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Subject: Questions and comments rss

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michael confoy
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Am I missing something here? I can only find on the back of the box which side has which color rose for the cards. Does not seem to be in the rules.

What is to stop a game from going hours and theoretically never ending?

How do you make your own scenarios that are balanced?

And along those lines, how well were the current scenarios play tested for balance? For example, 9.1.4 The Battle of Northampton, the Yorkists got the Handgunners at the start, put them in the middle, 4 die for 4 and with the wall there bringing reinforcements in is difficult to say the least. A blow out was inevitable. Also in that scenario where does Henry VI go? Is he just there to give orders?

Am I seeing this correct that each side only has one possible card to cause treason? Seems like much talk about it in the rules and scenarios for an event that may never occur.

Is there anyway of killing a lone leader besides leader combat?
 
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Kent Reuber
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Sun of York Rules wrote:
2.2 Card Effects
In the lower right corner of each card is an indication of the deck to which it belongs. A white rose represents the Yorkist deck. A red rose indicates the Lancastrian deck.
 
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Mike Nagel
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Michael,

1) Per Kent's response

2) You only go through the decks once. If the attacker doesn't win by then, the defender does.

3) Don't discard any cards prior to play.

4) The scenarios are balanced toward the reality of the battles depicted. Most were blow-outs historically.

5) The "A Warwick" card is the equivalent of "Treason" for the Yorkists if the battle takes place on or after 1468.

6) No (other than Treason which doesn't really kill the leader but has a similar, if worse, effect).

7) Read the designer's notes.
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Dave de Vil
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Historically, in many battles the combat effectively ended when a main leader was killed. For example at Bosworth when Richard III was slain the royal army stopped fighting; there was nothing left to fight for.

Perhaps such "instant win" conditions could be added to some scenarios, but as hinted at above leaders could simply stay out of the fight. I would suggest that a leader left without friendly combat units is automatically captured if there are enemy combat units in the same square.

The treason cards are rightly limited to one per deck; this was a pretty rare occurance, with grave consequences for the betrayed army.
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michael confoy
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Thanks, what about Henry VI? Is he in a battle and just gives orders for that scenario?
 
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Dave de Vil
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Henry was not a warrior, although he did wear armour and was wounded at 1st St Albans. Thereafter he was not of sound enough mind to fight, but his presence at a battle was powerful influence; people still felt it ws a terrible thing to fight against an annointed king. This is represented by the moral boost received by the Lancastrians when he is present, as well as the reduction to 3 cards in hand (his inability to fight).

In the campaign game there should be a greater emphasis on eliminating enemy leaders, which is what these battles were really fought for. We might even consider a "flee" option for a player who considers the current battle probably lost, but wishes his leaders to escape to fight another day.
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