Rules

Territories:

Plains (yellow): These territories are the easiest to march across and the most profitable. Because of their flatness, however, troops in the plains gain no defensive advantage.

Forest (green): These territories are dominated by trees. Though not as easy to march through as the plains, most races get almost as much income from forests. Troops attacking a forest suffer a 10% decrease to their damage value.

Mountain (grey): These territories are the opposite of flat. Being very rocky, mountains are difficult to cross, especially with artillery and other machines of war. Though a poor source of wealth, the mountains can be exploited for their natural resources (most notably by the dwarves). Troops attacking mountainous territory suffer a 20% offensive disadvantage to their damage value.

Desert (very light brown): Like a plains, but not fertile. In this respect a desert is just as easy to march across as a plains, but provides little to no income.

Swamp (rust): Like a forest, but depressing. In this respect a swamp is just as easy to march across as a forest, but provides little to no income.

High Mountain (dark grey): Like a mountain, but so extremely jagged that it is difficult to mine. Just as difficult to traverse as a normal mountain, but less income.

Sea with Islands (light blue): Both land and sea troops can exist on this kind of territory. In order for land troops to move on or off this territory, there must be available ships. Islands generally have similar income to plains. Any land troops defending islands or against troops coming from an island territory gain a 20% defensive advantage to their damage value.

Open Sea (dark blue): Only sea troops can exist unsupported in an open sea territory. Land troops can move across open sea, or end their movement on the open sea as long as willing ships control that territory. Any land troops defending against invasion from an Open Sea space gain a 20% defensive advantage to their damage value.

Chaos Wastes (green marble): These territories exist only outside the wall surrounding Norfidia, and thus are of little concern to most players. Chaos Wastes vary from scorching deserts to impenetrably cold tundra to incredibly thick jungles, and the landscape is constantly changing. Chaos Wastes have next to no income value. Troops in the Chaos Wastes cost extra to support. There is no defensive advantage associated with the Chaos Wastes.

Dragon’s Pit (thatching): Not to be confused with a dragon roost (which is just a mountain dominated by a small family of dragons), Dragon’s pit is a subtype of Chaos Wastes (and also is only found outside Norfidia). It is not uncommon to see a lava flow and a glacier side by side in a Dragon’s pit territory.

Nightmare Mountains (red fading to black): These territories exist only outside the wall surrounding Norfidia, and thus are of little concern to most players. The Nightmare mountains have the same movement-hampering properties of normal mountains and produce similar income, but these peaks are the permanent haunts of terrible fiends and spirits that were banished during the Chaos Wars.

Endless Sea (blue with bubbles): These territories exist only outside the wall surrounding Norfidia, and thus are of little concern to most players. Though it has not been proved that this sea is actually without end, no one has come back to report land on the other side. This could be due to the fact that it’s so big, or the fact that it’s full of sea monsters. In other respects an endless sea territory is treated like an open sea territory.

Diseased Expanse (green fading to black): These territories exist only outside the wall surrounding Norfidia, and thus are of little concern to most players. Troops that enter the diseased expanse are often not welcomed back into Norfidia because of the pathogens they invariably carry. Other than that detail, a diseased expanse territory is just like a swamp.

Boundaries between territories:

Default: nothing special

Great Wall (denoted by a slight separation between two hexagonal territories): Movement across a Great Wall can be a unit’s only movement for the turn, and such a unit’s damage value is cut in half for the remainder of the turn.

Turn Order

Every turn the actions of units and characters are resolved in the following order.

+Spells are paid for and cast.

+Units and Characters Move.

+Scouts, Spies and Assassins can be detected.

+Assassin actions.

+Spy actions.

+Scout actions.

+Guerrilla raids resolved.

+Character vs. Character battles are resolved.

+Battles are resolved.

+Any random wealth transfers are resolved.

+Builds are created/paid for.

+Income is collected.

+Support is paid.

Builds

Any number of units and characters may be purchased at a territory with a city in it (assuming that the wealth is available to pay for it).

Movement

Every unit has a series of movement stats. A unit may move a number or territories in a single turn equal to the lowest of its movement values for any of the territories that it enters on the same turn. Even though the land units have values for movement in the sea, they can only move through sea spaces if you control the sea space with ships. If all the ships in a sea territory move, any land units also move with those ships. Sea units may move onto land spaces that are cities and on the coast (representing moving into the dock). Such ships do not take part in land battles. Here are some typical movement statlines:

Name Plains Forest Mountains Sea

Infantry 2 2 1 2

Cavalry 4 3 1 2

Artillery 1 1 0 1

Boats NA NA NA 2

Because the movement of all players is simultaneous in every turn, beware that units moving more than one territory are liable to be intercepted by enemy units.

