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Dragons of Glory

Dragons of Glory Rulebook

Table of Contents

Table of Contents

  • A. Getting Started
  • B. The Game Pieces
  • C. Playing a Battle Turn
    • Step 1: Replacements
    • Step 2: Strategic Events
    • Step 3: Activation
    • Step 4: Initiative
    • Step 5: Movement
    • Step 6: Combat
    • Step 7: Second Movement and Combat
    • Step 8: Turn Marker
    • Rule 1: Replacements
    • Rule 2: Strategic Events
    • Rule 3: Activation
    • Activation Table
    • Effects of Activation
    • Activation by Invasion
    • Rule 4: Moving Ships
      • Transporting Ground Armies
      • The Maelstrom
    • Rule 5: Moving Ground Troops
      • Terrain Effects
      • Racial Movement Abilities
      • Stacking More Than One Army in a Hex
      • Effects of Enemy Armies
      • Moving Wizards
    • Rule 6: Moving Flying Creatures
      • Carrying Ground Armies
    • Rule 7: Land and Air Combat
      • Combat Procedure
      • Combat Effects
      • Die Roll Modifiers
      • Favorable Terrain
      • Special Combat Rules
      • Optional Rule
    • Rule 8: Ship-to-Ship Combat
      • Naval Combat Procedure
      • Ship-to-Ship Combat Effects
      • Leader Effects
      • Wizard Effects
    • Rule 9: Conquest
      • Effects of Conquest
      • Knights of Solamnia
      • Moving Demi-human Capitals (Optional Rule)
    • Rule 10: Special Army Types
      • Kender
        • Taunt Procedure
        • Restrictions
      • Draconians

A. Getting Started

"Dragons of Glory" offers several scenarios that highlight some of the different campaigns of the War of the Lance. These are presented in the scenario and background book. In addition, the campaign game allows players to re-create the entire course of the war.

Players should first divide themselves into two teams: the Highlord (HL) and Whitestone (WS) sides. Next, select a scenario from the scenario book. If this is the first time playing the game, one of the shorter scenarios is your best bet. Experienced players are able to play the entire campaign in about 6-8 hours.

The HL player may now place the Dark Temple marker in a fortress or fortified city. (The HL player does not have to place the temple at the start of the game, he may want to wait until his forces capture a more advantageous hex.) This is the location where his draconian armies enter the map during the game.

The scenario rules explain which armies start the game on the map and where they are placed. Other armies and markers are placed on the Turn track. You need a cup or an opaque container from which Strategic Event counters are drawn during the course of the game.

Put the Turn marker on the Turn track, located on the map. The Turn marker should start on the first Turn of the scenario, given in the scenario description. (Not all scenarios start with Turn 1.)

B. The Game Pieces

To play "Dragons of Glory," you need the maps and counters (cardboard playing pieces) in this module, as well as the rules. You also need some dice: 10-sided (d10s), 4-sided (d4s), and 6-sided (d6s) dice.

The map displays the continent of Ansalon, where most of the significant campaigns of the War of the Lance occurred. Lay out the two mapsheets so that they match up along the center. Note that each map has a grid of hexagons, or hexes, printed on it. As in other DRAGONLANCE products, this hex grid is designed to help players regulate movement across the map. Unlike other DL products, in which you move a group of player characters or NPCs, you move whole armies in "Dragons of Glory."

The counters in the game represent the armies of humans, elves, draconians, dragons, and other creatures that fought in the war. In addition, some counters represent important leaders like Laurana and Verminaard. A few of the counters are markers used to record information.

The following diagrams explain what the numbers found on each type of counter mean.

C. Playing a Battle Turn

"Dragons of Glory" is played in Battle Turns. The exact number of Turns in each game is determined by the scenario you have chosen. Each Turn is roughly two months of time, although the winter Turns represent four months, because of more limited movement and combat during that season.

Each Turn should follow these eight steps, in order:

Step 1: Replacements

The Highlord player puts a draconian counter in the hex where he has placed the Dark Temple marker. Then each player determines how many replacement armies he is allowed to add from armies that have been previously eliminated, and places each army in one of its country's fortresses or fortified cities.

Step 2: Strategic Events

On odd-numbered Turns, the HL player draws a counter from the Strategic Events cup, and the event listed on the counter occurs. On even-numbered Turns, the WS player draws.

