Aha, so I could campaign against the bandits at the buried giant and the salt flats simultaneously?
And the Wastes and Great Slum, if you wanted to.
So, to campaign you need to tell me
- Which targets
- How many warbands you’ll use
- Which battle plans you’ll use
And preferably also what you think it all adds up to in defence and attack, so I know we’re on the same page. Against bandits you are looking at 1 defence die and 1 defending “warband” per site targeted. I think Longbows are the only relevant battle plans. The only reason to use less than all your warbands is to reduce the number skulls you might roll on attack, which I would only do as long as I could still guarantee victory.
https://discussion.tekeli.li/t/oath-pbf-insert-chronicle-name-here/2670/69?u=benkyo
OK, so this would mean you are pitting 2 defence dice and 2 bandits (potentially 0-4 on dice, +2 for bandits, for 2 to 6 defence) against 3 attack dice with 2 warbands (potentially 1-3 on dice without sacrifice, up to 6 attack with losses). So your odds of winning are not 100%, and even if you do win, you probably won’t have any force left to actually take the sites.
I think there must be some misunderstanding here.
You are not compelled to put any more of your winning force on the sites than you want to. But winning without a surviving force is pointless. To guarantee a win, you need to guarantee 7 attack and at least 2 survivors in your force, which means… I don’t know, a lot more warbands.
Some attack calculations
14 attack dice guarantees 7 attack with no sacrifices, but 1 in 6 will die to skull rolls, so say 2 losses. 7 warbands would be 8 dice, minimum roll of 4, 3 sacrificed to win, 4 left to occupy. Maybe more efficient against a poor defence roll? I’m not sure. But 2 warbands sounds wrong.
I’ve edited my turn. Hopefully that makes more sense
OK, that’s also fine. Just so we are clear - you have a ton of warbands and could easily guarantee a successful campaign against the bandits. I was questioning the use of only 2 warbands to do so, not the merits of campaigning at all.
To make a citizenship offer, you need to be a bit more specific. What are you offering? At a minimum, I think you need to offer a relic.
Also, don’t forget that Blue is currently set to win, and your current turn is passing the buck to Red to prevent that from happening.
This might be where I’ve misunderstood… I thought you could only use warbands on your board to campaign, and I also thought I only had two available (from mustering this turn)
You have a lot of warbands on your board. OK, I suppose I’m not showing them “on” your board, but I thought it a little clearer when they are actually lined up below it.
Somehow I’d figured that those were in my “supply” rather than on my board…
I can only apologise for my ineptitude and thank you for your forbearance
All good. Now you have a better idea of what you can do, what are you going to do?
Shhhhhh.
@Benkyo just to check after a campaign do you have to distribute all warbands you used to the site or can you keep some on your player card?
Any number from zero to all.
I’m thinking there may be some misunderstanding of Rule here, so I will check.
You can use the actions of any card on any site you rule. That is one of the main advantages of ruling them. Many of them require no supply, and an action that only costs a secret you aren’t using in some other way effectively costs you nothing, so there’s no point not using it.
Are you sure there are no actions on the board you want to take before resting?
Suggestion spoiler:
(You could have, for example, used Forest Paths to avoid spending 2 supply on Travel earlier, but that does cost a Favor so I assumed you chose not to. I can’t see any reason why you wouldn’t use Spirit Snare though.)
Fixed
I think that is an easy thing to miss in learning the game.
The different wordings are important “site you rule” and “your site”
- A “site you rule” is one where you have warbands
- “your site” is the one where your pawn sits
For example, you can only trade at “your site” and battle plans can usually only be used by the site ruler.
Another one I find is easy to miss:
- the 2 Banners give their respective holders a special ability!
- Darkest Secret allows you to never pay more than 2 supply for drawing cards even from the world deck
- People’s Favor allows you to remove Denizens (unless they have a lock symbol) or play cards to any location in your current region.
(The people holding the banners may realize this, the others may have missed it)
Also Banners can be “recovered” from another player by simply having more of the resource that is on the banner (and putting it on the banner, the favor from People’s Favor is distributed to banks while the Secrets from the Darkest Secret are returned to the owner except for one which the new owner gets, as far as I remember). Recovering Darkest Secret is only possible though if there is one mismatching Denizen (to their Advisors) at the Holder’s site.
Might be easiest if I post the rough notes of my turn here before I embarass myself in the main thread!
Wake - Pay one favour to The people’s favour banner
Action - Trade with Spirit Snare at my site to gain 2 favours from nomad bank (costs 1 supply, 1 secret) (extra from the alchemist matching the spirit snare)
- Travel to the buried giant (2 supply)
- Trade with the old oak (I think I rule it, due to the warbands?) to gain 2 secrets (2 favour)
- Use my alchemist to gain 4 favour (nomad bank) (2 secrets)
- Travel to the hinterland wastes (2 supply)
- Peek at the relic there (free)
I await the comments in the same way I usually wait for exam results.
Sorry, Benkyo, forgot to do this as a reply to you so I’m replying here
Trade with Spirit snare can only take favor from arcane.
Trade can only be done with denizens at “your site”, which means where your pawn is, not where you rule.
Sigh. Okay. Give me a bit.