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Introduction varies according to the scenario being your DISKWARS collection are the their respective Armies.
You have taken a step into a new and played. Creature Disks. These Disks represent
exciting world of gaming. DISKWARS will units of soldiers, cavalry and archers. They Each Creature Disk and Spell Disk has an
provide you with hours of fast and furious fun. 2) Spell Disks also represent individual heroes, wizards and terri- Army Point Value. (Example: The Elven Bard
With this new type of game, you can wage epic There are 31 different types of Spells in ble monsters. You can recruit all these Disks to has an Army Point Value of five. Therefore an
battles, devise grand campaigns or simply create DISKWARS. These small Disks are used by your DISKWARS Army. Army of ten Elven Bards would be 50 points.)
small skirmishes with a couple of friends. Creature Disks with the Spellcaster skill. (For Players assemble their Army of Creature Disks
DISKWARS can be played by any number of peo- details on Spells in the game, see the “Action: Important Note: Throughout these rules, when we and Spell Disks until the sum of their Army
ple, and the wide variety of armies, monsters, and Cast a Spell” section of these rules). refer to a “Disk,” we mean the “Creature Disk.” Points reach the agreed-upon total.
spells ensure that no two games will be alike. Land Disks and Spell Disks are indicated by the
3) Creature Disk “Land” and “Spell” adjectives. An Army of 50 points is a small Army; an Army
What’s in these rules? The most numerous, and most important Disks in of 250 points is a huge Army. (As a rule, the
This rules booklet includes all previously pub- smaller the Army, the faster the game!) Each
lished rules, definitions, and errata for Spell Disk Army in the LEGIONS boxed set is 150 points.
DISKWARS. Refined for clarity and ease of use,
these are the most current and comprehensive
Creature Disk Name of Players can add units and Spells to their Armies
rules available for DISKWARS. Spell as long as the total number of Army Points do not
Defense exceed the agreed upon total.
Game Requirements Attack Value Toughness
To play DISKWARS, you’ll need an Army of Value Value Example: Brian, Jessica and Jim are ready to play
Disks, several counters, and one other player to Spell a game of DISKWARS. They decide that they want
play against. The LEGIONS boxed set includes to play the “Battlegnash” scenario, and that each
Level
all the counters you need, and two Armies of player should have a 40 Point Army. Now the
Disks, one for each player. three players secretly gather their Creature Disks
and Spells. Each player may decide which Disks
You’re also going to need a ruler with inches Army Cost and Spells to include, but the total Army Point
marked on it (there’s one in the quick-start rules), of Spell value of each player’s Army may not exceed 40
as well as a surface to play on. A table with a points.
tablecloth works best.
Note: A player may always build an Army with
Winning the Game Preparing for the Game an Army Point Total lower than agreed.
DISKWARS is played by using different scenar- 4 Elven Bard
Before playing DISKWARS, the players must
ios, each with its own victory conditions. We have A to give any UA disk within decide which scenario they wish to play. (A list of The Playing Surface
6” +3 M this round scenarios is provided at the end of these rules.) DISKWARS can be played on any flat surface,
included several such scenarios at the end of these (Elf)
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rules, and encourage you to make up your own The players must then decide how large an Army though we recommend a large table covered with
scenarios as well. each player will have. a one-color tablecloth. It is best not to play
DISKWARS on a slick surface, lest the Disks
Overview of the Disks The size of an Army is determined by its total become hard to control and “slide” on the table.
Movement Value Army
There are three types of Disks in DISKWARS. number of Army Points. Before a DISKWARS For a 2-4 player game, a dining room table (with
Disk Description Point game is started, players must agree to how tablecloth) is the ideal surface for playing
1) Land Disks (Including Name, Faction Value many total Army Points each player should DISKWARS.
The Land Disks are the largest in DISKWARS, and any Skills, Attributes have. This number will determine how many, and
and represent locations. The use of each location or Special Abilities) what types of Disks players will want to put in
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Starting the Game Disk. There are six suggested scenarios ments come into play, they are placed DISKWARS is played in a series of
After all players have gathered their in these rules. Here is an illustration of the in a similar manner.) rounds until a player fulfills the victory
Armies, they must separate their Creature second scenario, “Doom Hill,” set up for a conditions for the scenario and thus wins the
Disks and Spell Disks into two separate stacks: three-player game. On the illustrated example below, a player has game. The round is broken down into these five
the Reinforcement Stack and the Spellbook. placed 6 starting units on his staging area. Starting segments:
In most scenarios, before the actual game begins, and Reinforcement Disks may be placed so that 1) Reinforcement Segment (Not first round)
• The Reinforcement Stack players may place a number of “Starting Disks.” they “overlap” each other, but this is usually not a 2) Activation Segment
All of a player’s Creature Disks must be placed in Players take a number of Disks from the tops of good idea (for reasons explained later). Also note 3) Missile Segment
a single stack. The order of this stack is very their Reinforcement Stacks and place them so that that the player has placed his Creature Disks near- 4) Combat Segment
important! During the game, when a player they are touching their staging areas. Here is an est the game objective (which could be “Doom 5) Remove Counters Segment
receives reinforcements, these always come from example of such a placement. (When reinforce- Hill” as illustrated in the previous illustration).
the top of a player’s Reinforcement Stack. Once Reinforcement Segment
the game is started, the order of a player’s At the beginning of each round, players may take
Reinforcement Stack may not be changed. Thus, it Initial Set-up Initial Set-up reinforcements from the tops of their
is wise to carefully plan the order of your (Player Two) Reinforcement Stacks and place them onto the
Reinforcement Stack. Table Game Objective
table so that they are touching their respective
staging areas. The number of reinforcements that
Other players may never look in your players may bring into play each turn is deter-
Reinforcement Stack, but will always be able to mined by the scenario being played. Note that a
see the top unit of your Reinforcement Stack. reinforcement may never be placed so that it
touches an enemy Disk.
• The Spellbook
If a player has Spell Disks in his Army, these are Reinforcement Spellbook Reinforcements are never placed during the first
placed into a separate stack. The Spellbook Stack round.
Counter (found on the component flat in every Player One
DISKWARS Army Set) is placed on top of this Staging Area Activation Segment
stack in order to hide the Spells from opponents. This is the longest and most complicated
This stack of Spell Disks is from now referred to Segment. During the Activation Segment, players
as your “Spellbook.” The order of this stack is take turns to each activate three of their Creature
not important, as Spells can be brought into play Player Two Disks until all players have no more units that
in any order. Staging Area they can, or wish, to activate.

The Reinforcement Stack and Spellbook should Activation


be placed on the game table so that they do not All units can be activated once per round. When a
interfere with the game. These stacks do not rep- Disk is activated, it performs one of three actions:
resent obstacles, and must be moved if a Creature Creature Disks Staging Area
Disk needs to move into the physical space where a) Move
the stacks are sitting on the table. Reinforcement b) Activate a Special Ability (SA)
Spellbook
Stack c) Cast a Spell
The Initial Set-up Playing the Game
The initial set-up is determined by the scenario Once players have placed their initial units the Immediately after a unit has been activated and
that you are playing. Most scenarios give each game is ready to begin. performed one of the above actions, place an
player a “Staging Area” represented by a Land “Tides of War” Activation Marker on the Disk. The Activation
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Markers keep track of which Disks of the previous first player. times as the Movement Value allows. it is considered PINNED.
have performed actions. A Disk that has Thus a Disk with Movement Value of “3”
not yet performed an action, and thus has no Example: George, Laura, and Bob (seated in may flip three times. A Disk may always flip Flying Disks
Activation Marker upon it, is referred to as an that order) are playing DISKWARS. It is the less times than its Movement Value, but never • If a Disk has the FLYING
“unactivated Disk.” A player may not activate a beginning of an Activation Segment, and all play- more. A Disk must always flip a full step. skill, indicated by the flying
Disk that already has an Activation Marker placed ers have nine Disks on the table. symbol on the Disk, it may
upon it. Plenty of Activation Markers can be The Elven Archer in the example has a movement move over friendly and enemy
found on the component flat in every DISKWARS George is the first player. George activates three of “3.” It begins the Activation Segment at posi- Disks without stopping. A Flying
Army Set. of his Disks, followed by Laura, who activates tion “A.” During the Activation Segment, the Flying Disk is not considered to Symbol
three of her Disks, followed by Bob, who activates player activates this unit to move. He first flips it be touching the Disks (as
Note: A Disk can be activated three of his Disks. All players have activated three once to position “B,” so that the side of the Disk defined below) that it “flies
and perform no action. Simply Disks. George is still the first player, and now that was facing the table is now face up. This flip over” in this manner. If a Flying Disk ends its
place an Activation Marker on Activation activates three of his remaining unactivated Disks. was one move. For the Disk’s remaining two movement on another Disk, however, it is touch-
the Disk. Marker Play passes to Laura, who activates three unacti- moves, the player first flips the Disk to “C” and ing (and pinning) that Disk as normal.
vated Disks, and then Bob, who does likewise. then to position “D.” The unit cannot move any • A Flying Disk cannot move over an enemy
SPECIAL RULE: A Disk cannot be activated further, and has now been activated. The player Flying Disk, and must stop its movement as soon
(move, cast a Spell, or use a Special Ability) if All players have now activated six Disks, and places an Activation Marker on this Disk. as it touches such. It is then attacking the enemy
another Disk is on top of it. This is always true, have three unactivated Disks left on the table. As Flying Disk.
even if both Disks belong to the same Army. The the first player, George has the first opportunity to Rules for movement: • A Flying Disk that is not currently moving is
Disk on the bottom is considered “pinned” by the activate his three remaining unactivated Disks. • A Disk must immediately stop movement when considered to have “landed.” Thus other non-
Disk atop it. George does not wish to activate any more Disks it overlaps another Disk, even if the Disk is in the Flying Disks can, at any time, attack Disks with
and is done activating for this Activation Segment. same Army. If you Activate a Disk and move it so Flying skill at no penalty.
Order of Activation After George has announced this, Laura activates that it overlaps an enemy Disk and ends its move-
Before the game begins, players randomly decide her last three unactivated Disks. Bob also acti- ment on that Disk, this is considered an ATTACK. Action: SPECIAL ABILITY
who will be the first player to start activating. The vates his last three Disks. • A Disk cannot move (nor do any other form of Rather than move or cast a Spell, a Disk may acti-
player who begins activating is the first player. activation) if another Disk is on top of it. If a Disk vate to use a Special Ability (SA). Special
The first player activates three of his units, fol- Laura and Bob cannot activate any more Disks, cannot move because another Disk is on top of it, Abilities vary from Disk to Disk. Some Disks
lowed by the player to his left, who activates three and George, by not activating three Disks during
of his units, and so on, until each player, in clock- his turn, has declared that he is done activating
wise order, has activated three units. for the Activation Segment. Since all players are Example of Movement
done activating, the activation segment is over. If Activation Marker
The first player now activates three more units, one or more players had more Disks to activate,
followed by the player to his left, etc. This they would have continued the Activation Segment
process continues until all players have no more without the players who are “done” for this
units that they can, or wish to, activate. round.
A
A player must activate three Disks during his acti- Action: MOVEMENT
vation turn. If a player activates less than three Any Disk with a Movement Value of “1” or more
Disks during his turn, that player may activate no can move in the playing area. Movement is exe- B C D
more Disks during this Activation Segment. cuted in the following fashion:

