Spice up your Napoleonic battles with:

Chance Cards and Strange Happenings

These ideas for random events hve been used by the Jackson gamers for years. Each side should draw 4 (or an agreed-on number) of these cards before the start of the game. Use when appropriate.

Some of the cards will help you and some should be played AGAINST an opponent.

Each of these should be directly usable with the medieval rules that we use Rules by Ral, but they should be adaptable with a bit o'work to almost any rules set, and any environment which used armored foot and cavalry, and had bows or crossbows for fire power. Enjoy!

THE HOLY RELIC
One of your units of knights is lead by Sir Gawain who has a holy relic (Saint Theobald's left big toe). This relic inspires these knights to fight at +1 for the entire game.

EXCELLENT WOODSMEN
One of your yeomen units was raised from the royal foresters and huntsmen. They may move into throught any woods on the table as if they were open ground. They take no negative modifiers for being in woods or fighting in wooods.

FORSIGHT PAYS OFF
Due to your forsight in purchasing large quantities of arrows, Two of your archery units may fire twice this turn (or at twice normal effect). Discard this after use.

FORSIGHT PAYS OFF
Due to your forsight in purchasing large quantities of arrows, Two of your archery units may fire twice this turn (or at twice normal effect). Discard this after use.

STEEL BOWS
One of your crossbow armed units has new and improved spring-steel weapons. When firing on knights, they inflict casualties as if firing on yeomen. Your choice as to which unit, but only one unit.
Discard and draw again if no crossbowmen in army.

A MIRACLE OCCURS
The Blessed Virgin appears and instantly rallies one of your routed units.
Keep this card until you need it.
Discard this after use.

POOR RATIONS
Eating too many green apples on the march has caught up with the enemy army. One of its units has the trots and cannot move this turn.
You decide which unit.
Discard this after use.

GUARD ARCHERS
You have invested lavishly in training and equipmming one unit of bowmen. They will be known as your guard archers. They will fire at +1 for the entire game. They will not suffer a penalty in melee (as most archers do) if they are engaged in melee on the same turn in which they shoot.

A TRAITOR!
A traitor in the enemy army gives conflicting orders and immobilizes one of the enemy units this turn.
Keep this card till you need it. Play as the enemy unit attempts to move.
Discard this after unse UNLESS you roll a 6 on a D6 in which case the traitor is not caught and you can use this again on another turn.

ARROW SHORTAGE
A shortage of arrows in the enemy army causes all of htier bow-armed units to fire at -1 this turn.
Discard this after use.

A WISE DECISION
Your good judgement and timing allow you to move first or second this turn, without the need to roll "Initiative dice". Play in lieu of rolling the dice to see who goes first.
Discard this after use.

SUPERIOR HORSEFLESH TELLS
Two of your knight units may move double distance this turn only!
Discard this after use.

PRISONER SLIPS AWAY
You may regain one of your leaders which has been captured by the enemy. You need pay no ransom, he has escaped! Start him at your field camp.
Keep this card till needed, discard it after use.

HARK THE HERALD ANGEL!
An angel appears at the head of one of your units. Leading them into battle, they will PROBABLY do very well. Roll a D6 for angel's effect:
  • 1,2,3 Your unit fights with +2 to dice this turn only.
  • 4, 5 Your unit fights with +1 this turn only.
  • 6 Your unit is overcome with awe and prostrates themselves, their opponents fight at +1 this turn instead!

Keep this card till you need it, discard after use.

BRIBERY!
One of your opponent's units (your choice, but NOT knights) is subject to bribery. Pay one gold bar and it will not move or shoot this turn. If you dont have one gold bar, you are out of luck!
Discard this after use.

INSTANT REPLAY
If you did not like that last die roll you may re-roll it!
Keep this card until you need it.

HAND THIS CARD TO YOUR OPPONENT AFTER YOU USE IT!

Discard after one use for each side.


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