Swords & Sorcery: Quest and Conquest in the Age of Magic
Swords & Sorcery: Quest and Conquest in the Age of Magic Rulebook
Table of Contents
Table of Contents
- 2.0 General Course of Play
- 3.0 Game Equipment
- 3.1 The Game-Map
- 3.2 Game Charts and Tables
- 3.3 The Playing Pieces
- 3.4 Sample Units
- 3.41 Summary of Unit Types
- 3.42 Notes on Abbreviations
- 3.43 Unit Identity
- 3.44 Notes on Unit Types
- 3.5 A Note on Terminology
- 3.6 Game Scale
- 3.7 Inventory of Game Parts
- 3.8 History and Rationale
- 3.9 Background in Brief
- The Army Game
- 4.0 Sequence of Play for the Army Game
- 5.0 Random Events
- 6.0 Player-Order Determination and Alliances
- 7.0 Movement
- 8.0 Stacking
- 9.0 Zones of Control
- 10.0 Magic
- 11.0 The Suns
- 12.0 Spells
- 12.1 Limitations on Spell Casting
- 12.2 Spells of the First Power Level
- 12.3 Spells of the Second Power Level
- 12.4 Spells of the Third Power Level
- 12.5 Spells of the Fourth Power Level
- 12.6 Spells of the Fifth Power Level
- 12.7 Spells of the Sixth Power Level
- 12.8 Spells of the Seventh Power Level
- 12.9 Summary of Spells
- 13.0 Combat
- 14.0 Effects of Characters on Combat
- 15.0 Demoralization and Rallying
- 16.0 Special Terrain Types
- 17.0 Monsters
- 18.0 Diplomacy
- 19.0 Special Rules for the Army Game
- 20.0 Scenarios
- 21.0 Scenario One: War of the League of Ararlve, 1100 BF
- 22.0 Scenario Two: The War of the Black Dwarrows, 366 AF
- 23.0 Scenario Three: The Rise of the Dark Lord, 473 AF
- 24.0 Scenario Four: The War of the Great Sword, 502 AF
- 25.0 Scenario Five: The Orcish Revolution, 794 AF
- 26.0 Scenario Six: The War of X, 799 AF
- 27.0 Scenario Seven: The First Dwarro-Orcish War, 802 AF
- 28.0 Scenario Eight: Gundarchuksson's Weird, 845 AF
- 29.0 Scenario Nine: The Second Dwarro-Orcish War, 846 AF
- 30.0 Scenario Ten: The War of the Northern Kingdoms, 867 AF
- 31.0 Scenario Eleven: Imperial Expansion, 877 AF
- 32.0 Scenario Twelve: The Destruction of the ORC, 922 AF
- 33.0 Scenario Thirteen: The Conquest of the South, 934 AF
- 34.0 Scenario Fourteen: The Third War of the League of Ararlve, 974 AF
- The Quest Game
- 35.0 Quest Game Sequence of Play
- 36.0 Character Movement
- 37.0 Magic in the Quest Game
- 38.0 Quest Game Spells
- 39.0 Search and Contact
- 40.0 Personal Combat
- 40.1 Set-Up of the Characters
- 40.2 Sequencing and Magic
- 40.3 Movement and Stacking in Personal Combat
- 40.35 Retreat from Combat
- 40.4 Hand-to-Hand Combat (Melee)
- 40.45 Advance and Thrust
- 40.46 Example of Melee:
- 40.5 Hit Points (Endurance)
- 40.6 Capture and Surrender
- 40.7 Combat Modifiers
- 40.8 Personal Combat Results Table
- 40.9 Personal Combat Display
- 41.0 Army Movement
- 42.0 Evasion and Capture
- 43.0 Character vs. Army Combat
- 44.0 Special Terrain Types
- 45.0 Monsters and Talismans of Orb
- 46.0 Setting Up the Game and "Rolling for Characters"
- 47.0 Reincarnation
- 48.0 Character Card Summary
- 49.0 Optional Rules
- History of the Valley of Ararlve
- Errata (As of December 1978)
2.0 General Course of Play
Swords and Sorcery is properly approached as two separate games — the Quest and the Army Game. The Army Game can be played by two to seven Players, though most scenarios are tailored for two or four Players. The play of the game is constructed around a series of turns which are called Game-Turns for convenience, but which correspond to an Imperial zelith, twenty-seven of which make up the year (this is standard for all races because it is the period in which the planet revolves around Orb, the Yellow sun). During a Game-Turn, a Player may have his units and Characters engage in diverse activities, primary among which are movement, combat, and spell-casting. All activities take place according to the Sequence of Play. Players of the Army Game may choose from amongst the scenarios listed, or they may attempt to devise their own scenarios, based upon the history provided with the game. The game is not especially well-suited to solitaire play, but can be adapted for such.
The Quest Game is also played in Game-Turns subject to the Sequence of Play, but the similarity to the Army Game ends. The stress is laid upon Character activity as the various heroes and wizards seek to recover or destroy valuable artifacts or to kill one another. The Players are given a choice of various Quests, should they wish to play that way, but generally the Quests are chosen randomly from the Quest Legends provided with the game. Here imaginative Players are encouraged to create their own Quests to further their enjoyment of the game. Though the entire Quest Game is not suitable for solitaire play, the individual parts, such as the Personal Combat Routine, are.
3.0 Game Equipment
3.1 The Game-Map
The Game Map is a 22" by 34" representation of the terrain of the Valley of the Great Sword. A numbered hexagonal grid is superimposed on the Game Map to regulate Movement and Combat, and the particular terrain of each hex is indicated. Understand that the map can only be a crude representation of the many varied lands of the Valley, but is the best map that Imperial cartographers could obtain that would conform to a hexgrid. A Terrain Key has been included on the map, so that the Player may better interpret it, along with a Scatter Diagram/Compass Rose, which allows for the vagaries of Killer Penguins.
3.2 Game Charts and Tables
Swords and Sorcery makes use of various charts, tables, and Displays as part of its game system and to allow Players to resolve those matters that are generally left to the Fates. The use of the various graphic aids are explained in the appropriate rules Sections. Players should examine the charts, tables, and Displays while reading the rules and familiarize themselves with the manner in which the displays are used. Aside from allowing a better understanding of the game, the Displays will give an idea of the natural phenomena that surrounds the Valley.
3.3 The Playing Pieces
The multi-colored set of die-cut counters are the playing pieces of the game. These represent the armies that fight in the Valley, the Characters, the Monsters, various magical paraphernalia, and the Suns. Generally, the units approximate existing military formations, but since the game must span two millennia and knowledge is imprecise about all but the Imperial forces, the combat units represent educated guesses.
3.4 Sample Units
Each combat unit is printed with a Unit Type icon, Combat Strength, Movement Allowance, and Unit Race letter. A typical Infantry unit shows Combat Strength on the left and Movement Allowance on the right of the Unit Type icon, with the Unit Race letter as a subscript; the reverse (Demoralized) face shows the reduced Demoralized Strength in the same position. A typical Cavalry unit is printed the same way, save that its reverse face shows a Halved Defense Strength in parentheses when demoralized. A Character unit shows an Identification (Card) Number, Character Name, Leadership Rating, Movement Allowance, and Character Race; Character units have no backs.
All Combat units with the exception of Monsters have two faces. The front (or full-strength) face is the side that indicates that the Combat unit is fully capable of all game functions and may be used at the owning Player's discretion. The back (or Demoralized) face is the side on which a unit is combat-ineffective, and will stay that way until it is rallied (see Section 15.0). Not all Characters will be used in the Army Game. When a Character will be present for a Scenario, it will be noted in the set-up for that Scenario. In some cases, the Character's card will note that the Character possesses a Talisman of Orb. If this is the case, the Player should read the appropriate part of Section 45.0 before beginning play. Finally, unless it is specifically noted in the rules, the amount of counters provided with the game is not a constraint on play. If the Players run out of the necessary counters (usually markers), they should make up their own.
3.41 Summary of Unit Types
The countersheets provide combat units for the Imperial Army, Elven, O.R.C., Goblin, Swamp-Creature, Cronk, Conjured, Independent Human, Krasnian, Zirkastian, Mercenary, White Orc, Corflu Cultist, Spider Folk and Convivian forces (Pikeman, Heavy Horse, Light Bow, Heavy Sword, Roc Rider, Horse Archer, Light Horse, Light Sword, Medium Spear, Light Spear, Warg Rider, Bow, Zombie Infantry, Centauroid Cavalry, Wyvern Airtroops, Koboldic Infantry, Wraith Troops, Demonic Infantry, Dinosaur Legion, Intelligent Mold, Heavy Pluglunk, Warriors of the Web, Spider Legion, and other unit types), as well as Marker counters (Quest/Player Order Determination Chit, Vortex, Bridge, Burnt-Out Hex, the Red/Yellow/Blue Suns, Demon, Killer Penguin, Emissary, Quest Object, Diplomacy Marker, and the Woods marker), Monster counters (Tyrannosaurus Rex, Dragon, Killer Penguin, Vortex, Spectre), Sorcerer Character counters (X the Unknown, The Dark Lord, Talerren, Narklath) and Dragonkind Character counters (Gygax Dragonlord, Gilith).
3.42 Notes on Abbreviations
Unit races are provided on the counters so that the Players may determine the Movement cost of each hex on the Terrain Effects Chart. The following list explains any and all abbreviations used on the counters; if the name used for the race is different than that of the abbreviation, it is provided in parentheses.
- a = Arachnid (Spider)
- c = Cronk
- d = Dwarf
- e = Elf
- g = Goblin (considered to move as Orc)
- m = Man (Human or Imperial)
- o = Orc
- s = Swamp-Creature
- w = Worm (Dragon)
Notice that all flying units are designated "w;" this is not because they are all dragon-related, but for reasons of conformity.
3.43 Unit Identity
All units with the same symbol are the same type of unit. For instance, there is no difference (aside from possible Combat Strength, Unit Race and Movement Allowance variations) between, for example, a Cronkish Light Bow or an Elvish Light Bow.
3.44 Notes on Unit Types
All Bow and Intelligent Mold units are Archer units. All Horse, Legion, and Rider units are Cavalry. Any other unit that is not a flying unit ("w" Unit Race symbol) is an Infantry unit.
3.5 A Note on Terminology
While Swords and Sorcery does provide a wealth of new (to wargames at least) terminology, the game does not have a Glossary because the new terms are explained in detail in their own Sections. The Player who wishes a partial list of important new terms is referred to the Section on Characters (48.0).
There are fifty-six cards provided with Swords and Sorcery. These are broken down into three categories — Character Cards, Talisman of Orb Cards and Monster Cards. There are forty Character Cards, ten Talisman of Orb Cards and six Monster Cards. Each Card is explained in a different Section — a Character Card summary is provided in Section 48.0, Monsters are explained in Sections 17.0 and 45.0, while Talismans of Orb are also explained in Section 45.0. The various Characteristics on the Character Cards are explained throughout the rules, therefore the summary provides a key for the Players.
3.6 Game Scale
Each hex on the map represents one Imperial keltar from hexside to opposite hexside. This is equivalent to approximately 1.4 Elven valeth or 0.35 Draconian korvyn. Each Imperial unit represents a tercia (about 600 men) or cohort, while the Elves and similar folk organize by tribal or clan affiliations. The barbarians (independent men, dwarrows, etc.) organize in the equivalent of the Terran Viking fylking, and the Orcs, Goblins and Corflu Cultists are formed into the equivalent of an understrength Terran Ottoman touman. The Cronks of Aardvark Wallow have no discernable military formation. Each Game-Turn is one Imperial zelith (see Section 2.0).
3.7 Inventory of Game Parts
A complete game of Swords and Sorcery includes:
- One Rules Booklet
- One Countersheet
- One 22" by 34" Map
- Fifty-six Cards
- Two sheets of Charts and Tables
- One Solar Display
- One Diplomacy/Personal Combat Display
- Two Dice
- One Game Box
If any of these parts are missing or damaged, contact Simulations Publications, Inc.'s Customer Service Department.
3.8 History and Rationale
The game of Swords and Sorcery is concerned with the Valley of Ararlve, a small area of a world in a trinary system. The world itself is subject to great extremes of temperature and sudden changes of weather as a result of its peculiar positioning and orbit around one of the three suns.
The Valley of Ararlve was chosen, from all the areas of the planet, for several reasons. Firstly, it stands astride the great trade routes from the Dvina Kudzu in the north to the Empire of Man in the south; secondly, it has always been an area of great conflict; and thirdly, as Vydar Arnson in his "The History of Urf Durfal" puts it, the Valley of Ararlve is the Final Retreat for many of the forces and powers that have shaped their history. When the Dark Emperor was vanquished in the end of the Age of Great Magic, he fled to the Valley and gathered his might for one last stroke against the Empire and mankind. When the Devotees of the Great Ghod Corflu were at last purged from the Empire, they fled to the Valley to build their last temple. When the gradual disappearance of the primeval forests and swamps destroyed the civilizations of the Ancient Ones, remnants of those civilizations survived in the forests and swamps to the north of Urf Durfal. And so forth — as the tides of history ebb and flow, the flotsam of events seem to drift ashore in the Valley of Ararlve.
3.9 Background in Brief
The planet on which the Valley of Ararlve is situated exists in a solar system that is astronomically impossible, at least according to Terran astronomical laws. It is surmised that the Dragon Wizards of ages gone by placed the Suns in their current orbits by a combination of magic and technology that has been unequaled to this day. But this is treated as legend, since it supports the story that the Dragons arrived from off-planet and made the earth inhabitable. It is clear that if the manna should exhaust itself, the Yellow Sun will be greatly perturbed in a period of not greater than 20,000 years, and that will be the end of the planet.
The most magical place on the planet is the Valley, known as Ararlve in the ancient tongue. It is here that all surviving races maintain strongholds. The Elves have retreated to their native woods, the Dragons to their mountains and tunnel complexes, the Swamp-Creatures to Swamps, and the Spider Folk to the heart of the Forest. Of the newer races, the Dwarrows rule the northern plain, where they must contend with the Orcs and Goblins, while the Citadel of Blood is occasionally occupied by a wizard of extraordinary power. In the south, the Duchy of Endore is invariably populated by independent semi-barbaric men, while the Cronks have settled down as neighbors of the Empire with the fanatical Corflu Cultists to their east. And in the South, controlling over half the globe, is the mighty Empire of Man. Subjugator of the major barbarian tribes, defender of the Faith, savior of the human race, the Empire is none too well liked in the Valley. But the Empire is faced with dire peril — for the Empire plans to add the Valley to its conquests. So begins the era of Swords and Sorcery.
The Army Game
As mentioned elsewhere, Swords and Sorcery really consists of two games — the Army Game and the Quest Game — which can be played either separately or concurrently. The first Section of the Rules (up through and including Section 34.0) is used with the Army Game. Sections 35.0 through 48.0 consist of rules that are used with the Quest Game. Section 49.0 contains suggestions for merging the two Games.
4.0 Sequence of Play for the Army Game
General Rule: The Army Game is played in successive turns known as Game-Turns, each of which is divided into a number of Player-Turns, one for each Player. During each Game-Turn, each of the Players maneuvers his units and resolves combat during his Player-Turn. The Sequence of Play limits when and where each game function may be performed. Each part of the Sequence informs the Players what function(s) may be performed and which Players may perform them. Generally, only the Player whose turn is in progress (known as the Phasing Player) may perform game functions with his units and characters. After as many Game-Turns as specified by the scenario have been played, the game is over, and the Victory Conditions are referred to, and the winner or winners is determined.
Sequence Outline
A. Random Event Determination Inter-Phase. During this Inter-Phase, the Random Events Table is referred to in order to determine whether any Random Event has occurred.
B. Player-Order Determination Inter-Phase. The Players determine who is to have the first Player-Turn, who the second, and so forth.
Note: There is no Player-Order Determination Inter-Phase of the first turn of any scenario.
C. First Player-Turn
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Movement Phase: The Phasing Player moves any or all of his units and Characters as he wishes. He may also have any of his eligible Characters cast Spells that may be used during the Movement Phase (see Spell Descriptions, Section 12.0).
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Magic Phase: A. Spell Segment: The Phasing Player announces what Spells he wishes to have his Magic-using Characters cast. These Spells must be those that are listed in Section 12.0. B. Counterspell Segment: All other Players secretly record on a piece of scrap paper what Counterspells they wish to have their Magic-using Characters cast. These Counterspells are listed as such in Section 12.0. All Counterspells are revealed simultaneously, and then all Counterspells are applied. Note that only Counterspells may be cast in this Segment.
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Combat Phase: A. Unit Rallying Segment: The Phasing Player determines whether any of his Demoralized Army units are rallied by his Characters. B. Magic Allocation Segment: Any Player's spell-casting Characters may use magic to directly influence the outcome of specific Army combats. C. Personal Combat Segment: (Optional) Personal Combat may be resolved between any Characters in adjacent hexes. (This Segment applies only if the Players are using the combined Army and Quest Game rules. See Section 49.0. The normal Army Game — i.e., that version using the rules in Sections 4.0 to 34.0 — does not use Personal combat.) D. Combat Resolution Segment: A die is rolled for each attack made by the Phasing Player, and the appropriate column of the Combat Results Table (after adjustments for terrain, Leadership Bonus, and Magic has been made) is referred to. The result indicated by the Table is immediately applied.
D. Second Player-Turn, Third, etc.
In the order determined during the Player-Order Determination Inter-Phase, each Player executes his Player-Turn, going through each Phase and Segment outlined above step by step. Not until all Players have executed a Player-Turn does play proceed to the next Inter-Phase.
E. Random Movement Inter-Phase. The movement of Vortices, uncontrolled Killer Penguins, and other randomly-moving units and/or Characters is determined according to the procedures for random movement.
F. Diplomacy Inter-Phase. If there are any Neutral Powers in the Scenario, the rules for Diplomacy are applied at this time to determine whether any Player has succeeded in allying with any of the Neutrals.
G. Manna Regeneration Inter-Phase. The Solar Display is consulted to determine how many Manna Points each Player's Spell-casting Characters are able to regenerate and make a note of such regeneration. Each of the three Suns is then moved one box along its section of the Sun Track in a clock-wise direction, signalling the end of one Game-Turn and the beginning of another.
5.0 Random Events
Commentary: The Valley of the Great Sword is a most unusual area, replete with unique natural phenomena. Many of these phenomena are very impressive to the observer, but, sadly, only a weak attempt can be made to simulate them in game form.
General Rule: The Random Events Table and Index precipitate some of the uncommon events which can occur at irregular intervals in the Valley of the Great Sword, exerting a direct influence on military operations in the area.
Procedure: Roll two dice (one before the other), and refer to the Random Events Table (5.2). Find the first die-roll along the left-hand side of the Table, and the second along the top. Cross-reference the row and column determined by the two die-rolls to yield a single result, in the form of one or two letters. Refer to the Random Events Index and find the explanation of the result found on the Random Events Table. Apply this result immediately, as explained in the index, unless specifically exempted from the instructions, or unless the performance is a literal impossibility, each event applies only to the Game-Turn being played, unless otherwise noted.
5.1 Random Events Index
- YF = Yellow Sun Manna Flux. Manna regeneration for Yellow Wizards is doubled for this Game-Turn only.
- YD = Yellow Sun Manna Drought. Manna regeneration for Yellow Wizards is halved for this Game-Turn only (round down).
- BF = Blue Sun Manna Flux. Manna regeneration for Blue Wizards is doubled for this Game-Turn only.
- BD = Blue Sun Manna Drought. Manna regeneration for Blue Wizards is halved for this Game-Turn only (round down).
- RF = Red Sun Manna Flux. Manna regeneration for Red Wizards is doubled for this Game-Turn only.
- RD = Red Sun Manna Drought. Manna Regeneration for Red Wizards is halved for this Game-Turn only (round down).
- A = Elven High Holy Day. All Elven Characters and units may not move or attack on this Game-Turn.
- B = Season of the Midnight Sun. Such is their fear of the intensity of the Sun's rays, Orcish and Goblin Characters and units may not move or attack on this Game-Turn.
- C = Church declares a special communion as a tribute to the Emperor. No Imperial or Endoran units may move or attack.
- D = Dwarrows hold a Folkmoot. No Dwarven units or Characters may move or attack on this Game-Turn.
- E = Conjunction of Fear. The Suns are in a peculiar conjunction that the ancient ones hold in terror and loathing. No Dragons, Spider, or Swamp Creature units and Characters may move or attack on this Game-Turn.
- F = Corfluite Collation. The devotees of the Great Ghod Corflu hold a weird festival; no Corfluite units or Characters may move or attack on this Game-Turn.
- G = Drought. The Suns are in such a conjunction that causes immense heat. The Glaciers melt, and all Glacier hexes are considered Lake hexes for three full Game-Turns, at the end of which time they revert to Glaciers. No Killer Penguins may enter the Game-Map until the Glaciers re-freeze. On this Game-Turn, the Movement Allowances of all Characters and units are halved (round down) as a result of the extreme heat. Any Killer Penguins on the map die and are immediately removed from play.
- H = Flooding. All units and Characters adjacent to a River hex are washed downstream (toward the south mapedge). Roll a die for each such unit or Character; it is moved as many hexes down the river as the number rolled. Enemy Zones of Control (see Section 9.0) do not halt "movement" caused by flooding. A flood-washed unit or Character is placed in a hex adjacent to the River that is as many hexes away from its original position as the number rolled; it must be placed on the same side of the River as it began. If two units are prohibited (such as by Case 7.51 or 7.52) from ever occupying the same hex and are to be washed to the same hex, both are instead eliminated. Characters moving with Army units are washed to the same hex as the Army unit with which they are moving. Flooding does not affect units or Characters that are in a Castle, City, Capital or Town. Also, flooding does not force an Army unit to invade a Neutral; instead, the Army unit (and/or Character) is stopped outside the Province border. (Because of this provision, some units may not have to be moved.) Neutral units washed downstream are moved back to their Province as quickly as possible. Swamp-Creature and Flying units are unaffected by flooding.
5.2 Random Events Table
Roll two dice (first die-roll along the left side, second along the top); cross-reference to find the result (a dash means no Random Event occurs):
| First \ Second | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1 | YF | – | A | – | B | C |
| 2 | – | YD | – | D | – | E |
| 3 | F | – | BF | – | G | H |
| 4 | – | I | – | BD | – | J |
| 5 | K | – | L | – | RF | M |
| 6 | – | N | – | O | – | RD |
6.0 Player-Order Determination and Alliances
General Rule: During the Player-Order Determination Inter-Phase, the Players randomly determine who is to be the first Player of the current Game-Turn, who second, and so forth. Thus, in Swords and Sorcery, the order of the Players may change from Game-Turn to Game-Turn. It is possible for one Player to have the last Player-Turn in one Turn and the first in the next, allowing him to move twice in a row. The Player-Order may also be modified if two or more Players form an Alliance, which will result in the integration of the allying Players' separate Player-Turns into one Player-Turn.
Procedure: There are twelve chits lettered A to L in the counter-mix. Count out as many of these as there are Players and place them in a cup. During the Player-Order Determination Inter-Phase of each Game-Turn, each Player should draw one chit from the cup. The Player with the chit marked "A" is the first, the Player with "B" is second, and so forth. Players should keep the chits before them on the table until the Game-Turn is over so that they will not forget the Player-Order. The chits should then be returned to the cup to be used on the following Game-Turn. If Players form an alliance (by writing down that they wish to ally in the Player-Order Determination Inter-Phase), then only one chit is pulled for all Players involved in the Alliance.
6.1 Alliances
Generally speaking, there are two types of Alliances: those between two Players, and those between a Player and a non-Player Neutral. A Player may form an Alliance with a non-Player Neutral only through the use of the Diplomacy rules (see Section 18.0).
6.11 During the Player-Order Determination Inter-Phase, before any Player pulls a chit from the cup, the Players must determine whether any of them are allied with any of the others. Each Player must note on a piece of scrap paper whether he wishes to be allied with any other Player, and, if so, which Player(s) he wishes to be allied with. Players may verbally confer before writing down their decisions. After each Player has noted secretly which Player(s) he wishes to be allied with, the pieces of scrap paper are revealed.
6.12 If two Players note that they wish to be allied with each other, they are considered allied. If one Player notes that he wishes to be allied to the other, but the other Player does not wish an Alliance, there is no Alliance. However, if a group of Players write down that they wish to ally with each other, excluding another Player who writes down that he wishes to be allied with the first group, the group is allied but the omitted Player is not. Example: Players A, B and C write down that they wish to ally, without mentioning Player D, who writes that he wishes to ally with A, B and C. Only A, B and C are allied; D does not destroy the Alliance.
6.13 A group of more than two Players may be allied if all of the Players in the group note that they wish to be allied with all the others in the group. If there is any omission on the part of any one member of the group, there is no Alliance.
6.14 An Alliance lasts for one Game-Turn only. If the parties to an Alliance wish to extend it, they must go through the same procedure on the following turn.
6.15 One Player will always be listed as moving first in the Scenarios for the first Game-Turn only.
6.2 Effects of Alliances
6.21 If a Player is allied with a non-Player Neutral, he controls the units and Characters of that Neutral as if they were his own (subject to any special rules or restrictions laid out in the Scenario).
6.22 If two or more Players are allied, each Player retains full control over his own forces. However, all Players of an Alliance move, engage in combat, etc., during the same Player-Turn. Only one chit is pulled from the Player-Order Determination cup for the entire Alliance. During the indicated Player-Turn, all of the Players perform game functions at the same time.
6.23 The Zones of Control of allied units have no effect on other allied units (see Section 9.0); a unit belonging to one ally may not attack the unit belonging to another during the Combat Phase of the Player-Turn in which the Players are allied.
6.24 Units belonging to two different allied powers may not finish the Player-Turn in the same hex (this includes non-Player Neutral units).
7.0 Movement
General Rule: During the Movement Phase of a given Player-Turn, the Phasing Player may move any, all, or none of his units and Characters, as he sees fit, in any direction or combination of directions.
Procedure: Units and Characters are moved one at a time, tracing a path of contiguous hexes through the hex grid. As each unit or Character enters a hex, it expends one or more Movement Points from its Movement Allowance.
7.1 The Movement Allowance
7.11 The Movement Allowance of a given unit is printed on the face of that unit. The Movement Allowance of all Characters is 9 (unless altered by some Random Event or a Spell). The Movement Allowances of units can also be altered by Magical Spells and Random Events.
7.12 The Movement Allowance of a unit or Character is the number of Movement Points it may expend in a single Game-Turn. Movement Points may not be "saved up" from Game-Turn to Game-Turn, nor may Movement Points be transferred from one unit to another.
7.2 How to Move
7.21 Movement is calculated in terms of Movement Points. A clear terrain hex costs one Movement Point to enter (for most units); other terrain types may cost more or fewer Movement Points. Basically, a unit or Character expends as many Movement points as the Movement Point cost listed on the Terrain Effects Chart for entering a particular type of terrain (see the Terrain Effects Chart).
7.22 Units and Characters may move from hex to adjacent hex. Units and Characters may not jump from one hex to another without moving through the intervening hexes, except by Teleportation (see Special Terrain Rules, Case 16.1).
7.23 A unit or Character entering a hex through a hexside that contains a Road or Trail may (at the Player's option) either expend as many Movement Points as is required to enter the terrain type of the hex or as many Movement Points as is required to move along the Road or Trail. In other words, Roads and Trails may negate the effect of other terrain.
7.24 Certain units are considered Flying units; these have a "w" symbol as their racial symbol. These units include Corfluite Zeppelin units and Imperial Roc units. Such units pay only one Movement Point to enter any hex, regardless of terrain type, as they are flying. Hexes that are impassable for other units are passable to Flying units (with the exception of certain special terrain types).
7.25 Note that when two Players are allied, their units and Characters are moved during the same Movement Phase. See the rules for Alliance (Section 6.0).
7.3 Racial Type
Each unit and Character has a Racial type, which is indicated by a small symbol adjacent to the unit-type symbol. Generally, units are either Human, Elf, Dragon, Orc, Dwarf, Goblin, Cronk, Spider, or Swamp-Creature. Some units, notably Conjured units, are actually not of these Races, but they are classified as belonging to one or another for the sake of simplicity. Certain terrain types have a greater or lesser Movement Point Cost for certain Races. For example, Forest hexes cost one movement point for Spider units, two for Elven units, and three for all other units. In addition, hexes often have a different Movement Point cost for Characters than for units.
7.4 Interrelationship of Units
7.41 There are four different types of units from the perspective of an individual unit: Friendly, Friendly Allied, Enemy, and Neutral. The following rules delineate the types of units.
7.42 Friendly Units. A Friendly unit is any unit that comes from the same nation as the unit in question. Such units are almost always the same color. Conjured units also fall into this category.
7.43 Friendly Allied Units. Friendly Allied units are any units that are either under the control of the same Player as the unit in question, or of a Player that is allied with the owning Player. However, these units do not fit the determination of Case 7.42.
7.44 Enemy Units. Enemy units are any units controlled by another Player not allied with the owning Player.
7.45 Neutral Units. Neutral units are those units that are listed in the Scenario as Neutral units and are not yet on the side of any one Player.
7.5 Movement Inhibitions and Prohibitions
7.51 A Friendly unit may never enter a hex containing an Enemy unit. In addition, units owned by one Player may never enter a hex containing units owned by any other Player, even if the two Players are allied. Furthermore, the units of a non-Player Neutral may never enter a hex containing the units of a Player (or vice-versa) even if the two are allied.
7.52 In certain Scenarios, one Player will control the forces of more than one Nation or Army. In several Scenarios, for instance, the Dwarven Player often controls the forces of the three Dwarven Kingdoms of Zirkast, Krasnia, and Convivia at the same time. (These are Friendly Allied units, see Case 7.43). In such a case, units of different Armies or Nations may not enter hexes containing units or Characters of another Army or Nation, even if both Armies or Nations are controlled by the same Player. However, such units treat each others' Zones of Control as Friendly.
7.53 A unit must cease movement upon entering an Enemy-controlled hex (see Section 9.0). For purposes of this rule, all units belonging to Players or Neutrals which are not allied with the moving Player are considered Enemy units. If a unit enters an Enemy Zone of Control at any time, its Movement immediately ceases, and it may move no further in that Game-Turn.
7.54 A unit or Character never expends more Movement Points than its Movement Allowance in any Army Movement Segment (although certain Magic Spells enable a Player to increase the Movement Allowances of certain of his units).
7.55 A Character may, under certain conditions, move from one Enemy-Controlled hex to another. A Character may do so only if it is moving from one hex that is either occupied by or controlled by a Friendly unit to another such hex. In other words, if an Enemy-Controlled hex is occupied by a Friendly unit or is jointly controlled by a Friendly unit and an Enemy unit, a Friendly Character may move to the hex even if he is beginning his movement in an Enemy-Controlled hex.
7.56 Characters are not forced to cease Movement upon entering an Enemy-Controlled hex. A Character may leave such a hex and continue moving, provided it does not violate the above rule.
7.57 If, however, any Character occupies a hex that is entered by an Enemy unit (either during the Player's Movement Phase or during Advance after Combat), that Character is considered captured by the Enemy Player (see Case 19.2).
7.58 Generally speaking, a Character moves during the Movement Phase as freely as units do. However, if a Flying unit moves through or begins the Movement Phase in the same hex as a Character that has not moved, the Flying unit may "pick up" the Character for the remainder of the Phase. The Character expends no Movement Points and is simply "carried" by the Flying unit. A Flying unit may carry any number of Friendly Characters. Flying Monsters (i.e., Dragons) may carry only one Character each.
7.6 Flying Units
Flying units always expend one Movement Point per hex, unless affected magically or by Random Events. They neither gain nor suffer by the terrain on the ground, as it were.
7.7 Terrain Effects Chart
| Terrain Type | Movement Point Cost | Army Combat Effects |
|---|---|---|
| Blasted hex | Impassable (Magic-Users: 2; Fighters: 3) | not applicable |
| Bridge hex | 1 (Note 1) | Defender halved (Note 2) |
| Bridge/Gate hexside | negates Wall or Stream | none |
| Broken | 2 | none |
| Capital | other terrain | Defender bonus (17.2) |
| Castle | other terrain | Defender tripled; Defender bonus (17.2) |
| City | 1 (Characters: ½) | Defender tripled; Defender bonus (17.2) |
| Clear | 1 | none |
| Cultivated | 1 (Characters: ½) | none |
| Dragon Tunnel Complex | Impassable (Dragons: 1; Others: 2) | Dragon: Defender quadrupled (Note 3); Other: None |
| Ford hex | 3 (Note 1) | Defender halved (Note 3) |
| Forest | Elves: 2; Spiders: 1; Others: 3 | Elves, Spiders: Defender tripled; Others: Defender doubled |
| Glacier | Killer Penguins: 1; Others: Impassable; Characters: 5 | Defender doubled |
| Karoo | Cronks: 1; Others: 2 | Cronks: Defender tripled; Others: Defender doubled |
| Moat/River/Lake | Swamp-Creatures: 2; Killer Penguins: 1; Others: Impassable | Swamp-Creatures: Defender doubled; Others: none |
| Mountains | Orcs, Dwarrows: 2; Others: 3 | Dwarrows: Defender quadrupled; Others: Defender tripled |
| Portal (Note 4) | 1 | none |
| Province Border | no effect | none |
| Road (Note 1) | ½ | none |
| Rough | Dwarrows, Orcs: 2; Others: 3 | Defender doubled |
| Special hex | other terrain | none |
| Stream hexside | +1 | Defender doubled (Note 5) |
| Swamp | Cronks: 2; Swamp-Creatures: 1; Others: 3 | Swamp-Creatures: Defender tripled; Others: Defender doubled |
Notes: (1) Units may use these Movement Rates only if they enter on a hexside that contains a Road, Trail, Bridge, or Ford. (2) The Defender may be attacked from the bridged or forded hexside only, unless the attacking units are archer or flying units. (3) Dragon units in a Mountain hex that also contains a Dragon Tunnel Complex receive this defensive benefit; all other units receive the normal Mountain defensive benefit. (4) Units and Characters may teleport (see Case 16.1) in such a hex. (5) The Defender derives the defense bonus for a Stream hexside only if all attacking units are attacking across a Stream hexside. (6) Zones of Control do not extend across a Wall hexside. Flying units expend one Movement Point per hex, regardless of terrain, but they do receive defensive benefits unless attacked by archer or other flying units. Magic-Users are Characters that possess positive Magic PL; Fighters are Characters that have zero Magic PL. Goblins pay the same Movement cost as Orcs.
8.0 Stacking
General Rule: A maximum of two Friendly units and any number of Characters may be stacked in one hex at the end of any Friendly Movement Phase.
8.1 Which Units May Stack
Units of Allies and units of two different Armies or Nations controlled by one Player may never stack with each other (see Case 7.5).
8.2 Character Stacking
There is no limit to the number of Characters that may occupy a single hex. Monsters (see Section 17.0) such as Dragons and Killer Penguins, although treated as units for certain purposes, are considered Characters for stacking purposes — i.e., there may be any number of Monsters and/or Characters in a single hex. However, unlike Characters, Monsters may never be stacked with Army units.
8.3 Character and Army Stacking
Although units controlled by different forces (see Case 7.52) may never be stacked with each other, Characters owned by different forces may be stacked with each other. In addition, the Characters of one force may be stacked with Army units of another (although they become liable to capture if they are).
8.4 Stacking Restrictions During Movement
Units may move through stacks of Friendly units in excess of Stacking limits, as long as there are no more than two units in a given hex at the end of a Movement Phase. If, at the end of a Movement Phase, there are more than two units in any hex, the excess units are eliminated. The owning Player determines which are to be eliminated.
8.5 Effects of Flying Units on Stacking
Flying units may move through hexes containing Enemy units, as long as they do not end their movement in such hexes. Flying units may not move through hexes containing Enemy Archer units (see unit symbols) or any Enemy Flying units (or through a hex containing the SS Wiking Division or the Continental Siege Machine). Flying units are not affected by the Zones of Control of Enemy units. Exception: They are affected by Zones of Control of the units mentioned above.
8.6 Monsters and Army Stacking
No Monster may ever stack with an Army unit.
9.0 Zones of Control
General Rule: The six hexagons surrounding a unit constitute the Zone of Control of that unit. Note that only units and not Characters exert Zones of Control. Hexes upon which a unit exerts a Zone of Control are called Controlled hexes, and they inhibit the movement of Enemy units and Characters. All Army units must cease movement when they enter an Enemy-Controlled hex. Army units may never move from one Enemy-Controlled hex to another; Characters may only do so under certain conditions. (Exceptions: see Case 8.5). For the purposes of these rules, Monsters are considered Characters.
9.1 Effectiveness of Zones of Control
9.11 All units exert a Zone of Control at all times during the entire Game-Turn. Units exert Zones of Control even into hexes that they cannot enter; in other words, Zones of Control do extend into Impassable hexes. Exception: Zones of Control do not extend through Wall or Force Wall hexsides, and Neutrals do not exert a Zone of Control until they enter the game.
9.12 Units and Characters do not pay additional Movement Points to enter Enemy-Controlled hexes.
9.13 A unit may leave an Enemy-Controlled hex at the beginning of its Movement Phase, but must cease movement immediately upon entering any other Enemy-Controlled hex. However, units may never move directly from one Enemy-Controlled hex to another.
9.14 Characters are free to enter or leave Enemy-Controlled hexes at any time. A Character may not, however, move from one Enemy-Controlled hex to another, unless the hex to which it is moving is either occupied or controlled by a Friendly unit.
9.15 Friendly and Friendly Allied Zones of Control never affect Friendly units. The only effect Friendly Zones of Control have on Friendly Characters is indicated above.
9.16 If a given unit is in an Enemy-Controlled hex, the Enemy unit is also in that unit's controlled hex. The Enemy and Friendly units are equally and jointly affected.
9.17 There is no additional effect of having more than one Army unit exerting a Zone of Control into a given hex.
9.18 Units may retreat as a result of combat into Enemy-Controlled hexes. Zones of Control do not prohibit retreat.
9.19 The SS Wiking Division and the Continental Siege Machine ignore all Zones of Control, except each others'.
9.2 Flying Units
Flying units are affected by the Zone of Control of Archer units and other Flying units only. (Exception: Flying units are also affected by the Zone of Control of the SS Wiking Division and the Continental Siege Machine.) In other words, Flying units can ignore the Zones of Control of all except the above units. Characters moving with flying units gain the same benefits.
9.3 Demoralized Units
Demoralized units (see Section 15.0) are prohibited from entering an Enemy unit's Zone of Control. Demoralized units may never move adjacent to Enemy units. However, a Demoralized unit still retains its Zone of Control.
10.0 Magic
General Rule: Each Character card lists a number of characteristics. Five of these affect the Character's relationship with Magic — Magic Profile, Magic Power, Magic Color, Magic Potential and Magic Resistance. Many Characters have a Magic Power Level and Magic Potential of zero and no Magic Color; these Characters are unable to cast Spells, although they may have Spells cast upon them. Only Characters whose Magic Power and Magic Potential are greater than zero may cast Spells. Throughout the game, Players will cast Spells that require Manna Point expenditure. During the Manna Regeneration Phase, Spell-casting Characters regenerate Manna Points. The number of Manna Points that a Character regenerates depends on whether or not the Character moved in the current Game-Turn and upon the phase of his Sun.