In the next game-round, the position of first play- If a player activates a Disk to move, he may FLIP
er switches to the person immediately to the left that Disk end-over-end in any direction, as many
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have no Special Abilities, and some own Spellbooks. use any of the Spells in the Spellbook.
Disks have several. • Spellcasters may cast Spells on them-
The effects of Spells vary from Spell to Spell. • Army Point Cost selves, so long as the Spell does not require
Reading Special Abilities On this rules-sheet you will find the “Master Each Spell Disk has an Army Point Cost value the target to be unactivated.
Special abilities are described on the Disks them- Spellbook” where the effects of all the that is added to the total point value of your
selves, using the following abbreviations: DISKWARS Spells are described in detail. Army. Thus, the more Spells that you put in your Missile Segment
Spellbook, the less points you will have to recruit When the Activation Segment is over, players
A = Activate / Activation / Activated Each Spell Disk has three pieces of information: Creature Disks. There is no restriction as to how may initiate ranged attacks with their Disks that
UA = Unactivated (a Disk with no the Spell’s Name, its Level and its Army Point many Spells that you can put in your Spellbook. have the Missile skill. On the Disk descriptions
Activation Marker) cost. Just remember that if your last Spellcaster has and in these rules, any Disk that has the Missile
M = Movement Value been killed, the Spells in the Spellbook are use- skill is referred to as an Archer Disk. Firing
AT = Attack Value • Name less. (They are also useless if their Spell level is Missiles is not considered a Special Ability (SA).
D = Defense Value The name of the Spell identifies the Disk. Each too high for the Spellcasters that you have in
T = Toughness Value Spell has a specific function and effect, as play!) A Disk may not fire any Missiles if it has an
described in the “Master Spellbook.” Activation Marker on it. Thus, a Disk cannot
For example, the Special Ability of the Elven Notes on Spells: activate in the Activation Segment and later fire
Bard Disk is: “SA: A to give any UA Disk within Example: John casts a “Fireball” Spell with his • Certain Spells damage other Disks. If the dam- Missiles in the Missile Segment.
12” +3M this round.” Level II Spellcaster. John then refers to the Master age is sufficient to kill the Disk, remove the Disk
Spellbook and reads aloud the effect and function from play immediately. If the Damage was insuf- In DISKWARS there are four types of Missiles,
This reads “Activate to give any unactivated Disk of the Spell. Then he enacts the effects on the ficient, leave the Spell Disk (if possible) on the each with its own characteristics. Here are the dif-
within 12 inches three extra movement this playing area. After the Spell has been cast, it is target in question. This damage is cumulative and ferent types of Missiles:
round.” Thus, a player can activate the Elven “used” and cannot be played again. John added to any damage that the Disk takes in the
Bard, and nominate one unactivated Disk (within removes the Disk from the game. Missile Attack and Combat Segments this round. Missile Range Damage Arrow
one foot) to add 3 to its Movement Value this Arrow 12” 2
round. • Spell Level Example: A Spellcaster casts a Fireball Spell on a Bolt 12” 3
Not all Spellcasters are of the same ability. In mighty Dragon. The Dragon’s Toughness Value is Fireball 6” 4 2
Action: CAST A SPELL DISKWARS, there are three types of Spellcasters: “9” and the Fireball only attacks with a strength Damage
Boulder 6” 5
Spells are an important part of DISKWARS. The Level I, Level II and Level III. Each Spell Disk of “6” — not enough to cause a Wound on the
clever concoctions of powerful wizards always has printed upon it the level necessary to cast it. Dragon. The Fireball Spell should be left on the Except for the Boulder, all Missile Counters can
create an element of uncertainty on the battlefield. Dragon, however, for now only 3 additional dam- be found on the component flat in every
You never know what wicked cantrip your oppo- A Spellcaster with Level I casting ability can only age is needed to Wound the Dragon. DISKWARS Army Set.
nent has stored in his Spellbook, waiting to cast Level I Spells. (A fireball is a Level II Spell,
destroy your powerful hero or foil your brilliant and can therefore not be cast by a Level I • All Spells are “spent” after they have been used. How to Fire Missiles
strategy. Spellcaster.) A Spellcaster with Level II casting Thus, after a Spell has been used, remove the Starting with the first player, each player fires
ability can cast Spells of Level I and Level II. A Spell Disk from play — do not place it back in Missiles from all his unactivated Archer Disks,
Spells are “cast” by Disks with the Spellcaster Spellcaster of Level III casting ability is the most your Spellbook. (When a player has no more then places Activation Markers on each of them.
skill. Spellcasting is not considered a Special powerful type of Spellcaster, and can cast all Spells in his Spellbook, that player cannot cast Play continues clockwise until all players are fin-
Ability (SA). These Spellcasters may cast one Spells. any more Spells). ished firing Missiles. (A player may choose not to
Spell as an activation during the Activation fire missiles from an unactivated Archer Disk.)
Segment. After a Disk has cast a Spell, place an Example: John has three Level II Spells remaining • While some Spells (such as Rain of Steel) may
Activation Marker on the Disk and discard the in his Spellbook. Unfortunately, his Spellcaster simulate Missile fire, they are not Missiles, and An Archer Disk is allowed to fire Missiles if the
used Spell Disk. All Spells are cast from the play- with Level II ability has been killed. John has a are not affected by those game elements which following criteria are met:
er’s central Spellbook. Wizards do not have their Level I Spellcaster on the field, but he may not affect Missiles and Missile fire.
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1) Archer does not have an Activation Counters now drop to the playing sur- on the Disk.
Marker face. Any Disks upon which the Missile Missile Casualties
2) Archer is within range of a target Counters finally rest are damaged. The amount • Missiles that miss and do not land on any Any Disk that has received Missile damage
3) Archer is not being pinned of damage received is determined by the Missile Disks should be removed right away so as not to equal to or greater than its Toughness Value takes
4) Archer is not pinning an enemy Disk Type. confuse the playing area. a Wound. Most Disks are destroyed after receiving
one Wound. After all players are finished firing
Range • A Disk with the Missile skill must use all its • If a Missile lands on top of another Missile, add Missiles, those Disks which have been destroyed
As indicated on the above table, different Missiles Missiles in one “drop.” It cannot split its Missiles the damage value of BOTH missiles. are removed from play.
have different ranges. Arrows, for example, have into several attempts.
a range of 12” and do 2 Damage (see below for an • If a Missile rests so that it is atop two or more Wounds and Wound Counters
explanation of damage). Thus, you must measure • If a player drops a Missile so that it bounces Disks, it inflicts its full damage to all those Disks. Most Disks can sustain only one Wound, and are
with a ruler to determine if an enemy Disk is onto one of his own Disks, that Disk takes the Exception: If one Disk is partially overlapping then killed. A dead Disk is removed from the
within 12” of your Disk with the “MISSILE: damage. This is considered “friendly fire.” another Disk and a Missile lands touching both game, and does not come back into play. Some
ARROW(2)” Ability. Disks, its damage is only applied to the top Disk. special Disks can sustain several Wounds. (This is
• If a Missile Counter strikes another Missile a special case, and is noted on the Disks with such
Note that you may not measure until you have Counter already on top of a target, causing the • Missile Counters that bounce or roll and land on a power). If such a creature sustains damage equal
nominated a target for your Archer Disk. Once a previous Missile to “bounce” off-target, the new a Disk beyond their range apply their damage as to or greater than its Toughness, place a Wound
target has been nominated, you may measure the Missile misses and the old Missile is placed back normal. For example, an arrow that bounces and Counter on the Disk. Wound
range. If the target is out of range, the Archer lands on a Disk 15” away still applies its damage Counters can be found on the com-
Disk may not fire — nor may it nominate another Example Missile Drop to that Disk. ponent flat located in every
target. A Disk may not fire Missiles if no targets DISKWARS Army Set.
are within range. A Disk may not nominate a • To prevent dishonest players from purposely
friendly Disk as a target. bouncing their Missiles out of range, players may If a Disk takes damage equal to Wound
wish to drop their Missiles through a cardboard double its Toughness value, that Counter
Number of Missiles tube or similar device. Disk takes two wounds. (If the
The actual number of Missiles that a Disk may damage is triple, the Disk takes three wounds,
fire depends on the Disk itself. After every • While some Spells (such as Rain of Steel) may etc.)
denomination of Missile skill there is a number in simulate Missile fire, they are not Missiles, and
parenthesis (*). That number denotes how many are not affected by those game elements which If a creature that can sustain two Wounds receives
Missiles that unit may fire. affect Missiles and Missile fire. a Wound, and already has a Wound from a previ-
ous attack, the Disk is dead and immediately
Example: An Elven Archer has written upon it In the example, Missile Counters “A” and “E” do removed from the game.
“MISSILE: ARROW (3).” This means that the no damage. Missile Counters “D” and “C” both
Elven Archer Disk may fire 3 arrows. damage Enemy Disk 2. Missile Counter “B” does Note: Unlike Spell damage and Missile damage,
damage to BOTH Wound Counters remain
Firing Missiles Enemy Disk 1 and Example of Missile Hits on a Disk until it is dead
The player “shooting” Missiles takes an unused Enemy Disk 2. Note or healed by magic.
Disk, and places the Missile counters to be fired that if Disk 1 were E Wound Counters are not
on this Disk. The player then holds the Disk hori- overlapping Disk 2 and Enemy removed during the
zontal ONE FOOT (or more) above the target, “B” were touching Disk 1 Enemy Remove Counters
with the Missile Counters resting upon it (see both, the Missile would B Disk 2 Segment.
illustration). Then the player flips the Disk only damage Disk 1, D
towards the Archer firing the Missile. The Missile because it is on top. A After all players have fin-
C
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ished with the Missile Segment, all The simplest form of battle consists of only needs “1” additional point of attacked Player A’s Disk with his Disk
dead Disks are removed. Missile counters one Attacker and one Defender, with no damage to receive a Wound. A Disk with #2.
that caused damage to a Disk, but did not kill other Disks touching the two Disks. Such an “1” Attack Value could destroy such a Disk by
it, remain on that Disk. Such damage is cumula- example is illustrated at the bottom of this page. attacking it. Resolution: Combat is always taken from the
tive and added to any damage taken from Spells, TOP DOWN. So we start with the battle between
and any Damage received in the Combat In the example, the attacker (Player A) is attack- Multiple Battles Player B’s #2 Disk and Player A’s Disk. In this
Segment. ing with an Attack Value of “3,” and the defender If several Disks are overlapping each other, the example, Player B’s #2 Disk has an Attack Value
(Player B) is defending with a Defense Value of most important rules to remember are the follow- equal to Player A’s Toughness, and Player A’s
After all players have fired Missiles, the Combat “2.” ing: Disk has a Defense Value equal to Player B’s Disk
Segment begins. #2 Toughness. Result: Both Player B’s #2 Disk
Resolution of Battle 1) Battles are always fought from the TOP and Player A’s Disk are Killed. Player B’s Disk
Combat Segment Every battle is resolved by comparing the Attack DOWN. #1 never has to fight a battle.
If two opposing Disks are touching, they must or Defense Value of the opposing Disk to your 2) A Disk can only apply its Attack Value to one
battle. There is no difference between touching “a Toughness Value. If your Attack or Defense Value enemy Disk. Multiple Attacks #2 (Lesson: The Multiple Battle
little” and touching “a lot”; the Disks still do bat- equals or exceeds your opponent’s Toughness 3) Damage is cumulative from battle to battle. “Drop”)
tle on the same terms. Value, your opponent receives a Wound. In most
cases, one Wound will be sufficient to destroy a Below we have described four complicated battle 2
Battle in DISKWARS is very simple, but several Disk. (As previously described, only a few crea- situations. These examples, or variations of these, 5 3
complicated situations may arise. tures can sustain more than one Wound.) In the will cover 99% of all battles in DISKWARS. 2 Player B
example, the Attacker has an Attack Value of “3,” 3 4
The core rule of combat is that the Disk overlap- and the Defender has a Toughness Value of “3.” Multiple Attacks #1 (Lesson: Battles are Always Player A
ping (on top) is the Attacker, and the Disk being Thus the Defender will receive one Wound and Fought From the Top Down)
overlapped (on bottom) is the Defender. When will be killed. The Defender has a Defense Value 2
attacking, a Disk uses its ATTACK VALUE, and of “2,” which does not equal or exceed the attack- 2 4 3
when defending a Disk uses its DEFENSE er’s Toughness Value of “4.” Thus the result of 5 3
VALUE. the battle will be the Attacker destroying the
Defending Disk. Player B #1 Player C
2
3 4
After each Battle is resolved, immediately remove
2 any destroyed Disks from the game. Player A
5 3
Player B In a DISKWARS battle, Disks can destroy each 2 In this example, there are three players. Player A
other simultaneously. In the above example, had 4 2 attacked player B’s Disk. In a later activation,
the defender’s Defense Value been “4” or higher, player C attacked Player A’s Disk. (Note that even
2 both Disks would have taken a Wound, and both
Player B #2 though Player C’s Disk also touches Player B’s
3 4 would have been removed from the game. Disk, player A’s Disk is in between the two, and is
therefore the target of the Attack. Player C is not
Carry-Over Damage attacking Player B.)
Player A Damage from Spells and Missiles inflicted during
the Activation and Missile Segments is “carried Resolution: Player C attacks player A’s Disk.
over” into the Combat Segment. Thus a Disk with Player C destroys A’s Disk, and Player C’s Disk
“4” in Toughness that was hit by one Bolt Missile In the above example, Player A attacked Player survives. Player A’s Disk is removed from the
Counter (damage “3”) in the Missile Segment, B’s Disk #1. In a later activation, Player B game. Player C’s Disk is now on top of Player B’s
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Disk. (Player C’s Disk essentially Attack Value that Player C’s Disk C’s Disk (since Player A’s Toughness Attack Value against one defender.
“drops” on player B’s Disk since the Disk inflicted on Player A’s Disk still applies is too high to beat anyway). End Result: Both defenders, however, always combine
in between them has been destroyed). Since a until the end of the Combat Segment (This is Player B’s Disk and Player C’s Disk are their Defense Value against the one attacker.
Disk can only apply its Attack Value to one Disk called Carry-Over Damage.) Thus Player A can dead and removed from the game. Player A’s
per round, there is no further battle. (Player B’s only sustain “2” more damage or his “4” in Disk survives the battle. Resolution: Player B’s Disk does not have the
Disk is now pinned under player C’s Disk, and Toughness Value would be matched. Thus, in the Swashbuckler Ability, and thus chooses to apply
unless Player C moves his Disk in the next battle between Player A’s and Player B’s Disks, Exception: A Disk with the Swashbuckler skill its “5” Attack Value against Player A’s Disk.
Activation Segment, those two Disks will battle both Disks are destroyed. (Player A’s Attack may apply its full Defense or Attack Value to any Players A and C combine their Defense Values
next Combat Segment.) Value exceeds player B’s Toughness, and Player number of attackers or defenders in one battle. (2+2 =4) which equals Player B’s Toughness
B’s Defense Value combined with the “2” in Value, and is sufficient to destroy Player B’s
Note: If Player B’s Disk was attacking another “carry-over damage,” exceeds the “4” Toughness Note: If two or more Disks are attacking the same attacking Disk. End Result: Player A’s defend-
Disk below it, a battle between those two Disks Value of Player A’s Disk). End Result: All three Disk, they must combine their Attack Values, even ing Disk and Player B’s attacking Disk are
would still be fought — even if Player B has Disks are destroyed and removed from the if they are in opposing Armies. It is important, in destroyed, leaving only Player C’s Disk behind.
Player C’s “spent” Disk on top of it. game. some scenarios, to know which attacker is respon- If a Disk is destroyed by multiple defenders, the
sible for the kill. If, in a combined attack, the defender with the highest Defense Value gets
Multiple Attacks #3 (Lesson: Carry-Over Multiple Attacks #4 (Lesson: Combined Attacks) attacking players are unable to mutually agree credit for the kill.
Damage) which attacking Disk gets credit for killing the
2 defending Disk, the attacker with the highest Order of Battles
2 5 4 Attack Value gets the credit. If there is a tie, it A group of two or more opposing Disks that are
5 3 Player B goes to the attacker with the highest Defense touching at the beginning of the Combat Segment
2 Value, and then Toughness. If all attackers are (and will therefore do battle during the Combat
3 4 Player B 2 equal, none of them get credit for the kill. Segment) are considered a “battle stack.” A battle
3 3 2 stack may be as simple as one Disk attacking
Player A 2 2 Exception: A Disk with the First Blow skill has another, or it may involve many Disks with multi-
2 Player A the option of not combining its attack with anoth- ple attackers and defenders, and multiple seperate
2 2 Player C er Disk. (See “First Blow” for details.) battles.

