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GAME RULES

On Narth, once called the continent of man, the origins of the Demons are
obscure. Some say a wizards summoning went out of control. Others suggest
that the Demons themselves oened a magical gateway, still e!tent at the gate
of "orzem, the Demonlord #aital. $ few hilosohers even believe that the
Demons are a natural race, li%e humans or dwarves, e!cet the Demons
became stronger than others.
&n any event, the Demons are now the ower on Narth, and each Demonlord
rules his own rovince under the 'meror. $lthough Demons are a tiny minority,
through their great ower, magic, and caacity for evil they act as catains,
administrators, and governors of many lesser races such as half(men, demi(
men, goblins, orcs, and other manish races of dar%ness.
Nisshar is a tyical rovince in the west of the Demon domains, ruled from a
caital city of the same name. )ut here, humans and semi(human allies resist
them, banding together under the influence of *osar, a sun(god cult. $t times,
they were so successful that even Nisshar came under siege. Now, the armies
of the Demonlord and the $lliance of *osar are mustering once more, for another
bloody camaign. '!cet now, you ta%e control, as the leader of the *osar
alliance, or as the Demonlord of Nisshar . . .
* * *
Demonlord is a game of strategy and conquest. One player is the Demonlord,
the other directs the alliance of Hosar. Each player, during his phase of the turn,
moves characters and troops on the map, casts spells, and engages in battles
and/or sieges. he ob!ective of the game is to destroy enemy characters and
troops, and to capture his fortresses.
During your phase, you move character and troop units across the he"agonal
map grid, trying to gain overpo#ering strength for a successful battle or siege.
$attles are fought by troops outside fortresses, and are resolved off the map
using a special system of placement, missile and melee attac%s, and morale
chec%s. &ieges occur #hen troops try to capture an enemy fortress. &ieges may
last many phases, many turns, before one side surrenders or runs out of troops.
&ome characters have magic po#er, #hich over a certain magic range 'in
he"es( can be used to aid in movement, battles, or sieges, or for special
purposes.
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Each he" on the mapboard represents one league ') to * miles(, each turn
about a half #ee% of time, and each unit counter either one important character
'#ith a fe# bodyguards/assistants( or about +,, troops 'including officers, etc.(.
GAME COMPONENTS
Demonlords includes the follo#ing-
One ../".* color mapboard, a sheet of .+* die0cut color counters, an order
of battle sheet, this instruction boo%let, and t#o dice 'singular die(.
The Map
he color map sho#s the province of 1isshar of the Demon realms, and the
nearby states of the Hosar alliance, as #ell as neutrals. 2 he"agonal grid over
the map regulates movement and placement of units. 3nit counters are placed
#ithin a he", li%e playing pieces inside squares. 4artial he"es along the map
edge are active playing pieces, and can be used as if they #ere #hole.

he errain 5hart lists all the ma!or terrain types on the map. Each type is
separated from another by a blac% borderline. he light green that predominates
to the north and #est is open countryside, #hile the mottled bro#n and green to
the southeast is steppe. he dar% green is forest, light red0bro#n is hills, dar%
bro#n is mountains, and the #hite areas along he"0sides is alps. here is a
s#amp on both sides of the river near $arthe% ',6.7(, and a yello# desert area
in the steppes. 8ivers are sho#n in blue, #ith bridges and roads in bro#n, fords
in #hite.
he mapboard also includes fortified cities such as 1isshar and imur, smaller
castles 'such as 9yung or :ida;u(, emples 'such as 1innghi; or a emple of
Hosar(, and in the #est small villages 'such as Hor%an or <imat(.
1ote that several types of terrain may be in the same he", but certain types of
terrain cover only he"sides, namely rivers and alps.
Orders of Battle
hese charts sho# all the troop and character units in the game, and their
initial deployment on the mapboard, including notes for variable arrivals,
invocations, etc. his handy reference sheet #ill sho# at a glance the starting
situation in the game, and can be used as a double0chec% for lost unit counters.
Unit Counters
Each of the die0cut cardboard counters is a unit. &ome are character units
'#ith the large numbers running do#n the right side( and others are troop units
'#ith the large numbers across the bottom(. Each is color0coded to sho# its
allegiance. =n addition, some e"tra mar%ers for special magic spells and %eeping
trac% of point values are included.
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Troop Unit Example:
Character Unit Example:
Unit Colors: Demon units are purple, Hosar units are gold. >reat ?oods
$arbarians are dar% green, 9yung units are blue, 2ltu@han mountaineers are light
green, the 2ncients are bro#n, and the :ines of 3la units are pale purple. :agic
spell mar%ers are blac% #ith appropriately colored lettering.
Movement Mode: A includes foot 'infantry( units, 5 indicates cavalry
'mounted( units, ? indicates #inged 'flying( units.
Homeland (deployment Location: a t#o0letter abbreviation indicating
#here the unit starts the game 'i.e., #here it normally lives or is based(. his
identification is primarily for ease in sorting and set0up.
Troop Type: visual symbols sho#ing the type of troops. 3nits #ith shields are
normally foot, those #ith a horse0head symbol cavalry, and special monsters
'that act as troops( represented #ith a unique illustration. ?eapons sho#n
depict the dominant #eapons of the unit, #ith most units having a po#erful
missile ability sho#n #ith a bo# or crossbo#.
Armor Type: the color of the troop type symbol indicates the armor. 2 solid
blac% symbol means heavy armor. 2 unit color symbol outlined in blac% means
medium armor. 2 #hite symbol means no armor.
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Character !ll"stration: a visual depiction of the character. 2rmor type is of no
importance #ith characters.
Movement #oints (M#: the basic movement rate of the unit. >enerally, a
unit e"pends one '.( :4 each time it crosses a he"side into a ne# he" on the
map.
Morale $al"e: a number representing the morale and staying po#er of
troops. he higher the value, the better the morale. :orale can never e"ceed si"
'B( in value.
Melee $al"e: a number representing the hand0to0hand fighting ability of the
unit in battle. he higher the better. here is no limit to melee value.
Missile $al"e: a number representing the missile0firing abilities of a unit in
battle, the higher the better. here is no limit to missile po#er.
Army Leadership A%ility: for characters only. 2ny character #ith a number,
even C, has army leadership ability. Ho#ever, some characters mar%ed no
have no army leadership ability. his ability improves troop movement, and may
help melee and morale values in battle, as in sieges.
Ma&ic Ran&e: the strategic spell0casting range of the character, in he"es.
Ma&ic #o'er: the po#er 'ability( of the character to cast spells. 2ny
character #ith magic po#er . or more can cast spells, the higher the po#er, the
greater the variety of spells, and the more effective battle and siege magic of that
character.
Spell Mar(er Example:
&pell mar%ers are used at the start of the game to determine #hich special
spells each player is allo#ed. 2 player can either select one deliberately and
three more at random, or five at random 'see :agic rules for details(.
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TURN PROCEDURE
Demonlord is played in turns. Each turn has t#o phases, first the Hosar player@s
phase, then the Demon player@s phase. During his o#n phase, a player is called
the phasing player, and his opponent is the non0phasing player. Each phase
has the follo#ing steps in it-
Hosar first! Phase"
() Unit Movement: phasing player moves his units on the map,
including any ne# reinforcements.
(* !nvocation: the phasing player may attempt to invo%e magically
ne# units.
(+ ,attles: phasing player resolves any battles he caused, including
use of battle magic.
(- Sie&es: in any siege situations, one round of the siege resolution
procedure is used 'even if the phasing player is the siege
defender(.
(. Alliances: neutrals may become allies, and change in status of
semi0permanent allies is possible.
De#on se$ond! Phase"
() Unit Movement: as above in first phase.
