About this 3D model
This is an update of our old Mages Guild set for the new Fourth Edition Pocket-Tactics rules. If you printed that set for the third edition stuff, you can now use the units as a faction (or in custom builds) for the new stuff! This set also introduces rules for spell cards which may be used in any custom force build that includes units with the Mage type. We've set up a Patreon page for anyone who's interested in helping to fund us so we can keep making free and open sourced games like Pocket-Tactics, Wayfarer Tactics. and others, not to mention the growing catalog of gaming miniatures that you can use for whatever you want! (Psst... we take requests and commissions...) Enjoy! -------------------------------------------------RULES------------------------------------------------------- For a standard 50 point build you'll want to build using a combination of units and spell cards. For a starting build, consider the following: Guild Initiate x1, Guild Apprentice x1, Guild Mage x1, Guild Guard x1, Grand Librarian x1 (totaling 32 points + 18 points worth of spell cards, Stonework tile x4, Water tile x2. The Fortress, Ruins, or Township features are good tactical/thematic choices for this build. Inverted-color images of the rules cards are available here, here, here, and here if you want something a little less ink-intensive. SETTING UP To begin, each player builds a force by selecting a number of units that total 50 points or less. For a larger game, you and your opponent could agree on a higher point total. Next, each player chooses 6 tiles and all of the tiles are dropped into a bag and shuffled. Then, players agree (randomly, if you choose) on a “central feature” tile and then each choose a feature for themselves. (features are the 3-dimensional tiles such as Forest, Highlands, Villages, et cetera). Draw a single tile from the bag and place the central feature into that tile. Rolling off to see who goes first, players take turns drawing tiles from the bag and placing them adjacent to one another in whatever configuration they wish. Once all of the tiles have been placed, each player (in turn order decided by the roll-off) places their chosen feature so that it is both as many tiles away from the center and from one another as possible. Once the map has been generated, players place up to three units of their choice (as many as they can fit) either in or adjacent to their chosen feature using the rolled-off turn order. You may only ever have a single unit occupy a tile or feature. Once this is finished, game play begins starting with the last player to place their units. PLAYING THE GAME Each turn, a player may either move one of their units, use one of their units to assault an enemy unit, or deploy a new unit onto the map. MOVING: When activating a unit to move, they may do so into any unoccupied tile adjacent to them. If an allied unit is in an adjacent tile, the moving unit may “hop” over that unit to get to an open tile adjacent to their ally. A unit may only hop a single ally per move. Some features (Forests, Highlands, Villages, et cetera) have special movement considerations that will be listed on their rules card. Spaces that do not contain a tile may not be moved into. SWIFT UNITS: Units with this symbol on their rules card may perform a number of bonus moves equal to the numeric value listed to the side when they are activated to move. FLYING UNITS: Units with this symbol on their rules card may perform a number of bonus moves equal to the numeric value listed to the side when they are activated to move and may hop over enemy units as though they were allies when doing so. ASSAULTS: When activating a unit to assault an adjacent enemy, each player tests their units Offense (OFF) by rolling their red dice and defense (DEF) by rolling their blue dice. A unit will have between zero and three of each kind of dice as shown on their rules cards. The assault occurs in three phases: Roll Phase- All dice are rolled simultaneously. Bump Phase- Some units have “bumps,” a numeric value with a + listed under either their OFF or DEF dice. Starting with the player initiating the assault, each player may take turns using a single bump. Each bump may adjust a single die result (either OFF or DEF) up by its value (though a single die may not go higher than 6). Some units may have multiple bump values listed under their dice or granted by special abilities or terrain effects. Re-Roll Phase- Starting with the player initiating the assault, each player takes turns using any re-rolls they are afforded, either by special abilities or terrain/unit placement. Each re-roll allows the player to re-roll one of their die results (OFF or DEF). A unit that has adjacent allies is benefiting from “support” and gains one re-roll per ally. A unit also gains a single re-roll when occupying their “favored terrain” (a terrain tile or feature that is shown on their rules card). Tally Phase- Each player checks their OFF results and checks