Game Description: River Crossing
The Quick Take
Weeks of opening skirmishes have finally created a key opportunity for the North: they have pushed the Southern forces back to the mighty river that marks the borders of the South’s core lands. If the North’s assault is to continue, it must breach this barrier with as much strength and speed as possible. The success of this crossing will decide how easy it to siege the main Southern capitals beyond.
Each side will again field four armies for this game. As before, each gets one appropriately marked banner. The North also has a set of six siege engines, and the South several small fortified positions built to help defend the river. A timer will be running in the background, and time will be marked by regular announcements.
The goal for the North is to move as many of its banners and engines across the river as possible, and as quickly as possible. The goal for the South is to destroy as many of these units as possible, or at least stall them. Points are therefore scored by both units and time.
For units, each Northern banner is worth one victory point, and each Northern engine is worth two victory points. The North scores these points by moving the units off the Southern border, and the South by destroying them (unscored units have no value if time runs out). Units are out of play until entered by the North. Banners have one respawn; engines may not respawn. Total unit points are therefore 20.
For time, the North starts out with 20 victory points, and the South with zero. For the first 10 minutes of the game, these points do not change. For the next 20 minutes, the North loses one point per minute, and the South gains one point per minute. For the last 10 minutes of the game, these points do not change. Total time points are therefore 20.
The game ends when all Northern units are scored, or after 40 minutes have passed, whichever comes first.
The Fine Print
Fortifications
The South has managed to build two small but primitive fortifications on their side of the river. Each structure can hold four players, and has the effect of granting one luck point to its inhabitants, usable only against projectile or spellball fire crossing its front. A fortification takes damage and can be destroyed in the same manner as a siege engine.
River
There are two ways for the North to cross the river.
The first is the bridge. This is treated as normal terrain, with the exception that people who go off the edge suffer negative effects. If they are in the center (middle 60%), they are treated as drowned. If they are near the edges (end 20%), they must go to their knees and wade to the nearest shore, after which they are treated as recovering (stunned) for a ten-count. Siege engines move at full pace on the bridge.
The second is the ford. This is treated as shallow water, meaning anyone crossing it must drop to their knees (unless aquatic, large, or flying). If a player is heavily armored – defined as three or more points – he must also move at a moderate pace while crossing. Siege engines move at a slow walk in the ford.
The river is otherwise impassable by foot.
Other
Please refer to the “common rules” for additional details on specific mechanics.
Story Consequences
If the North managed to win the first game decisively, the South loses one of its fortifications. If the South won decisively, it gains one additional fortification.