Step 3: Activation

Starting with the player who just drew the Strategic Event counter, each player can attempt to Activate a neutral nation of his choice by rolling 1d10.

Step 4: Initiative

Each player rolls 1d4 to see who gets the initiative. The player with the high roll wins. Ties go to the player who had initiative on the previous Turn. The player with initiative declares which side performs Steps 5 and 6 first.

Step 5: Movement

One player moves all of his ships, and then moves all of his air and ground armies, according to the movement rules.

Step 6: Combat

The player who just moved can now make any air, ground, and ship attacks that he wants to, within the combat rules.

Step 7: Second Movement and Combat

The player who has not yet moved now performs Steps 5 and 6 in order.

Step 8: Turn Marker

Move the Turn marker one Turn and begin a new Turn.

Rule 1: Replacements

All replacement activities are performed during Step 1 of each Turn.

Armies can be eliminated through combat. Each player should designate some empty table space as a replacement pool, and put his army counters there when he removes them from the map. At the start of every Turn, the player then looks at the counters in the replacement pool to see if he is due any replacements.

For every two armies of the same color combination (nationality) in his replacement pool, a player can immediately bring one of those armies back into play. At the same time, the other army is removed from the replacement pool and set aside; it is now permanently out of the game.

In addition, if two depleted armies of the same nationality are stacked together in a hex during the Replacement Step, one of these armies can be placed in the Replacement Pool, and the other rebuilt to full strength. The army placed in the pool is immediately eligible to be used for additional replacements.

An army that is returned to play must be placed in any city or fortress hex of its country. The army cannot be placed in a hex with enemy armies.

Dragons, griffons, pegasi, and ships can never be replaced or rebuilt to full strength. If armies of these types are lost, they are permanently out of the game.

Rule 2: Strategic Events

Many of the events that occur as a result of PC actions during a DRAGONLANCE campaign have an effect on the course of the war. These events occur randomly in "Dragons of Glory."

The scenario rules tell you to place certain Strategic Event counters in a coffee cup, or other container, before the game begins. At certain points during the game, you might be instructed by the scenario rules to add more Strategic Event counters to the cup.

Strategic Event counters have either E1, E10, or E20 printed on their backs. The number indicates the Turn that the counter is placed in the Strategic Event cup. All E10 counters, for example, are added to the cup on Turn 10 (before a counter is drawn).

During Step 2 of each Turn, one player draws a counter from the cup to see what the Strategic Event for that Turn is. On odd-numbered Turns, the Highlord player draws the counter; on even-numbered Turns, the Whitestone player draws. The player drawing the counter reads it and shows it to his opponent. Sometimes the counter will benefit the person who drew it, other times it will benefit a particular side, regardless of which player drew it from the cup.

Drawn counters are never placed back into the cup. Some Strategic Event counters get placed on the map (see explanations of Strategic Events, on the inside of the module cover). All others are set aside, out of play, after they have been drawn.

The Strategic Events are listed on the inside cover of the module. Look them over if you wish, but do not try to learn the rules for each Strategic Event until it is drawn. This will make learning the game much easier.

Rule 3: Activation

During the Activation Step of each Turn, each player may choose one neutral nation and attempt to Activate it as an ally by rolling 1d10. The player who drew the Strategic Event counter that Turn rolls first.

The number a player needs to roll to Activate a neutral depends on the neutral nation and on which player (WS or HL) makes the roll. The Activation Table on the next page shows the Activation Rating for each neutral, based on who is making the roll. An Activation roll on 1d10 that is equal to or less than the nation's Activation Rating results in the neutral nation entering the war on the side of the player that Activated it. An Activation roll higher than the rating has no effect.

The Activation roll can be modified by a Strategic Event or by invasion.

Activation Table

NationWhitestoneHighlord
Blode-27
Caergoth*3-2
Goodlund5-2
Gunthar*4-3
Hylo4-2
Kaolyn41
Kern-27
Khur32
Kothas1

The Whitestone rating for Palanthus is blank in the printed table.

* These are the Knights of Solamnia armies. The Activation Rating on these nations (for the WS player only) is increased by 1 for each nation that has been conquered by, or is allied with, the HL player. Also, as soon as the first of these nations is Activated, the WS player puts the three Tower Knights armies in the High Clerist Tower and controls them as his armies.

Effects of Activation

As soon as a nation is Activated, the player who gained it as an ally places that nation's armies on the map, within the borders of the country.

