A creature cast with the impending cost with time counters on it is just a regular enchantment permanent.
A spell cannot be on the stack for multiple turns
In Magic: the Gathering, each turn is divided into a sequence of steps, and each step can only end if the stack is empty. This means that any spell must leave the stack, either by resolving or by being countered, in the same step in which it is cast. So, no spell can ever be on the stack in a turn after the one in which it was cast, and you cannot ever counter a spell that was cast in a previous turn.
“Not a creature” does not mean “not a permanent”
The impending ability says that if you pay the impending cost, the object is “not a creature” as long as it has a time counter on it. “Creature” is just a card type, like “artifact” or “enchantment”. If an effect says that something is “not a creature”, that just means that it doesn’t have the creature type, or any associated subtypes, or power and toughness. Nothing else about it changes; if it would otherwise be a permanent, it’s still a permanent, just one that isn’t a creature.
702.176a. Impending is a keyword that represents four abilities. The first and second are static abilities that function while the spell with impending is on the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N–[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If you chose to pay this spell’s impending cost, it enters with N time counters on it,” “As long as this permanent’s impending cost was paid and it has a time counter on it, it’s not a creature,” and “At the beginning of your end step, if this permanent’s impending cost was paid and it has a time counter on it, remove a time counter from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f-h.
All of the existing cards with the Impending ability are Enchantment Creature cards, so if one of them is cast by paying its impending cost, it resolves just like any other permanent spell, except that as long as it has a time counter on it, it is just an Enchantment. It can be interacted with just like any other Enchantment. A counterspell targets spells on the stack, and this is a permanent on the battlefield, so they do not interact. Terror targets creatures, and this is not a creature, so they do not interact. Naturalize, for example, targets enchantments, so it could interact with one of these permanents.
I’m looking for the name of a certain solitaire game I remember from past, but never knew the name of. I’d like to find it.
The deck of cards is dealt face down into 4 rows of 12 cards each. You are left with four cards in your hand. When you reveal the first card in your hand, you place it on the tableau on its designated space, assuming the order: hearts 2 to K, diamonds 2 to K, spades 2 to K, clubs 2 to K. This is how you neatly swap cards one at a time in the whole tableau. When you hit an Ace, you discard it and take another card from your hand. Of course, this solitaire is very difficult to win because the last Ace would have to be the last card revealed, but I liked this game and I enjoyed arranging cards.
So, does anyone recognize this variant and know what it is called?
I’m looking for the name of a certain solitaire game I remember from past, but never knew the name of. I’d like to find it.
The deck of cards is dealt face down into 4 rows of 13 cards each. You are left with four cards in your hand. When you reveal the first card in your hand, you place it on the tableau on its designated space, assuming the order: hearts 2 to K, diamonds 2 to K, spades 2 to K, clubs 2 to K. This is how you neatly swap cards one at a time in the whole tableau. When you hit an Ace, you discard it and take another card from your hand. Of course, this solitaire is very difficult to win because the last Ace would have to be the last card revealed, but I liked this game and I enjoyed arranging cards.
SO, does anyone recognize this variant and know what it is called?
Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.
We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.
On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.
Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.
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We hope you enjoy the additional content!
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I played Magic about 24 years ago and then stopped. I am interested in getting re-engaged but was wondering if I could still play the older version of the game which had far fewer number of cards and was easier. The version I remember had 5 different colors (Black, White, Green, Red and Blue). On line you would choose a color and build your deck from a random selection of the cars associated with that specific color. Does that version still exist somewhere?
As this question is from 2010 and many new versions have been released since, It seems worth compiling a list of versions and notable differences. This answer can then easily be edited by anyone as more version get released. Please anyone feel free to edit/update this. I have not covered strengths and weaknesses as this is completely subjective.
I will list for each map its player count, number of pieces players start with (or other equivalent), rules for drawing tickets, special rules, bonus scoring rules. If a rule is slightly different to base game (ie with the double routes or removing tickets from the game).
