INGREDIENTS TABLE
1D50 Ingredient: Notes:
01 Red Dragon Tail Spicy
02 Illithid Brain Pod Brain Food
03 Troll Hide Regenerates
04 Pound of Ogre Flesh Fatty
05 Medusa Head Un-petrified
06 Cockatrice Tastes like Chicken
07 Shrieker Dungeon Mushroom
08 Green Slime Live
09 Giant Ant Legs Crunchy
10 Black Pudding Dissolves Wood & Metal
11 Beholder Eyes Includes Stalks
12 Pixie Morsels Includes Wings
13 Bugbear Gamey
14 Carrion Crawler Chunks
15 Choice Cut Demon Hot
16 Side of Devil Red Hot
17 Stegosaurus Steak With Plates
18 Gorgon Flank Hard as a Rock
19 Blue Dragon Sparks
20 Brass Dragon Balls Metallic Taste
21 White Dragon Cold
22 Gelatinous Cube Transparent
23 Zombie Parts Crawl out of the Bowl
24 Gray Ooze Slimy
25 Breasts of Harpy Tastes like Chicken
26 Hell Hound Burnt Taste
27 Hippocampus Salty
26 Bottle Imp Pickled
29 Kobold Smells like Dog
30 Larva from Hades Large Worms
31 Werewolf Tough
32 Haunch of Minotaur Very Tough
33 Naga Tail Reptilian
34 Sea Serpent With Spines
35 Orc Chops Tastes like Pork
36 Purple Worm Pungent
37 Roc Eggs Good for Omelets
38 Pegasus Horse Meat
39 Rust Monster Guess
40 Mermaid Tail Fishy
41 Satyr Tastes like Goat
42 Phoenix On Fire Literally
43 Sphinx Questionable Taste
44 Strangle Weed Don’t Choke on it
45 Stirge Blood Nutritious
46 Treant Apples Good for Baking
47 Unicorn Tastes Great
48 Will-O-Wisp Less Filling
49 Healing Potion Medicine Taste
50 Ice Elemental Frozen Solid
NOTES
Players are encouraged to add more ingredients to the list.
ICE LORDS INTRODUCTION
Wargame for 2 or more players.
Fantasy Northern theme.
VICTORY
Destroy all enemy units.
DICE, CHITS, TILES, & CARDS
Tiles are used to make the Map.
Chits are used to represent Units.
Cards are used for Spells.
Tile, chit, and card sets are common to all players.
Six and eight sided dice are needed to play.
TERRAIN TILE LIST
There are 4 terrain types:
Type: # Cost Recruit:
Tundra 14 1 -
Glacier 6 2 -
Water 9 (1) -
Villages 6 1 Norsemen & Barbarians & Ships
Forest 4 2 Wolves & Bears & Sprites
Mountains 4 3 Dwarves & Giants
Peaks 2 3 Dragons
Hills 4 2 Witches & Yetis
Sea - (1) -
# = Number of Tiles in Terrain Tile Set
Cost = Cost in Move Points to enter
Recruit = What type of units can be recruited there
THE MAP
Use a Chessboard.
All border spaces are Sea spaces
Randomly distribute the 49 Terrain Tiles to the 49 center squares.
SETUP
Each Player starts with one Hero unit located in a Village Space.
Randomly determine who goes first.
Unit Name: # Force Move Notes:
Norsemen 4 2 2 Army
Barbarians 4 3 2 Army
Viking Ships 4 1 4 Army, Ship
Drakkar 2 2 4 Army, Ship
Northern Dwarves 4 2 2 Army, Mountain Walk
White Dragon 4 5 5 Flying
Frost Giant 4 4 3 Mountain Walk
Winter Wolves 4 2 4
Polar Bears 4 3 2
Ice Witch 4 2 2 Magic
Snow Sprites 4 1 3 Magic, Flying
Hero A 4 3
Yeti 4 3 3 Mountain Walk
Ice Elemental A 4 - Summoned Unit
Ice Demon A 5 - Summoned Unit
Banner 2 +1 - Relic: Attach to Army
Magic Axe 2 +1 - Relic: Attach to Hero or Giant
Druids Staff 2 +2 - Relic: Attach to Witch or Sprite
Move = Move points per turn
A = As Needed
TURN SEQUENCE
Players take turns.
Each turn has 6 phases:
Recruit Phase
Magic Phase
Blizzard Phase
Move Phase
Battle Phase
End Phase
RECRUIT PHASE
Draw 1 Unit Chit from the common pile.
Keep your Chits in a pile.
Units are recruited from specific Territories.
If you have a Unit in an appropriate Territory, or adjacent to an empty
appropriate territory, you may put a Unit Chit from your pile into play on
that territory or in an adjacent territory that is empty or occupied by
a unit you control.
ADJACENCY RULE
Units or spaces must share a common border to be adjacent.
Diagonal spaces and units are not adjacent.
STACKING RULE
You may stack up to 4 of your units in a single space.
Summoned units and Relics do not count against this limit.
MAGIC PHASE
If you control any Witches or Sprites, draw 2 Spell cards.
Max hand size is 5 cards. Discard excess cards.
BLIZZARD PHASE
Remove tokens from board from last turn.
Use Tokens to represent Blizzards.
Roll 1D6 to see how many blizzards will be put on the map this turn.
Roll 2D8 to determine coordinates of each blizzard.
Units cannot move into, out of, or through a blizzard.
Units cannot attack into or out of a blizzard.
MOVE PHASE
Each unit has a number of Move Points (MP).
Different Terrain types have different Move costs to enter.
For Flying units, the Move cost of all Terrains is one.
Flying units may not end their turn in a Sea or water space.
Units with Mountain Walk pay only 1 MP to enter Mountains or Peaks.
Ships can only move in Sea and Water spaces.
Non-Flying units cannot move on Sea or Water spaces.
Heroes, witches, and armies may travel on sea & water spaces if stacked with a Ship.
The stacking limit must be strictly enforced.
You cannot enter or move through a space containing enemy units.
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