Greyhawk Adventures: Wars
Greyhawk Adventures: Wars Rulebook
Table of Contents
Table of Contents
Game Pieces
Your GREYHAWK Wars game should contain the following pieces:
- 2 map sheets
- 2 sheets of chits
- 17 sheets of Country, Event, Mercenary, and Treasure cards
- 1 rule book
- 1 adventure and scenario book
- 2 ten-sided dice
Depending on the scenario chosen, one or both maps should be set out on a playing surface. The cards should be separated and sorted and the chits punched out and organized by type.
Maps
The maps show the known portion of the GREYHAWK game world divided into movement spaces known as areas. Areas are separated by black borders. There are three main types of areas:
- land areas, which contain one type of land terrain
- sea (or lake) areas, which are water
- island areas, which contain both water and islands of various sizes
Some areas are bordered by rivers, and ferries may link different areas (see map legend).
Each nation and its capital is listed by name. All areas that form part of a single nation are enclosed by a colored border. The colors indicate alignments:
- Good lands: Green name/border
- Neutral lands: Gray name/border
- Evil lands: Red name/border
Cards
The cards are divided into four different types: Country, Event, Mercenary, and Treasure cards. These should be sorted out from each other before play begins.
Country Cards: These cards represent control over a country, whether by original ownership, diplomacy, or conquest. These cards supply the following information:
- Country name: Title
- Alliance ratings: How easily Good and Evil countries can ally with it
- Diplomacy modifier: Which countries have bonuses or penalties to alliance attempts
- Roster of units: The troops and ships the country can raise
Event Cards: These cards list random occurrences that affect play. They are drawn in their own phase of the turn sequence. (See p. 3.)
Mercenary Cards: These cards list the alignment, number, and type of mercenary troops available in a specific area. They are drawn when heroes look for mercenaries and they can be played anytime during an army's action to add units. (See p. 3.)
Treasure Cards: These cards list monsters and treasure available to those who defeat them. The monster's strength is represented by the top number in the upper right hand corner. The number of Treasure cards drawn for the monster's defeat is the bottom number. Treasure cards are drawn in searches for treasure; they can help in diplomacy or battle.
Counters and Markers
The GREYHAWK Wars game uses three specific types of chits: troop counters, fortification counters, and control markers. (See p. 32 of the Adventurer's Book for chit identification.)
Each chit type has a special function.
Troop Counters: These counters indicate the type and strength of troops, showing a silhouette of the troop type and a number representing troop strength. The term troop counter refers to land and sea units.
- Good units: Green background
- Neutral units: Gray background
- Evil units: Red background
Some counters are back-printed with a reduced strength to show that they take more than 1 hit in battle. All players draw troop counters from a common pool, and all troop counters that are destroyed or disbanded return to that pool.
Fortification Counters: These counters indicate a spot where a nation has built bulwarks that aid in defense. Fortifications indicated by counters can be destroyed, unlike the permanent fortifications on the map at Irongate, Idee, and the City of Greyhawk.
Control Markers: Unlike troop counters, control markers belong to a specific nation (player). There are two types of control markers: army markers and hero markers.
Army Markers: Army markers display the shield of a specific nation, and are used to indicate what player controls a certain stack of troop counters. Army markers have no strength rating; they merely show ownership. A stack of troop counters marked by an army marker is called an army. Fleets are armies of ships, which follow the same rules as regular army markers with a few exceptions. (See p. 4.) At the end of a turn, an army marker must always have from 1 to 5 troop counters under it. If at the end of a turn an army contains more than 5 troop counters, the extra troops must be returned to the counter pool.
Hero Markers: Each of these markers represents a band of adventurers belonging to a particular player. Heroes can perform special hero actions or can serve as army markers. Heroes can remain on the map in areas without troop counters. Though heroes can suffer setbacks, they are never removed from play.
Set-Up
Before starting play, look at the scenarios at the end of the Adventurer's Book. These scenarios are specific battle games that allow for various numbers of players, countries, objectives, and playing times. Select a scenario, assign countries (according to the scenario), and distribute hero and army markers for those countries.
Next, divide the cards into Mercenary, Treasure, Event, and Country piles. Choose one player to distribute Country cards to each player as defined in the scenario. Set the remaining cards face down to the side of the map. Choose another player to sort and distribute troop counters during the game.
