Fantasy conquest. Characterized by Gold and bookkeeping.
Explore, expand your territory, collect gold, find artifacts, cast spells,
raise armies, gain experience, send out spies, crush your enemies.
MAP & CHITS
Use a disposable Hex map.
Indicate which hexes are land and which are water.
Draw in rivers along borders of hexes.
Draw in terrain types onto the map spaces as the map is explored.
Each player starts with control marker chits of a unique color to
indicate ownership of settlements.
Each player starts with Hero marker chits of the same color and marked with
an H and a unique number to indicate individual Hero units.
10 sided dice are required to play.
Pick one hex on the map to contain your capitol city.
Put down the appropriate terrain chit with a control marker on it.
Place one Hero chit in your capitol city.
The Hero starts with an army of 1D10 units of each of the 4 basic troop types.
The hero also starts with a wandering wizard.
Start with 1D10 gold.
For each of your heroes you will need an index card with the following information:
The Heroes Identification number. Also on the chit.
The Heroes Name. Make one up.
Magical Items the hero owns.
Is there a Wizard in the army.
Number of warriors in the army.
Number of catapults in the army.
Number of archers in the army.
Number of cavalry in the army.
Number of ships present if at sea.
Experience points the Hero has.
Skill Abilities the hero has. All heroes begin with one skill: Roll on the Ability Table.
MAIN TURN SEQUENCE
1. Initiative Phase
2. Realm Spell Phase
3. Collect Gold Phase
4. Recruit Troops Phase
5. Espionage Phase
6. Move & Explore Phase
7. Disaster Magic Phase
8. Battle Phase
9. Recovery Phase
Each player rolls 1D10. This is the Initiative Roll.
The highest roll goes first in all of the following phases.
The second highest roll goes second in all of the following phases, and so on.
Note that segments in battle rounds are simultaneous for both sides.
Roll on the Realm Spell Table a number of times equal to 1+ the number of Towers you control.
You may cast these spells during the turn when appropriate.
Realm spells cannot be saved from turn to turn.
COLLECT GOLD PHASE
Collect gold from all of your settlements.
RECRUIT TROOPS PHASE
Each type of settlement can recruit one type of troop. (see the settlement type table)
While at a settlement a hero can purchase troops from it.
Capitol cities can recruit warriors and heroes.
A maximum of 1D10 troops can be bought in one settlement in one turn.
A hero can have a maximum of 40 troops in his army, and 1 wizard.
A hero with the Command ability can have more troops.
Two heroes cannot occupy the same hex.
The capitol cannot recruit a hero if one is already occupying the capitol.
A Tower is the home of one Wizard who may be recruited for 5 gold.
The tower cannot produce any more wizards.
If a wizard is 'killed' he teleports home where he can be recruited
by the current controller of the hex.
Two wizards cannot occupy the same hex.
Wandering wizards have no tower, They teleport off of the map.
Players cannot conduct espionage against each other until their empires come into contact.
Roll 1D10 = X. This is the Espionage roll.
Hire up to X agents for X gold.
Roll 1D10 for each agent on the Espionage Table.
MOVE & EXPLORE PHASE
Except for the hexes containing Capitol cities, all hexes start out with unknown terrain.
Basic Heroes have 3 Move Points (MPs).
Heroes with logistics ability have extra MPs
An MP can be used to scout (explore) an adjacent unknown land hex.
Roll on the Hex Terrain Type Table to discover the identity of the hex.
Determine Settlement types.
Newly explored Non-settlement terrains will contain an encounter on a roll of 1-2 on D10.
Roll on the encounter table to determine its type.
Write the encounter type onto the map
Encounters do not move. They remain until destroyed.
Heroes cannot move into or through encounters.
MPs can be used to move into an explored land territory.
Different terrains have different MP costs to enter.
Heroes cannot move into water spaces.
Heroes may move through a hex containing another friendly hero.
Instead of moving, friendly adjacent heroes may exchange troops or magic items.
A troop or magic item may be exchanged only once per turn.
