Wizard Kings
Wizard Kings Rulebook
Table of Contents
Table of Contents
Game Turns
Wizard Kings is played in a series of Game Turns, each with four (4) phases.
[1] Initiative (4.1)
Each player rolls 2d6. Roll again to break ties. The player with the highest total wins the Initiative, moves first, and is called Player 1. All other players take turns clockwise from Player 1 and are called Player 2, Player 3, etc.
[2] Movement Phase (4.2)
During their Movement Phase each player may move any friendly units. Each player, in turn, moves friendly units up to their movement allowance. Units only move once per turn, except to Retreat (5.4) or Regroup (5.5). Units entering an enemy-occupied hex must stop and fight in the Combat Phase.
[3] Combat Phase (5.0)
Battles are fought one at a time. Start with battles where Player 1 is the attacker, then fight those where Player 2 is the attacker, etc.
[4] Build Phase (6.0)
All players, simultaneously:
- Treasury: Add up the Gold Points (GP) for the Cities (3.2) they control.
- Support: Spend their Gold to build new units in controlled (4.6) friendly cities, or to add steps to existing units.
1.0 Game Set-Up
1.1 Choosing Maps
Players choose one or two maps each and arrange as desired. One map per player is recommended for your first game. First map choice may be decided by a die roll.
Geomorphic Maps: The four maps included with this game are geomorphic, meaning they can be arranged in dozens of different configurations and the terrain will link together. Two map layouts are shown in the rulebook (2-Maps and 4-Maps).
A sheet of clear plastic to cover the maps is a useful purchase. This keeps the maps fixed in position, gives a smooth playing surface, and protects against spills.
1.2 Raising an Army
Each player chooses one side and raises an army worth 100GP. Units may begin play at any strength. The costs given are for each Strength (2.11) point.
- Wizard 3 costs 3 x 2GP = 6GP
- Ranger 2 costs 2 x 4GP = 8GP
- Goblin 4 costs 4 x 1GP = 4GP
For your first game it may be easiest to use the Standard Armies listed below.
Standard Armies. Players may use the armies below as a guide to raising their own. The first number given is units, the second is total steps (S) for those units, and the third is cost of those steps. That is, WICANA 2/8S means 2 units with 8 steps. These armies do not contain any Chaos units, but substitutions can easily be made to include them.
| ELDRYN | Cost | JURAK | Cost |
|---|---|---|---|
| WICANA 2/8S | 16 GP | SHAKLA 2/8S | 16 GP |
| RANGER 3/9S | 36 GP | OGRE 1/3S | 12 GP |
| PIXIE 1/3S | 6 GP | TROLL 2/6S | 18 GP |
| TREEK 1/2S | 6 GP | ORC 3/12S | 24 GP |
| GLADER 5/20S | 20 GP | GOBLIN 4/16S | 16 GP |
| CASTLE 2/8S | 16 GP | CASTLE 2/7S | 14 GP |
| 14 UNITS | 100 GP | 14 UNITS | 100 GP |
1.3 Deploying Units
Deploy units upright at their current strength. All units must start in cities (3.2) and at least one (1) unit must be deployed in each city.
1.4 Winning the Game
Assuming a two player, 2-MAP game, a player wins by controlling 15GP of cities at the end of any Game Turn.
Time limit games of ten (10) Game Turns can also be played. The player with the highest number of city GPs at the end wins. Time limit games are ideal for multiplayer battles.
Players may prefer to use accumulated victory points to determine a winner. Every Build Phase, record each player's Gold Points as Victory Points. Highest total wins.
Special scenarios are available on the WIZARD KINGS website: www.wizardkings.com — click the link to Wizard Kings and look for the Scenarios link under Resources.
2.0 Armies
This game contains two different armies: Elves (green) and Orcs (orange). Each army has 28 blocks. Additional armies are available.
A sheet of die-cut labels is included. One label must be attached to the face of each block, elves on green blocks, and orcs on orange blocks. Both sides also have three Chaos (black-border) labels that are also attached to the green or orange blocks. Lightly position each label, ensure it is straight, and then press firmly to the block.
The blocks add surprise and secrecy to the game. When standing upright, block type and strength is hidden from the opponent.
The two armies are roughly equal in value, but have unique advantages (and disadvantages). Details of each army are noted below.
