Monday 16 June 2014

Lords of War Campaign

I am looking for at least four players to take part in my first attempt at a Lords of War Campaign! This is very much a testing ground for some rules that I hope to get sanctioned by Martin and Nick at Black Box so it is important that players are willing to give feedback on the system and make suggestions for any improvement. It is also hoped that it will be great fun - so if you play Lords of War (or even if you don't but think you might like to start) then why not join in!


Here is the proposed format, but as I have said this may well changes as the campaign progresses!

Each play must choose a faction or tribe (Elves, Orcs, Dwarves, Lizardmen, Undead or Templars) and have a deck with cards from just that race (as it comes from the box - no customised decks). For this first event I am only looking to have one of each race so maximum of six players!

Then to get things started we will need to work out a first round prioirty this will be done by cutting an army deck (highest defence wins)! This needs to be repeated until we have 1st, 2nd, 3rd, 4th, etc priorities!

We will then be using a standard playing mat as our campaign map! Starting with the player with the lowest priority he/she will select a starting terratory (vacant space on the mat) and place a marker on it to represent his general! No general can be placed in a location adjacent to another general!


Then it will be time for generals to make there challenges for the first round!

CHALLENGES

Starting with the player with the highest priority a general can...

1. Issue a challenge to a region that is adjacent to one he or she controls. When this is done this player chooses the weather by selecting three cards from the top of the weather deck and choosing one! This is revealed and placed on this region so that other generals can see it! This will represent the weather condition that will be in play at the beginning of the game! Generals can only issue a challenge to a region if there are enough players with lower priority to accept all of the challenges (for example in a four player campaign if the first two generals have made a challenge the third one will not be able to but must accept one of the existing ones). Generals must accept a challenge made on a region they already control!

NO CHALLENGE CAN BE MADE ON A GENERALS LOCATION UNLESS THAT PLAYER CONTROLS NO OTHER LOCATIONS

2. Accept a challenge for a general that has already been made! (This can only be done if there is already a region with a face up weather card on it!)

BATTLES

Playing the games is next and these must be done at either the Tuesday Games night of the Friday Magic night!

Games will use the 'D6' weather system with the starting condition being the one selected during the challenge stage!

If a region that is being challenged is already controlled by an existing general they will get to select 6 terrain cards from the terrain deck to place on the mat at the beginning of the game in any location they choose! (This must still allow players to start on the normal locations) if not the each player will get dealt 3 from the top of the deck to start the game!

Games will be played to the normal 20 cards and 4 command card victory conditions unless the battle is happening in a region already controlled in which case the attacking player is at a disadvantage (on the enemy homegroung) and only has to lose 14 cards (plus one for each region they control) the normal rules of 4 command cards still apply.

UPDATING THE MAP AND POINTS

At the end of each battle points are calculated as they would be for a tournament with an additional 15 points if a general has claimed a victory in a region already controlled by an enemy!

Any regions where a game was for some reason tied will result in that region remaining unclaimed!

Any region that has been claimed by a general will now have a token placed on the map! These tokens will repesent one of the command cards in the deck so a player can only control 6 regions at any one time! A player can choose to move an existing token and lose control of a previous region!
If a player takes control of a region previously controlled by another players command card that commander is captured! They can be sold back to the player at cost of 20 points! Whilst captured the command card is removed from the deck!

If a player takes control of the generals region then he is not captured but retreats to an unoccupied location!

Points are added to previous rounds scores and an additional 20 points is awarded for each region controlled by a general or cammand card plus 10 for each captured command card!

After battles are fought players are free to costomise their decks by changing cards upto the total of regions controlled (if you control two regions at the end of the battle then you may change two cards in your deck)

If a player controls 4 or more regions they may make changes that will allow other races to be included (but not command cards)

If a player controls 6 regions they may add captured command cards to their decks (only whilst they are captured)

Points are used to work out priority for the next round of battles!

Once all points are calculated and before the next round starts all captured command cards are rolled for to see if they manage to escape and return to their armies. Roll a D6 for each captured card and on the roll of a 6 that commander successfully escapes. It can not be used in the next round of battles but can be nominated for any captured regions and any subsequent battles in future rounds! On a roll of a 1 the commander dies in the attempt and take no further part in any games!

Please let me know if your interested in this format as I aim to get things started this week and ideally would like to get a couple of rounds done to see how it works!

Since publishing this there have been a few questions raised, the answers to which can be found here : http://kidsdreamsgames.blogspot.co.uk/2014/06/lords-of-war-campaign-update.html

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