Draftrules2
Kohteesta ExcaliburWiki
Versio hetkellä 30. toukokuuta 2015 kello 19.29 – tehnyt Sdrachus (keskustelu | muokkaukset)
Important Rules:
- Game will take place in MA. All nations have access to Fortresses/Castles.
- Your starting army will be made up of 100 gold worth of each of your two Double Recruit #2 choices, your Basic Troop Leader, and your Basic Scout.
- Your PD will consist of your Basic Troop Leader and your Double Recruit Anywhere #2 choices for 1-19 and your Basic Priest and second Single Recruit Anywhere choice for 20+.
- If for multiple units are identical except for unit number, they count as the same unit, and you should note both on your draft.
Bans:
- Before the draft begins, each player may choose one national unit or national spell to ban from the game entirely.
Selection:
- Each time your turn comes up, you may select any one of the following slots to fill (except the double troops, see below) You may pick from any era unless otherwise specified, but no selection may be chosen by multiple players unless otherwise specified. All unit special rules and abilities are preserved. Nothing aquatic is allowed, though amphibious units, including underwater recruits are (underwater recruits will be made into coastal recruits). All selections must be nation troops; no indies.
- Capital-Only Commander: Any commander, including cap-onlys. Non-cap-onlys in this slot become cap only.
- Recruit Anywhere Mage #1: Any commander with at least one non-Holy magic path, and that is recruit anywhere. This may be a mage-priest.
- Recruit Anywhere Mage #2: Any commander with at least one non-Holy magic path, and that is recruit anywhere. This may be a mage-priest.
- Basic Commanders (Troop Leader, Priest, Scout): Troop Leader may not have any magic paths and have a leadership of at least 60. Priest must have Holy Magic 1-2 and no other magic paths. Scout must be Stealthy, not a Spy or Assassin, and have a leadership of 10 or less. All these commanders must be recruit anywhere and may not be slow-to-recruit.
- Cap-Only Troop: Any troop, including cap-onlys. Non-cap-only troops in this slot become cap only.
- Single Recruit Anywhere Troop #1: Any non-Cap-Only troop.
- Single Recruit Anywhere Troop #2: Any non-Cap-Only troop.
- Double Recruit Anywhere Troop #1: Any two non-Cap-Only troops. Can’t select this until both Single Recruit Anywhere Troop slots are filled.
- Double Recruit Anywhere Troop #2: Any two non-Cap-Only troops. Can’t select this until both Single Recruit Anywhere Troop slots are filled.
- National Gimmick: See below.
- After all other selection have been made, players may specify any combination of 6 gems as their cap income, and any temperature as their prefered temp and prefered start terrain. *All pretenders will be available to all nations.
Gimmick Choices:
- Palisade/Fortress Access instead of Fortress/Castle
- Upgraded PD (like MA T’ien Ch’i) and +25% fort resources (like MA Ulm)
- Priests gain Elegist 2 (like Galas) and pretender ignores path loss on death (like Ur)
- Half-priced Temples
- Blood-sac and jade knives, but no temple dom spread and no preaching (like EA Mictlan)
- Priests can create ghouls, soulless, and longdead (like Sceleria)
- All of the national spells of a nation of choice, so long as it has not yet been picked (any number of players may select this gimmick)
- Two extra commanders or troops of any kind, so long as they have not yet been picked (any number of players may select this gimmick)