English proofreading to do - rulebook

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English proofreading to do - rulebook

Message  nicoleblond le Mer 24 Déc 2014 - 0:13

Rulebook

Summary

Presentation of people
Game Overview
Equipment to play Blitz
Profile Card
The back card, multiple card alchemists
Create his army list
Limit cards, faction symbol
The dice system / symbols
Limiting launched and kept dice, dice bonuses and penalties, characteristic roll
Measurement, Size and Line of Sight
Unit of measure, sight lines, covered and hidden miniatures, sizes miniatures and decorations
The sets
Game round and movements
Start of turn phase initiative
Activation phase
Reach
Multiple card
Figure lurking
Movements (Mvt)
Walking, running, charging
Charge attack
Charge attack multiple opponents, multi-card and charge miniatures
Engagement / disengagement
Close combat
Initiate combat, contact, extends the scope of, fight, fight for height, fall, multi-fight card and miniatures
Play Combat Cards (CC)
4 cases
Shooting
Roll fire covered multi-miniatures card and shooting, shoot in a fight
Reactionary movement
Reaction fire
Alchemy
Alchemical cards, the formula, the alchemical components, alchemical stones, the alchemical process
Introductory scenario terminals jins
Sets targets pose sets, poses alchemical components, deployment goal scenario





Time has passed since the Alchemical War, but the Empire of the Jade Triad never abandoned his desire for hegemony over Mornea. Its merchants looking to settle in all ports and cities and many of its representatives travel the roads of Mornea. The army of the Triad is still in business and to protect its citizens and remains the best way for people to gain valuable load jade. Gathered in Yu Cheng, Celestial meticulously follow their plan of conquest based on three principles: discover the world, understand the world and fight the world.

Instructed by its bloody past and prophecy Fatiha, the Khaliman people have now turned to diplomacy. It aims to bring together the peoples of Mornea and resolve its conflicts through discussion. The different corps of the army and accompanying sheikhs in their role of conciliation along the canal de la Concorde in the border cities of Mornea. But the patronizing attitude of these mediators often exasperates his interlocutors. Yet, beyond the facade of peace, the Khalimans can not hide the political strife within their Republic.

The Khaliman Republic has faced a new challenge in the 1371 cycle Penitentiary of the tooth, where deadly criminals are locked up, suffered the attack of a pyrithin ifrit and many prisoners have managed to escape. Since then, they roam the caliphate seeking to escape the army launched their heels. Some of them have come together under the leadership of the most formidable of former prisoners, Hakan One Eyed.

The Battle of Gigage Gadusi left indelible traces in the Aurlok nation. Since their Manitous have awakened them, Aurloks peaceful warriors became terrible animals. Wolves, aurochs, Ravens or toads were then managed to repel the mighty army of the Triad. Today is the territorial expansion of the Avalonians Aurloks must oppose. Among the chieftains, some voices to take the fight outside of their ancestral lands. Many hunters look set to follow a new Father of the Earth that would take them to hunt those-who-are-the steel.

At the heart of the marshes Oblaye Itse, as in Otsiliha capital, the Walosi like to get together to share tasks. Is it due to the gaze of others Aurloks against them? Or rather a need to prove their abilities? Those of Clan Toad, without denying membership to their tribe, now walk together to support one against the other peoples. Despite their sneers, they soon learn the hard way that Walosi is not a toad ...

Avalon is the youngest of the nations of Mornea. Populated renegades who fled the Empire of the Triad during the Alchemical War she lives under the protection of invasive Beathacrann the Holy Tree. Young nation guided by his king and the church, it must be confined in poor submerged lands Delta Ciar. But the Holy tree needs space to grow and Baronnies must offer their new son lordships. Their bodies strengthened by grafts of Beathacrann and their souls through his church, the Knights of Avalon continue to push the boundaries of Aurloks.

Born before the meeting with the Beathacrann, the Templars are the legendary Avalon defenders. It is the sacrifice of the members of the order which allowed indeed renegades to escape the Empire. Opposite the church and secular nobles, the Temple has an aura of mystery that night in his image and the disappearance of the king under their protection has improved in anything. Its leaders, although sometimes that accepting the presence of their brothers among the royal troops, advocate strict compliance. The order and the efficiency with which the Templars act show their obedience.



Presentation

ALKEMY is a strategy game set in a medieval fantasy setting. When you play, you take control of a group of fighters represented by miniatures and put them on stage against an enemy group. Each part is built around a scenario, with objectives to complete that will allow players to score victory points.
There are 2 versions of the game, the "300" version playing on a large tray (48 x 36 inches) 300 points miniatures (10 to 15 miniatures) for 1:45 to 2:00, and the version of "Blitz", is playing on a small tray (24 x 24 inches) 180 points (6-7 on average miniatures) for 45 minutes to 1 hour. The rules for these two versions are the same except for the number and size of the decorations, the number and arrangement of components. Obviously, you can play in any other format agreed with your opponent.



What you'll need to play blitz

A game board with a size of 24 x 24 inches.
6 medium sized sets (about a game card). The decorations can be of different heights.
Miniatures that you will be able to assemble and paint.
Profile cards for miniatures.
Combat Cards (CC).
A tape measure in inches.
Colored dice (white, yellow and red).
Different counters to simulate the scenario objectives, components that will pick up the alchemists.
A dry-erase marker to check off boxes on the life profile cards.
Plastic covers to protect Profile Cards.



The Profile Card
Each miniature is linked to a profile card, on which are shown the characteristics, skills, movement values, damage table as well as special rules on the back of the card.

Points (HP) White (unscathed), yellow (Grave) and red (Critical). Each DOM suffers, we check a box (left to right). The first non-checked box indicates the state of health and gives the color of the dice rolled for this miniature. When the miniature has more than PV, it is out of action and removed from the game.

Mind (MIN) (lap initiative, resistance to alchemy ...)
Reflex (REF) (initiative for fighting, withdrawal ...)
Combat (COM) (attack, parry, ...)
Defense (DEF) (to avoid being injured by an attack)
Action Points (AP) to walk, fight, shoot, etc.
Name of the miniature
Table Damage (DAM) from dice symbols
Skills
Movement inch Walk (4) Charge (6) Run (10)
The weapon is indicated (COM / distance in inches) when a model can shoot remotely. It has a second DAM table (bows, thrown weapons, etc.)



The back card
At the back of the card are shown several things:
- The number of points of recruitment of a miniature
- The symbol of the faction
- The maximum number of cards in recruitment
- Recall the name of the miniature
- Explanation skills

Multiple card
On some cards, there are several lines of hit points. In this case, several miniatures depend on the same card, and each has its own lifeline.

Alchemists
Alchemists have on their card numbers from 1 to 4, corresponding to the level of concentration of the alchemist. They also have a card of formula with the explanation of the formulas, the scope, the components needed to start the formula, improvements, and the number of stones and components owned by the alchemist.




Create his army list
There are a few rules to follow to properly build his army list. The points format recommended for Alkemy "Blitz" is 180 points. Each miniature costs a certain number of points. Total recruited miniatures should not exceed 180 points. It is compulsory to recruit 1 hero. The heroes have no limiting indication on the back of the card and they are named. From 201 points, we must recruit 1 or 2, and from 301 points, we must recruit 2 or 3.

Limit cards
We can take a card a number of times (number in brackets on the back of the card). When several miniatures depend on the same card (several lifelines on the card), we must recruit all models of the card before selecting this card again. A hero may be recruited only once in the same troop.

Faction symbol
The cards must have at least one common faction symbol. Some cards have multiple symbols. They belong to different factions.

Architekt
Architekt is an army generator on the internet. You can view all profiles of all factions, build your army list, save it, generate a PDF, print it with all the features selected miniatures, etc.
www.alkemy-the-game.com



Dice system / symbols
There are three colors of dice (white, yellow and red), die each color corresponds to a miniature of health status (white for unscathed, yellow for serious, red for critical). The numbers and symbols on the faces are different depending on the color. There are three different symbols on the faces: sword, ax, mass. Combined by two, these symbols will allow you to determine the damage inflicted during an attack or a successful shot.

Limit launched and kept dice
During the game, you start at least 2 dice. Sometimes you launch 3, see 4 but never more. In all cases, you will retain only two dice.
Dice bonuses and penalties
In some situations, you will get bonus dice and / or penalty dice. It is always the same color on the die of the miniature health. Sometimes you get bonus dice AND dice penalty, perform an operation: bonus dice - dice malus = number and type of dice.
example:
- You have 2 dice bonus malus and 1 die, you get 1 die penalty
- You have 3 bonus dice and 1 die penalty, you get 2 bonus dice
Finally:
- 1 or 2 bonus dice, you add 1 or 2 dice and keep both of your choice.
- 1 or 2 dice malus, add 1 or 2 dice but must keep the two lowest numbers.

The die roll feature and the die roll of caractéristisque in opposition
The die roll characteristic is used to determine the success of an action (related to a characteristic) according to a difficulty level. You must run the color dice indicated by the figurine health. The player then adds their results and added value of the characteristic associated with the jet. The jet is a success if it is equal to or greater than the predetermined difficulty.
The die roll characteristic in opposition is used in the case where it is 2 figures which preclude their characteristics. Each player rolls the dice and adds its characteristic. Whoever gets the highest score wins. If there is a tie, the model with the highest characteristic wins the opposition. If the characteristics are identical, the players start again until one of them wins.



Measurement, Size and Line of Sight
Unit of measure
You need a meter for managing the movement and shooting your figurines. The unit of measurement is inches ALKEMY indicated "p" or "". "One inch is approximately equal to 2.5 cm.

Sight lines, covered and hidden miniatures
The line of sight is an imaginary straight to know what a miniature derived or not. The miniatures have a viewing angle of 360 degrees. To determine line of sight, comparing the sizes of the miniatures (on the front of the card profile) between them and the sizes of decorative elements.

The sizes of miniatures and decorations
Miniatures and decorations are divided into four sizes depending on their height in inches on the table. The size of the miniatures is indicated on the card. We can measure a setting to determine its size:
Size 1 = 1 inch or less in height.
Size 2 = between 1 inch and 2 inches.
Size 3 = between 2 inches and 3 inches.
4 = size of more than 3 inches.

In the case where a setting has different heights, determine its size according to the height at the point where a pass line of sight.

A model has line of sight to another if a straight line can be drawn from a point from its base to a point from that of the other without crossing a miniature or a higher setting than 2 miniatures.
A model is hidden another if no line can be drawn from a point from its base to a point from that of the other, without crossing a miniature or a higher setting than 2 miniatures.
One model has a covered if it is 1 inch or less behind a decoration or a miniature of less than or equal size to itself or if it is 1 inch or less behind a decoration or a miniature of any size but which hides a part of the base.
A miniature disposed on a background element of a minimum size of 1 earns one point in size as it is on this background for this is that the determination of the line of sight.

