To give the game a more tactical edge and hopefully a little longevity to your play I have added Tactic Cards to the game.
These are a small deck of assorted cards that hold various actions to be played in your turn. You take one a turn after you’ve fired your catapult, you can keep as many as you like in your hand but don’t wait too long to act… as there’s a ‘switch’ card in there and you may end up switching a hand of ten for a hand of one!
The tables can turn that quickly in the Catapult Kingdoms!
You may only play one card a turn but can hold onto them, waiting for the perfect time to act!
For one turn you can replace an additional three bricks from any of yours that have fallen in previous attacks! Any brick that has fallen over and is now touching the table (assuming it wasn’t already) can be put back up.
This is an extra action and won’t stop you from moving troops or repairing or moving a catapult in your move phase.
In their next turn your opponent is unable to use their catapult after one of your crafty troops sneaks behind enemy lines to pull a precious pin out or just takes a mighty sledgehammer to the war machines frame!
This is an exceptional card in that you can play it in your opponents turn as well as your own!
At any point, you can switch your hand with one of your opponents, regardless of how many cards you or they may have – even if you have many more or far fewer than them!
For one turn you can take control of one of your opponents’ catapults and strike from behind enemy lines!
A very rare and powerful attack, use it wisely!
Reload the Catapult! By sacrificing any movement by troops or catapults (other than turning) you are able to fire twice this turn!
Need to repair your catapult this turn but also need to get into a new position too? Then do not fear as the move it card is here!
Play this in your move turn and you can declare that you have repaired your catapult and can still move it to a new position.
However, the effort of repairing AND moving your war machine means all of your troops will have to stay put!
That all said, If your catapult isn’t under repair then you are free to move your troops AND your catapult in the same turn!
Move it, move it, move it!
Battlements looking a little sparse? Pick up up to two of your fallen comrades and place them at any location as described in the ‘placing troops’ section of the rulebook.
Play this card and have your troops silly walking onto the battlefield or cantering back into play!
*I realise there are three on the card but playtesting has show this is a little unbalanced and shall be addressed asap.
Your opponent is forced to close their eyes / be blindfolded / wear their helmet backwards as they take their next shot. Best of luck hitting anything in the dark!
Should they cheat and peek then you get a free extra shot next turn! That’ll teach them for being unsportsman ( – or woman – ) like!
Playtesting has shown that these ideas – while fun – aren’t right for the game.
Big build made the game – potentially – massively unbalanced as all of sudden one player had half of his bricks back again!
Similar but far rarer than the quick build, for one turn you can replace an additional TEN bricks from any of yours that have fallen in previous attacks!
This is an extra action and won’t stop you from moving troops or repairing or moving a catapult in your move turn.