Difference between revisions of "User:Elricz"

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== Unit list ==
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This is a set of static html files, based on the configuration files and the translation.  The files can be found at:<br>
 
http://units.wesnoth.org/<br>
 
http://zapicm.googlepages.com/
 
  
 
= Wesnoth Board Game [In progress] =
 
= Wesnoth Board Game [In progress] =
Line 9: Line 6:
  
 
== Objective of the game ==
 
== Objective of the game ==
Defeat all the enemy leaders.
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Defeat all the enemy leaders, or capture the castle
  
== Materials ==
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== Elements of the game ==
 +
=== Materials ===
 
In order to play the game, you will need:
 
In order to play the game, you will need:
* As many unit cards as you want.
 
 
* One set of pawns per player, with different color bases.
 
* One set of pawns per player, with different color bases.
* A map of the battlefield, with hexagonal grids on it.
+
* A map of the battlefield, with hexagonal grids and terrain identifiers on it.
* Tokens for time of day, and the slowed and poisoned effects.
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* Tokens for time of day.
 
* Counters:
 
* Counters:
** Plenty of them to represent hit points (different sizes).
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** Small coins to track wounds.
** Many to represent XP points.
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** Big coins to track gold.
** Many to represent gold (different sizes).
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** Any colored counter for village ownership.
** A few of different colors for villages.
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* Some six sided dices.
* Some ten sided dices.
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The pawns and tokens can be printed from the [http://zapicm.googlepages.com/wesnoth_board_game.zip Units template] in Excel. Images of the most popular maps can be found here [in construction].
The unit cards, pawns and tokens can be printed from the [http://zapicm.googlepages.com/wesnoth_cards.xls card generator] in Excel. Images of the most popular maps can be found here [in construction]. For counters, some options are coins, stones, pieces from other games; when sizes are recommended, the numbers to count will be big, so pieces to represent different values will come handy.
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 +
=== Units ===
 +
Units are the core of the army. They are represented by pawns in the map, that carry the following information:
 +
<div class="thumb tright"><div>
 +
[http://zapicm.freeshell.org/pawn.jpg http://zapicm.freeshell.org/pawn_20.jpg]
 +
<div class="thumbcaption"><div align="center">The unit pawn<br>(Click to enlarge)</div></div></div>
 +
</div>
 +
* Name
 +
* Attacks: Type, number and damage
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* Life
 +
* Level
 +
* Moves
 +
* Terrain defense and movement cost
 +
* Resistances to damage types
 +
 
 +
=== Factions ===
 +
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.
 +
 
 +
=== Terrain ===
 +
The terrain type affects the defense and movement cost of units. The types that can be found in the map are:
 +
* Plain
 +
* Forest
 +
* Mountain
 +
* Water
 +
* Harsh
 +
* City
  
== The unit cards ==
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=== Gold ===
[image:http://zapicm.googlepages.com/card.gif]<br>
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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!
<br>For a description of the different icons jump to the [[User:Elricz#Icons|Icons appendix]]
 
  
 
== Set up ==
 
== Set up ==
Unfold the map and assign players to every starting position of the map. Each player receives 100 gold, chooses a color and a faction (this can be done secretly if players agree) and then picks secretly the following number of unit cards belonging to the chosen faction:
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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.
* 7 cards of level 1 or level 0 units.
 
* 5 cards of level 2 units.
 
* 3 cards of level 3 or level 4 units.
 
* 1 leader card.
 
These cards make the player recruit pool, and they will remain covered until used.
 
Each player also picks the village counters corresponding to their chosen color, but not the pawns yet. Group the counters in pools, then 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.
 
  
== First round ==
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== Turns ==
Following the positions on the map, each player uncovers the card corresponding to the leader, picks the corresponding pawn and places it on the main section of the castle in the map. Then, from the HP counter pool she picks the corresponding counters to the leader hit points and places them over the card.  Finally, she picks one of the ten sided dices and also places it on the leader card, showing the number corresponding to the movement of the unit.<br>
+
Every turn, the acting player will have the opportunity to perform one action with all her units. The actions that can be performed are:
Once every player has deployed their leaders, they take turns on recruiting units one by one, following these steps:
+
* Move (with or without attack)
* Uncover the unit card.
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* Attack
* Pay the cost in gold to the gold counter pool.
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* Rest
* Pick the corresponding pawn and place it on an unoccupied space of the caste.
+
* Recruit (leader only)
* Pick the appropriate number of HP counters and place them over the card.
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* Conquest
* -- Optional: Roll for treats [in construction] --
 
This continues until a player has no free spaces on the castle, or not enough gold to pay for a unit. The initial unit cards that have not been used remain covered. Additionally, every time that a player recruits a level 0 unit, she may pick another level 0 card for her faction from the deck, and add it to her recruit pool, uncovered. This unit will not trigger the acquisition of an additional unit when recruited.<br>
 
-- Variant -- All players deploy their units at the same time, this option will save time for experienced players.<br>
 
Once all players have deployed their units, each player starting from the first one has a chance to move their leader (see movement section below) and the turn ends. Cycle the time of day stack, so the morning tile shows on top, and the second round starts.
 