For any Special Rules I will list just “ferries, tunnels” or other brief description of special rules rather than explaining every special rule in full.
Ticket To Ride (2004)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 3 keep at least 2
Tickets during game : Draw 3 keep at least 1.
Special Rules : None
Bonus Scoring : 10 Points for longest route
Ticket To Ride: Europe (2005)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 1 Long Ticket and 3 Normal tickets keep at least 2. Untaken starting tickets are removed from the game.
Tickets during game : Draw 3 keep at least 1. Untaken tickets placed at bottom of deck.
Special Rules : Ferries. Tunnels.
Bonus Scoring : 10 Points for longest route
Ticket To Ride: Marklin (2006)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 4 keep at least 2. Choose how many to take from a long and short ticket deck
Tickets during game : Draw 4 keep at least 1. Choose how many to take from each deck
Special Rules : Passengers/merchandise. The +4 locomotive. Tickets linking to countries.
Bonus Scoring : 10 Points for most completed tickets.
Ticket To Ride: Switzerland (2007)
Players : 2-3
Starting pieces: 40
Starting tickets: Draw 5 keep at least 2. Untaken tickets removed from the game
Tickets during game : Draw 3 keep at least 1. Untaken tickets removed from the game
Special Rules : Locos are Tunnel Cards and no restrictions on taking them. Tunnels. Tickets linking countrys. Double routes can be taken 3 player.
Bonus Scoring : 10 Points for longest route..
Ticket To Ride: Nordic Countries (2007)
Players : 2-3
Starting pieces: 45
Starting tickets: Draw 5 keep at least 2. Untaken tickets removed from game.
Tickets during game : Draw 3 keep at least 1. Untaken tickets removed from game.
Special Rules : No restriction on taking face up locomotives, Tunnels, Ferries, Double routes can be used with 3 players. Can use 4 cards as a loco on a specific route.
Bonus Scoring : 10 Points for most completed tickets.
Ticket To Ride: Legendary Asia (2011)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 1 Long Ticket and 3 Normal tickets keep at least 2. Untaken starting tickets are removed from the game.
Tickets during game : Draw 3 keep at least 1. untaken tickets to bottom of deck.
Special Rules : Ferries, Mountains
Bonus Scoring : 10 points for most connected cities.
Ticket To Ride: Team Asia (2011)
Players : 2-6 playing in pairs
Starting pieces: 27 trains per player matching colour of teammate.
Starting tickets: Draw 5 keep at least 3 per player.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Team play with a mixture of shared/private wagons/tickets.
Bonus Scoring : 10 points for team with longest route. 10 points for team with most completed tickets.
Ticket To Ride: India (2011)
Players : 2-4
Starting pieces: 45
Starting tickets: Draw 4 keep at least 2.
Tickets during game : Draw 3 keep at least 1.
Special Rules : Ferries
Bonus Scoring : 10 point for longest route. Mandala Ticket Bonuses (completing a ticket twice with 2 separate routes).
Ticket To Ride: Deutschland (2012)
Players : 2-4
Starting pieces: 45
Starting tickets: Draw 4 keep at least 2.
Tickets during game : Draw 3 keep at least 1.
Special Rules : Ferries
Bonus Scoring : 10 point for longest route. Mandala Ticket Bonuses (completing a ticket twice with 2 separate routes).
Ticket To Ride: The Heart Of Africa (2012)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 4 keep at least 2.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Terrain Cards allowing to double points when claiming a route.
Bonus Scoring : 10 Points for most completed tickets.
Ticket To Ride: Nederland (2013)
Players : 2-5
Starting pieces: 40
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 4 keep at least 1. untaken tickets form a FACE UP discard pile.
Special Rules : Double routes in use even at 2 players. Toll Routes. A neutral player for 2 player games.
Bonus Scoring : variable bonus points for remaining Toll Tokens.
Ticket To Ride: United Kingdom (2015)
Players : 2-4
Starting pieces: 35
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 3 keep at least 1.
