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Tainted Grail: The Fall of Avalon Diplomacy Rules
Hey there! I’m here to talk about the diplomacy rules in Tainted Grail: The Fall of Avalon. If you’re new to the game or if you’ve played before and just need a refresher, this guide is for you. So let’s jump right in!
Diplomacy is an important aspect of the game. It allows you to interact with the various people and factions in the world of Avalon. By engaging in conversations and making choices, you can shape the narrative and influence the outcome of your adventures.
When you encounter a non-player character (NPC) in the game, you’ll have the opportunity to engage in a diplomacy action. This is denoted by a speech bubble icon. By clicking on it, you can start a conversation with the NPC and begin the diplomacy mini-game.
The diplomacy mini-game consists of a series of dialogue options. Each option is represented by a symbol, such as a heart, a fist, or a book. These symbols represent different approaches to the conversation, such as appealing to the NPC’s emotions, using force or intimidation, or relying on knowledge and intelligence.
Your goal in the mini-game is to find the right combination of dialogue options that will result in a positive outcome. A positive outcome can mean different things depending on the situation – it could be convincing an NPC to help you, gaining valuable information, or avoiding a fight. It’s up to you to choose the options that align with your goals and the character you’re playing.
It’s important to note that diplomacy in Tainted Grail is not a guaranteed success. Some NPCs may be more resistant to certain approaches, or they may require additional requirements to be met before they can be convinced. So be prepared to adapt your strategy and try different dialogue options if things don’t go as planned.
Understanding the motivations and personalities of the NPCs you encounter can be key to successful diplomacy. Pay attention to the information provided in the game – it can give you valuable insights into how to approach a conversation. Empathy and careful observation can go a long way in navigating the complex webs of Avalon’s politics.
So there you have it – an overview of the diplomacy rules in Tainted Grail: The Fall of Avalon. Remember, effective diplomacy can lead to exciting opportunities and unexpected rewards. Good luck, and may the power of words be with you on your adventures in Avalon!
Did you know that certain Diplomatic Encounters offer different paths to success? Some of these encounters have multiple stages or give you the choice between two approaches. To win these encounters, you’ll need to conquer the Affinity track mini-game multiple times in a row, each time facing different conditions.
Here’s a tip for you: If you’re not up for the challenge, there may be an alternative. In some Diplomatic Encounters, you have the option to escape or avoid them completely. Of course, this depends on your reputation (Rep) or the resources you have at your disposal. For more details on how to escape or avoid diplomacy, check out our guide on Escaping or Avoiding Diplomacy.
Diplomacy Sequence Example
Hey there! Let’s talk about Sequences in Diplomacy. These Sequences are made up of Diplomacy cards that you and your party members play during a Diplomatic Encounter. When you play your cards, they form a straight line in what we call a Sequence. And here’s a cool thing – all the Keys in the cards line up perfectly, so you can see them all clearly without any obstructions.
Escaping or Avoiding Diplomacy
Now, what if you want to get out of a Diplomatic Encounter? No worries, you always have the option to Escape. But here’s the catch – each Party member will face a penalty that’s mentioned in the “Failure” section of the card.
Alternatively, if the card has an “Avoid” section at the bottom, you can choose to skip the Encounter altogether. If you do so, make sure you pay all the costs and meet all the requirements mentioned in the “Avoid” section. Then, take the Encounter card and put it at the bottom of the Blue Encounter deck. Finally, you can continue with the game as usual.
Listen up, folks! I’ve got an important tip for you: you can only avoid a confrontation if you do it before it even starts! Once the diplomacy kicks off, you’re not allowed to back out. So, make your move wisely. Got it?
Okay, now let’s talk about group situations. When you’re in a party and trying to avoid a confrontation, always consider the person with the highest reputation or attribute levels (don’t add them up, just focus on the highest one). The consequences of avoiding or failing the encounter apply to each party member individually. If there’s a disagreement among the party members about whether to avoid or fail the encounter, they’ll have to work it out together. Majority rules, folks!
