207201086 Convicted Rulebook en Work in Progress PDF

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    RULEBOOK

    (WORK IN PROGRESS)

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    The Convicted is a cooperative board game for 1-4 players.In The Convicted players become convicts who were given a second chance to expiate their crimes. In order to prove their true de-votion for the ruler, they need to colonize new lands in the name of the king. They start building their headquarters town withjust a handful of footman, and a few structures. Through the development of fortications, buildings, researching new technolo-gies, gathering resources and training recruits they can transform their colony into an impenetrable fortress. Alas, the new worldis full of indigenous inhabitants who by any means possible try to get rid of unwanted colonizers. Countless hordes of barbarians,forest people, ferocious monsters and wolf men with their beasts and siege machines will spare no effort to storm the town andits defenders. The whole game-play consists of a campaign of 10 matches, 90 minutes each (15 hours total). After each match the

    game is saved on the Save Sheet. That allows the ability to divide the whole campaign into as many parts as is needed. The goal ofeach game is to survive all of the enemy assault waves.

    CONTENTSSymbols and denitions 3

    Components overview 4

    Setting up the game 7

    Selecting the Heroes 7 Setting up the components 7

    The course of the game 8

    Round structure 8I. Setup 8II. Executing actions 8 Construction 9 Research 12 Training 13 Receiving resources 14 Fortication repairs 15III. The siege 16 Setup stage 16

    Battle stage 16 Loot stage 20

    Invaders 20

    General rules 20 Beasts 21 Barbarians 22 Wolfmen 24 Forestmen 26 Invaders siege machines 28

    Saving the game 28

    Game nish 28

    1 / 2 / 3 / 4 player game 29A player leading the Invader units 29

    Index 30

    GAME COMPONENTS Game board Rulebook 26 building tokens 28 building cards

    40 fortication tokens 12 moat tokens 12 ditch tokens 4 enemy cards 19 technology cards 4 hero cards 4 reference sheet 10 spell and blessing markers 1 morale marker 1 time marker 1 rst player token 12 action markers 180 defender forces unit tokens

    200 invader forces unit tokens 75 resources markers 60 siege machines markers 25 save cards 2 six-sided dice 40 endurance markers

    If during the game there is a situation where some of themarkers/tokens have run out and it is not possible to take themfrom the pool outside the board, that means the limit of units/resources in the game has been reached. A marker can be usedagain if during the course of the game some markers that arealready in play are taken off the board.

    THECONVICTEDINTRODUCTION

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    RESOURCES

    In the game it is possible to acquire 4 kinds of resources: Wood,Stone, Iron and Gold. When the game starts the only availableone is Wood. To receive other kinds of resources it is necessaryto develop the appropriate technologies.

    Wood

    Stone

    Iron

    Gold

    COMBAT UNITS - CHARACTERISTICS

    Each unit in the game is de!ned by a few characteristics.Units !ghting in close combat (Melee Units) have 3 character-

    istics: Strength, Endurance and Support.Distance attack units (Ranged Units) have 4 characteristics:Strength, Endurance, Support and Ranged Fire Strength.Siege Machines, depending on the speci!c type, can have thecharacteristics of Endurance and Ranged Fire Strength.

    Strength ST

    Endurance EN

    Support SU

    Ranged Fire Strength RFS

    SYMBOLS AND DEFINITIONS

    ACTIONS

    In each round of the campaign players have 12 actions totalat their disposal. Each of them can be assigned to a differentpurpose such as construction or unit training.

    CAPACITY

    Each forti!cation fragment has a maximum number of unitsthat can be placed on it simultaneously. The Capacitycharacteristic depends on the type and development level of aforti!cation.

    Capacity

    FIELDS ON THE BOARD

    Note: All areas are shown in the diagram on page 4.

    Town all tokens which are placed in the center of the board.The town consists of 6 !elds: Barracks, Keep, Workshop, Li-brary, Mage Tower and Chapel.

    Fortications all tokens which are placed on marked po-sitions surrounding the Town: S, N, W, E, SW, SE, NW, NE.There are two types of forti!cations: walls and towers.

    Towers 4 corner elements of forti!cations marked: SW, SE,NW, NE.

    Walls 4 oblong elements of forti!cations marked:S, N, W, E.

    Moats/Ditches all tokens which are placed on a ring aroundthe town outside of the forti!cations on positions marked as:S1, S2, N1, N2, E1, E2, W1, W2, SE, SW, NE, NW.

    Deployment Zone 4 !elds on the board on which theinvaders forces are placed during the !rst phase of the Siege.They are positioned in front of the 4 wall sections marked as:N, S, E, W.

    Foreground Zone 4 !elds on the board from which a directstorm on the Forti!cations is performed in order to capture theTown. They are positioned in front of 4 Wall sections markedas: N, S, E, W. The enemies can move to this Zone from the

    Deployment Zone.

    DICE ROLL

    Quite often a three-sided dice roll is called for during the game,but it is possible to use a six-sided dice instead. The best way todo this is to assign one number from a three-sided dice to twonumbers from a six-sided one i.e. for 1 and 2 the number wouldbe 1, for 3 and 4 it would be 2, and !nally for 5 and 6 it wouldbe 3.

    three-sided dice roll symbol d3six-sided dice roll symbol d6

    UNITS

    Combat Units/Troops all tokens symbolizing archers, spear-men, swordsmen, armored, crossbowmen and arquebusiers, allinvaders units, and also Siege Machines.

    Ranged Units all units that can attack from a distance (i.e.units with Ranged Fire Strength characteristic) except SiegeMachines.

    Melee Units all units that are not able to attack from a dis-tance (i.e. units without Ranged Fire Strength characteristic).These are melee combat units performing direct attacks on theWalls.

    Siege Machines all units symbolizing Battering Rams,Ballistas, Trebuchets, Catapults, Cauldrons, Siege Towers,Onagers, Bridges, Covers, Bombards and Boulders.

    Combat Group a group of units attacking the forti!cationssimultaneously. In each combat group there is a Front Unitleading the attack and Supporting Units. On one section of theForti!cations there can be no more than 4 combat groups.

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    COMPONENTS OVERVIEW

    MAIN BOARD

    Invaders Card Stack

    Research Card Stack

    Deployment Zones

    Foreground Zones

    Action Path

    Ditches/Moats

    Losses Chart

    Fortications

    Library

    Mage Tower

    Workshop

    Keep

    Barracks

    Chapel

    Town

    Time Path

    Morale Path

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    Building token Invaders card

    Heros card

    Reference sheet

    Save sheet

    Research card

    Required Librarylevel

    Research description

    Building card

    Moat token

    Ditch token

    Fortications token

    Endurance markerspace

    Current buildinglevel

    Resources needed tobuild this building

    level

    Options available onthis building level

    First Player token

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    Resources woodBlessingmarker

    Invaders token ar-cher, javelin thrower,

    slinger, wolf;

    Invaders tokenwarrior, spearman,

    heavy footman andgiant spider veteran

    Invaders tokengiant, werewolf, as-sassin, hawk veteran

    Invaders token ar-cher, javelin thrower,

    slinger (veterans)and giant spider

    Invaders tokenwarrior, spearman,

    heavy footman (vet-erans) and hawk

    Invaders tokengiant, werewolf,

    assassin (veterans)and dragon

    Siege Machinemarker Boulders

    Siege Machine

    marker Cauldron

    Siege Machinemarker Catapult

    Siege Machine

    marker Ballista

    Siege Machinemarker Onager

    Siege Machinemarker Trebuchet

    Siege Machinemarker Siege

    Tower

    Siege Machinemarker Covers,

    Siege Machinemarker Battering

    Ram

    Siege Machinemarker Bombard

    Crossbowmen

    token

    Spearmen

    token

    Arquebusiertoken

    Swordsmentoken

    Archertoken

    Heavy infantrytoken

    Resources ironSpell marker

    Resources gold Morale marker

    Time marker

    Resources stone Action marker

    Fortication Endurancemarker

    Siege Machinemarker Bridge

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    Diviner

    The Diviner has been sentenced to death because she dared toforetell the king that he will never have a male heir. The kinghas found in his mind the best solution to lift this spell deathby hanging.The gift of divining allows this Hero to predict the movementsof enemy troops. At the beginning of each Step 11 (Battlestage) the Diviner can transport any ve units (not Siege Ma-chines) between any section of the fortications (units do not

    have to be on one section of the fortications, but keep in mindthe Capacity characteristic - the maximum number of unitslocated on one section of fortications).

    Deserter

    The Deserter, banished for disobeying an order and allegeddesertion from the battleeld. By participating in the expeditionto the new lands he intends to prove his courage and expiate hiscrimes.The Deserter, due to his high leadership abilities in each roundcan train an additional unit of any type on the current level ofthe Barracks (ability does not apply to Siege Machines). Thisspecial training does not require using any Actions or resourc-

    es.

    Sorcerer

    The Sorcerer, had deceived his lord for many years by hisblundering efforts to turn iron into gold. Eventually he has beensentenced for fraud and theft. Sentenced to 20 years in a galley.Thanks to the arcane magic he can cast one additional spell onlevels 1-3 of the Mages Tower in each round (if an appropri-ate level of the Mage Tower has already been built). For spellcasting all of the standard rules are applied.

    Priest

    The Priest has been sentenced to death for heresy and actingagainst the ofcial religion. According to the prosecutors inhis sermons he spread defeatism and stirred up hatred for themagnates. He has also badmouthed his church superiors.The Priest can use his ery speeches to make even the mostcowardly warriors ght. At the beginning of the Game Setupstage, he can designate one section of fortications (the toweror the wall) where each Ranged Unit receives +1 to the RangedFire Strength. The modier is valid for an entire round.

    SETTING UP THE GAME

    SETTING UP THE COMPONENTS

    The rst thing to do before the game begins is to place all the elements on the right spaces:

    1.Lay out the board.2.Prepare the Research Card Stack and the Invaders Card Stack and place them on the board.3.Place the Time Marker on round 1 of the Time Path.