Special Rules : Players start with a locomotive. any 4 cards can be used as a locomotive. Face up wagons are not wiped if 3 are locomotives. Ferries. Technology cards (purchased with Locomotives)
Bonus Scoring : No regular end game bonuses but some technologies provide end game bonuses.
Ticket To Ride: Pennsylvania (2015)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Ferries. Stocks and Shares, special 2 player rules
Bonus Scoring : 15 points for most completed tickets. Points for stocks and shares.
Ticket To Ride: Poland (2019)
Players : 2-4
Starting pieces: 35
Starting tickets: Draw 4 keep at least 2.
Tickets during game : Draw 2 keep at least 1.
Special Rules : Multi routes to countries usual able in all player counts. Other double routes follow usual rules
Bonus Scoring : Points collected during game for linking countries. No tickets go to countries.
Ticket To Ride: First Journey US(2017) / Europe 2018
Players : 2-4
Starting pieces: 20
Starting tickets: draw 2 keep both
Special Rules : These versions have simplified rules and a different maps. Players take wagons from top of deck. There is no face up selection. Each completed ticket is worth 1 point. First to 6 points wins. Players reveal completed tickets during the same and are instantly replaced. Players can take an action to discard both their unfinished tickets and draw new ones.
Bonus Scoring : A bonus point for connecting east/west sides of board
Ticket To Ride: Old West (2017)
Players : 2-6
Starting pieces: 40
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Ferries. Claimed routes MUST connect to your existing claimed routes. Control Of cities with city markers. Optional Alvin the Alien. (with different rules to Alvin and Dexter expansion)
Bonus Scoring : 15 points for most completed tickets. 10 points for longest route.
Ticket To Ride: Rails And Sails (2018)
Players : 2-5
Starting pieces: 20 trains and 40 ships suggestion but players can vary this.
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Two separate piece types and cards for trains and ships. Piece exchanging. harbours, tour tickets.
Bonus Scoring : Points given for routes connected to players harbours.
Ticket To Ride: Great Lakes (2018)
Players : 2-5
Starting pieces: 22 trains and 28 ships suggestion but players can vary this.
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Two separate piece types and cards for trains and ships. Piece exchanging. harbours.
Bonus Scoring : Points given for routes connected to players harbours.
Ticket To Ride: New York (2018)
Players : 2-4
Starting pieces: 15
Starting tickets: Draw 2 keep at least 1.
Tickets during game : Draw 2 keep at least 1.
Special Rules : Double Routes claimable in a 3 player game.
Bonus Scoring : Points for connected tourist destinations.
Ticket To Ride: Japan (2019)
Players : 2-5
Starting pieces: 20 per player (plus 16 shared Bullet Train markers)
Starting tickets: Draw 4 keep at least 2.
Tickets during game : Draw 3 keep at least 1.
Special Rules : Bullet Train useable by all players. Game end triggers in usual way and if 2 or fewer bullet train pieces are left in supply.
Bonus Scoring : variable bonus point for contributing to Bullet train.
Ticket To Ride: Italy (2019)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Tickets to zones. Ferry card
Bonus Scoring : Points for connecting different zones to your network.
Bonus Scoring : variable bonus point for contributing to Bullet train.
Ticket To Ride: Amsterdam (2019)
Players : 2-4
Starting pieces: 17
Starting tickets: Draw 2 keep at least 1.
Tickets during game : Draw 2 keep at least 1.
Special Rules : Double Routes claimable in a 3 player game. some routes give merchandise cards.
Bonus Scoring : Points for majorities of merchandise cards.
Ticket To Ride: Stay At Home (2020)
Players : 2-4
Starting pieces: 32
Starting tickets: draw 2 personal “Family” tickets and 2 from normal deck. Keep at least 2. Untaken tickets removed from the game
Tickets during game : Draw 3 keep at least 1.
Special Rules : Double routes used in 3 players games. tickets personal to players ‘character’. ‘Family routes’ which can be built in sections and used by multiple players.