Each player receives the counters listed on his Country card(s) and places these in stacks within that country's borders. Each stack must be marked with either a hero or army marker, and no stack can have more than 5 troop counters. Only 1 hero and army can begin in each area.
Turn Sequence
The GREYHAWK Wars game is played in turns, which represent one year in the Great War. Each turn is divided into phases, which segment the sequence of that year. Each phase must be completed in the order given before continuing to the next.
One phase, the Action Phase, is divided into steps in which specific actions occur. Each player completes all steps in the Action Phase one at a time, according to the turn order, which is determined in the first phase. Only after the player has completed all these steps should another player begin.
The phases of a turn are:
- Set Turn Order
- Place Heroes
- Draw Event Cards
- Action Phase
- A. Perform army/hero actions
- B. Heal units
- C. Raise new units/armies
- D. Place newly allied armies
- E. Repeat for each player
Phase 1: Set Turn Order
At the start of every turn, each player rolls 1 die. The player with the highest die roll is first in the turn order, followed by the next highest, and so forth. Tied players roll again to break the tie. A "0" is read as a 10. Once the order is determined, the players line up the turn-order chits in that order.
Phase 2: Place Heroes
In turn order, each player positions his available hero markers to perform hero actions or raise armies later in the turn. Heroes can be moved from any area not occupied by another player's army to any other area not occupied by another player's army. Heroes can be placed in any such available area, regardless of distance or position. Each player can place only 1 of his heroes per area. Heroes in the same area as an opponent's army cannot be moved during this phase.
Each player places his remaining heroes in any country he controls. Only 1 hero and army can begin in each area.
Phase 3: Draw Event Cards
In turn order, each player then draws an Event card and follows the instructions on it. The card can be played immediately or held for later use, depending on the instructions. If the card calls for counters or markers that are unavailable, as many counters or markers as are available are deployed and the remainder ignored. If any player has more than 5 cards after drawing, he must discard or play a card to reduce his hand to 5.
Phase 4: Action Phase
The Action Phase is the heart of the game. During it, players move armies, fight battles, attempt diplomacy, search for treasure, and recruit mercenaries. These actions cannot be done at other times during the game. The Action Phase is completed according to the turn order, with each player completing his activation of armies and heroes before another player begins. When all players have finished the Action Phase, the turn ends.
During the Action Phase, players can use their armies and heroes. Armies only perform army actions while heroes perform hero actions or lead armies in army actions. The possible actions are:
| Army | Hero |
|---|---|
| Move | Diplomacy |
| Attack | Search for Treasure |
| Fortify | Recruit Mercenaries |
| Disband | Move |
Each army or hero performs its actions one at a time. It completes all its actions, including movement and combat, before the player can start actions of another marker. Once an army or hero has performed an action, the marker is flipped over to show it is done for the turn (it has been activated). Armies and heroes are not required to act on any turn; a player can activate none, some, or all of his eligible markers.
Army Actions
Armies, whether designated by an army marker or a hero marker, can perform the following actions.
Army Movement
During the Action Phase, an army can move from area to adjacent area. It cannot skip over areas. The distance it can move depends on troop type, terrain, and other players' armies.
Troop Type Modifications
- Infantry (any troops on foot) and monsters move up to 3 areas per turn.
- Cavalry (mounted troops) move up to 4 areas per turn.
- Armies move only as fast as their slowest unit.
Terrain Modifications
- Forests, hills, and deserts count as 2 areas for movement. An army with only 1 area of movement remaining cannot enter these areas.
- Mountains and swamps halt movement. An army that enters either area must end its movement for the turn. The next turn it can move normally: entering another mountain or swamp area, however, halts movement again.
- Mountain spines (the black ridges) are impassable.
- Sea areas can only be entered by a ship. A ship can carry land troops into and across sea areas.
- Island areas can be occupied by land armies or ships. All islands in the same area are considered to be one land area for armies. If a player has both ships and land units in an island area, they should be marked as separate armies unless the ships are carrying the troop counters.
- Ferries (see map legend) allow land armies to move across sea areas or to move from island areas to other areas (no ship counter is needed).
Other Players' Units
Armies (and fleets) cannot move through an area containing another player's army unless the player grants permission. (Another player's heroes, however, do not block movement.) Areas containing armies that refuse passage can only be entered by making an attack (see "Combat"). No two armies, enemy or otherwise, can end a turn in the same area.
