HLoK:säännöt
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Versio hetkellä 31. maaliskuuta 2015 kello 16.55 – tehnyt Tappajasorsa (keskustelu | muokkaukset) (Ak: Uusi sivu: Sääntöjen lukeminen perustuu vapaaehtoisuuteen. Ainoa asia mihin oikeasti kannattaa tutustua on seinällä oleva taistelutaulukko.<br> EIA hyllystä löytyy perus-säännöt.<b...)
Sääntöjen lukeminen perustuu vapaaehtoisuuteen. Ainoa asia mihin oikeasti kannattaa tutustua on seinällä oleva taistelutaulukko.
EIA hyllystä löytyy perus-säännöt.
Houseruleina käytetään yhdistelmää replacement säännöistä, eli saadakseen vahvistuksia, on sekä maksettava kortilla RP hinta ja menetetyistä napeista elimination hinta.
Paths of the Lance An Expansion to DL 11, Dragons of Glory Presented by Brothers-in-Arms Games, 2014 Paths of the Lance An Expansion to DL 11, Dragons of Glory Table of Contents Introduction…………………………………………1 New Sequence of Play………………………………1 Using The Event Cards…………………...………...1 New Rules ………………………………………….2 A. Highlords……………………………..2 B. Activating Neutral Nations…………...3 C. Leader Elimination…………………...3 D. Berem…………………………….…...3 E. Supply...........................…………...….4 F. Dragon-to-Fleet Combat.......................4 G. Victory Conditions................................4 H. War Status .............................................4 I. Starting Conditions ..............................5 J. Naval Stacking …................................5 Optional Rules..........…………………………….….5 A. Wizard Abilities……………………....5 B. Winter…………………………….…..5 C. Command and Control……………..…5 D. Resisting Invasion ……………………5 E. “Kriegspiel” Rolling .............................6 F. Supply and Re-building... ....................6 G. Zhakar ............................. ....................6 Historical Scenario Adjustments ...............................6 Introduction Paths of the Lance expands and breathes new life into DL 11, Dragons of Glory. The game becomes much more unpredictable as players play cards out of their hands to make the War of the Lance come to life. Some of the rules in this expansion are necessary to use the cards, while others are optional, adding more depth to DL 11’s tried-and-true system. Paths of the Lance is not intended to be a complete game – you must own the DL 11 module to use this expansion. There are many references to rules from the module; if there are any holes or gray areas in the expansion, refer to the original game. New Sequence of Play Each turn follows this new sequence: 1. Replenish hand. Each player gets five cards from the Event Deck during Era 1, six during Era 2 and seven during Era 3. Players may discard one card at the end of each turn. 2. Roll a d10 for initiative. 3. Event phase: one card is turned face-up from the Event Deck. This card may be used outside the normal flow of the game (see pg. 2, Using the Event Cards, section 1). 4. The player with initiative chooses to play cards or move and fight. 5. The other side then may play cards or move. 6. The initiative player can then perform his second phase, either play cards or move and fight, whichever has not already been done. 7. The other side performs his second phase. 8. Check supply and apply the results. 9. Each side may play any number of cards from their hands for RP's (re-build points), using the points to flip depleted counters or rebuild eliminated armies. Re-built armies from the previous turn are placed. 10. Check for any automatic victory. 11. Each side may discard one card from his hand and all discards are shuffled back into the deck. Using the Event Cards There are 96 cards included in Paths of the Lance. They represent items, events and personalities from the War of the Lance. Players control the flow of the game by playing these cards. The number of cards in the Event Deck is affected by the current era of the game. In the first era, Autumn Twilight, only the cards with a red outline around the event name at the top are included in the deck. The blue-outlined second-era cards, Winter Midnight, are shuffled into the deck when that era is triggered. The third era, Spring Dawning, is characterized by a green outline. These colors correspond to the colors of the original Dragonlance Chronicles novels. When played, cards may be discarded (shuffled back into the deck at the end of the turn) or eliminated (removed from the game). 