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Fate Cards
> Rules Variants > Resources > Fanaticus
An optional rule to add additional flavor to
your DBA gaming. Each player draws one card at the beginning of the game from a
shuffled deck of standard playing cards. The card should be retained and hidden
from your opponent. Cards can be played at any time during the game. Consult
the following chart to determine the result associated with each card. After
being played, it is discarded and may not be used again, although its effect may
continue. The chart is also available as a PDF
file to make it easier to print a reference copy.
|
Card |
Name |
Effect |
|
Ace |
Brush With Death |
If cardholder’s CnC element is destroyed
in either cardholder or opponent’s bound, CnC does not die, but
transfers to nearest friendly element, regardless of type. |
|
King |
Loss of Nerve |
One enemy element (other than CnC
element) selected by card player temporarily “loses it nerve” and routs
as an outcome move during the card player’s bound. |
|
Queen |
The Fickle Dice |
Both sides reroll one combat dice roll
and use new result. Can be played in either bound, but must be played
immediately after the die roll in question. |
|
Jack |
Stalwart Defenders |
Camp followers or BUA denizens fight at
+2 for balance of game. |
|
10 |
Dazzle |
Enemy dazzled by sun, -2 modifer to PIP
roll in opponent’s bound. |
|
9 |
Charismatic Leader |
CnC and all elements in same group enjoy
+1 combat modifier this bound only. May only be played if CnC is
engaged in close combat. |
|
8 |
Fog of War |
One enemy element is confused about its
orders and cannot move in opponent’s bound. Card player designates
affected element; cannot be the CnC. |
|
7 |
Impetuous Advance |
One of your elements (of any type) may
make a second or subsequent move into close combat at no pip cost. Can
be used by a Warband or Scythed Chariot to make a third move, if ending
in close combat. |
|
6 |
Finding the Ford |
Scouts find a shallow ford across a
river, turning any base width section of river designated by card player
from regular or difficult to a paltry crossing. Can be played at any
time during the game. |
|
5 |
Scouting the Path |
Scouts find a path through a bad going
terrain piece, allowing a designated element or column to use good going
movement during transit. Good for as many bounds as it requires to
complete the transit. |
|
4 |
Sudden Rainstorm |
All distance shooting at -1 in next turn
(affecting both players in both bounds). Can be played at any time. |
|
3 |
Pluck Yew |
Distance shooters add +1 this bound
only. |
|
2 |
Mundane |
Cancel the effect of your opponents
card, causing it to be discarded if it has not been played. |
> Top of Page > Rules Variants > Resources > Fanaticus
Last Updated:
03 August 2008
Questions, comments, suggestions welcome.
Send them to Chris Brantley at brant@erols.com.
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