    4.Place the two building cards: Barracks level 1 and Keep level 1 next to the board (these are the buildings we start the gamewith).5.Place a specic number of Spearmen on Walls and Towers (these are the units we start the game with, the exact number is givenin the chapter: 1 / 2 / 3 / 4 player game and depends on the number of players taking part in the campaign).6.Place a specic number of Wood markers on the pool by the board (these are the resources we start the game with, the exactnumber is given in the chapter: 1 / 2 / 3 / 4 player game and depends on the number of players taking part in the campaign).7.All players choose their Heroes and place their cards in front of them.8.A randomly chosen player puts the First Player token in front of him.9.The rest of the components should be sorted and placed in a spot accessible to all of the players.

    SELECTING THE HEROES

    Each player taking part in the campaign chooses a Hero to represent him in the game. The Hero card should be placed in front ofthe player. The Heroes do not move physically on the board (they dont have tokens/gures depicting them), but they can supportthe defenders with their special abilities described on each Heros card.

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    ROUND STRUCTURE

    The whole game consists of 20 consecutive rounds in which players can perform actions increasing their chance of survival andthe invaders try to capture the town controlled by the players. Each round is divided into three parts which are also divided intostages, phases and steps.

    Structure:

    I. Setup

    II. Executing actions

    III. The siege

    Setup stage Battle stage

    Ranged weapon phase Step 1, Step 2

    Siege Machines phase Step 3, Step 4 Maneuver phase Step 5, Step 6, Step 7, Step 8 Close Combat phase Step 9, Step 10, Step 11, Step 12, Step 13 Loyalty phase Step 14 Loot stage

    Before the beginning of each round there are some preliminary activities which need to be performed:-Move the Time Marker one space forwards.-Give the players a speci!c amount of Action Markers (depending on the number of players 12 markers total)-Remove all of the invaders units from the board.-Remove the Invaders Morale marker from the board.-Place the used Spell and Blessing markers back on the Mage Tower and Chapel Cards.-Shuf"e the Invaders Card deck and place it on an appropriate !eld on the board face down.-First Player token is placed in front of the next player in the clockwise direction.-Each of the players beginning with the one with the First Player token chooses his sections of the Forti!cations to defend(detailed rules regarding the possibilities of this choice can be found in chapter: 1 / 2 / 3 / 4 player game).

    Actions are all the activities which can be performed by thedefenders during each consecutive round of the game beforethe siege starts.

    Actions may consist of:-building or upgrading the towns forti!cations

    -building or upgrading speci!c buildings-digging sections of moats or ditches-researching new technologies-receiving resources-training military units

    THE COURSE OF THE GAME

    I. SETUP

    II. EXECUTING ACTIONS

    In each round the defenders have 12 Actions total at theirdisposal, which can be used freely to reach planned results. Thenumber of Actions for each player depends on the number ofplayers taking part in the campaign (details can be found in thechapter: 1 / 2 / 3 / 4 player game).Each of the activities, except forti!cation repairs, requires theuse of exactly one Action.

    Actions cannot be handed over from one player to another.They also cannot be transferred from one round to another. Allunused Actions are irretrievably lost.Every player performs all his Actions during his turn, begin-ning from the player holding the First Player token.

    WHAT ARE ACTIONS

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    CONSTRUCTIONFortications (walls)

    From the walls its only possible to re at the Foreground Zone(not the Deployment Zone) regardless of the advancement level

    0 Fence 0 0 0 0 0 3

    1 Palisade 1 0 0 0 1 4

    2 Wooden wall 2 0 0 0 2 63 Stone wall 1 2 0 0 3 8

    4 Wall with 3 1 0 0 4 10 hoardings

    RFS of enemy Ranged Units and ST of Air Units goes down -1.

    5 Wall with 2 3 0 0 5 12

    machicolations

    RFS of enemy Ranged Units and ST of Air Units goes down -1.Cauldron and Boulder RFS goes up +1.

    Fortications (towers)

    0 Fence 0 0 0 0 0 2

    From the Fence its only possible to re at the Foreground Zone(not the Deployment Zone).

    1 Wooden Platform 1 0 0 0 1 3

    2 Wooden Tower 2 0 0 0 2 4

    Allows the placing of one Siege Machine.

    3 Stone Tower 1 2 0 0 3 4

    Allows the placing of two Siege Machines.

    4 Tower with 3 1 0 0 4 4 hoardings

    RFS of enemy Ranged Units and ST of Air Units goes down -1.RFS of the defenders Ranged Units goes up +1.Allows the placing of two Siege Machines.

    5 Tower with 2 3 0 0 5 4 machicolations

    RFS of enemy Ranged Units and ST of Air Units goes down -1.RFS of the defenders Ranged Units goes up +2.Allows the placing of two Siege Machines.

    FORTIFICATIONS

    A player can decide whether to perform an Action of buildingor upgrading a chosen section of the Towns fortications. Todo this, rst he has to receive a sufcient amount of resources.

    The player puts an Action Marker on the Action Path, discardsthe correct amount of resources and after selecting the rightfortication element; he places it on the board. Keep in mindthat with every upgrade the endurance of an element increas-es +1 (this rule is used even if the element has been partlydamaged during the ght). Therefore the endurance marker ofan upgraded element should be replaced by a new one with ahigher value.Every section of Fortications must be upgraded one level at atime (maximum 1 level during 1 Action).

    Building fortications (example):

    A player has 2 Actions at his disposal. In this round he decidesto upgrade a section of the fortications to a Stone Wall level3 (at the moment a Wooden Wall is erected level 2) and dig a

    section of a Ditch.First he upgrades the wall. He uses 1 Action and spends 2Stone markers and 1 Wood marker which gives him the abilityto upgrade the wall to level 3 (Stone Wall). The Wooden Walltoken is replaced by a Stone Wall token and its Endurance

    goes up 1 point. Next the player uses his second Action to dig

    a ditch in front of the wall section. No resources are needed forthis process so the player places another Action Marker on the

    Action Path and puts a ditch token on the board. Now the townis much better prepared for the defense.

    Note: The rst stage of the fortications is the Fence to whichstandard siege rules apply. The Fence cannot be destroyed andits Endurance is always 0. It also has its own Capacity levellike any other element of the fortications.The Fence is equal to 0 level of fortication.

    Note: The north section of the fortications (N) is treated in aspecial way. We place two separate Endurance markers here:one for the wall and another for the towns gate.

    MOATS AND DITCHES

    A player can dig a ditch section. In order to perform this Actionhe must receive a sufcient amount of resources. The playerputs an Action Marker on the Action Path, discards the correctamount of resources and after selecting the right ditch element;he places it on the board. A ditch can be upgraded to a moat(the same way as fortication upgrade is performed, ditch andmoat are two levels of one construction type).

    Ditch 0 0 0 0

    Going through the ditch takes the invaders more time than astandard approach to the walls.Invaders units during Step 5 instead going directly to the

    Foreground Zone stay in the Deployment Zone. Only duringanother Step 5 they can move their troops.Digging a ditch does not require the use of any resources, onlythe use of one Action.

    Moat 1 1 0 0

    Going through the moat takes invaders more time than a stan-dard approach to the walls, just like when crossing a Ditch.In addition to slowing down the enemy, the moat also causesa loss of 20% of the invaders units that are trying to cross it.A specic amount of units is immediately removed from theboard (every unit type is removed according to the chart on thegame board).

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    BUILDINGS

    A player can use one Action to build a new kind of building orupgrade an existing building one level up. In order to per-form this Action a player must receive a sufcient amount ofresources. The player places an Action Marker on the ActionPath, discards the correct amount of resources and after select-ing the right construction element; he places it on the board.All effects of the building are immediately available for use in

    performing all the other Actions in this round (by this or otherplayers).Each building type has to be upgraded one level at a time. Itsnot possible to upgrade a building from level 1 to 3 in onestep (to do so it is necessary to upgrade to level 2 and thenuse another Action to upgrade to level 3). There are 6 typesof buildings in the game: Barracks, Workshop, Keep, Chapel,Mage Tower and Library.

    BARRACKS

    Constructing the Barracks makes training new units possible.These units help to defend our town. Every consecutive level ofthis building allows for the training of a new type of unit thatwas not available before. Below are the costs of constructionfor each level of this building (not the cost of unit training).

    Level 1 0 0 0 0spearman

    Level 2 4 1 0 0archer

    Level 3 5 2 1 0

    crossbowman and swordsman

    Level 4 6 3 2 1heavy infantry

    Level 5 7 4 3 2arquebusier

    KEEP

    Constructing the Keep allows more efcient defense organi-zation, higher re damage for some enemy units and fastertransport of units across the town.

    Level 1 0 0 0 0Allows the defenders troops to move directly through the

    Keep without the need to go around through all the sections offortications. The movement is the same as relocating betweenthe fortication sections and can be performed during the sameparts of the game.

    Level 2 2 3 0 0

    When the Keep is upgraded to this level the defender can useit as a special tower with the maximum Capacity of 4 RangedUnits. Units can re at enemies the same way as from a normaltower but all the enemy units in range of any other defendersunit are also in range of those Ranged Units (located in theDeployment and Foreground Zones). Maximum Capacity doesnot relate to Melee/Ranged Units who can stop in the Keep on

    their way to another fortication section.A Ranged Unit stationed in the Keep receives a +1 modier toRanged Fire Strength.

    Level 3 2 4 1 0Allows for the increase of the Keeps Capacity to 2 additionalSiege Machines.Ranged Units stationed in the Keep receive a +2 modier toRanged Fire Strength.

    WORKSHOP

    Siege Machines are possible to construct after building theWorkshop. These units help to defend our town. Every follow-

    ing level of this building allows the construction of a new typeof unit not available before.

