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Greyhawk Wars (AD&D 2nd Ed Fantasy Roleplaying) PDF

87 Pages·1991·12.96 MB·English
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Preview Greyhawk Wars (AD&D 2nd Ed Fantasy Roleplaying)

The GREYHAWK@W ars game is a 2- to Good lands: Green nameborder and Treasure cards. These should be 6-player game of the great conflict be- Neutral lands: Gray nameborder sorted out from each other before play tween the forces of Good and Evil in Evil lands: Red namelborder begins. the lands of Oerth. Each player as- Country Cards: These cards repre- sumes command of one of the major Cards sent control over a country, whether kingdoms in that war. In a series of The cards are divided into four differ- by original ownership, diplomacy, or turns, players send out heroes to 'ent types: Country, Event, Mercenary, conquest. These cards supply the scour the land for allies, magic, and mercenaries: deal with random Good alliance events; and lead armies in their march rating Abandoned castle of conquest. The war rages until either Evil alliance discovered! Place a fortification marker the forces of Good or Evil gain the up- rating on one of your armies. Hold and per hand, dominating the landscape of play anytime prior to the Flanaess. Country name battle. Diplomacy modifier 2 Light Infantry 1 Heavy Infantry Game Pieces 1 Dwarf Units roster 1 Elf Your GREYHAWK Wars game should contain the following pieces: 2 map sheets 2 sheets of chits Contents 17 sheets of Country, Event, Merce- nary, and Treasure cards GREYHAWK 1 6 1 rule book Game Pieces 1 6 1 6 1 adventure and scenario book 1 6 2 ten-sided dice Counters an 2 7 2 7 Depending on the scenario chosen, 3 7 one or both maps should be set out on 3 7 3 7 a playing surface. The cards should be 3 7 separated and sorted and the chits 3 7 3 8 punched out and organized by type. 3 8 Fleet Movemen . 4 8 4 8 Maps Credits The maps show the known portion of the GREYHAWK@g ame world divided Playtest Coordinator: y: nacey Zamagne Jon Pickens Stephanie %bat into movement spaces known as ar- d Borddorf. Jeff Brockman, eas. Areas are separated by black bor- Dale Hensen, Sterling Hershey. John Hinkle, Shaun Horner, Rob ders. There are three main types of ick, Shawn McGunnis. Jeff Michael, Mark Middleton. Bruce Nes- ndo. Richard Orris. Robert Quillen 11. Bryan Rodnck. Kip Romine. areas: Steve Schend. Matthew %te. Todd Wallen, Jim Ward, Mark lex West, Chris Wilcox. land areas, which contain one type of land terrain "1991 TSR. Inc All Rights Reserved P A sea (or lake) areas, which are water ADVANCED DU GONS and GREYHAWK are registered d bv TSR Inc The TSR logo ISa trademark owned-by TSR, Inc island areas, which contain both Random House a ate companies have worldwide distribution rights in the book trade for English Ian guage products o water and islands of various sizes Distnhuted to the book and bobby trade in the United Kingdom by TSR Ltd Distnhuted to the toy and hobby trade by regional distributors Some areas are bordered by rivers, This material 1s protected under the copyright laws of the United States of America Any reproduction or other and ferries may link different areas unauthonzed use of the material or artwork contamed herein LSD rohibited without the ~XDESS wntten Dermission ofTSR Inc (see map legend). imaxxxiso ISBN 1 56076-086 9 Each nation and its capital is listed TSR. Inc. TSR. Ltd. by name. All areas that form part of a POB 756 120 Church End single nation are enclosed by a colored Lake Gen Cherry Hinton WI 53147 Cambridge CB1 3LB border. The colors indicate align- USA. United Kingdom ments: arkers: army mark- I ers. neo-o y Markers: Army lyugh 12,! Strength markers display the shield of a specific na- tion. and are used to in- treasure \Number of dicate what player cards controls a certain stack Scepter of Might: of troop counters. Army markers have Add a +2 bonus to ‘measure no strength rating: they merely show the strength of one of ownership. A stack of troop counters your units for one marked by an army marker is called battle. Play before an army. Fleets are armies of ships, battle. which follow the same rules as regular army markers with a few exceptions. (See p. 4.) At the end of a turn, an ar- my marker must always have from 1 to 5 troop counters under it. If at the following information: Each chit type has a special function. end of a turn an army contains more Country name: Title than 5 troop counters, the extra troops Alliance ratings: How easily Good must be returned to the counter pool. and Evil countries can ally with it Hero Markers: Each of Diplomacy modifier: Which coun- these markers repre- tries have bonuses or penalties to sents a band of adven- alliance attempts turers belonging to a Roster of units: The troops and particular player. He- ships the country can raise roes can perform special Event Cards: These cards list ran- hero actions or can serve as army dom occurrences that affect play. They markers. Heroes