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Mighty Empires Custom Rules To be used in conjunction with Mighty Empires 1990 Rulebook

Wood Elves: Forest Dwellers If in a forest tile controlled by you treat your recovery as if Lore of Life is cast on you. (stacks with Lore of Life). If not treat your recovery as if Lore of Death is cast upon you. (stacks with Lore of Death)

Vampire Counts: In Death you serve us For every model your opponent fails to recover after a battle, you gain 1 additional Zombie, May be added to an existing unit or combined with the other dead to form a new unit. If an army is ever without a Lord/Hero, it will not be able to scout or move until a character enters the unit. In addition it will lose D6*50 points worth of models for every turn it remains like this. Treat the effects of Lore of Life as Lore of Death and Visa Versa.

Will of the Master -

Death is Life Tomb Kings: Well Organized Dead Slow Advance -

The armies of the Tomb Kings never require to test on the Subsistence Table, therefore they never need baggage. Once a Banner takes a territory from an Independent Nation or player through a battle, all Tomb King Banners involved forfeit theyre next turn of movement, they may still scout. Treat the effects of Lore of Life as Lore of Death and Visa Versa.

Death is Life Skaven: I Smell a Rat -

Every turn the Grand Marshal of the Skaven, and the Character with the next highest leadership must roll D6 and add it to their leadership, (if no characters are available then a Stormvermin rises to the rank of Fangleader and rolls instead). If the Grand Marshals result is higher all is well. If not the units other Character, or Fangleader, fights a battle with the commander. This battle involves the Grand Marshal along with 9 Stormvermin, against the rebellious commander, and 9 Clanrats. If there are no Stormvermin in the banner then the Grand Marshal has none. If the Grand Marshal is defeated then the new commander automatically takes his place without any further consequences, (If the Fangleader lead the rebellion he becomes a Chieftain and Grand Marshal). Skaven may Scout and move to a tile one in a straight line.

Sewer Rats Orcs and Goblins: Animosity -

At the Beginning of each Orc turn each tile with a banner in it, apart from the one containing the Grand Marshal, must test for Animosity. First roll D6 on a 2-5 all is well, on a 1 roll a further D6 to see what happens. On a 1 the Tile rebels and becomes an independent nation, on a 2-5 the banner suffers D6*10 points worth of damage and may not move, on a 6 make an

additional scout and movement toward the nearest opposing army, even if its allied! If this brings the banner into combat it must fight it and pursue the enemy. Lets call it a Waaagh! For each tile you take you get a new unit with no addition equipment. If you re-take a tile that youve already owned before this rule takes no effect. Barren tile=20 Goblins, Arcane Ruin=20Savage Orcs, Mine=20Night Goblins, Deep Mine=40Night Goblins, City=20Orc Boyz, Village=10Wolf Riders, Fortress=20Orc Boyz.

Lizardmen: Cold Blooded The Lizardmen may not move into territory that is either unknown or not under his control during the winter months. However any baggage they have doubles, so 5 baggage will last 10 turns, 6 will last 12 ect.

High Elves: Elite High Elves start with one more special slot than normal, and receives a further one for every port they control. It cost High Elves 20 Crowns to build a city.

Its no Uluthuan Dwarfs: Miners -

All cities that are on mountain tiles also count as having a mine, but dont confer an addition special slot. Also Dwarfs may re-roll the results on the route chart when attempting to move through a mountain tile they own. Dwarfs may not build on any tile that doesnt contain mountains, although they may re-build raised tiles even if they arent on mountain tiles.

Stubborn Dark Elves: Raiders Traitor Kin -

For every 100 points of enemies destroyed and not recovered the dark elves gain 1 crown eminently. At the start of every turn roll a D6 on the result of 3-6 everything is fine, on a 1-2 roll on the new assassin table as if a dark elf assassin was attacking your Grand Marshal.

Deamons of Chaos: Destruction Deamons of Chaos may never build a settlement and must always raise any they encounter. Deamons of Chaos may only ever gain Revenue and forage from raised tiles in the same way that other races gain Revenue and forage from tiles that arent raised. If a tile cannot draw a path back to the capital through the players own tiles, the tile is no longer his and all banners in the tile are lost.

