You know those little Lore Master tokens.... (more home brew goodness)

By Elberon, in Battlelore

Well as I suggested in this thread I have made up some rules to make use of these little beauties. I've tried to give each a slightly different feel and play. None have been play tested so use at own risk gui%C3%B1o.gif, I've tried to make it beneficial to have more than one level of lore master but not unbalanced, hope I got it right... So what do you think?

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These tokens represent the personal intervention and attention of the Lore council on a unit.

Wizard
Spend X lore to put a number of wizard tokens onto one or more friendly unit. Any lore card (hostile or benign) that targets this unit must pay an extra Lore points equal to X. Once any tokens are put on a unit no further wizard tokens can be added. X is capped by the level of the Lore master.

Cleric
Choose a unit and roll a number of dice equal to level of Cleric, any matching helmets allows you to put a Cleric token on the unit. Any benign Lore card targeting the unit now costs one less and hostile ones cost one more.

Rogue
Pick one unit and roll a number of dice equal to level if lore master, if roll is successful (see table below) then the target unit treats Woodland and Hills as clear terrain for movement and terrain caps (note woodlands still block LOS)
Unit colour Success on a
Red Matching Helmet only
Blue Matching Helmet and Lore symbol
Green Any Helmet

Warrior
Put a number of Warrior tokens equal to level of Warrior onto one or more non ordered friendly unit. Spend 1 token to get 1 bonus dice for a battle 1

Commander
Choose a unit and roll a number of dice equal to level of Commander, if any matching helmets come up then that unit may move 1 hex, this includes non ordered units and creatures (though they will not be able to battle as not ordered though ordered units may battle as normal)


Lore cards that can target multiple units (eg creeping doom, HR / RR / FF) must pay the highest extra cost e.g. targetting a group of units that have a Cleric token amongst them must pay 1 extra, if there was a unit with two wizard tokens the cost would go up by 2.

When tokens have gone no more units can benefilt from them until others are used up as per Lore

Quick, not well-thought-out reaction: I like it :)

Adds lots of decision making to the game, but in ways that I don't think would be intrusive nor unnecessarily game changing.

I may have read too quickly and missed this, but how often can this abilities be used - is it basically an additional phase to a turn?

Thanks for the ideas, Chris.

I think I would limit it to 1 lore master per turn (and slot into post command card play but before anything else) otherwise it would start adding too much time to play.

Chris

I like it as well! Unfortunately, I do not get to play Battle Lore as often as I'd like. So. . . if anyone play tests these rules, please post your results!

Steven