    Level 1 3 0 0 0cauldron with pitch

    Level 2 2 2 0 0catapult

    Level3 2 2 2 0ballista

    Level 4 2 2 2 2onager

    Level 5 3 3 3 3bombard

    LIBRARY

    Building the Library makes possible the researching of newtechnologies that are essential for the Towns fast developmentand training of a proper army.All available technologies are described in the next chapter.Below are the costs of construction for each level of this build-ing (not the cost of research).

    Level 1 5 0 0 0

    stonemasonry, archery, cauldrons with pitch, fortications

    Level 2 5 2 0 0

    beasts of burden, construction, chainmail, crossbow, mining,catapults

    Level 3 5 3 2 0

    masonry, goldsmithery, ballistas

    Level 4 5 3 3 1

    mechanics, structures, armory, onagers

    Level 5 6 4 4 2

    gunpowder, bombards

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    BLESSINGS

    Protection: saves one selected Ranged or Melee Unit from thedefenders team from death.This Blessing can be used whenever a unit is going to be re-moved from the board.After using it the unit is placed back on its former position andis reinstated to the game.

    Barrier:increases the endurance of a selected Forti!cationsection +1 for one round. This Blessing must be used duringthe Setup stage (not during the !ght).

    Fusion: allows restoring up to 3 endurance points on a selectedforti!cation section.This Blessing can be used at the end of Step 11 of the Siegestage.Note: The endurance level can never be increased above theinitial level.

    Aura:provides full damage protection for a selected Forti!ca-tion section for one round. This Blessing must be used duringthe Setup stage (not during the !ght).

    Resurrection:saves all Ranged and Melee Units on a selectedForti!cation section from death. Similar to Protection, this

    Blessing can be used any time a unit is going to be removedfrom the board.

    Note: Any player can use a Blessing, but no Blessing can beused more than once per round. If a player uses a Blessing, theother players cannot use it until the next round begins.

    SPELLS

    Hale of stones: provides an additional attack which is similarto the standard use of Boulders. This Spell must be used after astandard Boulder and Cauldron attack.

    Blindness: lowers the Ranged Fire Strength characteristic of aselected enemy unit by -2 (except Siege Machines). Casting ofthis spell is only possible during the Setup stage (not during theBattle stage).

    Paralysis:can be used against two selected enemy units (ex-cept Siege Machines). Targets are immediately removed fromthe board. Casting of this spell is only possible during the Setupstage (not during the Battle stage).

    Magic !re:can be used against any enemy Siege Machine.Selected target is immediately removed from the board. Castingof this spell is only possible during the Setup stage (not duringthe Battle stage).

    Earthquake: destroys 50% of the invaders units (counted ac-cording to endurance level, speci!c units are selected by a play-er casting the spell) from a selected Combat Group. The Spellmust be used after a standard Boulder and Cauldron attack (butafter the Hale of stones Spell).

    Note: Any player can use a Spell, but no Spell can be usedmore than once per round. If a player uses a Spell, the otherplayers cannot use it untill the next round begins.

    CHAPEL

    Building the Chapel enables the use of Blessings which canhelp to defend the Walls and units.Each consecutive Chapel level allows the use of one additionalBlessing.

    Level 1 1 1 0 0Protection

    Level 2 1 2 1 0Barrier

    Level 3 1 2 2 1Fusion

    Level 4 1 2 3 2Aura

    Level 5 1 2 3 4Resurrection

    MAGE TOWER

    Building the Mage Tower unlocks the use of spells which canaid in attacking the enemies. Every consecutive level of theMage Tower allows the use of one additional Spell.

    Level 1 0 2 0 0Hail of stones

    Level 2 0 2 1 0Blindness

    Level 3 0 2 2 1Paralysis

    Level 4 0 3 2 2Magic !re

    Level 5 0 3 3 3Earthquake

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    Stonemasonry level: 1Stonemasonry allows players to receive a new type of resource Stone.

    Archery level: 1Archery allows the construction of the second level of the Bar-racks, where you can train archers.

    Cauldrons level: 1

    This technology allows the construction of the !rst level of theWorkshop and the production of Cauldrons with pitch.

    Forti!cations level: 1After the invention of the Forti!cations, it is possible to buildwooden walls and towers.

    Beasts of burden level: 2Beasts of burden improve the process of receiving resourc-es - after the invention of this technology, in every action ofreceiving resources you can get 3 pieces of Wood or 2 pieces ofStone, or 2 pieces of Iron, or 1 piece of Gold (if the ability toreceive those resources is available).

    Construction level: 2This technology allows the construction of a new type of forti-!cations Stone Walls and Towers.

    Chainmail level: 2After the invention of Chainmail it is possible to build the thirdlevel of the Barracks, where you can train Crossbowmen andSwordsmen.

    Crossbow level: 2After the invention of Crossbow it is possible to build the thirdlevel of the Barracks, where you can train Crossbowmen.

    Mining level: 2Mining allows players to receive a new type of resource Iron.

    Catapults level: 2This technology allows the construction of the second level ofthe Workshop and production of Catapults.

    Masonry level: 3This technology allows the construction of a new type of forti-!cations Walls and Towers with hoardings.

    Goldsmithery level: 3Goldsmithery allows players to receive a new type of resource Gold.

    Ballistas level: 3

    This technology allows the construction of the third level of theWorkshop and production of Ballistas.

    Mechanics level: 4Mechanics improve the process of receiving resources - afterthe invention of this technology, in every action of receivingresources you can get 4 pieces of Wood or 3 pieces of Stone,or 2 pieces of Iron, or 1 piece of Gold (if the ability to harvestthose resources is available).

    Structures level: 4This technology allows the construction of a new type of forti-!cations Walls and Towers with machicolations.

    Armor level: 4After the invention of Armor it is possible to build the fourthlevel of the Barracks, where you can train Heavy infantry.Onagers level: 4This technology allows the construction of the fourth level ofthe Workshop and production of Onagers.

    Gunpowder level: 5After the invention of Gunpowder it is possible to build the!fth level of the Barracks and the !fth level of the Workshop.

    Bombards level: 5

    This technology allows the construction of the !fth level of theWorkshop and production of Bombards.

    TECHNOLOGIES

    12

    ..

    Building the level 1 Library unlocks new research possibilities which can aid in acquiring resources faster, upgrading buildings,training new units and receiving new kinds of resources.Researching a new technology does not require the use of resources just the use of Actions. All effects of a technology are imme-diately available for use in performing all the other Actions in this round (by this or other players).After placing an Action Marker on the Action Path the player takes a speci!c card from the Research Card Stack, reveals it and

    puts it by the defenders building cards. The selected technology will provide certain bene!ts (even if during the !ght the Libraryis destroyed or its level decreased).

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    Spearman 1 0 0 0

    2 1 1 -

    Archer 1 0 0 0

    1 1 1 1

    Swordsman 1 0 1 0

    3 2 2 -

    Crossbowman 1 0 1 0

    1 1 2 2

    Heavy infantry 0 0 1 1

    4 3 3 -

    Arquebusier 1 0 1 2

    1 1 3 3

    TRAINING

    A player can use 1 Action to train precisely 1 new unit. Toperform this Action a suf!cient amount of resources and anadequate building level is required (Barracks for Warriors,Workshop for Siege Machines). To start training a new unit theplayer places an Action Marker on the Action Path and discardsthe correct amount of resources and after selecting the rightUnit Token he places it on the selected Forti!cation section.The new unit is immediately available for use in the Battlestage of this round.Note: Any unit can be removed (and replaced) from the boardif another type of unit is trained (it simply means that a warriorreceived new equipment).

    MELEE UNITS AND RANGED UNITS

    Units are divided into two types (not including Siege Ma-chines): Ranged Units and Melee Units (close combat). Themain difference is that while both types can participate in melee

    combat, only Ranged Units can !re at enemies from a distance.Every unit has certain characteristics depicting its strong andweak points:Strength (ST): !ghting skills used during a melee combatEndurance (EN): level of natural resistance to wounds orarmour levelSupport (SU): strength used in a !ght on a second positionduring combat group attacks.Ranged Fire Strength (RFS): strength of any kind of rangedweapons.

    Every unit also has the cost of training in resources assigned toit and can also posses special abilities.

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    RESOURCE RECEIVINGIn order to perform all types of Actions (except technologiesresearch, Ditch digging and Boulder piling) specic amountsof resources are needed. Players can acquire resources in twoways: as spoils of war in the Loot phase (once for each round,after a Battle stage) or by using an Action to receive resources.There are four kinds of resources in the game: Wood (availablefrom the beginning of the game), Stone, Iron and Gold (theability to receive those three types of resources is available

    after a specic technology research). At the beginning a useof one Action allows to receive 2 Wood resources, 1 Stoneresource, 1 Iron resource or 1 Gold resource. In time the speedof extracting resources may increase thanks to new researches.Players can exchange or give each other selected resourcesduring any part of the game should the need arise but each ofthe players can exchange/give only one resource type per roundwith another player of his choice.

    SIEGE MACHINES

    Siege Machine is the only type of unit which is able to attack not only enemy Melee Units and Ranged Units but also other SiegeMachinesEvery unit of this type has one or two characteristics depicting its strong and weak points:Ranged Fire Strength (RFS): strength of any kind of ranged weaponsEndurance (EN): level of damage resistanceEvery machine also has the cost of construction in resources assigned to it and can also possess special qualities.

    Boulders 0 0 0 0

    - d3

    It is assumed that at the beginning of the siege on every Wallsection (regardless of its level) there can be a maximum ofone Boulder pile ready for use. Boulders must be used duringthe Battle stage Step 10. Boulders provide an attack (on onetarget) with the RFS each time set by a dice roll 1d3.

    Cauldrons with pitch 1 0 0 0

    - 2x d3

    It is assumed that at the beginning of the siege on every Wallsection (regardless of its level) there can be a maximum of oneCauldron ready for use. Cauldrons must be used during the Bat-tle stage Step 10. Cauldrons provide an attack (on one or twotargets) with the RFS each time set by a dice roll 1d3 (the RFSis set separately for each one of two available attacks).

