Keith Nellist
Part 1: Rules Variations
Turn Order
Player 1: HirenmadorPlayer 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
- Count occupied areas (2 x normal areas + rough terrain areas + population points)
- Each count of 6 adds one unit. Left over points on the population track.
- If no more units are available, population track set to 5. Nation maximums are listed in the Nation section.
- Place new armies in areas occupied by the nation's armies. Some Nations have additional limitations about where they can place units.
- If there is nowhere to legally place a unit, the unit is lost and the Population Track is set to 5. Stacking limits apply when placing new units (but remember the single overstack rule).
- New Units listed in each Round also appear in this phase. New Units usually appear in certain locations, but they are not restricted by the rules for Population increase - for example, Soldiers appear in Esvulthil even if other enemy units are already there.
2) Movement phase
- Move any all or none of a nation's units.
- Normal units move 2
- Cavalry move 3
- Units must end move when entering rough terrain. [Except during invasion turns]
- No movement in sea areas. [except: Pelandans, who cannot stop there]
- No movement in permanent forest areas [except Aldryami]
- No movement in Mountain areas [except Digijelm and Telmori – treat as rough]
- Stacking limits apply at the end of normal movement phase. [Except - no stacking limit in Invasion turns]
Overruns
- units must stop when moving into an area containing an opposing nation's units. [Exceptions – Digijjelm, Dragons]
- If moving units outnumber the opponents units, the excess units may move though the area. [Exceptions - Cavalry units only need to equal the defenders to overrun. Forests can never be overrun]
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
- Each nation is allowed one single overstack.
- Unlimited amount of armies in open terrain.
- 4 armies in rough terrain.
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.
- A normal unit eliminates another on 5+
- Rough terrain gives -1 to attackers die rolls in the first round.
- Attacking cavalry has +2 on die rolls for the first round of battle.
- Defending cavalry in open terrain is only eliminated on 6+ to eliminate in the first round of battle.
- Only 5 units may attack in any one area.
Retreat
- After the first round of battle a nation may retreat some or all of its units. (defender first, then attacker)
- Defender moves to any adjacent solely occupied areas, or adjacent vacant areas that it could normally legally move to.
- Attackers retreat to the area they moved from to reach the battle area.
- Stacking limits apply to retreats.
- If no legal retreat area is available, the units must remain in battle. Telmori can retreat to any empty Mountain area even if they are not adjacent to it.
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 ArmsEach 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
Piece | Initial Location | Notes |
Low Crown of Rule | Vonlath | cannot be moved at all |
Sandals of Protection | Hyalorings | |
Vestments of Disclosure | Darsen | |
Girdle of Command | Henjarl | |
Bow of Domination | Veshtargos | |
Roost of Tholm | Kestinlands | |
Sceptre of Order | Esvuthil | appears in Round 2, Pelorian Turn |
Orb of Authority | Vanch | appears in Round 3, Pelorian Turn. |
Feathered Cap of Mernita. | Birin | appears start of Round 4. It can only be possessed by nation possessing the Bow of Domination. |
Mantle of Sovereignty | Darjiin | appears in Round 4, Start of Turn. |
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 13During 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 16Any 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).