WARMEISTER 2: The Battle of Plentymore Field This is an expansion for Warmeister , not a game in itself. You need Warmeister to use these rules. New Card Traits Fearsome: if a card in your force has the fearsome quality, opponent suffers a -1 to the score to see if they run away for each fearsome card in your army. Heroic: Add 1 to your total when determining if you run away for each heroic card in the army. Unbreakable: On a failed run away test, this card remains while the others are removed as normal. New Cards ATTACK CARDS Card # Notes Attack 5 Allows for 1 attack. Pillage 1 Allows for 1 attack. Attacker gets +1d6 gold next revenue phase if they win. Ambush 1 Allows for 1 attack. Attacker gets first battle event. Attacker may play a Terrain card, with ill effects applying to the Defender and vice versa. Lightning Raid 2 Allows for 1 attack. Only 1 round of combat is fought. Warfare 2 Allows for 2 attacks. CASTLES Card # Cost Modifiers Speedbumps 3 1 Attackers are at -1 for the first round of combat. Speedbumps can be assigned in addition to other fortifications Moat 2 3 Attackers -1. Does not affect missile or skirmish troops. ARMY CARDS Traits F: Fearsome H: Heroic U: Unbreakable Cards # Cost Bonus Wounds Notes Kid with a Flag 1 2 +1 1 H Buckswashlers 1 4 +2 2 H A Shrubwood Treefolk 1 6 +3 2 H. Does not need to be supplied King Halibut the Brave 1 7 +4 2 H G Dancing Zombies 1 2 +1 1 F T Werechicken 1 4 +2 2 F D Spooky-Ooky Knights 1 5 +3 2 F C Lord Biteneck the Wampire 1 8 +4 3 F G, when he causes a wound, he may heal one of his own. Drunken Goblins 2 3 +2 1 U Bee Warriors 1 4 +2 1 U A S Killer Hippies 1 4 +3 1 U Big Dumb Lizard 1 6 +3 3 U T Farmers 3 2 +1 1 Produces 1 gold during the revenue phase Potato People 1 5 +2 3 After damage counters are assigned, remove 1 from potato people Tool Golem 2 4 +2 2 Reduce the cost of holdings by 1. Poisonous Toadmen 2 4 +1 1 M D s Ennui Demon 1 4 +3 2 D, Does not take part in the first round of combat Frenzied Lemming Warriors 2 2 +2 1 D A, discard this card after the battle Battering Ram 1 6 +3 2 T B, Destroy any one force 1 army card at the start of battle Noxious Fungoids 1 3 +2 1 Assign 1 wound to an army card at the start of a battle. Rampaging Slug 1 7 +3 4 Gains +1 to its rolls for each wound it has suffered. HOLDINGS Card # Cost Notes Farm 2 2 +1 to Supply total Mines 1 4 +2 gold per turn Tavern 1 4 +1 gold per turn, +1 to Supply total Guildhall 2 4 +1 gold per turn, Increase Draw by 1 Noble Estates 2 6 Increase draw by 2 Great Big Statue 1 4 All friendly army cards fight at +1. If they lose a battle, this card is destroyed. Spooky House 1 4 Reduce cost of Fearsome Army Cards by 1 (min 1) Shrine of Goodness 1 4 Reduce cost of Heroic Army Cards by 1 (min 1) Apothecary 2 4 once per battle, discard all damage tokens from a selected army card. EVENT CARDS Cards # Notes Schedule Conflict 2 Battle. Target army card is removed from an army. Administration Error 1 Target opponent must swap D3 army cards of your choice for the same number of your own cards. Shining Example 3 Battle. target army card gets +1 to their attack roll. Underground Tunnels 1 Battle. Terrain. Roll 1d6 for attacker and 1d6 for defender. Remove that many army cards from their respective armies. City Streets 1 Battle. Terrain. Attackers are at -2 force this battle. Defenders will lose 1D6 Holdings if they lose the battle. Fortifications may not be used in this battle. Change of Plan 2 Cancel any one attack card. Rally 2 Cancel a rout. Spiked Drinks 1 Battle. 1D6 opposing army cards do not take part in this round of combat Sabotage 2 Target player must discard a card from their hand Plague of Monkeys 1 Target player must discard 1D6 cards from their hand. Sword of Maybe 1 Pay 3 gold to play. Attatch to target General army card. Card gains a permenant +1 to their attack rolls. Discard this card if the army card is destroyed Creepy... 1 Makes an army card Fearsome. Discard this card if the army card is destroyed ... Of Niceness 1 Makes an army card Heroic. Discard this card if the army card is destroyed Sword-Swinging... 1 Makes an army card Assault. Discard this card if the army card is destroyed ... with dynamite 1 Makes an army card Besiegers. Discard this card if the army card is destroyed Gun-Toting... 1 Makes an army card Missile. Discard this card if the army card is destroyed ... On Horsies 1 Makes an army card Cavalry. Discard this card if the army card is destroyed Armour-Plated... 1 Makes an army card Tough. Discard this card if the army card is destroyed Sneaky... 1 Makes an army card Skirmishers. Discard this card if the army card is destroyed Venomous... 1 Makes an army card Deadly. Discard this card if the army card is destroyed Larcenous... 1 Makes an army card Raiders. Discard this card if the army card is destroyed Delusional... 1 Makes an army card Unbreakable. Discard this card if the army card is destroyed Copywright Jason Newell, 2006