>>1073The wizard told you that princesses you don’t save will either be saved by another knight, or die. Given what happened with the wagon, you’ve decided you don’t trust the wizard enough to let things happen naturally. It’s time to call in help.
You are prepared to select up to 6 additional knights, but this is limit of your charisma, and if you select more than that, your party will fall apart before it even reaches the towers, causing the whole mission to explode spectacularly like a high stakes game of Munchkin. There are no rules for this.
You have 20 action points. Each knight has the number of action points shown on their card.
It costs 5 action points to rescue a princess or secure a dowry. These action points may come from any number of knights.
However, these knights… they’re just not you. They need help. It’s impossible to rescue a princess unless you contribute at least one action point to the task, to make sure things go down right.
Dowries do not need this contribution from you.
The knight who contributed the most action points for saving a princess claims that princess as their own.
If there is a tie, the resulting arguments will cause that princess to die and make her dowries unobtainable, so don’t do that.
Dowries go to the knight who saved the matching princess, regardless of who spends the action points.
You still have your wagon and it still works as it does in the base game.
You and your fellow knights have “persuaded” the wizard to give each knight their own wagon, however, these spitefully constructed wagons only have three slots.
Your squire can secure one dowry for you, if it’s of a princess you’ve saved yourself. This costs you no action points and does not take up space on your wagon. You’re positive this selfless act will never be rewarded with a surprise kidnapping in the third act.
Of course there’s a catch. Each knight has a price that must be met to earn their service, listed on their card. The stats of the princesses a knight saves, when added together, must be at least the values printed on their card. Some knights will require a number of dowries in addition to this, and they may put restrictions on the kinds of dowries that meet their requirements.
Failure to meet these requirements results in their sudden but inevitable betrayal. Even if you survive, your honor is besmirched. No princess will follow you, all kingdoms will attack you, Smuhg will withdraw his favor, and every knight you meet will know of your dishonor and attempt to kill you. So don’t do that either.
For the purposes of the main game, you go forward with only the items in your wagon and the dowry your squire has rescued. You gain nothing from the princesses and dowries saved by the other knights except the knowledge that those princesses have survived. However, if I continue this game into the 2nd generation, your knights and the princesses they save will play a meaningful role.
If the dragon princess is not saved, it is your fate to kill her yourself. There is no way to avoid this.
If another princess is not saved, the dragon princess kills her, regardless of whether the dragon princess is saved or killed. There is no way to avoid this.