Les Ribauds: Aventures solo en Austerion
Les Ribauds: Aventures solo en Austerion Rulebook
Table of Contents
Table of Contents
Components
- 18 Ribaud cards
- 18 Quest cards (6 Level I, 6 Level II, 6 Level III)
- 9 Potion cards
- 9 Encounter cards
- 1 sheet of tokens: 33 Wound tokens, 3 Fate tokens, 3 Stunned tokens, 1 Half-level token, 2 Combat Round tokens
- 7 red dice
- 1 green die
- 3 wooden tokens
- 8 Regions to explore
- 1 game board
- 18 Combat cards (6 Level I, 6 Level II, 6 Level III)
- 44 Monster cards (18 Level I, 13 Level II, 13 Level III)
- 10 Boss cards
Setup
- Place the game board in front of you.
- Choose 3 Ribauds and place them to the left of the game board on the dedicated spaces, in whatever order you want. Take 3 dice.
- Above the game board, set up the Region you wish to play and take the associated Boss card. This is the one you will face at the end of your path.
- On the game board, place a token on the Time track on the value shown on the presentation of the chosen Region card.
- On the game board, place four dice on the Prestige track on the dedicated spaces. See page 11.
- On the game board, place a Fate token on the dedicated space. You begin each new game with one token.
- Near the board, place the Encounter deck, the Potion deck and the Level I, II and III Monster decks. Be sure to shuffle each deck of cards.
- Place the Combat and Quest decks corresponding to the Level of the Region card you chose.
Course of the Game
- Choose 3 Ribauds to form your group of adventurers.
- Choose a Region to explore.
- Travel the path.
- Fight the Boss.
1 - Choose your 3 Ribauds
You can build your group of 3 Ribauds as you like. Know, however, that a balanced group (fighter, healer, magician) gives you a better chance of success.
The Ribauds start the adventure at Level I. During the adventure you can advance your Ribauds up to Level IV.
Information found on a Ribaud card:
- A: Its Name.
- B: Its Hit Points (HP): if your Ribaud receives as many Wounds as it has HP, it dies and you must discard it.
- C: Its Level.
- D: Its Characteristics (Charisma, Intelligence, Perception, Discretion): the number in the middle of the icon indicates the number of dice you can roll when you resolve a Quest. If several Ribauds have the requested Characteristic, you must add each value together to determine the number of dice to roll. (See Quests, page 5.)
- E: Its Skills: these are the Skills the Ribaud can use during combats. A Ribaud cannot gain a Skill it does not know. The Skills a Ribaud can acquire during the game must be of the same family as those shown on its card. For the use of Skills, see page 7.
- F: Its Power: from Level II, each Ribaud develops a unique power.
Once you have chosen your 3 Ribauds, place them in the order you want under the game board. Consider that they walk one behind the other, toward the right, the Ribaud positioned on the right being at the head of the group.
2 - Choose a Region to explore
The game has 8 Regions to explore: three of Level I, three of Level II and two of Level III. To explore a Level III card, your adventurers must have gained experience and collected many Rewards.
Among adventure cards of the same level, not all have the same Difficulty. It is the final Boss met at the end that determines this Difficulty. It is up to you to choose! The Region's Level and Difficulty are shown on the card (Difficulty: Easy, Difficult, Infernal).
On the back of each Region you will find the context (1), the game elements you will need (2), its Level and its Difficulty (3) and the Time value with which you begin the adventure (4).
The Time value at the start of the game depends on the Region you choose. Read the Time value shown on the Region card and place your token on the Time track on the corresponding value. Certain Monsters during Combats will make you lose Time. If your Time value falls to 0, you have lost.
When you finish your first adventure and decide to continue, you add the Time value of the new Region to the score you have at the end of the first Region. The Time value can never be higher than 6.
Example: you have just finished Region 01 - Les ruines de Valsève with a Time score of 2. You decide to continue on Region 04 - Les monts Charognards. The Time value of this card is +4. You add this value to the one you had, so you have a Time score of 6 to begin this new adventure.
At the end of each adventure card, you will have the choice of going to two new Regions; the path on the left will always take you to an easier card than the path on the right.
When you finish a Region and begin another, remove all Wounds from your Ribauds; they recover all of their Hit Points.
3 - Travel the path
You can now explore the Region. To reach and fight the Boss, the monster that rules the Region, take different routes. The proposed paths will not make you live the same incidents. Choose according to your wishes and the health of your Ribauds. The icons on the path represent the incidents you will live through. Note that you cannot go backward on the path.