(* !nvocation: as above in first phase
(+ ,attles: as above in first phase
(- Sie&es: as above in first phase
(. Alliances: as above in first phase
:agic spells can be cast by either player any time during a phase, including at
the start 'before movement(, or at the end 'after alliances(, or during any step of
the phase. Ho#ever, some spells can be cast only at certain times during a turn,
or in certain special situations.
MO%EMENT
General Pro$edure
Movement #oints: each unit has a certain number of movement points ':4(,
sho#n on the unit counter. Each time a unit moves to a ne# he", it must spend
:4 to cross the he"side 'line( into the ne# he". >enerally, the cost to cross a
he"side is . :4. Ho#ever, this does vary #ith the movement mode and terrain
'see errain D :ovement, belo#(.
Hexsides: each time a unit moves to a ne# he", it pays the appropriate :4
cost per he!S&D'. 1ote that the terrain in a he" does not affect movement.
=nstead, it is the terrain along the he!S&D' being crossed that affects movement.
his is different from many games using a he" mapboard.
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/ther R"les: units are normally moved one at a time, although sometimes
one unit can move #ith another. 3sually it is convenient to move troop units first,
then characters. Eou can move as many or as fe# units as you #ish, including all
or none. Eou can move a unit its full :4, or only part of its :4, as desired. :4
cannot be saved from turn to turn, nor can they be transferred from one unit to
another.
0ormal movement only occurs during the proper step in your phase.
2dditional retreat from battle movement can occur as a result of battle. his
retreat is al#ays in addition to normal movement, and does not restrict or
penali;e later normal moves.
Terrain & Mo'e#ent
:ost he"sides have t#o or more types of terrain. he phasing player decides
#hich type of terrain, along the he"side, his unit #ill cross. He can ignore the
other terrain types on the he"side 'for movement purposes(. &ometimes only
one type of terrain e"ists on the he"side, forcing the unit to cross that type. he
:4 cost per he"side varies #ith the terrain type and movement mode of the unit
'A, 5 or ?(. 5ross reference the terrain type and the movement mode on the
errain 5hart to find the proper :4 cost.
Movement Example: the unit illustrated, #ith 5 movement mode, first crosses
an open he"side '. :4(, ignoring the hills also on that he"sideF ne"t it crosses a
completely hill he"side '6 :4(F and finally it crosses another open he"side '.
:4(, ignoring the forest also on that he"side.
Rivers: this terrain feature along a he"side imposes an additional movement
delay. he delay varies, depending on #hether a ford is present or not. ?hen
crossing a river, the terrain on the opposite ban% of the river 'along the he"side(
is added to the river cost itself. Aor e"ample, an A mode unit crossing a river into
a forest #ould need four '*( :4, t#o for the river, and t#o more for the forest. =f
there #ere both forest and open countryside on the opposite riverban%, the unit
could cross the river into the open country at a total cost of only three ')( :4.
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Alps 1 La(es: alp and la%e terrain is impassable to foot 'A( and cavalry ',
mode units. Of course, the entire he"side must be alp and/or la%e to pre0vent
movement, since other#ise the phasing player could select another pass0able
terrain type. 9a%e he"sides are ,).70,*.G, ,).70,*.7, and ,).70,).HF alp
he"sides are .).)0.*.6,.).)0.*.), .).)0.).*, .6.*0.).*, .6.*0.).+, and
.*.H0.+.H.
Sta$(in)
Eou may stac% any number of units in a he", friendly and enemy. 8egardless
of the number of units in a stac%, other friendly units can enter the he". Eou could
even have all your units stac%ed in the same he", if you #ish. &ee Enemy 3nits,
belo#, for details on entering enemy0occupied he"es.
Hidden Units
Eou cannot e"amine enemy stac%s. Eou can see only the top unit.
here are t#o e"ceptions to this rule. Airst, individual units become
visible as they are placed during the battle procedure, although this applies only
to the units involved in that battle. &econd, a magic Iisions spell can be used
to e"amine the contents of an enemy stac% 'see :agic rules(.
*eadership and Chara$ters
Army Leadership: if a troop unit does not start its movement phase in the
same he" as a character #ith army leadership ability 'of C, or higher(, the :4 of
the troop unit is halved 'round fractions do#n(. 2 troop unit must start #ith a
leadership0ability character to use its full :4. he troop unit need not remain #ith
the character, it still gets full :4 even if it moves a#ay from the leader.
5haracters #ith no listed for army leadership have no ability, and cannot aid
troops units in receiving their full :4.
Character Movement: character units may move alone at full :4, or they
may move #ith any troop unit they start stac%ed #ith. o move #ith a troop
unit the character starts in the same he" and remains #ith the troops for the
entire movement phase. he character@s normal :4 is ignored, instead it rides
#ith the troop unit, moving #herever the troop unit moves. :ore than one
character can ride the same troop unit, if desired. 5haracters can ride only
friendly troops, never enemy troops.
Mini#u# Mo'e
2ll units can cross at least one he"side per turn, to move into the ne"t he".
he only limit on this minimum move is that the he"side must be passable
'cannot be all la%e or alp and an A or 5 unit(. his minimum move is allo#ed
even if the normal :4 cost e"ceeds that available to the unit.
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Ene#+ Units
Enemy Troops: one or more enemy troop units in a he" bloc%s your troop
units. ?hen your troops enter the he", they must stop and finish their move. his
#ill cause a battle or siege.
=f your troop unit starts in a he" occupied by enemy troops, you can remain
there, or leave, as you desire 'e"ception- see &iege rules(.
Characters: note that troop units only bloc% movement of enemy troo units.
5haracters alone can move into or through enemy troops and/or characters
'although they ris% capture, see belo#(. 5haracters alone cannot bloc% enemy
troops.
=f a stac% of enemy units occupies a he" and a character is on top, the enemy
must reveal one troop unit 'placing it on top( if he #ishes to bloc% movement.
Other#ise, the stac% is presumed to !ust contain characters, li%e the top unit.
Capturin) Chara$ters
Capt"re Sit"ations: if a character alone enters a he" that has an enemy
troop unit, or vice versa, the character may be captured by the troops. 2
character is protected from capture if there are any friendly troop units in the he".
2 character is vulnerable to capture only once per turn in each he", regardless of
ho# many enemy troop units are present. Ho#ever, each he" is a ne# capture
situation.
Resolvin& Capt"res: in a capture situation, each player rolls a die. =f the
character rolls higher, he escapes capture in the he" that turn. =f the troop unit
player rolls higher, he captures the character 'putting it in his prisoners pile off
the map(. =f rolls are equal the character escaped capture, but cannot move
further that step of the phase.
Resol"tion Modi2iers: if a character enters a he" #ith an enemy controlled
fortress, the character must subtract t#o '06( from his capture situation die roll. =f
either player has a character #ith magic po#er in the he", the player #ith the
single strongest magic ower unit adds one 'C.( to his die roll. his does not
count as using a magic spell, the simple presence of a stronger magic po#er
character gives the bonus.
M"lti3Character Sit"ations: if a player has t#o or more characters alone in a
he", in a capture situation he can split up and let each resolve its o#n capture
separately, or he can group some or all together into a party and use one capture
situation 'and one die roll( for the entire party.
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BATT*ES
,hen Battles O$$ur
2 battle occurs if opposing players have one or more troop units in the same
he". =f one or both players have !ust characters in a he", there is no battle.
=f a he" contains a fortress controlled by either player, the player con0trolling
the fortress decides if a battle occurs, or if a siege occurs instead. his
represents the fortress garrison deciding to either fight in the open, or retire
behind their #alls. he opposing player '#ho doesn@t control the fortress( must
then either fight a battle or siege, #hichever is forced upon him.
=f there is more than one battle that phase, the phasing player decides the
order in #hich battles are resolved.
Battle Pro$edure
Area: first, opposing players deploy for battle in any convenient area near
the mapboard. 1o tactical display or map is usedF any clear, flat surface #ill
serve.
