Instrukcja · Rozdział 6 z 17
6.0 Movement Through the Citadel
General Rule: In Citadel of Blood, there is no game map. Instead, the players construct a maze through which they move during the course of play by placing room and corridor chits (called segments) adjacent to each other. The Party marker is always placed on top of one of these segments to mark the location of the characters. The party moves through the Citadel one segment at a time.
Procedure: Each time the party leaves a segment, one of the players picks a segment chit from the cup and places it adjacent to the segment the party is leaving (see Sequence of Play, 5.0). The segment is placed in such a way that a doorway always abuts another doorway and a corridor always abuts another corridor. The players may position the segment in any way they choose within the following restrictions. When the party enters a segment that has been previously entered, no new chit needs to be picked.
Cases:
6.1 A segment must be placed so that any adjacent door or corridor must abut a door or corridor respectively, and blank wall must abut blank wall.
In cases where the chit drawn will not compliment the other chits next to it, the chit is placed back in the cup and another one is drawn. If there is no chit that fits (which will be rare), then use a chit that closely fits the situation and assume that the chit-side which does not match is impassable. When exiting a segment through a doorway, if the both sides of the chit chosen have a corridor printed on it, place the chit room side up, doorway to doorway.
6.2 If a segment may be placed in more than one configuration, the party decides on the way it is to be placed
6.3 The party always moves at a rate of one segment per Game-Turn.
6.4 The Citadel maze may not end in a dead end until the Hellgate is located.
If all possible exits out of the explored part of the Citadel lead to dead ends, then the last chit chosen which results in a dead end is placed back in the cup and another is chosen. This procedure is repeated (if necessary) until a segment is picked which does not "complete" the maze.
6.5 The Citadel may be up to three levels in depth.
Some room segments feature stairways. Each stairway connects the first level to both the second and the third levels. The Hellgate may be located on any one of the three levels (see 13.7). The characteristics of the monsters change and become more vile the deeper the party goes into the Citadel (see 6.7).
6.6 Movement between levels is from one level to the next and counts as entering a room segment. The usual procedures are carried out (see Sequence of Play, 5.0) for each move into a staircase.
When the party descends a level, a new maze is begun by placing a second staircase chit on the table away from the original maze. From this point a second maze is constructed. Note: It will occasionally happen that another staircase will be located on this level as well. It may only be placed if the stairway would lead to the other two levels without conflicting with a previously placed chit.
6.7 Level Chart
(see charts and tables)
6.8 The Level Chart modifies the characteristics of monsters and the value of treasure and experience points gained.
Results on the Level Chart are read as follow:
Monster Wound. Add to a monster's normal total Wound Points. Example: On Level 2, a monster with a Wound Point roll of 2+2 would actually roll 2+4.
Monster Combat Bonus. Add to a monster's normal Combat Bonus. Example: On Level 2, a monster with a normal Combat Bonus of 3 would have a Bonus of 4.
Monster Negotiation. The monster's Negotiation Value is increased by this number.
Number of Monsters. Multiply the number of monsters encountered on a level by the indicated multiple. Example: An encounter with three Cronks on level 3 would be multiplied by 2 to become an encounter with 6 cronks.
Treasure Type. The Treasure Type encountered on a level is shifted toward the bottom of the Treasure Table (14.9), a number equal to the number on the level Chart. Example: A monster which would normally carry a type C treasure would carry a type E treasure on level 3.
Experience Points. When a character gains Experience Points, multiply the number of points gained by the multiple for that level to arrive at the new total.
6.9 Should a monster be bypassed for some reason, its counter is left on the maze to indicate its position.
Should the party re-enter that segment, they treat the monster as if he were a "new" monster. That is, previous negotiation or bribery results are ignored. The party does not roll for wandering monsters when entering a segment already occupied by a monster.