can remain on the Troop Counters: These counters are drawn in their own phase of the turn map in areas without troop counters. indicate the type and strength of sequence. (See p. 3.) Though heroes can suffer setbacks, troops, showing a silhouette of the Mercenary Cards: These cards list they are never removed from play. troop type and a number representing the alignment, number, and type of troop strength. The term troop mercenary troops available in a spe- Set-Up counter refers to land and sea units. cific area. They are drawn when he- Good units: Green background roes look for mercenaries and they can be played anytime during an army’s Neutral units: Gray background Before starting play, look at the sce- action to add units. (See p. 3.) Evil units: Red background narios at the end of the Adventurer’s treasure Cards: These cards list Some counters are back-printed with Book. These scenarios are specific bat- monsters and treasure available to a reduced strength to show that they tle games that allow for various num- those who defeat them. The monster’s take more than 1 hit in battle. All play- bers of players, countries, objectives, strength is represented by the top ers draw troop counters from a com- and playing times. Select a scenario, number in the upper right hand cor- mon pool and all troop counters that assign countries (according to the sce- ner. The number of treasure cards are destroyed or disbanded return to nario), and distribute hero and army drawn for the monster’s defeat is the that pool. markers for those countries. bottom number. Peasure cards are Fortification Counters: Next, divide the cards into Mercenary, drawn in searches for treasure; they These counters indicate a Peasure, Event, and Country piles. can help in diplomacy or battle. spot where a nation has Choose one player to distribute Country built bulwarks that aid in cards to each player as defined in the defense. Fortifications in- scenario. Set the remaining cards face Counters and Markers dicated by counters can down to the side of the map. Choose an- be destroyed, unlike the permanent for- other player to sort and distribute troop The GREYHAWK@W ars game uses tifications on the map at Irongate, Idee, counters during the game. three specific types of chits: troop and the City of Greyhawk. Each player receives the counters list- counters, fortification counters, and Control Markers: Unlike troop ed on his Country card(s) and places control markers. (See p. 32 of the Ad- counters, control markers belong to a these in stacks within that country’s venturer’s Book for chit identification.) specific nation (player).T here are two borders. Each stack must be marked 2 with either a hero or army marker and be placed in any such available area, done for the turn (it has been no stack can have more than 5 troop regardless of distance or position. activated).A rmies and heroes are not counters. After all troops are placed, Each player can place only 1 of his he- required to act on any turn; a player each player places his remaining heroes roes per area. Heroes in the same area can activate none, some, or all of his in any country he controls. Only 1 hero as an opponent’s army cannot be eligible markers. and army can begin in each area. moved during this phase. Armv Actions Turnsequence Phase 3: Draw Event Cards The GREYHAWK@ Wars game is In turn order, each player then draws Armies, whether designated by an ar- played in turns, which represent one an Event card and follows the instruc- my marker or a hero marker, can per- year in the Great War. Each turn is di- tions on it. The card can be played im- form the following actions. vided into phases, which segment the mediately or held for later use, sequence of that year. Each phase ‘depending on the instructions. If the Army Movement must be completed in the order given card calls for counters or markers that before continuing to the next. are unavailable, as many counters or One phase, the Action Phase, is di- markers as are available are deployed During the Action Phase, an army can vided into steps in which specific and the remainder ignored. If any move from area to adjacent area. It actions occur. Each player completes all player has more than 5 cards after cannot skip over areas. The distance it steps in the Action Phase one at a time, drawing, he must discard or play a can move depends on troop type, ter- according to the turn order, which is de- card to reduce his hand to 5. rain, and other players’ armies. termined in the first phase. Only after the player has completed all these steps Phase 4: Action Phase Troop Type Modifications should another player begin. The Action Phase is the heart of the Phase 1. Set ’krn Order game. During it, players move armies, Phase 2. Place Heroes fight battles, attempt diplomacy, Phase 3. Draw Event Cards search for treasure, and recruit merce- Phase 4. Action Phase naries. These actions cannot be done A. Perform army/hero actions at other