Example with picture:
Crossbowman has a line of sight to the shaman.
Crossbowman has no line of sight the shaman.
The shaman is less than 1 inch of decor, it is covered.



The sets
The sets are essential because they have several effects in the game. They act on the movements of the miniatures, the sight lines and the resources available for the alchemists. The decorations are placed on the table depending on the scenario.
- The open areas: often plains, valleys or other ground, they affect the game in any way.
Example with picture: open country

- The hindering terrain: the walls, hedges ... This land interfere with sight lines and movement. They are of size 1 or 2 and 1 must be able to pass the thumb. They can provide cutlery.
Example with picture: Hindering terrain.

- Cluttered land: swamps, rivers, ruins fields. When a model is in a crowded field and through it, covered every inch counts double in his movements.
Example with picture: Crowded field.

- The clogging land: houses, walls, rocks, trees ... From size 3 they completely block the movement and from size 4 any line of sight.
Example with picture: Land clogging.

- Special land: lakes, ravines ... They block the movement but have no effect on the sight lines.
The hills ... They have no effect on the movement but completely block the line of sight since the miniatures are on both sides.
Example with picture: Special field.



Round of play and movement
Beginning of round
Tower early phase marks the opening of a new round. All miniatures back less than their Shares points.

Initiative Phase
The 2 players choose one of their miniatures in. They carry a Mind Roll in opposition (2 dice the health status of the figurine + Mind). Throw the winner chooses who takes over for that round. If he chooses his opponent, it can not refuse to play the first card.

Activation phase
- The player with the hand means a profile of his cards and plays or miniatures that depend on it. It (s) is (are) called (s) miniature (s) active (s). They say he activates his card.
- The player must announce the first action or miniatures related to the activated card (if multiple figures depend on the card, these actions may be different). He then spends the number of Action Point (AP) necessary.
- After (the) first (s) Action (s) resolved (s), it may announce a new Action (s) miniature (s) still having enough PA.

The basic rules
- Rules on profile cards always override those of the booklet.
- Who sees his target is seen by her.
- It is forbidden to measure distances on the board before the resolution of an action involving a measurement.
- The distances are always measured from edge to edge pedestals.

Example with picture: The active player card of Garlan, spends 1 AP and performs a walk.

The active player continues to act as his models they have left the PA. As long as the rules do not specify otherwise, a player can make as many identical actions after he desires (except Charge and Run).
- A player may choose not to spend all AP A model during its activation. Enabling it is complete and it is then considered to be "watchful".
- A model that has no PA is said inactive.
- Once the active player has finished activating all the miniatures of his card, he tilts the map to indicate his opponent has been activated. It also indicates if there are unspent miniatures PA (using pins or small pieces visible).
- Once finished this, he gives his hand to his opponent who becomes active player and can activate a card in turn.

Example with picture: After the first walk, the player will spend a second PA to perform another operation.
Garlan spent 2 PA, it is put "on the lookout". He still has 2 PA (symbolized by 2 pieces) and the card is tilted.



Reach
The active player (a) may choose to hand and not to activate card. He gives his hand to his opponent (b). If it (b) decides to activate a card, he must give his hand to his opponent (a) once the figurines played his card. The player who has previously spent manually (a) can then activate a card again.
A player may step down as many times as he wants. The round ends when both players pass the hand in turn.



multiple card
Some models depend on multiple card. The card has several lifelines, each lifeline corresponding to a miniature. When activating the card, playing all models they support. Each miniature has a number of action points indicated on the card. Each AP must announce the action of each model before solving actions (walking, load, fire, etc.) but the miniatures are not required to perform the same action.

Example with picture: The player announces the action it performs for each recruit and spends the appropriate AP.



Miniature lurking
A model "lurking" is a figure who still APs, it has already been played during the current turn or not.

There are several possible actions for the miniatures "lurking"
1) Reactivation. The active player may spend 1 AP to play again a miniature "lurking" earlier on. She can not make new run if the applicant has a run or before charging. The AP spent only serves to reactivate the figure on the lookout. It must spend again the AP if it wishes to perform actions. Only figures with 3 or 4 PA may therefore reactivate.

2) The reaction. During the activation phase of the active player, his opponent may choose to spend 1 AP to react one miniature "lurking" certain actions directly targeting the. If the model is targeted shot, it can make a movement of reaction or a reaction shot. If the model is loaded, it may be a reaction shot if it has a firing weapon. If the model is in combat with an enemy model that initiates a fight with it, it can participate in combat.



Movements (Mvt)
The three digits to the base of the circle indicate the different values of movement of the figure. These are respectively the walking motion or engagement (4), the charge movement (6), the stroke movement (10).

Watch Out! During movement, whatever it is, it is not possible to cross a miniature, friend or foe.


walking
For 1 AP, a model can make a walk. It allows a model to move in inches of all or part of the walking movement. It can be performed in all directions and not necessarily in a straight line. A march forbidden to put in contact with an enemy model, initiate a fight against an enemy model.
Example with picture: 1 AP for a walk.

run
2 PA a model can run. It allows a model to move in inches of all or part of its stroke value. It can be performed in all directions and not necessarily in a straight line.
Run prohibits any movement after it (it is possible to perform against one or more steps before running into the limit of the number of available AP) to get in contact with an opposing miniature, initiate a fight against an enemy model.
Example with picture: 2 AP to make a run.

Charge
For 1 AP, it allows movement in inches equal to its charge movement.
The charge must be announced before measuring. It can be performed in all directions and not necessarily in a straight line. It allows to initiate a fight with one or more opposing miniatures if the conditions are met. It can only be achieved by a single figure only once per turn.
To be successful, it requires a line of sight to its target, a distance between the target miniature and its lower or equal to its charge movement.

Successful charge offers a free attack (against a single miniature in the case of a charge against several miniatures), a bonus dice for the attack at the roll COM.

Failed to charge:
If the model can not reach its target with its charge movement, it fails. It should immediately conduct a march in the direction of the target. It can not be placed in contact with the target and the combat is not initiated.
A model failing a charge that can not play Combat Cards "Parade" or "Inactive" until end of turn.

The charge is successful or unsuccessful, a miniature who attempted a charge can no longer perform motion until end of turn. It can perform any (s) other (s) Action (s).
Example with picture: The player announces that ghulam charge the inquisitor. He spends 1 AP. As it has the competence extends (page 24), it can be placed within 1 inch of the inquisitor.
The ghulam was too far to successfully charge. The charge misfires and ghulam performs a march to the inquisitor.




To be continued...
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Re: English proofreading to do - rulebook

Message  mallachain le Mer 24 Déc 2014 - 8:52

Here are my edits on the background:

Time has passed since the Alchemical War, but the Empire of the Jade Triad never abandoned its desire to rule over Mornea. Its merchants seek to settle in all ports and cities and many of its representatives travel the roads of Mornea. The army of the Triad is still in business to protect its citizens and remains the best way for people to gain valuable load jade. Gathered in Yu Cheng, the Celestials meticulously follow their plan of conquest based on three principles: discover the world, understand the world and fight the world.

I'm not sure what "load jade" refers to. Is this a reference to a Marque of Jade?

Learning from their bloody past and the prophecy of Fatiha, the Khaliman people have now turned to diplomacy. Their aim is to bring together the peoples of Mornea and resolve their conflicts through discussion. The Sheiks Corps, in its role as arbitrators, built the Canal of the Concord in the border cities of Mornea to stop any conflict before it could degenerate into war. However, the patronizing attitude of these mediators often exasperates those they converse with. Beyond the facade of peace, the Khaliman cannot hide the political strife within their Republic.

The Khaliman Republic faces a new challenge in Cycle 1371. The Penitentiary of the Tooth, where deadly criminals are incarcerated, was attacked by a pyrithin ifrit and many prisoners managed to escape. They roam the caliphate seeking to escape the army launched on their heels. Some of them have come together under the leadership of the most formidable of the former prisoners, Hakan One Eyed.

The Battle of Gigage Gadusi left indelible traces on the Aurlok nation. Since their Manitous have awakened, peaceful warriors have become terrible animals. Wolves, Aurochs, Ravens and Toads managed to repel the mighty army of the Triad. Today the Aurloks oppose the territorial expansion of the Avalonians. Among their chieftains, some advise that it is time to take the fight out of their ancestral lands. Many hunters are set to follow a new Father of the Earth that would take them to hunt Those-Who-Carry-Steel.

At the heart of the marshes of Oblaye Itse, as in the capital Otsiliha, the Walosi meet to share tasks. Is it because the other Aurloks watch them? Or rather a need to prove their abilities? Those of Clan Toad, without abandoning their tribe, now walk together in support against the other peoples. Despite their sneers, they soon learn the hard way that Walosi is not a toad ...

Avalon is the youngest of the nations of Mornea. Populated by renegades who fled the Empire of the Triad during the Alchemical War, it lives under the protection of invasive Beathacrann, the Holy Tree. A young nation guided by its king and the church, it is confined to the poor submerged delta of the Ciar River. But the Holy Tree needs space to grow and the Baronnies must offer their lord new sons. Their bodies strengthened by grafts of Beathacrann, and their souls through his church, the Knights of Avalon continue to push the boundaries of the Aurloks.

Born before the meeting with the Beathacrann, the Templars are the legendary Avalon defenders. It is the sacrifice of the members of the order which allowed the renegades to escape the Jade Empire. Separate from the church and secular nobles, the Temple has an aura of mystery that, if anything, the disappearance of the king while under their protection has improved. Its leaders advocate strict discipline, although sometimes they accept the presence of their brothers from the royal troops. The order and the efficiency with which the Templars act shows their obedience.

mallachain
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Re: English proofreading to do - rulebook

Message  mallachain le Mer 24 Déc 2014 - 21:15

Here's the next section:

Presentation
ALKEMY is a strategy game set in a medieval fantasy setting. When you play, you take control of a group of fighters represented by miniatures and pit them against an enemy group on a stage. Each game is built around a scenario, with objectives that will allow players to score victory points.

There are 2 versions of the game, the "300" version played on a large area (48 x 36 inches) with 300 points of miniatures (10 to 15 miniatures), which lasts about 1 3/4 to 2 hours. The second version is "Blitz," and is played on a smaller area (24 x 24 inches) with 180 points (6-7 miniatures on average) for 45 minutes to 1 hour. The rules for these two versions are the same except for the number and size of the scenery elements and the number and arrangement of components. Obviously, you can play any other point size you and your opponent agree to.

What You'll Need to Play Blitz
A play area 24 x 24 inches.
6 medium sized scenery elements (each about the size of a game card). The elements can be of different heights.
Miniatures that you will assemble and paint.
Profile cards for the miniatures.
Combat Cards (CC).
A tape measure in inches.
Colored dice (white, yellow and red).
Different counters to simulate the scenario objectives and components that the alchemists will collect.
Plastic covers to protect the Profile Cards.
A dry-erase marker to check off hit point boxes on the profile cards.


