Townsfolk
Complexity: ★★
Upgrades
Harvest (Costs 0 points)
Before the game starts, choose 1, 2, or 3; this will be X. Roll a D4 to see how the harvest went this year:
- On a roll of a 1, Curse X pieces on your team.
- On a 2, give X different pieces on your team a Disadvantage token.
- On a 3, give X different pieces on your team an Advantage token.
- On a 4, Bless X pieces on your team.
Stricken Populace (Costs 0 points)
While there are 5 or more Pawns on the board (friend and foe):
- Pieces can only spend Disadvantage tokens, and no other type of token[1]
- If a piece would spend their last Disadvantage token, give them another.
Piece Options
Name (ranked highest to lowest) and quantity allowance | Piece
Type |
Additional Special Rules | Common
Special Rules |
---|---|---|---|
Viscount
(0-1) |
King | Claimed Land: At the end of any turn, if this King both started and ended the turn within your opponent's deployment zone, you win the game.
Austerity Measures: After this King rolls his dice, Bless him between Activations if the total was 16 or greater. While this King is Blessed, other pieces cannot become Blessed, and enemies who are already Blessed cannot gain Advantage tokens. |
Faction Leader |
Militia Caravan
(0-1) |
Queen | Convoy (summon): This Queen cannot Attack, nor be relocated[2] by enemy rules. After this Queen Moves, you may Summon a Pawn into an unoccupied square adjacent to it.
Zealous Mob: Ally Pawns cannot Attack at Disadvantage[3] and get +X to their Attack totals, where X is the number of allies adjacent to them during an Attack. |
|
Rabble Rouser
(0-2) |
Bishop | Hateful Rhetoric (minor arcana): At the start of this Bishop's Activation, you may roll its dice and reveal a number of cards equal to the total. If you do, this Bishop cannot Attack this Activation. Until the end of the turn, keep aside cards revealed this way with the Spades ♠ and Clubs ♣ suits, discard all others. For the rest of the turn, when a lower ranking ally Attacks while there are cards kept aside this way, before rolling dice you must discard one or more of the cards. For every card discarded, increase that roll's total by +1. Give that piece a Disadvantage token after the Attack if you discarded 2 or more cards this way. | |
Fortune Teller
(0-1) |
Joker | Cartomancy (major arcana): At the start of this Joker’s Activation, you may turn a Joker card face down to Divinate (The Fool, The Hierophant, Wheel of Fortune).
Foreseen Danger: When an ally fails a Defence roll while a Joker card is facing down, roll this Joker’s die; you may use the difference between the Joker's roll and the ally’s failed roll as that ally's new Defence total. If you do, turn that Joker card face up after. |
Fool's Endeavour |
Town Guard
(0-2) |
Rook | Town Border: While an enemy piece is in your deployment zone, they cannot roll their dice at Advantage[4]. Additionally, if your team contains 2 Rooks, your deployment zone is the first three ranks of your half of the board[5], instead of just the first two. | Castle |
Angry Donkey
(0-2) |
Knight | Wild Temper: While a piece is:
their dice rolls cannot be positively modified[6]. |
Mounted Advantage |
Peasant Mob
(2-8) |
Pawn | Stick Together: So long as this Pawn is adjacent to an ally, it cannot be relocated[7] by enemy rules, it cannot be Cursed, and it can only be slain by enemies Attacking it.[8]Strength in numbers: If this Pawn's Attack or Defence totals would be less than X, it becomes X, where X is the total number of Pawns with this rule on the board. | En Passant;
Promotion |
Village Idiot
(0-1) |
Joker | Antagonizing Presence: During an enemy’s Re/Activation, if all Joker cards are turned face down and they could Attack this Joker, they cannot Attack this Joker's allies.[9] When this Joker is slain, remove all Disadvantage tokens from your pieces. At the end of this Joker’s Activation, if a Joker card is facing up you may turn it face down to give an adjacent piece a Disadvantage token. | Fool's Endeavour |
FAQ & Elaborations
- ↑ Advantage tokens cannot be spent, and if a rule gives pieces the ability to spend other tokens on them (such as Blessings or Curses), they cannot spend those either.
- ↑ Relocation includes: placement, random placement, redeployment, random redeployment, combat movement, or any involuntary Moves/Attacks.
- ↑ If they have a Disadvantage token when they go to Attack, it gets spent if possible, but would have no effect.
- ↑ If they spend an Advantage token to give their roll Advantage, it will have no effect.
- ↑ This remains your deployment zone for the rest of the game, for all rules that affect you or your opponents and their pieces.
- ↑ Positively modifying a dice roll includes: Advantage, additive modifiers (eg. +X effects), or substitutive modifiers that improve a roll (eg. “if the result would be less than X, it becomes X”).
- ↑ Relocation includes: placement, random placement, redeployment, combat movement, or involuntary Moves/Attacks.
- ↑ Rules or effects that slay a piece cannot target a Pawn with this rule under the mentioned conditions.
- ↑ All other pieces become illegal targets for an Attack.