Tendrils of Chaos Beastmen: Beastmen ambush -

The controlling player may wish to make as banners of 600pts or less invisible to other players. If he choices to do this then he may freely move the banner about by noting down its movements on paper so others cannot see. This banner may move in this manner through tiles that he controls and wood tiles whether he controls them or not, provided they are known. If he is ever in the same tile as an enemy banner, then he must test to see if hes spotted by rolling a D6 for all to see. On a 1-3 he remains hidden and on a

4-6 he is spotted and must fight or retreat as if he is attacking. Chaos Spawned Bretonian: Chivalrous The Knights Vow A Bretonian army may never take Mercenaries or Raise a tile. A unit champion may gain experience and roll on the character advancement table, but doesnt not gain experience for simply taking part in a battle as normal. Once he has rolled on the advancement table once he is then allowed to roll on the death table as a character might, though is still a unit champion in all rights. Beastmen can never build on non-forest tiles, though they may build and repair as other tiles as normal.

Warriors of Chaos: Eye of the Gods A Character of Chaos may keep all eye of the Gods results through the game, these do not stack. However, if he rolls insanity twice he degenerates to a Spawn. This means that he no longer counts as a character and cannot carry any equipment nor may he have any magic items, these are distributed throughout your army. He also loses all deamonic gifts. His statline is the same except he moves in the same manner of a spawn. The Grand Marshal may re-roll insanity if he already has it to avoid becoming a spawn. Deamon Princes ignore this paragraph.

Ogre Kingdoms: Dogs of War For a price determined by the players in question at the time an Ogre army may pledge itself to another players kingdom for a decided number of turns. This means that both armies are effectively in an alliance that cannot be broken. Once the alliance has ended any Banners in theyre old allies tiles must move by the most direct route back to one of its own tile. This must be completed before any war exists between the old allies.

The Seasons The Game is split into four seasons, Spring, Summer, Autumn and Winter, each of these lasting three turns, a game may start at any point in any of the seasons, or even be set entirely in one season with more turns. Spring Spring is a time of abundance and so any banner may elect to re-roll on the Subsidence Table but must accept the second roll. Summer/Autumn No special Rules Winter Foraging is at minus one; it takes two Baggage points to Subsist for one turn. One the last turn of winter all revenue is collected and can be spent. Revenue Up to 20 crowns can be spent on new troops in the turn revenue is collected and a further 1 crown every turn throughout the year until the next revenue is collected. Special and Rare choices can only be recruited from places which allow access to them though they may be retrained at any city as normal.

Baggage Baggage can only be bought from a city, allied or your own. Post Battle Results At the end of a battle each player rolls D3 for each of his units in the banner that took part in the battle and consults the Casualty Chart below. If he is victor of the battle the results are rounded up and if he is defeated they are rounded down. D3 1 2 3 Result of the units starting size is recovered of the units starting size is recovered of the units starting size is recovered

Assassination Rules Every race may hire assassins, though some have their own special characters most must hire a mercenary with the following stat line. An assassin may roll on the advancement table as a character might, but gain their experience by successfully killing a target. Note if they are slain they may not roll to see if they still live, they simply die and are removed, they are experts of causing death not preventing it. Cost 1crown M WS 4 6 BS 6 S 4 T 3 W 2 I 10 A 3 Ld 7

Equipment: Additional Hand Weapon, Pistol and a Crossbow Other races may takes their own assassins at their respective point cost: Dark Elves Skaven Orc and Goblin Deamons of Chaos Wood Elves Dark Elf Assassin - Assassin - 1-3 Nasty Skulkers - Herald of Slaannesh - Noble with Waywatcher or Scout Kindred (must be on foot)

To Assassinate an enemy you must first spy out the enemy character you want killed, then once you found an appropriate hero mark you can attempt to kill him, roll a D6 to see what happens. If the character is in a city the assassin is at 1 on the chart, or the capital city at 2 on the chart. D6 1 2 3 4 5 Result You are Killed before even getting close. You fail your mission but escape and arent killed You fail to get to his room and are cornered by the guard, your assassin kills D6*10 points of models then dies. You manage to get to his door without being spotted set up a battle in a 10ich by 10 board, with your assassin and 5 of his bodyguard. On Turn 2 enter the commander with all normal equipment (though no mount). You manage to get into his quarters without being noticed. Set up a battle where you are 8inch away from the commander on a 10inch by 10inch board. All he has is a Hand Weapon, at the start of each turn the either the commander or assassin still lives roll a D6. If the combined result of the D6 and the turn adds up to more than 6 then 10 of his bodyguard enter. The target must test on the injury table as if he has been killed and Subtract 1 from the first table.

