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War of Dominia

 

 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:

bulletThe First Legion (a regular Army) - includes a left and a right Wing (distribute First Legion creatures among these Wings).
bulletThe Second Legion (a reserve Army).
bulletThe Elite Guard (a crack regiment for your personnal safety!).
bulletThe First Legion is posted just behind castle's walls. It's lead by a General. (Place a mark on the creature you entrust with the First Legion Leadership). The General enables one (and only one) creature to be swapped from one Wing to the other, each of the defender's turns. If he is killed, no further transfer is allowed.

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