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Nomad Gods

Nomad Gods Rulebook

Table of Contents

Table of Contents

  • Apologia & Explanatia
  • [1.] Introduction
    • [1.1] Components
  • [2.] Sequence of Play
    • [2.1] The Player-Turn Segment
    • [2.2] The Bookkeeping Segment
    • [2.3] Die Rolls
  • [3.] The Board
    • [3.1] Terrain Types and Effects
      • Terrain Effects
    • [3.2] Structures
    • [3.3] Map References
      • [3.3.1] Fertile Ground
      • [3.3.2] Oases
      • [3.3.3] Altars
      • [3.3.4] Temples
      • [3.3.5] Towns and Fortresses
  • [4.] The Pieces
    • [4.1] Unit Factors
    • [4.2] Tribal Units
    • [4.3] Magicians, Spirits, and Agents
    • [4.4] Color Codes
    • [4.5] Special Symbols
      • [4.5.1] The Combat Factor
      • [4.5.2] The Magic Factor
      • [4.5.3] The Movement Factor
      • [4.5.4] The Range Factor
  • [5.] Stacking
    • [5.1] Restrictions
    • [5.2] Order
    • [5.3] Support in Chaparral
      • [5.3.1] Chaparral
      • [5.3.2] Summer Fertile Ground
        • [5.3.2.1] The Sacred Ground
      • [5.3.3] Winter Fertile Ground
      • [5.3.4] Holy Places
    • [5.4] The Screening Option
  • [6.] Movement
    • [6.1] Movement Point Costs
      • [6.1.1] Moving Along a River or Canal
      • [6.1.2] Moving Along a Road
    • [6.2] Factorial Symbols
      • [6.2.1] Blank MFs
      • [6.2.2] Underlined MFs
      • [6.2.3] The Water Rune
      • [6.2.4] The Air Rune
      • [6.2.5] The Stone Rune
      • [6.2.6] The Motion Rune
      • [6.2.7] Miscellanea
  • [7.] Combat
    • [7.1] The Attacker
    • [7.2] Sub-Phases of the Combat Phase
    • [7.3] Assigning Magic
      • [7.3.1] When to Commit Spirits and Agents
      • [7.3.2] How to Commit Spirits and Agents
      • [7.3.3] Which Stacks Can Be Attacked
      • [7.3.4] Uncommitted Spirits and Agents
      • [7.3.5] Effects of Commitment
      • [7.3.6] Magic and Screening
      • [7.3.7] Disrupted Spirits and Agents
      • [7.3.8] Effects of Eliminating a Magician
  • [8.] The Five Great Tribes
    • [8.1] The Bison People
    • [8.2] The High Llama People
    • [8.3] The Impala People
    • [8.4] The Morocanth
    • [8.5] The Sable People
    • [8.6] Herds
    • [8.7] Tribal Khans
      • [8.7.1] The Founders
    • [8.8] Tribal Shamans
      • [8.8.1] The Fetch
      • [8.8.2] Reversing the Shaman/Fetch Unit
      • [8.8.3] Special Abilities of a Shaman/Fetch
  • [9.] Alliances
    • [9.1] Spirit Alliance
      • [9.1.1] The Spirit Pool
      • [9.1.2] Holy Places
      • [9.1.3] Obtaining a Spirit Alliance
        • [9.1.3.1] Restrictions
      • [9.1.4] Results of a Spirit Alliance
      • [9.1.5] Elimination
    • [9.2] Emissary
      • [9.2.1] Which Units Can be Emissaries
      • [9.2.2] Which Units Can Be Emissaried
      • [9.2.3] Using Emissaries
  • [10.] The Independent Tribes
    • [10.1] The Ten Independents
      • [10.1.1] The Baboon Troop
      • [10.1.2] The Basmoli Berserkers
      • [10.1.3] The Bolo-Lizard Folk
      • [10.1.4] The Cannibal Cult
      • [10.1.5] The Men-and-a-half
      • [10.1.6] The Newtling Renegades
      • [10.1.7] The Ostrich Clan
      • [10.1.8] The Pavis Survivors
      • [10.1.9] The Rhinoceros Riders
      • [10.1.10] The Unicorn Maidens
  • [11.] Spirits
    • [11.1] Tribal Spirits
      • [11.1.1] The Founders
      • [11.1.2] The Protectresses
      • [11.1.3] Tribal Ancestors
    • [11.2] Great Spirits
      • [11.2.1] Dark Eater
      • [11.2.2] Malia
      • [11.2.3] Oakfed
      • [11.2.4] Wild Hunter
      • [11.2.5] Zola Fel
    • [11.3] Elemental Demons
      • [11.3.1] Plague
  • [12.] Creatures of Chaos
    • [12.1] Definitions
      • [12.1.1] Chaotic Units
    • [12.2] Encountering Creatures of Chaos
      • [12.2.1] Alliance
      • [12.2.2] Restrictions
    • [12.3] Movement
    • [12.4] Parts of the Devil
      • [12.4.1] Encountering the Parts of the Devil
      • [12.4.2] Effects of Elimination
      • [12.4.3] The Devil's Hand
      • [12.4.4] Stomach
  • [13.] Treasures
    • [13.1] Definitions
      • [13.1.1] Control of a Treasure
    • [13.2] Medicine Bundles
    • [13.3] Tada's Grisly Portions
      • [13.3.1] Tada's Cloak
      • [13.3.2] Tada's Cudgel
      • [13.3.3] Tada's Mask
      • [13.3.4] Tada's Sandals
    • [13.4] Seven Great Magics of Prax
      • [13.4.1] The Dawn Beast
      • [13.4.2] Genert's Eye
  • [14.] Tada's Warriors
    • [14.1] Tada's Warriors and Combat
  • [15.] The Eternal Battle
    • [15.1] Movement
    • [15.2] Effects of the Eternal Battle
    • [15.3] Restrictions
    • [15.4] Alliance
      • [15.4.1] Bodies of Old
      • [15.4.2] Ghost Warriors
      • [15.4.3] The Avatar of Chaos
  • [16.] Special Units
    • [16.1] Bad Omen
      • [16.1.1] Recovering from Bad Omen
    • [16.2] Chaos
  • [17.] Scenarios
    • [17.1] The Basic Game
      • [17.1.1] Deployment
      • [17.1.2] Game Length
      • [17.1.3] Sequence of Play
      • [17.1.4] Special Rules
      • [17.1.5] Victory Conditions
    • [17.2] Jaldon's Games
      • [17.2.1] Deployment
      • [17.2.2] Game Length
      • [17.2.3] Sequence of Play
      • [17.2.4] Special Rules
      • [17.2.5] Replacements
  • [18.] Miscellanea
    • The War of the Gods
    • The Lesser Darkness
    • The Great Night
    • The Dawning
    • Tada and the Lion Dance
    • Red Moon in Prax
    • The Return of Prince Argrath
  • [20.] Translations
    • [20.1] Counter Corrections
    • [20.2] Unit Names
    • Random Holy Places
    • Combat Table
    • Emissary Table
    • Missile Combat Table
    • Player Turn Sequence
    • Game Turn Sequence

Apologia & Explanatia

This version of Nomad Gods is a considerable revision of the original game which appeared in 1977. The rules have been written to be useable in playing any one of the series. Though specific units appear in one game and not another, similar units work in similar fashion: the games link mechanically, conceptually, and geographically.

As a result, you will find a few small things in this game which are unnecessary, such as rules for superheroes or mention of dragonewts. Additionally, in an effort to keep the sides and games balanced, some units which appeared in the original version have been removed or redefined. Apologies are due for any confusion or concern caused by such inclusions or exclusions, but ignorance of these links will not affect play.

The first game in the series is Dragon Pass, followed by Nomad Gods. The third game in the series, Shadows Dance, will hopefully appear in 1996, and other games are possible.

[1.] Introduction

Nomad Gods is the second of series of games set in the fantasy world Glorantha during the Hero Wars. It deals with man, his magic, and his relationship with the gods and the unknown. Each game works independently as a saga of events. Linked together, they form a massive epic. However, you may choose to ignore the whole: each game is complete in itself.

In each game, players assume the roles of supreme commanders for their tribal forces. Political and logistical aspects of Prax have not been much portrayed, since they are almost non-existent among the Praxian nomads when isolated within their own lands. Nomad Gods is intended to appeal to a wide range of players. An effort has been made to keep the rules simple enough for beginners to learn quickly, while still providing a challenge for advanced players.

[1.1] Components

A game of Nomad Gods consists of the following items:

  • 1 22" x 34" mapsheet
  • 2 counter sheets, of 168 counters each
  • 1 rulesbook
  • 1 English translation of rules

Do not discard the blank counters on the counter sheets. Every counter is needed to play the game.

[2.] Sequence of Play

Each game consists of the following sequence of segments:

  1. The Player-Turn Segment
  2. The Bookkeeping Segment

Not every segment and phase is needed to play every scenario. The scenario descriptions (see [17.]) indicate which parts of the sequence of play are needed in each scenario.

[2.1] The Player-Turn Segment

Each player takes his player-turn. The sequence in which the players take their player-turns depends upon the scenario being played.

During a player-turn, the player who is taking his turn is the active player, and the other players are the inactive players. The units which the active player was assigned by the scenario instructions or which he gained control of through alliances are the active units. Other players' units are the inactive units. Units not belonging to any player are neutral units. A stack of active units is an active stack, and a stack of inactive or neutral units is an inactive stack.

Each player-turn consists of the following sequence of phases:

  1. The Random Movement Phase. The active player moves each unit on the board that is subject to random movement.
  2. The Alliance Phase. The active player attempts to gain new allies.
  3. The Movement Phase. The active player moves some, none, or all of the active units. His reinforcements and replacements, if any, arrive in this phase.
  4. The Exotic Magic Phase. The active player can apply some of the exotic abilities of his units. Dragonfights are resolved in this phase.
  5. The Combat Phase. The combat phase consists of the following sequence of sub-phases:
    • a. The active player commits some, none, or all of his magicians' spirits and/or agents to attack.
    • b. The active player resolves the battles resulting from his physical and magical attacks.
    • c. The active player commits some, none, or all of his magicians' spirits to provide magical support for his units.
  6. The Rally Phase. All of the active units that are disrupted and that did not suffer a disruption result in the current player-turn become undisrupted. Heroes, superheroes, and Scorpion-Men who were eliminated in the current player-turn now attempt heroic escapes.

[2.2] The Bookkeeping Segment

If the game-turn being completed is the last turn of the game, play is halted, and the players assess their performance according to the victory conditions of the scenario being played (i.e., they check to see who won). Otherwise, advance the game-turn marker on the turn track.

[2.3] Die Rolls

In some cases a die must be rolled, and the action determined by whether the result is odd (1,3,5) or even (2,4,6). Depending on modifiers, a roll of 0 is often possible. Unless otherwise specified, a roll of 0 is neither even nor odd and has no effect, as if the roll was not attempted.

[3.] The Board

The Nomad Gods board is a stylized map of Prax, divided into hexagons (hexes) for convenience of movement. Prax is a wide area consisting mostly of plains, with a number of special features. It can be described as a rectangle, bordered in the north by the hills of Dagori Inkarth, in the east by the River of Cradles, in the south by the cliffs overlooking the Homeward Ocean, and in the west by the Storm Hills.

[3.1] Terrain Types and Effects

The mapboard affects movement and combat in different ways, a summary of which follows. Hex color for the most part shows the fertility of the ground. There are three types of Open Ground Hex, which differ only in their effects on stacking (see 5.3). These terrain types are Chaparral, Winter Fertile Ground, and Summer Fertile Ground (see 3.3.1).

Note that some of the following terrain types do not appear on the mapboard, but can affect play due to the actions of special units.

Terrain Effects

OPEN GROUND HEX

  • Movement: Costs 1 MP to enter.
  • Combat: No effect.

FOREST HEX

  • Movement: Costs 2 MPs to enter.
  • Combat: Doubles the CFs of units when selecting casualties of a physical magic attack. Increases the CFs of units to half again their printed value when selecting casualties of a melee. Reduces the die roll used to resolve missile fire by 1.

MARSH HEX

  • Movement: Costs 2 MPs to enter.
  • Combat: Doubles the CFs of units when selecting casualties of a physical magic attack. Increases the CFs of units to half again their printed value when selecting casualties of a melee. Reduces the die roll used to resolve missile fire by 2.

HILL HEX

  • Movement: Costs 1 MP to enter.
  • Combat: Increases the CFs of units to half again their printed value when selecting casualties of a melee. Reduces the die roll used to resolve missile fire by 1.

HILL/FOREST HEX

  • Movement: Costs 2 MPs to enter.
  • Combat: Doubles the CFs of units when selecting casualties of a physical magic attack or melee. Reduces the die roll used to resolve missile fire by 2.

MOUNTAIN HEX

  • Movement: Costs 3 MPs to enter.
  • Combat: Doubles the CFs of units when selecting casualties of a melee. Reduces the die roll used to resolve missile fire by 2.

DEAD PLACE HEX

  • Movement: Costs 1 MP to enter. All units must stop on the first hex entered, each turn, except the Father of Independents and units stacked with him (see 11.9.3).
  • Combat: No magic except Chaotic Magic allowed; magic cannot cross a Dead Place hex. All spirits are reduced to physical entities in the Dead Place, with a CF of 2. Shaman/fetch units are placed on the Shaman side.

FORTRESS HEX

  • Movement: Costs 1 MP to enter.
  • Combat: Doubles the CFs of units inside when selecting casualties of physical magic or melee. Reduces the die roll used to resolve missile fire by 4. Fortresses are fortifications (see 7.4.5).

RIDGE HEXSIDE

  • Movement: Costs 1 MP to cross in the upslope direction (lower to higher side).
  • Combat: Halves the CFs of units in a melee if any opposing units are upslope. Halves the missile factors of units firing upslope.

RUIN, ALTAR, TEMPLE, OASIS, or TOWN HEX

  • Movement: Costs 1 MP to enter.
  • Combat: Increases the CFs of units inside to half again their printed value when selecting casualties of physical magic or melee. Reduces the die roll used to resolve missile fire by 2.

HILL/RUIN HEX

  • Movement: Costs 1 MP to enter.
  • Combat: Increases the CFs of units inside the ruin to half again their printed value when selecting casualties of physical magic. Doubles the CFs of units inside the ruin and increases the CFs of units outside the ruin to half again when selecting casualties of a melee. Reduces the die roll used to resolve missile fire by 2.

MOUNTAIN/RUIN HEX

  • Movement: Costs 2 MPs to enter.
  • Combat: Doubles the CFs of units when selecting casualties of melee. Increases the CFs of units inside the ruin when selecting casualties of a physical magic attack. Reduces the die roll used to determine missile fire by 2.

LAKE OR SEA HEX

  • Movement: Entry prohibited.
  • Combat: No effect.

SECONDARY ROAD

  • Movement: Costs 1 MP to enter a hex when moving along a road; otherwise, no effect. For each two hexes entered along a secondary road at normal cost, the next hex entered along any road is entered at no cost.
  • Combat: No effect.

RIVER or CANAL

  • Movement: Costs 1 MP to leave hexes that cross a river or canal except through hexsides crossed by the river or canal.
  • Combat: Halves the CFs of units in the hex that are fighting in a melee.

FORD

  • Movement: No effect.
  • Combat: No effect.
  • Any point of a river crossed by a primary or secondary road is a ford.

OBSCURE PLINTH, DWARF KNOLL, or OTHER

  • Movement: No effect.
  • Combat: No effect.

WATER RUNE

  • Indicates that a temple, oasis, altar, ruin, town, or fortress is a holy place.
  • Movement: No effect.
  • Combat: No effect.

[3.2] Structures

Altars, fortresses, ruins, temples, and towns are all forms of structures. Units inside structures receive special benefits during combat, as shown above under The Board (see [3.]).

Every unit in a hex that contains a structure is considered to be inside that structure except in the following cases:

  1. Any neutral units in the hex are outside the structure.
  2. During the melee, attacking units that fight in the melee are outside the structure.
  3. Any dragon or herd is outside the structure. Also, every unit stacked above a dragon or herd is outside the structure.
  4. At most, three major units (units whose CFs are neither blank nor parenthesized) can be inside the structure. If there are four or more major units in the hex, the fourth such unit from the bottom of the stack, and all units stacked above it, are outside the structure.

[3.3] Map References

In general, ordinary terrain dominates a hex. Tiny portions of other terrain spilling over into a hex type has no effect. Rivers and roads are directional and selective in effect.

[3.3.1] Fertile Ground

Ground fertility in a hex is generally independent of the terrain type, but certain hexes are always considered to provide support. The entire board of the Dragon Pass game is considered to be fertile ground, as is any Swamp, Forest, River, or Canal hex. Fertility of other hexes in Nomad Gods is determined by the hex color. Winter Fertile Ground is colored light green on the normal terrain pattern. Summer Fertile Ground is colored dark green. All other hexes printed in neither light green nor dark green are considered to be Chaparral.

[3.3.2] Oases

There are seven oases on the map: Days Rest, Biggle Stone, Cam's Well, Pairing Stones, Agape, Moonbroth, and the Paps.

[3.3.3] Altars

There are five altars on the map: Jaldon's Point, Horn Gate, Pimper's Block, Malia's Stool, and Tourney Stone.

[3.3.4] Temples

There is only one temple on the map: the Sun Dome Temple.

[3.3.5] Towns and Fortresses

Barbarian Town and Corflu are towns. Pavis and Knight Fort are fortresses.

[4.] The Pieces

Any counter with numbers and/or symbols in some of its corners is a unit. Most units represent clans of one kind or another. The numbers and/or symbols in the corners are factors. The units' factors quantify their relative abilities. A few counters have a name or identifying mark written on them but no factors in their corners. Such counters are called markers. Although markers such as the Eternal Battle counter may be used in play, they are used primarily for bookkeeping.

[4.1] Unit Factors

Sample unit (front): the Combat Factor (CF) and Combat Special appear at the upper left; the Magic Factor (MgF) and Magic Special at the upper right; the Movement Factor (MF) and Movement Special at the lower left; the Range Factor (RF) at the lower right; the unit name (in French on the sample) is printed on the counter.

Every unit has a unit code, which consists of its CF, followed by its MgF, MF, and RF, each separated by hyphens (i.e., CF-MgF-MF-RF). If its RF is blank, its code ends with its MF.

The combat factor (CF) indicates the unit's strength in physical combat. The magic factor (MgF) indicates the unit's strength in spirit combat. The movement factor (MF) indicates how far the unit can be moved. The range factor (RF) indicates the maximum distance (in hexes) a magician can project its spirit or agent, or that a spirit can attack in spirit combat.

Some units have special abilities, and the symbols in their factors indicate this. These symbols are explained in 4.5.

Most units are backprinted. The front and back of a unit can be told apart easily: the front of a counter usually has an illustration, while its back usually has its title only, or nothing at all. Also, the back of a unit is its disrupted side, so that its factors will be approximately halved.

[4.2] Tribal Units

Only clan units, the khan, and the shaman/fetch are considered tribal units for most purposes, such as attempting an alliance. Other units controlled by a tribe (even herds and tribal spirits) may not be used for such activities.

[4.3] Magicians, Spirits, and Agents

Any unit with an unparenthesized RF of 2 or greater is a magician. Most magicians control a bound spirit. However, some magicians, called physical magicians, control physical agents instead of spirits. Physical magicians have underlined RFs. Certain spirits in the game are used as physical agents; see Elemental Demons (9.3) for details.

A tribal unit printed on a white background is a tribal spirit. A spirit whose CF is blank is a disembodied spirit. A spirit whose CF is not blank is a physical spirit. A spirit whose MF is blank is a magician's spirit.

[4.4] Color Codes

Unit colors are identified on the counter sheets, for the most part, indicated in the color of the counter's border. Tribal units have a light gray face; all other units have a white face. The tribal or other allegiance colors are as follows:

  • Impala Tribe - bright yellow
  • Bison Tribe - light brown
  • High Llama Tribe - light blue
  • Sable Tribe - bright red
  • Morocanth Tribe - grey
  • Independent Tribes - cream
  • Magical Societies - pink
  • Eternal Battle - beige
  • Other Herds - tan
  • Chaos (including Malia) - purple
  • Earth (Paps) Spirits - dark green
  • Sun Dome Templars/Border Knights - dark yellow
  • Fire Spirits - orange
  • Air Spirits - dark blue
  • Water Spirits - blue
  • Lunar Spirits - red
  • Darkness Spirits - black
  • Independent Spirits - tan
  • Tada - light green
  • Pavis - dark brown
  • Treasures - mauve

[4.5] Special Symbols

Many of the units have special symbols following their factors. The meanings of these symbols are listed in this section, according to the factor with which they are associated. Note that the same symbol may be associated with various factors, and that the meaning of the symbol varies according to the association. (The printed symbols are glyphs; where the manual's symbol is a plain bar or dot it is identified below by the bracketed name the manual gives, e.g. [Underline], [Sideline]. Other symbols are identified by their meaning.)

[4.5.1] The Combat Factor

  • Dot/dash symbol: The unit is a disembodied spirit, or the unit is not a spirit but may not participate in melee.
  • Asterisk symbol: The unit can use missile fire. If this is the only symbol in the CF, the unit is a disembodied spirit.
  • Parentheses ( ): The unit is a single person, and does not count in stacking.
  • I: The unit is a leader.
  • Underline: The unit needs no support. [Underline]
  • N: The unit's CF is determined by a die roll.
  • Equals-like symbol: The unit's CF is equal to the CF total of the units stacked with it.
  • Dot symbol: The unit subtracts its CF from the total of its stack when attacking. [Sideline]
  • t: The unit is a herd.
  • T: The unit is a treasure, and does not count in stacking.

[4.5.2] The Magic Factor

  • (Blank symbol): The unit is the agent of a physical magician.
  • 00: The unit is invulnerable to spirit magic.
  • Dot symbol: The unit can use chaotic magic, and does not require support. [Sideline]
  • Underline: The unit does not require support, and can give support to other units. [Underline]
  • I: The unit is a magical leader.
  • N: The unit's MgF is determined by a die roll.
  • +: The unit's MgF is added to an attacking unit's MgF in Spirit Combat.
  • Asterisk/dot: The unit has an exotic power. If there is no numeric MgF as well, the unit does not require support in chaparral.

[4.5.3] The Movement Factor

  • (Blank): The unit is a magician's spirit or agent.
  • Underline: The unit can use heroic movement. [Underline]
  • Water rune: The unit can walk on water.
  • Air rune (spiral): The unit flies.
  • Stone rune: The unit moves over mountains and ridgelines as if they were clear terrain.
  • Dot: The unit subtracts from the MF of any unit which carries it. [Sideline]
  • Motion rune: The unit leaps or teleports.
  • N: The unit's MF is determined by a die roll.
  • +: The unit adds to other units' MFs. If stacked alone, it has an MF equal to its plus.
  • Asterisk: There is an unusual ability or restriction associated with the unit's movement, or its MF has a special meaning.

[4.5.4] The Range Factor

  • (Blank): The unit cannot use any form of physical or spirit magic.
  • O: The unit can use defensive spirit magic.
  • Underline: The unit is a physical magician or a physical magician's agent. [Underline]
  • +: The unit can add to another unit's RF.
  • ( ): The unit's RF has a special meaning.

[5.] Stacking

If a player has any units in a hex, all of the units in that hex taken together form a stack. The units of a stack must be placed one atop another. There is no limit to the number of units that can be part of a stack, except in Chaparral.

[5.1] Restrictions

Normally, all of the units in a hex that are not neutral must belong to or be allied with the same tribe or nation. However, during the combat phase, the active player can place his magicians' spirits and agents atop the inactive stacks they are to attack. Other units also cause this rule to be ignored, as well, as in their description, including the Elemental Demons, Hyena, the 3-Bean Circus, the Silver Deer, Pavis, and Bullsitch.

[5.2] Order

The order of units in a stack can be important. During each movement phase, the active player can freely rearrange his units within their stacks. During the combat phase, the players can rearrange their units that are involved in combat. The only other time a player can rearrange the units in any one of his stacks is during the rally phase in which a hero, superhero, or dragonewt reappears in the hex that the stack occupies.

[5.3] Support in Chaparral

Much of Prax is not capable of supporting large numbers of people without support of some kind, unlike the fertile lands of Dragon Pass. Support is supplied by support units, which include herds, medicine bundles, and certain spirits. Whatever the source of support, the following rules always apply:

  1. Support units are designated by having their MgF underlined. All support units are capable of supporting as many physical, non-spirit units as their MgF, whether or not those units are actually stacked with them.
  2. Units must be within their MF of support units to be in support. If a unit inadvertently or deliberately moves out of support, it is immediately disrupted. If, at the time of its undisruption, the unit is still not supported in some way, it is eliminated.
  3. If too many units depend on a specific support unit for support, some of them will be unsupported, starting with the units furthest from the support unit.
  4. Support cannot cross certain types of terrain. Hexes of these terrain types cannot be counted when checking for support, and support must be traced around them rather than through them. Thus, units may have to be closer to the support unit or be out of support. Hexes which do not count in support are Mountain, Dead Place, Lake and Sea hexes, the Block, and Ruined Land (see 12.5.2).
  5. Chaotic units, spirits, units with underlined CFs, and units that provide support never require support, and may be freely stacked at any time, even with other units that require support, except that no more than one herd may occupy each Chaparral hex.

[5.3.1] Chaparral

Chaparral made up the majority of the land in Prax. It was sparse and cursed, not fit for men to live upon without proper support. The growths were dry and rank, unfit for human consumption or digestion, but sufficient for the life-giving herds.

Units may not stack in chaparral unless they are stacked with a support unit, even if they are within their MF of a support unit. An unstacked unit in chaparral must be within the MF of a support unit at all times, or it will become disrupted. Chaparral is indicated by orangeish-brown hexes.

[5.3.2] Summer Fertile Ground

Summer Fertile Ground was scarce and blessed. It was rich enough for men to live upon without the benefit of their herd beasts, eating instead the small creatures, roots, berries, and occasional vegetables.

Stacking is not limited in Summer Fertile Ground, and no support is required for units in Summer Fertile Ground. Summer Fertile Ground is indicated by dark brown hexes.

[5.3.2.1] The Sacred Ground

Because the Paps was the ultimate source of all life in Prax, the area surrounding it was among the most fertile in the land. During his battle with the Devil, however, one of the Storm Bull's ears was infected and torn off. It landed in the Sacred Ground, poisoning one part of it, rendering it as unfit for life as the Dead Place itself.

Neutral units, including Creatures of Chaos, may not enter the Sacred Ground. The Dead Place hex within the Sacred Ground is treated as a normal Dead Place hex (see 3.1).

[5.3.3] Winter Fertile Ground

Winter Fertile Ground became fertile enough in the rainy winter season to support life. The rains swept down from the hills and up from the sea, providing an extensive area where plants quickly bloomed through the short season.

During summer the land is chaparral, while in the winter the land is treated as Summer Fertile Ground. If any of the players state they wish the season to be winter it is; otherwise, it is assumed to be summer. Winter Fertile Ground is indicated by brown hexes.

[5.3.4] Holy Places

Many holy places dotted the land of Prax. They were places of great worth, for they held the ingredients for both physical and spiritual refurbishment. Each was alike in that it contained an oasis, with pure water, rich grass, and small animals to hunt.

The holy places include all of the altars, oases, towns, and temples listed in 3.2, as well as Pavis, Winter Ruins, Monkey Ruins, and the Griffin printed on the top of the Block. Units stacked on any of these hexes are automatically in support, and full stacking is allowed. Holy places are indicated by a Water Rune on the map. Knight Fort also provides support in this manner, but is not a holy place.

[5.4] The Screening Option

The screening option limits the players' rights to examine the contents of each others' stacks. If any of the players state that they do not wish to use the screening option before play begins, it is not used; otherwise, it is assumed to be in effect. If the screening option is not used, any player can examine any unit on the board at any time.

If the screening option is in effect, players can not normally look at any of the units under the topmost unit in another player's stack. During a battle, every player can examine the units that are attacking or being attacked in the battle. Whenever a unit is eliminated, it is revealed. The exotic abilities of some units may allow a player to examine another player's stacks; the special rules for these units explain how and when.

In actual play, some information about the units in stacks will always be revealed. The colors of counters can be seen from the side of a stack. Also, a player will sometimes place his counters so that some of their factors are revealed. Players can use information obtained in these ways without penalty.

[6.] Movement

During each movement phase, the active player can move any or all of his units. A unit's MF indicates how far it can move. A moving unit must pay a movement point (MP) cost each time it moves from one hex to another. The active player can move each of his units as far as he wishes, so long as the number of MPs the unit expends does not exceed its MF (exception: a unit is allowed to exceed its MF if it is moved only one hex). Each hex a unit enters while moving must be adjacent to the hex it just left.

[6.1] Movement Point Costs

When a unit moves from one hex to another, it must pay a movement point cost to enter the latter hex, and may have to pay to leave the former hex and/or cross the hexside between them. The costs for entering and leaving hexes, and for crossing hexsides, depend on the terrain types involved. These costs are detailed in [3.] The Board.

[6.1.1] Moving Along a River or Canal

A unit moving directly from one hex to another is "moving along a river" if a river or canal crosses the hexside between the two hexes. A unit moving from a Good Canal hex to a hex in the Devil's Marsh is also moving along a river. A unit moving along a river does not pay the MP cost for leaving a river. A unit that leaves a river from a ford or headwaters hex does not pay to leave the river unless the river is in flood, in which case 1 MP must still be spent to leave the hex.

[6.1.2] Moving Along a Road

A unit moving directly from one hex to another is "moving along a secondary road" if a secondary road crosses the hexside between the two hexes. For every two (not necessarily adjacent) hexes that a unit enters by moving along secondary roads, it receives a special movement bonus. It pays no movement points to move into the next hex it enters by moving along a secondary road. The hex entered using the bonus does not count toward another bonus; two further hexes must be entered along secondary roads to obtain another bonus. The secondary road bonus cannot be carried over to the next game-turn, or transferred from unit to unit.

[6.2] Factorial Symbols

Some units have special symbols in their MF. These indicate there is something unusual about the way the unit moves.

[6.2.1] Blank MFs

A unit with a blank MF is a magician's spirit or physical agent. A spirit or agent cannot move using normal movement. An active magician's spirit or agent that is on the board at the start of movement must be returned to its holding box.

[6.2.2] Underlined MFs

A unit with an underlined MF uses heroic movement. Units using heroic movement never pay more than 1 MP to move from a hex to an adjacent hex. If the normal MP cost to move from one hex to another is less than one, units using heroic movement pay the lower cost.

[6.2.3] The Water Rune

A unit with a water rune in its MF can walk on water. It does not pay the 1 MP cost to leave a river and pays only 1 MP to enter a marsh hex. It can enter a lake hex at a cost of 1 MP, but it cannot stop in a lake hex. It cannot enter a sea hex.

[6.2.4] The Air Rune

A unit with an air rune in its MF flies. Flying units pay 1 MP for each hex they enter; the usual terrain costs have no effect on flying units. Flying units can move through lake or sea hexes, but even they cannot stop in a lake or sea hex.

[6.2.5] The Stone Rune

A unit with a stone rune in its MF pays only 1 MP to enter a mountain hex and does not pay the usual cost to cross a ridgeline in the upslope direction.

[6.2.6] The Motion Rune

A unit with the motion rune in its MF ignores terrain and ZOCs when moving.

[6.2.7] Miscellanea

A plus sign ("+") in a unit's MF indicates the unit can increase other units' MFs. An asterisk ("*") indicates the unit has some special ability or disability when moving. The rules for the unit describe its special characteristics.

[6.3] Restrictions

A moving unit cannot enter a hex containing an inactive unit.

Units cannot end their movement in lake or sea hexes.

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.

[6.3.1] The Block

The Block is an immense cube of Truestone which was hurled to this place when the Spike exploded before the Great Night. The sides are steep and slippery, and the top can only be approached by climbing upon the Devil's Hill, and thence to the top of the Block. The Storm Bull worshipers at the Block were reputed to know a hidden way to the top, but the secret was lost over the ages.

The Block is considered a single hex; the parts of the Block which spill over into adjacent hexes are ignored, and such hexes can be traversed normally. Hexes covered by the Block completely cannot be traversed by any unit.

The top of the Block is too high above surrounding hexes to allow interaction, and so no attacks can be made by or against units atop the Block except via the Devil's Hill. For movement and combat, treat the Block as higher ground to the Devil's Hill, and the hexside between them as a ridgeline. Zones of Control (see 6.5) do not extend to or from the Block by any units, except the hex containing the Devil's Hill. This is true even of spirits. The Block affects even spirits, and no spirit can move atop or leave the Block except via the Devil's Hill, unless their description specifically allows them to.

[6.3.2] The Dead Place

Certain units may not enter the Dead Place. If one is moved into a Dead Place hex, it is immediately eliminated. Restricted units include all herds, all chaotic units, and the Elemental Demons (Plagues, Shades, Wildfires, and Whirlvishes).

[6.4] Neutral Units

A moving unit can enter a hex containing neutral units. If a unit ends its movement in a hex containing neutral herds and/or treasures, it captures those units.

[6.5] Zones of Control

Most inactive stacks exert zones of control (ZOCs). If a stack has a ZOC, that ZOC consists of the hexes adjacent to it, excepting the Block (except from the Devil's Hill), lakes, and sea hexes. ZOCs restrict the movement of active units.

[6.5.1] Effects of ZOCs

An active unit must stop upon entering a hex in a ZOC. An active unit that begins its movement in a ZOC can leave that ZOC, but cannot move directly from a hex in a ZOC to a hex in a ZOC.

[6.5.2] Stacks That Do Not Have ZOCs

A stack does not exert a ZOC if its topmost unit has a parenthesized CF. A stack whose topmost unit is a disembodied spirit does not exert a ZOC if the spirit's RF is blank or parenthesized.

[6.5.3] Disembodied Spirits

Disembodied spirits (spirits with blank CFs) ignore the ZOCs of stacks whose topmost unit's RF is blank or parenthesized.

[6.6] Random Movement

During the random movement phase of each player-turn, the active player moves each unit on the board that is subject to random movement. The die is rolled for each unit, and the unit moves its full MF in the direction indicated by the mapboard compass. The unit must stop if it enters a ZOC, impassable terrain, or the mapboard edge, unless the special rules for the unit indicate otherwise. The active player decides the order in which the units are moved.

If the unit ends its movement in the ZOC of an active unit, combat will ensue during the combat phase if allowed by the combat rules (see 7.). Units subject to random movement will not affect neutral or inactive units unless their special rules indicate that they will. Active units which begin their movement in the ZOC of a unit subject to random movement may not take their normal movement if they can be affected by that unit. Such units may retreat normally (see 7.10.5).

[6.7] Zero and Negative Movement Factors

Units with zero or negative movement factors cannot move by themselves. In order to move, they must be carried by units with MFs of 1 or 2, respectively, or greater. A unit with zero movement factor being carried does not hinder the movement of the unit carrying it in any way. A unit with a negative movement factor reduces the total MF value of the unit carrying it, but does not hinder its movement in any other way. A unit being carried can be dropped off in any of the hexes entered by the unit carrying it.

A zero or negative MF unit cannot be carried by a disembodied spirit. Some zero MF units can only be carried by a few types of units; such restrictions are given in the special rules for a unit. A unit cannot carry a zero or negative MF unit unless they were stacked together at the start of the movement phase. Thus, a zero or negative MF unit can only be carried by a single unit during the movement phase.

[6.8] Spirit Movement

A spirit whose CF is blank is a disembodied spirit. A disembodied spirit pays 1 MP for each hex entered, but pays no MP cost to leave hexes or cross hexsides. Terrain and weather have no effect on disembodied spirits, except that they cannot stop in lake or sea hexes, and they must stop when they enter a Dead Place hex. They cannot move over the Block, and can only move onto or off of it from the Devil's Hill, unless their description specifically allows them to.

[6.8.1] The Feathered Rivals

Raven, Sun Hawk, and Thunder Bird were the Three Feathered Rivals, also called the Sacred Birds of Prax. In this role, Sun Hawk always overcame Raven, who overcame Thunder Bird, who in turn overcame Sun Hawk. Condor was sometimes called the Fourth Rival, and he was always overcome by any of the other Three.

These spirits move as normal flying units. However, whenever any of the birds comes within ten hexes of a Rival which can defeat it, it must immediately retreat until it is 11 hexes away from the superior bird. It must retreat even if it does not have enough movement points left to do so, and no covering force need be left behind. Any carried units must be dropped immediately. If a Rival is not able to retreat because of terrain or ZOCs, it is eliminated. If a player has allied with more than one of these units, he cannot voluntarily move them within ten hexes of each other.

If the Screening Option is being used (see 5.4), these units are only restricted in movement if one or more of them is revealed. If one of the birds is visible or revealed (such as if it is on top of a stack, or during combat), any of the other Rivals MUST be revealed by their player if they are within ten hexes of the moving bird at any time, and the loser moved accordingly at the end of the movement. If the Screening Option is not being used, the birds must be revealed whenever they are moved (although units stacked with them need not be), and the other Rivals revealed and retreated in accordance with the above rules.

[6.9] Replacements

Replacements represent fresh troops being added to the fighting forces.

[6.9.1] Entering the Board

Depending on the scenario, replacements either start at a holy place or enter from a mapboard edge. When a unit enters the board from one of the mapboard edges, it must pay the usual MP cost for the first hex it enters. It can use road movement if a road runs off the map through the map edge it enters.

Replacements cannot enter on hexes that contain or are adjacent to inactive units. If all of the hexes on which a replacement is allowed to enter are blocked, its arrival is delayed until at least one hex is cleared. A player can always choose to delay the arrival of any of his replacements.

[6.9.2] Forced March

Replacements can do a forced march on the turn they enter the board. The first 3 MPs expended by a unit executing a forced march are not counted against its MF. Herds, treasures, and units with zero or negative MFs cannot do a forced march.

[7.] Combat

The goals of combat are the elimination of enemy units and the capture of enemy-held territory and property.

[7.1] The Attacker

During each combat phase, the active player is the attacker regardless of the overall situation.

[7.2] Sub-Phases of the Combat Phase

The combat phase is divided into three sub-phases. In the first sub-phase, the attacker decides if he wants his magicians' spirits and agents to attack. In the second (and major) sub-phase, he resolves the battles resulting from the attacks he chooses to make. In the final sub-phase, he allocates his magicians' spirits to provide magical support for his units.

[7.3] Assigning Magic

In each combat phase, the attacker must decide which of his magicians' spirits and agents will attack. Each magicians' spirit or agent that is to attack must be committed to attack a particular inactive stack, although their attack can affect units besides those they are placed atop.

[7.3.1] When to Commit Spirits and Agents

If a magician's spirit or agent is to make an attack, it must be committed during the first sub-phase of the combat phase.

[7.3.2] How to Commit Spirits and Agents

The attacker commits a magician's spirit or agent to attack by placing it on an enemy stack. Disembodied spirits do not have to be committed to make Spirit Magic attacks, but must follow the normal rules requiring units to attack.

[7.3.3] Which Stacks Can Be Attacked

A magician's spirit or agent can be committed to attack any inactive stack within the magician's RF, except stacks in Dead Place hexes.

[7.3.4] Uncommitted Spirits and Agents

The attacker's magicians' spirits and agents that are not committed to attack must be left in their holding boxes.

[7.3.5] Effects of Commitment

If a magician's spirit or agent has been committed to attack an inactive stack, that stack must be attacked, and the spirit or agent must take part in the attack.

[7.3.6] Magic and Screening

If the screening option is being used, a magician's location need not be revealed when its spirit or agent is committed.

[7.3.7] Disrupted Spirits and Agents

A magician's spirit can be committed to attack even if it is disrupted. Physical agents never become disrupted.

[7.3.8] Effects of Eliminating a Magician

If a magician is eliminated, its spirit or agent cannot be taken from its holding box unless the magician is replaced. If a magician is eliminated before its spirit or agent has carried out an attack it was committed to make, the spirit or agent must still carry out the attack before returning to its holding box.

[7.4] Division of Combat

Combat is resolved as a series of battles. A battle consists of one or more attacking stacks adjacent to one or more inactive stacks. The attacker decides which units fight in each battle. He also determines the order in which the battles are resolved; this does not have to be announced in advance.

[7.4.1] Attacking and Defending

During a battle, the units that are attacking are the attacking units, and the units that are defending are the defending units. The attacking units form attacking stacks, and the defending units form defending stacks. The players whose units are being attacked are defending players. The defending player with the greatest number of units in the battle is the defender; ties are broken by rolling the die (high die wins). The defender has overall command of the defending units.

[7.4.2] Which Units Can Attack and Which Units Can Be Attacked

Only active units can attack, and only inactive units can be attacked. Neutral units cannot attack or be attacked, except that Creatures of Chaos must always be attacked, even if they are neutral units. In each battle, at least one unit must attack, and at least one unit must be attacked. Units cannot take part in more than one battle in a single combat phase.

[7.4.3] Which Units Must Attack and Which Units Must Be Attacked

Every active unit that was adjacent to an inactive unit at the start of the combat phase must attack an adjacent inactive unit. Every inactive unit that was adjacent to an active unit must be attacked by at least one adjacent active unit. The only exception is that herds stacked alone do not have to be attacked, even if they are adjacent to one or more active units.

Magicians' spirits and agents can take part in the attack, but cannot be the only attacking units; disembodied and physical spirits can be the only attacking units. Any stacks that magicians' spirits or agents were committed to attack must be attacked by them and at least one adjacent unit.

[7.4.4] Stacks and Combat

Each stack is treated as a whole. If any of the units in a stack are to attack, all of the units in the stack must take part in the same battle. If any of the units in the stack are to be attacked, all of the inactive units in that stack must be attacked as part of the same battle.

[7.4.5] Multi-Hex Battles

In a battle, the attacking units can occupy more than one hex, and the defending units can occupy more than one hex. However, in every battle, each of the attacking units - other than magicians' spirits and/or agents - must be adjacent to at least one of the defending units.

[7.4.6] Fortifications

Major exceptions to rules 7.4.3 and 7.4.4 exist for units inside fortifications. Any fortress is a fortification. Active units inside a fortification are not required to attack adjacent inactive units. Units inside a fortification do not have to attack even if other units in the same hex attack. However, all of the units in a fortification hex that do attack must take part in the same attack. If all of the active units adjacent to an inactive unit are inside fortifications and are not attacking, that inactive unit need not be attacked. Note that not every unit in a fortification hex can be inside the fortification (see 3.2).

[7.5] Resolving a Battle

Each battle is resolved separately. Once the players begin to resolve a battle, they must complete it before they can begin to resolve another battle. Each battle is resolved according to the following sequence of steps.

(1) Declaration

The attacker announces which units will take part in the battle. The players can examine the attacking and defending units at any time during the battle.

(2) Chaotic Magic

The attacker decides which attacking units will be eliminated by defending chaotic units and which defending units will be eliminated by attacking chaotic units. Both sides then remove their losses simultaneously.

(3) Physical Magic

Attacks by agents of physical magicians are resolved in this step. Physical magic attacks against each defending stack are resolved separately. For each stack being attacked, the attacker determines the size of the loss his physical agents are able to inflict on the stack and then eliminates units from it whose total is less than or equal to the loss.

(4) Spirit Magic

The spirit magic step consists of the following sub-steps:

  • a) The attacker determines the size of the MgF loss the attacking spirits are able to inflict on the defending units.
  • b) The defender determines the size of the MgF loss the defending units are able to inflict on the attacking spirits through defensive spirit magic.
  • c) The attacker selects the defending players' casualties. The MgF total of the units picked to be casualties must be less than or equal to the defending units' MgF loss.
  • d) The defender picks the attacking players' casualties. The MgF total of the units picked to be casualties must be less than or equal to the attacking units' MgF loss.

(5) Missile Fire

The missile fire step consists of the following sub-steps:

  • a) Each defending player states the other players' attacking stacks which will be fired on by each of his defending missile units.
  • b) For each attacking stack fired on by any defending missile units, the defender determines the missile fire result, and then the attacker chooses which units to disrupt or eliminate.
  • c) The attacker tells the other players which defending stack will be fired on by each attacking missile unit.
  • d) For each defending stack fired on by any attacking missile units, the attacker determines the missile fire result, and then the defender chooses which units to disrupt or eliminate.

(6) Melee

The melee step consists of the following sub-steps:

  • a) The attacker rearranges the units in each attacking stack.
  • b) The attacker announces which attacking units will be withheld from fighting in the melee.
  • c) The defenders retreat the defending units of their choice.
  • d) The defenders rearrange the units in the defending stacks.
  • e) The attacker determines the size of the CF loss inflicted on the defending units.
  • f) The attacker selects the defending players' casualties.
  • g) The defenders determine the size of the CF loss inflicted on the attacking units.
  • h) The defenders select the attacking players' casualties.

(7) Advance after Combat

If any hexes that contained defending units at the start of the battle no longer contain any defending units, the attacker can advance adjacent attacking units into those hexes. Advancing units whose MFs are 5 or greater can be advanced one additional hex. Then, each player is permitted to rearrange the units in each of his stacks that were affected by the battle.

[7.6] Chaotic Magic

Many creatures of chaotic origin appeared during the Great Night. After the Dawning most of these creatures faded or were destroyed. The strongest of them yet survive to plague the world. Their hold on existence is tenuous, however, and they are uniformly hated by all of the tribes, whose land they ruined so long ago.

[7.6.1] Chaotic Units

A unit with a negative MgF is a chaotic unit. Chaotic units are the only units that can use chaotic magic. Note that not all creatures of chaos are chaotic units.

[7.6.2] Effects of Chaotic Magic

Each chaotic unit involved in a battle can eliminate opposing units in the chaotic magic step. The magnitude of a chaotic unit's MgF indicates the number of units it can eliminate. For example, if a chaotic unit with a MgF of -2 is involved in a battle, it can eliminate 2 opposing units. A chaotic unit with -0 MgF cannot eliminate any units in the current player-turn.

[7.6.3] Applying Chaotic Magic

The attacker decides which attacking units are to be eliminated by defending chaotic units and which defending units are to be eliminated by attacking chaotic units. He must select the attacking units to be eliminated so that as many of them as possible are eliminated. Losses taken because of chaotic magic are removed simultaneously. Therefore, a chaotic unit can eliminate opposing units through chaotic magic while itself being eliminated.

[7.6.4] Restrictions on Chaotic Magic

Chaotic magic cannot eliminate herds, treasures, agents of physical magicians, or units with infinite MgFs; it can eliminate the Elemental Demons when they are acting as physical agents (see 7.7). A chaotic unit whose RF is blank cannot eliminate disembodied spirits (spirits whose CFs are blank). A chaotic unit with a zero RF can eliminate disembodied spirits when it is defending, but not when it is attacking. A chaotic unit whose RF is 1 can eliminate disembodied spirits whether attacking or defending.

Chaotic magic affects units stacked in Dead Place hexes.

[7.6.4.1] The Chaos Herd

A major exception to rule 7.6.4 is the Chaos Herd (see 12.5.2). It can eliminate herds, but can eliminate no other units with chaotic magic.

[7.6.5] Chaotic Magic and Magicians' Spirits

A defending chaotic unit can eliminate magicians' spirits even if the spirits are not adjacent. The spirits must be attacking units in the battle in which the chaotic unit is attacked.

[7.7] Physical Magic

Physical magicians manipulated physical forces such as plagues, deadly whirlwinds, or living clouds of darkness. In Prax, men were not capable of magic this powerful: only the greatest of spirits were capable of destruction on such a mass scale.

In Nomad Gods, the Elemental Demons (see 11.3) take the place of normal physical agents.

[7.7.1] Which Units Can Use Physical Magic

A magician whose RF is underlined is a physical magician. A physical agent is associated with each physical magician. Physical agents are the only units that can make physical magic attacks.

[7.7.2] Resolving Physical Magic Attacks

Physical magic is resolved one stack at a time. For each defending stack being attacked by physical agents, the attacker determines the size of the loss inflicted by those agents and then chooses casualties from among the units in the stack.

[7.7.2.1] Great Spirits

Great Spirits do not have normal physical agents. Instead, each uses a spirit (one of the Elemental Demons) as its physical agent. Once the Elemental Demon has been set on a hex when spirits and agents are assigned, it is ignored until the physical magic sub-phase, at which time the attack is carried out, whether or not it is a physical attack. After the attack has been resolved, the Elemental Demon is ignored throughout the remainder of the current combat, taking its movement in the next player-turn. For simplicity, it is recommended that the demon be removed from the board after its attack, then replaced in the appropriate hex during the rally phase of the current player's turn. At that time, combat will occur as defined in 12.2 for Creatures of Chaos.

Once the combat has been resolved, the Elemental Demon should be alone in a hex. It is then moved normally in the next player's turn.

[7.7.3] Determining the Size of the Loss

The attacker determines the nature (CF, MgF, or unit) and size of the loss inflicted on a stack through physical magic. To do so, he calculates the CF, MgF, or chaotic magic total of the physical agents placed atop the stack, and carries out normal combat for that type, regardless of the actual current phase of the player-turn. The size of the loss is found according to the normal rules for the type of attack made.

[7.7.4] Applying the Loss

The attacker decides which defending units are to be casualties. All of the casualties must be chosen from the stack that was attacked. The casualties' loss, after applying any relevant terrain modifiers, must be less than or equal to the defending stack's loss. If the CFs or MgFs of vulnerable units in the stack exceed the loss, there are no casualties. In the case of Plague, if no units in the stack are subject to chaotic magic, there are no casualties.

[7.7.4.1] Effects of Physical Magic

Effects of physical magic are determined by the type of attack made: physical, magical, or chaotic.

[7.7.5] Terrain and Physical Magic

Because Elemental Demons are not normal physical agents, terrain gives no specific benefit against their attack. Terrain which gives a bonus in melee will provide this defense against the physical attacks of Whirlvish and Wildfire.

[7.7.6] Return of Physical Agents

After a physical magic attack has been resolved, the physical agent involved in the attack remains on the board. It has no further effect on the current battle during the combat phase, though it may during the rally phase (see 7.7.2.1).

[7.8] Spirit Magic

Most magical combat took place on the spirit plane, where spirits battled against each other and the limited creatures of the physical plane. Normal mortals had little defense against invisible combat, and so were rightly frightened of it.

Spirit magic can be used both offensively and defensively. Attacking spirits can make spirit magic attacks. Defending units can use defensive spirit magic (DSM) if any of the attacking units make spirit magic attacks.

[7.8.1] Which Units Can Make Spirit Magic Attacks

Attacking spirits with unparenthesized RFs of 1 or more and MgFs of 1 or more are the only units that can make spirit magic attacks. Spirits that were committed to attack a defending stack must make a spirit magic attack. Attacks by spirits affect all of the defending units, not just those they were placed atop or are adjacent to.

[7.8.2] Which Units Can Use DSM

Defending units whose MgFs are positive and whose RFs are neither blank nor parenthesized are the only units that can use DSM. A magician cannot use DSM while its spirit is providing magical support (see 7.13).

[7.8.3] Determining the Results of Spirit Combat

The results of spirit combat are expressed in terms of the MgF losses suffered by the attacking and defending units.

[7.8.3.1] Determining the Result of a Spirit Magic Attack

The attacker determines the size of the MgF loss inflicted on the defending units by attacking spirits. To do so, he calculates the MgF total of the spirits making spirit magic attacks and rolls the die. The size of the MgF loss inflicted on the defending units is found by cross-indexing the die roll result with the MgF total of the attacking units on the Attack Table.

[7.8.3.2] Determining the Results of DSM

The defender determines the size of the MgF loss inflicted on the attacking units through DSM. To do so, he calculates the MgF total of the units using DSM and rolls the die. The size of the MgF loss inflicted on the attacking units is found by cross-indexing the die roll result with the MgF total of the units using DSM on the Attack Table.

[7.8.3.3] Leadership

A unit with an exclamation point in its MgF is a magical leader. Its leadership factor equals the number of exclamation points in its MgF. A magical leader's leadership factor is added to the MgF of each unit stacked with it, subject to some restrictions. A magical leader's leadership factor cannot be applied unless it is attacking or defending in Spirit Combat. A magical leader's leadership factor does not affect its own MgF or the MgFs of other magical leaders. A magical leader's leadership factor cannot increase the MgF of a unit with a blank, infinite, zero, or negative MgF. Only one magical leader's leadership factor can be added to a unit's MgF. Leadership modifiers are applied after all other MgF modifiers.

[7.8.4] Applying the Results of Spirit Combat

Some of the attacking spirits and some of the defending units may become casualties because of their side's MgF loss.

[7.8.4.1] Applying the Result of a Spirit Magic Attack

The attacker decides which defending units will be the casualties of a spirit magic attack. The MgF total of the defending units picked to be casualties must be less than or equal to the defending units' MgF loss.

[7.8.4.2] Applying the Results of DSM

The defender decides which attacking units will be the casualties of DSM. The MgF total of the attacking units picked to be casualties must be less than or equal to the attacking units' MgF loss. Only spirits making spirit magic attacks can be picked to be casualties of DSM.

[7.8.4.3] Restrictions

A defending unit with zero or negative MgF cannot be picked to be a casualty unless the defending units' MgF loss exceeds the total of the defending units whose MgFs are not negative.

Units with infinite MgFs cannot be picked to be casualties of spirit combat. If there is a unit with an infinite MgF on a side in a battle, none of that side's units whose MgFs are zero or negative can be picked to be casualties.

[7.8.4.4] Effects of Spirit Combat

Units, other than herds or treasures, that are picked to be casualties are eliminated (see 7.14). Treasures picked to be casualties become disrupted (see 7.15). Herds picked to be casualties stampede (see 7.17).

[7.8.5] Return of Spirits

At the end of the spirit magic step of a battle, all of the magicians' spirits that made spirit magic attacks and survived are returned to their holding boxes.

[7.9] Missile Fire

Among the tribes there were many who used the great reach of their missile weapons to strike their enemies without having to close with them. The hit and run tactics of these skirmishers often demoralized their foes, leaving them vulnerable to the inevitable melee.

Missile units represent archers, lancers, slingers, and so on.

[7.9.1] Missile Units

A unit with one or more asterisks in its CF is a missile unit. A missile unit's missile factor equals the number of asterisks in its CF.

[7.9.2] Missile Combat

Missile units involved in a battle can fire on opposing units. All of the defending units' missile fire is resolved before any of the attacking units' missile fire is resolved.

[7.9.3] Selecting Targets

A missile unit cannot fire on more than one opposing stack in a single battle. Each defending player must announce which attacking stack will be fired on by each of his defending skirmishers before any of the defending units' missile fire is resolved. If any of the defending players care about the order in which they make their announcements, the defender decides what the order will be. The attacker must tell which defending stack will be fired on by each of the attacking missile units before resolving his units' missile fire.

[7.9.4] Resolving Missile Fire

Missile fire is resolved separately for each stack being fired on. Missile fire is resolved by determining the result of the fire against it and then applying that result to the units in the stack. The defender determines the results of missile fire against attacking stacks, and the attacker determines the results against defending stacks. The player whose stack is fired on decides how to apply the results obtained against it.

[7.9.5] Determining the Result of Missile Fire

To determine the result of missile fire against a stack, a player must calculate the missile factor total of the units firing on the stack and roll the die. The result is found by cross-indexing the die roll result with the missile factor total on the Missile Fire Table in the player pull-outs. If the missile factor total is not one of the values listed at the top of the table, use the closest smaller value listed.

[7.9.6] Terrain and Missile Fire

The missile factors of missile units firing through a ridgeline are halved if they are on the downslope side of the ridgeline.

A number of die roll modifiers may be relevant depending on the types of terrain occupied by the target stack. The die roll modifiers are listed above the Missile Fire Table, and are applied after any halving for ridgeline effects.

[7.9.7] Unit Types and Missile Fire

The missile fire result against a stack is affected by the types of units in that stack; modifiers are listed above the Missile Fire Table, and are applied after any halving for ridgeline effects. Both terrain and unit modifiers are added to the die roll result before looking up the missile fire result.

[7.9.8] Applying the Missile Fire Result

The player whose stack was fired on decides which units in the stack are affected by the missile fire result. If the result was "2DD," he must decide whether to disrupt two units or eliminate one; if there is only one unit that could be affected by the result, it must be eliminated.

[7.9.8.1] Restrictions

Only major units (see 7.10.3) are affected by missile fire, except that disembodied spirits are affected by missile fire in the Dead Place (see 7.9.8.3) or when the attacking missile units are stacked with the Ghost Darters (see 10.6.1). If there are not enough vulnerable units in the stack that was fired on to fully satisfy the missile fire result, all of the vulnerable units in the stack are eliminated, but there are no further effects.

[7.9.8.2] Herds and Treasures

Herds cannot be eliminated by missile fire. If a herd suffers a missile fire result that would cause a physical, non-spirit unit to be eliminated, it stampedes instead (see 7.17). Treasures cannot be eliminated by Missile Fire. If a treasure suffers a missile fire result that would cause a physical, non-spirit unit to be eliminated, it is disrupted instead (see 7.15).

[7.9.8.3] The Dead Place

Disembodied spirits in the Dead Place acquire a uniform CF of 2, and become physical, non-spirit units. As such, they can be affected by missile fire while in the Dead Place. If they are disrupted and leave the Dead Place before they are undisrupted, they remain disrupted until their next rally phase, although they are no longer counted as physical units.

[7.10] Melee

The tribes of Prax were in constant conflict over resources, and this often led to battle. Although each tribe favored different weapons, all used similar tactics, and the outcome of a melee depended as much on luck, and terrain as the strength of the fighting units.

A melee consists of warriors bashing at each other with swords, spears, axes, and so on. It can also include other units, such as magical weaponry and huge physical spirits.

[7.10.1] Which Units Can Fight in a Melee

Any attacking and defending units, other than herds and disembodied spirits, fight in a melee. Herds (units whose CFs contain the letter 't') cannot fight, but can be captured as a result of melee. Disembodied spirits cannot fight in a melee and suffer no effects if caught up in a melee, except in the Dead Place, where they are treated as normal physical units.

[7.10.2] Rearranging Units Within Stacks

During a melee, the attacker can change the order of the units in each attacking stack, and each defending player can change the order of the units in his defending stacks. Units cannot be moved from one stack to another. If any of the defending players care about the order in which they rearrange their stacks, the defender decides what that order will be.

[7.10.3] Major Units

Units whose CFs are not blank or parenthesized are major units, except that Treasures are not major units. At most, three major units in each stack can fight in a melee. If there are more than three major units in a stack, the fourth major unit from the top and all other units stacked beneath it (whether major units or not) may not fight in a melee.

Example (illustrated with five counters stacked left (top) to right (bottom): Top, Second, Third, Fourth, Bottom unit): Suppose the units shown are stacked left (top) to right in the indicated order. The 4-3-4 and 6-5-5 clans fight in the melee. The 3t-3-5 cannot fight because it is a herd (see 7.10.1). The 3-4-5 clan cannot fight because it is the fourth major unit from the top of the stack. The (1!)-4-7 unit cannot fight because it is stacked beneath the fourth major unit. If the pile was reversed the 3t-3-5 and 4-3-4 units could not fight.

[7.10.4] Withholding Units From a Melee

Attacking units fighting in a melee lose most benefits of occupying good defensive terrain. The attacker may wish to hold back some of his units so that they can receive the usual terrain benefits. The attacker can withhold some of the attacking units from fighting in a melee. He must tell the other players which of his units are not fighting before the defending players retreat their units. Any attacking units beneath a unit being withheld from fighting must also be withheld. Units not fighting do not add their strengths to the attacking units' CF total, but are still subject to the defending player's counter-attack.

[7.10.5] Retreats

The defending players can retreat some of their units that are involved in a battle. Retreating units are moved one hex by their owners. Stacks can be split when retreats are carried out. Once a unit has been retreated, it is no longer involved in a battle, and therefore is no longer considered to be a defending unit. Thus, a retreated unit is not affected by the results of a melee. If any of the defending players care about the order in which they retreat their units, the defender decides what that order will be.

[7.10.5.1] Contact

A unit cannot be retreated unless it is adjacent to at least one attacking unit.

[7.10.5.2] Covering Retreats

A player cannot retreat all of the units in a stack. At least one unit must be left behind from each stack that is retreated. A herd or treasure cannot be used to cover a retreat unless a unit that is not a herd or a treasure is left stacked with it.

The total force left behind must be strong enough to block the attacking units. Disembodied spirits covering a retreat can block any group of attacking units whose MgF total is less than or equal to the spirit's MgF total. The CF total of the physical units covering a retreat must be at least one-sixth the CF total of the attacking units that are fighting in a melee and are not being blocked by disembodied spirits.

One exception to this rule is that units which are faster than all of the attacking units fighting in a melee, and zero or negative MF units carried by those faster units, can always retreat regardless of whether an adequate covering force is left behind. Certain units require that other units retreat before them, and such forced retreats typically do not require that a covering force be left.

[7.10.5.3] Restrictions

Units cannot be retreated into lake or sea hexes. Units cannot be retreated off the board. Herds cannot be retreated into Dead Place or Sacred Ground hexes. Creatures of Chaos can never be retreated.

[7.10.5.4] Enemy Units

A player cannot retreat his units into hexes that contain or are adjacent to another player's units.

One exception to this rule is that units can be retreated into hexes containing or adjacent to attacking disembodied spirits or magicians' agents and/or spirits, provided no other enemy units prevent such a retreat. If units are retreated into a hex that is to be attacked, they are treated as normal defending units during the battle resulting from the attack (an exception to rule 7.4.2).

[7.10.5.5] Zero and Negative MF Units

A zero or negative MF unit cannot retreat unless it is carried by another retreating unit. A unit can carry a zero or negative MF unit if it could carry it during normal movement. The zero or negative MF unit and the unit carrying it must begin and end their retreat stacked together. The retreating unit which carries the zero or negative MF unit need not be the same unit which carried it in the previous movement phase.

[7.10.6] Determining the Results of a Melee

The results of a melee are expressed in terms of the CF losses suffered by the attacking and defending units.

[7.10.6.1] Determining the Defending Units' CF Loss

The attacker determines the size of the CF loss inflicted on the defending units. To do so, he calculates the CF total of the attacking units fighting in the melee and rolls a die. The size of the CF loss is found by cross-indexing the die roll with the CF total on the Attack Table in the player handouts.

[7.10.6.2] Determining the Attacking Units' CF Loss

After the defending units have taken casualties as called for by their CF loss, the defender determines the size of the CF loss inflicted on the attacking units. To do so, he calculates the total of the surviving units that are able to fight in the melee and rolls the die. The size of the CF loss inflicted on the attacking units is found by cross-indexing the die roll result with the CF total on the Attack Table, after applying Defensive Doubling. Such attacking units do not gain the normal benefits of occupying good defensive terrain, unless they were withheld from the battle (see 7.10.4).

[7.10.6.3] Defensive Doubling

The CFs of the surviving defending units are doubled when determining the CF loss inflicted on the attacking units. This doubling takes place before other CF modifiers are applied.

[7.10.6.4] Terrain Modifiers

The CFs of units on the downslope of a ridgeline are halved if any of the opposing units are upslope of them. The CFs of units in river or canal hexes are halved. Ford and headwaters hexes are not river hexes.

Terrain modifiers are cumulative, and are applied after any halving for ridgeline effects. Fractions are retained until the CF total of the fighting units has been computed; any remaining fractions are dropped at that time.

[7.10.6.5] Leadership

A unit with one or more exclamation points in its CF is a leader. Its leadership factor equals the number of exclamation points in its CF.

A unit's leadership factor is added to the CF of each unit stacked with it, subject to some restrictions. A leader's factor cannot be applied unless it is fighting in the melee. A leader's factor does not affect its own CF or the CFs of other leaders. A leader's factor cannot increase the CF of a unit with a blank or zero CF, or a treasure. A tribal khan's leadership factor only applies to units of its own tribe, even if other units are stacked with it. Only one leader's factor can be added to a CF. Leadership modifiers are applied after all other CF modifiers.

[7.10.7] Taking Casualties

After a side's CF loss has been determined, casualties are taken from among the side's units. The attacking units' casualties are selected by the defender, and the defending units' casualties are selected by the attacker. The CF total of the units picked to be casualties must be less than or equal to the side's CF loss. If the CF loss of every unit on a side exceeds that side's CF loss, no casualties are suffered by that side.

[7.10.7.1] Restrictions

Disembodied spirits (spirits whose CFs are blank) cannot be picked to be casualties of a melee.

The one exception is melee inside the Dead Place. There, every disembodied spirit is reduced to a physical existence, with a uniform CF of 2. While inside the Dead Place, any disembodied spirit can be picked as a casualty of a melee.

A defending unit with a zero or negative CF cannot be picked to be a casualty unless the defending units' CF loss exceeds the CF total of the defending units whose CFs are not negative.

[7.10.7.2] Stacks and Casualties

Casualties taken from a stack must be chosen from the top down. A unit cannot be picked to be a casualty unless all of the units stacked above it have been bypassed or picked to be casualties.

Only a few types of units can be bypassed. Disembodied spirits can be bypassed, except in the Dead Place. Herds and units with zero or negative MFs can be bypassed, but they can also be selected to be casualties. No other types of units can be bypassed. A unit that is bypassed suffers no adverse effects; its CF is not added to the CF total of the units picked to be casualties.

[7.10.7.3] CF Modifiers

Modifiers that apply to melee (see 7.10.6.3, 7.10.6.4, and 7.10.6.5) do not apply when selecting casualties. The only modifiers that apply when selecting casualties are bonuses for occupying good defensive terrain (see 7.10.7.4) or special bonuses given under a unit's description.

[7.10.7.4] Defensive Terrain

When casualties are picked, units in good defensive terrain benefit from that terrain. The CFs of units occupying good defensive terrain may be increased, which in turn may reduce the casualties suffered. Terrain bonuses do not apply to attacking units that fought in the melee.

The following modifiers apply. Any fractions are dropped.

  1. the CFs of units inside fortresses are doubled;
  2. the CFs of units in mountain or hill/forest hexes are doubled;
  3. the CFs of units in hill, forest, or marsh hexes are increased to half again their printed value;
  4. the CFs of units inside altars, oases, ruins, towns, or temples are increased to half again their printed value;
  5. the CFs of units in hill/ruin hexes depend on whether those units are inside or outside the ruins; the CFs of units inside the ruins are doubled, and the CFs of units outside the ruins are increased to half again their printed values.
[7.10.7.5] Effects of Being a Casualty

If a unit is a casualty of a melee, it is eliminated unless it is a herd or a treasure, in which case it is captured (see 7.16).

When a defending herd or treasure is captured, the attacker moves the captured unit to one of the hexes occupied by attacking units that fought in the melee. When an attacking herd or treasure is captured, the defender moves the captured unit to one of the hexes occupied by defending units that fought in the melee.

[7.11] Advance After Combat

After a battle, the attacker can advance his units into hexes vacated by the defending units. Defending units may never advance after combat, even if they participated in the combat.

[7.11.1] Vacated Hexes

A hex is considered to have been vacated if it contained at least one defending unit at the start of the battle but no longer contains any defending units. If none of the hexes that contained defending units have been vacated, no units can be advanced after the melee. Herds, treasures, and most spirits left alone in a hex no longer count as defending units.

[7.11.2] Extended Advance

Units with MFs of 5 or greater can be advanced two hexes. The first hex of the advance must be a hex that was vacated by the defending units. If the first hex of a unit's advance is adjacent to any inactive units, the unit must stop in that hex regardless of its MF. The second hex of a unit's advance can be any hex adjacent to the first, other than a forest, marsh, sea, lake, mountain, or Dead Place hex.

Units making an extended advance cannot enter a hex that contains active units that will attack later in the same combat phase. If they move adjacent to inactive units that will be attacked later in the same combat phase, they may not take part in that battle.

[7.11.3] Restrictions

Only attacking units that are not disrupted can advance.

A unit with a zero or negative MF cannot advance unless it is carried by a unit that could carry it during normal movement. The zero or negative MF unit and the unit carrying it must begin their advances in the same hex. They must also end their advances in the same hex unless the carrying unit drops off the zero or negative MF unit in the first hex of its advance and then is advanced a second hex. Only a zero MF unit can be carried two hexes.

Units cannot end their advances in lake or sea hexes. Herds cannot be advanced into or through Dead Place hexes.

[7.11.4] Neutral Units

Attacking units can be advanced into hexes containing neutral units. If a unit ends its advance in a hex containing neutral herds and/or treasures, it captures those units. If a unit ends its advance in a hex containing a neutral spirit, it may capture that spirit if it is a magical leader. Otherwise, the spirit is removed from the board.

[7.11.4.1] Creatures of Chaos

Creatures of chaos cannot be allied except under special circumstances. If a creature of chaos is the sole remainder of a stack, no active unit may advance into the stack. Wakboth's Eye is a creature of chaos for the purposes of these rules.

[7.12] Reorganizing Stacks

After each battle, each player can rearrange the units within each of his stacks that were affected by the battle. A stack was "affected by the battle" if it was an attacking or defending stack, or if any units were deleted from or added to it during the battle. Units cannot be moved from one stack to another.

[7.13] Magical Support

At the end of the combat phase, the attacker can allocate his magicians' spirits to provide magical support for his units.

[7.13.1] Allocating Magical Support

The attacker must place each magicians' spirit atop the stack it is to support. Any spirits that are not allocated are left in their holding boxes. A magician's spirit cannot be allocated to support a stack outside the magician's RF, nor to a stack in a Dead Place hex. Physical agents never provide support.

[7.13.2] Magical Support and Combat

Supporting spirits involved in a battle are treated as normal disembodied spirits, except that they cannot retreat. It must remain in the hex in which it was placed even if all of the units it was supporting have retreated or been eliminated.

[7.13.3] Magical Support and Movement

Supporting spirits exert ZOCs as if they are normal disembodied spirits. All of the spirits that a player has allocated to provide magical support are returned to their holding boxes at the start of the player's next movement phase.

[7.14] Elimination

Elimination is the most common effect of a combat. When a unit is eliminated, it is removed from the board. An eliminated unit has no further effect on play unless it is taken as a replacement. Herds and treasures cannot be eliminated by normal combat; in most cases, they are captured instead.

[7.15] Disruption

When a unit is disrupted it is turned back side up. Its factors are reduced to the values printed on its back, and are approximately halved. A disrupted unit is subject to movement restrictions (see 6.3). If a disrupted unit, other than a shaman/fetch unit, herd, or treasure, suffers another disruption result, it is eliminated. A disrupted treasure is unaffected by further disruption results. A disrupted herd that is disrupted again stampedes. A disrupted shaman/fetch unit is reversed again (see 8.8.2).

A disrupted unit becomes undisrupted in the rally phase of its owner's next player-turn. However, a unit adjacent to any enemy unit remains disrupted until the rally phase of the following player-turn; there is no limit to how many turns a unit can remain disrupted if this occurs.

When a unit becomes undisrupted, it is turned front side up. A unit cannot become undisrupted in the same player-turn it is disrupted. Magicians' spirits can become undisrupted if they are on the board or in their holding boxes.

[7.16] Capture

Only herds, treasures, and spirits can be captured. A player captures neutral herds and treasures by having at least one of his units stacked with them at the end of a phase; they may also be captured during melee. A player captures spirits by having a magical leader stacked with them at the end of a phase. If, at the end of any phase, captured treasures are left in a hex that does not contain any player's clans or independents, they become neutral. Captured herds left in a hex that does not contain any player's units become controlled by the appropriate tribe. If they were not originally part of a tribe they become neutral. If a unit is recaptured by its original owner, it is no longer considered a captured unit.

[7.17] Stampedes

When a herd stampedes, its owner rolls the die and moves the herd its full normal movement in the direction indicated by the mapboard compass. A stampeding herd can move into and through hexes containing other units. If the herd moves off the map or into prohibited terrain (lake, sea, or Dead Place hexes), it is eliminated. Once a herd stampedes, it is no longer involved in a battle. It is considered neutral; even if it ends its stampede stacked with a player's units, it remains neutral until the end of the phase. If the herd is not already disrupted, it becomes disrupted at the end of its stampede.

[8.] The Five Great Tribes

There were five "legitimate" tribes of Prax, all descendants of the original peoples who migrated from the Spike with their mighty leader, the Storm Bull. Each tribe was made up of several Clans or similar kin-based social structures (which were the basic fighting units), several Herds (which were the basic means of life for the people), its Khan, and its Shaman.

[8.1] The Bison People

The Bison People were dependent upon a heavy and slow animal for their livelihood. Like their beasts, the Bison Riders were big and thick, slow to move but terrible upon impact. They scorned the bow as unmanly, and dressed in the thick cured hides of their brethren beasts. Heavy lances and trusty blades made up their armament.

[8.2] The High Llama People

The High Llama People were the smallest tribe, but can be counted as the most powerful. Their beasts towered over other Praxian steeds and were able to run down even the swiftest skirmishers. The men were armed with long weapons to reach the earth, clothed themselves in leather, and were said to fear no one on the plains.

[8.3] The Impala People

The Impala People made up for their lack of stature with numbers, being the most populous tribe in Prax. They scorned any protective armor, preferring to trust in the speed of their beasts to protect them. They were a clever and wily people, never closing with a foe if possible, but standing back and filling the sky and their foes with arrows. Although experts at the bow, they were quite worthless in close combat.

[8.4] The Morocanth

The inhuman Morocanth were the strangest people of Prax. Among the descendants of the Storm Bull were two types: 2-legs, called men; and 4-legs, called animals. When Waha came to forge the Survival Covenant in the Great Night, the creatures would draw lots to see who would eat whom. In all cases but one the 2-legs won, and that is why animals lived off the Plaines and men lived off the animals. The Morocanth were that exception, and lived off the humans. The other Praxians all claimed that the Morocanth cheated to get their position, and they in turn claimed that humans had cheated, since they felt that more of the animals should have won, and become people.

This resulted in a unique position among the peoples, for with them it was the humans who lived off the Plaines, and the animals which formed warrior clans. Thus, although the men were 2-legged, their status was still that of a herd. This status was transmitted in their relationship even to other men: they were beasts, with no more consciousness of their state than other animals. The slave herds (or herd men, as they were often called) served as herds for other men if necessary, and were always able to live off the plain.

[8.5] The Sable People

The Sable People rode giant antelopes with curving horns. Because of the crescent shape of these horns, they were sometimes called Lunar Deer. Each tribe had men of different troop types mixed within the same clans. Some were lightly-armed skirmishers, while others were prepared for close combat. When the Lunar Empire invaded Prax, the Sables sided with them. They later turned against them, showing once again the temporary nature of any agreement on the Plaines of Prax.

[8.6] Herds

The herds were the greatest of the magics of Prax, for they alone allowed the tribes to survive in the hostile Wastes. During the Great Night, when the world was starving and on the verge of destruction, Waha the Butcher came to the creatures of Prax with a plan for survival. His mother Eiritha, he said, had arranged for half of the creatures to survive by living from the meager fruits of her body, but the other half would not be allowed to do so. Instead, Waha revealed that the others could escape death if they lived by eating their earth-devouring fellows. Thus were formed the herds, capable of supporting the tribes even in the bleak chaparral.

Herds are the main units which provide support. A unit that requires support can receive it from any type of herd. If a herd is captured, it becomes allied with the tribe that captured it. In most scenarios, if a captured herd is not stacked with at least one tribal unit it becomes allied with its original tribe.

[8.7] Tribal Khans

Khans were chosen after long years of rigorous training from individuals selected beforehand by the shamans, wise people, and gods. They were hard and hardy, and their very presence inspired their people to greater efforts. They filled an important religious function for the tribe, acting as the focus for their energies when praying to their tribal Founder.

Khans are the leaders of their tribes. They add 1 to the CF of each clan of their own tribe stacked with them. Other units, including shamans and spirits, clans of other tribes, or independents, are not affected by the leadership factor of the khan.

[8.7.1] The Founders

Khans may summon the Founder of their tribe. The khan must be at a holy place, and must be out of enemy ZOC. During the alliance phase, the khan's stack may attempt to summon the Founder instead of allying a spirit (see 9.1). The player of the khan rolls the die. If the result is even he has succeeded, and the Founder is placed in the same stack as the khan. If the result is odd, the Founder does not appear.

The khan can attempt to summon the Founder at any point in the game, even if it has been previously summoned and eliminated. However, if the Founder was eliminated and is resummoned, the khan must journey to the Paps to resummon the Founder. Once adjacent to the Paps, the khan makes the normal roll. If it succeeds the Founder appears from the Paps and stacks with the khan.

[8.8] Tribal Shamans

Each tribe had its dominant shaman, aided and supported by his assistants. The personality of these humans did not allow for more than one per tribe, for they were crazed and rabid, more than a little mad from their contacts with the spirits. They possessed inhuman powers, and one was wise to do as a shaman wished.

While on the Shaman side, the shaman/fetch unit represents a physical, non-spirit unit. A shaman can tap the Soul Winds (see below) and may use Defensive Spirit Magic. It moves and is affected by combat as a physical, non-spirit unit.

[8.8.1] The Fetch

Each shaman had a double, commonly called a fetch. The fetch acted as the shaman's spiritual agent, and animated his body when he entered the Spirit World.

The reverse of a shaman counter is the Fetch side. While on the Fetch side, the shaman/fetch unit acts in all ways as a disembodied spirit. It may use offensive and defensive Spirit Magic, and can use Spirit Movement (see 6.8). It may not tap the Soul Winds.

[8.8.2] Reversing the Shaman/Fetch Unit

During his rally phase, the active player may reverse his shaman/fetch counter if he wishes. If the player chooses not to reverse his shaman/fetch counter, he must leave it as it is (face up or face down) until his next rally phase. If a shaman/fetch counter receives a disrupt result it is reversed, from Shaman side to Fetch side or vice versa. The unit is not actually disrupted, but may not be reversed again by the active player until his next rally phase. If the Fetch enters any Dead Place hex, it immediately reverts to the shaman side.

[8.8.3] Special Abilities of a Shaman/Fetch

Shaman/fetch units cannot be casualties of chaotic magic.

A shaman/fetch unit cannot be eliminated by Spirit Magic (including Defensive Spirit Magic) unless one of the enemy units is a magical leader. If a shaman/fetch unit is selected as a casualty of any other Spirit Magic attack, the result is treated as a Disrupt instead, and the shaman/fetch unit is reversed as described above.

Any chaotic spirit (see 12.1.1) which comes within the ZOC of the shaman/fetch unit is eliminated and removed from the board before it can eliminate any units. If the Screening Option is being used, the shaman/fetch must be revealed to eliminate the chaotic spirit.

[8.8.3.1] Post-Death Strike Option

The Post-Death Strike Option gives a shaman the power to curse those who have slain him. If any player states that they do not wish to use this rule, it is not used. Otherwise, it is in effect during the game.

When a shaman/fetch unit on the shaman side is eliminated by melee or missile fire he may immediately attack the stack which eliminated him. He inflicts a MgF loss on the attackers equal to his MgF, as if he had succeeded in a Spirit Magic Attack (see 7.8.4); no die roll is needed. This attack is based on the MgF of the shaman side, not the fetch side.

Magical leaders cannot be eliminated in this manner. Superheroes and dragons are not affected, and may save up to three units stacked with them. Heroes can attempt a heroic escape. Herds and treasures cannot be eliminated in this way.

[8.8.3.2] The Ancestors

Shamans may attempt to resummon their tribe's Ancestors if they have been eliminated (see 11.1.3). The shaman must be at a holy place (see 9.1.2), must be out of enemy ZOC, and must not attempt to summon any spirit during the alliance phase. A herd must be sacrificed by the shaman; this may be a herd of another tribe. During the exotic magic phase, the player of the shaman rolls the die. If the result is even, the Ancestors are placed in the same stack as the shaman; the sacrificed herd is removed from the board. If the result is odd, the Ancestors are not returned. The shaman can attempt to resummon the Ancestors at any point in the game, no matter how many times they have been eliminated. The Impala Shaman may only resummon one Ancestors unit in a given game-turn.

[8.8.4] The Soul Winds

When a tribe had allied with any of the Great Spirits, the shaman could exert a powerful influence upon it, capturing a great mystic power normally unattainable by humans. In this way the Soul Winds were released, which could devastate whole armies.

[8.8.4.1] Tapping the Soul Winds

To tap the Soul Winds, a shaman must first be allied with one of the Great Spirits. The Great Spirits are Dark Eater, Malia, Oakfed, Wild Hunter, and Zola Fel.

To tap the Soul Winds, the shaman/fetch unit must be on the Shaman side, must be stacked with a Medicine Bundle or at a holy place (see 9.1.2), and must be out of enemy ZOC. In the alliance phase the shaman may not attempt to ally a spirit; if he does, he may not tap the Soul Winds. In the exotic magic phase, the shaman may call upon the Soul Wind. The player of the shaman rolls the die. If the result is even, he has succeeded. If it is odd he still succeeds, but is eliminated once the Soul Wind has run its course. The shaman need not be stacked with the Great Spirit to create a Soul Wind.

[8.8.4.2] Effect of the Soul Wind

To determine the effect of the Soul Wind the die is rolled six times; the total indicates the number of points of the Soul Wind acquired. The shaman can send this force off to attack a single enemy stack. The Soul Wind travels by the shortest possible route, losing one point per hex crossed. Terrain effects and ZOCs are ignored, except that lake, sea, and Dead Place hexes cannot be entered or crossed. Units on the Block cannot be targeted by a Soul Wind, and the Wind cannot cross or move onto the Block or the Eternal Battle (see 15.). Prohibited hexes may be traced around.

Once the enemy stack is reached, the remaining points of Soul Wind indicate the MgF loss inflicted on the stack. This loss is applied as if Spirit Magic had been used (see 7.8.4), except no die roll is necessary. The player who controls the shaman decides which units will become casualties of the Soul Wind. No DSM is possible against the shaman who sent the Soul Wind. If there is no route which will allow the Soul Wind to reach its target without hitting another enemy stack, the Soul Wind will attack that stack instead of its designated target. If there are no enemy stacks within the range of the Soul Wind, then it has no effect. A stack does not have to be adjacent to any active stacks to be affected by the Soul Wind.

[8.8.4.3] Restrictions

Magical leaders and shaman/fetch units cannot be selected as casualties of a Soul Wind. Herds selected as casualties stampede (see 7.17). Superheroes and dragons cannot be selected as casualties of a Soul Wind, and can save up to three units stacked with them; heroes chosen as casualties can attempt a heroic escape. Treasures selected as casualties are disrupted (see 7.15).

Once the Soul Wind has attacked a stack its effect ends, even if there are points of the Soul Wind remaining.

[8.8.5] Shaman versus Shaman Combat

When there are two shaman/fetch units in a battle, they will fight each other before the rest of the combat is determined, even if they are not adjacent to each other. At the beginning of combat, directly after the Declaration, the two shamans will automatically revert to the shaman side and will enter into Shaman versus Shaman Combat. The active player rolls the die, and consults the following table to determine the results. No other units in the stacks will affect the outcome of this roll, except a Bad Omen for the attacker.

Shaman versus Shaman Combat

Die rollResult
1Attacker eliminated
2Attacker retreats
3-4Both shamans retreat
5Defender retreats
6Defender eliminated

If a shaman is eliminated it is removed from play. If a shaman retreats it is switched to the fetch side, and must retreat until it is no longer in enemy ZOC. If unable to retreat due to terrain or enemy ZOC it is eliminated. If a shaman retreats or is eliminated and the other remains, that other may participate in later stages of the battle. If the Screening Option is used, Shaman versus Shaman Combat takes place after stacks have been examined, but before any other declaration is made.

[8.9] Parts of the Bull

The Parts of the Bull were special members of the tribes who worshiped the Storm Bull instead of Waha. They hated chaos more than the other members of the tribes, and fought it with special powers and a berserk passion unmatched in the world.

Depending on the scenario, each tribe begins the game with a Part of the Bull. In the order of play, each player rolls the die and consults the table below to determine which Part of the Bull they control. If a unit is rolled which has already been selected by another player, the die is rerolled until a free unit is obtained. Once all players have received a Part of the Bull, the remaining units are placed in the Spirit Pool (see 9.1.1) or held offboard, depending on the scenario.

The Parts of the Bull

Die rollPart of the Bull (matching Part of the Devil)
1The Bull's Heart (The Devil's Hand)
2The Bull's Horns (Cacodemon)
3The Bull's Hide (Stomach)
4The Bull's Hooves (Dragonsnails)
5The Bull's Legs (Bullsitch)
6The Bull's Breath (Gas)

[8.9.1] Special Abilities

Units stacked with a Part of the Bull are immune to chaotic magic, although they are subject to other attacks by Creatures of Chaos. When involved in a combat with any Creature of Chaos (including Wakboth's Eye and the Avatar of Chaos), the CF and MgF of the Part of the Bull is doubled, both for attack and when selecting casualties.

If the Part of the Bull is ever within the ZOC of the appropriate Part of the Devil (as indicated on the above table), both units are automatically eliminated in the exotic magic phase of the current player-turn (whether or not the Part of the Bull is active or inactive). This occurs regardless of whether the Screening Option is being used; if a Part of the Devil enters the ZOC of the appropriate Part of the Bull, the Part of the Bull must be revealed.

Once eliminated (by this or any means), a Part of the Bull may not be regained during the current game. If the Part of the Devil is eliminated in this manner, it can still be encountered again later in the same game.

[9.] Alliances

There were many tribes, secret societies, and beings who did not ordinarily owe allegiance to any of the Great Tribes. They often represented the deciding military or magical force in any conflict on the Plaines. Therefore, all of the tribes sought alliance with these independents, whether by gift or force.

A player obtains alliances in a number of ways. The most common means is by summoning spirits from the Spirit Plane. Certain units may require a sacrifice to summon them, and others must be emissaried at specific locations rather than summoned.

[9.1] Spirit Alliance

Spirits normally resided upon the magical plane, manifesting themselves on the physical plane to answer the prayers or demands of their worshipers. Due to the utter disorganization of any Praxian pantheon, there was no reliability in getting any of these spirits individually while using normal means, and people ran the risk of encountering wrathful daemons as well.

[9.1.1] The Spirit Pool

At the beginning of the game, all of the spirits which are available for spirit alliance should be placed into an opaque cup, which is referred to as the Spirit Pool. Depending on the scenario, the Spirit Pool can include the Other Tribes, Other Herds, Magic Societies, Elemental Demons, Air, Darkness, Fire, Lunar, Water, and Independent Spirits, Creatures of Chaos (except the Parts of the Devil), Treasures, Bad Omens, and extra Parts of the Bull. The Sun Dome Templars, the Border Knights, Great Spirits, the Spirits of Pavis, the Spirits of the Paps, the Parts of the Devil, Tada's Warriors, and the spirits of the Eternal Battle are allied in a different manner, and should not be placed in the cup.

Alliance of the Independents (see 10.1) varies with the scenario, so they may or may not be placed in the Spirit Pool.

[9.1.2] Holy Places

Despite their radically different forms and origins, the scattered altars and oases were places of great magical worth, for they were sources of great power. There were simple and efficient rituals and sacrifices required at each holy place, which allowed a fair chance for the worshipers to contact some nearby, hungry spirit.

In addition to all of the Oases and Altars listed in 3.3.2 and 3.3.3, the following other locations are considered to be holy places: Barbarian Town, Monkey Ruins, Winter Ruins, the griffin on the top of the Block, and Corflu. In scenarios where the Spirits of Pavis or the Sun Dome Templars are NOT available, Pavis and the Sun Dome Temple (respectively) are holy places; otherwise they are not. The Paps is never considered to be a holy place under these rules.

[9.1.3] Obtaining a Spirit Alliance

In the alliance phase of each player's turn the player may roll the die once for each holy place occupied by any of his units. If the die roll is even, a spirit or other entity has been summoned and is available for alliance. A single unit is drawn from the cup and is stacked with the units occupying the holy place. Only one roll is allowed per holy place per player-turn, regardless of the number of units stacked at the holy place. A player does not have to roll for a particular holy place but, if he does, he must accept the unit received.

If the stack contains the tribal shaman, the player may decide whether to keep the unit. If it is not kept, it is returned to the Spirit Pool. Another draw may not be made. If the unit drawn is a Plague, it must be returned to the Spirit Pool.

[9.1.3.1] Restrictions

A tribe must physically occupy (i.e. have one or more clan or allied units stacked on) a holy place during the alliance phase to summon a spirit. If there is not at least one clan or allied unit (not counting spirits or Creatures of Chaos) on a holy place, no alliance roll can be made in that player-turn.

A given holy place can only be used for one alliance each player-turn. If a special summoning is performed (such as of a Founder or Great Spirit), no normal spirit alliance is possible at that holy place in the same player-turn.

[9.1.4] Results of a Spirit Alliance

If the unit drawn has any mandatory results, they must be followed at that time, including combat. If the unit is a normal spirit it is automatically allied by the player. If the unit is a herd or treasure it is immediately captured by the unit(s) occupying the holy place. If the unit is an independent it is immediately allied with the player.

[9.1.5] Elimination

Spirits are not returned to the Spirit Pool when they are eliminated; they are removed from the game.

[9.2] Emissary

None of the tribes maintained embassies with any independents. Instead, they sent emissaries to the minor, settled, peoples when they wished the independents' aid. The life of an emissary was often short, however, as staking out an emissary naked under the desert sun was the standard method of declining alliance.

[9.2.1] Which Units Can be Emissaries

Any tribal unit can be an emissary. Parts of the Bull and independents cannot be used as emissaries, nor can any spirit.

[9.2.2] Which Units Can Be Emissaried

The Border Knights are emissaried at Knight Fort. The Sun Dome Templars are emissaried at the Sun Dome Temple. The Spirits of Pavis are allied at Pavis. The Spirits of the Paps are allied at the Paps. The Spirits of the Eternal Battle can only be obtained by entering the Eternal Battle. Tada's Warriors are summoned from the top of Tada's High Tumulus.

[9.2.3] Using Emissaries

During an alliance phase, the active player can use his emissaries to attempt to gain a new alliance. An emissary must be in a hex where the independent normally resides (as determined by the scenario) in order to secure an alliance. To determine the outcome of an attempt to gain such an alliance, the active player rolls the die and looks up the result on the Emissary Table. If the alliance is granted, the independent is stacked with the emissary, and can be moved normally in the following movement phase.

[9.3] Great Spirit Alliance

Besides the normal haphazard method of gaining spirit allies, the nomads could take more positive action in attempting to acquire power, though only with certain spirits, called the Great Spirits. The sacrifice required was high, but the shaman was assured of getting the spirit he wanted. The level of contact was higher than normal as well, for the shaman who forged such an alliance could use the spirit contact to power a Soul Wind.

Great Spirit Alliances are not available in all scenarios.

[9.3.1] Great Spirit Altars

Each of the Great Spirits was associated with a specific holy place. Normal spirit alliances could be attempted at these places, but they were mythically associated with the Great Spirits, and were the only locations where they could be directly summoned.

The locations associated with the Great Spirits are Corflu for Zola Fel, Pairing Stones for Dark Eater, Monkey Ruins for Oakfed, Malia's Stool for Malia, and Moonbroth for Wild Hunter. These are thought to be the locations where each of these deities first came to Prax.

[9.3.2] Sacrifices

To gain a Great Spirit Alliance, a shaman/fetch must be on the Shaman side and at the proper location for that deity. During the alliance phase, two enemy herds or one treasure must be sacrificed to the spirit. The herds or treasure are eliminated and removed from play. As long as the deity is available and the shaman has not allied a different Great Spirit during the current game (even if the alliance is no longer in effect), the attempt will be successful.

[9.3.3] Results of a Great Spirit Alliance

If the spirit is available, it will be placed upon the stack of the summoning shaman. It acts in all ways as a spirit allied in the normal fashion. For the rest of the game, none of the other Great Spirits will ally with the player. This is true even if the Great Spirit which was allied with the tribe has since been eliminated. If the Great Spirit is later eliminated, it is again open to alliance by any of the tribes, including its former ally. It is not removed from the game.

[9.4] Friends Option

Some of the spirits and tribes of Prax were permanently allied with each other. These alliances were the result of kinship or ancient oaths of friendship, and took precedence over mundane alliances with the Great Tribes. No act of man is more powerful than the oaths sworn in the Gods' Age!

The use of Friends in the game is an optional rule. If any player states that they do not want to use it, it is not used. Otherwise, it is in effect during the game.

Friendship takes two forms. Some spirits are patrons of the lesser tribes of Prax. Others are friends on an equal basis.

Friends and patrons will never act against each other. When one is allied, and its friend or patron is already on the board, the two units become allied with the same player.

A unit will always become allied with the player who controls its patron. Thus, the player who controls Pavis will always control the Pavis Survivors as well, regardless of which was drawn or is on the board first. In the case of friends, whichever is drawn from the Spirit Pool last will ally with the player who controls the friend which is already on the board.

If a unit is drawn when its friend or patron is already on the board, it is stacked with the friend or patron. If a unit is already on the board and stacked with another player's units when its patron is drawn, it will become allied with the player who drew its patron from the Spirit Pool, and must immediately retreat one hex. If unable to retreat due to terrain or enemy ZOCs, it is eliminated.

[9.4.1] Listing of the Friends

Evening Star and Morning Star are friends. Found-child and Brother Dog are friends. Lightning Boy and Thunder Bird are friends.

Monkey King is the patron of the Baboon Troop. Ostrich Mother is the patron of the Ostrich Clan. Pavis is the patron of the Pavis Survivors. The Great Rhino is the patron of the Rhinoceros Riders. Frog Woman is the patron of the Newtling Renegades. Pole Star is the patron of the Unicorn Women.

[9.4.2] Tada's Cloak and the Basmoli Berserkers

Tada's Cloak (see 13.3.1) is a remnant of the Founder of the Basmoli Berserkers, and has been lost to the tribe for centuries. It is not their "patron," but they will always fight to regain their totem. If a player controls Tada's Cloak, the Basmoli Berserkers will automatically ally with him if he stacks the Cloak with them by the end of his current player-turn. If he does not, they automatically ally with another player. If there is more than one other player, the opposing players each roll the die, with the highest obtaining the Basmoli Berserkers. If the Screening Option is being used, when one of these units is drawn or appears the other must be revealed. Once the Cloak and the Berserkers are stacked together, a player cannot voluntarily stack them apart.

If Tada's Cloak is captured by a player who controls the Basmoli Berserkers, and it is not stacked with the Basmoli Berserkers by the end of the current player-turn, they immediately ally with the player who last controlled the Cloak, the two units effectively trading sides.

[10.] The Independent Tribes

Besides the Five Greater Tribes, many other peoples lived in Prax. Most were small and worthless, not even worthy to fill a paragraph in an epic of this magnitude. There were also many pilgrims, city-dwellers, merchants, and others whose functions are outside the immediate scope of this work. However, a number of tribes and peoples were important in Prax, either because of their numbers, history, or great powers. These are discussed briefly here.

The method of allying independents varies with the independent and the scenario being played.

[10.1] The Ten Independents

There were many smaller tribes in Prax, either widely scattered or numbering so few as to be insignificant. In the Golden Age, many more of these peoples had existed, but most were destroyed during the Great Night or died out after the Dawning, and others had hidden themselves so thoroughly that they had not been seen in centuries. However, among these lesser tribes and clans were ten who were extensive enough to be called the Ten Independents, and they figured prominently in the constant battles between the greater tribes.

[10.1.1] The Baboon Troop

These creatures originated either as beasts who received intelligence from Waha in the Great Night, or people who betrayed that god and lost their humanity as a result. Whatever the truth, they were an organized and dangerous foe, deadly in close combat. Though their bodies allowed them little use of armor or weapons, the occasional warrior was seen with helm, spear, or sling. Their great strength, though, was against the spirits, for they had a particularly strong psychic bond.

[10.1.2] The Basmoli Berserkers

These were a fanatical race of invaders whose Founder, the lion-god, was slain by Tada during the War of the Gods. The people were allowed to live on as servants of the plainsmen, and they were quite happy to kill the nomads in this way in eternal vengeance for their lord. They were berserks, channeling magical energy into their physical shells.

The Basmoli Berserkers have the option of attacking in a berserk rage. When using this option, they attack in that round with a CF equal to twice their MgF; their normal CF is used to determine casualties. This automatically disrupts them at the end of the combat; if disrupted again later, they are eliminated. When they become undisrupted, they may use the ability again. They may not use this ability when defending.

[10.1.3] The Bolo-Lizard Folk

This wry and wiry race rode across the Plaines atop a sleek and lean reptile. They used special weapons called bolos, which were most effective against large foes (such as High Llamas). If they had the chance, they would close with a weak enemy and fight with their bucklers and swords. The animal ran with its head and tail stretched horizontally, leaving plenty of room for the riders to use their unique weapons. According to one noted Sage, this clan was more properly known as the Bird-Lizard Folk. At some point in history an ignorant scholar confused the name of the animals with that of the favored weapon of the tribe, and the name has stuck ever since.

Their CF is doubled against a stack containing a High Llama herd or clan. Their normal CF is used to select casualties.

[10.1.4] The Cannibal Cult

This fanatical clan were man-eaters, and knew obscene rituals to draw strength from a man's soul as they ate his body. This gave them great powers, and struck fear into all who opposed them.

When the cannibals contact an enemy unit, the enemy must throw a die. If an even number is thrown, the unit which was attacked remains and fights. If an odd number is rolled they must retreat one hex; no covering force is required. If unable to retreat due to terrain or enemy ZOCs, they are disrupted.

Creatures of Chaos, heroes, khans, shamans, herds, magicians, spirits, and other non-human or super-human units are unaffected by this power. Dragons and superheroes are unaffected by this power, and protect all units stacked with them.

[10.1.5] The Men-and-a-half

These people claimed to be the pure-blooded descendants of Man and Woman, rune-ancestors of all of the human races of Glorantha. They cited their obvious superiority as individuals as proof, and it is hard to refute it. They stood taller than most men, needed little food and less water to thrive. They fought with long spears against their foes, and were unafraid of even the charge of the Bison people.

The Men-and-a-half double their CF when defending in a melee, except when one of the attackers is the Rhino Riders. This doubling applies when determining the attacking side's losses and when the defending side's casualties are chosen.

[10.1.6] The Newtling Renegades

These creatures were the bachelors of an inhuman race which lived nearby in the land called the Holy Country. They lived apart from their own race, forced to eke out a life amid the hardships of the Plaines of Prax. Though amphibious, they could live in the chaparral due to the reserves of fat and water stored in their tails. Their numbers made up for their diminutive size, and their natural skill at dealing with water magics made up for their individual lack of magical power.

Newtlings double their CF and MgF in any water hex, including coastline, rivers or canal, Oases/Altars, or marsh. It also applies when they are stacked with any of the Spirits of Water (see 11.8). They are unaffected by floods (see 11.2.5).

[10.1.7] The Ostrich Clan

This elusive people rode a great flightless bird. They claimed once to have ruled the skies of Prax, but said they were defeated in the Great Night by Air Demons, their mighty pinions torn from them. Their long-legged beasts had great speed, and were vicious fighters. The riders were pygmies (though unrelated to the Impala people), and wielded their odd throwing-sticks to deadly effect. The Clan had once been stronger, but many left Prax after the Dawn, never to return.

[10.1.8] The Pavis Survivors

This band was the sole remnant of the people of the proud city which once ruled Prax, cursed to wander the Plaines rather than bring their ancient city to life again. They rode a powerful horse which, though normally outlawed in Prax, was allowed because of its striped disguise. The riders wore ancient scaled armor, and were armed with bow, lance, and sword, but most important was their great discipline, learned from the ancient military codes by which they lived.

[10.1.9] The Rhinoceros Riders

This clan's warriors were especially noted for the ferocity of their charge in combat: they moved relatively slowly, but their strength more than made up for it. In addition to their earth-shaking beasts, the men were armed with long lances and two-handed axes, and wore treated Rhino hide as stiff as iron for their armor.

[10.1.10] The Unicorn Maidens

These women were blessed with amazing abilities by the Sun Daughter. Though virtually unarmored, their telepathic link with the beasts and combined agility defended them as if they were. Their unicorn steeds did not fear to charge against any other creature, and the women were armed with bows, swords, and spears.

[10.2] Other Herds

Many of the lesser tribes had been exterminated in the Great Night and after the Dawning, and many more had been greatly weakened. The herds of these Lost or Hidden Tribes often wandered the plains unprotected, free for the Great Tribes to capture and exploit at will.

Lesser Herds act in all ways as herds of the Great Tribes. Since they have no original owner, they become neutral if not stacked with a tribal unit (including another herd). If not stacked with a tribal unit at the end of the game, they cannot be counted for victory points in that scenario (see 17.).

[10.3] The Sun Dome Templars

The Sun Dome Templars were Sun cultists granted lands in Prax by Pavis when he built his city. They wielded 15-20 foot pikes and wore leather armor. Their discipline was legendary, and they were particularly strong at defensive battle. They viewed the local nomads as sub-human barbarians, but their Count would entertain emissaries from the tribes, and sometimes grant aid if offered the right pay. Just as often, however, the emissary's head would adorn the pike of one of his followers to discourage other nomads from trespassing on his lands.

The Sun Dome Templars are allied according to the normal emissary rules (see 9.2). When a Templar is eliminated, it cannot be allied again in the same game.

The Sun Dome Templars double their CFs when defending in a melee unless one of the attacking units is the Rhino Riders. This doubling applies when determining both the attacking and defending side's casualties.

[10.4] The Border Knights

The neighboring Holy Country included a people who had tried to invade Prax with their knights and elite infantry. They failed, but established Knight Fort. When the Holy Country fell to the Empire the fort was cut off, and resorted to mercenary work to support itself. The knights rode the horses that all Praxians hated, but were powerful fighters, and were sometimes sought by the Praxians as allies.

The Border Knights are allied using the normal emissary rules (see 9.2). When a knight or auxiliary is eliminated, it cannot be allied again in the same game.

[10.5] Magic Societies

A number of magical secret societies existed in Prax. They were independent of the tribes, providing an outlet for those individuals of great power whose progress was blocked along tribal lines for one reason or another. Each developed their own secrets, which were jealously guarded from the others. In addition to their other magical abilities, each had developed special powers against certain types of spirits, and so their good will and assistance were widely sought.

[10.5.1] The Red School of Masks

The Red School of Masks was a band of shamans, madmen, and other petty magicians taught by the Lunars when they invaded Prax. The resultant unit was greater than the sum of its parts, and remained a powerful school for many years. Called the Loonies for their strange rites, many who sought to join were driven mad by the experience.

Their MgF is doubled against Lunar Spirits. This does not include the Book of Dale.

[10.5.2] Serpent Dancers

The Serpent Dancers were the most secretive of the magical societies. Their wild rites involved trances, ecstatic fits, and week-long dances. Their name came from their habit of meeting in the dry beds of the seasonal rivers, called Serpents by the nomads.

Their MgF is doubled against Water Spirits. This does not include Zola Fel or the Portable Oasis.

[10.5.3] Star Witches

This was a society of powerful women who studied the stars. They had great power, being the most ancient of the magical schools, and attracted disaffected wise women, shamanesses, and priestesses from all tribes.

Their MgF is doubled against Fire Spirits. This includes Wild-fires, but not Oakfed or the War Arrow Medicine Bundle.

[10.5.4] Sunset Society

This school of mages practiced the forbidden magic of the night. They accepted only men, and those touched with nightmares and forbidden desires were eventually drawn to their concealed meetings. Praxian mothers scared children with stories of their evil worship and foul sacrifices, but their dark wisdom came from other, more potent, sources.

Their MgF is doubled against Darkness Spirits. This includes Shades, but not the Dark Eater or Tada's Cudgel.

[10.5.5] Wind Singers

These magicians were well-known in Prax and the Wastes, for they alone were able to control the deadly Storm Bull Winds. They followed the twists and turns of the winds, heard every word carried on a breeze, and raised their keening songs whenever the wind rose, died, or changed. They were said to be as unreliable and flighty as the winds they had mastered, however, and so were not fully trusted by the tribes.

Their MgF is doubled against Air Spirits. This includes Whirlvishes, but not the Wild Hunter or Tada's Sandals.

[10.6] Other Tribes

[10.6.1] Ghost Darters

The Ghost Darters were a small band who lived in the Wastes. They rarely came to Prax, and many considered them a fairy tale or ancient legend. However, they existed, and could be bribed into aiding a tribe. They were unique in their ability to target disembodied spirits with their darts and arrows, and they could teach this ability to others.

Any missile units stacked with the Ghost Darters will not affect physical units with their missile fire. Instead, during the missile fire sub-phase of each combat phase, they make a separate attack against any enemy disembodied spirits as if they were physical units. The Missile Factor is totaled and the die rolled normally, and the result then applied to the spirits as if they were physical units. If attacked with Missile Fire in another player-turn, the units stacked with the Ghost Darters are capable of normal Defensive Missile Fire.

[10.6.2] The Hidden Tribes

The many smaller tribes occasionally surfaced when powerful forces moved, and often banded together for protection when they emerged from their hidden oases, since to travel alone would ensure defeat at the hands and hooves of even the smaller tribes. Although individually weak, their varied weaponry, and their minor shamans and khans, made them more powerful en masse than most normal clans.

[11.] Spirits

Magic in Prax was understandably crude. The culture managed to throw off the civilized way of life and thought many times. Thus, they did not use the sophisticated spells available to more cultured magicians. Instead, the people of the Plaines depended upon the summoning of various spirits to aid them in their warfare.

These spirits were of diverse origin. Some were once-great gods, lesser deities, or nature spirits, while others were the ghosts of the dead. Many were daemons or depraved Creatures of Chaos which waited to bring horrible doom to some unsuspecting shaman or priest as they attempted to summon some other, more benevolent, spirit.

[11.1] Tribal Spirits

Each tribe had its own unique set of spirits to attend to its needs and protect it. In return, the tribes offered worship and sacrifices to them. This synergy of mana is critical to understanding the strong position held by the Great Tribes on the barren plains.

Each tribe has similar deities, as would be expected from their common origins. These units may only be used by the tribes with which they are aligned, although they may be stacked with other units which are also allied with the tribe. Tribal spirits may never be captured.

Although tribal spirits are physical spirits, they can use Spirit Movement (see 6.8). However, they are always treated as physical, non-spirit units when at rest, affected by ZOCs as if they were normal units (see 6.8).

[11.1.1] The Founders

The Founders were called the Fathers of the Tribes, and were counted among the ancient sons of the Storm Bull. Before the Great Night, they and many other brothers (now dead and forgotten) marched with their peoples from the silvery slopes of the Cosmic Spike to the rich lands of Tada's State. They led their folk against Ragnaglar and the Devil during the War of the Gods, and these few returned. Though already dead, they taught the rituals and prayers to summon them to the khans, then entered the realm of the gods.

The Founders can only enter the game when they are summoned by the khan of their tribe. Once on the board, they need not remain stacked with the khan. Even if they are eliminated, they can later be resummoned by their khan, if he has not been eliminated (see 8.7.1).

[11.1.2] The Protectresses

The Protectresses were the Mothers of the Tribes. They were daughters of Eiritha (who was later the Storm Bull's wife), and all were counted among her handmaidens. No tale has been left of their receiving divinity, which indicates that they were born goddesses.

Protectresses begin the game off-board. If one or more herds of a tribe are stacked alone (i.e., without a non-herd unit), that tribe's Protectress will appear if they are attacked. She stacks atop the herds. Thus, rather than automatically capturing the herds, the attacking units must stop in the ZOC of the herd, and then eliminate the Protectress. The units which tried to capture the herds may not avoid the melee.

If the Protectress is defeated (only), attacking units may be advanced to capture the herds. Herds that were stacked with tribal units which are captured as a result of combat or Advance After Combat do not summon the Protectress.

Once summoned, the Protectress remains on the board, and may move and attack as any other tribal spirit. If at any time another herd is threatened (even during the combat phase in which she was summoned), the Protectress is removed from her current stack and placed atop the beleaguered herds. The player who controls the Protectress may not voluntarily move her in this fashion; it happens only in response to attacks on unprotected herds.

If a Protectress is eliminated she is removed from the board and placed in her holding box. She can be resummoned at any time, according to the above rules.

[11.1.3] Tribal Ancestors

The Ancestors consisted of the spirits of tribesmen who had died and been judged by Daka Fal. They appeared at times to aid their living kin, filling the plains with ghostly weapons which still drew blood.

Ancestors can only be carried by a clan or khan of their own tribe, and can only be carried by one tribal unit per player-turn. If all of the units stacked with the ancestors retreat (such as when faced by the Cannibal Cult), the Ancestors must be retreated with them. If even a single clan remains, the Ancestors may not be retreated automatically, and follow the normal Retreat rules (see 7.10.5). If the ancestors are eliminated, they can only be resummoned by the tribal shaman (see 8.8.3.2).

The Impalas receive two ancestors because of their size.

[11.2] Great Spirits

Among the many spirits of Prax, five were known for their great power, general inaccessibility, and permanent cults. Called Great Spirits, each could be allied, though the cost was high. It was worth it, however, for each brought great power, and control over some of the daemons of the Spirit World.

The Great Spirits are not placed in the Spirit Pool. Instead, in scenarios where they are available, they must be summoned at the holy place sacred to the Spirit (see 9.3.1). Great Spirits can never be captured by another tribe. If they are the only unit remaining in a hex at the end of a combat, the opposing units cannot advance into that hex.

[11.2.1] Dark Eater

The Dark Eater was a huge and hungry monster, rivaling even Oakfed in his depredations. He invaded Prax with the forces of Darkness, but long before the Dawning was driven into Shadows Dance by Waha. Despite this defeat he returns every winter, leading his troll followers to ravage the land they despoiled so long ago.

The Dark Eater is the Great Spirit of Darkness. He may control any Shade within his RF, directing its movement and attacks. He may create a Shade anywhere within his RF once during each of his controlling player's turns, using it to attack in the physical magic sub-phase of the combat phase (see 7.7.2.1). If all Shades are on the board, no new Shade can be created until one has been eliminated. Dark Eater may absorb any Shade within his ZOC during the exotic magic phase of his controlling player's turn, removing it from the board. The Shade may then be recreated anywhere within his RF during the combat phase of the same turn.

[11.2.2] Malia

This horrible and all-devouring monster was one of the Great Spirits out of fear rather than love. She came during the Great Night, an ally of foul Ragnaglar, and after her lover's death the men of Prax fed her rather than be eaten themselves. She thus survived the Dawning with some of her power. She appeared to men as a great, headless, multi-armed torso with a gaping maw where her belly should have been.

Malia is the Great Spirit of Chaos. She may control any Plague within her RF, directing its movement and attacks. She may create a Plague anywhere within her RF once during each of her controlling player's turns, using it to attack in the physical magic sub-phase of the combat phase (see 7.7.2.1). If at Plagues are on the board, no new Plague can be created until one has been eliminated. (Printed "If at Plagues"; apparently "all".) Malia may absorb any Plague within her ZOC during the exotic magic phase of her controlling player's turn, removing it from the board. The Plague may then be recreated anywhere within her RF during the combat phase of the same turn.

Any player who allies with Malia is cursed, since she is a thing of chaos. As long as the player is allied with Malia, he suffers a -1 to all die rolls (see 12.2.1).

[11.2.3] Oakfed

Oakfed was the most powerful fire deity of the plains. He carried messages and sacrifices to the Sky gods, but more important was his role as Protector. During the Great Night, men kept him alive by feeding him the forests of Prax, and he helped them to survive. From this true worship and reverence Oakfed joined the Great Spirits of the Plaines.

Oakfed is the Great Spirit of Fire. He may control any Wildfire within his RF, directing its movement and attacks. He may create a Wildfire anywhere within his RF once during each of his controlling player's turns, using it to attack in the physical magic sub-phase of the combat phase (see 7.7.2.1). If all Wildfires are on the board, no new Wildfire can be created until one has been eliminated. Oakfed may absorb any Wildfire within his ZOC during the exotic magic phase of his controlling player's turn, removing it from the board. The Wildfire may then be recreated anywhere within his RF during the combat phase of the same turn.

Oakfed and any units stacked with him are not affected by the special ability of the Redwood (see 11.7.2).

[11.2.4] Wild Hunter

This spirit was powerful even among the gods of the Upper and Middle Airs, for he was the gross and physical bully who commanded the raging, sterile storms of Prax. Many of his worshipers believed their souls would go to him after death, to ride the winds and hunt savage Star Bears, or to wreak immortal vengeance against the hapless living.

Wild Hunter is the Great Spirit of Air. He may control any Whirlvish within his RF, directing its movement and attacks. He may create a Whirlvish anywhere within his RF once during each of his controlling player's turns, using it to attack in the physical magic sub-phase of the combat phase (see 7.7.2.1). If all Whirlvishes are on the board, no new Whirlvish can be created until one has been eliminated. He may absorb any Whirlvish within his ZOC during the exotic magic phase of his controlling player's turn, removing it from the board. The Whirlvish may then be recreated anywhere within his RF during the combat phase of the same turn.

[11.2.5] Zola Fel

Zola Fel was the god of the River of Cradles. He was powerful and friendly, but was tied to his waters, and could not go far from them without being reduced to as mean an existence as the other water spirits of the Plaines. When Pavis came he allied with the river, and both benefitted from the arrangement, but the agreement was temporary, as alliances in Prax always are.

Zola Fel is the Great Spirit of Water. His CF, MgF, and MF are all doubled when he is in any hex of the River of Cradles, including Corflu and both hexes of the Big Rubble. While doubled, he ignores any disrupt result.

Zola Fel can carry two physical clan or independent units along the path of the River at his doubled MF; he cannot carry units outside of the river. Zola Fel may never enter any Sea or Lake hex, or any hex of a river other than the River of Cradles; this includes the Good Canal and the Devil's Swamp.

While there is a water hex within his MF, Zola Fel is treated as a normal physical spirit. Water hexes include all holy places, all river, lake, sea, and swamp hexes, and the Portable Oasis. If he is not within his MF of such a hex he is automatically disrupted, and a further disrupt result will eliminate him.

Once per game, Zola Fel can cause the River of Cradles to flood. He must be within his MF of the River of Cradles to do this. All hexes within one hex of any River of Cradles hex will flood. The flood lasts until the exotic magic phase of the controlling player's next turn. When the flood ends, Zola Fel is not removed from the board.

A flood disrupts all units, other than those listed below, which occupy the flooded hexes (see 7.15). Zola Fel himself is never affected by a flood, nor are any units stacked with him. Treasures and disembodied spirits are not affected by a flood. Dragons and superheroes save themselves and up to three units stacked with them from the effects of the flood. Fords and Corflu do not negate the effect of the flood. Units that enter a flooded hex when moving or retreating are disrupted if applicable. Flying units can move through a flooded hex without becoming disrupted; however, they do suffer disruption if they stop in a flooded hex.

[11.3] Elemental Demons

The Elemental Demons were among the most powerful and malevolent of the spirits of Prax. While they could be allied, the attempt took a high toll on the summoners in life and power, and ordinary folk avoided them if they could.

In most scenarios, the Elemental Demons are part of the Spirit Pool. However, in scenarios where the Great Spirits are available, the demons are not placed in the Spirit Pool. Instead, each set of three demons is placed in the appropriate holding box at the beginning of the game. They can be removed from the holding box, one at a time, only if created by the appropriate Great Spirit.

When one of the Elemental Demons is drawn from the Spirit Pool, it immediately attacks the stack which caused its appearance, regardless of its mode of attack. If it eliminates all tribal or independent units, it remains at the holy place until it is eliminated. If the demon does not eliminate all of the units stacked at the holy place without itself being eliminated, it may be "captured" by the tribe rather than eliminated, becoming allied as if it were a normal spirit. Once it has been allied in this manner, it must remain stacked with a clan. Plague may never be allied in this manner.

If an Elemental Demon is not stacked on a holy place, with a tribal unit, or within the RF of the appropriate Great Spirit at the beginning of a movement phase, it is subject to random movement (see 6.6). If random movement would take a demon on or adjacent to a holy place, the demon will occupy the holy place and remain there without moving until eliminated, as long as all units stacked at the holy place are eliminated by the demon. If its random movement would take a demon off the board or onto a lake, sea, Sacred Ground, or Dead Place hex it is eliminated.

If an Elemental Demon is eliminated it is returned to the Spirit Pool or its holding box, as appropriate to the scenario. Then, the demon may be allied again or recreated by the Great Spirit in the same player-turn, as appropriate.

[11.3.1] Plague

Plague was a constant specter in the unhealthy Plaines of Prax, and brought death to thousands. It came often and seemingly without reason, and could be halted only by a shaman, spirit, or magician.

When Plague is drawn at a holy place, the stack immediately loses one unit unless a shaman is present, in which case the Plague is eliminated before it can inflict any losses. Plagues cannot be allied, but they can be controlled by Malia.

[11.3.2] Shade

These patches of darkness attacked unexpectedly with a freezing touch and the shock of fear. They could be found flying across the night sky, flowing down from the north, or hiding in the hearts of the cowardly.

[11.3.3] Whirlvish

Whirlvishes are the souls of people lost in the chaparral, enslaved by a dust devil and whipped into an enraged frenzy until their souls are worn away into the grit of the sand. They are happy to fight for humans, for when "destroyed" the souls which make up the demon are free to retire to a proper heaven or hell. The blasting sands and stinging souls of the whirlvish are deadly to humans, and they in turn are vulnerable to both physical and magical attacks.

Whirlvishes are physical spirits, but may use Spirit Magic. When a Whirlvish is not in Chaparral, its CF is reduced to 1. A Whirlvish cannot be selected as a casualty of missile fire.

[11.3.4] Wildfire

Wildfires were magical flames which devoured forests and were reputed to burn stone. Once loosed they were difficult to stop, and they ate all in their path with a hunger second only to that of their master, traveling fastest where their food was most plentiful.

Wildfires ignore the usual terrain costs when moving. Instead, it costs them 3 MPs to enter a Chaparral or Mountain hex, 2 MPs to enter a Hill hex, and 1 MP to enter a Forest or Summer Fertile Ground hex (normal Open Ground), cross a road, or cross a Ridgeline in the upslope direction. They may not enter marsh or lake hexes, and must stop upon entering a river, canal, oasis, or altar hex. Structures do not affect their movement.

[11.4] The Spirits of Air

The ever-turbulent powers of the Lower Air were numerous in Prax, as they are over all the surface world. These were among the children of the Most Mighty and Victorious Umath, who tore Sky from Earth to make a home for himself. His children then came forth from their hiding places and invaded the world, conquering all before them. This was the start of the War of the Gods, which ended the Golden Age.

[11.4.1] Lightning Boy

Lightning Boy was originally a Fire Son captured by Air Demons during the War of the Gods and married into their hierarchy. He often appeared among men as a human with superhuman powers.

Lightning Boy is a physical spirit, but may use Spirit Magic.

[11.4.2] Mistress Calm

The Mistress of the Calm Sky appeared cloaked in wispy but shadowing clouds, which decorated her benign presence. Her influence calmed even the dry chaparral, making life possible where she rested.

[11.4.3] Rainbow Girl

Rainbow Girl was the messenger between gods and men. She first brought words of peace and cooperation from the Sea Gods to the Air Gods, and later from the gods to the men of Prax.

[11.4.4] Thunder Bird

Thunder Bird was one of the Feathered Rivals. He was always victorious over Sun Hawk, whom he wrapped and smothered with his great clouds of feathers. In turn he was always tricked by his little brother Raven, who was much cleverer than he.

As one of the Three Feathered Rivals, Thunder Bird is subject to special movement restrictions (see 6.8.1).

[11.5] The Spirits of Darkness

These creatures first came to the surface during the Great Night. Ancient historians considered the Great Night to be a major invasion with malicious intent, but it is now thought that this horde of Darkness things was driven from Hell when the bright Sun died and went there. Their presence on the surface world soon made them masters of it, despite the many Star Captains and other heroes who fought against them. Though their inhuman rule and habits are malignant to men, they are in no way considered Evil, for it was they who bore the brunt of the fighting against the encroachment of Chaos into the world.

[11.5.1] Grandmother of Spiders

The Grandmother of Spiders occasionally came to Prax out of the dark lands of Dagori Inkarth. She first came in the Great Night, when she and her children devoured the monsters of chaos. She and her children could entangle physical units in their webs, and were full of potent venom as well.

The Grandmother of Spiders can lay a web in the exotic magic phase. A web can be laid in any hex in her ZOC, whether or not that hex is occupied by enemy, friendly, or neutral units.

A unit which can be affected by a web cannot voluntarily move into a hex containing a web. A unit can be forced to enter a hex containing a web if it cannot retreat to any other hex because of terrain or enemy ZOCs.

Any unit stacked with a web is immobilized. It may not move, attack, or defend. It cannot be attacked by melee or missile fire, but is still vulnerable to all forms of magic. Any physical unit (except treasures and physical spirits) which is within the ZOC of a web is disrupted while in the ZOC (see 7.17).

Webs do not affect the Grandmother of Spiders, units stacked with her, or units capable of Spirit Movement (see 6.8 and 11.1). If a web is laid on a stack containing a superhero or dragon, the superhero or dragon can escape the web automatically, and can take up to three units with them, by retreating a single hex. The player controlling the dragon or superhero chooses which units are saved. If the dragon or superhero is unable to escape due to terrain or enemy ZOCs, it remains unaffected by the web, but cannot save any units. Stacks within the ZOC of a web which contain the Grandmother of Spiders or any dragon or superhero are not disrupted while in the web's ZOC.

A web lasts three game-turns. The first web laid should be Web #1. When a new web is laid Web #2 should be placed on the hex occupied by Web #1, and Web #1 laid as the new web. If Web #2 is already on the board, it should be replaced by Web #3, even if Web #3 is already on the board.

If the Grandmother of Spiders does not lay a web in a given turn, webs are replaced during the Bookkeeping segment, as described above. The Grandmother of Spiders may remove any web within her ZOC at any time during the game-turn, even during another player's turn. If a newer web is removed, normal replacement will still occur when a new web is laid, or during the Bookkeeping segment in any event.

