TERRAIN

Few generals have complete freedom to choose where they will fight, so we assume that the terrain is fixed and that the players have only a limited freedom to control the direction from which they approach it. We accordingly favour a permanent terrain board with asymmetric terrain features fixed permanently to it. One alternative is to build it up from 300mm or 12” square blocks or carpet tiles. Another is to place individual terrain features on a flat board or cloth.

The battlefield is notionally bisected twice at right angles to its edge, to produce 4 equal quarters. To be eligible, a terrain must comply with all of the following:

1.      The majority of the playing surface must be flat good going, such as pasture, large open fields or steppe.

2.      At least three of the battlefield's quarters must contain at least part of a terrain feature.

3.      At least two of the battlefield's quarters must contain a river or bad going or impassable terrain.

4.      The battlefield must include at least 4 separate terrain features. At least 2 of these must be bad going terrain features of not less than 200p diameter, placed so that at least their nearest point is within 600p of the centre of the board.

Bad going must be easily recognisable, and can be steep and/or wooded slopes, rough or boggy ground, sand dunes, a wood, a built-up area (such as a village or town quarter), a marsh, or small enclosed fields. Aerials count only woods and built-up areas as bad going. An element that is partly in bad going is in all circumstances treated as if entirely in bad going. Gentle slopes are not bad going.

All hill slopes confer a close combat advantage to an element with at least part of its front edge upslope of the whole of the opposing element. Unless modelled with crests, hills are assumed to slope from a central ridge or point down to their edge.

Rivers must flow between two different board edges, or from a board edge to another river, the sea or a lake. Movement along a river is possible only to water lurkers. Troops wading across a river are not treated as in bad going, but are penalised in other ways. Rivers no more than 200p wide are assumed to be sufficiently shallow and easy banked as to cause only moderate delay, but provide help to troops defending their banks. To count as defending a river bank, an element must be entirely on dry land, facing the river, with the water’s edge closer than its own base depth (as measured straight forward from the nearest part of its front edge), and with part of its opponent’s base still in the water. Roads that intersect rivers cross them by ford or bridge.

Rivers more than 200p wide, sea and lakes can only be waded to or from an island, and only where the channel is no more than 200p wide. Troops crossing are treated exactly the same as if crossing a river, and troops defending the shore count exactly as if defending a river bank. Cliffs are impassable terrain for ground troops, so it is best not to have to recoil over their edge! Beaches are good going.

Spell casting is hindered but not prevented by running water, presumably because of the small electrical field generated. Running water includes streams, rivers, sea, and those lakes with an inflow or outflow. Magicians sometimes dwelt on islands in lakes and Celtic magicians briefly daunted Romans crossing the Menai Straits.


Roads are among the most common terrain features of fantasy worlds. Few are paved with gold (or more likely yellow brick), most being simply convenient routes by which people are in the habit of moving, so should be depicted as pale brown earth tracks. Since legendary weather is better than ours apart from the obligatory mid-winter snowfall, such tracks rarely turn to mud. Ground troop elements necessarily move astride roads rather than on them (as did actually many real troop types until recent times), so it is important that the terrain on both sides should be identical, so as to make it obvious if the element is in good or bad going or uphill should it be involved in fighting.

Since with these rules so much less time is needed to paint armies, and the size of the playing area is so limited, we hope players will feel they can afford to spend time and ingenuity on making their terrain as visually attractive as their troops.

 

STRONGHOLDS

These can take any form appropriate to their army, such as an enchanted forest, elf hill, the entrance door to dwarf caverns, city, beached fleet, mountain peak, barrow or graveyard, but most usually an exceptionally tall and spiky "Walt Disney Gothic" castle or tower.

Only the defending player or side has a stronghold. (See P.13)

Strongholds are NOT troop elements. They are assumed to have their own garrison or magical protection and cannot be further garrisoned by elements. They offer powerful resistance to open attack, but are regarded as the seat of the defenders’ power. Thus defenders losing their stronghold are defeated.

A stronghold must fit inside an imaginary rectangle of 600p maximum length and width, and must itself be at least 200p in length and width.

A stronghold must either be positioned on its player's base board edge (see P.13), or on the shoreline if this is a sea edge. At least its nearest point must be within 400p of the centre of that board edge or shoreline. A stronghold cannot be placed entirely behind terrain impassable to ground troops - there must be at least a one element wide passable route to it.

As terrain defences are already included in a stronghold’s combat factor (see P.22), strongholds and troops attacking them are always treated as if in flat good going and cannot count as defending a river bank.

Only one element can fight in close combat against a stronghold during a bound. It can be aided by up to two other elements, which need not be in contact with the main fighting element. All must be in at least partial front edge contact with the stronghold.

A stronghold cannot count as a flank or rear contact, nor as an overlap.

A stronghold cannot be captured by unaided aerials, but can be captured by aerials aided by ground troops.


FIGHTING THE BATTLE

 

DEPLOYMENT

Both players dice. The low scorer is the defender. The defender chooses the terrain square(s) or places the terrain on the board. The high scorer is the attacker, who numbers 3 battlefield edges 1,2,3 and a preferred fourth edge 4,5,6, then dices for his/her base edge. The defender places his/her stronghold on that opposite. The defender now deploys all his/her troops except gods, dragons and lurkers within 600p of his/her base edge or of its shore line if it is a sea edge. The attacker does the same. The defender then takes first bound.

