Scenario Book - Columbia Games

Scenario Book - Columbia Games
WIZARD KINGS
TM
ALLIANCE EXPANSION
BY: GRANT DALGLIESH
MAPS & SETUP
Maps 13-16, 2 Players
Each player picks 2 armies. Determine
first choice of armies with a die roll. Each
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.
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
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.
Copyright © 2007 Columbia Games Inc.
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Version 2.0
WIZARD KINGS
ARRIVAL
BY: CHRIS FARRELL
Year 2013: It was without much fanfare
that He Who Shall Remain Nameless took
up occupancy in the abandoned fortress of
Neya. It was mostly a sparsely populated
wilderness in the far northern reaches of the
Dwarves kingdoms, with only a few smaller
barbarian tribes for neighbors. When a
large Barbarian fleet sent from distant lands
looking for him was completely destroyed,
curiosities were piqued. Ambassadors were
sent, but returned empty-handed. When he
took a handful of troops, a bound Demon,
and an allied Dragon and single-handedly
ripped apart a northern Orcish splinter
kingdom, his neighbors became concerned.
Ambassadors were sent with more urgency;
they were summarily incinerated.
The Dwarves immediately mobilized
for war, spearheading an alliance with
several of the northern barbarian tribes.
Despite his aggression, The Necromancer
was apparently caught by surprise at the
rapidity of the Dwarvish response. Despite
some success with local counterattacks,
his outposts were shattered and his forces
pushed into retreat; his Orcish mercenaries
and slaves proving less reliable than
he had hoped. Fortunately for him (but
unfortunately for history), the rebuilt
defenses surrounding Neya were very strong
and proved extremely tough for the Alliance
to breach.
There followed a protracted and bloody
conflict in which he just barely managed
to keep the Alliance at arms length from
the source of his power. Even when
reinforcements from the southern Elvish
kindoms eventually arrived, the decision was
made that it would be too costly to dig the
Necromancer out, and the Alliance decided
on simply keeping him isolated and under
siege in Neya.
This would turn out to be a decision
with fateful consequences. The time gave
the Nameless One a chance to increase his
own already formidable personal power.
Next time, he would not so flaunt it until he
was completely ready; it would only be a
matter of a century before he would have
sufficient strength to shatter the encircling
armies and unleash the most widespread
and devastating war the continent had ever
seen.
MAPS & SETUP
Purchase blocks simultaneously. Undead
then sets up first, followed by the Allies.
Copyright © 2007 Columbia Games Inc.
TM
2GP for a Wizard). He also may receive
additional spells; see the lists below.
2. In any scenario involving The
Necromancer, the player controlling him
loses if he is eliminated.
SCENARIO RULES
1. See the additional Necromancer spells.
2. Undead controls the following cities
on boards 12, 11, and 9 at start: Fayn,
Sevona, Nivlak, Roda, and Lymarn.
Additionally, if the Necromancer is in
Neya, the Undead player may spend
an additional 3GP to add steps to the
Necromancer.
3. At any time during the game, the
Necromancer may take refuge in Neya.
Remove him from the board; he can be
eliminated only if Neya is captured by the
Alliance. He may never re-enter the game.
4. Undead may not build new Chaos blocks
during the game; eliminated Chaos blocks
may not be rebuilt.
5. The two Alliance players are Allies; they
have one combined player turn.
6. All cities on board 9 (not initially friendly
to Undead) are friendly to the Barbarians,
in addition to Zure and Hadyn on board
11. All other cities not initially friendly to
Undead are friendly to Dwarves.
7. Neither Alliance player may ever have
more than two Wizards in play at one
time (a third Wizard is buildable).
8. Neither Neptunis nor Khax have any
special properties in this scenario (any
block may be built in Neptunis and seatransported out; Undead will require
Flyers or Aquatics to seize it).
9. Any non-flying block crossing a wall
hexside to attack Neya is immediately
subjected to an attack of 2d6 @ F1.
If this attack eliminates the block, that
(now-eliminated) block still counts
towards hexside limits. When attacking
Neya, the Alliance may stack 2 Wizard
blocks instead of the normal one (for a
total of 8 possible blocks).
NECROMANCER SPECIAL RULES:
1. The Necromancer himself is a special
Necrom block. He has a maximum
strength of 8 instead of the usual 4. Use
a coin off to the side to help indicate
this; heads, and his indicated strength is
actually strength+4; tails, and his strength
is as indicated. Purchasing strength costs
only 1GP per point (instead of the usual
2
3. Allies: If the Necromancer has Allies, he
may purchase blocks from other Armies
at the beginning of the game. There is
an additional charge of 1GP per block
to purchase these; so to buy a 3s Orc
at start would cost 7GP instead of the
usual 6GP. No more than one Wizard
may ever be purchased for each Allied
army; if it is lost, it may not be replaced.
New allied blocks may not be built during
the game; so if eliminated, allied blocks
are eliminated for good. When adding
strength to an allied block during the
game, there is an additional 1GP penalty
(per block, not per strength point); adding
2s to the Orc above would cost 5GP
instead of 4GP.
4. (Optional) Undead should be given a
selection of the more powerful Chaos
creatures (Demons, Dragon, etc).
ADDITIONAL NECROMANCER SPELLS:
Cost 1 - Raise Dead: Cast this spell if an
enemy block was eliminated in the last
combat round. Bring a new 3s Zombie
block into the game in the battle hex; it
may temporarily over stack.
Cost 2 - Teleport: Cast during the
movement phase. Move caster to any
friendly hex or battle involving friendly
blocks.
Cost 3 - Sands of Time: Cast during the
Initiative phase, before the dice are rolled.
The casting Wizard’s side automatically
wins the initiative.
Cost 4 - Hand of Death: Cast [email protected]
Targeting allowed.
FORCES
Undead: 140GP of blocks, plus one 4s
Castle and the Necromancer at 8s in Neya.
Remove the other two Necrom blocks from
the game. Set up in any friendly city (see
Special Rule #2), at least 2 blocks per city.
May use Orc pieces as Allies.
Alliance 1 - Barbarians: 70GP of blocks.
Set up in friendly cities on boards 12 and 11
(see Special Rule #6).
Alliance 2 - Dwarves: 90GP of blocks.
Set up in friendly cities on board 9 and 11
(see Special Rule #6).
VICTORY CONDITIONS
The Alliance wins by controlling Neya
at the end of the game. Otherwise, Undead
wins.
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WIZARD KINGS
TM
BARBARIAN RAID
BY: GRANT DALGLIESH
MAPS & SETUP
Map 16, 2 Players
The Amazons have become complacent,
believing that Niko’s Wall protects them
from all threats. A large Barbarian force
has gathered in the Sobara Desert. They
are threatening to swarm over the wall and
into the Amazon heartland. Their Vikings
threaten to outflank the wall.
FORCES
AMAZONS
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
Huscarl
C2
4
Spearmaid
C1
4
Cleric
C2
3
Viking
B2
3
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.
Copyright © 2007 Columbia Games Inc.
3
Version 2.0
WIZARD KINGS
BOOK OF DOMINION
BY: JAY SCHINDLER
The Book of Dominion holds the
darkest of magical secrets. Any wizard who
masters the secrets of the Book can control
and manipulate the minds and hearts of
men and beasts.
Magister Lucicrast, a great wizard of
black magic, made a pact with a demon
over 100 years ago to obtain the Book. He
mastered its lore and then proceeded to
decimate all opposition on his rise to claim
the throne of the realm. Tales are told of
how soldiers—intent on destroying the Dark
Wizard—would suddenly go mad and then
turn on each other and destroy their own
comrades. Many great leaders across the
realm mysteriously became despondent and
killed their brethren, then themselves. Those
were known as the Times of Despair. Only
after Lucicrast was consumed by the same
demon from that dark incantation was the
Book of Dominion recovered by younger
wizards.
These wizards decided to form the
Council of Wizards to watch over the
indestructible book and to make certain
no future wizard would use their magic
to follow the corrupt path that Magister
Lucicrast had followed. Rather than be
tempted by the Book of Dominion’s power,
the Council decided to combine their skills
and seal the book securely with magical lock
and key. They agreed that one wizard would
take the locked Book of Dominion into his
safekeeping and travel to the far eastern
reaches of the realm. There he would
become a wandering mendicant, never
mentioning the book to anyone, but always
keeping the Book safe from others.
Another wizard would take the Key to
the Book of Dominion to the far western
reaches of the realm and do the same, living
a life of solitude and secrecy. Again using
their collective power, the Council devised a
scrying crystal that could view the location
of the Key on the full moon and the Book
of Dominion on the new moon. The scrying
crystal was kept by the Council of Wizards
in the central regions of the realm so they
could watch and be certain that the Key and
the Book were kept far apart in the distant
lands to the east and west.
But all this happened decades ago. Now
new vigorous leaders sprout up across the
land. Some are bold and fearless, while
others are quietly cunning. Most aspire to
bring the smaller feuding factions of the
realm together under a unified, peaceful
leadership. Others simply wish to conquer
Copyright © 2007 Columbia Games Inc.
the lands in order to benefit from the riches
it contains. However, all know that battles
will soon come, and all would rather be
party to victory than be counted among the
vanquished. Everyone recognizes the Book
of Dominion holds the key to controlling
such a vast realm.
Stories of the Book of Dominion and
the Key to unlock its power have been
verified by the aging Council of Wizards,
but they will not disclose the location of
either. They have warned that the wandering
wizards protect the Book and the Key with
their lives. But what is one wizard’s life to
a fresh army of warriors looking for battle
and glory? The Council now realizes that it
may be only a matter of time before a new
general gathers the Key and Book together
to make its power available to his cause.
However, such a leader must make his own
pact with a wizard, for only a master wizard
can learn the dark secrets within the Book.
And only those wizards on the Council are
skilled enough to divine the Book’s lore.
Any leader would be foolish to give so much
power to one wizard, but then the world
is filled with foolish leaders who believe
they can ally with a wizard. And any wizard
who would abandon the Council and study
the Book of Dominion must certainly be
hungry for the almost limitless power that
comes from it. This is what some men fear.
However, one leader who has dominion over
the land, with a powerful wizard at his side,
could bring a lasting peace to the realm.
This is what some men pray.
MAPS & SETUP
3 players: Use three maps
4 players: Use four maps
5 or 6 players: Use six maps
(For 5 players, one player sets up in
either of the two Central Maps.)
SCENARIO RULES
COUNCIL OF WIZARDS
The Council is located in one hex
closest to the center of the map set, but at
least 4 hexes from any city. A neutral Level 4
tower on this hex represents the location of
the Council of Wizards. Every player places
one Level 4 wizard within this tower—their
member on the Council.
THE KEY AND BOOK OF DOMINION
The Key to the Book of Dominion is
located in one of 6 cities in the western third
of the realm. The one player in the western
realm puts 6 markers on 6 cities (or if 2
players in the west, they alternate placing
the 6 markers). During the Combat phase,
each player can explore as many cities per
4
TM
turn as he would like. When a player’s forces
occupies the first city to be searched, a 1 on
a 1D6 roll discovers a wizard and the Key.
If the die roll is a 2 through 6, the wizard is
not in that city. A search through a second
marked city will discover the wizard and Key
if a 1 or 2 occurs on a 1D6 roll. If the die
roll is 3 through 6, the wizard is not in that
second city. This progression continues until
the Wizard and Key are discovered.
The discovered Level 4 Wizard always
attacks (A+) in the first combat round using
a Fire Arrow ([email protected]; Targeting allowed.
Cost: 1). In the second and subsequent
combat rounds the Wizard always attempts
to retreat either by movement or by using
an Invisibility Spell. Only after the Wizard is
killed will the Key be recovered successfully
by the attackers. (The player furthest from
the discovered Wizard makes the moves
for the block.) The wizard automatically
recovers 1 Level during the Build phase.
Invisibility Spell: Costs 1 level. Roll
2D6. On 8 or higher, the wizard disappears
(is removed) from the hex. Combat is over.
On the wizard’s next Movement phase he
reappears 1 hex away from the original
hex and then can move normally provided
he does not begin movement in an enemy
occupied hex. The Wizard will attempt
to flee away from the attacking forces
during his Movement phase. If the wizard
reappears in an enemy occupied hex, he
behaves as earlier: attack the first Combat
round and then attempt to retreat/become
Invisible subsequent rounds.
The Book of Dominion is located in
one of the 6 cities in the eastern third of
the realm. It is found and obtained the same
way the Key to the Book of Dominion is
discovered and taken.
Once the Key and the Book are
discovered and taken from the protecting
wizards, the current owner(s) of the Key
and Book must place a block on the board
representing the item. The item cannot
move on its own, but may travel with any
block that can move.
THE SCRYING CRYSTAL
As long as a player has a living wizard
in the Council, he is privy to the results
of the Scrying Crystal on the new and full
moon. The Council meets and discusses
actions (players act as their own wizards)
for a 5 minute period at the beginning of
each turn. The Council does not leave their
tower, but individual wizards may choose to
leave the Council. If the player moves his
wizard out of the hex where the Council is
located, he may not know the results of the
Version 2.0
WIZARD KINGS
Scrying Crystal. The Scrying Crystal cannot
be stolen from the Council of Wizards unless
the wizard thief successfully kills all other
wizards who choose to defend it, or all
wizards who choose to defend the Crystal
are destroyed by enemy forces attacking the
tower. Wizards on the Council also know the
Fire Arrow and Invisibility spells and may
use them during Combat rounds.
UNLOCKING THE BOOK OF DOMINION
To unlock the book, a wizard must
combine Key and Book in the seclusion of
a tower. It is considered an A2 attack on
the Book and costs 2 levels. However, if the
tower or wizard is successfully attacked that
combat round the wizard’s concentration
is broken and the Book of Dominion is not
unlocked, although the wizard still loses
2 levels. To read the Book and divine its
magical secrets the wizard must be free from
successful attacks (physical or magical) for 3
turns. These turns need not be consecutive.
