ZhanGuo

ZhanGuo
This is a mod for the cardgame Illiad which is originally based on the Trojan war between the Greek states and Troy over Helen.
Changes have been made to convert the game into the 7 states of late ZhanGuo (Warring States) period of China ca. 4th-3rd century B.C.
Distinctive elements of late Warring States warfare have been incorporated into the game, whilst trying to stay within the original spirit of the Illiad gameplay.
State Banners (Heroes)
1. Zhao
2. Wei
3. Han
4. Yan
5. Chu
6. Qi
7. Qin
Tiles
Bamboo Bian +1 (Agamemnon +1)
Stone Bian +2 (Athena +2)
Bronze Bian +2 (Poseidon +2)
Units
Crossbow Trap (Harrow) - 6 cards
- prevents Cavalry and Chariot from being deployed
Yunti Che (Trojan Horse) - 6 cards
- hides units within (Ping, Gong & Nu)
Pili Che (Catapult) - 8 cards
- targets Crossbow Trap, Yunti Che, Pili Che & Chuangze Nu
Chuangzi Nu (Ballista) - 8 cards
- targets Cavalry, Chariot, Chao Che & Chuangze Nu
Chao Che x2 (Elephant x2) - 8 cards
- allows mounting of infantry (Ping, Gong & Nu), x2 to total unit values
- mounted Nu and Gong can target any unit in any rank of Missile or Skirmish formations
Cavalry (Chariot) - 4 cards
- targets all infantry units, can attack without being first deployed
Chariot (Chariot) - 4 cards
- targets all infantry units, can attack without being first deployed
Nu 2 (.....) - 6 cards
when not in formation
- targets Nu, Gong & Ping or 1st to 2nd rank of Nu, Gong & Ping in formation
when in 3-row deep "missile-formation" in any value combination
- targets Nu, Gong & Ping, 1st to 2nd rank of Nu, Gong & Ping in formation or Cavalry & Chariots
- only missile units in the first two rows can attack
- values are calculated as the sum of unit values from the first two rows multiplied by the unit value from the last row
Gong 1 (Archers 1) - 8 cards
when not in formation
- targets Nu, Gong & Ping or 1st rank of Nu, Gong & Ping in formation
when in 3-row deep "missile-formation" in any value combination
- targets Nu, Gong & Ping, 1st rank of Nu, Gong & Ping in formation or Cavalry
- only missile units in the first two rows can attack
- values are calculated as the sum of unit values from the first two rows multiplied by the unit value from the last row
Ping 1 (Hoplite 1) - 6 cards
- can be deployed into 4-row deep "skirmish-formation" in decreasing value
- values are calculated as the sum of all unit values multiplied by the number of rows
Ping 2 (Hoplite 2) - 7 cards
- can be deployed into 4-row deep "skirmish-formation" in decreasing value
- values are calculated as the sum of all unit values multiplied by the number of rows
Ping 3 (Hoplite 3) - 8 cards
- can be deployed into 4-row deep "skirmish-formation" in decreasing value
- values are calculated as the sum of all unit values multiplied by the number of rows
Ping 4 (Hoplite 4) - 9 cards
- can be deployed into 4-row deep "skirmish-formation" in decreasing value
- values are calculated as the sum of all unit values multiplied by the number of rows
Victory Cards
Mandate of Heaven (Helen) - 1 card
City +1 (Victory Town +1) - 4 cards
Fortress +1 (Victory Tireme +1) - 4 cards
City +2 (Victory Town +2) - 5 cards
Fortress +2 (Victory Tireme +2) - 5 cards
City +3(Victory Town +3) - 4 card
Fortress +3 (Victory Tireme +3) - 4 cards
Oracle Cards
Zhan Shen -1 (Thanatos -1) - 4 cards
Zhan Shen -2 (Thanatos -2) - 3 cards
7th Month Hungry Ghost Festival (Gorgon) - 2 cards
The following are some of the basic changes and assumptions I've made in the Mod:
I've introduced crossbowmen (Nu).
I've introduced a new "missile-formation" of archer/crossbow/ping 3-row deep ranks. Only the missile infantry of the first 2 rows of the "missile-formation" can attack. Units killed within the formation are removed and the formation is reassembled downward. Cavalry and Chariots can be attacked by missile troops in "missile-formation".
I've also bumped the game up to a 7 player game to match the 7 warring states. The 7 banners of the 7 warring states now replaces the 6 heroes.
I've increased some of the unit numbers and decreased others to enable the additional 7th player, to take into account the new crossbowmen, as well as to rebalance the game towards a slightly higher emphasis on missile troops.
Gorgon is now 7th Month Hungry Ghost Festival.
Thanatos is now Zhan Shen.
Helen is replaced by the Mandate of Heaven.
City/Tireme replaced by the duality of Civil/Military City/Fortress.
Agamemnon, Athena & Poseidon have been replaced by Bian (Tablets),a Bamboo Bian, a Stone Bian (for Civil City) & a Bronze Bian (for Martial Fortress) respectively.
Chariots are now split into lower value Cavalry & higher value Chariots.
Trojan Horse is now a Yunti Che.
Elephant is now Chao Che.
Harrows are now Crossbow Traps.
All other units remain basically the same except labeled in their Chinese equivalent.
