DARK SUN EMPIRES
Dark Sun AD&D Theme.
Each player is a Sorcerer King in Control of a City State of Athas.
Module for the Warp Empires system.
You must use the Warp Empires system to play this game.
Dark Sun is a copyrighted, licensed property.
This is merely a fan site.
If making a Random map roll for contents of each territory:
1D6 Terrain Type:
1 City State (Revenue = 7 Gold per turn)
2 Village (Revenue = 2 Gold per turn)
3 Safe (Forest, Oasis, Tree of Life)
4 Desert (Open Bled, Dunes, Salt Flats, Plains
5 Rocky (Barrens, Badlands, Wastes, Boulder Fields)
6 Perilous (Canyons, Ruins, Silt Basin, Mountains, Volcanic)
Units cannot enter Perilous Terrain
Destroy all Opposing Sorcerer Kings.
Each player starts in control of 1 City-State and the surrounding Territories.
Each player starts with 1 Sorcerer King Unit and 5 random units in the Capital.
Each player starts with 10 Gold.
Players share a common Unit Chit Pile & Action Card Deck.
Units must start in City States.
UNIT LIST NOTATION
L = Leader
W = Wizard
T = Troops
F = Fast
M = Medium Move Rate
S = Slow
R = Fortifications
Unit Name: # Move Force Type Notes
Sorcerer King - F 10 L/W
Templar Commander 4 F 7 L/W
Noble Officer 4 F 6 L
Mercenary Captain 4 F 5 L
Templars 4 M 8 T/W
Warrior Priests 2 M 8 T/W
Kings Bodyguards 2 M 7 T
Noble Troops 4 M 6 T
Half-Giant Troops 2 M 9 T
Obsidian Golems 1 M 10 T
Mul Troops 2 M 7 T
Dwarf Soldiers 2 S 6 T
Warriors 3 M 5 T
Kank Lancers 2 F 5 T
Outriders 2 F 4 T
Mekilot Siege Tower 2 S 5 T +5 vs Settlements
Elite Warriors 4 M 7 T
Psionic Master 2 F 6 W
Elemental Clerics 2 F 8 W
Defiler Wizard 1 F 9 W
Preserver Wizard 1 F 7 W
Druid 1 F 5 W
Soldiers 6 M 4 T
Slave Soldiers 6 M 3 T
Gladiators 1 M 7 T
Pit Fighters 1 M 6 T
Mercenaries 4 M 5 T
Thri Kreen Hunters 1 F 8 T
Elven Nomads 1 F 6 T
Elven Raiders 1 F 5 T
Stone Walls 8 - 4 R
Fortifications 4 - 8 R
CARD LIST NOTATION
M = Move
E = Event
EI = Intrigue Event
EB = Battle Event
SB = Battle Spell (Requires Wizard in Stack)
S = Spell
COMMON DECK CARD LIST
Card Name # Type Notes
March 12 M Move 1 Stack
March Orders 8 M Move 2 Stacks
Grand March 4 M Move 3 Stacks
Assassin 2 EI Kill Target Leader
Open Rebellion 2 EI Put 2D6 Force = 1 Rebels in target city
Revolt 2 EI Put 1D6 Force = 1 Rebels in target village
Fire Storm 2 SB Kill 1 Random opposing unit
Expose Traitor 2 EI Negate Intrigue card
Animate Dead 2 SB Gain a Force = 5 Unit this Battle
Mind Control 2 SB Control Random Enemy unit this battle
Spies 2 EI Look at stack or opponents hand
Disease 2 E Kill random unit in adjacent stack
Pestilence 2 E Target City produces no income
Famine 2 E Target Village produces no income
Halfling Infiltrators 2 E Kill random unit in adjacent stack
Sandstorm 2 E Negate Move
Wall of Fire 2 SB Defending Stack gets unit Force = 8
Divivnation 2 S Look at next 10 cards in deck
Elven Traders 2 E Gain 1D6 Gold
Merchant Caravan 2 E Gain 2D6 Gold
Surprise Attack 2 EB All Attackers get Force +2
Bold Ploy 2 EB Stack gets Force +10
Slaughter 2 EB Losing side is completely eliminated
WARP EMPIRES RULESET
Generic ruleset for a series of empire building/conquest games.
The map depicts an irregular, interlocked set of territories.
Use chits to represent control markers.
Use chits to represent units.
Units include Leaders & non-leader units.
Players share an action deck.
In some games, each player will have their own action deck.
The action deck cards allow you to move your units.
Most Leader units will be in play.
Others will be mixed into the unit chit pile.
Each player will start with several non-leader units in play.
Starting points of units will be determined by the scenario.
Players take turns. Each turn has 7 phases:
First discard any cards you don't want.
Each player draws 5 action cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it.
Use Action cards to move stacks or units in stacks.
A Fast unit can move 1-3 spaces.
A Medium speed unit can move 1-2 spaces.
A Slow unit can move 1 space.
Units can move into but not through opposing stacks.
Fortifications cannot move (Move = 0).
Your opponent can only look at the top unit of your stacks
When two opposing stacks occupy the same territory there will be a battle.
Each unit has a force value.
Add up the total Force values for each side.
Players may play action cards to increase their force value.
If one stack has a Leader and the other does not, the stack with the
leader gets an additional 5 Force.
The side with the highest force value wins.
The losing stack must retreat one space.
The losing stack loses half of its units. The winner picks the first
unit lost, the loser picks the remainder.
Fortification units in the losing stack are destroyed automatically.
The winning stack loses units with a force equal to at least half the force
total lost by the losing stack. The winner decides which units are lost.
Destroyed units are returned to their chit pile.
Captured leaders are set aside and not returned to the chit pile.
After a battle both sides replenish their hands to 7 cards.
Gain revenue points for every revenue generating territory you control.
Draw 5 random units from the unit chit pile.
Purchase units. A units cost is equal to its Force value.
If you purchased all the drawn units, draw another 1D6 random units.
Revenue may be saved from turn to turn.
Discard unpurchased units back to your unit chit pile.
Units start in any revenue generating territory you control.
Number of Units that automatically receive upkeep = 5 x total Revenue.
Discard excess units.
Example: You generate 10 revenue points per turn...
You may have up to 50 units.
Place a control marker on every revenue generating
territory occupied by one of your units.
Only one control marker per space.
UNIT DECK ABBREVIATIONS
S = Slow
M = Medium speed
F = Fast
F = Force
F = Fortification
# = Number of that unit in the chit pile.
Return to Warpspawn Mainpage