Magic Realm Combat Example

This example will assume the 2nd Edition rules, ADVANCED game (that's all four encounters plus the advanced rules). If you have any questions or comments, or spot something wrong, let me know!

Black Knight vs. Tremendous Giants (By Dave Brown)

It is evening in the Magic Realm and the Black Knight finds himself confronted by both Tremendous Giants! In addition to his misfortune, he has failed his "hide" roll and he has not attempted to alert his weapon! Finally his MOVE H4** and FIGHT M3** chits are fatigued from previous battles. Fortunately he has one thing going for him...he acquired a heavy crossbow at the Chapel earlier in the month, without which his mace would be all but a toy rattle to these monsters! He has this weapon active and is wearing his heavy armor and medium shield. Since the Black Knight is not hidden, the Giants' clubs start out red T4 side up. The main Giant counters are light blue side up because they are tremendous. Is this certain doom for our anti-hero? Not necessarily, but some breaks MUST go his way...

A round of combat is as follows (this is a simple version of the actual sequence of play):

First, the Black Knight looks over the situation and finds that fleeing is not an option...he must play a MOVE chit lower than the maneuver speed of the Giants to run away, and his MOVE H4** chit is fatigued. He can't play any of his M move or M fight chits because his armor and crossbow are both heavy. He only has five chits to work with: MOVE H5* and MOVE H6, and FIGHT H4**, FIGHT H5*, and FIGHT H6. He can use the M action chits when he is wounded or fatigued, which is most certain. This could get very ugly...

Encounter Step (Round 1)

The Giants will most likely kill him if he doesn't get a shot off with his crossbow in short order, so he chooses to alert his crossbow with the only chit that is faster than the Giants...his FIGHT H4**. This will at least guarantee a hit, but not necessarily a kill. The FIGHT H4** chit is placed in the "used this round" section of the Black Knight's melee sheet. Playing this double "*" chit limits the Black Knight to two playable chits for melee...his MOVE H6 and his FIGHT H6.

Melee Step (Round 1)

The Giants are placed on the melee sheet and the Black Knight places his attention chit on Giant #1. He then puts his FIGHT H6 and his alerted crossbow in an attack circle, let's say he chooses "swing". He chooses to play no MOVE chit because his H6 will be undercut by all the attackers anyway. He puts his heavy armor chit in the armor oval, and his medium shield in the "Swing" oval. He stands his ground and lets the "God of War" decide his fate...

The Black Knight puts the body of Giant #1 in the "Charge & Thrust" square and his club in the "Duck & Smash" square. The Black Knight puts the body of Giant #2 in the "Dodge & Swing" square and his club in the "Duck & Smash" square with the other club.

The repositioning roll is a "1" meaning Giant #2 swaps places with the clubs and Giant #1 doesn't move. Two dice are rolled to see if the clubs change tactics. A roll of "4,5" indicates that they will remain as they are, red T4 side up. Since he didn't play a move chit, all the attacks will hit him. In the first round of combat in the day, longer weapons hit first, with ties broken by speed. Since the Crossbow (length=12) is longer than either the H5 Giants (length=0) or the T4 Giant Clubs (length=8), the Black Knight's attack hits first. The first break he's had all day!

The Black Knight guessed the wrong maneuver for Giant #1 but still hit because his attack time of "1" verses the Giant's Move time of 5. The Black Knight rolls two dice on the "Missile Attack" table to see if the crossbow bolt finds its mark. A roll of "3,4" indicates that damage will be reduced by one level which isn't enough to kill the Giant. Fortunately the Black Knight is a marksman and gets to subtract one from his roll, reducing the "4" to a "3" and the crossbow bolt does standard damage. The standard for his heavy crossbow is H* or tremendous when striking an unarmored opponent. Giant #1 is killed and both he and his club are removed from the melee sheet. The crossbow is turned un-ready side up since it hit. Now it is time for the Black Knight to take his punishment...

Giant #2 will hit his armor and the club will hit his shield. The club does tremendous damage to the medium shield, destroying it. And since it did medium or heavier damage, one wound is given to the Black Knight. He chooses to remove a FIGHT M5 chit. The Giant hits his heavy armor with heavy strength, damaging it and inflicting a second wound. He chooses to remove a MOVE M5 chit from play. His armor is turned over to show that it has been damaged. In addition, the Giant turns red side up, picking the Black Knight up! If he hits the Black Knight again, it is curtains for our anti-hero...

Fatigue Step (Round 1)

Since the Black Knight used a two "*" FIGHT chit, he must fatigue a one "*" or higher FIGHT chit. He chooses a FIGHT M4* to keep his heavy fight chits available for round two.

Encounter Step (Round 2)

The giant is red side up and his maneuver speed is reduced to six, but since the Knight is in the Giant's grasp he cannot play his MOVE H5* chit to run away. His only hope is to play his FIGHT H5* chit to alert his crossbow again, which he does. (He didn't need to use the FIGHT H4** this time, since he only has to play under the Giant's red side move speed of six.)

Melee Step (Round 2)

The Black Knight leaves the Giant and his club in the squares they are already in and puts his attention chit on the remaining Giant. He then puts his FIGHT H6 and his alerted crossbow in an attack circle, let's say he chooses "swing" again. Once again, no maneuver the Knight attempts will help him avoid being hit, so playing a move would be a waste of time. If he does not kill the giant this round, he will be dead! His "damaged" heavy armor chit remains in the armor oval.

A repositioning roll of "5" shifts the body of the Giant to the "Charge & Thrust" square and his club in the "Duck & Smash" square. The "change tactics" roll for the club is "3,6" meaning the club will change over to H6. Both the Giant and his club will hit since no MOVE was made by the Knight, and since the Giant is red side up, it will mean death for the Black Knight. In the second round (and any succeeding rounds) the order of attack goes by speed, with weapon length breaking ties. Fortunately the Black Knight's crossbow bolt (speed=1) will hit before either the Giant (attack speed=4) or his club (speed=4). Two dice are rolled, the "-1" aim adjustment is made, and the "Missile Attack" table is consulted...

The roll is "1,3" resulting in a "2" which gives the crossbow bolt enough power to kill even an armored tremendous monster. The Giant doesn't get his attack off, and the Black Knight lives to fight another day!

Fatigue Step (Round 2)

Since the Black Knight only used one single "*" chit this round, he does not fatigue.

End Of Combat (Final Results)

He had better spend some time hiding and resting, and possibly find some friendly natives to repair his armor and acquire a new shield. Also, a warhorse would give him some maneuverability and additional protection, or better yet, loot a nearby treasure site for some magical protection! There has to be some around two big nasty Giants!