Krig
Krig Rulebook
Table of Contents
Table of Contents
Overview
Krig is a dice combat microgame for two players that blends luck and strategy in fast-paced matches. Each player uses a set of polyhedral dice with the following functions:
- d20: hit points.
- d10: agility.
- d8: defense.
- d6: attack.
- d4: parry.
(Each player board has spaces for the d20 hit points, d10 agility, d8 defense, an "active" space with "charge", the d6 attack and d8 defense, and the d4 parry.)
The goal of the game is to attack the opponent until their hit points d20 is reduced to 0, thus winning the match.
Setup
To start, set your hit points d20 on the board, displaying 20 points. To decide who goes first, roll and compare your agility d10 with the opponent. If there is a tie, reroll.
Actions
On your turn, you may choose to attack, defend, charge, or parry. Your turn ends after taking one action.
Attack
To attack, roll your agility d10 and attack d6. The opponent subtracts the attack d6 result from their hit points d20. If the agility d10 result is 1, the attack misses; if the result is 10, the attack is a critical hit. Critical hits deal damage directly to the opponent's hit points d20, ignoring any defense.
Defend
To defend, roll your defense d8 and place it next to your hit points d20 to activate it. When attacked, your defense d8 absorbs damage, decreasing its value until it is reduced to 0. If any damage remains after this, subtract it from your hit points d20. Your defense d8 remains active across turns, and cannot be rerolled while it is active.
Charge
To charge, pick up your agility d10 and pass your turn. On your next turn, you must attack using your agility d10, attack d6, and defense d8. The opponent subtracts the combined results of the attack d6 and defense d8 from their hit points d20. If your defense d8 was active, it is reduced to 0 after the attack is completed. Charge attacks may either miss or critically hit based on the result of the agility d10.
Parry
To parry, roll your parry d4 after the opponent attacks. The parry is successful if the parry d4 result is equal to or greater than the opponent's attack d6 result. If the parry succeeds, you avoid the attack, and take an additional turn. If the parry fails, the attack hits you, and your turn ends. Critical hits and charge attacks cannot be parried.
Krig: Intervention (Expansion)
Krig: Intervention is an expansion that enriches gameplay by mitigating luck and adding exciting tactical choices.
Players should be familiar with all existing rules of Krig, as they remain in effect with the following changes:
- Matches are played in a best-of-three format. To secure the match, you must win two out of three games.
- The first player of each game starts with 18 points on their hit points d20, rather than the usual 20.
- The second player goes first in the second game.
- For the third game, roll and compare your agility d10 with the opponent to decide who goes first.
This expansion introduces three new tactical mechanisms: intervention, perfect parry, and guard break.
Intervention
Intervention helps mitigate the luck of dice rolls during the match. Players receive three intervention tokens at the start of each game, which may be spent as follows:
- After any dice roll, you may spend an intervention token to reroll your dice or force the opponent to reroll theirs.
- You choose which dice to reroll. For example, after an attack, you may reroll the agility d10, the attack d6, or both. You also choose the dice when forcing the opponent to reroll.
- You may spend an intervention token on the same turn as the opponent, with no limit on consecutive uses.
Use small objects, such as 8 mm cubes, as intervention tokens, and place them in an empty space on the board.
Perfect parry
Perfect parry happens when your parry d4 result matches the opponent's attack d6 result. If you take an attack action after the parry, your attack gains a +1 bonus. For example, if you roll a 6 on your attack d6, the opponent subtracts 7 from their hit points d20. Perfect parry attacks may be parried.
Guard break
Guard break occurs after an attack. When your attack d6 result matches the opponent's defense d8, their guard is broken, which means they cannot take a defend action on their next turn. Charge attacks and perfect parry attacks result in a guard break if the attack total matches the opponent's defense d8. Guard breaks may be parried.