Wizard Kings Rules PDF

Wizard Kings Rules PDF
WIZARD KINGS
1.0 GAME SET-UP
[1] INITIATIVE (4.1)
Each player rolls 2d6. Roll again to
break ties. The player with the highest total
wins the Initiative, moves first, and is called
Player 1.
[2] MOVE PHASE (4.2)
All players take turns to move
clockwise from Player 1 and are called
Player 2, Player 3, etc. In turn, a player
may move any/all friendly blocks up to
their movement allowance. Blocks only
move once per turn, except to Retreat
(5.4) or Regroup (5.5). Blocks entering an
enemy-occupied hex are attacking and
must stop and fight in the Combat Phase
(except Flyers).
[3] COMBAT PHASE (5.0)
After all players have moved, battles
are fought one at a time. Start with battles
where Player 1 is the Attacker, then fight
those where Player 2 is the attacker, etc.
Note: when a third (or further) army
enters a battle, they must side with the
Attacker or the Defender and assume
that player's priority.
[4] BUILD PHASE (6.0)
After all battles are resolved, players
simultaneously spend their Gold Points to
build new blocks or to add steps to existing
blocks.
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A2
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2
4
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2
ER
RANG
2
Players raise an army from a budget of
50gp (or more if agreed). The costs given
on the blocks are for each step (2.11).
Wizard 3 costs 3 x 2gp = 6gp
Ranger 2 costs 2 x 4gp = 8gp
Goblin 4 costs 4 x 1gp = 4gp
All blocks start in cities (3.2) and at
least one (1) block must be deployed in
each city.
1.23 Victory Conditions
With a 2-Player, 2-Map game, a player
wins by controlling 15gp of cities at the
end of any Game Turn. Double this (30gp)
for a 4-Map game.
Time limit games of ten (10) Game
Turns are ideal for multiplayer contests.
The player with the highest number of city
GPs at the end wins.
2
Copyright © 2013 Columbia Games Inc.
Rulebook Organization
This rulebook is formatted so that the sidebar
generally contains definitions, examples, and
suggestions to help you understand and enjoy
Wizard Kings.
Dice Conventions
Wizard Kings uses only six-sided dice, four of
which are included. A common short form for
six-sided dice is d6 and the expression 3d6
means roll three six-sided dice.
Geomorphic Maps
The four maps included with this game are
geomorphic, meaning they can be arranged
in dozens of different configurations and the
terrain will link together. Three map layouts are
shown below.
Accumulated victory points can also
be used to determine a winner. Every
Build Phase, record each player’s current
Gold Points as Victory Points. Highest
accumulated total after 10 turns wins.
2-Maps
4-Maps
A1
BOW
DEATH
3
LA
SHAK
2
A+
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C2
1
1.22 Raising an Army
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ARL
HUSC
2
C1
Players choose one or two maps each
and arrange as desired. One map per
player is recommended for your first game.
First map choice may be decided by a die
roll.
2
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2
UARD
LOW G
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A+
MER
CHAR
1.2 CUSTOM GAMES
1.21 Choosing Maps
2
T
KNIGH
B2
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Wizard Kings is played in a series of
Game Turns, each with four (4) phases.
For your first game we recommend
the Island of the Dead solitaire scenario in
7.1. This scenario can also have 2 players.
Additional scenarios are given here, or can
be found on the Wizard Kings website.
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GAME TURNS
1.1 SCENARIOS
4
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Wizard Kings is a fast-paced strategy
game for 2-7 players. Each player
commands a fantasy army and fights for
supremacy on maps that may be joined
together in a variety of ways.
◆◆◆
INTRODUCTION
TM
1
3
5-Maps
(Extra map required)
Version 2.0
WIZARD KINGS
2.0 ARMIES
This game contains starter sets for 7
different armies. Each army has 8 blocks.
A sheet of die-cut labels is included.
One label must be attached to the face of
each block of the matching color. Lightly
position each label, ensure it is straight,
and then press it firmly to the block. The
color identity of the blocks are:
Amazons: Red
Barbarians: Blue
Dwarves: Gray
Elves: Green
Feudals: Brown
Orcs: Orange
Undead: Black
The blocks add surprise and secrecy
to the game. When standing upright, block
type and strength are hidden from the
opponent.
The armies in the base game are
all roughly even. They include a wizard,
three cheap blocks, several better (and
expensive) blocks, and a castle. Additional
blocks for all 7 armies are available in the
Heroes & Treasures expansion set. Every
expansion set is different.
2.1 BLOCK DATA
The blocks have numbers and symbols
indicating their movement and combat
abilities.
2.11 Strength (Steps)
The current Strength of a block is
the number of pips on the top edge when
the block is standing upright. Strength
determines how many six-sided dice (d6)
are thrown for a block in combat. A block
at Strength 4 rolls 4d6 (four six-sided dice);
a block at Strength 1 rolls 1d6.
Blocks vary in Strength from 1 to 4.
Some blocks have a maximum Strength 4,
some Strength 3, and a few have Strength
2. For each hit taken in combat, the
block’s Strength is reduced by rotating it
90 degrees counter-clockwise. Diagram 1
shows the same Troll block at Strength 1,
2, and 3.
NOTE: The block edge with the block
name is always Strength 1.
