Board Game
Winged hussars and Cossacks
By Konrad Chojnacki
Become the most powerful magnate family in the Wild Fields of the Polish-Lithuanian Commonwealth borderland! The Wild Fields is a strategy game for 1 to 6 players that blends euro-style resource management, deck building, and area control. Players play cards to expand their decks, but they must tread carefully—if the head of their family dies, they lose all cards currently drawn to their hand! Govern your lands by founding new villages, towns, and forts, while protecting them from relentless foes. To survive, you must face Tatars, Muscovites, Cossack rebels, and every magnate's greatest enemy—their own neighbor! With almost no dice rolls, strategic planning, wealth management, and clever deception are what truly rule the Wild Fields. Round Structure: • Spring (Season One) All players secretly choose which cards to play this turn, placing them face down. Everyone then reveals them simultaneously. Each player calculates their total initiative based on the played cards. The player with the lowest initiative takes their turn first, resolving all their cards in any order. If players played an auction card, they bid on Yellow Cards—powerful, one-time effects such as building a town privilage, upgrading a fortress, establishing a new estate, bringing in settlers, buying artillery, or sending out instigators. • Harvest (Season Two) Players collect taxes from their subjects and generate influence from the titles they hold. Then, the Event Cards are resolved. These represent historical events specific to the scenario; they are shuffled and revealed in a random order (1–5 cards per round) to ensure high replayability. • Autumn (Season Three) This season functions exactly like Spring. Players program their cards, reveal them by initiative order, and execute their actions. • Winter (Season Four) Players check if the heads of their families have lost their health and died. Since political titles are held for life, a leader's death leaves their position vacant, forcing a new election among the players. Titles and Responsibilities: Holding high office increases your prestige, but comes with heavy duties that must be maintained: • The Voivode must uphold the law and punish criminals. Failure to do so results in a loss of influence. The most improtant part is that to punish a criminal you have to commit a crime on him.. but is is called justice now ;) • The Castellan acts as the Voivode's deputy, sharing these burdens. • The Hetman must defend the Commonwealth and prevent Tatars from kidnapping peasants. If captives are successfully carried away, the Hetman loses influence. • The Bishop must simply avoid shedding the blood of the King's loyal subjects. Experience and Succession: Every time a magnate plays a Yellow Card, commands a battle, commits or punish a crime, they earn experience points. Each level gained allows the player to add one powerful card to either their action deck or their combat tactics deck. However, each subsequent level requires more experience and is harder to reach. Because of this, it is sometimes strategically beneficial to let the head of the family die. This allows you to reset the experience curve and acquire new cards that better suit the current state of the game. Furthermore, once a family head rests in their sarcophagus, they grant victory points based on the highest level of experience they achieved in life. Victory Conditions: Throughout the round, players recruit troops, plunder neighboring estates, participate in royal expeditions to foreign lands, and expand their domains. The player with the most victory points wins. Points are awarded for total income, the experience level of past and present family heads, the happiness of your subjects, constructed fortresses, and destroyed enemy units of the Commonwealth. —description from the publisher
- Economic
- Territory Building
- Pike and Shot
- Negotiation
- Political
- Multi-Use Cards
- Events
- Semi-Cooperative Game
- Simultaneous Action Selection
- Deck Construction
- Bribery
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