Whenever a player has 10 Control Points, he
wins 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.
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.
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 |
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.
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 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.
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)
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