SCORTCH




INTRODUCTION
Module for the Warp Empires system. 
You must use the Warp Empires system to play this game.
Based on the animated film WIZARDS by Ralph Bakshi.
Wizards is a trademarked, licensed property. This is merely a fan site.
One player is the good Wizard Avatar.
The other player is his evil brother Blackwolf.
Both battle for world domination.
On Avatar’s side is Magic, Elven Races, and Faerie Folk.
Blackwolf's armies are filled with Mutants, Demons, and Ancient Technologies.

MAP
The land of Halcionia is divided into two main areas: Scortch and Montagar
Scortch is southeast of Montagar.
Note: Rivers may cross multiple spaces. 

LOCATION TYPES
0-3+ = Revenue generated by the site
H = Hostile terrain: Units must stop when entering this space
D = Difficult terrain: Units must stop when entering this space
X = Barrier: No units may enter this space

SCORTCH
Location		Type	Notes
Black World Mountains	H	North
Glass Wastes		H	South
Bogs			D	West
Steam Lake		X	West
Cnidair River		D	West
The Spine Mountains	H	Southeast
The Crypts of Doom	2	Scattered 
The Greater Crater	X	Central
The Glass Wastes	H	Central
The Black River		H	West Central; Terrible Smell
The Hot Lands		H	East & Central
The Great Depression	H	North Central
Hellmouth		2	North; One Demon unit per turn costs -1
Scortch-1		3	Capital city; Blackwolf’s starting Location 
Skir			0	Fishing Village; Faerie sympathizers 
Theca			0	Village; Hunters & Trappers; Faerie sympathizers
Queenston		1	City; One Technology unit per turn costs -1
Phyte			1	City; On the Black River
Accked			1	City; One Mutant unit per turn costs –1

MONTAGAR
Location		Type	Notes
City of Montagar	2	Capital City
Breeding Wye		2	Mining Town; One Dwarf unit per turn costs –1
Rana Bottom		1	University Town
Seaport			2	Coastal Town
Summer Home		0	Town; Avatars Starting Location
Perthswale		2	Trading Town
Wendl			1	Trading Post
Blossom			1	Faerie Town
Toothache Mountain	H	East: Runs North South
Footprint Lakes		D	North
Salamander River	D	Surrounds the city of Montagar
Novay Onwl River	D	Central
Lostwoods		D	Central
No Return		H	Cliffs; Borders Scortch
Whisper Falls		D	One Faerie unit per turn costs –1
Western Highlands	D	Southwest
Faun’s Shoulder		0	Landmark for sailors
Fog Dragon Downs	D	North
Ariath River		D	Bridged in several places



VICTORY
Blackwolf must destroy all opposing units to win. 
The Avatar player automatically wins if Blackwolf is destroyed.

SETUP 
The Evil player starts with Blackwolf and 15 random units.
The Evil player distributes his units throughout Scortch.
The Good player starts with Avatar and 7 random units.
The Good player distributes his units throughout Montagar.

ACTION DECK
Players have seperate action decks.

REVENUE PHASE
You cannot generate income from enemy cities.
(You only deprive your opponent of the income.)

RECRUIT PHASE
Montagar units may start in any non-hostile, non-difficult space in Montagar.
(Their populations are spread out)
Scortch units must start in Scortch-1 (the City)

MOVE PHASE
Flyers can move up to 4 spaces.
Flyers can jump over enemy units, hostile and difficult terrain.

BATTLE PHASE
Towns & Cities give defending units +1 Force each. 


UNIT & CARD TYPE NOTATION
L = Leader
K = Knowledge
A = Armies
P = Place
E = Event
T = Technology
X = Magic
S = Strategy
R = Resources
M = Morale

BLACKWOLF UNIT LIST
Unit Name		#/Speed	Type	Force	Notes
BlackWolf		1F	L	15	Wizard
Lich General		2F	L	10	Demon
Demon Warlord		1F	L	8	Demon Armies get Force +1
Demon Technomage	2F	L	5	Technology units get Force +1 
High Mutant Officers	4M	L	6	Mutants
Toadies			2M	A	3	Mutants
Low Mutants		4M	A	3	Mutants
Reich Henchmen		2M	A	4	Mutants
Reptilions		2M	A	6	Mutants
Dream Machine		1M	T	12	
Panzer Tanks		2F	T	12	
Howitzers		2S	T	10 	
Luftwaffe planes	2FF	T	10	
Machine Guns		2M	T	8	
Salamander Riders	2F	A	5	Mutant Cavalry
Wolfmacht		2F	A	3	Mutant Cavalry
Max & Fritz		1M	A	2	Mutants
Demon Shock Troops	2M	A	7	Demons
Goblin Mob		2M	A	4	Mutants
Fascist Pig Mutants	2M	A	6	Mutants
Nazi Black Guard	2M	A	7	Demons
Reptilion Rex		1M	A	8	Mutant
Pit Roaches		2F	A	10	Cavalry
Robots			1M	T	9	Robots