times during the game. The Infantry (any troops on foot) and B. Heal units Action Phase is completed according monsters move up to 3 areas per turn. C. Raise new unitdarmies to the turn order, with each player D. Place newly allied armies completing his activation of armies I 1 I I E. Repeat for each player and heroes before another player be- 3 gins. When all players have finished 0 the Action Phase, the turn ends. Phase 1: Set Turn Order During the Action Phase, players can use their armies and heroes. Arm- At the start of every turn, each player ies only perform army actions while Cavalry (mounted troops) move up rolls 1 die. The player with the highest heroes perform hero actions or lead to 4 areas per turn. die roll is first in the turn order, fol- armies in army actions. The possible Armies move only as fast as their lowed by the next highest, and so actions are: slowest unit. forth. Tied players roll again to break the tie. A “0”i s read as a 10. Once the Terrain Modifications order is determined, the players line Diplomacy up the turn-order chits in that order. Attack Search for ’Reasure Forests, hills, and deserts count as Fortify Recruit Mercenaries 2 areas for movement. An army Phase 2: Place Heroes Disband with only 1 area of movement re- maining cannot enter these areas. In turn order, each player positions his Each army or hero performs its Mountains and swamps halt move- available hero markers to perform he- actions one at a time. It completes all ment. An army that enters either ro actions or raise armies later in the its actions, including movement and area must end its movement for the turn. Heroes can be moved from any combat, before the player can start turn. The next turn it can move nor- area not occupied by another player’s actions of another marker. Once an ar- mally: entering another mountain army to any other area not occupied my or hero has performed an action, or swamp area, however, halts by another player’s army. Heroes can the marker is flipped over to show it is movement again. Mountain spines 3 (the black ridges) are impassable. board. After loading, the ship can con- with the combined units. Sea areas can only be entered by a tinue moving. It can unload the troops ship. A ship can carry land troops into any coastal area, again at the cost Combat into and across sea areas. of 1 move. A ship can only pick up 1 Island areas can be occupied by set of troops per turn. Troops can be An activated army attacks by entering land armies or ships. All islands in loaded and unloaded in the same turn an area occupied by another player’s the same area are considered to be or they can be left onboard ship. A army. Land units can only attack oth- one land area for armies. If a player ship carrying land troops can enter an er land units (except for marines, has both ships and land units in an island chain occupied by an ehemy ar- which can attack ships). Ships can on- island area, they should be marked my: The troops on the ships cannot ly attack ships. Each army can only as separate armies unless the ships debark unless they attack. attack once in a single turn, then the are carrying the troop counters. Sunken ships: If a ship is sunk control marker flips to the activated Ferries (see map legend) allow land (takes its last hit), the units on it are side. However, one army can be at- armies to move across sea areas or lost unless another ship in the same tacked any number of times in a turn, to move from island areas to other fleet (beneath the same army or hero but is not thereby activated. areas (no ship counter is needed). marker) can carry them. To make an attack, the active player moves the activated army into the tar- Other Players’ Units Dividing and Combining get area. All enemy units in the area Armies take part in the defense. The attacking Armies (and fleets) cannot move and defending players lay their units through an area containing another While moving, an army (or fleet) can out in a line, add any cards they wish player’s army unless the player grants divide itself or combine with other from their hands, and then fight up to permission. (Another player’s heroes, armies. An army can divide only if the 3 rounds of combat (up to 4 if a hero is however, do not block movement.) Ar- player has an available army marker present). At the end of each round, ei- eas containing armies that refuse pas- or hero to place on the map. At the be- ther the attacker or the defender can. sage can only be entered by making ginning of movement an army can retreat, or the combat continues (un- an attack (see “Combat”). No two arm- leave behind troops, marking them less it is the final round). However, ies, enemy or otherwise, can end a with an army or hero marker that re- once combat is announced at least 1 turn in the same area. mains unactivated. When dropping round must be fought. off armies during movement, how- Fleet Movement ever, the control markers will be flipped to their activated side. Ships