Cities

Cities are vital to any empire in Norfidia. When wealth is collected each turn, it is gathered at a city. When wealth is spent it is taken from the nearest city. Only at a city may a player create units. Orcs, Trolls, Dragons and other similar races do not operate around cities because they are too small and do not form unified empires. Each of the empires, however, must have cities in order to act as a unified body. Different players have different words for their cities such as towers (Palandros), strongholds (Kraag) or great halls (Ignior and Forgeborn). In any case they all act as cities. Once city from every race is designated as a capitol, but capitols do not differ in the slightest from normal cities. If an empire loses all cities, it becomes a rogue empire which means huge decreases in the efficiency of wealth collection, major limitations on unit production and the steady disbanding of existing troops. If a territory containing a city is captured, then that city becomes a captured city belonging to the conqueror (captured cities can collect and redistribute wealth in the same way that cities can, but can only create half as many units and no characters at all). If a captured city is reconquered by any empire other than the original, then it is destroyed (a conquered city retaken by its original empire reverts to a standard city).

Income

Each territory produces a certain amount of income based on its terrain type and what player is collecting the income. Unless a player specifies otherwise, a territory controlled by a player will automatically have the wealth it produces for the turn transferred to that player’s nearest city. For every three territories that that wealth must travel in order to reach the city (round up) it is reduced by 10%. If there is no friendly path between the territory in question and the empire’s nearest city, then the income will automatically go to a different of the player’s cities that can be reached. If the territory is cut off from all the empire’s cities, then the wealth is not collected. Chaos Wastes produce the same income as deserts, Plagued Expanses produce the same income as swamps, Endless Sea produces the same income as open sea and the Nightmare mountains produce the same income as high mountains.

Transferring Wealth

A player may at any point transfer wealth from one city to another. Similarly to how wealth is transferred from the territory of its creation to the city of its collection, wealth being transferred in this way is reduced by 10% for every three territories it must travel, rounding up. Wealth may only be transferred in this way if there is a friendly path between the two cities.

Support

Every unit has two costs: initial and upkeep. The difference is that the initial cost is paid only once-when the unit is created in a city, and that cost in wealth is taken from that city in which the unit is created. Upkeep must be paid for a unit on every turn after its creation and before its being destroyed or disbanded. The upkeep cost of a unit is taken automatically from the controlling player’s nearest city. The upkeep cost of a unit is increased by 11% for every three territories that the wealth would have to travel to get from the city to the unit. Wealth used to pay an upkeep cost like this can only travel through friendly territories. As with the collection of wealth, if a unit cannot be supported by the nearest city because of the lack of a friendly path, the unit can be supported by any other of the empire’s cities that do supply a friendly path. If a unit is unsupported, its attack value is decreased by 1/3. Successive turns of being unsupported cause a unit to accrue stacking penalties. When a unit would lose more one more third of its attack value and it has already lost 3/3, it is automatically disbanded instead. On the turn that a previously support-denied unit is reunited with its empire its support must be paid for all missed turns or else it retains the penalties.

Battles

A battle occurs any time that there are forces of two different players occupying the same territory and those players have not specified that they are acting cooperatively. A battle is fought in a series of rounds, which continue in a single turn until either one army is wiped out or one army retreats. Each round both armies cause damage to each other equal to their summed attack values, and that damage is assigned in the best interests of the player taking the damage. Here are some typical stats:

Name Attack HP Special

Men-At-Arms 2 5

Archers 1 5 First Strike

Light Cavalry 3 7

Horse Archers 1 7 First Strike

Heavy Cavalry 4 10

Artillery 40 1 Only attack during the first round of a battle, Last Strike in that round.

Armies will only retreat if a) they are lead by a character, b)the player has given the army instructions to flee under certain circumstances (these circumstances could simply be the leading character’s judgement) (and those circumstances have come to pass) and c)the army has enough movement to leave the territory of the battle and enter an adjacent friendly territory.

