RULEBOOK (WORK IN PROGRESS)

1 THE CONVICTED INTRODUCTION

The Convicted is a cooperative board game for 1-4 players. In The Convicted players become convicts who were given a second chance to expiate their crimes. In order to prove their true de- votion for the ruler, they need to colonize new lands in the name of the king. They start building their headquarters – town – with just a handful of footman, and a few structures. Through the development of fortifi cations, buildings, researching new technolo- gies, gathering resources and training recruits they can transform their colony into an impenetrable fortress. Alas, the new world is full of indigenous inhabitants who by any means possible try to get rid of unwanted colonizers. Countless hordes of barbarians, forest people, ferocious monsters and wolf men with their beasts and siege machines will spare no effort to storm the town and its defenders. The whole game-play consists of a campaign of 10 matches, 90 minutes each (15 hours total). After each match the game is saved on the Save Sheet. That gives the possibility to divide the whole campaign to as many parts as we need. The goal of each game is to survive all of the enemy assault waves.

CONTENTS GAME COMPONENTS

Symbols and defi nitions 3 • Game board Components overview 4 • Rulebook Setting up the game 7 • 26 building tokens • 28 building cards Selecting the Heroes 7 • 40 fortifi cation tokens Setting up the components 7 • 12 moat tokens The course of the game 8 • 12 ditch tokens • 4 enemy cards Round structure 8 • 19 technology cards I. Setup 8 • 4 hero cards II. Executing actions 8 • 4 reference sheet Construction 9 • 10 spell and blessing markers Research 12 • 1 morale marker Training 13 • 1 time marker Receiving resources 14 • 1 fi rst player token Fortifi cation repairs 15 • 12 action markers III. The siege 16 • 180 defender forces unit tokens Setup stage 16 • 200 invader forces unit tokens Battle stage 16 • 75 resources markers Loot stage 20 • 60 siege machines markers Invaders 20 • 25 save cards General rules 20 • 2 six-sided dice Beasts 21 • 40 endurance markers Barbarians 22 Wolfmen 24 If during the game there is a situation that some markers/tokens Forestmen 26 have run out and there is no possibility to take them from the Invader’s siege machines 28 pool outside the board, that means the limit of units/resources in the game has been reached. A marker can be used again if Saving the game 28 during the course of the game some markers that are already in Game fi nish 28 play are taken off the board. 1 / 2 / 3 / 4 player game 29 A player leading the Invader units 29 Index 30

2 2 SYMBOLS AND DEFINITIONS

COMBAT UNITS - CHARACTERISTICS FIELDS ON THE BOARD

Each unit in the game is described by a few characteristics. Note: All areas are shown in the diagram on page 4. Units fi ghting in close combat (Melee Units) have 3 character- istics: Strength, Endurance and Support. Town – all tokens which are placed in the center of the board. Distance attack units (Ranged Units) have 4 characteristics: The town consists of 6 fi elds: Barracks, Keep, Workshop, Li- Strength, Endurance, Support and Ranged Fire Strength. brary, Mage Tower and Chapel. Siege Machines, depending on the specifi c type, can have char- acteristics of Endurance and Ranged Fire Strength. Fortifi cations – all tokens which are placed on marked po- sitions surrounding the Town: S, N, W, E, SW, SE, NW, NE. There are two types of fortifi cations: walls and towers. Strength ST Towers – 4 corner elements of fortifi cations marked: SW, SE, Endurance EN NW, NE.

Support SU Walls – 4 oblong elements of fortifi cations marked: S, N, W, E. Ranged Fire Strength RFS Moats/Ditches – all tokens which are placed on a ring around the town outside of the fortifi cations on positions marked as: S1, S2, N1, N2, E1, E2, W1, W2, SE, SW, NE, NW. RESOURCES Deployment Zone – 4 fi elds on the board on which the In the game it is possible to acquire 4 kinds of resources: Wood, invader’s forces are placed during the fi rst phase of the Siege. Stone, Iron and Gold. When the game starts the only available They are positioned in front of 4 Wall sections marked as: N, S, one is Wood. To receive other kinds of resources it is necessary E, W. to develop appropriate technologies. Foreground Zone – 4 fi elds on the board from which a direct Wood storm on the Fortifi cations is performed in order to capture the Town. They are positioned in front of 4 Wall sections marked Stone as: N, S, E, W. The enemies can move to this Zone from the Deployment Zone. Iron

Gold UNITS

ACTIONS Combat Units/Troops – all tokens symbolizing archers, spear- men, swordsmen, armored, crossbowmen and arquebusiers, all In each round of the campaign players have 12 actions total invader’s units, and also Siege Machines. at their disposal. Each of them can be assigned to a different purpose such as construction or unit training. Ranged Units – all units that can attack from a distance (i.e. units with Ranged Fire Strength characteristic) except Siege CAPACITY Machines.

Each fortifi cation fragment has a maximum number of units Melee Units – all units that are not able to attack from a dis- that can be placed on it simultaneously. The Capacity tance (i.e. units without Ranged Fire Strength characteristic). characteristic depends on the type and development level of a These are melee combat units performing direct attacks on the fortifi cation. Walls.

Capacity Siege Machines – all units symbolizing Battering Rams, Ballistas, Trebuchets, Catapults, Cauldrons, Siege Towers, Onagers, , Covers, Bombards and Boulders. DICE ROLLI Combat Group – a group of units attacking the fortifi cations Using a three-sided dice is quite often during the game but simultaneously. In each combat group there is a Front Unit there is a possibility to use a six-sided one instead. The best leading the attack and Supporting Units. On one section of the way to do this is to assign one number from a three-sided dice Fortifi cations there can be no more than 4 combat groups. to two numbers from a six-sided one i.e. for 1 and 2 the number would be 1, for 3 and 4 it would be 2, and fi nally for 5 and 6 it would be 3. three-sided dice roll symbol – d3 six-sided dice roll symbol – d6 3 3 COMPONENTS OVERVIEW

MAIN BOARD

Invader’s Card Stack Action Path Morale Path

Research Card Stack Town Losses Chart

Fortifi cations Foreground Zones

Deployment Zones Ditches/Moats Time Path

Library Workshop Barracks

Mage Tower Keep Chapel 4 4 Building token Invader’s card

Research card

Building card Required Library level

Current building level Research description

Resources needed to build this building level

Options available on this building level Hero’s card

Moat token

Reference sheet

Ditch token

Save sheet

Fortifi cations token

First Player token Endurance marker space

5 5 Invader’s token ar- Invader’s token ar- cher, javelin thrower, cher, javelin thrower, Siege Machine slinger, wolf; slinger (veterans) marker – Boulders and giant spider

Invader’s token Invader’s token warrior, spearman, warrior, spearman, Siege Machine swordman and giant swordman (veterans) marker – Cauldron spider veteran and hawk

Invader’s token Invader’s token Siege Machine giant, werewolf, as- giant, werewolf, marker – Catapult sassin, hawk veteran assassin (veterans) and dragon

Siege Machine Crossbowmen Spearmen marker – Ballista token token

Arquebusier Swordsmen token token Siege Machine marker – Onager

Archer Heavy infantry token token Siege Machine marker – Trebuchet

Blessing Resources – wood marker Siege Machine marker – Siege Tower Spell marker Resources – iron

Siege Machine marker – Covers, Resources – gold Morale marker

Resources – stone Action marker Siege Machine marker – Battering Ram

Fortifi cation Endurance Time marker marker Siege Machine marker – Bombard

Siege Machine marker –

6 6 SETTING UP THE GAME

SELECTING THE HEROES

Each player taking part in the campaign chooses a Hero to represent him in the game. The Hero card should be placed in front of the player. The Heroes do not move physically on the board (they don’t have tokens/fi gures depicting them), but they can support the defenders with their special abilities described on each Hero’s card.

Diviner Sorcerer

The Diviner has been sentenced to death because she dared to The Sorcerer, had deceived his lord for many years by his foretell the king that he will never have a male heir. The king blundering efforts to turn iron into gold. Eventually he has been has found in his mind the best solution to lift this spell – death sentenced for fraud and theft. Sentenced to 20 years in a galley. by hanging. Thanks to the arcane magic he can cast one additional spell on The gift of divining allows this Hero to predict the movements levels 1-3 of the Mage’s Tower in each round (if an appropri- of enemy troops. At the beginning of each Step 11 (Siege ate level of the Mage Tower has already been built). For spell phase) the Diviner can transport any fi ve units (not Siege casting all of the standard rules are applied. Machines) between any section of the Fortifi cations (units do not have to be on one section of the Fortifi cations, but keep Priest in mind the Capacity characteristic - the maximum number of units located on one section of fortifi cations). The Priest has been sentenced to death for heresy and acting against the offi cial religion. According to the prosecutors in Deserter his sermons he spread defeatism and stirred up hatred for the magnates. He also badmouthed his church superiors. The Deserter, banished for disobeying an order and alleged The Priest can use his fi ery speeches to make even the most desertion from the battlefi eld. By participation in the expedition cowardly warriors fi ght. At the beginning of the Game Setup to the new lands he intends to prove his courage and expiate his stage, he can designate one section of Fortifi cations (the Tower crimes. or the Wall) where each Ranged Unit receives +1 to the Ranged The Deserter, due to his high leadership abilities in each round Fire Strength. The modifi er is valid for an entire round. can train an additional unit of any type on the current level of the Barracks (ability does not apply to Siege Machines). This special training does not require using any Actions or resourc- es.

