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Moce Albionu

Moce Albionu Rulebook

Table of Contents

Table of Contents

  • I. Introduction
    • 1. The Holy Grail
    • 2. Joseph of Arimathea
    • 3. The Knights of the Round Table
    • 4. Where is the Grail?
  • II. Object of the Game
  • III. Components
    • The Board
  • IV. Preparation for the Game
    • 1. Creating the Character
    • 2. Arming the Characters
    • 3. The Character Card and Tokens
  • V. Course of Events in the Game
  • VI. Movement
  • VII. Manipulation of Objects
  • VIII. Fate Cards
  • IX. Combat
    • 1. Beginning of Combat
    • 2. Basic Concepts Influencing the Conduct of Combat
    • 3. Course of Combat
    • 4. Detailed Rules of Combat
  • X. Magic Combat
    • 1. Basic Concepts Necessary for Conducting Magic Combat
    • 2. Spells (Czary)
    • 3. Magic Items
    • 4. Detailed Rules of Magic Combat
  • XI. Buying Back from Captivity and Restoring Characters
  • XII. Game Variants

I. Introduction

1. The Holy Grail

The search for the Holy Grail is one of the oldest and most frequently repeated themes in the history of Christianity. According to the legend, the Grail is the cup which Christ used at the Last Supper, and into which Joseph of Arimathea afterwards collected the blood of the Crucified. Shortly after the Saviour's death, Joseph sailed to Britain, taking the Grail with him as a relic for a church that was to be founded there. Soon afterwards the cup was kept by a Christian community founded by Joseph in the vicinity of Glastonbury (today's Glastonbury) — the first such community in Britain. It is probably there that the Grail ended its journey, and there it was also hidden.

2. Joseph of Arimathea

The information about Joseph of Arimathea in the Gospels is very scanty. The evangelists state only that after the crucifixion he asked Pontius Pilate for the body of Jesus, and then laid it in a new tomb. St Matthew also adds that Joseph was a rich man.

According to tradition, Joseph grew rich through the tin trade. It is worth noting that the route which, according to the legend, the Grail travelled fits perfectly the route of the tin merchants described by the Greek writer Diodorus Siculus a few years before the beginning of our era. This route ran through the ports of the northern coasts of Africa, Crete and Rome, as far as Gaul and Britain. A tradition which arose independently in northern France, Ireland and Cornwall also mentions this route. According to some sources, Joseph's journey with the Grail is also supported by certain historical evidence. There is evidence that Christianity appeared in Britain already in the fourth or fifth decade of our era — more than three centuries before the arrival on the island of the first missionaries.

3. The Knights of the Round Table

The history of the Grail is full of uncertainties. Hidden in the vicinity of Glastonbury, the relic became the object of searches by many generations. However, its next trace can be found only after three centuries, when the cup appears again in the Arthurian legends. The legends themselves are, admittedly, much later, but if there is a grain of truth in them, King Arthur and his knights found the Grail in the fifth century. In a mysterious way they found it... and almost immediately, in an equally mysterious way, lost it.

Besides such scant information, which the late Celtic legends provide, it is worth noting that in them the Grail is presented not only as a relic. The cup becomes above all a magical vessel, possessing enormous power and containing elements of secret knowledge.

4. Where is the Grail?

On the basis of more or less well-founded legends and hypotheses one can reconstruct the history of the Grail to a degree, but not find the place where it is hidden. It may rest in the crypts of one of the churches in Glastonbury; it may have travelled to France (as documents connected with the history of the Templar Order might suggest); or it may be in a completely different place, unknown to anyone.

The plot of the game is set at a time when the Grail was certainly in Britain. Most of the characters in it take their origin from the Arthurian and Celtic myths. From the reports about King Arthur come the Knights of the Round Table and the Wrong Knights. The Fomorians — a cruel tribe of people with goats' heads — are primeval Celtic gods, transformed in later myths into warriors. Only the Knights of Darkness — characters known from the game "Robin Hood" — are for the most part a product of the author's imagination. Which side will obtain the Grail? In this game that depends only on you.

II. Object of the Game

The aim of each group of characters is to obtain the Grail and the Bleeding Lance (Krwawiąca Włócznia) and to place them in its own castle. The game ends when, in one of the castles, both magic items are present. The player to whose castle they belong is the winner.

The game can also be ended in a situation where all the players agree that they are unable to complete their tasks. The winners are then considered to be the participants who, at the moment the game ends, possess one of the magic items each.

It should be remembered that both the Grail and the Lance, placed singly in any castles, may be taken from there on the same principles as other objects.

III. Components

The game set consists of this instruction, a board showing the map of the Kingdom of Logr, and:

a) 16 pawns representing the characters and 16 bases; b) 32 tokens representing weapons (4 tokens each of 8 kinds of weapon); c) 20 tokens of protective equipment (4 tokens each of 4 kinds of armour plus 4 shields); d) 10 magic item tokens; e) 16 horse tokens; f) 2 boat tokens, and also g) two fate cards and one six-sided die (to be rolled several times if necessary).

The Board

The game board presents a map of the Kingdom of Logr, which includes the following lands and objects:

  1. GALEHOTA LAND — King Galehot rules in this land. His soldiers stop travellers and force them to fight in an arena with the knights loyal to the king. Upon crossing the border of this land, refer to one of the fate cards — the CROMM CRUAICH CARDS.
  2. DEVASTATED LAND (Ziemia Spustoszona) — a land very dangerous mainly because of the numerous dwellings of evil dwarves. Upon crossing its border, refer to one of the fate cards — the DWARF CARD.
  3. BROCELIANDE FOREST (Las Broceliandy) — a forest surrounding the only ford through which one can cross over to the island of Avalon. In Celtic mythology this forest was a passage to the otherworld.
  4. CAERLON CASTLE — another name for Camelot. It is a stronghold belonging to the Knights of the Round Table and the place where they begin the game.
  5. CARBONIC CASTLE — the castle belonging to the Wrong Knights and the place where they begin the game.
  6. BRI LEITH CASTLE — the castle belonging to the Fomorians and the place where they begin the game.
  7. TUETHAN CASTLE — the castle belonging to the Knights of Darkness and the place where they begin the game.
  8. CROMM CRUAICH CASTLE — the castle belonging to King Galehot. Its name means "Head of the Tomb".
  9. CASTLE OF THE MAGES (Zamek Magów) — at the start of the game the Holy Grail or the Bleeding Lance is in this castle.
  10. MONSALVAT MOUNTAIN — at the start of the game the Holy Grail or the Bleeding Lance is on this mountain.