ADDITIONAL DARK WIZARD SPELLS
Mind Control (Single Block):
Cast [email protected] Targeting allowed.
Cost: 1 level. If any hits occur to the single
block, that block is now controlled by the
Dark Wizard. Until the wizard is killed or
farther than 3 hexes from this block, the
single block moves and attacks during the
wizard’s turn doing the wizard’s bidding. This
includes having the block attack itself.
Mind Control (Multiple Blocks in the
same hex):
Cast [email protected] Targeting allowed. Cost:
2 levels. The number of hits determines the
maximum number of blocks in that hex now
controlled by the Dark Wizard. Until the
wizard is killed or farther than 2 hexes from
these blocks, the blocks move and attack
during the wizard’s turn doing the wizard’s
bidding. Blocks may attack themselves.
[Don’t read the following if
you want to play the scenario—for
Gamemasters only.]
Destroy the Book of Dominion:
This spell is only shared with the player
whose wizard successfully reads and divines
the secrets of the Book of Dominion. On
the last page of the Book is the spell that
describes how the Book can be destroyed.
This spell is an A2 attack on the Book and
must do 2 points of damage (possible over
multiple turns). Cost: 2 levels.
Note: The Book of Dominion is a source
of magical power once fully read. It can
be tapped once each Combat Phase (not
each round) for 1 point of magical power.
Copyright © 2007 Columbia Games Inc.
However, this magical power cannot be used
in attempts to destroy the Book of Dominion.
TURN PHASES IN THE GAME
COUNCIL PHASE:
During this phase, lasting usually 5
minutes, those players with wizards at the
Council can choose to discuss and make
diplomatic maneuvers. As per the regular
rule set, any declared alliances may be
broken at any time. Once this phase is over,
discussions among Council members are
over until the next Council phase.
When it is a full moon turn the
possessor of the Key must reveal the
hex location of the block to the Council.
Likewise, when it is a new moon turn the
possessor of the Book of Dominion must
reveal the hex location of the block to the
Council. Players without a wizard on the
Council of Wizards should not be informed
of these details.
INITIATIVE PHASE
Instead of rolling 2D6 for initiative, each
player puts into their fist a number of tokens
representing the number of GPs they are
spending for spies and covert operations.
Players cannot spend more GPs than they
have available from currently controlled
cities. The player who spends the most GPs
chooses which turn order he will go for that
turn. Note that he may choose to go first,
or last, or anywhere in between. Those who
spend no GPs will have last choice of turn
order. Ties on GP expenditures roll a die to
determine priority of selecting turn order.
Note that players will probably not go in
consecutive clockwise order. Any GPs spent
on spies and covert operations are then
unavailable for use during the Build Phase at
the end of the turn.
TM
resources, but must keep one block in the
city or it reverts to the original friendly
player. Friendly cities contribute economic
points to strengthen existing forces or
building new forces, but new blocks must
appear within a city on the player’s original
map.
Each player can use the following points
in the generation of their initial forces:
3 players: 50 points, 10 blocks max
4 players: 45 points, 8 blocks max
5 players: 40 points, 7 blocks max
6 players: 35 points 6 blocks max
Each player may add one Level 1
Wizard to their forces at the beginning of
the game. This young wizard and future
wizards may not mature beyond Level 3 for
the duration of the game.
VICTORY CONDITIONS
Single Leader Victory: One player’s
wizard successfully reads the Book of
Dominion and joins at least 1 other block of
Level 4 within his home tower.
2 Player Joint Victory: One player’s
wizard successfully reads the Book of
Dominion and joins at least 1 other block of
Level 4 from another player in either player’s
home tower.
Wizard Council Victory: The Council of
Wizards learns how to destroy the Book of
Dominion and successfully destroys it.
The “End to Magic” Victory: One player
has possession of the Book of Dominion
and the Key to the Book in his home tower,
and all members of the Council of Wizards
are dead.
VARIATIONS
None
MOVEMENT PHASE:
Normal
COMBAT PHASE:
Wizards on the Council may combat
each other during this time.
BUILD PHASE:
Normal
FORCES
Each player places one Level 4 tower
within one city hex to represent their capital.
A simple majority of their blocks must begin
the game within this city hex (may violate
stacking limitations for setup only) or within
1 hex of the capital city hex. Remaining
blocks may begin within other cities on
their map. Cities on their initial map are
considered friendly. Opponents who occupy
non-friendly cities may use the cities’ gold
5
Version 2.0
WIZARD KINGS
BOOTY RAID
FORCES
BY: FRANK NOVAK AND KEVIN
MCCARTHY
Block
#
VALUE
Shakla 4
1
8GP
INTRODUCTION
The cities of Khara, Koro and Olom
represent the cultural center of the Orc
empire. The Orcs consider this area very
friendly and cosmopolitan and encourage
others to visit, spend money and enjoy
themselves. The Orcs do not feel they want
to associate the image of a police state with
their cultural center. As such, the area is
marginally garrisoned with production not
geared to supporting a standing army.
The Amazons, unfortunately for the
Orcs, have envied the treasures and artifacts
in these cities for quite some time. They
have assembled a large force to attack and
raid these cities in an effort to obtain the
treasures and artifacts for themselves. The
Orcs must hold off the raid long enough to
move the treasures and artifacts stored in
these cities to a safer location.
MAPS & SETUP
Maps: 3 and 5 are used. The Amazons
player sits with Map 3 in front of him with
the 3 in his lower left corner. The Orc player
sits with Map 5 in front of him with the 5 in
his upper right corner. The Orcs set up first
on map 5. The Amazons set up next on map
3. Setup follows the normal procedure.
SCENARIO RULES
• Number of Players: 2
• Type of Game: Delaying action.
• Number of Turns: 9
• Estimated Time: 1 to 2 hours
• Amazons have the Initiative Turn 1.
At the start of the game the Orc player
secretly writes on a piece of paper the
following information:
City
Value of Treasures (GP)
Khara
10
20
30
Kord
10
20
30
Olom
10
20
30
Circle one of these numbers for each
city. There can be no duplicates. This means
that if 20 is circled for Khara, it can not be
circled for Koro or Olom. This represents the
value of the treasures and artifacts in each
city. The total value for all treasures and
artifacts is 60.
TM
Orcs
Ogre 2
2
16GP
Troll 2
2
16GP
Orc 4
4
32GP
Goblin 2
4
24GP
Castle 3
3
16GP
TOTAL
16
106GP
ORC FORCEPOOL
No new blocks allowed.
Amazons (Amazons)
Block
#
VALUE
Charmer 4
1
8GP
Bowlyn 3
2
24GP
Chariot 2
2
16GP
Guardian 3
2
12GP
Amazon 4
6
24GP
Castle 3
2
12GP
TOTAL
15
96GP
AMAZONS FORCEPOOL
Any blocks except there can be only one
Charmer on the board at any one time.
If the Charmer is eliminated, it cannot
be rebuilt. The Orc Shakla can be rebuilt.
VICTORY CONDITIONS
Victory conditions are determined by
the value of treasures and artifacts (booty)
held by the Amazons and the end of turn 9:
Amazon Booty
Level of Victory
60
Decisive Amazons
50
Decisive Amazons
40
Marginal Amazons
30
Draw
20
Marginal Orc
10
Decisive Orc
If the Amazons control Khara, Koro and
Olom before turn 9, the game is over and
they score a decisive victory.
VARIATIONS
None
Whenever the Amazons capture one of
these cities, the Orc player must reveal the
value of the treasure and artifacts in that
city. The Amazons receive this amount and
keep it even if the Orcs retake the city.
Copyright © 2007 Columbia Games Inc.
6
Version 2.0
WIZARD KINGS
CHAOS WARS
BY: GRANT DALGLIESH
Wizard Kings scenario for 2-7 players.
INTRODUCTION
The forces of Chaos are pawns confined
to the arena of the Wizard Kings. The sport
is battle among the myriad creatures. The
Wizard Kings battle to control the greatest
army of magical beasts. Magic keeps the
beasts loyal in life but, once slain, any
Wizard may call upon them to fight. This
is they way players gain control of more
blocks (the primary victory condition).
Aquatic blocks drawn for inland cities
are returned to the pool and a new draw is
made.
It is a challenge to maintain garrisons
in multiple cities to maximize building while
not spreading oneself too thin to defend.
Remember that retreats are not allowed on
the first round of combat; a weak force can
sometimes be overwhelmed before it can
flee.
Players can control blocks of any color
(be careful not to lose track of ownership).
FORCES
Only Chaos blocks are used. The player
who controls the most Chaos steps after 10
turns wins.
2 Players 3 armies each; one in pool.
MAPS & SETUP
2 players: Use 1 map
4 Players 1 army each; three in pool.
3 players: Use 3 maps
3 Players 2 armies each; one in pool.
5 Players 1 army each; two in pool.
4 players: Use 4 maps
6 Players 1 army each; one in pool.
5+ players: Use 6 maps
7 Players 1 army each; none in pool.
Each player starts in just 1 city of 1 GP
value. All forces begin in that city (stacking
limits are ignored for set-up only).
All other cities are neutral/enemy and
must be garrisoned once captured to keep
them friendly (allowing building).
SCENARIO RULES
The maps are wraparound. Edge halfhexes have a corresponding match on the
other edge. Full edge hexes abut with edge
hexes on the opposite side.
Normal rules for Initiative, Movement
and Combat. Eliminated blocks go into the
chaos pool.
BUILDING
Building is NOT simultaneous. Reverse
Initiative order applies for the Build Phase.
The player who moved last gets to build
first, etc.
TM
An army is four blocks of one color at
maximum strength. Any block types (labels)
may be part of any army. In 2 and 3 player
games, players command all their armies as
one.
VICTORY CONDITIONS
Play ten turns. Winner is the player who
controls the most Chaos steps at the end of
the game. If players are tied, controlled City
GPs are totalled to determine the winner. If
still tied, continue the game and check after
turn 11 etc.
VARIATIONS
None
Instead of GPs, players build 1 step
of any Chaos block for each Gold Point.
Blocks located in the city must be built if
not full strength. Only if excess points are
available in that city, may a player draw from
the pool of chaos blocks.
For example in a 3 GP City, a player
can build three steps of Chaos blocks. If the
block(s) located there need just 1 step to be
at maximum strength, the player may then
draw 1 new blocks randomly from the pool
and deploy it in that city at strength 2.
Stacking limits may cause points to
go to waste. Saving is not allowed in this
scenario. Merging is also prohibited.
Copyright © 2007 Columbia Games Inc.
7
Version 2.0
WIZARD KINGS
CITY OF CHAOS
BY: CHRISTOPHER ALLEN
INTRODUCTION
On the last day of the fifth moon, after
months of bad omens, your priests perform a
risky divination. Crying in pain, they tell you...
“The dead awake again in Neya! If the
walls of Neya don’t fall by the dark of the next
moon -- the dead shall rise to reap our souls!”
The black city on the island of Neya
has been in the hands of the Grand Necrom
Llv’k for just over 66 years. Built originally
by the blocked craftsmanship of elves,
dwarves, and human tribes, they city has
never been taken by combat, only treachery.
Now you, the leader of your people, must
find a way to breach Neya’s walls and save
your people.
MAPS & SETUP
The Undead Army starts on Map #10,
with the walled island fortress of Neya (as
per the map rules, all defending blocks
on Neya get +1 on combat, i.e. B2=B3).
In addition, any spell casters (not chaos
monsters) may cast level 1 spells at no step
cost while residing in Neya.
Up to 4 players choose any map.
SCENARIO RULES
Requirements: Undead Army, Chaos
block, Map #10, up to four additional
Armies for the first 4 players.
A die is rolled, whomever has the
highest dice roll controls the Undead
Army for this round, in addition to their
own troops. Then initiative is rolled by
each player, including the Undead Army.
Unlike regular games, initiative does not go
clockwise, but in order of the dice until all
have played the turn including the Undead
Army. At the beginning of the next turn, the
control of the Undead Army for the next
turn is rolled again.
At the beginning of the 29th turn, if the
Undead Army has not been driven out of
walled city of Neya, every city and every
henge on every map, at the Undead Army
discretion, will generate 1d6 gold that can
be used at that city or henge to generate
Undead or Chaos troops under the control
of the Undead Army. If the city or henge
Copyright © 2007 Columbia Games Inc.
TM
is occupied, the Undead or Chaos troops
generated get a free retreat before initiative
is rolled. The Undead Player can use these
troops to capture enemy cities, or harass the
rear lines of his enemies.
FORCES
The Undead Army gets 60 gold of
troops for each of the first 4 players, and has
first choice of monsters among the Chaos
Army, and may add Chaos troops at any
time.
Up to 4 players choose any map, any
army, and each has 60 gold of troops. All
players must compete for the availability
of monsters in the Chaos Army before the
game begins by bidding for them to be
available among their “pool” of troops, a
minimum of 1 gold. Any Chaos Monsters
not in the “pool” may not be hired later, and
are available to the Undead Army for the
rest of the game. The player going first picks
the first 60 gold of troops for the Undead
and places them on Map #10.
The second players picks the next 60
gold of Undead troops and places them,
etc. After all the Undead Army have been
placed, the first player places his map
anywhere adjacent to #10, second player
adjacent to #10, etc. Then the first player
places his 60 gold of troops, the second,
etc. If a fifth player is in the game, they will
run the Undead Army, but at a disadvantage
of only 50 gold of troops per other player.
Undead setup must be completed before
other Armies are setup.
VICTORY CONDITIONS
Each turn, victory points are
accumulated for each city in possession.
When Undead are driven out of Neya, the
person with the most accumulated Victory
Points is declared the winner. The Undead
are declared the winner if, starting on
turn 29, they control at least two cities (or
optionally all cities) on every map at the
end of each full turn. (Optionally, when the
Undead are defeated, the person having the
most gold value of troops in Neya wins. Or
on turn 29, whomever controls Neya wins.)
VARIATIONS
In a 1-4 player game, the Undead Army
is run by each player on different turns by
a roll of dice. If there is a 5th player, that
player plays the Undead Army with fewer
troops (see Forces).
