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Board DescriptionStory: Enter the Ancient Isles of Kjeldor as they were in olden days of myth and legend where the heroes (and the battles) were larger than life. Fight as a raging warchief, a righteous prophet, or just a straight up stone-cold killer. Whatever your mettle, test your battle prowess in this epoch of constant strife, copious bloodshed, and all-around chaos as the gods (and a few titans) shook the very earth with their colossal combat. Go forth, gather your warriors, zealots, and peeps to your battle standard, and wage war upon the heathen hordes! Gameplay: High unit counts: If the histories are to be believed, the great feats of yesteryear make Hercules and his twelve labors look like little Johnny doing his weekend chores. In the Golden Age, everything was HUGE – the warriors, the heroes, the weapons, and the stakes. Beyond enormous, beyond gargantuan, beyond titanic. Back then, war was downright brobdingnagian. Each continent gives HUGE bonuses, ranging from +10 to +70. The minimum per-turn unit bonus is set to 20, and all territories start with 10 units. To balance the attacker advantage with high troop counts, default dice are 4-sided. Heavy fog: The Isles have always been extremely misty, and the added weight of endless aeons clouds the vision of all but the most devout clerics. Players can only see neighboring territories, so plan accordingly. Shrines: Build a shrine to the gods of your land and they will grant you the strength of avatars and divine vision to pierce the thick fog around you. Attacking over water: Said to be spawned from the nether abysses by Cthulu himself, the vast behemoths that lived beneath the seas surrounding the Isles made seafaring a risky venture. Many a warrior was lost in that age to the rampages of krakens and other unnamed leviathans. Sea attacks - from an island to the mainland or between islands - are resolved with 5-sided (attacker) versus 6-sided (defender) dice. Simultaneous territory selection: Everyone had a fair shot at glory in Ancient Kjeldor. Well, as long as they were mighty enough to survive the roaming dire wolves. And the hell bears. And the Lovecraftian lumbering horrors… Players bid against their opponents for their starting territory locations. Neutral count is medium, so a fair number of territories will start with 10 neutral units. Cards: Pervasive violence and endless war required incredible reserves of charisma from the Kjeldoran warlords. Whether through inspiring the unquestioning love of their people, ruling through the iron fist of fear, or invoking the righteous sense of duty in their followers, these leaders used whatever means possible to raise hordes the ferocity of which have not been seen in many an age. The card scale begins at 20, and increases in increments of 5 until it reaches 40, after which it increments by 10 until reseting back to 20 after reaching 100. Gameplay Settings
Team Settings
Cards
Bonuses, Limits and Dice
Initial Setup
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