can move up to 6 areas per turn. If units are dropped off in an area Ships can never enter a land area. A containing an army of the same play- S S t t ship can only pass through a sea area er, they are immediately placed under containing another player’s ship by that control marker. However, the ab- permission of the player. If the player sorbing army is considered activated. refuses permission, the ship can only ?f-oops cannot be left off in an area enter the area by attacking the ship containing other players’ armies. that is already there. Like armies, con- At the end of all the player’s move- trol of fleets (stacks of ship counters) ment (Step A of Phase 4). there can on- must be noted by an army or hero ly be a single army in an area. If two of Battle Lines marker, and fleets are limited to 5 ship the same player’s armies are in the counters, just as land units are. same area, the troops are combined Once a battle is declared, both players A full-strength ship can carry 2 land into a single army. If there are more remove the engaged troop counters to troop counters. A half-strength ship than 5 units in the combined army, ex- one side of the map and square them can carry 1 counter. These trans- cess troop counters of the player’s off in parallel front lines called battle ported counters do not count toward choice must be eliminated. Army and lines. The armies should leave their the fleet-size limit of 5. To be trans- hero markers and fortification army markers on the map to mark ported, the troop must be unactivated counters do not count toward the 5 their positions. Next, each player and begin the move in an area con- limit. The newly combined army is plays any cards he wants from his taining a port (see map legend). The automatically considered activated, hand: Event, Mercenary, or Treasure. ship can pick up the troop as part of its even if some of the troops in the stack (Some Event and treasure cards can movement by occupying the sea area have not yet done anything. Thus, an be played at any time, even after the adjacent to the port. The ship spends army cannot enter an area, combine first round of battle; Mercenaries can one of its moves to load the troops on- with an army there, and then attack be played at the beginning of any 4 - round). First the attacker places his Doubling up counter needed) or carried by ships cards face down, then the defender. on the attack can attack another player’s area. When both finish, the cards are The defender rolls for hits first (just flipped up. Troop counters added by as if the attack were across a river) cards join the player’s battle line, even and all attacking units have a -1 if they increase the size of his army be- penalty to their strength for the bat- yond the 5-counter limit. Once played, tle. ?b make a sea landing, the ships cards are placed on their appropriate must be adjacent to the area and discard piles. have movement remaining to un- load their troops. Combat Rounds Optional Rule: Race Abilities Combat is fought in rounds. If no hero is present on either side, the combat Oerth is peopled with many races: indicate hit can last 3 rounds. If either army is led II) humans, demihumans, human- by a hero, the combat can last up to 4 oids, and monsters. Some of these rounds, at the hero’s option. At the sure cards, and heroes can increase or have specific fighting advantages end of each round, the attacker can re- decrease the strength of an attacking in their native terrain. troops with treat, retuning his army to the area unit. All modifiers are cumulative, but an advantage gain a +1 bonus to from which the attack was launched. no unit is ever modified below 1. If the their strength. troops that gain this If the attacker does not retreat, the de- die roll is equal to or less than the bonus have on their counter a col- fender can retreat to any area not con- unit’s modified strength, a hit is ored dot matching their favored ter- trolled by another player. At the end of scored on the enemy piece. rain. These bonuses are cumulative the last round, the battle ends. If there When both the attacker and defender with other combat modifiers. are still defenders present, surviving have completed their attacks, hits are Bugbears: Woods applied. ’Roop counters with black type attackers must retreat to the area Bullywugs: Swamps from which the attack was launched. can take 2 hits, flipping over to a lower Dwarves: Mountains and hills strength on the first hit, and being re- Elves: Woods moved from play on the second hit. Gnomes: Hills Determining Hits troop counters with yellow type can on- Halflings: Hills and woods ly take 1 hit before being removed. Any Orcs: Mountains and hills During each round of combat, the unit that is destroyed is returned to the trean ts: Woods armies square off battle lines. Unless counter piles. trolls: Swamps crossing a river, using a ferry, or mak- Any cards used in a battle are discard- ing a sea landing (see “TWrain and ed at the end