Battles

In Player Turn Order, each player resolves the Battles they are still involved in, in the order of their choice.

Battles start with participating players forming 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.

At the start of a Battle, all involved players put a number of their Player Cubes corresponding to the Delay Attribute of their Knight (rounded up) on the top part of the Hourglass Board. If any Bandit are in the Battle, Bandit Cube are likewise added. For ease of readability, The Bandit are now considered as having a “player”, which is involved in the Battle.

Battle Turns keep resolvings until only remain Bandit or Knight belonging to the same Alliance (or player).

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 the same deck, kept face down. Whenever a Bandit must place a Battlecard, shuffle this deck and place the top card.

Note that while all other players have the same collection of Battlecards, Bandit use a stronger set. Do not underestimate them.

Battle Turn

A Battle Turn is composed of the following (only players, Bandit , and Knight involved in the Battle are considered).

Start of Battle Turn

  1. Among the players with no Player Cube on the top part of the Hourglass Board, the one with the lowest amount of Player Cube on the Hourglass Board becomes the Attacker. If no such player exists, restart the player turn after having the player with the fewest Player Cube on the top part of the Hourglass Board move them to the bottom part and all the other players move the same number of their Player Cube likewise.
  2. 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.
  3. The Defenders place one Battlecard from their Battle Hand facedown for use in this turn.
  4. The Attacker places one Battlecard from their Battle Hand faceup for use in this turn. They also discard another Battlecard from their Battle Hand, if able.
  5. All placed Battlecards are revealed.
  6. During this Battle Turn, Defenders Knight and Bandit Attributes are considered to be modified by the value on their respective Battlecards. Only the defensive Attributes are considered, however: Defense , Dodge , and Wound . The Wound attribute change is only considered as the amount of Wound to immediately add or remove to each of the Defender’s targeted Knight and Bandit .
  7. During this Battle Turn, the Attacker’s Knight and Bandit Attributes are considered to be modified by the Battlecard’s values. Only the offensive attributes are considered, however: Damage , Precision , and Delay .
  8. Each of the Attacker’s Knight and Bandit performs one attack on their target. Note: when checking if a value is greater than or less than another, all cases of equality are considered ties, the result of which is determined by the Tie Breaker.

Attack

  1. If the Attacker’s Precision is less than half of their target’s Dodge (rounded down), the attack is a Miss and inflicts no damage.
  2. Otherwise, if the Attacker’s Precision is less than the target’s Dodge , the attack is a Graze and only half of the Attacker’s Damage value will be considered (rounded up).
  3. Otherwise, if the Attacker’s Precision is more than twice the target’s Dodge , the attack is a Critical Hit and the Attacker’s Damage value is doubled for this attack.
  4. Otherwise, if the Attacker’s Precision is more than the target’s Dodge , the attack simply takes the Attacker’s Damage value into account.
  5. The number of Wound to add to the target corresponds to the resulting Attacker’s Damage minus the target’s Defense attribute. If this is negative, no Wound are added, but none are removed, either.
  6. If the number of Wound on a Knight or Bandit is equal or more than their owner’s Health attribute, the Knight is sent back to the owner’s play area.

End of Battle Turn

  1. The Attacker removes their Player Cube from bottom part of the Hourglass Board and places as many of their Player Cube on the top part as they have Delay (rounded up). Note that the Attribute is still affected by the Attacker’s Battlecard at this point.
  2. All active Battlecards are put on their owner’s Battlecard discard pile.
  3. The Battle Turn is now over. If only one Alliance or player remains, the Battle is also over.

End of Battle

  1. All Wound are discarded.
  2. The Hourglass Board is emptied.
  3. Players with Knight remaining on the Tile may receive Resources or Attribute improvements during the rewards phase.