Elric
Elric Rulebook
Table of Contents
Table of Contents
- 1. Components
- 2. Standard Setup
- 3. Sequence of Play and Victory Conditions
- 4. Replacements
- 5. Movement
- 6. Search
- 7. Magic
- 8. Combat
- 9. Muster
- 10. The Melniboneans
- 11. The Cosmic Balance
- 12. Scenarios
- 13. Units
- 14. Magic Spells
1. Components
This game includes the following components: a color mapboard of the Young Kingdoms, 8 numbered counter sheets, 1 rulebook, and 1 six-sided die.
1.1. The Game Board
The game board is a representation of the world of ELRIC (commonly referred to as the Young Kingdoms) and is divided into land provinces and seas.
The land areas consist of four major continents and several islands.
The broad oceans are divided into smaller areas called seas. These are all treated identically except for the Straits of Chaos, the Serpent's Teeth, and the Boiling Sea. The three small, unmarked islands sitting just off the Melnibonean coast have no effect upon game mechanics and may not be used in the game. The same goes for the illustrations of the Dragons lounging in the Dragon Sea, the octopus prowling the Straits of Chaos, and the big fish headed for the Straits of Vilmir.
Along the right-hand board edge are the Turn Track and the Cosmic Balance, both explained later in the rules.
1.2. Counters
The source's counter-sheet table lists the following names under the headings Civilized Kingdoms, Wilderness Provinces, Magic Symbols, and Islands (the table's columns do not survive plain-text export, so the names are given in the order they appear):
- Northern Continent: Ilmiora, Vilmir, Eshmir, Nadsokor, Bakshaan.
- Weeping Waste, Sighing Desert, Org, Forest of Troos.
- Tanelorn, Mordaga's Castle, the Forest of Troos.
- Southern Continent: Pikarayd, Argimiliar, Filkhar, Lormyr.
- Oin, Yu, Kaneloon, Dorel.
- Dhoz-Kam, Kaneloon, Dorel.
- Western Continent: Shazaar, Jharkor, Dharijor, and Tarkesh.
- Silent Lands, Marshes of Mist, Myrrhyn, Xanyaw, Nihrain.
- Silent Lands, Xanyaw, Nihrain.
- Islands: Melnibone, Pan Tang, Isle of Purple Towns, R'lin K'ren A'a.
- Ashaneloon, Sorcerers Isle, Isle of Unholy Fortress, R'lin K'ren A'a (listed twice in the source).
There are four main types of counters used in playing ELRIC: Armies, Fleets, Personalities and Spells, plus several markers. Notice that they are also printed on the back with either the name of the kingdom or the counter type.
Armies represent outfitted, organized and trained men ready for battle. An army counter has the silhouette of a soldier in one of three colors. The color of the figure indicates from which continent the piece originates. The background color of the counter then defines the particular kingdom.
Each army has a Combat Value, or a fighting strength of 1. When a kingdom is mustered, it begins with the entire number of armies allocated to it.
Fleets represent organized and outfitted ships ready for combat or transport. The figure colors for the fleet counters follow the same pattern as the army counters. In the upper-left corner is the Combat Value of the fleet while at sea. In the lower left is listed the fleet's movement value, or the number of seas that the fleet may move in a single game turn. In the lower right is the fleet's carrying capacity, or the number of armies that the fleet may transport. Any number of personalities may be carried by a single fleet.
Personalities represent powerful individuals, the heroes and leaders of ELRIC. Each personality has a Combat Value listed in the upper left. If the Combat Value is parenthesized, the personality has an Influence Value instead of a Combat Value. He may not fight in combat and is used only for influence with Elric. Personalities with a value in the upper right are magicians. Personalities with no number are non-magicians. This spell capacity indicates the number of spells that the magician can carry and use.
Magic Spells represent the spells used by magicians. On the counter are listed the spell name and, or description. The Combat Value of the spell is listed in the upper left and its Alignment is listed in the upper-right. Along the bottom of the spell are listed the possible musters available through use of the card during the Muster Phase.
Markers: The Law/Chaos marker is used to keep track of the status of the Cosmic Balance and is placed on the Turn Track when the Balance is tipped. The Turn marker is used to keep track of the number of turns left in the game. Additionally, there are 24 other pieces, the stack markers, in four groups of six each. These can be used by the players to identify their stacks of pieces to prevent any confusion.
1.3. Charts and Tables
There are several charts and tables used in the game. Along the right-hand board edge are the Cosmic Balance and the Turn Track.
The Cosmic Balance has two arms, each ending in a scale bowl, and is divided into 12 sections (including the bowl). Each section has a number from 1-6. These values are added to the Strength of any spells of the dominant Alignment. If no Alignment is dominant, then no value is added to magic.
The Turn Track is divided into ten turns. Once the tenth turn is completed, the game is over and the winner is declared.
2. Standard Setup
Each scenario generally uses this standard setup procedure. Any exceptions are listed in the scenario.
- Place all of the magic spells in a clean, dry container (such as a cup or bowl) and mix them thoroughly.
- Place one magic spell face-down and without looking in on the magic spell symbols in the Vale of Xanyaw, Nihrain, Silent Lands, Sorcerers Isle, Ashaneloon, Dhoz-Kam, Kaneloon, Dorel, Unholy Fortress, Mordaga's Castle, Tanelorn, and the Forest of Troos.
- Place the container of remaining magic spells beside the playing board within reach of all players.
- Place the Turn marker on the first space of the Turn Track and the Law/Chaos marker on the Neutral space of the Cosmic Balance (either side face-up).
- Distribute one set of stack markers to each player.
- Except for Elric, place all of the Melnibonean counters on the island of Melnibone.
- Each player should roll the die, the high roller going first. The high roller chooses his kingdom first from among those listed in the scenario. The player on his left then chooses and so on until all players have chosen a beginning kingdom.
- Each player then places three armies in each province containing a non-capital city, all fleets and the Admiral in any port, and the rest of the personalities and armies in the kingdom's capital. If there is only one city, the capital, all units begin the game there.
- Each magician in each player's kingdoms draws a full complement of spells from the spell container. (However, Melniboneans except for Elric do not draw any spells at the start of the game.) If a spell that is drawn of an alignment that conflicts with spells already drawn by the magician, or a Play Immediately spell is drawn, the spell is returned to the spell container and a replacement drawn.
3. Sequence of Play and Victory Conditions
Each game-turn consists of a number of player-turns, one for each player. Each player-turn has the following phases:
- Elric Random Appearance Phase
- Replacements Phase
- Movement Phase
- Search Phase
- Magic Phase
- Combat Phase
- Muster Phase
- (Optional) Random Balance Movement
The first player takes his turn first, followed by the player on his left. It is convenient to pass the container holding the magic spells to the next player, signifying the end of the passer's turn. Once the turn passes to the next player, nothing in the just-completed turn may be altered.
