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This section deals with making custom commanders for your game of chain-sword. the rules of play are not covered here, but in the core rules page. The default commander build is put below, as well. For the stats of characters in lore, please refer to their respective pages.


Creating CommandersEdit

Creating commanders is as simple as ordering food off a menu. You are given a set number of experience, and you use that experience to select 'feats' that fit your commander's style of play.

However, there is a catch. For the amount of experience you use to make your commander, you have to get weaknesses that correspond to the same amount. Also, you may not choose certain weaknesses that are adjacent to a feat you possess on the table.

For more info, a comprehensive list of feats will be created to determine the compatibility of specific feats to weaknesses or other feats.


Experience and RanksEdit

As you noticed, Experience is used to determine the skill set of your commander - but it can do more than that. Experience can also be converted into army points [AP] to improve your army. 10 XP can be spent and converted into one army point.

When creating a new commander, one normally starts out at 300xp. Having more than that requires an agreement between the two players, or all players involved in the battle.

In the case of campaigns that span multiple maps and have arbiters, experience is gained by winning battles, and other criteria agreed upon by the arbiters.


Feat and Weakness TableEdit

XP COST FEATS WEAKNESSES
You may not take weaknesses adjacent to your chosen feats.
50 Cut your losses - Commander may replicate a Jack with one specific number. [This can be bought repeatedly.] No retreat, No surrender - When a commander plays a Jack, it replicates a specific number instead.
50


Opportunist - Commander may replicate a Queen with one specific number. [This can be bought repeatedly.]

Indecisive Skirmish - When a commander plays a Queen, it replicates a specific number instead.
50 Aggressive Stance - When attacking, your chain has a +1 bonus to it's total value. [Can be bought repeatedly.] Conservative Attack - When attacking, your chain has a -1 bonus to it's total value, to a minimum of zero. [Can be bought repeatedly.]
50 Defensive Stance - When defending, your chain has a +1 bonus to it's total value. [Can be bought repeatedly.] Loose Defense - When defending, your chain has a -1 bonus to it's total value, to a minimum of zero. [Can be bought repeatedly.]
50 Tactical Mobility - During your cycle phase, the commander may spend a Joker to immediately move into the nearest space of a different territory. Transparent Movement - You may not use replication rules during your cycle phase.
50 Lead the charge - If a grunt unit is next to this commander, he gets a +1 bonus to his total chain value when attacking. [can be bought repeatedly.] [aura type.] Pacifistic Outlook - If a grunt unit is next to this commander, he gets a -1 penalty to his total chain value when attacking. [can be bought repeatedly.][aura type.]
50 Lead the defense - If a grunt unit is next to this commander, he gets a +1 bonus to his total chain value when defending. [can be bought repeatedly.] [aura type.] Careless Defense - If a grunt unit is next to this commander, he gets a -1 penalty to his total chain value when defending. [can be bought repeatedly.] [aura type.]
100 Suited for Expedition - Commander may move diagonallyin a single phase, as opposed to just the four cardinal points.

Stick to the sure roads - The commander may only move in one direction during a turn. [He can only move in straight lines.]

100 Well-prepared - Draw one more card every turn. [Can be taken repeatedly, up to 2 times.] Ill-prepared - Draw one less card every turn. [May be taken repeatedly, up to 2 times]
100 Decisive Victory - Commander may replicate a King with a Queen. Pyrrhic Victory - Whenever the commander plays a Queen,it's owner must reveal a king from his/her hand or it has no effect.
100 Dramatic Feint - Commander may replicate a King with a Jack.

Telltale Feint - Whenever the commander plays a Jack,it's owner must reveal a king from his/her hand or it has no effect.

100 Leap - Provided a cycling phase has passed, the commander may move two spaces in one direction. He only feels the effects of the last space he lands on. He cannot land on allied spaces, however.

Reduced to a Crawl - In a turn, the commander can move no more than two spaces in a single direction.