  
== Subsequent rounds ==
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=== Recruit ===
In each subsequent round, each player takes alternative turns, where they have the opportunity to move all their units. The turns have the following structure.
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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.
  
== The turns ==
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=== Movement ===
Each turn has two phases, activation and actions.
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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:
=== Activation ===
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* It reaches unoccupied or enemy village.
At the beginning of the player turn, gold is collected, units are activated and special effects are evaluated.
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* There is an enemy unit on an adjacent tile.
==== Gold ====
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* It runs out of movement points.
The upkeep of an army is not cheap, and the more experience the units have the more demanding they are.  To calculate the upkeep, add the level of all the units in play, except the leader.
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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 turnIf the unit ends its movement adjacent to an enemy unit, it can start an attack.
Gold is obtained from owned villages (see [[User:Elricz#Movement|movement section]]), and a fixed income from the leader. The income from each village depends on the number of units in the army; the normal income from a village is 3 gold, but every village that exceeds the total number of units produces only 2 gold. There is also a fixed income of 2 gold coming from your leader.<br>
 
Some examples:<br>
 
After the first turn, player 1 has recruited 6 level 1 units, and captured a village.  At the starting of the turn the income will be: 2 (from the leader) + 3 (1 village) - 6 (sum of unit levels) = -1 gold, to be paid.<br>
 
A few turns later, the player owns 8 villages, and the army consists of two level 2 units and three level 1 unitsThe income will be: 2 (from the leader) + 15 (5 villages) + 6 (4 villages over the number of units) - 7 (sum of unit levels) = 16 gold to receive.
 
  
==== Unit activation ====
 
Untap all unit cards.  If a card was untapped at the beginning, that unit heals 2 HP, that cannot go beyond the unit initial HP.
 
==== Special effects ====
 
===== Healing =====
 
Every non poisoned unit in a village, or with the regeneration ability, regains 8 HP. Non poisoned units adjacent to a unit the heal ability regain the number of points stated on the ability (4 or 8). If more than one unit with the heal ability is adjacent to the healed unit, this one is only healed once, for the maximum value that the units provide.
 
Healed units can go beyond their initial HP.
 
===== Poison =====
 
Poisoned units lose 8 HP, but they cannot go below 1 because of poison.  If they are adjacent to a unit with the heal ability, they don't lose the HP, but they remain poisoned.  If they are in a village, have the regeneration ability, or adjacent to a unit with the cures ability, they don't lose HP and the poison is removed.
 
=== Unit actions ===
 
Each turn, a unit can make a movement, attack other units and conquer villages.
 
==== Movement ====
 
Each unit has a number of movement points, and the unit card shows the movement cost associated to the different terrains found in the map. To move a unit, select the destination hex and describe the route of continuous hexes from the unit current position that the unit will follow; add all the movement costs for each hex, and if the total is equal or less than the movement points of the unit, the movement can be done.
 
A unit must stop if at any point of its route it finds:
 
* An enemy or unoccupied village.
 
* There is an enemy unit of least level 1 on an adjacent hex. Units with the skirmisher ability are not forced to stop in this case.
 
* It runs out of movement points.
 
A unit may go through own and allied units, but it cannot stop in the same hex as them. With the exception of the leader, all units must complete their movement once they start it; to reflect it, tap the unit card when you select the unit to move.
 
===== Leader movement =====
 
The same rules of movement apply for the leader, but he can make partial movements, as long as he is not forced to stop because of any of the three cases above. To reflect the movement points left on the leader, you can use a 10 sided dice.
 
If the leader is in the main section of the castle, it can recruit in the same way as it was done on the first turn.
 
 
==== Villages ====
 
==== Villages ====
Villages are conquered by moving units into them. Once a unit lands on a village, its movement stops, and the player puts one of her village markers in the hex to reflect the ownership.
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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.
==== Attack ====
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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, tap the unit if it was not tapped and select one of the attacks available for the unit, which are stated in the unit card and pawn. The defending unit can also select one of its own attacks, but it has to have the same range as the attacker (melee or ranged). The numbers on the attack (X-X) stand for the damage done for each swing and the number of swings.
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Once both attacks have been selected, check the defense for each unit based on the terrain they stand on. Starting with the attacker, each player take turns in rolling one d10 for each swing that the attack allows. If the number is equal (when the 0/10 is counted as 0) or higher than the defense, the attack hits, and some damage is done.
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=== Attack ===
 +
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.
 +
 