2.12 Combat Rating
Combat Rating is indicated by a
letter and number, such as A1 or B2. The
letter determines when a block fires. All
A blocks fire first, then all B blocks, then
all C blocks. The number indicates the
maximum roll that will score a hit.
Copyright © 2013 Columbia Games Inc.
EXAMPLE: a block rated A1 scores one
hit for each “1” rolled, but a block rated A3
scores one hit for each 1, 2, or 3 rolled.
2.13 Movement Allowance
The maximum number of hexes a
block may move in one turn is called its
Movement Allowance. Blocks may move
fewer hexes than this.
2.14 Block Cost
The cost of blocks is noted per step
(strength point). Two steps cost double,
and so on. See section 6.0.
2.2 WIZARDS
Wizards have the ability to cast spells.
They are rated A+ for combat meaning
they may cast spells (or retreat) before
other “A” blocks. B+ Wizards also exist.
2.21 Spells
Each Wizard knows the six spells listed
on their Spell card: three spells at Level
1, two at Level 2, and one at Level 3. All
wizards may also know DISPEL (sidebar).
2.22 Spellcasting
Wizards cast spells by reducing
themselves one step for a Level 1 spell,
two steps for a level 2 spell, or three steps
for a Level 3 spell. They may not cast a
spell that exceeds their Strength, but may
eliminate themselves (see: 2.24) by casting
a spell equal to their Strength.
Wizards may cast spells during the
Movement or Combat phases (or both).
They can only cast one spell per Move
Phase and cannot move unless they are
the object of the spell.
In battles, Wizards may cast one spell
per Combat Turn, subject to their Strength,
and may "pass" if they neither wish to
retreat or cast a spell.
Note: Spells give an effect such as “Cast
[email protected]”. This means roll four dice and
hits are scored for each 1, 2, or 3. “Cast
[email protected]” would mean roll two dice and
hits are scored for each 1 or 2. Note that
the F# is the firepower of a spell, not its
timing as in A, B, C, or D blocks.
TM
[1] DISPEL (Optional)
All wizards know Dispel, a Level 1 spell to block
the effect of another spell. This is an interrupt
spell that may be cast at any time even if the
same wizard has already cast a spell this Combat
Round. The intent to dispel must be declared
after the target spell is declared, but before the
result of the target spell is known. Reduce the
dispelling Wizard by one (1) step, roll 1d6, and
subtract the level of the target spell. If the net
result is three or higher (3+) the target spell is
dispelled, otherwise not.
EXAMPLE: Wizard wishes to dispel a Level 2
spell. Before the opposing spell result is known,
the Wizard rolls 1d6 and scores 4, but must
subtract 2 for the target spell level, giving a result
of 2. Hence, the attempt to dispel fails.
Regardless of success or failure of Dispel, both
Wizards always lose their declared power (steps).
In the example above, the caster of the original
spell loses two steps and the dispelling wizard
loses one step.
Wizard Names
Most wizards have special names, such as the
Amazon "Charmer", Elven "Wicana", and Dwarf
"Mage". These names have no effect on wizard
power; all A+ or B+ units are wizards.
DIAGRAM 1
Step Reduction
Strength 1
Strength 2
Strength 3
DIAGRAM 2
Block Data
STRENGTH
NAME
(Ranger)
Current 1
(Maximum 3)
COMBAT
(A2)
2.23 Henges
Some maps contain a Henge
symbol. These have special
building advantages for wizards. See 6.6.
2.24 Wizard Elimination
An eliminated wizard may never be
rebuilt. The eliminated block is kept off
map for the rest of the game.
2
COST
(4gp)
MOVE
(2/Forest Folk)
Version 2.0
WIZARD KINGS
2.3 BLOCK TYPES
2.4 CASTLES
Most blocks are Ground blocks which
are restricted to land and coastal hexes.
They can not cross a water hexside, except
by Sea Transport (4.8). Blocks may be
identified with terrain symbols that affect
their movement and combat abilities:
Castles represent the fortification
and its garrison. They can NEVER move.
Spells involving movement or retreats may
not be cast on a castle.
2.31 Forest Folk
Forest Folk may move through
forest hexes without stopping and
have +1 Combat (B2=B3) in forest hexes.
2.32 Mountain Folk
Mountain Folk may move through
Mountain hexes and hexsides
(Hexside limit 1) without stopping and have
+1 Combat (B2=B3) in Mountain hexes.
2.33 Desert Folk
Desert Folk may move through
Desert hexes without stopping and
have +1 Combat (B2=B3) in Desert hexes.
2.34 Amphibians
Amphibians can move along River
hexes regardless of hexside terrain
except past waterfalls. They can also cross
rivers anywhere, but may never cross an
all-water hexside. They cannot enter a Sea
hex except by Sea Transport. Amphibians
may move through Swamp hexes without
stopping, and have +1 Combat (B2=B3) in
Swamp hexes.
2.35 City Folk
City Folk have +1 Combat (B2=B3)
in City hexes.
2.36 Clerics
Clerics can fight normally OR use
a ritual. Clerics are reduced 1 step
after using a ritual. See Spell Card.
2.37 Flyers
Flyers ignore terrain and all enemy
blocks (even enemy Flyers) when
moving. They ignore Hexside Limits, but
not Stacking Limits where they land. They
may attack enemy blocks in Sea hexes but
cannot land there.
