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Dawnfall,

Duskrise

The
Relic War
CONTENTS 11.5 Combat Modifiers 19
1.0 Introduction 11.6 Combining Standard Infantry 19
1.1 Summary 3 11.7 Stacking Quest Units 20
1.2 One turn, One Month 3 11.8 Weapon Type – In General 20
1.3 Scale – Leagues 3 11.9 Range 20
1.4 The Map – Terrain 3 11.10 How to Attack Across Small Bridges 20
1.5 The Gorge 4 11.11 How to Assault over Large Bridges 20
1.6 Scale and Distance 4 11.12 Attacking Through Mountain Passes 21
2.0 Turn Sequence 4 11.13 Loss of Towns 21
3.0 Random Dice d36 5 11.14 How to Destroy Towns 21
4.0 Movement 6 11.15 How to Destroy A City 21
4.1 Ways of Moving – Modes 6 12.0 Support 21
4.2 Normal Movement 6 12.1 Support – Overall Concept 21
4.3 Travel Movement – Main 6 12.2 Support Conditions 21
4.4 Travel Move – Other Cases 7 12.3 Specific Conditions – ‘C’ Support 22
4.5 Comparison of Modes 7 12.4 Specific Conditions – ‘B’ Support 22
4.6 Villages 8 12.5 Mixed Supported 22
4.7 Supply Depot 8 12.6 Support Strength Points Halved 22
4.8 Elite Special Phase and Travel 8 12.7 Quest Units 22
4.9 Under the Eternal Bridges 8 13.0 Initiative, Flocks & Aerial Battles 23
4.10 Elite Special Movement Phase 8 13.1 Initiative 23
5.0 Stacking 9 13.2 Flocks – Delayed Returning 23
6.0 Zones Of Control (ZOC) 9 13.3 Aerial Contests 23
6.1 Zones of Control In Generally 9 13.4 Initiative – Skipping Flock Placement 24
6.2 ZOC – Small River Bridges 9 13.5 Initiative During Elite Movement Phase 24
6.3 ZOC – Large Bridges Over Gorge 9 14.0 Supply 25
6.4 ZOC – Weapon Type 9 14.1 Supply Sources 25
7.0 Units – What They Are 10 14.2 Limited Supply 25
7.1 Standard Infantry Units 10 14.3 Cut Off 25
7.2 Special – Quest – Units 10 14.4 Depot 26
7.3 Elite Units 10 14.5 Supply Status 26
7.4 Saves 10 14.6 Isle of Shadows and Winterfall Supply 26
7.5 Important Definitions 11 14.7 Sea Supply 27
7.6 Infantry – Standard 11 15.0 Fleets And Sea Invasions 27
7.7 Elite Bows 12 16.0 Control Of Settlements 28
7.8 Elite Cavalry 12 17.0 War Economy Phase 29
8.0 Terrain 12 18.0 Build And Deploy Phase 29
8.1 Terrain Effects on Movement 12 18.1 Due from Turn-Track 29
8.2 Terrain Effects on Combat 13 18.2 BP Calculation 29
8.3 Spring Flooding 15 18.3 Where To Put New Units 30
8.4 Bridges Cannot Be Destroyed 15 19.0 Disbanding 30
8.5 Summer River Crossing 15 20.0 Visibility 30
8.6 Mud Months – Mars and Domir 15 21.0 Returning Counters To Play 30
9.0 Renowns 15 21.1 Turn Track – Due 30
9.1 Renown BP – Seasonal Effects 15 21.2 Delayed Return Of Elites 30
9.2 Losing Renowns 15 21.3 Renown Returning 30
9.3 Renown Replacement Location 16 21.4 Special Units 30
10.0 Quests 16 22.0 The Object Of Power 30
10.1 Special Units 16 22.1 Object Of Power Placement 30
10.2 Hero Placement 16 22.2 Gaining The Object Of Power 30
10.3 Winged One Placement 16 22.3 What The Object Of Power Does 31
10.4 Creature Placement 17 23.0 Foretelling 31
10.5 Quest Units – Various Rules 17 24.0 Winning The Game 32
10.6 Winged and 10.7 Creatures 17 25.0 Setting Up 32
11.0 Combat 18 26.0 The Calendar 35
11.1 Definitions 18 27.0 Game Design 36
11.2 General Rule: Multiple Hexes… 18 28.0 Components 36
11.3 Combat Sequence 18 Summary Sheet 37
11.4 Combat Table 19 Combat Reference 38

Dawnfall, Duskrise 2 XTG


Dawnfall, Duskrise
1.0 Introduction
1.1 Summary
Dawnfall, Duskrise is an epic war between two medieval empires. Knights and spearmen clash.
Heroes will rise. Creatures of legend will aid their human allies and storm across the battlefield.
Prophecies are rife with terrible possibilities. The relic of old will spell doom or salvation. A
colossal gorge divides the land. Three ancient bridges span the chasm between the forces of Dawn
and Dusk.

Turns sequence is basically, “I GO, YoU GO” (IGO YUGO). Dawn does quests, builds units, moves
and attacks Then Dusk does quests, builds units, moves and attacks. There are a few added twists.
And its broken down into phases. It looks complicated, but at heart its really the most common, and
funnest, sequence of play there is.

1.2 One Month, One Turn


Each game turn is one month of 28 days. Total game length 26 turns of one month each. Seasonal
effects have a big impact on the game. Games have a maximum length, but it is very possible for a
game to end early. Abrupt defeat in the first year can happen. In that case, next Winter… is not
coming! Devoting treasure to divining prophecies might be very wise – or a colossal waste of
resources.

1.3 Scale – Leagues


Each hex is represents a distance of one League from side to side. Of course, being a fantasy
setting, it is debatable what distance this is exactly. Best estimates: perhaps three miles or so, or
maybe a bit more than 5km.

1.4 The Map – Terrain


Each hex is only one type of terrain. Where small portions of a hex are different, the entire hex is
considered to be the majority terrain type. This is usually easy to tell. Port villages near 61 and 62
have a lot of dark blue (sea), but that’s purely for aesthetics – all ports are entirely clear land terrain.
Hex-sides, such as rivers and mountain-ridges are depicted spreading quite a bit into surrounding
hexes – so they are easy to see – but really only run directly along the sides of a hex.

Even if you can detect a sliver of, say, ‘clear’ running around the edges of a mountain hex, the hex
is still considered 100% mountain and therefore impassable.

Roads let you ignore the underlying terrain. If you move along the road, use the road movement
point cost. If you enter or exit a hex without already being on a road (ie, didn’t use a road to road
hex-side), you pay the other terrain cost. Winterfall Valley and the Isle of Shadows are Clear terrain
with a road (the hex-side is road to road). Treat entering and exiting of mountain passes as being on-
road, even if the road discontinues. All roads crossing over rivers have a small road-river bridge.

Villages take up one hex, even if fields sprawl into adjacent spaces – just to look interesting. Not
that it matters, as villages are treated as clear terrain anyway. Of course, villages do matter a lot for
supply purposes.

3 RULES OF PLAY
1.5 The Gorge
A very deep gorge separates the two empires. The pale green are deep down in the gorge. No one
owns the villages in the gorge at the start of the game. Imagine the gorge as being an inch deep
below the level of the tabletop! Three ancient bridges cross this chasm. The steep cliffsides
delineate the borders of each sides starting territory – the red dotted lines define borders that are not
defined by the actual gorge. Dawn to the west. Dusk to the east. Dusk has a frontier town
encroaching on the western side of the gorge.

1.6 Scale and distance


Ranged weapons such as crossbows have a range of two hexes. Don’t worry, bows are not firing at
ranges of miles and miles. Units are moving around within and between hexes – the hexes
represent general proximity rather than pinpoint location. Combat scale represents a hybrid
compression of time and distance. In combat, the hexes are doing double duty to represent the
tactical relationships and capabilities of units in relation to each other. While an overall turn is four
weeks, battles on the tactical scale represent just a few hours, or sometimes sporadic encounters
over a few days, within the strategic time frame. Don’t worry about it – this happens all the time in
all sorts of games – with barely a mention.

2.0 Turn Sequence


Phases: A complete game turn is divided into two Player-Phases. The Dawn Player-Phase. Then the
Dusk Player-Phase. The players who’s turn is is, is called the ‘Phasing Player’.
SKIP the phases marked with ( * ) on turn one. No Supply, Economy, Builds, Turn 1.
If it is the month of Jupiter, Dawn chooses Late Spring or Early Summer marker.

A) DAWN SUPPLY PHASE*


Determine Line of Communication (LOC) for units to a supply source: City or Town. LOC is from
a unit to a village, then village to village until it reaches a Town or City. Each link in the chain can
be no longer than 6mp worth. Place ‘CUT OFF’ and ‘Limited Supply’ markers. LOCs are shorter in
Winter and Mud. Roll for CUT OFF units and disband units that starved (losses include sickness or
ceasing to be combat effective).

B) DAWN WAR ECONOMY*


Get 4BP for Capital, regardless of whether its linked town exists or has been destroyed. Get 2BP for
each of the other two Towns. Get the seasonal bonus for each Renown; Winter is zero, Spring is
2BP per Renown, Summer and Autumn is 1BP per renown. You do not gain BP for the opponents
settlements or renowns – destroying those denies the other player from receiving BP for them.
Place the Exchequer marker on the appropriate level of turn track to record this; add to any existing
saved BP; total BP may temporarily exceed 26.

C) DAWN QUESTS
Allocate BP to quests; move one step on the Quest-path. May resolve a quest; red number is
mandatory; black is optional. If a quest was success, place the special unit. Only one BP allocation
to a quest per month; you cannot keep spending BP even if you succeeded or failed a quest.

D) DAWN BUILD AND DEPLOY*


a) Delayed units are returned; take off Turn-Track. Flocks do not cost BP, and return free of charge.
Flocks return after one turn; Flocks that took part in an Aerial Battle are delayed by two turns.

Dawnfall, Duskrise 4 XTG


Renown are returned to a random location. Other units are returned to the players Counter Pool –
BP will need to be used to ‘purchase’ them again.
b) Spend BP to recruit new standard and elite units. Place units in any Town or City you own.
Yes, you can place in a Limited Supply or Cut Off town/city.

E) DAWN FIRST MOVEMENT PHASE


Each unit may complete one type of move: either a TRAVEL move, or instead, a NORMAL move.
It is one or the other, not both.

F) DAWN COMBAT PHASE


• Dawn initiates attacks one by one. First nominate a target-hex.
• Attacker usually nominates the target-hex by placing a Flock there. The defender may
counter this by also placing a Flock, which initiates an Aerial Battle. After resolving any
Aerial Battle, proceed with ground combat resolution.
• Combat resolved. Normally Dawn goes first, then surviving defenders have the option of
counter attacking; however, an Aerial Battle and other factors may mean that Dusk goes
first. Combat is not simultaneous – a side takes damage before it can retaliate. This means
that if a unit is wiped out, it doesn’t get a counter attack.
• In an attack eliminates all defenders, any of adjacent attackers may advance into vacant hex.
Cavalry may also enter the vacant hex plus advance a second hex, ignoring ZOC.
• Remove all flocks at the end of this phase. Place one turn ahead if that flock was not in an
aerial battle; two turns ahead if that flock was did an aerial battle.

G) DAWN ELITE MOVEMENT PHASE


After the previous Combat Phase has been completed, Special (Quest units) and Elites may do
another movement phase. This can only be Normal mode; not Travel. After all elite movement, each
Elite/Special/Stack is allowed to conduct another attack; same as the first Combat Phase, except
there are no flocks – the non-phasing defender always has the initiative.

Start Dusk Player-turn. Place their Turn Marker on this month (choose season if Jupiter).
H) DUSK SUPPLY PHASE*
I) DUSK WAR ECONOMY PHASE*
J) DUSK QUEST PHASE
K) DUSK BUILD AND DEPLOY PHASE*
L) DUSK MOVEMENT PHASE
M) DUSK COMBAT PHASE
N) DUSK ELITE MOVEMENT PHASE
End of Game Turn. Place Dawn Turn Marker on next month of Turn-Track.

3.0 Random Dice d36


This is a method of generating random numbers from 11 through to 66. The total number of
possible results is 66, hence the name: “d36”, where ‘d’ stands for ‘die’. Roll two six sided dice,
independent of each other. Nominate the first roll as being the tens, and the second die as being the
single digit. It is useful to use different colour dice.

For example, blue die is ‘1’ and red die is ‘4’, making ‘14’. If it was the other way around the result
would be ‘41’.

5 RULES OF PLAY
Locations on the map are denoted with numbers from 11 to 66. In addition, many rolls require also
determining a location that is adjacent. A third die is handy for this. Roll, for example, a red, blue,
and a white die – the result will generate the tens, digit, and ‘clockface’ adjacent location.