 

PIPS AND SEQUENCE OF PLAY

The defender takes first bound, then each side alternates. During each side’s bound:

  1. It dices for player initiative points (PIPs).
  2. It can use PIPs to deploy gods, dragons or lurkers, desorcell a hero or magician or replace destroyed hordes, in any order the player chooses.
  3. It can use PIPs to make tactical moves in any order the player chooses.
  4. Elements turn to face flank or rear attackers (without using PIPs) if required to do so.
  5. Magicians can bespell (using PIPs) and shooters of both sides and artillery shoot once each in distant shooting (without using PIPs), in an order decided by the side whose bound it is. If there is a choice, the owning player chooses which of his elements shoot at which target. Any resulting outcome moves are made immediately.
  6. Any elements of both sides that are in suitable contact with enemy resolve close combat (without using PIPs), in an order decided by the side whose bound it is. If several elements are attacking a stronghold, the attacking player decides which of his elements counts as the main attacking element. Any resulting outcome moves are made immediately.

PIPs cannot be retained for use in later bounds.

DEPLOYING GODS

A god is not deployed on-table until successfully invoked by the controlling player expending 6 PIPs, then is placed anywhere in the controlling player’s half of the board but not within 200p of enemy. Any future score by that player of only 1 PIP requires the army's first god to arrive (of those currently present) to leave the battlefield without returning during the battle. A god relied on by both sides joins whichever side first successfully completes the invocation, and counts lost to the other side.

DEPLOYING DRAGONS

Dragons are not deployed on-table until successfully summoned by the controlling player expending 6 PIPs. When summoned, all an army's own dragons, but not those of an allied contingent, are deployed with their rear base edges in contact with any part of the army’s base board edge, but not within 200p of enemy.


DEPLOYING LURKERS

Lurkers are not deployed on-table until enemy troops enter a suitable terrain feature, as described below:

·        Land lurkers (and water lurkers in marsh only) must be placed in a bad going terrain feature with their front edge in close combat contact with an enemy element that has just entered or been deployed in that feature. This must be in the lurkers’ controller’s first bound of the game, or in the bound after that enemy element was deployed in or entered that bad going feature.

·        Water lurkers must be placed in a water feature (river, sea or lake) with their front edge in close combat contact with an enemy element that has at least part of its base in or over that feature.

·        If the enemy element is of aerials in either of the above cases, lurkers can only be deployed if the aerials are already in close combat contact to their front.

Deploying lurkers for the first time costs 1 PIP. Lurkers cannot make a tactical move in the same bound that they are deployed.

When deployed, lurkers must have at least part of their base in the terrain feature in which they appear. They cannot voluntarily completely leave that terrain feature. If, however, they either flee or no longer have any enemy within 600p, they are removed from the board and can be used a second time for 2 PIPs, or a third and final time for 3 PIPs, not necessarily in the same terrain feature. If forced to leave their terrain feature to conform to enemy or to recoil, they cannot make any tactical move except to return to that terrain feature.

 

REPLACING HORDES

Replacement hordes are deployed with their rear base edges in contact with any part of their side’s base board edge or their stronghold, but not within 200p of enemy. 1 PIP is expended for each horde replaced. If more than one horde is replaced in a bound, each one after the first must be deployed in side edge contact with another horde deployed this bound.

Replacement hordes cannot make a tactical move in the same bound as they arrive.

 

DESORCELLING HEROES OR MAGICIANS

Desorcelling a hero or magician expends 6 PIPs.

A desorcelled hero reappears in front edge contact with the enemy stronghold if there is one, and must resolve combat with this when close combat is next resolved. If the enemy have no stronghold the hero reappears in rear edge contact with the enemy base board edge, as near the centre of that edge as terrain permits.

If an enemy element blocks arrival of a desorcelled hero, that enemy element is shifted, pivoted and moved back (and, if necessary, the hero moved forward) sufficiently to conform to front edge close combat contact with the hero’s flank edge.

A desorcelled magician reappears exactly where ensorcelled, facing the same direction, as indicated by his marker. (See P.24). An ensorcelled magician can only be voluntarily desorcelled when his marker is not even partially covered by other troop elements, whether friendly or enemy. If desorcelled due to the destruction, ensorcellment or fleeing of his/her bespeller, and his marker is even partially covered, the magician is destroyed.


TACTICAL MOVES

A tactical move is a voluntary move that uses up PIPs and happens before bespelling, shooting and close combat. It can be by a single element or by a group of elements. It must not be confused with outcome moves (recoils, flees and pursuits), which are compulsory, do not use up PIPs, usually follow bespelling, distant shooting or close combat and are always by a single element.

Each single element or group tactical move uses up 1 PIP. Extra PIPs are required in certain circumstances:

·        Use 1 extra PIP if the move includes magicians or aerials.

·        Use 1 extra PIP if any or all of the following apply:

o       If the troops’ own general is lost.

o       If the whole of the element or group to be moved starts more than 1200p away from their own general’s element.

o       If the whole of the element or group to be moved starts both more than 600p away from their own general’s element and also either beyond the crest of a hill or in or beyond a wood or built-up area.

A tactical move by a single element can be in any direction, even backwards, diagonal or oblique, and can end facing any way.

A group is defined as a number of elements which, except as made necessary by wheeling a column to follow a road, are facing in the same direction with each in both edge and corner to corner contact with another. To move as a group, each element must move parallel to, or follow, the first of them that moves and must move the same distance or wheel through the same angles. None can start in contact with an enemy element’s front edge. Aerials can group only with aerials.

Groups are temporary: If the whole of a group cannot move, some of its elements will probably be able to move as a smaller group or as individual elements. Conversely, a group or single element can move to join other elements and make its next move as a group including these.

A group move by road, or across bad going or a river, must be in or into a 1 element wide column.

A group move can include any of the following:

·        Moving straight ahead.

·        One or more wheels (forwards only) on either or both front corners, measuring the move distance of the outer front corner of each wheel in a straight line. The wheels must be added together to determine the total move distance.

·        Reducing frontage to form a single element wide column. (See P.16).

·        Wheeling a column to follow a road. This is only necessary if any elements would otherwise entirely leave the road. Each element wheels in succession on arrival at the place where the first wheeled. Only the front element’s move is measured, the other elements being treated as moving the same distance.

