Victory Conditions

 

Whenever a player has 10 Control Points, he wins the game.

 

Starting the Game

 

Determine who plays first etc.

 

Player 1 selects a starting location (and places it in play), and then player 2 until all players have a different starting location.

 

Then player 1 selects a personality from his play deck with his starting location as homebase, and places this card in play at that location. Then player 2 selects a starting personality, until all players have a starting personality in play. Each player selects one of the allegiances of that personality to use as starting allegiance.

 

Starting player may now select a personality, army or item and places it in same company as your starting personality (personality or army’s Homebase must be in the same region as the starting location). Continue around the table until each player has a starting company consisting of 4 cards.

 

Game Turn

 

A turn consists of 5 phases : resource, organization, movement, battle and end phase.

 

Resource Phase :

 

At the beginning of your resource phase, straighten all your bowed cards.

 

Draw cards equal to the number of locations you control.

 

Discard XX cards to draw X cards.

 

Remove one counter from every long-event card, discarding all long-event cards without turn counters left.

 

Organization Phase

 

Add all the Leadership values of all your leaders (personalities with a leadership value). Total the combined loyalty of all followers (all personalities except leaders with your starting allegiance). Compare both numbers, and discard personalities until LE >= LO.

 

Leadership (A / B) :

A : Generic leadership (against everything)

B : Specific leadership (against everything with a matching allegiance)

 

Leadership may not be used towards cards with an enemy attribute toward that leader or if the leader has an enemy attribute towards that card. 

Every point of generic leadership can be used as a point of conditional leadership, but NOT vv

 

Noble at homebase : add 1 to your generic leadership and you may draw an additional card

Aedon do not count for conditional leadership (except for priests of course)

 

Discard cards from hand until your unused LE + number of cards discarded > total number of armies you control (count armies in a region not their home region as 3 armies).

 

Discard one card for each mercenary card under your control.

 

Play one personality and/or one army and/or one item per location.

 

You can only play personalities at the homebase of a noble if you have that noble there, or at that personality's homebase.

You can only play armies in the regions the army is keyed to.

 

Movement Phase :

 

Unless prohibited by another card, your companies may move from their current location to a location in same region, in an adjacent region or to a location in a region adjacent to a region adjacent to their current region.

 

 

 

Norn-fells

Yiqa-nuc

Rimmersgard

Erkynland

Nabban

Thri-thing

Wran

Ald-heorte

Herny-stir

Frost-march

Perdruin

Nornfells

Y

Y

Y

N

N

N

N

N

N

N

N

Yiqanuc

Y

Y

Y

N

N

N

N

Y

N

N

N

Rimmers-gard

Y

Y

Y

N

N

N

N

N

N

Y

N

Erkynland

N

N

N

Y

N

Y

N

Y

Y

Y

Y

Nabban

N

N

N

N

Y

Y

Y

N

N

N

Y

Thrithing

N

N

N

Y

Y

Y

Y

Y

N

N

Y

Wran

N

N

N

N

Y

Y

Y

N

N

N

N

Aldheorte

N

Y

N

Y

N

Y

N

Y

N

Y

N

Hernystir

N

N

N

Y

N

N

N

N

Y

Y

N

Frost-march

N

N

Y

Y

N

N

N

Y

Y

Y

N

Perdruin

N

N

N

Y

Y

Y

N

N

N

N

Y

 

Combat Phase :

 

When does what kind of combat occur?

 

For the next rules, a situation comprising armies with enemy attribute always surpasses personalities with an enemy attribute, a fortress manned with only personalities counts as an army.

 

What can happen :

 

1) A company moves from a location to another location : an opponent may play a hazard card against the company (to a maximum of cards equal to the number of personalities in the company) keyed to the regions through which the company has moved (a company moving from Rimmergard to Erkynland moves through the Frostmarch, so Josua’s Naglimunders can be played as a hazard against that company)

(if you have a personality with an allegiance to the type of the hazard, the hazard is instead discarded)

 

2) a company (i.e. a group of personalities) enters a location : face the automatic attack (unless the company has a personality with an allegiance to the automatic attack / if the company has a personality with an enemy attribute towards the type, the attack has +1 strength and cannot be cancelled) (including the automatic attacks added by certain events)

 

3) A company has entered a location where another company is already present (and there is at least one personality in the active company with an enemy allegiance towards a personality in the passive company). (wounded personalities in an attacking company do not attack). You ARE NOT required to battle!