10.1 Magic Power Level
10.11 Each Spell-casting Character has a Magic Power Level (abbreviated "Magic PL") printed on his Character card. Some Magic Powers vary with the phases of the Suns (see Section 11.0). However, during a given Game-Turn, the Magic Power Level of a given Character will be a single number.
10.12 Spells are distinguished by Power Levels; the higher the Power Level of a Spell, the more difficult it is to cast and the more intricate the Spell. There are seven Power Levels; for a listing of the Spells corresponding to each, see the Summary of Spells, Case 12.9.
10.13 A Character may cast any Spell that is of the same Power Level as his Magic Power Level, or of a lower Power Level. In other words, a Character with a Magic Power Level of 3 could cast any Spell of the First, Second, and Third Power Levels (Exception: see Case 10.26).
10.2 Manna Points and Magic Potential
10.21 Casting a Spell requires the casting Character to expend Manna Points. A Manna Point is an arbitrary measurement of magical power, analogous to, for instance, horsepower as an arbitrary measurement of mechanical power. A Spell that has a large effect will generally require the expenditure of a greater number of Manna Points. Note that the Power Level of a Spell and the number of Manna Points needed to cast it are not necessarily related, since one is a measure of the difficulty of casting the Spell, and the other a measure of the extent of its effects.
10.22 The number of Manna Points that must be expended in order to cast a Spell is indicated on the Summary of Spells (Case 12.9) as well as the description of Spells (Cases 12.2 through 12.8).
10.23 Magic is essentially the use of the mind to force the concentration of the various energies, elementals, and arcane forces of the universe. This mental exertion shapes the essential fabric of the universe — the Manna Force — to the will of the caster. A given Character may handle the flow of only a certain amount of Manna in a given time; and the amount of Manna channelled through a Character depends on the phase of the Sun that is the Manna source for the Characters. Hence there is an upper limit on the number of Manna Points that a Character can "keep" at a given time. This upper limit is the Character's Magic Potential.
10.24 The Magic Potential of a Character is the maximum number of Manna Points that he can "hold" at any one time. For example, a Character with a Magic Potential of seven could have a maximum of seven Manna Points.
10.25 It is assumed that each of the Characters begins a game with the maximum number of Manna Points (unless otherwise specified by the Scenario). The Players must keep a running total of the number of Manna Points controlled by each of the Characters; each time a Character casts a Spell, his Manna Points total is reduced by the number of Manna Points required to cast the Spell. Characters regain Manna Points only by Manna Regeneration or the Manna Transfer Spell (see Cases 11.3 and 12.31).
10.26 A Magic-using Character may, at the owning Player's discretion, attempt to cast a Spell one Power Level higher than the Character's listed Power Level. In other words, the Character possessing a Magic Power Level of 3 may attempt to cast a Spell of the Fourth Power Level. Note that this is the only way a Spell of the Seventh Power Level may be cast. If a Character is at full Manna Points (i.e., maximum), and still does not have the requisite number of Manna Points to cast a higher level Spell, he may attempt to do so at the cost of all his Manna Points. Note: No such attempts may be made on the last three Game-Turns of a Scenario.
10.27 A Character with a Magic Power of zero may not attempt to cast First Power Level Spells. (A Character whose Power Level varies with the phases of the Suns and who sometimes has a Power Level of zero is an exception to this rule.)
10.28 Certain Spells must be cast in a Phase other than the Magic Phase (see Sequence of Play, Section 4.0). This will be noted in the Spell description. If there is no such indication, the Spell may only be cast in the Magic Phase.
11.0 The Suns
General Rule: Spell-casting Characters draw their Manna from one of the three Suns of the Dis stellar system, where the world which contains the Valley of the Great Sword is situated. These Suns are Dis (the Red Sun), Sphi (the Blue Sun), and Orb (the Yellow Sun). Each Spell-casting Character's card notes whether the Character is a Blue, Red, or Yellow Mage, and thus whether the Character draws his power from the Blue, Red, or Yellow Sun. The Solar Display consists of two concentric circular tracks. The exterior track is for the Yellow Sun, and the interior track is for the Red and Blue Suns. During the Manna Regeneration Phase, Spell-casting Characters regenerate Manna Points.
Procedures: At the end of each Game-Turn, during the Manna Regeneration Inter-Phase, each of the three Suns is advanced one box along its track in a clockwise direction. Note that the Red and Blue Suns make a complete orbit around their common center of gravity in 12 Game-Turns, while it takes the Yellow Sun 27 Game-Turns to revolve around the center of gravity of the Red/Blue system.
11.1 The Suns' Orbits
The Yellow Sun always begins in the 1 box of the outer track, while the starting positions of the Red and Blue Suns depend on the Scenario. Red and Blue Suns will always be opposite each other, as the Suns of a binary system would be. The Yellow Sun orbits the Red-Blue binary system at a considerable distance, and the planet on which the Valley is situated lies within the ecosphere of the Yellow Sun and is relatively unaffected by the radiation of the other two. Characters who draw their Manna from the Yellow Sun have a single number as their Magical Power; their Magical Power does not vary.
11.2 The Red and Blue Suns' Phases
11.21 A span of three letters is printed in each box on the Yellow Sun Track (Example: Box 23 bears "ABC"). If either the Red or Blue Sun is in one of the three boxes listed in the box which the Yellow Sun occupies, that Sun is said to be in the ascendent. Example: If the Yellow Sun is in Box 23 and the Red Sun is in either Box A, Box B, or Box C, the Red Sun is in the ascendent. Since the Blue and Red Suns are always opposite each other in the inner track, if one of the two Suns is in the ascendent, the other is automatically in the descendent. If neither is in the ascendent, both are automatically in equilibrium.
11.22 In other words, at any given time the Red and Blue Suns are either in the ascendent, in the descendent, or in equilibrium. Whether a Sun is in the ascendent, equilibrium, or descendent depends on the relationship between that Sun and the Yellow Sun; it depends on which box the Red or Blue Sun occupies and which box the Yellow Sun occupies (and therefore which letters are listed in that box). Note that the Yellow Sun is always in equilibrium; only the Red and Blue suns change phase.
11.23 This concept of Solar Phases may be slightly difficult to grasp at first; it is suggested that the reader refer to the Solar Display for reference. Generally speaking, the letters listed in each box of the exterior track refer to ascendency; the letters directly opposite those listed are the positions of descendency; and all other letters are the positions of equilibrium.
11.24 Characters who draw their power from either the Red or Blue Sun (i.e., Red or Blue Spell-casting Characters) have three numbers listed in the Magical Power Level row of their Character card, separated by slashes. These three numbers are in descending order (i.e., 6/5/4). When a Character's Sun is in the ascendent, the greatest of the three numbers is his true Magical Power. When his Sun is in equilibrium, the intermediate of the three numbers is his Magical Power. And when his Sun is in the ascendent, the greatest of the three numbers is his true Magical Power. When his Sun is in equilibrium, the intermediate of the three numbers is his Magical Power. And when his Sun is in the descendent, the least of the three numbers is his Magical Power.
11.3 Manna Regeneration
11.31 Players regenerate Manna simply by adding Manna Points to the running tally they keep for the Manna Point totals of each of their Characters. The number added to a Character's total Manna Points is equivalent to the number of Manna Points the Character regenerates.
11.32 Characters regenerate no Manna Points if they moved during the current Game-Turn (Exception: see Case 11.36). Note that Advance after Combat and Retreat are not considered movement, but being "carried" by Flying units and Teleportation are.
11.33 If a Character remains in his home hex (i.e., the hex listed as Home on his Character card) throughout the entire Game-Turn, he regenerates twice as many Manna Points as he normally would.
11.34 Characters who draw their power from the Yellow Sun always regenerate two Manna Points per Manna Regeneration Phase (Exceptions: see Cases 5.1, 11.33, and 11.37).
11.35 Red and Blue Sun oriented Characters regenerate four Manna Points if their Sun is in the ascendent, two if it is in equilibrium, and one if it is in the descendent.
11.36 If a Red or Blue Sun oriented Character's Sun is in the ascendent, and the Character moved during the current Game-Turn, he regenerates one Manna Point, even though he moved; this is the only exception to 11.32.
11.37 Certain Random Events double or halve the number of Manna Points that a certain class of Characters regenerate in a Manna Regeneration Phase. Like most other Random Events, these last for one Game-Turn only. The Players double or halve the appropriate number for Random Events purposes after all other modifications have been made. Fractions are rounded down.
11.4 Solar Display
(See the separate Charts and Tables sheet.)
12.0 Spells
Procedure: During the Magic or Movement Phase of his Player-Turn, a Player may have any of his eligible Characters cast any or all of the Spells that he is able to cast, subject to the rules of this Section. To determine whether or not a Character is successful at casting a Spell of a higher Power Level, roll a die. On a die-roll of 1, 2, or 3, the Spell attempt is unsuccessful, but the Manna Points are expended. On a die-roll of 4, 5, or 6, the Spell is successful and the appropriate number of Manna Points are expended. Regardless of the success or failure of the Spell attempt, a second die-roll must be made. On a die-roll of 1, 2, or 3, the Character immediately drops dead.
12.1 Limitations on Spell Casting
12.11 Other than the finite number of Manna Points each Spell-caster possesses in a Game-Turn, there is no limit on the number of Spells that an individual Character may cast in a game or Player-Turn.
12.12 Players must be careful as to which Phase a Spell is cast. For instance, Counterspells may be cast in either the Spell or Counterspell Segment, but regular Spells may be cast only in the Spell Segment.
12.2 Spells of the First Power Level
12.21 Teleportation Protection Cost: 2 Manna Points Range: Must be cast on Characters or units in the caster's hex. Limits: This Spell must be cast during a Friendly Movement Phase. Effects: The Spell affects all Characters and/or units in the caster's hex. If, during the Friendly Movement Phase in which the Character casts the Spell, the units/Characters on which it is cast move through a Portal (see Case 16.1), they may not be eliminated. If the die rolled for Portal Transference reveals a number that would normally destroy the Teleporting units/Characters, the units/Characters do not Teleport but are not destroyed.
12.22 Force Wall Cost: 2 Manna Points per hexside. Range: 7 hexes. Limits: None. Effects: This Spell creates an impassable wall along one or more hexsides. The Player owning the casting Character specifies which hexside(s) are to become impassable. All impassable hexsides must be adjacent to hexes that are within seven hexes of the casting Character. Until the end of the next Game-Turn, the specified hexsides are impassable to all units and Characters (including Flying units) except for units and Characters Friendly to the owning Player of the casting Character. In addition, the owning Player may allow Enemy Characters or units to pass through the impassable hexsides at his discretion. No attack may be made through a Force Wall (except by units Friendly to the caster), with the exception of Flying unit attacks.
12.23 Conjure Zombie Infantry Cost: 1 Manna Point per 2 Game-Turns. Range: Must be cast in caster's hex. Limits: A Character may cast this Spell only if he does not cast any other Spell except for other "Conjure" Spells during the Game-Turn in which it is cast. Effects: Casting the Spell creates a 2m3 Zombie infantry unit that is controlled by the owning Player of the casting Character. Several of these units are provided with the countermix. The conjured unit remains in existence for twice as many Game-Turns as Manna Points expended in the Spell. Each Conjured unit counter bears an identification number; the conjuring player should note the identification number of the unit on a piece of scrap paper, together with the number of Game-Turns it will remain in play. A Character may cast this Spell more than once in a single Game-Turn, thus conjuring more than one such unit. Conjured units are removed from the Game-Map at the end of the Friendly Magic Phase of the Game-Turn in which they are slated to be removed. Conjured units may not (obviously) move in the turn that they are conjured. They may, however, engage in Army combat. Conjured units do not count against the Stacking limits on the Game-Turn they are conjured, but Conjured units in excess of the Stacking Limit may not aid in Army combat, offensively or defensively. If forced to retreat, overstacked Conjured units are eliminated, but losses may be taken out of these units (despite the fact that the Conjured units did not contribute to the Defense Strength when overstacked). Note that this is an exception to the stacking rules (Section 8.0) that occurs only on the turn a unit is conjured.
12.3 Spells of the Second Power Level
12.31 Manna Transfer Cost: 2 Manna Points per Manna Point transferred. Range: Must be cast on a Character in the same hex. Limits: This Spell may be cast only by one Character on another who can cast Spells as well. Effects: The Character on whom the Spell is cast gains one Manna Point for every two Manna Points expended by the caster, rounded down. No Character may have more Manna Points than his Potential at any one time, so any Manna Points gained by a Character in excess of his potential are lost.
12.32 River Crossing Cost: 2 Manna Points per hex. Range: 10 hexes. Limits: None. Effects: The casting Character may make any River, Lake, or Moat hexes within ten hexes become passable. One hex may be made passable for every two Manna Points expended; the hexes are treated as Clear terrain hexes or the most favorable terrain to the Characters' Race (e.g., swamp for Swamp-Creatures). These hexes are passable only to Characters and units that the owning Player of the casting Character wishes to cross the River hexes. River crossing may only be cast in the Friendly Movement Phase. However, the hexes remain passable until the caster prevents Enemy units or Characters from passing, or until the end of the Game-Turn. If a unit ends the Game-Turn in such a hex, it is eliminated. River-crossing may be used to cross Streams during the Monsoon, but not Rivers. All Stream hexsides adjacent to hexes on which the Spell is cast are affected; crossing such hexsides costs no additional Movement Points.
12.33 Morale Cost: 3 Manna Points per unit rallied. Range: 7 hexes. Limits: None. Effects: May be cast as a Counterspell to Fear. This Spell may be cast on any Demoralized unit or units within range (seven hexes) of the casting Character. One Demoralized unit is rallied for every three Manna Points expended; the owning Player determines which unit(s) are rallied. See Section 15.0.
12.34 Fear Cost: 3 Manna Points per unit. Range: 7 hexes. Limits: Fear may not be cast on an Ally's units, nor may it be cast on an already Demoralized unit. Use of the Spell against a Neutral's unit is considered invasion (see Case 18.4). Effects: This is the opposite of Morale. The Spell may be cast on any unit or units within range (7 hexes) of the casting Character. Each unit on which the Spell is cast is immediately Demoralized (see Section 15.0). The owning Player of the casting Character specifies which units are Demoralized.
12.35 Conjure Centauroid Cavalry Cost: 1 Manna Point per Game-Turn. Range: Must be cast in caster's hex. Limits: None. Effects: This spell is similar to Conjure Zombie Infantry, with the following exceptions: A. The unit remains in existence for as many Game-Turns as Manna Points expended. B. The Conjured unit is a 3e9 cavalry.
12.4 Spells of the Third Power Level
12.41 Monsoon Cost: 5 Manna Points. Range: Not applicable. Limits: None. Effects: Until the end of the next Game-Turn, the Movement Point cost of all hexes are doubled for all units. In addition, all Stream hexsides become impassable, and all the effects of Random Event "H" come into effect immediately.
12.42 Enhance Stature Cost: 1 Manna Point per Game-Turn per Diplomacy Point (Characters). 2 Manna Points per Diplomacy Point (Emissaries). Range: Must be cast on a Character in the same hex as caster. Limits: None. Effects: This Spell is used to temporarily increase the Diplomacy Rating of a Character for a short period of time. It may be cast by a Character on any Friendly Character in the same hex as the caster. Multiply the number of Game-Turns that the Diplomacy Rating is to be increased by the number of Points by which it is to be increased; this is the number of Manna Points that must be spent in casting the spell. The spell may also be used to increase the Diplomacy Rating of Emissaries; In such a case, 2 Manna Points are expended for each Point by which the Diplomacy Rating is increased, and there is no time limit on the Spell.
12.43 Forest Cost: 2 Manna Points per hex. Range: 5 hexes. Limits: None. Effects: The caster may turn any Clear, Cultivated, Broken, Karoo, or Burnt-out hex into a Woods hex, and any Woods hex into a Forest hex (a magically-made Woods hex may become a Forest hex; this requires conjuring in two separate Game-Turns). For each hex affected, the caster must expend two Manna Points. The caster must specify which hexes are to be affected. A number of Woods counters are provided with the game; one such counter should be placed in each hex affected.
12.44 Vortex Suppression Cost: 2 Manna Points per Vortex. Range: 10 hexes. Limits: None. Effects: May be cast as a Counterspell. The caster may destroy any or all Vortices within 10 hexes (see Special Terrain Types, Case 16.2). He must specify which Vortices are to be destroyed; two Manna Points are expended for each destroyed Vortex. Note that this Spell does not destroy Vortex Hexes — only Vortex counters. Destroyed Vortices are removed from the Game-Map.
12.45 Immobilization Cost: 1 Manna Point per unit affected. Range: 7 hexes. Limits: None. Effects: Each Army unit on which the Spell is cast is immobilized; such units may not move during their next Friendly Movement Phase. The caster must expend one Manna Point per unit immobilized, may only immobilize units within 7 hexes and must specify which units are to be immobilized. Immobilized units may perform combat, and may retreat after combat.
12.46 Conjure Wyvern Airtroops Cost: 1½ Manna Points per Game-Turn. Range: Must be cast in caster's hex. Limits: None. Effects: This Spell is similar to Conjure Zombie Infantry with the following exceptions. A. The caster must expend one and a half Manna Points for each Game-Turn that the unit will remain in existence when he creates the unit. B. The Wyvern Airtroops are 3w10's.
12.47 Dispell Magicks Cost: 3 Manna Points. Range: Equal to the Spell being countered. Limits: May only be cast as a Counterspell, but unlike other Spells, Dispell Magicks may be thrown immediately after another Player cast one of the listed Spells. Effects: The caster attempts to negate the effects of any of the following Spells (Force Wall, River Crossing, Fear, Morale, Monsoon, Enhance Stature, Forest, Immobilization, Building, Ersatz Winter, Beserkergang). To do so, the owning Player rolls a die. He automatically dispells a Spell of the First Power Level, has a 5 in 6 chance (on a roll of 1-5 on a single die) of dispelling a Spell of the Second Power Level, a 4 in 6 (on a roll of 1-4 on a single die) chance of dispelling a Spell of the Third Power Level, etc. Note that the range of Dispell Magicks are equal to the range of the Spells they are attempting to Dispell.
12.5 Spells of the Fourth Power Level
12.51 Disintegration Cost: 6 Manna Points. Range: 5 hexes. Limits: None. Effects: By casting this Spell, a Character may do one of the following: A. Destroy any one Wall or Force Wall hexside within 5 hexes. The Wall ceases to exist, and the hexside becomes passable. B. Create an entrance to a Dragon's Tunnel Complex. The entrance may be created in any Tunnel hex within 5 hexes of the caster. Note: The only conceivable reason for this use would be if a Dragon or Mage chose to blockade such a hex (see Case 17.43). C. Destroy a bridge within 5 hexes. The Bridge ceases to exist and the River hex becomes impassable. Note: If a unit or Character is on a Bridge when it is disintegrated, it is moved one hex onto a non-River hex by the owning Player. An Army unit so affected is Demoralized and retreated.
12.52 Building Cost: 5 Manna Points. Range: 5 hexes. Limits: None. Effects: By casting this Spell, a Character may do one of the following: A. Create a Wall hexside on some hexside that is adjacent to a hex within 5 hexes of the caster. B. Seal an entrance to a Dragon's Tunnel Complex. C. Build a bridge on some River hex within 5 hexes.
12.53 Vortex Creation Cost: 2 Manna Points per Vortex. Range: 5 hexes. Limits: No more than one Vortex may be created in each Vortex hex. Effects: The caster may create one Vortex in any or all Vortex hexes that are within five hexes of caster. Two Manna Points must be expended per Vortex created. A Vortex counter is placed in each Vortex hex in which Vortices are created. The Vortices are not moved until the Random Movement Inter-Phase.
12.54 Ersatz Winter Cost: 8 Manna Points. Range: Not Applicable. Limits: None. Effects: This is similar to the Monsoon Spell. Movement Point costs for all terrain are tripled for the next Game-Turn only. No Dragons, Spiders, or Swamp Creature units or Characters may move or attack until the end of the next Game-Turn. All Mountain hexes become impassable until the end of the next Game-Turn; units in such hexes may not move. No Flying units may move. All lake and moat hexes north of hexrow xx27 become passable as Clear terrain (but units may not end their movement in such hexes). All Stream hexsides have no effect. Killer Penguins pay normal Movement Costs, and have their Combat Strength doubled until the end of the next Game-Turn.
12.55 Teleportation Control Cost: 4 Manna Points. Range: Must be cast on Characters in the same hex. Limits: None. Effects: This spell affects all Characters and/or units in the caster's hex. The effects last until the end of the Game-Turn. If, during the Friendly Movement Phase in which the Character casts the Spell, the units/Characters on which it is cast move through a Portal (see Case 16.1), the Player who owns the casting Character may choose which Portal becomes the moving units/Characters' destination Portal. A die is not rolled for Teleportation; the units are simply placed at their chosen destination. A die is then rolled to determine whether the Characters/units are eliminated; this die does not determine where they are placed, but only whether they are eliminated by Teleportation. This die-roll may be dispensed with if Teleportation Protection (see Case 12.21) is cast. The Spell must be cast in the Friendly Movement Phase.
12.56 Conjure Koboldic Infantry Cost: 1 Manna Point per Game-Turn. Range: Must be cast in caster's hex. Limits: None. Effects: This Spell is similar to Conjure Zombie Infantry except that: A. The caster must expend one Manna Point for every Game-Turn that the unit will remain in existence, and B. Koboldic infantry are 4d4.
Note: True Kobolds are earth spirits; one should think of Kobolds as bearing a closer resemblance to earth elementals than to Goblins.
12.6 Spells of the Fifth Power Level
12.61 Planar Return Cost: 6 Manna Points. Range: Unlimited. Limits: None. Effects: The caster immediately returns to his home hex. If he rolls a 1 on the die, however, he is eliminated and removed to another plane and may never see the Valley again. This Spell may be cast at any point in the game, and, therefore, is an exception to the Sequence of Play.
12.62 Summon Demon Cost: 8 Manna Points. Range: Must be cast in caster's hex. Limits: None. Effects: The caster summons a Demon. Note that unless the caster casts a Bind Demon Spell in the same Phase, he will not control the Demon, which may therefore attack him. See the rules for Demons (Case 17.2). Roll for the summoned Demon's characteristics as per the rules for Monsters.
12.63 Banish Conjured Troops Cost: 3 Manna Points per unit. Range: 7 hexes. Limits: None. Effects: May be cast as a Counterspell. The caster may eliminate any or all Conjured units within 7 hexes. He expends four Manna Points per unit eliminated, and may specify which units are to be eliminated. Note: This Spell affects all units created by the Conjure-type Spells; it has no effect on Demons.
12.64 Conjure Wraith Troops Cost: 1½ Manna Points per Game-Turn. Range: Must be cast in caster's hex. Limits: None. Effects: This Spell is similar to Conjure Zombie Infantry, with the following exceptions: A. The caster must expend one and a half Manna Points for each Game-Turn that the unit will remain in existence. B. Wraith Troops are 6m3 infantry.
12.7 Spells of the Sixth Power Level
12.71 Bind Demon Cost: 4 Manna Points per Game-Turn. Range: 15 hexes. Limits: None. Effects: On the Game-Turn that a Character summons a Demon, he may attempt to bind the Demon. In addition, if there is a Demon on the Game-Map that has not been previously bound, a Character may attempt to bind it. After the Demon is summoned, its Magic Resistance is determined (see Monsters, Section 17.0). When Bind Demon is cast at a Demon, a die is rolled, and two is added to the die-roll; if the modified die-roll is greater than or equal to the Demon's Magic Resistance, the Spell succeeds, if not, it fails, and the Demon remains unbound. The Player who owns a Character who successfully binds a Demon controls that Demon and may move him as he would any other Monster under his control. The Binding Character must expend four Manna Points every Game-Turn to retain control of the Demon and must remain within 15 hexes of the Demon at all times; if either of these conditions is not fulfilled, the Demon is Unbound (see the rules for Monsters, Case 17.2).
12.72 Banish Demon Cost: 6 Manna Points. Range: 4 hexes. Limits: None. Effects: May be cast as a Counterspell. The Spell may be cast at any Demon within 4 hexes of the caster. A die is rolled and two is added to the result; if the number rolled is less than or equal to the Demon's Magic Resistance, the Spell fails. Otherwise, the Demon is banished and removed from play.
12.73 Summon Force Cost: All Manna Points (minimum of 5). Range: Must be cast in the caster's hex. Limits: This Spell may only be cast when the casting character is in hex 0606 (the Gateway of Evil); see Special Terrain rules, Case 16.31. Effects: After the Spell is cast, a die is rolled and the following table referred to:
| Die | Force | Game-Turns |
|---|---|---|
| 1 | Continental Siege Machine | 3 |
| 2 | SS Wiking Division | 4 |
| 3 | Legions of the Dead | 6 |
| 4 | Demon | 5 |
| 5 | No effect | — |
| 6 | Caster struck dead; remove from play | — |
There are counters provided for the Continental Siege Machine, SS Wiking Division, and Legions of the Dead, which are treated in the same way as Conjured forces (except that Banish Conjured Forces Spells have no effect on them). If a Demon is summoned, the normal rules for Demons apply. Regardless of what is summoned, the caster has complete control of the force summoned for the indicated number of Game-Turns (not including the current Game-Turn). If a Demon is summoned, it is considered Bound. After the Game-Turn limit has expired, the summoned force is removed from play. If the Spell was previously cast and the summoned force is already in play, roll again until one that is not in play is rolled, or the caster is struck dead.
12.74 Firestorm Cost: 10 Manna Points. Range: 5 hexes. Limits: None. Effects: The Spell is cast at a single hex. All units in the target hex are destroyed. All Characters in the hex must remain in the hex without moving, attacking or casting Spells for one full Game-Turn (until the caster's next Friendly Magic Phase) and during this Game-Turn no Enemy Characters or units may move into the Blasted hex. The hex becomes a Blasted terrain hex unless it was a River or Lake hex. Place a Blasted counter in the hex.
12.75 Berserkergang Cost: 2 Manna Points per unit. Range: 7 hexes. Limits: None. Effects: All units on whom the Spell is cast have their Combat Strength doubled for the next Combat Phase. In other words, during the next Player-Turn of the owning Player of the units, they will have their combat strength doubled. Any number of units within range of the caster may be affected, as long as the caster expends two Manna Points per unit affected. The caster specifies which units are affected.
12.76 Conjure Demonic Infantry Cost: 2 Manna Points per Game-Turn. Range: Not applicable. Limits: None. Effects: This Spell is similar to Conjure Zombie Infantry, with the following exceptions. A. The caster must expend two Manna Points for every Game-Turn that the Conjured unit is to remain in existence. B. The Conjured unit is 8m4 infantry.
12.8 Spells of the Seventh Power Level
12.81 Wizard Wheel Cost: All Manna Points (minimum of 6). Range: One-half as many hexes as Manna Points expended (round down). Limits: None. Effects: All Characters (including the caster) within range of the caster immediately lose all their Manna Points (i.e., have their Manna Point total reduced to zero). All Conjured units and Demons within range of the Spell are immediately removed from the Game-Map. All Talismans of Orb within range of the Spell cease to function for the next Game-Turn. All magically created Bridges, Walls, and terrain types within the range of the Spell cease to exist and are removed from the Game-Map. No Characters that begin the Game-Turn within range of the Spell may cast Spells for the rest of the Game-Turn. The Player who owns the casting Character may determine the range of the Spell; the minimum range is 3, and the maximum is one-half as many Manna Points as the casting Character has. Note: A Spell that requires the expenditure of all Manna Points (e.g., Summon Force) is the only Spell that the Mage may cast in a given Game-Turn.
12.9 Summary of Spells
Abbreviations: Q = Quest Spell; A = Army Spell; P = Personal Combat Spell; C = Counterspell; PCD = Personal Combat Display; GT = Game-Turn.
Power Level One
| Name (Resistable?) | Type | Manna Cost | Range |
|---|---|---|---|
| Conflict of Will (Yes) | Q | 2 minimum | 15 hexes |
| Conjure Zombie Infantry (No) | A | 1 per 2 GT | in hex only |
| Detection of Manna Foci (No) | Q | 1 minimum | 5 hexes per Manna Pt |
| Force Wall (No) | A | 2 per hexside | 7 hexes |
| Magical Search (No) | Q | 1 minimum | Unlimited |
| Magic Blow (Yes) | P | 1 | 4 hexes (PCD) |
| Search Confusion (No) | Q | 1 minimum | Unlimited |
| Strength (No) | P | 3 minimum | 2 hexes (PCD) |
| Teleportation Protection (No) | A | 2 | in hex only |
| Weakness (Yes) | P | 3 minimum | 6 hexes (PCD) |
Power Level Two
| Name (Resistable?) | Type | Manna Cost | Range |
|---|---|---|---|
| Conjure Centauroid Cavalry (No) | A | 1 per GT | in hex only |
| Fear (No) | A | 3 per unit | 7 hexes |
| Fly (No) | Q | ½ per 2 hexes | in hex only |
| Invisibility (No) | Q | 2 per GT | in hex only |
| Magic Lance (Yes) | P | 2 | 5 hexes (PCD) |
| Manna Transfer (No) | A | 2 for 1 | in hex only |
| Morale (No) | C | 3 per unit | 7 hexes |
| River Crossing (No) | A | 2 per hex | 10 hexes |
Power Level Three
| Name (Resistable?) | Type | Manna Cost | Range |
|---|---|---|---|
| Blade Enchantment (Yes) | Q+P | 2 per GT | Map: in hex only; PCD: 1 hex |
| Bolt of Fire (Yes) | P | 3 | 5 hexes (PCD) |
| Conjure Wyvern Airtroops (No) | A | 1½ per GT | in hex only |
| Dispell Magicks (No) | C | 3 | variable |
| Enhance Stature (No) | A | 1 per GT/Dip Pt; 2 per Dip Pt Emissary | in hex only |
| Focus Subdual (No) | Q | 1 per GT | in hex only |
| Forest (No) | A | 2 per hex | 5 hexes |
| Immobilization (No) | A | 1 per unit | 7 hexes |
| Monsoon (No) | A | 5 | Unlimited |
| Vortex Suppression (No) | C | 2 per Vortex | 10 hexes |
| Dissipate Spell Screen (Yes) | P | 1 minimum | in hex only |
Power Level Four
| Name (Resistable?) | Type | Manna Cost | Range |
|---|---|---|---|
| Blast of Fire (Yes) | P | 4 | 5 hexes (PCD) |
| Building (No) | A | 5 | 5 hexes |
| Conjure Koboldic Infantry (No) | A | 1 per GT | in hex only |
| Disintegration (No) | A | 6 | 5 hexes |
| Ersatz Winter (No) | A | 8 | Unlimited |
| Healing (No) | Q | 2 per Hit Pt | in hex only |
| Teleportation Control (No) | A | 4 | in hex only |
| Vortex Creation (No) | A | 2 per Vortex | 5 hexes |
Power Level Five
| Name (Resistable?) | Type | Manna Cost | Range |
|---|---|---|---|
| Banish Conjured Troops (No) | A | 3 | 7 hexes |
| Bolt of Lightning (Yes) | P | 5 | 6 hexes (PCD) |
| Conjure Wraith Troops (No) | A | 1½ per GT | in hex only |
| Convulsion (Yes) | P | 6 | 4 hexes (PCD) |
| Manna Focus Location (Yes) | Q | 4 × Hex Radius | ¼ × Manna Pts |
| Planar Return (No) | A | 6 | Unlimited |
| Spell Screen (No) | P | 6 | 2 hexes (PCD) |
| Summon Demon (No) | A | 4 | in hex only |
Power Level Six
| Name (Resistable?) | Type | Manna Cost | Range |
|---|---|---|---|
| Banish Demon (No*) | C | 6 | 4 hexes |
| Berserkergang (No) | A | 2 per unit | 7 hexes |
| Bind Demon (No*) | A | 4 per GT | 15 hexes |
| Conjure Demonic Infantry (No) | A | 2 per GT | 0 hexes |
| Contact Higher Plane (No) | Q | All (5 minimum) | in hex only |
| Fireball (Yes) | P | 6 | Unlimited (PCD) |
| Firestorm (No) | A | 10 | 5 hexes |
| Summon Force (No) | A | All (5 minimum) | in hex 0606 only |
* = The caster adds two to his die-roll when Banishing or Binding a Demon.
Power Level Seven
| Name (Resistable?) | Type | Manna Cost | Range |
|---|---|---|---|
| Black Hand of Death (Yes; +2) | Q | All (10 minimum) | Unlimited (PCD) |
| Wizard Wheel (No) | A | All (6 minimum) | ½ × Manna Pts |
13.0 Combat
General Rule: Combat occurs between adjacent opposing units at the discretion of the Phasing Player during the Combat Resolution Segment. The Phasing Player is always considered the Attacker, and the owning Player of any units that are attacked is the Defending Player, regardless of the overall strategic position.
Procedure: Total the Combat Strength of all attacking units involved in a specific attack and compare this total to the total defense strength of the units in the hex under attack. Adjust for any Magical Support (see Section 14.0). State the comparison as a probability ratio: Attacker's strength to Defender's strength. Round off the ratio in favor of the Defender to conform to the simplified ratios found on the Combat Results Table, then modify the odds if any Characters with positive leadership are present (see Section 14.0). Roll the die and read the result on the appropriate column of the table. Apply the results immediately, before resolving any other attacks being made during the Combat Phase.
13.1 Which Units May Attack
13.11 Units may attack only during their owning Player's Combat Phase, during the Combat Resolution Segment of that Phase.
13.12 Units may attack any and all adjacent Enemy units. Only those units directly adjacent to a given Enemy unit or stack of units may participate in an attack upon that unit or stack. Units may not attack units of a different force if the owning Players of the two groups of units are allied.
13.13 Attacking is completely voluntary; units are never compelled to attack, and not every unit adjacent to an Enemy unit need participate in any attack. A Friendly unit in a stack that is not participating in a given attack is never affected by the results of that attack.
13.14 An Enemy-occupied hex may be attacked by as many units as can be brought to bear in the six adjacent hexes. Allied units may combine in an attack.
13.15 No unit may attack more than once per Game-Turn; no unit may be attacked more than once per Combat Phase. Note, however, that a unit may be attacked more than once per Game-Turn if the units belonging to two different Players choose to attack the unit during their respective Player-Turns.
13.16 Demoralized units may never participate in an attack; Demoralized units have no Attack Strength, although they defend with their Demoralized Strength.
13.17 Units with parenthetical Combat Strengths have their own combat strength halved when defending.
13.2 Multiple Unit and Multi-Hex Combat
13.21 All units in a given hex must be attacked as a single Defense Strength if they are attacked at all. The Defender may not withhold a unit in a hex under attack. Different units in a hex may not be attacked separately, nor may one unit be attacked without involving the other units in the same combat.
13.22 Other units in a hex that contains an attacking unit need not participate in the same attack, or any other attack. Thus, when single units from separate stacks are attacking a given hex, the only requirement is that all attacking units must be adjacent to all defending units.
13.23 A given unit's Combat Strength is always unitary; that is, it may not be divided among different combats either for attack or defense.
13.3 Effects of Terrain on Combat
13.31 Units defending in certain types of terrain may have their Combat Strength increased when defending. This is always expressed as a multiple of the Combat Strength. For instance, units defending in Rough terrain have their Combat Strength doubled for defense purposes only.
13.32 A defending unit may obtain the doubling effects of Streams only if all the attacking units are attacking across a Stream hexside. If one or more attacking units are not attacking across a Stream hexside, then the Defender does not gain any defensive advantage from the Stream.
13.33 The effects of terrain are cumulative. Add the multiples together and subtract one to obtain a new multiple. For instance, a unit defending in a Woods hex behind a Stream hexside would have its Defense Strength tripled (2+2-1=3). A unit thrice doubled would have its Defense Strength quintupled (2+2+2-1=5), etc.
13.34 The Racial type of a unit may affect the defensive benefit it gains from a given terrain type. For instance, Elven units are tripled in Woods hexes, but all other units are merely doubled (see Terrain Effects Chart, 7.7).
13.35 Certain terrain types are impassable to some units but passable to others. For example, River hexes are passable to Flying units, all Swamp Creatures and Killer Penguins, but impassable to all others. A unit may attack into a hex even if it is not able to move into that type of hex. A unit may not, however, attack across Wall or Force Wall hexsides unless it is a Flying unit.
13.36 Units may attack Bridge hexes only from one of the two entrance-hexes onto the bridge. Exception: Archer units, Flying units, the Continental Siege Machine, the SS Wiking Division, Killer Penguins, and Swamp Creature units may attack into bridge hexes from any adjacent hex.
13.4 Combat Resolution
13.41 Attacks may be resolved in any order that the Attacker wishes. The results of each attack must be applied immediately as the attack is executed.
13.42 Combat ratios are rounded off in favor of the Defender to conform to the ratios listed on the Combat Results Table. For example, a ratio of 11 to 6 would be rounded to 3 to 2.
13.43 Army Combat Results Table
Combat Ratios, Attacker to Defender:
| Die | 1-5 | 1-4 | 1-3 | 1-2 | 2-3 | 1-1 | 3-2 | 2-1 | 3-1 | 4-1 | 5-1 | 6-1+ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2/– | 1/– | 1/1 | 1/1 | –/1 | 2/1 | –/2 | –/3 | –/4 | –/E | –/E | –/E |
| 2 | 3/– | 2/– | 1/– | 1/1 | 1/1 | –/1 | 2/1 | –/2 | –/3 | –/4 | –/E | –/E |
| 3 | 4/– | 3/– | 2/– | 1/– | 1/1 | 1/1 | –/1 | 2/1 | –/3 | –/3 | –/4 | –/E |
| 4 | E/– | 4/– | 3/– | 2/– | 1/– | 1/1 | 1/1 | –/1 | 1/2 | –/2 | –/3 | –/4 |
| 5 | E/– | E/– | 3/– | 2/– | 2/– | 1/– | 1/1 | 1/1 | –/1 | 1/2 | –/2 | –/3 |
| 6 | E/– | E/– | E/– | 3/– | 2/– | 2/– | 1/– | 1/1 | 1/1 | –/1 | 1/2 | –/2 |
Explanation of Combat Results: Results expressed as effect on attacker/defender. − = no effect; E = all affected units are eliminated (remove from play); # = affected side must remove as many units or retreat his units as many hexes as specified (or some combination of the two); #/# = defender removes/retreats his units first. As above, except that the first number applies to the attacker and the second to the defender.
13.5 Explanation of Combat Results
13.51 All combat results are expressed in terms of units lost or hexes retreated. Results to the left of the slash are applied to the Attacker; results to the right pertain to the Defender. A result of "-/E" means that all defending units are eliminated and no retreat option is possible.
13.52 A number result (e.g., 2, 1, etc.) means that the affected stack of unit(s) must either lose the indicated number of units or retreat all units in the stack the indicated number of hexes. The Player whose units are affected may take a combination of unit losses and hexes retreated if he so wishes; in other words, if a defending stack were to suffer a "2" result, for instance, the defending Player could either eliminate two units, or retreat all units in the stack two hexes, or eliminate one unit and retreat the remaining units one hex.
