Keith Nellist
Part 2: Rules Variations
SEQUENCE OF PLAY
The game is played through seventeen rounds, each made up of nation turns, where one nation is the active nation. Each Nation turn is made up of 5 phases which can be summarised as Spawn (2 phases), Move, Fight, Die.The winner of the game is whoever has accumulated the most Victory Points at the end of the Game. Victory points are awarded according to nation specific criteria.
SET UP
ROUNDS
- Start of round special events
- Nation turns, in order
- Population increase
- New Units
- Move
- Combat
- Battle
- Retreat
- Overpopulation
- End of round special events
END GAME, DANCE OF VICTORY!
NATION TURN
Population increase phase:Roll D6 per relevant area for the active Nation - 5+ gives a new unit for that area, as long as there are enough counters. The player can roll for For Beast People, this is normally Totem areas but refer to the specific nation.
For Malkioni, it is any area already occupied by the faction who nation-turn it is, with a +1 on the D6 roll per Farmer in an area.
For Barbarians, it is any area occupied by their tribe.
Elder races either do not get a roll (Gonn Orta), or only one roll (Trolls, Valind's Glacier; Grotaron, Maidstone Mountains; Dwarfs, Nidan Mountains)
New Units arrival phase
As described in the specific Round details.Move phase
The active nation can move all units in its nation.Units must stop if they enter an area containing units of another nation. The exception to this is if they can overrun an area with larger numbers than the current occupant. The active nation must have one more unit than the current occupant of the area left behind in the area. So if an area contained 2 units, then the active player could move 3 units into the area, and any additional units through the area.
Combat phase
The attacker decides on the order that battles take place, this can switch between areas, so an attacker could choose one area and continue until that area is resolved, then go to another area, or switch between areas until all are resolved.Special Retreat: some units, or circumstances allow nations to be retreated before the first combat roll. These are dealt with under the nation details.
Battle
- Each normal unit receives a combat dice.
- All combat dice in an area are rolled simultaneously. 5+ indicates a casualty.
- There are modifiers for terrain, and also some units (Gonn Orta, Wizards)
- -1 on attack rolls in Rough
- -1 on attack rolls in Mountain
- -1 on attack rolls for ElfWood
- -1 on attack rolls for Sog City.
- The attacker chooses both the attacking and defending casualties.
Retreat
After the first round of combat for the current combat phase in each area, a player may elect to retreat some or all of his units, either attacking or defending, if there is somewhere to retreat to. Attackers must retreat to the area they came from. Defenders can normally retreat into any empty adjacent area, or an adjacent areas containing their own units (even if it is involved in combat).Repeat the Battle/Retreat cycle until all areas are resolved.
Overpopulation phase.
Any units in an area more than the maximum for the active nation and area type are removed.