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Besieged Introduction In this variant, a defending Magus, within his castle, confronts a besieging opponent. The attacker wins if he kills the lord of the manor before turn ten. The defender must withstand at least ten turns. Setup and Definitions Each player must have at least a sixty card deck. It is advised to
use constructed decks. At the beginning of the game, both players divide
their decks into three: one for creatures, one for lands, and one for
what remains (instants, sorceries, interrupts, enchantments). The latter
set is called the "Spell Deck." During the game, pick up one
card at a time from your Spell Deck. You may have up to seven cards
before discarding. In Besieged!, Wizards don't have the spell casting monopoly, only
powerful warriors (Generals and Captains, defined later on) can do so.
Generals, Captains and the Mage are referred to as "Leaders."
The players have to share their lands among their Leaders as follows:
two lands per Captain, three lands per General/Mage. There's also an
extra common mana pool of four lands available on both sides. If a
Leader is killed, his lands are discarded. When you cast a spell, say which of your Leaders is the caster, and
tap his personal Mana (and extra Mana if necessary). Note: it is wise to
specialize a Leader into a specific color. Casting Restrictions Generals and Captains cast their spells only on creatures, whereas
Wizards can cast wherever they want on the battlefield. Cards affecting a target can't affect a Mage. Defender's Side The landlord Wizard has to make up three armies from his creature
pool:
If one of the Wings comes to be annihilated, enemy's minions will
plunge into the castle. If this occurs, the First Legion becomes
inoperative (it can't do anything more), and if the remaining Wing is
assaulted, the attacking forces must cancel their assault and retreat to
be further reassigned. The Second Legion holds position within the Courtyard. It is also
under a General's command. (Put a mark on the creature of your choice)
The Second Legion has two purposes: to withstand if the First Legion
comes to fail, and to attempt a sally, if the enemy has not yet invaded
the castle. Whenever the attacker decides to attempt a sally, the Legion
is placed outdoors, in front of castle's walls, either on the left side,
or on the right. The Elite Guard is the landlord's last chance! It is under his
personal command (consider the Wizard a 3/3 banding creature). If the
Mage is killed before turn ten, he loses the game. The Guard cannot be
brought in before both Legions are destroyed/inoperative, and can't
attempt a sally. The Guard is posted within the Dungeon. Note about the castle's
protections Castle Wall It provides a 0/+1 bonus (to the First Legion only). The wall is no
hinder for flying monsters, thus 0/+1 doesn't affect defenders faced to
such creatures. Dungeon Provides a 0/+1 bonus to the Elite Guard. Game Turn Defender's game turn is the same as in standard rules, except for the
main phase: First Legion/Guard may make an attack. Second Legion may attempt a sally or attack. Second Legion may come back within Castle's courtyard. Leaders may cast spells. Attacker's Side The attacker divides his creature pool into as many "assault
waves" he wants. Each Wave is controlled by a Captain (put a mark
upon your leaders). He enables the attacking Mage to give orders to the
Wave, either assault a Wing/the Courtyard/the Dungeon, or retreat.
Whenever a Captain is killed, his Wave must retreat at once and becomes
inoperative. Other
rules concerning Waves: A given Wave can't attack the whole First Legion, it has to focus on
a Wing. Two Waves or more can't attack a Wing simultaneously, but can attack
the Courtyard/Dungeon together. The attacker must lead one Wave (consider him a 3/3 banding
creature), no matter this Wave comes to attack or not. One wave per turn at best can invade the castle. Game Turn Attacker's game turn is the same as in standard rules, except for the
main phase: Attack a wing/both wings. If a wing has failed, move one wave (at most) within the courtyard. Waves within the courtyard may attack the Second Legion. If the Second Legion has failed, assault the Dungeon. Retreat one or more waves. Optional Rules A Leader can't control a creature whose color is opposite to his
color. A Leader has to cast spells of his color. If a Legion/The Guard/a Wave includes three creatures (or more) of
the same type, one of those creatures is promoted to the rank of
Veteran. As a seasoned warrior, a Veteran gets the "First
Strike" ability. If you decide to do a campaign, you may find it interesting to keep
your creatures at the end of a battle. Consider that half the creatures
that have been destroyed are only wounded, and will be therefore
available for the next siege. Creatures may become veterans as in the
optional rule above. You may add a Rear Wing and a Gate Defense Team to castle's forces.
You may also divide the Second Legion into two Corps. Each
Corp/Wing/Defense Team may be under a Captain's command. Card Restrictions Circles of Protection and Wards are not allowed, because it leads to
an unbalanced game. Cards as Gaea's Liege or Demonic Hordes are too
powerful to be played in Besieged, since the number of lands is constant
and are few in number. So either under power them, or don't use them. History Besieged! by Christophe Parisel
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