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THANKS FOR THE 200 SUPPORTERS! Are you ready to play?
General Rules
- For each combat, both dice must be rolled at the same time
- Units attacks only deal 1 HP Brick, unless meant with condition
- Units cannot share a movement space
- 1 ranged units can’t counter attack 2 ranged units
- Swords, Axes, and Lances are 1 ranged units
- Bows, Magic, Staffs, and Daggers are 2 ranged units
- Beasts and Dragons are 1 ranged units but can counter attack regardless of foe’s range
Movement Type
- Infantry units have 4 HP and can move 2 spaces. Terrains cost them 1 space.
- Cavalry units have 6 HP and can move 3 spaces. Can’t move in terrains.
- Armored units have 8 HP and can only move 1 space. Can move in terrains.
- Flying units have 6 HP and can move 2 spaces. Aren’t affected by terrains.
Additional Colored Health Pieces Included
Offense Dice
- Critical Hit: Foe loses 3 HP from unit’s attack
- Noontime: Unit attacks once and heals with 1 HP during combat
- Desperation: Unit attacks twice before foe can counter attack
- Dodge Attack: Unit attacks once and the foe misses their attack
- Poison Strike: Unit attacks once and foe loses two HP after combat
- Guaranteed Follow Up: Unit attacks once and can make a follow up attack
Defense Dice
- Miracle: Unit survives foes attack with 1 HP if unit’s HP is > 1
- Pavise: Reduces damage by 1
- Dodge: Foe misses attack or attacks
- Vantage: Unit attacks first before foe can counter attack
- Noontime: Unit attacks once and heals with 1 HP during combat
- Repose: Unit attacks twice after foe’s attack
Paper Map with Movement Spaces will be Included!
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THANKS FOR THE 100 SUPPORTERS!- Blue Lion House
"So Ingrid, whose the girl you wanted me to meet?"- Sylvain Gautier
"We did not come to support your skirt chasing! We came to support Dimitri!"- Ingrid Brandl Galatea
"The good for nothing never changes."- Felix Hugo Fraldarius