Ro"nd: after deployment, players fight $attle 8ounds using the procedure
belo#. $attle rounds continue until one player loses all his troops, or one player
uses the #ithdra#al procedure to end the battle. 8egardless of the number of
rounds, the entire battle ta%es place during the battle step in the phase. $attles
never e"tend into the ne"t phase or turn. his is because each battle round
represents about one hour of time, more or less, #hile each phase represents a
half #ee% or more.
,attle Ro"nd proced"re is:
'a( Each player may commit reserves to the battlelineF
'b( )attle magic is simultaneously resolved by both players, battleline
troops can redeploy if the enemy facing them #as destroyedF
'c( +issile ,ire is simultaneously resolved, battleline troops can
redeploy if the enemy facing them #as destroyedF
'd( +elee #ombat is simultaneously resolvedF
'e( Either player may withdraw surviving units, using #ithdra#al rules.
=f neither player #ithdra#s after the round, and both have surviving troop units, a
ne# battle round begins. he battle continues until one player is #iped out or
#ithdra#s.
Terrain Sele$tion
he he" in #hich a battle occurs may have one or more types of terrain. =f the
he" contains !ust one terrain type, then that is the terrain for the battle. =f the he"
contains t#o or more terrain types, the non0phasing player selects #hich terrain
is used for the battle. 1ote that the phasing player could move into the he" by
one type of terrain, but then be forced to fight on another type of terrain.
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-nitial Deplo+#ent for Battle
,attleline: all units, of a player in the battle he" must participate in the battle.
o deploy for battle, players form opposing lines by alternately placing troop
units do#n in the battle area, in matching pairs. Airst the phasing player places a
troop unit do#n and the non0phasing player selects one of his to face 'match( it.
hen the non0phasing player places one of his troop units do#n and the phasing
player selects one to match. his continues until one player runs out of troop
units, or the number of opposing pairs equals the $attle &i;e for the terrain
'see errain 5hart for battle si;e in each terrain type(. 2ll the matching pairs
represent the front lines, or battleline.
Reserves: all remaining troop units of both players are no# placed behind
the battleline in reserve. =f the number of opposing pairs is less than the battle
si;e, the player #ith additional troop units in reserve may commit additional
units, up to the battle si;e limit 'see belo# for details(.
Characters: finally, each player no# places his characters. Each character
must be placed #ith a troop unit. :ore than one can be placed #ith a troop unit.
5haracters are placed one by one, first the phasing player places one, then the
non0phasing player, until all are placed. 1either player can s%ip a placement step
until he runs out of characters in the battle.
Missile & Melee Atta$(s
=n the missile fire step, all troop units #ith a missile fire value shoot
simultaneously. =n the melee step, all surviving units stri%e #ith their melee
value. 4rocedures for missile and melee attac%s are very similar, but missile
attac%s al#ays occur first, then melee.
Attac( Restrictions: each troop unit can attac% once #ith missiles 'if it has a
missile value( and once in melee per battle round. =f t#o or more troop units face
a single enemy troop unit, each unit attac%s once. he outnumbered unit selects
#hich enemy it attac%s #ith missiles, but the outnumbering player selects #hich
it must attac% in melee. Only enemy troop units directly opposite in the battleline
may be attac%ed by missiles or melee, units in other matching pairs cannot be
attac%ed.
Sim"ltaneity: all missile attac%s are simultaneous, results are not applied
until all troop units finish their missile attac%s. hen, after this, melee attac%s are
made and are also resolved simultaneously.
Attac( #roced"re: to attac% #ith a troop unit, roll both dice. =f the
total is e-ual to or less than the attac%er@s value 'for missiles or melee, as
appropriate( the enemy is hit. =f the result is greater than the attac%er@s value the
enemy is not hit 'a miss(.
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Attac( $al"e Modi2iers: battle terrain may change the missile and/or melee
value of a unit in that battle. =n addition, the enemy being attac%ed may also
affect the value-
+issile .alue +odifiers/
C. . . . . . . . . . . . . . target has no armor '#hite troop type illustration(
0. . . . . . . . . . . . . . target has heavy armor 'blac% troop type illustration(
+elee .alue +odifiers/
CJ . . . . . . . attac%er #ith character of army leadership 'CJ K leadership value(
C. . . . . . . . . . . . . . attac%er has superior armorL to enemy
L heavy armor is superior to medium, medium armor is superior to none
E22ect o2 Hits: hits are successful attac%s. =f a troop unit is hit by a missile or
melee attac%, it must chec% morale. =f a unit suffers t#o or more hits
simultaneously, it must chec% morale for each and apply the single #orst result
'destroyed is #orst, then rout, then no effect(.
Morale Che$(s
2 troop unit hit by missile or melee attac% must chec% morale as part of the
resolution procedure. =f the result is less than the morale value, the unit survives
the hit. =f the result is e-ual to the morale value, the unit routs. =f the result is
greater than the morale value, the unit is destroyed.
Morale $al"e Modi2iers: a character #ith army leadership C. or higher #ill
improve the troop unit@s morale by that amount 'see 5haracters in $attle(. :agic
may also affect morale. $attle magic hits al#ays cause a temporary minus one
'M.( to the unit@s morale #hen ma%ing the morale chec% for that hit 'only(.
S"rvive Res"lt: if a unit survives a morale chec%, it can continue battle or
#ithdra#, the hit had no effect.
Ro"t Res"lt: the unit is removed from the battle and put into a pile of routed
units near the battle area. 2t the end of the battle, one of t#o things can happen
to routed troop units-
'a( if the player won the battle 'had surviving troop units that didn@t
#ithdra#(, all his routed units are returned to his stac% in that he" intact, free to
function normally starting the ne"t step of the phase.
'b( if the player lost the battle '#ithdre# from battle, or lost all his troop
units in battle(, all his routed units are captured by the enemy, and placed in the
prisoners pile off the mapboard.
4estroyed Res"lt: the unit is permanently removed from the game.
Reser'es & Redeplo+#ent
Redeployment Sit"ations: after battle magic and missile fire, some troop
units in the battleline may rout or be destroyed. =f a troop unit no longer has any
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enemy troop units facing it in the battleline, it is free to redeploy against another
enemy in the battleline. =n addition, at the start of each ne# round only, ne#
troop units from reserve can be redeployed into the battleline, as #ell as those
#ho are free due to defeating their opponent's( in melee combat.
,asic R"les: all redeployed troop units 'including reserves( must face enemy
redeploy units #here possible. hey are matched up li%e initial deployment, #ith
the phasing player placing his unit first for a match, then the non0phasing player.
=f no enemy redeploy units are available, then your e"cess redeploy units can
!oin friendly units in the battleline, to create t#o0on0one battle situations. =f you
have additional redeploy units, you can create more t#o0on0one situations, or
three0on0one or more, as you desire.
#ro&ressive Redeployment: once a unit is redeployed, it remains in its ne#
battleline location until the enemy is defeated, or enemy redeploy units appear.
=n the latter case, if an enemy unit becomes free to redeploy, you must match
against it #ith one of your redeploy units, even if already in the battleline fighting
some#here else, or use a reserve unit 'if you are able to redeploy any units from
reserve at this point in the battle round(. his pre0vents t#o0on0t#o or larger
situations from happening any#here in the battle0line, since any t#o0on0t#o
situations must be bro%en up into one0on0one components by the redeployment
procedure described here.
,attleline limit: the battle si;e is the ma"imum number of troop units can
have in the battleline, including all redeployment and reserve units currently
deployed into the battle.
0ote: the ability to redeploy units is a po#erful advantage, since you can
concentrate on vulnerable enemies, or get an advantage over single strong
enemy units. 2 typical ob!ective in battle is to force the enemy to use up all his
reserves, and then inflict more casualties so you can redeploy and get favorable
t#o0on0one or three0on0one or better situations in the battleline.
