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«WarQuest A Game of War, Conquest, and Heroic Quests in the Fantasy World of Myrathia By Glenn Drover © 2015 I. Introduction For a hundred years, the ...»

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WarQuest

A Game of War, Conquest, and Heroic Quests in the Fantasy World of Myrathia

By Glenn Drover

© 2015

I. Introduction

For a hundred years, the armies of Men fought with the other races of Myrathia, and

eventually drove them back into the wild lands on the periphery. A great kingdom of Man

dominated the land.

Then men turned on each other and the great kingdom of the Vandar split into several

smaller kingdoms. For the next hundred years, the eight kingdoms of Myrathia were at war with each other. The devastation and loss finally forced those wars to end. Now, after two hundred years of war, the dead lie unburied on gruesome battlefields, walls lie in ruins, and the kingdoms have no more men to fill their armies. The fighting has stopped.

Unfortunately for the kingdoms of Man, the other races have not forgotten or forgiven.

They only wait for a great warlord to lead them, and they will take back what is theirs.

You are just such a warlord. You have trained and waited your entire life for your chance to muster great armies and carve out a kingdom for yourself, and everlasting fame for your deeds.

II. Object In WarQuest each player takes the role of a Warlord in the world of Myrathia. They must raise armies of goblins, orcs, dwarves, satyrs, bugbears, elves, and other fantastical creatures to conquer the kingdoms of Myrathia, seek out legendary magical items, and defeat other warlords. The first warlord to complete all four of their sacred quests is crowned Emperor of Myrathia.

III. The Map [graphic: map of Myrathia] The map is divided into various regions. Each region counts as one ‘space’ for movement.

A Kingdom is a group of regions outlined in a particular color.

[graphic: show a Kingdom] The map also contains cities.

[graphic: show a city] As well as ‘Special Locations’. There may be Towers, Tunnels, Tombs, Monuments, Dungeons, Caves, etc. During the game Warlords may need to go to a Special Location to fulfill a Quest.

[graphic: show a Special Location] IV. Components

1. 115 highly detailed miniatures 15 Goblin infantry 10 Goblin archers 15 Wood elf infantry 10 wood elf archers 10 dwarf infantry 5 dwarf crossbowmen 10 satyr infantry 5 satyr archers 10 orc infantry 5 orc archers 5 warlords 15 lieutenants

2. Huge 36"x42" map of Myrathia/ Gameboard

3. 10 special combat dice and two regular six-sided dice

4. Four card decks (quest 30 cards, conquest 40 cards, event 30 cards and power 51 cards)

5. 80 coins (two denominations)

6. 25 banner stickers (we may move to plastics boots)

7. Control markers - 120 tokens

8. Victory point markers - 60 tokens

9. Damage markers - 20 tokens

10. Five player reference boards - 4” x 10” each

11. Rulebook V. Setup and Starting Place the game board in the middleof the table.

Place all of the troops and the Lieutenant figures off of the game board, but nearby in The Recruitment Pool. Troops and Lieutenants that are purchased are taken from here, and troops and Lieutenants that are eliminated in Battle are returned to here.

Place the Ownership Tokens for each player off of the game board, but nearby.

Shuffle the Power Cards. Turn five of them up so that all players may see them. The remaining card deck is placed next to them as a draw pile.

Shuffle the Event Deck and remove 25 cards and place them near the board and remove the rest from play. This will be the active Event Deck for this game.

Shuffle the Quest Cards and deal 2 to each player.

Shuffle the Conquest Cards and deal 2 to each player.

Each player gets 30 gold.

Each player gets their Warlord and one of their Lieutenants.

Randomly choose the Starting Player.

Each player takes a turn (starting with the player to the right of the starting player and going counter-clockwise) placing their Warlord and their Lieutenant on any single region that they choose. Immediately after placing their leaders in the starting region, each player may buy their starting army. They may purchase any Basic units from the Recruitment Pool (They may not purchase any Advanced Units – units that require the ownership of a Power Card or the play of an Event Card prior to recruiting – for example: Wizards, Trolls, Dragons, Elite units, etc.) After all players have finished placing their two Leaders and buying their starting troops, the Starting Player will take his turn first, followed by the person to his left (clockwise) and so on. So the ‘Starting Player’ is last to place, but first to move.