2.38 Aquatics
Aquatics are sea creatures or naval
blocks. They are restricted to sea,
lake, river, and coastal hexes. They may
never cross an all-land hexside, waterfall,
or a shoal hex or hexside. Aquatics may
attack across an all-water hexside (4.5).
2.39 Havens
Expansion blocks include HAVEN
blocks with D3 combat that also
increase Port Capacity by one.
Copyright © 2013 Columbia Games Inc.
TM
Block Types
2.5 CHAOS BLOCKS
Chaos blocks have dark brown borders.
They can be attached to any block color.
A CHAOS creature may fire normally, or go
BERSERK, which gives Double Dice (3S =
6S) for that fire, but it then takes a one step
loss. No Targeting. Blocks may destroy
themselves by going Berserk at Strength 1.
Werebeasts are Chaos creatures. They
can go BERSERK and are affected by
moon phases. See Spell Cards.
2.6 TREASURE
Gold and Silver blocks allow players to
store and move Gold Points. They can be
attached to any block color. Silver blocks
cost 1 per step and store 1-4 GPs. Gold
blocks cost 5 per step and store 5-20 GPs.
Treasure blocks are spent in the Build
Phase to build blocks in the same hex.
Treasure blocks can be exchanged (Gold 1
= Silver 5), but stacking limits apply.
2.7 ARTIFACTS
Artifacts do NOT count for stacking
or Hexside Limits. Each artifact must be
"carried" by one friendly block with a
maximum of one artifact per carrier. The
carrier is established at the begining of
a battle and may only change between
Combat Rounds. Artifacts may move,
regroup, and retreat with their carrier, or
they can be "dropped".
Artifacts never take hits in combat, but
are destroyed if their carrier is eliminated
or if they are captured. Each use of an
Artifact reduces it by 1 step.
There are two kinds of artifacts: Magic
Weapons and Magic Artifacts.
Magic Weapons change a carrier's
Combat Rating (not steps) to that of the
the artifact. Use is optional and a carrier
may elect to "pass" any Combat Turn.
Magic Artifacts allow the carrier to
cast spells of their level (or less). Using the
artifact replaces carrier's Combat Turn.
Distinctions among blocks are primarily handled
by the combat system. Archers are A blocks to
reflect their long range attacks. Most cavalry
are B blocks to reflect their superior speed and
weight on the battlefield. Most foot are C blocks,
slow but steady (and cheap). Some blocks in
expansion sets, such as the Silver and Gold
treasure blocks, are D blocks.
Another key distinction among blocks is their
terrain ability, since this affects both movement
and combat.
Heroes & Treasures
Chaos, Treasure, and Artifact labels are found
in the Heroes & Treasures expansion set. They
can be attached to any block colors. This allows
players to create unique custom armies. It is
also possible to create an entirely unique Chaos
Army.
Treasures
A Gold block has three steps and therefore
stores 15 GP. All or some of these GPs are
available to build new blocks (or add steps to
existing blocks) in that hex. If a player spent
only 12GP, a silver 3 could be used as "change".
Artifacts
Artifacts have brown borders. They can be
attached to any block color. They are attuned
to a specific army and self-destruct if captured.
In battles, place artifacts behind their carrier.
IMPORTANT: Unlike Wizards, a Magic Artifact
is reduced only 1 step per use regardless of the
Spell level.
Capturing Artifacts (optional)
Artifacts may be captured instead of being
destroyed, but cannot be used until the next
Combat Round. If captured, the artifact still
casts only spells of its own color. This means an
Undead Zombie might carry an Amazon artifact
that casts only Amazon spells. However, any
time a artifact of another army is used, roll 1d6.
With a roll of "6" the artifact self-destructs and
inflicts one step loss on the carrier.
Chaos Spells
The chaos spells from the first edition have been
replaced with a common BERSERK spell for all
Chaos creatures.
2.8 HEROES
Hero blocks only have one step. They
count for stacking, but NOT for hexside
limits, and they may cross mountain and
river hexsides unrestricted.
3
Version 2.0
WIZARD KINGS
3.0 MAPS
The maps have a hexagonal grid
(hexes) to regulate movement and the
location of blocks. Half-hexes are fully
playable. Terrain features in hexes affect
movement and combat. Hexsides often
have different terrain from a hex – an
important distinction. When two types of
terrain appear in the same hex or hexside,
use the terrain in the center of the hex
or hexside. In coastal hexes the dominant
land terrain defines hex terrain.
3.1 TERRAIN TYPES
3.11 Clear
3.16 Rivers
Waterfall
Bridge
River hexes have both banks in
the same hex, but are deemed
to follow the nearest hexside.
Aquatics may move up/down
rivers but may not cross a
Waterfall hexside. Sea Transport
(4.8) is allowed on rivers.
Bridges: Ground blocks may
cross rivers only at bridges or
at their source hex. The Hexside
Limit across a bridge is one (1)
block. Amphibians (only) can
cross rivers without a bridge.
3.17 Sea/Lake
Clear hexes have Stacking Limit
4, and Hexside Limit 2.
An “all-water” hex. Aquatics (not
Amphibians) can occupy entire
sea or lake hexes.
3.12 Desert
3.18 Coastal
Ground blocks must stop upon
entering a Desert hex. Desert
creatures (2.33) may move
through desert hexes without stopping, and
have +1 Combat (B3=B4) fighting in this
terrain. Stacking is 3, Hexside is 1.