SETTING UP THE COMPONENTS

The fi rst thing to do before the game begins is to place all the elements on the right spaces:

1.Lay out the board. 2.Prepare the Research Card Stack and the Invader’s Card Stack and place them on the board. 3.Place the Time Marker on round 1 of the Time Path. 4.Place the two building cards: Barracks level 1 and Keep level 1 on the side of the board (these are the buildings we start the game with). 5.Place a specifi c number of Spearmen on Walls and Towers (these are the units we start the game with, the exact number is given in the chapter: 1 / 2 / 3 / 4 player game and depends on the number of players taking part in the campaign). 6.Place a specifi c number of Wood markers on the pool by the board (these are the resources we start the game with, the exact number is given in the chapter: 1 / 2 / 3 / 4 player game and depends on the number of players taking part in the campaign). 7.All players choose their Heroes and place their cards in front of them. 8.A randomly chosen player puts the First Player token in front of him. 9.The rest of the components should be sorted and placed in a spot accessible to all of the players.

7 7 THE COURSE OF THE GAME

ROUND STRUCTURE

The whole game consists of 20 consecutive rounds in which players can perform actions increasing their chance of survival and the invaders try to capture the town controlled by the players. Each round is divided into three parts which are also divided into stages, phases and steps.

Structure:

I. Setup

II. Executing actions

III. The siege

Setup stage Battle stage Ranged weapon phase Step 1, Step 2 Siege Machines phase Step 3, Step 4 Maneuver phase Step 5, Step 6, Step 7, Step 8 Close Combat phase Step 9, Step 10, Step 11, Step 12, Step 13 Loyalty phase Step 14 Loot stage

I. SETUP

BeBeforefo thehe bbeginningin ni off eachch roundnd therehe are some preliminaryel im in activitiesti vi ti whichhi ch needd to bbe performed:rf d: -Move the Time Marker one space forwards. -Give the players a specifi c amount of Action Markers (depending on the number of players – 12 markers total) -Remove all of the invader’s units from the board. -Remove the Invader’s Morale marker from the board. -Place the used Spell and Blessing markers back on the Mage Tower and Chapel Cards. -Shuffl e the Invader’s Card deck and place it on an appropriate fi eld on the board “face” down. -First Player token is placed in front of the next player in the clockwise direction. -Each of the players beginning with the one with the First Player token chooses his sections of the Fortifi cations to defend (detailed rules regarding the possibilities of this choice can be found in chapter: 1 / 2 / 3 / 4 player game). II. EXECUTING ACTIONS

WHAT ARE ACTIONS In each round the defenders have 12 Actions total at their Actions are all the activities which can be performed by the disposal, which can be used freely to reach planned results. The defenders during each consecutive round of the game before number of Actions for each player depends on the number of the siege starts. players taking part in the campaign (details can be found in the chapter: 1 / 2 / 3 / 4 player game). Actions may consist in: Each of the activities, except fortifi cation repairs, requires the -building or upgrading the town’s fortifi cations use of exactly one Action. -building or upgrading specifi c buildings Actions cannot be handed over from one player to another. -digging sections of moats or ditches They also cannot be transferred from one round to another. All -researching new technologies unused Actions are irretrievably lost. -receiving resources Every player performs all his Actions during his turn, begin- -training military units ning from the one holding the First Player token. 8 8 CONSTRUCTION

FORTIFICATIONS Fortifi cations (walls) From the walls it’s only possible to fi re at the Foreground Zone A player can decide whether to perform an Action of building (not the Deployment Zone) regardless of the advancement level or upgrading a chosen section of the Town’s fortifi cations. To do this, fi rst he has to receive a suffi cient amount of resources. 0 Fence 0 0 0 0 0 3 The player puts an Action Marker on the Action Path, throws away the exact amount of resources and after selecting the right 1 Palisade 1 0 0 0 1 4 fortifi cation element he places it on the board. Keep in mind that with every upgrade the endurance of an element increas- 2 Wooden wall 2 0 0 0 2 6 es +1 (this rule is used even if the element has been partly damaged during the fi ght). Therefore the endurance marker of 3 1 2 0 0 3 8 an upgraded element should be replaced by a new one with a higher value. 4 Wall with 3 1 0 0 4 10 Every section of Fortifi cations must be upgraded one level at a hoardings time (maximum 1 level during 1 Action). RFS of enemy Ranged Units and ST of Air Units goes down -1. MOATS AND DITCHES 5 Wall with 2 3 0 0 5 12 A player can dig a ditch section. In order to perform this Action machicolations he must receive a suffi cient amount of resources. The player puts an Action Marker on the Action Path, throws away the RFS of enemy Ranged Units and ST of Air Units goes down -1. exact amount of resources and after selecting the right ditch Cauldron and Boulder RFS goes up +1. element he places it on the board. A ditch can be upgraded to a moat (the same way as fortifi cation upgrade is performed, ditch Fortifi cations (towers) and moat are two levels of one construction type). 0 Fence 0 0 0 0 0 2

Ditch 0 0 0 0 From the Fence it’s only possible to fi re at the Foreground Zone (not the Deployment Zone). Going through the ditch takes the invaders more time than a standard approach to the walls. 1 Wooden Platform 1 0 0 0 1 3 Invader’s units during Step 5 instead going directly to the Foreground Zone stay in the Deployment Zone. Only during 2 Wooden Tower 2 0 0 0 2 4 another Step 5 they can move their troops. Digging a ditch does not require the use of any resources, only Allows the placing of one Siege Machine. the use of one Action. 3 Stone Tower 1 2 0 0 3 4 Moat 1 1 0 0 Allows the placing of two Siege Machines. Going through the moat takes invaders more time than a stan- dard approach to the walls, just like when crossing a Ditch. 4 Tower with 3 1 0 0 4 4 In addition to slowing down the enemy the moat also causes hoardings a loss of 20% of invaders’ units trying to cross it. A specifi c amount of units is immediately removed from the board (every RFS of enemy Ranged Units and ST of Air Units goes down -1. unit type is removed according to the chart on the game board). RFS of the defender’s Ranged Units goes up +1. Allows the placing of two Siege Machines.

5 Tower with 2 3 0 0 5 4 Building fortifi cations (example): machicolations

A player has 2 Actions at his disposal. In this round he decides RFS of enemy Ranged Units and ST of Air Units goes down -1. to upgrade a section of the Fortifi cations to a Stone Wall – level RFS of the defender’s Ranged Units goes up +2. 3 (at the moment a Wooden Wall is erected – level 2) and dig a Allows the placing of two Siege Machines. section of a Ditch. Note: The fi rst stage of the Fortifi cations is the Fence to witch First he upgrades the Wall. He uses 1 Action and spends 2 standard siege rules apply. The Fence cannot be destroyed and Stone markers and 1 Wood marker which gives him the ability its endurance is always 0. It also has its own Capacity level like to upgrade the wall to level 3 (Stone Wall). Wooden Wall token any other element of the Fortifi cations. is replaced by a Stone Wall token and its endurance goes up The Fence is equal to 0 level of fortifi cation. 1 point. Next the player uses his second Action to dig a ditch in front of the wall section. No resources are needed for this process so the player places another Action Marker on the Note: The north section of the Fortifi cations (N) is treated in a Action Path and puts a ditch token on the board. Now the town special way. We place two endurance markers here: separately is much better prepared for the defense. for the Wall and for the Town’s gate.

9 9 BUILDINGS KEEP

A player can use one Action to build a new kind of building or Constructing the Keep allows more effi cient defense organi- upgrade an existing building one level up. In order to perform zation, higher fi re damage for some enemy units and faster this Action a player must receive a suffi cient amount of transport of units across the town. resources. The player puts an Action Marker on the Action Path, throws away the exact amount of resources and after Level 1 0 0 0 0 selecting the right construction element he places it on the board. All effects of the building are immediately available for Allows the defender’s troops to move directly through the use in performing all the other Actions in this round (by this or Keep without the need to go around through all the sections of other players). fortifi cations. The movement is the same as relocating between Each building type has to be upgraded one level at a time. It’s the fortifi cation sections and can be performed during the same not possible to upgrade a building from level 1 to 3 in one parts of the game. step (to do so it is necessary to upgrade to level 2 and then use another Action to upgrade to level 3). There are 6 types Level 2 2 3 0 0 of buildings in the game: Barracks, Workshop, Keep, Chapel, Mage Tower and Library. When the Keep is upgraded to this level the defender can use it as a special tower with the maximum Capacity of 4 Ranged Units. Units can fi re at enemies the same way as from a normal tower but all the enemy units in range of any other defender’s BARRACKS unit are also in range of those Ranged Units (located in the De- ployment and Foreground Zones). Maximum Capacity does not Constructing the Barracks makes training new units possible. relate to Melee Units who can stop in the Keep on their way to These units help to defend our town. Every following level of another Fortifi cation section. this building allows training of a new type of unit not available A Ranged Unit stationed in the Keep receives a +1 modifi er to before. Below are the costs of construction for each level of Ranged Fire Strength. this building (not the cost of unit training). Level 3 2 4 1 0

Level 1 0 0 0 0 Allows to increase the Keep’s Capacity to 2 additional Siege spearman Machines. Ranged Units stationed in the Keep receive a +2 modifi er to Level 2 4 1 0 0 Ranged Fire Strength. archer

Level 3 5 2 1 0 crossbowman and swordsman LIBRARY Level 4 6 3 2 1 heavy infantry Building the Library makes researching of new technologies possible which are essential for the Town’s fast development Level 5 7 4 3 2 and training of a proper army. arquebusier All available technologies are described in the next chapter. Below are the costs of construction for each level of this build- ing (not the cost of research).

