Pole Countries
Grenord (orc) pink
Farthal (human) light orange
Silvia (elf) yellow
Bernham (human) light green
Jazuk (dwarf) light blue
Nordland (human) light purple
Main Countries
Hogrin (orc) red
Mediland (human) orange
Dalia (elf) brown
Estoku (human) green
Cuzad (dwarf) blue
Ilgren (orc) purple
Components:
Map base showing positions for map pieces in a global map. The top and bottom edges are the poles, and the left and right edges wrap.
6 flower shaped map pieces, each with 5 hexes around a pentagonal "hex" and labeled by country.
6 wide map pieces, each with 5 distorted hexes around a distorted pentagonal "hex" and labeled by country.
There are 1,350,000,000 possible maps, so you will never play on the same map twice.
Character counters:
________
|PPP HHH| P = Crowns of political power
| |
| Name | H = Hexes of movement (color indicates type)
| |
| C | C = Combat capability (number from 1-3)
|________|
Not all counters have a name. Counters without a name are generic.
6 sets of 12 flags, one set for each player. These are used to represent control of units from a particular country. As soon as a player controls at least one unit on the board from a country, he places his flag on that country. As soon as there are no longer units on the board from that country, he removes his flag from that
country. No more than one player may control units from a particular country, so there is never more than one flag on any country.
2 6 sided dice
Setup
The map base is placed on the table. The map pieces are shuffled into two decks (one for flower pieces and one for wide pieces). The character counters are shuffled into a face down main deck. A hand of six counters is dealt to each player. Places are designated for the discard and dead piles. The first player is randomly determined, with play continuing clockwise.
Victory conditions
A player wins if all countries have been explored and he is the only player with character counters on the board. This player has successfully forged a worldwide empire!
Sequence of Play
1. Exploration phase
2. Resupply phase
3. Action phase
4. Draw counter phase
1. Exploration phase
If all map pieces have been placed, this phase is skipped.
If the player has no units on the board, he may choose any one unexplored country to explore. If the player has at least one unit in a hex bordering an unexplored country, he may choose one of those unexplored countries to explore. Note that this does NOT unsupply the bordering unit.
A country is explored by randomly taking an appropriately shaped map piece and placing it on the chosen space. If it is a flower piece, the orientation must be random also (do this by randomly rotating the piece and quickly flipping it over).
2. Resupply phase
For each hex in which there is at least one of the player's units,
the player must choose exactly one of his units to be supplied. All other units in those hexes, including enemy units, are unsupplied. Armies aboard fleets do not count. They do not have a supply status.
A unit is shown to be supplied by placing it diagonally. A unit is shown to be unsupplied by placing it horizontally or vertically.
3. Action phase
The player may take any number of actions, one at a time. The
possible actions are:
A. Muster
A counter from the hand is placed onto the board unsupplied. This counter's country must be explored and must not be controlled by any other player. If the counter is an army or wing, it is placed on any land hex of its home country. If the counter is a fleet, it is placed on any explored sea hex adjacent to any land hex of its home country.
Orcs and elfs are natural enemies. If a player controls any elf unit, he cannot muster an orc unit and vice versa. No player may ever control both an orc country and an elf country.
B. Simple Movement
A supplied unit is moved up to its movement limit on explored hexes. It may move into a hex with enemy units only on its last movement. This action unsupplies the unit.
An army can only move into land hexes. A fleet can only move into sea hexes. A wing may not end its movement in an ice hex. An army loaded on a fleet does not use simple movement directly, but instead moves along with the fleet.
C. Fleet Loading
A supplied army may be loaded onto an adjacent supplied empty fleet from the same country. This action unsupplies the fleet. The army is placed on top of the fleet, and moves with the fleet until unloaded. If the fleet is killed, the army is killed also.
D. Fleet Unloading
A supplied loaded fleet may unload its army onto an adjacent land hex. This action unsupplies both the fleet and the army.
E. Attack
A unit which is in a hex with at least one enemy unit may attack. If there is more than one other player with units in this hex, the attacking player decides which player he is attacking. The defending player then chooses from among his units in that hex which one is defending. An army loaded on a fleet can neither attack nor defend.
The attacking and defending players each roll a die, and each add his die roll to his unit's combat value. The totals are compared. If the totals are equal, both units are hit. Otherwise, the unit with the lower total is hit.
If a supplied unit is hit, it is unsupplied. If an unsupplied unit is hit, it is killed. A named unit which is killed is placed in the dead pile. An unnamed generic unit which is killed is placed in the discard pile.