Activation by Invasion

Neutral nations are also brought into the war if the forces of either player enter a hex of that nation's territory. This does not apply to ships sailing along the coast of a neutral nation, but does apply to creatures flying over neutral nation hexes.

As soon as any army enters a hex of a neutral nation, all movement ceases and the Activation of the neutral nation is resolved. Starting with the player who did not invade the nation, the players alternate making Activation rolls until the neutral nation is activated for one side or the other. The player who did not invade gets a +2 to the Activation Rating for this roll.

Example: A Highlord red dragon counter enters a hex of Fielder, which is currently neutral. The HL player stops his movement temporarily, and the WS player rolls 1d10 to Activate Fielder. He normally needs a 5, which is modified to 7 because the HL player invaded. The WS player rolls an 8, so the HL player now rolls. He needs a 3, but rolls a 5, so the WS player gets another roll. This time, the WS player rolls a 6, Activating Fielder. The WS player then places all of Fielder's forces on the map before the HL player resumes his move.

Rule 4: Moving Ships

The movement allowance on a ship counter equals the number of hexes that the ship can move during Step 5 of a Turn on the open sea (or in coastal hexes). Ships can also move up major rivers. When moving on a river, however, the ship counts hexsides moved along, not hexes entered. The diagram below shows how to count the movement of a ship. (Diagram not reproduced in the text layer.)

A ship cannot enter a hex or hexside containing an enemy ship. A ship cannot move into a hex (or hexside of a hex) containing an enemy army.

An army may move into a hex containing an enemy ship. The ship is not destroyed, but is moved to the nearest hex (or hexside of a hex) that does not contain an enemy army.

A player may stack any number of his ships in an open sea or coastal hex. Only two ships may be stacked in a river hexside.

Transporting Ground Armies

Each ship can carry one ground army and any number of leaders when it moves. The ship must pick up the ground army from a port at any point during its move, and can carry it for as long as the player wishes. The ground army can be aboard the ship (at sea) when the ship finishes its movement, and can remain aboard the ship for an unlimited number of Turns.

The ground army can be dropped off in a port, and the ship can continue its move if it has not used up its movement allowance. Alternately, the ground army can be dropped off in any coastal hex, but the ship can move no farther that Turn [sic].

A ground army cannot move on its own during a Turn that it is carried by a ship.

A ship that is in a river hexside acts as a bridge across the river for friendly armies during any Turn in which it does not move.

If a ship with a ground army aboard is sunk, the ground army is removed from the map and placed in the replacement pool. If the ship is damaged, the ground army suffers no effect.

Ground armies aboard a ship during the Combat Step have no effect on either ship-to-ship or ground combat.

The Maelstrom

The Maelstrom is a mysterious region of raging seas and swirling winds. The fate of a ship that sails into it is uncertain.

A player can move his ship into the Maelstrom by entering any hex at its edge. As soon as the ship enters, the player rolls 1d10 to see what happens, with the following results:

  • 1: The ship immediately sinks.
  • 2-5: The ship remains in the Maelstrom for the remainder of the Turn.
  • 6-8: The ship immediately emerges from the Maelstrom into any sea hex adjacent to the Maelstrom selected by the opposing player.
  • 9-0: The ship immediately emerges from the Maelstrom in any adjacent sea hex chosen by the player moving the ship.

If a ship spends the remainder of a Turn in the Maelstrom, the player who owns it must roll on this table at the start of Step 5 of the next Turn. It is quite possible for a ship to be caught in the Maelstrom for many Turns.

If a ship is in a hex adjacent to the Maelstrom, and one or more enemy ships move next to it, the ship can move into the Maelstrom instead of allowing the enemy ships to attack. The die is rolled immediately to determine the effect of the Maelstrom. The enemy ships can then continue their move normally.

A nonmoving ship can only attempt to escape into the Maelstrom once per Turn.

Rule 5: Moving Ground Troops

Ground armies can move through land and coastal hexes, to a maximum number of hexes equal to the counter's Movement Points. In most cases, it costs 1 Movement Point to move an army one hex. In certain instances, the terrain increases the cost to enter a hex.

Armies do not have to move unless the player wants to move them. They do not have to use all of their Movement Points if they move.

Terrain Effects

The extra costs for moving into or through certain types of terrain are listed below. All ground armies, except those entitled to racial exceptions, must pay these costs. Armies with racial exceptions are listed immediately afterward.