Fleet Movement
Ships can move up to 6 areas per turn. Ships can never enter a land area. A ship can only pass through a sea area containing another player's ship by permission of the player. If the player refuses permission, the ship can only enter the area by attacking the ship that is already there. Like armies, control of fleets (stacks of ship counters) must be noted by an army or hero marker, and fleets are limited to 5 ship counters, just as land units are.
A full-strength ship can carry 2 land troop counters. A half-strength ship can carry 1 counter. These transported counters do not count toward the fleet-size limit of 5. To be transported, the troop must be unactivated and begin the move in an area containing a port (see map legend). The ship can pick up the troop as part of its movement by occupying the sea area adjacent to the port. The ship spends one of its moves to load the troops onboard. After loading, the ship can continue moving. It can unload the troops into any coastal area, again at the cost of 1 move. A ship can only pick up 1 set of troops per turn. Troops can be loaded and unloaded in the same turn or they can be left onboard ship. A ship carrying land troops can enter an island chain occupied by an enemy army: The troops on the ships cannot debark unless they attack.
Sunken ships: If a ship is sunk (takes its last hit), the units on it are lost unless another ship in the same fleet (beneath the same army or hero marker) can carry them.
Dividing and Combining Armies
While moving, an army (or fleet) can divide itself or combine with other armies. An army can divide only if the player has an available army marker or hero to place on the map. At the beginning of movement an army can leave behind troops, marking them with an army or hero marker that remains unactivated. When dropping off armies during movement, however, the control markers will be flipped to their activated side.
If units are dropped off in an area containing an army of the same player, they are immediately placed under that control marker. However, the absorbing army is considered activated. Troops cannot be left off in an area containing other players' armies.
At the end of all the player's movement (Step A of Phase 4), there can only be a single army in an area. If two of the same player's armies are in the same area, the troops are combined into a single army. If there are more than 5 units in the combined army, excess troop counters of the player's choice must be eliminated. Army and hero markers and fortification counters do not count toward the 5 limit. The newly combined army is automatically considered activated, even if some of the troops in the stack have not yet done anything. Thus, an army cannot enter an area, combine with an army there, and then attack with the combined units.
Combat
An activated army attacks by entering an area occupied by another player's army. Land units can only attack other land units (except for marines, which can attack ships). Ships can only attack ships. Each army can only attack once in a single turn, then the control marker flips to the activated side. However, one army can be attacked any number of times in a turn, but is not thereby activated.
To make an attack, the active player moves the activated army into the target area. All enemy units in the area take part in the defense. The attacking and defending players lay their units out in a line, add any cards they wish from their hands, and then fight up to 3 rounds of combat (up to 4 if a hero is present). At the end of each round, either the attacker or the defender can retreat, or the combat continues (unless it is the final round). However, once combat is announced at least 1 round must be fought.
Battle Lines
Once a battle is declared, both players remove the engaged troop counters to one side of the map and square them off in parallel front lines called battle lines. The armies should leave their army markers on the map to mark their positions. Next, each player plays any cards he wants from his hand: Event, Mercenary, or Treasure. (Some Event and Treasure cards can be played at any time, even after the first round of battle; Mercenaries can be played at the beginning of any round). First the attacker places his cards face down, then the defender. When both finish, the cards are flipped up. Troop counters added by cards join the player's battle line, even if they increase the size of his army beyond the 5-counter limit. Once played, cards are placed on their appropriate discard piles.
Combat Rounds
Combat is fought in rounds. If no hero is present on either side, the combat can last 3 rounds. If either army is led by a hero, the combat can last up to 4 rounds, at the hero's option. At the end of each round, the attacker can retreat, returning his army to the area from which the attack was launched. If the attacker does not retreat, the defender can retreat to any area not controlled by another player. At the end of the last round, the battle ends. If there are still defenders present, surviving attackers must retreat to the area from which the attack was launched.
Determining Hits
During each round of combat, the armies square off battle lines. Unless crossing a river, using a ferry, or making a sea landing (see "Terrain and Combat"), the attacker goes first, lining up each of his units across from the enemy unit he wants it to attack. Each piece can make 1 attack against an opposing piece and every opposing piece must be attacked once if possible. If an attacking unit is assigned to each opposing piece, additional attacking units can gang up on the enemy as desired. Once the attacker's units are arrayed, he rolls for hits. Any defending unit hit is pulled back from the front to indicate a hit, but is not yet flipped or removed from play. After the attacker finishes his attacks, the defender lines his units up and rolls for hits. Only then are hits applied to both sides.
