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Pocket Lords Fools Gambit
Pocket Lords Fools Gambit
The game can be played in its original quick and simple version,
called Fools Gambit, where Stamina replenishes every round and
clever manoeuvring is key, making it usually quickly end in a bloody
but very exciting climactic battle in the center in which you have
to read your opponent when placing your Tokens during combat. (Chess
meets Poker)
The more strategic version, Excellent Generals, plays slower and
more like a classic tabletop. This will likely be the base for a
further expansion into different unit types, asymmetric factions,
spells, abilities and heroes.
We recommend experiencing both versions and then choose the one more
appropriate for your round of players and occasion.
(*name for the full game subject to change and suggestions. Contesters are “Kings and Fools”, “Pocket
Lords” and “Fools Gambit” - calling the quick version “Fools Skirmish”)
The game could be played as a full frontal assault, free for all, or
one defender, one attacker, but it is recommended to add a king of
the hill or capture the flag objective to the center between the
piles to prevent stasis.
You can also add “terrain”, objects that block line of movement.
Playing at home, some rocks and gravel from the garden might look
Blank Bases:
Each Base has a long and a short side. When a Regiment is not bound
in combat or entrenched, the long sides are considered the front and
the short sides are the flank. When bound in combat via a long side,
this long side is considered the front, the short sides are the
flanks.
[we assume that a regiment that is not distracted by combat would
simply turn their backs if an opponent comes too close]
When entrenched, all sides are considered front for combat purpose.
Once game material has been distributed and battlefield layed out,
players build their Decks.
Deck Building:
Each player builds their Deck from the 9 Blank Bases. Each player
can muster 3 types of Regiments:
Fools (Peasants, Militia, Mobs, Fodder, Conscripts), Elite and
Nobles.
Their difference in Equipment, Training and Morale is resembled in
their basic stats:
Fools have 1 Intrinsic Stamina (IS) and 1 Intrinsic Movement (IM)
Elite have 2 IS and 2 IM
Nobles have 3 IS and 3 IM
Only when playing Fools Gambit: add +1 TT for each Noble to your
hand.
Keep your CB and your TT outside of play area, behind your starting
area, those Tokens are considered “your hand” (compared to a shared
“discard pile” where spent and unused tokens go)
Once done with mustering, both players reveal their decks and are
ready to deploy
Deployment:
Here we found 3 options:
1. Each player deploys their deck openly and “independently”
(this usually only works in non competitive groups or for new
players)
2. Each player deploys one regiment at a time, taking turns, the
one with more Regiments going first
3. Each player deploys their regiments secretly in their starting
zone and both Decks are revealed simultaneously when players
are finished.
The Player with more regiments starts commanding any one of their
regiments (if both players have equal number of regiments, then the
one with less TT in hand starts, if TT is equal, the one with less
ST on board starts, if ST is equal flip a coin.)
The player with less regiments can decide to skip a command turn if
there are still more uncommanded regiments of the opponent than he
has uncommanded regiments.
E.g. Player A has 1 regiment, Player B has 3 regiments, B starts, now
has 1 commanded and 2 uncommanded regiments. Player A has less
uncommanded (1 vs 2) and as such can skip 1 turn. Player B commands
his second regiment, now has only 1 uncommanded left. A now has equal
uncommanded regiments and can not skip, but needs to command. [add
better explanation here for clarification??].
Telling a regiment to stand still and do nothing also counts as a
command but is different from skipping. Skipping means you are not
issuing a command in your turn.
Movement:
The movement system is inspired by the brilliant Alessandro Castello and
his AlphA Strategy Game.
Units range is determined in multiples of their own area.
This means, you cover greater distance when moving in the direction
of your flank (symbolizing the column formation used for more
efficient marching). This also means all you need for measuring the
X X X
X X X X X
X X X
X X X
X X X X X
X X X X X X X
X X X X X
X X X
Combat:
Betting:
Give each individual combat between 2 regiments a number (if 1
Regiment is fighting 2 other regiments, then it is regarded as 2
combats, so 2 numbers are given). A good practice is to count the
combats starting from the side the discard pile is on.
Image 4: sections are numbered clockwise starting from the top left.
Player 1 bets 1 TT on combat 2 and 1 TT on Combat 5. ST are
attributed openly to each combat.
Sections always take the largest distance from each other.
So 2 sections would be left and right or up and down. 4 would be
up,down,left,right. 6 would be 2 up, left, right, 2 down) Up to 6
combats can simultaneously being bet on with one CB without
confusion. If you happen to have more combats going on, be creative
in how to locate your bets, as long as they are clear which number
they are attributed to.
Mind: ST are attributed openly before betting in a way so it becomes
clear which combat they are attributed to. (ST are still bound to
the regiment and can only used by that regiment. But a regiment might
be in combat with more than one other regiment and as such might need
attribution, the player also has the option to not spend any or all
ST in combat, in case his strategy requires ST for a command after
combat)
In any case, both regiments place the TT and ST that was allocated
to this combat into the discard pile.
A Regiment attacked in its back is considered a 0 Token regiment and
Can not receive further Tokens. Means in practice an opponent only
needs 1 Token to defeat it, independent of the ST still on it.
Classic:
Flanking wins draw (basically counts as +1 Token for the Flanking
unit after a draw is revealed, similar to home vs away goals in a
champions league tournament), stamina can not be used to counter
Flanking (the unit that attacks with its front can use its full
stamina, the flanked unit can not use stamina against this opponent,
it could use ST against a second opponent that attacks its front).
You loose the whole regiment (all stacked bases) when defeated in
combat. This means in practice all regiments have basically only 1
Health Point when receiving damage. (Defeat: the regiment with less
ST+TT bet on this combat is considered defeated. Mind the draw rule
above). Makes flanking elite and nobles decisive.
Defeating a Regiment:
-when a Regiment is defeated or scattered during fleeing, the player
which defeated this regiment captures opposing ST equal to the IS of
the defeated Regiment
Captured ST convert to TT after one full round (means they will not
be available during this very combat instantly and also not for the
next combat, but convert in the command phase following the next
round)
Entrench:
When entrenching, your units assemble a defensive position, this
could be a wall of wooden spikes, assemble Rocks and Trees to a wall,
dig a ditch, etc. This gives them an advantage in combat, but only
lasts until they move.
Remove 1 ST, add at least 1 TT from your hand next to the base,
entrenching takes 1 turn and can not be combined with Move (only
with Rest or Rotate))
Replenishing of TT:
-All players receive +1 TT at beginning of Command Phase
Replenishing of ST:
Fools Gambit:
-recover all ST = to IS per Regiment at the beginning of each
command phase independently of your command or combat. Except when
fleeing. (the ST is placed on each Regiment up to its IS value)
Excellent Generals:
-no recovery as long as bound in combat.
-when resting, recover ST=IS at beginning of next command phase
-also when entrenched and resting, recover ST=IS at beginning of next
command phase
Win Conditions:
We recommend
-King of the hill zone: receive a point for each round a regiment
ends in the zone undisputedly (means no opposing regiment is in).
After X Points you win (e.g.3)
-...
Any condition that does not require to move gives more power to
entrenched units (while it doesn't make them overpowered, as
advantages are lost as soon as the unit moves, it can make it harder
for the attacking player). Any Condition that requires quickly
capturing something gives more power to the faster units, so we found
a central objective to hold is more interesting as it allows for