Keith Nellist

Part 3: Turns

SETUP

Black Malkioni 1 Soldier, 1 Wizard, 2 Lords in Tarins
Bull 1 unit in Tawars
Grotaron 1 unit in Maidstone Mountains
Mammoth 1 unit in Upriver
Gonn Orta 1 unit in Western Nida
Reindeer 1 unit in Tastolar
Woolly Rhino 1 unit in Black Forest
Bear 1 unit in Rathorela
Bobcat 1 unit in Oranor
Trolls 4 units (1 in Oral Ta, 1 in each Glacier area)
Mostali 2 units in Nidan Mountains

TURN ORDER

(rounds 1 to 15)

Black Malkioni
Grey Malkioni
Azure Malkioni
Brown Malkioni
Bull (Black)
Grotaron (Black)
Badger (Azure)
Mammoth (Brown)
Gonn Orta (Black)
Reindeer (Grey)
Woolly Rhino (Azure)
Bear (Brown)
Skunk (Black)
Wolverine (Grey)
Porcupine (Azure)
Racoon (Brown)
Bobcat (Azure)
Owl (Black)
Trolls (Grey)
Mostali (Azure)
Wolf People (Brown)
Barbarian (Black)
Barbarian (Grey)
Barbarian (Azure)
Barbarian (Brown)

Round 16

  1. Prince Siglat’s nation has the first nation turn.
  2. Malkioni faction that controls most clear areas South of the Janube (not including the first player).
  3. Malkioni faction that controls the most areas out of the two remaining that have not have a nation turn.
  4. The fourth Malkioni faction has all its units removed from the board

Round 17

  1. The Malkioni Faction controlling Dormal has the first nation turn.
  2. Barbarian nation with Moon Boats
  3. Bear People
  4. Harrek the Berserk
  5. The Malkioni faction controlling Lord Death on a Horse
  6. Harrek the Berserk (again)

The rest of the nation turns are taken in the normal order except Harrek has a turn between each turn until he disappears in Sog City. Once he disappears, the next nation turn is that of the Malkioni faction of the Harrek player.

ROUNDS

ROUND 1

The Dawn, ends with c.75 ST.

At the start of the Round Hrestol and The Blinding Eye appear

HRESTOL

This unit starts in the City of Sog at the start of the Round and is moved by each nation up to 2 areas before the population increase phase of each nation turn. He can then also be moved as if he is a unit of the nation during their nation turn.

He can be used as if he is any one sort of Malkioni unit during that nation turn:

Note that during a Barbarian tribe nation turn, if he is in an empty area, that tribe has a population increase roll.

Hrestol cannot be killed but is removed at the end of the Turn.

BLINDING EYE

This unit starts in Timms, at the start of the Round and is moved by each nation 1D6 spaces in their movement phase as it were a unit of their own nation. In the combat phase all units in the same area as the Blinding eye are eliminated. The Blinding Eye can only be moved to attack other nations if accompanied by another unit of the active nation. The Blinding Eye always ends each nation turn in an area on her own.

The Blinding Eye cannot move in any spaces adjacent to Hrestol. At the end of the turn the Blinding Eye is removed from the board having been banished by Hrestol.

New Unit Arrivals

Grey Malkioni 2 Soldier, 2 Wizard, 1 Lord from Neliomi Sea
Azure Malkioni 2 Soldier, 3 Wizard, 1 Lord from Neliomi Sea
Brown Malkioni 2 Soldier, 3 Wizard, 1 Lord from Neliomi Sea
Badger 1 unit place anywhere
Skunk 1 unit place anywhere that is not adjacent to any other units
Wolverine 1 unit place anywhere north of Janube
Porcupine 1 unit place anywhere north of Janube
Racoon 1 unit place anywhere adjacent to a river
Owl 1 unit place anywhere

ROUND 2

Colonies in a Cold Land. Ends 175 ST.

At the start of the Round 5 Barbarian units for each player are placed on board:

All other units in those areas are eliminated.

At the start of each Nation Turn a nation may elect to call upon one ancient horror that is not on the board, apart from the Blinding Eye.

THE HAND THAT TAKES

This unit is stacked in any active nation controlled area. It may steal (remove) one unit of another nation from any one other area or junction which does not leave the area empty, during the movement phase of the active nation at a cost of sacrificing one unit from the active nation per unit removed. The Hand is also then removed from the board and is available to be called on by the next active nation.

The Hand That Takes can also change one area containing a river into swamp, immediately eliminating all units in that area, reducing the maximum population of Farmers to zero and making the area Rough terrain. Dilis, Zoria, Jorri, Tarins, Pomons and Upriver contain rivers. This can be done from any distance and costs one unit sacrifice by the active player controlling the Hand, but can only be done once per game.

