Mice And Mystics Rulebook - 1j1ju

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DedicationWith Mice and Mystics, it is my hopethat friends and families can come togetherfor an evening of adventure and heroism,and for a short time be transportedto a place where being small doesnot mean you cannot change the world.I dedicate this game to mytiny adventurers Jenna and Owen.I am humbled by your courage.Jerry HawthorneList of Components1 rulebook1 story control board18 encounter cards1 story book8 dual-sided room tiles6 mouse hero cards6 mouse hero figures28 mouse ability cards5 action dice16 minion figures71 search cards3 sheets of die cut counters2.I0

IntroductionWelcome to the rulebook for Mice and Mystics. This rulebook will teach you how to play the game, but it is intendedto be paired with a Mice and Mystics story book. Each chapter in a Mice and Mystics story book has a specific setupand special rules that apply to that chapter. The story book “Sorrow and Remembrance” is included in this game.Mice and Mystics uses a simple set of rules that allow players to have all sorts of exciting adventures. Each chapterhas its own special rules to give it unique storytelling opportunities. If you read through these special rules as youplay, it can slow the game down. Therefore, we suggest that if you are playing this game with other players, you takesome time to review the rules for the chapter prior to your game session, and help lead the other players through thechapter by pointing out special rules as the need arises. This little extra effort will help create a fun, flavorful, andoverall smooth experience.Object of the GameMice & Mystics is a cooperative adventure game for 1-4 players. Players take on the role of adventuring mice.Using teamwork, courage, and a little luck, the mice will explore their way through a series of interactive chapters astheir story unfolds.Mouse Hero Cards13Initiative CardsThere are two types of initiative cards: mouse initiativecards and minion initiative cards. Mouse initiativecards have a mouse’s name and picture on them, anda quick summary of their stats. Minion initiative cardsdisplay the stats for the associated minion(s). Thefollowing is an example of a minion initiative card.2456791.2.3.4.5.6.7.8.9.1Spider2833Poison: All wounds4inflicted by a Spider2 poisonare consideredwounds.Mouse name: this is the mouse’s name.Mouse class: most abilities and some items canonly be used by certain classes. Some mice have2 classes and can use items and abilities from bothclasses.Battle value: this represents the mouse’s ability toattack with a weapon.Defense value: this represents the mouse’s naturaldefenses.Lore value: this represents the mouse’s level ofknowledge.Move value: this represents how quickly the mousecan get around.Abilities: these are special things that the mousecan do.Starting equipment: these cards are equippedto the mouse at the start of a chapter unlessotherwise stated.Life value: this is the number of wounds the mousecan receive before being captured.51.2.3.4.5.1Name: this is the name of the minion(s) belongingto this initiative card.Ability: this is a unique rule that applies to this typeof minion.Battle value: this is the number of action dice rolledwhen this minion attacks.Defense value: this is the number of action dicerolled when this minion defends.Life value: this is the number of wounds a minion ofthis type must receive to be defeated.