The ‘clockface’ refers to the six hexes that surround a central hex (position zero). The convention in
this game is the hex to the north is one, NE is two, SE is three, SW is four, and NW is 5. This
‘clockface’ is shown faintly on the map in NW corner of the map as a quick visual reference.

4.0 Movement
4.1 WAYS OF MOVING – Movement Modes
In the first Movement Phase, each unit has the opportunity to use one of two different modes of
movement. Each unit may use some, none, or all of their movement points (mp) in the phase.

It may do NORMAL movement mode.


Note: Slower mp represent more rigid tactical formations that inhibit movement or rapid changes.

Alternatively, it may do long distance movement called TRAVEL.

4.2 NORMAL MOVEMENT


• A unit may move up to its normal movement allowance. For example, Medium Infantry with
‘M4’ could move four clear hexes in a turn, or eight road hexes.

• All terrain costs movement points (mp). In general, clear hexes cost 1mp; forest, rough and
swamp cost 2mp for infantry, or 4mp for cavalry; roads cost ½ (half) mp in good weather;
roads cost 1mp in winter and mud.

• Rivers can only be crossed at a road-river bridge. Rivers are fordable in summer but doing
so takes the entire movement phase.

• Normal mode units may move adjacent to opposing units, subject to ZOC rules.

• In general, a unit ceases moving when it moves adjacent into a ZOC. Units that began a
movement phase in an enemy ZOC, may exit it at a cost of +1mp to leave a ZOC. Moving
directly from one ZOC to another is prohibited (see ZOC section).

• Movement in Normal mode can be any supply state, and it may move beyond LOC.

4.3 TRAVEL MOVEMENT – MAIN CONDITIONS


• Travel allows moving a distance of up to 30 hexes; ignoring terrain mp costs.

• Travelling units must be in full supply. Limited Supply, or Cut Off, cannot do Travel mode.

• A unit in Travel mode must always be TWO HEXES AWAY from an enemy; It can never
begin, move, or finish, adjacent to enemy during travel movement; including enemy town or
city; unoccupied villages have no effect (although have to stop if you move into villages you
didn’t own (see Control of Settlements section).

Dawnfall, Duskrise 6 XTG


7 RULES OF PLAY
• A travel path is traced, but no movement costs (mp) are spent. The reason a path is traced is
to verify the path is contiguous passable terrain with full supply from start to finish.

4.4 TRAVEL MODE – OTHER CASES


• The unit must stay in full supply for the entire journey. It can never move to a hex that
would be Limited Supply or CUT OFF, at any point in the route taken. This is the only case
where you need to calculate LOC during the phase, in addition to the Supply Phase.
• Although Travel allows up to 30 hexes, calculating supply uses all normal and seasonal
terrain and mp conditions, including needing bridges to cross rivers. So travel is almost
unlimited – but only within fully supplied regions.
• All hexes must be terrain the unit is normally able to enter. No mountains, mountain ridges,
or sea. No mountain passes in winter. Lakes are uncrossable water, unless frozen in winter.
• In Summer, Travel ignores rivers; crossing rivers without using a bridge is allowed. Units
have time enough to use river fords. In all other seasons, travel requires a road-river bridge.
• In Mud months of Mars and Domir, Mud has no effect on Travel mp. Travel is however,
often useless during Winter or Mud due to supply lines still counting roads as ‘1’.
• Large Bridges. Units at opposite ends of large bridges are always two hexes away from each
other. This means that units at either end of the bridge do not affect each other – no ZOC
effects – only when a gorge bridge assault is occurring (which is nothing to do with Travel).
• The edges of the Gorge, block ZOC. Units in the gorge do not have ZOCs that extend into or
out of the gorge. The mountains and mountain ridges that border the gorge block all
interaction between units – they are completely separated from each other. When both units
are together down in the gorge, conditions between themselves is normal. Also, the openings
in the north and south, allow tracing ZOC through the non mountain/ridge hex-sides.
• Winged Ones still have to stay two hexes away from enemy units. They can, however, fly
over the gorge or under Large Bridges; even fly through the same hex as unit in the gorge
(the enemy is far below). Winged cannot use Travel mode to move beyond full supply LOC.
• Creatures are always in supply. However, to use Travel mode, they calculate supply
normally and must start, remain in, and finish, in areas which would have LOCs throughout.

• Elite and Special units can only use Travel mode in the first movement phase. Putting it the
other way: No Travel mode in the Elite Movement Phase.

4.5 COMPARISON OF MODES


Travel ignores terrain and mp. Supply, however, still adheres to all normal distances and normal
conditions (counts 6mp for each part of the LOC chain). Supply is calculated using foot movement
rates and mp costs. Roads basically double the length of LOC in good weather due to roads being
halved. Winter and mud make supply more difficult by shortening LOC links. Travel mode is never
used for supply calculation.

Seasons have no direct effect on the 30 hexes allowed for Travel mode, except for freezing lakes
and blocking passes. For example, mud or snow don’t affect the 30 hex distance. Seasons do,
however, make counting LOC more difficult – which often indirectly, but significantly, affect Travel
mode – because travel is only possible in fully supplied areas.

Dawnfall, Duskrise 8 XTG


4.6 Villages
Villages do not block travel – usually your path will take you through many of your villages.
However, moving into an unowned village, or vacant enemy village, stops Travel (Control section).

4.7 Supply Depot – Travel only in Harvest


The Supply Depot is only allowed to Travel during HARVEST month. Depot’s cannot use Travel
mode in any other month of the year. Depot’s may move normally at any time of year.

4.8 Elite Special Movement Phase and Travel


Elite and special units can choose either mode in the first movement phase. Travel mode is not
allowed in the Elite Movement Phase. Most units that do Travel cannot attack because they cannot
travel and end up adjacent – at best, they might be in bow range. Elite and special units can firstly
use Travel mode, and secondly Normal mode in the Special Phase – enabling them to travel long
distance and then enter ZOC in the same turn. This can be a very useful ability.

4.9 UNDER THE ETERNAL BRIDGES


Units should not end movement in the gorge under a large bridge. Strangeness ensures few
willingly linger in these zones of timeless magics.

If a unit does tarry, it will experience time differently. A unit that ends a movement phase in the
gorge in a large bridge hex (underneath), may be mysteriously delayed. Roll a die, without
modifiers, for any unit(s) that ends movement under a gorge bridge. Place the counter(s) that many
turns ahead on the Turn-Track – on return, instead of the counter pool, the counter(s) are placed
back in the same hex they vanished from.

Mysterious things happen to those who stay too long at the feet of the gorge bridges. Travellers do
not linger under the eternal bridges. Scholars believe the magics that preserve the structures do so
so by altering the very flow of time.

4.10 ELITE MOVEMENT PHASE


After the combat phase, special units (quest units) and Elite units (the expensive large counters) are
allowed to do another movement phase; normal mode only. They may also make an attack.

No flocks are involved if the Elite unit chooses to attack – the non-phasing player automatically has
initiative. Defenders attack first! Attacking is optional. The defender can only attack in response to
an attack declaration. Same as usual, stacks with quest units are permitted.

No support is possible in this phase.

Elites/Specials/Stacks (or the non-phasing unit) that create a vacant hex by an attack may advance
into the newly vacant hex (Cavalry may then also advance a second hex). No further attacks. Just
one extra attack in this phase per unit. Elite/Special units can potentially attack twice in a complete
player-turn. Once during the Combat Phase, and once in the Elite Movement Phase.

Elites and special units cannot make use of standard units during this Elite Movement Phase. No
interaction (except stacking limits), adding strength, supporting – nothing – occurs between
standard friendly units and Elite/Special units. For example: even if a hero ends special movement
stacked with standard units, it cannot use their strength points during the Elite Phase.

9 RULES OF PLAY
5.0 Stacking
In general the limit is one unit per hex. This means overall that stacking is prohibited.
• Some units, however, are allowed to share a hex with other units.
• In particular, up to two Quest units – Hero, Winged, and Creature – are allowed to stack
with other units. Limit is one unit, plus one or two Quest units; not three quest units.
• Augmenting units with Quest units is an integral part of the game; the map is full of choke
points – it is essential to use your Quest units to create breakthroughs.
• Towns and Cities are units that count as zero for stacking. It is not mandatory to garrison
your towns and capital with units, but stacking with at least something is vitally important.
• Moving through your own units during movement is perfectly allowable.
• Information markers, including flocks, are not units and do not count for stacking.
• Standard infantry are composed of between one to five counters; this counts as a single unit
for stacking. Such standard infantry cannot be split into separate components within the hex
– that would violate the stacking limit.
• Stacking limits can be temporarily exceeded during the turn. You can temporarily stack units
when initially placing new units on the map and during movement. The limit is enforced at
the end of each movement phase. If it you are overstacked, you must eliminate units until
the stack is legal. Amphibious assaults also have their own rules regarding stacking.

6.0 Zones Of Control


6.1 ZONE OF CONTROL – IN GENERAL
All units exert a Zone of Control (ZOC) in the six hexes surrounding them. Enemy units must cease
movement for that phase when they enter an unfriendly ZOC.
A unit that started a movement phase in a ZOC, may exit the ZOC at the cost of +1mp.
Moving directly from ZOC to ZOC is not allowed.
Villages do not exert a ZOC, but any unit that moves into an a village they do not own, must cease
movement for that phase; entering a village does give the player control of the village.
Towns, including the City, do exert ZOC.
ZOC does not extend across rivers or mountain ridges. Exception: Bridges.

6.2 ZOC – SMALL RIVER BRIDGES


ZOC extends across bridges. ZOC is usually blocked by a river, but does extend over a road-bridge
hex-side. Adjacent units facing on either sides of a road, on either side of a road-river hex-side,
exert a mutual ZOC on each other.

6.3 ZOC – LARGE BRIDGES OVER THE GORGE


ZOC on large bridges extends through the mountain-ridge hex-sides. However, units never occupy
the middle span. Units are only temporarily considered to be in the middle of the bridge at the exact
moment they are launching a gorge bridge assault. This means that units at the ends of the bridge
are not in ZOC. A temporary overlapping ZOC occurs when a unit does a bridge assault.

6.4 ZOC – WEAPON TYPE LIMITATIONS


An attack using ‘C’ must be in ZOC to be able to attack. This means that ‘C’ strength cannot be
used across rivers – except when a bridge provides ZOC.

Dawnfall, Duskrise 10 XTG


An attack using ‘B’ does not require ZOC. Bows just need to be within a range of up to two hexes.
Bows are blocked by mountains and mountain-ridges. Bows cannot shoot through

11 RULES OF PLAY
mountains/ridges. Gorge bridges, however, allow bows to attack across the bridge-to-bridge hex-
sides, as the bridge-line permits a line-of-fire through the ridge.

This means, for example, that bows can shoot across rivers. It also means bows can shoot across the
gorge bridge, but only along the bridge hex-sides (through the gap in the mountain-ridge).

7.0 Units – What They Are


7.1 STANDARD INFANTRY UNITS
Up to five infantry units may be in the same hex. These must combine and are considered a single
unit. When all types are the same, all values are the same. You cannot deliberately split them into
separate units within the same hex (which would break stacking rules anyway). Move and
Protection value is as listed. Strength points is the combined total of all units. This means an
infantry unit can be as small as C1, up to C5.
Mixed units are allowed, but the unit is disadvantaged. If a unit is mixed, then the entire unit uses
the slowest M value, and the worst P value. For example, an infantry unit composed of all three
types, Light, Medium and Heavy, it will use P5, M2 and C3. A player will only want to mix units if
the advantages are deemed to outweigh the disadvantages.
A unit may pickup and drop individual C1’s as it moves, so long as no individual C1 exceeds its
MP. During combat, the protection value may increase, as weaker protection components are lost.
While moving, if it drops off a slower unit, it may keep going using the now ‘reclaimed’ mp from
the next slowest unit.

7.2 Special – Quest – Units


‘Special’ refers to Quest Units. Hero refers to either sides Hero or Champion. Winged or Winged
Ones, refer to either players flying unit from a Spring quest – terms such as Pegasi, Dragon, Griffin
or Valkyrie are descriptive. Creature are special units from Summer quests – descriptively may
include Troll, Ogre, Giant or other mythical creature. Quest units have their own unique powers, but
also have the Elite ability to act in the Special Movement Phase.

7.3 Elite Units


Units that use a large counter. These are various types of infantry, cavalry, and bows. Elite units are
single-counter and have an extra Elite Movement Phase. Elites have powerful abilities but are
expensive. Unlike ‘disposable’ C1’s, your Elites are precious units that cannot be squandered.