8
Version 2.0
WIZARD KINGS
CIVIL WAR
BY: CHRIS FARRELL
INTRODUCTION
Year 1367: The slave revolts of 1231
had resulted in the establishment of an
independent Orcish nation from a number
of tribes that had never worked together.
In the years after the wars, a newfound
nationalistic fervor had sufficed to keep the
new nation of recently-oppressed peoples
together. However, as time went by, cracks
began to show.
While Uglik the Strong remains one of
the most revered figures in Orcish history
for his prowess in battle, he made a crucial
mistake in the immediate aftermath of the
revolts by not consolidating the power of
the Orcish central government rapidly. As
individual tribes asserted their own power,
it rapidly became impossible to do so,
and so once intertribal resentment broke
into serious armed conflict the central
government did not have the power to keep
the federation together.
MAPS & SETUP
Purchase all blocks simultaneously.
Unionists set up first, followed by the
Separatists. The islands containing Jusana
and Akelas are out of play.
TM
of Build phase of every even-numbered
turn, randomly select one Chaos block
from those available in the mercenary
pool. Players then secretly bid (from
their Gold Reserve) GPs they are willing
to pay, per turn, to employ the block.
High bidder receives the block at full
strength in any home city and pays his
bid, marking it in the boxes above. As
long as the Chaos block is alive (at any
strength), the bid amount must be paid
every Build phase; failure to pay the
mercenaries results in an immediate loss!
Once so “hired”, Chaos blocks may have
steps added as usual (using Saved Gold or
regular production), but if eliminated they
are removed from the game.
FORCES
Unionists - Orc: 115GP of blocks and/or
Gold Reserve (see 1. below). Maximum 2
Wizards. Set up in Saros, Juslac, and Tava.
Additionally, chose two 1GP cities on map
3. Set up at least one block in each city, with
no more than 4 blocks in any city on map 3.
Separatists - Orc: 100GP of blocks and/
or Gold Reserve (see 1. below). Maximum
2 Wizards. Set up in all remaining cities, at
least one block per city.
Mercenaries - Chaos: Use at least 6
blocks. You can use any blocks, but the
following are recommended: Dragon,
Demon, Kraken (x2), Manticore, Pegasus
(x2), Minotaur, Spider.
VICTORY CONDITIONS
The Unionists win by holding Salahn at
the end of game turn 15. Any other result is
a Separatist victory.
SCENARIO RULES
1. This scenario requires two armies of
Orcish blocks, and a good selection of
Chaos blocks.
VARIATIONS
1. Dwarves: Same as above.
2. Ferkin: Substitute map 1 for map 3.
Federalists must hold Langara to win.
2. Saved gold may only be used to hire,
pay, or add strength to mercenaries (see
#3 below).
3. Chaos blocks: Neither player may use
Chaos blocks at start, nor may they
be bought through the normal means.
Instead, they are offered by auction. At
the beginning of the game, select Chaos
blocks to form a pool of mercenaries.
Then starting on turn 2, at the very end
Copyright © 2007 Columbia Games Inc.
9
Version 2.0
WIZARD KINGS
DRAGONIA
BY: TIM TAYLOR
In the midst of the Great Eastern War,
several raiding forces approach the Wasted
Shores. Their goal is to capture Dragonia.
Widespread rumors speak of terrible
beasts, perhaps even dragons, rampant
on Dragonia, but each commander scoffs
at such stories. The strategic advantage
of holding Dragonia far outweighs such
concerns. Since these raids represent but
one small part of the Great Eastern War,
each commander realizes that he’s basically
on his own. All these difficulties do not
dissuade them — for every commander
dreams of being the conqueror of Dragonia!
MAPS & SETUP
Use map #7. Player A controls the
land with cities named Torpool and Hope.
Player B controls the land with cities named
Fairhaven and Milton.
C
C
A
B
SCENARIO RULES
In this scenario, Dragon blocks may
build up to 4 Strength (they’re not limited to
2 steps).
Dragons are limited to two blocks in
play (except in three/four player game).
DRAGON NESTS:
The GPs from the cities of Redheart
and Wormly (as well as the special Peak of
Tears hex) represent Dragon Nests and are
unusable by players. Players do not receive
GP for controlling them and their blocks
may not be built there.
THE PEAK OF TEARS:
The hex in Dragonia labeled Peak of
Tears is considered a lava flow and counts
as a Dragon Nest worth 2 GP. No Ground
blocks may enter this hex. Although both
Flyers and Aquatics may move through
the Peak of Tears hex, only Flyers may
have Combat therein. Only Dragon blocks
may remain in the Peak of Tears hex after
Combat — other players’ successful forces
must Regroup to another nearby friendly
hex. The Peak of Tears hex acts like a
Henge, but only for Dragons (i.e. Dragon
blocks cost a mere 4 GP to build here).
RAVENSTONE HENGE
Ravenstone is inactive at the start of
this scenario. A Wizard must cast a Level
1 spell in lieu of Movement to activate this
Henge. After activation, this Henge functions
normally.
THE GREEN ISLE
The hex between Milton and Hope,
labelled Green Isle, projects a powerful
aura of restorative magic. One block of a
Player’s choice located in the Green Isle hex
is increased by one (1) step at no cost in GP
during the Build Phase.
Dragons do get GP for their friendly
Dragon Nests. They save these GP from turn
to turn until enough have been accumulated
to build a step. The Peak of Tears hex is also
worth 2GP for Dragons (only).
THREE PLAYER GAME
Add Player C, whose lands contain the
friendly cities, Kynlee and Brigadon. Increase
the number of Dragon blocks to three, one
block per Dragon Nest. Dragons are limited
to three blocks in play.
A random Player moves Dragons’ blocks
last, and must always take the most direct
route back to one of their Dragon Nests
— Redheart, Wormly, and the Peak of Tears.
Dragons may also Retreat (if reduced to 1
or 2 Steps) or Regroup, determined by an
opposing player. Eliminated Dragon blocks
may be rebuilt in any Dragon Nest hex:
Redheart (3), Wormly (1), or the Peak of
Tears (2).
FOUR PLAYER GAME:
As Three Player Game, except add
Player D, the Dragons! Dragons may use
Dragon Nests just like cities (Redheart @
3GP, Wormly @ 1GP, & the Peak of Tears
@ 2GP). Player D may freely move Dragon
blocks however he wishes. Player D cannot
enter into battle alliances with any other
Players — the Dragons always fight alone.
Dragon blocks may raze cities on
Dragons may cast a Firestorm spell
instead of firing in the block’s normal
Combat Phase (not at the same time as
Wizards). Firestorm costs one (1) step of the
Dragon block; Dragons may not eliminate
themselves casting Firestorm spells. Each
Dragon may only cast one spell per Combat
Phase. Firestorm: cast 6d6 @ F3. Targeting
allowed. Spell can eliminate enemy blocks.
the map by spending one complete
Turn alone in a city hex, after which that
city is considered totally destroyed (no GP,
no builds). Player D wins by razing every
city on the map or by eliminating all enemy
blocks.
Copyright © 2007 Columbia Games Inc.
10
TM
FORCES
Players choose one of the following
armies, placing their forces so that each of
their cities is occupied:
Place one 4 Strength Dragons in each
city on Dragonia (Use two orange Chaos
blocks):
Player A: Barbarians
Block/Strength
#
Viking/3
1
Viking/2
1
Hippogryph/1
1
Player B: Elves
Block/Strength
#
Pixie/3
1
Pixie/2
2
Mermaid/2
1
Player C: Undead
Block/Strength
#
Vampire/2
1
Kraken/2
1
BUILDING:
Each Build Phase, players receive a
random amount of help from off-map. Roll
1d6: 1-3 = 1GP 4-6 = 2GP. Players may
save their GP from turn to turn instead of
spending it. However, when a player does
spend saved GP, all of it must be spent. Any
available new blocks except Chaos blocks
may be built in Friendly Cities.
VICTORY CONDITIONS
Players seek to be sole possessor of
Dragonia using only limited resources.
VARIATIONS
Enemy Cities: The cities of Kynlee and
Brigadon are hostile to both Players A & B.
They must be garrisoned to receive their GP
and blocks may not be built there. They’re
friendly to Player C.
Version 2.0
WIZARD KINGS
EXXXTREME CONQUEST
BY: DON LYNCH
INTRODUCTION
The intent of these rules is to play
Wizard Kings in a style of eXplore, eXploit,
and eXterminate. Wizard Kings rules apply
except where noted below.
MAPS & SETUP
Set up maps randomly in a pattern as
close to a square as possible. For example,
2x2, 3x2, et cetera. Blocks may move off
any edge onto the corresponding hex on
the opposite edge. A half hex on an edge is
part of the same hex as the half hex on the
opposite edge for all play purposes. Ensure
there are no large islands, after allowing for
the wrap-around effect of movement and
adjacency.
Each map edge wraps around to the
corresponding opposite edge, North edge
to South edge and East Edge to West edge,
as if the map edges were adjacent. (The
Kamchatka effect.) Thus blocks on a half
hex on an edge are considered to also be in
the corresponding half hex on the opposite
edge.
Choose any army. High roll chooses first
etc. Each player will need a set of markers
to show control of unoccupied conquered
cities.
Randomly choose a number of available
maps equal to the number of players. If
there is an odd number of players, add one
map to the mix.
Each player in choice order selects a
home city by placing a 2 step castle in any
city with a value of at least 2.
After home cities are chosen, each
player in reverse choice order then selects
a 1 point city to start as part of a growing
empire.
Players should seat themselves near
their home cities such that their blocks
face only their owning player. After seating
arrangements are completed, each player
rolls 2 dice for first player. High roll plays
first, and turns pass to the player on the left.
All other cities are neutral. Choose a random
army for neutrals.
SCENARIO RULES
MOVEMENT
Each player moves, attacks, and then
builds as a player turn. Blocks must stop
when entering a neutral city hex.
Only a player’s home city is considered
to be naturally friendly to him. Other cities
are neutral until conquered. A city is friendly
Copyright © 2007 Columbia Games Inc.
TM
to the last player to conquer it. Players
should mark the cities they have conquered
for control purposes.
water. We usually choose eligible maps by
consensus and roll dice to determine the
Armies' relative locations.
COMBAT
Blocks moving into an unoccupied
enemy or neutral city must stop. Then the
active player may regroup as the victor.
Some adjustment to thinking is
necessary now that a player’s entire turn is
completed prior to another player moving/
attacking/building. Reinstating the initiative
rule makes this even more true.
Neutral cities defend with a number of
blocks equal to the city value. Randomly
select that number of blocks from the
neutral force pool to be the city’s defenders.
Aquatics may not be selected for all-land
hexes. If the active player has less than
10 gold points income at the start of the
current turn, any defending blocks will not
include wizards or chaos creatures. Reselect
defending blocks until all criteria are met.
Neutral blocks’ actions are controlled
and performed by the player to the left of
the active player. A neutral block always
starts at its maximum strength. Neutral
blocks do not retreat, even as a result of
magic spells (magic can eliminate them).
If a neutral force is not eliminated, note
the location and all surviving neutral blocks.
If that neutral city is attacked again on
any future player turn, the city is defended
by its previously surviving blocks plus
one additional random reinforcing block.
All surviving blocks return to maximum
strength.
BUILDING
The build phase is part of a player’s turn
and is not simultaneous.
A player’s Home City is worth 4 GP to
the controlling player, not the printed value.
Only cities that start the turn under the
active players control produce GPs. A city
that was just conquered does not produce.
FORCES
Each player selects 24 GPs worth of
blocks and places them in his starting cities.
Each Starting city must contain at least 1
non-wizard block. Chaos blocks may not be
chosen to start the game.
VICTORY CONDITIONS
A player wins if he starts a turn with
at least 66% of available city gold points.
Alternatively, a turn or time limit can be
used; most GP value wins.
VARIATIONS
1. Players may elect to start with only 1
home city or with their home city and 2
additional 1 point cities. The third city is
chosen in the original army choice order.
2. Each friendly unoccupied city has a
garrison of two steps of C1 combat value.
Garrisons are not represented by blocks.
If a city is attacked but not conquered,
the city garrison is reset to two steps.
3. Re-institute the initiative roll at the start
of the Game Turn. (established each time
that all players have had a turn). Players
may secretly allocate any saved GP to the
initiative dice roll. This allocation may be
positive or negative. Each allocated GP
affects his initiative roll by 1. Any GP so
allocated are immediately spent.
BOAT TRANSPORT
A boat can be used to ferry 1 friendly
block. A boat may load, move, and unload
on a given turn, but the transported block
may not otherwise move that turn (no chain
transporting). A loaded boat counts as 1
block for stacking. Boats may remain at sea.
In this scenario, boats defend normally,
but may only attack other boats, 1 boat
per hexside. Blocks on boats fight at C level,
not printed letter grade. Embarked blocks
may attack when unloaded, but lose one
letter grade for the first combat round and
have no retreat. If a boat sinks, the block
being transported is lost.
EXXXTREME CONQUEST NOTES
Use the rules for set up and placement
as guidelines. The hexes on one edge of
the maps may be exactly half land and half
11
Version 2.0
WIZARD KINGS
GOLD TRAIN
BY: TED KUHN
INTRODUCTION
One player leads a gold train on a
dangerous cross-country expedition. The
other players conspire to stop the train,
while competing against each other for glory.
TM
SPECIAL RULES
1. All cities are neutral unless occupied.
(Note: This implies that no additional
blocks (except castles) may be
constructed in this scenario. Original
blocks may receive replacements, but if
destroyed, they are eliminated).
2. The Gold Train must be maintained at
full strength if gold is available.
3. The Gold Train may not be moved
through the use of spells.
3 or 4 players
4. No alliances are allowed.
Entry
Exit
5+ players
Entry
5. The Gold Train player moves first on
Turn 1. The Gold Train player may
choose, each turn after the first, whether
to move first, last, or by initiative roll
(choice is made prior to initiative roll).