Action Dice1Accurate BowSHARPEach action die face has a variety of symbols. Theswords , bows, and shieldsare used in battle,the numbers are used for movement, and the areused for a number of things, most often to check amouse’s success at overcoming a given obstacle.46SHARP1.2.Bow 13.4.Wheroll n attaceof 1. d coun king witt as2 su h this bccesoses w, allinstead5.ARC RequiHER resor SCAMP6.4.5.5Name: this is the name of the weapon.Range or melee symbol: this symbol indicateswhether a weapon is usable at range or in melee.Any bonus the weapon grants is also listed here.Type: this is the type of attack the weapon performs.Some minions are resistant to certain attack types.Ability: any special rules that apply to the card aredescribed here.Paws required: this graphic indicates how manypaws it takes to use this weapon. Most mice onlyhave 2 paws available.Other requirements: any class or stat required touse this weapon are listed here.1There are several types of search cards:3.RequiresARCHER or SCAMPAccurate2.23When attacking with this bow, allrolled count as 2 successes insteadof 1.Search Cards1. 1Shifting Cloak 1Items: items are things a mouse can carry in itspack and use as directed on the card. A mouse cancarry up to 3 items in its pack. Some items haverequirements on them. A mouse must meet theserequirements to use the item. Scrolls are one useitems. A mouse must discard a scroll after using it.Tricks: tricks can be saved and used at a later timeto gain an advantage over enemies. Tricks do nottake up any slots on a mouse or any space in amouse’s pack.Events: event cards can either help or hinderthe mice in their quest. Resolve event cardsimmediately when they are drawn.Party items: party items each have special ruleslisted on page 18 of this rulebook. Party items areshared equally by all the mice and do not take upany room in any of the mice’s packs.Weapons, armor, and accessories: mice can equiparmor and accessories to help them along on theiradventure. A mouse cannot attack unless it has aweapon equipped.2ARMORImmediately after blocking all hits froman attack by a minion, the wearer of thiscloak may be placed on anynormal space on the same tile.35Requires4MYSTIC or SCAMP1.2.3.2Name: this is the name of the armor.Bonus: this indicates what kind of bonus the armorgrants when equipped.Ability: any special rules that apply to the card aredescribed here.

4.5.Ability CardsEquip slots required: this graphic indicates on whatpart of a mouse's body this armor is equipped.Mice can only have 1 piece of armor equipped per slot.Other requirements: any class or stat required touse this armor are listed here.311Ring of Cat Strength2ACCESSORYAt the start of the game players will choose an abilitycard for each mouse in play. Mice can earn more abilitycards by leveling up.1. Requirement: to use this card a mouse must meetthe class requirement(s).2. Ability: any special rules that apply to the ability aredescribed here.3. Cost: This is the number of cheese a mouse mustdiscard to use the ability.Add 1 to the wearer’s battle while thisaccessory is equipped. This bonus doesnot apply when using a ranged weapon.231.2.3.Requires2Other MarkersName: this is the name of the accessory.Ability: any special rules that apply to the cardare described here including any bonuses theaccessory may grant.Other requirements: any class or stat required touse this accessory is listed here.Encounter CardsThere are 2 types of encounter cards included in thisgame, differentiated by their background colors.Encounter cards areused to determinewhat kinds ofminions the mice willDIFFICULT Mousetrapsfind when they entera new area. Theencounter that themice will face isbased on which pagespace the hourglassmarker is on whenthe encounter istriggered. Encountercards will alsoSurgedetermine the nextCentipederandom surge thatthe mice mustovercome.The game comes with a variety of other markers thatcan be used throughout the game.Encounter3