13.53 If a stack suffers a result of "3" or "4," at least one unit in the stack must be eliminated. This eliminated unit does count toward the three or four eliminations/retreats necessary, but at least one unit must be eliminated.
13.54 Some results on the CRT are "split" results; e.g., "1/1." In a split result, the Defender always suffers his result first, whether it is a loss or retreat or a combination. Then the Attacker suffers his result. If any attacking units remain in the original hex after the Attacker has suffered his loss, they may advance after combat, provided that the defending hex has been vacated. The Defender may never advance in a split result.
13.55 Note that a retreating unit is immediately Demoralized; see Section 15.0.
13.6 Retreats
13.61 Retreats are always optional. The Player may choose to lose units rather than retreat. However, a unit may never retreat into or through an Enemy unit or an impassable hex or hexside. Units retreating from the same hex may end up in different hexes.
13.62 The Player who owns a unit always retreats the unit. However, he must retreat his units under the following guidelines.
13.63 A retreating unit must, if possible, retreat into a hex that is not in an Enemy Zone of Control — preferably a vacant hex. If this is not possible, the unit may retreat into a Friendly-occupied hex that is in an Enemy Zone of Control. If this is not possible, the unit may retreat into an unoccupied hex in an Enemy Zone of Control.
13.64 Retreat Preference Summary:
- Vacant un-controlled hex.
- Friendly-occupied un-controlled hex.
- Friendly-occupied Enemy-controlled hex.
- Vacant Enemy-controlled hex.
- Friendly-occupied hex in excess of stacking limits.
13.65 Units forced to retreat must end their retreat as many hexes away from the hex they began their retreat from as hexes the retreat result calls for, unless the only available retreat path(s) prohibit such a retreat. In other words, retreating units may not double back to end their retreat nearer to their original hex.
13.66 Units may retreat through or into other Friendly units without disturbing the non-retreating units. The non-retreating units are not affected by the retreating units; there is no displacement.
13.67 Units may retreat into Friendly-occupied hexes in excess of stacking limitations. These units are not eliminated as long as the Player moves them elsewhere during his next Movement Phase. Players may retreat units in this manner only if all other possibilities for paths of retreat are eliminated.
13.68 If a unit is forced to retreat into a Friendly-occupied hex and that hex then undergoes an attack, the retreated unit does not add its Strength to the units in the hex. However, if that hex suffers any combat result (loss or retreat), the previously retreated unit is automatically eliminated, regardless of whether the Player decides to retreat or not. This elimination may not serve toward fulfillment of the combat result.
13.7 Advance After Combat
13.71 Whenever an Enemy unit is forced to retreat, it leaves a path of vacant hexes behind it called the Path of Retreat. Any or all Friendly victorious units which participated in the combat are permitted to advance along the Enemy Path of Retreat.
13.72 The advancing victorious units may cease advancing in any hex along the Path of Retreat.
13.73 Advancing victorious units may ignore Enemy Zones of Control.
13.74 An advancing unit may not stray from the Path of Retreat (However, see Case 13.76).
13.75 The option to advance must be exercised immediately, before any other combat resolutions. Units are never forced to Advance after Combat. After advancing, units may neither attack (nor be attacked, if they are advancing defending units) in that Phase (see Case 13.14), even if their advance places them adjacent to Enemy units whose battles are yet to be resolved or who were not involved in combat. However, advances are useful in cutting off the retreat of Enemy units whose combat has not yet been resolved.
13.76 If all units in a hex are eliminated, the victorious units may advance a maximum of two hexes after combat. The first hex must be the hex formerly occupied by the destroyed unit(s); the second may be any adjacent empty hex.
13.77 Any victorious unit may Advance after Combat, regardless of whether it was the Attacker or the Defender in the resolved combat.
13.78 Cavalry units (only) have what is known as a "charge option." This means that, in any given attack, a Player may double the Combat Strength of any Cavalry units involved in the attack. Thereafter, the Cavalry units are automatically Demoralized. No other unit type has this option, and Cavalry units may only exercise this option when attacking, never when defending. Note: Charging Cavalry units on whom Berserkergang has been cast are quadrupled for Attack Strength purposes.
14.0 Effects of Characters on Combat
General Rule: Characters can affect Army combat in two ways. Characters with a Leadership Rating other than zero can use this Rating when leading Army units, and Characters who are able to cast Spells may affect combat by using their Magicial abilities.
14.1 Leadership
14.11 Any Character stacked with one or more units at the instant of combat may affect any combat in which his stack is involved, or in which any unit in his stack is involved. After the combat ratio for the combat has been calculated, the Players shift as many columns on the Combat Results Table as the leadership rating of the involved Character, in favor of the Character's side.
14.12 Example: The Paladin Glade participates in an attack made by Imperial units. The odds ratio is 1-1. The Paladin Glade's Leadership Rating is 5 (3 augmented to 5 by the sword Retaliator), and therefore the Players shift over five columns in Glade's (i.e., the Imperial units') favor on the Combat Results Table, to the 5-1 column.
14.13 It is perfectly possible for both the Attacker and the Defender in a given combat to have a Character influencing the combat; in this case, the lesser Leadership Rating is subtracted from the greater to yield a net column shift. Example: The Cronkevitch, with a Leadership Rating of 3, is involved in an attack on Imperial units which are stacked with the Paladin Glade, who has a Leadership Rating of 5. Before modification, the ratio is 2-1. The Paladin Glade's Leadership Rating is 2 greater than the Cronkevitch's, so the Players shift over two odds columns in favor of Glade, bringing the ratio down to 1-1.
14.14 If a Character is stacked with several units which are involved in separate attacks, the Character may influence only one of those attacks. However, a Character may influence any number of defenses — i.e., if the stack is attacked more than once, the Character may influence all the combats.
14.15 Only one Character per side may influence a single combat. A Character may influence a combat involving Allied units if he is stacked with those Allied units. If a situation arises where more than one Character is capable of lending his Leadership Rating on one side, the owning Player(s) of the Characters determine which is to exert his influence.
14.2 Direct Magical Effect on Army Combat
14.21 In addition to influencing combat indirectly by casting Spells during the Magic Phase, Characters which are able to cast spells may affect the outcome of a given combat directly. It is assumed that the Character is in reality lending support to the combat by casting various and sundry lesser spells to affect the Enemy troops and Characters.
14.22 If a Character is stacked with Friendly or Allied units at the instant of combat, he may expend Manna Points to directly influence the combat. The Player who owns the Character decides how many Manna Points he is to expend; the number expended is doubled and then multiplied by the Magical Power of the Character to yield a single number. This number is added to the total Combat Strength of the unit(s) on the side of the Character.
14.23 If both parties to a combat have Characters which can expend Manna Points to influence the combat, both Players secretly record the number of Manna Points that they wish to have their Characters expend. Both numbers are revealed simultaneously.
14.24 If a Player has more than one Character in a position to influence a given combat, he may have any or all of them expend Manna Points to do so. The Manna Points expended by a given Character are multiplied by his own Magical Power, regardless of the expenditures of other Characters.
14.25 Note that a Character with a Leadership Rating and the ability to cast spells may influence a given combat through both Leadership and Magic.
14.26 The effects of Manna Point expenditure are calculated before the column-shifts due to Leadership Ratings. Manna Points are expended during the Magic Allocation Segment of the Combat Phase, and the column shifts are calculated during the Combat Execution Segment.
15.0 Demoralization and Rallying
General Rule: All units are back-printed; that is to say, they have Strengths printed on both sides of their counters. Units may become Demoralized by Killer Penguin attack, Random Event, or combat result. Demoralized units may not attack or move into an Enemy Zone of Control, and they defend at half Strength. Rallying is the process whereby units become combat effective once again — it may be performed by Characters or Spell.
Procedure: Normally, all units are placed on the Game-Map face-up; when units are Demoralized they are flipped face-down so that their reverse side faces up. The Demoralized or reduced-strength side of all units is printed on the back of each unit. When units are rallied, they are flipped back to their face-up side.
15.1 When Units are Demoralized
15.11 Units are Demoralized when they retreat. Note that retreats are always voluntary; the combat system is designed in such a way that a Player may always decide to eliminate units rather than retreating them. If a unit or stack of units retreats as a result of combat, whether that stack was attacking or defending, all retreating units immediately become Demoralized and are flipped over to their reduced-strength side.
15.12 Any unit or stack of units which is subject to an attack by one or more Killer Penguins is immediately Demoralized. Therefore, the attack is conducted with the defending unit on its Demoralized side. Should the combat result in a Defender receiving a 1 or 2 result, the unit may retreat without further Demoralization (i.e., elimination). If it results in a Defender receiving a 3 or 4 result there is a second Demoralization and a 3 or 4 is thus a Defender Eliminated in effect when a Killer Penguin attacks.
15.2 Effects of Demoralization
15.21 Units which are Demoralized have their Combat Strength halved; their reduced Combat Strength is printed on the Demoralized side of the unit counter.
15.22 Units which are Demoralized retain their full Movement Allowance. However, they may never enter an Enemy Zone of Control. (If an Enemy unit moves adjacent to a Demoralized unit, the unit need not retreat or move away.)
15.23 Demoralized units may never attack. They defend with their reduced Combat Strength.
15.24 If a Demoralized unit is forced to retreat, it is instead eliminated.
15.25 A Demoralized Army unit may not eliminate an Emissary (see Case 18.2) unless the Emissary moves into the hex containing the Demoralized Army unit.
15.3 Rallying Units
15.31 Rallying is the process of "un-Demoralizing" units; in other words, a successfully Rallied unit is flipped from its Demoralized side to its full-strength side and is no longer Demoralized.
15.32 Rallying may occur in two ways. Characters with a positive Leadership Rating can attempt to Rally Friendly units. There is also a Morale Spell (see Case 12.33) with which a Character can Rally units. The Morale Spell may be cast during the Magic Phase; Characters can attempt to Rally Friendly units during the Unit Rallying Segment of the Army Combat Phase.
15.33 A Character may attempt to Rally any and all Friendly units stacked with him or in adjacent hexes (including units belonging to Allied Players or Neutrals). A die is rolled for each unit that a Character attempts to Rally; if the die-roll is less than or equal to the Character's Leadership Rating, the unit is Rallied. Note that the owning Player rolls separately for each unit.
16.0 Special Terrain Types
General Rule: There are two types of special terrain depicted on the Game-Map; Vortices and Portals. In addition, there are a number of special symbols at various points on the Game-Map.
Hexes containing Portals are called Portal Hexes. Units or Characters in a Portal hex at the beginning of a Friendly Movement Phase, or moved into a Portal hex, may be transported to some other Portal hex. Normally there is no choice as to which hex the units or Characters will be Teleported to (it is determined randomly) and there is some risk of them being eliminated altogether. However, there are Spells that may be used to Teleport selectively (Teleportation Control, see Case 12.55) and safely (Teleportation Protection, see Case 12.21).
Vortex hexes are hexes from which Vortices emanate. Vortices may be created by Spell (Vortex Creation, see Case 12.53), by Random Event (Vortex Storm, see Case 5.1), or by a Vortex passing over a Vortex hex. Essentially, Vortices Demoralize and sometimes eliminate Army units.
Procedures:
Each Portal hex is numbered — there are six Portal hexes, so each is assigned a number between 1 and 6. When a unit/Character or group of units and/or Characters Teleport, a die is rolled; the unit/Character appears in the Portal hex which is numbered the same as the number rolled on the die. If the number rolled is the same number as the Portal hex from which the unit/Character teleported, the Player attempting to Teleport eliminates all Teleporting units or Characters (unless Teleportation Protection was cast).
During the Random Movement Phase at the end of each Game-Turn, all Vortex counters are moved randomly, counter by counter. Players determine how each Vortex counter will move according to the following procedure: a die is rolled twice. The first die-roll determines the direction in which the Vortex will move, as shown on the directional pattern printed on the Game-Map. The second die-roll determines the number of hexes the Vortex will move. The Vortex is then moved the indicated number of hexes in the appropriate direction. By mutual agreement, one Player will be chosen to roll the die and move the Vortices; he determines the order in which the Vortices are moved.
16.1 Portals and Teleportation
16.11 Portal hexes are treated as Clear terrain hexes for Movement Point and Combat purposes, but have a special effect. Units or Characters moving into a Portal hex or beginning their Movement Phase or Segment in a Portal hex may Teleport to some other Portal hex.
16.12 A unit or Character in a Portal hex need not teleport; Teleportation is purely voluntary.
16.13 Characters on whom Teleportation Protection has been cast are never eliminated; if the number rolled corresponds to the Portal hex from which such a Character Teleported, the Character remains in the Portal hex and is not moved.
16.14 When one or more units or Characters engage in Teleportation, the owning Player(s) of the units or Characters must specify whether they Teleport together or separately. If the units or Characters Teleport together, a single die is rolled for the entire group; if they Teleport separately, a die is rolled for each unit or Character in the group, and the group may wind up at widely scattered Portal hexes.
16.15 When a unit or Character Teleports to a Portal hex, its counter is simply picked up and placed in the Portal hex to which it Teleported. Note that this is an exception to the rule which says that units must move from contiguous hex to contiguous hex. Note that unused Movement Points are not expended while a unit is Teleporting — if the Teleporting unit or Character has any Movement Points left, it may continue moving. The exception to this rule is if an Enemy unit is displaced in Teleportation (see Case 16.16).
16.16 If a unit is Teleported to a Portal hex occupied by one or more Enemy units, the Enemy units are automatically retreated one hex (but not Demoralized) and the Teleporting unit occupies the Portal hex, but may not expend any unused Movement Points.
16.17 There is a Spell known as Teleport Control which enables a Character or unit on whom the Spell is cast to decide which Portal hex he Teleports to rather than depending on a die-roll. In other words, the owning Player of the Character or unit on whom the Spell is cast determines which Portal hex the Character or unit teleports to, and a die is not rolled. Both Teleport Control and Teleport Protection are "party" Spells; this means that the Spell can be cast on a group of Characters or units moving together, and all gain the benefit of the Spell.
16.18 Players should note that Portal hexes can often be of great importance in S&S. They allow quick Movement from one corner of the Game-Map to another. This is especially crucial in the Quest Scenarios.
16.19 Monsters (see Section 15.0) will never Teleport, since they have an innate distrust of Portals. The exceptions to this rule are the Demons and Dragons, who are intelligent enough to realize the value and inherent danger of Teleportation.
16.2 Vortex Hexes and Vortices
16.21 Certain hexes on the Game-Map are Vortex hexes. By casting Vortex Creation, a Character may create a Vortex counter in any Vortex hex within range of the Spell; in addition, certain Random Events cause the creation of Vortices.
16.22 Vortex hexes are impassable to all units — including Flying units. Their sole purpose in the game is the creation of Vortices.
16.23 If a Vortex moves into a Mountain hex at any time, the Vortex is removed from play. If a Vortex moves through four Forest and/or Woods hexes in a single Game-Turn, it is removed from play. If a Vortex attempts to move into a Lake or River hex, or across a Stream hexside, it instead ceases movement and moves no further during this Random Movement Phase. Vortices ignore all other terrain types, they may move through impassable terrain.
16.24 If a Vortex passes through a hex containing another Vortex, the moving Vortex is destroyed.
16.25 If a Vortex passes through a Vortex hex, another Vortex is created in the hex; the new Vortex moves in the Game-Turn in which it is created. A Vortex does not create another Vortex if it ends its movement in a Vortex hex. Each Vortex hex may produce a maximum of one Vortex per Game-Turn; if Vortex movement would cause a Vortex hex to produce more than one Vortex, it creates only one Vortex, and any additional movement does not cause Vortex creation.
16.26 If a Vortex passes through a hex containing Army units, a die is rolled and the Army Combat Results Table is referred to. The die-roll is cross-referenced on the "4 to 1" column of the Army Combat Results Table, and whatever Combat result is found is immediately applied to the stack of Army units. If the Army units retreat, adjacent enemy Army units may not advance after the Vortex attack. Demoralized units are not eliminated if forced to retreat by Vortices.
16.27 Characters are not affected by Vortices.
16.3 Special Hexes
16.31 Hex 1752: The Bottomless Plungehole. This is a huge chasm descending deep into the surface of the planet; it is rumored to be trans-dimensional and was created during the Age of Instability that followed the Age of Great Magic. Any unit moving into the hex is considered to fall ineluctably into the Bottomless Plungehole, and is therefore eliminated. Exception: Flying units, Characters, and Monsters may move through the hex, although they may not end their movement there.
16.32 Hex 0606: The Gateway of Evil. The Summon Force Spell may be cast only in this hex. See Summon Force, 12.73
16.33 There are a number of other special hexes, but these are the only ones that have any effect on the Army Game; the others have effect only in the Quest Game.
17.0 Monsters
General Rule: "Monster" is a generic term used to refer to Demons, Dragons, Tyrannosauri Reges, Trolls, Spectres, and Killer Penguins. All Monsters act in some respects as units and in others as Characters.
17.1 Characteristics of Monsters
17.11 Monsters move in the same way as Characters. All Monsters have a Movement Allowance of 9. In any Scenario one or more Players may control one or more Monsters.
17.12 Monsters have characteristics in the same way that Characters do. Gygax Dragonlord and the Demon Yrgild both have Character cards; their characteristics are printed on their Character cards. The Characteristics for each other Monster are the same as for all others of the same species. Therefore, Players always refer to the master cards when determining the Monsters' characteristics.
17.13 Monsters also have a Combat Strength in the same way that units do. The Combat Strengths of most Monsters are printed on their counters; the Combat Strengths of Demons depend on another die-roll (see Case 17.2). Monsters are not considered units for Stacking purposes; there may be an unlimited number of Monsters in a single hex. However, Monsters may never stack with Army units.
17.14 Monsters have no Leadership Rating, although some are able to cast Spells. Monsters do not exert Zones of Control, and may move through Enemy Zones of Control in the same way that Characters can.
17.15 For all Monsters with the exception of Killer Penguins (however, see Cases 17.36 and 17.25), a Defender 3 or 4 result is the equivalent of a Defender Eliminated. On any other result the Monster retreats without Demoralizing, as Monsters are never Demoralized.
17.2 Demons
17.21 Demons can be summoned, controlled, and banished by the use of various Spells; see Spell Descriptions, Cases 12.2 through 12.8.
17.22 When a Demon is summoned, the owning Player of the summoning Character must determine the characteristics of the Demon. He does so according to the procedure listed Section 45.0 for Character (and Demon) generation. The characteristics relevant to the Army game are Magic Power Level, Potential and Color, and Combat Strength. Players may, of course, roll the other Characteristics to satisfy their curiosity. Note: The Player must note on a piece of scrap paper what the Characteristics of the Demon are so that they may be referred to.
17.23 The owning Player of a Character who has bound a Demon controls that Demon and may move and engage in combat with him as with any other Monster.
17.24 Army Game only: If a Character attempts to bind a Demon that he has summoned, and fails to do so, both he and the Demon are eliminated (removed from play). If a Character successfully binds a Demon but later loses control of the Demon (see Bind Demon, 12.71), the Demon (but not the Character) is removed from play.
17.25 The Demon Yrgild. The Demon Yrgild can only be eliminated by a Defender Eliminated result. A Defender 1 through 4 result simply necessitates a retreat of that number of hexes without Demoralization.
17.3 Killer Penguins
Killer Penguins are a race of fearsome creatures who live far to the North in the icy wastelands above the Valley of the Great Sword. They stand about fifty feet in their stocking feet, have great armor-plated beaks, and present a fearsome sight indeed with their blood-red eyes shining brightly and their white tuxedos stained red with the blood of their enemies!
17.31 In certain Scenarios, one Player will be designated as having made a pact with the Killer Penguins; when this is the case, the Killer Penguin Entry Table (17.37) is referred to during the Random Movement Inter-Phase of each Game-Turn. Two dice are rolled and the number rolled found in the left-hand column of the Table; the result will either indicate that no Killer Penguin enters that Game-Turn, or it will list the number of Killer Penguins due to enter. If the Table directs the Players to introduce a Killer Penguin, a Killer Penguin counter is placed on the east or west glacier, as per the second die roll. If all Killer Penguin units in the countermix have been used, no new ones may be introduced until one or more have been eliminated.
17.32 The Player who is designated as having a pact with the Killer Penguins controls all Killer Penguins. There is a single Character card provided with the game which lists the characteristics of Killer Penguins; all Killer Penguins have the same characteristics.
17.33 Killer Penguins may never be moved south of the xx27 hexrow, unless Ersatz Winter (Case 12.54) is in effect. However, if any Killer Penguins are south of the xx27 hexrow and Ersatz Winter ceases to occur, they are eliminated.
17.34 If a Killer Penguin is ever involved in an attack on Enemy units, any or all surviving Enemy units are demoralized, regardless of the combat result.
17.35 Killer Penguin units never retreat — if a unit or stack of units suffers an Attacker or Defender 1 (or more) result, the appropriate number of units must be lost.
17.36 If Killer Penguins are not controlled by a Player, they move randomly like Vortices (see Case 16.2). If a Killer Penguin is directed to move off the west or east mapedge, or below the xx27 hexrow, it ceases movement. If a Killer Penguin is directed to move off the North mapedge, it is removed from play. Killer Penguins will attack any unit they are adjacent to, with the exception of another Killer Penguin.
17.37 The first turn that a Killer Penguin enters the game-map, it must move along contiguous glacier hexes and thence enter directly south or along the Great River (depending on which glacier they are following).
17.38 Killer Penguin Entry Table
| Dice | Number Entering |
|---|---|
| 2 | 0 |
| 3 | 0 |
| 4 | 1 |
| 5 | 1 |
| 6 | 1 |
| 7 | 1 |
| 8 | 2 |
| 9 | 2 |
| 10 | 3 |
| 11 | 4 |
| 12 | 5 |
| Die | Glacier |
|---|---|
| 1 | West |
| 2 | West |
| 3 | ½ West; ½ East |
| 4 | ½ East; ½ West |
| 5 | East |
| 6 | East |
Explanation of Results: The Player who controls the Killer Penguins rolls first on the left-hand table. If he obtains a number greater than zero, that many Killer Penguins enter the map. To determine where the Killer Penguins enter, roll on the right-hand table; if the number rolled is 3 or 4 and there is an odd number of Killer Penguins entering, the extra Killer Penguin enters on the glacier listed first. If Killer Penguins are moving randomly, bring them on the map with this table, and then move them as per Case 15.3 [17.36].
17.4 The Dragons
The Dragons constitute the oldest, most knowledgeable, and most feared race in the Valley of the Great Sword. Legend indicates that the Dragonkind once ruled the entire planet (and some would say, areas off the planet); there is no disputing the fact that some of the older Dragons have accumulated vast treasure troves, mostly of artifacts and objets d'art, which adventurers will often seek to despoil. Dragons are fearsome creatures in battle, where they are often found; a Dragon requires a great deal of protein to survive, and the masses of human dead remaining after a battle often serve to cement an Alliance between the Dragons and one of the more recent Races.
17.41 In certain Scenarios, the Player will be directed to set up a number of Dragon counters in certain hexes. Depending on the Scenario, the Players may be able to ally either with individual Dragons, or with the entire Race by allying with their Speaker, Gygax Dragonlord.
17.42 With one exception, all Dragons have standardized characteristics in the same way that Killer Penguins do. A single Dragon "standard" Character card is provided with S&S. Gygax Dragonlord has a character card of his own.
17.43 If a Dragon chooses not to move in a given Game-Turn, he may instead "blockade" any or all entrances to a Dragon Tunnel Complex. If the Dragon does so, he may not move out until he spends a subsequent Game-Turn opening the entrances, or he has left an entrance open. A Dragon in a completely blockaded Tunnel Complex is immune to all Spells thrown from outside, and may not be attacked by Army units. Should the Dragon leave the entrances open, he may only be attacked through those entrances. It is possible that a Dragon could seal a Complex from the outside, but if he does so, he may only seal those entrances that do not connect to another Complex.
18.0 Diplomacy
General Rule: Attempts by Players to get non-Player Neutral Armies to intervene in a given Scenario on a Player's side are called Diplomacy. These rules are not designed to cover Diplomacy as agreements between Players; such agreements may be made by the Players as they wish, and the Alliance rules (see Section 6.0) can often be an aid in this. Printed on a separate sheet of paper is the Diplomacy Display, which is an area with a hexagonal grid superimposed, eleven hexes in diameter. The Diplomacy Display is used to keep track of the diplomatic situation in a given scenario. In war Scenarios, two or more competing Players attempt to fulfill victory conditions set by the Scenario. In these Scenarios, each Player controls the Armies of one or more of the powers on the Game-Map; in most war Scenarios, there are one or more neutrals. Neutrals are Armies and Characters who begin on the Game-Map, but are not controlled by any Player initially. By the use of the Diplomacy rules, the Players in a war scenario may attempt to influence the neutrals. A Player may hope to bring a neutral in the war on his side, thus giving him control of that Neutral's Characters and units.
Procedure: The Diplomacy Track is a hexagon measuring six hexes to the side; the hexes are numbered as they would be if the track were a Game-Map. The central hex is 0606. There are six hexes along the center of each side of the track, labeled A through F. In a given Scenario, each Player will be assigned one such hex. Example: In the Second Dwarro-Orcish War Scenario (Section 29.0), the Dwarrows are assigned hex A while the Orcish Revolutionary Coalition Player is assigned Hex D.
Each Neutral in a Scenario is assigned a marker, which is placed on the Diplomacy Track. The initial positions of the Neutrals' Diplomacy markers are indicated in the Scenario set-up. Example: In the Second Dwarro-Orcish War Scenario, Zirkast's Diplomacy marker is placed on hex 0604 of the Diplomacy Track.
During play, the Diplomacy markers may be moved around the Track. If the Diplomacy marker of a Neutral Power ever enters one of the letter-labeled boxes, then that Neutral enters play on the side of the Player who is assigned that hex. Example: On Game-Turn Three of the Second Dwarro-Orcish War, the Zirkast marker is moved into hex 0601 (the A hex); consequently, Zirkast immediately enters the war on the Dwarven side. If the Diplomacy marker of a Neutral is within one hex of a Player's lettered hex, the Neutral represented by the marker is said to be influenced by the Player assigned to that hex. The effects of Influence are described below.
18.1 Diplomacy Results
18.11 Each Province that serves as a home Province for one of the Powers in Swords & Sorcery has a Capital hex which is indicated by a symbol (see Terrain Key on Map) printed in a hex of the Province on the Game-Map. Thus, each Neutral Power has a Capital.
18.12 If, during the Diplomacy Inter-Phase, a Player has a Character or Emissary (see below) in the Capital hex of a Neutral Power, he must refer to the Emissary Results Table.
18.13 First, the Players refer to the Diplomatic Interest Grouping Table (see 18.18). Find the Race of the Player's Character or Emissary at the top of the Table, and the Race of the Neutral Power along the side. Cross-reference the row and column determined by the two Races to yield a single number, either negative or positive.
18.14 Roll two dice. Add the number determined above to the dice-roll. Add the Diplomatic Rating of the Player's Character to the dice-roll. Refer to the Diplomacy Results Table (18.19) and find the result that corresponds to the dice-roll; the result will be in the form of a negative or positive number, or will be an "x."
18.15 If the result is an "x," the Player's Character or Emissary has offended the Neutral so horribly that he is summarily executed and is removed from play, and the Player must move the Diplomacy marker one hex away from his letter. In addition, any and all Emissaries or Characters sent by that Player on future Game-Turns to conduct Diplomacy must subtract two from the Diplomacy dice-roll.
18.16 If the number result is positive, then the Player may move the Diplomacy marker as many hexes as the number result on the Diplomacy Track, in any direction that he desires.
18.17 If the number is negative, then the Diplomacy marker of the Neutral is moved as many hexes as the negative number directly away from the hex of the Diplomacy Track assigned to the Player. Example: If the Player who is assigned Hex A obtains a 3 result on the Diplomacy Results Table, and the Diplomacy marker of the Neutral was in hex 0505, the Diplomacy marker is moved to hex 0407, since this is most nearly "directly away" from hex A (0601).
18.18 Diplomatic Interest Group Table
Find the race of the neutral along the left-hand side of the table and cross-reference the row determined thereby with the column determined by finding the race of the emissary at the top of the table. This will yield a number. After rolling the dice on the Emissary Results Table, add the number found on this table to the die-roll.
| Neutral's Race \ Emissary's Race | Human | Elves | Goblins, Dwarrows | Ancients | Corflu Cultists, Cronks, Sorcerers | Orcs |
|---|---|---|---|---|---|---|
| Human | +1 | +1 | 0 | −1 | −2 | −2 |
| Elves | +1 | +3 | −2 | −1 | −1 | −1 |
| Dwarrows, Goblins | 0 | −2 | +2 | −1 | −1 | −3 |
| Ancients | −2 | −1 | 0 | −2 | +2 | +1 |
| Corflu Cultists, Cronks, Sorcerers | −2 | 0 | −1 | +1 | +1 | +2 |
| Orcs | −1 | −1 | −2 | +1 | +2 | +3 |
Notes: X the Unknown and Loki Hellsson (The Dark Lord), though nominally human, are considered "Sorcerers" rather than human for the purposes of this table. "Ancients" include dragons, swamp creatures, and the spiders.
18.19 Emissary Results Table
| Dice | Result |
|---|---|
| 2 or less | x |
| 3-4 | −3 |
| 5 | −2 |
| 6-8 | −1 |
| 9 | 0 |
| 10-13 | +1 |
| 14-16 | +2 |
| 17 or more | +3 |
Explanation of Results: A positive result indicates that the Player moves the Diplomacy marker of the neutral the number of hexes that the result calls for in any direction he desires. A negative number indicates that the Diplomacy marker is moved as many hexes as called for directly away from the Player's hex on the Diplomacy Display. A zero indicates that the Diplomacy marker is not moved. An x result indicates that the emissary has been eaten or put to death in some horrible manner; the Diplomacy marker is moved as though a −1 result had been obtained, and all future emissaries that Player sends to that neutral must subtract two when rolling on the Emissary Results Table.
18.2 Emissaries
18.21 Emissaries are "pseudo-characters;" that is, they act like Characters in some respects, but exist only for one purpose and are removed from play quickly.
18.22 Any Character who has a Diplomatic Rating greater than zero may have up to two Emissaries. Provided with the game are a number of Emissary counters, which are used to represent any Emissary that may be in play.
18.23 A Player's Emissaries are "created" at the beginning of the Friendly Movement Phase. The Emissary moves in the same manner a Character does.
18.24 If an Emissary is in the same hex as an Enemy unit at any time, the owning Player of the Army unit may, at his option, remove the Emissary from play.
18.25 Once an Emissary moves into a Capital hex, it must immediately cease movement. No more than one Emissary of a Character may be in a particular capital hex, and a character and his Emissary may not occupy the same capital hex. An owning Player may have only one of his Characters or Emissaries conduct Diplomacy with a particular Neutral during the same Game-Turn.
18.26 On the Game-Turn in which the Emissary reaches a Capital hex, the owning Player of the Emissary refers to the Diplomacy Results Table to see what effect, if any, the emissary has on the Neutral whose Capital has been reached. This is resolved according to the procedure outlined in Case 18.1; the Emissary's Diplomacy Rating is the same as its creating Character.
18.27 If a Character moves to a Capital hex, he may act as his own Emissary. In this case, two is added to the die roll when the Emissary Results Table is referred to, in addition to all other modifications.
18.28 Once an Emissary has been used, the Emissary counter is removed from the Game-Map. In other words, an Emissary remains in play only until he reaches a Neutral, after which he is removed from play. Characters acting as their own Emissaries are not removed from play in this manner. Note also that a Character may never have more than two Emissaries in play at any one time, and the removal of an Emissary therefore enables a Character to send out another Emissary.
18.29 Emissaries are always considered to have the Magic Profile, Diplomatic Rating, and Race of the Character who sent them forth. Emissaries have no other Characteristics.
18.3 Common Objectives and Human Sacrifices
18.31 Emissaries are not the only way that Neutral Diplomacy markers may be affected. In a given Scenario, it may be indicated that a certain Neutral's marker Player can move a certain Neutral's marker towards his section of the Diplomacy Track by executing a certain action. Example: In the Second Dwarro-Orcish War Scenario, each Game-Turn the Diplomacy marker of Zirkast may be moved one hex by the Dwarven Player, if the Dwarven Player executes at least one attack on Orcish units in a Game-Turn.
18.32 Generally, some scenarios contain a list of Common Objectives similar to the example given above that will affect the movement of Diplomacy markers if certain things occur in the Scenario. These Common Objectives will be defined in the Scenario.
18.33 Some Neutrals can be affected by Human Sacrifice. If a Neutral can be swayed by Human Sacrifice, such will be noted in the Scenario.
18.34 A Player engages in Human Sacrifice by moving a unit or Character adjacent to a unit or Character controlled by the Neutral to whom he wishes to sacrifice. During the Alliance Determination Phase, the unit or Character is removed from play, and the Neutral's Diplomacy marker is moved one hex by the sacrificing Player. A Player may sacrifice a captured Character (see Case 19.2).
18.35 A Player may sacrifice as many units and/or Characters as he wishes in a given Game-Turn; however, the Diplomacy marker of a Neutral is never moved by more than one hex in response to a Player's Human Sacrifices. In other words, sacrificing more than one unit or Character on a single Game-Turn to a Neutral does not increase the effects of the Human Sacrifice.
18.36 The term "Human Sacrifice" does not mean that only Human units or Characters may be sacrificed; any Character or unit, regardless of Race, may be sacrificed in this manner. However, Monsters, Conjured units, and Emissaries may never be sacrificed.
18.37 Any Player who controls Imperial or Endoran units may never engage in Human Sacrifice; the Church forbids such disgusting rites.
18.4 Invasion and Influence
18.41 If Army units, Monsters, or Vortices owned or controlled by a Player enter territories owned by a Neutral, that Player is said to have invaded that Neutral. Note that borders are clearly printed on the Game-Map; the Players should have no trouble determining what constitutes invasion.
18.42 Movement by Characters into a Neutral's territory does not constitute invasion.
18.43 If a Player invades a Neutral, the Neutral may go to war. If the Neutral's Diplomacy marker is closest to a lettered hex on the Diplomacy Track that is assigned to a Player other than the invading Player, the Diplomacy marker is immediately moved to that lettered hex. In other words, the Neutral immediately enters on the side it was leaning toward. If the Diplomacy marker was equidistant from two or more opposing, non-invading Players, those Players each roll one die — high die-roll wins control of the invaded country. If the Neutral's Diplomacy marker was equidistant among the invading Player's hex and one or more other Player's hex, it will immediately ally with some non-invading Player as above. Alternatively if the Neutral's Diplomacy marker was closest to the invading Player's lettered hex, it would immediately be placed in the Neutral central hex of the Diplomacy Track (i.e., hex 0606).
18.44 If a Neutral's Diplomacy marker is within one hex of a lettered hex on the Diplomacy Track, the Neutral is considered to be "influenced" by the Player who is assigned to that hex. This means that the Player may freely enter the Neutral's territory and may move through the Zones of Control of the Neutral's units as if those units were Friendly. If the Neutral's Diplomacy marker is later moved away from the Player, the Player must move his units out of the Neutral's territory by the end of the following Game-Turn; if any units of that Player do not leave the Neutral's territory by that time, they are eliminated, and the Player is considered to be invading the Neutral (see Case 18.41).
18.5 Effects of Neutral Entry
18.51 When a Neutral's Diplomacy marker is placed in a lettered hex, the Neutral immediately enters on the side of the Player assigned to that hex. This means that the Player gains control of all of the Neutral's units and Characters and moves them for the remainder of the game as if they were his own.
18.52 The Diplomacy marker of a Neutral who has entered play on the side of one Player is removed from the Diplomacy Track; for the remainder of the game, the Neutral is controlled by the Player on whose side it has entered, and may not change its leaning.
18.53 A converted Neutral may never use its Character(s) or his Emissaries to influence non-Allied Neutrals. In short, a Neutral that enters the game may not be involved in Diplomacy.
18.6 Effects of Neutrals Before Entry
18.61 The units of a Neutral are set-up by the Player to whom they are leaning. If the Neutral is completely Neutral, the Players each roll a die, high die roll sets up the Neutral's units.
18.62 When setting up a Neutral, one Character and two Army units must be set up in the Capital hex. The other units may be set-up anywhere within the Neutral's borders.
18.63 Until a Neutral is either influenced or comes into play on one Player's side, Army units controlled by a Neutral do not extend their Zones of Control past that Neutral's borders.
18.64 Should Neutrals have units Demoralized by the effects of Random Events J or N, the Player toward which the Neutral is leaning must move that Neutral's Character(s) to Rally as many units as possible. If the Neutral is completely Neutral, then the Player whose name comes first alphabetically moves the Character(s). Note that no Army units may move in this instance, just characters.
18.7 Multiple Emissaries or Characters
18.71 If more than one Player has Emissaries or Characters in a single Neutral's Capital hex in a given Diplomacy Inter-Phase, each Player determines the result of his Embassy (i.e., uses the Emissary Results Table) in the same order the Players moved during the current Game-Turn. If one Player succeeds in allying with the Neutral before the results of all Emissaries have been resolved, the remaining Emissaries are removed from play and have no effect.
18.72 If a Character is present in a Neutral's Capital hex at the same time as an Enemy Player's Emissary, the Character may, instead of consulting the Emissary Results Table on behalf of himself, subtract his Diplomacy Rating from the die-roll of any single enemy Emissary.
18.8 Diplomacy Display
(See the separate Charts and Tables sheet.)
19.0 Special Rules for the Army Game
19.1 Rabble-at-Arms
19.11 The Castles, Towns, Capitals, and Cities on the map serve not only as strategic goals over which various Armies fight, but also as bases for a high percentage of the population. Therefore, when an Army goes marching into a Town, City, Capital, or Castle hex they will almost undoubtedly encounter resistance.
19.12 Each Castle, Town, Capital, or City has an intrinsic Defense Strength that is always used when defending against Enemy units. The intrinsic Defense never receives any terrain benefit, but is added to Friendly units defending from Enemy attack or used by itself if attacked by Enemy units with no Friendly units in the Town, Castle, Capital, or City.
19.13 In addition to the intrinsic Defense Strength, Capitals, Castles, and Cities receive an intrinsic Leadership Rating. When a Castle defends from Enemy attack, the Defense Strength and any Friendly units gain a one-column shift in their favor; when a City (any hex) defends from Enemy attack, the Defense Strength and any Friendly units receive a two-column shift. Of course, this Leadership Bonus may not be combined with a Character's leadership, but the owning Player may choose between the two if he has a Leader present in a City, Capital, or Castle hex.
19.14 The intrinsic Defense Strength of a Town or Castle is 5 Strength Points. The intrinsic Defense Strength of a City or Capital is 10 Strength Points.
