Rules Overview - Stuff & Kraft
What makes orcs strong when they go on a mission is that they are not afraid to leave with minimalist equipment because they know that on the way, they will always find something to improve their equipment. This natural ability to manufacture quickly and efficiently what they want is not the result of any learning, but of an innate instinct, interweaving things intuitively with an always spectacular result.
At the heart of the action, they always have the reflex to recover resources from their victims, such as leather, wood, metal, gold or gems, because they could always be used later on, to improve their equipment. This art of recovering what they can and using it to modify their equipment is called Kraft. It is a divine orc gift in their eyes.
We will now see how to apply this art in terms of gameplay. The goal will be to make your heroes' gear as spectacular as possible.
A Stuff card can be obtained in several ways. This can be a starter item on the Hero card, a reward obtained as soon as an enemy is killed, an object found in a chest or obtained as a reward for the success of a specific mission objective.
Stuff cards are divided into five types:
- Resources cards: this can be wood, metal, leather, gold or gems. They will allow you to be used during Kraft phases to improve weapons or armor.
- Potions and Scroll cards: these are cards that can only be used once. When using this type of card apply its effect and discard it. Drinking a potion or using a scroll can be done at any point during the game and does not cost an action point.
- Artifact cards: these cards can be special weapons or armor (non Kraftable), keys to open specific doors or elements without any particular effect but necessary for the accomplishment of a mission.
- Tools cards: these cards are improvements. They allow to obtain bonuses for the realization of certain actions.
- Weapons and Armor cards: They can either attack or defend, and sometimes both at the same time.
On these cards you will find:
1. Title: the name of the equipment
2. Attribute: the name of a modified equipment has an attribute
3. Level: The stars indicate the level of the weapon or armor. *non modified equipment, *Krafted equipment; *** equipment at its last level of modification. A basic Stuff card always has one single star.
4. Placement: knowing whether an equipment can be used single or double-handed, can be worn on the body or is an accessory.
5. Type (Melee / Shoot / Magic / Armor): An equipment can have up to 2 different types, but the hero must choose which one to use before rolling the dice.
6. Combat dice: Indicates the dice to roll (defense or attack dice) when using the equipment, as well as any related bonuses.
7. Bonuses or Class Limits: Some equipment have a line of Combat dice preceded by class symbol(s), a Hero in that class may use that line. If there is only one line of Combat dice and it has class symbols, then only heroes in that class may use that equipment.
8. Scrap: orcs get resources from whatever they recover. The Stuff on the card can be considered as the indicated resource.
9. Kraft Recipe: To obtain the Kraft item, you must combine the elements indicated here.
Each hero may modify his Stuff in hand during the Preparation Phase which takes place at the beginning of each turn. The equipped Stuff is placed face up next to the Hero card. Anything that is not equipped is stacked nearby and is meant to be part of the contents of your hero's bag.
Of course orcs only have two hands, and they can only use two "one hand" equipments or one "double-handed" equipment. In the same way, they are limited to one "body" type of equipment and two "accessories" equipped.
- If a hero is in melee, he can still reorganize his inventory and his Stuff by paying 1 Badass point.
If heroes want to exchange Stuff cards they must do so in the Preparation Phase. If two heroes want to exchange Stuff, Potions or Resources outside this phase, it will cost them 1 Badass point.
Heroes who make an exchange must be within 4 squares of each other and in line of sight.
If the heroes wish to exchange something when they are more than 4 squares away, roll one white attack die per additional square. If there are not enough white dice, add grey attack dice per square (no hero may roll for Stuff at more than 10 squares). The one who receives the item that has been been thrown too far suffers the injuries inflicted by the attack dice, and both the thrower and the catcher weren´t synchronized enough and the throw was way too powerful. Despite the clumsiness, the exchange still succeeds.
- It is impossible for a hero to make an exchange with another hero if one of them is involved in melee.
It is also during the Preparation Phase that you can improve your equipment.
Each Stuff card with the "Anvil" symbol has an improved version among the Kraft cards. All Kraft cards are accessible at any time.
At the bottom left of each Kraft card there is an indication of the items needed to complete the enhancement. Most often, it will be equipment of the same type, or of a lower level, and some basic resources.
When the elements of a recipe are combined, the hero gets the "Krafted" equipment that he adds to his inventory and all the elements used are discarded except any Kraft cards that return back with the rest of them. Krafting does not cost an Action.
The Preparation Phase is the only time a hero can Kraft his equipment. And obviously, a hero engaged in melee can't Kraft.
In our next update on gameplay, we will discuss Heroes Activation...
Be Bad, Be Tough, Be Orc !