Difference between revisions of "Castles deck"
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The board is split into six zones - three on each side: the Castle Zone (inside the Castle), the Middle Zone and the Front. Most Soldiers and Civilians may only perform their actions on targets that are on the same zone as them. You may not enter the Castle Zone of your opponent. The outer walls of the Castle are in the Middle Zone (ironically) so you may move Soldiers into the Middle Zone and attack the Castle. Soldiers and Civilians may move to any adjacent zone on your turn. | The board is split into six zones - three on each side: the Castle Zone (inside the Castle), the Middle Zone and the Front. Most Soldiers and Civilians may only perform their actions on targets that are on the same zone as them. You may not enter the Castle Zone of your opponent. The outer walls of the Castle are in the Middle Zone (ironically) so you may move Soldiers into the Middle Zone and attack the Castle. Soldiers and Civilians may move to any adjacent zone on your turn. | ||
When you play a card, it goes to either your Castle Zone or your Middle Zone. You may want to play soldiers to your Middle Zone and your Civilians to your Castle Zone. | You may play any number of cards each turn. When you play a card, it goes to either your Castle Zone or your Middle Zone. You may want to play soldiers to your Middle Zone and your Civilians to your Castle Zone. | ||
Each card has a number, which is their HP value. When a card's HP falls to 0 it is discarded. | Each card has a number, which is their HP value. When a card's HP falls to 0 it is discarded. | ||
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{{Card | {{Card | ||
|title=Wizard | |title=Wizard | ||
|text='''Action''': Deal 2 damage to any card in play. If played against a Wizard, both cards are destroyed. | |text='''Action''': Deal 2 damage to any card in play (except Special cards). If played against a Wizard, both cards are destroyed. | ||
|type=Special | |type=Special | ||
|bgcolor=900 | |bgcolor=900 | ||
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{{Card | {{Card | ||
|title=Wizard | |title=Wizard | ||
|text='''Action''': Deal 2 damage to any card in play. If played against a Wizard, both cards are destroyed. | |text='''Action''': Deal 2 damage to any card in play (except Special cards). If played against a Wizard, both cards are destroyed. | ||
|type=Special | |type=Special | ||
|bgcolor=900 | |bgcolor=900 | ||
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{{Card | {{Card | ||
|title=Wizard | |title=Wizard | ||
|text='''Action''': Deal 2 damage to any card in play. If played against a Wizard, both cards are destroyed. | |text='''Action''': Deal 2 damage to any card in play (except Special cards). If played against a Wizard, both cards are destroyed. | ||
|type=Special | |type=Special | ||
|bgcolor=009 | |bgcolor=009 | ||
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{{Card | {{Card | ||
|title=Wizard | |title=Wizard | ||
|text='''Action''': Deal 2 damage to any card in play. If played against a Wizard, both cards are destroyed. | |text='''Action''': Deal 2 damage to any card in play (except Special cards). If played against a Wizard, both cards are destroyed. | ||
|type=Special | |type=Special | ||
|bgcolor=009 | |bgcolor=009 | ||
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|bgcolor=999 | |bgcolor=999 | ||
}} | }} | ||
==Tactics== | |||
The map is one-dimensional essentially, so try to fortify your position. | |||
===At the start=== | |||
At the start of the game, play Wall several Archers to defend your Middle Zone. | |||
===When Attacking=== | |||
Get several Spearmen before attacking, especially if you have to fight many Archers. Play Lightning Storm if possible, then play Charge and/or Ambush. Keep a few Soldiers in your Castle Zone and on your side of the field so that you can play Rally if need be. Play Lightning Storm and Incendiarism and back your attacking army with Archers and Wizards. You may also want to play Charge or Ambush if you have those cards to increase damage dealt and to be able to attack Archers before they have a chance to strike you. | |||
===When Defending=== | |||
If you have not already played Wall, play it. Also put several Archers in your Castle Zone together with Wizards (but watch out for the Assassin) and prepare Arrow Rain and Trap if you have them. If you are really desparate (i.e. they have gained control of your Middle Zone) then play Incendiarism, Medicine and Repair, and if possible kill their General so that you can play Rout. | |||
===When at Stalemate=== | |||
If you find that your opponent manages to repel all of your attacks and you manage to repel all of his attacks (via the use of well-placed Archers in the Middle Zone and Traps) then you have to break this status. Try to use a Spell such as Lightning Storm to clear your opponent's side of Archers and then step in with your Spearmen. If you find your opponent has built a Wall, you should use Cannons on your Front Zone to destroy them. | |||
===When using Assassins=== | |||
Keep in mind that the Assassin only has 1HP and has to go all the way to the opponent's Castle Zone in order to kill his target, in the process of which he will probably be attacked by Soldiers. |
Revision as of 22:11, 25 November 2007
Castles deck | |
---|---|
Designer | jftsang |
Date | 25 November 2007 |
Players | 2 (or 2 teams) |
This is an untested deck. Its cards are complete, but it hasn't yet been tested. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
Print this deck | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Rules
Each player or team has one Castle card to start off with, and must defend it. It has 50HP (as shown on the corner). When either team's Castle is destroyed they lose the game. They also start with their General, Wizards, Spy and Assassin, all of which start off in the Castle Zone except for the General, who starts off in the Middle Zone.