3.1. How to Win
A game of ELRIC lasts 10 turns. The winner is the player who fulfills one of these conditions:
- Captures the Melnibonean capital of Imrryr.
- If no player controls Imrryr before Turn 10, then the player who fulfils the victory conditions described in the scenario wins.
- If the world ends through a tipping of the Cosmic Balance toward Law, the player with the Runestaff wins. If no player has the Runestaff, then the player with the greatest Law magic value total wins.
- If the world ends due to a Chaos shift in the Balance, the player controlling the sword Mournblade wins. If no player has Mournblade, then the player with the greatest Chaos magic value total wins.
- If no player controls Imrryr, has fulfilled the scenario victory conditions, and the game has not ended due to the end of the world, then the player who controls the greater number of enemy capitals at the end of Turn 10 is the winner.
4. Replacements
During the Replacement Phase, replacement armies or fleets are taken by kingdoms that have lost units. A player may replace 1 lost army unit in his capital, or 1 fleet if the capital is also a port.
Replacement units appear in the capital city. If the capital is occupied, no replacements may be taken. Kingdoms may only replace units of their own nationality.
The Shazaarian armies and navy have been having a rough time in the wars with Jharkor. The Shazaarian player, during the Replacement Phase of his turn, may decide to build a fleet or raise an army in Aflitain.
5. Movement
Only armies, personalities and fleets may be moved. Spells may not be moved unless there is a personality controlling them. When moving, units may only move into an adjacent area, unless flying. Units may never enter a sea or province occupied by an enemy unit unless initiating combat. A stack entering Wilderness with the intent of doing combat must first Search for the units to be combated.
All movement is voluntary, except for retreats called for by the Combat Results Table.
5.1. Stacking
Stacks of units are subject to the following restrictions:
- An unlimited number of personalities may occupy a province or, with the aid of ships, a sea. Armies and fleets attached to a personality are placed beneath that counter.
- An unlimited number of armies may be stacked in a province.
- An unlimited number of fleets may be stacked in a port or sea. A fleet may carry a number of armies up to its carrying capacity. Exceeding the fleet's carrying capacity will cause the fleet to sink automatically, eliminating all armies and forcing all personalities with the fleet to make Heroic Escapes.
- A player can never have more than 1 stack in a province, unless the province is Wilderness and the stacks have not found each other using Search. Stacks in non-Wilderness provinces merge as soon as they meet.
5.2. Land Movement
Armies may be moved only if they are stacked with a friendly leader, or if they are stacked within their home kingdom. Armies may not move outside of their home kingdom unless led by a personality.
When stacked with a personality, an army may move up to four provinces.
When in their home kingdom without a personality, an army may move one province each turn.
Personalities and the armies that they are leading have four movement points to use each turn. This means that they may move up to four provinces in a single turn, subject to terrain restrictions.
Notice that some provinces contain one or more cities and that others have none. Units in a province containing cities are considered to be in a city and are protected by its walls.
5.3. Sea Movement
Fleets allow non-magician, non-flying personalities and armies to move at sea. All personalities except for magicians and flying units and all armies may move at sea only with the use of a fleet. Armies that either voluntarily or involuntarily move into a sea without a fleet are eliminated. Personalities who do so must attempt Heroic Escapes.
Magicians may move through seas without using a fleet at a cost of 2 movement points per sea.
5.3.1. Fleet Movement
The movement rate listed on each fleet counter indicates the total number of seas the occupying armies, personalities, and fleet may move. Each fleet in a moving stack must have at least one personality aboard to move.
A fleet must be either at sea or in a port. Place the fleet stack in either the sea or the port city to make its location clear.
Fleets in port cannot carry armies or personalities. All armies or personalities disembark automatically when a fleet enters port at no cost in movement points. If the port is in enemy hands, the fleets cannot enter and must stay at sea. They can enter neutral ports to take on or drop off passengers, but must leave the neutral port as soon as the armies or personalities are on board.
Entering or leaving a port costs a fleet no movement points; it is part of the sea province. The fleet, however, can only enter or leave a port during its turn (except for retreats after battle). If passengers board a fleet put the passenger counters under the fleet counter the passengers are aboard, and immediately move the fleet out of the port into the sea province.
If there is no friendly or neutral, ungarrisoned port to use, the fleets must stay at sea. Passengers can land anyway; this costs the ship 1 movement point.
While a fleet can move from the sea into a port for free, embarkation by passengers is not free; it costs 1 movement point to embark on a fleet in port. Embarking from a coastline with no friendly or ungarrisoned neutral ports costs 4 movement points, as mentioned in the rules. However, a personality can board a ship from a non-port province at the cost of 1 movement point.
5.3.2. Combined Land/Sea Movement
If the armies and personalities have moved on land before boarding a fleet, the amount already moved is subtracted from the fleet's maximum movement. If the armies and personalities wish to move on land after using only part of a fleet's movement value, subtract the number of seas moved from the armies and personalities maximum land movement value.
Example: Fadan and Urish are leading five armies through the kingdom of Lormyr, planning to board ship in Ramasaz. The land journey will cost 2 movement points since they are two provinces away from the city. They must then spend 1 movement point to board one of the armies and Urish onto the waiting Lormyrian transport, while Fadan and the other four armies remain behind to guard the city. Urish and the army have used three movement points so far, and these are subtracted from the fleet's movement value of 6, leaving 3. Urish and the fleet could choose to sail three provinces from Lormyr, not move at all, or sail one or two provinces along the coast and debark in some other province.
Fleets may only enter into seas or ports. A fleet may embark armies and personalities from any adjacent province. Embarkation from a port costs an army 1 movement point. Armies embarking from provinces without ports must pay a 4 movement point cost. Fleets must pay one movement point to debark armies and personalities to any province. Personalities pay only one movement point to embark from any province.
5.4. Flight
Certain spells and personalities in ELRIC have the capacity to fly themselves and sometimes other personalities.
5.4.1. Flying Units
In ELRIC there are several races which can fly, such as the Winged Men of Myrrhyn and the Clackars. These winged units may move up to 4 provinces or seas. Flying units may not cross over mountain terrain and are affected by the Boiling Sea. They may move freely over other terrain and enemy units, but must always end their movement on either dry land or a friendly fleet.
5.4.2. Magical Flight
Certain magic spells allow one or more personalities to fly. When used, these cards will remain with the personality for 2 flights or 3 turns, whichever is less.
When magic is used to fly, the personality may be moved to any province on the board regardless of distance. Fleets and armies may not be transported through the use of magic.
5.5. Special Terrain
The following types of terrain have special rules which affect movement.