ELVES
| Unit | Move | Combat | Cost |
|---|---|---|---|
| Wicana | 2 | A+ | 2 GP |
| Ranger | 2 | A2 | 4 GP |
| Pixie | 2 | B1 | 2 GP |
| Treek | 1 | C4 | 3 GP |
| Glader | 2 | C1 | 1 GP |
| Castle | Ø | C4 | 2 GP |
| •Pegasus | 3 | A1 | 4 GP |
| •Unicorn | 3 | B2 | 4 GP |
| •Mermaid | 2 | B2 | 3 GP |
ORCS
| Unit | Move | Combat | Cost |
|---|---|---|---|
| Shakla | 2 | A+ | 2 GP |
| Ogre | 2 | B3 | 4 GP |
| Troll | 2 | B2 | 3 GP |
| Orc | 2 | C2 | 2 GP |
| Goblin | 2 | C1 | 1 GP |
| Castle | Ø | C4 | 2 GP |
| •Pegasus | 3 | A1 | 4 GP |
| •Kraken | 2 | B3 | 4 GP |
| •Dragon | 3 | A5 | 8 GP |
(Units marked • are Chaos units.)
2.1 Unit Data
All units have numbers and symbols that define their movement and combat abilities.
Diagram 3 (Unit Data) shows a block label: the unit Name (ORC), its Strength (Current 1, Maximum 4), its Combat rating (C2), its Cost (2GP), and its Move (2/Mountain Folk).
2.11 Strength (S)
The current Strength of a unit is the number of pips on the top edge when the block is standing upright. Strength determines how many six-sided dice (d6) are thrown for a unit in combat. A unit at Strength 4 rolls 4d6 (four six-sided dice); a unit at Strength 1 rolls 1d6.
Blocks vary in Strength from 1 to 4. Some blocks have a maximum Strength 4, some Strength 3, and a few have Strength 2. For each hit taken in combat, the unit's Strength is reduced by rotating the block 90 degrees counter-clockwise. Diagram 2 shows the same RANGER unit at Strength 1, 2, and 3.
2.12 Unit Name
The block edge with the unit name is Strength 1.
2.13 Combat Rating
Combat Rating is indicated by a letter and number, such as A1 or B2. The letter determines when a unit fires. All A units fire first, then all B units, then all C units. The number indicates the maximum roll that will score a hit.
EXAMPLE: a unit rated A1 scores one hit for each "1" rolled, but a unit rated A3 scores one hit for each 1, 2, or 3 rolled.
2.14 Movement Allowance
The maximum number of hexes a unit may move in one turn is called its Movement Allowance. Units may move fewer hexes than this. To the right of the movement allowance there is often a symbol to indicate special abilities such as Flyer or Amphibian.
2.15 Unit Cost
The cost of units is noted per step (strength point). Two steps cost double, and so on. See section 6.0.
2.2 Wizards
Wizards have the unique ability to cast spells. They are rated A+ for combat meaning they may cast spells (or retreat) before other "A" units. Wizards cost 2GP PER step.
IMPORTANT: Wizards do not count for stacking however, there is always a maximum of one (1) wizard per side, per hex.
2.21 Spells
Each Wizard knows the six (6) spells listed on their Army card: three spells at Level 1, two spells at Level 2, and one spell at Level 3.
2.22 Spellcasting
Wizards cast spells by reducing themselves one step for a Level 1 spell, two steps for a level 2 spell, or three steps for a Level 3 spell. They may not cast a spell for which they have insufficient Strength, nor eliminate themselves by spellcasting. A Wizard 1 may not cast any spells.
Wizards may cast spells during the MOVEMENT AND/OR COMBAT phases. A Wizard may only cast one spell per movement phase and cannot move unless it is the object of the spell.
In battles, Wizards may cast one spell per Combat Turn, subject to their Strength.
Note: F# is the firepower of a spell, not its timing. Damage is applied at the instant the spell is cast.
[1] DISPEL (Optional). All wizards know Dispel, a Level 1 spell to block the effect of another spell. This is an interrupt spell that may be cast at any time even if the same wizard has already cast a spell this Combat Round. The intent to dispel must be declared after the target spell is declared, but before the result of the target spell is known. Reduce the dispelling Wizard by one (1) step, roll 1d6, and subtract the level of the target spell. If the net result is three or higher (3+) the target spell is dispelled, otherwise not.