The Profile Card
Each miniature is linked to a profile card. This card shows the characteristics, skills, movement values, and damage table as well as special rules on the back of the card.

The life level shows Hit Point (HP) boxes in white (Unscathed), yellow (Grave) and red (Critical). For each DAM point suffered, you check a box (left to right). The first non-checked box indicates the health state and tells you the color of the dice rolled for this miniature. When the last red box is checked, the miniature is out of action and removed from the game.

Mind (MIN) (lap initiative, resistance to alchemy ...) I'm not sure what "lap initiative" means
Reflex (REF) (initiative for fighting, withdrawal ...)
Combat (COM) (attack, parry, ...)
Defense (DEF) (to avoid being injured by an attack)
Action Points (AP) to walk, fight, shoot, etc.
Name of the miniature
Damage Table (DAM) with dice symbols
Skills
Movement in inches: Walk / Charge / Run
When a ranged weapon (bows, thrown weapons, etc.) is indicated, the Combat rating and range are listed: (COM / distance in inches). A second DAM table for the ranged weapon will be below the melee weapon.

The back of the card
On the back of the card are several things:
- The recruitment point value of the miniature
- The symbol of the faction
- The maximum number of cards of the miniature that can be recruited
- The name of the miniature
- Explanation of skills

Multiple Figures per Card
On some cards, there are multiple lines of hit points. In this case several miniatures can be played with the same card and each has its own lifeline.

Alchemists
On its card, an Alchemists is rated from 1 to 4, corresponding to the alchemists level of concentration. Alchemists also have a formula card which includes descriptions of the alchemical formulas, the scope of the formula, the components needed to start the formula, improvements to the formula, and the number of stones and components the alchemist can have.

mallachain
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Re: English proofreading to do - rulebook

Message  mallachain le Jeu 25 Déc 2014 - 8:22

Next section:


Create an Army List
There are a few rules to follow to properly build an army list. The points format recommended for Alkemy "Blitz" is 180 points. Each miniature costs a certain number of points. The total points of recruited miniatures should not exceed 180. It is compulsory to recruit 1 hero.Heroes are named and have no limit indication on the back of the card. From 201 to 300 points, you must recruit 1 or 2 heroes, and for over 300 points, you must recruit 2 or 3 heroes.

Limit of Cards
You can take a card up to the limitation number of times (the number in brackets on the back of the card). When several miniatures use the same card (several lifelines on the card), you must recruit all models on the card before selecting this card again. A hero may be recruited only once in the same force.

Faction Symbol
All the cards in your force must have at least one common faction symbol. Some cards have multiple symbols and can belong to different factions.

Architekt
Architekt is an army generator on the internet. You can view all profiles of all factions, build your army list, save it, generate a PDF, print it with all the features of selected miniatures, etc.
The forum won't allow me to post the Architekt address.

Dice system / symbols
There are three colors of dice (white, yellow and red). Each die color corresponds to the health status of the miniature (white for unscathed, yellow for serious, red for critical). The numbers and symbols on the die faces are different depending on the color. There are three different symbols on the faces: sword, ax, mace. When paired, these symbols will allow you to determine the damage inflicted during an attack or a successful shot.

Limit of used and kept dice
During the game, each roll uses at least 2 dice. Sometimes you roll 3 or 4 but never more. In all cases, you will keep only two dice to determine the success or failure of the roll.

Dice bonuses and penalties
In some situations, you will get bonus dice and / or penalty dice. These dice are always the same color as determined by the miniature's health. Sometimes you get bonus dice AND penalty dice. In that case, bonus dice - penalty dice = number and type of dice rolled.
example:
- You have 2 penalty dice 1 bonus die, you get 1 penalty die
- You have 3 bonus dice and 1 penalty die, you get 2 bonus dice
Finally:
- Bonus dice: you roll 1 or 2 additional dice and keep the two dice of your choice.
- Penalty dice: you roll 1 or 2 additional dice but must keep the two lowest numbers.

Characteristic Dice Rolls and Opposed Characteristic Dice Rolls
The characteristic die roll is used to determine the success of an action (related to a characteristic) according to a difficulty level. You must roll the dice color indicated by the miniature's health. The player then totals the roll's result and adds the value of the characteristic associated with the action. The action is a success if it is equal to or greater than the predetermined difficulty.

The opposed characteristic dice roll is used in cases where 2 figures oppose one another. Each player rolls their dice and adds the figure's characteristic. Whoever gets the highest score wins. If there is a tie, the model with the highest characteristic wins the roll. If the characteristics are identical, the players start again until one of them wins.

mallachain
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Re: English proofreading to do - rulebook

Message  mallachain le Jeu 25 Déc 2014 - 8:58

Measurement & Line of Sight section:

Measurement, Size and Line of Sight
Unit of measure
You need a standard for managing the movement and shooting ranges of your figurines. The unit of measurement in ALKEMY is inches and is indicated by ' or ? One inch is approximately equal to 2.5 cm.
The inch symbols didn't post correctly, so I'm not sure which ones you are using.

Sight lines, covered and hidden miniatures
The line of sight is an imaginary straight to know what a miniature can or can't see. Miniatures have a viewing angle of 360 degrees. To determine line of sight, compare the sizes of the miniatures (listed on the front of the card profile) and the sizes of objects between them.

The sizes of miniatures and scenery elements
Miniatures and scenery elements are divided into four sizes depending on their height in inches on the table. The sizes of the miniatures is indicated on their cards. We can measure a scenery element to determine its size:
Size 1 = 1 inch or less in height.
Size 2 = between 1 inch and 2 inches.
Size 3 = between 2 inches and 3 inches.
Size 4 = more than 3 inches.

If an element has different heights, determine its size according to the height at the point where a line of sight passes.

A model has line of sight to another: if a straight line can be drawn from a point on its base to a point on that of the other figure without crossing a miniature or a scenery element larger than the 2 miniatures.
A model is hidden from another: if no line can be drawn from a point from its base to a point on the other, without crossing a miniature or a scenery element larger than the 2 miniatures.
A model has cover: if it is 1 inch or less behind a scenery element or a miniature of less than or equal size to itself; if it is 1 inch or less behind a scenery element or a miniature of any size but which hides a part of its base.
A miniature placed on a scenery element of a minimum size of 1 gains one point in size (as it is on this element) for the determination of line of sight.

Example with picture:
Crossbowman has a line of sight to the shaman.
Crossbowman has no line of sight the shaman.
The shaman is less than 1 inch of decor, it is covered.
Not sure what decor is. Without the photo I can't tell what this means.

The scenery
Scenery is essential because it has several effects in the game. It influences the movements of the miniatures, the sight lines and the resources available for the alchemists. The scenery element are placed on the table depending on the scenario.
- Open areas: often plains, valleys or other ground.
Example with picture: open country

- Hindering terrain: walls, hedges ... These elements interfere with sight lines and movement. They are of size 1 or 2 and 1 must be able to pass the thumb. They can provide cutlery.
Example with picture: Hindering terrain.
OK, I'm stumped with this: "and 1 must be able to pass the thumb. They can provide cutlery." I can't figure out what this is trying to say.

- Cluttered land: swamps, rivers or ruined fields. When a model moves through cluttered land every inch counts as double for determining movement.
Example with picture: Crowded field.

- Clogged land: houses, walls, rocks, trees ... If size 3, it completely blocks movement. If size 4, it blocks line of sight.
Example with picture: Clogged land.

- Special land: lakes, ravines ... These block movement but have no effect on sight lines.
Hills ... They have no effect on movement but completely block line of sight if the miniatures are on both sides.
Example with picture: Special field.

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Re: English proofreading to do - rulebook

Message  mallachain le Jeu 25 Déc 2014 - 9:33

Next section:

Rounds of play and movement
Beginning of round
Tower early phase marks the opening of a new round. All miniatures regain Action Points up to the value printed on their card.
I can't figure out this one: "Tower early phase"

Initiative Phase
The 2 players choose one of the miniatures in their forces. Using this miniature, they make an Opposed Mind Roll (2 dice, color is determined by  the health status of the figurine, + Mind). The winner chooses who goes first for that round. If the winner chooses for his opponent to go first, the opponent cannot refuse.

Activation phase
- The active player chooses a profile cards and plays all the miniatures that are linked to that card. These are the active miniatures and the player says he activates the card.
- The player must announce the first action of miniatures related to the activated card (if multiple figures are linked to the card, these actions may be different). He then spends the number of Action Points (AP) necessary.
- After the first action is resolved, he may announce a new Action for any miniatures still having AP.

The basic rules
- Rules on profile cards always override those of the booklet.
- If you can see a target, he can see you.
- You can not measure distances on the board before the resolution of an action involving a measurement.
- The distances are always measured from base edge to base edge.

Example with picture: The player activates a card of Garlan, spends 1 AP and performs a walk.

The active player continues to act as long as his models have AP left. As long as the rules do not specify otherwise, a player can make as many identical actions as he desires (except Charge and Run).
- A player may choose not to spend all the AP of a model during its activation. When the activation is completed it is then considered to be "on watch".
- A model that has no AP is inactive.
- Once the active player has finished activating all the miniatures of his card, he rotates the card to indicate to his opponent that the card has been activated. He also indicates if there are unspent AP (using pins or small tokens).
- When finished, he gives initiative to his opponent who becomes the active player and can activate a card in turn.

Example with picture: After the first walk, the player will spend a second AP to perform another operation.
Garlan spent 2 AP, and is put "on watch". He still has 2 AP (symbolized by 2 tokens) and the card is rotated.

Initiative
The active player (a) may choose to pass and not to activate a card. He gives inititiave to his opponent (b). If (b) decides to activate a card, he must give initiative to his opponent (a) once the card is played. The player who has previously passed (a) can then activate a card again.
A player may pass as many times as he wants. The round ends when both players pass in the same turn.

Multiple Figures per Card
Some cards have can have multiple figures. The card has several lifelines, each lifeline corresponding to a miniature. When activating the card, all the models must be activated. Each miniature has the number of action points indicated on the card. The actions of each model must be announced before performing the actions (walking, load, fire, etc.) and spending the AP, but the miniatures are not required to perform the same action.

Example with picture: The player announces the actions performed for each recruit and spends the appropriate AP.

Miniature on Watch
A model "on watch" is a figure who still has AP, whether it has been played during the current turn or not.

There are several possible actions for miniatures "on watch"
1) Reactivation. The active player must spend 1 AP to reactivate a miniature "on watch." He cannot run if the figure has previously run or before charging. The AP spent only serves to reactivate the figure on watch. It must spend more AP if it wishes to perform further actions. Only figures with 3 or 4 AP may therefore reactivate.

2) Reaction. During the activation phase of the active player, his opponent may choose to spend 1 AP to have one miniature "on watch" react to certain actions directly targeting the miniature. If the model is targeted by a ranged attack, it can make a reaction movement or a reaction shot. If the model has a loaded ranged weapon, it may make a reaction shot. If the model is in combat with an enemy model that initiates a fight with it, it can participate in the combat.