WORKSHOP Level 1 5 0 0 0

Siege Machines are possible to construct after building the stonemasonry, archery, cauldrons with pitch, fortifi cations Workshop. These units help to defend our town. Every follow- ing level of this building allows the construction of a new type Level 2 5 2 0 0 of unit not available before. beasts of burden, construction, chainmail, crossbow, , Level 1 3 0 0 0 catapults cauldron with pitch Level 3 5 3 2 0 Level 2 2 2 0 0 catapult , goldsmithery, ballistas

Level3 2 2 2 0 Level 4 5 3 3 1 ballista mechanics, structures, armory, onagers Level 4 2 2 2 2 onager Level 5 6 4 4 2

Level 5 3 3 3 3 gunpowder, bombards bombard

10 10 CHAPEL MAGE TOWER

Building the Chapel enables the use of Blessings which can Building the Mage Tower unlocks the use of spells which can help to defend the Walls and units. aid in attacking the enemies. Every consecutive level of the Each consecutive Chapel level allows the use of one additional Mage Tower allows the use of one additional Spell. Blessing.

Level 1 1 1 0 0 Level 1 0 2 0 0 Protection Hail of stones

Level 2 1 2 1 0 Level 2 0 2 1 0 Barrier Blindness

Level 3 1 2 2 1 Level 3 0 2 2 1 Fusion Paralysis

Level 4 1 2 3 2 Level 4 0 3 2 2 Aura Magic fi re

Level 5 1 2 3 4 Level 5 0 3 3 3 Resurrection Earthquake

BLESSINGS SPELLS

Protection : saves one selected Ranged or Melee Unit from the Hale of stones: provides an additional attack which is similar defender’s team from death. to the standard use of Boulders. This Spell must be used after a This Blessing can be used at any moment when a unit is going standard Boulder and Cauldron attack. to be removed from the board. After using it the unit is placed back on its former position and Blindness: lowers the Ranged Fire Strength characteristic of a is reinstated to the game. selected enemy unit by -2 (except Siege Machines). Casting of this spell is only possible during the Setup stage (not during the Barrier: increases the endurance of a selected Fortifi cation Battle stage). section +1 for one round. This Blessing must be used during the Setup stage (not during the fi ght). Paralysis: can be used against two selected enemy units (ex- cept Siege Machines). Targets are immediately removed from Fusion: allows restoring up to 3 endurance points on a selected the board. Casting of this spell is only possible during the Setup fortifi cation section. stage (not during the Battle stage). This Blessing can be used at the end of Step 11 of the Siege stage. Magic fi re: can be used against any enemy Siege Machine. Note: The endurance level can never be increased above the Selected target is immediately removed from the board. Casting initial level. of this spell is only possible during the Setup stage (not during the Battle stage). Aura: provides a full damage protection of a selected Fortifi ca- tion section for one round. This Blessing must be used during Earthquake: destroys 50% of invader’s units (counted accord- the Setup stage (not during the fi ght). ing to endurance level, specifi c units are selected by a player casting the spell) from a selected Combat Group. The Spell Resurrection: saves all Ranged and Melee Units on a selected must be used after a standard Boulder and Cauldron attack (but Fortifi cation section from death. This Blessing can be used at after the Hale of stones Spell). any moment similarly to Protection. Note: Spells can be used by any player but none of them more Note: Blessings can be used by any player but none of them than once during one round. If a player uses a Spell the rest more than once during one round. If a player uses a Blessing cannot cast it till the next round begins. the rest cannot use it till the next round begins.

11 11 TECHNOLOGIES

Building the level 1 Library unlocks new research possibilities which can aid in faster acquiring of resources, upgrading buildings, training new units and receiving new kinds of resources. Researching a new technology does not require the use of resources just the use of Actions. All effects of a technology are imme- diately available for use in performing all the other Actions in this round (by this or other players). After placing an Action Marker on the Action Path the player takes a specifi c card from the Research Card Stack, reveals it and puts it by the defenders’ building cards. The selected technology will provide certain benefi ts (even if during the fi ght the Library is destroyed or its level decreased).

Stonemasonry level: 1 Masonry level: 3 Stonemasonry allows players to receive a new type of resource This technology allows the construction of a new type of forti- – Stone. fi cations – Walls and Towers with hoardings.

Archery level: 1 Goldsmithery level: 3 Archery allows the construction of the second level of the Bar- Goldsmithery allows players to receive a new type of resource racks, where you can train archers. – Gold.

Cauldrons level: 1 Ballistas level: 3 This technology allows the construction of the fi rst level of the This technology allows the construction of the third level of the Workshop and the production of Cauldrons with pitch. Workshop and production of Ballistas.

Fortifi cations level: 1 Mechanics level: 4 After the invention of the Fortifi cations, it is possible to build Mechanics improve the process of receiving resources - after wooden walls and towers. the invention of this technology, in every action of receiving resources you can get 4 pieces of Wood or 3 pieces of Stone, Beasts of burden level: 2 or 2 pieces of Iron, or 1 piece of Gold (if the ability to harvest Beasts of burden improve the process of receiving resourc- those resources is available). es - after the invention of this technology, in every action of receiving resources you can get 3 pieces of Wood or 2 pieces of Structures level: 4 Stone, or 2 pieces of Iron, or 1 piece of Gold (if the ability to This technology allows the construction of a new type of forti- receive those resources is available). fi cations – Walls and Towers with machicolations.

Construction level: 2 Armor level: 4 This technology allows the construction of a new type of forti- After the invention of Armor it is possible to build the fourth fi cations – Stone Walls and Towers. level of the Barracks, where you can train Heavy infantry . Chainmail level: 2 Onagers level: 4 After the invention of Chainmail it is possible to build the third This technology allows the construction of the fourth level of level of the Barracks, where you can train Crossbowmen and the Workshop and production of Onagers. Swordsmen. Gunpowder level: 5 Crossbow level: 2 After the invention of Gunpowder it is possible to build the After the invention of Crossbow it is possible to build the third fi fth level of the Barracks and the fi fth level of the Workshop. level of the Barracks, where you can train Crossbowmen. Bombards level: 5 Mining level: 2 This technology allows the construction of the fi fth level of the Mining allows players to receive a new type of resource – Iron. Workshop and production of Bombards.

Catapults level: 2 This technologyy alallowslo ws tthehe cconstructionon st ru ct io n of tthehe ssecondec on d lelevelve l of the Workshop aandnd pproductionro du ct io n of CCatapults.at ap ul ts .

12 1212 TRAINING

A player can use 1 Action to train precisely 1 new unit. To Spearman 1 0 0 0 perform this Action a suffi cient amount of resources and an adequate building level is required (Barracks for Warriors, 2 1 1 - Workshop for Siege Machines). To start training a new unit the player places an Action Marker on the Action Path and throws away the exact amount of resources and after selecting the right Archer 1 0 0 0 Unit Token he places it on the selected Fortifi cation section. The new unit is immediately available for use in the Battle 1 1 1 1 stage of this round. Note: Any unit can be removed (and replaced) from the board if another type of unit is trained (it simply means that a warrior Swordsman 1 0 1 0 received new equipment). 3 2 2 - MELEE UNITS AND RANGED UNITS

Units are divided into two types (not including Siege Ma- Crossbowman 1 0 1 0 chines): Ranged Units and Melee Units (close combat). The main difference is that while both types can participate in melee 1 2 1 2 combat, only Ranged Units can fi re at enemies from a distance. Every unit has certain characteristics depicting its strong and weak points: Heavy infantry 0 0 1 1 Strength (ST): fi ghting skills used during a melee combat Endurance (EN): level of natural resistance to wounds or 4 3 3 - armour level Support (SU): strength used in a fi ght on a second position during combat group attacks. Arquebusier 1 0 1 2 Ranged Fire Strength (RFS): strength of any kind of ranged weapons. 1 1 3 3

Every unit also has the cost of training in resources assigned to it and can also posses special abilities.

13 13 SIEGE MACHINES

Siege Machine is the only type of unit which is able to attack not only enemy Melee Units and Ranged Units but also other Siege Machines Every unit of this type has one or two characteristics depicting its strong and weak points: Ranged Fire Strength (RFS): strength of any kind of ranged weapons Endurance (EN): level of damage resistance Every machine also has the cost of construction in resources assigned to it and can also posses special qualities.

Boulders 0 0 0 0 Ballista 2 1 1 0

- k3 3 2x k3

It is assumed that at the beginning of the siege on every Wall A Ballista allows to perform two attacks (on one or two targets) section (regardless of its level) there can be a maximum of with the RFS of 1 increased by a dice roll 1d3(the RFS is set one Boulder pile ready for use. Boulders must be used during separately for each one of two available attacks). A Ballista can the Battle stage – Step 10. Boulders provide an attack (on one attack Melee Units and Ranged Units gathered in a Deployment target) with the RFS each time set by a dice roll 1d3. and Foreground Zone. The Ballista cannot attack invader’s Siege Machines.

Cauldrons with pitch 1 0 0 0 Onager 2 1 1 1 - 2x k3 4 4+k3 It is assumed that at the beginning of the siege on every Wall section (regardless of its level) there can be a maximum of one An Onager allows to perform one attack (on one target) with Cauldron ready for use. Cauldrons must be used during the Bat- the RFS of 3 increased by a dice roll 1d3. An Onager can attack tle stage – Step 10. Cauldrons provide an attack (on one or two Melee Units, Ranged Units and Siege Machines gathered in a targets) with the RFS each time set by a dice roll 1d3 (the RFS Deployment Zone. is set separately for each one of two available attacks).