BLACKWOLF ACTION DECK CARD LIST
Card Name:		#	Notes
Quick Victories		10	Move 1 Stack
Operational Maneuvers	4	Move 2 Stacks
Full Scale Invasion	2	Move 3 Stacks
Robot Assassins		1	Opponent must discard 2 cards
Dictatorship		1	Gain 3 Revenue points this turn
Pistols & Rifles	1	Battle: Armies get Force +1
Propaganda		1	Recruit a Mutant Unit for Free 
Mutants Rule!		1	Battle: Mutant Armies get Force +1
Messenger		1	Search chit pile for unit and put it in play
Technomancy		1	Recruit a Technology Unit for Free
Black Arts		1	Battle: Technology Units get Force +1
Plunder Ancient Ruins	1	Recruit a Technology Unit for Free
War Machine		1	Gain 3 Revenue points this turn
Wild Rumors		1	Battle: Opposing Armies get Force -1
Betrayal		1	Discard opposing Leader & Draw a card
Journey into Hell	1	Recruit a Demon Unit for Free
Spies			1	Look at opponents hand
Scortch Wildlife	1	Negate move of Target Stack in Scortch
Radiation		1	Kill target Army unit in Scortch Hazard Space


AVATAR UNIT LIST
Unit Name		#/Speed	Type	Force	Notes
Avatar			1F	L	17	Wizard
Necron 99 (Peace)	1F	L	10	Robot
Red Elves		4M	A	6	Elves
Yellow Elves		2M	A	5	Elves
Brown Elves		2M	A	7	Elves
Blue Elves		2M	A	5	Elves
Satyrs			2M	A	5	Satyrs
Dwarves			2M	A	6	Dwarves
Gnomes			2M	A	4	Gnomes
Mountain Faeries	2FF	A	2	Faeries
Meadow Faeries		1FF	A	1	Faeries
Sawmp Faeries		1FF	A	2	Faeries
Wood Faeries		2FF	A	2	Faeries
Knights of Stardust	2FF	A	3	Faeries
Heavy Infantry		2M	A	6	Elves
Ross Cavalry		2F	A	5	Elves
Centaurs		2F	A	8	Centaurs
Archers			2M	A	7	Elves
Royal Guard		2M	A	8	Elves
Genarian		1M	L	-	PresidentofMontagar; Elf Armies get +1 Force
Bayard			1F	L	10	Prince of Montagar; Elf Armies get +1 Force
WeeHawk			1F	L	13	Elf Hero
Hartmoon		1F	L	9	Relative of WeeHawk
Jephyr			1F	L	6	Faun King; Satyr Armies get +2 Force
Elinore			1F	L	7	Half-breed; Mage
Reenah			1F	L	5	Gnome Mage
Sayriah			1FF	L	4	Archer; Faerie Armies get +2 Force
Swift-As-Sound		1F	L	11	Centaur Scout; Centaur Armies get +2 Force
Wind Catcher		1F	L	10	Cavalry & Centaur Armies get +1 Force


AVATAR ACTION DECK CARD LIST
Card Name:		#	Notes
March			20	Move 1 Stack
Grand March		8	Move 2 Stacks
Union of the Tribes	4	Move 3 Stacks
Fireballs		1	Battle: Spell; Force = 12	
Gnome Tutors		1	Look at next 10 cards in your deck & put 1 in your hand
Lightning Bolts		1	Battle: Spell; Force = 10
Giant Pink Rat		1	Battle: Spell; Force = 5	
Magic Arts		1	Mage, Faerie, and Elf Units get Force +1
Illusions		1	Battle: Spell; Enemy armies are –1
Healing Arts		1	Battle: Take one less Casualty
Wizards Wrath		1	Battle: Spell; Force = 15	
Banish			1	Discard opposing Demon
Lost			1	Negate Move by target Stack
Cutting Sarcasm		1	Battle: Leader gets Force +3	
Medieval Weapons	1	Battle: Armies get Force +1
Valiant Determination	1	Battle: Armies get Force +3
Fortifications		1	Battle: If Defending in Montagar, Armies get Force +2
Counterattack		1	Battle: If Defending, Armies get Force +2
Panic the Mutants	1	Battle: Mutants armies get Force –2
Mutants Desert		1	Discard target Mutant Army
Oil Shortage		1	Negate Move by target stack containing Technology Units
Ammo Shortage		1	Battle: Opposing armies get Force –2
Radiation Sickness 	1	Mutant Units get Force –1
Break Mutant Ranks	1	Battle: Force +10
Elven Spies		1	Look at top 7 cards of opponent’s deck
The Good Lands		1	Gain +5 revenue this turn 
Charm			1	Battle: Spell; Gain control of Target non-leader unit
Bewilder		1	Battle: Spell; Opposing armies get Force –2
Scouts			1	Look at top 5 cards of opponents deck
Breakdown		1	Battle: Discard opposing Technology Card
Weather Dragon		1	Look at top 4 cards of opponents deck & discard 2
Rescue			1	Search Unit pile for a Leader and put it in play
East Elfland		1	Recruit an Elf unit for Free
Blue Elf Saboteurs 	1	Opponent gets –3 Revenue this turn
Use Captured Weapons	1	Battle: Armies get Force +2
They’ve Killed Fritz!	1	Discard opposing Mutant Army
Fight the Good Fight	1	Recruit a unit for Free
Felsing the Wise	1	Look at Opponents hand	
Scouts			2	Look at target Stack
Note: Only Wizards, Mages, Elf armies & Faerie armies can cast spells.






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