    Catapult 1 2 0 0

    3 3+d3

    A Catapult allows one attack to be performed (on one target)with the RFS of 3 increased by a dice roll 1d3. A Catapult canattack Melee Units, Ranged Units and Siege Machines gatheredin a Deployment Zone.

    Ballista 2 1 1 0

    3 2x d3

    A Ballista allows for two attacks (on one or two targets) withRFS equal to a dice roll 1d3(the RFS is set separately for eachone of two available attacks). A Ballista can attack Melee Unitsand Ranged Units gathered in a Deployment and ForegroundZone. The Ballista cannot attack invaders Siege Machines.

    Onager 2 1 1 1

    4 4+d3

    An Onager allows one attack to be performed (on one target)with the RFS of 4 increased by a dice roll 1d3. An Onager canattack Melee Units, Ranged Units and Siege Machines gatheredin a Deployment Zone.

    Bombard 1 1 3 1

    4 2x 2+d3

    A Bombard allows two attacks to be performed (on one or twotargets) with the RFS of 2 increased by a dice roll 1d3(the RFSis set separately for each one of two available attacks). TheA Bombard can attack Melee Units, Ranged Units and SiegeMachines gathered in a Deployment Zone.

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    FORTIFICATIONS REPAIRSNo use of an Action is needed to repair a fortication, but it canonly be performed during the part of the turn where players usetheir Actions (construction, training etc.) The only cost neededto make a repair is the use of the required amount of resources.After declaring repair work to a specic fortication section

    and discarding the correct amount of resources the endurancevalue of this section should be immediately increased +1 (aplayer replaces the lower value marker with a higher one).Note: The Endurance level can never be increased above theinitial level of the current section of the fortication which isbeing repaired (e.g. for fortications level 3 Wooden wall, themaximum Endurance level is 3).

    Repair costs of one section (wall or tower):

    levels I, II 1

    levels III, IV, V 1

    gate 1

    An example of using an Action by one player:

    The player with a Deserter Card (well call him the Deserter forshort) plays the campaign with two friends. That means everyplayer has 4 Actions at his disposal (12 Actions total).The Deserters rst Action is to receive some resources. Todo so he places one of his 4 Action Markers on the ActionPath. Because other players have already researched Beasts ofburden and Masonry technologies the player can choose if hewants to get 3 pieces of Wood or 2 pieces of Stone. He decidesto get 3 pieces of Wood and puts the markers next to his Heroscard.He decides to use the second Action to invent a new technolo-gy. At the moment the Library is at level 2 so all the technolo-gies from levels 1 and 2 are available for research. The Deserterselects the Construction card and puts the next Action Markeron the Action Path (its the only cost of this technology) andthe researched Construction card is placed next to other cardsavailable for all the players to use.

    Another Deserters activity is training an Archer. The playerputs the third Action marker on the Action Path and discards

    1 Wood marker from his resources (thats the cost of the unit).He takes an Archer marker from the pool outside the board andplaces it on a selected section of the Fortications (he choosesthe south section S).The last, fourth Action the Deserter uses to dig a ditch sec-tion. He places the Action marker and takes the selected Ditchsection from the pool outside the board (digging ditches doesnot require the use of any resources). Next he places it alongthe south section of the Wall in order to reinforce forticationson this eld.In the end the Deserter uses his special ability to train any ad-ditional unit type without any cost. He takes a Spearman tokenfrom the pool outside the board and puts it on the selectedFortication section (he chooses the south one S).After all 4 Actions have been used the next player continues thegame.

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    III. THE SIEGE

    SETUP STAGE

    BATTLE STAGE

    During a setup stage we perform the following activities:1. A draw for invader types from the Invader Card stack.2. Determining the number and composition of the Invadersarmy (details can be found in the chart in the Invaders chapter).3. Setting the position of the Defenders troops on the Walls,Towers and inside the Keep (no units except Ranged Units/Siege Machines stationed in the Keep can stay on its grounds)4. Determining the locations of the Invaders attack (randomlydetermined directions, according to the tips in the Invaderschapter) and positioning the troops on Deployment Zones.5. Relocating the Defenders troops (all of the Defenders unitscan be relocated between the Fortications sections without

    any quantity restraints but no further than to the adjoining sec-tion or from the Keep to any section).6. Using Blessings and Spells: Aura, Barrier, Blindness, Paraly-sis, Magic Fire.

    Note:at the end of the Setup stage no units except RangedUnits/Siege Machines stationed in the Keep can stay on itsgrounds. All the Ground and Ranged Units must be placed onWalls and Towers.Note:the maximum number of units that can be placed on onesection of the Fortications (Capacity) can be found in chapterConstruction/Fortications.

    RANGED WEAPON PHASE

    Step 1. Defenders Ranged Units attackThe Defenders Ranged Units are able to at-tack any of the invaders units in the Deploy-ment Zone or in the Foreground Zone. Theycannot attack Siege Machines though. EveryRanged Unit selects its target by pointing

    at one of the zones. All Ranged and MeleeUnits gathered in one of the zones are treatedas one target. Keep in mind that the numberof killed units in one zone cannot exceedthe number of Ranged Units performing anattack.After selecting all the targets, Firing com-mences. The RFS of all Ranged Unitsperforming an attack on a selected zone issummed up and compared with EN of thetarget. If the RFS is equal to or higher thanEN a certain number of units is removedfrom the board. Each Ranged Unit canperform only one shot in each step (even ifit has more units in its range closing in fromdifferent directions).

    Step 2. Invaders Ranged Units attackThe Invaders Ranged Units randomly attackthe defenders gathered on the Forticationssections (detailed instructions regardingtarget selection depend on the type of anenemy unit and can be found in the chap-ters concerning individual unit types). Afterselecting all the targets, the assault begins.The RFS of all Ranged Units is summed upand compared with the targets EN. If the

    total RFS is equal to or higher than the EN, acertain number of targets are taken away.The Invaders total RFS is reduced duringthe assault by the amount of EN resultingfrom the current Fortication level.

    Example: Step 1.On the western side of Forticationsthere are 3 Ranged Units of the Defend-ers army (No. 2). All of them choose the

    Deployment Zone (No. 1) as their target.The player adds up their Ranged Fire

    Strength: two Archers with RFS=1 andone Crossbowman with RFS=2 gives atotal RFS=4. Invaders troops consistonly of Slingers (each with EN=1).Therefore it would be possible to destroy4 enemy units but taking into accountthe rule that the number of killed unitsin one zone cannot exceed the number of

    Ranged Units performing the attack only3 Slingers can be killed.

    Example: Step 2.From the western side 5 Ranged Unitsbegin the assault (No. 2). The invad-er is drawing for the target (in caseof Barbarians a six-sided dice throwis needed). We get 6 pips and checkthe Barbarians chapter for the result.

    Number 6 means that the attack needsto be performed on the SW Tower (No.1). The invader adds up the Ranged FireStrength: ve Slingers with RFS=1 givesa total of 5. Their RFS is decreased by3 ( a bonus to the current Fortication

    level) and we get 2. Among the defend-ers units there are only Archers (eachwith EN=1). In this situation the defend-er must remove 2 Archers.

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    SIEGE MACHINES PHASE

    Step 3. Defenders Siege Machines attackA defender selects a target for every SiegeMachine. Multiple Siege Machines are able toattack a common target. Some of them can alsoselect multiple different targets during one attack(details can be found in the Siege Machineschapter).

    Siege Machines can select a Deployment Zoneor a Foreground Zone as their target ( all unitsgathered in one zone are treated as one target ina similar way to the Ranged Units attack in Step1).After selecting all the targets ring commences.RFS of each Siege Machine or a group of SiegeMachines performing an attack on a selectedtarget is summed up and compared with EN ofthe target. If the RFS is equal to or higher thanthe EN, the target is removed from the board.Keep in mind that the number of killed targetsin one zone cannot exceed the number of SiegeMachines performing an attack (unless special

    rules of a specic Siege Machine state other-wise).

    Step 4. Invaders Siege Machines attackThe Invaders Siege Machines attack randomWall and Tower sections or defending units. De-tailed instructions regarding target draw dependon the type of enemy unit and can be found inthe chapters concerning individual unit types.After selecting all the targets, the assault begins.Each Siege Machine is treated separately duringthe attack. The Siege Machines RFS is com-pared with the EN of the target (if a Unit/Siege

    Machine is the target, its EN is increased by thecurrent Fortication level). If the RFS is equal toor higher than the total EN, the target is immedi-ately removed from the board (if its a Unit or aSiege Machine). If a Fortication section is thetarget after a successful attack its EN is reducedby 1 and its EN marker is replaced by a new onewith a lower value ( if a total RFS is multipletimes higher then Fortications EN is reducedaccordingly).

    Note: If an EN level of a Fortications sectionat any moment reaches 0 its element is removedfrom the board and is replaced by a Fence print-

    ed on the main board. If a wall is reduced to aFence, any existing boulders and cauldrons mustbe removed from the board.

    Note:If an assault cannot be performed dueto lack of a target (e.g. there are no units on aTower and they have been drawn for the target)then another element located on that eld be-comes the target (e.g. instead of Units SiegeMachines, instead of Siege Machines Fortica-tions, instead of Fortications Units).If there are no units nor Fortications on thateld then the assault is performed on the closest

    eld possible (e.g. instead ring at a Tower theassault reaches the next Wall section).

    Example: Step 3.The defender has 1 Siege Machine a Ballista. He selects the Foreground

    Zone as a target. A Ballista hasan ability to perform 2 attacks. Inorder to determine the Ranged FireStrength two three-sided dice rollshave to be performed (result 2 and3 pips). This Siege Machine doesnthave an initial RFS. Its RFS dependsonly on a dice roll. After summing upthe two attacks we get a total numberof RFS = 2+3=5.There are Warriors (EN=2) andGiants (EN=5) in the Foreground

    Zone. The defender selects 2 War-riors to be removed from the board.One unused RFS point remainswhich is wasted because there is nounit with EN=3 in the zone. Instead

    of that move the defender could de-cide to remove one Giant (EN=5).