EXAMPLE: Wizard wishes to dispel a Level 2 spell. Before the opposing spell result is known, the Wizard rolls 1d6 and scores 4, but must subtract 2 for the target spell level, giving a result of 2. Hence, the attempt to dispel fails.
Regardless of success or failure of DISPEL, both Wizards always lose their declared power (steps). In the example above, the caster of the original spell loses two steps and the dispelling wizard loses one step.
Castles: Spells involving movement (including forced retreats) may not be cast on a castle.
2.23 Henges
Some maps contain a Henge symbol. The step cost for a Wizard located on a Henge is 1GP (half-cost).
2.24 Wizard Elimination
When a Wizard is eliminated the unit may never be rebuilt. The eliminated unit is kept (off map) for the rest of the game.
2.3 Ground Units
Most units are Ground units. They are composed of archers, cavalry, and foot. Distinctions among them are handled by the combat system. Most archers are A units to reflect their long range attacks. Most cavalry are B units to reflect their superior speed and weight on the battlefield. Most foot are C units, slow but steady (and cheap).
Ground units are restricted to land and coastal hexes. They may never cross a water hexside, except by Sea Transport (4.7).
Some ground units are identified with terrain symbols that affect their movement and combat abilities:
2.31 Forest Folk
Ground units with special advantages in forests. They may move through forest hexes without stopping and have +1 Combat (B2=B3) in forest hexes.
2.32 Mountain Folk
Ground units with special advantages in Mountains. They may move through Mountain hexes and hexsides (Hexside limit 1) without stopping and have +1 Combat (B2=B3) in Mountain hexes.
2.33 Desert Folk
Ground units with special advantages in deserts. They may move through desert hexes without stopping and have +1 Combat (B2=B3) in desert hexes.
2.34 Amphibians
Amphibians are ground units that may move along river hexes and cross rivers anywhere, but may never cross an all-water hexside. This means they may never enter a sea hex except by Sea Transport. Amphibians may move through swamp hexes without stopping, and have +1 Combat (B2=B3) in swamp hexes.
2.4 Flyers
Flyers function like ground units except they ignore terrain and all enemy units (even enemy Flyers) when moving. They ignore HEXSIDE LIMITS, but not STACKING LIMITS. They may attack enemy units in Sea hexes but cannot land there.
2.5 Aquatics
Aquatics are sea creatures or naval units. They are restricted to sea, lake, river, and coastal hexes. They may never cross an all-land hexside, nor a shoal hex or hexside. Only Aquatics (not Amphibians) may attack across an all-water hexside (See 4.5).
2.6 Castles
Castles represent the fortification and its garrison. They may be built in any friendly land hex, but can NEVER be moved. Each castle may only be increased by one step per Build Phase.
2.7 Chaos Units
Chaos units have gray labels with black borders. Three (3) Chaos units per army are included.
Chaos units are mercenaries. Each player commands one army, but may employ Chaos units to help defeat an opponent.
Chaos spellcasters must observe the same spellcasting rules as Wizards.
Each army blockset comes with three Chaos units. The same type of Chaos unit may appear in two different armies, such as the Pegasus unit in the orc and elven armies. The Chaos expansion blockset allows players to add new chaos units to their army and includes Chaos spells.
3.0 Maps
The maps have a hexagonal grid (hexes) to regulate movement and the location of units. Half-hexes are fully playable. Terrain features in hexes affect movement and combat. Hexsides often have different terrain from a hex – an important distinction. When two types of terrain appear in the same hex or hexside, use the terrain in the center of the hex or hexside. In coastal hexes the dominant land terrain defines hex terrain.
3.1 Terrain Types
3.11 Clear
Clear hexes have no movement or combat effects.
3.12 Desert
Ground units must stop upon entering a desert hex. Desert creatures (2.33) may move through desert hexes without stopping, and have +1 Combat (B3=B4) fighting in this terrain.
3.13 Forest
Ground units must stop upon entering a forest hex. Forest creatures (2.31) may move through forest hexes without stopping, and have +1 Combat (B3=B4) fighting in this terrain.
