MONSTER MASH
Playing St. George in MAGIC REALM
by Michael Anchors
In eight years of watching and playing MAGIC REALM, the
players I have seen winning most often always follow one of two strategies:
the "Robin Hood" strategy, and the "Saint George" strategy.
The "Robin Hood" method may be used for any character, but is usually
utilized by those playing light, poorly armed characters. Hoods plan to ambush
other characters or natives and trade their loot in dwellings. Players using
this strategy put one Victory Point in Gold, one in Treasure and the rest in
Notoriety. If the "Development" optional rule is in effect a less
developed level may even be chosen to reduce the victory point requirements.
Heavy, well-armed adventurers or those with powerful attack spells have a second
option - the "St. George" strategy, which is more certain to produce
victory. Georgists eschew the valleys, teaming with treacherous humankind, and
seek out the monsters of the Realm in their lairs. Monsters, albeit big and
powerful, are inherently stupid. Their repertoire of attack and defense is limited,
and their direction of attack predictably follows their maneuver. The risk of
attacking a particular monster is calculatable. The risk of attacking the Captain
with knapsack full of hidden treasure weapons is unknowable.
Georgists, killing monsters, garner both Fame and Notoriety, contributing to
two victory requirements simultaneously. Hoods get only Notoriety and a bit
of Gold pocket change for their work. Too, killing Tremendous Monsters opens
a safe route to a Treasure site, and the victorious Georgists gets first crack!
Most treasures offer more Notoriety than Fame, so my recommendation for aspiring
Georgists is : Great Treasure, one or two points; Fame, two points; Notoriety,
one or two points. The sum must be five points because Georgists should select
the highest level of Development. The monsters are fully developed!
Having set his Victory Conditions, the Georgists next peruses Table 1 to see
which monsters his character can safely kill. His eye often fixes on high-profile
monsters, like big dragons, but the small fry should not be overlooked. Great
profit can be made by slaughtering a clutch of the little critters. The value
of each victim is multiplied by the number of monsters previously killed by
the character in a battle. Killing a gaggle of monsters earns 21 points; killing
"Godzilla" nets but 15.
Monster |
No. in Group |
Value Each |
Habitat |
||||||||||||||
T. Fl. Dragon* |
1 |
15 |
MC |
|
| ||||||||||||
T. Dragon* |
1 |
12 |
mC |
||||||||||||||
Giant |
1 |
10 |
M |
|
|||||||||||||
Octopus |
1 |
10 |
MC |
|
|
| |||||||||||
T. Spider |
1 |
8 |
MC |
|
|
| |||||||||||
T. Troll* |
1 |
10 |
C |
| |||||||||||||
T. Serpent* |
1 |
10 |
mC |
||||||||||||||
Demon |
1 |
10 |
MC |
||||||||||||||
Winged Demon |
1 |
10 |
MC |
||||||||||||||
Dragon* |
1 |
10 |
mC |
|
|||||||||||||
Fl. Dragon* |
2 |
6 |
MC |
|
|
|
|
||||||||||
Spider |
1 |
6 |
M |
|
|||||||||||||
Troll* |
2 |
4 |
C |
|
|||||||||||||
Serpent* |
2 |
6 |
mC |
|
|||||||||||||
Giant Bat |
1 |
6 |
Mc |
|
|
||||||||||||
|
2 |
|
|
||||||||||||||
|
3 |
|
|
||||||||||||||
Ghost |
2 |
1 |
V |
|
|
|
|||||||||||
Imp |
1 |
2 |
MC |
||||||||||||||
Goblin Ax |
6 |
1 |
C |
|
| ||||||||||||
Goblin Spear |
6 |
1 |
|
|
|||||||||||||
Goblin Sword |
6 |
1 |
|
|
|
| |||||||||||
Wolf |
6 |
1 |
W |
|
|
|
|||||||||||
Viper* |
2 |
2 |
W |
|
|
|
|||||||||||
Ogre |
2 | 1 | W | ||||||||||||||
* Armored Head/Club Counter |
The right half of Table 1 is read as follows: if the player can kill the monster
better than 66% of the time a blue dot appears in the box. If the character
wins less than 33% of the time, a red cross appears. If the character has a
certain escape, a circle is entered. Hence, in a situation with a red cross
surrounded by a circle, the character probably can't beat the monster, but he
can escape. A entry with no dot is a "fair fight". The character has
a 33-66% chance to win. In MAGIC REALM losers don't survive, so smart Georgists
should avoid a fair fight unless behind in points near the end of the game.
The table assumes the character is at the highest stage of development, armed
per initial specs, with all action chits available. Magic characters have "Stones
Fly", "Fiery Blast" or "Lightning Bolt" and enough
color to go two rounds. Each non-magical character has his weapon in a state
of Alert. The Berserker is berserk. Each magical character has an alert Magic
counter for his best attack spell.
In some cases, the outcome of battle depends on terrain. In the Spider match,
the Wizard can win in a mountain clearing because he can cast "Lightning
Bolt" there. He gets roasted on the plains because "Fiery Blast"
is a weaker spell. Situations like these are indicated by red half-cross on
the chart.
