Magestorm
Magestorm Rulebook
Table of Contents
Table of Contents
How to Play
In Magestorm the two players control two different armies that face each other in battle. At the same time each player takes the role of a powerful mage who uses his magic to influence the contest.
Magestorm is a scenario-based game. Every scenario is inspired by events from the history of the world of Aleen, and describes a battle between different factions, each one supported by a mage that helps them with his incredible powers and spells.
Every scenario describes the composition of the two armies, the mages used, instructions about how to set up the battlefield, the duration of the game in rounds, and the victory conditions.
Each scenario's victory conditions are unique, and might include conquering a number of objectives, passing through the opposing army with the minimum number of casualties, escorting a caravan through the battlefield, and so on.
Each player commands his troops and casts spells to help them during the battle. The armies are divided in units, which are in turn composed of troops. Troops are represented on the battlefield by figures mounted on bases. Their characteristics and abilities are shown on troop cards, through icons and values.
In the role of a mage, each player casts spells using a special mage board that is used to keep track of the magical powers available to the mage. Every round a mage has new magic energy at his disposal, represented by new power point tokens placed on the mage board.
The units in each army are moved on the board using a system based on objective markers: each player places objective markers on the board, marking hexes that are targets for his units. The units then advance toward their closest objective.
When enemy units meet, combat occurs. Players compare their troop values, modified by terrain, spells, and special powers, and roll dice to determine initiative and the success of attacks.
The winner is the player who first completes the victory conditions of the scenario.
The Rules Booklet
Magestorm has easy-to-learn game mechanics that you will be able to absorb quickly by reading this book.
We suggest skimming the rules once to get a general understanding of the game. Then, read all the rules in detail, carefully going through every section and example.
During your first game, you'll need to check the rules booklet once in a while to clarify some points, but soon you will master the rules.
This box also contains another booklet, the Scenario Booklet, with ten different scenarios that describe different battles you can play. You can also use them as inspiration to create new scenarios.
Contents of the Box
This starting box of Magestorm contains:
- this rules booklet
- 1 scenario booklet
- 1 game board
- 4 mage boards
- 4 spell reference sheets
- 2 army reference sheets
- 3 die-cut punchboards including:
- 1 round/score track
- 1 round marker
- 4 score markers
- 40 double-sided terrain tiles
- 6 bridge/ford tiles
- 14 hold markers
- 57 damage counters
- 6 movement markers
- 52 power point tokens
- 32 spell effect markers
- 8 plastic objective markers
- 100 plastic figures (52 blue, 48 green)
- 24 plastic bases (12 blue, 12 green)
- 24 plastic banners (12 blue, 12 green)
- 1 sheet of stickers for the banners
- 120 cards:
- 24 unit cards
- 56 troop cards
- 30 tactical spell/summoned creature cards
- 10 terrain cards (2 sets of 5 cards each)
- 2 six-sided dice
Before playing, apply the stickers to the banners: place two stickers with the same number on each side of a single banner. Apply the Kragis stickers to the blue banners and the Láusjan stickers to the green banners.
Game Components
Game Board. The game board, with a 9 x 11 grid of hexes, shows the landscape where the clash between the two armies takes place. The back of the game board has a modular hex grid, suitable for battles requiring multiple boards.
Round Marker. The round marker is used to keep track of the passing of rounds during the game on the round track.
Round/Score Track. The round track is used to record the passage of time during the game using the round marker. The score track is used to record the victory points each player scores using the score markers.
Score Markers. The score markers are used to keep track of each player's score.
Mage Boards. The mage boards are used to keep track of the flowing magic energy available to each mage.
Spell Reference Sheets. The spell reference sheets provide the players with a summary of the effects of the spells that each mage can cast.
Army Reference Sheets. The army reference sheets provide the players with a summary of important game information, and with the special abilities and special powers of the troops in each army.
Objective Markers. The plastic objective markers are used to indicate which hexes on the game board have been designated as important strategic targets for an army. Such markers are essential for unit movement.
Figures. The units that compose the armies are represented on the game board by a number of plastic figures seated on one plastic base. A unit is composed of one or two bases with figures.
Unit Banners. The plastic unit banners are used to give an identifying number to each unit on the game board. Apply two stickers with the same number to each banner before you play.
Unit Cards. Each unit card bears a unique number that matches the number on a particular unit banner. A unit card is placed on top of a stack of troop cards to associate that stack with the corresponding unit figures.
Troop Cards. Each troop card represents a type of warrior and indicates their characteristics, attributes, powers, and abilities. The stack of troop cards under a unit card shows the composition of that unit.
Summoned Creature Cards. Each summoned creature card shows the characteristics, attributes, powers, and abilities of a creature that can be conjured by a mage with a summoning spell.
Tactical Spell Cards. Each tactical spell card describes a spell that can be used in combat, and its effect on units and troops.
Terrain Cards. Each terrain card shows the modifiers that a terrain type gives to a unit when it fights a battle in a hex containing that kind of terrain. Each terrain card is two-sided, with a different terrain type on each side.
Terrain Tiles. The terrain tiles are special double-sided hexes that, following a scenario's instructions, help to create the battlefield.
Bridge/Ford Tiles. The bridge/ford tiles are special markers used to show where a bridge or ford crosses a river.
Hold Marker. The hold marker is used to keep track of units that have received an order to stay in position.
Damage Counters. The damage counters are used to keep track of the damage inflicted on units.
Movement Markers. The movement markers are used to indicate the movement points of units that are faster than normal.
Power Point Tokens. The power point tokens are the currency of magic, and represent the energy used to cast spells.
Spell Effect Markers. The spell effect markers are used to keep track of the effects of certain spells that influence units during the strategic phase.
The Cards
Magestorm has four different kinds of cards: troop cards, tactical spell effect cards, summoned creature cards, and terrain cards. All the cards share a similar layout, and show all of their important game information on the right-hand side of their face.
During combat, you will arrange the cards in a line, one after the other, leaving visible only the right-hand side of each one's face, so that you can see at a glance all the information you need to resolve the combat.
For brevity, in this section about card layout, references to "troops" mean both troops and summoned creatures, except where one is explicitly excluded.
Characteristics
On troop cards and summoned creature cards, characteristics represent basic combat values. On terrain cards and spell effect cards, they represent modifiers to the basic combat values of troops and summoned creatures.
Note: Some cards feature two different numerical values in one or more characteristics. In these cases, the first value is used during the engagement step of a combat and the second value during the melee step. Archers, for example, are stronger in ranged combat (which is resolved during the engagement step) and weaker in melee combat.
Note: If a characteristic is missing from a card, it is considered to be zero and cannot ever be modified by any effect.
Card Anatomy
A troop card is laid out with these parts:
- A — Card Image.
- B — Game Information.
- C — Title/Name.
- D — Card Number.
A troop card's game information shows these characteristics:
- Initiative
- Attack
- Defense
- Damage
- Resistance
- Special Ability
- Characteristic with Two Values
- Trait
A summoned creature card additionally shows a special power. A tactical spell card shows a power-up. A terrain card shows a player icon — an attacker icon (crossed swords) on one field and a defender icon (shield) on the other, depending on which player the card is given to.
Initiative. The initiative value represents the ability to strike first when approaching the enemy. Fast troops and troops with missile or thrown weapons have high initiative.
Attack. The attack value represents the ability to hit the enemy. A well-equipped troop with significant combat experience can hit opponents more easily.
Defense. The defense value represents the ability to defend against attacks. Strong defensive equipment, like armor and shields, as well as training and experience, are crucial.
Damage. The damage value shows the maximum damage that can be inflicted when a successful attack is made. Troops inflict minimum damage (see Damage, under Combat Phase) when an attack is not successful.
Note: When a spell or other effect modifies damage, only maximum damage is modified unless explicitly specified.
Resistance. The resistance value indicates the amount of damage that must be inflicted to eliminate the troop. Toughness and sheer weight of numbers are the most important factors for the resistance value.
Special Powers/Traits. This position can be occupied by an iconic symbol inside a square, representing a trait (see Traits, below) or a special power (see Special Powers, below) of the card.
Special Abilities
Certain troops have special abilities that give them a specific bonus in certain situations. These abilities are represented on a troop card by small icons that are attached to a characteristic icon.
Charge. The troop can attack its opponents with a powerful charge. This characteristic is increased by +2 when the troop fights in clear terrain, or by +1 when the troop fights in a hex costing only one movement point. The bonus only applies during the engagement step.
Forestry. The troop is especially attuned to forests. This characteristic is increased by +1 when the troop fights in a forest or special forest hex.
Nocturnal. The troop is able to fight in darkness. This characteristic is increased by +1 when the troop fights at night or in complete darkness. (Such situations are indicated by the scenario.)
Unstoppable Damage. The troop inflicts damage that cannot be avoided by normal means. The troop always inflicts the amount of damage shown on its card; the minimum damage rule is not applied. This damage may still be modified by spells, terrain, and special powers.
Example: The Ahma, which has this special ability, always inflicts zero damage in the engagement combat step and always inflicts 4 damage in the melee step. If the player casts the Druid spell Strength (which increases the damage value by +1) the Ahma inflicts 1 damage in the engagement step and 5 damage in the melee step.
