A Hold the Line: Excalibur, The Battles of King Arthur egy nagyszerű társasjáték, 2 játékos részére, az átlagos játékidő 1 - 1.5 óra. A társast, 13 éves kortól ajánljuk kipróbálni.
This game takes the myths, legends, and history to tell the tale of Arthur and his battles as they might have been. Now you get to refight the battles that were or might have...
This game takes the myths, legends, and history to tell the tale of Arthur and his battles as they might have been.
Now you get to refight the battles that were or might have been using an updated and deepened Hold the Line system....
The game comes with 3 campaigns of linked scenarios, with 8 total scenarios:
Campaign 1: SCENARIOS 1 - 3 “THE MATTER OF THE NORTH” (Roughly 490 AD)
Campaign 2: SCENARIOS 4 - 6 “PEACE OR NONE” *Roughly 10 years later (Around 500 AD)
Campaign 3: SCENARIOS 7 - 8 “THE WINTER OF THE KING”
Scenario 1: The River Glein
Scenario 2: Old Trimontium
Scenario 3: Cat Coit Caledon
Scenario 4: A Sleepy Village
Scenario 5: The Outskirts of Londinium
Scenario 6: The Battle of Badon Hill
Scenario 7: Treachery at the Stables
Scenario 8: The Battle of Camlann
Anyone familiar with the HOLD THE LINE system will quickly pick up the changes.
DETERMINE ACTION POINTS (AP): In each scenario each side in a turn is given a set number of action points (normally 3 to 5), and then roll a die to receive a random number from 1 to 3 of additional action points.
SIDE A PERFORMS ACTIONS: The currently active player spends up to his total action points performing the following actions with individual units. Each unit must complete it's action before the next unit begins it's actions:
1 AP - Activate a unit to move up to its movement allowance
1 AP - Move or attack using 2 adjacent Coastal Raider units
1 AP - Attack an adjacent unit
1 AP - Leaders may rally 1 hit on a unit they are stacked with
2 AP - Cavalry type units may perform a cavalry charge against non-adjacent enemy units
2 AP - Gesith infantry units may move 1 hex and attack enemy units
2 AP - Berserkers may perform a berserker charge
2 AP - Pictish Chieftains may cavalry charge enemy infantry type units only
After Side A spends all of the Action Points he has available, or passes, then Side B Performs Actions.
After Side B spends all of the Action Points he has available, or passes, the Victory is checked. If neither side has won a victory, and it is not the last turn of the game, then a new turn begins.
Some of the highlighted system changes are:
Greater unit differentiation in hit/combat ability
Special Leader Abilities
Coastal Raiders group movement and combat
3 Armies - Romano-British/ Saxons/ Picts
Optional Rules for Merlin and Morganna with special magical abilities
Victory is determined by eliminating opposing units and capturing terrain