7.4 Saves
A single Protection “save” roll is made regardless of whether d1 or d2. If the save roll is successful,
then a “d” result is treated as “N”. A successful roll also converts “d2” to “N”. The target does have
to make two protection rolls against “d2” results; a single successful save stops both step losses; a
failed protection roll means two step losses occur.

Dawnfall, Duskrise 12 XTG


7.5 IMPORTANT DEFINITIONS
C: Combat SP. ‘C’ is melee (hand to hand) combat strength points (SP). Melee combat is when a
unit is adjacent to another unit. Missile troops use their Ranged value at range of one or up to two
hexes; they are not forced to use their ‘C’ value when engaged in melee combat – R1, ie, adjacent.

C0: Melee combat strength is weak, but some ‘C’ does exist. For comparison, Winged do not have
any ‘C’ capability at all. Generally a C0 unit would choose to use its ‘B’ strength.

SP: Strength Points. Fighting value of a unit. Either ‘C’ for melee Combat strength; ‘B’ for Ranged
combat strength (ranged or missile attacks, rather than melee). No separate ranges are listed for
missile weapons, as ranged attacks are always range of up to two hexes. For example, “B2” means
ranged strength of 2SP; B3 is missile strength of 3SP.

Missile: Ranged weapons, such as slings, bow and arrow, crossbows and bolts, longbows – that are
capable of firing a significant distance. This is the term for things that whizz through the air such as
arrows – not the high tech guided rocket sort of missiles. May be abbreviated to “msl’ or ‘Msl’; also
referred to as ‘ranged’ weapons. Short ranged weapons such as thrown spears, javelins or darts are
not included in this category – they are already factored into general ‘C’ melee strength.

B: Ranged missile (bow) weapon strength points (SP). The “B” is for “Bow” as in, Bow & arrow;
most ranged weapons are some type of bow (but could be something more exotic). To be clear – B1
is msl attack strength of one; B2 is msl attack strength of two; B3 is msl attack strength of three. ‘B’
never refers to distance, as all msl weapons can only ever do ranged attacks from an exact distance
of two hexes from the target.

R: Range. Adjacent is range one, ie R1. Two spaces away is range two, ie R2. Melee combat (C)
weapons are not ranged. “C” is always adjacent at R1. Missile attacks may be R1 or R2. Supporting
missiles are always R2. Supporting melee are always R1.

Flocks: General term for creatures used for observation and tracking the enemy. “Flock” or
“Swarm”. Most commonly Eagles and Ravens. Might be sparrows, hawks, bats, insects – whatever
wildlife has been ‘enlisted’.

Standard Infantry
The rectangular counters are ‘standard’ infantry. Up to five can be in the same hex, but is considered
just one unit. For example, four C1 infantry making C4 strength, is just one unit, not four units.

7.6 INFANTRY – Standard – stack up to five rectangular counters


Standard infantry are foot soldiers – usually armed with spears or pikes. Any protection type is
allowed. Infantry weapons are added to the base protection type with each C1 costing 1BP up to a
maximum of five. Infantry are more readily available and absorb damage by increments of 1SP per
damage point. The largest infantry unit is five C1’s, making 5SP and costing 5BP. A quite adequate
force can be created entirely out of infantry without any of the more glamorous and exciting cavalry
or ranged units.

It is also to be noted that 5SP is no better than 4SP on the ‘4/5’ column of the Combat Table. The
fifth infantry component is useful to make the overall unit more resilient; the extra strength point
can increase combat power when the unit is aided by other units.

13 RULES OF PLAY
Standard Infantry M C P Cost Descriptions
Lt Infantry M4 C1 P5 1BP per C1 Light Infantry. Scouts. Auxiliaries.
Md Infantry M3 C1 P4 1BP per C1 Medium Infantry. Spearmen.
Hv Infantry M2 C1 P3 1BP per C1 Armoured foot. Shieldwall. Phalanx.

7.7 ELITE BOWS


MISSILE INFANTRY – Elite – large square counter
Type Move P SP Cost Description
Skirmishers M4 P6 C1-B2 4BP Light Bow Infantry, Slingers.
Medium Bow M3 P5 C1-B2 4BP Medium Bow Infantry.
Longbows M3 P5 C1-B3 6BP Medium Longbow Infantry.
Crossbows M2 P4 C1-B3 6BP Heavy Crossbow Infantry with Parvise.

7.8 ELITE CAVALRY


CAVALRY – Elite – single large square counter
Type Move Melee Bow P Cost
Horse Archers M8 C0 B2 P5 5BP Fast horse/pony mounted archers.
Lt Horse or Lancers M7 C2 none P4 4BP Light Horse or Lancers. Non-missile.
Md Cavalry, mixed M6 C3 B1 P3 6BP Medium Horse. Some missile ability.
Hv Cavalry M5 C4 none P2 8BP Heavy Armoured. Usually horses.

Generally the mounts are horses – but in a fantasy setting – this could be any equivalent beast.
Cavalry consist of a single counter, that includes both the weapon and protection types. In contrast,
melee-only infantry are built up by combining multiple counters to increase ‘C’. Cavalry are faster,
more expensive, but less resilient than infantry.

8.0 Terrain
The ‘normal’ terrain type is Clear. The easiest type of terrain is road, which allows the road
movement rate, instead of the underlying terrain. Clear hexes cost one movement point (1mp) to
move one hex, while roads cost half a movement point. For example, a Hero with M6, could move
up to six clear hexes in a normal move, and up to 12 hexes in a normal move along roads. Other
terrain will slow units down; or prohibit them from entering a hex. Seasons sometimes changes
terrain effects.

8.1 TERRAIN EFFECTS ON MOVEMENT


• Clear: (Light green) 1mp.
• Villages: Treated as clear terrain with roads connecting all roads. Moving into or out of a
village, without using a connecting road costs 1mp.
• Towns and City: Treat as clear terrain for the owner, same as villages. Prohibited to
unfriendlies.
• Roads: (Ochre/orange lines) cost only half mp; both movement and tracing LOC. Mountain
passes count as road. If moving crosses a road-to-road hex-side, the road mp cost is paid. If
not moving on-road, then the cost of the underlying terrain is paid.
• WINTER: Roads are not halved in Winter. Mountain passes (mountain roads) prohibited.
• FROZEN: Lakes (light blue water) and Swamps are treated as Clear terrain in Winter.
• MUD: Mars and Domir months – roads are not halved, costing 1mp, same as clear.
• Forest: (Dark green) Infantry, also called ‘foot’, spend 2mp; Cavalry spend 4mp.

Dawnfall, Duskrise 14 XTG


• Rough: (Brown) Infantry spend 2mp; Cavalry spend 4mp.

15 RULES OF PLAY
• Swamp: (Light blue with dotted vegetation) Infantry 2mp; Cavalry 4mp. However, Frozen
swamp is Clear terrain.
• Creatures have same terrain effects as Infantry, except they only need 1mp in Rough.
• Winged Ones spend 1mp per hex, regardless of terrain type; no halving for roads.
• Mountains (Darkest) and Mountain Ridges (Dark hex-sides) are prohibited terrain.
• Sea (dark blue) is prohibited terrain (Fleets exception).
• Lakes (Plain Light blue) are prohibited terrain, except in winter, when they are treated as
Clear terrain.
• Rivers: Usually impassable and normally can only be crossed at a road-river bridge.
• Small Bridges: All roads that cross a road-river hex-side are small bridges. Roads that cross
rivers.
• Large Bridges: The three Gorge Bridges. Units never permanently occupy the middle span
hex.
• Passes: Irregular paths that allow going through mountains. Treat as road. Mountain passes
are the only way units can move through mountains, as mountains are prohibited terrain.
Impassable in Winter. In addition, a unit can only use a pass if it has enough mp to exit in
the same movement phase – units cannot go partway through a mountain pass. For example,
Heavy Infantry with only M2, cannot use the long pass from near locations 26 to 62 during
normal moves – but Travel mode is possible.

8.2 TERRAIN EFFECTS ON COMBAT


In general targets get a defensive terrain benefit that reduces the attacker by one column to the left
on the combat table. The abbreviation is written as ‘-1L’. The target receives the benefit if it is
occupying a non-clear type of terrain, ie, the -1L applies if the target of the attack is in that terrain –
it doesn’t matter what terrain the attacker is in.

Strength points can be increased by augmenting attack with Support from nearby units. Support
conditions are very specific. In summary, only attacks against clear hexes can be supported; clear
may also include having a town or being across a bridge.

Multiple Modifiers
Each category of modifier is only applied once per combat resolution. For example, bows firing
over two rivers are -1L, not -2L. Modifiers affect supporting units as well as the main attack. If at
least one attacker is affected by the mod, the modifier is applied, ie, attacks only avoid giving the
defender a benefit if every single attacking unit is not affected. Different categories of mods are
cumulative. For example: attacking through a mountain pass at a forest hex would be -2L.

Clear Terrain
No modifier if the target is in a Clear hex. Attacks against a clear hex may be Supported by either
melee ‘C’ or bow ‘B’ weapon classes. All settlements, villages, town or city, also have Clear
underlying terrain, so combat against settlements, may be Supported with either melee or bows.

Forest, Rough and Swamp Terrain


Attacks against any of the non-clear terrain types are at -1L. No Support is possible.

Rivers
ZOCs do not extend across river hex-sides. This means that no ‘C’ attacks can be made over a river.
Nor is travel or supply LOC affected by units on the other side of a river, because even though

Dawnfall, Duskrise 16 XTG


adjacent, units separated by a river are not under the influence of ZOC. Ranged weapons are
allowed to fire over rivers. These ‘B’ attacks suffer a penalty of -1L, and no Support is allowed.

Small Road-River Bridges


All roads that cross rivers have bridges; the bridges always exist, even if its not always easy to see.
The river is broken by the road-river hex-side, so ZOC does extend to either sides of the road-river
bridge. Attacking over such a bridge can only be melee ‘C’ type. In this case, if a missile weapon is
attacking the adjacent unit on the other side of the bridge, it is forced to use its melee value. This is
the only case where a missile unit is mandated to use its weaker ‘C’ value instead of its stronger ‘B’
value. Indeed, bridge attacks are the only reason that bow troops even have a ‘C’ strength at all.
Attacks over the bridge suffer -1L. This is instead of the river modifier, not in addition to it, ie, it
stays with a penalty of -1L; not -2L.
An attack using ‘C’ over a small bridge can be supported by ‘B’ only; ‘C’ support not allowed.
Procedure is reiterated in the section: ‘How To Attack Over Small Bridges’.

The ‘Flood! Washed Out’ marker temporarily eliminates the bridge entirely; terrain is treated
exactly the same as any other section of river that doesn’t have a road; no ZOC extends across a cut
bridge; wash out markers are removed when Spring is over.

Large Bridges
Attacks across Gorge bridges can only be made by unsupported melee. ‘C’ only. No Support.
Modifier is -1L. Procedure is detailed in the section: ‘How to Assault Over Large Bridges’.
Dislodging defenders from the other side the gorge is difficult, as without assistance from special
units, the highest column on the Combat Table that can be achieved in the ‘3’ column.

Towns
Attacks against towns suffer -1L. The town counter is a unit and exerts a ZOC. It has no strength
points of its own, and doesn’t count for stacking. It is generally imperative that players garrison
their town, typically with standard infantry.
The special feature of towns is that the town itself cannot be attacked, while any other unit occupies
the hex. The town is effectively immune from attack as long as it has a defending unit present.
When the attacks eliminate all the defenders, leaving the town counter alone in the hex – then the
town counter itself, can be targeted in the next attack. Town counters have a single step and are
unaffected by any result except ‘R’. When an ‘R’ is achieved against a lone town hex, the town is
permanently eliminated.
Loss of a town means the former owner loses 2BP from the War Economy, cannot place new units
there, and has permanently lost that town for all purposes – the town counter is completely gone.

Cities
Attacks against the city is identical to that of towns. The special feature of the City is that it is safe
from attack, while its adjacent city survives. The town adjacent to the city must be eliminated first;
prior to that, the city is immune. Think of it as a walled town with a citadel. The town walls
surround the city, more extensive, but less formidable. Once those walls are breached and the town
falls, the defenders fall back to the central fortifications such as the main castle.

Mountains
No combat, ZOC, or any interaction through mountain hexes or mountain ridges. Mountain ridges
are the mountainous hex-sides. Ridges affect the hex-side, rather than filling the entire hex with
mountain terrain. The large bridges do create a gap in ridges, allowing large bridge assaults.

17 RULES OF PLAY
Supply
Not a type of terrain, but quickly noted here, as supply can cause combat modifiers.
Limited Supply: -1L attacking, Movement value is halved, rounded up. No Travel allowed.
Cut Off: -1L attacking, Move halved rounded up. No Travel. An attacker gets +1R.

