- 1 Wesnoth Board Game [In progress]
- 1.1 Once upon a time
- 1.2 Objective of the game
- 1.3 Elements of the game
- 1.4 Set up
- 1.5 Turns
- 1.6 End of round
- 1.7 End of game
Wesnoth Board Game [In progress]
Once upon a time
It is year 355 YW in the lands of Wesnoth. Just five years have passed after the death of Haldric IV, and the land is in chaos, with continuous skirmishes all over the place. And as the commander of your small army, you are about to enter one of them.
Objective of the game
Defeat all the enemy leaders, or capture the castle
Elements of the game
In order to play the game, you will need:
- One set of pawns per player, with different color bases.
- A map of the battlefield, with hexagonal grids and terrain identifiers on it.
- Tokens for time of day.
- Small coins to track wounds.
- Big coins to track gold.
- Any colored counter for village ownership.
- Some six sided dices.
The pawns and tokens can be printed from the Units template in Excel. Images of the most popular maps can be found here [in construction].
Units are the core of the army. They are represented by pawns in the map, that carry the following information:
- Attacks: Type, number and damage
- Terrain defense and movement cost
- Resistances to damage types
Units are grouped in factions, and in each faction there will be units covering the following types:
- Warrior - Good melee attack
- Archer - Good ranged attack
- Mage - Good magical attack
- Scout - Good movement
- Mixed - Any combination
The factions are the following:
- Loyalists - Lawful
- Drakes - Lawful
- Knalgan Alliance - Neutral
- Rebels - Neutral
- Northerners - Chaotic
- Undead - Chaotic
In addition to the units in each faction, there are mercenaries available for the players, that hire their services for a higher cost. See the unit tree [in construction] for details.
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:
Gold is the currency that will allow the players to build their factions. It is used for recruiting and advancing units, but also to attempt to bribe Lady Luck!
Deploy the map and assign players to every starting position of the map. Each player chooses a faction, receives 20 gold, and the village counters for her color. Place the leader pawn on the main section of the player's castle. Make an ordered stack with the tokens for the time of day, with the dawn tile on top, and you are ready for the first turn.
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:
- Move (with or without attack)
- Recruit (leader only)
Only the leader can recruit, and the action takes its full turn. With this action it can recruit as many units as the player can afford, and the units must be placed in the starting castle tiles, except the main one. The cost of recruiting is the following:
- Faction units: 3 gold
- Mercenary units: 4 gold
Mercenary units are units from any other set, that doesn't belong to the faction.
Each unit has a number of movement points, and the unit pawn shows the movement cost associated to the different terrains found in the map. The units move on adjacent tiles, and they can keep moving until one of the following occurs:
- It reaches unoccupied or enemy village.
- There is an enemy unit on an adjacent tile.
- It runs out of movement points.
A unit may go through own and allied units, but it cannot stop in the same tile as them. All units must complete their movement once they start it; any remaining movement points are lost for the turn. If the unit ends its movement adjacent to an enemy unit, it can start an attack.
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, the player collects one gold and puts one of her village markers in the tile to reflect the ownership. Owning villages also contributes over time. Every dawn and dusk, the player with the most villages earns 1 gold. Both players earn the gold in case of a tie.
If a unit is adjacent to an enemy unit, it can start an attack. To do so, select one of the attacks available for the unit, which are stated in the unit pawn. The numbers on the attack (X-Y) stand for the damage done for each swing and the number of swings. Once both attacks have been selected, check the defense for each unit based on the terrain they stand on, based on the following table:
- (H)orrible: 2
- (P)oor: 3
- (N)ormal: 4
- (G)ood: 5
- (S)uperb: 6
The number is the minimum number on the dice to score a hit on that terrain. The attacker rolls one dice for each swing that the attack allows, and if there is at least one hit the defending unit takes damage, as described in the next section. If the unit survives, it can counter attack, but it has to use one attack of the same type (melee, ranged or magical) as the opponent. Magical attacks are special, and they always consider that the opponent is in poor terrain (3 or more to hit). Once per attack, the player can spend 1 gold to reroll the complete attack.
The base damage inflicted by a unit is the sum of the damage from all the successful attacks on the opposite unit. This figure will be modified by the following factors:
- Lawful units add their level to the total damage during the day, and subtract their level during the night.
- Chaotic units add their level to the total damage during the night, and subtract their level during the day.
- Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.
The minimum damage that can be done with an attack is 1. Put a wound counter in the unit for every point of damage dealt to it. If the wound counters equal or exceed the hit points for the unit, it dies, and the attacking player receives 2 gold per level of the unit. Remove the defeated pawn from the map.
Any unit dealing the final blow can advance at that point, by paying 4 gold per level of the unit. The gold earned by defeating the unit can be used immediately for this purpose. In order to advance the unit, remove the current pawn from the map and place the pawn representing one level above for the current class. All wound counters from the old pawn are discarded.
If it doesn't move or attack, any unit can rest as an action, and that will give them a chance to get rid of wound counters. Roll a dice, and remove 1 wound counter if the dice shows 5 or more. If this action is taken in a village, remove 2 wound counters in case the dice shows 6, and 1 in any other case.
This action can only be performed in the main tile of the enemy castle, and it removes that faction from the game. No roll is required, but the unit has to be in the tile at the beginning of the turn.
End of turn
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The turn passes to the player on the left.
End of round
Once all the players have had a turn, the round ends. Cycle the time of day counters, and the first player takes a turn again.
End of game
The game ends when there is only one team with leaders alive, or all the enemy castles have been conquered. That team is declared the winner, no matter the number of units currently in the map.