VI.A. When and Who. At the end of each campaign game night, the players present must resolve all activities together. They must also do so for any players unable to be present that night. Any player not present may select a designee to represent his or her interests, or leave it to the group to act in a fair manner.
VI.B. Realm Army Battles.
VI.B.1. Uncontested Battle: one army invade an undefended tile. An undefended tile is any tile that does not have an army, tower, fortress, town, or citadel belonging to another player. For uncontested battles, the sole player army involved in the activity automatically win the battle.
VI.B.2. Open Field Battle: when one realm army invade a defended tile that does not have a fortress, city, or a citadel belonging to another player. A defended tile is any tile that has an army, tower, fortress, town, or citadel belonging to another player. Each standard realm army is 1000 points. Each player rolls a D6 for each 500 points of army participating. If the player has one army acting, then 2D6 are rolled. If the player has two armies in the battle, then that player rolls 4D6.
Each D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from a WotR game.
+2 if the player actually used that army, fielding that particular named realm general along with his army.
+1 if at least one of the player’s army has a guard mission in the map tile being invaded or the player tile as a tower within the tile.
+1 for the player defending a mountain tile
The player rolling the highest wins the battle. In event of a tie, the defender wins. The winning player now control the tile. The loser must withdraw into an adjacent tile under friendly control. If there are multiple tiles the army can withdraw to, the army must withdraw to a tile currently with a friendly army, realm or garrison. If there are no eligible tile for withdrawal, the army is considered destroyed and the realm general lost to the game. Any mine in the tile is considered destroyed.
VI.B.3. Siege Battle: when one realm army has a siege order against a defended tile that has a fortress, town, or a citadel belonging to another player. Each standard realm army is 1000 points. Each player rolls a D6 for each 500 points of army participating. If the player has one army acting, then 2D6 are rolled. If the player has two armies in the battle, then that player rolls 4D6. Note that a fortress, town, or a citadel has a 500 points garrison army, thus yielding the owning player an extra D6.
Each D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from a WotR game.
+2 if the player actually used that army, fielding that particular named realm general along with his army.
+1 for the player controlling the town
+2 for the player controlling the fortress or citadel
+1 for the player defending a mountain tile
The player rolling the highest wins the battle. In event of a tie, the defender wins. The winning player now control the tile. The loser army is considered destroyed and the realm general lost to the game. The town or citadel is now downgraded to a fortress and the fortress is now downgraded to a tower. Any mine in the tile is considered destroyed.
VI.C. Fleet Battles.
VI.C.1. Sea Battle: when one fleet on a “to sea” mission from a port that is currently being blockaded by another player’s fleet. Each standard fleet is 500 points. Each player rolls a D6 for each fleet participating.
Each D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from an Uncharted Seas game.
The player rolling the highest wins the battle. In event of a tie, the defender wins. If the winning player controls the port, the losing must return to the closest friendly port and cannot take any activities for a turn. If the winning player was blockading the port, the losing player must return to port. If there are no friendly port to return to, the fleet is considered destroyed.
VI.C.2. Uncontested Sea Assault: when a “sea assault” mission is assaulting an undefended tile. An undefended tile is any tile that does not have an army, tower, fortress, port town, or citadel belonging to another player. The player conducting the Sea Assault automatically wins control of the tile. Any mine in the tile is considered destroyed.
VI.C.3. Contested Sea Assault: when a “sea assault” mission is assaulting a defended tile. A defended tile is any tile that has an army, tower, fortress, port town, or citadel belonging to another player. Each fleet can transport one realm army of 1000 points. Each player rolls a D6 for each 500 points of army participating. If the player has one army acting, then 2D6 are rolled. If the player has two armies in the battle, then that player rolls 4D6. Note that a fortress, town, or a citadel has a 500 points garrison army, thus yielding the owning player an extra D6.
Each D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from a WotR game.
+2 if the player actually used that army, fielding that particular named realm general along with his army.
+1 for the player controlling the town
+2 for the player controlling the fortress or citadel
+1 for the player defending a mountain tile
The player rolling the highest wins the battle. In event of a tie, the defender wins. The loser army is considered destroyed and the realm general lost to the game. The town or citadel is now downgraded to a fortress and the fortress is now downgraded to a tower. Any mine in the tile is considered destroyed.
VI.D. Raids. Each player’s raiding army rolls a D6. This is the number of Empire Points the target of the raid will lose. This D6 is modified as followed:
+1 if the player has earned one tactic point that turn.
+2 if the player has earned two tactic points that turn.
+1 if the player earned his tactic points from a LotR SBG game.
VI.E. Force Maintenance. Determine how many realm armies and fleet compared to how many fortress, citadel, and ports the player has. Any excess realm army or fleet must be disbanded if there are not enough citadel, fortress, or ports. The named hero leading the army to be disbanded will be lost to the player and will be available to be recruited again later by any player.
VI.F. Hero Recruitment. All players recruiting named heroes use the same process as drafting generals and heroes. See II.C. and II.D.
VI.G. Empire Points
VI.G.1. Each player starts with 6 empire points in their treasury.
VI.G.2. One empire point is collected each campaign turn per tile controlled
+1 per fortress controlled
+2 per citadel controlled
+3 per town (+4 for town in a river tile) controlled
+D3 per mine tile (D3+1 for mine in a river tile) controlled
+D6 for mine in a mountain tile controllled
VI.G.3. No empire points are collected if a controlled tile is currently interdicted.
VI.H. Map Tile Upgrade.
VI.H.1. Allowed only as long as the pieces are available.
VI.H.2. Build a mine. Not allowed in swamp tile. Costs 2 empire points in a mountain tile but only 1 empire point elsewhere.
VI.H.3. Build a tower. Allowable in any tile, even swamp. Costs 3 empire pointS.
VI.H.4. Upgrade a tower to a fortress. Not allowed if the tower is in a swamp tile. Costs 6 empire points.
VI.H.5. Upgrade a fortress to a town. Allowed only if the fortress is in a farm tile. Costs 6 empire points.
VI.H.6. Upgrade a fortress to a citadel. Costs 6 empire points. Note each player may only control one citadel at a time as it represents his capital.
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