Heroes that can move more than one land space per turn may, instead of
moving one hex, explore an adjacent hex.
DISASTER MAGIC PHASE
Wizards may cast Disaster Realm Spells.
A Hero may attack an adjacent enemy hero or an encounter.
A Hero may only make one attack per turn.
Having strategy ability allows a hero to make more than one attack per turn.
A hex may be attacked more than once per turn.
Heroes may combine attacks against a single hex.
At the start of a battle, if you have a Wizard in your force, roll on
The Battle spell table 4 times for 4 Battle Spells the Wizard can use this battle.
Battle spells cannot be saved from battle to battle.
See the Battle Round Sequence section.
Collect treasure from encounters: Roll on the treasure table.
If you defeated an enemy Hero take all of his magical items.
A Hero may remove an enemy control marker in the hex he occupies.
The hero may put down a control marker in the hex he occupies.
Heroes earn one Experience point (XP) for every encounter they overcome, every
enemy hero they kill and every enemy settlement they take control of.
Every two XP earns a hero one skill ability. Roll on the Ability Table.
BATTLE ROUND SEQUENCE
A battle ‘round’ is divided into segments:
1. Spell Segment
2. Initiative 5+ Attacks Segment
3. Initiative 4 Attacks Segment (Catapults)
4. Initiative 3 Attacks Segment (Archers)
5. Initiative 2 Attacks Segment (Cavalry)
6. Initiative 1 Attacks Segment (Warriors)
7. Initiative 0- Attacks Segment
Each troop type has its own initiative rank that determines the order of attacks.
Magic and abilities may increase or decrease a troops initiative and or kill rank.
Each rank of “Wall” of a terrain or settlement decreases the kill rank of the attacker by 1.
All attacks in the same segment are simultaneous.
For its attack a troop rolls 1D10.
If this is equal to or less than the troops kill rank, then one enemy troop unit is killed.
The defending player decides which of his troops are killed at the end of the segment.
Some spells allow the attacker to decide which units or groups of units are targeted.
Ships can be directly attacked by other ships and sea monsters.
The round is repeated until one side is destroyed, or the attacker calls off the
attack (at end of round).
The Hero is the last unit to be killed in a battle.
A Wizard can only cast one spell per round.
Encounters that are not defeated remain. Record what type they are on the map.
HEX TERRAIN TYPE TABLE
D10 Type MP Walls Notes
1-2 Clear 1 0 Plains
3-5 Settlement 1 X Roll on Settlement Table
6 Forest 2 1 Adjacent Villages earn +1 Gold
7 Marsh 3 1
8 Desert 2 0
9 Hills 2 1
10 Mountains 3 2 Adjacent Mines earn +1
* River 1 1 Cost to cross to other side
MP is the number of Movement points used to enter the space.
Non-settlement terrains will contain an encounter on a roll of 1-2 on D10.