of the combat. Armies that Special Troops Combat”), the attacker goes first, lin- have added mercenaries must remem- ing up each of his units across from ber to disband excess units after battle , Cavalry: Because of their the enemy unit he wants it to attack. to meet the 5-counter limit. speed, cavalry units Each piece can make 1 attack against move 4 areas per turn an opposing piece and every opposing Terrain and Combat rather than 3, and can 1 1 piece must be attacked once if possi- /P” pursue or screen retreat- ble. If an attacking unit is assigned to Not all battles are fought on equal ing infantry (see “Option- each opposing piece, additional at- ground. Many terrain types give ad- al Rule: Cavalry Pursuit”). tacking units can gang up on the ene- vantages to the defender or specific Marines: Unlike all other my as desired. Once the attacker’s units. All modifiers are cumulative. land troops, these units units are arrayed, he rolls for hits. Any Rivers: When an attacking army can take part in sea bat- defending unit hit is pulled back from crosses an all-river border, the re- tles. They can attack an- the front to indicate a hit, but is not sulting combat is not simultaneous. other player’s ships and yet flipped or removed from play. After The defender attacks first and the cause hits as part of a the attacker finishes his attacks, the attacker removes his hits first in the naval battle. defender lines his units up and rolls first round (only). Scouts: Scouts fire first for hits. Only then are hits applied to Fortifications: All attacking units in all combat rounds, both sides. suffer a - 1 to their strength when and any losses scouts To resolve each attack, roll ldlO attacking fortifications. cause are removed be- and compare the result to the strength Ferries and Sea Landings: troop fore the rest of the round of the attacking unit. ’krrain, Bea- counters crossing ferries (no ship continues. Thus, if an 5 army with scouts attacks one without, and can be reactivated at the end of Disband the attacking scouts fire, the losses are that player’s turn). When any army re- removed, then combat continues si- treats, whether attacker or defender, Any unactivated army can be dis- multaneously. If both armies have its troops are combined with any ar- banded. The player removes the army scouts, the scouts attack simultane- my of its own present in the area. If at or hero marker and all troop counters ously, then the losses are applied, and the end of the retreat more than 5 beneath it, depositing them back in the rest of the units attack. For an at- counters remain in the area, excess the counter piles. The control marker tack across a river, first defending counters (of the controlling player’s is then immediately available for scouts fire and losses are applied; then choice) are eliminated. placement elsewhere. Any troop attacking scouts fire and losses are ap- counter or stack of troop counters not plied; then the rest of the defenders at- Optional Rule: Pursuit marked by an army or hero marker is tack and apply losses; then the rest of Any army containing cavalry automatically disbanded. the attackers attack and apply losses. troops can pursue retreating units. A unit cannot be disbanded to be re- Heroes in Battle The pursing player sets out his pur- built elsewhere. A player can only dis- suing cavalry units and the retreat- band individual units to satisfy ing player sets out his screening stacking restrictions. An army led by one or more heroes cavalry units, if he has any. These gains several advantages. cavalry units are paired off against Hero Actions Longer Combat: An attacking or de- each other and do not take part in fending hero can lead his army to the pursuit. Excess pursuing units The following actions fight an additional round of combat: are then allowed to make 1 free at- can only be performed 4 instead of the normal 3. The play- er is not required to use this addi- tack on any retreating non-cavalry by heroes. If the hero is unit. The retreating units do not at- leading an army, the tional round if he does not want to. Greater Strength: In battle the hero tack back. Terrain and heroes have player can choose to per- no effect on this combat. form either hero or army is placed with any troop counter, in- actions with that hero marker. Note, creasing that unit’s strength by 1. Fortify however, that if hero actions are per- The hero remains with that troop formed, the troop counters under- counter for the duration of the bat- An unactivated army neath are also activated. A hero in the tle, unless the unit is eliminated. If can attempt to fortify an same area as another player’s army the troop is eliminated, the hero can area as its action. To can only perform the move action. He be reassigned at the beginning of make the attempt, count cannot search, recruit, or attempt di- the next round. the number of infantry Immunity to Outcomes: Heroes are counters in the area. plomacy. He can, of course, do