Scenarios

In the game of Morphyry you find yourself in the ruins of an ancient temple.  During gameplay you move your tokens or miniatures about on a playing surface which represents this temple.  Scenario cards are put into play as part of the tableau between the two players, like squares on a chessboard, to form this story world of the ancient buildings, building the game board as play progresses.

Scenario cards allow you to manipulate the game board, to control the environment in which the contest between Avatars takes place.  Some scenario cards may give your character an advantage, usually by disadvantaging another player.

For example often a scenario card limits the techniques which can be performed, or the weapons which can be used.  As long as it is your opponents techniques that are limited and not yours, you gain an advantage.

Other ways in which scenario cards can be useful is by providing artifacts.  Unless your character is lucky enough to come with a weapon, or other useful artifact, these must be picked up.  The Morphyry game takes place in the ruins of an abandoned temple reputed to contain treasure.  Scenario cards give you the opportunity to obtain treasure: weapons and other artifacts.

Placement of Scenario Cards

At the beginning of the game only, after dealing your hand of ten cards, you may put out any or all of the scenario cards in your hand.  Then during normal gameplay, in phase 3 of your turn you may put out a Scenario card.  Although you must choose between playing a Technique, Attribute or Artifact card, you may always play a Scenario card without limiting this choice.

Scenario cards are played face-up, and may be played at the centre of the Playing surface, or at any position adjacent or which touches corner-to-corner, an already placed scenario card.  You may place a scenario card on a position occupied by your own token or miniature, but not one occupied by your opponents.

Outside and In

All scenario cards are specified as being Exterior, Interior or Portal cards.  In the magnified diagram below, the Exterior cards are light blue/cyan, the interior, dark blue/purple, and the Portals are orange.

Magnified section of the Playing Surface. Locations on the tableau which do not have a card on them, are by default Exterior and are shown dotted.Exterior Scenario cards/squares have no effect on actions.Exterior cards represent parts of the temple which are not enclosed, and have earth underfoot.  If a location on the tableau does not have card on it, it is by default Exterior.Interior cards represent parts of the temple which are generally enclosed, with a fairly low ceiling, and which have a paved floor.Where interior and exterior cards adjoin a wall is created.  In the diagram, if both tokens advance one square, tho' they can turn to face one another they cannot fight as there is a wall between them, where the light and dark blue cards adjoin in the centre of the diagram.Portal Scenario cards represent doorways, arches, even sections of wall that have fallen down: anything which provides access from interior to exterior.To move between an interior square and an exterior card, you must first move onto a portal card.  If a token is on a portal card it can attack (and be attacked by) tokens on either interior or exterior cards.

Tactical Use of Interior and Exterior Scenario Cards

Although it is not necessary to have any scenario cards in your deck at all, there are many ways to use Scenario cards to your advantage.  Even if your characters are to be powerful fighters, with an arsenal of combat technique cards, it may pay to have a few portal cards to prevent your foes hiding behind walls.

A mage character for example, may have a number of internal scenario cards, and aim to hide themselves behind walls, attacking with their spells, or summoned monsters.

Characters who have the skills to use wrestling or Aikido style techniques (those which use the attacking force of their opponents against them) can use the walls provided by Internal scenario cards.  By throwing or directing their foe into walls extra crushing damage can be done, as described on the technique card.

Hazards

Some scenario cards contain specific hazards.  These fall into two loosely defined groups: those that are effectively traps that you try to lead or force your opponent into; and those that merely disadvantage your opponent by applying a penalty to her skills.

For example the Exterior Scenario card "Accursed Mud" provides a slippery surface underfoot that gives +3 to all skill calls for Martial Arts Manouvres, and Attacks; and +1 to Standard Movements, Manouvres and Attacks.

Your character may not rely on combat (ie they are a magic user with an arsenal of spells); or perhaps your character has a special ability of "Surefootedness" allowing them to ignore these penalties.  In this case Accursed Mud will limit your opponent and probably cause them to fall if you can get them on that square, perhaps by playing the card just as they advance onto the square.

Alternatively some cards are bad for all players affected by them.  "The Dry Well" provides that any character landing on it instantly falls 12 feet and suffers 8 crush damage.  You might use this card if your character has wrestling or aikido type techniques, or high strength, and plan to force your opponent onto the card.

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