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Expansion for Iliad
ZhanGuo
Expansion impact
—
Fit with your taste
- Published
- 2007
- Players
- 2–7
- Play time
- 45 min
- Reach
- Niche (via base game)
- Evaluations
- 0
- Ancient
- Bluffing
- Fighting
How it plays
No rules summary yet for this game.
Main mechanics
- Legacy & campaign
- Direct conflict
- Hand management
- Drafting
- Tile laying
- Legacy & campaign: The game changes permanently between sessions.
- Direct conflict: Players attack each other head-on.
- Hand management: Timing which card to spend is the core puzzle.
- Drafting: You pick from a shared pool and pass the rest along.
Full publisher description
This is a mod for the cardgame Illiad which is originally based on the Trojan war between the Greek states and Troy over Helen. Changes have been made to convert the game into the 7 states of late ZhanGuo (Warring States) period of China ca. 4th-3rd century B.C. Distinctive elements of late Warring States warfare have been incorporated into the game, whilst trying to stay within the original spirit of the Illiad gameplay. State Banners (Heroes) 1. Zhao 2. Wei 3. Han 4. Yan 5. Chu 6. Qi 7. Qin Tiles Bamboo Bian +1 (Agamemnon +1) Stone Bian +2 (Athena +2) Bronze Bian +2 (Poseidon +2) Units Crossbow Trap (Harrow) - 6 cards - prevents Cavalry and Chariot from being deployed Yunti Che (Trojan Horse) - 6 cards - hides units within (Ping, Gong Nu) Pili Che (Catapult) - 8 cards - targets Crossbow Trap, Yunti Che, Pili Che Chuangze Nu Chuangzi Nu (Ballista) - 8 cards - targets Cavalry, Chariot, Chao Che Chuangze Nu Chao Che x2 (Elephant x2) - 8 cards - allows mounting of infantry (Ping, Gong Nu), x2 to total unit values - mounted Nu and Gong can target any unit in any rank of Missile or Skirmish formations Cavalry (Chariot) - 4 cards - targets all infantry units, can attack without being first deployed Chariot (Chariot) - 4 cards - targets all infantry units, can attack without being first deployed Nu 2 (.....) - 6 cards when not in formation - targets Nu, Gong Ping or 1st to 2nd rank of Nu, Gong Ping in formation when in 3-row deep missile-formation in any value combination - targets Nu, Gong Ping, 1st to 2nd rank of Nu, Gong Ping in formation or Cavalry Chariots - only missile units in the first two rows can attack - values are calculated as the sum of unit values from the first two rows multiplied by the unit value from the last row Gong 1 (Archers 1) - 8 cards when not in formation - targets Nu, Gong Ping or 1st rank of Nu, Gong Ping in formation when in 3-row deep missile-formation in any value combination - targets Nu, Gong Ping, 1st rank of Nu, Gong Ping in formation or Cavalry - only missile units in the first two rows can attack - values are calculated as the sum of unit values from the first two rows multiplied by the unit value from the last row Ping 1 (Hoplite 1) - 6 cards - can be deployed into 4-row deep skirmish-formation in decreasing value - values are calculated as the sum of all unit values multiplied by the number of rows Ping 2 (Hoplite 2) - 7 cards - can be deployed into 4-row deep skirmish-formation in decreasing value - values are calculated as the sum of all unit values multiplied by the number of rows Ping 3 (Hoplite 3) - 8 cards - can be deployed into 4-row deep skirmish-formation in decreasing value - values are calculated as the sum of all unit values multiplied by the number of rows Ping 4 (Hoplite 4) - 9 cards - can be deployed into 4-row deep skirmish-formation in decreasing value - values are calculated as the sum of all unit values multiplied by the number of rows Victory Cards Mandate of Heaven (Helen) - 1 card City +1 (Victory Town +1) - 4 cards Fortress +1 (Victory Tireme +1) - 4 cards City +2 (Victory Town +2) - 5 cards Fortress +2 (Victory Tireme +2) - 5 cards City +3(Victory Town +3) - 4 card Fortress +3 (Victory Tireme +3) - 4 cards Oracle Cards Zhan Shen -1 (Thanatos -1) - 4 cards Zhan Shen -2 (Thanatos -2) - 3 cards 7th Month Hungry Ghost Festival (Gorgon) - 2 cards The following are some of the basic changes and assumptions I've made in the Mod: I've introduced crossbowmen (Nu). I've introduced a new missile-formation of archer/crossbow/ping 3-row deep ranks. Only the missile infantry of the first 2 rows of the missile-formation can attack. Units killed within the formation are removed and the formation is reassembled downward. Cavalry and Chariots can be attacked by missile troops in missile-formation . I've also bumped the game up to a 7 player game to match the 7 warring states. The 7 banners of the 7 warring states now replaces the 6 heroes. I've increased some of the unit numbers and dec
What this expansion brings
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