Bombard 1 1 3 1 Catapult 1 2 0 0 4 2x 2+k3 3 3+k3 A Bombard allows to perform two attacks (on one or two A Catapult allows to perform one attack (on one target) with targets) with the RFS of 2 increased by a dice roll 1d3(the RFS the RFS of 2 increased by a dice roll 1d3. A Catapult can attack is set separately for each one of two available attacks). The Melee Units, Ranged Units and Siege Machines gathered in a A Bombard can attack Melee Units, Ranged Units and Siege Deployment Zone. Machines gathered in a Deployment Zone.

RESOURCE RECEIVING

In order to perform all types of Actions (except technologies after a specifi c technology research). At the beginning a use research, Ditch digging and Boulder piling) specifi c amounts of one Action allows to receive 2 Wood resources, 1 Stone of resources are needed. Players can acquire resources in two resource, 1 Iron resource or 1 Gold resource. In time the speed ways: as spoils of war in the Loot phase (once for each round, of extracting resources may increase thanks to new researches. after a Battle stage) or by using an Action to receive resources. Players can exchange or give each other selected resources There are four kinds of resources in the game: Wood (available during any part of the game should the need arise but each of from the beginning of the game), Stone, Iron and Gold (the the players can exchange/give only one resource type per round ability to receive those three types of resources is available with another player of his choice.

14 14 REPAIRS

No use of Action is needed to repair a fortifi cation but it can being repaired (e.g. for fortifi cations level 3 – Wooden wall, the only be performed during the part when players use their Ac- maximum endurance level is 3). tions (construction, training etc.) The only cost needed to make a repair is the use of specifi c Repair costs of one section (wall or tower): amount of resources. After declaring repair work to a specifi c Fortifi cation section levels I, II 1 and throwing away the exact amount of resources the endur- ance value of this section should be immediately increased +1 levels III, IV, V 1 (a player replaces the lower value marker with a higher one). Note: The endurance level can never be increased above the gate 1 initial level of the current section of the Fortifi cation which is

An example of using an Action by one player: Another Deserter’s activity is training an Archer. The player puts the third Action marker on the Action Path and throws The player with a Deserter Card (we’ll call him the Deserter for away 1 Wood marker from his resources (that’s the cost of the short) plays the campaign with two friends. That means every unit). He takes an Archer marker from the pool outside the player has 4 Actions at his disposal (12 Actions total). board and places it on a selected section of the Fortifi cations The Deserter’s fi rst Action is to receive some resources. To (he chooses the south section – S). do so he places one of his 4 Action Markers on the Action The last, fourth Action the Deserter uses to dig a ditch sec- Path. Because other players have already researched Beasts of tion. He places the Action marker and takes the selected Ditch burden and Masonry technologies the player can choose if he section from the pool outside the board (digging ditches does wants to get 3 pieces of Wood or 2 pieces of Stone. He decides not require the use of any resources). Next he places it along to get 3 pieces of Wood and puts the markers next to his Hero’s the south section of the Wall in order to reinforce fortifi cations card. on this fi eld. He decides to use the second Action to invent a new technolo- In the end the Deserter uses his special ability to train any ad- gy. At the moment the Library is at level 2 so all the technolo- ditional unit type without any cost. He takes a Spearman token gies from levels 1 and 2 are available for research. The Deserter from the pool outside the board and puts it on the selected selects the Construction card and puts the next Action Marker Fortifi cation section (he chooses the south one – S). on the Action Path (it’s the only cost of this technology) and After all 4 Actions have been used the next player continues the the researched Construction card is placed next to other cards game. available for all the players to use.

15 15 III. THE SIEGE

SETUP STAGE

During a setup stage we perform the following activities: and positioning the troops on Deployment Zones. 5.Relocating the Defender’s troops (all of the Defender’s units 1.A draw for invader types from the Invader Card stack. can be relocated between the Fortifi cations’ sections without 2.Determining the number and composition of the Invader’s any quantity restraints but no further than to the adjoining sec- army (details can be found in the chart in the Invaders chapter). tion or from the Keep to any section). 3.Setting the position of the Defender’s troops on the Walls, 6.Using Blessings and Spells: Aura, Barrier, Blindness, Paraly- Towers and inside the Keep. sis, Magic Fire. Note: the maximum number of units that can be placed on one section of the Fortifi cations (Capacity) can be found in chapter Note: at the end of the Setup stage no units except Ranged Construction/Fortifi cations. Units/Siege Machines stationed in the Keep can stay on its 4.Determining the places of Invader’s attack (randomly deter- grounds. All the Ground and Ranged Units must be placed on mined directions, according to the tips in the Invaders chapter) Walls and Towers. BATTLE STAGE

RANGED WEAPON PHASE

Step 1. Defender’s Ranged Units attack Example: Step 1. Defender’s Ranged Units are able to attack On the western side of Fortifi cations any of the invader’s units: in the Deploy- there are 3 Ranged Units of the Defend- ment Zone or in the Foreground Zone. The er’s army (No. 2). All of them choose the cannot attack Siege Machines though. Every Deployment Zone (No. 1) as their target. Ranged Unit selects the target by pointing The player adds up their Ranged Fire at one of the zones. All Ranged and Melee Strength: two Archers with RFS=1 and Units gathered in one of the zones are treated one Crossbowman with RFS=2 gives a as one target. Keep in mind that the number total RFS=4. Invader’s troops consist of killed units in one zone cannot exceed only of Slingers (each with EN=1). the number of Ranged Units performing an Therefore it would be possible to destroy attack. 4 enemy units but taking into account After selecting all the targets fi ring com- the rule that the number of killed units mences. RFS of all Ranged Units performing in one zone cannot exceed the number of an attack on a selected zone is summed up Ranged Units performing the attack only and compared with EN of the target. If the 3 Slingers can be killed. RFS is equal or higher than EN a cartain number of units is removed from the board. Each Ranged Unit can perform only one shot in one step (even if it has more units in his range closing in from different directions). Example: Step 2. From the western side 5 Ranged Units Step 2. Invader’s Ranged Units attack begin the assault (No. 2). The invad- Invader’s Ranged Units attack randomly the er is drawing for the target (in case defenders gathered on the Fortifi cation’s sec- of Barbarians a six-sided dice throw tions (detailed instructions regarding target is needed). We get 6 pips and check selection depend on the type of an enemy the Barbarians chapter for the result. unit and can be found in chapters concerning Number 6 means that the attack needs individual unit types). After selecting all the to be performed on the SW Tower (No. targets the assault begins. RFS of all Ranged 1). The invader adds up the Ranged Fire Units is summed up and compared with the Strength: fi ve Slingers with RFS=1 gives target’s EN. If a total RFS is equal or higher a total of 5. Their RFS is decreased by than EN a certain number of targets is taken 3 ( a bonus to the current Fortifi cation and placed along the particular Fortifi cation level) and we get 2. Among the defend- section. A total invader’s RFS is reduced er’s units there are only Archers (each during the assault by the amount of EN re- with EN=1). In this situation the defend- sulting from the current Fortifi cation level. er must remove 2 Archers.

16 16 SIEGE MACHINES PHASE

Step 3. Defender’s Siege Machines attack A defender selects a target for every Siege Example: Step 3. Machine. Multiple Siege Machines are able to The defender has 1 Siege Machine – attack a common target. Some of them can also a Ballista. He selects the Foreground select multiple different targets during one attack Zone as a target. A Ballista has (details can be found in the Siege Machines an ability to perform 2 attacks. In chapter). order to determine the Ranged Fire Siege Machines can select a Deployment Zone Strength two three-sided dice rolls or a Foreground Zone as their target ( all units have to be performed (result – 2 and gathered in one zone are treated as one target in 3 pips). This Siege Machine doesn’t a similar way to the Ranged Units’ attack in Step have an initial RFS. It’s RFS depends 1). only on a dice roll. After summing up After selecting all the targets fi ring commences. the two attacks we get a total number RFS of each Siege Machine or a group of Siege of RFS = 2+3=5. Machines performing an attack on a selected There are Warriors (EN=2) and target is summed up and compared with EN of Giants (EN=5) in the Foreground the target. If the RFS is equal or higher than EN Zone. The defender selects 2 War- the target is removed from the board. riors to be removed from the board. Keep in mind that the number of killed targets One unused RFS point remains in one zone cannot exceed the number of Siege which is wasted because there is no Machines performing an attack (unless special unit with EN=1 in the zone. Instead rules of a specifi c Siege Machine state other- of that move the defender could de- wise). cide to remove one Giant (EN=5).