Traits
Traits describe the special equipment or other attributes of a troop. They do not always have an inherent mechanical effect, but may instead allow that troop to be influenced by spells (see Power-Up, below) or other situations.
When a troop has a trait, it is represented on the troop card by a square symbol with a trait icon inside.
Cavalry. The troop rides horses or other similar creatures during the battle. See Cavalry Movement, under Movement Phase, for the effect of this trait during movement.
Ranged Weapons. The troop is armed with thrown or missile weapons, such as javelins, bows, or crossbows. A spell with the Ranged Weapons power-up (such as the Breeze spell) has a special effect on troops with this trait.
Special Powers
Some creatures have special powers, which are normally used during the special power steps of combat (see Combat Phase).
When a creature has a special power, it is represented on the creature card by a square symbol with a special power icon inside.
Aura of Fire. The creature emanates a powerful aura of burning fire. During combat, in each special power step, the creature inflicts 1 damage for each troop in the opponent's first line.
Windblast. The creature calls forth powerful blasts of elemental wind that slow down enemy warriors. During combat, add +1 to the initiative of each troop in the first line of the creature's unit.
Power-Up
Some spells have a more powerful effect when used on troops having certain traits. As a reminder of this effect, these spells have an icon matching that trait icon attached to one or more of its characteristic icons.
Ranged Weapons Power-Up. The spell is more powerful when it is played on a troop with the Ranged Weapons trait.
Example: The Breeze spell gives an additional +1 to the initiative, attack, and damage of troops with ranged weapons.
Player Icon
Attacker/Defender. Each terrain card features an icon in its upper left-hand corner. If this icon shows two crossed swords, the card must be given to the attacker; if the icon shows a shield, the card must be given to the defender.
Glossary
This glossary lists the most important game terms used in this rules booklet.
Troops and Units
- Base: A platform that can support up to four figures and a unit banner, to create units.
- Figure: A small plastic model. Four figures are placed on a base to create units.
- Troop: A group of warriors of the same type forms a troop, represented in the game by a troop card. Several troops form a unit.
- Unit: Several troops moving and fighting together. A unit is made up of troops, with a minimum of two troops and a maximum of six troops.
- Unit, Large: A unit composed by four or more troop cards, represented on the battlefield by two bases.
- Unit, Small: A unit composed by three or fewer troop cards, represented on the battlefield by one base.
- Unit Banner: A plastic flag placed in a figure base to identify a particular unit on the game board.
- Unit Card: The numbered card identifying a particular unit.
Magic
- Channeling Box: A space on a mage board (circular in shape) where power points are stored temporarily before they can be used to cast spells.
- Power Point: Magical energy is expressed in power points, used to fuel spells. A mage may have a maximum of 25 points in play at the same time.
- Source Box: A space on a mage board (circular in shape, marked with the symbol of the mage) where new power points are generated each round.
- Spell Box: Any space on a mage board that is not a source box or a channeling box.
- Spell, All-Purpose: A spell used in both the combat and strategic phases; its box is octagonal.
- Spell, Strategic: A spell used in the strategic phase; its box is hexagonal.
- Spell, Summoning: A spell used during combat to summon creatures; its box is pentagonal.
- Spell, Tactical: A spell used in combat; its box is rectangular.
Movement and Strategy
- Hold: A hold marker is placed on a unit to prevent it from moving toward the nearest objective.
- Objective Marker: An objective marker (also called an "objective" for short) is a plastic obelisk used to indicate a hex that is a goal of one army. Units move toward the nearest objective marker of their army. A maximum of four objective markers belonging to the same player may be in play at the same time.
- Reorganization: A player can use strategic orders, (merge, rearrange, and split) to reorganize the composition of units within the same hex.
- Stacking Limit: The maximum number of units (which is two, regardless of their size) that may be in one hex at the same time.
- Strategic Points: A unit of measure representing the command ability and discipline in an army. They are used to manipulate objectives and to reorganize units.
Combat
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Active Cards: The cards effectively involved in combat, including the first line troops, summoned creatures, spells, and terrain cards.
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Attacker: The active player of the current turn.
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Damage, Maximum: The damage done by a troop when an attack succeeds. The maximum damage value is shown on each troop card.
Note: when a spell or other effect modifies damage, only maximum damage is modified unless explicitly specified.
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Damage, Minimum: The damage done by a troop when an attack fails. The minimum damage value is not shown on the cards, but is equal to 2 for troops of any kind and 1 for summoned creatures.
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Defender: The inactive player of the current turn.
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Engagement Step: The first combat step during a combat.
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First Line: Only four troops in a unit can fight actively in combat. These four troops form the first line.
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Melee Step: The second combat step during a combat.
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Reserve: If there are more than four troops in a unit, the troops over the fourth compose the reserve.
Magic
At the core of each battle are mages, ultra-powerful beings that with their abilities and spells forge the destiny of the Magestorm universe.
Magic in Magestorm has innumerable aspects. A mage may draw his power from elemental forces, fate, nature, and many other sources.
Normally a source of magic is related to one or more astral planes. These are dimensions of existence separate from the material world. The supernatural energies of a plane have one or more aspects. Each aspect gives access to a different group of spells.
Although they originate in the astral planes, magical energies still permeate the material world as well. Scholars say this is the legacy of ancient wars between the gods. Mages are capable of becoming attuned to these energies, channeling their power through themselves to cast spells. A powerful mage can even channel enough energy to open a rift or portal from the material world directly to an astral plane, to conjure the most powerful spells and to summon otherworldly creatures. Over time, a mage's body is transfigured by the magical energies he calls upon, and he gradually becomes less and less human.
Four different mages are included in this starting box: the Airmage, Druid, Firemage, and Fate Guardian. Each is extremely powerful in a specific way.
The powers of each mage are very different. When you use different mages in Magestorm, you will find that the game experience changes completely.
Using Magic in Magestorm
Every mage uses magical forces in a different way. This is represented by the variations in their mage boards, which show how each mage channels magic power to cast his spells.
The magic power channeled by a mage is represented by power point tokens. Power point tokens are generated every round according to the scenario's instructions and placed on the mage board in the source box, the circular one containing a symbol representing the mage.
Each round, power point tokens can be moved around the mage board (see Magic Phase, below). They must move through power links, which are represented by lines connecting two boxes and bearing dots. The quantity of a power link's dots show the maximum number of power points a player can move across that line in a round.
Most mages have one or more channeling boxes (which are circular) connected to the source box. Power points in a channeling box are not yet ready to be used to cast a spell.
When power points reach a spell box, they are ready to be used to cast a spell. A player can remove one power point token from a spell box to cast the spell indicated.
Spell boxes have different shapes. Each box's shape corresponds to the type of spell it can be used to cast (see Spells, below).
A mage board is laid out with these parts:
- Source Box
- Power Link
- Channeling Box
- Strategic Spell Box
- Tactical Spell Box
- Summoning Spell Box
- All-Purpose Spell Box
Spells
The spells available to each mage are either represented by spell cards (found in the spell deck) or described on the mage's spell reference sheet.
Some spells require the use of specific spell effect markers.
Different types of spells are represented by different shaped boxes on the mage board:
- Tactical spells are used during combat. Tactical spells are represented by a rectangular shape on the mage board.
- Strategic spells are used during the strategic phase. Strategic spells are represented by a hexagonal shape on the mage board.
- Summoning spells are used during combat to summon creatures. Summoning spells are represented by a pentagonal shape on the mage board.
- All-purpose spells may be used in both the strategic phase and the combat phase. All-purpose spells are represented by an octagonal shape on the mage board.
Example of Tactical Spells: The Druid casts a Roots spell and an Oak spell on a Láusjan unit. The spells are placed at the end of the first line.
Example of Summoning Spell: A Fire Elemental is summoned by the Kragis player. The Elemental must be inserted in the first line, but not as the first card.
The description of each spell indicates the target affected by the spell. There are five possible target types:
- Hex: The spell influences a hex on the board (for example, modifying its terrain type), or all the units in a hex.
- Friendly Unit: The spell may influence a friendly unit.
- Enemy Unit: The spell may influence an enemy unit.
- Any Unit: The spell may influence either a friendly or an enemy unit.
- Die: The spell may influence a die roll.
Many strategic spells list a duration and/or limit, which are self-explanatory in each case.
Casting Spells in Combat
The number of tactical and summoning spells a mage can cast during combat is limited by the spell cards in his spell deck.
When a spell is cast during combat, the appropriate spell card must be used in a specific way:
- When a player casts a tactical spell, he places the spell card immediately after the last troop card of the first line of the target unit.
- When a player casts a summoning spell, he places the spell card (representing the summoned creature) anywhere in the first line of the target unit, except in front of the first troop card.
- Several spells have an effect based on the number of troops in the first line of a unit. Summoned creatures do not count as troops, so their presence does not influence the effect of these spells.
Game Set-up
Magestorm is played using scenarios that provide predetermined game board arrangements. Every scenario can be played several times, with different outcomes.
To start to play, choose a scenario from the Scenario Booklet, then prepare the battlefield, following these instructions and the scenario instructions.
- Place the game board in the middle of the table and place on it the terrain hexes as shown in the scenario.
- Each player takes the mage board corresponding to the mage indicated by the scenario and places it on the table in front of himself. Then he places the number of power points indicated for his mage on its source box. Next he takes his mage's spell cards and forms his spell deck, placing it next to his mage board.