Chara$ters in Battle
2ll characters in battle must be stac%ed #ith a troop unit. One or more can be
stac%ed #ith a single troop unit, and remains #ith it for that entire round of battle.
he characters play only a supporting role in battle, they cannot function as
independent troop units.
Redeployment: at the start of each battle round, characters can be re0
deployed to ne# troop units. his is done li%e initial deployment, #ith the phasing
player redeploying a character, then the non0phasing player, etc. 5haracter
redeployment is allo#ed even if their troop unit is unable to redeploy. 5haracters
do not count to#ard the battle si;e limit. =n addition, a character may be forced to
redeploy instantly if the unit he accompanies is routed or destroyed 'see belo#(.
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Leadership in ,attle: a character #ith army leadership ability adds that to
the melee and morale value of the troop unit #ith #hich he is stac%ed. =f t#o or
more leadership ability characters are #ith a unit, the single largest bonus is
added and the others ignored. 1o unit can have a morale value greater than si"
'B(, regardless of leadership bonuses.
Ro"t 1 4estr"ction: if a character is stac%ed #ith a troop unit that routs, or
is destroyed, he may suffer adverse effects. =mmediately roll one die and apply
the follo#ing result- .,6 0 character %illedF ) 0 character routsF *,+,B 0 character
unharmed, must immediately redeploy.
,ithdra.al
2fter any round, either player may decide to #ithdra#. ?ithdra#al is
optional, never required. =f the #ithdra#al option is ta%en, all units of the
player must #ithdra#, not !ust some.
#roced"re: to #ithdra#, all troop units of the player in the battle must chec%
morale immediately. 2ll rout results become prisoners, all previously routed units
'during the battle( are also prisoners. 5haracters need not chec% morale in a
#ithdra#al, they automatically survive and #ithdra# #ith the surviving troops.
5haracters cannot improve the morale of #ithdra#ing troop units, not even the
unit #ith #hich they #ere stac%edN
Retreats: if the non0phasing player #ithdra#s from battle, his surviving units
retreat to an ad!acent he" on the map. =f the phasing player #ithdra#s, all his
survivors ma%e a complete retreat move, using their full :4 allo#ance. his
complete move can be made as a stac%, at the rate of the slo#est troop unit.
2lternately, some units can continue on#ard #ith any e"tra :4 they have left.
he #ithdra#ing player determines his o#n retreat moves.
Retreat Movement Restrictions: retreating units cannot cross impassable
terrain, and cannot enter he"es occupied by enemy troop units. 8etreating units
cannot enter the same he" t#ice during a retreat. Each unit in the retreat must
move at least as many he"es as the slo#est unit retreating along that route.
8etreating units must move to#ard the nearest unbesieged friendly fortress,
and must ta%e the fastest route 'for the slo#est unit, that is(.
5ortresses 1 Retreats: if any retreating unit enters a he" #ith an un0
besieged friendly fortress 'city or castle(, the retreat can stop there, regard0less
of :4 remaining in the retreat. =f the player #ithdra#s from battle in the same
he" as a friendly fortress, he can retreat into that fortress instead of ma%ing a
normal retreat move, regardless of #hether the fortress #as besieged or not
'note that this allo#s a unit to fight its #ay into a besieged fortress, by engaging
in at least one round of battle, and then retreating into the besieged fortress in
the same he"(.
13
Endin) Battles
2 battle ends #henever one player loses all his troop units, or one player
#ithdra#s.
6ithdra'al: if a player #ithdra#s, use the #ithdra#al procedure above. he
other player remains in the he" #ith his survivors, all routed units are returned to
him at the end of the battle step.
4estr"ction: if a player loses all his troop units, all his routed units are
captured by the enemy 'become prisoners(. 2ny surviving characters remain in
the he", but must chec% for possible capture 'see :ovement, 5apturing
5haracters(. 2ny routed units become prisoners of the #inner.
M"t"al 4estr"ction: if both players destroy each other@s last troop unit
simultaneously, all routed units are presumed scattered and lost 'destroyed( for
both sides, and only the surviving characters 'if any( of each side are left in the
battle he". hese characters are not vulnerable to immediate capture because
no troop units are left in the he". he characters are free to move on their o#n
ne"t phase.
,ATTLE E7AM#LE 'see illustration on ne"t page(
9ord Erush #ith a stac% of five troop units moves into he" .,,* and causes a
battle #ith Du%e D@2nsor #ith eight troop units already in that he". he Du%e
elects to fight in the hills, rather than the open countryside, meaning the battle
si;e is seven 'G(, and there are no terrain effects on the units.
9ord Erush begins deployment #ith his heavy Erush cavalry ',7++( and the
Du%e responds #ith his heavy D@2nsor %nights 'also ,7++(. hen the Du%e
deploys his heavy men0at0arms '+G*)( and Erush replies #ith his s#ordsmen
'*B*)(. his continues until all troops are deployed in five matching pairs.
Ainally, 9ord Erush deploys himself #ith his patrol cavalry, #hile the Du%e
!oins his %nights. 1ote that the t#o Hosar sergeants ',G*+( and imur spearmen
',B**( are not yet deployedF they are in reserve.
2t the start of the first round, the Hosar player adds the D@2nsor sergeants
',G*+( to the %nights ',7++(, and the imur sergeants ',G*+( to the
crossbo#men 'GB*)( from reserve. He cannot deploy the spearmen ',B**( into
the battleline also, since no more than seven 'G( troop units are allo#ed in the
battle line at one time 'due to the battle si;e in the hills(.
=n battle magic, 9ord Erush attac%s the >untho; men '+G*+( opposite and
rolls a *. He needs a . to hit, and so misses.
14
1o# units e"change missile fire. he Hosar D@2nsor %nights ',7++( have no
missile value, and so cannot shoot, nor can the sergeants #ith them. he
D@2nsor men0at0arms have a + missile value, but roll a B, meaning a miss. he
crossbo#men beside them have a G missile value, but since the target has
heavy armor 'Erush foot guards ,G+)(, the value is reduced to B. he Hosar
player rolls a ), #hich means a hit on the foot guards. :issile fire continues for
all remaining Hosar and Demon units, and the D@2nsor men0at0arms are hit by
the Erush s#ordsmen opposite 'the s#ordsmen #ere very luc%yN(. 1o# morale
chec%s are made, and the Erush foot guards roll a *, #hich lets them survive
the hit, but the D@2nsor men0at0arms also roll a *, #hich means they rout.
he Erush s#ordsmen '*B*)( #ho faced the routing men0at0arms #ould be
free to redeploy after missiles, since they no longer face an enemy. Ho#ever,
they must face Hosar redeploy units first, and there are t#o already present in
the battleline 'the ,G*+ sergeants(. 2s the phasing player, the Demon player
must go first in redeployment, and must of course put up the s#ordsmen, the
only available redeploy unit. he Hosar player decides to match them #ith the
imur sergeants currently #ith the crossbo#men.
=n the melee part of the round, the Erush patrol '+B+B( is hit and roll a B in
morale. Even #ith 9ord Erush present 'C. army leadership increases the patrol
morale to B( this means a rout. 9ord Erush must roll for his fate, and gets a 6 0
he is %illed in the rout.
15
he Demon player no# decides enough is enough, and elects to #ithdra#. He
chec%s morale for all surviving units. he patrol unit '+B+B( that !ust routed
doesn@t chec%, it #ill be captured automatically. he other Demon units all pass
their morale e"cept the &#ordsmen '*B*)( #ho roll a ) and are destroyed. he
surviving Demon units e"ecute a full :4 retreat 'because the Demon is the
phasing player(. he Hosar player gets bac% his routed sergeants since he #on
the battle, and has captured the Erush patrol unit '+B+B(. he Hosar player ends
the phase still in the battle he", but on his part of the turn, he could no# move
normally, and perhaps try to engage some of the surviving Demons in battle
again.
