NON-Managed Campaign

 

Board Set up: The non-managed campaign is played using a map split up into a number of territories partly determined by the players.  If using the Reaper Hex (see appendix) method, the following is suggested:

 

2 players : 9 territories (include picture layout)

 

3-4 players : 18 territories (include picture layout)

5-6 players : 36 territories (include picture layout)

 

 

In a draw bag place equal numbers of  SUPPLY, BUILD, and RELIC tokens, with the total number of chips equal to the number of territories on the board.  If players choose to use a custom map that does not have equal numbers, then it is suggested to add supply tokens as the filler tokens..

 

(Appendix includes optional rules related to:

  1. Using Reaper Hexes as game map creators
  2. Adding terrain type influences into the map
  3. Additional map token types

)

 

Example, if there are 3 players, then it would be suggested that there would be 9 territories on the map and 3 of each type of token in the draw bag..  If the number of territories

 

Players can agree before the game begins to either go ahead and draw a token for each territory to reveal what type it is, or they can elect to draw tokens as they are revealed during the game for that added element of surprise.  Players will place the tokens or not according to this agreement.

 

Player set up:

Each player will start out the game with 10 troop chips, 5 supplies chips, and 3 build chips already in their possession.  Players do not start out with a home territory.

 

During the initial game turn, all players’ first and second actions will be to claim a home territory and build a village on it (even though at this time they still have no models on the table).  A player cannot choose any territory adjacent to a territory already chosen by an opponent.  

 

Initial Turn:

  1. All players at the same time trade in troop tokens to purchase new units.
  2. All players each put in one card or token in to the pile or draw bag. Draw one at a time to determine initiative for this first turn.
  3. In order drawn, one at a time players claim a home territory with their first action
  4. With their second action all players use their build chips to build an outpost.
  5. Players place their purchased  units into their new home territory
  6. Players collect whatever tribute their new territory provides them

 

Subsequent Game Turns:

  1. All players at the same time trade in troop tokens to purchase new units.
  2. Initiative is determined
  3. Player with the Initiative activates any or all of their troops and carries out their first actions. 
  4. Results, combat, and updates from 1st actions take place.
  5. Repeat steps 3-4 until all players have finished 1st actions.
  6. Going in opposite initiative order, repeat steps 3-4 for all 2nd actions.
  7. All players “place” purchased units.
  8. All players collect appropriate tokens for their claimed territories.
  9. End of Game turn

 

 

 

  1. Purchasing new Units

Each troop token is worth 50 points.  Players may use the points to purchase models and equipment. A player does not have to trade in all of their tokens on any given turn.  But, once a token has been traded in, its points are used and cannot be saved. 

 

Example: A player has 5 tokens, and during the purchasing phase, he decides to trade in 3 tokens (total value 150 points) and purchases 144 points worth of models and equipment with it.  The remaining 6 points are lost and canot be saved, but the 2 unused tokens may be saved to be used in later turns.

 

 

  1. Initiative Determined

Players will place one card or bead in for each player in play.  Players with active tactician models on the table will add a single card or bead no matter the actual number of models with tactician.

 

During phase 2 of each turn, players will draw cards or beads, one at a time, to determine the order of play.  Just as in the tabletop part of the game, the tactician bonuses help the chance of drawing that player’s card, but does not allow him to go twice.

 

  1. Performing Actions

A troop must have the proper supplies or resources to be able to carry out its orders for a turn. Some types of  actions will have a token type associated.  A troop may only be given those types of orders if they turn in the proper token type.

 

 In all cases, a non legal troop will twice the amount listed to accomplish the same goal.

 

The following are the types of actions that can be done:

 

·        Travel

o       Any troop, legal or non-legal, may spend SUPPLY tokens to travel. Legal troops require 1 token, while non-legal troops require 2 (Solos do not require any supplies to travel).

o       Legal troops may move (thru territories) up to the amount equal to the slowest model in the troop move value / 4 round down.  So, a model with :

§         4-7 = Move 1 territory

§         8-10 = Move 2 territories

o       Non legal troops always only have a movement of 1 territory no matter what the movement value of the models included have.

o       Movement into territories with friendly roads requires half the normal movement.  But, it still requires a full movement point to travel from a territory with road to one without.  So, for example a cavalry unit with 2 move, moving into a territory with road, would still have 1.5 spaces worth of movement left, but if the no other territories contained roads, it would only be able to travel thru another 1 territory, dropping the extra 0.5 movement that was left.

o       Moving into or thru an territory automatically unveils the details of the territory to the player, the same as a Recon action.

·        Claim

o       A legal Leader led troop may place his flag or symbol on an unoccupied territory and “claim” it as one of its actions.  It does not require any tokens.  Once a territory is claimed, the player will start to earn whichever type of token tribute that territory supplies.

o       Undermanned Troops may not claim a territory.

o       Solos may not claim a territory

·        Recon -

o       In games where players have chosen to start the game with territory token types hidden, a legal troop may perform a Recon Action to gain knowledge on up to 2 adjacent territories (player’s choice which 2).

o       If the legal troop also contains any model with the SPY SA or Flyer, they may gain knowledge on up to 2 territories 1 territory removed (player’s choice which 2).

o       The player may look at the tokens on all reconned territories without sharing with other players.

 

·        Re-organize -

o       It is a free action for a troop to add models into it.  But, a Leader of a troop must choose to use the troop’s action to reorganize his troop if any models currently in the troop are dropped or traded out of the troop.

o       A leader may never drop more than half of the current number of soldier models in his troop.  But, is able to add as many troops as necessary to fill his troop up. 

o       The leader must still qualify to lead any newly aquired troops.