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Re: English proofreading to do - rulebook

Message  mallachain le Jeu 25 Déc 2014 - 9:53

Final section:

Movement (Mvt)
The three digits to the base of the circle indicate the different movement values of the figure. These are respectively: walk or engagement (4); charge (6); and run (10).

Watch Out! During movement, whatever it is, it is not possible to pass through a miniature, friend or foe.

Walk
For 1 AP, a model can walk. It allows the model to move all or part of the walk movement in inches. It can move in any direction and not necessarily in a straight line. A walk cannot put the figure in contact with an enemy model or initiate a fight against an enemy model.
Example with picture: 1 AP for a walk.

Run
For 2 AP a model can run. Running allows a model to move all or part of its run value in inches. It can run in any direction and not necessarily in a straight line.
Running prohibits any further movement (it is possible to perform other movement before running to the limit of AP available). A miniature that runs cannot get in contact with an opposing miniature or initiate a fight against an enemy model.
Example with picture: 2 AP to make a run.

Charge
For 1 AP, a charge allows movement in inches equal to its charge rating.
A charge must be announced before measuring. Charging can be performed in all directions and not necessarily in a straight line. It allows a figure to initiate a fight with one or more opposing miniatures if the conditions are met. Each figure can make a single charge per turn.
To be successful, the charging figure requires line of sight to its target and the distance to the target miniature must equal to or lower than its charge movement.

A successful charge receives a free attack (against a single miniature in the case of a charge against several miniatures) and a bonus die for the COM attack roll.

Failed charge
If the model can not reach its target with its charge movement it fails. It immediately conducts a march in the direction of the target. It cannot be placed in contact with the target and combat is not initiated.
A model failing a charge can only play the Combat Cards "Parade" or "Inactive" until the end of turn.

Regardless of whether the charge is successful or unsuccessful, a miniature who attempted a charge can no longer perform movements until the end of turn. It can perform any other actions.
Example with picture: The player announces that the ghulam charges the inquisitor. He spends 1 AP. As it has the Long Reach skill (page 24), it can be placed within 1 inch of the inquisitor.
The ghulam was too far to successfully charge. The charge fails and the ghulam performs a march to the inquisitor.

"March" is mentioned a few times. is that a walk or a run?

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Re: English proofreading to do - rulebook

Message  nicoleblond le Jeu 25 Déc 2014 - 23:24

mallachain a écrit:Time has passed since the Alchemical War, but the Empire of the Jade Triad never abandoned its desire to rule over Mornea. Its merchants seek to settle in all ports and cities and many of its representatives travel the roads of Mornea. The army of the Triad is still in business to protect its citizens and remains the best way for people to gain valuable load jade. Gathered in Yu Cheng, the Celestials meticulously follow their plan of conquest based on three principles: discover the world, understand the world and fight the world.

I'm not sure what "load jade" refers to. Is this a reference to a Marque of Jade?
Yes, that's it.

mallachain a écrit:Mind (MIN) (lap initiative, resistance to alchemy ...) I'm not sure what "lap initiative" means
This is the initiative at the beginning of the round. Do you think that we use "initiative" only?

mallachain a écrit:The forum won't allow me to post the Architekt address.
It does not matter, I'll put address in layout.

mallachain a écrit:Unit of measure
You need a standard for managing the movement and shooting ranges of your figurines. The unit of measurement in ALKEMY is inches and is indicated by ' or ? One inch is approximately equal to 2.5 cm.
The inch symbols didn't post correctly, so I'm not sure which ones you are using.
In french, we use p (for pouces, french translation for inch) or ". Is there a term for inch in english?

Mallanchain a écrit:The shaman is less than 1 inch of decor, it is covered.
Not sure what decor is. Without the photo I can't tell what this means.
You can see example here :
http://alkemy-the-game.com/alkemy-les-regles-du-jeu/
Page 15
Décor is french word for scenery

Mallanchain a écrit:- Hindering terrain: walls, hedges ... These elements interfere with sight lines and movement. They are of size 1 or 2 and 1 must be able to pass the thumb. They can provide cutlery.
Example with picture: Hindering terrain.
OK, I'm stumped with this: "and 1 must be able to pass the thumb. They can provide cutlery." I can't figure out what this is trying to say.
Sorry, bad translation.
They are of size 1 or 2 and you have to spend 1 inch to cross.

mallanchain a écrit:Rounds of play and movement
Beginning of round
Tower early phase marks the opening of a new round. All miniatures regain Action Points up to the value printed on their card.
I can't figure out this one: "Tower early phase"
the first phase is the opening of a new round of play ?

mallanchain a écrit:"March" is mentioned a few times. is that a walk or a run?
walk




Charge more opponents
The attacker designates all models they wish to charge, and he chose one of the figures as the initial target. For each of them, it looks so charge constraints are respected (distance, diplomatic immunity, stealth, etc.):
- If so, he places his figurine contact or lengthens with charged figurines, attack and free bonus dice are valid against the original target of the charge.
- In case of failure, the charge is unsuccessful and the miniature must make a walking motion in the direction of the initial target. It can not be placed in contact with the target and the combat is not initiated.

Example picture (page 22) : The player announces that ghulam charge 2 models.


Multi-miniatures card and charge
When several miniatures depend on the same card, report what is done with each of them. If the 2 miniatures charge the same target, 2 miniatures are moved to the target of the charge. We solve the attack of each miniature one by one in the order desired by the attacking player. If the target changes in health status during the fight with the first miniature, it is taken into account for the second fight. If the target is put out of the game when fighting with the 1st figurine, the second model can not use his free attack. It is not possible to redirect the charge on another model.

Example picture (page 22) : he player announces action for each recruit. They charge the Jaraya.



Engagement / disengagement
Engagement
For 1 AP, it allows movement in inches equal to its walking motion. It is possible that when a miniature wants to come in contact with an opposing miniature against which a fight is already initiated, or in response to a shooting.

Such as charge, it gives a free attack (against a single miniature in the case of a engagement against several miniatures). Contrary to the charge, he did not end the movement and gives no bonus roll com. You can play all combat cards. This movement must be done in the most direct way possible. It is not possible to bypass the opposing figure.

Example picture (page 23) : In the previous round, the ghulam charged the disciple with long reach. The disciple spends 1 AP and engages the ghulam.


Disengagement
A combat miniature with one or more opponents may disengage from combat. It must do a test to see if his opponent managed to attack before it left the fight. If it is in combat against multiple opponents minatures, the opposing player chooses which model makes the test. A model with long reach skill does not have to perform test against a miniature who does not lie to reach and not in contact.
The two miniatures makes REF roll in opposition. If the model that disengages won the roll, it disengages without being attacked. If it loses the roll before disengaging all combat adverse miniatures can make a free attack by reading the DAM a column to the left. This attack is a choice of the player, it is not mandatory.
Disengagement can be a walking motion, run or engagement. Watch Out! Disengagement can not be a charge.

Example picture (page 23) : the ghulam disengages the battle. He will have to make a REF roll in opposition to one of two miniatures.



Fight
(what term we use for battle/combat/fight when miniatures are base to base or one or more miniatures own long reach skill?)
Initiate combat
A model initiates a fight when it manages to charge one or more opposing miniatures. A fight started remains as one of the interveners miniatures remains in contact or in long reach of the other.

Example picture page 24:
Combat in base to base
Fight with scope for longer.


Contact
Two miniatures are in contact when they do not belong to the same warband and their bases are touching.

The scope cheater (it's term fo long reach skill)
Models with the long reach skill does not need to be in contact to fight. They can initiate combat up to 1 inch all around them.

Example picture page 24:
The Templar is in close combat with Xian Ling, and fight in the longer range with the sergeant.


fight
A fight always manages one against one, even if multiple miniatures are in contact or extends the reach of an opposing miniature. If a model is in combat against more opposing miniatures, it is free to choose with which it fights. A model can not shoot when in combat. Once in combat, no movement is permitted without first making a disengagement. There is more fighting between two miniatures when the two are no longer found in contact or in the longer reach of their opponent.


Special case: disengagement / engagement
When a figure that does not have long reach skill, which is in combat with a miniature with long reach skill and it is charged by another model with long reach skill, it is in combat with both. For 1 AP, it can disengage out of the scope of the first elongated miniature and engage the second.

Example picture page 25:
The Templar disengages from right guard and engages left guard.



Combat height
A model can overcome an opponent whose base is 1 inch above or one inch below his.

Drop
A model falls as she is forced to get off a scenery by movement or special ability or when it jumps to move down a decoration (a model with the Leap competence ignores the fall). It then undergoes a number of DAM determined as follows: Height of fall (in inches) - Size of the figurine = number of DAM rounded to the next (the Tough skill does not work).


Miniatures multi-card and combat
We solve combat actions one after another, in the order chosen by the attacker. To advocate a change in health status in the first fight is considered in the following. If a model plays CC inactive when activated, and his opponent does the same, activation of all miniatures associated with this card is completed, although some of the miniatures still have PA.

Example picture page 25:
The two recruits are fighting Jaraya.



Play Combat Cards (CC)
When two miniatures fighting, each player chooses a Combat Card (CC) for its model. This choice is made only for the current battle. Each player then raises the card of his choice, face down in front of him.

- If a model is charged, the player must choose a CC Attack, so neither "Parry" or "Inactive".
- If a model is not charged, but it is "lurking", play CC will cost 1 AP less to choose the CC "Inactive".
- An Inactive figure (which he no more PA) can not act in combat and must play CC "Inactive".
- A model that has no long reach skill and is in the range of stretches of an opposing miniature can play only the CC "Parade" or "Inactive". If it chooses CC "Parry", it will not perform against attack if its result is greater than 3 points than the opponent.

Both players reveal their CC and spend (or not) 1 AP as described above. They compare the cards to identify potential modifiers and special rules that apply to the battle underway.

There are four cases:
1- Both players have chosen a CC attack "brutal attack", "Normal Attack" or "fast attack".

The miniatures makes a Reflex (REF) Roll in opposition, depending on their health, with the bonus dice / malus CC played (1 dice bonus for fast CC, 1 die penalty for brutal CC) effects and skills. The player who wins the REF roll makes his combat roll (COM) first.

The difficulty of combat roll (COM) to determine if the attack key is defense (DEF) of the opposing miniature. The COM roll depends on the health status of dice bonus / malus CC played:
1 die bonus if CC Quick is played against normal CC
1 die bonus if normal CC is played against brutal CC
1 die bonus if CC brutal is played against fast CC
+ Effects and skills (remember the charge gives 1 dice bonus).

If the result of two dice roll + COM value is equal to or greater than the defense value (DEF), the miniature hits the target, inflicting damage (DAM). The second player will makes a COM roll if its model is not disabled.

