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Warangel

Warangel Rulebook

Table of Contents

Table of Contents

  • Setup
    • Warrior Placement
    • Fortress Placement
  • Sequence of Play
  • Combat
  • Warriors
    • Warrior Types
  • Special Abilities
    • Ability - Fly
    • Ability - Jump
    • Ability - Transport
  • Territory and Blue Holes
  • Capturing a Fortress
    • Recover Eliminated Warrior
  • How to Win
  • Terrain Reference

Setup

Each player chooses a race and takes its Reference Sheet and its Counters. The Master of your race represents you in battle. Each player chooses 1 Map or takes the specific map for its own race.

Place a screen, or the Warangel 2000 box, between the territories, so that you cannot see the enemy placement. Place your Fortresses on your map, at least 6 hexes of distance apart (adjacent are considered at distance 1). So leave at least 5 free hexes between the fortresses.

Secretly hide a Resource Point counter with value from 1 to 3 under each of your fortresses. If you have the wood counters you can paste the Resource Point counter under the woodblock of your fortress. You can also hide a warrior, (also mounted on the woodblock) under each fortress.

At the beginning of every battle, each race starts with 10 Resource Points, hidden in its fortresses.

Place your Warriors on your map, remembering that the only passages through the territories are the Blue Holes. Each Hole has its corresponding exit in the enemy maps. No counter may be placed on the Blue Holes.

If you have Obstacle counters (clouds, webs, barriers...) don't place them yet.

The first player who ends his placement, declares this to other players: he'll be the first to move. The second player who ends his placement will be the second and so on. When all players have ended their placement, the turn sequence will be known. Remove the screen and start the battle.

Players set up secretly from one another. The first player to complete the setup becomes the first player and so on.

Warrior Placement

  • Place in any hex, except for on a blue hole, vulcano, chasm or ocean.
  • May be placed in fortresses (place the warrior hidden underneath the fortress).

Fortress Placement

  • Placed at least 6 hexes apart (5 spaces in between).
  • Place on any hex, except for in or adjacent to blue holes or ocean.
  • May not be placed on a water hex if completely surrounded by water.

Sequence of Play

Player order is determined by the order in which players complete their setup (first player to complete their setup goes first).

On your turn you perform actions with your warriors. Each warrior may only perform each action once. You may perform actions with warriors in any order you wish.

Possible actions:

  • Move
  • Close combat
  • Weapon(s)

An action must be fully completed before starting another (exceptions: group attack and hit in movement).

During your turn you are on Attack and you can move all or some of your warriors. During enemy turns you are on Defence. On Attack each warrior can play these actions, in the sequence he prefers: Move, Fight in close combat, and if he is able, play other actions such as throw a weapon.

Each warrior may play every own action only 1 time per turn, in the sequence he prefers, also during the Action sequence of another own army companion.

Combat

Close Combat: The warrior on Attack must be, or move, in contact with the Defender, in a hex adjacent to it, declare the target and flip a number of Destiny Shields equal to his own Power. If the number of wounds is equal or higher to target's Vitality, the Defender is eliminated.

You can add the wounds obtained with different attacks on a single target only during the turn of your race. You can play a group attack moving two or more Attacker adjacent to the target. On defence, the warrior has the right to cast its Power Shields, at the same time he suffers a close combat attack (single or group attack). The combat Action always hits a single warrior that must be declared before flipping the Shield, both on offence and on defence. All wounded but not eliminated warriors, at the end of the turn, have their Vitality totally restored.

The Defender cannot cast any Shield if it is attacked with other Actions, different to close combat, with Physical or Mental Weapons, or if they are launched from an adjacent hex.

Physical Weapons must be launched along a straight line, free from obstacles, toward the target.

Mental Weapons pass through obstacles and do not have to be launched along a straight line.

Warriors

On the Reference Sheets can be found the characteristics of each warrior in this order:

  • Pow. (Power): the strength and the skill when fighting in close combat.
  • Vit. (Vitality): the number of wounds necessary to eliminate the warrior.
  • Mov. (Movement): the Movement Points the warrior must spend to enter the various hexagons of the maps. Each hex has its own cost, per the terrain reference table below.
  • Wrs. (Warriors): the number of warriors of that type you can place on your map at the beginning of each battle.
  • Val. (Value): the cost of the warrior for the recruitment phase present in the Warbeast system of play.
  • Spe. (Specializations): the hexagons on which the warrior can re-flip its Destiny Shields both on Attack and on Defence and where he always spends only 1 Movement Point.

All Masters have Power 7, Movement 12 and Vitality 6.