3.13 Forest
Ground blocks must stop upon
entering a Forest hex. Forest
creatures (2.31) may move
through forest hexes without stopping, and
have +1 Combat (B3=B4) fighting in this
terrain. Stacking is 3, Hexside is 1.
3.14 Swamp
Ground blocks must stop
upon entering a Swamp hex.
Amphibians (but not Aquatics)
may move through Swamp hexes without
stopping, and have +1 Combat (B3=B4)
fighting in this terrain. Stacking is 2,
Hexside is 1.
3.15 Mountain
Mountains hexes and hexsides
are impassable to normal
ground blocks except on a
Road or at a named Pass. Stacking is 2,
Hexside is 1 on a named pass, unless a
road runs through it.
Mountain-folk may occupy Mountain
Hexes and cross Mountain hexsides
(Hexside Limit 1). They have +1 Combat
(B3=B4) when fighting in Mountain hexes.
NOTE: Flyers can also enter and fight
in Mountain Hexes (no combat bonus).
Aquatic blocks may enter coastal or river
mountain hexes (no combat bonus).
Copyright © 2013 Columbia Games Inc.
Any hex that is part sea (or
lake) and part land. The land
terrain affects land occuation
and movement or combat; the
water terrain affects water occupation and
movement or combat.
3.19 Shoal
Shoal hexes and hexsides are
impassable to Aquatics. They
also block Sea Transport (4.8).
3.2 CITIES
Each map contains cities with an
economic value of 1gp, 2gp, or
3gp. Cities generate wealth for
the controlling player during the
Build Phase and determine victory.
Maps may contain different numbers
of cities, but the total economic value on
each map is always ten (10gp).
PORTS: All coastal or river cities are
ports. They affect Sea Transport (4.8).
3.3 ROADS
The brown lines on the maps are roads.
Road hexsides always have
a Hexside Limit of 2, except
bridges still have a limit of 1.
Road do not assist Flyers or
Aquatics, but do help Amphibians and all
Ground blocks. Provided appropriate blocks
move entirely along a road, they have
two benefits:
• Block move is +1. Blocks may attack
using the road bonus.
• Blocks moving entirely along roads may
move through any type of terrain without
stopping.
4
TM
River Hexes & Movement
A
C
B
D
E
F
[A] Source hex for the Kasar River. Ground
blocks may move from [B] to [A], then to [D].
[B] River hex (both banks are in the same hex).
The river runs along the hexsides of [D], [E],
and [F]. Ground blocks may not cross the
river from [B] into [D] or [E], but may cross
the bridge to [F]. Amphibians may cross the
river on any hexside. Aquatics may move
upriver from [C] to [B] or [A], but cannot
enter hexes [E] or [D].
[C] Coastal hex, as is [F]. Ground blocks
including Amphibians may not move directly
from [C] to [F] across the water hexside, but
Aquatics may. Aquatics or Amphibians located
on [C] or [F] may move upstream to [B] and
then to [A].
Rivers have both river banks in the same hex.
The lower sections of rivers are coastal hexes
separated by a water hexside. Amphibians and
Aquatics moving along river hexes ignore ground
terrain, but may not bypass enemy blocks, nor
a waterfall.
NOTE: If two rivers share the same source hex,
amphibious movement is permitted down either
river.
Special Map Features
Map 9 features a submerged Sea City. Only
aquatic blocks can occupy this hex, although
Flyers can fight there.
Map 10 has a Walled City where defending
blocks (only) have +1 Combat (B2=B3). The
Walled city is a port for Sea Transport and it
may be attacked by Aquatic creatures.
Maps 11 and 14 feature underground cities.
Flyers have -1 Combat (B3=B2) and Mountain
Folk have +1 (B2=B3) Combat when fighting in
underground cities.
Map 16 features a long wall. Blocks must stop
at the wall and stop again after crossing it.
Hexside limits are 1. Gates have the same effect
unless friendly.
Hexside Terrain
Hexside terrain restricts movement into battles,
but not general movement. Hence, ground
blocks are not required to stop when they cross
Desert, Forest, or Swamp hexsides (as opposed
to hexes). Mountain hexsides are impassable
except as noted in 3.15.
Version 2.0
WIZARD KINGS
4.0 MOVE PHASE
During the Move Phase. Each player
takes a turn moving blocks. Battles are
fought afterward in the Combat Phase.
4.1 INITIATIVE
Each player rolls 2d6. The player with
the highest total wins the Initiative, moves
first, and is called Player 1.
4.2 MOVEMENT TURN
Players take turns to move clockwise
from Player 1 and are called Player
2, Player 3, etc. Each player, in turn,
moves any/all friendly blocks up to their
movement allowance. Blocks can only
move once per turn, except to Retreat
(5.4) or Regroup (5.5). Blocks entering an
enemy-occupied hex must stop and fight in
the Combat Phase (except flyers).
4.3 TERRAIN EFFECTS
Movement is affected by terrain. Most
blocks must stop when they enter Forest,
Swamp, or Desert hexes, and cannot cross
Mountains except at a pass, or Rivers
except at Bridges.
4.4 HEX CONTROL
Hex control affects Movement,
Building, and Victory. Each hex is either
Friendly, Neutral, or Enemy controlled.
Friendly hexes are those occupied by your
blocks and vacant cities on your map(s).
Enemy hexes are those friendly to the
enemy. Blocks must stop when they
enter an enemy hex (except Flyers).
