I hope we can reconsider the way this works in the next game *grumble*. The current rules make no sense at all. For monsters, defending a castle makes them far more vulnerable than being out in the open. And if you attack a castle with a keep, bringing lots of siege weapons means you deal no damage at all.
I agree, and that's why I suggested a change earlier in the game but the it wasn't unanimous among players so I kept it as-is for this game. There are wall-damaging siege engines available if you get a siege workshop (there are two ways of doing so, I think one has yet to be revealed). Think of the basic siege engines as ladders: they're not increasing the chance of damaging the walls at all, and enough of them may even bypass it. Some places you just have to siege, and you'll be pleased that that's the case if you yourself are ever beseiged.
Anyway, there is a special location at D5 missing in the unique location list.
Fixed.
Sorta a special case scenario so I figure it's worth asking: Is it guaranteed that territory containing a village from dissolved players (IE: L14) will have the normal village roll of 1d4-1 Squelsh barbarian units defending? Or is it possible that something else moved into the power vacuum?
All mystery rolls are within normal parameters. There'll be 0-3 barbarians.
Also I'm not sure if this is a hidden mechanic or not so I figured I'd ask. Bryn the Brawn is described as "will wage war to retake any squares adjacent to his castle" does that mean that if I take a square next to his castle, in the following enemy phase him and his family will come to take it back? What happens if I take multiple squares adjacent to his castle at once?
Not meant to be hidden, so the question is fine: he'll try to retake it in the enemy phase, attacking the troops that just took the land, but if you take more than one, he'll pick one to retake at random, and try attacking one tile per turn until he has his land back.
Does the Cave of the Night Scream not get the traditional 2d6 gold that lairs gets by the way? It's not included in the turn or map, but it is called a "Lair" in it's description so I thought that there's at least a chance it was an oversight during the excitement of the bats, but seems like it'd be reasonable either way.
Sure, why not. I'll stick some gold in there when I get a moment. Least I can do given the horror it causes.
Questions:
Should I own the forest at K7 or did something horrible happen to it too?
The Thornish attacked and took it back in the enemy phase. You lost troops and a wolf, so make a note of that:
[J6] Grows in size and the soldiers march on K7, with Perfidy's Horn! The wolf turns hostile!
The Thornish holdout, Thornish holdout, Thornish holdout and Thornish holdout attack first (6, 4, 2 and , killing one of your armies, and the wolf.
Your armies attack (5), defeating one of the enemies (Thornish holdout).
The enemy attacks back (3, 7 and , killing one of your armies. Your armies have been defeated.
Your total losses: two armies and wolf. The Thornish all withdraw to their fort.
Does the Black Trotter's grand tusk making abilities only come from the one unit, or the whole army?
One unit. Specifically, the one with the Trotter.
We already discussed this, but I can't find where: how do boars interact with sieges? do they attack twice? do they attack first?
How does Shield of the Earth interact with tanglebats? Does the side with the shield count as "protected"?
Cn a scout be used to release cats out of the cat bag near your enemies? Are cats and bats on the same team?
Boars attack first twice in all situation. Shield of Earth puts up a wall and would prevent new tanglebats from spawning. Scouts can release cats on enemies and then run away, though keep in mind that hostile cats will ally with monster units so they would be on the same team as the bats.