FORCES
Gold Train player has choice of
available armies to escort the gold train.
Gold Train player selects blocks worth
10*(N-1) gold points (where N is the number
of players). In addition, this player receives
the Gold Train (use a castle block of a
different color) at 3 Strength. The Gold Train
is a C4 land block with movement of 1 hex
(2 along road).
The other players select their armies in
the reverse order from which map selection
was made. All other players select blocks
worth 20 gold points. Each of these players
may begin with no more than 4 blocks.
Exit
SCENARIO RULES
Select an even number of maps for
use, depending on the number of players.
With 3 or 4 players, use any 4 maps; with 5
or 6 players, use any 6 maps. Position the
maps so that a large rectangle is formed
(See Diagrams at right). The gold train will
need to traverse the longer axis of this large
map, beginning on a map-edge road hex and
exiting from the opposite side of the map
via any road hex edge.
The Gold Train player selects one of the
road entry hexes at the map edge for use.
All blocks must enter this hex, and all blocks
must enter on the first turn. Once the Gold
Train player has indicated the entry hex,
each non-gold train player selects a unique
map on which to begin. Non-gold train
players may not select the map on which the
Gold Train enters. Each nongold train player
starts all blocks in the city (on each selected
map) closest to the exit edge of the entire
map (choice of cities if equidistant).
Copyright © 2007 Columbia Games Inc.
VICTORY CONDITIONS
The Gold Train player wins if the gold
train exits the far side of the map from any
road hex. If the Gold Train is destroyed enroute, the player destroying the gold train
wins.
VARIATIONS
Players may construct new blocks in
cities they hold. Note: This will drastically
change the play of this scenario. Our
experience is that the Gold Train will
need to function as a City for production
purposes, and that non-gold train players
should be excluded from selecting either
entry-side map.
12
Version 2.0
WIZARD KINGS
HELL’S CARGO
TM
Orcs enter from this edge.
BY: TIM TAYLOR
INTRODUCTION
Powerful orcish raiding parties have
stolen an awesome artefact of the elves. The
Red Skull is a living crystalline demon’s skull
shaped like a ruby squid. Although the Red
Skull’s powers are reputed to be manifold,
it’s arcane nature frustrates all attempts by
Orc Shakla to wield those powers. Angry
Shakla have placed the Red Skull in an
enormous chest protected by a great steel
lock, guarded and transported by the finest
orcs. The Orc BattleMaster calls off his raid,
mustering his troops to carry this hellish
cargo back to Orc lands.
MAPS & SETUP
Maps are set up as shown above. Player
A controls none of the maps. Player B
controls maps # 1, 3, and 5. Player A sits
nearest map #1, while Player B sits at the
#5 end.
SCENARIO RULES
Player A (Orcs) must transport demonic
cargo across three enemy maps and exit it
off-board.
Player B begins with no blocks. Player
B’s builds are limited to a city’s gold value in
blocks per turn (e.g., only two steps of any
type may be built in the city of Zard each
build phase).
Player A chooses one block to represent
the Red Skull: the hellish cargo. This block
does not fight nor move on its own. The Red
Skull cargo block does not count against
stacking limits nor hexside limits.
When in combat, the Red Skull is
revealed just like other blocks but it has
no combat abilities. One orc block (but not
a Wizard) must transport the Red Skull in
order for it to move. This block must be
present in the hex with the cargo at the start
of movement and can carry it as far as it
can normally move. The Red Skull cargo
stays with its transporting orc block for the
whole movement phase; it can’t be relayed
from one block to another during movement.
The Red Skull cargo cannot be retreat or
regroup off the edge of map #5; it must be
moved.
Red Skull must exit from this edge.
FORCES
PLAYER A: ORCS
An army of 120 GPs. No Chaos blocks
may be chosen. May not build any new
blocks, except Castles, since all maps are
friendly to Player B.
PLAYER B: ELVES
No starting forces. May build any blocks
including Chaos blocks. Building is limited
to a city’s gold value in blocks per turn. All
maps are friendly to Player B.
VICTORY CONDITIONS
Orcs must exit the Red Skull, a block
representing this demonic cargo (as well
as its transporting block), from the bottommost edge of map #5, that is, the edge
nearest where Player B sits.
Elves must prevent this by capturing
the Red Skull block; it is captured whenever
alone with Elven blocks.
VARIATIONS
1. To help Player A, increase initial army to
150 GPs.
2. To help Player B decrease Orc army to
100 GPs.
3. Instead of Orcs for Player A, try
Amazons or Feudals.
4. Instead of Elves for Player B, try
Barbarians, Dwarves, or Undead.
Copyright © 2007 Columbia Games Inc.
13
Version 2.0
WIZARD KINGS
IF AN ORC DIES IN A FOREST
DOES ANYONE CARE?
FORCES
Orcs
Block
#
VALUE
Shakla 4
1
8GP
Greetings Warchief, I fear your name, I
respect your clan.
Ogre 2
3
20GP
Troll 3
2
18GP
Lord Dasgar has received word of your
successful infiltration of the Elven lands, and
hears your call for reinforcements. Alas, your
brethren do not share your zeal, nor heed
your call to battle. Their quivering hearts
fear our last campaign in the forests of the
fair ones. They need a sign to thaw their cold
dread and heat their blood for combat.
Orc 3
4
24GP
Goblin 4
6
24GP
TOTAL
16
94GP
BY: BRIAN & SHANE HUBENIG
Lord Dasgar believes that sign to be
Langara, the great fortress at the joining
waters of the Kona and Helyn. Has not
this stronghold protected the foul Elves for
ten hundred suns and moons? If you can
shatter that stone, or cage it like a bird, your
brethren will wake from their slumber and
the clans will march. If you fail your children
will be eaten and your name forgotten.
Tarkan Mon Urvak Battlemaster of the Orcs.
MAPS & SETUP
Use Map #1. Elven player sets up first.
The strength 4 castle must be set up in the
city of Langara. The Wicana also starts
in Langara. All other Elves must set up, 2
blocks per city. This map is friendly to the
Elves. All empty cities are considered Elven.
TM
Elves
Block
#
VALUE
Wicana 2
1
4GP
Ranger 1
4
16GP
Pixie 2
2
8GP
Glader 3
6
18GP
Castle 4
1
16GP
Castle 2
2
16GP
TOTAL
16
62GP
VICTORY CONDITIONS
Orc: 1) Destroy castle block in Langara,
OR 2) Control all the following cities
at the end of the combat phase: Zard,
Ardyn, Jak, Hopenkeep and Romakyn.
(This represents cutting off all roads to
Langara).
Elves: The Elves win by preventing Orc
conditions.
VARIATIONS
None
Orcs are player 1 for the first turn. The
Orc player chooses a map edge. All Orc
blocks enter the map in any hex on that map
edge. The first hex entered counts as their
first movement. Count partial hexes as full
hexes.
SCENARIO RULES
Only one Castle may exist in Langara
Hex. Elves may build any of their own
blocks, except no new Wicana blocks. Elves
may have only 1 chaos block on the board
at a time. The Orc player may not build any
new blocks, except castles in captured cities.
Existing blocks may be built up. The Orc
player has no production until he captures
cities. Orc player must keep cities occupied
to collect gold for them (they revert to elven
control if abandoned).
Copyright © 2007 Columbia Games Inc.
14
Version 2.0
WIZARD KINGS
IGNORE NOT THE
LITTLE ONES
BY: BRIAN & SHANE HUBENIG
Scout reporting - Jabari desert region.
Lord Commander, I have witnessed Goblin
activity that deserves your attention. It would
seem that the foul creatures have built an
extensive network of breeding warrens, the
scale of which we have not seen since the
great wars. Organized Goblin production on
this scale can only mean that we are in for a
major raid. Oddly, I have not seen any tribal
infighting or clan wars in the area. I believe
these events may be related. I will remain on
station till further orders.
Engibial - Ranger Scout
Commander, it is with great urgency that I
bring this note to you. It was found on the
body of our scout’s pixie dispatcher. It would
appear that a great Warchief has arisen
among the desert Orcs. We must destroy
his Goblin warren before this desert chief
becomes a great threat. Regrettably, we have
lost contact with Engibial and we don’t know
this Goblin warrens’ location. Watch your
back commander, the desert Goblins know
their way around in the sand.
Ningal - Ranger Captain.
MAPS & SETUP
Use Map #3 and another of Elf players’
choice. Orc player chooses map orientation.
Map #3 is friendly to the orcs; the other map
is friendly to the elves.
TM
FORCES
Orc Goblins are Desert Folk (and
Mountain Folk).
Desert Orcs
Block
#
VALUE
Shakla 2
2
8GP
Ogre 2
3
24GP
Troll 2
2
12GP
Orc 2
4
16GP
Goblin 2
2
4GP
Castle 4
2
16GP
TOTAL
15
80GP
Block
#
VALUE
Wicana 3
2
12GP
Ranger 2
4
32GP
Pixie 3
3
18GP
Treek 2
2
12GP
Glader 3
6
18GP
TOTAL
17
92GP
Elves
VICTORY CONDITIONS
ORCS: Achieve Production of 15GP
(capture 5GP on Elf map).
ELVES: Capture the City with the Goblin
warren.
VARIATIONS
None
Orc player sets up first on map #3. Orc
player secretly writes down which city on
map 3 is the Goblin warren. This city builds
one 4 strength Goblin EVERY build phase
for free! A Goblin block must be available.
Orc player may disband or merge Goblins
to make one available. Elf player sets up
second on elf map.
SCENARIO RULES
Both players may build any of their own
blocks but may have only 1 chaos block on
the board at a time.
Copyright © 2007 Columbia Games Inc.
15
Version 2.0
WIZARD KINGS
ISLAND OF THE DEAD
BY: GRANT DALGLIESH
MAPS & SETUP
Map 13, Solitaire or 2 Players
Undead control the Island of Thilenius
which they cannot leave. Deployment cities
are given in brackets. Undead moves are
automated for solitaire play.
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
TM
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.
VARIATIONS
With 2 players, the player handling
the Undead has normal control. Initiative
sequence and victory remain the same.
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.
For 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
priority is to a friendly hex, then a neutral
hex. Retreats are made along roads when
possible.
Copyright © 2007 Columbia Games Inc.
16
Version 2.0
WIZARD KINGS
TM
LAST WIZARD STANDING
BY: GRANT DALGLIESH
MAPS & SETUP
Maps 14–15, 2 Players
Choose an Orc or Feudal army, first pick
determined by die-roll. Player with second
army choice has first map choice.
FORCES
EACH ARMY
Block
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
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 challange is deciding when to use
Wizard steps in combat, and when to use
them to heal damaged blocks.
VARIATIONS
Use clerics instead of wizards.
Copyright © 2007 Columbia Games Inc.
17
Version 2.0
WIZARD KINGS
LOST RELICS
BY: TED KUHN
Each player searches for a lost relic
hidden on their map. Then, the relic must
be taken to its rightful place of worship off
map.
MAPS & SETUP
Select 4 or 6 maps for use, depending on
the number of players. Position the maps so
that a large rectangle is formed. Each player
selects a different map on which his relic is
hidden (lost).
Each player selects one of the two road
entry hexes at his map edge to enter. All
blocks must enter via this hex, and all blocks
must enter on the first turn.
SCENARIO RULES
All cities begin the game as neutral. To
capture a city, the player shows his attacking
forces (as in a regular combat), and then
must roll a number of dice equal to the
city’s gold value. The resulting number is the
number of strength points that the attacker
must lose. Strength points are lost just as
in regular combat; i.e. strongest blocks lose
points first. If any attacking blocks survive,
the city is captured. If all attacking blocks
are destroyed or if the city is ever vacant
at the end of a move, it reverts to neutral
status. Captured cities provide gold for
production normally and may be used to
build new blocks.
TM
FORCES
Each player buys blocks worth X gold
points, depending on the number of players.
Each player may buy no more than Y blocks.
# Of
Players
Initial
GPs (X)
Max. Initial
Blocks (Y)
4
50
9
6
33
6
VICTORY CONDITIONS
The winner is the first player to find his
lost relic and return it to the initial entry
hex.
OPTIONAL VICTORY CONDITIONS
After returning with a found relic, reenter the map and continue playing until a
relic has been found and carried off each
map. Winner is the player who found and
retrieved the most relics.
A relic lies hidden on each map. Players
will need to search up to 6 of the cities
on their chosen map to find the relic. As a
player captures each city, roll 1d6. The relic
is found in the first city if a “1” is rolled; the
relic is found in the second city if a “1” or
“2” is rolled, and so forth. The player may
“search” the cities on his map in any order.
Once located, place a block of a different
color in the hex to represent the relic:
1. A relic is a basic land block, must be
“carried” by a block, has no combat
value, and cannot be destroyed.
2. If all blocks in the relic’s hex are
destroyed, a relic is captured.
3. A player may control more than 1 relic.
4. A relic must be “carried” by a non-flying
block. (If only flying blocks remain with
the relic, it may not be moved.).
5. A relic may not be the subject of any
spell.
Copyright © 2007 Columbia Games Inc.
18
Version 2.0
WIZARD KINGS
MOONS OF TARKUNE
BY: PETE SMITH
Most folk believe that of the three
moons of Tarkune, only Golieth, the great
golden moon, has any influence on the
Werecreatures of the land… They are
wrong.
Tarkune has three moons, each with it’s
own strange influences over the world of
mortals. Werebeasts are in tune with each
of these moons, and the influence of these
moons is felt by all the werebeings who
roam the face of Tarkune. Often these three
forces will contradict or nullify each other,
while other times they will augment each
other. Careful Wizard Kings can plan their
strategy based on astrology, and when able
to forecast events in the future the legions
of the Werebeasts can be the mightiest force
on Tarkune.
THE MOONS
Arkor, the Blood
Moon, is Tarkune’s
nearest moon,
and completes an
orbit in 22 days.