[11.5.2] Night Woman

When the hordes of Darkness invaded Prax, bringing the Great Night, they were led by Night Woman. She ruled Prax for an age, giving her protection to all who sought it. When the Sun returned, she agreed to share her kingdom, and so he ruled the day even as she ruled the night.

Once per game, Night Woman can cast her veil of protection over the player who has allied her. This is declared in the exotic magic phase. All clans and independent units of the player may use DSM unless they are disrupted. Spirits, herds, and treasures are not affected. This ability ends in the exotic magic phase of the player's following game-turn, at which time Night Woman is removed from the board.

[11.5.3] Raven

Raven was one of the Three Rivals. In this role, clever Raven always overcame Thunder Bird with his tricks, but the clear sight of Sun Hawk always saw through his illusions. He also had a special ability to steal: he could pick a man or god's pocket and, more often than not, escape.

As one of the Three Feathered Rivals, Raven is subject to special movement restrictions (see 6.8.1).

Raven may steal from any stack, plucking out a single item and continuing on his way. To perform a theft, Raven must not be moved during the normal movement phase; if he is, he may not attempt a theft that turn. In the exotic magic phase, he uses his normal MF to move adjacent to an enemy stack, ignoring all ZOCs in his flight. The player who controls Raven may examine the stack and, if it contains any treasure, may take one treasure and stack it with Raven. Raven then may be moved the remainder of his MF to escape the stack.

If the stack to be stolen from is within 10 hexes of Sun Hawk, no theft occurs, and Raven must immediately retreat until he is at least 10 hexes away from Sun Hawk. Because Raven must be revealed and moved alone to make a theft, whether or not the Screening Option is being used any Rivals that are within ten hexes of him at any time during his movement must be revealed. At the end of his movement after the theft, if Raven is within ten hexes of any of the other Rivals, the inferior bird must be moved accordingly, dropping any item it may be carrying (see 6.8.1).

[11.5.4] The White Princess

This goddess was often called the most beautiful woman in Prax. She was tall and stately, cool and aloof, striding through the desolation of Prax in her long sparkling cloak, attended by a dozen small Snow Deities. Her cool beauty was enough to bring a little winter even to Prax, for her presence neutralized the barren Chaparral, making her a wondrous delight to be close to.

The White Princess is not a support unit. However, stacking is allowed to any units within three hexes of her, and no support is necessary for units stacked within that area.

[11.6] The Spirits of Fire

These beings were mostly of small power, for they were always farthest from the world of men after Umath tore the Sky from the Earth and hurled it far away. Yet during the Great Night the Fire and Sky Spirits were foremost in attempting to rescue their kinsman, the Sun, and to aid the pitiful plight of lesser races.

[11.6.1] Evening Star

Evening Star was a lover of the Sun God, and when he was slain she tried to follow him to the Underworld. She was refused, and instead waited at the edge of the world, fighting off the horrors of Night which spewed out at her. She later left this place in the Sky to help men, and at the Dawning was gifted with a house where her vigil had been held.

[11.6.2] Morning Star

Morning Star was the triumphant bringer of the news of victory from Hell, where the Sun had fought against the Keepers of the Underworld and gained his freedom. This brought about the Dawning, which she heralds again each morning. She was the younger sister of Evening Star, and watched over men from her house in the Sky.

[11.6.3] Pole Star

Pole Star was the first Star Captain to come to the world of men, and the first to return to his home in the Sky. He was also the most powerful, and from his unmoving seat in the Sky watched over the safety of those who befriended him.

[11.6.4] Sun Hawk

Sun Hawk was a servant of the Sun before the Great Night, and was also one of the Three Feathered Rivals. His keen eye and clarity overcame any trickery, and so he was always victorious over Raven, though the clouds of Thunder Bird could block his clear light.

As one of the Three Feathered Rivals, Sun Hawk is subject to special movement restrictions (see 6.8.1).

[11.7] Lunar Spirits

After the fall of Sartar the Lunar Empire invaded Prax in order to find a route to the sea. In the short time they dominated the land, the invaders were joined by a number of spirits whom they allied, awakened, or created. Their influence was so entrenched in the land that these spirits retained their power even after the Lunars were driven out by Argrath White Bull.

[11.7.1] Little Moon

This large planet was home to a warlike spirit worshiped by the Praxians. It was not until after the Lunars came that it was called as the Little Moon. Even after the Empire was driven away it retained the name, although its path did not change until many years later.

[11.7.2] Redwood

The Redwood was all that was left of the once-great spirit of the northern forests of Prax. It was reawakened by the energies of the Lunar Empire when they came into Prax. It was able to summon the ghosts of the dead forests to protect its allies and confound its enemies, of whom Oakfed was the greatest. It was allied with many forest creatures, which it supported within the magical grove that was a part of it.

Once per game, the Redwood can turn the entire board into forest. This effect is invoked in the exotic magic phase, and lasts until the exotic magic phase of the controlling player's turn. As long as it is in effect, allied units gain the defensive benefits of Forest terrain (see 3.) without suffering the movement penalties; they also require no support. All enemy units suffer the movement penalties of Forest terrain without gaining any of the defensive terrain benefits; they require normal support. When the board reverts to normal terrain, the Redwood is eliminated.

The Redwood is immune to attacks by Wildfires, although units stacked with it are not so protected. If a player already allied with Oakfed draws the Redwood, no alliance is granted. A player already allied with the Redwood may not seek a Great Spirit Alliance with Oakfed. A player may be allied with the Redwood and one or more Wildfires.

[11.7.3] Silver Deer

This magical animal was known for its swiftness and elusiveness. It had never been caught (though Found-child tried every year), but when the Lunars came it was trapped by their foreign magic. After their defeat it remained subject to men, though it retained its ability to lead its hunters on futile chases.

The Silver Deer must be carried by another unit. It can be released to run during the exotic magic phase of the controlling player's turn. At that time, a single stack within its RF is designated by the active player as the hunter, and the Silver Deer is placed atop the stack in violation of the normal stacking rules (see 6.5). Stacks containing a dragon, superhero, or magical leader cannot be chosen as the hunter. If a stack contains a hero, the active player must decide whether the hero, or the rest of the stack, is to be the hunter. Any carried units must be left behind by the hunters, and may become neutral. Once a stack has been designated as the hunter, it must remain stacked together until released. Hunter stacks may not retreat from combat.

Once the hunter has been chosen, the active player chooses which direction the Silver Deer will run, then moves the stack in that direction. While moving, the hunter stack ignores all ZOCs and terrain except the Block and the Dead Place. If the stack ends its movement in the ZOC of other units, combat will occur if allowed by the rules, even if both stacks belong to the same player (see 7.4.1). If the Silver Deer is eliminated, all hunters are released.

In the random movement phase of each player-turn, the active player moves the Silver Deer and hunters in the same direction as before. If the Silver Deer and hunters end their movement on a stack containing any units, such units must immediately retreat a single hex. If unable to retreat due to terrain or enemy ZOCs, they become hunters as well.

A unit cannot recover from disruption while it is a hunter. If the Silver Deer runs off the board or onto prohibited terrain (the Block, Dead Place, Paps, or lake or sea hexes) it is eliminated, and all hunters are released.

[11.7.4] Watchdog of Corflu

When the Lunar Empire founded Corflu on the ruins of an older city, they adopted the local spirits rather than exorcising them. They were not able to fully reconstruct and reanimate the huge statue they found in a shattered temple, but the priestesses managed to reaffirm the power of the former deity to animate part of it. Thus, strengthened by Lunar Magic, the creature was alive again, though not as powerful as it had once been.

After Argrath liberated Corflu, the Watchdog escaped into the Wastes, where it joined the other homeless spirits of the Plaines.

[11.8] The Spirits of Water

Golden Age Prax was a rich and well-watered land. The historical lack of powerful water spirits is a stark example of the imbalance imposed on the world during the Great Night. Perhaps because of their gratitude at being alive at all, these spirits were uniformly benign and helpful to humans.

[11.8.1] Dew Maid

This kind and gentle woman once spurned the hand of a god later killed in the War of the Gods. She regretted her decision forever after, and wandered sadly about, weeping softly to herself. This made a watery mist which was magically capable of supporting people in the Chaparral. It was common practice to stuff the ears of beasts and men while she was present, and to avert eyes from her countenance. Thus, none ever saw her or heard her presence, yet all knew her passing.

[11.8.2] Frog Woman

Like the creatures she mothered, Frog Woman could make great leaps through the air. During the Great Night, she escaped chaos by staying one leap ahead of it, and she could carry her worshipers the same way.

Frog Woman can leap up to five hexes at a time. She can leap to the top of the Block (measure the distance from the hex containing the base of the Block). She may carry up to two physical non-spirit units with her.

[11.8.3] River Horse

These spirits were common to all the waters of the Universe, always most numerous at the Headwaters. They had the ability to transport themselves and their burdens directly from any headwaters, through the Heart of the Sea, and back to any other headwaters, instantly.

The River Horse must always be on a holy place (see 9.1.2) or any headwaters hex. It may carry two physical units to any other friendly or empty holy place or headwaters in the exotic magic phase, even if the units have already moved in that turn. It may not carry spirits.

In combat, River Horse may always retreat (see 7.10.5) to a friendly or empty holy place or headwaters, even if no covering force is left. It may not enter any canal or marsh, and can only enter the headwaters of a river, not the river itself.

[11.9] Independent Spirits

The independent spirits lived in Prax, but their origins were unknown, unimportant, or irregular. They belonged to no hierarchy by birth, position, or allegiance, but were able to wander among the other displaced gods as equals, thanks to their own inner strength.

[11.9.1] Brother Dog

Sometimes claimed to be the first of Man's friends, Brother Dog came to Found-child in the Darkness and said he would rather be a friend than food. Since then he has been noted for his loyalty and, especially, for his effectiveness against beast kind.

Brother Dog's MgF is doubled whenever he attacks any beast or animal spirit. These include the Protectresses, Thunder Bird, the Grandmother of Spiders, Raven, Sun Hawk, the Silver Deer, Frog Woman, Condor, the Great Rhino, Hyena, the Monkey King, and Ostrich Mother; he is not doubled against the Chaos Herd, the Dawn Beast, or the Unsleeping Dog. He is immune to the Hyena's exotic power.

[11.9.2] Condor

Sometimes called the Fourth Rival or Unsacred Bird of Prax, Condor was once the steed of a Sky God. He claimed the title of King Condor, but lost his preeminence when his lord was slain by chaos. He tried to coexist with his brethren, but was long ago driven into the Wastes, though he could sometimes be summoned back.

Condor is related to the Three Feathered Rivals. In this role, he is always defeated by each of the three birds, and overcomes none of them. If he comes within ten hexes of any of the Rivals, he must immediately drop any carried units and retreat until he is on the other side of the River of Cradles or at least ten hexes from the other bird (see 6.8.1).

[11.9.3] Father of Independents

This pathetic wretch, slave to man and god alike, claimed to be the Founder of the Independent tribes, and would gladly tell his amusing lies to all who would listen. It is ridiculous to think that such a decrepit thing could birth the powerful beings who need neither god nor herds to live in the chaparral. Yet, according to the Father, he was a victim of the War of the Gods, crippled to become ferryman to the gods. He escaped but, returning to Prax, was captured and put to a similar task in the Dead Place, where he served with admirable ability.

The Father of Independents treats Dead Place hexes as Open Ground. He can carry a stack with him through the Dead Place at his normal MF, including herds. However, because the units are still treated as being in Chaparral, the stack must be supported. If he leaves a stack, they again become subject to the normal rules of the Dead Place. If any herds are part of such an abandoned stack, they are immediately eliminated.

[11.9.4] Found-child

Found-child was discovered during the Great Night when a dying woman stumbled over his infant form and, taking him to her breast, found the urge to live greater than that to die. Her strength and determination formed the Heart of a people that fought to survive. He grew quickly, and soon proved an able leader. He took up weapons once used to kill only men and showed the survivors how to use them for peace and life, teaching them an extraordinary new art which he called hunting. He had an amazing ability, too, to call any animal towards him, or to send it away.

Found-child can control the movement of any neutral or hostile beast or beast spirit within his RF. He may use this ability once per turn, taking it in place of his own move. Each unit must be moved according to the normal movement rules. If the unit has any movement restrictions they must be followed. Found-child cannot make use of any special movement abilities of the unit, although special symbols in its MF (such as the Stone or Water Rune) apply normally.

Found-child can move all clans and herds, Protectresses, Ancestors, the Rhinoceros Riders, Bolo-Lizard Folk, Pavis Survivors, Ostrich Clan, Unicorn Women, Hidden Tribes, Thunder Bird, Grandmother of Spiders, Raven, Sun Hawk, Frog Woman, Condor, Great Rhino, Hyena, Monkey King, and Ostrich Mother; the Chaos Herd, Dawn Beast, and Unsleeping Dog may not be controlled by Found-child. If the Silver Deer has been sent on a run, Found-child may control the movement of the entire hunter stack. If the Silver Deer has not been sent on a run, Found-child may not control its movement. If Hyena is hypnotizing a stack, Found-child may not control his movement.

If the Screening Option is being used (see 5.4), Found-child must be revealed to use this ability. All units within his RF which can be controlled by Found-child must be revealed at that time (though other units stacked with them need not be), and the active player can then decide which units are to be moved.

[11.9.5] Great Rhino

The Great Rhino was either the Founder of the Rhino Riders or the Father of the rhinos themselves. He was slain in the Godtime, but was resurrected after the fall of Old Pavis to help break down the walls of the city. He gave his aid freely, but would never work against his children.

When the Great Rhino attacks, the defenders do not gain the defensive benefits of being in a structure (see 3.2), although other terrain modifiers (and Defensive Doubling) do apply.

[11.9.6] Hyena

Hyena was an odd creature. It is said that when Genert learned of his upcoming death he created Hyena to devour his body, so that it would not fall into the maws of chaos. This strange and somewhat disgusting fate was held responsible for the creature's odd behavior. Hyena was famous for sitting about and telling lewd and disgusting jokes all day, hypnotizing his audience with his power, entertaining them at the expense of all else.

During the exotic magic phase, Hyena may be sent atop any enemy stack within his ZOC, in violation of the normal stacking and ZOC rules (see 6.5). The enemy stack will be immediately disrupted (see 7.15), and will remain so until Hyena is moved away or comes within the ZOC of Brother Dog. Hyena may not use his exotic ability while stacked with Brother Dog or the Three-Bean Circus. Hyena cannot be moved atop any stack containing a superhero, dragon, or the Three-Bean Circus.

While hypnotizing an enemy stack, Hyena cannot be chosen as a casualty of Exotic, Chaotic, or Spirit Magic unless every enemy unit is chosen as a Casualty first. If chosen as a casualty of Spirit Magic he is retreated off of the stack into its ZOC; if he cannot retreat due to terrain or enemy ZOC, he is eliminated. If chosen as a casualty of Exotic or Chaotic Magic, he is affected normally.

Hyena can move at will through or out of the ZOC of a stack he has been hypnotizing just prior to the movement. During the rally phase of the owning player's or hypnotized player's player-turn, the controlling player can move Hyena off of the hypnotized stack into its ZOC, unless he cannot move due to terrain or enemy ZOCs.

[11.9.7] Monkey King

The Monkey King had once ruled a vast Empire, of which the Baboon Troop was the last remnant. He was jealous of the supremacy of humans over his children and friends, and would gladly emerge from his exile for the opportunity to strangle them with his immense strength. His spiritual might was much less, however, and he was easily driven off by other spirits.

[11.9.8] Ostrich Mother

This spirit was the mother of the steeds of the Ostrich Clan. Her pinions were torn out in the War of the Gods, and only the love of her mother the Earth kept her from dying when she fell. She favored her children, but in her weakness was forced to aid any who called upon her.

[11.9.9] Pure Horse Founder

The Pure Horse Founder was the father of the original Pure Horse Tribe, which was driven from Prax ages ago. He was defeated in the War of the Gods and again in the First Age, and so retained little power in Prax. However, he was sometimes encountered by the peoples in their travels across the plains, and he consented to aid them as long as it was not against his own descendants.

The Pure Horse Founder is a physical spirit, but may use Spirit Magic.

[11.10] Spirits of the Paps

Once upon a time, before the Great Night, this whole land (and many others) was ruled by a gentle and benevolent deity, Genert, a son of the Earth. His children ruled parts of this empire, and their presence brought ease and richness to all. Eiritha, mother of the Protectresses, was his daughter; his sons are known only in legend.

When Night and Evil came to Prax this great Pantheon was shattered beyond repair. Genert was slain and his followers turned to gorp or worse. The few remnants of his people survived in the Paps, his daughter's home, while the lands which had been Genert's civilization were turned into the Chaos Wastes and the Krjalki Bog.

[11.10.1] The Paps

The Eiritha Hills were said to be the burying place of Eiritha, and the Paps the birthplace of Waha. It was also the place where the remnants of Genert's children and followers fled from chaos, retreating to hide in the womb of Eiritha. As such, it was the most sacred territory of the Praxian nomads. Despite the destruction of their lifestyle, the tribes relied upon the deities there to give them the power necessary to keep together and maintain independence in the chaparral.

The Paps is sacred territory to all of the tribes of Prax. It is the place where their Protector was born, and it serves the important function of providing neutral territory where the hostile peoples can meet in peace. Therefore, no combat is allowed of units which are within the "ZOC" of the Paps, even with enemy units which are adjacent to them but not within this "ZOC." Units within this "ZOC" may not ignore the ZOCs of enemy units when moving, but are not subject to melee or missile fire. They cannot attack enemy units, which in turn are not subject to their ZOCs. Units in the "ZOC" of the Paps cannot use or be the targets of Spirit Magic, Physical Magic, or Chaotic Magic.

No unit can enter the Paps itself, unless this is specifically allowed in the scenario. In scenarios where the Earth Spirits are NOT available, a single tribe can occupy any or all of the hexes adjacent to the Paps. In scenarios where the Spirits of the Paps ARE available, a single tribe can only occupy one of the hexes adjacent to the Paps, leaving the other five open for the other tribes. Independent units allied with a tribe count as tribal units for this purpose.

[11.10.2] Obtaining an Alliance

Because of their dependence on the ancient magics of the Paps, the Earth Spirits are not found in the general pool of available spirits. Instead, they all reside at the Paps, awaiting the approach of emissaries to ask for their aid. One will always agree to aid a tribe, as long as none of the other Earth Spirits are already allied with them; thus, no Spirit Alliance roll is necessary. If a player controls the Three-Bean Circus (see 11.10.7) they may not ally a spirit at the Paps, even if they gained control of the Circus from another player.

At the beginning of a game in which the Spirits of the Paps are available, the six Earth Spirits should be placed in a cup. To ally an Earth Spirit, an emissary must be in a hex adjacent to the Paps and must not already be allied with any of the other Earth Spirits. During the alliance phase, the player draws one counter from the cup and places it on the allying stack. A Paps Spirit may move, attack, and use special abilities in the player-turn it is allied. Eliminated Earth Spirits return to the Paps, and are again available for alliance. Spirits other than the Earth Spirits can never be gained at the Paps.

[11.10.3] The Good Shepherd

Once the Founder of a great tribe, the Shepherd's flock was easy prey for carnivores during the Great Night. This loss was not death or defeat for the god, who instead learned the value of "turning the other cheek." This power was manifest by his ability to absorb the deaths of friends.

The Good Shepherd has the ability to absorb an eliminated result for any friendly unit anywhere on the board, at the time the unit is chosen as a casualty. He can use this power twice per alliance, after which he is eliminated and returned to the Paps and again becomes available for alliance.

When a unit is chosen as a casualty and the Good Shepherd intervenes, the unit is not removed from play. If the enemy player still has points of CF or MgF loss remaining at that time, he may apply them to the unit again. Thus, the same unit could be eliminated more than once during the same combat, if it was resurrected by the Good Shepherd.

[11.10.4] The Horn of Plenty

The Horn of Plenty was one of the Great Magics of Prax. It was said to be the tip of one of Eiritha's horns, left on earth when she was buried. Ragnaglar shattered the Horn but it repaired itself, and was full of enough food to support many clans.

The Horn of Plenty is a Treasure (see 13.).

[11.10.5] Ronance

Ronance was the ancient god of fertility, and was the mainstay of the people of the Golden Age. His mere presence was inspiration to humans, and though his immortal chariot never touched the earth, the ground beneath it was always rich in edible growing things. It is said that an ancient road system, now lost, was made by the runnels of his wheels.

[11.10.6] The Serpent Guardians

These creatures guarded Earth temples across the world, but only in Prax were they of such strength that they could fight on the surface. The queen was snake-headed and tailed, but otherwise like a woman. Her attendants were woman-headed snakes full of deadly venom.

The Serpent Guardians are a physical spirit, but may use Spirit Magic.

[11.10.7] Three-Bean Circus

Amid a place of constant war, it is a miracle that the Spirit of Passivity could ever survive. Most tribesmen thought of these beings as perversely peaceful and fickle, yet during the Golden Age they were held in the highest esteem, properly respected for the perfection of their spiritual development. This strength served them well, for they survived and even thrived under the most unlikely conditions. This proves, perhaps, that their existence here was not so strange at all, but was perhaps necessary to maintain some spiritual balance.

Friendly units stacked with or in the ZOC of the Three-Bean Circus cannot attack enemy units.

If the Three-Bean Circus is in the ZOC of any enemy unit in the exotic magic phase, it may pacify that stack. The Three-Bean Circus is moved atop the stack in violation of the normal ZOC and stacking rules (see 6.5). This is the only time that the Three-Bean Circus can ignore stacking rules. A Pax counter is then placed atop the stack. The Three-Bean Circus is never compelled to pacify a stack when it is in its ZOC. If a stack contains a dragon, superhero, or chaotic unit, it cannot be pacified. If an enemy spirit has already been moved atop the stack by another player to use its own Exotic ability, it is pacified along with the rest of the stack.

[11.10.7.1] Effects of Pacification

When pacified, a stack is immediately disrupted. While pacified, the stack cannot move, attack, or use any form of magic. It spends the rest of the current game-turn being preached to by the immortals. Pacified units do not exert a ZOC, and are not subject to missile fire, Spirit Magic, or Chaotic Magic; they are subject to melee and Physical Magic. If they suffer a casualty their pacification ends. If additional units move atop a pacified stack they become pacified if they belong to the same player as the stack. If they belong to another player, even the one controlling the Three-Bean Circus, they cannot join the stack, even if their special rules allow them to do so. This does not apply to the Elemental Demons, which are treated as physical agents in this case.

[11.10.7.2] Recovery from Pacification

While pacified, units cannot recover from disruption. During each rally phase of the next game-turn, all pacified units belonging to a player become unpacified. The Pax markers are removed from all of that player's pacified stacks, each of which is disrupted, as indicated above. The Three-Bean Circus is not itself disrupted, even if it is still stacked with one of these units.

[11.10.7.3] Control of the Three-Bean Circus

When the player whose stack was last pacified takes his next turn, he gains control of the Three-Bean Circus, even if his stack is still pacified; this occurs even if he is already allied with another Earth Spirit. The player may move the Three-Bean Circus from atop the pacified stack as part of its normal movement, and can use it to pacify an enemy stack in his exotic magic phase if he wishes.

If the stack pacified by the Three-Bean Circus consisted of a spirit controlled by one player and another player's units being affected by the spirit's exotic ability, control of the Three-Bean Circus passes to the player who controls the spirit. The spirit is not disrupted when released from pacification, although other units in the stack are.

An enemy disembodied spirit can move atop the Three-Bean Circus if the Circus is stacked alone, in violation of the normal stacking and ZOC rules (see 6.5). The spirit is immediately pacified, but the player controlling the spirit gains immediate control of the Three-Bean Circus, even if he is already allied with another Earth Spirit.

[11.10.8] Waha's Champion

Although Waha rarely stirred from the Paps, he would occasionally confer his blessing upon a chief or lesser khan. Such an individual became his champion, endowed with a portion of his strength and power.

[11.11] Spirits of Pavis

The city of Pavis was founded by a hero of the same name. It was made from the body of a giant, and from it he ruled Prax until Jaldon Toothmaker cracked the adamant walls and trolls turned the city into the ruins now called the Big Rubble. Many spirits were trapped in the Rubble, and some were reawakened in the Third Age, either when the city of New Pavis was built, when the Lunar Empire arrived, or when Argrath besieged the city and drove the Lunars out of Prax.

Regardless of their nature, the Spirits of Pavis were eager for release from their prison, and so would grant alliances for the chance to experience again the freedom of the world, even if only for a short while. They were very jealous rivals, however, and no two would ever aid a tribe at the same time. Additionally, the Big Rubble was a vast and dangerous ruin (as it is now), home to trolls, elves, and other monsters, and many emissaries entered, never to return.

[11.11.1] Obtaining an Alliance

The Spirits of Pavis are not in the pool of spirits found at the holy places. Instead, all reside within Pavis or the Big Rubble, awaiting the arrival of emissaries to seek their aid. If the Spirits of Pavis are NOT available in a scenario, Pavis is treated as a normal holy place, and these rules are not used.

To ally one of the Spirits of Pavis, an emissary must occupy the city of Pavis, and may not already be allied with one of the Spirits of Pavis. During the alliance phase, the active player must roll the die and check the Emissary Table for the result. If the alliance is successful, the player should roll on the following table to determine the spirit received. If a spirit is rolled which is already allied to another player, no alliance is granted. If a player controls Black Fang (see 11.11.2), he may not ally a Spirit of Pavis, even if he gained control of Black Fang from another player.

Spirits of Pavis

Die rollSpirit
1Black Fang
2Flintnail
3Gerak Kag
4Pavis
5Sun Dragon
6Wakboth's Eye

Eliminated Spirits of Pavis are removed from the board, but again become available for alliance. Spirits other than the Pavis Spirits cannot be allied in Pavis if the Spirits of Pavis are available in the scenario. Any Spirit of Pavis may move, attack, and use any special abilities it possesses in the player-turn it is allied.

[11.11.2] Black Fang

Black Fang was a legendary bandit of the Big Rubble who raided everyone there, regardless of their race. After his death he was contacted by a shaman, and a cult of assassins was formed, the Black Fang brotherhood. He delighted in death and anarchy, and gladly aided anyone who gave him the chance to practice his skills. Ultimately, however, he served only himself, and he would always betray his allies when he was in danger.

Once allied, Black Fang is kept off-board until he is used. Black Fang can be used to perform a scouting function. The player who controls Black Fang can drop him onto an enemy stack in his exotic magic phase. To see if he succeeds, the player rolls the die and checks the result on the Scouting Table. If the top unit in the stack is a superhero or dragon, the attempt automatically fails. If the attempt succeeds, the player who controls Black Fang may examine the stack.

After Black Fang has scouted a stack, the player can have him assassinate a unit in the stack. If the player wants to attempt an assassination he must announce which unit is to be killed. Dragons, superheroes, herds, and treasures cannot be assassinated, but all others can, including disembodied spirits. Chaotic units chosen as targets will eliminate Black Fang as they are eliminated, if their RF is 0 or 1.

To see if Black Fang succeeds, the player rolls the die and checks the result on the Assassination Table. If the unit attacked is a hero, the die roll result is reduced by one. If the attempt is successful, the unit is eliminated; heroes can attempt heroic escapes. After checking the success of the assassination the player checks to see if Black Fang escapes. He rolls the die and checks the result on the Getaway Table.

[11.11.2.1] Control of Black Fang

Depending on the die rolls, Black Fang may be eliminated or captured by another player. If eliminated, he is returned to Pavis, and is again available for alliance. If he is captured, he becomes allied by the player whose stack was being scouted or against whom an assassination was attempted, even if that player is already allied with another Spirit of Pavis.

If Black Fang is not eliminated or captured, he is removed from the board and can be reused in later game turns.

Scouting Table

Die rollResult
1Black Fang captured; control passes to new player
2Black Fang eliminated; he is returned to Pavis
3-6Scouting successful; player can examine the units in the stack and, if desired, attempt to assassinate one of them

Assassination Table

Die rollResult
0-3attempt unsuccessful; control passes to new player
4-6assassination successful; unit eliminated

Getaway Table

Die rollResult
0-1Black Fang captured; control passes to new player
2-3Black Fang eliminated; he returns to Pavis
4-6successful getaway

[11.11.3] Flintnail

When Pavis went to Dragon Pass he befriended a dwarf named Hardeye Flintnail. Together they entered Prax, and it was Flintnail's skill which turned the Faceless Statue into the city of Old Pavis. He left his friend and the city, but could still be summoned by his descendants and followers whenever his skill with stone or building was needed.

Flintnail's counter represents the god and his Mostali followers. In addition to their other abilities, they have special powers which are accomplished by their unique constructive skills. Units stacked with them may cross any river hex as if it was a ford. Any ruin, town, or stockade hex (including all hexes of the Big Rubble) is treated as a fortress while Flintnail is inside the structure.

[11.11.4] Gerak Kag

Gerak Kag was a troll who invaded Prax centuries after Pavis. He used his leaping ability to invade the city, and it was reduced to Rubble overnight. The trolls ruled the ruins with a fist of lead for centuries, and even after their grip was loosened they remained powerful.

[11.11.5] Pavis

Pavis was born in Prax but fled to Dragon Pass to study the dragon magics of the Empire of the Wyrms' Friends. While there he gained a mastery of stone, which he used to animate the Faceless Statue of Shadows Dance. He defeated an army of nomads and giants in Prax and sent Waha limping back to the Paps. He built his great city from the body of the Statue, then retired into his temple. When trolls destroyed the city he went to sleep, and did not awaken until New Pavis was built by Sartarite refugees. He allied with them and their Storm King, and entered his temple in the New City, from whence he occasionally came to walk the plains he had conquered so long before.

Pavis is a master of stone. During the movement phase, the player who controls Pavis can move any or all units within his RF which contain the Stone Rune in its MF. When this ability is used, all such units must be revealed, and the active player then decides which of them he will move. If such a unit is within Pavis' ZOC, he may cause it to move atop his stack in violation of the normal ZOC and stacking rules (see 6.5), in which case the player who controls Pavis gains control of the unit as well. If the Screening Option is being used (see 5.4), Pavis must be revealed to use his special ability. Pavis is immune to attack by any unit which contains the Stone Rune in its MF, and such units may not participate in any battle in which he is on the opposite side.

[11.11.6] Sun Dragon

The Sun Dragon came to Prax with dragonewts in the Second Age when they founded their temple in the city. When the city was razed the dragon left or went to sleep, but it returned when the dragonewts came back during the Dragonewts Dream. It was an immense creature, brighter than thought, and was normally reluctant to enter into any human fray. But when great magics stirred the air it became excited, and properly humble humans could seek its aid.

When Sun Dragon is allied, it appears in the northern hex of the Big Rubble. Any enemy units in that hex at the time it appears are automatically eliminated, even treasures, herds, and disembodied spirits. Heroes and superheroes eliminated in this manner may make heroic escapes.

[11.11.6.1] Dragonfights

An attack by Sun Dragon is called a dragonfight. Dragonfights take place during the exotic magic phase. If Sun Dragon is adjacent to any inactive units at the start of an exotic magic phase, it must dragonfight during the phase unless every unit adjacent to it is eliminated by other means before the end of the phase.

Normally, Sun Dragon and every enemy unit adjacent to it are eliminated when a dragonfight takes place. Even herds and treasures are eliminated. However, if there is a dragon among the enemy units, Sun Dragon and the enemy dragon are eliminated, but none of the other units are affected.

A superhero may be able to save other units stacked with it. If one of the stacks within one hex of a dragonfight contains a superhero, the active player must decide between eliminating the superhero or eliminating all of the units in the stack other than the superhero. Heroes and superheroes eliminated in dragonfights can attempt heroic escapes.

[11.11.6.2] Sun Dragon and Physical Combat

Sun Dragon's CF is equal to the total of the printed CFs of the units stacked with it. If Sun Dragon is not stacked with a unit that has a numeric CF then it has a CF of zero. Sun Dragon's CF is only relevant when it is defending; Sun Dragon does not attack except by means of dragonfight. Sun Dragon's CF is not affected by terrain, either adversely or beneficially. Sun Dragon's CF is not subject to leadership modifiers. Sun Dragon's CF is halved when it is disrupted.

[11.11.6.3] Sun Dragon and Magic

Sun Dragon is immune to all forms of magic, including exotic magic. Any spirits that use chaotic or spirit magic in a battle in which the opposing units include Sun Dragon are eliminated without having any effect on any of the units. If a stack of units includes Sun Dragon, that stack suffers no losses due to chaotic magic, spirit magic, or physical magic.

Sun Dragon can save up to three units stacked with it from any effects of exotic magic. The player who controls Sun Dragon decides which units are to be saved.

[11.11.7] Wakboth's Eye

Somewhere beneath the Rubble lies a pool surrounded by ghostly trees which thrive on darkness. From this pool the Eye of Wakboth mustered the forces of chaos to resist the reign of order. It was torn from the Devil's face in the battle with the Storm Bull, and slithered beneath the earth before the Dawning. It retained a fragment of the consciousness of the One Evil, and sought to control the forces of chaos on the surface.

Wakboth's Eye can control other Creatures of Chaos; it must be revealed to use its exotic ability. When it is revealed, all Creatures of Chaos within its RF must also be revealed. During the exotic magic phase, the Eye may take control of a single Creature of Chaos within its RF. It cannot take control of a Creature of Chaos allied with another player, unless that Creature of Chaos is stacked alone. Wakboth's Eye cannot control Malia, Thed, or the Avatar of Chaos. If Wakboth's Eye controls a Creature of Chaos, it must release it to control a different Creature of Chaos. If the released unit is stacked with any other units, combat ensues as described in 12.2. Wakboth's Eye can only maintain control over a Creature of Chaos as long as it remains within its RF. If the Creature of Chaos is outside of the RF at the end of any movement phase, it is immediately released from the Eye's control.

Any player who allies with Wakboth's Eye is cursed. As long as the player is allied with Wakboth's Eye, he suffers a -1 to all die rolls (see 12.2.1).

If Wakboth's Eye is ever stacked without at least one tribal unit, it is eliminated from the board and returned to Pavis. If the Devil's Hand comes within the RF of Wakboth's Eye, the Eye must be revealed, and both the Devil's Hand and Wakboth's Eye are eliminated. Any Creature of Chaos which was controlled by Wakboth's Eye is released at that time.

[12.] Creatures of Chaos

Chaos things are things of Evil. In Prax they are the result of the unnatural entry of the creature, commonly called the Devil, into this plane of existence. It had multiple influences across all of creation but the local influences of raw Evil in Prax started corrupt and dangerous forces which, even today, have far-reaching effects on the daily lives of the inhabitants.

[12.1] Definitions

The following creatures are considered Creatures of Chaos, and use the rules given below. The Parts of the Devil include the Devil's Hand, Cacodemon, Dragonsnails, Bullsitch, Stomach, Gas, and Gorp. Other Creatures of Chaos include the Broos, the Chaos Herd, Cwim, the Scorpion-Men, and Thed. Malia, Plague, and Wakboth's Eye are also Creatures of Chaos, but do not use the rules given below. The Avatar of Chaos (see 15.4.3), while chaotic in nature, is neither a chaotic unit nor a Creature of Chaos.

[12.1.1] Chaotic Units

Of the Creatures of Chaos, only Plagues, Wakboth's Eye, the Devil's Hand, Stomach, Gas, Gorp, the Chaos Herd, and Thed are chaotic units as defined in 7.6, and thus they are the only units which can use chaotic magic. A chaotic unit is a chaotic spirit if it has a blank CF.

[12.2] Encountering Creatures of Chaos

Creatures of Chaos can enter the board in one of two ways. Parts of the Devil enter the board when active units enter the Devil's Swamp. Other Creatures of Chaos can appear in response to an attempted Spirit Alliance.

Most Creatures of Chaos cannot be allied by any player. Instead, they wander the Plaines of Prax, visiting doom upon hapless mortals. When a Creature of Chaos first enters the board, it will always be in the ZOC of or the same hex as the unit or stack which caused its appearance. It will immediately engage the unit or units in combat, regardless of the actual phase of the turn. If all tribal or other units are eliminated, the Creature of Chaos advances into the vacated hex and remains on the board. It then operates according to the rules given below. If both the Creature of Chaos and one or more tribal units survive the combat, the tribal units must retreat (see 7.10.5) at least one hex unless they are stacked with a Part of the Bull (see 8.9); they do not need to leave a covering force. If the tribal units are stacked with a Part of the Bull, the Creature of Chaos must retreat. If a unit cannot retreat because of terrain or enemy ZOCs, it is eliminated.

[12.2.1] Alliance

The only Creatures of Chaos which can be allied are Malia, Thed, and Wakboth's Eye; see individual descriptions for the way each is allied. A player allied with Malia can control Plagues within her RF, a player allied with Thed controls the Broos, and a player allied with Wakboth's Eye can control any chaotic unit within its RF except Malia, Thed, or the Avatar of Chaos. If there is a conflict of control over a chaotic unit, Malia and Thed take precedence over Wakboth's Eye.

Any time a character allies with a Creature of Chaos, he is cursed by the gods for the duration of the alliance. The player must take one of the Chaos counters and place it by his side of the map. As long as he is allied with the Creature of Chaos, he suffers a -1 to all of his die rolls. If he is allied with more than one Creature of Chaos, he does not have to draw additional Chaos counters.

[12.2.2] Restrictions

No Creature of Chaos can exist within the ZOC of the Three-Bean Circus. If a Creature of Chaos appears or moves within the ZOC of this unit it is eliminated before it can inflict losses on any units. No chaotic spirit can exist within the ZOC of a shaman. If a chaotic spirit appears or moves within the ZOC of a shaman it is eliminated before it can inflict losses on any units.

[12.3] Movement

Most Creatures of Chaos are subject to random movement. At the beginning of each player's turn, each Creature of Chaos is moved in accordance with the random movement rules (see 6.6). Creatures of Chaos controlled by or allied with a player are never subject to random movement.

[12.4] Parts of the Devil

After the Devil was pinned to the Earth by the Block his influence permeated the region, with vile effects. Waha sought to diffuse this threat, and so dug the Good Canal, diverting a river from its path. He commanded the river and all of its creatures to devour the Devil and take it to the sea. It did, but by eroding the Devil the river became so polluted that it was shamed, and tried to hide by burying itself in the Earth. The Earth rejected it, forcing it to the surface, forming the Devil's Swamp. The ugly monsters which inhabited these filthy places were the partially digested portions of the One Evil.

[12.4.1] Encountering the Parts of the Devil

Whenever a stack comes adjacent to any hex of the Devil's Swamp (see below), the player who controls the stack must roll the die to determine if it is attacked by one of the Parts of the Devil. If the roll is even there is no attack, otherwise, the die must be rolled again to determine which of the Parts of the Devil attacks the stack. The appropriate Part of the Devil is removed from its holding box and placed in any hex of the Devil's Swamp adjacent to the unit which caused its appearance, chosen at random. If the unit rolled is already on the board, there is no attack.

The Devil's Swamp consists of the seven swamp hexes of the furrow dug by the Block when it fell and the five full and two half-swamp hexes adjacent to and east of the Good Canal. The four swamp hexes between the Block and Cam's Well are considered part of the Devil's Swamp for these rules.

Parts of the Devil

Die rollPart of the Devil
1The Devil's Hand
2Stomach
3Cacodemon
4Dragonsnails
5Bullsitch
6Gas

[12.4.2] Effects of Elimination

Whenever a Part of the Devil is eliminated by physical or spirit magic, melee, or missile fire, the unit is removed from the board and replaced with a Gorp counter. If a Part of the Devil is eliminated by chaotic or exotic magic, a shaman, or the Three-Bean Circus, it is not replaced, nor are eliminated Gorp counters (which must be returned to the appropriate holding box). The Gorp cannot move or attack in the same turn that it is placed on the board. If all of the Gorp counters are already on the board, no replacement occurs.

[12.4.3] The Devil's Hand

This was the lone portion of the One Evil that survived intact from the Great Night. It was a monstrous, scabrous, clawed appendage from an entity of obviously extra-cosmic origin. It was outside of the Block's impact, and so dropped off rather than being devoured by the river. It later found refuge in the Devil's Swamp. It was so alien that human concepts of function, purpose, and intelligence had no meaning in relation to it.

[12.4.4] Stomach

The Stomach was one of the most dangerous pieces of the Devil left. It was huge and bloated, covered with devouring ulcers, and sent intestinal tentacles to drag it through the Swamp or draw in prey.

[12.4.5] Cacodemon

This entity seems to have contained some of the intelligence of the Devil, for it functioned quite like a normal, physically-oriented demon of the world. It was not magical, being more like a monster than a spirit.

[12.4.6] Dragonsnails

The dragonsnails seem to have been normal pond creatures which were outrageously mutated to immense shape, multiple heads, and an unnatural taste for flesh. Large numbers of men attracted them.

[12.4.7] Bullsitch

These fist-sized bugs had long noses capable of piercing even rhino hides, and a poison which drove animals mad. They preferred the native herds to humans, and would always attack any beasts near them.

Bullsitch automatically joins a stack within its ZOC if it can infect one or more units of the stack (see below). If more than one stack in its ZOC can be infected, the stack infected is determined randomly. The Bullsitch moves atop the stack, in violation of the movement and stacking rules (see 6.5).

Stacks infected by Bullsitch become subject to random movement. The owning player may not move the stack at will. The stack will travel at the full MF of the unit with the lowest MF. If the stack cannot move because of terrain or enemy ZOCs, it is disrupted immediately. If it can move at least a single hex, then it is not disrupted. Bullsitch which are not stacked with one or more units are not subject to random movement, instead remaining in their hex until a unit which they can infect comes within their ZOC.

If random movement causes an infected stack to directly intersect another stack which contains at least one unit which can be infected by Bullsitch, the Bullsitch counter is transferred to the new stack. The previously infected stack is immediately disrupted, but can move and act normally. No combat occurs at this contact, just the transference of the Bullsitch. If an infected stack does not meet any stack during random movement, it may act normally during the rest of the player-turn, but continues to be infected until its next random movement, unless the Bullsitch are transferred or eliminated.

[12.4.7.1] Which Units Can be Infected by Bullsitch

Only stacks which contain beasts can be infected by Bullsitch, whether they are herds, riding animals, independent units, spirits, or treasures. In addition to all clans and herds, other affected units include the Baboon Troop, Rhinoceros Riders, Pavis Survivors, Unicorn Women, Hidden Tribes, Thunder Bird, Grandmother of Spiders, Raven, Sun Hawk, Silver Deer, Frog Woman, Brother Dog, Condor, Great Rhino, Hyena, Monkey King, Ostrich Mother, the Dawn Beast, and the Unsleeping Dog. The Chaos Herd is not affected by Bullsitch.

Stacks infected by Bullsitch may not separate, even if some of the units can not themselves be affected by Bullsitch: all of the units must suffer together until the Bullsitch are transferred or eliminated.

[12.4.7.2] Eliminating Bullsitch

If a stack contains a shaman/fetch unit it cannot be infected by Bullsitch. If Bullsitch or a stack infected by Bullsitch comes within the ZOC of a shaman/fetch unit, the Bullsitch is eliminated. If every unit in an infected stack is eliminated by missile fire or any form of magic the Bullsitch remain in the empty hex. If at least one of the units is eliminated by melee, the attacking stack becomes infected if it contains any units which can be infected.

If an infected stack crosses a river or oasis the Bullsitch immediately departs, and remains in the last empty hex. If an infected stack, moving at the MF of its slowest unit, can move faster than the Bullsitch, it can outrun it. If the stack moves 8 hexes during random movement without intersecting another stack to which the Bullsitch can be transferred, the Bullsitch is eliminated, and the stack may immediately cease moving. It does not become disrupted, and any units which have movement points remaining may still use them.

[12.4.8] Gas

Gas attacked on a whiff of air, driving men mad enough to run into their lairs in the Swamp. This was probably some sort of magical or mental response which survived the destruction of the Devil.

If Gas is encountered, the player should roll the die. The stack must immediately move its full MF in the direction indicated by the roll, as if subject to random movement. If it moves into or across the hex occupied by the Gas or a hex of the Devil's Swamp, it is eliminated. If it cannot move because of terrain or enemy ZOCs, it is also eliminated. After driving a stack mad, Gas will remain on the board. If the Three-Bean Circus or a shaman comes within its ZOC the Gas is immediately eliminated. Gas is not subject to random movement.

[12.4.9] Gorp

Gorp is the name given to the unwholesome mess which occasionally animated and emerged to feed from the body of some chaos entity. It was a shapeless blob of putrid flesh which dissolved anything it touched.

[12.5] Other Creatures of Chaos

[12.5.1] Broos

The broos were a particularly obnoxious tribe of people living in Prax. It is known that they worshiped Thed and a number of disgusting diseases as gods, rubbed dung in their hair and on their weapons, and engaged in sodomitic practices with anything they caught. Because of these traits, and the fact that they often possessed great chaotic powers, they were particularly effective when fighting against normal, sane people.

Because of their varied and loathsome parentage, the CF, MgF, and MF of each Broos unit must be rolled randomly whenever they are used.

If the Broos ever come within the ZOC of the Three-Bean Circus, the Circus must immediately retreat its full MF away. If unable to retreat because of terrain or enemy ZOCs the Circus is eliminated, as the perversity of the Broos is too great for the gentle spirits of peace to stand. Regardless of its effect on the Circus, this contact leads to a revelation for the Broos which leaves them in a state of helpless self-loathing. Any chaotic ability which they possess is turned upon themselves, and they happily and immediately eliminate themselves.

[12.5.1.1] Broos and Melee

When fighting against stacks which contain no Creatures of Chaos and no leaders (normal or magical), the CF of each Broos unit is increased by six, both in attack and when selecting casualties. Thus, a Broos unit with a CF of one would have a CF of seven when facing such stacks, and a Broos unit with a CF of six would have a CF of twelve.

[12.5.2] The Chaos Herd

During the Great Night the Herds of Chaos invaded Prax, devouring everything alive. They were eventually destroyed, but remnants were sometimes found. They were diseased and evil, and destroyed herds just by their presence. They also devoured the life of the land in their passage, destroying its ability to support the herds, and thus the tribes.

The Chaos Herd is a chaotic unit. However, rather than affecting regular units, it instead affects herds only. In the chaotic magic sub-phase of the player's combat phase a single opposing herd can be eliminated from any stack within the ZOC of the Chaos Herd. If no herds are within this range then the Chaos Herd cannot eliminate any units, although it can participate in melee. Attacks by the Chaos Herd on normal herds do not summon the Protectress of the tribe.

Wherever the Chaos Herd moves it disrupts the normal process of support. One of the Ruined Earth counters provided should be placed on each hex vacated by the Chaos Herd in a given movement phase. When the Chaos Herd next moves, more Ruined Earth counters should be laid down; if all are on the board, the last Ruined Earth counter in the line should be picked up and placed in each hex vacated by the Chaos Herd. No unit which requires or provides support (including spirits and treasures, excepting only the Dawn Beast) can enter or cross any of these hexes, although other units are not so restricted. This restriction applies to all active, inactive, and neutral units.

As long as the Ruined Earth counter remains in a hex, support cannot cross that hex (see 5.3). Ruined Earth hexes remain in a hex until the Chaos Herd moves, when they are picked up and placed in new hexes as needed. If the Chaos Herd is eliminated, all Ruined Earth counters on the board remain until the next Bookkeeping Segment.

[12.5.3] Cwim

Cwim was a hungry and powerful monster living in Prax. It is called the child of Thed and the Devil, although this can be said about every chaotic monster known. When severely threatened Cwim adopted a strange mode of defensive movement, rolling like a wheel on its three bodies rather than walking normally on its six legs. This allowed it to move much faster than most people expected.

When Cwim is eliminated, it is replaced by Gorp (see 12.4.2).

[12.5.4] Scorpion-Men

The Scorpion-Men were a vile hybrid of man and scorpion, formed in the Great Night when the oils of chaos let slip and allowed such monstrous races to be born. They often came out of the desert seeking captives, for they did not reproduce in the normal way: instead of bearing children they devoured living captives, who were reborn as new scorpion-men. They could do this immediately after a battle, and so were difficult to kill unless wiped out completely.

If the Scorpion-Men are eliminated by melee or missile fire, the player who eliminated them must note the hex they occupied when they were eliminated. In the rally phase of the same player-turn he must roll the die to see if the Scorpion-Men were able to take enough captives to survive. If the roll is an odd number they have survived, and are replaced on the same hex. If the hex is occupied by enemy units, combat will ensue as described in 12.2. The Scorpion-Men cannot attempt such a heroic escape if they were eliminated by a dragon or superhero, the Three-Bean Circus, or any form of magic. They may not reappear in a Dead Place hex, or in the ZOC of a Part of the Bull or a shaman/fetch unit.

[12.5.5] Thed

Thed was a rare and interesting phenomenon, a Spirit of Chaos. After the cosmic battles of the Great Night most of the chaotic survivors in the world were reduced to a mean and worthless existence, imprisoned forever on the physical plane. Thed, however, survived as a spirit, and is a terrifying example of the spiritual cesspools which once plagued the world. She was also the Mother of the Broos, and was accorded foul obedience and worship by that depraved race.

Thed is a spirit, and uses all of the normal rules for spirits. If she appears at a holy place in the ZOC of a shaman she is immediately eliminated. If she appears at a holy place and is not in the ZOC of a shaman, she immediately eliminates two units. If any other tribal units remain at the holy place she becomes allied with that tribe. If no active units remain on the holy place after her attack she remains at the holy place and is treated throughout the rest of the game as a normal chaotic unit. Her movement bonus can be applied to any units stacked with her, physical or spirit.

Any player who allies with Thed is cursed, since she is a thing of chaos. As long as the player is allied with her, he suffers a -1 to all die rolls (see 12.2.1).

[13.] Treasures

Treasures were items of great worth, for they had proven their power and strength by surviving the many disasters which had swept the Plaines of Prax. Each item was unique, and conferred great magical powers on its possessor.

[13.1] Definitions

A treasure is any physical property that does not represent a spirit, individual, or group. Most are objects, but a few are living beings. A treasure is indicated by a 'T' in its CF. Treasures cannot move by themselves, and must be carried by a physical unit. Treasures cannot be used as emissaries or to cover a retreat, though they may be stacked with such units.

[13.1.1] Control of a Treasure

If a treasure is stacked with a unit, the player who controls the unit controls the treasure as well. If a treasure is captured during combat or by an Advance After Combat, the treasure becomes controlled by the victorious player; capture of treasures which do not have a CF can only occur during Advance After Combat. If all of the units stacked with a treasure are eliminated in combat, and the treasure is not captured, the treasure becomes neutral until at least one physical unit is stacked with it, at which time it becomes controlled by the player who controls the unit stacked with it. If the unit which stacks with the neutral treasure is a neutral Creature of Chaos, the treasure remains in the same hex when the Creature of Chaos moves, and remains neutral.

[13.2] Medicine Bundles

The Medicine Bundles were among the oldest relics of the Beast Riders, dating from the War of the Gods or the Great Night. There were ten of them, though others are rumored to have existed in the past. The known Medicine Bundles included the Dung Urn, Eiritha's Table, Waha's Cradle, Raven's Stepladder, the Protectress' Comb, the Shears of Abundance, the Spicegrass Kettle, Yamsur's Fire-starter, Seolinthur's Rudder, and the Horn of Apprehension.

Medicine Bundles provide support in the chaparral, aid their owners in physical combat, and provide some defense against spirit magic. Any clans stacked with a Medicine Bundle can use Defensive Spirit Magic (DSM); the Medicine Bundle itself can attack as a disembodied spirit. The War Arrow Medicine Bundle is one of the Seven Great Magics of Prax, not one of the Medicine Bundles.

[13.3] Tada's Grisly Portions

Golden Age Prax was a land of peace and plenty, so splendid and fertile that roots gathered themselves and milk turned to cheese without churning. The inhabitants were called the Ta-da Shi, which means "Arrangers of the Golden Land." Their leader was a wily superhero named Tada, a figure whose final exploits have been recorded in the stories concerning the coming of the War of the Gods to Prax. Tada defended Genert's land from many enemies, aided by Seolinthur (river god of the realm), the Storm Bull, and other sons of Genert. Eventually, however, he was slain by chaos, and passed from the world.

When Tada was slain he was dismembered, and his peoples took his armaments to aid them. As each fell to chaos or eternal sleep, these Portions of the superhero were passed on to other defenders. It was prophesied by the Blind Wizard that when all of the Grisly Portions are assembled together atop Tada's High Tumulus with the proper ceremonies, the superhero will return to lead his people again to glory.

There were five known Portions, although others are the subject of rumor and speculation. The five known Portions were Tada's Cloak, Mask, Loincloth, Cudgel, and Sandals. The Loincloth was lost before the Dawning, unknown to man, spirit, shaman, or god, and so the ancient prophecies and hopes remained unfulfilled.

Only four of the Grisly Portions are available for use in the game: Tada's Cloak, Tada's Cudgel, Tada's Mask, and Tada's Sandals.

[13.3.1] Tada's Cloak

When the Lion Empire extended northward into Prax Tada defeated their founder Basmol, and enslaved his people. He skinned the Lion God, and took his cloak and mane as a prize. The Lion Skin served as his armor, but was not enough to stop the horns of Ragnaglar. It appeared as a ratty scrap of hide, but even iron weapons were useless against it.

The Lion Skin protects all units stacked with it. The MgF of the Lion Skin is subtracted from the CF Loss inflicted upon the stack in combat before any casualties are selected, although this does not eliminate the Lion Skin. The die roll for Missile Fire is reduced by 1 against any stack containing the Lion Skin, although the results are applied normally. The Lion Skin gives no defense against any form of magic, including Physical Magic.

[13.3.2] Tada's Cudgel

This club was Tada's weapon when he lived. It was a gift from an Aldryami princess, and held him in good stead until he tried to kill Ragnaglar with it. It was a loyal fighter for others ever after, even against other forces of Darkness. It was a huge, knobbed, leadwood club, so big it slowed down anyone who carried it.

[13.3.3] Tada's Mask

This was Tada's battle mask when he was alive, used to frighten off foes too insignificant to kill. It did not work on Ragnaglar, who took it as a trophy when he killed Tada, then lost it in turn when he was slain by the Storm Bull.

Tada's Mask acts as a Medicine Bundle, but does not provide support (see 13.2).

[13.3.4] Tada's Sandals

Tada received this amazing footwear from a god whose name is forgotten. They would certainly have allowed him to escape from Ragnaglar, if the superhero had been cowardly enough to run from his foe. Even after his death they retained their power, spurring all creatures around them to greater and less tiring haste in movement.

[13.4] Seven Great Magics of Prax

The Seven Great Magics of Prax were the most powerful magic items in the land. They were relics of the Golden Age, pieces of a world which is now gone forever. The Seventh and greatest Magic was the herds, for without them life on the Plaines of Prax would have been impossible instead of just difficult.

One of the Great Magics, the Horn of Plenty, is counted among the Spirits of the Paps (see 11.10.4).

[13.4.1] The Dawn Beast

The Dawn Beast was a magic animal, the last or only one of its herd. This uniqueness gave it great powers of support. When it was butchered it would feed whole clans. As long as its parts were put back together correctly, Eiritha would send it back the next morning, whole and again ready to be eaten.

Unlike normal support units, the Dawn Beast does not provide support when it is disrupted. It can support any units within its RF, even across Ruined Earth (see 12.5.2), though it cannot be carried across such hexes.

[13.4.2] Genert's Eye

When Genert was slain, his body was devoured by Hyena and thus saved from Chaos. A few pieces survived (making the Desert Trackers famous), and these could sometimes be found in Prax. The largest known piece was the incorruptible Eye of Genert, which is said to have had sight beyond mortal ken.

Genert's Eye is immune to chaotic magic, and this immunity extends to all units stacked with it.

Once per game, Genert's Eye can suspend the Screening Option for the controlling player for a full turn; this must be declared in the exotic magic phase. The player who controls Genert's Eye can examine any stack at any time. This ability ends during the exotic magic phase of the controlling player's next turn, at which time Genert's Eye is removed from play. Once removed, it will not be encountered again in that game.

[13.4.3] The Portable Oasis

When the Great Night came and the trolls devoured the world, one oasis escaped being drunk away by moving with one of the clans. No one knows which clan preserved the Last Oasis (though all claimed the honor), but it remained, providing water and life wherever it was set to rest, then going back into its bag for another day's travel.

The Portable Oasis is treated as an oasis for support and combat, regardless of its location on the map. Units stacked with the oasis receive the defensive benefits of occupying an oasis, and can use the Portable Oasis as a holy place each turn. The unit carrying the oasis cannot enter any structure or other holy place. If they do, the Portable Oasis must be left behind, and thus becomes neutral. The Portable Oasis cannot be carried into the Dead Place or the Sacred Ground.

[13.4.4] The Unsleeping Dog

When the ravening horde of Darkness came after the War of the Gods, most beasts and people died or went to sleep. Even after this, the Unsleeping Dog kept his watch over his masters, and greeted them with wagging tail and wet tongue when they awoke at the Dawning. Sadly, they were destroyed by other forces, and their faithful watchdog adopted into other tribes, whom he always served faithfully and vigilantly.

Physical units stacked with the Unsleeping Dog are never caught by surprise. As such, they have the unique ability to inflict their CF loss first when defending in melee. Thus, any stacks which attack take casualties before inflicting them on the stack containing the Unsleeping Dog (see 7.10.6). This ability does not apply to any form of magic.

[13.4.5] War Arrow Medicine Bundle

This was a gift to the Sun before he was slain, dropped as the Splendid God lay dying. It is said that the Impala Tribe found it first and so gained their archery prowess, but its benefits are less permanent now.

The War Arrow Medicine Bundle can use Defensive Spirit Magic. It also allows each major unit stacked with it (except physical spirits) to use Missile Combat. Units without a missile factor gain a missile factor of 1. Units which already possess a Missile Factor of 1 gain an additional factor; units with a missile factor of two are not affected. Herds do become missile units when stacked with the War Arrows.

This bonus is not gained when the War Arrow Medicine Bundle is disrupted (see 7.15).

[13.5] The Book of Dale

This book was named after the resident of an oasis who was illuminated by a Lunar visitation. He collected bits of magic and lore in hand-copied manuscripts which he gave to friends and followers, or to strangers. This volume was the most complete copy known, and its power was such that it had magical abilities all its own, including the ability to extend a mage's or spirit's range.

Any unit with a positive Range Factor stacked with the Book of Dale has its RF increased by three; this applies even if the RF is parenthesized or underlined. A disembodied spirit has its RF increased to four, and so it can attack as if it were a magician's agent, placing itself atop any stack within four hexes when it attacks with Spirit Magic, then returning to its original hex when the attack is completed. A unit with a zero RF or infinite MgF is not affected by the Book of Dale.

[14.] Tada's Warriors

Tada was a mighty superhero, and he defended his land well. But he was not a god, and Ragnaglar slew him before falling to the iron horns of his brother the Storm Bull. His followers carried his body to its final resting place beneath the tumulus which bears his name to this day, and themselves went to sleep, waiting for the day their lord would call for them again. His armaments were scattered, and could be found in Prax, held for a time by one or another of the tribes before they lost it in the constant warring of the plains.

When Tada fought the hordes of chaos, the peoples called the Wanderers or Rangers arrived late for the battle, and so could not aid their lord, who was slain. They fought on as long as they could, then retired to Tada's High Tumulus, where they slept and dreamed of the glory when their lord would return. Their sleep was disturbed by the Grisly Portions (since they were part of Tada), and so they could sometimes be awakened to aid a tribe who possessed one of them, though they always returned to their eternal sleep before long.

Tada's Warriors are not allied in the normal fashion. Instead, at the beginning of any game in which Tada's Warriors are available, the four counters are placed in a cup. During the course of the game a khan or shaman can carry one of the Grisly Portions to the top of Tada's High Tumulus (i.e., the center hex) and attempt to ally one of Tada's Warriors. During the alliance phase, the unit may sacrifice the treasure to obtain one of the Warriors. The active player rolls the die. If the die roll result is odd there is no effect, and the player can try again in his next turn. If the result is even the player draws a counter from the cup containing Tada's Warriors, and places it on his stack. The Grisly Portion is not removed, but must remain stacked with Tada's Warrior for the rest of the game. If it is ever not stacked with the Warrior (for any reason), both units are removed from the board, and will not be encountered or allied again in that game.

The same tribe can sacrifice more than one Grisly Portion in a given game, although only one attempt can be made during a player's turn. Tada's Warriors can move and attack in the same turn they are allied.

[14.1] Tada's Warriors and Combat

Although not heroes or leaders in the conventional sense, Tada's Warriors are demigods, and so have certain advantages in combat. Their CFs are not halved for being in a river or for fighting across a ridgeline. They cannot be eliminated by missile fire, though they can be disrupted by it.