·        Moving up to half an element base width sideways to line up with enemy within 1 element base width ahead. Troops are not permitted extra tactical move distance to allow this, but the distance moved should be measured diagonally.

A group move cannot include any other reductions or increases in frontage or changes in direction or facing.


FORMING A SINGLE ELEMENT WIDE COLUMN

(See P.69). The front element of the column moves forward normally. It can wheel. Other elements of the original group move as if by single element moves, the nearest elements falling in behind the column, the rest moving to close up any resulting gaps. No element can exceed its normal move distance nor end further to the rear than its previous position. Except as made necessary by wheeling part of the column to follow a road, all elements must end facing the same direction and in both edge and corner to corner contact with another element of the original group. It may take more than one move for the whole group to join in the column.

 

PASSING OVER, UNDER OR THROUGH FRIENDLY OR ENEMY TROOPS

·        Sneakers can pass or be passed through by any friends or enemy.

·        Magicians can pass through any friends.

·        Gods can pass through any friends or enemies.

·        Any ground troops can pass under enemy flyers or aerial heroes or friendly aerials if these are not already in close combat contact.

·        Aerials can pass over any ground troops except when recoiling.

·        Mounted can pass through friendly foot, but only if facing in the same or opposite direction.

When an element’s outcome move is insufficient to clear the base of an element it is passing through, under or over, it is placed in the first large enough unoccupied space beyond. When an element’s maximum tactical move is insufficient to clear the base of an element it is passing through, under or over, it cannot pass.

 

CROSSING AN ENEMY ELEMENT’S FRONT

No element can make a tactical move within 1 element base width distance in front of an enemy element (see P.68) or within 1 base width distance of an enemy stronghold except in any of the following circumstances:


TACTICAL MOVES ENDING IN CONTACT WITH ENEMY

Artillery cannot move if that move would end in any contact (even corner-to-corner) with enemy other than a stronghold. Other troops can only move into contact with enemy elements if a single element or at least one element of a group ends (after enemy conform if required to do so - see below) in one of the following positions:

If a group moves into contact with enemy elements that have a gap of less than an element base width between them (and are not required to conform as below), some may end the move in partial contact, but not in accordance with any of the above. These will not take part in combat this bound, except as an overlap. (See P. 74).

Any troop element which is in good going and not part of a group must immediately pivot and/or shift sideways to conform to an enemy group contacting it unless already in contact with enemy to its front or there is insufficient on-board unoccupied space for it to conform or to recoil after it has done so. (Even if a recoil is not a possible outcome). (See P.70). Such an element conforms to full front edge to front edge contact with the enemy element making most contact with it. In all other cases, the moving side must conform to one of the contact positions listed in the first paragraph.

No element can move into contact with an enemy element’s rear unless it starts entirely on that side of an imaginary line prolonging the rear base edge of the enemy element. (See P.71).

No element can move into contact with an enemy element’s flank unless it starts partly or entirely on that side of an imaginary line prolonging the side base edge of the enemy element, any part not on that side of the line being behind the enemy rear. (See P.71).

Aerials can engage ground troops in close combat, but cannot be engaged in close combat by ground troops other than a hero or paladin unless already in close combat to their front. In other circumstances an element of aerials whose base is in physical contact with the base of an element of ground troops is deemed not to be in contact for the purpose of the rules, except that the aerials can count as an overlap. (See P. 74).

An aerial element in physical contact with an enemy ground element in one of the contact positions defined in the first three bullet points at the start of this section, but not yet engaged in close combat, can initiate close combat in its own side’s bound without expending PIPs. (See P.74).

As soon as aerials are in close combat to their front (even against other aerials), all ground elements currently in suitable physical contact (including overlaps) also enter the close combat, and remain in close combat contact until all physical contact (except overlaps) is lost after resolving outcome moves.


ENTERING GAPS

(See P. 72). Except as necessary when contracting a group into a column, an element cannot even partly enter a gap less than 1 element (base width) wide between any of

unless both of the following conditions are met:

This does not prevent an element in the middle of a column of elements from expanding out from the column as a single element move.

 

BREAKING OFF FROM CLOSE COMBAT

A single element can use a tactical move to break off from enemy in contact with its front, but only if all of the following apply:

An element breaking off must move at least 200p straight back and any remaining move must be in the same direction. It ends its move facing the element broken off from.

 

CROSSING WATER

Aerial elements can cross water in any direction and can end their bound over water.

Water lurkers can move in any direction in a water feature.

Other elements can only cross a river (or channel narrow enough to be treated as a river – see P.11) by bridge or by wading.

Elements wading a river must do so within 45o of perpendicular to the bank, and must face either the direction they are moving or the opposite direction. (See P.73). After starting to cross they cannot voluntarily change direction except:

OTHER TERRAIN RESTRICTIONS

Artillery cannot make a tactical move off-road in bad going.

Aerials can fly over ground troops, a stronghold or any terrain, but cannot end any move in a wood or built-up area.

 


TACTICAL MOVE DISTANCES

Movement is not measured when an element starting its move in an overlap position pivots into front edge contact with the same enemy element’s flank (even if the enemy element is not in close combat contact to its front). Otherwise the maximum distance between the starting point of any front base corner of a single element or any element of a group and that corner’s final position is:

 

Tactical Move Distances (See P. 67)

Dragons, flyers, aerial heroes, gods.

1200p

Airboats.

500p

 

Entirely along a road

At least partly off-road in

Good going

Bad going

River

Other heroes, paladins, riders, magicians.

500p

500p

200p

100p

Beasts.

400p

400p

400p

100p

Knights, behemoths.

400p

300p

200p

100p

Shooters, sneakers.

400p

300p

300p

100p

Blades, spears, warband, hordes, clerics.

400p

200p

200p

100p

Land lurkers.

200p

200p

200p

100p

Water lurkers.