Encounter Card
Hey there! Let me break down what you’ll find in a typical Diplomatic Encounter card:
- Card Name.
- Flavor text.
- Affinity Track. This marker can move up or down. Some special powers even check if it’s on green or red.
- Encounter Difficulty. These encounters can be easy, medium, hard, or the toughest.
- Avoid. If you wanna bail, you’ll need to meet certain requirements and pay a cost.
- Attribute Keys. Linking these Keys offers all sorts of bonuses, if you have the right Attribute level.
- Stages. Each stage has its own rules for winning the Affinity track showdown.
Diplomacy Elements
Let’s talk about the important components of Diplomacy in Tainted Grail. These are the Diplomacy Table, Failure, and Reward.
- Diplomacy Table. This table helps you determine the opponent’s Response during the Response step.
- Failure. This refers to the cost of losing an Encounter, and it applies to each member of your Party.
- Reward. Winning an Encounter brings a reward. Each member of your Party gains the individual reward listed here.
Starting Diplomacy
Are you ready to dive into Diplomacy in Tainted Grail? It begins when you are instructed to draw or pick a card from the blue Encounter deck. Look for a card with at least one open Key on its right edge.
Once you have drawn an Encounter card, place it on the board. Be sure to leave enough space on the right side, as this is where you will build your Sequence.
So, here’s what you need to do. First, I need to double-check and make sure I’m only using one Item with each of these keywords: Weapon, Shield, Armor, Companion, and Relic. Can’t have more than one of each.
If I decide that some of my Items aren’t going to be useful in this Encounter, I can set them aside for now. They won’t be used until later. But remember, once I enter Diplomacy, no Items can be added!
Once I’ve figured out my equipment situation, it’s time to draw some cards from my Diplomacy Deck. The number of cards I draw depends on how many Characters are in the Encounter.
- If there are 1-3 Characters, I draw 3 cards.
- If there are 4 Characters, I draw 2 cards.
If I don’t like the cards I’ve drawn and want a fresh start, I can discard my entire hand and draw a new one with one less card. I can keep doing this until I only have one card left in my hand.
Once all of us Party members have our starting cards, we begin Diplomacy. I’ll place a marker in the gray slot of the Affinity track, and then we move on to phase I of the Diplomacy Turn, which you can read about on the next page.
The Diplomacy Card
Hey there! Let me show you an example of a Diplomacy card that you’ll use to defeat your opponent in a Diplomatic Encounter.
- Attribute Keys. These keys are open and can connect to a Bonus Key on the next card. The icons on the Attribute Keys match the Attributes on the Character Tray. But, here’s the catch: if your level in a certain Attribute is not high enough, the Attribute Key won’t connect!
- Bonus Keys. These Keys can connect to an Attribute Key on the previous card in the Sequence.
- Magic Key. This Key connects when you join its left and right parts AND spend 1 Magic point.
Let me introduce you to some important details about the game. Here’s what you need to know:
Free Key. This key is special because it’s always free, and it gives you a bonus. The bonus you get is explained in the “Diplomacy Bonuses” section. If the key doesn’t have a bonus, you don’t get anything extra. Ability. This part of the card contains special rules that have different timings. Only abilities that you can see and are not covered by other cards are considered active. Passive cards, which I’ll explain next, are always active and their abilities stay in effect throughout the game. Card Number. Each combat and diplomacy card has a unique number to help you sort them and build your decks. The letter next to the number shows which deck and color the card belongs to. For example, U is blue, G is green, B is brown, and Y is gray.
That’s it for the important details. Now, let’s talk about passive diplomacy cards.
Passive Diplomacy cards are different from regular ones because their Ability is always visible when in Sequence. To make that possible, their Keys are located on opposite edges of the card.
If a card instructs you to gain Charges, you can use universal markers to keep track of them. Simply place the markers on the card. The “Pay x Charges” Abilities can be used at any time you want.