To resolve each attack, roll 1d10 and compare the result to the strength of the attacking unit. Terrain, Treasure cards, and heroes can increase or decrease the strength of an attacking unit. All modifiers are cumulative, but no unit is ever modified below 1. If the die roll is equal to or less than the unit's modified strength, a hit is scored on the enemy piece.
When both the attacker and defender have completed their attacks, hits are applied. Troop counters with black type can take 2 hits, flipping over to a lower strength on the first hit, and being removed from play on the second hit. Troop counters with yellow type can only take 1 hit before being removed. Any unit that is destroyed is returned to the counter piles.
Any cards used in a battle are discarded at the end of the combat. Armies that have added mercenaries must remember to disband excess units after battle to meet the 5-counter limit.
Terrain and Combat
Not all battles are fought on equal ground. Many terrain types give advantages to the defender or specific units. All modifiers are cumulative.
- Rivers: When an attacking army crosses an all-river border, the resulting combat is not simultaneous. The defender attacks first and the attacker removes his hits first in the first round (only).
- Fortifications: All attacking units suffer a -1 to their strength when attacking fortifications.
- Ferries and Sea Landings: Troop counters crossing ferries (no ship counter needed) or carried by ships can attack another player's area. The defender rolls for hits first (just as if the attack were across a river) and all attacking units have a -1 penalty to their strength for the battle. To make a sea landing, the ships must be adjacent to the area and have movement remaining to unload their troops.
Optional Rule: Race Abilities
Oerth is peopled with many races: humans, demihumans, humanoids, and monsters. Some of these have specific fighting advantages in their native terrain. Troops with an advantage gain a +1 bonus to their strength. Troops that gain this bonus have on their counter a colored dot matching their favored terrain. These bonuses are cumulative with other combat modifiers.
| Race | Favored terrain |
|---|---|
| Bugbears | Woods |
| Bullywugs | Swamps |
| Dwarves | Mountains and hills |
| Elves | Woods |
| Gnomes | Hills |
| Halflings | Hills and woods |
| Orcs | Mountains and hills |
| Treants | Woods |
| Trolls | Swamps |
Special Troops
- Cavalry: Because of their speed, cavalry units move 4 areas per turn rather than 3, and can pursue or screen retreating infantry (see "Optional Rule: Cavalry Pursuit").
- Marines: Unlike all other land troops, these units can take part in sea battles. They can attack another player's ships and cause hits as part of a naval battle.
- Scouts: Scouts fire first in all combat rounds, and any losses scouts cause are removed before the rest of the round continues. Thus, if an army with scouts attacks one without, the attacking scouts fire, the losses are removed, then combat continues simultaneously. If both armies have scouts, the scouts attack simultaneously, then the losses are applied, and the rest of the units attack. For an attack across a river, first defending scouts fire and losses are applied; then attacking scouts fire and losses are applied; then the rest of the defenders attack and apply losses; then the rest of the attackers attack and apply losses.
Heroes in Battle
An army led by one or more heroes gains several advantages.
- Longer Combat: An attacking or defending hero can lead his army to fight an additional round of combat: 4 instead of the normal 3. The player is not required to use this additional round if he does not want to.
- Greater Strength: In battle the hero is placed with any troop counter, increasing that unit's strength by 1. The hero remains with that troop counter for the duration of the battle, unless the unit is eliminated. If the troop is eliminated, the hero can be reassigned at the beginning of the next round.
- Immunity to Outcomes: Heroes are never affected by battle. If all troop counters are eliminated, the battle ends but the hero remains in the area. A lone hero cannot retreat.
Retreat
When retreating, an attacking unit must return to the area from which it launched the attack. If that area is occupied by another player's army, however, the attacker cannot retreat. A defending unit, on the other hand, can retreat to any unoccupied or friendly occupied area. It cannot, however, retreat to the area that the attack came from. If an army has no area available to retreat into, the army cannot retreat. If an army must retreat but cannot, it is destroyed (counters return to the counter pool, markers are placed on the players' home Country card and can be reactivated at the end of that player's turn). When any army retreats, whether attacker or defender, its troops are combined with any army of its own present in the area. If at the end of the retreat more than 5 counters remain in the area, excess counters (of the controlling player's choice) are eliminated.