THE VOICE OF LIES

The Voice of Lies is used to control another players unit from an inactive nation during movement phase and then another unit during the combat phases. The units controlled must be adjacent to the Voice at the start of the movement phase and at the start of the combat phase. The Voice can control special units, such as the King of Talsard, or Talor the Laughing Warrior. The Voice cannot be killed but remains on the board for the rest of the game. If it is left in an area with no units, another nation may pick it up. If it is involved in a battle it can be picked as a casualty, but instead of being removed from the board, it changes sides.

THE UNSEEN FACE

The Unseen Face is a doppelganger of another unit already on the board. For example it can act as if it has the abilities of, for example, Gonn Orta, The Voice of Lies, The King of Talsard, Talor, a Wizard, or a Wolverine People. If it encounters its double then the Unseen Face is removed from the board, but it can be summoned again, by any nation that eliminates one of their Wizard units. If the original unit is eliminated and is a unique unit then the Unseen Face is also removed. The Unseen Face can be killed, but the unit is then available for the next active player to summon at the cost of 1 Wizard.

THE UNSPEAKABLE NAME

Any area containing or adjacent to the Unspeakable Name does not gain a population increase roll. It may be moved by the controlling player by another unit carrying it. It cannot be killed in combat. The Unspeakable Name remains on the board for the rest of the game.

PRINCE OF ALL MALKIONI

Whichever faction has the most Lords at the end of the round claims the title of Prince of All Malkioni, and gains this unit, which acts as a Lord but can be stacked with another Lord in the same area.

ROUND 3

Barbarians and Beastmen. Ends 275 ST.

3 Wolf People arrive at High Llama Pass in the Wolf People turn.

ROUND 4

Kingdom of Talsard. Ends 375 ST. (Sunstop)

At the start of the Round the King of Talsard appears stacked with the Barbarian Tribe with the largest population. If it is equal, then the Tribe that comes first in the turn order sequence gets the King.

KING OF TALSARD

The area containing the King of Talsard has no population maximum.

The King of Talsard acts as a normal barbarian unit except that instead of being killed in combat he changes sides.

At the end of the Round the King of Talsard disappears, and is replaced by two normal units of the Tribe he was in at the end of the Round.

ROUND 5

Kingdom of Akem. Ends 475 S.T.

At the start of the Round there are four units, one of which must be chosen by each Faction during their nation turn. The unit is chosen before the Population Increase phase, so Black has a choice any one of the four, while Brown gets whoever is left.

KING OF AKEM

The unit acts like a Malkioni Lord. The faction that chooses this unit loses all the Farmers it controls from the board and gains ALL of its Soldiers from off the board. The King of Akem staying on the board until he is eliminated, but the Soldiers replacing Farmers is a one off effect. If the King of Akem is left in an area with no units, he is removed from the board.

ARINSOR THE CHAOS WIZARD

Arinsor acts like a Malkioni Wizard. This faction replaces all its Farmers with an equal number of Wizards. For example, if two Farmers are removed two Wizards are gained. If a player has all his Wizards on the board he doesn’t gain any extra counters.

TALOR THE LAUGHING WARRIOR

Talor acts like a Malkioni Lord. He grants +3 to the combat roll of any Soldiers stacked with him.

VARGANTHAR THE UNCONQUERABLE KNIGHT

Varganthar acts like a Malkioni Soldier. Units stacked with him cannot be killed. Beasts People and Barbarians in combat in areas adjacent to Varganthar gain +2 to their combat rolls.

If Talor and Varganthar meet in combat the attacker must retreat after one round of combat.

Comment:
Kingdom of Akem 402-410, organised with Orders of Chivalry.
Varganthyr the Unconquerable Knight leads barbarians in rebellion.
385 beginning of the Kingdom of Akem
390 Mostali destroy Oral-Ta.
428 Prince of Northpoint marries Queen Karimli, founding kingdom of Loskalm
475 Agria and Tawars join Loskalm.

ROUND 6

Kingdom of Loskalm. Ends 575 ST.

KING OF LOSKALM

At the start of the Round the factions must make a secret bid how many Wizards they are prepared to change to Lords to become the King of Loskalm.

The winner changes a number of Wizards to Lords as determined by his initial bid.

Arinsor the Chaos Wizard, Talor and Varganthar are removed in the overpopulation phase of the controlling nation.

ROUND 7

Settlement of Junora. Ends 675 S.T.

SCORING ROUND

Comment:
650 Kingdom of Akem dissolved.
690 The Kingdom of Loskalm begins campaigns and settlements in Junora.

ROUND 8

Wars of Succession. Ends 775 S.T.

At the start of the Round players make a secret bid on behalf of their Malkioni faction of how many of their units they want to ally with the Godlearners. When these are revealed the lowest bid receives Syranthir Forefront, while the highest bid receives Arim Adalla.

