Hey Ryan,
I will be heading up on Monday to play Krosmaster. Are you still thinking about coming?
If so see you then…
Cheers
Jim
We are a ddecided maybe on the 10th because weve had a house inspection announced so we may be rather busy will let you know if we dont ill organize a krosmaster day at my house
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Holy crap the Krosmaster champ wants in... I may have to show up and go for the title
HI Eliza,
This forum thread has the tournament and Season 2 rule update:
http://www.krosmaster.com/en/forum/1184-organized-play-news/43402-rules-updates-season-2
All figures from Season 1 and Season 2 are available to play in tournaments bar 2 banned figures.
Season 2 figures really have not hit Sydney shelves. They have only been available in blind purchase boxes format and I have only seen them available online for sale at MilSims locally..
Season 2 Window boxes(Yay) are about to be released but are probably not available until early next year. Japanime games have had a preorder for a November December release.
I suspect most of us have Season 1 figures in our collections.
I think our initial sessions will be about establishing a scene with regular play. Tournaments can follow… especially when we get good numbers.
The Season 2 rules were basically changes to address issues with the base rules and season 1 meta-game. I believe we should use the Season 2 rules for all our games. This is what is enforced on the online game and tournaments going forward. 2015 will see another batch of figures under the label Seasons 3 and being French based game we are probably always going to behind on figure release schedule although they seem to be gravitating to simultaneous release.
The season 2 rule pdf if very poorly translated and from the forum thread below are the best rewrite I have seen:
LET'S TALK SEASON 2!
Season 2 introduces new rules, which add or replace the existing rules. In case of conflict, the rules of season 2 rules overrule Season 1
rules. As a reminder, rules already published in other products of the Krosmaster series also apply here.
CHARACTER SELECTION CHANGES:
A Krosmaster whose name is written in Black letters can only be present 3 times max in your team.
GAME START:
Demonic Rewards: When setting up the game, do not reveal any Demonic Reward tokens. During the first turn, the First Player can only
make random purchases. At the beginning of the second turn, reveal 1 demonic reward per rank (EX: 1 Granite, Jade, Gold and Ruby each). Then, at the end of the second turn, reveal 1 additional demonic reward per rank. After the second turn, the game
proceeds as normal.
GAME TURNS
Range Tokens: A character that begins their turn with any number of range tokens applies their effects similar to how they would apply
+/- AP or MP tokens, then removes them to signify it as a 1-turn effect. In this case, range tokens modify the Maximum Range of all that characters' spells either positively or negatively, with the following two exceptions:
>Maximum Range of a skill can never be lowered below it's Minimum Range
>Range modifications only affect abilities with adjustable (Green) range displays. Fixed (Red) range spells are neither affected positively or negatively.
USING MP AND AP
Buying a GG (Updated):
Only 1 GG can be purchased from a shop location per Player Turn.
Revealing a Demonic Reward (Updated):
On each Krosmaster's turn, they may only reveal a single Demonic Reward attached to them. A Krosmaster can still have a maximum Demonic Reward count up to his level and can still have several Demonic Rewards revealed and active,
but they may now only reveal up to one on their character per turn.
CASTING A SPELL
Critical/Armor check (Updated):
Instead of dealing +1 damage per successful Critical die and -1 damage per successful Armour die, instead count up total number of successes on both sides. If the Critical roll has more successes than the Armour roll,
the attack deals +1 damage total. In the same respect, if the Armour roll yields more successes, reduce the damage taken by -1 total. If both rolls have an equal number of successes, the damage isn't modified.
This additionally applies to Critical rolls made on Healing spells. Instead of applying total successes, any number of successes will always improve the heal by +1 total.
Spell Use Limit (New):
Any spell with a Purple background has the restriction "Once per Target (per turn)". You may still cast the spell as many times as you want (with normal cost restrictions), but you cannot cast the spell multiple
times against the same target.
