Dungeon Lords: The Paladin Rules!

 Dungeon Lords: The Paladin Rules!
Don’t let the title fool you. The paladin doesn’t
rule. You do. Or at least you will, once you master these rules.
You can use these rules to play Dungeon Lords with all
three paladins. These rules are also consistent with the
two-paladins variant. If you wanted to make your own paladins with even more hit points, you could use these rules
for a four-paladin game. (But you’d have to be awfully evil
to get all four paladins into play.)
The Paladins
Enter Play
Being evil isn’t special. All dungeon lords are evil. That’s
why paladins usually stay in their tent polishing their armor. To attract the attention of a paladin, you need to be
impressively evil.
Egregiously Evil.
Players whose markers are on or above the paladin space
on the Evilometer are Egregiously Evil – evil enough to
attract a paladin. The other players are still evil, but they
aren’t “Egregiously Evil”.
No paladin enters play until one or more players are Egregiously Evil.
Can we call that “Rule 1”?
What? You want us to number our rules? That’s
so old school. But I guess you are an old school
minion.
Rule 1a: Whenever the number of Egregiously Evil players exceeds the number of paladins in play, then new
paladins enter play so that each Egregiously Evil player
has one.
Rule 1b: If the Egregiously Evil players outnumber the
paladins prepared for the round, then all paladins remaining in the tent enter play, but not every Egregiously
Evil player will get one.
Well, that’s Rule 2.
Who Gets Which
Paladin
Paladins are always assigned so that the most evil player
gets the toughest paladin in play (the one with the most hit
points). When new paladins enter play, you might need to
re-assign all paladins in play to make this work out. You’ll
also have to re-assign paladins when players change order
on the Evilometer.
When assigning paladins, some players are just ignored.
Players who are not Egregiously Evil will not get one ...
unless they already have one.
Rule 2a: When assigning paladins, consider only players
who are Egregiously Evil or who currently have a paladin.
Now just assign paladins in order to the most evil players
under consideration.
Rule 2b: The toughest paladin in play goes to the player
who is most evil. The second toughest goes to the second
most evil player. And so on.
Paladins have their own system for breaking ties. (Don’t
use this system to break ties for other things.)
Rule 3a: A player higher on the Evilometer is more evil
than a player lower on the Evilometer.
Rule 3b: Among players tied on the Evilometer, those
with paladins are more evil than those without.
Rule 3c: Among tied players with paladins, a player with
a tougher paladin is more evil than one with a wimpier
paladin.
Rule 3d: Among tied players without paladins, play order
determines who is most evil, as usual.
Figure out who will be getting which paladin and then
move all the paladins at the same time.
Examples:
Rule 1c: If only some of the paladins need to enter play,
the ones with more hit points remain in the tent.
When a paladin “enters play” it is assigned to a player’s
dungeon. All paladins assigned to dungeons are “in play”
and they will stay assigned to someone’s dungeon until
they are defeated in combat or until the end of the round.
That’s great. But we also need to say which
player gets which paladin.
Red got a paladin but managed to do enough good deeds
to drop below the paladin space on the Evilometer. During the masquerade, Red and Blue both reach the paladin
space at the same time. Because 2 players are Egregiously
Evil, Rule 1a says a second paladin must come into play.
(Because this game has 3 paladins, the human paladin
comes into play and the dwarf remains in the tent (Rule
1c).) Rule 3b says that Red is more evil than Blue, so Red
gets the human paladin and the elf goes to Blue’s dungeon.
Uh oh. Now Yellow has done something really evil and
jumped above Red and Blue. The dwarf comes into play
(Rule 1a). Yellow is the most evil, so he gets the dwarf
(Rule 3a). Red is still more evil than Blue (Rule 3c) so the
elf and the human do not change dungeons.
Paladins in Combat
Paladins can enter play or move from dungeon to dungeon
even during Combat. The rules are the same as above, with
one exception.
Rule 4: A player who eliminates a paladin will not be assigned another paladin for the remainder of the Year.