200p

200p

200p

200p

Artillery

300p

200p

-

100p

To count as moving entirely along a road, all elements of a column must be at least partly on the road throughout the move. The front element of the column must face along the road and straddle it. (The same applies to a single element.)

Extra PIPs can be used to each add 100p to a road move (by any troops except aerials or lurkers), provided that it does not start or go within 200p of enemy.

The river move distance applies while the front edge of a single element or of a column is in a river (unless at a road ford). Only the front element of a column is delayed by a river.

With the exception of rear elements of a column wading a river:

·        An element starting its move with any part of its base in bad going or with its front edge in a river cannot move further than its maximum move in that terrain type even if part of its move is in good going.

·        An element whose move would enter bad going or a river must stop at the edge of the terrain feature if its move has already exceeded its maximum permitted move in that terrain. If it has so far moved less than that maximum move, it can move into the terrain until that maximum move is reached.


MAGICAL ATTACK

A magician element which is neither in close combat contact with an enemy element nor overlapping an enemy element that is itself in close combat contact to its front, can bespell one enemy element (or stronghold) within 600p during a bound. This expends 2 PIPs. A 2nd or 3rd magician element that bespells the same target element aids the bespelling of the 1st (main bespeller) instead of its action being resolved separately. 1 PIP is expended for each 2nd or 3rd bespeller.

Range is measured from the nearest point of the bespelling element to the nearest point of the target element. Magicians are able to scry their targets by magical means, so intervening elements or terrain features do not block bespelling. Bespelling is permitted even if the target is in close combat contact. Except for the opponents not being in contact, the effects of bespelling are resolved exactly as in other combat.

 

DISTANT SHOOTING

Artillery and shooters can shoot at any one enemy element edge (or stronghold) any part of which is both within range and inside an imaginary rectangle extending 1 element base width either side of the shooting element’s front. (See P. 74).

Range is measured from the nearest point of the shooting element’s front edge to the nearest point of the target edge (including corners). Maximum range is 500p for artillery and 200p for shooters.

Shooting is not permitted if any of the following apply:

·        If either the shooting element or the target is in any of the following situations:

o       In close combat contact.

o       Overlapping an enemy element that is itself in close combat contact to its front.

o       In a position to provide rear support to a friendly element that is in close combat contact to its front.

·        If any other troop element is even partly between (uncrossed) straight lines joining the front corners of the shooting element to the corners of the target edge, or if either of these lines passes through the target element, except that:

o       Aerials can be shot at over ground troops.

·        If a stronghold, hill crest, wood or built-up area is even partly between (uncrossed) straight lines joining the front corners of the shooting element to the corners of the target edge, except that:

o       Troops whose front edge is entirely within 50p of the edge of a wood or built-up area can shoot outwards.

o       Troops can shoot inwards at a target edge which is entirely within 50p of the edge of a wood or built-up area.

Each element can only shoot (including shooting back) once in a bound. Any element that can shoot must shoot. Artillery shoot only in their own side’s bound and then only if they did not move.

Except for the opponents not being in contact, the effects of distant shooting are resolved in the same way as other combat. When two opposing elements mutually target each other, each side only throws one dice, the total combat scores determining the outcome of both sides’ shooting.

A target which has not already shot, and which can shoot back, must shoot back at the shooting element most directly to its front. (See P.74).


When more than one element shoots at the same target, a 2nd and 3rd element aid the shooting of the main shooting element instead of their shooting being resolved separately. Any more elements shooting at that target this bound have no effect. If the target element is shooting back at one of the elements, that one must be treated as the main shooting element, otherwise the owning player chooses which of his elements counts as the main shooting element. (See P.74).

 

CLOSE COMBAT

Close combat occurs when an element has moved into, or remains in, both edge and corner to corner base contact lined up with an enemy element or in at least partial front edge contact with an enemy stronghold.

 

Flank or Rear Contacts

An element contacted to flank or rear by an enemy element’s front edge must turn to face at the end of the movement phase unless either of following apply:

·        It is already in mutual frontal edge contact with an enemy element.

·        It is already in front edge contact with the enemy stronghold.

If there is insufficient room for the turn, the contactor is moved back to make room. If that is impossible, the contactor’s move is cancelled.

If an element is contacted to flank or rear by the front edges of more than one enemy element, its controller chooses which one it will face. If turning to face one such attacker breaks contact with another, this is moved to renew contact if there is room.

If an element contacts the flanks of two enemy elements, both these turn, the second moving to behind the first. If a 3rd element is contacted, it recoils.

An element in contact with the flank or rear of an enemy element which is fighting to its front fights only as a tactical factor for its friends.

 

Overlaps

An element counts as an overlap against an enemy element in close combat if either of the following apply: (See P. 74).

·        It is in right-to-right or left-to-left front corner to front corner contact with the enemy element, and is not itself in full front edge close combat contact.

·        It is in partial or complete side edge to side edge contact with the enemy element, whether or not itself in close combat contact to its front. Two opposing elements in contact on their side edges overlap each other.

An element overlapping an enemy element which is fighting to its front fights only as a tactical factor for its friends. It can overlap two enemy elements on opposite flanks, or elements exposed by its own frontal opponent having recoiled, fled or been destroyed or ensorcelled that bound.

Dragons cannot give or receive friendly overlap support.

 

Main Opponent

In the case of a troop element, its main close combat opponent is the enemy element in front edge to front edge contact with it, or the stronghold it is attacking. In the case of a stronghold, the player attacking the stronghold chooses which of his eligible elements counts as the stronghold’s main close combat opponent.

 
RESOLVING COMBAT

Whether in close combat, bespelling, bespelled, shooting or only shot at, each player dices for his main element, and adds the appropriate combat factor to its score:

Combat Factors

God, paladin, dragon or stronghold.

+6.

Hero.

+5.

Blades, airboats or sneakers.

+5 v foot or stronghold, +3 v others.