 

4) A host moves from a location to another location : once per moving host, all opponents combined may play any number of army cards against the host (keyed to the regions the host is moving through). (if you have a personality or army with an allegiance to the type of the hazard, the hazard army is instead discarded. The combined army may not contain enmical units)

 

5) A host enters a location and has a personality or army with an enemy attribute towards the type of the automatic attack(s : including those added by events). The automatic attack attacks the company with CV = strength (including fortress strength) and cohesion = # of strikes.

 

6) A host has entered a location where another player’s host is already present (or an unoccupied fortress in a location controlled by an opponent). You ARE NOT required to battle unless you either have an aggressive army in your host or have an army with an enemy attribute towards an army in another player’s host present here. Other players May/Must form meta-companies (Must if both outside a fortress).

 

If you have a host with a personality with an enemy attribute towards a personality in another players' host, you may propose a succession of duels (you select a Knight champion, opponent selects one of his personalities) until you have no personalities with an enemy attribute towards a personality in another players' company left. If opponent declines, normal combat occurs, but all hosts with a knight must join your meta-company.

 

 

How does combat work

 

Party vs Party/Hazard Attack                 (1-2-3-6C)

 

Hazards    :                 Treat combat as if the Hazard army is a company with a number of personalities equal to its cohesion, each with

                                strength equal to the hazard army's Combat Value.

 

Automatic – Attack :               Treat combat as if the automatic-attack is a company with a number of personalities equal to its number of strikes, each

with strength equal to the attack’s strength.

 

Company vs Company :                A personality with a ranged attack may bow to wound a personality with strength < total ranged attack

value. Several archers may combine their ranged attack, i.e. bow several archers to generate a rangedattack

of strength = sum of all separate ranged attack strengths.

 

Attacking company can attack only with its ready personalities. Defending company can defend only with

bowed personalities if all its ready personalities have already fought this round.

 

Attacker chooses and bows one of his ready personalities and defender chooses a ready personality. If no

ready defending personalities left, attacker chooses defending personality (out of the number of

personalities who have not fought yet).

 

Continue this proces until one player has no available personalities left to battle (i.e. the attacker has no

ready personalities left, or all personalities in the defending company have fought).

 

All personalities with the lowest strength of their separate skirmish is bowed and wounded (killed instead if

winner has twice as much strength as loser).

 

                                               Personalities losing a duel/skirmish against someone with less than twice their strength are wounded

(otherwise they are discarded). Rotate them 180° from their straightened status. Wounded personalities do

not straighten, cannot bow and are -2 to all attributes (to a minimum of 1 or the value itself, whichever is lower). Wounded personalities that get wounded again are discarded. Bowed personalities are strength –1.

 

All leftover strikes may be used once as a –1 strength modifier, each leftover ready defending personality counts as a

–1 strength to all the assigned strikes.

 

Calculate the number of strikes that will be dealt in an attack (i.e. the number of strikes of the site attack, the

cohesion of the hazard army, the number of ready attacking personalities, or the number of defending

personalities). The number of dealt strikes is the minimum of these 4. All leftover strikes (except from

ready, wounded or bowed defending personalities) give a -1 strength penalty to one personality in this skirmish.

 

 

Host Combat                (4-5-6)

 

Host combat is nothing else but a battle between armies. All that personalities do in host combat is adding to the characteristics of the armies in their ‘host’. Armies have 2 characteristics : combat value (CV) and cohesion. Several other abilities are important for combat : cavalry – ranged attack – initiative and aggressiveness.

 

 

A) Each (meta-)host selects up to one army as Vanguard and one to serve as Rearguard.

 

B) Archery companies have ranged attacks and can bow (with any amount of other archers) to kill an army with cohesion < total combined

     ranged attack.

 

C) Duel Segment :                 Attacker may select one of the personalities in his company to duel with one of the personalities (defender's choice) of

his company. Then defender and attacker switch roles dueling until a player passes.                    

Treat this exactly as company vs company combat with both parties consisting of one personality.

 

 

D) Combat Segment :                Total the combat values of all armies.

 

Bowed armies and rearguard armies have no strength.

 

For each point of unused tactics a player has left in a host, he gets +1 to his total. The player with the highest inititiative (or the player with the highest unused tactics, if a tie) may add a D6 roll to his total combat value.

 

Loser forfeits armies until their total cohesion is higher than the difference in CVs. Winner forfeits one army (unless opponent lost only one army).

 

The first forfeited army must be the vanguard. The rearguard may only be forfeited if already two armies were forfeited this round.

 

                                For each cavalry army in a winning battle, opponent loses an additional army

 

E) Routing :                If the winner’s total combat value was higher than twice the loser one’s, all armies in the losing army automatically

rout (this is called a Full Rout).

If the Losing army has no rearguard, all armies in the losing army rout.

If loser defended a fortress, routing armies are discarded.

If loser attacked from a fortress, routing armies rout to the fortress.

If loser attacked a fortress, routing armies just stay here.

If loser defended from a attack made by a company in a fortress, routing armies rout normally.

 

A routing army must immediately move to an unoccupied (or friendly occupied) location in same region (if impossible, discard routing army). Personalities may rout with an army to reattach the armies to themselves.

 

End Phase

 

Discard X cards to draw X cards.

At end of turn :                 Starve (kill) one army or personality in a sieged fortress (an army/personality in one of your companies inside a fortress with

another company at same location)

 

 

 

 

 

Card-Specific Rules

 

Favour cards :                 Can only be played when you have a noble/leader of another allegiance at a location in the chosen region with a noble/leader of

that region present : e.g for Favour of the Hernystiri you must have a nabbanai (or erkynlandish…) noble at a location in

hernystir with a hernystiri noble.

 

Any player may bow the current ruler of a Favour card to cancel that card.

 

Spells       :                A special type of cards which can only be used by spellcasters.

 

Different types : ritual - spell - enchantment  / corruptive

                                Ritual : Bow a spellcaster at same location as a spellcaster casting a ritual (or at a Major Witness or in company with a Minor

Witness) to add 1 to the mind of that spellcaster (for casting this spell only).       

Corruptive : after casting a corruptive spell, spellcaster becomes corrupt, gaines the dark affilation and loses the light affilation

and the Aedon allegiance.

 

To cast a spell, the spellcasters spell level (his mind) must be higher than or equal to the spell’s level

 

Great Swords :                 Represent one of the three Great Swords Minneyar, Sorrow and Thorn. As such, and to envision their ‘unique’ nature, they are

unique items, but to show their own Will, they may be played again on a personality in same region as the original version of

that Great Sword, discard the original Great Sword thereafter.

 

Control of a location :                 If more than one player has a host at the same location, the location is controlled by (and is localized in the location

line in front of) the player who was the last controller of that location. That player is the only one who draws cards

from this location.

                                              

                                               When you have a company inside a fortress, and another player has a host outside, then you control the fortress and

your opponent controls the exterior (but only you may draw a card from that location). Only one player can have

hosts inside a fortress.

 

Normal location :                 No host present : nothing changes / in control of original player

If only one host present : controlled by controller of that host.

If more hosts present : no control switch

Fortress / Outside :               Only the player controlling the host can have a host inside the fortress.

Whenever a player has a host in the fortress, he can gain control of this fortress.

Outside counts as a normal location, except that it is controlled by the controller of the fortress if no host present.

If both locations are controlled by the same player, he draws only one card for it!

                                              

                                               Control switches during Organization Phase

 

Companies in a fortress are unaffected by weather events

 

You cannot take control of a site away from a player without a host (one army != host !!!).

 

Party / Host / Company :                Party                       : personalities

                                               Host                        : personalities & armies

Company                                : party or host

Hazard army                : army against host

Hazard                                 : army against Party

Army special                : special when fighting a host or when attached to a personality

Hazard special                : special when fighting a party

Skirmish                                 : personalities (or hazard) vs personalities (or hazard)

Battle                                : Host (hazard army) vs host (hazard army)

 

If a company has but one army, it does not function as a host but counts as a party. The first two strikes of any attack

against party are immediately defeated.

 

Banner     :                               There can be only one banner per company (even per meta-company). If there are more, banners must be discarded

until there is only one).

 

If the bearer of a Banner is discarded before the conclusion of a battle, all armies affected by the banner immediately

rout (leave battle).

 

Routing    :                If the winner’s total combat value was higher than twice the loser one’s, all armies in the losing army automatically

rout (this is called a Full Rout).

If the Losing army has no rearguard, all armies in the losing army rout.

If loser defended a fortress, routing armies are discarded.

If loser attacked from a fortress, routing armies rout to the fortress.

If loser attacked a fortress, routing armies just stay here.

If loser defended from a attack made by a company in a fortress, routing armies rout normally.

