Fantasy Warfare. Board and Card game. 2+ players.
Destroy all of your opponentís castles.
The map consists of irregularly shaped interconnected territories.
There are land and water territories.
There are 3 basic types of land territories: Clear, Forest, & Mountain.
Land territories may be bordered (separated) by rivers.
There are 2 basic types of water territories: Seas and Reefs.
A map will have to be drawn before play is possible.
Denote terrain types on the map by drawings or symbols.
Territories must be large enough to contain one counter.
Land territories adjacent to water territories are considered to be coastal.
The board should contain 100+ territories.
The common deck consists of 48 cards.
There are 4 types of cards: Move, Sword, Gold, and Magic
Each card type comes in 3 strengths: 1, 2, and 3.
Type Strength Number of Cards
Move 1 6
Move 2 4
Move 3 2
Sword 1 6
Sword 2 4
Sword 3 2
Gold 1 6
Gold 2 4
Gold 3 2
Magic 1 6
Magic 2 4
Magic 3 2
Counters are also called chits or units.
Each player has a counter set of a unique color.
Each set has 44 counters.
There are 8 unit types:
Armies, Dragons, Heroes, Ships, Castles, Wizards,
Giant Ballistae, and Artifacts.
1. Armies: There are 9 armies in each set.
Armies can only move on land spaces.
Armies can use a maximum of 1 move card per turn.
Armies draw 2 cards in battle.
Armies can only use Sword cards in battle.
Armies cost 2 Gold to recruit.
2. Dragons: There are 3 Dragons in each set.
Dragons can move on any spaces.
Dragons can use a maximum of 2 move cards per turn.
Because they can fly, dragons only ever pay 1 move point to enter any space.
Dragons draw 2 cards in battle.
Dragons can use Sword and Magic cards in battle.
Dragons cost 5 Gold to recruit.
3. Heroes: There are 5 Heroes in each set.
Heroes can move on any spaces.
Heroes can use a maximum of 2 move cards per turn.
Heroes draw 1 card in battle.
Heroes can use Sword and Magic cards in battle.
Heroes cost 3 Gold to recruit.
4. Ships: There are 7 Ships in each set.
Ships can only move on water spaces.
Ships can use a maximum of 2 move cards per turn.
Ships draw 2 cards in battle.
Ships can only use Sword cards in battle.
Ships cost 2 Gold to recruit.
5. Castles: There are 5 Castles in each set.
Castles do not move.
Castles draw 2 cards in battle.
Castles can only use Sword cards in battle.
Castles cost 1 Gold to build.
6. Wizards: There are 5 Wizards in each set.
Wizards can move on any spaces.
Wizards can use a maximum of 2 move cards per turn.
Wizards can use Magic cards to move.
Wizards draw 2 cards in battle.
Wizards can only use Magic cards in battle.
Wizards cost 3 Gold and/or Magic to recruit.
7. Giant Ballista: There are 4 Giant Ballista in each set.
Giant Ballista can only move on land spaces.
Giant Ballista can use a maximum of 1 move card per turn.
Giant Ballista draw 1 card in battle.
Giant Ballista can only use Sword cards in battle.
Giant Ballista cannot be destroyed when attacking.
Giant Ballista cost 2 Gold to construct.
8. Artifacts: There are 6 Artifacts in each set.
Stack an artifact with a Wizard or Hero chit.
The Hero or Wizard gets +1 to their battle total.
A Hero or Wizard can have a maximum of 2 Artifacts attached.
Artifacts cost 1 Gold to construct.
Each player places his counter set in its own opaque cup.
These are known as draw cups.
Each player places 1 of his castles on a coastal territory.
These castles cannot be within 5 spaces of each other.
Each player places 1 of his armies in a land territory adjacent to his castle.
Each player places 1 of his ships in a water territory adjacent to his castle.
Each player starts with a hand of 4 cards drawn from the common deck.
Each player draws 1 chit from his draw cup.
Determine turn order: Each player cuts the deck. Check card strength.
Highest strength cut goes first. Cut again to resolve ties.
Players take turns.
Each turn has 4 phases:
1. Move Phase
2. Battle Phase
3. Recruit Phase
4. Draw Phase
Discard a move card from your hand to give one of your units a number of
Move points equal to the strength of the card.
Clear spaces cost 1 move point to enter.
Forest spaces cost 2 move points to enter.
Mountain spaces cost 3 move points to enter.
Rivers cost 1 move point to cross.
Sea spaces cost 1 move point to enter.
Reef spaces cost 2 move points to enter.
Some units can receive move points from 2 Move cards.
You can move more than one unit per turn if you have enough move cards.
Only one army or ballista may occupy a territory at a time.
Only one ship may occupy a territory at a time.
Only one castle may occupy a territory at a time.
Only one dragon may occupy a territory at a time.
Enemy units cannot occupy the same territory.
Units may move through friendly units.
Dragons may move through non-dragon enemy units.
A Ship may carry an army or a ballista. They share the shipís move cards.
If the ship is destroyed, the army or ballista is too.
Ships can also carry Heroes & Wizards. They share the shipís move cards.
A hero can ride a dragon. The hero shares the dragonís move cards.
Heroes & Wizards may move with armies or ballistae.
They share the armies or ballistaeís move card.
Your units may attack enemy units in adjacent territories.
Units of the current player are attackers.
The other players units are defenders.
Ships may attack into adjacent coastal spaces.