- Each player takes a set of terrain cards.
- Each player prepares his army using the troop cards specified for the scenario. He must organize them into a number of units according to the restrictions given by the scenario and following the rules for Preparing the Army, below.
- Following the deployment order established by the scenario, players deploy their units onto the map. When players deploy their units, no more than two units can occupy the same hex, following the stacking limit rule (see Movement Phase, below).
- Players alternate in placing all their objective markers one at a time, starting with the first player (as defined by the scenario).
- Take the round/score track and place the round marker on the first round position. Place the score markers close to the track if required by the scenario.
- Each player places his components not used during set-up (unit cards, counters, and so on) aside, within reach. Then, the battle begins!
Preparing the Army
During set-up you must compose your units using the troop cards at your disposal.
Each scenario specifies a maximum number of units each side may prepare. You may prepare fewer units if you wish. Some scenarios also specify a minimum number of units. You may not prepare fewer units than the minimum for your side.
Composition of the Units
First you must decide how to assign your troop cards among the various units you want to create. Each unit must have at least two and no more than six troop cards.
If a unit has three or fewer troop cards, it is considered a small unit; if it has four or more troop cards, it is considered a large unit.
Keep the starting composition of each unit secret from your opponent. The cards you assign to a unit remain hidden until the unit enters combat.
Next, arrange each unit by placing its troop cards in the order you choose; place them face-down (still in order) in a pile under the numbered unit card of your choice.
To be clear, the order in which you arrange a unit's troop cards is important. A unit's first four troop cards form its first line and its remaining troop cards form its reserve. Also, when a unit takes damage in combat or from a spell, the first troop card takes damage first. Properly ordering the troops in a unit is a very important part of your strategy during the game.
Example of Unit Composition (cards): The Láusjan unit shown (unit number 3) is composed of six troop cards. The first four troop cards (Walthus, Hairus, and two Hneiwan) form the first line. The fifth card (Ahma) and the sixth card (Unagands) form the reserve. As the unit has more than three cards, it is a large unit.
Figures, Bases, and Banners
Each unit is represented on the game board by one or more unit bases bearing a unit banner whose number matches the number on that unit's unit card.
You choose the composition of figures and bases for each of your units based on the troops cards you assign to it.
If the unit you're forming is small, it is represented on the game board by one base bearing four figures. If it is large, the unit is represented by two bases bearing four figures each.
In a battle, it is not easy to recognize from a distance the type and quality of the enemy's troops. To simulate this, the figures you place on a given base do not have an exact correspondence with the troop cards in the unit. Instead, each army uses a standard composition of figures in different poses. The same composition is used for all the unit bases in that army.
Note: You can arrange your figures on their bases in a different way from the standard composition. This has no effect in the game.
After you prepare a unit's base (or bases), insert the appropriate unit banner into the hole on the base (pick either base for a two-base unit) and deploy the unit onto the board.
When you deploy your units on the battlefield, no more than two units can occupy the same hex. (Their size, small or large, does not matter.)
Troops with unique figures. Some armies include troops that are easily recognizable to the enemy. In the Magestorm starting box, the only troops of this type are Kragis Waldwika, which are represented by knight figures.
If a unit includes one or more Waldwika, place at least one knight figure on the unit base to show that this type of troop is present (the exact number is not important). If a unit is completely composed of Waldwika, all the figures on its unit base (or bases) must be knight figures.
If, during the game, the composition of a unit containing Waldwika changes—that is, if Waldwika leave the unit, join the unit, or are eliminated—you may have to re-arrange the figures on the unit's base (or bases) to accurately reflect its composition.
Gameplay
Sequence of Play
Magestorm is played in rounds. Each round is composed of two turns, one for each player. The scenario indicates which player is the first player (that is, which one takes his turn first in each round).
In each turn, the first player carries out the following phases in the order indicated:
- Magic phase. The active player moves the power point tokens already on his mage board and then generates new power points.
- Strategic phase. The active player can cast strategic spells and use the strategic points at his disposal.
- Movement phase. The active player must move all of his units in play.
- Combat phase. If the previous phase triggered any combat, it must be resolved. If there is more than one combat, the active player chooses the order of their resolution.
Then, the second player starts his turn, carrying out the same phases in the same way, to complete the round. At the end of the round, the round marker is advanced one space on the round track.
The scenario indicates how many rounds are played before the game ends. In most scenarios, the players check the victory conditions at the end of the last round. In some scenarios, however, the victory conditions can be met before the last round is over; if that happens, the game ends at that moment.
Note: Unless explicitly indicated, when a rule refers to units, markers, tokens, and so on, it refers to the objects in question belonging to the active player.
A summary of the turn sequence is included on the army reference sheets, which also list the special abilities and special powers of the troops in each army.
Example of Magic Phases:
- At the beginning of the game, the Airmage has four power point tokens on the source box.
- During his magic phase in the first round, the player advances the existing tokens through the power links that connect to his source box. Two dots are shown on each link, so a maximum of two tokens can be moved through each of them. The player decides to move two tokens to the Wind channeling box and one to each of the other channeling boxes.
- At the end of his magic phase in the first round, the player places four new power point tokens on his source box.
- During his magic phase in the second round, the player again moves the power point tokens already on the board. First, he moves the four tokens on the channeling boxes... and then he moves the four tokens on the source box. Now he will be able to start casting spells, since he has power point tokens on the Lesser Elemental, Speed, and Breeze spell boxes. At the end of his second-round magic phase, four new power point tokens will be placed on the player's source box (not pictured).
Magic Phase
During this phase, the active player manages the power point tokens on his mage board.
During this phase the active player carries out these steps:
- Move power point tokens
- Place new power point tokens on his source box
Move Power Points
First, the player moves the power point tokens already on his mage board. Each power point token may be moved on the board from one box to another adjacent box (that is, one step in any direction), following the power links.
Pay attention to the dots on the links: they indicate the maximum number of power point tokens that can be moved through that link in the same turn.
Moving power points is not mandatory; a player may move all, some, or none of his power point tokens.
Remember that only a power point token in a spell box may be used to cast a spell. Power point tokens in the source box or a channeling box cannot be used to cast spells.
Note: Most of the time you will want to move power points from the source box toward the spell boxes. However, since power point tokens can be moved in any direction, it is legal (for example) to move a token from a spell box back to a channeling box, or from a spell box to any other connected spell box. Simply keep in mind that the power point tokens moved through a given power link, in either direction, count against the limit of that link.
Example: The Airmage may move one power point token back from the Fly spell box to the Hurricane spell box. But since the link between the two boxes has only one dot, no other power point token may be moved through that link in this round.
Place New Power Points
After the player finishes moving existing power point tokens, he places new power point tokens on his source box. The number of power points he places is indicated by the scenario.
A player can never have more than 25 power point tokens in play. If a player reaches this limit he cannot place any more power points on the mage board until he has used some of them to cast spells.
Strategic Phase
During this phase the active player carries out these steps:
- Cast strategic spells
- Use strategic points to maneuver units
Cast Strategic Spells
To cast a strategic spell, the active player first announces which spell he wants to cast. Then, he removes one power point token from the corresponding spell box on his mage board. Finally, he resolves the effect of the spell.
Normally, the active player can cast in a single turn as many strategic spells of the same type as he has power point tokens in that type's spell box. However, some strategic spells are limited to being cast a maximum number of times during a turn, as indicated by the spell's description.
If there is not at least one power point token in a given spell box, that spell cannot be cast. Casting spells is always optional.
When a player casts a strategic spell that requires a spell effect marker, put that marker close to the target unit on the game board as a reminder.
See the descriptions of the mages, below, for a list of the strategic spells available to each of them. During play, the spell reference sheet provides a summary of spell effects.
Use Strategic Points
After the active player has cast strategic spells he can use his strategic points to maneuver his units.
The number of strategic points available to an army in each round is indicated by the scenario. A player can not save and accumulate points from one round to another.
Each strategic point represents an order issued by the commander of the army to his warriors. The total number of strategic points available to the player indicates the quality of his side's officers and the training level and cohesion of his side's troops.
By spending one strategic point a player can carry out one of these orders:
- Move one objective marker.
- Place one objective marker.
- Remove one objective marker.
- Give a hold order to a unit.
- Cancel a hold order from a unit.
- Merge two units in the same hex into a single unit.
- Move one troop card between different units in the same hex.
- Rearrange one unit.
- Split one unit into two units.
It is possible to execute any of these orders multiple times as long as the player has enough strategic points to spend.
In the descriptions of these orders that follow, they are collected into groups for ease of discussion.
Example of Strategic Orders - Objective and Hold Markers: The Kragis player has 5 strategic points. In this situation, his units 1 and 2 will move toward objective H, the closest one, unless he changes the situation. The player uses one strategic point to place a new objective marker, K, in the hex with unit 1. He then spends two more strategic points to move objective K to the forest hex containing the Láusjan unit. Then, he spends his fourth point to move objective H one hex. Finally, he spends his fifth and last strategic point to place a hold marker on unit 2. In the new situation, unit 1 will advance toward objective K, which is the closest one, to face the Láusjan unit. Unit 2 will not move, instead holding its position. Unit 2 will only start to move again if, in a later round, the hold marker is removed by spending one strategic point.
