Links
|
Managed to find your victims? Good, lets move onto the actual instructions then! But remember! These are just explanations for my map. If you want to design your own or change the rules, that's what this thing's all about!
 |
To start with- this- is your general grass square. You can hop two of them per turn. |
 |
Anndd, this is forest! It’s a similar colour to grass, but instead of hopping two places a turn, you can only hop one. While you’re in forest you get a +3 armour bonus, but this disappears as soon as you leave |
 |
This pretty blue represents Deep Water. You’ll most likely drown if you try and swim in it, so I wouldn’t try it! But there are certain cards you can use to cross it. |
 |
Dark grey, these hexagons are mountains. You can’t go over them, you can’t go under them, you gotta go round them! (Depending on your boots, of course) |
 |
This one is your starting square! As the name suggests, you should each start off the game on one of these. Distribute them throughout your group in whatever way suits you. |
 |
Shallow water. You can swim through this. But instead of hopping two squares, you can only hop one. If you hop out onto grass you can move two like normal. Whilst in water, your armour is -3. This disappears as soon as you leave. |
 |
This is what we civilised people call, road! When on a road, you can move three places instead of the normal two, as long as you’re moving onto another bit of road. You can’t hop one or two road places, and then onto grass. |
 |
These represent patches of rocks and are used only, so far, on the beach map. Same rules as forest and water apply, except that the bonuses are +5 atk and -4 armour. |
 |
As you’re walking along, you might see one of these. They’re signposts, and allow you to pick a chance card out of the pack. You can loot a signpost once per level. (If there are 4, you can loot all four, but you’re then stuck till you level again) You don’t have to stand on the actual signpost to loot it, just on a place touching it.
In the beach map, these are grass coloured so as to be easily distinguished from the sand. |
 |
And this is said sand, see the similarities? Works the same as grass but looks prettier. |
 |
In the landscape map this was just a pretty bridge. You can’t walk on it, sorry. |
 |
Annd, it’s the one you’ve been waiting for- Castles! Here’s how they work! (I apologise, this got a bit long-winded) |
| |
Ok. You can capture castles by walking on top of them. Sounds simple enough? If somebody else has previously taken it, though, I’m afraid it will take half your hitpoints, all of your energy, and three uninterrupted turns to capture. During this time! Should you either get bored and wander off, or be attacked by say, your bestest friend in the whole wide world, then you will have to start all over again! But don’t worry! You don’t loose any your HP or Energy until the castle is taken! Annd, a neutral castle (Not owned) doesn’t take any extra turns, or suck your energy and hitpoints when captured. If somebody dies, their castle goes neutral. |
| |
Castles give a +10 armour bonus for the owner, no matter where they are on the map. So that means that owning 3 castles would give you +30 armour! Be warned though, once somebody takes your castle, this armour bonus disappears. |
Back to Top
So. You now know about all different types of terrain. Maybe you’ve also mixed up the pages and learnt about stats! Your next question is probably, “BUT HOW DO I USE THEM ALL?”
Well, I have answers!
You’ve probably already figured out how to move but I suppose I can explain again anyway. Each player takes it in turns to move their piece either a single or double move, depending on where they are and how fast you want the game to go. You also know how to take castles and read signposts. Now all you want to know is, how do I hurt my friends?
It’s really fairly simple, all you need to do is get to a place that touches the one they’re situated on, and announce that you’re attacking them. They can attack you back, they can run, or they can defend. This can be done once a turn, and Running isn’t the best option in most cases. But you may be able to run to a signpost and chance at picking up a card that lets you run away faster. There are some cards, such as the walk-over-water or teleport card which can be used to run away so the opponent cannot catch you.
Previous Page - Main Page - Next Page |