F. Political Coup
A player may attempt a political coup against a country if he has in his hand more crowns of that country than are on the board. The player picks enough of those counters for their total crown count to exceed the total on the board.
He announces that he is attempting a political coup, revealing those counters and allowing the other players to confirm that there are enough crowns. If there are not enough crowns, the player puts the counters back in his hand and announces, "I am a dolt".
Otherwise, the player immediately takes control of that country (including all of that country's units already on the board), and he immediately musters all of his counters which participated in the coup.
Orcs and elfs are natural enemies. If a player controls any elf unit, he cannot attempt a coup of an orc country and vice versa. No player may ever control both an orc country and an elf country.
G. Reshuffle Discards
The player may choose to take the discard pile and shuffle them into the main deck.
H. Discard Counter
The player may discard a card from his hand to the discard pile.
4. Draw Counter phase
The player draws as many counters from the main deck to his hand as he wants so long as his hand has no more than six counters. This is limited by how many counters remain in the main deck. This concludes the current player's turn, and play continues with the turn of the player to his left.
Card listing:
Example units:
3aa+ = 3 combat, army with 2 movement, one crown
1a = 1 combat, army with 1 movement, no crowns
2nn = 2 combat, navy with 2 movement, no crowns
2www+ = 2 combat, wing with 3 movement, one crown
1a+++ = 1 combat, army with 1 movement, three crowns
In the description of the lands, recall that each territory is composed of a pentagonal central “hex” and five surrounding “hexes”. These “ hexes” may be “I” impenetrable, “*” ocean, or “:” land, located as indicated by the graphic adjacent to the name of the land.
Paw lands
I
* : : Grenord (orc) Pink
* :
2n
2n
1nn
1nn
3www+ Craw (dragon)
3a+ Gren
2aa+ Girm
2a+
2a+
2a+
2a
2a
1aa+ Crig
1aa
1a
1a
1a
1a
1a
*
* : : Farthal (human) light orange
: :
2nn
2n
1nnn
1nn
1n
3a+ Gothe
2aa+ Varji
2a+ Lathe
1aaa
1aa
1a
:
: * : Silvia (elf) yellow
* :
3nnn+ Evenlei
3nn Pavell
2nnn Kardeln
2www+ Eaglen (eagle)
3aaa+ Thinoll
3aa++ Mellei
2aaa+ Fignoll
2aa Vinall
I
: : : Bernham (human) light green
* :
3n+ Flake
2nn
2n
1nn
1a+++ Queenie
1aa++ Mary
2aa+ William
1aa+ Edmund
1aa
3a+ Henry
2a
2a
1a
1a
I
: : I Jazuk (dwarf) light blue
: *
1nn Erkez
1n
3a+++ Arkaz
3a++ Borez
3a+ Cabez
2a+ Doez
2a
1a
I
: * : Nordland (human) light purple
: :
3nn+ Katinka
2nnn+ Erik
2nn
2nn
1nnn
2ww++ Hilde
3a+ Sven
2a
2a
1aa
1a
1a
Flower lands
*
* : * Hogrin (orc) red
: :
2nn
2nn
1n
1n
3w+++ Jerreth
3aa++ Hogart
3a+++ Higgle
2aa++ Borgin
2aa+
2a++ Pigrim
2a++ Gobsig
2a+
2a+
2a+
2a
2a
2a
1aa+ Urgle
1aa+
1aa
1a
1a
1a
*
: * : Mediland (human) orange
: :
3n
2nn
2n+ Caroline
1nnn
1nn+ Marcus
3aa
2aaa
2aa+ Julian
2a+ Jessica
1aaa+ August
1aaa
1aa+ Vincent
1aa
1a+ Isabella
:
: : : Dalia (elf) brown
* *
3nn++ Farthine
2nnn+ Undien
2nnn Arron
3ww++ Estra (phoenix)
2www+ Shawli (griphon)
2www Whispa (pegasus)
3aa++ Myth
2aaa+ Legoll
2aaa Gallia
:
: * : Estoku (human) green
* *
2nn Kaze
1n
1n
3aa+ Hori
3a Tama
2aa+ Chichi
2aa
2a
2a
1aa
1a+++ Miko
1a
1a
*
* * * Cuzad (dwarf) blue
: :
1n
3a+++ Foez
3a++ Gazok
3a+ Horad
2a+++ Ikud
2a++ Jardok
2a+
2a
1a+++ Kazod
1a++ Lorad
1a+
1a
*
: : : Ilgren (orc) purple
: :
1nnn+ Ilug
1nn
1n
2ww Skurg (bat)
2w+ Charr (salamander)
3a+ Gurn
2a+
2a
1aa+
1a
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