The board is split into six zones - three on each side: the Castle Zone (inside the Castle), the Middle Zone and the Front. Most Soldiers and Civilians may only perform their actions on targets that are on the same zone as them. You may not enter the Castle Zone of your opponent. The outer walls of the Castle are in the Middle Zone (ironically) so you may move Soldiers into the Middle Zone and attack the Castle. Soldiers and Civilians may move to any adjacent zone on your turn.
You may play any number of cards each turn. When you play a card, it goes to either your Castle Zone or your Middle Zone. You may want to play soldiers to your Middle Zone and your Civilians to your Castle Zone.
Each card has a number, which is their HP value. When a card's HP falls to 0 it is discarded.
Civilians can repair the castle and perform other feats.
Soldiers can attack and deal damage to opponent Soldiers or Buildings.
Buildings do something as long as they are in play. Buildings can only be played if a Builder is in play, and can only be played into the zone the Builder is in.
If the Spy, Assassin, Wizards or General are destroyed then they cannot be resurrected, not even by the Resurrection spell.
Spells and Special Attacks
Spells and Special Attacks are both Actions. Spells may only be played if a Wizard on your side is in play, and Special Attacks may only be played if the General is in play and you have a Soldier that is in your Middle Zone or Front Zone.
Terrain (optional rules)
You may predefine each zone to be of a specific terrain. By default all zones are Plains. The Castle Zones must be Plains.
- Plains: No bonuses or disadvantages.
- Hills: Archers that are on Hills have a range of 2 zones and may attack into the Castle Zone.
- High Hills: Archers that are on High Hills have a range of 2 zones and may attack into the Castle Zone and deal +1 damage. Also, Soldiers which have just entered High Hills may be attacked by any opponent Soldiers as it a
- River: Only between zones, never inside zones. Crossing the River means any opponent Soldiers may attack your card that crosses it during your turn while you cross it.
- Lake: To cross your Soldiers and Civilians must get into boats. Boats are vulnerable and deal -1 damage and take +1 damage when attacked by Soldiers on the bank. If both combatants are in boats then they both deal -1 damage but do not take any extra damage.
- Forest: Archers deal -1 damage to Civilians and Soldiers in Forests.
- Marsh: No Special Attacks may be performed by Soldiers on a Marsh.
Scoring
At the end of a game:
- If your opponent's castle was destroyed, gain 100 points
- If your castle was destroyed, lose 100 points
- If you surrendered before your castle was destroyed, lose points equal to the damage done to your castle
- If your opponent surrendered before his or her castle was destroyed, gain points equal to the damage done to their castle
- If you won, take away a number of points equal to the damage done to your castle.
- If you lost, add a number of points equal to the damage done to your opponent's castle.
In a tournament each player starts off with 1500 points. If a player wins he will gain and lose points. If you surrender you will also gain and lose points. It is thus better to surrender while you are still alive, and if you are attempting to destroy your opponent's castle you must still defend your castle so you do not lose as many points.
Card Listing
Tactics
The map is one-dimensional essentially, so try to fortify your position.
At the start
At the start of the game, play Wall several Archers to defend your Middle Zone.
When Attacking
Get several Spearmen before attacking, especially if you have to fight many Archers. Play Lightning Storm if possible, then play Charge and/or Ambush. Keep a few Soldiers in your Castle Zone and on your side of the field so that you can play Rally if need be. Play Lightning Storm and Incendiarism and back your attacking army with Archers and Wizards. You may also want to play Charge or Ambush if you have those cards to increase damage dealt and to be able to attack Archers before they have a chance to strike you.
When Defending
If you have not already played Wall, play it. Also put several Archers in your Castle Zone together with Wizards (but watch out for the Assassin) and prepare Arrow Rain and Trap if you have them. If you are really desparate (i.e. they have gained control of your Middle Zone) then play Incendiarism, Medicine and Repair, and if possible kill their General so that you can play Rout.
When at Stalemate
If you find that your opponent manages to repel all of your attacks and you manage to repel all of his attacks (via the use of well-placed Archers in the Middle Zone and Traps) then you have to break this status. Try to use a Spell such as Lightning Storm to clear your opponent's side of Archers and then step in with your Spearmen. If you find your opponent has built a Wall, you should use Cannons on your Front Zone to destroy them.
When using Assassins
Keep in mind that the Assassin only has 1HP and has to go all the way to the opponent's Castle Zone in order to kill his target, in the process of which he will probably be attacked by Soldiers.