IV. Preparation for the Game

Before starting the game the players must carry out the following steps.

  1. Dividing the character groups among the players. MOCE ALBIONU is a game designed for 2–4 players, and: a) with 4 participants, each of them receives one group, i.e. 4 characters; b) with 3 players, each receives one group, and the remaining 4 characters do not take part in the game; c) in the version for 2 players, each of them receives one or two character groups. In the second case, groups a. and b., or c. and d., should be combined (see below).

    The division of the characters among the players should be agreed upon by consent of all the players, or carried out by drawing lots.

    Four groups of characters take part in the game:

    a) KNIGHTS OF THE ROUND TABLE: King Arthur, Lancelot, Percival, Tristan; b) WRONG KNIGHTS: Sir Galahad, Sir Gowen, Sir Iven, Sir Lionel; c) KNIGHTS OF DARKNESS: Prince de Belial, Abaddon, Astarotte, Amaimon; d) FOMORIANS: Anguar, Alfarsar, Sagremor, Gerrehes.

  2. Constructing and arming the characters, and preparing the CHARACTER CARDS — see section IV.3. To prepare the character cards, prepare one sheet of paper and one pencil for each player.

  3. Placing the character tokens on the starting locations:

    • KNIGHTS OF THE ROUND TABLE: Caerlon Castle;
    • WRONG KNIGHTS: Carbonic Castle;
    • KNIGHTS OF DARKNESS: Tuethan Castle;
    • FOMORIANS: Bri Leith Castle.
  4. Laying out the magic items on the board. The magic items are placed face down, as follows:

1. Creating the Character

Each character is defined by two characteristics:

a) (S) — reflecting the physical abilities of the character, determining its endurance, its effectiveness in combat and its ability to use weapons; b) (M) — relating to its magical abilities, and fulfilling similar functions with respect to magical combat.

At the start of the game each character has equal (S) and (M), amounting to 8 points each. To this base the player adds another 8 points, distributing them in any way between (S) and (M). Thus, before the start of the game, the sum of the characteristics of each character amounts to 24 points. The characteristics of the character must be recorded on its CARD.

In addition to the points intended for creating the characters, each group receives a PURSE (SKARBIEC), which initially contains 16 points. These points may serve to buy back and restore defeated (but not eliminated) characters.

A defeated character may be bought back and restored; in that case, however, the characteristics taken as the basis are 6 points, not 8 as in its original creation.

Points from the PURSE may not be used for any purpose other than buying back and restoring characters.

An example of a character card created by a player is shown in the rulebook. It reads: Character card no. IV, Lancelot; (S) 12, (M) 12; (S.mod) depending on the weapon used; Weapon: two-handed sword, light lance, knightly mace; Protective equipment: leather armour, shield, (R7) 7, scale armour. (Caption: "Appearance of a Character Card created by the Player".)

2. Arming the Characters

After the preliminary determination of the characteristics of the character, the player must decide on its equipment. The weapons and armour that the characters may use are presented in TABLE A.

TABLE A — Weapons

No.Weapon(S)(B)(T)(MOD)
1.Heavy lance (Ciężka włócznia)14143-2
2.Two-handed axe (Topór dwuręczny)13133-2
3.Two-handed sword (Miecz dwuręczny)12123-2
4.Light lance (Lekka włócznia)11112-2

TABLE A — Armour

No.Armour(S)(RT)(MOD)
1.Plate armour (Zbroja płytowa)146-2
2.Scale armour (Zbroja łuskowa)124-2
3.Chain mail (Zbroja kolcza)103-1
4.Leather armour (Zbroja skórzana)82-1
5.Shield (Tarcza)610

Explanation of the columns of TABLE A:

  • Column (S) gives the minimum necessary characteristic (S) needed to use the given weapon or armour; the value of this characteristic is the minimum at the start of the game.
  • Column (B) gives the weapon's effectiveness in points, i.e. its ability to inflict WOUNDS (OBRAŻENIA) on the opponent.
  • Column (T) gives the number of dice which the attacking character rolls to determine the magnitude of the WOUNDS inflicted on the opponent.
  • Column (MOD) gives the modification which the (S) of a character using the given type of weapon or armour undergoes.
  • Column (RT) gives the number of points by which the WOUNDS inflicted by the attacker are reduced.

A character may have at most three weapon items, including:

a) one shaft weapon (heavy or light lance); b) one two-handed weapon (sword or axe); c) to one or two of the weapon items the character possesses, a rapier (koncerz) or a knightly mace may be added; d) to one, two or three of the weapon items the character possesses, a shield may be added.

A character may use one weapon, or may use one of the armour combinations listed below:

a) plate armour worn over chain mail or leather armour; b) scale armour worn over leather armour; c) chain mail worn over leather armour.

If a character uses two pieces of armour, the reduced WOUNDS (RT) and the modifications (MOD) of these pieces of armour are added together. Characters are not obliged to use armour; a character may also give it up entirely if the player wishes.

The equipment of a character, like its characteristics, must be recorded on the CHARACTER CARD.

3. The Character Card and Tokens

1. Pattern of the CHARACTER CARD (LANCELOT). The card has fields for: (S); (M); WEAPON; [S_mod]; PROTECTIVE EQUIPMENT (RT); and the CARD NUMBER (KARTA NR).