    Example: Step 4.The Invader has 2 Siege Machines

    a Trebuchet and a Catapult. Theinvader draws for a target (in caseof Barbarians a six-sided dicethrow is needed). We get 2 pips

    for the Trebuchet and check theBarbarians chapter for the result.Number 2 means that the attack

    needs to be performed on the Wall(No. 1). We roll the dice once morefor the Catapult and again we needto attack the Wall. Next, we drawto select if the Siege Machines willattack only Forti!cations or also theunits placed on them. A Trebuchet,according to the rules (see Siege

    Machines chapter) can only attackforti!cations. A Catapult on the

    other hand is able to attack various elements. We roll the dice and get 3 pipsso the target for the Catapult are Ranged Units/Melee Units gathered on theWall.

    First we take care of the attack on the Forti!cations: Trebuchets RFS is 4 andto that we add a three-sided dice roll (2 pips) which gives us a total RFS of6. Because the level of Forti!cations is 3 its reduced by 2 endurance points(RFS is twice as high as the Walls EN). If the RFS would be 3, 4 or 5 then

    EN of the Wall would be reduced only by 1 point. Next, lets have a look atthe attack performed on the units gathered on the Wall. A Catapults RFS is 3and we add a dice roll (1 pip). Now the Catapults RFS is 4. From this resultwe deduct EN of the Wall (only 1 at this point) and get the !nal RFS=3. Thereare Spearmen (EN=1) and a Swordsman (EN=2) on the Wall that means wecan remove 3 Spearmen from the board (following the rule that the weakestunits are removed !rst).

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    CLOSE COMBAT PHASE

    Step 9. Forming Combat GroupsThe invaders units must be divided into Combat Groups whichwill try to storm the walls using ladders. In case of 1-4 unitattack only one ladder is used (one Combat Group is formed),5-8 units means 2 Combat Groups, 9-12 units means 3 Com-bat Groups and 13+ units means 4 Combat Groups. There canbe only 4 ladders on one section of walls (a maximum of 4Combat Groups formed). Invaders are grouped according totheir ST: rst the strongest units are placed by the ladders thenweaker etc. until the weakest unit is placed. In each CombatGroup the rst (strongest) unit is called the Front Unit. All theother units are called Supporting Units.There is also a special Combat Group which is equipped witha Battering Ram. To perform an attack using a Battering Ramtheir summed up ST characteristic must be at least 6. If a group

    has a high enough ST value it can still perform a Battering Ramattack even after it has been thinned out by Boulders or Caul-drons (if the ST characteristic wont drop below 6, if it doesthe Ram is thrown away and units attack as a standard CombatGroup).

    Step 10. Using Cauldrons/BouldersOn each wall section where Boulders are piled up (they dontneed any research or a special building players have the abil-ity to use them from the beginning of the game) or Cauldronswith pitch are placed (Workshop level 1 is required) this stepis performed. Cauldron/Boulders run out after every use andcannot be used used again in the same round (but there is noneed to replenish them in the following rounds). Results of anattack are settled in the same manner as Ranged Units attacksbut with one Cauldron/Boulders more than one unit can bedestroyed.

    Step 11. Assigning defenders units to Combat GroupsThe defenders can freely assign their units to available CombatGroups (they too select a Front Unit and Supporting Units foreach group)Note: If at the beginning of this step a defenders unit cannot beassigned to a Combat Group on the section of the Wall whichis currently under attack and all the buildings in the Town havebeen destroyed, the defense is terminated and the game ends.

    MANEUVER PHASE

    Step 5. Regrouping the enemy to the Foreground ZoneThe Invaders Melee Units are moved to the Foreground Zone(if theyre not already there). If a moat or a ditch has been dugin front of this section of fortications (to be effective a moatmust have at least 4 sections without gaps completely securinga wall section and two adjoining towers. For example sections:SW, W1, W2 and NW) Invaders must overcome this obstacle at

    rst. Detailed instructions on crossing moats and ditches can befound in the chapter Executing Actions/Construction.

    Step 6. Defenders Ranged Units second attackWhen invaders reach the walls defenders attack the same wayas in Step 1.

    Step 7. Regrouping defendersAny number of defenders units can regroup to an adjoiningfortications section in both directions (from a tower to a wall,from a wall to a tower). They can also move to the Keep orfrom the Keep to any section of fortications. Ranged Unitsparticipating in the ght during Step 6 and Siege Machinescannot be regrouped. Keep in mind that walls and towers have

    a maximum Capacity which cannot be exceeded at any point ofthe game.

    Step 8. Invaders Ranged Units second attackThe invaders units respond in the same manner as duringStep 2.

    Example: Step 9.The invaders troops storming the Walls have 2 Giants and 5Warriors. In this case we form two Combat Groups (standard

    procedure with 5-8 invaders). First, we take the strongest unitsto become the Front Units. Giants will be our Front Units inboth groups because they have the highest ST characteristic.Warriors will play the part of Supporting Units divided equally

    into both Combat Groups.

    Example: Step 10.The defenders piled up Boulders on one section of the Wallswhich is under attack. In this situation after arranging the in-vaders Combat Groups and before assigning the defenders forthe counter attack (in Step 11) a Boulder attack is performed (aCauldron attack would also be possible). The defender rolls athree-sided dice to determine the Boulders RFS. We get 2 pipsand that means a unit with a maximum endurance of 2 canbe destroyed. There are Warriors with EN=2 and Giants with

    EN=5 among the invaders so the only possibility is to kill oneWarrior. If this Warrior would also be a Front Unit his place istaken by the strongest among the Supporting Units.

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    LOYALTY PHASE

    Step 14. Loyalty test.An invader must perform a loyalty test if he has lost a minimum of 50% ofhis units in close combat (in relation to the amount at the beginning of theght). If an invader has been forced to perform a loyalty test once he must doit again after every Step 13 regardless of his losses.Initial level of morale for each invader is determined individually in chapter:Invaders tactics. A six-sided dice roll is performed and if the value is higherthan the current morale level, the invaders must ee. In this situation all in-vaders units are removed from the board and the game continues to the nextstage (Loot stage).After each Step 13 invaders morale goes down 1 point a marker on theMorale Path should be moved 1 space. It means that the probability of ene-mies eeing in the next Loyalty phase is greater.If a dice roll result shows that invaders unit should stay on the battleeld theght continues from Step 3.

    Step 12. Close combat outcomeFirst, the Battering Ram attack is resolved. Its ST (equal to a total ST of unitsholding it) is compared with the EN of the Towns gate. If its higher , thenthe gates EN is reduced by 1. Similarly as in the Siege Machines assault, ifthe ST of a Battering Ram is multiple times higher than the EN of the Townsgate, it can be weakened by multiple EN points during a single attack. Whenits EN goes down to 0 it collapses. The strongest unit from the BatteringRam group is put in place of the gate. From this moment, the defenders as-signed to the Combat Group that charged inside the Town will not have anyof the modiers that were previously provided by the Fortications levels.

    On all the other Wall sections the ght is run by standard rules.The Combat Group which destroyed the gate from this moment on is treatedthe same as the rest of the attacking Groups. After dividing invaders anddefenders into mutually assigned groups and after the Battering Ram attackis resolved, its time for the rest of the armed clashes.We add up the Front Units Strength of the Combat Group (the strongestunit) and Support values of the rest of the units in the group. The result isincreased by a three-sided dice roll. The defender adds up the Front UnitsStrength and Support values of the rest of the units in the group increasedby the Fortications endurance characteristic and special modiers (i.e.blessing, heroes special abilities) and a three-sided dice roll 1d3. Next, bothresults are compared. The difference is the sum of the losses. If the defenderwon, the invaders units from the specic Combat Group with an EN equal

    to the sum of the losses are removed (the defender chooses the units) andthe rest retreat to the Foreground Zone. If the invaders won, the defendersunits are removed in order from weakest to strongest. In the case of a tie,the invader retreats to the Foreground Zone as he would after a defeat. If allthe defenders assigned to one ladder would die, one of the invaders from theCombat Group would be placed on the Wall. From this moment on, the de-fenders assigned to that Combat Group do not add to their ST any modiersrelated to the level of the Fortications (until they win the clash after whichthe invader retreats to the Foreground Zone). On all the other Wall sectionsthe ght is run by standard rules.

    Step 13. Destroying the Town/regrouping enemy unitsEach invader who is standing on the Wall without any defender assigned tohim causes the destruction of one level of two randomly chosen buildings in

    the Town. Buildings are chosen randomly by a dice roll: a D6 or D3 depend-ing on the amount of the development.After the clash is resolved on the whole Wall section, if a minimum of 1 ofthe invaders survived, units are regrouped and moved to the ForegroundZone.If over 50% of invaders units (in relation to the amount at the beginning ofthe ght on the whole board) are killed we move to Step 14. If not, then theght continues by the same rules starting with Step 3 (Siege Machines attackagain). Ranged Units that took part in close combat phase in Step 12 cannotparticipate in this attack.

    Note:If the invaders manage to get onto a Wall,the unit standing on it cannot be targeted byRanged Units. It also doesnt withdraw to theForeground Zone but stays on the Wall as a FrontUnit of a Combat Group formed later during thegame.

    Note: If at any time the invaders lose all of theirMelee Units, they instantly retreat from the Bat-tleeld and the Loot stage begins.

    Note: If an invader or a defender gets 3 pips ona dice roll and his opponent gets only 1 pip, evenif the result shows that no unit should die, theweakest unit of the losers Combat Group shouldbe removed from the board (its an additional lossregardless of the ones suffered during a standardclash).