Deal DAM. The player has selected two dice among those launched. Reading the DAM inflicted on the table, and depending on the CC chosen attack:
is shifted one column to the left if one chooses a quick CC
is shifted one column to the right if you chose a brutal CC
+ Effects and skills.

The opponent tick the boxes corresponding to the number of DAM on the lifeline of his miniature.


2- One of the players chose the CC "Parry" and the other a CC attack. No REF roll is required, one of the miniatures defends. Both players roll COM in opposition. The player who chose the CC attack makes his COM roll with modifiers (charge, CC, skills, etc.). He announced the final result to his opponent after choosing its two dice. The player who chose the CC "Parry" makes his COM roll with modifiers (CC, skills, etc.).

If the attacker wins, he touches his opponent, dealing DAM (there is no need to spend the opposing DEF). Otherwise, the attack is countered and the defender can possibly benefit from the special rule "against charts" card "Parry" (if it is 3 points higher COM roll in opposition, it can perform a normal attack ).

3- One of the players chose the CC "Inactive" and the other a CC attack. No REF roll. The player who chose a CC attack performs a COM roll with modifiers (charge, CC, skills, etc.). If the COM roll is successful (the difficulty is DEF of the target), the miniature touches his opponent, dealing DAM.

4- Both players have chosen the CC "Inactive" or "Parry". Nothing happens. Players who chose CC "Parry" spend 1 AP ineffective. If both players play each CC "Inactive", the activation of the card ends and the active player returns control to his opponent, even if all his miniatures have not been activated.




Shooting
For 1 AP, a miniature that is not in combat can use his ranged weapon during activation. A model is considered as a shooter if it has a shooting proficiency noted on the profile card: Shooting Weapon (x / y).
COM 3 is the value of the arc. 30 is the distance in inches maximum at which pulls the weapon.

A shot is always on an enemy model. The shooter must have a line of sight, even in part on its target. He believes and announces the distance in inches between the edge of the base of the shooter and target. If more shooters rely on the same card and that they are at the same time shooting action, they should estimate the same time the range that separates them from their (s) target (s).

It measures the distance. If it is greater than the range of the weapon, shooting is automatically a failure. If it is less than or equal to the range of the weapon, but the estimate is wrong, firing the jet occurs without bonus "target". If it is less than or equal to the range of the weapon and if the estimated distance is in the base of the target, the shot stream is effected with the bonus of "target".

The aim bonus brings a dice bonus for shooting roll.

Example picture page 28:
Araoui declares a shot on the totem warrior aurochs. The player has to estimate the distance between the shooter of the target.



Shooting roll (Dice + value ranged weapon COM)
It is carried out with 2 dice the shooter's condition (3 if aiming bonus, or even 4 competently or alchemy). Is added to the result of the shooting dice value in the weapon skill of the miniature. The firing roll difficulty is equal to the DEF of the target. If the shot roll is successful, the miniature touches his opponent, dealing DAM.

If the target is at a distance less than or equal to the charge away from the shooter, the target is at close range. DAM of a successful shot a jet are shifted to the right column.

DAM of a shooter are the second DAM line on his card.




Covered
During a shooting, a model can benefit from a covered scenery or miniature. If a model is behind several covered (scenery, miniature), the player who makes the cover roll chooses which one to use. One can make a single covered roll for each shot. Once the roll successfully performed shooting, it is checked whether the target is actually touched or protected by the cover.

The player controls the target model launches 2 white dice (without modifier and regardless of health status). The result required depends on the size of the figure (and not covered). Size 1 = 6 or more / Size 2 = 8 or more / Size 3 = 10 or more.
If the roll is successful, the shot is canceled.

If the cover is a model and that the cover of roll is successful, it is the miniature used covered undergoing the DAM.



Multi-card and figurines shooting
When several shooters rely on the same card, and the player announces a shot for each miniature, he must give the target and the estimate for each of them before measuring. We solve shooting rolls after each other but the shots are simultaneous. So if multiple shooters target the same enemy and that it is out of play after the first throw shooting, the other gunmen still shot on target and spend 1 AP. It is not possible to redirect the shot on another model.



Shooting into a fight
You can shoot on combat miniatures. If the target is in close combat, it can benefit from cover. If the target is in combat with a miniature with long reach, there is not covered (unless the target is less than 1 inch of his opponent, and "behind" his opponent against the shooter) .

Once the roll successfully performed shooting, target makes a covered roll. If successful, this is the fight with the target miniature who takes the DAM. If there are multiple combat miniatures with the target is closest to the shooter. If several miniatures are at the same distance, shoot at random which is affected.

Whatever type of cover, a model can choose not to make the cover of roll.

Example picture page 30:
Araoui will shoot the totem warrior aurochs. It is in combat with ghulam and is less than 1 inch. It is covered.



Reaction of movement
When a miniature "lurking" is the target of a shooting, it may, after the estimate but before firing roll of the opposing miniature, spend 1 AP to announce a movement of reaction. (Were) shooter (s) loses (es) bonus "Sighting" if (s) beneficiary (are). The movement of reaction only takes place once solved the shooting roll. It is imperative that the model could take cover or out of range for a reaction movement.

A model that announces a reactionary movement can make a walking motion to take cover, out of line of sight or reach. It can do this even if it is already covered (and can remain behind the same cover). It may also do so if it has the Stealth skill. In the latter two cases, the reactionary movement will aim to lose sight of the shooter bonus. It can also make a engagement against the shooter, but only if it is not already in combat.

Example page 30:
Araoui will shoot the totem warrior aurochs. He will spend 1 AP to getting behind the rock.
page 31:
Araoui shoot on the totem warrior aurochs. It reacts by spending 1 AP and makes a engagement.


Shooting response
A model "lurking" can perform reaction fire on one or more miniatures successful charge on it, or one or more miniatures who are targeting with a ranged weapon. Each reaction costs 1 AP. Reaction fire benefits neither the bonus "sight" or bonus "Point Blank". A model "lurking" can not make reaction fire if it is already in combat.

In the case of a charge, before resolving combat, shooting is done before the lcharge. The range of the missile weapon does not come into consideration. In the case of a fire, it is verified that the reaction fire is within range of the target and firing are performed simultaneously. Active figure loses the bonus "Sighting" if it enjoyed. If more shooters target a miniature that performs at least one shot reaction, they lose all the "Sighting" bonus if they were receiving.

Example picture page 31:
The totem warrior auroch Araoui charge. Araoui reacts by spending 1 AP and is a reaction shot.
The archer shoots Araoui. Araoui reacts by spending 1 AP and is a reaction shot.




alchemy
There are two introductory ranks among alchemists of Mornea. Alchemists Circle Outside are the most common for less experienced while those of the Inner Circle are rarer but much more powerful. Their profile cards have additional information: rank, concentration level and element (air, earth, water and fire) with which they have an affinity.

caption
Rank Alchemist
Affinity of the element
Concentration levels

Alchemical cards
They include formulas mastered by the alchemist, his reserve components and alchemical stones. The components are triangles, the alchemist has none in the early game. The stones are round, the alchemist has all early in the game.

The alchemists prepare formulas during the game to get offensive effects, defensive, etc. An alchemist can prepare as many different formulas lap possible under its resources alchemical components and stones as he has left the PA. He can not prepare the same formula twice in the same turn.

Example picture page 32
The priest makes prayer stones formulas



Card of formula
Name of the formula (X). The number in parentheses (0 to 4) is the level of concentration required to prepare the formula.

Components. This is the type and number of components to prepare the formula.

Range. This is the maximum distance in inches to which the target must be for them to be affected by the formulation.

Threshold formula (Auto / Target).
It corresponds to the difficulty level should reach the alchemist to complete its formula. The threshold can be Auto or Target.

Enhancements. they define the possibilities of an alchemist for more powerful effects.

Stones
Components
Effects. They describe the consequences once the formula triggered.


Alchemical components
After laying the sets, the players have placed their components glued to the sceneries. Alchemists will have to start harvesting their formulas. If it is less than 1 inch from the pawn placed on a sceney, an alchemist can at the end of an action free reap the ingredients of the scenery. He can do this only once per turn. If the component pin is stuck to the scenery of the same affinity as the alchemist, it can extract 4 if the Circle Exterior, 6 if the Inner Circle. If the components are not in the affinity of the alchemist, he can not extract as 2 regardless of his rank.

Example picture page 33:
The priest made a walk and will grab the free component.


Removing the component piece of scenery you check the number of components on the board harvested formula. The Alchemist maintains until used for the preparation of a formula.
Caption page 34: Select harvested components

Alchemical stones
Alchemists start the game with all the stones present on their cards. These stones are an energy concentrate used by alchemists to increase the impact of their formulas. They are also sometimes used to compensate for their lack of components in the preparation of the formulations.
Caption page 34: Check all the stones at the beginning of the game

The alchemical process
The alchemy is practiced in several stages. The alchemist must spend 1 AP to initiate its formula. The preparation of the formula assumes that the alchemist is in possession of a sufficient amount of components. If it is not enough, he may substitute 2 stones missing component. These stones are not counted in the total stones can spend an alchemist to improve its formula.
Caption page 34: Remove the number of components required to makes formula

After preparation, the alchemist designates the target. He must have a line of sight to the target. The player measures the distance between the alchemist its target and compares it to the scope of the formula. If it is less than or equal to the scope of the formula, the alchemical process continues. Otherwise, it is a failure and the components and / or alchemical stones used are lost.

Example picture page 34 :
The priest makes "litany of thorns" formulas on Garlan and improves on the recruit and crossbowman.


Combustion of the formula. Once verified that the target is within range, we look at whether it is affected by the formula. The Alchemist triggers combustion by performing an alchemy roll. Difficulty obtaining depends on the threshold of the formula. Auto indication, the formula is automatically successful. Target Indication, the difficulty of the alchemy roll is equal to the spirit characteristic of the target model.

The alchemy roll depends on the level of concentration and the rank of the alchemist. The Alchemist rolls 2 dice of the color of his condition and adds its concentration. An alchemist of the Inner Circle has a bonus dice on the jet alchemy. If the roll is successful alchemy, the formula takes effect and can then be improved.
Caption : dices + concentration level

Improved formula. Once the formula consumed, the alchemist can spend alchemical stones to enhance its effects. Each improvement requires a number of stones indicated in the description of the formula. It is possible to improve several times. An alchemist Circle Exterior can spend a maximum of 4 alchemical stones to improve its formula. An alchemist of the Inner Circle can spend a maximum of 6 alchemical stones to improve its formula. If improvements are targeting new miniatures, it is not necessary to perform a new alchemy roll but we need the alchemist is a line of sight to the new targets. The miniatures are automatically affected.
Caption: Remove the number of stones needed to improve the formula

Concentration and alchemical circle. Each formula requires a certain level of concentration to be prepared. There are four levels of concentration in the alchemical circle represented by small white circles on the front of the card of the alchemist. An alchemist starts the game at 0. Increase concentration concentration level a notch requires spending 1 AP. The alchemist can increase its level of concentration at any time of activation. It retains its focus as he is not hurt. Whenever an alchemist undergoing DAM, whatever the number, it loses concentration.