The CHARACTER CARD must contain all changes which the character undergoes during the game:

  • changes of the parameters resulting from WOUNDS inflicted, or gains from the purse;
  • changes of [S_mod], which are the result of loss or change of weapon, and changes of (RT), resulting from dropping or putting on armour.

2. Tokens. The token (pionek) of a character determines only its affiliation to a group. At the start of each game the player must decide which token will represent each particular character, and mark this on the CHARACTER CARD. The identity of the character and all information about it remain a secret until the moment the character is involved in combat. Only then, at the moment the character becomes engaged in combat, must the player reveal to the opponent all information concerning it. The player has no obligation to reveal this information to the other players whose characters do not take part in the combat.

V. Course of Events in the Game

Events in the game may occur only in the strictly defined order given below.

  1. CHARACTER MOVEMENT — during this phase each player may move all, several or none of their characters. The phase ends when all players have finished their moves. In the subsequent course of the turn it is not allowed to change the position of the characters.
  2. MANIPULATION OF OBJECTS — during this phase characters drop, pick up or exchange objects. Thereafter, in this turn, no other additional operations with objects may be carried out (except in situations when the characters are involved in combat).
  3. READING OF FATE CARDS — if characters have been moved in such a way that it is necessary to refer to a FATE CARD, in this phase the dice must be rolled and its result carried into effect. If the instruction on the FATE CARD is not in accordance with the rules of the game, one must act according to the instructions of the CARD.
  4. COMBAT — in this phase all duels and battles are played out. The order in which they are played depends on the players' decision. The next turn may be started only after all battles and duels are finished.

VI. Movement

Movement of characters and use of the available means of transport follow these rules:

  1. The maximum speed of a character on foot is 2 fields during one movement phase.
  2. The maximum speed of a riding character is 3 fields during one movement phase. All characters constructed at the start of the game are riders, and they remain riders until they are thrown from their horses during combat.
  3. The maximum speed of a boat is 3 fields during one movement phase.
  4. A character intending to use a means of transport must end the previous movement phase on a field containing that means of transport. Only then may it board it. In the next turn the character moves in accordance with the rules governing movement by the means of transport used. Leaving the means of transport also ends the character's movement in that turn.
  5. For obvious reasons, riding is not permitted on river terrain, and by boat one may not move over solid land. A character intending to use a boat must first drop its mount, while a character leaving a boat must leave it on the river bank at the place where it disembarks. A boat can carry only one person.
  6. Characters using boats may not fight each other, even if they are on neighbouring fields. Combat is also not possible between characters when one of them is on land and the other is on the lake territory, and when the characters are separated from each other by the border of a territory.
  7. Except at the start of the game, only one character may stay on one field.

VII. Manipulation of Objects

The game contains a certain defined number of possible relations between characters and objects. These are described below.

  1. Each character may possess only a strictly defined number of objects. The rules concerning the possession of weapons are described in the chapter on arming the characters (see IV.2). These rules also apply to a weapon which is at the same time a magic item. Apart from weapons, a character may possess only one magic item. A character may possess at most 2 horses, one of which is a means of transport and the other of which has been acquired or found. Horse tokens are placed together in the character's base. If more than one horse is in the character's possession, only dropping the last of the tokens causes the necessity of ending the character's movement in the given turn. A character dropped from its horse becomes a pedestrian character, regardless of how many horses it possessed.

  2. At any moment of the game a character may drop any object or objects which it possesses. The token of such an object must be placed on the board in the field where the character currently is.

    A dropped object left on the board is the property of no one, and may be taken by any character which stops on the field where it lies, provided, however, that this character is entitled to possess it (this concerns mainly weapons and the restrictions connected with (S), given in TABLE A). A weapon knocked out of a character's hands during combat, and the objects of defeated or eliminated characters, are regarded as dropped objects.

  3. Dropping, picking up and handing over an object by a character not engaged in combat always combines with stopping that character. The character must end its movement on the field where it drops or picks up the object. If a character intends to drop one object and pick up another, it may do so within one and the same MANIPULATION OF OBJECTS phase. During this same phase the character may drop, pick up and exchange an object with a character occupying the neighbouring field.

  4. Characters may mutually hand over objects to each other if they end their moves on neighbouring fields.

VIII. Fate Cards

  1. Galehota Land and Devastated Land are the territories where the FATE CARDS apply: the CROMM CRUAICH CARD and the DWARF CARD. The CARDS must be referred to whenever a character enters the borders of these lands. Referring to the CARDS is not necessary when a character leaves either of these territories.
  2. A character intending to cross the border of Galehota Land or Devastated Land must end its movement on the border field nearest to the land it enters, and then roll two dice. It must then check the result on the appropriate CARD and carry out the instruction contained there. Each time, the player is obliged to read aloud the entry of the CARD which corresponds to the result of the dice roll they made.
  3. If, as a result of referring to a CARD, a character is compelled to engage in combat, the role of the opponent is taken by one of the other players. In such a situation there is no possibility of escaping from the combat. If the character is defeated but not eliminated, its ransom must be determined by rolling one die, and the amount is crossed off from the PURSE (SKARBIEC). The opponent (monster or dwarf) with whom the character fought a duel as a result of referring to the CARD remains in the game, regardless of whether it was defeated, eliminated, or itself defeated or eliminated the character.

IX. Combat

1. Beginning of Combat

  1. Characters belonging to different groups may be engaged in combat if, at the end of a movement phase, any of them occupy neighbouring fields and at least one of the characters declares readiness to begin it.

Under no circumstances may characters belonging to the same group fight each other.

  1. Priority for conducting the ATTACK belongs to the character with the higher [S]. If the [S] of the fighting characters is equal, the first ATTACK is conducted by the character with the higher [S_mod]. If the modified [S] of both characters is also equal, the order is decided by a dice roll.

