Armatura v. 3.0 (Front)
Following on from my earlier post I have again revised the front of the Armatura cheat sheet to reflect the new ideas. Also, I realized I had the nomenclature all wrong for the cards, calling the "court" cards "suit" cards. Apologies if that caused some scratching of heads!
The main changes are that now, within the colour block that a player uses for activations - i.e. red or black, one suit is considered "higher" than the other. So Hearts and Spades are "high", Diamonds and Clubs are not.
Having made the changes, I now see yet another: under "Initiative" I say that Aces are considered "high" for that purpose. It should read that they can be "high" i.e. 14 or "low" i.e. 1 as the player wishes. Also, "high" suits can be used to break ties. That is, a 7 of Hearts (high) would beat a 7 of clubs (low).
I've also tried to cover the end of Game a little better. I'm thinking about it from a campaign perspective, rather than the "Sunday afternoon" sort of game. So if a side is reduced to the point where it fails the Army Morale roll and has lost, then there may be pursuit or there may not.
If there isn't then it is essentially like a typical game where it just "ends" with no more fighting. The losing side is assumed to withdraw from the field as they can with no more game-play.
If, however, there is pursuit, then the losing sides units have to attempt to withdraw from the field. The units all now have Fear as a modifier, though the better units may not be too affected still. Some units that were already fearful (i.e. militias) now become terrified as well, so that should mean they collapse in short order.
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