Units whose scores are doubled are destroyed, those who lose by less receive a demoralization marker. A second marker causes recoil, a third destruction. However, all units have a "Rally" number, with a chance to rally off these markers at the start of their turn.
It plays very similar to their popular Fantasy Rules! If you've played those rules, you will pick D. Perhaps the biggest change from previous Chipco sets is with the movement. All units may move forward or obliquely up to 45 degrees with no command and control problems. However, for a unit or group to turn, wheel or change formation a leader must be present. There are three levels of leaders: King, Marshal and Captain. The first two allow any group they are part of to perform such a manuever.
Captains allow only an individual unit to do so. Light cavalry is an exception to the above restrictions and may manuever freely. The rules suggest organizing an army into three commands or "battles. Additionally, each army is given two captains to place with whichever unit they desire. So, leaders in D. They are an important part of the battle plan and execution.
In our playtest, we found that units can easily be left stranded, facing the wrong direction with no leader around. Leaders are also at risk. If a destroyed unit contained a leader, a die roll is made with possibilities being escape, capture or death.
Loss of a command's marshal at the wrong time can seriously restrict the troop's ability to react to enemy attacks. This is probably historical, but is a bit unsettling when you have the troops, but no way to get them where they are needed!
Missile fire is effective but not overpowering. Up to four units may combine fire for a roll against the same enemy. A ten sided die is used, and in the above case, results would be:. Fewer units firing have a lesser chance of damage. Crossbows and ordinary "bows" fire 5 inches in 15mm scale, longbows 10".
At ranges under 5", both crossbows and longbows count as two units firing, making them much more lethal. Longbows can be even more effective with the use of stakes, and crossbows with pavisiers.
Ordinary bows may "attach" to a unit, being considered mixed in with them and able to shoot or support in combat vs. These questions pertain to factoids about the Middle Ages e.
Incorrect answers result in a loss of movement ability during your turn. In addition to Risk -style gameplay where you move units to conquer various cities across the map, you can use spies and move Harold around the country to attract militia only if the town he visits supports him, however.
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Perspective Top-Down. In a nice twist to conventions of turn-based games, the winning conditions for both sides are different: you will win if you either accumulate 60 points, or kill William. You gain points by conquering cities and collecting taxes from them. William, on the other hand, will win if he can successfully crown himself to do that, he must get 30 points, reach London, and kill Harold.
Another interesting element in the game is that you must answer one or more multiple-choice questions at the beginning of each turn. These questions pertain to factoids about the Middle Ages e. Incorrect answers result in a loss of movement ability during your turn. In addition to Risk-style gameplay where you move units to conquer various cities across the map, you can use spies and move Harold around the country to attract militia only if the town he visits supports him, however.
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