3.14 Swamp
Ground units must stop upon entering a swamp hex. Amphibians (but not Aquatics) may move through swamp hexes without stopping, and have +1 Combat (B3=B4) fighting in this terrain.
3.15 Mountain
Mountains hexes and hexsides are impassable to normal ground units except on a Road or at a named Pass. A named pass has a Hexside Limit (4.5) of 1 unless a road runs through it. Mountain-folk may occupy Mountain Hexes and cross Mountain hexsides (Hexside Limit 1). They have +1 Combat (B3=B4) when fighting in Mountain hexes.
NOTE: Flyers can also enter and fight in Mountain Hexes (no combat bonus). Aquatic units may enter coastal or river mountain hexes (no combat bonus).
3.16 Rivers
River hexes have both banks in the same hex. Rivers are deemed to follow the nearest hexside. Aquatics may move up/down rivers but may not cross a Waterfall hexside. Sea Transport (4.7) is prohibited on rivers.
Bridges: Ground units may cross rivers only at bridges or at their source hex. The HEXSIDE LIMIT across a bridge is one (1) unit. Amphibians (only) can cross rivers without a bridge.
River Hexes & Movement (diagram):
- [A] Source hex for the Kasar River. Ground units may move from [B] to [A], then to [D].
- [B] River hex (both banks are in the same hex). The river runs along the hexsides of [D], [E], and [F]. Ground units may not cross the river from [B] into [D] or [E], but may cross the bridge to [F]. Amphibians may cross the river from [B] to [D], [E], or [F]; Aquatics may not because hexes [D] and [E] are land hexes.
- [C] Coastal hex, as is [F]. Ground units and Amphibians may not move directly from [C] to [F] across the water hexside, but Aquatics may. Aquatics or Amphibians located on [C] or [F] may move upstream to [B] and then to [A].
Rivers have both river banks in the same hex. The lower sections of rivers are coastal hexes separated by a water hexside. When moving on rivers, Amphibians and Aquatics occupy only the river hex, but on lower sections they occupy one of two coastal hexes.
Amphibians and Aquatics can move along river hexes. They ignore ground terrain, but may not bypass enemy units of any kind.
NOTE: When two rivers share the same source hex, amphibious movement is permitted down the other river.
3.17 Sea
An "all-water" hex. Aquatics (not Amphibians) can occupy sea hexes.
3.18 Coastal
Any hex that is part sea (or lake) and part land. All units may occupy and fight in coastal hexes. The land terrain affects land movement and combat; the water terrain affects water movement and combat.
3.19 Shoal
Extensive sandbars or reefs. Shoal hexes and hexsides are impassable to Aquatics. Shoals block Sea Transport (4.7).
3.2 Cities
Each map contains cities with an economic value of 1GP, 2GP, or 3GP. Cities generate wealth for the controlling player during the Build Phase and determine victory.
Maps may contain different numbers of cities, but the total economic value on each map is always ten (10GP).
PORTS: All coastal or river cities are ports. They affect Sea Transport (4.7).
3.3 Roads
The brown lines on the maps are roads. Road hexsides always have a Hexside Limit of 2. Bridges still have a limit of 1.
Provided units move entirely along a road, they have two benefits:
- Unit move is +1. Units may attack using the road bonus. This road bonus does not apply to Flyers or Aquatics, but does apply to Amphibians.
- Units moving entirely along roads may move through any type of terrain without stopping.
Expansion Maps
12 Wizard Kings maps are now available. Some mapsets feature new terrain types:
- Map 9 features a submerged Sea City. Only aquatic units can occupy this hex, although Flyers can fight there.
- Map 10 has a Walled City where defending units (only) have +1 Combat (B2=B3). The Walled city is considered a port for Sea moves and it may be attacked by Aquatic creatures.
- Map 11 features the ancient underground city of KHAX. Flyers have -1 Combat (B3=B2) when attacking or defending underground cities. Khax gives Mountain Folk +1 Combat.
4.0 Movement
Movement takes place during the Movement Phase. Each player takes their turn moving units and then all battles are fought. Turn order depends on Initiative.
Moving Tip: After moving each unit, turn it face-down towards you. This identifies the unit cannot move again this turn. Once all movement has been completed, turn units upright to show you have completed your Movement Phase.