Walls represent protection afforded to defenders in that terrain
SETTLEMENT TYPE TABLE
D10 TYPE GOLD WALLS RECRUIT
1-3 Village 1 1 Warrior
4-5 Town 2 1 Archer
6 City 3 1 Catapult
7-8 Castle 1 2 Cavalry
9 Mine 2 0 None
10 Tower 0 2 Wizard
* Capitol 4 2 Hero
GOLD = Revenue per turn
TROOP TYPE TABLE
UNIT TYPE COST INIT KILL NOTES
Warriors 1 1 6
Archers 1 3 4
Cavalry 1 2 5
Catapults 1 4 3
Hero 10 1 7 Use Magic Items
Wizard 5 -- -- Use Battle Spells
Notes: Cost is in Gold, INIT = Initiative
1 Barbarian Horde: 4D10 Warriors; 1 Treasure
2 Bandits: 2D10 Archers; 1 Treasure
3 Humanoids: 3D10 Warriors; 1 Treasure
4 Disease: Lose 1D10 Troops
5 Ruins: Undead Guardians: 2D10 Warriors; 1 Treasure
6 Monster: Init = 1, Kill = 3; Must be killed 5 times; 1 Treasure
7 Irate Sorcerer: 1 Wizard and 2D10 Warriors attack you; 1 Treasure
8 Petty Warlord: 1 Hero and 3D10 Warriors attack you; 1 Treasure
9 Ancient Dragon: Init = 2, Kill = 4; Must be killed 9 times; 2 Treasures
10 Nomads: 2D10 Cavalry; 1 Treasure
1-2 2D10 Gold
3-5 1D10 Gold
6 Followers: 1D10 Warriors join you.
7 Wandering Mage: 1 Wizard joins you if you have no wizard, if you do have one, get a
Magic Item: Roll a Realm spell to determine its effects. Useable once per turn.
8-9 Magic Item: Roll on Ability table to determine its effects.
10 Magic Item: Roll a Battle spell to determine its effects. Useable once per turn.
Notes: All magic items belong to heroes.
1D10 Ability Effect
1 Wizardry Wizard gets +1 Battle Spell
2 Command Maximum troops in heroes army +10
3 Defense Negate 1 Kill per Segment
4 Leadership One random troop type gets Kill +1
5 Tactics One random troop type gets Initiative +1
6 Logistics Hero +1 Move Point
7 Scouting Explore +1 Hex in Explore Phase/ Look at one adjacent Heroes Index card
8-10 Rare Ability Roll on rare ability table
RARE ABILITY TABLE
1D10 Ability Effect
1 Intrigue +1 to Espionage roll
2 Resist Spells Negate one spell per battle
3 Prophecy Get +1 Realm spell per turn
4 Luck Cause one target dieroll per turn to be rerolled
5 Diplomacy Put a control marker on 1 adjacent neutral settlement in recovery phase
6 Prowess One random troop type gets +1 Attack per round
7 Healing In recovery phase restore 1D10 troops lost in battle
8 Siegecraft Destroy 1 wall in Initiative 1 segment
9 Strategy Hero gets +1 Battle Phase per turn
0 Wealth +1 Gold per turn in Collect Phase
RANDOM TROOP TYPE TABLE
6-8 Look at target Hero Index card
9-0 Success: Roll on the Agent Success Table
AGENT SUCCESS TABLE
1 Kill target Hero: That heroes army disbands
2 Gain control of target non-capitol settlement
3 Steal target Magic Item. Give it to any one of your heroes
4 Steal 1D10 Gold. Add it to your coffers
5 Cause 1D10 Gold worth of Property Damage
6 Delay Army: Target Hero cannot move or attack this turn
7 Kill Target Wizard.
8 Cause 1D5 troop units in target army to disband. Opponents choice
9 False Orders: Move Target Hero this turn.
10 Opponent rolls on this table and applies it to you.
In a multiplayer game, two or more players may form an alliance.
An alliance ends as soon as one ally attacks another, or declares the alliance over.
Allies may combine attacks.
Allies may trade anything except spells and abilities: Heroes, gold, troops, magic items, settlements, etc.
Allied Heroes may do pass through movement.
BATTLE SPELLS TABLE
01-02 Petrification- Kill 1 unit Cast at Initiative 2
03-04 Web- Neutralize 2 units Cast at Initiative 2
05-06 Hold- Neutralize 1 unit Cast at Initiative 2
07-08 Paralyzation- Neutralize 1 unit Cast at Initiative 3
09-10 Mesmerize- Neutralize 1D5 units Cast at Initiative 2
11-12 Weakness- Target group are Kill -1 for the rest of the battle. Cast at Initiative 2
13-14 Fireball- Kill 2 units Cast at Initiative 3
15-16 Lightning Bolt- Kill 1 unit Cast at Initiative 5
17-18 Cone of Cold- Neutralize 1 unit and Kill 1 unit Cast at Initiative 2
19-20 Blessing- Reroll all of your missed attacks once this round of battle. Cast in Spell Segment.
21-22 Bloodlust- All of your warriors get kill +1 this round of battle. Cast in Spell Segment.