Optional Rule: Pursuit
Any army containing cavalry troops can pursue retreating units. The pursuing player sets out his pursuing cavalry units and the retreating player sets out his screening cavalry units, if he has any. These cavalry units are paired off against each other and do not take part in the pursuit. Excess pursuing units are then allowed to make 1 free attack on any retreating non-cavalry unit. The retreating units do not attack back. Terrain and heroes have no effect on this combat.
Fortify
An unactivated army can attempt to fortify an area as its action. To make the attempt, count the number of infantry counters in the area. Add 1 if at least one unit in the fortifying army is dwarf, gnome, or giant and 1 if a hero is activated to fortify. Roll 1 die. If the number rolled is equal to or less than the total (plus modifications), place a fortification counter in the area. Once erected, the fortification provides a -1 penalty to all attacks made against the army defending the area. The fortification remains even if the army leaves the area. If another player captures the area, whether the army is there or not, the fortification is destroyed (removed from the map). Permanent fortifications on the map cannot be destroyed. A fortification does not count as a unit when determining arm[y size] (the end of this sentence is cut off in the scan).
Disband
Any unactivated army can be disbanded. The player removes the army or hero marker and all troop counters beneath it, depositing them back in the counter piles. The control marker is then immediately available for placement elsewhere. Any troop counter or stack of troop counters not marked by an army or hero marker is automatically disbanded.
A unit cannot be disbanded to be rebuilt elsewhere. A player can only disband individual units to satisfy stacking restrictions.
Hero Actions
The following actions can only be performed by heroes. If the hero is leading an army, the player can choose to perform either hero or army actions with that hero marker. Note, however, that if hero actions are performed, the troop counters underneath are also activated. A hero in the same area as another player's army can only perform the move action. He cannot search, recruit, or attempt diplomacy. He can, of course, do normal battle if he leads an army.
Diplomacy
Diplomacy allows a player to gain allied countries. To perform diplomacy, a hero must be in the capital area of a non-aligned country. If the capital is occupied by another player's army, no diplomacy can be attempted there. To attempt diplomacy, the player looks on the Country card to find the diplomatic rating that matches his home country's alignment: Good ratings appear in the upper left corner and Evil ratings in the upper right. Next, he checks the Country card for any diplomacy modifier. Then he rolls 1d10. If the roll is equal to or less than the diplomatic rating (with adjustments), the country allies.
The diplomatic rating can be affected by Treasure cards given as gifts. Each Treasure card discarded gives a +1 bonus to the diplomatic rating.
If diplomacy is successful, all areas of the kingdom not occupied by another player's armies belong to the active player. At the end of the player's turn (Step D of the Action Phase), the army listed on the card for the newly allied country is placed anywhere within the country and marked with the player's army or hero marker.
After the action, the activated hero is flipped to its activated side.
Optional Rule: Counter-Diplomacy
Once the diplomacy attempt is announced, other unactivated heroes (belonging to any other player) in the same area can attempt counter-diplomacy. Each hero declaring himself in favor of the player provides a +1 bonus to the diplomatic rating; each hero declaring himself against the attempt produces a -1 penalty. These counter-diplomatic efforts can be bolstered with Treasure cards, again increasing or decreasing the diplomatic rating by 1 for each gift. Whenever a hero performs counter-diplomacy, the hero marker is activated and must be flipped over.
Search for Treasure
This action can be done by heroes in magic areas only. Magic areas are special sites on the map (see map legend) where monsters guard magical treasures. When a hero occupies a magic area, the player draws the top card off the Treasure card deck. The card names a creature guarding a treasure: the top number in the upper right corner tells the creature's strength and the bottom number tells the number of cards drawn if the monster is defeated. The card also lists a magical item.
The player shows the card (ignoring the magical item listed) and rolls 1 die for the monster's attack. If the die roll is less than or equal to the top number listed, the monster has protected its treasure. If the die roll is greater than the top number listed, the monster fails in its attack. The player then draws the listed number of cards from the Treasure deck and adds them to his hand. If the player holds more than 5 cards, he must immediately discard or play enough cards to abide by the 5-card limit.
The monster card is discarded at the end of the search.
Recruit Mercenaries
Recruiting allows heroes to acquire mercenaries. To do so, the hero must be in a mercenary area (see legend on map). A mercenary area is a military crossroads where warriors can hire soldiers. When a hero occupies a mercenary area, the player draws the top card from the Mercenary deck. If the hero's alignment or Neutral is listed on the card, the player can add it to his hand. If it is not listed, he discards the card. If the player holds more than 5 cards, he must immediately play or discard cards of his choice. (Note that Mercenary cards can only be played at the start of a combat round.)