Fog-of-War: The fog-of-war is an exciting aspect of Wizard Kings. Except when fighting a battle, the blocks stand upright facing the owner. This promotes bluff and innovative strategies because players are uncertain of the strength or identity of an enemy unit.
4.1 Initiative
Each player rolls 2d6. Roll again to break ties. The player with the highest total wins the Initiative, moves first, and is called Player 1. All other players take turns clockwise from Player 1 and are called Player 2, Player 3, etc.
4.2 Movement Phase
During their Movement Phase each player may move any friendly units. Each player, in turn, moves friendly units up to their movement allowance. Units only move once per turn, except to Retreat (5.4) or Regroup (5.5). Units entering an enemy-occupied hex must stop and fight in the Combat Phase.
4.3 Terrain Effects
Units may be affected by terrain when moving. Most units must stop when they enter forest, swamp, or desert hexes, and cannot cross mountain hexsides except at a pass, or river hexes except at a bridge.
4.4 Stacking Limit
Stacking is the number of units in a hex. A maximum of four (4) units plus 1 Wizard per side may attack or defend a hex. If two Allies cooperate to attack or defend, their combined total may not exceed four (4) units plus 1 Wizard. Overstacked units (owner's choice) are eliminated immediately.
Stacking Limits: A maximum of four (4) units may attack or defend a hex except Wizards do not count for Stacking. Each side may only have one (1) Wizard in a hex.
Stacking Option: Increase stacking limits to six. This option is best used if you want longer games with larger battles (that tend to be less decisive).
Multi-Player Alliances: Allied units may occupy the same hex and Allies may assist each other to attack or defend hexes. Allied hexes are considered friendly. All units of an alliance are treated as one Attacker or one Defender. If another player joins a battle he must declare whether he is supporting the Attacker or the Defender and may not exceed the combined limit of six units. Each ally must be moved separately in the normal movement sequence. When entering a battle hex, allied units must collectively obey Hexside Limits. Hence, if one ally attacks through a forest hexside, the other ally cannot attack through the same hexside. Players may expend their own GPs to increase the strength of existing allied units. However, they may not build new units of an ally. Ultimately, allied units are commanded by their owner. Players may terminate an alliance whenever they please, and may even switch sides during a battle.
4.5 Hexside Limits
When entering a battle hex, only two (2) units may cross each Clear terrain hexside, and only one (1) unit may cross each non-clear terrain hexside. Impassable hexsides, such as Rivers and Mountains, also have a Hexside Limit of one (1) for units that may cross them. Hexside Limits (but not Stacking Limits) are ignored by Flyers.
All-water hexsides have a hexside limit of 2 aquatics. Rivers and Coastal hexsides have a limit of 1 aquatic in addition to the limit for land units defined by land terrain.
IMPORTANT: separate Hexside Limits apply to the Attacker and Defender. The Attacker may move through a specific hexside and the Defender may also move through the same hexside.
Coastal Hexsides Example: 2 ground units AND 1 Aquatic unit may attack across a clear coastal hexside. Only 1 ground unit and 1 Aquatic may attack if the land hexside is forest.
4.6 Hex Control
Units control the hex they occupy. Units must stop when they enter enemy hexes – including a vacant enemy city. EXCEPTION: Flyers may move over enemy units and hexes without stopping.
Hex control affects Movement, Building, and Victory. Each hex is either Friendly, Neutral, or Enemy controlled.
Friendly hexes are those occupied by your units, and all vacant cities on your map(s).
Enemy hexes are those friendly to an opponent. Remember that a vacant enemy city is an enemy hex.
Vacant hexes are Neutral, except that each player controls all cities on his own map(s) unless they are enemy occupied. Units may move through Neutral hexes unless restricted by terrain.
IMPORTANT: Hex control changes take effect immediately.
Hex Control: Because a captured city reverts to enemy control if vacated, they must always be garrisoned to remain friendly.
4.7 Sea Transport
All units may move up to four (4) Sea or Coastal hexes by Sea Transport. Sea Transport is prohibited on rivers.
Units using Sea Transport must start in a friendly port and move to a friendly port and may not pass through enemy hexes.
Shoals block Sea Transport.
Sea Transport is NOT allowed into or from a Battle Hex.
Sea Transport cannot be combined with another move.
NOTE: Flyers and Amphibians (but not Aquatics) may use Sea Transport.