 

A routing army must immediately move to an unoccupied (or friendly occupied) location in same region (if impossible, discard

routing army). Personalities may rout with an army to reattach the armies to themselves.

 

 

Enmity    :                This attribute lists the loyalties that may not be shared with personalities/armies at the same location controlled by the same

player. Cards must be discarded! until no cards have enemies at the same side of the location.

 

At any moment when a company (or multi-player meta-company) contains two personalities (or armies) with an enemy

attribute toward each other (or only one to the other), cards must be discarded from that company until no enemies are left in the

same company.

 

Whenever two armies with an enemy attribute toward each other are together at a location in two different companies, a battle

must occur there.

 

Leadership may not be used towards cards with an enemy attribute toward that leader or if the leader has an enemy attribute

towards that card. 

 

Uniqueness :                Every unique card may be in play only once (exception : persona ruling / missions). No unique card may be played if that card

is already in play (exception : Great Swords / missions / persona ruling)

 

Persona ruling :                If another version of the personality is in play, a newer played version must be attached to the original persona, whose game text is then augmented by that on the lesser manifestation. (no change of ownership). Of course, you don’t have to PLAY the card if you draw it, just to make your opponent’s personality better. Just discard it, then :-)

 

Missions :                Each player may have but one copy of a unique mission in play.

 

 

 

Armies :                   Statistics :                 CV                 : used during combat

                                               Cohesion                : forfeit

 

During a turn (except during battle), an army may be switched between controlling personalities (counting enmity / maximum tactics) [exception during battle : if current controlling personality died]. Whenever an attached army has no allegiance the same as its controller, discard the army. An uncontrolled army is discarded at end of turn.

 

                                The number before allegiances is Cost (in cards to be discarded from hand) when played

 

                                Cavalry :                  For each cavalry army in a winning battle, opponent loses an additional army

 

 

Personalities :                Statistics :                 Strength                  : used during skirmishes / duels

Tactics                 : maximal number of armies that can be attached to this personality

Mind                 : used for casting spells or

Loyalty                : the amount of leadership needed to control the personality (unless a matching leader)

 

Rulership :                 There are several rulerships                 : Qanuc / Norn / Erlking / High King / Hernystir / Nabban / Perdruin / Rimmergard / Aedon.

 

The personality with the lowest attribute to that region is the current ruler of that region. If a ruler with a lower attribute of a 

rulership than is already in play comes in play, that earlier version immediately becomes the current ruler.

 

Ruler of Frostmarch is the second-lowest high king attribute in play.

 

Sithi/Norn :                May not use iron weapons / items

 

Combat    :                At any time, a player may discard up to 3 cards to add up to 3 to Strength or CV of one card.

Wounding / Bowed during combat :                Personalities losing a duel/skirmish against someone with less than twice their strength are wounded

(otherwise they are discarded). Rotate them 180° from their straightened status. Wounded personalities do

not straighten, cannot bow and are -2 to all attributes (to a minimum of 1 or the value itself, whichever is

lower). Wounded personalities that get wounded again are discarded.

 

Bowed personalities are strength –1.

 

 

 

Card Symbols

 

Erkynlander                 õ (web)                                                                                                 E

Frostmarch                Ú (wd2)                                                                                                 F

Nabban                    ÿ(web)                                                                                                  NA

Thrithing                                                                                                                             TH

Sithi                                                                                                                                     S

Norn                                                                                                                                    N

Tinukeda’ya                (wd3)                                                                                                 T

Hernystir                                                                                                                              H

Aedon                      (wd3)                                                                                                 A

Perdruin                   d (wd3)                                                                                                P

Wran                       Q (wd3)                                                                                                W

Qanuc                      M (wd2) ´(euroroman)&;(wd3) Ø÷  (wd2)  G                                                   Q

Rimmersgard                V(web)                                                                                                         R

League of the Scroll                #(wd2)                                                                                                 LS

Red Hand                 N(wd2)                                                                                                  RH

 

Dark / Light / Neutral    : Border around card title (Black-Grey – Brown)

 

è      max 1/6 rares, max 1/3 uncommons, as many commons and missions as you wish

è      OR : Ultrarares count as 8 points, rares count as 5 points for deck construction, Uncommon as 2, and Commons and missions as 0.  Your deck may not have more than 100 points.

 

 

Ultrarares list :

Dragon-Winged Imperator Helmet

Mind of the Master

Sphere of Annihilation

No Dishonor In Failing Now

Gathering of the Sithi

Rhuyans Own

Threat Of War