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I've often been trapped with nowhere good left to go on the board and wished I could knock opponents pieces off the board when they've taken the spot I had my eye on; I suspect others have felt the same way. I propose this variant to solve that problem. The rules have been written to favour the defending side because after all: removing a settlement from the board is quite a serious thing, but fun. This has not been playtested yet.
ATTACKING -The sieging knight must have been active for one turn and turned over at the end of the action -The knight must be on a road that leads to another players settlement or city -Metropolises cannot be attacked -The attacking player must announce his siege and he must roll for combat if the attacked player can defend -The attacking player makes one roll -For every level the sieging knight has over the strongest defending knight he many roll once more -If the best attackers roll is greater than the best defenders roll then the attacker wins and his knight displaces the attacked piece which is then removed from the board and the cards paid for that piece returned to the defenders hand from the bank.
DEFENDING -The defending knights need not be active -Any of the defenders knights no further than one hex away from the besieged piece may defend -the defending player makes one roll for each knight and also for each level the defending knights have over the sieging knight -if the best defenders roll is *equal or greater* than the best attackers roll then the defender wins
ALTERNATIVELY 1. If the defender wins the attacker loses his sieging knight and is not reimbursed for it 2. Sieging also cost the attacking player one wood. 3. If multiple rolls are made instead of taking the best roll stack the value of each roll 4. If the attacking player wins they take one resource or commodity from the defenders hand
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Fatastic idea.In catan,spots are always not invadable,this variety changes that,and could bring much fun.
But,if it is not modified,the outcome rely on chance a bit over,and there could be too much civil wars.
I think it could be modified like below:
Players dont need to roll the dice,instead,the attacker should manoeuvre a siege prudently and the outcome is more predictable. Specificly,the sieging knights need to be connected to the object with one own road and just one road,and also they need to be activated.You can use more than one knight to siege,so a piece between two roads of the same color other than itself could get into great trouble.The siege would cost you 1 or 2 defender cards(depending on the object is a settlement or a city,you cant siege a metro),you build reputation for defending catan,and you lose it for launch a civil war.The other player' all knights connecting to the object can join defending force not needing to be activated.
Now come to the outcome mechanism:add up knight power seperately,and simply compare the two,if there is a draw,defending side wins.
Now the consequences:attacker will win in most cases,now you can change the object's color to yours,but the city get ruined and lose its wall.if you dont have a idle settlement,you launch a massacre and simply remove the object from the board,and also return it to the its owner.Sieging knights are deactivated,defending knights dont change their state,but they can laparotomize and reture to their owner or redeploy at will (like moving,but not deactivated).The defeated could keep his roads on the board so he could build afterwards basing on that,or get them back if they are orphaned,if this make knights orphaned,you need to get them back too. However,the attacker doesnt always win,you can lose a war by your will or by your bad counting,and the defender's political progress cards which could change the outcome,including deserter,intriger,diplomat and spy,can be played during the war.If this happens and attacker lose,the sieging knights(not including the deserter) return to their owner,which is a bad defeat.Defending knights dont need to be deactivated and also get the redeploy chance like above.Nothing else happens.
Now,the most interesting part comes,the ronins!
If someone lose his last settlement/city,his knights(if he dont have one,he get one weak knight and deploy it immediately) become ronins,and get activated for free.Since you are ronin,you dont get any new progress card and cant use them.But you can apply your force wisely.You can use your knights without deavtivating,including fighting the babarians,and also you can decide which knights get involved when babarians invades,and which other players they serve,you can upgrade and build ronins,move,dispatch,chase the thief,get something by that,you can siege,and you can build roads to expanse your scope.In a word,you can influence the board,so you can get some tribute,cant you?You can still win by catan defender,and: 1.You can "sell" your knights during the buyer's turn at a agreed price,more like football transfer than mercenary,then everything goes the same as deserter card. 2.You can assault and seize or build up a settlement and end your ronin career,get back to the old missed days,afterwards,everything goes like before.So you can accumulate some defender cards,and then restart your citizen life,get some vp points by construction,and then win. Oh,other players can't draw any card from you,even with the spy,but you are not immune to rolling 7,you can keep only 7 resources/commodities cards safely,with each knight,plus 7 by 2.
Isnt it interesting?Now,the political progress cards become huge,you can win by political and military approach.Test it and post some feedback,and you can always modify the rules the way you like it,cant you?
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