Vacant hexes are Neutral, except vacant
cities are Friendly to the original owner.
Blocks may move through Neutral hexes
unless restricted by terrain.
IMPORTANT: Hex control changes
take effect immediately. There are no
exceptions. See sidebar note.
4.5 STACKING LIMITS
Stacking is the maximum number of
blocks that may defend or attack a hex;
it varies by terrain. See: Terrain Effects
Table (sidebar). Hence, a maximum of 3
blocks can defend and attack a Woods hex.
Cities are +1, meaning a city in Clear has
stacking of 5.
When Allies occupy the same hex,
their combined total may not exceed
the terrain stacking. Overstacked
blocks (owner’s choice) are eliminated
immediately. Artifacts are the only units
that do not count for stacking.
Copyright © 2013 Columbia Games Inc.
TM
4.6 HEXSIDE LIMITS
When entering a Battle Hex, only 2
blocks may cross each Clear hexside, and
only 1 block may cross each non-clear
hexside. Impassable hexsides, such as
Rivers and Mountains, also have a Hexside
Limit of one (1) for blocks that may cross
them. Hexside Limits (but not Stacking
Limits) are ignored by Flyers.
All-water hexsides have a limit of 2
aquatics. Rivers and Coastal hexsides have
a limit of 1 aquatic in addition to the
ground blocks allowed by land terrain.
IMPORTANT: separate Hexside Limits
apply to the Attacker and Defender. The
Attacker may move through a specific
hexside and the Defender may also move
through the same hexside.
4.7 PINNING
Attacking blocks prevent an equal
number of defending blocks from moving.
The Defender chooses which blocks
are pinned. Unpinned blocks may move
normally, except they cannot cross any
hexside used by attacking blocks to start
the battle.
EXAMPLE: two blocks attack four. Two
defenders are pinned. Two blocks (defender
choice) may move normally (even attack
another hex), but cannot move through any
hexsides used by attacking blocks.
4.8 SEA TRANSPORT
Blocks can move up to four (4)
Coastal, Lake, River, or Sea hexes by Sea
Transport.
Sea Transport must start in a friendly
port and move to a port that is friendly at
the beginning of the Move Phase. They
may not move past enemy hexes, nor
cross hexsides impassable to Aquatics.
Sea Transport is not allowed into/from
a Battle Hex and cannot be combined with
another move.
4.81 Port Capacity
Port Capacity limits the number of
blocks that can Sea Transport into/from a
port per Move Phase. Shipping capacity
is equal to city GP value. Haven blocks
increase Port Capacity.
4.9 ALLIES
All armies joining a battle must ally
with the first Attacker or the original
Defender, and then have the same status
as that ally. Armies can change sides
between combat rounds, thus changing
from Attacker to Defender (or vice-versa).
5
TERRAIN EFFECTS
Terrain
Hex
Hexside
Sea/Lake
4
2
Clear
4
2
Desert
3
1
Woods
3
1
Swamp
2
1
Mountain
2
1
+1
N/A
City
Moving Tip
After moving each block, turn it face-down
towards you. This identifies the block cannot
move again this turn. Once all movement has
been completed, turn blocks upright to show
you have completed your Move Phase.
Hex Control
Because a captured city reverts to enemy
control if vacated, they must always be
garrisoned to remain friendly.
Instant change of hex control has several key
effects, including it may change retreat, defense
and Sea Transport options.
Coastal Hexsides Example
2 ground blocks AND 1 Aquatic block may
attack across a clear coastal hexside. Only 1
ground block and 1 Aquatic may attack if the
land hexside is forest
Pinning Caution
You must be wary of unpinned blocks,
especially unpinned enemy flyers. If you cannot
pin all defending blocks, at least try to protect
your flanks and/or retreat hexes.
Port Capacity Example
A city 2 allows Sea Transport of 2 blocks out,
or 2 blocks in, or 1 block in and 1 block out. A
Haven increases port capacity by one.
Alliances
Allied blocks may occupy the same hex and
assist each other to attack or defend hexes.
Allied hexes are considered friendly to all
members of an alliance. All blocks of an alliance
in the same battle are treated as one Attacker
or one Defender. If another player joins a battle
he must declare support for the Attacker or the
Defender.
Allies move separately in their normal
movement turns, but must collectively obey
Stacking and Hexside Limits. Hence, if one ally
attacks through a forest hexside, the other ally
cannot also attack through the same hexside.
Players may expend their GPs to increase the
strength of existing allied blocks. However, they
may not build new blocks of an ally.
Ultimately, allied blocks are commanded by
their owner. Players may terminate an alliance
whenever they please, even during a battle.
Version 2.0
WIZARD KINGS
5.0 COMBAT PHASE
All players must complete movement
before starting the Combat Phase. Blocks
must stop when they enter enemy hexes –
including a vacant enemy city.
EXCEPTION: Flyers may move over
enemy blocks and hexes without stopping.
5.1 BATTLE SEQUENCE
All battles must be fought one by one.
Battles where Player 1 is the attacker are
fought first (in the order determined by
Player 1) then battles where Player 2 is the
attacker are resolved, and so on. Reveal
blocks in battles (only when they are to
be fought) by tipping them forward to
maintain current Strength.