It’s hard to appreciate Bridge fully until you’ve play it! But, to try in plain language:
The bidding-phase is far from a simple a rule-based exchange. It’s a territorial war in prelude to ‘the actual battle’. Tactically, A rich side with want to occupy bid-space to share information, while a poor side want to render space unuseable to neutralise opponent’s advantage or put them on the wrong ‘battlefield’. Also, players must first identify who are the richer and poorer sides, when the initial distribution of assets is unknown!
Exchanging information with partner is a high priority, but one isn’t obliged to bid when it reveals more to opponents than partner. Mild bluff and deceipt are also embraced, however within prescribed limits to prevent the game becoming simple poker. This all requires considerable judgement and skill with bidding rules that are statistically accurate though individually inaccurate.
Limiting bid-exchange to two-word ‘bytes’ of information achieves two goals: (a) The first-player advantage gets evened out so each player receives a meaningful turn, and (b) The small vocabulary constrains exchange to a kind of statistical ‘meta-data’, that helps keep much of the granular information concealed until the playing phase.
Moreover, for today’s game skillfull bidding is listening to what is NOT said, like Sherlock Holmes ‘dog that did not bark in the night!’ Skilled players ‘read’ the one spoken bid as a clever denial of 5 ‘unspoken’ bids, thus exchanging 5 times more data through one bid. And, advanced bidding systems increase this ratio, giving greater band-width to the players astute enough to decode it!
This all creates immense depth in the bidding, and why it’s quite difficult to master. Meanwhile the asymmetric distribution of information rewards teamwork whilst ‘keeping the murderer’s identity hidden until the last card’ in this ingenious game.
113.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won’t affect the ability. Note that some abilities cause a source to do something (for example, “This creature deals 1 damage to any target”) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source for use while announcing an activated ability or putting a triggered ability on the stack checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it’s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.
Last known information about Legolas is that it’s a 3/6 with deathtouch, so it will deal 3 damage and because of deathtouch, it’s lethal.
As we have seen in the general historical overview in Book 1, individual leaders, first and foremost, but not exclusively, kings, drove the historical narrative in Ancient times. Accordingly, Hubris – Twilight of the Hellenistic World has been built around these leaders, their strengths and weaknesses, unique abilities and relationships. Who can you trust to get the job done? Who can you trust with an army? These will be essential questions when you play Hubris…
Introduction
Unlike modern states, Hellenistic kingdoms did not feature extensive administrations and bureaucracies: in many ways, the king was the state. But, no matter how talented he could be, he could not do everything on his own. To govern, he relied on a circle of people close to him, who were traditionally known as his Friends (in Greek: Philoi), though over time the term lost its original meaning to become more of an official title. Whenever a king needed a task to be taken care of, whether leading a diplomatic mission, overseeing a construction project or leading an army, he would appoint one of his Friends, usually selected because of their particular skills or connections, and also with an eye on their loyalty. Indeed, the model of heroic kingship epitomized by Alexander, and through which the original Successors built their kingdoms, was still very much present in the minds of Macedonian officers, leading to a number of rebellions by royal family members or prestigious generals…
In Hubris, whenever you want to do something in the game, whether undertaking an action or triggering a pending event, you will have to activate an available leader, and test their appropriate rating to determine whether you are successful, and to what extent.
Every leader is typically able to be activated twice per turn, and each activation takes up one activation opportunity, of which there will be at least four, but never more than six, for every kingdom each turn. Since all leaders have different abilities, which leader to activate, to what end, and when, forms the core of player decisions…
Anatomy of a Leader Card
Every leader in the game is represented by a Leader Card. Let us look in some detail at one of these.
This leader is Perseus, the eldest son of king Philippos V of Macedon. You can see that he is affiliated at start with Macedon, and tagged as a member of the Royal Family, with the succession rank of #2. If he is in play (alive) when his father is removed from play (dies), he will automatically succeed as king of Macedon.
He enters play at the start of Turn 6 (195-191 BCE). This means that he is of age to play an active role in politics, war and administration from that turn onward. His has no end turn, which means that, barring other circumstances, he would live beyond the scope of the game.