5.5.1. Cities
Walled Cities: Walled cities are identified as black dots surrounded by a whole or partial circle. The cities of all civilized kingdoms except for Nadsokor are walled. Walled cities have an intrinsic Combat Value of 3 when attacked, added to the total value of any defenders present. Taking a walled city requires that the defensive value of the wall be overcome in a single battle. City walls cannot be destroyed, and always remains at full strength, regardless of combat losses. Defending forces in a province are considered to be located in the walled city in the province.
Capitals: Capitals exist only in civilized kingdoms, and are identified by a star designating the city's location.
Capture of an enemy capital allows the conqueror to muster that kingdom. Capture of any capital, enemy or neutral, also rewards the victor with a magic spell drawn randomly from the magic spell container.
In combat, treat a capital as a walled city with a defensive value of 5.
Example: The player controlling the kingdom of Ilmiora is attacking the city of Jadmar (the Vilmiran capital) with a Combat Value of 17. The Vilmir player has one personality and two armies defending for a combat total of 6, plus the capital's wall value of 5: final total equals 17 attacking and 11 defending. The Ilmioran will need to force the Vilmiran to take at least 11 points in losses before occupying the city.
The Ilmioran rolls 6 and the Vilmiran rolls 2. This is a total of 23-13, a +10 result on the Combat Results Table. The Vilmiran must lose at least 5 armies. All of the Vilmiran defending troops are killed in the fighting and the Vilmiran personality may attempt a Heroic Escape, but the Ilmioran may not occupy the city.
Unwalled Cities: Unwalled cities are shown as a simple black dot identifying the city's location. Unwalled cities are treated as provinces for purposes of movement. Unwalled cities provide no additional protection for defenders.
Ports: Anchor symbols on the map identify ports. Fleets may enter ports only from seas with the anchor symbol. Due to its massive seawall, only stacks with Elric can enter Imrryr before it has fallen. Once Imrryr falls, any Melnibonean can guide a stack into the city.
5.5.2. Mountains
Mountains are impassable for all units, including flying units.
5.5.3. Hills, Rivers and Forests
Hills, forests and rivers marked on the board have no effect on unit movement.
5.5.4. Wilderness
Stacks containing armies must draw for Random Attacks for each Wilderness province passed through during movement.
Personalities unaccompanied by armies draw for Random Attacks only if they end their movement in a Wilderness province.
5.5.5. Seas
The Boiling Sea: The waters of this sea are literally boiling, and great quantities of heat and steam which make it nearly impassable. All units, except for the Jeweled Bird, must successfully roll a Heroic Escape before upon entering and leaving the Boiling Sea, or they are eliminated. Roll separately for each fleet in a stack.
Example: Jagreen Lern, leading his own 5/6/2 fleet and a Vilmiran 4/6/1 fleet, attempts to enter the Boiling Sea trying to reach fabled Ashaneloon for the possible magics there. Both ships are forced to attempt Heroic Escapes due to the heat and steam. The Pan Tangan galley rolls a 1 on the die, easily making it to the island. The unfortunate Vilmiran rolls a 5 however, and all armies aboard perish. Any personality aboard must now also make Heroic Escapes to avoid the same fate as the soldiers.
Serpent's Teeth: Much feared for its strong and tricky currents and forbidding cliffs, ships passing through the sea near the Teeth must successfully make Heroic Escapes or they are eliminated. Escaping fleets may continue moving normally. Eliminated fleets also eliminate any transported armies. Personalities must attempt a Heroic Escape to survive.
Straits of Chaos: Treat this sea as a Wilderness area. Any stack passing through the Straits of Chaos must undergo a Random Attack before completing movement.
5.6. Random Attacks
To resolve a Random Attack against an affected stack, draw a spell from the magic spell container and show it to all players. The effect depends on the spell type:
- Chaos spells will always attack the affected stack of counters.
- Law spells will only attack if the stack contains Chaos magic (including spells held by non-magicians for purposes of muster). Otherwise, discard the spell.
- Neutral, Special, or other spells have no effect and are discarded.
- Play Immediately spells function normally.
- If a Fleet Eater or Army Eater spell is drawn, the attacked armies and fleets are eliminated automatically. All personalities must make Heroic Escapes.
All aligned spells (Law, Neutral and Chaos) drawn as Random Attacks affect the Cosmic Balance, whether or not the spells actually attack.
6. Search
| Search Turn | Success |
|---|---|
| First | 5 or 6 |
| All subsequent turns | 4, 5, or 6 |
Units ending movement in Wilderness areas and surviving Random Attacks may try to find any unfound magic, friendly stacks, or enemy stacks also in the area. Search occurs in the Search Phase of each player's turn.
Armies alone in a province without a personality cannot perform a Search.
The Searching player must announce the object of the Search before the die is rolled. Only one Search in a given province by each player is allowed each turn. To Search, roll the die and consult the Search table.
Friendly stacks and magic spells found as the result of successful Search are placed beneath the Searching stack. Enemy stacks found must be fought during the following Combat Phase.
7. Magic
Magic spells held by personalities are kept beneath that personality's counter and are kept hidden from the other players until used. Used magic spells are discarded.
If all of the magic spells in the container have been used and one of the Reshuffle spells has not been drawn, all discarded spells are placed back into the magic spell container and remixed thoroughly.
7.1. Acquiring Magic Spells
You can acquire magic spells in any of the following ways:
- Each magician draws his or her spell capacity in magic spells randomly from the magic spell container when first mustered.
- Magic spells may be transferred from one personality to another if the personalities are both located in the same stack during the Magic Phase.
- Certain Wilderness areas begin the game containing magic spells, and they become the property of the first personality to successfully find them through Search.
- Occupation of a neutral or enemy capital allows the victor to draw a magic spell randomly from the spell container.
7.2. Use of Spells
Spells can be cast in any of the following circumstances:
- In the Magic Phase, when combat is about to happen.
- Before a Heroic Escape attempt.
- Before combat with a random attack.
- Movement spells can be cast when a stack or personality moves.
Spells are cast by laying them face-down next to the location of the personality doing the casting. The Combat Value of the spell cast is used in place of the magician's Combat Value. A magician may not cast more than one spell in a turn, except when using magic to aid in Heroic Escapes. A limit of three magic spells may be used by each player in any one battle, as long as there is one magician present to cast each spell.
In one of the larger battles of the game, the Bakshaan player tries to invade Pan Tang (he has the Pan Tang muster on one of his spells). The Pan Tang player, expecting some treachery, has stationed a stack of fleets just off the Pan Tangan coast outside of Hwamgaarl. The Bakshaan player has a Combat Value total of 63 (including 4 magicians) and the Pan Tang player has a total of 55 (and 2 magicians). During the Magic Phase, the Bakshaan player plays 3 magic spells (the maximum) worth 8 points. The Pan Tangan, with only 2 magicians, can only play 2 spells worth 5 points. The difference between the two Combat Value totals is 11. The Pan Tangan retreats into port, losing one ship.