Bodyguard All races have their own bodyguard unit to protect their commander, if this unit isnt present in a banner then that banners characters may not field any in assassination missions. Dark Elf Black Guard Orcs and Goblins Black Orcs High Elf Phoenix Guard Wood Elf Eternal Guard Empire Greatswords Tomb King Tomb Guard Vampire Counts Grave Guard Ogre Kingdoms Ironguts (on the assassin result of 4 two guards are present and on 5 three may enter Beastmen Bestigors Chaos Warriors Chosen Bretonian Battle Pilgrims Deamons of Chaos Core choice with the same God as the intended target Dwarfs Hammers Lizardmen Temple Guard Skaven Stormvermin Scouts A Banner that contains a unit with the scout rule adds one to all rolls on the Route Chart. Magic In the campaign map wizards have a lot more time to prepare their spells, and are able to perform very powerful spells indeed. One of these spells may be cast per player on the second turn of each season. Before Campaign movement a wizard at the players disposal may attempt to cast a spell attuned to his lore of magic. To do this he must be within of tile of the target, and then must roll two dice on the result of a 7 or more the spell is cast. On the result of 6 or less it is failed, if a double one, two or three is rolled something has gone badly wrong and the chart below must be consulted. D6 1 2 3 4 5 6 Result The Wizard Dies. The Wizard loses one level. Consult the Warhammer Miscast chart. The Wizard gains a level up to the maximum of 5. 500pts of Deamons spill out into combat with banner that caused the miscast. The spell reaches its crescendo and fizzles out, the spell fails to cast this turn

If more than one wizard is in the banner which caused the miscast the player can attempt to elect which wizard suffers the effects, providing he can roll a 2-6 on a D6. If this is failed it is past to the next wizard of his choosing and repeats the steps until there are no more wizards or one suffers the miscast. Table of Campaign Spells For the purposes of the Campaign there is no difference between the Deamon and mortal magic of the Dark Gods. Dwarfs instead of using magic may instead create 1 crown for every 3 mines they own. Spell Lore Lore of Death Campaign Spell Effect Infect Wounds

Lore of Life Lore of Shadows Lore of Fire Lore of Metal Lore of Beasts Lore of Heavens Lore of Light

Lore of Athel Loren Big Waaghh! Dark Magic High Magic Lore of the Wild Gut Magic Lore of Nehekhara Little Waaghh! Lore of Tzeench Lore of Nurgle Lore of Slaanash Spells of Ruin

Spells of Plague Lore of The Vampires

Cast upon an enemy Banner, they subtract from the result of Casualty Chart after the battle Heal Wounds Cast upon a friendly Banner, they add to the result of Casualty Chart after the battle World Spin Cast upon a friendly Banner, It may jump over a tile in any direction and remain invisable in the same way as the Beastmens Beastmen ambush dictates Meteor Cast upon an enemy banner, a random unit takes D3*60pts of damage. Fools Gold Adds 1 crown that must be spent this turn. Summoning of Kadon Cast on enemy banner, it summons a monster from the transformation of Kaldon spell to fight the target army. Storm Prevents the target army from moving this turn, though it may still scout. Justice Cast on tile, ended the effect Razed, if cast on a deamon players tile that has no banners in it the tile ceases to belong to him. However it cannot be cast on a deamon owned tile with a banner in it. Forest March Cast on Tile, for this turn for the purposes of tabletop battle terrain and the Forest Dwellers rule this tile counts as a forest tile Four day Shroom Eating Contest Cast upon friendly banner, for every 1000pts of troops they banner can scout then move, though it must do so towards the nearest opposing army Soul Swallow Cast on enemy Banner, the opposing player must remove one unit from his banner The Defender Cast on friendly Banner, move the target banner to the capital city Evolve Cast on Enemy Banner, for every beast or cavalry model in the banner the army suffers 10pts of damage (cannot be distributed amongst beast units). The Great Feast Cast on friendly Banner, restores its baggage to 6 Rise Again to Serve your King Cast on friendly Banner, recovers D6*20 points of Models previously lost Bed-lice Cast on enemy Banner, the player must reveal all commanders, also 3 Nasty Skulkers can roll on the Assassination Table One is Pink one is Blue, Once we were one now we are two Target Friendly Banner, creates 10 pink horrors who can added to an existing unit or created as a new unit. Greater Blessing of Nurgle Target enemy Banner, the target must test on the Substance table and minus 2 to his result, to a minimum of 1 Ultimate Desire Cast on Enemy Banner, move the army in any direction it cannot retreat if it moves into another banner it cannot chose to retreat and must fight. Thirteenth Stroke Target enemy banner, remove 2D6*13 points of enemy models and add the number of models removed in Clanrats to the casting banner as a new unit or addition to an existing unit Thirteen Deaths Target enemy banner, remove D6*0 points worth of enemy models, for ever Plague monk you sacrifice add 10 points, sacrifice before rolling Unending Legions Cast on Friendly Banner, Add 2D6*16 points of Zombies in a new unit to your

