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PROJECT ANNUSTARIA
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Chapter 9: The Calendar Board and Its Rules.​
Not everything about the battle is what the party members do during the moment. Other factors could be considered, including weather, wind, nighttime, and ammunition deliveries. Some of these are outside of the control of all players and party members involved. Because of this, all players must be able to navigate potential difficulties related to them. This chapter discusses the rules and mechanics related to these, including the Calendar Board.
9.1 Night Phase:    

Once everyone has taken a turn and it returns to the player with a starting token’s turn again, the night phase begins. The player with the starting token does not take their turn until the night phase is over. The night phase is not considered part of anyone’s turn but rather its own entity. There are multiple subphases within it, starting with the calendar roll and ending with the players either ambushing at night or declining to do so. After that, the night phase is over, and the person with the starting token starts that turn. The subphases are:
  • The player who currently has the god token passes it to the player on their right. The player who has just received the god token has it until the beginning of the next night phase.
  • Creatures that act during the night phase. If there are multiple of the same creature, the player with the god token chooses the order in which they act. If there are multiple creatures that are different, do so in this order:
    • Ophanim.
    • Zombie(s).
  • The relationship value of every party with a catgirl girlfriend or catboy boyfriend goes down by 1.
  • The player with the god token rolls 2 d20s to see if the intergalactic basketball shot makes it.
  • The player with the god token makes a calendar roll.
  • Player with the god token rolling for wind.
  • Annustaria Breaker:
    • Making checks for Annustaria Breaker (if value is at 20).
    • Decreasing the Annustar Damage Value by 1 (if value is under 20 but above 0).
  • Night Actions.

9.2 The Calendar Board:    

The calendar is a separate board from the main one that controls some aspects of the game.    It is modeled after actual calendars. Like with the Main Board, a piece moves on different spaces with its own rules.


At the beginning of the night phase, a calendar and wind roll must take place before that player takes their turn. First, the player with the god token rolls a d4 and moves the god piece that many spaces. Players are unable to use fate rerolls when rolling to move the god piece. The rules of the space that is landed on must be followed, which will be explained more in this chapter. Next, the player with the god token rolls a d20 to determine wind, a concept explained in more detail in this chapter. Fate rerolls may not be used on rolls to determine wind. Finally, after this process is completed, the god token is passed to the next player on the right, and play is continued from the player with the starting token.
    
​
When the god piece reaches the end space of the Calendar Board, it stays on the final space regardless of how many spaces remain on the die. The piece is then placed on the start space, restarting the process. If the players are playing with the optional ceasefire rule, move the token for that on the Track-Keeping Board up one on the ceasefire scale.

9.3 Supply Spaces:    

On the Calendar Board, multiple spaces denote when ammunition is resupplied. When the god piece lands on or passes over one of these spaces, every player who has ranged or hybrid weapons that require ammunition gets to gain as much of it as the “ammo regeneration” stat of the weapon denotes. The stats indicate its maximum capacity, which may not be exceeded. If a player has multiple weapons that use ammo, the player must choose one of them to receive more ammunition. Finally, looted weapons cannot benefit from this space.

    
For the weather, treat supply spaces as “normal spaces.” This ruling means that these spaces will generally generate normal weather.

9.4 Weather:    

There are several spaces on the Calendar Board denoting the weather conditions for the upcoming round. The weather condition starts when the player with the starting token begins their turn and continues until the weather is rolled again. If it lands on hail, every player must immediately make the saving throw afterwards.

    
The start, end, and supply spaces on the Calendar Board are treated as “normal” weather spaces when determining weather. The weather conditions, except for normal, can interfere with each player’s abilities, such as attacking or movement. Some could even have special abilities, such as giving a status condition or potentially doing damage. The five weather types are:
  • Normal.
  • Rain.
  • Snow.
  • Fog.
  • Hail.

Normal:

There are clear skies and no adverse weather. Nothing additional happens.


Rain:
    
Every piece on the pathway gains the wet status condition. This condition lasts until the beginning of the next night phase. Also, due to the increased slipperiness, both sides of a tackle must roll a -4 penalty + your adaptability modifier, and rolling a 6 on a movement roll does not grant you an additional movement roll. For example, if your adaptability modifier is +1, the total penalty would be -3.


Snow:
    
Snow makes various things harder. For attack rolls, both sides must take a -4 penalty + each respective player’s adaptability modifier. These effects also apply to attacks made by structures.  For example, if your adaptability modifier is +1, the total penalty would be -3. Also, spells that require sight have their respective ranges shortened by 1 space. Finally, due to the increased slipperiness, both sides of a tackle must roll with a -4 penalty + your adaptability modifier, and rolling a 6 on a movement roll does not grant you an additional movement roll.