Magic spells with a parenthesized Combat Value do not add to the combat total. Instead, the parenthesized Combat Value determines the effect of the card's use as magic on the Cosmic Balance.
The three personalities with a (!) next to their spell capacity have the unique ability to conjure magic when defending or attacking. Whenever one of these personalities (Elric, Theleb K'aarna or Yyrkoon) is involved in combat, the owning player has the option of drawing a spell from the container instead of using a held spell. The spell drawn must be used in the combat in which it was drawn. If Theleb K'aarna or Yyrkoon draws a spell which conflicts in Alignment with those already held, then they are instead attacked by them (their Combat Value is added to the value of the enemy units). Elric may draw spells with impunity. If the spell drawn is not applicable, it is discarded, and no other spells are drawn.
7.3. Spell Types
There are seven types of spells used in the game of ELRIC: Law, Chaos, Neutral, Play Immediately, Special, Melnibonean Only, and Elric Only.
Spells indicated for a specific individual or race may be used by other personalities for muster purposes only.
7.3.1. Law, Chaos, And Neutral Spells
The bulk of spells in the game are aligned spells.
- Law spells are aligned with the forces of Law and order in the universe.
- Chaos spells are aligned with the forces of disorder and entropy.
- Neutral spells are aligned with those forces which push for a Balance between the two extremes.
Aligned spells have an effect on the Cosmic Balance when used. When used as magic (not muster), each point of the spell's Combat Value moves the Balance marker one space toward the Alignment of the spell. When spells of several Alignments are used in a battle, determine and apply the net Law/Chaos shift before applying any neutral effect.
7.3.2. Special Spells
Special spells may be used by any magician.
7.3.3. Play Immediately Spells
Play Immediately spells are not held but their effects take place immediately.
Elric Nightmares affect both Stormbringer and Mournblade any time (except when initially setting up the game).
The Tower of Voilodion Gagnasdiak, Shade Gate, Mirror of Memory, and Quaolnargn all immediately affect the finder of the spell.
7.3.4. Melnibonean Only Spells
There are two spells which only Melnibonean personalities may use: the Dragons and the Battle Barge. Melniboneans are also the only personalities who may wield the sword Mournblade.
7.3.5. Elric Only Spells
One spell, the Horn of Fate, can only be used by Elric.
7.4. Limitations On Magic
Magicians may never hold more spells than they have spell capacity. Non-magicians may only hold one spell for muster purposes only. Armies and fleets may not hold magic spells.
Cosmic stability prohibits magicians (except Elric) from holding magic spells of the opposite Alignment. Neutral spells may be held with either Law or Chaos. If a magician draws spells of conflicting Alignments, one type or the other must be discarded (and they are not replaced). All of the magicians in a single stack are bound by these same cosmic stability rules, although a single player may have stacks in different provinces holding spells of conflicting Alignments.
7.5. Used Spells
Spells that have been used in combat and spells that conflict with others in a personality's hand must be discarded. A discard pile should be formed separate from the spells in the magic spell container.
8. Combat
Combat will occur whenever two hostile forces meet.
8.1. Which Units Are Eligible
Any time that two enemy stacks are in the same province, these stacks must fight. If they are in a Wilderness province, one of the stacks must Search for and find the other for combat to take place.
All attacking stacks must have at least one personality to lead the armies. Leaderless armies will not attack, but will defend and retreat normally.
8.2. Withholding Units from Combat
Both the attacker and the defender may, at their option, withhold units from combat, though the withheld units will suffer adverse effects if their side loses. Defending units withheld from combat may, at their option, retreat one province before combat begins; withheld attacking units may not be retreated. Retreats by defending units may not be made into provinces through which attacking units passed.
8.3. Combat Magic Declaration
Spells previously cast (placed face down beside the stack containing the casting magician) to be used in the battle are revealed for all players to see. Eater spells will take effect before any other magic. Magic spells cast by magicians who are eliminated by an Eater will still function normally in the battle in which they were cast.
8.4. Determination of Total Combat Value
Both the attacker and the defender total their Combat Values for each army, fleet, personality and spells used in combat.
8.5. Combat Resolution and Shifting the Balance
Each side rolls 1 die and adds the result to their Combat Value total. The player with the greater total wins the combat. Subtract the smaller from the larger total and consult the Combat Results Table to determine the battle result.
Shift the Cosmic Balance in accord with the spells used in battle.
8.6. Combat Results Table
| Difference | Result |
|---|---|
| +25 and up | Eliminated |
| +20-24 | Retreat, lose 15 |
| +15-19 | Retreat, lose 10 |
| +10-14 | Retreat, lose 5 |
| +5-9 | Retreat, lose 3 |
| +4 | Retreat, lose 2 |
| +3 | Retreat, lose 1 |
| +2 | Retreat, no loss |
| +1 | Retreat, no loss |
| +0 | Reroll |
All combat results apply to the loser of the battle.
Retreat: the losing stack must move one province away from the attacker. The losing player decides into which province his units will move. A stack may not retreat into mountain, sea, or enemy-controlled provinces. Units forced to retreat from a port may either take ships if available or retreat by land. Fleets may retreat into ports if the opportunity exists. Retreat into Wilderness provinces provokes an immediate random attack. If a stack is unable to retreat, it is eliminated, and personalities must make Heroic Escapes. Units inside of a walled city are never forced to retreat as a result of combat.
Lose 1, 2, 3, 4, 5, 10, 15: the losing player must remove as much of the amount indicated as possible in combat factors from the losing armies and personalities, at the losing player's option. Losses at sea are taken in personalities or fleets. Eliminated personalities may make Heroic Escapes.
Eliminated: the losing player must remove all of the armies, fleets, and personalities in the province. Personalities can attempt Heroic Escapes.
8.7. Heroic Escapes
A personality who suffers an elimination result from normal combat, through the effects of Fleet or Army Eater spells or other means, has a chance of escaping his fate. At the end of the combat in which the personality was eliminated roll 1 die. If the roll is less than or equal to the personality's Combat Value, he escapes.
A personality who escapes appears in the nearest undisputed or friendly province, the controlling player deciding which one. Escapes at sea place the personality on the nearest land; the controlling player can choose which one if several are available.
Magicians may use their magic, if available, to help in their Heroic Escapes. The Combat Value of the magic used instead of the magician's own Combat Value. This total must then be rolled equal to or less than on the die. Magic used to aid in Heroic Escapes must be thrown before the die is rolled (except for the Invulnerability spell). Any spells held by an eliminated personality are discarded.
Personalities with an Influence Value instead of a Combat Value will be saved if the strongest personality stacked with him makes his Heroic Escape. If there is no personality with a Combat Value with them, the personality is automatically eliminated.
Personalities from neutral nations do not receive Heroic Escape attempts.
8.8. Special Cases
8.8.1. Garrisons
Players who control enemy cities must garrison them with at least one army to be sure of maintaining control. Otherwise, control of the city reverts to its original owner and it can be used for replacements again.
