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Game Turns Starting with the earliest regeneration of the Doctor and moving clockwise, each player takes their turn. After each player has their turn the Daleks then have a turn. This process repeats until either: one or more players wins the game, or the Daleks win the game. Each player’s turn consists of four steps: 1. Prepare 2. Travel 3. Adventure 4. Finish
“Have you ever thought what it's like to be wanderers in the Fourth Dimension?”
The Travel Step During this step you fly your TARDIS to a new location or try to solve an unfinished Dilemma at your current location. When traveling to a new location you roll the TARDIS die. If you roll the TARDIS symbol you may go to a location of your choice. If you roll the Question Mark symbol, the TARDIS decided she knew where you ought to be, and you go to a random location from the top of the deck.
Recruiting a Companion
If you have an empty Companion space on your TARDIS Console, you may recruit a Companion at the start of your adventure. If you are on Earth draw from the Earth Companion deck. If not, then draw from the Alien Companion deck. If you are on a Time Anomaly, you may recruit a Companion from either deck.
Determine the Challenge
The combined symbols on the Location and Dilemma set the Challenge that you will need to meet to complete this Adventure. The colours on the Location and Dilemma tiles are there to give you guidance on which Story Dice are most likely to roll that symbol. It doesn’t matter which Example: To complete this Challenge the Doctor needs to roll the following symbols: