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Dragon Pass

Dragon Pass Rulebook

Table of Contents

Table of Contents

  • Getting Started
    • Unit Identification Colour Codes
    • Unit Types
    • Territories
    • Terrain Clarifications
  • Sequence of Play
    • The Game-Turn Segments
    • The Combat Phase
  • The Scenarios
    • 18.1 Stemming the Tide — 5 game-turns (Melee only)
    • 18.2 High Tide — 6 game-turns (Missile & Melee only)
    • 18.3 Argrath's Return — 5 game-turns (Missile, Melee, Heroes, Superheroes)
    • 18.4 Counterstroke — 7 game-turns (All Combat)
    • 18.5 Hearts and Minds — 7 game-turns (All Combat)
    • 18.6 Dousing the Flames — 10 game-turns (All Combat), Lunars vs Independents
    • 18.7 The Full Game — 14 game-turns (All Combat & Diplomacy Rules)
    • 18.8 The Rising of Tarsh — 14 game-turns (All Combat), 3-Player Scenario
    • 18.9 The Marathon Game — 28 game-turns (All Combat & Diplomacy Rules)
  • Terrain & Unit Modifiers
    • Terrain Type
    • Structures
    • Roads
    • Rivers, Water, Ridges
    • Unit Modifiers
    • CF (Combat Factor)
    • MgF (Magic Factor)
    • MF (Movement Factor)
    • RF (Range Factor)
  • Movement & Stacking
    • Battalia Clarifications
    • Stacking Restrictions
    • Movement Notes
    • Independents' Unique Movement
  • Combat 1: Chaotic, Physical and Spirit Magic
    • Combat Phases
    • 1. Declaration
    • 2. Chaotic Magic
    • 3. Physical Magic
    • 4. Spirit Magic
  • Combat 2: Missile Fire & Melee
    • 5. Missile Fire
    • 6. Melee
    • 7. Advance After Combat
    • Magical Support
  • Heroes and Superheroes
    • Superheroes
    • Faction Leaders (Heroes)
    • Other Heroes
    • Abilities Common to Heroes and Superheroes
    • Abilities Unique to Superheroes
  • Phases of the Moon, Cyclical Factors, and the Glowline/Glowspot
  • Exotic Magic Phase
    • Sartar Exotic Magic Abilities
    • Lunar Exotic Magic Abilities
      • Bat Hunger Table
    • Independents' Exotic Magic Abilities
  • Major Independents
    • Dragonewts — 45 DP
    • Sir Ethilrist And His Black Horse Troop — 25 DP
    • Cragspider & Her Allies — 25 DP
    • The Exiles — 20 DP
    • Ironhoof and the Half-Beasts — 15 DP
    • The Grazeland Pony Breeders — 15 DP
    • Androgeus — 10 DP
  • Minor Independents
    • Emissary Table — Result of Alliance with Minor Independent
    • Delecti — Delecti's Ruin (Hex 2423)
    • Dinosaurs — dinosaur symbols around the board
    • Dragons — start in dragonrests (Green SW, Red W-centre, Brown SE, Black NE)
    • The Dwarf and his Gifts — Dwarf Mine (Hex 2612)
      • Dwarf Luck Table
    • Hungry Jack — no starting hex
    • Hydra — Hydra Hill (0314)
    • The Puppeteers
    • The Spirit Of Movement — Travelling Stone (Hex 1902, north centre of map)
    • The Sun Dome Templars — Sun Dome Temple (Hex 2631, near southern centre of map)
    • The Tusk Riders — Ivory Plinth (Hex 2802, inside Stinking Forest)
  • Special Units
    • Giants — Giants Walk (Hex 4505, NE edge of map)
    • Assassins
      • Result of Scouting
      • Result of Assassination
      • Result of Getaway
  • The Random Events Option
    • Random Events Table
  • Alliances (Diplomacy, Embassies, and Emissaries)
    • Diplomacy Points to Ally Each Major Independent
  • Dragon Pass Q&A (from Heroes Magazine)
  • Combat Tables (Reference Sheet)
    • Attack Table — Combat Resolution Table for Magic & Melee
    • Casualty Selection by Attack Type
    • Missile Fire Modifiers
    • Missile Fire Table — Missile Factor Totals
    • Diplomacy, Emissary, Dwarf Luck and Assassin Tables

Getting Started

This Condensed Rules document is intended to include all rules from the rulebook in a more compact reference. Detailed history and backgrounds for the Gloranthan peoples and their motivations have been left out. The basic mechanics for introductory scenarios involve movement followed by missile and then melee combat, which takes 13 pages in the rulebook. Including extensive cross-referencing for exceptions and special rules, this is now covered in the four pages Terrain & Unit Modifiers, Movement & Stacking, Combat 1 (Magic), and Combat 2 (Melee/Missile). Later scenarios involve all of the Independents units, for which there are many exceptions to the core rules, and this whole section has also been reduced from 10 pages to 3 pages for all of the special units (including all unit factors to allow quick assessment of the relative strengths and weaknesses of each Independents force before trying to ally them).

Unit movement is summarised on the Terrain & Unit Modifiers page. Basically, on your turn, your units are all "active" and your opponent's units are all "inactive". Your units move but must stop if they enter a ZOC (Zone Of Control), which is the 6 hexes around an inactive stack. After the movement phase is complete, your units must then enter combat with adjacent inactive enemy units.

Scenarios 1, 2 and 3 only use missile and melee combat, so ignore the magic rules for these scenarios (except for the Declaration section on Combat 1, as it is common to all combat). Magic is in use from scenario 4 onwards. Magic is resolved first, so Combat 1 details magic and Combat 2 details combat (missile/melee). Play becomes more complex with magic, as spirits can be dropped at long range onto inactive stacks, possibly even eliminating whole stacks before missile and melee combat are ever resolved. Note that if a Spirit Magician's spirit is placed on another stack to protect that stack with DSM (Defensive Spirit Magic), then the Spirit Magician cannot use DSM to protect himself or the stack that he is in — i.e. either a magician defends his own stack with DSM, or he gives up that option and projects his spirit at range to defend an allied stack. But a magician whose spirit has been eliminated may still use DSM to defend his own stack (errata). These points require careful planning to use effectively.

Rounding: Keep all fractions until combat is resolved, so for example some units have half moon-cyclic CFs which are 3½ during a Full Moon. At combat resolution, drop all fractions, but for calculations before resolution, retain all fractions until die rolls and casualty selection occur.

Unit Identification Colour Codes

ForceColourForceColour
Lunar EmpireredCragspideryellow on black
SartarorangeSun Dome Templarsyellow on grey
Barbarian Hordedark green (Sartar)Black Horse Countygrey
Wintertoplime greenDinosaurspurple on brown
GrazelandersyellowDragonewtspurple
Beasts' Valleylight blueDwarfmagenta
Chaoswhite on black

Note: Although the Barbarian Horde units are a different colour from the Sartar units, the Barbarian Horde is in fact part of the Sartar Battalia (errata).

Unit Types

Major Units have non-blank, non-parenthesized CFs. All other units are Minor Units (this is important for stacking rules).

  • Minor Units: All Spirits, Agents, and Spirit of Movement / Twin Stars (special units, being disembodied spirits that move and attack normally). The only physical minor units in Dragon Pass are: all heroes and superheroes, plus The Crimson Bat (Lunar), Stone Men (Dwarf), and Wasps (Sartar).
  • Heroes and Superheroes have underlined (heroic movement) MFs, and have parenthesised CFs (meaning the unit is a single person). They also have exclamation marks inside the parenthesis (indicating the Leadership Factor of the hero or superhero). For example, Argrath has a CF of (4!!) and an MF of 6.
  • Spirit Magicians have a non-parenthesised RF of 1 or more.
  • Spirit Magicians' Spirits have a blank MF.
  • Physical Magicians have an underlined and non-parenthesised RF of 1 or more.
  • Physical Magicians' Agents have a blank MF and a blank MgF.
  • Disembodied Spirits have a blank MF and a blank CF.
  • Chaotic Units have a negative MgF. There are only 2 in the Dragon Pass game. The Hydra has an MgF of –N and The Crimson Bat has an MgF of -1*.
  • Herds have h in their CF. The only herds in Dragon Pass are the Grazelander Horse Herds (+2 MF).
  • Treasures have T in their CF. (Note: there are no treasures in the Dragon Pass game; these only appear in the Nomad Gods game.)

Territories

  • Old Sartar is the dark orange area in the southeast corner of the map, and Sartar includes all of Old Sartar plus the light orange areas (Duck Point, Alda-Chur, and Alone).
  • Lunar territory or within the Glowline is the area known as Tarsh, the crimson region in the northwest corner of the map. Note: the lighter portion of the Glowline is not initially held by the Lunar forces in some of the scenarios, but is still within the Glowline. Note: the Glowline ceases to exist for the remainder of the game if, at any time during the game, the Temple of the Reaching Moon is occupied (desecrated) by enemy forces.
  • The Grazelanders' territory is yellow in the south-west of the map.
  • Wintertop (the Exiles' nation) is lime green near the centre of the map (the capital is also called Wintertop).
  • Sir Ethilrist's Black Horse Country is grey in the south-west of the map.
  • Cragspider's territory is also grey, located in the north-east corner of the map. Note: the Black Dragon's Dragonrest is a part of Cragspider's territory (errata).
  • Ironhoof and the Beast Men are in Beast Valley, which is the light blue areas in the south of the map bordering Sartar.
  • The Dragonewts' national territory consists of the eight dragonewt cities (each of which is printed on a purple background).
  • The Minor Independents' starting hexes are specially marked hexes that can be in neutral ground (brown areas of map) or sometimes inside other nations.
  • Dragonrests, dinosaur symbols and the giant symbol do not mark independent territories and can be freely entered. The related units are set up on these locations during play.

Terrain Clarifications

  • Temples — Reaching Moon (1108), Travelling Stone (1902), Shaker's Temple (1918), Wild Temple (1927), Stone Cross (1934), Sun Dome Temple (2630), Ivory Plinth (2802), Wasp's Nest (3531), Old Wind Temple (3832).
  • Towns — Queen's Post (0823), North Post (0918), Rich Post (1229), Cliffhome (1904), Too Far (2308). Nomad Gods: Barbarian Town, Corflu. Apple Lane (3124) and Dwarf Mine (2612) are always considered Open Ground; they are not Towns. Too Far (2308) is always considered a Town, not a stockade.
  • Altars — Jaldon's Rest (4520), Pimper's Block (4529). Nomad Gods: Horn Gate, Jaldon's Point, Malia's Stool, Tourney Stone.
  • Ridges — Cliffhome (3904) is completely surrounded by ridge hexsides and Cliffhome is on the upslope side of the entire ridgeline (errata). Partial ridge hexsides, such as between hex 2511 and 2610, are treated as normal ridge hexsides (errata).
  • Rivers — Hex 0707 is not a ford hex. The road does not cross the river (errata). Jaldon's Wrong River does not enter hex 0806 (errata).
  • Roads — The secondary road in hex 1813 does not cross into hex 1914. It merges with the primary road in hex 1813 (errata).
  • Oases — Nomad Gods: Agape, Biggle Stone, Cam's Well, Day's Rest, Moonbroth, Pairing Stone, The Paps.

Note: the Black Dragon's Dragonrest is part of Cragspider's territory (errata). Cragspider's territory is 13 hexes (12 grey mountain hexes plus the dragonrest) (errata).

Note: "each hex is between three and five miles in diameter".

Sequence of Play

Follow the Game Turn Sequence. Note that in the scenario, some Game-Turn Segments and Combat Phases may not be relevant, i.e. if no chaotic magic units are in the scenario, then skip that phase. The Random Events Segment can optionally be used in all scenarios except for the 3-player game.

The Game-Turn Segments

  1. The Diplomacy Segment (only in Full & Marathon Games)
  2. The Random Events Segment (optional and 2-player scenarios only)
  3. The Player-Turn Segment
    • A) The Random Movement Phase
    • B) The Alliance Phase
    • C) The Movement Phase
    • D) The Exotic Magic Phase
    • E) The Combat Phase (Magic, Missile, Melee)
    • F) The Rally Phase
  4. The Book-Keeping Phase

The Combat Phase

A. Attacker assigns bound spirits and physical agents.

B. Attacker decides which battles are to be fought and specifies which stacks are in battles together.

  1. Declaration
  2. Chaotic Magic
  3. Physical Magic
  4. Spirit Magic
  5. Missile Fire
  6. Melee
  7. Advance After Combat

C. Attacker assigns some, none or all of his magicians' spirits to provide magical support for his units.

The Scenarios

The rulebook scenarios should be read as they contain historical outcomes to compare to your games. The following are quick summaries of each scenario.

18.1 Stemming the Tide — 5 game-turns (Melee only)

Lunar player deploys first, placing the following anywhere outside Old Sartar:

  • The entire Native Furthest Corps (NF).
  • The Cavalry Corps (CC) minus the two 2*-2-6s and the two 2*-1-6s.

Sartar player deploys second, to anywhere within Old Sartar:

  • The Sartar City Militia (CM) minus all Duck units.
  • (3) 4-5-5s of the Sartar Free Army (FA).
  • (4) 4-3-5s of the Barbarian Horde (green units).

Lunar wins if he controls at least 4 Sartar fortresses at the end of play. Sartar wins if he controls at least 5 Sartar fortresses at the end of play. Draw if neither player satisfies the above conditions. At the start of play, the Lunar player controls the 3 Sartar fortresses outside of Old Sartar, and the Sartar player controls the 4 Sartar fortresses within Old Sartar.

18.2 High Tide — 6 game-turns (Missile & Melee only)

Lunar player deploys first, placing the following anywhere outside Old Sartar:

  • The entire Native Furthest Corps (NF).
  • The entire Cavalry Corps (CC).

Sartar player deploys second, to anywhere within Old Sartar:

  • The entire Sartar City Militia (CM).
  • (3) 4-5-5s of the Sartar Free Army (FA).
  • (4) 4-3-5s of the Barbarian Horde (green units).

Lunar wins if he controls Boldhome at the end of the game, or if he controls at least 5 Sartar fortresses. Sartar wins if he controls Boldhome and at least 3 other fortresses. Draw if neither player satisfies the above conditions. At the start of play, the Lunar player controls the 3 Sartar fortresses outside of Old Sartar, and the Sartar player controls the 4 Sartar fortresses within Old Sartar.

18.3 Argrath's Return — 5 game-turns (Missile, Melee, Heroes, Superheroes)

Sartar player deploys first, placing the following anywhere within Old Sartar:

  • Prince Argrath, Harrek, Gunda, The Dragontooth Runners.
  • The entire Sartar City Militia (CM).
  • The Sartar Free Army (FA), minus the Wolfrunners (up/down-3-3).

Lunar player deploys second, anywhere outside of Old Sartar:

  • The entire Heartland Corps (HC).
  • The entire Cavalry Corps (CC).
  • The entire Native Furthest Corps (NF).

Lunar wins if Prince Argrath is eliminated (and fails to make a heroic escape), or if at least one fortress is occupied by Lunar units at the end of the game. Sartar wins if the Lunar player does not satisfy the victory conditions.

18.4 Counterstroke — 7 game-turns (All Combat)

Lunar player deploys first, placing the following anywhere within the Glowline:

  • The Red Emperor.
  • The entire Lunar College of Magic (CM).

Sartar player deploys second, placing the following anywhere within Old Sartar:

  • Prince Argrath, The Dragontooth Runners.
  • The Sartar Magical Union, minus the Stormwalkers & Children of the Wind.
  • (3) 5-4-5-4s of the Barbarian Horde (green units).

The Lunar player must select the phase of the moon before any units are deployed. An Exotic Magic Phase is required for the Lunar player only, due to having to feed the Crimson Bat and being able to summon the Full Moon Corps on the Full Moon.

Lunar wins if a Lunar unit occupies Boldhome at the end of the game. Sartar wins if Boldhome is still controlled by the Sartar player at the end of the game.

18.5 Hearts and Minds — 7 game-turns (All Combat)

Lunar player deploys first, placing the entire Lunar Battalia (but not the Twin Stars unit, which is not part of the Battalia) west of row 26xx and north of row xx19. Sartar player deploys second, placing the entire Sartar Battalia within Sartar.

The Lunar player must select the phase of the moon before any units are deployed. Units cannot retreat or move through any Independents territory. Assassins can be used without the usual DP penalty.

Lunar or Sartar wins for the player that controls the most fortresses. Draw if players both control an equal number of fortresses.

18.6 Dousing the Flames — 10 game-turns (All Combat), Lunars vs Independents

Lunar player deploys first, within the dark part of the Glowline. No units can be placed within Bagnot or Dunstop:

  • Jar-eel, Aelwrin.
  • The entire Lunar College of Magic (CM).
  • The entire Heartland Corps (HC).
  • The entire Native Furthest Corps (NF).

Independent player deploys second, outside of Sartar and the dark part of the Glowline. At least one Independent unit must be inside each of Bagnot and Dunstop:

  • Androgeus.
  • The Exiles (minus the Assassin).
  • The Grazeland Pony Breeders.
  • The Half-Beasts.

The Lunar player must select the phase of the moon before any units are deployed. Units cannot retreat or move into or through any part of Sartar. The Twins are Androgeus' Best Friend.

Lunar wins if he controls Bagnot, Dunstop, Rich Post, Wintertop, Wild Temple. Independent wins if a Lunar victory is prevented.

18.7 The Full Game — 14 game-turns (All Combat & Diplomacy Rules)

Roll a die; if odd, then Lunar deploys first, if even, then Sartar deploys first. Lunar player deploys the entire Lunar Battalia (but not the Twin Stars unit) within the Glowline. Sartar player deploys the entire Sartar Battalia within Sartar. He may choose to pick up to 10 units to form the South Soldier Reserve. The Reserve can force march onto the board on game-turn 1 on any south edge hex east of Stone Cross (inclusive).

All of the Independents are available in this scenario. On the first game-turn, each player receives 50 DP, and 25 DP on every other turn. Sartar replacements appear in Boldhome, Lunar replacements in Furthest. Keep infantry and cavalry dead piles for each player. For every 2 dead infantry, get 1 infantry replacement. For every 3 dead cavalry, get 1 cavalry replacement.

At the end of play, the player who controls the greater number of his opponent's fortresses wins. If tied, the player who was not chosen to be the first player to deploy is the winner.

18.8 The Rising of Tarsh — 14 game-turns (All Combat), 3-Player Scenario

The Tarsh player deploys first within Beast's Valley, Grazelands and Wintertop:

  • Androgeus, The Dwarf and all his gifts, The Exiles, The Grazelanders, Ironhoof and the Half-Beasts, The Dragonewts (Dragonewts on their home cities).

Lunar player deploys second, with the entire Lunar Battalia (but not the Twin Star unit) within the Glowline. Sartar player deploys last, placing the entire Sartar Battalia within Sartar.

The Tarsh player selects the phase of the moon before any units are deployed. The Twins are Androgeus' best friend. The Assassins can be used without the usual DP penalties.

If a player controls his own capital and at least one other capital at the end of the game, he is the winner. If none of the players win, the game is a draw.

18.9 The Marathon Game — 28 game-turns (All Combat & Diplomacy Rules)

Roll a die; if odd, then Lunar deploys first, if even, then Sartar deploys first. Lunar player deploys the entire Lunar Battalia within the Glowline. Sartar player deploys the entire Sartar Battalia within Sartar. He may choose to select up to 10 units to form the South Soldier Reserve. The Reserve are initially kept off-board.

After deployment, roll the die again to decide who plays first: odd = Lunar, even = Sartar. The player who deploys first selects the phase of the moon before any units are deployed. The first moving player can only move units at half-normal movement in the first game-turn.

All of the Independents are available in this scenario. On the first game-turn, each player receives 40 DP, 20 DP on turns 2-7, 15 DP on turns 8-14, 10 DP on turns 15-28. The South Soldier Reserve enter on any south edge hex as replacements on game-turn 1.

Receive replacements as per 18.7. In addition, you can purchase replacements with DPs during the diplomacy segment. Only Sartar and Lunar infantry (at a cost of 1 DP per CF) and cavalry (at a cost of 2 DP per CF) can be replaced. Purchased replacements can come from the dead piles or stack of units removed from play. Sartar replacements enter play from the south edge east of Stone Cross (inclusive).

A player wins by controlling both Boldhome and Furthest at the end of the game. If neither player wins, the game is a draw.

Terrain & Unit Modifiers

Modifications for selecting casualties of Melee, Missile, and Physical Magic Attacks. "NG" refers to differences between the Dragon Pass and Nomad Gods games.

Note: Missile modifiers are not cumulative. Only the worst effect is taken into effect for a particular Missile combat die roll.

Terrain Type

Terrain TypeMovementPhys MagicMeleeMissile
Open Ground1 MPno effectno effectno effect
Hill1 MPno effectCF ×1½Die roll -1
Hill / Forest2 MPCF ×2CF ×2Die roll -2
Forest2 MPCF ×2CF ×1½Die roll -2 (NG -1)
Mountain3 MP (1 MP if Stone Rune)no effectCF ×2Die roll -2
Marsh2 MP (1 MP if Water Rune)CF ×2CF ×1½Die roll -1 (NG -2)
Oases (NG only)1 MPno effectno effectDie roll -2

Dragonrest / Dinosaur / Giant Symbol: no effect on movement or combat, but units here can be destroyed if the special units for those locations enter play.

Structures

Defensive bonuses for structures only apply to the bottom 3 units in a stack; all other units are considered to be outside.

StructureMovementPhys MagicMeleeMissile
Fortress (fortification)1 MPCF ×2CF ×2Die roll -4
Stockade (fortification)1 MPCF ×1½CF ×1½Die roll -2
Marsh / Ruin2 MP (1 MP if Water Rune)CF ×2CF ×2 inside, CF ×1½ outsideDie roll -2
Hill / Ruin1 MPCF ×1½CF ×2 inside, CF ×1½ outsideDie roll -2
Dragonewt City, Ruin, Temple, Town, Altar1 MPCF ×1½CF ×1½Die roll -2

Note: Active units inside fortifications are not required to attack adjacent inactive units, unless 1 unit is outside of the fortification. Then the stack as a whole must attack.

Roads

Units only benefit from the following roads if moving along a road; if moving into a road hex or out of a road hex, there is no bonus.

  • Primary Road — Costs ½ MP to move along primary road hexes.
  • Secondary Road — Costs 1 MP along the road, but for each 2 hexes moved along a secondary road, the third hex along the road is free.
  • Dragonewt Road or Junction — No effect (only has effect for dragonewts, who can travel on them for 1 MP to move city to city, unless stopped by ZOC).

Rivers, Water, Ridges

FeatureMovementPhys MagicMeleeMissile
River+1 MP to leave (+0 MP if Water Rune)no effectCF ×½ (attacker)no effect
Ford or HeadwatersIgnore the River hex restrictions (no extra cost to leave hex, and no CF reduction).
Lake / SeaCan only be entered by spirits or units with the Water or Air Rune, but no unit can ever end a turn in a Lake / Sea hex.
Rain+1 MP for all terrain except Roads and Dragonewt Roads.Attacker penalty for Missile in Rain: Die roll -1
Ridge (from low to high)+1 MP (+0 MP if Stone Rune)no effectCF ×½ (attacker)CF ×½ (attacker)
Ridge (from high to low)+0 MPno effectno effectno effect

Note: River, Ridge and Rain are cumulative effects, so moving up a ridge from a river in rain would cost +3 MP. Note: Cliffhome (3904) is on the upslope of an entire ridgeline.

Unit Modifiers

UnitsSpirit MagicMeleeMissile
Target includes a Dragonno effectno effectDie roll -3
Target consists of Ducks, Bison and Minor unitsno effectno effectDie roll -1
Target includes a Giant, Llama, Herd or Ancestor unitsno effectno effectDie roll +1
For each non-leader or non-treasure with CF > 0no effect+ LFno effect
For each magical non-leader with MgF > 0 (but not infinity) (NG only)+ MgLFno effectno effect

LF is Leadership Factor (the number of ! marks in the CF of the leader in the stack). MgLF is Magical Leadership Factor (the number of ! in the MgF of leaders in the stack).

CF (Combat Factor)

  • Blank — This unit is a disembodied spirit; it has no physical form.
  • Underline — Underline shows that the unit needs no support in chaparral.
  • * or ** — Missile Factors. Each asterisk is one Missile Factor point.
  • ( ) — Denotes a single person or entity (often a hero/superhero).
  • ! or !! — A Leader: each ! mark adds to the CF of stacked units.
  • = (Dragons) — This unit's CF is equal to the CF total of all units stacked with it.
  • Up/down arrow — Lunar cyclic value. CF depends upon phase of Red Moon: Black (3), Crescent-Come (4), Empty ½ (5), Full (7), Full ½ (6), Crescent-Go (5), Dying (3). The cyclic value is always 7 inside the Glowline or Glowspot (2 hexes from the Crimson Bat).
  • h — This unit is a herd.
  • T — Treasure (NG only).

MgF (Magic Factor)

  • Blank — This unit is the physical agent of a physical magician.
  • Underline — This unit needs no support in chaparral (NG only).
  • Infinity — Invulnerable to spirit magic attacks (Dragons/Superheroes).
  • * — This unit has an exotic ability.
  • ! or !! — A Leader: each ! mark adds to the MgF of stacked units (NG only).
  • N — The unit's MgF is determined by a die roll.
  • Up/down arrow — Lunar cyclic value. MgF depends upon phase of Red Moon: Black (3), Crescent-Come (4), Empty ½ (5), Full (7), Full ½ (6), Crescent-Go (5), Dying (3). The cyclic value is always 7 inside the Glowline or Glowspot (2 hexes from the Crimson Bat).
  • – (negative) — Unit is Chaotic; a negative MgF denotes chaotic magic.
  • ×2 — Unit's own MgF is zero, but it can double another unit's MgF.

MF (Movement Factor)

  • Blank — This is a magician's spirit or agent and cannot move on its own. Move to the holding box if on board at the start of a movement phase.
  • Underline — Heroic movement. Pay only 1 MF to move (including in rain), but if it is possible to pay less (e.g. road), pay the lower amount.
  • * — There is an unusual ability or restriction associated with the unit's movement.
  • + — This unit can add to other units' MFs.
  • ×2 — This unit doubles other units' MFs.
  • Water Rune — See MF Chart. Can enter but cannot end turn on sea or lake.
  • Air Rune — See MF Chart. Can enter but cannot end turn on sea or lake.
  • Stone Rune — Pay 1 MF to enter Mountain hexes, and can go up a ridge slope without paying the +1 MF penalty.

RF (Range Factor)

  • Blank — Cannot use any form of physical or spirit magic.
  • Underline — This unit is a physical magician or a physical magician's agent.
  • 0 — Can use DSM (Defensive Spirit Magic) on its stack.
  • ( ) — This unit's RF has a special meaning.
  • ×2 — This unit can double another unit's RFs.

Phases of the Red Moon (movement value, cyclic value): 2 (Black, cyclic 3), 1 (Crescent-Come, cyclic 4), 5 (Empty ½, cyclic 5), 6 (Full, cyclic 7), 7 (Full ½, cyclic 6), 4 (Crescent-Go, cyclic 5), 2 (Dying, cyclic 3).

Notes: Mentions of Oases, Sea, MgLF, llama, ancestors, and chaparral are for Nomad Gods only. These do not exist in the Dragon Pass game. There are only 2 Chaotic units in the Dragon Pass game, the Hydra and the Crimson Bat (and although Hungry Jack is Chaotic, he does not use Chaotic magic).

Movement & Stacking

Battalia Clarifications

  1. The Barbarian Horde is part of the Sartar Battalia.
  2. The Sylphs are the Wind Children's physical agent.
  3. The asterisk in the Red Emperor's MgF (in 1st Edition pieces only) is a misprint and should be ignored.
  4. The Twin Stars are ancient Lunar heroes who were instrumental in defending Glamour (the Lunar capital) and the Crater from powerful enemies early in the Empire's history. The Twin Stars are not part of the Lunar setup at the beginning of the game. They only appear if the Random Events option is being used, and then only if Event 42 occurs. When on the board they are a Lunar unit. If Event 42 is rolled while the Twin Stars are already on the board, nothing happens. If Random Event 42 is rolled after the Twin Stars have been eliminated, they can reappear only if the Temple of the Reaching Moon is Lunar controlled. They can move and attack like normal units, but they have a blank CF so can neither make nor be harmed by physical attacks. This form of movement/attack also applies to The Spirit of Movement unit.

Stacking Restrictions

All units in a hex must be placed on top of each other, forming a stack. There is no limit to the size of a stack. All units in a hex must belong to the same player (faction/allied, or in Nomad Gods, the same tribe or nation), except during the combat phase, when the active player can place his magicians' spirits/agents atop the inactive stacks that they are to attack.

Stacking order can be important. Stacks can be rearranged during an active player's movement phase, or when both players involved in combat can rearrange each stack involved in a combat, or during the rally phase in which a hero, superhero (after a heroic escape), or a dragonewt (after a resurrect) reappears in the hex that stack occupies.

Screening (Optional): If in effect, players cannot examine opponent stacks, except stacks in combat, which can be examined by any player. If not in effect, any player can examine any stack at any time. If any player says they do not want the screening option before play, then it is not used.

Movement Notes

General Movement. A unit expends MPs (movement points) to move from one hex to another (see the Terrain table) up to its MF. It must stop and end its movement when entering an inactive/enemy ZOC. When moving along a road, ignore terrain on the hex being moved to; it costs ½ MP to move along a Primary Road, and costs 1 MP to move along a Secondary Road, but for each 2 hexes moved along a secondary road, the third hex along the road is free.

Neutral units, and dragons, giants, herds (and units stacked above them) are always considered to be outside structures (so cannot benefit from structure bonuses). If active units inside structures choose to attack inactive units outside of structures, then the attacking units are considered to be outside of the structure, so cannot benefit from defensive bonuses of the structure (except for units held in reserve, which can). Disrupted units must be moved to a hex that is not adjacent to an inactive unit if possible (i.e. they attempt to stay out of combat if possible).

ZOCs. Most inactive stacks exert zones of control (ZOCs) that restrict the movement of active units. If the topmost unit of a stack has a parenthesized CF, or is a disembodied spirit with a blank or parenthesized RF, then the stack exerts no ZOC. An active unit must stop upon entering a ZOC. If beginning movement in a ZOC, a unit can leave, but cannot move directly into another ZOC hex.

Zero MF units cannot move themselves. They can be carried by any unit with an MF of 1 or higher, and dropped off at any hex. Exceptions: disembodied spirits cannot move on the map, and Hungry Jack can only be carried by a dragon.

Blank CF spirits are disembodied spirits. They pay 1 MP for each hex, and pay no MP cost to leave hexes or cross hexsides. Neither weather nor terrain has any effect on a disembodied spirit, except that they cannot stop in sea or lake hexes, and must stop on entering a dead place hex.

Weather is always clear unless the rules indicate rain. If raining, it costs +1 MP for all terrain except Roads and Dragonewt Roads. Reduce all attacking die rolls made in rain by 1.

Moving Along a River (including moving from a river hex to a hex in the Upland Marsh). When moving along a river pay normal MP cost, but leaving a river costs +1 MP (except for units with the Water Rune, or when leaving at a ford or headwaters hex).

Moving Up/Down a Ridgeline. There is no effect if moving from high to low, but climbing up a ridgeline is +1 MP (except for units with the Stone Rune).

Structures. Neutral units are always outside a structure. Dragons, giants, herds and units stacked above them are outside. Attacking units are outside.

Reinforcements and replacements entering a hex from the board edge expend the usual MP cost to enter that hex. If inactive units block all possible entry points, then arrival is delayed until at least one hex is clear. A player can always choose to delay any of his reinforcements and replacements as long as wanted, and can choose to force march onto the board, meaning that the first 3 MPs expended by the unit are not counted against its movement factor. Herds, treasures, and units with zero MFs cannot be force marched. Androgeus can also force march when entering play.

Independents' Unique Movement

Herds give extra MF to up to 2 units stacked with them, but units must spend an entire movement phase with the herd to receive the benefit. Grazelander +2 MF horse herds are the only herds in Dragon Pass. A horse herd's MF will be 2 greater than that of the slower of the two affected units. They can hasten any infantry or cavalry units of the Grazelands, Sir Ethilrist's Black Horse Troop, the Exiles, the Lunar Empire, or Sartar (so Tuskers, Zombies, Giants, etc. cannot benefit). Exception: herds cannot hasten magicians, parenthesized CF units, flying units, herds, disembodied spirits, or units with 0 MF.

Stampede. If forced to stampede, a herd owner rolls the die and moves the herd its full normal movement allowance in the direction indicated by the map compass. If the herd moves off the board or into sea, lake, or dead place it is eliminated. It can move into and through hexes containing other units. After the stampede, it is considered neutral. If it ends in a player's stack, it remains neutral until the end of the phase. After a stampede, a herd is always disrupted.

Dragonewt Roads. No effect except for dragonewts. Dragonewts can travel from city to city (including Shaker's Temple) for 1 MP per journey (+1 MP for each turn at a Dragonewt junction). Exception: if a dragonewt road is blocked by a ZOC, then the dragonewt must stop 1 hex before the ZOC. From there it can move normally using its remaining MPs. Note: Dragonewts can move through Exiles' territory using a dragonewt road with no DP penalty.

Tusk Riders pay 1 MP for each of Hill, Forest, Hill/Ruin, Hill/Forest (but 2 MP in rain). Tusk Riders do not receive any road benefits, but do benefit from fords. There are 5 Tusk Riders, each with an MF of 5.

Zombies. Zombies must form a chain, and consecutively numbered zombies must be adjacent. There are 12 zombies, each with an MF of 2. Zombies pay 1 MP to move regardless of terrain or weather, but cannot enter lake, sea, or river hexes; they can enter ford or headwater hexes. The first zombie to be moved must either be the first or last zombie in the chain, and all zombies follow along the same path.

Giants move during Random Movement; the active player decides movement and they must stop and fight when moved beside inactive or active units.

The Spirit of Movement (×2 MF) doubles any and all units stacked with it, and unlike herds, this includes magicians, flying units, etc. Its MF is then equal to the highest of the affected units. Units must spend an entire movement phase with The Spirit of Movement to receive the benefit.

Combat 1: Chaotic, Physical and Spirit Magic

Combat Phases

A. Attacker assigns bound spirits and physical agents. Magicians are any units with an RF of 1 or greater. The Attacker decides each magician's spirit or physical agent that will attack, and commits to the attack by placing the spirit or agent atop any inactive stack within the magician's RF that is to be attacked. Once committed, the spirit or agent must take part in the attack. A magician's spirit can be committed to attack even if the spirit is disrupted. Physical agents never become disrupted. If a magician is eliminated, its spirit or agent cannot be taken from its holding box unless and until the magician is replaced; but if a magician is eliminated before its spirit or agent has carried out an attack it was committed to take, the spirit or agent must still carry out the attack before returning to its holding box. If the screening option is being used, a magician's location need not be revealed when its spirit or agent is committed.

B. Attacker decides which battles are to be fought and specifies which stacks are in battles together:

  1. Declaration
  2. Chaotic Magic
  3. Physical Magic
  4. Spirit Magic
  5. Missile Fire
  6. Melee
  7. Advance After Combat

C. Attacker assigns some, none or all of his magicians' spirits to provide magical support for his units. The attacker can allocate his magicians' spirits to provide magical support for his units by placing spirits atop the stack they are supporting. All spirits can be allocated whether they were involved in combat or not. Physical magicians' agents cannot support. Supporting spirits attacked are treated as normal disembodied spirits, except they cannot be retreated. A supporting spirit remains in the hex in which it was placed even if all of the units it was supporting have retreated or have been eliminated. Return spirit units to their holding boxes at the start of the player's next movement phase. Note: a magician cannot use Defensive Spirit Magic (DSM) while its spirit is providing magical support.

1. Declaration

Any active stack that ends movement adjacent to an inactive stack must have a battle involving at least 1 active unit (each stack is treated as a whole, so the rest of the units in an attacking stack could be held in reserve, but they are technically still involved in the battle). When attacking an inactive stack, the stack can only be attacked as a whole; targeting an individual unit in that stack is not possible. Magicians' spirits and agents can take part in the battle, but they cannot be the only attacking units.

Exception: Units inside fortifications (stockades or fortresses) are not required to attack adjacent inactive units, if there are no more than 3 major units (units with non-blank, non-parenthesized CFs are major units; all other units are minor units). If there are more than 3 major units on a fortification, at least 1 must be outside, and so, in that case, the whole stack is required to attack adjacent inactive units. Note that unlimited minor units can be inside a fortification along with the 3 major units.

One stack can only be involved in one battle. Units inside one stack cannot be split into different battles.

2. Chaotic Magic

Chaotic units have negative MgFs indicating the number of units that they can eliminate by chaotic magic. For example, an MgF of -2 can eliminate up to 2 units in each chaotic magic phase.

The attacker decides which attacking units will be eliminated by defending chaotic units and which defending units will be eliminated by attacking chaotic units. Chaotic units in opposing stacks can be eliminated, but chaotic magic is simultaneous, so if an opposing chaotic unit is eliminated it still attacks first.

Chaotic magic cannot eliminate herds, treasures, agents of physical magicians, or units with infinite MgFs. Disembodied spirits (spirits with blank CFs) can only be eliminated by chaotic units whose RF is not blank. A defending chaotic unit can eliminate magicians' spirits even if they are not adjacent, but the spirits must be among the attacking units in the current battle.

Note: There are only 2 chaotic units in the Dragon Pass game: The Hydra has an MgF of -N and The Crimson Bat has an MgF of -1*.

3. Physical Magic

A unit whose RF is underlined is a physical magician. A physical agent counter is associated with each physical magician.

The attacker resolves physical magic attacks one stack at a time by determining the total CF of the physical agents on the defending stack, then rolling a die on the Attack Table to determine the CF loss inflicted by those physical agents. The attacker chooses the casualties from among any units in the stack, taking into account the terrain modifiers that the defending units may have.

Disembodied spirits (spirits with blank CF) and treasures cannot be picked to be casualties of a physical magic attack. Units chosen to be casualties are eliminated, except for herds, which stampede.

After a physical magic phase, all physical agents are returned to their holding boxes whether involved in an attack or not.

4. Spirit Magic

Attacking with Spirit Magic. Only units with non-parenthesised RFs of 1 or more, and MgFs of 1 or more, can make spirit attacks. Magicians' spirits that were committed to attack a defending stack must make a spirit magic attack, unless they were eliminated before this combat phase.

Defensive Spirit Magic (DSM). Can only be used if the stack using DSM was attacked using Spirit Magic in this turn. Defending units whose MgFs are not negative and whose RFs are neither blank nor parenthesized are the only units that can use DSM. Note that a magician cannot use DSM if his spirit is providing magical support to another stack.

Step A. Determine MgF losses on both sides:

  1. The attacker calculates the MgF total of the spirits on the defending stacks and rolls the die against the Attack Table to find the defending units' MgF loss.
  2. The defender calculates the MgF total of the units using DSM and rolls the die against the Attack Table to find the attacking units' MgF loss.

Step B. Apply MgF losses on both sides:

  1. The attacker selects defending units' casualties, up to the MgF loss rolled, from units from any defending stacks involved in the combat.
  2. The defender selects attacking units' casualties, up to the MgF loss rolled. Only spirits that made attacks can be picked to be casualties by DSM.

Defending units with zero or negative MgF cannot be casualties unless the MgF loss exceeds the MgF total of all non-negative defending units. Defending units with infinite MgFs cannot be picked to be casualties of spirit combat. If there is a single unit with infinite MgF on a side, that side's units with MgFs of zero or negative are protected and so cannot be picked to be casualties.

Units that are picked as casualties are eliminated, except treasures, which become disrupted, and herds, which stampede. After a spirit magic phase, all spirits that survived are returned to their holding boxes.

Combat 2: Missile Fire & Melee

5. Missile Fire

Resolving Missile Fire. All of the defending units' missile fire is resolved before any of the attacking units' missile fire is resolved.

  1. The defender announces which stacks each unit will fire upon. For each stack targeted, calculate the missile fire total, divide by 2 if firing up a ridge, then roll the die. Apply only the worst terrain modifier, then add any unit modifiers cumulatively; then the attacker selects casualties from anywhere in his stack.
  2. The attacker announces which stacks each unit will fire upon. For each stack targeted, calculate the missile fire total, divide by 2 if firing up a ridge, then roll the die. Apply only the worst terrain modifier, then add any unit modifiers cumulatively; then the defender selects casualties from anywhere in the stack.

Casualties of Missile Fire can only be major (non-blank, non-parenthesized CF) units. If there are not enough major units in the stack to satisfy the result, all of the major units in the stack are eliminated. If a herd suffers an eliminated result, it stampedes instead.

6. Melee

Rearrange stacks. If opponents care about the order, the defender chooses the order. Any attacking or defending units, other than herds or disembodied spirits, can fight in a melee. At most, only the top 3 major units (units with non-blank, non-parenthesized CFs; all other units are minor units) in a stack can fight in a melee. Unlimited minor units can fight along with the 3 major units, but the 4th major unit and units under it are not allowed to fight. By default they should be considered in reserve. Attacking units are assumed to have charged and so cannot gain benefit from defensive terrain during the defender's counter-attack, except for units in reserve that do not add their CF to the CF total — during the counter-attack, they gain all benefits from defensive terrain.

Retreats. The defending players now have the option to retreat some or all of their units.

  1. If defending players care about the order of retreating, the defender chooses the order. Retreating units move 1 hex, stacks can be split, and retreated units are no longer considered part of the battle.
  2. Heroes cannot be retreated, though other units stacked with the hero may retreat. Superheroes and all units stacked with them cannot retreat.
  3. Retreating units must be adjacent to active units, but cannot retreat off the board, or into lake or sea hexes. Herds cannot be retreated into dead place hexes (these are only found in the Nomad Gods game). Retreats cannot be to hexes that are adjacent to another player's units (so one player can effectively surround a stack and prevent it from retreating).
  4. Covering retreats: At least one unit must be left behind from each retreated stack. A herd or treasure cannot be used to cover a retreat. The total physical force left behind must have 1/6 the CF of the attacking units that are fighting in the melee (that are not being blocked by disembodied spirits). The spirit force covering a retreat can block any group of attacking units whose MgF total is less than or equal to the spirits' MgF total. Exception: Defending units that are faster than all of the attacking units, and any zero MF units that they want to carry, can always retreat regardless of whether an adequate covering force is left behind.

Resolving Melee. All of the attacking units' melee attacks are resolved, and then any remaining defending units' melee counter-attack is resolved.

Attack. All active units adjacent to inactive units must attack unless the active units are in a fortification; magicians' spirits and agents can take part in the attack but they cannot be the only attacking units. Any stacks that magicians' spirits and/or agents were committed to attack must be attacked by them. The active player announces battles one at a time by selecting a group of attacking stacks and stating that they will attack a defending stack or group of defending stacks (in a single battle, all of the attacking stacks, other than magicians' spirits and/or agents, must be adjacent to all of the defending stacks). For each attacking stack calculate the CF total. If on a River or attacking up a Ridge, halve CFs. Lastly, if a leader is in the stack, add its leadership factor to the CFs of each unit in the stack, but only if the leader will also fight. Retain any fractions until the CF total of the fighting units has been computed, then drop fractions. Total the CFs for all attacking stacks involved in the melee, then roll the die on the Attack Table to find the CF loss inflicted (if it is raining, reduce the roll by 1). The attacker chooses casualties, but only from the tops of defending stacks.

Counter-Attack. The defender now doubles the CFs of all surviving defending units (this is called defensive doubling) and may rearrange his stacks. If on a River or attacking up a Ridge, halve all units' CFs. Lastly, if a leader is in the stack, add its leadership factor to the CFs of each unit in the stack (but only if the leader will also fight). Retain fractions until the CF total has been computed, then drop fractions. Total the CFs for all defending units involved in the counter-attack, then roll the die on the Attack Table. If it is raining, reduce the roll by 1. The defender chooses casualties (from tops of stacks only).

Casualties of Melee can only be taken from stacks that were involved in the melee, from the top down. Disembodied spirits must be bypassed. Herds and units with zero MF can be bypassed, but they can optionally also be selected to be casualties. If a unit is a casualty, it is eliminated. If herds or treasures are casualties, they are captured (move the herd or treasure to one of the stacks of the attacking units that fought in the melee).

Elimination. Eliminated units are removed from the board to a dead pile. Herds and treasures can only be disrupted or captured; they cannot be eliminated (except by Cragspider's Pillar of Fire or a Dragonfight, which eliminates even herds and treasures).

Disruption. A disrupted unit is turned back side up and uses those reduced factors. If a disrupted unit suffers another disruption result, it is eliminated. A disrupted treasure is unaffected by further disruption. A disrupted herd that is disrupted again will stampede. A disrupted unit becomes undisrupted in the rally phase of the owner's next player turn, unless that unit is adjacent to enemy units, in which case it remains disrupted. If a disrupted unit can be moved to a hex that is not adjacent to an inactive unit, it must end its movement in such a hex. Superheroes cannot be disrupted.

Capture. Neutral herds or treasures are captured if a unit is stacked with them at the end of a phase. If, at the end of a phase, a captured unit is left in a hex that does not contain a player unit, then it becomes neutral. If a unit is recaptured by its original owner, it is no longer considered a captured unit (so, if left alone, it will not become neutral). Units that were originally neutral have no original owner.

Stampedes. The herd owner rolls the die and moves the herd its full normal movement allowance in the direction indicated by the map board compass. If the herd moves off the board or into sea, lake or dead place it is eliminated. It can move into and through hexes containing other units. After the stampede, it is considered neutral. If it ends its stampede in a player's stack, it remains neutral until the end of the phase. After a stampede, a herd is always disrupted.

Reorganising Stacks. At the end of each battle, each player can rearrange the units within each of his stacks affected by the battle.

7. Advance After Combat

At the end of battle, the attacker can choose to advance any non-disrupted units in his attacking stacks into vacated hexes (that is, empty hexes that contained at least one defending unit at the start of the melee). The first hex must be a vacated hex, and if that hex is adjacent to an enemy stack then the advance stops. If not, units with an MF of 5 or greater can make an extended advance into a 2nd adjacent hex, except for forest, marsh, sea, lake, mountain, or dead place hexes. An extended advance cannot enter a hex containing the player's own active stacks that will attack later in the same combat phase. If an advance ends on herds or treasures, it captures those units. If an advance ends on neutral dinosaurs, it allies those dinosaurs.

Magical Support

After all combat and advances after combat, the attacker can now reallocate his magicians' spirits to provide magical support for his units by placing spirits atop the stacks to be supported. Physical magicians' agents never provide support. Supporting spirits involved in a battle are treated as normal disembodied spirits, except that they cannot be retreated. A supporting spirit remains in the hex in which it was placed even if all of the units it was supporting have retreated or have been eliminated. All spirits allocated for magical support are returned to their holding boxes at the start of the owning player's next movement phase. Note: a magician cannot use Defensive Spirit Magic (DSM) if his spirit is providing magical support to another stack.

Heroes and Superheroes

Unit factors are listed as CF – MgF – MF – RF. An "X" means the factor is blank.

Superheroes

SuperheroStandardBerserker RageBest Friend
Jar-eel the Razoress(20!!) – infinity – 6 – X(20) – 20 – 12 – 1Beat-pot Aelwrin (4!) – 10 – 6 – X / (2) – 5 – 6 – X
Harrek the Berserk(20!!) – infinity – 6 – X(20) – 20 – 12 – 1Gunda the Guilty (4!) – 10 – 6 – X / (2) – 5 – 6 – X
Androgeus(20!!) – infinity – 6 – X(20) – 20 – 12 – 1Androgeus has no best friend unless assigned one by a scenario.

Faction Leaders (Heroes)

HeroStandardDisrupted factorsTitle
The Red Emperor(4!) – 10 – 6 – 10(2!) – 5 – 6 – 10Emperor of The Lunar Empire (Spirit is X-10-X-10 / X-5-X-5)
Prince Argrath(4!) – 10 – 6 – 0(2!) – 5 – 6 – 0Prince of Sartar (Glowline resistance, Dragontooth Runners, and Giantmaster)

Other Heroes

HeroStandardDisrupted factorsSpecial Abilities
Inhuman King(8!) – 8 – 8 – 8(4) – 4 – 8 – 0Can automatically Resurrect if eliminated. Has a Spirit (X-8-X-8 / X-4-X-4).
Sir Ethilrist(4!!) – 10* – 7 – X(2) – 5* – 7 – XCan use the Cloak of Darkness once per game.
Ironhoof(4!) – 10* – 7 – X(2) – 5* – 7 – XCan freeze all cavalry on the board in place for one turn, once per game.
Feathered Horse Queen(4!) – 10 – 7 – X(2) – 5 – 7 – X
Jaldon Toothmaker(4!) – 10 – 6 – X(2) – 5 – 6 – X
Cragspider(4!) – 7* – 5 – 7(2) – 4 – 5 – 0Can cast the Pillar of Fire once, but this destroys her Spirit (X-7-X-7 / X-4-X-4).
Dwarf(3!) – 7 – 4 – X(2) – 4 – 4 – X
Twins(2!) – 5 – 5 – X(1) – 3 – 5 – XIn the Dousing the Flames scenario only, they are Best Friend of Androgeus.
Twin StarsX – cyclic – 7 – 1X – ½ cyclic – 4 – 0Never starts the game on the board; only appears from Random Event 42.

Note: Twin Stars have a blank CF so cannot attack or be attacked by missile/melee, but unlike disembodied spirits, they instead move like a normal unit.

Abilities Common to Heroes and Superheroes

Ridges & Rivers: Heroes and superheroes take no melee penalty from ridges or rivers.

Heroic escapes: When a hero or superhero is eliminated, note the hex it was in when eliminated. In the rally phase of the same player turn, roll a die. A hero escapes on 4, 5, 6, and a superhero escapes on 3, 4, 5, 6; otherwise, the unit is eliminated permanently. If the hero or superhero escapes, place it in one of his stacks as close as possible to where it was eliminated.

Heroic retreats (a potential downside to having heroes and superheroes in stacks): Heroes cannot be retreated, though other units stacked with a hero can be retreated. Superheroes and all units stacked with them cannot be retreated.

Abilities Unique to Superheroes

Defending against a Superhero: If there is a superhero in an attacking stack and the opposing stack does not have a superhero, the defending stack receives no defensive CF terrain bonuses.

Superhero Magic Invulnerability: Superheroes cannot be picked as casualties of chaotic or spirit magic, and do not suffer adverse effects of exotic magic. Superheroes extend their magic invulnerability to up to 3 units with them (any type of unit). The best friend must be one of these if he/she is in the stack. Each superhero can protect up to 3 units. Thus, 2 superheroes in the same stack could protect up to 6 units in that stack. Exception: Superheroes are vulnerable to physical magic.

Superheroes and their Best Friends: Normally, if 2 heroes are in the same stack, only one can provide its Leadership Factor to the units in the stack. Superheroes and their best friends are unusually compatible, and if both are in the same stack, their Leadership Factors combine. So, for example, if Harrek is stacked with Gunda, that stack would get a leadership factor of 3 (i.e. +3 CF to all units fighting with them).

The Berserker Option: If a superhero's best friend is eliminated, the superhero will go into a berserker rage until his/her best friend's death is avenged. The most likely unit responsible for eliminating the best friend must be designated the scapegoat. Herds and treasures cannot be scapegoats. If a magician's spirit or agent killed the best friend, the magician becomes the scapegoat; otherwise the most likely unit responsible for the best friend's death is the scapegoat. Select the scapegoat at the end of combat. If none of the units that could be scapegoats survive, there is no scapegoat, and the superhero does not go berserk. The unit selected as scapegoat remains a scapegoat until it or the superhero is eliminated. Put the scapegoat marker on the stack with the scapegoat.

Berserker Rage: While in berserker rage, a superhero is turned back side up and transcends mortality, able to attack in both spirit combat and melee in every battle. Exception: The superhero cannot attack in spirit combat if any unit in the opposing force has an infinite MgF. During movement, the controlling player must move the superhero as close as possible to the scapegoat. In his combat phase, the superhero must attack the stack containing the scapegoat if possible. If it is at all possible to pick the scapegoat as a casualty, it must be picked. The scapegoat cannot retreat when it is attacked by the superhero. A scapegoat that is a hero or superhero cannot make a heroic escape if eliminated by the berserk superhero. If killed by anyone else, a hero scapegoat can make a heroic escape, but if so, it remains the scapegoat and the berserk superhero remains berserk. If the berserk superhero is eliminated and makes a heroic escape, he or she also remains berserk.

Notes: The superhero's berserker rage passes if the best friend makes a heroic escape and the scapegoat token is removed. If a superhero's best friend is slain while acting as an emissary, there is no scapegoat, and the superhero does not go into a berserker rage. However, the controlling player of the dead best friend cannot send another emissary to that independent. If a best friend is killed by an independent that automatically kills emissaries (such as Delecti), the alliance is granted, but the superhero refuses to fight for the controlling player (the superhero is effectively eliminated from play if this happens).

Phases of the Moon, Cyclical Factors, and the Glowline/Glowspot

Cyclical factors in units are indicated by the up/down arrow or half up/down arrow. The strength of the phase of the moon varies from a low value of 3 to a high of 7. Units with the cyclic symbol take the value of the phase, and units with the half cyclic symbol take a value of ½ the moon phase. The phase of the moon inside the Glowline (the red and pink area around Tarsh) is always 7, unless an enemy unit occupies the Temple of the Reaching Moon, after which the Glowline ceases to exist for the remainder of the game.

Phases (movement value, cyclic value): 2 (Black, cyclic 3), 1 (Crescent-Come, cyclic 4), 5 (Empty ½, cyclic 5), 6 (Full, cyclic 7), 7 (Full ½, cyclic 6), 4 (Crescent-Go, cyclic 5), 2 (Dying, cyclic 3).

The Crimson Bat and the Glowspot: Any hex within 2 hexes of the Crimson Bat is a Glowspot hex; cyclical factors of units within the Glowspot always act as if the phase of the moon is full. If the screening option is being used, the Glowspot does not exist unless the Lunar player has revealed the location of the Crimson Bat, but the location can be revealed at any time the Lunar player wants.

Argrath's Resistance to the Red Moon: The Glowline and Glowspot have no effect within 1 hex of Argrath. If the screening option is being used, the effect does not exist unless the Sartar player has revealed the location of Argrath, but the location can be revealed at any time the Sartar player wants.

Dragon's Resistance to the Red Moon: For each dragon, the controlling player can choose to negate the Glowline and Glowspot within 1 hex of the dragon. If the screening option is being used, the effect does not exist unless the controlling player has revealed the location of the dragon, but the location can be revealed at any time the controlling player wants. This effect is optional, and only operates if the controlling player of the dragon wants it to.

Exotic Magic Phase

Exotic Magic happens before the Combat Phase, but these are more complex powers not used in early scenarios; the following are all possible Exotic Magic of all Lunar, Sartar and Independents.

Abbreviations used in this section: D&S = "Dragons and Superheroes are unaffected and save up to 3 units stacked with them". DS&T = "Disembodied Spirits and Treasures are unaffected".

Exotic Magic Immunity: Dragons can save up to three units stacked with them from any effects of exotic magic. The player who controls the dragon decides which units are to be saved. Superheroes cannot be picked as casualties of chaotic or spirit magic, and do not suffer adverse effects of exotic magic. Superheroes extend their magic invulnerability to up to 3 units with them (any type of unit). The best friend must be one of these if he/she is in the stack.

Sartar Exotic Magic Abilities

Prince Argrath's Resistance to the Red Moon: The Glowline and Glowspot have no effect within 1 hex of Argrath. If the Screening Option is being used, this effect does not work unless the Sartar player reveals the location of Argrath (but this can be revealed at any time).

The Dragontooth Runners (3)-5*-6-0 / (2)-3-3-X. Argrath can summon these 2 units to within 1 hex of himself at any time, independently if wanted, but cannot move on the turn that they were summoned.

Giantmaster: Argrath must stop if he chooses to enter a hex containing a giant (15-10-7-X / 8-5-4-X) and gains control of the giant. Argrath and a giant cannot be stacked with any other unit, and while stacked, neither can retreat from any combat. Argrath cannot control more than 1 giant at a time. If 2 giants are in a hex, Argrath cannot enter. A controlled giant reverts to normal if Argrath moves away.

The Stormwalkers: 7-5*-20 Air Rune-12 / 4-3*-10 Air Rune-0. Can create a Type 1 or Type 2 storm in the exotic magic phase, but the Stormwalkers' spirit is eliminated by using this power. If the Stormwalkers' spirit was already destroyed, they cannot create a storm. Type 1 eliminates every unit in a single hex within the Stormwalkers' RF, and every non-Sartar unit adjacent to the hex becomes disrupted. Treasures are disrupted. D&S. Type 2 affects the whole board: day 1 is rain, day 2 is rain, and day 3 is flood. Flood disrupts all units in river hexes, including fords. D&S. Units that enter a flooded hex become disrupted. Flying units can move through without disruption, but if they stop in a flooded hex they become disrupted.

The Wasps: (2)-4*-10 Air Rune-X / (1)-2*-5 Air Rune-X. Can sting (in the exotic magic phase), disrupting every non-Sartar unit within 1 hex of the Wasps. The Wasps are eliminated if they sting. DS&T. (Note: D&S is not listed in this case; is this an exception to the dragons/superheroes protect 3 units rule?)

Lunar Exotic Magic Abilities

Phases: 2 (Black, cyclic 3), 1 (Crescent-Come, cyclic 4), 5 (Empty ½, cyclic 5), 6 (Full, cyclic 7), 7 (Full ½, cyclic 6), 4 (Crescent-Go, cyclic 5), 2 (Dying, cyclic 3).

The Crimson Bat: (4)-1*-9 Air Rune-0 / (2)-0-5 Air Rune-X. Any hex within 2 hexes of the Crimson Bat is a Glowspot hex, meaning that all units with cyclical factors are at full strength (the cyclic value is 7 and the half cyclic value is 3½). If the Screening Option is being used, the Glowspot does not exist unless the Lunar player reveals the location of the Bat.

Feeding: the Bat must devour a unit on each Black and each Dying day in the Lunar exotic magic phase that is within 1 hex of it; this can be a Lunar unit (normal or hero or superhero, and no heroic escape is allowed) or an enemy unit during combat (normal or enemy hero or superhero during combat — but if they make a heroic escape they do not count towards feeding). If the Bat is not fed on a Black or Dying day, it must devour additional Lunar units on later days as listed in the Bat Hunger Table. If not fully sated on a day, units fed count towards satisfying it, but the number of units needed still grows on the next day. If the Bat is not fed by the end of the Lunar exotic magic phase of the following Full Half day, then it is eliminated. If the Bat is eliminated before its hunger is sated, one of the opposing players eliminates Lunar units to satisfy the hunger of the Bat's spirit. Roll a die if there are multiple opposing players (the player that rolls highest then gets the right to choose the Lunar units eliminated). If the Screening Option is being used, Lunar units can be eliminated that are not at the top of a stack, but the stack cannot be examined (i.e. the opposing player can say "eliminate the 3rd unit from the top of the stack", but skip treasures and herds). In the worst case, this can mean the enemy eliminating up to 24 Lunar units.

Bat Hunger Table

Number of Lunar units needed to sate the Bat's Hunger if the listed days are missed:

Day1 Day Missed2 Or More Days Missed
Crescent-Come23
Empty Half46
Full812
Full Half1624

The Crater Makers: 6-cyclic*-4 Air Rune-12 / 3-½ cyclic-2-0 (and Agent cyclic-X-X-12). In the Lunar exotic magic phase other than a Black or Dying day, The Crater Makers can call a Meteor Storm to strike a single hex within the Crater Makers' RF of 12. Every unit in that hex is eliminated except herds, which stampede. DS&T. D&S. The Crater Makers' agent is not eliminated by this, but the agent cannot attack in that turn.

The Full Moon Corps: cyclic-10*-6-0 / ½ cyclic-5*-3-X. In the Lunar exotic magic phase of a Full Moon day only, the Lunar player can summon the Full Moon Corps to a hex containing any Lunar magician. If eliminated, they can be summoned again on the following Full Moon day. They cannot be used as replacements. In scenarios where available, they can be brought on at the start of the game or brought into play on a Full Moon day.

Independents' Exotic Magic Abilities

Sir Ethilrist can activate his Cloak of Darkness and Hound of Doom Run during his exotic magic phases (complex — see the full Ethilrist description).

Cragspider. Once per game, Cragspider can unleash the Pillar of Fire (assume this is done during the exotic magic phase). The pillar covers a triangular 3-hex area such that all 3 hexes are adjacent to the other 2. All 3 hexes must be within Cragspider's RF of 7. The pillar destroys all units in the 3 hexes, including herds and treasures. D&S. Cragspider's spirit is eliminated when the Pillar is used. If her spirit was already eliminated, then the Pillar cannot be used.

The Earth-Shaker's Cult can unleash one earthquake per game during its Exotic Magic phase. The Earth-Shaker's Cult Spirit is eliminated by this effect. If the cult spirit is eliminated, this power is unavailable. An earthquake can be Type 1 or Type 2, and all fracture hexes must be within the cult's RF of 10. Type 1: a single fracture 8 hexes in length. Type 2: 2 fracture lines, each of 5 hexes in length, and no 2 hexes of each line can be adjacent. Most types of units on a fracture line are disrupted. Herds stampede. D&S. Fractures need not be straight, and can go anywhere. A Type 1 can create a closed area of 2 hexes in size. A Type 2 quake cannot enclose an area. Most units in enclosed hexes are eliminated. D&S. DS&T. Fortresses on a fracture line are badly damaged, and have no effect for the rest of the game; the hex it occupies is treated as clear terrain. A fortress damaged by a quake still counts as a fortress for victory conditions.

Ironhoof can freeze all cavalry at the start of his player-turn segment. No cavalry units can move, retreat, or advance after combat for the duration of that game-turn. Cavalry units that are to arrive as reinforcements or replacements must be delayed until the next game-turn.

Puppeteer Troop can create or remove multiple Illusory Armies in his exotic magic phase anywhere within the Puppeteers' RF of 8 (so up to 8 hexes).

Dragonfights take place during the exotic magic phase. If an active dragon remains adjacent to any inactive units (after other combat) at the start of an exotic magic phase, it must dragonfight. Normally, every enemy unit adjacent to a dragon and the dragon itself are eliminated during an exotic magic phase dragonfight. If a dragon is in the enemy units, then both dragons are eliminated, but none of the other units are eliminated. If a superhero is in a stack adjacent to a dragon, the active player must decide between eliminating one of the superheroes or eliminating all non-superhero units in that stack (other stacks adjacent to the dragons are not protected by the superhero in this way). Heroes or superheroes eliminated in dragonfights can attempt heroic escapes.

Assassins are allocated during the exotic magic phase. They can be used to scout stacks, and can assassinate if the scouting is successful.

Major Independents

Abbreviations used in this section: D&S = "Dragons and superheroes are unaffected and save up to 3 units stacked with them". DS&T = "Disembodied spirits and treasures are unaffected".

Unit factors are given as CF – MgF – MF – RF. Note that the underlining used on the counters and in the source document (which marks physical magicians in the RF, heroic movement in the MF, and chaparral support in the CF) is not reproduced in the unit lists below; use the counter legend to identify them.

Major Independents are allied by assigning Diplomacy Points (DPs) (Full & Marathon Games only).

Dragonewts — 45 DP

Capital is Dragonewt city 1. Territory is the Dragonewt cities 1-8 (purple). The dragonewt units are numbered to indicate their home Dragonewt City. Place them on their home cities when allied. Any inactive units that were in the Dragonewt City hexes are eliminated. Any herds and treasures are captured. Dragonewts can move in the turn they are allied (this is an exception to normal alliance rules).

Resurrection: An eliminated dragonewt reappears in its home city during the rally phase of the same turn. This ability is cancelled if that dragonewt's home city has been occupied by enemy units at any time since the dragonewts entered play.

The Dragonewt Roads: Only dragonewts can use these. Travel from city to city (including Shaker's Temple) costs 1 MP (+1 MP for each crossroads that the dragonewt turned on). Exception: if a road is blocked by a ZOC, then the dragonewt stops 1 hex before the ZOC, from where it can use MPs normally. Note: dragonewts can move through Exiles' territory using a dragonewt road with no DP penalty.

Units: 1x Inhuman King (8!)-8-8-8, 1x Inhuman King's Spirit X-8-X-8, 3x Priests 6-5-8 Water Rune-8, 3x Priests' Spirits X-5-X-8, 5x Beaked Dragonewts 5-5-5-X, 3x Mounted Crested Dragonewts 2**-4-4-X, 5x Crested Dragonewts 2*-2-4-X.

Sir Ethilrist And His Black Horse Troop — 25 DP

Capital is Muse Roost (hex 0325). Territory is Black Horse Country (grey). When set up, the Hound must be stacked with Ethilrist. The Cloak of Darkness is kept off board until used.

The Cloak Of Darkness: Keep off board until used. Can only be used if Ethilrist has not been eliminated. Place the Cloak in the hex occupied by Ethilrist during his exotic magic phase. The Cloak may not be moved and affects all hexes within 10 hexes of the cloak for the next 2 game-turns. All units in the cloud cannot move while the cloud is there, and units that enter a hex of the cloud must stop — except for Ethilrist, the Hound, the Black Horse units, physical spirits, disembodied spirits, dragons and superheroes, who are unaffected. Remove any Illusory Armies that are within the cloud (though they can be recreated). When the cloud expires, it is replaced by a unit of goblins. If a unit from a player that does not control Ethilrist is in that hex (noting that only dragons and superheroes of other players are unaffected by the cloud), the goblins will ally with that player; otherwise they will ally with Ethilrist.

The Hound: The Hound must be ridden by Ethilrist. Ethilrist has an MF of 10 on the Hound but cannot use heroic movement while riding the Hound. The Hound can be unleashed on a Doom Run in the player's exotic magic phase and then moves in a straight line at its normal movement rate to the edge of the board in a single direction that the player chooses. The Hound eliminates every unit in its path unless it enters a hex that contains a dragon or a superhero, in which case the Hound is eliminated. A dragon will survive this, but a superhero will be eliminated (but with a chance for a heroic escape). If Ethilrist is eliminated in combat or exotic magic, the Hound will start a Doom Run in a random direction determined by rolling the die against the map compass.

Keener Than: When a player allies Ethilrist, the opposing player takes control of the Keener Than unit, and places him in any of his stacks. If the Hound, on a Doom Run, passes within 3 hexes of Keener Than, it is immediately moved to the hex that Keener Than is in, and the player who controls Keener Than takes control of the Hound. In the exotic magic phase of his next player-turn, Keener Than must release the Hound on another Doom Run. For that turn, Keener Than must ride the Hound.

Units: 1x Sir Ethilrist (4!!)-10*-7-X, 1x Hell Hound 10-10*-10*-X, 7x Black Horse Troops 5-5-7-X, 2x Black Horse Auxiliaries 3-3-4-X, 1x Cloak of Darkness X-*-0-(10), 1x Goblins 6-2-15-X (only appears 2 game-turns after the Cloak is used), 1x Keener Than (1)-4-10-0 (given to the player opposing Sir Ethilrist).

Cragspider & Her Allies — 25 DP

Capital is Cliffhome (hex 3904). Territory is Cragspider's Mountain (grey) (yellow/black units).

Once per game, Cragspider can unleash the Pillar of Fire. The pillar covers a triangular 3-hex area such that all 3 hexes are adjacent to the other 2. All 3 hexes must be within Cragspider's RF of 7. The pillar destroys all units in the 3 hexes, including herds and treasures. D&S. Cragspider's spirit is eliminated when the Pillar is used. If her spirit was already eliminated, then the Pillar cannot be used.

The Dark Trolls: 3 Troll and 2 Trollkin units. If Cragspider is killed, the units remain in play, thirsting for revenge.

The Black Dragon: Place on the Dragonrest near Cliffhome when Cragspider is allied. If Cragspider is killed, the Black Dragon is also eliminated. The Black Dragon may move in the turn Cragspider is allied, but it cannot leave Cragspider's territory on that turn (but can leave on the next turn).

Units: 1x Cragspider (4!)-7*-5-7, 1x Cragspider's Spirit X-7-X-7, 1x Cragspider's Black Dragon =-infinity*-20 Air Rune-0, 3x Dark Trolls 6-6-6-X, 2x Trollkin 3-2-3-X.

The Exiles — 20 DP

Capital is Wintertop (hex 1921). Territory is Wintertop Mountain (lime green).

The Earth-Shaker's Cult can unleash one earthquake per game during its Exotic Magic phase. The Earth-Shaker's Cult Spirit is eliminated by this effect. If the cult spirit is eliminated, this power is unavailable. An earthquake can be Type 1 or Type 2, and all fracture hexes must be within the cult's RF of 10. Type 1: a single fracture 8 hexes in length. Type 2: 2 fracture lines, each of 5 hexes in length, and no 2 hexes of each line can be adjacent. Most types of units on a fracture line are disrupted. Herds stampede. D&S. Fractures need not be straight, and can go anywhere. A Type 1 can create a closed area of 2 hexes in size. A Type 2 quake cannot enclose an area. Most units in enclosed hexes are eliminated. D&S. DS&T. Fortresses on a fracture line are badly damaged, and have no effect for the rest of the game; the hex it occupies is treated as clear terrain. A fortress damaged by a quake still counts as a fortress for victory conditions.

Units: 1x Twins (2!)-5-5-X, 1x Assassin X-*-*-X, 1x Earth Shaker's Cult 2-4*-3 Stone Rune-10, 1x Earth Shaker's Cult Spirit X-4-X-10, 1x Moon Hater's 3-6-5-5, 1x Moon Hater's Spirit X-6-X-5, 1x Baron's Friends 3-6-3 Stone Rune-5, 1x Baron's Friends Spirit X-6-X-5, 1x Old School 2-5-3 Stone Rune-5, 1x Old School's Spirit X-5-X-5, 1x Cavalry 4-4-5-X, 2x Light Cavalry 3-3-5-X, 3x Infantry 3-3-3-X, 2x Archers 2*-2-4-X.

Ironhoof and the Half-Beasts — 15 DP

Capital is Wild Temple (hex 1927). Territory is Beast's Valley (light blue).

Once per game, Ironhoof can freeze all cavalry units into place for 1 game-turn. The player that controls Ironhoof must announce this at the start of his player-turn segment. No cavalry unit can move, retreat or advance after combat for that game-turn. Cavalry reinforcement or replacement units must be delayed until the next game-turn.

The following are the only cavalry units in the game (no other units in the game are cavalry): all mounted Lunar and Sartar units other than heroes, superheroes, and the Pavis Royal Guard are cavalry units; all units of the Pony Breeders, other than the Feathered Horse Queen, are cavalry units; the Exiles' cavalry and the Moon Haters are cavalry units; Sir Ethilrist's Black Horse Troops are cavalry units. Clarification: the Feathered Horse Queen, the Red Emperor and the Pavis Royal Guard are on horseback but are not frozen by Ironhoof. Also, "all units of the Pony Breeders" includes all herd units being frozen.

Units: 1x Ironhoof (4!)-10*-7-X, 2x Satyrs 1**-3-5-X, 3x Minotaurs 5-5-5-X, 1x Manticore 6-3-5-X, 4x Centaurs 3*-3-6-X.

The Grazeland Pony Breeders — 15 DP

Capital is Rich Post (hex 1229). Territory is The Grazeland (yellow).

Each horse herd can affect up to 2 units. The horse herds' MF will be 2 greater than that of the slower of the two affected units. They can hasten any infantry or cavalry units of the Grazeland Pony Breeders, Sir Ethilrist's Black Horse Troop, the Exiles, the Lunar Empire, or Sartar, except for magicians, personalities (parenthesized CFs), flying units, herds, disembodied spirits, or units with zero MFs. A unit must spend an entire movement phase with the horse herd to receive this benefit.

Units: 1x Feathered Horse Queen (4!)-10-7-X, 1x Golden Bow Warriors 1**-7-7-0, 2x Clans 6-4-5-X, 2x Clans 3-7-2-X, 4x Clans 2*-4-7-X, 4x Horse Herds 1h-2-+2-X.

Androgeus — 10 DP

No Capital. No Territory. Can force march into play when allied. If allied by Sartar, appears at the south edge of the board anywhere in Sartar; if allied by the Lunars, appears at any edge of the Imperial borders.

Units: Androgeus (20!!)-infinity-6-X. Androgeus has no best friend unless assigned one by a scenario.

Minor Independents

Emissary. Minor independents are allied by emissaries (any Lunar or Sartar unit, but not allied units, can be an emissary). During the alliance phase, the active player can use his emissaries to attempt to gain new alliances. An emissary must be in the hex which a minor independent normally resides. Roll a die, and determine the result of an alliance by using the Emissary Table. Minor independents' units can be moved normally in the following movement phase.

Emissary Table — Result of Alliance with Minor Independent

RollResult
1, 2Alliance denied. The Emissary and any units stacked with him are eliminated.
3Alliance denied. The Emissary is not eliminated.
4, 5, 6Alliance granted. Set up independents' units within their territory or as per rules.

Minor Independents are allied by sending emissaries, and are only available in the Full & Marathon Games.

Delecti — Delecti's Ruin (Hex 2423)

Normal emissary rules do not apply. Instead, the first emissary sent to Delecti automatically gains an alliance with him, automatically eliminating the emissary and replacing the unit with zombie unit 1. A hero or superhero used to ally Delecti cannot attempt a heroic escape.

Zombies. All other zombies after "1" are created as a result of combat. For each major unit, other than a dragon, giant or zombie, that is eliminated while adjacent to Delecti or a zombie, one new zombie is created. The new zombie must be numbered one higher than the last zombie in the chain, and must be placed adjacent to the last zombie in the chain. If all zombies are destroyed, the new zombie must be numbered "1" and must be stacked with Delecti. New zombies cannot be placed in hexes adjacent to enemy units unless that hex contains units of the side allied with Delecti. If there are no hexes in which a new zombie can be placed, no new zombies can be created. A maximum of 12 zombie units can be on the board at any time.

Zombie movement. Zombies must form a chain, and consecutively numbered zombies must be adjacent. Zombies pay 1 MP to move regardless of terrain or weather, but cannot enter lake, sea, or river hexes; they can enter ford or headwater hexes. The first zombie to be moved must either be the first or last zombie in the chain, and all zombies follow along the same path.

Zombie elimination. If any zombie is unable to follow the path of the zombies, those zombies and all zombies that follow in the chain are eliminated immediately. If a zombie suffers disruption, it and all zombies that follow in the chain are eliminated. If Delecti is not stacked with at least 1 of his zombies at the end of any phase, then all zombies are eliminated. If Delecti is eliminated, then all zombies on the board are also eliminated at the end of the phase.

Zombies and Spirit Magic. When zombies defend against spirit magic, they use Delecti's MgF for defence. If the MgF loss is equal to or greater than Delecti's MgF, all zombies involved in the combat can be eliminated, and Delecti's MgF is counted towards the defending side's MgF loss even if Delecti was not involved in the battle.

Zombies and Combat, Physical Magic. When selecting casualties of a melee or a physical magic attack, each zombie has a CF of 2. When any zombie fights in a melee, the CF total of all zombies on the board is added to the CF total of the side that controls the zombies. Zombie CFs are not affected by terrain. Defending zombies cannot attack or retreat.

Units: 1x Delecti (5)-10*-3-0, 12x Zombies 2-*-2*-X.

Dinosaurs — dinosaur symbols around the board

If dinosaurs are to be used, set them up before any other units. Randomly place the dinosaurs on each hex containing a dinosaur symbol. A dinosaur unit does not use normal emissary rules, and will ally with any unit that ends a phase stacked with it. A dinosaur that is left alone at any time except during the movement phase reverts to neutrality.

Units: 3x Brontosauri 2h-10-3-X, 3x Pteradons 4-2-10 Air Rune-X, 3x Trachodons 1-4-3-10, 3x Trachodons' Spirits X-4-X-10, 3x Tricerotops Spirits 10-2-4-X.

Dragons — start in dragonrests (Green SW, Red W-centre, Brown SE, Black NE)

When a dragon is allied, it appears at its dragonrest. A dragon can move and attack in the same turn that it is allied. Use normal emissary rules, except for the black dragon, which only comes into play when Cragspider is allied. The black dragon may move in the turn Cragspider is allied, but it cannot leave Cragspider's territory on that turn.

Units: 1x Red Dragon, 1x Green Dragon, 1x Brown Dragon, and 1x Black Dragon (Cragspider's). All are = - infinity* - 20 Air Rune - 0 / = - infinity* - 20 - 0.

Dragonfights take place during the exotic magic phase. If an active dragon remains adjacent to any inactive units (after other combat) at the start of an exotic magic phase, it must dragonfight. Normally, every enemy unit adjacent to a dragon and the dragon itself are eliminated during an exotic magic phase dragonfight. If another dragon is in the enemy units, then both dragons are eliminated, but none of the other units are eliminated. If a superhero is in a stack adjacent to a dragon, the active player must decide between eliminating one of the superheroes or all non-superhero units in that stack (other stacks adjacent to the dragons are not protected by the superhero). Heroes or superheroes eliminated in dragonfights can attempt heroic escapes.

Dragons and Physical Combat (Missile/Melee). Dragons do not attack except by dragonfights. A dragon's CF is only meaningful for defence. Dragons are not affected by terrain, either adversely or beneficially. Dragons' CFs are not subject to leadership modifiers. The CF of a disrupted dragon is halved. A dragon has a CF of 0 on its own, or if stacked with units that have non-numeric CFs. Otherwise, it has a CF equal to all the units stacked with it. If 2 or more dragons are in a stack, add all the units and CFs and divide between the dragons in the stack — e.g. if a stack had a CF total of 13 and it contained 2 dragons in the stack, each dragon's defensive CF would then be 6½.

Dragon Magic Immunity. Dragons are immune to all forms of magic, including exotic magic. If a stack contains a dragon, that stack suffers no losses due to chaotic magic, physical magic, or spirit magic. Any spirit using chaotic magic or spirit magic in a battle is eliminated if the opposing stacks contain at least 1 dragon, without having any effects upon the units stacked with the dragon.

Dragon Negation of Glowline and Glowspot. For each dragon, the controlling player can choose to negate the Glowline and Glowspot within 1 hex of the dragon. If the screening option is being used, the effect does not exist unless the controlling player has revealed the location of the dragon, but the location can be revealed at any time the controlling player wants. This effect is optional, and only operates if the controlling player of the dragon wants it to.

The Dwarf and his Gifts — Dwarf Mine (Hex 2612)

Use the table below instead of the Emissary Table when an emissary visits Dwarf Mine. If all of the gifts of the indicated type have already been given away, the emissary receives nothing. If the emissary is slain, only the unit visiting the Dwarf is slain; the rest of the stack is unaffected. A hero or superhero that is eliminated by the Dwarf can attempt a heroic escape. Once the dwarf has been allied, any gifts he has not given away are lost. (It is strange that the Dwarf would not bring his remaining units into battle with him — various Variant Rules also point this out.)

The Alchemical Transformer. This doubles the MgF or RF of any one unit stacked with it. If a spirit magician's MgF is doubled, the CF of its spirit is also doubled. If a physical magician's MgF is doubled, the CF of its physical agent is also doubled. If a chaotic unit's MgF is doubled, it can devour twice as many units as normal. The RF of the chaotic unit cannot be doubled.

Dwarf Luck Table

RollGift
1Emissary slain.
2, 3Stone Man unit gained. (8)-2-3 Stone Rune-X
4Cannon Cult unit gained. 8-7-3-3 & Agent 7-X-X-3
5Alchemical Transformer unit gained. 2-×2-3-×2
6The Dwarf allies. (3!)-7-4-X

Hungry Jack — no starting hex

To ally requires that any dragon be sent to fetch him. The dragon must leave the West map edge for 2 game-turns. When he returns, he is carrying Hungry Jack. Hungry Jack cannot move by himself and can only be carried by a dragon.

Hungry Jack attracts units. At the start of an enemy movement phase (before any units have moved, and the enemy must give reasonable time for Hungry Jack to choose victims), the player who controls Hungry Jack can announce active units to be drawn to it (on his own, Hungry Jack can draw a single unit, but up to 2 extra units if he has up to 2 supporting magicians with him). The active player must move the summoned units towards Hungry Jack; each hex the unit enters must be closer to Jack than the last. The unit must move until stopped by normal movement rules (such as running out of MPs or entering a ZOC). Up to 2 magicians stacked with Hungry Jack can summon extra units, and they cannot provide magical support or make a magical attack of any form in the game-turn that they aid the Jack. With 2 magicians aiding the Jack, up to 3 units can be drawn in each game-turn.

If a unit becomes adjacent to the Jack during movement, roll a die. On a 1-3, the unit is eliminated. On a 4-6, the unit may move away (immediately if it has MF left). Dragons, superheroes, and all units stacked with them are immune to the Jack's summons. However, a superhero moved adjacent to Hungry Jack must still roll for elimination (but the superhero can attempt a heroic escape if eliminated). Heroes can be drawn to Hungry Jack, and must roll for elimination (but the hero can attempt a heroic escape if eliminated). Only dragons are completely unaffected by Hungry Jack.

Units: Hungry Jack 2-0*-0-X.

Hydra — Hydra Hill (0314)

Once allied, roll a die to determine the Hydra's chaotic MgF. The Hydra cannot be moved until it is fed a number of units equal to its MgF. Any allied units within 1 hex of the Hydra can be fed to it at any time in the game. Heroes and superheroes fed to the Hydra cannot attempt heroic escapes.

Units: Hydra 5 - –N - 4 - X.

The Puppeteers

Place the 5 Illusory Army pieces at Grazelands (hex 1325), Bush Range (hex 2315), the ruin near Dragons Eye (hex 3216), Too Far (hex 2308), and the clearing in Stinking Forest (hex 3202). The real Puppeteers are in one of these 5 locations. Place the real Puppeteers unit and 4 blank counters in a cup. When an emissary is in one of the 5 Puppeteer locations, draw a counter from the cup. If it is blank, remove the Illusory Army from the board. If the Puppeteers is drawn from the cup, they are in the hex; remove all Illusory Armies from the board. The emissary then immediately rolls on the Emissary Table to try and ally them. If they fail, all further Puppeteer alliance attempts must be made from the hex where they were found.

The controlling player can create or remove multiple Illusory Armies in his exotic magic phase. 5 Illusory Army units are available for this, and they can be placed anywhere within the Puppeteers' RF (so up to 8 hexes). Illusory Army units cannot move, only be created, or removed, or switch places with the Puppeteer Troop. The Puppeteers can switch places with any Illusory Army in the movement phase and then move normally within their MF. The Illusory Army switched with cannot be removed from the board in the same movement phase.

Any disrupted Illusory Armies are removed from the board, but can be recreated. If eliminated, however, they are removed from the board and cannot be recreated. Defending Illusory Armies cannot retreat. If the Puppeteer Troop unit is involved in battle, it can choose to switch with an Illusory Army (that is not involved in the same battle) to avoid combat. If the Puppeteers switch to a location that is also going to be involved in a battle, they must take part in that battle (i.e. they cannot switch places multiple times to avoid battle in a game-turn). If an Illusory Army is ever adjacent to an enemy dragon or superhero at any time, the Illusory Army is immediately destroyed. If the Screening Option is used, the location of the dragon or superhero must be revealed in order for this to happen, and also the Illusory Army must be revealed (for it to be eliminated).

Units: Puppeteer Troop 2-4*-4-(8), 5x Illusionary Armies 5-2*-*-X.

The Spirit Of Movement — Travelling Stone (Hex 1902, north centre of map)

By itself, it has an MF of 2. When stacked with units for an entire movement phase, all stacked units' MFs are doubled and the Spirit of Movement's MF is equal to the highest of those MFs. The movement doubling also applies for retreats. By eliminating the Spirit of Movement at the start of a movement phase, the owner can choose to double the movement of all of his units for that phase only.

Units: The Spirit of Movement X-5-×2-1.

The Sun Dome Templars — Sun Dome Temple (Hex 2631, near southern centre of map)

The Sun Dome Templars double their CFs when defending in melee for selecting casualties from Sun Dome Templar units, but they do not receive any terrain benefits. For example, a Sun Dome Templar inside a stockade counts as 10 CF when selecting casualties.

Units: 3x Sun Dome Templars 5-5*-3-X.

The Tusk Riders — Ivory Plinth (Hex 2802, inside Stinking Forest)

Allied by blood sacrifice during the alliance phase. Any magician must be present with any other unit (other than disembodied spirits and treasures, but including heroes and superheroes, who cannot attempt heroic escapes if sacrificed) at the Plinth. The magician sacrifices the unit, then rolls a die. On a 1, the alliance is rejected and both the magician and the sacrificed unit are eliminated (if the magician was a hero, he can attempt a heroic escape). On a 2-6, the alliance is granted and the Tusk Riders appear in the hex.

Tusk Riders pay 1 MP for Hill, Forest, Hill/Ruin, Hill/Forest (but still pay +1 MP in rain for those hexes). Tusk Riders do not receive road benefits, but do benefit from fords.

Units: 5x Tusk Riders 5-4-5*-X.

Special Units

Giants — Giants Walk (Hex 4505, NE edge of map)

Giants only appear at Giants Walk when called for by the Random Events table. In every player's Random Movement phase, the active player can move every giant like normal units, but all players' units are considered inactive to the Giant. Any giants that end their movement adjacent to any players' units will attack all of those units according to normal combat rules. Giants will even attack the active player if they are moved into a ZOC of the active player.

Units: 3x Giants 15-10-7-X.

Assassins

Assassins can be used to scout stacks and can assassinate if the scouting is successful. Drop the assassin onto an enemy stack in the exotic magic phase, then roll the die to see the result of scouting. If successful, the player can examine the units in the hex. If scouting is successful, the player can take the assassin back and use it again another turn, or attempt assassination by announcing the unit to be assassinated (dragons and superheroes cannot be targeted for assassination), then roll a die to see the result of assassination. If the target is a hero, reduce the die roll by 1. A successfully assassinated hero can attempt a heroic escape. After an assassination attempt, the assassin must attempt a getaway by rolling a die and checking the Getaway Table.

Units: Assassins X-*-*-X.

Result of Scouting

RollResult
1Assassin captured. Lose 4 Diplomacy Points next turn.
2Assassin killed. Lose 2 Diplomacy Points next turn.
3-6Assassin succeeds. The Controlling Player may examine the units in the hex scouted. He may attempt to kill one of those units.

Result of Assassination

RollResult
0-3The attempt fails. No effect.
4-6The attempt succeeds, the unit is eliminated and the Controlling Player gains 3 DPs in his next turn.

Result of Getaway

RollResult
0-1Assassin captured. Lose 5 Diplomacy Points next turn.
2-3Assassin is killed. Lose 3 DPs next turn.
4-6Assassin gets away. No effect.

The Random Events Option

Random Events (Optional). If any of the players object to using the Random Events Option before the start of play, it is not used; otherwise, it is assumed to be in effect. Note: The Random Events Option can only be used in two-player games between Sartar and the Lunar Empire.

If the Random Events Option is being used, then during the random events segment of each game-turn, one of the players must roll the die twice. The first die roll is used as the first digit of a two-digit number, and the second die roll is used as the second digit. The random event for the current game-turn is found by looking up the two-digit number in the Random Events Table. The instructions for the event are then carried out.

Random Events Table

RollDragon Pass Random Event
11The initiative shifts; reverse the order in which Player turns are taken.
12The Dragonewts offer to ally. Both players secretly write down the number of Diplomacy Points they are willing to give to ally the Dragonewts. Neither may offer more than they are scheduled to receive before the end of the game. The player that offers the most gains the alliance. If both offer the same amount, neither is allied. The player that gains the alliance must give every Diplomacy Point received until the bid is paid in full. Points previously assigned to the Dragonewts do not count towards the debt owed.
13Androgeus allies to the side that has offered her the most Diplomacy Points so far. Both sides announce how many points they have assigned to him. If it is a tie, no alliance is gained.
14Rain. The rain falls for the rest of the game turn.
15Rain. The rain falls for the rest of the game turn.
16Rain. The rain falls for the rest of the game turn.
21A Giant is placed in hex 4505.
22A Giant is placed in hex 4505.
23A Giant is placed in hex 4505.
24A Giant is placed in hex 4505.
25A Giant is placed in hex 4505.
26A Giant is placed in hex 4505.
31One of the Temples of the Reaching Moon that connects with the Temple in Dragon Pass fails. The Glowline will not exist for the remainder of the game-turn.
32Revolt in the Redlands. The Lunar Player must remove three units. The units must have a clear path to the North or West edge of the board. If no three units meet this condition, none are taken.
33Unrest in the Provinces. The Lunar Player must remove two units. The units must have a clear path to the North or East edge of the board. If no two units meet this condition, none are taken.
34The South Soldiers arrive. The Sartar Player can replace any two Infantry or Cavalry units that he has lost so far. Replacements enter the map on the South map edge, east of Stone Cross inclusive.
35Plague. For each Lunar fortress roll one die. If a 1 is rolled, the fortress is hit by plague. Roll for each unit except treasures, Superheroes, Dragons and Disembodied Spirits. 1-2 = Unit Eliminated, 3-4 = Unit Disrupted, 5-6 = No effect.

Alliances (Diplomacy, Embassies, and Emissaries)

Embassies and Emissaries. Diplomacy Rules only operate in 2-player games. Sartar and the Lunar Empire maintain embassies within all Major Independents of the Pass, but not with the Minor Independents. To ally Major Independents, Diplomacy Points are used; but to ally Minor Independents, an Emissary must be sent when they wish the independents' aid. The life of an emissary can be short, as they are often killed for daring to attempt an alliance.

At the start of each game-turn, players each receive Diplomacy Points (DPs). Players secretly allocate DPs simultaneously in the Diplomacy Segment. During each player's Alliance phase, the active player announces any major independents that he wishes to ally by calling out the name of, and the number of DPs he has assigned to, that independent. The inactive player checks the number of DPs he has assigned to the same independent. If the active player has assigned more DPs, the inactive player must say that the active player has secured the alliance. If not, he announces that the alliance has been denied, and if the inactive player has more DPs assigned he gains 5 DP with that independent. He does not need to say how many DPs he has assigned to the independent.

Purchasing Replacement Units with Diplomacy Points. In addition to receiving replacements at the rate of 1 infantry per 2 dead infantry, and 1 cavalry per 3 dead cavalry, players can purchase replacements with diplomacy points during the diplomacy segment of each turn. An infantry unit's replacement cost (in DPs) is equal to its CF. A cavalry unit's replacement cost is double its CF. Only Sartar and Lunar cavalry and infantry units can be replaced. Sartar replacements purchased with diplomacy points enter the map on the south edge east of the Stone Cross (inclusive). Lunar replacements purchased with diplomacy points enter the map on any edge hex within the darker portion of the Glowline. Replacements purchased with diplomacy points can come from the dead piles or the stack of units removed from play.

Seeking Major Independents' Alliances. During his alliance phase, the active player calls out an independent's name and the number of DPs he has assigned to that independent. If the inactive player has assigned fewer DPs, then he tells the active player that the alliance has been granted; otherwise, he announces that the alliance has been denied. He does not have to tell the active player how many DPs he has allocated. If the inactive player has allocated more DPs to the independent than the active player, the inactive player receives a 5 DP bonus assigned to that independent.

Results of a Major Independents' Alliance. When a player gains an alliance with a major independent, he can set up the independent's units anywhere within their territory, but these cannot be stacked with inactive units. If some of the inactive player's units occupy a major independent's capital at the time that the independent is allied, any herds and treasures among them are captured by the independent. The rest are eliminated (heroes and superheroes can attempt heroic escapes). A major independent's units cannot be moved outside their territory in the first movement phase after they are allied. Exceptions: Androgeus is set up and moved according to the special rules for him/her. Also, unlike all other Independents, the Dragonewts can move outside their cities on the turn they are allied. Also, the Black Dragon can move on the turn that Cragspider is allied but may not leave Cragspider's territory.

