Objective
In this event only the princesses and squires participate. The objective is to win a shooting target competition by matching target numbers with dice rolls, before the other players get disqualified. The event For 2-6 players can take from 20 to 60 mins and can be played as a standalone game or as part of a complete Hastiludium.
Setup
Each player removes the Knights (K) and Jokers from the 52 cards deck and uses the 4 princesses (Q) and 4 squires (J) of each suit. Separate the Princess and Squires in a different pile. Use 3d12.
Steps per turn
- Choose a team (a Princess (Q) and a Squire (J) of the same suit) , place the Squire (J) inside the numeric cards circle and the Princess (Q) outside.
- Roll the dice looking for matches, until you don’t get any match or your squire is injured. In that case it is the next player’s turn.
Rolling the dice
- Your dice pool will 3 Dice for throwing weapons, or 2 Dice for arrows.
- Roll the dice and look for any coincidence with a card.
- If you get a coincidence with any die and any face up card, flip that card face down. If you get more than one coincidence, choose just one card.
- Critical Success: If you get a double 12 (“ravens”) or double 11 (‘feathers’), you get to choose one card to flip. Note: A group of ravens is commonly referred to as an “unkindness” or a “conspiracy.”
- Fumble: If you get any 1s on the dice, your squire is injured, replace the team with another one and flip your injured champion face down, also your turn ends.
Teams weapons and abilities
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♥ Crossbow: “Precision Shot” On your turn immediately after an opponent injures a squire, target a card and flip it down without rolling.
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♣ Axes: “Rage Shot” If you injure your squire, your turn ends, but you may still roll again to try to injure an opponent’s squire.
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♦ Bow: “Archer Paradox” Once during your turn, if you match a card but also get a fumble, ignore the latest, the arrow flipped in the last second and hit the target.
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♠ Knives: “Blindfolded Throw” Flip a coin, on an odd number you affect the next player target instead, then do a throw where any die can act as bonus die.
Event Points
Every coincidence awards you one point. If you want to bet, you can keep track of the extra points by writing down or using a counter. You must have points to cover your bet, and if you run out of extra points you will need to unflip number cards to pay the debt.
Optional Rules
- A coincidence with a face down card can be accounted for, as long as you remember the card number correctly without looking.
- Your opponent can bet your guess is wrong, the winner of the bet gets the point.
- Your opponent can bet if you squire get injured next turn (1 pt).
- When using an ability you can not bet and vice versa.
- Once per game, you can forgo your turn in exchange of healing a squire.