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Warlocks & Warriors

Warlocks & Warriors Rulebook

Table of Contents

Table of Contents

  • Object of Play
  • Parts Inventory
  • Setting Up the Game
  • Playing the Game
  • The Princess
  • Duels
  • Optional Rules

Object of Play

To win, a player must enter the castle with the princess after having visited the ANCIENT RUINS, the DEMON MAZE, the LOST DUNGEON, and the DRAGON'S LAIR. The player need not have the princess with him when he visits these places, but he must visit each one at least once during the course of the game before he may enter the castle with the princess to win.

Parts Inventory

Besides the box, your game should contain a playing board, this rules folder, six colored pawns to represent the players, a white pawn to represent the princess, and two dice.

Setting Up the Game

Each player selects a pawn and announces whether he will play as a warlock or as a warrior (there is no difference between warlocks and warriors unless the optional rule is used). Each player rolls two dice. The player with the highest total receives the pawn for the princess (in addition to his own pawn) and moves first. Play then passes to the left around the table. The princess always moves along with the player currently escorting her. All pawns begin on the space marked "Seaport."

Playing the Game

The player with the princess begins the game by rolling the two dice. The total of the two dice is the number of spaces which the player must move that turn. A player may move in any direction he desires, as long as he does not move into the same space more than once during a turn.

As the players move across the board, they will land on a variety of spaces.

  1. Anytime a player stops on a space with an arrow in it, he must move two spaces in the direction the arrow is pointing.
  2. Anytime a player stops on a space with a star in it, he is entitled to use a magical spell. The spell allows the player to command any other one player to move one, two, or three spaces in any direction. The spell may not be cast upon a player whose pawn is in a large circle or on a square space.
  3. If a player begins his turn on a small circle with an "X" in it, he must detour to the tavern or the camp, as indicated. When he reaches the tavern or camp, he must lose one turn.
  4. If a player lands on a large circle marked PARCHED DESERT, DISMAL SWAMP, or MYSTERY MOUNTAINS, he must lose one turn.
  5. If a player ends his turn on a square space (ANCIENT RUINS, LOST DUNGEON, DEMON MAZE, or DRAGON'S LAIR), he rolls two dice, looks up the number he rolled on the appropriate table on the board, and follows the results shown. A player may NOT skip over a square space; if his move would take him past the square, he must stop at the square anyway.
  6. A player who desires to enter the castle with the princess and win the game must roll a number on the dice which is equal to the exact number of spaces needed to reach the castle. A player within three spaces of the castle may choose to stay in place and not move after rolling the dice. This is the only time a player may elect not to move.

The Princess

No one actually plays the role of the princess. The pawn representing the princess always moves along with the pawn of the player who is currently escorting her. If her escort is bumped as a result of a spell, or moved by an arrow space, she follows.

Duels

Anytime that more than one player is on the same space, a duel must be fought. Duels may NOT take place in square spaces. Squares are the only spaces where more than one player can be present without dueling.

Fighting a duel is the only way that one player may take the princess away from another player. If a player moves through the space containing the princess, but does not end his move there, he has missed her on the trail and may not duel for her that turn.

Each of the players involved in a duel rolls two dice. The player who rolls the higher total wins the duel and the princess if she is there. In cases of a tie, both players roll again. The winner must move both himself and the loser out of the space in which the duel was fought. First, he moves the loser one space in any direction, then he moves himself one space in a different direction.

Any time a player is forced to move onto a space containing the pawn of another player (as the result of a duel, an arrow space, or a spell), a duel must be fought. This could result in several duels, one right after another.

Optional Rules

If all players agree before the game begins, the following rules may be used:

The WARLOCK: If a player elects to be a warlock, he may add one spot to his dice total when he fights a duel, but only when the duel takes place on a space with a star in it. Also, only warlocks may use a spell when they land on a space with a star.

The WARRIOR: If a player elects to be a warrior, he may add one spot to his dice total when he fights a duel, unless the duel is being fought on a starred space. The warrior may never use spells.