North
Texas RPG Con was naturally a ton of fun, productive even. I won't
rub it in. Much.
The
ancient and obscure boardgame I brought for our beer and pretzels
evening, King of the Mountain, though interesting looking was chocked
full of way too many quirky exception rules and I quickly vetoed my own
idea after a read through. The half-giant Robert Parker had the
bright idea of adapting my old By This Axe campaign idea, the
Reavers of the Weird for a quick evening game and I shaved it down on
the fly into what is now a microgame.
Jason
Sholtis, Trey Causey, Andrea, Mike Davison set down to a crazed
anarchic evening of stealing, conniving, villager humiliating and
murdering. In other words it was great.
So
here's a game for you.
Countless
centuries of gavelkind succession laws have cranked up the
fractionalizing, autarkic, hair-splitting pettiness—so typical of
life in places with a foot in the Weird--to a feverish pitch in the
Translittoral Canton of Hoimatbuch. That chilly, windy easternmost
bastion of the Overkingdom is further plagued by a strangely-virile
nobility creating a maddening over-proliferation of hyphen-crazy
micro-fiefdoms as each holding is divided equally among the male
children of each line.
You
are the holder of one of these tiny sub-divided micro-states, your
neighbor is a similar such asshole. You both want to kill and take
each other's stuff, but are limited to the rules of low-intensity
warfare that the Overking imposes.
Each
player as part of his squalid little holding receives a livestock
corral, a village filled with tax-paying chumps, a blood-apricot
orchard, a swollen (yet strangely beautiful) prize pig and a charming
(almost), rustically-decorated, black-timbered manor house. Ridding
your opponent of his or her assets being the object of the campaign.
Each
player receives eight footmen, four archers and three mounted. The
actual figures can be (and should be if you want to bring the full
gonzo) just about anything. In fact the game is abstracted enough
that just about any playing pieces can be used with each manor locale
either having a terrain representation or even just a notecard.
The
Campaign Turn
Each
turn (roughly a fortnight) the player can elect to mount 0-1
offensive actions (see below) and as many defensive actions as he
cares. All actions are considered to occur simultaneously. The
campaign ends after six turns and victory points are computed.
The
players have five minutes at the beginning of each turn to wheel and
deal among themselves. Reserves can be combined for joint defense.
Attacks are never jointly conducted but players can gang up to
conduct multiple individual attacks in a turn.
Players
write down their offensive and defensive actions for the turn and
reveal them at the beginning of the turn--or pass them to the umpire if you have one. Raids are resolved clockwise
from the lowest initiative rolling player each round.
|
The dreaded Cantonal Lummox. Special rule coming soon. |
Offensive
Actions
Each
turn can assign a leader or general and accompanying units to conduct
a raid (each force must have a leader). He picks one of the options
from below.
Steal
Livestock
Humiliate
Villagers
Burn
Blood-Apricot Orchards
Defensive
Actions
Each
turn the player also assigns his non-raiding units (again each must
have two or more to various locales.
Assign
Guards to Livestock
Assign
Guards to Village
Assign
Guards to Orchard
Assign
Reserve (assign figures to serve as a reserve for pursuits and
defense)
Buy
Reinforcements (usable on the fourth term to buy five new Footmen,
see Victory Point penalty)
Combat
Combat
occurs when a raid is caught (see Raid Resolution). All raids end
with either the death of one side or the retreat of the attacker. The
attacker may retreat at the beginning of each round but is forced to
suffer a free attack from any archers or mounted left among the
defenders.
Combat
goes in rounds and is simultaneous. Archers get a free attack in the
turn before melee starts. Each round the players roll to hit and pass
the dice with hits to their opponent for saves. The defender chooses
which figures to allot saves to.
To
Hit on a d6
Archers 5,6
Footmen 5,6
Mounted 4,5,6
To
Save
Archers 6
Footmen 5,6
Mounted 4,5,6
Raid
Resolution
Opposition
Raider
rolls d6 when on a raid to see what resistance she faces.
-1
Raiding Force has 1-4 figures
-1
Raiding Force all mounted
0- |
Get Away Scot
Free (Roll on Plunder) |
1 |
Escape with No
Plunder (No Effect) |
2-3 |
Fight Locale
Guard Only (Victorious Raider Rolls for Plunder) |
4 |
Fight Locale
Guard and 30% of Reserve (Victorious Raider Rolls for Plunder) |
5 |
Fight Locale
Guard and 60% of Reserve (Victorious Raider Rolls for Plunder) |
6+ |
Fight Locale
Guard and 100% of Reserve |
Plunder
Victorious
raider roll a d6 on the follow charts.
Modifiers:
-1
Raiding Force has 2-4 figures
+1
Raiding Force has 11 and over figures
Livestock
Raid
1- |
Nothing stolen |
2-3 |
1d6 animals
stolen |
4 |
2d6 animals
stolen |
5 |
3d6 animals
stolen |
6+ |
3d6 animals
stolen plus Prize Pig or Fine Horse |
Village
Humiliation
1- |
Local folk
laugh and ask “is that all you got?” |
2 |
Village idiot
forced to wear Eld helmet |
3 |
Blacksmith
tarred and feathered |
4 |
Village
headman (notable) cuckolded |
5 |
Local temple
Sun Lord priest (notable) beard shaved |
6+ |
Relative of
Boyar (notable) speckled with dung |
Orchard
Burning
1-3 |
Fire doesn't
catch |
4-5 |
Orchard burned |
6+ |
Fire spreads
to other orchard. Two orchards burned. |
Add
up after six turns. The highest score wins.
+1
VP for each pig in possession
+5
VP for each Prize Pig
-2
VP for each village commoner of yours humiliated
-3
VP for each village notable of yours humiliated
-5
VP for taking reinforcements
-5
VP for each orchard burned