So if you have one of this Year’s paladins in your prison, all
the other paladins will ignore you as though you were not
on the Evilometer at all – even if you are Egregiously Evil.
Who wants to be ignored? You should try this
hard-core variant:
Multiple Capture
Variant
If you want to be able to capture more than one paladin
in a Year, disregard the previous section and use this rule
instead:
Variant Rule 4: When a player eliminates a paladin, no
paladins enter play or change dungeons until that player’s turn is done.
If you eliminate a paladin, the others are too shocked to
come to your dungeon right away. They don’t move until
your turn is over. That means you might drop on the Evilometer (because of Conquering) before the paladins move.
Regardless of how your turn ends (a normal Conquering
Step, a skipped Conquering Step, or an early end because
you eliminated all adventurers) you must re-evaluate the
paladins at the end of your turn. Because the imprisoned
paladin is no longer among the adventurers attacking the
dungeon, you are without a paladin when this evaluation
takes place. (So Rule 2a and Rule 3b treat you just like a
player with no paladin at the end of your turn.)
Example:
Red eliminates the human paladin and puts him in her
prison. The other two paladins are too shocked to move.
After Conquering, Red drops down to share the same
space as Blue.
Now Red’s turn is over. Because 2 players are Egregiously
Evil, 2 paladins need to be in play. The human paladin is
not in play and cannot come back into play. So it is up to
the dwarf. He leaves the tent.
Who gets the dwarf? Rule 3b says that Blue is now more
evil than Red, so Blue gets the dwarf and Red will get the
elf. (If Red had still been above Blue on the Evilometer,
then Red would have gotten the dwarf and the elf would
not have moved.)
Allow me to point out that –
Hey! You’re not going to warn them about the
dangers of taking on multiple paladins, are
you?
Ah ... no. I just want to point out that they can
use this variant even in a 2-paladin game.
Okay then.
Examples
“Special Case”:
In a 2-paladin game, this works as explained in the Festival Season rules. Yellow gets the dwarf (Rule 3a) and the
elf moves to Red (Rule 3c).
I’m Innocent:
This is a 3-paladin game with the Multiple Capture Variant. Red and Blue have each gotten a paladin. The dwarf
is sulking in his tent. Red has dropped below the paladin
space.
In Combat, Blue eliminates the human paladin. The elf
is too shocked to move until after Conquering (Variant
Rule 4). Blue drops below the paladin space. Even though
Blue is more evil than Red, he is not Egregiously Evil. Blue
will not be assigned a new paladin (Rule 2a). The elf will
not move.
Big Swap
Beginning
the Second Year
The Second Year uses the same rules as the first. The only
difference is that some players might begin the Year as
Egregiously Evil. Assign those players a Second-Year paladin immediately, according to Rules 1 and 2. Break ties according to Rules 3a and 3d. (Rules 3b and 3c do not apply
because no one has a paladin yet.) The fate of First-Year
paladins has no influence on the assignment of SecondYear paladins.
That’s it. I think you’ll get the hang of it as soon
as you see a few more examples.
This is a 3-paladin game. Earlier in the game, two paladins were assigned to Red and Blue. Since then, Red has
moved below the paladin space. Note that Red has the
wimpier paladin (consistent with Rule 2b).
At the end of the masquerade ball, Blue moves down 1
space and everyone else moves up. Because this is a 3-paladin game, the dwarf must come into play (Rule 1b).
All 4 players are under consideration (Rule 2a). Blue is
under consideration because he has a paladin. All the oth-
ers are under consideration because they are Egregiously
Evil.
Even though Blue is under consideration, he will not be
assigned a paladin. The other 3 players are more evil than
he is because they are higher on the Evilometer (Rule 3a).
Among those players, Red is the most evil because he has a
paladin (Rule 3b). Red will get the dwarf. The elf and the
human will go to Yellow and Blue. They will have to use
play order to determine which is nicer (Rule 3d).
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