VARIANT: MAD MERCENARIUM
A ramblin’, gamblin’, hog-wildin’ twist on Mercenarium Classic, for 2 to 4 players. Average play time: 5 to 30 minutes.

WIN CONDITIONS
In order to win, a player must be the first to Five (5) Captures, or they must defeat their opponents by Elimination.

COMPONENTS
To play Mad Mercenarium, you will need:

  • One (1) 56-card Anthromancer Deck (remove the 15 hymn cards)

  • Two (2) 6-sided dice

  • The Anthromancer Board

SET UP
Before you begin, go through the deck and remove the 15 hymn cards. These will not be used to play this rule variant, so you can return them to the box.

After the hymn cards have been removed, set up for Mad Mercenarium as you would for a standard game of Mercenarium Classic; shuffle the deck and deal five (5) cards to each player. Roll dice to determine player turn order; whoever rolls the highest number goes first. Afterwards, turns proceed around the board in clockwise order.

HOW TO PLAY
Mad Mercenarium plays in a similar fashion to Mercenarium Classic. Players take turns going clockwise, and must take one action per turn. Summoning cards, moving cards, and drawing cards functions the same as in the Classic variant. However, CAPTURING cards works differently.

CAPTURING CARDS IN MAD MERCENARIUM
In Mad Mercenarium, any time a Capture is attempted, both the attacking player and the defending player must roll a 6-sided die and add their roll to their card’s relevant aura dots. In this way, a lower-valued card (such as a 2, or the weak edge of a Mercenary) can ‘get lucky’ and defeat an opponent with a stronger aura.

Because of this rule, sometimes a DEFENDING card can actually CAPTURE an ATTACKING card – so be careful! If you attack an enemy and you lose because of a low dice roll, not only do you lose your card, but your opponent gains a Capture – even if it wasn’t their turn.

If a DEFENDING player wins combat because of the dice roll, the defending card stays where it is. If an ATTACKING player wins, the attacking card moves into the defending card’s space as usual.

If players are tied after rolling dice, refer to the Alchemy Wheel. Ties resolve as in standard Mercenarium.

LORDS IN MAD MERCENARIUM
For instances in which a Lord engages in combat during a game of Mad Mercenarium, they are considered to have the same aura strength as the opposing card BEFORE the dice are rolled. Victory is always awarded to the player with the higher dice roll, and ties resolve as usual.

HOW TO WIN
Win conditions in Mad Mercenarium are the same as in a standard game of Mercenarium; Victory is awarded to the first player to earn five (5) Captures, or through Limbo Elimination, and Stalemates (though rare) occur after (3) repetitions of the same move cycle.

RUNNING OUT OF CARDS
If, during a game of Mad Mercenarium, the deck is exhausted, shuffle the discard pile and continue as normal.