Introductory scenario terminals jins
Alkemy always played with a scenario. We must perform certain actions on the game board (activation of objects, placement of miniatures, investment objectives, etc.) to complete the victory conditions and try to win the game. We recommend you play the scenario "terminals jins" which is the easiest to understand and assimilate first general mechanics of the game. Then you can try other scenarios (www.alkemy-the-game.com). You can also create your own and share them with other players.

Sets targets
We begin by laying objectives. For terminals jin, it has a first terminal to the game board from the center and the two other terminals are available on each side on the center line with a space of 7 inches from edge to edge.

Pose sets
It takes 6 means sets (size of a playing card). Randomly draw to see who starts to ask. A first stage is placed on the game board. Respect to the extent possible at least 3 inches between the edges of the board and scenery, at least 3 inches between scenery and terminals jins, and at least 3 inches between each decoration. It is then the other player's turn to ask a decoration, and so in turn, to lay the 6 sets.

Pose alchemical components
If you have an alchemist in your warband, he will have to collect components on the board. They will be his throwing formulas. There are 4 types of components: Water, Earth, Air and Fire, each faction being linked to an essence. The two players have to ask three components of their essence on the game board, glued to the sceneries, even if one of the two does not have an alchemist (However if none of the two players has alchemist, that is not worth asking components).

The player who has not started asking sceneries poses one of its components glued to a set, his side of the board or the opposing side. The other player places one of its components, to one side or the other of the board, glued to a scenery, respecting at least 4 inches apart with the other components, and so on ... At the Finally, each player must have at least one of the components of his side and at least one of the components of the opposing side, the third component can be on one side or the other, and components must be spaced at least 4 inches between them.

caption page 37
Deployment zone B
decor
Player B side
components
7 inch between terminals
midline


Deployment
Each player's deployment zone behind a line at over 9 inches from the terminals. The player with the highest profile cards (without card counting formula alchemists) begins to unfold. If players have the same number of cards, the loser of a Mind roll in opposition deploys first. The player chooses a profile card and deploys or miniatures that depend on its deployment zone. The other player does the same and so on until the two players have deployed all their miniatures.


Objective scenario
The purpose of the scenario is to control terminals jins. The neutral terminals are at the beginning of the game. A model lying within 1 inch of a terminal may spend 2 action points (AP) to control it. An opposing miniature must spend 2 AP to make it neutral again. Thus, the terminals can be activated by the 2 players several times to control, neutralize and control again. A terminal remains under the control of a player until his opponent neutralized. At the end of each turn, the player who controls more terminals than his opponent gets 1 point victory.
The player who scores 3 victory points wins. If no player control terminal or if 2 players each control a terminal, no victory point mark.

Good game, and do not forget the word to shout very loudly, Alkemy!
When you double 6, raise your arms, clenching his fists and yell: Alkemyyyyyyyyyyyyyyyyyyyy

Rulebook designed and edited by Alchemist Miniatures with the help of members of the collective Galleon. translated by
Publication Date: January 2015


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Re: English proofreading to do - rulebook

Message  mallachain le Ven 26 Déc 2014 - 17:56

nicoleblond a écrit:
mallachain a écrit:Time has passed since the Alchemical War, but the Empire of the Jade Triad never abandoned its desire to rule over Mornea. Its merchants seek to settle in all ports and cities and many of its representatives travel the roads of Mornea. The army of the Triad is still in business to protect its citizens and remains the best way for people to gain valuable load jade. Gathered in Yu Cheng, the Celestials meticulously follow their plan of conquest based on three principles: discover the world, understand the world and fight the world.

I'm not sure what "load jade" refers to. Is this a reference to a Marque of Jade?
Yes, that's it.
Then we should change that sentence to: "The army of the Triad is still in business to protect its citizens and remains the best way for people to gain the valuable Marques of Jade."

nicoleblond a écrit:
mallachain a écrit:Mind (MIN) (lap initiative, resistance to alchemy ...) I'm not sure what "lap initiative" means
This is the initiative at the beginning of the round. Do you think that we use "initiative" only?
Yes, just initiative will reduce confusion.

nicoleblond a écrit:
mallachain a écrit:Unit of measure
You need a standard for managing the movement and shooting ranges of your figurines. The unit of measurement in ALKEMY is inches and is indicated by ' or ? One inch is approximately equal to 2.5 cm.
The inch symbols didn't post correctly, so I'm not sure which ones you are using.
In french, we use p (for pouces, french translation for inch) or ". Is there a term for inch in english?
In English, we use a single quote mark ", or in. So the revised sentence should read:
The unit of measurement in ALKEMY is inches and is indicated by " or in.

nicoleblond a écrit:
Mallanchain a écrit:The shaman is less than 1 inch of decor, it is covered.
Not sure what decor is. Without the photo I can't tell what this means.
You can see example here :
Décor is french word for scenery
Then the sentence should be: "The shaman is within 1 inch of the scenery and has cover."

nicoleblond a écrit:
Mallanchain a écrit:- Hindering terrain: walls, hedges ... These elements interfere with sight lines and movement. They are of size 1 or 2 and 1 must be able to pass the thumb. They can provide cutlery.
Example with picture: Hindering terrain.
OK, I'm stumped with this: "and 1 must be able to pass the thumb. They can provide cutlery." I can't figure out what this is trying to say.
Sorry, bad translation.
They are of size 1 or 2 and you have to spend 1 inch to cross.
- Hindering terrain: walls, hedges ... These elements interfere with sight lines and movement. They are of size 1 or 2 and require 1 inch of movement to cross.
Example with picture: Hindering terrain.

nicoleblond a écrit:
mallanchain a écrit:Rounds of play and movement
Beginning of round
Tower early phase marks the opening of a new round. All miniatures regain Action Points up to the value printed on their card.
I can't figure out this one: "Tower early phase"
the first phase is the opening of a new round of play ?
In the first phase of each new round, all miniatures regain Action Points up to the value printed on their card.

nicoleblond a écrit:
mallanchain a écrit:"March" is mentioned a few times. is that a walk or a run?
walk

In that case, here's the revised veision:

Failed charge
If the model can not reach its target with its charge movement it fails. It immediately conducts a walk in the direction of the target. It cannot be placed in contact with the target and combat is not initiated.
A model failing a charge can only play the Combat Cards "Parade" or "Inactive" until the end of turn.

Regardless of whether the charge is successful or unsuccessful, a miniature who attempted a charge can no longer perform movements until the end of turn. It can perform any other actions.
Example with picture: The player announces that the ghulam charges the inquisitor. He spends 1 AP. As it has the Long Reach skill (page 24), it can be placed within 1 inch of the inquisitor.
The ghulam was too far to successfully charge. The charge fails and the ghulam performs a walk towards the inquisitor.

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Re: English proofreading to do - rulebook

Message  mallachain le Ven 26 Déc 2014 - 18:24

Here's the Charge/Engagement section:

Charge Multiple Opponents
The attacker designates all models they wish to charge and chooses one of the figures as the initial target. For each target, all constraints are taken into account (distance, diplomatic immunity, stealthy, etc.):
- If successful, he places his figurine in contact or within Long Reach (if the charging model has this skill) with the charged figurines. The free attack and bonus die are used against the original target of the charge.
- If the charge fails, the charge is unsuccessful and the miniature must make a walk movement in the direction of the initial target. It can not be placed in contact with the target and combat is not initiated.

Example picture (page 22) : The player announces that the ghulam charges 2 models.

Multiple Miniatures Per Card and Charge
When several miniatures are linked to the same card, you must announce what is done with each of them. If the 2 miniatures charge the same target, 2 miniatures are moved to the target of the charge. We resolve the attack of each miniature one by one in the order desired by the attacking player. If the target changes in health status during the fight with the first miniature, it is taken into account for the second fight. If the target is put out of the game when fighting with the first figurine, the second model can not use its free attack. It is not possible to change the target of a charge to another model.

Example picture (page 22) : The player announces the actions for each recruit. They charge the Jaraya.

Engagement / Disengagement
Engagement
For 1 AP, this allows movement in inches equal to the model's walk distance. Engagement is used when a you want a miniature to come in contact with an opposing miniature which is already involved in a fight, or in response to shooting.

As with charge, you get a free attack (against a single miniature in the case of an engagement against several miniatures). However, contrary to charge, the figure does not end its movement and it gains no combat bonuses. All combat cards are available for the free attack. This movement must be done in the most direct route. You cannot pass an opposing figure.

Example picture (page 23) : In the previous round, the ghulam charged the disciple and used Long Reach. The disciple spends 1 AP and engages the ghulam.

Disengagement
A miniature in combat with one or more opponents may disengage from combat. It must make a test to see if its opponent manages to attack before it leaves the fight. If it is in combat against multiple opponents, the opposing player chooses which model makes the test. A model with the Long Reach skill does not have to perform a test against a miniature who does not have Long Reach and is not in contact.
The two miniatures make an opposed REF roll. If the model that disengages wins the roll, it disengages without being attacked. If it loses the roll, before disengaging, all opposing miniatures can make a free attack. This free attack reads a column to the left in the Damage Table. This attack is the choice of the player, it is not mandatory.
Disengagement can be a walk, run or engagement. Watch Out! Disengagement cannot be a charge.

Example picture (page 23) : the ghulam disengages from the battle. He will have to make a REF roll in opposition to one of the two miniatures.

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Re: English proofreading to do - rulebook

Message  mallachain le Ven 26 Déc 2014 - 18:58

Here's the fight section:


Fight
(what term we use for battle/combat/fight when miniatures are base to base or one or more miniatures own long reach skill?)
How about "close combat" for base-to-base fighting, and "melee" for fights for miniatures with Long Reach?
Initiate combat
A model initiates a fight when it manages to charge one or more opposing miniatures. Once started, a fight continues as long as one of the involved miniatures remains in contact or in Long Reach of the other.

Example picture page 24:
Close combat in base to base.
Melee with Long Reach.

Contact
Two miniatures are in contact when they do not belong to the same warband and their bases are touching.

The Distance Cheat
Models with the Long Reach skill do not need to be in contact to fight. They can initiate a melee with figures within 1 inch of themselves.

Example picture page 24:
The Templar is in close combat with Xian Ling, and in melee with the sergeant.

Fighting
Fights always resolve one against one, even if multiple miniatures are in contact or within Long Reach of an opposing miniature. If a model is in combat against more opposing miniatures, it is free to choose which it fights. A model can not shoot when in combat. Once in combat, no movement is permitted without first making a disengagement. There is no fighting between two miniatures when the two are no longer in contact or within Long Reach of each other.