Move
During the Action Phase, a hero can move on the map up to 6 areas, following the rules for normal land movement. He can move through friendly and non-aligned territory with no penalty. Heroes are affected by terrain normally (see "Army Movement"). If another player's armies occupy the area, the other player can allow the hero passage or forbid it.
Final Actions
After a player completes all army and hero actions, he can heal damaged units, add new troop counters, and raise new armies. How much he is able to accomplish depends on his army and hero activations and location. If counters for some desired units do not appear in the counter pool, those units simply cannot be raised. If a home country cannot raise any units because of shortages in the counter mix, that country can raise 1 light infantry unit.
Note: to speed play, the next player can begin his Action Phase while the previous player concludes healing, adding new units, and raising new armies. This works only if the active sides will not contact each other.
Healing Units
An army or hero that has not yet been activated can heal all damaged troop counters under it (all troops are flipped back to their full-strength side) at the end of its Action Phase. As soon as units are healed, the control marker is flipped, indicating activation.
Adding New Units
At the end of the Action Phase, an army or hero that has not been activated can add new troop counters to its stack, obeying the 5-unit limit.
New Units That Can be Added
- In Home or Allied Country: Add 1 counter of each type listed on the country's card.
- In Conquered Country: Add 1 counter of the first type listed on that country's card.
As soon as new units are added, the control marker should be flipped, indicating activation.
Raising New Armies
At the end of the Action Phase, the player may raise 1 new army in any unoccupied home country or allied country area, provided he has an available army or hero marker. New armies must be placed within the borders of the country from which the army was raised.
New Armies That Can be Raised
- In Home or Allied Country: Draw 1 counter of each type listed on that country's card, up to 5 counters.
- In Conquered Country: Not allowed.
Ships can be built (raised) by any previously unactivated fleet that is adjacent to the port of a home country or allied nation that can build ships.
Special Rules
Cooperation
A player can grant permission for another player to move an army through an area occupied by one of his own armies or to freely move a hero through an area occupied by an army.
Players can trade cards in their hands only when both players have heroes in the same area. Trades must be 1 for 1: A player cannot trade cards with another player who has no cards to offer. Players cannot trade troop counters or countries.
Control of Countries
A player gains control of a country through alliance or conquest.
Alliance
Allied nations begin the game as allies to player home countries, or become allies through diplomacy or Event cards. These nations are placed next to the player's home Country card. In Step D of the Action Phase in which an ally is acquired, the player places all the counters listed on the card in any area or areas of the allied country not occupied by another player's armies. Ships are placed in sea areas adjacent to the country (using the appropriate army marker to show control). If there are insufficient areas or markers to place all available counters, excess counters (of the player's choice) are lost. All units must be marked with an army or hero marker. Thereafter, the player can raise new troops and armies in that country according to the rules for raising new armies in allied nations.
Conquest
Conquered countries are gained by military action and are noted by being placed under the player's home Country card. If an army is in a non-allied area or a country that is not controlled by another player, he is occupying that territory. The area is considered friendly to him for as long he keeps an army there. If the army leaves, the player no longer has control of it. An army cannot raise new units in an occupied area. An army that occupies a capital prevents other players from attempting diplomacy in that country.
A country is conquered when all its areas are occupied by the same player's armies at the end of his turn. If this occurs, the appropriate Country card is given to the player and placed under his home country. Thereafter, the player can add new units from the conquered land. The country remains under his control until another player is successful at conquest or liberation.
A player can choose not to conquer a land even though he has fulfilled the conditions for doing so. The player simply announces his intention at the end of the turn. If the country is held by another player, that player retains the card.
If a player's home country is conquered and he has no armies (including heroes leading troops) on the map, he is out of the game.
Liberation
Liberation occurs when a country conquered by an opposite-alignment country is subsequently conquered by a country of the same alignment. Thus, Good players can only liberate Good nations conquered by Evil players and Evil players can only liberate Evil countries conquered by Good players. Only conquered nations can be liberated (e.g., if a Good player acquires an Evil country through diplomacy, that country cannot be liberated).
When a country is liberated, the liberating player takes the Country card and treats it as an ally. He does not immediately gain the army listed on the card, but treats it as an ally for raising troops and new armies.