Behemoths.

+4 v foot or stronghold, +5 v others.

Spears, artillery, magician or cleric.

+4.

Knights, beasts or shooters.

+3 v foot or stronghold, +4 v others.

Riders or warband.

+3.

Flyers, hordes, or lurkers.

+2.

When an element is attacked in flank or rear while also fighting to its front, its opponents use only 1 dice and the combat factor of the element to its front.

 

TACTICAL FACTORS

Add to or subtract from combat scores for each of the following that applies:

Tactical Factors

+2    

Count this factor (once only) if either of the following apply:

·        If it is being bespelled and the shortest line from the main bespeller crosses running water or within 600p of a cleric or paladin (friendly or enemy).

·        If it is being bespelled or shot at while in a wood or built-up area.

+1

If resolving close combat: If spears or warband have a friendly element of the same type in full front edge contact with their rear edge, and neither element is in bad going.

+1

If it is a general’s element and is in close combat, shot at or bespelled (but not shooting without being shot back at or bespelling).

+1

If resolving close combat: Count this factor (once only) if neither element is aerial, and either of the following apply:

·        If uphill.

·        If defending a river bank except at a road ford or bridge.

-1

For each 2nd or 3rd element aiding a shooting or bespelling enemy or an enemy attacking a stronghold.

-1

If resolving close combat: For each flank of the element which is either overlapped or has an enemy element in front edge and front corner-to-corner contact with it. This factor cannot be counted more than once on each flank.

-1

If resolving close combat: If the element has an enemy element in full front edge contact with its rear edge.

-2

Count this factor (once only) if any of the following apply, except vs. a stronghold:

·        If any type except shooters, warband, lurkers, beasts or stronghold is in bad going on or off-road (whether in close combat, bespelling, bespelled, shooting or shot at).

·        If mounted (other than beasts) have any edge in contact with the front edge of enemy (other than aerials) who are in bad going on or off-road.

·        If aerials have any edge in contact with the front edge of enemy who are in a wood or built-up area on or off-road.

·        If any type except water lurkers has any edge in contact with the front edge of enemy water lurkers.

·        If bespelling an enemy magician who is within 600p of his own stronghold.


COMBAT OUTCOME

Compare your element’s combat total with its opponent’s, then make the outcome move specified below. This depends on the type of your element (or stronghold) and that of its main close combat opponent or the main element shooting at or bespelling it. If no outcome is listed and neither side breaks-off, continue fighting next bound.

Elements disregard an unfavourable outcome in the following circumstances:

·        When bespelling any element except another magician or a god.

·        When shooting without being shot back at. (Artillery cannot shoot back in an enemy bound).

·        When aiding bespelling or distant shooting.

·        When fighting as an overlap.

·        When fighting sneakers (unless a general, stronghold or other sneakers).

An element in frontal combat with an enemy flank or rear edge, or aiding an attack on a stronghold, disregards the outcomes listed below, but recoils if a friendly element in contact with the enemy’s front recoils, flees, or is destroyed or ensorcelled.

If a spear or warband element is destroyed as a result of a combat in which it added +1 for a rear rank element, that rear rank element is also destroyed. This applies even if the destruction is a consequence of a recoil combat outcome. [See P.24].

Combat Outcomes

If its total is equal to that of the enemy:

If Hero v Hero, or Paladin v Magician.

Both destroyed if in close combat and both their final totals are odd numbers.

If its total is less than that of the enemy but more than half:

God.

Flee off the battlefield from god, magician or cleric.

Dragon.

Destroyed by hero or paladin. If not, flee off the battlefield.

Airboats, flyers.

Flee 600p from magician. If not, recoil.

Hero.

Ensorcelled by magician. Destroyed by hero, paladin or artillery. Flee 600p from stronghold. Otherwise, recoil.

Paladin, artillery.

Destroyed if in contact.

Knights.

Destroyed by behemoths, or by shooters, artillery or magician they have moved into contact with this bound, or if in bad going. If not, recoil.

Riders.

Destroyed if in bad going. If not, recoil.

Behemoths.

Flee 600p from magician, dragon or artillery. If not, recoil.

Beasts, shooters.

Destroyed by any mounted in contact. If not, recoil.

Blades.

Destroyed by warband. If not, recoil.

Spears, hordes, clerics.

Destroyed by knights if in good going or by warband. If not, recoil.

Warband.

Destroyed by behemoth, or by knights if in good going. If not,

recoil.

Lurkers.

Flee off the battlefield.

Sneakers.

Flee 600p.

Magician.

Ensorcelled by magician. Destroyed by hero, paladin, dragon or god. If not, recoil.

Stronghold.

Captured by any ground troops in contact, or by aerials aided by ground troops. (See P.12).

If its total is half or less than half that of the enemy:

Flyers.

Destroyed by hero, magician, aerials or shooters. If not, flee 600p.

Others.

Destroyed.


ENSORCELLMENT

A hero or magician ensorcelled by a hostile magician is temporarily removed until desorcelled by expenditure of 6 PIPs or the destruction, ensorcellment or fleeing of the bespeller.

A magician who scores 1 with a bespelling dice and who has done so before is self-ensorcelled. Any magicians aiding bespelling are not affected. A self-ensorcelled magician can only be desorcelled by the expenditure of 6 PIPs.

An ensorcelled magician, however ensorcelled, is replaced by a flat marker of the same size as the magician’s base. This marker must show facing, and either depict an ensorcelled frog, insect or similar, or have a suitable model placed on top. If a model is provided, it must not be fixed to the marker. This is so that it can be moved out of the way if another troop element ends its move over the marker. The marker does not count as a troop element, cannot move, does not obstruct troop movement or shooting, and cannot be involved in any bespelling, shooting or close combat.

