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.