[Artemisia] Melee Madness- RISK game rules

SirMLL at aol.com SirMLL at aol.com
Tue May 23 16:17:56 CDT 2006


I apologize for adding another e-mail to your (probably) full box, but due  
to various problems, the rules for HG Sean's Risk game at Melee Madness haven't 
 made it to the Loch Salann webpage yet.  Therefore...
 
Melee Madness Risk Game

Map of  Artemisia
Groups can only  attack bordering  groups (We can make a game  board and use
Risk  pieces).  Each group must have a  minimum of 4 Heavy weapons  fighters 
or 4 Rapier
fighters.
The Commander of each group will  be given a deck of "Action” cards.  The 
Action cards are what the  groups will do on their turn. The deck will have 3 
melee cards (Open field,  Staircase and Ramp) for use by either heavy or rapier 
combatants, 1 champion  card (Maximum 25% of forces) and one Archery Card 
(Clout Shoot).

During  their turn the Commander of the respective Groups will play an action 
 card.  All action cards used will be considered attackers.  The  defending 
team takes the defensive advantage. (i.e., LS attacks GL on the  staircase.  GL 
would defend the top).

If the attacking Group wins it  picks a card from the losing Group’s action 
deck. If the attacking group loses  it loses a card. Cards are chosen at random 
from the deck face down.

The  group that takes the last card from an opposing group gets all that 
kingdom's  assets (Fighters, Archers, Duelists, etc.)

No group can be attacked more  than three times in an hour.

Every group will play an action card every  hour.

Played cards are discarded.

No more than 2 on 1 attackers  vs. defenders, but a larger army can hold the 
rest of it's forces in reserve if  the defending group successfully repels the 
initial  attack.

The  2 to 1 rule

i.e. The LS  attacks Arrow's Flight with Field battle.  LS has 20 to Affeers 
5. Only 10  of the LS army can attack AF in the initial engagement. If AF 
survives the  initial engagement then other LS units can pursue the victory with 
AF but not to  exceed the 3 to 1 rule.

Royal Guard: Consists of the Crown, King's  Champion, Queen's Champion and 
Rapier Champion.  Any other Kingdom  Champions who wish to fight (Archery, Arts 
& Sciences, Bard of Artemisia)  will also fight with the Crown.
Calling in the Royal Guard- Any defending  unit that is outnumbered by 2 to 1 
odds may call upon the Royal Guard for  assistance.



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