23-24 Charm- Take control of 2 of opponents troops Cast at Initiative 1
25-26 Command- Take control of 1 of opponents troops Cast at Initiative 2
27-28 Poison Gas Cloud- Kill 1D5 units Cast at Initiative 2
29-30 Smite- Your Hero gets an extra attack for 3 rounds of Battle. Cast in Spell Segment.
31-32 Haste- All of your troops get Initiative +1. Cast in Spell Segment.
33-34 Invisibility- One group of troops gets Kill +1 and Initiative +1. Cast in Spell Segment.
35-36 Charge- All of your cavalry get kill +1 this round of battle. Cast in Spell Segment.
37-38 Flaming Arrows- All of your archers get kill +1 this round of battle. Cast in Spell Segment.
39-40 Stone to Mud- Destroy 1D5 ranks of opposing walls. Cast in Spell Segment.
41-42 Shield- Negate 4 kills by archers or catapults this round. Cast in Spell Segment.
43-44 Forget- Opposing Wizard discards 2 cards. Cast in Spell Segment.
45-46 Spellbind- Opposing Wizard cannot cast spells the next 2 rounds of Battle. Cast in Spell Segment.
47-48 Polymorph- Neutralize 4 units Cast at Initiative 2
49-50 Armor- Negate 3 kills this round. Cast in Spell Segment.
51-52 Dispell- Negate the effects of one spell just cast.
53-54 Raise Dead- Create 1D5 Warriors. Cast in Spell Segment.
55-56 Swarm- Neutralize 3 units Cast at Initiative 3
57-58 Illusions- Negate all attacks by one enemy group this round. Cast in Spell Segment.
59-60 Summon Dragon- Init = 2, Kill = 4; Must be killed 5 times
61-62 Summon Monster- Init = 1, Kill = 3; Must be killed 3 times
63-64 Summon Fairies- Neutralize 2 units Cast at Initiative 1
65-66 Sleep- Neutralize 1D5 units Cast at Initiative 1
67-68 Shatter- Destroy target magic item. Cast in Spell Segment.
69-70 Phantasmal Terrain- One group gets Initiative +4 this round. Cast in Spell Segment.
71-72 Slow- Target groups Initiative -2 for rest of battle. Cast in Spell Segment.
73-74 Ice Wall- Defender only. Gain 3 Walls. Cast in Spell Segment.
75-76 Force Field- No attacks by archers or catapults this round. Cast in Spell Segment.
77-78 Precision- All attacks by your archers hit this round. Cast in Spell Segment.
79-80 Wall of Fire- Cavalry, Heroes, and warriors may not attack this round. Cast in Spell Segment.
81-82 Fog- All Archers & catapults are Kill -1 this battle. Cast in Spell Segment.
83-84 Blind- Neutralize 3 units. Cast at Initiative 3
NOTES: Neutralized troops cannot attack for the rest of the battle.
Summoned units are summoned in the spell segment and they go away at the end of the battle
Take permanent ownership of controlled troops.
A "group of troops" would consist of all troops of a certain
type: All warriors, or all catapults for example.
Kill +1 increases Kill rank by 1. Warriors with kill +1 would kill on
a roll of 1-6 instead of 1-5.
REALM SPELLS TABLE
01-03 Research- Roll 1D5 +5 once on treasure table. Cast in Collect Phase.
04-06 Teleport- Move wizard to another hero without a wizard. Cast in Move Phase.
07-09 Dimension Door- Move Hero to any territory you control. Cast in Move Phase.
10-12 Fly- Hero gets Move Points +5. Cast in Move Phase.
13-15 Blizzard- Target adjacent army cannot move or attack. Cast in beginning of Move Phase
16-18 Firestorm- Target adjacent settlement razed. Disaster Magic.
19-21 Animate Dead- Gain 1D10 Warriors. Cast in Explore Phase
22-24 Stone Rain- Target adjacent settlement razed. Disaster Magic.
25-27 Earthquake- Target adjacent settlement razed. Disaster Magic.
28-30 Flood- Target adjacent settlement decimated. Disaster Magic.
31-33 Death Spell- Target adjacent army loses 2D10 troops. Disaster Magic.
