Anglo-Saxon board game
Tags:
Roll | Result | |
---|---|---|
1 - 3 | Starvation remove 1/4 of your M.P | |
4 - 10 | Hooray add 10 M.P | |
11 - 15 | Raided by the Picks natives remove 5 M.P and Anglo-Saxons gains 3 | |
16 - 20 | The Anglo Saxons raid the picks they remove 5 M.P and the natives gain 3 | |
21 - 23 | Success you gain 4 M.P | |
24 - 25 | Persuasion you steal 10 of your opponents M.P | |
26 - 50 | Nothing | |
51 - 53 | Scots attack the Anglo-Saxons and lose 10 of their M.P | |
54 - 55 | The Anglo-Saxons convert to Christianity they don't take there next turn | |
56 - 57 | The Natives are out hunting they don't take their next turn | |
58 - 59 | Natives fight they get 1 square connecting to one they all ready own | |
60 - 61 | Anglo-Saxons fight they get 1 square connecting to one they already own | |
62 - 63 | Alliance no one can attack for 2 turns | |
64 | Truce the games a tie | |
65 - 67 | Horsa got the flu the Anglo-Saxons leader doesn't do anything until they use their turn to heal him | |
68 - 70 | Vortiporius is in deep depression the natives leader tile doesn't do anything until they use their turn to give him therapy | |
71 - 80 | Cholera every body loses 25% of their M.P | |
81 - 83 | Revolution each team has to choose 1 tile to give to the opponent | |
84 - 86 | Fire in the baracks you lose 8 M.P | |
87 - 89 | A circus comes to town your military is happy and gets a temporary + 20 on attacking for 2 turns | |
90 - 92 | Flood you lose 10 M.P | |
93 | The Anglo-Saxons win | |
94 | The natives win | |
95 - 99 | A powerful warrior arrives your knight is revived and can be placed were ever if he was dead | |
100 | You lose 25 M.P due to treason |