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*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), anywhere recruits from uw nations, like Ichycentaur Cataphract or King of the Deeps from MA Atlantis are recruit anywhere. All selections must be nation troops; no indies.
 
*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), anywhere recruits from uw nations, like Ichycentaur Cataphract or King of the Deeps from MA Atlantis are recruit anywhere. 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. [http://larzm42.github.io/dom4inspector/?page=unit&showids=1&sitekey=nations&unitkey=sorttype&unitval=aaa.cmdr Cap only commanders]
 
**Capital-Only Commander: Any commander, including cap-onlys. Non-cap-onlys in this slot become cap only. [http://larzm42.github.io/dom4inspector/?page=unit&showids=1&sitekey=nations&unitkey=sorttype&unitval=aaa.cmdr Cap only commanders]
**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.
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**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. [http://larzm42.github.io/dom4inspector/?page=unit&showids=1&sitekey=nations&unitkey=mpath&unittype=2&unitnat=1&unitval=F|W|A|E|S|N|D|B All mages, sort by type to ignore cap onlys]
 
**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.
 
**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, and may not have any magic or priest levels. All these commanders must be recruit anywhere and may not be slow-to-recruit.
 
**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, and may not have any magic or priest levels. All these commanders must be recruit anywhere and may not be slow-to-recruit.

Versio 31. toukokuuta 2015 kello 21.28

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+. 10 points of PD gives you 100gold/resources worth of each unit.
  • 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), anywhere recruits from uw nations, like Ichycentaur Cataphract or King of the Deeps from MA Atlantis are recruit anywhere. 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. Cap only commanders
    • 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. All mages, sort by type to ignore cap onlys
    • 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, and may not have any magic or priest levels. 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. Cap only units
    • Single Recruit Anywhere Troop #1: Any non-Cap-Only troop. Non cap troops (ignore the iron boar)
    • 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)

UW clarification paste

  • "Just so people stop asking, and because it has an influence on future picks, these are recruit anywhere, not coastal only. foolofsound worded his stuff poorly, it’s only uw recruits from LAND NATIONS that are coastal-only recruits, e.g. forgiving father from la atlantis. Anywhere recruits from uw nations, like this Ichycentaur Cataphract or King of the Deeps from MA Atlantis are recruit anywhere, as intended. Know the difference, it can save lives."


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