A LITTLE HELP FROM FRIENDS
Giving Suckers an Even Break in MAGIC REALM
by Michael Anchors
Players in MAGIC REALM quickly
learn that teaming up with other characters is the best insurance
against being eaten by hungry monsters. The stronger, armored
members of the team can lure monsters onto their shields, while
lighter, more vulnerable members can take the critters from
behind. This strategy was illustrated in Richard Hamblen's
article: "Magical Mystery Tour" (Vol. 16, No. 4),
Amazon and Swordsman mastered a gaggle of goblins that would have
gobbled either character fighting solo.
Teaming up confers other advantages, too. By writing the "follow"
orders, characters can share the Special Advantages of their
companions. In the Swordsman-Amazon team, Swordsman could move an
extra Move Phase by "following" the Amazon; or the pair
can choose when to execute their move without having their
Attention counter picked, when Amazon follow Swordsman.
TABLE 1: Special Advantages that can be shared.
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Table 1 lists the Special Advantages that can be shared. Special
Advantages not listed in Table 1 cannot be shared. For instance,
players cannot use Dwarf's "Short Legs" to rest two
asterisks in a Rest Phase. Note that the Pilgrim, Witch, Black
Knight and Witch King have no Special Advantages" that can
be shared, Avalon Hill has also ruled that:
1) Dwarf can execute at most one extra Sunlight Phase per day, by
following characters of using a treasure.
2) No one can "follow" or spy on the Witch's familiar.
3) A follower can learn what another character learns through
Magic Sight only if he is entitled to use Magic Sight himself.
4) Peace with Nature does not extend to characters "following"
Druid: they trigger monsters normally.
A player must be careful in choosing characters to
travel with. The best travel mates are ones which can help the
player achieve his Victory Requirements; but, remember, traveling
companions harbor hopes of winning the game themselves. Choose
mates who don't threaten you. Woods Girl may find the Elf amiable
enough at the Inn, while both are penniless: but will chivalry
stand in Elf's way when the Girl finds a precious treasure on the
road? No, my friends. He will quietly ready his bow during
daylight. In the evening, Woods Girl can't escape. Elf is too
fast, and Elf's longer bow will hit before hers, Elf comes away
with Woods Girl's notoriety, gold and treasure.
TABLE 2: Safe Pairs in MAGIC REALM. |
Table 2 shows which characters can pair safely at the beginning
of the game. There are two ways in which a pair can be "safe".
Characters are safe from each other if both characters have a
fair chance to kill the other in combat. Pairs safe by "mutual
threat" are marked with a in the table. Even if one character is vulnerable
and the other is not, the pair can co-exist if the vulnerable
partner has a certain escape. Such pairs are marked . In other cases in the
table, pairing is unsafe because one partner can block the other's
escape and deal a mortal blow with little risk to himself. For
these pairs, the dominant character is marked in the space.
This table assumes that a character wishing to do away with his
companion will ready his weapon or attack spell during Daylight.
Since activities area recorded secretly, a player cannot
anticipate when his companion will do so. Magic characters are
assumed to record their best available attack spells. Characters
with Type II Magic chits record "Stones Fly"; those
with Type IV record "Fiery Blast" and, if possible
"Lightning Bolt".
The table does not consider "Melt into Mist" or "Transform",
because the target is not killed. Indeed, the spell is
unavailable to its owner until the target is killed, leaving the
spellcaster horribly vulnerable. In the case of "Mist",
the target's possessions are out of reach of the spell caster
because they are mist-ified with the target. In the case of
"Transform", the target may carry his possessions away
with him. Even a frog can carry gold: it has negligible weight!
The "Mist" or "Transform" caster can't get
his target's notoriety until he kills him. It is tough enough to
kill a squirrel before it runs away to a clearing the caster can't
reach. The little huggers don't need to follow the roadways.
Characters with Type V spells could use "Curse" or
"Power of the Pit", but these are unreliable in a tense
situation. Would the threat of "Squeak" dissuade the
Berserker from bisecting Witch's cranium? "Broomstick"
is a much more useful spell. Its owner should cast the spell on
himself in advance, in a deserted clearing. Later, when trouble
threatens, playing a light Move counter to run away suffices to
sweep the spellcaster out of the clearing - literally. The table
does take "Broomstick" into consideration.
Remember, I said Table 2 applies to the first turn of the game.
As soon as characters pick up treasure, armor, horses or wounds,
all these relationships change. For instance, if the Magician
finds "Dragon Essence" and recorded "Fiery Blast",
his row in Table 2 would look like this:
Characters, such as Sorcerer or Wizard, originally too strong to
serve as companions, are now possible mates for the Magician with
is "Dragon Essence". Old friends like Pilgrim should
avoid him. Of course, Pilgrim may not know that the Magician has
"Dragon Essence" in his knapsack. Magician does not
have to reveal his potion until he activates it. Magician may
wait until Pilgrim obtains some notoriety, treasure or gold,
before popping his surprise.
It is interesting to identify the factors that influence pair-safety
most. Possession of armor was very important, giving its owner an
opportunity to attack once or twice before the opponent's blow
could kill. Armor gives the Black Knight, Amazon and Captain the
edge against Sorcerer and Wizard in Table 2. Horses conferred the
same benefit, unless the optional rule permitting attackers to
target the rider was in effect.
The "Stones Fly" spell was a more important factor than
"Fiery Blast", although Stones is an L* attack and
Blast is L***. Stones has a longer effect, hitting first in the
first round of combat, usually the only round that matters in a
combat between unarmored characters. But even more important is
that the Stones-caster resolves four attacks against each target
(in the Second Edition rules), compared to a single attack for
Blast. Richard Hamblen changed the Stones spell in this way to
boost the power of Druid and Witch, previously perceived as weak
characters.
Terrain makes a difference, too, "Lightning Bolt",
available in mountain clearings, has even longer length than
"Stones Fly". In the flats, Druid and Witch get the
drop on Sorcerer and Wizard; but the Purple-specialists have the
edge in the hills.
A "safe" pair of characters may become unsafe, when one
player fatigues or wounds a vital action chit. The converse is
not true, however. An unsafe pair cannot become safe by fatiguing
a chit because the owner gets the chit back by writing "Rest"
phases during the day, and his weaker partner cannot anticipate
the threat. I have seen some players, forming a partnership, give
each other physical possession of chits that would either allow
either to kill the other - but that practice is illegal by the
rules!
Table 2 demonstrates that, in general, light characters should
not team up with light or magical characters. Magical characters
cannot team up with other magical characters safely. But the
heavy characters can match up with anybody. They will surely pull
their weight in any team. Medium characters are in-between: some
pairings are fine and others are not.
The final thing to note is that Table 2 only depicts interactions
between pairs of characters. Interactions within teams of three
or more characters was beyond my ability to compute. Diplomacy
gets involved, too. Joining a team with to "safe"
characters is not safe if the two can cooperate to do you in with
little risk to themselves.
Having read all this, do you know how to pick your friends in MAGIC
REALM? Are you sweaty palms nervously clutching the grip of
you bustard sword? Is there a jealous gleam in your neighbor's
eye, a smirk on your opponent's lips? If you have this much
trouble dealing with these other characters, how will you face
the Native bands that roam the realm? Read my next installment:
"Bashing the Bashkars".