34-36 Pestilence- Target adjacent settlement decimated. Disaster Magic.
37-39 Plague- Target adjacent settlement decimated. Disaster Magic.
40-42 Adept- One of your Heros gains a wandering wizard immediately. Not a spell.
43-45 Summon Avatar- Gain 1 Hero. Cast in Recruit Phase.
46-48 Banish- Destroy adjacent Encounter. Disaster Magic. Treasure destroyed too.
49-54 Prosperity- Gain 1D10 Gold. Cast in Collect Phase.
55-57 Sanctuary- Target hex cannot be attacked this turn. Cast in Explore Phase.
58-60 Stone Walls- Target Wizards hex gets Walls +3 for the rest of the turn. Disaster Magic.
61-63 Curse- Opponent make 1D10 less gold this turn. Cast in Collect Phase.
64-66 Heal- Recover 1D10 troops killed in Battle this turn. Cast in Recovery Phase.
67-69 Cure Wounds- Recover 1D10 troops killed in Battle this turn. Cast in Recovery Phase.
70-72 Fortell- Negate espionage result. Cast in espionage phase.
73-75 View- Explore any 4 adjacent hexes anywhere on the map. Cast in Explore Phase.
76-78 Scry- Look at all Hero index cards. Cast in Explore Phase.
79-81 Energize- All of your wizards get +1 Battle Spell this turn. Cast in Realm Spell Phase.
A settlement that is razed or decimated produces no income.
A settlement remains razed for 1D10 turns.
A razed settlement gets no benefit from its walls.
An army hit by a razing or decimating disaster will lose 1D10 troop units.
A wizard can only cast one realm spell per turn.
These are variations of standard terrain that allow recruitment of Special units.
FOREST VARIANT TYPES
1 Elf settlement
2 Lumbermill: Gain 1 Gold per turn
3 Woodsmen settlement
4 Fey settlement
MARSH VARIANT TYPES
1 Undead settlement
DESERT VARIANT TYPES
1 Bandit settlement
2 Djinn settlement
3-4 Temple: Gain 1 extra Realm spell per turn
HILL VARIANT TYPES
1 Gnome settlement
2 Kobold settlement
3 Orc settlement
MOUNTAIN VARIANT TYPES
1 Dwarf settlement
2 Goblin settlement
3 Gold Mine: Gain 2 Gold per turn
CASTLE VARIANT TYPES
1-3 Recruit Knights
4-10 Recruit Cavalry
CLEAR VARIANT TYPES
1 Hobgoblin settlement
2 Trading Post- Gain 1 Gold per turn
SPECIAL UNIT TYPES
UNIT TYPE COST INIT KILL LOCATION NOTES
Woodsmen 1 2 4 Forests Hero gets Scout ability
Elves 2 3 5 Forests Hero gets Wizardry ability
Fey 1 1 3 Forests Hero gets Wizardry and Scout ability
Goblins 1 2 3 Mountains Hero gets Tactics ability
Dwarves 1 1 5 Mountains Hero gets Defense ability
Orcs 1 1 5 Hills Hero gets Logistics ability
Kobolds ˝ 1 3 Hills Cheap
Gnomes 1 1 4 Hills Hero gets Siegecraft ability
Djinn 3 2 8 Desert Hero gets Wizardry ability
Bandits 1 2 4 Deserts Hero gets Intrigue ability
Knights 2 2 7 Castles Hero gets Defense ability
Undead 2 1 5 Marsh Regenerate 1D10 undead in Recovery Phase
Hobgoblins 2 2 6 Clear Hero gets Strategy ability
Some troop types cause the hero to gain an ability if there is one or more of that troop type present.
A Hero can have up to 5 different types of troops in his army.
Heroes with the command ability can have one extra type per level of command ability.
GAME DESIGNERS NOTES
Warbah? I just liked the sound of it.
Instead of rolling 1 attack die for every unit in a group, use this equation:
((1D10)/5)(# of Troops)(Kill Rank/10) = # of enemy troops killed
Round to the nearest whole number.