Havoc Tutorial #1

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Transcript of Havoc Tutorial #1

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In Havoc,

You Control A Dragon

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In Combat Against

Other Dragons

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OPENING

THE START OF A ROUND

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First, You Declare A Target

(For Your Dragon To Attack)

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Then, You Take Two Dice

(One Light And One Dark)

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And Hide Them

(Behind Your Hand)

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Set The Light Die

To Show How Your Dragon

Will Move This Round.

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And Set The Dark Die

To Show How Your Dragon

Will Attack.

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When Everyone Is Set

The Dice Are Revealed.

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MANEUVERS

ARE RESOLVED FIRST

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ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

Using This

Tracker:

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ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

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Reserves Are

Your Energy

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ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

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Speed Measures

How Hard It Is To

Hit You

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ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

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Comparing

Altitudes Is Used

To See What

Attacks Work.

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ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

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Wheeling Means

Leaving Things

As They Are

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ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

Beating Your

Wings Means You

Speed Up, But It

Costs Reserves

-1

+1

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ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

-1

+1

Climbing Means

Trading Speed

For Altitude.

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ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

Diving Means

Trading Altitude

For Speed.

-1

+1

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ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

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Jinking Is A

Short-Term

Defense Only

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ALTITUDE

MAXIMUM:

RE-

SPEED

STARTING:

MAXIMUM:

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And Each Breed

Of Dragon Has A

Special Move.

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STRIKING

IS RESOLVED NEXT

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When You Strike,

You Gather Up

A Pool Of Dice,

And Roll Them.

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Dice That Match

Or Beat The Speed

Of Your Target

Are Damage.

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Whatever Strike You Pick

Some Things Might Always

Give You Dice.

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Dice

Tail: (Up to one altitude away)

Claws: (Same altitude only)

Dice

Dice Swarm: (Up to two altitude away)

Dice Magic: (Used in Masteries)

1

3

1

2

Claws, Tail,

And Swarm

Give Dice If

You Are In

Reach.

(Measured By

Altitude)

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Your Chosen Strike

Can Also Add Dice.

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Raking Means You Do

Claw Damage Again

If You’re In Reach.

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Bombard: (Attacks lower target only)

Dice

Remaining Bombards:

2

Bombarding

Means You Drop

A Boulder On Your Target.

It Costs A Checkbox.

(And You Must Be Higher)

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Boarders: (Target one altitude below)

Boarding

Gives You Dice For Later.

The Ones That Succeed

Will Costs Checkboxes.

(And You Must Be ONE Higher)

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Each Dragon Also Has

Three Special Strikes.

These Vary Too Much For

This Tutorial.

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ALTITUDE

MAXIMUM:

RESERVES

SPEED

STARTING:

MAXIMUM:

STARTING:

STARTING:

Armor:

Damage

Comes Off

Your Target’s

Armor.

When That’s

Gone,

It Comes Out

Of Reserves.

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BOARDING

IS MANAGED NEXT

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Dice Set Aside From The

Boarding Strike, And From

Clinging Powers, Are Rolled.

Successful Ones Create

(Or Join) A Boarding Pool

For Your Target.

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Then Boarding Pools

Are Rolled, And Damage

Whoever They’re On.

Any Dice That Come Up

“1” Are Removed.

Then The Boarding Pool

Is Set Aside.

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Boarding Pools Are Kept

And Rolled Each Round,

Until They Fade Out.

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END-OF-TURN

EFFECTS ARE LAST

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If Someone Is Out Of Reserves

Then They’re Eliminated.

Otherwise…

A New Round Starts!

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The Last Dragon

Still In Play

Is The Winner.

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THANKS FOR WATCHING!

TUTORIAL #2:

CUSTOM DRAGONS IS NEXT IN THIS SERIES.