Captives

If during any round of a battle one army has sufficient attack value to wipe out the opposing army, the opposing army is captured and the battle is over (unless the player has instructed the army to ‘take no prisoners’). An army being captured still causes damage to its enemy on the round that it is captured. Captured units can be controlled and moved normally by the capturing player, but they will not fight or take damage in battle. Any captured units may be disbanded by the capturing player at any time. If a player keeps the captured units, support must be paid for those captives as if they were the player’s units or else they will be automatically and immediately disbanded. If a territory where captives are being held changes possession, the captives will then be in the custody of the conquering player (if this is the player that controlled the captives before they became captives, then those units become no longer captives and can act normally). Captured units may be freely sold between players (again if bought by the player originally owning the captives, they are no longer captives). Though most empires in Norfidia are opposed to the practice, captives are sometimes pressed into slavery. For game purposes, turning captives into indentured servants has the same effect as disbanding them. In some cases (such as Trolls being captured) the captive units may be caused to switch sides.

Characters

Every empire in Norfidia uses Characters, individuals of exceptional talents. Typically characters have the same movement statline as the cavalry of the same empire. Except for rare circumstances (such as dragons) characters do not have a damage or hp value to be used in battle (that’s what the troops are for), but all characters have a ‘might’ score which is both the characters resistance to assassination and the character’s prowess in a challenge fought between two characters. All characters have at least one score besides ‘might’. ‘Stealth’ is used by scouts, spies, and assassins so avoid detection while in enemy territory. ‘Leadership’ is used by generals to increase the damage value of troops being lead. ‘Magic’ is used by spellcasters to determine the potency of their spells. Characters are most critical to the empires of Norfidia because while non-character units can exist on their own, most can only move while with a character. Most empires support at least one kind of special character not mentioned above. Characters in Norfidia are bought at a set price (depending on what empire the character will serve and what type of character) and start at low level (how low, again, depends on empire and type). Characters gain xp by doing what their type suggests they should be doing. XP is used to increase one of the character’s stats (might, stealth, leadership, or magic) that that character already has at least a score of one in. If all of a player’s troops are captured or destroyed in the same territory as a character is in, that character is captured or destroyed in the same way.

Generals

If there is a general with your troops, then the troops add the highest leadership score among the generals leading them (as a percent) to their damage value. Generals gain one XP for every enemy slain during a battle that the general is present at (even if the general in question was not leading). A general may increase one of his stats by one for 100 XP.

Scouts

Scouts may move either publicly (as generals and spellcasters must) or secretively (as spies and assassins also can). When moving publicly, scouts are detected by every empire with a unit in the territory being moved through. When a scout is moving secretively any player with a unit in a territory being passed though has a chance of detecting the scout equal to the number of units in the territory divided by ten, minus the stealth value of the character, written as a percentage. (so if a scout with stealth 20 tries to pass through a territory with 500 troops in it, the scout has a 30% chance of being detected). Wherever an uncaptured scout of yours is, you are aware of which player controls that territory and also of the terrain type of that territory and all adjacent territories. Scouts report the order of the quantity of troops from every player having troops in that area (0 troops, 1-10 troops, 11-100 troops...). A scout accrues one XP for every territory it moves into not controlled by the same player as controls the scout in question. A scout may have its stealth increased for 3 XP or its might increased for 10 XP.

Spies

Spies are capable of moving secretively in the same way that scouts are. Spies make you aware of territories and empires in the same way that scouts do. Each turn a spy may perform one of the following actions:

Detect Other Characters: This action makes it as if there were an extra number of troops equal to five times the spy’s stealth value in the same territory for purposes of detecting scouts, spies, or assassins.

Analyze Military Strength: The spy reports the number of all troops in the territory.

Analyze Troop Stats: The spy reports one of the stats of one of the troops in the territory. This ability may be used to analyze a character.

Analyze Economic Strength: The spy reports all movements of wealth through the territory.

Track Unit: The spy moves with target character or non-character unit.

A spy gains one XP for every successful spy action that yields new information. A spy may increment its stealth for 1 XP or its might for 3 XP.

Assassins

Assassins are capable of moving secretively in the same way that scouts are. Assassins make you aware of territories and empires in the same way that scouts do. Each turn an assassin may perform one of the following actions:

Attempt Assassination: the assassin and its target must be in the same territory. The controller of the territory the assassin is in gets an extra chance to detect the assassin. If the assassin remains undetected, the assassin and the targeted character fight a character vs. character battle. Multiple assassins may engage in a single cooperative attempt.