Optional Rule: Home Country Abilities
Each player nation has one special ability that only it can use (once per turn). These abilities can never be lost or "loaned" to another player, although the effects can be used to aid others if the player so wants. Allied and conquered countries do not confer their power to others.
- The Great Kingdom draws 1 Mercenary card at the start of its Action Phase. It must hold or discard this card as per the normal rules for mercenaries.
- Nyrond gains a +2 (instead of +1) to one unit when any of its heroes are used in battle.
- Iuz draws 1 Treasure card at the start of its Action Phase and rolls for the listed monster's attack. If the monster does not hit, the player adds the indicated card or cards to his hand.
- Furyondy can flip up all damaged troop counters in one of its armies during the heal units step, regardless of that army's activation.
- Keoland can automatically recruit 1 demihuman troop counter of its choice during the reinforcement step. (Demihumans are dwarves, elves, gnomes, and halflings.)
- The Scarlet Brotherhood can attempt to assassinate any 1 hero (force it to flip to its activated side). The player indicates the hero and rolls 1d10. If the result is 6 or less, the hero is flipped to its activated side. This can be done at any tim[e] (the end of this entry is cut off in the scan).
Victory
Victory conditions for each player depend on the scenario chosen from the Adventurer's Book.
Scenarios
From the Adventurer's Book.
The following scenarios present various fronts of the Great War of the Flanaess. The four scenarios vary the number of players and playing times. Each scenario describes the situation, the number of players, which map or maps to use, set-up information, special rules, and victory conditions. The final scenario—the campaign game—allows players to recreate the entire span of the war.
The campaign scenario, much like the war itself, is very long and involved. Hard-core war gamers who have many hours (or days) and much patience may play the full war. Others will find the smaller scenarios more satisfying.
Furyondy Frontier
Situation: Much of the principal conflict in the Great War centered on the struggle between the great powers, Iuz and Furyondy. First to clash, these lands resisted efforts to make peace.
Number of Players: 2
Maps: The west map only
Initial Set-Up: The Furyondy player sets up first. He controls the country cards of Furyondy and the Shield Lands and sets up the armies listed on these cards anywhere in their respective home countries (abiding by stacking restrictions).
The Iuz player sets up second and controls Iuz and the Horned Society. He places their armies anywhere within the appropriate home countries.
After placing armies, the Furyondy player sets out his heroes, followed by the Iuz player. The game is now ready to begin.
Special Rules
Only the following countries are in play: Bissel, Ekbir, Furyondy, Horned Society, Iuz, Ket, Perrenland, Shield Lands, Tusmit, and Veluna. Other named countries are off limits both for diplomacy and troop movement. Event cards that apply to areas outside of play should be discarded and a new card drawn. No unit can cross the Lortmil Mountains. Note, however, heroes can still go to the Sea of Dust in search of treasure.
Each player has only three heroes: the remaining heroes should be set aside.
Though all troop counters are used, when a unit is eliminated it is permanently removed from play. Thus, the supply of troops to both sides is large to start, but dwindles with play.
The Furyondy player cannot attack until after the Iuz player makes at least one attack against any country. The Furyondy player can perform all other functions normally, however.
The Iuz player automatically has initiative in the first battle. Thereafter initiative is determined normally.
Victory Conditions
The good player wins if he holds Dorakaa (the capital area of Iuz) at the end of any turn. The evil player wins if he holds Chendl (the capital area of Furyondy) at the end of any turn. If either case is met the game ends.
Otherwise the game continues until light infantry counters run out during any recruitment phase. If this happens, the player who holds the greater number of enemy areas (including conquered countries) wins. If a tie results, the player with the higher strength-point total on the board wins.
Howl From the North
Situation: The alliance between the Hold of Stonefist and the barbarian kings quickly collapsed, but the outcome of the war might have been much different if Iuz had kept the nations unified.
Number of Players: 2
Maps: The east map only
Initial Set-Up: The Stonefist (evil) player sets up first, placing the armies for Stonefist, Cruski, Fruztii, and Schnai in their respective countries and using the army markers for Iuz. Then he places the three Iuz heroes he is allowed for the game.
The second (good) player does not set up any forces at this time. See the special rules.
Special Rules
Only the following countries are in play: Almor, Bone March, County of Urnst, Cruski, Duchy of Tenh, Fruztii, Great Kingdom, North Province, Nyrond, Ratik, Schnai, Stonefist, and the Theocracy of the Pale. Heroes and armies cannot enter any other country, though all magic and mercenary areas on the map are available. Event cards that apply to areas outside of play should be discarded and a new card drawn.