When you are in a Party: Charges from cards can only be used by the Active Character, but it is important to note that the owner of the card must give their agreement.
The Diplomacy Turn
A Diplomatic Encounter usually consists of several Turns, each of which goes through the following phases:
I. Choose the Active Character
As a member of the Party, it is up to you to decide who will be the next Active Character. You have the choice of any Character who has not been Activated this Turn. (These are the ones without a Time Token on their Character Tray).
If we can’t all agree on what to do next, we’ll let the character with the lowest character number who hasn’t been activated yet this turn take the lead.
We’ll place a time token on that character’s tray so we remember that they can’t be activated again until the next turn.
Remember, any effects or penalties that happen during the character’s activation only apply to that character!
II. Character Activation
1. Delayed Abilities
When playing the game, there is an important action you need to take – removing one Time Token from each Diplomacy card in the Sequence that has any. If you happen to remove the last Time Token from a card, you must resolve its Ability with the Time Token trigger right away. Keep in mind that these abilities only trigger once!
2. Playing Cards
Now, it’s time to put your plan into action by playing cards from your hand and adding them to the Sequence. However, there may be situations where you’re forced to play a card due to Panic. Let’s learn more about Panic.
To complete this step, simply follow the list below:
The first thing I do when it’s my turn to play is to choose a Diplomacy card. And the best part is, I don’t need to worry about any special requirements when playing the very first card during my turn! I can play it without connecting to any Bonuses or Keys. All it needs to do is fit properly with the previous card in the Sequence, so that its bottom Key joins with the bottom Key of the previous card.
Once I’ve played the card, there are a few things I need to do:
- Check if any Attribute Keys connect to Bonus Keys. If they do, I get to apply those Bonuses. It’s important to note that in order for them to connect, I need to have the specified Attribute level mentioned in the Key.
- If both parts of a Magic Key join, I can connect it by paying 1 Magic and gain its Bonus. Magic is a powerful resource in the game, so it’s always a good idea to take advantage of any Magic Bonuses I can get.
- Connect the bottom, Free Key and gain its Bonus. The Free Key is like a wildcard that allows me to connect to any other Key in the Sequence. And of course, I get to enjoy its Bonus as well.
- Check the Ability. If the Ability triggers now (more on Ability Triggers in a moment), I resolve it. Abilities can provide some fantastic effects, so it’s always exciting when they come into play.
By following these steps, I can make the most of my Diplomacy card and ensure that I’m taking full advantage of the game’s mechanics. It’s a strategic process that requires careful consideration, but it adds an extra layer of depth and excitement to the game!
Rewritten text:
Here’s what you need to know about playing additional Diplomacy cards:
- Connect with a Key: When playing Diplomacy cards, you must connect each card you play after the first one with a Key. The Key is an important factor that determines your progress in the game. If you don’t have a card with a Bonus Key or you can’t find a way to connect it, you are not allowed to play any additional cards. Make sure to carefully consider your options and plan ahead!
- Resolving the Cards: It’s crucial to resolve the cards you play correctly. This means taking into account the effects and outcomes of each card. Pay close attention to the instructions on the cards and follow them accordingly. Your decisions will impact the course of the game, so think strategically!
Hey, listen up! Here’s an important tip for you: make sure that the icon is on the card you want to play, not the one before it, in order to get it connected. Got it? Great!
Checking the Affinity
Take a look at where the marker is on the Affinity track. It’s pretty crucial!
Now, let’s break it down for you:
- If the marker is at the lowest slot, sorry to break it to you, but you lose the Encounter. Bummer, right? That means you have to follow the Failure rules for each member of your Party. Oh, and don’t forget to put the Encounter card back at the bottom of its deck. After that, go ahead and shuffle your Diplomacy deck. Gotta keep things fair, you know?
- But hey, if the marker somehow ends up at the highest slot, guess what? You win the current Stage of the Encounter! Woohoo! And if that was actually the very last Stage, congrats! You win the whole darn Encounter! That means you get all the Rewards. Pretty cool, huh? Finish it off by putting the Encounter card back in its deck, at the bottom of course. And what’s next? Well, you need to reshuffle your Diplomacy deck to keep things running smoothly.