  2. A character engaged in combat may not perform a normal movement phase before the combat ends.

2. Basic Concepts Influencing the Conduct of Combat

  1. [S] was discussed in the chapter "Creating the Character". During combat the [S] of a character undergoes changes, but these changes have no influence on the possibility of using a weapon; in this case only the original [S] has significance.

  2. [S_mod] is the coefficient playing the decisive role in the conduct of the ATTACK. It is the [S] of the character modified by the figures placed in the column [MOD] next to the names of the weapons and protective equipment possessed by the character. [S_mod] changes further when the character drops or removes a weapon, or changes weapons. The modification takes into account the fact that wearing weapons and armour has an unfavourable effect on physical capabilities.

    For example: a character with [S] of 10 points, which uses a sword ([MOD] = -1), a shield ([MOD] = -1), and chain mail as its protective equipment, will have [S_mod] of 7 points, which results from the calculation: (-1) + (-1) + (-1) = -3, and 10 - 3 = 7. If the character does not use the shield, its [S_mod] rises to 8 points. If it drops the armour, its [S_mod] rises by a further point.

  3. [B_mod] is the coefficient having significance in conducting a DEFENCE by parrying a blow. It is the sum of the [S_mod] points of the attacked character and the B points of the weapon which this character uses to parry the blow, reduced by the B points of the weapon used by the attacker. Denoting the parameters belonging to the attacked character by "o" and the parameters of the attacking character by "a", the coefficient [B_mod] can be expressed by the following formula:

    [B_mod] = [S_mod]^o + [B]^o - [B]^a

    For example: a character with [S_mod] of 8, which parries a sword blow ([B] = 10) with an axe ([B] = 9), will have [B_mod] of 9, which results from the calculation: 8 + 10 - 9 = 9. If the attacker used a two-handed sword ([B] = 12) instead of the axe, [B_mod] would be 6 points (8 + 10 = 18, and 18 - 12 = 6).

  4. [MOD_mod] is the decisive coefficient in conducting a DEFENCE by performing a DODGE (UNIK). It is the difference between the [S_mod] of the attacking character and the modifications [MOD] of the attacked character resulting from the protective equipment it uses (the modification [MOD] connected with possessing weapons has no significance here). Using the notations "o" and "a", the coefficient [MOD_mod] can be expressed by the following formula:

3. Course of Combat

Combat consists of sequences which contain three elements: ATTACK – DEFENCE – WOUNDS (ATAK – OBRONA – OBRAŻENIA). Not all elements must be present in every sequence:

  • after an unsuccessful ATTACK, no DEFENCE follows, WOUNDS are not counted, and the initiative passes to the attacked character;
  • after a successful DEFENCE, which may take the form of a DODGE, WOUNDS are also not counted, and in this case the initiative passes to the attacking character;
  • after a successful ATTACK and an unsuccessful DEFENCE, WOUNDS are counted, and the initiative remains with the attacking character.

The sequence therefore lasts from the ATTACK until the passing of the initiative, or from the ATTACK until the counting of WOUNDS.

4. Detailed Rules of Combat

  1. ATTACK consists of determining with which weapon the blow will be dealt, rolling three dice, and comparing the result with the [S_mod] of the attacked character. If the result of the roll is less than or equal to [S_mod], the ATTACK is considered successful. A successful attack does not mean a target blow. After an unsuccessful ATTACK, no DEFENCE and no counting of WOUNDS follows, and the initiative passes to the attacked character.

  2. DEFENCE may consist of: a) an attempt to PARRY the blow (odparowanie ciosu); b) an attempt to perform a DODGE (UNIK).

    2a. PARRYING the blow is possible only where the difference between the [B] value of the weapon used to deal the blow and the [B] value of the weapon used to parry it is not more than 2 points to the disadvantage of the attacked character. For example, a blow dealt with a two-handed sword ([B] = 12) can be parried with a heavy lance ([B] = 14), a two-handed axe ([B] = 13), and a light lance ([B] = 11). It cannot, however, be parried with an axe, a rapier or a knightly mace, because in each of these cases the difference in [B] values exceeds 2 points to the disadvantage of the attacked character.

    Parrying the blow consists of rolling three dice and comparing the result with [B_mod]. If the result of the roll is less than or equal to this coefficient, the DEFENCE is considered successful. No WOUNDS are counted, and the initiative passes to the attacked character. For example: against a blow dealt with a sword ([B] = 10), a character with [S_mod] of 8 that parries with a rapier ([B] = 8) has [B_mod] of 6 points, which results from the calculation: 8 + 8 = 16, and 16 - 10 = 6. For the DEFENCE to be successful, the attacked character must roll 6 or less on three dice. If the attempt to parry the blow fails, WOUNDS are counted, and the initiative remains with the attacking character.

    2b. DODGE (UNIK) consists of rolling three dice and comparing the result with [MOD_mod]. If the result is equal to or greater than this coefficient, the DODGE is considered successful. No WOUNDS are counted, and the initiative passes to the attacked character.

    For example: a character wearing chain mail ([MOD] = -1, as printed in the example) which attempts a DODGE against a character with [S_mod] of 10 must roll 11 or more on three dice, which results from the calculation: 10 - (-1) = 10 + 1 = 11. If the attacking character's [S_mod] were 11, a successful DODGE would require a roll of 12 or more.

X. Magic Combat

The system of protective and offensive spells serves to conduct magic combat, which may be used in the course of an ordinary combat on equal terms with the use of weapons in ATTACK and DEFENCE. Magic may be used only in relation to a character occupying one of the neighbouring fields, and it may initiate combat. The magic which the characters taking part in the game may use is described below.