Thanks to it’s
reddish colour,
many believe that
Arkor is a symbol of warfare, violence,
and bloodshed. Arkor has a thin, wispy
atmosphere, and sometimes sandstorms
are visible from Tarkune, often sweeping
across the entire face of the moon. Some
armies, such as the Orcs, worship the blood
moon, and their shamans search the face of
the blood moon for signs and omens. Often
the decisions for important events, such as
when to go to war or to sue for peace, are
based on the shaman’s readings of the blood
moon.
Arkor has the effect of making
Werebeasts stronger when full (they roll
extra dice), and weaker when new (they roll
less dice).
Golieth, the Golden Moon, is the largest
of the moons, large enough that it appears
larger than Arkor, even though Arkor is
nearer to Tarkune than Golieth. Golieth
completes a revolution in 36 days.
From Tarkune Golieth appears to be
shrouded in thick bands of golden clouds.
The features of Golieth rarely change much,
so few astronomers worry about interpreting
the omens that are revealed by the changes
on the surface.
Golieth is taken to have influence
over a variety of things; it is the moon
that represents magic, and chaos, but
also wealth, and intellect. It is the moon
most associated with mankind and their
exploits, but also is associated with the
strange creatures of darkness and of other
dimensions, beings that all humans dread.
Golieth has the effect of making
Werebeasts more effective in combat (their
combat factor improves) when full, and less
effective (combat factor is reduced) when
new.
Quelioree, the
Life Moon,
is a dim and
slow-moving
moon, and
orbits Tarkune
at the furthest
distance, and
appears quite
small, taking a
full 60 days to
complete one revolution. It is known as the
“Life Moon” because it’s greenish colour is
reminiscent of plants and growing things. It
is seen as the harbinger of birth and growth,
though also of death, since all these things
are part of the cycle of life.
Quelioree is revered by the elves, who
see it as representing harmony with nature
and their surroundings. Since Queliore does
not always show the same face towards
Tarkune, astrologers, elven and otherwise,
make a fair bit of analysis of the current
face of Queliore in their calculations.
Which face is showing, combined with the
moon’s phase, contributes to the “mood” of
Quelioree.
Quelioree has the effect of making
Werebeasts easier to develop (their costs
drop) when full, and harder to develop (their
costs increase) when new.
GAME SYSTEM
Rather than tracking the motions of
a single moon, players now must track
the motion of all three moons separately.
Use the chart below to indicate the lunar
Copyright © 2007 Columbia Games Inc.
19
TM
phase of each moon. The innermost moon
is Arkor, the middle moon is Golieth, and
the outermost moon is Quelioree. You will
need some sort of counters to indicate the
positions of each moon. At the start of
the game, assign the phases of the moons
randomly, as follows:
Start on the new moon for the
innermost moon, Arkor. Roll a die, and
count this many phases around the circle,
going clockwise (follow the direction arrow
in the center). Place the counter on the
innermost (red) spot at the position you
have indicated. Now roll the die again for the
moon Golieth, and count further around the
circle until you reach the number of phases
away as this die roll. Place a counter on the
middle (yellow) spot to represent Golieth’s
position. Repeat the process for Quelioree.
During each initiative phase, a die is
rolled to determine how far each of the
moons move on the track.
Roll
1
2
Arkor
2
3
Golieth
1
1
Quelioree
0
0
3
3
2
1
4
4
2
1
5
4
3
1
6
5
4
2
The same roll is used for all three
moons; use the table above to determine
how far along the track each moon moves.
The random roll is used because each game
turn is of an indeterminate length, the real
length of which being affected by things like
weather, season, and economic conditions.
Also, the randomness prevents the phases of
the moons to be too predictable.
EFFECTS
Once the positions of the moons have
been determined, each moon may have
an effect on the disposition of Werebeasts.
The moons each have an entry for each
phase and each moon’s entry takes effect
on each turn. However, moons may also be
in conjunction. Each entry has a listing for
if the moon is alone in that phase, or is in
conjunction with one or more other moons.
This conjunction effect works if there are
two or three moons in the conjunction. If
there are only two moons in a conjunction,
then the moon not in the conjunction is
referred to as the “third moon.”
See the tables on the next 2 pages.
Version 2.0
WIZARD KINGS
Lunar Phase
Full Moon
Waning
Gibbous
Waxing
Gibbous
Half Moon
Waning
Crescent
Waxing
Crescent
New Moon
Arkor
Golieth
TM
Quelioree
Solo: Werebeasts are at
+1 Strength.
Solo: Werebeasts are at
+1 Combat.
Solo: Werebeasts cost 1 less Gold
Point to build or increase per step.
Conj: as above.
Conj: as above.
Conj: as above.
Solo: Werebeasts are at
+1 Strength.
Solo: no effect.
Solo: no effect.
Conj: Werebeasts are at
+1 Combat
Conj: Werebeasts cost 1 less Gold
Point to build or increase per step.
Solo: Werebeasts are at
+1 Combat.
Solo: no effect.
Conj: no effect.
Solo: no effect.
Conj: Werebeasts are at
+1 Strength
Conj: Werebeasts cost 1 less Gold
Point to build or increase per step.
Conj: no effect.
Solo: no effect.
Solo: no effect.
Conj: no effect from this
or third moon.
Conj: no effect from this
or third moon.
Solo: no effect.
Solo: Werebeasts are at
Solo: no effect.
Conj: Werebeasts are at
-1 Combat.
-1 Strength
Conj: no effect.
Conj: Werebeasts cost 1 more Gold
Point to build or increase per step.
Solo: Werebeasts are at
Solo: no effect.
Solo: no effect.
-1 Strength.
Conj: Werebeasts are at
Conj: no effect.
-1 Combat
Conj: Werebeasts cost 1 more Gold
Point to build or increase per step.
Solo: Werebeasts are at
Solo: Werebeasts are at
-1 Strength.
-1 Combat.
Conj: as above.
Conj: as above.
Copyright © 2007 Columbia Games Inc.
Solo: no effect.
Conj: no effect.
Solo: Werebeasts cost 1 more Gold
Point to build or increase per step.
Conj: Werebeasts cannot be built or
increased this turn.
20
Version 2.0
WIZARD KINGS
TM
GREATER CONJUNCTIONS
Greater Conjunctions occur when all
three moons are in a given phase. These
have greater effects above and beyond
what the moons normally do, and a table
below lists the effects for all possible greater
conjunctions. These effects are in addition
to the effects of the moons when they are
alone. These conjunctions are quite rare, and
can be very powerful.
Lunar Phase
Full Moon
Greater Conjunction Effect
Wild Moons: Any Werebeasts who received combat damage this turn but remain on the board may regenerate, and
recover one lost Strength step at no cost. Any creature who is in the same hex as a Werebeast, or was in combat with
a werebeast this turn may be disbanded, and their gold value may be used as credit towards building a new Werebeast
block in the same hex.
Waning
Gibbous
Moons of War: All werebeasts gain the following spell:
Waxing
Gibbous
Moons of Light: All werebeasts gain the following spell:
Half Moon
Harvest Moons: Any city with one or more Werebeasts present this build phase produces one extra gold.
Waning
Crescent
Dying Moons: One Werebeast may be disbanded this turn and it’s Gold cost added to that player’s treasury this turn.
Waxing
Crescent
Birthing Moons: One Werebeast may be built in any hex that contains a friendly Wizard this turn, even if it is not a
home city hex.
New Moon
Chaos Eclipse: All non-Werebeast Chaos Creatures gain +1 Strength (1 extra die) for this turn. The first spell cast by
every creature this turn costs one (1) less strength point to cast (even if this reduces the cost to zero). Further spells
cost the normal amount.
Copyright © 2007 Columbia Games Inc.
21
Version 2.0
WIZARD KINGS
TM
NEUTRAL BUFFER ZONE
BY: MIKE GARCIA
This two player scenario requires three
armies. The players each control one of
two Kingdoms bent on conquering the tribal
lands that separate them.
MAPS & SETUP
This scenario requires a third set of
blocks for the neutral cities’ blocks. Three
maps are set out as normal. Players A and
B each choose and position a map. The
neutral map is then chosen at random and
positioned between the others as shown.
SCENARIO RULES
Remove the Wizards and Chaos blocks
from the neutral blocks. Place one face up
Castle in each 2GP and 3GP city on the
neutral map. The remaining blocks are the
neutral force pool. Randomly select blocks
from neutral force pool and add them face
down to neutral cities so there are two
blocks per GP of the city. A 1 GP city will
have two face down blocks. A 2 GP city
will have a face up Castle and three face
down blocks. A 3 GP city will have a face
up Castle and five face down blocks. The
remaining blocks are set aside, they won’t
be used.
The cities on the middle map start the
game neutral toward both players. When a
neutral city is attacked it becomes hostile
towards the attacking player and allied to
the other player. The allied player controls
all neutral blocks in the city. Face up Castles
starts at full strength. Face down blocks
start at strength 2.
Allied blocks may move through each
other’s cities. Neutral blocks may move
away from their starting city. Eliminated
neutral blocks are removed from the game.
A player may add steps to allied neutral
blocks.
Allied and captured cities must be
garrisoned.
FORCES
Both players raise 80 GP armies.
Players set up simultaneously. All blocks
must start in cities and at least one block
must start in each city.
VICTORY CONDITIONS
The player who controls the most GPs
of starting, captured, or allied cities at the
end of the game wins.
VARIATIONS
None
Copyright © 2007 Columbia Games Inc.
22
Version 2.0
WIZARD KINGS
OBSTACLES OF FATE RANDOM MONSTERS
BY: BRADLEY PAYNE
The time has come when chaos and
disorder have invaded the lands. The citystates have splintered and famine has taken
over. Most of the lords of the city-states are
powerful wizards, who live in luxury off the
high taxes. While their people starve and
grow sick the wizards live a life of leisure.
You and others have decided to
challenge the power of these wizards. You
know that the fractured city-states must be
blocked for the people to survive. But even
you few cannot decide who should rule in
the end.
A test of fate has been decided. Those
who want to unite the lands will fight for the
honor. The fight will not be to the death, but
will result in enough damage that all will
know who is supreme. Those which do not
want a blocked land will do all in their power
to interfere with your efforts.
MAPS & SETUP
Start with 4 maps and 4 different
Armies. (In a 3 or 4 player game you will
need to start with 6 maps and 6 different
Armies). Players cannot attack the enemy
next to them. See diagram.
SCENARIO RULES
You can only attack Player territories as
shown on the diagram. If a player is not in
his territory you may still attack him/her.
When in a Neutral territory you must
roll 1d6 for every hex you enter. If you roll
a 6 then you need to pull 1 block out of the
Neutral Army’s bag and place it in that hex
and you are NOT allowed to move further
during this turn (flyers do not need to check
while moving over Neutral hexes. If you
manage to take full movement, you will
need to check for random monsters when
you end your movement phase (this includes
ALL types of blocks, including fliers). The
new block will be at full strength and will
begin attacking all blocks in that hex. The
Neutral army will attack first (providing
that it’s combat letter is higher than your
blocks, your blocks do NOT get the normal
defensive first strike). If you retreat the
Neutral army will strike at your back for one
additional attack on any retreating blocks.
Once a Neutral block(s) is in a hex, it will
stay there until it is destroyed. Re-entering
the hex will allow for a 1d6 roll to see if
the Neutral block will get an additional
“reinforcement” block. If a Neutral City is
taken, it will produce gold for you but will
Copyright © 2007 Columbia Games Inc.
not count towards victory. Each turn you
are in a Neutral city, even if you are the
occupying force, you will need to roll 1d6 for
each point of the city to check for random
encounters. All battles in Neutral territories
are resolved after all players have had their
movement phase, but before any players get
their combat phase.
TM
IMPORTANT: Players cannot attack players
beside them. They must cross neutral territory
to attack another player.
FORCES
Each of the Player Armies will begin
with 50gp. They may start with 1 Wizard and
no more than 3 Chaos blocks (werebeasts do
count as Chaos blocks). All other blocks can
be duplicated as you wish.
If a Wizard or Chaos block is killed it is
permanently removed from play. Place your
blocks in your territory (map) as you wish,
but you must have at least one block per
city.
Place the two Neutral Armies in
different bags. Randomly take one block
per gold value of a city and place it on their
territory; i.e. a city with a 3 would get 3
starting blocks on it.
VICTORY CONDITIONS
The game is won when any player has
13 victory points (cities) at the end of the
combat phase. Only cities on the maps of
real players count (not neutrals). If no one
wins after 15 turns, the world ends and all
lose.
Player 1
Neutral
Neutral
Player 2
Player 1
Player 2
Neutral
Neutral
Player 3
Player 4
23
Version 2.0
WIZARD KINGS
QUEEN OF THE AMAZONS
BY: JIM MASON
Our story begins with the capture of
Princess Ismalla, daughter of Amazon High
Wizard Queen Haralla. She was ambushed
by Undead Wizard King Dagool’s undead
minions during her vision quest at the sacred
henge. Now his Necrom wizards are using
the henge to focus Ismalla’s powers against
her people. The Necrom’s spells transport
Amazon warriors to the henge where they
are sacrificed and turned into zombies.
Dagool is using this newfound power to
enlarge his undead kingdom. Cities which
fall under his cloud of doom can expect
no mercy. All inhabitants are immediately
sacrificed, then resurrected into undead
soldiers for his unholy Undead army. Dagool
knows nothing but evil, feels nothing but
greed, cares for nothing but conquest.
Faced with this genocidal threat, Haralla
has placed the entire resources of her lands
at the disposal of the Amazon army. They
must fight the evil undead and free Ismalla
from her vile captors. Once Ismalla is free
of Dagool’s clutches, the Necrom zombie
spell will be broken and Dagool’s advantage
will be lost. But if they fail, soon all of the
Amazon people will be put under Dagool’s
spell. It will mean the end of the noble
Amazons once and for all.
TM
FORCES
Undead: Player constructs any army
totaling 100 GP. Blocks must be initially
placed with at least two blocks per city,
with at least one block guarding hostage
block in henge. A castle may NOT be
constructed in the henge.
