- 1 The Extra Flair of Condottiere
- 1.1 1. Mercenary Cards
- 1.2 2. Expanded Armies
- 1.3 3. City Special Abilities
- 1.4 4. Territory Control
- 1.5 5. Capital City Siege
- 1.6 6. Diplomacy
- 1.7 7. Double Deck
- 1.8 Let’s Draw After Every Battle
- 1.9 Playing for Victory
- 1.10 Bigger Kingdoms
- 1.11 Capturing Regions
- 1.12 A Twist of Deception
The Extra Flair of Condottiere
Hey there! If you want to spice up your Condottiere game, I’ve got some optional rules for you to consider. These will make your game longer and even more exciting.
1. Mercenary Cards
Want to bring in some wildcards to the mix? Well, now you can! Introducing Mercenary Cards. These sneaky cards can be included in the deck, bringing unpredictability and chaos to the battlefield.
2. Expanded Armies
Do you think bigger is better? Then you’ll love the Expanded Armies rule. In this version, players can recruit more soldiers, making their armies even more formidable. Get ready for epic battles!
3. City Special Abilities
Each city now has its own unique powers. That’s right – your strategic decisions will have an extra twist in this version. Choose your cities wisely and make the most of their special abilities to gain the upper hand.
4. Territory Control
If you’re all about claiming territories, this rule is for you. Now, not only do you have to strategically place your soldiers, but you also have to control specific territories to score points. Hold on tight, because the competition just got tougher!
5. Capital City Siege
The stakes just got higher with the Capital City Siege rule. Prepare for the ultimate showdown as players attempt to siege and conquer the enemy’s capital city. It’s all or nothing in this thrilling endgame.
Are you a master negotiator? If so, the Diplomacy rule is right up your alley. Now you have the power to form alliances and forge truces with other players. But beware, trust can be a fragile thing in the world of Condottiere.
7. Double Deck
For the seasoned players craving even more action, there’s the Double Deck rule. This means not one, but two full decks of cards are in play. Get ready for twice the surprises, twice the strategy, and twice the fun!
So, my friend, if you’re looking to take your Condottiere game to the next level, give these optional rules a try. They’ll add that extra flair and keep you on the edge of your seat. Enjoy the journey!
Let’s Draw After Every Battle
Hey there! In this cool version of the game, we get to draw cards at the end of each battle, not just each round. We even ditch the whole “rounds” thing and focus on a series of exciting battles. At the start of the game, we’ll each have 7 cards instead of the usual 10.
Here’s how battles work:
Step 1: Compare Strength (like usual)
Step 2: Draw Some Cards
Step 3: Choose Your Next Battle (following the normal rules)
Step 4: Discard Your Battle Lines (just like always)
Playing for Victory
Now here’s where things get really interesting. With this variant, we get to amp up the strategy and negotiation because we’ll play multiple games to determine the ultimate winner. How awesome is that?
In the game of Condottiere, we have the option to assign a score of either 20 or 30 points for players to aim for throughout a series of games. At the end of each game, points are given out as follows:
- You get one point for each region you control.
- If you win a game by controlling 3 adjacent regions (or 4 adjacent regions with 2 or 3 players), you will also receive a bonus of 5 points, in addition to the points earned for each region controlled.
Keep playing games until one or more players reach or exceed the designated score. The player with the most points at that point is declared the winner. If there is a tie in points, settle it with a final battle using the normal rules.
Note: If you choose to use this option, we recommend not using the “Capturing Regions” variant discussed below.
Hey there! Have you ever played this game variant? It’s pretty cool because it makes the game longer and more challenging. You see, instead of winning by controlling a few neighboring regions, you have to control even more of them.
Let me explain. Normally, if you’re playing with 4, 5, or 6 players, you only need to control 4 adjacent regions to win. But with this variant, you have to control one more adjacent region than usual to win. So, if you’re playing with 4, 5, or 6 players, you’ll need to control 5 adjacent regions to secure victory. Don’t worry though, if you control 5 regions in total, you still win!
Now, in a 2- or 3-player game, it gets even tougher. You’re gonna need to control 5 adjacent regions or a total of 6 regions in order to claim victory. Yeah, it definitely increases the challenge, but that’s what makes it fun, right?
When playing this variant, you have the opportunity to capture regions that are currently controlled by other players.
Now, you can place the Condottiere token on a region that another player already controls. However, the defending player will have an advantage in the battle. They can choose to pass their turn as many times as they want without losing the ability to play cards later on in the battle.
Once the defending player plays their first card, they must follow the normal rules. If they pass after playing a card, they won’t be able to play any more cards during that battle. This special ability allows the defending player to keep playing cards even after all the other players have passed.
If the battle ends in a tie, the defending player keeps control of the region and also gains the Condottiere token.
When you play a Bishop card, you have two options. You can either put the Favor of the Pope token on any region, even if there’s already a control marker there, or you can take the token off the game board altogether.
A Twist of Deception
Picture this: we’re about to embark on a game of cards, but this time, things are a little different. Welcome to the world of Hidden Cards, where a clever bluff can turn the tables in your favor.
Now, here’s how it works. When I’m feeling strategic, I can play my Mercenary, Drummer, Heroine, and Courtesan cards, but instead of showing them to everyone, I’ll keep them facedown in my battle line. It’s the perfect way to keep my opponents guessing.
But here’s the twist: if I decide to play another card, I have to reveal any facedown cards in my battle line. It’s like peeling back the curtain on a hidden masterpiece. This moment of revelation adds a thrilling suspense to the game.
Now, let’s say my opponent wants to play it sneaky. If they have a facedown card in their battle line and decide to pass, they have the power to keep that card hidden, like a secret waiting to be discovered. The catch is, at the end of the battle, before we count our overall strength, everyone has to come clean and reveal their hidden cards. It’s a nerve-racking moment, but it keeps the playing field fair.
Before we move on, there’s one more thing you should know. Facedown Mercenary cards are off-limits to Scarecrow cards. You can’t use one to get the other, so choose your moves wisely.
Lastly, there’s a card called the Bishop. It’s a special one, indeed. When the Bishop comes into play, it only pays attention to faceup Mercenary cards. Those hidden gems? They don’t even register on the Bishop’s radar. So, keep that in mind as you plot your next move.