Summon Mob Restrictions (Updated):
The limit to how many copies of a mob you may have summoned simultaneously is now limited per team as opposed to per character, even though that information is found on the character. (EX: If you have 2 copies
of Makum Buh on your team, your team may have up to 2 Sacrificial Dolls at a time. Under the old rules, each copy of Makum Buh would be allowed 2 Dolls. Bottom Line - multiple copies of the same summoner doesn't expand the limit on that summon)
These same rules also apply to mechanisms.
AREA OF EFFECT
Multiple Targets:"Multiple Targets" is an extra effect of a spell, much like "Pierces Armor" or "Steals Health". A spell with "Multiple Targets" changes its targeting to
affect EVERY possible area that spell could target all at once. (EX: If you use a Melee attack with "Multiple Targets", it will affect every adjacent square as opposed to just one)
For the new areas of effect, probably just better to look at the picture. Axe Area sweeps in a small arc around you, going in either direction (your choice). Hand Zone (labeled as Needle Zone) affects the targeted
cell as well as two cells directly behind it in a line. As a result, Hand Zone is only attached to attacks that shoot in a straight line. Breath Zone (Labeled as Blast Zone) is basically a reverse Hammer Zone, shaped like a cone (or breath).
SUMMONING MOBS
Mobs (Updated):
Mobs by default no longer interfere with Line of Sight. Everything else still works as normal (Locking Rules, treated as characters, etc.)
Mechanisms:
A mechanism is not a character, so it ignores the Lock Rules. There are 3 categories of mechanisms, 2 of which you should know:
>Bombs are obstacles that do not interfere with line of sight.
>Traps are not obstacles and don't interfere with line of sight.
>Turrets (NEW!) are both obstacles AND block line of sight. As a reminder, they still don't Lock units.
Turrets:
A turret is a summoned mechanism. Note that they all have the "Blocking" power, which means they interfere with line of sight.Turrets come
in three varieties: the Guardian, the Harpooner, and the Tacturret.
POWERS
Chance: Whenever a character with Chance casts a Water spell, they roll an additional die on the attack. Additionally, whenever a character with Chance receives damage from
a Water spell, they roll an additional die on the defense. Because this power is separate from Critical Hit or Armour, it does stack with them allowing a potential maximum of 3 dice on attack or defense!
An identical ability exists for each other element. Air = Agility; Earth = Strength; Fire = Intelligence.
Wisdom: When an allied Krosmaster with this power defeats an enemy Krosmaster, it rewards you 1 additional GG as a reward. Be careful though, for if an allied Krosmaster
with this ability is defeated, it rewards the enemy 1 extra GG.
Prospecting: Whenever an allied character defeats an enemy Krosmaster, you are rewarded 1 kama from the reserve per unit you control with Prospecting (EX: If 3 characters on your team have Prospecting when
you defeat an opponent, you gain 3 kamas from the reserve)
Crafter: The first time each turn a Krosmaster with this power makes a Demonic Reward purchase:
>It does not cost any AP
>A Jade Reward only costs 5 kamas (from 6)
>A Gold Reward only costs 10 kamas (from 12)
>A Ruby Reward only costs 15 kamas (from 18)
(A Granite Reward's cost cannot be reduced below 3 kamas)
Farmer: If a Krosmaster with this power picks up any number of kamas, they gain 1 additional kama at the end of their turn.
Loot (X): This power is reserved specifically for mobs, and is actually a detriment rather than a benefit. If an enemy unit defeats a character with Loot (X), they immediately gain X kamas from the reserve. Loot
values are different based on the mob (it will always be listed on the token).
Blocking: Any unit with this power interferes with Line of Sight.
Itty-Bitty (Updated): A character with this power ignores Locking rules, which means they cannot inflict Lock or be Locked by other characters. (No longer affects line of sight rules)
Hopefully this makes it easier for people.
Hi Eliza,
Disappointing that the OP guy was rude and not very helpful… in what way?
You should take it up with Japanime games.
The Japanime facebook page posts a lot of the US tornaments etc. The forums okay but facebook seems more active.
Thanks for the games last night Kim. Looks like life got in the way of the others…
Hopefully in December we can get everyone together.
I think the intention is to run Krosmaster nights on the 1st and 8th of December.