Four mupps are participating in this campaign; Daemons are red, Empire is blue, Dark elves are purple and the dreaded Dwarfs are green. The map shows the map at the beginning of campaign turn 3. Dwarfs and dark elves are pushing to reach those mountains in the middle of the map, empire is building up lots of mines to the east, and the daemons haven't had any luck as of yet. The daemon player has gambled a bit and used the "all ot nothing" event every turn, which gives you extra Empire points if you win, but none at all if you lose.
We won't go through all the rules here, but basically you play a battle every campaign turn, and depending on how well you do, you earn a number of Empire points which can be used to conquer territories or build mines, castles or cities in tiles you own. Mountains and castles make it harder toconquer a tile; a castle in a mountain tile requires a massacre win to capture, for example.
House rules
Just because we could, we have made a couple of house rules for this campaign. We gave dwarfs a little buff because in our experience they suck! And Empire suffers somewhat from that same syndrome and so they got a small buff as well. Dark elves got a very small but somewhat fluffy buff, and Daemons got turned down a bit. We mainly aimed for fluff, but hopefulle these house rules will even the game a bit.
- Empire gets D6 gold for each of their cities.
- Dwarfs can build combined cities and mines in mountain tiles, which gives them much gold and are very hard to conquer (a massacre is required). They also start the campaign with such a mountain city.
- Dark elves get a little extra gold when raiding the countryside.
- Daemons can't build any mines or castles, and they destroy any buildings in tiles they capture (but get gold for it; 1-8D6 depending on what was razed).
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