Garrisoned cities provide no replacements. The walls of an occupied city will aid the controlling player. Capturing and garrisoning the capital of a neutral or hostile kingdom will prevent its muster until the city is liberated by another player.
8.8.2. Overruns
An overrun allows a large invading force to overwhelm an opponent's defenses. To conduct an overrun, the acting player must enter an enemy-controlled province and allocate a portion of his force, including at least one personality, to divert the controlling force. The Combat Value total of the diverting army must at least equal the enemy units. The rest of the acting player's units may then continue moving, leaving the diverters behind to fight. The attacker can overrun as many provinces as he can as long as he can meet the above requirements.
8.8.3. Combat in Neutral Countries
When the armies of two enemy players meet in a neutral kingdom, neither side may use that kingdom's cities, armies, fleets, or personalities. If a player tries to attack a neutral kingdom's cities or capital, the neutral city will muster to defend itself. Each city's defensive value is printed on the board next to it. (Note that this is the total combat value of any armies and personalities that would normally muster in the city, plus any bonus for city walls.) The player to the attacker's right rolls the die for the neutral city's defense.
8.8.4. Besieging Walled Cities
Defenders in a walled city are never required to retreat as the result of battle. If the attacker of a walled city decides to continue to attack the city the next turn after a retreat is called for on the defender, then the city is besieged.
Besieged cities may draw replacements, and independent personalities may be mustered in the city if a personality exists within the city with the proper muster.
Armies and personalities already on the board may not move into the besieged city as the result of movement. They must first defeat and drive off the besiegers. Place the attacking armies atop the city and the defending armies to indicate the besieged status. Note that if the besieged city is a port, fleets may still enter the city unless enemy fleets are blockading the sea province.
8.8.5. Combat in Ports
A port being attacked by land defends with any armies in the city and the walls.
Combat in a port being attacked by sea may either be defended with all fleets in the port combating the attacking fleets, or the armies in the port may defend against armies on the attacking fleets. The choice is the defender's.
Army Eater spells can be used in a port.
9. Muster
Mustering allows players to take control of one of the kingdoms, personalities or artifacts listed on the spell. Use of a spell card to muster will preclude it being used as a spell.
Any magic spell with an italicized name along the bottom edge can be used to muster. The specific nationality (N), personality (P), artifact (A) or horde (H) mustered is listed on the spell. You must select one of the possible musters. For example, if a spell lists a Nationality, Horde and Personality as musters, you may muster the Nationality or the Horde or the Personality, not all three.
Muster takes place in the Muster Phase of each player's player-turn. Only one muster may be made per player per turn.
- To muster a nationality, the player must move the mustering personality to the capital of the kingdom to be mustered. When a kingdom is mustered, the player receives all of the personalities, armies and fleets of that kingdom in their set-up positions. Additionally, the player will receive each magician's spell capacity in randomly drawn magic spells.
- A mustered personality or artifact can be mustered anywhere, and appears in the place where it was mustered. Additionally, the player will receive any mustered magician's spell capacity in randomly drawn magic spells.
- Invading hordes are independent armies and personalities that must be mustered in specific locations:
- The Flamebringers must be mustered in the Weeping Wastes and must Search for, and find, Mordaga's Castle before they can move anywhere else.
- The Kelmain host must be mustered in the Wilderness of the southern continent. Before they can leave they must Search for, and find, Kaneloon.
- The Olab must be mustered in R'lin K'ren A'a. They may be moved normally on the next turn.
- The people of Pio appear anywhere that they are mustered.
- Two other units have special notes on their muster:
- Theleb K'aarna of Pan Tang may be mustered independently of his kingdom. If Pan Tang is later mustered by another player, Theleb K'aarna will switch to the side of the Pan Tang player.
- The Golden Melnibonean Battle Barge can be mustered only by a Melnibonean adjacent to Melnibone. When the Battle Barge is mustered, it will appear with Admiral Magum Colim.
Example: Count Smiorgan Bald-head, sent to the Unholy Fortress to find any magic there, was successful. He found a spell to summon the Elenoin (red-haired, female demons). Not being a magician, Smiorgan can not use the spell as magic, but he can use it to muster either the Flamebringers, the Clackars or the Melnibonean Silent Guard. He chooses to muster the Silent Guard, knowing that because they are a personality they will appear at the place where mustered. Since they are not magicians, the Silent Guard begin the game with no spells.
A player can muster another player's kingdom if he both controls the capital of the kingdom and has the muster for that kingdom in its capital. The units of a kingdom mustered away from another player are removed from the board that turn. If this is the player's only kingdom, he is removed from the game. The next turn the kingdom begins in its normal position at full strength.
Cards used for muster have no effect on the Cosmic Balance and are discarded after muster.
9.1. Special Replacements
Players who hold the muster for a kingdom which they already control may initiate a special replacement Phase by playing the corresponding Spell card during their Muster Phase. Each city of the mustered kingdom will then provide 1 replacement army (ports may provide 1 fleet instead). The capital may, instead of replacing an army or fleet, replace the lost leader who has the lowest Combat Value. Replaced magicians do not begin with magic spells.
Kingdoms with all of their cities occupied, including the capital, may not make replacements of any kind.
Kingdoms which lose all of their personalities have any remaining armies removed from the board. The kingdom reverts to neutrality and can be normally mustered.
10. The Melniboneans
As the inheritors of ancient knowledge and power, the Melniboneans are capable of using certain magic spells that the younger human races cannot. Magic cards marked Melnibonean only may only be used by a Melnibonean.
Melniboneans already on the board cannot be mustered. (In most scenarios, this means Imrryr must fall before any Melniboneans can be mustered.)
Melniboneans other than Elric will never attack another Melnibonean. When stacked with enemy units, they will not participate in a combat if there are Melnibonean units in the other stack. If one force is completely eliminated, surviving, non-participating Melniboneans will join the victorious side.
Elric may attack any other Melniboneans and other Melniboneans may attack Elric.
Melniboneans other than Elric will never participate in an attack against Imrryr.
All Melniboneans may move at sea without the use of fleets at a cost of 2 movement points per sea entered.
10.1. Elric
10.1.1. Random Appearance
Elric will appear randomly on the map in the following circumstances:
- At the beginning of the game (except where stated in some scenarios).
- At the beginning of any game-turn that Elric is not stacked with a player's personality.
- Whenever Stormbringer takes control of Elric and kills the controlling personality.
To determine where Elric appears, the active player draws a spell from the magic spell container. He consults the musters on the spell and places Elric in the capital (or the main city) of one of the nationalities listed. If there is no muster on the spell, discard it and draw another. If there are several musters on the spell, choose one at random.
