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Random Events
House Bonuses

The more influence you have in town, the more successful at trade/stealing you will be and having enemies mess with you off lot is less likely.  Use the following bonus point system to add to your rolls when rolling on the event, trade, and steal tables:

 

1-2 Houses:  +1 Point

3-5 Houses:  +2 Points

6-8 Houses:  +3 Points

9-10 Houses:  +4 Points

 

*Note*:  If you lose a house for any reason, do not count it here until it is regained.  Furthermore, if you obtain a vacant home, you cannot claim it until you place one of your adult children there to lead it (usually a son).

Every time you leave your lot, you must roll an event check.  If the event involves an enemy, you may have to set the stage where your undercover person invites an enemy to a location you are headed to. 

15-20:   You accomplish your goal without incident and return with everything you need.

10-14:   You run into some trouble but nothing you can’t handle.  You manage to talk your way out of a fight, but end up losing half of the items you attempted to acquire.  For example, on a water run, you return with one bucket.

05-09:  It’s not your lucky day.  You're outnumbered by the enmy and forced to lose any items you obtained on this trip.

02-04:  Not only do you lose your goods, but you're forced to fight one enemy per person in your group,.  If they win, they steal all of your inventory items!

01:  A group of enemies gather at your destination as if they knew you were coming.  You are overwhelmed and half of your group is slaughtered in the fight!  If only one person is on the trip, then they are killed instantly.  If more than one are traveling, you may choose who lives and who dies! 

Stealing is very much like trading in terms of categories; however, instead of offering something in trade, you take it and risk the result!  The more valuable an item is, the more difficult it is to steal.

 

You may steal up to a maximum of 3 items on a steal day; however, only one Category III item can be stolen.

 

The more expensive the item, the harder it is to steal.  The following penalties apply:

 

Category I:  None

 

Category II:  -1

 

Category III: -2

 

On a stealing day, you must send out a group or individual to do the deed.  Add +1 to your role for every additional person you bring:

 

18-20:   It’s your lucky day!  You escape with everything you intended to steal and manage to nab an extra Category I item on the way out!!

 

14-17:   You steal the most expensive item on your list but lose the other two.

 

09-13:   You barely escape with one Category I item.

 

04-08:   The local Sheriff catches you in the act and chases you half way across town!  You manage to get away but you lose any stolen goods!

 

01-03:   You’re busted, red handed!  The sheriff shows up and arrests the whole team.  Transfer them out of your house for 2 days until they are released.

 

EXAMPLE:

 

Step 1:  Go through build/buy mode and determine what it is you need.  For example, lets say you decide to steal 2 Category 1 (cheap) items and one Category III (expensive) item.  That gives us an overall penalty of -2.

 

Step 2:  Decide how many you are sending.  For our example, we are sending two men for a bonus of +1.

 

Step 3:  Determine your house bonus.  Here, we have 3 houss so we get to add 2 points to our roll,

 

Step 4:  Make your roll.  In our example, we got a 13; however, we add +1 (14) for our extra guy and subtract -2 (12) for stealing an the Category III item but regain that +2 for our house influence brinigng us back to 14.  We make it out with our Category III item but nothing else.  Not bad for a day's work.

 

Trade is divided into 3 categories:

 

Category 1 (Cheap):  Items that are traded for are not worth more than $100 simoleons.  Examples of Category 1 trade goods are 5 pieces of food/fish, a small piece of furniture or fixture, a water bucket, etc.

 

Category II (Moderate):  Items traded in this category are worth up to $500.  A stack of 20 food items, a small generator, larger/nicer furniture, etc.

 

Category III (Expensive):  Items in the expensive category are worth up to $1,000 and are hard to find.  Medium generators (4 hours of energy), large appliances, bathtubs, a servant for your family, and other items that would be hard to obtain are found here.  Food cannot be traded for expensive items!

 

Note that you can use your imagination to categorize items you need as I am only giving you a couple examples here.

 

 

Roll 1-20:

 

18-20:   It’s your lucky day!  You may trade in a category item and obtain a higher category in return.  For example, you can trade 5 apples for a small generator!   You are given one trade from Category I FREE today!

 

07-17:   You receive a fair trade (meaning you trade a category II item, you get a category II item).

 

04-06:   You get taken in the trade!  In order to purchase a category item, you must trade a higher category (i.e. a barrel of 20 apples might get you a cheap, $90 end table).  To obtain a Category III item, you will have to pay DOUBLE today.

 

01-03:  Did you bathe this morning?  No one is interested in trading with you!

 

EXAMPLE:

 

Step 1:  Determine what it is you want from the build/buy list.  For this example, we'd like a Category II  item.

 

Step 2:  Calculate your house influence bonus.  We have 3 houses so we get to add +2 to our roll!

 

Step 2:  Roll on the above table.  For our example, we rolled a 15.  After adding our +2 house bonus, we now have a 17.  That means we must be able to produce a Category II item of our own in trade.

 

Note:  You may only trade for TWO items on any given trade day. 

Steal Table
Trade Table

RANDOM NUMBER TABLES:

 

For your convenience, many of the information you will need when required to make a roll is organized here.

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