Special Case: Disengagement / Engagement
When a figure without the Long Reach skill is in combat with a miniature with the Long Reach skill, and is charged by another model with the Long Reach skill, it is in combat with both. For 1 AP, it can disengage out of the range of the first miniature and engage the second.

Example picture page 25:
The Templar disengages from the right guard and engages the left guard.

Combat height
A model can fight an opponent whose base is 1 inch above or 1 inch below his.

Falling
A model falls if it: is forced off a scenery element by movement or special ability; when it jumps to move down a scenery element (a model with the Leap skill ignores the fall). It then takes DAM determined as follows: Height of fall (in inches) - Size of the figurine = number of DAM rounded up (the Tough skill does not apply).

Fighting with Multiple Miniatures Per Card
We resolve combat actions one after another, in the order chosen by the attacker. If a miniature's health status changes in the first fight, it is taken into account in succeeding fights. If a model plays the "Inactive" CC and his opponent does the same, all activations associated with miniatures on the card are considered completed, although some miniatures may still have AP.

Example picture page 25:
The two recruits are fighting Jaraya.

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Re: English proofreading to do - rulebook

Message  mallachain le Ven 26 Déc 2014 - 19:32

Combat Cards:


Combat Cards (CC)
When two miniatures are fighting, each player chooses a Combat Card (CC) for its model. This choice is made only for the current battle. Each player then places the card of his choice, face down in front of him.

- If a model charged, the player must choose an Attack CC, so neither "Parry" nor "Inactive" can be chosen.
- If a model has not charged, but it is "on watch", playing the "Inactive" CC will cost 1 AP less.
- An Inactive figure (which has no more AP) can not act in combat and must play the "Inactive" CC.
- A model that doesn't have the Long Reach skill and is melee with an opposing miniature can only choose the "Parry" or "Inactive" CC. If it chooses "Parry," it cannot perform an attack if its result is 3 points greater than that of its opponent.

Both players reveal their CC and spend (or not) 1 AP as described above. They compare the cards to identify potential modifiers and special rules that apply to the battle underway.

There are four cases:
1- Both players have chosen an attack CC: "Brutal Attack," "Normal Attack" or "Quick Attack."

The miniatures make an opposed Reflex (REF) Roll, based on their health, with the bonus / penalty dice gained by the chosen CC (1 die bonus for Quick CC, 1 die penalty for Brutal CC), effects and skills. The player who wins the REF roll makes his combat roll (COM) first.

The combat roll (COM) is made against the opposing miniature's defense (DEF). The COM roll uses dice determined by the figure's health status with bonus / penalty dice determined by the CC played:
1 die bonus if the Quick CC is played against the Normal CC
1 die bonus if the Normal CC is played against the Brutal CC
1 die bonus if the Brutal CC is played against the Quick CC
+ Effects and skills (remember that charge gives a 1 die bonus).

If the result of the combat roll (the two dice that are kept after the roll) + the attacker's COM value is equal to or greater than the defense value (DEF), the miniature hits the target, inflicting damage (DAM). The second player will make a COM roll if its model is not disabled.

Deal DAM. The player determines DAM based on the symbols (axes, maces or swords) of the two dice kept for the COM roll. Depending on the CC chosen, read the DAM inflicted on the table:
shifted one column to the left if a Quick CC was played.
shifted one column to the right if a Brutal CC was played.
+ Effects and skills.

The opponent ticks the boxes corresponding to the number of DAM done on the lifeline of his miniature.

2- One of the players chose the "Parry" CC and the other an attack CC. No REF roll is required, one of the miniatures defends. Both players make an opposed COM roll. The player who chose the attack CC makes his COM roll with modifiers (charge, CC, skills, etc.). He announces the final result to his opponent after choosing two dice. The player who chose the "Parry" CC makes his COM roll with modifiers (CC, skills, etc.).

If the attacker wins, he hits his opponent, dealing DAM (there is no need to beat the opposing DEF). Otherwise, the attack is parried and the defender can possibly benefit from the special rule of the "Parry" CC (if the parry is 3 points higher than the attacker's COM roll, it can perform a "Normal Attack").

3- One of the players chose the "Inactive" CC and the other an attack CC. No REF roll is required. The player who chose an attack CC performs a COM roll with modifiers (charge, CC, skills, etc.). If the COM roll is successful (the difficulty is the DEF of the target), the miniature hits its opponent, dealing DAM.

4- Both players have chosen the "Inactive" or "Parry" CC. Nothing happens. Players who chose the "Parry" CC spend 1 AP. If both players each chose the "Inactive" CC, the activation of the card ends and the active player returns initiative to his opponent, even if all miniatures associated with the card have not been activated.

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Re: English proofreading to do - rulebook

Message  mallachain le Ven 26 Déc 2014 - 21:27

Shooting:

Ranged Attacks
For 1 AP, a miniature that is not in combat can use its ranged weapon during activation. A model is considered a shooter if it has a shooting proficiency noted on the profile card: Ranged Weapon (x / y).
X is the COM value. Y is the range of the weapon in inches.

A ranged attack is always against an enemy model. The shooter must have line of sight, even if only part the target is visible. The player announces the attack and estimates the distance in inches between the edge of the shooter's base and the edge of target's base. If multiple shooters are associated with the same card and they are all making ranged attacks, the player should estimate the distance of all shots between shooters and targets.

The shot is automatically failed if the distance is greater than the range of the weapon. If the target is within the range of the weapon and, when measured, the estimated distance lands on any point of the target's base, the attack gains an Aim bonus. If the target is within range, but the player's estimated distance does not land on the target's base, the attack succeeds but does not get an Aim bonus.

The Aim bonus gets the shooter an extra die for the shooting roll.

Example picture page 28:
Araoui declares a shot on the Auroch Totem-Warrior. The player has to estimate the distance between the shooter and the target.

Shooting Roll (Dice + ranged weapon COM value)
The Shooting Roll is done using 2 dice (3 if the Aim bonus is gained, or even 4 if alchemy influences the shot). The total of the two selected dice is added to the ranged COM value of the miniature. If the roll is greater than the target's DEF, the shot is successful and the miniature deals DAM to his opponent.

DAM from a ranged weapon is the second DAM line on the shooter's card.

If the target is at a distance equal to or less than the shooter's charge distance, the target is at Point Blank. DAM from a Point Blank shot is shifted one column to the right.

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Re: English proofreading to do - rulebook

Message  mallachain le Ven 26 Déc 2014 - 22:16

Cover and Reactions:


Cover
When being attacked by a ranged weapon, a model can receive the benefit of cover from other miniatures or scenery. If the model is behind several pieces of cover (miniature(s) or scenery), the player who makes the cover roll chooses which one to use. You can make a single cover roll for each shot fired at a model. If the shooting attack is successful, you then check to see if the target is hit or protected by the cover.

The player controlling the targeted model rolls 2 white dice (there is no modifier, regardless of the model's health status). The cover roll's success is determined by the size of the figure (not the size of the cover). Size 1 = 6 or more / Size 2 = 8 or more / Size 3 = 10 or more. If the roll is successful, the shot fails.

If the cover is a model and the cover roll is successful, the figure providing the cover takes DAM.

Multiple Figures Per Card and Shooting
When several shooters are associated with the same card, and the player announces a shot for each miniature, he must announce the target and estimate the distance of each shot before any measurements are made. Shooting rolls are made one after the other, but are considered to happen simultaneously. If multiple shooters target the same enemy and that figure is removed after the first shot, the other shooters still fire at the removed figure and spend 1 AP each. A shot cannot be redirected to hit another model.

Shooting Into Combat
Figures in combat can be targets of shooting attacks. If the target is in close combat, it benefits from cover. If the target is in melee with a miniature with Long Reach, there is no cover (unless the target is less than 1 inch from its opponent, and "behind" its opponent from the shooter's line of sight).

Once the shooting roll is successful, the target makes a cover roll. If successful, the figure in the fight with the target takes DAM. If there are multiple miniatures in combat with the target, the figure closest to the shooter is hit. If several miniatures are the same distance from the shooter, randomly choose which one is hit.

No matter which type of cover is involved, a model can choose to not make the cover roll.

Example picture page 30:
Araoui shoots at the Auroch Totem-Warrior. It is in melee (within 1 inch) with the ghulam. It has cover.

Reaction Movement
When a miniature "on watch" is the target of a shooting attack, it may, after the estimate but before the shooting roll of the opposing miniature, spend 1 AP to announce a reaction movement. The shooter then looses the Aim bonus (if it had one). The reaction movement takes place after the shooting roll. It is imperative that the model could take cover or move out of range to take the reaction movement.

A model that announces a reaction movement can make a walk to take cover or move out of line of sight or reach. It can do this even if it already has cover (and can remain behind the same cover). It may also do so if it has the Stealthy skill. In these cases, the reaction movement will cause the shooter to lose it's Aim bonus. The target can also make an engagement against the shooter, but only if it is not already in combat.

Example page 30:
Araoui shoots at the Auroch Totem-Warrior. The target spends 1 AP to get behind the rock.
page 31:
Araoui shoots at the Auroch Totem-Warrior. It reacts by spending 1 AP and makes an engagement against Araoui.

Ranged Attack Reaction
A model "on watch" can perform reaction fire on one or more miniatures that successfully charge it, or one or more miniatures who are targeting it with a ranged weapon. Each reaction costs 1 AP. Reaction fire cannot benefit from Aim or Point Blank bonuses.  A model "on watch" cannot make reaction fire if it is already in combat.

If charged, shooting is done before the charge is completed. The range of the missile weapon does not come into consideration. In the case of a ranged attack, you must verify that the original shooter is within range of the reaction fire. The shots are then performed simultaneously. The active figure loses the Aim bonus (if it had one). If other shooters target a miniature that performs at least one reaction shot, they all lose all the Aim bonus (if they had any).

Example picture page 31:
The Auroch Totem-Warrior charges Araoui. Araoui reacts by spending 1 AP and fires a reaction shot.
The archer shoots Araoui. Araoui reacts by spending 1 AP and fires a reaction shot.

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Re: English proofreading to do - rulebook

Message  mallachain le Ven 26 Déc 2014 - 23:56

The alchemy section:


Alchemy
There are two ranks among alchemists of Mornea. Alchemists of the Outer Circle are the most common and less experienced while those of the Inner Circle are rarer but much more powerful. Their profile cards have additional information: rank, concentration level and the element (air, earth, water and fire) with which they have an affinity.

caption
Alchemist Rank
Element of Affinity
Concentration Levels

Alchemical Cards
These include formulas mastered by the alchemist, its reserve components and alchemical stones. Components are represented as triangles and the alchemist has none at the beginning of the game. The stones are represented as circles and the alchemist has all of these at the beginning of the game.

The alchemists prepare formulas during the game to get astonishing effects. An alchemist can prepare as many different formulas each turn as his alchemical components, stones and AP allow. He can not prepare the same formula twice in the same turn.