Bodyguard: the assassin stays with and follows around a target character. If an assassination attempt is made on the target character, then the assassin adds five times its stealth value to detect that assassin in the extra detection attempt afforded by the assassination attempt in the same way that a spy may help detect characters. If the character being guarded does enter into character vs character combat as the result of an assassination attempt, the guarded character may add ½ of the bodyguard’s might (round down) to his own when determining the outcome of the character vs character combat.

An assassin gains XP equal to the sum of the stats of a successfully assassinated character for any assassination participated in or any other assassin caught or slain while attempting to assassinate a character being guarded by the assassin in question. An assassin may increment its stealth for 2 XP or its might for 3 XP.

Spellcasters

A spellcaster may cast a single spell per turn as long as the cost of the spell can be paid and the spellcaster has sufficient ‘magic’. Different empires have different spells. Wealth used to pay for a spell is taken from the controller's nearest city and is reduced by the distance separating the caster and the city, however wealth used to power a spell cannot be blocked by intervening enemy troops or lack of a safe path.

A spellcaster gains one XP every time it successfully casts an effective spell. A spellcaster who does not cast a spell, but is in the same territory as the spellcaster may gain one XP for observing. A spellcaster may increment its might for 5 XP or its magic for 1 XP.

Standard Spells

The following five spells are known by most empires and are typical of their type.

Counterspell(Abjuration): 10 Wealth. Range = magic/10, round up. Pick a specific spell type (Evocation, Enchantment, Abjuration, Divination or Illusion)-if target spell is cast in target territory, reduce caster's magic value for purposes of calculating the effect of that spell. This may cause the target spell to fizzle. A wizard may not counterspell his own spells.

Fireball(Evocation): X Wealth. Range = magic/10, round up. Damage to one empire's troops in target territory = X. X<= 5*magic.

Freeze(Enchantment): X Wealth. Range = magic/10, round up. X troops in target territory may not move from that territory until the next spell phase. X <= 5*magic.

Vision(Divination):15 Wealth. Range = magic/10, round up. Perform any spy action in target territory. Use the Caster's magic as the spy's wealth if applicable.

Image(Illusion): X Wealth. Creates image of troops costing 10*X. Range 0. Requires magic >= X. Lasts until next spell phase. Fools scouts, spies and assassins, but not divination spells. May not be used to make the image of a character.

Character vs Character Battles

These battles may be fought for three different reasons. If two characters are in the same territory and the controllers of these characters want them to fight out a challenge, they will do so. Whenever there is a battle where each side has at least one character, then either player may have given instructions for one of their characters to issue a challenge. If both players have issued a challenge, then the two characters fight their challenge out before the battle takes place. If one player issues a challenge and the other doesn’t then the GM will decide whether the challenge should be accepted (spellcasters generally decline challenges while assassins generally accept them). Any character present may accept the challenge. If a challenge goes unaccepted then the cowardly army gains no bonus to damage from being lead by a general. The final way for a character vs. character battle to occur is in the event of an assassination. The chance that a character dies in a c.v.c. battle is equal to its opponent’s might divided by the sum of both characters’ mights. For example if an assassin with might 7 sneaks past the defenses and engages in a c.v.c. battle with a general of might 3, then the general has a 70% chance of being slain and the assassin has a 30% chance of being slain. It is possible that both characters die and also possible that neither character dies.

Guerrilla Troops

Usually much more expensive than normal troops, Guerrillas are able to make a special attack if they make no other move or attack during that turn. Select a territory to be raided. The attack may be a raid on any troops in that territory or an attempt to cut supply. The guerrilla troops take 10% damage as if being attacked for one round by every troop they pass by (not including the destination territory). In the destination territory the Guerrillas take 20% damage as if being attacked for one round by every troop in the target territory. While on a raid, Guerrilla troops are not attacked by artillery units. If a supply cut was being attempted, and at least one guerrilla troop survived, then no wealth may be moved through that territory (it can be moved into or out of that territory, just not both). If a raid of troops was being attempted, then however many troops would die at the hands of the raiders during one round of battle are captured and brought back to the territory that the Guerrillas are based out of. If the target of the raid is a city, then there is a third option, the Guerrillas may make a supply raid, in which case they steal their total attack value worth of wealth. Surviving Guerrillas return to their base territory after a number of turns equal to however long it would take the troops to move normally there and back again. Support must be paid for Guerrillas even during the return trip as if they were still in the base territory. If the territory is not controlled by the same player when the Guerrillas get back a normal battle ensues (unless they are allies). Guerrilla troops do not need to be lead by a character. Guerrilla troops gain no bonus from a general's leadership while performing a raid.