Siege Machines Will Spare No Effort to Storm the Town and Its Defenders

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Siege Machines Will Spare No Effort to Storm the Town and Its Defenders 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, Bridges, 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 – Bridge 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.
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