[15.] The Eternal Battle

The Eternal Battle is a phenomenon peculiar to Prax. The natives all fear it, for it is a battle of immortals and the Doomed fought since before the Dawning. Learned scholars from other parts of the world have observed (and sometimes survived) the Battle, and they say that it is nothing less than the great battle where Ragnaglar and the Devil fought against the Storm Bull for the fate of the cosmos. They claim that at the Eternal Moment when the non-sequential reality of Godtime was destroyed (pinpointed as the moment the Spike exploded) the critical events of the Battle were frozen in non-Time. There would seem to be some truth in this, for the descendants of the peoples in that battle were able to call their ancient kinsmen from the fight, if they could withstand the forces raging through the cosmic storm.

[15.1] Movement

The Eternal Battle counter starts at any holy place (chosen at random), one of the eastern mapboard hexes (again, chosen at random), or at the Paps, depending on the scenario.

During the random movement phase of each player-turn the active player moves the Eternal Battle. The die is rolled twice, once for distance and once for direction, and the Battle moved accordingly. Terrain and ZOCs, including the Block and the Dead Place, have no effect on the Battle, except that it cannot move onto any sea hex. The Eternal Battle can move onto and across any unit without affecting its own movement. If the Battle's movement would take it across the eastern edge of the map (Vulture's Country), it is moved, then removed from the game. If movement would take the Battle into any sea hex or across any other map edge, it stops in the last hex into which it can move. In the next player-turn, the direction die is rolled by the active player until an appropriate direction is obtained, and the Battle is then moved accordingly.

[15.2] Effects of the Eternal Battle

Whenever the Eternal Battle enters the ZOC of a unit, that unit must check to see if it is absorbed by the Battle. The controlling player (or the active player, if the unit is neutral) rolls the die for each unit. If the roll is even the unit remains on the board. Otherwise, the unit is absorbed by the Battle, and removed from play. Units stacked together are rolled for separately. A given unit can be affected by the Eternal Battle only once per player-turn.

The Eternal Battle automatically absorbs any Creature of Chaos, Ghost Warriors, or Bodies of Old it comes adjacent to; no die roll is necessary. All of these units are returned to the Spirit Pool or their holding box as appropriate and can be allied again. Any other unit absorbed by the Battle is removed from the game. If the unit absorbed is a tribal unit, it is not available as a replacement. If it is a spirit or independent unit, it is not available for alliance later in the game.

[15.3] Restrictions

The Eternal Battle will not absorb treasures or herds (except the Chaos Herd), and does not affect agents of magicians, although it can absorb the magician itself. Superheroes and heroes can attempt a Heroic Escape if eliminated by the Eternal Battle, but Scorpion-Men may not. Dragons are immune to the Eternal Battle, but cannot save any of the units stacked with them. Units stacked with the Battle at the start of its random movement are not affected by the Battle during the current player-turn. Units in the ZOC of the Eternal Battle at the beginning of its movement are not affected by the Battle unless it enters another hex in the unit's ZOC during its movement, as described above.

[15.4] Alliance

Tribes may send emissaries into the Eternal Battle. Only tribal units may emissary the Battle, and such units may not be stacked with any non-tribal units. To ally the Eternal Battle, a unit must be moved into the hex occupied by the Eternal Battle during the movement phase.

During the exotic magic phase, the emissary must roll a die to determine the results of the alliance.

Eternal Battle Emissary Table

Die rollResult
1-2No result (emissary remains empty-handed)
3The Avatar of Chaos
4-5One unit of Bodies of Old
6One unit of Ghost Warriors

If there are no more of the rolled units available, then no alliance is gained. Even if the Avatar of Chaos has been eliminated in prior player-turns, it is available if rolled.

[15.4.1] Bodies of Old

These revenants are the physical residue of the War of the Gods, still locked in combat beyond death. Some are the Silver Age heroes who rode from the Spike with the Storm Bull, their warrior allies, or lesser races of the gods, like the Aldryami Lords or the Longears. They are blessed, or cursed, with immortality and the unity of their bodies.

[15.4.2] Ghost Warriors

There are all sorts of bodiless beings in the Eternal Battle, including elementals and liberated seers, dead mortals and unborn sylphs, animated ectoplasms which have developed their own spiritual senses, and various denizens of the psychic planes.

[15.4.3] The Avatar of Chaos

The Avatar of Chaos is also called the Chieftain of Ragnaglar. He is a son or lieutenant of Ragnaglar who guards the Battle from being plundered by mortals, keeping the souls of his victims as his personal slaves. He appears as a huge malformed broo, constantly howls to demoralize his foes, and is accompanied by many chaotic and undead horrors.

The unit which attempted to gain an alliance from the Eternal Battle will enter into combat with the Avatar of Chaos during the combat phase. If the emissary is defeated, it is eliminated as if it had been absorbed by the Battle. If the Avatar of Chaos is defeated, the player gains an alliance.

If an alliance is gained, during the rally phase one unit each of Ghost Warriors and Bodies of Old are stacked with the emissary, and become allied with the player who controls the emissary. The Avatar of Chaos itself cannot be allied, moved, retreated, or carried. Whether or not the Avatar of Chaos is eliminated, it is removed from the board at the end of each combat and returned to its holding box.

[16.] Special Units

[16.1] Bad Omen

This marked the sad and cold occasions when a prayer at a holy place was answered by ill portents or grumblings of wicked doom. The tribe shivered when this occurred, and all lost heart until the shamans and khans obtained more favorable oracles from the gods and spirits.

Both Bad Omen counters are placed in the Spirit Pool. When one is picked it is placed on top of the Turn marker. While it is there, the player who drew the Bad Omen suffers a negative one (-1) to all die rolls made (except random movement), including later rolls for alliances made in the same turn the Bad Omen counter is drawn.

[16.1.1] Recovering from Bad Omen

Once a player has drawn a Bad Omen, he suffers the penalty until the rally phase of his next turn. After all other actions in that phase, the Bad Omen counter is removed from the Turn Marker and returned to the Spirit Pool. If two players are suffering from Bad Omen, only the active player recovers from the Bad Omen and returns the counter to the Spirit Pool.

[16.2] Chaos

Although most people universally hated and feared chaos, it was sometimes called upon, whether out of fear, madness, or a desire for vengeance. The gods could not prevent such foolish acts, but they punished those who trafficked with the forces of Evil.

Whenever a player allies with any Creature of Chaos, they are cursed, as described under Malia, the Eye of Wakboth, and Thed. A Chaos counter is placed by them for the duration of the alliance, causing them to suffer a -1 to all die rolls.

[17.] Scenarios

Nomad Gods is a collection of games that use common rules, called scenarios. Each scenario is based on a common type of battle fought in Prax. They are presented in increasing order of complexity, allowing players to begin with fewer rules and units. Unlike scenarios in the companion game Dragon Pass, scenarios in Nomad Gods are not chronological, and can be played in any order once the rules are mastered. Most can be played with anywhere from two to five players, though games with more than three players can be very long, with a long wait between turns.

For beginning players, we suggest that the following tribes be used until familiarity is gained with the mechanics. Two players should play the Morocanth against the Bison or the Impala against the High Llama. A larger scenario is possible using the Bison and Impala against the Morocanth and High Llama. Three players should use the Bison, Morocanth, and Sables, and four players should use all except the Impala.

If a magician or Great Spirit is among the units to be used in a game, the appropriate spirit or physical agents should be placed in their holding box before the start of play. The same is true of the Tribal Spirits and certain special units which are part of that scenario. Independent, spirit, and other special units are not used in a scenario unless they are listed in the Deployment or Special Rules sections of the scenario.

The scenario victory conditions sometimes specify that a player control holy places. A player controls a holy place if:

  1. One of his units occupies the altar or holy place,
  2. the altar or holy place is unoccupied and one of his units was the last unit to occupy it, or
  3. he controlled the altar or holy place at the start of the game and no enemy unit occupied it during play.

If none of these applies, the holy place is not controlled by any player.

Even when a scenario states that units can be deployed "anywhere," restrictions must be observed. Units cannot be deployed in lake or sea hexes, or within the Sacred Ground unless the rules for that scenario allow it. Units cannot be deployed in the home hexes of independents who take part in that scenario. For example, a player could not deploy any of his units in the hex containing the Sun Dome Temple if the Sun Dome Templars are available in that scenario.

[17.1] The Basic Game

Every five to twelve years (depending on omens) the priestesses of the Paps held a contest among the chosen peoples of the Plaines of Prax. The winner had great influence at the Paps for the coming year, and generally lorded it over the other tribes during that time.

[17.1.1] Deployment

Players should roll the die. The highest roll selects their tribe and sets up first, with others following in clockwise order. Each player must set up his forces outside of the Sacred Ground, according to the below diagram (a map of the board divided into six numbered setup areas):

If there are two players, one should set up in area 1 and the other in 4; with three players, they should set up in areas 2, 4, and 6. If there are four players, they should set up in areas 1, 3, 4, and 6, with a fifth player beginning in 2. The player who rolls highest takes his turn first, and other players follow in clockwise order. Units may not set up on area borderlines.

Each player receives all of their clans. If all players agree, they receive their khans as well.

[17.1.2] Game Length

This scenario lasts six game turns or until the victory conditions are met.

[17.1.3] Sequence of Play

The sequence of play for this scenario is as follows:

  • THE PLAYER TURN SEGMENTS
    • The Movement Phase
    • The Combat Phase
    • The Rally Phase
  • THE BOOKKEEPING SEGMENT

[17.1.4] Special Rules

The Paps can be occupied during this scenario. Combat is allowed within the Paps and its "ZOC".

Support is not required of any units.

[17.1.5] Victory Conditions

The player who occupies the Paps at the end of the game is the winner. If any player occupies the Paps for two full game turns, with no enemy units within the "ZOC" of the Paps during either rally phase, the game immediately ends.

[17.2] Jaldon's Games

When Jaldon Toothmaker unified the tribes of Prax in the Second Age, he instituted special wargames. These wargames forced the tribes to defend specific oases or altars, an alien objective for the normally nomadic tribes. He did this to train his warriors in the tactics of their enemies, who lived in more fertile and permanent territories in Dragon Pass. The lesser tribes usually remained aloof in these contests, then offered themselves as prizes to the victors, a tactic which acknowledged both the practicality and the pride of these peoples.

[17.2.1] Deployment

Players should roll the die. The highest roll selects their tribe and sets up first, with others following in clockwise order. Each player must set up his forces within five hexes of their Traditional Altar. The tribes were assigned these altars by Jaldon Toothmaker:

TribeTraditional Altar
BisonMonkey Ruins
High LlamaTourney Stone
ImpalaHorn Gate
MorocanthSog's Ruins
SableMoonbroth

Each player receives their full battalia except their shaman. Ancestors are deployed with the player's clans. Founders and Protectresses are summoned normally.

[17.2.2] Game Length

This scenario lasts nine game turns or until the victory conditions are met. It is best played with 3 or more players.

[17.2.3] Sequence of Play

The sequence of play for this scenario is as follows:

  • THE PLAYER-TURN SEGMENTS
    • The Movement Phase
    • The Combat Phase
    • The Rally Phase
  • THE BOOKKEEPING SEGMENT

[17.2.4] Special Rules

The Ten Independents and the Hidden Tribes are placed in a cup at the beginning of a game. The first player to capture an occupied enemy Traditional Altar draws three units from the cup. The first time each of the other players captures an occupied enemy Traditional Altar, they may draw two units from the cup. Each player may only draw independent units once during the scenario.

Independents are drawn and set-up during the rally phase of the player-turn in which the altar was captured, and must be set up on that altar, though they can move normally from there. They need not be stacked with clans, and remain loyal for the rest of the scenario.

Units may set up in the Sacred Ground, if within five hexes of their assigned altar. Founders and Ancestors cannot be resummoned if they are eliminated.

[17.2.5] Replacements

All of the tribes can replace some of their losses. For every three clans eliminated, one can be replaced. Khans and independents cannot be replaced.

Each player must maintain a dead pile. Whenever a clan is eliminated, it is placed in that tribe's dead pile. A player may take replacements during any rally phase in which he has at least three clans in his dead pile. For each clan replaced, two other clans (whose CFs must each at least equal the CFs of the replacement units) must be removed and placed in the game box. Such units are thus eliminated both from the dead pile and from play.

Replacements appear on the player's Traditional Altar during the rally phase. If the altar is occupied by enemy units, no replacements may be taken until the altar is empty or has been recaptured.

[17.2.6] Victory Conditions

The player who occupies the most Traditional Altars at the end of the game is the winner. In the case of a tie, the player who occupies the most Traditional Altars including his own wins. If there is still a conflict, the player with the most remaining clans on the board wins. If any player is in control of three of the Traditional Altars for two full game turns at any time during the game, the game immediately ends.

[17.3] Invasion from the Wastes

Whenever one tribe was dominant in Prax, one or more of the others usually would be forced into the Wastes, there to eke out what existence they could. Displaced tribes would eventually return to the Sacred Ground to renew their ties with the Paps. Such a migration ultimately spelled an end to the dominance of the ruling tribe, and so they often resisted such "invasions" fiercely.

[17.3.1] Deployment

This scenario is for two players. It can be played with more (see 17.3.7), but additional players affect the balance of the game and the victory conditions.

The players should decide who will play the invader and who the defender. In the event of a conflict the die should be rolled, and the higher number chooses. The defender sets up first. He must set up his forces on the side of the River of Cradles closest to the Paps. He may not set up any units in the Sacred Ground. The invader must set up on the other side of the River of Cradles.

Each player receives their full battalia except their shaman. Each player also receives five of the Ten Independents, selected randomly. Ancestors and independents begin the game on the board. Founders and Protectresses are summoned normally.

[17.3.2] Game Length

This scenario lasts fourteen game turns or until the victory conditions are met.

[17.3.3] Sequence of Play

The sequence of play for this scenario is as follows:

  • THE PLAYER-TURN SEGMENT
    • The Invading Player's Turn
      • The Alliance Phase
      • The Movement Phase
      • The Combat Phase
      • The Rally Phase
    • The Defending Player's Turn
      • The Alliance Phase
      • The Movement Phase
      • The Combat Phase
      • The Rally Phase
  • THE BOOKKEEPING SEGMENT

[17.3.4] Special Rules

The Paps can be occupied during this scenario. Combat is allowed within the Paps and its "ZOC".

All Air, Darkness, Fire, Lunar, Water, and Independent Spirits are placed in the Spirit Pool. No other units can be allied.

The ancestors cannot be resummoned if eliminated.

[17.3.5] Replacements

The players receive replacements as per 17.2.5. Invading units chosen as replacements enter the map in any hex on the eastern edge. Defending units enter the map in any hex west of the Sacred Ground. However, if one or more invading units are west of the Sacred Ground, the defending player's replacements must enter the map to the west of the westernmost invading unit.

[17.3.6] Victory Conditions

If the invader occupies the Paps at the end of the game and there are no defending units within its "ZOC" he wins. Otherwise, the defender wins. If the invader occupies the Paps for two full game turns, and there are no defending units within its ZOC during either rally phase, the game ends.

[17.3.7] Multi-player Game

With three players, two should invade from the Wastes and the third be the defender. Each invader receives three Independents and the defender four. The defender sets up as normal and moves first. The invaders roll to see who sets up first, one to the north of the Paps and the other to the south, both on the eastern side of the River of Cradles. The invader who sets up last takes his turn second (after the defender), and the other invader last.

Replacements for the invaders must enter from any hex on the eastern map edge, either north or south of the Paps as in 17.3.1. Whoever occupies the Paps at the end of the game is the winner.

With four players two should invade from the Wastes, and the other two should be defenders. All players should roll the die, and the highest roll selects tribe and sets up first. Each of the four players receives two of the Independents as part of their battalia. One defender and one invader each are set up to the north and south of the Paps (on their respective sides of the River of Cradles). Once set up is complete, the northern invader should take his turn first, followed by the other players in clockwise order.

Replacements for the invaders must enter from any hex on the eastern mapboard edge, either north or south of the Paps as in 17.3.1. Replacements for the defenders enter normally, again either north or south of the Paps. Whoever occupies the Paps at the end of the game is the winner. Game length is ten game turns.

With five players, two players should invade from the Wastes and one from the west, and the other two should be defenders. Each player receives two independents. Set up is as for four players, with the defenders setting up (to north and south) between the river and a north-south line drawn between the Winter Ruins and Cam's Well. The western tribe sets up anywhere to the west of this line.

Replacements for the invaders enter on any hex on the eastern or western mapboard edge, as appropriate; the eastern invaders must take replacements north or south of the Paps as in 17.3.1, but the western invader is not so limited. Replacements for the defenders come from any hex on the northern or southern mapboard hex, as appropriate. Whoever occupies the Paps at the end of the game is the winner. Game length is ten game turns.

[17.4] Chaos Invasion

The forces of chaos in Prax are omnipresent but disorganized, and usually posed no serious threat to the tribes. Sometimes, however, a leader would arise who could tame the forces of chaos enough to make them obey his commands, resulting in unusually large or concentrated chaotic attacks. Whatever tribe was dominant would be forced to deal with them, although the chaos threat would often cause many tribes to unite against their common foe.

[17.4.1] Deployment

This scenario is for two players. It can be played with more (see 17.4.7), but additional players affect the balance of the game and the victory conditions.

The players should decide who will play the chaos forces and who the defender. In the event of a conflict the die should be rolled, and the higher number chooses.

The defender sets up first, and must deploy all of his units within the Sacred Ground. The chaos player must deploy his forces on the side of the River of Cradles away from the Paps. He may select up to three units to place within Prax, at the following locations: Sog's Ruins, one hex of the Big Rubble, and Old. Malia may not be one of these units. (Printed as "and Old." in the translation; the last location name appears truncated.)

The chaos forces include all of the following units: Malia, the Broos, the Chaos Herd, Cwim, the Scorpion-Men, and Thed. The Plagues are placed in their holding box before the beginning of the game and are summoned by Malia normally. The defender receives his full battalia and one of the Parts of the Bull. Ancestors and the Part of the Bull begin the game on the board. Founders and Protectresses are summoned normally.

[17.4.2] Game Length

This scenario lasts ten game turns.

[17.4.3] Sequence of Play

The sequence of play for this scenario is as follows:

  • THE PLAYER-TURN SEGMENT
    • The Chaos Player's Turn
      • The Movement Phase
      • The Exotic Magic Phase
      • The Combat Phase
      • The Rally Phase
    • The Defending Player's Turn
      • The Movement Phase
      • The Exotic Magic Phase
      • The Combat Phase
      • The Rally Phase
  • THE BOOKKEEPING SEGMENT

[17.4.4] Special Rules

The Parts of the Devil will be encountered if any defending unit comes adjacent to any hex of the Devil's Swamp. The chaos player can control any Parts of the Devil beginning in the turn after they appear on the board.

The Ten Independents and the five Other Herds are placed in a cup at the beginning of the game. Whenever a Part of the Devil enters the board, during his rally phase the defender draws one unit from the cup and places it on any holy place he controls. If he does not control any holy places, he does not draw an Independent. If there is more than one defender (see 17.4.6), the player whose unit summoned the Part of the Devil draws and controls the Independent.

Creatures of Chaos are not subject to random movement. The Chaos player is not subject to negative die rolls for alliance with chaos (see 12.2.2). Creatures of Chaos remain loyal to the Chaos player, and may enter the Sacred Ground.

[17.4.5] Victory Conditions

If the Chaos player eliminates all defending units (except herds), he wins. Otherwise, the Defending player wins.

[17.4.6] Variations

As an alternate battalia, the defender can begin the game with one-fifth of the clans and herds (round up) of each of the five tribes, selected randomly. He also receives one shaman, one khan, and one Part of the Bull. No tribal spirits are available.

[17.4.7] Multi-player Game

With three or more players, one plays the chaos forces and the others the defenders. Each player rolls the die. The high roll selects first, and the others follow in clockwise order.

If there are two defenders, each receives half of their clans and herds (rounding down), their shaman or khan (not both), one of their tribal spirits, and one of the Parts of the Bull. If there are three defenders, each receives a third of their clans and herds (rounding down) and one of the following: their Ancestors, their Protectress, or one of the Parts of the Bull. If there are four or five defenders, each receives a fourth or a fifth of their clans and herds (rounding up), and no tribal spirits or Parts of the Bull. The Chaos player always receives the units listed under 17.3.1.

The defenders share victory if they eliminate all of the Creatures of Chaos. Otherwise, the Chaos player wins.

[17.5] The Plaines of Prax

In the volatile atmosphere of the Plaines of Prax, it was a short step between meeting and fighting an enemy clan. Feuds were common, and since the initiation rituals of every tribe included slaying a foe in battle there was never any lack of excuse for war. Most of the time, such battles would begin without time for the tribes to muster and gather. The herds would wander about the Plaines in search of brush to graze on, often being attacked by others as the first indication that hostilities were alive. There would then follow a desperate attempt to gather in strength before the other tribes, hoping to crush them with superior numbers first.

[17.5.1] Deployment

Players should roll the die. The highest roll selects their tribe and sets up first, with the others following in clockwise order. Each player sets up their herds first, then their clans and other units as described below. Once all units are on the board, the initial player takes his turn, followed by the others in the same order.

To set up, each player in turn places a herd on the board. Thus, the first player places one herd, then the next player, continuing until all herds have been placed. Herds may not be set up in the Sacred Ground or on any holy place. The Impala player places two herds in each of the first three rounds.

The clans and other units are then placed in the same way, with the Impala player placing two at a time. All units which require support must begin the game in support. No units may be placed on or within the "ZOC" of a ruin or holy place, or within the Sacred Ground.

Each player receives their full battalia. Each also selects one of the Parts of the Bull. Ancestors and Parts of the Bull begin the game on the board. Founders and Protectresses are summoned normally.

[17.5.2] Game Length

This scenario lasts fourteen game turns (ten game turns for four or five players) or until the victory conditions are met.

[17.5.3] Sequence of Play

The full sequence of play (see 2.) is used in this scenario.

[17.5.4] Special Rules

The ten Medicine Bundles, the Ten Independents, and the five Other Herds are placed in a cup before play. The 17 blank counters provided with the game are each placed on one of the holy places on the map, except the Griffin on top of the Block. When a player moves his units onto an oasis or altar, the blank counter is removed and a counter is drawn from the cup and placed on the stack. Since only 17 of the holy places will contain one of these units, the other 8 are not available in this scenario. Medicine Bundles and Other Herds cannot be captured in this scenario.

The Parts of the Devil will be encountered if any unit comes adjacent to any hex of the Devil's Swamp.

The Spirit Pool includes all of the units listed in 9.1.1 except the Elemental Demons. The Great Spirits are not available in this scenario. The Spirits of the Paps are available in this scenario.

The Sun Dome Templars and the Border Knights can be emissaried at their normal locations.

The Eternal Battle begins in a random hex on the eastern edge of the map. The Eternal Battle travels into Prax for the first two game turns. If a die roll in the first two game turns would take the Battle out of Prax, it does not move that turn.

[17.5.5] Victory Conditions

The player who has captured the most enemy herds (not including Other Herds) at the end of the game is the winner. In the case of a tie, the player with the most herds (including Other Herds) wins. If there is still a tie, the player with the most surviving clans wins.

In a two-player game, if either player has captured three or more enemy herds (not including Other Herds) and holds them for two full game turns, the game immediately ends. In a three- or four-player game, if any player has captured at least two enemy herds (not including Other Herds) from every other player, and holds all of them for two full game turns, the game immediately ends.

[17.5.6] Variations

Rather than placing their herds on the board, the player who rolled the highest takes all of the herds from the tribes playing in the scenario, places them in a cup, and empties them onto the board randomly. Other Herds are placed in a cup with the Medicine Bundles and Ten Independents as described above. If more than one herd lands in a given hex, the player who controls the top herd must move it to any adjacent, unoccupied hex. If a herd lands on a holy place, or on a Sacred Ground, Dead Place, or other prohibited hex, the controlling player must move it to the closest unoccupied hex. Once all herds occupy their own hex, each player sets up their other units as described in 17.5.1.

[17.6] The Magic Game

Occasionally, certain omens would be received from the tribal deities, and the shamans would take control of the tribes. When this occurred the shamans sought to accumulate as much magical power as possible, to ensure that they received whatever prize was promised by the omens. Petty magicians and powerful spirits usually showed up as well, calling upon ancient alliances to ensure they shared in these gifts.

[17.6.1] Deployment

Players should roll the die. The highest roll selects their tribe and sets up first, with others following in clockwise order. Each player must set up his forces within five hexes of the Great Spirit Altar which was decreed by the omens in ancient times. The tribes were assigned these holy places:

TribeHoly place
BisonMoonbroth
High LlamaCorflu
ImpalaMonkey Ruins
MorocanthPairing Stones
SableMalia's Stool

Each player receives their full battalia and one of the Parts of the Bull. Each also receives one magician and a set of spirits, as shown below. Ancestors, Parts of the Bull, magicians, and spirits begin the game on the board. Founders and Protectresses are summoned normally. The tribes receive the following spirits and magicians:

TribeSpiritsMagicians
BisonAir SpiritsWind Singers
High LlamaWater SpiritsSerpent Dancers
ImpalaFire SpiritsStar Witches
MorocanthDarkness SpiritsSunset Society
SableLunar SpiritsRed School of Masks

[17.6.2] Game Length

This scenario lasts fourteen game turns for two or three players, or ten game turns for four or five players.

[17.6.3] Sequence of Play

The full sequence of play (see 2.) is used for this scenario.

[17.6.4] Special Rules

With the exception of the spirits and magicians listed under 17.6.1 and the Grisly Portions, all of the units listed in 9.1.1 are placed in the Spirit Pool before play. Any unused spirits from 17.6.1 are also placed in the Spirit Pool, as are the Ten Independents. The Great Spirits are not available.

Spirits allied from the Spirit Pool can be captured, but spirits which began the game as part of a player's battalia remain loyal, and may not be captured.

The Parts of the Devil will be encountered if any unit comes adjacent to any hex of the Devil's Swamp.

The Spirits of Pavis are available in this scenario.

The Sun Dome Templars and Border Knights can be emissaried at their normal locations.

Eliminated magicians and Parts of the Bull are removed from the game. Extra magicians and Parts of the Bull are not placed in the Spirit Pool. Extra Parts of the Bull are allied at the Block; one is gained for each successful emissary. A tribe cannot control more than two Parts of the Bull at a time, including the one they received as part of their battalia.

The Eternal Battle begins at the Paps.

[17.6.5] Victory Conditions

The player with the greatest number of victory points at the end of the game is the winner. One victory point is gained for each holy place controlled by a tribe. One victory point is gained for each treasure possessed. The Portable Oasis counts as one victory point. Treasures which are not stacked with at least one tribal clan or spirit at the end of the game are neutral, and do not count for victory points. In the case of a tie, the player who controls the most holy places (including the Portable Oasis) wins.

[17.7] The Full Game

The dominant factor in the life of the Praxians was the accumulation of chattel property, including herds. Whenever one tribe began to muster, there was a simultaneous gathering of the others in self-defense, which resulted in a periodic mustering of all the nations. A general battle would then ensue, continuing until one tribe was acknowledged as being dominant, or until all of the tribes had exhausted their forces. Either result was followed by a temporary peace until one of the tribes regained sufficient power to initiate hostilities once more.

[17.7.1] Deployment

Players should roll the die. The highest roll selects their tribe and sets up first, with the others following in clockwise order. Each player sets up their herds first, then their clans and other units as described below. Once all units are on the board, the initial player takes his turn, followed by the others in the same order.

To set up, each tribe in turn places one of their herds on the board. Thus, the first player will place one herd, then the next player, continuing until all herds have been placed. Herds may not be set up in the Sacred Ground or on any holy place. The Impala player should place two herds in each of the first three rounds. The clans and other units should then be placed in the same way, with the Impala player placing two at a time. All units which require support must be placed so that they begin the game in support. No units may be placed on or within the "ZOC" of any holy place or ruin, or within the Sacred Ground.

Each player receives their full battalia, plus one of the Parts of the Bull. Ancestors and Parts of the Bull begin the game on the board. Founders and Protectresses are summoned normally.

[17.7.2] Game Length

This scenario lasts twenty game turns for two players, or fifteen game turns for three or more players.

[17.7.3] Sequence of Play

The full sequence of play (see 2.) is used in this scenario.

[17.7.4] Special Rules

All independents and spirits are available in this game. The Elemental Demons are placed in the appropriate holding boxes. Extra Parts of the Bull are placed in the Spirit Pool.

The Parts of the Devil will be encountered if any unit comes adjacent to any hex of the Devil's Swamp.

The Sun Dome Templars, Border Knights, Spirits of Pavis, Spirits of the Paps, Great Spirits, and Tada's Warriors are available in this scenario. Other independent units and spirits are placed in the Spirit Pool before play begins.

The Eternal Battle starts at a random holy place, not including Pavis, the Sun Dome Temple, or the Paps. It is placed before any tribe sets up their forces.

[17.7.5] Replacements

The players receive replacements as per 17.2.5. Units chosen as replacements enter the map in any hex on the mapboard edge closest to the player.

[17.7.6] Victory Conditions

The player with the greatest support total (underlined Magic Factors) at the end of the game, whether from herds, spirits, or treasures, is the winner. In the case of a tie, the player with the most support points from enemy herds wins.

[17.7.7] Variations

Rather than placing their herds on the board, the player who rolled the highest takes all of the herds from the tribes playing in the scenario, places them in a cup, and empties them onto the board randomly. Other Herds are placed in the Spirit Pool as described above. If more than one herd lands in a given hex, the player who controls the top herd must move it to any adjacent, unoccupied hex. If a herd lands on a holy place, or on a Sacred Ground, Dead Place, or other prohibited hex, the controlling player must move it to the closest unoccupied hex.

Once all herds occupy their own hex, each player sets up their other units as described in 17.7.1.

[17.8] Dragon Pass

The magical land of Dragon Pass borders the Plaines of Prax to the west, and there has been contact between the two lands since the Golden Age. Although they have met in peace at times, most of this contact has been violent, and raids into or from Dragon Pass were common during the Hero Wars.

If the game Dragon Pass is possessed, additional scenarios become possible. A raid of Dragon Pass by Praxians (led by Jaldon Toothmaker), or of Prax by the Lunars, can be played. The Lunar conquest of Pavis is possible, as is the liberation of Corflu and Pavis from the Lunars by Argrath. The nomad invasion of Pavis or the troll invasion of Prax could be played out, although there are notable gaps in the counters.

A sixth player could control the Ten Independents, Hidden Tribes, and 5 Other Herds, using Ostrich Mother as their Protectress and the Great Rhino as their Founder. They lack a khan and Ancestors, but could use one of the Magical Societies in place of a shaman.

The Pol Joni are the Bastard Tribe of Prax, represented in Dragon Pass by the Barbarian Horde. They can be added as a sixth player to any Nomad Gods scenario, although they are weaker than the tribes, and augmenting them with some of the Independents is recommended. In particular, the Pure Horse Founder is their patron; they might be found dominating a number of the lesser tribes as well.