19.15 A Defender E result eliminates the intrinsic Defense Strength. A Defender 1 through 4 result eliminates three times the indicated number of Strength Points of the intrinsic Defense Strength. In other words, a Defender 2 result would result in the loss of six (2×3=6) Strength Points, which would eliminate the intrinsic Strength of a Town or Castle. Players must keep track of how many Strength Points a Castle, Town, Capital, or City has remaining on a separate sheet of paper. Once all of the intrinsic Defense Strength is eliminated, Enemy units are free to move into the Castle, City, Capital, or Town.
19.16 The Players who originally own a Castle, City, Capital or Town may "regenerate" the intrinsic Defense Strength by having an Army unit remain in such a hex for two full Game-Turns, at the end of which the intrinsic Defense Strength and Leadership are considered to be at full.
19.17 When taking losses in City, Town, Capital, or Castle, Army units must be retreated or eliminated before any losses are taken from the intrinsic Strength. If Army units choose to retreat from a City, Capital, or Town, total the number of Army units retreating and subtract that from the number of the Defender result. If the sum is zero or negative, no further effect is applied. If the sum is a positive number, multiply the sum by three and subtract from the intrinsic Strength.
19.18 Intrinisic Defense Strengths and Leadership Bonuses are not cumulative — the Player receives only the best benefits.
19.2 Capture and Escape
19.21 If an Enemy unit moves into a hex containing a Friendly Character either through movement or Advance after Combat, the Character is captured (a Character may not move into a hex containing an Enemy unit in the Army game).
19.22 Once a Character is captured, the Enemy Player may move it with the Army unit(s) that captured it. The Enemy Player may freely transfer the captured Character(s) amongst his or his Allies' units, but if he ever leaves a captured Character alone in a hex, the Character automatically escapes.
19.23 If the Enemy Player succeeds in bringing a Character back to his Capital, he may kill or eliminate in some gruesome way the captured Character at the end of any Diplomacy Interphase. He may also sacrifice the Character to a Neutral (see Case 18.3).
19.24 At the end of any Manna Regeneration Phase, the Player whose Character has been captured may attempt escape by consulting the Leadership Rating of the captured Character and rolling a die. If the number on the die is equal to or lower than the Leadership Rating of the captured Character, the Character has escaped; the owning Player immediately moves the Character his full Movement Allowance without regard for the presence of Enemy Zones of Control and then plays continues as normal the following Game-Turn.
19.25 A Magic-using Character regenerates while captured, but may not cast Spells. However, a captured Character may expend Manna Points to influence the Escape die roll. For every two Manna Points expended, one is subtracted from the Escape die-roll. The result may be a negative number.
19.26 When calculating additions and subtractions to the Escape die-roll, a Player must add one for each Enemy Character present in the same hex as a captured Character.
19.27 Note that a Character may still continue to attempt escape while in the Enemy Player's Capital if the Enemy Player chooses not to kill the captured Character. It is also possible for a Friendly stack to recapture (liberate) a captured Friendly Character.
19.28 If two Enemy Characters are in the same hex, they ignore each other. In other words, if two Characters meet in a hex, they may not have combat, etc.
19.29 A Character may not attempt escape on the Game-Turn in which he is captured.
20.0 Scenarios
The Army Game is resolved into individual Scenarios, which cover important conflicts throughout a two-thousand year period in the history of the Valley of Ararlve. Players must choose which Scenario they wish to play preparatory to the start of the Army Game. Once the Players have selected the Scenario they wish to play, they may wish to read the accompanying background, which is intended to be a synopsis of events leading up to the war. The Scenario description will inform the Players as to the initial disposition of the Suns, the number of Players, the number of turns required to play a complete game, the initial forces of each side, the Neutrals available and their diplomatic leaning, Special Rules (if any), and the Victory Conditions.
20.1 Game Size, Length and Stellar Configuration
20.11 Game Size
The Game Size alerts the Players as to the number of individuals required to play the Scenario. In some Scenarios, it will be possible to play with varying numbers of Players. If this is the case, Players must choose how many Players they wish to play, and then follow the instructions for that number of Players.
20.12 Game Length
The Game Length simply indicates the number of Game-Turns required to complete the Scenario. When the Players have finished the requisite number of Game-Turns, the Scenario is over, and the Players' performances are evaluated in light of the Victory Conditions.
20.13 Stellar Configuration
The Stellar Configuration informs the Players of the initial positions of the three Suns. Every Scenario begins with the Yellow Sun in the "1" position, but each Scenario states this as a reminder to the Players. The letter positions of the Red and Blue Suns (which will always be exactly opposite each other) are listed, as well as whether they are in the Ascendent, Equilibrium, or the Descendent. While this is a simple calculation on the part of the Players, the data is provided for the convenience of play afforded.
20.2 Set-Up
The following data is provided for all forces involved in a Scenario.
20.21 Provinces
After the name of the force the Player is commanding is listed, the Player is informed which Provinces he controls at the beginning of the game and may therefore set up his pieces in. Players must pay strict attention to which Nations are contained within their force, for though a Player may control a Province, only certain of his pieces may be eligible to be set up in that particular Province. Example: In Scenario 24.0, The War of the Great Sword, the Dark Lord Player controls many Provinces, but may only set up the Spider Folk in the Province of Sorcerak, which happens to be their ancestral home.
20.22 Units
The Units section simply is a listing of the pieces available to the Player and the Characters that he may command. Again, these may be broken down by nationality, which requires the Player to pay strict attention to where he sets up his units.
20.23 First Turn Player Order
On the first Game-Turn of any Scenario, the Players dispense with the normal Player-Order Determination rules (see Section 6.0) and follow the order listed in the Scenario. The Players are informed as to who sets up first and as to the Player Order for the first Game-Turn only. A Player may set up his units within the Provinces listed, as long as he heeds the stacking and terrain restrictions. Otherwise, it is entirely up to the Player in which hexes within the Province his units are placed. If the Scenario is one in which a variable number of Players is called for, and the Players have chosen to play with fewer than the maximum number of Players, this will necessitate one or more Players controlling more than one force. If this is the case, the combined forces of that Player set up and move according to the instructions for the force listed first.
20.24 Reinforcements and Replacements
Reinforcements are units that come into play on a given Game-Turn or when sufficient units have been eliminated to make the reinforcements available. In either case, they are placed in the initially-controlled Provinces of that force at the end of the Player-Order Determination Inter-Phase. Replacements must come from eliminated units, and should be regarded as a capacity, rather than a definite unit placement. In other words, a Player who receives one replacement every two Game-Turns will have the capacity to replace two units at the end of four Game-Turns, regardless of whether or not any of his units are eliminated. The Player need not take replacements on the turn they become available, unlike reinforcements. Of course, should a Player take a unit as a replacement, he must mark it off against his capacity, which may never go below zero. Replacements enter the game exactly as do Reinforcements.
20.3 Neutrals
20.31 Provinces
After the name of the nationality of the Neutral is given, the Province(s) that the Neutral controls is given. If Players should violate the clearly delineated Province borders of a Neutral they suffer the penalties outlined in Case 18.4.
20.32 Units
As with the initial set-up, the units serve as a listing of the available combat units and Characters. These are deployed as per Case 18.6.
20.33 Diplomatic Setting
The Diplomatic Setting informs the Players where to place the Neutral's Diplomacy marker on the Diplomacy Display. It will be noted that not every Neutral begins in the neutral (0606) hex. The Player who the Neutral is leaning towards has the Diplomacy marker for the Neutral moved the required number of hexes towards his Diplomacy Letter.
20.4 Special Rules
Special Rules are those that are not covered in the main body of the rules and pertain only to the Scenario in which they are mentioned. They represent phenomena that occurred only during the period of the Scenario, political situations impossible to otherwise simulate, or play balance mechanisms.
20.5 Victory Conditions
20.51 The Victory Condtions are referred to at the conclusion of the last Game-Turn of a Scenario. They serve to determine which Player or Players have "won" the Scenario in light of the historical situation. Of course, sometimes the Victory Conditions will reflect the fact that the Players have considerably more information than the commanders that strove for dominance in the Valley, but generally the Victory Conditions reflect the actual occurrences.
20.52 Usually, Victory Points are awarded for performing various tasks. The Players should total all Victory Points due them, and the Player with the greatest number of Victory Points is the winner, the Player with the second greatest total is the second-best performer, etc. Note: The abbreviation "VP" is often used for the expression Victory Points.
20.53 Control of a Province is often part of the criteria for victory. Control of a Province is defined as having a unit in the Capital hex (if there is any) and two Friendly non-Allied units for every Enemy or Neutral unit. If two Players fulfill this requirement, neither controls the Province. It is possible for a Province not to be controlled.
21.0 Scenario One: War of the League of Ararlve, 1100 BF
Jeremiah Ben Ruben, son of the Duke of Endore, left his father's Duchy to seek his fortune in the Empire to the south. Rising to high rank in the Imperial Army, he was recalled home when the Empire planned to annex his father's Duchy and press its war against the Elves into the Valley of the Great Sword. Jeremiah's own loyalty proved to lie with his homeland: he rallied the Elves, Dwarrows, Humans, and Spider Folk of the Valley into the League of Ararlve, and after a long, bloody battle, the invading Imperial Army was destroyed. No further war troubled the Valley for over a century.
21.1 Game Length, Size and Stellar Configuration
21.11 Length: 10 Game-Turns.
21.12 Number of Players: 2.
21.13 Sun Track Setting: Yellow, 1; Blue, C, Ascendent; Red, I, Descendent.
21.2 Set-Up
21.21 Empire
Provinces: The Empire, Capella, Aardvark Wallow.
Units: Coron the Unconquerable, Eodred the Sorceress, 20 Pikemen, 10 Heavy Horse, 10 Light Bowmen, 10 Heavy Sword all begin in the Empire. Set-up second, move first.
Reinforcements: None.
Replacements: One every three Game-Turns.
21.22 Duchy of Endore
Provinces: Endore.
Units: 6 Heavy Horse, 4 Heavy Sword, 2 Bowmen, 8 Light Spear (militia), Jeremiah Ben Ruben all start in Endore. Set-up first, move second.
Reinforcements: None.
Replacements: One every two Game-Turns.
21.3 Neutrals
21.31 Swamp-Creatures
Provinces: The Swamps.
Units: 6 Heavy Sword, 4 Dinosaur Legions, 3 Intelligent Mold, Sliggoth.
Diplomatic Setting: One hex toward Endore.
21.32 Elves
Provinces: Vynar, Nattily Woods.
Units: 2 Horse Archers, 4 Light Horse, 4 Light Bowmen, 2 Light Sword, Gwaigilion Elengal, Dalmilandril.
Diplomatic Setting: Three hexes toward Endore.
21.33 Dwarven Kings
Provinces: Krasnia, Outer Krasnia, Dwarfhaven, Kanathar, Zirkast, Convivia, Ithilgil, Graumthog.
Units: 3 Bowmen, 25 Heavy Axe, 2 Light Horse, Zurik, Gerudirr.
Diplomatic Setting: One hex toward Endore.
21.34 Spider Folk
Provinces: Sorcerak.
Units: 4 Warriors of the Web, 6 Spider Legions, Spider-Queen.
Diplomatic Setting: Two hexes toward Endor.
21.35 The Orcs
Provinces: Neitherwold.
Units: 7 Light Spear, 3 Warg Riders.
Diplomatic Setting: One hex toward Endore.
21.4 Special Rules
21.41 No Character controlled by the Empire may use the Enhance Stature Spell.
21.42 If Eodred controls Vortices and crosses the border of a Neutral with one of her controlled Vortices, it constitutes invasion by the Empire.
21.5 Victory Conditions
21.51 Imperial Victory Conditions. The Imperialists gain 10 Victory Points for control of Endore, 5 Victory Points for control of Vynar, and 2 Victory Points for each Enemy unit eliminated.
21.52 League Victory Conditions. Capture of Urf Durfal is awarded a Decisive Victory. Otherwise, 2 Victory Points for each Imperial unit eliminated, and 10 Victory Points for control of Endore.
22.0 Scenario Two: The War of the Black Dwarrows, 366 AF
In the chaotic centuries after the Faith, the Dwarrows of the Valley splintered into rival factions, among them the proud and embittered Black Dwarrows of outer Krasnia. Blaming the Elves for old grievances, the Black Dwarrows and their Goblin allies raided Vynar, touching off a war the Dark Lord had quietly engineered to divide the Valley against itself. The invasion faltered when it came too soon, and the Northern powers banded together to repulse it, though the Dark Lord's forces emerged from the affair still largely intact.
22.1 Game Length, Size and Stellar Configuration
22.11 Length: 12 Game-Turns.
22.12 Number of Players: Two.
22.13 Sun Track Setting: Yellow, 1; Blue, F, Equilibrium; Red, L, Equilibrium.
22.2 Set-Up
22.21 Elves
Provinces: Vynar.
Units: Dalmilandril, Linfalas, 2 Horse Archers, 6 Light Horse, 4 Light Sword, 4 Light Bow and 4 Medium Spear. Set-up second, move second.
Reinforcements: None.
Replacements: One every two Game-Turns.
22.22 Black Dwarrows
Provinces: Outer Krasnia, Intas.
Units: Gerudirr, 11 Heavy Axe, 2 Bowmen; 6 Warg Riders (must set up in Intas). Set-up first, move first.
Reinforcements: None.
Replacements: One every two Game-Turns.
22.23 The Dark Lord (Black Dwarf Player)
Provinces: Intas, Isle of Blood.
Units: The Dark Lord, 4 Heavy Sword, 4 Light Horse, 2 Heavy Horse, Ganab the Nasty, 8 Light Spear.
Reinforcements: None.
Replacements: One every two Game-Turns.
22.3 Neutrals
None.
22.4 Special Rules
Because he wished his activities to remain clandestine, the Dark Lord may never use more than one Spell in a Game-Turn. This Spell may not exceed 4 Manna Points in cost in any given Game-Turn. In addition, the Dark Lord may not leave the Citadel and may not send out Emissaries.
22.5 Victory Conditions
Black Dwarf Strategic Victory: Eliminate all Elven units by the end of Game-Turn Twelve.
Black Dwarf Tactical Victory: Eliminate half of the Elven units and have more Strength Points present in Vynar than the Elves.
Elven Tactical Victory: Avoid Black Dwarf Victory Conditions.
Elven Strategic Victory: Maintain a two-to-one unit ratio in Vynar (Elf units to Black Dwarf and Black Dwarf Allies' unit) at the end of Game-Turn Twelve.
23.0 Scenario Three: The Rise of the Dark Lord, 473 AF
Loki Hellsson, later known as the Dark Lord, was a gifted schemer who spent years fomenting old hatreds among the Valley's races as a strategy of divide and conquer. A murder at a Dwarf-Elf peace conference, blamed on the Corflu Cultists, was in fact his doing, and it touched off a Valley-wide rush to war. But his own forces moved too soon, and the Northern powers banded together long enough to repulse his invasion — a costly draw that nonetheless left the Dark Lord's armies largely intact and his enemies badly weakened.
23.1 Game Length, Size and Stellar Configuration
23.11 Length: 10 Game-Turns.
23.12 Number of Players: 7 (or 6 or 5).
23.13 Sun Track Setting: Yellow, 1; Blue, G, Equilibrium; Red, A, Equilibrium.
23.2 Set-Up
23.21 Dark Lord Player
Provinces: Intas, Kelgarnth, Citadel Isle, Graumthog, Sorcerak, Neitherwold.
Units: Spider Queen, 4 Warriors of the Web, 6 Spider Legions, 8 Warg Riders, 18 Orcish Light Spear, 6 Orcish Heavy Sword, 3 Dragons, The Dark Lord. Set up sixth, move seventh.
Reinforcements: None.
Replacements: One every two Game-Turns.
23.22 Corflu Cultist Player
Provinces: Ka-Chunk.
Units: Unamit Ahazredit, Peg-Leg Gonzo, 2 Light Horse, 8 Heavy Sword, 2 Airships. (In the five- and six-Player versions, one Player plays both the Corflu Cultists and the Swamp-Creatures.) Set-up second, move fifth.
Reinforcements: None.
Replacements: One every three Game-Turns.
23.23 Aardvark Wallow
Provinces: Aardvark Wallow.
Units: Raman Cronkevitch, 10 Heavy Pluglunk, 4 Light Bowmen, 2 Light Horse. Set-up seventh, move fourth.
Reinforcements: None.
Replacements: One every three Game-Turns.
23.24 Swamp-Creature Player
Provinces: The Swamps.
Units: Sliggoth, 4 Heavy Sword, 4 Dinosaur Legions, 3 Intelligent Mold. Set-up third, move third.
Reinforcements: None.
Replacements: One every two Game-Turns.
23.25 Endore Player
Provinces: Endore, N'Dardia.
Units: 6 Heavy Horse, 4 Heavy Sword, 8 Light Spear (Militia), 2 Bowmen, Weldron. (In the 5-Player version, one Player controls both Endore and Aardvark Wallow.) Set-up fourth, move first.
Reinforcements: None.
Replacements: One every two Game-Turns.
23.26 Elven Player
Provinces: Vynar, Nattily Woods.
Units: Gwaigilion Elengal, Linfalas, 2 Horse Archers, 6 Light Horse, 4 Light Bowmen, 4 Light Sword. Set-up fifth, move sixth.
Reinforcements: None.
Replacements: One every four Game-Turns.
23.27 Dwarven Nation Player
Provinces: Krasnia, Outer Krasnia, Dwarfhaven, Ithilgil, Kanathar, Zirkast, Convivia.
Units: Zurik, Gislan, 4 Bowmen, 12 Heavy Axe. Set-up first, move second.
Reinforcements: 1 Heavy Axe each Game-Turn.
Replacements: None.
23.3 Neutrals
None.
23.4 Special Rules
23.41 At any point, any Player may "capitulate" to the Dark Lord Player. He does not lose any Victory Points when he does so, although the Dark Lord Player does gain 5 Victory Points. One of the capitulating Player's Characters immediately becomes a "hostage" (which character, if he has more than one, is his choice), and is immediately placed in the Dark Lord's Citadel. One of the Dark Lord's units is immediately placed in the capital of the capitulating nation (excess units may be retreated). If the capitulating Player attacks any Dark Lord unit later in the game, he immediately loses 5 Victory Points, and his hostage Character is eliminated by the Dark Lord. The Players may make capitulation deals dependent on any deal they like, although such deals can of course be broken.
23.42 The Dark Lord has a pact with the Killer Penguins (see Case 17.3).
23.5 Victory Conditions
23.51 Dark Power Player. The Dark Power Player gains 5 Victory Points for each Player who has "capitulated" to him (see Case 23.41), plus one Victory Point for each Enemy unit his forces eliminate.
23.52 Corflu Cultist Player. Gains 2 Victory Points per eliminated Endore or Cronk unit, and 6 Victory Points for controlling areas initially controlled by either.
23.53 Aardvark Wallow Player. Gains 2 Victory Points per eliminated Endore and Corflu Cultist unit and 6 Victory Points for controlling areas initially controlled by either.
23.54 Swamp-Creature Player. Same as Corflu Cultist (in the five- and six-Player games, do not count Victory Points twice).
23.55 Endore Player. Gains 2 Victory Points per eliminated Corflu Cultist, Aardvark Wallow, and Swamp-Creature unit, and 8 Victory Points for controlling Provinces initially controlled by any of the above three.
23.56 Elven Player. Gains 2 Victory Points per eliminated Swamp-Creature, Orcish, and Dwarven unit and 6 Victory Points for controlling Provinces initially controlled by any of the above three.
23.57 Dwarven Nations Player. Gains 2 Victory Points per eliminated Elven or Orcish unit and 6 Victory Points for controlling areas initially controlled by either.
24.0 Scenario Four: The War of the Great Sword, 502 AF
He-Who-Is-Unnamed entered the Valley of the Great Sword in 460 as a minor power, but through diligent, single-minded study of the elder powers, he steadily increased his stature and subverted first the Spider Folk, then the Old King of Convivia, then the Dragon-kind, and finally the remaining Dwarrows to his dark path — until by 502 all was ready and he stood poised to conquer the Valley's north. The armies of the Empire, alerted at last, marched to meet him, but the treachery of Vasili the Blessed prevented the Empire's immediate destruction and left the war's outcome undecided.
24.1 Game Length, Size and Stellar Configuration
24.11 Length: 14 Game-Turns.
24.12 Number of Players: 2.
24.13 Sun Track Setting: Yellow, 1; Blue, H, Equilibrium; Red, B, Equilibrium.
24.2 Set-Up
24.21 Dark Lord
Provinces: Kelgarnth, Citadel Isle, Graumthog, Sorcerak, Zirkast, Kanathar, Ithilgil, Intas, Krasnia, Dwarfhaven.
Units: Spider-Queen (4 Warriors of the Web, 6 Spider Legions); Orcs (Krawn the Crazy, 18 Heavy Spear, 12 Heavy Sword, 2 Bow, 8 Warg Riders); Mercenaries (4 Heavy Sword, 4 Heavy Horse); Goblins (8 Light Spear); Dwarrows (Krasnia: 6 Heavy Axe, 2 Bow; Zirkast: 6 Heavy Axe, 2 Bow; Convivia: 4 Heavy Axe, 2 Bow); 5 Dragons. Set-up first, move first.
Reinforcements: None.
Replacements: One unit per Game-Turn.
24.22 Empire
Provinces: The Empire, Capella, Ka-Chunk.
Units: Empire (Paladin Glade, Paladin Curvenol, Paladin Weldron, 20 Pike, 10 Heavy Horse, 10 Light Bow, 10 Heavy Sword); Corfluites (Unamit Ahazredit, Peg-Leg Gonzo, 2 Light Horse, 4 Zeppelins, 8 Heavy Sword). Set-up second, move second.
Reinforcements: 2 Pike units each Game-Turn for the first two Game-Turns.
Replacements: 2 units per Game-Turn.
24.3 Neutrals
24.31 Elves
Provinces: Nattily Woods, Vynar.
Units: Gwaigilion Elengal, Linfalas, 2 Horse Archers, 10 Light Horse, 4 Light Bow, 6 Light Sword.
Diplomacy Setting: Two hexes toward the Empire.
24.32 Swamp-Creatures
Provinces: The Swamps.
Units: Sliggoth, 6 Heavy Sword, 4 Dinosaur Legions, 3 Intelligent Mold.
Diplomacy Setting: Neutral.
24.33 Cronks
Provinces: Aardvark Wallow.
Units: Ramon Cronkevitch, Svartz Tarnkap, 10 Heavy Pluglunk, 4 Light Bow, 2 Light Horse.
Diplomacy Setting: One hex toward the Empire.
24.4 Special Rules
Certain nationalities or Racial groups are limited, as follows, to particular Provinces when set up:
- Spider Folk: Sorcerak
- Orcs: Ithilgil
- Dwarrows: Listed Province in Case 24.21
- Dragons: Kelgarnth
- Empire: The Empire, Capella
- Corflu Cultists: Ka-Chunk
24.5 Victory Conditions
24.51 Imperial Victory Conditions. 2 Victory Points for each Enemy unit eliminated. 5 Victory Points for control of Endore.
24.52 Dark Lord's Victory Conditions. 3 Victory Points for every two Enemy units eliminated. 10 Victory Points for control of Endore.
25.0 Scenario Five: The Orcish Revolution, 794 AF
Increasing dissatisfaction among the Orcs with their totalitarian monarchist regime, headed by Krawn the Crazy, boiled over into the Jezdrouble uprising and a bitter civil war between Krawn's White Army and the republican Orcish Red Army for control of New Orc City. After repeated reversals of fortune, the Red Army — under the Revolutionary Orcish Council — finally crushed the White Army's last stronghold, ending the war in a Red victory; a separate Goblin secessionist movement was put down a few months later.
25.1 Game Length, Size and Stellar Configuration
25.11 Length: 8 Game-Turns.
25.12 Number of Players: 3.
25.13 Sun Track Setting: Yellow, 1; Blue, E, Ascendent; Red, K, Descendent.
25.2 Set-Up
25.21 White Orcs
Provinces: Ithilgil (except for hex 1614).
Units: Krawn the Crazy, 2 Warg Riders, 6 Heavy Sword, 4 Light Spear, 2 Light Sword. Set-up first, move third.
Reinforcements: None.
Replacements: One unit every two Game-Turns.
25.22 Red Orcs
Provinces: Dwarfhaven, Outer Krasnia, hex 1614.
Units: Grishnak, Zarko, 2 Heavy Sword, 4 Light Spear. Set-up second. Move first.
Reinforcements: Two units from the following for the first six Game-Turns (6 Warg Riders, 2 Heavy Sword, 4 Light Spear).
Replacements: 1 unit per Game-Turn.
25.23 Goblins
Provinces: Kanathar plus all of Zirkast west of 25xx hexrow.
Units: Ganab the Nasty, 8 Light Spear; Mercenaries (2 Heavy Horse); Empire (2 Pikemen, 2 Light Bow); Zirkast (4 Heavy Axe). Set-up third, move second.
Reinforcements: None.
Replacements: One Goblin Light Spear per every two Game-Turns.
25.3 Neutrals
25.31 Krasnia
Provinces: Krasnia.
Units: 2 Bow, 12 Heavy Axe.
Diplomacy Setting: Two hexes toward Whites.
25.32 Zirkast
Provinces: Zirkast.
Units: 2 Light Horse, 4 Bow, 6 Heavy Axe.
Diplomacy Setting: Three hexes toward Goblins.
25.33 Elves
Provinces: Vynar, Nattily Woods.
Units: 2 Horse Archers, 4 Light Horse, 4 Light Bow, 2 Light Sword.
Diplomacy Setting: Two hexes toward Reds.
25.4 Special Rules
25.41 None of the Neutrals particularly wants to become fully involved in a full-fledged intervention. Therefore, when a Player attains Alliance with a Neutral, he does not gain control of all of that Neutral's forces; rather, he rolls a die, and the number rolled is the number of units of that side that he controls. He may pick which units intervene on his side. Once a Player has attained Alliance with a Neutral, he cannot try for a second Alliance with that Neutral, nor may any other Player; that Neutral's Diplomacy marker is removed from the track.
25.42 The Red Orcs begin in control of New Orc City. If and when the White Orcs take the city, all Diplomacy markers are immediately moved one box toward the Red Orcs. If the Red Orcs take the city back, the markers are moved one box toward the White Orcs. Every time the city is taken by one or another of the Orcish Players, all Diplomacy markers are moved one box toward the opposing Player.
25.43 The Goblins initially control 4 Zirkastian units. They may obtain an Alliance with Zirkast in addition to this. If any other Player obtains an Alliance with Zirkast, the 4 Zirkastian units are removed from the Game-Map. Whenever one of these Zirkastian units is eliminated by either the Red or White player, the Zirkastian Diplomacy marker is moved one box toward the Goblin Player.
25.44 Interventionist units may never be taken as Replacements or Reinforcements.
25.5 Victory Conditions
25.51 White Orcs
| Control Krawn's Castle (hex 1611) | 3 VP |
| Control New Orc City (hex 1614) | 8 VP |
| Control the Goblin Castle (hex 2313) | 10 VP |
| For each hex formerly controlled by Whites | 1 VP |
| If Naskhund dies | 8 VP |
| If Zarko dies | 2 VP |
25.52 Red Orcs
| Control New Orc City (hex 1614) | 9 VP |
| Control Krawn's Castle (hex 1611) | 5 VP |
| Control Goblin Castle (hex 2313) | 4 VP |
| For each White Orc unit eliminated | 3 VP |
| For each Goblin unit eliminated | 2 VP |
| For each interventionist unit eliminated | 2 VP |
25.53 Goblin Separatists
| For each Goblin unit which survives | 2 VP |
| If Red Orcs do not ally with any Dwarrows | 8 VP |
| For each Orc unit eliminated | 2 VP |
26.0 Scenario Six: The War of X, 799 AF
When the Dark Lord was defeated, prophecy held that a new dark power would one day occupy his fortress on the Isle of Blood. So when Roc Deathsinger — X the Unknown — took up residence there with a retinue of White Goblins, the Elves and Dwarrows moved to attack pre-emptively. X proved able to defend himself with fearsome magic, and the Dragons and Spider Legions who might otherwise have joined the assault chose instead to stay neutral, impressed by his display of power. With aid from the ORC, X managed to fight the allies to an inconclusive standstill — a war he survived, and thus, in his own way, won.
26.1 Game Length, Size and Stellar Configuration
26.11 Length: 7 Game-Turns.
26.12 Number of Players: 2 or 4.
26.13 Sun Track Setting: Yellow, 1; Blue, I, Descendent; Red, C, Ascendent.
26.2 Set-Up
26.21 Elves
Provinces: Vynar, Nattily Woods.
Units: Gwaigilion Elengal, 2 Horse Archers, 4 Light Horse, 2 Light Bow, 4 Light Sword, 2 Medium Spear. Set-up first, move first.
Reinforcements: None.
Replacements: 1 unit every three Game-Turns.
26.22 Krasnia
Provinces: Krasnia, Outer Krasnia.
Units: Gislan, 2 Bow, 12 Heavy Axe. Set-up third, move third (2-Player; same as Elves).
Reinforcements: None.
Replacements: 1 every 3 Game-Turns.
Note: In the two-Player version, one Player controls both the Elves and Krasnia.
26.23 X
Provinces: Citadel Isle, Intas.
Units: X, Talerren-the-Not-So-Brave; Goblins (4 Light Spear, 2 Light Sword, 2 Warg Riders); Mercenaries (4 Heavy Sword); 4 Light Horse, 5 Killer Penguins all begin on Fortress Isle. X, at his option may begin in hex 0606. Set-up second, move second.
Reinforcements: None.
Replacements: 1 unit every two Game-Turns.
26.24 ORC
Provinces: Ithilgil, Kanathar.
Units: Naskhund, Zarko, 8 Light Spear, 6 Heavy Sword, 4 Warg Riders.
Reinforcements: None.
Replacements: One every three Game-Turns.
Diplomatic Setting: Three hexes toward X.
Note: In the two-Player version the Orcs are neutral.
26.3 Neutrals
26.31 Dragons
Provinces: Kelgarnth.
Units: 5 Dragons.
Diplomacy Setting: One hex toward X. Human Sacrifice accepted.
26.32 Spider Folk
Provinces: Sorcerak.
Units: Spider Queen, 4 Warriors of the Web, 6 Spider Legions.
Diplomacy Setting: One hex toward X. Human Sacrifice accepted.
26.4 Special Rule
The ORC may not attack until the second Game-Turn.
26.5 Victory Conditions
26.51 Elves
| For occupying the Citadel Isle | 15 VP |
| For each hex of ORC territory occupied | ½ VP |
26.52 Krasnia
| For each ORC unit eliminated | 3 VP |
| For each of X's units eliminated | 3 VP |
| For each hex of ORC territory occupied | ½ VP |
| For occupying the Citadel Isle | 10 VP |
26.53 X
| For each Elven unit eliminated | 3 VP |
| For each Krasnian unit eliminated | 2 VP |
| For each of X's units which survive | 1 VP |
26.54 ORC
| For each Krasnian unit eliminated | 2 VP |
| For each Elven unit eliminated | 3 VP |
| For each hex of Krasnian territory occupied | ½ VP |
27.0 Scenario Seven: The First Dwarro-Orcish War, 802 AF
A grand gathering of the three Dwarven kingdoms at Dwarfhaven in 801 produced the Brotherhood of Dwarrows, a solemn alliance meant to reunite the ancient Dwarven Provinces — a fervor that, as usual, dissipated once everyday squabbles resumed. Zirkast and Krasnia nonetheless held to the vow, and while they were still organizing, the Orcs struck first to pre-empt the Dwarrows' plans. In a long, bitter war, Convivia entered late and was harried by the Spider Legions and, eventually, the Elves, who aided the Dwarrows only on condition that a free Orc state survive — leaving the Dwarrows to regain only Dwarfhaven.
27.1 Game Length, Size and Stellar Configuration
27.11 Length: 12 Game-Turns.
27.12 Number of Players: 2.
27.13 Sun Track Setting: Yellow, 1; Blue, J, Descendent; Red, D, Ascendent.
27.2 Set-Up
27.21 Dwarrows
Provinces: Krasnia (Krasnia, Outer Krasnia); Zirkast (Zirkast).
Units: Krasnia (Gislan, 2 Bow, 8 Heavy Axe); Zirkast (2 Light Horse, 2 Bow, 6 Heavy Axe). Set-up second, move second.
Reinforcements: Krasnia (1 Heavy Axe per Game-Turn, for the first four Game-Turns); Zirkast (1 Bow, 1 Heavy Axe on Game-Turns One or Two. 1 Heavy Axe on Game-Turn Three or Four).
Replacements: Krasnia (one every three Game-Turns); Zirkast (one every three Game-Turns).
27.22 ORC
Provinces: Ithilgil, Kanathor.
Units: Naskhund, Zarko, 6 Warg Riders, 2 Bow, 10 Heavy Sword, 14 Light Spear. Set-up first, move first.
Reinforcements: None.
Replacements: 1 unit every two Game-Turns.
27.3 Neutrals
27.31 Convivia
Provinces: Convivia.
Units: Gerudirr, 2 Bow, 8 Heavy Axe.
Diplomacy Setting: Three hexes toward Dwarrows.
27.32 Elves
Provinces: Nattily Woods, Vynar.
Units: Gwaigilion Elengal, 2 Horse Archers, 6 Light Horse, 4 Light Sword.
Diplomacy Setting: One hex toward Orcs.
27.33 Spider Folk
Provinces: Sorcerak.
Units: Spider-Queen, 4 Warriors of the Web, 6 Spider Legions.
Diplomacy Setting: One hex toward Orcs. Human Sacrifice accepted.
27.4 Victory Conditions
27.41 Dwarrows
| For each ORC unit eliminated | 3 VP |
| For each Elvish unit eliminated | 1 VP |
| For holding own Capitals: Krasnia | 5 VP |
| Zirkast | 3 VP |
| Convivia | 6 VP |
27.42 ORC
| For each Dwarven unit eliminated | 3 VP |
| For each Dwarven capital held: Krasnia | 5 VP |
| Zirkast | 6 VP |
| Convivia | 7 VP |
28.0 Scenario Eight: Gundarchuksson's Weird, 845 AF
After the ORC crushed the Goblin Separatist state, the Goblin remnant fled to the fallow lands of what had once been the Duchy of Pavalon, building a small independent association of towns with local Humans and Imperial settlers. In 845 AF, the pretender Lord Snorri Gundarchuksson, having ended a civil war by ceding the Imperial throne to his nephew Raoul, fled an assassination plot into the Valley and — inventing a genealogical claim to ancient Pavalon — declared suzerainty over the Goblin-Human towns, allying with the Cronkevitch against the Corflu Cultists. The Cultists intervened for the Goblins but too late to save their state, and the Duchy of Gund was established in Endore.
28.1 Game Length, Size and Stellar Configuration
28.11 Length: 9 Game-Turns.
28.12 Number of Players: 2.
28.13 Sun Track Setting: Yellow, 1; Blue, J, Descendent; Red, D, Ascendent.
28.2 Set-Up
28.21 Snorri
Provinces: Urf Durfal (does not control it).
Units: Snorri, Theregond, 5 Heavy Horse, 4 Heavy Sword, 2 Bow, 4 Light Spear, all set up in Urf Durfal. Set-up second, move first.
Reinforcements: None.
Replacements: 1 every three Game-Turns.
28.22 Goblin State
Provinces: Endore.
Units: Ganab the Nasty, 8 Goblin Light Spear, 2 Human Heavy Horse, 2 Human Heavy Sword. Set-up first, move second.
Reinforcements: None.
Replacements: 1 every three Game-Turns.
28.3 Neutrals
28.31 Aardvark Wallow
Provinces: Aardvark Wallow.
Units: Raman Cronkevitch, Svartz Tarnkap, 10 Heavy Pluglunk, 4 Light Bow, 2 Light Horse.
Diplomacy Setting: Three hexes toward Snorri.
28.32 Swamp Creatures
Provinces: The Swamps.
Units: Sliggoth, 6 Heavy Sword, 4 Dinosaur Legions, 3 Intelligent Mold.
Diplomacy Setting: Neutral. Human Sacrifice accepted.
28.33 Corflu Cultists
Provinces: Ka-Chunk.
Units: Unamit Ahazredit, Peg-Leg Gonzo, 2 Light Horse, 8 Heavy Sword, 4 Airships.
Human Sacrifice accepted.
Diplomacy Setting: Two hexes toward Goblins.
28.34 Zirkast
Provinces: Zirkast, Kanathar.
Units: 4 Heavy Axe.
Diplomacy Setting: One hex toward Goblins.
28.4 Special Rule
Snorri does not actually control Urf Durfal, but he sets up in the Province and receives Replacements there.
28.5 Victory Conditions
28.51 Snorri
| For controlling the Goblin Castle (Castle Gund) | 8 VP |
| For each Goblin unit eliminated | 3 VP |
| For each Corflu Cultist unit eliminated | 2 VP |
| For each Swamp-Creature unit eliminated | 2 VP |
28.52 Goblin State
| For controlling the Goblin Castle | 10 VP |
| For each Aardvark Wallow unit eliminated | 2 VP |
| For each of Snorri's units eliminated | 3 VP |
29.0 Scenario Nine: The Second Dwarro-Orcish War, 846 AF
In the wake of the first Dwarro-Orcish War, the territories the Orcish Revolutionary Coalition had won from Zirkast and Krasnia were returned under diplomatic pressure from X the Unknown, the Dragonkind, and the Empire. Resentful of the settlement, the Orcs went to war again with the Dwarven Kingdoms in 867 AF, striking Krasnia first and forcing a costly peace, then turning on Zirkast while Convivia intervened too late to prevent further territorial losses.
29.1 Game Length, Size and Stellar Configuration
29.11 Length: 16 Game-Turns.
29.12 Number of Players: 2.
29.13 Sun Track Setting: Yellow, 1; Blue, A, Equilibrium; Red, G, Equilibrium.
29.2 Set-Up
29.21 Krasnia
Provinces: Krasnia, Outer Krasnia (see Case 29.4).
Units: Gislan, 2 Bow, 12 Heavy Spear. Set-up second, move second.
Reinforcements: None.
Replacements: 1 unit every three Game-Turns.
29.22 ORC
Provinces: Ithilgil, Dwarfhaven.
Units: Naskhund, Zarko, 6 Warg Riders, 2 Bow, 1 Heavy Sword, 14 Light Spear. Set-up first, move first.
Reinforcements: None.
Replacements: 1 every three Game-Turns.
29.3 Neutrals
29.31 Zirkast
Provinces: Zirkast, Kanathar (see Case 28.4).
Units: Zurik, 2 Light Horse, 4 Bow, 10 Heavy Axe.
Reinforcements: None.
Replacements: 1 unit every three Game-Turns.
Diplomacy Setting: Two hexes toward Dwarrows.
29.32 Convivia
Provinces: Convivia.
Units: 2 Bowmen, 10 Heavy Sword, 14 Light Spear.
Reinforcements: None.
Replacements: 1 unit every three Game-Turns.
Diplomacy Setting: Three hexes toward Dwarrows.
29.33 Dragons
Provinces: Kelgarnth.
Units: Gygax Dragonlord, 5 Dragons.
