Version 1.21 | back to rules

 

Version 1.21

Team Play
When playing team games (2v2, 3v3, etc.) the following rules take effect:

- Allied players' units may occupy the same square and move through each others' units and defensive structures
- Allied players gain each others' defensive structure bonuses
- When a square occupied by both allied players' units is attacked, either players' units may defend the square

Misc. Notes
- The player who wins the initial die roll now has the option of placing their capital first or last.

Version 1.2

Starting units
Each player now begins the game with one of their units already upgraded to a cavalry, and with a tower on their capital. Players will notice a much faster paced opening game!

Multiple unit combat
The attacker now gets to decide which of their units will go against the defender's unit in multiple unit combat (with the attacker deciding first). In addition, attackers may no longer withdraw during combat and must remain until one side has been eliminated from the square. Grouping of units and multiple unit battles are now much more effective and fun!

Misc. Notes
- Multiple units moving into the same square from different squares no longer counts as a single move.
- Resource squares are now referred to as "outposts."

Version 1.1

Instant Run-Off Combat
Instead of having a complete re-roll in the case of a tie, the next highest die is used to determine the winner in combat. If a unit has no remaining dice to match up to its opponent, that unit automatically loses.

Example: Two Cavalry attack one General. The defender chooses his General to defend against the first Cavalry. The Cavalry rolls a 6, 4 and the General rolls a 6, 5, and 1. The General wins, because his next highest die after the 6 is a 5, which beats the Cavalry's next highest die, a 4. The second Cavalry now goes up against the General, rolling a 5, 3. The General rolls a 5, 3, 2. Because the Cavalry has no more dice to match up against the General's remaining 2, the General automatically wins.

Optional House Rule: Partisans
In a multiplayer game, instead of a player being completely removed from the board when they lose their capital, they are allowed to keep all or up to three units (decided at the beginning of the game) but lose all of their gold and are no longer able to claim outposts, use powers, upgrade units, or build defensive structures. The player does retain their original number of moves per turn and land bonuses in combat, however, and may use these "partisan" units to attack enemy units, salt enemy outposts, destroy enemy defensive structures, and take enemy capitals.


 

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