8.3 Spring Flooding


Each player has one “Flood!” marker for use during Spring. During an opponents movement phase,
you may place the “Flood!” marker on a bridge anywhere on the map. Including just when they
were intending to cross. The moving unit is not harmed and may continue moving – but it can’t
‘take back’ its movement route/mp used up to that point. When placed, the road-river bridge is gone
for all purposes. Flood markers are removed at the end of Spring.
This represents the Spring thaw, treacherous moving ice, or sudden downpours and floods. This
doesn’t mean you actually sabotaged the bridge – it represents bad timing and the fury of nature.

8.4 Bridges cannot be destroyed


All roads over rivers have a bridge. At the local level there might be multiple bridges and fordable
river crossings. Spring floods are the only way to temporarily cut bridges.
Also, the Bridges of Wonder, are eternal! Ancient spells keep them intact and they are indestructible
(short of using powerful magic same as was used to construct them aeons ago).

8.5 Summer River Crossing


In Summer, Rivers can be crossed without a bridge. It takes a units entire movement allowance to
cross an unbridged river hex-side. The crossing unit must have began the movement phase adjacent
to the river to be eligible to cross without a bridge. Normally rivers can only be crossed at a road-
bridge. This depicts lower water levels, sluggish water flow, and temporary existence of fordable
sections. The 30 hexes distance of Travel ignores requirements of being adjacent or using all mp.

8.6 Mud Months – Mars and Domir


During Mud months, roads mp are not halved. This has no effect on Travel mode, as that doesn’t
count terrain costs. Mud does, however, does making tracing LOC more difficult. LOC can only
reach six hexes in distance, compared with twelve road hexes in good weather. Mud slows things
down more than Winter, because during a winter freeze, some terrain becomes more accessible.

9.0 Renowns
9.1 Renown Build Points (BP) – Seasonal Effects
Each Renown owned at the start of production gives the player 1BP on average. However, Renown
benefits are tempered by the Seasons. In Winter, travellers are are rare and people stay at home
warming themselves by the hearth – No Renown received in Winter; 0BP (zero).
In Spring people are bursting with activities and making pilgrimages – Renown are worth 2BP each
in Spring. In Summer and Autumn, each renown give the owner +1BP.

9.2 Losing Renowns


A renown lost when the opponent moves a unit into its hex.

Renowns are not units, they are markers. They have no ZOC, movement or combat effects or any
other conditions.

Dawnfall, Duskrise 18 XTG


If an enemy ends its movement in an opponents Renown, the Renown is lost temporarily – place it
on the Turn Track four turns ahead. In general, delayed return is always four turns later. Renowns
return during the Build and Deploy phase at a random location.

9.3 Renown Replacement Location


On return, the Renown appears at random, d36 plus clockface adjacent hex; reroll if space occupied
by opposing unit/town/city. The new location is not adjusted, it can be on either side of map, and
any passable terrain. The owner receives seasonal BP regardless of where the new location is; no
LOC or friendly unit is required – it merely needs to be on the map. Of course, if it turns up in a
place a long way from the owner, it might easy for the opponent to remove it again.

Renowns keep coming back. Even if the original renown is lost, remnants are always saved or
miraculously rediscovered in another location (probably a humble shrine somewhere).

10.0 Quests
10.1 SPECIAL UNITS
Quests allow discovering special units. Quests are expensive.
• Progressing the Quest marker, either to put it on the first space, or continuing along the
Quest-track, costs 4BP. Maximum of once per month for each quest.
• Some quests are easier than others. The chance of success is maximised by reaching the red
“2” at the end of the quest track. When this happens, a die must be rolled. If it is “2” or
higher, the quest is successful and the special unit is received.
• If the die roll is one less than required, such as rolling a “1”, when at least “2” was needed,
the quest marker is moved back one space on the Quest Track.
• If the die roll was two less, or worse, than required – the quest fails. The Quest maker is
returns to the beginning of the quest – total waste of time and BP spent.
• Success attempts are optional when the number is still black. Success roll is mandatory
when the red “two” is reached.
• By taking risks, it is possible to finish quests more quickly. The quest ends, whether for
good or ill. For instance, rushing for a hero to rise, would allow gaining a hero in a single
month of January by rolling three or more; then a second hero in Avril with another roll of
three or more (still 4BP spent each month).
• The quest resolution roll is made after BP were allocated for that quest, that month – you
can’t ‘have a go’, and then spend to try again in the same month.
• At the end of a season, a quest marker still in progress on a black number, remains in the
same position. At the start of the same type of season next year, transfer the quest marker to
the same point on the track of the current year. Quest tracks are identical for each year –
next seasons track is actually a continuation of the same track.

10.2 Hero Placement


The Hero is placed in or adjacent to any settlement, village, town or city, the player owns. This is a
more generous choice of places than standard deployments.

10.3 Winged One Placement


A Winged One appears in a random forest hex. Roll d36. Place in the closest forest – the owner
chooses if there is more than one forest that is closest. If occupied by an enemy unit, go to the next
closest space. The location might be convenient for you… or not!

19 RULES OF PLAY
Dawnfall, Duskrise 20 XTG
10.4 Creature Placement
A Creature appears in a random rough hex. Roll d36. Place in the closest rough space – the owner
chooses if there is more than one rough area that is closest. If occupied by an enemy unit, go to the
next closest space. This could be any rough terrain on the map – whether it suits you or not.

10.5 QUEST UNITS – various rules


Quest units can exceed the usual limit of one unit per hex. Up to two Special units can be stacked in
addition to one other unit.
a) A Winged One may be used to confer its flying movement ability on a Hero or heroes in same
hex – only. No other quest unit, elite, or standard unit, is allowed to share the flying ability.
b) Any ‘P’ in the stack can be used when attacked. However, whichever unit is chosen for a save
roll, that is the unit that takes the damage results. A Hero, for instance, could protect other units with
its P2, but if it fails – the Hero suffers the result. Alternatively and less heroically, the hero can use
lesser units to shield itself from combat results; for example, an ‘R’ result would destroy the
standard infantry a hero was with, leaving your hero unscathed.
c) Combat results apply to only one unit in a stack. When multiple units are in a hex, each attack is
only against whichever unit was chosen to defend with its ‘P’ value.
d) Weapons are allowed to be combined. However, an attack can still consist entirely of only ‘B’, or
solely of ‘C’. In particular, note that Winged have B2 and C0. If combining with Hero or Creature
‘C’ type, they add ‘0’ points to ‘C’. Winged can provide support as per usual conditions.
e) Each quest unit in the main attack adds +1R, one column shift to the right on the combat table;
the column shifts are cumulative, even though you cannot combine ‘C’ and ‘B’ strength points
together. Winged stacked with the creature or hero can only add C0, ie zero ‘C’, but gets +1R.
f) A maximum of +1R is also added for all Special units in Support. While the main attack can
achieve +2R with two quest units stacked, Special units giving Support are limited to +1R; for
example, two Winged giving Support could both give strength points, but only add +1R, not +2R.
g) Quest units do not get a defensive bonus, but when attacked by other special units, each +1R is
treated as -1L; this negates on a one for one basis, one attacking +1R. For example: A Dawn Hero
is attacked by a stack of two Dusk quest units, Dusk Champion with Creature, plus a Winged giving
Support. Normally Dusk would get +3R. Against the Hero, that is reduced to +2R. For comparison,
if the Dawn Hero was attacking that stack, Dusk wouldn’t cause -2L; rather, the hero would merely
lose the +1R, making no special modifier.
h) Creatures never receive Cut-Off or Limited Supply markers; Travel still needs full supply LOC.
i) Hero and Winged are never Cut-Off. Replace a CUT OFF marker with ‘Limited Supply’ instead.

10.6 WINGED
a) Winged Ones have 16mp for normal movement.
b) TRAVEL is the same 30 hexes with all supply and ZOC conditions the same.
c) Winged never get normal mode road benefit of half mp – always count as 1 mp.
d) All terrain counts as 1 hex.
e) Can move through mountains and mountain ridges. May not END turn in mountain hex; this
means that, unlike every other unit, Winged can cross into or over gorge, even under the bridges.
f) Winged, and any Hero in same hex, treat CUT OFF as, Limited Supply.

10.7 CREATURES
a) Creatures have 4mp for foot movement, except they only pay 1mp for Rough, not 2mp.
b) Creatures never receive Cut-Off or Limited Supply markers. They are always supplied.
c) Creatures still need to trace fully supplied Travel paths and LOCs to be able to Travel.

21 RULES OF PLAY
11.0 Combat
11.1 DEFINITIONS
Attacking ‘Unit’
The attacker is from one hex only. This means that an attack is normally made by just one unit
versus the target. The stacking limit is one unit per hex, but up to two special units are allowed to
stack with a unit, which count as zero for stacking. So all references here to ‘a unit’, also apply to a
stack of up to three units composed of a single unit plus one or two special units. Also note that
standard infantry are composed of between one and five ‘C1’s – which still counts as only one unit.

General Definition of ‘Melee’ Attack


Melee attacks are conducted by one unit attacking an adjacent enemy in its ZOC. A melee attack
only occurs when both the attacker and target are in mutual ZOC; melee uses ‘C’ strength points.

General Definition of ‘Ranged’ Attack


Ranged attacks are also called ‘Bow’ or ‘missile’ attacks, and use ‘B’ strength points. Ranged
attacks can happen from an adjacent hex (range one), or also from a range of two hexes away. In
most cases a bow can use ‘B’ even if it is adjacent and/or in ZOC; Exception: bridge assaults.

Choice of Weapon Type


An attack is made up of either ‘B’ or ‘C’. The two different attributes cannot be combined in the
same attack. Most units do not have a choice of weapon. Standard infantry, for example, only have
a melee weapon type – no decision needs to be made.

When special units are involved, there might be a choice of different weapon types and strengths. In
this case, the attacker must be consistent with their choice of weapon class. A Hero, for example,
with C2 cannot combine with a Longbows B3; in this case the Longbow would need to use its
weaker value of C1, if it wanted to be used with the Hero – or not combine in the same attack at all.

Now, why would a bow unit ever decide to use ‘C’, as it is usually rubbish compared with its missile
value? Answer: usually so it can attack across a bridge and/or include Support (if there isn’t a
better melee unit handy. Remember – only melee ‘C’ – is eligible for support. And the ‘C’ is
mandatory across bridges).

11.2 General Rule: Multiple Hexes Not Allowed


The general rule in combat is that only unit(s) in one hex may attack another hex. You cannot add
up SP from multiple units in different hexes, to combine them against a target.

11.3 COMBAT SEQUENCE


Attacks are carried out one by one. Each attacker may only attack once per combat phase.
Defending units may be attacked any number of times by separate attacks in a phase.
Basically the attacker goes first, attacks, then the surviving defender counterattacks.
Initiative might be contested, with the result that the order of particular attacks is altered – it is
possible for the non-phasing player to go first, instead of the player who’s combat turn it is.
Attacking or counterattacking is always voluntary.
a) Phasing player nominates a target hex and places a flock.
b) Non-phasing player may begin an Aerial Contest by placing their own flock(s).
c) Resolve Aerial Contest. Initiative has been determined for that hex.

Dawnfall, Duskrise 22 XTG


d) Details of the attack; participating units; melee or ranged; Supporting units. Alternatively: If the
non phasing player won initiative by Aerial Battle, the ‘defender’ actually goes first.
e) Roll for the attack. Use the SP column on the Combat Table. Modify for terrain and special units.
f) Apply damage results. Defender makes save rolls against ‘d’ results using ‘P’.
g) May advance into vacated defending hex; cavalry may advance two hexes (ignore ZOC).
h) Surviving defenders may counterattack. If initiative reversed, non-phasing player resolves first!
i) Start combat sequence with next attack. Continue until all attacks have been resolved.

11.4 COMBAT TABLE


die
roll - 0 1 2 3 4/5 6/7/8 9 or more + ++
1 aM aM aM adM N N d d d2 d2
2 aM aM adM N N d d d2 d2 R
3 aM adM N N d d d2 d2 R R
4 aM N N N d d2 d2 R R R
5 adM N N d d2 d2 R R R R
6 d d d d d2 R R R R R

Explanation of Combat Results


aM Attacker loses one step if in Melee; missile attackers not affected: treat as “N”. Saves apply.
adM Both Attacker and Defender lose on step if in Melee; “N” if missile attack. Saves apply.
N No effect.
d Defender loses one step; entire unit if only one step. Protection save applies.
d2 Defender loses two steps, or entire Elite, or a Special. Protection save applies.
R Routed/Ruined. Defender is completely defeated; no saves. Yes, one whole is destroyed!

