AP
Rng
Road
Good
Bad
River
½ enemy < total < enemy
+3,+5 F/S
Flee 600p from Magician Destroyed if in contact Destroyed by Mounted if in contact Destroyed in bad going Destroyed by War Band Destroyed by Knights in good going, or by War Band Destroyed by Hero or Paladin Otherwise flee from battlefield
Airboats
A
3
Artillery Beasts Behemoths Blades
F M M F
3 2 4 2
Clerics
F
3
Dragons
A
4
1200
+6
Flyers
A
2
1200
+2
God
A
4
1200
+6
M
4
500
500
200
100
+5
F
1
400
200
200
100
+2
Hero
1
Horde
500
Combat
500
300 400 400 400
200 400 300 200
400 200 200
100 400 100 100
+4 +4,+3 F/S +5,+4 F/S +3,+5 F/S
400
200
200
100
+4
Knights
M
2
400
300
200
100
Lurkers
F
1
200
200
200
100 w:200
+4,+3 F/S
+2
Flee 600p from Magician Flee battlefield from God, Magician or Cleric Otherwise ignore Ensorcelled by Magician Destroyed by Hero, Paladin or Artillery Destroyed by Knights in good going, or by War Band Destroyed in bad going, or by Behemoths, or by Shooters or Artillery or Magicians if just made contact Otherwise recoil Flee from battlefield
Ensorcelled by Magician. Destroyed by Hero, Paladin or God Otherwise recoil 2 Paladin M 4 500 500 200 100 +6 Destroyed if in contact Destroyed if in bad going Riders M 2 500 500 200 100 +3 Otherwise recoil Shooters F 2 200 400 300 300 100 +4,+3 F/S* Destroyed by Mounted if in contact Sneakers F 3 400 300 300 100 +3,+5 F/S* Flee 600p Destroyed by Knights in good going, Spears F 2 400 200 200 100 +4 or by War Band Captured by ground troops in contact, Stronghold S +6 or by aerials aided by ground troops Destroyed by Behemoths, War Band F 2 400 200 200 100 +3 or by Knights in good going Otherwise, recoil 1. If two Heroes are fighting, and they score the same total, both are destroyed. 2. If a Magician and Paladin are fighting, and they score the same total, both are destroyed. Magician
2
F
4
600
500
500
200
100
Total ≤ ½ enemy Destroyed by Hero, Magician, Aerials, or Shooters Otherwise flee 600p Destroyed Destroyed Destroyed Destroyed Destroyed Destroyed by Hero, Magician, Aerials, or Shooters Otherwise flee 600p Destroyed by Hero, Magician, Aerials, or Shooters Otherwise flee 600p Destroyed by Hero, Magician, Aerials, or Shooters Otherwise flee 600p Destroyed Destroyed Destroyed
Destroyed Destroyed
+4
Destroyed Destroyed Destroyed Destroyed Destroyed Destroyed Destroyed
p20,22
p24
Sequence of Play p13
Magical Attack
Defender takes first bound, then each side alternates 1: Roll 1D for PIPs 2: Spend PIPs for deployment 3: Spend PIPs for tactical moves 4: Elements turn to face flank or rear attackers (no PIPs required) 5: Attack with Shooters, Artillery and/or Magicians 6: Resolve close combat.
2 PIPs to enspell one enemy element or stronghold Cannot enspell if in close combat contact Range 600p. No line of sight required 1-2 magicians can aid, providing +1-2 DM, costing 1-2 PIP Target has +2 DM if in woods, or across water Second time a magician rolls a 1, they are self-ensorcelled De-sorcelling costs 6 PIPs
Special Deployment Rules p13 & 14
Shooting p20
Dragons God
Hero
Horde
Lurkers
Magician
Cost 6 PIPs to summon. Player’s dragons all arrive at once. Deploy on player’s edge, >200p from enemy. Cost 6 PIPs to summon. Deploy > 200p from enemy in controlling player’s half of the board. The God leaves on a subsequent roll of 1 PIP. If ensorcelled, spend 6 PIPs to escape the wizard’s clutches and place in close combat contact with enemy stronghold, or center of enemy edge if no stronghold. If destroyed, spend 1 PIP to replace. Deploy replacements at player’s board edge or stronghold >200p from enemy. Not deployed until enemy enters suitable terrain (bad going or water). Placed with front edge in close combat contact. Cannot make a tactical move the round they’re deployed. If they flee, or have no enemy within 600p, remove from the board. Can re-deploy 2 more times. nd rd First deploy costs 1 PIP, 2 2, 3 3. If ensorcelled, spend 6 PIPs to dispel the curse, and reappear exactly where ensorcelled, provided no other units are currently positioned there.