1. Basic Concepts Necessary for Conducting Magic Combat

  1. NEGATIVE INITIATIVE (INICJATYWA UJEMNA) is the feature of protective and offensive spells which never leads to taking the initiative, regardless of the result of the dice roll.
  2. ADDITIONAL INITIATIVE (INICJATYWA DODATNIA) is the feature of protective spells which, in the case of a lucky dice roll, leads to the initiative being taken by the attacked character, or maintained by the attacking character.
  3. REVERSAL (ZWROTNOŚĆ) is the feature of spells which, in the case of an unlucky dice roll result, turn back against the character casting the spell, depriving it of a number of points [M] equal to the power with which the spell was cast, or producing an effect opposite to the one intended.
  4. POWER (MOC) — some spells must be cast with a specific power in order to have a chance of success, which is connected with a certain danger when casting some reversal spells.
  5. MINIMUM [M] is the minimum value of [M] of the character at the start of the game, which is necessary for that character to be able to use the given spell.

2. Spells (Czary)

1. SPELL AZOTH

  • A protective spell serving to hold back the opponent's blow, used in the DEFENCE phase.
  • To use the spell with negative initiative, the minimum [M] is 10.
  • To use the spell with additional initiative, the minimum [M] is 12.
  • A spell with additional initiative used in combat against an opponent whose [M] is higher than the [M] of the character casting it by at least 2 points is a reversal spell, which, in the case of an unlucky dice roll, causes the loss of points [M].
  • The power of the spell is 2.

2. SPELL BETHEL

  • A protective spell serving to hold back the opponent's magical blow, used in the DEFENCE phase.
  • To use the spell with negative initiative, the minimum [M] is 8.
  • To use the spell with additional initiative, the minimum [M] is greater than 8.
  • A spell with additional initiative used in combat against an opponent whose [M] is higher than the [M] of the character casting it by at least 2 points is a reversal spell, which, in the case of an unlucky dice roll, causes the loss of points [M].
  • The power of the spell is 1.

3. SPELL ELION

  • A spell with the aim of knocking out the weapon currently used by the opponent, which characters may use in ATTACK or DEFENCE.
  • The spell always takes additional initiative.
  • To use the spell, the minimum [M] is 12.
  • A spell used in combat against an opponent whose [M] exceeds the [M] of the character casting it by at least 2 points is a reversal spell, which may cause the weapon of the character casting it to be knocked out.

4. SPELL KAPHE

  • A spell with the aim of destroying the weapon currently used by the opponent, used in ATTACK or DEFENCE.
  • In both ATTACK and DEFENCE the spell may take additional or negative initiative.
  • A spell with negative initiative used in DEFENCE gives the opponent time to change or pick up a weapon, after which the opponent may go to ATTACK or try to leave the combat.
  • A spell with negative initiative used in ATTACK always takes additional initiative. The opponent has time to change or pick up a weapon, or to attempt to leave the combat, after which the character which cast the spell may go to ATTACK.
  • To use the spell with negative initiative, the minimum [M] is 12.
  • To use the spell with additional initiative, the minimum [M] is greater than 12.
  • A spell with additional initiative used against an opponent whose [M] exceeds the [M] of the character casting it by at least 2 points is a reversal spell, which may lead to the destruction of the weapon of the character casting the spell.

5. SPELL OTHALA

  • A spell with the aim of leaving combat.
  • A spell used successfully leads to the character leaving combat. It also makes possible the leaving of combat by a foot character fighting a rider (in such a case the foot character leaves combat in the same way as a rider).
  • The minimum [M] to use the spell is 12.
  • The reversal spell has a power of 1.

6. SPELL RUAH

  • A spell with the aim of depriving a character of a magic item in its possession.
  • The minimum [M] to use the spell is 12.
  • In the case of a successful dice roll result, the item passes into the possession of the character which cast the spell.
  • A reversal spell which may cause the loss of the caster's own magic item in favour of the character on which the spell was cast, if the [M] of that character exceeds the [M] of the caster by at least 2 points, or else the loss of points [M].
  • The character may choose between losing a magic item or losing points [M].
  • The power of the spell is 2.
  • The Holy Grail and the Bleeding Lance do not yield to this spell.

7. SPELL SABBAC

  • A spell with the aim of moving the character, or its opponent, up to four fields in any direction.
  • The minimum [M] to use the spell is 12.
  • The direction and distance are always set by the character casting the spell.
  • The spell may be used to leave combat.
  • A reversal spell which may cause the loss of points [M].
  • The power of the spell is 4.

8. SPELL YOTH

  • A spell with the aim of dealing a magical blow to an opponent, used in ATTACK.
  • To use the spell and deal a magical blow worth one die, the minimum [M] is 10.
  • To use the spell and deal the opponent a blow worth two dice, the minimum [M] is 12.
  • WOUNDS dealt by a successful magical blow are divided between the parameters [M] and [S] in equal proportion; or, in the case of odd numbers, one more hit is assigned to the parameter [M].
  • In combat with an opponent whose [M] exceeds the [M] of the character casting the spell by more than 2 points, it is a reversal spell which may cause the loss of points [M] and [S].
  • The power of the reversal spell is 2 for a blow worth one die, and 4 for a blow worth two dice.

3. Magic Items

At the start of the game the magic item tokens are placed face down (back up). Characters possessing magic items have the right to transfer them in an open form (with the back facing inwards) or a hidden form (with the back facing outwards), so that opponents do not know which of the items is in a character's possession.

The game contains ten magic items:

  1. HOLY GRAIL
  2. BLEEDING LANCE
  3. SARACEN SWORD
  4. EXCALIBUR — SWORD OF KING ARTHUR
  5. ARONDIGHT — SWORD OF LANCELOT
  6. SHIELD OF JOSEPH OF ARIMATHEA
  7. RING OF THE LADY OF THE LAKE
  8. RUNES OF THE SORCERESS MORGAN
  9. GOLDEN MISTLETOE BRANCH (Złota gałązka jemioły)
  10. BALM OF MERLIN (Balsam Merlina)

The properties of these items are described below.

1. HOLY GRAIL — a legendary chalice used at the Last Supper, into which Joseph of Arimathea afterwards collected the blood of the Crucified. Its discovery and defence is the aim of the game.