125346Story Control Board1.2.3.4.5.6.Chapter track: at the beginning of a chapter, placethe hourglass marker on page 1 of this track andthe chapter end marker on a page designated bythe chapter that is being played through. If thehourglass marker reaches the chapter end markerbefore the mice have completed the chapter’svictory conditions, the mice have lost that chapter.Minion cheese wheel: this wheel is where cheesetokens that are earned by minions will be placed. Ittriggers a minion surge when it fills.Search deck: this is where the search deck is placed.Encounter deck: this is where the deck of encountercards is placed.Party stash: this is where tokens associated withparty items the mice have found are placed.Initiative track: this is the track that initiative cardswill be placed along to show the turn order.Room TilesRoom tiles are what make up the game board. Mostchapters will have players setting out specific room tiles.Room tiles have two sides: a blue side and an orange side.Blue sides represent areas below-ground or between thecastle walls. Orange sides represent portions of roomsand other common areas of the castle.1. Orientation arrow: when multiple tiles are in play,their orientation arrows must always be facing inthe same direction.2. Exit areas: mice can use an explore action to moveto an adjacent tile through an exit area.3.Flip space: mice can use an explore action while ona flip space to flip a tile over.4. Mousetrap spaces: spaces marked with a red Xsymbol are mousetrap spaces. Some encountercards and story book setup instructions will haveplayers place mousetraps. Those mousetraps goon these spaces.Note: Do not confuse the term ‘tile’ with the term ‘space’.A tile represents a room: that room is made up of multiplespaces.1243242: Tunnel Entrance2

Story BookBooK One: Sorrow and RemembranceThe story book included withthis game set is called Sorrowand Remembrance. Other storybooks are planned for futurereleases.Chapter One:Flight to BarksburgChoose a player to readThe story book is an essentialpart of playing a game of Miceand Mystics. Players starta game of Mice and Mysticsby choosing a chapter in aMice and Mystics story bookthat they would like to playthrough. We suggest that groups start at Chapter 1 andplay their way through each chapter.A Mice and Mystics story book is made up of chapters.Chapters are composed of several parts.1. Story text: this text helps put the players in thestory. Have a strong reader read these sectionsaloud to the players as directed.2. Chapter objective: this summarizes what the miceare trying to accomplish in this chapter.3. Victory: this section lays out the conditions thatmust be met in order for the mice to be victoriousin that chapter. Sometimes the victory section willalso have a piece of story text to read when thevictory conditions are met.4. Defeat: this section lays out the conditions that, ifmet, mean the mice are immediately defeated inthat chapter. If the mice are defeated, players canchoose to either move on to the next chapter, orretry that chapter again.5. Chapter setup: this gives players all of the detailsthey need to help them set up the game for playingthrough the chapter, including a diagram showinghow to setup the room tiles for that chapter.6. Special chapter rules: occasionally there will bespecial rules that will apply to a chapter.7. Room tile rules: some room tiles that are beingused in a chapter will have specific rules thatapply to that room. Each room tile that hasspecial instructions will have its own section ina chapter along with a picture of that room tile.Those sections can be referred to when the micefirst venture onto that room tile. Often theseinstructions include things like special searchesthat let mice find specific search cards by searchingan area of that room tile, or special surges thatinstruct players on what minion(s) to place whena surge happens in that room (special surges takeplace instead of a surge listed on an encountercard). Room tile rules sections can also includespecial rules on how to set up that room tile when itthe following aloud:ionsrince Collin and his companivemarveled at their new diminutcastlebodies and at the once familiar of ahomethelikethemoverthat now loomedthem from their reverie.snappedsMaginogiant.he hissed. The party“We must move at once!”the bars of the cell,quickly scurried throughfeet making nary a noise.their delicately paddedchair of a sleeping guardThey passed under thebag that rested againstand made for the largeVurst had baggeda nearby wall. Captainitems his men hadthe weapons and otherthe arrest.confiscated from them inwhispered“Claim your belongings,”opened the bag. “YouMaginos as he and Tildabut remember toaloud,must make your claimthe sack and quicklyintoleaptCollinbe quiet.” Princefornow many times too largefound his sword that wasuse.him toinstantly the swordanded,whisperhe“This is mine,”Soon Collin, Tilda,hands.leminiscuhisfitshrunk toedall rearmed and reequippNez, and Maginos hadtheyclimbed out of the bag,themselves. When theyholding a newly acquiredfound Filch grinning anddagger in his tail.that ya little sneak?” Nez“Now where did ya geta thumb back at the sleepingdemanded. Filch jerkedawoken guard, and then,“Mice!” shouted the newlyionsThey’s mice!” The compan“Now, wait a tick mice!ingrate, but stopped deadmade a dash for the sewerscream came from behindtheir tracks when a terriblein horror as the jail guardsthem. Turning, they watchedandbodiestheirshape,began to shrink and changeclothing warping.cried. “She knows!”