Manipulating Objectives. The orders in this group are used to manipulate objectives and thus influence the way units move during the movement phase.
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Move one objective marker: The player moves one of his objective markers from one hex to an adjacent hex of his choice (not influenced by terrain type).
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Place one objective marker: The player adds one of his objective markers on the board, placing it in a hex containing one or more of his units.
Note: A maximum of four objective markers belonging to the same player may be in play at a time. If a player already has four objectives in play, he must remove one before he can place another one.
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Remove one objective marker: The player removes one of his objective markers from the board.
Note: It is possible to have multiple objective markers in the same hex, regardless of which player or players they belong to.
Holding Units. The orders in this group are used to manipulate the hold status of units and thus influence the way they move during the movement phase.
- Give a hold order to a unit: The player places a hold marker close to one of his units on the game board. That unit will not move until the hold order is canceled.
- Cancel a hold order from a unit: The player removes a hold marker from one of his units.
Reorganizing Units. The orders in this group are used to modify the composition and/or the order of troop cards.
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Merge two units in the same hex into a single unit: The player chooses one of the two units to be in the lead. He then places all the troop cards from the other unit after the cards of the leading unit without changing their order.
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Move one troop card between different units in the same hex: The player chooses one troop card from one unit and moves it to another unit. The moving troop card becomes the last card in its destination unit.
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Rearrange one unit: The player may change the order of the troop cards in the unit as he wishes.
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Split one unit into two units: The player separates one of his units into two units. The two units remain in the same hex as the original unit. Each new unit must have a minimum of two troop cards. The player may freely arrange the order of the troop cards in each of the newly formed units.
Note: Since you must always respect the limit of two units in a hex, you cannot split a unit if there are already two units in its hex. Additionally, if you already have twelve units on the board, you cannot split a unit.
Remember that a unit may be composed of a maximum of six troop cards. It is possible to temporarily have more than six cards in a unit during the strategic phase (for example, because a player is merging two units). However, if, at the end of the phase, any unit has more than six troops for any reason, the owner must remove enough troops to bring that unit's total to six.
Example of Strategic Orders - Splitting a Unit: The Láusjan player spends one strategic point to split his unit 3 into two units. When he starts, unit 3 is composed of five troop cards: one Walthus, two Hairus, and two Hneiwan. By splitting, he creates new unit 5 (in addition to keeping unit 3). The player leaves three troop cards in unit 3—one Walthus, one Hairus, and one Hneiwan. The remaining two troop cards from the original unit—one Hairus and one Hneiwan—now form unit 5. The split order allows the player to arrange the troops in each unit in any sequence. The end result he chooses is shown above.
Example of Strategic Orders - Merging Units: The Láusjan player spends one strategic point to merge his units 2 and 4 to create a larger unit. The player decides to place unit 4 in the lead and unit 2 behind it. Unit 2 is composed of three troop cards (one Walthus, one Hairus, and one Hneiwan). Unit 4 is composed of three troop cards (three Unagands). The unit resulting from the merge—the new unit 4—is composed of six troop cards in the order Unagands, Unagands, Unagands, Walthus, Hairus, Hneiwan. If the players wants the unit's troop cards in a different order, he'll have to spend an additional strategic point to reorganize it.
Example of Damage and Reorganization - Rearranging a Unit: The Kragis player decides to rearrange unit 2. There are 7 damage points on the unit, which apply to the first troop card, the Geltz. After the reorganization, the new first troop are the Waiks. The player immediately checks to see if the new first troop card must be removed. In this case, the Waiks have resistance 10, so their card is not removed. If the player had rearranged the unit so that the Waldwika became the first troop, they would be eliminated because their resistance is 7. In that case, all of the damage would also be removed from the unit.
Units and Reorganization. When a player splits or merges units he must take care to change the unit bases and figures correctly.
When a unit is split, a new unit is created, so you must place on the board one new base (or two new bases if the new unit is large) with figures, and assign a number to the new unit using an unused unit card and matching unit banner. Place the new unit card on top of the new unit's troop cards and insert the new banner into one of the new unit's bases.
When you merge two units, one unit is removed from the game board. Identify the surviving unit using the card and banner of the unit you choose to be in the lead, and set aside the card and banner of the other unit.
After any split or merge, remember that you must use one base to represent a small unit or two bases to represent a large one. Also remember that the unit figure(s) must show with unique figures when a unit includes unique troops such as Waldwika, so remember to remove or add them as necessary.
Effects and Reorganization. During the game, units can accumulate active effects, such as spell effects and the effect of a hold marker. When you merge or split units with effects on them, follow these rules:
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When you split a unit, both new units are still subject to the original unit's effects.
Example: The Airmage player decides to split a unit with a Fly effect on it. The two new units resulting from the split are both subject to the Fly effect. The player places Fly spell markers close to both of them.
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When two units in the same hex merge, two different situations may arise: a) If only one of the merging units has a certain effect, the merged unit does not inherit this effect. b) If both of the merging units have a certain effect, the merged unit does inherit this effect.
Example: The Druid player decides to merge two units. Both units have effects on them: the first unit has a hold marker and a Treewalk spell marker, while the second unit has only a hold marker. The new unit resulting from the merge has a hold marker because both units had this effect, but does not have a Treewalk marker, because only one of the merging units had this effect.
Example of Damage and Reorganization - Merging Units: The Kragis player decides to merge unit 2 and unit 5 to create a new unit. The player decides to place unit 2 in the lead of the new unit. Unit 2 is composed of three troop cards (one Waiks, one Geltz, and one Skaitan) and has 6 damage points. Unit 5 is composed of three troop cards (one Kirtais and two Waldwika) and has 2 damage points. The new unit is composed of six troop cards and has 8 damage points on it. The first troop are the Waiks, with resistance 10. Since this exceeds the 8 damage points on the unit, this troop is not removed. If the player had placed unit 5 in the lead, the Kirtais archers would have been the first troop card. Since they have resistance 7, they would have been removed, together with 7 damage points (leaving 1 damage point on the combined five-troop unit).
Damage and Reorganization
When rearranging, splitting, or merging units, players must pay attention to how damage is distributed and applied to its constituent troops:
- Damage is always applied to a unit starting with its first troop card. For this reason, when a player rearranges the troop cards in a unit, he must check whether the damage the unit has already sustained is greater than the resistance of the troop that has become the new first troop. If the damage equals or exceeds the new first troop's resistance, that troop is eliminated and only the residual damage is left on the unit.
- When a player splits a unit, the damage on that unit must all be assigned to one of the two resulting units, as chosen by the player. Immediately check whether the damage is greater than the resistance of the new unit's first troop card, as above.
- When a player merges two units into a single unit, all damage on both merging units is assigned to the new unit. Immediately check whether the damage is greater than the resistance of the new unit's first troop card, as above.
Movement Phase
During the movement phase, the active player must move each of his units on the board toward the closest objective marker.
The active player moves all his units, one at a time, in whatever order he chooses, until all his units have been moved. The movement of one unit must be completed before the next one's movement is begun.
Moving is mandatory, not optional. Only units with a hold marker, or units in the same hex with an objective marker, do not move.
How to Move
Normally, a unit has two movement points. Units including troops with the Cavalry trait are an exception (see Cavalry Movement, below).
To move a unit, the active player follows this procedure:
- The active player identifies the closest objective marker to the moving unit by counting the number of hexes between the unit and each of his markers. He simply counts the number of hexes, ignoring their movement costs.
- If two objectives are tied to be the closest in hexes to the moving unit, the active player can choose which of those objective markers he prefers.
- The player chooses a hex for the unit to move into. That hex must be adjacent to the unit's current hex. It must also be closer (in hexes) to the identified objective marker than the unit's current hex is to the marker.
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If it is possible to choose between multiple hexes, all of them at the same distance from the objective marker, the active player can choose among these hexes. However, the player may not choose an impassable hex.
Note: Impassable terrain can be flat or raised. This box only includes flat impassable terrain, like river hexes.
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The player must respect the stacking limit of two units per hex. If there are already two friendly units in a hex, that hex is considered impassable, and so cannot be chosen.
- If the unit has enough movement points remaining to enter the chosen hex (see Terrain and Movement, below), the unit advances into that hex.
- If the movement cost of that hex is higher than the remaining movement points of the unit, the unit remains in its current hex and its movement ends.
- If there is an enemy unit in that hex, a combat will start in the combat phase (see Entering Combat, below).
- If the unit still has movement points remaining, repeat these steps until its movement points are exhausted, at which point its movement ends.
Example of Movement: Unit 2, with 2 movement points, must move toward objective marker H because it is the closest one to the unit. The unit may move into either hex A or hex B, because both are closer to H than the unit's current hex. Now the player can choose between hex C or hex D, because both are closer to H than the unit's current hex. In this example, the player chooses hex C and moves his unit there at the cost of its second and final movement point. In this example, the player chooses hex D. However, entering a forest hex costs two movement points and the unit has only one movement point remaining. In this case, the unit ends its movement in the current hex, as it does not have enough movement points to enter the chosen hex.