normal battle if he leads an army. never affected by battle. If all troop Add 1 if at least one unit in the fortify- counters are eliminated, the battle ing army is dwarf, gnome, or giant Diplomacy ends but the hero remains in the ar- and 1 if a hero is activated to fortify. ea. A lone hero cannot retreat. Roll 1 die. If the number rolled is equal Diplomacy allows a to or less than the total (plus modifica- player to gain allied Retreat tions), place a fortification counter in countries. ?b perform di- the area. Once erected, the fortifica- plomacy, a hero must be When retreating, an attacking unit tion provides a -1 penalty to all at- in the capital area of a must return to the area from which it tacks made against the army non-aligned country. If launched the attack. If that area is oc- defending the area. The fortification the capital is occupied by another cupied by another player’s army, how- remains even if the army leaves the ar- player’s army, no diplomacy can be at- ever, the attacker cannot retreat. A ea. If another player captures the area, tempted there. ?b attempt diplomacy, defending unit, on the other hand can whether the army is there or not, the the player looks on the Country card retreat to any unoccupied or friendly fortification is destroyed (removed to find the diplomatic rating that occupied area. It cannot, however, re- from the map). Permanent fortifica- matches his home country’s align- treat to the area that the attack came tions on the map cannot be destroyed. ment: Good ratings appear in the up- from. If an army has no area available A fortification does not count as a unit per left corner and Evil ratings in the to retreat into, the army cannot re- when determining arr upper right. Next, he checks the Coun- treat. If an army must retreat but can- try card for any diplomacy modifier. not, it is destroyed (counters return to Then he rolls ld10. If the roll is equal the counter pool, markers are placed to or less than the diplomatic rating on the players’ home Country card (with adjustments), the country allies. 6 The diplomatic rating can be affect- for the monster’s attack. If the die roll able to accomplish depends on his ar- ed by Treasure cards given as gifts. is less than or equal to the top number my and hero activations and location. Each Treasure card discarded gives a listed, the monster has protected its If counters for some desired units do + 1 bonus to the diplomatic rating. treasure. If the die roll is greater than not appear in the counter pool, those If diplomacy is successful, all areas the top number listed, the monster units simply cannot be raised. If a of the kingdom not occupied by an- fails in its attack. The player then home country cannot raise any units other player’s armies belong to the ac- draws the listed number of cards from because of shortages in the counter tive player. At the end of the player’s the Treasure deck and adds them to mix, that country can raise 1 light in- turn (Step D of the Action Phase), the his hand. If the player holds more fantry unit. army listed on the card for the newly than 5 cards, he must immediately Note: to speed play, the next player allied country is placed anywhere discard or play enough cards to abide can begin his Action Phase while the within the country and marked with by the 5-card limit. previous player concludes healing, the player’s army or hero marker. The monster card is discarded at the adding new units, and raising new After the action, the activated hero end of the search. armies. This works only if the active is flipped to its activated side. sides will not contact each other. Recruit Mercenaries Optional Rule: Healing Units Recruiting allows heroes Count er-Diplomacy to acquire mercenaries. Once the diplomacy attempt is an- to do so, the hero must An army or hero that has not yet been nounced, other unactivated heroes be in a mercenary area activated can heal all damaged troop (belonging to any other player) in (see legend on map). A counters under it (all troops are the same area can attempt counter- mercenary area is a mili- flipped back to their full-strength side) diplomacy. Each hero declaring tary crossroads where warriors can at the end of its Action Phase. As soon himself in favor of the player pro- hire soldiers. When a hero occupies a as units are healed, the control mark- vides a + 1 bonus to the diplomatic mercenary area, the player draws the er is flipped, indicating activation. rating: each hero declaring himself top card from the Mercenary deck. If against the attempt produces a - 1 the hero’s alignment or Neutral is listed Adding New Units penalty. These counter-diplomatic on the card, the player can add it to his efforts can be bolstered with Trea- hand. If it is not listed, he discards the At the end of the Action Phase, an ar- sure cards, again increasing or de- card. If the player holds more than 5 my or hero that has not been activated creasing the diplomatic rating by l cards, he