 
==== Damage ====
 
==== Damage ====
The base damage inflicted to a unit is the figure stated in the attack. This figure can be modified by the following factors:
+
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 do 25% more damage during the day, and 25% less during the night.
+
* Lawful units add their level to the total damage during the day, and subtract their level during the night.
* Any resistances or vulnerabilities to the type of attack used, as stated in the unit card.
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* Chaotic units add their level to the total damage during the night, and subtract their level during the day.
* Units that are adjacent to a unit with leadership have a modifier equal to 25% times the difference in levels. This is not applicable if the attacking unit has a higher level than the unit with leadership.
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* Any resistances or vulnerabilities to the type of attack used, as stated in the unit pawn.
* If the attack has the "charge" special, the damage is doubled.
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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.  
* If the attack has the "backstab" special and there is an enemy of the target on the opposite side of the target, the damage is doubled.
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* If the unit is slowed, the damage is halved.
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==== Advancement ====
The minimum damage that can be done with an attack is 1. The damage is subtracted after each successful hit; if the hit points of a unit go below 1, the unit dies, and the unit dealing the blow gains experience. Remove the pawn from the map, and return the card to the recruit pool of the player.
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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.
==== Experience ====
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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.
The main source of experience is killing other units. The amount of experience gained is twice the level of the unit killed, with a minimum of 1 for a level 0 unit. Additionally, if a unit is attacked from three units or more and it survives, it gains 1 experience point.
+
 
When the unit has gained at least the experience points stated on their cards, it levels up. The possible units that it can advance to are listed in the unit card, and the player may choose between them, but the player must have it available on her recruit pool.  If this is not the case, the unit is fully healed, and the experience counters are removed from it.
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=== Rest ===
 +
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.
 +
 
 +
=== Conquest ===
 +
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 ===
 
=== End of turn ===
Once the player has moved all her units, or she doesn't want to move them, her turn ends. The leader card is tapped if it has moved in the turn, and any slowed unit regains its normal status. The turn passes to the player on the left.
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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 ==
 
== 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. When the dawn tile is shown (every 6 turns), each player can add any two unit cards from their respective faction to their recruit pool.
+
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 ==
 
== End of game ==
The game ends when there is only one team with leaders alive. That team is declared the winner, no matter the number of units currently in the map.
+
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.
 
 
== Appendixes ==
 
=== Icons ===
 
Terrains:<br>
 
<div>[image:http://zapicm.googlepages.com/terrains.gif]</div>
 
<br>Attack types:<br>
 
<div>[image:http://zapicm.googlepages.com/resistances.gif]</div>
 
<br>Attack specials:<br>
 
<div>[image:http://zapicm.googlepages.com/specials.gif]</div>
 
 
 
=== Unit abilities ===
 
==== Heals ====
 
Allows the unit to heal adjacent friendly units at the beginning of each turn.
 
A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.
 
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.
 
==== Cures ====
 
This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.
 
A unit cared for by this healer may heal up to 8 HP per turn.
 
A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison."
 
==== Regenerates ====
 
The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.
 
==== Steadfast ====
 
This unit's resistances are doubled, up to a maximum of 50%, when defending. Vulnerabilities are not affected.
 
==== Leadership ====
 
This unit can lead friendly units that are next to it, making them fight better.
 
Adjacent friendly units of lower level will do more damage in battle. When a unit adjacent to, of a lower level than, and on the same side as a unit with Leadership engages in combat, its attacks do 25% more damage times the difference in their levels.
 
==== Skirmisher ====
 
This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control.
 
==== Illuminates ====
 
This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse.
 
Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk.
 
==== Teleport ====
 
This unit may teleport between any two friendly villages using one of its moves.
 
==== Ambush ====
 
This unit gains the skirmisher ability in forest terrain.
 
==== Nightstalk ====
 
This unit gains the skirmisher ability during the night.
 
==== Submerge ====
 
All the attacks of this units made from deep water are treated as backstab attacks.
 
 
 
=== Weapon specials ===
 
==== Berserk ====
 
Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred.
 
==== Backstab ====
 
This attack deals double damage if there is an enemy of the target on the opposite side of the target.
 
==== Plague ====
 
When a unit is killed by a Plague attack, that unit is replaced with a unit identical to and on the same side as the unit with the Plague attack. (This doesn't work on Undead or units in villages.)
 
==== Slow ====
 
This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled.
 
==== Marksman ====
 
When used offensively, this attack always has at least a 60% chance to hit.
 
==== Magical ====
 
This attack always has a 70% chance to hit.
 
==== Charge ====
 
This attack deals double damage to the target. It also causes this unit to take double damage from the target's counterattack.
 
==== Drains ====
 
This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down).
 
==== First strike ====
 
This unit always strikes first with this attack, even if they are defending.
 
==== Poison ====
 
This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP.
 

Latest revision as of 04:54, 21 January 2008


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

Materials

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.
  • Counters:
    • 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

Units are the core of the army. They are represented by pawns in the map, that carry the following information:

pawn_20.jpg

The unit pawn
(Click to enlarge)
  • Name
  • Attacks: Type, number and damage
  • Life
  • Level
  • Moves
  • Terrain defense and movement cost
  • Resistances to damage types

Factions

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.

Terrain

The terrain type affects the defense and movement cost of units. The types that can be found in the map are:

  • Plain
  • Forest
  • Mountain
  • Water
  • Harsh
  • City

Gold

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!

Set up

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.

Turns

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)
  • Attack
  • Rest
  • Recruit (leader only)
  • Conquest

Recruit

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.

Movement

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

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.

Attack

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.

Damage

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.

Advancement

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.

Rest

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.

Conquest

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.

This page was last edited on 21 January 2008, at 04:54.