The table suggests that the Witch King can never escape a predator. Actually,
his situation is not quite so desperate. Witch King can escape most of the time,
using the "Broomstick" or "Unleash Power". If his magic
counter time beats of matches the monster's move time, the King can use his
stick of his feet to maneuver in the Melee Phase. The monster has to match directions
to hit. In the ensuing Encounter Phase, the King flies or flees out of the clearing.
Circles were not included in the Witch King's column because they denote only
certain escape.
The Magician looks weaker than he really is, too. Although he has magic counters
of every type, he has no pairs of any type. Lacking a source of color, Magician
cannot cast attack spells. His only lethal weapon (don't laugh) is his dagger.
The Transform spell is not lethal. Magician-Georgists should seek artifacts
or enchanted tiles with the needed color or confine their monster bashing to
Sabbaths offering "Purple" or "Grey".
All of the characters, except Pilgrim and Magician, can kill the Imp. It is
not much of a victory, and it is often a Pyrrhic one. The imp is fast (move
time 2). An alerted bow nails him, but a striking weapon may need two or three
rounds to match directions. By that time, the character will have been Cursed
several times. The cake is not worth the candle.
Having ascertained which monsters his character would like to hunt and which
ones he definitely wants to avoid, the would-be Georgist consults Table 1 to
see where his prey may be found. In the "Habitat" column, the letters
"M", "C", "V" and "W" stand for Mountain,
Cave, Valley and Woods tiles respectively. In cases where a monster may be found
in either Mountain or Caves tiles both letters appear. If the monster is more
apt to be found on Mountain ties, the entry is "Mc"; if the reverse
is true, the "mC" is entered.
At this point the Georgist can select the dwelling at which his character should
start, from the list of dwellings allowed for him. He should choose the dwelling
offering the shortest route to the tiles with the monsters he wants to hung,
crossing as few as possible of the tiles with monsters he wants to avoid. He
should choose a dwelling with few threatening Hoods and he might also give consideration
to a dwelling with a character who might agree to an alliance (see my last article
on this subject in the Vol. 23, No. 6 issue of The GENERAL). Finally, if there
is a dwelling with friendly natives, possessing useful items, the character
might start at the dwelling simply to make a good trade.
Characters can improve their monster-hunting prospects by obtaining: treasure
boots, gloves, potions, etc.; extra armor; better weapons; a horse; more color;
hired natives; and character allies. If house rules limit the game to four to
six weeks of game time, Georgists cannot afford to dally in the valley looking
for bargains. Ten Gold pieces won't by much anyway. However, if the game is
to last two game months or more, the true Georgist can try to fill out his shopping
list before getting into serious monster play.
On the road at last, the Georgist has to watch which Warning, Sound or Site
chits are turned up. The information is important because each Warning or Sound
chit can summon only certain types of monsters. After a few turns, the location
of most of these chits is known. Table 2 shows which monsters may appear at
each Warning or Sound chit. (The Treasure Set-up card shows which monsters show
up at Site chits.) Table 3 shows which Sounds or Sites can be found in each
clearing number.
TABLE 2:
|
The information in Tables 2 and 3 can be used to stay
out of trouble or seek opportunities in unexplored tiles. For instance, inspection
of the tables reveals that a character arriving in Clearing 5 of the Borderland
can expect to face only Goblins, if "Cairns" was seen in another tile.
Bats will appear for the first time only in Clearing 1, and then only if "Flutter
1" has not appeared elsewhere. Table 2 and 3 are less useful in well-traveled
tiles, where many monsters have appeared and roam on their appointed die-rolls.
When the Georgists does come face-to-face with a monster, I can offer no better
advice on tactics than that offered by Richard Hamblin in his article "Magical
Mystery Tour" (Vol. 16, No. 4). Only the tactic of piling up monsters in
a single maneuver box is obsolete. The 2nd Edition rules force the player to
distribute the monsters and their appendages evenly in the boxes. The Georgist
should still aim to deliver the first, unavoidable blow, he should pair his
attack and maneuver, hoping to match directions with the monster.
TABLE 3:
Clearing Number
Sound
Site
1
Flutter, Lost Castle
Altar
2
Patter, Flutter
Statue
3
Slither, Lost City
Vault, Lair
4
Roar, Howl
Shrine
5
Patter, Howl
Cairns
6
Slither, Roar
Hoard, Pool
The new rules present additional challengers to the Georgist. Attacks in the
crucial first round of a battle are resolved in order of length, longest to
shortest. Most monsters attack with the shortest length (tooth/claw), but not
all. The Georgist cannot assume he will strike the first blow. Goblins are armed
with axes, spears and swords. Dragons have heads with the length of a broadsword,
and Giants have clubs with great sword length. Demons and Imps cast spells with
a length of "17", which beats "Stones Fly" and "Fiery
Blast", but not the "Lightning Bolt". If the Georgist won't get
the first shot, he should split the character's attack and maneuver, hoping
the monster's blow will miss.
Finally, inspection of Table 1 reveals that the White Knight, Berserker and
Dwarf are best suited to the "St. George" strategy. The Black Knight,
too, if he can get a heavy weapon in short order. Players intent on playing
"St. George" should choose one of these characters. Characters to
the right of the Druid in Table 1 can switch to a "St. George" strategy,
but only if they acquire a mean treasure weapon or native henchman in the course
of play. Characters between the Druid and Dwarf have more flexibility.