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HLAS en Solo by Qreqorek V2.alfa.01
HLAS en Solo by Qreqorek V2.alfa.01
Attack
Siege 2 Defend
Conscripts
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Attack
Player may NOT Follow
Inside Vessel
Great Army
Hunt
Exploration
Attack
Conscripts 3 Defend
Barricade
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Research
Player may Follow
In addition, perform
the Exploration Action.
Attack
Charge 4 Defend
First Strike
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Recruit
Player may Follow
Inside Vessel
Recruit Vessel
Recruit Unit
Hunt
Exploration
Attack
Siege 5 Defend
Conscripts
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Recruit
Player may Follow
Great Army
Recruit Vessel
Recruit Unit
Hunt
Exploration
Attack
First Strike 6 Defend
Charge
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Build
Player may Follow
TOWER OR VESSELS
The Enemy pays Resources to Build,
the priority order of Building is:
1
Tower (must have a Serf in Region)
2
Air Vessel
3
Sea Vessel
The new Unit is placed in the C.C.
If failed: Hunt Action.
If Hunt failed: Exploration Action.
If Hunt or Exploration triggers, then the
Player cannot Follow the Build Action.
Attack
Conscripts 7 Defend
Barricade
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Attack
Player may NOT Follow
Inside Vessel
Great Army
Hunt
Exploration
Attack
Charge 8 Defend
First Strike
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Triggers
Triggers
Battle
After each Battle, initiate by the Enemy,
if he win, then he have to destroy his
cheapest unit. (e.g. a Warrior on a Vessel
or a Serf in the Land Army). Then the
Enemy receives VP equal to destroyed
unit attack value.
Vessel
Anytime, if an empty Vessel is in the
same region than Enemy units, they
imediatelly get on to the Vessel. If
possible, then it shold be the active Hero,
then a Hero. Next, if Warrior(s) and
Serf(s) are presents in the same region,
roll D6 for each free seat on the Vessel. In
result 1-3 place a Serf on the Vessel. In
result 4-6 place a Warrior on the Vessel.
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Triggers
Triggers
Moving
Anytime, when an Enemy Army start
moving, they left one Serf if possible
unter the following conditions:
- the starting Region is a Resource Region,
- there is no Tower in the starting Region.
This is applying to Land Armies, as well
as Vessels.
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Order
Action
Order Action
If there is a Vessel without a Hero:
* with Warrior - move up to the Vessel
Speed to the nearest player army that is
less than or equal to its Natural Strength.
If ambiguity then Judgement decides.
* with Serf - move to the nearest not
controlled Resource Region on the
Enemy Land. If ambiguity then priority
ic current least Resource, followed by
Food, Ore, Mana and Judgement. If so,
left the Serf in the Region in purpose to
gaining resources.
* empty Vessel - move the Vessel direct
to the C.C. (even if it is farther than the
Vessel Speed). v2.alfa.01
Recruit Vessel
Action
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Recruit Unit
Action
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Inside Vessel
Action
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Hunt
Action
Hunt Action
The Hero's army move 1 space toward
to a Resource Region with Exploration
Tocken on it.
If ambiguity then priority is current
least Resource, followed by Food, Ore,
Mana and Judgement.
May initiate a Battle.
This action fails if there is no
Resource Region with Exploration
Token within 1 space.
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Exploration
Action
Exploration Action
The Hero's army moves up to its speed
to a Resource Region with Exploration
Tocken on it.
If ambiguity then priority is current
least Resource, followed by Food, Ore,
Mana and Judgement.
May initiate a Battle.
If on Sea Vessel, will go on sea to get a
token. If at sea then will try to get a
Resource Region (if not possible, then
try to get token on sea).
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Land Exploration Tokens
Bonus Resources: No change, the Enemy
receives exactly what’s on the Token.
Eggs: No changes, if it has a Tower when
picked up, it will put it on the closest tower
of the Capital City.
Entanglement: No change.
Farm: if it can, it will do it.
Fort: No change.
Harpy: It will lose 1 Serf (Warrior if no
Serf). Otherwise, you choose to move the
Hero up to 3 Regions away, leaving any
Vessel behind if there is one.
Mines: The Enemy will receive 3 Resources
starting with the lowest Resource inventory
choosing one at the time, tie breaker on
Food > Ore > Mana.
Monster: No change (If successful, it means
it receive 1VP for the Token and 1VP for the
Monster).
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Land Exploration Tokens cont.
Mysterious Wizard Tower: The Enemy will
spend 3 Mana if able to score 1VP.
Portal: No change! (this will keep you on
your toes. Enemy will consider this when
choosing a Valid target).
Pyramid: No change! (this will keep you on
your toes. Enemy will consider this when
choosing a Valid target).
Rogue: For both Enemy and Player : pay 1
ore or lose a unit in this Region.
Unstable Ground: The Enemy’s army will
do a Hunt Action, if this fails, do an
Exploration Action.
Village: No change.
Wandering Knight: No change.
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Sea Exploration Tokens
Bonus Resources: No change.
Coral Reef: No change other than receiving
the Resources it possess the least during
Collection.
Giant Crab: Will try to kill yours before his.
If multiple choice, randomize.
Island Traders: It will level its resources
until it can’t, lowering the highest owned
ressource to get the lowest one step up,
focusing on raising Food > Ore > Mana.
Mystical Storm: No change but the Enemy
will do it following the rules of a Hunt
Action, if this fails, do an Exploration
Action.
Pirates: No change, but it will send the
pirates in the sea the closest to the player’s
Sea Vessel. If none, in the closest Sea from
the player’s Capital City.
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Sea Exploration Tokens cont.
Sea Monster: No change. If it fails, it will go
to the closest Tower or Capital City it
controls.
Stranded Fisherman: No change.
Wreckage: The Enemy will receive 3
Resources starting with the lowest Resource
inventory choosing one at the time, tie
breaker on Food > Ore > Mana.
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