If he had an end turn within the time frame of the scenario being played, he would be removed from play when the recurrent game mechanism “Ferryman of Souls” pops up if his end turn matches the current turn, or a previous turn – since recurrent events do not necessarily occur every turn. However, irrespective of their printed end turn, every leader must roll 2d6 when “Ferryman of Souls” is resolved, and is removed from play on a roll of 12, representing early death occurrences, such as from a battle wound, a riding incident, disease, or random assassination…
Finally, Perseus’s Leader Card is illustrated, like every other leader’s in the game by a specially commissioned hand-drawn portrait.
Leader Capabilities and Ratings
Perseus has all three Capability icons existing in the game: the Military icon, the Diplomacy icon, and the Admin icon, which means that he is able to undertake all possible Actions and Reactions:
With the Military Capability, he is able to undertake Campaign Actions and all kinds of military Reactions, including Naval Interceptions, Strengthening Defenses and Emergency Muster;
With the Diplomacy Capability, he is able to undertake diplomatic Envoy Actions toward autonomous cities and tribes, try to increase his kingdom’s influence in the Roman Senate or to forestall war with the Republic (though his Special Ability diminishes his effectiveness in this regard, see below);
With the Admin Capability, he is able to attempt to Raise Additional Taxes, Build new naval Squadrons, and undertake Evergetism Actions, various actions to increase the standing of the dynasty through public buildings programs or other benefaction initiatives;
Various events may require a leader with a specific Capability icon to be Activated in order to trigger them.
He is rated for each of these Capabilities, with actually two ratings associated with Military: a Battle Rating and a Siege Rating:
As indicated by its name, the Battle Rating is primarily used in battle, with each Unit under his command rolling once and generating hits if they roll equal or less to his Battle Rating;
The Battle Rating is also used when rolling for Subjugation of Tribes during Campaigns;
The Siege Rating, on the other hand, is used when rolling for Sieges of Cities during Campaigns.
In all cases, the highest the rating, the more effective the leader is, as successes are gained by rolling equal or less to the appropriate rating. Various To Hit Modifiers (THMs) may apply, for instance:
Elite Units get a +1 THM in battle;
A Siege Train grants a +1 THM on Siege rolls;
A number of Cities and Tribes are deemed Strongholds and impose a -1 or -2 THM to Siege or Subjugation attempts against them;
An Envoy attempt against a Place already Aligned with another Power suffers a -1 THM; if it has a Garrison, that THM is -3 instead;
An Raise Additional Taxes attempt gets a +1 THM if friendly troops are in the targeted Satrapy…
Perseus’s Battle Rating of 4 makes him one of the best field commanders in the game, with only the famed Hannibal, who can come in play as an exile from Carthage, having a better rating with 5. His Siege Rating of 2 is average. Diplomatically, with a Rating of 3, he is good though not great. Same thing with his Admin Rating of 3. Overall, Perseus is a very capable leader, though with some flaws as we are going to see now.
Special Abilities
Most leaders have Special Abilities. Perseus is afflicted with a negative Special Ability: as he was strongly disliked in Rome (which preferred his younger brother Demetrios, who had been a hostage there for a number of years), he suffers a -1 THM on every Diplomacy Check involving Rome, whether trying to increase influence in the senate or to forestall war. This brings an interesting choice for the Macedon player in the late stages of the game, as an event may force them to pick an heir to Philippos V: Perseus is the most capable, but Demetrios may be better able to avoid a confrontation with Rome. However, his ties there prevent him from undertaking anything against Rome and its allies, including the Greek cities…
Other Special Abilities found in the game include military or diplomatic bonuses in certain circumstances, or powerful actions unique to this leader, such as the ability to suborn enemy leaders, train troops or improve the ratings of one’s king…
Loyalty and Intrigue
While not every leader has all three Capability Icons nor Special Abilities, they all have Loyalty and Intrigue Ratings, which define how reliable and potentially troublesome they are.