Amazon: Player constructs any army
totaling 140 GP. Blocks must be initially
placed with at least two blocks per city.
One Charmer (strength 0) is placed in
enemy henge.
Chaos: Players may choose up to three
chaos blocks to purchase at the beginning
or during play. Once killed, these Chaos
blocks are removed from play.
VICTORY CONDITIONS
Undead: Capture 3gp worth of Amazon
cities and hold them for one turn, while
retaining control of Amazon wizard.
Amazon: Capture henge and release
hostage wizard without losing more than
1gp worth of Amazon cities.
Draw: Any other result.
VARIATIONS
None
MAPS & SETUP
Undead player chooses any map
containing a henge and places it so that
the long edge is facing the opponent and
with the henge closer to the opponent. The
Amazon player then chooses any other
map and places it accordingly. (Note: In this
scenario, only the henge on the Undead map
has the special spellcasting ability. It has
no other powers, nor does any other henge
have powers.)
SCENARIO RULES
At the beginning of each turn, Undead
player chooses any Amazon block and
transports it to henge. If it is a Wizard, it
blocks the spell, is reduced one strength
and returned to the original hex. If it is any
other block, it is immediately killed and
transformed into a similar strength undead
zombie and placed in the henge. Any extra
strength points are lost. If no zombie blocks
are available, block is still killed, however no
zombies are created.
The hostage Charmer wizard (Ismalla)
must be guarded at all times. Once
unguarded she escapes, which results in an
immediate win for the Amazon player.
Copyright © 2007 Columbia Games Inc.
24
Version 2.0
WIZARD KINGS
RAID
BY: CHRIS FARRELL
Year 1619: The Amazon “state”,
actually a (very) loose confederation of
tribes, had been in existence for some
200 years since the Elves had (for reasons
completely opaque to history) taken
them under their wing, settled them in a
neighboring region, and guaranteed their
security against all comers. As time went
by, and the Amazon population grew to
respectable size, a distance slowly came
between the Elves and their Amazon
protectorate, and the Elves lost interest in
their protection of the Amazons and their
rather nebulous right to be.
While the Amazons became culturally
advanced, with strong sense of solidarity
and a strong moral code (at least when
dealing amongst themselves), they remained
politically basically tribal. Combined with
their absolute desire for self-sufficiency and
distrust of the entanglements of commerce,
this lead to numerous border incidents in
which individual Amazon tribes would resort
to violence to obtain food or other needs
from their neighbors in times of shortage.
This was not appreciated by their more
civilized Dwarven neighbors. In 1619, a
southern Dwarven state put together an
expedition to see if they could permanently
discourage the Amazons from this behavior.
MAPS & SETUP
Use maps 3 and 5. Purchase all blocks
simultaneously. The Defender then sets up,
with the Raider entering his or her blocks on
turns 1 and 3.
TM
5. The Raider earns Victory Points for
the following activities: Each player
receives 1 Victory Point for each nonWizard enemy block eliminated; 3VPs for
eliminating an enemy Wizard; the first
time the Raider solely occupies any city,
he or she receives VP equal to it’s GP
value. City VPs can never be lost, and can
only be earned once for each city. The
Raider loses VPs for the following: Each
eliminated friendly block is -1VP; each
eliminated friendly Wizard is -2VP. Any
Raider blocks left on the board at the end
of the game are considered eliminated.
FORCES
Raider - Dwarves: Purchase two
“Columns”, each of which contains 45GP
worth of blocks. One Column will arrive
on turn 1, and one on turn 3; each column
must enter on or adjacent to one of the road
hexes exiting the north edge of the board.
Secretly predesignate which column will
enter on which hexes on which turn prior to
Amazons setup.
Defender - Amazons: 80GP of blocks.
Deploy at least on block in each friendly city.
VICTORY CONDITIONS
The Raider wins if has at least 10VP at
the end of the game.
VARIATIONS
Maps 9 and 7. Barbarians Raider vs.
Orc defender. Use the map layout below.
Barbarians need 12VP to win.
N
N
SCENARIO RULES
1. Occupation/control of onboard cities
does not affect production in any way
in this scenario. The only available
production is defined in special rules #2
and #3.
2. Each Raider Column receives 4GP of
production per turn after entry. This
production may only be used to add
strength to blocks on the board as part of
that Column; no new blocks may be built.
3. The Defender receives 6GP of
production per turn.
4. Raider blocks may be exited off of the
north edge of the board without penalty.
Such blocks may never reenter the game.
Copyright © 2007 Columbia Games Inc.
25
Version 2.0
WIZARD KINGS
REVOLT!
BY: CHRIS FARRELL
Year 1231: The Elven and Dwarven
kingdoms had been dominant for thousands
of years, but they were by no means the
only races on the continent. Year 530 was
when Orcs and their sister-races were first
recognized, with the Ferkin following shortly
therafter. At first, these two races were
enslaved by the Elves and the Dwarves.
This particular period is a difficult one to
explain, as slavery was clearly against the
moral standards of both the Elves and the
Dwarves; it has been widely assumed that
the master races simply didn’t realize that
their servants were sentient, or perhaps that
Orcs (and their sister-races) and Ferkin came
to develop a social consciousness only when
brought together under their masters.
Regardless, the end result was a
widespread slave revolt. While both elder
races would fight their erstwhile slaves to
some degree, the worst fighting would be
with the Dwarves. The Orcs took up arms
first, and rapidly fought a bloody and bitter
war with the Dwarves, eventually soundly
defeating Dwarves and establishing an
independent kingdom of their own. The
Ferkin had a much harder time of it, being
denied a military victory by the relative lack
of interest by the Elves in keeping them
enslaved once their intentions were known,
and lacking a leader of any organizational
talent. So while the Orcs would take their
place on the world stage as a nation, the
Ferkin remained as wandering tribes.
MAPS & SETUP
Use map 1. Purchase all blocks
(including reinforcements) simultaneously.
Empire then sets up, followed by the Rebels.
N
SCENARIO RULES
1. The Rebel’s chosen starting city is
friendly to him; all other cities are friendly
to the Empire.
TM
4. On the first 3 turns, the Empire must roll
a die when attempting to move blocks
starting their turn in a city (roll only once
for each city). On turn 1, a 1-2 is required
in order to move blocks; on turn 2, a 1-3,
and on turn 3, a 1-4. All Empire blocks
may move normally starting turn 4.
5. Treat the Helyn Pass as a clear hexside.
6. The Rebel player moves first on turn 1.
FORCES
Empire (Elves): 80GP worth of blocks
at start, which must include at least
one Castle. Place the Castle in any city
of value 2 or 3 and reveal it to your
opponent. That city is then your Capital.
Use only 1 Wizard. max. Set up all blocks
in cities, at least 2 (but no more than 4)
per city. 40GP worth of blocks enter on
turn 6 along the west edge.
Rebel (Ferkins): One Castle at strength 4,
one Wizard at strength 4, and 20s of 1GP
blocks. After Imperial setup, chose 1 city
of value 1; this is your home city. Imperial
blocks in that city are displaced to any
other city of the Imperial player’s choice.
Set up all your blocks in that city or in
hexes adjacent to it (which are not Elven
cities).
VICTORY CONDITIONS
The Empire wins by holding both his
own Capital and the Rebel home city at
the end of any turn. The Rebel wins by
holding the Imperial Capital at the end of
any turn. At the end of the game, the Rebel
player wins if he holds at least 3GP of cities;
otherwise, the Imperial player wins.
VARIATIONS
1. Dwarves vs. Orcs: use board 3. The
Empire is Dwarves, the Rebels are Orc.
Ignore special rule 5.
2. Dwarves vs. Ferkin: use board 3. The
Empire is Dwarves, the Rebels are Ferkin.
The Rebels receive an extra 5GP of
blocks at start. Ignore special rule 5.
3. Elves vs. Orcs: Rebels are Orc.
2. The Rebel player receives the following
steps for free each turn: Up to and
including turn 5: 1 Wizard and 5 steps of
1GP blocks. After turn 5: 1 Wizard and 3
steps of 1GP blocks.
3. The Empire does not receive full
production immediately. Maximum
Empire production is 2GP times the
turn number; for example, on turn 3, he
receives a maximum of 6GP.
Copyright © 2007 Columbia Games Inc.
26
Version 2.0
WIZARD KINGS
SIEGE OF NEYA
BY: ANDREW BLANK & JON NICHOLAS
The Elves and Orcs had been at war
for a long time. After years of conflict, the
Elves were forced to concede the great
fortress at Neya to the Orcs along with
the villages of Spruce and Pine. That is
where the line held, and peace was finally
negotiated.
Years passed, and the Orcs became
complacent with their superior position.
They used the control of the channel that
Neya afforded them to tax outside ocean
trade with the Elves. They assumed their
greatness would continue unabated.
The Elves had another fate in mind for
the Orcs. After rebuilding their forces, and
with careful planning, a trap was sprung. A
great force of Elves rolled out of the East
from the Cherwood Forest catching the Orcs
completely by surprise. The lightly defended
villages of Spruce, and then Pine quickly fell.
After securing these prizes, the Elves swept
northward to the gates of Neya. Elven
armies from north of the channel swarmed
down the roads to complete the surrounding
of the great fortress.
The plan was almost perfect, but not
quite. An Orc runner from Spruce had
made it to Neya just barely ahead of the
Elven armies. Neya rallied what defenses it
had, and secured its gates. An Orc Shakla
sent a magical message south to the Orc
homeland, requesting relief. The Elves took
up position surrounding the fortress, and the
Siege of Neya began.
MAPS & SETUP
Player A - Map 10
Player B – Choose any map
SCENARIO RULES
All standard game rules apply, and in
addition all special map rules apply as listed
in the version 1.6 rules, except where altered
by the scenario.
INITIATIVE
• Player A (attacker) automatically gets
initiative on turn 1. Initiative is rolled
normally thereafter.
MOVEMENT PHASE
• No movement phase spells (i.e. flight,
troll tracks, etc.) may be cast in Neya
or in any of the 3 besieging hexes, nor
may the effects of such spells (i.e. flight)
carry blocks into or out of Neya, even
if cast from a legal casting hex.. These
spells may be cast elsewhere on the board
and may effect movement on the board
to hexes other then the 4 named hexes
above.
• Sea moves are disallowed into and out
of Neya. Neya may still be attacked by
aquatics as specified in the standard rules.
COMBAT PHASE
• All blocks defending in Neya get +1
combat value (i.e. C1 = C2), as specified
in the standard rules. This includes the
castle block, and any other blocks except
Wizards.
• Summon spells (including the Barbarian
horde spell) do not work in Neya, nor in
the 3 besieging hexes.
• It is expected that blocks may attack
out of Neya into a besieging hex. This
may be done in coordination with blocks
attacking from elsewhere.
• Ground blocks which attack out of
Neya into a besieging hex may only
retreat back into Neya, even if other
friendly blocks in the combat came from
elsewhere.
• Similarly, ground blocks attacking a
besieging hex from elsewhere may not
retreat into Neya.
ANY MAP
Player B (Any map at any orientation
may be used by Player B.)
Copyright © 2007 Columbia Games Inc.
BUILD PHASE
• Neya does not generate any income. The
3 GP are ignored for this scenario. Those
3 GP represent trade taxes, which are not
being collected at the moment.
• Neya is considered friendly to Player A
(attacker). Player B (besieged) may not
raise troops in Neya
• Blocks in Neya during build phase may
not be reinforced (i.e. no gold may
be spent adding steps to them). The
exception to this rule is Wizards. Wizard
blocks in Neya may have steps added.
27
TM
• At the end of each build phase, a single
hit is applied to the force in Neya as if it
had been taken in combat. This hit must
be applied to the largest of the besieged
grunt (C1) blocks. This hit may not be
applied to the Wizard (or any other flier
who has landed in Neya), nor may it
be applied to the castle block. This hit
represents the slow starvation of the
grunt troops.
VICTORY CONDITIONS
• Player A (attacker) wins if either of the
following occur, each of which represent
a successful siege:
• He controls Neya at the end of any turn.
• All of Player B’s grunt (C1) blocks in Neya
are eliminated either through combat or
through starvation.
• Player B (besieged) wins if he controls
both Neya and any of the 3 besieging
hexes at the end of a turn. This
represents a successful lifting of the siege.
• If Player B gains control of a besieging
hex and loses control of Neya in the same
turn, then he has lost.
• If Player B gains control of a besieging
hex and all of his grunt blocks in Neya
are eliminated in the same turn, then he
has lost.
FORCES
Player A (Attacker) builds a 100 GP
Army, and places it on map 10 (his home
map) using the standard setup rules, with the
following exceptions:
1. No blocks may start in Neya.
2. In addition to covering all cities with at
least one block, exactly two blocks must
start in each of the three hexes directly
North, Southeast, and Southwest of
Neya (bridges to Neya). These are the
besieging hexes.
Player B (the Besieged) builds two
forces, totaling 100 GP. The first is the
besieged force starting in Neya. This force
consists of:
1. 1x Full Strength Wizard (8 GP)
2. 1x Full Strength Castle (8 GP)
3. 3x Full Strength C1 blocks (i.e. Goblins,
also known as grunt blocks) (12 GP)
The second force, known as the relief
force, is built using the remaining gold (72
GP) according to the standard rules, and
placed in cities on the Player B home map.
VARIATIONS
Any army combinations are possible.
Version 2.0
WIZARD KINGS
TM
SLEEPING WYVERN
BY: MIKE GARCIA
This two player scenario gives Player
A an advantage in starting forces but a
disadvantage in production. Player A must
win quickly or face certain defeat by the
“sleeping wyvern.”
MAPS & SETUP
Select any two maps and place two long
sides together.
SCENARIO RULES
Player A has the initiative on the first
turn.
Player B’s home cities (starting cities)
get extra production. Each city produces
one more GP than is printed on the map.
This means a 1 GP city produces 2 GPs and
so on. Player A gets this extra production
for all cities captured from Player B.
