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CASTLE DEFENSE - 101

CASTLE DEFENSE - 101. Survival of the Luckiest and most Prepared!. Rules of Engagement. In the first round ALL Defenses add their bonuses. Each subsequent round, students select TWO of their FOUR (total) defenses to ‘engage’. Those apply active bonuses to their role

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CASTLE DEFENSE - 101

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  1. CASTLE DEFENSE - 101 Survival of the Luckiest and most Prepared!

  2. Rules of Engagement • In the first round ALL Defenses add their bonuses. • Each subsequent round, students select TWO of their FOUR (total) defenses to ‘engage’. Those apply active bonuses to their role • After the Castle Team chooses their defenses, the Siege Attack Team (Mr. Harnish + Invisible Friends) reveals its attack plan for the round. • Whichever team rolls higher (bonuses applied) wins the round. • If your castle ever loses (even 1 round), you castle has been defeated and must sit out the remaining rounds. • The Castle standing last wins!

  3. ExtraBonuses (For the Diligent) • (+1)  A Picture displaying the defensive techniques used by your team • (+1)  A Coat-of-Arms displaying the sigil/flag of your castle team • (+1)  A written account of what benefits your defensive choices added to your castle

  4. Castle Defenses • Iron Gate  Prevents Invasion (+2) • High Stone Walls  Prevents Invasion (+2) • Grain Storage  Prevents Starvation (+2) • Regular Trade Caravan  Prevents Starvation(+2) • Local Hospital  Prevents Disease (+2) • Good Hygiene  Prevents Disease (+2) • Watch Towers  Overall Bonus (+1) • Strong Leaders  Overall Bonus (+1) • Defensive Moat  Prevents any Direct Assault (+1) • Archers  Weakens Enemy Assault (-1 / -2) • Murder Holes  Weakens Assault (-1)

  5. Possible Attacks • Battering Ram (Invasion) = Direct Assault • Catapult Attack (Invasion) • Mobile Towers (Invasion) = Direct Assault • Biological Attack (Disease) • Infestation of Water Supply (Disease) • Attrition Round (Starvation) • Fire Arrows (Starvation) • Tunneling (Invasion) [takes 2 rounds] = Direct Assault

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