Ue2e abridged
Utopia Engine
How to Play
- Search to find items or Constructs
- If this goes poorly you end up in combat
- You can rest between searches
- After finding Constructs, you may activate them
- You can attempt to connect two or more
- Attempt Final Activation after finding all six
Searching
Choose a region, pick an empty search box. Mark -1 on leftmost/topmost circle, cross off one day in time track. Roll two dice, enter values in any two squares. Repeat twice more. Subtract bottom 3-digit number from top. Difference = search result, best is as close to 0 as possible. Check result chart, resolve. Continue search, or return to workshop. When all six of a region's boxes are filled, cross off additional time track day, get Construct or component. Can visit a region any number of times. Moving between region/workshop takes no time. Erase all day marks and search boxes when returning to previously searched region.
Search Results
0-10 - Find Construct, mark construct box. If construct already found, get two components. If perfect 0, construct already activated. Add 5 points to God's Hand energy. May not use Dowsing rod to achieve perfect 0.
11-99 - Find component, fill component circle. May not store over 4 of a component.
100-555/-1 - -555: Encounter, enter combat. Determine encounter level with encounter chart. Check monster chart for which enemy.
Combat
Roll two dice, match hit value to deal damange, match attack value and be damaged. 6+ damage = combat ends. Roll one die after enemy is defeated for dropped item. <= encounter level finds component. Attack and hit matches on same roll = killing and unconciousness. Get drops before unconciousness.
Rest
Rest between searching to gain HP, 1 HP/day.
Activation
Must activate before connecting. Constructs bestow abilities. Failure to activate first box costs 1 day. Roll both dice, enter on any two squares. Find difference, go for largest result possible. 4=1 point, 5=2 points, 0 resets, roll again. Other results create lock. Negative backfires and 1 damage. 4 or more points activates, fewer moves on to second box. Failure on second box costs one day, activates. Energy over 5 points is transferred to God's Hand energy. Can stop at any time, but erase all progress.
Connecting
Can only connect active constructs that share link boxes. Connection requires component. Remove component from stores, roll dice, enter values in any two squares, find difference, go for smallest result. Can reroll by placing up to ten in the waste basket. Negative does one damage, destroys component, write 2 instead of negative. Must start over if no more components, but waste rolls remain. Add three results, write in link box. Lower is better. Can stop at any time, progress remains.
Final Activation
Add values in all six link boxes, write in final activation box. This is activation difficulty. Can rest before beginning. Once begun, cannot stop until success or death. Reduce activation difficulty by spending HP, 1 diff/HP. Can reach 0 without unconciousness. Roll dice, if total is less than AD, failure. Lose 1 day, take 1 damage. If still alive, roll again. If roll >= AD, success!
Time Track
Mark 1 day per time action. E = event day. Skull = doomsday. First skull = 15th day. If day is crossed next to uncrossed skull, game ends. Can cross skulls with God's Hand. If all skulls are crossed, doomsday = last day on time track.
God's Hand
At any time, spend 3 energy to cross one skull. Gain extra energy when activating constructs, and gain 5 energy when finding constructs with perfect zero. Can only hold 6 energy at a time.
Unconciousness and Death
Six damage = unconciousness, go to workshop, recover for 6 days. 6+ damage = death.
Ending the Game and Scoring
Game ends by:
- Doomsday
- Combat death
- Assembling UE death
- Success
Tally points based on scoring chart:
- Construct - 10
- Unmodified perfect 0 search - 20
- Legendary Treasure - 10
- Construct activated - 5
- Connection completed - 5
- Charged tool belt artifact - 10
- Hit point remaining
- UE Activated - 50
- Days left after activations - 5
Event cycles
Roll a die for each event on cycle chart, tells you which region is affected. Persists until event day moves them to different region.
- Active monsters: +2 levels to encounters
- Fleeting visions: 1 energy when activating
- Good fortune: up to -10 on search results
- Foul weather: lose extra day when day is lost
Tool Belt
Each has 1 charge at game beginning. Cannot be used again until recharged.
- Dowsing Rod: After filling a whole search box, subtract up to 100 from result. Cannot reduce below 1.
- Paralysis wand: At any time, add 2 to each result for remainder of combat.
- Focus Charm: While activating, add 2 energy. Surplus may be added to God's Hand.
Construct Abilities
- Crystal Battery: One time: Spend 3 components to recharge one tool.
- Void Gate: Constant: Recover full strength in four days when unconscious.
- Golden Chassis: Constant: Add 1 to each combat die when fighting spirits.
- Scrying Lens: Constant: -10 from any search result in Glassrock or Root Strangled Marshes. Stacks with Good Fortune.
- Hermetic Mirror: Constant: -10 from any search result in Halebeard or Fiery Maw. Stacks with Good Fortune.
- Seal of Balance: One Time: Cancel all events in any one region while there.
Legendary Treasures
Can only collect once.
- Ice plate: Giant of the peaks, Halebeard Peak. -1 ATK range of monsters.
- Bracelet of Ios: Thunder King, Great Wilds. +1 energy to God's Hand when crossing out a day.
- Shimering Moonlace: Ethereal Sea Plant, Root Marshes. Ignore encounters.
- Scale of the Infinity Wurm: Infinity Wurm, Glassrock. Recover 1HP when crossing out a day.
- Molten Shard: Fiery Maw. +1 Hit range of monsters.
- Ancient Record: Auto succeed at connection. Use component, write 1 in link box.