Each fortress may keep a warrior, hidden under it (it can be placed also at the beginning of the battle). This warrior is named Garrison and has Vitality and Power upgraded by 1, both on defence and on offence. Neither Masters nor Garrisons may be hit by any kind of Mental Weapons. Moreover Masters and Garrisons can be hit by Physical Weapons only if they're launched from an adjacent hex.

Warrior Types

There are 5 types of warriors, listed from top to bottom on your reference sheet:

  • Master
  • Dominant caste (fortress value 3)
  • First intermediate caste (fortress value 2 or 3)
  • Second intermediate caste (fortress value 2 or 3)
  • Infantry caste (fortress value 1, 2 or 3)

Special Abilities

Ability - Fly

May fly over everything except for oceans, spending 1 Movement Point for each hex. Moving through a blue hole still costs 3 Movement Points, but moving over it costs 1 Movement Point.

Warriors with flying and ranged attacks ignore obstacles when attacking.

Ability - Jump

Jumps one or two hexes in any direction, the second hex can be in a different direction from the first. Each hex moved costs 1 Movement Point. Can jump once per turn.

  • Can't jump over or land on a mountain, iced mountain, volcano, wood, fortress and ocean.
  • Otherwise can jump over everything, including obstacle counters and warriors.
  • Can't land on a chasm.
  • Can't jump from a blocked blue hole or water hex.

Ability - Transport

The warrior that wants to be transported must move on top of the transporter. The transporter can then transport it with its movement characteristics. It's not possible to enter a fortress whilst overlayed.

To move on top of a transporter costs 1 Movement Point (regardless of terrain). It's not possible to move down and up on another transport in the same turn.

When attacked, the opponent must choose one warrior to attack. When defending, both flip their power tokens together. When attacking, may attack different targets.

Territory and Blue Holes

You can use the territory of your own army (they all are available, on request) or you can try to play on a different territory, good for the specializations of your warriors. Each territory is like an enormous island, surrounded by a radioactive ocean (the wavy border of all maps) that no one can enter.

Blue Holes are the only passages that connect the territories. They are blue, shining, energetic clouds that teleport from a territory to another, spending 3 Movement Points. Each map has 10 Blue Holes. Each Hole is connected with teleports in the corresponding hole of all other maps. Keep the upper left corner with the name of the race as reference or number the holes from 1 to 10 clockwise. Example: if a warrior enters in his own hole #7, he spends 3 Movement Points and can exit in the hole #7 of any other enemy map in game, he chooses.

Capturing a Fortress

Whenever you capture an enemy fortress, flip the fortress so that the resource value is facing up.

Recover Eliminated Warrior

The first time you conquer an enemy fortress you may recover an eliminated warrior. The warrior that can be recovered depends on the resource value of the fortress.

  • Resource value 3 - Dominant caste or lower
  • Resource value 2 - Intermediate caste or lower
  • Resource value 1 - Infantry caste

How to Win

Victory: control, at the beginning of your turn, over a minimum of 12 Resource Points. This means to have your own warriors placed in different fortresses (own and enemy) so that the total value stored in them is 12 Resource Points at least. The winner may have only a part (or none) of the fortresses he had at the beginning of the battle: it's important to control in total 12 Resource Points at least. Whoever wins in this way may be called a Warangel. You can also win by exterminating the enemy army (or armies, when playing with many players) but remember: this is not the goal you have been set.

If you begin your turn with control of fortresses with a combined total of 12 or more Resource Points, you immediately win the game.

Terrain Reference

TerrainMove Cost (specialization)ObstacleHidesSpecial
Fortress1YesCan only be attacked by physical weapon if attacker is adjacent. +1 vitality & power and can't be harmed by mental weapons. Possible to pass through a fortress with a friendly garrison.
Plains1
Savannah / Prairie1Any clear hex adjacent to desert is considered savannah / prairie and not plains.
Desert2, 1 (Desert)
Wood2, 1 (Wood)YesYes
Mixed2, 1 (Mixed)
Radioactivity2, 1 (Radioactivity)YesYes
Ice2, 1 (Ice)
Lava3, 1 (Lava)When moving over takes 3 destiny shields damage unless flying, jumping or has lava specialization.
Water3, 2 (Mixed), 1 (Water)
Mountain3, 1 (Mountain)Yes
Icy Mountain3, 2 (Ice / Mountain), 1 (Ice & Mountain)Yes
Blue Hole3YesMoves warrior to connected blue hole. Cannot stay or attack when on a blue hole.
VulcanoimpassableYes
Chasmimpassable
Oceanimpassable

Obstacle: Blocks line of sight for ranged physical weapons.

Hides: Can only be attacked by any weapons if attacker is adjacent.