Example picture page 32
The priest prepare the Prayer of the Stones formula.

Formula Cards
Name of the formula (X). The number in parentheses (0 to 4) is the level of concentration required to prepare the formula.

Components. This is the type and number of components necessary to prepare the formula.

Range. This is the maximum distance in inches that a target can be affected by the formula.

Formula Threshold (Auto / Target).
This corresponds to the difficulty level that the alchemist needs to compete the formula. The threshold can be Auto or Target.

Enhancements. These define more powerful affects that the alchemist may add to the formula.

Stones
Components
Effects. The consequences of triggering the formula.

Alchemical Components
After placing the scenery elements, players place tokens representing components on the scenery as described in the scenario. The Alchemists can harvest these components to use in their formulas. If an alchemist is within 1 inch of a token placed on the scenery, the alchemist can, at the end of an action, reap components from the scenery. This can be done only once per turn. If the scenery element contains tokens he has an affinity for, he collects 4 alchemical components; if the scenery element contains tokens of other elements, he only collects 2 alchemical components.

Example picture page 33:
The priest made a walk and will harvest the component.

For each component the alchemist removes from a piece of scenery, you check a component triangle on the formula card. The alchemist keeps these until he uses them in the preparation of a formula.

Caption page 34: Checked harvested components

Alchemical Stones
Alchemists start the game with all the stones present on their card. These stones are an energy concentrate used by alchemists to increase the impact of their formulas. They are also sometimes used to compensate for their lack of components in the preparation of the formulas.
Caption page 34: Check all the stones at the beginning of the game

The Alchemical Process
Alchemy is practiced in several stages. The alchemist must spend 1 AP to prepare a formula and must have a sufficient amount of components for the formula. If he doesn't have enough components, he may substitute 2 stones for each missing component. These stones are not counted in the total stones the alchemist can spend to improve the formula.
Caption page 34: Remove the number of components required to prepare the formula

After preparation, the alchemist designates a target. It must have line of sight to the target. The player measures the distance between the alchemist and its target and compares it to the range of the formula. If it is less than or equal to the range of the formula, the alchemical process continues. Otherwise, it is a failure and the components and / or alchemical stones used are lost.

Example picture page 34 :
The priest prepares the Litany of Brambles formula on Garlan and targets the recruit and crossbowman.

Combustion of the formula. Once you verify that the target is in range, you check to see if it is affected by the formula. The alchemist triggers the formula's combustion by performing an alchemy roll. The difficulty of the alchemy roll depends on the Formula Threshold. Auto indicates the formula is automatically successful. Target indicates that the difficulty of the alchemy roll is equal to the Spirit characteristic of the targeted model.

The alchemy roll is based on the level of concentration and the rank of the alchemist. The Alchemist rolls 2 dice (the color of these dice is based on its current health status) and adds its concentration. An alchemist of the Inner Circle has a bonus die on the alchemy roll. If the roll is successful, the formula takes effect and can then be improved.
Caption : Dice + concentration level

Improved formula. Once the formula achieves combustion, the alchemist can spend alchemical stones to enhance its effects. Each improvement requires the number of stones indicated in the description of the formula. It is possible to improve several times. An alchemist of the Outer Circle can spend a maximum of 4 alchemical stones to improve its formula. An alchemist of the Inner Circle can spend a maximum of 6 alchemical stones to improve its formula. If improvements are targeting new miniatures, it is not necessary to perform a new alchemy roll but the alchemist must have line of sight to the new targets. The miniatures are automatically affected.
Caption: Remove the number of stones needed to improve the formula

Concentration and the Alchemical Circle. Each formula requires a certain level of concentration to be obtained. In the alchemical circle on the front of the alchemist's profile card, there are four small white circles. Each of these circles represents a level of concentration. An alchemist starts the game at 0. To increase its concentration one step requires 1 AP. The alchemist can increase its level of concentration at any time during its activation. It retains its focus until it is hurt. Whenever an alchemist takes any amount of DAM, it loses a step of concentration.

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Re: English proofreading to do - rulebook

Message  mallachain le Sam 27 Déc 2014 - 0:49

The introductory scenario:


Introductory Scenario: Jin Posts
Alkemy is always played with a scenario. A scenario is any actions that must be performed during the game (activation of objects, placement of miniatures, investment of objectives, etc.) to complete the victory conditions and win the game. We recommend that you play the "Jin Posts" scenario, which is the easiest to understand and will allow you to get acquainted with the general mechanics of the game. Then you can try other scenarios. You can also create your own scenarios and share them with other players.

Set up Objectives
Begin by placing the objectives. For Jin Posts, determine the center dividing line of the game area. At the middle of this line, place a neutral Jin Post. Place two other neutral posts on either side of the first post. These posts must be on the center line and placed 7 inches from base edge to base edge.

Place Scenery
Take 6 scenery elements, each the size of a playing card. Randomly determine who places the first scenery element on the board. Keep in mind that there must be at least 3 inches between the edges of the scenery and the board edge, at least 3 inches between the edge of the scenery and the Jin Posts, and at least 3 inches between each element. It is then the other player's turn to place a scenery element, and so on, until all 6 element are placed.

Place Alchemical Components
If you have an alchemist in your warband, it will have to collect components on the board. The components will fuel its formulas. There are 4 types of components: Water, Earth, Air and Fire, and each faction is linked to an element. The two players must place three components of their element on the game board, attached to the scenery pieces. These elements must be placed even if one of the players does not have an alchemist. However, if neither of the two players has an alchemist, don't bother placing components.

The player that placed scenery second, places one of his components on a scenery element on his side of the board or on his opponent's side of the board. The other player then places one of his components, on either side of the board and attached to a scenery element, keeping it at least 4 inches away from any other components already on the board. The players take turns until all components are placed. When completed, each player must have one of his components on his side of the board and one on his opponent's side of the board; the third component can be on either side of the board. Remember that components must be placed at least 4 inches apart.

caption page 37
Deployment zone B
Scenery
Player B's Side
Components
7 inch between posts
Midline

Deployment
Each player's deployment zone is an area behind a line 9 inches from the Jin Posts. The player with the highest number of cards (not counting alchemical formulas) deploys first. If both players have the same number of cards, the loser of an opposed Mind roll deploys first. The player chooses a profile card and deploys any miniatures that are associated with that card in its deployment zone. The other player does the same, and the players take turns until all the miniatures are deployed.

Scenario Objective
The purpose of the scenario is to control the Jin Posts, the neutral posts placed at the beginning of the game. A model within 1 inch of a post may spend 2 Action Points (AP) to control the post. An opposing miniature must spend 2 AP to break the control and make it neutral again. Thus, the 2 players can change the posts' allegiance several times during the game. A post remains under the control of a player until his opponent neutralizes the post. At the end of each turn, the player who controls more posts than his opponent gains 1 victory point.

The player who scores 3 victory points wins. If no player controls a post or if 2 players each control a post, no victory point is gained.

Good game, and do not forget to loudly shout the word Alkemy!
When you roll a double 6, raise your arms, clench your fists and yell: Alkemyyyyyyyyyyyyyyyyyyyy

Rulebook designed and edited by Alchemist Miniatures with the help of the Galleon forum members. Translated by
Publication Date: January 2015


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Universe, people, plans, maps, factions, profiles, videos, scenarios, army lists, play aids, tournaments, concepts, miniatures, game tables, downloads, etc.

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Re: English proofreading to do - rulebook

Message  Vegabond le Jeu 1 Jan 2015 - 0:25

Unless there are questions for me, this will be my last post for proofreading. This has become more translating than proofreading and i just don't have the time to invest. I wish you all the luck.


Time has passed since the Alchemical War, but the Empire of the Jade Triad never abandoned its desire for hegemony over Mornea. Its merchants look to settle in all ports and cities and many of its representatives travel the roads of Mornea. The army of the Triad is still in business and to protect its citizens and remains the best way for people to gain the valuable marque of jade. Gathered in Yu Cheng, Celestials meticulously follow their plan of conquest based on three principles: discover the world, understand the world and conquer the world.

Haunted by its bloody past and the prophecy of Fatiha, the Khaliman people have now turned to diplomacy. It aims to bring together the peoples of Mornea and resolve their conflicts through discussion. The different corps of the army and accompanying Sheiks in their role of conciliation move along the Canal of the Concord in the border cities of Mornea. But the patronizing attitude of these mediators often exasperates their interlocutors. Yet, beyond the facade of peace, the Khalimans can not hide the political strife within their Republic.

The Khaliman Republic has faced a new challenge in the 1371st cycle. The Penitentiary of the tooth, where deadly criminals are locked up, suffered an attack from a pyrithin ifrit and many prisoners have escaped. Now they roam the caliphate seeking to escape the army close on their heels. Some of them have come together under the leadership of the most formidable former prisoner, Hakan One Eyed.

The Battle of Gigage Gadusi left indelible traces in the Aurlok nation. Since their Manitous have awakened them, peaceful Aurlok warriors have become terrible animals. Wolves, aurochs, crows and toads were then able to repel the mighty army of the Triad. Today the Aurloks must oppose the territorial expansion of the Avalonians. Among the chieftains, some voices want to take the fight outside of their ancestral lands. Many hunters look set to follow a new Father of the Earth that would take them to hunt those-who-carry-steel.

At the heart of the marshes of Oblaye Itse, lies the capital Otsiliha, where the Walosi like to gather to trade goods. Is it due to the way the other Aurloks view them? Or rather a need to prove their abilities? Those of Clan Toad, without denying membership to their tribe, now walk together to support one another. Despite their sneers, they soon learn the hard way that Walosi is not a toad...

Avalon is the youngest of the nations of Mornea. Populated by renegades who fled the Empire of the Jade Triad during the Alchemical War. They now live under the protection of the invasive Beathacrann the Holy Tree. A young nation guided by a king and the church, it is confined to the poor submerged lands of Ciar River delta. The Holy tree needs space to grow however and the Baronies must offer their sons land. Their bodies strengthened by grafts of Beathacrann and their souls by the church, the Knights of Avalon continue to push the boundaries of Aurloks.

Born before the meeting with the Beathacrann, the Templars are the legendary Avalonian defenders. It is the sacrifice of the members of their order which allowed the renegades to escape the Empire. Opposite the church and secular nobles, the Temple has an aura of mystery that isn’t helped by the recent disappearance of the king under their protection. Its leaders advocate strict discipline although sometimes they accept the presence of their brothers from the royal troops. The order and the efficiency with which the Templars act show their obedience.

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Re: English proofreading to do - rulebook

Message  nicoleblond le Jeu 1 Jan 2015 - 11:50

Vegabond a écrit:Unless there are questions for me, this will be my last post for proofreading. This has become more translating than proofreading and i just don't have the time to invest.  I wish you all the luck.
Thank you very much for your help and your work, I'll find a way to thank you Wink
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Re: English proofreading to do - rulebook

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