Rosareven

A linear summary of Hawker RPG gameplay

Make a merchant – 6 points split into charm, force and wit, minimum one each – start with 6 coins and 2 cargo – starting cargo: draw 3 pairs of 2 cards, then pick a pair – 0 renown – optional background and goal

Starting settlement – roll for position on board – roll for size of settlement – optional roll for features and situation

Three choice of actions per day in settlement, spend one extra gold for extra stays (first night one gold, second night 2 gold etc) – trade cargo – draw cargo cards based on settlement size – joker = unique with 3d6 value – ace = high demand, 10+1d6 – jack queen king 11 12 13 – haggling: throw dice equal to charm, roll for each individual good – take contract – draw card for delivery, escort, courier or procurement. Roll dice for location if needed – roll 2d6 for coin reward – spend money – build road to negate challenges – buy companion – extend road

Moving on – roll for wilderness or settlement – if settlement, repeat from starting location, plus rolling for situation – if wilderness, roll for traverse difficulty, optionally roll for terrain feature – if low difficulty, no penalty, keep moving – if high difficulty, roll for challenge type, deal with it before moving on

Overcoming challenge – pick an appropriate stat to deal with the challenge. Stat minus one = number of rolls with advantage – roll until number of success or failure reached, whichever comes first – if fully dealt with challenge, gain one renown – if failed, lose either coin, cargo or renown

Game over if bankrupt Game won if self appointed goal reached

Example of goals: – max renown (default 9) – connect all settlements with roads – cure cancer

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