10.1.2. Control of Elric
The first player to stack a personality with Elric gains control of him. If there are several personalities in the controlling stack, he will be controlled by the one with the greatest Combat Value or influence value. Control of Elric may be transferred to another personality, but only if that other has a greater Influence Value or Combat Value than the one presently in control. If two units have equal Combat or Influence Values, the Influence Value will take precedence over Combat Value.
Elric must be placed at the top of any stack that he is a part of, with the controlling personality placed just below him.
Another player may take over control of Elric by having a personality with greater influence (either a greater Combat or Influence Value) than the one presently in control. During the Movement Phase of the active player, the personality with the greater influence is moved, alone, onto the stack containing Elric. Accompanying units may not enter the province unless combat is being initiated. At the end of the Movement Phase, the personality takes control of Elric and is retreated to the nearest friendly stack.
10.1.3. Magic
Elric begins the game with his full spell capacity in magic spells, drawn when he is first controlled by a player.
Cosmic stability does not apply to Elric. Elric may hold any set of spells, even if they normally conflict. Elric's spells are kept stacked beneath his counter. A player may transfer spells out of Elric's hand only if Elric is offered a Melnibonean Only spell in exchange, and then for the lowest value spell Elric has.
Because of the (!) in his spell capacity, Elric may draw magic from the spell container whenever in combat, unless he chooses to use some of the magic in his hand. Elric always gains whatever benefit a spell may bring regardless of type, unless it is an Elric Nightmare (which takes effect before battle begins).
10.1.4. Stormbringer
Every time that Elric is used in combat, there is a risk that Stormbringer, his ancient magical sword, may take control of him and slay the personality in control of Elric. At the end of the Combat Phase in which Elric used his Combat Value in battle, the player in control of him must roll the die. If a 5-6 is rolled, Stormbringer has temporarily taken control of Elric and eliminates the personality in control. Personalities slain in this manner may not make Heroic Escapes.
Note that Elric may use his magic in combat with no danger of Stormbringer taking control.
Once Stormbringer slays the controlling personality, Elric immediately makes a random appearance. Shift the Cosmic Balance one point toward Chaos.
10.1.5. Elric Nightmares
Every time one of these are drawn or revealed, except at the very beginning of the game when the players are setting up their initial kingdoms (when they are discarded and replace), Stormbringer may temporarily take control of Elric. Immediately upon drawing or finding an Elric nightmare, the player finding it must roll the die. A roll of 5-6 means that Stormbringer has taken control and slain the controlling personality. Elric then makes a random appearance.
Mournblade is also affected by Elric nightmares. The same die roll affecting Stormbringer also affects Mournblade. If Mournblade goes out of control, the personality using it is slain and Mournblade is removed from the game until mustered again and the Cosmic Balance is shifted 1 space toward Chaos.
10.1.6. Elric and Moonglum
Moonglum was an excellent swordsman who hailed from far Eshmir. He became the only true friend that Elric had and, once they met, Moonglum was always by Elric's side.
If the stacks containing Elric and Moonglum are ever in adjacent provinces, Moonglum will leave the control of the player who has him and will join Elric's side. Once they are stacked together, they may not be separated for the rest of the game. Both Elric and Moonglum will make random appearances together. Moonglum is never the personality in control of Elric, and will never be the victim of an Elric nightmare. Another personality must still be designated as being in control.
While stacked together, the controlling player may use either Moonglum's Combat Value, Elric's Combat Value, both added together, or use Moonglum's Combat Value while Elric casts magic.
10.2. Yyrkoon
Yyrkoon was a cousin of Elric who sought both the Emperor's love, Cymoril and the ruby throne of Imrryr.
As noted by the (!) in his spell capacity, Yyrkoon may always draw a spell from the magic spell container instead of using magic in his hand. If Yyrkoon has magic, he will be attacked by spells which he draws if they are of the opposite Alignment.
10.3. Other Melniboneans
- Dyvim Slorm and Dyvim Tvar are Dragon-masters. They are specially trained to handle the great Dragons of Melnibone. Only these two and Elric may use the Dragons spell.
- The Silent Guard was an elite unit of soldiers, the pride of Melnibone. They may be used in all ways like a personality.
- Magum Colim was the grand Admiral of the Melnibonean navy. He is mustered when the Golden Melnibonean Battle Barge is mustered, and may be used as any other personality.
- Cymoril was Elric's cousin and his love, and wields great influence over him.
- When Yyrkoon tried to usurp the Ruby Throne from Elric, he also sought to make Cymoril his. When mustered, she may be used as a normal personality.
- Saxif D'aan was an earl from the history of Melnibone, trapped in another plane. He may be used as any other personality.
11. The Cosmic Balance
The Cosmic Balance represents the equality, or lack of it, between the influences of Law and Chaos in the world. At the beginning of the game, the Law/Chaos marker is placed at the center of the Balance in the neutral spot.
11.1. Shifting the Balance
Whenever Law, Chaos, or Neutral spells are used as magic, they affect the Cosmic Balance. Shift the Law/Chaos marker a number of spaces equal to the Combat Value of the spell used. Chaos spells move the Balance towards Chaos, Law spells move the Balance toward Law, and neutral spells move the Balance toward Neutral.
11.2. Effects of Balance Shifts
The Combat Value of spells of the dominant Alignment used as magic is added to the value of the Balance before the spell is played. After the combat is resolved, shift the Balance as required by the Combat Value of the spell.
11.3. Stormbringer and Mournblade
Every time that Stormbringer or Mournblade slays someone, the Cosmic Balance is moved one space toward Chaos.
11.4. End of the World
If the Cosmic Balance ever goes over the end of the scale, these rules go into effect:
- Spells of the dominant Alignment remain on the board after being played. The spell may, at the controlling player's option, remain in use by the magician that cast it as a "maintained spell." Otherwise, it remains face up in the province in which it was cast. If the magician decides to maintain it, it is left on top of the magician's stack. Magicians maintaining spells may cast no other magic, and maintained magic spells count toward the three magic spells per battle limit. Only one spell may be maintained. The casting magician will lose control of the other spells if he casts more than one. Maintained spells will not take battle casualties, nor will they protect the magician from them. Maintained spells used to aid in a magician's Heroic Escape may, at the controlling player's option, remain with the escaping magician or remain in the province, uncontrolled, in which the magician was killed. Dispel magic will not affect maintained spells.
- Neutral magic spells may be maintained, but they do not remain on the board after use. Instead, they are discarded once control is released.
- If the Cosmic Balance is tipped toward Law, Random Attacks no longer occur.
- If the Cosmic Balance is tipped toward Chaos, any area in which a Chaos magic is face up or is being maintained is considered a Wilderness area: units within them are subject to Random Attacks. Random Chaos attacks that are not eliminated remain on the board, as if they were a maintained spell, posing a threat to any unit passing through the province.