Step 4. Invader’s Siege Machines attack Invader’s Siege Machines attack random Wall Example: Step 4. and Tower sections or defender’s units. Detailed The Invader has 2 Siege Machines instructions regarding target draw depend on – a Trebuchet and a Catapult. The the type of an enemy unit and can be found in invader draws for a target (in case chapters concerning individual unit types. After of Barbarians a six-sided dice selecting all the targets the assault begins. Each throw is needed). We get 2 pips Siege Machine is treated separately during the for the Trebuchet and check the attack. Siege Machine’s RFS is compared with Barbarians chapter for the result. EN of the target ( if a Unit/Siege Machine is the Number 2 means that the attack target its EN is increased by a current Fortifi ca- needs to be performed on the Wall tion level). If RFS is equal or higher than a total (No. 1). We roll the dice once more EN the target is immediately removed from the for the Catapult and again we need board (if it’s a Unit or a Siege Machine). If a to attack the Wall. Next, we draw Fortifi cation section is the target after a suc- to select if the Siege Machines will cessful attack its EN is reduced by 1 and its EN attack only Fortifi cations or also the marker is replaced by a new one with a lower units placed on them. A Trebuchet, value ( if a total RFS is multiple times higher according to the rules (see Siege then Fortifi cation’s EN is reduced accordingly). Machines chapter) can only attack fortifi cations. A Catapult on the Note: If an EN level of a Fortifi cation’s section other hand is able to attack various elements. We roll the dice and get 3 pips at any moment reaches 0 its element is removed so the target for the Catapult are Ranged Units/Melee Units gathered on the from the board and is replaced by a Fence print- Wall. ed on the main board. First we take care of the attack on the Fortifi cations: Trebuchet’s RFS is 4 and to that we add a three-sided dice roll (2 pips) which gives us a total RFS of Note: If an assault cannot be performed due 6. Because the level of Fortifi cations is 3 it’s reduced by 2 endurance points to lack of a target (e.g. there are no units on a (RFS is twice as high as the Wall’s EN). If the RFS would be 3, 4 or 5 then Tower and they have been drawn for the target) EN of the Wall would be reduced only by 1 point. Next, let’s have a look at then another element located on that fi eld be- the attack performed on the units gathered on the Wall. A Catapult’s RFS is 3 comes the target (e.g. instead of Units – Siege and we add a dice roll (1 pip). Now the Catapult’s RFS is 4. From this result Machines, instead of Siege Machines – Fortifi ca- we deduct EN of the Wall (only 1 at this point) and get the fi nal RFS=3. There tions, instead of Fortifi cations – Units). are Spearmen (EN=1) and a Swordsman (EN=2) on the Wall that means we If there are no units nor Fortifi cations on that can remove 3 Spearmen from the board (following the rule that the weakest fi eld then the assault is performed on the closest units are removed fi rst). fi eld possible (e.g. instead fi ring at a Tower the assault reaches the next Wall section).

17 17 MANEUVER PHASE

Step 5. Regrouping the enemy to the Foreground Zone Step 7. Regrouping defenders Invader’s Melee Units are moved to the Foreground Zone (if Any number of defender’s units can regroup to an adjoining they’re not already there). If a Moat or a Ditch has been dug Fortifi cation’s section in both directions (from a Tower to a in front of this section of Fortifi cations (to be effective a Moat Wall, from a Wall to a Tower). They can also move to the Keep must have at least 4 sections without gaps completely securing or from the Keep to any section of Fortifi cations. Ranged Units a Wall section and two adjoining Towers. For example sections: and Siege Machines participating in the fi ght during Step 6 SW, W1, W2 and NW) Invaders must overcome this obstacle at cannot be regrouped. Keep in mind that Walls and Towers have fi rst. Detailed instructions on crossing Moats and Ditches can a maximum Capacity which cannot be exceeded at any point of be found in the chapter Executing Actions/Construction. the game.

Step 6. Defender’s Ranged Units second attack Step 8. Invader’s Ranged Units second attack When invaders reach the Walls defenders attack the same way Invader’s respond in the same manner as during Step 2. as in Step 1.

CLOSE COMBAT PHASE

Step 9. Forming Combat Groups Invader’s units must be divided into Combat Groups which will try to storm the Walls using ladders. In case of 1-4 unit attack only one ladder is used (one Combat Group is formed), 5-8 units means 2 Combat Groups, 9-12 units means 3 Com- bat Groups and 13+ units means 4 Combat Groups. There can be only 4 ladders on one section of Walls (a maximum of 4 Combat Groups formed). Invaders are grouped according to their ST: fi rst the strongest units are placed by the ladders then weaker etc. until the weakest unit is placed. In each Combat Group the fi rst (strongest) unit is called the Front Unit. All the other units are called Supporting Units. There is also a special Combat Group which is equipped with a Battering Ram. To perform an attack using a Battering Ram their summed up ST characteristic must be at least 6. If a group has a high enough ST value it can still perform a Battering Ram attack even after it has been thinned out by Boulders or Caul- drons (if the ST characteristic won’t drop below 6, if it does the Ram is thrown away and units attack as a standard Combat Group).

Step 10. Using Cauldrons/Boulders Example: Step 9. On each Wall section where Boulders are piled up (they don’t The invader’s troops storming the Walls have 2 Giants and 5 need any research or a special building – players have the abil- Warriors. In this case we form two Combat Groups (standard ity to use them from the beginning of the game) or Cauldrons procedure with 5-8 invaders). First, we take the strongest units with pitch are placed (Workshop level 1 is required) this step to become the Front Units. Giants will be our Front Units in is performed. Cauldron/Boulders run out after every use and both groups because they have the highest ST characteristic. cannot be used used again in the same round (but there is no Warriors will play the part of Supporting Units divided equally need to replenish them in the following rounds). Results of an into both Combat Groups. attack are settled in the same manner as Ranged Units’ attacks but with one Cauldron/Boulders more than one unit can be destroyed.

Step 11. Assigning defender’s units to Combat Groups Example: Step 10. Defenders can freely assign their units to available Combat The defenders piled up Boulders on one section of the Walls Groups (they too select a Front Unit and Supporting Units for which is under attack. In this situation after arranging the in- each group) vader’s Combat Groups and before assigning the defender’s for Note: If at the beginning of this step a defender’s unit cannot be the counter attack (in Step 11) a Boulder attack is performed (a assigned to a Combat Group on the section of the Wall which Cauldron attack would also be possible). The defender rolls a is currently under attack and all the buildings in the Town have three-sided dice to determine the Boulder’s RFS. We get 2 pips been destroyed, the defense is terminated and the game ends. and that means a unit with a maximum endurance of 2 can be destroyed. There are Warriors with EN=2 and Giants with EN=5 among the invaders so the only possibility is to kill one Warrior. If this Warrior would also be a Front Unit his place is taken by the strongest among the Supporting Units.

18 18 Step 12. Close combat outcome First, the Battering Ram attack is decided. Its ST (equal to a total ST of units holding it) is compared with EN of the Town’s gate. If it’s higher then gate’s EN is reduced by 1. Similarly as in Siege Machines’ assault if ST of a Battering Ram is multiple times higher than EN of the Town’s gate it can be weakened by more EN points during one attack. When its EN goes down to 0 it collapses. The strongest unit from the Battering Ram group is put in place of the gate. From this moment the defenders assigned to the Combat Group that charged inside the Town doesn’t have any additional modifi ers which were previously provided by the level of Fortifi cations. On all the other Wall sections the fi ght is run by standard rules. The Combat Group which destroyed the gate from this moment is treated as the rest of the attacking Groups. After dividing invaders and defenders into mutually assigned groups and after the Battering Ram attack it’s time for the rest of armed clashes. We add up the Front Unit’s Strength of the Combat Group (the strongest unit) and Support values of the rest of the units in the group. The result is increased by a three-sided dice roll. The defender adds up the Front Unit’s Strength and Support values of the rest of the units in the group increased by the Fortifi cation’s endurance characteristic and special modifi ers (i.e. blessing, heroes’ special abilities) and a three-sided dice roll 1d3. Next, both results are compared. The difference is the sum of losses. If the defender won the invader’s units from the specifi c Combat Group with EN equal to Example: Step 12. the sum of losses are removed (the defender chooses the units).The units After assigning the defenders to their Combat are removed in order from the weakest to the strongest. In case of a tie the Groups we have two situations to resolve in this invader retreats to the Foreground Zone as he would after the defeat. If all example. (1) the invaders’ Strength is: ST of the the defenders assigned to one ladder would die, one of the invaders from the Front Unit (Giant) =3, increased by the Support Combat Group would be placed on the Wall. From this moment the defend- of other units (3 Warriors, each with SU=1). We ers assigned to that Combat Group can’t add to their ST any modifi ers in roll the three-sided dice and get 1 pip. Total ST of relation to the level of the Fortifi cations (until they win the clash after which the invader is 7. the invader retreats to the Foreground Zone). On all the other Wall sections The Strength of the defenders assigned to that the fi ght is run by standard rules. Combat Group is: ST of the Front Unit (Swords- man) =3, increased by the Support of other units Step 13. Destroying the Town/regrouping enemy units (1 Spearman SU=1). We add the current Wall Each invader who is standing on the Wall without any defender assigned to EN=3 and roll the three-sided dice (we get 2 him causes the destruction of one level of two randomly chosen buildings in pips). The result of the clash is 2 in favor of the the Town. Buildings are chosen randomly by a dice roll: a D6 or D3 depend- defenders’ so the invader’s units with EN=2 can ing on the amount of the development. be removed from the game. The defender decides After the clash is resolved on the whole Wall section, if a minimum of 1 of to remove 1 Warrior. the invaders survived, units are regrouped and moved to the Foreground Zone. If over 50% of invader’s units (in relation to the amount at the beginning of Note: If invaders manage to get onto a Wall the the fi ght) is killed we move to Step 14. If not, then the fi ght continues by the unit standing on it cannot be a target for Ranged same rules starting with Step 3 (Siege Machines attack again). Ranged Units Units. It also doesn’t withdraw to the Foreground that took part in close combat phase in Step 12 cannot participate in this Zone but stays on the Wall as a Front Unit of a attack. Combat Group formed later during the game. Note: If at any moment invaders will loose all LOYALTY PHASE their Melee Units they instantly retreat from the Battlefi eld and the Loot stage begins. Step 14. Loyalty test. An invader must perform a loyalty test if he has lost a minimum of 50% of Note: If an invader or a defender gets 3 pips his units in close combat (in relation to the amount at the beginning of the after a dice roll and his opponent will get 1 pip, fi ght). If an invader has been forced to perform a loyalty test once he must do even if the result shows that no unit should die, 1 it again after every Step 13 regardless of his losses. weakest unit of the defender’s/invader’s Combat Initial level of morale for each invader is determined individually in chapter: Group should be removed from the board (it’s Invaders’ tactics. A six-sided dice roll is performed and if the value is higher an additional loss regardless of the ones suffered than morale level invaders must fl ee. In this situation all invader’s units are during a standard clash). removed from the board and the game continues to the next stage (Loot stage). After each Step 13 invader’s morale goes down 1 point – a marker on the Morale Path should be moved 1 space. It means that the probability of ene- mies fl eeing in the next Loyalty phase is greater. If a dice roll result shows that invader’s unit should stay on the battlefi eld the fi ght continues from Step 3.