  • Entering a FOREST hex costs 2 MP.
  • Entering a hex across a RIVER costs 2 MP.

Ground armies cannot enter:

  • SEA hexes
  • DESERT hexes
  • MARSH hexes

Ground armies cannot cross:

  • MOUNTAIN hexsides
  • DEEP RIVER hexsides

No ground armies or ships can enter marsh hexes (air armies may fly over).

No armies of any type may enter desert hexes (air armies may not fly over).

Racial Movement Abilities

Certain ground armies can move more easily through certain terrain types.

  • ELVES and KENDER can enter FOREST hexes for a cost of 1 Movement Point.
  • DWARVES and OGRES can cross MOUNTAIN hexsides for a cost of 1 additional Movement Point, above the cost to enter the hex beyond the mountain hexside.

Stacking More Than One Army in a Hex

The following limits apply to the number of armies that may occupy a hex at the same time.

  • Up to 2 GROUND ARMIES may occupy any hex, except a fortified city.
  • Up to 3 GROUND ARMIES may occupy a FORTIFIED CITY hex.
  • RENDER [sic] armies cannot stack in a hex with any other type of army.
  • Up to 2 AIR ARMIES may occupy any hex.
  • An unlimited number of LEADER and SHIP counters may occupy any hex.

All of these totals are cumulative, so two ground, two air, and an unlimited number of leaders could occupy a single hex. If it is a coastal hex, an unlimited number of ships could be there as well.

Armies can never occupy a hex containing enemy armies.

Effects of Enemy Armies

A ground army must stop moving when it enters a hex adjacent to an enemy army, unless the moving army is a cavalry army or a leader.

Armies are never considered adjacent if they are separated by a mountain or deep river hexside (even if the enemy army can move across mountain hexsides.)

Only armies marked with the cavalry symbol are cavalry armies; armies mounted on griffons or pegasi are not cavalry.

A ground army that begins Step 5 adjacent to an enemy ground army cannot move unless its first move puts it in a hex that is not adjacent to an enemy ground army. (Cavalry is exempt from this rule.)

Moving Wizards

Wizard counters list no movement allowance because wizards do not count hexes when they move. During each player's Movement Step, he may move his wizards to any hexes on the map (except a hex with an enemy army). A player can do this once per Movement Step with each of his wizards.

Rule 6: Moving Flying Creatures

Dragon, griffon, and Pegasus armies can fly. These creatures pay 1 Movement Point to enter any hex, and can cross almost all types of terrain. They cannot enter a hex containing enemy armies, however. They do not have to stop when they move next to an enemy army.

A flying army must begin and end its movement over a land (including coastal) hex, but it can fly over sea hexes.

It costs one extra Movement Point for an air army to fly over a mountain hexside.

Carrying Ground Armies

A griffon or Pegasus army can carry one infantry army through the air per Turn. The infantry army's counter must have the same color combination (nationality) as that of the flying army, and the infantry army must begin and end the Movement Step with the air army. Thus, the ground army cannot move by itself.

The air army can only use half of its Movement Points on a Turn when it carries a ground army. Other than this, all normal rules of air movement apply.

Rule 7: Land and Air Combat

After a player has completed his movement, he can attack any enemy land and air armies that he has land or air armies adjacent to.

The player who just moved is the ATTACKER for all combats; the player who did not move is the DEFENDER. Each hex of defending armies must be attacked separately, although several stacks of attacking armies can combine to make a single attack against a defender's hex. Each hex can only be attached [sic] once per Combat Step.

No ground or air army can ever attack more than once per Turn. Armies can only attack a hex they could move into (thus, only dwarves, ogres, and air armies can attack across a mountain hexside).

Combat Procedure

Combat is resolved on a hex-by-hex basis, following the four steps below.

  1. The attacker adds up the ground and air Strength Points attacking while the defender adds up the ground and air Strength Points defending a hex. All armies that are attacking a single hex are added together. All defending armies in the hex are added together. If the defending armies are in a fortress or fortified city, their total strength is tripled or doubled, respectively. Find the ratio of the attacker's Strength Points to the defender's Strength Points on the Combat Table (on the inside module cover). Fractions are always rounded down in favor of the defender. For example, 20, 23, or 29 attacking Strength Points against 10 defending Strength Points are all 2-to-1 (2-1) odds.