VI. Turns At the beginning of each Turn the starting player will perform 3 Actions (see below) of his or her choice. They may be any combination of Actions, with the exception that each Army may only be moved once on a player’s turn, and no City may be Taxed twice on the same turn. Once the starting player has completed his actions, then the player to his left (clockwise) will take their turn. This is repeated until each player has taken their turn.

After all players have taken their turn, a new Event Card is turned up and executed.

VII. Actions

During a player’s turn, they may perform 3 actions. The possible actions are:

1) Move/ Fight Battles – The player may move any single Army: (the Troops and a ‘Leader’ of their faction in a single region) from the region where they started to another region up to three regions away. (A Leader is the Warlord or any of his Lieutenants).





Two or more Leaders belonging to the same player may start a turn in the same region.

Two or more armies starting in the same region may not be moved with one action together. An army may only be moved once on a player’s turn: A player may not use two actions to move the same troops twice.

When moving an army, the player may move some or all of the troops from the starting region. Some may be left in the original region, but may not be left along the path of the move (No ‘dropping off’). Any units that end a turn in a region without a Leader are removed from the board (They have gone home).

If an army moves into a region containing an army or armies belonging to another player, movement immediately ends and a battle is fought between the two armies (see Combat below).

If multiple armies owned by the same player occupy a single region and are attacked, all of them fight as one army in the battle.

Armies may not move over mountain ranges. An army may move over a river using a bridge without a delay, however, if they cross a river without using a bridge, the army must stop its movement immediately after crossing the river.

2) Acquire a Power Card – The player’s Leader must be in a region with an Ancient Battlefield in it. That player may then acquire a Power Card. They choose one of the five available Power Cards, pay the printed cost on the card, and place it in front of him or her. They now own that Power and get the advantage printed on it as long as they possess the card. When a Power Card is taken from one of the five available, a new one immediately replaces it from the deck so that there are always five Power Cards available for purchase. A player may only purchase one Power Card per turn.

The Rule of Five A player may only own 5 Power Cards at one time. If they purchase or gain a sixth Power Card, they must discard one. The discarded Power Card is out of play for the rest of the game. Note: ‘Event’ Power Cards do not count toward the five card limit.

3) Tax – A player may ‘Tax’ any region which he or she owns (see ‘Conquer’ below), and which contains a city. The player will receive the number of Gold shown on the map near the city. The same city may not be taxed more than once by the same player on a given turn.

4) Conquer – The player may place one of their ownership tokens on any single region that contains one of their armies. If that region had belonged to another player, then the other player’s ownership token is removed. The new owner has conquered it!

5) Recruit Troops – The player may purchase troops from any single region where recruiting troops is possible (see below) and that also contains one of their Leaders. The type of troops that may be recruited depends on what type of creature lives there. (i.e.

If the player’s leader is in Goblin Lands, they may only recruit goblins, they may not recruit dwarves). Players may not recruit in a region that is ‘owned’ by another player. If another player’s ownership token is in a region where the active player’s Leader is trying to recruit, he or she must first ‘Conquer’ that region before they may recruit.

The player pays the cost for the troops recruited and places the newly recruited troops with that Leader in that region (costs for each troop type shown below - see Troops).

There are only a certain number of each troop type at any given time in Myrathia. When there are no longer any available troops of that type in The Recruitment Pool off board, then no more of that type may be recruited until some are lost in battle.

6) Recruit Lieutenant – The player may purchase a new Lieutenant if his Warlord piece is in a region with a city. The cost is 8 gold. The new Lieutenant is placed with the Warlord.

Each player may have a maximum of 2 Lieutenants and their Warlord on the board at one time.

7) Quest - When the acting player has an army in the region with the location on one of his or her Quest Cards, they may declare that they are on a Quest. They then may attempt

to defeat the Monster in single combat with their Warlord/ Lieutenant in the region:

(roll two dice; if the roll is equal to or greater than the VP’s on the Quest Card, then they defeat the monster, the Quest is successful, and they get the VP’s shown on the card. If they fail, they place the card on the bottom of the Quest deck and draw a new one. If they roll doubles then they draw a random Power Card. If the Quest was successful, they get the Power Card as Treasure, otherwise it is placed back on the bottom of the Power Card draw deck.