19 19 LOOT STAGE

After the battle defenders may collect loot abandoned by in- Each player consecutively beginning with the most precious vaders and plunder the enemies’ camp. The amount and type of resource (gold) gets one marker. First player getting a marker is found resources depends on the current round and the type of the one holding the First Player token. If one type of resources invaders’ units participating in the last assault. runs out another is distributed (beginning with gold, then iron, Players divide the spoils in the following manner: stone and fi nally wood).

Barbarians Wolf men Forest men Beasts

Round 1 3 0 0 0 3 0 0 0 3 0 0 0 3 0 0 0 Round 2 3 0 0 0 3 0 0 0 3 0 0 0 3 0 0 0 Round 3 4 0 0 0 4 0 0 0 4 0 0 0 4 0 0 0 Round 4 4 1 0 0 4 1 0 0 4 1 0 0 4 1 0 0 Round 5 5 2 0 0 5 2 0 0 5 2 0 0 3 2 1 0 Round 6 5 2 1 0 5 2 1 0 5 2 0 0 3 2 1 1 Round 7 6 2 2 0 6 2 2 0 6 2 0 0 3 2 2 1 Round 8 6 3 2 0 6 3 2 0 6 3 0 1 3 3 2 1 Round 9 7 3 3 0 7 3 3 0 7 3 1 1 4 3 3 1 Round 10 7 3 3 1 7 3 5 0 7 3 1 2 4 3 3 2 Round 11 8 4 3 1 8 4 5 0 8 4 1 2 5 4 3 2 Round 12 8 4 4 1 8 4 6 0 8 4 1 2 5 4 4 2 Round 13 9 4 4 2 9 4 8 0 9 4 2 3 6 4 4 3 Round 14 9 5 4 2 9 5 8 0 9 5 2 3 6 5 4 3 Round 15 10 5 5 2 10 5 9 0 10 5 2 4 7 5 5 4 Round 16 10 5 5 3 10 5 11 0 10 5 2 4 7 5 5 4 Round 17 11 6 5 3 11 6 11 0 11 6 3 4 8 6 5 5 Round 18 11 6 6 3 11 6 12 0 11 6 3 5 8 6 6 5 Round 19 12 6 6 4 12 6 14 0 12 6 3 6 9 6 6 6

INVADERS

GENERAL RULES DETERMINING THE WEAKEST SECTION Each type of invaders has two characteristics typical only for them. They are: level of tactics – showing how dangerous and Very often it will be necessary to determine which of Fortifi - thought out attacks are, and level of morale – showing how cation’s sections is the weakest. To do this we need to add up fi ercely they can attack. The higher their level is the greater the for every section individually: defenders’ ST increased by the danger invaders pose. current Fortifi cation’s EN. If a section has a Ditch that protects Below is a full list of armies for each type of invader with it fully then we add 10% to our result. In case of a Moat we charts showing the amounts of enemies storming the Town in add additional 30%. A section of the Wall which has the lowest each round of the game. There are also rules for resolving an result is declared the weakest one. attack for each type of enemy. Invaders usually attack with the highest strength possible on Note: Often it will be obvious which section is the weakest and one selected/drawn section of Fortifi cations (depending on calculations won’t be necessary. Especially to more experi- their type). This direction of attack will later be called the Main enced players. Assault Direction (MAD). DIFFICULTY LEVELS

During each campaign players can select one of three diffi culty levels for every opponent. For example: Barbarians on easy level, Forest Men on medium level and the rest of factions on hard level. This possibility gives an enormous fl exibility in set- ting a diffi culty level for the whole campaign. All the differenc- es are listed at the end of every opponent’s description. 20 20 BEASTS

GENERAL INFO TYPES OF UNITS

Tactics 1 Wolf 1 1 1 - Morale 6 Special rule: Jump – a Wolf despite not having a ladder climb- Determining Main Assault Directions: ing ability can jump to defenders standing on Fences and level 1 Fortifi cations (Palisade). One randomly selected Wall section is treated as the MAD and attacked by about 100% of invader’s units (according to the Giant Spider 2 2 2 - chart below). If a Moat blocks the way to a Fortifi cation’s section then this Special rule: Walking on Walls - Giant Spiders do not need section is omitted when selecting a MAD for Beasts. ladders to climb Walls therefore a bonus to a current endurance Main direction is chosen by a D6 dice roll: level of a fortifi cation is reduced by 50% (rounding up). In ad- 1,2 – N Wall section with the gate dition Giant Spiders are immune to any negative effects caused 3 – S Wall section by ditches. 4 – W Wall section 5 – E Wall section Giant Hawk 5 5 3 - 6 – another dice roll Special rule: Flight – Giant Hawks are able to perform air UNITS NUMBER CHART - BEASTS attacks on defenders. Standard rules apply to air attacks but thanks to their ability effects caused by ditches and moats In each space there is a number of units attacking from Main aren’t a threat to them. Assault Direction: Giant Spider veteran 3 3 3 -

Special rule: Walking on Walls - Giant Spiders do not need ladders to climb Walls therefore a bonus to a current endurance level of a fortifi cation is reduced by 50% (rounding up). In ad- dition Giant Spiders are immune to any negative effects caused by ditches.

Giant Hawk veteran 6 6 4 - game round game wolf spider giant hawk giant veteran spider veteran hawk dragon 1 2 - - - - Special rule: Flight – Giant Hawks are able to perform air 2 5 3 - - - - attacks on defenders. Standard rules apply to air attacks but thanks to their ability effects caused by ditches and moats 3 - 6 - - - - aren’t a threat to them. 4 - 6 1 - - - 5 - 6 2 - - - Dragon 9 9 6

6 - 6 3 1 - - Special rule: Flight – Giant Hawks are able to perform air 7 - 7 4 2 - - attacks on defenders. Standard rules apply to air attacks but thanks to their ability effects caused by ditches and moats 8 - 8 5 3 - - aren’t a threat to them. 9 - 9 6 4 1 - Available Siege Machines: 10 - 9 6 5 1 1 none 11 - 10 7 6 2 2 Note: all Beast units have a special ability: dodging. This abil- 12 - 10 7 7 2 2 ity causes that every Ranged Unit trying to hit any of Beasts’ 13 - 11 8 8 3 3 units receives a -1 modifi er to an RFS. 14 - 11 8 9 4 4 15 - 12 9 10 5 4 DIFFICULTY LEVELS - BEASTS 16 - 12 9 11 6 5 Level I – Territorial defense : standard rules apply 17 - 12 10 11 7 5 Level II – The Call of the Wild : ST characteristic of every 18 - 12 10 12 8 6 Beast unit is increased +1 19 - 12 11 12 9 6 Level III – Surprise attack: all level II rules apply but also af- 20 - 12 12 12 10 7 ter defeating Beast’s army players do not get any spoils of war 21 21 BARBARIANS

GENERAL INFO TYPES OF UNITS

Tactics 1 Slinger 1 1 1 1 Morale 5 Warrior 2 1 2 - Determining Main Assault Directions: Giant 3 2 5 - One randomly selected wall section is treated as the MAD and attacked by about 40% of invader’s units (according to the Special rule: A Giant is able to perform one special attack in chart below). each Battle stage: demolition with ST=1 + D3, if a Giant is a Each remaining wall section is attacked by 20% of invader’s Supporting Unit this attack is performed at the beginning of units. Step 12. This special attack is treated as a standard Siege Ma- Main direction is chosen by a D6 dice roll: chine attack on fortifi cations. 1,2 – N wall section with the gate 3 – S wall section Slinger veteran 1 1 1 2 4 – W wall section 5 – E wall section Warrior veteran 3 2 3 - 6 – another dice roll Giant veteran 4 3 6 - Rules of selecting targets by Ranged Units: Special rule: A Giant veteran is able to perform one special 1,2,3,4 pips on D6 – attack on units gathered on a wall attack in each Battle stage: demolition with ST=2 + D3, if a 5 pips on D6 – attack on left-side tower Giant veteran is a Supporting Unit this attack is performed at 6 pips on D6 – attack on right-side tower the beginning of Step 12. This special attack is treated as a standard Siege Machine attack on fortifi cations. Rules of selecting targets by Siege Machines: Available Siege Machines: 1,2,3,4 pips on D6 – attack on a wall Battering Ram, Ballista, Catapult, Trebuchet, Cover, Bridge, 5 pips on D6 – attack on left-side tower Siege Tower 6 pips on D6 – attack on right-side tower ForFo r descriptionsde sc ri pt io ns sseeee eendnd ooff chchapter:ap te r: IInvaders.nv ad er s.

After drawing for a Fortifi cation section to attack (Wall or one of the Towers) a target is selected which can be only a Forti- fi cation or units gathered on it depending on Siege Machine’s type and it’s special qualities.