Multiple Attacks #5 (Lesson: Multiple At the beginning of the Combat Segment, the first
Player C Defenders) player decides which battle stack is resolved first.
In the above example, Players A and C are both After battles in that stack are resolved, the next
attacking Player B. player chooses the second battle stack to be
2 2
3 3 2 2 resolved, and so on, until all battle stacks have
Resolution: Since there is no single top Disk, and been resolved.
both of the attacking Disks are one level up from Player C
Player A 2
Like the previous example, here are three Disks the table, this is a COMBINED ATTACK. The 5 4 Remove Counters Segment
from three different players in a complicated bat- two attackers combine their Attack Values (2+3 = After the Combat Segment, all Missile, Spell, and
tle. 5) which exceed the defender’s Toughness (thus Player B Activation Counters are removed from the Disks
the defender is destroyed). The defender now on the battlefield. The only counters that remain
Resolution: Attacks begin from the top down. must choose which Attacker that its Defense in play after this segment are Wound Counters.
Player C attacks Player A. Player C’s Disk is Value must be applied against. (The Defense
destroyed — and Player A’s survives. Player C’s Value can only be applied towards one target, and In this example Player B is attacking both Player Note that “Carry-Over” damage only applies from
Disk is removed from the game. Now Player A’s cannot be split between attackers.) Player B A’s and Player C’s Disks. Unless Player B’s Disk the Activation Segment to the Combat Segment of
Disk attacks Player B’s Disk. However, the “2” chooses to apply his Defense Value against Player has the Swashbuckler Ability, it can only apply its one round. No carry-over damage (other than
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Wounds) remains after the Remove Berserk Counter during the Remove will be required to measure a distance, Swashbuckler
Counters Segment. Counters Segment. Otherwise, leave the usually one foot (12 inches) or half a foot Some Disks have the Swashbuckler skill.
Berserk Counter on the Disk for the next (6 inches). When a measurement involves a This special skill allows the Disk to apply its
Example: John owns a Disk with “6” Toughness round. distance between Disks, you should measure from full Attack Value to all defending Disks. The skill
that was struck by two arrows. Thus the Disk the edge of one Disk to the edge of the other also allows the Disk to apply its full Defense
would be destroyed if it received two more dam- Modifiers Disk. If some part of both Disks is within the dis- Value to multiple attackers. Example: Two Disks
age in the Combat Segment. The Disk, however, A Disk’s basic values can sometimes be modified, tance needed, the measurement is “in range.” Note are attacking a Disk with the Swashbuckler skill.
was not attacked, and during the Remove either by its own Attribute, or by other Spells and that you may not measure Missile range before A normal defending Disk would have to choose
Counters Segment, the two Missile Disks are other Disks. For example, a Disk may have the nominating a Missile target, nor may you measure which Disk to apply its Defense Value against, but
removed. John’s Disk is now a full“6” Toughness Attribute “Receives +2 AT when Attacking an prospective movement of Disks (unless the specif- this Disk may apply its full defensive value
again. Evil Disk.” This means that, when it is pinning an ic Disk tells you to). against both its attackers, potentially destroying
enemy Disk of Evil alignment, the Disk’s Attack one or both of them.
New Round! Value increases by two. Skills
After the Remove Counters Segment, players are Below are a number of skills which some Disks Berserk
now ready to commence a new round of the bat- =//#407&"&6-'#$-6#1:4:/$*&;68#:2/6''#0*+6-)&'6 may utilize. Note that many of these have been Some Disks have the Berserk skill. This special
tle. Players should continue to play rounds until a '>61&"&67#59#*+6#%&'(#*6?*<#@0)6;6-8#407&"&6-' covered previously in these rules, but others are skill allows the Disk to add +2 to all its Attack,
player qualifies for the Victory Conditions of the *+$*#'()*+,(%$#%&'(A'#5$'&1#;$/:6'#$-6#$>>/&67#+-#(' defined here for the first time. Defense, and Toughness Values if it participated
scenario being played. The new first player is the $//#0*+6-#407&"&6-'<#,0-#6?$4>/68#90:#4$9 in an attack in the previous round. If a Disk did
person immediately to the left of the previous first =1*&;$*6#$#%)$-;62#./$1('4&*+#*0#3&;6#$ First Blow not attack in the round before, it will have its nor-
player. %:2)$--#B63&462*#CD#%6"62'6#E-$&'&23#&*#"-04#F Some Disks have the First Blow skill. This special mal A, D, & T values. Thus berserker Disks are
*0#GH8#5:*#&"#*+6#%:2)$--#B63&462*#&'#56&23 skill allows the attacking Disk to apply its Attack best utilized if they keep attacking, round after
Other Important Rules $**$1(67#59#$#%$-(#I:1(6-8#*+6#B63&462*A'#*0*$/ Value before the defending Disk can apply its round. Note that the Berserk bonuses are not
%6"62'6#&'#J6-0<#K0*6#*+$*#&"#$#%&'(#+$'#$#5$'&1 Defense Value. For example, if a Disk with 4 cumulative. Example: The Orc Disk “Tribesmen
Wording Conflicts ;$/:6#0"#LMN#&*#1$220*#56#407&"&67< Attack, 2 Defense and 3 Toughness were to attack from Ulc” has the Berserk skill. Its normal values
Should the wording of a Disk’s description or a Disk with 2 Attack, 3 Defense and 2 Toughness, are: A(5), D(3), and T(4). If it attacked an enemy
Special Ability conflict with the rules in this rules When a Disk’s values are modified, use its modi- both Disks would normally be destroyed. If the Disk in the previous round, its scores this round
sheet, the Disk’s wording always take precedence. fied values in place of its normal values. attacker had First Blow, however, it would kill the would be: A(7), D(5), and T(6) — a truly danger-
Example: During the Activation Segment, the defender before the defender could apply its ous Disk.
Berserk Counters Elven Warder attacks a Vampire Disk. Because the Defense Value. (Note that if the defender survives
Disks with the Berserk skill Vampire has the Attribute “Any Disk touching the first blow attack, it can apply its Defense Missile
receive a +2 bonus to their Vampire has -2 T,” the Elven Warder’s Toughness Value normally.) If a Disk with First Blow is Disks with the Missile skill can fire Missiles dur-
Attack, Defense and Toughness Value is reduced from 4 to 2. Later during the Attacking in a combined attack, it forfeits the use ing the Missile Segment. The number and type of
Values if they Attacked during Segment, Firbolg the Giant attacks the Elven of the First Blow skill. The Disk’s player may Missiles the Disk can fire is printed on the Disk
the previous round. Berserk Berserk Warder. Firbolg’s Attribute allows him to “instant- choose not to combine the attack, in which case itself. Details on using Missiles can be found in
Counters (found in the MOON Counter ly destroy” any Disk with a Toughness of 3 or the Disk may use its First Blow skill, but its the “Missile Segment” section.
OVER THELGRIM expansion) less. Normally, the Elven Warder would not be attack is resolved seperately from any other
can help players keep track of which Disks are instantly destroyed, as it has a Toughness of 4. attackers, allowing the defender to defend against Reanimate
Berserking (i.e., receive the bonus) this round. At But because its Toughness is being modified by it seperately. !"#$#%&'(#)&*+#,&-'*#./0)#&'#$**$1(&23 When a Disk with the Reanimate skill is
the end of the Remove Counters Segment, place a the Vampire, its current Toughness is only 2. The &2#$#1045&267#$**$1(#)&*+#$20*+6-#%&'(#)&*+#,&-'* destroyed, it is not removed from play, but placed
Berserk Counter on each Disk with the Berserk Elven Warder is instantly destroyed by Firbolg. ./0)8#*+69#4$9#!"#$%$**$1(#:'&23#*+6#,&-'*#./0) at the bottom of its player’s Reinforcement Stack.
skill that was attacking during the Combat '(&//8#5:*#4$9#&"#%1045&26#*+6&-#$**$1(#)&*+#$29 It may return to play as a normal reinforcement
Segment. If a Disk with a Berserk Counter does Measuring %&'('#*+$*#70#20*#+$;6#,&-'*#./0)< during the Reinforcement Segment.
not attack during the next round, remove its When playing DISKWARS, from time to time you
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Spellcaster when touching an enemy Disk with the Appendix One: Ru Airglider, for example, has the
Disks with the Spellcaster skill can cast Flying Skill. For details on the Flying skill, Definitions Attribute “Instantly destroyed if touched by
Spells. Every Spell and Spellcaster has a level; see the “Action: Movement” section of these Ambush - When a Disk initiates an Ambush, an enemy flying Disk.”
a Spellcaster may cast Spells from his Spellbook rules. its owner picks it up from the table and lays it
at his level or less. Details on Spells and directly on top of any portion of the legal target Berserking - A Disk with the Berserk skill is said
Spellcasting can be found in the “Action: Cast a Rage Disk (the Ambushing Disk must overlap (touch) to be “Berserking” when it is receiving a +2
Spell” section. A Disk with the Rage skill is dangerously full of the target, but may also overlap other targets). If bonus to its Attack, Defense and Toughness
energy. If such a Disk neither moves a minimum there is no room to touch the target, the Disk may Values. Note that a Disk with the Berserk skill is
Flying of 6" from its starting point at the beginning of not Ambush. Note that an “Ambush” is not the not considered to be “berserking” until the round
Disks with the Flying symbol have the Flying the round, nor Activates to Attack, it receives a same as an “Attack” (which is defined below) after the Disk attacked another Disk.
skill. During movement, they may touch friendly Wound at the beginning of the Combat Segment. although the Ambushing Disk is considered to be
and enemy Disks without stopping, but must stop “Attacking” after it has been placed on top of the Burrow - When a Disk Burrows an enemy, its
enemy Disk. owner picks it up from the table and places it
beneath any portion of a target Disk in range.
Assembling an Army Archer - Any Disks with the Missile skill are Only Disks that are touching the table (i.e., have
The Armies included in the LEGIONS boxed set are already has taken 25 points for Spell Disks. Thus he has 75 points no Disks beneath them) can be targeted by a
assembled. After playing with them for a while, however, left for Creature Disks. 38 points must be Dwarven, and 37
defined with the generic term “Archer.” This
you may wish to assemble your own Army. These are the points can come from other good or neutral factions. includes Disks that fire Arrows, Bolts, Fireballs Burrow. For instance, if Disk A is attacking Disk
rules for doing so. and Boulders. B, Disk A cannot be the target of a Burrow,
Unique: Some Disks are labeled “Unique.” A player may because Disk B is beneath it. For the purposes of
When assembling an Army for DISKWARS, there are three never have more than one Unique Disk of one kind in his
things a player must keep in mind regarding his Disks: their Army. (Da’Roul Bonesplicer is “Unique,” thus a player may Attack - An “Attack” occurs when a player a Burrow, Land Disks are considered part of the
alignments, their factions, and whether or not they are never put two “Da’roul Bonesplicer” Disks in his Army). playing surface. A Disk on a Land Disk may be
unique.
Activates a Disk to move it onto an enemy Disk
Limited: Some Disks are labeled “Limited.” If a Disk is ending its movement on the enemy Disk. a legal Burrow target. When a Disk Burrows a
Alignments: There are three different alignments in “Limited,” a player may not have more copies of that Disk in legal target Disk, it may be placed so that it is
DISKWARS: Good, Neutral and Evil. These alignments are his Army than the Limited number. (The Uthuk Spearmen, beneath (touching) other Disks in addition to the
identified by the border color of each Disk. for example, are “Limited: 3,” thus a player may never have Attacking - A Disk is described as “Attacking” if
more than three Uthuk Spearmen in his Army.) it is overlapping an enemy Disk in order to apply target.Note that a “Burrow” is not considered an
Green = Good • Blue = Neutral • Red = Evil Attack, though the Disk directly above the
Champion Disks: Champion Disks are special Creature
its Attack Value during the Combat Segment.
Good Disks may never be in the same Army as Evil Disks. Disks that players may include in their Armies. Champion (Note that “Attacking” is a state of being, whereas Burrowing Disk is considered to be Attacking
Evil Disks may never be in the same Army as Good Disks. Disks are designated by their gold borders. (They do not “Attack” is defined above.) (and Pinning) the Burrowing Disk. After a
Neutral Disks may be in any Army. have an Alignment.) Each Champion is associated with one Burrow, the Burrowing Disk is pinned and may
of the DISKWARS factions. If a player wishes to include a
Factions: There are ten different factions in DISKWARS: Champion in his army, the rest of the Disks in that army Attributes - Some Disks have innate qualities that not be Activated again.
Elves, Uthuk Y’llan, Dwarves, Undead, Knights, must be of that Champion’s faction or have no faction at all.
Accolytes, Dragonkin, Mahkim, K’Ryth and Orcs. Each Champions cannot be in an Army that also has Disks from
are not Special Abilities or skills and do not
Creature Disk has its faction written on the Disk. Some crea- other factions. require activation to be used. These are called Champion - Disks with the “Champion” Attribute
tures have no factions. When creating an Army you must “Attributes.” For example, the Physical Adept has (and a gold border) may not be in Armies with
base the Army around a specific faction. At least 50% of Example: Donna has a Dwarven Army with a number of Disks of another Faction.
your total Army points (less points for Spell Disks) must Elves and Knights in it. She wants to add Varik Longbeard, a the Attribute “If unactivated, can take no dam-
belong to one specific faction. Thus in a 100 point Army, at Dwarven Champion, to her Army. In order to do so, she will age.” Attributes can also be disadvantages. The
least 50 points must be from one faction; the remaining 50 have remove all the Elf and Knight Disks from her Army. Combat - Some Disks make
