THE UNDERCITY

For years, they have crept along in the shadows, with whispered voices speaking about them from behind closed doors: thieves, assassins, usurpers... Their very names are spoken with fear: Cohl, Thanar, Vinnious, Greydon. But in The Undercity, the first expansion set for Allegiance: War of Factions, the seething underbelly of city is thrust to the forefront as Guild Darkmoor steps into the public in support of the lords that are vying for the crown.

The Undercity continues the story started in Allegiance: War of Factions (1st Edition), as Guild Darkmoor joins the Glory of Kalim, House Mosfin, and the Veteran's Guild in the fight for the crown. However, long-standing hard feelings stand between the two economic factions--Guild Darkmoor and the Veteran's Guild--preventing them from assisting each other in the rise to power. All the while, the wanderers continue to assault the city from the outside, growing stronger and more numerous as the days and weeks go by...


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SET INFORMATION

The Undercity is a 110 card expansion for Allegiance: War of Factions and introduces Guild Darkmoor, a new economic-based faction, into the game. Players can now add the Guild's motley band of miscreants to their decks, taking advantage of five new crime-based skills. However, the rest of the city is not standing by idly; all three of the original factions will receive new personalities, many of which will take advantage of the two new non-crime abilities in the set. The set will also include new structures, items, events, and invocations that lords can add into their play decks. The Undercity will be released in 2005.

Booster Pack ($2.95 M.S.R.P)
Contains:
- 12 cards
Display boxes contain 20 packs

Quick Info:
set name:The Undercity
number of cards:110 total
set type:Expansion, Boosters only
new abilities:Assassinate, Fence, Investigate, Mounted, Sabotage, Subvert, 1 more unannounced
new faction:Guild Darkmoor
release:to be announced


NEW/CHANGED ABILITIES

Assassinate (Crime) - Target an exhausted personality and pay 3 times the target's printed faction influence (minimum 5). Target personality is killed. You do not receive a valor influence gain.

Fence (Crime--reaction) - Collect the influence cost of an opponent's item being brought into play.

Investigate (General) - Modify an Investigation in process by the investigate strength. Each card may only modify an Investigation once.

Mounted (Economic/Military) - Mounted troops gain +1 offense and +1 defense against any troops or wanderers that do not have either the mounted ability or the armor ability. Also, mounted troops can move to any location in the private or defensive holdings at no cost (cannot be used during battle after the movement phase).

Sabotage (Crime) - Target an exhausted structure controlled by an opponent. Target's defense is reduced by the bearer's Sabotage strength. If the Sabotage strength is greater than the target's cost, you may instead return the target to its owners hand. Cannot be used on strongholds or walls.

Subvert (Crime) - Immediately use any non-wall structure in play as though it was in your own play area.

Armor (Economic/Military) - Neither the mounted nor the fierce ability affect the bearer. Troops assigned directly to the bearer that have either of these abilities are treated as though they did not have those abilities.


CRIME RESOLUTION

When a crime ability is used (committed) by a personality (known as the criminal), any lord may elect to call an investigation targeting the crime. If this is done, the crime ability does not yet resolve, and a crime action cycle begins. Starting with the lord to the criminal's owner's left, each lord may modify the crime or investigation by doing a single action at a time, or passing (as per a normal ability cycle). However, during this cycle, only abilities which directly modify the investigation stregth, the crime's strength, or otherwise directly affect the crime, criminal, or investigation may be used.

Modifying the crime strength: The crime strength begins at the strength listed directly after the crime (e.g. "E - Assassinate (4) would start with a strength of 4). Lords may exhaust personalities who have the same crime ability as the one being committed to add that crime's strength to the investigated crime's current strength. Personality with the class Rogue may also be exhausted to modify the investigated crime's current stregth by +1 (this may be done whether or not they have the same crime ability).

Modifying the investigation strength: The investigation strength begins at 1. Lords may modify it by through card abilities, although by far the most common way to modify an investigation stregth is by using the Investigate ability on cards. Investigate modifies the investigation strength by the number listed on the card.

Each card may only affect a crime once. For instance, a card that has "Investigate +1, E - Investigate +4" must choose to use one ability or the other for this particular crime. It also cannot use the Investigate +1 multiple times.

Resolving the crime: Once all lords have passed in succession during the crime ability cycle, the final target number is determined. The total crime score is subtracted from the final investigation score, with the result being the target number. The minimum target number is 1. The lord controlling the criminal then rolls a die. If the die roll is equal to or less than the target number, the crime is negated and the personality committing the crime is discarded (only the originator of the crime is discarded; other rogues or personalities with the same crime are not affected in any way). If the die roll is greater than the target number, the crime succeeds and the crime's effect occurs. Also, the crime always succeeds on a roll of 6, while the investigation always succeeds on a roll of 1.

If an investigation is not called, then the crime automatically succeeds and the crime's effect occurs.


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