Properties:

a) when attacking a character possessing the Grail, the attacker reduces its [S_mod] by 1 point when dealing a blow; b) when parrying a blow, a character possessing the Grail subtracts 1 point from the [B] value of the opponent's weapon; c) when performing a DODGE, a character possessing the Grail subtracts 1 point from the [S] of the opponent; d) when using spells in combat with a character possessing the Grail, 1 point is subtracted from the [M] of the character using the spell; e) if a reversal spell turns against a character possessing the Grail, that character subtracts 1 point from the power of the spell.

The Grail cannot be taken away with the help of the spell RUAH. A character may lose the Grail when it is defeated in combat, or when, seeing the threat of its elimination from the game, it gives the Grail up to its opponents.

2. BLEEDING LANCE (KRWAWIĄCA WŁÓCZNIA) — a legendary weapon with which the Roman legionary Longinus pierced the side of the Saviour. In the game it functions as a magic item and as a weapon counted in the class of light lances. Like the Grail, the Bleeding Lance cannot be taken away with the spell RUAH; it also cannot be knocked out or destroyed with the spells ELION and KAPHE. Its discovery and defence is the aim of the game.

Properties:

a) possessing the Lance does not entail a modification of [S]; b) the Lance has no fixed [B] value; if the [B] of the opponent's weapon is lower by 1 point than the [B] of the light lance, or equal to or higher than it, the [B] of the Bleeding Lance is considered higher by 2 points than the [B] of the opponent's weapon; c) when using spells in combat against a character possessing the Bleeding Lance, 1 point is subtracted from the [M] of the character using the spell; d) if a reversal spell turns against a character possessing the Lance, that character subtracts 1 point from the power of the spell; e) the Lance may be used by any character, regardless of the value of its [S].

3. SARACEN SWORD (MIECZ SARACENA) — a legendary weapon with which the Saracen Matagran wounded Joseph of Arimathea. In the game it functions as a magic item and as a weapon counted in the class of swords. The Saracen Sword cannot be destroyed with the spell KAPHE.

Properties:

a) possessing the Sword does not entail a modification of [S]; b) the Sword has no fixed [B] value; if the [B] of the opponent's weapon is higher than the [B] of the Sword, the [B] of the Saracen Sword is considered equal to the [B] of the opponent's weapon; c) the Sword may be used by any character, regardless of the value of its [S].

4. EXCALIBUR — SWORD OF KING ARTHUR — a legendary weapon given to Arthur by the Lady of the Lake. In the game it functions as a magic item and as a weapon counted in the class of swords. Arthur's sword cannot be destroyed with the spell KAPHE.

Properties:

a) possessing the Sword does not entail a modification of [S]; b) the Sword has no fixed [B] value; if the [B] of the opponent's weapon is equal to or higher than the [B] of the Sword, the [B] of Excalibur is considered higher by 1 point than the [B] of the opponent's weapon; c) when using the spells SABBAC or YOTH in combat against a character possessing Arthur's sword, 1 point is subtracted from the [M] of the character using the spell; d) Arthur's sword may be used by any character, regardless of the value of its [S].

5. ARONDIGHT — SWORD OF LANCELOT — a legendary weapon of Lancelot. It has the same properties as Excalibur.

6. SHIELD OF JOSEPH OF ARIMATHEA (TARCZA JÓZEFA Z ARYMATEI) — a white shield with a red cross, later given to King Mordred. In the game it functions as a magic item and as part of the character's protective equipment.

Properties:

a) possessing the Shield does not entail a modification of [S]; b) the [RT] of the Shield is 4; c) when using the spell YOTH against a character possessing the Shield, 1 point is subtracted from the [M] of the character using the spell.

7. RING OF THE LADY OF THE LAKE (Pierścień Pani z Jeziora) — the ring of the sorceress Vivien.

Properties:

a) when fighting the monster in Cromm Cruaich Castle, a character possessing the Ring has the right to subtract two points from the monster's parameters.

8. RUNES OF THE SORCERESS MORGAN (Runy czarodziejki Morgan) — branches with carved runes, used by the druids in the art of fortune-telling.

Properties:

a) when fighting a dwarf in the Devastated Land, a character possessing the Runes has the right to subtract 3 points from the dwarf's parameters.

9. GOLDEN MISTLETOE BRANCH (Złota gałązka jemioły) — the mistletoe was honoured by the druids as a sacred plant, standing for a universal remedy.

Properties:

a) after the end of each combat, a character possessing the Mistletoe Branch, if it has not been defeated or eliminated, may roll one die, which determines the number of WOUNDS reduced by the Branch.

10. BALM OF MERLIN (Balsam Merlina) — has the same properties as the Golden Mistletoe Branch.

4. Detailed Rules of Magic Combat

  1. Casting a spell consists of rolling three dice and comparing the result with the [M] of the character. The spell is cast successfully if the result is lower than the [M] of the character.

  2. During combat, one may not at the same time deal or parry a blow and use the corresponding spells for the same purpose. A character either performs a DEFENCE or attempts to cast a spell, or a character ATTACKS or attempts to cast a spell. One may, however, use weapons and magic alternately.

  3. A blow dealt with a weapon may be parried by magic, but a magical blow cannot be stopped by a weapon. When counting the WOUNDS resulting from the use of the spell YOTH, protective equipment plays the same role as in ordinary combat.

  4. The scheme of conducting combat in the form ATTACK – DEFENCE – WOUNDS also applies to conducting magic combat.

  5. A character is unable to conduct magic combat if its [M] falls to 3 points or fewer, but it is not thereby considered defeated, nor eliminated from the game.

XI. Buying Back from Captivity and Restoring Characters

During the game a player may not make changes to the construction and equipment of a character. All possible changes result solely from the course of the game, when a character loses or gains points and objects. The only exception to this rule is the process of buying a character out of captivity and restoring it.