5.2 COMBAT TURN
To resolve a battle each block fires in
a sequence that depends on its combat
rating. All “A” blocks fire before all “B”
blocks, which fire before all “C” blocks.
Defending “A” blocks fire before Attacking
“A” blocks, and so on.
5.21 Combat Rounds
After all blocks have taken one Combat
Turn, one Combat Round has been fought.
Battles are fought for a maximum of
three (3) combat rounds. The attacker
must retreat if a battle is not concluded
by the end of the third round. A fourth
Combat Round is then played as a pursuit
round. In this round the Defender fires,
but the Attacker must Retreat in the
normal sequence.
EXAMPLE: Three blocks A2, B2, B1,
attack two blocks B3, C1. The combat
sequence would be: Attacker A2, Defender
B3, Attacker B2 and B1, and Defender C1.
This sequence is one Combat Round and is
repeated for three rounds or until one side
wins the battle.
5.3 COMBAT RESOLUTION
5.31 Combat Strength
Each block in its combat turn rolls as
many dice as its current Strength. A hit is
scored for each die roll equal to or lower
than the block’s Combat Rating:
A1/B1/C1: 1’s are hits.
A2/B2/C2: 1’s & 2’s are hits.
A3/B3/C3: 1’s, 2’s & 3’s are hits.
EXAMPLE: Ogre 3 rolls 3 dice. Ogres
have B3 combat, meaning all rolls of 1, 2,
& 3 are hits. Rolls of 4, 5, & 6 are misses.
Assuming the dice rolled are 2, 3, & 5, the
Ogre scores two hits and one miss.
Copyright © 2013 Columbia Games Inc.
5.32 Hit Allocation
Enemy blocks cannot normally be
targeted individually. Each hit is applied to
the strongest enemy block. When two or
more blocks share the highest Strength, the
owner chooses which to reduce.
NOTE: Combat is not simultaneous. All
hits are applied immediately.
5.33 Targeting
Some spells allow targeting. This
requires a player to designate one target
block and all hits are taken by that block,
but remember that spells cannot eliminate.
5.34 Spellcasting Damage
A spell can never eliminate the
last step of any enemy block, but can
eliminate the caster. This restriction also
applies to Artifacts and Cleric rituals.
Only a regular combat roll can eliminate a
block. A block at strength 1 which takes a
hit from a spell is instead forced to retreat
out of the battle. Castles at strength 1 are
immune to spells.
5.4 RETREATS
Blocks cannot retreat on Round 1. On
subsequent rounds, each block may retreat
(instead of firing) on its normal combat
turn. Blocks must retreat to adjacent,
friendly, or neutral hexes, except Flyers
may also retreat their full move to a
Friendly hex.
Hexside Limits apply to retreating
blocks each combat round. Blocks cannot
retreat across impassable hexsides (to
them).
The Attacker can only retreat via
hexside(s) used to attack into the hex. The
Defender may not retreat via hexsides
used by the Attacker to enter the hex.
If more than 1 player uses the same
hexside to enter a battle, only the last
player entering may retreat via this
hexside. Flyers do not affect hexside
control and may retreat via any hexside.
Blocks may not retreat to enemy
hexes (includes vacant enemy cities) or
to another Battle Hex. Blocks that cannot
retreat when required are eliminated.
5.5 REGROUPING
After a battle ends, the victor may
Regroup. This allows the victor to move
any blocks from the victory hex to any
adjacent friendly or neutral hexes, or
add any adjacent blocks to the victory
hex. Hexside Limits do NOT apply when
Regrouping.
6
TM
Battle Sequence
In a game involving four players, the Move
Phase is likely to create several battles. Player
1 might attack Player 3 in one battle, defend
against Player 3 in another battle, and defend
against Player 4 in yet another battle. The two
Player 1 attacks are first resolved in the desired
order, and then the Player 3 attack, followed by
the Player 4 attack. The sequence of battles can
have significant impact on retreat options for
players in later battles. Think about it!
Who's on Defense?
For battles in hexes that were vacant at the start
of the turn, the player who arrives first is on
Defense. There are NO exceptions and players
are cautioned to garrison their own cities when
the enemy is near.
Fog-of-War
Surprise is an exciting aspect of Wizard Kings.
Except when fighting a battle, the blocks stand
upright facing the owner. This promotes bluff
and innovative strategies because players are
uncertain of the strength or identity of an
enemy block.
Retreating
Because hexside limits apply each Combat
Round, a gradual retreat is possible. That is,
if only one Clear hexside is available, two (2)
blocks may retreat via that hexside each round.
Combat Example
Two orcs (Goblin 4, Troll 3) attack two elves
(Glader 4, Ranger 3) in a wooded hex. The elves
are on defense and are +1 firepower for the
woods.
Round 1: No retreating in Round 1. Ranger 3A3
fires and scores one hit, which must be taken
on the Goblin. Troll 3B2 fires next and scores
one hit, which must be taken on the Glader. The
Glader 3C2 fires and scores one hit, taken on the
Goblin (hit could have been taken on the Troll
also at strength 3). Goblin 2C1 fires and misses.
Round 2: Ranger 3A3 fires and scores two hits.
Troll must take first hit, and the Goblin takes the
second hit. Troll is next and chooses to retreat
instead of firing. Glader 3C2 fires and scores
one hit; the Goblin 1 is now eliminated, ending
the battle.
Comment: attacking elves in woods without
some help from forest folk or an advantage in
numbers is rarely a good idea.