Loyalty in Hubris represents both how personally ambitious and how faithful to their king leaders are. This is especially critical for leaders entrusted with military commands, though some events will check the loyalty of leaders at court. Should a leader fail a Loyalty Check, typically during a recurrent “Ambitious Generals” game mechanism, he will rebel, setting himself up as an independent power, controlling troops and places, and will usually have to be eliminated by military force.
Intrigue on the other hand represents both the ability of a leader for shady undertakings and the likelihood that they will create trouble at court. Some events will require Intrigue checks, making high Intrigue leaders desirable. But the most common use of Intrigue ratings is when the recurrent game mechanism “Intrigues At Court” is resolved: then, the Intrigue Ratings of all Friends at court – i.e. not in the field with a military command – are totaled and compared to the Intrigue Rating of the king or of his Chief Minister. If this total exceeds various multiples, a growing number of plots will oppose various Friends who are at court, possibly targeting the king himself if things really get out of hand, and often resulting in the elimination of courtiers, fallen victims to deadly court intrigue! Some other events, such as the dreaded “Succession Crises” which are put in the Events Deck upon the death of a king, also require testing Intrigue of key leaders.
It should be noted that Loyalty is most critical for leaders in the field with a military command, while Intrigue typically plays with Friends who are at court. This introduces another balancing act, with Loyalty, Intrigue – and Renown, as discussed below – being key considerations when deciding who to send out with an army and who to keep at court close to the king…
In the case of Perseus, his Loyalty of 5 is below average, reflecting his ambition, which may make him a liability if he were to accumulate Renown before acceding to the throne. His Intrigue of 4 however is above average, again making him something of a liability when at court, but also positioning him well to handle his court easily once he becomes king – if he survives long enough…
Renown
Where all other Capabilities and Ratings are set – though some Ratings may be modified by the Special Abilities of the leader or of another leader in the same court – Renown must be earned, and can be lost, usually on the battlefield, though not exclusively.
Renown is capped between a maximum value of 4 and a minimum value of -2.
Renown is intimately linked to Loyalty, in that a leader’s own Renown is directly subtracted from his Loyalty, and his king’s Renown applied as a THM on Loyalty checks. As a result, leaders who have more Renown than their king are at a significantly higher risk of rebelling! This can prove especially problematic under a regency or under a weak king: would you rather risk defeat on the battlefield with an inferior commander, or risk an abler commander develop ambitions of his own?
Renown may also modify Intrigue Ratings, although only to a reduced extent, for some game mechanisms, including “Intrigue At Court” and “Succession Crisis” checks. Here again, a king with high Renown will more easily be able to keep control of his court, and high Renown Friends will create more trouble, while being less likely to fall victim to court intrigues…
Another key aspect of Renown is that the Renown of a king is directly added to his kingdom’s Total Victory Points (VPs). This can prove decisive, as 4 VPs exceeds the VP value of most Satrapies in the game, but negative Renown can also offset gains on the map! When a king dies, half of his Renown is converted to Dynastic VPs, a kind of essentially permanent VPs independent of the strategic situation or the current king.
As you can see, Renown is a very precious commodity, highly desirable on your king, but fraught with risks on other members of his court, even on his heir apparent…
Courts
The leaders currently affiliated with a kingdom form that kingdom’s Court. Every kingdom includes two permanent positions: those of the King and his Chief Minister.
A King must be a member of the Royal Family of that kingdom. When a King dies, he is automatically succeeded by the member of the Royal Family who is next in line as per Succession Rank on their Leader Cards. If there is no member of the Royal Family in play at that time, then there is no King until one enters play, creating a regency situation. Under some circumstances, a member of the Royal Family may be Hostage in Rome, and he is effectively considered to be out of play until freed by an event.
The King holds a special status in many game functions, and his Renown and Intrigue Ratings in particular are critical. All other leaders in a Court are considered to be Friends of the King, including leaders affiliated with a Minor Power allied with the kingdom.