FORCES
Player A raises a 100 GP army and sets
up first. All blocks are deployed in cities. At
least one block must be deployed in each
city.
Player B raises a 60 GP army. All blocks
are deployed in cities. At least one block
must be deployed in each city.
VICTORY CONDITIONS
When either player is down to half
of their initial production in GPs from all
sources including captured cities during the
Build Phase, the other player wins.
VARIATIONS
None
Copyright © 2007 Columbia Games Inc.
28
Version 2.0
WIZARD KINGS
SURPRISE ATTACK
BY: CHRIS FARRELL
MAPS & SETUP
Appropriate matchups are: Elven
defender vs. Dwarven or Undead attacker;
Barbarian defender vs. any attacker;
Amazon defender vs. Elven or Undead
attacker.
Purchase blocks simultaneously.
Defender sets up first.
SCENARIO RULES
1. Both players may use a chaos pool of up
to 4 blocks.
FORCES
Attacker: 115GP worth of blocks.
Attacking blocks enter from off-board on
turn 1.
Defender: 85GP worth of blocks. All
Castles must be purchased and set up
on board 1, no more than one per city.
Purchased Wizard blocks may not start with
more than 1s. Set up at least two blocks in
each city on board 1. Set up at least one
block in each city on board 4.
Elves always receive one fewer block in
their Chaos pool.
Dwarves get one extra Chaos block in
their pool.
2. The North and West edges of the
northern board are friendly to the
Attacker.
Against defending Barbarians, all armies
get one extra block Chaos block in their
pool.
3. Attacking at-start blocks enter on turn
one through any friendly board-edge hex.
VICTORY CONDITIONS
The Attacking player wins by holding at
least 10GP worth of Defending cities at the
end of turn 10.
4. The Attacker has 5GP of off-board
production. This may be used to increase
the strength of on-board blocks normally,
or may be used to purchase new blocks.
Newly purchased blocks enter the
following turn on any firendly board ege.
TM
VARIATIONS
None
5. The Defender may not move on turn
1. Defender blocks on board 4 may not
move on turn 2. The Attacker moves first
on turns 1 and 2.
6. There is no production on the first turn.
MAP LAYOUTS
N
Copyright © 2007 Columbia Games Inc.
29
Version 2.0
WIZARD KINGS
TM
TWO FRONT WAR
BY: MIKE GARCIA
MAPS & SETUP
Select any three maps and arrange them
as shown.
SCENARIO RULES
No special scenario rules.
FORCES
Player A raises a 100 GP army and sets
up first on the center map. All blocks are
deployed in cities. At least one block must
be deployed in each city.
Player B raises two 50 GP armies and
deploys one on each of the outer maps. All
blocks are deployed in cities. At least one
block must be deployed in each city.
VICTORY CONDITIONS
Player A wins if they control 20 GP
worth of cites during a Build Phase.
Player B wins if they control 25 GP
worth of cities during a Build Phase.
VARIATIONS
For a three player game, one player
controls each map. The players that control
the outer maps are allied and are trying to
defeat the other player.
Copyright © 2007 Columbia Games Inc.
30
Version 2.0
WIZARD KINGS
THROGNIA FOR THREE
BY: RICHARD MINER
3 player scenario with a triangle map.
(Download Map + Cards separately)
IMPORTANT: Click the link above
to download the map
The lands around Thrognia had long
been coveted for their fertility and wars
blossomed there every summer. No sooner
would the crops be in than some petty
wizard would seek to gain dominance and
cause another burst of bloodshed. The
calendar was even broken into four seasons:
Planting, Mayhem, Harvest, and Scheme – a
cycle as regular as the rains of Planting.
And then the cycle was broken. A foul
and brutal wizard by the name of Thrallox
came forth one Mayhem. The wizard cast a
powerful binding on the hearts of his army
which held them past Mayhem, through
Harvest, Scheme, and Planting; and through
another and another year. While other
wizards let slip the bonds and allowed their
soldiers to return to the fields, Thrallox
would bind his army tighter, and carry the
wars through the peaceful seasons.
After three years, Thrallox ruled all the
lands about Thrognia and had broken all
the other wizards to servitude. The peace
brought prosperity though much of the
wealth went to buying luxuries for Thrallox
and his royal court.
Thrallox encouraged old racial
fears. Hatred grew deep in hearts of the
enthralled, and grew darkest in the hearts of
the lesser wizards, for they were bound to
Thrallox as drones and clowns and slaves.
Fear and revenge became the watchwords.
For thirty-seven years, Thrallox’s domain
was solid and cruel and unchallenged. For
thirty-seven years, wizards grew old and
faded and died.
was bit by a viper and died a few days
later. The newly freed petty wizards agreed
to meet at the next Planting and work
out a new government of shared power.
But between Harvest and Planting comes
Scheme. By the time Planting arrived,
feelings of mistrust had resurfaced. The
wizards all spoke of peace and honor,
but each sought to regain the knowledge
of Thrallox for their own rule. Soon the
old alignments of race had replaced the
unity of freedom. The wizards returned to
their haunts, and as Planting gave way to
Mayhem, their armies began to march again
to control the libraries of Thrallox.
MAPS & SETUP
Place the triangular map in the middle
of the table, and a normal map on each of
its sides.
Each player builds forces worth 100
points, chooses two blocks, and places them
on the city of Thrognia. Each player then
deploys all remaining blocks in cities of their
own map. Every city must have at least one
block at setup.
The game starts with a battle in
Thrognia. The cards are randomly dealt, and
the player getting “1” goes first, followed by
player “2” and then “3”. The battle continues
until only one player has blocks left in
Thrognia. Players are free to attack either or
both of their opponents.
TM
VICTORY CONDITIONS
Play continues until one player holds
six markers. If the winning player has a
wizard in Thrognia at the end of the game,
then that wizard will use “Thrallox’s Iron
Binding” to secure a new reign of slavery. If
the winning player does not have a wizard in
Thrognia, the forces of good have overcome
the evils of magic, and a peaceful reign of
artisans, merchants, and laborers ensues.
OBSERVATIONS
Taking over another player’s homeland
is of course profitable, but must be weighed
against the risk that one player will get six
tokens while letting their homeland go to rot.
Since play is terminated when one player
has six markers, this leads to a maximum of
16 turns. Expect to see a few brutal battles
for Thrognia. Note that the weakest player
will likely be the “king-maker”, siding with
one of the other players... be careful of your
early game trickery, it could come back to
deny you the throne later.
VARIATIONS
None
SCENARIO RULES
When the first battle is over, the player
controlling Thrognia gets one marker, and
1GP for control of Thrognia to add to the
value of his cities. Players then have a
normal build phase. Play continues much as
in regular play, except that before each turn,
the cards are randomly dealt to determine
order of play for the turn. Stacking limits
apply distinctly for each player, so it is
possible for each player to have six blocks
plus a wizard in a hex, a total of 21 blocks
at a battle.
All wizards get an additional combat
spell, called “Sword of Glory”, which costs
no magic points, and allows the wizard to
attack at 1D6:F1.
At the end of each Combat phase,
whoever owns Thrognia gets a marker and
an amount of gold equal to the number of
markers they already hold.
FORCES
100 GPs per player.
In the thirty-eighth year of Thrallox’s
reign, during the season of Harvest, Thrallox
Copyright © 2007 Columbia Games Inc.
31
Version 2.0
WIZARD KINGS
TOTAL WAR
BY: PETE SMITH
Wizard Kings and their minions, despite
their violent and ruthless power struggle,
had always held on to a certain code of
honour. Their goal was the domination of
the world, not it’s destruction, and so as
the armies of the Wizard Kings clashed
they by and large left the humble peasants
and civilians of the land alone. This suited
most of the minions in the armies as well,
who usually had some sort of honour code
regarding unarmed folk or a martial pride
that refused to fight a foe that was not
worthy.
All this began to change, however, when
the Wizard Kings, becoming desperate in
the apparent stalemate that they faced in
their many-sided wars, began to target the
economic structure of their enemies. It is
unclear who started this; many blame the
Orc and their rapacious desire for plunder
and destruction, while others point at the
Undead, and their willingness to sacrifice
the living to raise an army of the dead.
The Barbarians, Ferkin, and Amazons have
also been accused of starting this cycle
of destruction, though no one knows who
really started it.
The result is that the once the common
folk left the armies of the Wizard Kings
to clash amongst themselves, but now the
hordes of the Wizard Kings have targeted
the hapless civilians for plunder, destruction,
slavery, and death. In this titanic struggle,
it seems as civilization itself might be torn
apart, and a new dark age will descend upon
the world. Only a truly mighty Wizard King
has a chance of conquering the land and
holding back this dark tide. Now more than
ever the world needs a strong leader to end
this chaos once and for all.
MAPS & SETUP
Any combination of maps may be used,
following the normal rules for their use.
After the initial placement of pieces,
each player must put 15 of their farmer
tokens on the board.
All these tokens must be placed "O" side
up (representing that they are Farmers and
not Refugees). Once all thes blocks are in
place, the game may begin.
Placement rules depend on the army
being played:
Forest and River hex
• One Token in any hex with a Forest
hexside
• Remaining Tokens may be placed in open
non-city hexes (one per hex) if no more
of the above types are available
• No Tokens may be placed in Desert or
Henge hexes
ORCS
• One Token in any Mountain hex
• Remaining Tokens may be placed in open
non-city hexes (one per hex) if no more
of the above types are available
• No tokens may be placed in City, Swamp,
or Henge hexes.
AMAZONS
• One Token in any Desert hex
• One Token in any Forest hex
• One Token in any River hex
• One Token in any River hex
• One or Two Tokens in a hex that is both a
Desert and River hex
• One or Two Tokens in a hex that is both a
Mountain and River hex
• One or Two Tokens in a hex that is both a
Swamp and River hex
• One Token in any hex with a Mountain
hexside
• Remaining Tokens may be placed in open
non-city hexes (one per hex) if no more
of the above types are available
• No tokens may be placed in Forest or
Henge hexes.
UNDEAD
• One Token in any Open hex
• One or Two Tokens in a hex that is both a
Forest and River hex
• One Token in any hex with a Forest
hexside
• Remaining Tokens may be placed in open
non-city hexes (one per hex) if no more
of the above types are available
• No tokens may be placed in Swamp or
Henge hexes.
FERKINS
• One Token in any Forest hex
• One Token in any Swamp hex
• One Token in any Swamp hex
• One Token in any River hex
• One or Two Tokens in any Open River
hex
• One or Two Tokens in a hex that is both a
Forest and River hex
• One or Two Tokens in a hex that is both a
Swamp and River hex
• One or Two Tokens in a hex that is both a
Swamp and River hex
• No tokens may be placed in Forest or
Henge hexes.
• One Token in any hex with a Forest
hexside
DWARVES
• One Token in any Mountain hex
• One Token in any River hex
• One Token in any Open hex with a City
• One or Two Tokens in a hex that is both a
Mountain and River hex
• One or Two Tokens in any Open River
hex that contains a City
• One Token in any hex with a Mountain
hexside
• Remaining Tokens may be placed in open
non-city hexes (one per hex) if no more
of the above types are available
• No tokens may be placed in Desert or
Henge hexes.
BARBARIANS
• One Token in any Mountain hex
• One Token in any Desert hex
• One Token in any River Hex
• One Token in any Forest hex
Copyright © 2007 Columbia Games Inc.
• One Token in any hex with a Mountain or
Forest hexside
• One Token in any Swamp hex
ELVES
• One Token in any Forest Hex
• One or Two Tokens in a hex that is both a
TM
• One Token in any River hex
• One Token in any Coastal hex
32
• Remaining Tokens may be placed in open
non-city hexes (one per hex) if none of
the above types are available
• No tokens may be placed in Desert or
Henge hexes.
SCENARIO RULES
In order to run this scenario you will
need to make a variety of tokens and
markers for your game.
POPULATION TOKENS:
You will need a total of about 20 Tokens
per side. These tokens should be made from
card that is the same colour as the pieces
belonging to the player. They need not be
more than 1 cm / 1/2 inch square. On one
side, mark an “O” for “Farmer,” and on the
back mark “X” for “Refugee.”
RUIN MARKERS
Made from a neutral colour, these
markers are to indicate when a city has been
destroyed and should just say “Ruin” on one
side (you can draw a picture if you like).
Version 2.0
WIZARD KINGS
NEW CITY COUNTERS
These should be round and have
numbers on them, just like the cities on the
board. Since it is possible to build new cities
or increase the size of old ones, you will
need about a dozen of these, mostly “1”s
but a couple of “2”s and “3”s would also be
of use. Or you can just use “1”s and stack
them.
MOVEMENT
Refugee Tokens move like ordinary
blocks during movement, but, unlike other
blocks have less control over where they
can move. A Refugee block in a space with
no blocks must move towards the closest
friendly City, by road if possible. They are
not permitted to move into a battle hex
or an enemy city. Once a Refugee block
reaches a friendly city it will stop and remain
there until it is escorted by a friendly block,
built into a city expansion, or captured.
A Refugee Token in a space with a
friendly Army block may move with that
block. It may not move away from a City
unless accompanied by a friendly Army
block, and if it is left alone (i.e. there are
no more blocks with it when it starts its
next move) it must move back towards the
nearest (as in, the city can be reached in the
least number of turns) friendly city again. If
two cities are equally close the controlling
player may choose which city it will go to.
One friendly block may accompany any
number of Refugee tokens.
STACKING
Farmers do not affect stacking limits.
However, at no time can more than two
farmers be present in any hex, and most
spaces can only hold at most one farmer.
See Setup, above.
Refugees do affect Stacking limits, but
do not have as serious an effect as normal
blocks. Every four (4) Refugee Tokens (or
fraction thereof) counts as a single army
block for stacking purposes. In other words,
if you had five blocks in a hex, you could
have up to four Refugee tokens in that hex.
HEXSIDE LIMITS
Refugee tokens cannot move into an
enemy hex, so Hexside limits do not affect
them in this way. However, since Hexside
limits do affect Retreats, Hexside limits do
apply to Refugees who are retreating. In this
case, Refugees are considered the same as
blocks for the purposes of Hexside limits
during a Retreat.