Many other scenarios are possible. Players are urged to use their imagination - as long as everyone agrees on the sides and rules, anything is possible!

[18.] Miscellanea

The War of the Gods

The War of the Gods began when the deities had expanded to fill their allotted space in creation. Although bickering began among the lower ranks of gods about petty things, the conflict grew until it encompassed the whole world. The universe exploded into war, and in doing so brought forth the deity called Death.

Tada was a wily superhero, and he was famous for fooling Death, for there came a day when the spectral god stalked into Prax to take away Eiritha. A Son of the Storm Bull named Orani tried to fight the god. He failed, and his battlefield has lain blasted ever since.

It was Tada's idea to hide Eiritha beneath the earth. All of Tada's people and all of the tribesfolk dug a great pit into which the goddess was laid, and then the dirt was thrown over her again. When Death arrived there was no victim to be found, and so the goddess was preserved. Although she can never again walk on the surface, she is able to aid men even today from beneath the earth.

Ragnaglar came next to despoil Prax, but the Storm Bull was ready for him, and charged from the sky. He wounded the corrupt deity, driving him to hide in Shadows Dance. The peace that followed was short, however, for the Mad God returned in time with even more potent allies than Death.

The Lesser Darkness

Ragnaglar returned with Chaos. He allied himself with the Devil, instituting the first of the despicable trades of a soul for the evil powers of the Lord of the Void. The Devil, a being of living entropy, entered into the world with minions of slimy creatures as his army. It was plain to all that the Old Ways and order of the world were gone, and the people girded themselves for war. The tribes of the Storm Bull were best suited to such a task, and their army made up the center and right flank for the battle.

And a mighty battle it was. The evil army fell upon the flank of Tada's Warriors, but the foul excrement that was the chaos army melted into pools of honey under their immortal touch. Then the Devil himself entered the fray, and the folk were destroyed to the last child.

The Storm Bull charged from the tormented airs above the fight. He grappled first with Ragnaglar, whom he slew with his horns of iron, then fought against the Devil. The two thrashed and fell upon the lands now called the Dead Place. The Storm Bull should have died there, but his lover Eiritha sent him all of her power from the place where he lay, robbing the spot forever of its life-giving abilities. The strength it gave was enough to let the Bull throw the evil chaos thing from him.

That is when the Block landed. It was an immense chunk of solid law, hurled across the world when the Mountain of Adamant exploded. The Mountain had stood since the beginning of creation, living embodiment of the cosmic order. The fighting of the War of the Gods at last shattered even the immortal stone of the Mountain, sending the world to slip into the maws of chaos. Yet even in its death the Mountain proved its worth, for the greatest piece bounced off the sky and across the land. It crushed the Devil beneath it, thus neutralizing chaos for the time to follow.

The Great Night

The Great Night was the downfall of the gods. Chaos had invaded the world and taken a place in it. All of the cosmos was turned upside-down, as the Sun lay dead in Hell and the night demons ran amok in the skies. The herds of chaos came and devoured all of the food, and the people and their beasts starved. The once-friendly spirits of nature turned hostile, as air and water, fire and darkness, each sought to take a piece of the dying world for themselves.

Waha the Butcher was the savior of the Plaines. He was the son of Eiritha and the Storm Bull, begat long before but not born until the Great Night. He emerged from the Paps to conquer the elements and lead the remnants of the tribes to survival. His influence was immense, and he was responsible for establishing the way of life in Prax. He taught the tribes to eat; he made the river devour the Devil; he conquered the night demons, and sent them fleeing away into the north; he banished the Plagues; he fathered new dynasties among the people; he tamed Wild Fire and Wild Hunter; and more. Without him, the tribes would have perished in that time.

The Dawning

History begins at the Dawning. With that liberation of the life-giving Sun from Hell we mark the start of Time and our present age. The gods were set in their ways of controlling the universe, while the lesser creatures who survived the cosmic catastrophes of the War of the Gods were left to eke out their existence in the new world.

The Praxians continued to live the way that Waha had taught them, and even proliferated, spreading to cover much of the Wastes of Genert with their herds. Because Waha had never established a policy of rule among the tribes, there was constant animosity among them, but this hard life was necessary to survive in the chaparral.

The arrival of monks from Dragon Pass brought a new prosperity to the land and people. For the length of their rule, the Empire of the Wyrms' Friends instilled a temporary veneer of civilization over the area. This they did by reestablishing the Old Ways of the Golden Age, but they were doomed to failure in the New World.

The arrival of Jaldon Toothmaker from the Wastes brought the end of the Wyrms' kingdom of Pavis. This crazed dental mystic established again the ways of Waha, dedicated to conflict and proof by combat or death. He unified the tribes and led them in raid after raid on the center of the Empire's strength in Dragon Pass. To aid him in this task he was blessed with a multitude of lives, though he is cursed so that he can never again enter his beloved Prax.

Tada and the Lion Dance

No one in Prax now is quite sure who Tada was. The Wandering Rangers said he was the Queen's Champion. Tribal sources generally called him Khan. Pavic documents seemed to indicate that it might have been a dynastic name. Modern scholars have claimed that the word is not a name at all, but rather a trans-literation of some ancient title of a divinity. (They make the same claim about Waha.)

The best-preserved myth about Tada was contained in the battle dance of the Basmoli Berserkers. Despite the dangers involved, several outsiders viewed the ritual, and survived to give vivid descriptions.

The early stages of the dance were concerned with the birth of the Basmoli people. The dancers wore the skins of the plains lion (extinct even then), while the watchers wore battle masks. The captives wore nothing at all.

During the dance, a spirit lioness would appear, signaling the beginning of the inner ritual. After it had been fed some of the captives to give it a physical form, twelve spears were thrown into the slave pens. Although all appeared to be just sticks with a rounded end, one was a real spear, said by the tribe to be the one which slew their Founder so long before. The captives always took up the spears, but as long as the Basmoli continued to dance the spirit lioness would remain calm.

When the Basmoli did abruptly stop their dance, the lioness would turn upon the captives. Most ran, and were casually slain by the lioness, but the twelve with the spears would have to stand and fight. And the one with the real spear would always win, for he held the ritual spear. The Basmoli shaman took omens from the results of the sacrifice, first counting the number of captives slain before the lioness was returned to the Spirit Plane. They would then sacrifice the surviving captives, finding prophecies of defeat or victory among the stinking entrails. Few relished being prisoners of the Basmoli.

The distinctive feature of this ritual, however, is that the victorious spearman would always survive, victorious. For this reason he was identified with Tada, and allowed to return to his tribe. The Basmoli admitted their ancient conquest by the superhero, whom they named "Murderer of Children" and "Torturer of Fathers."

Other stories of Tada are common, but none give as much information as that of the Basmoli. Of all the people in Prax, they remembered Tada best.

Red Moon in Prax

Prax is said to have been under Lunar influence since the beginning of Time, for is not Time the source and strength of the Lunar Empire? So the Imperial scholars would have it, who seek to undermine all of the world with their pens when their scimitars have failed.

Early in the Third Age, a hero named Jannisor assaulted the city of Glamour, capital of the Lunar Empire. Among his allies were sable riders from the Hungry Plateau, cousins to the tribes of Prax. During the assault the Star Twins effected that event called the Great Sable Recognition by Lunars and the Great Defection by others. The sable people recognized their Lunar heritage, and went over to worship of the Goddess, spelling doom for Jannisor Moonchaser.

Some three hundred years later, the Lunar Empire came up against the nomads of Prax. After the sack of Boldhome, the Empire sought a route to the sea. A desultory war against the Holy Country proved ineffective; the Empire needed to outflank the Pharaoh, and decided to "pacify" Prax. They sent their Sable allies first. These men spoke the same language and had the same customs as the Sable Riders of Prax, but were obviously better outfitted. Sable conversion was fast and almost complete.

The combination of Sable Riders and Lunar Army proved more than the other tribes or the Sartar outpost at Pavis could withstand. The Bison and Impala tribes were forced into the Wastes, and within a few years the Empire had built the city of Corflu on the coast. Thus was established Caravan Alley, where the Lunar convoys were escorted across the desert by armies alert for enemy raiders.

The Return of Prince Argrath

Lunar influence in Prax ended with the rise of Argrath. He had been present many years before, and had been chased from the land riding in the cradle of a giant. He returned with powerful allies, and freed Corflu and Pavis. He welded together a confederation comprised of members of several tribes working together for a positive change.

Under Argrath's leadership, the Lunar Army was beaten and forced to withdraw. Due to commitments farther north (in the Redlands), the Empire could not immediately counterattack with sufficient new forces, and Argrath was able to follow-up on his victory by entering Dragon Pass. He made his triumphant entry into Sartar, and from there entered into history and legend.

After that, the Plaines of Prax remained virtually unchanged. The tribes went about their eternal way, moving and fighting, choosing their gods and spirits seemingly at random for whatever temporary help they could give. Even though the people might have been happier or more prosperous in another, more fertile land, they remained in their ancient ways of hardship. Such, they say, is the curse and the blessing of Prax.

[20.] Translations

This translation is provided to enable non-French speakers to play Nomad Gods. Some changes have been made to these rules since the French translation was made, and those who look closely (or read French) will notice certain discrepancies. No major changes have been made (though the entry called "Tada and the Lion Dance" is new, added from other sources).

(The manual's numbering goes from [18.] directly to [20.]; there is no [19.] in the source.)

[20.1] Counter Corrections

Due to communications problems, some counters provided in Les Dieux Nomades contain errors in the unit factors. Players may wish to note corrections on the individual counters.

Sheet 1 (the Tribes) - Front

  • Impala Shaman: CF (2)
  • Sable Shaman: RF 0
  • Ostrich Riders: CF 2*
  • Pavis Survivors: CF 4**
  • Hidden Tribes: CF 3*

Sheet 2 (Spirits and others) - Front

  • Three-Bean Circus: MgF _* (underlined asterisk)
  • Sunset Society: CF 3
  • Serpent Dancer's Spirit: RF 4
  • Dragonsnails: CF 4 (underlined)
  • Chaos Herd: CF 3h
  • Wild Hunter: MF 9 [Air]; RF 5 (underlined)
  • Dark Eater: RF 6 (underlined)
  • Long-Nose Herd: MgF 3 (underlined)
  • Malia: CF 15 (underlined); RF 4 (underlined)

Sheet 2 - Reverse

  • Scorpion-Men: MgF 3*
  • Nose-Horn Herd: CF 2h; MgF 2
  • Elk Herd: MgF 2 (underlined)
  • Rhino Herd: CF 2h; MgF 1 (underlined); MF 2
  • Zebra Herd: CF 2h; MgF 2

[20.2] Unit Names

The following translations of the names on the counters (French on the counters, English used in these rules) are provided to aid in locating units referred to in these rules.

French counter nameEnglish name
Allume-FeuYamsur's Fire-starter
Archers EspritsSpirit Darters
Autres TroupeauxOther Herds
Avatar du ChaosAvatar of Chaos
Bataille EternelleEternal Battle Marker
BerceauWaha's Cradle
Bete de l'AuroreDawn Beast
BoisrougeRedwood
Bon BergerGood Shepherd
BouilloireSpicegrass Kettle
Cape de TadaTada's Cloak (the Lion Skin)
Cercle Trois Haricots

Note: the two columns of this list were read in parallel order from the page; the pairing follows the order printed.

Random Holy Places

The following table can be used to randomly generate a location on the Nomad Gods mapboard. Roll two dice, with one representing the 6's and one the 1's, exactly as if you were rolling for a Random Event. The result can be used to determine where a unit or the Eternal Battle begins, for example.

Die rollHoly place
11-12Malia's Stool
13-14Corflu
15-16Pairing Stone
21-22Moonbroth
23-24Monkey Ruins
25Tourney Altar
26the Paps (reroll if the Paps is not appropriate)
31Pavis
32Big Rubble (north hex)
33Big Rubble (south hex)
34Sun Dome
35Barbarian Town

(Two pages of the translation PDF following this table are a community-made reference chart that cross-references the Dragon Pass game and carries a fan's contact address; they are not part of the rules text and are not transcribed. The pages that follow are the player-aid tables printed at the end of the translation.)

Combat Table

Total CF or MgF across the top; die roll down the side. A dash means no loss.

Die123456789101112
1-----1111112
2---11
Die131415161718192021222324
1222223333334
233344
Die252627282930313233343536
1444445555556
266677

If the total CF or MgF is a fraction, round down to the smaller number.

If the die roll result is less than 1, it is a 1.

If the die roll result is greater than a 6, it is a 6.

If the CF or MgF total is not a listed value, find the loss figure by multiplying the total (after dropping any fractions) by the combat multiplier. Determine the combat multiplier from the die roll as follows:

Die rollCombat multiplier
11/6
21/4
31/3
41/2
53/4
61

Emissary Table

Die rollResult
1-2Alliance refused. Emissary and any attached units are eliminated.
3Alliance refused.
4-6Alliance accepted. Place independent units on their territory or as indicated in the rules.

Missile Combat Table

Total Missile Factor across the top; die roll down the side.

Die0123-45-67-910+
0-------
1------1DD
2-----1DD1DD

A die roll result of less than zero is a zero. A die roll result greater than 7 is a 7. 1DD = 1 defending unit disrupted, 2DD = 2 defending units disrupted OR 1 defending unit eliminated, 1DE = 1 defending unit eliminated, 2DE = 2 defending units eliminated, 3DE = 3 defending units eliminated.

Missile Fire Terrain Modifiers

  • -4 if the target stack is in a fortress.
  • -2 if the target stack is in a forest, mountain, altar, ruin, temple or town hex.
  • -1 if the target is on a hill or marsh hex.

Terrain modifiers are not cumulative. Always use the single modifier most beneficial to the defender.

Missile Fire Unit Modifiers

  • -3 if the target stack contains a dragon.
  • -2 if all the major units in the target stack are Bison clans, herds, or ancestors.
  • +1 if any units in the target stack are Llama clans, herds or ancestors.

Unit modifiers are cumulative. Add all modifiers to make a single total.

(Transcriber's note: this player-aid modifier list differs from the Terrain Effects text in [3.1] for some terrain (for example forest is -1 in [3.1] and marsh is -2, while here forest is -2 and marsh is -1). Both are transcribed as printed.)

Player Turn Sequence

Each player turn is composed of the following phases. Parenthesis indicate phases used in scenarios.

  1. Random Movement Phase
  2. Alliance Phase (excluding 17.2 and 17.8)
  3. Movement Phase
  4. Exotic Magic Phase (excluding 17.2 and 17.8)
  5. Combat Phase
  6. Rally Phase

Game Turn Sequence

Each game turn is composed of the following segments. The first segment is used only in conjunction with Dragon Pass.

  1. Random Event Segment
  2. Player Turn Segment (Random Movement Phase, Alliance Phase, Movement Phase, Exotic Magic Phase, Combat Phase, Rally Phase)
  3. Bookkeeping Segment
  • [6.3] Restrictions
    • [6.3.1] The Block
    • [6.3.2] The Dead Place
  • [6.4] Neutral Units
  • [6.5] Zones of Control
    • [6.5.1] Effects of ZOCs
    • [6.5.2] Stacks That Do Not Have ZOCs
    • [6.5.3] Disembodied Spirits
  • [6.6] Random Movement
  • [6.7] Zero and Negative Movement Factors
  • [6.8] Spirit Movement
    • [6.8.1] The Feathered Rivals
  • [6.9] Replacements
    • [6.9.1] Entering the Board
    • [6.9.2] Forced March
  • [7.4] Division of Combat
    • [7.4.1] Attacking and Defending
    • [7.4.2] Which Units Can Attack and Which Units Can Be Attacked
    • [7.4.3] Which Units Must Attack and Which Units Must Be Attacked
    • [7.4.4] Stacks and Combat
    • [7.4.5] Multi-Hex Battles
    • [7.4.6] Fortifications
  • [7.5] Resolving a Battle
  • [7.6] Chaotic Magic
    • [7.6.1] Chaotic Units
    • [7.6.2] Effects of Chaotic Magic
    • [7.6.3] Applying Chaotic Magic
    • [7.6.4] Restrictions on Chaotic Magic
      • [7.6.4.1] The Chaos Herd
    • [7.6.5] Chaotic Magic and Magicians' Spirits
  • [7.7] Physical Magic
    • [7.7.1] Which Units Can Use Physical Magic
    • [7.7.2] Resolving Physical Magic Attacks
      • [7.7.2.1] Great Spirits
    • [7.7.3] Determining the Size of the Loss
    • [7.7.4] Applying the Loss
      • [7.7.4.1] Effects of Physical Magic
    • [7.7.5] Terrain and Physical Magic
    • [7.7.6] Return of Physical Agents
  • [7.8] Spirit Magic
    • [7.8.1] Which Units Can Make Spirit Magic Attacks
    • [7.8.2] Which Units Can Use DSM
    • [7.8.3] Determining the Results of Spirit Combat
      • [7.8.3.1] Determining the Result of a Spirit Magic Attack
      • [7.8.3.2] Determining the Results of DSM
      • [7.8.3.3] Leadership
    • [7.8.4] Applying the Results of Spirit Combat
      • [7.8.4.1] Applying the Result of a Spirit Magic Attack
      • [7.8.4.2] Applying the Results of DSM
      • [7.8.4.3] Restrictions
      • [7.8.4.4] Effects of Spirit Combat
    • [7.8.5] Return of Spirits
  • [7.9] Missile Fire
    • [7.9.1] Missile Units
    • [7.9.2] Missile Combat
    • [7.9.3] Selecting Targets
    • [7.9.4] Resolving Missile Fire
    • [7.9.5] Determining the Result of Missile Fire
    • [7.9.6] Terrain and Missile Fire
    • [7.9.7] Unit Types and Missile Fire
    • [7.9.8] Applying the Missile Fire Result
      • [7.9.8.1] Restrictions
      • [7.9.8.2] Herds and Treasures
      • [7.9.8.3] The Dead Place
  • [7.10] Melee
    • [7.10.1] Which Units Can Fight in a Melee
    • [7.10.2] Rearranging Units Within Stacks
    • [7.10.3] Major Units
    • [7.10.4] Withholding Units From a Melee
    • [7.10.5] Retreats
      • [7.10.5.1] Contact
      • [7.10.5.2] Covering Retreats
      • [7.10.5.3] Restrictions
      • [7.10.5.4] Enemy Units
      • [7.10.5.5] Zero and Negative MF Units
    • [7.10.6] Determining the Results of a Melee
      • [7.10.6.1] Determining the Defending Units' CF Loss
      • [7.10.6.2] Determining the Attacking Units' CF Loss
      • [7.10.6.3] Defensive Doubling
      • [7.10.6.4] Terrain Modifiers
      • [7.10.6.5] Leadership
    • [7.10.7] Taking Casualties
      • [7.10.7.1] Restrictions
      • [7.10.7.2] Stacks and Casualties
      • [7.10.7.3] CF Modifiers
      • [7.10.7.4] Defensive Terrain
      • [7.10.7.5] Effects of Being a Casualty
  • [7.11] Advance After Combat
    • [7.11.1] Vacated Hexes
    • [7.11.2] Extended Advance
    • [7.11.3] Restrictions
    • [7.11.4] Neutral Units
      • [7.11.4.1] Creatures of Chaos
  • [7.12] Reorganizing Stacks
  • [7.13] Magical Support
    • [7.13.1] Allocating Magical Support
    • [7.13.2] Magical Support and Combat
    • [7.13.3] Magical Support and Movement
  • [7.14] Elimination
  • [7.15] Disruption
  • [7.16] Capture
  • [7.17] Stampedes
    • [8.8.3.1] Post-Death Strike Option
    • [8.8.3.2] The Ancestors
  • [8.8.4] The Soul Winds
    • [8.8.4.1] Tapping the Soul Winds
    • [8.8.4.2] Effect of the Soul Wind
    • [8.8.4.3] Restrictions
  • [8.8.5] Shaman versus Shaman Combat
  • [8.9] Parts of the Bull
    • [8.9.1] Special Abilities
  • [9.3] Great Spirit Alliance
    • [9.3.1] Great Spirit Altars
    • [9.3.2] Sacrifices
    • [9.3.3] Results of a Great Spirit Alliance
  • [9.4] Friends Option
    • [9.4.1] Listing of the Friends
    • [9.4.2] Tada's Cloak and the Basmoli Berserkers
  • [10.2] Other Herds
  • [10.3] The Sun Dome Templars
  • [10.4] The Border Knights
  • [10.5] Magic Societies
    • [10.5.1] The Red School of Masks
    • [10.5.2] Serpent Dancers
    • [10.5.3] Star Witches
    • [10.5.4] Sunset Society
    • [10.5.5] Wind Singers
  • [10.6] Other Tribes
    • [10.6.1] Ghost Darters
    • [10.6.2] The Hidden Tribes
  • [11.3.2] Shade
  • [11.3.3] Whirlvish
  • [11.3.4] Wildfire
  • [11.4] The Spirits of Air
    • [11.4.1] Lightning Boy
    • [11.4.2] Mistress Calm
    • [11.4.3] Rainbow Girl
    • [11.4.4] Thunder Bird
  • [11.5] The Spirits of Darkness
    • [11.5.1] Grandmother of Spiders
    • [11.5.2] Night Woman
    • [11.5.3] Raven
    • [11.5.4] The White Princess
  • [11.6] The Spirits of Fire
    • [11.6.1] Evening Star
    • [11.6.2] Morning Star
    • [11.6.3] Pole Star
    • [11.6.4] Sun Hawk
  • [11.7] Lunar Spirits
    • [11.7.1] Little Moon
    • [11.7.2] Redwood
    • [11.7.3] Silver Deer
    • [11.7.4] Watchdog of Corflu
  • [11.8] The Spirits of Water
    • [11.8.1] Dew Maid
    • [11.8.2] Frog Woman
    • [11.8.3] River Horse
  • [11.9] Independent Spirits
    • [11.9.1] Brother Dog
    • [11.9.2] Condor
    • [11.9.3] Father of Independents
    • [11.9.4] Found-child
    • [11.9.5] Great Rhino
    • [11.9.6] Hyena
    • [11.9.7] Monkey King
    • [11.9.8] Ostrich Mother
    • [11.9.9] Pure Horse Founder
  • [11.10] Spirits of the Paps
    • [11.10.1] The Paps
    • [11.10.2] Obtaining an Alliance
    • [11.10.3] The Good Shepherd
    • [11.10.4] The Horn of Plenty
    • [11.10.5] Ronance
    • [11.10.6] The Serpent Guardians
    • [11.10.7] Three-Bean Circus
      • [11.10.7.1] Effects of Pacification
      • [11.10.7.2] Recovery from Pacification
      • [11.10.7.3] Control of the Three-Bean Circus
    • [11.10.8] Waha's Champion
  • [11.11] Spirits of Pavis
    • [11.11.1] Obtaining an Alliance
    • [11.11.2] Black Fang
      • [11.11.2.1] Control of Black Fang
    • [11.11.3] Flintnail
    • [11.11.4] Gerak Kag
    • [11.11.5] Pavis
    • [11.11.6] Sun Dragon
      • [11.11.6.1] Dragonfights
      • [11.11.6.2] Sun Dragon and Physical Combat
      • [11.11.6.3] Sun Dragon and Magic
    • [11.11.7] Wakboth's Eye
  • [12.4.5] Cacodemon
  • [12.4.6] Dragonsnails
  • [12.4.7] Bullsitch
    • [12.4.7.1] Which Units Can be Infected by Bullsitch
    • [12.4.7.2] Eliminating Bullsitch
  • [12.4.8] Gas
  • [12.4.9] Gorp
  • [12.5] Other Creatures of Chaos
    • [12.5.1] Broos
      • [12.5.1.1] Broos and Melee
    • [12.5.2] The Chaos Herd
    • [12.5.3] Cwim
    • [12.5.4] Scorpion-Men
    • [12.5.5] Thed
  • [13.4.3] The Portable Oasis
  • [13.4.4] The Unsleeping Dog
  • [13.4.5] War Arrow Medicine Bundle
  • [13.5] The Book of Dale
  • [17.2.6] Victory Conditions
  • [17.3] Invasion from the Wastes
    • [17.3.1] Deployment
    • [17.3.2] Game Length
    • [17.3.3] Sequence of Play
    • [17.3.4] Special Rules
    • [17.3.5] Replacements
    • [17.3.6] Victory Conditions
    • [17.3.7] Multi-player Game
  • [17.4] Chaos Invasion
    • [17.4.1] Deployment
    • [17.4.2] Game Length
    • [17.4.3] Sequence of Play
    • [17.4.4] Special Rules
    • [17.4.5] Victory Conditions
    • [17.4.6] Variations
    • [17.4.7] Multi-player Game
  • [17.5] The Plaines of Prax
    • [17.5.1] Deployment
    • [17.5.2] Game Length
    • [17.5.3] Sequence of Play
    • [17.5.4] Special Rules
    • [17.5.5] Victory Conditions
    • [17.5.6] Variations
  • [17.6] The Magic Game
    • [17.6.1] Deployment
    • [17.6.2] Game Length
    • [17.6.3] Sequence of Play
    • [17.6.4] Special Rules
    • [17.6.5] Victory Conditions
  • [17.7] The Full Game
    • [17.7.1] Deployment
    • [17.7.2] Game Length
    • [17.7.3] Sequence of Play
    • [17.7.4] Special Rules
    • [17.7.5] Replacements
    • [17.7.6] Victory Conditions
    • [17.7.7] Variations
  • [17.8] Dragon Pass
  • 3-Bean Circus
    Cerf d'ArgentSilver Deer
    ChamanShaman/Fetch
    Chanteurs du VentWind Singers
    Chasseur SavageWild Hunter
    Cheval RiviereRiver Horse
    Chevaliers de la FrontiereBorder Knights
    Chevaliers de la TerreEarth Knights
    Chien de CorfluWatchdog of Corflu
    Chien Non DormantUnsleeping Dog
    Coeur du TaureauThe Bull's Heart
    CorbeauRaven
    Corne AbundanteHorn of Plenty
    CorneHorn of Apprehension
    Cornes du TaureauThe Bull's Horns
    Corps des SquelettesBodies of Old
    Croc NoirBlack Fang
    Cuir du TaureauThe Bull's Head
    Danseurs du SerpentSerpent Dances
    Dragon du SoleilSun Dragon
    EchelleRaven's Stepladder
    Ecole RougeRed School of Masks
    ElanPlains Elk Herd
    Enfant TrouveFound-child
    Enfant EclairLightning Boy
    Escargots DragonsDragonsnails
    Esprits de l'AirSpirits of Air
    Esprits du FeuSpirits of Fire
    Esprits LunarsLunar Spirits
    Esprits MamelonsSpirits of the Paps
    Esprits de PavisSpirits of Pavis
    Esprits de l'EauSpirits of Water
    Esprits des TenebresSpirits of Darkness
    EstomacStomach
    Etoile du PolePole Star
    Etoile du CrepusculeEvening Star
    Etoile de l'AuroreMorning Star
    Faucon SoleilSun Hawk
    Femme GrenouilleFrog Woman
    Femme NuitNight Woman
    Femmes LicorneUnicorn Maidens
    Feu SavageWildfire
    FiletWeb
    Fille Arc-en-CielRainbow Girl
    Fleches de GuerreWar Arrow Medicine Bundle
    FondateurFounder
    Frere ChienBrother Dog
    Gardiens SerpentsSerpent Guardians
    GazGas
    Gourdin de TadaTada's Cudgel
    GouvernailSeolinthur's Rudder
    Grand RhinoGreat Rhino
    Grand Mere AraigneeGrandmother of Spiders
    Guerriers BabouinBaboon Troope
    Guerriers AutrucheOstrich Clan
    Guerriersclans (of the Tribes)
    Guerriers FantomesGhost Warriors
    Hommes ScorpionsScorpion-Men
    Hommes-et-un-DemiMen-and-a-Half
    Initie du Cheval PurPure Horse Founder
    Livre de DaleBook of Dale
    Longs-NezLongnose Herd
    Longues OreillesLongears
    Main du DiableDevil's Hand
    Maitresse CalmeMistress Calm
    Mangeur NoirDark Eater
    Masque de TadaTada's Mask
    Mauvais PresageBad Omen
    Mere AutrucheOstrich Mother
    Monteurs de RhinoRhino Riders
    Nez-CornesNose-horn Herd
    Oeil de GenertGenert's Eye
    Oeil de WakbothEye of Wakboth
    Oiseau TonnerreThunder Bird
    OmbreShade
    Parties du TaureauParts of the Bull
    Pattes du TaureauThe Bull's Legs
    PeigneProtectress' Comb
    Pere des IndependantsFather of Independents
    PestePlague
    Petite LuneLittle Moon
    Peuple de CuivreCopper People
    Peuple du Lezard-BoloBolo Lizard Folk
    Princess BlancheWhite Princess
    Roi SingeMonkey King
    Sabots du TaureauThe Bull's Hooves
    Seigneurs AldryamiAldryami Lords
    SilexclouFlintnail
    Societe du CrepusculeSunset Society
    Societes MagiquesMagical Societies
    Esprits (Magical Society)(Magical Society)'s Spirit
    Sorcieres de l'EtoileStar Witches
    Souffle du TaureauThe Bull's Breath
    Survivants de PavisPavis Survivors
    TableEiritha's Table
    Templiers du Dome SoleilSun Dome Templars
    Terre RavageeRuined Earth
    TondeuseShears of Abundance
    TourTurn Marker
    TourbillonWhirlvish
    Tribus CacheesHidden Tribes
    Troupeauxherds (of the Tribes)
    UrneDung Urn
    Vermine de TaureauBullsitch
    Vierge RoseeDew Maid
    36Jaldon's Point
    41Horn Gate
    42Agape
    43Old
    44Dwarf Knoll
    45Biggle Stone
    46Sog's Ruins
    51Obscure Plinth
    52Winter Ruins
    53Cam's Well
    54Day's Rest
    55Pimper's Block
    56Devil's Hill (adjacent to the Block)
    61Knight Fort
    62Helmbold's Crossing (where the road south of Sun Dome crosses the river)
    63Hender's Ruins
    64Condor Crags
    65Dead Place hex within the Sacred Ground
    66the Spurt (last hex of the swamp-filled furrow plowed out by the Block when it landed) (or maybe Ex?)
    1
    1
    2
    2
    2
    2
    3
    3--1112223334
    4-11223344556
    5-12334566789
    6123456789101112
    4
    4
    5
    5
    5
    5
    6
    3445556667778
    467788991010111112
    591011121214141515161718
    6131415161719192021222324
    7
    7
    8
    8
    8
    8
    9
    38899910101011111112
    4121313141415151616171718
    5181920212122232424252627
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