Entering Combat
When one of the active player's units tries to move into a hex occupied by an enemy unit, the moving unit must stop its movement just before entering that hex. In this situation, the active unit is placed close to the border between the two hexes to show that the unit is going to fight a combat and to help the players remember which hex the unit is coming from.
Note: If two of the active player's units are already trying to attack a hex containing an enemy unit, it is not possible for any further active units to try to enter that hex. That hex is considered impassable to further units' movement this round.
The encounter between the opposing units will be resolved in the Combat Phase (below).
If the active unit defeats its opponent, it will advance into the hex it was trying to enter after the combat.
If the active unit is defeated, it remains in the hex it was coming from, "retreating" from the combat.
If either opponent has more than one unit involved in a combat, the outcome may be different, as detailed in the section Multiple Combat, below.
Cavalry Movement
Some troops follow special movement rules. The only such troops in this box are the Kragis Waldwika, which have the Cavalry trait.
- If a unit is composed entirely of cavalry troops, it has four movement points.
- If the unit is composed of half cavalry troops or more, it has three movement points.
- If the unit is composed of fewer than half cavalry troops, it has two movement points.
Examples: A Kragis unit composed of two Waldwika and two other troops has three movement points. A Kragis unit composed of two Waldwika and three other troops has two movement points.
For a unit with an unusual number of movement points, place a movement marker corresponding to the number of movement points on the unit card as a reminder.
Remember that you may need to add or subtract knight figures and movement markers when the composition of a unit changes.
Terrain and Movement
Different types of terrain affect the movement of units. The following table indicates how many movement points a unit must spend to enter a hex of a given type.
Some scenarios have special hex types with unusual movement costs and/or rules.
| Terrain Type | MP Cost |
|---|---|
| Bridge | 1 |
| Clear | 1 |
| Ford | 2 |
| Forest | 2 |
| Hill | 2 |
| Mine/Cave | 2 |
| River | Impassable* |
| Ruins/Temple | 1 |
| Village | 1 |
* River hexes are flat impassable terrain.
Bridges and Fords. When you place a bridge or ford tile on a river hex, that river hex is no longer impassable. Note, however, that a bridge or ford hex may only be entered and left across the hexsides indicated by its graphics.
Example of Movement - Multiple Choices: In this example, the player has two units to move, unit 3 and unit 5. He decides to move unit 3 first, then unit 5. Unit 3 is equally distant from objective markers H and K, so the player can choose to move the unit toward either of them. If he chooses objective H, the only hex unit 3 can move into is A, because although B is also closer to H than the unit's current hex, it is impassable due to the river. If the player chooses objective K, the only legitimate move is into hex C because no other hexes bring the unit closer to K than its current hex is. The player chooses K and advances unit 3 into hex C. Unit 3 is now closer to objective K than objective H, so may now move only toward that objective. Its only option for movement is hex D, and it enters that hex. Unit 3 has completed its movement, having spent its two movement points. Unit 5 would normally move toward objective K, but it remains in its current hex because it has a hold marker on it.
Example of Movement - Crossing a River: Unit 2 must move toward the closest objective marker, which is H. However, the only movement that would bring the unit closer to its objective is into hex A, which is impassable due to the river. For this reason, the unit cannot move and must remain in the current hex. If the player wants the unit to cross the bridge, he could accomplish this by first moving an objective marker to hex K, so that the unit moves in front of the bridge. Then, he should remove this objective marker, so that H again becomes the objective closest to the unit. This would cause the unit to cross the bridge.
Example of Movement - Stacking Limits: The player has four units to move, units 2, 3, 5, and 6. First, the player chooses to move unit 3 and unit 6. These units remain in their current hex because each one has a hold marker on it. Next, the player chooses to move unit 2. Unit 2 must move toward the closest objective marker, which is H, but the only hex that would bring it closer to the objective marker, hex A, already contains unit 3 and unit 6. Unit 2 is prevented from moving there due to the stacking limit rule and so must remain in its current hex. Finally, the player chooses to move unit 5, which must also move toward objective marker H. Unit 5 moves into hex B, containing unit 2, spending one movement point. Unit 5 still has one movement point left, but the only hex that would bring it closer to the objective is hex A, and the stacking limits prevents it from moving there.
Example of Movement - Entering Combat: In this example, the player has four units to move: units 1, 2, 3, and 4. Unit 1 and unit 2 are moved first, and they try to enter hex H, which contains the closest objective marker and an enemy unit. They remain in their current hex and are placed close to the border between the hexes as a reminder. Unit 3 would also try to advance into hex H, but because two units are already attacking that hex, it is prevented from doing so. Unit 3 remains in its current hex and will not attack. Last, unit 4 would also try to advance toward objective marker H, but it cannot move because the only hex it can advance into, hex A, is the one that still contains unit 1 and unit 2, and that would violate the stacking limit. Unit 4 remains in its current hex.
Combat Phase
After the movement phase is complete, if any active unit is entering combat as a result of moving, the combat phase begins. If no active units are entering combat, skip the combat phase.
When combats start in more than one hex in the same turn, the active player chooses the order in which to resolve them.
If either opponent has more than one unit in a given combat, see Multiple Combat, below.
The active player is the attacker, while his opponent is the defender.
Only the first four troops of a unit, which make up that unit's first line, fight actively. Only their characteristics and abilities are considered in combat.
The unit's remaining troops, which make up its reserve, stay out of combat. They will be used only if a troop of the first line is eliminated.
To resolve a combat, follow these ten steps in order:
- Presentation
- First Magic
- Deployment
- Engagement
- First Special Powers
- Second Magic
- Reinforcements
- Melee
- Second Special Powers
- Third Magic
1) Presentation Step
For each of his units in this combat, each player reveals the first troop. (These represent the units' vanguards, which can be seen from a distance.)
The combat is fought in the defender's hex. If that hex has terrain other than clear, the defender takes a terrain card corresponding to the type of the hex. The attacker may also receive a terrain card in certain situations. See Terrain and Combat, below.
2) First Magic Step
Players secretly choose spell(s) to cast, setting aside the corresponding spell card(s). Only tactical and summoning spells can be cast during combat. A player may choose not to cast any spells at this time.
When both players have made their choice(s), they both reveal their spell card(s) and spend the corresponding power point tokens, removing them from their mage boards.
If a player has multiple copies of a given tactical or summoning spell card, it means that player can cast that spell as many times as he has copies of the card.
Note: All the tactical spells cast during any magic step remain active until the end of that combat. All summoning spells conjure a creature that remains active until the end of that combat, unless eliminated earlier.
3) Deployment Step
Players reveal all the troops cards in their units involved in the combat.
Then, keeping each unit's cards in order, they slide each unit's cards together so that only the values on the cards' right-hand sides are showing.
Next, starting with the attacker, each player inserts his terrain card, tactical spell cards, and summoning spell cards into his unit. The following overall order must be observed (left to right):
- Troops of the first line (including summoned creatures)
- Terrain card
- Tactical spell cards
- Troops of the reserve
Remember that a summoned creature cannot be placed as the first troop card of the first line.
In the following steps, the term active cards refers to all first line troops, summoned creatures, tactical spells, and terrain cards. Troops of the reserve are not active cards.
Remember to apply any relevant modifications to characteristic values affected by special ability icons (see Special Abilities, above).
4) Engagement Step
The engagement step represents the initial fighting as the opponents approach each other. In this step, archers and cavalry have a great advantage over melee-oriented warriors.
Note: In this step, remember to use the first value for troops having two values for their characteristics.
Initiative Roll. First, each player sums up the initiative values of his active cards and adds the result of a die roll. This total is the player's initiative total. The values of the cards in reserve are not added, since those are not active cards.
Next, the players compare their initiative totals. The player with the higher total attacks first. If there is a tie, both players roll the die again and adjust their initiative totals.
Attack and Defense Rolls. The player who won initiative sums up his active cards' attack values and adds the result of a die roll.
The player who lost initiative sums up his active cards' defense values and adds the result of a die roll.
Damage. If the attack result is greater than the defense result, all attacking troops inflict their maximum damage. Add together the damage characteristic and the modifiers to damage of all the active cards.
If the attack result is equal to, or lower than, the defense result, all attacking troops inflict their minimum damage. (To be clear, ties are not rerolled, as they were in initiative.) Normally, troops inflict a minimum damage of 2, but all summoned creatures inflict a minimum damage of 1.
Damage is represented by damage counters, which are placed on the first troop card of the defending unit.
If the number of damage counters on a unit's first troop card is greater than or equal to the resistance of the first troop, that troop is eliminated and damage counters equal to its resistance are removed. Any remaining damage counters are placed on the new first troop card. The process of comparing damage counters to subsequent first troops' resistance is repeated until one of these conditions occurs:
- The damage counters remaining are not sufficient to eliminate the first troop.
- All active troop and creature cards are eliminated. (Damage points can never be assigned to troops in the reserve.)
Eliminated troops or summoned creatures are removed from combat immediately. (That is, they do not have a chance to fight back.)
Eliminated troops are discarded. Eliminated summoned creatures cards are returned to their owner's deck, and can be summoned again in the second or third magic step.
Once damage has been resolved the roles of attacker and defender are reversed: the player who lost the initiative fights back, summing all attack values and adding a die roll, while the player who has won the initiative sums all defense values and adds a die roll. Apply damage as before, eliminating troops or summoned creatures as necessary.
