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Gencon 2005 - Astral Plane Adventure
RULES
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Astral Plane Adventure (Thursday 1500-2000) The Cosmic Cube is adrift and warping reality with its strange powers. Your mission: To enter the Astral Plane, find the cube and return it safely to Earth! Player order is determined randomly each turn by numbered cards. This game will be played on two sets of maps the first set being identical to the second. The second set represents the Astral Plane. During the game you will attempt to access the astral plane in one of two ways either by sending your Astral Form there or by venturing through an Astral gate. Only characters that have Mind Control, Psychic Blast, Phasing/Teleport or the Mystics TA can project their astral form. If they do so, they MUST leave behind an identical copy of their forms on the main map. This form is totally unable to defend itself and cannot take actions. Any damage dealt to it or its astral counterpart is dealt to both figures. In order to go astral a character announces that it is doing so as a power action. The astral form is then placed on the astral map at exactly the same spot where the physical form is, and arrives there similarly inconvenienced by action tokens. Astral forms may move twice their speed value whilst traversing the astral plane and may observe both the astral and material planes. An astral form may return to its origin figure by spending a power action and returning immediately, inconvenienced by any action tokens. The other way to access the astral plane is to find and use an astral gate. Astral Gates are complex doorways that link to the material plane. When you travel through this gateway, your entire form goes with you.
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