Diplomacy Setting: Neutral.
29.34 Spider Folk
Provinces: Sorcerak.
Units: Spider-Queen, 4 Warriors of the Web, 6 Spider Legions.
Diplomacy Setting: Three hexes toward Orcs.
29.35 Elves
Provinces: Vynar, Nattily Woods.
Units: Gwaigilion Elengal, 2 Horse Archers, 6 Light Horse, 4 Light Bow, 4 Light Sword.
Diplomacy Setting: Two hexes toward Orcs.
29.36 X
Provinces: Citadel Isle.
Units: X, Talerren-the-Not-So-Brave, Goblins (4 Light Spear, 2 Light Sword, 2 Warg Riders); Mercenaries (2 Heavy Sword, 2 Heavy Horse).
Diplomacy Setting: Neutral.
29.4 Special Rules
29.41 The Elves may enter the war only if Krasnia either has not surrendered or has surrendered and re-entered the war. When Krasnia surrenders, place the Elves Diplomacy marker in the Neutral box of the Diplomacy Track.
29.42 X the Unknown has no Diplomacy marker; he enters the game only in pursuance of the Special Rule 29.44.
29.43 At the beginning of the game, the Dwarven Player controls only the Krasnian forces. According to the special rules for Krasnian surrender, Krasnia may be forced out of the war at some point; even after Krasnia surrenders, the Dwarven Player may continue to fight on with the forces of any neutrals that have joined the war on the Dwarven side. In other words, if Zirkast or any other power allies with Krasnia before Krasnia surrenders, that power will continue to fight on even after Krasnia surrenders.
29.44 Krasnian Surrender: If Balkathos (0818) is occupied by ORC units and nine or more Krasnian units are destroyed, Krasnia surrenders. On the Game-Turn after Krasnia surrenders, the border of Krasnia is considered to be the border of Krasnia proper rather than the Outer Krasnia border. After Krasnia surrenders, all Krasnian units to the east of the Krasnia border proper must move into Krasnia proper as quickly as possible, and all ORC units to the west of that border move into what are now territories of the Orcish Revolutionary Coalition as soon as possible. If, after the third turn after Krasnia's surrender, there are any Krasnian units outside Krasnia or Orcish units within Krasnia, X the Unknown enters on the opposing Player's side. In other words, if Krasnia surrenders on Game-Turn Four, and the ORC still has units in Krasnia at the end of Game-Turn Seven, X the Unknown intervenes on the Dwarven side.
29.45 During the Alliance Phase of each Game-Turn, Zirkast's diplomacy marker is moved one hex toward the Dwarven Player after all other movements of the marker have been made.
29.5 Victory Conditions
29.51 Krasnia
| No Orcish or Elven units in Outer Krasnia | 10 VP |
| No Orcish or Elvish units in Krasnia | 5 VP |
| No Orcish or Elvish units in Zirkast | 5 VP |
| If Balkathos (0818) is not occupied by Enemy units | 3 VP |
| If Nuara (2517) is not occupied by Enemy units | 3 VP |
| If New Orc City is occupied by Friendly units | 10 VP |
| If Krasnia does not surrender | 10 VP |
| If there are no Enemy units in Convivia | 5 VP |
| If Naskhund is killed | 5 VP |
| For each Dragon killed by Friendly forces | 2 VP |
| For each Enemy unit eliminated by Friendly forces | 1 VP |
29.52 ORC
| If no Enemy units are in ORC territory | 5 VP |
| If Balkathos (0818) is occupied by Friendly units | 5 VP |
| If Nuara (2517) is occupied by Friendly units | 5 VP |
| If there are no Krasnian units on the Game-Map | 10 VP |
| For each mountain hex in Zirkast or Krasnia controlled by the ORC at end of game | 1 VP |
| If Mount Convivia is occupied by Friendly units | 5 VP |
| If there are no Convivian units on the Game-Map | 5 VP |
| If X's Citadel is occupied by ORC forces (but X must be allied with the Krasnians for this condition to be possible) | 10 VP |
| For each Dragon slain by a Friendly unit or Character | 2 VP |
| For each Enemy unit eliminated | 1 VP |
30.0 Scenario Ten: The War of the Northern Kingdoms, 867 AF
A brushfire border war over disputed forestry rights between the Spider realm of Sorcerak and the Dwarven kingdom of Convivia escalated when the Spider Queen, enraged at the destruction of a rare and precious plant, launched an assault on Rykalla and set her Goblin allies against Zirkast. The Dwarrows, having hired the mercenary captain Almuric and his men in time, repulsed the attack.
30.1 Game Length, Size and Stellar Configuration
30.11 Length: 12 Game-Turns.
30.12 Number of Players: 2 or 4. If two, one Player controls Ithilgul and Sorcerak while the other controls Convivia and Zirkast. If four, one controls Ithilgil, one Sorcerak, one Convivia, and one Zirkast.
30.13 Sun Track Setting: Yellow, 1; Blue, I, Descendent; Red, C, Ascendent.
30.2 Set-Up
30.21 Spider Folk
Provinces: Sorcerak.
Units: Spider-Queen, 4 Warriors of the Web, 6 Spider Legions. Set-up second, move first.
Reinforcements: None.
Replacements: 1 every two Game-Turns.
30.22 Convivia
Provinces: Convivia.
Units: Gerudirr, 10 Heavy Axe, 3 Bow. Set-up first, move second.
Replacements: 1 unit every three Game-Turns.
30.23 Ithilgil
Provinces: Ithilgil.
Units: Naskhund, Zarko, 6 Warg Riders, 9 Heavy Sword, 2 Bow, 2 Light Spear. Set-up third, move third.
Reinforcements: None.
Replacements: 1 unit every three Game-Turns.
30.24 Zirkast
Provinces: Zirkast.
Units: Zirkast (Zurik, 6 Heavy Axe, 2 Light Horse, 2 Bow set up in Zirkast); Mercenaries (Almuric, 6 Heavy Horse, 3 Heavy Sword set up in Endore). Set-up fourth, move fourth.
Reinforcements: None.
Replacements: Dwarrows (1 unit every two Game-Turns); Mercenaries (1 unit every three Game-Turns).
Note: In the two-Player version, Convivia and Zirkast are controlled by the same Player.
30.3 Neutrals
30.31 Dragons
Provinces: Kelgarnth.
Units: Gygax Dragonlord, 5 Dragons.
Diplomacy Setting: Neutral. Human Sacrifice accepted.
30.32 Krasnia
Provinces: Krasnia.
Units: Gislan, 6 Heavy Axe if Krasnia declares for Convivia, or 3 Heavy Axe alone, if it declares for Spider Folk.
Diplomacy Setting: Two hexes toward Convivia.
30.4 Special Rules
30.41 Mercenaries may not move until Game-Turn Two.
30.42 Convivia and the Spider Folk will fight to the last unit. Any other country will surrender (all pieces removed) if its capital is captured at any point in the game.
30.5 Victory Conditions
30.51 Spider Folk
| For capturing Rykalla | 5 VP |
| For Capturing Convivia's Citadel | 4 VP |
| For each Dwarven unit eliminated | 2 VP |
30.52 Convivia
| For holding own capital | 7 VP |
| For holding own citadel | 2 VP |
| For eliminating Spider units | 2 VP |
30.53 Ithilgil
| For capturing Nuara | 5 VP |
| For capturing Zirkast's citadel | 3 VP |
| For each Dwarvish unit eliminated | 3 VP |
30.54 Zirkast
| For holding own capital | 3 VP |
| For holding own citadel | 4 VP |
| For each Orcish unit eliminated | 3 VP |
31.0 Scenario Eleven: Imperial Expansion, 877 AF
The Empire's long ambition to conquer the Valley had always foundered on defenders rallying to save the last stronghold from Man. This time, with barbarian uprisings forcing the Paladin of Urf Durfal to send troops south, the Empire feared a coordinated assault on Urf Durfal itself and struck first to keep its neighbors from organizing. The rumored threat proved false, and the resulting surprise gave Imperial forces the momentum to expand their foothold in the Valley — defeating Aardvark Wallow at the Battle of Matrokh and subjugating the Cronks, while the southern kingdoms, squeezed between Imperial pressure on all sides, ultimately could not resist.
31.1 Game Length, Size and Stellar Configuration
31.11 Length: 10 Game-Turns.
31.12 Number of Players: 4 or 5.
31.13 Sun Track Setting: Yellow, 1; Blue, F, Equilibrium; Red, L, Equilibrium
31.2 Set-Up
31.21 Empire
Provinces: Urf Durfal.
Units: Paladin Glade, Paladin Curvenol, Stephen the Paladin, 10 Pike, 5 Heavy Horse, 4 Light Bow. Sets up second, moves first.
Reinforcements: 5 units per Game-Turn from the pile of unused Imperial units, for the first six Game-Turns. 1 eliminated unit per Game-Turn, beginning with Game-Turn Seven.
31.22 Aardvark Wallow
Provinces: Aardvark Wallow.
Units: Raman Cronkevitch, Svartz Tarnkap, 10 Heavy Pluglunk, 4 Light Bow, 2 Light Horse. Sets up fifth, moves third.
Reinforcements: None.
Replacements: 1 eliminated unit every three Game-Turns.
31.23 Corflu Cultists
Provinces: Ka-Chunk.
Units: Unamit Ahazredit, Peg-Leg Gonzo, 2 Light Horse, 8 Heavy Sword, 4 Airships. Sets up fourth, moves fifth.
Replacements: 1 unit every four Game-Turns.
31.24 The Swamps
Provinces: The Swamps.
Units: Sliggoth, 6 Heavy Sword, 4 Dinosaur Legions, 3 Intelligent Mold. Sets up first, moves fourth.
Reinforcements: None.
Replacements: 1 unit every three Game-Turns.
31.25 Endore
Provinces: Endore.
Units: Snorri, Theregond, 6 Heavy Horse, 4 Heavy Sword, 2 Bow, 8 Light Spear (Militia). Sets up third, moves second.
Reinforcements: 8 Militia are placed within seven hexes of Castle Gund as soon as any Enemy unit moves within four hexes of Castle Gund (hex 2133). (If Snorri is a Neutral, they are placed by the Imperial Player).
Replacements: 1 eliminated unit is returned to Player every three Game-Turns.
Note: In the four-Player version, Snorri is a Neutral with a Diplomacy Setting of 3 hexes toward the Empire.
31.3 Neutrals
None.
31.4 Special Rules
None.
31.5 Victory Conditions
31.51 The Empire
| If an Enemy unit is occupying Urf Durfal | Automatic Loss |
| If there are no Enemy units in the Empire | 4 VP |
| If the capital of Aardvark Wallow is occupied by Imperial units | 6 VP |
| If there are no Enemy units south of the river and west of hexrow 16xx | 10 VP |
| If the capital of the Swamp-Creatures is occupied by Imperial units | 8 VP |
| If there are no Enemy units south of hexrow xx37 and west of hexrow 16xx | 10 VP |
| If Castle Gund is occupied by Imperial units | 8 VP |
| If the temple of the Great Ghod Corflu is occupied by Imperial units | 8 VP |
| If there are no Enemy units south of the river on the entire Game-Map | Automatic Victory |
| For each Enemy unit eliminated in combat by Imperial forces | 1 VP |
| If anyone other than the Empire or Snorri occupies Castle Gund at end of game | −5 VP |
31.52 Aardvark Wallow
| If there are no Enemy units in the Wallow | 20 VP |
| For each Enemy unit destroyed by Wallow forces | 1 VP |
| If Urf Durfal is occupied by Wallow forces | 10 VP |
| If there are no Imperial units south of the river and east of hexrow 23xx | 5 VP |
| If Castle Gund is occupied by Wallow forces | 10 VP |
| If the temple of the Great Ghod Corflu is occupied by Wallow forces | 10 VP |
| For each Cronk unit surviving | 3 VP |
31.53 Corflu Cultists
| If there are no Enemy units in the territories of the Great Ghod Corflu | 5 VP |
| If there are no Imperial units east of hexrow 19xx | 10 VP |
| If Castle Gund is occupied by Corflu Cultist forces | 15 VP |
| For each Character brought back to the Citadel of the Great Ghod Corflu and sacrificed (i.e., killed) | 5 VP |
| If hex 1652 is occupied by Corflu Cultist forces | 10 VP |
31.54 Swamp-Creatures
| No Enemy units in the Swamps | 5 VP |
| No Imperial units south of the river and west of hexrow 10xx | 10 VP |
| No Imperial units south of the river and west of hexrow 16xx | 10 VP |
| If at least one hex of Swamp is never entered by any Enemy unit | 10 VP |
| If Castle Gund is occupied by Swamp units | 10 VP |
| If hex 1652 is occupied by Swamp units | 5 VP |
| For each Enemy unit eliminated | 1 VP |
31.55 Snorri
| If there are no Enemy units within 4 hexes of Castle Gund at end of game | 10 VP |
| If there are no Imperial units within 10 hexes of Castle Gund | 8 VP |
| For each Cronkish unit eliminated by Snorri's units | 1 VP |
| If all Wallow units are eliminated | 20 VP |
| If all Corflu Cultist units are eliminated | 20 VP |
| For each Swamp unit eliminated by Snorri's units | 1 VP |
32.0 Scenario Twelve: The Destruction of the ORC, 922 AF
Chairman Naskhund of the Orcish Revolutionary Coalition had elevated the Orcs from laughingstock to a force to be reckoned with, in no small part by allying with X the Unknown to compensate for the Orcs' lack of magical affinity. But Mages' loyalty runs only as deep as their reward, and Naskhund's fall came about by intrigue rather than battle: Gwaigilion Elengal and Zurik Bladebreaker, judging the ORC's strength too great, rallied the Dwarven kingdoms and Endore against Ithilgil. Naskhund, unable to stem the resulting assault, appealed to X to honor their alliance — but Elengal secured X's neutrality at a terrible, secret price, and the war became a rout that ended with Naskhund's death at Snorri Gundarchuksson's hand.
32.1 Game Length, Size and Stellar Configuration
32.11 Length: 11 Game-Turns.
32.12 Number of Players: 2.
32.13 Sun Track Setting: Yellow, 1; Blue, B, Equilibrium; Red, H, Equilibrium
32.2 Set-Up
32.21 Alliance
Provinces: Elves (Vynar, Nattily Woods); Krasnia (Krasnia); Zirkast (Zirkast); Convivia (Convivia); Duchy of Endore (Endore).
Units: Elves (Gwaigilion Elengal, 2 Horse Archers, 6 Light Horse, 4 Light Bow, 4 Light Sword. May set up in Krasnia); Krasnia (Gislan, 2 Bow, 12 Heavy Axe); Zirkast (Zurik, 2 Light Horse, 4 Bow, 10 Heavy Axe); Convivia (Gerudirr, 8 Heavy Axe); Duchy of Endore (Snorri, Theregond, 6 Heavy Horse, 4 Heavy Sword, 2 Bow, 8 Militia Light Spear). Set-up first, move first.
Replacements: Elves (1 unit every three Game-Turns); Zirkast (1 unit every three Game-Turns); Convivia (1 unit every four Game-Turns); Endore (1 unit every four Game-Turns).
32.22 ORC
Provinces: Kanathar, Ithilgil, Outer Krasnia, Dwarfhaven, Neitherwold.
Units: Naskhund, Zarko, 6 Warg Riders, 2 Bow, 10 Heavy Sword, 14 Light Spear, Mercenaries (2 Heavy Horse, 2 Heavy Sword). Set-up second, move second.
Replacements: 1 unit every three Game-Turns.
32.3 Neutrals
32.31 Dragons
Provinces: Kelgarnth.
Units: Gygax Dragonlord, 5 Dragons.
Diplomacy Setting: Neutral.
32.32 X
Provinces: Citadel Isle.
Units: X, Talerren, Goblins (4 Light Spear, 2 Light Sword, 2 Warg Riders).
Diplomacy Setting: One hex toward the ORC
32.33 Spider Folk
Provinces: Sorcerak.
Units: Spider-Queen, 4 Warriors of the Web, 6 Spider Legions.
Diplomacy Setting: One hex toward ORC.
32.34 Swamp-Creatures
Provinces: The Swamps.
Units: Sliggoth, 6 Heavy Sword, 4 Dinosaur Legions, 3 Intelligent Mold.
Diplomacy Setting: One hex toward ORC.
32.4 Victory Conditions
32.41 Alliance Victory Conditions
| Control of Ithilgil | 16 VP |
| For each Orcish unit eliminated | 2 VP |
| Naskhund killed | 8 VP |
32.42 ORC Victory Condtions
| For each Alliance unit eliminated | 1 VP |
| For each Orcish unit that survives until the end of Game-Turn Eleven | 2 VP |
| Control of Ithilgil | 10 VP |
| For control of Kanathar, Outer Krasnia, Dwarfhaven or Neitherwold, each | 5 VP |
33.0 Scenario Thirteen: The Conquest of the South, 934 AF
After slaying Naskhund and elevating Endore's status, Snorri Gundarchuksson's boasting alienated most of his allies, and his open defiance of the Empire — daring the Emperor to send legions against him — proved a fatal miscalculation. The Empire, better equipped in magic thanks to the wizard Tim's arrival at Urf Durfal, ignored Endore entirely and struck instead at the Swamp-Creatures and the Corflu Cultists. Snorri, reading this as an insult, sallied into the Swamps and destroyed his own best buffer against the Empire, and the resulting collapse of the southern powers left the Empire in possession of the south.
33.1 Game Length, Size and Stellar Configuration
33.11 Length: 13 Game-Turns.
33.12 Number of Players: 4
33.13 Sun Track Setting: Yellow, 1; Blue, C, Ascendent; Red, I, Descendent
33.2 Set-Up
33.21 Empire
Provinces: Urf Durfal, Capella, Aardvark Wallow.
Units: Paladin Glade, Paladin Lord Dil, Tim the Enchanter, 15 Pike, 6 Heavy Horse, 6 Light Bow, 6 Heavy Sword. Set-up first, move first.
Reinforcements: 4 units per Game-Turn from the following pool until the pool is exhausted: 5 Pike, 4 Heavy Horse, 4 Light Bow, 4 Heavy Sword, 4 Heavy Pluglunk (from Cronk mix).
Replacements: 1 unit every two Game-Turns.
33.22 Duchy of Endore
Provinces: Endore.
Units: Snorri, Theregond, 6 Heavy Horse, 4 Heavy Sword, 2 Bow, 8 Light Spear (Militia). Set-up fourth, move second.
Reinforcements: None.
Replacements: 1 unit every three Game-Turns.
33.23 Corflu Cultists
Provinces: Ka-Chunk.
Units: Unamit Ahazredit, Peg-Leg Gonzo, 2 Light Horse, 8 Heavy Sword, 4 Airships. Set up third, move third.
Reinforcements: None.
Replacements: 1 unit every three Game-Turns.
33.24 Swamp-Creatures
Provinces: The Swamps
Units: Sliggoth, 6 Heavy Sword, 4 Dinosaur Legions, 3 Intelligent Mold. Set-up second, move fourth.
Replacements: 1 unit every three Game-Turns.
33.3 Neutrals
33.31 Elves
Provinces: Vynar, Nattily Woods.
Units: Gwaigilion Elengal, 2 Horse Archers, 2 Light Horse, 4 Light Bow, 2 Light Sword.
Diplomacy Setting: One hex toward Snorri.
33.32 Krasnia
Provinces: Krasnia, Outer Krasnia.
Units: Gislan, 2 Bow, 12 Heavy Axe.
Diplomacy Setting: One hex toward Corflu Cultists.
33.33 Zirkast
Provinces: Zirkast, Kanathar.
Units: Zurik, 4 Bow, 2 Light Horse, 10 Heavy Axe.
Diplomacy Setting: One hex toward Swamp-Creatures.
33.4 Special Rule
Zirkast units may never attack Krasnian units (and vice-versa) even if allied to different sides.
33.5 Victory Conditions
33.51 Imperial Victory Conditions
| Control of each Province south of the river that contains a capital hex (Aardvark Wallow and the Empire not included), each | 12 VP |
| Loss of half or more of the Imperial units | −4 VP |
| Each Enemy unit eliminated | 1 VP |
33.52 Endoran Victory Conditions
| For each Imperial unit eliminated by Endoran units | 3 VP |
| Control of Urf Durfal | Automatic Victory |
| Control of Capital of Swamp-Creature or Corflu Cultists | 7 VP |
| Each Swamp-Creature or Corflu Cultist unit eliminated by Endoran units | 1 VP |
33.53 Corflu Cultist Victory Conditions
| For each Imperial unit eliminated by Corflu Cultist units | 2 VP |
| Control of capital of Aardvark Wallow or Empire (Urf Durfal) | 8 VP |
| For each Endoran or Swamp-Creature unit eliminated by Corflu Cultist units | 1 VP |
| Control of the Temple of the Great Ghod Corflu | 6 VP |
33.54 Swamp-Creature Victory Conditions
| For each Imperial, Endoran or Corflu Cultist unit eliminated by a Swamp unit | 2 VP |
| Control of the Swamps | 10 VP |
| Control of Urf Durfal or Endore, each | 4 VP |
34.0 Scenario Fourteen: The Third War of the League of Ararlve, 974 AF
The Empire's conquest of the south galvanized the northern kingdoms into action; realizing that continued infighting would only see them destroyed piecemeal by the well-organized Empire, the Dwarrows and Elves made peace, raised an Orcish puppet state, and organized the southern refugees — old enemies like Snorri Gundarchuksson and Unamit Ahazredit among them — into a new League of Ararlve. The Imperial assault, backed by the Emperor's full strength, was ferocious, and the Free Peoples were driven to the brink until X the Unknown, bribed with a full pardon and an independent state, committed his power to the Empire's side and broke their defensive line — fulfilling, as it turned out, an old dragon's deathcurse that Men and Wizards would one day destroy the same free peoples they had once saved.
34.1 Game Length, Size and Stellar Configuration
34.11 Length: 27 Game-Turns.
34.12 Number of Players: 2.
34.13 Sun Track Setting: Yellow, 1; Blue, G, Equilibrium; Red, A, Equilibrium.
34.2 Set-Up
34.21 Empire
Provinces: Urf Durfal, Capella, Aardvark Wallow, The Swamps, N'Dardia, Ka-Chunk, Endore, Rhiannon
Units: Paladin Glade, Paladin Almuric, Paladin Lord Dil, Paladin Curvenol, Paladin Zareth, Larraka, 26 Pike, 12 Heavy Horse, 12 Light Bow, 14 Heavy Sword, 2 Roc Riders, 4 Heavy Pluglunk. Set-up second, more first.
Reinforcements: None.
Replacements: 1 unit every Game-Turn.
34.22 Free Peoples
Provinces: Elves (Vynar, Nattily Woods); Dwarrows (Krasnia, Outer Krasnia, Kanathar, Ithilgil, Zirkast, Convivia); Orcs (Dwarfhaven); Refugees (none, may set up anywhere).
Units: Elves (Gwaigilion Elengal, Linfalas, 2 Horse Archers, 6 Light Horse, 4 Light Bow, 4 Light Sword, 2 Medium Spear); Dwarrows (Gislan, Zurik, Gerudirr, 8 Bow, 2 Light Horse, 30 Heavy Axe); Orcs (2 Warg Riders, 4 Heavy Sword, 4 Light Spear); Refugees (Unamit Ahazredit, Snorri, 4 Corflu Cultist Airships, 4 Heavy Horse). Set-up first, move second.
Reinforcements: None.
Replacements: Elves (1 unit every four Game-Turns), Dwarrows (1 unit every four Game-Turn).
34.3 Neutrals
34.31 X
Provinces: Citadel Isle.
Units: X, Talerren, Orcs (4 Light Spear, 2 Light Sword, 2 Warg Riders), Mercenaries (2 Heavy Sword, 2 Heavy Horse); Goblins (4 Light Spear).
Diplomacy Setting: One hex toward the Empire.
34.32 Spiders
Provinces: Sorcerak.
Units: Spider-Queen, 4 Warriors of the Web, 6 Spider Legions.
Diplomacy Setting: Two hexes toward the Free Peoples.
34.4 Special Rules
None.
34.5 Victory Conditions
The Empire must control five of the nine Provinces controlled by the Free Peoples at the outset of the game. Any other result is a Free Peoples' victory.
The Quest Game
35.0 Quest Game Sequence of Play
Note that this Sequence of Play is used in the Quest Game only, and not in the Army Game; the Sequence of Play for the Army Game is listed in Section 4.0.
General Rule: The Quest Game is played in successive Game-Turns. There are no Player-Turns in the Quest Game; rather, the Game-Turn is played simultaneously, with each Player taking action for all of his Characters and units in each Phase of the Game-Turn. After 15 Game-Turns have been played, the Game is over and the winner (or winners) is determined.
Sequence Outline:
A. Random Events Determination Phase. The Random Events Table is referred to in order to determine whether any Random Event has occurred (see Section 5.0).
B. Plot Phase. During this Phase, each Player must plan out and record on a piece of paper the manner in which each of his Characters will move in the up-coming Character Movement Phase. These are revealed all at once and are effected during the Character Movement Phase. A distinction is made between Characters who travel separately and those who travel together. Those Characters who adventure in groups are known as "parties." Aside from the standard Movement Plots (similar to those allowable under the provisions of Case 7.0), there are two special plots to deal with Characters chasing after one another. These are Search and Pursuit. Pursuit involves a Character being plotted to follow another. If pursuit is possible, the character will dog the steps of his quarry, until the Character meets up with the Character he is pursuing, or the owning Player abandons the chase. Search is often necessary before pursuit. It involves the expenditure of extra Movement Points, but allows a Character to attempt to find Enemy Characters. A Character may not engage in combat without first obtaining contact with that Character, so Pursuit and Search are necessary to engender combat.
C. Magic Execution Phase
- Plotted Spell Execution Segment: All Characters who were plotted to cast Spells do so, and the effects of such Spell-Casting is determined.
- Counterspell Segment: Casting Characters may cast any Spell that is designated as a Counterspell; any such Spell need not have been previously plotted.
D. Character Movement Phase. The Movement Plots for each Character are revealed, and the Characters are moved according to their plots and the rules for simultaneous movement. Search by Characters and Army units and Character versus Army combat are also resolved in this Phase.
E. Character Combat Phase. Combat between Characters who are in contact with each other is resolved in this Phase. Each combat is resolved individually, according to the following procedure.
- Set-Up and Free Move Segment
- Personal Combat Segment: As many Personal Combat Segments as are needed to resolve the combat situation are executed. Each Segment consists of the following Sub-Segments: A. Magic Plot Sub-Segment: The Players plot Spell-casting by any characters involved in the combat who can and wish to cast Spells. B. Movement and Combat Sub-Segment: The effects of actual combat between Characters involved in a Personal Combat situation is resolved. Movement may be performed instead. C. Magic Execution Sub-Segment: The effects of Spells are resolved.
F. Army Movement Phase. All villain Players may move their Army units as per Section 41.0.
G. Manna Regeneration Phase. Magic-using Characters regenerate Manna Points; the Suns are each moved one box on the Sun Track.
36.0 Character Movement
Commentary: S&S uses a combined simultaneous movement and sequential movement system; basically, movement of Characters is secretly recorded and then executed simultaneously, while Army units are moved sequentially. The manner in which Army units are moved is explained in the rules for army movement (Section 41.0). The manner in which Characters move is explained in this Section.
General Rule: During each Character Plot Phase (see Case 35.0, Phase B) each Player must plan out and record on a piece of paper the manner in which each of his Characters will move in the up-coming Character Movement Phase. These are revealed all at once and are effected during the Character Movement Phase. A distinction is made between Characters who travel separately and those who travel together. Those Characters who adventure in groups are known as "parties." Aside from the standard Movement Plots (similar to those allowable under the provisions of Case 7.0), there are two special plots to deal with Characters chasing after one another. These are Search and Pursuit. Pursuit involves a Character being plotted to follow another. If pursuit is possible, the character will dog the steps of his quarry, until the Character meets up with the Character he is pursuing, or the owning Player abandons the chase. Search is often necessary before pursuit. It involves the expenditure of extra Movement Points, but allows a Character to attempt to find Enemy Characters. A Character may not engage in combat without first obtaining contact with that Character, so Pursuit and Search are necessary to engender combat.
Procedure: The owning Player notes the name of each of his Characters in a vertical column on the left of a sheet of lined paper. During each Character plot segment, he notes the manner in which each Character will move. There are four valid types of plot for each Character, and each has a code. These are: Movement (Code MV); Pursuit (Code PR); and Search (Code SE); instead of any of these, a Player may plot to have his Character hold still and not move at all (Code H). In addition, Spell-casting Characters may be plotted to cast spells (see Section 38.0).
36.1 Secrecy and Honesty
The plot of each Player's Character movement is kept hidden from the other Players until after the end of the game. If a Player has any doubt about another Player's orders during the course of the game, the best thing to do is note them, and compare them with the Player's plot at the end of the game. A Player who is discovered to have violated the rules automatically forfeits the game.
36.2 How to Plot Movement of Characters
For any Character who is plotted to move normally (i.e., has MV as his plot), the owning Player must plot the precise path that the Character will take during the Character Movement Phase. There are two ways to plot movement for Characters; they are explained below.
36.21 A directional compass, which is labelled with six directions, each corresponding to one hexside of a single hex, is printed on the Game-Map. These are N, S, NE, NW, SE, and SW. A Player may plot movement for his Characters by indicating the number of hexes the Character is to move in one direction, then the number on another, and so forth. Example: "Mordred N2, NE3, N3, NW1" would move two hexes north, three north-east, three more north, one to the north-west. Obviously, when plotting in this manner, the Player must take care to take terrain costs into account.
36.22 Alternatively, a Player may plot movement for his Characters by writing each hex that the Character moves through during its movement. Example: "Mordred MV 0949, 0948, 1047, 1147, 1246, 1245, 1244, 1144." This latter method is as clear as the first, but is obviously much more time consuming.
36.3 Pursuit
Pursuit works as follows: after the Character that is being pursued is moved its full plot, the pursuing Character is moved its full Movement Allowance directly toward the pursued Character by the shortest path (in terms of Movement Points) possible by its owning Player. If the pursuing Character is able to move into the hex occupied by the pursued Character before he has finished expending all his Movement Points, he is placed in that hex.
36.31 A Character may not pursue another Character unless he has obtained contact with the Character (see Case 39.5).
36.32 When a Player plots pursuit for a Character, he must note which other Enemy Character his Character will pursue. Example: "Mordred PR Pegleg Gonzo" would mean that Mordred would be plotted to pursue Pegleg Gonzo.
36.33 A given Character may only be plotted to pursue one enemy Character.
36.34 If two opposing Characters are plotted to pursue each other, the Players determine the shortest path (in terms of Movement Points) between the two Characters, and place both Characters in the hex half-way between the original positions of the two Characters. If there are two hexes which are equidistant from both Characters; or there are two hexes, one marginally closer to one Character and one marginally closer to the other, but neither equidistant from both Characters, then a die is rolled to determine which hex the two Characters will meet in.
36.35 If one Character is plotted to pursue a moving Character, and another Character is plotted to pursue the pursuing Character, the first pursuing Character pursues as described above, and the second pursuing Character is then moved his full Movement Allowance directly toward the first pursuing Character, entering the hex occupied by that Character, if possible.
36.36 If a pursuing Character pursues a Character which Teleports through a Portal Hex, the pursuing Character has several options.
a. He can cease movement in the Portal Hex. b. He can move through the Portal Hex randomly, rolling the die and hoping to arrive at the Portal the pursued Character wound up at. c. He can cast Teleportation control (assuming he has a high enough Magic Power and enough Manna Points to do so), and go to the Portal Hex the pursued Character went to.
36.4 The Effects of Terrain on Character Movement
36.41 It costs one or more Movement Points (or a fraction thereof) for a Character to enter a hex (see Terrain Effects Chart). All Characters have a Movement Allowance of nine for each Game-Turn. A Character may not enter a hex if he has insufficient remaining Movement Points to do so.
36.42 There are several different entries for the Movement Point costs on the Terrain Effects Chart (7.7); one entry may indicate the Movement Point cost for Characters. If not, the Movement Point cost for Characters is the same as for Army units of their Race.
36.43 Each Character has its Race indicated on its Character card; Characters are either Human, Elf, Dwarf, Goblin, Orc, Dragon, Spider Folk, Swamp-Creature, etc. Certain terrain types cost fewer Movement Points for certain Races, as noted on the Terrain Effects Chart. Example: Woods hexes cost one Movement Point for Elves, but cost 2 for all other Races.
36.44 A Character entering a hex through a hexside that contains a Road or Trail may (at the owning Player's option) either expend as many Movement Points as is required to enter the terrain type of the hex, or as many Movement Points as is required to move along the Road or Trail. In other words, Roads and Trails may, at the moving Player's option, negate the effect of other terrain.
36.45 Certain terrain types have special Magical effects. For a listing of these and a description of their effects, see Section 44.0.
36.46 There is no stacking limit for Characters. There may be an unlimited number of Characters in a hex at any time.
36.47 Certain terrain types are impassable to some Characters. These Characters may not enter such hexes.
36.5 "Parties" of Characters and How to Move Them
36.51 When a group of Characters Friendly to each other begin in the same hex, the owning Player(s) must specify whether the Characters move together or separately. If they move separately, Army units searching for the Characters may find some but not all of the Characters; on the other hand, the Characters will not be able to aid each other in combat. If they move together as a "party," they are able to support each other in combat; but, if any one of the Characters is discovered, all of the Characters are discovered.
36.52 A Player may plot to have his Characters move separately part of the way and then to meet up in some hex and proceed together thereafter. In fact, Characters which begin in separate hexes may be plotted to move to the same hex and then move together thereafter.
36.53 If a Player fails to note whether Characters moving along the same path of hexes are moving separately or as a party, they are considered to move as a party (together).
36.6 Character Search
Character search is the process whereby a Character(s) attempts to gain contact with another Character(s). A Character may search and move in the same Game-Turn. Each time a Character executes a search, he expends three Movement Points. The effects of search are explained in Case 39.1.
36.7 Effect of Army Units on Character Movement
If, during the course of its movement, a Character moves into or through a hex occupied by or in the Zone of Control of an Enemy unit, there is a chance that the Enemy unit will obtain contact with the Character. If this occurs, the Character may be able to evade the Army unit(s), or may be forced to engage in combat with the Army unit(s). For a further explanation, see Case 39.3 and Section 43.0.
36.8 Flying
Certain Characters — notably all Dragons — may fly. In addition, there is a spell known as "fly" which enables any Character or party of Characters to fly for a limited period of time. Any Character who is flying pays ½ of a Movement Point to enter any hex, regardless of the Movement Point cost listed in the Terrain Effects Chart. In addition, flying Characters may move through impassable hexes and hexsides, although they may not end their movement in such hexes. A Flying Character may not "carry" another Character in the same way Flying units can (see Case 7.58).
37.0 Magic in the Quest Game
General Rule: Sections 10.0 through 12.0 apply in their entirety to the Quest Game. Refer to these Sections. Spells must be plotted, exactly as is movement. The owning Player simply writes down which Spells he wishes to cast and the Manna Point expenditure on a sheet of paper. Certain Quest Game Spells may be resisted. This entails the owning Player checking the affected Character's Magic Resistance, which the owning Player must roll lower than or equal to on a die for the Character to resist the Spell.
Procedure: Spells are plotted as follows: indicate the name of the casting Character, the Spell(s) that he is casting, and the number of Manna Points being devoted to each Spell, as well as the person(s) or object(s) upon which the spell(s) are being cast, where applicable. Example: Unamit Ahazredit casts healing (4 Manna Points) on Mordred. In practice, this might be abbreviated to: "Unamit heal on Mordred" or something similar.
37.1 Plotting and Casting Spells
37.11 During each Plot Phase, each Player must plan out and record on a sheet of paper all Spells that each of his Spell-casting Characters will cast during the Magic Execution Phase, as well as the number of Manna Points expended in casting each Spell. This Magic Plot is made secretly, and the rules for secrecy and honesty which apply to plotting movement also apply to plotting Spells (see Section 36.1). During personal combat Players plot Spells during the Magic Plot Sub-Segment and cast them during the Magic Execution Sub-Segment. Otherwise, the rules that apply to normal Spells also apply to personal combat Spells except as noted (Exception: see Case 37.15).
37.12 During the Quest Game, there are actually two different times during which Characters may cast Spells. In the Magic Execution Phase, a Character may cast any Spell that he is able to except personal combat Spells. Personal combat Spells may only be cast during the Character Combat Phase by Spell-casting Characters engaged in a personal combat situation.
37.13 During the Magic Plot Sub-Segment of a Personal Combat Segment, any Spell-casting Character engaged in the personal combat situation may be plotted to cast a personal combat Spell. Plotting in this Sub-Segment is done according to the same procedure as plotting in the Plot Phase.
37.14 A Character may cast any number of Spells in one Magic Execution Phase; the only limit is the number of Manna Points he has at the beginning of the Phase. A Character may cast one and only one Spell during a Magic Execution Sub-Segment, although he may cast one Spell for each Sub-Segment in a single Character Combat Phase.
37.15 Search Confusion is a special Spell; it is cast during the Magic Execution Phase, but Players do not have to plot Search Confusion for their Characters. When one Player announces that one of his Characters is undertaking Magical Search, any other Player(s) may announce that their Character(s) are casting Search Confusion. For more information, see Search & Contact, Section 39.0
37.16 For Spell-casting purposes all Demons and Monsters are considered Characters (i.e., any or all Spells that can be cast on Characters may be cast on them); Exception: see Teleportation Protection and Control, Cases 12.31 and 12.55.
37.2 Resistance to Spells
37.21 Certain Spells have no effect, or have a lesser effect than normal, if the Character the spell is cast upon successfully "resists" the Spell. Spells that have lesser or no effect when resisted have such noted in the Spell description list.
37.22 When a Spell is cast at a Character, and it is determined that the Spell being cast is one that can be resisted, the Character may attempt to resist the Spell. The owning Player may determine whether he wishes his Character to attempt to resist the Spell; the Character need not do so.
37.23 If a Character wishes to attempt to resist a Spell, the Players examine the Character's Character Card to find the Character's Magic Resistance. A die is then rolled; if the number rolled is less than or equal to the Character's Magic Resistance the Character has successfully Resisted the Spell.
37.24 Many Spells do not allow Resistance; when these Spells are cast, the rules for Spell Resistance can be ignored. All Spells listed in Section 12.0 may not be Resisted.
38.0 Quest Game Spells
General Rule: These Spells serve as an addition to those Spells already delineated in Section 12.0.
38.1 Which Spells May Be Cast
38.11 All Spells listed in Section 12.0 may be cast in the Quest Game, except all conjure Spells (i.e., conjure Centauroid Cavalry, et cetera). All such Spells are cast during the Magic Execution Phase, including Spells which are normally cast during a Movement Phase in the Army Game. Enhance Stature has no effect in the Quest Game.
38.12 The Spells listed in this section may also be cast in the Quest Game (but not in the Army Game). Spells that may be Resisted are listed as such. All such Spells are cast in the Magic Execution Phase, unless otherwise noted.
