Instrukcja · Rozdział 5 z 17

5.0 Sequence of Play

General Rule: The Sequence of Play in Citadel of Blood is a simple pattern that the players must follow to give order to the game functions. The actions should not be taken out of sequence. The game ends when the characters have either all left the Citadel or have died. Decisions made during the course of play should be decided upon collectively or alternately by the players. Thus, all members of the party will have some input into the decisions that will ultimately affect the lives of their characters.

The Sequence of Play of a Game-Turn

A. Segment Phase

Step 1. Decide Route. The party decides which room or corridor to enter and selects a specific path, either a doorway or corridor, out of the segment currently occupied is selected.

Step 2. Chit Pick. One of the players picks a Segment chit.

Step 3. Place Chit. The chit is placed adjacent to the doorway or corridor the players selected in Step 1. It is placed room side up if the party wants to go through a doorway, and corridor side up if the party intends to leave through a corridor. If the chit can be placed in more than one way, it is up to the players to decide its placement.

B. Trap Phase

(performed only if the party enters a room)

Step 1. Trap Check. Roll 1D6 to determine whether or not the door is trapped. On a die roll of 1, it is trapped.

Step 2. Investigate and Detrap. If trapped, one character is chosen to investigate the trap. A character with a detrap skill may roll 1D6 to attempt to detrap the door (see 7.0).

Step 3. Trap Sprung. The trap is sprung if detrap is not attempted or is unsuccessful. Roll on Trap Table (7.1).

C. Monster Phase

Step 1. Party Movement. The Party counter is placed on top of the new segment that was picked.

Step 2. Monster Check. Roll 1D6 to determine whether or not the segment is occupied by monsters. A "new" room will contain room monsters on a roll of 1, 2, or 3. A room which has been entered previously and any corridor will contain wandering monsters on a roll of 1, unless previously encountered monsters are still there (see 6.9).

Step 3. Negotiate and Bribe. The party has the option to attempt to negotiate with or bribe the monsters (see 8.0).

Step 4. Combat. Should negotiation or bribery fail or not be attempted, the Combat Sequence is initiated (see 9.2). The Sequence takes place in the following order:

  1. Party Combat.
  2. Monster Combat.
  3. Hellgate Combat.
  4. Party Reorganization.
  5. Monster Reorganization.

Step 5. Collect Treasure. If the monsters are killed, the party determines if the dead monsters have treasure on them. If so, it is split up among the various members of the party (see 14.0).

Step 6. Gain Experience. If the monsters are killed, Experience Points are gained by those party members left alive (see 12.0).

D. Feature Phase

(performed only if the party occupies a room, and then only at the party's option)

Step 1. Investigate. One character is chosen to investigate the feature.

Step 2. Roll on the Feature Table. The investigating character rolls on the Feature Table (13.9) under the proper column for that feature (Exception: Mirrors, 13.7).

Step 3. Apply Results. The result on the Feature Table is applied.

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