In our last update, we described the basic mechanics of the game. As you may remember, the players playing Survivors look over the Resources that are out in the center of the play area, and the Clowns strategically defend these Resources by placing Clown cards face-down in front of the Resources.
But once a player has decided what they're going for, how is the Clown encounter resolved? That's the subject of today's update. Note that what's here is the bare-bones version: in actual play it's a little more strategically interesting, as both the Clowns and the Survivors have Morale that they can spend to modify die rolls. In the interest of keeping this update at a readable length, we've left the stuff about Morale out.
Once you’ve declared what you’re attempting to Travel to—or
announced that you’re Staying Put—the Clowns can flip over the card(s) they’ve
placed at that Resource. Most Clown cards have a number on them, indicating the force
of the Clown(s) depicted on the card.
The larger the pack, the more difficult it will be to face off against.
An “Encounter” doesn’t necessarily mean that the Clowns have
attacked you; it just means that you’ve spotted them. The safest thing to do is simply try to Sneak away—although
there are also reasons why you might choose to initiate contact.
The smaller your Team, the easier it is to move around
undetected. So in order to sneak
successfully, you need to roll above the
size of your Team on a six-sided die. Of course, this means that once you’ve reached a certain size, it will be very difficult
for your Team to sneak.
If you make a successful Sneak roll, the Clowns don’t see you,
and the Encounter ends. The Clowns
take the card back into their hand.
If you fail your Sneak roll—or if you choose not to make
one—the Clowns detect you, and they attack.
The Defense Roll:
Escape, Kill, or Join the Circus
At this point, you have to fight your way to freedom. Look at the number on the Clown card,
which indicates the Clown’s force.
The stronger a Clown card is, the more difficult it is for you to reach
safety. Consequently, for your
Team to Escape unscathed, you must throw the six-sided die once, making a
Defense Roll. In order to be
successful, this roll (including any modifiers that may increase it as a result
of Locations, Weapons, or special characters like the Clownreaper) must be larger than the force of the Clown card.
A roll of one is considered a sign of catastrophic error on
your part, and it eliminates all bonuses that may have increased your roll.
If your Defense roll is larger than the force of the Clown
card(s), you Escape: you successfully fend the Clowns off. The Clowns take the card back into
Any Defense score that is a six (or above, in the case of rolls that have modifiers) is better than an
Escape: it’s a Kill! The Clowns
are destroyed. Take the slain
Clowns and add them to a pile which will represent your personal Kills. When the game ends, the Clowns in this
pile count towards your victory.
If you fail your Defense roll, though, you’re in some trouble. One member of your Team has joined the
Circus. The Clowns pick one Survivor
card from your Team members—of your choice—and add it to their hand, along
with the Clowns who abducted them.
The Clowns may not take your Team Leader unless it is the only card you
have remaining. If the Team Leader
of any player joins the Circus, the game is over, with the Clowns
Thanks for reading! More updates to come. Also, thanks for your support so far: with 21 days to go, we're 65% funded. Help us out by sharing this short link: http://kck.st/pIUdpI
Best, Jeremy P. Bushnell, Lead Designer