LOYALIST SIDE:
1. Defend the Nation!
Cost: 1 Loyalty
Effect: +1 Army
"Good people of this great land! Shall you really stand aside and let the pretender usurp the throne? Come! Come and fight the good fight!" - Excerpt from 'Prince's First Speech'
2. Loyalist Regiments
Cost: 2 Army
Effect: Battle: 3d6
The Advisor took the youth to the window and said: "These men shall fight and die for you, my lord, and they will take all your enemies with them."
3. Raise War Taxes
Cost: 2 Loyalty
Effect: +3 Treasury
For soldiers to protect the people, the people first had to starve a bit.
4. The Snake of the Court
Cost: 1 Treasury
Effect: Coin Toss. Heads: Pretender loses 2 Loyalty; Tails: Pretender loses 2 Treasury
The Spymaster is just one man, yet think how much can he accomplish...
5. Raiding Parties (Loyalist)
Cost: 1 Army
Effect: Coin Toss. Heads: Pretender loses 1 Treasury; Tails: Pretender loses 1 Army
Rape, pillage and arson tactics. Simple but oh so effective~!
6. Abandon the Throne
Cost: -
Effect: Loyalist Side SURRENDER
Lo and behold, it turns out that the Pretender's claim is more valid. Let us abandon the throne to him, lest the civil war destroys our country any further.
7. The Grand Campaign
Cost: 1 Treasury, 3 Army
Effect: Battle: 4d6
"The loyalists numbered in many thousands, and they moved as one wave, crushing all opposition across the land." - Eric, the Royal Historian
8. The Youth Brigade
Cost: 1 Loyalty, 1 Army
Effect: Battle: 2d6
Young officers and noblemen believe they're force of justice; and they make up for lacking in arms and numbers with courage and determination.
9. A New Hope
Cost: 1 Loyalty, 1 Army, 1 Treasury
Effect: Nullifies effects of Decisive Point if that card has been played by Pretender before
It was thought that the Pretender will soon win the war, but, one day, the tide of war has changed in the favor of Loyalists.
10. Spymaster Goes Forth
Cost: 2 Treasury
Effect: Next Turn, the Pretender Side will receive only 2 Cards instead of 3.
The covert war was just as important as the overt one; a misplaced letter or a bribed messenger could temporarily cripple enemy's war effort.
11. For the Kingdom!
Cost: 2 Army
Effect: Battle: 2d6
Onwards!
12. Loyalist Fervor
Cost: 1 Loyalty
Effect: Next Battle card played +3 to Battle roll.
A speech, a demonstration, a parade; some propaganda to stir up the hearts of the loyal troops.
13. Supply Wagons
Cost: 1 Army
Effect: Repairs your Battle Score by +5.
After many battles, the recuperating army needs rest and resupply, and that's when you roll out the supply wagons!
14. Concessions
Cost: 1 Treasury
Effect: +2 Loyalty
Upset peasants? No problem! Just send pay the lamenting wives some coin - voila!
15. The Great Purge
Cost: 3 Loyalty
Effect: Pretender loses 1 Army, 1 Treasury and 2 Loyalty
"Apologies, but I have to report that there are some disloyal subjects, who symphatize with Pretender's plight..." "Burn them." "...um, don't you think that's a little bit har-" "ALL OF THEM!!"
16. Logistical Support
Cost: 1 Army, 1 Treasury
Effect: Repairs your Battle Score by +8.
A well-oiled logistics machine can prolong the life of any Army.
PRETENDER SIDE:
1. Foreign Support
Cost: 2 Treasury
Effect: +2 Army
Faced with enemies inside, it was only logical to make friends outside.
2. Assault on the Capital
Cost: 4 Army
Effect: Battle: 3d6+2
In an effort to win the war quickly, a large force was sent into the heart of the nation to assault the capital. It might succeed, it might be a waste of men and supplies; but the Pretender had to try.