  2. Each player calculates all die roll modifiers that apply to the combat. Die roll modifiers are caused by leaders, specific creature types, terrain, and fortifications. They are listed in detail later and summarized next to the Combat Table. All modifiers are added together to get a cumulative modifier; for example, modifiers of -2, -3, -1, +6, and +4 equal a cumulative modifier of +4.

  3. The attacker rolls 1d10, adding the cumulative modifier gained from step 2, and cross-references the resulting number with the appropriate odds column on the Combat Table to get the combat result. For example, a modified d10 roll of -3 in a battle with 1:1 odds yields a result of "E/1."

  4. Apply the result indicated by the Combat Table. The result always affects either the attacker or the defender, and often affects both forces.

Combat Effects

The Combat Table provides two results, separated by a slash, for every attack. The result to the left of the slash applies to the attacker's armies; the result to the right of the slash applies to the defender's armies.

The results, and their explanations, are listed here:

  • 1 = One of the affected armies is DEPLETED. This means that a full-strength army must be flipped to its half strength side, or an army that is already at half strength must be removed from the map and placed in the Replacement Pool.
  • 2 = The affected armies take two DEPLETIONS. Two full-strength armies can be flipped, two half-strength armies placed in the Replacement Pool, one full-strength army placed in the Replacement Pool, or one full-strength army flipped and one half-strength army placed in the Replacement Pool.
  • D = All affected armies (all attacking or all defending armies) must be DEPLETED. Full-strength armies are flipped, and half-strength armies go to the Replacement Pool.
  • R = All affected armies must RETREAT one hex. Retreating armies cannot enter a hex next to an enemy army, unless a army allied with the retreating armies already occupies the hex [sic]. A stack of retreating armies may split up and retreat to different hexes. Retreating armies cannot enter a hex if this would violate the stacking limit (see Rule 5). If an army cannot retreat when required to do so, it is eliminated instead.
  • E = All affected armies are ELIMINATED, and placed in the Replacement Pool.

Combat results are cumulative, so a stack that receives a D1 result gets all of its armies depleted, plus one more depletion, which eliminates one of the already-depleted armies.

The result gained from a die roll applies to all defending armies in the hex, and to all attacking armies in every hex that participated in the attack.

If the result calls for only one or two armies to be affected, the player owning the armies always chooses which army(s) suffers the result.

Die Roll Modifiers

The following factors can result in additions to or subtractions from the combat roll. Positive numbers help the attacker; negative numbers help the defender.

These die modifiers are summarized above the Combat Table. (The printed text reads "Die Roil Modifiers" and "the die roil"; these are read here as "roll".)

  • LEADERS: The Tactical Rating of any one leader in the attacking stack(s) is added to the die roll. The Tactical Rating of any one leader in the defending stack is subtracted from the die roll.
  • DRAGONS: The number of Strength Points of dragon armies attacking is added to the die roll; defending dragon Strength Points are subtracted. Dragon Strength Points are also counted into the total strengths in the attacking or defending force, so dragons provide a double benefit.
  • WIZARDS: An attacking wizard provides a +3 die roll modifier; a defending wizard provides a -3 modifier.
  • CAVALRY: If any cavalry armies participate in the attack, a +1 modifier applies. Cavalry has no effect for the defender.
  • FLIGHT: If the attacking force includes flying creatures (dragons, griffons, pegasi, or flying citadels), the attacker gains a +1 modifier. A -1 modifier applies if the defending force includes fliers.
  • FORTRESS: A force defending in a fortress has its Strength Point total tripled before the combat ratio is determined. In addition, a -4 die roll modifier applies. Armies attacking from a fortress gain no benefit. Armies defending in a fortress can ignore a combat result that requires them to retreat.
  • FORTIFIED CITY: A force defending in a fortified city has its Strength Point total doubled before the combat ratio is determined. In addition, a -2 die roll modifier applies. Armies attacking from a fortified city gain no benefit. Armies defending in a fortified city can ignore a combat result that requires them to retreat.
  • DWARVEN FORTRESS: Armies defending within a dwarven fortress receive a -10 die roll modifier. In addition, the attacker cannot gain the FLIGHT or CAVALRY modifiers. Armies attacking from a dwarven fortress gain no benefit. Armies defending in a dwarven fortress can ignore a combat result that requires them to retreat.

Favorable Terrain

When either an attacking or defending army occupies a hex that is "favorable terrain" for the racial type of the army, a +1 (attacker) or -1 (defender) modifier applies. The following racial types gain this benefit.