  1. A character defeated in combat, which has not been eliminated from the game, may be bought back.
  2. Irrespective of whether the character was defeated as a result of WOUNDS inflicted, or the player surrendered it out of fear of its elimination, the defeated character must leave on the board all the objects belonging to it.
  3. A defeated and bought-back character loses all its points and must be restored by means of points coming from the group's PURSE.
  4. A defeated and bought-back character is restored from the state of [S] and [M] values amounting to 6 points each; the player must take the additional points from the PURSE.
  5. A defeated and bought-back character is armed in the same way as all the other characters.
  6. A bought-back character may enter the game again in the next turn. It begins the game at the starting point of its group.
  7. If the opponent of the defeated character is not interested in its surrender and in receiving a ransom for it, the combat continues, and the character is eliminated from the game.

XII. Game Variants

MOCE ALBIONU is a game of open construction, creating possibilities for introducing numerous changes. Suggestions concerning such modifications are presented below.

  1. The game may be played with a smaller number of characters in each group, on condition that each group counts the same number of characters. A field for experiment is the introduction of groups unequal in size, which at the start of the game will possess PURSES of different sizes and/or several magic items.
  2. Players may differentiate the characteristics of the groups, determining their parameters in a manner different from that described in the instructions, and different for each group. Thanks to a modification of the initial values of [S] and [M] and of the number of additional points, some groups gain an advantage with regard to physical abilities, others with regard to magical skills.
  3. Players may renounce the use of FATE CARDS, or conduct the game using only one FATE CARD.
  • ARAWN LAKE — its territory can be traversed only with the help of a boat (a boat may also be on the ford area).
  • AVALON ISLAND — the only place from which the island can be reached without a boat is the ford in Brocéliande Forest.
  • TWO HARBOURS (Dwie Przystanie Łodzi) — at the start of the game each harbour contains one boat.
  • EIGHT NEMETONS — these are the sacred places of the druids. At the start of the game each nemeton contains one magic item.
    • the Holy Grail and the Bleeding Lance are placed at random in the Castle of the Mages and on Monsalvat Mountain;
    • the remaining items are placed at random in the nemetons.

    Only one magic item may be located in each of the mentioned places.

    Weapon tokens remain off the board. They represent only the weapons left on the board by eliminated characters, and the weapons dropped or knocked out of characters' hands during combat.

    Horse tokens should be placed at the start of the game in the bases together with the character tokens, because all characters move on horseback (see also VII.1).

    Boats are placed in the harbours, one in each.

  • Drawing the order in which the players will make their moves.

  • 5.Sword (Miecz)10102-1
    6.Axe (Topór)992-1
    7.Rapier (Koncerz)881-1
    8.Knightly mace (Maczuga rycerska)8710

    [MOD_mod] = [S_mod]^a - (-[MOD]^o) = [S_mod]^a + [MOD]^o

    For example: when a character attempts a DODGE in combat with a character whose [S_mod] is 7, and the dodging character wears plate armour (printed in the source as "[B] = -2", where the modification [MOD] is meant; see the note below), [MOD_mod] will be 9 points. This results from the calculation: 7 - (-2) = 7 + 2 = 9. If the dodging character had only leather armour ([MOD] = 0, as printed in this example), [MOD_mod] would equal the [S_mod] of the attacker, i.e. 7 points.

    Translator's note: the example as printed gives leather armour a [MOD] of 0, whereas TABLE A lists leather armour with a [MOD] of -1; the example's figures are transcribed as printed.

  • WOUNDS (OBRAŻENIA) are determined by rolling the number of dice given next to the name of the weapon with which the target blow was dealt. From the result obtained, the reductions of WOUNDS (RT) obtained thanks to the armour worn by the wounded character are deducted.

    Each time a character has suffered WOUNDS, the value of its [S] recorded on the CHARACTER CARD must be reduced by the number of them (the actual number, after reduction by armour).

    WOUNDS suffered in subsequent combats accumulate during the game, but do not affect the possibility of using the weapon types chosen by the character.

  • DISARMING THE ATTACKED CHARACTER (WYTRĄCENIE BRONI Z RĘKI ATAKOWANEGO) occurs when the attacked character, while attempting to parry the blow, throws three identical digits whose sum exceeds its [S_mod]. In such a situation one more roll must be made. Again obtaining three identical digits with a sum higher than the [S_mod] of the character means that the weapon is destroyed.

    If the attacked character has decided to perform a DODGE, or if it has no weapon, its weapon cannot be knocked out or destroyed, and therefore the roll is not repeated.

    A weapon knocked out of the hand of the attacked character is regarded as a dropped object (see VII.2). A destroyed weapon is removed from the board.

    After the weapon of the attacked character has been knocked out or destroyed, no WOUNDS are counted, and the initiative remains with the attacking character.

  • DISARMING THE ATTACKING CHARACTER (WYTRĄCENIE BRONI Z RĘKI POSTACI ATAKUJĄCEJ) occurs when the attacker, rolling in order to determine the effectiveness of its attack, throws three identical digits whose sum exceeds its [S_mod]. In such a situation one more roll must be made. Again obtaining three identical digits with a sum greater than the [S_mod] of the character means that the weapon is destroyed.

    A weapon knocked out of the hand of the attacking character is regarded as a dropped object (see VII.2). A destroyed weapon is removed from the board.

    After the weapon of the attacking character has been knocked out or destroyed, no DEFENCE follows, and the initiative passes to the attacked character.

    Since the attacked character may take up a weapon only if its [S] entitles it to use that weapon, if the attacked character's [S] does not entitle it to take the knocked-out weapon of the attacking character, the weapon taken must be immediately thrown away, and the initiative remains with the attacking character.

    When the attacked character has no weapon, the weapon of the attacking character cannot be destroyed. If the result of the roll indicates that a weapon has been knocked out, the roll is not repeated.

