Tectonic - Adversary Expansion
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Model information
- Source
- Printables
- Category
- Board Games
- License
- Creative Commons — Attribution — Noncommercial — Share Alike
This is a new optional rule to the Tectonic Board game. Below is the direct cut from the updated rules which will be revised for the main game I originally posted. The main game and expansions can be found here: https://www.printables.com/@brimstone326_3337638/collections/3383785
At this time I only have a developed rule for the white adversary pawn. I'll expand and update the rules as additional adversaries come about.
ADVERSARY: The Adversary is an optional rule. It provides an opponent to thwart the player(s). The Adversaries will have different rules and abilities depending on the color of the pawn and the number of players working cooperatively. Adversary pawns do not use or collect cards. Adversary players always go last. If you choose to use more than one, the Adversaries never work together or against each other. They follow their individual rules as closely as each turn allows.
Tet-Ton-Rah (White Adversary Pawn) – Tet-Ton-Rah is an undead wizard trapped on the Tectonic island. The arrival of the players sets Tet-Ton-Rah on a path to secure one of each token for itself as the regular players need to do. Tet-Ton-Rah has magic that allows it to have the permanent effects of the Grappling Hook card. Tet-Ton-Rah will take the absolute shortest path to any token on its turn.
Roll d6 as normal, but follow the table below for Tet-Ton-Rah’s turns.
Die Roll | Effect | |||
1* | 1-2 Players | 3-4 Players | 5-6 Players | More than 6 Players |
Trigger 2 Hazards | Trigger 3 Hazards | Trigger 3 Hazards | Trigger 4 Hazards | |
2 | Move 3 spaces | Move 4 spaces | Move 4 spaces | Move 5 spaces |
3 | Move 4 spaces | Move 4 spaces | Move 5 spaces | Move 5 spaces |
4 | Move 5 spaces | Move 5 spaces | Move 5 spaces | Move 6 spaces |
5 | Move 6 spaces | Move 6 spaces | Move 6 spaces | Move 6 spaces |
6** | Tectonic Shift (Exits Only) | |||
* When Tet-Ton-Rah triggers any hazards, it is always with the intent to harm the players. No single player can be targeted more than once per turn.
** Tet-Ton-Rah moves an exit tile as far away from the players as possible, following the standard rules for a Tectonic Shift. The only exception to this rule is if Tet-Ton-Rah has all the tokens needed to win. In this case, Tet-Ton-Rah will move the exit to the best possible location to win the game.
If Tet-Ton-Rah finishes any move on a space with a circle (card draw space), roll the six sided die. If the roll is a five or six, Tet-Ton-Rah can Token Friendship one player per the standard card rules.
Tet-Ton-Rah’s move ends as normal when landing on the hexagon space to pick up a token.