100 Elaborate Distraction - In battle, if the commander's total chain value has reached 20 or higher, you may declare the effect of a jack. The opponent must reset the battle with a jack of his own, or back off. Focused on the battle - In battle, if the commander's total chain value has reached 20 or higher, you may no longer play any jacks.
100 Elaborate Killing Blow - In battle, if the commander's total chain value has reached 20 or higher, you may declare the effect of a queen. The opponent must reset the battle with a queen of his own, or lose his unit. Losing your edge - In battle, if the commander's total chain value has reached 20 or higher, you may no longer play any queens.
100 Force of Personality - Increase the range of all aura type feats AND WEAKNESSES by one space. [can be bought repeatedly until two times.] Weak Personality - Commander can not use auras. If he already has them, they have no effect.
100 Infilitrate - At the start of battle, you may place the commander ANYWHERE on the map. Grand Parade - At the start of the game you can only place your commander in a space next to at least two grunts within your territory. [aura type.]
200 Glorious Coup De Grace - In battle, if the commander's total chain value has reached 25 or higher, you may declare the effect of a king. The opponent must reset the battle with a king of his own, or lose his unit. [Kings can only be used by commanders.] Diminished Greatness - In battle, if the commander's total chain value has reached 25 or higher, you may no longer play any Kings.
200 Phalanx - If a grunt unit is next to this commander, he may replicate a Jack with any card once per battle. [Aura type.] Uncoordinated defense - If a grunt unit is next to this commander, he may not play jacks more than once in battle. [aura type.]
200 Coordinated Assault - If a grunt unit is next to this commander, he may replicate a Queen with any card once per battle. [Aura type.] Lackluster Assault - If a grunt unit is next to this commander, he may not play queens more than once in battle. [aura type.]
200 Efficient - Commander adds a +1 resource bonus to the effects of special points he stands on. Inefficient - The Commander has a -1 resource penalty to special points he is standing on.
200 Resource Management - You have no maximum hand size Limited Stores - Your maximum hand size is now only 5.
200 Brutal Assault - When the Commander attacks, add a +1 to the value of each numerical card used in the chain. Half-Hearted Attack - When the Commander attacks, the value of each numerical card used in the chain is reduced by one.
200 Iron Wall - When the Commander defends, add a +1 to the value of each numerical card used in the chain. Lax Defense - When the Commander defends, the value of each numerical card used in the chain is reduced by one.
200 Learn from your victories - Draw a card whenever the commander kills an opponent. Rest on your laurels - Discard a card whenever your commander kills an opponent.
200 Learn from your failures - Draw a card whenever the commander fails to kill an opponent. Dwell on your failures - Discard a card whenever your commander fails to kill an opponent.
200 Hasty - Provided that a cycle phase has passed, the commander may move any number of spaces in a straight line until he lands on a special point, a trap, or an opponent. if he lands on a space occupied by his ally, he steps one space back. Your own pace - If the commander is to step on a special point, a trap, or an enemy marker [attacking], he must discard one card, on top of any effects involved.
200 Move to the next target - When the commander kills an opponent and enters cycle phase in the same turn, you may return to the move phase for free, provided the commander is the unit being moved. Dwell on the kill - When the commander kills an opponent, he may not be moved [during move phase] for the rest of the turn.
200 Foresee Danger - When a unit you control is killed, you may declare use of this ability. A new move phase is created right after the effect phase, where only your commander may be moved. You may enter effect or combat phase as a result of this move. However, you do not gain a cycle phase after this - the turn simply resumes as normal. Blind to Danger - Whenever a unit is killed [even your opponent's], your commander may not be moved during the next move phase.
200 Stealth - At the start of battle, you may place your commander face down in the field. If you wish to move him or participate in combat, he must be triggered like a trap. You may put him face down again during your cycle phase, for the expenditure one card. Note that enemy commanders 'stepping' on him while faced down immediately triggers combat, regardless. Obvious Tactics - You must place your traps face up. In addition, you may not field stealth army units.
300

Coordinated Mobility - Once per turn, when you enter cycle phase, you may declare that your commander is moving. You immediately return to the move phase, free of cost, but you must move your commander during this phase.

Sluggish - If a commander is to be moved again, you must discard an additional card on top of any effects or cycling costs.
300 Wear down their logistics - during cycle phase, you may choose to instead discard one card from your hand to force an opponent to randomly discard one from his hand. Doing so returns you to cycle phase again.

Worn Down Logistics - as soon as you enter end phase, discard a card.

300 Second Wind - if in a battle with your commander present, you are reduced to one card, you may choose to declare the use of this ability. Doing so forces the battle to end immediately. The attacker returns to his previous spot, and the turn ends. [move immediately into end phase - skip effect phase and cycle phase.] No Second Chances - If you are reduced to one card as a result of a battle your commander took part in, you immediately lose the game.
300

Undying Loyalty - If a commander is to lose a battle, you may instead discard a card and declare the use of this ability. The battle then ends. You must move the nearest grunt unit under your control to the graveyard.

Infamous Reputation - Whenever a grunt unit you control is killed, [even during the enemy turn] you must discard a card, or else move the nearest grunt unit to the commander you control to the graveyard.
300

Strike a balance - When the commander enters battle, the opponent and he may not play any special cards/royals until a reset has been achieved.

Disjointed Tactics - When the commander enters battle, he may only play special cards/royals to start his chain. He may not play numerical cards until a reset is achieved.
300

Kill in one blow - The commander may start a chain by putting down two numerical cards, meaning that his chain value may go over ten in one move. However, if the chain continues after this, he chains as normal.

One blow is all I can spare - Commander may not chain numerical cards. [He can still start chains with numericals, and use royal/special cards to save himself, however.]
300 Last Man Standing - You do not lose the game for having no grunts. Regicide - You cannot win the game by killing all your opponent's grunts.

Comprehensive Feat ListEdit

Comprehensive Weakness ListEdit

Default Commander BuildEdit

The default commander build uses 300 points.

FeatsEdit

Suited for Expedition, Well-prepared [1], Elaborate Killing Blow

WeaknessesEdit

No Second Chances