Quest
When you pass on this icon, draw a Quest card at random, of the same Level value as the Region you are exploring. You then have two choices to resolve this Quest. Each choice uses a different Characteristic of your Ribauds. According to the one you choose, you roll as many dice as your group has points in the corresponding Characteristic.
Here, to resolve the quest using Discretion (1), you must achieve 6 or more (on a success you will advance 3 points on the Prestige track (2)). You have two Ribauds with this characteristic at 1 (3). You must therefore roll two dice and get 6 or more to succeed.
You can reduce the Time value by 1 point to reroll the dice and increase the result obtained by the points indicated (4). You can make this reroll only once per card.
Encounter
When you pass on this icon, draw an Encounter card at random. Read the card and apply its effects.
Fate
When you pass on this icon, take a Fate token. It allows you, only during a Combat, either to change the value of a die to the value you want, or to receive one Wound less.
Example: you rolled 4, 5, 6 on your dice roll. You absolutely need a 3 to play one of the Skills (see page 7) of one of your Ribauds. Thanks to your Fate token, change the 4, the 5 or the 6 into a 3. As soon as the Fate token is played, discard it.
You cannot have more than 3 Fate tokens at the same time.
Do not forget that you begin each new game with one Fate token.
Combat
When you pass on this icon, draw a Combat card at random, of the same Level value as the Region you are exploring. The card indicates the composition of the group of Monsters (1), the number of Combat Rounds (2) and possibly a special rule (3).
Starting with the leftmost Monster (4), you draw a card from the corresponding deck. You place the Monster on the game board. The arrow at the top of the Monster card indicates the direction in which it enters the board, from the right or the left. Then place it on the first free space.
- A Monster that enters from the right is placed on the first free space.
- If a Monster already occupies the space, then the card is placed to its left.
- The same principle applies when the Monster enters from the left: it is placed on the first free space.
The 3rd and last Monster is placed on the last free space.
The group of monsters must be tight and stuck to the left. There can never be an empty space: if a Monster dies during a combat, you must shift to the left the monsters located to the right of an empty space.
Once the monsters are placed on the game board, the combat takes place in 4 phases, which make up a Round.
Phase 1 - Monster Ambush
Certain Monsters have the Ambush ability; they cause damage as soon as they arrive on the game board (in addition to that inflicted during Phase 3 - Monster Riposte). Check for the presence of the icon and apply the damage to your Ribauds.
Phase 2 - Ribaud Attack
The steps to make your Ribauds fight are:
- Roll 3 dice, plus the dice you have gained through Prestige.
- Distribute the values obtained to activate one Skill of each Ribaud.
- Each Ribaud can activate only one Skill, once, per Round.
- You activate your Ribauds in the order you wish.
- You carry out the effects of the Skill and then remove the die (dice) placed on the Ribaud card to show that it has played during this Round.
Do not forget to apply, if needed, the special rule shown on the Combat card. Use the green die for the special rule when you add a die.
Skills. To activate a Skill, you must have rolled the requested value(s) with your dice roll.
- Example 1: with a 5 OR a 6, you inflict 1 Wound on each of the Monsters (the red dots indicate that each selected target is hit by this attack).
- Example 2: with a 5 OR a 6, you inflict 2 Wounds on the middle Monster OR the right Monster (the orange dots indicate that you choose the target).
- Example 3: with a 2 AND any value, you inflict 3 Wounds on the left Monster AND the middle Monster.
As soon as a monster has taken as many Wounds as it has Hit Points, it dies. This has 2 consequences:
- You remove the Monster card and set it aside, even in the middle of a Combat. You will choose your Reward at the end of the Combat. See Rewards below.
- You must then shift to the left the Monsters located to the right of the killed Monster.
Phase 3 - Monster Riposte
All Monsters still alive make their attacks, starting with the Monster on the left. If a Ribaud dies, shift the surviving Ribauds if necessary so that they are placed on the right.
If all the Ribauds of the group are dead, you have lost (even if you still have Ribauds in reserve).
Phase 4 - Additional Rounds
If there are still Monsters and Ribauds alive and Rounds remain to be played, the combat continues, starting again at Phase 2. When the number of Combat Rounds has elapsed, the Monsters still alive are discarded. You must now choose a Reward for each Monster killed, from the two choices offered.
Use the Sword token to count the number of Combat Rounds.
