Warlords
Warlords Rulebook
Table of Contents
Table of Contents
Object
To score as many points as possible against opposing castles while simultaneously defending one's own castle against points being scored by other players.
Rounds and Setup
The game is played in rounds. The number of rounds is determined by the number of players (one round per player). When setting up, three pins should be placed in the center ring per player in the holes directly across from their home castle. At the end of the designated number of rounds, the player with the lowest score is the winner. In the event of a tie, the tied player with the highest total value of dice in opponent's towers for the current round is declared the winner.
At the beginning of the game, players determine first player in a manner of their choosing. Play proceeds clockwise from the first player. In subsequent rounds, the player with the most points against their castle is the first player. In the event of a tie, the closest to the right of the lowest scoring player goes first.
Flicking
During a player's turn, he/she may flick one of their own dice either from their original supply of six dice or from the board. Dice flicked from the original supply must be flicked from the front three areas of the castle from either a high or low crenelation. Players can never flick dice belonging to other players however a player's die may contact a die of another player and that die remains in the location to which it was moved (or is removed from play if knocked off the board). A flick requires that a die travels on its own after leaving a player's finger (dice cannot be pushed).
The Center Ring
If the active die lands entirely within the center ring of pegs the player may remove any peg from the center and add it to any open hole on the board. The active die must have started the turn outside of the center ring. Dice may not be moved to place a pin. The face value of dice landing within the center ring of pegs is never relevant.
Die Abilities
Dice landing on the board (outside the center ring) are able to be used based on their face value:
- A die showing a 1 may be flicked a second time (Scout).
- A die showing a 2 or a 5 has no bonus ability (Footman/Horseman).
- A die showing a 3 may be moved anywhere on the board outside of the center ring but not within any castle moat (Spy).
- A die showing a 4 allows the active player to pull and remove any pin from the board (Sapper).
- A die showing a 6 allows the current player to flick a second die (either from the board, or from the original supply). The die showing the 6 can not be flicked a second time (General).
A die that is flicked from the board during the active player's turn that does not change its face value is not allowed to use the special ability of its facing. Dice of another player that are moved during a turn and change facing do not activate a new ability.
The Siege Engine
If, at the time of an active player's shot, the player has doubles of any value on the board, one of those dice may be picked up from its current position and flicked from the top of the siege engine. Note: The face value of a die in the center ring is never relevant and therefore is not considered part of a pair. The siege engine must be placed as closely as possible to the die's original position (Castle moats have no affect on siege engine placement). This applies to an initial flick in a turn or to a second flick as allowed by a die showing a 1 or a 6. Dice may enter a castle's courtyard over the top of a wall using the siege engine.
Dice Leaving the Board
Any die that leaves the board for any reason is eliminated from play for the round.
The active player's final die may not leave the board to end a round. If it leaves the board it is returned to the active player's castle for reuse on a subsequent turn. The final die of a non-active player can leave the board if hit and that condition will end a round.
End of a Round and Damage
The round ends immediately when one player no longer has any dice in play.
Any die that lands within a castle's courtyard counts against that castle's owning player based on its face value. The die must be entirely inside with no portion sticking out of a gateway. Any die that is entirely inside a castle gateway is moved to the back of the courtyard without changing its face value. The total value of dice in the courtyard is considered "damage" to the castle.
All players return their dice to their home castles to begin a round. All six dice are returned to their owners. All defensive pins are returned to the center ring. Remember: In each round after the first, the player with the most points against their castle is the first player. In the event of a tie, the closest to the right of the lowest scoring player goes first. At the end of the designated number of rounds, the player whose castle has the least damage is the winner.
Special Rules for a Three Player Game
In a three player game, players rotate castle positions after each round. The two extra holes along the board sides are used for a wall instead of a fourth castle.
Optional Wall Variants
Optional wall variant one: During the final round, if any single player has no damage to their castle, side walls are added to the board. No dice can leave the play area without first making contact with the board. Dice that leave play over the walls are removed from play.
Optional wall variant two: Side walls are used from the beginning of round one and the above rule applies to dice leaving the board.