1 Assault points (APs) Re-build points (RPs) War status number Event title Game effect Cards may be played as an event, as assault points (allowing attacks) or as re-build points (to reconstruct destroyed armies). A card may only be played as one of these three things. If a card is played for AP’s or RP’s, it is discarded. A card’s value cannot be split up – all points must be spent on either AP’s or RP’s. Movement requires no cards. If an activation card for a country that has already joined the war is dealt to a player, the card is eliminated and exchanged for another card. 1. Events If the card is played as an event, it is removed from the game, unless it has an asterisk by the event title, in which case it is only discarded. Even though the majority of card-play is limited to one phase per turn, some cards (such as combat modifiers, initiative modifiers, assault declarations, etc.) can be played at the appropriate time. During the Event phase (step 3 in the turn sequence), if the drawn card has war status for one side it is automatically given to that side in exchange for a discard; if the card has no war status, the side with initiative may trade one discard for it. To trade a discard, the card must have the same AP+RP total as the card being traded. Example: Fizban Appears is drawn in the Event Phase. Since it has WS war status on it, the WS player gets first shot at it no matter who has initiative. The card has an AP+RP total of 6, so the WS player discards Zhakar Joins the War (AP+RP total of 6) and takes Fizban Appears. If the card is a country activation, the side having the initiative rolls to activate first (Diplomatic Coups may be played). If the roll fails, the other side rolls once. If both rolls fail, the card is discarded. If neither side wants the card, it is discarded. 2. Assault Points Any number of cards may be used for AP's in a turn. Each cards AP's are denoted by the number of crossbow icons on the card. If the card is played as assault points, this allows an equivalent number of stacks to be activated to attack. These can be used for one attack or several different ones. It is important to note that cards must be declared for assault use during the movement phase. Any movement from any stack into combat must use an AP point, even if it is only one counter from that stack. 3. Re-build Points None of the replacement rules from the original game are used. The HL player may not re-build until the Dark Temple card is played. During the replacement phase at the end of each turn, players may discard any number of cards to rebuild or replenish armies. Each RP (pick and shovel icon on the card)may be used to re-build one strength point of eliminated army or to replenish one point of depleted armies/fleets. Flying armies, leaders, undead, draconians and Maelstrom fleets may not be re-built. If RP's are used to re-build, the army is placed on the next turn square on the turn track. An army must be re-built to full strength; flipped armies cannot be built. Re-built armies must be placed in or adjacent to the capital appropriate to that nationality at the end of that turn. Fleets must be placed in that country's port city when re-built. RP’s may also be used to replenish eligible depleted (flipped) armies/fleets (see above for army types that cannot be re-built). To be replenished, an army/fleet must be in a city/port or fortress inside its home borders. Highlord mercenaries may be re-built and replenished in Neraka, the Dark Temple or any friendly human city. Knights may be re-built and replenished in any knight nation. RP's cannot be held over to the next turn and cards may not be played as RP's unless the points are needed to build. 4. Era Change At War Status 15, the second-era cards are added to the Event deck. At War Status 30, the third-era cards are added to the Event deck. See Section H under New Rules. New Rules A. Highlords The Highlord player starts out with only Ariakas. The other highlord counters must be brought into the game through play of the dragonarmy wing cards. There may only be six highlords in the game at any one time: one highlord for each of the five dragonwings plus Lord Ariakas. When a highlord is eliminated, he or she is replaced according to this table: Original highlord Replacement highlord Kitiara - blue Bakaris Salah Kahn - green Topus counter (Kadagh ogre HL) Bolas counter (Lucien was the actual HL) - black Misif counter (Hullek Skullsmasher half-ogre HL) Feal-Thas - white (*Toede) Verminaard - red As’p Tueng counter (Kolanda Darkmoor actual HL) The three highlord counters Misif, Bolas, and As’p Tueng have been, to date, impossible to identify. It is recommended to create new counters with the same combat/movement ratings, but with the names changed as in the chart above. The Toede 2 highlord counter must be made with ratings of 1 combat and 10 movement. Replacement highlords are placed immediately in the Dark Temple when their predecessor dies, and are immediately available for movement and combat. If the replacement highlord is eliminated, there are no second-level replacements. Only Ariakas can be in the same stack with another highlord. The others are too jealous of each other to stack together, but may participate in the same assault from different hexes. B. Activating Neutral Nations Neutral nations may be activated by (1) card play (2) war status or (3) invasion. 