banner

Scouting Tiles When Entering an un-scouted tile roll on the table bellow to decipher what the tile contains once it is discovered it may be necessary to chase out any defending force. A defending force is present on a roll of a double then the tile is defended and you must defeat the defenders before claiming the tile into your empire. For every 5 tiles you own starting at your 10th tile you gain an additional hero slot. If end up with more of a unit type than your allowed, say you lose a mine and now have one more special unit than your allowed, you may still retrain the unit as normal, but you cannot build it beyond the size it was before you lost tile. For the purposes of Subsistence all tiles count as barren apart from: the Capital City; Cities, Villages and Fortresses. For the purposes of Construction all tiles count as barren apart from: the Capital City; Cities, Villages and Fortresses. Grass 2 3 4 5-8 9 10 11 12 Hex type/2d6 roll River Forest Coastal 2 3 4-5 6-7 8 9-10 11-12 2 3-5 6 7-9 10-11 12 2-3 4-5 6-9 10-11 12 Crowns per year 0 2 1 0 1 1 0 Mnt 2 3-4 5-7 8-9 10-12 Major terrain feature Arcane Ruins Deep Mine Mine Barren Village Barren Fortress Village Wizard Tower City Common native defenders High Elves, Vampire Counts, or Lizardmen Dwarves or Orcs and Goblins: Well Defended Dwarves or Orcs and Goblins Wood Elves or Beastmen Empire, Bretonian, Wood Elves or Beastsmen Empire, Bretonian or Chaos Warriors Empire, Bretonian, High Elves or Dwarfs Dark Elves, Vampire Counts or Chaos Warriors Any Race: Well Defended Other Effects Add 100pts of Magic Items to your army

Building Effect Chart Major terrain Feature Arcane Ruins Deep Mine Mine Barren Fortress Village Wizards Tower

Unit Slots Provided Special and a Rare Special Special Hero, Special or a Rare -

Adds one Empire Battle Wizard to the army. Campaign spells cast from this tile can be re-rolled

City Capital City Character Injury

2 4

Hero, Special and a Rare Lord, Hero Special and a Rare

If a character is slain in an assassination attempt or in a battle, but not if he dies due to any type of miscast, he must consult the following tables. This first tables results are modified depending on whether the battle results in victory or not, if a 6 is rolled for assassination no modifiers are used. Recovery modifiers: +1 to dice roll if your side is victorious, and 1 to your dice roll if your side is defeated. D6 Roll 1 or less 2 Result The Character Dies Unconscious: the character lays unconscious and helpless on the field. Roll a d6, and add 1 if your side was victorious: On a 1-3, the character is found by the enemy before he regains consciousness and is killed. On a 4+, the character rouses himself and escapes the battlefield before being found by the enemy. Treat the character as Badly Wounded and a prisoner, unless dead. Badly wounded: roll on the Injury table, and subtract 1 from the first dice roll. Wounded; roll on the injury table. The character survived without injury. Result Dead Multiple injuries. The character has suffered grievous wounds. Roll d3 times on this table, rerolling any results of Dead or Multiple Injuries results. Also reroll any results of Hardened, Transformed, or Cheated Death Enfeebled. The character survives, but the strain of recovery permanently reduces his Strength by 1 Broken body. The character survives, but his body is never quite the same. The characters Toughness is permanently reduced by 1 Weakened constitution. The characters Wounds are permanently reduced by 1 Deep arm wound. The characters WS is permanently reduced by 1 Lost arm. The characters arm is so badly mangled it must be amputated. In addition to losing a point of weapon skill, the character can only use a single, one-handed weapon from now on (and no shield). Should the character suffer this result a second time, he is permanently retired. Blinded in one eye. The characters Ballistic Skill is permanently reduced by 1. Should the character suffer this result a second time, he is permanently retired Smashed leg. The characters Movement is permanently reduced by 1 Lost leg. The characters leg is so badly mangled it must be amputated. The characters Movement value is halved (round up). Should the character suffer this result a second time, he is permanently retired A blow to the head has dulled the characters awareness. The characters Initiative is permanently reduced by 1 Lost coordination. The character permanently loses one Attack Easily confused. The character suffers from Stupidity Fear all characters in army just fought Hates all characters in army just fought Suffers from Frenzy Full recovery Hardened. The character survives his wounds, and sheds his fear of death. He is now immune to Fear, and treats Terror as Fear. So thorough is his conviction that he confers this immunity to his unit as well Cheated Death (all others): The character suffers particularly grievous wounds, but miraculously survives without permanent injury. It is rumored that he has faced and cheated death itself, and the troops now hold the character in mystical reverence. The characters Leadership is permanently increased by 1

