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@brycereynolds
Created June 28, 2023 04:54
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Tainted Grail Fall of Avalon House Rules (inspired by Kinds of Ruin updates)

Rules

  • Explore
    • Cost 0 stamina
    • If you take any action, you pay 1 energy (for the first action that day), otherwise you can “quick peak” at no cost
  • Menhir
    • Tiles once activated no longer expire, instead they stay on the board and just go dark.
    • If a tile is no longer within reach of an active Menhir (ie., dark), it cost 1 health or insanity to progress through
      • prior to travel, roll a die to determine, you can decide not to travel based on result
      • once a roll occurs for that tile this turn, you can not roll again
    • This is only the behavior if a lit totem has touched these zones at least once (keep a list in notes), otherwise you cannot visit until normal rules dictate
    • Activate Menhir
      • Pay 2 energy
      • 1 magic per character and 1 wealth or 1 food
      • alternatively you may pay “blood price” instead 3 health and gain 2 insanity
  • Rest
    • If you don’t fully exhaust (so 0 stamina), you refresh 5 energy, 1 health, 1 sanity
    • If you eat food (a choice during rest days now), you refresh 6 energy and heal 1 more
    • If you ate food while in solo party, you refresh 7 energy and heal 1 more
    • If you are fully exhausted, you refresh 4 stamina, 1 health, 1 sanity. Food has no impact.
    • This may move stamina into the bonus
  • Location instant effects
    • Random lightning bolt triggers should all be once per day at a location (at a maximum)
    • Settlement encounters are once every two days
  • Resource Cap: limited to 20 per resource (since it should be easier to get these)
  • Equipment: Can change equipment at any time, provided you are not within an action
  • New Chapters: Always start a fresh day, make rest choices per usual but fast forwards to the end of the day.

Additional house rules for variety

  • Health Limiter: Remove health limiter and instead mark with a normal cube. Your health no longer limits your stamina.
  • Events: When the game requires you to place any Random Event cards on top of the Event deck, place 1 more that instructed.
  • Escape Combat: You may try and escape only once per your character’s activation. To initiate an escape, lose 1 stamina. Then receive an enemy attack (based on their current stage) and roll a die:
    • 1 - 3: You remain in combat
    • 4 - 6: You escaped
    • Whenever you avoid diplomacy, always resolve the red conclusion
  • Deck Building: Can remove down to 10 cards in diplomacy or combat decks
  • Insanity:
    • Eating food during rest no longer gains any health
    • You pain in Combat and Diplomacy
      • You do not draw a hand during encounters, instead you use first card drawn.
    • Whenever you Travel or Explore, roll a die:
      • 1-3: Lose 1 stamina and continue your Action (if you have 0 stamina, lose 1 health instead)
      • 4-6: Nothing happens, continue your Action.
  • Solo: Start with “Self-Reliant”
    • After you rest: Gain 1 stamina
    • Combat and Diplomacy: Draw 1 card more at the start of the Encounter, your hand size limit 1 higher
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