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Tuesday, 20 December 2022

Atteint Skills

Back in the day, when I put together Atteint, someone who took it upon themselves to play it suggested that the knights needed some kind of skills to add a little variety to each joust.

To be honest I agree with this; it would make things more interesting if each one had something that set them apart from their opponent. Obviously what you're looking at is giving each knight an ability that allows them to change, tweak or ignore a particular rule. And that's always a tricky thing, because you don't want to make any of them too powerful so that they dominate or break the game. Skills have to sit nicely within the granularity of the rules and act like spices; add flavour without overpowering it.

Anyway, I've given it some thought and come up with a few ideas which, I stress, I have not played or tested at all:

Gallant - The knight starts the joust with a Favour from the Ladies' Court

Chivalrous - The knight starts the joust with one Marshal point.

Master of the Lance - The knight may start a pass with his focus on Aim

Quick-Witted - Once per pass the knight may change his focus without having rolled a double, so long as one of his dice shows a '6'.

Fierce - When rolling to unhorse their opponent, the knight may reroll one of the D6

Horsemanship - Once per pass, when rolling for movement at the start of the turn, the knight may reroll the die

Unflinching - The knight's opponent may not reduce this knight's Aim score when rolling against their Balance

Milady's Favourite - When rerolling the dice after spending a Favour, if the dice score a double then you do not lose the Favour.

I'm sure there are other possibilities (and if you have any ideas I'd be glad to hear them). I have eight knight figures, so I can run one knight with each skill in some test games and see how they play out. 


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