S-EGES
,hen Sie)es O$$ur
=f both players finish the battle step of a phase #ith troops in the same he",
and one of the players controls a fortress in the he", a siege situation e"ists. =n
fact, the only #ay troop units of opposing players can be in the same he" after
battle is because one player@s troops are #ithin a fortress in that he".
A 5ortress is any city or castle on the map. Iillages and temples are not
fortresses. he last player to have troop units alone in the he" controls the
fortress there. Once a player has control, he %eeps it until his opponent gains
control 'by being the only one to have troops in the he"(. 2t the start of the game
each fortress is controlled by the player #ho initially occupies it #ith troops or
characters.
,esie&er & 4e2ender: the player #ho controls a fortress is the defender in
the siege. he player #ho has troops in the he", but does not control the fortress,
is termed the besieger in that siege. hese roles remain constant in that he", as
long as the siege continues, regardless of the phase.
Sie)es & Defender Mo'e#ent
Defenders in a fortress cannot leave the he" as long as they are besieged.
his continues as long as the besieger has at least one troop unit in the fortress
he". Defending characters are also loc%ed in the he" by the siege, they cannot
leave. Ho#ever, the fortress defenders can 'in their o#n phase( decide to fight a
battle in the he", instead of continuing the siege.
Resol'in) Sie)es
During the siege part of each phase, the siege resolution procedure is used.
1ote that siege resolution occurs both in the besieger@s and the defender@s phase
'in the siege step of each(.
To Resolve a siege, the besieger selects #hether he #ill assault or invest
this phase. =f an assault is used, the assault tables are read for siege results. =f
investment is used, the investment tables are used. Each player rolls t#o dice
and consults his column of the proper table to see ho# many casualties he
16
inflicts on the enemy. 5asualties are in number of enemy troop units destroyed.
he player losing the units selects #hich are lost. 5asualty results are
simultaneous.
S"rrender: some results on the tables indicate the enemy surrenders. his
means the defenders surrender #ith no additional casualties 'although the
defender could still inflict casualties on the attac% that step(, and all defenders
become prisoners, including any characters in the fortress.
Resol"tion Modi2iers: in certain situations, a player@s dice roll #hen
resolving a siege may be modified. 2dd or subtract to the roll all the modifiers
#hich apply from the list belo#-
C. . . . . player has greatest successful siege magic added to siege
'ignore if he used none, see :agic rules for details(
C. . . . . player has highest army leadership ability character in he"
'ignore if both sides have equal abilities(
C. . . . . fortress under siege is a castle other than 9yung
'this applies to the besieger only(
C. . . . . fifth phase or later in the siege
'this applies to the besieger only(
0. . . . . first phase of the siege
'this applies to the besieger only(
0. . . . . fortress under siege is 9yung castle
'this applies only to besieger #ithout air superiority 0 see &pecial
8ules, 2lliances, for details(
Reinfor$in) /ortress Defenders
?hen a fortress is under siege, and the defender moves ne# units into the
he" in his phase, he must fight a battle. he fortress defenders can !oin this
battle, or not, as the defender #ishes. &ince characters cannot fight a battle
alone, any character the defender moves into the he" must be accompanied by
at least one troop unit.
0ote: as a result, if the defender #ishes to reinforce his fortress, he must fight
at least one round of battle, and could then #ithdra# 'into the fortress 0 it@s the
nearest(. his is the #ay ne# troops can fight through the besiegers to
reinforce the defenders.
Endin) a Sie)e
2 siege ends #henever one player no longer has troop units in the he". =f the
defender runs out of troop units, he loses control of the fortress and any surviving
characters are captured. =f the besieger loses his last troop unit, or leaves the
he", the defender retains control of the fortress.
17
The %esie&er can end the siege by simply moving his troops out of the he"
during his move. He could move some troops out and leave some behind to
continue the siege, if desired.
The de2ender can attempt to end the siege by causing a battle, hoping to
destroy or force #ithdra#al of the besieger@s troops. 2lternately, in the battle he
could #ithdra# after the first round, to#ard some other fortress, and in the retreat
abandon the he" to the besiegers. his is similar to fighting one@s #ay out of the
fortress and past the besiegers.
MAG-C
5haracters #ith magic po#er . or higher can cast magic spells. Each character
can cast one spell per phase. he ability to cast spells cannot be transferred,
nor can spells be saved up to allo# casting more than one per phase.
T+pes of Ma)i$ Spells
,attle Ma&ic: each character #ith magic has the ability to use battle magic,
provided no other spell #as cast the phase. here is no special spell mar%er for
battle magic, all characters %no# this spell.
Sie&e Ma&ic: each character has the ability to use siege magic, there is no
special mar%er for this spell either.
!nvocation Ma&ic: each character #ith magic can attempt invocations,
provided no other spell #as cast that phase. 2ll characters %no# this spell there
is no special mar%er.
Alliance Ma&ic: each character #ith magic can attempt to use it #hen
allying neutrals. 2gain, all %no# it, there is no mar%er.
Special Spells: there are seven Demon and seven Hosar special spell
mar%ers. 4layers dra# mar%ers secretly, as e"plained belo#-
4ra'in& Special Spells: a player dra#s special spells at the start of the
game. 2 player can either deliberately select one spell 'of his choice( and then
randomly dra# three more, or he can randomly dra# five spells 8andom dra#s
are made by mi"ing mar%ers face do#n, in a opaque cup and then selecting the
proper number.
Ma)i$ Spell Castin) Pro$edure
Each magic spell is used only at certain times in a phase. o cast a player
simply says #hich character is casting #hat spell to #here =f t#o or more spells
can be cast at the same time, they occur simultaneously, regard0less of #hich
order players spea% up. Each character is limited to one cast per phase,
regardless of #hether it is successful or unsuccessful.
18
Ma&ic #o'er: all special spells have a minimum magic po#er requirement.
2 character cannot cast a special spell unless he has at least the mini0mum
po#er required. he po#er required is sho#n on the special spell mar%er. :agic
po#er also ma%es battle magic and invocations more effective and can be an aid
in getting superiority for siege magic.
Ma&ic Ran&e: magic spells can be cast into any he", up to the ma"imum
magic range from the character 'e"ception- $attle :agic and =nvocations can
only be cast into their o#n he" 0 ;ero range(. 8ange counts the he" of the target,
but not the caster@s he".
S"ccess 1 5ail"re: there is a chance that spells #ill fail. 2fter the spell is
announced, a single die roll is used to resolve success or failure-
,attle Ma&ic spells are al#ays successful, but individual magic missiles
then used might hit or miss.
!nvocations are successful if the die roll is e-ual to or less than the magic
po#er of the character casting the spell.
Sie&e Ma&ic is successful if the die roll is .0+, it fails on a B.
Special Spells of po#er 6 or ) are successful if the die roll is .0+F they fail
on a roll of B.
Special Spells of po#er * or + are successful if the die roll is .0*, fails on
a +0B.
Battle Ma)i$
Spell Use: a character uses $attle :agic during the battle step of the phase.
2 character must be in the same he" as the battle to use his magic spell range is
al#ays ;ero, regardless of the character@s normal magic range
,attle Ma&ic #roced"re: in each battle round, the character #ith battle
magic is allo#ed one magic missile that is fired at an opposing enemy troop
unit, li%e a normal missile. Ho#ever, to resolve this missile shot roll one die 'not
t#o(. =f the result is e-ual to or less than the magic po#er of the character, the
missile hits. 2 troop unit hit by a magic missile must chec% morale, and subtracts
one '0.( from its normal morale value for this chec%.
2 character using battle magic fires one missile each round, for as many
rounds as the battle continues.
