King's Court: Difference between revisions

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|'''Infiltrate and disrupt:''' At the end of this Queen’s Activation, you may remove it and an enemy non-King piece from the board. After the next Re/Activation<ref>This happens between Activations.</ref>, you [[Core Rules#Other common rules, rule tags, and shorthand terms|redeploy]] the chosen enemy and give them a Disadvantage token. At the start of each turn you must redeploy this Queen if it is removed from the board via this ability; when you do, give a piece of yours an Advantage token.
|'''Infiltrate and disrupt:''' At the end of this Queen’s Activation, you may remove it and an enemy non-King piece from the board. Between Activations, you [[Core Rules#Other common rules, rule tags, and shorthand terms|redeploy]] the chosen enemy and give them a Disadvantage token. At the start of each turn you must redeploy this Queen if it is removed from the board via this ability; when you do, give a piece of yours an Advantage token.
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|An ally adjacent to the Chaplain may Move or Attack. If they do, the Chaplain cannot Move or Attack this Activation.
|An ally adjacent to the Chaplain may Move or Attack. If they do, the Chaplain cannot Move or Attack this Activation.
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=== <big>Suggested list for new players</big> ===
Composition:
* 1x King Rottgleft
* 1x Spy
* 1x Captain of the Guard
* 1x Chaplain
* 1x Master of the Horse and Hound
* 3x Hunting Dogs
Strategy:
* Use King Rottgleft's second effect of ''Harsh Edict'' to stop your opponent from making a big attack with a powerful piece early in the first turn.
* Save your Spy's Activation for when an enemy piece is in a very threatening position - then redeploy that enemy into a spot that is less threatening to your pieces.
* The Master of the Horse and Hound is capable of surrounding enemies with Hunting Dogs, or blocking lanes of movement.


== FAQ & Elaborations ==
== FAQ & Elaborations ==
<references />
<references />
[[Category:Factions]]
[[Category:Factions]]

Latest revision as of 00:49, 30 December 2024

Complexity:

Faction Rule

Casus Belli

The first time a piece of yours is slain, distribute X Advantage tokens and X Disadvantage tokens, where X is equal to that piece's point cost. Then, for all subsequent turns you Activate a piece first - regardless of who Re/Activated a piece last the previous turn.

Piece Options

Name (ranked highest to lowest) and quantity allowance Piece

Type

Additional Special Rules Common Special Rules
His Majesty King Rottgleft XII

(1)

King Harsh edict: At the start of each turn, choose a positional piece option from your opponent's faction - you may only choose a piece option once in a game -  then choose one of the following effects to apply to all pieces on the board of that option until the end of the turn.[1]
  • If a piece of that option would gain any Advantage or Blessing tokens, this King or an ally of the same piece type gains 1 of such a token instead.
  • Pieces of that option cannot Activate until each other piece type on their team has Activated.
  • Pieces of that option roll their dice at Disadvantage this turn and cannot spend their tokens this turn.
Faction Leader
Groom of the stool

(0-1)

Joker Confidant: If this Joker becomes Blessed or would gain any Advantage tokens, your King also gains 1 of those tokens.[2] When the highest ranking enemy on the board gains any Advantage tokens, your King gains 1 Advantage token between Activations. As well, your King cannot be Cursed.

Empty the pot:  At the end of this Joker’s Re/Activation, if a Joker card is face up you may turn it face down to transfer all Curse and Disadvantage tokens from an ally to an enemy.

Fool's Endeavour
Spy

(0-1)

Queen Infiltrate and disrupt: At the end of this Queen’s Activation, you may remove it and an enemy non-King piece from the board. Between Activations, you redeploy the chosen enemy and give them a Disadvantage token. At the start of each turn you must redeploy this Queen if it is removed from the board via this ability; when you do, give a piece of yours an Advantage token.
Captain of the Guard

(0-1)

Rook Prestige: This Rook starts the game with an Advantage token on it for each King, Queen, Knight, Bishop, and Joker on your team.[3]

Bodyguard: Ally positionals that are adjacent to this Rook Defend at Advantage. If an ally positional would be Attacked and they are not adjacent to this Rook, you may spend an Advantage token from this Rook to give that ally Advantage on their Defence roll.

Castle
Chaplain

(0-1)

Bishop Faith advisor (Minor Arcana): At the start of this Bishop's Activation, you may reveal the top 5 cards of the deck. Consult the table below to resolve the effect(s) based on the revealed cards. You resolve the effects in any order. Then discard those cards.
Master of the Horse and Hound

(0-1)

Knight Prestige: This Knight starts the game with an Advantage token on it for each Pawn on your team.[3]

Recall the hounds: At the end of this Knight’s Activation, you may spend any number of Advantage tokens it has. For each token spent this way, place 1 Pawn of yours into an unoccupied square adjacent to this Knight. Then, you may have one of those chosen Pawns Attack at Advantage or Move[4] during this Knight’s Activation.

Mounted Advantage
Hunting Dog

(0-8)

Pawn This Pawn loses its Promotion rule.

Release the hounds: At both the start and end of this Pawn's first Activation, you may place it into an adjacent unoccupied square.[5]

Pack tactics: While this Pawn is Attacking an enemy that is adjacent to another allied Pawn, it Attacks at Advantage.

En Passant;

Promotion

Faith Advisor table

Card Types Effect
For every 2 face cards revealed this way… Bless up to 1 positional on your team.
For every 5 face cards revealed this way…[6] Bless 1 additional positional on your team.
For every 2 number cards revealed this way… An ally on the board may be placed into an unoccupied square adjacent to the Chaplain.
For every 5 number cards revealed this way…[6] An ally adjacent to the Chaplain may Move or Attack. If they do, the Chaplain cannot Move or Attack this Activation.

Suggested list for new players

Composition:

  • 1x King Rottgleft
  • 1x Spy
  • 1x Captain of the Guard
  • 1x Chaplain
  • 1x Master of the Horse and Hound
  • 3x Hunting Dogs

Strategy:

  • Use King Rottgleft's second effect of Harsh Edict to stop your opponent from making a big attack with a powerful piece early in the first turn.
  • Save your Spy's Activation for when an enemy piece is in a very threatening position - then redeploy that enemy into a spot that is less threatening to your pieces.
  • The Master of the Horse and Hound is capable of surrounding enemies with Hunting Dogs, or blocking lanes of movement.

FAQ & Elaborations

  1. If, say, the opposing faction has multiple Knight options and you choose knight option A as a target of this rule, it won’t affect pieces on the board that are of Knight option B.
  2. If the Joker gains any Advantage tokens while the King is Blessed, the King will gain 2 Advantage tokens - 1 from the Blessing, and 1 from this rule.
  3. 3.0 3.1 As these Advantage tokens are being given to these pieces before the game begins, they will not cause Blessings to give out additional Advantage tokens. If a Pawn gets added to your list somehow throughout the game, or is brought back to the board by some means, this does not grant these positionals an Advantage token - this is a single instance application of Advantage tokens.
  4. Though these actions usually happen during a piece's own Re/Activation, The Pawn does this during the Knight's Activation and thus not count as having Activated if it does either of these.
  5. The first Activation of a Pawn with this rule could look like: You may place it into an unoccupied adjacent square, Move or Attack, then you may place it into an unoccupied adjacent square again.
  6. 6.0 6.1 These effects are cumulative with the previous effects that look for 2 of a certain card type - eg. If you reveal 5 face cards, you can Bless up to 3 positionals on your team.