RECOILING

A recoiling element moves straight back its base depth to its rear without turning, or a base width if this is less. If it meets friends, it passes through to their rear if of a type allowed to do so, otherwise pushes them (and any subsequent elements) back if they are facing in the same direction. Behemoths, dragons or gods can only be pushed back by behemoths or dragons.

A recoiling element is destroyed if any of the following apply:

·        It starts its recoil with any enemy in front edge and front corner-to-corner contact with its flank edge or full front edge contact with its rear edge. If all such enemy are sneakers, the recoiling element is destroyed only if it is a general.

·        It is unable to complete its recoil because it meets enemy that it cannot pass through, pass under or destroy.

·        It is unable to complete its recoil because it meets friends that it cannot pass through, pass under, destroy or push back sufficiently to complete its recoil move.

·        It is unable to complete its recoil because it meets terrain it cannot cross or a stronghold.

·        It is of aerials and its recoil would enter a wood or built-up area.

·        It is of any type (except water lurkers) with even part of its base in or over a river at the start of or during its recoil move, and recoils in a direction greater than 45o from perpendicular to the bank.

The first bullet point applies even if the enemy are of a type which the recoiling element could normally pass through, pass under or destroy. Otherwise, any troops in the path of the recoil of a behemoth or dragon except behemoths, aerials or sneakers are destroyed. Troops met at the end of its recoil are not destroyed.

An element that recoils because of the effect of shooting only at its rear base edge, first turns 180o.

If aerial troops recoil from ground troops that pursue, and their bases remain in contact after both have completed their outcome move, the close combat continues next bound.


A pushed back element does not count as recoiling. If it meets friends, it passes through to the rear if of a type allowed to do so, otherwise pushes them back if they are facing the same direction. Behemoths, dragons or gods can only be pushed back by behemoths or dragons.

The recoiling element, not the pushed back element, is destroyed if, before the recoiling element has completed its recoil move, a pushed back element meets any of the following:

·        Enemy it cannot pass through or pass under.

·        Friends it cannot pass through, pass under or push back sufficiently for the recoiling element to complete its recoil move.

·        Terrain it cannot cross or a stronghold.

·        If it is of aerials, a wood or built-up area.

·        If it is of any type except water lurkers, a river if it would be pushed back in a direction greater than 45o from perpendicular to the bank.

In each such case the pushed back element is moved back as far as the obstruction.

If, on the other hand, a pushed back element is pushed even partly off the board edge, it is lost, and the recoiling element is only lost if it also crosses the board edge.

Elements in the path of a pushed back behemoth or dragon are not destroyed.

 

FLEEING

A fleeing element first recoils (as above). An element that must flee off the battlefield is then removed without having to travel to the edge. Any other element turns 180o after its initial recoil and moves the remainder of its flee move towards its original rear. The total flee move, including recoil and turn, is 600p measured from the element’s initial rear edge to its final front edge.

After its initial recoil and 180o turn, a fleeing element changes direction only by the minimum necessary up to 90o:

·        to avoid enemy it cannot pass through, under or over,

·        to avoid friends it cannot pass through, under or over,

·        to avoid bad or impassable going,

·        to pass through friends it contacts,

but not to avoid crossing a river, which destroys ground troops. In the case of the first three bullets, it can only change direction if no such obstruction is visible in the new direction within 400p.

It is destroyed by enemy or impassable terrain it cannot so avoid. Friends it cannot pass through, under or over, nor avoid, are burst through, then flee behind it until it stops.

An element that starts its flee move in a river is not destroyed (unless destroyed as a result of its initial recoil – see above).

 


PURSUIT

An element of knights, behemoths, beasts or warband whose close combat opponents recoil, break off, flee or are destroyed immediately pursues straight forward the lesser of its own base depth or width unless any of the following apply:

·        It remains in contact with an enemy front edge after its frontal opponents break off.

·        It fought only as an overlap or flank or rear contact.

·        Any part of its base would enter a river, reach impassable terrain or leave the battlefield.

A warband element that added +1 in rear support of a pursuing element also pursues.

LOST ELEMENTS

Except as noted below, an element counts as lost, and is removed from play, if any of the following apply:

·        If it is destroyed.

·        If it leaves the battlefield (whether voluntarily or as a result of fleeing, recoiling or being pushed back even partly over the board edge).

·        If it is currently ensorcelled.

A god, dragon or lurker element that has not yet been deployed does not count as lost.

A horde element that is replaced, a lurker element that returns, or an ensorcelled element that is desorcelled ceases to be lost. A horde general can return but no longer counts as a general. Destroyed lurkers cannot return.

Lurker elements that were removed from the battlefield on the latest occasion because they had no remaining opponents within 600p do not count as lost, even if they previously fled or this was the third time they left the battlefield.

Apart from hordes, lurkers and ensorcelled elements, elements that leave the battlefield (whether voluntarily or as a result of fleeing, recoiling or being pushed back) cannot return during the same battle, but reappear in the next turn of a campaign.

 

WINNING AND LOSING A BATTLE

A side is defeated and must immediately flee off the battlefield if, at the end of any bound, any of the following apply:

·        It has lost its commander-in-chief, and has also lost more AP than the other side.

·        It has lost half its AP, and has also lost more AP than the other side.

·        It has lost its stronghold.


MASS BATTLES

The following additional rules are for battles between armies of 48 or more AP. Except as stated below, the standard battle rules apply.

Battlefield

The playing area needs to be wider but not deeper than in the standard game. For 72 AP armies, for example, double the width. For the purpose of determining eligibility of terrain, divide the total playing area into standard playing areas and apply the usual requirements to each such area.

Command Structure

Each army is divided into commands, each controlled only by its own general. One general is designated as commander-in-chief.

The total number of commands in an army cannot exceed the total number of AP in the army divided by 24, but commands can be of unequal size.

The total of 6AP, 4AP and 3 AP elements in an army cannot exceed half its total points, but commands can have as many such elements as are available.

