Games/Kingdom Rush: Rift in Time

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Kickstarter

Notes from Manual

- Hordes with heroes or soldiers do not advance (pg 5 #4)

- Win when last portal destroyed, and survive the round (pg 5 #6)

- Lose when portal escapes or lose last heart (pg 5 #6)

- Spawn hordes in closest available spot, may escape if no free spaces (pg 5) -- Note: hordes do not move when spawned

- Hero regeneration in phase 2 (pg 6)

- Damage types are physical, magic and true (from heroes) (pg 6)

- Buildings and heroes can't share spaces (pg 7)

- Double arrows can shoot either close or far (pg 7)

- Damage types and defense types on pg 8

- Linked "+" attacks must stay together (pg 8)

- Can't rotate or flip tiles unless it has the "free manipulation" icon (pg 8)

- Soldiers have a single health (pg 9)

- Soldier pool is limited, intentionally (pg 9)

- Soldiers block horde movement (pg 9)

- Only Soldiers Towers can be stacked with other towers (pg 9)

- Portals (pg 10)

- Win when last portal destroyed, and survive the round (pg 10)

- Lose when portal escapes (pg 10)

- Heroes can't directly or indirectly attack portals (pg 10)

- Upgrade towers by passing towers - stacks are limited intentionally (pg 10)

- Heroes may move to any adjacent space (orthogonally or diagonally) (pg 11)

- Heroes may not share spaces with towers or portals, but can move through (pg 11)

- Heroes enter the board at a cost of a movement point (pg 11)

- Heroes do "true" damage (pg 12)

- Hero's "fist" melee attacks can only attack heroes tray (pg 12)

- Range attacks cannot hit local (pg 12)

- Recover special abilities on recovery (pg 13)

- Hero action recover can be played as a Hero's action while on the board (pg 13)

- Soldiers can block 1 point of movement, and die (fast hordes will move 1 space) (pg 14)

- Heroes can block 1 or 2 points of movement, at cost of 1 or 2 hearts (pg 14)

- Forked priority goes to the horde's spawn priority (pg 15)

- Kingdoms take damage per undefeated enemy on horde, or 4 for large enemy (pg 15)

- Spend crystals to buy level 1 (2 crystals) and level 2 (3 crystals) towers only (pg 17)

Scenario Booklet

Q: WHAT DO THE CRYSTLAS, WITH ARROWS, ON THE SETUP CHART MEAN?

- Difficulty and starting resources on page 2

- Crystals limited to 12, intentionally (pg 3)

Scenario 1 - Rift in Time

- Big Enemy costs 4 hearts if any part not covered when escaped

- No heroes or soldiers on "Deadly Enemies" (has "no meeple" symbol)

- The party shares crystals and spells. No spells on scenario 1.

- Each hero gets the listed ability count. No abilities on scenario 1.

Scenario 2 -

- Add hero abilities

- Add Healers

- Add magic and physical damage immunities

- Add second spawn point (2 total)

Scenario 3 -

- Lilith Boss (escort mission)

- Add Level 4A towers

- Add 3rd spawn point

Scenario 4 -

- Add spells

- Add Lilith Hero

- Add Dead-eye enemies

Scenario 5 -

- Add 4B towers

- Add White Building Site (all players)

Scenario 6 -

- Add level 2 spells

- Add blank horde cards

- Add blue Ghost horde cards

Scenario 7 -

- Blackburn Boss

- Add level 2 hero abilities

At this point all abilities and towers are open

Scenario 8 -

- Add Pathbreaker enemies

Scenario 9 -

- Add Flying hordes

Scenario 10 -

- Bonus: Time Warp Spell

- Time Mages Boss

Scenario Portal Storm

- Storm Strike Cards

- Portal storm Cards

- 2 of 3 included bosses (Lord Blackburn, Young Time Mage, Old Time Mage)

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Board Games Kingdom Rush Rift in Time Kickstarter