points may be from any other faction of the same, or neutral,
alignment. How to tell Disks apart: If two or more players put identical Examples of Burrow Targets reference to “in Combat” or
Disks in their DISKWARS Army, it can become difficult to “during Combat.” This is
Note that Army Points used for Spell Disks are subtracted tell which Disks belongs to which player. If this is an issue, In the examples below, all the white Disks are legal “Burrow” targets. always in reference to events
from the total before the above breakdown occurs. So in a you can carefully write your initials on, or mark the edges of,
150 point Army, if a player takes 30 points in Spell Disks, all your Disks. Another way to determine ownership is to put during the Combat Segment.
that player must recruit at least 60 points from one faction, small colored stickers on conflicting Disks. (3M’s colored
and may recruit up to 60 points of other factions. POST-IT “Flags” work very well for such occasions, since
they can be removed without damaging the Disk -- and can Enslave - Some Disks have
Example: Jim is assembling a 100 point Dwarven Army. He be used again and again.) the ability to Enslave other
Table Land Disk
rulebook.qxd 8/31/00 5:00 PM Page 20 Army at no cost. Such a Disk d
set aside and comes into play o
Transforms into a new Disk, th
Disk. Any Wound, Spell, Miss
new Disk. The original is then
20 21 your Reinforcement Stack). If
Disk is worth the same numbe
puts both the Werx Lycanthrop
Disks. When such a Disk Enslaves Instant Blow - The “Instant Blow” beneath it. The Disk beneath the top Flying Disks, while moving, are not
Lycanthrope costs 8 Army Poin
another Disk, the target Disk becomes ability supplies an instant, non-cumulative Disk is “Pinned.” (If the Pinned Disk is an considered to be Touching those Disks they
Werewolf costs nothing and is
“Enslaved” (defined below). quantity of damage to one or more targets. enemy Disk, the top Disk is also considered to are “flying over.”
into the Werewolf. Carl places
Damage from an Instant Blow is immediately be “Attacking,” which is defined above.) A
removes the Lycanthrope and s
Enslaved - Disks that are Enslaved are controlled applied. If the damage from an Instant Blow does Pinned Disk may not be Activated. A Pinned Transform - If a Disk has an Army Point Value
it, so Carl places the Wound C
by the owner of the Disk that Enslaved the not Wound or kill the target Disk(s), the damage Archer may not fire during the Missile Segment. of “T”, you may include it in your Army at no
have an Activation Counter, so
Enslaved Disks. Some scenarios require the play- simply is not effective. Excess and/or unused cost. Such a Disk does not go into your
ers to kill a certain number of Army points’ worth Instant Blow damage does not accumulate with Skills - Some Disks have qualities that allow them Reinforcement Stack. Rather, it is set aside and
of Disks in order to win. Enslaving does not count any subsequent damage from Spells, Missiles, to perform certain tasks. The most common Skills comes into play only when another Disk
towards this total. If an Enslaved Disk is killed, special abilities, additional Instant Blows, and/or are “Missile” (which allows Disks to fire Transforms into it. When a Disk Transforms into a
no one gets points for its destruction. Combat. Example: Layrya the Banshee, with Missiles) and “Spellcaster” (which allows Disks new Disk, the new Disk comes into play and
Instant Blow(3), activates her Instant Blow to cast Spells). Other Skills include Berserk, Ambushes the original Disk. Any Wound, Spell,
Fireball - If a Disk or Spell refers to a “Fireball” against Suza Mancrusher, who has 5 Toughness. Swashbuckler, First Blow, and Reanimate. Missile, or other counters on the original are
and does not specify Missile: Fireball or the Because 3 is less than 5, the attack does not inflict placed on the new Disk. The original is then
Fireball Spell, it refers to both the Missile and the a Wound, nor does the damage from the Instant Sacrifice - Disks that may be “Sacrificed” may be removed from the playing area and set aside (not
Spell. Blow remain on the target. If Suza Mancrusher removed from play by their own players, usually in your Reinforcement Stack). If a Disk with an
had already taken 2 damage from a Spell, the in return for the use of a Special Ability or some Army Point Value of “T” is killed, that Disk is
Immune - Some Disks are “immune” to certain additional 3 damage from the Instant Blow would other effect. Note that in scenarios wherein play- worth the same number of Army Points as the
game elements, such as Missiles or Spells. These have been enough to give her a Wound. O045$* ers receive points for Disks killed, no one receives original Disk. Example: Carl puts both the Werx
Disks may still be targets of such elements but are 7$4$36#&'#"&*.%$>>/&67#7:-&23#*+6#O045$* points for a Sacrificed Disk. Lycanthrope and the Werx Werewolf Disks in his
not affected by them. A Disk that is immune to I63462*<#=//#1045$*#7$4$36#&'#1:4:/$*&;6#7:-M Army. The Lycanthrope costs 8 Army Points and
Missile fire, for example, may be the target of, &23#*+6#O045$*#I63462*<#P+6-6"0-68#&"#$#%&'( Special Abilities - Some Disks have Special goes into Carl’s Reinforcement Stack. The
and even hit by, an Archer’s Arrow, but does not -616&;6'#$2#!2'*$2*#./0)#7:-&23#*+6#O045$* Abilities (always abbreviated SA). These Special Werewolf costs nothing and is set aside. Later, the
take damage from it. A Disk that is immune to I63462*8#*+6#7$4$36#"-04#*+6#!2'*$2*#./0)#&' Abilities are Activated and take effect during the Lycanthrope Activates to Transform into the
Spells may be the target of a Spell, or in the area $7767#*0#$29#1045$*#7$4$36#*+6#%&'(#+$'#$/-6$79 Activation Segment. Werewolf. Carl places the Werewolf so it is pin-
of a Spell’s effect, but is not affected by the Spell -616&;678#5:*#20*#*0#$29#':5'6Q:62*#7$4$36#&* ning the Lycanthrope, then removes the
(even if it is cast by a friendly Spellcaster). Note *$(6'#/$*6-#&2#*+6#I63462*<#!"#$%&'()/%0"12#"&( Touching - When one Disk is overlapping anoth- Lycanthrope and sets it aside. The Lycanthrope
that some Spells (like Reflect and Earthhand) 3'+4(%56%78%92%+##+,49&:%+%;(*2)+&#$<2%='""1%5> er, the two Disks are said to be “Touching” each had a Wound Counter on it, so Carl places the
modify a Disk’s values, Attributes, or Skills. 3?%@%78A%7$(%3'+4(%49**2%#$(%='""1%+&1%'(,(9B(2%> other. If there is a Disk between the two, they are Wound Counter onto the Werewolf. The
Disks that are immune to Spells are not affected 1(-(&29B(%1+C+:(A%D$(&%#$(%='""1%19(2?%9#%:9B(2 not Touching. In Example 1, Disk A is Touching Lycanthrope would also have an Activation
by these Spells, but are subject to the modified #$(%3'+4(%+&%E&2#+&#%=*"F%5G8?%F$9,$%92%+11(1%#" Disk B, but is not considered to be Touching (nor Counter, so the Werewolf is now Activated as well.
values, etc., of those Disks that are affected by #$(%>%1+C+:(%#$(%3'+4(%$+2%+*'(+1.%'(,(9B(1A%7$( Attacking) Disk C. In Example 2, Disk A is
them. Example: Rhoq Lophram casts 3'+4(%#$H2%'(,(9B(2%+%#"#+*%"-%I%1+C+:(?%(J,((1K touching both Disk B and Disk C. Note that Unique - If a Disk has the “Unique” Attribute, a
“Earthhand” on himself, which gives him +6 T, 9&:%9#2%7"H:$&(22%+&1%49**9&:%9#A player may not have more than one of that Disk in
for a total of 9. Varik Longbeard, who is immune Example 1 A his Army.
to Spells, attacks Rhoq. Normally, Varik (5 AT) Limited - If a Disk has the “Limited” Attribute, it
B
would kill Rhoq (3 T), but because of the Spell, means that a player may only have a certain num- Wounds - When a Disk receives a total Attack
Rhoq’s T is 9, so Varik’s attack does not do ber of that Disk in his Army. The number after the Value equal to or greater than its Toughness
enough damage to cause a Wound. Disks that are word “Limited” is the total number of that Disk a C Value, it takes a Wound. One Wound is enough to
immune to Spells may still be affected by Spells player may have in his Army. Example 2 destroy most Disks, but some can withstand mul-
(such as “Convert” or “Resurrect”) when they are A tiple Wounds. These Disks are marked by a
not in play. Pin / Pinned / Pinning - When one Disk overlaps Wound symbol. The number inside the Wound
another, the top Disk is “Pinning” the Disk symbol represents how many Wounds that Disk
B C
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must receive in order to be killed. into a Mountain Terrain. Non-Flying Evil Temple - There are places of Terrain. Non-Flying Disks beginning
After a Disk has received a Wound, place Disks beginning their movement in a darkness so complete, entire regions are their movement in a Swamp have their
a Wound marker upon it. If the number of Mountain may not move further in or into a corrupted by their baneful taint. Evil Disks Movement Values reduced to 1.
Wound markers equal the number of wounds a Mountain. Non-Flying Disks may not Activate to receive a +1 bonus to their Attack, Defense and
Disk can sustain, that Disk is immediately Attack Flying Disks that are in a Mountain. Disks Toughness Values when they are in an Evil Village Terrain - Disks attacking Disks that are
destroyed. in a Mountain cannot be caused to move by Temple Terrain. Good Disks suffer a -1 penalty to in a Village Terrain receive -2 to their Attack
Spells, or by other Disks’ skills, attributes or their Attack, Defense and Toughness Values when Values. Archers targeting Disks that are in a
Appendix Two: Special Abilities. A Mountain is a Barrier to they are in an Evil Temple Terrain. Neutral Disks Village Terrain fire -1 Missile.
Terrain Disk Rules Missile fire. in an Evil Temple are not affected. Note that there
Not every battlefield is the same. Below are rules is one Temple Terrain printed in the MOON • Terrain and Movement
for terrain effects that you may apply to your Ruins - Years of open warfare have left the land- OVER THELGRIM expansion. Before using it in Note that a Disk does not have to be “touching” a
Land Disks in order to add variety to your scenar- scape littered with the ruins of ancient towers and a scenario, players must decide whether the Terrain to be considered “in” it. Rather, if any
ios. Note that while there are Land Disks with ter- crumbling fortresses, each captured and re-cap- Temple is Good or Evil. portion of the Disk is within the perimeter of the
rain printed on them available in other tured as the factions battle for dominion. Archer Terrain, it is considered to be “in” that Terrain.
DISKWARS expansions, you may use any terrain Disks that are in a Ruins Terrain may add 6” to Cavern Terrain - Flying Disks may never When a Disk first crosses this perimeter, it is said
effects you wish by simply designating a Land their ranges. All Disks in a Ruins Terrain receive Activate to move into a Cavern Terrain. Disks in a
Disk to have certain terrain effects. a +2 bonus to their Defense Values. A Ruins Cavern Terrain may not be Ambushed. The
Terrain is a Barrier to Missile fire. Swashbuckler Skill is negated for all Disks in a Terrain Disks and
Forest - The dense forests of the realm provide Cavern Terrain. Disks in a Cavern Terrain may Movement
some safety to those passing through, but at a Scarred Valley - The aftermath of battle is not not be the targets of Archers that are not in the
always physical; sometimes the very essence of a same Cavern Terrain. In this example, Disks A-D are all “in”
price. Non-Flying Disks must stop their move-
ment when moving into a Forest Terrain. Non- region can be devastated by the terrible magic the Terrain. Disk A has just moved
Flying Disks beginning their movement in a wielded there. Disks in, or within 6” of, a Scarred Chasm Terrain - Non-Flying Disks in a Chasm “into” the Terrain. Disk D, even though
Forest have their Movement Values reduced to 1. Valley Terrain are immune to Spells. They may Terrain during the Remove Counters Segment are it is touching Disk C and not touching
All Disks in a Forest are immune to damage from not be targets of Spells, nor may they Activate to instantly destroyed. the Terrain, is still “in” the Terrain.
all Missiles. A Forest is a Barrier to Missile fire. cast Spells. This Terrain does not cancel the
effects of Spells that pass through it (e.g., Desert Terrain - Disks with Movement Values of
Lake - Not even the cleverest generals have Fireballs), as long as those Spells do not stop in 3 or less or Toughness Values of 3 or less must
found an efficient method of marching their the Scarred Valley or within 6” of it. stop their movement when moving into a Desert Terrain Disk
Terrain
troops across a large body of water; it is far safer Terrain.
Good Temple - Oases of purity and tranquillity, Disk Perimeter
to simply go around. Lake Terrain is an impene-
trable obstacle to non-Flying Disks. Non-Flying the vicinities surrounding certain temples are R'Karg Nest Terrain - In scenarios that call for
Disks may never Activate to move into a Lake sacred ground. Good Disks receive a +1 bonus to players to bring Terrain Disks into play (such as
Terrain. Flying Disks may Activate to move their Attack, Defense and Toughness Values when "Ring of Fire"), each player can bring no more
through a Lake, but may never end their move- they are in a Good Temple Terrain. Evil Disks than one R'Karg Nest Terrain into play. Non-
suffer a -1 penalty to their Attack, Defense and Flying Spellcasters that are in a R'Karg Nest
ment in it. Neither Flying nor non-Flying Disks
may be moved into a Lake by Spells or other Toughness Values when they are in a Good Terrain at any time are instantly destroyed. During B D
Disks’ skills, attributes or Special Abilities. Temple Terrain. Neutral Disks in a Good Temple the Remove Counters Segment, each player may
are not affected. Note that there is one Temple give an Instant Blow (3) to one Disk in, or within A
Mountain - Mountains have long been a natural Terrain printed in the MOON OVER THELGRIM 3" of, each R'Karg Nest Terrain Disk in play. C
barrier against ancestral enemies, and remain an expansion. Before using it in a scenario, players
effective (if temporary) deterrent to invasion. must decide whether the Temple is Good or Evil. Swamp Terrain - Non-Flying Disks must stop
Disks must stop their movement when moving their movement when moving into a Swamp
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24 25

