ARMIES OF OZ






INTRODUCTION
Large scale warfare in the Land of Oz. 

MAP
The map depicts an irregular, interlocked set of territories.
Each Territory compromises a small section of Oz.
Players will have to create their own Game Map. 
The picture above shows a map of Oz taken from the 
original books. 

VICTORY
Destroy the opposing Great Leaders. 

CONTROL MARKERS
Use chits to represent control markers (CM).
Each player has a set of control markers of a unique color. 
CM are placed on settlements and stacks of units to 
Indicate ownership. 

UNITS
Use chits to represent units.
Units include Great Leaders, Minor Leaders & non-leader units.

GREAT LEADERS
Each player picks one Great Leader to start the game with. 
Some Great Leaders available include: 
Queen Ozma (Good)
Glinda the Good Witch of the South (Good)
Locasta the Good Witch of the North (Good)
Elphaba the Wicked Witch of the West (Evil)
Roquat the Red: The Nome King (Evil)
General Jinjur (Neutral or Good)

OTHER POSSIBLE GREAT LEADERS
Oscar the Wizard of Oz (Neutral or Good): 
Possibly in place of Ozma or in a Prequel Setting. 
In a Prequel setting he would not be a Spellcaster.
Remove him from the Good Character Army List. 
Nessarose the Wicked Witch of the East (Evil): 
In a Prequel Setting or reincarnated.
Kaliko: The Nome King (Neutral or Evil): 
Replacement and Rival of Roquat. 
The Tin Woodsman (Good): 
Ruler of Winkie County after the events of the first book. 
Remove him from the Good Character Army List. 

ARMY LISTS
There are several separate Army Lists. 
Great Leaders will only be able to recruit Units from 
Certain Lists. 
Great Leader:	Army Lists Available: 
Ozma		Emerald City & Girl Army & Good Characters
Glinda		Ouadling Country & Girl Army & Good Characters
Locasta		Gillikin Country & Good Characters
Elphaba		Winkie & Gillikin Country & Evil Minions
Roquat		Nome Kingdom & Evil Allies
Jinjur		Girl Army & Good Characters
Oscar		Emerald City & Good Characters
Nessarose	Munchkin Country & Evil Minions
Kaliko		Nome Kingdom & Evil Allies
Tin Man		Winkie County & Good Characters
An Army list is actually a pile of Unit Counters. 

CONQUEST & ARMY LISTS
5 of the Army Lists depend on control of certain regions of Oz. 
These include: The Emerald City, Munchkinland, 
Winkie Country, Quadling Country, and Gillikin Country. 
If you control at least 1 Settlement in one of these 
regions, you may recruit units from its Army Lists.
These Units remain under your control even if you lose 
control of your last settlement in the region, or even if 
these units have to fight each other.  
The other Army Lists are not territory specific, and 
depend more on the alignment/politics of the Great Leader. 

SPELL CASTERS
Some Units (Most Great Leaders, some Minor Leaders, and a few 
Non-Leaders) will have Spell casting ability. 

DECK
Players share an action deck.
Action cards are discarded as soon as they are used. 

DICE
Six sided dice are needed. 

GOLD
Use coins to represent Gold. 

SETUP
Each player places his great Leader in a Settlement space. 
Each player starts with 5 random Units from any Unit List 
He can Use. 

TURN SEQUENCE
Players take turns. Each turn has 7 phases:
Draw Phase
Move Phase
Battle Phase
Revenue Phase
Recruit Phase
Upkeep Phase
Control Phase

DRAW PHASE
First discard any cards you don't want. 
Draw 3 cards. 
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it. 

MOVE PHASE
A Stack (Army) can only move if it contains at least one 
Leader or Great Leader.
Units designated as Scouts can move without a Leader.  
Each Unit has a Movement Point Allowance. 
A Stack cannot move farther than its slowest Unit, unless 
It leaves them behind. 
Various Terrains have a Movement cost to enter. 
Units (Stacks) can move into spaces containing opposing 
Stacks, but cannot move any further. 
Anytime you have a Scout unit adjacent to an enemy stack, you 
May look at the Units in that Stack. 

CROSSING RIVERS
A non-flying Unit must stop upon reaching a river, and 
Must spend it’s whole MPA to move across it on it’s next turn.  

FLYING UNITS
Always pay 1 MPA to move into a space. 
They can fly over (past) enemy non-flying units. 

BATTLE PHASE
When two opposing stacks occupy the same territory there 
will be a battle.
Each unit (+ Items & Companions) has a force value.
Add up the total Force values for each side.
Players may play action cards to increase their force value.
Note: Spell cards can only be used if a Stack has a Spell Caster.  
If one stack has a Leader and the other does not, the stack with the 
Leader gets an additional 5 Force. 
Each player rolls 2 dice and adds it to their total.  
The side with the highest Battle Total (Force value) wins.
The losing stack has one unit destroyed. 
The losing stack must retreat one space. 
If the stack cannot retreat, it is completely destroyed. 
Destroyed units are returned to their chit pile.
Leaders are always the last units to be destroyed. 