Nations that allied with the Godlearners must remove the number of units they pledged to ally with the Godlearners during the Nation turn of Arim Adalla. These should be removed in nation turn order. The exact same units are put back on the board at the end of the Arim Adalla player overpopulation phase, also in nation turn order, in any areas that still contain the same nation, or in empty areas.

SYRANTHIR FOREFRONT

Syranthir acts as a combined Lord, Wizard and Soldier unit.

Units stacked with Syranthir can retreat before the first round of combat.

Syranthir's faction gets an additional Nation Turn at the end of Round 8 (that is, after the Brown Barbarians). All units, excluding Farmers, from his nation are then eliminated.

Any units in the Sweet Sea that are removed gain the nation 2VP each.

ARIM ADALLA

Arim Adalla acts as a Lord. The faction with Arim Adalla gains all of their off-board Wizards and Lords in the Neliomi Sea during their New Arrival phase.

SCORING ROUND

ROUND 9

The Empire of Sea and Land. Ends 875 S.T.

At the end of Round 9 Arim Adalla is removed and up to 4 soldiers and 1 Lord of his faction appear in Erontree.

ROUND 10

Nadar the Avenger. Ends 975 S.T.

At the start of the Round the player who controlled Syranthir Forefront is given Shah Nadar, and associated Soldiers and Wizards. The Closing is placed on the Neliomi Sea eliminating all units there. Then, the faction with the least number of units on the board gains King Gwainric the Good, to be placed on the board during their New Arrivals phase.

SHAH NADAR

Acts as a Lord. Appears in the Sweet Sea.

The controlling player gains all of his Soldiers and Wizards on the Sweet Sea.

THE CLOSING

The Closing marks the ban on sea travel caused as a side effect of Zzabur’s magic.

KING GWAINRIC THE GOOD

Acts as a Lord. If there are none from his faction on the board he may appear in any empty area. He gains a Solider and a Wizard in the new arrivals phase of the controlling player.

ROUND 11

Kingdom of Jonat. Ends 1075 S.T.

At the start of the Round Jonat appears in Western Nida.

JONAT BIGBEAR

Jonat is a unit that moves along the edges of areas and stops at Junctions. Any Nation that has units adjacent to him in their movement phase can move him along any edge adjacent to their active units. Jonat gives those Nations controlling him a +1 bonus when attacking in any combat adjacent to Jonat.

Jonat cannot be moved into a junction inhabited by an Elder Race, including XEM.

XEM

Xem was a Dark Troll companion of Jonat. He is always on a junction one edge from Jonat. He is put on the board by the active player in the overpopulation phase and can be placed in any empty junction adjacent to Jonat’s junction.

Jonat cannot move into the junction occupied by Xem. Xem can attack any adjacent nations as if he is a Troll unit. At the end of Round 11 the Xem counter represents Xemtown, the centre of a troll kingdom. Any population increase rolls in areas adjacent to Xem appear as Troll units stacked on the junction with Xem.

At the end of the Round all Nations score 2 VP per unit for being adjacent to Jonat. Elder races on Junctions to do not receive any VP, but those in areas do. Jonat is removed.

ROUND 12

Ends 1175 S.T.

SCORING ROUND

Xemtown is removed from the board at the end of the round.

ROUND 13

Kingdom of Valmark. Ends 1275 S.T.

VALMARK

The Kingdom of Valmark was a barbarian kingdom basing its power and prestige on the trade and transport benefits of the Janube. It is therefore focused on a point along the River somewhere between Sog City and the Sweet Sea. At the start of the Round a Valmark unit is placed 6 junctions upriver of Sog City (adjacent to Southbank, Dona and Karstall). During their nation turn any nation, including Elder Races, adjacent to the river at the beginning of the overpopulation phase can move the Valmark unit either upstream or downstream one junction. At the end of the Round Nations adjacent to the river Valmark unit receive VP in the following ways:

Directly adjacent to the Valmark: 5VP per area.
One space up or down stream: 3VP per area.
2 spaces up or down stream 1VP per area.

Example:
Valmark remains in its original positions: Mortasor, East Point, Junora and Retrint score 1VP per area, Galastar, Timms, Einpor, North Shore and Troll Shore score 3VP per area. Southbank, Dona and Karstall score 5VP per area.

ROUND 14

Zoria. Ends 1375 S.T.

At the start of the Round, each Barbarian tribe notes how many units it will remove from the board in order to gain the Red Moon Refugees. The players then reveal how many units they would remove and the Tribe that pledged to remove the most gains the Queen of Zoria unit. If pledges are equal the player that would have the least barbarians left on the board gains the unit. If still equal then the player with the lowest current VP score gains Zoria.

QUEEN OF ZORIA

At the start of the nation turn the barbarian tribe that possesses this unit removes the amount of units he pledged and places all of his units removed from the board into the Sweet Sea. These represent the refugees from the Red Moon.

