Notes - mjnrock/fuzzyknights-boardgame GitHub Wiki

Notes 2019-03-01

Resources stored on Heroes, Cities

Consider making resources have to be stored either in a City or on a Hero When you kill a Hero or conquer a City, you get all of the resources on that Hero / in that City To move resources between Cities, you must have a Hero grab them from one city and move them to the other

Resources stored in King's Purse (Player), Heroes

Each Daybreak, the Hero taxation is taken directly from each Hero's coffers first (maximum of 1 gold per Hero--i.e. one Hero cannot pay for another), then the King's Purse second. If taxation cannot be paid, any Hero that started the Turn with 0 gold must individually accumulate gold by the end of its movement or else it will disband.

City Gold Mines are City Upgrades

Instead of Gold Mines, upgrade the City between

Encampment

  • Normal starting City size
  • 5g and you have to sacrifice a Hero to become the Lord
  • A Hero must build on its current Tile
  • Tile must only be occupied the Hero to build
  1. Villa
  2. Estate
  3. Castle - At Level 3, you can create a 2nd Ramparts

Notes 1900-01-01

At the beginning of every day, all players roll a 1d4 and a 1dP.

1d4 determines resource, item, monster.

1,2 = Resource 3 = Item 4 = Monster

1dP >= 60 = success/place token randomly


You cannot build more than 1 building per turn per city


Hero costs 5 gold Spawns at any of your cities Hero cannot spawn at a city with a garrisoned hero Only 1 hero may be garrisoned per city


Battle

Hero tier/rank dice is equivalent to tier 2 rank 2 (2d6+6)


On a monster interaction, roll a 1dP. 100% defects 80 or 90 bribe, else attack 10 doubles quantity of monsters

2d6 determines quantity of monsters

Bribe cost is identical to appropriate tiered and ranked city recruit


City Defensibility

All cities start with 1 ramparts.


City Buildings

####City Resource Mines Costs 1gold, 1 wood, 1 stone. Roll 1d4 for resource type Add +1 to that type to city's production per turn permanently.

Ramparts

Only the Capital gets a free Level 1 Rampart upon placement, all other Cities start with no ramparts Any city can have up to 2 ramparts at a time For every rampart that exists on a city, an assaulting player must spend an entire turn sieging During a siege, it is not possible to build ramparts A city can only be assaulted by a hero if no ramparts are present on that city Level 1 Ramparts = 5 stone Level 2 Ramparts = 10 stone While a city is under siege, no building or recruitment can occur in that city To initiate a siege, you must have at least 10 movement in your movement phase for that hero Starting a siege ends movement for that hero, regardless of remaining movement


Players start with a Tier 1, Rank 1 building for the Capital city. Because of this, they instead start with 5 gold and 5 wood.


City build limit per Player is 2 per Player, per Board City costs 5g, 5w, and 10s to build City must be built at a hero. Hero must have at least 1 move left in their turn. Upon building, hero movement ends


You suck as a leader rule™

If hero falls in battle, but army still manages to win, 1 of the highest tiered units flees If hero falls in battle, gold collected, but movement for that hero ends.


Any neutral monster fight rewards the player 1 gold per neutral monster killed. (Only if the player wins)


Whenever there is a neutral monster battle, the neutral monsters are controlled by all the other players in a manner they all agree upon.


In any battle, ties favor the defending army


EDIT Mine guardian chance is 1dP >= 90%

CURRENT GAME STATUS M 8g 5s 16w 5f P 1g 5s 6w 11f A 4g 2s 11w 7f


If a Player chooses to attack an enemy Squad with more than one (1) Squad, then the attacking Player must choose one (1) of his or her attacking Squads as the "Meat Shield" who will take any damage that skirmish