38.2 Spells of the First Power Level
38.21 Conflict of Will Cost: At least 2 Manna Points Range: 15 hexes. May be Resisted. Effects: This Spell may be cast by any Spell-casting Character against any Enemy Spell-casting Character within 15 hexes of the casting Character. If the Character upon whom the Spell is being cast successfully resists the Spell, one-half as many Manna Points as were used in casting the Spell are deducted from the total of the Character on whom the Spell is cast. If the target of the Spell fails to Resist it, he loses as many Manna Points as were expended by the caster. Loss of Manna Points is considered to occur after the target Character has finished casting any Spells that he is plotted to cast in the same Phase. Loss of more Manna Points than a Character has results in his total Manna Points being reduced to zero.
38.22 Strength (Personal Combat Spell) Cost: At least 3 Manna Points Range: Target Character must be within two hexes of the casting Character on the Personal Combat Display. May not be Resisted. Effects: This Spell may only be cast on a Character with a Fighting Ability of at least one who is in the same hex as the casting Character on the Game-Map, and within two hexes of the casting Character on the Personal Combat Display. Both Characters must be involved in a Personal Combat Situation, and neither may be in a holding hex on the Display. The Target Character may neither move, make an attack, nor be subject to a melee in the Personal Combat Segment in which the Spell is cast, or the Spell has no effect. For the remainder of the Personal Combat situation in which the Spell is cast, the Fighting Ability of the target Character is increased by one third as many points as Manna Points expended (rounding down). Example: If six Manna Points were expended in Casting Strength on a Character with a Fighting Ability of 5, the Character's Fighting Ability would be temporarily increased to 7 [5+(6÷3)=7]. A Character's Fighting Ability may never be increased by a number greater than his Magic Resistance; e.g., a Character with a Magic Resistance of four could add no more than four to his Fighting Ability.
38.23 Weakness (Personal Combat Spell) Cost: At least three Manna Points. Range: Both the caster and the target must be within 6 hexes of each other on the Personal Combat Display. May be Resisted. Effects: This Spell may be cast on any Enemy Character with a Fighting Ability of one or more who is in the same hex as the casting Character on the Game-Map, and on the Personal Combat Display with the caster (neither Character may be in a holding hex). If the Character on whom the Spell is cast successfully Resists the Spell, he suffers no ill effects. If he fails to Resist the Spell, his Fighting Ability is reduced by one-third as many points as Manna Points expended (rounding down). This is a temporary decrease, and lasts only until the Personal Combat situation ends. Example: if a Character with a Fighting Ability of 5 were the subject of a Weakness Spell cast with six Manna Points, and failed to Resist the Spell, his Fighting Ability would be temporarily reduced to 3 [5−(6÷3)]=3. A Character's Fighting Ability may never be reduced by more than seven minus his Magic Resistance; thus a Character with a Magic Resistance of 4 and a Fighting Ability of 5 could never have his Fighting Ability reduced below 2 (7−4=3; 5−3=2).
38.24 Magical Search Cost: At least one Manna Point. Range: Unlimited. May not be Resisted. Effects: A Character may cast this Spell on any one Enemy Character anywhere on the Game-Map. If the Magical Search is successful, the casting Character has obtained contact with the target of the Spell (see Section 39.0, Search and Contact).
At the beginning of the Magical Execution Phase, each Player must announce all Magical Search Spells he has plotted for his Characters and which Enemy Character is the object of each such Spell. However, he does not announce the number of Manna Points allocated to each Spell. After all such Spells are announced, the Players have the option to have their Characters cast Search Confusion (see the next Spell listed, 38.25).
The Player whose Character is casting a Magical Search Spell then subtracts the number of Manna Points expended on any applicable Search Confusion Spell from the number of Manna Points that were allocated (back during the Plot Phase) to that Magical Search Spell. The resulting number (positive or negative) is added to the Magic Profile of the Character who is being searched for to yield the Magical Search Value. The Player owning the searching Character rolls a die and cross-references the result with the Magical Search Value on the Magical Search Table (39.6) to determine whether or not the search is successful. See Case 39.2, Magical Search and Search Confusion, for restrictions on the use of this Spell.
38.25 Search Confusion Cost: At least 1 Manna Point. Range: Unlimited. May not be Resisted. Note: This Spell is not plotted during the Plot Phase, despite the fact that it is cast during the Magic Execution Phase. This is the only exception to the rule that states that Spells cast during that Phase must be pre-plotted during the Plot Phase. Effects: After all Magical Search Spells (see Case 38.24) have been announced, each Player may have his Characters cast Search Confusion. Each Player notes secretly how many Manna Points he is allocating to each Search Confusion Spell; when these allocations are completed, they are all announced. Players owning Characters who are plotted to cast Magical Search Spells then proceed to resolve the Magical Searches.
See Case 39.2, Magical Search and Search Confusion, for restrictions on the use of this Spell.
38.26 Detection of Manna Foci Cost: At least 1 Manna Points. Range: Five times number of Manna Points Expended. May not be resisted. Effects: This Spell is used to determine whether or not a Character or group of Characters is carrying one or more Talismans of Orb. Multiply the number of Manna Points expended in casting the Spell by five; if there are any Talismans of Orb within this many hexes, the owning Player of the casting Character must be told of the existence of the Talismans, and in what hex they lie. See Talismans of Orb, Case 45.2. Note: This Spell does not detect Magical Weapons that are not Talismans. Also see Focus Subdual, Case 38.41.
38.27 Magic Blow Cost: 1 Manna Points. Range: 4 hexes on the Personal Combat Display. May be Resisted. Effects: Any Spell-casting Character in a Personal Combat eligible to cast Spells may cast Magic Blow at any other Character within 4 hexes. The Enemy Character immediately takes one Hit Point (see Case 40.5), unless he successfully Resists the Spell; if he does Resist the Spell, he takes no Hit Points.
38.3 Spells of the Second Power Level
38.31 Fly Cost: ½ Manna Point per 2 hexes flown through. Range: Must be cast on Character in same hex. May not be Resisted. Effects: A Fly Spell may be cast on any Character in the same hex as the casting Character, as long as the casting Character has contact with the Character on whom the Spell is cast (a Character may, of course, cast Fly on himself). If a group of Characters wish to fly, a Fly Spell costing 5 Manna Points will suffice for the entire group of Characters' full movement. Manna Points are not actually expended when the Spell is cast; rather, the number of Manna Points that the casting Character must spend is calculated after Character Movement. The casting Character must spend one-half a Manna Point for every two hexes through which the Character on whom he cast the Spell moved. Note that the number of Manna Points expended will be predetermined by the plot of each Player. A flying Character pays one-half Movement Point per hex, regardless of terrain. See Case 36.8, Flying.
38.32 Invisibility Cost: 2 Manna Points per Game-Turn. Range: Must be cast on Character in same hex. May not be Resisted. Effects: This Spell may be cast by a Character on any other Character or group of Characters in the same hex as the caster, as long as the casting Character has contact with the other Character. A Character may, or course, cast Invisibility on himself. The chance of a Character being discovered by Army Search is reduced when the Character is invisible; see Search and Contact, Section 39.0. A Character remains invisibile for half as many Game-Turns as Manna Points expended. Note that this is a group Spell; it may be cast on any number of Friendly Characters in the same party; the same Spell will turn all Characters invisible. If a Character enters into Personal Combat, any invisibility Spells cast on that Character immediately cease to take effect.
38.33 Magic Lance (Personal Combat Spell) Cost: 2 Manna Points. Range: 5 hexes on the Personal Combat Display. May be Resisted. Effects: Magic Lance is similar to Magic Blow, with the exception that Characters on whom Magic Lance is cast take two Hit Points, unless the Spell is successfully Resisted, in which case the Character takes one Hit Point.
38.4 Spells of the Third Power Level
38.41 Focus Subdual Cost: 1 Manna Point per Game-Turn per Object Affected. Range: Must be cast on a Talisman of Orb or Character in same hex as caster. May not be Resisted. Effects: Focus Subdual may be cast either on a Talisman of Orb or a Character. A Character may only cast Focus Subdual on a Talisman of his possession, or in the possession of a Friendly Character in the same hex as the caster. Once cast, the Spell remains in effect until the caster stops expending Manna Points to keep it in effect; the caster may continue to expend points each turn to keep the Spell in effect even if he is no longer in the same hex as the Talisman or Character. One Manna Point per Game-Turn must be spent to keep the Spell in effect. If a Talisman of Orb which has had Focus Subdual cast on it is within range of a "Detection of Manna Foci" Spell, the caster of the Detection Spell is told by the owner of the Talisman in which Province (i.e., area) the Talisman lies. The caster of the Detection Spell is not told which hex the Talisman is in; note that this is an exception to the "Detection of Manna Foci" Spell Description. If a Talisman of Orb which has had Focus Subdual cast on it is within range of a "Manna Focus Location" Spell, the latter Spell acts like a Detection of Manna Foci Spell instead (although its range is not increased). If Focus Subdual is cast upon a Character, the Character's Magic Profile is reduced to zero for as long as the Spell remains in effect.
38.42 Dissipate Spell Screen (Personal Combat Spell) Cost: At least 1 Manna Point. Range: Unlimited on the Personal Combat Display. May be Resisted. Effects: This Spell may be cast against any Spell Screen (see Case 38.63, Spell Screen). The Spell Screen may attempt to Resist the Spell. If it does so, it takes half as many Hit Points (rounding down) as Manna Points expended. Otherwise, it takes as many Hit Points as Manna Points expended. This Spell may never inflict Hit Points on any Character; it only reduces the endurance of a Spell Screen.
38.43 Blade Enchantment Cost: 2 Manna Points per Game-Turn. Range: Must be cast on Character in caster's hex, may be cast either during Personal Combat or the Magic Execution Phase. May not be Resisted. Effects: This Spell may only be cast on a Character with a Fighting Ability of 1 or more who does not have an Enchanted weapon. His weapon will be considered Enchanted for half as many Game-Turns as Manna Points expended. (See Personal Combat, Section 40.0, for the Effects of Enchanted weapons.)
38.44 Bolt of Fire (Personal Combat Spell) Cost: 3 Manna Points. Range: 5 hexes on the Personal Combat Display. May be Resisted. Effects: Bolt of Fire is similar to Magic Blow, except that Characters that do not Resist the Spell take 3 Hit Points, and those that do Resist the Spell take 2.
38.5 Spells of the Fourth Power Level
38.51 Healing Cost: 2 Manna Points per Hit Point. Range: Must be cast on Character in same hex. May not be Resisted. Effects: If the Character on whom the Spell is cast has taken any Hit Points (see Case 40.5) which have not been cured, one Hit Point is cured for every two Manna Points expended. Note that, aside from the passage of time (see Case 40.53), and the Fountain of Healing (see Case 44.22), this is the only way that Hit Points may be cured.
38.52 Blast of Fire (Personal Combat Spell) Cost: 4 Manna Points. Range: 5 hexes on the Personal Combat Display. May be Resisted. Effects: This Spell is similar to Magic Blow, except that Characters that are unable to Resist the Spell take 4 Hit Points, while Characters that Resist it take 2.
38.6 Spells of the Fifth Power Level
38.61 Manna Focus Location (Magic Execution Spell) Cost: 4 Manna Points per hex radius. Range: One-fourth as many hexes as Manna Points expended. May be Resisted (but see Effects). Effects: The caster automatically obtains contact with all Talismans of Orb within the Range of the Spell. Effectively, this means that he obtains contact with any Character carrying a Talisman of Orb, and also is able to automatically find any Talisman sitting by itself. Note that Focus Subdual reduces the effects of this Spell against Talismans of Orb. Each Character within Range of the Spell must resist the spell or have the caster obtain contact with him. However, Characters do not use their Magic Resistance for Resistance purposes; rather, they use their Magic Profile. In other words, the owning Player of each Character must roll a die for each of his Characters; if the die-roll is more than his Character's Magic Profile, the Character successfully Resists the Spell.
38.62 Bolt of Lightning (Personal Combat Spell) Cost: 5 Manna Points. Range: 6 hexes on the Personal Combat Display. May be Resisted. Effects: This Spell is similar to the Magic Blow Spell (see Case 38.27), except that Characters that fail to resist the Spell take 5 Hit Points, and those that successfully resist it take 3.
38.63 Spell Screen (Personal Combat Spell) Cost: 6 Manna Points. Range: 1 hex on Personal Combat Display. May be Resisted. Effects: A Screen of Force is placed around any three contiguous hexes the casting Player desires, as long as all three are within two hexes of the casting Character, and the casting Character's hex is one of the three. Characters may freely move or attack through the protected hexes; the Screen has effect only on Spells. The Spell Screen is considered to have the same Magic Resistance and Endurance as the Casting Character (if the casting Character has taken Hits, the Screen is considered to have the Endurance of the Character at the time he cast the Spell). Any time a Spell is cast on a Character within one of the three protected hexes, the Screen attempts to Resist the Spell using the casting Character's Magic Resistance. If the Spell was not a damage Spell (such as Magic Blow, Bolt of Fire, etc.), and the Spell Screen successfully Resists the Spell, the Spell has no effect. If the Screen does not Resist the Spell, the Character on whom the Spell is cast may attempt to Resist the Spell, and the Spell has its normal effects. If the Spell is a damage Spell and the Screen successfully Resists the Spell, the Screen (not the protected Character) is considered to take as many Hit Points as the Spell would normally inflict on the Character. The same is true if the Screen fails to Resist the Spell, except, of course, that the Screen will take more Hit Points. In either case, the target is considered to have resisted the Spell. Once the Spell Screen has taken as many Hit Points as its Endurance, it is considered dissipated and has no further effect. If this occurred while the Screen was in the process of absorbing Hit Points, the target of the Spell takes the excess Hit Points (no chance of Resisting the Spell).
38.64 Convulsion (Personal Combat Spell) Cost: 6 Manna Points. Range: 4 hexes on the Personal Combat Display. May be Resisted. Effects: The caster may cast the Spell on any Character within 4 hexes on the Personal Combat Display. If the Character Resists the Spell, he suffers no ill effects. Otherwise, he will be totally immobilized and unable to attack (although he may be attacked). At the beginning of each movement and combat sub-segment, the affected Character attempts to Resist the Spell once more; he remains affected until he manages to Resist it. Each time (after the first) that the affected Character attempts to Resist the Spell and fails, he takes one Hit Point. When another Character attacks a convulsed Character, one is added to the Personal Combat die-roll (in addition to any other modifications).
38.7 Spells of the Sixth Power Level
38.71 Contact Higher Plane (Magic Execution Spell) Cost: 5 Manna Points. Range: not applicable. May not be Resisted. Effects: This Spell basicallly enables the caster to contact (a) the Demon-Lords, (b) the Five Great Saints, or (c) Ghod Corflu, depending on the religious beliefs of the caster. A die is rolled, and the following table consulted:
| Die | Effect |
|---|---|
| 1 | The caster's Fighting Ability or Magic Resistance is raised by one point (owning Player's choice). If the Characteristic was zero to begin with, it may not be raised. |
| 2 | The Power or Fighting Ability (whichever is greater) of the caster is reduced by one point. |
| 3 | No effect. |
| 4 | Roll on the table for the Summon Force Spell. (Disregard any rolls of 5 or 6 — the caster rolls until he obtains a result of 1 through 4). |
| 5 | The caster may point to any stack of Enemy units; these units are eliminated. Note: Characters are not affected. |
| 6 | The Character is removed from the Game-Map, and placed back in the same hex at the beginning of the third Game-Turn following the current one. |
38.72 Fireball (Personal Combat Spell) Cost: 6 Manna Points. Range: Unlimited on the Personal Combat Display. May be Resisted. Effects: This Spell is cast during Personal Combat. When the casting Player plots the Spell, he must indicate a hex in which the Fireball is to explode. During the Magic Execution sub-segment, all Characters (whether Friendly or Enemy to the caster) within two hexes of the explosion hex must attempt to make their Magic Resistance. Those that do so take no Hit Points; those that fail to do so take 3. Note: If this Spell is cast in a Dragon Tunnel complex, all Characters within 3 hexes are affected (because the narrow corridors will force the blast to extend through them). If the Fireball explodes within range of a Spell Screen, each hex of the Spell Screen that is within range of the Fireball must attempt to make its Magic Resistance; for each hex of the Spell Screen that fails to Resist, the Screen takes 3 Hit Points.
38.8 Spell of the Seventh Power Level
38.81 The Black Hand of Death (Personal Combat Spell) Cost: All Manna Points (minimum of 10). Range: May only be cast on a Character in the same hex. May be Resisted. Effects: Any Character on which this Spell is cast must make his Resistance roll with one added to the die, or he is eliminated. If the Character successfully Resists, he still takes 5 Hits. Note: This Spell may only be cast if the caster complies with the provisions of Case 10.26.
39.0 Search and Contact
Commentary: The counters representing the Characters and Army units are present on the Game-Map at all times, and thus the Players always know where the counters (and hence the units and Characters) are. However, for game purposes the location of a particular Character is not considered to be "known" by another Character unless that Character or an Army unit friendly to the second Character should obtain contact with the first Character.
General Rule: All Characters and Army units are automatically and constantly in contact with all Friendly Army units and in contact with Friendly Characters in the same hex. A Character or any Army unit is not in contact with a non-Friendly Character (unless the owning Players are allied — see 39.31) unless contact is obtained by means of Search. There are three means of conducting Searches: Magical Search, Character Search and Army Search. A Character in contact with any non-Friendly Character may engage that Character in Personal Combat if both are in the same hex (see Section 40.0). A Character in contact with a non-Friendly Army unit must engage that Army unit in Character vs. Army Combat, unless the owning Players are allied (see Section 43.0).
39.1 Character Search
A Player can have a Character search for non-Friendly Characters during any Movement Phase by "plotting" that action for him during the preceding Plot Phase (see 36.0, Procedure).
Procedure: Should any non-Friendly Character be moved through or occupy a hex that a Friendly Character is searching during that Turn, the Player controlling the searching Character rolls a die. If the result is a 1, 2, or 3, then the searching Character has established contact with the non-Friendly Character; any other result has no effect.
39.11 For each hex which a Character searches, 3 Movement Points of that Character's Movement Point Allowance must be expended.
39.12 A Character may be plotted to search any hex (or combination of hexes) during a Movement Phase so long as that Character occupies or is adjacent to all such hexes during that Movement Phase, and that Character's Movement Point Allowance is not exceeded.
39.13 If a Character successfully attains contact with a non-Friendly Character during the Movement Phase, the searching Character's plot may be aborted and any remaining Movement Points be applied to Pursuit (see Case 36.3).
39.14 Character search has no effect on Invisible Characters.
39.15 Each individual Character traveling alone, and/or each party of Characters traveling together that is moved into a hex being searched is searched for separately. For example, if three non-Friendly Characters traveling apart (see Case 36.5) are moved through a hex that is searched by a Friendly Character, then three separate die rolls are made by the Player owning the searching Character, one for each separate search attempt.
39.2 Magical Search and Search Confusion
A Player can have a Character search for Enemy Characters during any Magical Execution Phase by "plotting" that action for him during the preceding Plot Phase (see Case 38.24). During any Magic Execution Phase, a Player may have any Character with unallocated Manna Points remaining cast a Search Confusion spell (see Case 38.25) to reduce the effectiveness of a Search Spell.
39.21 Each Search Spell is cast against and affects only one particular Character. Of course, there is no limit to the number of Search Spells which may be cast by any one Character other than the number of Manna Points available.
39.22 Each Search Confusion Spell is cast against and affects only one particular plotted Search Spell. There is no limit on the number of Search Confusion Spells which may be cast by any one Character other than the number of Manna Points available. Note that a Player may not "abort" plotted Spells during the Magic Execution Phase in order to make Manna Points available for Search Confusion Spells.
39.23 If a Character obtains Contact with an Enemy Character by Magical Search, he retains contact for the remainder of the Game-Turn.
39.24 If there are any Characters in the same hex as a Character who casts a successful Magical Search Spell, and if such Characters are in contact with the casting Character then they also obtain contact with the object of the Magical Search.
39.3 Contact Between Characters and its Effects
39.31 All Characters controlled by one Player are considered to obtain contact with each other automatically, whenever they are in the same hex at the same time. This means, for instance, that two Characters owned by one Player could meet in a single hex without having to search for each other. Furthermore, Characters owned by Players who are allied with each other always automatically attain contact. Only Characters who are in contact with each other may move as a party (see Case 36.5).
39.32 A Character may only initiate Personal Combat with another Character if the first Character obtains contact with the other one. A Character may only pursue a Character who he has contact with.
39.33 Note that Character "A" may have contact with Character "B" without Character "B" necessarily having contact with Character "A." This simply means that Character "A" knows where Character "B" is, while Character "B" has no idea where Character "A" is. Note also that one of a Player's Characters can have contact with an Enemy Character without another one of that Player's Characters having contact with the Enemy Character.
39.34 If a Character is attacked (i.e., Personal Contact is initiated), he automatically gains contact with his attackers.
39.35 If one Character has contact with an Enemy Character and obtains contact with a Friendly Character, the second Friendly Character immediately establishes contact with the Enemy Character. If one Character in a group of Characters moving as a party obtains Contact with an Enemy Character, all Characters in that party gain contact with the Enemy Character.
39.36 If a Character has contact with an Enemy Character who is moving in a party of other Characters, and the Character moves into the same hex as the Enemy Character, he immediately gains contact with the rest of the party.
39.37 A Character in contact with a second Character maintains that contact as long as both are in the same hex, or as long as the Character in contact is pursuing the second Character. Exception: Case 39.5.
39.38 Should a Character who is the commander of an Army (such would be noted in Case 41.3) obtain contact with an Enemy Character, all Army units in his Army immediately obtain contact with the Enemy Character also. See also Case 39.52.
39.4 Army Search
During the Character Movement Phase, a Player's Army units automatically search for any Enemy Characters in the hex they occupy and any hex in their Zones of Control (see Case 39.41). If such a search is successful, the Army has established contact with the Character (see 39.5, Army Character Contact and Its Effects).
Procedure: To conduct an Army Search, the Player owning the searching Army units determines the number of his Army units in the same hex occupied by the Character or party of Characters being searched for and doubles that number. To the resulting value, he adds the total number of his Army units that have that hex in their Zones of Control. The resulting number is the Army Search Value. Consulting the Army Search Table (39.7), the Player locates the appropriate Army Search Value. For each possible Army Search Value, a range of dice-rolls is listed. For example, for an Army Search Value of 9, the numbers 2 and 6-8 are listed. The Player then rolls two dice and adds the results of the rolls together. If the total of the two dice corresponds to one of the numbers, the Army units have obtained contact with the Character(s). Example: If the Army Search Value were 9 a dice-roll total of 2, 6, 7, or 8 would result in the Army units obtaining contact with the Character(s). Any other total would mean that the Army units had failed to obtain contact.
39.41 Generally speaking, an Army unit exerts a Zone of Control into all adjacent hexes. Exception: Army units do not control hexes to which they are prohibited from moving due to scenario restrictions; see Case 41.1, Geographical Location of Armies and Restrictions on Movement. Zones of Control are defined in Section 9.0. The General Rule of that Section, as well as Cases 9.11, 9.12, and 9.17 apply to the Quest Game. Other Cases from that Section do not apply.
39.42 If a Player's Army units search for a party of Characters (see Case 36.5), the entire party is searched for as a unit. If the search is successful, the Army units obtain contact with all Characters in the party; if it is not successful, no contact with any of those Characters is obtained.
39.43 If a Player's Army units search for several Characters moving separately, a separate dice-roll for each Character is necessary. If a given search is successful, the searching Army units obtain contact with the Character that is the object of that specific search (only).
39.44 Any Character or party of Characters that occupy or move through a hex occupied by an Army unit or in its Zone of Control may be searched for by that Army unit during the Character Movement Phase. Thus, a Character (or party) that does not move but occupies a hex also occupied by an Army unit or in its Zone of Control may be searched for.
39.45 If a Character or party moves into several Enemy Army-occupied/controlled hexes in the course of its movement, Enemy Army Searches may be conducted for the Character(s) in each such enemy Army-occupied/controlled hex. Army units only search for a Character once when he moves into a hex, but if a Character moves through successive hexes, searches may be conducted for them in every such hex.
39.46 For any Army search conducted for an invisible Character or a party consisting entirely of invisible Characters, the Army Search Value is multiplied by ¼ and rounded down if necessary to the nearest whole number.
39.47 Monsters and Demons are incapable of Army Search.
39.5 Character Contact with Army Units and its Effects
39.51 If an Army unit (or group of units) conducts a successful search for a Character or party, then the Character commanding that Army unit as well as all other Army units commanded by that Character are considered to be in contact with the first Character or party.
39.52 If the Character commanding any Army unit (see Case 41.3) obtains contact with a second Character (or party), then all Army units under the command of the first Character are considered to be in contact with the second Character.
39.53 If an Army unit(s) that obtains contact with a Character (or party) is in the same hex as that Character, or has that Character in its Zone of Control, then the movement of that Character must cease and the Character must either surrender or attempt Evasion (see Case 42.1, Evasion). Exception: Case 39.54.
39.54 The owning Player of an Army unit may allow a Character or party his unit has established contact with to proceed with its plotted movement at his option, if the Character or party is moved into the Zone of Control of — or hex occupied by — the Army unit.
39.55 If an Evasion attempt fails, the contacted Character(s) must either surrender to the Army unit or engage in Character vs. Army Combat (see Section 43.0, Character vs. Army Combat).
39.56 If a Character is moved into a hex which is in the Zone of Control of — or occupied by — an Army unit that is in contact with the Character, no search is necessary by the Army unit. An immediate Evasion attempt by the Character must be made (Exception: Case 39.54).
39.57 If Characters who are successfully searched for by Army units evade those Army units, those units — as well as the Character in command of them and any other Army units under his command — are considered to have lost contact with the Characters.
39.6 Magical Search Table
| Die \ Magic Search Value | −5 or less | −4 thru 0 | 1 thru 5 | 6 thru 10 | 11 thru 15 | 16 or more |
|---|---|---|---|---|---|---|
| 1 | – | – | – | – | – | – |
| 2 | – | – | – | – | – | C |
| 3 | – | – | – | – | C | C |
| 4 | – | – | – | C | C | C |
| 5 | – | – | C | C | C | C |
| 6 | – | C | C | C | C | C |
Explanation of Results: − = no effect (search fails); C = search succeeds (contact obtained).
39.7 Army Search Table
| Army Search Value | Die-Rolls to Contact |
|---|---|
| 1 | 2 |
| 2 | 4 |
| 3 | 6 |
| 4 | 2, 7 |
| 5 | 4, 7 |
| 6 | 6, 7 |
| 7 | 3, 6-7 |
| 8 | 5-7 |
| 9 | 2, 6-8 |
| 10 | 4, 6-8 |
| 11 | 2, 5-8 |
| 12 | 4-8 |
| 13 | 3-8 |
| 14 | 4-9 |
| 15 | 3-9 |
| 16 | 3-9, 11 |
| 17 | 2-10 |
| 18+ | 2-11 |
How to Use the Table: After the Army Search Value is calculated (see Section 38.0 [39.0]), find the Value along the left-hand column of the table. Read across the table to find the numbers in the corresponding position of the right-hand column. Roll two dice and total the rolls; compare the number rolled to the numbers found in the right-hand column. If the number rolled is in the span of numbers indicated by the table, the character(s) are discovered by the army units. Example: Army Search Value is 11; span is 2, 5-8. If a 2, 5, 6, 7 or 8 is rolled, the characters will be discovered.
40.0 Personal Combat
General Rule: Personal Combat is defined as combat between Characters. It occurs during the Character Combat Phase. Personal Combat during the Character Combat Phase may occur between any group of Characters and any other group of Characters in contact with each other in the same hex. If a Character or group of Characters is in the same hex as another Character or group of Characters during the Character Combat Phase, and the first group of Characters has contact with the second, the first group may initiate Personal Combat with the second. If both groups have contact with the other, either or both may initiate Personal Combat. A Player initiates Personal Combat simply by announcing that his Characters are attacking the Enemy Player's Characters.
40.1 Set-Up of the Characters
40.11 Once Personal Combat is initiated, the Players remove the Characters involved in the Personal Combat from the Game-Map and place them on the Personal Combat Display. They may, if they so desire, place a marker in the hex that the Characters came from so that, once the Personal Combat is over, they may be replaced in the same hex.
40.12 The Personal Combat Display is designed to be used by up to six Alliances or Players at once; that is to say, up to six "sides" may participate in a Personal Combat situation. Usually, no more than two sides will do so, but occasionally situations will arise in which more than two Players or Alliances engage in Personal Combat at once.
40.13 In a Personal Combat situation, two Players who are officially allied with each other (see Section 6.0) are considered one "Player" for the purposes of setting up Characters and the Personal Combat Sequence of Play. Players of Characters who are allied may not physically attack each other. A magic-using Character may not cast a Spell which does physical damage on the Character of an Allied Player. For the purposes of the Personal Combat rules, the word "Player" will henceforth be assumed to mean "Player or Alliance of Players."
40.14 Before the Characters are placed on the Personal Combat Display, each Player is assigned a "side" of the Personal Combat Display. Since the Display is in the shape of a giant hex, each Player is assigned one of the six sides. Players should be assigned sides most nearly opposite each other; thus, if there are two Characters involved in a Personal Combat, they should be assigned opposite sides; if there are three, there should be one free side intervening between each Player's side, etc. In the event of four or five Players being involved in a Personal Combat, the sides should be assigned randomly.
40.15 Each side of the Personal Combat Display contains four holding hexes. Each Player must place all of his Characters which are involved in the Personal Combat situation in the four holding hexes on his side of the Display. More than one Character may be placed in a single holding hex, and not all Characters need be placed in one hex. Dice are rolled to determine who is to set his Characters up first, who second, and so forth, highest roller setting up first.
40.16 After the Characters are set up as above, each Player executes a Free Move Segment. Dice are rolled once more to determine who executes the Free Move first, who second, etc. During his Free Move, a Player may move any or all of his Characters four hexes in any direction(s) on the Personal Combat Display. During the Free Move Segment, no Character may move into the holding hex of another Player, nor adjacent to such a hex, and no Character may move into or through a hex containing another Player's Character. No Combat or Spell-casting occurs at this time; only Movement. At the end of the Free Move Segment, each untinted hex may contain a maximum of one Character; the stacking limit in such hexes is one Character. There may be any number of Characters in holding hexes.
40.17 After the Free Move has been executed, the Personal Combat begins in earnest.
40.18 If the Personal Combat takes place in a Dragon Tunnel Complex, the Players only use the tunnel hexes of the Personal Combat Display. Otherwise, all hexes that are not holding hexes are considered white hexes.
40.2 Sequencing and Magic
40.21 Once the above sequence has been executed, the first Personal Combat Segment begins. Each Personal Combat Segment consists of three sub-Segments; the Magic Plot, Movement and Combat, and Magic Execution. After one Personal Combat Segment has been executed, the Players begin another, and continue the Personal Combat until one Player or group of Players is declared the victor of the Personal Combat (by dint of eliminating all Enemy Characters on the Display), or until there are no live Characters remaining on the Personal Combat Display.
40.22 During the Magic Plot sub-Segment, each Player who has one or more Spell-Casting Character(s) on the Personal Combat Display must plot Spell-casting by those Characters. The Players must note which Characters are going to cast Spells (if any) and (if necessary) the target hex or Character of the Spell. The Characters may only cast Spells that are designated as "Personal Combat" Spells in the Quest Game spells, Cases 38.2 through 38.8. A Character may only cast a Spell if he is in one of the white hexes; under no circumstances may a Spell be cast from a holding hex.
40.23 Each Player rolls a die. The highest roller will move first, the second highest roll moves second, etc. The Player who moves first may then perform a Personal Combat function with one Character, at which point the Player who moves second performs the Personal Combat function for one Character, until all Players have had one Character perform a Personal Combat function. Then the cycle is repeated, with the Players proceeding in the exact same order, until all Characters have been utilized, or until the Players do not wish to use any of their remaining Characters in that Personal Combat Segment.
40.24 A Character may perform one of the following functions during Personal Combat: Spell-casting, Melee, Movement, Retreat or Surrender.
Note that, should a Player choose to cast a Spell with one of his Characters, he must announce this at the end of the Magic Plot sub-Segment, and so indicate that this particular Character will not do anything in the Movement and Combat sub-Segment, which is when all other Personal Combat functions are performed. Spells do not take effect until the end of the Magic Execution sub-Segment, because it requires time to conjure and incant for a Character to successfully cast a Spell.
40.25 Note that the range limitation on Spells that can be cast in Personal Combat applies to Personal Combat Display hexes, not Game-Map hexes.
40.26 The effects of Spells are determined during the Magic Adjudication sub-Segment.
40.27 If a Character is casting a Spell and is either forced to retreat or takes a Hit Point from Melee, the Spell is not cast and the casting Character loses one-half of the Manna Points (rounding down) required to cast the Spell.
40.3 Movement and Stacking in Personal Combat
40.31 With the exception of the initial Free Move (see Case 40.16), a Character's Movement Allowance during Personal Combat is always two. For each hex that a Character moves into he expends one Movement Point. Only one Character may be in a hex at a time, and this restriction applies to Movement (in other words, Movement through Characters is prohibited).
40.32 Each Character possesses a Zone of Control, which consists of the six hexes immediately adjacent to that Character. If an Enemy Character enters the ZOC of a Friendly Character, the Friendly Player may elect to exert his Character's ZOC. If he does not do so, the Enemy Character moves normally. If he does so, the Enemy Character must immediately cease Movement for that Personal Combat Segment. However, once one Enemy Character is stopped by a Friendly Character's ZOC, that Friendly Character no longer possesses a ZOC and any other Enemy Character is free to pass as if the Friendly Character did not exert a ZOC.
40.33 An Enemy Character may move directly from one Friendly ZOC to another, but is subject to adverse die-roll modifications (see Case 40.78).
40.34 A Character may move one hex and engage in Melee, but is subject to adverse die-roll modifications (see Case 40.76, Advance and Thrust).
40.35 Retreat from Combat
There are three forms of Retreat from Combat, and they are enumerated below.
(1) Retreat as a result of Personal Combat (see Case 40.9), in which the defender must retreat one hex towards his holding area (if possible), and the attacker has the option to immediately advance into the vacated hex.
(2) Fighting Withdrawal, in which the defender retreats one hex and receives adverse die-roll modifications (see Case 40.77); and
(3) Full Flight, in which the defender retreats three hexes and receives a parting attack if the attacker so wishes. These may be used in lieu of Movement with the obvious exception of (1).
40.36 Retreat from Combat may not be into an Enemy Zone of Control or a holding area. If a retreat necessitated by combat forces a Character to retreat to one of those two types of hexes, the Character does not retreat, and instead receives an additional Hit Point of damage. A retreating Character may displace a Friendly Character, but only if that Character is not involved in Melee.
40.37 The only circumstances under which a Character may retreat from the Personal Combat Display is if there is no Enemy Character within three hexes of his Friendly holding area, or if the Character remains adjacent to any Friendly holding hex(es) for three consecutive Personal Combat Segments. At the end of the third consecutive Personal Combat Segment that Character may move into a holding hex. Note: Characters with flying abilities (e.g., a Dragon) need only remain adjacent to their holding area for one Personal Combat Segment before being able to retreat off the Display. Characters with Fly Spells or Talismans that allow flying may escape via the same procedure.
40.4 Hand-to-Hand Combat (Melee)
40.41 In addition to Movement, Characters may also perform Melee during the Personal Combat Segment, but may never perform Movement of two hexes and combat in the same Personal Combat Segment. No Character may perform Spell-casting and Melee in the same Personal Combat Segment. However, Characters may perform a combination of Movement and combat known as Advance and Thrust (see Case 40.76).
40.42 A Character may Melee against any adjacent Character, unless the first Character has elected to exert his Zone of Control on an Enemy Character (see Case 40.32), in which case the Character must Melee the Enemy Character that he exerts his ZOC upon.
40.43 When a Character engages in Hand-to-Hand Combat, he compares his Fighting Characteristic with any modification necessary to allow for Strength or Weakness Spells (see Cases 38.22 and 38.23). This will establish a positive or negative number or zero. Refer to the appropriate column on the Personal Combat Results Table (40.8). Roll two dice, modify the roll for any pertinent bonuses or debits (e.g., an Enchanted Blade adds one to the die-roll; for a full list, see Case 40.7, Personal Combat Modifiers), and then immediately apply the combat result.
40.44 Any combat results are applied immediately; it may be possible that a Character is killed before he ever gets a chance to do anything in that particular Personal Combat Segment.
40.45 Advance and Thrust
When a Character performs this maneuver he moves one hex (conforming with all normal Character Movement rules), and then performs Melee as per the above rules, but there is an adverse combat modifier applied.
40.46 Example of Melee:
Let us say that Mellanthia is fighting the Paladin Glade. Mellanthia has a Fighting Ability of 6, and the Paladin Glade who possesses Retaliator therefore also has a Fighting Ability of 6. The column referred to is then the "0" column. The Player who controls Mellanthia rolls two dice and rolls a 9, which, since Mellanthia has an Enchanted Blade (which is noted on her card), becomes a 10. A "−1" result has occurred, and the Paladin Glade has taken one Hit Point (as he is the defender).
40.5 Hit Points (Endurance)
Hit Points are a quantification of the amount of physical and mental damage a Character may receive before he is considered dead. The sum Hit Points a Character has is his Endurance.
40.51 Each Character has a Hit Point total between 1 and 15. The Hit Point total of each Character is listed on the Character Card of the Character as the Endurance. It may be modified by a Talisman of Orb.
40.52 During Personal Combat, Characters take Hit Points. Each Player must keep a running total of the Hit Points that each of his Characters has suffered during Personal Combat; if and when the total number of Hit Points suffered by a Character exceeds the Character's Endurance total, the Character is considered to have been killed and is removed from play.
40.53 Hit Points are not lost when a Personal Combat is over; Hit Points are only cured by time (or by healing Spells). A Character's total Hit Points taken is reduced by one at the end of each Game-Turn until the Character has no Hit Points.
40.54 If the concept of Hit Points seems initially hard to grasp, Players should remember this important information: The total Hit Points are the Endurance of the Character. A running total must be kept of the Hit Points taken and compared to the Hit Point Capacity (Endurance). Should the Hit Point total ever exceed the Endurance, the Character is dead.
40.6 Capture and Surrender
40.61 If the difference in Fighting abilities between two Characters in Personal Combat is ever greater than six, or the total of all of one side's Fighting Abilities is fifteen greater than the other side's total, the Character(s) with the greater Fighting Ability total captures the Character(s) with the lesser total.
40.62 At any time, a Player may have any of his Characters surrender to the other Player involved in a Personal Combat. Surrendering Characters are considered captured by the Enemy Player.
40.63 If a Player captures any of the opposing Player's Characters, or if any of the opposing Player's Characters surrender, the Player must allocate one of his own Characters to guard the captured or surrendered Characters. One Character is sufficient to guard any number of captured Characters. The captured Characters and the guarding Character are removed from the area of the Personal Combat after moving off the Display as per normal Movement rules.