Dice

One differently coloured 1 to 6 dice is needed for each command.

Deployment

Each side throws one dice. The lower scorers are the defenders. The defenders choose the terrain squares or place the terrain on the board. The higher scorers are the attackers. The attackers number the playing area’s two long edges 1,2 and 3,4,5,6 respectively. They then dice, taking the edge corresponding to their score as their base edge. The defenders place their side’s stronghold on that opposite. Both sides now alternately deploy one command (except gods, dragons and lurkers) within 600p of their base edge, or of its shoreline if it is a sea edge. The defenders start first. The defenders take first bound.

PIPs

One PIP dice is thrown for each command at the start of the bound. Each command’s PIPs can only be used for troops belonging to that command. It is not necessary to complete the movement of each command before going on to the next.

A tactical move by a single element or group including the C-in-C expends 1 PIP less than usual.

Replacing Hordes

The requirement to place hordes replaced in the same bound together only applies within individual commands.


Demoralised Commands

A command becomes demoralised for the remainder of the game if either of the following apply:

·        At the end of any bound it has lost half its original AP.

·        Its general is lost and its next PIP dice score is not greater than half its AP currently lost. This represents immediate panic after loss of a general, so only applies once per command.

Each tactical move by a demoralised command can only be used to do one of the following:

·        To move a single element.

·        To hold a single element in place, turning it 180o if desired.

·        To hold a group in place without turning. No other group moves are permitted.

In each of their side’s bounds, all elements of a demoralised command that are neither moved nor held nor in close combat flee off the battlefield. After an initial recoil, they are removed without having to travel to the edge.

Demoralised elements deduct –1 in all types of combat.

Troops of a demoralised command do not count as lost for the purpose of determining the lost AP of the whole army until they are destroyed or leave the battlefield, except that:

·        Ensorcelled elements count as lost. If they are desorcelled they no longer count as lost. This does not, however, cause the command to cease to be demoralised even if it reduces the command’s losses to less than half.

·        Gods, dragons and lurkers that are currently off the battlefield count as lost even if they have not yet been deployed. They cannot be deployed.

·        Destroyed hordes cannot be replaced.

If enemy are in close combat with elements of a demoralised command, the normal pursuit rules are extended to apply to all types of undemoralised element including supporting spears, but excluding artillery.

Winning and losing the battle

The standard rules apply.

 


CAMPAIGN RULES

INTRODUCTION

This section contains procedures for a simple mini-campaign for 3 to 10 players, 6 being normal, capable if desired of being played in a single day, and using the battle rules of the previous section. The battle rules can equally be used to decide battles for larger military/political campaigns, or for Richard Bodley Scott’s computer moderated campaign system.

 

MAPS

A stylised circular map for a six player campaign is shown at the end of this section. Maps for different numbers of participants follow the same general form. Movement is by marked routes between nodal points representing provinces, ownership of which can conveniently be shown by coloured counters. The circular form can be substituted by others that correspond better to a historical or fictional geography and/or modified by eliminating some routes or specifying them as sea movement, but it must not be possible to attack a player’s capital province without first attacking another of his provinces.

 

RESOURCES

Each player starts with three provinces, one of which is his capital province, and a field army of 24 AP. One player also controls the centre province in addition to his normal three.

All elements that are lost through battle or siege are placed in a reserve, and all elements that are recruited are taken from that reserve, so the field army can never exceed 24 AP. Any eligible element of the field army can be nominated at the start of a battle to include the general.

 

THE CAMPAIGN YEAR

There are three seasonal campaigning rounds per year – SPRING, SUMMER and AUTUMN. Each player dices at the beginning of each year. The highest scorer plays first. Play then proceeds clock-wise to the left. Each player has a turn in each round.

Before the spring round, all players simultaneously write down the location of their field army. Each must locate his entire field army in any one province currently under his control. Its location is revealed and marked at the start of his first turn of the year, or if his territory is invaded or he sends a contingent to assist another player. Declarations of war are also written down and read out together.

At the end of the autumn round, the armies retire into winter quarters until the following spring, dicing for each sea movement stage necessary to reach their own or an ally’s territory if no land route is available. Each player then transfers 2 AP from his reserve to his field army for each province now under his control, plus an extra 2 AP for his capital, thus simulating new recruitment.

If a player does not take part in a battle or siege during a year, the maximum size of his field army next year is reduced to 20 AP, it being assumed that the profound peace has led him to economise and unduly neglect his defences.


MOVEMENT

Each time troops move, they can travel a maximum of 2 movement stages along the designated routes. They cannot pass through or over a province they do not control unless granted passage by the controlling player.

A field army which moves by a sea route either by sea or air other than in summer must dice for each sea movement stage. A score of 1 indicates that it has been caught in a storm and must dice again, then transfer 2 AP times his score to his reserve as lost in the storm. The first element lost must be of mounted troops if any are present. An advancing player then decides whether to continue to his destination, halt, or to return to his starting point without dicing again.

 

INVASION

On his turn, a player who has not yet sent a contingent that season to help an ally may attack a province of a player with whom he is at war. Before deciding to do so, he may solicit allies to assist him. If he then decides to proceed with his attack, the defender may also solicit allies.

The defender can then choose either: (a) to engage the attacker in battle, moving up his field army if it is not already present; or (b) to stand a siege, moving up his field army or retreating it away if he so wishes. He can do either of these even if he has earlier that season himself attacked or sent an allied contingent.

The field armies of players allied or tributary to the attacker or defender are not moved to their aid, but despatch allied contingents. Their main body cannot then itself attack that season, but can move, together with surviving elements of such contingents, to defend one of its own provinces.

The only circumstance in which two allied field armies can be at the same location is if one is standing siege and the other is attempting to relieve it, in which case the besieged army provides only a contingent for the battle.

Instead of moving to invade, a player may use his turn to move his field army to another of his or an ally’s provinces in readiness for further movement in future turns.