  • THROWING DOWN A WEAPON (ODRZUCENIE BRONI) can occur only before one's own ATTACK, and is connected with giving up its performance. The character hands over the initiative to its opponent and may pick up or draw another weapon, which it will use in DEFENCE. In this way the character loses one ATTACK.

    Armour may be thrown down only when the character is not engaged in combat. During combat, however, a character may throw down or pick up a shield.

  • PICKING UP OR DRAWING A WEAPON may occur only in the phase of one's own ATTACK, when that ATTACK is given up and the initiative is passed to the opponent.

  • CHANGING A WEAPON always amounts to throwing away one of its items and picking up or drawing the second (see p. 6).

  • IF A WEAPON HAS BEEN KNOCKED OUT OF A CHARACTER'S HAND and the initiative has passed to the opponent's side, the character is forced to perform DODGES until it can give up its own ATTACK and pick up or draw a weapon, or try to leave the combat.

  • LEAVING COMBAT is possible after an ATTACK has been performed by any of the participants on either side. Leaving combat by a mounted character fighting a foot character consists of giving up its own ATTACK and moving the character three fields in such a way as to prevent the foot character from occupying any of the neighbouring fields in one movement phase (this is not always feasible; for example, at the edge of the board the character may still move, although it will not free itself from the opponent).

    Leaving combat by a foot character fighting a foot or mounted character also requires giving up the performance of an ATTACK. The character intending to leave combat must, however, roll three dice and compare the result with the [S] of the opponent. If the result of the roll is greater than or equal to the [S] of the opponent, a foot character may move three fields, and a mounted character four fields, in such a way as to prevent the opponent occupying a neighbouring field in its movement phase (which may prove impossible at the edge of the board).

    Leaving combat by a foot character fighting a mounted character is not possible.

  • MOVING ON THE BOARD is not permitted for characters engaged in combat.

  • THROWING A CHARACTER FROM ITS HORSE occurs when it receives a successful blow with a shaft weapon or a two-handed weapon.

    After a character has been thrown from its horse, WOUNDS are not counted, and the initiative remains with the attacking character.

    A throw from the horse also follows when a rider receives two successful blows with a weapon other than a shaft or two-handed weapon. In this case too, the blow which decides the throw from the horse does not entail the necessity of counting WOUNDS.

    A character thrown from its horse must fight on foot, and may become a rider again only after the end of the combat. If a character thrown from its horse has left the combat, comparing its roll with the [S] of the opponent, its horse remains on the field where the combat took place.

  • [S_mod] OF A RIDER in combat with a foot character receives an additional modification of +1.

  • HEAVY LANCE (CIĘŻKA WŁÓCZNIA) is a weapon of riders. A foot character cannot use a lance, and a character thrown from its horse automatically drops it.

  • A CHARACTER IS CONSIDERED DEFEATED (POSTAĆ UWAŻANA JEST ZA POKONANĄ) if, as a result of WOUNDS inflicted in combat, its [S_mod] falls to 3 points or fewer. The player also has the right, during combat, to surrender the character, regardless of the value of its [S_mod].

    A defeated character may be returned to the player to whom it belongs, if the victor is willing to accept a ransom for it. The ransom must be agreed between the players and is paid from the group's PURSE. From the same pool, points are taken for restoring the character.

    A defeated character which has been bought back by a player begins the game again from the start. The weapons and objects belonging to it remain on the field where it was defeated. The player receiving the ransom may use it in any way (by putting it into the PURSE, or by allocating it to its characters, provided that none of them thereby obtains a characteristic greater than 16 points).

    If one of the players does not agree to the ransom, the character is eliminated from the game.

  • A CHARACTER IS AUTOMATICALLY ELIMINATED FROM THE GAME if, as a result of WOUNDS inflicted, its [S] falls to a value lower than three points.

  • WEAPONS AND OBJECTS belonging to defeated and eliminated characters remain on the field where those characters were defeated or eliminated. These objects may be taken by the victor, or by another character which stops on that field and whose [S] entitles it to possess them.

  • COMBAT WITH A GREATER NUMBER OF CHARACTERS does not differ in principle from a duel. Blows are dealt in the order corresponding to the magnitude of the [S] of the fighting characters (for equal values of [S], the order is determined by lot). Each character may, in its turn, deal only one blow, to one of its opponents indicated by it (on condition that it possesses the initiative in relation to that opponent). The rules of combat and its sequences remain unchanged.

    Leaving combat is possible only when the character holds the initiative in relation to all the characters which attacked it between its previous turn and its current turn (in the first turn, only the character whose turn ends that turn may leave the combat). Such a character must make one separate required roll for each of them (see IX.10). It is not permissible for a foot character to leave combat when one of the characters which directed an ATTACK against it is a rider. As in the case of duels, in some situations escape from all opponents may prove impossible (see IX.10); the player nevertheless has the right to move the character.

    Example: consider a situation in which three characters belonging to three different groups fight each other: BR, RC and F, having [S] of 11, 10 and 9 respectively. First, BR performs an ATTACK, designating F as its opponent. F performs a successful DEFENCE, so BR loses the initiative in the combat. The next ATTACK belongs to RC, which also designates F as its opponent. F attempts a DODGE with a negative result, and the initiative remains with RC. Finally comes F's turn to attack. It has the initiative only in relation to BR, so it is forced either to attack BR or to give up its ATTACK (it may not attempt to leave the combat, even though its turn ends this turn, because it does not have the initiative in relation to RC, which attacked it). F gives up its ATTACK, and the next turn begins. Again BR's turn to ATTACK comes, but it cannot now be directed against F, because BR does not have the initiative in relation to F. It must therefore fight RC, or give up its ATTACK, waiting for an opportunity to gain the initiative in the combat with F. If during the combat it also loses the initiative in relation to RC, then until it regains that initiative it is left only with performing DEFENCES.

    As in an ordinary duel, after every successful ATTACK and unsuccessful DEFENCE, WOUNDS sustained by the character are counted.