40.64 If the Player who captures a number of Characters is the losing Player of the Personal Combat situation, the captured Characters are considered freed. The guarding Character is considered to have fled the scene of the Personal Combat, and is placed in any adjacent hex by his own Player.
40.65 If the Player who owns a guarding Character is the victor of a Personal Combat situation, the captured Characters remain captured (see Case 43.1).
40.7 Combat Modifiers
40.71 Whenever a combat situation occurs, the attacking Character must check to see if there are any relevant combat modifications. All must be totalled to give a final number which either added to or subtracted from the die roll. The following Cases delineate the possible Combat Modifiers.
40.72 Enchanted Blades
An Enchanted Blade adds one to the Personal Combat die roll.
40.73 Talismans of Orb
Certain Talismans add two or more to the Personal Combat die roll. These will be listed on the card or in the appropriate rules section.
40.74 Ferocity
Characters may choose to go berserk in combat in which case 1 is added to their combat die roll. However, any Character Meleeing a "berserk" Character adds 2 to his Personal Combat die roll.
40.75 Fatigue and Blood Loss
If a Character takes Hit Points in excess of half his total Endurance, 1 is subtracted from his Personal Combat die roll.
40.76 Advance and Thrust
When performing the Advance and Thrust routine, a Character subtracts 1 from his Personal Combat die roll.
40.77 Retreat
If a Character is forced to retreat as a result of combat, 1 is subtracted from his Personal Combat die roll in the subsequent Melee in the same Personal Combat. When a Character performs a Fighting Withdrawal, he subtracts 2 from his Personal Combat die roll, and his opponent subtracts 1 should he elect to Melee. If he does not Melee, the Enemy Character suffers no result. When a Character decides on full flight, his opponent adds 2 to the Personal Combat die roll if he performs Personal Combat.
40.78 ZOC Movement
If a Character moves directly from one Enemy Zone of Control to another (which will be his only movement for the turn), he subtracts an additional 1 from his Personal Combat die roll (this is an Advance and Thrust) and any Enemy Character Meleeing against him receives an additional 1 to his Personal Combat die roll.
40.8 Personal Combat Results Table
Cross-reference the die-roll (modified per Case 40.7) with the Fighting Ability Differential to find the result:
| Dice \ Diff. | −6 or less | −5 | −4 | −3 | −2 | −1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 or more |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 3r/– | 3/– | 2r/– | 2r/– | 2/– | 2/– | 1r/– | 1r/– | 1r/– | 1/– | 1/– | 1/– | 1/– |
| 1 | 3/– | 2r/– | 2/– | 2/– | 1r/– | 1r/– | 1/– | 1/– | 1/– | r/– | r/– | r/– | 2/1 |
| 2 | 2r/– | 2/– | 1r/– | 1r/– | 1/– | 1/– | 1/– | 1/– | 1/– | 2/1 | 2/1 | 2/1 | 1/1 |
| 3 | 2/– | 1r/– | 1/– | 1/– | 1/– | 1/– | r/– | r/– | r/– | 1/1 | 1/1 | 1/1 | –/– |
| 4 | 1r/– | 1/– | 1/– | 1/– | r/– | r/– | 2/1 | 2/1 | 2/1 | –/– | –/– | –/– | 1/2 |
| 5 | 1/– | 1/– | r/– | r/– | 2/1 | 2/1 | 1/1 | 1/1 | 1/1 | 1/2 | 1/2 | 1/2 | –/r |
| 6 | 1/– | r/– | 2/1 | 2/1 | 1/1 | 1/1 | –/– | –/– | –/– | –/r | –/r | –/r | –/1 |
| 7 | r/– | 2/1 | 1/1 | 1/1 | –/– | –/– | 1/2 | 1/2 | 1/2 | –/1 | –/1 | –/1 | –/1r |
| 8 | 2/1 | 1/1 | –/– |
Explanation of Results: Results expressed as effect on attacker/defender. − = no effect; r = affected Character must retreat one hex; # = affected Character sustains as many Hit Points as the number; #r = affected Character sustains as many Hit Points as the number and retreats one hex.
Note: Hit Points are immediately recorded. Retreat is sometimes impossible due to the ZOC of the Character(s) being meleed or when any other Enemy Characters unengaged in melee have a fighting ability greater than one. If this is the case, an extra Hit Point of damage is received.
40.9 Personal Combat Display
(See the separate Charts and Tables sheet for the physical hex-grid display layout.)
41.0 Army Movement
General Rule: In the Quest Game, one or more Players may control Army units. Whether or not a Player controls Army units will be determined by the Quests that are operative in any given Quest Game (see Case 46.3). Generally speaking, during the Army Movement Phase, any Player who controls one or more Army units may move his units.
41.1 Geographical Location of Armies and Restrictions on Movement
41.11 The Army units of a Player will be confined to a single area or group of areas. For instance, in Quest C (the Daemonic Weird), the Army units controlled by the owning Player of X the Unknown are limited to the "Citadel Isle" area. Units confined to an area may not leave that area. Note: If Random Event H (Flooding) is in effect and a unit is washed downstream, it is washed only as far as the border of its area.
41.12 In the Quest Game, Army units may never engage in combat with each other. The only purpose such units serve is to search for and capture Characters. Units of two different Players will be confined to different areas, so that units will never interact with each other in the Quest Game; therefore, Players may move units during the same Phase without conflict. Zones of Control of units do not extend out of their areas of confinement.
41.2 Movement Rules
Section 7.0 applies in its entirety, except it applies only to units and not to Characters. Players should refer to Section 7.0.
41.3 Army Commanders
The various Army Commanders are:
- The Empire — The Paladin Glade
- The Corflu Cultists — Unamit Ahazredit
- The Cronks — Raman Cronkevitch
- The Endorans — Snorri Gundarchuksson
- The Swamp-Creatures — Sliggoth
- Zirkast — Zurik Bladebreaker
- Convivia — Gerudirr Drangonslayer
- Krasnia — Gislan the Rock
- The Citadel of Blood — the Dark Lord or X the Unknown
- O.R.C. — Chairman Naskhund
- The Elves — Gwaigilion Elengal or Linfalas
See Case 39.5 for an explanation of the effects of Commanders.
42.0 Evasion and Capture
General Rule: When a Character or party of Characters enters a hex occupied or controlled by an Enemy Army unit with which he (they) is in contact, that Character(s) has a choice: he may either surrender to the Army units or attempt to Evade them. If he fails to Evade the Army units, he again has a choice: he may either surrender to the Army units, or he may engage in Character vs. Army Combat (see Section 43.0). If a Character is Captured, the Capturing Player controls the movement of the Captured Character as long as a Friendly Character or Undemoralized Army unit is in the same hex as the Captured Character. If a Captured Character is left alone (i.e., unattended or guarded only by Demoralized Army units), he is considered freed.
42.1 Evasion
42.11 Evasion may occur at two times: (1) when a Character or party enters a hex occupied or controlled by an Enemy Army unit which he is either already in contact with or which successfully searches for him — i.e., immediately — and (2) when the Character vs. Army Combat Results Table indicates that the Character may attempt Evasion once again (see Case 43.3).
42.12 Determine how many Undemoralized Enemy Army units are in the same hex as the Characters and in adjacent hexes and triple this number (note that Demoralized Army units are not counted in this total). Total the Magic Profiles of each of the Characters. Add the total Magic Profiles to the tripled number of Army units, and refer to the Evasion Table.
42.13 Find the Evasion number (i.e., the Magic Profiles plus triple the number of Army units) at the top of the Evasion Table and roll a die. Cross-reference the row determined by the die roll with the column determined by the Evasion number, to yield a single result.
42.14 If the Character(s) fail to Evade, they must proceed to Character vs. Army Combat (see Case 43.1).
42.15 If the Characters succeed in Evading, the owning Player of the Army units must place the Characters in the nearest hex to the Character's hex that is neither controlled nor occupied by Enemy units. All Characters must be placed in the same hex. Characters may not be placed in a hex if there is impassable terrain between the hex the Characters were discovered in and the hex that they are being placed in. Characters must be placed in the nearest unoccupied and uncontrolled hex; if there is more than one such hex equidistant from the original hex, the owning Player of the Army units determines which hex the Characters will be placed in.
42.16 Once Characters have succeeded in Evasion, their movement is completed. They may move no further during the Character Movement Phase. Evasion may cause a Character to exceed his Movement Allowance. This is an exception to the normal Character Movement Rules.
42.17 Note that Evasion, like Army Search and Character vs. Army Combat occurs during the Character Movement Phase.
42.2 Effects of Capture
42.21 Characters may be captured (a) by other Characters during Personal Combat, or (b) by Army units during Character vs. Army Combat. After a given Character is captured, control of that Character passes to the owning Player of the capturing units or Characters.
42.22 Captured Characters may be moved by the capturing Player as he likes, as long as captured Characters are escorted by at least one Character or Undemoralized unit owned by the capturing Player. If all escorting units or Characters are eliminated, the captured Characters are set free, and revert to the control of their owning Player. If a unit is escorting, the Character moves during the Army Movement Phase with the unit.
42.23 Captured Characters never engage in Melee or cast Spells for their capturing Player; they are "controlled" by the capturing Player only to the extent that he determines where they will move.
42.24 A capturing Player may kill any or all of the Characters he has captured at any time that the Characters are within his controlled province borders, except that he may not do so while the escorting units or Characters are engaged in Character vs. Army or Personal Combat.
42.25 The capturing Player may freely change escorts of the captured Characters; i.e., the Player may have his escorting Character or Army unit turn the captured Characters over to any other Characters at any time, as long as both the old and new escorts are in the same hex.
42.3 Evasion Table
(See the separate Charts and Tables sheet.)
43.0 Character vs. Army Combat
General Rule: Character vs. Army Combat occurs during the Character Movement Phase between an Army unit(s) and any Characters with which it (they) is in Contact and which are in the same hex as the Army unit or in its Zone of Control, after the initial Evasion attempt (see Case 42.11) has been resolved. All of the Characters in a hex may fight as a single unit in Character vs. Army Combat or the owning Player may choose to split off one large Character vs. Army Combat into several smaller ones.
Procedure: To resolve Character vs. Army Combat, total the Magic Power Levels and Fighting Abilities of all Characters involved in the Combat. Separately total the Combat Strengths of all Army units involved in the Combat. Any Undemoralized Army unit in the same hex as or adjacent to the Character's hex must be involved in the Character vs. Army Combat.
43.1 How to Perform Character vs. Army Combat
43.11 If a Character or party of Characters that has been contacted by Army units fails to Evade the Army units, he must either surrender to the Army units, or engage in Character vs. Army Combat.
43.12 Character vs. Army Combat is resolved in a series of combat rounds. Character vs. Army Combat continues until (a) all Army units have been demoralized, or (b) all Characters are captured. If there is more than one Character vs. Army Combat being executed during a single Character Movement Phase, the effects of each combat are considered to occur simultaneously. That is to say, one round of each Character vs. Army Combat situation is resolved, then all effects from each of these situations are applied, then the next round of Character vs. Army Combat is executed, and so forth.
43.13 Compare the totalled Power Levels and Fighting Abilities to the totalled Combat Strengths as a probability ratio and round the ratio in favor of the Army units to find one of the ratios listed on the Character vs. Army Combat Results Table. Example: Characters whose Power Levels and Fighting Abilities total 10 are fighting Army units whose Combat Strengths total 13. The ratio is 10 to 13, which is simplified to 2-3.
43.14 Roll two dice, total the die rolls, and refer to the Character vs. Army Combat Results Table. Cross-reference the row determined by the die roll with the column determined by the combat ratio to yield a single result. Note: Subtract 1 from the die roll if any of the Characters has an Enchanted Blade; 2 if a Character wields Retaliator or Lightning Lord.
43.15 If more than one party of Characters or Army units is involved in a Character vs. Army Combat, the Character Player may split off or combine attacks in any way provided that each unit and Character is involved in one combat and one combat only. All units and Characters contacted must be involved in each combat round. Note: Characters in a hex with other Friendly Characters (in another party) who are contacted may be involved in Character vs. Army Combat at the option of the owning Player. If they are so involved, they are considered to have been contacted by the Army unit involved in the combat.
43.16 If a "C#" results on the Character vs. Army Combat Results Table, the number of Characters listed are captured (owning Player's choice). On any other result but a "no result" a certain number of Army units will be demoralized and the Characters may take Hit Points.
43.17 On any result except a "C#" result, the Characters may again attempt to Evade. If they fail to Evade, they must return to Character vs. Army Combat, until (a) all the Characters Evade, (b) the Characters are captured, (c) the Characters are eliminated, (d) all Army units are destroyed, or by (e) mutual agreement between the Players involved. If any of these circumstances occur, the combat is considered to be over.
43.18 If all Army units involved in a Character vs. Army Combat are eliminated, all captured Characters are freed. Captured Characters may not contribute to Character vs. Army Combat.
43.2 Effect of Characters Friendly to Army Units
43.21 If the Commander of an Army is stacked with Army units of his control at the instant of Character vs. Army Combat, the Character may influence the Combat on the side of the Army units.
43.22 The totalled Power and Fighting abilities (adjusted for Sun Phase and Talismans of Orb) of the Character is added to the Army unit's total Combat Strength when calculating the combat odds. Add 1 to the die roll if a Character Friendly to the Army side possesses an Enchanted Blade; 2 if such a Character wields Retaliator or Lightning Lord.
43.23 Either side may challenge the other to Personal Combat; if the challenge is accepted, the Players refer to Section 40.0 and perform Personal Combat. Note that if the side that does not possess armies wins, it escapes without being subjected to further Search or Combat (chivalry in action).
43.3 Character vs. Army Combat Results Table
(See the separate Charts and Tables sheet.)
44.0 Special Terrain Types
General Rule: Certain hexes on the map have special effects on play.
44.1 Portal and Vortex Hexes
Portal and Vortex hexes act in the Quest Game exactly as they do in the Army Game (see Section 16.0) with the following exception: Characters are affected by Vortices. When a vortex passes through a hex containing one or more Characters, each Character must attempt to "Resist" the Vortex as if it were a Spell. If a Character fails to Resist a Vortex, a die is rolled; the Character takes as many Hit Points as the number rolled.
44.2 Special Hexes
44.21 The special hexes listed in Section 16.3 have effect in the Quest Game. In addition, the following hexes have effect:
44.22 Hex 3130: Spring of Healing. Any Character who is present in the hex at any time during a Game-Turn may "cure" four of his own Hit Points. In other words, the running total that the owning Player keeps of the number of Hit Points that each Character has sustained is reduced by 4.
44.23 Hex 3645: The Tombs of the Damned. These barrow-strewn hills are the last safe refuge for the Spectres of Ararlve. Normally, the Spectres will stay in their preserve, but if provoked by outside interference or the proper lunar configurations, the Undead will roam the Valley by night. If a Character or party of Characters moves into the hex containing the Tombs of the Damned, a die is rolled. The number rolled is the number of Spectres that appear to challenge the Characters to Personal Combat (and the Combat is to the death — unless the Character(s) should succeed in exiting the Personal Combat Display). If the Character(s) should defeat the Spectre(s), he may hold converse with the spirits of the dead and cast the equivalent of the Spell Contact Higher Plane (see Case 12.7) at no Manna Point cost (even should the Player have no Characters capable of Spell-casting).
44.24 Hex 1441: The Ruins. Deep within this ancient city complex is the Swamp-Creature breeding ground for Saurians. Chief among them are the proud Tyrannosauri Reges, as formidable in single combat as they are impossible to train for Army warfare. Should a Character or party of Characters enter the hex containing the Ruins, a die is rolled. The number rolled is the number of Tyrannosauri Reges that appear to do battle with the Characters (again is a combat to the death). If all Tyrannosauri Reges are killed, the Character(s) are awarded one Victory Point. However, after one Tyrannosaurus Rex is killed, Sliggoth (if he is not involved in the Quest) will appear to aid the Tyrannosauri Reges in all subsequent Melees.
44.25 Hex 3814: The Altar of the Elder Gods. Deep in the Forest of the Spiders is an Eldritch place indeed. A being can sense that the area is steeped in ancient lore, and the Altar of the Elder Gods has certainly figured in the history of the Valley. If a Character enters the Altar, and pronounces the Ritual of the Duel sacred to Gorgreflon, pagan god of fair fight, that Character (or group of Characters) will be met in Personal Combat to the death by exact duplicates of their Characters, down to any Talismans or abilities. However, Talismans of Orb are not duplicated and any magical accoutrements disappear from the duplicates at the end of a Personal Combat. Should the Character(s) win the Personal Combat against their alter ego, they gain 3 Victory Points.
44.3 Tunnel Complexes
44.31 Certain hexes on the Game-Map are considered to contain Tunnel Complexes. Any Character or Monster in any of these hexes may either be in the Tunnel Complex, or on the ground above the Tunnel Complex. If a Character is in a Tunnel Complex, his counter should be inverted to note this fact.
44.32 A Character may move part of its movement out of a Tunnel Complex and the remainder in a Tunnel Complex or vice versa; however, Tunnel Complexes may only be entered or exited in Tunnel Complex hexsides.
44.33 Characters moving into a hex through a Tunnel Complex pay only one Movement Point for so doing, regardless of the terrain of the hex; in other words, Tunnel Complexes act as trails for Movement Point purposes.
44.34 Army units may never enter Tunnel Complexes. Monsters may. Characters or Monsters in a Tunnel Complex are not affected by the Zones of Control of Army units. Such Characters may not be searched for by Army units.
44.35 If Characters engage in Personal Combat in a Tunnel Complex, only a restricted portion of the Personal Combat Display is used (see Case 40.18).
45.0 Monsters and Talismans of Orb
45.1 Monsters
Monsters act in the Quest Game in the same way they do in the Army Game with exceptions noted in Section 17.0.
45.11 In the Quest Game, Monsters may stack with Army units, Friendly or Enemy. They may be captured exactly as Characters are.
45.12 When engaging in Character vs. Army Combat (see Section 43.0), Monsters contribute their Combat Strength plus their Magical Power (if any) and Fighting Ability to the side that controls the Monster. It is possible that a Monster could be fought by an Army and captured, just like a Character.
45.13 Demons
To determine a Demon's Characteristics, roll for each one on Tables 46.22 through 46.25. Note that most of the Characteristics are unnecessary for the Army Game, but all of the Characteristics must be rolled for in the Quest Game.
45.14 If a Character attempts to Bind a Demon that he has summoned and fails to do so, he must immediately engage the Demon in Personal Combat. Some other non-Allied Player is chosen to play the Demon; the Demon must attack the Character who attempted to Bind him, and neither may leave the Personal Combat Display until either the Character or the Demon (or both) are dead. If there are any other Characters in the hex in which the Demon is summoned who had contact with the summoning Character, they may also participate in the Personal Combat; however, if the Demon kills the summoning Character, he is immediately removed from play (he is returned whence he came) whether or not there are other Characters remaining on the Display.
45.15 If a Character who has Bound a Demon later loses control of the Demon (see Bind Demon, Case 12.71), the Demon automatically pursues the Binding Character every Game-Turn until: (a) at the end of any Movement Execution Segment both the Demon and summoning Character are in the same hex, in which case the Demon engages the Character in Personal Combat, as per Case 45.14, or (b) the end of the game.
45.16 Dragons
In addition to their normal capabilities, Dragons also are capable of "breathing" fire. It is surmised that Dragons possess a superheated second stomach, in which they store their fiery exhalation, but no Dragon carcass has been found that substantiates this theory. When in Personal Combat, the Player controlling a Dragon or Dragon Character rolls a die whose number determines how many times the Dragon may "breathe." If the Player controlling the Dragon wishes, he may elect to have the Dragon breathe rather than perform any other Personal Combat function. Dragons may breathe down a line of five contiguous hexes maximum. Characters or Monsters in any of those five contiguous hexes must Resist as if a Bolt of Fire Spell had been directed at them (see Spell Description, Case 38.44). Once the Dragon has exhausted his breaths for the Game-Turn, the owning Player may not have the Dragon breathe again that Turn. Note that Gygax Dragonlord breathes a Blast of Fire rather a Bolt of Fire, but in all other respects breathes as a normal Dragon.
45.17 Killer Penguins
When a Killer Penguin engages in Personal Combat, it automatically goes berserk (see Case 40.74), and unlike normal Characters, adds 2 to its Personal Combat die roll (though opposing Characters or Monsters still add 2 to their Personal Combat die roll when Meleeing a Killer Penguin). In addition, a Killer Penguin cannot have any Spells cast at it until it has performed Melee.
45.18 Trolls
Trolls in Swords and Sorcery most closely resemble the Trolls of Norse and Medieval mythology. Unless killed by fire or magic, the Troll will regenerate (gain) one Hit Point in each Personal Combat Segment, unless it is struck with an Enchanted Blade, a Talisman or Orb (weapon), or a Spell. Regeneration continues until the Troll dies (it is assumed that the various Characters know enough to torch the corpse).
45.19 Spectres and Tyrannosauri Reges
Spectres and Tyrannosauri Reges perform exactly as they do in the Army Game.
45.21 In the Army Game, if a Character has possession of a Talisman of Orb this will be noted on the Character's card. In the Quest Game, a Character may be given a Talisman when a certain Quest is being played. The Character who begins the game with a Talisman of Orb is its possessor.
45.2 Talismans of Orb
Talismans of Orb are magical treasures — objects which have great magical properties and can give their owners great power, at least in the hands of a competent user. There are ten Talismans of Orb in Swords and Sorcery; all are objects of ancient origin, and many have existed in the Valley of the Great Sword throughout recorded history. Each Talisman of Orb has a card. The chart lists the powers the Talismans of Orb confer on its possessor. These talismans are distinguished from all others for their unusual power or uniqueness, and because all have been created when the Yellow Sun blessed magical enterprises. It seems that a combination of the Yellow Sun's position and the concurrent positions of the four moons determine the efficacy of all charms and Spells in a manner that the gods have not yet seen fit to divulge to man. Oddly enough, Dis and Sphi seem to have no effect whatsoever on the making of Talismans of Orb.
45.22 The owning Player of a Character may not have that Character "give" any Talisman of Orb he possesses to any other Character at any time. Transferral of Talismans of Orb only occurs when a Character is killed. The victorious Player may pick up a Talisman of Orb, unless one Character spent a turn in Personal Combat picking up the Talisman (in the same hex).
45.23 If a Player has captured a Character who possesses a Talisman of Orb, he may force that Character to give the Talisman of Orb to a Character of the capturing Player's choice (all Talismans of Orb must be revealed to capturing Players).
45.24 Transferral of Talismans of Orb may only occur between two Characters who are in the same hex and who had contact with each other (the possessor must be dead).
45.25 Talismans of Orb have no counters; Talismans of Orb are never placed on the Game-Map. The owning Player of a Talisman simply keeps track (on a piece of scrap paper) of which of his Characters is carrying the Talisman of Orb or places the possessing Character's and Talisman of Orb card together. The only time any other Player will learn that the first Player's Character is carrying a Talisman of Orb is (a) by casting Manna Focus Location or Detection, (b) when he captures the Character, or (c) when the first Player's Character uses his Talisman of Orb in such a way that it becomes obvious that a Talisman or Orb is being used.
45.3 Effects of Talismans of Orb: The Weapons
45.31 The Sword Retaliator
The sword Retaliator was forged by Gain Dhain's son at the Citadel of Ice in the southlands in the year 230 After the Faith. Gain's Dwarven kingdom, and in fact the entire Dwarven race of the south, had been saved from sure extinction at the hands of the Vikonnen by the Empire, which had mobilized its entire army and committed all twelve Paladins of the Empire to battle. The Paladin Glade had bested Viklord Skulthrain in personal combat, thereby routing the eastern detachment of the Vikonnen battleshield in the Battle of Eritzan Plain. In gratitude, Gain forged Retaliator for the Paladin Glade. As Paladin has succeeded Paladin, the sword Retaliator has been passed on, and the Paladin Glade has always held the blade.
The sword Retaliator apparently is a sentient entity, and over the years has acquired great battle skill. When the position of Paladin Glade has been held by a weak man, the tactical and strategic skill of the sword has helped to ensure that the Empire is not defeated as a result. Retaliator simply adds to its owner's Characteristics as follows. These additions are, of course, temporary, and are lost for eight Game-Turns if the sword's ownership passes to another (a villain character may not use it).
Magic Resistance: +2 (+3 in the hands of a Paladin of the Empire). Magic Profile: −1 Leadership Rating: +2 Fighting Ability: +3 Endurance: +3
Normal Enchanted Blades add one to the Personal Combat die-rolls of their owners (see Case 40.72); Retaliator adds two to the Personal Combat die-rolls of its owner. In addition, Retaliator in and of itself may cast an unlimited Endurance Spell Screen once per Game-Turn.
45.32 Silver
Silver is a dagger of dark and ancient origin, once wielded by the wizard Jordreth Demonlord; it survived the holocaust that ended the Age of Great Magic only because a powerful protective spell rendered it comatose for over a thousand years, until the Dark Lord's agents rediscovered and revived it.
Silver allows its owner the following abilities:
- If the possessor is a magic-using Character, then that Character may regenerate an extra Manna Point per Game-Turn, even if the possessing Character should move;
- If the possessor is a magic-using Character and two Army units or one Character have been killed by units or Characters in the same hex as Silver, the dagger allows the regeneration of two Manna Points above normal regeneration rate;
- Silver is treated as an Enchanted Blade (see Case 40.72); and
- If Silver is used in Personal physical Combat (melee), its possessor's foe must resist successfully or suffer a Hit Point the first time it is used.
45.33 Lightning Lord (a.k.a. Gormaegul)
Gormaegul is a sword reforged at the end of the Age of Great Magics from a being of great cosmic power, given a new purpose to combat the ungodly. It passed through Elven hands down through history until Dierdra, the Mercenary Queen, came to carry it — see History of the Valley for more on Gormaegul.
Lightning Lord gives its possessor the following abilities:
Magic Profile: +1 Leadership: +1 Fighting: +2
Additionally, Lightning Lord adds two to the owner's Personal Combat die-roll (see Case 40.73) and enables the owner to cast a Bolt of Lightning Spell once per Game-Turn at no Manna Point cost. The owner may do so even if he is not a magic-using Character.
45.34 Kravensbane
Kravensbane, the morningstar, was forged by the Dwarrows for Armonk the Foolhardy, a fighter dedicated to eradication of all cowards, and later carried a curse that doomed its wielder to a short life racked by pain — a fate Armonk accepted before passing the weapon on. Almuric has held it for the past 1,000 years.
Kravensbane adds to its owner's Characteristics:
Fighting: +1 Endurance: +3 Leadership: +1 Manna Points: +5 (but only for a Character with a fighting ability greater than two).
In addition, any Character receiving three or more Hit Points from a Character wielding Kravensbane in physical combat has his Movement Allowance reduced to five, except when flying.
45.4 Talismans of Orb: The Magicks
45.41 The Staff of Sandoval
Sandoval was a great wizard who transformed himself into a Lich to escape death, and later created a staff to enhance his own Spell-casting; the Staff was believed destroyed but survived in hiding, eventually passing to the Spider Queen and, in time, to the Empire.
The Staff allows the possessing Character to cast Spells one Power Level higher than he normally would be able to. Ascendency and descendency of the suns, of course, will also affect the Spell-casting abilities of the possessor, and he may also use the provisions of Case 10.26 to attempt a Spell two Power Levels higher. The Staff begins each Scenario or Quest with 15 Manna Points stored in it, and the possessor may use these Manna Points in lieu of his own (but he must be a Character with Spell-casting ability to use the Staff in the first place — someone with no Manna Potential and Power Level could not use it). The Character must note whether he expends Manna Points from the Staff or his own Manna Point total. Also, the Character who owns the Staff may "store" up to 15 Manna Points in the Staff by simply declaring that he is expending Manna Points, and these Manna Points are transferred to the Staff's Potential. Finally, the Staff doubles the range of all Spells where applicable.
45.42 The Amulet of Klathor
Klathor was an ancient entity of thought and force that entered the world from between the stars, seeking to extinguish the last spark of life; the Dragonkind fought and ultimately triumphed over Klathor's creatures, but a few relics remain, of which the Amulet is one.
The Amulet of Klathor may only be used by a villain player in the Quest Game, and only by the Character to whom it is assigned in the Army Game. It reduces the cost of all Spells cast by the owning Character by one Manna Point (to a minimum of one Manna Point; note that this subtraction is for the entire turn, therefore a Fly Spell would cost a total of one Manna Point automatically). In addition, it increases the Endurance of that Character by two Hit Points. The owner may also choose to cast a Petrification Spell at the cost of 5 Manna Points (not subject to Spell cost reduction). If the Character that the Spell is targeted at fails his Magic Resistance, he is turned to stone and may perform no game function. The only way that a petrified Character may be "un-petrified" is by a Magic-using Character expending 7 Manna Points in the same hex as the petrified Character. If this is done, the petrified Character becomes able to perform all game functions normally. Finally, in the hands of Narklath (card number 38) or a spectre, the Amulet may be used to "drain" endurance. Each Personal Combat Segment that a Character is involved in actual combat with Narklath or a spectre possessing the Amulet, that Character automatically loses one Hit Point at the end of the Personal Combat Segment, above and beyond any losses taken in "normal" personal combat. If the Character fighting Narklath or the spectre has a Talisman of Orb, the Character attempts his Magic Resistance roll; if he successfully makes it, the Hit Point is not drained.
45.43 The Rex Rotary
The Rex Rotary is a fearsome device, said to have been summoned from the dwelling place of the Great Ghod Corflu and conferred on Unamit Ahazredit as a sign of Corflu's favor.
The Rex Rotary is quite simply a machine for producing Tyrannosauri Reges (see Monsters, Section 17.0). To set the Rex Rotary in motion, its possessor must expend 4 Manna Points. On that turn, one Tyrannosaurus Rex counter appears in the Rex Rotary's hex. Every third Game-Turn after it is set in motion (i.e., the third, sixth, ninth, etc.), the machine produces another Tyrannosaurus Rex. All Tyrannosauri Reges are controlled by the Player who controls the Rex Rotary. If the Rex Rotary is captured, all Tyrannosauri Reges in play switch allegiance to the new owner. If the Rex Rotary is moved, all Tyrannosauri Reges created since it was set in motion are eliminated.
45.44 The Globe of Vortices
The Globe of Vortices is a multi-faceted green gem discovered by Ethelred the Foolish deep within one of the Valley's permanent vortices.
The Globe of Vortices gives its owner limited control over vortices. Any vortex within six hexes of the possessor of the globe moves as the possessor directs, not randomly by a die-roll, during the Random Movement inter-Phase. If the possessor directs a vortex to move out of the six hex radius, it ceases movement immediately after doing so. If a vortex randomly moves into the six hex radius, the owner may control the vortex for as many Movement Points as remain to the vortex (Example: Vortex rolls a 6 for movement, moves 4 hexes into owner's radius, owner may move vortex two more hexes). The owner of the Globe of Vortices may suppress any vortex within 6 hexes (without Manna Point cost), and force any vortex hex within 6 hexes to produce a vortex (again without Manna Point cost).
45.45 The Hellgate
The Hellgate is a device of dark magic built by the once-named Loki Hellsson at the Citadel of Blood; later rediscovered by X the Unknown, it has been a major factor in the power of both.
The Hellgate does four things:
- When the possessor of The Hellgate casts "Firestorm" at a hex, not only that hex but also one adjacent hex of the caster's choice is affected.
- If the possessor of The Hellgate has bound a Demon, he spends only 2 Manna Points per Game-Turn to retain control of the Demon, not 4. In addition, the possessor does not have to remain within 15 hexes of the Demon; they may be separated by any number of hexes, and the possessor will retain control.
- The possessor of The Hellgate is rendered immune to the "Wizard Wheel" Spell; when the possessor is within range of a Wizard Wheel, he will remain unaffected by it.
- It allows the possessor to cast one Spell Screen with Endurance equal to the possessor's at no Manna Point cost per Army or Quest Game.
45.46 The Black Hand of Death
The Black Hand of Death was a glove given by the dread god Ronkel to a favored chieftain of the barbaric Kynif in reward for a lifetime of sacrifice made in his name; it grants extraordinary power at the cost of warping its owner's mind toward an obsession with death.
The Black Hand of Death adds to its owner's Characteristics:
Fighting: +2 Endurance: +2
The above enhancements reflect the fact that the Hand is well known and feared by most Characters engaging in combat with the wielder of the Hand. Also, the possessor of the Black Hand may cast the Spell of the same name at the cost of two Manna Points, and disregards the provisions of Case 10.26.
45.5 History of Gormaegul
(See History of Gormaegul.)
46.0 Setting Up the Game and "Rolling for Characters"
46.1 Setting Up the Game
46.11 There must be at least three and no more than twenty-four Players for the Quest Game. Approximately five is the optimum number. Before the game begins, determine how many Players there are, and divide this number in half, rounding down. Place the Quest chits (labeled "A" through "L") in an opaque container (such as a coffee cup) and draw as many chits from the cup as the number arrived at above. Refer to the Quest Legend (Case 46.3), find the Quest corresponding to each picked chit. Each Quest will have a villain associated with it; there are several Quests which have the same villain. Determine how many total villains there are for the Quests that were picked; one Player must be chosen to play each villain.
46.12 Example: There are a total of eight Players, and so the Players pick four Quest chits. C, D, F, and G are picked; the villain of C is X the Unknown; of D, Unamit Ahazredit; of F, Raman Cronkevitch and of G, X the Unknown. Therefore, there are three villains (X the Unknown, Raman Cronkevitch, and Unamit Ahazredit) and thus three Players must be chosen as villains, each to control one of the villains and all the forces he owns.
46.13 The remaining Players are "Questers," and each Player will control three characters and no units. Each Questing Player may either (a) draw three Characters (at random) from the Character card deck (after all villain Characters and Characters controlled by villain Players have been removed from the deck); or (b) draw one Character (at random) from the Character card deck (again after all villain Characters and Characters controlled by villain Players have been removed from the deck), and "roll up" two other Characters as per Case 46.2. In other words, at least one of the Characters controlled by each Questing Player will be Characters drawn from the Character card deck, not randomly generated ones.
46.14 After it has been determined which Players are villain Players and which are Questing Players, the units and Characters of the respective Characters are set up on the Game-Map. All Characters drawn from the Character card deck have a home hex printed on their Character card; they may be set up in this hex. A Questing Player may set up his Characters in the Home Hex of any of his Characters drawn from the card deck (and they may start in separate hexes); otherwise, all of his Characters must be set up in one of the four Urf Durfal hexes. If a villain Player controls any units, the Quest of which he is the villain will indicate what provinces his units may begin in; he must set up his units somewhere within the boundaries of these provinces.
46.15 The following Character cards should be removed from the Character card deck before any Characters are taken from that deck, as they are presumed to be long dead: 05, 10, 21, and 24.
46.2 Rolling Up Characters
46.21 In the Quest Game, Players are sometimes required to "roll up" one or more Characters; this means to determine the Characteristics of a new Character by random means. In addition, whenever a Demon is summoned, the Characteristics must be determined. Obviously, new Characters will have neither Character cards nor counters. Players may note Characteristics either on a sheet of scrap paper, or on an index card. It is suggested that Players use blank counters or counters not in play to represent rolled-up Characters. Players may also name the Characters they roll up as they like.
46.22 Race Determination Table
(See the separate Charts and Tables sheet.)
46.23 Magic and Fighting Characteristics Tables
(See the separate Charts and Tables sheet.)
46.24 Magic Color Determination
(See the separate Charts and Tables sheet.)
46.25 Other Characteristics Table
(See the separate Charts and Tables sheet.)
46.3 Quest Legend
A: Dragon Treasure
Scattered hoards of ancient Dragon treasure lie hidden across the Valley, jealously guarded by the reclusive but formidable Dragonkind — a tempting, dangerous target for any band of adventurers.
Villain: Gygax Dragonlord
Also Controls: 5 Dragons
Quest Object Set-Up: In Kelgarnth; the Quest is to get the Quest Object counter (placed at 0302) and return it to Urf Durfal, where it will be valuable. Fulfilling the Quest brings the Questing Player 7 Victory Points and 15,000 gold marks. If Gygax retains his treasure he is awarded 5 VP.
B: The Return of the Dark Lord
Loki Hellsson, once the Dark Lord, was slain in 505 A.F., but his soul has found a way to break the bonds of true death, and he has returned to the Valley to rebuild his power from a hidden castle.
Villain: Loki Hellsson.
Also Controls: A castle in hex 3631.
Set-Up: In that hex (not in his home hex).
The Quest is to slay Loki Hellsson. Any Player doing so receives 10 Victory Points. Loki receives ½ Victory Point for each Game-Turn he stays in his castle, and 5 Victory Points if he is alive at the end of the game.
C: The Daemonic Weird
X the Unknown, the modern era's most powerful mage, has taken residence in the long-vacant Citadel of Blood and conjured a Demon so dangerous that the northern powers fear for the balance of power.
Villain: X the Unknown.
Also Controls: Talerren the Not-so-Brave, 4 Light Goblin Spear, 2 Light Goblin Sword, 2 Warg Riders, 4 Mercenary Heavy Sword, 4 Mercenary Light Horse, the Hellgate, 1 Demon.
Magic Power: 0 Magic Potential: 0 Magic Resistance: 4 Fighting Ability: 12 Hits: 12
Set-Up: On Citadel Isle (except Demon begins in Hex 0606). The Quest is to get the Demon removed from the game-map somehow (banish it, slay it, etc.). Fulfilling the Quest brings the fulfilling Player 10 VP. X the Unknown receives 8 VP for preventing the Quest from being fulfilled.
D: The Destruction of the Neopublicon
The Corflu Cultists, driven from the Empire by holy war, guard a banned and arcane volume called the Neopublicon, which the Church has put a bounty on to see destroyed.
Villain: Unamit Ahazredit.
Also Controls: Peg-Leg Gonzo, 2 Light Horse, 4 Airships, 8 Heavy Sword (Corfluite counters), Rex Rotary.
Set-Up: In Ka-Chunk.
The Quest is to return the Quest object counter to Urf Durfal; whoever is the owning Player of the Character who moves the counter into Urf Durfal receives 10 Victory Points. The Unamit Ahazredit Player receives 10 Victory Points if the Quest object counter is in hex 3150 at the end of the game.
E: The Siege of Endore
A secretive and eccentric society, the Anacreontic Eristan Society of Sublime Oxymorons, has offered a large reward to anyone who razes Castle Snorri and plants their standard in its place.
Villain: Snorri Gundarchuksson.
Also Controls: 6 Human Heavy Horse, 4 Human Heavy Sword, 2 Human Bowmen.
Set-Up: In Endore.
The Quest is to raze the castle in hex 2133 either by casting Disintegration, or by doing the following: If at least three Questing Characters remain in hex 2133 for at least two full Game-Turns, and neither Snorri nor any of his units occupy the hex at any time in that period, the castle is considered razed.
F: The Emperor's Son
The Imperial prince Ribna fled the court in a fit of pique and was captured while attempting a duel with Raman Cronkevitch, ruler of Aardvark Wallow; the Emperor has posted a large ransom for his safe return.
Villain: Raman Cronkevitch.