4.8 Pinning
Attacking units prevent an equal number of defending units from moving. This is called Pinning. The defending player chooses which units are pinned. The "unpinned" units may move normally and may attack elsewhere.
Unpinned units may exit the hex via ANY hexside, even the one(s) crossed by the pinning units.
EXAMPLE: two units attack four. At least two defenders are pinned, but up to two (defender choice) may move. Any/all of the two units that leave may attack another hex. Pinned units may not be exchanged for other units.
Pinning Caution: You must be wary of the possibility of units moving "past" you if you do not pin the entire force in a hex. Note that retreating is still not permitted through a hexside used by the enemy to enter the battle.
5.0 Combat
All players must complete movement before starting the Combat Phase.
5.1 Battle Sequence
All battles must be fought one by one. Battles where Player 1 is the attacker are fought first (in the order determined by Player 1) then battles where Player 2 is the attacker are resolved, and so on. Reveal units in battles (only when they are to be fought) by tipping them forward to maintain current Strength.
5.2 Combat Turn
To resolve a battle each unit fires in a sequence that depends on its combat rating. All "A" units fire before all "B" units, which fire before all "C" units. Defending "A" units fire before Attacking "A" units, and so on.
5.21 Combat Rounds
After all units have taken one Combat Turn, one Combat Round has been fought.
Battles are fought for a maximum of three (3) combat rounds. The attacker must retreat if a battle is not concluded by the end of the third round. A fourth Combat Round is then played as a pursuit round. In this round the Defender fires, but the Attacker must Retreat in the normal sequence.
EXAMPLE: Three units A2, B2, B1, attack two units B3, C1. The combat sequence would be: Attacker A2, Defender B3, Attacker B2 and B1, and Defender C1. This sequence is one Combat Round and is repeated until one side wins the battle.
5.3 Combat Resolution
5.31 Combat Strength
Each unit in its combat turn rolls as many dice as its current Strength. A hit is scored for each die roll equal to or lower than the unit's Combat Rating:
- A1/B1/C1: 1's are hits.
- A2/B2/C2: 1's & 2's are hits.
- A3/B3/C3: 1's, 2's & 3's are hits.
EXAMPLE: Ogre 3 rolls 3 dice. Ogres have B3 combat, meaning all rolls of 1, 2, & 3 are hits. Rolls of 4, 5, & 6 are misses. Assuming the dice rolled are 2, 3, & 5, the Ogre scores two hits and one miss.
5.32 Hit Allocation
Enemy units cannot normally be targeted individually. Each hit is applied to the strongest enemy unit. When two or more units share the highest Strength, the owner chooses which to reduce.
NOTE: Combat is not simultaneous. All hits are applied immediately.
5.33 Targeting
Some spells allow targeting. This requires a player to designate one target unit and all hits are taken by that unit.
5.4 Retreats
Except in Round 1, each unit may retreat (instead of firing) on its normal combat turn. Units must retreat to adjacent, friendly or neutral hexes. Flyers may retreat their full move but only to a Friendly hex, otherwise they can only retreat adjacent like other units. Units cannot retreat across hexsides that are impassable. Hexside Limits apply to retreating units each combat round.
MOVEMENT EXAMPLE: Five elven units move first and attack the lone Ogre unit from several directions. The Ranger at Saros attacks by moving one hex. The Glader and Treek attack through the Clear hexside. The other Ranger moves two hexes through the forest. The Pixie flies over the mountain hexside.
The orcs move second and add four units to help defend the Ogre which is pinned and cannot move. The Orc and Troll move into the battle. The Shakla flies (no hexside limit) into the battle. The Kraken moves through a sea hexside.
COMBAT PHASE: The Orcs are defending, so the combat turn sequence is: Orcs A: Shakla (A+) spellcaster. Elves A: Ranger (A2) 2 units. Orcs B: Ogre (B3), Troll (B2), Kraken (B3). Elves B: Pixie (B1). Orcs C: Orc (C2). Elves C: Glader (C1), Treek C4. NOTE: For clarity, all units in this example are shown at Strength 1.
Cost Formula. The formula to calculate the cost of a unit is: Combat Turn + Firepower - 1 = Cost, where A = 3, B = 2, C = 1. For example a C1 unit costs 1 and an A3 unit costs 5. Movement of 3 adds +1 to cost. Cost is not reduced for slower moving units. Castles and Wizards do not follow the formula and both have fixed costs of 2.