11.5 COMBAT MODIFIERS


none Target is in Clear terrain. Support by ‘C’ or ‘B’ is allowed.

-1L Target is in Forest, Rough, or Swamp.

-1L Target is on other side of a River; Attacker can only be ‘B’.

-1L Small road-river Bridge hex-side. Attacker can only be ‘C’; ‘B’ Support allowed.

-1L Large Bridge. Across Gorge Bridge. Attacker can only be ‘C’.

-1L Town. Immune while defending unit(s) in town; cannot be attacked unless otherwise
vacant. Support by ‘C’ or ‘B’ is allowed. City is identical to town; in addition, city is
immune while its adjacent town exists.

Limited Supply: -1L attacking, Movement value is halved, rounded up. No Travel allowed.
Cut Off: -1L attacking, Move halved rounded up. No Travel. An attacker gets +1R.

11.6 Combining Standard Infantry


Only single units may attack. Standard infantry combine into units of up to five counters (C5);
combat value increases, but protection and movement are unchanged. Regardless of how many
standard infantry ‘C1’s are combined, minimum one, up to maximum of five – it is considered to be
one unit.

23 RULES OF PLAY
11.7 Stacking Quest Units
Up to two Special units such as heroes may stack with other units, lending them +1R, and enabling
a choice of which values to use, such as using the hero protection or other unit protection value.

11.8 Weapon Type – In General


An attack can only ever be one type of weapon class. Either close combat weapon ‘C’, or ranged
weapons ‘B’, but not both. If, for example, a Hero is stacked with a Winged, the Winged might
decide to use ‘C0’, instead of its ‘B2’, because the weapons have to be the same type.
Supporting an attack is a partial exception, but the main attack can only ever be one type in all
circumstance. In all cases of Support, the main attack must be ‘C’ type. Obstructing terrain stops
support. Support is only an option in Clear, or where the underlying terrain is Clear (settlements).

11.9 Range
Melee combat ‘C’ can only take place when adjacent at range 1. In general, missile units are not
forced to use ‘C’ when adjacent – they can still choose what type of combat they will do. Missile
combat is up to two hexes away. Missile armed units choose which value they will use when
adjacent; they may use ‘C’ or they may use ‘B’; not both. The only circumstance when a bow unit
must use its ‘C’ value instead of its higher ranged ‘B’ value is if it is the adjacent attacker doing a
bridge assault. Counter attacks still get to choose, ie, that decision is independent of whatever type
of combat the initial attacker used.

11.10 How to Attack Across Small Road-River Bridges


Bridge combat refers to when the attack is across a road-river hex-side. The only allowable main
attack type is ‘C’. Despite that condition, Melee support is not allowed – the bridge is too cramped
for more soldiers. However, ‘B’ missile support is allowed. So the most effective way to force a
crossing is to have one ‘C’ unit attack across the road-river hex-side, with bow units providing
support. Usually three bows will be able to get into support position – depending on the river
(because ZOCs do not extend over rivers) – maybe four or even five bows could give support. The
defender still receives a modifier of -1L, one column shift to the left.

11.11 How to Assault Over Large Bridges


Neither side ever occupies the middle span of the bridge, the space that actually spans the gorge.
When launching a Large Bridge attack, temporarily put the attacking unit in the middle span – this
signifies an assault is occurring across the large bridge. No support is allowed. The defenders get a
modifier of -1L, meaning one column shift to the left on the combat table.

No support allowed. Too confined for melee. Too distant for bows.

The mutual ZOC between opposing units only exists for the duration of an attack. By temporarily
placing in the middle span, the fighters exert a ZOC on each other. After the bridge assault, a
surviving attacker returns to its starting end of the bridge – or if all defenders eliminated – advance
into the vacant hex on the defenders side of the gorge. Nothing stays on the middle of the bridge.

This means that it is difficult to dislodge defenders from their side of the gorge. With only one unit
attacking, and -1L, its usually a battle of attrition and a stalemate. A typical attack uses the ‘3’
column of the combat table, so there are no ‘Rout’ results. It is not uncommon for sides to simply
forgo attacking rather than waste units indecisively. Of course, having a quest unit makes a big
difference in this situation.

Dawnfall, Duskrise 24 XTG


11.12 Attacks Through Mountain Passes
Attacking through a mountain pass follows a similar procedure as assaulting over a large bridge. No
unit is allowed to end movement in mountain terrain. However, a unit at one end of the pass that
wishes to assault the exit hex, is temporarily placed in the mountain hex adjacent to the exit. The
attacking modifier is -1L without support. After combat, the assault unit either advances into the
newly vacated defenders hex, or it is returned to its where it started (the permitted terrain of the
entry to the pass). As passes are blocked in winter, no winter assaults allowed.

Heavy Infantry, Cavalry, and Winged, cannot assault through mountain passes.

11.13 LOSS OF TOWNS


When a Town is lost, it is permanently eliminated. When the City is lost, the game is over. The
capital city is immune from attack until after the adjacent town has firstly been destroyed.

11.14 HOW TO DESTROY TOWNS


Attacks against towns suffer a penalty of -1L. The town itself cannot be attacked while there are
defending units in it. The town counter is immune as long as any other friendly unit occupies the
town hex. When there are no defending units left, then the town counter itself can be attacked. The
modifier remains -1L. The town has a single step, ie, one ‘d’ result eliminates it.

11.15 HOW TO DESTROY A CITY


Attacks against the capital city are the same as other towns. However, the adjacent town must be
destroyed before the city can be attacked. It can be difficult to destroy towns, because the defender
can keep placing newly built units in the town/city.

12.0 Support
12.1 Support – Overall Concept
‘Support’ allows you to break the general rule of one versus one attacks. Support is the only way to
enable units from different hexes to augment the same attack. By following specific Support rules
and conditions, it is possible for SP from friendly adjacent units, to join in with an attack from the
‘main’ attacker. A Supported attack is the attacking strength points plus half of the Supporting SP.
The key point is that the supporting units are in different hexes – in any other case, combining units
from different hexes is strictly prohibited!

12.2 Support Conditions


a) The main attack refers to the nominated attacker that is attacking an enemy in its ZOC. This main
attack must be melee ‘C’ type.
b) The target can only be in Clear terrain; this also includes attacks against any settlement – village,
town or city – which always have clear as the other terrain in the hex.
c) Support of either ‘C’ or ‘B’ may be added to attacks against a target in Clear. The main attack,
must still be ‘C’ type. This is the first, of only two circumstances, where ‘C’ and ‘B’ are allowed to
be combined.
d) Support by ‘B’ class weapons may be added to attacks when launching an assault across a road-
river bridge hex-side. This is the second, of only two circumstances, where ‘C’ and ‘B’ are allowed
to be combined.
e) Regardless of whether Support uses ‘B’ or ‘C’, the main attack can only ever be ‘C’ type.

25 RULES OF PLAY
12.3 Specific Condition – ‘C’ Support Positions
Units providing ‘C’ Support must be positioned both adjacent to the main attacker and exert a ZOC
over the defender. There are only two hexes that fulfil these conditions.

Using the ‘clockface’ for reference. Consider the main attacker to be in the middle ‘0’ hex and the
defender to be in ‘4’. Melee supporters can be in locations ‘3’ and ‘5’.

12.4 Specific Conditions – ‘B’ Support Positions


Units providing ‘B’ support must be adjacent to the main attacker and not be in a ZOC exerted by
the defender. Except for terrain and occupied hexes, this means ‘B’ supporters can be in ‘clockface’
relative positions of ‘1’, ‘2’ and ‘6’ – the main attacker is in the middle ‘0’, and defender is in ‘4’.

It is also possible for ‘B’ supporters to be adjacent, providing that ZOC is blocked in some way –
usually be a River. Because rivers block ZOC, ‘B’ supporters might be able to also be in positions
‘3’ and ‘5’: adjacent but not in ZOC. This means that up to three supporting bow units can fulfil the
positioning conditions, and blocked ZOCs might allow the maximum of five ‘B’ supporters.

12.5 Mixed Support


Any combination of support units can be combined. They must all be the same weapon type, either
‘B’ or ‘C’, but the actual units can be any sort or value or strengths. You don’t need the actual units
to be identical – for instance you might have three crossbows – or you might have a mixture of
bows, such as two medium bows plus a longbow.

12.6 Support Strength Points Halved


The strength points of all Support units are added up, then halved; then rounded.

If calculating ‘C’ Support, fractions are rounded down.

When calculating ‘B’ support, fractions are rounded up.

Yes, this seems to be a bias for ranged support over melee support – plus you can get more bows
into supporting positions than just the two ‘slots’ for melee. However, this can be mitigated by the
fact that melee units often have higher total strength points to begin with.

Bow Support example: two medium cavalry plus a crossbow, providing support, would be B1 + B1
+ B3, making B5; which halves to 2.5, which rounds up to a final Support strength of B3.

Melee Support example: a single C1 standard infantry is too weak to provide support on its own,
because C1 halved is 0.5, which rounds down to C0 (zero). In contrast, a single Md Cav with B1,
rounds up to B1 (if it was in position for melee support, a medium cavalry would give C2).

12.7 Quest Units


Quest units may add support if their weapon class is eligible. If so, the support includes +1R.

12.8 Support Unit Advance After Rout


Supporting units may advance if all defending units in the target hex were eliminated. However, any
advance made must take them closer to the vacant hex and/or into the vacant hex itself. Cavalry that
provided melee support are allowed to advance into the vacant hex, and may then go any direction
for the second optional hex advanced.

Dawnfall, Duskrise 26 XTG


13.0 Initiative: Flocks and Aerial Battles
13.1 INITIATIVE
In general, the player who is conducting their Combat Phase, automatically gets the initiative in
combat. The unit with the initiative usually attacks first. Most combat is not simultaneous. If you
can take out a unit first, it won’t be able to counter attack. Or damage might weaken it so its
counterstrike is less effective. If a target survives, it can choose to counter attack. However, flocks,
aerial battles, and weapon types, may alter the order of attacks. The phasing player is always the
player phasing, irrespective of what units happen to have the initiative at that point during combat.

Initiative – Basic Procedure


The phasing player – it is their Combat Phase – declares a target-hex. Then they openly place one
Flock marker nearby. Put it on top of the actual hex if there is any ambiguity as to what is being
attacked – but mostly you don’t have to obscure the view.
By allocating a flock to that hex, it means the phasing player has the Initiative there – they will
resolve any attacks in that hex first. If you destroy the target, you will be immune from counter
attack.

In its simplest form, initiative procedure is done with. The flock counter simply denotes that you go
first. And they limit how many fights in a phase, because you have a limited number of flocks.
Flocks are allocated to a target-hex, rather than a target unit, because that determines initiative in
that hex for the rest of the combat phase, for any number of different attacks. You don’t place a
flock for every single attack into that hex.

Keeping it Simple
While learning you can choose to leave the Initiative procedure right there.

13.2 FLOCKS – DELAYED RETURN


a) Flocks are removed at the end of that combat phase and placed one turn ahead on the Turn-Track.
They will automatically return to the player at the start of their next Build and Deploy Phase. Flocks
that took part in an Aerial contest are delayed an extra turn.
b) Flocks that were allocated to an Aerial Contest are placed two turns ahead on the Turn-Track,
instead of one.
c) Flocks do not cost BP. They return after the delay ‘free of charge’.

The ‘price’ paid for using flocks is not in BP, but in the fact that you only have a limited number of
them. If you use them up during your opponents turn, you will have less to use in your own turn. It
is not necessary or desirable to start Aerial contests with much frequency. Critical battles might be a
reason. Also, because quest units are essentially offensive units, rather than defensive, that may
provide incentive to try breaking normal initiative order.

13.3 AERIAL CONTESTS


Expanded Initiative rules. The non-phasing player may optionally begin an Aerial Contest.

Place Flocks
a) The phasing player places a flock. In the normal course of events, the default situation is that the
phasing player attacks first in that hex.
b) However, the non-phasing player may now place one of their own flocks in that hex.

27 RULES OF PLAY
The flock is placed openly – there is no hidden bidding – both sides can see that each player has a
flock counter in that hex, and its value from ‘1’ to ‘4’.
c) The phasing player optionally places a second flock in the hex.
d) The non phasing player optionally places their own second flock in the hex.

Aerial Battle Dice


Each sides roll the number of dice equal to the total of the numbers on the allocated flocks. For
example, if Dawn has a ‘3’ and a ‘1’ flock, they would get four dice for the battle.
For every six that is rolled, the player rolls a bonus die and adds it to the overall total. This is not an
endless cascade – do not roll extra dice for extra sixes – just once per initial ‘6’.