Also Controls: Svartz Tarnkap, 10 Heavy Pluglunk, 4 Cronkish Light Bow, 2 Cronkish Light Horse, 1 Troll.
Set-Up: Aardvark Wallow. Place a Quest object counter in hex 1952.
The Quest is to retrieve the Quest object counter and carry it to Urf Durfal. The Prince is guarded by a Troll, which must be killed before the Quest object counter may be moved by a Questing Player. Fulfilling the Quest results in 10 Victory Points. If the Prince is under guard by either the Troll or one of the Cronkevitch's Characters at the end of the Game, the Cronkevitch Player receives 10 VP.
G: The Quest For The Hellgate
The Dark Lord once wielded a terrible device of necromantic power called The Hellgate; upon his defeat it was hidden away, until X the Unknown rediscovered it and learned to operate it, alarming the Valley's nations into offering a huge reward for its removal and destruction.
Villain: X the Unknown.
Also Controls: Talerren the Not-So-Brave, 4 Goblin Spear, 4 Mercenary Light Spear, The Hellgate and the Demon Yrgild.
Set-Up: On Citadel Isle, the Quest object counter (which doubles as The Hellgate) on hex 0904.
The Quest is to get the Quest object out of the Citadel of Blood and adjacent to the Plungehole where it can be flung over the edge, hopefully forever gone to the land. That is not the concern of the Quester, as he gets his reward regardless of whether some ingenious mage determines a way to regain The Hellgate. Any villain Player may attempt to waylay the Questing Player's Character and return The Hellgate to his capital hex. If The Hellgate is in the Citadel of Blood at the end of the Game, the X Player receives 10 Victory Points. If The Hellgate is in any other villain's capital at the end of the game, that villain receives 15 Victory Points. If any other Player is successful in completing the Quest by flinging The Hellgate into the Plungehole, and then returning to Urf Durfal to collect the reward, he receives 20 Victory Points.
H: The Deflowering of Sorcerak
Killer Penguin migrations are the terror of the northern kingdoms, but the Spider Queen has discovered a rare plant in the Sorcerak forest — Killer Penguin-nip — that can tame the beasts, and now profits handsomely by selling it at an exorbitant price to kingdoms desperate for protection.
Villain: Spider Queen
Also Controls: 4 Warriors of the Web, 6 Spider Legions, the Staff of Sandoval.
Set-Up: In Sorcerak. The Quest object counter in hex 3808.
The Quest is to get the Quest object out of Sorcerak and to the capital hex of Convivia, Rykalla (hex 2808). The plant is of such a delicate nature that flying of any form will injure it and render it worthless. Should the Questing Player succeed in bringing the plant whole to Rykalla, he gains 8 Victory Points. Should the Spider Queen keep the Quest object in Sorcerak by the end of the game, she gains 7 Victory Points. However, beginning on the sixth Game-Turn, a die roll must be made every Turn. On a roll of 5, all Killer Penguins in the countermix enter the Game-Map. Once two Killer Penguins have entered Rykalla or an adjacent hex, the quest is null and void and the Spider Queen gains 3 Victory Points (but the seven Victory Point award is no longer valid).
I: Jihad
Rivalry between the Holy Sativan Church and the devotees of the Great Ghod Corflu turned violent when a Corfluite acolyte used the Rex Rotary to unleash a mass Tyrannosaurus Rex attack on Urf Durfal; in retaliation, the Church's Archbishop forged a holy weapon — the Monkey Wrench — and threatened to unleash every monster in the Valley (barring Killer Penguins) against the Corfluites unless the Rex Rotary was surrendered.
Villain: Unamit Ahazredit.
Also Controls: Peg-Leg Gonzo, 4 Zeppelin, 8 Heavy Sword.
Set-Up: In Ka-Chunk.
The Quest is to "rescue" the Rex Rotary from the clutches of the Corfluites and take it to the Gerlod hex. If the Questing Player has possession of the Rex Rotary in the Gerlod hex at the end of a Game-Turn, the Rotary is considered destroyed (for Quest purposes), and the Questing Player may return to Urf Durfal and receive his reward plus 10 Victory Points. If the Rex Rotary is still operational at the end of the game, the Corfluite Player receives 8 Victory Points.
J: King of the Undead
Wraiths and other nightmare spirits once terrorized the Valley until the First Church nearly wiped them out; the last and most powerful, Narklath, escaped and remains hidden, occasionally luring unwary adventurers — such as Tildor the Strong, who vanished after seeking Narklath's lair at the Tombs of the Damned — to their doom. The Wraithlord possesses two great Talismans of Orb, the Amulet of Klathor and the dagger Silver, and the Church now seeks to have him stopped before he can realize their full potential.
Villain: Narklath.
Also Controls: Amulet of Klathor, Silver.
Set-Up: The Narklath Player secretly notes in which hex he is setting up. It may not be in the Empire or in any province adjacent to the Empire, or in or adjacent to any town or castle. Narklath secretly notes the hex in which his preserve is, and then informs the Questing Player of five adjacent possible provinces he is in.
The Quest is to locate Narklath, defeat him or just recover the Amulet of Klathor and the dagger Silver and return to Urf Durfal for a 25,000 gold mark reward and 15 Victory Points. The Narklath Player wins 10 Victory Points if he holds onto both Talismans of Orb. Note: No "Detect" Spells operate against Narklath.
K: The Council of Fear
The wise but proud Elves have grown alarmed at X the Unknown's sorcerous doings and their potential effect on the Valley; unable to agree whether to make war on the wizard or evacuate parts of Convivia, the Council has instead quietly sought adventurers willing to travel to Vynar and eliminate at least two of the High Elves before the next conference, hoping to force a succession that favors action.
Villain: Gwaigilion Elengal.
Also Controls: Linfalas, Dalmilandril, 2 Horse Archers, 6 Light Horse, 4 Light Bow, 4 Light Sword, 4 Medium Spear.
Set-Up: Vynar and the Nattily Woods.
The Quest is to slay two of the following three Elves: Gwaigilion Elengal, Linfalas or Dalmilandril. If the Questing Player is using an Elvish Character and succeeds in his Quest, then he is awarded 2 Victory Points (as kinslaying will make that Elf an outcast for an extremely long time). If the Questing Player is using Human Characters and succeeds in his Quest, he is awarded 6 Victory Points (as the success of the Quest will almost certainly impair relations between the Elves and the Empire of Man). If the Questing Player controls no Elven or Human Characters, he gains 9 Victory Points for the completion of his Quest. The Elven Player gains 8 Victory Points for thwarting the Quest and not losing a single Character at the hands of adventurers, and 6 Victory Points if only one Elven Character is slain, and the Quest is therefore unsuccessful. In either case, all Questers partaking in this Quest will be paid 5,000 gold marks by the Dwarrows.
L: Beauty and the Beasts
Princess Elena, famed across the Valley for her beauty, has been offered in marriage by the Emperor to whichever suitor proves worthy by bringing back trophies from the Valley's most fearsome monsters — Tyrannosauri Reges, Killer Penguins, Dragons, Demons, and Spectres — with the head of the Demon Yrgild securing victory outright in the event of a tie.
Villain: none.
Set-Up: The Demon Yrgild may be found at the Citadel of Blood or on the island immediately surrounding it (should there be an X the Unknown Player he will deploy the Demon); or perhaps a mage can be convinced to summon one. Dragons may be found in groups of 1 to 5 (ignore rolls of 6) at the Mount Greymoor hex; and finally Killer Penguins enter randomly every Game-Turn as per the Killer Penguin Entry Table. The Questing Player must have one Male Human or Elf Character in his group of Characters should he wish to undertake this Quest and gain Victory Points. If the Quest is completed and all the requisite Monsters are killed, the Questing Player is awarded 20 Victory Points when his Characters reach Urf Durfal, and the Princess' hand if she is willing.
46.4 Protection of Quest Objects
46.41 If a Villain has Characters and/or units in the hex containing the Quest Object marker he is supposed to protect, he may assign any or all of these units and characters to the "Protection" of the Quest Object. The Player must assign a "Protection" plot to all such characters, and announce during the Plot Phase which units in the hex are assigned to Protection.
46.42 Protecting units and Characters may not move or search in any way. Protecting units may not engage in Army Search or Character vs. Army Combat (except see below, 46.43).
46.43 If Enemy Characters move into the hex containing the Quest Object and Protecting units and/or Characters with the intent of seizing the Quest Object, they must first engage the Protecting units (if any) in Character vs. Army Combat. In this combat, only the Protecting units, not units from adjacent hexes, participate in combat. If the Enemy Characters succeed in vanquishing the Army units, they must then engage the Protecting characters (if any) in Personal Combat. (This latter, of course, would occur during the Personal Combat Segment, as normally). If the Enemy Characters succeed in a) slaying the Protecting Characters or b) forcing the Protecting Characters to retreat from the Personal Combat Display, the Enemy Characters may then seize the Quest Object Counter.
46.44 The owning Player of any Quest Object may order any Character or unit that begins in the same hex as the Quest Object marker to carry that marker during its movement. If a character is moving the marker, the character and all Friendly and Allied Characters moving with it are automatically considered to be Protecting the marker. If a unit is doing the moving, the unit and any unit moving with it are considered to be Protecting the Quest Object.
46.45 If a Character carrying a Quest Object is captured during Character vs. Army Combat, or slain or forced to retreat from the Personal Combat Display during Personal Combat, the Quest Object is considered captured by the Character's opponents.
46.46 If invisible Enemy Characters move into a hex containing a Protected Quest Object, they ignore Protecting units. They must still engage in Personal Combat with any Protecting Characters. Since invisible Characters become visible after engaging in Personal Combat, such Characters would then be subject to Army Search and Character vs. Army Combat during their next Movement Phase, unless another Invisibility spell were cast in the interim.
46.5 Victory Conditions
46.51 At the end of 15 Game-Turns, the Victory Points owned by each Player are totalled, and the victor(s) is determined.
46.52 Questing Players receive Victory Points for fulfilling Quests; the number of Victory Points received for fulfilling a given Quest is indicated in the Quest's description.
46.53 All Players lose 3 Victory Points for each owned Character that is slain or captured during the game. If a Character is captured or released before the end of the game, no Victory Points are lost. If a Character is slain and then reincarnated, Victory Points are still lost. A Player may lose six or more Victory Points for one Character (for instance, if Talerren is slain, reincarnated and then captured, there is a loss of 6 VPs).
46.54 A villain Player receives 2 Victory Points for each Questing Character he kills in the course of a game. If the Unamit Ahazredit Player captures a Character, moves him to hex 3150, and then kills him (sacrificing him to the Great Ghod Corflu), he receives an additional 2 Victory Points. Similarly, the Spider Queen Player receives Victory Points for sacrificing units in hex 3511, and the Dark Lord receives an additional 2 Victory Points for slaying Characters in his home hex.
46.55 Each Character is assumed to have an effectively unlimited supply of money. A Player may demand payment (in the form of gold marks) for the performance of a service to another Player. A Player loses 1 Victory Point each time one of his Players pays 1,000 gold marks, and gains 1 Victory Point each time one of his Players receives 1,000 gold marks. All bridges and fords on the map are scheduled to be guarded by "Toll Trolls" (one Troll per bridge). If a Character enters a bridge or ford hex in a movement phase, he must immediately cease movement. During the subsequent Combat Phase, the owning Player may either have his Character engage in Personal Combat with the Troll, or may pay 1,000 gold marks to the Troll (and thereby lose 1 Victory Point). Note that Players sometimes receive cash in addition to Victory Points received for fulfillment of a Quest. This cash is not counted as Victory Points.
Note: The above rule requires a bit of good faith on the part of the Players. Those who threaten to let one Player win the game by giving him a large amount of money are simply not playing by the spirit of the rules, and ruin other Players' enjoyment.
46.56 Generally speaking, any Player who ends the game with 10 or more Victory Points should be considered a "Winner." Only the Player with the most Victory Points is the "True Winner," however.
46.57 Note that Villain and Questing Players may cooperate; a villain Player may agree to help a Questing Player if the Questing Player agreed to go after a different villain's Quest, for instance. A villain may go Questing, but of course will leave his treasure unguarded in doing so.
47.0 Reincarnation
Commentary: The greatest beings of the Valley have been blessed by the gods with multiple and sometimes infinite (though none can truthfully predict all that will happen in the future) lives. When one slays these larger-than-life Characters, the Character has obtained but a temporary respite from his conflict with an immortal.
General Rule: A character is Reincarnated in his Home Hex a given number of Game-Turns after the turn in which he is killed. It must be a minimum of three Game-Turns in which the Character is dead.
Procedure: If the Character to be Reincarnated has a zero Magic Power Level (i.e., cannot cast Spells at any point in the game), that Character is Reincarnated in his Home Hex in a number of Game-Turns equal to his Fighting Ability subtracted from ten. Example: If Stephen the Paladin (Character Card number 39) is killed on Game-Turn Seven, he will come back on Game-Turn Twelve (10−5=5, with 5 being Stephen's Fighting Ability; five is then added to seven (the Game-Turn) to derive Game-Turn Twelve). If a Character to be Reincarnated is a Magic-using Character who derives his Power from the Yellow Sun, he is Reincarnated in a number of Game-Turns equal to his Magic Power level subtracted from ten. Finally, if the Character to be Reincarnated is a Magic-using Character who derives his Power from the Red or the Blue Sun, he is Reincarnated on the next Game-Turn that his sun is in the Ascendent, but must wait a minimum of three Game-Turns before re-entering play. All Magic-using Characters are Reincarnated in their Home Hex.
47.1 Eligibility for Reincarnation
To qualify for Reincarnation, a Character must possess either a Fighting Ability of four or greater, a Magic Power Level of four or greater (if the Character is aligned with the Red or Blue Sun, his Magic Power Level while his Sun is in the ascendent is used to determine eligibility), or a combined Magic Power Level and Fighting Ability of five or greater. Only Characters in the Character Card deck that meet the above requirements are "Reincarnateable." Characters generated as per Case 46.2 are ineligible for Reincarnation.
47.2 Restrictions on Reincarnation
While it is true that given certain circumstances, a particularly powerful Wizard and an Archbishop of the Faith (or the Priest of the Great Ghod Corflu or a Demon Lord) could perform the rites for the True Death upon an unfortunate Character, this is not possible within the context of the game. The designer and developer, who can only interpret the happenings in the Valley of Ararlve, do not presume upon the province of the gods.
47.21 A Character may not be Reincarnated if there are either Enemy Characters or Army units in their Home Hex and the owner of the Character or Army unit forbids Reincarnation. In that case, the Character may not be Reincarnated until the hex is devoid of Enemy Characters or Army units, or the owning Player of such units or Characters gives permission for Reincarnation.
47.22 A Character aligned with the Red or Blue Suns may not return to life via Reincarnation until a minimum of three Game-Turns have passed. If this causes that Character to miss the period in which his Sun in in the Ascendent, then the owning Player must wait until his Sun comes into the ascendent ten Game-Turns later.
48.0 Character Card Summary
Commentary: The Valley of the Great Sword has known some magnificent personages, and well it might, since it is undoubtedly the greatest place in the world. The many races that share claim on the Valley have each produced their share of heroes and mages, with the best appearing at seemingly random intervals. But it is a truism that the champion of a race appears when his kind are in their hour of greatest glory or direst need. And so, when the Second Empire of Man triumphed over the Harkunani and Vikonnen in the century immediately following the coming of the gods, the Valley braced itself for the inevitable assault. Though almost none but the wisest of the Elves realized it at the time, the Empire would certainly attempt to capture the Valley by the end of the millennia. Whatever the cause, the events triggered some primeval survival instinct in almost every race in the Valley and in the centuries to follow many woundrous things occurred.
There are forty Character Cards included with Swords and Sorcery, and these represent beings of superior accomplishment, most of whom lived in the years After the Faith. A summary of the Characteristics is provided for facility of play.
General Rule: Each Character in Swords and Sorcery is represented by a Character Card. There are forty in the deck provided with the game. The Character Card lists all essential information pertinent to the Character. Each Character has an identification number printed on top. Immediately below the Character's I.D. number is the Character's name and subtitle. While these do not normally have a game function, they do provide some Character identity, and give personality to the game. Next, there are eleven Characteristics relevant to the play of the game. These are broken down into distinct groups as several of them interrelate, and are discussed in the following rules.
48.1 Magic Casting Characteristics
48.11 Magic Power Level
The Magic Power Level of a Character will either be zero, in which case the Character has no magic casting ability, or a single positive number, or three consecutive positive numbers, listed in descending order. These numbers indicate the highest Power Level spell that Character may cast (see Section 10.0 for full details). Basically, spells are rated in order of complexity. The more complex a spell, the more proficient a magic-using Character must be to cast it. If a Character is not of sufficient Power to cast a spell, that Character may still attempt it, but at grievous risk (see Case 10.26).
48.12 Magic Potential
The Magic Potential of a Character is the amount of stored magical energy that particular Charcter may accumulate at any one time. All magic in the Valley of the Great Sword requires manna, which is an energy force essential to the fabric of the universe. Unfortunately, there is a finite quantity of manna in the Valley of the Great Sword, so if too much were used, there would be no more magic possible. However, the manna does replenish itself, apparently erratically, though Empire astrologers suspect that this has something to do with the moons and the suns and their conjunctions. Each spell a Character casts costs a definable amount of Manna Points. The Magic Potential is the maximum number of Manna Points a Character may have stored at any one time. In brief, the Magic Potential is the amount of Magic a Character may "carry" with him at any one time.
48.13 Magic Color
The world in which the Valley of Ararlve is situated is in a trinary (three-sun) system. The nature of the universe is such that the positioning of the suns affects the availability of manna. Each Character that has the capability to use magic is aligned to a particular sun by color. The three suns appear to the human eye in the three primary colors — Red, Blue, and Yellow. The planet on which the Valley is located orbits around the Yellow sun, and remains at a constant distance from that sun. It is surmised that this is the reason there is no fluctuation in the powers of the steady-state or Yellow mages. However, those aligned with the Blue and Red suns (hence Blue and Red mages) fluctuate in terms of their Magic Power Level. Their peak, or highest Magic Power Level, occurs when their sun is in ascendency. Their nadir, or lowest Magic Power Level, occurs when their sun is in descendency. Manna regeneration (the recovery of Manna Points) is also tied to the sun that a particular magic-using Character is aligned with.
48.2 Racial Characteristics
48.21 Race
There are many distinct races amongst the inhabitants of the Valley. Each of these races has its own heritage and each has distinct customs. Printed on each Character Card is the Race from which the Character originates, and this may be found in the upper right-hand corner of the Character Card. Note that the Character's actual Race is not always the Race he Moves as, which is printed on the Character's counter. Those who wish to better understand the various Characters presented with the game will find this information useful.
48.22 Home Hex
The Home Hex of a Character is exactly what it implies — the hex in which the abode of the Character is located. This information is important to Characters who have Magic-using capabilities and to Reincarnation. Manna Regeneration is doubled in a mage's Home Hex. Also, when beginning a Quest, the owning Player has the choice of starting his Characters in either their Home Hex(es) or in Urf Durfal.
48.3 Innate Magic Characteristics
48.31 Magic Profile
Each Character is a being that has shown considerable prowess at his or her skill. The life force of each Character reflects this, and seems to attract more manna than the average inhabitant of the Valley. Thus, Characters are somewhat more easily located than a peasant, because someone adept at the use of magic will be able to discover the pattern of manna peculiar to a Character's life force. The Magic Profile is a quantification of the magical "visibility" of a Character. When a Magic-using Character seeks to discover another Character, the Players must refer to the Character's Magic Profile to determine whether or not the Character has been "found."
48.32 Magic Resistance
If philosophers had their way, all magical spells would be used during research and never afield. But as long as there is strife, Magic casters will use spells to attempt to harm others. And so, those who wish to do mortal combat with spell casters must be prepared to meet with the most horrible of spells, most designed to speed the target to a quick death. However, those blessed with more than ordinary ability have an innate resistance to magic. Certain spells when cast upon a Character will be "resistable." In the Spell Description (see Sections 12.0 and 38.0), the summary will note whether or not the spell may be resisted. If it may be, the Character's Magic Resistance roll must be made on the die.
48.4 Charismatic Characteristics
48.41 Leadership
When armies go to war, it is often true that the most important part of the army is the quality of the men in the ranks. But in combat that closely corresponds to that of Earth's medieval period, the army leader is perhaps the most important asset. It is he who by sheer force of personality can rally broken troops, and whose competence and valor in the thick of a melee will often win or lose the day. The Leadership rating is used to determine what advantageous benefits the owning Player receives in Army Combat.
48.42 Diplomacy
When war breaks out in the Valley, as it periodically does, the battle is often decided by which neutral power is persuaded to join one of the belligerents' side. Those of more gifted tongue are a tremendous asset to their nation, and in times of war will sometimes be sent to conduct diplomacy rather than lead armies. Each Character is rated for his ability to convince other nations to go to war; basically, a high Diplomatic Characteristic will indicate a silver-tongued orator, while a low rating will indicate a being with foot-in-mouth disease.
48.5 Combat Characteristics
48.51 Fighting
When spells fail or when two heroes challenge each other, battle is joined in hand-to-hand combat, otherwise known as "melee." Though the various combatants may be aided by magical weapons and blessings (not to mention Spells); the individual's ability to wield a weapon against an opponent with proficiency is paramount among the assets used. Fighting is a measurement of the individual's ability to perform against another in melee. When combat gets to that stage, the Players will refer to the Fighting characteristic of the participants and compare them. A star (★) in front of the Fighting Ability of a Character indicates that particular Character wields an enchanted blade (see Case 40.72).
48.52 Endurance
A body is able to take only so much punishment. While such accoutrements as armor (for example, chain or plate) will often increase the body's resistance to punishment by softening and deflecting the blows received in combat, the fact is that beings will die when they exceed a certain limit of damage. Endurance is simply a numerical method of expressing the amount of damage a being may take. The Endurance Charactistic is made up of Hit Points, so if a Character has an Endurance of 10, that Character may "take" 10 Hit Points. An eleventh would kill him.
48.6 Notes on the Character Card
On some cards, there will be a line of type at the very bottom which will either inform the Player that the Character possesses a particular Talisman of Orb (in which case the owning Player should also take the card for the Talisman of Orb), or in the case of a monster, detail a special ability that will be more fully described in Section 45.1.
49.0 Optional Rules
49.1 Merging the Army and Quest Games
If the Players do not wish to devise Scenarios of their own making, it is suggested that they incorporate only small parts of the Army Game into the Quest Game, or else the rules contradictions will be great. The playtesters favored adding the Personal Combat rules, so that the Leaders of the various forces would be able to have a single combat before major battles and this worked quite well. As a suggestion, Personal Combat should not be mandatory, since too many Characters will be lost early in the game. While we cannot provide concrete rules at present (hopefully someone will submit them to MOVES), we do suggest that Players be careful about what rules they merge and how they resolve conflicts before the start of play.
49.2 Adding New Rules
During the development of Swords and Sorcery, there were many suggestions for new rules. All of them had a common theme: they made the game more complex. Players who are blessed with as fertile imaginations as the S&S playtesters will undoubtedly wish to add rules of their own, and are encouraged to submit them to MOVES for possible publication. We will not detail the possible optional rules here, but are including one optional rule that was fairly popular during playtesting.
49.3 Wandering Monsters
When this rule is employed in the Quest Game, a thirty Game-Turn limit is used. It makes the Quests much more challenging, but also slows play down considerably since Characters often must engage in combat while the other Players have nothing to do. For this reason it was dropped.
49.31 At the end of each Game-Turn, each Character or party of Characters must be rolled for — should a 1, 2 or 3 result the Character(s) has encountered a hostile monster that immediately attacks him (them). Personal Combat is resolved until either the Character(s) or the Monster is dead or has escaped from the Personal Combat Display. An Enemy Player is chosen to play the Monster and the combat is resolved as per Section 40.0.
49.32 Characters in Castles, Towns, Cities or Capitals never need roll for Wandering Monsters.
49.33 The Personal Combat with a Wandering Monster is considered to occur at the beginning of the Manna Regeneration Inter-Phase, before Manna Regeneration has occurred.
49.34 The Wandering Monster is rolled on Table 49.37. A Character may encounter no more than two Wandering Monsters in one Game-Turn. Roll again if a second "Roll Twice on Table" result occurs.
49.35 If the Table calls for 1-6 Monsters to appear, the Player taking the Monsters rolls a six-sided die, and that number indicates the number of Monsters placed on the Personal Combat Display.
49.36 An asterisk (*) indicates that the Monster possesses regenerative powers (see Case 45.18), and a bullet (•) indicates that the Monster only receives Hit Points from Talismans of Orb, Enchanted Blades or Magical Spells.
49.37 Wandering Monster Table
(See the separate Charts and Tables sheet.)
History of the Valley of Ararlve
Chronology
- Several Million Years BF — Dragons forced to move planet to current system. Swamp-Creatures and Spider Folk created (as well as many other creatures) by incredible magical forces engendered during the Great Journey. Mountain-formation, whole continents rise and sink; the Elves manage to preserve their areas as they were previously. Eventually, current system is reached, and orbit of planet magically established.
- Two Million Years BF — Spider Folk and Swamp-Creatures attain planetary hegemony, constantly fighting; Elves barely manage to survive, Dragons remain aloof in their mountain lairs.
- 500,000 BF — Spider Folk and Swamp-Creatures nearly destroy each other. Elves and Dragons once again rule most of the planet, though the Dragons have lost most of their ancient powers. A lost spacecraft from the Union of Stars, an interstellar empire in some unknown part of the galaxy, crash-lands on the planet. About 500 Dwarrows contained therein. The Dragons use them as slaves to mine the mountains. Dragons experiment on the Dwarrows to produce an all-purpose worker, less intelligent but shorter-lived and quicker-breeding than the Dwarrows. Orcs and Goblins are the products of unsuccessful experiments, Humans the result of successful experiments.
- 100,000 BF — The Elves rule most of the planet, have adopted the use of Dwarven, Human and Orcish slaves.
- 80,000 BF — The Dwarrows, Humans and Orcs rise and destroy the Elven rule. World falls into stone-age barbarism; Elves are decimated (and breed slowly), others have little magic or knowledge (Revolt of the Servant Races).
- 20,000 BF-10,000 BF — Age of Great Magics. Rise of Human, Dwarven, and Elven mages of fantastic power (never rivalling the Dragons at their peak, however). Since magic is an individual thing, the world is ruled by individual mages with hundreds (occasionally millions) of servants, each mage constantly in competition with the others. Eventually, a fantastic war occurs in which most of the world is devastated and manna very much depleted. In the final catastrophe, many weird and inexplicable things occur. A huge chasm, known as the Bottomless Plungehole, appears in Aardvark Wallow; some years thereafter, a race of beings known as "cronks" emerge from the Plungehole and establish residence in Aardvark Wallow.
- 10,000 BF-2000 BF (approx.) — Innumerable petty states, empires, etc. rise and fall all over the world. Racial balance remains pretty even; Elves as strong as Dwarrows as strong as Men, etc.
- 2000 BF-1700 BF — Slowly the Empire of Danthf attains hegemony over most of the continent. By 1600 BF, most of mankind is united under the "Empire of Man," and the Dwarrows and Elves are more or less relegated to obscure places on the world (such as the Valley).
- 1500-1100 BF — Valley remains strong, Empire dares not challenge it. Often, in fact, parties from the Valley will raid the Empire. On occasion, armies from the Valley nearly conquer the Empire.
Racial Histories
I. The Dragonkind
The Dragonkind ruled much of the stellar neighborhood millions of years ago and traveled world to world by ancient sorcery. When their home star began to fail, the Dragons expended vast stores of magic to physically relocate the entire planet to a new, stable trinary system — a millennia-long undertaking whose magical upheavals reshaped the world's geography and spawned many of its stranger creatures, including the Spider Folk and Swamp-Creatures. The effort exhausted the Dragons' once-fantastic power, and their dominion slipped away in the aftermath; today a single Dragon still outmatches a hundred ordinary men, but the race no longer rules the world it once reshaped to survive.
II. The Elves
The Elves are the world's second-oldest race, having lived quietly alongside the Dragons for millions of years before developing a gentle, magically sophisticated civilization of their own. When the Dragons moved the planet, the Elves used their own considerable magic to preserve islands of stability through the ensuing cataclysm, and many of their oldest woods date from before that upheaval. For a million years afterward the Elves held the world together while the Swamp-Creatures and Spider Folk fought a mutually destructive war around them, and were dominant again until the Dwarrows arrived by crashed starship; the Elves and Dragons alike came to rely on Dwarven, and later Human and Orcish, labor as their own birth rate mysteriously declined. Roughly 80,000 years ago, the Servant Races — outnumbering the Elves more than twelve to one — revolted and broke Elven hegemony for good. Since then the Elves have been simply one power among several, holding only scattered woods and fields, though an Elven army remains a force no one treats with contempt.
III. The Spider Folk
The Ancient Races — the Spider Folk, the Swamp-Creatures, and the Dragons — are the least comprehensible to the younger peoples of the Valley, and the Spider Folk most of all: massive, wholly alien arachnids that emerged, like the Swamp-Creatures, from the magical upheavals of the world's relocation. For roughly a million years the Spider Folk contested the Swamp-Creatures for mastery of the world, and though ruins remain from that era, they show no sign of ever having been lived in, their purpose long lost. The two Ancient Races eventually all but destroyed one another in a war fought with magic and weapons of mass destruction, and the survivors withdrew, vitality spent, to isolated corners of the world their descendants still occupy today. Today the Spider Folk survive only in a very few places, chiefly the forest of Sorcerak and the jungles of Ytermis.
IV. The Swamp-Creatures
"Swamp-Creature" is not a single race but a broad category covering nearly all of the mindless dinosaurs, intelligent amphibians, and intelligent mold (such as Sliggoth) that emerged alongside the Spider Folk from the Great Journey; some individuals are thought to share a telepathic link. Their known history mirrors the Spider Folk's — an ancient rivalry that nearly annihilated both — and today they retain only a shadow of their old civilization in the Great Dismal Swamp north of Urf Durfal, hated in equal measure by the Elves and the Spider Folk.
V. The Dwarrows
The Dwarrows trace their origin to the Union of Stars, a stellar-spanning human empire whose derelict transport ship crashed on Ararlve roughly a quarter-million years ago, stranding some 500 Dwarrows there. The Dragons put them to work mining, then bred them selectively — and later engineered failed and successful variants of the stock into Trolls, Orcs, Goblins, and eventually Men — before the Dwarrows and their fellow slave races rose up and broke the Elven dominion that had by then taken over their management. Though later persecuted by Men in turn, the Dwarrows' three great mountain kingdoms remain strong, their people numerous, and — being kin to Men rather than rivals for the same land — likely to endure.
VI. Orcs
Orcs are a failed Dragon experiment in improving on the Dwarrow slave-stock: shorter-lived, less intelligent, but well suited to servile and martial roles, and prolific breeders. Never able to sustain a lasting empire of their own despite repeated attempts, the Orcs underwent a Marxist-inspired revolution in the eighth century After the Faith — Chairman Naskhund's Orcish Revolutionary Coalition eventually crushing rival factions and fighting a series of wars against the Dwarven kingdoms — until an alliance of Dwarrows, Elves and Men finally destroyed the Orcish state in 922 AF, its strongest nation reduced once and for all.
VII. The Goblins
Goblins are closely related to Orcs — somewhat less vicious, more cowardly, and slightly taller — and for most of history the two peoples were regarded as a single group. The Goblins broke away during the Orcish Revolution to form their own short-lived Republic, which collapsed after a few years under Orcish pressure; the survivors fled to found a small independent association of towns in what had once been the Duchy of Pavalon, later conquered and absorbed into the Duchy of Endore by the pretender Snorri Gundarchuksson.
VIII. Men
Men were another Dragon-bred slave race, less intelligent than Dwarrows but driven by powerful instincts for sex and fame that made them both excellent servants and, once freed, dangerous rivals to their makers. After the fall of Elven dominion, Men endured a millennium-long dark age before rediscovering magic and metalworking, eventually founding the Empire of Danthf that in time became the Empire of Man — which, though it has since fractured and reunited many times through civil war and dynastic strife, remains the dominant power of the world, its hegemony never seriously threatened.
IX. Cronks
Cronks are voracious, hairy, ape-like beings of unknown origin that began emerging from the Bottomless Plungehole in Aardvark Wallow at the end of the Age of Great Magics; despite an utter lack of native intelligence and a stench compared to "a cross between a skunk and a Tasmanian Devil," their sheer numbers and voracious appetite made them a minor factor in Valley affairs — until a half-Cronk, half-Human named Raman Cronkevitch rose from among them in the late third century AF and, through canny leadership, forged the Cronkish state that stood until its conquest by the Empire in 934 AF.
Character Sketches
The rulebook profiles each of the forty Character cards with a biographical sketch. A condensed summary of each is given below; consult the Character Card itself for game statistics.
- Gwaigilion Elengal, Elvenking of the Nattily Woods — An Elf of vast, uncertain age (he claims to remember the Primeval Times) who rose to great power among the Elvenkind and has been King of the Elves of the Nattily Woods, one of the few areas the Elves still hold freely, for centuries.
- Linfalas, Logarithm son of Algorithm — A rare Elven Sorcerer, forbidden the use of his powers by his own people, who instead revived the lost art of mathematics; a skilled fencer and adjunct to Gwaigilion Elengal, and considered dangerous enough by the Empire that it has tried (and failed) to eliminate him.
- Dalmilandril, Elvenking of Vynar — Champion of the First People, a warrior-mage of great skill but modest political standing among his own kind; a gentle soul who refuses to use his most destructive earth magic even in war.
- X the Unknown, Deathlord of Araheim — Once Roc Deathsinger, expelled from the Imperial College of Magic for his interest in demonology and necromancy; the greatest mage of the modern era, now ensconced in the Citadel of Blood (the former stronghold of the Dark Lord) with the Hellgate in his possession.
- Talerren the Not-So-Brave, Scourge of the Aranarth — A former Imperial Guard driven from his post after a magical mishap left him with a lifelong dread of fire; now serves X the Unknown, equipped with a flaming blade to overcome his fear.
- Jeremiah Ben Ruben, the Blessed — Sixth son of the Duke of Endore, who rose high in Imperial service before his loyalty to his homeland won out; he rallied the mutually hostile peoples of the Valley into the first League of Ararlve and destroyed the invading Imperial army.
- Eodred, Mistress of Vortices — A capable witch and court intriguer who kept the First Empire running during a dynastic crisis and is deeply knowledgeable about Vortices; mother of the Paladin Weldron.
- Loki Hellsson, The Dark Lord — A shamanistically-trained schemer of mysterious origin who fulfilled an ancient prophecy to become Dark Lord, mastering the fashioning of Talismans of Orb before his eventual defeat.
- Unamit Ahazredit, High Priest of the Great Ghod Corflu — Founder of the heretical, blood-soaked religion of Corfluism, exiled with his followers to the Valley, where he built the Temple of the Great Ghod Corflu; immortal, reincarnating each time he is slain.
- Dierdra, the Mercenary Queen — A woman who disguised herself to infiltrate the Empire's mercenary orders, bested a Paladin in single combat with the sword Lightning Lord, and became accepted as a mercenary leader despite the Empire's discouragement of women in the ranks.
- The Paladin Glade — Current bearer of the sentient sword Retaliator, hereditary champion of the Empire, whose tactical gifts (lent by the blade) have repeatedly saved the Empire from disaster regardless of the ability of the man holding the title.
(The remaining Character Sketches for Raman Cronkevitch, Sliggoth, Gislan the Rock, Zurik Bladebreaker, Gerudirr Dragonslayer, Gygax Dragonlord, Naskhund, Narklath, and the other Character cards follow the same biographical format in the original rulebook.)
Errata (As of December 1978)
Counters
- (correction) The Corflu Cultist Zeppelin units should be of "w" Unit Race rather than the printed "m." They are flying units.
- (correction) As Sphi is the Blue Sun and Orb the Yellow Sun, the colors printed on their counters are incorrect, and the rules correct.
- (correction) All Zombie Infantry units should be "m" Unit Race on their Demoralized, or reverse, face, rather than the printed "d."
- (clarification) Conjured counters numbers 40 through 45 are Centauroid Cavalry. To allow for the detail in the silhouette to show clearly, it was necessary to strike the identifying type.
Map
- (addition) The Capital of Neitherwold should be hex 1528. This addition is necessary when playing Scenario One.
- (apology) We apologize to those who received the S&S map in colors other than the intended lurid pink. We hope that Players will not be inconvenienced by the drab-colored maps they may have received.
Charts and Tables
- [7.7] (correction) The Army Combat Effect for Fords should refer to Note 2, rather than the printed Note 3.
- [12.9] (correction) The Range for the Dissipate Spell Screen Spell should be Unlimited on the Personal Combat Display.
Rules
- Opening Piece of Fiction (explanation) Though the character Zareth has a flying belt in the story, he does not have one in the game. The original character, from which the one in the game was patterned, did indeed possess a flying belt.
- [5.0] (correction) As there are no Devastated markers provided with the game (as mentioned in Random Event J), the Players will have to provide their own.
- [12.62] (correction) The cost to perform the Spell Summon Demon is four Manna Points as printed on the Spell Summary Chart. The rules are incorrect.
- [12.73] (clarification) Should a character casting the Summon Force spell roll a 4 (receiving a Demon), the Demon is considered Bound at no Manna Point cost to the Mage for the five Turns that he controls it.
- [13.69] (addition) Characters retreat with the Army units they are stacked with, unless the owning Player wishes not to. Should all Army units in a character's hex be eliminated, he may not retreat, and is vulnerable to capture (see Case 19.2).
- [16.28] (addition) Vortices moving off the map (through Random Movement, presumably) are removed from play.
- [16.34] (addition) Due to a distortion in the map concerning Citadel Isle, units may stack three high when within the confines (i.e., the walls) of the Citadel Isle. Whether this is due to sorcery or natural conditions, none can be sure.
- [20.22] (note) In many scenarios, counters will be listed for a side that are not provided in that nationality's countermix. When this is the case, the counters should be taken from a force not used in the scenario, and are considered Friendly units, within the definition of Case 7.42. Example: In Case 21.22, the Duchy of Endore, the Endore Player must take Light Spear units from the Goblin mix to satisfy his initial force requirements.
- [20.34] Set-Up of Player Diplomacy Markers (omission) In two-Player games, the first Player sets up in hex A and the second Player sets up in Hex D. In three-Player games, the first Player sets up in Hex B, the second Player sets up in Hex D, and the third Player sets up in Hex F. In the four- and five-Player games, the Player should assign the Diplomacy Hexes randomly, by chit pull. In the six-Player game, each Player takes one of the lettered hexes, assigning them alphabetically according to the Player Order.
- [24.21] (correction) The Orcs set up with 18 Light Spear, not Heavy Spear. In addition, the Dark Lord Player has the services of the Dark Lord in the scenario.
Due to a lessening of time constraints, the designer and developer are now soliciting proposed rules changes and new scenarios for possible inclusion in MOVES. Prospective authors should write to SPI in care of Eric Goldberg and/or Greg Costikyan.