Fog:
    
Fog makes it hard to see, making many things harder. The offender on attack rolls has disadvantage, and the defender on attack rolls makes the roll with a -4 penalty + their adaptability modifier. Your party is unable to cast spells that require sight and is unable to fortify structures.


Hail:
    
Every player, after the weather changes to hail, must make a saving throw to avoid taking damage from the falling ice. The goal is equal to 1 for every piece that is either in the pathway or your home area. Each player adds their luck modifier to the roll. If you succeed, nothing happens. If you fail, you take 1d4 normal natural damage. Also, due to the increased slipperiness, both sides of a tackle must roll with a -4 penalty + your adaptability modifier, and rolling a 6 on a movement roll does not grant you an additional movement roll.

9.5 Event Weather Spaces:    

If you're playing with the optional event rules while an event is currently in play, these spaces come into effect. They are marked with the word “event” and cause whatever weather type is listed in the optional rules for the relevant time under “special weather.” If there is not currently one happening, these spaces do nothing but generate normal weather.

9.6 Wind:    

The player with the god token rolls a d20. After rolling for the weather, roll a d20 to determine the wind direction and speed. Any combination of direction and speed could happen in any weather type. Here is the table for the combinations that a player could roll, as well as a general list of them:
  • No wind.
  • Light north.
  • Light west
  • Light south,
  • Light east.
  • Moderate north.
  • Moderate west.
  • Moderate south.
  • Moderate east.
  • Heavy north.
  • Heavy west.
  • Heavy south.
  • Heavy east.
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Wind can affect various things, such as the damage of ranged weapons, structures, and some spells. How an entity is affected depends upon whether that entity is facing towards, away from, or sideways from the wind. To determine which one applies, look at which direction the party member who is doing the action is facing. For example, if the wind is blowing east and the party member is facing east, they are facing away from it. For cases with opposite directions, they are facing towards it. In cases where neither is true, the member faces sideways from the wind. This ruling applies to both attacking or otherwise acting towards pieces on the pathway and structures on structure spaces.
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9.7 Night Actions:    

After the rolls for calendar and wind take place and rules for both go entirely out, but before the first player takes their turn, each player’s party gets to perform a special action known as a “night action.” Like in real life, party members often prefer to sleep during the night to avoid the consequences of staying up all night. However, parties in the game can use this time to do something else, albeit at a cost.

    
At the beginning of the last part of the night phase, every player’s party, starting with the player with the starting token, takes a night action. Similar to regular actions, each player is limited to one per night phase. After following the rules of your selection, in which you must pick one of the three, the next player gets to choose theirs until everyone playing has made one. After this, the night phase ends, and the player with the starting token starts their regular turn. The possible night actions are as follows:
  • Ambushing During the Night.
  • Rizzing Through the Night.
  • Sleeping.

Ambushing During the Night:
    
​
When a player ambushes at night, they roll a d6. If what they roll would move them the right number of spaces to land on the same space as an enemy piece, then they get to move that many spaces and ambush that piece. They may choose to do either form of ambush. If they do not roll the right number of spaces to land on the same space as an enemy piece, then all of their pieces will stay where they were previously, and none of them will move. 


Ambushing at Night does not cost a reaction but does give the party a level of exhaustion. If a party reaches level 5 of exhaustion, all of their pieces on the pathway immediately become eliminated after performing the night action.


Rizzing Through the Night:

A player may only perform this night phase action if their party currently does not have a catgirl girlfriend nor a catboy boyfriend. When a party performs this night phase action, make a contest roll, with you being the offender. You add your intelligence modifier to the roll, and the defender is a set value based on the party’s level of exhaustion, as seen in the chart below. The level of exhaustion used for determining the set value is before you gain an additional level for using this night action. If you succeed at the contest roll, the party gains a catgirl girlfriend or catboy boyfriend (your choice), and its relationship value is set to 12. If you fail, nothing happens, and the night action is over.
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Rizzing Through the Night does not cost a reaction but does give the party a level of exhaustion. If a party reaches level 5 of exhaustion, all of their pieces on the pathway immediately become eliminated after performing the night action.

Sleeping:

Sleeping is the safest night action to take. When a party performs this action, that party gains no levels of exhaustion, nor does it lose any. If the party has one or more levels of exhaustion, it goes down by one after taking this night action.


9.8 Sleeping During the Day:    

At the beginning of your turn, if your party has one or more levels of exhaustion, you may choose for your party to sleep during the day. When this is done, the entirety of your turn is skipped. Your party is unable to take reactions or add to your bonus from then on until after the following night phase. When your party sleeps during the day, one level of exhaustion is instantly removed from them.
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