- Immediately after the Balance is tipped the Law/Chaos marker is placed three spaces ahead of the turn marker on the Turn Track. Place it with the Law side face-up if the Balance is tipped toward Law, and with the Chaos side face-up if the Balance is tipped toward Chaos. The world will end at the end of the last player's turn once the turn marker reaches the space where the Law/Chaos marker lies, unless the Balance is restored before then.
11.5. Restoration of the Balance
The Cosmic Balance may be restored in several ways:
- Players may sacrifice magic spells of the Alignment opposite Balance tilt or neutral spells. The total value of the spells sacrificed must equal 12 plus the value of any face-up spells of the dominant Alignment (including spells face-up as a result of Random Attacks). This sacrifice of spells can be made from any province during the Magic Phase of the player's turn. The magic sacrifice can be made over a number of turns, until the world ends. Stack the sacrificed magic atop the Law/Chaos marker on the Turn Track.
- The Horn of Fate may reset the Balance when used by Elric, though it may also hasten the world's end.
- When the Balance is restored, discard the sacrificed spells and place the Law/Chaos marker back on the neutral space on the Cosmic Balance.
11.6. Random Balance Movement (Optional)
Each player, at the end of their turn, draws a magic spell from the magic spell container. The Balance is moved the amount indicated on the spell in the direction of the spell's Alignment. The spell is then discarded. This option may also be used to get things going at the beginning of the game. Before the first player takes his turn, draw for random Balance movement.
12. Scenarios
12.1. Founding of the Bright Empire
A beginning scenario for one player.
Number of Players: 1
Setup: Place all of the Olab counters and the Free Fleet in R'lin K'ren A'a. Separate all of the Chaos magic spells from the rest and remove the Quaolnargn, Xiombarg, Kyreenee, and Slortar the Old spells. Mix up the rest of the Chaos magic spells and place one each on the magic card location symbols. Place the Dragons in Melnibone and count their Combat Value as doubled.
Random Attacks do not occur in this scenario.
As each hidden spell is found, the monster described must be defeated. If the player wins the combat, the spell becomes his.
Monsters which are not defeated remain on the board and will attack or may be attacked later.
The player may use captured spells for the muster of personalities only.
Victory Conditions: the player must find a Dragon-master and defeat the Dragons in Melnibone before the end of the 10th turn. Defeat of the Dragons is accomplished by achieving a retreat result or better in combat with them. Elric is not needed to gain entrance to Melnibone, for the great Seagate covering the only entrance to the island has not yet been constructed.
12.2. Dragon Masters Against the Upstart
Number of Players: 2
Setup: Player 1 begins with all of the Pan Tang and Dharijor counters. Player 2 begins with all Melnibonean units. All normal rules are in effect.
Victory Conditions: the Pan Tang player must control Imrryr to win, otherwise the Melnibonean player wins.
12.3. Successor to the Bright Empire
Number of Players: 2
Setup: The first player begins the game with Shazar, Jharkor, and Tarkesh. The second player begins with Pan Tang and Dharijor.
Victory Conditions: the Pan Tang player must control all three of the enemy capitals to win a decisive victory. The Jharkor player must occupy both enemy capitals to win a decisive victory. If neither condition is met, the Jharkor player wins a marginal victory.
12.4. World Conflict (Short Game)
Number of Players: 3
Setup: Each player begins with one continent. The northern continent includes the nationalities of Ilmiora, Bakshaan, and Vilmir. The southern continent includes Lormyr, Filkhar, Argimiliar, and Pikarayd. The western continent includes Shazaar, Jharkor, Tarkesh, and Dharijor. All other nationalities are musterable. Determine the first player randomly. The first player chooses his starting continent first.
Victory Conditions: Normal victory conditions are in effect.
12.5. World Conflict (Long Game)
Number of Players: 3
Setup: Choose the first player randomly. Each player, beginning with the first, chooses from the kingdoms of Jharkor, Lormyr, or Vilmir.
Victory Conditions: Normal victory conditions are in effect.
12.6. World Against the Upstart
Number of Players: 4
Setup: The first player, chosen randomly, starts the game with Pan Tang. The other players choose from among the kingdoms of Dharijor, Ilmiora, or Argimiliar.
Victory Conditions: Normal victory conditions are in effect.
12.7. Other Scenarios
Players are encouraged to improvise and create their own adventures. You might try to recreate the Elric stories, and place the various spells in the places where they were actually found. Another suggestion is for two players: one can play Elric (beginning with a random appearance) and the other can play Theleb K'aarna. The goal might be capture of the other or conquest of the world. Improvise!
13. Units
The units given below are arranged alphabetically by kingdom. Under each of the nationalities are given the personalities, fleets, and the armies of that nationality. For color, the kingdom Alignment is also indicated, but this has no effect in the game.
| Kingdom | Alignment | Personalities | Armies | Fleets |
|---|---|---|---|---|
| Argimiliar | Chaos | King Hozel, Prince, Admiral, Necromancer | 11 | 2 |
| Bakshaan | Law | Nicorn, Pilarmo, Admiral | 5 | 2 |
| Dharijor | Chaos | Karnaal, Sarosto, Admiral, Sorcerer | 11 | 2 |
| Dhoz-Kam | Chaos | Boss | 2 | — |
| Eshmir | Chaos | Golden Valley King, Warlock | 4 | — |
The unit table in the source is a multi-column layout; the Armies and Fleets columns are given in the order the source prints them. Where the source prints no value for a column, it is shown as "—"; the Independents row shows "N/A" as printed.