·        Plunder -

o       A legal troop may elect to plunder riches from the people within the territory without actually claiming the territory.

o       Only territories with SUPPLY or BUILD tokens may be plundered.

o       Plundering a territory gains the player 1D10/2 the territory’s value in tokens of whatever type the territory offers.

o       Tokens received from the plunder are added into the player’s hand and are available for immediate use.

o       A territory that has been plundered can afterward never be claimed by the plundering player.  If a player plunders a territory he already claimed, he loses this territory.

·        Build–

o       Any troop may elect to build either roads or outposts.  Along with using the troop’s action, it takes a legal troop 1 build token to build a road or 3 tokens to build an outpost.  All built items must go in the territory where the building troop is located.

 

  1. Results of Actions Lead to War

Anytime the results of an action puts two different players in the same territory, battle breaks out.  Players compare their notes for what models that they have in the territory and take them to the tabletop battlefield for resolution.  The winner of the tabletop battle stays in the territory, while the loser (if any remain alive) must retreat 1 territory in the direction of the nearest friendly claimed.

 

 

  1. Placing new models and equipment

·        All new models must be placed in friendly outposts.

·        All new equipment is assigned at the time of placement to a model in an outpost, and cannot be transferred.  If the user of the item is killed in battle, their equipment is also lost.  The receiving model does not have to be a newly purchased model, only that the model has to be in the outpost to receive it.

 

 

  1. Collect Tokens

·        After all players have completed both action phases and all results have been tallied, players collect tokens from the territories that possess their flag.

·        All claimed territories pay 2 TROOP tokens.

·        SUPPLY Territories pay 3 SUPPLY tokens

·        Build Territories pay 1 BUILD token

 

  1. Victory Conditions

There are three methods to winning the campaign:

·        Outpost control. If a single player owns all outposts on the table at the end of any full game turn, he is declared the victor. 

·        Collect the Relics. If a single player owns all of the RELIC territories at the end of any full game turn, he is declared the victor.

·        Hoard the Supplies. If a single player owns all of the SUPPLY territories at the end of any full game turn, he is declared the victor.

 

All three victory conditions take into account that all territories have had their types revealed.  In games where players start off not knowing what type a territory is, it is necessary to reveal all territories before any of the three can be achieved.

 

 

 

Additional Rules

 

Glossary:

Legal Troop: any troop that is complete: either a leader and enough soldiers to satisfy the leader’s requirements, or a Solo on his own.

           

Non-Legal Troop: A non-legal troop is considered to be any troop that has soldiers or elites but no leader.  It is in fact not a troop anymore, but just a collection of soldiers.

 

Undermanned Troop: A troop that has a leader but not enough troops to satisfy that leader’s leadership requirements is considered to be legal but undermanned.  An undermanned troop cannot claim new territories.

 

Alternative and Optional Rules:

 

  1. Flyers and Burrowers: When players use this optional rule, it adds depth to the game related to game travel.

·        Troops where all models in the troop have either Burrow or Flyer, may elect to travel by those means.  The actual act of flying or landing is non-consequential in this tactical set up and therefore free for each.  Only that the controlling player must make the declaration.

·        Movement costs in terms of supplies is still the same. 

·        Flying or Burrowed Troops cannot claim, plunder, or build.

·        Troops traveling via either method may travel thru occupied territories without triggering combat, whether they end their move in the same territory or not.

·        If the occupied territory contains 1 or more spellcasters, the spellcasters may elect to use magic to force the traveling models to ground and thus enacting combat.  In this case, the “defending” player must choose only a single spellcaster and may only cast a single spell.  If it is successful, then the entire travelling group is grounded and combat is taken to tabletop (the spellcaster must mark off spell points for casting the spell before the beginning of tabletop warfare).

·        If an opponent enters a territory where models are flying or burrowed, they may so the same attempt to force them to ground to encite combat.  In this case, the “attacking” spellcasters may use as many of their spellcasters as desired to cast grounding spells.  Only a single spell needs to be successful to bring the combat to tabletop.

 

 

  1. New Token types: When players use this optional set of rules, it adds to the depth of the game by adding in more options for players to bring out the personality of their faction.

·        Saboteurs: Tokens that will allow Spy models to wreak havoc with other players

·        Spectral Gates: Tokens that will allow demons, ethreals, and other spirits to have special travel privileges.

·        Seige Weapons: Tokens that will allow players to include special siege warfare rules into the campaign.

·        Scenario Tokens: Special tokens that will allow players to challenge other players to a scenario for the right to win a prize.

 

 

  1. Terrain Issues: When players use this optional set of rules, it adds depth to the game by bringing in terrain types and affects.  Each kind affecting races and factions differently.

·        (Insert terrain stuff here)

 

 

  1. Warlords matter: When players use this optional rule, the need for a true Warlord leader becomes a prominent part of play.  Use the following extra rules:

·        All players must have at least one Warlord character in play.  When a Warlord model is killed, it is completely removed from the game, and cannot be re-purchased. 

·        If a player has no Warlord models on the table at the time of purchasing and still has unused Warlord characters, he must spend points to aquire an available Warlord before he can purchase any other model. (even if it takes him multiple turns to earn the tokens to make the purchase).

·        When all Warlord characters for a player are killed, and that player does not have any more Warlord characters available for purchase, that player is removed from the game and all owned territories become unclaimed.