Combat Reserves (optional)
Blocks that move to a Battle Hex after the
Attacker has engaged, either by the Defender
or a second Attacker, are placed in Reserve.
Reserve blocks may not fire, retreat, or take hits
in Combat Round 1. They are revealed at the
beginning of Round 2, even if all other friendly
blocks have been eliminated. Thereafter they
take normal Combat Turns. If the Attacker wins
in Round 1, before Defending Reserves arrive,
he is now the defender for further combat.
Version 2.0
WIZARD KINGS
6.0 BUILD PHASE
7.0 SCENARIOS
All players simultaneously build new
blocks and add steps to existing blocks
during the Build Phase.
Players are encouraged to develop
their own scenarios and submit them
for the Wizard Kings website. Get more
scenarios online at our website.
6.1 GOLD POINTS (GP)
Cities have a gold value of 1gp, 2gp,
or 3gp. This is the amount of Gold Points
(GPs) they produce per Build Phase.
7.1 LAST WIZARD STANDING
Maps, Any Two, 2 Players
EACH ARMY
6.2 BUILDING COSTS
Block
Each block has a cost per step. This
is the amount of GP needed to raise the
block one step.
Blocks are built only in friendly cities
using the GPs available in that city.
EXAMPLE: a City 2 allows players to
build 2 steps that cost 1, or 1 step that
costs 2.
6.3 GOLD POINT MARKERS
Gold Points can be saved for future
use with the GP 2/1 markers provided.
This is the only way to build bocks which
cost more than 3 GPs. GP markers cannot
be moved but do not count for stacking.
They do not take hits in combat and are
captured if they have no other defending
block.
NOTE: Expansion sets contain gold and
silver blocks. They function like GP markers
but can move and fight. See 2.6.
6.4 CAPTURED CITIES
The GP value of a captured enemy
city is received by the captor and may be
spent there. Remember that a captured
city must always be garrisoned or control
reverts back to the original owner.
6.5 MERGING & DISBANDING
The strength of a block may be freely
transferred to another block of exactly
the same type in the same hex. Blocks
may be disbanded (eliminated voluntarily)
and built elsewhere in the same Build
Phase. Steps of a disbanded block are
forfeit. Merging and disbanding are only
allowed during the Build Phase. Dividing
one block into two or more blocks is
prohibited.
6.6 HENGES
A wizard (A+ or B+) located on a
Henge receives a free build of one step
per Build Phase. However, a new wizard
cannot be built in a Henge.
Steps
Wizard (A+)
4
Arrow Fodder (cost 1)
4
Arrow Fodder (cost 1)
4
Arrow Fodder (cost 1)
4
Average Troops (cost 2)
3
Average Troops (cost 2)
3
Elite Troops (cost 4)
3
Castle (C4)
4
Choose an Orc or Feudal army, first
pick determined by die-roll. Player with
second army choice has first map choice.
Both wizards know an extra Level 2
spell called Heal, that may only be cast in
Move Phase. Roll 1d6:
1-3: heal 1 step
4-6: heal 2 steps
Add steps to block(s) in the same hex.
Each player's wizard is automatically
rebuilt two (2) steps during the Build
Phase. No other building occurs, except
a bonus Wizard step is gained on a Henge.
Deploy all blocks at their noted
strengths. Each player deploys on 1 map.
Winner is the player with the most
block value (in GPs) after 10 turns.
The challenge is deciding when to use
Wizard steps in combat, and when to use
them to heal damaged blocks.
7.2 ALLIANCE EXPANSION
Maps, Any Two, 2 Players
EACH ARMY
Block
Steps
Wizard (A+)
4
Castle (cost 2)
2
Arrow Fodder (cost 1)
4
Average Troops (cost 2)
3
Elite Troops (cost 4)
3
Each player picks 2 armies. Determine
first choice of armies with a die roll. Each
Copyright © 2013 Columbia Games Inc.
7
TM
army begins with 5 blocks and a capital
city is chosen on each map where all 5
blocks are deployed. All cities must be
garrisoned to remain friendly. They revert
to Neutral (no build) if vacant. New blocks
may be built as desired including Chaos.
To win a player must destroy both
enemy castles. Loss of one castle causes
all remaining blocks from that army to
disband. Continue until 1 player wins.
7.3 ISLAND OF THE DEAD
Map 13, Solitaire or 2 Players
UNDEAD
Block
Combat
Steps
Castle (Bethi)
C4
2
Skeleton (Bethi)
C2
2
Skeleton (Anzar)
C2
2
Zombie (Baven)
C1
2
Zombie (Kreba)
C1
2
Zombie (Atami)
C1
2
ELVES
Block
Combat
Steps
Wicana (Logyn)
A+
4
Ranger (Logyn)
A2
3
Pixie (Logyn)
B1
3
Pixie (Logyn)
B1
3
Glader (Garundy)
C1
1
Undead control the Island of Thilenius
which they cannot leave. Deployment cities
are given in brackets. Undead moves are
automated for solitaire play. Garundy and
Logyn are Elven home cities. Elves win
by destroying the castle at Bethi within 10
turns. Undead win otherwise.
The Undead always move second.
They move unpinned blocks one by one
as follows. Each block moves to attack an
Elven block within its movement allowance,
including to join a battle the Elves started.
