Bellwake

Onze eigen coöperatieve kaartcampagne: twee klokkenhoeders houden met bondgenoten, uitrusting en liederen een mist van stilte tegen in drie gekoppelde scenario's, en elke winst, nederlaag of keuze komt in een campagnelogboek dat het vervolg verandert.

De tafel van Bellwake

2 players, together · samen

The bells of Tollhaven keep the Hush away: a silent fog that eats names and voices. Two keepers, Hale Brann the Bellwarden and Sefa Wren the Cantor, play three scenarios in a row: climb the Lower Stair, relight the Foundry Below and ring the great bell on the Crown of Silence. Every round they gain echo to play allies, gear and songs, send characters on the venture against the dread of the staging area, and fight the Hush-born that come down as the Hush rises. Toll the bell to push the Hush back. What happens in one scenario is written in the campaign log and changes the next; experience buys upgrades, a fallen hero carries trauma. Silence the Unsung on the Crown to win.

Original game. One hero per player with a fixed sixteen-card deck (upgrades add cards); no mulligan, and a player deck that runs out is not reshuffled. Each round reveals two encounter cards; enemies engage when the Hush reaches their approach value, the player with fewer engaged enemies first. Engaged enemies attack in the order they engaged; there are no shadow cards. A scenario is lost when the Hush reaches 17, when both heroes have fallen, or after round 10. A hero who falls leaves the scenario, the player plays on with allies (and gains only 1 echo a round), and their enemies turn to the other hero. The campaign goes on after a lost scenario; it is won by winning the third.

Doel en einde van het spel

  • Gewonnen the last objective is complete (and the Unsung silenced, where she appears) · binnen een scenario
  • Verloren the Hush reaches its limit · binnen een scenario
  • Verloren both heroes have fallen · binnen een scenario
  • Verloren the last round is over · binnen een scenario
  • Gewonnen all scenarios played and the Crown of Silence won
  • Verloren all scenarios played and the Crown of Silence lost

Zo verloopt het spel

Volg het spoor van boven naar beneden. ↻ herhaalt, een zijspoor is een splitsing; onder elke stap: wat je daar beslist. Tik op een stap voor wat je daar beslist.

begin↻ Campaigntot all three scenarios playedScenarioSet up: reset,campaign log,…↻ Rounduntil a scenario end condition fires1. Kindle: echo and acard↻ 2. Musterper spelerStart the muster↻ Play cards until donetot this keeper has stoppedPlay a card, toll thebell, or stop3. Venture↻ Commitper spelerSend ready characters(exhaust)Reveal two encountercardsspelers mogen snelle acties spelenResolve vs dread:progress or the Hush…4. Travel5. Encounter↻ Optional engagementper spelerEngage an enemy fromthe staging area?Enemies with approach≤ Hush engage6. Clash↻ Enemy attacksper speler↻ Each enemy engaged with this keeperper enemy engaged with this keeperDefend (exhaust) ortake the blowspelers mogen snelle acties spelenDamage = strike − ward↻ Keeper attacksper speler↻ Each enemy engaged with this keeperper enemy engaged with this keeperAttack this enemy(exhaust) or hold7. Rest: ready, theHush risesWrap-up: experience,trauma, campaign logBetween scenariosals the Foundry was won:choose what to saveRecast the bell orrescue the founderCampals another scenario follows↻ Each keeper spends experienceper spelerOpen the camp↻ Learn until donetot the keeper stops or has no experience leftLearn an upgrade orkeep the experienceeinde van het spel
Alle stappen in woorden
  1. Campaign tot all three scenarios played
    1. Scenario
      1. Set up: reset, campaign log, upgrades, hands, first objective
      2. Round until a scenario end condition fires
        1. 1. Kindle: echo and a card
        2. 2. Muster per speler
          1. Start the muster
          2. Play cards until done tot this keeper has stopped
            1. Play a card, toll the bell, or stop

              Eén van:

              • Play a card

                Mag als a card in hand that can be played now.

                • Kies a playable card
                • Als gear, or a song with a target: choose it: kies a character for gear, a hurt character, or an enemy
              • Toll the bell

                Mag als once per round, for echo.

              • Stop playing cards
        3. 3. Venture
          1. Commit per speler
            1. Send ready characters (exhaust)
              • Kies ready characters (nul of meer)
          2. Reveal two encounter cards
          3. Resolve vs dread: progress or the Hush rises
        4. 4. Travel

          Eén van:

          • Travel to the next location

            Mag als no active location, and a location in the staging area.

          • Stay here
        5. 5. Encounter
          1. Optional engagement per speler
            1. Engage an enemy from the staging area?

              Eén van:

              • Engage an enemy
              • Keep your distance
          2. Enemies with approach ≤ Hush engage
        6. 6. Clash
          1. Enemy attacks per speler
            1. Each enemy engaged with this keeper per enemy engaged with this keeper
              1. Defend (exhaust) or take the blow

                Eén van:

                • Defend (exhaust)
                  • Kies a ready character
                • Take the blow
              2. Damage = strike − ward
          2. Keeper attacks per speler
            1. Each enemy engaged with this keeper per enemy engaged with this keeper
              1. Attack this enemy (exhaust) or hold

                Eén van:

                • Attack (exhaust)
                  • Kies attackers
                • Hold
        7. 7. Rest: ready, the Hush rises
    2. Wrap-up: experience, trauma, campaign log
    3. Between scenarios
      • Als the Foundry was won: choose what to save
        1. Recast the bell or rescue the founder

          Eén van:

          • Recast the bell
          • Rescue the founder
    4. Camp
      • Als another scenario follows
        1. Each keeper spends experience per speler
          1. Open the camp
          2. Learn until done tot the keeper stops or has no experience left
            1. Learn an upgrade or keep the experience

              Eén van:

              • Learn an upgrade

                Mag als an upgrade you can afford and do not have yet.