Step 3: Opponent’s Move
When you come across an Encounter card, search for the Response that matches the current Stage of the Encounter. This Response will affect the Active Character directly. After that, you’ll need to perform an Affinity Check (refer to the “Affinity Check” frame for details).
4. Check Readiness
Take a moment to check if all the Party Members have been Activated during this Turn, meaning they have a Time Token on their Character Trays. If all the Characters have been Activated, move on to the End Turn phase (III).
If there are still Characters who haven’t been Activated, it’s time to go back to the “Pick the Active Character” phase (I).
III. End Turn
- Discard: Each member of the party needs to discard cards until they have only 3 left in their hand.
- Draw: All Party members should draw 1 card from their decks, unless their Character Panics and they don’t draw.
- Start a New Turn: Go back to the beginning of phase I (Pick the Active Character)!
Connected Keys
In order for two Keys to be connected, both halves of the Key must come together. Keep in mind:
Having the right Attribute level is crucial for your Character. You need to make sure the Attribute level matches the requirements. This is because your Character’s success depends on it.
Hey there! So, let’s talk about this cool thing called a Magic Key. If you want to connect it, you’ll need to spend 1 point of Magic – just keep it in mind! Once you’ve spent that point, make sure to place it on the Magic Key to show that it’s active.
Now, here’s an important rule: if you ever have to get rid of a card that has a Connected Magic Key, say goodbye to the Magic point that you used to Connect it. It’s a bit of a bummer, I know, but that’s how it goes.
Hey there! Did you know that Free Keys are always a game-changer? They not only unlock new possibilities but can also bring along powerful multipliers. Talk about a winning combination!
The Power of Diplomacy Cards
Diplomacy cards are pretty amazing, if you ask me. They have these cool abilities that can really shake things up. And guess what? They even come with Trigger icons, so you know exactly when to use them. How convenient is that?
When you place – use this power right away as soon as you put the card in the line.
Delayed – when I play this card, I’ll put a special Time Token on it. The Time Token stays on the card until the very end. Once the Time Token is removed, its Ability kicks in. It’s important to note that the Ability won’t trigger on future turns, and the Time Token won’t come back!
If I place another card on top of a card with a Time Token, and it covers up the Ability, the Time Token is lost, and the Ability won’t activate.
About Opponent’s Response – This Ability stays active for the whole Step 3, typically altering the Response of your opponent.
Damage – Wow, this cool icon is telling me that my Character needs to reduce their by the amount shown. How interesting!
Connected Attribute Key – This cool icon here shows the number of connected Attribute Keys of this specific type in the whole Sequence.
Awesome Diplomacy Bonuses
Hey there! Let me tell you all about how to navigate the Affinity track.
Alright, so here’s the deal: when it comes to the Affinity track, there’s this marker that you can move up or down. It’s a pretty important part of the whole system.
Now, why would you want to move the marker, you might be wondering? Well, let me explain. The Affinity track is like a little guide that helps you understand how much you connect with something or someone. It’s kind of like a measuring stick for your level of interest or liking.
So, let’s say you’re checking out something new, like a book or a song, and you want to figure out how much you really dig it. That’s where the Affinity track comes in handy. You can move the marker up or down to show how much you’re into it.
But here’s the cool part – the Affinity track isn’t just about personal taste. It can also come in handy if you’re trying to figure out how well you connect with people. Let’s say you meet someone new and you’re not sure if you have similar interests. By moving the marker on the Affinity track, you can get a sense of how well you vibe with them.
Now, it’s important to keep in mind that the Affinity track is a bit of a double-edged sword. It can help you figure things out, but it can also lead to some unexpected discoveries. Sometimes, you might find that your interests or connections change over time, and that’s totally normal.
