粗体的是实际规则,细体的是提供者的个人感想。。。
Warrior RuleObjective
To defeat the most enemy troops and to control the greatest nations by the end of the game.
I think this means that you get closer to victory either by killing enemy units and/or by controlling the most goblins/barbarians/undead... when the game ends.
Setup:
Shuffle all cards. Distribute 11 for each player. Players then put their creature cards in the table forming groups (nations) with all creatures of the same type grouped. The cards must be organized so that the symbol of their "type" is visible, as well as the quantity of cards in each nation (nation).
In this initial hand, attack cards (the cards with numbers in the corner) must be instantly discarded and traded by other cards from the original pile. I assume players do this in a specific order, but can't tell from the rules I got. I also assume that if a player ends up getting more attack cards, he keeps on exchanging them for new ones until he gets none. I also assume that 'type' here means infantry/archery/knight.
Siege engines are placed beside nations and wizard cards must be placed in any nation, at the end of the row. The player chooses which nation will have the wizard and only one wizard may be attached to each nation.I assume that by "end of the row"this means that, however you organize the nations, the wizard is the topmost card, the one with the figure showing. I don't know at this point whether the siege engines are placed beside a specific nation or in a separate group - I believe the later is correct.
Reshuffle the remaining cards, including attack cards discarded previously.
Overview:
The game comprises of 3 rounds. First and second are alike and go as follows:
- each player is dealt seven cards.
- each player chooses 4 of these and discard the other 3, facing up.
- when all players are done, the chosen cards must be placed in the table (creatures in their specific nations by that player, wizards at the end of the row of a chosen nation, siege engines by the side and attack cards inf front of a nation).
The player with the lowest numbered attack card MUST attack. Then the player with the second lowest attack card attacks and so forth, in a crescent manner, until all attack cards are accounted for. By the end of the round, siege engine cards and wizards are discarded.
Round three is where where all cards discarded previously are reshuffled in the drawing stack/card deck. Each player is given 7 cards and gets to keep 5 (in a similar way as previous turns - only that one more card is kept).
Battle:[/b]
A player is obligated to attack for each attack card it keeps in a round. After rolling at least one dice, he may choose to end the attack.
A attacker rolls the red die, and defenders roll the black die.
Symbols in the attack cards (the numbers I guess)are added to a players roll during the whole attack.
- Infantry symbol: for each symbol, a player may roll a die in the attack (most of 3 die for attacker and most of 2 for defender). The player must roll the maximum number of dice permitted by its nation. If a defending player doesn't have a infantry symbol, he may still roll a dice.
- Whoever has the most number of archer symbols adds one to its highest die. If players tie in archer-value, noone gets the bonus.[/b]
Here I point that it seems only cards of the "nations involved in the fight" count for both these purpouses - only infantry cards of the attacking/defending nations count. Same for archery.
-By the end of the attack, if a player has a Knight symbol facing up, he may make another attack using the same attack card and nation as he just did. Here the person who wrote this in portuguese states: "Here, as far as I know, this may be done as many times as you wish, as long as you have at least one knight (by the end of the attack - my comment).
- A nation with a Wizard cannot attack or be attacked.
- A wizard can be attack by a siege engine. If the wizard is destroyed, the nation can now be attack normally.
- By the end of the attack, the player discards the attack card [/b]There it is, you discard attack cards by the end of each attack - unless you use the knights power, I suppose.
Attack cards explanation
- A player selects a nation and uses all members of that nation in the attack.
- That nation may now attack an opponent's nation AS LONG AS it is of the same race OR the natural enemy of that race, indicated by a symbol in the lower left of the card. This goes as following:
Dwarves and Goblins [/b](hence a Dwarven nation may attack enemy Dwarves or Goblins only).
Barbarians and Undead
Elves and Trolls
Mercenary Attack cards
- A player chooses (3 or 4, depending on the card) creatures from any nation he controls, including creatures from a nation protected by a wizard. If not enough creatures are available, he or she attacks with the ones he has available.
- Any nation can be attack by a mercenary army attack card, as long as it is not protected by a wizard.[/b] Mercenary armies seem to be natural enemies of everyone.Battle
1- Each player rolls a number of dice Determined by the number of infantry cards in the nations involved, I gather
2- The highest red die is compared to the highest black die, the second highest red with the second highest black and so forth.The +1 bonus from the archers is applied here. (sum one to the highest die of the side with the most archers).
If the attacking die (red) has a greater value (not equal, strictly greater) the defender loses a creature of his choice in the defending nation. If a black die has value equal to or greater than the red die, the attacking player must give one card (of his choice) to the defender.
- These cards are added to the player's victory pile.
3- At any point from now on, the attacker may decide to stop the attack (after the resolution of the greatest die of each side). The attack automatically ends if one of the nations involved has no more creatures.
4- At battle's end, for any reason, if the attacks has a knight card facing up, he may decide to attack again. To do that, he must turn one of his cards facing down (to represent a troop occupying the defeated nation).This can be done as long as the player still has knight facing up.
Cards are turned face up by the end of the attack when the player decides not to re-attack using the knights power.
- note: for each dice roll, the formation of armies will change, which changes the number of rolled dice and the archer bonus.
Siege engines:
They maybe used for any player that posses them at any point in battle, even if he is not taking part in the battle[/b] (a third player may use a siege engine during the other 2's battle)
The player attacking with the siege engine chooses a card to be targeted and rolls a die. A result of 4 or greater destroys the targeted card, which goes to the Victory Pile of the player that controls the siege engine who just destroyed it. Either way - success or not - the siege engine is discarded.
when the last round of battle is over, all siege units are discarded. (I believe this was covered before)
Game end:
By the end of the third round, players are awarded points. Each card in a player's victory pile is worth 2 points (this is why the objective included destroying the other guys' stuff)The player with the most units in each race gets points. In the event of a tie, all players get points (I suppose this means 'all players tied for most creatures of each nation get the points', but can't know for sure.)Points Nation
5 Undead
6 Dwarves
7 Trolls
8 Elves
10 Goblins
11 Bárbaros
The player with the most points win. In the event of a tie, the player with the most points in its victory pile wins.