MKLoC Advanced Rules

MINING SETTLEMENTS
Playing with mining settlements can speed up development in the game because a player gains 3 gold during gain gold phase for each mining settlement he occupies, instead of the normal 2. Mining settlements do not have a faction associated with them, and new warriors may never be placed on them. Also, a player may not place his starting army on a mining settlement. If you choose to play with mining settlements, do not play with too many of them, or else there will be few settlements that new troops can be purchased at. (the settlements that have no faction symbol printed are well-suited for use as mining settlements)


THE BEAST
Before the game, players may agree to play with the beast. Use a plastic toy figure of an animal about the size of a Mage Knight figure to function as the beast. Steal one from your little sister's toy collection like I did. :)

During setup place the the beast near the center of the battlefield on clear terrain, at least 4" from any town. The beast is considered to have a speed value of 4". On his turn, any player may give the beast a move action. This does use up an action, but the beast does not get action tokens in the way warriors do, and may not be given more than one action each turn. The beast's movement is affected by terrain in the same way that warriors are. The beast is considered a figure, but not a warrior. The beast blocks lines of fire in the same manner that warriors do.

Add the following card to the Conquest deck:

Beast Gone Wild Remove this card from the Conquest deck if you are not playing with the beast
If the beast is on the battlefield, you may gain a free action this turn to move the beast and attack an adjacent warrior controlled by an opponent, as if the beast were a warrior with the Charge special ability. Consider its speed value to be 6, its attack value to be 8, and its damage value to be 2. The beast loses this ability at the end of the turn.

If you are using a regular deck of playing cards to substitute for the Conquest Deck, you can delegate one of the less important ones (such as "Nightfall") to represent "Beast Gone Wild".


THE RARE CARDS DECK
For greater variety you may play with a second deck of cards called the Rare Cards Deck. Two copies of a card with the following text should be added to the Conquest Deck:

Rare Card! Remove this card from the Conquest deck if you are not playing with the Rare Cards Deck
Draw a card from the Rare Cards Deck and follow its instructions.

If you are using a regular deck of playing cards to substitute for the Conquest Deck, you can use the two jokers to represent this card.

As for the Rare Cards Deck itself, you must construct it on your own. Labor-intensive, yes, but Rare cards can really make a game interesting!
There is no restriction on how large the Rare Cards Deck must be. A listing of rare cards that my friends and I play with is provided. Of course you need not play with all of these, and you may want to contrive some of your own. (A lot of fun can be had here)

           Rare Cards Deck


NEW SPECIAL TERRAIN AND ITEMS
Some rare cards refer to new terrain and items created for this game. Keep these aside for when a rare card instructs a player to place one on the battlefield. The following file contains all of the new special terrain and items as well as the catapult (see below). You need only print one copy of this file.

           conquest_advanced.jpg

QUICKSAND PATCH
Quicksand Patch functions like shallow water with the following added characteristic: If any warrior begins a move with any part of its base touching Quicksand Patch, roll a die.
On a 1, the warrior fails to move this turn, and takes one click of damage (defense special abilities are ignored).
On a 2, the warrior fails to move this turn.
On a 3-6, the warrior may move normally (with speed value cut in half unless it has the Flight special ability).
Whether the warrior is successful in moving or not, it still gets an action token.

MIST
All line of fire passing through Mist are considered blocked.

THE VORTEX
If any figure's center dot passes over The Vortex, end that figure's movement and roll a die. On a 1, the figure is eliminated and removed from the game completely. On a 2-6, the played that caused that figure to be moved must place it on any clear terrain, but not in base contact with any other figure.

THE SLAVE MARKET (this one's so fun we usually play with multiples of the card that goes with it!)
At the beginning of his turn, a player may eliminate a captive held by a captor he controls and gain gold equal to the captive's point value as long as both the captor's and captive's center dots are on the Slave Market. Captives eliminated in this way are removed from the game completely.

FRUIT BASKET
See the rare card titled "Fruit Picking".

TREASURE CHEST
See the rare card titled "Sunken Treasure". (note that this bears no relation to a Dungeon Chest)


THE CATAPULT
This is perhaps the most complicated of the advanced features, and the least necessary. Admittedly, my friends and I do not play with it often. However, it might be useful for shaking up highly defensive games.

The catapult is a figure that may be purchased by any player during buy troops phase for 15 gold, and is placed directly outside a settlement occupied by that player, with an action token. (You may want to attach the cut-out catapult paper to the top of an eraser or some other item that has more weight to it) Note that the catapult's "center dot" is not in the exact center of the figure.

The catapult is not considered a warrior but is generally treated like one. It may be given move or range combat actions. It gets action tokens like warriors. It may never be given an action if it already has an action token, and is never pushed. The catapult blocks the movement of figures, but hinders lines of fire.

Catapult Movement
The catapult has a speed value of 6. Its movement is affected by terrain in the same way as warriors. However, it may never enter settlements, even partially. The catapult must break free from base contact by rolling a die like a warrior, but it does not get a free spin for this, nor does it get a free spin when an opposing warrior comes into contact with it. Opposing warriors do not need to roll to break away from the catapult. Though the catapult has no faction, it may be part of movement formations with any faction.

Attacking with the Catapult
The catapult may not be given close combat actions. It may be given range combat actions with its range value considered to be 10, and its attack value considered to be 10. For damage, roll one die and subtract 1 from it. (a negative result is 0) This is the number of clicks of damage delivered to the target. The catapult may be given a range combat action while an opposing warrior is in contact with it. When the catapult is given a range combat action, the line of fire is never considered blocked or hindered by terrain, castle walls, or figure bases. The catapult may not be part of range combat or close combat formations.

Destroying the Catapult
The catapult does not take damage in the way warriors do. It is destroyed when an opposing warrior in base contact with it is given a close combat action to attack it. No dice are rolled for this attack; it is always successful. When this happens, return the catapult to the troops for hire.
The catapult is unaffected by the range combat of opposing warriors. The catapult may not be captured.

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