3. Spread-Out Siege Campaign
Cost: 2 Army
Effect: Coin Toss. Heads: Loyalist loses 2 Army; Tails: Loyalist loses 1 Army and 1 Treasury
"We strike here, here, here and here. Besiege the vital loyalist encampments. Raid the surroundings. Then, they will come and beg us for mercy. Mwahahaha!" - Soloc, the Usurper
4. A Coin for the Courtiers
Cost: 1 Treasury
Effect: Coin Toss. Heads: Loyalist loses 1 Loyalty; Tails: Loyalist loses 1 Treasury.
Not all of the Loyalists are fiercely loyal, he he he.
5. To the Greener Pastures
Cost: -
Effect: Pretender Side SURRENDER
It seems that we won't get the throne after all. How about we move out of the country and find a cozy place for ourselves far, far away from our enemies, hmm?
6. Raiding Parties (Pretender)
Cost: 1 Army
Effect: Coin Toss. Heads: Loyalist loses 1 Treasury; Tails: Loyalist loses 1 Army.
Simple and effective? Oh, that's rape, pillage and burn tactics!
7. Foreign Regiments
Cost: 3 Treasury
Effect: Battle: 3d6
Someone outside the country surely shall help our effort if only we sweeten our talk with gleam of many riches.
8. Decisive Point
Cost: 1 Loyalty, 1 Treasury, 1 Army
Effect: From now on, Pretender Side's cards will be processed before Loyalist Side cards.
This apparently insignificant battle had a lasting effect on the war, giving the Pretender an upper hand for the coming months.
9. Cannon Fodder
Cost: 2 Loyalty
Effect: +2 Army; next Battle card played -5 to Battle roll.
In pursuit of the throne, some people are much more expendable than the others.
10. Dealings with the Friends Abroad
Cost: 2 Treasury
Effect: +3 Loyalty
Having well-paid friends abroad could help make our claim on throne legitimate, or stir up some further support, or strengthen our propaganda efforts, or...
11. Charge!
Cost: 2 Army
Effect: Battle: 2d6
For the true King!
12. Foreign Auxiliaries
Cost: 1 Treasury
Effect: Battle: 1d6
A civil war is an opportunity to all; especially for those armed, greedy foreigners just across the border.
13. Army Bribe
Cost: 1 Treasury
Effect: Next Battle card played by Loyalist -5 to Battle roll.
A greedy and corrupt officer is just what we need to throw loyalist forces into disarray!
14. Urban Massacre
Cost: 3 Loyalty
Effect: Loyalist loses 1 Army, 2 Treasury and 1 Loyalty
A wealthy, populous city on the 'border' of the war shows clear support for the Loyalists. It is time to show them that they made a huuuge mistake...
15. Supplies From Abroad
Cost: 1 Treasury
Effect: Repairs your Battle Score by +5.
Our future subjects might not be willing to provide for us; fortunately, our friends on the other side of the border will.
16. Expendables
Cost: 1 Loyalty
Effect: Battle: 2d6-2
Pitchforks and clubs, tunics and vests; are we really going to send those poor peasants to their deaths?... yes, yes we will.
2. Loyalist Regiments
Cost: 2 Army
Effect: Battle: 3d6
The Advisor took the youth to the window and said: "These men shall fight and die for you, my lord, and they will take all your enemies with them."
1. Defend the Nation!
Cost: 1 Loyalty
Effect: +1 Army
"Good people of this great land! Shall you really stand aside and let the pretender usurp the throne? Come! Come and fight the good fight!" - Excerpt from 'Prince's First Speech'
7. The Grand Campaign
Cost: 1 Treasury, 4 Army
Effect: Battle: 4d6
"The loyalists numbered in many thousands, and they moved as one wave, crushing all opposition across the land." - Eric, the Royal Historian
10. Dealings with the Friends Abroad
Cost: 2 Treasury
Effect: +3 Loyalty
Having well-paid friends abroad could help make our claim on throne legitimate, or stir up some further support, or strengthen our propaganda efforts, or...
5. To the Greener Pastures
Cost: -
Effect: Pretender Side SURRENDER
It seems that we won't get the throne after all. How about we move out of the country and find a cozy place for ourselves far, far away from our enemies, hmm?
11. Charge!
Cost: 2 Army
Effect: Battle: 2d6
For the true King!