the Resurrector down, he gets back up totally healed.
Special: Everytime you kill him take a Head.
Robber
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 13 | 2 | - | - | 574 |
The Robber is a brute. He has enormous strength without the wits to use it properly.
Sailor
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 1 | 1 | - | 574 |
"Prepare to repel borders!" shouts the Sailor.
Schoolchildren
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 6* | - | - | 2 | 279 |
When you attack the children, Teachers rush from the school to protect them.
Special: There are 3 Teachers.
Scroll Seller
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 7 | -1 | -1 | 1 | 586 |
As he tries to collect his swirling scrolls, you attack, and very brave of you it is!
Sewer Worker
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8 | - | 1 | - | 279 |
The Sewer Worker defends himself with a solid ordure.
Shadowraith
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 12 | 3 | 5 | - | 279 |
The Shadowraith looms grotesquely over you. The Wraith casts a Fear spell.
Special: Lay the cards, roll the Cube of Chaos, on the matching symbol you can only defend.
Shaman
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| - | - | - | - | - |
The Shaman curses you, then he throws Stardust in your face and disappears!
Special: Miss a turn, take a Cursed card from the Magic pack.
Sisupala
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 14 | 3 | 3 | - | 279 |
Waving it's four arms Sisupala attacks.
Spy
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 9 | - | 3 | - | 505 |
Sliding and shifting, this character is hard to pin down.
Streetlighter
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 7 | 3 | 1 | 2 | 505 |
The Streetlighter is a Pyrotechnic and he uses his skills to defend himself.
Special: He attacks with Rockets.
Supervisor
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 9* | 1 | - | - | 308 |
You attack the brutish Supervisor and he calls for help.
Special: After each turn another Supervisor joins the fight, a total of 5 Supervisors.
Tailor
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8 | - | 1 | - | 505 |
In a whirl of tape measures, the tacky Tailor attacks.
Tax Collector
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 20 | 1 | - | - | 574 |
The Collector blows his whistle. 2 Bully boys appear to defend him.
Special: There are 2 Bully boys.
Tea Seller
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8 | - | -1 | 1 | 505 |
The Tea Seller is not the violent type.
Thief-Catcher
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10* | 1 | 2 | 3 | 574 |
The 'Catcher blows on his whistle.
Special: After every turn another 'Catcher will join the fight.
Thief
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| - | - | - | - | - |
You have been robbed by the famous 'One-eyed Jack'. He's gone before you knew he was there!
Tinker
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8 | 1 | 1 | 1 | 505 |
The Tinker, gleaming pan in each hand, waves his arms wildly as he attacks.
Town Crier
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8 | -1 | -1 | 1 | 279 |
The Town Crier cannot believe you are about to attack him, until it is too late.
Travelling Judge
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| - | - | - | - | - |
The blood crazed Mob rips you limb from limb. We hope you enjoyed your stay!
Special: You are completely overwhelmed by the Mob.
Vampyre
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 12 | 2 | 2 | - | 683 |
The Vampyre is a powerful Undead creature. His hypnotic gaze prevents you fleeing.
Special: He can only be hurt by Magic. If he hits you go to 227.
Washer Woman
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8 | 2 | -2 | 1 | 279 |
In a blind fury she attacks. So intent is she on knocking your brains out she forgets any defence.
Wild Hunt
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 12* | 2 | 3 | - | 300 |
This fluid mixture of rider & steed flows around you, making attack difficult.
Special: You fight 5 Hunters.
Witch Finder
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 2 | 1 | - | 505 |
Well versed in magical combat, the Witch Finder is impervious to most spells.
Special: -3 on all offensive spells against him.
Wizard
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 8 | 4 | 1 | 1 | 505 |
The Wizard, far from defenceless, first casts an Aegis spell then attacks with Fireballs.
Woodcutter
| Body | Attack | Defence | Heads | Carrying |
|---|---|---|---|---|
| 10 | 1 | -1 | 1 | 279 |
The Woodcutter is strong, but untrained in combat.