22 2222 UNITS NUMBER CHART - BARBARIANS

In each space there are two characteristics: a number of units attacking from Main Assault Direction, a number of units attacking from the other three directions (the same number for each of 3 directions) game round game Slinger Warrior Giant, Slinger veteran veteran Warrior Giant veteran Battering Ram Ballista, Catapult Trebuchet Cover Bridge Tower Siege 1 -/- 1/1 -/- -/- -/- -/- - -/- -/- -/- -/- -/- -/- 2 2/1 4/2 -/- -/- -/- -/- - -/- -/- -/- -/- -/- -/- 3 3/2 7/3 -/- -/- -/- -/- - -/- -/- -/- -/- -/- -/- 4 4/2 8/3 1/- -/- -/- -/- - -/- -/- -/- -/- -/- -/- 5 5/2 8/4 1/- -/- -/- -/- - -/- -/- -/- 1/- -/- -/- 6 5/3 9/4 2/- -/- -/- -/- - 1/- -/- -/- 1/- -/- -/- 7 6/3 10/5 2/1 -/- -/- -/- 1* 1/- -/- -/- 1/- -/- -/- 8 6/3 10/5 3/2 -/- -/- -/- 1* 1/- -/- -/- 1/- 1/- -/- 9 7/4 12/6 3/2 -/- 2/0 -/- 1* 1/1 1/- -/- 1/- 1/- -/- 10 7/4 12/6 4/2 -/- 4/2 -/- 1* 1/1 1/- -/- 1/- 1/- -/- 11 7/4 12/6 4/2 2/1 6/3 -/- 1* 1/1 2/- -/- 1/- 2/- -/- 12 8/4 12/6 5/2 3/1 7/3 1/- 1* 1/1 1/1 1/- 1/- 2/1 -/- 13 8/4 12/6 5/2 4/2 8/4 2/- 1* 1/1 1/1 1/- 1/1 2/1 -/- 14 9/4 12/6 6/2 4/2 9/4 2/1 1* 2/1 2/1 1/- 1/1 2/1 1/- 15 9/4 12/6 6/3 4/2 9/5 3/1 1* 2/1 2/1 1/1 2/1 2/1 1/- 16 9/4 12/6 6/3 5/2 10/5 3/1 1* 2/1 2/1 1/1 2/1 2/2 1/1 17 9/4 12/6 7/3 5/3 11/5 3/2 1* 3/1 2/1 1/1 2/1 2/2 1/1 18 9/4 12/6 7/3 5/3 12/5 3/2 1* 3/1 2/2 2/1 3/1 3/2 1/1 19 9/4 12/6 7/4 6/3 12/5 4/2 1* 3/1 2/2 2/1 3/1 3/2 2/1 20 9/4 12/6 7/4 7/4 12/6 4/2 1* 3/1 3/2 3/1 3/2 3/2 2/1

*Battering Ram attacks always from the Town’s gate side

DIFFICULTY LEVELS - BARBARIANS

Level I – Loot stage: standard rules apply

Level II – A cover attack: all Barbarians’ units (Melee and Ranged Units) gathered in a Deployment Zone are treated as they would be behind an indestructible cover. Standard Covers can be used according to a Unit Numbers Chart. In such case the values are summed up as all the Covers would be a one stronger Cover.

Level III – Ancient runes: all level II rules apply but also Giants, Giants veterans and Siege Machines are completely immune to Spells.

23 23 WOLF MEN

GENERAL INFO TYPES OF UNITS

Tactics 2 Javelin Thrower 1 1 1 1 Morale 4 Spearman 2 1 1 - Determining Main Assault Directions: Werewolf 5 3 3 - One weakest wall section (determining the weakest fortifi cation section – see page 20) is treated as the MAD and attacked by Special rule: Panic – when a unit is killed by a Combat Group about 40% of invader’s units (according to the chart below). led by a Werewolf all defenders on this Wall section receive a There are two characteristics in each space: fi rst regarding -1 modifi er to their Strength for a period of an ongoing round. MAD, second regarding other directions. Each remaining wall section is attacked by 20% of invader’s units. Javelin Thrower veteran 1 1 1 2 Rules of selecting targets by Ranged Units: Spearman veteran 3 2 2 - Half of Ranged Units attack units gathered on a wall and the other half attack units gathered either on a wall or adjoining Werewolf veteran 6 4 4 - towers, where Endurance is at the lowest level (if it’s equal everywhere units on the wall are selected as a target). Special rule: Panic – when a unit is killed by a Combat Group If RFS would be too strong in relation to possible infl icted loss- led by a Werewolf veteran all defenders on this Wall section re- es (because of to few defenders on a fortifi cation section) then ceive a -1 modifi er to their Strength for a period of an ongoing a surplus of Ranged Units attack units gathered on a wall. If round. also on a wall the number of units is not suffi cient then Ranged Units attack the right-side tower and if they encounter a similar situation over there then they attack the left-side tower. Available Siege Machines: Battering Ram, Ballista, Catapult, Cover, Bridge Rules of selecting targets by Siege Machines: For descriptions see end of chapter: Invaders.

1,2,3,4 pips on D6 – attack on a wall 5 pips on D6 – attack on right-side tower 6 pips on D6 – attack on left-sidede ttowerow er

After drawing for a fortifi cation sesectionct io n to aattacktt ac k (w(wallal l or oonn of the towers) a target is selected wwhichhi ch ccanan bbee ononlyly a ffortifior ti fi cacationti on or units gathered on it dependingg on SSiegeie ge MMachine’sac hi ne ’s ttypeyp e anandd it’s special qualities.

24 24 UNITS NUMBER CHART - WOLF MEN

In each space there are two characteristics: a number of units attacking from Main Assault Direction, a number of units attacking from the other three directions (the same number for each of 3 directions) game round game Thrower Javelin Spearman Werewolf Thrower Javelin veteran Spearman veteran veteran Werewolf Battering Ram Ballista Catapult Cover Bridge 1 -/- 2/1 -/- -/- -/- -/- - -/- -/- -/- -/- 2 2/1 6/3 -/- -/- -/- -/- - -/- -/- -/- -/- 3 3/2 8/4 -/- -/- -/- -/- - -/- -/- -/- -/- 4 4/3 9/5 1/- -/- -/- -/- - -/- -/- -/- -/- 5 4/3 10/5 2/- -/- -/- -/- - -/- -/- 1/- -/- 6 5/3 10/5 2/1 -/- 1/- -/- - 1/- -/- 1/- 1/- 7 6/4 10/6 3/1 -/- 2/- -/- - 1/- -/- 1/- 1/- 8 6/4 12/6 3/2 -/- 2/1 -/- - 1/- -/- 1/- 1/- 9 7/4 13/7 4/2 1/- 3/1 -/- 1* 1/1 1/- 1/- 1/- 10 8/4 13/7 4/3 2/1 4/2 -/- 1* 2/1 1/- 1/- 2/1 11 8/5 13/7 5/3 3/1 6/3 1/- 1* 2/1 1/- 1/- 2/1 12 8/5 13/7 6/3 3/2 7/4 2/- 1* 2/1 2/1 1/- 2/1 13 9/5 13/7 7/3 4/2 9/4 2/1 1* 2/1 2/1 1/1 2/1 14 10/5 13/7 7/4 6/3 10/5 3/1 1* 2/1 2/2 1/1 2/1 15 10/5 13/7 8/4 8/3 10/5 3/2 1* 2/1 3/2 2/1 2/1 16 10/5 13/7 9/4 8/4 11/5 4/2 1* 2/1 3/2 2/1 2/2 17 10/5 13/7 9/4 8/4 12/5 5/2 1* 2/2 3/2 3/1 2/2 18 10/5 13/7 9/5 9/4 12/6 5/3 1* 2/2 4/2 3/1 3/2 19 10/5 13/7 9/5 9/4 13/6 5/3 1* 3/2 4/2 3/2 3/2 20 10/5 13/7 9/6 9/5 13/7 6/3 1* 3/2 4/3 3/2 3/2

*Battering Ram attacks always from the Town’s gate side

DIFFICULTY LEVELS - WOLF MEN

Level I – Fight for land: standard rules apply

Level II – A twilight attack: RFS of all defenders’ Ranged Units and Siege Machines attacking units in a Deployment Zone is reduced by -1. Spells can only be used against enemy units gathered in a Foreground Zone.

Level III – Fog of the blind: all level II rules apply and in addition during Setup stage (No. 5) it’s not possible to move any de- fender’s units to new positions.

25 25 FOREST MEN

GENERAL INFO TYPES OF UNITS

Tactics 3 Archer 1 1 1 2 Morale 3 Heavy footman 2 1 1 - Determining Main Assault Directions: Assassin 4 3 2 - One weakest wall section (determining the weakest fortifi cation section – see page 20) is treated as the MAD and attacked by Special rule: Line – the use of lines to climb Walls provides an about 50% of invader’s units (according to the chart below). element of surprise with an unexpected attack. While fi ghting There are two characteristics in each space: fi rst regarding with a Combat Group which is using lines defender’s bonus MAD, second regarding other directions. to a current Fortifi cation level is reduced by 50% (rounding Each remaining wall section is attacked by 17% of invader’s down). units. Archer veteran 1 1 1 3 Rules of selecting targets by Ranged Units: Heavy footman veteran 3 2 2 - Half of Ranged Units attack units gathered on a wall and the other half attack units gathered either on a wall or adjoining Assassin veteran 5 4 3 - towers, where Endurance is at the lowest level (if it’s equal everywhere units on the wall are selected as a target). Special rule: Line – the use of lines to climb Walls provides an If RFS would be too strong in relation to possible infl icted loss- element of surprise with an unexpected attack. While fi ghting es (because of to few defenders on a fortifi cation section) then with a Combat Group which is using lines defender’s bonus to a surplus of Ranged Units attack units gathered on a wall. If a current endurance level of a Fortifi cation is reduced by 50% also on a wall the number of units is not suffi cient then Ranged (rounding down) Units attack the right-side tower and if they encounter a similar situation over there then they attack the left-side Tower. Available Siege Machines: Ballista, Catapult, Cover, Bridge Rules of selecting targets by Siege Machines: For descriptions see end of chapter: Invaders.