Castles cannot attack, they can only defend.
Armies cannot attack ships.
A unit may make only one attack per turn.
If the adjacent space contains multiple enemy units, choose which
of your units attacks which enemy unit.
If there are multiple units in a space, castles are always attacked last.
If a dragon is attacked by a ship or an army the dragon player may discard a
Move card to have it retreat (fly away) instead.
Both the attacking and defending unit draw 2 cards each.
Heroes only draw 1 card.
These cards are not put into the playerís hands.
All units but wizards may use sword cards in battle.
Wizards, dragons, and heroes may use magic cards in battle.
If a unit draws a card it can use in battle, it adds the strength of
that card to itís Battle Total.
The unit with the lower battle total is destroyed and removed from the board.
If a ballista is attacking and loses it is not destroyed, nothing happens.
A ballista can only be destroyed when defending.
If a hero is destroyed the player may discard a Move card to have it retreat instead.
If the hero cannot retreat it is destroyed. Retreating heroes discard their artifacts.
If a unit draws no cards it can use in battle, the player may
substitute one card from his hand that the unit can use.
If the battle totals are tied, both units draw another card to break the tie.
All cards used in battle are discarded.
Destroyed chits go back to the ownerís draw cup.
Defending units in the same territory as a Castle get +1 to their battle totals.
Because of their magic resistance, Dragons get +1 to their battle total vs. wizards.
Because they can fly over walls, Dragons get +1 to their battle total vs. castles.
Because of their powerful spells of mass destruction,
Wizards get +1 to their battle total vs. armies and ships.
Because of their numerical advantage,
Armies get +1 to their battle total vs. heroes and ballistae.
Castles get +1 to their battle total vs. ships.
Because they can sneak up on them and cut their heads off,
Heroes get +1 to their battle total vs. dragons and wizards.
Because they make big juicy targets, Ballistae get +1 to their battle total vs. dragons.
You may purchase one or more cards from your recruit pile using
Gold cards from your hand.
You cannot make change when buying units.
Gold in excess of the units cost is lost.
Non-castle units must be placed in an unoccupied space adjacent to
one of your castles.
Castles may be built in an unoccupied space adjacent to one of your units.
Castles cannot be built adjacent to another castle.
Draw 4 cards from the common deck.
Maximum hand size is 6 cards. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.
Draw 1 chit from your draw cup if you have less than 3 chits in your recruit pile.
Counters are kept face up in front of you. This is your recruit pile.
Maximum recruit pile size is 5 chits. Discard excess chits.
OPTIONAL SPECIAL TERRITORIES
You may want to include some or all of the following special territories on your map.
Special territories require 2 move points to enter.
City: Reserve pile size +1
Oracle: Hand size +1
Monolith: Draw an extra card in draw phase. If itís a magic card keep it.
Mine: Draw an extra card in draw phase. If itís a gold card keep it.
Altar: Draw an extra card in draw phase. If itís a sword card keep it.
Temple: Draw an extra card in draw phase. If itís a move card keep it.
Barbarian Villages: Draw an extra chit in draw phase. If itís an army chit keep it.
Dragons Lair: Draw an extra chit in draw phase. If itís a dragon chit keep it.
Tavern: Draw an extra chit in draw phase. If itís a hero chit keep it.
Workshops: Draw an extra chit in draw phase. If itís a ballista or artifact chit keep it.
Wizards Tower: Draw an extra chit in draw phase. If itís a wizard chit keep it.
Pirates Cove: Draw an extra chit in draw phase. If itís a ship chit keep it.
Ruins: The first hero to visit draws a card. If it is a Move card the hero is destroyed.
If it is another type of card, the player keeps it.
OPTIONAL VARIANT COUNTER SET
The Chit set described in the main rules is for the standard human empire.
The Dwarf empire set includes:
3 Rune Masters (Wizards)
5 Bombards (Ballistae)
4 Dwarf Lords (Heroes)
Juggernaughts: There are 3 Juggernaughts in the Dawrf set.
Juggernaughts can only move on land spaces.
Juggernaughts can use a maximum of 2 move cards per turn.
Juggernaughts draw 4 cards in battle.
Juggernaughts can only use Sword cards in battle.
Juggernaughts cannot be carried by ships.
Juggernaughts can carry other units like ships can.
Juggernaughts cost 4 Gold to recruit.
The Orc empire set includes:
6 Shamans (Wizards)
6 Giant Catapults (Ballistae)
Giants: There are 4 Giants in the Orc set.
Giants can move on land or water spaces.
Giants can use a maximum of 2 move cards per turn.
Giants draw 3 cards in battle.
Giants can only use Sword cards in battle.
Giants cost 4 Gold to recruit.
The Elf empire set includes:
7 Battle Mages (Wizards)
5 Crystal Towers
4 Elven Avatars (Heroes)
Crystal Towers: There are 5 Towers in the Elf set.
Towers can move only on land spaces.
Towers can use a maximum of 1 move card per turn.
Towers draw 2 cards in battle.
Towers can only use Magic cards in battle.
Towers cannot be destroyed when attacking.
Treat Towers like ballista for transport & stacking.
Towers cost 3 Gold to construct.
The Undead empire set includes:
7 Ghost Ships
6 Necromancers (Wizards)
3 Bone Towers (Ballistae)
3 Skeletal Dragons
3 Wraith Lords (Heroes)
by Eric Sprague. Thanks!!!