 |
Kniggits - A Simple Medieval Combat Game
ADVANCED RULES
by Steve Baker
|
 |
Optional/Advanced Rules.
After you've played Kniggits using the basic rules
a couple of times, you can add in some advanced rules to give the game more
variety.
Horses.
Kniggits with 5 or more movement skills are considered to be
"on horseback". They can move more than twelve inches per turn
if they have enough movement skill tokens.
In combat, if their opponents are also on horseback then they both
fight as usual. However, if their opponent is not on horseback
then that opponent is not allowed to "ATTACK HIGH" (because he can't reach!).
Once the horseman's movement skills drop below 5, he dismounts to fight on
foot and his horse is removed from the game.
Magic Swords
Kniggits with 5 or more attack skills are considered to have a magic sword
and can attack twice on THEIR turn - either against the same opponent or
against different ones - even if he isn't facing the right way. If you
attack the same opponent twice, then he only gets to attack back on the
first occasion unless he too has a magic sword.
Once your attack skills drop below 5, your sword loses it's magical powers.
Double Defense
If you have defense skills of 5 or more, you can choose to defend with both
your sword and your shield. When you do this, you obviously cannot use your
sword to attack on that turn - even if you have some kind of double attack
capability.
Signify that you wish to do this by keeping both hands together
(touching) when you do your combat move.
Once your defense skills drop below 5, you lose this ability.
Two Swords
A Kniggit who is given no defensive skills and 5 or more attack tokens
at the start of the game fights with two swords. (A kniggit who merely
loses his defensive tokens during the game is NOT allowed to do this - you
have to have no defensive tokens at the start of the game.) The overrides
the basic rule of characters having to have one of each token of each kind.
You cannot have both two swords AND the magic sword bonus.
Although this kniggit can never defend against attacks, he gets to
attack with both hands - possibly removing two tokens from his opponent
if both hands strike in areas with no defense.
Archers.
A kniggit can have a bow and arrows or a crossbow instead of a sword and
shield. In this case, instead of defense skills, the defense skill tokens
indicate how far he can shoot - two inches for each token. When he shoots
at an opponent, he does a normal attack hand gesture and the opponent gets
a normal defense. There must be a clear line between the attacker's head
and the defenders' head in order to be able to shoot. You can't shoot
through obstacles or other kniggits. Archers are defenseless in hand-to-hand
combat.
HOWEVER: You may not move and shoot on the same turn - it takes the whole
turn to load the weapon.
Magic Potions
Magic potions can be placed in the game for Kniggits to pick up. Each
one confers either five extra attack tokens, five extra defense tokens or
five extra movement tokens.
Scenarios and Objectives.
Once you've mastered the game, there are lots of possible variations.
Capture-the-flag, Rescue-the-princess, Jousting, Quest for the Holy Grail,
etc. Notice that princesses are typically bound hand and foot and have to
be carried. Carrying anything (princess, flag, grail, etc) takes up one
hand - so you have to decide which hand is being used for this - so you'll
either be unable to fight or unable to defend depending on which hand you
use. You can't fire a bow or a crossbow with just one hand.