Resolve Aerial Battle


Both sides roll. Combine all the dice for a grand total. Highest total wins.

The phasing player wins ties. Generally the player with the most dice will win, but because of the
‘semi-exploding dice’, a player with less dice still has a chance of winning the aerial dual.

The player that won has the initiative in that hex until the end of this combat phase.

Reversed Initiative – Non Phasing Player Attacks First


If the non-phasing player won the initiative in the nominated hex, then their attack goes first –
opposite to the normal order of attacks. If more than one attack occurs in this hex, the result of the
aerial battle applies to all attacks this combat phase – the non phasing player goes first during all
attacks in this hex. No new flocks are allocated to this hex – the results of the aerial battle last until
the end of this combat phase. Resolve these reversed attacks as normal, with the exception that the
non phasing player cannot use any Support; although they can advance after routing a hex.

13.4 INITIATIVE – SKIPPING FLOCK PLACEMENT


The phasing player will usually want to place flocks – they give them initiative for attacks in a hex.
To change the combat sequence requires the non-phasing player to start an aerial contest.
It is not, however, mandatory, for the phasing player to place a flock. They may choose to not place
a flock. They still declare a target-hex, but also state that they are not placing a flock.

Why? The main reason is if they have run out of flocks. Either flocks have diminished – delayed by
previous Aerial Contests – or they want to do more attacks than they have flocks.

When the phasing player declares a target-hex, but does not allocate a flock – the non-phasing
player has the opportunity to place a flock of their own. In this case, the non-phasing player
automatically wins initiative for that target-hex, until the end of the combat phase.

If the non-phasing player also doesn’t place a flock, then the initiative is unchanged: the phasing
player still has initiative by default.

Once the phasing player skipped putting down a flock, and the non-phasing player allocated a flock
– that’s it. No sudden change of mind and starting an aerial contest. The decision was final.

13.5 INITIATIVE DURING ELITE MOVEMENT PHASE


Combat in the Elite Movement Phase does not involve flocks.

Dawnfall, Duskrise 28 XTG


The flock markers were removed and placed on the Turn-Track at the end of the combat phase. So,
unlike the first combat phase, there will never be any flocks in place during Elite Movement.

So, who gets the initiative? Answer: the non phasing player.

If an attack is declared during the Elite Movement Phase, the non phasing player automatically has
the initiative. Standard are eligible to respond to being attacked, despite not being Elite.

14.0 Supply
14.1 SUPPLY SOURCES
City and Town Supply Source
Each of your towns and city is a Supply Source. These are always in full supply and never have
limited supply and cannot be Cut Off – even if totally surrounded.

During your Supply Phase, each unit must trace a Line of Communication (LOC) to a supply
source. The LOC is traced by counting up to 6mp from the unit to a friendly village. Then along a
chain going from village to village, until it reaches a town/city. Each link must be 6mp or less. Cost
of terrain is the same rate as ‘foot’, such as forest costing 2mp. The LOC may simply go direct to a
nearby town/city without using villages along the way. Units in town/city are always in supply.

Renowns and Foretellers are markers, not units, are not affected by supply in any way.

Villages
Villages are not supply sources. However, villages are vital parts of any line of communication.
Each link of the LOC is traced from village to village. Each link can be no longer than 6mp.

In all seasons except winter, and mud months, that means up to 12 road hexes in distance. In winter
and mud, when roads don’t count as ‘half’, the LOC to a village can only be 6 hexes long. Units
occupying villages or next to a friendly village receive a benefit to ‘starve’ rolls.

LOC and ZOC


The supply line cannot be traced through an opposing ZOC. A friendly unit in the hex negates an
unfriendly ZOC and allows tracing the line of communication.

14.2 LIMITED SUPPLY


Supply is checked during the Supply Phase. If a unit cannot count 6mp to reach a supply chain,
count again with 12mp. If that does enable reaching a supply source, then the unit has Limited
Supply instead of being Cut Off. Place a Limited Supply marker on the unit.

Effect of Limited Supply


The unit suffers -1L when attacking and its movement value is halved (rounded up). Units
with Limited Supply do not check for starvation.

14.3 CUT OFF


Check LOC at start of your Supply Phase. If a unit cannot count 6mp to a supply source, and it
cannot count 12mp for Limited Supply, then it is Cut Off. Place a CUT OFF marker on the unit.

29 RULES OF PLAY
Effect of being CUT OFF
The unit suffers -1L if it makes an attack, and its movement value is halved (rounded up). If an
enemy attacks a Cut Off target, that attack benefits +1R. In addition, during the supply phase,
the cut off unit immediately checks for ‘Starving’.

Starving
Make a starved roll for each Cut Off unit. This includes special units; exception – Winged Ones
and any Heroes treat CUT OFF as Limited Supply (they can always forage for just enough to get
by). Creatures are always in full supply. Creatures never get a Limited or Cut-off marker placed
on them (they do check supply normally to determine Travel eligibility).

STARVE ROLLS
Units survive on rolls of 5 or 6.
A result of 2, 3 or 4 is ‘d’; no save.
A roll of ‘1’ is ‘d2’; no save.
Modifiers
Modify the roll: +2 if in village, +1 adjacent to a village you control, +1
Homeland bonus, +1 if not Winter unless in Gorge. Homeland means the
location was originally on your side of the border.

14.4 DEPOT
Each player has one supply DEPOT counter. This can be positioned in a location where it
functions as if it is a village, for supply purposes. It is counted the same as a village as part of a
LOC. If 6mp or less in the chain it enables full supply. If over 6mp but 12mp or less, it provides
Limited Supply. The Depot functions as a normal unit for combat and movement.

If the Depot itself is ever CUT OFF, it provides Limited Supply for itself and any units that need
it for this Supply Phase (place Limited Supply markers), then is eliminated at end of that
Supply Phase; place it in the counter pool. The Depot can be repurchased later, same as other
units. Despite having a large counter, the Depot is not an Elite unit for any purpose.

14.5 Supply Status


Units keep the same supply status the whole time until it is checked again in that players
Supply Phase next turn. Any Limited or Cut-Off (assuming survivors) marker stays in place,
even if the unit moves back into supply range; conversely a supplied unit can freely move out
of LOC without acquiring a marker. Supply is checked during Travel movement, but that is only
for calculating Travel-supply; it has no effect on the existing supply status of the unit itself.

Also see Control of Settlements – Village Ownership – section. Villages you took over ‘this’ turn
cannot contribute to LOCs until ‘next’ turn; this impacts Travel movement ‘this’ turn.

14.6 ISLE OF SHADOWS AND WINTERFALL SUPPLY


Time operates… differently in these two mystical locations. Any unit that moves into the Isle of
Shadows or Winterfall, keeps the same supply it had when it entered that hex – for as long as it
stays in that location. If it was in full supply when it moved in, it never becomes Lack of Supply
or Cut Off, as long as it remains there.

Dawnfall, Duskrise 30 XTG


14.7 SEA SUPPLY
A port may trace a supply link (unlimited length) through the sea to a port you own. Treat this
link of the LOC as if it is 12mp in length (don’t count the sea hexes). This means that if port to
port link is included in part of the LOC, the best outcome it can achieve is Limited Supply.
All dark blue sea hexes join up with each other (assume that is the case off map somewhere).
No actual hex counting or path tracing is required. Winter Sea supply is not possible. Sea, and
sea supply is open again in Spring. Fleet counters are not involved or expended – sea supply is
a separate stand alone ability.

15.0 Fleets And Sea Invasions


SEA MOVEMENT AND INVASION FLEETS
Each player begins with two FLEET markers. These are not units to be moved around the map.
They just keep track of the fact that you can launch two amphibious invasions per game. The
counters can be placed in the general location of the sea – no exact hex is used or matters.
Ports are the three villages each player has that adjoin the sea. For all other purposes these are
normal villages. A player can use any port they control, not just those they started with.

Players do not have to manage or even protect their ports or fleets. The Fleets are always considered
to be somewhere – even if a player loses control of all their ports. When they regain at least one
port, their ability to do fleet transportation returns.

Fleets cannot be used in Winter.

To use a fleet, units in any Ports, instead of making a normal move, are picked up and placed with
the Fleet marker. Up to four units. Standard infantry of up to five C1’s counts as one unit. Each Elite
counts as one. Only Hero quest units allowed. Then place the fleet somewhere near the other
players coastline – no specific hex – you are just signifying that an invasion fleet is on the way.

Next turn, the FLEET is “At Sea”. Nothing happens. The transportation is in progress.

The turn after that, the fleet arrives. The units must disembark. Choose coastal hex anywhere on the
map – any dark blue sea hex adjacent to a land hex. Coast includes the sea that meets the gorge.
Also note that Dusk’s swampy lake region in the northeast also includes sea coast hexes. The
destination does not need to be a port – any bit of coast land will do, except mountain.

Discard the Fleet marker. It is not available for the rest of the game. Only one fleet can be used in a
(non winter) month. And only two can be used for the entire game.

The invasion force lands at the start of the movement phase. If the coast is empty of enemy units,
simply place all four units in up to four coastal hexes.

Invasion Supply
Any units that land are considered to be in full supply this turn. They will not receive Limited
Supply or Cut Off markers. Supply is checked as normal next turn. And note that one of the
transported units could be your Depot – not mandatory – just saying it is allowable.

31 RULES OF PLAY
Invasion Overstacking
They can overstack temporarily in hexes, or spread out amongst any combination of coast hexes.
Normal stacking limits are ignored during actual invasion. Stacking limits as usual next turn.

Movement After Landing


The landed units are considered to have used their entire Normal mode allowance when they land.
No further movement in the first move phase. The Elite Movement phase is allowed as usual.

Opposed Invasions
If a coast hex is occupied by an enemy unit, place the landing unit(s) in the sea hex temporarily,
nudged toward the intended land destination. The sea hex will be treated ‘as if’ adjacent to the
intended landing hex. The invaders will have to clear the hex this turn, otherwise they will be
considered to have failed and been pushed back into the sea. The landing hex will be fought over.

The Opposed Invasion is resolved immediately. Treat it as if it is a normal combat. All landed units
may attack individually. No support allowed (separate attacks by each unit is made). Otherwise treat
as normal combat, usual Initiative and flocks, stacked heroes and so on. Temporary overstacking by
the invasion force is permitted.

Successful Opposed Invasions


If the target hex is cleared, move units into the landing hex. Cavalry may advance an extra hex.
Special Movement Phase is carried out as normal.

Unsuccessful Opposed Invasions


If the invaders fail to make all enemy units vacate the landing hex, the invasion fails. All invading
units, including Quest units, are eliminated. You have until the end of the Special Movement Phase
to clear it. Any other units within reach can also take part – such as from another invasion point, or
units that came overland.

Other Invasion Considerations


Stacking and supply are not calculated for invaders, but will be next turn as usual.

16.0 Control Of Settlements


Town Ownership
Town ownership never changes. It is yours until it is eliminated. Towns are never captured – they
are permanently eliminated when they fall in combat. Of course, you can live to fight another day if
a town is destroyed, whereas it is all over if your Capital falls.

Village Ownership
Villages are controlled by the last player who moved a unit into them. When a unit moves into a
village they do not have ownership of, that unit ceases moving for that movement phase. The village
is now under your ownership, but you cannot use it for LOC until your next player turn.

Villages you took control of this turn, cannot be used for supply, until next turn. This means that you
cannot enable a cascade of Travel movement, with one unit after the other, utilising the newly
acquired villages. The new LOCs do not take effect until next turn (next turn! Not next phase).

Dawnfall, Duskrise 32 XTG


Villages are for all intents and purposes the same as clear hexes, with roads in them, which
automatically connect with any adjoining roads. They have no effect on combat and do not resist
either players units moving into them – the local serfs go about their life as usual.
Villages are key elements of the game, as they form the point to point LOC connections.

17.0 War Economy Phase


Each side has three Town counters and one City counter. These are walled settlements. One town
and the City are always joined to each other as a pair – this is your Capital (‘Capitol’ in other
dialects). Players place the other two Towns within their borders, with some restrictions.

The Capital consists of a pair of adjacent counters: City plus Town. This provides 4BP per turn. The
capital is resilient – even if the town counter is destroyed – it still provides the full 4BP. The other
two towns provide 2BP each. Supply status doesn’t matter; you still get the BP.

This totals 8BP per month without the Renowns. Depending on the season, Renowns also provide
additional BP. If you have not suffered losses, including the Renowns, your totals are: 8BP in
Winter, 16BP in Spring, and 12BP in Summer and Autumn.

BP are not calculated on turn one. The 36BP you begin play have already taken that into account.