“Vanestra!” Prince Collin1guard.toFilch. “Or do you want“He won’t miss it,” saidclimb up and give it back?”s. “The enchantment“You cannot,” said Maginoentlypossessions are as permanhas ended and now ourly a shout of alarm arosechanged as we are.” Suddenfrom, and the sleepingfrom the cell they just escaped , to the sewers!”“Quicklyguard awoke with a jolt.shouted Maginos.42Chapter Objectiveall mice to the old gnarledEscape the castle by gettingrd before the hourglasstree space in the courtyaend marker on themarker reaches the chapterchapter track.3Victory Conditionof minions and get allClear the courtyard tileon thethe tree entrance spaceuncaptured mice ontocourtyard tile.Defeat Condition3If the hourglassmarker reaches the chaptermarker on theendchapter trackbefore the micemade it to thehavetreecaptured at the entrance space, or if all micearesame time, themice are defeated.75Chapter SetupChapter EndPlace the chapter end markeron page 6 of thetrack.chap6Special Chapter RulesGuard Room5: Guard RoomWholetile:2terParty SetupSelect 4 miceto be in the partyforcannot be oneof the 4 mice selec this chapter. Lilyas she has notted for this chapyet joined thetergroup.1Encounter Deck SetupTo build the encounter deck, shufall standard encofleunter cards face and placeencounter areadown onto theon the story contencounter cardrol board. Diffics are not usedultin this chapter.Room Tile SetupPlace the following 3 tiles asshown below:Room, KitchenGuarTunnels, andTunnel Entrance dthe 4 mice bein. Placeg used in thischapter on thespace markedstartbelow. Place 3rat warriors onGuard Roomthetile normally.(see ‘Placing MiniBoard’ on pageons on the14 of the rulebook).Maggie’s Attention:Special Rule: Gaining Miza roach, roll a die, if aWhen a mouse defeatsswats that mouseis NOT rolled, Miz Maggiebecomes knockedmousewith her mop. Thatwas just defeated isdown and the roach thatspace. If a zfullyrolled, the mice have successhead icon reprethe Mizsentsparty receivesMaggie’s attention. Thethe starteAdvancspacetoken.ment.Maggie Ally story achieve1 page on the chapterthe chapter end markerthe Miz Maggie allytrack. Once the party hasnattentio’sMiz Maggietoken, do not roll to gainany longer.2: Tunnel EntranceCourtyard71: The Courtyard2Special Surge:Tinkerer’s TreasureLook throughthe searchany onedeck. Takeweaponor armorthe searchcard fromdeck. Placein the searchthis cardsearch deck. deck, then shuffle backthe2 rat warriors.Sewer7Wholetile:24: Kitchen Tunnels5: Guard RoomWholetile:1312Special Search:Tinkerer’sTreasure. (Note: This item allowsatinkerer to search for a weaponorarmor of theirchoice.)cover at the tree“Perhaps we should takepointed at a section ofnow,” said Tilda, and sheded the courtyard. Perchedstone wall that surrounwas an enormousstonedatop the aging mortareto look at the mice from1old crow. It cocked its headone eye and then the other.s.Magino“To the tree!” criedfor each cheese rolledRemove 1 cheese tokenwheel. If there areand place it on the minionon the counter top, theno more cheese tokensnormal behavior.roaches return to their51the mice explore theStory Moment: Whento read the followingCourtyard, choose a playeraloud:le crack in theThe mice burst from a miniscuthethe harsh brightness ofcastle wall and out intohis eyes from the glaringcourtyard. Collin shieldedold gnarled oak that grewsun then nodded to theclimbed“Iside.oppositetall and twisting on theIa child,” he said. “I doubtthat tree many times asagain like this.”shall be able to climb itmy lad,” said“You’re not so old now,nails ofnewthese,“BesidesMaginos, nudging him.enough for us to scamperours are probably sharpright up its trunk.”2e: This space is theSpecial Rule: Tree Entrancchapter. A figuredestination space for thisoff of the tree entrancecan only move onto oradjacent to the holefrom the courtyard spacerd spaces thatin the trunk. All other courtyatree are notold gnarledial SearFish hookch (in wateshare a border with the1 Specthe& Threae r spaces):dtree entrancon ookFishhandconsidered adjacent. Whiledo ad.butThreoldthe(Note: crow,This item allowspace, mice are safe fromrd s mice to getcourtyaanytosightto high placesnot have a clear line ofquickly.)thetotadjacenspacespace other than theonto the treemoveSpecial Rule: Leaving the Sewehole. Minion figures cannot2 Befors:re a mouse canentrance space.use an exploreaction on anWhenCrow:OldlyDastardSpecial Rule: Theif a player rollsminion,ormousea3 rolling to movecrow swoops on theoldthedie,actionthea 1 on1 unblockable wound.moving figure causing6: The SewerUpon drawingthis card,fishhookadd theand threadstash. Seetoken tothe partyfor details page XX of therulebookand thread.on how to usethe fishookThe Story Continues.8shadowy base of the oldAs the party neared themiceby the shapes of severaltree, they were startledup from the tall grasses.poking their furry headsand the strangers“This way!” hissed a mouse,beneathopenedthatholesmallquickly vanished into ad theencouragement bolsterea twisting root. This newtheas they heard the caw ofspirits of the party, evenshriek of the Rat itterrifiedtheandcrow,vicious oldprey.asclaimedtwisting tunnel carvedThey walked through theThere was still enough lightin the wood of the old tree.thatrd entrance behind themfalling in from the courtyafriendly faces of their hosts.Collin could see the young,from twigs, and the whiteBoth had crude spears carvedshell.walnutafrommadeone wore a breastplatehere, are you?” asked the“You’re not from aroundlight brown field mouse.athe looked questioningly“No,” replied Collin, andand thehim an approving nod,Maginos. Maginos gavethe castle.”prince said, “We are frombrown mouse. His white“Oh, I see,” said the lightlittleto him and whispered acompanion leaned overtoo loudly.68.is first explored, bits of story to read through whileon that room, and special rules that apply while themice are on that room.The story continues: at the end of some chaptersthere is a “The Story Continues” section. Readingthese sections aloud will help wrap up a piece ofthe story for the players.

Game setupClass: ANYYou may use this ability as a free action.Remove 1 wound marker from a mouse thatis on the same space as this mouse. Healerspay one less cheese to use this ability. FirstAid can only be used once per turn.WARRIOR or HEALER or TINKERERRequires- Tilda“Amazing what can be crafted froman old shoe.”3Draw Empathetic Power: When anothermouse on the same tile becomes poisoned,stunned, cursed or webbed, Immediately add1 cheese to Tilda’s stash.221Tilda22BLUNTHEALERDaggerStarting EquipmentClass: SCAMPYou may use this ability instead ofperforming this mouse’s normal battleaction. This mouse attacks once with eachknife or dagger it has equipped.2Knife StrikeARMORTilda’s MaceLeatherBreastplate4First AidTILDARequiresWhen attacking with this mace, add 1to this mouse’s battle during thatattack for each woundedmouse that is on the samespace as this mouse.22Filch 1NoRequirementsWhen attacking with this dagger, ifthe defending minion is lower on theinitiative track than thismouse, it rolls 1 less die todefend against that attack.Pilfer: After Filch defeats a minion figure, add1 cheese to Filch’s stash. If it was a Rat, Filchmay take this cheese from the minion wheel ifavailable.Prehensile Tail: Filch may equip a dagger inhis tail as if it were an additonal paw slot.13SHARPSCAMPDagger13Starting Equipment42Tilda’s Mace, Leather Breastplate29Rat Warriors22Aggressive: After takinga turn with this RatWarrior card, switchthis card with the onedirectly above it on theinitiative track if any.12 226FilchCollin2213“I’ll save the kingdom, “Adventuring beatsbeing in jail.just like myfather would have.” If I survive that is.”MaginosTilda212“I’m oathswornto protect theroyal family.”21132“Mystic energiescan only bechanneled throughan uncluttered mind.”7CollinRat Warriors222122“I’ll save the kingdom,just like myfather would have.”Aggressive: After takinga turn with this RatWarrior card, switchthis card with the onedirectly above it on theinitiative track if any.Rat Warriors22Aggressive: After takinga turn with this RatWarrior card, switchthis card with the onedirectly above it on theinitiative track if any.Filch22213“Adventuring beatsbeing in jail.If I survive that is.”Rat Warriors2Aggressive: After takinga turn with this RatWarrior card, switchthis card with the onedirectly above it on theinitiative track if any.2: