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Vileness

Malice allows you to draw two operations and always return one less army to a player you outbid, as you kill them! In other words, this aggressive doctrine destroys armies. In war, the whole thing escalates to the next level, as you slaughter three armies per successful roll instead of just one. You can also bombard enemy fields with artillery.

Tips and Tricks

Here are a few tips that may be helpful:

  • Always deploy few armies so that you still have some left at the end to outbid and thus destroy your opponents!
  • Don’t do your rival any favours: every army you destroy means one less he has to feed!
  • Gain a dice advantage in war through mass, armour, or both, to win every battle with this doctrine!
  • In war, always fight with only 1 or 4 armies against a player with malice to maximise your number of dice rolls against them!
  • Use your capital to place artillery tokens on the field and bombard well-secured positions so that you always go into battle with a numerical advantage. Without a dice advantage, you will find it difficult to win any rolls at all!
  • Bear in mind that if you destroy three armies at once in war, your opponent will also receive three tactical measures immediately!
  • Use this doctrine when you have the upper hand in terms of placing and bidding to leave your opponent with as few armies as possible to occupy fields. This doctrine is particularly well suited to preventing a player from harvesting anything at all – ideal for a Tyranny victory through Imperial Servitude!

FAQs and Clarifications

Here you will find answers to frequently asked questions, clarifications, and perhaps even one or two unconventional methods for playing the respective card, the special case of which has been regulated here.

How many artillery tokens can a player place on the field during war with this doctrine?

Maximum one. This limits the deployment options for artillery strikes and is crucial for balancing this ability. If you want to place new artillery, you must first remove the old one.

How often can I fire artillery when it is my turn in the war?

As often as you can afford it. I once saw a player who, with 500 capital, bombed a heavily fortified capital city to smithereens before marching in.

Can I use artillery to bombard advancing armies, even if it is not my turn, in order to defend myself?

Yes! Each shot costs 50 capital. A solvent player can eliminate an entire threat by using artillery from a distance!

Since active doctrine effects or actions are considered ‘anytime,’ they can also take effect before an opponent’s conquest move, even if he is currently making it.

Are you missing some information? Then send us your question at rules (at) syncanite.de and we will add our answer!

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