HEX CONTROL
Farmer Tokens and Refugee Tokens
do not “control” a hex the way blocks do;
Copyright © 2007 Columbia Games Inc.
enemy blocks are not required to stop
when encountering Refugees or Farmers.
However, if an Army block is present in a
space with an enemy Farmer or Refugee
at the end of movement, that space is still
considered a battle hex, and the Army Block
must attack.
SEA TRANSPORT
Refugee and Slave Tokens are allowed
to use Sea Transport only if accompanied by
a block. Otherwise, a Refugee Token must
remain in the Friendly City it is in.
PINNING
Refugee and Farmer Tokens are
subject to Pinning just like ordinary blocks.
However, if any friendly blocks are in a hex
with Refugees or Farmers, all blocks must be
pinned first, before any Refugee or Farmer
Tokens can be pinned.
COMBAT
All Refugee and Farmer Tokens have a
Strength of 1 (1 die rolled) and a Combat
rating of D1, meaning that Farmers and
Refugees fire last, after every other block
has fired in a Combat Round, and they hit
only by rolling a “1”.
HIT ALLOCATION.
Since Refugee and Farmer tokens have
a strength of 1, and friendly blocks are
assumed to be “protecting” them, they can
only be allocated hits after all friendly blocks
are either killed or have retreated.
When Refugee and Farmer tokens are
taking hits, the enemy player decides how
the hits are allocated. A Refugee or Farmer
token can be allocated either one or two
hits in a combat round. One hit means that
the block is dead, while two hits means
that the block has been captured, and the
enemy player gains control of it. If so, the
Refugee or Farmer block is placed unter
the capturing block to indicate it is now
under the control of the enemy, and it is
considered a Slave Token until the enemy
loses control of it, either by leaving the
Slave Token without a block present, or by
having the the controlling block (or blocks)
killed in battle.
If the captured token is a Farmer, the
capturing player may choose to leave it
as a Farmer (which will count as a Slave
Plantation (see Building, below), or he may
convert it into a Refugee Token immediately.
Chaos Blocks are not permitted to
capture tokens or be in custody of Slave
Tokens. If a Chaos block captures a Farmer
or Refugee Token, and no regular friendly
blocks are present, the captured token is
removed from the board.
33
TM
TARGETING
Refugee and Farmer tokens can be
targeted by spells, though more than one hit
does not result in capturing (see above).
RETREATS
Refugees and Farmers are subject to
the same rules for retreating as any normal
blocks, and for the purposes of Retreats
each Refugee Token counts as one block
(rather than four Refugees counting as one
block, in Stacking, above). Should a player
choose to retreat a Farmer token, it is
converted to a Refugee token immediately,
and retreated.
SACKING CITIES
If an attacker successfully captures an
enemy city, he may capture it as normal, or
he may Sack the city instead.
If he chooses to Sack the city, a “Ruin”
marker is placed on that city, indicating
that it no longer exists. Also, a number of
Refugee tokens belonging to the original
owner of the city are placed on the space;
the number of tokens is equal to the gold
value of the city being sacked. The attacker
may allow these blocks to retreat; if not, he
must engage them in combat; a new battle
takes place in that hex immediately.
The Sacking player will also gain gold
equal to twice the value of the city being
sacked on his Building phase (see below).
BUILDING
The number of Gold points recieved
into the treasury is no longer strictly limited
to the number of points worth of cities
controlled.
Firstly, count the number of Farmers
you have in play. This is the amount of food
that is being produced in your country, and
the number of points worth of cities they
can support. Then count the gold value of
the cities you control, and add the number
of Refugees you have in your cities. If the
number of Farmers you have in play is equal
to or exceeds the gold value of your Cities
plus the number of Refugees in your cities,
then you recieve the full value of those
cities. If the number of Farmers is less than
this, then you recieve an amount of gold
equal to the gold value of your cities minus
this shortfall. (famine).
You also gain one gold in your treasury
for every enemy Farmer you have killed (but
not for killed Refugees), and you gain twice
the gold value of any city you have Sacked
this turn. Slaves in a friendly city where an
Army block is present may be sold for 2 gold
each. Sold Slave tokens are removed from
the board.
Version 2.0
WIZARD KINGS
You may choose, however, to offer to
sell some or all of these Slaves back to your
opponent; if the opponent has enough gold
in his treasury this turn, he may agree to
buy them back at the price you ask; you are
allowed to haggle over a price, but once
both sides agree, the deal is made. If so,
the Slaves are returned to the nearest of
your opponents friendly cities by Road or
by Sea if they are currently in a port, and
are placed there as Refugees. The gold is
deducted from his treasury immediately and
added to yours.
Gold may be spent in the normal
ways, but also may be spent in creating or
expanding cities. The below options are
things that can be done during the Build
phase After the income for the turn has been
calculated. Some of the things that can be
built in the list below will affect the player’s
income, but will not affect it until the turn
after they are built.
BUILDING NEW CITIES
Building a new city requires at least two
Refugee tokens to be together in a non-city
space, along with a friendly army block. The
base cost to build a new city is 5 GPs, but is
modified as follows:
• -1: Space is a River Hex
• -1: Space is a Road Hex
• -1: Space is the site of a ruined city
• +2: Space is a Forest Hex
• +2: Space is a Mountain Hex
• +2: Space is a Swamp Hex
• +2: Space is a Desert Hex
• n/a: Space is a Henge Hex (not allowed)
Simply add up all the modifiers that
apply; that is the total price to build a new
city in that location. Once the GPs cost is
paid, the two Refugee tokens are removed
from the board, and a new City token (value
1) is placed in that space.
EXPANDING EXISTING CITIES
The process of expanding a city is
similar to the process of building a new city.
However, at no time may a city be expanded
more than one level in a given turn, nor may
a newly built city be expanded in the same
turn it is built.
Expanding an existing City requires a
payment of 5 GPs (no modifiers this time)
and also requires that two Refugee Tokens,
two Slave Tokens or one Slave Token and
one Refugee Token be sacrificed in that
space. These tokens are removed from the
board. Likewise, a friendly army block must
be present in any expanding City. Once the
cost in gold and tokens has been payed,
Copyright © 2007 Columbia Games Inc.
TM
place a marker on the board which indicates
that the city is one size larger. No city may
ever be expanded beyond a level of five.
border area will quickly become a warzone,
and the Farmers will likely be killed,
captured, or driven out.
CONVERSION
If an Army block is present in a space
with a friendly Farmer Token (or a Slave
Farmer token) during the Build phase, and
thus no enemy blocks are present, he may
voluntarily convert the Farmer Token into a
Refugee Token.
It’s better to use Slave Tokens to expand
your cities than Refugees, because only
Refugees can found new cities. It’s not a
good idea to sacrifice your own Farmers in
order to make new cities, but if you start to
get ahead by taking slaves, it’s a good way to
increase your wealth.
RESETTLING REFUGEES
Refugees who are in a space with a
friendly block during this phase may be
Resettled and made into Farmers again. As
long as the space is a valid space for the
player to have a Farmer token (see the Setup
section) then the Refugee may be flipped
over and turned into a Farmer.
However, setup limits apply (most
spaces can only hold one Farmer, and never
more than two).
SLAVE PLANTATIONS
Slaves can be used as farmers as well,
and can be used to support cities of the
capturing player.
Slaves are resettled in just the same way
that Refugees are, although one advantage is
that the slaves can be settled either in areas
the controlling player can settle his Farmers,
or in places that the original owner could
have stlled his Farmers. Thus the Slaves gain
the abilities of either race; they can remain
the way they were or they can be compelled
to live like the conquering race.
However, once the Slave token has been
flipped over from “X” to “O”, symbolizing
that it is now a Farmer, nevertheless an
occupying force still needs to be present
to maintain their loyalty. If the Slave
Farmer is ever left alone at the end of the
Combat phase (i.e. no occupying blocks
remain in that hex), then the Slave Farmer
is considered Free and under the control
of the original player. The original player
then has the choice of allowing the block to
remain as it is (a Farmer) or having the block
become a Refugee again.
In this way the ownership of a Slave
token is always clear by the Army block
that is present with it. If no Army block of
a different colour is present, then the block
belongs to the original player.
A Castle can be used as the controlling
Army Block for Slave Tokens. Chaos blocks
may not be used for this purposed.
NOTES
Place your starting Farmers as far away
from the enemy border as possible. The
34
If a momentary advantage can be
gained, it is a good strategy to conduct
raiding attacks, whose goal is to cause
damage, destroy enemy cities, and take
slaves. Sack cities that you don’t think you
can hang on to.
Using Slaves for Plantations can be
costly since it requires the presence of
a friendly block. If you are able to place
Farmers in a City hex, this is probably the
best way to do so, since the Farmers and
City can be protected by the same blocks.
However, this will make the city a more
inviting target. Otherwise, it is best to find
a spot where two farmers can be played,
and protect that space with an Army Block.
Don’t use expensive blocks to guard slaves,
unless they are in a spot that already needs
to be defended.
It can be of value to buy back slaves
from your opponent, since there is no way to
recover them otherwise if the player decides
to sell them to the bank. However, be careful
of getting too many back; they will become
refugees and crowd out your cities. If you
don’t have enough Farmers to support them,
you could be in trouble. In fact, it can be
of an advantage to the Selling player to sell
back the slaves, or even return them for free
if this is the case, especially if the opponent
cannot spare the blocks to take the refugees
out of the city.
Always keep track of how many
Farmers you have producing food. This is
just as important as how many cities you
have. At the Start of the game you have
a surplus of five Farmers, but as the war
progresses this supply will dwindle.
DESIGNER’S NOTES:
This scenario was designed to showcase
the more destructive aspects of warfare,
and it is designed the game so that the
net popualtion and wealth available in
the game will always decrease as the war
drags on. It is possible to win this Scenario
without having gained any enemy cities at
all; concievably if both players are sacking
enemy cities the winner could even be left
with only one city, while the loser has none.
Version 2.0
WIZARD KINGS
If this is a little too bleak for you, you
could use house rules that allow for some
population growth. A way that would work is
that you may buy either slaves or Refugees
in a given Build Phase. The limits would be
as follows:
• A friendly Refugee token costs 4 GPs and
can be played in any city that does not
have any Refugee tokens there already.
Only one such token can be purchased
per turn, and they can be purchased only
on turns that No Combat occurred!.
• Slave Tokens (of a neutral colour) can be
bought in any friendly port city at 4 GPs
each during any turn. These Slave Tokens,
being neutral, will simply disappear if left
in a non-city space without a guarding
block.
FORCES
Normal rules for army building apply.
NEW UNITS (TOKENS)
Farmers represent settled people who
contribute to economic production.
Refugees are displaced persons in
search of safety.
Farmers and Regugees are represented
by the Population Tokens mentioned above.
The same Tokens are used to represent
Farmers and Refugees; periodically Farmers
can become Refugees and vice versa; when
this happens simply flip the token over. The
“O” side represents Farmers, while the “X”
side represents Refugees.
TM
It is possible for Farmer and Refugee
tokens to become captured by the enemy.
When this occurs, the Tokens are referred
to as Slave Tokens, though the attributes of
the tokens remains unchanged. The tokens
remain on the board as they are, but an
enemy piece is placed on top of them to
show that they are “in custody.”
VICTORY CONDITIONS
One of Two Victory Conditions can be
used in this scenario:
1. All-Out: All but one player must be
completely eliminated.
2. Economic: If one player ever controls
Ten points of Cities plus five points for
each enemy player in the game, he wins.
If a player ever earns no gold (and has
no gold Stored) on two consecutive
turns, he is removed from the game. In a
multiplayer game, his Blocks remain on
the board and defend if attacked but no
longer move.
VARIATIONS
SUPPLY LINES
If this rules is used, only Farmers who
can trace a line of unbroken Friendly or
Vacant land spaces back to a Friendly City
are counted towards food production. Any
other Farmers are not able to get their
foodstuffs to the city markets, and cannot
prevent Famine.
The stats for these blocks are as follows:
MOVE
COMBAT
FARMER
0
D1
REFUGEE
1
D1
Both of these tokens have no steps
and always have a strength of 1, though
this can be affected by spells. They cannot
be bought. The only difference between
these blocks is that Refugees can move
but do not contribute economically, while
Farmers contribute economically but do not
move. The two types function identically in
combat.
Copyright © 2007 Columbia Games Inc.
35
Version 2.0
WIZARD KINGS
TM
WIZARD RUN
BY: CAL STENGEL
Escort captured Wizards through
enemy territory. Wizard Run is a two player
scenario for any armies.
MAPS & SETUP
Maps are set-up as shown. Player A
controls map 1 and player B controls maps
4 and 2 except that Player A places three
Castles in the three full hexes along the far
edge of map 2. These hexes are not playable
other than as destinations for the captured
Wizards.
Castle
Castle
Castle
SCENARIO RULES
Player A has captured three Wizards and
must escort them through enemy territory to
friendly castles.
Three captured Wizards are controlled
by Player A provided they are always
guarded by at least one friendy block (any
type). The captured Wizards do not count
toward the Stacking limit for either player.
Captured Wizards may be forced to enter
a battle but are not involved in the battle.
They may not be compelled to fly but may
be moved by sea movement.
FORCES
Player A begins with an army worth
200gp. Player B begins with an army worth
100gp. All Player A forces begin on map 1
deployed in Cities. Player B forces begin in
any cities on Maps 2 and 3. All maps are
friendly to Player B (ie. all empty cities are
friendly).
VICTORY CONDITIONS
Victory is determined only by the
number of Wizards succesfully escorted to
friendly castles:
3 Wizards = Player A Decisive Victory
2 Wizards = Player A Minor Victory
1 Wizard = Player B Minor Victory
0 Wizards = Player B Decisive Victory
VARIATIONS
None
Copyright © 2007 Columbia Games Inc.
36
Version 2.0
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