The Chief Minister, unlike the King, is freely appointed from among a King’s Friends when a new one needs to be chosen, including from members of the Royal Family or leaders who were originally not affiliated with the kingdom, having joined the Court either after defecting from another Court, or through a bidding process for exiles or mercenary leaders. Only Allied Minor Leaders – leaders affiliated with a Minor Power allied with the kingdom – are not eligible to be Chief Minister.
A Chief Minister, once appointed, remains in office until he either is removed from play, defects or becomes king himself. Like the King, a number of game functions require the Chief Minister’s ratings to be checked, so choosing the right person for this office can be critical, in particular to offset some weaknesses of one’s King.
Both the King and the Chief Minister may be sent out to Campaign on the map, as long as they have a Campaign Capability Icon. When it is needed or desired to send another leader to lead a Campaign or undertake a military Reaction, another available Friend may be appointed as Strategos – a Greek term meaning both general and governor – and possibly entrusted with units to undertake this campaign. Up to three Friends besides the King and Chief Minister may be appointed Strategos, but such a position is only temporary and cannot last beyond the end of the current turn.
Any leader on the map, either the King, the Chief Minister or a Strategos, is not considered to be At Court. This is a critical distinction when resolving “Intrigue At Court” or, conversely, “Ambitious Generals”.
Leaders with full Leader Cards only represent the most noteworthy leaders who were active during the period of the game. Should a given Court fall below three members (including the King), an appropriate number of generic Replacement Leaders are randomly drawn from a pool specific to each kingdom to make up the numbers until new leaders join the depleted Court. While better than nothing, these generic leaders are obviously much less talented than the named leaders…
Example of a Court
You can see below an example of the Seleucid Court at the end of Turn 4:
The Seleucid king is Antiochos III Megas (‘the Great’), one of the best leaders in the game. At that point, he has wiped the stain of his defeat at the hands of Ptolemaios IV at the battle of Raphia in 217, crushing his cousin Achaios’s rebellion in Asia Minor, then following in the steps of Alexander all the way to the nearest reaches of India, restoring some degree of Seleucid authority over the so-called Upper Satrapies, hence his considerable Renown of 3…He is Spent (his card rotated upside-down) after Campaigning twice with his Royal Army, Siege Train and a Katoikoi (‘military colonists’) unit. He also has a peace marker showing that he has sworn peace with the current Lagid king, Ptolemaios IV Philopator.
Next to him, his faithful Chief Minister, Zeuxis, is also Spent after Activating twice for Diplomacy and Admin undertakings this turn.
The Seleucid Court boasts no less than three members of the Royal Family beyond Antiochos III: his sons Antiochos (‘the Younger’) and Seleukos (future Seleukos IV), and his cousin Antipatros. This pretty much guarantees there will be no shortage of heirs, but also presents definite risks since Royal Family members are more liable to being tested for rebellions…
Here, both Antiochos the Younger and Theodotos, a defector from the Ptolemaic Court, have been appointed as Strategos during the turn, and both have been Activated only once during the turn, leaving them still potentially available for being further Activated.
Finally, Polyxenidas, despite not having campaigned himself, is Spent also, having been rotated twice to use his “Admiral” Special Ability. Such rotations outside regular Activations explain why the Court shows a total number of leader rotations of 8, even though there is a maximum of 6 Activations per turn.
Note that despite the Court counting seven members, a quite large number, Antiochos III is able to hold it together easily both because of his high Renown – giving him an adjusted Intrigue Rating of 5 when testing “Intrigue At Court” – and the “Faithful Friend” Special Ability of Zeuxis. King Antiochos should however be cautious about sending his eldest son Antiochos the Younger on campaign again, as his Renown of 1 lowers his Loyalty to a borderline dangerous value of 4…
Now that we have looked at the leaders and the kingdoms’ courts, I will present in the next installment of these Histories the lay of the land where these leaders practice their skills, the satrapies, cities and tribes, as well as how they come to be aligned with the various kingdoms, and their significance in game terms, from the collection of taxes through the waging of war to the collection of victory points…