    Example: Step 12.After assigning the defenders to their CombatGroups we have two situations to resolve in thisexample. (1) the invaders Strength is: ST of the

    Front Unit (Giant) =3, increased by the Supportof other units (3 Warriors, each with SU=1). Weroll the three-sided dice and get 1 pip. Total ST ofthe invader is 7.The Strength of the defenders assigned to thatCombat Group is: ST of the Front Unit (Swords-man) =3, increased by the Support of other units(1 Spearman SU=1). We add the current Wall

    EN=3 and roll the three-sided dice (we get 2pips). The result of the clash is 2 in favor of thedefenders so the invaders units with EN=2 can

    be removed from the game. The defender decidesto remove 1 Warrior.

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    LOOT STAGE

    INVADERS

    After the battle, the defenders may collect any loot abandonedby the invaders and plunder the enemys camp. The amount andtype of found resources depends on the current round and thetype of the invaders units that participated in the last assault.Players divide the spoils in the following manner:

    Each player consecutively beginning with the most preciousresource (gold) gets one marker. First player getting a marker isthe one holding the First Player token. If one type of resourcesruns out another is distributed (beginning with gold, then iron,stone and nally wood).

    Barbarians

    Round 1 3 0 0 0Round 2 3 0 0 0Round 3 4 0 0 0Round 4 4 1 0 0Round 5 5 2 0 0Round 6 5 2 1 0

    Round 7 6 2 2 0Round 8 6 3 2 0Round 9 7 3 3 0Round 10 7 3 3 1Round 11 8 4 3 1Round 12 8 4 4 1Round 13 9 4 4 2Round 14 9 5 4 2Round 15 10 5 5 2Round 16 10 5 5 3Round 17 11 6 5 3Round 18 11 6 6 3Round 19 12 6 6 4

    Wolf men

    3 0 0 03 0 0 04 0 0 04 1 0 05 2 0 05 2 1 0

    6 2 2 06 3 2 07 3 3 07 3 5 08 4 5 08 4 6 09 4 8 09 5 8 010 5 9 010 5 11 011 6 11 011 6 12 012 6 14 0

    Forest men

    3 0 0 03 0 0 04 0 0 04 1 0 05 2 0 05 2 0 0

    6 2 0 06 3 0 17 3 1 17 3 1 28 4 1 28 4 1 29 4 2 39 5 2 310 5 2 410 5 2 411 6 3 411 6 3 512 6 3 6

    Beasts

    3 0 0 03 0 0 04 0 0 04 1 0 03 2 1 03 2 1 1

    3 2 2 13 3 2 14 3 3 14 3 3 25 4 3 25 4 4 26 4 4 36 5 4 37 5 5 47 5 5 48 6 5 58 6 6 59 6 6 6

    GENERAL RULES

    Each type of invader has two characteristics that dene theirtype. They are: level of tactics showing how dangerous andthought out attacks are, and level of morale showing how

    ercely they can attack. The higher their level, the greater thedanger those invaders pose.Below is a full list of armies for each type of invader withcharts showing the amount of enemies storming the town ineach round of the game. There are also rules for resolving anattack for each type of enemy.Invaders usually attack with the highest strength possible onone selected/drawn section of fortications (depending ontheir type). This direction of attack will later be called the MainAssault Direction.

    DIFFICULTY LEVELS

    During each campaign, players can select one of three difcultylevels for each type of opponent. For example: Barbarians canbe on easy level, Forest Men on medium level and the rest ofthe factions on hard level. This allows for a great deal of!exibility in setting the difculty level for the campaign as a

    whole. All the differences are listed at the end of everyopponents description.

    DETERMINING THE WEAKEST FORTIFICATIONSECTION

    Very often it will be necessary to determine which of thefortications sections is the weakest. For each section of thefortication, we add the defenders ST to the current fortica-tions EN. If a section has a ditch that protects it fully, then weadd 10% to our result. In the case of a moat, we add 30%. Thesection of the wall that has the lowest total is declared to be theweakest one.

    Note: Often it will be obvious which section is the weakest andcalculations wont be necessary. Especially to more experi-enced players.

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    BEASTS

    GENERAL INFO

    Tactics 1Morale 6

    Determining Main Assault Directions:

    All Beast Units will attack the same randomly selected wallsection, referred to as the Main Assault Direction. The MADis determined using the chart below. Beasts will avoid moats ifthey can. If some of the walls sections have moats, reroll on thechart until a wall without a moat is selected. If all of the wallshave moats, simply determine the MAD as normal.

    Main direction is chosen by a D6 dice roll:1,2 N Wall section with the gate3 S Wall section4 W Wall section

    5 E Wall section6 another dice roll

    TYPES OF UNITS

    Wolf 1 1 1 -

    Special rule: Jump a Wolf despite not having a ladder climb-ing ability can jump to defenders standing on Fences and level1 Forti!cations (Palisade).

    Giant Spider 2 2 2 -

    Special rule: Walking on Walls - Giant Spiders do not needladders to climb walls. Therefore, a forti!cation sections cur-rent Endurance level bonus is reduced by 50% (rounding up).In addition Giant Spiders are immune to any negative effectscaused by ditches.

    Giant Hawk 5 5 3 -

    Special rule: Flight Giant Hawks are able to perform airattacks on defenders. Standard rules apply to air attacks, butthanks to their "ight ability, they ignore the effects of ditchesand moats.

    Giant Spider veteran 3 3 3 -

    Special rule: Walking on Walls - Giant Spiders veterans do notneed ladders to climb walls. Therefore, a forti!cation sectionscurrent Endurance level bonus is reduced by 50% (roundingup). In addition Giant Spiders veterans are immune to any neg-ative effects caused by ditches.

    Giant Hawk veteran 6 6 4 -

    Special rule: Flight Giant Hawks veterans are able to performair attacks on defenders. Standard rules apply to air attacks, butthanks to their "ight ability, they ignore the effects of ditchesand moats.

    Dragon 9 9 6 -

    Special rule: Flight Dragons are able to perform air attackson defenders. Standard rules apply to air attacks, but thanks totheir "ight ability, they ignore the effects of ditches and moats.

    Available Siege Machines:

    none

    Note:All Beast units have an additional special ability: Dodg-ing. This ability penalizes every Ranged Unit that is trying tohit a Beast unit with a -1 modi!er to their RFS.

    gam

    eround

    wolf

    giantspider

    gianthawk

    spiderveteran

    haw

    kveteran

    dra

    gon

    1 2 - - - -

    2 5 3 - - - -

    3 - 6 - - - -

    4 - 6 1 - - -

    5 - 6 2 - - -

    6 - 6 3 1 - -

    7 - 7 4 2 - -

    8 - 8 5 3 - -

    9 - 9 6 4 1 -

    10 - 9 6 5 1 1

    11 - 10 7 6 2 2

    12 - 10 7 7 2 2

    13 - 11 8 8 3 3

    14 - 11 8 9 4 4

    15 - 12 9 10 5 4

    16 - 12 9 11 6 5

    17 - 12 10 11 7 5

    18 - 12 10 12 8 6

    19 - 12 11 12 9 6

    20 - 12 12 12 10 7

    UNITS NUMBER CHART - BEASTS

    This chart indicates the number of units of each type that willattack each round from the Main Assault Direction.

    DIFFICULTY LEVELS - BEASTS

    Level I Territorial defense: standard rules apply

    Level II The Call of the Wild: ST characteristic of everyBeast unit is increased +1

    Level III Surprise attack: In addition to all level II rules,Beasts do not abandon Loot. Players do not get any spoils ofwar after defeating Beasts.

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    22 22

    BARBARIANS

    GENERAL INFO

    Tactics 1Morale 5

    Determining Main Assault Directions:

    One randomly selected wall section is treated as the MAD andattacked by about 40% of invaders units (according to thechart below).Each remaining wall section is attacked by 20% of invadersunits.Main direction is chosen by a D6 dice roll:1,2 N wall section with the gate3 S wall section4 W wall section5 E wall section6 another dice roll

    Rules of selecting targets by Ranged Units:

    1,2,3,4 pips on D6 attack on units gathered on a wall5 pips on D6 attack on left-side tower6 pips on D6 attack on right-side tower

    Rules of selecting targets by Siege Machines:

    1,2,3,4 pips on D6 attack on a wall5 pips on D6 attack on left-side tower6 pips on D6 attack on right-side tower

    After drawing for a forti!cation section to attack (wall or oneof the towers), the target that is selected must either be theforti!cation or the units that are gathered on the forti!cation,depending on the Siege Machines type and its special quali-ties.

    TYPES OF UNITS

    Slinger 1 1 1 1

    Warrior 2 1 2 -

    Giant 3 2 5 -

    Special rule: A Giant is able to perform one special attack ineach Battle stage: demolition with ST=1 + D3, if a Giant is aSupporting Unit this attack is performed at the beginning ofStep 12. This special attack is treated as a standard Siege Ma-chine attack on forti!cations.

    Slinger veteran 1 1 1 2

    Warrior veteran 3 2 3 -

    Giant veteran 4 3 6 -

    Special rule: A Giant veteran is able to perform one specialattack in each Battle stage: demolition with ST=2 + D3, if aGiant veteran is a Supporting Unit this attack is performed atthe beginning of Step 12. This special attack is treated as astandard Siege Machine attack on forti!cations.

    Available Siege Machines:Battering Ram, Ballista, Catapult, Trebuchet, Cover, Bridge,Siege TowerFor descriptions see end of chapter: Invaders. .