Movement Points
p15 & 16
1 PIP to move an element or group +1 PIP to move Magicians and Aerials +1 PIP if General lost +1 PIP if >1200p from General +1 PIP if >600p from General, and beyond crest of hill, wood, or a built-up area
Passing Through Other Units p15 & 16 Sneakers can pass or be passed through by friend & enemy. Magicians can pass through any friends Gods can pass through any friends Ground troops can pass under enemy flyers or aerial heroes or friendly aerials if not already in close combat contact Aerials can pass over any ground troops when not recoiling Mounted can pass through friendly foot, but only if facing in the same or opposite direction.
Combat Modifiers
p21-23
+2 if bespelled across water or within 600p of Cleric/Paladin +2 if bespelled or shot at in wood or built-up +1 if Spears/Warband have same at rear and no bad-going +1 if General and in close combat or being bespelled / shot at +1 if uphill & neither aerial +1 if defending river bank & not ford/bridge & neither aerial nd rd -1 for each 2 /3 enemy aiding shooting/bespelling nd rd -1 for each 2 /3 enemy attacking stronghold -1 for each flank with enemy in front edge or corner contact -1 if enemy in full front contact with rear edge -2 bad-going/off-road & not Shooter/Warband/Lurker/Beast OR Mounted touch front edge enemy in bad-going/off-road OR Aerial touch front edge enemy in wood/built-up/off-road OR not Water Lurker & touch front edge of Water Lurker OR enspelling enemy Magician ≤ 600p from own Stronghold
& Ensorcellment
An element can only shoot once per bound Any element that can shoot must shoot Any target that can shoot back, must shoot back Range extends to a rectangle 3 base-widths wide Range is measured from front edge to nearest point Cannot shoot if shooter or target are in close combat Unless target is aerial, no other unit can be in corner-to-corner quadrilateral space between shooter and target edges Cannot shoot > than 50p in/out of woods or built-up areas
Destroyed while Recoiling
p24
Enemy in front-edge corner-corner contact with flank OR in front-edge contact with rear UNLESS Enemy is sneaker and unit isn’t General Meets enemy it can’t pass through or under Meets friends it can’t pass through or under, or push back Meets stronghold or impassable terrain Aerial recoiling into woods or built-up area Touching water and >45° from perpendicular to bank
Fleeing 600p
p25
Rotate 180°, then adjust by up to 90° to avoid friends or enemies it can’t pass through/over; or bad/impassable terrain; or friends in contact; but NOT a river; OTHERWISE destroyed Ground troops destroyed if fleeing into a river
Pursuit
p26
Knights, Behemoths, Beasts & Warband can pursue one base depth IF enemy recoils, breaks off, flees or is destroyed UNLESS it remains in contact with an enemy front edge UNLESS it only fought in overlap/flank/rear contact UNLESS part of base would enter river/impassable terrain UNLESS part of base would leave battlefield
Losing a Battle
p26
Lost General AND lost more AP than other side OR Lost half AP AND lost more AP than other side OR Lost stronghold
What Counts as “Lost”
p26
Destroyed OR leaves battlefield OR currently ensorcelled NOT elements that haven’t yet been deployed NOT horde that is replaced NOT lurkers that return NOT lurkers that left because no enemy within 600p NOT ensorcelled element that is desorcelled