3 4-5 6 or more Injury Table D66 1 1-4 5-6 2 1-2 3-4 3 5-6 1 2

3-4 5 6 4 1-2 3-4 5-6 1-2 3-4 4-6 1-4 5 6

Character Advancements

A character may achieve advancement points by performing heroic feats or simply being part of a battle, these points are then spent on rolls for the Advancement Table. Any one advancement cannot be taken twice. If an advancement would duplicate a special rule or bring a stat above 10 then roll again as if he already has that advancement. Character feat Participate in a battle General of a victorious battle Slay the enemy General by any Means Defeat any enemy character in a Challenge Capture an enemy army battle standard and retain control of it at the end of the battle Experience Earned 1 0-3 1 1 1

Total Army Size difference 0-10% 11-50% 51% or greater Advancement Table 2D6 D6 Roll 2-4 5 1-3 4-6 6 1-3 4-6 7 8 1-3 4-6 9 1-3 4-6 10-12 Skill Tables

General of larger army, if victorious 1 D6 1-3: 1 No experience

General of smaller army, if victorious 1 2 3

Result Choose a skill table and roll for a new skill +1 Strength +1 Attack +1 Leadership +1 Weapon Skill or Ballistic Skill (players choice unless one is 10) +1 Weapon Skill or Ballistic Skill (players choice unless one is 10) +1 Weapon Skill or Ballistic Skill (players choice unless one is 10) +1 Initiative +1 Wound +1 Toughness Choose a skill table and roll for a new skill

The player may pick which Skill Table he rolls on if he is given the choice to roll on a Skill Table The effects do not stack so re-roll effects you already have. Fighting Skill Table D6 Result 1 Always Strike First 2 Re-roll missed attacks 3 Re-roll failed to-wound 4 Enemies are -1 to hit the character 5 The character is +1 to hit others 6 Inspiring Leader: if the character inflicts one or more unsaved wounds in battle, add +1 to that sides combat resolution score for that round of combat. Shooting Skill Table D6 Results 1 Long range increased by 6 for any weapon with a normal range of 12 or more (or 3 for any weapon with a normal range of less than 12)

2 3 4 5 6

No penalties for moving and shooting (and can fire handheld move-or-shoot weapons even after moving) No penalties for shooting at long range No penalties for shooting at skirmishers or single models Ignore cover penalties for shooting May ignore targeting restrictions (so, you may shoot at a character inside another unit)

