Day 2- Dark Times
In your window today you should find a Goblin. Lucky you! Goblins are the main adversaries of the Cavern Guards. They have been enslaved by the Fae and forced to mine the depths below Mount Silence for the precious stones, metals and minerals required to keep their masters in opulence. Prone to squabbling amongst themselves, the Goblins have never yet managed to organise an uprising significant enough to trouble the Fae. However, there are rumblings in the deep! Amongst the runtiest of the Goblins, the Grotto Bogeys, some momentum is building…
Below you’ll find the Character Card for a Grotto Bogey. You can download a sheet of them HERE. You’ll need quite a few Grotto Bogey Character Cards! Grotto Bogeys wear loose robes made from the rough sacking used to carry slag and minerals out of the mines. It’s not comfortable, but it’s all they have. We recommend taking advantage of these robes to give each model some kind of clear identifying mark so you can tell them apart.
In the adventures which follow you will be able to choose to play in solo or 2-player mode. In solo mode you’ll play the Cavern Guards struggling against Goblin hordes. If you play 2-player someone will control the beleaguered Gnomes whilst the other takes command of the Goblin legions. For the rest of these rules we will use the terms ‘friend’ and ‘enemy’. A friend is any model on the side you are playing, an enemy is any model on the other side.
PERCEPTION
The thing about tunnels is, they’re dark. Really dark. The occasional shaft and burning brazier gives the only illumination in a world of perpetual gloom. A model stumbling around in this blackness can make out very little around them. They can only see another object with any clarity if it is up close to them or lit by a source of light. On our game board a light source is indicated by the symbol of a burning torch or ‘Sconce Marker’. You’ll find one of these on the inside of today’s window. Where these markers should be placed will be indicated by the map introducing each adventure. Sconces are mounted on the walls adjoining the marked spaces and do not take up the square, models can still occupy and move through them.
How well a model can see is dictated by their Perception value. A model can see something if it is within their Perception Range (a number of squares away equal to or less than the model’s Perception. Count spaces side by side, do not count diagonals.) or within their Perception distance of a light source. When judging distance do not count the space the model is in, but do count the space containing the sconce marker.
For example, in the image above the Gnome (Perception 3) can see Goblin A as it is within 3 squares (the gnome’s Perception Range). It can also see Goblin B as there is a light source within 3 squares of the Goblin. The Gnome cannot see Goblin C as it is in the shadows away from the light source and too far away from the Gnome.
Goblins have a Perception of 2 so only Goblin A can see the Gnome, even though there is a light source nearby. If the Gnome took two steps to the left all three Goblins could see it as it would be within their Perception of the light source.
A model can also only see something if it lies within their forward arc (the direction the model is facing). This is shown in the picture above and diagram below. The Gnome can see Goblin A but not Goblin B.
What a model can see is important when it comes to running the enemies in a solo-play game and in planning attacks. It’s better to attack somebody who can’t see you coming, and easier to defend yourself against an attacker you can see!