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    2323

    gameround

    Slinger

    Warrior

    Giant,

    Slingerveteran

    Warriorveter

    an

    Giantveteran

    BatteringRam

    Ballista,

    Catapult

    Trebuchet

    Cover

    Bridge

    SiegeTower

    1 -/- 1/1 -/- -/- -/- -/- - -/- -/- -/- -/- -/- -/-

    2 2/1 4/2 -/- -/- -/- -/- - -/- -/- -/- -/- -/- -/-

    3 3/2 7/3 -/- -/- -/- -/- - -/- -/- -/- -/- -/- -/-

    4 4/2 8/3 1/- -/- -/- -/- - -/- -/- -/- -/- -/- -/-

    5 5/2 8/4 1/- -/- -/- -/- - -/- -/- -/- 1/- -/- -/-

    6 5/3 9/4 2/- -/- -/- -/- - 1/- -/- -/- 1/- -/- -/-

    7 6/3 10/5 2/1 -/- -/- -/- 1* 1/- -/- -/- 1/- -/- -/-

    8 6/3 10/5 3/2 -/- -/- -/- 1* 1/- -/- -/- 1/- 1/- -/-

    9 7/4 12/6 3/2 -/- 2/0 -/- 1* 1/1 1/- -/- 1/- 1/- -/-

    10 7/4 12/6 4/2 -/- 4/2 -/- 1* 1/1 1/- -/- 1/- 1/- -/-

    11 7/4 12/6 4/2 2/1 6/3 -/- 1* 1/1 2/- -/- 1/- 2/- -/-

    12 8/4 12/6 5/2 3/1 7/3 1/- 1* 1/1 1/1 1/- 1/- 2/1 -/-

    13 8/4 12/6 5/2 4/2 8/4 2/- 1* 1/1 1/1 1/- 1/1 2/1 -/-

    14 9/4 12/6 6/2 4/2 9/4 2/1 1* 2/1 2/1 1/- 1/1 2/1 1/-

    15 9/4 12/6 6/3 4/2 9/5 3/1 1* 2/1 2/1 1/1 2/1 2/1 1/-

    16 9/4 12/6 6/3 5/2 10/5 3/1 1* 2/1 2/1 1/1 2/1 2/2 1/1

    17 9/4 12/6 7/3 5/3 11/5 3/2 1* 3/1 2/1 1/1 2/1 2/2 1/1

    18 9/4 12/6 7/3 5/3 12/5 3/2 1* 3/1 2/2 2/1 3/1 3/2 1/1

    19 9/4 12/6 7/4 6/3 12/5 4/2 1* 3/1 2/2 2/1 3/1 3/2 2/1

    20 9/4 12/6 7/4 7/4 12/6 4/2 1* 3/1 3/2 3/1 3/2 3/2 2/1

    *Battering Ram attacks always from the Towns gate side

    UNITS NUMBER CHART - BARBARIANS

    In each space there are two characteristics: the number of unitsattacking from the Main Assault Direction, and the number ofunits per side that are attacking from the other three directions(the same number for each of the 3 directions.)

    DIFFICULTY LEVELS - BARBARIANS

    Level I Loot stage: standard rules apply

    Level II A cover attack: All Barbarians units (Melee and Ranged Units) gathered in a Deployment Zone always receive a +2EN bonus as if they were behind cover, even if no Cover markers are in their area. This bonus is cumulative with standard Covers,which can be used as normal, according to the Unit Numbers Chart. If the standard Cover is destroyed, the +2 EN bonus stillremains..

    Level III Ancient runes: all level II rules apply but also Giants, Giants veterans and Siege Machines are completely immune toSpells.

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    24 24

    WOLF MEN

    GENERAL INFO

    Tactics 2Morale 4

    Determining Main Assault Directions:

    The Main Assault Direction for Wolf Men is always the weak-est forti!cation section, (For determining the weakest forti!ca-tion section see page 20) and is attacked by about 40% of theinvaders units (according to the chart below).Each remaining wall section is attacked by 20% of the invad-ers units.

    Rules of selecting targets by Ranged Units:

    Half of the Ranged Units will attack the enemy units gatheredon the wall and the other half will attack the units gathered

    either on the wall or the adjoining towers, depending on whichone has the lowest Endurance, (if its equal everywhere, theunits on the wall are selected as the target). If the RFS of theattacking Ranged Unit exceeds the number needed to kill allof their targets in one area, (tower or wall), then the surplus ofRanged Units will change targets. Excess Ranged Units thatwere going to attack a tower, redirect their attacks to the wallinstead. Excess units that were going to attack the wall, redirecttheir attacks to the towers, starting with the left-side tower.

    Rules of selecting targets by Siege Machines:

    1,2,3,4 pips on D6 attack on a wall5 pips on D6 attack on right-side tower6 pips on D6 attack on left-side tower

    After drawing for a forti!cation section to attack (wall or oneof the towers), the target that is selected must either be theforti!cation or the units that are gathered on the forti!cation,depending on the Siege Machines type and its special quali-ties.

    TYPES OF UNITS

    Javelin Thrower 1 1 1 1

    Spearman 2 1 1 -

    Werewolf 5 3 3 -

    Special rule: Panic when a unit is killed by a Combat Groupthat is led by a Werewolf, all defenders on this Wall sectionreceive a -1 modi!er to their Strength until the end of the nextround.

    Javelin Thrower veteran 1 1 1 2

    Spearman veteran 3 2 2 -

    Werewolf veteran 6 4 4 -

    Special rule: Panic when a unit is killed by a Combat Groupthat is led by a Werewolf veteran, all defenders on this Wallsection receive a -1 modi!er to their Strength until the end ofthe next round.

    Available Siege Machines:Battering Ram, Ballista, Catapult, Cover, BridgeFor descriptions see end of chapter: Invaders.

    -

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    2525

    gameround

    JavelinThrowe

    r

    Spearman

    Werewolf

    JavelinThrowe

    r

    veteran

    Spearmanveteran

    Werewolfveteran

    BatteringRam

    Ballista

    Catapult

    Cover

    Bridge

    1 -/- 2/1 -/- -/- -/- -/- - -/- -/- -/- -/-

    2 2/1 6/3 -/- -/- -/- -/- - -/- -/- -/- -/-

    3 3/2 8/4 -/- -/- -/- -/- - -/- -/- -/- -/-

    4 4/3 9/5 1/- -/- -/- -/- - -/- -/- -/- -/-

    5 4/3 10/5 2/- -/- -/- -/- - -/- -/- 1/- -/-

    6 5/3 10/5 2/1 -/- 1/- -/- - 1/- -/- 1/- 1/-

    7 6/4 10/6 3/1 -/- 2/- -/- - 1/- -/- 1/- 1/-

    8 6/4 12/6 3/2 -/- 2/1 -/- - 1/- -/- 1/- 1/-

    9 7/4 13/7 4/2 1/- 3/1 -/- 1* 1/1 1/- 1/- 1/-

    10 8/4 13/7 4/3 2/1 4/2 -/- 1* 2/1 1/- 1/- 2/1

    11 8/5 13/7 5/3 3/1 6/3 1/- 1* 2/1 1/- 1/- 2/1

    12 8/5 13/7 6/3 3/2 7/4 2/- 1* 2/1 2/1 1/- 2/1

    13 9/5 13/7 7/3 4/2 9/4 2/1 1* 2/1 2/1 1/1 2/1

    14 10/5 13/7 7/4 6/3 10/5 3/1 1* 2/1 2/2 1/1 2/1

    15 10/5 13/7 8/4 8/3 10/5 3/2 1* 2/1 3/2 2/1 2/1

    16 10/5 13/7 9/4 8/4 11/5 4/2 1* 2/1 3/2 2/1 2/2

    17 10/5 13/7 9/4 8/4 12/5 5/2 1* 2/2 3/2 3/1 2/2

    18 10/5 13/7 9/5 9/4 12/6 5/3 1* 2/2 4/2 3/1 3/2

    19 10/5 13/7 9/5 9/4 13/6 5/3 1* 3/2 4/2 3/2 3/2

    20 10/5 13/7 9/6 9/5 13/7 6/3 1* 3/2 4/3 3/2 3/2

    *Battering Ram attacks always from the Towns gate side

    UNITS NUMBER CHART - WOLF MEN

    In each space there are two characteristics: the number of unitsattacking from the Main Assault Direction, and the number ofunits per side that are attacking from the other three directions(the same number for each of the 3 directions.)

    DIFFICULTY LEVELS - WOLF MEN

    Level I Fight for land:standard rules apply

    Level II A twilight attack: The RFS of all of the defenders Ranged Units and Siege Machines that are attacking enemy units ina Deployment Zone are reduced by 1.

    Level III Fog of the blind: All level II rules apply and in addition, during the Setup stage (No. 5), it is not possible to move anyof the defenders units to new positions.

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    26 26

    FOREST MEN

    GENERAL INFO

    Tactics 3Morale 3

    Determining Main Assault Directions:

    The weakest wall section (for determining the weakest for-ti!cation section see page 20) is treated as the MAD andattacked by about 50% of invaders units (according to thechart below).Each remaining wall section is attacked by about 17% of invad-ers units.

    Rules of selecting targets by Ranged Units:

    Half of the Ranged Units will attack the enemy units gatheredon the wall and the other half will attack the units gathered

    either on the wall or the adjoining towers, depending on whichone has the lowest Endurance, (if its equal everywhere, theunits on the wall are selected as the target). If the RFS of theattacking Ranged Unit exceeds the number needed to kill allof their targets in one area, (tower or wall), then the surplus ofRanged Units will change targets. Excess Ranged Units thatwere going to attack a tower, redirect their attacks to the wallinstead. Excess units that were going to attack the wall, redirecttheir attacks to the towers, starting with the left-side tower.

    Rules of selecting targets by Siege Machines:

    1,2,3,4 pips on D6 attack on a wall section5 pips on D6 attack on right-side tower6 pips on D6 attack on left-side tower

    Note: If a wall has an Endurance level of 1 or 2 its always atarget (a D6 dice roll is not performed).If a wall has an Endurance level of 3 or more and one ofadjoining towers has an Endurance level of 1 or 2 then the onewith a lower value is chosen as a target (a D6 dice roll is notperformed)If both Towers have the same Endurance level a draw for oneof them is performed.

    After drawing for a forti!cation section to attack (wall or oneof the towers), the target that is selected must either be the

    forti!cation or the units that are gathered on the forti!cation,depending on the Siege Machines type and its special quali-ties.