 

SUPPLY

A player’s field army is in supply if it is either in or next to a province controlled either by himself or by another player who permits him to be supplied. A field army that ends its move out of supply dices, then transfers 2 AP times its score to its reserve as lost to hunger, disease and desertion (before any battle or siege). A field army which starts its turn out of supply can retreat up to 2 movement stages into supply even if it has previously provided an allied contingent.


GIVING BATTLE

If an invaded player decides to give battle, this is fought between the opposing players’ field armies, using the battle rules.

Only the player owning a province, if involved, will have a stronghold on the battlefield. The main protagonist on the same side (usually but not always the same player) is the defender and the main opponent the attacker, so that this does not have to be diced for.

When choosing the terrain, the defender must attempt to reflect the historical or fictional terrain in the vicinity of the battle site.

 

PARTICIPATION BY ALLIES

A player can send an allied contingent to a battle if this can move from his field army’s location to the province under attack and is granted free passage through any intermediate province by the controlling player, but only if his own field army has not already made an attack that season. If two contingents are sent in a season, they must be of different elements.

An allied contingent consists of up to 6 AP from the player’s own field army. It cannot include gods. One eligible element must be nominated to include a general.

Allied contingent(s) move in their side’s bound, repeating phases 1 to 3 of the bound after their side’s main protagonist. They use their own separate die to determine how many elements/groups they can move each turn. They do not arrive on table until they score 6, then arrive in a single one element frontage column, adjacent to their stronghold if any, at that table edge best representing their map route to the battlefield relative to the main protagonists. (They may sometimes have a choice of edge). They cannot arrive within 600p of an enemy stronghold. Their edge of arrival is that on which replacement hordes will also arrive. They measure their first move from the board edge. They cannot leave the table intentionally or change sides and attack their supposed ally, but the eagerness with which they assist him is a matter for their own conscience! If an allied contingent includes a dragon, this cannot arrive on the contingent’s first score of 6.

An allied contingent:

 


RESULTS OF A BATTLE

The battle is fought until ended as specified in the battle rules. The losses of allied players are added together when determining whether their side is defeated. The original strength of allied contingents is added to that of the main army in determining the side’s original AP, whether or not those contingents have yet arrived. Contingents that have not yet arrived do not count as lost. This simulates an army grimly hanging on until its reinforcements arrive. Loss of an allied contingent’s general requires its remaining elements to attempt to march off and leave the table, starting with its next bound.

Elements destroyed by combat are transferred from the players’ field armies to their reserves. Elements that leave the table and ensorcelled magicians return to their field army after the battle. A hero still ensorcelled at the end of the battle is taken to the bespelling magician’s next stronghold, and cannot be recruited back or its AP used again unless voluntarily released by its captor, rescued by the capture of that stronghold, or desorcelled during battle at that stronghold.

Loss of a main protagonist’s general or stronghold is penalised by the transfer of 4 AP from his field army to his reserve at the end of the battle in addition to those destroyed during the battle. This simulates desertion by demoralised troops.

If the player owning the province fought over is defeated, it and its stronghold is captured by the other main protagonist without any further siege. A defeated field army or contingent must retreat to another of its own provinces. If it cannot, it is destroyed.

After a battle, each player gains 1 prestige point for each AP his troops have destroyed or forced to recoil or flee off table in excess of those of his own elements that have been destroyed or forced to recoil or flee off-table. A player who captured the enemy stronghold or whose troops destroyed the main enemy protagonist’s general gains an additional 4 prestige points for each such instance.

 

STANDING A SIEGE

If the defender elects not to fight a battle, the province’s stronghold is besieged. If he has a field army in the province, this must either retreat to another of his provinces or stand siege. The attacker now dices. He must score 6 to capture a stronghold in which the enemy field army is standing siege, or 5 or 6 if the enemy field army is not present. If a captured stronghold contains the defender’s field army, the whole army is lost. If a besieger fails to capture the stronghold, he loses 2 AP of his choice, which he transfers from his field army to his reserve. His allies suffer no losses. The siege continues next season unless winter intervenes or the besieging army moves or is defeated in battle. The score needed for capture reduces by 1 each season the siege lasts. A field army that has accepted siege can sally out in its next turn to give battle, but not to retreat without battle.

An allied contingent assisting a besieger is automatically recalled if its own nation is invaded.


TRIBUTARY RULERS

A player can ask at any time to become a tributary of another, who, if he agrees, becomes his overlord. A tributary cannot declare war without the consent of his overlord, and must provide an allied contingent if ordered to do so by his overlord. Neither can attack the other while the relationship lasts.

A player whose capital is taken normally automatically becomes a tributary of the conqueror, retaining control of his capital and any other provinces yet remaining to him. If, however, his race is completely inimical to the conqueror’s (as determined by the campaign scenario) he must replace sufficient of his field army elements with equivalent AP of hordes so that hordes form at least 12 AP of his full strength field army. If he is unable or unwilling to do this, he is instead knocked out of the game. If so, his field army disperses and his remaining provinces become independent until successfully besieged. Field armies or allied contingents cannot pass through such an independent province, except to besiege it.

If a tributary’s capital is subsequently captured by a different player, he becomes a tributary of that player instead, the same rules for inimical races applying.

A player who himself is or becomes tributary can retain or acquire tributaries of his own, and can order these to provide a contingent to support his own field army or provide a substitute contingent for his own overlord. A player cannot have 2 overlords.

A player whose overlord loses his own capital or two consecutive field battles can renounce tributary status and regain his independence. If so, any elements replaced by hordes return to their former status.

 

VICTORY

When the time limit has been reached, each player counts as his score the prestige points he has gained in battles, 6 points for each province now under his personal control, and 4 points for each of his direct tributaries’ provinces. A player who is knocked out of the game before then gets no points for provinces, but retains his prestige points.