Sie)e Ma)i$
Spell Use: a character uses siege magic only in the siege step of the
phase. 5haracters have normal range #ith this spell, and must roll .0+ to be
successful 'fail on a B(.
E22ect: all the magic po#er of all characters successfully casting siege
magic into a he" is totaled for each side. he player #ith the higher total adds
one 'C.( to his siege resolution dice roll that turn. 4layers can announce siege
19
magic in any order, but cannot retract announcements. his can lead to a one0
up0manship as more and more characters announce siege magic into a he",
trying to be the side #ith the higher total. 2fter all commitments are made, spell
success and failure is chec%ed for each character.
Spe$ial Spells 0 A'aila1le to Either Pla+er
$ision 'requires 6C po#er(- this spell is cast before or after movement in a
phase. &uccess allo#s the caster to e"amine all enemy units in the target he",
unless an enemy cloa% spell protects them 'see belo#(.
Cloa( 'requires 6C po#er(- this spell is cast immediately to counter a
successful Iisions spell. 2 successful cloa% spell counteracts all Iisions spells
into a single he" of the caster@s choice for the rest of the phase, thus %eeping the
contents of that he" secret.
5orcemarch 'requires )C po#er for Hosar, *C po#er for Demons(-
this spell is cast before movement in any phase. &uccess gives an friendly units
in the target he" an e"tra t#o 'C6( :4 for the movement step of that phase. his
does not carry over into the follo#ing battle step, and thus does not apply to
retreats.
Earthpit 'requires )C po#er for Demon, *C po#er for Hosar(- this spell is
cast before movement, or before retreats from battle in a phase. &uccess halves
'/( the :4 of all units in the target he" for the remainder of the phase, and
prevents any ne# units from enter that he" during the rest of the phase. 1on0
phasing units retreating from battle can still retreat one he" but not into an
Earthpit he".
Note/ if Earthpit is cast into a he" containing any castle, city, village, or
temple, the caster must add t#o 'C6( to his die roll for success, #hich overall #ill
increase the probability of failure.
Spell&ate 'requires *C po#er(- can be cast at any time during a phase.
&uccess allo#s the caster to move one friendly unit from any he" in range to any
he" in range. ransfer is magical, he"es bet#een are ignored. =f the caster has
magic po#er +, he can transfer t#o units #ith this spell. Ho#ever, both units must
start and end in the same he". &pellgates may be in addition to normal
movement, #hich could be made before or after the &pellgate. he character
may &pellgate himself if desired, to any he" #ithin his range.
Spe$ial Spells 00 A'aila1le to De#on Pla+er Onl+
4ar(ness 'requires 6C po#er(- cast at the start of the battle step in the
phase. &uccess means all Hosar troops in the target he" must subtract one '0.(
from their morale value during the battle. =f a Dar%ness spell is also in effect in
the he". light and dar%ness cancel each other out, and additional or dar%ness
has no effect in the he" for the rest of the phase.
20
0ecromon 'requires + po#er(- cast at the end of a phase. &uccess allo#s the
Demon player to revive or bring bac% from the dead any one unit 'character or
troops( that #as destroyed. Only units destroyed in this phase or the previous
one can be brought bac%. &pell range is measured to the he" #here the unit #as
lost, and the revived unit #ill appear in the he" #here it #as lost. 2 unit may be
raised from the dead any number of times, but a ne# 1ecromon spell is required
each time.
Spe$ial Spells 00 A'aila1le to Hosar Pla+er Onl+
Li&ht 'requires 6C po#er(- cast at the start of the battle step in the phase.
&uccess means all Demon troop units in the he" must subtract one '0.( from
their morale value during the battle. =f a Dar%ness spell is also in effect in the
he", light and dar%ness cancel each other, and additional light or dar%ness has
no effect in the he" for the rest of the phase.
Rains 'requires *C po#er(- this spell is cast at the start of a phase. he
target he" must have a portion of a la%e, mountain, or alps in it, or must have at
least t#o he"es of river along it. &uccess means that all river he"sides, and la%e
and s#amp he"es #ithin range are flooded. Alooded terrain be0comes
impassable to all units. 2ll fords are also impassable, and bridges are considered
fords instead. 2ll mountain and hill he"sides cost . :4 e"tra to cross. 2ll desert,
steppe, and open country he"es #ithin t#o or more he"0sides of the river or la%e
become s#amp, and terrain originally s#amp is no# impassable.
his spell lasts for t#o complete phases- the phase it #as cast in, and the
follo#ing phase. his spell can only be attempted once per phase. he caster
may voluntarily reduce his magic radius to reduce the effect of the spell.
=f the caster of a 8ains spell has magic po#er +, the spell can be limited to
any he" or single group of he"es #ithin range of the caster. =n other #ords, the
caster can control the 8ains effect to !ust some of the he"es in his range, rather
than automatically affecting all he"es.
&mortant Secial 'ffect/ due to the heavy cloud cover, all ? movement code
units must pay double the normal cost to cross any he"side to a he" affected by
the 8ains spell.
-n'o$ation
#roced"re: a character #ith magic po#er can attempt to invo%e certain
special demigods and spirits by finishing a move at the appropriate temple and
attempting a magic invocation. he invocation is a magic spell, and is cast at the
end of a player@s o#n movement step in the phase, never during an enemy
phase. =nvocation is prohibited if any enemy troop units are on the temple he".
o determine success, roll a die. =f the result is e-ual to or less than the magic
po#er of the character casting the invocation, it is successful and the invo%ed
unit0s1 appear in that temple he". =f the invocation fails, nothing happens, but
21
another character in the he" could then attempt to invocation. 1o matter ho#
many successes occur, a unit can only be invo%ed once. Ho#ever, if an invo%ed
unit is destroyed, it can be invo%ed again and return to play #hen the invocation
is successful.
4emon !nvocations: the Demon player can invo%e the pit fiend Eorgash at
the emple of Eorgash 'he" 6,,B(. He can invo%e the &haman at the emple of
the &haman 'he" 6..H(.
=n addition, the Demon player can invo%e the 5on!urations of the 1innghi;
emple 'he" .*.*(, #hich includes all units #ith a 15 deployment code. 2
successful invocation at 1innghi; allo#s the Demon player to randomly select
five of these si" units and place them at the temple. he random selection is
done by mi"ing the units face do#n or in a mug. he Demon player may not
e"amine the units until after he has selected his five.
Hosar !nvocations: he Hosar player can invo%e the 9ight &pirit '=1
deployment code character( at any Hosar emple starting the second turn
invocation of the 9ight &pirit is prohibited on the first turn.
?hen Hosar reinforcements arrive 'if ever(, the Hosar player can invo%e the
?est ?i;ard '=18 deployment code character( at any Hosar emple. 2ny
invocation of this character counts as reinforcements arriving for victory point
purposes.
/ther !nvocations: if a player allies a neutral to his cause, either
permanently or semi0permanently, he can attempt to invo%e special demigods
and spirits available to that neutral. hese include-
Ancients: #hen a player allies the ancients, he can invo%e the Old One
character at the emple of the 2ncients 'he" .G,6(.
Great 6oods 6arriors: #hen a player allies #ith the great #oods
#arriors, he can attempt to invo%e the $east >od or Aorest &pirit at the Aorest
emple 'he" ...)(. he ?oods 5hief character attempting this invocation
doubles his magic po#er 'to *(, but uses normal magic po#er for all other magic
in the game. =f the invocation is successful, roll the die again- .,6,) and the $east
>od appearsF *,+,B and the Aorest &pirit appears. 2 second invocation of the
other demigod/spirit is prohibited, but the original can be invo%ed again if %illed.
Allian$es .ith Neutrals
here are five minor neutral states, listed belo#. Each starts in its o#n specific
homeland he", and each separately allies to one of the players. hus one player
could control some neutrals as allies, the other control others 3ntil it allies, all
units of a neutral must remain in its homeland he" and is hostile to all other
players and neutrals.