The Stonefist player automatically has initiative each turn until one or more countries have been activated for the other player. At this point initiative is rolled normally.
The second player controls no countries at the start of the game. If the Stonefist player invades an unactivated country (i.e., one that has not been attacked or allied diplomatically) with any unit, the second player rolls one die. On a 1-4, the player takes control of the attacked country's card and places the listed armies anywhere within the borders of that land (using Nyrond's army markers). On a 5-10, the second player takes control of the troops but must place them in the area containing the capital (or an adjacent area if prevented due to stacking restrictions). The Stonefist player must then complete his attack, even if faced with a suicidal battle. The Stonefist player cannot attempt diplomacy until one such attack is made.
During his turn, the second player can place up to three Nyrond heroes, even if he has no countries activated. These heroes can perform all functions except diplomacy normally. The player's heroes can only be used for diplomacy in countries adjacent to a country controlled (including by conquest) by the Stonefist player.
The first time the Stonefist player attacks each good or neutral country, he must roll one die to see if one of the barbarian nations (Cruski, Fruztii, or Schnai) deserts. When attacking a neutral country, a barbarian nation deserts on a 1-4. When attacking a good country, a barbarian nation deserts on a 1-5. Randomly determine which country deserts. Though forces on the board are not lost, the Stonefist player loses control of that country and returns it to the nonaligned pile.
Each player has only three heroes: the remaining heroes should be set aside.
Victory Conditions
The game ends when all countries are controlled. The player controlling the most countries wins the game.
Great Northern War
Situation: The greatest part of the Greyhawk Wars was fought in the north between the power centers of Iuz, Furyondy, and Nyrond. While the main protagonists were found there, they did not confine their struggles to just this region.
Number of Players: 3
Maps: Both maps
Initial Set-Up: The good players set up first. The Furyondy player controls Furyondy and the Shield Lands. The Nyrond player controls only Nyrond. The armies listed on these cards are placed in their respective countries.
After these forces are placed, the Iuz player sets up. The Iuz player controls Iuz, the Horned Society, and Stonefist. The listed armies are placed in their appropriate countries.
The Nyrond and Furyondy players then place three heroes each. The Iuz player finishes by placing all five of his hero markers.
Special Rules
The Iuz player automatically has initiative on the first turn. Otherwise all normal rules apply.
Victory Conditions
The game ends when either good player controls 17 countries or the Iuz player controls 12 countries. The countries must be held at the end of the turn. The player who first fulfills this objective wins.
Great War of the Flanaess
Situation: This full campaign game recreates the struggle for control of the Flanaess continent from beginning to end. Because of its scope, this scenario only suits players with much time and patience.
Number of Players: 5 or 6
Maps: Both
Initial Set-Up: Each player selects one of the following starting forces:
- Furyondy and Shield Lands
- Iuz, Horned Society, and Stonefist
- Nyrond and Almor
- Great Kingdom and Sea Barons
- Scarlet Brotherhood and Hold of the Sea Princes
- Keoland (six-player game only)
After all countries are chosen, roll dice to determine the order of placement. Each player places all forces listed for each country in its respective lands and all heroes within the allied lands.
Victory Conditions
Five-Player Game: The game ends when either the good players collectively control 20 countries at the end of a turn or the evil players collectively control 30 countries at the end of a turn. The player controlling the greatest number of countries when the game ends wins.
Six-Player Game: The game ends when either the good or evil players (as a group) control 30 countries at the end of any turn. The player controlling the greatest number of countries wins.
Battles and Wars
Players are encouraged to create their own scenarios. The history in the GREYHAWK Wars game provides a rich context for battles: reenacting Osson's raid and flight from Medegia, Splinterstone's stand in the Lortmils, Furyondy's purging of the Vesve, and so forth. By using the army and hero markers of similarly aligned nations, players can enact battles with any country that has a card. To maintain game balance, players can refer to the following chart to determine how many hero counters to use.
Heroes for "Pick-Up" Games
| # playing game | 1 player on your team | 2 players on your team | 3 players on your team |
|---|---|---|---|
| 2 | 3 | — | — |
| 3 | 5 | 3 | — |
| 4 | 5 | 4 | 2 |
| 5 | — | 5 | 3 |
| 6 | — | — | 5 |