must immediately play or can add new troop counters to its for each gift. Whenever a hero per- discard cards of his choice. (Note that stack, obeying the 5-unit limit. forms counter-diplomacy, the hero Mercenary cards can only be played at marker is activated and must be the start of a combat round.) New Units That Can be Added flipped over. Move In Home or Allied Country: Add 1 Search for Treasure counter of each type listed on the This action can be done During the Action Phase, a hero can country’s card. by heroes in magic areas move on the map up to 6 areas, follow- In Conquered Country: Add 1 only. Magic areas are ing the rules for normal land move- counter of the first type listed on special sites on the map ment. He can move through friendly that country’s card. (see map legend) where and non-aligned territory with no pen- monsters guard magical alty. Heroes are affected by terrain As soon as new units are added, the treasures. When a hero occupies a normally (see “Army Movement”). If control marker should be flipped, indi- magic area, the player draws the top another player’s armies occupy the ar- cating activation. card off the Treasure card deck. The ea, the other player can allow the hero card names a creature guarding a passage or forbid it. Raising New Armies treasure: the top number in the upper right corner tells the creature’s Final Actions At the end of the Action Phase, the play- strength and the bottom number tells er may raise 1 new army in any unoccu- the number of cards drawn if the mon- pied home country or allied country ster is defeated. The card also lists a After a player completes all army and area, provided he has an available army magical item. hero actions, he can heal damaged or hero marker. New armies must be The player shows the card (ignoring units, add new troop counters, and placed within the borders of the country the magical item listed) and rolls 1 die raise new armies. How much he is from which the army was raised. 7 New Armies That Can be Raised armies in allied nations. erating player takes the Country card and treats it as an ally. He does not im- In Home or Allied Country: Draw 1 Conquest mediately gain the army listed on the counter of each type listed on that card, but treats it as an ally for raising country’s card, up to 5 counters. Conquered countries are gained by troops and new armies. In Conquered Country: Not al- military action and are noted by being lowed. placed under the player’s home Coun- Optional Rule: Horn e Ships can be built (raised) by any try card. If an army is in a non-allied Country Abilities previously unactivated fleet that is ad- area or a country that is not controlled jacent to the port of a home country or by another player, he is occupying Each player nation has one special allied nation that can build ships. that territory. The area is considered ability that only it can use (once per turn). These abilities can never be friendly to him for as long he keeps an Special Rules army there. If the army leaves, the lost or “loaned” to another player, although the effects can be used to player no longer has control of it. An aid others if the player so wants. Al- army cannot raise new units in an oc- Cooperation lied and conquered countries do cupied area. An army that occupies a not confer their power to others. A player can grant permission for an- capital prevents other players from at- The Great Kingdom draws 1 Mer- other player to move an army through tempting diplomacy in that country. cenary card at the start of its an area occupied by one of his own A country is conquered when all its Action Phase. It must hold or dis- armies or to freely move a hero areas are occupied by the same play- card this card as per the normal through an area occupied by an army. er’s armies at the end of his turn. If rules for mercenaries. this occurs, the appropriate Country Players can trade cards in their Nyrond gains a +2 (instead of hands only when both players have card is given to the player and placed +1)t o one unit when any of its heroes in the same area. Pades must under his home country. Thereafter, heroes are used in battle. be 1 for 1: A player cannot trade cards the player can add new units from the Iuz draws 1 treasure card at the with another player who has no cards conquered land. The country remains start of its Action Phase and rolls to offer. Players cannot trade troop under his control until another player for the listed monster’s attack. If counters or countries. is successful at conquest or liberation. the monster does not hit, the A player can choose not to conquer player adds the indicated card or Control of Countries a land even though he has fulfilled the cards to his hand. conditions for doing so. The player Furyondy can flip up all dam- simply announces his intention at the A player gains control of a country end of the turn. If the country is held aged troop counters in one of its through alliance or conquest. by another player, that