  • DWARVES, OGRES: Mountain hexes
  • ELVES, KENDER: Forest hexes

Special Combat Rules

If an attack causes a defending force to retreat, or entirely eliminates the defending force, attacking armies can make an ADVANCE AFTER COMBAT. As many attacking armies as are eligible to stack in the defender's hex can move into the vacated hex. Also any attacking air or cavalry armies can then move one extra hex.

If air armies are attacked by enemy armies that do not include any air armies, the defending air armies can elect to retreat one or two hexes before the combat roll is made. The attacking forces can advance after combat normally, but cannot attack the retreating air armies. Air armies that can carry ground armies can carry the ground army with them during this retreat.

If cavalry armies are attacked by enemy armies that do not include cavalry or air armies, the defending cavalry armies can elect to retreat one hex before combat. The attacking force can advance after combat normally, but cannot attack the retreating cavalry army.

Optional Rule

Players cannot look at the counters in each others' stacks until after a combat is declared. Once an attack has been declared, the attacker must carry it out, even if he discovers that it is not to his advantage after he sees the enemy forces in the defending hex.

Rule 8: Ship-to-Ship Combat

When a player has finished moving all of his armies and ships, he can attack enemy ships that are in a hex (or river hexside) adjacent to his ships. The ship-to-ship combat procedure is different than combat for ground and air armies.

Naval Combat Procedure

Each player can make one attack for each of his ships. First, designate an enemy ship as the target of the attack. Then roll 1d10. If the result is equal to or less than the Combat Rating on your ship counter, you have damaged the enemy ship.

Every attacking and defending ship in a battle is entitled to attack. All combat is considered to be simultaneous, so if one of your ships is damaged or sunk before you roll the die for your attack, you still get to roll as if it is undamaged.

After all ships have rolled for one attack, the defending player has the option of withdrawing all of his ships one hex (or hexside on a river) in any direction, thus ending the combat. If the defending player declines this option, the attacking player may withdraw his ships and end the combat. If neither player withdraws, another round of combat is fought. The battle continues like this until one player withdraws or loses all of his ships.

Ship-to-Ship Combat Effects

Damaged ships are flipped to their back sides. If a ship has already been damaged, and is damaged again, it sinks and is permanently removed from the game (ships do not return to the Replacement Pool).

Any ground armies carried aboard a ship that sinks are removed from the map and put in the Replacement Pool. Ground armies aboard a ship that gets damaged are unaffected.

Leader Effects

Only three leaders in the game can affect naval combat. These leaders are MAQUESTA, the pirate leader, and MITHAS and KOTHAS, the two minotaur leaders. These are normal leaders for all ground combat purposes as well.

When one of these leaders is aboard a ship that takes part in combat, the leader's Tactical Rating is added to the ship's Combat Rating before the combat die is rolled.

If any leader is aboard a ship that sinks, the owning player rolls 1d6. On a 1-3, the leader is permanently removed from the game. On a 4-6, the leader is placed with the nearest friendly army.

Wizard Effects

Wizards may be moved to any ship during the Movement Step, even if the ship is on the open sea. Wizards automatically reappear with the nearest friendly army or ship if their ship is sunk.

Each wizard on a ship adds +3 to the ship's Combat Rating.

Rule 9: Conquest

Armies are permanently removed from the game if their country is conquered. A country is conquered as soon as all fortified cities and fortresses in the country have been captured by enemy armies.

The pirates under Maquesta do not have a fortified city or fortress to call their own, and cannot be conquered. Likewise, Lord Soth and his legions are not conquered if Dargaard Keep is taken by the Whitestone forces. All other nations are subject to conquest.

Effects of Conquest

As soon as a nation is conquered, all ground and air armies, as well as leaders, of that country are permanently removed from the map. They do not re-enter play during the game.

Ship counters remain on the map, and can be used by the former allies of the conquered country.

Players are encouraged to leave at least one army in a fortress or fortified city for each nation, or else a swift air or amphibious move could result in an uncontested conquest. Note that fortresses and cities have no inherent garrison, so an enemy player can move right into one if his opponent has not left an army there.

Knights of Solamnia

The Knights of Solamnia are harder to conquer than other nations. The armies of all four nations of Knights (Caergoth, N. Ergoth, Solanthus, and Gunthar), plus the High Clerist Tower Knights, remain unconquered until all fortresses and fortified cities beginning the game under the Knights' control have been captured by the HL player.