Unit Errata. Elven Rangers have a maximum strength of 3. Elven Treeks have a maximum strength of 2.
Spell Errata. The Undead "Sacrifice" spell does 4d6 damage.
Chaos Units. Chaos units given in different sets sometimes have different stats. Their costs also vary accordingly.
The Attacker can only retreat via hexside(s) used to attack into the hex.
The Defender may not retreat via hexsides used by the Attacker to enter the hex.
If both players use the same hexside, only the last player entering may retreat via this hexside during this battle. Flyers do not affect hexside control and may retreat via any hexside.
Units may never retreat to enemy hexes (remember: vacant enemy cities are enemy hexes) or to another Battle Hex. Units that cannot retreat when required are eliminated.
NOTE: because Hexside Limits apply each Combat Round, a gradual retreat is possible. Two units may retreat through a Clear hexside in one round, and two more through the same hexside next round.
Round 1 retreats: Remember, retreating is not permitted during the first round of combat for either the attacking army or the defending army.
Battle Sequence: In a game involving four players, the Movement Phase is likely to create several battles. Player 1 might be attacking Player 3 in one battle, defending against Player 3 in another battle, and attacking Player 4 in yet another battle. Player 1 would resolve the two battles in which he is the attacker in the order he chooses, and then Player 3 would resolve his attack on Player 1.
Who is on Defense? For battles in hexes that were vacant at the start of the turn, the player who arrived first is on Defense. An exception is a city on your own map. Even if that city was vacant, you can move units in as the second player and still be on defense.
5.5 Regrouping
After a battle ends, the victor may Regroup. This allows the victor to Retreat any units from the victory hex normally, or add any adjacent units to the victory hex. Hexside Limits do NOT apply when Regrouping.
6.0 Building
The Build Phase is conducted simultaneously. Players may build new units and add steps to existing units.
6.1 Gold Points (GP)
Cities have a gold value of 1GP to 3GP. Players determine which cities they currently control, and total their GPs. This total is referred to as the Treasury.
6.2 Unit Costs
Each unit has a cost per step. This is the amount of GP needed to raise the unit one strength point.
6.3 Building Units
A player expends his current Treasury to buy new units and/or increase the strength of existing units. Gold cannot be saved. Players may build new units only in original cities (not in captured enemy cities).
The number of new units that may be deployed in each Build Phase is limited to the Gold value of the city.
Steps (strength) may be added to existing units anywhere.
Multiple increases of the same unit are allowed, (e.g. a player may increase a Wizard 1 to strength 4 for 3 x 2GP = 6GP).
EXCEPTION: A Castle may be built at Strength 1 in any friendly land hex, and each castle may only be increased one step per Build Phase.
6.4 Captured Cities
The GP value of a captured enemy city is controlled and collected by the captor every Build Phase. New units (except castles) may NOT be built in captured cities.
6.5 Merging & Disbanding
The strength of a unit may be freely transferred to another unit of the same type in the same hex. Units may be disbanded (eliminated voluntarily) and built elsewhere in the same Build Phase. Steps of a disbanded unit are forfeit. Merging and disbanding are only allowed during the Build Phase. Dividing one unit into two or more units is prohibited.
Credits
- Game Design: Tom Dalgliesh, Grant Dalgliesh
- Developers: Ferkin Doyle, Cal Stengel
- Editing: Chris Wilkes
- Art/Graphics: Laryn Bakker, Ed Beard, Jr., Heather Bruton, Joel Burslem, Joe Veen
- Contributors: Curtis Anderson, Eric Dalton, Michael Magnin, Bryan Weese, Ellis Werchan, Greg Willaby
- OTTAWA RED SHIRTS: Bart Breedyk, Dai Chaplin, George MacLure, Scott MacGregor
CONVENTION TOURNEYS. Events at gaming conventions may be supported and prizes provided. Contact Columbia Games for details:
COLUMBIA GAMES, INC — POB 3457, BLAINE, WA 98231 USA — 360/366-2228 — 800/636-3631 (toll free) — www.columbiagames.com
Copyright © 2005 Columbia Games Inc. — Version 1.6