Gameplay

How to play CHIMA Adventures

Best way is to check it out! If you’re reading this guide there is a good chance you got it from someone and that means there is a group playing somewhere nearby. Give them a call, and sit in on a game: you’ll figure it out in no time!

This is what you need to be able to play:

-              A StoryTeller,
-              Players,
-              Guidebook,
-              Pencil, Eraser, Dice.

The StoryTeller (ST)

The StoryTeller is your way to interact with the world around your character: comes up with the Adventure ahead of you, decides what opponents come your way, how powerful they are, how they act and what treasure they may hold. The StoryTeller must fully know the world of CHIMA, its history and future, must understand the rules that guide it and make sure that all players are treated and rewarded fairly.

The Players

That’s you! And your friends. Ideally there should be 3-6 people on your adventure team, each playing as their chosen CHIMA character, making their own decisions, heroes on their way to become legends… or heroes on their way to make a pretty penny… or heroes on their way trying to get away from that Rockworm.

The Paperwork

You’ll need a copy of this guidebook (unless of course you have memorized the whole thing), a fully filled out character sheet, and something to make modifications with on it. Your character sheet describes the main attributes of your character, combat abilities and skills, it even describes what tribe you belong to or what colour your fur is. It keeps track of your health points, which round you used your Heroic Strike in, what you keep in your bags and basically everything that is important about your character should be on it.

The Gameplay

So what does this game look like? Well… not much to say: it’s a couple of friends gathering around a table with their sheets and dice having a good time acting out their characters in an imaginary world. Or is it? Imagination is the key here that’s where the players cross the border of this world and the World of Chima, and the guide book and sheet and dice are just a vessel.

The Dice


So say you heroically state that you’re going to attack that Carnivorous Plant in the Outlands that grabbed your friend and cut it down with one mighty strike! Who’s going to decide whether you can do what you want to do? That is the job of the dice! Every time you do something more than trivial you’ll have to roll one or more dice and watch for results: generally rolling 1 means you failed miserably, while rolling 6 will mean you succeeded!

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