12 Realms: Ghost Town
  • Phobos
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    12 Realms: Ghost Town

    by Phobos » Thu Dec 11, 2014 12:33 am

    The epic journey continues as 12 Realms return with an expansion entitled Ghost Town! A new Realm is now challenging the heroes of the Fairy world and you must be ready to face the dark forces lie hidden in it. In this realm there is no Town because the dark lords cursed it from this world. Your hero is trapped in this realm.

    Your object is to find the three missing items of the Marshall. You must complete this task before the invasion marker reaches number 16. When you find all the items the Town will appear once again and then you will be able to travel to that Realm and help the trapped hero to defeat all the invaders.

    You must be very careful! The Ghost Town invaders have different abilities. As long as the Town is not visible you have to fight the ghost side of the Invaders!

    Get ready to face bounty hunters and gravediggers in the Wild West!

    LINK: https://www.kickstarter.com/projects/ma ... ghost-town

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  • Phobos
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    Re: 12 Realms: Ghost Town

    by Phobos » Sat Dec 13, 2014 1:08 pm

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    https://www.kickstarter.com/projects/ma ... ghost-town

    A terrible force was sent to the Bones Island by the Dark Lords: the Flying Dutchman. They decided to recruit the Undead pirates to protect the Cursed Treasure of the Skull Cave. The curse of the Flying Dutchman falls upon the Area where it travels, and the Heroes cannot enter there and fight the Invaders. Beware now! Combine your forces with the other Heroes in order to destroy the Undead pirates and take back control from the Flying Dutchman!

    Your mission in this Plot is to destroy the Black Fortress in each active Realm but first you must take control over the Galleon by destroying the Ghost Galleon's pirates. If the Invasion marker reaches number 20 in an active Realm, then all players lose the game.

    To take control over the Galleon you must first destroy the 4 pirates. Each one has a question mark (?). Roll the Talent Die to determine the Talent needed to destroy each one. There are town cards and Bonus town cards that allow you to kill all the Invaders in a Realm. The pirates are not affected by ANY Town card except Musket and Pistol! The other way to destroy the Pirates is to move your Hero to the Area where the Galleon has stopped and exploit 1 Swiftness Talent in order to get on board and start the attack. Yes, this Area is Cursed, but if you state that you want to get on board and offer an extra Swiftness as a tribute, then you can enter the ship.

    When you take control over the Galleon, move your Hero onto it. Now you are Cursed too, and you can never leave the Galleon and as an extension you cannot buy any Town cards. In each round, you can move the Galleon 1 Area forward or backward by spending 1 Swiftness Talent. If you have more Swiftness Talents, then you can exploit them to move the Galleon more than once. To destroy a Black Fortress you must exploit 2 random Talents by rolling the Talent die. First, you must move your Galleon to the Area where the Fortress is placed, and then you can attack it.

    Download the rules here: http://www.magecompany.com/docs/12rgg.pdf
  • Phobos
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    Joined: Thu Sep 12, 2013 11:05 am

    Re: 12 Realms: Ghost Town

    by Phobos » Mon Dec 29, 2014 9:37 am

    12 days left until Ghost Town campaign ends and this is your chance to get all the current games and expansions we have created. There may some items we will not reprint again so this is the best moment to join this campaign.

    Another plot is also offered from the current campaign and that's Ghost Galleon. Through this campaign we offer those two new Plots plus all the previous games of 12 Realms. Beside 12 Realms, you will be able to find and other titles as well such as: Raid & Trade, Hoyuk and Wrong Chemistry.

    https://www.kickstarter.com/projects/ma ... ghost-town

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