to be moving “into” the Terrain. where in the playing area except within per turn until all Terrain Disks have been touching the Barrier Disk, the Barrier
Terrain is considered to be part of the 6” of another Land Disk, staging area or placed. does not prevent Missile fire.
playing surface, and not a separate Disk the table edge. Exception: A Terrain Disk may
“layer.” be placed within 6” of another Terrain Disk of the • Terrain and Missile Fire Players must declare their targets before checking
same type. A Forest Terrain, for example, could Some Disks are “Barriers” to Missile fire. If a to see if the target is behind a Barrier Disk. Note
• Using Terrain in Play be placed within 6” of another Forest, but not a Barrier Disk is between an Archer Disk and its tar- that while most Barriers are Terrain Disks,
Terrain Disks can be used many different ways in Lake Terrain. get so that a straight line cannot be drawn between Creature Disks and other Disks may also be
playing DISKWARS. Some scenarios call for cer- the two without intersecting the Barrier, then that Barriers.
tain types of Terrain. Others require a certain 3) Placement continues until all players have laid Archer Disk may not fire on that target. In other
number of Terrain Disks. (See the scenarios at the down all their Terrain Disks. words, if a Barrier prevents an Archer Disk from • Terrain and Staging Areas
end of these rules for examples.) having a “line of sight” to its target, the Archer Land Disks are usually used as “staging areas” for
Example: Barry, Cooper and Jason are going to Disk may not fire. scenarios. Unless the scenario specifies otherwise,
Regardless of which scenario is being played, the play DISKWARS using Terrain. They decide to Land Disks used as staging areas are not used as
players may wish to use the following guidelines each make 100-point Armies and that each of If either the Archer Disk or its target are in or Terrain Disks and have no Terrain effects.
for using Terrain in play: them will have three Terrain Disks. Cooper is the
first player, so he lays down a Ruins Terrain Disk Appendix Three:
1) At the same time that the players determine the 12” away from his staging area. Now it is Jason’s Master Spellbook
size of each Army, they also decide how many turn to lay down a Terrain; he puts a Forest Disk
Level One Spells until the end of the round.
Terrain Disks each player can bring into play. between his staging area and Cooper’s. Finally,
Alternation
Barry lays down his first Terrain, a Scarred Flight
Point Cost: 3
2) After the Initial Setup, a player is chosen ran- Valley, which he places in the middle of the table, Point Cost: 5
Effect: Target one Disk within 12”. Target Disk’s
domly to lay down one Terrain Disk. Proceeding far away from all other Land Disks. Each player Target one Disk within 12" of Spellcaster. The tar-
Attack and Defense Values are reversed for the
clockwise, each player lays down one Terrain has placed one of his three Terrain Disks. Starting get Disk has the Flying skill for the rest of the
remainder of the round. (Leave Spell Disk on Disk
Disk apiece. Terrain Disks may be placed any- with Cooper, they continue to place one Terrain round. (Place Spell Disk on target Disk to remem-
to remember effect.)
ber effect.)
Barrier Disks Call to Arms
In the example, Disks A-E are all within range of the Archer Disk’s Missile attack. Disks A and E Point Cost: 3 Hard Earth
may be targets, but C and D are protected by the Barrier Disk and may not be targets. Disk B is in Effect: Immediately bring two reinforcements into Point Cost: 3
the Barrier Terrain, so the Barrier Disk does not block Missiles. Disk B may be a Missile target. play from the top of your Reinforcement Stack. For the rest of the round, Disks within 12" of the
These reinforcements must be placed so that each is Spellcaster may not be Burrowed, nor may they A
touching your staging area. These reinforcements to Burrow other Disks. (Place Spell Disk on

