EMPIRES OF MYSTARA
Module for the Warp Empires system.
You must use the Warp Empires system to play this game.
UNITS & ACTION DECK
Players share a common Unit chit pile.
Players share a common Action deck.
Choose your Alignment: Lawful, Neutral, or Chaotic.
If you are Lawful, all your Lawful Units get +1 Force.
If you are Lawful you cannot recruit Chaotic Units.
If you are Chaotic, all your Chaotic Units get +1 Force.
If you are Chaotic you cannot recruit Lawful Units.
Lawful players cannot attack each other.
Nation: T: Notes:
Principalities Glantri 10 Northwest; One Wizard unit costs 1 less per turn
Ethengar Khante 9 North; One Archer unit costs 1 less per turn
Kingdom of Vestland 4 Northeast; One Siege Engine unit costs 1 less per turn
Kingdom of Ostland 4 Northeast Islands; One Undead unit costs 1 less per turn
The Republic Darokin 10 West; One Fighters unit costs 1 less per turn
Alfheim 3 Lawful; Central West; One Elf unit costs 1 less per turn
Rockhome 7 Central East; One Dwarf unit costs 1 less per turn
Emirate of Ylaruam 7 East; One Cavalry unit costs 1 less per turn
The Five Shires 2 Lawful; West; One Halfling unit costs 1 less per turn
Grand Duchy Karameikos 6 Central; One Shadow Elf unit costs 1 less per turn
Empire of Thyatis 15 Southeast Islands; One Cleric unit costs 1 less per turn
Minrothad Guilds 6 South Islands; One Ship unit costs 1 less per turn
Kingdom of Irendi 8 Southwest Islands; One Hero unit costs 1 less per turn
Thar & Broken Lands 4 Chaotic; Northwest; One Orc unit costs 1 less per turn
T = Number of Territories in this Nation (Country).
Either side wins automatically if all opposing units are destroyed.
Each player picks one territory in one country to be his or her starting space.
Each player starts with 10 random units.
Players share a common Action deck (at bottom of page).
Revenue (income) points are called Gold.
Each territory generates one Gold per turn.
If you control all the territories in an entire country, the
territories generate 2 Gold each.
Leader units include Heroes, Wizards, and Clerics.
Magic Items can be attached to any stack with an appropriate type of Leader unit.
Limit One item per Leader.
Ships must start in a Coastal settlement.
Each territory can recruit one unit per turn.
Lawful Nations cannot recruit Chaotic units and visa versa.
Ships can only move into coastal spaces or deep sea spaces.
Each Ship can carry up to 3 other units.
You cannot have Lawful and Chaotic units in the same stack.
If defeated, Heroes are simply sent back to the unit chit pile.
Spell cards played from the hand only generate effects if there is an
appropriate spell-caster in the stack.
Magic Items only generate effects if the indicated unit type is in the stack.
Unit Name: #/Speed Force Notes
Fighters 20M 2 Human Infantry
Archers 5M 2
Cavalry 5F 3
Dwarves 10S 3 Lawful
Elves 10F 4 Lawful
Shadow Elves 5F 4 Chaotic
Halflings 5S 1 Lawful
Orcs 10M 2 Chaotic
Undead 10S 4 Chaotic
Hero 10F 6
Wizard 5F 5
Cleric 5F 5
Keep 20 6 Cannot Move (one per territory limit)
Siege Engines 10S 5 (Catapults, Ballistas, Towers, Rams)
Ship 20F 3
Vorpal Blade 1 +4 Hero Item
Rune Sword 1 +5 Hero Item
Girdle Giant Strength 1 +3 Hero Item
Rod of Dominion 1 (5) Hero Item: Gain 2 Gold per turn
Rod of Necromancy 1 (3) Chaotic Wizard Item: Undead cost 1 less to recruit
Staff of Holiness 1 +5 Lawful Cleric Item
Crystal Ball 1 (4) Wizard Item: Look at opponents hand once per turn
(X) = Cost of item: This item generates no Force in Battles.
Card Name: # Effects:
March 10 Move 1 stack
Grand March 6 Move 2 stacks
Great March 3 Move 3 Stacks
Quest 1 Discard target Leader
Earthquake 1 Battle: Cleric Spell: Force = 10
True Sight 1 Cleric Spell: Look at Target Stack or opponents Hand
Turn Undead 1 Battle: Lawful Cleric Spell: Destroy 1-2 Undead units
Call Lightning 1 Battle: Cleric Spell: Force = 8
Cure Wounds 1 Battle: Cleric Spell: Your Stack suffers no casualties
Blessing 1 Battle: Cleric Spell: All your units get +1 Force
Creeping Doom 1 Battle: Cleric Spell: Force = 12
Death Spell 1 Battle: Wizard Spell: Kill target Hero
Firestorm 1 Battle: Wizard Spell: Force = 10
Summon Monsters 1 Battle: Wizard Spell: Force = 12
Meteor Swarm 1 Wizard Spell: Destroy non-leader unit in adjacent space
Animate Dead 1 Chaotic Wizard Spell: Target Undead units cost 0 to recruit
Teleportation 1 Wizard Spell: Move Wizard & any Leaders w/him to any Space
Slay 1 Battle: Hero Action: Kill target Leader
Thieves 1 Steal target Magic Item
Spies 1 Look at Opponents hand
Scouts 1 Look at target stack
Outflank 1 Battle: Cavalry & Ships get Force +1
Rain of Arrows 1 Battle: Archers, Elves, and Shadow Elves get Force +1
Swords 1 Battle: Orcs and Fighters get Force +1
Stout Hearts 1 Battle: Dwarves & Halflings get Force +1
Cause Fear 1 Battle: Undead & Spellcasters get Force +1
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.