Warlords and Sellswords is card game about building an army to impress the local king so that he will hire you to fight his war. You will compete against other new armies over a ten turn game. The king has outlawed open combat between all armies applying for the job but subterfuge and trickery are viable options. You can murder, steal, and disrupt the other army’s troops to make yours look the most appealing for war. The king will make his decision at the end of 10th day but each day leading up to it he will send an adviser to form an opinion of each army.
Setup Shuffle The Soldiers, Wizards, and Supply Decks together and place them in the center of the table. This is the main deck. Place five cards face down off the main deck in the center of the table. This forms the Trade Caravan.
Deal 5 cards off the deck to each player. These cards are the player's hand.
Place 5 conscripts on the table in front of each player. These form the player's army.
Randomly decide the first player.
Gameplay Game play consists of 10 rounds.
Each round has 4 phases: Draw, Play, Cleanup, and Evaluate. Each player will get a turn in each phase, starting with the first player each round.
Play passes clockwise.
Draw Phase All players complete this phase before moving to the play phase. Select one Card from the trade caravan to draw.
Replace the missing card with one of the center deck.
Draw two cards from the center deck.
Each player has two options during their play phase.
1) The player may choose to not play any cards and draw two cards off the deck. This ends their play phase turn.
2) Each player may play as many cards as they can afford. There is no action limit.
During the play phase players may discard two cards from their hand to produce one resource of any type. They may do this as many times as they have cards. At the end of the play phase, if a player has more than 10 cards in hand, they must discard down to 10 cards.
Cleanup Phase If a card has text related to the cleanup phase, resolve it during this phase.
Evaluate Phase Count the total power of your army, including all supplies, but not including recommendations.
The player with the most Power gets the Crowns' favor and a single recommendation.
In the event of a tie, the player with the largest army wins a tie.
In the event of a second tie, the player who went closest in turn order from the First player wins.
James, Beth and Tony have just finished a round. James is the first player, with Beth and then Tony in turn order. If all three tie at the end of the round, James will take the recommendation. If only Beth and Tony tie, Beth will take the recommendation.
Resources There are 3 types of resources: Gold, Arms and Rations. These last for one round, and are used to purchase troops for your army.
Card Types Cards come in 3 types, divided by deck. Soldiers, Wizards, and Supplies.
Playing a Card You may play a card during your play phase if you can first satisfy the cost. The cost will be printed on the bottom of the card.
Once you have paid for a Soldier or Wizard, place it into your army. There is no limit to the number of troops you may have in your army. Supplies are either equipped to a troop in your army, or are discarded upon use.
Hiring Hiring a card happens by paying its cost. Once a card
is hired, its hire effect happens immediately (if it has a hire effect).
Promotion A card
can be promoted into another card. For example, to promote a Footsoldier into
an Infantry, discard the Footsoldier from play, and play the Infantry. The
promote cost is in the bottom right hand portion of the cards, not all cards
can be promoted into. Promoting a card also
triggers its hire effect.
are magic items that have an immediate effect once they are played. Paying it’s
cost and playing the scroll allows the player to use it’s effect once. Once the
effect is resolved discard the scroll. Ending the Game In the
tenth round there is no evaluation phase. Instead players count up the total
power of their army, and count the number of recommendations they have. (Total
Power + # of recommendations ) = Total influence The player with the highest
influence wins the game! In the event of a tie, all players in the tie win!
Here is a video of both creators of the game playing two rounds. This video is to show you cadence of the game not how to play. This will give you a feel for what playing the game is like. Enjoy!
and Sellswords does not require much to play, in the box you will find the
following items: Soldiers deck: ~100 cards Wizards deck: ~75 cards Supplies deck: ~75 cards Conscripts : 35 cards Crown’s Favor token The Rulebook
game does not require a board or dice or any tokens. All you need is the cards
and first player token.
If you support our project we have some great backer rewards
beyond a copy of the game. We have
something we call the “Gamers Pack” which contains a copy of the game, a
playmat, and a set of sleeves to protect your copy of the game. The playmat will feature custom art work by the
game’s artist, Wi Waffles, and will help keep your cards clean and protected. The sleeves will be made by Legion and will
also feature custom art work.
For our larger supporters we have some really great art based
rewards including getting your likeness included in varying degrees on cards. You can even work one on one with the designers
of the game to help make a card.
If you donate anything you will be able to voice your opinion
when we make custom cards with the Kickstarter.
Our artist for this project is Wi Waffles. She is a very talented artist that we crossed paths with while playing a card game in the Deep South. Here is the link to some of her work, you might even see some previews of art that will be in our game. http://wiwaffles.tumblr.com/
Here are some reviews and/or
comments about the game by people who have played the game. We have more reviews
coming. We have sent some games out and the reviews coming in soon….we hope.
"Warlords & Sellswords is a blast to play.
It’s simple to set up, easy to learn, and has lots of dynamic card interactions
that will make each game unique. I’ve always been a fan of innovative games
which have strong strategies and this is definitely a game to support" ~Andrew S.
"I had a chance to play Warlords and Sellswords, and it is one of the most entertaining new games I've played. The hand and army management mechanics it contains is an innovative evolution of the concept of ever changing resources. The game has tons of interesting synergies between cards that make every time you play different, all depending on luck of the draw, and which choices you make. You have to discard some cards to play others, so there is never an easy choice or a throwaway turn. It's greatest strentgh though, and the best quality of any game that you must play with friends, is that the game is easy to learn despite being full of complexity." ~ Dylan S.
"Played W&S this weekend. It reminds me a bit of Caylus or Diplomacy: every turn a titan rises and on the next turn he or she is stricken down by the other players. Too much fun. There's seriously no way of knowing who's going to win until the very last turn, so even if you think you're behind you still have a chance! (And if you think you're ahead, plan for failure.)
I want the custom sleeves!! I'll be interested to see how you handle showing the different card types on the back of the sleeves. It worked pretty well in game." ~Elena A
"I had the chance to play Warlords and Sellswords last night and just wanted to say it isn't like any other game I know of out there! Since there are always 10 rounds per game, you really have a chance to develop your strategy based on how many turns are left. The first few rounds were a little slow, but everyone who played it picked up on it pretty quickly and man did things get heated and ugly! While turn order has extreme advantages and disadvantages the first player changes most turns keeping the flow interesting. I know that Warlords and Sellswords won't disappoint!" ~ Megan F
Every 5K above Goal We will add a new card to the base game. We will decide on the type and abilities of this card through backer input. Any reward tier, (even $1!) will be allowed to voice their opinion and vote in backer polls to determine Stretch Goal cards. All cards added in this way will ship with all Kickstarter copies but may not become part of the base game. They could be added to the first expansion (currently in development) or could remain as limited promos. (This will be decided on a card by card bases)
15.5K - Metal First Player Token We will ship an additional first player token of metal Much higher quality than the standard cardboard, with a satisfying weight to it.
16K - A blank set of cards from each deck so you can draft your own ideas for cards and play with them. Share your ideas with us, and it may make it into a future expansion or promo release.
17K - Card stock upgrade We will print the card on a heavier quality card stock, of embossed linen. These cards resist wear and tear for much longer, and are smoother to move and pick up on a flat surface.
More Stretch Goals to be announced
Risks and challenges
This is the second Kickstarter for Warlords & Sellswords. We explored some different manufactures which will allow us to print at lower quantities and allowed us to set our funding goal much lower.
With any project which involves manufacturing or custom printing there are many different aspects that could cause issues. We plan is to stay in constant contact with all parties involved and tackle any issues that come up quickly and professionally.