Battles
For each Tile where
Knight
of different players are
present, or both
Knight
and
Bandit
are
present, a Battle takes place.
Foreign
Knight
in Castles do not trigger a Battle.
In Player Turn Order, each player resolves the Battles they are still involved in, in the order of their choice.
For ease of readability, The
Bandit
are now considered as
having a “player”, which is involved in the Battle. They start by selecting
their Attack Battlecard before their Defense one.
Battlecards have two sides: an offense one and a defense one. Only one side can be used at a time.
Battlecards Drawing and Discarding
Each player has a collection of Battlecards in hand, refered to as the Battle Hand, and a collection of discarded Battlecards (kept face down). If a player needs to place a Battlecard from their Battle Hand when it is empty, they draw all their discarded Battlecards beforehand.
Bandit
Battle Hands and their Battlecards discard are
kept face down.
Note that while all other players have the same collection of Battlecards,
Bandit
use a stronger set. Do not underestimate them.
Battle
All players select 2 Battlecards from their Battle Hand: one for attack, one for defense. These are kept face down until all players have selected theirs. Place them horizontally next to each other. Whether they are the attack card or the defense card is determined by the outer icon:
Once every player has selected their cards, reveal them. Use a blank card to hide the part of the battle card not relevant to their use (e.g. defensive stats for the attack card) and show your color.
Put
Unit Cube
next to attributes on the card to show their
values in this battle (no need to do that for
Wound
). Have
a player not participating in the fight handle the
Bandit
Unit Cube
, if possible.
The
Wound
modifier of each player’s defense card is
immediately applied, adding that number of
Wound
to each of
their
Knight
.
Players may form Alliances. A player may be in at most one Alliance and
Alliances have a maximum of two players.
Bandit
cannot
be part of any Alliances. Put the other player’s
Player Cube
on your hiding Battlecard to show the Alliance.
Battle Turns are taking place in ascending order of
Delay
(take the attack cards’ modifier into account). There is at most 1 Battle
Turn per player.
The Attacker distributes the
Knight
they have in this
Battle so they each target at most one
Bandit
or one
Knight
of the other players. The owners of these
Knight
or
Bandit
are considered to be the
Defenders. Use
Player Cube
to represent which
Knight
are targetted.
The amount of
Wound
added to a target is computed as
follows:
- Base
Wound
inflicted is the Attacker’s Damage
.
- If the Defender has more
Dodge
than the Attacker has Precision
(equality is resolved like a tie), divide that Wound
number by two (rounded up).
- Substract the Defender’s
Defense
from the Wound
number.
- Multiply that
Wound
number by the number of Knight
sharing that target.
- If the Defender’s
Delay
is twice the Attacker’s or more, multiply that Wound
number by two.
Remove the target
Player Cube
before starting the next
Battle Turn.
Once all battle turns are over, determine the battle’s victor(s) by adding
up points. Each
Knight
gives their player a number of points
corresponding to how many quarters of
Health
they still
have, rounded down.
In effect:
- If it has all of its
Health
left: 4 point.
- Else if it has at least 3/4 of its
Health
left: 3 points.
- Else if it has at least 2/4 of its
Health
left: 2 points.
- Else if it has at least 1/4 of its
Health
left: 1 point.
- Else it gives no points.
Allies count their points together as one.
Only the victors’
Knight
remain on the tile, the others are
discarded (they will return to their Castle during cleanup).
End of Battle
- All
Wound
are discarded.
- Players with
Knight
remaining on the Tile may receive Resources or Attribute improvements during the rewards phase.
Bandit Attack Pattern
When attacking, each
Bandit
selects their target with the
following priorities:
- If a single
Bandit
is already attacking a Knight
, target the same Knight
.
- Target the
Knight
with the most Wound
.
- Target a
Knight
from the player with the fewest knights in battle. In case of a tie, pick the one lowest in the tie-breaker.