1,2,3,4 pips on D6 – attack on a wall section Forces of nature: 5 pips on D6 – attack on right-side tower All Wolf Men troops are supported by the power of primeval 6 pips on D6 – attack on left-side tower nature. During the Siege phase, when we stand ground against their attack, defenders’ ability to use Blessings disappears (all Note: If a wall has an Endurance level of 1 or 2 it’s always a Blessings are treated like they were used up from the beginning target (a D6 dice roll is not performed). of the Siege phase). If a wall has an Endurance level of 3 or more and one of adjoining towers has an Endurance level of 1 or 2 then the one with a lower value is chosen as a target (a D6 dice roll is not performed) If both Towers have the same Endurance level a draw for one of them is performed.

26 2626 UNITS NUMBER CHART - FOREST MEN

In each space there are two characteristics: a number of units attacking from Main Assault Direction, a number of units attacking from the other three directions (the same number for each of 3 directions) game round game Archer Heavy footman Assassin Archer veteran Heavy footman veteran Assassin veteran Ballista Cover Bridge 1 -/- 2/1 -/- -/- -/- -/- -/- -/- -/- 2 2/1 6/3 -/- -/- -/- -/- -/- -/- -/- 3 3/2 6/4 1/- -/- -/- -/- -/- -/- -/- 4 5/2 8/4 2/- -/- -/- -/- -/- -/- -/- 5 6/3 9/4 2/1 -/- -/- -/- 1/- 1/- -/- 6 7/3 9/5 3/1 -/- -/- -/- 2/- 1/- 1/- 7 7/4 10/5 3/2 1/- -/- -/- 2/- 1/- 1/- 8 8/4 10/5 4/2 1/- 1/- -/- 2/1 1/- 1/- 9 8/5 11/5 5/2 2/- 2/- -/- 2/1 1/- 1/- 10 9/5 11/6 5/3 2/1 2/1 1/- 3/1 1/- 2/1 11 9/5 12/6 6/3 3/1 3/1 1/- 3/2 1/- 2/1 12 10/5 12/6 7/3 3/2 5/2 2/- 4/2 1/- 2/1 13 10/5 13/6 7/4 4/2 6/3 2/1 4/3 1/1 2/1 14 10/5 13/6 8/4 5/2 7/4 3/1 5/3 1/1 2/1 15 10/5 13/7 9/4 5/3 8/4 3/2 5/3 2/1 2/2 16 10/5 13/7 9/5 6/3 9/4 4/2 6/3 2/2 2/2 17 10/5 13/7 9/5 6/4 9/5 4/3 6/4 3/2 2/2 18 10/5 13/7 9/5 7/4 10/5 5/3 7/4 3/2 3/2 19 10/5 13/7 9/6 8/4 11/5 6/3 7/4 3/2 3/2 20 10/5 13/7 9/6 8/5 12/6 6/4 8/5 3/2 3/2

DIFFICULTY LEVELS - FOREST MEN

Level I – Chase away the invader: standard rules apply

Level II – Flat Ditches: all rules regarding slowing down units while crossing Ditches and Moats do not apply any more (but invaders still sustain unit damage while crossing)

Level III – Poisoned blades: all level II rules apply but also all invader’s Ranged Units receive a +1 modifi er to their RFS charac- teristic.

27 27 INVADER’S SIEGE MACHINE

Invader’s Siege Machines characteristic (for any kind of Battering Ram 5 - faction) A Battering Ram provides a special attack in Step 13 of Close Catapult 3 3+k3 Combat phase.

Allows for one attack (on one target) with RFS=3 increased Bridge 4 - by a dice roll 1d3. A Catapult can attack Melee Units, Ranged Units, other Siege Machines as well as Fortifi cation elements. Using a bridge eliminates all effects caused by a Ditch/Moat. 1,2,3,4 pips on D6 – attack on units Across every straight section of a Ditch/Moat a maximum of 2 5 pips on D6 – attack on Siege Machines Bridges can be thrown. One Bridge is able to serve all invader’s 6 pips on D6 – attack on Fortifi cations troops. More Bridges on one section of a Ditch/Moat means only that it’s going to be harder to destroy by defender’s units. Ballista 3 2x k3 Note: A bridge is treated like an element placed in a Deploy- ment Zone. A Ballista allows for two attacks (on one or two targets) with RFS equal to a dice roll 1d3 (the RFS is set separately for each Drabina one of two available attacks). A Ballista can attack Melee Units or Ranged Units. It’s not able to attack other Siege Machines or A Ladder is an essential that allows to climb Fortifi cations. destroy Fortifi cation elements. Invaders have an unlimited supply of ladders at their disposal. Every Combat Group attempts to reach the Wall’s crown using Trebuchet 5 4+k3 a ladder.

A Trebuchet allows for one attack (on one target) with RFS=4 Siege Tower 7 - increased by a dice roll 1d3. A Trebuchet is able to attack only Fortifi cation elements. A Siege Tower is extremely useful during a direct assault on a Wall. Cover 6 - A Combat Group attacking from a Siege Tower (we assign a Siege Tower to a specifi c Combat Group at the beginning of A Cover provides additional protection for invader’s Ranged Step 10) can completely scale down a Fortifi cation bonus for Units by increasing their EN +2 (applys to all Ranged Units defenders during an assault. In addition a defender’s Ranged in a specifi c Deployment Zone and works the same way as Fire Strength which targets enemy units in a Foreground Zone Fortifi cations with EN=2). If two or more Covers are placed at any moment of the Siege on a Fortifi cation section with a in one Deployment Zone their values are not summed up. The Siege Tower is reduced by -1. A Siege Tower moves like all only difference is that it’s more diffi cult to destroy a Cover by other Melee Units but it needs a Bridge to cross a Moat. If defender’s units (all of the Covers need to be destroyed in order all Bridges are destroyed a Siege Tower is removed from the to eliminate their effect). board.

SAVING THE GAME GAME FINISH

AfAfter ththe endd of eachh roundd (w(whenhe ththe LoLoot stage hhas ended)nd ed ) ThThe game can hhave two endingdi scenarios:ri the game can be stopped and saved on one of Save Sheets which are attached to the package. All players win – if at the end of last round attacker’s forces are defeated/fl ee from the battlefi eld. The Save Sheet is used to write down the following elements: All players loose – if at the beginning of Step 12 of the Siege -the current state of all the armies (their arrangement on the there are no units assigned to an attacker’s Combat Group and board does not matter) all the Town’s buildings have been destroyed, the defense is -the amount of each type of resources received discontinued and the game ends. -all of the researched technologies -the number of the completed round Both scenarios are a team effort and are achieved by all the players. In addition we save all the upgrade and endurance levels of walls/towers (in case any of the Fortifi cations has been damaged) on a board scheme at the bottom of the Save Sheet.

28 28 1/2/3/4 PLAYER GAME

The game differs somewhat when played by a different number of players. 3 PLAYERS If three people participate in the game each of them receives 4 1 PLAYER Actions. Each player defends one section of the Wall and one adjoining If only one person plays the game he has 12 Actions at his Tower. In each round a player holding the First Player token disposal. The player selects a Hero that will represent him in defends the fourth Wall section, the fourth Tower and the Keep. the campaign. The Player begins the game with 8 pieces of Each player chooses one Hero which gives 3 Heroes participat- Wood and 8 Spearmen. A the end of each round, during the ing in the game. Loot stage, the player receives an additional 5 pieces of Wood Every player begins the game with 3 pieces of Wood and 3 resources. Spearmen (9 pieces of wood and 9 Spearmen total). At the end of each round, during the Loot stage, additional 1 piece of 2 PLAYERS Wood resource is given to every player. If two people participate in the game each one receives 6 Ac- PLAYERS tions (12 total). 4 Each player defends 2 Wall sections and 2 adjoining Towers. In If four people participate in the game each of them receives 3 each round a player holding the First Player token commands Actions (12 total). the Keep defense. Each player chooses one Hero which gives 2 Each player defends one section of the Wall and one adjoining Heroes participating in the game. Every player begins the game Tower. In each round a player holding the First Player token with 4 pieces of Wood and 4 Spearmen (8 pieces of wood and defends the Keep. 8 Spearmen total). At the end of each round, during the Loot Each player chooses one Hero which gives 4 Heroes participat- stage, additional 2 pieces of Wood resource are given to every ing in the game. player. Every player begins the game with 2 pieces of Wood and 2 Spearmen (8 pieces of wood and 8 Spearmen total).

A PLAYER LEADING THE INVADER UNITS

Rules of the game allow a fi fth player to join in and play in the Because by this action the diffi culty level for defenders rises, campaign but he won’t be defending the Keep along with the invader’s forces are reduced: other four players. He is going to assume control over invader -from an overall amount of attacking units a number matching armies. the weakest attack direction is subtracted (so the player has at All parts of the campaign proceed in a similar way to a stan- his disposal only units that would normally attack form three dard game. Except when it’s time for invader moves. Instead directions) of performing randomly chosen actions they are decided by the -if the player chooses Beasts as his preferred army their number fi fth player. Also attack directions and amounts of attacking is lower by 20% according to the chart on the main board units from each direction are decided by this player and his (every type of attacking units is chcecked with the chart and the strategy. surplus is subtracted from the player’s pool) The fi fth player also selects the type of an enemy he is going to storm the Town with.

INDEX

Work in progress

29 29 30