Keith Nellist

Part 1: Rules Variations

Turn Order

Player 1: Hirenmador
Player 2: Hyalorings
Player 3: Veshtargos
Player 4: Alkoth
Player 4: Pelanda
Player 1: Pelorians
Player 3: Theyalans
Player 1: Praxians Appear in Round 3
Player 2: Aldryami Appear in Round 4
Player 1: Telmori Appear in Round 5
Player 4: Digijelm Appear in Round 5
Player 4: Soldiers Appear in Round 5
Player 2: Barbarians Appear in Round 6
Player 3: Carmanians Appear in Round 9
Player 3: Balazarings Appear in Round 9
Player 2: YOUF Appear in Round 10

NATION TURN

1) Population Increase phase

2) Movement phase

Overruns

Stacking

Stacking limits are effective at the end of every nations movement phase and when retreating.

Terrain Limit
ROUGH 2 units
OPEN 3 units
OPEN WITH RIVER 4 units
OPEN IN TRIPOLIS
(Henjarl, Vonlath, Esvuthil)
5 units

Only one Forest counter is allowed in any area. No forest counters can be located in Mountains, Forest, Hungry Plateau or Sea areas.

Overstacking

3) Battles phase

When two nations occupy the same land area after the movement phase, battle occurs. One die for each unit is rolled. Battle continues until all units of one or both nations are eliminated or retreats. Some units receive more dice per unit. [Alkoth 2, Dragons 4, the Bat 6].

Rolls are made simultaneously for each round of battle, and units removed. For combined armies (cavalry and infantry) the attacker decides which dice result to allocate to which unit. This gives an advantage to mixed armies.

Retreat

4)Overpopulation phase

Count land areas occupied. Remove number of armies in excess of (3*land areas). Removal cannot empty an area.

Special Turns

Invasion During an invasion turn the invader has two movement and battle phases (i.e. phases are 1,2,3,2,3,4). Movement is not stopped by rough terrain.

Scoring

Nation Scoring

Each nation has specific victory conditions which are used during "Nation Scoring" turns.

Jenarong Emperors

Emperors Through Force of Arms

Each Round with Jenarong Emperor scoring gives each nation has a chance to claim Emperorship and make that nation the Imperial Nation

To be the Imperial Nation it must possess one piece of Regalia more than previous successful claimant. If the Nation of the current Emperor is destroyed then reset to Regalia needed to zero.

There are 10 pieces of Regalia that a True and Complete Emperor must possess.

These start either in the possession of a Nation, or in a specified area. An Emperor may move the Regalia (except for the Crown of Rule) within areas that his Nation holds. Once a particular piece of Regalia is joined with the rest, it cannot be split up. Once they are part of the Imperial Regalia they remain as part of the Regalia.

The Accoutrements

PieceInitial LocationNotes
Low Crown of RuleVonlathcannot be moved at all
Sandals of ProtectionHyalorings 
Vestments of DisclosureDarsen 
Girdle of CommandHenjarl 
Bow of DominationVeshtargos 
Roost of TholmKestinlands 
Sceptre of OrderEsvuthil appears in Round 2, Pelorian Turn
Orb of AuthorityVanchappears in Round 3, Pelorian Turn.
Feathered Cap of Mernita.Birinappears start of Round 4. It can only be possessed by nation possessing the Bow of Domination.
Mantle of SovereigntyDarjiin appears in Round 4, Start of Turn.
Victory Points awarded to the Imperial Nation equal to the number of Regalia possessed.

Rites of Khordavu

The Ten Princes assembled the Regalia so that there could be a True Emperor.

In Rounds 4 and 5 the Regalia can be moved to Vonlath by the Imperial Nation.

Each Nation, in their Nation Turn, can claim to be Emperor as with the Jenarong Emperors.

The Bow of Domination does not count for Khordavu Emperors.

If all the Regalia are assembled, the Emperor gains 10VP.

Complete Emperor

The Imperial Nation can still be claimed by any Nation, but since the Regalia are likely to be in Vonlath, possession of this area should normally usually determines who is Emperor. The Complete Emperor gains 1VP per area controlled by their Nation that is connected to Vonlath.

Call to Heroes

Turn 13

During the Call to Heroes all the Nations of Peloria were at peace with each other so that a great army could be assembled to destroy the dragons and dragonewt nests and plunder their treasures. This was called the True Golden Horde. They marched to Dragon Pass and were all eaten by Dragons.

The YOUF fought against the Golden Horde, going to Dragon Pass to defend their squamous inhuman allies. They, too, were eaten by the dragons.

At the end of Turn 13 conduct a secret bid. Each Player writes down how many units he is going to remove from the board from each of his Nations.

Appropriate Nations are: Theyalans, Barbarians, Carmanians, Soldiers, Pelorians, Pelandans, Praxians, Alkoth, Balazarings, Hirenmador, Hyalorings, Veshtargos, Youf19. (Units from Ralios and Karia, who cannot cross Kartolin or the mountains, cannot be removed).

Youf removed from the board count as Exit via Dragon Pass for Youf VP.

The quantities are then revealed and the units removed.

Whichever Player (not Nation) removed the most wins VP equal to the total number removed.
The player who removed the 2nd most receives 20VP.
The Player who removed the 3rd most receives 2VP
The Player who removed the Least receives zero VP.
In the case of ties, reduce by one level.
If two players tie for first place, they both receive 20VP. If two players tie for 2nd place, they both receive 2VP, as does the player who came third. If all players tied, they all get zero. If three tie and the remaining one is greater, the three receive 2VP each, the winner receives VP per unit. If two sets of two tie then the winning pair receive 20 each and the losing pair receive zero.

Shah of Carmania

Turns 14, 15, and 16

Any single Nation with twice as many areas as any other single nation in areas north west of the Barbarian belt( i.e. not including Charg, Baloris, Brolia, Broken Pot, Anadikki, Talastar, Lakrene, Skanthi, Aggar, Dog Plains, Dragon Pass, Ivory Plinth, Imther, Tork, Votankiland, Karia, Ralios) can claim the title of Shah of Carmania.

The Shah of Carmania gains 10VP.

Special Terrain

Kartolin Pass

Located between Karia and Dorastor. This difficult pass is easy to defend so units may not be moved from Karia to Dorastor if enemy units are on their own in Dorastor. They may cross if another unit of the same nation can be moved into Dorastor from another direction in the same movement phase (thus, a Nation in Dorastor cannot be attacked from Karia unless it is also being attacked from another direction).

Hungry Plateau

This area does not provide population points to anyone except Praxians, who treat it as open terrain. It can only be entered from Kostaddi by normal units. Units that can enter mountains (Digijelm, Telmori) can enter it from other areas. Aldryami may never enter here.

Deathline

After turn 13 (The Dragonkill, also known as The Disaster. This was followed by the Inhuman Occupation when trolls, tusk riders, beastmen and Aldryami ruled Dragon Pass), the Deathline prevents any units other than Digijelm, Dragons or Aldryami entering or leaving (or leaving the board via) Dragon Pass. This may leave units stuck in the Ivory Plinth and Dragon Pass.

Part 2: Turns
Part 3: Nations
Part 4: Player Strategy Guide
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