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:

Battlecards, pre-reveal Battlecards, pre-reveal

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.

Battlecards, post-reveal Battlecards, post-reveal

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.

Battlecards, with cubes Battlecards, with cubes

The Wound modifier of each player’s defense card is immediately applied, adding that number of Wound to each of their Knight .

Battlecards and Knights with Wounds Battlecards and Knights with Wounds

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.

Battlecards and Knights with Wounds Battlecards and Knights with Wounds

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.

Battlecards and Knights targetting Battlecards and Knights targetting

The amount of Wound added to a target is computed as follows:

  1. Base Wound inflicted is the Attacker’s Damage .
  2. 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).
  3. Substract the Defender’s Defense from the Wound number.
  4. Multiply that Wound number by the number of Knight sharing that target.
  5. 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

  1. All Wound are discarded.
  2. 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:

  1. If a single Bandit is already attacking a Knight , target the same Knight .
  2. Target the Knight with the most Wound .
  3. 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.