If there is no Elf in range, that Undead
block does not move. When there is
more than 1 possible destination hex, a
random die-roll determines which location
is chosen. All target hexes in range have
equal priority.
Example: if there are 2 possible hexes, roll
1d6: 1-3 is one hex and 4-6 is the other. Or,
if there are 4 possible hexes, number them
1-4, and roll 1d6 re-rolling on results of 5-6.
An undead block must retreat if it is
at Strength 1 on its Combat Turn. Retreat
Version 2.0
WIZARD KINGS
priority is to a friendly hex, then a neutral
hex. Retreats are made along roads when
possible.
Build Phase is normal. Gold Markers
are used to save GPs as needed. Elves can
build 2 additional Gladers and a Castle
in a Friendly city. No new Undead blocks
are allowed. Eliminated Undead blocks
must be rebuilt to strength 1 before steps
are added to existing blocks. Remaining
Undead GPs are spent on the cheapest
blocks first and saved only if no building is
possible.
There are other instances when
Undead "choices" must be resolved with a
die roll, such as retreat hexes, building, or
when there are more blocks able to attack
a hex than hexside limits or stacking allow.
Determine the "odds" as in the example
above. Moving blocks one at a time will
resolve most issues. Undead losses are
applied to cheapest blocks first. Use
common sense where necessary.
With 2 players, the player handling
the Undead has normal control. Initiative
sequence and victory remain the same.
Desert. They are threatening to swarm over
the wall and into the Amazon heartland.
Their Vikings threaten to outflank the wall.
See page 4, siderbar for special rules about
the Wall.
Deploy all Amazon blocks at their
noted strengths, with at least 1 block in
each of the 7 cities.
Deploy the 6 Barbarian blocks in the
two Sobara Desert hexes. The Viking must
be in the coastal hex.
Barbarians move first; Amazons do
not move in Turn 1. Barbarian gold for
the Build Phase is generated only from
captured Amazon cities.
Eliminated blocks are permanently out
of the game. Barbarians win by destroying
the Amazon castle. Amazons win if they
hold five or more cities at the end of any
game turn after Game Turn 5.
7.4 BARBARIAN RAID
CREDITS
AMAZONS
Game Design:
Tom Dalgliesh
Grant Dalgliesh
Developers:
Ferkin Doyle
Cal Stengel
Art/Graphics:
Ed Beard, Jr.
Heather Bruton
Nicole Cardiff
Chris Moeller
Joe Veen
Contributors:
Curtis Anderson
Joel Burslem
Bart Breedyk
Dai Chaplin
Eric Dalton
Chris Farrell
Michael Magnin
Scott MacGregor
George MacLure
Niko Ruf
Ed Thilenius
Bryan Weese
Ellis Werchan
Greg Willaby
Chris Wilkes
Map 16, 2 Players
Block
Combat
Steps
Charmer
A+
2
Amazon
C1
4
Amazon
C1
3
Amazon
C1
2
Guardian
C2
1
Guardian
C2
2
Bowlyn
A2
1
Castle
C4
2
BARBARIANS
Block
Combat
Steps
Runeka
A+
4
Huscarl
C2
4
Spearmaid
C1
4
Spearmaid
C1
4
Cleric
C2
3
Viking
B2
3
The Amazons have become
complacent, believing that Niko’s Wall
protects them from all threats. A large
Barbarian force has gathered in the Sobara
Copyright © 2013 Columbia Games Inc.
COLUMBIA GAMES, INC
POB 3457, BLAINE
WA 98231 USA
360/366-2228
800/636-3631 (toll free)
www.columbiagames.com
8
TM
INDEX
Allies4.9
Amphibians
2.34, 3.14
Aquatics2.38
Armies
1.22, 2.0
Artifacts2.7
Bridges3.16
Build Phase
6.0
Building Costs
2.14, 6.2
Block Types
2.3
Castle
2.4, 6.0
Chaos Blocks
2.5
Cities
3.2, 6.4
City Folk
2.35
Clerics2.36
Coastal Hexes
3.18
Combat5.0
Battle Sequence
5.1
Combat Rating
2.12
Combat Resolution
5.3
Combat Round
5.21
Combat Strength
2.11, 5.31
Combat Turns
5.2
Hit Allocation
5.32
Targeting
5.33
Desert3.12
Desert Folk
2.33
Disbanding6.5
Dispel
p2 sidebar
Enemy Hexes
4.4
Flyers2.37
Forest3.13
Forest Folk
2.31
Friendly Hexes
4.4
Gold Points (GP)
6.1, 6.3
Havens
2.39, 4.81
Hex Control
4.4
Hexside Limits
4.6
Initiative4.1
Lake3.17
Maps
1.21, 3.0
Merging6.5
Mountain3.15
Mountain Folk
2.32
Move Phase
2.13, 4.0
Pinning4.7
Ports
3.2, 4.81
Regrouping5.5
Retreats5.4
Rivers3.16
Roads3.3
Scenarios
1.1, 7.0
Sea3.17
Sea Transport
4.8
Shoals3.19
Spellcasting
2.2, 5.34
Stackng Limits
4.5
Strength2.11
Swamp3.14
Terrain
3.1, 4.3
Treasure2.6
Victory Conditions
1.23
Waterfalls3.16
Wizards2.2
Spellcasting
2.22
Henges
2.23, 6.6
Wizard Elimination
2.24
Version 2.0
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