5) First Special Powers Step
Troops with special powers (such as Elementals) may activate their powers during this step (see Special Powers, above).
6) Second Magic Step
Both players may cast additional tactical or summoning spells as in the first magic step, if they have spell cards and power points tokens still available.
7) Reinforcements Step
Any player with fewer than four troops in his first line must now move reserve troops into the first line. This is not optional. To do this, players move from their reserve enough troop cards to bring back to four the number of troops in the first line. A player who does not have enough reserves to bring his first line to four troops moves as many troops as possible.
Troop cards moving from the reserve to the first line are placed after the last troop card or summoned creature card of the current first line. The order of troop cards moving from the reserve to the first line must be preserved as they advance.
8) Melee Combat Step
The melee step represents hand-to-hand combat in close quarters.
Both players fight again, following the same rules they did in the engagement step, except that there is no initiative roll. Instead, both units fight simultaneously.
To be clear, the attacker still rolls his attack first, and then the defender fights back, but any troops and summoned creatures that are eliminated by either side are not removed until both players fully resolve their attack.
Note: In this step, remember to use the second value for troops having two values for their characteristics.
9) Second Special Powers Step
Troops with special powers may activate their powers a second time.
10) Third Magic Step
Both players may cast additional tactical or summoning spells as in the first and second magic step, if they have spell cards and power points tokens still available.
End of the Combat. After all ten steps have been played through, the combat is over.
Each player returns all remaining tactical and summoning spell cards he used to his spell deck.
Each player places his surviving troop cards face-down under their unit card again, without changing their order. Any remaining damage counters are placed on the unit card.
If the defender was completely eliminated, the attacking unit may advance into the now-empty hex. (Exception: If there was more than one defending unit, see Multiple Combat, below.)
If some defending troops still remain, the attacker's unit is left in the hex it came from.
Note: At the end of combat, it is possible for a unit to have only one troop card. This is a legitimate composition for the unit even though a player cannot normally choose to reduce a unit to such a small size.
Terrain and Combat
Different types of terrain are represented by terrain hexes and bridge/ford markers.
The plain game board features only clear terrain. All other terrain types are represented by cardboard overlays that are placed on the game board as indicated by the scenario.
Most terrain types give some kind of advantage to either the defender or the attacker. To show this advantage, the players add corresponding terrain cards to their units during combat. Each terrain card features an icon in its upper left-hand corner: if the attacker icon is shown, the card is given to the attacker; if the defender icon is shown, the card is given to the defender.
The table below describes the effect of each terrain type.
| Tile | Effect |
|---|---|
| Clear | No effect. |
| Forest | The defender gets defense +4. Additionally, in a forest it is difficult to engage opponents at long range and so the initiative values of all troops (both attacking and defending) are considered to be zero. Initiative values reduced to zero can then be increased by special abilities like Forestry, the effects of spells, and other special powers. |
| Hill | The defender gets initiative +4 and defense +4. |
| Mine/Cave | The defender gets initiative +5, attack +2, and defense +5. |
| River | Impassable terrain. Since combat cannot occur on a river, no river terrain card is included in the game. |
| Ruins/Temple | The defender gets initiative +2 and defense +2. |
| Village | The defender gets initiative +6, attack +1, and defense +2. |
| Bridge | The bridge can provide an advantage to either the attacker or defender. a) If the defender is on the bridge, the attacker gets initiative +3, attack +3/+1, and damage +2/+1. The attacker gets the bridge terrain card. b) If the attacker is coming off of the bridge, the defender gets initiative +5, attack +4/+1, defense +2/+1, and damage +3/+1. The defender gets the bridge terrain card in addition to the terrain card he is occupying, if applicable. |
| Ford | The ford can provide an advantage to either the attacker or defender. a) If the defender is on the ford, the attacker gets initiative +4, attack +4/+1, defense +1, and damage +2/+1. The attacker gets the ford terrain card. b) If the attacker is coming out of the ford, the defender gets initiative +6, attack +6/+1, defense +3/+1, and damage +3/+1. The defender gets the ford terrain card in addition to the terrain card he is occupying, if applicable. |
Multiple Combat
Each player can have up to two units in the same hex, and it is also possible that an attack may come from two different hexes. For these reasons, it may happen that there is more than one unit attacking or defending the same hex when combat breaks out.
Each of the three possibilities than can arise is described in one of the following sections.
a) Defender With One Unit, Attacker With Two Units. The attacker chooses one of his units to enter combat first, and a combat involving that unit (and the defender's single unit) is resolved normally.
At the end of that combat, if the defender has been eliminated, both attacking units may advance into the now-empty hex. If the defender has not been eliminated, the first attacking unit is left in the hex it was coming from and the attacker must enter a second combat with his second unit.
If the second attack is successful in eliminating the defending unit, only the second attacking unit may advance into the now-empty hex.
b) Defender With Two Units, Attacker With One Unit. The defender chooses one of his units to enter combat first, and a combat involving that unit (and the attacker's single unit) is resolved normally.
At the end of the combat, if the attacking unit is eliminated, the combat ends. If the attacker has not been eliminated, a new combat between the second defending unit and the attacking unit is resolved.
c) Both Players With Two Units. First, the attacker chooses one of his units to enter combat first. Then the defender chooses one of his units to enter combat first.
After a combat between the chosen units is resolved normally, a combat between the two units that were not chosen is resolved normally.
Finally, determine which of these situations exists and carry out the instructions given.
- If both defending units were eliminated the two attacking units advance into the now-empty hex and the combat ends.
- If both attacking units were defeated by their opposing defending units the two attacking units remain in the hex they were coming from and the combat ends.
- If one attacking unit was defeated but the other attacking unit eliminated its defender the defeated attacking unit remains in the hex it was coming from while the victorious attacking unit immediately starts a new combat with the surviving defending unit. If the defender is eliminated as a result of this new combat, the attacking unit advances into the now-empty hex (but the attacking unit defeated earlier cannot advance). If the attacker is defeated in this new combat, the attacking unit remains in the hex it was coming from.
Combat Example
Start of a Combat. Kragis unit 6 is attacking Láusjan unit 4. The Láusjan unit is in clear terrain. The Kragis are supported by the Airmage, while the Láusjans have the support of the Druid. The Láusjan unit starts the battle with four damage points already on it. The battle begins!
Note: We suggest that you follow the example while referring to the actual game cards for easy reference.
Presentation Step. The Kragis player shows his first troop, Kirtais archers. The Láusjan player does the same, and shows Walthus militia. As the battle is in clear terrain, no terrain card is used.
First Magic Step. The Kragis player secretly chooses the spells cast by the Airmage: one Speed, one Breeze, and one Lesser Elemental. The Láusjan player secretly chooses the spells cast by the Druid: one Oak, one Strength, two Bears, and one Wolves.
Deployment Step. Both players show their troops and insert their spell cards into their units, starting with the Kragis player because he is the attacker.
The Kragis player shows one Kirtais, one Waiks, one Geltz, and one Skaitan forming the first line, and one Waldwika in reserve. He places the Breeze and the Speed at the end of the first line. He chooses to insert the Lesser Elemental behind his second card (the Waiks).
The Láusjan player shows one Walthus, two Hneiwan, and one Ahma in the first line, with one Unagands in reserve. He places the Oak and the Strength at the end of the first line. He chooses to insert the two Bears after his first card (the Walthus) and chooses to insert the Wolves after the last card of his first line (the Ahma).
Engagement Step.
Initiative Roll. The Kragis player sums the initiative values of his cards: 16 (6 + 0 + 3 + 1 + 2 for the troops and creatures, +1 for the Speed, and +3 for the Breeze). In addition, he has a Kirtais troop with the Ranged Weapons trait in his first line and the Breeze spell has the Ranged Weapons power-up, so the spell's initiative is increased by +1. Also, the Lesser Elemental with the Windblast power adds +1 initiative for each troop in the Kragis first line, for a total of +4. The total Kragis initiative value is 21 (16 + 1 + 4).
The Láusjan player has an initiative value of 16 (0 + 0 + 0 + 7 + 7 + 1 + 1).
Both players roll a die. The Kragis player rolls a 2 and the Láusjan player rolls a 5. The final initiative values are 23 (21 + 2) for Kragis and 21 (16 + 5) for Láusjan.
The Kragis player attacks first.
Attack and Defense Rolls. The Kragis player adds up all his attack values: 17 (3 + 2 + 3 + 3 + 4 for the troops, +1 for the Speed, and +1 for the power-up of the Breeze).
The Láusjan player adds up all his defense values: 15 (1 + 1 + 1 + 2 + 2 + 4 + 0 for the troops, and +4 for the Oak).
Both players roll a die. The Kragis player rolls a 1 and the Láusjan player rolls a 5. The final scores are 18 (17 + 1) for the Kragis and 20 (15 + 5) for the Láusjan.
The Láusjan player is the winner, so the Kragis inflict their minimum damage, which is 2 for each troop and 1 for the Air Elemental. The total is 9 damage points (2 + 2 + 1 + 2 + 2). The power-up of the Breeze is not added to minimum damage.
Damage. The first Kragis troop, the Kirtais, has a resistance of 7; the Kragis player removes it and discards 7 damage points. There are still 2 damage points left, but this is less than the resistance of the next troop, the Waiks. The Waiks have resistance 10. The remaining damage points are left on the unit.