22
A"tomatic Alliance: #hen a neutral is attac%ed by battle or siege, it instantly
forms a permanent alliance #ith the other player. =f in a fortress he", the ne#
controlling player can decide #hether to offer battle, or retire into the fortress and
force a siege.
Alliance Attempts: each player is allo#ed one alliance attempt per turn at
the end of his phase. he alliance attempt is allo#ed only if the player has a unit
ad!acent to the neutral@s homeland he", or can cast an alliance attempt magic
spell into the neutral@s homeland he". 1o more than one alliance attempt spell is
allo#ed per neutral per turn.
. . . . . . . . . . . . . . neutral becomes permanent ally of player
6, ) . . . . . . . . . . . neutral becomes semi0permanent ally of player
* . . . . . . . . . . . . . no effect, may try again some later turn
+ . . . neutral is myth, remove units from game, fortress 'if any( is village instead
B . . . . . . . . . . neutral offended, becomes semi0permanent ally of enemy player
his die roll also represents the success or failure of the magic alliance spell. 2
separate magic spell success roll is not used.
E22ect o2 Alliance: units of a neutral allied to a player 'permanently or semi0
permanently( are used !ust li%e the player@s o#n units. =n effect, the characters
and troops of the neutral !oin the player@s forces. he player #ill also gain
control of any fortress the neutral occupies.
Semi3#ermanent Alliance: this remains in effect until either '2( units of the
ally are defeated in battle 'they are #ith a stac% that #ithdra#s from battle or
loses all its troop units(, or '$( the homeland deployment he" is controlled by the
enemy. =n either case, the player #ho controls the allies must chec% for the state
of his alliance at the end of that phase, roll one die-
. . . . . . . . . . alliance cemented by adversity, becomes permanent
6, ), * . . . . . no effect, alliance remains as isF
#hich means if '2( or '$( occurs again, a ne# chec% must be made
+ . . . . . . . . . neutral reconsiders, becomes neutral to all again
B . . . . . . . . . neutral changes sides, becomes semi0permanent ally of opposing
player
=f the neutral becomes neutral again, or changes sides, all of its units are
removed from the map, and at the end of the ne"t phase are placed in their
homeland deployment he". he only e"ception is units already in the homeland
deployment he", #hich are not removed, and instead remain in place. 2ny
demigods/spirits invo%ed are removed, and must be invo%e ane#. =f a player has
units in the neutral@s homeland he", they do not control any fortress in the he"
'the neutral remains in control(.
23
NEUTRA*S & PR-SONERS
Neutral States
here are five different neutrals in the game. he deployment he" for each is
listed belo#, including special instructions. Each neutral is a separate state, and
may ally to a player separately.
8in&dom o2 Ula 'homeland code :31- deploy in the :ines of 3la 'he" ,H,6(.
he first successful alliance or first attac% requires an additional die roll. 2 result
of .,6,) means the <ingdom is ruled by the $alron character and has the rolls
',HB6( and t#o slave miner '*+))( units. 2 result of *,+,B means the <ingdom is
ruled by the D#arf <ing and has t#o D#arf '*G+)( and t#o slave miner '*+))(
units. Once the roll is made, the <ingdom is al#ays of this composition
throughout the game, and the other units cannot be used.
4"chy o2 Alt"Ohan9 mountain realm of the cragsmen 'homeland code 2H(-
deploy in the fortress city of 2ltuOhan '.*,.(.
Ancients9 remnants of the li;ard0people 'homeland code 21(- deploy at the
emple of the 2ncients 'he" .G,6(. he Old One character unit can be invo%ed
at this same temple by the player #ho allies the 2ncients.
#rincipality o2 Ly"n&9 realm of the &orcerer 5loud 4rince 'homeland code
9E(- deploy at 9yung 5astle 'he" .),7(. his fortress is considered nearly
impregnable to ground attac%, and therefore the besieger must subtract one '0.(
from his siege resolution dice rolls unless he has more #inged troop units in his
besieging forces that the defender has in the fortress.
Great 6oods ,ar%arians9 #arrior tribes of the forest 'homeland code >?(-
deploy in the village of 8ouna 'he" ,H.*(. 1ote that the player #ho allies these
may invo%e the $east >od or Aorest &pirit 'see :agic, =nvocation, for details(.
1ote also that the ?ood 5hief character unit has his magic po#er increased to
four '*( #hen invo%ing these demigods/spirits at the Aorest emple.
Spe$ial Mo'e#ent A1ilities of Neutrals
Ale"tian: 2H units spend only one '.( :4 to cross hill he"sides, in0stead of
the normal 6 :4 for foot.
Ancients: 21 units spend only one '.( :4 to cross any he"side, normal :4
cost is ignored. Ho#ever, mountain terrain is impassable to 2ncients, they
cannot cross it, nor defend in it. hey can attac% enemy units that are defending
in it, although they suffer an e"tra minus t#o '06( to their melee value and minus
one '0.( to morale #hen they do.
Great 6oods ,ar%arians: >? units spend only one '.( :4 to cross forest
he"sides, instead of the normal 6 :4 for foot and #inged units. his applies to
the invo%ed $east >od or Aorest &pirit unit also.
24
Prisoners
3nits may become prisoners due to character movement, battles, or sieges.
Each player %eeps his prisoners in a separate pile off the mapboard. 2t the end
of his o#n phase, a player can request a prisoner e"change.
#risoner Exchan&e #roced"re: in an e"change, the non0phasing player
'#ho didn@t request the e"change( selects a unit he holds and offers it to the
phasing player. he phasing player then selects a unit he holds, and the t#o are
e"changed and freed. hen the non0phasing player offers another unit, and the
phasing player responds. 2t any time the phasing player can refuse an
e"change, and this ends all prisoner e"changes for that phase. he e"change
also ends if the non0phasing or phasing player runs out of units to e"change.
5haracters and troops can be e"changed for each other, or characters for
characters, or troops for troops, as desired. 4risoners cannot be e"ecutedF they
must be held until e"changed or the game ends.
5reed #risoners are normally placed in their homeland deployment he", and
are free to move, fight, etc. starting the ne"t phase. =f the homeland he" has any
enemy troop units in it, deployment there is impossible. =nstead, the freed unit is
deployed in the nearest friendly fortress 'city or castle( to the homeland #ithout
any enemy troops in the he".
Areed characters #ith magic po#er one '.( or more can deploy in the
nearest temple #ithout enemy troops instead of a fortress, if their original
homeland he" #as occupied by enemy troops.
Areed reinforcement units may enter on the player@s ne"t phase as more
reinforcements using the normal reinforcement entrance location options Areed
demigods/spirits #ill not return to the map until invo%ed again using normal
invocation procedure.
GAME SET0UP2 END and %-CTOR3
Set0Up
o begin the game set0up, unfold the mapboard and punch out the die0cut
cardboard counters. he Demon player sits on the east side of the map the
Hosar player on the #est side of the map.
The /rder o2 ,attle diagrams illustrate all the units and mar%ers in the
game, and sho# #hich he" 'or he"es( they start on. Deploy all units according
to these diagrams. 1ote that units deployed in the same place or the same #ay
have a common homeland code.
4emon Special 4eployments: certain units are only deployed if invo%ed
'15 units and characters, & and EO characters(.
25
Hosar Special 4eployments: Hosar devotees 'HO code( are deployed t#o
each on the four emples of Hosar. he Hosar player decides #hich t#o are
placed in each temple.
