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
- 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.
- 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.
- The Defenders place one Battlecard from their Battle Hand facedown for use in this turn.
- 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.
- All placed Battlecards are revealed.
- 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
.
- 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
.
- 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
- 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.
- 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).
- 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.
- Otherwise, if the Attacker’s
Precision
is more than the target’s Dodge
, the attack simply takes the Attacker’s Damage
value into account.
- 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.
- 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
- 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.
- All active Battlecards are put on their owner’s Battlecard discard pile.
- The Battle Turn is now over. If only one Alliance or player remains, the Battle is also over.
End of Battle
- All
Wound
are discarded.
- The Hourglass Board is emptied.
- Players with
Knight
remaining on the Tile may receive Resources or Attribute improvements during the rewards phase.