player retains armies during the heal units step, regardless of that army’s the card. Alliance activation. If a player’s home country is con- Keoland can automatically re- Allied nations begin the game as allies quered and he has no armies (includ- cruit 1 demihuman troop to player home countries, or become al- ing heroes leading troops) on the map, counter of its choice during the lies through diplomacy or Event cards. he is out of the game. reinforcement step. (Demi- These nations are placed next to the humans are dwarves, elves, player’s home Country card. In Step D Liberation gnomes, and halflings.) of the Action Phase in which an ally is The Scarlet Brotherhood can at- acquired, the player places all the Liberation occurs when a country tempt to assassinate any 1 hero counters listed on the card in any area conquered by an opposite-alignment (force it to flip to its activated or areas of the allied country not occu- country is subsequently conquered by side). The player indicates the pied by another player’s armies. Ships a country of the same alignment. hero and rolls ld10. If the result are placed in sea areas adjacent to the Thus, Good players can only liberate is 6 or less, the hero is flipped to country (using the appropriate army Good nations conquered by Evil play- its activated side. This can be marker to show control). If there are in- ers and Evil players can only liberate done at any tin sufficient areas or markers to place all Evil countries conquered by Good available counters, excess counters (of players. Only conquered nations can Victory the player’s choice) are lost. All units be liberated (e.g., if a Good player ac- must be marked with an army or hero quires an Evil country through diplo- marker. Thereafter, the player can raise macy, that country cannot be Victory conditions for each player de- new troops and armies in that country liberated). pend on the scenario chosen from the according to the rules for raising new When a country is liberated, the lib- Adventurer’s Book. 8 Adventurer’s Book Introduction ........................................................................ 2 Dramatispersonae ................................................................... 2 Antagonists ........................................................................ 2 CourseoftheWar .................................................................... 6 Riseofstonefist ..................................................................... 6 FallofTenh ......................................................................... 7 Diplomacy ......................................................................... 8 Martyrs of the Holy Shielding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 Stroke and Counterstroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 FuryondyBesieged .................................................................. 10 GreatKingdomWakes ............................................................... 11 Osson’sRaid ....................................................................... 13 AidFromtheSouth ................................................................. 14 Empire Where None Has Stood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 ConquestofAlmor .................................................................. 19 HorsemenofKet .................................................................... 19 Mad King Takes the Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Scarlet Brotherhood Strikes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 War’sEnd ......................................................................... 24 EndNotes .......................................................................... 25 Scenarios .......................................................................... 30 Credits Design: David Cook Editing: J. Robert King Cover Art: Roger Raupp Interior Art: Ken Frank, Charles Frank Counter h Card Art: Robin Raab, Karl Waller Cartography: Dave Sutherland 111, Diesel Typography: tracey Zamagne Graphic Design: Dee Barnett Copyright 1991 TSR, Inc. All Rights Reserved. Printed in the U.S.A. ADVANCED DUNGEONS & DRAGONS, W@ ORLD OF GREYHAWK and GREYHAWK are registered trademarks owned by TSR, Inc. The TSR logo is a trademark owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR. Inc. Distributed to the toy and hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR. Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc. TSR, Inc. TSR, Ltd. POB 756 120 Church End, Lake Geneva, Cherry Hinton WI 53147 Cambridge CB1 3LB ISBN 1-56076-086-9 U.S.A. United Kingdom

Description:
From the mad Malachite throne to Rauxes to the bejeweled city of Chendl in Fuyondy, the Flanaess is at war! in the east, overking Ivid V thirsts for conquest. Vatun, Great God of the North, meanwhile unites the barbarians and Fists into a fearsome force. Not to be outdone, the dread Iuz masses human
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