Miscellaneous Large and small additions to Ortus Regni Here you will find six unique smaller rule alterations that can be incorporated into any game of Ortus Regni. Legacy Granting all players a number of Legacy points before a game begins. These Legacy points are identical to the Legacy rules used in the Wessex campaign variant. Choose how many Legacy points you want to use; one, two, or three work best. Give each Earl that number of cubes of their color. Then use the Viking bag to determine first player, as normal. Then starting with the first player each Earl must spend 1 of their Legacy points. Using the cubes to keep track of this during Legacy placements. This goes around the table, 1 point at a time, until all points are spent. All Earls then make their 24 card Earl decks, aware of what everyone has already built on the table with their Legacy points. Legacy points are spent in the following way: 1 point - 2 Towers Note that these are indeed additional cards in play from your complete Earl Card Set beyond the 24 cards that you will make your Earl gameplay deck with. Also note that you cannot “buy” the Cathedral prior to gameplay. But importantly, an Earl may indeed start as King prior to the game starting… once all Earls have spent all their Legacy points, if an Earl has managed to place 2 more Banner cards down on the table, for the Kingship, than any other Earl has then at the very start of the game they immediately get the King Card (i.e. before the first player even takes their turn) and all Banners that were placed on the table in the Legacy phase for Kingship go into their Earls’ discard piles. State and Church A new and immediate victory condition, if an Earl possesses both the King card and the Cathedral at the very start of their turn they immediately win the game. This rule is also used in the Wessex campaign variant and the Great Heathen Army non-player elimination variant, but it adds a high-tension immediacy to normal Ortus Regni games as well. Mercenary Captains 1 point - a Banner card played out for Kingship (i.e. on the table) 1 point - a Castle or a Property on the table (excluding the Cathedral) 1 point - Placing a Lord (or Abbot) into a Castle or Palace Page 1 of 2 | A simple augmentation to the Mercenary: Mercenaries now have an unlimited Garrison. Any number of Army cards can be slotted next to a Mercenary, i.e. placed in its Garrison. But keep in mind that while these new Mercenary Captains are powerful they are still just as vulnerable to Treachery or Intrigue as before, and this larger Garrison force is thus equally vulnerable. Resourceful Earls The Clerisy rule affects the game in several ways. It can be a subtle change or a dramatic one depending on the strategies in play. Ultimately it means you can create As an Action an Earl can discard 2 cards from their many more Fiefs than normal, because previously you Hand to select 1 card remaining in their tray… and could only include up to 6 Castles in your Earl deck, and place it in their Hand. Any cards an Earl left in their now Churches and even the Cathedral can become Fiefs. complete Earl card set, left in their tray, after making their 24 card Earl deck are thus available - at a cost - to Keep in mind that the weakness of a Religious Fief means that there is no real distinction between Sieging and an Earl during the game. Raiding; i.e. it almost never makes sense to Raid such a Resourceful Earls are not truly able to modify their decks Fief. And the Monastery Special power is a step easier to acquire, as well. dramatically on the fly, but they might be able to grab that precious single card, like a Banner or Allies perhaps, that they need to continue the struggle. Note also that by Dishonored King taking a Resourceful Earl action an Earl does increase by 1 the number of cards they have in play; even though There is one way to lose the crown: in the chaos of they decrease the number of cards in their Hand by 1. Battle. The Clerisy Religious buildings as Fiefs. • Churches and the Cathedral can be placed in your Earldom as Fiefs, as if they were a Castle or Palace. They can now anchor and create their own Fiefs, and Lands and Market Towns can then be attached to them. • Churches and the Cathedral are still strength 1. So they are weaker anchors for a Fief than a Castle (str. 2) or a Palace (str. 3). But they are a Fief and count as such to keep you in the game if you have lost all your Castles and your Palace. • Churches and the Cathedral, when they are their own Fief, only accept a Monk as a Lord - as an Abbot or the Archbishop – but when they do have a Monk Lord installed they grant the Monastery Special Action; the ability to force and Earl to reveal their Hand to the table. • Churches and the Cathedral can still simply be attached to a normal Fief, anchored by a Castle or Palace. In which case they cannot accept a Monk Lord, and play by the normal rules of Ortus Regni. Page 2 of 2 | If the King card is fielded into a battle and the Battle Result card goes against the King then suddenly there is a chance to remove the Kingship. The other Earl in the battle has the immediate opportunity to play a Treachery card on the King card. There is no counter available in the chaos of a battle, no Allies card can be played to save the King card here. If a Battle Result has gone against the King card and a Treachery card has been played the battle is still resolved by the normal rules of Ortus Regni. Immediately after the battle the King card is withdrawn from its owner. And any Royal Army cards that were attached are also discarded. The King card is now available again to be claimed, by playing Banner cards in the normal fashion. Imagine that the King has not been killed necessarily, but has been so humiliated, humbled, or shamed in the battle that he no longer has the standing to maintain his claim to the crown after the mayhem of this terrible defeat.
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