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Okko Chronicles Rulebook v2.5 Compressed 16

This document provides an overview of key character attributes and mechanics in Okko Chronicles: 1. A hero card details attributes like Speed, Might, Defense, and Guile used for movement, combat, tests, and bypassing challenges. It also lists the hero's Stamina and Class. 2. Heroes can have follower cards and equip items in right hand, left hand, clothing, and supplies slots depending on their Class. 3. Action cards can grant special talents when placed left or secret techniques modifying attributes when placed right during strategy phases.

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0% found this document useful (0 votes)
45 views3 pages

Okko Chronicles Rulebook v2.5 Compressed 16

This document provides an overview of key character attributes and mechanics in Okko Chronicles: 1. A hero card details attributes like Speed, Might, Defense, and Guile used for movement, combat, tests, and bypassing challenges. It also lists the hero's Stamina and Class. 2. Heroes can have follower cards and equip items in right hand, left hand, clothing, and supplies slots depending on their Class. 3. Action cards can grant special talents when placed left or secret techniques modifying attributes when placed right during strategy phases.

Uploaded by

Jose Maria
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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GUILE

CHARACTER CARDS A Hero’s GUILE can be used to


bypass traps, solve Objectives or
complete Special Actions. Unless
Character cards detail a Hero’s various otherwise stated, a Hero’s GUILE is
Attributes and Special Talents.
Talents. used to make Attribute Tests.
Tests.
On every Character card,
card, you will find the Note: Only Heroes have a GUILE
following Attributes
Attributes:: Attribute.

SPEED
ACTIONS
A Hero’s SPEED determines the number of Areas
they can travel when using a single Action to An agent’s ACTIONS indicates the
move. number of Actions they may take
once activated.
MIGHT
A Hero’s MIGHT indicates the number of Combat Note: Only the Oni’s agents have an
dice to roll when they make an Attack
Attack.. ACTIONS Attribute. Heroes always take
DEFENSE 3 Actions when activated.

A Hero’s DEFENSE indicates the number of STAMINA


that must be equaled or exceeded by an Attack
to injure the character. A Hero’s STAMINA indicates their
resilience and determines how
In order for an attack to be considered many Damage tokens they can
successful, an attacker’s Attack must equal or have on their Character card
exceed the Hero’s DEFENSE
DEFENSE.. Unless otherwise before they must draw a Wound
stated, a successful attack deals 1 Damage card..
card
token to a Hero.

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• HERO STAMINA FOLLOWER
During the End of the Round Phase,
Phase, a Hero compares Heroes may be accompanied by a single Follower.
the number of Damage tokens on their Character The Follower card of any such companion is placed
card to their STAMINA
STAMINA.. If the number of Damage in this slot.
tokens equals or exceeds their STAMINA
STAMINA,, they discard
a number of Damage tokens equal to their STAMINA
EQUIPMENT SLOTS
and draws 1 Wound card into their hand. Each Hero has 4 Equipment Slots,
Slots, which are used to
Any remaining Damage tokens remain on the Hero’s play Equipment cards:
cards:
Character card.
card.
If, at any time, a Hero has 3 Wound cards in their • Right Hand & Left Hand Slots
hand, they are immediately eliminated from the game. Equipment cards in these slots, which
have been turned face up during the
• STAMINA & THE ONI’S AGENTS Strategy Phase, may be used by the
As soon as any character controlled by the Oni has a Hero when they are activated.
number of Damage tokens equal to their STAMINA
STAMINA,, • Clothing Slot
they are immediately eliminated from the game. Equipment cards played to this slot are
always placed face up. Unless otherwise
NATURAL TALENT stated, these cards grant their effect
As long as the Hero is in play, their Natural Talent throughout the course of the game.
remains active.
• Supplies Slot
CLASS A Hero may carry a number of
A Hero’s Class determines which Equipment cards Equipment cards equal to the number of
they may equip themselves with. Supplies symbols on this slot.
A Hero’s Class has no affect on which
Equipment cards can be placed here.

ACTION CARDS
Each Hero has their own set of Action cards.
These cards can be used in one of two distinct
ways: as a Secret Technique they modify a
Hero’s Attributes, or as a Special Talent they
temporarily grant extraordinary abilities.
Each time you play an Action card during the
Strategy Phase, you must choose which of
these two ways you will use it.
An Action card placed to the left of your Hero’s
Character card, gives them the ability use the
With each Strategy Phase, you may choose to play
card’s Special Talent when they are activated.
up to 2 Action cards. A Hero must always play at
When played here, the card’s Secret Technique
least 1 Action card during the Strategy Phase.
modifiers are inactive.
During the End of the Round Phase, any cards
An Action card placed to the right of your
played are moved to the Hero’s discard pile.
Hero’s Character card, applies the card’s Secret
Technique modifiers to their Attributes. When During the coming Strategy Phase, Heroes will
played here, the card’s Special Talent is inactive. have fewer Action cards to choose from.
Note: Some cards may only have a Secret When a Hero has no more Action cards left in
Technique or a Special Talent. In these cases, their hand, they retrieve all the cards in their
the card can only be played to the corresponding discard pile (including any Wound cards) to
side of your Hero’s Character card. form a new hand.

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Placed to
the left, only
the card’s
Special
Talent is Placed to the right,
active. only the card’s Secret
Technique is active.
SECRET TECHNIQUE
Secret Techniques modify a Hero’s Hero removes as many Combat dice from their
Attributes. These modifiers apply until the Attack as indicated.
end of the End of the Round Phase.
DEFENSE MODIFIER
SPEED MODIFIER The Hero’s DEFENSE is increased or
The Hero’s SPEED is increased or decreased by decreased by the modifier indicated on the
the modifier indicated on the Action card. Action card.
MIGHT MODIFIER GUILE MODIFIER
When making an Attack, the Hero adds as The Hero’s GUILE is increased or decreased
many Action dice as indicated on the Action by the modifier indicated on the Action
card. If the modifier is negative, then the card.

SPECIAL TALENT
While an Action card is in play to the left of a
Hero’s Character card, its Special Talent remains • ATTACK
active. If the words Action or Unique Action are These Special Talents either improve a Hero’s
mentioned in its description, the Special Talent basic attacks or allow them to make special
only becomes active when the Hero uses an attacks under certain conditions.
Action during the Activation Phase to use it:
• ACTION: Requires 1 Action to use the Special • DEFENSE
Talent as described. You may use this Special These Special Talents either improve the
Talent each time you use 1 Action to activate it. DEFENSE of a Hero and/or their Allies or lets
them respond to attacks against them.
• UNIQUE ACTION: Requires 1 Action to use the
Special Talent as described, but it may only be • GUILE
used once per Round.
These Special Talents affect the success
Note: Pay attention to the Heroes’ Activation requirements of Attribute Tests.
Order! In order for a Hero to benefit from some
Special Talents, they may need to be activated • COORDINATION
before or after another Hero has been activated.
These Special Talents affect a Hero’s Allies.
Next to an Action card’s name is a symbol, this
indicates the nature of the Special Talent: • WEAKNESS
• SPEED This card has a negative effect on a Hero and/
or their Allies; however, they also give a Hero
These Special Talents affects how Heroes, an opportunity to recover from their injuries.
their Allies and/or their opponents move.

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