Now the Láusjan player attacks. He adds up the attack values for his surviving troops and creatures: 12 (3 + 3 + 4 + 2).
The Kragis player adds up all his defense values: 13 (3 + 1 + 1 + 3 + 4 + 1).
Both players roll a die. The Láusjan player rolls a 4 and the Kragis player rolls a 1. The final scores are 16 for the Láusjan and 14 for the Kragis.
The Láusjan player is the winner, so the Láusjan inflict their maximum damage, which is a total of 9 damage points (2 + 2 + 0 + 2, + 3 for the effect of the Strength spell).
The Láusjan player takes 9 damage points and adds them to the 4 damage points the unit had at the start, for a total of 13.
The first troop, the Walthus, has a resistance of 9; the player removes it and discards 9 damage points. There are still 4 damage points, so he removes the first and the second Bears cards, which each have a resistance of 2. The 4 corresponding damage points are also removed.
This is the unit's composition after damage has been applied.
First Special Powers Step. No special power is active in this step, so nothing happens.
Second Magic Step. The Kragis player secretly decides to summon a Prime Air Elemental. The Láusjan player secretly chooses to cast another Strength spell.
Reinforcements Step. The Kragis player takes the Waldwika troop card from his reserve and inserts it in the last position of his first line, after the Skaitan. Then, he decides to insert the Prime Elemental card after the first troop card, the Waiks.
The Láusjan player takes the Unagands troop card from his reserve and inserts it in the last position of the first line, after the Wolves. Then, he inserts the Strength card after the last spell card.
Melee Step.
Attack and Defense Rolls. The Kragis player adds up all his attack values: 23 (2 + 5 + 3 + 3 + 4 + 5, +1 for the Speed, +0 for the Breeze). He adds zero for the Breeze spell because he lost his only ranged troop (the Kirtais) in the engagement step, so the power-up does not apply anymore.
The Láusjan player adds up all his defense values: 16 (2 + 2 + 4 + 0 + 4, +4 for the Oak).
Both players roll a die. The Kragis player rolls a 3 and the Láusjan player rolls a 4. The final scores are 26 for the Kragis and 20 for the Láusjan.
The Kragis player wins and inflicts his maximum damage: 16 (2 + 3 + 1 + 3 + 4 + 3 + 0). The Láusjan player takes 16 damage points and places them on his unit card.
Now the Láusjan player attacks. He adds up all his attack values: 18 (3 + 3 + 4 + 3 + 5).
The Kragis player adds up all his defense values: 19 (1 + 3 + 1 + 3 + 5 + 5 + 1).
Both players roll a die. The Láusjan player rolls a 3 and the Kragis player rolls a 4. The final scores are 21 for the Láusjan and 23 for the Kragis.
The Láusjan player loses and inflicts minimum damage. The Ahma has the special ability Unstoppable Damage, so its minimum damage is the same as its maximum damage, 4. The minimum damage is 2 for the troops, and 1 for the Wolves. The Láusjan total damage is thus 11 (2 + 2 + 4 + 1 + 2). The effect of the Strength spells is not added to minimum damage.
The Kragis player takes 11 damage points and places them on his unit card.
Damage. Now both players assign the damage points they sustained.
The Kragis player has 13 points of damage to assign (2 that remained after the engagement step and 11 from the melee step). His first troop is the Waiks, with resistance 10. They are discarded and 10 damage points are removed. Then, 3 damage points are assigned to the Prime Elemental, which is removed along with the corresponding damage points. No damage points remain on the unit.
The Láusjan player has 16 points of damage to assign. His first troop is the Hneiwan, with resistance 8. He discards both the Hneiwan card and 8 damage points. The last 8 damage points are assigned to the second troop, also a Hneiwan, with resistance 8. The Láusjan player removes the second Hneiwan and all 8 remaining damage points.
As the Láusjan unit has not been eliminated, the Kragis unit remains in the hex it was attacking from.
Second Special Powers Step. No special power is active in this step, so nothing happens.
Third Magic Step. Neither player chooses to cast spells during this step.
End of Combat. The combat is over. All the cards of the summoned creatures are removed from the unit and returned to the spell decks.
The Kragis unit is now composed of three troops. It is now a small unit, so its figure composition is modified accordingly.
The Láusjan unit is now composed of two troops; it is also a small unit now, and modified accordingly.
The Kragis Army
The Kragis are a human people hailing from Val, the western continent. Val is far away from Tys, where the action of Magestorm takes place.
In ancient times, the Kragis were a tribal folk who lived in the mountains in the southern part of Val. In time the Kragis became expert miners, selling metals to other peoples. They became renowned for crafting the best weapons and armor. They also earned a reputation as great warriors, and offered their services as mercenaries.
The Janah, a rich merchant people, often called on Kragis mercenaries to defend them. When Janah merchant ships rediscovered Tys, the legendary old continent, and their colonists were attacked by the Láusjans, they hired the Kragis to support them in the conquest of Tys. They transported a large Kragis army over the ocean.
Soon, however, the Kragis realized that this was a chance to establish an independent nation in the new territories. They struck out on their own, independent of the Janah.
The Kragis want to carve out a new country for themselves on Tys. They have settled on the southern coast, along the banks of the great river that borders the Láusjan territory. They are now trying to expand into the deep forests to the east.
The Kragis now have many enemies, including their former masters, the Janah. Their most fierce opponents are the Láusjans who fight to keep them out of their homeland.
The Kragis in Battle. The Kragis field a permanent army of experienced soldiers supplemented by an inexperienced militia, called Waiks.
Their best troops include the elite Skaitan heavy infantry and the formidable Waldwika knights.
These are supported by a well-trained body of archers, the Kirtais, and by the disciplined Geltz infantry.
The Kragis army is well organized and trained. They join battle in massed formations, equipped with the heaviest armor and weaponry they can make. Their knights normally ride armored horses.
The Kragis are striving to forge a new nation, and stand ready to draw their swords against anyone who would prevent them from achieving their goal.
The starting box includes these Kragis figures and cards: Kragis Waldwika knight figure (x8), Kragis infantry with sword (x20), Kragis infantry with pole weapon (x24); Geltz troop cards (x9), Kirtais (x5), Skaitan (x4), Waiks (x6), Waldwika (x4), and Kragis unit cards (x12).
The Láusjan Army
The Láusjans are an ancient race of humanoids who live in communion with Nature. They inhabit the oldest and purest forests of the world, and can also be found in many smaller forests. They view themselves as guardians of Nature, and care for all the plants and animals living in their forests.
The Láusjans once lived alone in the wild, far from other cultures. They did their best to ignore other peoples, unless Nature was endangered.
When the Janah and their Kragis mercenaries first came to Tys and settled on the coasts and plains, the Láusjans simply watched, hoping these newcomers would live and let live. But when the Láusjan forests were menaced and exploited, the Láusjans reacted harshly, trying to push the invaders back.
The Láusjans do not want other races in their domain, especially those who do not respect their ways, and who do not respect Nature.
The Láusjans are stealthy and quick creatures. They have greenish skin and pointed ears. Their eyes are completely black and their noses, ears, and fingers are delicate and thin. Their bodies are very flexible; while they are dexterous and fast, they are also strong and tough.
The Láusjans are not expert in forging metals. Instead, they use wood, bone, leather, and natural textiles to make clothes, armor, tools, and weapons.
The Láusjans in Battle. When the Láusjans go to war they become fanatical fighters. All Láusjans fight, including their women.
When Nature is in danger, even the spirits of the Láusjan dead—the nightmarish Ahma—stand to face the menace.
The Láusjans prefer to use bows and spears. They do not normally use long blades, although they do employ daggers and short swords as secondary weapons.
Although the organization of the Láusjan army is often a mystery to their enemies, the Láusjans are in fact highly coordinated in battle.
The Láusjans' best warriors are the Unagands, whose name means "The Fearless." They are supported by the Láusjan militia, the Walthus, and by their light infantry, the Haírus.
The deadly Láusjan archers, the Hneiwan, are often used to skirmish around the enemy troops and to harass them from hiding places. The frightening and mysterious Ahma are the presence most feared by the enemies of the Láusjans.
The starting box includes these Láusjan figures and cards: Láusjan infantry with bow (x12), Láusjan infantry with short swords (x12), Láusjan infantry with spear (x24); Hairus troop cards (x6), Hneiwan (x10), Unagands (x3), Walthus (x6), Ahma (x3), and Láusjan unit cards (x12).
The Airmage
The Airmage manipulates the energies of Air. Like other elemental mages, the Airmage must open a portal to an Astral Plane—in this case the Astral Plane of Air—to gather its powerful energies and cast his spells.
The Airmage is able to shape the element of Air as he wills. The more he becomes attuned to the element through the use of his magic the more the element becomes a permanent part of him.
The Airmage is permanently surrounded by an elemental aura, visible as a blue light that wraps him while the winds whirl restlessly and his powerful wings beat, striking fear into his enemies.
Air magic has two different aspects: wind and movement.