18.0 Build And Deploy Phase


18.1 Due from Turn-Track
Firstly, return any counters that are due on the Turn-Track back to the players counter pool. These
counters are available to be purchased. Flocks are immediately available, as they do not cost BP.
“One turn ahead on the Turn-Track” actually means, “next turn”.

Build Points (BP) are used to create new units. Only counters in your pool of available counters can
be used. Counters on the Turn-Track aren’t available until the due turn.

18.2 BP Calculation
Your towns generate Build Points (BP) each Build and Deploy Phase.
• +4BP for Capital. It doesn’t matter if you have both the City and the adjacent Town – or just
the City – you always get four points.
• +2 BP for each of the other two Towns.
• +1 BP per Renown (Summer and Autumn);
• +2 per Renown in Spring;
• 0 BP per Renown in Winter.

When you move into an opponents Renown, it is temporarily removed: place it on the Turn Track
four turns ahead. This means you do not gain a bonus from your opponents Renowns – you
temporarily deny them from getting any benefit. On return, the Renown appears at random, d36 plus
clockface adjacent hex; reroll if space occupied by opposing unit. The new location is not adjusted,
it can be on either side of map, and any passable terrain.

You never get BP from the opponents settlements. You can only eliminate opponents towns.

33 RULES OF PLAY
18.3 Where to put new units
Newly recruited (built using BP) units are placed in any of that players towns or city. Stacking
limits are not enforced during the War Economy Phase – you can temporarily overstack. The town
or city does not need access to the outside; it can be completely surrounded even – doesn’t matter –
you can still put new units in it. New units are fully supplied.

19.0 Disbanding
Rarely desirable, but counters can be scrapped during the war economy phase – put on Turn-Track
four turns ahead. All BP are lost, and the counter is not available until the due turn.

20.0 Visibility
There is no hidden information in the game. Counters cannot be used to deliberately obscure or hide
information. All points and totals of values and counters are freely available to both players. You
can politely ask your opponent to clarify anything that is somehow not easily visible.

Allocating flock counters is not secret. The value of flock counters is always openly displayed.

The eyes and ears of the flocks inform their masters of everything. The flock counters represent
concentrations of creatures being used for detailed reconnaissance and relaying commands during
battles. There are, however, countless other minions from nature keeping a watchful eye on events
throughout the land.

21.0 Returning Counters To Play


21.1 TURN TRACK – DUE
Any units due on the Turn-Track are returned to your counter pool at the start of the Build and
Deploy Phase. Flocks are returned and immediately ready for use – you don’t have to spend BP to
get the flocks.

21.2 DELAYED RETURN OF ELITES


All elite units are expensive and are not immediately replaceable. When an elite unit (single counter
units such as Longbows, Crossbows and Cavalry) is eliminated, there is a delay before it is
available for purchase. Place a destroyed Elite counter four (4) turns ahead on the Turn-Track. This
isn’t a permanent loss, but it might sting a bit.

21.3 RENOWN RETURN


When an opponent moves into, and stops, in a Renown – remove the Renown. Place the Renown
four turns ahead on the Turn-track. It returns later at a random location (see Build and Deploy).

21.4 SPECIAL UNITS


Quest units are never purchased or get go on the Turn-Track. They only appear via Quests.

22.0 The Object of Power


22.1 Object of Power Placement

Dawnfall, Duskrise 34 XTG


The Object may show in either the Winterfall Valley or the Isle of Shadows. When you successfully
complete the quest, you get the Object counter – place it in front of you. To actually place it on the
map and use it, requires various conditions to be fulfilled. The player must have a Hero and a
Creature. Gaining the Object of Power rules section give the procedure.

22.2 GAINING THE OBJECT OF POWER


a) Move a hero and a Creature to either Waterfall Valley or Isle of Shadows. It doesn’t matter
which. If they arrive on different turns, just wait until they are both together.
b) When they are both present, roll a die and add your Prophecy level. Your opponent rolls a die and
adds their Prophecy level to it. If your result is equal to, or higher than, your opponents roll – the
Object of Power is located here. If you lose the roll, the Object of Power is at the other location.
There is no contested roll at the other location.
c) At the correct site, during the Combat Phase, use a Creature to retrieve the Object. Pre-requisite is
that both a Hero and a Creature are in the hex. The Creature is now removed from the map and
permanently eliminated. Only those present know of the details of this heroic (perhaps) sacrifice.
You gain the Object of Power. Place it in the hex with your Hero. The Hero may not move any
further that turn (No Elite Movement).
d) If the other player retrieves their Object later, they follow the same process – their Object could
show up at either location. It is not linked to where the first Object was found.

22.3 WHAT THE OBJECT OF POWER DOES


a) Any attack against the Hero is resistant to attack. All attacks against the Hero, instead of rolling a
die, automatically ‘roll’ a ‘1’. The Hero also confers this resistance to units they are stacked with.
b) The Hero keeps possession of the Object until the end of the game, or they are eliminated.
c) If the Hero is killed while holding the Object, your opponent wins the game. You lose.
d) The Hero may destroy the large gorge bridges simply by declaring so, but you lose the game.
e) The Hero may use the Object of Power to attack a Capital. They do this at the same time as they
would normally have the opportunity to make an attack, instead of their normal strength. Range up
to two hexes. Roll one die for the attack. If a ‘6’ is rolled, they managed to unlock a portion of the
power – the enemy Capital is destroyed by a cataclysmic burst of unspeakable energies. The game
is over. Victory is yours.

23.0 Foretelling
Players may spend 4BP to start, then progress the foretelling marker. This is similar to quests. There
is not a separate foretelling track – the Turn Track is used. Limit of one space per month, per hero.

To progress the foretelling marker, a hero must end movement in the same hex as either the Oracle
or the Seer. If a player has two heroes, it is possible to make double progress, by visiting both
foretellers in the same month.

The tangible effect is that foretellers help find the Object, and might be decisive later on.

No one has ownership of either Foreteller marker. The colours of the Seer and Oracle counters that
go on the map do not matter – the Seer and Oracle are shared. They do not change location and are
never subject to attack. Each player can visit either marker (gaining access – that’s another story).

35 RULES OF PLAY
24.0 Winning The Game
a) You win at the instant you destroy your opponents capital.
b) You lose the game if your Hero carrying an Object is killed.
c) If the game reaches the end of Turn 26 with both capitals surviving, then if only one player has
an Object of Power, that player wins.
d) If neither has an Object of Power, it is a draw – let the war weary people decide whether it was
all for naught, or rejoice that peace has returned.
e) If both players have an Object of Power, then victory is determined by the Climactic Battle.
f) The Fated Climactic Battle takes place. Gather together all of your quest units; opponent does the
same. Subtract the lower number of quest units from the higher (or both zero). Each player rolls a
die and adds their surviving number of quest units to it (if any; from +0 to +6 possible).

Example: Dusk has a Hero and Creature, Dawn has one Winged. Two minus one. Dusk gets +1
(just one point, not an extra die) for their one surviving quest unit. Dawn adds nothing.

Highest total wins the game! The player with the highest Prophecy level wins ties. If both Prophecy
levels were the same, so still a tie, then it is truly a draw. The Objects merge and transcend with
each other. Both players share a glorious victory together.

25.0 Setting Up
A) STARTING FORCES
Each side begins with 36BP. Recruit (build) your units. You don’t actually buy quest units, but you
might want to save some BP, which will enable you to begin a quest on the first turn. During the rest
of the game, there is no hidden information. However, you may conceal what you are building
during this setting up part.

In addition, each player gets the DEPOT counter – which represents a supply depot, or baggage
carts – free of charge; plus all seven of their flock counters.

Basically Dawn sets up first, followed by Dusk. Yes, Dusk will see where Dawn puts their units
before putting down there own. But don’t worry. Dawn is compensated for this by having the first
turn (attacking first). Also Dusk has trickier setup decisions. And it’s Winter – tougher for everyone.

B) PLACING TOWNS: DAWN


The Dawn player places a town counter adjacent (not on the printed number) to any location
number 11, 12, 13, 14, 15, or 16; must be in clear; must be on road. Then place a second town
marker adjacent to the initial town marker; also in clear and on road. Often this will also be next to
an existing village – so you will end up with a respectable looking city.

Then a single town counter is placed adjacent to 21, 22, 23, 24, 25 or 26; clear hex on road.

The last town counter is placed adjacent to one of 31, 32, 33, 34, 35 or 36 locations.

C) PLACING TOWNS: DUSK


The Dusk player places a town counter adjacent (not on the printed number) to any location out of a
choice of 41, 42, 43, 44, 45, 46; must be clear, must be on road. Then place a second town marker

Dawnfall, Duskrise 36 XTG


adjacent to the initial town marker; also in clear and on road. Often this will also be next to an
existing village – so you can tell its your capital from its size.

Then a single town counter is placed adjacent to one of 51, 52, 53, 54, 55, 56, 61 or 62; clear and
road. Notice that the sites are all the ‘fifties’ plus 61 and 62 (just those out of the ‘sixties’).

The final town counter has a specific location. It is placed adjacent to location number 65. Take into
account the LOC back to the rest of your empire – this is a frontier town – it has a limited supply
line at best. You may also want to consider whether to put your Supply Depot nearby.

D) DAWN PLACES UNITS ON THE MAP


Place the towns according the conditions described under Placing Towns: Dawn.
Place the units you spent your BP on. Place the units anywhere within your borders. Dawn borders
are on, and west of the red dotted lines. The gorge separates the players mostly, plus the middle
south river – the red dotted line shows the boundary where the edge is not the edge of the gorge. No
one sets up in the gorge. In later turns, new units are placed in towns, but during setup, they can go
anywhere in your territory. You control all villages in your within your borders – your homeland.

In practice, the Dusk can do their placements at the same time, and then relocate anything however
they want, after viewing Dawn’s completed setup positions.

E) DUSK FINISHES PLACING THEIR UNITS ON THE MAP


Place towns according to the conditions described in Placing Towns: Dusk.
Place the units you ‘purchased’ anywhere within your border (on and east of the red dotted lines).

F) PLACING RENOWNS
There are a total of eight RENOWNS. These are placed in a semi random manner. Each player
starts with our Renowns.

Random d36 Method


Two six-sided die (d6) are rolled independently. The first roll is the ‘tens’ and the second roll is the
‘digits’. The die are not added together; they are discrete individual rolls. For example: ‘1’ and ‘4’ is
‘14’; a ‘4’ and ‘1’ is ‘41’. Locations are listed on the map as ‘11’ up to ‘66’.

Renown are placed by d36 dice rolls at start of play – after towns and units have been placed. The
first three rolls will place a Renown in Dawn territory. The fourth to sixth rolls will place a Renown
in Dusk territory. The final two rolls will place Renowns anywhere on the map.
First roll: 1 and ?. Instead of rolling the ‘tens’, it is automatically assumed to be ‘1’, ie, 10. This
means that only one die is used to generate the digit, yielding a result of 11, 12, 13, 14, 15 or 16.
Second roll: 2 and ? Instead of rolling the ‘tens’, the first roll is assumed to be ‘2’, ie ‘20’.
Third roll: 3 and ?Instead of rolling the ‘tens’, the first roll is assumed to be ‘3’, ie ‘30’.
Fourth roll: 4 and ? Instead of rolling the ‘tens’, the first roll is assumed to be ‘4’, ie ‘40’.
Fifth roll: 5 and ? Instead of rolling the ‘tens’, the first roll is assumed to be ‘5’, ie ‘50’.
Sixth roll: 6 and ? Instead of rolling the ‘tens’, the first roll is assumed to be ‘6’, ie ‘60’.
Random 7 th
Both rolls ?? The result could be anywhere in range of 11 up to 66.
Random 8th Both rolls ?? The result could be anywhere in range of 11 to to 66.

The Renown is placed in one of the six adjacent hexes, determined by a die roll. Use the ‘clockface’
method: 1 is north, 2 NE, 3 SE, 4 South, 5 SW, 6 NW. So, Renowns are placed with three dice, one

37 RULES OF PLAY
for the tens, second for the digits, third for the adjacent space. With the condition that the ‘tens’ is
usually not actually a roll, but predetermined.

If the adjacent space is already occupied or prohibited terrain, reroll the clockface. The space may
be any terrain type including settlement, clear, rough or forest. Reroll clockface if mountains or sea.
Roads don’t matter – may have a road, or no road.

Adjustment of Renown Locations


If both players ended up with one of their Renowns in each others territory, this is dealt with neatly
and fairly – simply swap the two counters around, so each player has all four of their own colour
Renowns within their own borders.
If only one of the random 7th or 8th rolls both ended up ‘wrong’ players side, and couldn’t be
adjusted as described above, adjust the last roll by either +3 (or 30) or minus 3 (-30), so the location
is converted to the correct territory for that colour. The result is that each player has all their four
Renowns within their own border.