So, there you have it – the Affinity track in a nutshell. It’s a nifty little tool that helps you explore your interests and connections. Give it a try and see what you discover!
So, let’s talk about this Bonus thing. It’s decided by the Encounter card and the Attribute it’s all about. Now, what you gotta do is head on over to the description of the current Stage on the Encounter card. Take a look and see if there’s a rule that matches up with the Attribute connected to this Bonus. It’s as simple as that!
Hey there! I’ve got something special for you. This awesome Bonus Key lets you play extra Diplomacy cards during step 2 of your Activation (check out: Playing Cards). But here’s the thing, my friend: you only use this Key if you’ve already played a Diplomacy card earlier in the Activation.
And hey, don’t get too excited now. This Bonus doesn’t multiply anything. So if there’s a multiplier nearby, just ignore it. No need to complicate things, right?
So here’s what you need to do. Just go ahead and get rid of that last card in your Sequence. Simple as that!
If you’re in the market for a fresh take on things, I’ve got just the solution for you: the multiplication symbol! It may seem like a simple little character, but trust me, it’s got a whole lot of power packed into those tiny lines.
So what’s so special about this micro-miracle? Well, let me break it down for you. When used in math, the multiplication symbol is like a magic wand that can turn one number into many. It’s all about taking what you’ve got and making it bigger and better.
Picture this: you’ve got 5 apples, and you want to share them equally among 2 friends. How do you figure out how many apples each person gets? That’s where the multiplication symbol comes in. Just plop that bad boy between the 5 and the 2, like this: 5 x 2, and let the math do its thing. Suddenly, your 5 apples become 10, split evenly between your pals.
But that’s not all! The multiplication symbol can do so much more. It can help you count groups of objects, measure distances, and even figure out the area of a shape. It’s like a Swiss Army knife for numbers.
So the next time you’re faced with a math problem that needs a little oomph, remember the power of the multiplication symbol. It’s a small symbol with a big impact, and it’s ready to help you unleash your inner math wizard. Give it a try and see the magic for yourself!
Void the next icon.
Other Diplomacy Rules
Panic
Panic happens when your is higher than your current
(when the terror marker is higher than the wings of the T-shaped limiter). When this occurs:
- Instead of playing the first card from your hand in Step 2 (Playing Cards) this Turn, play a card from the top of your Diplomacy deck. Then, you can play any additional cards from your hand, according to the standard rules.
- Do not draw a new card at the End of Turn. Any bonus or extra cards acquired from Bonus Keys, Skills, or Abilities are still drawn as usual.
No Cards in Deck
Hey there! Have you ever found yourself in a situation where your Character needs to draw some Diplomacy cards, but your Diplomacy deck doesn’t have enough? Well, guess what? You fail the Encounter! And let me tell you, failing an Encounter is not the best feeling in the world. But don’t worry, I’ve got you covered! Just follow these simple rules:
Uh-oh, you’re in trouble!
Whenever my health reaches 0, I get a “You Are Dying” card. This card ends the current Encounter right away. Look at the card for more details.
What Happens When I Need to Discard But I Have No Cards?
When I am required to discard a card from my hand, but I don’t have any, I discard a card from the top of my Diplomacy deck instead.
An Example of a Diplomacy Encounter
Let’s say I draw a Weeping Orphan blue Encounter. This Encounter has two Stages. To win, I have to complete Stage 1 first and then move on to Stage 2. To keep track of my progress, I place a marker on the gray slot of the Affinity track.
Round One: Let’s Begin
Alright, it’s time for the first round of the Encounter! This is where things get interesting. As the game kicks off, I draw three cards from my Diplomacy deck. These cards are crucial for negotiating and navigating through challenges.
Now that I’ve got my cards, I need to play a Simple Truth card. This card allows me to make a straightforward statement or claim to assert my position. It’s a strategic move that can help me gain an advantage.
In this particular scenario, Arev, my character, has one point of influence. But, here’s the exciting part! Arev also has a Key, which means he can unlock some special bonuses. The connected
Key shares a
symbol. So, by tapping into that connection, Arev gains an additional advantage.