The Queen of Zoria herself is placed in the Zoria area. Any other units in that area must retreat. Zoria cannot be killed, or moved.

ROUND 15

Black Hralf. Ends 1475 S.T.

BLACK HRALF, SON OF THE DEVIL

Black Hralf is a unit that is placed on any junction/mountain by the Grey Malkioni, and is then moved in each nation turn by the controlling player, up to 4 junctions in the movement phase. Beast People and Barbarian Tribes in areas adjacent to the Black Hralf junction gain +2 on combat dice rolls against Malkioni Factions. Malkioni Factions in areas adjacent to Black Hralf may retreat before the first round of combat because he is so terrifying.

The Malkioni Faction that loses the most units during their overpopulation phase on Glacier terrain gains the King Siglat counter for Round 16.

Beasts and Barbarians gain additional 1VP for each Malkioni unit killed in Round 15.

ROUND 16

Syndics Ban. Ends 1575 S.T.

At the start of the Round, a magical Ban on movement and communication falls on the whole of Fronela, cutting off Kingdoms from each other.

This round reflects what happens during the Ban. The nation turns are in a different order to normal.

Elder races not in areas (that is, those on junctions) are removed. (Grotarons not in mountains, Gonn Orta not in a mountain)

KING SIGLAT

The player controlling Prince Siglat has the first nation turn. King Siglat acts as a Lord.

He is placed in an area with one of his active units. All connected areas gain an automatic population increase. Units may only move within areas already controlled. In the overpopulation phase, Soldiers have a maximum of 1 per area. This nation receives Dormal at the start of Round 17.

The second nation turn belongs to the Malkioni faction that controls most clear areas South of the Janube (not including the first player). This is the Kingdom of the Jonatings. It does not have a population increase phase. In the overpopulation phase, Soldiers and Wizards have a reduced maximum of 1 per area. This player receives Harrek the Berserk.

The third nation turn belongs to the Malkioni faction that controls the most areas out of the two remaining that have not have a nation turn. This faction loses one unit per area instead of having a population increase phase. All Soldiers are removed in the Overpopulation phase. This Player receives Moon Boats at the start of Round 17

The fourth Malkioni faction has all its units removed from the board (and becomes the Kingdom of War).

This nation receives Lord Death on a Horse at the start of Round 17

Beast people do not have a nation turn (no population increase, no move, no combat), but they are all reduced to a max of 1 per area except for Bear People, who sleep through the whole thing.

Barbarians and Elder Races simply miss a turn

ROUND 17

Kingdom of War. Ends 1675 S.T.

At the Start of the Round Dormal the Sailor appears in the Neliomi Sea, eliminating the Closing.

Instead of the normal turn sequence the nation turn order is dependant on the special units gained last Round.

DORMAL THE SAILOR

The Malkioni Faction controlling Dormal has the first nation turn. Dormal acts like a Malkioni Lord. He disappears at the end of the nation turn, sailing off to the edge of the world.

Units may only move one area during this round. Inactive nations cannot retreat in this nation turn.

MOON BOATS

This unit is allocated to one area of the Barbarian nation in the players control. The released area (not nation) has a normal turn but units can only move into one other area during this round. Units cannot be retreated into areas that have not been released from the Ban.

HARREK THE BERSERK

The Bear People slept through the Ban, but wake now, and have a normal nation turn. Units cannot be retreated into areas that have not been released from the Ban.

Harrek appears in the overpopulation phase stacked with one of the Bear People units (chosen by the player controlling Harrek), and takes any Bear People units eliminated by the overpopulation phase into his personal army that then moves with him.

The player controlling Harrek the Berserk has a “nation turn” of his own. He can only move into areas that have been released from the Ban or Sog City. He must move to Sog City via empty areas if he can. He cannot move back to an area he has just left.

He follows this sequence:

Move:
1 round of battle, any enemy units getting an eliminated result join his army. Harrek cannot be eliminated , but units in his army can be.

Move:
1 round of battle, as before.

If he ends a combat phase with no opposition he stops, and the next nation turn occurs.

Once he reaches Sog City he disappears, and his army is also removed from the board.

LORD DEATH ON A HORSE

This unit acts as a Lord and appears in any unreleased area, eliminating all units there.

During the new Arrivals phase, this unit receives ALL of the Soldiers of the Malkioni Faction, and 4 Wizards.

Harrek the Berserk (again)

The rest of the nation turns are taken in the normal order except Harrek has a turn between each turn until he disappears in Sog City.

Once he disappears, the next nation turn is that of the Malkioni faction of the Harrek player.

SCORING ROUND

DETERMINE WINNER, VICTORY DANCE!

Part 1: Introduction
Part 2: Rules Variations
Part 3: Turns
Part 4: Nations
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