1. Card play activations An activation card allows the side who played it to roll the appropriate number or less on a d10 to bring that country into the war. Various event cards, particularly Diplomatic Coup, can modify these numbers. Only one Diplomatic Coup card can be played per activation attempt. A country whose forces are activated cannot move or attack until the next turn, as mobilization may take some time. If the activation roll fails, place the card back into the deck; if it succeeds, the card is discarded permanently. 2. Knight nation activations Knight nations may be activated beginning in the second era. On the War Status chart, each time a knight activation is called for, the WS player immediately rolls <= (1 for each nation conquered by HL + 1 for each knight nation already activated); various bonuses come into play such as Victory Point status (see the War Status chart). This activates the knight nation of the WS player's choice. Diplomatic Coup cards may not be used with knight nations. The activations are attempted immediately when the war status hits a knight activation square. Thus, if the war status goes from 15 to 18 in one turn, a roll is made for reaching 16 and another one for reaching 18, regardless of the phase or whose turn it is. Example: when the war status reaches 18 in turn 14, Lemish and Vingaard have been conquered and Gunthar has been activated. The VP total is at 12 in favor of the HL player, so the roll gets a further +1. The WS player must roll a 4 or less to activate another knight nation. After war status reaches 30, there is no need for it to be tracked. If there are any knight nations left to activate, a normal knight activation roll is made at +2 every time an event occurs that would increase the war status (HL conquers a country, status card played, etc.) 3. Activation by invasion The Highlord player can activate nations by invasion. When a neutral nation is invaded, the Highlord moves all the forces he is going to use for the invasion one hex inside the country’s borders and stops, declaring an invasion roll. Knight nations will never join the Highlord, and automatically join Whitestone if invaded. The activation numbers below represent the unmodified d10 roll that must be made to bring that country into the war on either side. Some countries are more disposed to fight the Highlords, some are more likely to join them: Nation HL # WS# Blode, Kern, Mithas, Sanction, Throtyl 7 1 Kothas, Khur, Tarsis, Lemish 4 2 Thorbardin, Zhakar, Hylo, Goodlund, Nordmaar, Vingaard 1 4 Silvanesti, Qualinesti, Kaolyn, Palanthus -1 5 The above numbers are modified by the actual strength of the forces used by the Highlord for the invasion. Combine the combat strength of every HLaligned army that has crossed the border and find the appropriate bonus to the Highlord activation roll: Invasion with: Bonus: 1-6 points +2 to WS roll 7-12 +1 13-16 0 17-22 +1 to HL roll 23+ +2 The Whitestone player rolls first to see if the country fights the HL player. Diplomatic Coup cards may be used to modify this roll for the WS player, but not the HL player. If the WS roll fails, the HL makes a roll to see if the country joins the dragonarmies. The roll goes back and forth until the country joins one side or the other. The country’s armies are placed as soon as it is activated. The armies of a country activated by invasion are not available for movement or attack until the next turn, regardless of which side it joins. C. Leader Elimination Leaders in eliminated stacks can roll their combat rating or less on a d6 to be immediately placed in the nearest friendly stack rather than being eliminated. D. Berem Before beginning play, a Berem counter will need to be created by marking one of the blank white counters that come with the original game. 3 The Berem counter comes into play when the Everman Found card is played. As the key to opening the gateway for the Dark Queen to come through, he is very important to both sides. Once placed, he cannot move unless captured. Berem is captured when an assault against the hex he is in results in the elimination of all armies he is stacked with; Berem must now stay with one of the victorious stacks. Berem cannot be eliminated. If Berem first appears in a hex that already has any type of army (air or ground) in it, he is captured immediately. If the HL player moves the Berem counter into the hex containing the Dark Temple, it is an automatic HL victory. Placing the Berem counter requires a d10 roll. Consult the following chart: Roll Location placed 1 Fortress on the Mithas island 2 Pax Tharkas 3 Fortress SW of Qualinesti 4 Kalaman 5 Palanthus 6 Kendermore 7 Hylo 8 Vingaard 9 WS choice* 10 HL choice* * any neutral city on the continent – no islands; if there are no neutral cities, roll again. F. Dragon-to-Fleet Combat Dragons may attack fleets but not vice-versa. The dragons may pick which fleets to attack out of a stack, but all fleets in the stack may fight back, choosing which dragon to attack. To assault fleets, the dragons may not move more than half their movement rate for the turn. When the battle is over, surviving dragons return to the land hex from which they attacked. The