    TYPES OF UNITS

    Archer 1 1 1 2

    Heavy footman 2 1 1 -

    Assassin 4 3 2 -

    Special rule: Line the use of lines to climb walls provides anelement of surprise with an unexpected attack. While !ghtingwith a Combat Group that is using lines, the defenders bonusto a current forti!cation level is reduced by 50% (roundingdown).

    Archer veteran 1 1 1 3

    Heavy footman veteran 3 2 2 -

    Assassin veteran 5 4 3 -Special rule: Line the use of lines to climb walls provides anelement of surprise with an unexpected attack. While !ghtingwith a Combat Group that is using lines, the defenders bonusto a current forti!cation level is reduced by 50% (roundingdown).

    Available Siege Machines:Ballista, Cover, BridgeFor descriptions see end of chapter: Invaders.

    Forces of nature:All Forest Men troops are supported by the power of primevalnature. During the Siege phase, when we stand ground againsttheir attack, the defenders ability to use Blessings disappears.(all Blessings are treated like they were used up from the begin-ning of the Siege phase).

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    gameround

    Archer

    Heavyfootm

    an

    Assassin

    Archerveter

    an

    Heavyfootm

    an

    veteran

    Assassinvet

    eran

    Ballista

    Cover

    Bridge

    1 -/- 2/1 -/- -/- -/- -/- -/- -/- -/-

    2 2/1 6/3 -/- -/- -/- -/- -/- -/- -/-

    3 3/2 6/4 1/- -/- -/- -/- -/- -/- -/-

    4 5/2 8/4 2/- -/- -/- -/- -/- -/- -/-

    5 6/3 9/4 2/1 -/- -/- -/- 1/- 1/- -/-

    6 7/3 9/5 3/1 -/- -/- -/- 2/- 1/- 1/-

    7 7/4 10/5 3/2 1/- -/- -/- 2/- 1/- 1/-

    8 8/4 10/5 4/2 1/- 1/- -/- 2/1 1/- 1/-

    9 8/5 11/5 5/2 2/- 2/- -/- 2/1 1/- 1/-

    10 9/5 11/6 5/3 2/1 2/1 1/- 3/1 1/- 2/1

    11 9/5 12/6 6/3 3/1 3/1 1/- 3/2 1/- 2/1

    12 10/5 12/6 7/3 3/2 5/2 2/- 4/2 1/- 2/1

    13 10/5 13/6 7/4 4/2 6/3 2/1 4/3 1/1 2/1

    14 10/5 13/6 8/4 5/2 7/4 3/1 5/3 1/1 2/1

    15 10/5 13/7 9/4 5/3 8/4 3/2 5/3 2/1 2/216 10/5 13/7 9/5 6/3 9/4 4/2 6/3 2/2 2/2

    17 10/5 13/7 9/5 6/4 9/5 4/3 6/4 3/2 2/2

    18 10/5 13/7 9/5 7/4 10/5 5/3 7/4 3/2 3/2

    19 10/5 13/7 9/6 8/4 11/5 6/3 7/4 3/2 3/2

    20 10/5 13/7 9/6 8/5 12/6 6/4 8/5 3/2 3/2

    UNITS NUMBER CHART - FOREST MEN

    In each space there are two characteristics: the number of unitsattacking from the Main Assault Direction, and the number ofunits per side that are attacking from the other three directions(the same number for each of the 3 directions.)

    DIFFICULTY LEVELS - FOREST MENLevel I Chase away the invader:standard rules apply

    Level II Flat Ditches:all rules regarding slowing down units while crossing Ditches and Moats do not apply any more (butinvaders still sustain unit damage while crossing)

    Level III Poisoned blades: All level II rules apply; but also, all of the invaders Ranged Units receive a +1 modi!er to theirRFS characteristic.

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    28 28

    Battering Ram 5 -

    A Battering Ram provides a special attack in Step 13 of theClose Combat phase.

    Bridge 4 -

    Using a bridge eliminates all effects caused by a ditch/moat.Across every straight section of a ditch/moat a maximum of 2Bridges can be thrown. One Bridge is able to serve all of the in-vaders troops. Having more Bridges on one section of a ditch/moat means only that its going to be harder for the defendersunits to destroy all of the bridges.Note: A bridge is treated like an element placed in a Deploy-ment Zone.

    Ladder

    A Ladder is an essential tool that allows to climb Forti!cations.

    Invaders have an unlimited supply of ladders at their disposal.Every Combat Group attempts to reach the Walls crown usinga ladder.

    Siege Tower 7 -

    A Siege Tower is extremely useful during a direct assault on awall.A Combat Group attacking from a Siege Tower (we assign aSiege Tower to a speci!c Combat Group at the beginning ofStep 10) will completely ignore the defenders forti!cationbonus during an assault. In addition, a defenders Ranged FireStrength is reduced by 1 any time they are targeting enemy

    units in a Foreground Zone of a forti!cation section with aSiege Tower . A Siege Tower moves like all other Melee Units;but it needs a Bridge to cross a moat. If all of the Bridges aredestroyed, the Siege Tower is removed from the board.

    Invaders Siege Machines characteristic (for all factions)

    Catapult 3 3+d3

    Allows for one attack (on one target) with RFS=3 increasedby a dice roll 1d3. A Catapult can attack Melee Units, RangedUnits, other Siege Machines as well as Forti!cation elements.1,2,3,4 pips on D6 attack on units5 pips on D6 attack on Siege Machines6 pips on D6 attack on Forti!cations

    Ballista 3 2x d3

    A Ballista allows for two attacks (on one or two targets) withRFS equal to a dice roll 1d3 (the RFS is set separately for eachone of two available attacks). A Ballista can attack Melee Unitsor Ranged Units. Its not able to attack other Siege Machines ordestroy Forti!cation elements.

    Trebuchet 5 4+d3

    A Trebuchet allows for one attack (on one target) with RFS=4increased by a dice roll 1d3.A Trebuchet is able to attack only Forti!cation elements.

    Cover 6 -

    A Cover provides additional protection for the InvadersRanged Units by increasing their EN +2 (applys to all RangedUnits in a speci!c Deployment Zone and works the same wayas Forti!cations with EN=2). If two or more Covers are placed

    in one Deployment Zone their values are not summed up. Theonly difference is that its more dif!cult for the defenders unitsto destroy the Cover (all of the Covers need to be destroyed inorder to eliminate their effect).

    The game can have two ending scenarios:

    All players win if at the end of last round, the attackers forc-es are defeated or "ee from the battle!eld.

    All players loose if at the beginning of Step 12 of the Siege,there are any of the attackers Combat Groups that do not haveany defending units assigned to them and all the towns build-ings have been destroyed, the defense is discontinued and thegame ends.

    Both scenarios are a team effort and are achieved by all theplayers.

    After the end of each round (when the Loot stage has ended),

    the game can be stopped and saved on one of the Save Sheetsthat is included in the package.

    The Save Sheet is used to write down the following elements:

    -the current state of all the armies (their arrangement on theboard does not matter)-the amount of each type of resources received-all of the researched technologies-the number of the completed rounds

    In addition, we save all of the upgrade and endurance levelsof the walls/towers (in case any of the forti!cations have beendamaged) on the board scheme at the bottom of the Save Sheet.

    INVADERS SIEGE MACHINE

    SAVING THE GAME GAME FINISH

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    1/2/3/4 PLAYER GAME

    APLAYER LEADING THE INVADER UNITS

    INDEX

    The game differs somewhat when played by a different numberof players.

    1PLAYER

    If only one person plays the game he has 12 Actions at hisdisposal. The player selects a Hero that will represent him inthe campaign. The Player begins the game with 8 pieces ofWood and 8 Spearmen. A the end of each round, during theLoot stage, the player receives an additional 5 pieces of Woodresources.

    2PLAYERS

    If two people participate in the game each one receives 6 Ac-tions (12 total).Each player defends 2 Wall sections and 2 adjoining Towers. Ineach round a player holding the First Player token commandsthe Keep defense. Each player chooses one Hero which gives 2Heroes participating in the game. Every player begins the gamewith 4 pieces of Wood and 4 Spearmen (8 pieces of wood and8 Spearmen total). At the end of each round, during the Lootstage, additional 2 pieces of Wood resource are given to everyplayer.

    Rules of the game allow a !fth player to join in and play in thecampaign but he wont be defending the Keep along with theother four players. He is going to assume control over invaderarmies.All parts of the campaign proceed in a similar way to a stan-dard game. Except when its time for invader moves. Insteadof performing randomly chosen actions they are decided by the

    !fth player. Also attack directions and amounts of attackingunits from each direction are decided by this player and hisstrategy.The !fth player also selects the type of an enemy he is going tostorm the Town with.

    Work in progress

    Because by this action the dif!culty level for defenders rises,invaders forces are reduced:-from an overall amount of attacking units a number matchingthe weakest attack direction is subtracted (so the player has athis disposal only units that would normally attack form threedirections)-if the player chooses Beasts as his preferred army their number

    is lower by 20% according to the chart on the main board(every type of attacking units is chcecked with the chart and thesurplus is subtracted from the players pool)

    3PLAYERS

    If three people participate in the game each of them receives 4Actions.

    Each player defends one section of the Wall and one adjoiningTower. In each round a player holding the First Player tokendefends the fourth Wall section, the fourth Tower and the Keep.Each player chooses one Hero which gives 3 Heroes participat-ing in the game.Every player begins the game with 3 pieces of Wood and 3Spearmen (9 pieces of wood and 9 Spearmen total). At theend of each round, during the Loot stage, additional 1 piece ofWood resource is given to every player.

    4PLAYERS

    If four people participate in the game each of them receives 3

    Actions (12 total).Each player defends one section of the Wall and one adjoiningTower. In each round a player holding the First Player tokendefends the Keep.Each player chooses one Hero which gives 4 Heroes participat-ing in the game.Every player begins the game with 2 pieces of Wood and 2Spearmen (8 pieces of wood and 8 Spearmen total).