Control of Lunar/Sartar Capitals — 0 DP per turn. If Boldhome (the Sartar Capital) or Furthest (the Lunar Capital) are occupied by the enemy at the start of a game-turn, the occupied player does not receive any DPs that turn.

Control of Allied Capitals — -1 DP per turn. For each one of a player's allied capitals that is occupied by enemy units at the start of a game-turn, that player's DP allocation for the turn is reduced by 1. A player's DP allocation can never be reduced below zero.

Trespassing Penalty — +1 DP to inactive player. For each active unit that moves through or ends its movement in a neutral major independent's territory, the inactive player receives 1 DP. There is no DP penalty for active units that begin their movement in an independent's territory but move out of that territory.

Seeking Minor Independents' Alliances. Minor independents are allied by an emissary (any Lunar or Sartar unit, but not allied units) which must be in the hex which the minor independent normally resides. During the alliance phase, the active player can use his emissaries to attempt to gain new alliances. Roll a die, and determine the result of an alliance by using the Emissary Table. Minor independents' units can be moved normally in the following movement phase.

Emissary Table rollResult of Alliance with Minor Independent
1, 2Alliance denied. The Emissary and any units stacked with him are eliminated.
3Alliance denied. The Emissary is not eliminated.
4, 5, 6Alliance granted. Set up independents' units within their territory or as per rules.

Diplomacy Points to Ally Each Major Independent

Dragonewts 45, Ethilrist 25, Cragspider 25, Exiles 20, Ironhoof 15, Grazelanders 15, Androgeus 10.

Dragon Pass Q&A (from Heroes Magazine)

All of these Q&A are implemented in the rules above.

Q. Must flying units stop when entering an inactive unit's Zone of Control? A. Yes.

Q. Is the Dwarf Mine (2612) the same as an open ground hex with a secondary road? A. Yes.

Q. Do Magicians' spirits and agents ignore ZOCs, and may be placed on any stack within the magician's RF as in 7.3.3? A. Yes. Magicians' spirits and agents are simply placed on the stack they are to attack. They do not move from the hex occupied by the magician to the hex containing the enemy stack.

Q. According to rule 7.8.2, "a magician cannot use DSM while its spirit is providing magical support (see 7.13)". Can a magician whose spirit has been eliminated use DSM? A. Yes.

Q. What happens to a magician whose spirit is eliminated? A. Nothing.

Q. Rule 8.7.3 states "A hero designated to be a scapegoat does not attempt a heroic escape if it is eliminated in a battle involving the avenging superhero." Does a superhero scapegoat get to attempt a heroic escape in the above instance? A. No.

Q. In rules 4.5.1 and 4.5.2, it states that an underlined combat and magic factor does need support in chaparral and the latter can give support to other units in chaparral. What sort of support, and what is chaparral? A. Chaparral only appears on the Nomad Gods mapboard. It is the second game of the Dragon Pass series, and is not available from The Avalon Hill Game Company. Support is akin to supply in other wargames. The chaparral is a grassy region. The only sources of food in the chaparral are the herbivorous herds. Chaparral is the dominant terrain type in the Plains of Prax. There are no chaparral hexes on the Dragon Pass map.

Q. Can a unit advance from one ZOC to another, even though this is not possible under the regular movement rules? A. Yes. An advance is not considered regular movement.

Q. Does the Superhero and Dragon protect three major units, or just any units? A. Any three units. How else could a superhero protect his/her/its best friend?

Q. The neutral border hexes between Blackhorse Country, Grazelands, the Exiles' territory, Beast Valley, and the southern edge of the board are usually traversed by units of both Sartar and the Empire while the independents are still neutral. Is this realistic, or should it violate both neutrals' territory? A. Minor countries have historically avoided reacting to provocation by their larger neighbours unless it was a clear threat, or they thought their neighbours would not actually harm them.

Q. What about magicians that have a positive RF, but no physical agent or spirit, such as the movement sylph or the twin stars unit? Can they still launch magical attacks? A. The spirit of movement and the twin stars are not magicians (see 4.2). They are independent spirits and can attack normally.

Q. Why can't units involved in magical battles decide which of them will face the enemy unit first? I don't understand why the attacker doesn't decide which attacking units are eliminated, and the defender doing the same. A. Unlike combat on the physical plane, there is no way one unit can shield another on the spirit plane. Dragons and superheroes are special. Therefore, spirits always inflict the most advantageous casualties possible.

Q. I also deduct 1 DP for each originally friendly fortress held by the enemy. This reflects the fortunes of war more closely, but is it correct? A. No, the rule is correct as written.

Q. Should players be allowed to roll for Dwarf Luck more than once? A. Yes.

Q. Is it permissible to move from one ZOC to another if the second ZOC is exerted by another unit? A. No.

Q. In lieu of the rigid ZOC rules, is it realistic for a single infantry or cavalry unit to be able to stop a large stack of units, including possibly a superhero? A. Yes. No leader would consider passing an enemy unit without first stopping and determining what type of unit it is, and whether or not there are more like it nearby.

Q. Do ZOCs affect flying units, and if so, why? A. Yes. Flying units are not aircraft. They are mostly low-flying creatures that are especially vulnerable to certain magics while flying. Also, they must land often and rest.

Q. Can a missile-using unit fire during the Missile Fire Step, then retreat before melee? A. Yes.

Q. When selecting casualties of chaotic or exotic magic, can the attacker select any units in a stack for elimination? A. Yes. Chaotic magic is nasty.

Combat Tables (Reference Sheet)

Attack Table — Combat Resolution Table for Magic & Melee

Find the total MgF or CF of the attacking units along the top, cross-index with the die roll, and read off the loss inflicted.

MgF or CF Total 1-20:

Roll1234567891011121314151617181920
100000111111222222333
200011112222333344445
300111222333444555666
4011223344556677889910
5012334566789910111212131415
6123456789101112131415

MgF or CF Total 21-40:

Roll2122232425262728293031323334353637383940
133344444455555566666
2555666677778888999910
37778889991010101111111212121313
41011111212131314141515161617171818191920
51516171818192021212223242425262727282930
6212223242526272829303132

MgF or CF Total 41-60:

Roll4142434445464748495051525354555657585960
1677777788888899999910
21010101111111112121212131313131414141415
31314141415151516161617171718181819191920
42021212222232324242525262627272828292930
53031323333343536363738393940414242434445
64142434445464748495051

Total all MgF or CF, then drop any fractions. A die roll less than 1 is 1, and a die roll more than 6 is 6.

If the MgF or CF is greater than the table above, use the following:

  • Roll 1: Factor is 1/6 of Total
  • Roll 2: Factor is 1/4 of Total
  • Roll 3: Factor is 1/3 of Total
  • Roll 4: Factor is 1/2 of Total
  • Roll 5: Factor is 3/4 of Total
  • Roll 6: Factor equal to Total

Drop all fractions.

Casualty Selection by Attack Type

  • Chaotic Magic: casualties both sides and simultaneous. Active selects both defender and attacker casualties.
  • Physical Magic: only inactive casualties happen. Active selects defender casualties (anywhere in stack).
  • Spirit Magic: casualties both sides and simultaneous. Active selects defender casualties (anywhere in stack). Inactive selects attacker casualties (anywhere in stack).
  • Missile: casualties both sides; inactive always fires first. Inactive fires, then the Active player selects own casualties. Active fires, then the Inactive player selects own casualties.
  • Melee: Attacker selects casualties from melee. Active selects casualties from tops of affected stacks only.

Missile Fire Modifiers

Missile Fire Unit Modifier (cumulative — add all to Terrain mods):

  • -3 Target stack contains a Dragon
  • -1 Target stack consists solely of Duck, Bison clan, Minor units
  • +1 Target stack has any Giant, High Llama, Herds clan, Ancestor units

Missile Fire Terrain Modifiers (not cumulative — only the worst applies):

  • -4 Target stack in a Fortress Hex
  • -2 Target stack in a Forest, Mountain, Altar, Dragonewt City, Ruin, Stockade, Temple or Town Hex
  • -1 Target stack in a Hill or Marsh Hex

Divide the Missile Fire Factors Total by 2 if firing up a ridge. A Missile Fire result less than 0 is treated as 0. A Missile Fire result greater than 7 is treated as 7.

Missile Fire Table — Missile Factor Totals

Roll0123-45-67-910-1213-1617-20
0-------1DD1DD
1------1DD1DD2DD
2-----1DD1DD2DD1DE
3----1DD1DD2DD1DE2DE
4---1DD1DD2DD1DE2DE3DE
5--1DD1DD2DD1DE2DE3DE3DE
6-1DD1DD2DD1DE2DE3DE3DE4DE
7-1DD2DD1DE2DE3DE3DE4DE5DE

Results: 1DD = 1 Defender Disrupted. 2DD = 2 Defenders Disrupted or 1 Defender Eliminated. 2DE = 2 Defenders Eliminated. 3DE = 3 Defenders Eliminated. 4DE = 4 Defenders Eliminated. 5DE = 5 Defenders Eliminated.

Diplomacy, Emissary, Dwarf Luck and Assassin Tables

Diplomacy Points (DP) to ally: Dragonewts 45, Ethilrist 25, Cragspider 25, Exiles 20, Ironhoof 15, Grazelanders 15, Androgeus 10.

Emissary Roll: 1-2 Denied, Emissary and stack eliminated. 3 Denied, not eliminated. 4-6 Granted, set up units specified.

Dwarf Luck Roll: 1 Emissary slain. 2-3 1x Stone Man. 4 Cannon Cult. 5 Alchemical Transformer. 6 The Dwarf allies.

Assassin Scouting Roll: 1 Captured, -4 DP. 2 Killed, -2 DP. 3-6 Success, examine stack and roll again to attempt assassination.

Assassination Attempt Roll: 0-3 Fail, no effect. 4-6 Success, eliminate a unit and +3 DP next turn.

Assassin Getaway Roll: 0-1 Captured, lose 5 DP. 2-3 Killed, lose 3 DP. 4-6 Getaway, no effect.

36Imperial attention diverted. Remove the Red Emperor and roll one die. The number rolled is the number of turns he will be away. When this duration ends, he re-enters in any map-edge hex within the Glowline. If he is not present in the scenario, he appears for the number of turns indicated.
41The members of the Barbarian Horde decide that they deserve a larger share of the booty. The Sartar Player may not move any Barbarian Horde units during his Movement Phase. If they are attacked, they are considered disrupted.
42The Twin Stars appear. Place their unit on the Temple of the Reaching Moon if it is not occupied by enemy units. If they are already in play, they are removed immediately. If they have been eliminated previously, they are placed in the Temple at full strength. The Twin Stars are always treated as a Lunar Unit in play.
43Problems in Prax. The Sartar Player must withdraw two units from the board. Units withdrawn must have a clear path to the Eastern edge of the map; if no two units have such a path, none are withdrawn.
44Provincial reserves arrive. The Lunar Player may replace two infantry or cavalry units that have been lost; these arrive on any North hex within the Lunar Empire.
45Plague. For each Sartar fortress roll one die. If a 1 is rolled, the fortress is hit by plague. Roll for each unit except treasures, Superheroes, Dragons and Disembodied Spirits. 1-2 = Unit Eliminated, 3-4 = Unit Disrupted, 5-6 = No effect.
46Plague. For each Sartar fortress roll one die. If a 1 is rolled, the fortress is hit by plague. Roll for each unit except treasures, Superheroes, Dragons and Disembodied Spirits. 1-2 = Unit Eliminated, 3-4 = Unit Disrupted, 5-6 = No effect.
51Sartar sends gifts to the Feathered Horse Queen. Sartar receives 5 Diplomacy Points assigned to the Grazeland Pony Breeders.
52Sartar sends stores to Beasts Valley. Sartar receives 10 Diplomacy Points assigned to Ironhoof.
53Lunar officials snub Sir Ethilrist. The Sartar Player receives 10 Diplomacy Points assigned to Sir Ethilrist and his troops.
54Lunar Spies are caught in Wintertop. The Sartar Player receives 10 Diplomacy Points assigned to the Tarsh Exiles.
55Sartar offers slaves to the Inhuman King. The Sartar Player receives 10 Diplomacy Points assigned to the Dragonewts.
56Sartar offers Cragspider a blank Truestone. The Sartar Player receives 15 Diplomacy Points assigned to Cragspider.
61Race War flares between the Ducks and the Half-Beasts. The Lunar Player receives 5 Diplomacy Points assigned to Ironhoof.
62Sartar horse thieves are caught in the Grazelands. The Lunar Player receives 10 Diplomacy Points assigned to the Grazelanders.
63Lunars offer Cragspider Spell Lore. The Lunar Player receives 10 Diplomacy Points assigned to Cragspider.
64Lunars send Sir Ethilrist Steel weapons. The Lunar Player receives 15 Diplomacy Points assigned to his forces.
65Lunar spies succeed in Wintertop. The Lunar Player receives 15 Diplomacy Points assigned to The Exiles.
66Lunars offer slaves to the Inhuman King. The Lunar Player receives 10 Diplomacy Points assigned to the Dragonewts.
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