The 6estern To'nships '?( units are placed in to#ns. =n any order he
desires, the Hosar player selects a ? unit and one to#n, then rolls a die. 2
.,6,) means the unit is deployed there, a *,+,B means it cannot deploy there
another to#n must be selected, and the die rolled again. 1o more than one unit
can be placed in any to#n, but if one unit can@t be placed there 'due to the die
roll(, another could be. =f a unit cannot be placed in any of the five to#ns 'due to
a series of bad die rolls( it does not appear in the game at all. he #estern
to#nships include Hor%an ',+,6(, Darton ',6,B(, $elbit; ',7,B(, <imat ',..)(,
and Aergeni ',G.7(.
Selectin& Special Ma&ic Spells: finally, each player mi"es up his special
magic spell mar%ers, and selects at random five of the seven. 2lternately a
player can select one deliberately, then mi" the remainder and select at random
three others. &pell selections are %ept secret until each spell is first used.
/irst Mo'e
he Hosar player has the first phase each turn, and thus moves first.
Reinfor$e#ents
$oth the Demon and Hosar players may request reinforcements during the
game, at the start of their o#n respective phases. 8einforcements cannot be
requested until the first battle, first siege resolution roll, or the first unit is lost or
captured 'including losses or captures due to magic(. 2s long as a player does
not ma%e requests, he #ill gain additional victory points 'see belo#(.
?hen the request is made, at the start of that phase, and each subsequent
phase for that player, he rolls a die once per phase. 2s soon as a ., 6 or ) occurs
the reinforcements actually arrive. Once the request is made it cannot be
retracted, even if the die roll #as unsuccessful that phase.
4emon Rein2orcements are =< 'inner %ingdom( homeland code. he Demon
player mi"es the eleven units face do#n and randomly selects nine. he other
t#o are discarded and not used. he nine are placed on any road he" or he"es
leading east off the map 'he"es 66,., 66.*, 666)(. he reinforcements may be
split bet#een entrances, or %ept together, as desired.
Hosar Rein2orcements are :E 'mercenary army( homeland code. he
Hosar player mi"es the nine units face do#n and randomly selects eight. he
other is discarded and not used. he eight are placed on any road he"es leading
#est off the map- he"es ,),., ,.,7, and/or ,+6). he reinforcements may be
split up or %ept together as desired.
26
*osar Sirit of the 2est 2izard/ this character may be invo%ed as soon as
Hosar reinforcements arrive on the map, or on any subsequent phase. he
character can be invo%ed at any Hosar emple, and appears in that temple if the
invocation is successful.
Endin) the Ga#e
S"dden 4eath $ictory: the game ends immediately in a Demon victory if
the Demon player ta%es control of imur, or a Hosar victory if the Hosar player
ta%es control of 1isshar.
Tr"ce: after the second turn, at the end of any turn either player can call for
truce tal%s by rolling a die. =f the result is B the tal%s begin. $oth players could
call for tal%s, and both roll, and if either #as successful tal%s #ould begin.
Once truce tal%s begin, and on each subsequent turn as long as either player
#ishes to continue the tal%s, roll t#o dice and add to that the current turn
number. =f the total 'dice roll C turn number( is 6, or more, the ne"t turn is the
last turn of the game. =f the total is .+ to .H roll a single die again, the result is
the number of turns remaining in the game. =f the total is .* or less the tal%s
have no effect, the game continues normally.
1ote that during truce tal%s players can still move, fight, besiege, and cast
spells normally. ruce tal%s per se impose no restrictions, but simply offer the
possibility of the game ending soon.
%i$tor+
=f neither the Demon nor the Hosar player #ins an automatic victory by the
end of the game 'see Ending the >ame, above(, victory points accumulated
throughout the game determine the #inner instead.
$ictory #oints: at the end of each turn, each player consults the victory
points list, and notes the total points he received depending on the current game
situation. Iictory points are received each turn, and do accumulate. =n this #ay,
players can %eep a running total of ho# #ell they are doing in the game. Iictory
points are a#arded for-
. . . . . . . . . control of more fortresses than enemy
. . . . . . . . . have fe#er neutrals as allies than enemy
. . . . . . . . . have not yet requested reinforcements in the game
. . . . . . . . . %illed and captured more enemy units than you lost this turn
. ea. . . . . . each enemy cityL under your control
L=f the Hosar player controls the emple of 1innghi;, he can count that as a city
also, but if the Demon controls this temple, it does not count as a city.
Iictory points are a#arded each turn, based on the situation at the end of that
turn.
27
Ties: if the victory point totals tie at the end of the game, the Hosar player is
the victor. he Demon player must have a points advantage 'of one or more( to
#in the game.
%AR-ANT SCENAR-OS
Strate)i$ Ga#e
1ormal game end and victory points rules are ignored. =nstead, the game can
only end by truce tal%s. al%s begin by rolling one die and getting a B. Ho#ever,
to resolve the tal%s, roll t#o dice and double the result, then add the current turn
number. =f the total is )B or higher, roll a single die again for the number of turns
left before the game ends.
Iictory points given above are replaced by one victory points total, done at
the end of the game. 4oints are not accumulated during the game. he player
#ith the higher victory point score #insF #ith the Hosar player #inning ties.
. . . . . . . . . have not yet requested reinforcements in the game
. . . . . . . . . %illed and captured more enemy units that you lost this turn
6 . . . . . . . . control of the emple of 1innghi; 'Hosar only, Demon scores ;ero(
. . . . . . . . . each neutral allied #ith enemy
. . . . . . . . . each enemy character %illed, or currently held prisoner
. . . . . . . . . have %illed or captured more enemy troop units than you lost
*on) Ga#e
=n this game, play continues until one side controls all three cities of the
opposition 'imur, D@2nsar, and $arthe% controlled by Demons, or 1isshar, Erush
and aegul controlled by Hosar(. 2s soon as this occurs, the game ends, and the
controlling player #ins.
During the course of the game, characters and troop units %illed may be
brought bac% to life as replacements. 2t the start of a player@s phase, he can
attempt to receive one lost character and one lost troop unit. =n each case, a die
roll is needed to see if the unit actually arrives. =f the roll is successful, the unit
appears li%e a freed prisoner. =f the roll fails, another attempt is allo#ed on later
turns.
Die roll to replace a character 00 need a B result for success.
Die roll to replace a troop unit 00 need a + or B result for success.
2 player cannot attempt to receive any replacements if his capital
is controlled by the enemy. imur is the Hosar capital, 1isshar is the Demon
capital.
28
/irst Mo'e %ariant
=nstead of the Hosar player moving first, at the start of the first turn each
player rolls a die. he high roller has the first phase each turn through0out the
game, the lo# roller the second phase. hus if the Demon player rolls higher, he
plays first each turn, and thus the normal order of phases is reversed. =f the die
roll is a tie, roll again.
his first move variant is especially recommended in the variant scenarios,
#hich are considerably longer than the normal one.
Redu$ed Chan$e Tourna#ent %ersion
Aor advanced players #ho #ish to reduce the elements of uncertainty, chance
and ris% in the game, the follo#ing modifications can be used- both players
automatically get four of the seven spells, of their choice. $oth players get one
additional reinforcement unit, meaning that #hen reinforcements arrive the Hosar
gets all nine, and the Demon gets ten out of eleven. Ho#ever, 1innghi;
con!urations and Demon reinforcements are still selected at random, #hich
leaves a certain element of chance in the game.
ERRATUM
he Aoot >uards unit of 1isshar 'A movement code, 1. deployment, B7B)
values( is incorrectly illustrated #ith a horse head on the counter sheet. =t is
actually an infantry unit as the move code and movement points indicate.
CRED-TS
>ame design and development by 2rnold Hendric%. 4laytesting by ?illiam
>rand, 2lbert 4are, and 4hilip Duggan. >raphic design- bo" and map by David
HelberF counters by 5ynthia :illan #ith David HelberF rules by 2rnold Hendric%
#ith 5ynthia :illan. :ap art#or% by David Helber. $o" illustration by 5harles
Iess. 5opyright P.H7. Heritage 3&2.
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