14. Magic Spells
14.1. Law Spells
| Spell | Description | Combat Value | Musters |
|---|---|---|---|
| Arkyn | Arkyn is one of the gods of Law, and is often referred to as the god of natural Law. | 3 | Shazaar, Vilmir, Ilmiora |
| Arrows of Law | Powerful weapons forged long ago to fight Chaos. | 4 | Tarkesh, Pio, Theleb K'aarna |
| Aubec | Aubec was a ancient hero of Lormyr who personally forged much of southern continent from Chaos-stuff. | 3 | Bakshaan, Kelmain Host, Dyvim Tvar |
| Bronze Banners and Quartz Arrows | Artifacts of great magic stolen from the Tower of Voilodion Gagnasdiak to repel one of the raids on eternal Tanelorn. | 4 | Filkhar, White Mage, Free Fleet |
| Charm of Justice | A magical spell that enables a person to benefit fully from whatever justice was due to him in this unfair world. | 2 | Filkhar, Zas |
14.2. Chaos Spells
| Spell | Description | Combat Value | Musters |
|---|---|---|---|
| Arioch | The Knight of Swords, Arioch controlled five of the fifteen planes. Also called Lord of the Seven Darks, he was the patron of the Melnibonean Emperors. | 5 | Jharkor, Eshmir, Pan Tang |
| Balan | A god of Chaos, one of the Dukes of Hell. | 3 | Pikarayd, Shaman, Saxif D'aan |
| Balo the Jester | The jester of the court of Chaos, Balo had some odd powers. When used, the player must roll the die. The spell works if any odd number is rolled. | 3 | Nadsokor, Org, Dhoz-Kam |
| Beetles of Kaleef | Beetles the size of mammoths which can change size to attack their foes. | 2 | Nadsokor |
| Bellbane | A hoary mist giant, with no head and a snake-like lower body which fed on the blood and souls of men. | 3 | White Mage, Free Fleet |
14.3. Neutral Spells
| Spell | Description | Combat Value | Musters |
|---|---|---|---|
| Boatmen of Xerlerenes | A group of people who lived in boats which sail the air. They can be used to fly two personalities. | (2) | Nadsokor, Olab |
| Dispel Magic | Can be used to negate the effect of any other spell except maintained magic spells. To do so, it must be played in the same phase as the magic to be dispelled. | (3) | Moonglum, Olab |
| Dispel Magic | Can be used to negate the effects of any other spell except maintained spells. To do so, it must be played in the same phase as the magic to be dispelled. | (3) | Chaos Shield, Eshmir |
| Elenoin | Fearsome female demons from the Eighth Plane, the Elenoin are fanatical fighters, presenting an imposing sight with their shrill screams and flaming red hair. | 3 | Flamebringers, Clackars, Silent Guard |
| Fileet | One of the beast lords, called the lady of birds. | 2 |
14.4. Play Immediately Spells
Play Immediately spells have no musters. They are played as soon as they are revealed.
- Elric Nightmare (3): Whenever one of these spells is revealed, the player revealing it must roll the die. On a roll of 5-6 Stormbringer (and Mournblade if it is being used) go out of control and slay the personality in control of Elric (or the personality using Mournblade). Elric then makes a random appearance (Mournblade is removed from the board and can be remustered). If the 5-6 is not rolled, nothing happens.
- Four-Who-Are-One: Under a very unusual set of circumstances, four of the incarnations of the Eternal Champion met. Included were Elric, Prince Corum, Erekose, and Dorian Hawkmoon. When drawn by the player controlling Elric, Elric will leave the game for one turn. When he returns he will be accompanied by Brut.
- Reshuffle (2): Whenever one of these is drawn or revealed, remix all discards with any spells not yet drawn.
- Shade Gate: A magical device capable of bridging the worlds. People who passed through were likely to die or return with plunder. Immediately after drawing or revealing the Shade Gate, the finding personality must combat the next spell (plus a die roll). If he survives he may draw two more spells as plunder. The personality must fight alone.
- Tower of Voilodion Gagnasdiak: Created by a warped wizard, this spinning tower was capable of inter-dimensional travel. Voilodion was especially fond of capturing people for as long as they amused him. Naturally, it was full of treasure. Immediately upon finding or drawing the Tower, the finding personality's player must roll the die. On a 1, 2, or 3 the personality is eliminated (no Heroic Escape) by entering the tower and never leaving. On a roll of 4 or 5 there is no effect (the personality recognized the tower for what it is and avoided it). On a roll of 6 the personality may take two additional spells and Elric has a nightmare as per the spell. (If Elric encounters the Tower, do not roll. Instead, he makes a random appearance.)
14.5. Special Spells
| Spell | Description | Combat Value | Musters |
|---|---|---|---|
| Escape | Can be used to automatically save the using personality from elimination. It must be used before rolling for a normal Heroic Escape. | 0 | Moonglum, Kelmain Host |
| Escape | May be used to automatically save the personality who uses it. It must be used before rolling for Heroic Escapes. | 0 | Pio, White Mage |
| Invulnerability | Works like the Escape spell above, except that it may be used after failing a Heroic Escape. | 0 | Flamebringers, Chaos Shield |
14.6. Melnibonean Only Spells
| Spell | Description | Combat Value | Musters |
|---|---|---|---|
| Dragons | The Dragons were great flying creatures able to spit fire, tamed eons ago by the Melniboneans. The Dragons are both Fleet and Army Eaters. | (5) | Mournblade |
| Battle Barge | The Battle Barges were immense ships which once ruled the seas. They still are more powerful than any thing else that the Young Kingdoms can muster. When adjacent to Melnibone, any Melnibonean can muster the Battle Barge. It will arrive with the Admiral Magum Colim. | See counter | Golden Melnibonean Battle Barge |
14.7. Elric Only Spells
- Horn of Fate: The Horn of Fate was an ancient magical artifact whose blowing would herald the end of the world. It can only be blown when the Balance is tipped, that is, advanced beyond the last box on the track. When used by Elric after the Balance has been tipped (regardless of direction of tip), a die roll of 1-4 will reset the Balance to neutral. A 5-6 means that both the world and the game end at that point. The world will end automatically the third time that the horn is used by Elric. The Horn will have no effect if used at any other time or by any other personality. This spell can be kept by Elric after use, and does not count towards his three-spell limit. This spell can be used to muster Jhary-a-Conel instead.
14.8. Artifacts
Unlike other spell cards, artifacts are not discarded after use, but may be kept by the controlling player until lost.
- Chaos Shield: The Chaos Shield was a powerful artifact that Elric carried during his last battle with Chaos. When used, it protects all of the units stacked under it from the effects of any Chaos spells. If the stack carrying it is eliminated through spells other than Chaos or through combat, the Shield is removed from the board. It may be re-mustered with the proper spell.
- Chaos Fleet: Whenever Pyaray is mustered, he will arrive with the Chaos fleet. This rotting hulk normally rides far below the waves and is manned by all sailors who have drowned in the world. The Chaos ship can carry two armies but they may never leave the ship once they board. It may also carry any number of personalities, but they must successfully make a Heroic Escape to debark or they are eliminated. The Chaos ship must be removed from the board if the Cosmic Balance ever tilts towards Law.
- Free Fleet: The Free Fleet is an independent organization of sailors, unallied to any nationality. It may be mustered as any other unit and will appear in the sea nearest the mustering unit.
- Mournblade: Mournblade, like Stormbringer, was a sword made by the gods whose original purpose remains shrouded in antiquity. Mournblade may be used by any Melnibonean, and is subject to the appearance of Elric Nightmares and prone to seizing control of Melniboneans using it in battle.
14.9. Special Units
- Moonglum: Moonglum was an excellent swordsman from far Eshmir. Moonglum may be mustered independently or, if he is not already on the board, appears when Eshmir is mustered.
- Pyaray: The tentacled whisperer of impossible secrets, Pyaray is the Chaos lord of the deep. He also commands the Chaos fleet (see above). Pyaray may only be mustered when the Law/Chaos marker is on the Chaos side of the Balance in the 3, 4, 5, 6, or further spaces. Pyaray, and the Chaos fleet, will be removed from the board if the Balance is ever tilted toward Law. He may be re-mustered later as long as the above conditions prevail.