When I play the game, I first need to understand the meaning of the symbol on the Encounter card. This is important because it helps me determine what action to take. In Stage I, if the symbol is a , I know that I need to move the Affinity marker two slots up on the track. It’s like a signal that tells me how the game is progressing and what decisions I should make.
Another important card in the game is the Free Key of the Simple Truth. It has a symbol on it, which means that I need to move the marker up again, this time by one slot. This symbol is like a clue that guides me on my journey.
You may have found yourself in a situation where you don’t have any cards with a symbol on them. This means that you’re unable to play any more cards and have to end your turn.
Hey, looks like the marker isn’t at the end of the track, so now it’s the opponent’s turn to respond. They’ll move the marker down one slot. And guess what? Arev also earns a point.
But wait, there’s more! The player gets to draw a card.
First Stage – Turn 2
Sometimes I struggle when it comes time to create something entirely new. It’s not always easy to take an idea and transform it into something that is truly fresh and creative. But that’s what I’m here to do – to put my own spin on things and add a touch of originality to everything I create. It’s a challenge, but one that I embrace with excitement.
When I sit down to write, I often find myself staring at a blank page, unsure of where to begin. The possibilities are endless, and yet somehow I feel stuck. But that’s when I remind myself that the first step is simply to start. To put pen to paper, or in this case, fingers to keyboard, and let the words flow. It may not be perfect from the get-go, but that’s okay. The important thing is to get the ideas out of my head and onto the page.
Creating something new requires a certain level of courage. It means stepping out of my comfort zone and taking risks. It means being vulnerable and putting my work out into the world, knowing that not everyone will love it. But that’s okay too. Because at least I know that I have put something out there that is uniquely mine.
There is a certain joy in the process of creation. The feeling of taking an idea and bringing it to life is truly magical. It’s a journey of discovery, as I uncover new paths and possibilities along the way. And the best part is, there are no limits. I can let my imagination run wild and see where it takes me.
So, even though it can be challenging, I embrace the task of breathing new life into everything I create. I strive to inject my own perspective and voice into each piece, to make it truly my own. And while it may not always be easy, I know that the end result will be worth it. Because creating something that is original and distinct is a reward in itself.
Imagine this: I’m playing a game called False Promise. My goal is to get the bonus from the Magic Key, so I spend 1 point of Magic. But wait, there’s more! I also get bonuses from connected and Free Keys.
As I continue playing, I draw a card and move my marker two slots up the Affinity track. It’s the last slot on the track, so I decide to end my Turn.
Now comes the “Affinity Check.” I advance to the next Stage of the Encounter and move my marker back to the gray slot on the Affinity track. Since the Turn has ended, there’s no Response to worry about.
Finally, I draw 1 card and prepare for my next move.
Second Stage – Turn 3
Alright, guys, let’s get this show on the road! I just played a Bleak Joke card, which happens to be our first one for this round. Lucky for us, we can ignore that symbol for now. And check this out, because of the nifty ️Key that we have, I get to draw 1 card. Sweet!
Now, it’s time to deal with the Affinity. Unfortunately, it’s not green, which means I lose 1 Rep. Bummer. But hey, it’s not all bad news. I do get to place 1 Charge on the card. Progress, baby!
So here’s the thing: I can now use the Bleak Joke card, paying 1 Charge, to play an Eye for Detail card and act like it’s connected to that sneaky . But wait, there’s more! The Key card has entered the chat, connecting to this whole situation with its cool
symbol. From there, I check out the table on the Encounter card and slide that marker on the Affinity Track up by 1.
Alright, it’s time for the opponent’s response. I lose 1 point, and the last card in the sequence gets destroyed. Say goodbye to the Eye for Detail card – it’s going in the discard pile along with its time token. Now, the final card in the sequence is the Bleak Joke card.
We keep going with the encounter until I manage to move the marker all the way up the Affinity track and complete the second stage.