Moving Demi-human Capitals (Optional Rule)

The capital of a elven (Qualinesti, Silvanesti) or kender (Hylo, Goodlund) nation is the fortified city within that nation.

Certain of the WS player's demi-human armies have the ability to avoid or postpone conquest by disbanding their capital and moving it to another location [sic]. Elves and kender nations controlled by the WS player are eligible to use this rule.

A capital can only be disbanded by the WS player during the WS Movement Step. At least one ground army of the country whose capital is being disbanded must be in the capital hex.

If these conditions are fulfilled, the WS player can disband the capital. The capital immediately loses all of its benefits as a fortified city; it is treated as a clear terrain hex. The WS player rolls 1d6 and adds 4 to the result.

This gives the number of Turns that must pass before the demi-human capital is re-established in another fortified city or fortress hex controlled by the WS player. Place the Demi-human Capital Marker from the counter mix on the Turn track the appropriate number of Turns later.

For example, the WS player decides to disband the capital of Silvanesti on Turn 6; he rolls 1d6 and gets a 3. Adding 4 to this gives a delay of 7 Turns. Thus, the Silvanesti capital marker is placed on the Turn 13 (6 + 7) box of the Turn track. Silvanesti cannot be conquered until Turn 13; however, at that time, the WS player must put the Silvanesti capital marker on any fortress or fortified city he controls. From this point on, the capital may not move and Silvanesti is conquered if that fortress or fortified city is captured by HL forces.

Rule 10: Special Army Types

Kender and draconian armies have special rules explained in this section. Except as listed here, all normal game rules apply to kender and draconian armies.

Kender

Kender armies have the unique ability to goad an opposing force into an ill-conceived attack through the use of their Taunt ability.

Taunt Procedure

After the opposing player has finished his movement, but before he begins his attacks, the player controlling kender forces can declare one or more taunts. An enemy force must be adjacent to a kender army to be taunted.

The kender player selects an adjacent enemy stack to be taunted. The opposing player immediately rolls 1d6 for the taunted stack. On a 1-3, the taunt has no effect; on a 4-6, the stack must attack the kender stack before the normal combat step. A stack attacking because of a taunt has a -2 modifier, in addition to all other modifiers that apply, and must attack by itself; no other stacks can participate in the attack.

Restrictions

Each stack of kender armies can make only one taunt attempt per Turn. However, an enemy stack can be taunted several times if more than one kender stack is adjacent to it. After the first successful taunt, the stack cannot be taunted again, since no ground army can attack more than once per Turn.

An army that attacks because of a taunt cannot attack during the Combat Step. The kender stack that taunted may be attacked by other armies during the same Turn.

Draconians

Unlike all other creature types in the game, draconians are created as the war goes on. At any time before the game begins or during the game, the HL player can designate any fortified city or fortress that he controls as the site of the Dark Temple. He immediately places the Dark Temple marker on that hex, where it remains for the rest of the game.

During the Replacement Step of every Turn, the HL player can put a draconian counter in the hex with the Dark Temple (if the temple is on the map). The draconian counter can move and fight normally during that Turn, and for the rest of the game.

After the player has added all 20 draconian counters to the game, the Dark Temple no longer serves any function.

Eliminated draconian armies are subject to the replacement rules (they appear in the Dark Temple hex), but the HL player cannot continue to manufacture new draconians after he brings the 20 armies into the game.

If the hex containing the Dark Temple is captured by forces of the WS player, no more draconians can be brought into the game, and draconian losses can no longer be replaced during the Replacement Step.

7
Lemish15
Maelstrom44
Mithas17
Nordmar33
N. Ergoth*3-2
Palanthus(none printed)-1
Qualinesti2-2
Sanction06
Silvanesti5-2
Solanthus*3-2
Tarsis52
Thorbardin33
Throtyl-27
Vingaard53
Zhakar53
  • RIVER: If any attacking ground armies are separated from the defender's hex by a shallow river, a -4 die roll modifier applies to the attack.
  • BRIDGE: If any attacking armies must cross a bridge to reach the defender's hex, a -4 die roll modifier applies.
  • FORD: If any attacking armies must cross a ford to reach the defender's hex, a -3 die roll modifier applies.
  • MOUNTAIN PASS: If the defender's stack occupies a mountain pass hex, a -2 modifier applies.