Rewards
Following Combats, if you killed Monsters, you collect Rewards. They are located at the bottom of the Monster card. You must choose one Reward among the two offered. There are 3 types of Rewards:
- Skill: you gain a Skill. Assign it to one of your Ribauds who can use it (in the example, check that it has the sword Skill) by sliding it under your Ribaud's card. It now has 3 Skills. A Ribaud can have an unlimited number of Skills.
- Half-level: you gain a Half-level (take the token and set it aside). When you gain a Half-level again, you can move one of your Ribauds up to the next Level.
- Prestige: increase your score on the Prestige track by the number shown. See page 11.
Example of Combat
Phase 1 - Monster Ambush. The Monster with the Ambush symbol triggers its attack and inflicts one Wound on Chisnodal. His Hit Points are now 2 (use the tokens to keep track of Wounds received).
Phase 2 - Ribaud Attack.
- Roll your 3 dice (results 1, 3 and 5).
- Distribute the values onto one Skill of each Ribaud.
- Trigger the Skills (here, for the example, from left to right). Chisnodal (result of 1) heals himself. Quorinth and Sirlox (results of 5 and 3) inflict Wounds on the Monster.
- The Monster on the left receives 5 Wounds, so it is killed. Discard its card; you will be able to collect the Reward at the end of the combat.
Phase 3 - Monster Riposte. The Monsters have shifted to the left following the removal of the Monster in the previous phase. The Monsters inflict their Wounds on the Ribauds (use the tokens to keep track of Wounds received).
4 - Fight the Boss!
You have travelled the whole Region and are now facing the Boss. You must fight it. The information for drawing Monster cards is at the top of the Region card. Follow the indications on the flags from left to right.
The Boss icon indicates that you must draw the Boss card and place it on the game board like a classic Monster, following the direction of the arrow. In the example, you then draw two Level I Monster cards.
Note that a fight against the final Boss is played over an undetermined number of Rounds, until all the monsters are killed or until all your Ribauds are dead.
Once the Combat is won, note the Victory points granted by the Boss. They are at the bottom right of the card. On a complete exploration of three Regions in a row, the maximum score is 12. Good luck!
Prestige
The Prestige track lets you gain dice to increase the total number of dice you roll during Combats, for the rest of the game.
You begin the adventure with 3 dice. There are at most 4 dice to gain on the Prestige track, located at the values 4, 6, 8 and 10. As soon as you reach these values, you gain the corresponding die.
Note that each time you gain a die, you must subtract a number, which makes you move back on the Prestige track. The dice are harder and harder to unlock.
Example: you are at 3 on the track, you benefit from a Reward of 2. You therefore go up to 5 on the Prestige track. You gain the die located at value 4. You now remove 4 from your score. Your new position on the track is 1. The next die to gain is now located at value 6.
Stun
Certain Skills or certain Monsters have the "Stun" ability. When a Ribaud or a Monster is Stunned, it cannot take any action during one Round. So as not to forget, place the token on the Ribaud or Monster card.
At the end of this Round, the Ribaud or Monster can take actions again. At that moment, flip the token to its other face. This indicates that the Ribaud or Monster can no longer be Stunned for the duration of this Combat.
At the end of the Combat, remove the token.
Icon Legend
- Charisma; Intelligence; Perception; Discretion: the four Characteristics.
- "On 1, inflict 2 Wounds."
- "The Skill can be used on 1 OR 3."
- "The Skill can be used on 2 AND another number."
- "The Skill can be used on 4 AND 5."
- Hit Points of Ribauds and Monsters.
- Add 2 to your Prestige.
- Add 3 to your Prestige.
- Inflict 3 Wounds on the Monster on the left.
- Inflict 3 Wounds on all the Monsters.
- Inflict 2 Wounds on the middle Monster OR the one on the right.
- Move a Monster of your choice to the left and inflict 3 Wounds on it.
- The Monster inflicts 3 Wounds and stuns the Ribaud on the right.
- The Monster inflicts 1 Wound on each Ribaud.
- Stunned, you cannot take action during one Round.
- Ambush, the Monster inflicts Wounds first.
- Cancels the Ambush of a Monster.
- Lose one point of Time.
- Gain one point of Time.
- Lose one point of Time, reroll the dice and add 2 to the result.
- Add 1 to the die of your choice.
- Add a die to your roll.
- Remove a die from your roll.
- The Skill or effect applies to all the Ribauds.
- The Skill or effect applies to the Ribaud of your choice.