“Line of Sight”
A may be activated this Activation Segment. Spellcaster to remember effect.)

Carapace Heal
B C Point Cost: 2 Point Cost: 2
Target one Disk. The target Disk is immune to Effect: Immediately remove a “Wound” counter

“Line of Sight” D Instant Blows for the rest of the round. (Place Spell
Disk on target Disk to remember effect.)
from a target Disk within 12” of Spellcaster. May
only be cast on Disks that can sustain multiple
Wounds.
Feet of Clay
Archer Disk Barrier Terrain
Disk
E Point Cost: 3
Effect: Target one Disk. That Disk, and all Disks
Hold
Point Cost: 3
within 6” of the target Disk, are at -2 Movement Effect: Target Disk within 12” may not Activate to
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26 27

move this Activation Segment (but positive modifier to its D equal to the immune to Missiles this round. (Leave Drain The Mind
may be activated for other reasons). total AT of any enemy Disks attacking it. Spell Disk on target Disk to remember Point Cost: 5
For example, if the target is being attacked by effect). Effect: One unactivated target enemy Disk
Incite a Disk with 4 AT, it receives +4 D. If the target is may not activate its Special Ability(ies) this
Point Cost: 6 being attacked by two Disks, one with 3 AT and Zip round. (Place Spell Disk on target Disk to remem-
Effect: All disks within 6” of the Spellcaster that one with 2 AT, it receives +5 D. (Leave Spell Point Cost: 4 ber effect).
have the Berserk skill are now “Berserking.” (i.e., Disk on target Disk to remember effect.) Effect: Adds +2 Movement to ALL Disks within
receive +2 bonuses). Place Berserk Counters on 12” of Spellcaster this Activation Segment. Earthhand
these Disks. Disks affected by this Spell may lose Sap (Leave Spell Disk on Spellcaster to remember Point Cost: 5
and regain their Berserking status normally. Point Cost: 4 effect). Effect: The Toughness Value of the Spellcaster is
Effect: All enemy Disks within 6” of Spellcaster “+6” for this round. (Leave Spell Disk on
Liquid Shield receive -1 Toughness for the remainder of the Level Two Spells Spellcaster to remember effect).
Point Cost: 4 round. A Sap Spell cannot bring an enemy Disk Calm
Effect: Target one Disk. The target Disk, and all below 1 Toughness. (Place Spell Disk on Point Cost: 5 Embrace
Disks within 12” of the target Disk, are immune Spellcaster to remember effect). Effect: All Disks within 12” of the Spellcaster Point Cost: 7
to damage from Fireballs (Missiles and Spells) for that have the Berserk skill and are “Berserking” Effect: The Spellcaster, and any Disk that is
the rest of the round. Shield (i.e., receiving a +2 bonus) have their Berserk sta- touching the Spellcaster, cannot sustain any dam-
Point Cost: 3 tus canceled. Disks affected by this Spell may age this turn. (Leave Spell Disk on Spellcaster to
Magical Wall Effect: Target Disk within 12” of the Spellcaster regain their Berserking status normally. remember effect).
Point Cost: 2 receives +3 Toughness for the remainder of this
Effect: Place this Spell Disk on an empty space round. (Leave Spell Disk on target Disk to Charm Evil Ward
within 6” of Spellcaster. This is now an unbreak- remember effect). Point Cost: 7 Point Cost: 4
able wall. No Disk (even if immune to Spells) Target one UA, unpinned enemy Disk within 12" Effect: Evil Disks may not Activate to Attack the
may touch this Spell Disk. Flying Disks may Sure Aim of the Spellcaster. Initiate the target's Special target Disk for the remainder of the round. (Leave
touch the wall while moving, but may not end Point Cost: 4 Ability as if that Disk's controller were doing so, Spell Disk on target Disk to remember effect.)
their movement on it. This wall is a Barrier to Effect: Target Archer Disk within 6” will auto- then place an Activation Marker on the target.
Missile fire. No more than three Magical Walls matically hit a single Disk with all of its Missiles Example: The Elven Warder has the SA: A to flip Fate
may be placed within a 12” area. (Leave Disk on this turn. During the Missile Segment the owner any enemy disk within 6" one step in a direction Point Costs: 5
table to illustrate the wall. This Disk is not of the enchanted Disk may simply place his of your choice. If your Spellcaster casts "Charm" Effect: Choose two Disks within 12” of the
removed during Remove Counters Segment.) Missile Counters on the chosen target within on an enemy Elven Warder, you may initiate the Spellcaster in a combat or pinned situation.
range. (Leave this Spell Disk on target Disk to SA to force one of your Disks (an "enemy" to the Switch Attacker and Defender position.
Mirage remember effect). Warder) within 6" of the Warder to flip one step in
Point Cost: 5 any direction. Fireball
Target one friendly Disk within 12" of Spellcaster. Speed Point Cost: 5
If the target is hit by Missiles this round, the Point Cost: 2 Control Effect: Drag the Spell Disk, flat on the table, to
Missiles inflict no damage to the target, but you Effect: Target Disk within 12” of Spellcaster Point Cost: 8 any distance, in a straight line from the
may place them on another Disk within 6" of the receives +3 Movement this Activation Segment. Effect: Spellcaster may initiate a “Movement” Spellcaster. The first Disk that the Spell Disk
target instead. (Leave Spell Disk on target Disk to remember action for a target enemy unactivated Disk within touches receives an immediate “6” attack.
effect). 12”. (Spellcaster moves the enemy Disk). Place an Remove a dead Disk immediately. (Leave Spell
Reflect Activation Marker on the enemy Disk after the Disk on damaged Disk to remember effects).
Point Cost: 4 Ward movement. The enemy Disk may not be moved
Effect: Target one unpinned Disk within 12”. Point Cost: 3 off the table.
During the Combat Segment, the target receives a Effect: Target Disk within 12” of Spellcaster is
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28 29

