Professional Documents
Culture Documents
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
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.
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.
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.
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.
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.
• 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.
• 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).
• 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.
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.
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.
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.
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.
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).
7.4 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.
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.
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.
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.
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.
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.
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
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.
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.
Renowns are not units, they are markers. They have no ZOC, movement or combat effects or any
other conditions.
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.
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.
10.6 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.
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).
-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.
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.
11.9 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.
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.
Heavy Infantry, Cavalry, and Winged, cannot assault through mountain passes.
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!
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’.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
F) PLACING RENOWNS
There are a total of eight RENOWNS. These are placed in a semi random manner. Each player
starts with our Renowns.
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.
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).
(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.
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!
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!