REVENUE PHASE
Each Settlement you control generates a specified amount of Gold.

RECRUIT PHASE 
Draw 1D6 random unit counters from an army List pile you can use.
Purchase units. A units cost in Gold is equal to its Force value. 
If you purchased all the drawn units, draw another 1D6 random units. 
Gold may be saved from turn to turn.
Discard unpurchased units back to the pile.
Units start in any Settlement you control.
The Good Characters Army List is Unique: You can only draw 1 Unit 
From it per turn.  

UPKEEP PHASE
Pay 1 Gold for each non-leader unit you control. 
Discard Units you cannot pay upkeep for.

CONTROL PHASE 
Place a control marker on each Settlement occupied by only your 
your units. Remove any CM of an opponent. 
Your CM remains until an opponent removes it by occupation. 

SCRY ABILITY
Some spells and Items allow you to Scry. 
When Scrying, you may do one of the following: 
-Look at the next 7 cards in the deck
-Look at your opponent’s hand
-Look at the Units in any one stack

ITEMS
There is a separate Pile for Items. 
They are acquired as a result of Action Cards. 
Assign them to a specific Leader. 
They may be kept to the side or stacked with the Leader. 

COMPANIONS
Treat these like Items, except that they are living Creatures. 

TERRITORY TYPES
MC = Movement Cost to Enter
DB = Force Bonus gained by Defenders
GR = Gold Generated in Revenue Phase
X = Space cannot be entered or moved through by non-flyers
XX = Space cannot be entered or moved through at all
Type:		MC	DB	GR
Clear		1	-	-
Water		X	-	-
Mountain	XX	-	-
Forest		2	1	-
Road		½	-	-
Hills		1	1	-
Desert		2	-	-
Village		1	-	2
Castle		1	4	4
Town		1	2	4
City		1	4	8

UNIT DECK ABBREVIATIONS
MPA = Movement Point Allowance
# = copies of this counter in pile
L = Leader
N = Non-Leader
A = Flying
F = Force
S = Scout
C = Companion
I = Item
W = Spell Caster (Witch or Wizard)
Carry = Unit may Carry Leaders increasing their MPA

GREAT LEADER UNIT STATS
Unit Name:	MPA	Force	Notes:
Ozma		4	3W	-
Glinda		5	4W	-
Locasta		3	2W	-
Elphaba		4	4W	-
Roquat		5	5W	All Units stacked with get MPA+1
Nessarose	3	3W	-
Kaliko		3	4W	-

MAGIC ITEM COUNTER LIST
Item Name:		Notes:
Magic Belt		In your Move Phase Teleport any 1 Unit you control Anywhere
Magic Broom		MPA +4 & Flying
Powder of Life		Gain 1D6 Gold then discard
Crystal Ball		Scry once on your turn
Magic Picture		Scry once on your turn
Magic Cloak		F+4
Water of Oblivion	One Use: Discard Opposing Stack
Silver Slippers		Female Leader gets F+6
Hot Air Balloon		Flying MPA = 6 & Carry
Magic Staff		F+3 & Hand Size +1
Magic Wand		Spells get F+2
Spell Book		Draw 1 extra card per turn
Golden Cap		Units in Stack get F+1

COMPANION UNIT LIST
Unit Name		Type	MPA	Force	Notes
Toto the Dog		C	5	1	-
Bellina the Hen		C	4	1	-
The Saw Horse		C	10	3	Carry 1 Leader	
Gump			C	8F	5	Carry

GOOD CHARACTERS ARMY LIST
Unit Name		#	Type	MPA	Force	Notes
Dorthy Gale		1	L	4	2	Starts with 1 Companion
The Tin Man		1	L	3	5	-
The Scarecrow		1	L	4	4	-
The Cowardly Lion	1	L	6	6	-
Wizard of Oz		1*	LW	6F	3	-
General Jinjur		1*	L	4	4	-
Tik-Tok			1	L	2	2	-
The Hungry Tiger	1	L	6	7	-
The Shaggy Man		1	L	4	4	-
* = Remove from pile if being used as a Great Leader

EMERALD CITY ARMY LIST
Unit Name		#	Type	MPA	Force	Notes
Green Guards		6	N	2	4	F+2 if Defending
Balloon Brigade		2	N	6FS	4	Carry
Emerald Dragoons	4	N	6S	3	
Royal Hussars		4	N	8S	2	
Queen’s Lancers		2	N	4	6	
Queen’s Coachmen	1	N	7S	1	Carry
Captain of the Guard	1	L	8	2	

MUNCHKIN COUNTRY ARMY LIST
Unit Name		#	Type	MPA	Force	Notes
Munchkin Militia	4	N	2S	2	-
Munchkin Brigade	4	N	2	3	-
Tin Soldiers		4	N	3	6	-
Blue Army		6	N	4	4	-
Blue General		2	N	4	2	-