Command Skill Table D6 Results 1 Automatically passes all rally tests (for self and any unit he has joined) 2 The characters full charge distance (and that of any unit he is with) is increased by 1 3 The character and his unit cannot be march-blocked 4 The character and his unit may re-roll psychology tests 5 The character and his unit may re-roll break tests (however, being near the armys BSB does not grant a second re-roll) 6 Command Radius: If the character is the armys General, his command radius is increased to 18. If the character is not the armys General, he now has a command radius of 6 Magic Skill Table D6 Results 1 +1 to cast 2 + 1 to dispel 3 May re-roll one or more spell selection rolls at the start of a battle (and must accept the second result). Make this roll before deciding whether to swap one spell for the first in your chosen lore 4 Can re-roll results on the miscast table (and must accept the second result) 5 Can re-roll one casting or dispel die per turn (and must accept the second roll) 6 Gain a magic level. This can make a 4th level wizard a 5th level. If a fifth level wizard rolls this result, roll again Grand Marshal Slain If the Grand Marshal is slain then the whole kingdom is thrown into disorder and confusion. To represent this on the turn following the Grand Marshals death all banners must roll a die on a 1-3 all is well, on a 4-6 the army may not move, but can still scout. In addition to this D3 random Fortresses rebel and the tile along with all banners within it become independent. These independent nations may be absorbed back into your army in the same way as the Big is best! rule indicates. Any characters in the rebelling force may not be absorbed and are duly executed if they survive the battle. If the Grand Marshal is slain due to the I Smell a Rat rule this section is ignored. On the Tabletop The armies in your banner do not need to be legal in reference to the percentage of troop choices at your disposal, what you have in your banner is what is fielded. This means that a 3000pt army made up of all special troops may be sent to fight 500pts worth of heros and lords if thats what the respective Banners contained. Magic Items Magic Items cannot be bought using crowns at any point in the game, they are far to rare for that. They are instead are acquired through the discovery and initial takeover of Arcane Ruins, giving the player 100pts of magic items to give to anyone in the kingdom. Once plundered they create no new items. However, a player can also acquire existing magic items by slaying or capturing their owners, magic items acquired in this manner may be given, to anyone in the kingdom. However, if the owner is slain in single combat or a challenge then only the model that slew him may take the item. If the model wasnt a character or unit champion then he becomes that units champion, if a unit may not take a unit champion then it may be given to anyone in the kingdom. If the model was a wizard that may not wear magical armour and acquires some it is given to anyone in the kingdom. Once a magic item has been

distributed it cannot be recalled and given to another hero, such is the rare nature of a magic item characters dont part with them till death or imprisonment. Chaos Deamons and Magic Items Chaos Daemons may take others magic items but do not plunder arcane ruins, make a note that such ruins that have not been plundered so that another race might do so. Normal Restrictions Any unit that can take a Standard Bearer may use a magical standard with no points limit. Unit Champions may take magical Items as would a hero with no points limit. All Characters do not have a limit on how many points of magic items they can carry. A Battle Standard Bearer may take other magic equipment even if he has a Magic Banner. One Use items are one use per battle no per campaign. Other Character upgrades Upgrades such as Vampiric Powers, Magic Levels and Deamonic Gifts may be bought at any time. However only one may be purchased per character advancement, though as many as you like may be bought before the game starts. Mercenaries The Gamesmaster chooses what, and how many, mercenaries are available for the year. If no gamesmaster is present you may wish to select, or roll for what mercenaries are on offer for the year. Once you have decided what mercenaries are available then you may bid for them starting at their basic point cost and ending when players stop bidding. Any mercenaries still in a players service at the start of every new year must be paid again at half the crowns you spent on them and all other mercenaries in your service. A mercenaries service may be terminated by a player at any point and ends automatically if they player cannot pay them. Mercenaries may be bought at any point in any turn and once bought may be placed in any of the players tiles, this allows for a costly be quick way of increasing a banner. Mercenaries do not take up any Lord, Hero, Special or Rare slots. Banners Though a banner can be reduced below 500pts by fighting and loosing troops it can never voluntarily re-organize or create a new banner worth bellow 500pts. The maximum size of a banner is 3000pts, 3500pts if it contains the Grand Marshal, a banner can never go above this no even by using Thirteenth Stroke or In Death you serve us, all addition models gain in such a manner are lost. Sieges Mercenaries Not having sworn any oaths to their employers mercenaries are more likely to give in during a prolonged siege, to represent this 1 from your roll on the starvation table to a minimum of one. Battery Nothing Minor Damage Major Damage Breach! No Effect Add one to your next roll on the Battery table, stacking On the tabletop treat your opponents gate into the city as broken. On the tabletop, once your opponent has set up their wall sections and towers, you may remove one.

Baggage Unlike the attacks the defenders have no way of gaining more baggage during a siege, and neither side may forage. The Attacker may gain more baggage by a banner with baggage moving onto the same tile and re-organizing the baggage.

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