Rules

Our games is part of the large multi chapter Tyrran campaign. All games use the same ruleset.

To help those new to the game master the rules we have provided Rules Summaries:

The full rules and chapter specific notes

All chapters use the same ruleset: Rule Book 9th Edition and the simplified and streamlined Revised Race Rules and the current errata.

Chapter Options

There are three options described in the full rules which a chapter can choose to use which speed play. Our chapter uses the all three: Cast on the Fly, Automax, and the Limited Reset at 6 a.m. We allow you to have five attuned magic items at a time. (If you carry more magic items you must have a way to indicate which items are attuned and spend a full minute to switch one of your items for another.)

Playtests

Kaurath also uses all current national playtests actively (except that the Slash Five and Maneuver playlists are only active if a given module announces that it will be used during that contained event.).See the national playtest folder for the current list.

Kaurath also uses the new playtest for Packet Bows such as those made by B3 armory with the draw limiters.

Every game we have some standard announcements about how things work at our camp site, rules clarifications, and chapter policies. You will need to read and accept these before you register to play.

Formal

There is a national playtest in place which eases the casting of Formal Magics and allows experienced players to marshall almost all Formals with a little support from the Logistics Team.

Here at our game and in some other local chapters we have special rules which encourage and reward more interesting Formal Magical castings which involve more players and have a more immersive feeling to them.

Guest Plot

If you are interested in running guest plot you should read On Running Guest Plot at our Events.