WINKIE COUNTRY ARMY LIST
Unit Name		#	Type	MPA	Force	Notes
Tottenhots		4	N	5S	2	-
Dragon Chariots		2	N	6F	7	Carry
Giants			2	N	5	8	-
Frogmen			4	N	4S	3	-
Yellow Army		6	N	4	4	-
Yellow General		2	L	4	2	-

GILLIKIN COUNTRY ARMY LIST
Unit Name		#	Type	MPA	Force	Notes
Winged Monkeys		4	N	7SF	3	-
Loons			2	N	2	4	-
Dragons			2	N	6F	8	-
Flat Heads		2	N	4	3	-
Mist Maidens		2	N	4FS	1	Spellcasters
Giant Purple Spiders	2	N	6	5	Carry
Purple Army		4	N	4	4	-
Purple General		2	L	4	2	-

QUADLING COUNTRY ARMY LIST
Unit Name		#	Type	MPA	Force	Notes
Hammerheads		4	N	3	5	-
Fighting Trees		4	N	2	6	-
Red Army		4	N	4	4	-
Red General		2	L	4	2	-
Horners			2	N	4	4	F+2 vs Settlements
Hoppers			2	N	2	2	-
Rabbit People		2	N	5S	2	-

ALL GIRL ARMY LIST
Unit Name		#	Type	MPA	Force	Notes
Cadets			4	N	5S	2	-
Girl Soldiers		4	N	4	3	-
Suffragettes		4	N	4	4	-
Show Girls		2	N	5	6	-
Cow Girls		4	N	8S	4	-
Girl General		2	L	5	2	-

EVIL MINION ARMY LIST
Unit Name		#	Type	MPA	Force	Notes
Swarm of Rats		4	N	4	3	-
Flock of Ravens		4	N	8FS	2	-
Bears			2	N	4	6	-
Wolves			2	N	6S	5	-
Goblin Guards		6	N	3	4	-
Goblin Commander	2	L	4	2	-

EVIL ALLIES ARMY LIST
Unit Name		#	Type	MPA	Force	Notes
Whimsies		4	N	3	4	-
Growleywogs		4	N	4	6	-
Phanfasms		2	N	5	5	Spellcasters
Evil Spirits		4	N	4SF	3	-
Mangaboos		4	N	3	3	-
Oogaboo Army		2	N	4	3	-

NOME KINGDOM ARMY LIST
Unit Name		#	Type	MPA	Force	Notes
Nome Slaves		4	N	3	2	-
Nome Diggers		4	N	3	3	F+3 vs Settlements
Nome Soldiers		4	N	3	4	-
Nome Lookouts		4	N	5S	1	-
Nome War Machine	2	N	2	10	-
Nome General		1	L	3	2	-
Nome Magician		1	L	3	1	Spell Caster

ACTION DECK CARD NOTATION
BS = Battle Spell
MS = Movement Spell
B = Battle Action
R = Event that occurs in Recruit Phase
RS = Spell played in Recruit Phase
BT = Battle Total
SX = Spell Anytime

ACTION DECK CARD LIST
Card Name:		Type: 	Notes
Invisibility		BS	Unit gets F+7
Forge Item		SR	Gain a Random Item
Find Item		R	Gain a Random Item
Gateway			SR	Gain a Random Unit from one of your Lists 
Call Aid		SR	Gain 2D6 Gold
Illusions		BS	BT +8
Fire			BS	BT +9
Cyclone			BS	BT +10
Earthquake		BS	BT +7
Storm			BS	BT +6
Protective Magic	BS	Defending Unit gets F+10
Disenchant		BS	Destroy Item 
Summon			BS	Move one of your Units from anywhere to you
Dispell			BS	Negate Target Spell
Transformation		BS	Destroy Random Enemy Unit
Pet			R	Gain a Random Companion
Flying			MS	Target Unit gets MPA +6 & Flying
Teleport		MS	Stack can move to any Location
Float			MS	Target Unit in stack gets MPA +2 & Flying
Haste			MS	Target Units in stack get MPA +4 & F+2 this Turn
Cause Fear		BS	All Enemy Units are F-2 
Courage			BS	All Friendly Units are F+2
Ambush			B	Defender BT +8
Trap			B	Defender BT +9
Surprise		B	Attacker BT +8
Raid			B	Scouts get F+4
Sorcery			BS	BT +5
Giant Size		BS	Target Unit F+8
Vanish			SX	Move Spellcaster to any other Space
Mesmerize		BS	Random Enemy Unit has F=0 for Battle 
Wish			SX	Search deck for card & keep it
Vision			SX	Scry
Forget			SX	Opponent must discard 3 random cards
Sleep			BS	Automatically Win Battle
Fog			SX	No enemy Units may enter Spellcasters space
Incantation		SR	Draw 3 cards


NONESTICA
Oz is part of the larger continent of Nonestica and is surrounded by other 
Countries (Such as the Nome Kingdom) each with its own Leaders and Armies. 



LINKS
Land of Oz







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