Forcewave (Leave Spell Disk on target Disk to friendly Disk within 12” of upon takes a “7” Instant Blow. Then the
Point Cost: 7 remember effect.) Spellcaster. Target Disk may Activate player to the left takes the Spell Disk and
Effect: All unpinned Disks within 6” of again this Activation Segment. does the same thing. This continues around the
Spellcaster must be flipped one step away* from Mind Block table until a player hits no Creature Disks.
the Spellcaster (Disks are flipped by their respec- Point Cost: 4 Level Three Spells (*Disk must be tossed in an upward motion.)
tive owners). Flip first the Disk with lowest Place Activation Markers on up to two Banish
Toughness Value, followed by the one with the Spellcasters within 12" of Spellcaster. Point Cost: 9 Depletion
next highest toughness, etc. Randomly determine Effect: Target one enemy Disk within 12” of the Point Cost: 8
ties. (* Flipped Disk must end further away from Repel Spellcaster. This Disk immediately returns to the Effect: Remove the Disk below the top Disk in
the Spellcaster than where the Disk started.) Point Cost: 5 bottom of its Army’s Reinforcement Stack. any opponent’s Reinforcement Stack. This Disk is
Effect: Target any unactivated Disk within 12”. now destroyed and removed from the game.
Freeze May only be played on an unpinned target. No Coercion
Point Cost: 5 Disk may end its movement on, or fly over, target Point Cost: 9 Displacement
Effect: Target opponent may not activate three Disk this round. Place an Activation Marker on Effect: Target player must immediately make Point Costs: 7
Disks during his next Activation turn. (He is target Disk (Place Spell Disk on target to remem- three Activations, just as if it were that player’s Effect: Choose two friendly Disks that are neither
skipped!) A player cannot be frozen for two turns ber effects). turn. If the target player Activates less than three attacking nor being attacked. These Disks trade
in a row. Disks, he may not Activate again this round. places. One of these Disks must be within 6” of
Summon Spellcaster.
Gate Point Cost: 5 Convert
Point Cost: 4 Effect: Immediately take ANY Disk from your Point Cost: 8 Dust to Dust
Place this Spell Disk on an empty space within Reinforcement Stack and place this unit touching Effect: Immediately take the bottommost Creature Point Cost: 8
12" of Spellcaster. Disks (that are not immune to the Spellcaster. The summoned Disk may be Disk of an opponent’s Reinforcement Stack. If Effect: All Disks with the Reanimate skill within
Spells) touching a Gate Spell Disk may A to Activated this round. this Disk’s combined A, D, and T value is equal 6” of the Spellcaster are immediately removed
Ambush any other unpinned Gate Spell Disk in to or less than 11, you may place the Disk on the from play. They are not placed in their Armies’
play. Gate Spell Disks are not removed during the Sky Ward top of your Reinforcement Stack. You now con- Reinforcement Stacks.
Remove Counters Segment. Point Cost: 6 trol this Disk. Disregard Disk alignment. If the
Effect: Place Activation Markers on all Disks value is higher than 11, your opponent may imme- Foresight
Good Ward with the Flying skill within 6” of the Spellcaster. diately place the Disk on his Staging Area. Point Cost:7
Point Cost: 4 (Remember to give your opponent his Disk back For the rest of the round, the Spellcaster's player
Effect: Good Disks may not Activate to Attack Twister after the game). may Activate two, three, or four Disks each turn.
the target Disk for the remainder of the round. Point Cost: 6 If the player Activates only two Disks, he may
(Leave Spell Disk on target Disk to remember Target one unpinned and UA enemy Disk within Disarm continue to Activate Disks the next turn. (Place
effect.) 12" of Spellcaster. Choose up to three other Point Cost: 9 Spell Disk on Spellcaster to remember effect.)
unpinned, UA enemy Disks within 6" of the tar- Target one Disk within 12" of Spellcaster. The tar-
Invisibility get. The target and chosen Disks are now dropped get Disk, and all Disks touching it (and touching Imbue
Point Cost: 5 (like Missiles) anywhere within 12" of the target's those, etc.) have their Attack and Defense Values Point Cost: 8
Effect: For the remainder of the round, the target original position from a height of 18". If a reduced to zero during the Combat Segment. Effect: The target Disk gains the Level III
UA Disk may not Activate except to move, and dropped Disk lands in an illegal position (such as Spellcaster skill for the remainder of the round
may not Attack. Other Disks may not Activate to in a Lake Terrain), the Disk is re-dropped. Death Ball and is, therefore, a Spellcaster. (Leave Spell Disk
Attack the target Disk. During the Combat Point Cost: 10 on target to remember effects.)
Segment, the target is immune to damage from Vigor Effect: Step a foot back from the playing area.
Attacking Disks. The target may not be the target Point Cost: 6 Toss this Disk up* in the air over the playing
of Missiles, but is damaged normally by them. Effect: Remove one Activation Marker from a area. Any Disk that this Spell Disk comes to rest
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30 31

Mass Hold Rain Of Steel Appendix Four: set up in the players’ respective “Setup
Point Cost: 10 Point Costs: 10 Scenarios Areas” that lie 6” in front of their “base”
Effect: Choose up to 5 Disks within 6” of Effect: Owner of Spellcaster may immediately towards the central land. (See diagram.)
Spellcaster and immediately place an Activation drop 10 Arrow counters (in one drop) on any loca- Following are four DISKWARS scenarios that Victory Conditions: A player wins this scenario
Marker on each. tion within 12” of Spellcaster. The Rain of Steel players can use for their DISKWARS games. if he qualifies for one of the following two victory
must be dropped from 24” above the table. These scenarios are merely suggestions, and play- conditions.
Mass Vigor Immediately remove any casualties. ers should feel free to make up their own 1) If a player has had sole control of the central
Point Cost: 8 DISKWARS scenarios and campaigns. Many land for two consecutive Remove Counters
Remove all Activation Markers from up to three Resurrect other scenarios may be found at Segments (“Sole Control” means that no enemy
Disks within 6" of the Spellcaster. Point Cost: 10 www.diskwars.com. Disk is touching the central Land Disk). The
Effect: Bring any Disk that has been destroyed game ends immediately after the second Remove
Paralyze back to life. The Disk is now under your control. Land Disks Counters Segment of sole control.
Point Cost: 8 R/$16#*+6#-6':--61*67#%&'(#*0:1+&23#E>&22&23H#*+6 If a scenario requires more Land Disks than you 2) The game ends AT ANY TIME, if a player
Effect: Target Disk within 12” may not Activate for I>6//1$'*6-, and place an Activation Marker on the have available, we suggest that you simply create manages to touch the enemy ‘base’ with one or
any reason. This Spell is in effect until the Disk. Immediately after this Spell has been cast, the some Land Disks out of paper. more Disks of combined Attack Values of “8” or
Spellcaster moves out of range or is killed. If the Spellcaster receives one Wound. Remove better.
Spellcaster becomes more than 12” away from the Spellcaster immediately if he has been destroyed. Scenario One: “Tides of War”
target, the Spell is no longer in effect. (The Surge Number of Players: 2
Spell may be used to cancel effects. Leave Spell Surge Reinforcements: 6
Player One
Disk on target disk until cancelled.) Point Cost: 10 Starting Disks: 6 Setup Area
Effect: THIS SPELL MAY BE CAST OUT-OF- Setup: Players place their staging areas (Land
Powerbolt TURN BY AN UNACTIVATED LEVEL THREE Disks) 18” away from each other. Starting Disks

2 Feet
Point Cost: 10 SPELLCASTER. The Spell Disk that an opponent are placed on these staging areas (see the diagram
Effect: Choose a Disk within 6” of Spellcaster. has just played is nullified. Both Spell Disks are earlier in these rules for details).
This Disk, and all Disks touching it (and touching removed from the game. Place an Activation Victory Conditions: The game ends after six
those) receive a “5” Instant Blow. Immediately Counter on the Spellcaster that cast “Surge.” rounds. After six rounds, each player gets one vic-
remove any destroyed Disks. Casting “Surge” cannot cancel another “Surge” tory point for each Army Point of Disk his Army
Spell Disk. has killed. Each player also gets 20 victory points

2 Feet
Quake for each of his Disks touching his opponent’s
Point Cost: 8 Teleport staging area. The player with the most victory
Flip two Terrain Disks within 12" of Spellcaster Point Cost: 7 points is the winner.
one step each in a direction of your choice. This Effect: Move any one friendly unpinned Disk
Setup Area
Spell cannot be cast on a Terrain Disk that is being instantly to any spot within 12” of its original loca- Scenario Two: “In Harm’s Way”
used as a staging area or has other Disks touching tion. Number of Players: 2 Player Two
it. Nor can this Spell flip a Terrain Disk so that it Reinforcements: None
touches other Disks. (Each player’s whole Army is set up on the “In Harm’s Way”
table at the beginning of the game)
Setup: One land is placed centrally in the middle
of the table, and two lands (each player’s “base”) Scenario Three: “Doom Hill”
are placed two feet away from the central Land so Number of Players: Any
that all three Lands are on one four-foot straight Reinforcements: 6 Disks (Not the first turn)
line. Now, each player sets up his Army, each Starting Disks: 6
player placing one Disk at a time. Disks must be Setup: Place a central land in the middle of the
rulebook.qxd 8/31/00 5:00 PM Page 32