procedure is similar to fleet-to-fleet combat: each dragon counter rolls its combat rating or less to hit a fleet. Each fleet hits a dragon counter on a roll of “1”. The dragons may withdraw from combat after the first round, but fleets cannot. The combat ends after two rounds regardless. Leaders cannot benefit either side. G. Victory Conditions Automatic Victory: The WS player may achieve automatic total victory at any time by capturing the city containing the Dark Temple, or by reaching 25 victory points at the end of any turn. The HL player gets an automatic total victory by bringing Berem to the Dark Temple, or by reaching 25 victory points at the end of any turn. Victory Points and a Scored Victory: The game begins with the victory marker on zero. The game ends after Turn 30 if no side has won an automatic victory. Whichever side has the victory marker on his track has a varying degree of victory. If the victory number is 1-12, it is a minor victory with an uneasy truce. If the victory number is 13-24, it is a major victory with the losing side unable to recover for many years. If the victory number reaches 25 for either side, the game is immediately over in total victory. Victory points are gained when a country allies itself with one side – check the victory point chart according to the country and move the victory counter in that direction. If a country is conquered, move the victory counter twice the normal victory point value in favor of the conquering side. Demi-human capitals that have been abandoned are worthless, while the new capital sites are worth the normal VP in addition to the VP for the city in which they may be placed. Maelstrom is considered conquered when the last Maelstrom fleet is eliminated. H. War Status War status is a way of moving the game along in a semi-historical manner. It represents the tensions on Ansalon as countries fall to the Highlords and more 4 and more of the continent becomes embroiled in the war by choosing a side. War status begins at 1 and is increased by activating and conquering nations. When a nation is activated for either side, add one to War Status. When a nation is conquered by either side, add one to War Status. The play of certain event cards can add war status; these event cards marked with a blue or black oval in the top middle add to the war status. When those cards are played as events, war status goes up the amount listed on the card. The Non-aggression Pact card is an exception and actually subtracts 1 from war status when played. As mentioned before, when war status reaches 15, add in the second-era cards; when it reaches 30, add in third-era cards. After the changeover to the third era, war status is no longer tracked, except for Knight activation (see pg. 3 under Activating Neutral Nations). When the era changes, both sides show their hand at the end of the turn, before RP's are played. If the HL player is holding any cards with a WS war status marker (in blue), those cards are immediately played and take effect, including their war status value. The HL player then receives a VP penalty equal to the war status value of those cards. The WS player likewise follows the same procedure for any cards with a black oval. The Non-aggression Pact card is not considered in favor of either side for purposes of this rule. Any war status card caught in the other side's hand at the change of the era that cannot be played immediately due to unfulfilled conditions, etc., is discarded. I. Starting Conditions At the beginning of the game, the HL player cannot use RP's until the Dark Temple card is played. The WS player cannot attack an enemy hex with armies from different countries until the Whitestone Council card is played. J. Naval Stacking Only 4 fleets may stack in one hex. Optional Rules B. Winter The winter turn affects several aspects of the fighting. 1. All rivers/bridges/fords are frozen and can be moved or fought across with no penalties. 2. Fleets are reduced to 1/3 movement (round down). 3. All mountain passes are closed; no movement or supplies can be traced through them. 4. Dwarf and ogre armies can still attack across mountain hexsides, but at a -2 penalty to the roll. 5. Air armies are reduced to half their movement. C. Command and Control Leaders not only use their rating for combat, but also to command armies. Their rating is the range in hexes over which they can exert control. Any army that is not within the command radius of an eligible leader cannot move or attack. Leaders are also limited in the types of armies they can command and/or give a combat bonus: 1. Any Highlord-aligned army can be commanded by a highlord. 2. Any Whitestone-aligned army can be commanded by a knight leader. 3. Maelstrom fleets can only be commanded by the Maelstrom or minotaur leaders. The Maelstrom leader cannot influence land combat. 4. Draconians can be commanded by highlords only. 5. A country leader can only command a stack in which one of its armies is located.