              • Keep the experience

Op tafel

14 zones en stapels
  • campaign log open — log entries; each one's effect runs at the start of every later scenario
  • deck per speler · dicht · geschud
  • hand per speler · alleen de eigenaar ziet het
  • party per speler · open — the hero and the allies in play
  • gear per speler · open — gear on a character; host = its uid
  • discard per speler · open
  • engaged per speler · open — enemies engaged with this player, in the order they engaged
  • encounter deck dicht · geschud
  • revealed open
  • staging open — enemies and locations not yet engaged or travelled to
  • active location open
  • encounter discard open
  • victory open — silenced enemies and explored locations with victory points
  • silenced open — heroes who fell this scenario

Kaarten en onderdelen

heroes 2 stuks
  • Hale BrannBellwarden. After Hale defends, he deals 1 damage to the attacker.
  • Sefa WrenCantor. While Sefa stands, a failed venture raises the Hush by 1 less.
cards 19 stuks
  • Stair GuardAlly.
  • Watch NoviceAlly.
  • Tower CaptainAlly.
  • Bell-hammerGear. The character gets +1 strike.
  • Quilted MantleGear. The character gets +1 ward and +1 health.
  • Hold FastFast, during an attack: the defender gets +2 ward.
  • Counter-pealFast, during an attack: deal 2 damage to the attacker.
  • Ring the AlarmDraw 2 cards.
  • Pilgrim of the StairAlly.
  • Choir ScholarAlly.
  • WayfinderAlly. When it joins: you may exhaust it to put 2 progress on the active location (overflow goes to the objective).
  • Tuning ForkGear. The character gets +1 resolve.
  • Echo StoneGear. Each kindle, its player gains 1 more echo.
  • Hymn of ClarityFast, during the venture: +2 resolve.
  • Mending ChantHeal 3 damage from a character.
  • Name the NamelessDeal 2 damage to an enemy, engaged or in the staging area.
  • Bell-guard VeteranAlly. Earned at camp.
  • Great CanticleFast, during the venture: +4 resolve. Earned at camp.
  • Agna Fell, BellfounderAlly. Joins from the campaign log.
encounter 18 stuks
  • Hollow HoundAmbush (engages at once).
  • Hushed NoviceWhen revealed: the Hush rises by 1.
  • Silent BrotherAfter it attacks undefended: the Hush rises by 1.
  • Mist WeaverWhile in the staging area: every other enemy there has +1 dread (once, however many Mist Weavers).
  • Bell-thiefWhen revealed: the keeper with the most echo loses 2.
  • Bronze HuskUnyielding (songs cannot hurt it).
  • The UnsungEach toll of the bell deals her 2 damage, 4 once the Great Bell is complete. In the staging area: the Hush rises 1 more each rest.
  • Frostbitten StepsAfter you travel here: the Hush rises by 1.
  • Rope BridgeWhen explored: each keeper draws 1 card.
  • Cold RefectoryWhen explored: heal 2 damage from each hero.
  • Furnace MouthWhile active: enemies have +1 strike.
  • Casting PitWhen explored: each keeper gains 1 echo.
  • Hall of Still BellsWhile active: heroes have −1 resolve.
  • Creeping SilenceSurge. When revealed: the Hush rises by 1.
  • Numbing ColdWhen revealed: 1 damage to each committed character.
  • Forgotten PathWhen revealed: remove up to 2 progress from the active location, or else from the objective.
  • Echoes FadeWhen revealed: each keeper loses 1 echo.
  • The Quiet SpreadsWhen revealed: the enemy discarded last returns to the staging area; if there is none, Surge.
objectives 6 stuks
  • The ClimbClimb the frozen stair. When it begins: each keeper draws 1 card.
  • The Gate of TollhavenReach the gate before it shuts. When it begins: reveal 1 encounter card.
  • The BellowsWake the old furnace. When it begins: each keeper gains 1 echo.
  • The PourPour the bronze. When it begins: a Bronze Husk rises in the staging area.
  • The SpireClimb the bell tower. When it begins: the Hush rises by 1.
  • The Great BellRing the great bell. When it begins: the Unsung enters the staging area. You win once she is silenced too.
log entries 5 stuks
  • The gate heldEach later scenario begins with the Hush 1 lower.
  • The gate fellA Silent Brother waits in the staging area of the Foundry Below.
  • The bell was recastTolling the bell costs 1 echo less.
  • The founder was rescuedAgna Fell, Bellfounder, starts in the first keeper's party.
  • The bell crackedThe Unsung has 4 more health.
upgrades 6 stuks
  • TemperedYour hero has 2 more health.
  • Clear VoiceYour hero has 1 more resolve.
  • Iron ArmYour hero has 1 more strike.
  • Deep BreathYou start each scenario with 2 echo.
  • A Veteran JoinsShuffle a Bell-guard Veteran into your deck.
  • The Great CanticleShuffle a Great Canticle into your deck.

Onder de motorkap

Deze regels komen rechtstreeks uit het model van het spel: dezelfde gegevens waarmee de engine speelt. Voor de precieze expressies, het regeldiagram en de bron van het model:

Regeldiagram · Model (YAML) · Bewerk een kopie