Tunnel Entrance4: Kitchen TunnelsMaginos15132“Mystic energiescan only bechanneled throughan uncluttered mind.”5: Guard RoomTilda2122“I’m oathswornto protect theroyal family.”llin22he kingdom,ke myuld have.”8 Character icons representfigures in this game setup.Collin2InspireClass: LEADERYou may use this ability before taking aturn with this mouse. Until the end of thisround, after a mouse performs an action,that mouse may spend 1 cheese to perform1 additional action. A mouse can onlyperform 1 additional action in this way.321LEADERWARRIOR24Collin’s Sword 1SHARPLeatherBreastplate 1MaginosARMORChain Lightning2Starting Equipment23Class: MYSTICYou may use this ability instead of performingthis mouse’s normal battle action. Choose upto a number of minions equal to this mouse’scurrent lore. Each minion figure chosenis attacked by this mouse with a rangedattack. The battle value of that attack is 3.Roll 3 action dice once to attack. Each miniondefends separately.Born to Lead: When placing cards on theinitiative track, if Prince Collin is not in thefirst initiative spot, immediately add 1 cheeseto his stash.“This is the sword my father taughtme to fight with.”“Amazing what can be crafted froman old shoe.”- CollinCollin’s Sword, Leather BreastplateRequiresWARRIOR3- TildaRequiresWARRIOR or HEALER or TINKERERTo setup a game of Mice and Mystics follow these steps:1. Chapter selection: Choose a chapter from a Miceand Mystics story book. Depending on how manypeople are playing, some players may need tochoose and control more than one mouse so thatthe correct number of mice are in the adventuringparty.2. Choose a hero: Each player chooses their mousehero (or heroes) and collects that mouse’s herocard, initiative card, and figure. The chapter beingplayed will tell players how many mice are going tobe adventuring in that chapter (usually four).3. Choose an ability: Players choose 1 ability card foreach mouse that they are playing. Make sure amouse meets the class requirements for the abilitythat is being chosen.4. Gather equipment: Find the search cards thatare indicated on each mouse’s starting setup andequip them to that mouse. Refer to the ‘Party Setup’section of the chapter for any extra cards or partyitems that the adventuring party should start with.5. Set up the board: Place the room tiles in the middleof the playing area as shown in the ‘Room Tile Setup’section of the chapter being played. Be sure to placethe tiles so that their arrows (located in a corner ofeach room tile) are all pointing in the same direction.6.113MYSTICMaginos’ Staff 1MAGIC2Draw Power: When attacking, Maginosrecieves 2 cheese for eachrolled insteadof 1.Starting EquipmentMaginos’ Staff2When attacking a figure that is on thesame space as this mouse, this staffis considered a blunt meleeweapon.4RequiresMYSTICPlace figures: Place the mice figures and any minionfigures on the board as directed in the ‘Room TileSetup’ section of the chapter being played.7. Determine initiative order: Shuffle the initiativecards belonging to each mouse and minionthat is on the board at the start of the chapterand determine the starting initiative order (seedetermining initiative order on page 7).8. Set up the story control board: Place the storycontrol board to the side of the playing area.Place the hourglass marker on the first page ofthe chapter track and the chapter end marker onthe page noted in the ‘Chapter End’ section of thechapter being played. Shuffle the remaining searchcards and form a search deck on the search areaof the story control board. Refer to the ‘EncounterDeck Setup’ section of the chapter being playedfor details on how to setup the encounter deck forthat chapter.9. Additional items: Place the cheese tokens, theminion figures, any remaining initiative and abilitycards, and a pile of all other tokens off to the side ofthe playing area within reach of the players.10. Follow any chapter specific instructions: Follow anyfurther setup instructions as noted in the ‘ChapterSetup’ section of the chapter.6