–  –  –

Skeleton Warriors** 2 1 1 Skeleton Archers** 2 1 1 Skeleton Riders** 4 2 1 Wraith King (unique) - 2 2 (M) = missile or ranged unit *These types of troops may only be recruited by the owners of the correct Power Card that allows it.

** These types of troops may only be recruited by the player who controls the Wraith King.

They may only be placed with the Wraith King.

Cost: The cost in Gold to recruit that troop Attack Dice: How many dice that troop rolls when attacking Defense Rating: How many hits that troop may take before being removed from play [graphic: Show a sample troop with arrows labeled ‘Attack Rating’, ‘Defense Rating’]

SPECIAL TROOP/ RACE POWERS

Certain unit types have special powers in combat.

Warlord and Lieutenant - HERO Rally one troop from the retreat area into the reserve at the end of each complete round of combat for each Leader (Warlord or Lieutenant) in the Reserve Area.

Goblin Wolf Rider – RELENTLESS PURSUIT Goblin Wolf Riders roll double the usual dice in pursuit (8 dice).

Dwarf Foot – SHIELD Dwarf unit must be targeted with all hits and retreats before any other unit in that rank as long as there is a Dwarf Foot unit in the rank being attacked.

Elf Foot and High Elf Foot – UNTRAINED ARCHER Add their attack dice when the rear rank is firing. This is in addition to their normal front rank attack.

Orc Foot and Great Orc – RAGE Bonus Attack dice on the first round of battle for hand-to-hand combat (not ranged fire) +1 for Orc Foot, +2 for Great Orc.

Satyr Foot and Archers – AMBUSH Roll 2 extra dice for each retreat result when at least one satyr is in the rank that is attacking (effect is cascading).

Air Wizards – MISSILE SHIELD Enemy missile attack is -3 dice. (-3 to the total attack dice for the attacking rank). Air Wizard is immune to missile attacks.

Earth Wizards – WALL Enemy Hand-to-Hand attack is -3 dice. (-3 to the total attack dice for the attacking rank) Fire Wizards – FIREBALL 6 dice attack on a single enemy troop; 12 dice vs. Trolls.

Water Wizards – ICE BLAST 4 dice attack on a single enemy troop; 12 dice vs. Fire Dragons and Fire Wizards.

Trolls – REGENERATE All hits are removed at the end of each full round of combat.

Fire Dragon – FIRE BREATH 4 dice attack on every troop in a rank. (Once per battle) X. Combat COMBAT DICE: These special dice have one side that is a ‘hit’ (skull or swords icon) and one side that is a ‘flee’ (flag icon) SETUP Each player sets up their army in two ranks: Front and Rear. The maximum that may be placed in each rank is 5 units.

Only Missile Troops may attack from the Rear Rank. They can attack either enemy rank.

All other troops may only attack from the Front Rank into the enemy Front Rank (Hand-to-Hand combat).

Any unit that is not placed in the Front or Rear Rank is placed in the Reserve Area behind the Ranks.

There is also a ‘Retreat Area’ behind the reserve area where units that Flee during battle are placed.

[graphic: Diagram of Battle Areas]

The battle is fought by resolving attacks from one Rank at a time in the following order:

Defender’s Rear Rank Attacker’s Rear Rank Defender’s Front Rank Attacker’s Front Rank Each Round of combat includes attacks for each of the four ranks.

BATTLE PROCEDURE AND RULES

 Roll dice equal to the total of all Attack Ratings for all troops in the rank.

 Skulls = ‘Hits’ and Banners = ‘Flee’  Acting player assigns hits and flees.

 No troop with a Defense rating of 3 or more can be forced to flee  Troops forced to flee are placed in the Retreat Area  Troops that have taken hits equal to their Defense Rating are eliminated.

 Hits that do not result in elimination are marked with Hit Markers.

 After all Eliminations, and Flees are executed the targeted player may fill the gaps in the line with troops from his or her Reserve Area (up to 5 max.)  The next Rank in order becomes the next attacking rank. Repeat the above steps.

 RALLY: After all ranks have attacked, Leaders in the Reserve Area may rally one troop in the Retreat Area per Leader. These rallied troops are placed in the Reserve Area.



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