G) PROPHECY LOCATIONS
The location of the Oracle and Seer is determined at the start of the game with a random d36 for
each, and place adjacent to the numbers using clockface die. However, start one in each sides
beginning territories (one to the west, one eastward). If both end up within the same players
borders, either add or subtract ‘3’ from the ‘tens’ roll of the last site, so it is relocated to the other
side of the map.

Both sides can visit either of the foreteller sites – unlike all other counters – foretellers do not
belong to either player. Of course, you are free to occupy a site to thwart your opponent from easily
accessing.

H) FIRST TURN
Dawn goes first. January, month 1 is Turn One. Only do the phases: Quest Phase, Movement Phase,
Combat Phase and Elite Movement Phase. Then Dusk does their Quest Phase, Movement Phase,
Combat Phase, and Elite Movement phases only.

Skip Supply Phase, War Economy and Build and Deploy Phases. Same for Dusk. Do not
calculate BP; no new units or deployment – all that was included in the 36BP setting up.

Use the full turn sequence next month (2nd month, Avril).

Other Turn One Considerations


• Remember, it is winter. Swamps and Lakes are frozen, ie, clear terrain.
• Roads count as one full mp, rather than the more helpful ‘half’ of warmer months.
• Guard your ‘choke points’, such as the large bridges, and other less obvious routes.
• All units have supply in turn one. Next turn all supply rules come into effect. It will still be
winter, so lines of communication will be short, and supply needs forethought for turn two.
• Important encounters are possible in turns one and two – but don’t be surprised if actions are
fairly restrained until Spring. This gradual beginning is intended to balance the game – so
someone doesn’t march straight into an enemies capital.

Dawnfall, Duskrise 38 XTG


26.0 The Calendar
This is background information. This lore is intended to enhance the feel of an alternative medieval setting.
People live closer to nature. The changes seasons are a dominant feature of everyday life.
Events take place over one or two years. One turn represents four weeks, ie, one month. The calendar is
divided into thirteen months of exactly 28 days each. This comes to 364 days. The dividing day at the end of
each year is called “The Timeless Day”. Called “The Day of Rebirth” by Light, and “The End of Existence”
by Dark. Or more simply just, “Timeless”.

MONTH WEEK Day and Month Turn


Month 1 Week 1-2 January 1-14 1 Winter
(January) Week 3-4 January 15-28 1 Winter

Month 2 Week 5-6 April 1-14 2 Winter


(April) Week 7-8 April 15-28 2 Winter

Month 3 Week 9-10 Mars 1-14 3 Spring starts


(Mars) Week 11-12 Mars 15-28 3 Spring

Month 4 Week 13-14 Purity 1-14 4 Spring


(Purity) Week 15-16 Purity 15-28 4 Spring

Month 5 Week 17-18 Harvest 1-14 5 Spring


(Harvest) Week 19-20 Harvest 15-28 5 Spring

Month 6 Week 21-22 Jupiter 1-14 6 Spring ends (mid month)


(Jupiter) Week 23-24 Jupiter 15-28 6 Summer starts

Month 7 Week 25-26 September 1-14 7 Summer


(September) Week 27-28 September 15-28 7 Summer

Month 8 Week 29-30 October 1-14 8 Summer


(October) Week 31-32 October 15-28 8 Summer

Month 9 Week 33-34 November 1-14 9 Summer


(November) Week 35-36 November 15-28 9 Summer

Month 10 Week 37-38 December 1-14 10 Autumn starts


(December) Week 39-40 December 15-28 10 Autumn

Month 11 Week 41-42 Osin 1-14 11 Autumn


(Osin) Week 43-44 Osin 15-28 11 Autumn

Month 12 Week 45-46 Domir 1-14 12 Autumn


(Domir) Week 47-48 Domir 15-28 12 Autumn

Month 13 Week 49-50 Zima 1-14 13 Winter starts


(Zima) Week 51-52 Zima 15-28 13 Winter
Timeless Day Special single Day that is ‘uncounted’. Separates the years from each other.

(Not a month!) One day between the old and new year: after Zima 28th and before January 1st.

39 RULES OF PLAY
Background about Dates and Seasons
Seasons on the turn track conform to the actual weather. The astrological dates of the seasons varies slightly
differently, but no one pays attention to that apart from priests for traditional rituals.

Strictly speaking, the astrological season dates are listed below (Lore only. Not used in-game).

Winter: Starts Zima 1st (month 13) and ends Avril 7th (month 2).
Spring starts Avril 8th (month 2) and ends Jupiter 14th (month 6).
Summer starts Jupiter 15th (month 6) and ends November 21st (month 9).
Autumn starts Nov 22nd (month 9) and ends Domir 28th (month 13).

In game turns, season dates matter in Month 6, Jupiter. Each player chooses to conduct operations in either
late spring, or alternatively, in early Summer. All seasonal events including type of quests, mud, Renown BP
and rivers, are treated as though it is the chosen season for the entire Jupiter player turn. Players choose the
Jupiter season type independent of each other; for example, if Dawn chose Early Summer, Dusk may still
choose Late Spring if they wish.

The Timeless Day divides the old and the new year. The Timeless Day is during winter and is inserted
between the 28th of Zima (the last day of the thirteenth month), and the first day of the new year, the 1 st of
January. The superstition is normally to ignore this day, as if it didn’t happen at all. The typical custom is to
‘relax’ so much that next day, people genuinely don’t remember a thing.

In game terms, this habit explains why the game begins exactly at the very start of the year. Violating this
day of rest was such a cunning plan, that it was chosen as the perfect day for surprise attacks. Especially
unthinkable because accepted military wisdom – plus weather and logistics – say that the optimum time to
begin a campaign is the month of Mars at the earliest. And preferably after major crops have been harvested
(which happens – not surprisingly – in the month of Harvest). Dawn began the war, but claimed it was a
preemptive attack because Dusk was about to the same – the victor will write the correct history.

27.0 Game Design


Game design, counters and map by WARNER AIREY, Extreme Terra Games, 2022 ©.
Contact XTG: extremeterragames@yahoo.com
The Jeanne D’arc graphic is from a 19th century work by Lionel Royer and does not infringe copyright.

28.0 Components
• Rulebook, 38 pages.
• Map 48” x 34” if printed at 100%.
• ‘Dawnfall’ countersheet (sheet one) to print at 50%.
• ‘Duskrise’ countersheet (sheet two) to print at 50%.
• Control and Supply ‘Markers’ countersheet (sheet three) for printing at 75% (these will be small
sized counters in relation to the others).
• Summary Sheet and Combat Reference – rulebook pages. It is intended that an extra copy of these
two pages printed as Player Aids.
• Only six-sided dice are necessary. Yellow and Black match the theme.
• Mounting the counters, using adhesive sticker sheets on thick cardboard significantly enhances play.
You know how some Children’s Picture Books are made out of very thick cardboard? Perfect!

Dawnfall, Duskrise 40 XTG


Summary Sheet
Dawn 1st player-turn, Dusk 2nd player-turn
SUPPLY – LOC
PHASES Supply Source: Town or City
Supply Supply: 6mp
War Economy (Calculate BP) Limited Supply: 12mp
Quests CUT OFF die roll, no save
Build and Deploy 1: ‘d2’; 2, 3, 4: ‘d’; 5 or 6: No Effect.
Movement +2 in Village, +1 next to village
Combat +1 Homeland
Elite Movement +1 Not Winter, except in Gorge

Standard M C P Cost Counters


Lt Infantry M4 C1 P5 1BP per C1, max C5 14
Md Infantry M3 C1 P4 1BP per C1, max C5 24
Hv Infantry M2 C1 P3 1BP per C1, max C5 10

ELITE Bows Move P SP Cost


Skirmishers M4 P6 C1-B2 4BP 4
Medium Bow M3 P5 C1-B2 4BP 4
Longbows M3 P5 C1-B3 6BP 4
Crossbows M2 P4 C1-B3 6BP 4

ELITE Cavalry Move Melee Bow P Cost


Horse Archers M8 C0 B2 P5 5BP 4
Lt Horse or Lancers M7 C2 none P4 4BP 4
Md Cavalry, mixed M6 C3 B1 P3 6BP 4
Hv Cavalry M5 C4 none P2 8BP 4

SPECIAL Move Melee Bow P Quest Season Mobility


Hero/Champion M6/M5 C2 none P3/P2 Winter Both; foot or Cav
Winged M16 none B2 P4 Spring Flying; 1mp all
Creature M3 C4 none P2 Summer foot; 1mp rough

MOVEMENT AND LOC MP COST


• Travel mode allows 30 hexes providing remains in supply and must remain two hexes away from
enemy. No mp costs. Crossable terrain only. Summer rivers ignored. Mud ignored.
• Difficult Terrain Normal Moves: Forest/Rough/Swamp 2mp Infantry, 4mp Cavalry.
• Roads: count as only half a mp (or two road hexes per 1mp); winter and mud, roads are 1mp. Half
road mp affects both normal movement and supply mp (including Travel supply).
• Winged Movement (Flying): never halves roads; all terrain as 1mp. Can cross mountains.
• Depot counts terrain cost as infantry; Depot only allowed to use Travel mode in Spring months.
• Villages: Treat as Clear hexes with connecting roads. Units stop moving if you don’t own the village
– will give you ownership of that village (Control of Settlements).
• Supply: Each link of LOC counts 6mp per link: unit to village to village to full supply source.
Supply source is a city or town. Units in a town or city are always in supply.
• Limited Supply: Fails to count a LOC with 6mp in the chain, but successfully links up when
recounted using 12mp. Effect: M½ rounded up, -1L attacks.
• Cut Off: still unable to trace LOC with 12mp. Effect: M½, -1L attacks, +1R if targeted.

41 RULES OF PLAY
Combat Reference
11.3 COMBAT SEQUENCE
Attacks are carried out one by one. Each attacker may only attack once per combat phase. Defending units may be attacked any
number of times by separate attacks in a phase.
Basically the attacker goes first, attacks, then the surviving defender counterattacks.
Initiative might be contested, with the result that the order of particular attacks is altered – it is possible for the non-phasing player to
go first, instead of the player who’s combat turn it is.
Attacking or counterattacking is always voluntary.
a) Phasing player nominates a target hex and places a flock.
b) Non-phasing player may begin an Aerial Contest by placing their own flock(s).
c) Resolve Aerial Contest. Initiative has been determined for that hex.
d) Details of the attack; participating units; melee or ranged; Supporting units. Alternatively: If the
non phasing player won initiative by Aerial Battle, the ‘defender’ actually goes first.
e) Roll for the attack. Use the SP column on the Combat Table. Modify for terrain and special units.
f) Apply damage results. Defender makes save rolls against ‘d’ results using ‘P’.
g) May advance into vacated defending hex; cavalry may advance two hexes (ignore ZOC).
h) Surviving defenders may counterattack. If initiative reversed, the phasing player resolves.
i) Start combat sequence with next attack. Continue until all attacks have been resolved.
11.4 COMBAT TABLE
die
roll - 0 1 2 3 4/5 6/7/8 9 or more + ++
1 aM aM aM adM N N d d d2 d2
2 aM aM adM N N d d d2 d2 R
3 aM adM N N d d d2 d2 R R
4 aM N N N d d2 d2 R R R
5 adM N N d d2 d2 R R R R
6 d d d d d2 R R R R R
Explanation of Combat Results
aM Attacker loses one step if in Melee; missile attackers not affected: treat as “N”. Saves apply.
adM Both Attacker and Defender lose on step if in Melee; “N” if missile attack. Saves apply.
N No effect.
d Defending unit loses one step; entire unit if only one step. Protection save applies.
d2 Defending unit loses two steps, or entire Elite, or a Special. Protection save applies.
R Routed/Ruined. Defender is completely defeated; no saves. Yes, one whole is destroyed!

11.5 COMBAT MODIFIERS


none Target is in Clear terrain. Support by ‘C’ or ‘B’ is allowed.
-1L Target is in Forest, Rough, or Swamp.
-1L Target is on other side of a River; Attacker can only be ‘B’.
-1L Small road-river Bridge hex-side. Attacker can only be ‘C’; ‘B’ Support allowed.
-1L Large Bridge. Across Gorge Bridge. Attacker can only be ‘C’.
-1L Town. Immune while defending unit(s) in town; cannot be attacked unless otherwise
vacant. Support by ‘C’ or ‘B’ is allowed. City is identical to town; in addition, city is
immune while its adjacent town exists.
Limited Supply: -1L attacking, Movement value is halved, rounded up. No Travel allowed.
Cut Off: -1L attacking, Move halved rounded up. No Travel. An attacker gets +1R.

Dawnfall, Duskrise 42 XTG

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