Hi,
Here are some answers to the questions:
Quote:
So, how do the conspiracies work? You play Conspiracy with a Prince or a Councillor, attack with strength of 1 (or 2, if you're attacking a Noble territory). Defender can use armies to defend. If you win, Conspiracy is placed on the territory, which is then placed in the middle. Is that correct?
Yes, that is correct. And if a player wants to conquer this independent territory the player must fight against the conspirators (who have +1 strength). And if the Conspirators are in a territory with Fort their force will be +2.
Quote:
That would be simple, but not appropriate in this game. The rule quote means - I think - that the Prince or Councillor can play the Punishment card in any territory - it doesn't have to be a territory that borders with with the territory suffering from Conspiracy.
The Prince or Councillor can play the Punishment in any territory. The reason of this rule is simple: It's very difficult to know when and where a player is going to attack with a conspiracy, if the punishment could be used only in border territories, players would not conserve the card in their hands, because it would not be sufficiently powerful. The cards in a player's hand never are enough to do all the player's wants and players should choose very well the cards to remain.
Quote:
I'm glad you raised the question of the Ecclesiastic Principality (EP). This seems way out of balance as you say. Like you, I cannot see how the EP player can be defeated by Conspiracy except in Noble Territories. A third of the territories are Noble but even so it seems a huge advantage. Note that Hereditary Principality has +1 against Conspiracy and Popular Principality has +1 against Revolts so they have half the EP benefit. It's the Noble Prince that is worst off I think. His additional army card benefit could easily be overtaken by the luck of the cards during the game, whereas the other advantages are permanent.
The supremacy of the Ecclesiastic Prince is founded in Niccolò Machiavelli’s thought and for this reason we wanted to show it in the game. But the advantages of this principality are not so decisive in the game play. Councillors and Princes with Conspiracies can’t do many other important actions. Revolts and Conspiracies aren’t so powerful because:
-They need a Councillor or a Prince: to have a Councillor is not so easy and, if the player has not a Captain, the Prince has to command the army.
-With a Conspiracy the player doesn’t gain a territory, and moreover the territory is independent and defended by the conspirators in the middle of the table.
-Conspiracies and Revolts are cards that the player loses once they are played.
The Noble Prince has a Citizen Army Card extra and this card is highly valuable because in battles generally this type of army is not lost.
Quote:
1. How many cards do you draw on the first turn of the game? You are dealt 3 Territory cards but these are not yet on the table. I assume that you therefore just draw the +4 cards giving you 10 cards to start: The Prince, 3 x Territory, 1 Citizen Army, 1 Mercenary Army and the 4 draw cards. (+1 if you're a Noble Principality)
In the Preparation of game players must have 3 territories on the table, 1 Citizen Army and 1 Mercenary Army (Noble Prince has 3 territories, 2 Citizen Armies and 1 Mercenary Army). In the First Stage players can discard cards and take new cards with a maximum of 7 (3 territories + 4).
Thanks!
Borja