Aspect of Wind
Breeze Type: Tactical spell | Target: Friendly unit | Quantity 2 A wind blows favorably for the troops. The target unit gains initiative +3, attack +0, and damage +0. Ranged Weapons Power-Up: If at least one troop in the friendly first line has the Ranged Weapons trait, Breeze is more powerful and gives an additional initiative +1, attack +1, and (maximum) damage +1.
Whirlwind Type: Strategic spell | Target: Any unit | Limit: A maximum of one Whirlwind spell can be cast on the same unit at once. | Duration: Until the beginning of the Airmage player's next turn. An unexpected whirlwind hinders the advancing warriors. The target unit loses one movement point. Place a Whirlwind marker on the target unit as a reminder.
Aspect of Movement
Speed Type: Tactical spell | Target: Friendly unit | Quantity 2 Friendly troops are favored with magically boosted swiftness in battle. The target unit gains initiative +1, attack +1, and defense +1.
Run Type: Strategic spell | Target: Friendly unit | Limit: A maximum of two Run spells can be cast on the same unit at once. | Duration: Until the beginning of the Airmage player's next turn. Friendly troops dart tirelessly across the battlefield. The target unit gains one movement point. Place a Run marker on the target unit as a reminder.
Fly
Type: Strategic spell | Target: Friendly unit | Limit: A maximum of two Fly spells can be active at the same time. | Duration: Until the beginning of the Airmage player's next turn. A powerful wind lifts friendly warriors on the air. The target unit spends only one movement point for each hex it enters. It can cross any flat impassable terrain hex (such as a river), although it may not end its movement in such a hex. Hexes that are impassable due to the stacking limit or presence of enemy units are still impassable to the flying unit.
Astral Plane of Air
Hurricane Type: Strategic spell | Target: Hex A destructive hurricane bears down, bringing destruction to all whom it strikes. Each unit in the target hex suffers damage equal to the result of a six-sided die roll. Roll separately for each unit.
Air Elemental Type: Summoning spell | Target: Friendly unit | Quantity 1 An Air Elemental is summoned. The summoned Elemental is placed in any position of the first line except the first position. Air Elementals are of three different types: Lesser, Greater, and Prime. The special power of Air Elementals is Windblast: During combat, add +1 to the initiative of each troop in the first line of the unit the Elemental is part of.
The Druid
The Druid is deeply attuned with Nature. This relationship allows her to manipulate the incredible power of living beings—Life and Nature are two sides of the same coin—and express this control through spells that can be deadly and mighty.
Like other mages, the Druid must open a portal to an Astral Plane to gather magical energies and cast her most powerful spells. Unlike other mages, the Druid can open a portal to two different and separate Astral Planes: the Astral Plane of Plants and the Astral Plane of Beasts.
Druidic magic has two different aspects: plants and beasts.
Aspect of Plants
Oak Type: Tactical spell | Target: Friendly unit | Quantity 2 The legendary resistance of the oaks transforms the skin of warriors to a woody toughness. The target unit gains defense +1 for each troop in its first line.
Roots Type: Tactical spell | Target: Friendly unit | Quantity 2 Roots erupt to entrap enemy warriors, giving the advantage of the initiative to the Druid's own troops. The target unit gains initiative +1 for each troop in its first line.
Forest
Type: Strategic spell | Target: Hex | Duration: Permanent | Quantity 2 New trees sprout, summoned to the battlefield, forming a forest where none was before. The Druid's player places a new forest terrain tile on the game board. The tile can only be placed in a hex that does not already have a terrain tile, and that is not currently occupied by any units.
Astral Plane of Plants
Treewalk Type: Strategic spell | Target: Friendly unit | Limit: A maximum of one Treewalk spell can be cast on the same unit at once. | Duration: Until the beginning of the Druid player's next turn. Friendly warriors become deeply attuned with the forest, and move with speed through its undergrowth. Forest hexes only cost one movement point for the target unit. Place a Treewalk marker on the target unit as a reminder.
Aspect of Beasts
Strength Type: Tactical spell | Target: Friendly unit | Quantity 2 The strength of bears enlivens the muscles of friendly warriors, which explode with power and might. The target unit gains (maximum) damage +1 for each troop in its first line.
Rage Type: Tactical spell | Target: Friendly unit | Quantity 2 The rage of the tiger brings bestial fury and bloodlust to the eyes of friendly warriors. The target unit gains attack +1 for each troop in the first line.
Astral Plane of Beasts
Crows Type: Strategic spell | Target: Enemy unit Thousands of crows attack the enemy, then disappear. The target unit suffers a six-sided die roll worth of damage.
Bears Type: Summoning spell | Target: Friendly unit | Quantity 3 Bears of the Astral Plane of Beasts appear on the battlefield. Bears are summoned. The summoned Bears card is placed in any position of the first line except the first position.
Wolves Type: Summoning spell | Target: Friendly unit | Quantity 3 Wolves of the Astral Plane of Beasts appear on the battlefield. Wolves are summoned. The summoned Wolves card is placed in any position of the first line except the first position.
The Firemage
To the Firemage, the element of Fire has no secrets. To summon his elemental magic, he must access the Astral Plane of Fire, gathering its energies and using his abilities to manipulate them. He casts incredible spells that are both deadly and powerful.
Fire has become so much a part of the Firemage that it burns inside his very body, forging his aspect.
The Firemage's skin seems composed of living fire, his eyes shine with a burning flame, and his appearance terrifies any who dare challenge him. He is surrounded by a red aura; flames continuously flow through his body and out of his hands.
Fire magic has two different aspects: light and flame.
Aspect of Light
Bravery Type: Tactical spell | Target: Friendly unit | Quantity 2 Friendly warriors are infused with an aura of light that gives them bravery and confidence. The target unit gains attack +4.
Flare Type: Strategic spell | Target: Hex/Friendly unit | Limit: A maximum of one Flare spell can be cast at the same time. | Duration: Until the beginning of the Firemage player's next turn. A column of light descends from the sky to guide friendly warriors. Place a Flare marker in a chosen hex. The flare is considered to be an objective marker (even beyond the limit of four objective markers in play). The Firemage may also nominate a friendly unit. If a unit is nominated, only that unit considers the flare as an objective marker; other units do not. Place a flare marker on the nominated unit as a reminder. If a unit is not nominated, all friendly units consider the flare marker as an objective marker.
Aspect of Flame
Fireblade Type: Tactical spell | Target: Friendly unit | Quantity 2 A crackling fire ignites the blades of friendly swords. So enchanted, these weapons inflict terrible damage. The target unit gains (maximum) damage +1 for each troop in its first line.
Fireball Type: Strategic spell | Target: Enemy unit | Quantity 2 A ball of fire streaks toward enemy warriors. The target unit suffers 3 points of damage.
Astral Plane of Fire
Blindness Type: Tactical spell | Target: Friendly unit | Quantity 2 A powerful light gives great advantage to friendly troops by blinding enemy warriors. The target unit gains initiative +4.
Wildfire Type: Strategic spell | Target: Hex A downpour of fire rains from the sky, burning everything in the area. Each unit in the target hex suffers a six-sided die roll worth of damage. Roll the die separately for each unit.
Fire Elemental Type: Summoning spell | Target: Friendly unit | Quantity 1 A creature of the Astral Plane of Fire appears on the battlefield. A Fire Elemental is summoned. The summoned Elemental is placed in any position of the first line except the first position. Fire Elementals are of three different types: Lesser, Greater, and Prime. The special power of Fire Elementals is Aura of Fire: During combat, in each special power step, the Elemental inflicts 1 damage point for each troop in the enemy's first line.
The Fate Guardian
Every creature has a Fate. Mercifully few know what the future will bring… but the Fate Guardian knows.
The Fate Guardian can manipulate Fate. She is a time walker who has learned from the past, lives with awareness in the present, and can forge the future.
The Fate Guardian uses a very strange kind of magic. She has access to the Tomes of Destiny and can manipulate the possibilities that events will occur. There is no randomness for her; everything is certain. When under the control of her magic, even the smallest probability can be commanded.
Special Rules
The spells of the Fate Guardian do not use spell cards. The ability of the mage to cast them is only limited by the power points available.
Except for the Reroll spell, the Fate Guardian must decide to cast a spell before dice are rolled. Where both players are rolling dice (for example, in an initiative roll or an attack roll), these spells must be cast before either player starts to roll dice.
Tomes of Destiny
(icon spell shown by six die faces, 1 through 6) Type: All-purpose spell | Target: Any die The Fate Guardian's player can decide the result (from 1 to 6, depending on which spell is cast) of the roll of a single die.
Zero Type: All-purpose spell | Target: Enemy die The Fate Guardian's player can "eliminate" the roll of a die. The target die is considered to have a result of zero.
Equality Type: All-purpose spell | Target: Any die The Fate Guardian's player decides the result of one of his own dice and one of his opponent's dice, but must choose the same result for each. This spell must be cast before either player rolls any dice.
Die Type: All-purpose spell | Target: Any die The Fate Guardian's player can add an additional die to any roll. Since there is no limit to the number of times this spell can be cast, multiple dice can be added to the same roll. Roll the dice one at a time. Additional dice can be altered, rerolled, and otherwise influenced by the Fate Guardian's spells just like any other dice.
Reroll Type: All-purpose spell | Target: Any die After a die is rolled, the Fate Guardian's player can decide to either roll it again or force the opponent to roll it again.