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Getting Started

-Each player begins the game with their general and 4 conscripts. -The general and conscripts are placed any where inside the players starting zone. -Each players starting zone is designated at the beginning of the game (typically the starting zones are in the corners of the hex mat) -Every player rolls a single die and the player with the highest score goes first. -Turns go in clockwork order (player to the left goes second) -A round ends when all players have taken their turn -Each game typically lasts 10 rounds (this can be shortened or lengthened)

Upkeep
-At the beginning of each players turn tally up the amount of resource acquired. -Resource is acquired in the following way; 1: Each zone under control produces 1 resource point 2: Each zone that has been consolidated produces 2 resource points 3: The center zone produces 5 resource points when consolidated 1: A zone in which only one players pieces are occupying is considered under control. During upkeep that player gains 1 point of resource 2: A player who begins their turn with control of a square may opt to consolidate. Units in that square may not move out of the square but they can move within the zone to take better positions. The army general must be in a zone in order to consolidate that zone. 3: Once consolidated, a player must keep at least one piece in that space to continue gathering resource during upkeep.

Build/Buy
-After upkeep and players have gained their resource for that turn they may 1: Purchase equipment 2: Purchase spell cards 3: Build units 1: Only the general may buy equipment. In order to buy equipment the general must be in their home zone. The general may only have one piece of equipment for each category -The player spends 5 resource points and draws a card from the equipment pile. -There are 4 types of equipment cards; Armour: This includes a full suit of armour and a helmet. Shield: Takes up one hand and cannot be used with two handed weapons Weapon: Provides bonuses depending on the weapon. Arcane: These items will have special rules on the card. Arcane items may be combined with other items to enhance their bonus. Only 1 arcane item may be combined with another piece of equipment.

2: Spell cards are bought in exactly the same way as equipment cards but their cost is 10 resource points. Only one spell card may be used at a time unless a card says otherwise. Spell cards only have a certain amount of charges. Once a player has used all charges for the spell the spell card is discarded to the bottom of the spell pile. 3: The following table represents the types of units a player may build and their costs.
Unit Name CONSCRIPT SOLDIER VETERAN* GIANT* Move 6 6 6 2d6 Attack 3 4 5 * Defense 2 3 5 5* Cost 3 5 10 15 Limit N/A 10 3 1

*Veterans are hardened warriors having spent years on the battle lines. Because of their prowess on the field the veteran may re-roll all 1s when attacking and defending. A die may not be re-rolled more than once. Veterans can bolster the morale of all friendly units. Units adjacent to the veteran have +1 defense. Should the army general be slain a player may instead replace one of his veterans on the field with their general. *Giants are large, ferocious and fairly stupid creatures. Giants have a range of 2 hexes and may attack over units or intervening terrain. They do not attack in the normal way but instead roll a D6 and consult the following table.
Roll 1 2 3 4 5 Attack The Giant has become distracted and makes no attack The Giant has become confused and wanders 1d6 hexes away from combat The Giant picks up and eats 1d3 adjacent models (can not eat the general) The Giant bellows at the enemy. He may not be attacked this turn. The Giant has an attack value of 2d6 for that turn. RAMPAGE! The Giant stomps and smashes. Make an attack with 6d6 and roll on the chart again.

6!

*Giants are supernaturally tough and so are particularly hard to kill. When attacked, roll the Giants defense dice and add 2 to the total.
Total under zero zero 0 to 3 3 to 6 6 to 9 10+ Result The Giant stomps the attacking models (no effect on generals or other giants) The Giant's leathery hide shrugs off the blow The Giant is annoyed. The next time a player rolls on the attack table add +1 You score a minor hit on the giant. Add +1 next time you roll on this table You score a major hit on the giant. Add +2 next time you roll on this table The Giant is slain

Any model (except the general) who slays a giant singlehandedly automatically assumes the following profile

Giant Slayer Insert heroic name

Move 6

Attack 6

Defense 6

Special Rules re-roll all 1's for attack and defense

Movement
-After all building and buying is complete a player may move some or all of his pieces. -Each model has a movement rate given in their profile (typically 5) -The movement rates signify how many hexes the model can travel. 1 hex=1 movement. -Models may move though unengaged friendly models but may not move through enemy models or terrain (unless otherwise stated) -Some terrain will modify a units movement. The types of modifiers are as follows; -Road: +1 movement rate -Forest: -1 movement rate -Hills: -2 movement rate

Combat
-After models have moved you may make attacks against enemy units. -Attacks are made in 3 steps; 1: Designate attacker and target 2: Roll attack dice, defender rolls defense 3: Resolution 1: Designate attacker and target -Each model may make one attack per turn! -The first step to attacking is declaring who is making an attack. -Each model may make one attack per turn. -Unless otherwise stated models may only make attacks against those adjacent to them. -Models may choose to combine their attack but the following rules apply; -models may combine their attacks if both attackers are adjacent to the target. 2: Rolling for attacks and defense -The attacking player rolls all applicable attack dice and totals their value. -The defending player rolls all applicable defense dice and totals their value. -The player whose total was greater wins that round of combat and kills the other model. -Should two models be combining attacks and still lose on the totals then they are both killed. (The fearsome enemy leaps forward and skewers your buddy!) 3: Resolution -Both players roll 2d6 and the number of casualties they inflicted. -The player who scores higher may consolidate. -To consolidate the winning player rolls a die. -The number on the die represents how many models involved in that combat may move. -Each model may move 1 hex to consolidate.

-Should consolidation allow a model to move adjacent to an enemy model they may make an attack if they have not already done so that round -Consolidation only takes effect in the zone in which the combat occurred.

Scenarios
1: Territories -Objective of this scenario is to control the most territories at the end of the 10th round. 2: Meat grinder -Eliminate all other players by killing their generals 3: King of the hill -Gain possession of the territory at the center of the mat and hold against all other players for 5 rounds.

The General
-The general has the following stats
The general Insert Heroic Name Move Attack 5* Defense * Special Rules Leadership, Master of the Art

Leadership: All friendly models within the same zone as the general gain +1 attack and defense die Master of the Art: The army general can be built around three different frames The Brute: -The general has an attack and defense value of 10 -The general may not use magic weapons or arcane items -The general may not use spell cards The Leader: -The general has an attack and defense value of 6 -All friendly models within the same zone as the general gain +2 attack and defense die. This doesnt affect giants -Once per combat phase if the general would be killed you may instead remove a friendly adjacent model from the game instead The Sorcerer: -The general has an attack and defense value of 5 -The general may have any number of arcane items -The general may play three spell cards per turn

Ending the game


-Once the players have finished the final round the game ends. -Every player tallies up the amount of territories they are in possession of. -Each territory provides 10 points. -The player who has the most points wins the game -When playing a meat grinder scenario the last player alive wins. -When playing king of the hill, the player who controls the center zone for 5 rounds wins.

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