32 33

table, and a Staging Area (a Land Appendix Five: L#+,48%#"%/C!H2$ ,904/69 495@@A96
Disk) for every player 2 feet away from Disk Errata and =+#2A%M+C)9'(%92%&"#%/A 8%:;<4=>(+ L/O%E-%+&%(&(C.
the central land. Staging Areas must be an Clarifications !"#$%&%'#(%)*+ P+6#*6?*#-6"6-'#*0#$29 L)(**,+2#('%92%F9#$9&%6P?%/%#"
equal distance from each other. R-6;&0:'/9M>:5/&'+67#%&'(#*6?*'#1$2#'046*&46'#56#102":'M ST$4>&-6S#*9>6#%&'(8#&<6<8#$29 2#(+*%"&(%'+&1"C%L)(**%-'"C%#$+#
Victory Conditions: A player wins immediately &238#4&'/6$7&238#0-#011$'&02$//9#Z:'*#>/$&2#)-023<#P0#+6/> (&(C.<2%L)(**!""4A
1/6$-#:>#$29#>0''&5/6#102":'&028#)6#+$;6#104>&/67#*+&'#/&'*
%&'(#)&*+#*+6#)0-7#ST$4>&-6S#&2
after the Remove Counters Segment if he has sole
0"#%&'('#*+$*#+$;6#:21/6$-#0-#&210--61*#*6?*<#X$1+#%&'(#&2 &*'#2$46< !"#$%&%'#(%)*+ P+6#'*0/62#I>6//#&'#>/$167#&2#90:-
possession of the Central Land AND has killed at
*+&'#$/>+$56*&1$/#/&'*&23#&21/:76'#6&*+6-#$#76*$&/67#1/$-&"&1$M I>6//500(#$27#4$9#56#:'67#20-M
least 25 Army Points worth of enemy Disks. (The ,-./01 02 345530
*&02#0"#+0)#*+6#%&'(#)0-('#&2#>/$98#$2#6--$*$#76'1-&5&23 4$//9<
number of Army Points may be modified for small- )+$*#*+6#%&'(#*6?*#'+0:/7#568#0-#50*+< 6$$#(#+ P+6#)0-7#SP0/;$&2S#20)#-6$7'
er or larger battles!) S.&'+0><S
5BB95 4/6 /5B
!9-?.0@ 65B76 02 5@5?0@4
Scenario Four: “Battlegnash” 6$$#(#+ =33-$#*+6#@$3#&'#'*&//#$#[6;6/#!
,7008 .1-869 8%:;<4=>(+ Q+.%"&*.%!(%)9&&(1%!.%-*.9&:
Number of Players: Any I>6//1$'*6-<#E!*#&'#4&'>-&2*67#$'#$
39242A%Q+.%C"B(%9-%+%&"&K-*.9&:
Reinforcements: 6 Disks (Not the first turn) [6;6/#!!#I>6//1$'*6-#&2 8%:;<4=>(+ E-%=*""1%L)91('%92%+##+,49&:%+
3924%92%"&%#")%"-%9#A
Starting Disks: 6 B6;&'67<HU+62#=33-$#:'6'#+6- F"H&1(1%3924%1H'9&:%N"C!+#?
Setup: The same as the “Doom Hill” setup above. I=8#*+6#-6':--61*67#%&'(#&' #$+#%3924%92%+*F+.2%49**(1%+-#(' !"#$%&%'#(%)*+ !"#>&2267#59#$#202M"/9&23#%&'(8
Victory Conditions: =1*&;$*67#$27#>/$167#&2#*+6#162M #$(%,"C!+#A *+6#X$3/6#4$9#'*&//#=1*&;$*6#20-M
A player wins immediately after the Remove *6-#0"#=33-$A'#"0-46-#/01$*&02< 4$//98#$'#&"#&*#)6-6#20*#>&2267<
Counters Segment if he has destroyed 25 Army !"#$%&%'#(%)*+ K0*6#*+$*#L)0:2767#%&'(N#46$2'
Points of enemy Disks more than the closest oppo- 5-1/5? 4/6 259.66D69 $#%&'(#)&*+#4:/*&>/6#U0:27 85?70 /5??692-.4
nents. If a player has sole control of the central 8%:;<4=>(+ ECCH&(%#"%L)(**2A 1$>$1&*9#*+$*#+$'#-616&;67#$*#/6$'* 8%:;<4=>(+ E2%&(B('%+--(,#(1%!.%L)(**2%"'
land, he may add 10 points to his total number of 026#U0:27#>-&0-#*0#*+6#1:--62* Q9229*(2A
!"#$%&%'#(%)*+ =&>+$4#4$9#56#*+6#*$-36*#0" O045$*#I63462*<#=/'08#*+6
killed Army Points. (Again, the number of Army
I>6//'8#5:*#&'#20*#$""61*67#59 ./007#I>&76-#2667'#02/9#*0#56 !"#$%&%'#(%)*+ %$4/0#4$9#56#*+6#*$-36*#0"8#$27
Points required to win may be modified for smaller
*+64< $**$1(&23#$*#'046#>0&2*#7:-&23 '*-:1(#598#I>6//'#$27#Y&''&/6'8
or larger battles!)
*+6#O045$*#I63462*V#6;62#&"#*+6 5:*#&'#&44:26#*0#Y&''&/6'#$27
57!/6?-.4 51196@4-!6
I>&76-#&'#(&//67#7:-&23#O045$*8 I>6//'#E&<6<8#*$(6'#20#7$4$36#"-04
Scenario Five: “Siege” 8%:;<4=>(+ L/O%/,#9B+#(%#"%)*+,(%+%192,+'1(1 Y&''&/6'#$27#&'#20*#$""61*67#59
Number of Players: 2 (one attacker, one defend- R(B(*%S%L)(**%!+,4%9&#"%."H' &*'#$**-&5:*6#&'#'*&//#&2#6""61*<
I>6//'H<
er) L)(**!""4?%9-%+%-'9(&1*. ,904/69 857?3
Reinforcements: 6 (Not the first turn) L)(**,+2#('%F9#$9&%6T%$+2%,+2# 8%:;<4=>(+ E-%,+2#9&:%+%L)(**%F9#$%+%'+&:(?
Starting Disks: 6 (attacker), 12 (defender, placed #$+#%L)(**%#$92%'"H&1AA #$+#%'+&:(%92%1"H!*(1A 853B/469. 02 85C@
within 6" of staging area)
Setup: The defender has four Terrain Disks of his !"#$%&%'#(%)*+ \0:#4$9#=1*&;$*6#*+6#=>>-62*&16 !"#$%&%'#(%)*+ SB$236S#&21/:76'#-$236#"-04 8%:;<4=>(+ 3+H:$#('2%+'(%&"#%+--(,#(1%!.
choosing, which he places anywhere within 12" of *0#:'6#&*'#I=#02/9#&"#90:#:'67#026 1$'*6-#*0#*$-36*#E$'#&2#SI>667SH8 -'9(&1*.%-9'(A%ECCH&(%#"%+**
his staging area. After the defender has placed his 0"#90:-#0*+6-#*)0#=1*&;$*&02' *+6#$-6$#0"#6""61*#E$'#&2#SW&>SH8 L)(**2A
7:-&23#90:-#*:-2#E&2#*+6 $27#*+6#7&'*$216#"-04#*+6#*$5/6
staging area and Terrain, the attacker places his !"#$%&%'#(%)*+< P+6#%$:3+*6-'#$-6#&44:26#*0
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staging area. The attacker has no Terrain Disks. =-1+6-'<#P+$*#&'8#*+69#4$9#56
Victory Conditions: The defender wins if, by the ,54. 7&'*$216#&2#&*'#76'1-&>*&028#*+$* '*-:1(#59#Y&''&/6'#"&-67#59
Remove Counters Segment of the eighth round, he 8%:;<4=>(+ L/O%/%#"%-"',(%"&(%-'9(&1*.?%U/ 7&'*$216#&'#70:5/67< "-&627/9#=-1+6-'8#5:*#*$(6#20
still has sole control of his staging area. The attack- +&1%H&)9&&(1%M+C)9'(%+&.F$('( 7$4$36#"-04#*+64<#P+69#$-6
er wins if one of his Disks is touching the defend- 9&%)*+.%5"'%."H'%V(9&-"',(C(&# &44:26#*0#I>6//'<#P+$*#&'8#*+69
er’s staging area during any Remove Counters 4$9#56#*+6#*$-36*#0"#I>6//'8#5:*
rulebook.qxd 8/31/00 5:00 PM Page 34

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rulebook.qxd 8/31/00 5:01 PM Page 44

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rulebook.qxd 8/31/00 5:01 PM Page 46

46

Diskwars Legions Army List


Dragonkin Army Knight Army 2 Urotok Warriors
4 Darkdrakes 2 Fairy Swarms 1 Zhalla Bakhal
4 Dragonflights 2 Fenryn Guards
2 Drallus Elders 2 Groman Juggernauts Undead Army
4 Fire-Wyverns 2 Knights of Valor 2 Banada Zombies
3 Tykarus Wings 4 Men at Arms 2 Crawling Limbs
1 V'orkass Sorceror 4 Royal Bowmen 2 Dark Suckers
1 Zollyx Kang 1 Royal Jester 2 Ghastly Bowmen
1 Feet of Clay Spell 1 Royal Falconeer 2 Lampeyes
1 Fireball Spell 1 Scout 2 Masters of Bones
2 Sergeant at Arms 3 Walking Dead
Dwarf Army 1 Siege Catapult 4 Undead Horde
6 Crossbows of Tuggarth 4 Vampires In the tradition of
1 Danhyld Ironback
3 Dunwarr Defenders
Mahkim Army
1 Duphraim Healer
2 Vampire Lords
1 Werx Lycanthrope DISKWARS comes
1 Marak Skullpounder
2 Regiments of the Anvil
3 Lephara Stalkers
4 Mahkim Warriors
1 Werx Werewolf Doomtown: Range Wars,
4 Stalwarts 2 Miasmen Uthuk Army Fantasy Flight’s new disc-
2 Tuggarth Bowmen
2 Urth Regiments
3 Muck-lobbers
2 Net-masters
2 Dhall Uthuk
2 Don'ra Stingers
based game of undead
2 Nochaim Guardians 1 Don'ra Master gunslingers, mutant cattle,
Elf Army
4 Deepwood Archers
2 Rhothan Mist-children
1 Warrior of the Mist
4 Ru Airgliders
2 Ru Clansmen
and furious six-shooter
2 Deepwood Warriors
2 Eastwood Bowmen
1 Liquid Shield Spell
1 Mirage Spell
1 Ru Launcher
1 Shura Assassin
action.
1 Elven Bard
1 Lathari Monster-hunter
2 Sure Aim Spells 1 T'ann Assassin
3 Twisted Yll'rath
As the leader of an
1 Poison Naveka Orc Army 1 Unclean Ones Outfit, you will marshal
1 Tree Ent
1 Takari Lotaar
2 Beastriders
1 Blood Spider
4 Warriors of Yllan
2 Incite Spells
your vast resources and
4 Windriders 3 Goblin Marauders pit them against your
1 Liquid Shield Spell
2 Sure Aim Spells
2 Goblin Raiders
2 Torch-throwers
rivals in an epic show-
1 Zip Spell 4 Tribesmen from Ulc down that will decide the
3 Lowland Twisters
5 Urkan Horde fate of the Weird West.
rulebook.qxd 8/31/00 5:01 PM Page 48

WWW.DISKWARS.COM
Visit the website for new scenarios, League
information, news, special deals, and much more!
Diskwars Turn Order
1. Reinforcements Segment: Bring in rein-
forcement Disk from your
Reinforcement Stack (but not during
the first round). The number of rein-
LEAGUE forcements is determined by the sce-
APPLICATION nario.
Join the Diskwars League to receive local and global rankings, 2. Activation Segment: Players take turns
compete for prizes, and win exclusive new Disks!
Activating Disks, three Disks at a time.
Name _____________________________________ When a Disk is Activated, it may per-
form one of three actions:
Address ____________________________________
a) Move
___________________________________________
b) Use a Special Ability (SA)
c) Cast a Spell
City ____________________ State/ Province______ 3. Missile Segment: Unpinned,
Unactivated Disks with the Missile
skill may fire missiles.
Zip/Postal Code _________ Telephone ___________ 4. Combat Segment: If a Disk is pinning
an enemy Disk, the two must resolve
E-mail _____________________________________
their combat at this time.
5. Remove Counters Segment: All
Send a copy of completed form to Fantasy Flight Games, League Dept.,
2021 W. Cty. Rd. C, Roseville, MN 55113
Activation and Missile Counters are
removed at this time.

Credits
Design: Tom Jolly and Christian T. Petersen Printed in the United States of America.
Additional Design: Tod Gelle and Darrell Hardy Copyright ©2000. DISKWARS is a trademark of
Art: Chad Jasper, Brian Schomburg, Lou Frank, Fantasy Flight Publishing, Inc. All rights
Earl Geier, Brad McDevitt, Character Design reserved. Patent Pending. All images and charac-
Studio, Brian Ewing, Zach Lohse, Eric Kemphfer ters contained herein are the property of Fantasy
and Fred Gorham Flight Publishing, Inc. ©, TM 2000. None of the
Editing: Darrell Hardy and Greg Benage text, gameplay, or images of DISKWARS may be
Coloring: Ben Prenevost reproduced without the specific permission of the
Graphic Design: Brian Schomburg publisher.

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