Game roundfollow the ambushing rules for the first of those twoinitiative cards. See page 15 for details on ambushes.Mice and Mystics is played over a series of rounds.Each round is made up of turns. The first turn ofa round is taken by the card that is highest on theinitiative track. The next turn is taken by the nexthighest card on the initiative track, and so on. Once thelast card on the initiative track has taken a turn, a newround begins. When an initiative card comes up in theinitiative order, all figures that the card represents willshare that turn but will take their actions separately.To determine in which order the mice and the minionswill take their turns, players must first determine aninitiative order.When all of the figures associated with an initiativecard are no longer on the game board, remove thatcard from the initiative track and move up all othercards to fill in the gap.Time is Short!If there are no minions onthe board after the lastmouse on the initiativetrack has taken a turn,place 1 cheese token onthe minion cheese wheel.Continue to do this eachtime the last mouse on theinitiative track completesa turn and there are nominions on the board.Determining Initiative OrderAt the beginning of a chapter, and each time a newencounter card is revealed, initiative order must beestablished.If no minion cards are on the initiative track:Taking a Turn with a Mouse HeroTake the initiative cards for each mouse and eachminion type that are going to be on the board at thestart of that encounter and shuffle them together tocreate an initiative deck. Then, one at a time, take eachof the cards from the initiative deck and place them faceup along the initiative track that runs down the side ofthe story control board. Place the first card on the1 spot, the second on the 2 spot, and so on until all cardshave been placed.On its turn, a mouse can either perform 1 of thefollowing actions then move, or move then perform 1 ofthe following actions: Scurry Battle Search Recover ExploreIf there are already minion cards on the initiative track:In addition to performing an action, or choosing notto perform an action, mice can perform any of thefollowing free actions at any time during their turn: Share Equip Level upSimply shuffle up the initiative cards for the newminons that are going to be added and place them onthe next available slots on the initiative track. If newminions that are being added already have an initiativecard on the track, there is no need to add anotherinitiative card to the track for those minions.Each free action can only be performed once during amouse's turn. A free action cannot be performed in themiddle of performing another action.Note: If there are ever more initiative cards than availableslots on the initiative track, follow the normal placementrules for initiative cards and simply allow the extra cardsto temporarily extend the track.Mouse Ability CardsBoss initiative cardsA mouse can only useone ability card perturn, even if that mousehas multiple abilitiesthat are free actions.Choose wisely!If a boss minion has more than 1 initiative card, whenthat boss is going to be placed on the board randomlychoose 2 of that boss’s initiative cards to be addedto the initiative track. That boss will take a turn foreach initiative card they have on the track. If there arealready minion cards on the track when adding a bossminion that has multiple initiative cards, place bothcards at the bottom of the initiative track as usual, then7

Special Area Spaces3: The KitchenThere are a few larger areas in the game that aren’tbroken into smaller spaces. (Areas like the counter inthe Kitchen, the table in the Dining Hall, and the bed inthe King’s Chamber.) These areas are called – specialarea spaces. Special area spaces do not follow thenormal rule of 4 small figures or 1 large figure per space.Instead a special area space may contain as manyfigures as you can physically fit into the surface area ofthat space.7: Dining Hall11: The King’s ChamberMouse MovementYellow and Red LinesAt the start of a mouse turn, the player controlling thatmouse must roll an action die. Among other symbols,each die face has a number printed on it ranging from1- 3. Add the number rolled on the action die to themouse’s move value to determine the number LEADERof spacesWARRIORthat mouse can move on that turn.CollinExample: Prince Collin has a move valueof 2 and rolls a 1 on the action die. PrinceCollin can move up to 3 spaces onthat turn (2 1).Born to Lead: When

Welcome to the rulebook for Mice and Mystics. This rulebook will teach you how to play the game, but it is intended to be paired with a Mice and Mystics story book. Each chapter in a Mice and Mystics story book has a specific setup and special rules that apply to that chapter. The story book “Sorrow and Remembrance” is included in this game.

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