Go here for more info: http://www.act.com.sg/zhanguo/
Changes have been made to convert the game into the 7 states of late ZhanGuo (Warring States) period of China ca. 4th-3rd century B.C.
Distinctive elements of late Warring States warfare have been incorporated into the game, whilst trying to stay within the original spirit of the Illiad gameplay.
State Banners (Heroes)
1. Zhao
2. Wei
3. Han
4. Yan
5. Chu
6. Qi
7. Qin
Tiles
Bamboo Bian +1 (Agamemnon +1)
Stone Bian +2 (Athena +2)
Bronze Bian +2 (Poseidon +2)
Units
Crossbow Trap (Harrow) - 6 cards
- prevents Cavalry and Chariot from being deployed
Yunti Che (Trojan Horse) - 6 cards
- hides units within (Ping, Gong & Nu)
Pili Che (Catapult) - 8 cards
- targets Crossbow Trap, Yunti Che, Pili Che & Chuangze Nu
Chuangzi Nu (Ballista) - 8 cards
- targets Cavalry, Chariot, Chao Che & Chuangze Nu
Chao Che x2 (Elephant x2) - 8 cards
- allows mounting of infantry (Ping, Gong & Nu), x2 to total unit values
- mounted Nu and Gong can target any unit in any rank of Missile or Skirmish formations
Cavalry (Chariot) - 4 cards
- targets all infantry units, can attack without being first deployed
Chariot (Chariot) - 4 cards
- targets all infantry units, can attack without being first deployed
Nu 2 (.....) - 6 cards
when not in formation
- targets Nu, Gong & Ping or 1st to 2nd rank of Nu, Gong & Ping in formation
when in 3-row deep "missile-formation" in any value combination
- targets Nu, Gong & Ping, 1st to 2nd rank of Nu, Gong & Ping in formation or Cavalry & Chariots
- only missile units in the first two rows can attack
- values are calculated as the sum of unit values from the first two rows multiplied by the unit value from the last row
Gong 1 (Archers 1) - 8 cards
when not in formation
- targets Nu, Gong & Ping or 1st rank of Nu, Gong & Ping in formation
when in 3-row deep "missile-formation" in any value combination
- targets Nu, Gong & Ping, 1st rank of Nu, Gong & Ping in formation or Cavalry
- only missile units in the first two rows can attack
- values are calculated as the sum of unit values from the first two rows multiplied by the unit value from the last row
Ping 1 (Hoplite 1) - 6 cards
- can be deployed into 4-row deep "skirmish-formation" in decreasing value
- values are calculated as the sum of all unit values multiplied by the number of rows
Ping 2 (Hoplite 2) - 7 cards
- can be deployed into 4-row deep "skirmish-formation" in decreasing value
- values are calculated as the sum of all unit values multiplied by the number of rows
Ping 3 (Hoplite 3) - 8 cards
- can be deployed into 4-row deep "skirmish-formation" in decreasing value
- values are calculated as the sum of all unit values multiplied by the number of rows
Ping 4 (Hoplite 4) - 9 cards
- can be deployed into 4-row deep "skirmish-formation" in decreasing value
- values are calculated as the sum of all unit values multiplied by the number of rows
Victory Cards
Mandate of Heaven (Helen) - 1 card
City +1 (Victory Town +1) - 4 cards
Fortress +1 (Victory Tireme +1) - 4 cards
City +2 (Victory Town +2) - 5 cards
Fortress +2 (Victory Tireme +2) - 5 cards
City +3(Victory Town +3) - 4 card
Fortress +3 (Victory Tireme +3) - 4 cards
Oracle Cards
Zhan Shen -1 (Thanatos -1) - 4 cards
Zhan Shen -2 (Thanatos -2) - 3 cards
7th Month Hungry Ghost Festival (Gorgon) - 2 cards
The following are some of the basic changes and assumptions I've made in the Mod:
I've introduced crossbowmen (Nu).
I've introduced a new "missile-formation" of archer/crossbow/ping 3-row deep ranks. Only the missile infantry of the first 2 rows of the "missile-formation" can attack. Units killed within the formation are removed and the formation is reassembled downward. Cavalry and Chariots can be attacked by missile troops in "missile-formation".
I've also bumped the game up to a 7 player game to match the 7 warring states. The 7 banners of the 7 warring states now replaces the 6 heroes.
I've increased some of the unit numbers and decreased others to enable the additional 7th player, to take into account the new crossbowmen, as well as to rebalance the game towards a slightly higher emphasis on missile troops.
Gorgon is now 7th Month Hungry Ghost Festival.
Thanatos is now Zhan Shen.
Helen is replaced by the Mandate of Heaven.
City/Tireme replaced by the duality of Civil/Military City/Fortress.
Agamemnon, Athena & Poseidon have been replaced by Bian (Tablets),a Bamboo Bian, a Stone Bian (for Civil City) & a Bronze Bian (for Martial Fortress) respectively.
Chariots are now split into lower value Cavalry & higher value Chariots.
Trojan Horse is now a Yunti Che.
Elephant is now Chao Che.
Harrows are now Crossbow Traps.
All other units remain basically the same except labeled in their Chinese equivalent.
Go here for more info: http://www.act.com.sg/zhanguo/
Player Count
2
-
7
Playing Time
45
Age
0
Year Released
2007